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70649
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Stardance Setup by @prathameshpvp | Stardance
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prathameshpvp
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T16:15:04Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "PRATHAMESH.EXE — building my own little corner of the internet ✦ There’s something special about creating a place on the internet that feels entirely your own. PRATHAMESH.EXE started with a simple idea: what if my portfolio felt less like a résumé and more like stepping into a tiny digital world? Inspired by the early internet, Y2K aesthetics, and old-school terminal interfaces, I’ve been shaping it with dark backgrounds, neon pink and purple, pixel typography, and a boot sequence that makes opening a website feel a little like starting up a computer from another era. But I don’t want it to be nostalgia for the sake of nostalgia. I want it to grow with me — a home for my projects, experiments, ideas, and everything I’m still figuring out how to build. Along the way, I’m learning that good design is about more than making something look interesting. Every animation, font, and interaction should have a purpose. There’s still plenty to build, break, rethink, and improve. And honestly, that’s my favourite part. For now, the system is booting.", "repo": "https://github.com/prathameshparkhi/personal-website", "demo": "https://coeus-exoplanet-classifier.streamlit.app/"}]...
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[{"post_id": 81277, "ts": "202 [{"post_id": 81277, "ts": "2026-10-20T16:11:28Z", "hours": 2.0761, "text": "I wanted to make my personal website feel less like a standard portfolio and more like a little digital world of its own. I went with a Y2K-inspired aesthetic, using a black background, neon pink and purple accents, Press Start 2P, and Space Mono to create that retro terminal feel. I also worked on the startup sequence, with messages like “INITIALISING SYSTEM…” and “LOADING STARFIELD…”, alongside a terminal-inspired layout for blog posts and development logs. One of the main things I’m trying to get right is balancing the visual effects with usability. I want the website to have personality without becoming cluttered or difficult to navigate. Next up: refining the responsive layout, polishing the interactions, and making the project sections feel more complete."}]...
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Title: Stardance Setup by @prathameshpvp | Stardan Title: Stardance Setup by @prathameshpvp | Stardance
Devlogs:
I wanted to make my personal website feel less like a standard portfolio and more like a little digital world of its own. I went with a Y2K-inspired aesthetic, using a black background, neon pink and purple accents, Press Start 2P, and Space Mono to create that retro terminal feel. I also worked on the startup sequence, with messages like “INITIALISING SYSTEM…” and “LOADING STARFIELD…”, alongside a terminal-inspired layout for blog posts and development logs. One of the main things I’m trying to get right is balancing the visual effects with usability. I want the website to have personality without becoming cluttered or difficult to navigate. Next up: refining the responsive layout, polishing the interactions, and making the project sections feel more complete.
Ships:
PRATHAMESH.EXE — building my own little corner of the internet ✦ There’s something special about creating a place on the internet that feels entirely your own. PRATHAMESH.EXE started with a simple idea: what if my portfolio felt less like a résumé and more like stepping into a tiny digital world? Inspired by the early internet, Y2K aesthetics, and old-school terminal interfaces, I’ve been shaping it with dark backgrounds, neon pink and purple, pixel typography, and a boot sequence that makes opening a website feel a little like starting up a computer from another era. But I don’t want it to be nostalgia for the sake of nostalgia. I want it to grow with me — a home for my projects, experiments, ideas, and everything I’m still figuring out how to build. Along the way, I’m learning that good design is about more than making something look interesting. Every animation, font, and interaction should have a purpose. There’s still plenty to build, break, rethink, and improve. And honestly, that’s my favourite part. For now, the system is booting....
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1792857319.125368
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1792943719.125368
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33983
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ValoGuess by @NHero | Stardance
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NHero
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1
|
104.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T14:59:44Z", "hours": 104.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built ValoGuess , a real-time multiplayer Valorant guessing game inspired by guessing videos on youtube (VCT Pacific). Players can challenge friends in 1v1 matches, eliminate agents, ask questions, and race to identify their opponent’s secret agent. It includes party lobbies, friend invites, real-time chat, player profiles, and match history. The most challenging part was building the real-time backend: synchronizing game state between players, handling disconnects and reconnections, hiding secret agents from opponents, and managing live state with Socket.IO and Redis. I’m proud of building the full experience from the game UI to the backend architecture, with separate Next.js and Socket.IO server repositories. Try it: Visit https://valoguess.fun , sign in or continue as a guest, and invite a friend for a match. Atleast one extra friend is needed or a different browser or incognito tab.", "repo": "https://github.com/valoguess/valoguess", "demo": "https://valoguess.fun"}]...
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[{"post_id": 81260, "ts": "202 [{"post_id": 81260, "ts": "2026-10-20T14:40:52Z", "hours": 1.8425, "text": "Devlog 12 So I think this one is the last before ship, I promise. 😂🥹 Fixed some bugs here and there Added readme Added some bg and showcase photos Added a layout for the home pages (lobby, settings, leaderboard, match history) where the top navbar and the friend sidebar is given to all. I think that’s it. I got no friends, or the friends I have aren’t like best of friends So I wasn’t able to test the game on scale. Feel free to open a issue in github or message me on slack"}, {"post_id": 81097, "ts": "2026-10-19T21:13:57Z", "hours": 10.1267, "text": "Devlog 11 So I have done lots of stuff and this is the last devlog before the first ship. Little sleepy rn as its 2:35 am my time, so I will wrap up fast. Added pino in Nextjs (Its a logger) Added caching wherever possible in nextjs using the cacheLife Added auth refresh event so if the name is changed it doesn’t need socket reconnect Optimised some code in socket server and also nextjs. Games getting saved to DB and there is a career history page now. Mostly did fixes of stuff and redesigned some elements in the lobby page. Like there is nothing else to talk about I’m mostly fixed stuff. I gotta sleep, have to ship the project too maybe I do it after waking up because readme is not ready yet. I think I’m gonna do after waking up so tired rn"}, {"post_id": 79776, "ts": "2026-10-15T11:01:26Z", "hours": 10.6203, "text": "Devlog - 10 I will keep this devlog sweet and short as I wanna ship this project as soon as possible as It has taken a lot of time now. I added some more rate limiting remove game Id / party id payload where neccessary from client in socket server as game/party id can be retrieved from player stored in redis. I’m directly getting friendships from db instead of relying on nextjs api in the socket server to show the initial friends list with presence (online/offline status). Removed TTL from party and game as they may get deleted mid game (prev ttl was 10 mins). I have also added token refreshing in socket server as socket server only verifies token once so now when the token refreshes (only for when user details are mutated) socket disconnects and connects, I know this is a bad logic I will change that but 10h 37m will be logged so I don’t wanna waste any more time , so it will be in next devlog Using AVIF instead of PNG for Agents Banner & Icon Added new fields to user (tagline, banner, usernamedUpdatedAt, nameUpdatedAt) Cleaned up many of the files in the frontend party Added logic for If user changes their avatar it should delete the old image in cloudinary Added Match ending design ENV are now accessed from ENV.ts Removed console.logs etc from nexjs Fixed some bugs."}, {"post_id": 78076, "ts": "2026-10-09T14:19:49Z", "hours": 9.7719, "text": "Devlog - 9 NextJS I added upload avatar in the settings page, user uploads an avatar and crops it accordingly , max file size limit is 5mb also the image gets uploaded to cloudinary and the secure url of the image is stored in db Changed the lobby UI to make it less cluttered Now there are drawers for gamemode settings and party stuff Changed the friends sidebar to be attaced to the right wall and closed and when you open it , it comes out of the screen not occupieing any space. Made a UI for FREEFORM questionMode Added a animated starting screen. Socket Server Added a new questionMode inside the Guess Agent gamemode now you can have freeform questions or preset Preset is same as before you will have a preset of questions to choose from and all its all like before Freeform is different you will have two buttons instead of questionPanel, you will have make guess and consume no. This gamemode is meant to be played in a vc like discord or any of your choice you can ask questions to the opponent direclty if there is a no you can just consume no and if you wanna guess you can guess. its like a offline game but you can count the nos and guess and have a agent panel to deduce Added a game starting phase where some details are created to show to the frontend. Added game cleanup functions, not perfect but will do for now Added a new event CONSUME_NO to consume no for questionMode Made some changes to type to adjust for freeform question mode EXTRA Added rate limiting in some parts In socket server rate limiting is token bucket and in nextjs rate limiting is sliding window counter (somewhat strict rate limiting in guest login and magic link) The rate limiting is handled by the same redis used for game states and stuff Fixed some bugs here and there. I know this devlog doesn’t feel personal and I only talk about the stuff I did, its because I wanna Ship this project as soon as possible and get done with it and move on to something else, because projects like this never end and you have to decide when to stop. I think next devlog will be the last devlog before the first ship"}, {"post_id": 76249, "ts": "2026-10-02T21:25:10Z", "hours": 9.7156, "text": "Devlog - 8 Big devlog, here we go again. Lets talk about nextjs first. So I added magic link to the app as the feedback I received was I don’t wanna use my google account as I don’t the trust the website enough to use it and I also want to use all the features so guest won’t work. This pushed me to add somewhat of a email login. I dont like password login so I wanted to add passwordless login and it wasn’t a debate I just picked one which is magic link. I am using resend for sending emails and i already have a domain for the app so using that for send email with auth@mydomain I created a template in resend dashboard itself so i can direclty use it in my nextjs app. Now lets talk about the big thing which made this a long devlog !!! Drum Roll please 🥁🥁🥁 I decided to restructure many parts of my socket server because of scalability as my previous architecture wouldn’t have survived If i added more gamemodes and all. What were the flaws Room was acting like if it was the party and the game Current gamemode is available is guess the agent so all the connecting modules were designed based on that which would have made adding other gamemodes impossible. There was no generic game module it was just Guess the Agent What I did Changed room to game and separated game ( previously room ) from party and added a separate events and module for party and party gets stored in redis as well. Inside the game module added a core folder where core mechanics (listener, types, service) of each game regardless of gamemode lives. Each gamemode has its own folder inside game containing the logic specific to that game. Redis player now has a partyId element too. Improved player presence (connection and disconnect) and using switch statements in places where if the mode is different some logic might be different. Why did it took so much time and What I learnt. Because when I started the restructure I didn’t know how my architecture would look like or what would work ( still haven’t tested anything ). So I researched some stuff but some stuff you decide along the way. I learnt that no matter what the project is and what you decide at the start that you are gonna build there will always be a time where the plans fail and we have to decide should we go through with it or suffer in the future or should we just focus right now and work hard so that in the future it all comes back to us with a lots of happiness!!! Cheers, Neerav"}, {"post_id": 74034, "ts": "2026-09-26T15:51:51Z", "hours": 10.095, "text": "Devlog - 7 Another Long Devlog Time So I was setting up my project to be deployed on the nest container that I have since nest only gives public ipv6 I couldn’t host my nextjs app on vercel because then I wouldn’t have been able to connect to my postgres database which was on nest as vercel dont have ipv6 support so I moved my nextjs to nestjs and It caused me hell lot of problems and bugs. First of all had to make sure nextjs, postgres and socket server were running on same docker network. My nest container was crashing when building the nextjs for docker. Had to move building process to my laptop then push the image to ghcr.io And some silly mistakes that took me long time to fix. Lets talk about the project what I update in that So first of all made a presence for managing friends online status. Added logic to connection and disconnection events of player socket. As when players connects through socket it should know whom his friends and what friend requets he got and what friends are currently online and also if he is reconnecting (For now 1minute reconnect window) the socketId should be updated in the needed area (room and player redis store). When the socket disconnects, set the socketId in player redis store to null . After the reconnect window is over check if he is in a room, if yes remove him from the room and in both cases delete the player record from redis . Also lets expand on connection syncFriends the socket requests data from an internal api route only accessible through the socket for what friendship records are there and formats it in friends: [], requests: [ incoming: [], outgoing: [] ] Then socket server retrieves all the playes using their playerid from redis via mget and then returns the same object structure but in friends its adds a online: true/false to the player objects Also removed polling for friendships as now socket does them all. So there is less db calls now. Fixed few bugs too. Now let me tell you a funny story. When testing stuff in prod, I was confused why stuff wasn’t working because it was working fine during development then i remembered I didn’t update the .env file in prod. It may have cut some years from my lifetime."}, {"post_id": 71723, "ts": "2026-09-21T11:48:59Z", "hours": 9.9617, "text": "Devlog - 6 This is gonna be a long devlog. Lets start with the frotend I committed the prev work from the previous devlog as mentioned there. Added welcome, settings page, Added friends sidebar with realtime functionalities. Added a friends store to store incoming friends invites. Fixed some file structure to have protected routes inside (protected). And mostly this covers it for frotend Now lets talk about backend that made this devlog of 10 hours Backend I first connected the socket with the player from the db via jwt tokens. Stored some player data like id, username inside socket.data. Then I changed my room mapper implementation to use player Id instead of socket Id and messed up in some places where socket Id was still getting passed to room mapper which made me spent so much time looking for what is the issue why isn’t my room details getting sent to me and I was looking in nextjs frontend for the issue. I spent so much time finding this bug I added some more events for player invites and added a new redis key:value pair -> player:playerid to store player details like id, username, socket id, roomId, lastHeartBeatAt also removed lastHeartBeatAt and reconnectToken from room player. Added events for invite, server event of invite:sync and made realtime invite work which took me forever. Made some changes in connection event so it handles reconnection Finally let me tell you something when visting the website if the thing looks small the implementation of that thing takes so much time. Bro Literally the friends sidebar took so much code to make in the frontend and in the backend and in the socket server as well. like that small piece of the page took me so much time to make which also made this devlog So long. Incountered so many bugs along the way. They were all silly mistakes some were logic error but most were silly mistakes as there are so many files in the project now its hard to find some things."}, {"post_id": 68663, "ts": "2026-09-15T14:28:10Z", "hours": 9.7922, "text": "Devlog 5 So I am now using drizzle with postgres and I also took some time to tinker with it and understand it a little better. I am also using better auth with google signIn and anonymous login. In the user i have username and name , username is for adding friends or locating a user, name is to be displayed , username is unique, name isn’t. Created the db model with friends support and matches history. We can add friends in the game also added user settings to customise stuff. Project is starting to look like something. All the drizzle + backend part that i have done in the period is committed and pushed but the frontend part still remains to be committed."}, {"post_id": 61087, "ts": "2026-09-03T20:08:51Z", "hours": 9.3056, "text": "Devlog 4 So first of all I switched from using npm to pnpm and updated the docker file accordingly for the socket server. Then I started working on adding users / db functionality in the nextjs app. I created login and register page with two options for signIn -> google or guest. I started tinkering with prisma and better auth and the prisma8 has just come so I started setting it up and had made the schema and had written up some services too but then when I tried to logIn i got few problems which I researched and searched and found out that betterAuth hasn’t adjusted to prism8. So I did what I should have done before, I switched to drizzle. Around 3-4 or more hours were wasted!. Now I’m using drizzle and have setup the schema and tables and also better auth in it and the signIn are working. Now I have to create routes or server Actions to retrieve data or send data. Now the games will be saved and stored once finished and user will able to see it in match history."}, {"post_id": 51021, "ts": "2026-08-20T14:43:00Z", "hours": 5.5508, "text": "Devlog 3 Backend Socket Server Made few changes to setting type and added a questionPool in gameState Settings now have a option to change totalQuestions and a randomly generated questionPool from the totalQuestions Removed spectator logic as not planning on pursuing it right now Also added a heartbeat event which supplies heartBeat every 5 seconds or so and if there is no heartBeat provided by the player for over 30 seconds the player gets removed from the room Now Frontend Redesigned the lobby page and home page If you open the game for the first time it asks for the name which is currently stored in localstorage for a guest user. When users are added then people would be able to login using google and save their details in database. For now nothing is stored , only gameState are persistent for the duration of the game in redis and after few minutes of inactivity in the room , the room expires via ttl. Also added SEO Optimisations. Future Plan I will either work on adding more gamemodes or adding the user authentication stuff using postgresql and prims direclty in nextjs After the auth has been added then I will publish the project so that it has atleast some complete features and users can see their stats and prev games results"}, {"post_id": 39462, "ts": "2026-08-02T12:58:48Z", "hours": 8.5258, "text": "Devlog 2 Making this devlog after a long time of doing all this work, the frontend part is still uncommited in github though Lets talk about backend first -> I first of all was using playerId for the routes to verify the user, but now I’m using socketId And also for reconnection I’m now using a reconnectToken which is created on the socket server and given to the frontend to it can pass it when reconnecting. Also I added a ROOM_KICK event. And I added docker setup too but its still buggy Changed Winning logic so that first correct guess wins Now Frontend I designed the pages using AI because I am not a good designer rather I am a good coder you can say, because if there is a already made design, I can make a similar one using tailwind and shadcn and other UI libraries I added socket setup for the frontend which goes as follow src/socket -> index.ts, emitter.ts, events.ts src/components/SocketProvider.tsx Socket Provider has the listeners emitter.ts has small functions that can be directly used inside tsx instead of importing socket There are 3 pages currently -> /, /lobby, /play"}, {"post_id": 30879, "ts": "2026-07-18T20:44:34Z", "hours": 8.6403, "text": "Devlog 1 So I’ve been working on the socket server for this game for the past couple of days. What I’ve learned so far is that game logic is sometimes so frustrating like there can be so many edge cases you have to think about and there can be many nested if else. So my tech stack for the socket server is: Socket.io IoRedis (redis hosted using docker) Zod and node httpServer Ofcourse everything is written in typescript. I didn’t made separate devlogs because I forgot, sorry for that Here’s what I did I made the folder structure moduler having different modules for different logic : room, game, question Shared files are in shared folder Each module has its own listener, service, schema with some having util/helper file I first worked on room then game then question Some things are still left to do, but first I would like to make some of the frontend"}]...
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Title: ValoGuess by @NHero | Stardance
Devlogs:
D Title: ValoGuess by @NHero | Stardance
Devlogs:
Devlog 1 So I’ve been working on the socket server for this game for the past couple of days. What I’ve learned so far is that game logic is sometimes so frustrating like there can be so many edge cases you have to think about and there can be many nested if else. So my tech stack for the socket server is: Socket.io IoRedis (redis hosted using docker) Zod and node httpServer Ofcourse everything is written in typescript. I didn’t made separate devlogs because I forgot, sorry for that Here’s what I did I made the folder structure moduler having different modules for different logic : room, game, question Shared files are in shared folder Each module has its own listener, service, schema with some having util/helper file I first worked on room then game then question Some things are still left to do, but first I would like to make some of the frontend
Devlog 2 Making this devlog after a long time of doing all this work, the frontend part is still uncommited in github though Lets talk about backend first -> I first of all was using playerId for the routes to verify the user, but now I’m using socketId And also for reconnection I’m now using a reconnectToken which is created on the socket server and given to the frontend to it can pass it when reconnecting. Also I added a ROOM_KICK event. And I added docker setup too but its still buggy Changed Winning logic so that first correct guess wins Now Frontend I designed the pages using AI because I am not a good designer rather I am a good coder you can say, because if there is a already made design, I can make a similar one using tailwind and shadcn and other UI libraries I added socket setup for the frontend which goes as follow src/socket -> index.ts, emitter.ts, events.ts src/components/SocketProvider.tsx Socket Provider has the listeners emitter.ts has small functions that can be directly used inside tsx instead of importing socket There are 3 pages currently -> /, /lobby, /play
Devlog 3 Backend Socket Server Made few changes to setting type and added a questionPool in gameState Settings now have a option to change totalQuestions and a randomly generated questionPool from the totalQuestions Removed spectator logic as not planning on pursuing it right now Also added a heartbeat event which supplies heartBeat every 5 seconds or so and if there is no heartBeat provided by the player for over 30 seconds the player gets removed from the room Now Frontend Redesigned the lobby page and home page If you open the game for the first time it asks for the name which is currently stored in localstorage for a guest user. When users are added then people would be able to login using google and save their details in database. For now nothing is stored , only gameState are persistent for the duration of the game in redis and after few minutes of inactivity in the room , the room expires via ttl. Also added SEO Optimisations. Future Plan I will either work on adding more gamemodes or adding the user authentication stuff using postgresql and prims direclty in nextjs After the auth has been added then I will publish the project so that it has atleast some complete features and users can see their stats and prev games results
Devlog 4 So first of all I switched from using npm to pnpm and updated the docker file accordingly for the socket server. Then I started working on adding users / db functionality in the nextjs app. I created login and register page with two options for signIn -> google or guest. I started tinkering with prisma and better auth and the prisma8 has just come so I started setting it up and had made the schema and had written up some services too but then when I tried to logIn i got few problems which I researched and searched and found out that betterAuth hasn’t adjusted to prism8. So I did what I should have done before, I switched to drizzle. Around 3-4 or more hours were wasted!. Now I’m using drizzle and have setup the schema and tables and also better auth in it and the signIn are working. Now I have to create routes or server Actions to retrieve data or send data. Now the games will be saved and stored once finished and user will able to see it in match history.
Devlog 5 So I am now using drizzle with postgres and I also took some time to tinker with it and understand it a little better. I am also using better auth with google signIn and anonymous login. In the user i have username and name , username is for adding friends or locating a user, name is to be displayed , username is unique, name isn’t. Created the db model with friends support and matches history. We can add friends in the game also added user settings to customise stuff. Project is starting to look like something. All the drizzle + backend part that i have done in the period is committed and pushed but the frontend part still remains to be committed.
Devlog - 6 This is gonna be a long devlog. Lets start with the frotend I committed the prev work from the previous devlog as mentioned there. Added welcome, settings page, Added friends sidebar with realtime functionalities. Added a friends store to store incoming friends invites. Fixed some file structure to have protected routes inside (protected). And mostly this covers it for frotend Now lets talk about backend that made this devlog of 10 hours Backend I first connected the socket with the player from the db via jwt tokens. Stored some player data like id, username inside socket.data. Then I changed my room mapper implementation to use player Id instead of socket Id and messed up in some places where socket Id was still getting passed to room mapper which made me spent so much time looking for what is the issue why isn’t my room details getting sent to me and I was looking in nextjs frontend for the issue. I spent so much time finding this bug I added some more events for player invites and added a new redis key:value pair -> player:playerid to store player details like id, username, socket id, roomId, lastHeartBeatAt also removed lastHeartBeatAt and reconnectToken from room player. Added events for invite, server event of invite:sync and made realtime invite work which took me forever. Made some changes in connection event so it handles reconnection Finally let me tell you something when visting the website if the thing looks small the implementation of that thing takes so much time. Bro Literally the friends sidebar took so much code to make in the frontend and in the backend and in the socket server as well. like that small piece of the page took me so much time to make which also made this devlog So long. Incountered so many bugs along the way. They were all silly mistakes some were logic error but most were silly mistakes as there are so many files in the project now its hard to find some things.
Devlog - 7 Another Long Devlog Time So I was setting up my project to be deployed on the nest container that I have since nest only gives public ipv6 I couldn’t host my nextjs app on vercel because then I wouldn’t have been able to connect to my postgres database which was on nest as vercel dont have ipv6 support so I moved my nextjs to nestjs and It caused me hell lot of problems and bugs. First of all had to make sure nextjs, postgres and socket server were running on same docker network. My nest container was crashing when building the nextjs for docker. Had to move building process to my laptop then push the image to ghcr.io And some silly mistakes that took me long time to fix. Lets talk about the project what I update in that So first of all made a presence for managing friends online status. Added logic to connection and disconnection events of player socket. As when players connects through socket it should know whom his friends and what friend requets he got and what friends are currently online and also if he is reconnecting (For now 1minute reconnect window) the socketId should be updated in the needed area (room and player redis store). When the socket disconnects, set the socketId in player redis store to null . After the reconnect window is over check if he is in a room, if yes remove him from the room and in both cases delete the player record from redis . Also lets expand on connection syncFriends the socket requests data from an internal api route only accessible through the socket for what friendship records are there and formats it in friends: [], requests: [ incoming: [], outgoing: [] ] Then socket server retrieves all the playes using their playerid from redis via mget and then returns the same object structure but in friends its adds a online: true/false to the player objects Also removed polling for friendships as now socket does them all. So there is less db calls now. Fixed few bugs too. Now let me tell you a funny story. When testing stuff in prod, I was confused why stuff wasn’t working because it was working fine during development then i remembered I didn’t update the .env file in prod. It may have cut some years from my lifetime.
Devlog - 8 Big devlog, here we go again. Lets talk about nextjs first. So I added magic link to the app as the feedback I received was I don’t wanna use my google account as I don’t the trust the website enough to use it and I also want to use all the features so guest won’t work. This pushed me to add somewhat of a email login. I dont like password login so I wanted to add passwordless login and it wasn’t a debate I just picked one which is magic link. I am using resend for sending emails and i already have a domain for the app so using that for send email with auth@mydomain I created a template in resend dashboard itself so i can direclty use it in my nextjs app. Now lets talk about the big thing which made this a long devlog !!! Drum Roll please 🥁🥁🥁 I decided to restructure many parts of my socket server because of scalability as my previous architecture wouldn’t have survived If i added more gamemodes and all. What were the flaws Room was acting like if it was the party and the game Current gamemode is available is guess the agent so all the connecting modules were designed based on that which would have made adding other gamemodes impossible. There was no generic game module it was just Guess the Agent What I did Changed room to game and separated game ( previously room ) from party and added a separate events and module for party and party gets stored in redis as well. Inside the game module added a core folder where core mechanics (listener, types, service) of each game regardless of gamemode lives. Each gamemode has its own folder inside game containing the logic specific to that game. Redis player now has a partyId element too. Improved player presence (connection and disconnect) and using switch statements in places where if the mode is different some logic might be different. Why did it took so much time and What I learnt. Because when I started the restructure I didn’t know how my architecture would look like or what would work ( still haven’t tested anything ). So I researched some stuff but some stuff you decide along the way. I learnt that no matter what the project is and what you decide at the start that you are gonna build there will always be a time where the plans fail and we have to decide should we go through with it or suffer in the future or should we just focus right now and work hard so that in the future it all comes back to us with a lots of happiness!!! Cheers, Neerav
Devlog - 9 NextJS I added upload avatar in the settings page, user uploads an avatar and crops it accordingly , max file size limit is 5mb also the image gets uploaded to cloudinary and the secure url of the image is stored in db Changed the lobby UI to make it less cluttered Now there are drawers for gamemode settings and party stuff Changed the friends sidebar to be attaced to the right wall and closed and when you open it , it comes out of the screen not occupieing any space. Made a UI for FREEFORM questionMode Added a animated starting screen. Socket Server Added a new questionMode inside the Guess Agent gamemode now you can have freeform questions or preset Preset is same as before you will have a preset of questions to choose from and all its all like before Freeform is different you will have two buttons instead of questionPanel, you will have make guess and consume no. This gamemode is meant to be played in a vc like discord or any of your choice you can ask questions to the opponent direclty if there is a no you can just consume no and if you wanna guess you can guess. its like a offline game but you can count the nos and guess and have a agent panel to deduce Added a game starting phase where some details are created to show to the frontend. Added game cleanup functions, not perfect but will do for now Added a new event CONSUME_NO to consume no for questionMode Made some changes to type to adjust for freeform question mode EXTRA Added rate limiting in some parts In socket server rate limiting is token bucket and in nextjs rate limiting is sliding window counter (somewhat strict rate limiting in guest login and magic link) The rate limiting is handled by the same redis used for game states and stuff Fixed some bugs here and there. I know this devlog doesn’t feel personal and I only talk about the stuff I did, its because I wanna Ship this project as soon as possible and get done with it and move on to something else, because projects like this never end and you have to decide when to stop. I think next devlog will be the last devlog before the first ship
Devlog - 10 I will keep this devlog sweet and short as I wanna ship this project as soon as possible as It has taken a lot of time now. I added some more rate limiting remove game Id / party id payload where neccessary from client in socket server as game/party id can be retrieved from player stored in redis. I’m directly getting friendships from db instead of relying on nextjs api in the socket server to show the initial friends list with presence (online/offline status). Removed TTL from party and game as they may get deleted mid game (prev ttl was 10 mins). I have also added token refreshing in socket server as socket server only verifies token once so now when the token refreshes (only for when user details are mutated) socket disconnects and connects, I know this is a bad logic I will change that but 10h 37m will be logged so I don’t wanna waste any more time , so it will be in next devlog Using AVIF instead of PNG for Agents Banner & Icon Added new fields to user (tagline, banner, usernamedUpdatedAt, nameUpdatedAt) Cleaned up many of the files in the frontend party Added logic for If user changes their avatar it should delete the old image in cloudinary Added Match ending design ENV are now accessed from ENV.ts Removed console.logs etc from nexjs Fixed some bugs.
Devlog 11 So I have done lots of stuff and this is the last devlog before the first ship. Little sleepy rn as its 2:35 am my time, so I will wrap up fast. Added pino in Nextjs (Its a logger) Added caching wherever possible in nextjs using the cacheLife Added auth refresh event so if the name is changed it doesn’t need socket reconnect Optimised some code in socket server and also nextjs. Games getting saved to DB and there is a career history page now. Mostly did fixes of stuff and redesigned some elements in the lobby page. Like there is nothing else to talk about I’m mostly fixed stuff. I gotta sleep, have to ship the project too maybe I do it after waking up because readme is not ready yet. I think I’m gonna do after waking up so tired rn
Devlog 12 So I think this one is the last before ship, I promise. 😂🥹 Fixed some bugs here and there Added readme Added some bg and showcase photos Added a layout for the home pages (lobby, settings, leaderboard, match history) where the top navbar and the friend sidebar is given to all. I think that’s it. I got no friends, or the friends I have aren’t like best of friends So I wasn’t able to test the game on scale. Feel free to open a issue in github or message me on slack
Ships:
I built ValoGuess , a real-time multiplayer Valorant guessing game inspired by guessing videos on youtube (VCT Pacific). Players can challenge friends in 1v1 matches, eliminate agents, ask questions, and race to identify their opponent’s secret agent. It includes party lobbies, friend invites, real-time chat, player profiles, and match history. The most challenging part was building the real-time backend: synchronizing game state between players, handling disconnects and reconnections, hiding secret agents from opponents, and managing live state with Socket.IO and Redis. I’m proud of building the full experience from the game UI to the backend architecture, with separate Next.js and Socket.IO server repositories. Try it: Visit https://valoguess.fun , sign in or continue as a guest, and invite a friend for a match. Atleast one extra friend is needed or a different browser or incognito tab....
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1792774139.0417645
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1792860539.0417645
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4677
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AutoPot by @OriVersal | Stardance
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OriVersal
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T13:19:56Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finally finished the project!!! The project was about a pot that has all the features of other smart planters. In other words, the ultimate smart planter. It does everything from watering the plant to giving it sunshine with the option for automatic use as well. The remote access is also pretty neat. I’d say the most difficult part of the project was me. I was procrastinating a lot and couldn’t keep up consistent progress. Eventually, I locked in and went all out. I am super proud of the project and I can definitely say that every part and thing about it makes me proud. If you were to test it or build it yourself the thing you would prolly have to know is that the space inside the component cabinet is pretty small, so the parts are basically air tight. I am thankful for this opportunity. The end", "repo": "https://github.com/Oriprogram/AutoPot", "demo": ""}]...
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[{"post_id": 75472, "ts": "202 [{"post_id": 75472, "ts": "2026-09-30T05:51:51Z", "hours": 1.5089, "text": "Just workin Basically I am almost finisheddd yayy"}, {"post_id": 67344, "ts": "2026-09-13T12:48:01Z", "hours": 7.9831, "text": "So as you might of guessed, this is a collection of multiple days. Man I am kinda losing motivation to do my project. It feels bland and boring to do. I am almost done finishing it. The only thing left is the software part. Idk how I am going to do the 3d printing part since its super expensive and my financial situation wont allow that much money spending. The circuit is done 100% and my 3d model is done. I believe I could ship it but I wouldnt have a working model to showcase but in theory everything works correctly. Anyways yeah."}, {"post_id": 65140, "ts": "2026-09-10T02:19:05Z", "hours": 8.2356, "text": "So this is another collection of multiple days I didnt know creating 3D CAD models would be this difficult. First I had to learn how to do this and then I had to actually model it myself. Along the way there were several things I encountered that I added that arent in the sketch: I added holes for air circulation in the place where water is taken from the tray since I realized that there needs to be air for water to effectively be removed from the dirt. I made the component compartment a bit shorter and the plant compartment taller for plant height since it need a good height for healthy roots. I added the holes and the pipe for the plastic flexible pipe. I added the tray for water storage and I think it turned out pretty good. Of course I also had to do the model it self but yk. Because of my slow laptop doing anything was HELL."}, {"post_id": 60728, "ts": "2026-09-03T09:10:33Z", "hours": 8.0167, "text": "Helloooo So this is a collection of multiple days of work since I was too lazy to publish them. Since I hit almost 10 hours I decided to post this. In these couple of project days I was able to do a lot of stuff that I wanted to do!!! I fully integrated my project onto Obsidian. And let me tell you, Obsidian is the Goat. It is so easy to use and so comfortable. I was able to get the sketch done on it and I was also able to put all the components that I needed to but onto it as well!! Additionally the whiteboard and canvas feature really helped me. Using these features I mapped out the circuit of my project! I chose all the components that I needed and bought everything that I needed. In total it cost me around ~2000 kgrz som which is about 25 dollars. By the time the components arrive, I started the app. I am not good with building apps so I had to vibe code it. I am pretty proud with the design that I chose so its pretty good. However it still needs further testing. I was able to draw the icon for the app and the face expressions for the pot itself. There were multiple issues that I faced while doing this tho. My first issue stems from the water source. My trivia was how I was going to get the water: combine it with the pot and make it sleek or make it a separate printable water bottle you can place on the ground? At the end I chose to do the water bottle method since this will allow me to store more water for future use and it will be less of a pain to print. My second issue came when I was choosing which LED strip to buy. I was stuck between the purple ones and the COD ones. Although both are similar I did not like the Purple color that was radiating from the Purple strips. Because of that I just chose to do the COD ones."}, {"post_id": 35849, "ts": "2026-07-27T15:38:40Z", "hours": 1.0833, "text": "Day #5 Ok day 5 was a pretty short day however I was able to connect the circuit that I had in the wowki website to my blynk “app”. So my first problem came when I was trying to open the blynk website. I came to realize that blynk wouldnt open in my country so I just used a vpn and it worked perfectly right (in the first attempt) so yeah. After that I was able to open a project and then some datastreams for my values and then I copied the 3 lines of code for connecting with my project. After that I went and downloaded the blynk app itself and created a very simple UI for the project. There I also had to assign the datastreams to like gauges or buttons like you can see in the screenshot. After that I searched up how I can translate values from the ESP32 into the blynk app and it was pretty simple. You just had to use VirtualWrite and some other stuff. At the end I was able to a very simple app test and data test. In the future sessions I hope to add more features."}, {"post_id": 33546, "ts": "2026-07-23T16:11:13Z", "hours": 2.3336, "text": "Day #3-4 These days were quite the progressive ones. I had a lot of trouble trying to understand how I could simulate the circuitry of my project accurate enough. First I was thinking of using TinkerCard. It was pretty useful. I was able to use it to learn and practice circuitry using arduino. But it was very limiting and didnt have the components I was looking for (ESP32) While in my search I was able to find wokwi. Wokwi is incredible, let me tell you that. There I just could do everything. There wasnt all the components I needed but I was able to find a replacement for them (temporary). At the end I had a: Relay modul (for the water pump) Relay modul (for the LED lights) ILI9341 2.8” screen (for the screen) Potentio meter (as a replacement for soil moisture sensor) Potentio meter (as another replacement for soil PH sensor) DHT22 (for air quality) BreadBoard (will be replaced later) ESP32 S3 (prolly use another version of the ESP32 but I will use it for now.) Thankfully I was able to kinda have a demo at the end as well. These two sessions had a lot more success than I thought it would. I thought I would just be spending time learning, but I was able to create a demo."}, {"post_id": 16837, "ts": "2026-06-27T10:26:17Z", "hours": 1.1667, "text": "Day #2. So today I just messed around with what components I would be using for my pot. Since I lack severe knowledge required for the pot I just did what I could and used what knowledge I had. Of course most of the components that I did choose are placeholders. I mean if they work I will prolly keep em. So here are the components that I have currently chosen: An LED flourescent light that helps the plant photosynthesize. DTH22 Temperature sensor Capacitive dirt moisture sensor Moisture sensor A 6V DC water pump ESP32 chip MP1584 resistor 12V 2 channel Relay Module MAX485 Module Temporary: jumper wire + breadboard. So these are all the components that I currently think I will need. I will try and learn how to actually wire these in tomorrows session most likely? And I will prolly use some simulators for it too. And thats all for today."}, {"post_id": 15720, "ts": "2026-06-25T16:02:14Z", "hours": 1.5003, "text": "Day #1. So today was the day I created the idea for the pot. I had the idea of an AutoPot before but I didnt really have a vivid picture of it, so yeah. Today I mapped out an example sketch of it. At first I was anxious. I thought that my idea was too overpopulated, there were like a lot of ideas earily similar to mine. So I started to become less motivated. But then, I started noticing a pattern. Not a single one of the pots had all the features and ideas of MY version of the AutoPan. So I started to note down all the features of my Pot and add features that I didnt have. So collectively I had the ultimate autopot. Here are all the features. Features: Comes in 3 different sizes (you have 3 different sized models) An LED flourescent light that helps the plant photosynthesize. Sensors to sense the temperature, moisture, quality of the dirt. A pump for watering preferrably from an external source. An app connected to your Wi-Fi, in which you can choose what plant is inside of the pot and based on your choice the app will recommend and adject its features (LED, Water), or give you a recommendation (swap out dirt or too hot). Maybe be a screen for the Plant (optional idk for now, because it might increase price too much)"}]...
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Title: AutoPot by @OriVersal | Stardance
Devlogs: Title: AutoPot by @OriVersal | Stardance
Devlogs:
Day #1. So today was the day I created the idea for the pot. I had the idea of an AutoPot before but I didnt really have a vivid picture of it, so yeah. Today I mapped out an example sketch of it. At first I was anxious. I thought that my idea was too overpopulated, there were like a lot of ideas earily similar to mine. So I started to become less motivated. But then, I started noticing a pattern. Not a single one of the pots had all the features and ideas of MY version of the AutoPan. So I started to note down all the features of my Pot and add features that I didnt have. So collectively I had the ultimate autopot. Here are all the features. Features: Comes in 3 different sizes (you have 3 different sized models) An LED flourescent light that helps the plant photosynthesize. Sensors to sense the temperature, moisture, quality of the dirt. A pump for watering preferrably from an external source. An app connected to your Wi-Fi, in which you can choose what plant is inside of the pot and based on your choice the app will recommend and adject its features (LED, Water), or give you a recommendation (swap out dirt or too hot). Maybe be a screen for the Plant (optional idk for now, because it might increase price too much)
Day #2. So today I just messed around with what components I would be using for my pot. Since I lack severe knowledge required for the pot I just did what I could and used what knowledge I had. Of course most of the components that I did choose are placeholders. I mean if they work I will prolly keep em. So here are the components that I have currently chosen: An LED flourescent light that helps the plant photosynthesize. DTH22 Temperature sensor Capacitive dirt moisture sensor Moisture sensor A 6V DC water pump ESP32 chip MP1584 resistor 12V 2 channel Relay Module MAX485 Module Temporary: jumper wire + breadboard. So these are all the components that I currently think I will need. I will try and learn how to actually wire these in tomorrows session most likely? And I will prolly use some simulators for it too. And thats all for today.
Day #3-4 These days were quite the progressive ones. I had a lot of trouble trying to understand how I could simulate the circuitry of my project accurate enough. First I was thinking of using TinkerCard. It was pretty useful. I was able to use it to learn and practice circuitry using arduino. But it was very limiting and didnt have the components I was looking for (ESP32) While in my search I was able to find wokwi. Wokwi is incredible, let me tell you that. There I just could do everything. There wasnt all the components I needed but I was able to find a replacement for them (temporary). At the end I had a: Relay modul (for the water pump) Relay modul (for the LED lights) ILI9341 2.8” screen (for the screen) Potentio meter (as a replacement for soil moisture sensor) Potentio meter (as another replacement for soil PH sensor) DHT22 (for air quality) BreadBoard (will be replaced later) ESP32 S3 (prolly use another version of the ESP32 but I will use it for now.) Thankfully I was able to kinda have a demo at the end as well. These two sessions had a lot more success than I thought it would. I thought I would just be spending time learning, but I was able to create a demo.
Day #5 Ok day 5 was a pretty short day however I was able to connect the circuit that I had in the wowki website to my blynk “app”. So my first problem came when I was trying to open the blynk website. I came to realize that blynk wouldnt open in my country so I just used a vpn and it worked perfectly right (in the first attempt) so yeah. After that I was able to open a project and then some datastreams for my values and then I copied the 3 lines of code for connecting with my project. After that I went and downloaded the blynk app itself and created a very simple UI for the project. There I also had to assign the datastreams to like gauges or buttons like you can see in the screenshot. After that I searched up how I can translate values from the ESP32 into the blynk app and it was pretty simple. You just had to use VirtualWrite and some other stuff. At the end I was able to a very simple app test and data test. In the future sessions I hope to add more features.
Helloooo So this is a collection of multiple days of work since I was too lazy to publish them. Since I hit almost 10 hours I decided to post this. In these couple of project days I was able to do a lot of stuff that I wanted to do!!! I fully integrated my project onto Obsidian. And let me tell you, Obsidian is the Goat. It is so easy to use and so comfortable. I was able to get the sketch done on it and I was also able to put all the components that I needed to but onto it as well!! Additionally the whiteboard and canvas feature really helped me. Using these features I mapped out the circuit of my project! I chose all the components that I needed and bought everything that I needed. In total it cost me around ~2000 kgrz som which is about 25 dollars. By the time the components arrive, I started the app. I am not good with building apps so I had to vibe code it. I am pretty proud with the design that I chose so its pretty good. However it still needs further testing. I was able to draw the icon for the app and the face expressions for the pot itself. There were multiple issues that I faced while doing this tho. My first issue stems from the water source. My trivia was how I was going to get the water: combine it with the pot and make it sleek or make it a separate printable water bottle you can place on the ground? At the end I chose to do the water bottle method since this will allow me to store more water for future use and it will be less of a pain to print. My second issue came when I was choosing which LED strip to buy. I was stuck between the purple ones and the COD ones. Although both are similar I did not like the Purple color that was radiating from the Purple strips. Because of that I just chose to do the COD ones.
So this is another collection of multiple days I didnt know creating 3D CAD models would be this difficult. First I had to learn how to do this and then I had to actually model it myself. Along the way there were several things I encountered that I added that arent in the sketch: I added holes for air circulation in the place where water is taken from the tray since I realized that there needs to be air for water to effectively be removed from the dirt. I made the component compartment a bit shorter and the plant compartment taller for plant height since it need a good height for healthy roots. I added the holes and the pipe for the plastic flexible pipe. I added the tray for water storage and I think it turned out pretty good. Of course I also had to do the model it self but yk. Because of my slow laptop doing anything was HELL.
So as you might of guessed, this is a collection of multiple days. Man I am kinda losing motivation to do my project. It feels bland and boring to do. I am almost done finishing it. The only thing left is the software part. Idk how I am going to do the 3d printing part since its super expensive and my financial situation wont allow that much money spending. The circuit is done 100% and my 3d model is done. I believe I could ship it but I wouldnt have a working model to showcase but in theory everything works correctly. Anyways yeah.
Just workin Basically I am almost finisheddd yayy
Ships:
I finally finished the project!!! The project was about a pot that has all the features of other smart planters. In other words, the ultimate smart planter. It does everything from watering the plant to giving it sunshine with the option for automatic use as well. The remote access is also pretty neat. I’d say the most difficult part of the project was me. I was procrastinating a lot and couldn’t keep up consistent progress. Eventually, I locked in and went all out. I am super proud of the project and I can definitely say that every part and thing about it makes me proud. If you were to test it or build it yourself the thing you would prolly have to know is that the space inside the component cabinet is pretty small, so the parts are basically air tight. I am thankful for this opportunity. The end...
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1792774051.426636
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1792860451.426636
|
|
38886
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WEB APP FOR STUDENTS by @Uxyamo | Stardance
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Uxyamo
|
3
|
76.0
|
621
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T06:40:42Z", "hours": 18.0, "multiplier": 8.4, "payout": 99, "blessing": "neutral", "text": "I’m going to continue improving my project with some others creatorsn and thanks you everyone for all the support I had!!! Good luck!!", "repo": "https://github.com/mbbs-iam/APP---FermatNote---Make-my-Grades", "demo": "https://cuentasfermat.web.app/"}, {"ship_num": 2, "ts": "2026-08-28T16:13:00Z", "hours": 4.0, "multiplier": 12.19, "payout": 43, "blessing": "neutral", "text": "Hi everyone! This project is for the delegates, 12 delegates of the best Hightschools in France and Morroco will use it the next year. A big tech company will help me with giving me servers to deploy my app.", "repo": "https://github.com/mbbs-iam/APP---FermatNote---Make-my-Grades", "demo": "https://cuentasfermat.web.app/"}, {"ship_num": 3, "ts": "2026-08-16T08:22:09Z", "hours": 54.0, "multiplier": 10.6, "payout": 479, "blessing": "neutral", "text": "Hi everyone! This project is for the delegates, 12 delegates of the best Hightschools in France and Morroco will use it the next year. A big tech company will help me with giving me servers to deploy my app. I am developing Fermat-Note, an application designed especially for high school and higher education students to centralize everything: class chat, shared homework management, self-help forums and collective organization. The app allows the class to be more organized and connected to improve class performance. Thanks you so much, I would like you to appreciate it, and if you would like to use it for your class, send me a message!! ❤️👌👌", "repo": "https://github.com/mbbs-iam/APP---FermatNote---Make-my-Grades", "demo": "https://cuentasfermat.web.app/"}]...
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[{"post_id": 81181, "ts": "202 [{"post_id": 81181, "ts": "2026-10-20T06:39:31Z", "hours": 1.7442, "text": "I decided that because all students use discord, instagram and more I will transform my PWA into an app so they will can use that apps in my app"}, {"post_id": 76794, "ts": "2026-10-04T16:11:16Z", "hours": 15.7992, "text": "Some modifications…"}, {"post_id": 56718, "ts": "2026-08-28T16:12:12Z", "hours": 3.5033, "text": "Hi everyone, there is some students that want to help me the next year, I readed all the messages of my deploy and I decided that it will be international"}, {"post_id": 47987, "ts": "2026-08-16T08:17:36Z", "hours": 0.3178, "text": "I finished the project!! Thanks yo evryone that helped me and followed me in my project!!"}, {"post_id": 47541, "ts": "2026-08-15T14:48:56Z", "hours": 3.5642, "text": "Already finished the diaporama for the students that will use my app!! Take a look please, and say me what to improve!!"}, {"post_id": 46530, "ts": "2026-08-13T20:28:50Z", "hours": 5.1931, "text": "I already deployed the project to 12 firebase accounts to let the students use my project the next year and I would like it to help them. I alse send them to each delegue an email to say them what they have to do"}, {"post_id": 45816, "ts": "2026-08-12T15:19:22Z", "hours": 2.1239, "text": "Use the app now for free with all the hightschools above France!! Link: https://cuentasfermat.web.app/ The password is : ChromaFermat@2026 Have fun!! 😊😊"}, {"post_id": 45595, "ts": "2026-08-12T05:53:03Z", "hours": 1.1178, "text": "Best 12 Hightschools use my app. They’re happy with it Already finished !! I will do an audit to see if they’re is some bugs and I will deploy it !!"}, {"post_id": 45170, "ts": "2026-08-11T14:20:09Z", "hours": 4.26, "text": "There’s 12 Hightshools that will use my app. I already ended the app. Thanks you for all those who helped me, and followed me in my project❤️❤️❤️❤️ I’m sorry that the app is it in french, i will translate to english for the next version. If youre interested to use that app at your hightschool I can translate it to your language."}, {"post_id": 43311, "ts": "2026-08-08T14:38:46Z", "hours": 4.4058, "text": "I finished three sections of my app, I love it. I used the free API of lemonde.fr (french news) to have the news all days. I also finished and added some features on the chat section. And I writed a message to the best High school at France to use it. Finnaly, at the configuration section, I added the list of all the membres of the class (they’re bots)"}, {"post_id": 41494, "ts": "2026-08-05T18:52:57Z", "hours": 1.5481, "text": "Already 10 high schools are going to use my app! I created this app for high schools in France, and a big tech company will help me deploy it throughout France. I will translate it to English next day. I also created a form, and so many people have already responded! I really enjoyed setting it up to connect with everyone."}, {"post_id": 40272, "ts": "2026-08-03T18:13:14Z", "hours": 1.2458, "text": "I configurated the chat section, and it works well, I have some users that use it. I used Firebase with the free trial to connect all the user messages so we can talk together. I did it fast because I already started yesterday, also I added a lot of buttons that spoils all the features that the app will have. Please like my post to let other people se my project, and if they’re interested to use it in they’re class."}, {"post_id": 40025, "ts": "2026-08-03T11:28:39Z", "hours": 2.4278, "text": "I finished the PowerPoint that I will send to delegates from different hightschools in France. I don’t have a good english so I translated it in english with translator. Please tell me what you think about the project, and if you should recommend me to improve some things. Thankss!!"}, {"post_id": 39633, "ts": "2026-08-02T19:12:07Z", "hours": 8.9369, "text": "That’s amazing. Hello !! I’m working on a project for studentsss!!! I’m so motivated because a big tech company will help me giving me servers to deploy it on all France. I’m working a lot, I’ve contacted already some people of the best hightschools in France to use my app. I will improve all and add features. I’m sorry, it’s in French because I’m french and will be used by French people, but if I see that more people are interested I will translate it to english, and at the end of the project I will translate it to english if they’re people that want it"}, {"post_id": 34515, "ts": "2026-07-25T09:32:54Z", "hours": 19.0533, "text": "I’m working a lot, I would like to create a an app that is like the schools apps for see our degrees but for students. It will be fun, and in an Inthership with a big company of tech and they said that they will help me. That motivated me a lot 😊😊"}]...
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Title: WEB APP FOR STUDENTS by @Uxyamo | Stardance Title: WEB APP FOR STUDENTS by @Uxyamo | Stardance
Devlogs:
I’m working a lot, I would like to create a an app that is like the schools apps for see our degrees but for students. It will be fun, and in an Inthership with a big company of tech and they said that they will help me. That motivated me a lot 😊😊
That’s amazing. Hello !! I’m working on a project for studentsss!!! I’m so motivated because a big tech company will help me giving me servers to deploy it on all France. I’m working a lot, I’ve contacted already some people of the best hightschools in France to use my app. I will improve all and add features. I’m sorry, it’s in French because I’m french and will be used by French people, but if I see that more people are interested I will translate it to english, and at the end of the project I will translate it to english if they’re people that want it
I finished the PowerPoint that I will send to delegates from different hightschools in France. I don’t have a good english so I translated it in english with translator. Please tell me what you think about the project, and if you should recommend me to improve some things. Thankss!!
I configurated the chat section, and it works well, I have some users that use it. I used Firebase with the free trial to connect all the user messages so we can talk together. I did it fast because I already started yesterday, also I added a lot of buttons that spoils all the features that the app will have. Please like my post to let other people se my project, and if they’re interested to use it in they’re class.
Already 10 high schools are going to use my app! I created this app for high schools in France, and a big tech company will help me deploy it throughout France. I will translate it to English next day. I also created a form, and so many people have already responded! I really enjoyed setting it up to connect with everyone.
I finished three sections of my app, I love it. I used the free API of lemonde.fr (french news) to have the news all days. I also finished and added some features on the chat section. And I writed a message to the best High school at France to use it. Finnaly, at the configuration section, I added the list of all the membres of the class (they’re bots)
There’s 12 Hightshools that will use my app. I already ended the app. Thanks you for all those who helped me, and followed me in my project❤️❤️❤️❤️ I’m sorry that the app is it in french, i will translate to english for the next version. If youre interested to use that app at your hightschool I can translate it to your language.
Best 12 Hightschools use my app. They’re happy with it Already finished !! I will do an audit to see if they’re is some bugs and I will deploy it !!
Use the app now for free with all the hightschools above France!! Link: https://cuentasfermat.web.app/ The password is : ChromaFermat@2026 Have fun!! 😊😊
I already deployed the project to 12 firebase accounts to let the students use my project the next year and I would like it to help them. I alse send them to each delegue an email to say them what they have to do
Already finished the diaporama for the students that will use my app!! Take a look please, and say me what to improve!!
I finished the project!! Thanks yo evryone that helped me and followed me in my project!!
Hi everyone, there is some students that want to help me the next year, I readed all the messages of my deploy and I decided that it will be international
Some modifications…
I decided that because all students use discord, instagram and more I will transform my PWA into an app so they will can use that apps in my app
Ships:
Hi everyone! This project is for the delegates, 12 delegates of the best Hightschools in France and Morroco will use it the next year. A big tech company will help me with giving me servers to deploy my app. I am developing Fermat-Note, an application designed especially for high school and higher education students to centralize everything: class chat, shared homework management, self-help forums and collective organization. The app allows the class to be more organized and connected to improve class performance. Thanks you so much, I would like you to appreciate it, and if you would like to use it for your class, send me a message!! ❤️👌👌
Hi everyone! This project is for the delegates, 12 delegates of the best Hightschools in France and Morroco will use it the next year. A big tech company will help me with giving me servers to deploy my app.
I’m going to continue improving my project with some others creatorsn and thanks you everyone for all the support I had!!! Good luck!!...
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21041
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R2D2 model by @benedekkristof16 | Stardance
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benedekkristof16
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1
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37.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T06:00:47Z", "hours": 37.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made this project with @TamasLaszloffy777 . My part was the electronics and coding. THe biggest hurdle was, that I’ve had to learn everything from scratch. I only knew basic python, and something about circuits, but only what I’ve learnt in school. This project is a fan-made R2-D2 replica, which is capable of rolling, turning it’s head, and has some LEDs. The project includes a demo link, where you can see it work in real life. Make sure you watch it, and We hope You’ll enjoy it!", "repo": "https://github.com/kirikristof/R2D2-model", "demo": ""}]...
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[{"post_id": 74072, "ts": "202 [{"post_id": 74072, "ts": "2026-09-26T16:54:18Z", "hours": 2.8039, "text": "Hey! I think this will be my last, and my longest devlog! I need to clarify things, and address things, but first– I tell what I did. So I wired up the motor driver (an anquintance of mine helped to solder up the wires which will take the high current to the motors), wired up the LED’s, and put everything in the 3D printed chassis done, and assembled by @TamasLaszloffy777 , with the help of our friends (and my mom :) ). I soldered the wires to the motors, and glued the LED’s in the head. Now comes a list of things, that didn’t work: I copyed the HTML code my friend wrote into my code, but unfortunately I couldn’t get it working. I’ve spent countless hours debugging with Gemini, but as the project got more complex, it gave me more stupid answers. When I tested it with just the stepper motor, it worked, but with everything connected, it didnt. So out of desperation I’ve had to go back the old method I used at testing, which is that everything works with an USB cable. I’ve spent circa 30 minutes changing the code, and commenting out everything that has to do something with the wireless thing. Of course Hackatime didn’t register nothing out of this half an hour. This was the main thing why I used Lookout and Lapse for coding before the Ban. But after all, thank God it works now with USB (after some debugging with Gemini of course). This means that the LEDs also lost their purpose as wifi status indicators, so now the project has 2 spare LEDs inside. (I won’t put those in the wiring diagram, since they are not used, but its too much work to take them out. I saved two of them by repurposing them to “head turning indicators”, but left two out, because it would just make it harder for me to take the head off, to access everything inside. Also I plan to fix the wireless part in the future, but not in Stardance). The next thing I noticed, is the homing sequence is pretty useless. Fortunately the wires never twist dangerously, contrary to my previous assumptions, and R2 would have to rotate its head 360 degrees multiple times in a row for it to become dangerous for the wires. I was quite upset that I did the homing sequence, and bought the sensor for nothing, but keeping it would add unnecessary complexity. And unnecessary complexity is NEVER good in a project.(I wont put the sensor into the BOM list, nor into the wiring diagram)"}, {"post_id": 63719, "ts": "2026-09-07T17:33:29Z", "hours": 3.8669, "text": "So this time, I’ve had to update the entire code. So, as I’ve told you guys in my previous devlog, I’ve tried to make R2 wireless with UDP, but it did not work for some reason. Because of this, we decided to try another method. We will host a web server on the Pico! My friend, who knows this stuff, will write a basic HTML code, with buttons, to control R2. For this, I’ve had to go down a little rabbit hole with youtube, google and gemini, to learn how actually this stuff works. After, and along with researching, I’ve had to change a little the structure of my code, and implement new features. I also added LEDs this time! I think the coolest feature is, that R2 will tell us with Morse his IP address, using his LEDs (because he will have different ones based on which wifi network he is currently connected to, and he will have no other way to tell it us). We’ve also made some crucial changes. At first we’ve wanted R2D2 to have sounds, but we will have to omit this one for now, because our lack of time. Also, rather than random flashing, each LED will have it’s own purpose, and they all going to be used for communication."}, {"post_id": 60383, "ts": "2026-09-02T17:55:10Z", "hours": 2.66, "text": "So this time, I’ve tried to test the wireless part. I started by downloading a UDP app on my mom’s phone, and rotating the stepper motor with that, but nothing happened. After this I’ve rewritten the code so it does nothing with the motor, but prints the text in the UDP pockets, but still nothing. I’ve downloaded Packet Sender to my laptop, but still nothing. The UDP packets did never reach the Pico. I’ve tried everything the Debug Master Gemini said for more than two hours, but nothing… I think I will ask my friend who is familiar with making websites to write me a lightweight HTML page with buttons, then somehow make it connect to the motor logic. I reallyyy hope that will work."}, {"post_id": 59453, "ts": "2026-09-01T09:57:28Z", "hours": 0.6469, "text": "Today I tested the battery voltage measuring feature, I last time made! I put in the batteries, wired it up, copied this specific part of the code in Thonny, told it to print the voltage, aaaannd when I checked with the multimeter, it was waaay off, lol. I was baffled, because the voltage my Pico measured was MORE than a full volt below the actual voltage. I immediately started researching, (by asking Gemini… of course…. I start to feel guilty for all the trees and water I waste), and it said to me that it is likely due to resistors are not perfect, this is why they have a TOLERANCE band, and I should start a different approach. It suggested that I should calculate a factor, by dividing the voltage of the batteries measured with a multimeter, by the raw ADC value my Pico reads, then multiply with that with the raw ADC value. After fixing this, it gave me roughly the exact value my multimeter had shown. P.S. If I could learn for once, that I HAVE to use period at decimal numbers, instead of comma, I would spend way less time searching for bugs that don’t exist…"}, {"post_id": 57166, "ts": "2026-08-29T08:36:24Z", "hours": 3.7306, "text": "This time, I made the main power lines of R2D2! I started by soldering 3 wires (three positive, and three ground) to the battery holder, which will be the cozy home of two 18650 Li-Ion batteries. I connected a 5 volt buck converter to one of the lines, which will power the Pico, and a voltage divider to the next one, to help the Pico measure the batteries’ voltage, and give me a warning (eventually using R2’s LEDs) of low voltage. There is not connected anything yet to the third line, because the motor driver will be powered using this, but that soldering would be really hard with my setup, and I don’t know if I could safely do it. So I think I will ask an adult acquintance of mine, who works with electronics, to do that one for me."}, {"post_id": 47045, "ts": "2026-08-14T17:22:35Z", "hours": 5.0992, "text": "This time, I’ve finally made the wireless part! I started by, as you probably guessed it already, by brainstorming with Gemini! I asked it to give me tutorials on youtube, on how to make my robot wirelessly controllable, since I have a Pico W, as well as explain it himself. At first, I’ve went down a little rabbit hole, because I wanted to build a simple website, with buttons, to control R2D2. I quickly realized after peeking into college-level tutorials, that it far exceeds my capabilities at the moment, so I asked my good ol’ friend, Gemini, to give me a bit of a simpler solution. After some deep discussions, and watching a nice old man on youtube explaining it, I decided on non-blocking UDP socket polling, with the help of an external app. This will work by downloading an app to my phone (or anyone’s phone, who wants to control R2), agreeing on an ip address, and port number, then typing the letters, which represents the w, a, s, d, etc. keys. It may not look pretty, but it’s just as effective, and MUCH simpler."}, {"post_id": 44633, "ts": "2026-08-10T15:05:18Z", "hours": 1.3833, "text": "Today, I added the sensor for the homing sequence of R2’s head! This way, at startup, the head will start to turn, until it hits the infrared sensor, then go back to the middle. This way it is ensured, that no matter what position was the head at startup, it won’t go beyond the safe limits"}, {"post_id": 42777, "ts": "2026-08-07T17:36:43Z", "hours": 2.1439, "text": "So this time, I finally wired everything for the stepper motor-powered head together! I copyed the part which controls specifically this from my entire code sitting VSCode, just to try this out. I had an old battery holder saved from a toy, to make an external power source, and wired everything together. I checked the wiring with Gemini, to make sure I don’t light anything on fire. After this, well, it did not work… I spent brainstorming, “debugging”, and checking everything twice, until I realized the “bug” which prevented the motor spin, was the very common “missing battery” error. So I put it in, and after some fine tuning on the code, it worked really nice"}, {"post_id": 42644, "ts": "2026-08-07T14:07:55Z", "hours": 0.9744, "text": "This time I coded the homing sequence, which will help R2 center it’s head using the stepper motor. There will be an infrared sensor in the head, and at startup, R2 will turn its head slowly left, until the sensor detects it, and after this, the code will set the step count to 0. After this the head will automatically turn to look forward, while counting the steps. This is necessary to ensure that the head will move only in the safe limits, no matter in which position it was at startup. I took the help of Gemini at debugging."}, {"post_id": 36923, "ts": "2026-07-29T10:12:02Z", "hours": 4.9153, "text": "This time, I collected multiple days’ work for this devlog. I started by brainstorming with Gemini (by now I must be their top user, lol) about what motor would be best for turning R2’s head. We’re planning LEDs in the head, so I had to make sure it cannot rotate all the way around, because this would break the wires. I came to the conclusion, that a custom 3D printed gear mechanism would be best, with a 28BYJ-48 stepper motor, and a ULN2003 board, and rotation limits in the software. I watched videos on Youtube, and also asked Gemini to explain to me how to write a code to control the stepper motor. The code is not yet complete, I’ll have to add a “homing mechanism”, which would help the head find it’s position at startup."}, {"post_id": 30087, "ts": "2026-07-17T12:00:42Z", "hours": 1.6503, "text": "Today I wrote the prototype of the code, which will control the motion of R2D2. The original version will control it wirelessly, along with the sounds and ligths, but this controls only the motors yet, via a microUSB cable. I wrote it in VSCode, and I will only copy it to Thonny (which i’ll be using for the Pico) when it is fully completed. I took the help of Gemini, to explain me how to control it (the robot, eventually) using my keyboard, and with the final debugging. I also watched Electro Nerds Academy’s youtube video in the process, which explains how to control the TB6612FNG motor driver with Arduino, and C++, I did this to make sure I understand the process. I still have a lot to learn, but slowly and surely, R2 will roll!"}, {"post_id": 29420, "ts": "2026-07-16T11:13:48Z", "hours": 1.3206, "text": "Today, I got the Pico!!! Immediatelly I started to load up micropython on it, and download Thonny. It was a bit tricky, because my antivirus program wouldn’t let me download it, but I disabled it temporarily, and it worked just fine. And I quickly reviewed the first few pages of my PDF book, to make sure I know my Pico physically, not just the Wokwi version. After that I wanted to try it out with the onboard LED, but it didn’t worked, so I asked Gemini. I found out that my Pico, is actually Pico W, and the onboard led is a little different. After that it worked beautifully. Then I wanted to light up an external LED, and guess what, it also didn’t work! I started troubleshooting with Gemini on my side, and I found out, that my breadboard’s ground rail is probably damaged. After rewiring to bypass it, it lighted up!"}, {"post_id": 24693, "ts": "2026-07-08T13:32:16Z", "hours": 0.8378, "text": "A problem occurred during the delivery if the Pico, so it got retured to the sender. We had to order it again, so until it arrives, I thought I could learn actually how to control the DC motors with it, with the help of a TB6612FNG motor driver which we will be using. I asked Gemini to explain it to me, without providing exact codes, to ensure I actually understand the code, and not just copy-pasteing. It gave me a great youtube tutorial too, from Electro Nerds Academy, which used Arduino (and therefore C++), but it helped me understand the core principles of the wiring, and the code EDIT: This was BEFORE I was aware of the rule which states that we should not log too much continuous time spent watching youtube. This was only the learning phase, and I tried making it as active as possible, by building my own version on the way. If it is against the rules, please just ignore the time logged in this post. I don’t know if it is possible, but I’m pretty freaked out my entire summer work gets flushed down the toilet😭😭"}, {"post_id": 21522, "ts": "2026-07-03T15:13:57Z", "hours": 1.2167, "text": "So today, while I was STILL waiting for the Pico, I built a reaction time based game, and a burglar alarm in Wokwi, with the help of the PDF book I’ve mentioned before. By this, I’ve learnt how to use the urandom library in Micropython, which I think will be really useful with R2D2 ‘s flashing lights, and sounds, and with the burglar alarm I’ve learnt how to connect, and use a sensor with the Pico. Putting sensors in R2D2 is a secondary, and a long-term goal, but it would be really nice. I hope that after this, I’ve learnt the basics of Micropython, so I think I’ll start focusing on our actual project, R2D2. (I don’t know when will the Pico arrive, so this is a major limiting factor) IT IS JUST LEARNING THE BASICS, NOT THE ACTUAL PROJECT"}, {"post_id": 19433, "ts": "2026-06-30T19:12:12Z", "hours": 1.4111, "text": "So, today I’m still waiting for the Pico, so I’m still using Wokwi, and the PDF book, to learn, and practice. Today I’ve made a traffic light, which is working by continuously alternating red, yellow and green lights. It worked just fine, until I added a feature, so when a “pedestrian” pushes a button, a buzzer makes 10 beeps, and the light switches to red for the “cars”. This seemed to be too much for Wokwi, and it kind of crashed, so I relied on the PDF book, to verify the code, and the wiring. IT IS JUST LEARNING THE BASICS, NOT THE ACTUAL PROJECT"}, {"post_id": 18293, "ts": "2026-06-29T12:06:59Z", "hours": 1.1833, "text": "Today, I was still practicing Micropython, and connecting circuits in Wokwi’s Raspberry Pi Pico simulator, with the help of the “Get Started with MicroPython on Raspberry Pi Pico” book. I’m still waiting for the delivery, so I can’t do it physically yet, but I think it’s still a great way to learn, and it even lacks the risk of frying anything. I succesfully made an LED blink, and connected a four-legged push button to the Pico. The final “project” of this session was building a circuit, so when you push the button, the LED lights up. I had a little problem with this, so I took the help of Gemini, and we figured out, that I accidentally connected the button to the Pico’s 3V3 EN pin, instead of the 3V3 pin, and I had a missing colon in the code. After fixing, it worked beautifully IT IS JUST LEARNING THE BASICS, NOT THE ACTUAL PROJECT"}, {"post_id": 15807, "ts": "2026-06-25T18:04:51Z", "hours": 1.1422, "text": "Today, I started to learn micropython for the Raspberry pi Pico WH, which I will use for my team’s R2D2 model. I do not have one yet, im currently waiting for the delivery :) , but I used Wokwi’s Raspberry pi Pico simulator, and the PDF micropython tutorial book, which I found on the original Raspberry Pi website. (well, not exactly there, because it showed me error 404, but I found it on Internet Archives, it’s title is “Get Started with MicroPython on Raspberry Pi Pico”). With the help of these, I learned how to import libraries in micropython, and how to turn on the Pico’s onboard LED. I even programmed it to stay on for a certain amount of seconds. I also used VS Code to try out some basic python loops. IT IS JUST LEARNING THE BASICS, NOT THE ACTUAL PROJECT"}]...
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Title: R2D2 model by @benedekkristof16 | Stardance Title: R2D2 model by @benedekkristof16 | Stardance
Devlogs:
Today, I started to learn micropython for the Raspberry pi Pico WH, which I will use for my team’s R2D2 model. I do not have one yet, im currently waiting for the delivery :) , but I used Wokwi’s Raspberry pi Pico simulator, and the PDF micropython tutorial book, which I found on the original Raspberry Pi website. (well, not exactly there, because it showed me error 404, but I found it on Internet Archives, it’s title is “Get Started with MicroPython on Raspberry Pi Pico”). With the help of these, I learned how to import libraries in micropython, and how to turn on the Pico’s onboard LED. I even programmed it to stay on for a certain amount of seconds. I also used VS Code to try out some basic python loops. IT IS JUST LEARNING THE BASICS, NOT THE ACTUAL PROJECT
Today, I was still practicing Micropython, and connecting circuits in Wokwi’s Raspberry Pi Pico simulator, with the help of the “Get Started with MicroPython on Raspberry Pi Pico” book. I’m still waiting for the delivery, so I can’t do it physically yet, but I think it’s still a great way to learn, and it even lacks the risk of frying anything. I succesfully made an LED blink, and connected a four-legged push button to the Pico. The final “project” of this session was building a circuit, so when you push the button, the LED lights up. I had a little problem with this, so I took the help of Gemini, and we figured out, that I accidentally connected the button to the Pico’s 3V3 EN pin, instead of the 3V3 pin, and I had a missing colon in the code. After fixing, it worked beautifully IT IS JUST LEARNING THE BASICS, NOT THE ACTUAL PROJECT
So, today I’m still waiting for the Pico, so I’m still using Wokwi, and the PDF book, to learn, and practice. Today I’ve made a traffic light, which is working by continuously alternating red, yellow and green lights. It worked just fine, until I added a feature, so when a “pedestrian” pushes a button, a buzzer makes 10 beeps, and the light switches to red for the “cars”. This seemed to be too much for Wokwi, and it kind of crashed, so I relied on the PDF book, to verify the code, and the wiring. IT IS JUST LEARNING THE BASICS, NOT THE ACTUAL PROJECT
So today, while I was STILL waiting for the Pico, I built a reaction time based game, and a burglar alarm in Wokwi, with the help of the PDF book I’ve mentioned before. By this, I’ve learnt how to use the urandom library in Micropython, which I think will be really useful with R2D2 ‘s flashing lights, and sounds, and with the burglar alarm I’ve learnt how to connect, and use a sensor with the Pico. Putting sensors in R2D2 is a secondary, and a long-term goal, but it would be really nice. I hope that after this, I’ve learnt the basics of Micropython, so I think I’ll start focusing on our actual project, R2D2. (I don’t know when will the Pico arrive, so this is a major limiting factor) IT IS JUST LEARNING THE BASICS, NOT THE ACTUAL PROJECT
A problem occurred during the delivery if the Pico, so it got retured to the sender. We had to order it again, so until it arrives, I thought I could learn actually how to control the DC motors with it, with the help of a TB6612FNG motor driver which we will be using. I asked Gemini to explain it to me, without providing exact codes, to ensure I actually understand the code, and not just copy-pasteing. It gave me a great youtube tutorial too, from Electro Nerds Academy, which used Arduino (and therefore C++), but it helped me understand the core principles of the wiring, and the code EDIT: This was BEFORE I was aware of the rule which states that we should not log too much continuous time spent watching youtube. This was only the learning phase, and I tried making it as active as possible, by building my own version on the way. If it is against the rules, please just ignore the time logged in this post. I don’t know if it is possible, but I’m pretty freaked out my entire summer work gets flushed down the toilet😭😭
Today, I got the Pico!!! Immediatelly I started to load up micropython on it, and download Thonny. It was a bit tricky, because my antivirus program wouldn’t let me download it, but I disabled it temporarily, and it worked just fine. And I quickly reviewed the first few pages of my PDF book, to make sure I know my Pico physically, not just the Wokwi version. After that I wanted to try it out with the onboard LED, but it didn’t worked, so I asked Gemini. I found out that my Pico, is actually Pico W, and the onboard led is a little different. After that it worked beautifully. Then I wanted to light up an external LED, and guess what, it also didn’t work! I started troubleshooting with Gemini on my side, and I found out, that my breadboard’s ground rail is probably damaged. After rewiring to bypass it, it lighted up!
Today I wrote the prototype of the code, which will control the motion of R2D2. The original version will control it wirelessly, along with the sounds and ligths, but this controls only the motors yet, via a microUSB cable. I wrote it in VSCode, and I will only copy it to Thonny (which i’ll be using for the Pico) when it is fully completed. I took the help of Gemini, to explain me how to control it (the robot, eventually) using my keyboard, and with the final debugging. I also watched Electro Nerds Academy’s youtube video in the process, which explains how to control the TB6612FNG motor driver with Arduino, and C++, I did this to make sure I understand the process. I still have a lot to learn, but slowly and surely, R2 will roll!
This time, I collected multiple days’ work for this devlog. I started by brainstorming with Gemini (by now I must be their top user, lol) about what motor would be best for turning R2’s head. We’re planning LEDs in the head, so I had to make sure it cannot rotate all the way around, because this would break the wires. I came to the conclusion, that a custom 3D printed gear mechanism would be best, with a 28BYJ-48 stepper motor, and a ULN2003 board, and rotation limits in the software. I watched videos on Youtube, and also asked Gemini to explain to me how to write a code to control the stepper motor. The code is not yet complete, I’ll have to add a “homing mechanism”, which would help the head find it’s position at startup.
This time I coded the homing sequence, which will help R2 center it’s head using the stepper motor. There will be an infrared sensor in the head, and at startup, R2 will turn its head slowly left, until the sensor detects it, and after this, the code will set the step count to 0. After this the head will automatically turn to look forward, while counting the steps. This is necessary to ensure that the head will move only in the safe limits, no matter in which position it was at startup. I took the help of Gemini at debugging.
So this time, I finally wired everything for the stepper motor-powered head together! I copyed the part which controls specifically this from my entire code sitting VSCode, just to try this out. I had an old battery holder saved from a toy, to make an external power source, and wired everything together. I checked the wiring with Gemini, to make sure I don’t light anything on fire. After this, well, it did not work… I spent brainstorming, “debugging”, and checking everything twice, until I realized the “bug” which prevented the motor spin, was the very common “missing battery” error. So I put it in, and after some fine tuning on the code, it worked really nice
Today, I added the sensor for the homing sequence of R2’s head! This way, at startup, the head will start to turn, until it hits the infrared sensor, then go back to the middle. This way it is ensured, that no matter what position was the head at startup, it won’t go beyond the safe limits
This time, I’ve finally made the wireless part! I started by, as you probably guessed it already, by brainstorming with Gemini! I asked it to give me tutorials on youtube, on how to make my robot wirelessly controllable, since I have a Pico W, as well as explain it himself. At first, I’ve went down a little rabbit hole, because I wanted to build a simple website, with buttons, to control R2D2. I quickly realized after peeking into college-level tutorials, that it far exceeds my capabilities at the moment, so I asked my good ol’ friend, Gemini, to give me a bit of a simpler solution. After some deep discussions, and watching a nice old man on youtube explaining it, I decided on non-blocking UDP socket polling, with the help of an external app. This will work by downloading an app to my phone (or anyone’s phone, who wants to control R2), agreeing on an ip address, and port number, then typing the letters, which represents the w, a, s, d, etc. keys. It may not look pretty, but it’s just as effective, and MUCH simpler.
This time, I made the main power lines of R2D2! I started by soldering 3 wires (three positive, and three ground) to the battery holder, which will be the cozy home of two 18650 Li-Ion batteries. I connected a 5 volt buck converter to one of the lines, which will power the Pico, and a voltage divider to the next one, to help the Pico measure the batteries’ voltage, and give me a warning (eventually using R2’s LEDs) of low voltage. There is not connected anything yet to the third line, because the motor driver will be powered using this, but that soldering would be really hard with my setup, and I don’t know if I could safely do it. So I think I will ask an adult acquintance of mine, who works with electronics, to do that one for me.
Today I tested the battery voltage measuring feature, I last time made! I put in the batteries, wired it up, copied this specific part of the code in Thonny, told it to print the voltage, aaaannd when I checked with the multimeter, it was waaay off, lol. I was baffled, because the voltage my Pico measured was MORE than a full volt below the actual voltage. I immediately started researching, (by asking Gemini… of course…. I start to feel guilty for all the trees and water I waste), and it said to me that it is likely due to resistors are not perfect, this is why they have a TOLERANCE band, and I should start a different approach. It suggested that I should calculate a factor, by dividing the voltage of the batteries measured with a multimeter, by the raw ADC value my Pico reads, then multiply with that with the raw ADC value. After fixing this, it gave me roughly the exact value my multimeter had shown. P.S. If I could learn for once, that I HAVE to use period at decimal numbers, instead of comma, I would spend way less time searching for bugs that don’t exist…
So this time, I’ve tried to test the wireless part. I started by downloading a UDP app on my mom’s phone, and rotating the stepper motor with that, but nothing happened. After this I’ve rewritten the code so it does nothing with the motor, but prints the text in the UDP pockets, but still nothing. I’ve downloaded Packet Sender to my laptop, but still nothing. The UDP packets did never reach the Pico. I’ve tried everything the Debug Master Gemini said for more than two hours, but nothing… I think I will ask my friend who is familiar with making websites to write me a lightweight HTML page with buttons, then somehow make it connect to the motor logic. I reallyyy hope that will work.
So this time, I’ve had to update the entire code. So, as I’ve told you guys in my previous devlog, I’ve tried to make R2 wireless with UDP, but it did not work for some reason. Because of this, we decided to try another method. We will host a web server on the Pico! My friend, who knows this stuff, will write a basic HTML code, with buttons, to control R2. For this, I’ve had to go down a little rabbit hole with youtube, google and gemini, to learn how actually this stuff works. After, and along with researching, I’ve had to change a little the structure of my code, and implement new features. I also added LEDs this time! I think the coolest feature is, that R2 will tell us with Morse his IP address, using his LEDs (because he will have different ones based on which wifi network he is currently connected to, and he will have no other way to tell it us). We’ve also made some crucial changes. At first we’ve wanted R2D2 to have sounds, but we will have to omit this one for now, because our lack of time. Also, rather than random flashing, each LED will have it’s own purpose, and they all going to be used for communication.
Hey! I think this will be my last, and my longest devlog! I need to clarify things, and address things, but first– I tell what I did. So I wired up the motor driver (an anquintance of mine helped to solder up the wires which will take the high current to the motors), wired up the LED’s, and put everything in the 3D printed chassis done, and assembled by @TamasLaszloffy777 , with the help of our friends (and my mom :) ). I soldered the wires to the motors, and glued the LED’s in the head. Now comes a list of things, that didn’t work: I copyed the HTML code my friend wrote into my code, but unfortunately I couldn’t get it working. I’ve spent countless hours debugging with Gemini, but as the project got more complex, it gave me more stupid answers. When I tested it with just the stepper motor, it worked, but with everything connected, it didnt. So out of desperation I’ve had to go back the old method I used at testing, which is that everything works with an USB cable. I’ve spent circa 30 minutes changing the code, and commenting out everything that has to do something with the wireless thing. Of course Hackatime didn’t register nothing out of this half an hour. This was the main thing why I used Lookout and Lapse for coding before the Ban. But after all, thank God it works now with USB (after some debugging with Gemini of course). This means that the LEDs also lost their purpose as wifi status indicators, so now the project has 2 spare LEDs inside. (I won’t put those in the wiring diagram, since they are not used, but its too much work to take them out. I saved two of them by repurposing them to “head turning indicators”, but left two out, because it would just make it harder for me to take the head off, to access everything inside. Also I plan to fix the wireless part in the future, but not in Stardance). The next thing I noticed, is the homing sequence is pretty useless. Fortunately the wires never twist dangerously, contrary to my previous assumptions, and R2 would have to rotate its head 360 degrees multiple times in a row for it to become dangerous for the wires. I was quite upset that I did the homing sequence, and bought the sensor for nothing, but keeping it would add unnecessary complexity. And unnecessary complexity is NEVER good in a project.(I wont put the sensor into the BOM list, nor into the wiring diagram)
Ships:
I made this project with @TamasLaszloffy777 . My part was the electronics and coding. THe biggest hurdle was, that I’ve had to learn everything from scratch. I only knew basic python, and something about circuits, but only what I’ve learnt in school. This project is a fan-made R2-D2 replica, which is capable of rolling, turning it’s head, and has some LEDs. The project includes a demo link, where you can see it work in real life. Make sure you watch it, and We hope You’ll enjoy it!...
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1792633894.9055524
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1792720294.9055524
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21040
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R2D2 model by @TamasLaszloffy777 | Stardance
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TamasLaszloffy777
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1
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87.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T06:00:44Z", "hours": 87.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project is a fan-made R2-D2 replica. I made with my fellow, @benedekkristof16 . My part was the 3D modeling and designing, making the mechanincs, (motors with functioning gears), painting and decorating. The most chalenging part of the project wasn’t the learning; however the designing and understanding the complicated blueprints and surface modeling (especially the dome) was the toughest part. This hardware project is capable of rolling around, turning its head and bring light the to night with some LEDs. We made a cool demo video presenting R2. We hope you’ll find it enjoyable.", "repo": "https://github.com/kirikristof/R2D2-model", "demo": ""}]...
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[{"post_id": 74081, "ts": "202 [{"post_id": 74081, "ts": "2026-09-26T17:09:01Z", "hours": 4.535, "text": "Hello, guys! R2 has been built (mostly)!!! With the help of my dear fellows ( @benedekkristof16 and @hunorkiss04 ), we spent a lot of time working on it. As expected, we faced some difficulties during the building session. The main problem was the CAD design and 3D printing: in some places the holes are too tight for the screws and there are defective pieces; however we could resolve all the problems with some unique solutions. At the end of the day, R2 is moving and he’s able to turn his head! We’ve started to fill the GitHub files and I’ll fix the 3D mistakes. (Ignore the questionable paint job)"}, {"post_id": 63123, "ts": "2026-09-06T19:07:58Z", "hours": 4.7514, "text": "Hello, guys! Hopefully, it’ll be my last devlog about 3D modelling, and next time, I’ll build R2 in real life with my dear fellows, @benedekkristof16 and @hunorkiss04 . I’ve spent hours and hours designing with varying degrees of success and from this mighty point, R2 probably has a much cooler look and far more aura than me🥀. Unfortunatelly, this replica is NOT 100% accurate and I had to model some elements by sight (R2’s holoprojector) and I horribly miscalculated a ratio: R2’s main body (the cylinder) is 220mm and it should have been 200mm. I noticed it too late. Due to the complexity of R2’s torso and the lack of time, I didn’t correct this. It’s not that visible; however I had to let go of the two center foot cylinder due to a lack of space. But it’s our R2, so We’ll keep him, no matter what 😉."}, {"post_id": 62093, "ts": "2026-09-05T10:41:58Z", "hours": 9.1628, "text": "Hello, guys! 3D printing has started, and I designed some important details for R2’s body: the Radar Eye, Shoulder and Battery box. Currently, I’m making the Leg Booster. I still have to model the Ankle Cylinders and a few remaining details for R2’s dome."}, {"post_id": 54599, "ts": "2026-08-25T16:59:32Z", "hours": 9.1508, "text": "Hello guys! I’ve finally finished (almost) R2’s modeling, and I’ve successfully done the hardest part of the project: the decorative panels and holes on the dome. I used plane splitting and surface projection tricks to get perfect panel lines all around the dome to avoid distortion on the spherical surface. All that’s left now is modeling an internal mount for a small IR sensor, and the dome is ready for printing. I’ll design the rest of the decorative elements, such as R2’s eyes and shoulder rings."}, {"post_id": 51125, "ts": "2026-08-20T16:58:22Z", "hours": 9.1283, "text": "Hello, guys! The progress has been huge, and here is a quick list of what I’ve done recently: -I’ve modeled a custom lazy susan bearing for R2’s head that runs on 6mm BBs -The motor mount fot the 28BYJ-48 stepper motor is basically ready and it’s attachable to R2’s torso. -I also made the head-turning system with a huge internal gear. I still need to do some tuning; however it’s time for R2 to come alive. The 3D printing will probably take a couple of hours (or days). Stay tuned!"}, {"post_id": 46403, "ts": "2026-08-13T16:10:33Z", "hours": 7.8453, "text": "Hello, guys! I’m back with a huge update! Recently, I’ve been working on finalizing R2’s legs and shoulder attachment, and it’s looking far better than expected! It’s finally starting to look truly recognizable. It wasn’t a smooth process, though I ran into quite a few problems with component positioning and broken external links between files. Fixing lost references took a lot of patience and effort and figuring out the correct 18° body tilt and getting the shoulder alignment right was time-consuming. Basically it’s done; however, I still haven’t figured out how to make the center wheel. I hope I’ll find the right way. Maybe I’ll have to use LEGO wheel…"}, {"post_id": 42716, "ts": "2026-08-07T15:57:47Z", "hours": 1.3003, "text": "I’m here again and I’ve just tried to finish the main leg. It’s still missing a few decorative elements. Next I will make the shoulder attachment and after that, it’s time for R2’s head!"}, {"post_id": 42639, "ts": "2026-08-07T13:48:13Z", "hours": 3.6844, "text": "This time, I tackled the main ankle block, and it’s done, and also wrapped up the design for the decorative side panels on the center foot assembly. To keep maintenance easy and avoid visible screw holes, I separated the decorative panels and designed small pockets for 5x2mm neodymium magnets that perfectly fit into the hole."}, {"post_id": 31951, "ts": "2026-07-20T19:28:39Z", "hours": 9.1475, "text": "It’s been over a week since the last update; however, don’t let the silence fool you! 😉 In the latest grinding, I worked almost entirely on the most critical piece: the main foot. Anyone who has ever designed a functioning mechanical foot knows exactly the pain and agony, that turning a solid block into a precise assembly is a total survival trip (maybe it’s just skill issue🥀), but I’m so proud that I’ve made it so far! The perfect wheel connection is ready, and the JGA25-370’s motor mount has found its home. Even those printer-killing, razor-sharp internal overhangs got tamed with clean chamfers and fillets. R2 will be proud of our team!"}, {"post_id": 24229, "ts": "2026-07-07T17:30:31Z", "hours": 8.1139, "text": "Hello, guys! It has been long since my last devlog, so let me break it down for y’all: -I’ve been working on the main cylinder for 8 hours (not straight) and I can finally say: It’s basicly done! -I modeled the cylinder with the body frame, and it became brutally strong (I hope it won’t brake in my hands). -I also made the internal shoulder mounts for the legs. They are perfectly integrated into the inner frame, making sure that this won’t fall apart! -To finish off this massive update, I spent quite some time sketching out all the crucial decorative panels, using a reference canvas. I’m as keen as mustard to finish and see something come to life!"}, {"post_id": 20708, "ts": "2026-07-02T11:36:09Z", "hours": 1.2308, "text": "Hello, guys! What I’ve achieved this past week is not as impressive as I’ve hoped: It’s been a packed week of modeling and geometry solving. I have successfully brought together several crucial assemblies into the main project: 1. Raspberry Pi Pico Frame 2. R2-D2 Center Foot: Completed the primary structural foot base 3. Center Ankle and Shroud Connection: After battling some complex 3D curved geometry, the ankle block is ready! Next steps: The next phase will be refining the joints and I will start the main cylinder!"}, {"post_id": 20248, "ts": "2026-07-01T19:54:12Z", "hours": 3.2669, "text": "I spent today working on the main ankle. The biggest hurdle was the curved outer plate. The blueprint is a bit confusing. Trying to accurately wrap and cut this 2D pattern onto the 3D curved ankle part in Fusion 360 turned out to be a real geometry headache. The main ankle structure is about 90% complete. As soon as I figure it out how to do this properly, this section will be ready (hopefully by tomorrow)."}, {"post_id": 19324, "ts": "2026-06-30T16:33:49Z", "hours": 2.0169, "text": "Another success! Today, I made sure that R2 won’t lose his leg during his first test drive: I finished the internal pass-through screw system. On one side, the screw head sits inside a deeper hole so it stays hidden under the panel. On the other side, I cut a perfect 6-sided hexagon shape. A real metal nut will sit inside this pocket, so when I tighten the screw, it will hold the leg perfectly, without breaking the plastic (at least, I hope 😜). I’ve started the ankle, making it 9,6 mm wide because the slot is 9.89 mm. This leaves a tiny gap both sides. I also imported the blueprint image to Fusion, scaled to the right size. Finally the project is coming together!"}, {"post_id": 18615, "ts": "2026-06-29T20:17:38Z", "hours": 1.8669, "text": "Today, I finally managed to model the most sweat-inducing parts of the R2-D2 foot, and after a few near-rage-quit moments, I made some step forward. The biggest headache was definitely wrestling that weird decorative trim on the side of the foot. After that, I had to start with the ankle attachment. Since this joint carries our little friend’s (R2’s) weight, it had to be built like a tank. I modeled a standard M6 socket screw. I hope it’ll be solid as rock! Next mission: figuring out how to hide this outer screw hole to keep things completely accurate, and I’ll model the center ankle!"}, {"post_id": 17685, "ts": "2026-06-28T16:14:15Z", "hours": 1.0333, "text": "Progress was slow AGAIN, that stubborn “Half Moon” side arc was completely annoying and refused to cooperate within the time limit. I didn’t let the session go to waste. Instead, I successfully cut out the main socket/connection point for the future leg. One step at a time!"}, {"post_id": 17082, "ts": "2026-06-27T18:51:34Z", "hours": 2.0167, "text": "Progress was way better today! I finally managed to tame the geometry of R2-D2’s center foot after some intense mathematical gymnastics, which was provided by the blueprints. The main body is basically done. There are still decorative panels which are waiting for modeling. The next step is to flip this thing over and design a customized frame for a caster wheel. R2 will be happy, rolling around the house!"}, {"post_id": 16353, "ts": "2026-06-26T16:37:41Z", "hours": 0.6, "text": "Progress was slow today (again), but I started working on a completely new component: the center foot. Though, it was hard, with limited time, I really enjoyed the process. I hope, I will be more efficient."}, {"post_id": 15756, "ts": "2026-06-25T17:05:47Z", "hours": 1.2506, "text": "Progress was a bit slower today and the electronics layout was refined. I modeled the breadboard holder because I forgot to add it yesterday. Since the Pico plugs straight into the breadboard anyway,a separate Pico case isn’t needed anymore and I removed it. I started sketching the panels and windows directly onto the main cylinder using the blueprint dimensions. I hope that the progress will accelerate!"}, {"post_id": 15130, "ts": "2026-06-24T16:15:32Z", "hours": 1.7006, "text": "The R2-D2 project had officially begun! After 5 hours of learning and I finally started the session. Since we are using a Raspberry Pi Pico W as the main controller (recently, my fellow, @benedekkristof16 has just started learning coding and he will do the software part of the project), I created a custom 3D ‘dummy’ model to match its exact physical dimensions. Using this dummy, I designed a protectiv case for the board. Finally, I started the main body of the robot by creating the core cylinder. Next, I will work on the internal parts with @hunorkiss04 !"}, {"post_id": 14442, "ts": "2026-06-23T15:55:01Z", "hours": 1.8008, "text": "My final training session is complete! In today’s practice I modeled a custom ‘Stardance’ object and a detailed polygon screw. Now, I feel experienced enough with Fusion 360’s tools to finish practicing. Next time, my newly joined teammate @hunorkiss04 and I are diving straight into building and modelling R2-D2! Stay tuned, it will be incredible!"}, {"post_id": 13610, "ts": "2026-06-22T09:50:00Z", "hours": 0.9167, "text": "Hopefully leveled up my Fusion 360 skills! Today I designed more complex shapes with more details and curves. Still no robot parts yet, but R2-D2 will be astonishing . Trust the process!"}, {"post_id": 13296, "ts": "2026-06-21T19:34:07Z", "hours": 1.7289, "text": "Spent another 1h 43m practicing the basics. I worked on a bottle and a LEGO brick to master the tools and navigation. It might not look like a robot yet, but I’m learning the rules before I start building the actual model. R2-D2 will be born soon!"}, {"post_id": 12608, "ts": "2026-06-20T16:29:39Z", "hours": 0.9333, "text": "Spent 56 minutes fighting the recording software and figuring out how Fusion 360 works as a rookie. The software looks like an aircraft control panel. Progress is moving at the speed of a snail right now, but tomorrow I’m coming back with more experience!"}]...
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Title: R2D2 model by @TamasLaszloffy777 | Stardanc Title: R2D2 model by @TamasLaszloffy777 | Stardance
Devlogs:
Spent 56 minutes fighting the recording software and figuring out how Fusion 360 works as a rookie. The software looks like an aircraft control panel. Progress is moving at the speed of a snail right now, but tomorrow I’m coming back with more experience!
Spent another 1h 43m practicing the basics. I worked on a bottle and a LEGO brick to master the tools and navigation. It might not look like a robot yet, but I’m learning the rules before I start building the actual model. R2-D2 will be born soon!
Hopefully leveled up my Fusion 360 skills! Today I designed more complex shapes with more details and curves. Still no robot parts yet, but R2-D2 will be astonishing . Trust the process!
My final training session is complete! In today’s practice I modeled a custom ‘Stardance’ object and a detailed polygon screw. Now, I feel experienced enough with Fusion 360’s tools to finish practicing. Next time, my newly joined teammate @hunorkiss04 and I are diving straight into building and modelling R2-D2! Stay tuned, it will be incredible!
The R2-D2 project had officially begun! After 5 hours of learning and I finally started the session. Since we are using a Raspberry Pi Pico W as the main controller (recently, my fellow, @benedekkristof16 has just started learning coding and he will do the software part of the project), I created a custom 3D ‘dummy’ model to match its exact physical dimensions. Using this dummy, I designed a protectiv case for the board. Finally, I started the main body of the robot by creating the core cylinder. Next, I will work on the internal parts with @hunorkiss04 !
Progress was a bit slower today and the electronics layout was refined. I modeled the breadboard holder because I forgot to add it yesterday. Since the Pico plugs straight into the breadboard anyway,a separate Pico case isn’t needed anymore and I removed it. I started sketching the panels and windows directly onto the main cylinder using the blueprint dimensions. I hope that the progress will accelerate!
Progress was slow today (again), but I started working on a completely new component: the center foot. Though, it was hard, with limited time, I really enjoyed the process. I hope, I will be more efficient.
Progress was way better today! I finally managed to tame the geometry of R2-D2’s center foot after some intense mathematical gymnastics, which was provided by the blueprints. The main body is basically done. There are still decorative panels which are waiting for modeling. The next step is to flip this thing over and design a customized frame for a caster wheel. R2 will be happy, rolling around the house!
Progress was slow AGAIN, that stubborn “Half Moon” side arc was completely annoying and refused to cooperate within the time limit. I didn’t let the session go to waste. Instead, I successfully cut out the main socket/connection point for the future leg. One step at a time!
Today, I finally managed to model the most sweat-inducing parts of the R2-D2 foot, and after a few near-rage-quit moments, I made some step forward. The biggest headache was definitely wrestling that weird decorative trim on the side of the foot. After that, I had to start with the ankle attachment. Since this joint carries our little friend’s (R2’s) weight, it had to be built like a tank. I modeled a standard M6 socket screw. I hope it’ll be solid as rock! Next mission: figuring out how to hide this outer screw hole to keep things completely accurate, and I’ll model the center ankle!
Another success! Today, I made sure that R2 won’t lose his leg during his first test drive: I finished the internal pass-through screw system. On one side, the screw head sits inside a deeper hole so it stays hidden under the panel. On the other side, I cut a perfect 6-sided hexagon shape. A real metal nut will sit inside this pocket, so when I tighten the screw, it will hold the leg perfectly, without breaking the plastic (at least, I hope 😜). I’ve started the ankle, making it 9,6 mm wide because the slot is 9.89 mm. This leaves a tiny gap both sides. I also imported the blueprint image to Fusion, scaled to the right size. Finally the project is coming together!
I spent today working on the main ankle. The biggest hurdle was the curved outer plate. The blueprint is a bit confusing. Trying to accurately wrap and cut this 2D pattern onto the 3D curved ankle part in Fusion 360 turned out to be a real geometry headache. The main ankle structure is about 90% complete. As soon as I figure it out how to do this properly, this section will be ready (hopefully by tomorrow).
Hello, guys! What I’ve achieved this past week is not as impressive as I’ve hoped: It’s been a packed week of modeling and geometry solving. I have successfully brought together several crucial assemblies into the main project: 1. Raspberry Pi Pico Frame 2. R2-D2 Center Foot: Completed the primary structural foot base 3. Center Ankle and Shroud Connection: After battling some complex 3D curved geometry, the ankle block is ready! Next steps: The next phase will be refining the joints and I will start the main cylinder!
Hello, guys! It has been long since my last devlog, so let me break it down for y’all: -I’ve been working on the main cylinder for 8 hours (not straight) and I can finally say: It’s basicly done! -I modeled the cylinder with the body frame, and it became brutally strong (I hope it won’t brake in my hands). -I also made the internal shoulder mounts for the legs. They are perfectly integrated into the inner frame, making sure that this won’t fall apart! -To finish off this massive update, I spent quite some time sketching out all the crucial decorative panels, using a reference canvas. I’m as keen as mustard to finish and see something come to life!
It’s been over a week since the last update; however, don’t let the silence fool you! 😉 In the latest grinding, I worked almost entirely on the most critical piece: the main foot. Anyone who has ever designed a functioning mechanical foot knows exactly the pain and agony, that turning a solid block into a precise assembly is a total survival trip (maybe it’s just skill issue🥀), but I’m so proud that I’ve made it so far! The perfect wheel connection is ready, and the JGA25-370’s motor mount has found its home. Even those printer-killing, razor-sharp internal overhangs got tamed with clean chamfers and fillets. R2 will be proud of our team!
This time, I tackled the main ankle block, and it’s done, and also wrapped up the design for the decorative side panels on the center foot assembly. To keep maintenance easy and avoid visible screw holes, I separated the decorative panels and designed small pockets for 5x2mm neodymium magnets that perfectly fit into the hole.
I’m here again and I’ve just tried to finish the main leg. It’s still missing a few decorative elements. Next I will make the shoulder attachment and after that, it’s time for R2’s head!
Hello, guys! I’m back with a huge update! Recently, I’ve been working on finalizing R2’s legs and shoulder attachment, and it’s looking far better than expected! It’s finally starting to look truly recognizable. It wasn’t a smooth process, though I ran into quite a few problems with component positioning and broken external links between files. Fixing lost references took a lot of patience and effort and figuring out the correct 18° body tilt and getting the shoulder alignment right was time-consuming. Basically it’s done; however, I still haven’t figured out how to make the center wheel. I hope I’ll find the right way. Maybe I’ll have to use LEGO wheel…
Hello, guys! The progress has been huge, and here is a quick list of what I’ve done recently: -I’ve modeled a custom lazy susan bearing for R2’s head that runs on 6mm BBs -The motor mount fot the 28BYJ-48 stepper motor is basically ready and it’s attachable to R2’s torso. -I also made the head-turning system with a huge internal gear. I still need to do some tuning; however it’s time for R2 to come alive. The 3D printing will probably take a couple of hours (or days). Stay tuned!
Hello guys! I’ve finally finished (almost) R2’s modeling, and I’ve successfully done the hardest part of the project: the decorative panels and holes on the dome. I used plane splitting and surface projection tricks to get perfect panel lines all around the dome to avoid distortion on the spherical surface. All that’s left now is modeling an internal mount for a small IR sensor, and the dome is ready for printing. I’ll design the rest of the decorative elements, such as R2’s eyes and shoulder rings.
Hello, guys! 3D printing has started, and I designed some important details for R2’s body: the Radar Eye, Shoulder and Battery box. Currently, I’m making the Leg Booster. I still have to model the Ankle Cylinders and a few remaining details for R2’s dome.
Hello, guys! Hopefully, it’ll be my last devlog about 3D modelling, and next time, I’ll build R2 in real life with my dear fellows, @benedekkristof16 and @hunorkiss04 . I’ve spent hours and hours designing with varying degrees of success and from this mighty point, R2 probably has a much cooler look and far more aura than me🥀. Unfortunatelly, this replica is NOT 100% accurate and I had to model some elements by sight (R2’s holoprojector) and I horribly miscalculated a ratio: R2’s main body (the cylinder) is 220mm and it should have been 200mm. I noticed it too late. Due to the complexity of R2’s torso and the lack of time, I didn’t correct this. It’s not that visible; however I had to let go of the two center foot cylinder due to a lack of space. But it’s our R2, so We’ll keep him, no matter what 😉.
Hello, guys! R2 has been built (mostly)!!! With the help of my dear fellows ( @benedekkristof16 and @hunorkiss04 ), we spent a lot of time working on it. As expected, we faced some difficulties during the building session. The main problem was the CAD design and 3D printing: in some places the holes are too tight for the screws and there are defective pieces; however we could resolve all the problems with some unique solutions. At the end of the day, R2 is moving and he’s able to turn his head! We’ve started to fill the GitHub files and I’ll fix the 3D mistakes. (Ignore the questionable paint job)
Ships:
This project is a fan-made R2-D2 replica. I made with my fellow, @benedekkristof16 . My part was the 3D modeling and designing, making the mechanincs, (motors with functioning gears), painting and decorating. The most chalenging part of the project wasn’t the learning; however the designing and understanding the complicated blueprints and surface modeling (especially the dome) was the toughest part. This hardware project is capable of rolling around, turning its head and bring light the to night with some LEDs. We made a cool demo video presenting R2. We hope you’ll find it enjoyable....
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Level Up by @Lalith | Stardance
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Lalith
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4
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78.0
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654
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T05:23:19Z", "hours": 9.0, "multiplier": 12.16, "payout": 112, "blessing": "neutral", "text": "Shipped LevelUp! It started as a way to make a long self-development video easier to read. Now it has 28 chapters, practical plans, habits, focus timers, and a daily mission system. You can save an idea from a chapter and actually try it instead of forgetting it five minutes later. Milo is the little companion that reacts to your reading and focus activity. Everything important works locally, without an account or trackers. There’s also an offline progress system called Nexus, which handles changes across tabs and lets you move progress using encrypted files. This update mostly brought the different parts together. I fixed mobile layouts, added larger text and a quick tutorial, and made backups include the newer features. Cloud chat still needs work, and the app could be simpler, but the full version is live now. Try it: https://hustlenix.github.io/LevelUp/", "repo": "https://github.com/Hustlenix/LevelUp", "demo": "https://hustlenix.github.io/LevelUp/"}, {"ship_num": 2, "ts": "2026-09-30T12:09:06Z", "hours": 11.0, "multiplier": 9.76, "payout": 103, "blessing": "neutral", "text": "This is my final ship for Level Up. Level Up originally started as a simple idea: turn a 20-hour self-improvement video into something I could actually read, search, understand, and use. It started as basically a local-first book. Over time I kept asking the same question: “How do I make this useful after someone finishes reading?” So I kept rebuilding it. Now Level Up is much closer to a complete self-improvement app. The main experience is built around Today — you open the app, see what you are working toward, get a clear next action, start a focus/study session, and track your progress instead of just consuming more content. I also added Goals, Progress, Study Mode, a daily planner, tutor/coach tools, local AI through Ollama, chapter search, quizzes, streaks, highlights, backups, restore, and a much more consistent UI across the app. The hardest part was making all of this work while keeping the original idea of Level Up: no account required, no cloud database, and your personal progress stays on your device. I had to rebuild a lot of the local state system, handle migrations and corrupted data, improve backup/restore, and make sure the app still works properly offline or without local AI installed. The thing I’m most proud of is that it no longer feels like a book with random features added around it. It finally feels like one connected product. If you test it, don’t just click around. Actually use it: Create a goal Open Today and follow the next action Start a focus/study session Read or study a chapter Check your Progress Refresh/reopen the app and see your data persist There are definitely things I could keep polishing forever, but I don’t want this project to become an endless cycle of “one more redesign.” This is the version I’m calling finished. Try it: https://hustlenix.github.io/LevelUp/ Source: https://github.com/Hustlenix/LevelUp Thanks to everyone who tested it, gave feedback, or followed the devlogs while this went from a small reading website into this. LEVEL UP. 🚀", "repo": "https://github.com/Hustlenix/LevelUp", "demo": "https://hustlenix.github.io/LevelUp/"}, {"ship_num": 3, "ts": "2026-09-20T07:44:58Z", "hours": 18.0, "multiplier": 8.6, "payout": 153, "blessing": "neutral", "text": "I upgraded my MVP called Level Up: transforming a local-first self-development book into a full-featured, Today-first operating system—still running 100% in your browser. The Motivation While Ship #1 proved that a 20-hour video transcript could become a searchable, evidence-graded web book, the feedback was clear: the UI/UX felt fragmented. Having deep individual features wasn’t enough if the home experience didn’t tell you what to do right now. I set out to redesign Level Up from a passive reading interface into an actionable personal operating system. What’s New: The Today-First OS & Local AI Instead of a crowded home screen, the app now centers on a streamlined /today/ hub that answers one core question: “What should I do next?” Today Shell Navigation: Simplified navigation down to Today, Learn, Goals, Progress, and More, placing your current focus front and center. On-Device Study Workspace: Integrated a dedicated Study Mode featuring an automated Daily Planner, a Local Coach, and an interactive Tutor mode to explain or practice any of the 28 chapters. Smart Local AI Integration: Added support for local LLMs via Ollama with full offline fallback, letting you generate study plans and ask questions without leaking private data to external servers. How We Upgraded It Typed Local State Boundary: Replaced fragmented localStorage usage with a single, typed local repository boundary managed via pure TypeScript modules and useSyncExternalStore. Data Diagnostics & Migrations: Hardened JSON schema validation, improved backup/restore transaction handling, and added local data health checks to ensure offline state never gets corrupted. UI/UX Consistency System: Standardized spacing, card hierarchies, buttons, forms, and empty states across all routes so every tool feels like part of a unified product. Into the Trenches (Challenges & Learnings) The Monolith vs. Workspaces Tradeoff: Moving from a multi-tool dashboard to a focused Today-first layout meant rethinking information architecture. We hid creation forms behind empty states and compressed secondary features like inbox items into compact panels to avoid visual clutter. Local AI Fallbacks: Integrating Ollama required explicit status checks and graceful local degradation so non-technical users or fully offline environments still get a clean UI without broken promises. What I’m Proud Of Coherent OS Feel: Level Up no longer feels like separate utilities tacked together; it operates as one smooth, self-contained habit driver. Privacy Preserved: Despite adding AI study tools and custom daily planners, everything remains zero-tracking, zero-backend, and fully functional on-device. Try it out: Live site: https://hustlenix.github.io/LevelUp/ Source code: https://github.com/Hustlenix/LevelUp Tech Stack: Next.js 16, Tailwind v4, TypeScript, node:sqlite, MiniSearch, Ollama / On-Device Local State, GitHub Pages", "repo": "https://github.com/Hustlenix/LevelUp", "demo": "https://hustlenix.github.io/LevelUp/"}, {"ship_num": 4, "ts": "2026-09-11T17:51:26Z", "hours": 40.0, "multiplier": 16.67, "payout": 286, "blessing": "neutral", "text": "I built a free MVP called Level Up : a 28-chapter self-development book built from a 20-hour video transcript, running entirely in your browser. The Motivation It started with a simple question: What if you could turn a 20-hour self-dev video into something you could actually read, search, and verify? Most online self-development content exists to sell courses, not to present evidence. I wanted something honest. So, I built a real book where every notable claim is graded against cited research. What It Is: Zero Tracking, 100% Local The result is roughly 32k words across four pillars, a 30-claim evidence audit (graded A–D/U), 13 testable protocols, and full-text search. The best part? Zero tracking. No accounts, no APIs, no cookies. Your reading progress, streaks, highlights, themes, and quiz scores live entirely in your browser’s localStorage . Nothing leaves your machine. How We Built It The original video transcript was ~20k lines. We tag-teamed Claude, Gemini, and Opencode to compress it. From there, we built the site in layers: The Content Pipeline: scripts/build-data.mjs compiles Markdown chapters into SQLite using node:sqlite , then emits JSON data and a 30KB MiniSearch index. The Frontend: Next.js 16 static export and Tailwind v4. We used useSyncExternalStore for reactive local state via pure TypeScript modules. The Deploy: Automated via GitHub Actions straight to GitHub Pages. Into the Trenches (Challenges & Learnings) The CI Spiral: We added a React 19 QuoteCard. It built flawlessly locally (22/22 tests green), but failed eight consecutive GitHub Actions runs with a phantom TS error. It wasn’t a code bug; it was an environment disagreement. Lesson: Sometimes a feature just isn’t ready. We deleted it rather than fighting the environment or shipping it broken. Turbopack’s Quiet Types: The dev server uses Turbopack, which skips full type-checking for speed. We shipped a PR that built locally but failed in CI. Lesson: Always run tsc locally, or CI will aggressively remind you of the difference between “builds” and “types.” Case Sensitivity: GitHub Pages serves paths case-sensitively. NEXT_PUBLIC_BASE_PATH=/LevelUp is fundamentally different from /levelup . We learned this the hard way. What I’m Proud Of Honest Grading: No invented citations. If a famous “5x flow” stat is folklore, the site tells you so. Backend-less Magic: Search, quizzes, highlights, streaks, and schema-validated JSON backup/restore—all completely offline-capable. The Architecture: The data layer isn’t just a pile of JSON; it’s a statically served, compiled artifact from Markdown. Try it out: Live site: https://hustlenix.github.io/LevelUp/ Source code: https://github.com/Hustlenix/LevelUp Tech Stack: Next.js 16, Tailwind v4, node:sqlite, MiniSearch, GitHub Pages", "repo": "https://github.com/Hustlenix/LevelUp", "demo": "https://hustlenix.github.io/LevelUp/"}]...
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[{"post_id": 81165, "ts": "202 [{"post_id": 81165, "ts": "2026-10-20T05:15:28Z", "hours": 9.1767, "text": "Finishing touches, i think this is coming to and end, so i lokced in in these 10 hours and did some major changes, like used HCB APi key and give MILO an life so it can interact with you guys, and bumped up the UI/UX to and next level and: Milo Talk with offline guidance and explicit approval before saving suggested actions. Replayable walkthrough and app-wide text sizing up to 150%. Distinct Deep Work/Cyberpunk themes; preserved Light/Dark. Install guidance, offline support, refreshed screenshots, and technical documentation. Fixed Settings headings and Deep Work contrast. As per your reviews and real time feedback, thank you guys!"}, {"post_id": 75526, "ts": "2026-09-30T11:33:39Z", "hours": 8.6486, "text": "I tried making this the final boss of Self Improvement APP, i think i am finally over, longin and start LEVELING UPPP!!!!!!!!!!!"}, {"post_id": 72287, "ts": "2026-09-22T16:18:34Z", "hours": 1.9244, "text": "I think there is nothing to be upgraded in this, all i have to do now is add subscryptions and make money!!!!!!!!!!!!"}, {"post_id": 71049, "ts": "2026-09-20T07:44:31Z", "hours": 0.8897, "text": "I upgraded my MVP called Level Up: transforming a local-first self-development book into a full-featured, Today-first operating system—still running 100% in your browser.The Motivation While Ship #1 proved that a 20-hour video transcript could become a searchable, evidence-graded web book, the feedback was clear: the UI/UX felt fragmented. Having deep individual features wasn’t enough if the home experience didn’t tell you what to do right now. I set out to redesign Level Up from a passive reading interface into an actionable personal operating system.What’s New: The Today-First OS & Local AI Instead of a crowded home screen, the app now centers on a streamlined /today/ hub that answers one core question: “What should I do next?”Today Shell Navigation: Simplified navigation down to Today, Learn, Goals, Progress, and More, placing your current focus front and center.On-Device Study Workspace: Integrated a dedicated Study Mode featuring an automated Daily Planner, a Local Coach, and an interactive Tutor mode to explain or practice any of the 28 chapters.Smart Local AI Integration: Added support for local LLMs via Ollama with full offline fallback, letting you generate study plans and ask questions without leaking private data to external servers.How We Upgraded ItTyped Local State Boundary: Replaced fragmented localStorage usage with a single, typed local repository boundary managed via pure TypeScript modules and useSyncExternalStore.Data Diagnostics & Migrations: Hardened JSON schema validation, improved backup/restore transaction handling, and added local data health checks to ensure offline state never gets corrupted.UI/UX Consistency System: Standardized spacing, card hierarchies, buttons, forms, and empty states across all routes so every tool feels like part of a unified product.Into the Trenches (Challenges & Learnings)The Monolith vs. Workspaces Tradeoff: Moving from a multi-tool dashboard to a focused Today-first layout meant rethinking information architecture. We hid creation forms behind empty states and compressed secondary features like inbox items into compact panels to avoid visual clutter.Local AI Fallbacks: Integrating Ollama required explicit status checks and graceful local degradation so non-technical users or fully offline environments still get a clean UI without broken promises.What I’m Proud OfCoherent OS Feel: Level Up no longer feels like separate utilities tacked together; it operates as one smooth, self-contained habit driver.Privacy Preserved: Despite adding AI study tools and custom daily planners, everything remains zero-tracking, zero-backend, and fully functional on-device.Try it out:Live site: https://hustlenix.github.io/LevelUp/Source code: https://github.com/Hustlenix/LevelUpTech Stack: Next.js 16, Tailwind v4, TypeScript, node:sqlite, MiniSearch, Ollama / On-Device Local State, GitHub Pages"}, {"post_id": 70978, "ts": "2026-09-20T04:38:42Z", "hours": 5.0881, "text": "Till now for my app i have like genrated the overall Backend and front end, but the frontend UI/UX is kinda mid. so i am thinking of improving it and opt for te second ship. In UI/UX i am thinking of doind this: 1. Today-first operating system shell — recommended Make /today/ the clear home of the product. Changes: Simplify navigation to: Today Learn Goals Progress More Make Today answer one question: “What should I do next?” Replace the long stacked Today page with a priority layout: Current goal One next action Start session Progress signal Recovery option Move goal creation into a focused onboarding/empty state instead of displaying a large form immediately. Turn Inbox, patterns, and reminders into compact secondary sections. Keep Goals, Focus, Review, Portfolio, and Roadmap as deep workspaces. Apply the same card, spacing, button, form, and empty-state system across all routes. Keep the existing editorial chapter experience intact. Backend/local-state work: Add a single typed local repository boundary. Harden localStorage validation and migrations. Improve backup/restore transaction handling. Make Ollama status and fallback behavior clearer. Add local data health diagnostics. Preserve offline use. Tradeoff: largest visible improvement, but touches navigation and the main execution surfaces. Editorial workspace polish Keep the existing navigation and route structure, but improve every page individually. Changes: Refine each page’s spacing and hierarchy. Upgrade cards, forms, progress indicators, and empty states. Add shared page headers and breadcrumbs. Improve mobile behavior without changing information architecture. Backend/local-state work remains the same. Tradeoff: lowest risk, but the product may still feel like multiple separate tools rather than one coherent operating system. Dashboard-centric command center Make /dashboard/ the main product and move most functionality into a dense professional workspace. Changes: Dashboard becomes a multi-panel command center. Today, Goals, Focus, Review, and Progress become dashboard tabs or panels. More information is visible at once. Strong for desktop power users. Tradeoff: efficient for experienced users but heavier, more complex, and less approachable on mobile."}, {"post_id": 70451, "ts": "2026-09-19T07:02:36Z", "hours": 8.2389, "text": "I thought to keep this as a normal book website for a 20 hr video, until i didnt i wanted to somehow plan to make money out of this, so I am not planning to improve this to a full App and Add pricing and make money out of it. The app is gonna be about implementing the things for the 20 hr video effectively in my website for a lil $. For now everyone can try it our for free on https://hustlenix.github.io/LevelUp"}, {"post_id": 68897, "ts": "2026-09-16T00:04:43Z", "hours": 1.1653, "text": "Me corrently using my own app to study and finish my home work🤣🤣. Youto use it on https://hustlenix.github.io/LevelUp/ for free"}, {"post_id": 67964, "ts": "2026-09-14T09:11:00Z", "hours": 2.6825, "text": "Instead of making this website feel like a simple website like a book, i am on a mission to make this website a full stack website for self improvement and i am thinking of adding paywall and make some money, but stripe isnt working from INDIA someone please help. STAY HARD!!!!!!!!!!!!!!!"}, {"post_id": 66090, "ts": "2026-09-11T17:47:02Z", "hours": 13.0997, "text": "I built a free MVP called Level Up: a 28-chapter self-development book built from a 20-hour video transcript, running entirely in your browser.The Motivation It started with a simple question: What if you could turn a 20-hour self-dev video into something you could actually read, search, and verify? Most online self-development content exists to sell courses, not to present evidence. I wanted something honest. So, I built a real book where every notable claim is graded against cited research.What It Is: Zero Tracking, 100% Local The result is roughly 32k words across four pillars, a 30-claim evidence audit (graded A–D/U), 13 testable protocols, and full-text search.The best part? Zero tracking. No accounts, no APIs, no cookies. Your reading progress, streaks, highlights, themes, and quiz scores live entirely in your browser’s localStorage. Nothing leaves your machine.How We Built It The original video transcript was ~20k lines. We tag-teamed Claude, Gemini, and Opencode to compress it. From there, we built the site in layers:The Content Pipeline: scripts/build-data.mjs compiles Markdown chapters into SQLite using node:sqlite, then emits JSON data and a 30KB MiniSearch index.The Frontend: Next.js 16 static export and Tailwind v4. We used useSyncExternalStore for reactive local state via pure TypeScript modules.The Deploy: Automated via GitHub Actions straight to GitHub Pages.Into the Trenches (Challenges & Learnings)The CI Spiral: We added a React 19 QuoteCard. It built flawlessly locally (22/22 tests green), but failed eight consecutive GitHub Actions runs with a phantom TS error. It wasn’t a code bug; it was an environment disagreement. Lesson: Sometimes a feature just isn’t ready. We deleted it rather than fighting the environment or shipping it broken.Turbopack’s Quiet Types: The dev server uses Turbopack, which skips full type-checking for speed. We shipped a PR that built locally but failed in CI. Lesson: Always run tsc locally, or CI will aggressively remind you of the difference between “builds” and “types.“Case Sensitivity: GitHub Pages serves paths case-sensitively. NEXT_PUBLIC_BASE_PATH=/LevelUp is fundamentally different from /levelup. We learned this the hard way.What I’m Proud OfHonest Grading: No invented citations. If a famous “5x flow” stat is folklore, the site tells you so.Backend-less Magic: Search, quizzes, highlights, streaks, and schema-validated JSON backup/restore—all completely offline-capable.The Architecture: The data layer isn’t just a pile of JSON; it’s a statically served, compiled artifact from Markdown.Try it out:Live site: https://hustlenix.github.io/LevelUp/Source code: https://github.com/Hustlenix/LevelUpTech Stack: Next.js 16, Tailwind v4, node:sqlite, MiniSearch, GitHub Pages"}, {"post_id": 50297, "ts": "2026-08-19T13:37:53Z", "hours": 12.4239, "text": "So called Devlog, 3 The agenda today is to simplify the home page. I paid attention to it for 8 hours and ended up with two fewer things on screen than when I started lol😅✌🏻. After removing the large hero box and changing the chapter list to an accordion, the homepage appeared empty. I created a big wishlists of items to add: heatmaps, quote-generators, streak-trackers, quiz-cards, XP-counters, etc. Everything was built local-first on Next.js 16 (static export on GitHub Pages) using localStorage keys like levelup-streak-v1 no tracking or backend APIs. I constructed a QuoteCard component to retrieve data from /data/quotes.json. All 22 tests passed on my machine, but for some reason, GitHub Actions fails a phantom TS7006 type error 8+ times in a row because of that one CI error. I kept spamming commit messages like “force CI re-run”, “force CI re-re-re-run, and this time ts-ignore…”. It turned out to be a weird CI environment mismatch that ate half my day. I discarded the quote card to avoid clutter. In what was shipped was a simple PrivacyBadge (“100% Private · On-Device Storage Only”) along with a ThemeTimeShift script that alters the –hue CSS variable based off your clock. Next thing we must do is transition smoothly into the chapter! Stay techulated or smtg. STAY HARD GNG!"}, {"post_id": 47521, "ts": "2026-08-15T14:15:55Z", "hours": 0.4181, "text": "Finished writing the git hub repo, and used AI to organise the words cause it was full of gramatical mistakes and stuff. I am ready to ship this project GNG, what did I miss, please check this out and give some valid review please."}, {"post_id": 47501, "ts": "2026-08-15T13:29:22Z", "hours": 13.9158, "text": "This is my trust worthy, non tracked website for leveling up in your life but somehow works without any login or stuff, the tracking just works, inspired by this 20 hour video: https://www.youtube.com/watch?v=wvaY5bG5p7A&t=65s which is totally worth it. To build this I started by getting the transcript for making this website, and with that 20k lines transcript I pasted it into claude to compact this, and it ran out of tokens, and i tried gemini too sadly it too ran out of tokens, and lastly I tried Opencode few time and it finally gave me the summary for this and after few hours i finished the website and pushed the code to git hub, branched it real good, and finally build and in actions started a build and deploy workflow and got this running. STAY HARD GNG!!!!!!!!"}]...
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Title: Level Up by @Lalith | Stardance
Devlogs:
T Title: Level Up by @Lalith | Stardance
Devlogs:
This is my trust worthy, non tracked website for leveling up in your life but somehow works without any login or stuff, the tracking just works, inspired by this 20 hour video: https://www.youtube.com/watch?v=wvaY5bG5p7A&t=65s which is totally worth it. To build this I started by getting the transcript for making this website, and with that 20k lines transcript I pasted it into claude to compact this, and it ran out of tokens, and i tried gemini too sadly it too ran out of tokens, and lastly I tried Opencode few time and it finally gave me the summary for this and after few hours i finished the website and pushed the code to git hub, branched it real good, and finally build and in actions started a build and deploy workflow and got this running. STAY HARD GNG!!!!!!!!
Finished writing the git hub repo, and used AI to organise the words cause it was full of gramatical mistakes and stuff. I am ready to ship this project GNG, what did I miss, please check this out and give some valid review please.
So called Devlog, 3 The agenda today is to simplify the home page. I paid attention to it for 8 hours and ended up with two fewer things on screen than when I started lol😅✌🏻. After removing the large hero box and changing the chapter list to an accordion, the homepage appeared empty. I created a big wishlists of items to add: heatmaps, quote-generators, streak-trackers, quiz-cards, XP-counters, etc. Everything was built local-first on Next.js 16 (static export on GitHub Pages) using localStorage keys like levelup-streak-v1 no tracking or backend APIs. I constructed a QuoteCard component to retrieve data from /data/quotes.json. All 22 tests passed on my machine, but for some reason, GitHub Actions fails a phantom TS7006 type error 8+ times in a row because of that one CI error. I kept spamming commit messages like “force CI re-run”, “force CI re-re-re-run, and this time ts-ignore…”. It turned out to be a weird CI environment mismatch that ate half my day. I discarded the quote card to avoid clutter. In what was shipped was a simple PrivacyBadge (“100% Private · On-Device Storage Only”) along with a ThemeTimeShift script that alters the –hue CSS variable based off your clock. Next thing we must do is transition smoothly into the chapter! Stay techulated or smtg. STAY HARD GNG!
I built a free MVP called Level Up: a 28-chapter self-development book built from a 20-hour video transcript, running entirely in your browser.The Motivation It started with a simple question: What if you could turn a 20-hour self-dev video into something you could actually read, search, and verify? Most online self-development content exists to sell courses, not to present evidence. I wanted something honest. So, I built a real book where every notable claim is graded against cited research.What It Is: Zero Tracking, 100% Local The result is roughly 32k words across four pillars, a 30-claim evidence audit (graded A–D/U), 13 testable protocols, and full-text search.The best part? Zero tracking. No accounts, no APIs, no cookies. Your reading progress, streaks, highlights, themes, and quiz scores live entirely in your browser’s localStorage. Nothing leaves your machine.How We Built It The original video transcript was ~20k lines. We tag-teamed Claude, Gemini, and Opencode to compress it. From there, we built the site in layers:The Content Pipeline: scripts/build-data.mjs compiles Markdown chapters into SQLite using node:sqlite, then emits JSON data and a 30KB MiniSearch index.The Frontend: Next.js 16 static export and Tailwind v4. We used useSyncExternalStore for reactive local state via pure TypeScript modules.The Deploy: Automated via GitHub Actions straight to GitHub Pages.Into the Trenches (Challenges & Learnings)The CI Spiral: We added a React 19 QuoteCard. It built flawlessly locally (22/22 tests green), but failed eight consecutive GitHub Actions runs with a phantom TS error. It wasn’t a code bug; it was an environment disagreement. Lesson: Sometimes a feature just isn’t ready. We deleted it rather than fighting the environment or shipping it broken.Turbopack’s Quiet Types: The dev server uses Turbopack, which skips full type-checking for speed. We shipped a PR that built locally but failed in CI. Lesson: Always run tsc locally, or CI will aggressively remind you of the difference between “builds” and “types.“Case Sensitivity: GitHub Pages serves paths case-sensitively. NEXT_PUBLIC_BASE_PATH=/LevelUp is fundamentally different from /levelup. We learned this the hard way.What I’m Proud OfHonest Grading: No invented citations. If a famous “5x flow” stat is folklore, the site tells you so.Backend-less Magic: Search, quizzes, highlights, streaks, and schema-validated JSON backup/restore—all completely offline-capable.The Architecture: The data layer isn’t just a pile of JSON; it’s a statically served, compiled artifact from Markdown.Try it out:Live site: https://hustlenix.github.io/LevelUp/Source code: https://github.com/Hustlenix/LevelUpTech Stack: Next.js 16, Tailwind v4, node:sqlite, MiniSearch, GitHub Pages
Instead of making this website feel like a simple website like a book, i am on a mission to make this website a full stack website for self improvement and i am thinking of adding paywall and make some money, but stripe isnt working from INDIA someone please help. STAY HARD!!!!!!!!!!!!!!!
Me corrently using my own app to study and finish my home work🤣🤣. Youto use it on https://hustlenix.github.io/LevelUp/ for free
I thought to keep this as a normal book website for a 20 hr video, until i didnt i wanted to somehow plan to make money out of this, so I am not planning to improve this to a full App and Add pricing and make money out of it. The app is gonna be about implementing the things for the 20 hr video effectively in my website for a lil $. For now everyone can try it our for free on https://hustlenix.github.io/LevelUp
Till now for my app i have like genrated the overall Backend and front end, but the frontend UI/UX is kinda mid. so i am thinking of improving it and opt for te second ship. In UI/UX i am thinking of doind this: 1. Today-first operating system shell — recommended Make /today/ the clear home of the product. Changes: Simplify navigation to: Today Learn Goals Progress More Make Today answer one question: “What should I do next?” Replace the long stacked Today page with a priority layout: Current goal One next action Start session Progress signal Recovery option Move goal creation into a focused onboarding/empty state instead of displaying a large form immediately. Turn Inbox, patterns, and reminders into compact secondary sections. Keep Goals, Focus, Review, Portfolio, and Roadmap as deep workspaces. Apply the same card, spacing, button, form, and empty-state system across all routes. Keep the existing editorial chapter experience intact. Backend/local-state work: Add a single typed local repository boundary. Harden localStorage validation and migrations. Improve backup/restore transaction handling. Make Ollama status and fallback behavior clearer. Add local data health diagnostics. Preserve offline use. Tradeoff: largest visible improvement, but touches navigation and the main execution surfaces. Editorial workspace polish Keep the existing navigation and route structure, but improve every page individually. Changes: Refine each page’s spacing and hierarchy. Upgrade cards, forms, progress indicators, and empty states. Add shared page headers and breadcrumbs. Improve mobile behavior without changing information architecture. Backend/local-state work remains the same. Tradeoff: lowest risk, but the product may still feel like multiple separate tools rather than one coherent operating system. Dashboard-centric command center Make /dashboard/ the main product and move most functionality into a dense professional workspace. Changes: Dashboard becomes a multi-panel command center. Today, Goals, Focus, Review, and Progress become dashboard tabs or panels. More information is visible at once. Strong for desktop power users. Tradeoff: efficient for experienced users but heavier, more complex, and less approachable on mobile.
I upgraded my MVP called Level Up: transforming a local-first self-development book into a full-featured, Today-first operating system—still running 100% in your browser.The Motivation While Ship #1 proved that a 20-hour video transcript could become a searchable, evidence-graded web book, the feedback was clear: the UI/UX felt fragmented. Having deep individual features wasn’t enough if the home experience didn’t tell you what to do right now. I set out to redesign Level Up from a passive reading interface into an actionable personal operating system.What’s New: The Today-First OS & Local AI Instead of a crowded home screen, the app now centers on a streamlined /today/ hub that answers one core question: “What should I do next?”Today Shell Navigation: Simplified navigation down to Today, Learn, Goals, Progress, and More, placing your current focus front and center.On-Device Study Workspace: Integrated a dedicated Study Mode featuring an automated Daily Planner, a Local Coach, and an interactive Tutor mode to explain or practice any of the 28 chapters.Smart Local AI Integration: Added support for local LLMs via Ollama with full offline fallback, letting you generate study plans and ask questions without leaking private data to external servers.How We Upgraded ItTyped Local State Boundary: Replaced fragmented localStorage usage with a single, typed local repository boundary managed via pure TypeScript modules and useSyncExternalStore.Data Diagnostics & Migrations: Hardened JSON schema validation, improved backup/restore transaction handling, and added local data health checks to ensure offline state never gets corrupted.UI/UX Consistency System: Standardized spacing, card hierarchies, buttons, forms, and empty states across all routes so every tool feels like part of a unified product.Into the Trenches (Challenges & Learnings)The Monolith vs. Workspaces Tradeoff: Moving from a multi-tool dashboard to a focused Today-first layout meant rethinking information architecture. We hid creation forms behind empty states and compressed secondary features like inbox items into compact panels to avoid visual clutter.Local AI Fallbacks: Integrating Ollama required explicit status checks and graceful local degradation so non-technical users or fully offline environments still get a clean UI without broken promises.What I’m Proud OfCoherent OS Feel: Level Up no longer feels like separate utilities tacked together; it operates as one smooth, self-contained habit driver.Privacy Preserved: Despite adding AI study tools and custom daily planners, everything remains zero-tracking, zero-backend, and fully functional on-device.Try it out:Live site: https://hustlenix.github.io/LevelUp/Source code: https://github.com/Hustlenix/LevelUpTech Stack: Next.js 16, Tailwind v4, TypeScript, node:sqlite, MiniSearch, Ollama / On-Device Local State, GitHub Pages
I think there is nothing to be upgraded in this, all i have to do now is add subscryptions and make money!!!!!!!!!!!!
I tried making this the final boss of Self Improvement APP, i think i am finally over, longin and start LEVELING UPPP!!!!!!!!!!!
Finishing touches, i think this is coming to and end, so i lokced in in these 10 hours and did some major changes, like used HCB APi key and give MILO an life so it can interact with you guys, and bumped up the UI/UX to and next level and: Milo Talk with offline guidance and explicit approval before saving suggested actions. Replayable walkthrough and app-wide text sizing up to 150%. Distinct Deep Work/Cyberpunk themes; preserved Light/Dark. Install guidance, offline support, refreshed screenshots, and technical documentation. Fixed Settings headings and Deep Work contrast. As per your reviews and real time feedback, thank you guys!
Ships:
I built a free MVP called Level Up : a 28-chapter self-development book built from a 20-hour video transcript, running entirely in your browser. The Motivation It started with a simple question: What if you could turn a 20-hour self-dev video into something you could actually read, search, and verify? Most online self-development content exists to sell courses, not to present evidence. I wanted something honest. So, I built a real book where every notable claim is graded against cited research. What It Is: Zero Tracking, 100% Local The result is roughly 32k words across four pillars, a 30-claim evidence audit (graded A–D/U), 13 testable protocols, and full-text search. The best part? Zero tracking. No accounts, no APIs, no cookies. Your reading progress, streaks, highlights, themes, and quiz scores live entirely in your browser’s localStorage . Nothing leaves your machine. How We Built It The original video transcript was ~20k lines. We tag-teamed Claude, Gemini, and Opencode to compress it. From there, we built the site in layers: The Content Pipeline: scripts/build-data.mjs compiles Markdown chapters into SQLite using node:sqlite , then emits JSON data and a 30KB MiniSearch index. The Frontend: Next.js 16 static export and Tailwind v4. We used useSyncExternalStore for reactive local state via pure TypeScript modules. The Deploy: Automated via GitHub Actions straight to GitHub Pages. Into the Trenches (Challenges & Learnings) The CI Spiral: We added a React 19 QuoteCard. It built flawlessly locally (22/22 tests green), but failed eight consecutive GitHub Actions runs with a phantom TS error. It wasn’t a code bug; it was an environment disagreement. Lesson: Sometimes a feature just isn’t ready. We deleted it rather than fighting the environment or shipping it broken. Turbopack’s Quiet Types: The dev server uses Turbopack, which skips full type-checking for speed. We shipped a PR that built locally but failed in CI. Lesson: Always run tsc locally, or CI will aggressively remind you of the difference between “builds” and “types.” Case Sensitivity: GitHub Pages serves paths case-sensitively. NEXT_PUBLIC_BASE_PATH=/LevelUp is fundamentally different from /levelup . We learned this the hard way. What I’m Proud Of Honest Grading: No invented citations. If a famous “5x flow” stat is folklore, the site tells you so. Backend-less Magic: Search, quizzes, highlights, streaks, and schema-validated JSON backup/restore—all completely offline-capable. The Architecture: The data layer isn’t just a pile of JSON; it’s a statically served, compiled artifact from Markdown. Try it out: Live site: https://hustlenix.github.io/LevelUp/ Source code: https://github.com/Hustlenix/LevelUp Tech Stack: Next.js 16, Tailwind v4, node:sqlite, MiniSearch, GitHub Pages
I upgraded my MVP called Level Up: transforming a local-first self-development book into a full-featured, Today-first operating system—still running 100% in your browser. The Motivation While Ship #1 proved that a 20-hour video transcript could become a searchable, evidence-graded web book, the feedback was clear: the UI/UX felt fragmented. Having deep individual features wasn’t enough if the home experience didn’t tell you what to do right now. I set out to redesign Level Up from a passive reading interface into an actionable personal operating system. What’s New: The Today-First OS & Local AI Instead of a crowded home screen, the app now centers on a streamlined /today/ hub that answers one core question: “What should I do next?” Today Shell Navigation: Simplified navigation down to Today, Learn, Goals, Progress, and More, placing your current focus front and center. On-Device Study Workspace: Integrated a dedicated Study Mode featuring an automated Daily Planner, a Local Coach, and an interactive Tutor mode to explain or practice any of the 28 chapters. Smart Local AI Integration: Added support for local LLMs via Ollama with full offline fallback, letting you generate study plans and ask questions without leaking private data to external servers. How We Upgraded It Typed Local State Boundary: Replaced fragmented localStorage usage with a single, typed local repository boundary managed via pure TypeScript modules and useSyncExternalStore. Data Diagnostics & Migrations: Hardened JSON schema validation, improved backup/restore transaction handling, and added local data health checks to ensure offline state never gets corrupted. UI/UX Consistency System: Standardized spacing, card hierarchies, buttons, forms, and empty states across all routes so every tool feels like part of a unified product. Into the Trenches (Challenges & Learnings) The Monolith vs. Workspaces Tradeoff: Moving from a multi-tool dashboard to a focused Today-first layout meant rethinking information architecture. We hid creation forms behind empty states and compressed secondary features like inbox items into compact panels to avoid visual clutter. Local AI Fallbacks: Integrating Ollama required explicit status checks and graceful local degradation so non-technical users or fully offline environments still get a clean UI without broken promises. What I’m Proud Of Coherent OS Feel: Level Up no longer feels like separate utilities tacked together; it operates as one smooth, self-contained habit driver. Privacy Preserved: Despite adding AI study tools and custom daily planners, everything remains zero-tracking, zero-backend, and fully functional on-device. Try it out: Live site: https://hustlenix.github.io/LevelUp/ Source code: https://github.com/Hustlenix/LevelUp Tech Stack: Next.js 16, Tailwind v4, TypeScript, node:sqlite, MiniSearch, Ollama / On-Device Local State, GitHub Pages
This is my final ship for Level Up. Level Up originally started as a simple idea: turn a 20-hour self-improvement video into something I could actually read, search, understand, and use. It started as basically a local-first book. Over time I kept asking the same question: “How do I make this useful after someone finishes reading?” So I kept rebuilding it. Now Level Up is much closer to a complete self-improvement app. The main experience is built around Today — you open the app, see what you are working toward, get a clear next action, start a focus/study session, and track your progress instead of just consuming more content. I also added Goals, Progress, Study Mode, a daily planner, tutor/coach tools, local AI through Ollama, chapter search, quizzes, streaks, highlights, backups, restore, and a much more consistent UI across the app. The hardest part was making all of this work while keeping the original idea of Level Up: no account required, no cloud database, and your personal progress stays on your device. I had to rebuild a lot of the local state system, handle migrations and corrupted data, improve backup/restore, and make sure the app still works properly offline or without local AI installed. The thing I’m most proud of is that it no longer feels like a book with random features added around it. It finally feels like one connected product. If you test it, don’t just click around. Actually use it: Create a goal Open Today and follow the next action Start a focus/study session Read or study a chapter Check your Progress Refresh/reopen the app and see your data persist There are definitely things I could keep polishing forever, but I don’t want this project to become an endless cycle of “one more redesign.” This is the version I’m calling finished. Try it: https://hustlenix.github.io/LevelUp/ Source: https://github.com/Hustlenix/LevelUp Thanks to everyone who tested it, gave feedback, or followed the devlogs while this went from a small reading website into this. LEVEL UP. 🚀
Shipped LevelUp! It started as a way to make a long self-development video easier to read. Now it has 28 chapters, practical plans, habits, focus timers, and a daily mission system. You can save an idea from a chapter and actually try it instead of forgetting it five minutes later. Milo is the little companion that reacts to your reading and focus activity. Everything important works locally, without an account or trackers. There’s also an offline progress system called Nexus, which handles changes across tabs and lets you move progress using encrypted files. This update mostly brought the different parts together. I fixed mobile layouts, added larger text and a quick tutorial, and made backups include the newer features. Cloud chat still needs work, and the app could be simpler, but the full version is live now. Try it: https://hustlenix.github.io/LevelUp/...
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Stitch-Craft by @Peneroni | Stardance
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Peneroni
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1
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44.0
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798
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T04:42:02Z", "hours": 44.0, "multiplier": 17.93, "payout": 798, "blessing": "neutral", "text": "#Welcome to Stitch-Craft! Work in a dying costume shop with Dennis the costume designer as you build, pull, and buy new costumes. There are many ways to house and attain costumes, and it’s your job to do just that! This is my passion project that I’ve been working on for the past several and I’m ver excited to share the beginnings of it with you all! My mom gave me the idea because she works in a costume shop, and we both thought it would be a fun game to play. One thing to note that this is an early ship of the MVP I set for myself. Most of the assets are placeholders, you can’t fully make costumes and submit them for a show yet, and not all features that I plan to add are in the game yet. I wanted to ship what I have so far, which is the system of how you gain costumes in the dysfunctional costume shop of yours. Currently you can go through the tutorial with Dennis, play the sewing minigame for costumes, buy costumes, and store your costumes in the storage. This is what I shipped, and I hope you enjoy!", "repo": "https://github.com/Penn-the-Great/Stitch-Craft", "demo": "https://peneroni.itch.io/stitch-craft"}]...
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[{"post_id": 81159, "ts": "202 [{"post_id": 81159, "ts": "2026-10-20T04:29:34Z", "hours": 1.5197, "text": "Build bugs and ship I know I said the last devlog would be the last one, but as expected there were a few last bugs, especially with rendering. There were lots of sizing bugs and technical Unity bugs, and I also had to get the Unity web building package and configure it to how I wanted. BUT, the biggest change is that I got my game on Itch, and I finally shipped! Main changes: Optimization and sizing bugs Added game to Itch.io SHIPPED"}, {"post_id": 81141, "ts": "2026-10-20T02:13:05Z", "hours": 3.3975, "text": "Tutorial and finishing touches The tutorial was created, and you can go around each of the rooms where Dennis will explain each of the features. The tutorial dialogue will also only appear ONCE, which took me forever to figure out. I also added some actual words to the end of the timer/weeks, and its just a thank you message to all who played the beta/demo with some buttons to return to title or quit. Some other smaller changes is I added some text to the Slamazon website to be a placeholder logo, I also changed the chapter select background, which used to be the picture of that cat eating chips in the distance of the windows xp wallpaper. I’m so excited because I think I have an MVP to ship, and it has been a very long journey. One thing I had to accept before shipping was that I was never going to get the full chapter 1 shipped in time for Stardance like I wanted it to be, which is okay. I was hoping for all the assets to be done in time, but there was still so much to do and no time to do it, and unfortunately the submission part of my game relied on having all of the mannequin assets done. My solution to this was to just have the demo be about exploring the clothing system and exploring the costume shop, and like someone once told me, it doesn’t have to look good to be good. However, I will not stop working on Stitch-Craft after Stardance is over, and I fully intend to keep adding and improving the game as much as I can. Thank you to all who have liked my devlogs and shown your support for my game and its progress. Main changes: Tutorial added that shows player around the shop Slight cosmetic changes to placeholders and other missing assets Completed MVP"}, {"post_id": 81089, "ts": "2026-10-19T20:37:54Z", "hours": 2.4767, "text": "Dialogue, cleaning, and more The dialogue system is finally in place! The player can now go down different dialogue “paths”, allowing them to choose between 2 options. I was also going back and cleaning up some of my older codes a little bit when I realized that not a single one had been commented. It was at that moment that I hated my entire existence and this whole project because I made one of the biggest mistakes of this whole thing. I had also not learned about commenting at all until I took a computer programming class this year, and that my video game development teacher last year did not teach us about commenting, and now I can’t remember how half of the code works. If any of you have any suggestions on how to go about this, that would be very helpful! There have also been small updates to assets as I am getting ready to ship. There are just a few things left to do to get the MVP since most finalized assets will not be finished by the time I ship, so I think the demo will just be an exploration of the clothing system. I’m expecting one more devlog, and the stitchcraft demo will be shipped! Main changes: Dialogue system with options and branching dialogue Code has been cleaned a little Final touches for shipping"}, {"post_id": 63920, "ts": "2026-09-07T23:26:53Z", "hours": 4.2289, "text": "Mannequin Assets! New assets for the mannequin, money/time labels, info panel, and other buttons. There were bugs, bugs, and many more bugs, especially with getting the sprites to show up, which was somewhat caused by me trying to use SVGs, but ultimately falling back to PNGs for now. Special thanks to my amazing mother for helping me create the mannequin assets, and my amazing father for teaching me how to use Figma. The tops now have basic assets (to be updated and more added later) that snap onto the mannequin, and can be taken off in a similar fashion (hehe, fashion) to the storage room. Some other bug fixes were making sure the purchasing system works completely, and slamazon looks good. Main changes: The clothing pieces have assets and are aligned with the mannequin New UI assets all around Slamazon delivery system bug fixes"}, {"post_id": 63687, "ts": "2026-09-07T16:52:49Z", "hours": 3.8639, "text": "Settings Overhaul I changed the settings’ visual look. Before, there was mostly placeholder images, placeholder sliders, and placeholder fonts. So I did some work in Figma, and lots of troubleshooting with the code to create the spinning pattern. My biggest challenge was that I was originally going to have the pattern slowly moving off screen to look like an infinite stream of icons, but I decided not to and to just have them spin slowly in place. This is the finished product, and more visual updates to all other screens to come! Main changes: Spinning icon pattern in the background of the settings New font chosen for most of the game UI style chosen and developed final settings UI"}, {"post_id": 30341, "ts": "2026-07-17T20:20:26Z", "hours": 4.4286, "text": "Submission system created Now you can submit costumes to the required amount for a chapter. You can put costumes on, and take them off with very similar logic as the storage system. You can only submit when the minimum requirement of a top and bottom, or full piece, is met. The image below is the layout of the UI. Everything is currently placeholders, which the rest of the project will be mostly a lot of drawing assets, so the demo is close to being ready! Main changes: Requirement costume amount added Clothing pieces can be placed as a child of the mannequin Clothing pieces can be sumitted towards the final costume count"}, {"post_id": 12889, "ts": "2026-06-21T03:34:51Z", "hours": 2.4853, "text": "Cosmetic minigame updates I made some cosmetic minigame updates to really finalize it. The different phases now slide into each other making a really nice looking transition. I also did tons of bug fixes around the actual creation of the final clothing piece, especially with canvases and canvas types. My main bug I had to fix was the workspace canvas being visible, but setting it as inactive made the hanger object spawn on the wrong canvas die to incorrect references, however, the problem was solved by using alpha values instead of setting the worspace canvas as inactive. The minigames look plain right now, but I will put animated backgrounds to show the different settings (like cutting out fabric, sewing, and ironing). Main changes: Sliding transitions between minigame phases Workspace canvas disappears during minigames Clothing piece confirmed to spawn after minigames with correct grade"}, {"post_id": 12221, "ts": "2026-06-19T22:59:05Z", "hours": 2.6964, "text": "Minigame updates! I made some updates to the minigame system. I mostly added things to the version from the last devlog. The line renderer shows up now, but I had to make it disconnected from the accuracy, so it’s purely cosmetic. The second phase is a timing minigame where you have to click the slider at the right time, and I changed it from a horizontal orientation to vertical. The buttons in phase 3 got a slight timing update and little steam puffs, which the video below is of that working. The last thing I updated was make the flow of starting and ending the minigame nice with the start minigame button. Main updates: Line renderer fixed Small cosmetic changes to phases 2 and 3 Minigames can be started with the start minigame button"}, {"post_id": 11410, "ts": "2026-06-18T17:53:30Z", "hours": 3.8108, "text": "Remade the minigame system. It comes in 3 phases still, and accuracy can be calculated. I had to take a pretty long break after the first attempt at the minigames because I got so burnt out from how badly the last one turned out, but I persist. My main struggle with this update was trying to get the line renderer to work, which I am still working on. The picture below is a look at what the first phase will look like, I’ll probably add more cosmetic changes later when I’m focusing on assets near the end of the game. Main changes Remade base minigames system 3 phases can be played, and accuracy is deducted Added a few more placeholder assets"}, {"post_id": 2556, "ts": "2026-06-05T03:19:02Z", "hours": 3.45, "text": "First minigame system I created a sewing system with a series of 3 mini games to cut, sew, and press costumes. Unfortunately it doesn’t run very smoothly, and I am unable to get a screenshot of it working. I am going to overhaul it later, but it’s good for getting the idea of what I want the mini games to be. The image below is what the main pattern picking UI will look like. Main changes: Made fabric a currency to use in sewing Made sewing draft games Made a few new assets"}, {"post_id": 2361, "ts": "2026-06-04T20:18:29Z", "hours": 2.135, "text": "Currency system I created a currency system for my game! It includes a storefront that refreshes every week to buy clothing pieces and fabric (which will come into play later) which get delivered to your storage after the amount of weeks it takes to deliver. The deliveries also show up in a calendar on the desk. Once again, it was a little bit of a struggle to get items to keep references across scenes and on start, but I figured it out. Everything is mostly placeholders right now, but that will change in the future. Main changes: Currency system created using unity gaming services Storefront created to refresh with new clothes to buy every week Calendar shows pending deliveries Completed deliveries get sent to the storage as a draggable hanger object to use Budget for each chapter gets set at the beginning, which players use to spend"}, {"post_id": 1797, "ts": "2026-06-04T00:26:59Z", "hours": 2.9922, "text": "Storage system I made a storage system for my hanger objects with a sorting system. The hardest part was making the hangers move from one canvas to another canvas on another scene. The hangers also kept spawning in all the wrong places, and there was a lot of scene management bugs. But, it works smoothly now as seen in the demo below. Main changes : Created storage system that moves hangers from player’s canvas to storage canvas in separate scene Hangers keep their properties when stored, and stay in storage when player loads and unloads scene Sorting system sorts the clothes in storage by attributes"}, {"post_id": 1280, "ts": "2026-06-03T05:15:27Z", "hours": 6.6208, "text": "Timer system I added a timer system in weeks for each chapter. I also updated my navigation system to support additive scenes rather than single scenes to preserve references. I also made sure that the timer worked for free play mode as well as the chapters. I ran into a lot of bugs with the scene logic, especially trying to get additive scenes to unload. However, I figured it out and it works nicely."}, {"post_id": 428, "ts": "2026-06-01T20:38:44Z", "hours": 0.3897, "text": "First official devlog! My progress before this includes a design document, I made most scenes that I anticipate will be used, made a navigation logic with a fader for smooth transitions, a few icons and visuals (I attached the title for now to this devlog), and a system to create hangers with data like clothing type, material, color, etc. There was a lot of unnecessary bugs that could’ve been avoided easily, but I learned a lot from them. All this to say that updates will be more recorded from now on."}]...
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Title: Stitch-Craft by @Peneroni | Stardance
Devl Title: Stitch-Craft by @Peneroni | Stardance
Devlogs:
First official devlog! My progress before this includes a design document, I made most scenes that I anticipate will be used, made a navigation logic with a fader for smooth transitions, a few icons and visuals (I attached the title for now to this devlog), and a system to create hangers with data like clothing type, material, color, etc. There was a lot of unnecessary bugs that could’ve been avoided easily, but I learned a lot from them. All this to say that updates will be more recorded from now on.
Timer system I added a timer system in weeks for each chapter. I also updated my navigation system to support additive scenes rather than single scenes to preserve references. I also made sure that the timer worked for free play mode as well as the chapters. I ran into a lot of bugs with the scene logic, especially trying to get additive scenes to unload. However, I figured it out and it works nicely.
Storage system I made a storage system for my hanger objects with a sorting system. The hardest part was making the hangers move from one canvas to another canvas on another scene. The hangers also kept spawning in all the wrong places, and there was a lot of scene management bugs. But, it works smoothly now as seen in the demo below. Main changes : Created storage system that moves hangers from player’s canvas to storage canvas in separate scene Hangers keep their properties when stored, and stay in storage when player loads and unloads scene Sorting system sorts the clothes in storage by attributes
Currency system I created a currency system for my game! It includes a storefront that refreshes every week to buy clothing pieces and fabric (which will come into play later) which get delivered to your storage after the amount of weeks it takes to deliver. The deliveries also show up in a calendar on the desk. Once again, it was a little bit of a struggle to get items to keep references across scenes and on start, but I figured it out. Everything is mostly placeholders right now, but that will change in the future. Main changes: Currency system created using unity gaming services Storefront created to refresh with new clothes to buy every week Calendar shows pending deliveries Completed deliveries get sent to the storage as a draggable hanger object to use Budget for each chapter gets set at the beginning, which players use to spend
First minigame system I created a sewing system with a series of 3 mini games to cut, sew, and press costumes. Unfortunately it doesn’t run very smoothly, and I am unable to get a screenshot of it working. I am going to overhaul it later, but it’s good for getting the idea of what I want the mini games to be. The image below is what the main pattern picking UI will look like. Main changes: Made fabric a currency to use in sewing Made sewing draft games Made a few new assets
Remade the minigame system. It comes in 3 phases still, and accuracy can be calculated. I had to take a pretty long break after the first attempt at the minigames because I got so burnt out from how badly the last one turned out, but I persist. My main struggle with this update was trying to get the line renderer to work, which I am still working on. The picture below is a look at what the first phase will look like, I’ll probably add more cosmetic changes later when I’m focusing on assets near the end of the game. Main changes Remade base minigames system 3 phases can be played, and accuracy is deducted Added a few more placeholder assets
Minigame updates! I made some updates to the minigame system. I mostly added things to the version from the last devlog. The line renderer shows up now, but I had to make it disconnected from the accuracy, so it’s purely cosmetic. The second phase is a timing minigame where you have to click the slider at the right time, and I changed it from a horizontal orientation to vertical. The buttons in phase 3 got a slight timing update and little steam puffs, which the video below is of that working. The last thing I updated was make the flow of starting and ending the minigame nice with the start minigame button. Main updates: Line renderer fixed Small cosmetic changes to phases 2 and 3 Minigames can be started with the start minigame button
Cosmetic minigame updates I made some cosmetic minigame updates to really finalize it. The different phases now slide into each other making a really nice looking transition. I also did tons of bug fixes around the actual creation of the final clothing piece, especially with canvases and canvas types. My main bug I had to fix was the workspace canvas being visible, but setting it as inactive made the hanger object spawn on the wrong canvas die to incorrect references, however, the problem was solved by using alpha values instead of setting the worspace canvas as inactive. The minigames look plain right now, but I will put animated backgrounds to show the different settings (like cutting out fabric, sewing, and ironing). Main changes: Sliding transitions between minigame phases Workspace canvas disappears during minigames Clothing piece confirmed to spawn after minigames with correct grade
Submission system created Now you can submit costumes to the required amount for a chapter. You can put costumes on, and take them off with very similar logic as the storage system. You can only submit when the minimum requirement of a top and bottom, or full piece, is met. The image below is the layout of the UI. Everything is currently placeholders, which the rest of the project will be mostly a lot of drawing assets, so the demo is close to being ready! Main changes: Requirement costume amount added Clothing pieces can be placed as a child of the mannequin Clothing pieces can be sumitted towards the final costume count
Settings Overhaul I changed the settings’ visual look. Before, there was mostly placeholder images, placeholder sliders, and placeholder fonts. So I did some work in Figma, and lots of troubleshooting with the code to create the spinning pattern. My biggest challenge was that I was originally going to have the pattern slowly moving off screen to look like an infinite stream of icons, but I decided not to and to just have them spin slowly in place. This is the finished product, and more visual updates to all other screens to come! Main changes: Spinning icon pattern in the background of the settings New font chosen for most of the game UI style chosen and developed final settings UI
Mannequin Assets! New assets for the mannequin, money/time labels, info panel, and other buttons. There were bugs, bugs, and many more bugs, especially with getting the sprites to show up, which was somewhat caused by me trying to use SVGs, but ultimately falling back to PNGs for now. Special thanks to my amazing mother for helping me create the mannequin assets, and my amazing father for teaching me how to use Figma. The tops now have basic assets (to be updated and more added later) that snap onto the mannequin, and can be taken off in a similar fashion (hehe, fashion) to the storage room. Some other bug fixes were making sure the purchasing system works completely, and slamazon looks good. Main changes: The clothing pieces have assets and are aligned with the mannequin New UI assets all around Slamazon delivery system bug fixes
Dialogue, cleaning, and more The dialogue system is finally in place! The player can now go down different dialogue “paths”, allowing them to choose between 2 options. I was also going back and cleaning up some of my older codes a little bit when I realized that not a single one had been commented. It was at that moment that I hated my entire existence and this whole project because I made one of the biggest mistakes of this whole thing. I had also not learned about commenting at all until I took a computer programming class this year, and that my video game development teacher last year did not teach us about commenting, and now I can’t remember how half of the code works. If any of you have any suggestions on how to go about this, that would be very helpful! There have also been small updates to assets as I am getting ready to ship. There are just a few things left to do to get the MVP since most finalized assets will not be finished by the time I ship, so I think the demo will just be an exploration of the clothing system. I’m expecting one more devlog, and the stitchcraft demo will be shipped! Main changes: Dialogue system with options and branching dialogue Code has been cleaned a little Final touches for shipping
Tutorial and finishing touches The tutorial was created, and you can go around each of the rooms where Dennis will explain each of the features. The tutorial dialogue will also only appear ONCE, which took me forever to figure out. I also added some actual words to the end of the timer/weeks, and its just a thank you message to all who played the beta/demo with some buttons to return to title or quit. Some other smaller changes is I added some text to the Slamazon website to be a placeholder logo, I also changed the chapter select background, which used to be the picture of that cat eating chips in the distance of the windows xp wallpaper. I’m so excited because I think I have an MVP to ship, and it has been a very long journey. One thing I had to accept before shipping was that I was never going to get the full chapter 1 shipped in time for Stardance like I wanted it to be, which is okay. I was hoping for all the assets to be done in time, but there was still so much to do and no time to do it, and unfortunately the submission part of my game relied on having all of the mannequin assets done. My solution to this was to just have the demo be about exploring the clothing system and exploring the costume shop, and like someone once told me, it doesn’t have to look good to be good. However, I will not stop working on Stitch-Craft after Stardance is over, and I fully intend to keep adding and improving the game as much as I can. Thank you to all who have liked my devlogs and shown your support for my game and its progress. Main changes: Tutorial added that shows player around the shop Slight cosmetic changes to placeholders and other missing assets Completed MVP
Build bugs and ship I know I said the last devlog would be the last one, but as expected there were a few last bugs, especially with rendering. There were lots of sizing bugs and technical Unity bugs, and I also had to get the Unity web building package and configure it to how I wanted. BUT, the biggest change is that I got my game on Itch, and I finally shipped! Main changes: Optimization and sizing bugs Added game to Itch.io SHIPPED
Ships:
#Welcome to Stitch-Craft! Work in a dying costume shop with Dennis the costume designer as you build, pull, and buy new costumes. There are many ways to house and attain costumes, and it’s your job to do just that! This is my passion project that I’ve been working on for the past several and I’m ver excited to share the beginnings of it with you all! My mom gave me the idea because she works in a costume shop, and we both thought it would be a fun game to play. One thing to note that this is an early ship of the MVP I set for myself. Most of the assets are placeholders, you can’t fully make costumes and submit them for a show yet, and not all features that I plan to add are in the game yet. I wanted to ship what I have so far, which is the system of how you gain costumes in the dysfunctional costume shop of yours. Currently you can go through the tutorial with Dennis, play the sewing minigame for costumes, buy costumes, and store your costumes in the storage. This is what I shipped, and I hope you enjoy!...
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1792723760.1957817
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1792810160.1957817
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50906
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IronMan_OS by @Tanjiro | Stardance
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Tanjiro
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2
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20.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T03:23:51Z", "hours": 8.0, "multiplier": 9.68, "payout": 0, "blessing": "neutral", "text": "#Ship 2 (For WEB_OS #2) ##This is Iron OS , for all my fellow marvel and iron lovers! This is for you, if you: like techie stuff Want to be Iron Man/Tony Stark, but don’t have any money Want to know how Tony build his Iron Man Suits Are just a human being, are you? ## Features Welcome Screen (Just wanted to brag about it ) Iron Pad(Tony’s alternative for Notepad ) ###New Additions (For Web Os #2) Jarvis_Terminal (Tony has a history with arch, so he needs this ) Iron Bar/Top Bar system info of Tony’s Iron PC Iron Player (Everybody loves music ) Changed the entire color scheme so it matches overall ##How did I made this? Most of the help I got was from the jam that stardance provided with mission :jame: ##What did I learn from this? ✨A bit of Html (a pinch of salt)✨ How to style using pseudo elements! A lot of JS!!!!!!!!!!!!!!!!!!!!!!!!!!!! Also how to design in Canva NOTE: Every Icon of Every app in the OS is made in Canva by me. No part of readme is made using AI", "repo": "https://github.com/YOBO-DANCE/IRONMAN-THEMED_WEBOS", "demo": "https://ironman-themed-webos.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-23T17:24:35Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "IRON OS A OS with the power of Stark tech and the suit of IRON What is this? This is OS where only you matter. You can understand this OS only if ever watched Iron Man in action. What did I learn from this Project? a bit more html. some css But in JS… learned how to address a element using getelementbyID() how to make something appear or disappear. how to store inputs from the user inside the website itself. how to make calculation so you know that 2 + 2 = 5!!!(I don’t know why I am homeschooling nowadays) how to make a advance scientific calculator", "repo": "https://github.com/YOBO-DANCE/IRONMAN-THEMED_WEBOS", "demo": "https://ironman-themed-webos.vercel.app/"}]...
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[{"post_id": 80861, "ts": "202 [{"post_id": 80861, "ts": "2026-10-19T02:23:59Z", "hours": 2.0508, "text": "Devlog 14: So I added some changes, also I wrote more code by myself, so this project could be shipped. And that’s it! Note for shipwrights: I didn’t use any ai in the readme at all."}, {"post_id": 80271, "ts": "2026-10-17T02:06:44Z", "hours": 0.5153, "text": "Devlog 13: Okay so all the changes are completed, and now I have only one color scheme. Note for shipwrights: my code may look like written by AI, but I wrote it by myself. It maybe because I name all my class really generically LOL"}, {"post_id": 79778, "ts": "2026-10-15T11:10:15Z", "hours": 0.9897, "text": "Devlog 12: The Project is ready to be shipped!!! Changes done: Readme is now updated! Final clearing of the code base so only what is needed is in it. Convert all the images to .webp format so my website stays efficient. Changed the Iron Bar the a more Iron Man style Added a cool favicon which I designed in Canva. NOTE FOR SHIP WRIGHTS: Most of my assets are designed by me in Canva or I used other people’s art and also I gave them credit. Okay now lemme just ship it!"}, {"post_id": 79680, "ts": "2026-10-15T01:31:03Z", "hours": 2.6144, "text": "Devlog 11: Okay so the WebOs went under major revamp. Changes Done: Added a Music PLAYER!!!!!!!! Top Bar has a new feature i.e. you can see your IRON-PC system metrics!!!!!!!!!!!! Thats all! Also I think the project is ready to be shipped now, just the readme is left."}, {"post_id": 79616, "ts": "2026-10-14T18:45:08Z", "hours": 1.0039, "text": "Devlog 10 - Okay so after so many reviews from ShipWrights, I fixed those bugs, also the code might look AI written(thats because I don’t usually add comments)(I know, I know it is a bad habits, but…) but it is really not AI written and took genuine effort to complete. Also Guys what do y’all think about this terminal and its Icon, I need some feedback. BTW, I think this was the most difficult part of the WebOS hehe 2 more apps/features to go! Also srry the app icon looks like someone puked on it hehe"}, {"post_id": 73494, "ts": "2026-09-25T07:29:51Z", "hours": 0.7514, "text": "Devlog 9 - Update the README for better understanding and clarity, also my README was actually incomplete 😅😅"}, {"post_id": 72748, "ts": "2026-09-23T17:17:08Z", "hours": 0.6692, "text": "Devlog 8 - Project ready to be shipped! Readme is now completed!"}, {"post_id": 72333, "ts": "2026-09-22T17:58:32Z", "hours": 2.7247, "text": "Devlog 7 - Added a Calculator App, Changed the theme to match that Iron Man Vibe"}, {"post_id": 68721, "ts": "2026-09-15T16:47:48Z", "hours": 0.3, "text": "Devlog 6 - Today I added a little color change to the OS!"}, {"post_id": 63543, "ts": "2026-09-07T13:47:59Z", "hours": 0.5492, "text": "Devlog 5 - Gotta keep up the streak!"}, {"post_id": 62885, "ts": "2026-09-06T12:37:35Z", "hours": 3.5, "text": "Devlog 4 - So Today I found out about the missions and going according to them, so it feels a little stupid ,but now I am more clear about the concepts of a WebOS"}, {"post_id": 54511, "ts": "2026-08-25T15:19:32Z", "hours": 2.3689, "text": "Devlog 3 - I am so tired today, that I can’t even write a proper devlog. Today I worked on the Task-Station and tried to add a inner shadow"}, {"post_id": 49722, "ts": "2026-08-18T17:07:50Z", "hours": 0.9347, "text": "Devlog 2 - Added a nice grid pattern for a futuristic look and added a little text on top stark OS"}, {"post_id": 49607, "ts": "2026-08-18T14:27:55Z", "hours": 0.6456, "text": "Devlog 1: So I added a nice deep metallic background color with a radial gradient"}]...
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Title: IronMan_OS by @Tanjiro | Stardance
Devlogs Title: IronMan_OS by @Tanjiro | Stardance
Devlogs:
Devlog 1: So I added a nice deep metallic background color with a radial gradient
Devlog 2 - Added a nice grid pattern for a futuristic look and added a little text on top stark OS
Devlog 3 - I am so tired today, that I can’t even write a proper devlog. Today I worked on the Task-Station and tried to add a inner shadow
Devlog 4 - So Today I found out about the missions and going according to them, so it feels a little stupid ,but now I am more clear about the concepts of a WebOS
Devlog 5 - Gotta keep up the streak!
Devlog 6 - Today I added a little color change to the OS!
Devlog 7 - Added a Calculator App, Changed the theme to match that Iron Man Vibe
Devlog 8 - Project ready to be shipped! Readme is now completed!
Devlog 9 - Update the README for better understanding and clarity, also my README was actually incomplete 😅😅
Devlog 10 - Okay so after so many reviews from ShipWrights, I fixed those bugs, also the code might look AI written(thats because I don’t usually add comments)(I know, I know it is a bad habits, but…) but it is really not AI written and took genuine effort to complete. Also Guys what do y’all think about this terminal and its Icon, I need some feedback. BTW, I think this was the most difficult part of the WebOS hehe 2 more apps/features to go! Also srry the app icon looks like someone puked on it hehe
Devlog 11: Okay so the WebOs went under major revamp. Changes Done: Added a Music PLAYER!!!!!!!! Top Bar has a new feature i.e. you can see your IRON-PC system metrics!!!!!!!!!!!! Thats all! Also I think the project is ready to be shipped now, just the readme is left.
Devlog 12: The Project is ready to be shipped!!! Changes done: Readme is now updated! Final clearing of the code base so only what is needed is in it. Convert all the images to .webp format so my website stays efficient. Changed the Iron Bar the a more Iron Man style Added a cool favicon which I designed in Canva. NOTE FOR SHIP WRIGHTS: Most of my assets are designed by me in Canva or I used other people’s art and also I gave them credit. Okay now lemme just ship it!
Devlog 13: Okay so all the changes are completed, and now I have only one color scheme. Note for shipwrights: my code may look like written by AI, but I wrote it by myself. It maybe because I name all my class really generically LOL
Devlog 14: So I added some changes, also I wrote more code by myself, so this project could be shipped. And that’s it! Note for shipwrights: I didn’t use any ai in the readme at all.
Ships:
IRON OS A OS with the power of Stark tech and the suit of IRON What is this? This is OS where only you matter. You can understand this OS only if ever watched Iron Man in action. What did I learn from this Project? a bit more html. some css But in JS… learned how to address a element using getelementbyID() how to make something appear or disappear. how to store inputs from the user inside the website itself. how to make calculation so you know that 2 + 2 = 5!!!(I don’t know why I am homeschooling nowadays) how to make a advance scientific calculator
#Ship 2 (For WEB_OS #2) ##This is Iron OS , for all my fellow marvel and iron lovers! This is for you, if you: like techie stuff Want to be Iron Man/Tony Stark, but don’t have any money Want to know how Tony build his Iron Man Suits Are just a human being, are you? ## Features Welcome Screen (Just wanted to brag about it ) Iron Pad(Tony’s alternative for Notepad ) ###New Additions (For Web Os #2) Jarvis_Terminal (Tony has a history with arch, so he needs this ) Iron Bar/Top Bar system info of Tony’s Iron PC Iron Player (Everybody loves music ) Changed the entire color scheme so it matches overall ##How did I made this? Most of the help I got was from the jam that stardance provided with mission :jame: ##What did I learn from this? ✨A bit of Html (a pinch of salt)✨ How to style using pseudo elements! A lot of JS!!!!!!!!!!!!!!!!!!!!!!!!!!!! Also how to design in Canva NOTE: Every Icon of Every app in the OS is made in Canva by me. No part of readme is made using AI...
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1792853666.7810152
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1792940066.7810152
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69065
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Having fun messing with Godot Networking by @Flame Having fun messing with Godot Networking by @FlameWing | Stardance...
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FlameWing
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T00:52:46Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Pretty simple Godot game that shows the concepts of Godot’s networking tools. Simple host/join, with player data syncing across clients. Simple chatting, and spawning physics bodies. Also, local server broadcasting to easily join servers hosted on your local network. One of the first times I used Godot, and had a fun time learning the technical side of it. Got to learn how to use both Godot’s High Level Multiplayer, and Godot’s lower level networking to handle local broadcasting.", "repo": "https://github.com/FlameWing-Code/Godot-Networking-Testing", "demo": "https://github.com/FlameWing-Code/Godot-Networking-Testing/releases/tag/v1"}]...
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[{"post_id": 81125, "ts": "202 [{"post_id": 81125, "ts": "2026-10-19T23:50:39Z", "hours": 3.1672, "text": "Added local server broadcasting When you host a game, it will constantly send a small packet to 255.255.255.255, which gets sent to every device in the local network. Its a small little packet that simply contains the server’s username and the port their hosting on. Clients can pick up this packet, and it gets displayed so you can join easily. Had to rely on godot’s lower level networking, compared to the rest of the project."}, {"post_id": 78633, "ts": "2026-10-11T04:19:44Z", "hours": 2.6972, "text": "Got chat and usernames working"}]...
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Title: Having fun messing with Godot Networking by Title: Having fun messing with Godot Networking by @FlameWing | Stardance
Devlogs:
Got chat and usernames working
Added local server broadcasting When you host a game, it will constantly send a small packet to 255.255.255.255, which gets sent to every device in the local network. Its a small little packet that simply contains the server’s username and the port their hosting on. Clients can pick up this packet, and it gets displayed so you can join easily. Had to rely on godot’s lower level networking, compared to the rest of the project.
Ships:
Pretty simple Godot game that shows the concepts of Godot’s networking tools. Simple host/join, with player data syncing across clients. Simple chatting, and spawning physics bodies. Also, local server broadcasting to easily join servers hosted on your local network. One of the first times I used Godot, and had a fun time learning the technical side of it. Got to learn how to use both Godot’s High Level Multiplayer, and Godot’s lower level networking to handle local broadcasting....
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1792857218.9583044
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1792943618.9583044
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41782
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BIOSnake by @Duck | Stardance
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Duck
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1
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32.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T23:24:25Z", "hours": 32.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is snake written in x86 assembly, running directly on the CPU with BIOS interrupt calls without an operating system, in under 3KB. It also includes comfort features like input buffering and thin snake drawing. It was challenging to get started programming in assembly, but once you get used to it it becomes a lot easier.", "repo": "https://github.com/duckdood/biosnake", "demo": "https://duckdood.github.io/asm_snake"}]...
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[{"post_id": 80796, "ts": "202 [{"post_id": 80796, "ts": "2026-10-18T20:18:04Z", "hours": 0.6553, "text": "Palettes Devlog #8 Firstly I made the initial seed for for apple to be based on the current time (so it’s randomized every time you boot it up), and I added some color palettes that you can switch between with the E key."}, {"post_id": 69115, "ts": "2026-09-16T12:23:52Z", "hours": 2.6669, "text": "Miscellaneous stuff Devlog #7 I added input buffering, centered the screen, and added an end animation. I don’t really remember if I added anything else because I haven’t worked on this project in about a month and reading assembly is kinda hard."}, {"post_id": 43158, "ts": "2026-08-08T08:28:59Z", "hours": 9.6006, "text": "t h i n s n a k e Devlog #6 Thin Snake! Finally made the snake thin so it doesn’t turn into a blob. It should NOT have taken 9 hours, but it really does take a long time to program in assembly. In order to figure out how to bend the snake, it checks the segment in front of the snake, packs the info into 2 bits, and then does the same thing for the segment behind the snake. Then, it does a switch statement (At least, the closest thing to a switch statement in assembly) of the 16 possible values from those 4 bits packed together and then hardcodes drawing the segment. This implementation is definitely a bit strange and not the best way to do it, but it was the first one that worked and I didn’t want to keep trying different methods (doing anything in assembly isn’t very pleasant) (If the video looks super blurry, that’s because I recorded it at the original 320*240 resolution)"}, {"post_id": 39291, "ts": "2026-08-02T05:15:37Z", "hours": 2.0097, "text": "Nearly Finished! Devlog #5 Apples! The snake now has some food that appears on the screen. Not much to say here about the feature, it’s snake! But the implementation is a little bit more interesting. In computers, random numbers aren’t much of a thing, so you’ll usually have to settle for pseudo random numbers, but, CPUs today have an RDRAND instruction for generating random numbers from thermal noise and whatnot inside the CPU. but even though it’s on practically every chip today, I still opted not to use it, because Unseeded, so you can’t make a game seed or stuff like that, and They aren’t present on processors before 2012! And we want this snake to be able to run on the original i386, don’t we? So instead I decided to use a simple pseudo random number generator I just whipped up on the spot by multiply the seed by some big numbers and xor’ing it with itself a couple times. it’s definitely not cryptographically secure, but it’s snake, so whatever. What next? Now that the game is done, I’m gonna add a couple more features just so the game is a bit more more comfortable to play. I plan on adding: Centering the game screen (For obvious reasons) Restart button (so you don’t have to reboot the emulator) (Or if anyone runs this bare metal for some reason, the computer) Choosing colors (Because fun!) Button queuing (for convenience) Maybe some visual flair (like drawing the snake as thin, some sprites if I can figure those out, and stuff like that)"}, {"post_id": 38792, "ts": "2026-08-01T11:07:25Z", "hours": 5.5558, "text": "Hungry snake :( Devlog #4 Sadly there’s no apple yet so the snake is getting pretty hungry. The snake moves! I made the snake finally able to get longer than 1 segment through a circular style array for keeping track of the head. This means that there is an array for all the segments that store the X and Y, and the head slithers through the array overwriting the tail segment so that you don’t need to copy the whole array forward every time the snake moves. Copy problems With this way of implementing the snake, you need to shift forward all the segments in front of the snake’s head in memory so that it creates a free space in front of the head, and so the head can move into the free space instead of overwriting the tail. It’s a pretty simple concept, but I had a lot of trouble enacting this in assembly. Having to think about individual bytes isn’t something I’m used to from having data types handled automatically by higher level languages like C."}, {"post_id": 38097, "ts": "2026-07-31T09:47:36Z", "hours": 3.6206, "text": "This snake is devouring disk space Devlog #3 Reading more sectors As I was writing more assembly, I noticed a moment when whenever I added any more instructions, the screen would just go black. I knew I might be scooching up to the 512 byte limit, so I ndisasm’d the binary and found out that, sure enough, I only had 2 more bytes left! I was preparing to have use more than 512 bytes for my program, so I knew roughly what I needed to do. You just need one bios interrupt to read a couple sectors (512 byte chunks) into memory, and moved some code around, and now I have practically unlimited (a couple thousand bytes) to work with!"}, {"post_id": 37499, "ts": "2026-07-30T09:11:11Z", "hours": 1.4617, "text": "New Snake Habitats near You Devlog #2 Drawing the grid I drew a grid for the snake to move on. The code for the nested loop is not readable at all, but then again, it’s in assembly, no matter how you write it it’s unreadable. CAUTION: Please do not touch or feed snakes, or the DX register. I had an issue with the rectangle size being 0, because the size is passed to the drawing function through the DX register and I forgot that the MUL instruction doesn’t just store the result in AX, but also the DX register. This part sounds a bit weird but the stardance devlog guide says to “Include the friction” Dull Devlogs I know these devlogs may seem uneventful or dull, but writing anything in assembly is a hard task. It took me over an hour to draw a grid!"}, {"post_id": 37435, "ts": "2026-07-30T05:17:47Z", "hours": 5.9428, "text": "I have a rectangle and I’m not afraid to use it Devlog #1 Introduction This is my first devlog of making (or at least trying to make) snake without an operating system using BIOS interrupts and 16 bit x86 real mode assembly. I’ve made my functions for clearing the screen and drawing a rectangle, and it only took 5 hours to do! A lot of was also researching calling conventions, which registers can do what, and wondering why you can’t access memory with the stack pointer register (???? why cant you it LITERALLY has the word pointer in its name)"}]...
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Title: BIOSnake by @Duck | Stardance
Devlogs:
I h Title: BIOSnake by @Duck | Stardance
Devlogs:
I have a rectangle and I’m not afraid to use it Devlog #1 Introduction This is my first devlog of making (or at least trying to make) snake without an operating system using BIOS interrupts and 16 bit x86 real mode assembly. I’ve made my functions for clearing the screen and drawing a rectangle, and it only took 5 hours to do! A lot of was also researching calling conventions, which registers can do what, and wondering why you can’t access memory with the stack pointer register (???? why cant you it LITERALLY has the word pointer in its name)
New Snake Habitats near You Devlog #2 Drawing the grid I drew a grid for the snake to move on. The code for the nested loop is not readable at all, but then again, it’s in assembly, no matter how you write it it’s unreadable. CAUTION: Please do not touch or feed snakes, or the DX register. I had an issue with the rectangle size being 0, because the size is passed to the drawing function through the DX register and I forgot that the MUL instruction doesn’t just store the result in AX, but also the DX register. This part sounds a bit weird but the stardance devlog guide says to “Include the friction” Dull Devlogs I know these devlogs may seem uneventful or dull, but writing anything in assembly is a hard task. It took me over an hour to draw a grid!
This snake is devouring disk space Devlog #3 Reading more sectors As I was writing more assembly, I noticed a moment when whenever I added any more instructions, the screen would just go black. I knew I might be scooching up to the 512 byte limit, so I ndisasm’d the binary and found out that, sure enough, I only had 2 more bytes left! I was preparing to have use more than 512 bytes for my program, so I knew roughly what I needed to do. You just need one bios interrupt to read a couple sectors (512 byte chunks) into memory, and moved some code around, and now I have practically unlimited (a couple thousand bytes) to work with!
Hungry snake :( Devlog #4 Sadly there’s no apple yet so the snake is getting pretty hungry. The snake moves! I made the snake finally able to get longer than 1 segment through a circular style array for keeping track of the head. This means that there is an array for all the segments that store the X and Y, and the head slithers through the array overwriting the tail segment so that you don’t need to copy the whole array forward every time the snake moves. Copy problems With this way of implementing the snake, you need to shift forward all the segments in front of the snake’s head in memory so that it creates a free space in front of the head, and so the head can move into the free space instead of overwriting the tail. It’s a pretty simple concept, but I had a lot of trouble enacting this in assembly. Having to think about individual bytes isn’t something I’m used to from having data types handled automatically by higher level languages like C.
Nearly Finished! Devlog #5 Apples! The snake now has some food that appears on the screen. Not much to say here about the feature, it’s snake! But the implementation is a little bit more interesting. In computers, random numbers aren’t much of a thing, so you’ll usually have to settle for pseudo random numbers, but, CPUs today have an RDRAND instruction for generating random numbers from thermal noise and whatnot inside the CPU. but even though it’s on practically every chip today, I still opted not to use it, because Unseeded, so you can’t make a game seed or stuff like that, and They aren’t present on processors before 2012! And we want this snake to be able to run on the original i386, don’t we? So instead I decided to use a simple pseudo random number generator I just whipped up on the spot by multiply the seed by some big numbers and xor’ing it with itself a couple times. it’s definitely not cryptographically secure, but it’s snake, so whatever. What next? Now that the game is done, I’m gonna add a couple more features just so the game is a bit more more comfortable to play. I plan on adding: Centering the game screen (For obvious reasons) Restart button (so you don’t have to reboot the emulator) (Or if anyone runs this bare metal for some reason, the computer) Choosing colors (Because fun!) Button queuing (for convenience) Maybe some visual flair (like drawing the snake as thin, some sprites if I can figure those out, and stuff like that)
t h i n s n a k e Devlog #6 Thin Snake! Finally made the snake thin so it doesn’t turn into a blob. It should NOT have taken 9 hours, but it really does take a long time to program in assembly. In order to figure out how to bend the snake, it checks the segment in front of the snake, packs the info into 2 bits, and then does the same thing for the segment behind the snake. Then, it does a switch statement (At least, the closest thing to a switch statement in assembly) of the 16 possible values from those 4 bits packed together and then hardcodes drawing the segment. This implementation is definitely a bit strange and not the best way to do it, but it was the first one that worked and I didn’t want to keep trying different methods (doing anything in assembly isn’t very pleasant) (If the video looks super blurry, that’s because I recorded it at the original 320*240 resolution)
Miscellaneous stuff Devlog #7 I added input buffering, centered the screen, and added an end animation. I don’t really remember if I added anything else because I haven’t worked on this project in about a month and reading assembly is kinda hard.
Palettes Devlog #8 Firstly I made the initial seed for for apple to be based on the current time (so it’s randomized every time you boot it up), and I added some color palettes that you can switch between with the E key.
Ships:
This is snake written in x86 assembly, running directly on the CPU with BIOS interrupt calls without an operating system, in under 3KB. It also includes comfort features like input buffering and thin snake drawing. It was challenging to get started programming in assembly, but once you get used to it it becomes a lot easier....
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MALLOW - REV2 by @mallow_dev | Stardance
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T22:42:11Z", "hours": 54.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "hello everyone! it’s finally time to ship! i made a handheld gaming device inspired by Nintendo’s Game Boy that runs off of custom cartridges made by YOU! my goals were to make it affordable, run custom games, and learn a lot in the process, and i’d say i met all of them! the most challenging part of this project was definitely the programming, though i learned a lot in the process of doing so: it’s important to read documentation, even though it’s boring. i dont care whether it’s hardware or software, you gotta do it. SPI lines are sick! it’s just a bunch of timing with 1s and 0s. what ground planes are, as well as stitching vias. advanced C syntax (did you know structs can hold functions? neither did i)", "repo": "https://github.com/twentyfivefishinthetoilet/mallow", "demo": ""}]...
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[{"post_id": 80781, "ts": "202 [{"post_id": 80781, "ts": "2026-10-18T19:34:11Z", "hours": 5.7589, "text": "final update before shipping mallow has finally been assembled and tested, and everything i programmed it to do is working fine. it can run different cartridges, all the buttons work fine, and the POWER PAK on the back works… decently. look, it’s not the prettiest, but it gets the job done. im gonna upload everything to github shortly, throw together a demonstration video, and then i should be ready to ship!"}, {"post_id": 80025, "ts": "2026-10-16T00:26:26Z", "hours": 5.5167, "text": "chassis for mallow + POWER PAK (power supply) the chassis took a bit more than the 5:30 i logged, but i would rather tank some hours than keep turning on lapse every few runs to the 3d printer. back to the model: all of these parts can be disassembled: the controller, the motherboard, and game cartridge. the POWER PAK snaps onto the back. (chose the name POWER PAK because it sounds like something out of the 80s) all i need are the electronics (that should ship soon ) then i can ship"}, {"post_id": 77975, "ts": "2026-10-09T02:46:11Z", "hours": 4.7514, "text": "revision 2.3 update well, i mean, it works! the video shows it running a game cartridge, the second image shows it recognizing that there’s no cartridge in the slot (i threw that screen together in krita in under a minute). seems like everything is working great until you look at the mess of tape and jumpers on the back. for some reason, the screen wasnt receiving power, and to this day, i still dont know why. the only way i was able to get it to work was by soldering a wire from the voltage regulator output to the screen’s LED_A (anode) pin and the general power pin. in the new, and TRULY final circuit board, i tried to make thicker wires. who knows, maybe it was a manufacturing issue, maybe it was some math i dont understand. whatever it was, i hope it works. if it doesnt, i added bare pads for be to easily connect a jumper wire again. i also added an fpc slot for the touch controls cable too. in the meantime, im going to finish up the programming and prototype a basic game for it in raylib. thanks for reading"}, {"post_id": 64568, "ts": "2026-09-09T02:29:57Z", "hours": 1.2956, "text": "while i wait for my circuit boards, im stuck programming and designing the shell for mallow. this is gonna be a short update because it’s not much of an update at all, rather a todo list. the first screenshot: my todo list the x means it’s done already, the - means it’s halfway done, and nothing at all means that i have yet to start that. in short, i have to complete some draw functions, lua(?), flash memory, and the sd card (all in the respective order of easy to hard ) the second screenshot: ifdefs i got inspiration from the TFT_eSPI UserSetup.h file where you uncomment the settings you want. in this case, im just gonna swap back and forth. ifdef just checks if the macro is defined, so BREADBOARD or PCB doesnt hold a value. the third screenshot: new way of handling flash i connected the CS pins to an mcp23017 since CS is just high or low values. little did i know, this would make using spi lines harder than it already is flash is easy: set the mcp pin to output, add helper functions to drive the CS pin high or low, call it before every spi transaction. sd cards on the other hand are along the same line now that i think about it. i just say it’s a pain because i need to do exactly what i did for the flash memory again, except for sd card commands. time to read through more documentation other: + i think i mentioned this somewhere in my code, but it wouldnt be a shame if the sd card slot doesnt work. i just need it to read from flash memory. i can always flash the game cartridges on my breadboard system. + i used carbon for my fancy code screenshots ( https://carbon.now.sh )"}, {"post_id": 61910, "ts": "2026-09-05T02:37:06Z", "hours": 6.4267, "text": "the final circuit board … for revision 2 CHANGES: + micro sd card wiring + new screen! instead of using the i80 parallel bus, im using a screen in spi mode. there’s two fpc connectors: one for the screen, one for touch controls + controller layout and wiring + new game cartridge OTHER: + i made a shell for mallow to show an example of how i want the project to look fully assembled. + PCB ART!!!!!! check the slack art channel if you wanna see it + while i wait for these circuit boards to come in, im going to rewrite my program to suit the pcb wiring rather than the breadboard wiring. + i really hope this screen works, because if it doesnt, i dont have a backup plan + my mallow neocities website is under construction. i forgot i had that on my circuit board."}, {"post_id": 55290, "ts": "2026-08-27T00:55:20Z", "hours": 5.3547, "text": "the debug board was… a flop let’s get the bad out of the way first: the screen won’t work and the wires heat up. i don’t know why, i followed the pinout and checked for shorts on the circuit board. only the backlight goes on. i think i might try another raw screen, but plan for another failure and have a slot for a pre-built module. no audio. i followed the schematic of a pre-built module and, when testing, i couldn’t figure out why audio wouldn’t come out of the speaker. there are no shorts on the amp, all the pins i used to wire it up are valid. maybe it’s a programming issue, or everything i just listed into one. all i know is that i might use another pre-built module for the sake of shipping my project in time. the final version will have an embedded screen and amp, im just starting to get on a strict time frame with only a month left of this challenge. okay, those are the failures. im happy to announce that the buttons and gpio expander work fine! i didn’t test out the flash memory yet, as well as the micro sd card slot. a few issues with the pin configuration for the controller (image 4), but so far it’s working good. in short: im going to shoot my shot with another raw screen, but if that doesn’t work, im using a pre-built module, as well as the same for the amp. we’ll see if the micro sd card works tomorrow when i get the slot in, as well as flash. im almost finished with the breadboard mallow configuration, it’s just the pcb that’s driving me nuts. ps: the esp32 s3 module on the main board is a temp solution. im getting another s3 wroom 1u, the one without the antenna. as always, thanks for reading. i hope to come back with good news next devlog"}, {"post_id": 54137, "ts": "2026-08-24T23:26:47Z", "hours": 3.7481, "text": "a little bit of this, a little bit of that: yet another programming update (except i locked in today) today was a long day. after almost 4 hours, i finally got images working. a quick way to describe what i did was making a little file system to work with. i also quickly added a few lines of code that checks if a flash_update.txt file exists before flashing the program. if it doesn’t, it’ll just read from the cartridge. this is so it doesn’t wear out the flash chip and so i dont have to wait 3 minutes for it to load. hopefully by the next time i upload another devlog, i’ll have audio and images working better. right now, i need to go into the esp-idf code and tell the code what files to flash (instead of it flashing everything inside of the images directory automatically). loading audio into flash memory will probably be interesting, i never even thought about it before. i attached a video of carbuncle from puyo puyo dancing. the raw binary files of the frames are on my github if, for some odd reason, anyone wants them."}, {"post_id": 53518, "ts": "2026-08-24T03:10:46Z", "hours": 5.3236, "text": "programming update (8/23/26): added a workflow closer to mallow revision 1.4’s i added an sd card slot to the flash spi line for uploading lua files easier. before, it was just a small const char* script = \"print(\\\"hi\\\")\"; expression. it works, but it gets messy for long scripts. now, a main.lua file can be stored on the sd card and flashed to memory with ease. rant about the sd card and sending lua files to flash one thing that’s cool about the sd card system is that once it’s mounted, you can use plain old fopen expressions like you would on a computer. to load the lua file onto flash memory, i used fseek to get the length of the file. i then used that length to malloc that file size + 1 byte for the string null terminator. then it sends the fseek pointer back to the start of the file, iterates through each character, and loads that into a buffer. the buffer is sent to flash with my flash_write_script function from last time (just check my github page. you’ll see it at programs/08_23_26.) something that is worth mentioning that i forgot about is that multiple devices can have the same spi line, just different CS pins. there’s 3 hosts for the esp32 s3: SPI1_HOST for internal ram and SPI2/SPI3_HOST for external devices. another thing i love about this sd card is that i can just easily edit the main.lua file on the sd card and pop it back into the card slot. it’s way easier than reflashing the esp32 s3 just to get a new rectangle on the screen. tomorrow im gonna work on trying to make a makeshift file system for loading up image files into flash and displaying them on screen via lua."}, {"post_id": 50690, "ts": "2026-08-20T00:30:34Z", "hours": 3.7864, "text": "programming update: implemented most of the flash memory into my program, as well as some (SOME) lua. flash memory took the longest. reading through documentation is boring but informative. i got a better understanding of how SPI works, and if not that, how the chip itself works. they have these diagrams of the MISO, MOSI, CS, and SCK lines which shows how data gets transferred. i attached a picture of one of those diagrams below. regarding lua: it didn’t take that long because i’ve experimented with it before in mallow revision 1.4. lua is interesting since, using the lua VM in C at least, it’s stack-based, using pop and push functions. it reminds me of the time i tried learning assembly. i need to try to push an actual file so i dont need to write down files like this… // i'll probably need to store the length of the script somewhere. // a script struct is probably going to be used for organization const char *script = \"local counter = 0\\n\" \"function update() end\\n\" \"function render()\\n\" \"if counter >= 0.5 then\\n\" \"draw_rect_filled(5, 5, 310, 230, 0xf81f)\\n\" \"display_fb()\\n\" \"counter = 0\\n\" \"end\\n\" \"counter = counter + delta_time\\n\" \"end\\n\"; …it works for now, but it’s gonna get messy if i were to push an actual game file. i need to also figure out how to push image data to flash. here’s an example of popping stuff in lua (from my program on 8/19/26: // get and call update lua_getglobal(L, \"update\"); if (lua_isfunction(L, -1)){ if (lua_pcall(L, 0, 0, 0) != LUA_OK){ printf(\"ERR CALLING UPDATE: %s\\n\", lua_tostring(L, -1)); lua_pop(L, 1); } } else { lua_pop(L, 1); } when you get the function, it pushes it to the top of the stack. then it checks if what you got was a function, as well as actually calling the code inside the function. if something goes wrong, it print’s the error. either way, it pops the function from the stack since we dont need it any more for that while loop cycle. this is the same process for render . if anyone actually decided to read through all of this, tell me about your own project. idk if im yapping into the void or not. i cant wait for my pcbs to come in, programming gets boring sometimes 🥹"}, {"post_id": 47262, "ts": "2026-08-15T02:28:37Z", "hours": 3.7411, "text": "over the span of today and some of yesterday, i designed the rest of mallow revision 2.2 and a controller for it. this board is haphazardly laid out, these aren’t the final component placements. on the back of the main board (image 2), there’s pads that i can solder to for debugging. let’s say i wired something up to the wrong pin in the schematics. i can just cut the trace and solder a wire from point A to point B to make up for that mistake. i probably could have just used a bunch of 0ohm resistors for this instead of cutting the trace, but idk cutting traces is more fun. the controller port is really just a 2.54mm 2x10 pin female header that the male header pins connect into. i couldn’t find the footprint for what i was looking for, so i just laid out through holes, making my own footprint essentially. long story short, this is just a debugging board and a test run"}, {"post_id": 46018, "ts": "2026-08-12T22:03:33Z", "hours": 5.94, "text": "there’s gonna be two parts of this devlog: the hardware and software. regarding the software, i just ran the draw_rect_filled function from my draw_functions.h header that i worked on yesterday and alternated the colors (see the gif) hardware is where everything started to fall apart. the good news is that the esp32 s3 works fine: no shorts, no errors when plugging it in. the main issues are the screen and the speaker. the screen is a cheap one i got off of aliexpress. it had an unusual pinout, or at least not the standard miso, mosi, etc that im used to. for anyone curious, it’s an i80 parallel spi interface. the pinout can be found here for the audio module, i already know that’s not gonna work. it was only during my debugging session last night that i realized this: GPIO37 is reserved for PSRAM, and i connected my audio module to pins GPIO35-39. what this means for future revisions: revision 2.2 is going to be a debugging board. there’s going to be a through hole for every component’s pins so i can cut traces and wire to another gpio/pin if i wanted to. that’s what i did with mallow rev 1.4. im going to start mallow revision 2.2 tonight! edit: the gif didnt work, just take my word for it 😭"}, {"post_id": 44883, "ts": "2026-08-10T22:31:34Z", "hours": 2.2317, "text": "DEVLOG 1: programming day 1 today i crossed off a little from my roadmap today: // TODO: // FLASH MEMORY [] - https://www.pjrc.com/teensy/W25Q128FV.pdf // ESP_LCD [x] // DRAW FUNCTIONS/VISUALS [-] // LUA INTEGRATION [] // BUTTONS [x] this is at the top of every main.c file i have on my github page. you can find today’s work here on my github page. some things i learned today: how to make header files. this one was actually kind of fun. i liked writing the descriptions for the functions and seeing them show up when i hover over the function in vscode. it’s a good way of organizing different functions. i was originally going to use a struct or something to hold all of the functions, like how a class would, but header files seemed like the better choice. how to use pointers. not fun at all, but it had to be done. learned from this video the most: https://www.youtube.com/watch?v=2ybLD6_2gKM&t=438s . i used that for my get_button_press function those are the major things i learned. tomorrow i plan on using littlefs for the flash memory so i don’t need to set raw memory addresses and break stuff. i wrote this kind of program before, so that’s why i was able to do this on the faster side. tomorrow will probably be a much slower day since im learning something completely new (littlefs). i really hope stardance allows me to timelapse my drawing process, that would be an easy day off…….👀 the first image shows my wiring, the second shows the program actually running. i dont know why i chose that gross color, let’s just pretend i did yellow for a star for stardance"}]...
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Title: MALLOW - REV2 by @mallow_dev | Stardance
D Title: MALLOW - REV2 by @mallow_dev | Stardance
Devlogs:
DEVLOG 1: programming day 1 today i crossed off a little from my roadmap today: // TODO: // FLASH MEMORY [] - https://www.pjrc.com/teensy/W25Q128FV.pdf // ESP_LCD [x] // DRAW FUNCTIONS/VISUALS [-] // LUA INTEGRATION [] // BUTTONS [x] this is at the top of every main.c file i have on my github page. you can find today’s work here on my github page. some things i learned today: how to make header files. this one was actually kind of fun. i liked writing the descriptions for the functions and seeing them show up when i hover over the function in vscode. it’s a good way of organizing different functions. i was originally going to use a struct or something to hold all of the functions, like how a class would, but header files seemed like the better choice. how to use pointers. not fun at all, but it had to be done. learned from this video the most: https://www.youtube.com/watch?v=2ybLD6_2gKM&t=438s . i used that for my get_button_press function those are the major things i learned. tomorrow i plan on using littlefs for the flash memory so i don’t need to set raw memory addresses and break stuff. i wrote this kind of program before, so that’s why i was able to do this on the faster side. tomorrow will probably be a much slower day since im learning something completely new (littlefs). i really hope stardance allows me to timelapse my drawing process, that would be an easy day off…….👀 the first image shows my wiring, the second shows the program actually running. i dont know why i chose that gross color, let’s just pretend i did yellow for a star for stardance
there’s gonna be two parts of this devlog: the hardware and software. regarding the software, i just ran the draw_rect_filled function from my draw_functions.h header that i worked on yesterday and alternated the colors (see the gif) hardware is where everything started to fall apart. the good news is that the esp32 s3 works fine: no shorts, no errors when plugging it in. the main issues are the screen and the speaker. the screen is a cheap one i got off of aliexpress. it had an unusual pinout, or at least not the standard miso, mosi, etc that im used to. for anyone curious, it’s an i80 parallel spi interface. the pinout can be found here for the audio module, i already know that’s not gonna work. it was only during my debugging session last night that i realized this: GPIO37 is reserved for PSRAM, and i connected my audio module to pins GPIO35-39. what this means for future revisions: revision 2.2 is going to be a debugging board. there’s going to be a through hole for every component’s pins so i can cut traces and wire to another gpio/pin if i wanted to. that’s what i did with mallow rev 1.4. im going to start mallow revision 2.2 tonight! edit: the gif didnt work, just take my word for it 😭
over the span of today and some of yesterday, i designed the rest of mallow revision 2.2 and a controller for it. this board is haphazardly laid out, these aren’t the final component placements. on the back of the main board (image 2), there’s pads that i can solder to for debugging. let’s say i wired something up to the wrong pin in the schematics. i can just cut the trace and solder a wire from point A to point B to make up for that mistake. i probably could have just used a bunch of 0ohm resistors for this instead of cutting the trace, but idk cutting traces is more fun. the controller port is really just a 2.54mm 2x10 pin female header that the male header pins connect into. i couldn’t find the footprint for what i was looking for, so i just laid out through holes, making my own footprint essentially. long story short, this is just a debugging board and a test run
programming update: implemented most of the flash memory into my program, as well as some (SOME) lua. flash memory took the longest. reading through documentation is boring but informative. i got a better understanding of how SPI works, and if not that, how the chip itself works. they have these diagrams of the MISO, MOSI, CS, and SCK lines which shows how data gets transferred. i attached a picture of one of those diagrams below. regarding lua: it didn’t take that long because i’ve experimented with it before in mallow revision 1.4. lua is interesting since, using the lua VM in C at least, it’s stack-based, using pop and push functions. it reminds me of the time i tried learning assembly. i need to try to push an actual file so i dont need to write down files like this… // i'll probably need to store the length of the script somewhere. // a script struct is probably going to be used for organization const char *script = "local counter = 0\n" "function update() end\n" "function render()\n" "if counter >= 0.5 then\n" "draw_rect_filled(5, 5, 310, 230, 0xf81f)\n" "display_fb()\n" "counter = 0\n" "end\n" "counter = counter + delta_time\n" "end\n"; …it works for now, but it’s gonna get messy if i were to push an actual game file. i need to also figure out how to push image data to flash. here’s an example of popping stuff in lua (from my program on 8/19/26: // get and call update lua_getglobal(L, "update"); if (lua_isfunction(L, -1)){ if (lua_pcall(L, 0, 0, 0) != LUA_OK){ printf("ERR CALLING UPDATE: %s\n", lua_tostring(L, -1)); lua_pop(L, 1); } } else { lua_pop(L, 1); } when you get the function, it pushes it to the top of the stack. then it checks if what you got was a function, as well as actually calling the code inside the function. if something goes wrong, it print’s the error. either way, it pops the function from the stack since we dont need it any more for that while loop cycle. this is the same process for render . if anyone actually decided to read through all of this, tell me about your own project. idk if im yapping into the void or not. i cant wait for my pcbs to come in, programming gets boring sometimes 🥹
programming update (8/23/26): added a workflow closer to mallow revision 1.4’s i added an sd card slot to the flash spi line for uploading lua files easier. before, it was just a small const char* script = "print(\"hi\")"; expression. it works, but it gets messy for long scripts. now, a main.lua file can be stored on the sd card and flashed to memory with ease. rant about the sd card and sending lua files to flash one thing that’s cool about the sd card system is that once it’s mounted, you can use plain old fopen expressions like you would on a computer. to load the lua file onto flash memory, i used fseek to get the length of the file. i then used that length to malloc that file size + 1 byte for the string null terminator. then it sends the fseek pointer back to the start of the file, iterates through each character, and loads that into a buffer. the buffer is sent to flash with my flash_write_script function from last time (just check my github page. you’ll see it at programs/08_23_26.) something that is worth mentioning that i forgot about is that multiple devices can have the same spi line, just different CS pins. there’s 3 hosts for the esp32 s3: SPI1_HOST for internal ram and SPI2/SPI3_HOST for external devices. another thing i love about this sd card is that i can just easily edit the main.lua file on the sd card and pop it back into the card slot. it’s way easier than reflashing the esp32 s3 just to get a new rectangle on the screen. tomorrow im gonna work on trying to make a makeshift file system for loading up image files into flash and displaying them on screen via lua.
a little bit of this, a little bit of that: yet another programming update (except i locked in today) today was a long day. after almost 4 hours, i finally got images working. a quick way to describe what i did was making a little file system to work with. i also quickly added a few lines of code that checks if a flash_update.txt file exists before flashing the program. if it doesn’t, it’ll just read from the cartridge. this is so it doesn’t wear out the flash chip and so i dont have to wait 3 minutes for it to load. hopefully by the next time i upload another devlog, i’ll have audio and images working better. right now, i need to go into the esp-idf code and tell the code what files to flash (instead of it flashing everything inside of the images directory automatically). loading audio into flash memory will probably be interesting, i never even thought about it before. i attached a video of carbuncle from puyo puyo dancing. the raw binary files of the frames are on my github if, for some odd reason, anyone wants them.
the debug board was… a flop let’s get the bad out of the way first: the screen won’t work and the wires heat up. i don’t know why, i followed the pinout and checked for shorts on the circuit board. only the backlight goes on. i think i might try another raw screen, but plan for another failure and have a slot for a pre-built module. no audio. i followed the schematic of a pre-built module and, when testing, i couldn’t figure out why audio wouldn’t come out of the speaker. there are no shorts on the amp, all the pins i used to wire it up are valid. maybe it’s a programming issue, or everything i just listed into one. all i know is that i might use another pre-built module for the sake of shipping my project in time. the final version will have an embedded screen and amp, im just starting to get on a strict time frame with only a month left of this challenge. okay, those are the failures. im happy to announce that the buttons and gpio expander work fine! i didn’t test out the flash memory yet, as well as the micro sd card slot. a few issues with the pin configuration for the controller (image 4), but so far it’s working good. in short: im going to shoot my shot with another raw screen, but if that doesn’t work, im using a pre-built module, as well as the same for the amp. we’ll see if the micro sd card works tomorrow when i get the slot in, as well as flash. im almost finished with the breadboard mallow configuration, it’s just the pcb that’s driving me nuts. ps: the esp32 s3 module on the main board is a temp solution. im getting another s3 wroom 1u, the one without the antenna. as always, thanks for reading. i hope to come back with good news next devlog
the final circuit board … for revision 2 CHANGES: + micro sd card wiring + new screen! instead of using the i80 parallel bus, im using a screen in spi mode. there’s two fpc connectors: one for the screen, one for touch controls + controller layout and wiring + new game cartridge OTHER: + i made a shell for mallow to show an example of how i want the project to look fully assembled. + PCB ART!!!!!! check the slack art channel if you wanna see it + while i wait for these circuit boards to come in, im going to rewrite my program to suit the pcb wiring rather than the breadboard wiring. + i really hope this screen works, because if it doesnt, i dont have a backup plan + my mallow neocities website is under construction. i forgot i had that on my circuit board.
while i wait for my circuit boards, im stuck programming and designing the shell for mallow. this is gonna be a short update because it’s not much of an update at all, rather a todo list. the first screenshot: my todo list the x means it’s done already, the - means it’s halfway done, and nothing at all means that i have yet to start that. in short, i have to complete some draw functions, lua(?), flash memory, and the sd card (all in the respective order of easy to hard ) the second screenshot: ifdefs i got inspiration from the TFT_eSPI UserSetup.h file where you uncomment the settings you want. in this case, im just gonna swap back and forth. ifdef just checks if the macro is defined, so BREADBOARD or PCB doesnt hold a value. the third screenshot: new way of handling flash i connected the CS pins to an mcp23017 since CS is just high or low values. little did i know, this would make using spi lines harder than it already is flash is easy: set the mcp pin to output, add helper functions to drive the CS pin high or low, call it before every spi transaction. sd cards on the other hand are along the same line now that i think about it. i just say it’s a pain because i need to do exactly what i did for the flash memory again, except for sd card commands. time to read through more documentation other: + i think i mentioned this somewhere in my code, but it wouldnt be a shame if the sd card slot doesnt work. i just need it to read from flash memory. i can always flash the game cartridges on my breadboard system. + i used carbon for my fancy code screenshots ( https://carbon.now.sh )
revision 2.3 update well, i mean, it works! the video shows it running a game cartridge, the second image shows it recognizing that there’s no cartridge in the slot (i threw that screen together in krita in under a minute). seems like everything is working great until you look at the mess of tape and jumpers on the back. for some reason, the screen wasnt receiving power, and to this day, i still dont know why. the only way i was able to get it to work was by soldering a wire from the voltage regulator output to the screen’s LED_A (anode) pin and the general power pin. in the new, and TRULY final circuit board, i tried to make thicker wires. who knows, maybe it was a manufacturing issue, maybe it was some math i dont understand. whatever it was, i hope it works. if it doesnt, i added bare pads for be to easily connect a jumper wire again. i also added an fpc slot for the touch controls cable too. in the meantime, im going to finish up the programming and prototype a basic game for it in raylib. thanks for reading
chassis for mallow + POWER PAK (power supply) the chassis took a bit more than the 5:30 i logged, but i would rather tank some hours than keep turning on lapse every few runs to the 3d printer. back to the model: all of these parts can be disassembled: the controller, the motherboard, and game cartridge. the POWER PAK snaps onto the back. (chose the name POWER PAK because it sounds like something out of the 80s) all i need are the electronics (that should ship soon ) then i can ship
final update before shipping mallow has finally been assembled and tested, and everything i programmed it to do is working fine. it can run different cartridges, all the buttons work fine, and the POWER PAK on the back works… decently. look, it’s not the prettiest, but it gets the job done. im gonna upload everything to github shortly, throw together a demonstration video, and then i should be ready to ship!
Ships:
hello everyone! it’s finally time to ship! i made a handheld gaming device inspired by Nintendo’s Game Boy that runs off of custom cartridges made by YOU! my goals were to make it affordable, run custom games, and learn a lot in the process, and i’d say i met all of them! the most challenging part of this project was definitely the programming, though i learned a lot in the process of doing so: it’s important to read documentation, even though it’s boring. i dont care whether it’s hardware or software, you gotta do it. SPI lines are sick! it’s just a bunch of timing with 1s and 0s. what ground planes are, as well as stitching vias. advanced C syntax (did you know structs can hold functions? neither did i)...
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1792655516.5473204
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1792741916.5473204
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69481
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My awesome macropad! by @FineDust | Stardance
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FineDust
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T22:33:13Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hackpad From the mission my awesome macropad one of the biger problems I faced was not understanding the software properly witch I was useing. apart from that the rest of the project was more less smooth sailing", "repo": "https://github.com/xxfinedustxx/HackPad", "demo": ""}]...
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[{"post_id": 81107, "ts": "202 [{"post_id": 81107, "ts": "2026-10-19T22:12:14Z", "hours": 2.7911, "text": "Hackpad Hackpad at 99% done design stage"}, {"post_id": 80753, "ts": "2026-10-18T18:20:21Z", "hours": 9.6578, "text": "Devlog 3 Hi everyone! It’s a lil’ update today. Just made my HackPad CAD case model so it can be checked off the list: PCB layout HackPad case modeled Code & firmware It took about 8 hours of compromising with the CAD software, but the enclosure layout is roughly 90% done. So it’s about time to start cooking up some custom firmware."}, {"post_id": 80009, "ts": "2026-10-15T23:25:18Z", "hours": 4.5928, "text": "2. Devlog ~01:00 16.10.2026 Hey everyone! I’ve just finished the PCB layout for my HackPad project! Next up, I’ll be diving into the 3D design phase for the case. That’s all for this update—if you have any suggestions or questions, feel free to drop them below!"}, {"post_id": 79653, "ts": "2026-10-14T22:31:15Z", "hours": 1.6694, "text": "I did some work on the PCB but not that much to make a devlog. So here; who wants to rate my Linux setup x/10."}, {"post_id": 79417, "ts": "2026-10-13T21:43:00Z", "hours": 1.4689, "text": "This is a PCB (not yet, but still a PCB); it’s going to be a great Stream Deck one day."}]...
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Title: My awesome macropad! by @FineDust | Stardan Title: My awesome macropad! by @FineDust | Stardance
Devlogs:
This is a PCB (not yet, but still a PCB); it’s going to be a great Stream Deck one day.
I did some work on the PCB but not that much to make a devlog. So here; who wants to rate my Linux setup x/10.
2. Devlog ~01:00 16.10.2026 Hey everyone! I’ve just finished the PCB layout for my HackPad project! Next up, I’ll be diving into the 3D design phase for the case. That’s all for this update—if you have any suggestions or questions, feel free to drop them below!
Devlog 3 Hi everyone! It’s a lil’ update today. Just made my HackPad CAD case model so it can be checked off the list: PCB layout HackPad case modeled Code & firmware It took about 8 hours of compromising with the CAD software, but the enclosure layout is roughly 90% done. So it’s about time to start cooking up some custom firmware.
Hackpad Hackpad at 99% done design stage
Ships:
Hackpad From the mission my awesome macropad one of the biger problems I faced was not understanding the software properly witch I was useing. apart from that the rest of the project was more less smooth sailing...
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1792857040.6893466
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1792943440.6893466
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43488
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Argo by @Pollo | Stardance
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Pollo
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1
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1.05
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T21:16:26Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Archeo-helper for archeologists! made to help carry and analyze small pieces directly in site following the experts between the trenches. Project made originally for the WRO2026 Brescia-Zagabria", "repo": "https://github.com/gismondisimone/Argo", "demo": ""}]...
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[{"post_id": 82018, "ts": "202 [{"post_id": 82018, "ts": "2026-10-23T13:55:41Z", "hours": 1.0536, "text": "doing the thanks post"}, {"post_id": 80721, "ts": "2026-10-18T16:42:22Z", "hours": 2.8975, "text": "Classified #9 in the competition! thanks to anyone who followed the project ❤️"}, {"post_id": 79539, "ts": "2026-10-14T14:50:41Z", "hours": 4.0636, "text": "Tag is cooked Literally and figuratively. The board is shorted between 3.3v an GND, but it powers on(??), heating up in little time. SO now i have to redo half of the code due tomorrow cause we need to present the project :D kill me"}, {"post_id": 79102, "ts": "2026-10-12T17:52:02Z", "hours": 3.4464, "text": "tutto si distrugge nulla si crea We are currently in Zagabria. I’ve not logged a LOT of hours. The remote shorts randomly with no apparent motive. we are missing the candy dataset, the uwb apparently had a fight cause they won’t talk anymore for some reason?? I am losing touch with reality"}, {"post_id": 78072, "ts": "2026-10-09T14:01:41Z", "hours": 1.2258, "text": "Screen turns on!! @gismondi_simone yesterday broke our spare… i guess we have to work with that. There are still some problems about the data sending between base and tag, but i’ve come a long way from the start."}, {"post_id": 77809, "ts": "2026-10-08T11:43:09Z", "hours": 1.2964, "text": "Dataset compiler works! I’ve spent the last few days trying to figure out the problem of the compiler (that worked the last time i used it so i was kinda confused) and after 4 hours of debugging with a little help from gemini i’ve finally made it work. Now we just need to take the ne photos for the dataset."}, {"post_id": 77404, "ts": "2026-10-06T20:03:04Z", "hours": 1.5575, "text": "Back on the torturing part At least this time I don’t have to install anything for two days! :D JUST KIDDING wasted 2 days on trying to make my pc work for this bs, turns out it’s still faster on @gismondi_simone ‘s pc… but hey trial and error right Hopefully working on dataset tomorrow P.S., we solved the motor problem, turns out the driver wasn’t wired right…"}, {"post_id": 77152, "ts": "2026-10-05T19:54:11Z", "hours": 1.18, "text": "Code works. Hardware not so much. All @gismondi_simone ‘s fault . We have to figure out why the cam motor and it’s driver are overheating and not moving the arm, but at least everything in the code seems to work alright. If we are able to we’ll record the new dataset tomorrow. I forgot to take a picture of the terminal so enjoy this pic of a kitty"}, {"post_id": 77026, "ts": "2026-10-05T12:30:40Z", "hours": 2.6292, "text": "how the code folder is looking. I’m entering flow state, now is the lock in period when i have to re-read every code and combine everything to work together. Tbf it’s all going good for now, if not the fact that we cooked the two drivers for the wheels and we have to buy new ones. My part is going good, in a little we’ll be able to remake the dataset for the AI recognition model in the 2.0 version, can’t wait!"}, {"post_id": 76401, "ts": "2026-10-03T13:01:14Z", "hours": 2.6433, "text": "hello! it’s been a while a lot has changed since the last log, i made some new programs to integrate the dijkstra in the map creation and a motor tryout code to see how the motors work and to calibrate the data on the other codes. For now everything seems good, we’ll see once i actually try it with the robot. For now i hope i didn’t look over any VERY IMPORTANT detail that could set something on fire :D"}, {"post_id": 73263, "ts": "2026-09-24T18:16:01Z", "hours": 0.3972, "text": "Had to reflash the rpi cause of some fuckups i did"}, {"post_id": 70206, "ts": "2026-09-18T18:16:54Z", "hours": 1.3425, "text": "lowk don’t even wanna talk about it"}, {"post_id": 64848, "ts": "2026-09-09T15:22:48Z", "hours": 1.3528, "text": "I hate this save me pls"}, {"post_id": 61635, "ts": "2026-09-04T17:02:36Z", "hours": 0.6653, "text": "Added and adapted also p5 and p0 code I readded the code for the scanner boards, adding the bin’s stepper to be controlled by the p0."}, {"post_id": 61555, "ts": "2026-09-04T15:05:45Z", "hours": 1.1333, "text": "ESP can now manage two different receivers I made the send function better, adding logic to change the receivers and the message in order of what is needed, now i need to work on the raspberry side logic"}, {"post_id": 61494, "ts": "2026-09-04T13:14:26Z", "hours": 1.295, "text": "Beginning adapting the old code to the new hardware finally i would also add xd for now only did the ESP code, that will manage the conveyor movement and the calculation of the fullness to send to the remote. Next I’ll probably work on the communication remote-raspberry and raspberry-esp."}, {"post_id": 58746, "ts": "2026-08-31T09:38:18Z", "hours": 0.32, "text": "Adding buttons and display control for now it’s only theory, we don’t have the display yet, but i want to see how it can send and receive the button information without a added microcontroller. This would solve the internet connection lack problem."}, {"post_id": 57962, "ts": "2026-08-30T09:26:45Z", "hours": 0.6394, "text": "It can drive. (better) added a configuration mode before starting to drive. Since we have only two anchors avaliable, with no way to check if the remote is in front of the robot or in the back, i added a “configuration” that turns 45 degrees to check if the left measuration increases or decreases (clever i know (anything to avoid spending 30€ more)) oh and added an error for the turning code, so it doesn’t zigzag all the time"}, {"post_id": 57407, "ts": "2026-08-29T15:29:57Z", "hours": 0.3722, "text": "It can drive."}, {"post_id": 56686, "ts": "2026-08-28T15:26:09Z", "hours": 1.0306, "text": "Joined a collab repo with @gismondi_simone (hope your pillow is warm both sides)"}, {"post_id": 56619, "ts": "2026-08-28T13:33:08Z", "hours": 1.0058, "text": "UWB WORKING!!! im so happy. Now i need to setup the reading for the p4 and implement it for the map creating algorithm. (⊙_◎)"}, {"post_id": 53656, "ts": "2026-08-24T09:53:14Z", "hours": 0.3256, "text": "YOOOO we’re so back created the code to configure the uwbs(that finally arrived) from an esp. gonna try it and we’ll see how it goes"}, {"post_id": 42019, "ts": "2026-08-06T15:48:41Z", "hours": 0.2678, "text": "just keeping the streak today, still waiting for the boards"}, {"post_id": 41373, "ts": "2026-08-05T15:24:22Z", "hours": 0.4139, "text": "I have to change basically everything i did until now. just did some talking to myself and realized i was going into the wrong direction about this."}, {"post_id": 40701, "ts": "2026-08-04T12:08:28Z", "hours": 0.2756, "text": "My back hurts"}, {"post_id": 40623, "ts": "2026-08-04T09:07:29Z", "hours": 0.2739, "text": "Still debating if it would be worth it to put an arduino into the picture, probably not"}, {"post_id": 40615, "ts": "2026-08-04T08:41:14Z", "hours": 0.3669, "text": "Probably will need to polish this a lot and come back to change it, but for now I’m just putting down the basic logic for the array formation waiting for the boards to arrive"}, {"post_id": 40263, "ts": "2026-08-03T17:51:53Z", "hours": 0.4942, "text": "this is gonna be so hard help"}, {"post_id": 40207, "ts": "2026-08-03T16:48:20Z", "hours": 0.3653, "text": "Finally getting started on the robotic part of the project. Since I don’t yet have the boards this will be pretty difficult, but I trust imma be able to ready the code up enough to make it work when I buy them."}]...
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Title: Argo by @Pollo | Stardance
Devlogs:
Finall Title: Argo by @Pollo | Stardance
Devlogs:
Finally getting started on the robotic part of the project. Since I don’t yet have the boards this will be pretty difficult, but I trust imma be able to ready the code up enough to make it work when I buy them.
this is gonna be so hard help
Probably will need to polish this a lot and come back to change it, but for now I’m just putting down the basic logic for the array formation waiting for the boards to arrive
Still debating if it would be worth it to put an arduino into the picture, probably not
My back hurts
I have to change basically everything i did until now. just did some talking to myself and realized i was going into the wrong direction about this.
just keeping the streak today, still waiting for the boards
YOOOO we’re so back created the code to configure the uwbs(that finally arrived) from an esp. gonna try it and we’ll see how it goes
UWB WORKING!!! im so happy. Now i need to setup the reading for the p4 and implement it for the map creating algorithm. (⊙_◎)
Joined a collab repo with @gismondi_simone (hope your pillow is warm both sides)
It can drive.
It can drive. (better) added a configuration mode before starting to drive. Since we have only two anchors avaliable, with no way to check if the remote is in front of the robot or in the back, i added a “configuration” that turns 45 degrees to check if the left measuration increases or decreases (clever i know (anything to avoid spending 30€ more)) oh and added an error for the turning code, so it doesn’t zigzag all the time
Adding buttons and display control for now it’s only theory, we don’t have the display yet, but i want to see how it can send and receive the button information without a added microcontroller. This would solve the internet connection lack problem.
Beginning adapting the old code to the new hardware finally i would also add xd for now only did the ESP code, that will manage the conveyor movement and the calculation of the fullness to send to the remote. Next I’ll probably work on the communication remote-raspberry and raspberry-esp.
ESP can now manage two different receivers I made the send function better, adding logic to change the receivers and the message in order of what is needed, now i need to work on the raspberry side logic
Added and adapted also p5 and p0 code I readded the code for the scanner boards, adding the bin’s stepper to be controlled by the p0.
I hate this save me pls
lowk don’t even wanna talk about it
Had to reflash the rpi cause of some fuckups i did
hello! it’s been a while a lot has changed since the last log, i made some new programs to integrate the dijkstra in the map creation and a motor tryout code to see how the motors work and to calibrate the data on the other codes. For now everything seems good, we’ll see once i actually try it with the robot. For now i hope i didn’t look over any VERY IMPORTANT detail that could set something on fire :D
how the code folder is looking. I’m entering flow state, now is the lock in period when i have to re-read every code and combine everything to work together. Tbf it’s all going good for now, if not the fact that we cooked the two drivers for the wheels and we have to buy new ones. My part is going good, in a little we’ll be able to remake the dataset for the AI recognition model in the 2.0 version, can’t wait!
Code works. Hardware not so much. All @gismondi_simone ‘s fault . We have to figure out why the cam motor and it’s driver are overheating and not moving the arm, but at least everything in the code seems to work alright. If we are able to we’ll record the new dataset tomorrow. I forgot to take a picture of the terminal so enjoy this pic of a kitty
Back on the torturing part At least this time I don’t have to install anything for two days! :D JUST KIDDING wasted 2 days on trying to make my pc work for this bs, turns out it’s still faster on @gismondi_simone ‘s pc… but hey trial and error right Hopefully working on dataset tomorrow P.S., we solved the motor problem, turns out the driver wasn’t wired right…
Dataset compiler works! I’ve spent the last few days trying to figure out the problem of the compiler (that worked the last time i used it so i was kinda confused) and after 4 hours of debugging with a little help from gemini i’ve finally made it work. Now we just need to take the ne photos for the dataset.
Screen turns on!! @gismondi_simone yesterday broke our spare… i guess we have to work with that. There are still some problems about the data sending between base and tag, but i’ve come a long way from the start.
tutto si distrugge nulla si crea We are currently in Zagabria. I’ve not logged a LOT of hours. The remote shorts randomly with no apparent motive. we are missing the candy dataset, the uwb apparently had a fight cause they won’t talk anymore for some reason?? I am losing touch with reality
Tag is cooked Literally and figuratively. The board is shorted between 3.3v an GND, but it powers on(??), heating up in little time. SO now i have to redo half of the code due tomorrow cause we need to present the project :D kill me
Classified #9 in the competition! thanks to anyone who followed the project ❤️
doing the thanks post
Ships:
Archeo-helper for archeologists! made to help carry and analyze small pieces directly in site following the experts between the trenches. Project made originally for the WRO2026 Brescia-Zagabria...
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1792857368.4443042
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1792943768.4443042
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34259
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DungeonMan by @avycado13 | Stardance
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avycado13
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T20:05:14Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a library to implement RPG fight mechanics for text based games", "repo": "https://github.com/avycado13/dungeonman", "demo": "https://pypi.org/project/dungeonman/"}]...
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[{"post_id": 81084, "ts": "202 [{"post_id": 81084, "ts": "2026-10-19T20:03:52Z", "hours": 0.3539, "text": "I added Documentation for the libraryand got it render via sphinx."}, {"post_id": 80983, "ts": "2026-10-19T14:45:43Z", "hours": 0.5758, "text": "I set it up to also be a library so you can use the exposed functions and classes fro basic RPGs"}, {"post_id": 80884, "ts": "2026-10-19T04:51:37Z", "hours": 0.3697, "text": "I added a room system and in the rooms you can pick up items and fight that room’s monsters."}, {"post_id": 27522, "ts": "2026-07-13T04:48:35Z", "hours": 1.5, "text": "i made some basic mechanics for fighting"}]...
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Title: DungeonMan by @avycado13 | Stardance
Devlo Title: DungeonMan by @avycado13 | Stardance
Devlogs:
i made some basic mechanics for fighting
I added a room system and in the rooms you can pick up items and fight that room’s monsters.
I set it up to also be a library so you can use the exposed functions and classes fro basic RPGs
I added Documentation for the libraryand got it render via sphinx.
Ships:
I made a library to implement RPG fight mechanics for text based games...
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1792641308.7861814
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1792727708.7861814
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67902
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Refract by @mixidmb | Stardance
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mixidmb
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1
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32.0
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594
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T19:56:54Z", "hours": 32.0, "multiplier": 18.8, "payout": 594, "blessing": "neutral", "text": "Refract! Quest Games Translation Layer. Haii! I made a way to play Quest games like Batman, Iron Man VR and AC Nexus on PC, Or any PCVR headset. You can even play Resident Evil 4 now, which is one of the most requested one :P It runs on Windows or Linux. The Android Emulator on Windows is the most compatible one. Refract Native is also on Windows and runs the game’s ARM64 code directly on the CPU, so its faster but still experimental (While recording a demo i got a pink cube in AC nexus lol, but through android emulator works!). Linux uses waydroid that just shares kernel. It’s still experimental though, so not every game works yet. Here is a video of me yapping a ton about it, and showing some gameplay >_> https://youtu.be/OpW-374mX74", "repo": "https://github.com/MIXIDtheSilly/Refract", "demo": "https://github.com/MIXIDtheSilly/Refract/releases"}]...
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[{"post_id": 81063, "ts": "202 [{"post_id": 81063, "ts": "2026-10-19T18:20:30Z", "hours": 6.1647, "text": "Bug fixes and compatibility Okay let’s start with the big things. Iron Man VR works and runs at 140+ fps. And one of the most requested games, Resident Evil 4, runs too! It’s at around 160+ fps. It uses the old VrApi, which now works (still experimental, and 32-bit games aren’t supported). Controller haptics, the Linux Android build tools fix (game imports work now), and viewer crash reporting also work. Crashes go to viewer.err with el reason."}, {"post_id": 80654, "ts": "2026-10-18T12:31:32Z", "hours": 8.0708, "text": "Its even faster now Since last devlog, I swapped default translation layer on linux to my optimized Digitalis, and from dynarmic to Digitalis on Refract Native (windows). AND DAMNN, no one can tell me dynarmic is faster lol, from 200 fps in one of the games to 300+. Batman also runs at 120+ Linux has a working launcher now, and windows got texture compression improvements (RIP Vram) Then there are a bunch of other fixes, like Meta audio SDK working on Linux, or /sdcard storage path now resolving properly. Oh and almost forgot, FINALLY OPTIMIZED THE MAIN THREAD! It can hit 100% now because of lighter code also being JIT. This was probably the last bottleneck."}, {"post_id": 79125, "ts": "2026-10-12T19:11:22Z", "hours": 9.4442, "text": "Refract without an emulator now hai again, so over the past week I worked on Linux support and Refract Native , now you can run Quest games directly (well, translation layer) on the CPU without using QEMU. Funny JIT floating point error lol, broke my friend’s rig apart. What about Linux progress? The games run great! I tried it on North Star and it’s hitting 80 fps, cuz as you probably know we also don’t have to emulate the kernel there as Linux and Android are basically the same thing. also I hit 12 issues on GitHub (help)"}, {"post_id": 77853, "ts": "2026-10-08T15:22:14Z", "hours": 7.9314, "text": "Haii! So some of you know i got banned for a while but i’m back! New Project Refract! (You can now play Meta Quest titles on PC & PCVR) Refract runs Quest games on a Windows PC (Linux support soon! ), and in a PC VR headset through SteamVR. The APK runs in Android on your machine, Refract gives it fake Quest calls, and the eye frames come back out to your headset. Refract is for games you own! credit required if you use the code :P It started as a fork of AXRB by Feline Reintgen (But now its using my code so ig we are superior lol), and the launcher’s Meta sign-in comes from RiftLift. Translator is Digitalis. Oh forgot to mention that i already worked on it for a while, but wasn’t able to track time because of the suspension. And here is my playing batman on it."}]...
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Title: Refract by @mixidmb | Stardance
Devlogs:
H Title: Refract by @mixidmb | Stardance
Devlogs:
Haii! So some of you know i got banned for a while but i’m back! New Project Refract! (You can now play Meta Quest titles on PC & PCVR) Refract runs Quest games on a Windows PC (Linux support soon! ), and in a PC VR headset through SteamVR. The APK runs in Android on your machine, Refract gives it fake Quest calls, and the eye frames come back out to your headset. Refract is for games you own! credit required if you use the code :P It started as a fork of AXRB by Feline Reintgen (But now its using my code so ig we are superior lol), and the launcher’s Meta sign-in comes from RiftLift. Translator is Digitalis. Oh forgot to mention that i already worked on it for a while, but wasn’t able to track time because of the suspension. And here is my playing batman on it.
Refract without an emulator now hai again, so over the past week I worked on Linux support and Refract Native , now you can run Quest games directly (well, translation layer) on the CPU without using QEMU. Funny JIT floating point error lol, broke my friend’s rig apart. What about Linux progress? The games run great! I tried it on North Star and it’s hitting 80 fps, cuz as you probably know we also don’t have to emulate the kernel there as Linux and Android are basically the same thing. also I hit 12 issues on GitHub (help)
Its even faster now Since last devlog, I swapped default translation layer on linux to my optimized Digitalis, and from dynarmic to Digitalis on Refract Native (windows). AND DAMNN, no one can tell me dynarmic is faster lol, from 200 fps in one of the games to 300+. Batman also runs at 120+ Linux has a working launcher now, and windows got texture compression improvements (RIP Vram) Then there are a bunch of other fixes, like Meta audio SDK working on Linux, or /sdcard storage path now resolving properly. Oh and almost forgot, FINALLY OPTIMIZED THE MAIN THREAD! It can hit 100% now because of lighter code also being JIT. This was probably the last bottleneck.
Bug fixes and compatibility Okay let’s start with the big things. Iron Man VR works and runs at 140+ fps. And one of the most requested games, Resident Evil 4, runs too! It’s at around 160+ fps. It uses the old VrApi, which now works (still experimental, and 32-bit games aren’t supported). Controller haptics, the Linux Android build tools fix (game imports work now), and viewer crash reporting also work. Crashes go to viewer.err with el reason.
Ships:
Refract! Quest Games Translation Layer. Haii! I made a way to play Quest games like Batman, Iron Man VR and AC Nexus on PC, Or any PCVR headset. You can even play Resident Evil 4 now, which is one of the most requested one :P It runs on Windows or Linux. The Android Emulator on Windows is the most compatible one. Refract Native is also on Windows and runs the game’s ARM64 code directly on the CPU, so its faster but still experimental (While recording a demo i got a pink cube in AC nexus lol, but through android emulator works!). Linux uses waydroid that just shares kernel. It’s still experimental though, so not every game works yet. Here is a video of me yapping a ton about it, and showing some gameplay >_> https://youtu.be/OpW-374mX74...
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1792857183.3555014
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1792943583.3555014
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69580
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Spider game for CardputerADV by @Grant19 | Stardan Spider game for CardputerADV by @Grant19 | Stardance...
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Grant19
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1
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9.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T19:32:56Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I attempted to make a recreation of Daddy Long Legs, an IOS game by setSnail, on the cardputer ADV with Arduino C++", "repo": "https://github.com/GitDog1203/DaddyLongLegs", "demo": "https://youtu.be/QfPZ_8-vjX0?si=IZk7pHv-R4PdxiLq"}]...
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[{"post_id": 81071, "ts": "202 [{"post_id": 81071, "ts": "2026-10-19T19:27:51Z", "hours": 1.1536, "text": "finished up the movment!"}, {"post_id": 80727, "ts": "2026-10-18T17:00:34Z", "hours": 8.0569, "text": "I’ve gotten so far on this project! Walking, colors, text, highscores, I’m going to make walking more smooth but other than that I’m almost done!"}]...
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Title: Spider game for CardputerADV by @Grant19 | Title: Spider game for CardputerADV by @Grant19 | Stardance
Devlogs:
I’ve gotten so far on this project! Walking, colors, text, highscores, I’m going to make walking more smooth but other than that I’m almost done!
finished up the movment!
Ships:
I attempted to make a recreation of Daddy Long Legs, an IOS game by setSnail, on the cardputer ADV with Arduino C++...
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1792857155.710538
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1792943555.710538
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61635
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15919ify+ by @sox123 | Stardance
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sox123
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2
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24.17
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242
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T18:12:52Z", "hours": 12.0, "multiplier": 9.68, "payout": 117, "blessing": "neutral", "text": "15919ify+ An open-source web utility designed to take in text in 7 Bit ISO 15919 format and transcode it into various Indic Scripts. While built with a modular architecture capable of scaling to multiple languages, it currently only has support for Malayalam, Tamil, Odia and Kannada (not fully ironed out), but has a lot of scripts added with bugs being fixed according to speaker. Current Malayalam setup is made taking huge liberties like introducing various character combinations not in the current standard (ie, chillu letters). Features Scans input strings character-by-character, intelligently grouping multi-character consonant and vowel clusters (up to 3-character keys) Dictionary based mapping system covering all letters and symbols in Malayalam, Tamil, Kannada, Telugu, Devenagari, Odia, Bengali-Asamiya, Gurumukhi, Gujarati, Kaithi (dead script btw), Sinhala, Tibetan, Saurashtra. The challenges The ISO 15919 standard was kinda dumb to start on, because it did not have a native way to express the “Chillu” letters found only in Malayalam, and thus, I had to add to the standard in order to even make Malayalam usable. I’m in India, so school already started in June, and so I had to do it all within the very little time I have (Boards..) Changes since last ship Added many more scripts and made some well supported. Reworked most of the code, so that it is actually modular Added dev guides, so people can actually implement it Relicensed from GPL3 to MIT, so that people can use it in prod without GPL3’ing the whole project Prerequisites before trying it out I suggest checking out the Github repo for typing instructions, beacause most of this is a weird concept so it might be better if you have an idea of how to even do anything. Also, I don’t think most of y’all know these Indic Scripts, so this is defenitely niche, but pretty helpful, becuase all generic tools I tried for the task were pretty bad with Malayalam’s specificity, and also the fact that there is NO tool currently that takes in any form of 15919 and gives a transliteration for Any non-Devanagiri language;", "repo": "https://github.com/Jimvel-src/15919ify", "demo": "https://sox.nekoweb.org/15919.html"}, {"ship_num": 2, "ts": "2026-09-28T12:28:21Z", "hours": 11.0, "multiplier": 11.03, "payout": 125, "blessing": "neutral", "text": "15919ify+ An open-source web utility designed to take in text in 7 Bit ISO 15919 format and transcode it into various Indic Scripts. While built with a modular architecture capable of scaling to multiple languages, it currently only has support for Malayalam, Tamil and Kannada (not fully ironed out). Current Malayalam setup is made taking huge liberties like introducing various character combinations not in the current standard (ie, chillu letters). Features Scans input strings character-by-character, intelligently grouping multi-character consonant and vowel clusters (up to 3-character keys) Dictionary based mapping system covering all letters and symbols in Malayalam, Tamil & Kannada The challenges The ISO 15919 standard was kinda dumb to start on, because it did not have a native way to express the “Chillu” letters found only in Malayalam, and thus, I had to add to the standard in order to even make Malayalam usable. I’m in India, so school already started in June, and so I had to do it all within the very little time I have (Boards..) Prerequisites before trying it out I suggest checking out the Github repo for typing instructions, beacause most of this is a weird concept so it might be better if you have an idea of how to even do anything. Also, I don’t think most of y’all know these Indic Scripts, so this is defenitely niche, but pretty helpful, becuase all generic tools I tried for the task were pretty bad with Malayalam’s specificity, and also the fact that there is NO tool currently that takes in any form of 15919 and gives a transliteration for Any non-Devanagiri language;", "repo": "https://github.com/Jimvel-src/15919ify", "demo": "https://sox.nekoweb.org/15919.html"}]...
|
[{"post_id": 81968, "ts": "202 [{"post_id": 81968, "ts": "2026-10-23T07:35:53Z", "hours": 0.5181, "text": "Just added more of the lanaguage typing instructions MDs, linked them up to the main MD. Also, I found many bugs in the mappings, which i fixed. (Gujarati had chandrabindu mapped as t N and not t M, Bengali-Asamiya had more bugs like the uhh Letter II was used inplace of symbol II accidentally, and some devanagari mappings were not removed.)."}, {"post_id": 81304, "ts": "2026-10-20T19:17:24Z", "hours": 0.6564, "text": "Fixed copy, now can copy without adding “c” to the input. FAQs yall been asking on the rating Do you know all these scripts? Uh, no, not most of them. I know Malayalam (native), Devaagari, English (learnt in school), Tamil and Kannada because I like to learn stuff when i go on tours (im a nerd lol), and i learnt many scripts along this project. I didnt have to “conform” most of the stuf, because most Indic languages are pretty similar, and also because UNICODE and other organisations have already done the work on mappings, so i just had to implement that only. Occcasionally, I did ask forum posts on these langauge speakers, to fix any bugs and add features. Is it a translator? No , it is not a translator. It is a trans literator , it does not convert meanings, it converts sounds. Do not expect everything you type in to be a meaningful output. Often times, it is butchered, because the standard is pretty dumb, and no one ever uses it. Why does it convert everything Vide previous Question. So, most of everything gets transliterated, except when the sound DOESNT exist in the script, when it just ommits it entirely. Since sounds are converted, almost everything is processed. What is this even used for. Interational transliteration based on an International standard. Albeit it is quite stupid, and as a mallu, i feel it is very undeveloped. Only reason i devoloped this is because nobody made anything, and it was a fun project. Why not add more scripts / langauges Well, this project is based on the standard ISO 15919, which is limited to around 10 scripts, and i might have added more, because i trusted the wikipedia table too much. Not only do i not have any time, i also dont need to do something that isnt actually useful. Why does this tool add a virama at the end? Im sorry yall had to add the “a” at the end manually, but this is a slight limitation. Adding inherent virama might break someother langauges, and also other vowel signs. But i will try to see what I can do. What is the arrow thingy in the corner Manual refersh button so that you can manually click it to force a rerender. This is now pretty obsolete, but has existed, so idc."}, {"post_id": 81050, "ts": "2026-10-19T17:39:25Z", "hours": 1.1714, "text": "Rewrote the README so that its actually usable for anybody implementing it. And I think all the features are done on this project, the only thing remaining is to iron out bugs, if any, and to maintain this repo based on issues from speakers"}, {"post_id": 80369, "ts": "2026-10-17T12:54:19Z", "hours": 1.5278, "text": "Added tibetan and sinhala and fixed many syntax errors i made while eepy. I also took the Descision to not do Thai and Nashtaliq for reasons of * thai has funny vowels not compatible perfectly with the current parser and would require a rewrite, *Nashtaliq already has many implementations and standards >I was busy with School so slight delay."}, {"post_id": 78363, "ts": "2026-10-10T15:44:18Z", "hours": 0.5742, "text": "Today was quite unenventful and i was busy with school works, So, i just added Gujarati and Gurumukhi. The Next few are actually a bit tricky being Sinhala, Thai and Tibetan. Thai is very very complicated for me to get my head around (trust me, i tried), Sinhala just has too many letters (and therefore tokens, whcih i will add). Tibetan is also on the same level as thai, due to the phonetic change or sum shi that happened long ago, causing a difference in the written vs the spoken langauge."}, {"post_id": 78125, "ts": "2026-10-09T17:07:49Z", "hours": 1.51, "text": "So, I finally got to fixing a ton of bugs and also added Kaithi (almost dead script) and Saurashatra (not commonly used), and also a QOL onto the example html where you can now refresh without causing text to be entered. Very Much advise to check up, because last version, I had Malayalam’s virama swapped with the anuswara. Should be fixed now. Also updated the Odia’s autoAnu to be true, based on the research i did from natives."}, {"post_id": 77095, "ts": "2026-10-05T16:57:18Z", "hours": 0.365, "text": "Split Asamiya and Bangla into two seperate scripts, because I dont wanna cause another riot that Unicode had to face. (ie, Letter “ra” is different in the two langauges, but share the same script (the asamiya Ra was added to Unicode as an extension, which the natives didnt like. In my token based system, one would’ve been forced to be the main, so i split them up.)"}, {"post_id": 77071, "ts": "2026-10-05T15:31:32Z", "hours": 0.8778, "text": "Added Bangla-Asamiya script. The main challenge was that the 15919 standard was actually wrong on some parts. So I had to use CharMap on a native font, and I also had to cross reference the unicode block. But I did get it done. TIL: the anuswara maps to Ng in this script and not the sanksrit “-m” or “-n”, so there was that confusion."}, {"post_id": 76451, "ts": "2026-10-03T15:48:32Z", "hours": 1.2714, "text": "So, I did Yet Another Refactor, now net -201 (+46, -251) lines in the 15919.js file after adding Odia. Odia is not a language I know too well, so I put up a post on an Odia subreddit to get info. So, will update as soon as get info. also updated the MD’s. From Now on, all the remaining lanaguges i do not have much knowledge in, and thus will take longer for an actual version, cuz i will have to do polls."}, {"post_id": 76174, "ts": "2026-10-02T16:06:26Z", "hours": 1.6156, "text": "Added Devanagari support to the thing. Also, I had forgotten to add the MD for Telugu, so that is here as well, along with Devanagari MD. I also made imports by pkgmans easier.. Side note: I wish I could add the time required to add these induvidual files to main, but ill prolly get a reply of just use CLI git. And most of this stuff is just maintainer chores. Like I have to add and update the hosted ‘try it out’ page, otherwise it would’nt be good"}, {"post_id": 75868, "ts": "2026-10-01T12:38:30Z", "hours": 1.8589, "text": "So, I think I want to publish this npm or other JS pkgman’s, so that others can use it Easier. So I decided to make the whole project less dependant on the HTML and also took the repeated if’s out. Now it should be much better accessable in a console."}, {"post_id": 75818, "ts": "2026-10-01T07:50:40Z", "hours": 0.5394, "text": "Due to popular demand during last ship, i decided that I would split the whole js file into the main logic file 15919.js and the dictonaries file dicts.js"}, {"post_id": 75583, "ts": "2026-09-30T14:12:09Z", "hours": 0.5403, "text": "Added an experimental QoL feature, that adds an Anuswara and replaces the regular ‘m’ char when a word is ended with a space, punctuation or a newline (/n)"}, {"post_id": 75165, "ts": "2026-09-29T10:59:05Z", "hours": 0.2714, "text": "I haven’t used Ai for the Css or the Html. I have only used AI for js, especially only in the Dicts. The reason i got Kannada and Tamil done so quickly is because Tamil is just Malayalam but debloated (no chillu, so many less letters) and Kannada is just Malalayalam but only a slight bit of debloating (no chillu). The reason that the github html doesnt match the css in repo, is because the Html in the repo is made deliberately empty due it only being an EXAMPLE!! It is not a finalised product. Also, the CSS is only in the repo because good practice. And, you can check the whole repo for the HISTORY of the CSS file. I did use the w3schools demos a lot to understand exactly how I can use flexboxes, and prevent broken errors. If you wanted to, you could download the HTML file I used in the Hosting, and that matches the CSS, because I made it literally in my home directory."}, {"post_id": 74831, "ts": "2026-09-28T12:07:43Z", "hours": 0.7611, "text": "finalised everything for the shipping"}, {"post_id": 74737, "ts": "2026-09-28T03:07:29Z", "hours": 0.3892, "text": "attempt at learning kannada logic"}, {"post_id": 74323, "ts": "2026-09-27T05:28:36Z", "hours": 1.4225, "text": "added a ton of shi"}, {"post_id": 72636, "ts": "2026-09-23T12:29:39Z", "hours": 0.5022, "text": "Rewrote CSS and added fonts, icons to make site look better."}, {"post_id": 72296, "ts": "2026-09-22T16:33:29Z", "hours": 1.3769, "text": "cooked up a good enough css for the site."}, {"post_id": 72236, "ts": "2026-09-22T14:42:46Z", "hours": 0.9306, "text": "update readme to add instructions."}, {"post_id": 71060, "ts": "2026-09-20T07:58:10Z", "hours": 0.7111, "text": "Added proper chillu support, and fixed example html bugs."}, {"post_id": 70675, "ts": "2026-09-19T15:56:05Z", "hours": 2.1819, "text": "Fixed major errors, Made a no-css example page for js implementation, and added almost all characters. Still need to fix conjucted characters (കൂട്ടക്ഷരങ്ങൾ, [kuu.t.tak.sara;n;na.l])."}, {"post_id": 69682, "ts": "2026-09-17T16:00:09Z", "hours": 1.0994, "text": "made the tokens to malayalam converter. Also, side note, i dont think i have the time to make this multilangauge, but i will try."}, {"post_id": 67192, "ts": "2026-09-13T07:55:46Z", "hours": 1.2806, "text": "Rewrite most of the stuff, it was stupid."}, {"post_id": 67133, "ts": "2026-09-13T06:09:19Z", "hours": 0.6619, "text": "Start of the code, setting up dicts"}]...
|
Title: 15919ify+ by @sox123 | Stardance
Devlogs:
Title: 15919ify+ by @sox123 | Stardance
Devlogs:
Start of the code, setting up dicts
Rewrite most of the stuff, it was stupid.
made the tokens to malayalam converter. Also, side note, i dont think i have the time to make this multilangauge, but i will try.
Fixed major errors, Made a no-css example page for js implementation, and added almost all characters. Still need to fix conjucted characters (കൂട്ടക്ഷരങ്ങൾ, [kuu.t.tak.sara;n;na.l]).
Added proper chillu support, and fixed example html bugs.
update readme to add instructions.
cooked up a good enough css for the site.
Rewrote CSS and added fonts, icons to make site look better.
added a ton of shi
attempt at learning kannada logic
finalised everything for the shipping
I haven’t used Ai for the Css or the Html. I have only used AI for js, especially only in the Dicts. The reason i got Kannada and Tamil done so quickly is because Tamil is just Malayalam but debloated (no chillu, so many less letters) and Kannada is just Malalayalam but only a slight bit of debloating (no chillu). The reason that the github html doesnt match the css in repo, is because the Html in the repo is made deliberately empty due it only being an EXAMPLE!! It is not a finalised product. Also, the CSS is only in the repo because good practice. And, you can check the whole repo for the HISTORY of the CSS file. I did use the w3schools demos a lot to understand exactly how I can use flexboxes, and prevent broken errors. If you wanted to, you could download the HTML file I used in the Hosting, and that matches the CSS, because I made it literally in my home directory.
Added an experimental QoL feature, that adds an Anuswara and replaces the regular ‘m’ char when a word is ended with a space, punctuation or a newline (/n)
Due to popular demand during last ship, i decided that I would split the whole js file into the main logic file 15919.js and the dictonaries file dicts.js
So, I think I want to publish this npm or other JS pkgman’s, so that others can use it Easier. So I decided to make the whole project less dependant on the HTML and also took the repeated if’s out. Now it should be much better accessable in a console.
Added Devanagari support to the thing. Also, I had forgotten to add the MD for Telugu, so that is here as well, along with Devanagari MD. I also made imports by pkgmans easier.. Side note: I wish I could add the time required to add these induvidual files to main, but ill prolly get a reply of just use CLI git. And most of this stuff is just maintainer chores. Like I have to add and update the hosted ‘try it out’ page, otherwise it would’nt be good
So, I did Yet Another Refactor, now net -201 (+46, -251) lines in the 15919.js file after adding Odia. Odia is not a language I know too well, so I put up a post on an Odia subreddit to get info. So, will update as soon as get info. also updated the MD’s. From Now on, all the remaining lanaguges i do not have much knowledge in, and thus will take longer for an actual version, cuz i will have to do polls.
Added Bangla-Asamiya script. The main challenge was that the 15919 standard was actually wrong on some parts. So I had to use CharMap on a native font, and I also had to cross reference the unicode block. But I did get it done. TIL: the anuswara maps to Ng in this script and not the sanksrit “-m” or “-n”, so there was that confusion.
Split Asamiya and Bangla into two seperate scripts, because I dont wanna cause another riot that Unicode had to face. (ie, Letter “ra” is different in the two langauges, but share the same script (the asamiya Ra was added to Unicode as an extension, which the natives didnt like. In my token based system, one would’ve been forced to be the main, so i split them up.)
So, I finally got to fixing a ton of bugs and also added Kaithi (almost dead script) and Saurashatra (not commonly used), and also a QOL onto the example html where you can now refresh without causing text to be entered. Very Much advise to check up, because last version, I had Malayalam’s virama swapped with the anuswara. Should be fixed now. Also updated the Odia’s autoAnu to be true, based on the research i did from natives.
Today was quite unenventful and i was busy with school works, So, i just added Gujarati and Gurumukhi. The Next few are actually a bit tricky being Sinhala, Thai and Tibetan. Thai is very very complicated for me to get my head around (trust me, i tried), Sinhala just has too many letters (and therefore tokens, whcih i will add). Tibetan is also on the same level as thai, due to the phonetic change or sum shi that happened long ago, causing a difference in the written vs the spoken langauge.
Added tibetan and sinhala and fixed many syntax errors i made while eepy. I also took the Descision to not do Thai and Nashtaliq for reasons of * thai has funny vowels not compatible perfectly with the current parser and would require a rewrite, *Nashtaliq already has many implementations and standards >I was busy with School so slight delay.
Rewrote the README so that its actually usable for anybody implementing it. And I think all the features are done on this project, the only thing remaining is to iron out bugs, if any, and to maintain this repo based on issues from speakers
Fixed copy, now can copy without adding “c” to the input. FAQs yall been asking on the rating Do you know all these scripts? Uh, no, not most of them. I know Malayalam (native), Devaagari, English (learnt in school), Tamil and Kannada because I like to learn stuff when i go on tours (im a nerd lol), and i learnt many scripts along this project. I didnt have to “conform” most of the stuf, because most Indic languages are pretty similar, and also because UNICODE and other organisations have already done the work on mappings, so i just had to implement that only. Occcasionally, I did ask forum posts on these langauge speakers, to fix any bugs and add features. Is it a translator? No , it is not a translator. It is a trans literator , it does not convert meanings, it converts sounds. Do not expect everything you type in to be a meaningful output. Often times, it is butchered, because the standard is pretty dumb, and no one ever uses it. Why does it convert everything Vide previous Question. So, most of everything gets transliterated, except when the sound DOESNT exist in the script, when it just ommits it entirely. Since sounds are converted, almost everything is processed. What is this even used for. Interational transliteration based on an International standard. Albeit it is quite stupid, and as a mallu, i feel it is very undeveloped. Only reason i devoloped this is because nobody made anything, and it was a fun project. Why not add more scripts / langauges Well, this project is based on the standard ISO 15919, which is limited to around 10 scripts, and i might have added more, because i trusted the wikipedia table too much. Not only do i not have any time, i also dont need to do something that isnt actually useful. Why does this tool add a virama at the end? Im sorry yall had to add the “a” at the end manually, but this is a slight limitation. Adding inherent virama might break someother langauges, and also other vowel signs. But i will try to see what I can do. What is the arrow thingy in the corner Manual refersh button so that you can manually click it to force a rerender. This is now pretty obsolete, but has existed, so idc.
Just added more of the lanaguage typing instructions MDs, linked them up to the main MD. Also, I found many bugs in the mappings, which i fixed. (Gujarati had chandrabindu mapped as t N and not t M, Bengali-Asamiya had more bugs like the uhh Letter II was used inplace of symbol II accidentally, and some devanagari mappings were not removed.).
Ships:
15919ify+ An open-source web utility designed to take in text in 7 Bit ISO 15919 format and transcode it into various Indic Scripts. While built with a modular architecture capable of scaling to multiple languages, it currently only has support for Malayalam, Tamil and Kannada (not fully ironed out). Current Malayalam setup is made taking huge liberties like introducing various character combinations not in the current standard (ie, chillu letters). Features Scans input strings character-by-character, intelligently grouping multi-character consonant and vowel clusters (up to 3-character keys) Dictionary based mapping system covering all letters and symbols in Malayalam, Tamil & Kannada The challenges The ISO 15919 standard was kinda dumb to start on, because it did not have a native way to express the “Chillu” letters found only in Malayalam, and thus, I had to add to the standard in order to even make Malayalam usable. I’m in India, so school already started in June, and so I had to do it all within the very little time I have (Boards..) Prerequisites before trying it out I suggest checking out the Github repo for typing instructions, beacause most of this is a weird concept so it might be better if you have an idea of how to even do anything. Also, I don’t think most of y’all know these Indic Scripts, so this is defenitely niche, but pretty helpful, becuase all generic tools I tried for the task were pretty bad with Malayalam’s specificity, and also the fact that there is NO tool currently that takes in any form of 15919 and gives a transliteration for Any non-Devanagiri language;
15919ify+ An open-source web utility designed to take in text in 7 Bit ISO 15919 format and transcode it into various Indic Scripts. While built with a modular architecture capable of scaling to multiple languages, it currently only has support for Malayalam, Tamil, Odia and Kannada (not fully ironed out), but has a lot of scripts added with bugs being fixed according to speaker. Current Malayalam setup is made taking huge liberties like introducing various character combinations not in the current standard (ie, chillu letters). Features Scans input strings character-by-character, intelligently grouping multi-character consonant and vowel clusters (up to 3-character keys) Dictionary based mapping system covering all letters and symbols in Malayalam, Tamil, Kannada, Telugu, Devenagari, Odia, Bengali-Asamiya, Gurumukhi, Gujarati, Kaithi (dead script btw), Sinhala, Tibetan, Saurashtra. The challenges The ISO 15919 standard was kinda dumb to start on, because it did not have a native way to express the “Chillu” letters found only in Malayalam, and thus, I had to add to the standard in order to even make Malayalam usable. I’m in India, so school already started in June, and so I had to do it all within the very little time I have (Boards..) Changes since last ship Added many more scripts and made some well supported. Reworked most of the code, so that it is actually modular Added dev guides, so people can actually implement it Relicensed from GPL3 to MIT, so that people can use it in prod without GPL3’ing the whole project Prerequisites before trying it out I suggest checking out the Github repo for typing instructions, beacause most of this is a weird concept so it might be better if you have an idea of how to even do anything. Also, I don’t think most of y’all know these Indic Scripts, so this is defenitely niche, but pretty helpful, becuase all generic tools I tried for the task were pretty bad with Malayalam’s specificity, and also the fact that there is NO tool currently that takes in any form of 15919 and gives a transliteration for Any non-Devanagiri language;...
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1792813865.7949526
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1792900265.7949526
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69280
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Morning Message by @raycoding | Stardance
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raycoding
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1
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0.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T18:09:55Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Daybreak is supposed to help someone start their day with a list of things that they can already do and not have to plan as much.", "repo": "https://github.com/rayha-m/daybreak", "demo": "https://daybreak-opal-delta.vercel.app"}]...
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[{"post_id": 79466, "ts": "202 [{"post_id": 79466, "ts": "2026-10-14T04:55:10Z", "hours": 0.4361, "text": "I have been working on getting the API keys to read my calendar."}]...
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Title: Morning Message by @raycoding | Stardance
Title: Morning Message by @raycoding | Stardance
Devlogs:
I have been working on getting the API keys to read my calendar.
Ships:
Daybreak is supposed to help someone start their day with a list of things that they can already do and not have to plan as much....
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1792857228.3958178
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1792943628.3958178
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64430
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Void Run by @rayyans4890 | Stardance
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rayyans4890
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1
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24.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T17:33:38Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Void Run is a 2D browser shooter I made for Stardance. You play as a ship in space and shoot aliens that keep coming at you. There are 3 enemy types: Drifter, Stinger and Brute. Stingers show up from wave 2 and Brutes from wave 4. A new wave starts every 25 seconds and the enemies spawn faster each time, so the game keeps getting harder. The hardest part was the JavaScript. The movement and shooting took a while to get working, and the title screen took a lot longer than I expected. I used AI to help with the sectioning of the title screen in a few places, but most of the code is my own. I’m proud that I finished it. I built the HUD, the menus, the three enemies and the wave system myself, and it works on a phone too. To test it, press Play or Enter to start. Move with WASD or the arrow keys, shoot with Space or the mouse, and press P to pause. Your best score is saved in your browser, so try to beat it.", "repo": "https://github.com/rayyans4890-png/Void-Run", "demo": "https://rayyans4890-png.github.io/Void-Run/"}]...
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[{"post_id": 81015, "ts": "202 [{"post_id": 81015, "ts": "2026-10-19T16:18:36Z", "hours": 8.7747, "text": "Devlog 4: Final Version The game is finished. The JavaScript is fully complete and the final CSS file is done. I added 3 enemy types to the game, Drifter, Stinger and Brute, and I’m very satisfied with the result. The title screen was also updated with a new tagline and a bit more information, and the HUD now shows the best score and the current wave. The waves get faster as you play, so the game gets harder the longer you survive. Completed JavaScript Final CSS 3 enemies Final title screen and HUD Remaining Write the README Upload the project to GitHub Ship the project Next steps Only the README is left. I will write it, upload everything to GitHub and then ship the project. I really hope it gets a good rating, since my goal is the Aula F75 keyboard."}, {"post_id": 77833, "ts": "2026-10-08T13:27:17Z", "hours": 4.6917, "text": "Devlog 3: JavaScript I finally wrote the JavaScript. The main movement and shooting are now working, and enemies appear on the screen. The game is playable for the first time, even though it is still rough. The boss keeps giving me problems and I could not get it to work properly. I decided to leave it for later instead of wasting more time on it today. Another issue is that the ship can only move left and right along a horizontal line. I plan to change this so it moves freely in every direction while you control it. Completed Main JavaScript Shooting Movement (horizontal only for now) Enemies showing on screen Pause button Known issues The boss is not working properly The ship can only move along a horizontal line Remaining Fix the boss Add free movement in all directions Next steps Fixing the movement comes first, since it affects how the whole game feels. Then I will go back to the boss."}, {"post_id": 77202, "ts": "2026-10-06T02:31:58Z", "hours": 7.305, "text": "Devlog 2: Title Screen The title screen is finally finished. It took a lot longer than I expected, but I’m happy with how clean it looks. I used AI to help me with the sectioning of the title screen in a few places, but most of the code was written by me. The screen now has the Void Run logo, the tagline, and a Play button. You can also press Enter to start. The HUD shows the score, hull, best score and wave number. At the bottom there is a controls bar and a list of the enemy types, which are Drifter, Stinger and Brute. Completed Title screen with logo and tagline Play button and Enter shortcut HUD layout Controls bar and enemy list HTML and CSS Remaining JavaScript Next steps Only the JavaScript is left. That includes movement, shooting and the enemies. I will try to finish it tomorrow."}, {"post_id": 76178, "ts": "2026-10-02T16:26:20Z", "hours": 2.8008, "text": "Devlog 1: Project Start I started working on Void Run today. It is a 2D browser shooter set in space, where you play as a ship shooting aliens that are coming at you. The idea is simple on purpose, and I want to keep it that way so I can actually finish it. For now I focused on the base of the project. I set up the styles with a dark theme and built the basic HUD and the title screen. I wanted the layout in place first so the game logic has something to sit on later. Completed Project setup Basic HUD Title screen Base styles in style.css Remaining Player movement Shooting mechanics Main game design Next steps Later today I will start on movement, shooting and the main design of the game. After that I can begin adding the aliens."}]...
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Title: Void Run by @rayyans4890 | Stardance
Devlo Title: Void Run by @rayyans4890 | Stardance
Devlogs:
Devlog 1: Project Start I started working on Void Run today. It is a 2D browser shooter set in space, where you play as a ship shooting aliens that are coming at you. The idea is simple on purpose, and I want to keep it that way so I can actually finish it. For now I focused on the base of the project. I set up the styles with a dark theme and built the basic HUD and the title screen. I wanted the layout in place first so the game logic has something to sit on later. Completed Project setup Basic HUD Title screen Base styles in style.css Remaining Player movement Shooting mechanics Main game design Next steps Later today I will start on movement, shooting and the main design of the game. After that I can begin adding the aliens.
Devlog 2: Title Screen The title screen is finally finished. It took a lot longer than I expected, but I’m happy with how clean it looks. I used AI to help me with the sectioning of the title screen in a few places, but most of the code was written by me. The screen now has the Void Run logo, the tagline, and a Play button. You can also press Enter to start. The HUD shows the score, hull, best score and wave number. At the bottom there is a controls bar and a list of the enemy types, which are Drifter, Stinger and Brute. Completed Title screen with logo and tagline Play button and Enter shortcut HUD layout Controls bar and enemy list HTML and CSS Remaining JavaScript Next steps Only the JavaScript is left. That includes movement, shooting and the enemies. I will try to finish it tomorrow.
Devlog 3: JavaScript I finally wrote the JavaScript. The main movement and shooting are now working, and enemies appear on the screen. The game is playable for the first time, even though it is still rough. The boss keeps giving me problems and I could not get it to work properly. I decided to leave it for later instead of wasting more time on it today. Another issue is that the ship can only move left and right along a horizontal line. I plan to change this so it moves freely in every direction while you control it. Completed Main JavaScript Shooting Movement (horizontal only for now) Enemies showing on screen Pause button Known issues The boss is not working properly The ship can only move along a horizontal line Remaining Fix the boss Add free movement in all directions Next steps Fixing the movement comes first, since it affects how the whole game feels. Then I will go back to the boss.
Devlog 4: Final Version The game is finished. The JavaScript is fully complete and the final CSS file is done. I added 3 enemy types to the game, Drifter, Stinger and Brute, and I’m very satisfied with the result. The title screen was also updated with a new tagline and a bit more information, and the HUD now shows the best score and the current wave. The waves get faster as you play, so the game gets harder the longer you survive. Completed JavaScript Final CSS 3 enemies Final title screen and HUD Remaining Write the README Upload the project to GitHub Ship the project Next steps Only the README is left. I will write it, upload everything to GitHub and then ship the project. I really hope it gets a good rating, since my goal is the Aula F75 keyboard.
Ships:
Void Run is a 2D browser shooter I made for Stardance. You play as a ship in space and shoot aliens that keep coming at you. There are 3 enemy types: Drifter, Stinger and Brute. Stingers show up from wave 2 and Brutes from wave 4. A new wave starts every 25 seconds and the enemies spawn faster each time, so the game keeps getting harder. The hardest part was the JavaScript. The movement and shooting took a while to get working, and the title screen took a lot longer than I expected. I used AI to help with the sectioning of the title screen in a few places, but most of the code is my own. I’m proud that I finished it. I built the HUD, the menus, the three enemies and the wave system myself, and it works on a phone too. To test it, press Play or Enter to start. Move with WASD or the arrow keys, shoot with Space or the mouse, and press P to pause. Your best score is saved in your browser, so try to beat it....
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1792857132.190074
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1793721132.190074
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46067
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My own site! by @nitikpsn | Stardance
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nitikpsn
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T17:27:09Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "shipping my site ;)", "repo": "https://github.com/Nitikpsn/nitik-personal-siite", "demo": "https://www.nitikpsn.xyz/"}]...
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[{"post_id": 81041, "ts": "202 [{"post_id": 81041, "ts": "2026-10-19T17:21:50Z", "hours": 2.3806, "text": "My personal site is done ;)"}]...
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Title: My own site! by @nitikpsn | Stardance
Devl Title: My own site! by @nitikpsn | Stardance
Devlogs:
My personal site is done ;)
Ships:
shipping my site ;)...
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1792648478.892632
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1792734878.892632
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60747
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capybara-clicker by @222erik | Stardance
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222erik
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1
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14.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T16:37:33Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a capybara clicker game where you buy shop items and upgrade your skin. The most challenging thing to code was probably the shop because it has many items. The skins/images took a long time to make because i had to learn GIMP . I’m most proud of the animations.", "repo": "https://github.com/222erik/capybara-clicker/", "demo": "https://222erik.github.io/capybara-clicker/"}]...
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[{"post_id": 75655, "ts": "202 [{"post_id": 75655, "ts": "2026-09-30T17:24:19Z", "hours": 5.8808, "text": "i made some progress on my capybara clicker game"}, {"post_id": 70756, "ts": "2026-09-19T18:21:03Z", "hours": 7.9483, "text": "first devlog, i’ve been working on a capybara clicker clone. I added the shop, some counters and the capybara itself."}]...
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Title: capybara-clicker by @222erik | Stardance
D Title: capybara-clicker by @222erik | Stardance
Devlogs:
first devlog, i’ve been working on a capybara clicker clone. I added the shop, some counters and the capybara itself.
i made some progress on my capybara clicker game
Ships:
I made a capybara clicker game where you buy shop items and upgrade your skin. The most challenging thing to code was probably the shop because it has many items. The skins/images took a long time to make because i had to learn GIMP . I’m most proud of the animations....
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1792857087.514282
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1792943487.514282
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51213
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AquariumOS by @defenestrantor | Stardance
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defenestrantor
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T16:20:03Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Aquarium OS. Im proud of how I got it able to work online and got it to run well. I also like the ripples that I added, however GitHub pages is down right now so the latest update isn’t visible.", "repo": "https://github.com/ethaenall/aquariumos", "demo": "https://ethaenall.github.io/aquariumos/"}]...
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[{"post_id": 81003, "ts": "202 [{"post_id": 81003, "ts": "2026-10-19T15:50:07Z", "hours": 3.2186, "text": "I gave the water moving light patterns and ripples Fish now grow and change forms when you feed them + tank has memory now. A goldfish can become a koi, then a dragon koi. I also replaced the dock with little objects sitting in the sand. Notes opens from a treehouse, Calculator from a treasure chest, and Music from a shell. Minimized apps go to sleep until you click them again."}, {"post_id": 50115, "ts": "2026-08-19T05:47:34Z", "hours": 0.5861, "text": "I wanted the cursor to feel like something in the water. When it gets close, fish peel away instead of swimming through it, and the water keeps a little ripple. Notes now say when they’re saved, windows remember where you left them, and Esc closes the focused one."}, {"post_id": 50092, "ts": "2026-08-19T04:49:12Z", "hours": 0.3969, "text": "Cursor ripples in the water, and nearby fish peel away Notes show “Saved in this tank” Windows remember where you dragged them Esc closes the focused window A first run hint: “Move around — the fish notice you.”"}, {"post_id": 50079, "ts": "2026-08-19T04:12:15Z", "hours": 0.5472, "text": "Draggable, stackable windows with click-to-focus and close Notes: autosaves to locally Calculator — + − × ÷, decimals, clear, equals Music:play/pause, progress, volume, royalty free loop Tide Lights About: short Stardance / WebOS 1 writeup Fish cursor interaction: nearby fish peel away slightly (the extra feature)"}]...
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Title: AquariumOS by @defenestrantor | Stardance
Title: AquariumOS by @defenestrantor | Stardance
Devlogs:
Draggable, stackable windows with click-to-focus and close Notes: autosaves to locally Calculator — + − × ÷, decimals, clear, equals Music:play/pause, progress, volume, royalty free loop Tide Lights About: short Stardance / WebOS 1 writeup Fish cursor interaction: nearby fish peel away slightly (the extra feature)
Cursor ripples in the water, and nearby fish peel away Notes show “Saved in this tank” Windows remember where you dragged them Esc closes the focused window A first run hint: “Move around — the fish notice you.”
I wanted the cursor to feel like something in the water. When it gets close, fish peel away instead of swimming through it, and the water keeps a little ripple. Notes now say when they’re saved, windows remember where you left them, and Esc closes the focused one.
I gave the water moving light patterns and ripples Fish now grow and change forms when you feed them + tank has memory now. A goldfish can become a koi, then a dragon koi. I also replaced the dock with little objects sitting in the sand. Notes opens from a treehouse, Calculator from a treasure chest, and Music from a shell. Minimized apps go to sleep until you click them again.
Ships:
I made Aquarium OS. Im proud of how I got it able to work online and got it to run well. I also like the ripples that I added, however GitHub pages is down right now so the latest update isn’t visible....
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1792662600.7202578
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1792749000.7202578
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28952
|
TRI-DevLab's Portfolio Website by @Tri | Stard TRI-DevLab's Portfolio Website by @Tri | Stardance...
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Tri
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1
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35.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T12:55:50Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I built & key features Custom Styling & Layout: Implemented custom CSS grid/flexbox layouts, smooth section transitions, and responsive typography without relying on UI component libraries. Interactive Elements: Added dynamic theme toggling (dark/light mode), functional mobile navigation, and client-side contact form validation. Project Showcase: Integrated dedicated project cards and direct links to live demos and repositories", "repo": "https://github.com/TRI-DevLab/personal-portfolio", "demo": "https://tri-devlab.github.io/personal-portfolio/"}]...
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[{"post_id": 80966, "ts": "202 [{"post_id": 80966, "ts": "2026-10-19T12:32:15Z", "hours": 10.4131, "text": "Last log with opening page and plenty of functionality added, like toggle navgaition position and even theme colour"}, {"post_id": 78354, "ts": "2026-10-10T15:21:24Z", "hours": 11.2778, "text": "It’s been a while, but I have finally completed the portfolio and the blog sections, moving on to do the contact and the footer next and probably some other features to finish it up"}, {"post_id": 41570, "ts": "2026-08-05T21:13:03Z", "hours": 3.69, "text": "This section was quite the journey, though I did learn a lot. Looking forward to finishing the next section."}, {"post_id": 40557, "ts": "2026-08-04T06:00:57Z", "hours": 3.2228, "text": "Just worked on the About Page; it was quite troublesome trying to get the layout of this just right, but it doesn’t look too bad. I’ll be focusing on the education section and hope to post the log pretty soon. Oh and I did edit the Home page a little bit"}, {"post_id": 40450, "ts": "2026-08-03T23:35:19Z", "hours": 5.9464, "text": "Just Started - the Home page is mostly done; more on the planning & the actual site will be coming soon"}]...
|
Title: TRI-DevLab's Portfolio Website by @Tri Title: TRI-DevLab's Portfolio Website by @Tri | Stardance
Devlogs:
Just Started - the Home page is mostly done; more on the planning & the actual site will be coming soon
Just worked on the About Page; it was quite troublesome trying to get the layout of this just right, but it doesn’t look too bad. I’ll be focusing on the education section and hope to post the log pretty soon. Oh and I did edit the Home page a little bit
This section was quite the journey, though I did learn a lot. Looking forward to finishing the next section.
It’s been a while, but I have finally completed the portfolio and the blog sections, moving on to do the contact and the footer next and probably some other features to finish it up
Last log with opening page and plenty of functionality added, like toggle navgaition position and even theme colour
Ships:
What I built & key features Custom Styling & Layout: Implemented custom CSS grid/flexbox layouts, smooth section transitions, and responsive typography without relying on UI component libraries. Interactive Elements: Added dynamic theme toggling (dark/light mode), functional mobile navigation, and client-side contact form validation. Project Showcase: Integrated dedicated project cards and direct links to live demos and repositories...
|
1792857367.3085766
|
1792943767.3085766
|
|
69631
|
Apple site replica by @ejr | Stardance
|
ejr
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T12:20:43Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "-I made an apple website replica. It started as a troll site but then I saw this as a potential project during my midterm break so I took it up. -I definitely had a challenge with CSS (I knew close to nothing) But with help from our favourite AI (Claude) I was able to start figuring out what I could do to make it look as close to the real deal as I could. -I’m overall really happy with the outcome. -I would definitely do this again.", "repo": "https://github.com/realejr/applesite", "demo": "https://realejr.github.io/applesite/"}]...
|
[{"post_id": 80961, "ts": "202 [{"post_id": 80961, "ts": "2026-10-19T12:17:23Z", "hours": 1.75, "text": "Did a massive revamp.😱It looks so different from what it used to look like, but I’m very happy with how it turned out. It took me a little over 4 days to get it to what it looks like right now. I think I should have dev logged a bit more."}, {"post_id": 80216, "ts": "2026-10-16T19:29:19Z", "hours": 0.2781, "text": "Sticky streak site!!"}, {"post_id": 79797, "ts": "2026-10-15T13:49:51Z", "hours": 0.8022, "text": "Just a troll site for the sticky streak"}]...
|
Title: Apple site replica by @ejr | Stardance
Dev Title: Apple site replica by @ejr | Stardance
Devlogs:
Just a troll site for the sticky streak
Sticky streak site!!
Did a massive revamp.😱It looks so different from what it used to look like, but I’m very happy with how it turned out. It took me a little over 4 days to get it to what it looks like right now. I think I should have dev logged a bit more.
Ships:
-I made an apple website replica. It started as a troll site but then I saw this as a potential project during my midterm break so I took it up. -I definitely had a challenge with CSS (I knew close to nothing) But with help from our favourite AI (Claude) I was able to start figuring out what I could do to make it look as close to the real deal as I could. -I’m overall really happy with the outcome. -I would definitely do this again....
|
1792857263.9296563
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1792943663.9296563
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51309
|
PocketCam Classique by @Bogey13 | Stardance
|
Bogey13
|
1
|
14.0
|
172
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T11:29:07Z", "hours": 14.0, "multiplier": 12.0, "payout": 172, "blessing": "neutral", "text": "I made an esp32cam digicam with a tft showing live view. it was a very exciting and PAINFUL project i must say. alright i really wasnt expecting this level of complexity. first, the damn esp wont flash- somehow got it to flash, tft wont work- it was a library problem. soldering was another pain because first time, and i have shaky hands- all the time, sooo yeah uhhh you know how it went. then. writing the code, huge thanks to my friend; he helped me write the code without AI. it was easier than i was expecting it to be. okay when we got the camera working. i accidentally fried the battery TEMPORARILY. Like an idiot, i plugged in the camera to charge and realized i had a switch between the charging module and the battery, and flipped it. welp. it powered the esp AND was charging and the battery’s protection PCB freaked out and disconnected the battery. I thought i had fried the camera, so i had to resolder the entire thing (becuase wires were coming loose due to bad soldering too). At the end, everything was rlly fine because the battery’s protection pcb tanked the hit and is fine now. one more thing. i decided to ditch the enclosure because im just loving how it looks right now, so cyberpunk-y with those naked wires. im keeping it this way. although i have made it in CAD, those who want can put it on their own pocketcams. So uh yeah. first ship. lets go.", "repo": "https://github.com/Bogey1309/PocketCam-Classique", "demo": ""}]...
|
[{"post_id": 76398, "ts": "202 [{"post_id": 76398, "ts": "2026-10-03T12:57:53Z", "hours": 0.3667, "text": "Its done. Resoldered the entire thing. However the battery is depleted and im gonna have to charge it so we don’t know if it turns on yet"}, {"post_id": 76205, "ts": "2026-10-02T17:37:48Z", "hours": 0.6, "text": "Soldered the shutter button and one part of the sliding switch, also connected a few more wires. Its almost done (again)"}, {"post_id": 75859, "ts": "2026-10-01T11:25:19Z", "hours": 0.5, "text": "Display has been resoldered"}, {"post_id": 75550, "ts": "2026-09-30T12:26:54Z", "hours": 0.65, "text": "resoldered 2 more wires and added the power system"}, {"post_id": 74823, "ts": "2026-09-28T11:51:47Z", "hours": 0.45, "text": "Resoldered one more wire, and a prev one had come lose so fixed that too"}, {"post_id": 73113, "ts": "2026-09-24T12:40:15Z", "hours": 0.4803, "text": "resoldered like 2 wires."}, {"post_id": 73052, "ts": "2026-09-24T08:51:43Z", "hours": 0.5567, "text": "resoldering the camera… the earlier connections came loose. and this ones even worse ahhhh"}, {"post_id": 72616, "ts": "2026-09-23T11:09:32Z", "hours": 0.3108, "text": "ITS CHARGING MY DUDES. FINALLY. LETS GO. I had accidentally tripped the battery’s protection circuit and wouldn’t work (I had messed it up while trying to charge lmao) I just resoldered everything. AND IT WORKS. LETS GOOOOOOOOOO"}, {"post_id": 71659, "ts": "2026-09-21T08:04:24Z", "hours": 0.285, "text": "bad news. i messed up the wiring. had to desolder the battery. will do the rest later"}, {"post_id": 71084, "ts": "2026-09-20T08:52:00Z", "hours": 1.8506, "text": "ITS DONE!!!! soldering and everythign and everything is doneeee. just gotta put it in a case and call it done. lets go. finally."}, {"post_id": 70680, "ts": "2026-09-19T16:09:35Z", "hours": 0.95, "text": "Updated camera enclosure: This is probably the final design- ig only a few changes will be made later like adding holes for the type c and all. But yeah. Its almost done……."}, {"post_id": 70422, "ts": "2026-09-19T04:59:56Z", "hours": 0.6917, "text": "Tried to model a new enclosure but failed horribly. Guess I’ll edit the old one"}, {"post_id": 70038, "ts": "2026-09-18T10:42:44Z", "hours": 0.82, "text": "Messed something up…. [Image from the camera btw] Im running the cam at 5mp now and it takes like 8s for the thing to save, and sometimes it doesn’t even save, I was tweaking around- changed something, now the image sometimes saves, sometimes doesn’t- wth is happening, the first iteration worked perfectly…?"}, {"post_id": 70005, "ts": "2026-09-18T08:12:24Z", "hours": 0.5744, "text": "I fixed the colours on the TFT ( yesterday it looked rlly weird). now its working. LETS GO. the prototype is 99% done. just soldering and 3d printing the case left"}, {"post_id": 69737, "ts": "2026-09-17T18:04:11Z", "hours": 0.6269, "text": "I FINALLY GOT THE TFT WORKING LETS GOOOO. this thing was giving me headaches since the past week. just wouldnt turn on. backlight did. but no data- glowing rectangle of doom. I FIXED IT TODAY. I READ THAT I COULD USE eSPI thingy, change some code, MOST IMPORTANTLY, i wired my DC to IO1… and it just worked. im very tired to type out the detailed thing but yeah. lets go."}, {"post_id": 69096, "ts": "2026-09-16T11:17:42Z", "hours": 0.5917, "text": "I worked a bit more on the cad. The internal assembly is wayyyy more detailed now. milimeter accurate"}, {"post_id": 68167, "ts": "2026-09-14T17:11:03Z", "hours": 0.2972, "text": "I modelled the battery (just a cuboid) and imported the ip5310 from the web. I messed up the importing a bit and had to manually delete a lot of parts lmao"}, {"post_id": 68095, "ts": "2026-09-14T14:36:08Z", "hours": 0.6383, "text": "I made a millimeter accurate cad model of the esp32cam and the tft since i have them in my hands rn. battery and buck converter remain"}, {"post_id": 68032, "ts": "2026-09-14T12:28:13Z", "hours": 0.5081, "text": "I got the camera working. However… the tft is giving me a bad headache. The screen just won’t work- the backlight turns on and all but its not displaying anything. I think its cause of the brownout detection, something is fishy. Working on solving it. I also messed with the code a bit and my friend helped me write better code."}, {"post_id": 67302, "ts": "2026-09-13T11:39:19Z", "hours": 0.325, "text": "I successfully flashed the esp32cam after a big big boss battle. The thing just would not listen or connect or talk. At the end I gave up, tested it with a multimeter. All evidence pointed towards a defective board. The thing just wouldn’t communicate! not even over baud 74880, not even garbage characters!- thats usually a dead board. I tried flashing it like 20 times since yesterday I think. Same cycle. Upload code, compiling, connecting –> PRESS RST, hope something happens, fail. I even sent the supplier an email saying I got a defective piece. The thing is, you gotta flash this board by pressing the “reset RST” button when the arduino ide says “connecting…..”; which obv. did not work for me. So i give up and get bored and watch a random yt video. in that video, the guy doesnt press the RST button, nope. what he does is yanks out the cable connecting GPIO0 to GND (you gotta wire em to make the board go into flashing mode). and it worked for him. I try it. EUREKA. it goshdarn works. like holy crap dude, how. wth!!! i am so goshdarn happy right now that the thing works."}, {"post_id": 67038, "ts": "2026-09-13T02:25:28Z", "hours": 1.8469, "text": "I wrote code for Pocketcam, my friend helped me a lot. got a ton of errors on the first try. I had some trouble uploading however, the thing just would not flash the esp32cam. It was getting late at night so I decided to shut down and sleep."}, {"post_id": 65286, "ts": "2026-09-10T09:54:27Z", "hours": 0.4228, "text": "I got a sort of bad breadboard- so i had to manually plug a dupont male header in and out to make it looser. It was so tight that none of my components went in without feeling like id damage them pushing in"}, {"post_id": 52914, "ts": "2026-08-23T09:17:13Z", "hours": 0.85, "text": "I made a V2 of the camera enclosure. I think its significantly better than yesterday; looks cleaner and is a bit more ergonomic."}, {"post_id": 52529, "ts": "2026-08-22T18:10:31Z", "hours": 1.7447, "text": "I modelled the entire camera in onshape; including the internal components. I must admit- the enclosure was the hardest part. I feel quite productive."}, {"post_id": 52314, "ts": "2026-08-22T13:02:13Z", "hours": 0.7608, "text": "I drew out the rough circuit diagram in diagram.net of how the wiring/circuitry for the cam. would look like."}, {"post_id": 51824, "ts": "2026-08-21T17:55:28Z", "hours": 0.4019, "text": "Today I used Lego to try to see how small I could make my retro pocketcam. I first drew out the dimensions of the components (3.7v 500mah LiPo, ESP32CAM + OV5640 Camera, IP5310 Boost Converter) I then opened my big box o’ legos and tried to match the paper sketch with appropriate pieces. Although I did make them a tad bit bigger cause tolerances exist, I think its nice."}]...
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Title: PocketCam Classique by @Bogey13 | Stardance Title: PocketCam Classique by @Bogey13 | Stardance
Devlogs:
Today I used Lego to try to see how small I could make my retro pocketcam. I first drew out the dimensions of the components (3.7v 500mah LiPo, ESP32CAM + OV5640 Camera, IP5310 Boost Converter) I then opened my big box o’ legos and tried to match the paper sketch with appropriate pieces. Although I did make them a tad bit bigger cause tolerances exist, I think its nice.
I drew out the rough circuit diagram in diagram.net of how the wiring/circuitry for the cam. would look like.
I modelled the entire camera in onshape; including the internal components. I must admit- the enclosure was the hardest part. I feel quite productive.
I made a V2 of the camera enclosure. I think its significantly better than yesterday; looks cleaner and is a bit more ergonomic.
I got a sort of bad breadboard- so i had to manually plug a dupont male header in and out to make it looser. It was so tight that none of my components went in without feeling like id damage them pushing in
I wrote code for Pocketcam, my friend helped me a lot. got a ton of errors on the first try. I had some trouble uploading however, the thing just would not flash the esp32cam. It was getting late at night so I decided to shut down and sleep.
I successfully flashed the esp32cam after a big big boss battle. The thing just would not listen or connect or talk. At the end I gave up, tested it with a multimeter. All evidence pointed towards a defective board. The thing just wouldn’t communicate! not even over baud 74880, not even garbage characters!- thats usually a dead board. I tried flashing it like 20 times since yesterday I think. Same cycle. Upload code, compiling, connecting –> PRESS RST, hope something happens, fail. I even sent the supplier an email saying I got a defective piece. The thing is, you gotta flash this board by pressing the “reset RST” button when the arduino ide says “connecting…..”; which obv. did not work for me. So i give up and get bored and watch a random yt video. in that video, the guy doesnt press the RST button, nope. what he does is yanks out the cable connecting GPIO0 to GND (you gotta wire em to make the board go into flashing mode). and it worked for him. I try it. EUREKA. it goshdarn works. like holy crap dude, how. wth!!! i am so goshdarn happy right now that the thing works.
I got the camera working. However… the tft is giving me a bad headache. The screen just won’t work- the backlight turns on and all but its not displaying anything. I think its cause of the brownout detection, something is fishy. Working on solving it. I also messed with the code a bit and my friend helped me write better code.
I made a millimeter accurate cad model of the esp32cam and the tft since i have them in my hands rn. battery and buck converter remain
I modelled the battery (just a cuboid) and imported the ip5310 from the web. I messed up the importing a bit and had to manually delete a lot of parts lmao
I worked a bit more on the cad. The internal assembly is wayyyy more detailed now. milimeter accurate
I FINALLY GOT THE TFT WORKING LETS GOOOO. this thing was giving me headaches since the past week. just wouldnt turn on. backlight did. but no data- glowing rectangle of doom. I FIXED IT TODAY. I READ THAT I COULD USE eSPI thingy, change some code, MOST IMPORTANTLY, i wired my DC to IO1… and it just worked. im very tired to type out the detailed thing but yeah. lets go.
I fixed the colours on the TFT ( yesterday it looked rlly weird). now its working. LETS GO. the prototype is 99% done. just soldering and 3d printing the case left
Messed something up…. [Image from the camera btw] Im running the cam at 5mp now and it takes like 8s for the thing to save, and sometimes it doesn’t even save, I was tweaking around- changed something, now the image sometimes saves, sometimes doesn’t- wth is happening, the first iteration worked perfectly…?
Tried to model a new enclosure but failed horribly. Guess I’ll edit the old one
Updated camera enclosure: This is probably the final design- ig only a few changes will be made later like adding holes for the type c and all. But yeah. Its almost done…….
ITS DONE!!!! soldering and everythign and everything is doneeee. just gotta put it in a case and call it done. lets go. finally.
bad news. i messed up the wiring. had to desolder the battery. will do the rest later
ITS CHARGING MY DUDES. FINALLY. LETS GO. I had accidentally tripped the battery’s protection circuit and wouldn’t work (I had messed it up while trying to charge lmao) I just resoldered everything. AND IT WORKS. LETS GOOOOOOOOOO
resoldering the camera… the earlier connections came loose. and this ones even worse ahhhh
resoldered like 2 wires.
Resoldered one more wire, and a prev one had come lose so fixed that too
resoldered 2 more wires and added the power system
Display has been resoldered
Soldered the shutter button and one part of the sliding switch, also connected a few more wires. Its almost done (again)
Its done. Resoldered the entire thing. However the battery is depleted and im gonna have to charge it so we don’t know if it turns on yet
Ships:
I made an esp32cam digicam with a tft showing live view. it was a very exciting and PAINFUL project i must say. alright i really wasnt expecting this level of complexity. first, the damn esp wont flash- somehow got it to flash, tft wont work- it was a library problem. soldering was another pain because first time, and i have shaky hands- all the time, sooo yeah uhhh you know how it went. then. writing the code, huge thanks to my friend; he helped me write the code without AI. it was easier than i was expecting it to be. okay when we got the camera working. i accidentally fried the battery TEMPORARILY. Like an idiot, i plugged in the camera to charge and realized i had a switch between the charging module and the battery, and flipped it. welp. it powered the esp AND was charging and the battery’s protection PCB freaked out and disconnected the battery. I thought i had fried the camera, so i had to resolder the entire thing (becuase wires were coming loose due to bad soldering too). At the end, everything was rlly fine because the battery’s protection pcb tanked the hit and is fine now. one more thing. i decided to ditch the enclosure because im just loving how it looks right now, so cyberpunk-y with those naked wires. im keeping it this way. although i have made it in CAD, those who want can put it on their own pocketcams. So uh yeah. first ship. lets go....
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1792666278.6703885
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1792752678.6703885
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28564
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Dodge The Spikes by @vindognz | Stardance
|
vindognz
|
1
|
24.0
|
323
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T10:11:14Z", "hours": 24.0, "multiplier": 13.34, "payout": 323, "blessing": "neutral", "text": "I made a 2D reflex game about dodging spikes! A level lasts 10 spikes - every level is faster and more dangerous. This was my first Godot project in years, so it was difficult to relearn the engine at first, but I got used to it. I’m really proud of the firefly shader! It took me ages to tune and refine, but I’m super happy with it. It might be really hard because I adjusted the difficulty as I made it, so if you struggle - sorry! Thanks for voting!!!", "repo": "https://github.com/vindognz/dodge-the-spikes", "demo": "https://vindognz.github.io/dodge-the-spikes/"}]...
|
[{"post_id": 80848, "ts": "202 [{"post_id": 80848, "ts": "2026-10-19T00:31:27Z", "hours": 2.6886, "text": "It’s been a while (school is schooling 😭) This is probably my last devlog before I ship. The game has sound now! 5 sound effects, made in jsfxr: jump, thud when you land, a blip every time you dodge a spike, a boom when you die, and a level up! (Press M to mute the sound effects) I got a tiny bit obsessed with outlines, and gave every label a thick outline The leaderboard title is gold now too! SPACE is both jump and play again, so smashing it as you died would skip the leaderboard.. Play Again now ignores pressed for a half second after you die. All that, some minor performance tweaks, README polishing and now we’re ready to ship! Thanks for playing!"}, {"post_id": 76872, "ts": "2026-10-04T21:50:40Z", "hours": 1.1408, "text": "Hosting move and some small QoL. So uhh… The old site is gone. I moved the game from Nest to Github Pages: New Link (The old link shows a “we moved” pages that redirects you) Nest was sending the 38MB engine file uncompressed and sometimes worked, sometimes took 40+ minutes to send. I tried gzip, i tried brotli, and the proxy just seemed to break it all. Github serves the same game so fast it loads before the splash is done. RIP serve.py. Okay, onto QoL: Space to play again. Hit space on the game over screen and you immediately respawn (no more reaching for your mouse every death). README overhaul. I finally updated it! It has how to play, correct feature list, how it’s built, guidance on running it locally, and the live link. I also dropped the idea of Linux/Windows/Mac downloads, because it’s just easier in a browser. Still to do: sfx, polish."}, {"post_id": 75849, "ts": "2026-10-01T10:37:06Z", "hours": 3.24, "text": "HUGE updates, the demo is actually out! It’s live, and YOU can play the beta right now: Play! (I will maintain it as the latest, stable build, please comment with any feedback 😊). The Godot build is exported to WebGL and embedded in a landing page that I built around it. I tried to keep it somewhat minimal, so it’s just a splash text that fades into a dark ‘cave’ with the same red spikes on the walls, and the game in the middle. It’s hosted on Nest, being run by a tiny Python server I wrote that gzips everything. Compression might seem excessive, but it shrank the 38MB engine file to ~10MB, so it loads significantly faster. The leaderboard got cooked when publishing, so I had to rewrite some logic but I got it working eventually! Difficulty used to increase with your score, now we have Levels. Every 10 spikes, the screen clears, a “Level ” banner shows, and the next level starts faster. Danger zones now start at certain levels too, completely ditching the old score driving approach. I also created a real start screen (This was desperately needed). It has the same firefly background as the game, a little controls hint, and a little demo player hopping spikes :) All that’s left is sfx, README and polish!"}, {"post_id": 75140, "ts": "2026-09-29T08:47:13Z", "hours": 9.0861, "text": "Holy moly I need to remember to devlog 😭 Gameplay has been locked in. Danger zones have been added: at score 10 red columns flash for 3s and insta-kill if you’re in them when time is up. At score 30, two zones spawn at once. Screen shakes on landing and death. Spike cooldown now scales with score, so the difficulty actually increases. Player is now a squishy jelly ball that deforms on jump, stretches while airborne, and splats on landing with a nice tween animation. The leaderboard is alive! Input name on first death (cached for the session), auto-submit to Supabase backend, leaderboard is now embedded in the game over screen. Your current run shows golden in the rankings. Insane visual overhaul. I built a procedural shader for the background that renders 30 animated fireflies (on the GPU). Each one drifts with a unique sine-wave pattern, and pulses brightness. Death burst spawns 12 red sparks that fly outward, and fade out. To-do: Start screen, audio (jump, death, score sfx), and WebGL export + GitHub Pages."}, {"post_id": 22405, "ts": "2026-07-04T21:24:46Z", "hours": 5.9817, "text": "Big session today! (definitely didn’t forget to write a devlog) Here’s what got shipped: The game is actually a game now! Spikes spawn from random sides, move across the screen, and despawn off the edge. Score tracking is in. Each spike that passes the player increments the score, and speed scales with it. Each spike also has a ±50% random deviation in speed, so no two spikes feel the same. Pixel art is fully gone. Both the player and spike are now drawn entirely in code using Godot’s _draw() API. No image assets, scales perfectly at any zoom (hypothetically). Global leaderboard is live. Scores submit to a Supabase PostgreSQL backend. We even have a full leaderboard scene with a loading animation and ranked entries. Game over screen shows your score and lets you play again (reloads the scene, resetting all state for free). Next up: UI polish, danger zones, and a WebGL export!"}, {"post_id": 18960, "ts": "2026-06-30T04:16:26Z", "hours": 1.7533, "text": "I’ve been grinding! I implemented the basic spike, replaced pixel art with code-drawn vector shapes for smooth edges, and added a very bare bones start screen. Next up is UI cleanup, score counting, and a game over screen!"}, {"post_id": 18846, "ts": "2026-06-30T01:30:24Z", "hours": 0.3053, "text": "First devlog! So far, I’ve been setting up the base architecture for the game. Currently I just have a simple square that you can control with WASD, but there are big things ahead!"}]...
|
Title: Dodge The Spikes by @vindognz | Stardance
Title: Dodge The Spikes by @vindognz | Stardance
Devlogs:
First devlog! So far, I’ve been setting up the base architecture for the game. Currently I just have a simple square that you can control with WASD, but there are big things ahead!
I’ve been grinding! I implemented the basic spike, replaced pixel art with code-drawn vector shapes for smooth edges, and added a very bare bones start screen. Next up is UI cleanup, score counting, and a game over screen!
Big session today! (definitely didn’t forget to write a devlog) Here’s what got shipped: The game is actually a game now! Spikes spawn from random sides, move across the screen, and despawn off the edge. Score tracking is in. Each spike that passes the player increments the score, and speed scales with it. Each spike also has a ±50% random deviation in speed, so no two spikes feel the same. Pixel art is fully gone. Both the player and spike are now drawn entirely in code using Godot’s _draw() API. No image assets, scales perfectly at any zoom (hypothetically). Global leaderboard is live. Scores submit to a Supabase PostgreSQL backend. We even have a full leaderboard scene with a loading animation and ranked entries. Game over screen shows your score and lets you play again (reloads the scene, resetting all state for free). Next up: UI polish, danger zones, and a WebGL export!
Holy moly I need to remember to devlog 😭 Gameplay has been locked in. Danger zones have been added: at score 10 red columns flash for 3s and insta-kill if you’re in them when time is up. At score 30, two zones spawn at once. Screen shakes on landing and death. Spike cooldown now scales with score, so the difficulty actually increases. Player is now a squishy jelly ball that deforms on jump, stretches while airborne, and splats on landing with a nice tween animation. The leaderboard is alive! Input name on first death (cached for the session), auto-submit to Supabase backend, leaderboard is now embedded in the game over screen. Your current run shows golden in the rankings. Insane visual overhaul. I built a procedural shader for the background that renders 30 animated fireflies (on the GPU). Each one drifts with a unique sine-wave pattern, and pulses brightness. Death burst spawns 12 red sparks that fly outward, and fade out. To-do: Start screen, audio (jump, death, score sfx), and WebGL export + GitHub Pages.
HUGE updates, the demo is actually out! It’s live, and YOU can play the beta right now: Play! (I will maintain it as the latest, stable build, please comment with any feedback 😊). The Godot build is exported to WebGL and embedded in a landing page that I built around it. I tried to keep it somewhat minimal, so it’s just a splash text that fades into a dark ‘cave’ with the same red spikes on the walls, and the game in the middle. It’s hosted on Nest, being run by a tiny Python server I wrote that gzips everything. Compression might seem excessive, but it shrank the 38MB engine file to ~10MB, so it loads significantly faster. The leaderboard got cooked when publishing, so I had to rewrite some logic but I got it working eventually! Difficulty used to increase with your score, now we have Levels. Every 10 spikes, the screen clears, a “Level ” banner shows, and the next level starts faster. Danger zones now start at certain levels too, completely ditching the old score driving approach. I also created a real start screen (This was desperately needed). It has the same firefly background as the game, a little controls hint, and a little demo player hopping spikes :) All that’s left is sfx, README and polish!
Hosting move and some small QoL. So uhh… The old site is gone. I moved the game from Nest to Github Pages: New Link (The old link shows a “we moved” pages that redirects you) Nest was sending the 38MB engine file uncompressed and sometimes worked, sometimes took 40+ minutes to send. I tried gzip, i tried brotli, and the proxy just seemed to break it all. Github serves the same game so fast it loads before the splash is done. RIP serve.py. Okay, onto QoL: Space to play again. Hit space on the game over screen and you immediately respawn (no more reaching for your mouse every death). README overhaul. I finally updated it! It has how to play, correct feature list, how it’s built, guidance on running it locally, and the live link. I also dropped the idea of Linux/Windows/Mac downloads, because it’s just easier in a browser. Still to do: sfx, polish.
It’s been a while (school is schooling 😭) This is probably my last devlog before I ship. The game has sound now! 5 sound effects, made in jsfxr: jump, thud when you land, a blip every time you dodge a spike, a boom when you die, and a level up! (Press M to mute the sound effects) I got a tiny bit obsessed with outlines, and gave every label a thick outline The leaderboard title is gold now too! SPACE is both jump and play again, so smashing it as you died would skip the leaderboard.. Play Again now ignores pressed for a half second after you die. All that, some minor performance tweaks, README polishing and now we’re ready to ship! Thanks for playing!
Ships:
I made a 2D reflex game about dodging spikes! A level lasts 10 spikes - every level is faster and more dangerous. This was my first Godot project in years, so it was difficult to relearn the engine at first, but I got used to it. I’m really proud of the firefly shader! It took me ages to tune and refine, but I’m super happy with it. It might be really hard because I adjusted the difficulty as I made it, so if you struggle - sorry! Thanks for voting!!!...
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1792860753.994029
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1792947153.994029
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70465
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The Blog Bench by @jaisondavidm_cs25 | Stardance
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jaisondavidm_cs25
|
1
|
64.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T10:09:15Z", "hours": 64.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a site name The Blog Bench here user can post their blogs and read other blogs and tag some user which get notified. and report the blog if it is not good and view post based on tag categories and can get the trending blogs . you can i write a blog in a good rich text editor the challenging part is the deployement part because it is a fullstack project . i new to use docker docker compose so i learned it and deployed after struggling and connecting the client,server,database everything felt difficult i have admin sperate pages so for admin credentials use admin(username) Admin007@(password)", "repo": "https://github.com/jaisondavid-m/blog-site", "demo": "https://json.hackclub.app"}]...
|
[{"post_id": 80942, "ts": "202 [{"post_id": 80942, "ts": "2026-10-19T10:03:19Z", "hours": 64.3667, "text": "i do this project for maconda but they now say to move to other events so i shipping here i already posted all develogs and commit the history properly you can refer all my develogs using this link https://macondo.hackclub.com/projects/6875"}]...
|
Title: The Blog Bench by @jaisondavidm_cs25 | Star Title: The Blog Bench by @jaisondavidm_cs25 | Stardance
Devlogs:
i do this project for maconda but they now say to move to other events so i shipping here i already posted all develogs and commit the history properly you can refer all my develogs using this link https://macondo.hackclub.com/projects/6875
Ships:
i made a site name The Blog Bench here user can post their blogs and read other blogs and tag some user which get notified. and report the blog if it is not good and view post based on tag categories and can get the trending blogs . you can i write a blog in a good rich text editor the challenging part is the deployement part because it is a fullstack project . i new to use docker docker compose so i learned it and deployed after struggling and connecting the client,server,database everything felt difficult i have admin sperate pages so for admin credentials use admin(username) Admin007@(password)...
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1792857041.7982945
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1793721041.7982945
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65089
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New ANIME Tab by @Athannn | Stardance
|
Athannn
|
1
|
5.0
|
15
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T08:32:34Z", "hours": 5.0, "multiplier": 2.84, "payout": 15, "blessing": "neutral", "text": "Finally shipping New ANIME Tab !! So wlcm back to New Anime Tab. Ywahh I got bored of the empty Chrome tab looking vry plainn as usual, and also the Stardance mission was there obvv, so ywahh I made my own anime-themed one :D For Reviewerss :–> It has an anime background with the clean frosted look, a 12-hour clock with seconds, the date, four bookmarks, and a Google search box. There’s also a timer with +, -, Play, and Reset, and u can click the time to type it in too, including hours. When it hits 00 00 it keeps beepingg loud and the red Stop Timer button shows up. And then there’s the Music player hehe It opens a little draggable window with 10 SoundHelix songs and a Spotify embed. The X hides the window but Spotify keeps playing, which is kinda the point, and the red Stop button stops both. I tried making my own loops first, but ngl they sounded awful & i mean a lot awful, so those old wavs are still in the repo but aren’t used anymore :p Also the Spotify playlist is MY OWN PERSONAL ONE (plss dont judge my taste plzz). I had to turn CSS minifying off in Vite cuz it was messing with the blur, but thankfully the frosted look stays now. And it’s on my custom subdomain as always hehe. That’s basically it, Myy own anime-themed NEW tab !! Go try it out and let’s see what you think :D Also Follow here & Star on Github if u LIKE itt :)", "repo": "https://github.com/its-techxtreme/newanimetab", "demo": "https://animetab.techxtreme.me"}]...
|
[{"post_id": 80926, "ts": "202 [{"post_id": 80926, "ts": "2026-10-19T08:13:10Z", "hours": 1.3253, "text": "Devloggg #4 So wlcm back to the New AnimeTab. I know this is a devlog after a lot of time. I mean, a lot Btw actually, I was having many exams, so I just didn’t get the time to work on it. So I was just working on the hardware project AniPad. So there are not many significant changes. What I did was I added the README for this project, and after that, while using my tab website, ywahh I was actually using it + _ +. So I encountered a few bugs in the music player. I fixed those and changed the playlist to MY OWN PERSONAL ONE (plss dont judge my taset ), and also I made the timer so that it’s typeable instead of I need to just spam the plus button if I need to set a larger timer. So I just made it that you can type the time amount, and I made it so that there are options for hours too now. Yahh, that’s basically it. TYSMMM !"}, {"post_id": 74560, "ts": "2026-09-27T17:07:50Z", "hours": 2.6461, "text": "Devloggg #3 Wlcm back to New ANIME Tab again :) Sooo after the search box I hv also added a timer card under the clock. You can use “+” & “-” to set a timing,then hit Play, and then u can also Reset if you mess it up. Another thing when it hits 00:00 it starts beeping, and a red “Stop Timer” button shows up so you can that annoying beeping sound off Under that there is a Most exciting Music player button. Rnn It opens a little dark window that you can drag around, and there is an X to close it. Rnnn inside are abt ten songs. First I tried making my own little loops and they sounded awful to my ears So I pointed them at the same SoundHelix tracks I already use on my other sites. Tho the old files are still in the repo (in case if i try it again in v2 or smth), I just do not play them anymore in the code :) There is also an Most wanted Open Spotify button. Once the embed is up it switches to Close Spotify cuz I was kinda sick of those “x” to close after adding them so many times to this project & mainly Myy ColorfulNook OS project. Also If a song is playing and you hit X, the window goes away btw Spotify & Soundhelix songs keeps going Also The red Stop button next to the “x” kills whatever is playing, the Song or Spotify. Also got it on GitHub Pages published, tho the link I am aiming for is animetab.techxtreme.me (a custom subdomain as always hehe) Thats All for the this Devlogg, C’ya Next time :D"}, {"post_id": 74306, "ts": "2026-09-27T04:57:26Z", "hours": 0.7056, "text": "Devloggg #2 Wlcm back to THE New Anime Tab project :) The main thing is that clock actually runs now, its like 12 hour one with seconds, and the date sits under it so easy to see both at once. Also I dropped the empty clock box look and put four bookmarks on the card for easy access YouTube, My GitHub, My Stardance profile, and Instagram hehe (promoting myy Accs ) The blur on the card was getting very wrecked when the page built, so I turned CSS minifying off in Vite & thankfully that kept the frosted look ALSoo Under the bookmarks there is a Search box. U can type something and hit Enter and it opens Google with that search, thats obv duhh. Thats All for the devlog :D"}, {"post_id": 74062, "ts": "2026-09-26T16:43:45Z", "hours": 0.6717, "text": "Devloggg #1 Welcome to New Anime Tab. Sooo this is my second project after the new start. Rnn I have got vite running and hooked up the GitHub pages workflow so it can go live later.I thought about doing the NASA Apod from guide, btw Nahh i amma do a simple anime tab & scrapping it. The background is an anime picture and the middle of the page is just a frosted card rnn with a kind of a blur effect on it. Inside that, I started the clock face btw it is just a empty box for now, so the time won’t show up anywhere Next what I’m planning to do is the actual clock and the date, plus a few bookmarks for the site that I actually open, that is for today. That is it for this devlog. TYSMMMM for Readingggg :)"}]...
|
Title: New ANIME Tab by @Athannn | Stardance
Devl Title: New ANIME Tab by @Athannn | Stardance
Devlogs:
Devloggg #1 Welcome to New Anime Tab. Sooo this is my second project after the new start. Rnn I have got vite running and hooked up the GitHub pages workflow so it can go live later.I thought about doing the NASA Apod from guide, btw Nahh i amma do a simple anime tab & scrapping it. The background is an anime picture and the middle of the page is just a frosted card rnn with a kind of a blur effect on it. Inside that, I started the clock face btw it is just a empty box for now, so the time won’t show up anywhere Next what I’m planning to do is the actual clock and the date, plus a few bookmarks for the site that I actually open, that is for today. That is it for this devlog. TYSMMMM for Readingggg :)
Devloggg #2 Wlcm back to THE New Anime Tab project :) The main thing is that clock actually runs now, its like 12 hour one with seconds, and the date sits under it so easy to see both at once. Also I dropped the empty clock box look and put four bookmarks on the card for easy access YouTube, My GitHub, My Stardance profile, and Instagram hehe (promoting myy Accs ) The blur on the card was getting very wrecked when the page built, so I turned CSS minifying off in Vite & thankfully that kept the frosted look ALSoo Under the bookmarks there is a Search box. U can type something and hit Enter and it opens Google with that search, thats obv duhh. Thats All for the devlog :D
Devloggg #3 Wlcm back to New ANIME Tab again :) Sooo after the search box I hv also added a timer card under the clock. You can use “+” & “-” to set a timing,then hit Play, and then u can also Reset if you mess it up. Another thing when it hits 00:00 it starts beeping, and a red “Stop Timer” button shows up so you can that annoying beeping sound off Under that there is a Most exciting Music player button. Rnn It opens a little dark window that you can drag around, and there is an X to close it. Rnnn inside are abt ten songs. First I tried making my own little loops and they sounded awful to my ears So I pointed them at the same SoundHelix tracks I already use on my other sites. Tho the old files are still in the repo (in case if i try it again in v2 or smth), I just do not play them anymore in the code :) There is also an Most wanted Open Spotify button. Once the embed is up it switches to Close Spotify cuz I was kinda sick of those “x” to close after adding them so many times to this project & mainly Myy ColorfulNook OS project. Also If a song is playing and you hit X, the window goes away btw Spotify & Soundhelix songs keeps going Also The red Stop button next to the “x” kills whatever is playing, the Song or Spotify. Also got it on GitHub Pages published, tho the link I am aiming for is animetab.techxtreme.me (a custom subdomain as always hehe) Thats All for the this Devlogg, C’ya Next time :D
Devloggg #4 So wlcm back to the New AnimeTab. I know this is a devlog after a lot of time. I mean, a lot Btw actually, I was having many exams, so I just didn’t get the time to work on it. So I was just working on the hardware project AniPad. So there are not many significant changes. What I did was I added the README for this project, and after that, while using my tab website, ywahh I was actually using it + _ +. So I encountered a few bugs in the music player. I fixed those and changed the playlist to MY OWN PERSONAL ONE (plss dont judge my taset ), and also I made the timer so that it’s typeable instead of I need to just spam the plus button if I need to set a larger timer. So I just made it that you can type the time amount, and I made it so that there are options for hours too now. Yahh, that’s basically it. TYSMMM !
Ships:
Finally shipping New ANIME Tab !! So wlcm back to New Anime Tab. Ywahh I got bored of the empty Chrome tab looking vry plainn as usual, and also the Stardance mission was there obvv, so ywahh I made my own anime-themed one :D For Reviewerss :–> It has an anime background with the clean frosted look, a 12-hour clock with seconds, the date, four bookmarks, and a Google search box. There’s also a timer with +, -, Play, and Reset, and u can click the time to type it in too, including hours. When it hits 00 00 it keeps beepingg loud and the red Stop Timer button shows up. And then there’s the Music player hehe It opens a little draggable window with 10 SoundHelix songs and a Spotify embed. The X hides the window but Spotify keeps playing, which is kinda the point, and the red Stop button stops both. I tried making my own loops first, but ngl they sounded awful & i mean a lot awful, so those old wavs are still in the repo but aren’t used anymore :p Also the Spotify playlist is MY OWN PERSONAL ONE (plss dont judge my taste plzz). I had to turn CSS minifying off in Vite cuz it was messing with the blur, but thankfully the frosted look stays now. And it’s on my custom subdomain as always hehe. That’s basically it, Myy own anime-themed NEW tab !! Go try it out and let’s see what you think :D Also Follow here & Star on Github if u LIKE itt :)...
|
1792857143.2607949
|
1792943543.2607949
|
|
66335
|
3D AIM TRAINER by @brijeshkumar724282 | Stardance
|
brijeshkumar724282
|
2
|
32.0
|
262
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T08:00:07Z", "hours": 15.0, "multiplier": 15.47, "payout": 229, "blessing": "neutral", "text": "I have made a Web based AIM TRAINER written in html, CSS, JS and THREE.js. IT HAS 4 GAMEMODES FOR NOW: GRIDSHOT, SIXSHOT, PRECISION, AND TRACKING. The most challenging part was every mode has to be written the same code again and again when adding a new gamemode. So I had to move it all into one shared core code, Now adding new modes is easier. I am really proud of developing the shared core code. when I made it, It actually made my work easier. It’s now scalable and i can add add many gamemodes easier than before. Before it i had to write the same code again and again probably 400+ lines now cutdown to less than 100 (tracking.js is an exception) To test my game, A person needs a mouse to aim and shoot.", "repo": "https://github.com/brijeshkumar724282-beep/web-Aim-Trainer", "demo": "https://brijeshkumar724282-beep.github.io/web-Aim-Trainer/"}, {"ship_num": 2, "ts": "2026-10-09T04:29:04Z", "hours": 17.0, "multiplier": 1.97, "payout": 33, "blessing": "neutral", "text": "I made a 3D web based Aim trainer in html, css, JS and three.js. Few of the most challenging parts were funny, adjusting the texture packs evenly among all the walls, adjusting the lightning to make it look right and The aiming mechanism, I was getting tilting issues in the starting, its fixed now. I am proud of the menu animation and making 2 modes work well. They just need to know how to click and move their mouse! its so simple.", "repo": "https://github.com/brijeshkumar724282-beep/web-Aim-Trainer", "demo": "https://brijeshkumar724282-beep.github.io/web-Aim-Trainer/"}]...
|
[{"post_id": 80909, "ts": "202 [{"post_id": 80909, "ts": "2026-10-19T07:00:48Z", "hours": 5.1058, "text": "REBUILT AND MADE THE GAME SCALABLE AND ADDED NEW MORE 2 GAME MODES , So basically each gamemode used to have everything built inside it. So if i ever wanted to add a new game mode, I will have to write the same code again and again, So I put the core parts they all shared into one place, So its easier to add new game modes now. ROOM, AIMING SYSTEM, TIMER, etc are built once and used by all of them, SO this made speeds up adding new game modes. I have added 2 new Modes : 1. TRACKING MODE, 2. PRECISION MODE. I have also changed the UI of The menu a little bit. The ROOM is Rebuilt too because the old one was way too flat looking for my game. Now I have also added Best score feature for each mode, i have used Local storage for storing your best score. Also added an sfx whenever you switch modes in the menu which gives life to the menu selection."}, {"post_id": 80380, "ts": "2026-10-17T13:48:48Z", "hours": 4.53, "text": "Finished the menu and most of the review feedback , Since the last post, I have been working mainly on the Menu and a few things : 1. The menu is now in a good shape too. 2.Added a settings popup where you could change sensitivity from. 3.removed the browser alert for results and made a dedicated page for results. 4.Added background music, So actually I used AI to generate the bgm. 5.Made a favicon and added an MIT License."}, {"post_id": 79717, "ts": "2026-10-15T06:21:39Z", "hours": 5.1894, "text": "REBUILDING AND FIXING EVERYTHING. After reading the reviews, I came to a conclusion that My game was hanging on most people’s device, it was more because of uncapped fps as of i think. here are a few things that I did: 1. I removed all the texture packs (made the game heavy and also caused lag for some people). 2. Using whitish color design (Flat colours) and added Grid helper. 3. Made the targets Blue colored and glossy looking. 4. I have already rebuilding the menu, the old one killed the whole gaming vibe (old one was kinda luxury lmao)."}, {"post_id": 77991, "ts": "2026-10-09T04:05:41Z", "hours": 5.2161, "text": "The enviroment and textures are in good shape now, It look right in the game!! The main work that I did since the last time file structuring and organizing files in folders, and removing the code that was crashing my game, and also solved few bugs, like screen freezing. menu.html is now index.html, added features to select and play different game modes using from menu. Only Gridshot and Sixshot are live for v1. I will ship this project v1. I am looking forward to add more game modes and make a seperate page for results."}, {"post_id": 75810, "ts": "2026-10-01T07:09:56Z", "hours": 3.6597, "text": "I have been working on the room and textures. I cant give proper finishing to the textures, they dont look good, so I skipped it for now. I am working on the Menu/Game mode selector. I have implemented smooth scroll to select animation using gsap, and its pretty smooth."}, {"post_id": 75513, "ts": "2026-09-30T10:22:58Z", "hours": 3.9586, "text": "spent most of my time working on the enviroment, the room i mean and optimizing the game a little. So i added 1 boxes each sides to add depth, etc. I had to adjust the sun light and the roof that wasted most of my time. The shadows were pixelated too much so I tried blurring them a little to smooth them out, also added score and accuracy system. I might work on the UI too."}, {"post_id": 74783, "ts": "2026-09-28T07:35:12Z", "hours": 3.9172, "text": "##Devlog 1, BUILDING A WEB BASED AIM TRAINER WRITTEN IN HTML, CSS AND JS I am building a broswer/web based Aim trainer for competitive games, like aimlabs but entirely written in HTML, CSS, JS and THREE.js.My primary goal was to match the aiming feel of competitive games like Valorant. Because three.js uses vertical field of vieww by default, i had to implement a dynamic conversion formula that would lock the horizontal FOV to 103. I also mapped shooter mouse sensitivity scaled directly into radian angle increaments per mouse count, to make the flick distances fell well and authentic. for handling movements, I integrated the pointer lock API for raw mouse input that will feel just like any competitive game. I fixed a bug that made the camera tilt sideways and also stopped the screen from flipping upside down when looking up and all. also added a \"+\" crosshair in the middle. Also built a training room with walls, roofs and floor, and also a little depth. added realisitc sunlight shadow casting. For testing, I built a 4x3 grid system that keeps three targets active. clicking mouse triggers center screen raycast to detect hits, free up occupied slots, etc. And also added fps counter and removed the fps cap restrictions. The target and aiming system is working fine and its fully responsive."}]...
|
Title: 3D AIM TRAINER by @brijeshkumar724282 | Sta Title: 3D AIM TRAINER by @brijeshkumar724282 | Stardance
Devlogs:
##Devlog 1, BUILDING A WEB BASED AIM TRAINER WRITTEN IN HTML, CSS AND JS I am building a broswer/web based Aim trainer for competitive games, like aimlabs but entirely written in HTML, CSS, JS and THREE.js.My primary goal was to match the aiming feel of competitive games like Valorant. Because three.js uses vertical field of vieww by default, i had to implement a dynamic conversion formula that would lock the horizontal FOV to 103. I also mapped shooter mouse sensitivity scaled directly into radian angle increaments per mouse count, to make the flick distances fell well and authentic. for handling movements, I integrated the pointer lock API for raw mouse input that will feel just like any competitive game. I fixed a bug that made the camera tilt sideways and also stopped the screen from flipping upside down when looking up and all. also added a "+" crosshair in the middle. Also built a training room with walls, roofs and floor, and also a little depth. added realisitc sunlight shadow casting. For testing, I built a 4x3 grid system that keeps three targets active. clicking mouse triggers center screen raycast to detect hits, free up occupied slots, etc. And also added fps counter and removed the fps cap restrictions. The target and aiming system is working fine and its fully responsive.
spent most of my time working on the enviroment, the room i mean and optimizing the game a little. So i added 1 boxes each sides to add depth, etc. I had to adjust the sun light and the roof that wasted most of my time. The shadows were pixelated too much so I tried blurring them a little to smooth them out, also added score and accuracy system. I might work on the UI too.
I have been working on the room and textures. I cant give proper finishing to the textures, they dont look good, so I skipped it for now. I am working on the Menu/Game mode selector. I have implemented smooth scroll to select animation using gsap, and its pretty smooth.
The enviroment and textures are in good shape now, It look right in the game!! The main work that I did since the last time file structuring and organizing files in folders, and removing the code that was crashing my game, and also solved few bugs, like screen freezing. menu.html is now index.html, added features to select and play different game modes using from menu. Only Gridshot and Sixshot are live for v1. I will ship this project v1. I am looking forward to add more game modes and make a seperate page for results.
REBUILDING AND FIXING EVERYTHING. After reading the reviews, I came to a conclusion that My game was hanging on most people’s device, it was more because of uncapped fps as of i think. here are a few things that I did: 1. I removed all the texture packs (made the game heavy and also caused lag for some people). 2. Using whitish color design (Flat colours) and added Grid helper. 3. Made the targets Blue colored and glossy looking. 4. I have already rebuilding the menu, the old one killed the whole gaming vibe (old one was kinda luxury lmao).
Finished the menu and most of the review feedback , Since the last post, I have been working mainly on the Menu and a few things : 1. The menu is now in a good shape too. 2.Added a settings popup where you could change sensitivity from. 3.removed the browser alert for results and made a dedicated page for results. 4.Added background music, So actually I used AI to generate the bgm. 5.Made a favicon and added an MIT License.
REBUILT AND MADE THE GAME SCALABLE AND ADDED NEW MORE 2 GAME MODES , So basically each gamemode used to have everything built inside it. So if i ever wanted to add a new game mode, I will have to write the same code again and again, So I put the core parts they all shared into one place, So its easier to add new game modes now. ROOM, AIMING SYSTEM, TIMER, etc are built once and used by all of them, SO this made speeds up adding new game modes. I have added 2 new Modes : 1. TRACKING MODE, 2. PRECISION MODE. I have also changed the UI of The menu a little bit. The ROOM is Rebuilt too because the old one was way too flat looking for my game. Now I have also added Best score feature for each mode, i have used Local storage for storing your best score. Also added an sfx whenever you switch modes in the menu which gives life to the menu selection.
Ships:
I made a 3D web based Aim trainer in html, css, JS and three.js. Few of the most challenging parts were funny, adjusting the texture packs evenly among all the walls, adjusting the lightning to make it look right and The aiming mechanism, I was getting tilting issues in the starting, its fixed now. I am proud of the menu animation and making 2 modes work well. They just need to know how to click and move their mouse! its so simple.
I have made a Web based AIM TRAINER written in html, CSS, JS and THREE.js. IT HAS 4 GAMEMODES FOR NOW: GRIDSHOT, SIXSHOT, PRECISION, AND TRACKING. The most challenging part was every mode has to be written the same code again and again when adding a new gamemode. So I had to move it all into one shared core code, Now adding new modes is easier. I am really proud of developing the shared core code. when I made it, It actually made my work easier. It’s now scalable and i can add add many gamemodes easier than before. Before it i had to write the same code again and again probably 400+ lines now cutdown to less than 100 (tracking.js is an exception) To test my game, A person needs a mouse to aim and shoot....
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1792817327.0948093
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1792903727.0948093
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69105
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Python Chess by @itzdeep2 | Stardance
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itzdeep2
|
2
|
3.0
|
4
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T07:44:37Z", "hours": 1.0, "multiplier": 1.72, "payout": 2, "blessing": "neutral", "text": "Built an interactive Python chess game using tkinter and integrated the Stockfish Engine( https://github.com/official-stockfish/Stockfish ) via a UCI subprocess bridge. Challenges: Parsing real-time board states into FEN strings and syncing asynchronous background AI moves smoothly with the GUI canvas. Proud of: Successfully deploying a native chess AI player inside a Python app without external web dependencies. Test it by downloading the release binary and playing against Stockfish!", "repo": "https://github.com/itzdeep2/Python-Chess", "demo": "https://github.com/itzdeep2/Python-Chess/releases/tag/v1.0.0"}, {"ship_num": 2, "ts": "2026-10-11T06:11:59Z", "hours": 2.0, "multiplier": 1.03, "payout": 2, "blessing": "neutral", "text": "Built a lightweight 2D chess GUI from scratch using Python’s standard tkinter library. Squashed tricky sprite scaling and click-handler indentation bugs so pieces follow authentic movement rules instead of teleporting. Proud of making a clean, responsive game with zero external dependencies. Run python chess.py alongside the assets folder to test!", "repo": "https://github.com/itzdeep2/Python-Chess", "demo": "https://github.com/itzdeep2/Python-Chess/releases/tag/v1.0.0"}]...
|
[{"post_id": 80917, "ts": "202 [{"post_id": 80917, "ts": "2026-10-19T07:42:51Z", "hours": 1.4306, "text": "Just shipped a massive update to Python Chess! I built a fully playable 2D GUI from scratch using tkinter with custom piece sprites and strict movement validation—no more pieces teleporting across the board. The coolest part? I integrated the powerful open-source Stockfish engine (Stockfish GitHub) into the background via a UCI subprocess bridge, so you can actually play against a real chess AI. Bundling it all into a standalone macOS app with PyInstaller was a headache with pathing quirks, but we cracked it. Next up, I’m thinking about building a custom evaluation bot from scratch!"}, {"post_id": 78656, "ts": "2026-10-11T06:06:58Z", "hours": 1.6969, "text": "Just dropped v1 of my GUI chess game in Python! Indentation errors and oversized piece sprites had me stressed, but we cooked and fixed it. Pieces now move with legit rules instead of teleporting. Next up, I’m locking in to build a custom chess bot engine. No cap, it’s peak."}]...
|
Title: Python Chess by @itzdeep2 | Stardance
Devl Title: Python Chess by @itzdeep2 | Stardance
Devlogs:
Just dropped v1 of my GUI chess game in Python! Indentation errors and oversized piece sprites had me stressed, but we cooked and fixed it. Pieces now move with legit rules instead of teleporting. Next up, I’m locking in to build a custom chess bot engine. No cap, it’s peak.
Just shipped a massive update to Python Chess! I built a fully playable 2D GUI from scratch using tkinter with custom piece sprites and strict movement validation—no more pieces teleporting across the board. The coolest part? I integrated the powerful open-source Stockfish engine (Stockfish GitHub) into the background via a UCI subprocess bridge, so you can actually play against a real chess AI. Bundling it all into a standalone macOS app with PyInstaller was a headache with pathing quirks, but we cracked it. Next up, I’m thinking about building a custom evaluation bot from scratch!
Ships:
Built a lightweight 2D chess GUI from scratch using Python’s standard tkinter library. Squashed tricky sprite scaling and click-handler indentation bugs so pieces follow authentic movement rules instead of teleporting. Proud of making a clean, responsive game with zero external dependencies. Run python chess.py alongside the assets folder to test!
Built an interactive Python chess game using tkinter and integrated the Stockfish Engine( https://github.com/official-stockfish/Stockfish ) via a UCI subprocess bridge. Challenges: Parsing real-time board states into FEN strings and syncing asynchronous background AI moves smoothly with the GUI canvas. Proud of: Successfully deploying a native chess AI player inside a Python app without external web dependencies. Test it by downloading the release binary and playing against Stockfish!...
|
1792817499.0453815
|
1792903899.0453815
|
|
69559
|
Aperture Website by @GrowSquid | Stardance
|
GrowSquid
|
1
|
11.0
|
11
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T06:37:51Z", "hours": 11.0, "multiplier": 1.07, "payout": 11, "blessing": "neutral", "text": "I have created a website in HTML based on Aperture Science’s past; Includes images and working navigation buttons; I couldn’t create a live demo as the images wouldn’t load :( Pls download the source code and run locally", "repo": "https://github.com/GrowSquid/Aperture-Labs-Web", "demo": "https://growsquid.github.io/Aperture-Labs-Web/"}]...
|
[{"post_id": 80892, "ts": "202 [{"post_id": 80892, "ts": "2026-10-19T05:52:52Z", "hours": 1.0936, "text": "FINISHED :) Worked on the image backgrounds and title formats"}, {"post_id": 80593, "ts": "2026-10-18T07:58:33Z", "hours": 3.9286, "text": "Added better formatting,images, and redirected buttons"}, {"post_id": 79790, "ts": "2026-10-15T12:34:28Z", "hours": 3.9139, "text": "Made a skeleton of the website"}, {"post_id": 79408, "ts": "2026-10-13T20:49:23Z", "hours": 1.7469, "text": "Formatting and style comparisons"}]...
|
Title: Aperture Website by @GrowSquid | Stardance
Title: Aperture Website by @GrowSquid | Stardance
Devlogs:
Formatting and style comparisons
Made a skeleton of the website
Added better formatting,images, and redirected buttons
FINISHED :) Worked on the image backgrounds and title formats
Ships:
I have created a website in HTML based on Aperture Science’s past; Includes images and working navigation buttons; I couldn’t create a live demo as the images wouldn’t load :( Pls download the source code and run locally...
|
1792857120.394918
|
1792943520.394918
|
|
56632
|
MiSide VR Mod by @Glitchtest | Stardance
|
Glitchtest
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T06:07:52Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "MiSide VR is a mod which makes MiSide fully playable in VR with full 6DoF support! It’s not perfect, it still has a couple dozen of bugs, a couple of un-implemented interactions, and a lot of polish before it feels fully native, but nonetheless the full game is comfortably playable in VR. Features: Full 6DoF headset and controller tracking. Roomscale movement and physical turning. (WIP) Configurable snap and smooth turning. IK support (WIP) All effects rendered in VR. Minigames playable in VR with controllers. Left-handed mode and height calibration. Work in progress, but most of the game is playable in VR. Download NOW on Nexus Mods or Github.", "repo": "https://github.com/Glitchtest51/MiSide_VR", "demo": "https://www.nexusmods.com/miside/mods/788"}]...
|
[{"post_id": 80893, "ts": "202 [{"post_id": 80893, "ts": "2026-10-19T05:55:01Z", "hours": 8.9533, "text": "Ready to ship! Mod has been posted to Nexus and Github."}, {"post_id": 72451, "ts": "2026-09-23T00:34:20Z", "hours": 1.4383, "text": "MiSide VR - 100% Complete! I have attached a video of the Hetoor minigame, other than this I had to implement a couple interactions (eg filling sleepy Mita’s kettle), but alas, I was able to beat the game! Currently prepping a 0.9 public release!"}, {"post_id": 71529, "ts": "2026-09-21T00:38:43Z", "hours": 1.0478, "text": "MiSide VR - 55% Complete! Implemented the dummy minigame, realistically I believe the mod is 95% playable, I only have to add a handful of more interactions till fully playable!"}, {"post_id": 67128, "ts": "2026-09-13T06:01:04Z", "hours": 1.7319, "text": "MiSide VR - 40% Complete! The mod is fully playable till the end of Cappie so far!"}, {"post_id": 59119, "ts": "2026-08-31T19:04:04Z", "hours": 0.3533, "text": "VRIK Implemented, you can now control the players arms and hold with items."}, {"post_id": 59024, "ts": "2026-08-31T16:39:43Z", "hours": 0.3125, "text": "VR progress video recorded on August 28th. Will record a longer one later, already implemented newer features."}]...
|
Title: MiSide VR Mod by @Glitchtest | Stardance
D Title: MiSide VR Mod by @Glitchtest | Stardance
Devlogs:
VR progress video recorded on August 28th. Will record a longer one later, already implemented newer features.
VRIK Implemented, you can now control the players arms and hold with items.
MiSide VR - 40% Complete! The mod is fully playable till the end of Cappie so far!
MiSide VR - 55% Complete! Implemented the dummy minigame, realistically I believe the mod is 95% playable, I only have to add a handful of more interactions till fully playable!
MiSide VR - 100% Complete! I have attached a video of the Hetoor minigame, other than this I had to implement a couple interactions (eg filling sleepy Mita’s kettle), but alas, I was able to beat the game! Currently prepping a 0.9 public release!
Ready to ship! Mod has been posted to Nexus and Github.
Ships:
MiSide VR is a mod which makes MiSide fully playable in VR with full 6DoF support! It’s not perfect, it still has a couple dozen of bugs, a couple of un-implemented interactions, and a lot of polish before it feels fully native, but nonetheless the full game is comfortably playable in VR. Features: Full 6DoF headset and controller tracking. Roomscale movement and physical turning. (WIP) Configurable snap and smooth turning. IK support (WIP) All effects rendered in VR. Minigames playable in VR with controllers. Left-handed mode and height calibration. Work in progress, but most of the game is playable in VR. Download NOW on Nexus Mods or Github....
|
1792673310.8531315
|
1792759710.8531315
|
|
46890
|
Relay by @aydinmrnv | Stardance
|
aydinmrnv
|
1
|
25.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T06:07:21Z", "hours": 25.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built relay: a tool that lets you create workflows that run on your github actions. You can have a automated workflow that takes a issue ticket to a pull request ready for you to review. It uses your existing ai subscriptions to run the ai agents, and executes the actions in your github repo.", "repo": "https://github.com/aydinmrnv/relay", "demo": "https://relay-olive-omega.vercel.app/"}]...
|
[{"post_id": 80897, "ts": "202 [{"post_id": 80897, "ts": "2026-10-19T06:03:50Z", "hours": 2.1869, "text": "Prepared for shipping the project, cleaned up some bugs, finished the demo wf, and minor changes"}, {"post_id": 76968, "ts": "2026-10-05T07:17:35Z", "hours": 1.8036, "text": "fixed bug where integrations would randomly deauthenticate, added mcp support for linear in codex, and cleaned up some ui elements"}, {"post_id": 76011, "ts": "2026-10-02T01:14:35Z", "hours": 3.8756, "text": "Implemented login with codex, made a demo environment at /play, and added to npm, also fixed bugs on landing page and dashboard"}, {"post_id": 75476, "ts": "2026-09-30T06:25:08Z", "hours": 1.4658, "text": "Integrated auth for integrations allowing users to connect other services to relay"}, {"post_id": 73870, "ts": "2026-09-26T07:08:14Z", "hours": 1.3831, "text": "Fixed worktree manager, updated dashboard ui, cleaned up landing page, and added support for bring your own subscription on codex and claude"}, {"post_id": 73314, "ts": "2026-09-24T20:46:51Z", "hours": 1.6728, "text": "Updated landing page, set up azure vm for cloud workflow runners, and fixed the node workflow builder, and set up clerk authentication"}, {"post_id": 72989, "ts": "2026-09-24T05:37:08Z", "hours": 1.6531, "text": "Developed the web interface for building agentic workflows, fixed linear integration, and added support for bring your own subscription for AI providers"}, {"post_id": 72542, "ts": "2026-09-23T05:23:05Z", "hours": 1.4292, "text": "working on the cross-agent communication, and support for linear tickets"}, {"post_id": 46545, "ts": "2026-08-13T20:57:55Z", "hours": 3.2497, "text": "Added the ability to create a workspace without a ticket, added error logs, fixed pipeline bugs"}, {"post_id": 46154, "ts": "2026-08-13T05:24:30Z", "hours": 1.1706, "text": "Added support for codex harness, and made some changes to the workflows and system level prompt that go to the agents (i also now use relay to work on relay itself sometimes)"}, {"post_id": 46069, "ts": "2026-08-13T00:46:39Z", "hours": 3.6433, "text": "Re designed the CLI UX and updated the review model consistency, i also fixed a bug where it would stay at plan mode and not move on"}, {"post_id": 45586, "ts": "2026-08-12T05:28:34Z", "hours": 1.6531, "text": "I am working on implementing the ai agent harness which will allow users to use their existing claude or codex subscriptions inside of my tool using oAuth link"}]...
|
Title: Relay by @aydinmrnv | Stardance
Devlogs:
I Title: Relay by @aydinmrnv | Stardance
Devlogs:
I am working on implementing the ai agent harness which will allow users to use their existing claude or codex subscriptions inside of my tool using oAuth link
Re designed the CLI UX and updated the review model consistency, i also fixed a bug where it would stay at plan mode and not move on
Added support for codex harness, and made some changes to the workflows and system level prompt that go to the agents (i also now use relay to work on relay itself sometimes)
Added the ability to create a workspace without a ticket, added error logs, fixed pipeline bugs
working on the cross-agent communication, and support for linear tickets
Developed the web interface for building agentic workflows, fixed linear integration, and added support for bring your own subscription for AI providers
Updated landing page, set up azure vm for cloud workflow runners, and fixed the node workflow builder, and set up clerk authentication
Fixed worktree manager, updated dashboard ui, cleaned up landing page, and added support for bring your own subscription on codex and claude
Integrated auth for integrations allowing users to connect other services to relay
Implemented login with codex, made a demo environment at /play, and added to npm, also fixed bugs on landing page and dashboard
fixed bug where integrations would randomly deauthenticate, added mcp support for linear in codex, and cleaned up some ui elements
Prepared for shipping the project, cleaned up some bugs, finished the demo wf, and minor changes
Ships:
I built relay: a tool that lets you create workflows that run on your github actions. You can have a automated workflow that takes a issue ticket to a pull request ready for you to review. It uses your existing ai subscriptions to run the ai agents, and executes the actions in your github repo....
|
1792857279.4077628
|
1792943679.4077628
|
|
69135
|
My Website by @KelvinY | Stardance
|
KelvinY
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T04:54:22Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Yooo it’s done! Got it under 3 days, 3 hrs. Now the final step is to get the free domain >:) A secret feature is coming after this..", "repo": "https://github.com/kelvinyhf/my-website", "demo": "https://kelviny.pages.dev"}]...
|
[{"post_id": 80876, "ts": "202 [{"post_id": 80876, "ts": "2026-10-19T03:58:19Z", "hours": 2.0742, "text": "Added two very very very cool feature: random useless facts and leave a message!! I dropped down many random useless facts about me and you can click roll to view them it’s addictive And the coollllllest thing is that you can leave an anonymous message to me just by typing it and click, that’s it! It will being sent to my mailbox automatically! It’s made using formspree a free service for this, but there’s a free limit of 50 messages per month THAT’S SO LITTLE so don’t spam lol"}, {"post_id": 80284, "ts": "2026-10-17T03:28:02Z", "hours": 1.2044, "text": "I spent a half hr try to find the right style.. and I did! I really love this simple style, and the notebook like background :) i guess i can ship it under 3 days since its simple"}]...
|
Title: My Website by @KelvinY | Stardance
Devlogs Title: My Website by @KelvinY | Stardance
Devlogs:
I spent a half hr try to find the right style.. and I did! I really love this simple style, and the notebook like background :) i guess i can ship it under 3 days since its simple
Added two very very very cool feature: random useless facts and leave a message!! I dropped down many random useless facts about me and you can click roll to view them it’s addictive And the coollllllest thing is that you can leave an anonymous message to me just by typing it and click, that’s it! It will being sent to my mailbox automatically! It’s made using formspree a free service for this, but there’s a free limit of 50 messages per month THAT’S SO LITTLE so don’t spam lol
Ships:
Yooo it’s done! Got it under 3 days, 3 hrs. Now the final step is to get the free domain >:) A secret feature is coming after this.....
|
1792857219.8310804
|
1792943619.8310804
|
|
54938
|
My Website by @FC-107446 | Stardance
|
FC-107446
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T04:42:09Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first proper website with HTML and CSS. I learnt lots about website making, and div tags. I also included a mini game which AI made for me because I was bored.", "repo": "https://github.com/FC-107446/my_website", "demo": "https://fc-107446.github.io/my_website/"}]...
|
[{"post_id": 80879, "ts": "202 [{"post_id": 80879, "ts": "2026-10-19T04:39:31Z", "hours": 3.9869, "text": "Changed the layout to a masonry layout"}, {"post_id": 78465, "ts": "2026-10-10T21:03:10Z", "hours": 1.6194, "text": "Added a nav bar, more sections, and more pages."}, {"post_id": 66386, "ts": "2026-09-12T06:07:46Z", "hours": 1.1981, "text": "Almost ready! I was cheating the widths before, but they now work whatever the window size is. Slowly replacing the lorem ipsum."}, {"post_id": 60653, "ts": "2026-09-03T04:43:36Z", "hours": 0.9603, "text": "I added lorem ipsum as I don’t have enough text to put in the div tags. I changed the colours, and changed some widths."}, {"post_id": 57921, "ts": "2026-08-30T08:00:55Z", "hours": 0.3883, "text": "Div tags working!"}, {"post_id": 57032, "ts": "2026-08-29T03:20:27Z", "hours": 0.5933, "text": "Starting the website The div tags are not working"}]...
|
Title: My Website by @FC-107446 | Stardance
Devlo Title: My Website by @FC-107446 | Stardance
Devlogs:
Starting the website The div tags are not working
Div tags working!
I added lorem ipsum as I don’t have enough text to put in the div tags. I changed the colours, and changed some widths.
Almost ready! I was cheating the widths before, but they now work whatever the window size is. Slowly replacing the lorem ipsum.
Added a nav bar, more sections, and more pages.
Changed the layout to a masonry layout
Ships:
I made my first proper website with HTML and CSS. I learnt lots about website making, and div tags. I also included a mini game which AI made for me because I was bored....
|
1792857071.5283742
|
1792943471.5283742
|
|
8348
|
MineJS by @vaito | Stardance
|
vaito
|
2
|
109.0
|
950
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T04:02:17Z", "hours": 49.0, "multiplier": 10.9, "payout": 0, "blessing": "neutral", "text": "There is a lot of changes since the last ship (I have made more 15 release since it). To sum up: Multi version support :D 26.3 is partially supported because there is some issue with decoding packets Container is here (but you can’t interact with it yet, just viewing) You can chat now I have implemented online account protocol but there is an issue prevent me from testing it so it is considered as unstable for now. There is some small changed in protocol Fix some bugs in physics engine", "repo": "https://github.com/VaitoSoi/minejs/", "demo": "https://www.npmjs.com/package/@vaitosoi/minejs"}, {"ship_num": 2, "ts": "2026-07-16T12:50:01Z", "hours": 60.0, "multiplier": 15.92, "payout": 950, "blessing": "neutral", "text": "This is a Minecraft client package, allow you to create Minecraft bot and joining server. This ship provide some basic functionality of Minecraft bot, including: Walking around Getting blocks Also, this ship include the low-level client for talking directly to the server.", "repo": "https://github.com/VaitoSoi/minejs/", "demo": "https://www.npmjs.com/package/@vaitosoi/minejs"}]...
|
[{"post_id": 80874, "ts": "202 [{"post_id": 80874, "ts": "2026-10-19T03:56:17Z", "hours": 2.7606, "text": "I’m not doing much these day beside fixing bugs because I’m quite busy with uni homework and I’m quite bored now I post this devlog to submit all of my hours before Stardance end"}, {"post_id": 74028, "ts": "2026-09-26T15:37:46Z", "hours": 1.4769, "text": "The container is finally opened, turn out there is a bug in my code which tell the server the wrong location of the chest ;-; P/s: Thank you Claude for helping me find this issue"}, {"post_id": 73148, "ts": "2026-09-24T14:14:32Z", "hours": 5.7178, "text": "I have implemented the Use item on packet for interacting with block, but seem like there was something wrong with it because it is expected to return an open screen packet but nothing returned. Beside that, I have implemented the tablist. Now you can see the header and footer Also, I’m preparing for supporting version 26.3. I’m wondering whether should I make a new ship. P/s: Rust rewrite when >:)"}, {"post_id": 65383, "ts": "2026-09-10T14:17:17Z", "hours": 1.8811, "text": "I added container But it is just clientbound Add container and block interaction soon"}, {"post_id": 64194, "ts": "2026-09-08T12:52:05Z", "hours": 5.9608, "text": "I have completed the reading slot part. I just know that a slot can hold that many data ;-; Btw, I’ll soon complete the container part, meaning that you can use chest now"}, {"post_id": 59464, "ts": "2026-09-01T10:24:05Z", "hours": 4.2389, "text": "The bot can chat now I have to reimplement the bitset to let this run btw"}, {"post_id": 53887, "ts": "2026-08-24T16:16:27Z", "hours": 3.5672, "text": "Hello again, I’m sorry for not update this project much since I’m working on the other. I just found out that the Mojang just revoke my app approval without any notification ;-; Btw, I fixed the bug that ignore the chunk packet and update the README about the current situation ;-;"}, {"post_id": 44586, "ts": "2026-08-10T13:25:50Z", "hours": 8.7567, "text": "Hello again, sorry for a almost-9-hour devlogs I’m just making the auth part for joining premium server and the thing is not going well for now ;-; I have registered the app for accessing Minecraft API but by some magic, I’m still blocked I’m also making the feature for verifying message signature"}, {"post_id": 40068, "ts": "2026-08-03T13:15:54Z", "hours": 6.7083, "text": "I do so much work that I forgot what to summarize here So before, everything is placed in TCPClient, which is fine for hard-coded packets. But now, I’m making the dynamic packet translating for multiple version supports. And while making it, it need reference from TCPClient, then TCPClient need to a reference of it and so on… So I have split the functionality into corresponding space. So now, each of class has its own responsibility: TCPClient for throwing and receiving packets through TCP connection VersionCodec for translating packets Dispatcher for handling packet SharedState for holding states So that is the whole update. Hope youre enjoy your day, also this project :D"}, {"post_id": 37686, "ts": "2026-07-30T16:10:51Z", "hours": 8.1078, "text": "Sorry for another 8-hour devlog ;-; Now MineJS support 26.2 I’m working on a system for mapping version and packet so MineJS can support multiple version at the same time, instead of one atm (because the packet ID is hard-coded). I also make another tool for scrapping Minecraft Wiki for packet structure (disclaimer: This is not an automate running so it will not spam the Wiki, please don’t ban me ;-;). Thats it, have a great day"}, {"post_id": 29459, "ts": "2026-07-16T12:40:35Z", "hours": 5.4361, "text": "Oh, I spent 5h for setting up documents? That’s crazy :D Btw, I have setup an auto document page using TypeDoc. I also setup Github Action for automating publish package and build document page."}, {"post_id": 28434, "ts": "2026-07-14T17:52:04Z", "hours": 5.855, "text": "NOW MY BOT CAN WALK ON STAIR I think it is ready to be publish ONE MORE TIME, I’m very sorry for not logging this painful process much, please please please forgive me"}, {"post_id": 27246, "ts": "2026-07-12T17:09:55Z", "hours": 2.0628, "text": "MY BOT CAN WALK NOW 🎉"}, {"post_id": 26816, "ts": "2026-07-11T20:33:54Z", "hours": 8.795, "text": "Hello, sorry for forget logging regularly In the last whole week, my only job is looking at Minecraft code, ask Claude what the beep beep is that, arguing with myself do I have to do this and then continue Btw I managed to write the trimmed Minecraft physics engine and ready to test it out Unfortunately, my code isn’t reading the Registry well so maybe tomorrow :D P/s: If you still read this, have a good day and please vote for me ;-;"}, {"post_id": 22246, "ts": "2026-07-04T16:43:26Z", "hours": 0.6108, "text": "I’m getting through clipping function, which is mandatory to calculate the damage from falling"}, {"post_id": 21570, "ts": "2026-07-03T16:24:49Z", "hours": 1.2514, "text": "Finally done the collide function ;-;"}, {"post_id": 20886, "ts": "2026-07-02T16:42:55Z", "hours": 1.2506, "text": "I have implemented the base collide function and ready for the entity collide :D"}, {"post_id": 19423, "ts": "2026-06-30T19:00:04Z", "hours": 2.0781, "text": "I added VoxelShape and some math related to it. Now I can reconstruct the collision the shape of the block and, hopefully, mobs. Thats mean I’m ready to let my client be able to move, I hope so"}, {"post_id": 18504, "ts": "2026-06-29T17:51:18Z", "hours": 6.9461, "text": "Now I’m implementing the “move” method for the client, which invokes physics things, which is very very difficult for me That why I’m not updating regularly ;-; (I’m sorry)"}, {"post_id": 16401, "ts": "2026-06-26T18:01:32Z", "hours": 4.4861, "text": "I’m making auth system and this takes me so much timeeeeeeeeeee Btw, I’m waiting for Mojang to approve my Azure app so I can test the auth API"}, {"post_id": 15114, "ts": "2026-06-24T15:35:22Z", "hours": 1.1408, "text": "I’m working on parsing player chat message now"}, {"post_id": 14337, "ts": "2026-06-23T13:07:17Z", "hours": 4.6081, "text": "This whole week is filled with debugging and small updates so here is the summary: Now the Client can handle Chunk datas, including blocks, biomes and block entites I also add more packet handling, events and decoder function. I’m moving to high-level client and the first function is move. Todo list: Inspect how Minecraft code handle movement and collision. Implement it :D"}, {"post_id": 9222, "ts": "2026-06-15T14:30:17Z", "hours": 3.2814, "text": "I’m on my way to reading chunk data. I have burnt all of my Github Copilot monthly credit only to realize that Copilot inserted a redundant read that collapse all reading latter :_D"}, {"post_id": 8565, "ts": "2026-06-14T07:26:57Z", "hours": 1.1917, "text": "It is finally working 🎉"}, {"post_id": 8530, "ts": "2026-06-14T06:05:46Z", "hours": 1.9508, "text": "I have handled all required packet so this should be theoretically playable. I also do some refactoring for a cleaner codebase :D"}, {"post_id": 8158, "ts": "2026-06-13T16:34:15Z", "hours": 2.3169, "text": "I forgot to make the devlogs so here is all of the updates: I’m heading towards making the main client All decoder and encoder have been merged to a single file for simpler file structure I’m making the encrypting things"}, {"post_id": 4223, "ts": "2026-06-07T13:37:37Z", "hours": 0.7256, "text": "The SNBT decoder is kinda work for now :D I’m moving to encoder (or should I >:D)"}, {"post_id": 3586, "ts": "2026-06-06T16:15:08Z", "hours": 1.8761, "text": "I’m working on SNBT decoder, which is way more trickier than NBT ;-; I’m just done the basic part and planning for nested object."}, {"post_id": 2804, "ts": "2026-06-05T16:59:44Z", "hours": 3.8261, "text": "I have made a NBT decoder and encoder. You can see it encode and decode in the terminal :D"}]...
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Title: MineJS by @vaito | Stardance
Devlogs:
I ha Title: MineJS by @vaito | Stardance
Devlogs:
I have made a NBT decoder and encoder. You can see it encode and decode in the terminal :D
I’m working on SNBT decoder, which is way more trickier than NBT ;-; I’m just done the basic part and planning for nested object.
The SNBT decoder is kinda work for now :D I’m moving to encoder (or should I >:D)
I forgot to make the devlogs so here is all of the updates: I’m heading towards making the main client All decoder and encoder have been merged to a single file for simpler file structure I’m making the encrypting things
I have handled all required packet so this should be theoretically playable. I also do some refactoring for a cleaner codebase :D
It is finally working 🎉
I’m on my way to reading chunk data. I have burnt all of my Github Copilot monthly credit only to realize that Copilot inserted a redundant read that collapse all reading latter :_D
This whole week is filled with debugging and small updates so here is the summary: Now the Client can handle Chunk datas, including blocks, biomes and block entites I also add more packet handling, events and decoder function. I’m moving to high-level client and the first function is move. Todo list: Inspect how Minecraft code handle movement and collision. Implement it :D
I’m working on parsing player chat message now
I’m making auth system and this takes me so much timeeeeeeeeeee Btw, I’m waiting for Mojang to approve my Azure app so I can test the auth API
Now I’m implementing the “move” method for the client, which invokes physics things, which is very very difficult for me That why I’m not updating regularly ;-; (I’m sorry)
I added VoxelShape and some math related to it. Now I can reconstruct the collision the shape of the block and, hopefully, mobs. Thats mean I’m ready to let my client be able to move, I hope so
I have implemented the base collide function and ready for the entity collide :D
Finally done the collide function ;-;
I’m getting through clipping function, which is mandatory to calculate the damage from falling
Hello, sorry for forget logging regularly In the last whole week, my only job is looking at Minecraft code, ask Claude what the beep beep is that, arguing with myself do I have to do this and then continue Btw I managed to write the trimmed Minecraft physics engine and ready to test it out Unfortunately, my code isn’t reading the Registry well so maybe tomorrow :D P/s: If you still read this, have a good day and please vote for me ;-;
MY BOT CAN WALK NOW 🎉
NOW MY BOT CAN WALK ON STAIR I think it is ready to be publish ONE MORE TIME, I’m very sorry for not logging this painful process much, please please please forgive me
Oh, I spent 5h for setting up documents? That’s crazy :D Btw, I have setup an auto document page using TypeDoc. I also setup Github Action for automating publish package and build document page.
Sorry for another 8-hour devlog ;-; Now MineJS support 26.2 I’m working on a system for mapping version and packet so MineJS can support multiple version at the same time, instead of one atm (because the packet ID is hard-coded). I also make another tool for scrapping Minecraft Wiki for packet structure (disclaimer: This is not an automate running so it will not spam the Wiki, please don’t ban me ;-;). Thats it, have a great day
I do so much work that I forgot what to summarize here So before, everything is placed in TCPClient, which is fine for hard-coded packets. But now, I’m making the dynamic packet translating for multiple version supports. And while making it, it need reference from TCPClient, then TCPClient need to a reference of it and so on… So I have split the functionality into corresponding space. So now, each of class has its own responsibility: TCPClient for throwing and receiving packets through TCP connection VersionCodec for translating packets Dispatcher for handling packet SharedState for holding states So that is the whole update. Hope youre enjoy your day, also this project :D
Hello again, sorry for a almost-9-hour devlogs I’m just making the auth part for joining premium server and the thing is not going well for now ;-; I have registered the app for accessing Minecraft API but by some magic, I’m still blocked I’m also making the feature for verifying message signature
Hello again, I’m sorry for not update this project much since I’m working on the other. I just found out that the Mojang just revoke my app approval without any notification ;-; Btw, I fixed the bug that ignore the chunk packet and update the README about the current situation ;-;
The bot can chat now I have to reimplement the bitset to let this run btw
I have completed the reading slot part. I just know that a slot can hold that many data ;-; Btw, I’ll soon complete the container part, meaning that you can use chest now
I added container But it is just clientbound Add container and block interaction soon
I have implemented the Use item on packet for interacting with block, but seem like there was something wrong with it because it is expected to return an open screen packet but nothing returned. Beside that, I have implemented the tablist. Now you can see the header and footer Also, I’m preparing for supporting version 26.3. I’m wondering whether should I make a new ship. P/s: Rust rewrite when >:)
The container is finally opened, turn out there is a bug in my code which tell the server the wrong location of the chest ;-; P/s: Thank you Claude for helping me find this issue
I’m not doing much these day beside fixing bugs because I’m quite busy with uni homework and I’m quite bored now I post this devlog to submit all of my hours before Stardance end
Ships:
This is a Minecraft client package, allow you to create Minecraft bot and joining server. This ship provide some basic functionality of Minecraft bot, including: Walking around Getting blocks Also, this ship include the low-level client for talking directly to the server.
There is a lot of changes since the last ship (I have made more 15 release since it). To sum up: Multi version support :D 26.3 is partially supported because there is some issue with decoding packets Container is here (but you can’t interact with it yet, just viewing) You can chat now I have implemented online account protocol but there is an issue prevent me from testing it so it is considered as unstable for now. There is some small changed in protocol Fix some bugs in physics engine...
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1792824795.7877336
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1792911195.7877336
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67594
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DNA to Protein translator by @Rayan123-4 | Stardan DNA to Protein translator by @Rayan123-4 | Stardance...
|
Rayan123-4
|
2
|
12.0
|
83
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T03:30:56Z", "hours": 8.0, "multiplier": 6.23, "payout": 51, "blessing": "neutral", "text": "What did I make I made a website that translates DNA to Protein and Protein to DNA, using Python and Flask. Users can enter a DNA sequence and the website checks the sequence, reads the codons, and translate it into a protein. As well as if a user enters a Protein chain they can translate it into all possible DNA sequences for that Protein. It uses flask, Python, JavaScript, HTML, and CSS. What was challenging The most challenging part was adding the Protein to DNA translator and making sure that it worked while the DNA to Protein translator was still there. I made two HTML pages one with Protein translator and one with the DNA translator. What am I most proud of I am most proud of upgrading my original project from just a DNA to protein translator to a Protein to DNA translator, and making it all work smoothly together. I learn more about Python and JavaScript, which are currently some programming languages that I’m learning. And I even learn more about Biology. What people should know about my project It runs on the web and if you want to see the demo use the link in my README or the Stardance project. Do not run just the HTML pages, because it wont load the Python backend and it most likely wont work. Also for the Protein to DNA translator, I would suggest doing small Protein chains or even just one, as it will show all possible DNA codons for the protein. This means if you input a long Protein chain , even if its just 5 Letters long, depending on the protein it might get a bit laggy. Please leave thoughtful reviews and feedback, as it will really help me learn more about what I can improve on, to help me further progress with coding and making more projects like this one", "repo": "https://github.com/rayan123-4/Flask-website-Biology", "demo": "https://bio.rayan123-4.hackclub.app/"}, {"ship_num": 2, "ts": "2026-10-03T04:04:58Z", "hours": 4.0, "multiplier": 7.29, "payout": 32, "blessing": "neutral", "text": "What did I make I made a DNA to Protein Translator using Python and Flask. Users can enter a DNA sequence and the website checks the sequence, reads the DNA in codons, and translates it into a protein. I also made a frontend using HTML and CSS and connected it to my Python backend. JavaScript was also used in this project for sending information between the website from the Python code. What was challenging The most challenging part was learning Flask for the first time and understanding how the frontend communicates with Python backend. It was also challenging to get the Python, Flask and Javascript to communicate and make this website work. What am I most proud of I am most proud of making a project with Flask for the first time. I learnt more things about coding with Python, Javascript, and even learnt more about Biology. What people should know about my project It runs from render so it might take a few seconds to load. Also the translator looks for the START codon (ATG) so if the sequence doesn’t contain that it won’t work. Also sequences need to be only using A, C, G, and T letters. It also gives an error message if sequence is invalid. ** Please leave thoughtful reviews and give me feedback for what I could do better in the future**", "repo": "https://github.com/rayan123-4/Flask-website-Biology", "demo": "https://bio.rayan123-4.hackclub.app/"}]...
|
[{"post_id": 80842, "ts": "202 [{"post_id": 80842, "ts": "2026-10-18T23:49:34Z", "hours": 0.5019, "text": "Devlog 12: Final devlog Just fixing up some things and some button styling so that it works better on all screen sizes. Please give thoughtful feedback as I am learning Python and Javascript still and want to improve a lot."}, {"post_id": 80012, "ts": "2026-10-15T23:36:37Z", "hours": 0.5558, "text": "Devlog 11: Changing some off the font types and fixing text to background color visibility. Just fixing up some off the CSS with the text fonts and some fonts being hard to see because of the background. I fixed this by adding a box to the text so that it is more visible. I also used a font type that I thought looked very nice on the title."}, {"post_id": 79434, "ts": "2026-10-13T23:42:37Z", "hours": 1.2606, "text": "Devlog 10: Edited some of the CSS styling and fixing up the code I fixed up some of the Python backend code that wasn’t working how I wanted it. I adding stuff to the CSS changing colors and animation. I also added a success animation for when you input is valid. What I learnt I am learning a lot more about how flask works and Python, and I think that this is very beneficial for me. I learnt more about how to handle errors and make good error messages."}, {"post_id": 77974, "ts": "2026-10-09T02:39:42Z", "hours": 0.6847, "text": "Devlog 9: Changing the CSS styling making the website look good. I changed the CSS styling on the buttons and links. I made sure that the buttons stand out in the white background, by adding a light grey-ish color. I also edited some of the border coloring, sizings, and text shadows, making them pop. This helps me to learn more about CSS styling, and how to make a project really look good."}, {"post_id": 77704, "ts": "2026-10-08T00:11:32Z", "hours": 0.8375, "text": "Devlog 8: Added error animation on the pages. I added an error animation on the pages when you dont enter anything or you enter invalid input. I made it with Javascript adding the if statements and stuff, and connected it to my animations in CSS. I added a shake animation with some red text. I also had to re arrange some code for this to work. The final product looks very good and I am very happy with how it turned out."}, {"post_id": 77479, "ts": "2026-10-07T05:08:41Z", "hours": 1.1833, "text": "Devlog 7: Added the HTML and Javascript for the protein to DNA. I added the Javascript and HTML for the protein to DNA code, so that it could work on my flask website. The Javascript code was simple, because it was the same as the other one, just switching up the variable names around. I also had to do the HTML for the website and for the flask, which meant that I had to make another HTML file for the new feature. I made the it on another page so you can visit both of them from the website on a link. What did I learn I learnt more about how Javascript works in a flask website, and how HTML has to be coded slightly different in order for it to work on flask. This will help me for future projects, using flask and without it."}, {"post_id": 77256, "ts": "2026-10-06T09:15:05Z", "hours": 1.8636, "text": "Devlog 6: Adding new feature to the website. I just added a new feature where, you can translate a protein chain into a dna sequence. This is very similar to the other dna to protein translator, except its the other way around. It using mostly the same functions and stuff with slight differences. Right now I have only done the Python backend, and I will be doing the HTML, CSS, and Javascript, to make it work on the website later. What did I learn. I learn how to make a protein to DNA translator in Python. I learn how to code the back end, to work with flask aswelll, to display it on the website. I also learn more about the fundamentals of Python and I think I am progressing very well."}, {"post_id": 76881, "ts": "2026-10-04T22:36:20Z", "hours": 0.5211, "text": "Devlog 5: Edited some comments and other stuff. Today I just fixed up some comments and code, and just edited a few parts making sure that it all looks good."}, {"post_id": 76651, "ts": "2026-10-04T08:21:29Z", "hours": 0.2978, "text": "Devlog 4: Writing comments I just finished writing some comments in the Python and the Javascript code. I wrote in detail what the main functions do and how. I Mainly put comments on important things, and things that may need explaining."}, {"post_id": 76581, "ts": "2026-10-04T01:32:56Z", "hours": 0.5086, "text": "Devlog 3: Edited the CSS styling of the website to make it look much more appealing. I improved the design of my website using CSS. I added text shadows to the text to give it more depth, and I added things like smooth hover animations/effects with filters and scale increase. I also added buttons to the links and things, making them stand out more. I experimented with different colors and functions, and picked the one that fitted best. What I learnt and how difficult was it. I learnt more about different CSS properties such as text-shadow, box-shadow, box-sizing and many more. I also learnt how different animations and effects can have a big difference on the overall website. This was not extremely difficult, but it did take some experimenting for it too look good, and I had to try different properties and see what they do."}, {"post_id": 76302, "ts": "2026-10-03T03:53:49Z", "hours": 0.58, "text": "Devlog 2: Added Javascript and render pages I added the Javascript to the testing.html page, so it can send the DNA sequence code from my Python file to my Flash backend. What I learnt I learn that Javascript can communicate with Python and the Flask backend to send information back and forth to make the website work. I learn more about how to use Javascript with Python and how to make a website with a Python backend."}, {"post_id": 76290, "ts": "2026-10-03T03:01:24Z", "hours": 3.7553, "text": "Devlog 1: Making a flask website for the first time. Its a simple dna to protein translator. I used python to code the back end that translates the dna/rna sequence to protein. It used html and css aswell, and im just starting to do the javascript."}]...
|
Title: DNA to Protein translator by @Rayan123-4 | Title: DNA to Protein translator by @Rayan123-4 | Stardance
Devlogs:
Devlog 1: Making a flask website for the first time. Its a simple dna to protein translator. I used python to code the back end that translates the dna/rna sequence to protein. It used html and css aswell, and im just starting to do the javascript.
Devlog 2: Added Javascript and render pages I added the Javascript to the testing.html page, so it can send the DNA sequence code from my Python file to my Flash backend. What I learnt I learn that Javascript can communicate with Python and the Flask backend to send information back and forth to make the website work. I learn more about how to use Javascript with Python and how to make a website with a Python backend.
Devlog 3: Edited the CSS styling of the website to make it look much more appealing. I improved the design of my website using CSS. I added text shadows to the text to give it more depth, and I added things like smooth hover animations/effects with filters and scale increase. I also added buttons to the links and things, making them stand out more. I experimented with different colors and functions, and picked the one that fitted best. What I learnt and how difficult was it. I learnt more about different CSS properties such as text-shadow, box-shadow, box-sizing and many more. I also learnt how different animations and effects can have a big difference on the overall website. This was not extremely difficult, but it did take some experimenting for it too look good, and I had to try different properties and see what they do.
Devlog 4: Writing comments I just finished writing some comments in the Python and the Javascript code. I wrote in detail what the main functions do and how. I Mainly put comments on important things, and things that may need explaining.
Devlog 5: Edited some comments and other stuff. Today I just fixed up some comments and code, and just edited a few parts making sure that it all looks good.
Devlog 6: Adding new feature to the website. I just added a new feature where, you can translate a protein chain into a dna sequence. This is very similar to the other dna to protein translator, except its the other way around. It using mostly the same functions and stuff with slight differences. Right now I have only done the Python backend, and I will be doing the HTML, CSS, and Javascript, to make it work on the website later. What did I learn. I learn how to make a protein to DNA translator in Python. I learn how to code the back end, to work with flask aswelll, to display it on the website. I also learn more about the fundamentals of Python and I think I am progressing very well.
Devlog 7: Added the HTML and Javascript for the protein to DNA. I added the Javascript and HTML for the protein to DNA code, so that it could work on my flask website. The Javascript code was simple, because it was the same as the other one, just switching up the variable names around. I also had to do the HTML for the website and for the flask, which meant that I had to make another HTML file for the new feature. I made the it on another page so you can visit both of them from the website on a link. What did I learn I learnt more about how Javascript works in a flask website, and how HTML has to be coded slightly different in order for it to work on flask. This will help me for future projects, using flask and without it.
Devlog 8: Added error animation on the pages. I added an error animation on the pages when you dont enter anything or you enter invalid input. I made it with Javascript adding the if statements and stuff, and connected it to my animations in CSS. I added a shake animation with some red text. I also had to re arrange some code for this to work. The final product looks very good and I am very happy with how it turned out.
Devlog 9: Changing the CSS styling making the website look good. I changed the CSS styling on the buttons and links. I made sure that the buttons stand out in the white background, by adding a light grey-ish color. I also edited some of the border coloring, sizings, and text shadows, making them pop. This helps me to learn more about CSS styling, and how to make a project really look good.
Devlog 10: Edited some of the CSS styling and fixing up the code I fixed up some of the Python backend code that wasn’t working how I wanted it. I adding stuff to the CSS changing colors and animation. I also added a success animation for when you input is valid. What I learnt I am learning a lot more about how flask works and Python, and I think that this is very beneficial for me. I learnt more about how to handle errors and make good error messages.
Devlog 11: Changing some off the font types and fixing text to background color visibility. Just fixing up some off the CSS with the text fonts and some fonts being hard to see because of the background. I fixed this by adding a box to the text so that it is more visible. I also used a font type that I thought looked very nice on the title.
Devlog 12: Final devlog Just fixing up some things and some button styling so that it works better on all screen sizes. Please give thoughtful feedback as I am learning Python and Javascript still and want to improve a lot.
Ships:
What did I make I made a DNA to Protein Translator using Python and Flask. Users can enter a DNA sequence and the website checks the sequence, reads the DNA in codons, and translates it into a protein. I also made a frontend using HTML and CSS and connected it to my Python backend. JavaScript was also used in this project for sending information between the website from the Python code. What was challenging The most challenging part was learning Flask for the first time and understanding how the frontend communicates with Python backend. It was also challenging to get the Python, Flask and Javascript to communicate and make this website work. What am I most proud of I am most proud of making a project with Flask for the first time. I learnt more things about coding with Python, Javascript, and even learnt more about Biology. What people should know about my project It runs from render so it might take a few seconds to load. Also the translator looks for the START codon (ATG) so if the sequence doesn’t contain that it won’t work. Also sequences need to be only using A, C, G, and T letters. It also gives an error message if sequence is invalid. ** Please leave thoughtful reviews and give me feedback for what I could do better in the future**
What did I make I made a website that translates DNA to Protein and Protein to DNA, using Python and Flask. Users can enter a DNA sequence and the website checks the sequence, reads the codons, and translate it into a protein. As well as if a user enters a Protein chain they can translate it into all possible DNA sequences for that Protein. It uses flask, Python, JavaScript, HTML, and CSS. What was challenging The most challenging part was adding the Protein to DNA translator and making sure that it worked while the DNA to Protein translator was still there. I made two HTML pages one with Protein translator and one with the DNA translator. What am I most proud of I am most proud of upgrading my original project from just a DNA to protein translator to a Protein to DNA translator, and making it all work smoothly together. I learn more about Python and JavaScript, which are currently some programming languages that I’m learning. And I even learn more about Biology. What people should know about my project It runs on the web and if you want to see the demo use the link in my README or the Stardance project. Do not run just the HTML pages, because it wont load the Python backend and it most likely wont work. Also for the Protein to DNA translator, I would suggest doing small Protein chains or even just one, as it will show all possible DNA codons for the protein. This means if you input a long Protein chain , even if its just 5 Letters long, depending on the protein it might get a bit laggy. Please leave thoughtful reviews and feedback, as it will really help me learn more about what I can improve on, to help me further progress with coding and making more projects like this one...
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1792817410.2917254
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1792903810.2917254
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20483
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Pulse by @mithbhasker | Stardance
|
mithbhasker
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2
|
71.0
|
378
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T02:27:09Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website to help people like my dad who is a manager manage his team without multiple tools.", "repo": "https://github.com/Mithilessh2010/Pulse", "demo": "https://pulse-beta-nine.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-01T05:26:05Z", "hours": 55.0, "multiplier": 9.75, "payout": 378, "blessing": "neutral", "text": "I did it for part of my startup this is the basic stuff I used a very basic AI looking UI but that is because I wanted base product out first but most core concepts I did.", "repo": "https://github.com/Mithilessh2010/Pulse", "demo": "https://pulse-beta-nine.vercel.app/"}]...
|
[{"post_id": 73434, "ts": "202 [{"post_id": 73434, "ts": "2026-09-25T02:36:18Z", "hours": 15.8133, "text": "I added some animations and to the bottom right corner of the website there is an AI chatbot and since I gave it a proper API key it can do much more making a managers life much easier"}, {"post_id": 36029, "ts": "2026-07-27T21:00:55Z", "hours": 17.9003, "text": "I couldn’t get all the API keys for the integrations so for now I am going to ship this and add things for a later ship"}, {"post_id": 28738, "ts": "2026-07-15T05:36:35Z", "hours": 10.7378, "text": "I added the rest of the buttons and made sure a quick prototype is in work it looks good to me as of now more updates will happen"}, {"post_id": 26057, "ts": "2026-07-10T17:22:29Z", "hours": 17.2972, "text": "I finished cleaning up the UI for the dashboard itself as most buttons and containers were unsatisfactory, I am going to work on getting the API keys next"}, {"post_id": 10952, "ts": "2026-06-17T23:25:23Z", "hours": 1.8375, "text": "Reworked the app shell and related screens to match the latest Pulse UI pass, added the calls surface, refreshed shared styling and auth presentation, and updated mock data, state, and assets to support the new layout. Included the current deliverables and dependency updates tied to the build changes."}, {"post_id": 10717, "ts": "2026-06-17T16:07:40Z", "hours": 1.2131, "text": "The Pulse demo data was moved to a centralized persisted store so changes are saved across navigation, page refreshes, and browser restarts. A reset option was also added in Settings to restore the original sample workspace."}, {"post_id": 10403, "ts": "2026-06-17T03:05:03Z", "hours": 1.0364, "text": "The Ask Pulse AI assistant was improved with better context, smarter fallback responses, and a request timeout to make it more reliable. The system prompt and API were updated for better flexibility, UI components were enhanced with improved interactivity, data fields were made consistent, and the deliverable was updated with the latest changes."}, {"post_id": 10364, "ts": "2026-06-17T01:27:19Z", "hours": 4.725, "text": "I just finished the Home Page, it has cool animations and fonts to really grab the person’s attention and get them more interested in using PULSE and paying to use it. As you scroll many animations will happen and I am now coding the buttons to look at more info."}]...
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Title: Pulse by @mithbhasker | Stardance
Devlogs: Title: Pulse by @mithbhasker | Stardance
Devlogs:
I just finished the Home Page, it has cool animations and fonts to really grab the person’s attention and get them more interested in using PULSE and paying to use it. As you scroll many animations will happen and I am now coding the buttons to look at more info.
The Ask Pulse AI assistant was improved with better context, smarter fallback responses, and a request timeout to make it more reliable. The system prompt and API were updated for better flexibility, UI components were enhanced with improved interactivity, data fields were made consistent, and the deliverable was updated with the latest changes.
The Pulse demo data was moved to a centralized persisted store so changes are saved across navigation, page refreshes, and browser restarts. A reset option was also added in Settings to restore the original sample workspace.
Reworked the app shell and related screens to match the latest Pulse UI pass, added the calls surface, refreshed shared styling and auth presentation, and updated mock data, state, and assets to support the new layout. Included the current deliverables and dependency updates tied to the build changes.
I finished cleaning up the UI for the dashboard itself as most buttons and containers were unsatisfactory, I am going to work on getting the API keys next
I added the rest of the buttons and made sure a quick prototype is in work it looks good to me as of now more updates will happen
I couldn’t get all the API keys for the integrations so for now I am going to ship this and add things for a later ship
I added some animations and to the bottom right corner of the website there is an AI chatbot and since I gave it a proper API key it can do much more making a managers life much easier
Ships:
I did it for part of my startup this is the basic stuff I used a very basic AI looking UI but that is because I wanted base product out first but most core concepts I did.
I made a website to help people like my dad who is a manager manage his team without multiple tools....
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1792846219.4133022
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1792932619.4133022
|
|
70417
|
Pro website by @syedakhter | Stardance
|
syedakhter
|
1
|
2.0
|
1
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T01:12:51Z", "hours": 2.0, "multiplier": 1.0, "payout": 1, "blessing": "neutral", "text": "This is a website i made using js html and css and this website is going pro.", "repo": "https://github.com/8051987-eng/pro-website", "demo": "https://8051987-eng.github.io/pro-website/"}]...
|
[{"post_id": 80856, "ts": "202 [{"post_id": 80856, "ts": "2026-10-19T01:11:57Z", "hours": 2.0783, "text": "A pro website"}]...
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Title: Pro website by @syedakhter | Stardance
Dev Title: Pro website by @syedakhter | Stardance
Devlogs:
A pro website
Ships:
This is a website i made using js html and css and this website is going pro....
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1792828225.8447354
|
1792914625.8447354
|
|
69566
|
SchoolWare by @obedot | Stardance
|
obedot
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T01:03:00Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What is SchoolWare? SchoolWare is a short WarioWare-style puzzle game about school. You have to complete different tasks in a short amount of time that involve History, Prealgebra, or Biology. What was challenging? One thing I found challenging was getting the timing of the levels to work right. When you start a level, it first shows you how many lives you have, and which level you’re on. Then, that message disappears, and the timer for your task starts. I didn’t fully understand how Godot’s process modes and time scaling worked, but I was able to figure it out. What am I proud of? I think the theme of the game and the levels are unique and silly. I am proud of the player movement, because it feels very responsive and fun to play. How can you test my project? You can just click the “Try Project” link below and it will take you to the itch.io page, where you can press “Run Game”. You may want to fullscreen the game to make it a bit more immersive, but it works either way.", "repo": "https://github.com/ObedH/school-ware", "demo": "https://obedh.itch.io/school-ware"}]...
|
[{"post_id": 80852, "ts": "202 [{"post_id": 80852, "ts": "2026-10-19T00:52:20Z", "hours": 0.6469, "text": "Final touches on the README, itch.io page, player movement, and sound effects I finished the GitHub readme file and added a short gameplay gif to attract the reader’s attention. I drew a stylized button link to make the “Try It” link pop. I made a background image for the itch.io page and wrote a description. I added some game juice by adding coyote time, which allows the player to jump even after they’ve fallen a little bit off a ledge. I also added squash and stretch to make the game feel more bouncy. Finally, I made some 8-bit sound effects using JSFXR. They’re really simple as of now, but I think they’re enough for the kind of game I’m going for. This will probably be the last devlog before I ship!"}, {"post_id": 80827, "ts": "2026-10-18T22:27:29Z", "hours": 0.8453, "text": "Created a third minigame, death screen, and a speedrun timer The third level is biology themed, and you have to click on all the living organisms. I used a Godot TextureButton for each item, and the incorrect answers make you restart the level. I also implemented a lose screen, which is one of the final requirements for the mission, so I’m getting pretty close to the end. Finally, I made a system to track your fastest time to complete all three minigames. I think I might be shipping soon!"}, {"post_id": 80747, "ts": "2026-10-18T18:12:59Z", "hours": 0.8969, "text": "Made a win screen, and made the UI look better I drew a simple win screen that looks like a diploma, and the red circle at the bottom is a button which takes you to the menu. I drew more of the UI myself, and I think it looks better than using Godot’s Labels. For the minigame timer though, it really was easier to just use a Label here because I didn’t feel like setting up a custom pixel art font just to display some numbers. I added the Quit button to the main menu, and made the Play button green. Now, the main thing I have left is making a death screen, and probably one more minigame."}, {"post_id": 80272, "ts": "2026-10-17T02:17:10Z", "hours": 0.8553, "text": "Created the second level - PreAlgebra My second level involves solving a simple equation. There are four multiple choice options, which I made using TextureButtons in Godot. I plan to refine the visuals later. Currently, the win condition doesn’t look like it isn’t working, but that’s only because there I haven’t yet made the next level."}, {"post_id": 80026, "ts": "2026-10-16T00:41:27Z", "hours": 1.9136, "text": "Made a prototype of the first level Since my game is school themed, I made the first level a history lesson. You play as George Washington in a tiny platformer level and you get to the magically floating declaration of independence. The artwork doesn’t look great right now, and there isn’t a lose condition yet. I did a couple things differently from the tutorial: I used a TileMapLayer instead of StaticBodies for each platform, and a rectangular collision shape for the player instead of the circular one for better feeling movement."}, {"post_id": 79660, "ts": "2026-10-14T23:36:12Z", "hours": 1.0183, "text": "Set up the Godot project, made a menu screen, and healthbar display I’m starting a new project on the mission “Make a WarioWare Game”, and my game is school themed. I finished setting up Godot, GitHub, and WakaTime. I made a health indicator which will pop up each time you die. The notebooks represent how many lives you have lost, and the timer at the bottom shows how long the message will stay up for. Right now, my menu screen is super simple, and I haven’t drawn a quit button yet so it’s not really usable. But I plan on continuing with the NES color palette!"}]...
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Title: SchoolWare by @obedot | Stardance
Devlogs: Title: SchoolWare by @obedot | Stardance
Devlogs:
Set up the Godot project, made a menu screen, and healthbar display I’m starting a new project on the mission “Make a WarioWare Game”, and my game is school themed. I finished setting up Godot, GitHub, and WakaTime. I made a health indicator which will pop up each time you die. The notebooks represent how many lives you have lost, and the timer at the bottom shows how long the message will stay up for. Right now, my menu screen is super simple, and I haven’t drawn a quit button yet so it’s not really usable. But I plan on continuing with the NES color palette!
Made a prototype of the first level Since my game is school themed, I made the first level a history lesson. You play as George Washington in a tiny platformer level and you get to the magically floating declaration of independence. The artwork doesn’t look great right now, and there isn’t a lose condition yet. I did a couple things differently from the tutorial: I used a TileMapLayer instead of StaticBodies for each platform, and a rectangular collision shape for the player instead of the circular one for better feeling movement.
Created the second level - PreAlgebra My second level involves solving a simple equation. There are four multiple choice options, which I made using TextureButtons in Godot. I plan to refine the visuals later. Currently, the win condition doesn’t look like it isn’t working, but that’s only because there I haven’t yet made the next level.
Made a win screen, and made the UI look better I drew a simple win screen that looks like a diploma, and the red circle at the bottom is a button which takes you to the menu. I drew more of the UI myself, and I think it looks better than using Godot’s Labels. For the minigame timer though, it really was easier to just use a Label here because I didn’t feel like setting up a custom pixel art font just to display some numbers. I added the Quit button to the main menu, and made the Play button green. Now, the main thing I have left is making a death screen, and probably one more minigame.
Created a third minigame, death screen, and a speedrun timer The third level is biology themed, and you have to click on all the living organisms. I used a Godot TextureButton for each item, and the incorrect answers make you restart the level. I also implemented a lose screen, which is one of the final requirements for the mission, so I’m getting pretty close to the end. Finally, I made a system to track your fastest time to complete all three minigames. I think I might be shipping soon!
Final touches on the README, itch.io page, player movement, and sound effects I finished the GitHub readme file and added a short gameplay gif to attract the reader’s attention. I drew a stylized button link to make the “Try It” link pop. I made a background image for the itch.io page and wrote a description. I added some game juice by adding coyote time, which allows the player to jump even after they’ve fallen a little bit off a ledge. I also added squash and stretch to make the game feel more bouncy. Finally, I made some 8-bit sound effects using JSFXR. They’re really simple as of now, but I think they’re enough for the kind of game I’m going for. This will probably be the last devlog before I ship!
Ships:
What is SchoolWare? SchoolWare is a short WarioWare-style puzzle game about school. You have to complete different tasks in a short amount of time that involve History, Prealgebra, or Biology. What was challenging? One thing I found challenging was getting the timing of the levels to work right. When you start a level, it first shows you how many lives you have, and which level you’re on. Then, that message disappears, and the timer for your task starts. I didn’t fully understand how Godot’s process modes and time scaling worked, but I was able to figure it out. What am I proud of? I think the theme of the game and the levels are unique and silly. I am proud of the player movement, because it feels very responsive and fun to play. How can you test my project? You can just click the “Try Project” link below and it will take you to the itch.io page, where you can press “Run Game”. You may want to fullscreen the game to make it a bit more immersive, but it works either way....
|
1792857128.5718055
|
1792943528.5718055
|
|
69808
|
the nothing tab by @seiafunayama | Stardance
|
seiafunayama
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T00:42:03Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "im pretty proud of the design as a whole, I think I was able to replicate the aesthetic quite well", "repo": "https://github.com/seia00/nothingtab", "demo": "https://nothingtab.vercel.app"}]...
|
[{"post_id": 80071, "ts": "202 [{"post_id": 80071, "ts": "2026-10-16T04:47:40Z", "hours": 1.6525, "text": "FIRST DEVLOG, introducing the nothingtab1"}]...
|
Title: the nothing tab by @seiafunayama | Stardanc Title: the nothing tab by @seiafunayama | Stardance
Devlogs:
FIRST DEVLOG, introducing the nothingtab1
Ships:
im pretty proud of the design as a whole, I think I was able to replicate the aesthetic quite well...
|
1792860476.6591249
|
1792946876.6591249
|
|
66665
|
ShareList by @Huseyin | Stardance
|
Huseyin
|
1
|
23.0
|
222
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T22:42:16Z", "hours": 23.0, "multiplier": 9.69, "payout": 222, "blessing": "neutral", "text": "ShareList You have seen the plethora of different playlist services offered in different apps and websites. You can make a playlist in Youtube. You can make a playlist in Spotify. Heck you can even make a playlist of sorts in Scratch! The problem is that all those platforms allow you to make a playlist of ONLY whatever you find on that platform, and I have not seen otherwise. With ShareList, you can make a simple playlist, give it a name, a description(optional), a cool icon(optional), a password for editing further, and an expiration date so Firestore doesn’t end up crying later!! Features No Account Required Straight to the Point; No Bluff Cool UI Fast No Restrictions Anonymous No Tracking(rare these days) Open-Source Bakes you a cookie 😢 Final Regards Thank you for checking our ShareList and sharing your experiences with others.", "repo": "https://github.com/krambo345/ShareList", "demo": "https://sharelist.krambo.space"}]...
|
[{"post_id": 80828, "ts": "202 [{"post_id": 80828, "ts": "2026-10-18T22:29:08Z", "hours": 0.9003, "text": "Last Devlog After some quick clean up and polish, ShareList is practically ready for shipping. Things I Did Fix responsive ui Remove browser assumption of “password” fields Thats really it"}, {"post_id": 79863, "ts": "2026-10-15T17:26:08Z", "hours": 6.7394, "text": "RESPONSIVE Sharelist is now responsive dont got much time will keep this short… made responsive fixed some ui now you can completely edit, save, things like that… share button for sharing about page for abouting things like that. cool images from cool website btw…"}, {"post_id": 79513, "ts": "2026-10-14T12:12:06Z", "hours": 3.3314, "text": "UI 🎨 [Devlog 3] After some work, I finished the CSS side of things for the playlists… So now, you can see your playlist and it’s information better. Other Additions You can now somewhat toggle between the edit mode and view mode of a playlist. Well, it is kind of a one-way thing. So if you start editing, you can not save yet. Added a function for synchronizing changes to Firebase . Not used rn. Added the input elements and buttons to allow changing values of a playlist. Right now, they are only toggle-able."}, {"post_id": 76941, "ts": "2026-10-05T04:41:38Z", "hours": 7.0897, "text": "Got the Back end! [Devlog 2] Last devlog, I worked on the main UI, and added very cool effects. NEW This devlog, I got other stuff!! OK.. maybe just a bit more cool UI The Firebase side of stuff is pretty complete! Now, you can make a playlist inside the create page, and when made, it will redirect you to a URL(/p/id) which will be your playlist! I had to look through many ways i could implement security. However, I stayed with a basic sha256 hashing system. Because there are no accounts on the app, there really is no other alternative. And sha256 is very easy. Made layout for create page and playlist page. Conclusion These are pretty cool! What else do you want added? Let me know in comments below!!"}, {"post_id": 75068, "ts": "2026-09-29T01:44:46Z", "hours": 4.8722, "text": "ShareList [Devlog 1] Youtube has a playlist system… for Youtube only videos. Spotify has a playlist system… for Spotify only audio. Why not a web app that allows you to make a playlist of both worlds? With ShareList, you will be able to make a playlist that can have content stretching from videos to music to websites, with the additional benefit of being able to share them! Starting off… Today, I worked on the main structure of the project, and did a whole lot of styling. I think it worked out pretty cool. I did things like: Box-shadows for the bar atop the page, which interacts with the mouse and is actually split in two! A glow ⭐ on the mouse, which is pretty cool and awesome looking. Night/Light mode. 404 Page(my first time) There is way more, but I will not list em’. Things I am/will work on… It is time for the back-end now… yay… 🙄 Need to make the about and playlist pages themselves. The form-like interface to make/edit a playlist. Conclusion So I think I overdid myself today, which is pretty tuff . I am really hoping to finish this so people can use it ASAP!!"}]...
|
Title: ShareList by @Huseyin | Stardance
Devlogs: Title: ShareList by @Huseyin | Stardance
Devlogs:
ShareList [Devlog 1] Youtube has a playlist system… for Youtube only videos. Spotify has a playlist system… for Spotify only audio. Why not a web app that allows you to make a playlist of both worlds? With ShareList, you will be able to make a playlist that can have content stretching from videos to music to websites, with the additional benefit of being able to share them! Starting off… Today, I worked on the main structure of the project, and did a whole lot of styling. I think it worked out pretty cool. I did things like: Box-shadows for the bar atop the page, which interacts with the mouse and is actually split in two! A glow ⭐ on the mouse, which is pretty cool and awesome looking. Night/Light mode. 404 Page(my first time) There is way more, but I will not list em’. Things I am/will work on… It is time for the back-end now… yay… 🙄 Need to make the about and playlist pages themselves. The form-like interface to make/edit a playlist. Conclusion So I think I overdid myself today, which is pretty tuff . I am really hoping to finish this so people can use it ASAP!!
Got the Back end! [Devlog 2] Last devlog, I worked on the main UI, and added very cool effects. NEW This devlog, I got other stuff!! OK.. maybe just a bit more cool UI The Firebase side of stuff is pretty complete! Now, you can make a playlist inside the create page, and when made, it will redirect you to a URL(/p/id) which will be your playlist! I had to look through many ways i could implement security. However, I stayed with a basic sha256 hashing system. Because there are no accounts on the app, there really is no other alternative. And sha256 is very easy. Made layout for create page and playlist page. Conclusion These are pretty cool! What else do you want added? Let me know in comments below!!
UI 🎨 [Devlog 3] After some work, I finished the CSS side of things for the playlists… So now, you can see your playlist and it’s information better. Other Additions You can now somewhat toggle between the edit mode and view mode of a playlist. Well, it is kind of a one-way thing. So if you start editing, you can not save yet. Added a function for synchronizing changes to Firebase . Not used rn. Added the input elements and buttons to allow changing values of a playlist. Right now, they are only toggle-able.
RESPONSIVE Sharelist is now responsive dont got much time will keep this short… made responsive fixed some ui now you can completely edit, save, things like that… share button for sharing about page for abouting things like that. cool images from cool website btw…
Last Devlog After some quick clean up and polish, ShareList is practically ready for shipping. Things I Did Fix responsive ui Remove browser assumption of “password” fields Thats really it
Ships:
ShareList You have seen the plethora of different playlist services offered in different apps and websites. You can make a playlist in Youtube. You can make a playlist in Spotify. Heck you can even make a playlist of sorts in Scratch! The problem is that all those platforms allow you to make a playlist of ONLY whatever you find on that platform, and I have not seen otherwise. With ShareList, you can make a simple playlist, give it a name, a description(optional), a cool icon(optional), a password for editing further, and an expiration date so Firestore doesn’t end up crying later!! Features No Account Required Straight to the Point; No Bluff Cool UI Fast No Restrictions Anonymous No Tracking(rare these days) Open-Source Bakes you a cookie 😢 Final Regards Thank you for checking our ShareList and sharing your experiences with others....
|
1792857161.8517263
|
1792943561.8517263
|
|
46051
|
Tic-Tac-Cube by @EthanCubes | Stardance
|
EthanCubes
|
1
|
145.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T21:33:24Z", "hours": 145.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a tic-tac-cube game where you can rotate the board like a Rubik’s cube! It was made in C++ with Raylib without a game engine, and only uses 2 libraries, Raylib, and Nlohmann-JSON. I’m really proud of the way I coded the entire GUI, buttons, board, and bot. Features Tic-Tac-Toe game on a Rubik’s cube Singleplayer mode against computer Local multiplayer against another player (or yourself) Main menu & help page. I coded the bot to be somewhat intelligent, and will actively try to block your attacks and create it’s own ones. It can turn the cube just like you, and will rotate the cube to get out of a pickle. This is my first C++ project, and my first experience with languages that have to be compiled before running. It was honestly really fun to make. I put a LOT of effort into this game, over 140 hours.", "repo": "https://github.com/EthanCubes/tic-tac-cube", "demo": "https://ethancubes.itch.io/tic-tac-cube"}]...
|
[{"post_id": 80806, "ts": "202 [{"post_id": 80806, "ts": "2026-10-18T20:46:55Z", "hours": 0.6053, "text": "Final Devlog Before Ship I’m done stalling. Every time I’ve shipped a project for Stardance, I’ve stalled for like a week trying to make sure it’s good enough. This time, I’ve stalled for more than a month. I’ve even shipped 2 separate projects to different Hack Club events in the time that this project has technically been “good enough”. Essentially, I just worked on the README a bit more. I did manage to fix a few errors. For example, I had a few spelling and grammar errors. I also added a bit more detail to the readme."}, {"post_id": 77976, "ts": "2026-10-09T02:51:47Z", "hours": 1.4722, "text": "Devlog #38 (25c796f): the beans aren’t going to know what hit them (regarding my 145 hours waiting to be shipped) I made a couple of changes, such as improving the readme and disabling the exit button, greying it out and making so that it can’t be pressed. For context, the game can only run on the web, and the exit button just doesn’t do anything useful on the web. I also customized the itch.io page (which hasn’t been released yet but you can access it here via secret url). It looks kinda decent (i just copied the game’s color scheme)"}, {"post_id": 76564, "ts": "2026-10-03T23:45:12Z", "hours": 2.1303, "text": "Devlog #37 (8b55316): I made a web build for the game! I took a break from Stardance to make something for Out to C, and when I was making a C game with Raylib I discovered that it is extremely hard to make a downloadable executable run well on Windows or MacOS, because on Windows you have to include DLL files, and on MacOS it’s just harder to install Raylib. In the end, I ended up making a web build, and since I wasn’t so bad, I decided to make a web build for this. I used Emscripten, and using the em++ tool with the asyncify option, manage to get most of the game logic working, with only one small frame generation bug, which I fixed by changing this_thread::sleep for to something that is easier for the browser to render. I also made some other QoL changes so that the bot feels less stagnant, hopefully."}, {"post_id": 71599, "ts": "2026-09-21T03:57:04Z", "hours": 2.0317, "text": "Devlog #36 (fcc4f2f): I made the first gameplay change in a while, and also changed the theming a bit more. The gameplay changes I noticed that the game was getting a bit… repetitive, so I changed the bot to have an element of randomness when there are multiple spots that provide similar advantage. This took me a long time, because my code is spaghetti, and also because random in JavaScript is so much better than in C++ The visual changes I changed the theming of the game because I didn’t think the discord-esque style looked very good. Now, it’s changed to match the “Arch” theme on Monkeytype. I also changed the font to Roboto Mono since that’s what my configuration of Monkeytype uses. Stuff to do Compile this for Windows and Mac, put this on Itch.io. Ship the project"}, {"post_id": 70648, "ts": "2026-09-19T14:52:27Z", "hours": 0.4536, "text": "Devlog #35 (b48efd0): I fixed most of the font scaling issues, and also updated the README at bit (as always). I did this by loading the same font 3 times, once at 20 font size, once at 40, and once at 80. I changed the code to use a either the 20, 40, or 80 version of the font according to the font size to make the text look smoother."}, {"post_id": 69944, "ts": "2026-09-18T03:21:41Z", "hours": 2.6569, "text": "Devlog #34 (4eec49b): I changed the font! And also updated the README. Fonts in raylib are REALLY hard. Since I’m using multiple different font sizes, the scaling is really screwed up and blurry sometimes. When I was trying to add the custom font, I may or may not have… lagged out my computer and had to restart. as for the readme upgrade, i added instructions to play i also removed some semicolons. took me like half and hour"}, {"post_id": 67849, "ts": "2026-09-14T03:57:37Z", "hours": 1.2122, "text": "Devlog #33 (d16d3b8): This time was used for trying to make the project work for webassembly, which i have decided to abandon. Therefore, this time should probably be deflated to account for the lack of progress. I probably picked the worst language for compiling for the web, and next time I want to make a web version of anything, I’m going to use a game engine. This just did not work out, and was too much effort to save maybe ~2 seconds of time. I’m sorry that this will cause any reviewers to have to download the game to play it, and to compensate I will be attaching a link to a YouTube video demoing the game either on the readme, on the itch.io page, or both. I feel like a failure for this, but maybe it’s the right choice for my mental health and academic… idk is health also the right word for this situation?"}, {"post_id": 67685, "ts": "2026-09-13T21:11:46Z", "hours": 2.8528, "text": "Devlog #32 (ca5f14e): I changed the theming yet again. I’m not really good at making programs look good, and even when I do, my designs are usually really basic. Yes, it’s inspired by discord. Please tell me how this looks in the comments, I really need feedback. I also finally added a little change in color to some of the buttons when selected, which was the entire reason I decided to rework buttons in the first place. I’ll also attach a beta design that’s more of a retro/terminal aesthetic, but contrasted too much with the cube and letters IMO"}, {"post_id": 66298, "ts": "2026-09-12T01:53:47Z", "hours": 1.1728, "text": "Devlog #31 (6639676): I fixed the code! Essentially, the code was breaking because the hover info for the code was undefined. I fixed it by setting the hover info to the regular button info if the hover info was not defined. Then I ran into another issue, which was that the buttons, upon hover, were being drawn from the center instead of the corner. It was a simple enough fix, I just changed like 2 values to use the calibrated values instead of the center coordinates. And yeah, the only real issue right now is that the text on the board is slightly offcentre, but that’s not really a big issue."}, {"post_id": 65739, "ts": "2026-09-11T02:41:43Z", "hours": 7.9714, "text": "Devlog #30 (b5f8085): The code is now compiling again, thanks to, as much as I hate to admit it, Visual Studio Code. I’m on Linux so I can’t use Visual Studio, CLion is kinda weird and the error messages are broken, and KDevelop doesn’t have a Wakatime/Hackatime plugin yet (maybe it does, but it isn’t in the Hackatime docs) I opened VSCode and was met with like a hundred errors. With a combination of VSCode’s functional error messages, DeepSeek telling me what those messages mean, and my pretty average brain, I managed to remove all the errors. But since I didn’t know how to use makefiles and stuff (still don’t ) I had to compile the program manually again. Apart from the fact that it crashes upon any user mouse input, it’s functional!"}, {"post_id": 63870, "ts": "2026-09-07T21:22:41Z", "hours": 0.4178, "text": "Devlog #29 (57bac36): Guess what I did: a: Made my code work again b: Add new features c: Complete the button rice d: Look up the GitHub Repo for DeepSeek because I got bored and discover how to add badges to my README. I had way to much fun doing this (it was d)"}, {"post_id": 63786, "ts": "2026-09-07T19:01:29Z", "hours": 9.4011, "text": "Devlog #28 (ac77900): I added an entire separate .cpp file for handling buttons because I wasn’t satisfied with how they were working (I love ricing). Yes, it did take 9 hours. I have a skill issue. There are 3 main things I improved on: The buttons are now more customizable, as they now accept JSON files as setup input instead of like only 4 parameters. A function was added to change the button upon hover It’s more organized since the files are separate. (I haven’t actually tested the code out yet, I feel pressured to get the devlog out ASAP)"}, {"post_id": 60009, "ts": "2026-09-02T03:12:55Z", "hours": 1.3197, "text": "Devlog #27 (a1b005f): I highkey have trouble keeping track of what I did between devlogs sometimes, so I’m adding the SHA of the Git commit to devlogs. So I tried to create a dedicated c++ file for handling buttons, since I wanted to have even more control over them, but ran into the issue of not having a way to share variables across different files. I know global variables are kinda bad, but I mean in this scenario they’re like config stuff that isn’t really going to be that harmful… Most of the time was spent creating the button.cpp and button.h files, and they’re not even in GitHub yet lol"}, {"post_id": 59291, "ts": "2026-09-01T00:20:03Z", "hours": 0.7611, "text": "Devlog #26: Pretty short devlog. I added some simple QoL changes: the main menu title is now centered, and the popup and some captions now have a margin around them so they aren’t stuck right on the edge. Also this was technically done a couple of devlogs ago, but I added shell scripts to compile and run the program so I don’t have to type g++ -std=c++17 -Wall -Wextra -Werror -pedantic -o build/tic-tac-cube src/main.cpp src/board.cpp src/bot.cpp src/logs.cpp -lraylib every single time I want to compile the program."}, {"post_id": 58538, "ts": "2026-08-30T23:41:22Z", "hours": 7.5928, "text": "Devlog #25: I tried to make the UI look good. It isn’t necessarily good, but it’s better than it used to be IMO. I just changed the color scheme, and now the text is round and the boxes are rounded. I also reworked the board position display system. Since the squares are just buttons, and the button class can display text, I just made the board display text by itself. For context I wrote the button class to draw and handle buttons. There might be a class for this or something but idc i just wrote it myself like 17 days ago."}, {"post_id": 57061, "ts": "2026-08-29T04:32:35Z", "hours": 7.4608, "text": "(How is it) Devlog #24 (Already): Lowkey, when I started this project I was expecting to take 1 week max, and it was supposed to be like practice for making a more advanced project. I’ve since decided to not make the more advanced project (for now). Now, it’s been more than 2 weeks since I’ve started it, and it’s still in rough shape and probably not ready for release. The UI still sucks, but I added like a popup system for displaying messages, such as telling the user why they won/lost without the win being visible due to the nature of the board being a cube. I was going to make a class to handle all the popups, but I settled for global variables and functions. Probably not the best practice, but it works, and if it ain’t broke don’t fix it. I also added a entire new menu, the help menu. It could probably use some improvements, so if you have anything you’re curious about or confused about, drop a comment. There’s like 8 people that have seen this project, so I’m really expecting anything, but it would be appreciated greatly. I lowkey forgot to add one break statement, so I spent like 30 minutes trying to figure out why it wasn’t working Still, how the hell did this take 7 hours? I swear I’m not inflating my time by any means."}, {"post_id": 56171, "ts": "2026-08-27T20:08:34Z", "hours": 2.4689, "text": "Devlog #23: “Minor” improvements that take like hours to do is literally my entire C++ learning experience so far. This time, I improved the “wild card” function that rotates the cube randomly. Before, it just actually rotated randomly, and now, I changed it to check and make sure that moves it makes does not cause the opponent to win on the very next move. fyi i DO write these devlogs myself without ai, I just literally need Vim keybinds to function as a person and therefore type all the devlogs inside of NeoVim before pasting them into the devlog. felt like writing this after i discovered that the “please write this yourself, humans read it” text at the bottom actually flashes red when you paste text."}, {"post_id": 55363, "ts": "2026-08-27T04:29:07Z", "hours": 3.4486, "text": "Devlog #22: I made the buttons look nicer by centering the text inside of them. It was much harder than it looked and I had to work with “Vector2” in Raylib. I may or may not have spent like half and hour trying to find documentation on it, only for me to discover that it’s a struct inside of Raylib. Still not entirely sure what a struct is. So I may or may not have spent another half and hour trying to declare the struct inside of the main.cpp file, before I finally gave up and asked DeepSeek. Turns out, it’s just Vector2 something{(float)x, (float)y} . It’s not exactly simple if you don’t have much experience with C++, but I started coding in C++ 16 days ago and I understand it just fine. Halfway through, while testing, I accidentally overrode the main file and had to restore it and re-add all the changes I make. I don’t like committing before the program doesn’t have that many bugs, so a lot of progress was lost. This is like the second time I’ve done this, and if you’re curious what I did, well… The command used to compile my program for testing is g++ -std=c++17 -o build/program src/main.cpp src/board.cpp src/bot.cpp src/logs.cpp -lrayib . This compiles the code for all the C++ files and the Raylib library, and creates and executable inside the build/ directory. Except I forgot to type build/program, and so GCC just overrode main.cpp. Honestly though, it didn’t do that much harm, thanks to the test.cpp file having a similar version of code as the code that was overridden, and also git. hackatime isn’t working so i can’t even post this devlog nvm it just worked nvm it broke again honestly this is one of the first times anything has broken in my experience as someone who joined hack club like 3 months ago. im sure everyone involved in fixing this is trying their absolute best."}, {"post_id": 55210, "ts": "2026-08-26T19:20:18Z", "hours": 2.4914, "text": "Devlog #21: I am very very very very bad at debugging code. Somehow I managed to fix the major rendering bug and also make the fork handling better within 2 hours. I don’t believe I’ve mentioned anything about it before, but there was a rendering glitch upon the bot winning the game right after the user has made a cube turn that allowed the bot to win the game. I’m still not sure wy that happened, but I fixed it by re-rendering the entire board before drawing the board position again. If that didn’t make sense to you, it doesn’t make much sense to me either. If it did, well good for you ig. I feel like the fork handling deserves and entire paragraph, so here: I changed the win blocking function to also log the direction that potential win is in, by logging “position 1” of that specific potential win. The possible neutralizing moves of the directional indicator value is then compared against the potential win location neutralizing move to try to find a match. If a match is found, that means that the move is guaranteed to neutralize the given threat. That paragraph did not make much sense, even to me. If you read my code, it’ll probably make more sense, as long as you do not get permanent brain damage from reading the it (I need to learn how to write better code)"}, {"post_id": 54902, "ts": "2026-08-26T03:54:05Z", "hours": 9.4122, "text": "Devlog #20: I abandoned searching for potential forks and stopping them from ever forming in favour of handling forks that have already been formed. After more than one win for the opponent is detected, the bot registers that it is a fork. It then calculates which moves are best to neutralize the threat. There are four ways for each single win to be neutralized, so I need to make one of these four moves, for each of the two cases. In some cases, one or more of the moves overlap, in which case the overlapped move will be immediately returned, but most of the time, the bot just picks from one of the 8 possible neutralization moves randomly. This is definitely less efficient than just figuring out how to prevent forks from ever forming, but I mean it’s a good implementation for the cube part of this game. (Sometimes it messes up and I just win instantly)"}, {"post_id": 54048, "ts": "2026-08-24T20:12:14Z", "hours": 5.1683, "text": "Devlog #19: In an effort to procrastinate fixing the bot fork bug while still doing something useful, I 1) took a 2 day break from this project to work (and ship) something else, and 2) fixed a very annoying bug where the user would be X every single time. I solved the issue by switching from older, more C-like rand() from cstdlib to the more modern #include <random> . I highkey copied the code from Stack Overflow , but at least it’s better than relying on AI. That solved like half of the problem, but then I discovered that I wasn’t actually resetting the board properly when manually exiting a game, since I was looking through the logs. I made the logs are procrastination, but they’re actually really nice. In case you were wondering btw, most of the time logged in this devlog was spent on trying to fix the fork bug, but I’ll make a dedicated devlog only when I’ve actually fixed the bug."}, {"post_id": 52065, "ts": "2026-08-22T03:58:57Z", "hours": 3.9525, "text": "Devlog #18: I worked on the logs even more, and now they are in separate files. You wouldn’t believe the amount of time this took me. Evidently, I’m not a very good C++ dev, and when I was searching on Stack Overflow and other sites, I kept running into things I don’t understand like & , auto , and probably many others. So of course, I resorted to coding my own functions at the most low level C++ possible without actually being totally backwards compatible with C. Essentially, every time the game starts, function runs that tries to generate a log file with the current time. There is a theoretically possible edge case where the user opens the project more than once in a single second, so I added some code to make absolute sure not to override any existing files. That took me like at least 15 minutes to half and hour, for an edge case that probably can only happen in testing, and that will not actually affect the game at all. Yay, what great decision making skills. I still haven’t fixed the fork detection and response function, but at least I can now have a way to find out what is going wrong. The only progress with finding out what is wrong is just narrowing the error location down to the function where I already knew there was going to be an error. Yay."}, {"post_id": 51891, "ts": "2026-08-21T19:50:23Z", "hours": 2.0631, "text": "Devlog #17: Guess what I did today: a) fixed the fork, b) optimized UI, c) hunted bugs, or d) added a random new c++ file for the sole purpose of logging information because I don’t want to use an IDE or configure NeoVim. The answer, of course, is D. I really need a way to figure out what is happening inside my code. Even though I wrote the code, it’s still kinda a black box to me, so I need to have some logs to figure out why the program is not working as expected. I have yet to actually implement the function or add out a way to have different logs files for different sessions though, I’m doing that next."}, {"post_id": 51427, "ts": "2026-08-21T03:58:41Z", "hours": 8.3636, "text": "Devlog #16: I added creating and defending against forks. One of my previous projects, Gomoku Balanced, had some decent defense and offense, which was even able to beat some people, according to the reviews on my ship. The one thing it was missing was the ability to detect potential forks and combat them, which was why I was able to beat it almost every single time. This bot, however, will not be the same. Mostly because the board is kinda small. I literally just added every single possibility of a fork to the to the bot. I just got notified that I have like 8 hours without a devlog, and since I am horrible at coding, the bot function I’m working on isn’t even working yet. I’m also just not getting it done within 2 hours. The function is supposed to block the fork, but it doesn’t work for some reason. DeepSeek (AI) gave me a list of 20 reasons it’s breaking, but I’m not about to blindly trust AI. I mean it doesn’t raise any errors, so that’s good. For me at least, I spend a lot of time just trying to get the code to compile properly. And in this case, even when the code compiles, half the time it just runs into a runtime error and crashes. The bot crashed like 20 times. They were all runtime errors, and I use C++, so I have absolutely no idea where the error occurs. Also, I want to be different, and therefore I use NeoVim, and since I don’t want to spend time that I could be building actually good projects for Stardance in the time it takes to configure NeoVim, and therefore I can’t see any warnings or errors. I did try using CLion and VSCode, but CLion takes up a lot of RAM and VSCode is made by Microsoft (and VSCodium and Code OSS don’t have that many plugins). Also, when I was using CLion, the errors didn’t really appear… and CLion also does a bunch of stuff and creates a bunch of mysterious files. I don’t really like doing stuff without knowing what they do, so I just ditched CLion altogether. Did I seriously go on a paragraph-long rant about how using NeoVim leads to not being able to know why my code sucks? Is the paragraph-long rant in question also probably longer than the entire rest of the devlog? (Yes and yes); Anyway you still can’t tell that I made any changes to the bot from a single screenshot, so I’m just going to attach one of my old ones."}, {"post_id": 50705, "ts": "2026-08-20T01:11:16Z", "hours": 2.1453, "text": "Devlog #15: I updated the bot to give it two of the most important features: winning the game, and trying to prevent your opponent from winning. This was done by saving every single possible way to have a two-in-a-row on the board, connected and disconnected, 24 possible combinations in total. And of course, because I’m not experienced enough to do it any other way, it was all written by hand. And since I don’t like using AI, and don’t really trust it, I wrote all of it myself, and used only used AI to check that I didn’t mess something up. Now how the hell do I make it detect forks…."}, {"post_id": 50618, "ts": "2026-08-19T20:57:50Z", "hours": 6.43, "text": "Devlog #14: In search of a better way to make a bot, I went on the world’s most reliable website: Wikipedia - and struck gold. The page on tic-tac-toe contains a strategy section, containing the optimal strategy that always leads to a draw. Of course, my game isn’t actually the same as Vanilla tic-tac-toe, so the player will probably still win most of the time. I haven’t actually implemented most of the rules, only the last few that are the least important. In my defense, they were the easiest to make. I did kinda struggle with the bot trying to mark a place that already has been placed, and it took like half and hour for me to figure that out. IDK what I should do for the screenshot, you can’t really tell that I changed anything."}, {"post_id": 49910, "ts": "2026-08-18T21:29:42Z", "hours": 6.7939, "text": "Devlog 13: I spent like 6 hours making the bot, and it’s absolutely stupid. I made two ways to get a move: scanning for 2-in-a-rows, and placing randomly. Even though the 2-in-a-row scan runs first, it still only plays randomly. As of right now, the bot has never won a single game against me and is always O for some reason. I probably messed up the setup code. but at least i made something that are somewhat functional….. (I was writing this devlog and trying to get a screenshot of the game, and somehow it actually worked and blocked my move somehow, IDK if it was a coincidence)"}, {"post_id": 49267, "ts": "2026-08-17T23:33:01Z", "hours": 2.055, "text": "Devlog #12: So I was going to implement the singleplayer mode, but turns out there was still a bunch of bugs and inconveniences that took me upwards of an hour to fix. Also, I lowkey put a break statement somewhere I shouldn’t have, and got the programming equivalent of a short-circuit. In the end, it did work fine, and now I actually will build the bot and singleplayer mode."}, {"post_id": 49122, "ts": "2026-08-17T19:10:00Z", "hours": 7.9347, "text": "Devlog #11: I was going to make a singleplayer mode for the game, but somewhere along the way I kinda messed my code up a lot, and had to undo nearly 6 hours of changes since the last devlog. I then spent like an hour fixing bugs and trying to organize code, mostly by moving code that could/should be reused. I’m going to start writing more functional code for singleplayer now :) Also I switched from Vim to NeoVim in case you care, and since not a lot of changes were actually implemented, Imma just attach a screenshot of a file opened in NVim"}, {"post_id": 48239, "ts": "2026-08-16T15:21:39Z", "hours": 1.3433, "text": "Devlog #10: I added an endscreen to the game. Before, when you won the game or lost the game, it would just go back to the main menu. Now, it displays a message according to which side won the game, and pauses for exactly one seconds before exiting back to the main menu. It probably still can be confusing since there’s no indication of where in the board the sequence that won the game is, and there is still a possibility that a cube rotation wins the game off the board, and I have no idea how to make more clear to the user what happened to win the game."}, {"post_id": 47846, "ts": "2026-08-16T02:15:52Z", "hours": 2.4331, "text": "Devlog #9: I added colors to the game. Colors are a crucial part in Rubik’s cubes, so it just makes sense to add it to this game, yknow. I basically just copied the code that rotates the board positions that I had to spend like 6 hours coding , and made it work with colors. Not actually that hard, but still almost made me go insane with how much mindless typing I had to do. It’s funny that when I am stuggling with things like using my brain and fixing broken code , I would like nothing more than some mindless coding, but now that I actually am doing this stuff, I am just wanting to do anything but. UI still looks ugly as hell, need to improve that later."}, {"post_id": 47741, "ts": "2026-08-15T21:13:06Z", "hours": 2.4297, "text": "Devlog 8: You can finally actually interact with the GUI. You can click the red squares to place an X or an O, or click on one of the white squares to rotate the cube. It’s kinda bad right now, and if you click one of the cube rotation things longer than 33 milliseconds, it will move several times. I mean, it’s good enough, I guess, apart from the fact that it looks… (I don’t know enough english to come up with a word that’s good enough, and my english grade in school is 95%)"}, {"post_id": 47618, "ts": "2026-08-15T16:56:17Z", "hours": 6.0747, "text": "Devlog #7: I got the GUI working for the game. I mean, technically, to be a GUI you have to be able to interact with it, and in it’s current state, uh you can’t really do anything and you’re just stuck there forever. I mean unless you decide to close the game window or press escape (which closes the game window). Ideally, I would like for the escape key to not close the window, but whatever at this stage it really does not matter. List of stuff I need to do: Make it so that the user can actually interact with the game. Make a bot or something Make the UI nicer Put in on Itch.io this actually looks kinda intimidating. what have i gotten myself in to"}, {"post_id": 46675, "ts": "2026-08-14T03:38:13Z", "hours": 4.9258, "text": "Devlog #6: I got a working GUI for the main menu! This is my first GUI that is actually like usable, but since the actual gameplay doesn’t have a GUI yet, it does nothing except closing when the exit button is pressed. I made the UI with Raylib, and apart from the occasional existential crisis, everything went pretty well. now how the hell do i make the actual game ui"}, {"post_id": 46051, "ts": "2026-08-12T23:59:49Z", "hours": 2.4667, "text": "Devlog #5: I added a main menu to the game. It’s still only Text UI, so it may not make sense why it took so long, but I moved all the functions inside a class, make a header file so that the class can be accessed in other C++ files, discovered that it doesn’t work, had an hour long conversation with deepseek about why this didn’t work, and finally got it working- just to implement one feature that would’ve taken like 5 minutes had I just made everything in one file. At least it’s going to be organized for when I add the GUI or other features."}, {"post_id": 45916, "ts": "2026-08-12T18:06:02Z", "hours": 3.4297, "text": "Devlog #4: You can now actually win the game! I wrote a function that scans all the possible ways to win on every face, with amounts to 6x8=48 possible combinations. So there’s a chance that you rotate a face of the cube, and win or lose instantly due to the face you rotated to already having like 2 in a row. Now, I just need to make the GUI, not sure how I’m even going to implement it. I know 2 of the options are Raylib and SDL2, but I honestly have no idea which one to pick."}, {"post_id": 44963, "ts": "2026-08-11T02:19:30Z", "hours": 3.5108, "text": "Devlog #3: I made the cube turning mechanic. Although I have made programs like this before (like my CubeTrainer ), I struggled a lot with making the code, especially the Z function, and the two functions that depend on it, L and R. This was entirely human error and typos though, and not really like intellectually challenging. So I added the ability to turn the cube finally. Most of the main features of the game are done now, I just need a GUI, main menu, bot, and… lowkey ran out of ideas so yeah. To be very honest, my experiences with GUIs in C++ is limited to drawing a single dot in sdl2, and that took me 3 hours to do. And I lowkey cannot find any tutorials on SDL2 that can satisfy my attention span. I am very much someone that learns by doing, and most SDL2 tutorials I found just tell me to copy and paste code word for word."}, {"post_id": 44443, "ts": "2026-08-10T06:12:06Z", "hours": 3.8533, "text": "Devlog #2: This is like my 3rd day of serious C++ coding, and I’ve already build a functional version of tic-tac-toe. That wasn’t really supposed to be impressive, but I am kinda surprised I managed to pull this off so quickly (by my standards, for context it took me like 3 year to make an actually decent Python project). So yeah, I made tic-tac-toe. So far it only works in the terminal as I have no idea how to make a functional GUI in C++. There are also safeguards in place to prevent placing where it’s already marked or out of bounds. I still need to implement rotating the cube, but that can’t be that hard…."}, {"post_id": 44282, "ts": "2026-08-09T22:49:28Z", "hours": 2.3694, "text": "Devlog #1: I suck at C++, so I decided to make tic-tac-toe on the different faces on a Rubik’s cube. Right now the program just prints out the default position (all blank), and you can’t change it or anything. Yes, this took me two hours. There were a lot of bugs and I have almost never used C++ before (I had to google how to output text like twice)"}]...
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Title: Tic-Tac-Cube by @EthanCubes | Stardance
De Title: Tic-Tac-Cube by @EthanCubes | Stardance
Devlogs:
Devlog #1: I suck at C++, so I decided to make tic-tac-toe on the different faces on a Rubik’s cube. Right now the program just prints out the default position (all blank), and you can’t change it or anything. Yes, this took me two hours. There were a lot of bugs and I have almost never used C++ before (I had to google how to output text like twice)
Devlog #2: This is like my 3rd day of serious C++ coding, and I’ve already build a functional version of tic-tac-toe. That wasn’t really supposed to be impressive, but I am kinda surprised I managed to pull this off so quickly (by my standards, for context it took me like 3 year to make an actually decent Python project). So yeah, I made tic-tac-toe. So far it only works in the terminal as I have no idea how to make a functional GUI in C++. There are also safeguards in place to prevent placing where it’s already marked or out of bounds. I still need to implement rotating the cube, but that can’t be that hard….
Devlog #3: I made the cube turning mechanic. Although I have made programs like this before (like my CubeTrainer ), I struggled a lot with making the code, especially the Z function, and the two functions that depend on it, L and R. This was entirely human error and typos though, and not really like intellectually challenging. So I added the ability to turn the cube finally. Most of the main features of the game are done now, I just need a GUI, main menu, bot, and… lowkey ran out of ideas so yeah. To be very honest, my experiences with GUIs in C++ is limited to drawing a single dot in sdl2, and that took me 3 hours to do. And I lowkey cannot find any tutorials on SDL2 that can satisfy my attention span. I am very much someone that learns by doing, and most SDL2 tutorials I found just tell me to copy and paste code word for word.
Devlog #4: You can now actually win the game! I wrote a function that scans all the possible ways to win on every face, with amounts to 6x8=48 possible combinations. So there’s a chance that you rotate a face of the cube, and win or lose instantly due to the face you rotated to already having like 2 in a row. Now, I just need to make the GUI, not sure how I’m even going to implement it. I know 2 of the options are Raylib and SDL2, but I honestly have no idea which one to pick.
Devlog #5: I added a main menu to the game. It’s still only Text UI, so it may not make sense why it took so long, but I moved all the functions inside a class, make a header file so that the class can be accessed in other C++ files, discovered that it doesn’t work, had an hour long conversation with deepseek about why this didn’t work, and finally got it working- just to implement one feature that would’ve taken like 5 minutes had I just made everything in one file. At least it’s going to be organized for when I add the GUI or other features.
Devlog #6: I got a working GUI for the main menu! This is my first GUI that is actually like usable, but since the actual gameplay doesn’t have a GUI yet, it does nothing except closing when the exit button is pressed. I made the UI with Raylib, and apart from the occasional existential crisis, everything went pretty well. now how the hell do i make the actual game ui
Devlog #7: I got the GUI working for the game. I mean, technically, to be a GUI you have to be able to interact with it, and in it’s current state, uh you can’t really do anything and you’re just stuck there forever. I mean unless you decide to close the game window or press escape (which closes the game window). Ideally, I would like for the escape key to not close the window, but whatever at this stage it really does not matter. List of stuff I need to do: Make it so that the user can actually interact with the game. Make a bot or something Make the UI nicer Put in on Itch.io this actually looks kinda intimidating. what have i gotten myself in to
Devlog 8: You can finally actually interact with the GUI. You can click the red squares to place an X or an O, or click on one of the white squares to rotate the cube. It’s kinda bad right now, and if you click one of the cube rotation things longer than 33 milliseconds, it will move several times. I mean, it’s good enough, I guess, apart from the fact that it looks… (I don’t know enough english to come up with a word that’s good enough, and my english grade in school is 95%)
Devlog #9: I added colors to the game. Colors are a crucial part in Rubik’s cubes, so it just makes sense to add it to this game, yknow. I basically just copied the code that rotates the board positions that I had to spend like 6 hours coding , and made it work with colors. Not actually that hard, but still almost made me go insane with how much mindless typing I had to do. It’s funny that when I am stuggling with things like using my brain and fixing broken code , I would like nothing more than some mindless coding, but now that I actually am doing this stuff, I am just wanting to do anything but. UI still looks ugly as hell, need to improve that later.
Devlog #10: I added an endscreen to the game. Before, when you won the game or lost the game, it would just go back to the main menu. Now, it displays a message according to which side won the game, and pauses for exactly one seconds before exiting back to the main menu. It probably still can be confusing since there’s no indication of where in the board the sequence that won the game is, and there is still a possibility that a cube rotation wins the game off the board, and I have no idea how to make more clear to the user what happened to win the game.
Devlog #11: I was going to make a singleplayer mode for the game, but somewhere along the way I kinda messed my code up a lot, and had to undo nearly 6 hours of changes since the last devlog. I then spent like an hour fixing bugs and trying to organize code, mostly by moving code that could/should be reused. I’m going to start writing more functional code for singleplayer now :) Also I switched from Vim to NeoVim in case you care, and since not a lot of changes were actually implemented, Imma just attach a screenshot of a file opened in NVim
Devlog #12: So I was going to implement the singleplayer mode, but turns out there was still a bunch of bugs and inconveniences that took me upwards of an hour to fix. Also, I lowkey put a break statement somewhere I shouldn’t have, and got the programming equivalent of a short-circuit. In the end, it did work fine, and now I actually will build the bot and singleplayer mode.
Devlog 13: I spent like 6 hours making the bot, and it’s absolutely stupid. I made two ways to get a move: scanning for 2-in-a-rows, and placing randomly. Even though the 2-in-a-row scan runs first, it still only plays randomly. As of right now, the bot has never won a single game against me and is always O for some reason. I probably messed up the setup code. but at least i made something that are somewhat functional….. (I was writing this devlog and trying to get a screenshot of the game, and somehow it actually worked and blocked my move somehow, IDK if it was a coincidence)
Devlog #14: In search of a better way to make a bot, I went on the world’s most reliable website: Wikipedia - and struck gold. The page on tic-tac-toe contains a strategy section, containing the optimal strategy that always leads to a draw. Of course, my game isn’t actually the same as Vanilla tic-tac-toe, so the player will probably still win most of the time. I haven’t actually implemented most of the rules, only the last few that are the least important. In my defense, they were the easiest to make. I did kinda struggle with the bot trying to mark a place that already has been placed, and it took like half and hour for me to figure that out. IDK what I should do for the screenshot, you can’t really tell that I changed anything.
Devlog #15: I updated the bot to give it two of the most important features: winning the game, and trying to prevent your opponent from winning. This was done by saving every single possible way to have a two-in-a-row on the board, connected and disconnected, 24 possible combinations in total. And of course, because I’m not experienced enough to do it any other way, it was all written by hand. And since I don’t like using AI, and don’t really trust it, I wrote all of it myself, and used only used AI to check that I didn’t mess something up. Now how the hell do I make it detect forks….
Devlog #16: I added creating and defending against forks. One of my previous projects, Gomoku Balanced, had some decent defense and offense, which was even able to beat some people, according to the reviews on my ship. The one thing it was missing was the ability to detect potential forks and combat them, which was why I was able to beat it almost every single time. This bot, however, will not be the same. Mostly because the board is kinda small. I literally just added every single possibility of a fork to the to the bot. I just got notified that I have like 8 hours without a devlog, and since I am horrible at coding, the bot function I’m working on isn’t even working yet. I’m also just not getting it done within 2 hours. The function is supposed to block the fork, but it doesn’t work for some reason. DeepSeek (AI) gave me a list of 20 reasons it’s breaking, but I’m not about to blindly trust AI. I mean it doesn’t raise any errors, so that’s good. For me at least, I spend a lot of time just trying to get the code to compile properly. And in this case, even when the code compiles, half the time it just runs into a runtime error and crashes. The bot crashed like 20 times. They were all runtime errors, and I use C++, so I have absolutely no idea where the error occurs. Also, I want to be different, and therefore I use NeoVim, and since I don’t want to spend time that I could be building actually good projects for Stardance in the time it takes to configure NeoVim, and therefore I can’t see any warnings or errors. I did try using CLion and VSCode, but CLion takes up a lot of RAM and VSCode is made by Microsoft (and VSCodium and Code OSS don’t have that many plugins). Also, when I was using CLion, the errors didn’t really appear… and CLion also does a bunch of stuff and creates a bunch of mysterious files. I don’t really like doing stuff without knowing what they do, so I just ditched CLion altogether. Did I seriously go on a paragraph-long rant about how using NeoVim leads to not being able to know why my code sucks? Is the paragraph-long rant in question also probably longer than the entire rest of the devlog? (Yes and yes); Anyway you still can’t tell that I made any changes to the bot from a single screenshot, so I’m just going to attach one of my old ones.
Devlog #17: Guess what I did today: a) fixed the fork, b) optimized UI, c) hunted bugs, or d) added a random new c++ file for the sole purpose of logging information because I don’t want to use an IDE or configure NeoVim. The answer, of course, is D. I really need a way to figure out what is happening inside my code. Even though I wrote the code, it’s still kinda a black box to me, so I need to have some logs to figure out why the program is not working as expected. I have yet to actually implement the function or add out a way to have different logs files for different sessions though, I’m doing that next.
Devlog #18: I worked on the logs even more, and now they are in separate files. You wouldn’t believe the amount of time this took me. Evidently, I’m not a very good C++ dev, and when I was searching on Stack Overflow and other sites, I kept running into things I don’t understand like & , auto , and probably many others. So of course, I resorted to coding my own functions at the most low level C++ possible without actually being totally backwards compatible with C. Essentially, every time the game starts, function runs that tries to generate a log file with the current time. There is a theoretically possible edge case where the user opens the project more than once in a single second, so I added some code to make absolute sure not to override any existing files. That took me like at least 15 minutes to half and hour, for an edge case that probably can only happen in testing, and that will not actually affect the game at all. Yay, what great decision making skills. I still haven’t fixed the fork detection and response function, but at least I can now have a way to find out what is going wrong. The only progress with finding out what is wrong is just narrowing the error location down to the function where I already knew there was going to be an error. Yay.
Devlog #19: In an effort to procrastinate fixing the bot fork bug while still doing something useful, I 1) took a 2 day break from this project to work (and ship) something else, and 2) fixed a very annoying bug where the user would be X every single time. I solved the issue by switching from older, more C-like rand() from cstdlib to the more modern #include <random> . I highkey copied the code from Stack Overflow , but at least it’s better than relying on AI. That solved like half of the problem, but then I discovered that I wasn’t actually resetting the board properly when manually exiting a game, since I was looking through the logs. I made the logs are procrastination, but they’re actually really nice. In case you were wondering btw, most of the time logged in this devlog was spent on trying to fix the fork bug, but I’ll make a dedicated devlog only when I’ve actually fixed the bug.
Devlog #20: I abandoned searching for potential forks and stopping them from ever forming in favour of handling forks that have already been formed. After more than one win for the opponent is detected, the bot registers that it is a fork. It then calculates which moves are best to neutralize the threat. There are four ways for each single win to be neutralized, so I need to make one of these four moves, for each of the two cases. In some cases, one or more of the moves overlap, in which case the overlapped move will be immediately returned, but most of the time, the bot just picks from one of the 8 possible neutralization moves randomly. This is definitely less efficient than just figuring out how to prevent forks from ever forming, but I mean it’s a good implementation for the cube part of this game. (Sometimes it messes up and I just win instantly)
Devlog #21: I am very very very very bad at debugging code. Somehow I managed to fix the major rendering bug and also make the fork handling better within 2 hours. I don’t believe I’ve mentioned anything about it before, but there was a rendering glitch upon the bot winning the game right after the user has made a cube turn that allowed the bot to win the game. I’m still not sure wy that happened, but I fixed it by re-rendering the entire board before drawing the board position again. If that didn’t make sense to you, it doesn’t make much sense to me either. If it did, well good for you ig. I feel like the fork handling deserves and entire paragraph, so here: I changed the win blocking function to also log the direction that potential win is in, by logging “position 1” of that specific potential win. The possible neutralizing moves of the directional indicator value is then compared against the potential win location neutralizing move to try to find a match. If a match is found, that means that the move is guaranteed to neutralize the given threat. That paragraph did not make much sense, even to me. If you read my code, it’ll probably make more sense, as long as you do not get permanent brain damage from reading the it (I need to learn how to write better code)
Devlog #22: I made the buttons look nicer by centering the text inside of them. It was much harder than it looked and I had to work with “Vector2” in Raylib. I may or may not have spent like half and hour trying to find documentation on it, only for me to discover that it’s a struct inside of Raylib. Still not entirely sure what a struct is. So I may or may not have spent another half and hour trying to declare the struct inside of the main.cpp file, before I finally gave up and asked DeepSeek. Turns out, it’s just Vector2 something{(float)x, (float)y} . It’s not exactly simple if you don’t have much experience with C++, but I started coding in C++ 16 days ago and I understand it just fine. Halfway through, while testing, I accidentally overrode the main file and had to restore it and re-add all the changes I make. I don’t like committing before the program doesn’t have that many bugs, so a lot of progress was lost. This is like the second time I’ve done this, and if you’re curious what I did, well… The command used to compile my program for testing is g++ -std=c++17 -o build/program src/main.cpp src/board.cpp src/bot.cpp src/logs.cpp -lrayib . This compiles the code for all the C++ files and the Raylib library, and creates and executable inside the build/ directory. Except I forgot to type build/program, and so GCC just overrode main.cpp. Honestly though, it didn’t do that much harm, thanks to the test.cpp file having a similar version of code as the code that was overridden, and also git. hackatime isn’t working so i can’t even post this devlog nvm it just worked nvm it broke again honestly this is one of the first times anything has broken in my experience as someone who joined hack club like 3 months ago. im sure everyone involved in fixing this is trying their absolute best.
Devlog #23: “Minor” improvements that take like hours to do is literally my entire C++ learning experience so far. This time, I improved the “wild card” function that rotates the cube randomly. Before, it just actually rotated randomly, and now, I changed it to check and make sure that moves it makes does not cause the opponent to win on the very next move. fyi i DO write these devlogs myself without ai, I just literally need Vim keybinds to function as a person and therefore type all the devlogs inside of NeoVim before pasting them into the devlog. felt like writing this after i discovered that the “please write this yourself, humans read it” text at the bottom actually flashes red when you paste text.
(How is it) Devlog #24 (Already): Lowkey, when I started this project I was expecting to take 1 week max, and it was supposed to be like practice for making a more advanced project. I’ve since decided to not make the more advanced project (for now). Now, it’s been more than 2 weeks since I’ve started it, and it’s still in rough shape and probably not ready for release. The UI still sucks, but I added like a popup system for displaying messages, such as telling the user why they won/lost without the win being visible due to the nature of the board being a cube. I was going to make a class to handle all the popups, but I settled for global variables and functions. Probably not the best practice, but it works, and if it ain’t broke don’t fix it. I also added a entire new menu, the help menu. It could probably use some improvements, so if you have anything you’re curious about or confused about, drop a comment. There’s like 8 people that have seen this project, so I’m really expecting anything, but it would be appreciated greatly. I lowkey forgot to add one break statement, so I spent like 30 minutes trying to figure out why it wasn’t working Still, how the hell did this take 7 hours? I swear I’m not inflating my time by any means.
Devlog #25: I tried to make the UI look good. It isn’t necessarily good, but it’s better than it used to be IMO. I just changed the color scheme, and now the text is round and the boxes are rounded. I also reworked the board position display system. Since the squares are just buttons, and the button class can display text, I just made the board display text by itself. For context I wrote the button class to draw and handle buttons. There might be a class for this or something but idc i just wrote it myself like 17 days ago.
Devlog #26: Pretty short devlog. I added some simple QoL changes: the main menu title is now centered, and the popup and some captions now have a margin around them so they aren’t stuck right on the edge. Also this was technically done a couple of devlogs ago, but I added shell scripts to compile and run the program so I don’t have to type g++ -std=c++17 -Wall -Wextra -Werror -pedantic -o build/tic-tac-cube src/main.cpp src/board.cpp src/bot.cpp src/logs.cpp -lraylib every single time I want to compile the program.
Devlog #27 (a1b005f): I highkey have trouble keeping track of what I did between devlogs sometimes, so I’m adding the SHA of the Git commit to devlogs. So I tried to create a dedicated c++ file for handling buttons, since I wanted to have even more control over them, but ran into the issue of not having a way to share variables across different files. I know global variables are kinda bad, but I mean in this scenario they’re like config stuff that isn’t really going to be that harmful… Most of the time was spent creating the button.cpp and button.h files, and they’re not even in GitHub yet lol
Devlog #28 (ac77900): I added an entire separate .cpp file for handling buttons because I wasn’t satisfied with how they were working (I love ricing). Yes, it did take 9 hours. I have a skill issue. There are 3 main things I improved on: The buttons are now more customizable, as they now accept JSON files as setup input instead of like only 4 parameters. A function was added to change the button upon hover It’s more organized since the files are separate. (I haven’t actually tested the code out yet, I feel pressured to get the devlog out ASAP)
Devlog #29 (57bac36): Guess what I did: a: Made my code work again b: Add new features c: Complete the button rice d: Look up the GitHub Repo for DeepSeek because I got bored and discover how to add badges to my README. I had way to much fun doing this (it was d)
Devlog #30 (b5f8085): The code is now compiling again, thanks to, as much as I hate to admit it, Visual Studio Code. I’m on Linux so I can’t use Visual Studio, CLion is kinda weird and the error messages are broken, and KDevelop doesn’t have a Wakatime/Hackatime plugin yet (maybe it does, but it isn’t in the Hackatime docs) I opened VSCode and was met with like a hundred errors. With a combination of VSCode’s functional error messages, DeepSeek telling me what those messages mean, and my pretty average brain, I managed to remove all the errors. But since I didn’t know how to use makefiles and stuff (still don’t ) I had to compile the program manually again. Apart from the fact that it crashes upon any user mouse input, it’s functional!
Devlog #31 (6639676): I fixed the code! Essentially, the code was breaking because the hover info for the code was undefined. I fixed it by setting the hover info to the regular button info if the hover info was not defined. Then I ran into another issue, which was that the buttons, upon hover, were being drawn from the center instead of the corner. It was a simple enough fix, I just changed like 2 values to use the calibrated values instead of the center coordinates. And yeah, the only real issue right now is that the text on the board is slightly offcentre, but that’s not really a big issue.
Devlog #32 (ca5f14e): I changed the theming yet again. I’m not really good at making programs look good, and even when I do, my designs are usually really basic. Yes, it’s inspired by discord. Please tell me how this looks in the comments, I really need feedback. I also finally added a little change in color to some of the buttons when selected, which was the entire reason I decided to rework buttons in the first place. I’ll also attach a beta design that’s more of a retro/terminal aesthetic, but contrasted too much with the cube and letters IMO
Devlog #33 (d16d3b8): This time was used for trying to make the project work for webassembly, which i have decided to abandon. Therefore, this time should probably be deflated to account for the lack of progress. I probably picked the worst language for compiling for the web, and next time I want to make a web version of anything, I’m going to use a game engine. This just did not work out, and was too much effort to save maybe ~2 seconds of time. I’m sorry that this will cause any reviewers to have to download the game to play it, and to compensate I will be attaching a link to a YouTube video demoing the game either on the readme, on the itch.io page, or both. I feel like a failure for this, but maybe it’s the right choice for my mental health and academic… idk is health also the right word for this situation?
Devlog #34 (4eec49b): I changed the font! And also updated the README. Fonts in raylib are REALLY hard. Since I’m using multiple different font sizes, the scaling is really screwed up and blurry sometimes. When I was trying to add the custom font, I may or may not have… lagged out my computer and had to restart. as for the readme upgrade, i added instructions to play i also removed some semicolons. took me like half and hour
Devlog #35 (b48efd0): I fixed most of the font scaling issues, and also updated the README at bit (as always). I did this by loading the same font 3 times, once at 20 font size, once at 40, and once at 80. I changed the code to use a either the 20, 40, or 80 version of the font according to the font size to make the text look smoother.
Devlog #36 (fcc4f2f): I made the first gameplay change in a while, and also changed the theming a bit more. The gameplay changes I noticed that the game was getting a bit… repetitive, so I changed the bot to have an element of randomness when there are multiple spots that provide similar advantage. This took me a long time, because my code is spaghetti, and also because random in JavaScript is so much better than in C++ The visual changes I changed the theming of the game because I didn’t think the discord-esque style looked very good. Now, it’s changed to match the “Arch” theme on Monkeytype. I also changed the font to Roboto Mono since that’s what my configuration of Monkeytype uses. Stuff to do Compile this for Windows and Mac, put this on Itch.io. Ship the project
Devlog #37 (8b55316): I made a web build for the game! I took a break from Stardance to make something for Out to C, and when I was making a C game with Raylib I discovered that it is extremely hard to make a downloadable executable run well on Windows or MacOS, because on Windows you have to include DLL files, and on MacOS it’s just harder to install Raylib. In the end, I ended up making a web build, and since I wasn’t so bad, I decided to make a web build for this. I used Emscripten, and using the em++ tool with the asyncify option, manage to get most of the game logic working, with only one small frame generation bug, which I fixed by changing this_thread::sleep for to something that is easier for the browser to render. I also made some other QoL changes so that the bot feels less stagnant, hopefully.
Devlog #38 (25c796f): the beans aren’t going to know what hit them (regarding my 145 hours waiting to be shipped) I made a couple of changes, such as improving the readme and disabling the exit button, greying it out and making so that it can’t be pressed. For context, the game can only run on the web, and the exit button just doesn’t do anything useful on the web. I also customized the itch.io page (which hasn’t been released yet but you can access it here via secret url). It looks kinda decent (i just copied the game’s color scheme)
Final Devlog Before Ship I’m done stalling. Every time I’ve shipped a project for Stardance, I’ve stalled for like a week trying to make sure it’s good enough. This time, I’ve stalled for more than a month. I’ve even shipped 2 separate projects to different Hack Club events in the time that this project has technically been “good enough”. Essentially, I just worked on the README a bit more. I did manage to fix a few errors. For example, I had a few spelling and grammar errors. I also added a bit more detail to the readme.
Ships:
I made a tic-tac-cube game where you can rotate the board like a Rubik’s cube! It was made in C++ with Raylib without a game engine, and only uses 2 libraries, Raylib, and Nlohmann-JSON. I’m really proud of the way I coded the entire GUI, buttons, board, and bot. Features Tic-Tac-Toe game on a Rubik’s cube Singleplayer mode against computer Local multiplayer against another player (or yourself) Main menu & help page. I coded the bot to be somewhat intelligent, and will actively try to block your attacks and create it’s own ones. It can turn the cube just like you, and will rotate the cube to get out of a pickle. This is my first C++ project, and my first experience with languages that have to be compiled before running. It was honestly really fun to make. I put a LOT of effort into this game, over 140 hours....
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Productivity-Tracker by @bananayt294 | Stardance
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bananayt294
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T19:57:27Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a new chrome tab page that is Deployed And has a Database,it is a minimalistic page as i dont like my chrome page to cluttered up and use too many resources. The hardest Part was adding the database functionality for everything. To use the project visit the demo link shared.", "repo": "https://github.com/Bananayt294/Tab-Page", "demo": "https://tabpage.vercel.app/"}]...
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[{"post_id": 80789, "ts": "202 [{"post_id": 80789, "ts": "2026-10-18T19:52:15Z", "hours": 1.5292, "text": "Added a Delete And Search Bar Functionality"}, {"post_id": 79984, "ts": "2026-10-15T18:58:34Z", "hours": 0.8156, "text": "Working on Connecting A supbase Database. This is my second devlog and i am making a chrome tab page. I am currently trying to connect this to a database and implement get and post request."}, {"post_id": 79868, "ts": "2026-10-15T17:48:35Z", "hours": 1.1725, "text": "I just Configured and Set up Everything to begin my Project for the Tab Page that i am making i plan to make it like a productivity Tracker that keeps track of everything you have done and have left to do using todolist,cards,TimeTable and etc And have a very basic Website going."}]...
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Title: Productivity-Tracker by @bananayt294 | Star Title: Productivity-Tracker by @bananayt294 | Stardance
Devlogs:
I just Configured and Set up Everything to begin my Project for the Tab Page that i am making i plan to make it like a productivity Tracker that keeps track of everything you have done and have left to do using todolist,cards,TimeTable and etc And have a very basic Website going.
Working on Connecting A supbase Database. This is my second devlog and i am making a chrome tab page. I am currently trying to connect this to a database and implement get and post request.
Added a Delete And Search Bar Functionality
Ships:
I made a new chrome tab page that is Deployed And has a Database,it is a minimalistic page as i dont like my chrome page to cluttered up and use too many resources. The hardest Part was adding the database functionality for everything. To use the project visit the demo link shared....
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1792860504.347959
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1792946904.347959
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37327
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HackClub OS by @Faiz | Stardance
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Faiz
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T19:48:35Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a HACKLUB themed OS!! It includes cool little easter eggs and icons that resemble hackclub, and I even added a little orpheus that follows your pointer :) Check it out!!", "repo": "https://github.com/FaizKhanv7/HackClubOS", "demo": "https://hackclubos.netlify.app"}]...
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[{"post_id": 80786, "ts": "202 [{"post_id": 80786, "ts": "2026-10-18T19:47:26Z", "hours": 0.4186, "text": "Added a little orpheus that follows your pointer! This is the third iteration of the HackClub themed OS, I added little white indicator dots beneath the apps to show which ones are active, and I also added an orpheus that follows your pointer!! All pretty small changes but looks really polished now."}, {"post_id": 80766, "ts": "2026-10-18T18:47:08Z", "hours": 0.2564, "text": "Updated Styles + Added Icons I’ve been working on an OS that is hackclub themed! I just added some styling and icons to make everything look more polished. I will probably add a few cool/unique features next because right now its kinda bland."}, {"post_id": 72939, "ts": "2026-09-24T02:32:48Z", "hours": 1.0053, "text": "Here is the first version of HackClubOS!! Just finished the guide, everything looks kind of basic right now, I will spend the rest of my time polishing it and adding cool features! Hopefully hackclub will like it lol :)"}]...
|
Title: HackClub OS by @Faiz | Stardance
Devlogs:
Title: HackClub OS by @Faiz | Stardance
Devlogs:
Here is the first version of HackClubOS!! Just finished the guide, everything looks kind of basic right now, I will spend the rest of my time polishing it and adding cool features! Hopefully hackclub will like it lol :)
Updated Styles + Added Icons I’ve been working on an OS that is hackclub themed! I just added some styling and icons to make everything look more polished. I will probably add a few cool/unique features next because right now its kinda bland.
Added a little orpheus that follows your pointer! This is the third iteration of the HackClub themed OS, I added little white indicator dots beneath the apps to show which ones are active, and I also added an orpheus that follows your pointer!! All pretty small changes but looks really polished now.
Ships:
I made a HACKLUB themed OS!! It includes cool little easter eggs and icons that resemble hackclub, and I even added a little orpheus that follows your pointer :) Check it out!!...
|
1792745380.504389
|
1792831780.504389
|
|
29047
|
Helios - Michaelson Interferometer by @raoul | Sta Helios - Michaelson Interferometer by @raoul | Stardance...
|
raoul
|
1
|
50.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T19:40:21Z", "hours": 50.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Michaelson Interferometer capable of detecting magnetostriction in a nickel rod! It uses light waves to measure changes in mirror distance in the order of nanometers, acting as a super-precise ruler. What’s that? A Michaelson Interferometer splits light through a beamsplitter, then recombines it at the same place to produce interference fringes. As one mirror moves, the phase shift in the recombined light moves too, so these patterns also shift around, increasing in number, and decreasing in size about the center. The photodiode system detects these changes in light intensity, and a relation between wavelength, distance change and number of signal peaks in the photodiode can be established. How did I build mine? I used 3D printing in PETG to build solid, adjustable and modular mounts. I used a rated 650nm adjustable laser light and λ/10 flatness mirrors to reduce external causes of error as much as I could. I designed a sliding rail system coupled with a micrometer for one mirror, allowing for precise wavelength measurement (‘fixed’ mirror in the magnetostriction test). I designed a solenoid system paired with a nickel rod within it which holds the other mirror, allowing magnetostriction measurement (‘fixed’ mirror when measuring laser wavelength) These features allowed me to detect signal changes from a nickel rod’s size as the current in a solenoid wrapped around it increased from 0A-10A, with most if not all external causes being ruled out. So what else could it do? Configuring the photodiode more optimally and using a higher current power supply, magnetostrictive saturation should be possible to calculate, not only for a nickel rod, but for any other metal. Thermal expansion, which causes much greater displacement than its magnetic counterpart, should also be possible to calculate for any metal using this device with no other changes to the system.", "repo": "https://github.com/rsourcer/Project-Helios", "demo": ""}]...
|
[{"post_id": 74816, "ts": "202 [{"post_id": 74816, "ts": "2026-09-28T11:29:09Z", "hours": 6.7969, "text": "✧˚⋆ DEVLOG 7: I have finally succeeded in setting up the photodiode system! It now outputs signal value ranging from 97-350, and filtering out almost all noise. This required re-programming the way in which output signal is detected, as heavy 120Hz noise was present, and rewiring until the best result (so far) was acheived. This allowed me to complete the project’s main goal: magnetostriction effects observed in a nickel rod! This is despite amplification still not being fully maximized. (theo. max: 1023) To test this, I wrapped a 25ft copper wire around the solenoid cover and connected it to a DC power supply. As current is turned up, the photodiode signal has been decreasing repeatly. (See photo - output decreases by ~1-2) In the pulse test, it is also shown to decrease instantaneously, and when the photodiode is covered, no parasitic effects from the current are present, leading me to believe that the observed effect was truly caused by fringe shift due to magnetic shrinkage caused by the solenoid. For this reason, this may very well be my last devlog! There is still room for improvement in fine-tuning the amplification system, but the full functionality of every component has been demonstrated. It however doesn’t mean I’m done with the project at all after shipping - I can try out rods with different metals and higher currents with amplified signal to get and compare ‘true’ quantitative data in the future! Check out README.md for more details!"}, {"post_id": 70900, "ts": "2026-09-19T23:58:45Z", "hours": 6.7633, "text": "✧˚⋆ DEVLOG 6: The last three weeks of my project have been subject to great stagnation - However, I now have been able to photograph fringes! (See photo 2). Unfortunately, they appear to be a mix of Michaelson fringes and lens (Newton) interference (remain when one mirror is blocked) - the latter kind is useless to measure wavelengths, so we now only want stronger Michaelson fringes, which appear more as bands or arcs of light. (noticeable now yet currently hard to image) To come to this, I’ve had to reprint the LMB and LDM to allow translation (and some rotational) alignment with screws, reworked the mirror mounting system screws (removing bolts) and reprinted the solenoid cover from Devlog 5. This has allowed my alignment to be much more precisely adjustable - it has also made it more tedious to align. To this effect, I added ruler and protractor markings for the MMM, LDM and LMB to serve as alignment guides, and since, I’ve added guides to the MMM to make sure the mirror follows more linear guides. These changes insure that I can now very finely adjust angles and mirror distances prop. to beam splitter to be equal - which is what we need! For acronyms list, and further info on how the alignment process is done, check out the project GitHub! :)"}, {"post_id": 59278, "ts": "2026-08-31T23:53:04Z", "hours": 4.2981, "text": "✧˚⋆ DEVLOG 5: Beamsplitter is here! I’ve finally started proper alignment testing by putting together the optical components into their respective mounts. However, no interferometry yet - the BSM had to be reprinted to fit the beamsplitter, and my SMB mirror mount was 4mm too low, which made me reprint a slightly taller solenoid cover.. Every time I had to print the solenoid cover, severe noodling would happen in at least one section of this component. After 4 iterations, i decided to use the least damaged one, and now, my lasers at least somewhat align to the mirrors! I’ve now made additional supports for the laser and lens allowing for slight translation to make precise alignment a much easier task. For more info and acronym list, check out the README on GitHub :)"}, {"post_id": 56257, "ts": "2026-08-27T22:58:03Z", "hours": 9.0697, "text": "✧˚⋆ DEVLOG 4: I’ve finally been able to complete, print and assemble all CAD mounts! Attached in the image below is the mounting system in the interferometer’s calibration phase. The assembly process took a disgusting amount of time, as most parts had to be re-iterated upon, either due to screw alignment, screw dimensions or linkage strength. Tolerances were a recurring issue with the components — I had to drill the mirror mounting systems in the MMM and SMB (new acronyms to be found on my GitHub btw!) which served as a wake up call on wearing proper safety equipment, multiple times.. my screen protector is still irreparably cracked from the PETG-CF shards, and my hand felt much of the same to say the least lol. Oh, and no more DVD drive laser components - I have switched to a proper (Class II) laser to conduct my experiments. However, things are looking up, and the build quality is now solid! I am waiting on the final component to arrive (beamsplitter) before assembling the final system. same time next week? :)"}, {"post_id": 50064, "ts": "2026-08-19T03:30:37Z", "hours": 8.9161, "text": "✧˚⋆ DEVLOG 3: I’ve received most of the parts, so NOW, I’ve been able to work on the real electronics and design the 3d CAD mounts - my full design is therefore almost complete! (I have a bad habit of saying that lol) One thing which was particularly tricky was the solenoid mirror mount, which went through multiple different iterations. I had to find a way to encorporate the advantage of the screw-plate mounting system and free suspended motion, and my design eventually (…) was able to accomplish this using a counterbalance! Then, while messing around with the Uno R3 kit, I also managed to get the laser diode, which I disassembled from my old laptop’s DVD drive, to be functional! It’s not collimated by its lens anymore, but it’s a step in the right direction. I’m sure i’ll be able to find a workaround someway, right? right? :’)"}, {"post_id": 45103, "ts": "2026-08-11T11:33:44Z", "hours": 8.4892, "text": "✧˚⋆ DEVLOG 2: Based off measurements from the ordered parts (which took about 3 days to document in detail in terms of every option and decision), I created a precise, 1:2 scale top down technical drawing! This was rather tedious - I only had a straight edge, pencils and 8cm triangle ruler available, as I am currently traveling.. The detailed drawing shows the interferometer in the calibration phase, so I made another sketch showing how all the components interact with one another in both phases too. Check out Devlog 1 for photodiode circuit details (they aren’t shown on the lower drawing!) :)"}, {"post_id": 39861, "ts": "2026-08-03T03:55:39Z", "hours": 5.68, "text": "✧˚⋆ DEVLOG 1: Aside from (lots…) of documentation, I created this TIA photodiode circuit in Tinkercad to mirror the one which will measure the fringe shifts in my interferometer. Safe to say, this was not all smooth sailing - the components were challenging to wire correctly (particularly the op-amp) and the range of output values was.. disheartening at times (512-513 or 0-2) but I finally got it to an amplified degree! One of the solutions was simply flipping the polarity of the photodiode lol. It now outputs values from 0-1021 depending on the inverted light intensity, which is optimal for my project as the effect of real-world noise will now be much lesser than without the amplification system. I’ll keep you guys updated! Check out my github or ask me for more info :)"}]...
|
Title: Helios - Michaelson Interferometer by @raou Title: Helios - Michaelson Interferometer by @raoul | Stardance
Devlogs:
✧˚⋆ DEVLOG 1: Aside from (lots…) of documentation, I created this TIA photodiode circuit in Tinkercad to mirror the one which will measure the fringe shifts in my interferometer. Safe to say, this was not all smooth sailing - the components were challenging to wire correctly (particularly the op-amp) and the range of output values was.. disheartening at times (512-513 or 0-2) but I finally got it to an amplified degree! One of the solutions was simply flipping the polarity of the photodiode lol. It now outputs values from 0-1021 depending on the inverted light intensity, which is optimal for my project as the effect of real-world noise will now be much lesser than without the amplification system. I’ll keep you guys updated! Check out my github or ask me for more info :)
✧˚⋆ DEVLOG 2: Based off measurements from the ordered parts (which took about 3 days to document in detail in terms of every option and decision), I created a precise, 1:2 scale top down technical drawing! This was rather tedious - I only had a straight edge, pencils and 8cm triangle ruler available, as I am currently traveling.. The detailed drawing shows the interferometer in the calibration phase, so I made another sketch showing how all the components interact with one another in both phases too. Check out Devlog 1 for photodiode circuit details (they aren’t shown on the lower drawing!) :)
✧˚⋆ DEVLOG 3: I’ve received most of the parts, so NOW, I’ve been able to work on the real electronics and design the 3d CAD mounts - my full design is therefore almost complete! (I have a bad habit of saying that lol) One thing which was particularly tricky was the solenoid mirror mount, which went through multiple different iterations. I had to find a way to encorporate the advantage of the screw-plate mounting system and free suspended motion, and my design eventually (…) was able to accomplish this using a counterbalance! Then, while messing around with the Uno R3 kit, I also managed to get the laser diode, which I disassembled from my old laptop’s DVD drive, to be functional! It’s not collimated by its lens anymore, but it’s a step in the right direction. I’m sure i’ll be able to find a workaround someway, right? right? :’)
✧˚⋆ DEVLOG 4: I’ve finally been able to complete, print and assemble all CAD mounts! Attached in the image below is the mounting system in the interferometer’s calibration phase. The assembly process took a disgusting amount of time, as most parts had to be re-iterated upon, either due to screw alignment, screw dimensions or linkage strength. Tolerances were a recurring issue with the components — I had to drill the mirror mounting systems in the MMM and SMB (new acronyms to be found on my GitHub btw!) which served as a wake up call on wearing proper safety equipment, multiple times.. my screen protector is still irreparably cracked from the PETG-CF shards, and my hand felt much of the same to say the least lol. Oh, and no more DVD drive laser components - I have switched to a proper (Class II) laser to conduct my experiments. However, things are looking up, and the build quality is now solid! I am waiting on the final component to arrive (beamsplitter) before assembling the final system. same time next week? :)
✧˚⋆ DEVLOG 5: Beamsplitter is here! I’ve finally started proper alignment testing by putting together the optical components into their respective mounts. However, no interferometry yet - the BSM had to be reprinted to fit the beamsplitter, and my SMB mirror mount was 4mm too low, which made me reprint a slightly taller solenoid cover.. Every time I had to print the solenoid cover, severe noodling would happen in at least one section of this component. After 4 iterations, i decided to use the least damaged one, and now, my lasers at least somewhat align to the mirrors! I’ve now made additional supports for the laser and lens allowing for slight translation to make precise alignment a much easier task. For more info and acronym list, check out the README on GitHub :)
✧˚⋆ DEVLOG 6: The last three weeks of my project have been subject to great stagnation - However, I now have been able to photograph fringes! (See photo 2). Unfortunately, they appear to be a mix of Michaelson fringes and lens (Newton) interference (remain when one mirror is blocked) - the latter kind is useless to measure wavelengths, so we now only want stronger Michaelson fringes, which appear more as bands or arcs of light. (noticeable now yet currently hard to image) To come to this, I’ve had to reprint the LMB and LDM to allow translation (and some rotational) alignment with screws, reworked the mirror mounting system screws (removing bolts) and reprinted the solenoid cover from Devlog 5. This has allowed my alignment to be much more precisely adjustable - it has also made it more tedious to align. To this effect, I added ruler and protractor markings for the MMM, LDM and LMB to serve as alignment guides, and since, I’ve added guides to the MMM to make sure the mirror follows more linear guides. These changes insure that I can now very finely adjust angles and mirror distances prop. to beam splitter to be equal - which is what we need! For acronyms list, and further info on how the alignment process is done, check out the project GitHub! :)
✧˚⋆ DEVLOG 7: I have finally succeeded in setting up the photodiode system! It now outputs signal value ranging from 97-350, and filtering out almost all noise. This required re-programming the way in which output signal is detected, as heavy 120Hz noise was present, and rewiring until the best result (so far) was acheived. This allowed me to complete the project’s main goal: magnetostriction effects observed in a nickel rod! This is despite amplification still not being fully maximized. (theo. max: 1023) To test this, I wrapped a 25ft copper wire around the solenoid cover and connected it to a DC power supply. As current is turned up, the photodiode signal has been decreasing repeatly. (See photo - output decreases by ~1-2) In the pulse test, it is also shown to decrease instantaneously, and when the photodiode is covered, no parasitic effects from the current are present, leading me to believe that the observed effect was truly caused by fringe shift due to magnetic shrinkage caused by the solenoid. For this reason, this may very well be my last devlog! There is still room for improvement in fine-tuning the amplification system, but the full functionality of every component has been demonstrated. It however doesn’t mean I’m done with the project at all after shipping - I can try out rods with different metals and higher currents with amplified signal to get and compare ‘true’ quantitative data in the future! Check out README.md for more details!
Ships:
I made a Michaelson Interferometer capable of detecting magnetostriction in a nickel rod! It uses light waves to measure changes in mirror distance in the order of nanometers, acting as a super-precise ruler. What’s that? A Michaelson Interferometer splits light through a beamsplitter, then recombines it at the same place to produce interference fringes. As one mirror moves, the phase shift in the recombined light moves too, so these patterns also shift around, increasing in number, and decreasing in size about the center. The photodiode system detects these changes in light intensity, and a relation between wavelength, distance change and number of signal peaks in the photodiode can be established. How did I build mine? I used 3D printing in PETG to build solid, adjustable and modular mounts. I used a rated 650nm adjustable laser light and λ/10 flatness mirrors to reduce external causes of error as much as I could. I designed a sliding rail system coupled with a micrometer for one mirror, allowing for precise wavelength measurement (‘fixed’ mirror in the magnetostriction test). I designed a solenoid system paired with a nickel rod within it which holds the other mirror, allowing magnetostriction measurement (‘fixed’ mirror when measuring laser wavelength) These features allowed me to detect signal changes from a nickel rod’s size as the current in a solenoid wrapped around it increased from 0A-10A, with most if not all external causes being ruled out. So what else could it do? Configuring the photodiode more optimally and using a higher current power supply, magnetostrictive saturation should be possible to calculate, not only for a nickel rod, but for any other metal. Thermal expansion, which causes much greater displacement than its magnetic counterpart, should also be possible to calculate for any metal using this device with no other changes to the system....
|
1792727258.395415
|
1792813658.395415
|
|
63129
|
Bloggy by @pwohlfahrt | Stardance
|
pwohlfahrt
|
1
|
22.0
|
138
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T18:58:13Z", "hours": 22.0, "multiplier": 6.22, "payout": 138, "blessing": "neutral", "text": "Easy to host website for your own blog, because art of the blogging is slowly dying. Your own custom blog is just one command away.", "repo": "https://github.com/pwohlfahrt/Bloggy", "demo": "https://homelab.taila52305.ts.net"}]...
|
[{"post_id": 80770, "ts": "202 [{"post_id": 80770, "ts": "2026-10-18T18:52:00Z", "hours": 1.625, "text": "Devlog 5 - Readme, Docker & Ship!!! I`ve managed to bring back my homelab to life, so this time i decided to use docker to not screw everything up. After some trouble docker was ready. For some reason It worked on my machine, but on homelab it had some problems, but it sure works now. Then quickly adding readme, bc shipping requires to and it was ready to be funneled onto the internet. And thanks God for tailscale bc my beloved ISP wont let me port forward on my router. The app is finally ready so you can give it a try here: https://homelab.taila52305.ts.net/ It was really fun project and I think thanks to this my coding burn out is no more. Thank you all for this amazing journey. See you next time."}, {"post_id": 79998, "ts": "2026-10-15T20:37:14Z", "hours": 6.98, "text": "Devlog 4 - Comments & Polishing. It’s been a long time since the last post, but I’ve made great progress on the app and I think it’s finally ready to ship. I patched a few security flaws, squashed some bugs, and wrote a discussion page for blogs, so readers can share their thoughts after reading. There’s no sign-up page, and yes - you can type your name and be anyone, but I think that’s what makes the internet better."}, {"post_id": 72765, "ts": "2026-09-23T18:12:57Z", "hours": 7.0047, "text": "Devlog 3 - Admin panel. It took kinda long but i managed to make flask run two apps with access to each other. So admin panel is going to have separate port from the app. Also, now you can create plugins, and add them just by dropping a file into the folder. Finally, Ive added a bit of statistics so you can now see how well your blog is doing. Let me know in the comments what else youd like to see"}, {"post_id": 72254, "ts": "2026-09-22T15:17:07Z", "hours": 1.7642, "text": "Devlog 2 - Photos. I have made a gallery so you can share that nice picture of a tree with rest of the world. And the world can give you feed back by the comment section! Maybe its time to talk a little bit of my tech stack. So i choosed to go with easiest technology on the market: flask as fastest framework to build with. peewee as easiest to implement database. and as a frontend some html & css with a bit of help can do the job kinda well. Let me know what you think about this"}, {"post_id": 72169, "ts": "2026-09-22T11:08:34Z", "hours": 4.875, "text": "HI, Im starting a new project called bloggy. I was gonna do it anyways, but Im going to use stardance as a way to force myself into making it. Its going to be just a minimalistic website for blogs and showing to the world my other artistic work. Ive been planning to host it on my homelab via tailscale funnel, so weill see how it will work. For now only raw blog pages are created, so theres still some work. Gonna keep u updated"}]...
|
Title: Bloggy by @pwohlfahrt | Stardance
Devlogs: Title: Bloggy by @pwohlfahrt | Stardance
Devlogs:
HI, Im starting a new project called bloggy. I was gonna do it anyways, but Im going to use stardance as a way to force myself into making it. Its going to be just a minimalistic website for blogs and showing to the world my other artistic work. Ive been planning to host it on my homelab via tailscale funnel, so weill see how it will work. For now only raw blog pages are created, so theres still some work. Gonna keep u updated
Devlog 2 - Photos. I have made a gallery so you can share that nice picture of a tree with rest of the world. And the world can give you feed back by the comment section! Maybe its time to talk a little bit of my tech stack. So i choosed to go with easiest technology on the market: flask as fastest framework to build with. peewee as easiest to implement database. and as a frontend some html & css with a bit of help can do the job kinda well. Let me know what you think about this
Devlog 3 - Admin panel. It took kinda long but i managed to make flask run two apps with access to each other. So admin panel is going to have separate port from the app. Also, now you can create plugins, and add them just by dropping a file into the folder. Finally, Ive added a bit of statistics so you can now see how well your blog is doing. Let me know in the comments what else youd like to see
Devlog 4 - Comments & Polishing. It’s been a long time since the last post, but I’ve made great progress on the app and I think it’s finally ready to ship. I patched a few security flaws, squashed some bugs, and wrote a discussion page for blogs, so readers can share their thoughts after reading. There’s no sign-up page, and yes - you can type your name and be anyone, but I think that’s what makes the internet better.
Devlog 5 - Readme, Docker & Ship!!! I`ve managed to bring back my homelab to life, so this time i decided to use docker to not screw everything up. After some trouble docker was ready. For some reason It worked on my machine, but on homelab it had some problems, but it sure works now. Then quickly adding readme, bc shipping requires to and it was ready to be funneled onto the internet. And thanks God for tailscale bc my beloved ISP wont let me port forward on my router. The app is finally ready so you can give it a try here: https://homelab.taila52305.ts.net/ It was really fun project and I think thanks to this my coding burn out is no more. Thank you all for this amazing journey. See you next time.
Ships:
Easy to host website for your own blog, because art of the blogging is slowly dying. Your own custom blog is just one command away....
|
1792857108.3872824
|
1792943508.3872824
|
|
67437
|
verxxor.V2 by @wnxvra011 | Stardance
|
wnxvra011
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T18:24:33Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "yea tuff game i thought i would come easy but some how took 20+hrs and now I can feel like a gamedev, crazyyyy!!", "repo": "https://github.com/spyx011/VREXXOR", "demo": "https://wnxvra.itch.io/verxxor"}]...
|
[{"post_id": 78794, "ts": "202 [{"post_id": 78794, "ts": "2026-10-11T16:55:57Z", "hours": 2.4319, "text": "yea guy’s!! today I add my game to github and add a demo link so you guy’s try my game …"}, {"post_id": 78379, "ts": "2026-10-10T16:35:53Z", "hours": 7.6614, "text": "Finally, VREXXOR is complete! 🔥VREXXOR is a 2D platformer game inspired by classic Mario-style games, built using Godot Engine and GDScript.🛠️ What I built🎮 Main menu with Start Game, Options, and Exit buttons🗺️ Four playable levels: game, game2, game3, and game4🦠 Enemies, kill zones, and player death mechanics🏆 Winner screen with a Next Level button🔄 Level progression from one stage to the next🎨 Game visuals, animations, and sound effects💻 Uploaded the project to GitHub💡 What I learnedDuring this project, I learned more about GDScript, scene management, signals, collision layers, game logic, and connecting different scenes together. I also learned how to use Git and GitHub to publish my code.There were bugs along the way, but I kept debugging and improving the game until everything worked!🚀 What’s next?This is a big milestone in my game-development journey. I’m proud to have completed my project and excited to build even better games in the future. Project: VREXXOR Engine: GodotLanguage: GDScriptStatus: ✅ Completed Thanks for following my journey! 🎉"}, {"post_id": 77357, "ts": "2026-10-06T17:22:12Z", "hours": 1.7553, "text": "yea!! guy’s today i fixed all the errors and made some slime and I also added jump animations also for run,some more coin’s and some sound’s which make’s it crazy!!!"}, {"post_id": 77058, "ts": "2026-10-05T14:50:27Z", "hours": 5.2172, "text": "guy’s today I made a player,and the ground and add some GD.code and it looks up nice"}, {"post_id": 76464, "ts": "2026-10-03T16:34:29Z", "hours": 2.8994, "text": "hii!! guy’s today I made the starting screen for my game which looks crazy and i will change the botton’s and I also made the game a bit but for now I am good with my game"}]...
|
Title: verxxor.V2 by @wnxvra011 | Stardance
Devlo Title: verxxor.V2 by @wnxvra011 | Stardance
Devlogs:
hii!! guy’s today I made the starting screen for my game which looks crazy and i will change the botton’s and I also made the game a bit but for now I am good with my game
guy’s today I made a player,and the ground and add some GD.code and it looks up nice
yea!! guy’s today i fixed all the errors and made some slime and I also added jump animations also for run,some more coin’s and some sound’s which make’s it crazy!!!
Finally, VREXXOR is complete! 🔥VREXXOR is a 2D platformer game inspired by classic Mario-style games, built using Godot Engine and GDScript.🛠️ What I built🎮 Main menu with Start Game, Options, and Exit buttons🗺️ Four playable levels: game, game2, game3, and game4🦠 Enemies, kill zones, and player death mechanics🏆 Winner screen with a Next Level button🔄 Level progression from one stage to the next🎨 Game visuals, animations, and sound effects💻 Uploaded the project to GitHub💡 What I learnedDuring this project, I learned more about GDScript, scene management, signals, collision layers, game logic, and connecting different scenes together. I also learned how to use Git and GitHub to publish my code.There were bugs along the way, but I kept debugging and improving the game until everything worked!🚀 What’s next?This is a big milestone in my game-development journey. I’m proud to have completed my project and excited to build even better games in the future. Project: VREXXOR Engine: GodotLanguage: GDScriptStatus: ✅ Completed Thanks for following my journey! 🎉
yea guy’s!! today I add my game to github and add a demo link so you guy’s try my game …
Ships:
yea tuff game i thought i would come easy but some how took 20+hrs and now I can feel like a gamedev, crazyyyy!!...
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maxx by @wnxvra011 | Stardance
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wnxvra011
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T18:20:58Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "yea i got with the live web very hard one to make it online ,after many errors in the code and made a high UI,I am feeling great for this work,every one can use this so they can get very fast answers", "repo": "https://github.com/spyx011/maxx", "demo": "https://maxx-l17d.onrender.com/"}]...
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[{"post_id": 80749, "ts": "202 [{"post_id": 80749, "ts": "2026-10-18T18:16:19Z", "hours": 2.1669, "text": "guy’s the last one but not the endddddd see you in another project"}, {"post_id": 75277, "ts": "2026-09-29T16:57:25Z", "hours": 1.8589, "text": "GUY’S this is my updated version and guy’s try this AI, this version has much more bright colour’s and i have add ML/AI to this so it can cook."}, {"post_id": 74910, "ts": "2026-09-28T16:12:39Z", "hours": 1.1817, "text": "i see around ans see that ai is taking every thing we can make and every one think how an ai works so guy’s not muuch but i also want to know so i just build this “ THE MAXX”"}, {"post_id": 74532, "ts": "2026-09-27T16:02:53Z", "hours": 0.5017, "text": "MAXX — hloo there this is the start"}]...
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Title: maxx by @wnxvra011 | Stardance
Devlogs:
MA Title: maxx by @wnxvra011 | Stardance
Devlogs:
MAXX — hloo there this is the start
i see around ans see that ai is taking every thing we can make and every one think how an ai works so guy’s not muuch but i also want to know so i just build this “ THE MAXX”
GUY’S this is my updated version and guy’s try this AI, this version has much more bright colour’s and i have add ML/AI to this so it can cook.
guy’s the last one but not the endddddd see you in another project
Ships:
yea i got with the live web very hard one to make it online ,after many errors in the code and made a high UI,I am feeling great for this work,every one can use this so they can get very fast answers...
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1792857157.587164
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1792943557.587164
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