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60103
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Artemis 2 Rocket by @javin_wittig | Stardance
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javin_wittig
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1
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15.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T15:28:15Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I modeled the launch of the Artemis II rocket in Blender. One of the biggest challenges was creating the fire and smoke simulations, which I’m really proud of! The project also includes an interactive 3D website where I showcase my Blender scene.", "repo": "https://github.com/javinwittig/artemis-2-launch-3d", "demo": "https://javinwittig.github.io/artemis-2-launch-3d/"}]...
|
[{"post_id": 78764, "ts": "202 [{"post_id": 78764, "ts": "2026-10-11T15:17:38Z", "hours": 4.5083, "text": "I am finally finished with my project. I also created an interactive website for my szene: https://javinwittig.github.io/artemis-2-launch-3d/"}, {"post_id": 72388, "ts": "2026-09-22T20:07:56Z", "hours": 2.0036, "text": "Modeling the surroundings of my scene"}, {"post_id": 71219, "ts": "2026-09-20T14:02:10Z", "hours": 2.6636, "text": "still improving the flames and smoke in my Blender project"}, {"post_id": 70539, "ts": "2026-09-19T10:25:28Z", "hours": 3.02, "text": "Simulating the flames and smoke of a rocket launch"}, {"post_id": 64692, "ts": "2026-09-09T09:12:32Z", "hours": 2.4747, "text": "Modeling NASA’s Artemis 2 rocket and launchpad scene in Blender"}]...
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Title: Artemis 2 Rocket by @javin_wittig | Stardan Title: Artemis 2 Rocket by @javin_wittig | Stardance
Devlogs:
Modeling NASA’s Artemis 2 rocket and launchpad scene in Blender
Simulating the flames and smoke of a rocket launch
still improving the flames and smoke in my Blender project
Modeling the surroundings of my scene
I am finally finished with my project. I also created an interactive website for my szene: https://javinwittig.github.io/artemis-2-launch-3d/
Ships:
I modeled the launch of the Artemis II rocket in Blender. One of the biggest challenges was creating the fire and smoke simulations, which I’m really proud of! The project also includes an interactive 3D website where I showcase my Blender scene....
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1792813701.8767138
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1792900101.8767138
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69049
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Wish sender by @sarthak_jnj | Stardance
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sarthak_jnj
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1
|
4.35
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T14:16:50Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It is supposed to be a bot that automatically runs with your device startup, checks it’s own history and then executes the command to send a specific message & image to a defined contact on WhatsApp. I personally kept it at 9 days as a small fun project to tease a friend during a 9-day long indian traditional festival. The messages, phone number, file location and photos can easily be replaced. The difficulty for me was the new experience, making projects itself is a new thing for me I’ve recently added to my timeline, and i prefer hardware mostly so I’m not much experienced with software work and working with so many libraries, that’s why this project is more of a reminder that “you have to do this today too. just keep an eye if something goes wrong” rather than something dealing with itself in the background. What i am proud of can be that i learnt the JSON thing for this project solely but practice rather than any theory reading. and even tho i used an AI to guide me, i genuinely found a lot of troubles and came up with 3-4 creative workarounds by the end and completely made the structure myself even if i asked the specific commands from AI. For those trying this, it is easy to use as it is, just make sure you already have logged into WhatsApp, adjust the pixel locations according to your device as given in README.md, increase time.sleep() if you think your device/network is taking too long. adjust the file location before running it and don’t use it to actually mess with someone, it’s supposed to be something for a joke, not to irritate anyone (unless they’re a close friend)", "repo": "https://github.com/Sarthak-jnj/Just-a-wishing-bot", "demo": "https://github.com/Sarthak-jnj/Just-a-wishing-bot/blob/main/Demo.zip"}]...
|
[{"post_id": 81289, "ts": "202 [{"post_id": 81289, "ts": "2026-10-20T17:20:08Z", "hours": 0.3531, "text": "Just worked up with a needed demo to quick install the files."}, {"post_id": 78728, "ts": "2026-10-11T12:36:51Z", "hours": 1.4719, "text": "Devlog Post-final Yeah…..so i discovered some more issues. primarily the WhatsApp’s internal safeguard to prevent automated bots from attaching files. had to work around that. should definetly be final devlog tho."}, {"post_id": 78665, "ts": "2026-10-11T07:05:07Z", "hours": 0.4492, "text": "Devlog final: Finished it up and set the GitHub repository, although forgot to record that on lapse. run a test once to ensure it’s working too. Link on the project page"}, {"post_id": 78424, "ts": "2026-10-10T19:29:56Z", "hours": 1.8186, "text": "Devlog 1 Pretty much completed the thing; it took me more time than expected. Since it’s late, I’ll just finish up a few remaining adjustments tomorrow morning and post a GitHub repo. A basic WhatsApp bot that scans the date every time you turn your computer on and will send a wish to any defined number through WhatsApp, if you turn your pc on a second time the same day it won’t trigger. Feel free to use it as a meme with friends or genuinely with family (once i finish up tomorrow). Was kinda a micro-fun-project, nothing serious."}]...
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Title: Wish sender by @sarthak_jnj | Stardance
De Title: Wish sender by @sarthak_jnj | Stardance
Devlogs:
Devlog 1 Pretty much completed the thing; it took me more time than expected. Since it’s late, I’ll just finish up a few remaining adjustments tomorrow morning and post a GitHub repo. A basic WhatsApp bot that scans the date every time you turn your computer on and will send a wish to any defined number through WhatsApp, if you turn your pc on a second time the same day it won’t trigger. Feel free to use it as a meme with friends or genuinely with family (once i finish up tomorrow). Was kinda a micro-fun-project, nothing serious.
Devlog final: Finished it up and set the GitHub repository, although forgot to record that on lapse. run a test once to ensure it’s working too. Link on the project page
Devlog Post-final Yeah…..so i discovered some more issues. primarily the WhatsApp’s internal safeguard to prevent automated bots from attaching files. had to work around that. should definetly be final devlog tho.
Just worked up with a needed demo to quick install the files.
Ships:
It is supposed to be a bot that automatically runs with your device startup, checks it’s own history and then executes the command to send a specific message & image to a defined contact on WhatsApp. I personally kept it at 9 days as a small fun project to tease a friend during a 9-day long indian traditional festival. The messages, phone number, file location and photos can easily be replaced. The difficulty for me was the new experience, making projects itself is a new thing for me I’ve recently added to my timeline, and i prefer hardware mostly so I’m not much experienced with software work and working with so many libraries, that’s why this project is more of a reminder that “you have to do this today too. just keep an eye if something goes wrong” rather than something dealing with itself in the background. What i am proud of can be that i learnt the JSON thing for this project solely but practice rather than any theory reading. and even tho i used an AI to guide me, i genuinely found a lot of troubles and came up with 3-4 creative workarounds by the end and completely made the structure myself even if i asked the specific commands from AI. For those trying this, it is easy to use as it is, just make sure you already have logged into WhatsApp, adjust the pixel locations according to your device as given in README.md, increase time.sleep() if you think your device/network is taking too long. adjust the file location before running it and don’t use it to actually mess with someone, it’s supposed to be something for a joke, not to irritate anyone (unless they’re a close friend)...
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1792817497.0705569
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1792903897.0705569
|
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38815
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CountryGuessr by @anmol_bhat | Stardance
|
anmol_bhat
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T14:07:49Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made a game about guessing countries inspired by others such as Globle and Geoguessr.", "repo": "https://github.com/Cod3rQwerty/CountryGuessr", "demo": "https://country-guessr-sandy.vercel.app/"}]...
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[{"post_id": 78742, "ts": "202 [{"post_id": 78742, "ts": "2026-10-11T14:01:42Z", "hours": 4.6144, "text": "Devlog 5 - I Completed the Game Loop! I added a losing screen and also added a backend for the API. For the backend, I used Python with FastAPI because I used it before for a different project. All I needed to make was a proxy API for the API I used to get country data, so it didn’t take that long."}, {"post_id": 42691, "ts": "2026-08-07T15:28:33Z", "hours": 2.5019, "text": "Devlog 4 - Correct Answers So now, I added 2 of the things I said I was gonna fix in my previous devlog, a popup for when the user guesses the correct country, and filtering out duplicate hints. Duplicate Hints Filtering out duplicate hints was pretty easy, all I needed to do was make an array to store hints that were already used, USED_HINTS , and every time the user was given a hint, add the hint type, as defined here: const HINT_TYPES = { \" HARD \" : [ \" DRIVING-SIDE \" , // HARD hints give away the least info \" LANDLOCKED \" , \" CONTINENT \" , \" AREA \" , \" G20 \" , \" CURRENCY \" ], \" MEDIUM \" : [ \" BORDERS-3 \" , \" COUNTRY-FIRST-LETTER \" , \" LANGUAGES \" , \" POPULATION \" , \" GOVERNMENT-TYPE \" , \" CAPITAL-FIRST-LETTER \" ], \" EASY \" : [ // EASY hints give away the most info \" FLAG-DESC \" , \" CAPITAL \" , \" ALL-BORDERS \" ] } Then, I added a line to the generate_hints() function to not include any hints in USED_HINTS in the possible hints, here is that updated function: function generate_hints ( country_name ) { var generated = {} Object . entries ( HINT_TYPES ). forEach (( difficulty ) => { generated [ difficulty [ 0 ]] = {} difficulty [ 1 ]. forEach (( hint_type ) => { if ( ! USED_HINTS . includes ( hint_type )) { generated [ difficulty [ 0 ]][ hint_type ] = get_hint_text ( country_name , hint_type ) } else { // Hint already used so dont add it to possible hints } }) }) return generated ; } With this, a hint already given cannot be given again, improving the user experience. The Win Dialog I also made a dialog appear when the user guessed the correct country, at first I was gonna use a <div> for this, but I found out about an element in HTML called <dialog> which made things much easier, instead of having to center the div on the screen, and then position it so it was above everything else, etc, the dialog already handled all of that for me. Plus, it came with a handy ::backdrop selector for CSS, which allowed me to give the background of it a cool blur effect with: .win-dialog ::backdrop { background-color : rgba ( 15 , 23 , 42 , 0.5 ); backdrop-filter : blur ( 8px ); } I would’ve had to create a whole separate for the background if I had tried to do this with a div, so I’m glad I didn’t. As for the design of it, I chose to stay consistent with the website’s design of mostly black with a blue accent color. I also added the country’s flag because I just thought it looked nice. What I ended up with is in the screenshots, and I like how it looks, but it took me an hour to style lol Stuff I will (probably) add next devlog 1. A losing screen dialog Obviously, because I have a winning dialog, I should also make a losing dialog for when the player has more than 6 attempts, I will probably just make it look like the win dialog, but maybe with a red accent colour. 2. A backend endpoint for my api! So I also tried to get my project on GitHub, but then I realised my scripts.js file had a fetch() request which exposed my API key! Maybe after I make a losing screen, I will try to make a Netlify function or something so that I don’t give everyone my API key. 3. A better way to restart Right now, the Play Again button in the win dialog just reloads the page, which I think is kind of a hacky way of doing it, I will probably make a restart() function which resets all the variables and stuff but it will be very time consuming, so I’ll just put it off till later."}, {"post_id": 37270, "ts": "2026-07-29T21:01:08Z", "hours": 1.0853, "text": "Devlog 3 - FLAG-DESC So today I fixed the bug from earlier where the flag description wasnt working, basically sometimes in the description it would use the official name of the country, for example instead of just Afghanistan (which is its common name) the description would say Islamic Emirate of Afghanistan (which is its official name) there are also other examples where the name used in the description was neither its official name nor the common name, but it was one of the alternate names given by the API, so I had to include those as well in my filter. In the end, I made this function: function getSanitizedDescription ( countryName ) { const countryData = JSON . parse ( localStorage . getItem ( \" countryData \" ))[ countryName ]; if ( ! countryData ) return null ; // Combine all names into a single array cuz description name format is inconsistently weird const names = [ ...( countryData . names . alternates || []), countryData . names . official , countryData . names . common , ]. filter ( Boolean ); let description = countryData . flag . description ; for ( const name of names ) { description = description . replaceAll ( name , \" this country \" ); } return description ; } This works by firstly getting an array of all the names associated with the country provided in the API, and then testing the description against every single one of them until the country name is not in the description, and it returns the sanitized description. Stuff I need to Fix 1. Not allowing duplicate countries/hints Currently, if the user types the same country twice, the app allows them to, in theory I allow this (its not game breaking its just bad strategy) but I think it would be better if I didn’t let them. Whats more game-breaking, however, is duplicate hints, which are very annoying. I will probably fix this in the next devlog 2. Giving the user a message when they guess the right country Currently, the app just assumes you didn’t guess the correct country and never tells you if you guessed it right, which is not good game design! I will probably fix Bug #1 first before tackling this, as I’ll need to make and style a whole new popup for when the user wins, and program a restart, etc. Anyways, see you next devlog!"}, {"post_id": 35868, "ts": "2026-07-27T16:12:05Z", "hours": 3.6375, "text": "Devlog 2 - Hints! So over the last 2 days I added hints to the website, I did it by firstly making an object to store the different types of hints there can be, eg. BORDERS-3 would be 3 countries that this country borders, LANGUAGES are the languages this country speaks, etc. I grouped them by HARD , MEDIUM and EASY so that you get more obvious hints as you go on (easy is most obvious, hard is least obvious) I also made a massive 150 line function: get_hint_text(country_name, hint_type) which gets the hint text for a hint type and a country using a switch for every hint type (there’s probably a better way of doing this but I cba lol) Using this, I made another function: add_hint(country_name, hint_number, hint_type) which i can use to give the user a hint in JS. Issues Encountered There was largely no major issues - apart from one hint_type: FLAG-DESC. FLAG-DESC is simply a description of the flag of the country provided by the REST Countries API, however, the descriptions provided by the API have the country name in them, eg. The flag of Canada is composed of a red vertical band on the … which makes it pretty obvious what the answer is! To fix this, I initially simply replaced the name of the country to ‘this country’, which worked fine, unless for exceptions like DRC, where if I did that the FLAG-DESC would be: The flag of the Democratic Republic of the Congo has a sky-blue field with a … as the name of that country in the API is DRC . Similar things also happen with Afghanistan and Congo, where the name given in the description is different than that of the API. Targets for next Devlog: Fix the FLAG-DESC bug Give the user a hint every guess"}, {"post_id": 34775, "ts": "2026-07-25T19:21:22Z", "hours": 3.7022, "text": "Devlog 1 - The Start I made the UI with HTML and CSS, and made the Guess button add countries to the guessed list, which I’m pretty proud of for my first real web project. Tomorrow, I’ll probably add hints and polish the code a little more because its kinda messy. Cya tomorrow!"}]...
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Title: CountryGuessr by @anmol_bhat | Stardance
D Title: CountryGuessr by @anmol_bhat | Stardance
Devlogs:
Devlog 1 - The Start I made the UI with HTML and CSS, and made the Guess button add countries to the guessed list, which I’m pretty proud of for my first real web project. Tomorrow, I’ll probably add hints and polish the code a little more because its kinda messy. Cya tomorrow!
Devlog 2 - Hints! So over the last 2 days I added hints to the website, I did it by firstly making an object to store the different types of hints there can be, eg. BORDERS-3 would be 3 countries that this country borders, LANGUAGES are the languages this country speaks, etc. I grouped them by HARD , MEDIUM and EASY so that you get more obvious hints as you go on (easy is most obvious, hard is least obvious) I also made a massive 150 line function: get_hint_text(country_name, hint_type) which gets the hint text for a hint type and a country using a switch for every hint type (there’s probably a better way of doing this but I cba lol) Using this, I made another function: add_hint(country_name, hint_number, hint_type) which i can use to give the user a hint in JS. Issues Encountered There was largely no major issues - apart from one hint_type: FLAG-DESC. FLAG-DESC is simply a description of the flag of the country provided by the REST Countries API, however, the descriptions provided by the API have the country name in them, eg. The flag of Canada is composed of a red vertical band on the … which makes it pretty obvious what the answer is! To fix this, I initially simply replaced the name of the country to ‘this country’, which worked fine, unless for exceptions like DRC, where if I did that the FLAG-DESC would be: The flag of the Democratic Republic of the Congo has a sky-blue field with a … as the name of that country in the API is DRC . Similar things also happen with Afghanistan and Congo, where the name given in the description is different than that of the API. Targets for next Devlog: Fix the FLAG-DESC bug Give the user a hint every guess
Devlog 3 - FLAG-DESC So today I fixed the bug from earlier where the flag description wasnt working, basically sometimes in the description it would use the official name of the country, for example instead of just Afghanistan (which is its common name) the description would say Islamic Emirate of Afghanistan (which is its official name) there are also other examples where the name used in the description was neither its official name nor the common name, but it was one of the alternate names given by the API, so I had to include those as well in my filter. In the end, I made this function: function getSanitizedDescription ( countryName ) { const countryData = JSON . parse ( localStorage . getItem ( " countryData " ))[ countryName ]; if ( ! countryData ) return null ; // Combine all names into a single array cuz description name format is inconsistently weird const names = [ ...( countryData . names . alternates || []), countryData . names . official , countryData . names . common , ]. filter ( Boolean ); let description = countryData . flag . description ; for ( const name of names ) { description = description . replaceAll ( name , " this country " ); } return description ; } This works by firstly getting an array of all the names associated with the country provided in the API, and then testing the description against every single one of them until the country name is not in the description, and it returns the sanitized description. Stuff I need to Fix 1. Not allowing duplicate countries/hints Currently, if the user types the same country twice, the app allows them to, in theory I allow this (its not game breaking its just bad strategy) but I think it would be better if I didn’t let them. Whats more game-breaking, however, is duplicate hints, which are very annoying. I will probably fix this in the next devlog 2. Giving the user a message when they guess the right country Currently, the app just assumes you didn’t guess the correct country and never tells you if you guessed it right, which is not good game design! I will probably fix Bug #1 first before tackling this, as I’ll need to make and style a whole new popup for when the user wins, and program a restart, etc. Anyways, see you next devlog!
Devlog 4 - Correct Answers So now, I added 2 of the things I said I was gonna fix in my previous devlog, a popup for when the user guesses the correct country, and filtering out duplicate hints. Duplicate Hints Filtering out duplicate hints was pretty easy, all I needed to do was make an array to store hints that were already used, USED_HINTS , and every time the user was given a hint, add the hint type, as defined here: const HINT_TYPES = { " HARD " : [ " DRIVING-SIDE " , // HARD hints give away the least info " LANDLOCKED " , " CONTINENT " , " AREA " , " G20 " , " CURRENCY " ], " MEDIUM " : [ " BORDERS-3 " , " COUNTRY-FIRST-LETTER " , " LANGUAGES " , " POPULATION " , " GOVERNMENT-TYPE " , " CAPITAL-FIRST-LETTER " ], " EASY " : [ // EASY hints give away the most info " FLAG-DESC " , " CAPITAL " , " ALL-BORDERS " ] } Then, I added a line to the generate_hints() function to not include any hints in USED_HINTS in the possible hints, here is that updated function: function generate_hints ( country_name ) { var generated = {} Object . entries ( HINT_TYPES ). forEach (( difficulty ) => { generated [ difficulty [ 0 ]] = {} difficulty [ 1 ]. forEach (( hint_type ) => { if ( ! USED_HINTS . includes ( hint_type )) { generated [ difficulty [ 0 ]][ hint_type ] = get_hint_text ( country_name , hint_type ) } else { // Hint already used so dont add it to possible hints } }) }) return generated ; } With this, a hint already given cannot be given again, improving the user experience. The Win Dialog I also made a dialog appear when the user guessed the correct country, at first I was gonna use a <div> for this, but I found out about an element in HTML called <dialog> which made things much easier, instead of having to center the div on the screen, and then position it so it was above everything else, etc, the dialog already handled all of that for me. Plus, it came with a handy ::backdrop selector for CSS, which allowed me to give the background of it a cool blur effect with: .win-dialog ::backdrop { background-color : rgba ( 15 , 23 , 42 , 0.5 ); backdrop-filter : blur ( 8px ); } I would’ve had to create a whole separate for the background if I had tried to do this with a div, so I’m glad I didn’t. As for the design of it, I chose to stay consistent with the website’s design of mostly black with a blue accent color. I also added the country’s flag because I just thought it looked nice. What I ended up with is in the screenshots, and I like how it looks, but it took me an hour to style lol Stuff I will (probably) add next devlog 1. A losing screen dialog Obviously, because I have a winning dialog, I should also make a losing dialog for when the player has more than 6 attempts, I will probably just make it look like the win dialog, but maybe with a red accent colour. 2. A backend endpoint for my api! So I also tried to get my project on GitHub, but then I realised my scripts.js file had a fetch() request which exposed my API key! Maybe after I make a losing screen, I will try to make a Netlify function or something so that I don’t give everyone my API key. 3. A better way to restart Right now, the Play Again button in the win dialog just reloads the page, which I think is kind of a hacky way of doing it, I will probably make a restart() function which resets all the variables and stuff but it will be very time consuming, so I’ll just put it off till later.
Devlog 5 - I Completed the Game Loop! I added a losing screen and also added a backend for the API. For the backend, I used Python with FastAPI because I used it before for a different project. All I needed to make was a proxy API for the API I used to get country data, so it didn’t take that long.
Ships:
Made a game about guessing countries inspired by others such as Globle and Geoguessr....
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1792853610.0563989
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1792940010.0563989
|
|
7748
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Flow by @twinx | Stardance
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twinx
|
6
|
106.0
|
791
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T13:20:24Z", "hours": 13.0, "multiplier": 17.94, "payout": 120, "blessing": "neutral", "text": "So after everyone’s request i added support for all platforms , i haven’t tested it on mac (cause i don’t that🙃️) but i have tested on all other platforms and hope that it works on your systems too. Also i have added some new features for u all : a new log for seeing what broke new display i.e. rich that makes it more cool looking new commands and insane customization 😎️", "repo": "https://github.com/flow-twinx/flow", "demo": "https://flow-twinx.pages.dev/download"}, {"ship_num": 2, "ts": "2026-10-01T10:07:35Z", "hours": 35.0, "multiplier": 18.78, "payout": 331, "blessing": "neutral", "text": "Changes from last ship : new database from json to db ( sqlite ) and new codebase Added TUI and also improved the web mode Added new commands and docs Added plugins system and community plugins Major and minor bug fixes", "repo": "https://github.com/flow-twinx/flow", "demo": "https://flow-twinx.pages.dev/download"}, {"ship_num": 3, "ts": "2026-08-02T15:52:05Z", "hours": 22.0, "multiplier": 7.29, "payout": 73, "blessing": "neutral", "text": "So added few not actually few but many like better ui for web formats using ffmpeg playlist feature bug fixes and much more I want to thank you all for support and hopping to add more features. Also do visit the flow page. Enjoy !", "repo": "https://github.com/flow-twinx/flow", "demo": "https://flow-twinx.pages.dev/download"}, {"ship_num": 4, "ts": "2026-07-18T08:24:18Z", "hours": 12.0, "multiplier": 16.41, "payout": 33, "blessing": "neutral", "text": "Ship #3 Added many features such as : background playback so you don’t need to open a terminal just for flow. bars for you to enjoy the vibe. lyrics so you can sing along the song it is also time-synced . and much more such as configs customization. How to install : Head to release page for a linux binary or type it in terminal but make sure you have python and vlc installed pip install flow-twinx and then flow", "repo": "https://github.com/flow-twinx/flow", "demo": "https://flow-twinx.pages.dev/download"}, {"ship_num": 5, "ts": "2026-07-05T01:38:26Z", "hours": 12.0, "multiplier": 14.1, "payout": 109, "blessing": "neutral", "text": "Flow version v0.4.0 This version includes Saavan playback , Saavan is a music player with high quality songs. Please do also keep this in mind that Songs on saavan are only playable on saavan commands and there is no radio mode for it. The difficult part about this thing is the API , actually the API is build by me hosted on NEST as a part of SINGULARITY my another project some similar features but more advanced. Do check out that also!", "repo": "https://github.com/flow-twinx/flow", "demo": "https://flow-twinx.pages.dev/download"}, {"ship_num": 6, "ts": "2026-06-17T08:20:51Z", "hours": 12.0, "multiplier": 10.78, "payout": 125, "blessing": "neutral", "text": "I build a terminal music player that uses vlc and yt_dlp , that has both offline and online support for music you can either play from folders or online. Hardest part to make it run on all os.", "repo": "https://github.com/flow-twinx/flow", "demo": "https://flow-twinx.pages.dev/download"}]...
|
[{"post_id": 78737, "ts": "202 [{"post_id": 78737, "ts": "2026-10-11T13:09:32Z", "hours": 4.8319, "text": "v0.9.1 So after hours added support for all platforms and made website and hosted it on cloudflare here also i have added a better logs system to tell if anything goes wrong , aslo this time please rate it as much as u could i have spend 100+ hours working on this still i get 200 stardust :("}, {"post_id": 78322, "ts": "2026-10-10T12:35:40Z", "hours": 8.4858, "text": "v0.8.4 Forgot to add the versions from some devlogs. New features : added a full for showcase added a minimal version so ai agents and ssh terminals can work too added a new progress bar and some bug fixes… i tried adding cookies but it works good without cookies also so would add a import option to import external songs. Also i am working on making it play on all platforms including termux of mobile phones."}, {"post_id": 75842, "ts": "2026-10-01T10:00:50Z", "hours": 1.4978, "text": "So i have to really fix this bug not too much big but it resulted in multiple vlc instance to start also changed export to export songs instead of a zip file and with custom path can be used by -p PATH or default to Downloads/music ."}, {"post_id": 74510, "ts": "2026-09-27T15:17:11Z", "hours": 0.2864, "text": "#v0.8.0 Just finished some last parts and added it to ship."}, {"post_id": 73966, "ts": "2026-09-26T12:39:28Z", "hours": 8.5808, "text": "So mostly made changes to backend and the structure of the project. Changes : migrated from json to sqlite for history and other new features soon added a plugins system with a repo for community plugins separate commands for sperate playform like flow-web for flow"}, {"post_id": 69636, "ts": "2026-09-17T13:37:22Z", "hours": 2.6986, "text": "v0.7.0 So finally made the tui using textual and it looks pretty good i wasn’t expecting much but yeah looks good also there are pretty much 10 themes i guess so enjoy that are given in textual by default. Also changed the structure of the code repo as it was a disaster so now it has /backend /tui and /cli"}, {"post_id": 65826, "ts": "2026-09-11T07:08:47Z", "hours": 3.4658, "text": "v0.6.1 Replaced the old UI with new UI , as previous one looked awful for most people i hope this is good. Also added this demo video , i tried to add a more professional one with openscreen but quality issues with the app , so will add later till then this is the demo video."}, {"post_id": 62823, "ts": "2026-09-06T10:56:04Z", "hours": 5.4986, "text": "Hey everyone hope ur doing well. Today i think mostly i did was just making it cool and easy to navigate and bug fixes for the most time. Bugs: Ctrl + Q not working in radio mode d not working in new selection mode not showing [Paused] when paused and much more that is too big to explain here and started working on gui mode using PySide6"}, {"post_id": 60253, "ts": "2026-09-02T14:48:41Z", "hours": 2.2642, "text": "v0.6.0 So , i have added a new selection using arrow keys for config search and play for better navigation also to reduce the typing thing in terminal to change the value. Also replaced the bars for a better looking and customizable bars it includes custom char + 3 modes."}, {"post_id": 56448, "ts": "2026-08-28T06:39:47Z", "hours": 2.4575, "text": "So added more commands and few mid level bug fixes : added delete command added more flags to control it by using other programs improved the name shorter to include other laung added the m and pick songs in play also thing as shown in video. improved the –status command to show images."}, {"post_id": 52872, "ts": "2026-08-23T07:46:12Z", "hours": 2.0144, "text": "v0.5.8 So added a better playlist management system that has support for local songs before it had different playlist logic for different mode , now it shares same logic with also bug fixes and in future updates gonna add island as a way u can do it without any configs also better status."}, {"post_id": 50472, "ts": "2026-08-19T17:14:05Z", "hours": 6.7164, "text": "So yeah still alive after many days cause i thought it needed more work. I made something to help u in KDE and Hyprland by using dbus to expose name and a custom --status command wit img support and all that to provide u with a support for custom modules. The island shown here is my custom build and is not included in the flow project. Also made few more thing in here to help u out and fixed bugs."}, {"post_id": 39542, "ts": "2026-08-02T15:48:47Z", "hours": 0.27, "text": "So last fix i guess for this ship , it includes changes in dependencies i previously forgot to add toml so it caused error in some OS i think not in my one , so i switched to pyproject.toml i kept that so users can use pip also not only uv."}, {"post_id": 39528, "ts": "2026-08-02T15:25:31Z", "hours": 0.4983, "text": "So fixed a bug where after closing a radio when user searched for other song and then played it continued from last play instead of new one."}, {"post_id": 38934, "ts": "2026-08-01T15:24:47Z", "hours": 3.4775, "text": "v0.5.0 So fixed major stuffs mostly like : playlist not created error fixed format in web mode as it downloaded in mp3 fixed another download bug as it downloaded in mp4 , when set to default fixed loop during playback which caused one command execution only and other were not listened And added some more thing: a export feature added better port handling added –port ( ~5 commands ) and –version commands"}, {"post_id": 35788, "ts": "2026-07-27T13:20:01Z", "hours": 1.6367, "text": "Added playlist feature and a lot more features like format - opus , mp3 , m4a and webm. Also fixed some bugs regarding downloads and added a check feature to check flow gets all things like vlc , ffmpeg .etc"}, {"post_id": 34615, "ts": "2026-07-25T14:20:28Z", "hours": 0.4917, "text": "So trying to make the web version so u know a better docs instead of terminal one with better installation support. Thought of notifying everyone so u can guess what will be the next few develops about."}, {"post_id": 34070, "ts": "2026-07-24T15:03:24Z", "hours": 2.9269, "text": "Finally added playlist it has following commands: playlist ( to list all ) playlist add playlist remove pl.. -d radio -p ( to save as playlist ) also download or -d download radio as a playlist instead of songs in downloads"}, {"post_id": 32728, "ts": "2026-07-22T02:01:00Z", "hours": 0.74, "text": "v0.4.7 So i am just kinda dumb i think. I didn’t even commited the changes and lost all the works 🥲 i do managed to re-write the code once again for some parts like DEV MODE and bug fix regarding the playback. So playlist features are on a hold"}, {"post_id": 32438, "ts": "2026-07-21T16:57:32Z", "hours": 2.5728, "text": "So fixed some major and minor bugs and flaws like user can even download the song in /boot/ also added history and auto-completion , it also now has playlist commands and features with better UI in web mode not too much but still. Also added format option so u can download in whichever format u want. And made this banner"}, {"post_id": 31875, "ts": "2026-07-20T16:54:25Z", "hours": 8.9078, "text": "0.4.5 So after ~7hr ( some are not recorded which i spent in browser ) I made the UI of the flow in web looking forward for a desktop UI also but later i think. What is New and what is changed Web UI with pixel theme Local support for UI also and liked songs Minor bug fixes"}, {"post_id": 30572, "ts": "2026-07-18T08:19:25Z", "hours": 0.3758, "text": "Nothing added just fixed more things and made a new video for upload at github pages. You can see video here it also has audio. added a linux binary at release page and links to my github account in PyPi"}, {"post_id": 30520, "ts": "2026-07-18T05:06:55Z", "hours": 0.4369, "text": "So added these bars looks weird i know because i set their width to 3 and spacing : fit that’s why but u can customize it however you want. Also fully added the lyrics , mostly you will see lyrics not found if are listening in other laung then eng because YtLyrics doesn’t have much songs lyrics i guess."}, {"post_id": 30505, "ts": "2026-07-18T04:13:45Z", "hours": 1.0981, "text": "So this is going crazy like really! What i added today? A bar that reacts to sound. fixed errors in bg mode which triggered the playing of two music at the same time. Also trying to add like 50% added the lyrics with time synced."}, {"post_id": 30120, "ts": "2026-07-17T13:09:14Z", "hours": 9.635, "text": "So i made some new changes like a background player no need to open a terminal just for a music also fixed some major errors like calling fetch when not needed in radio mode."}, {"post_id": 22528, "ts": "2026-07-05T01:33:25Z", "hours": 3.9431, "text": "Published v0.4.0 this version includes Saavan playback also and new commands i.e. : savan : play songs directly( alias: svn ) savan-s : search songs by name ( alias : svn-s )"}, {"post_id": 16137, "ts": "2026-06-26T07:14:21Z", "hours": 2.9075, "text": "Added many features here are some of them : better radio with play next config feature theme changing better colors."}, {"post_id": 15463, "ts": "2026-06-25T04:23:40Z", "hours": 2.0053, "text": "uploaded to PyPi with features such as: radio mode which auto suggest songs alias for quick commands major bug fixes"}, {"post_id": 13075, "ts": "2026-06-21T11:57:16Z", "hours": 2.5681, "text": "added alias for commands such as hl for help , pl for play these are default and can be changed later by running short <index> <value> also added more detailed help command that gives user more info , can be run by using help -i or hl -i or as per your alias. Features in new update: suggestion of songs (fetched from youtube) custom themes more option for using tools"}, {"post_id": 11113, "ts": "2026-06-18T05:43:07Z", "hours": 0.3356, "text": "Finally after hard work as i have never uploaded anything to Pypi anything before so totally a disaster that includes import error and much more. You can install this package by typing pip install flow-twinx"}, {"post_id": 10500, "ts": "2026-06-17T07:47:16Z", "hours": 0.2867, "text": "fixed the error when doing install.sh in windows as the path are not same in linux and windows"}, {"post_id": 10490, "ts": "2026-06-17T07:23:31Z", "hours": 0.4394, "text": "added readme.md and finished by adding features listed also added install.sh"}, {"post_id": 10471, "ts": "2026-06-17T06:45:47Z", "hours": 2.6703, "text": "made few things as listed: a progress bar offline download of songs shuffle and repeat songs liked songs and much more adding : offline support like liked songs , album"}, {"post_id": 10390, "ts": "2026-06-17T02:17:36Z", "hours": 1.2692, "text": "Re-started the project and this time adding both offline and online features i.e. yet to implement , i have already made the ping.py file so it can check if host has connections. also some few changes in future :- online playback mode without downloading the song. offline mode. will try to add suggestion by adding &start_radio=1 to get suggestion directly from YouTube"}, {"post_id": 5516, "ts": "2026-06-09T10:11:49Z", "hours": 1.8011, "text": "Tried too much to add cross-fade but the audio just glitches , will be trying more if not possible i will leave this feature and focus on something different.Also added the bash install for different os so it becomes flow play not py main.py play."}, {"post_id": 4843, "ts": "2026-06-08T11:24:27Z", "hours": 2.4728, "text": "Finally made functional and working , have to make it once more took more help from AI i didn’t wanted to but sometimes vlc was giving error and sometimes yt_dlp even though i was following the module guide , i don’t know what was happening. Currently adding the spinners and more things. Features added till now: like music make playlist Fuzzy search or smart search"}, {"post_id": 4229, "ts": "2026-06-07T13:53:21Z", "hours": 2.8981, "text": "| | This is my first post on this project , this project is about a feature rich and apple music inspired terminal music player | | . Today i made basic commands like play , delete , random , like .etc . The best part was to create the file handling as i have learned how to handle the .yaml files instead of json files for settings and hardest part was nothing except me trying to use vlc without AI or docs."}]...
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Title: Flow by @twinx | Stardance
Devlogs:
| | Th Title: Flow by @twinx | Stardance
Devlogs:
| | This is my first post on this project , this project is about a feature rich and apple music inspired terminal music player | | . Today i made basic commands like play , delete , random , like .etc . The best part was to create the file handling as i have learned how to handle the .yaml files instead of json files for settings and hardest part was nothing except me trying to use vlc without AI or docs.
Finally made functional and working , have to make it once more took more help from AI i didn’t wanted to but sometimes vlc was giving error and sometimes yt_dlp even though i was following the module guide , i don’t know what was happening. Currently adding the spinners and more things. Features added till now: like music make playlist Fuzzy search or smart search
Tried too much to add cross-fade but the audio just glitches , will be trying more if not possible i will leave this feature and focus on something different.Also added the bash install for different os so it becomes flow play not py main.py play.
Re-started the project and this time adding both offline and online features i.e. yet to implement , i have already made the ping.py file so it can check if host has connections. also some few changes in future :- online playback mode without downloading the song. offline mode. will try to add suggestion by adding &start_radio=1 to get suggestion directly from YouTube
made few things as listed: a progress bar offline download of songs shuffle and repeat songs liked songs and much more adding : offline support like liked songs , album
added readme.md and finished by adding features listed also added install.sh
fixed the error when doing install.sh in windows as the path are not same in linux and windows
Finally after hard work as i have never uploaded anything to Pypi anything before so totally a disaster that includes import error and much more. You can install this package by typing pip install flow-twinx
added alias for commands such as hl for help , pl for play these are default and can be changed later by running short <index> <value> also added more detailed help command that gives user more info , can be run by using help -i or hl -i or as per your alias. Features in new update: suggestion of songs (fetched from youtube) custom themes more option for using tools
uploaded to PyPi with features such as: radio mode which auto suggest songs alias for quick commands major bug fixes
Added many features here are some of them : better radio with play next config feature theme changing better colors.
Published v0.4.0 this version includes Saavan playback also and new commands i.e. : savan : play songs directly( alias: svn ) savan-s : search songs by name ( alias : svn-s )
So i made some new changes like a background player no need to open a terminal just for a music also fixed some major errors like calling fetch when not needed in radio mode.
So this is going crazy like really! What i added today? A bar that reacts to sound. fixed errors in bg mode which triggered the playing of two music at the same time. Also trying to add like 50% added the lyrics with time synced.
So added these bars looks weird i know because i set their width to 3 and spacing : fit that’s why but u can customize it however you want. Also fully added the lyrics , mostly you will see lyrics not found if are listening in other laung then eng because YtLyrics doesn’t have much songs lyrics i guess.
Nothing added just fixed more things and made a new video for upload at github pages. You can see video here it also has audio. added a linux binary at release page and links to my github account in PyPi
0.4.5 So after ~7hr ( some are not recorded which i spent in browser ) I made the UI of the flow in web looking forward for a desktop UI also but later i think. What is New and what is changed Web UI with pixel theme Local support for UI also and liked songs Minor bug fixes
So fixed some major and minor bugs and flaws like user can even download the song in /boot/ also added history and auto-completion , it also now has playlist commands and features with better UI in web mode not too much but still. Also added format option so u can download in whichever format u want. And made this banner
v0.4.7 So i am just kinda dumb i think. I didn’t even commited the changes and lost all the works 🥲 i do managed to re-write the code once again for some parts like DEV MODE and bug fix regarding the playback. So playlist features are on a hold
Finally added playlist it has following commands: playlist ( to list all ) playlist add playlist remove pl.. -d radio -p ( to save as playlist ) also download or -d download radio as a playlist instead of songs in downloads
So trying to make the web version so u know a better docs instead of terminal one with better installation support. Thought of notifying everyone so u can guess what will be the next few develops about.
Added playlist feature and a lot more features like format - opus , mp3 , m4a and webm. Also fixed some bugs regarding downloads and added a check feature to check flow gets all things like vlc , ffmpeg .etc
v0.5.0 So fixed major stuffs mostly like : playlist not created error fixed format in web mode as it downloaded in mp3 fixed another download bug as it downloaded in mp4 , when set to default fixed loop during playback which caused one command execution only and other were not listened And added some more thing: a export feature added better port handling added –port ( ~5 commands ) and –version commands
So fixed a bug where after closing a radio when user searched for other song and then played it continued from last play instead of new one.
So last fix i guess for this ship , it includes changes in dependencies i previously forgot to add toml so it caused error in some OS i think not in my one , so i switched to pyproject.toml i kept that so users can use pip also not only uv.
So yeah still alive after many days cause i thought it needed more work. I made something to help u in KDE and Hyprland by using dbus to expose name and a custom --status command wit img support and all that to provide u with a support for custom modules. The island shown here is my custom build and is not included in the flow project. Also made few more thing in here to help u out and fixed bugs.
v0.5.8 So added a better playlist management system that has support for local songs before it had different playlist logic for different mode , now it shares same logic with also bug fixes and in future updates gonna add island as a way u can do it without any configs also better status.
So added more commands and few mid level bug fixes : added delete command added more flags to control it by using other programs improved the name shorter to include other laung added the m and pick songs in play also thing as shown in video. improved the –status command to show images.
v0.6.0 So , i have added a new selection using arrow keys for config search and play for better navigation also to reduce the typing thing in terminal to change the value. Also replaced the bars for a better looking and customizable bars it includes custom char + 3 modes.
Hey everyone hope ur doing well. Today i think mostly i did was just making it cool and easy to navigate and bug fixes for the most time. Bugs: Ctrl + Q not working in radio mode d not working in new selection mode not showing [Paused] when paused and much more that is too big to explain here and started working on gui mode using PySide6
v0.6.1 Replaced the old UI with new UI , as previous one looked awful for most people i hope this is good. Also added this demo video , i tried to add a more professional one with openscreen but quality issues with the app , so will add later till then this is the demo video.
v0.7.0 So finally made the tui using textual and it looks pretty good i wasn’t expecting much but yeah looks good also there are pretty much 10 themes i guess so enjoy that are given in textual by default. Also changed the structure of the code repo as it was a disaster so now it has /backend /tui and /cli
So mostly made changes to backend and the structure of the project. Changes : migrated from json to sqlite for history and other new features soon added a plugins system with a repo for community plugins separate commands for sperate playform like flow-web for flow
#v0.8.0 Just finished some last parts and added it to ship.
So i have to really fix this bug not too much big but it resulted in multiple vlc instance to start also changed export to export songs instead of a zip file and with custom path can be used by -p PATH or default to Downloads/music .
v0.8.4 Forgot to add the versions from some devlogs. New features : added a full for showcase added a minimal version so ai agents and ssh terminals can work too added a new progress bar and some bug fixes… i tried adding cookies but it works good without cookies also so would add a import option to import external songs. Also i am working on making it play on all platforms including termux of mobile phones.
v0.9.1 So after hours added support for all platforms and made website and hosted it on cloudflare here also i have added a better logs system to tell if anything goes wrong , aslo this time please rate it as much as u could i have spend 100+ hours working on this still i get 200 stardust :(
Ships:
I build a terminal music player that uses vlc and yt_dlp , that has both offline and online support for music you can either play from folders or online. Hardest part to make it run on all os.
Flow version v0.4.0 This version includes Saavan playback , Saavan is a music player with high quality songs. Please do also keep this in mind that Songs on saavan are only playable on saavan commands and there is no radio mode for it. The difficult part about this thing is the API , actually the API is build by me hosted on NEST as a part of SINGULARITY my another project some similar features but more advanced. Do check out that also!
Ship #3 Added many features such as : background playback so you don’t need to open a terminal just for flow. bars for you to enjoy the vibe. lyrics so you can sing along the song it is also time-synced . and much more such as configs customization. How to install : Head to release page for a linux binary or type it in terminal but make sure you have python and vlc installed pip install flow-twinx and then flow
So added few not actually few but many like better ui for web formats using ffmpeg playlist feature bug fixes and much more I want to thank you all for support and hopping to add more features. Also do visit the flow page. Enjoy !
Changes from last ship : new database from json to db ( sqlite ) and new codebase Added TUI and also improved the web mode Added new commands and docs Added plugins system and community plugins Major and minor bug fixes
So after everyone’s request i added support for all platforms , i haven’t tested it on mac (cause i don’t that🙃️) but i have tested on all other platforms and hope that it works on your systems too. Also i have added some new features for u all : a new log for seeing what broke new display i.e. rich that makes it more cool looking new commands and insane customization 😎️...
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1792842947.26023
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1792929347.26023
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301
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Almost There by @Osaidii | Stardance
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Osaidii
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1
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20.0
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133
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T13:08:24Z", "hours": 20.0, "multiplier": 13.35, "payout": 133, "blessing": "neutral", "text": "I made a horror game, making the settings menu was pretty challenging but that is the part I am most proud of too. One thing people should know is that the gameplay is far from comeplete, and the whole settings menu works. controls arent changeabe btw.", "repo": "https://github.com/Osaidii/Almost-There", "demo": "https://osaidii.itch.io/almost-there"}]...
|
[{"post_id": 78722, "ts": "202 [{"post_id": 78722, "ts": "2026-10-11T12:28:31Z", "hours": 19.6383, "text": "I worked on completing my settings menu and then adding more gameplay. I also fixed bugs with previous stuff like the special walls. I also added subtitles and tutorials."}]...
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Title: Almost There by @Osaidii | Stardance
Devlo Title: Almost There by @Osaidii | Stardance
Devlogs:
I worked on completing my settings menu and then adding more gameplay. I also fixed bugs with previous stuff like the special walls. I also added subtitles and tutorials.
Ships:
I made a horror game, making the settings menu was pretty challenging but that is the part I am most proud of too. One thing people should know is that the gameplay is far from comeplete, and the whole settings menu works. controls arent changeabe btw....
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1792853676.9751074
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1792940076.9751074
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68846
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AtherisConvert by @AaronAtheris | Stardance
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AaronAtheris
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1
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7.04
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T12:29:45Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It is unit converter but with a twist and a game in it, it has 2 modes, one is of course we all know, the normal mode, while the other mode is called the “FRENZY MODE” which would give the user false results for 40% of the time, and if the user wants to? they can play the game to see if they can catch if the unit conversion is accurate or not and it has its own ways to nudge the inaccurate units to make them believable such as switching its base, and even nudging it off by a few percentages too!!", "repo": "https://github.com/aaronstone-23/AetherConverts", "demo": "https://aether-converts.vercel.app/"}]...
|
[{"post_id": 78827, "ts": "202 [{"post_id": 78827, "ts": "2026-10-11T18:19:57Z", "hours": 1.3508, "text": "Now, because I feared that MY PRECIOUS project will be rejected because the designed looked “AI GENERATED” and I didn’t want that, so that’s why I went out of my way and then just scraped all the CSS and then build the whole CSS by myself with using different references, figma, and also a bit of AI for some bug fixing as vercel wasn’t displaying text, turns out I had made a typo where I forgot to apply the unit of font-size but whatever it is! I MADE IT and it looks veryy prettyAND FOR FINALLYY IT DOENST LOOKS VIBE CODED ATLEAST T-T"}, {"post_id": 78778, "ts": "2026-10-11T16:12:03Z", "hours": 0.6928, "text": "People we got rejected for shipping the project because it “LOOKED” AI, so WE ARE REDOING IT!!! AND LITERALLY IM WRITING THE CSS BY HAND NOW🤧🤧🤧🤧😭😭😭😭😭😭 (and also using figma and then stealing that design into code either by referencing or just asking AI to just give me a snippet)"}, {"post_id": 78721, "ts": "2026-10-11T12:26:38Z", "hours": 3.8156, "text": "The converter came to life!!! and like yeah it looks awesome, sorry i forgot to devlog here T-T"}, {"post_id": 78336, "ts": "2026-10-10T14:03:55Z", "hours": 1.4139, "text": "Sooo I’m working on a Unit converter but uh… well Ik its simple, thats why it would have a chance of gaslighting you!! (white screen of death achieved T-T)"}]...
|
Title: AtherisConvert by @AaronAtheris | Stardance Title: AtherisConvert by @AaronAtheris | Stardance
Devlogs:
Sooo I’m working on a Unit converter but uh… well Ik its simple, thats why it would have a chance of gaslighting you!! (white screen of death achieved T-T)
The converter came to life!!! and like yeah it looks awesome, sorry i forgot to devlog here T-T
People we got rejected for shipping the project because it “LOOKED” AI, so WE ARE REDOING IT!!! AND LITERALLY IM WRITING THE CSS BY HAND NOW🤧🤧🤧🤧😭😭😭😭😭😭 (and also using figma and then stealing that design into code either by referencing or just asking AI to just give me a snippet)
Now, because I feared that MY PRECIOUS project will be rejected because the designed looked “AI GENERATED” and I didn’t want that, so that’s why I went out of my way and then just scraped all the CSS and then build the whole CSS by myself with using different references, figma, and also a bit of AI for some bug fixing as vercel wasn’t displaying text, turns out I had made a typo where I forgot to apply the unit of font-size but whatever it is! I MADE IT and it looks veryy prettyAND FOR FINALLYY IT DOENST LOOKS VIBE CODED ATLEAST T-T
Ships:
It is unit converter but with a twist and a game in it, it has 2 modes, one is of course we all know, the normal mode, while the other mode is called the “FRENZY MODE” which would give the user false results for 40% of the time, and if the user wants to? they can play the game to see if they can catch if the unit conversion is accurate or not and it has its own ways to nudge the inaccurate units to make them believable such as switching its base, and even nudging it off by a few percentages too!!...
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1792817484.675464
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1792903884.675464
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68961
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Flux OS by @Nefx07 | Stardance
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Nefx07
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1
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2.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T11:20:30Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a humorous, funny WebOS that meets young guys sense. I got a problem everytime i wrote the .js yet i managed to write them up and i amd proud of myself for making this a workable WebOS.", "repo": "https://github.com/nefx07/FLUX-OS", "demo": "https://nefx07.github.io/FLUX-OS/"}]...
|
[{"post_id": 78703, "ts": "202 [{"post_id": 78703, "ts": "2026-10-11T11:12:38Z", "hours": 1.795, "text": "Finally!! Done the WebOS"}]...
|
Title: Flux OS by @Nefx07 | Stardance
Devlogs:
Fi Title: Flux OS by @Nefx07 | Stardance
Devlogs:
Finally!! Done the WebOS
Ships:
I made a humorous, funny WebOS that meets young guys sense. I got a problem everytime i wrote the .js yet i managed to write them up and i amd proud of myself for making this a workable WebOS....
|
1792817491.5461922
|
1792903891.5461922
|
|
66306
|
smart home system by @Farooq121 | Stardance
|
Farooq121
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T09:31:55Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made this for handicapped people", "repo": "https://github.com/u53982253-blip/esp32home", "demo": ""}]...
|
[{"post_id": 78677, "ts": "202 [{"post_id": 78677, "ts": "2026-10-11T08:43:07Z", "hours": 0.5231, "text": "i am working on a handicapped system for lrg handi capped people that when one on then rlya first on like that rset"}]...
|
Title: smart home system by @Farooq121 | Stardance Title: smart home system by @Farooq121 | Stardance
Devlogs:
i am working on a handicapped system for lrg handi capped people that when one on then rlya first on like that rset
Ships:
i made this for handicapped people...
|
1792817323.6237626
|
1792903723.6237626
|
|
41137
|
penguin by @ferdinand | Stardance
|
ferdinand
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T09:11:47Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Penguin is here! The world’s simplest and funniest penguin agent to help you with your Linux. After spending hours chatting with my own penguin (testing can be so much fun!), I am proud to introduce this one-script agent. Do you have Python and Ollama running on Linux? Then download it and type ‘penguin’ to see for yourself. Powered by the Qwen3.5:2b model, Penguin executes Bash commands and manages its own memory. It wasn’t easy, but now my Linux usage is very funny indeed. (Note: small LLM’s sometimes struggle with tool usage and even with response generation. Check always before executing!", "repo": "https://github.com/Test1-eu/penguin-agent", "demo": "https://pypi.org/project/penguin-agent-package/"}]...
|
[{"post_id": 78681, "ts": "202 [{"post_id": 78681, "ts": "2026-10-11T09:00:56Z", "hours": 2.9308, "text": "Ship is here - welcome penguin"}, {"post_id": 74191, "ts": "2026-09-26T21:42:11Z", "hours": 2.4483, "text": "Sorry, no ship… but a nice TUI. Do you like it?"}, {"post_id": 72762, "ts": "2026-09-23T17:59:48Z", "hours": 5.2836, "text": "Devlog #4 – The Pre-Ship: Penguin - It won‘t fly away! This will be the last devlog before the launch! Penguin will be released shortly after this devlog, so it’s time for a recap. People often use AI agents for what they call ‘vibe coding’: they give all the work to an agent like Claude Code and think this is the right and smart use of AI. However, I believe that we should approach this technology with more caution and reflection; otherwise, we may begin to delegate highly important tasks without fully comprehending them. This is why I built Penguin — the simplest and, yes, the stupidest AI agent — for those who want to use AI for boring tasks, not fun ones. It’s just one Python script and one JSON file, plus Ollama. That’s it! So try Penguin, and rest assured: it won’t fly away!"}, {"post_id": 69221, "ts": "2026-09-16T16:37:45Z", "hours": 2.4661, "text": "Devlog #3 - Just added a memory. Works very well with the qwen3.5-2b model. I started building a tui for the agent… still working on it. I also need to change the system prompt and think about the think/nothink mode."}, {"post_id": 67367, "ts": "2026-09-13T13:31:33Z", "hours": 2.3986, "text": "The last two weeks, I just played around with different models, frameworks, agents, systems, laptops. Then, I had a moment of resignation: small models struggle not with tool use, but with multiple tools. After a few tries, I came back to the absolute basic: bash commands. So I got back to my Agent Friend Framework and just added a tool: execute_bash_command(). That’s it so far. It work’s surprisingly well with the small qwen-model family. Now, I want to try out some extras: finetuning of the model, memory, maybe a very simple web search for troubleshooting, etc. But now penguin is back!"}, {"post_id": 52451, "ts": "2026-08-22T16:01:42Z", "hours": 1.1706, "text": "I tested several local models for tool calling performance. Until now, it’s the qwen2.5:3b leading the “board”. To do this, I built a small tool selection(e.g. get_weather, etc.), quite a lot of typing work. But then, I found the agent-friend toolkit in this blogpost( https://dev.to/0coceo/ollama-tool-calling-in-5-lines-of-python-3h5f ) and it’s just amazing! I can now get straight into the tool development without hundreds of lines in JSON."}]...
|
Title: penguin by @ferdinand | Stardance
Devlogs: Title: penguin by @ferdinand | Stardance
Devlogs:
I tested several local models for tool calling performance. Until now, it’s the qwen2.5:3b leading the “board”. To do this, I built a small tool selection(e.g. get_weather, etc.), quite a lot of typing work. But then, I found the agent-friend toolkit in this blogpost( https://dev.to/0coceo/ollama-tool-calling-in-5-lines-of-python-3h5f ) and it’s just amazing! I can now get straight into the tool development without hundreds of lines in JSON.
The last two weeks, I just played around with different models, frameworks, agents, systems, laptops. Then, I had a moment of resignation: small models struggle not with tool use, but with multiple tools. After a few tries, I came back to the absolute basic: bash commands. So I got back to my Agent Friend Framework and just added a tool: execute_bash_command(). That’s it so far. It work’s surprisingly well with the small qwen-model family. Now, I want to try out some extras: finetuning of the model, memory, maybe a very simple web search for troubleshooting, etc. But now penguin is back!
Devlog #3 - Just added a memory. Works very well with the qwen3.5-2b model. I started building a tui for the agent… still working on it. I also need to change the system prompt and think about the think/nothink mode.
Devlog #4 – The Pre-Ship: Penguin - It won‘t fly away! This will be the last devlog before the launch! Penguin will be released shortly after this devlog, so it’s time for a recap. People often use AI agents for what they call ‘vibe coding’: they give all the work to an agent like Claude Code and think this is the right and smart use of AI. However, I believe that we should approach this technology with more caution and reflection; otherwise, we may begin to delegate highly important tasks without fully comprehending them. This is why I built Penguin — the simplest and, yes, the stupidest AI agent — for those who want to use AI for boring tasks, not fun ones. It’s just one Python script and one JSON file, plus Ollama. That’s it! So try Penguin, and rest assured: it won’t fly away!
Sorry, no ship… but a nice TUI. Do you like it?
Ship is here - welcome penguin
Ships:
Penguin is here! The world’s simplest and funniest penguin agent to help you with your Linux. After spending hours chatting with my own penguin (testing can be so much fun!), I am proud to introduce this one-script agent. Do you have Python and Ollama running on Linux? Then download it and type ‘penguin’ to see for yourself. Powered by the Qwen3.5:2b model, Penguin executes Bash commands and manages its own memory. It wasn’t easy, but now my Linux usage is very funny indeed. (Note: small LLM’s sometimes struggle with tool usage and even with response generation. Check always before executing!...
|
1792856985.8248553
|
1792943385.8248553
|
|
68855
|
Custom-proxmox by @citunek22 | Stardance
|
citunek22
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T08:17:50Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made like a custom proxmox though it doesn’t work like proxmox it’s based on docker so you can install 4 or 5 apps with one click and then you also get a terminal running with websocket on the dashboard and you can click through the containers. It was quite hard because the debugging of the websocket terminal but now it works. Also I don’t like how downloading images on phones work because I had to put this into my Snapchat folder so it would recognize this as a picture", "repo": "https://github.com/citunek22/HackMox-Custom-Proxmox", "demo": "https://youtu.be/-h0IKcTE2pg?si=MlJskCZXxunYVyuH"}]...
|
[{"post_id": 78147, "ts": "202 [{"post_id": 78147, "ts": "2026-10-09T19:37:34Z", "hours": 11.4086, "text": "Sorry for not writing any devlogs its because i know myself and i never finish my projects so thats why this doesnt have any devlogs except from this also this is how the project looks like"}]...
|
Title: Custom-proxmox by @citunek22 | Stardance
D Title: Custom-proxmox by @citunek22 | Stardance
Devlogs:
Sorry for not writing any devlogs its because i know myself and i never finish my projects so thats why this doesnt have any devlogs except from this also this is how the project looks like
Ships:
I made like a custom proxmox though it doesn’t work like proxmox it’s based on docker so you can install 4 or 5 apps with one click and then you also get a terminal running with websocket on the dashboard and you can click through the containers. It was quite hard because the debugging of the websocket terminal but now it works. Also I don’t like how downloading images on phones work because I had to put this into my Snapchat folder so it would recognize this as a picture...
|
1792817487.8166945
|
1792903887.8166945
|
|
69002
|
Midnight Birb by @blowupthenoobs | Stardance
|
blowupthenoobs
|
1
|
2.0
|
4
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T05:46:44Z", "hours": 2.0, "multiplier": 2.32, "payout": 4, "blessing": "neutral", "text": "Just added a tiny bit of sfx and commented out the redbull mode. (Have no idea why it took me so long, lol)", "repo": "https://github.com/Hashikono/midnight-desk-pets", "demo": "https://slloom.itch.io/midnight-desk-pet"}]...
|
[{"post_id": 78649, "ts": "202 [{"post_id": 78649, "ts": "2026-10-11T05:10:07Z", "hours": 1.6019, "text": "Removed the “redbull mode” from the birb and then gave it some sfx"}]...
|
Title: Midnight Birb by @blowupthenoobs | Stardanc Title: Midnight Birb by @blowupthenoobs | Stardance
Devlogs:
Removed the “redbull mode” from the birb and then gave it some sfx
Ships:
Just added a tiny bit of sfx and commented out the redbull mode. (Have no idea why it took me so long, lol)...
|
1792817495.3265004
|
1792903895.3265004
|
|
16472
|
DuckyPaste by @ZiggyZonko | Stardance
|
ZiggyZonko
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T04:34:16Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple clipboard tool that is backed up by a .json file to prevent loss of entries. The app features a pinning, searching and deleting system to not only store pasted content, but manage them. I created this to categorise and sort my pasted content rather than the usual windows / linux clipboard ( which I actually didn’t know existed prior 😿 ). The sorting by topic is coming in a future update…. The Qol improvements I created: Pinning of entries to help hold on to important content. Deletion of entries, I’m unsure if there is a simple way to delete clipboard entries within the built-in clipboards. Easy to find (as I had no idea about Windows+V). All backed up in a stored .json file in the /db folder, meaning you can easily sort through that if data the application stops. Additionally, the searching of entries helps be organised with your entries, locating important content quickly.", "repo": "https://github.com/ZiggyZonko/DuckyPaste", "demo": "https://github.com/ZiggyZonko/DuckyPaste/releases/tag/1.0"}]...
|
[{"post_id": 8642, "ts": "2026 [{"post_id": 8642, "ts": "2026-06-14T11:22:05Z", "hours": 0.5542, "text": "Implemented a tray icon with a show and quit button, so it runs in the background and picks up on your clipboard when it’s merely running as a task. I also fixed the pinning button, so when pinned, the entry adds a pin emoji 📌 and places it at the top of the list. Release 1.0 is being shipped soon…."}, {"post_id": 8019, "ts": "2026-06-13T11:45:29Z", "hours": 0.555, "text": "Added a working delete button and fixed a few bugs associated with the search bar and the history array, soon to be finalised"}, {"post_id": 7452, "ts": "2026-06-12T12:46:53Z", "hours": 1.0428, "text": "Created a json saving and loading system so you can close down the application and still have the clipboard saved. Added a search bar and pinning button, search bar functionality is added while pinning is not. More to come!"}, {"post_id": 6773, "ts": "2026-06-11T10:50:23Z", "hours": 1.0197, "text": "I created the basis of the clipboard, overiding duplicates, adding a nice aesthetic and consolidating the foundation of DuckyPaste."}]...
|
Title: DuckyPaste by @ZiggyZonko | Stardance
Devl Title: DuckyPaste by @ZiggyZonko | Stardance
Devlogs:
I created the basis of the clipboard, overiding duplicates, adding a nice aesthetic and consolidating the foundation of DuckyPaste.
Created a json saving and loading system so you can close down the application and still have the clipboard saved. Added a search bar and pinning button, search bar functionality is added while pinning is not. More to come!
Added a working delete button and fixed a few bugs associated with the search bar and the history array, soon to be finalised
Implemented a tray icon with a show and quit button, so it runs in the background and picks up on your clipboard when it’s merely running as a task. I also fixed the pinning button, so when pinned, the entry adds a pin emoji 📌 and places it at the top of the list. Release 1.0 is being shipped soon….
Ships:
I made a simple clipboard tool that is backed up by a .json file to prevent loss of entries. The app features a pinning, searching and deleting system to not only store pasted content, but manage them. I created this to categorise and sort my pasted content rather than the usual windows / linux clipboard ( which I actually didn’t know existed prior 😿 ). The sorting by topic is coming in a future update…. The Qol improvements I created: Pinning of entries to help hold on to important content. Deletion of entries, I’m unsure if there is a simple way to delete clipboard entries within the built-in clipboards. Easy to find (as I had no idea about Windows+V). All backed up in a stored .json file in the /db folder, meaning you can easily sort through that if data the application stops. Additionally, the searching of entries helps be organised with your entries, locating important content quickly....
|
1792853394.8984184
|
1792939794.8984184
|
|
29978
|
FlowZen by @NitrozingGuy | Stardance
|
NitrozingGuy
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T04:21:48Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a project that could see your camera and app title activity and you could see if you were focusing or not. Most of this was new to me but one extra challenging thing was making the UI, as I don’t like UI design. Also, I wish there was a free way to get an LLM that would let me classify these titles but whatever.", "repo": "https://github.com/Iamaradia/FlowZen", "demo": "https://github.com/Iamaradia/FlowZen/releases/tag/v0.1-alpha"}]...
|
[{"post_id": 78632, "ts": "202 [{"post_id": 78632, "ts": "2026-10-11T04:18:57Z", "hours": 4.4039, "text": "Im finally done! I took a break for school but im back. I made the figma project and made a better ui than my previous QML designer one and then i connected it to my app."}, {"post_id": 37346, "ts": "2026-07-30T00:17:56Z", "hours": 3.5383, "text": "I worked on 2 things this time. One, I used Ollama to use a model, like Qwen 0.7b, a lightweight LLM model, to process the app, title, and study goal and then it would return S for safe, A for ask before, and D for distracted. The decisions for A also get stored in a cache with SQLite. Then, I made a rough program that will get the app name and title using windows and return it."}, {"post_id": 33019, "ts": "2026-07-22T15:58:15Z", "hours": 5.2186, "text": "I have completed the beginning steps. I have first made a UI for it, show below using something called PySide Designer, where you can use drag and drop to make a UI to your liking. I then connected them to my code, like the timer label to the timer, the webcam label to the webcam, etc. Then I fixed some timer issues, improved the pause functionality, and made a total and distraction time length. Lastly, I made a database using SQLite, and I made a save dialog that can save it to the database. PS: The webcam is blank because I did not want to show my face."}, {"post_id": 27007, "ts": "2026-07-12T04:35:30Z", "hours": 2.5933, "text": "I polished the face detection, so it has a timer on for how long you were studying. I also added ultralytics object detection which detects phones for me at this early stage. Now I am working on the UI with the drag and drop PySide QT Widgets."}, {"post_id": 24739, "ts": "2026-07-08T14:50:31Z", "hours": 1.4708, "text": "I finished working on my face detector using media pipe. This is very early stages as it can only detect if there was a face found and then it will print it out."}]...
|
Title: FlowZen by @NitrozingGuy | Stardance
Devlo Title: FlowZen by @NitrozingGuy | Stardance
Devlogs:
I finished working on my face detector using media pipe. This is very early stages as it can only detect if there was a face found and then it will print it out.
I polished the face detection, so it has a timer on for how long you were studying. I also added ultralytics object detection which detects phones for me at this early stage. Now I am working on the UI with the drag and drop PySide QT Widgets.
I have completed the beginning steps. I have first made a UI for it, show below using something called PySide Designer, where you can use drag and drop to make a UI to your liking. I then connected them to my code, like the timer label to the timer, the webcam label to the webcam, etc. Then I fixed some timer issues, improved the pause functionality, and made a total and distraction time length. Lastly, I made a database using SQLite, and I made a save dialog that can save it to the database. PS: The webcam is blank because I did not want to show my face.
I worked on 2 things this time. One, I used Ollama to use a model, like Qwen 0.7b, a lightweight LLM model, to process the app, title, and study goal and then it would return S for safe, A for ask before, and D for distracted. The decisions for A also get stored in a cache with SQLite. Then, I made a rough program that will get the app name and title using windows and return it.
Im finally done! I took a break for school but im back. I made the figma project and made a better ui than my previous QML designer one and then i connected it to my app.
Ships:
I made a project that could see your camera and app title activity and you could see if you were focusing or not. Most of this was new to me but one extra challenging thing was making the UI, as I don’t like UI design. Also, I wish there was a free way to get an LLM that would let me classify these titles but whatever....
|
1792853359.4593606
|
1792939759.4593606
|
|
67810
|
Sticky by @KelvinY | Stardance
|
KelvinY
|
1
|
3.0
|
11
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T04:21:41Z", "hours": 3.0, "multiplier": 4.2, "payout": 11, "blessing": "neutral", "text": "Uploaded to itch.io!! you can now get your own sticky :) my biggest failure is that I forgot to disable the godot default start screen and this make it looks ugly 😭😭 More in README!", "repo": "https://github.com/kelvinyhf/sticky", "demo": "https://kelvinyhf.itch.io/sticky-pet"}]...
|
[{"post_id": 78631, "ts": "202 [{"post_id": 78631, "ts": "2026-10-11T04:18:11Z", "hours": 1.8703, "text": "My pet is done! Added a feature where when you double click it, it opens GitHub Gist for you to take note"}, {"post_id": 76605, "ts": "2026-10-04T04:49:45Z", "hours": 0.6958, "text": "Prototype Completed! took me 40 mins to complete the guide, but it’s interesting! The next step is to design my pet sprite. His name is Sticky, obviously he looks like a sticky note"}]...
|
Title: Sticky by @KelvinY | Stardance
Devlogs:
Pr Title: Sticky by @KelvinY | Stardance
Devlogs:
Prototype Completed! took me 40 mins to complete the guide, but it’s interesting! The next step is to design my pet sprite. His name is Sticky, obviously he looks like a sticky note
My pet is done! Added a feature where when you double click it, it opens GitHub Gist for you to take note
Ships:
Uploaded to itch.io!! you can now get your own sticky :) my biggest failure is that I forgot to disable the godot default start screen and this make it looks ugly 😭😭 More in README!...
|
1792817421.317463
|
1792903821.317463
|
|
65960
|
amll-PiP-Player by @Cret | Stardance
|
Cret
|
1
|
4.0
|
26
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T03:39:56Z", "hours": 4.0, "multiplier": 7.29, "payout": 26, "blessing": "neutral", "text": "try it now!!! plz use chrome and then just click on the sample music button to download the test file", "repo": "https://gitlab.com/IHateGitHub/amll-pip-player", "demo": "https://amll.cret.uk"}]...
|
[{"post_id": 74001, "ts": "202 [{"post_id": 74001, "ts": "2026-09-26T14:43:04Z", "hours": 3.5081, "text": "For the past few weeks, I’ve been pouring my heart into building AMLL PiP Player —and honestly, I’m beyond proud of how it turned out! I’ve always been obsessed with Apple Music’s gorgeous, bouncing syllable-by-syllable lyrics and colorful ambient fluid glow, but I hated that there wasn’t a lightweight, cross-platform way to have that pinned on my desktop while coding or doing homework. So instead of waiting for someone else to make it, I built it myself completely from scratch in the browser using Vue 3 and TypeScript! By taking advantage of the cutting-edge Document Picture-in-Picture API and File System Access API, I managed to create a 100% client-side player that indexes your local tracks, automatically pairs them with rich .ttml / .lrc lyrics and album art, and pops out into a floating, frosted-glass desktop card that stays pinned on top of any window. Pushing the limits of what a high schooler can build with modern web standards, no backend, and zero data tracking—it feels surreal seeing an aesthetic I dreamed of running so smoothly on my own screen!"}]...
|
Title: amll-PiP-Player by @Cret | Stardance
Devlo Title: amll-PiP-Player by @Cret | Stardance
Devlogs:
For the past few weeks, I’ve been pouring my heart into building AMLL PiP Player —and honestly, I’m beyond proud of how it turned out! I’ve always been obsessed with Apple Music’s gorgeous, bouncing syllable-by-syllable lyrics and colorful ambient fluid glow, but I hated that there wasn’t a lightweight, cross-platform way to have that pinned on my desktop while coding or doing homework. So instead of waiting for someone else to make it, I built it myself completely from scratch in the browser using Vue 3 and TypeScript! By taking advantage of the cutting-edge Document Picture-in-Picture API and File System Access API, I managed to create a 100% client-side player that indexes your local tracks, automatically pairs them with rich .ttml / .lrc lyrics and album art, and pops out into a floating, frosted-glass desktop card that stays pinned on top of any window. Pushing the limits of what a high schooler can build with modern web standards, no backend, and zero data tracking—it feels surreal seeing an aesthetic I dreamed of running so smoothly on my own screen!
Ships:
try it now!!! plz use chrome and then just click on the sample music button to download the test file...
|
1792817289.2623582
|
1792903689.2623582
|
|
29670
|
Eiffel tower by @B754a | Stardance
|
B754a
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T03:27:56Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my project Eiffel Tower!!! What is this project about? This project is about my journey from making my project Eiffel tower, This was a very cool project it took me a lot of time to learn about the Eiffel tower like how to Eiffel tower used to be a different color that it actually is. But it was fun to learn about the Eiffel tower and also learning more Onshape controls. Why did I want to make this? I wanted to make this project because I want more stardust so I can buy the keyboard in the shop, I’m very close so I thought that I could finish this before the deadline (before the deadline expanded) How hard was it to make? It was pretty hard to make, Ill give you some examples like the actual shape of the Eiffel tower. The shape is very hard to perfect like the beams ; there is the triangle pattern to make the beams stronger . The next one was color because the color did not match, but I will follow it up more in challenges. Challenges Some of the challenges where colors (follow up) the colors where very hard to do because I wasn’t sure what the Eiffel tower looked like (color) so I colored it all grey but when I looed it up it was a copper color so I had to change it back that took me 40 minutes to do but now it looks very nice. Another challenge was the shape of the structure. The Eiffel tower has a very unique shape it has all theses curves sharp edges and little details I had to implement I didn’t add all the little details but I did the best I could and I think it looks pretty realistic. Conclusion In all, this was one of the funniest projects I made! I really enjoyed working on it and it make me learn about real structures like the Eiffel tower. so in conclusion I think this was a great learning experience and a fun experience! The pictures at the bottom is the finished result.", "repo": "https://github.com/B754a-Dev/Eiffel-Tower", "demo": "https://makerworld.com/en/models/3421357-eiffel-tower"}]...
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[{"post_id": 78458, "ts": "202 [{"post_id": 78458, "ts": "2026-10-10T20:48:30Z", "hours": 0.6908, "text": "Eiffel Tower done!!!!! This is what the Eiffel Tower looks like now . I fixed the colors of the Eiffel Tower to be more realistic like the real thing. Challenges The one challenge that I had was coloring everything because some of the colors did not look realistic at all compared to the real Eiffel Tower, so I had to change the colors like halfway through, but I got it to work out! Conclusion This was super fun and exciting to make. I really liked learning all the features of Onshape, and I had a really good time doing this . I would recommend this."}, {"post_id": 74598, "ts": "2026-09-27T18:38:23Z", "hours": 3.3272, "text": "Hello, I’m currently making the Eiffel tower with onshape. This is what its looking like right now! What I’m working on rn I’m trying to improve the detail of the Eiffel tower such as the supports and the Gard rails. I also want to improve the top of the Eiffel tower as that is the most detailed part of it What has been done(new list) -All 3 layers -crossbeams -beams (up and down) Challenges I have had many challenges such as the Eiffel tower had 4 floors instead of 3 so I had to make the beams bigger to close it off. The size was hard to do because some pillars have to be the same size exactly so that was a challenge. Conclusion this project is very fun and I’m almost done I can wait to keep you guys updated!"}, {"post_id": 41696, "ts": "2026-08-06T02:39:22Z", "hours": 3.3167, "text": "Hi, I am making the Eiffel tower with onshape, this is what it looks like right now! this part was painful but worth it! Challenges There was many challenges such as the Corner Column (The green part) This one was very hard, because I couldn’t extrude it to make it filled in so it wasn’t paper thin but it didn’t work so I had to work around it by making a box then extruding it then cutting off the access pieces I didn’t need (such as the pieces that hang out) so I had to make a sketch to outline and cut it the final result looks very clean now! I also did have troubles on the Decorative Arch (Arch Rib / Spandrel Arch and the yellow one) This was hard because it was such a unique shape that I had to sketch something new for each one then the cutouts didn’t work on each side (It didn’t fit correctly) so I had to make it custom for each one this was one of the longer edits. Then I did have to shrink the Decorative Arch because it didn’t fit correctly (this piece was thin) the pattern was also hard but all I did was did a quick sketch to make it looks like the real thing. My last thing was the Rivet (The red circle) the rivet mirrored good but it didn’t mirror in the right spot so I had to transform it so it would move then I had to mirror it one the other side, this was the real challenge because it didn’t rotate correct. What I had to do to fix it was easy. All I had to do was make a sketch and make it vertical this way I could make it rotate properly. Process What I will do is add the detail first this will make it so when I change it its better to fix all the errors first then later on because you might forget some. I will go layer by layer for detail (fist layer ill try to do as much detail as I can). What I need to work on I will also not have the same amount of Rivet that the Eiffel tower has just because the Eiffel tower has about 2.5 million Rivets. More Detail I will need some work on the truss Platforms (1st, 2nd, and 3rd Levels) Railings Observation Deck Tower Shaft Broadcast Antenna adding more Rivets Conclusion I cant wait to show your more on this project I feel really happy on how this turned out and exited to see how it will turn out."}, {"post_id": 36802, "ts": "2026-07-29T02:59:40Z", "hours": 1.7331, "text": "I’m working on the Eiffel tower right now, I need to add more to it but these are the thing I have right now What I’ve added Foundation (the foundation is the blue part) The main legs or the Pylons (4 large angled pieces) Arched Braces / Arches (Curved pieces between legs) Rim / Guard Rail / Trim (The yellow strip at the top, and blue, and orange) Support Beams / Columns ( Vertical pieces supporting the platform) Cross Braces ( Small pieces connecting the legs) Corner Cap / Connector (The blue, yellow, light blue and white pieces on the corner) What I Want to add (veg) More details to the body such as the grid support, also have the guardrail have holes in it adding the rest of the base and and coloring it to the correct color. Some of the challenges was making the arches because the arch has such a weird shape to it and this was hard to sketch it out but eventually I found the right tool. Another problem was when I tried to mirror it, it wasn’t faced the right way, I overcame this challenge by using the transform tool to rotate it into place then used the same tool to move it into place. this will be a very fun project to make, This is my second cad project and of course I will try to make it look more alike the real thing but so far its looking good!"}]...
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Title: Eiffel tower by @B754a | Stardance
Devlogs Title: Eiffel tower by @B754a | Stardance
Devlogs:
I’m working on the Eiffel tower right now, I need to add more to it but these are the thing I have right now What I’ve added Foundation (the foundation is the blue part) The main legs or the Pylons (4 large angled pieces) Arched Braces / Arches (Curved pieces between legs) Rim / Guard Rail / Trim (The yellow strip at the top, and blue, and orange) Support Beams / Columns ( Vertical pieces supporting the platform) Cross Braces ( Small pieces connecting the legs) Corner Cap / Connector (The blue, yellow, light blue and white pieces on the corner) What I Want to add (veg) More details to the body such as the grid support, also have the guardrail have holes in it adding the rest of the base and and coloring it to the correct color. Some of the challenges was making the arches because the arch has such a weird shape to it and this was hard to sketch it out but eventually I found the right tool. Another problem was when I tried to mirror it, it wasn’t faced the right way, I overcame this challenge by using the transform tool to rotate it into place then used the same tool to move it into place. this will be a very fun project to make, This is my second cad project and of course I will try to make it look more alike the real thing but so far its looking good!
Hi, I am making the Eiffel tower with onshape, this is what it looks like right now! this part was painful but worth it! Challenges There was many challenges such as the Corner Column (The green part) This one was very hard, because I couldn’t extrude it to make it filled in so it wasn’t paper thin but it didn’t work so I had to work around it by making a box then extruding it then cutting off the access pieces I didn’t need (such as the pieces that hang out) so I had to make a sketch to outline and cut it the final result looks very clean now! I also did have troubles on the Decorative Arch (Arch Rib / Spandrel Arch and the yellow one) This was hard because it was such a unique shape that I had to sketch something new for each one then the cutouts didn’t work on each side (It didn’t fit correctly) so I had to make it custom for each one this was one of the longer edits. Then I did have to shrink the Decorative Arch because it didn’t fit correctly (this piece was thin) the pattern was also hard but all I did was did a quick sketch to make it looks like the real thing. My last thing was the Rivet (The red circle) the rivet mirrored good but it didn’t mirror in the right spot so I had to transform it so it would move then I had to mirror it one the other side, this was the real challenge because it didn’t rotate correct. What I had to do to fix it was easy. All I had to do was make a sketch and make it vertical this way I could make it rotate properly. Process What I will do is add the detail first this will make it so when I change it its better to fix all the errors first then later on because you might forget some. I will go layer by layer for detail (fist layer ill try to do as much detail as I can). What I need to work on I will also not have the same amount of Rivet that the Eiffel tower has just because the Eiffel tower has about 2.5 million Rivets. More Detail I will need some work on the truss Platforms (1st, 2nd, and 3rd Levels) Railings Observation Deck Tower Shaft Broadcast Antenna adding more Rivets Conclusion I cant wait to show your more on this project I feel really happy on how this turned out and exited to see how it will turn out.
Hello, I’m currently making the Eiffel tower with onshape. This is what its looking like right now! What I’m working on rn I’m trying to improve the detail of the Eiffel tower such as the supports and the Gard rails. I also want to improve the top of the Eiffel tower as that is the most detailed part of it What has been done(new list) -All 3 layers -crossbeams -beams (up and down) Challenges I have had many challenges such as the Eiffel tower had 4 floors instead of 3 so I had to make the beams bigger to close it off. The size was hard to do because some pillars have to be the same size exactly so that was a challenge. Conclusion this project is very fun and I’m almost done I can wait to keep you guys updated!
Eiffel Tower done!!!!! This is what the Eiffel Tower looks like now . I fixed the colors of the Eiffel Tower to be more realistic like the real thing. Challenges The one challenge that I had was coloring everything because some of the colors did not look realistic at all compared to the real Eiffel Tower, so I had to change the colors like halfway through, but I got it to work out! Conclusion This was super fun and exciting to make. I really liked learning all the features of Onshape, and I had a really good time doing this . I would recommend this.
Ships:
This is my project Eiffel Tower!!! What is this project about? This project is about my journey from making my project Eiffel tower, This was a very cool project it took me a lot of time to learn about the Eiffel tower like how to Eiffel tower used to be a different color that it actually is. But it was fun to learn about the Eiffel tower and also learning more Onshape controls. Why did I want to make this? I wanted to make this project because I want more stardust so I can buy the keyboard in the shop, I’m very close so I thought that I could finish this before the deadline (before the deadline expanded) How hard was it to make? It was pretty hard to make, Ill give you some examples like the actual shape of the Eiffel tower. The shape is very hard to perfect like the beams ; there is the triangle pattern to make the beams stronger . The next one was color because the color did not match, but I will follow it up more in challenges. Challenges Some of the challenges where colors (follow up) the colors where very hard to do because I wasn’t sure what the Eiffel tower looked like (color) so I colored it all grey but when I looed it up it was a copper color so I had to change it back that took me 40 minutes to do but now it looks very nice. Another challenge was the shape of the structure. The Eiffel tower has a very unique shape it has all theses curves sharp edges and little details I had to implement I didn’t add all the little details but I did the best I could and I think it looks pretty realistic. Conclusion In all, this was one of the funniest projects I made! I really enjoyed working on it and it make me learn about real structures like the Eiffel tower. so in conclusion I think this was a great learning experience and a fun experience! The pictures at the bottom is the finished result....
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1792853736.2952225
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1792940136.2952225
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69080
|
Questions by @syedakhter | Stardance
|
syedakhter
|
1
|
2.0
|
1
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T01:49:03Z", "hours": 2.0, "multiplier": 1.0, "payout": 1, "blessing": "neutral", "text": "This projects name is questions it has questions about math Ela and some general questions", "repo": "https://github.com/8051987-eng/-Questions", "demo": "https://8051987-eng.github.io/-Questions/"}]...
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[{"post_id": 78515, "ts": "202 [{"post_id": 78515, "ts": "2026-10-11T01:47:37Z", "hours": 2.3153, "text": "Questions amth ela and general"}]...
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Title: Questions by @syedakhter | Stardance
Devlo Title: Questions by @syedakhter | Stardance
Devlogs:
Questions amth ela and general
Ships:
This projects name is questions it has questions about math Ela and some general questions...
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1792817498.1757371
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1792903898.1757371
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|
69078
|
Random Password Generator by @KevinW | Stardance
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KevinW
|
1
|
11.0
|
62
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T01:47:52Z", "hours": 11.0, "multiplier": 6.19, "payout": 62, "blessing": "neutral", "text": "I learned how to use HTML, JavaScript, and CSS to create a random password generator. I learned how to generate random passwords and use different settings tocustomize them. For me, the most challenging was using Javascript to make random passswords and making sure the code worked correctly. Connecting the HTML, CSS, and javascript together was also a challenge. I am proud that I created a random password generator from scratch considering this was my very first project. People should open the project in a web browser and try generating passwords using the different settings I created. They can change the password length, select which types of characters to include, and generate multiple passwords to see how it changes.", "repo": "https://github.com/wujunfan0/Password-Generator", "demo": "https://wujunfan0.github.io/Password-Generator/"}]...
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[{"post_id": 78510, "ts": "202 [{"post_id": 78510, "ts": "2026-10-11T01:29:44Z", "hours": 10.5742, "text": "I just finished creating my very first website using HTML, Javascript, and CSS. I wanted to learn how to make something that is useful and practical so I decided to create a random password generator as I always have trouble thinking of passwords. This is my first webpage and I made it through countless hours of trial and error. Because of helpful articles and tutorials online, I was able to successfully complete this project. When you enter the webpage, you are met with a box in the middle of the screen displaying various different selections as well as a password strength bar. You are able to check off elements that you want the password generator to include as well as adjusting the length of it. Below the password, there is a password strength bar that automatically adjusts the level of strength it determines for your password corresponding to the length."}]...
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Title: Random Password Generator by @KevinW | Star Title: Random Password Generator by @KevinW | Stardance
Devlogs:
I just finished creating my very first website using HTML, Javascript, and CSS. I wanted to learn how to make something that is useful and practical so I decided to create a random password generator as I always have trouble thinking of passwords. This is my first webpage and I made it through countless hours of trial and error. Because of helpful articles and tutorials online, I was able to successfully complete this project. When you enter the webpage, you are met with a box in the middle of the screen displaying various different selections as well as a password strength bar. You are able to check off elements that you want the password generator to include as well as adjusting the length of it. Below the password, there is a password strength bar that automatically adjusts the level of strength it determines for your password corresponding to the length.
Ships:
I learned how to use HTML, JavaScript, and CSS to create a random password generator. I learned how to generate random passwords and use different settings tocustomize them. For me, the most challenging was using Javascript to make random passswords and making sure the code worked correctly. Connecting the HTML, CSS, and javascript together was also a challenge. I am proud that I created a random password generator from scratch considering this was my very first project. People should open the project in a web browser and try generating passwords using the different settings I created. They can change the password length, select which types of characters to include, and generate multiple passwords to see how it changes....
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1792092192.6398206
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1792956192.6398206
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41053
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Fizzy Sea by @Nik0la_278 | Stardance
|
Nik0la_278
|
4
|
34.62
|
355
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T00:59:03Z", "hours": 8.0, "multiplier": 16.45, "payout": 137, "blessing": "neutral", "text": "The game got a few key functions, changes and optimizations! -The game is more light weight due to water optimization! -The map had some changes with more stuff added to it like Soda barrels and an additional cocoa tree! -Now when you press P, a pause menu appears where you can quit game! -Assets like Rafts and Targets are now re textured! -Lighting optimized for better appearance! Crosshair more accurate! WAY MORE STUFF COMING SOON!", "repo": "https://github.com/Nik0la278/Fizzy_Sea", "demo": "https://nik0la278.itch.io/fizzy-sea"}, {"ship_num": 2, "ts": "2026-10-01T16:23:43Z", "hours": 6.0, "multiplier": 14.51, "payout": 90, "blessing": "neutral", "text": "WHATS NEW IN MY GAME! Shootable Canzzzz and Bottlezzzzz New UI (Crosshair and Health Bar) Tutorial Signs! COCOA PODS!!! That you can shoot off the trees New shooting ability where you shoot a bigger water ball! (It has a 3s cooldown) Trash bags!….. they just sit there and take up space to fill in the map! Much more coming SOON!", "repo": "https://github.com/Nik0la278/Fizzy_Sea", "demo": "https://nik0la278.itch.io/fizzy-sea"}, {"ship_num": 3, "ts": "2026-09-21T19:47:29Z", "hours": 9.0, "multiplier": 9.86, "payout": 93, "blessing": "neutral", "text": "Fizzy Sea, Ship: 2 I added a WHOLE NEW MAP that include animated water, a tree (That will have a function later on), fences and targets to shoot! I also added the ability to shoot with left click! The blue spheres are projectiles you shoot! The spheres are placeholders for water shot from a water gun! When you change the camera to third person (by pressing C), you can see the main character model is included with a water gun attached to his wrist! Animation for walking, jumping and shooting will be added later on (When I figure out how in the world animation works), but for now he stays in a T-Pose! The game is still in progress but I’m working as best and fast I can! :3", "repo": "https://github.com/Nik0la278/Fizzy_Sea", "demo": "https://nik0la278.itch.io/fizzy-sea"}, {"ship_num": 4, "ts": "2026-08-16T18:29:42Z", "hours": 10.0, "multiplier": 3.51, "payout": 35, "blessing": "neutral", "text": "I made mechanics for a game I am making in unreal engine! Current mechanics feature WASD movement, Shift for sprint and 2 cameras that switch when pressed C, switching from 1st to 3rd person. The most challenging part (and the part I was most proud of) was figuring out the 3rd person camera movement because the code didn’t let camera move vertically at first but now it does!", "repo": "https://github.com/Nik0la278/Fizzy_Sea", "demo": "https://nik0la278.itch.io/fizzy-sea"}]...
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[{"post_id": 81502, "ts": "202 [{"post_id": 81502, "ts": "2026-10-21T14:51:28Z", "hours": 1.6167, "text": "I made a Projectile (Fire Ball) model and texture in blender that will be thrown by a BurninWag (Skeleton on fire) who is one of the main enemys in the maps of my game. It was really painful and took me a while because Red parts are meant to glow on their own and I forgot to save a few times which caused the textures to disappear and black out (Which made me wanna cry a lot…) which made me have to redo everything a bunch of times!"}, {"post_id": 78503, "ts": "2026-10-11T00:31:29Z", "hours": 1.7053, "text": "I have made custom textures for the Rafts and Targets in my game, switching from temporary templates. had complications where I had to reimport assets multiple times to get them in the engine properly and I was having a lot of changes of mind when it comes to color shades!"}, {"post_id": 78183, "ts": "2026-10-09T22:00:20Z", "hours": 1.6942, "text": "First I modeled and textured a barrel for my game, then I placed some placeholder textures on the ship I have modeled to see what I want, then I added the barrels to the game and I made a Game Pause Function and an option to quit game! Also I adjusted the crosshair to match the shooting area."}, {"post_id": 76826, "ts": "2026-10-04T18:45:16Z", "hours": 3.0006, "text": "Optimization So first thing I did was optimize the trash bags because they had a ton of polygons, then I optimized the ocean around the rafts because it was lagging the packaged game a lot, then I adjusted the lighting and added shadows which took more time than I wanted! I went through pain to get the shadows working."}, {"post_id": 76541, "ts": "2026-10-03T21:29:11Z", "hours": 1.9328, "text": "New Map I made a base mesh for the ship that will be in the next scene/stage/level of my game, had some trouble recording this lapse due to Blender crashing while I was messing with polygons (My mini pc wasn’t built for this ;-;). I am proud of how it all turned out BUT it’s still undone. The plan is that my character will walk around the ship doing chores. The ship will be the first real story related level after tutorial!"}, {"post_id": 75728, "ts": "2026-09-30T21:34:12Z", "hours": 1.1844, "text": "Today I fixed the shooting ability a little bit, I have added tutorial signs, fixed some collisions that didn’t match objects and a few code checks."}, {"post_id": 75356, "ts": "2026-09-29T20:40:22Z", "hours": 1.81, "text": "I have built a few things today! First, I optimized my trash bag models and put them on the map to fill in the empty space. I added armature to my enemy model and tried a little bit of posing with it. Made a new WaterBlast shooting ability (took a lot of time on that), I had problems with it but menaged to code it out. And finally added a few minor fixes to the drowned screen like stoping error messages and updating the drowned screen a tiny bit."}, {"post_id": 74209, "ts": "2026-09-26T22:23:49Z", "hours": 1.3503, "text": "I have cocoa fruits to the trees and gave them physics, making them fall off when shot and I added a “Drowned Screen” that shows when you fall off the platform with a functioning “Try Again” Button! I have tried to animate health to be bubbles that pop but I didn’t finish it."}, {"post_id": 72813, "ts": "2026-09-23T19:39:30Z", "hours": 1.8525, "text": "I HAVE ADDED PHYSICS Mainly I made it so when you shoot the cans and bottles, they actually get physics. On paper it sounds simple and it is, until for some reason they’d just fall on their side before getting shot, so I had to make them not have physics until shot!"}, {"post_id": 62983, "ts": "2026-09-06T15:34:17Z", "hours": 1.4097, "text": "I added a water gun and shooting mechanic to my game."}, {"post_id": 61107, "ts": "2026-09-03T20:37:40Z", "hours": 0.4994, "text": "Texturing and Modeling Clothes! The physics will be added in engine! But for now I like how clothes turned out (Even if I might change them laer) Currently, clothes feature A cap and a shorts!"}, {"post_id": 60482, "ts": "2026-09-02T20:40:21Z", "hours": 0.7333, "text": "I made a shorts for my character to wear. It looks rough around he edges but it will look good in engine!"}, {"post_id": 59838, "ts": "2026-09-01T20:16:02Z", "hours": 1.4639, "text": "I have placed the player character into the game! This is Barnaby! The main character of my RPG game! I him into the game and had a lot of trouble with positioning him to not gloat or walk inside the floor! At the end I managed to get him to the floor and now its time to add animation and functions!"}, {"post_id": 57966, "ts": "2026-08-30T09:32:31Z", "hours": 0.35, "text": "A watter bottle that will be given physics code to be shot at!"}, {"post_id": 57589, "ts": "2026-08-29T19:42:59Z", "hours": 0.4497, "text": "A Fish Can that will have physics so it can be knocked over with a water gun."}, {"post_id": 57170, "ts": "2026-08-29T08:39:41Z", "hours": 0.9356, "text": "I made a few assets for my game! Fence will (try) to keep the player (you) from falling (on accident), The tree will grow Cocoa on it and the cocoa will be shot with water making it fall and when you eat the Cocoa you gain health! as for Lifebuoy, it will just be a decoration on the side."}, {"post_id": 54970, "ts": "2026-08-26T12:23:43Z", "hours": 1.3169, "text": "I made a raft where my games Tutorial testing Map will be happening on!"}, {"post_id": 51938, "ts": "2026-08-21T21:37:51Z", "hours": 2.2314, "text": "BurninWag is a min enemy that will appear throughout the game and this is a 3d model of one of 3+ variants. The idea is that this variant will be in a areas on the map and once it spots the player it throws fireballs on the player. When shot with waer it will turn into a pile of bones but if the player stays in one place for too long, the bones will reignite and reform into a fresh BurninWag that will attack the player again!"}, {"post_id": 48378, "ts": "2026-08-16T18:15:19Z", "hours": 0.3931, "text": "Fixed Some Code! I removed blur and fixed the camera movement in 3rd person! Try out what I did in the demo!"}, {"post_id": 40988, "ts": "2026-08-04T21:19:03Z", "hours": 1.2333, "text": "Prototype Model For The Boss. Materials are allright but the model might be a little rough around the edges but that is fixable in animation part."}, {"post_id": 40941, "ts": "2026-08-04T19:52:32Z", "hours": 2.8442, "text": "Oil Monster Boss Concept Concept Art for Materials, 3D Model and Animation"}, {"post_id": 40341, "ts": "2026-08-03T19:43:33Z", "hours": 2.9683, "text": "Fizzy Sea Concept! One of the parts of the Game and title screen background concept! The guy siting under the palm… thing is the main character with a water gun and the big glowing thing on a rocky island is A Beacon with a special purpose!"}, {"post_id": 38948, "ts": "2026-08-01T15:45:17Z", "hours": 1.265, "text": "Water Gun for my game! Textures will come next but I wanna have a few models upfront before texturing!"}, {"post_id": 38760, "ts": "2026-08-01T10:05:09Z", "hours": 1.2392, "text": "Trash Bag Asset for Game Environment"}]...
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Title: Fizzy Sea by @Nik0la_278 | Stardance
Devlo Title: Fizzy Sea by @Nik0la_278 | Stardance
Devlogs:
Trash Bag Asset for Game Environment
Water Gun for my game! Textures will come next but I wanna have a few models upfront before texturing!
Fizzy Sea Concept! One of the parts of the Game and title screen background concept! The guy siting under the palm… thing is the main character with a water gun and the big glowing thing on a rocky island is A Beacon with a special purpose!
Oil Monster Boss Concept Concept Art for Materials, 3D Model and Animation
Prototype Model For The Boss. Materials are allright but the model might be a little rough around the edges but that is fixable in animation part.
Fixed Some Code! I removed blur and fixed the camera movement in 3rd person! Try out what I did in the demo!
BurninWag is a min enemy that will appear throughout the game and this is a 3d model of one of 3+ variants. The idea is that this variant will be in a areas on the map and once it spots the player it throws fireballs on the player. When shot with waer it will turn into a pile of bones but if the player stays in one place for too long, the bones will reignite and reform into a fresh BurninWag that will attack the player again!
I made a raft where my games Tutorial testing Map will be happening on!
I made a few assets for my game! Fence will (try) to keep the player (you) from falling (on accident), The tree will grow Cocoa on it and the cocoa will be shot with water making it fall and when you eat the Cocoa you gain health! as for Lifebuoy, it will just be a decoration on the side.
A Fish Can that will have physics so it can be knocked over with a water gun.
A watter bottle that will be given physics code to be shot at!
I have placed the player character into the game! This is Barnaby! The main character of my RPG game! I him into the game and had a lot of trouble with positioning him to not gloat or walk inside the floor! At the end I managed to get him to the floor and now its time to add animation and functions!
I made a shorts for my character to wear. It looks rough around he edges but it will look good in engine!
Texturing and Modeling Clothes! The physics will be added in engine! But for now I like how clothes turned out (Even if I might change them laer) Currently, clothes feature A cap and a shorts!
I added a water gun and shooting mechanic to my game.
I HAVE ADDED PHYSICS Mainly I made it so when you shoot the cans and bottles, they actually get physics. On paper it sounds simple and it is, until for some reason they’d just fall on their side before getting shot, so I had to make them not have physics until shot!
I have cocoa fruits to the trees and gave them physics, making them fall off when shot and I added a “Drowned Screen” that shows when you fall off the platform with a functioning “Try Again” Button! I have tried to animate health to be bubbles that pop but I didn’t finish it.
I have built a few things today! First, I optimized my trash bag models and put them on the map to fill in the empty space. I added armature to my enemy model and tried a little bit of posing with it. Made a new WaterBlast shooting ability (took a lot of time on that), I had problems with it but menaged to code it out. And finally added a few minor fixes to the drowned screen like stoping error messages and updating the drowned screen a tiny bit.
Today I fixed the shooting ability a little bit, I have added tutorial signs, fixed some collisions that didn’t match objects and a few code checks.
New Map I made a base mesh for the ship that will be in the next scene/stage/level of my game, had some trouble recording this lapse due to Blender crashing while I was messing with polygons (My mini pc wasn’t built for this ;-;). I am proud of how it all turned out BUT it’s still undone. The plan is that my character will walk around the ship doing chores. The ship will be the first real story related level after tutorial!
Optimization So first thing I did was optimize the trash bags because they had a ton of polygons, then I optimized the ocean around the rafts because it was lagging the packaged game a lot, then I adjusted the lighting and added shadows which took more time than I wanted! I went through pain to get the shadows working.
First I modeled and textured a barrel for my game, then I placed some placeholder textures on the ship I have modeled to see what I want, then I added the barrels to the game and I made a Game Pause Function and an option to quit game! Also I adjusted the crosshair to match the shooting area.
I have made custom textures for the Rafts and Targets in my game, switching from temporary templates. had complications where I had to reimport assets multiple times to get them in the engine properly and I was having a lot of changes of mind when it comes to color shades!
I made a Projectile (Fire Ball) model and texture in blender that will be thrown by a BurninWag (Skeleton on fire) who is one of the main enemys in the maps of my game. It was really painful and took me a while because Red parts are meant to glow on their own and I forgot to save a few times which caused the textures to disappear and black out (Which made me wanna cry a lot…) which made me have to redo everything a bunch of times!
Ships:
I made mechanics for a game I am making in unreal engine! Current mechanics feature WASD movement, Shift for sprint and 2 cameras that switch when pressed C, switching from 1st to 3rd person. The most challenging part (and the part I was most proud of) was figuring out the 3rd person camera movement because the code didn’t let camera move vertically at first but now it does!
Fizzy Sea, Ship: 2 I added a WHOLE NEW MAP that include animated water, a tree (That will have a function later on), fences and targets to shoot! I also added the ability to shoot with left click! The blue spheres are projectiles you shoot! The spheres are placeholders for water shot from a water gun! When you change the camera to third person (by pressing C), you can see the main character model is included with a water gun attached to his wrist! Animation for walking, jumping and shooting will be added later on (When I figure out how in the world animation works), but for now he stays in a T-Pose! The game is still in progress but I’m working as best and fast I can! :3
WHATS NEW IN MY GAME! Shootable Canzzzz and Bottlezzzzz New UI (Crosshair and Health Bar) Tutorial Signs! COCOA PODS!!! That you can shoot off the trees New shooting ability where you shoot a bigger water ball! (It has a 3s cooldown) Trash bags!….. they just sit there and take up space to fill in the map! Much more coming SOON!
The game got a few key functions, changes and optimizations! -The game is more light weight due to water optimization! -The map had some changes with more stuff added to it like Soda barrels and an additional cocoa tree! -Now when you press P, a pause menu appears where you can quit game! -Assets like Rafts and Targets are now re textured! -Lighting optimized for better appearance! Crosshair more accurate! WAY MORE STUFF COMING SOON!...
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1792821172.2189655
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1792907572.2189655
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24188
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Habitat Simulator by @SleepyTerrencee | Stardance
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SleepyTerrencee
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T23:48:55Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web-page of astronaut habitation. Basically you choose a difficulty, buy your modules, then start your simulation. Your goal is to obtain a certain amount of research while keeping your station alive. I used AI to create most of the simulation functionality but I’m still happy I was able to contribute to it! This is my first actual project I’ve ever presented to people so please try it!", "repo": "https://github.com/SleepyTerrence1/HabitatSimulator", "demo": "https://sleepyterrence1.github.io/HabitatSimulator/"}]...
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[{"post_id": 78496, "ts": "202 [{"post_id": 78496, "ts": "2026-10-10T23:42:07Z", "hours": 2.8211, "text": "Working Station So after a couple of iterations along with using AI, the simulation is finally done! Here are the list of features in the semi-final version: -Summary Page All difficulties work Finished Information Page Thats it, thanks!"}, {"post_id": 66949, "ts": "2026-09-12T22:30:35Z", "hours": 2.4639, "text": "Semi-Working Simulation So I have been working on this for a bit and giving up a lot but I now have a working prototype. All you can do is buy Modules and see the station update, there is no crew, no food, no uncertainty. It works tho. Here are the list of current Modules I have added: Small Habitat Module Medium Habitat Module Large Habitat Module Solar Array Nuclear Power Unit Basic Lab Unit Basic Storage Unit Currently, only easy mode works so if you want to test it out and give feedback, please do. Thanks! Link to website: https://sleepyterrence1.github.io/HabitatSimulator/"}, {"post_id": 18052, "ts": "2026-06-29T00:59:00Z", "hours": 0.3772, "text": "Habitat Simulator first looks! Hello Everyone, I just started this project and it’s called “Habitat Simulator”. You kinda just Simulate astronauts in space as you can tell with the picture. Mind you this is the only thing I have really finished… Nevertheless, I’m really excited for the end results of this thing, sooo stay tuned I suppose!"}]...
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Title: Habitat Simulator by @SleepyTerrencee | Sta Title: Habitat Simulator by @SleepyTerrencee | Stardance
Devlogs:
Habitat Simulator first looks! Hello Everyone, I just started this project and it’s called “Habitat Simulator”. You kinda just Simulate astronauts in space as you can tell with the picture. Mind you this is the only thing I have really finished… Nevertheless, I’m really excited for the end results of this thing, sooo stay tuned I suppose!
Semi-Working Simulation So I have been working on this for a bit and giving up a lot but I now have a working prototype. All you can do is buy Modules and see the station update, there is no crew, no food, no uncertainty. It works tho. Here are the list of current Modules I have added: Small Habitat Module Medium Habitat Module Large Habitat Module Solar Array Nuclear Power Unit Basic Lab Unit Basic Storage Unit Currently, only easy mode works so if you want to test it out and give feedback, please do. Thanks! Link to website: https://sleepyterrence1.github.io/HabitatSimulator/
Working Station So after a couple of iterations along with using AI, the simulation is finally done! Here are the list of features in the semi-final version: -Summary Page All difficulties work Finished Information Page Thats it, thanks!
Ships:
I made a web-page of astronaut habitation. Basically you choose a difficulty, buy your modules, then start your simulation. Your goal is to obtain a certain amount of research while keeping your station alive. I used AI to create most of the simulation functionality but I’m still happy I was able to contribute to it! This is my first actual project I’ve ever presented to people so please try it!...
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1792857028.6001577
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1792943428.6001577
|
|
68849
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WarioGame by @reaue | Stardance
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reaue
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T23:17:50Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make ? I created a godot game composed of two mini-games, one platformer and one clicker, both are limited by a timer, you have three lives, and the goal it’s to finish bot mini-games before you lose all your hearts. What was challenging? The challenging part, was the coding in GDscript, it was my first time on it. So I used a lot of google research to help me on fixing bug or adding nex features. What are you proud of? I’m proud of learning a new programing language. It’s every time a great and enriching experience. What should people know so they can test your project? The project is published here , so let’s test it !", "repo": "https://github.com/reaue/WarioWareGame", "demo": "https://reaue.itch.io/minigame"}]...
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[{"post_id": 78489, "ts": "202 [{"post_id": 78489, "ts": "2026-10-10T23:09:32Z", "hours": 2.4797, "text": "Devlog 3 - The final one ! I added the death and winning screen, for the winnig one, I created from zero two different animated fireworks ! Then I also wrote the README file to ship this project."}, {"post_id": 78375, "ts": "2026-10-10T16:31:22Z", "hours": 1.0819, "text": "Devlog 2 - Adding the second miniGame ! I implemented the second game where you need to click on each orbs, in less than 5 seconds, to win the game. Now, I still need to implement the wining and losing screen and then write the README file for the shipping."}, {"post_id": 78333, "ts": "2026-10-10T14:01:09Z", "hours": 3.2128, "text": "Devlog 1 - Working on the first minigame of my WarioWareGame ! I started following the tuto and add some nice 2D pixel art found on internet. I’m very happy with the actual artistic direction."}]...
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Title: WarioGame by @reaue | Stardance
Devlogs:
D Title: WarioGame by @reaue | Stardance
Devlogs:
Devlog 1 - Working on the first minigame of my WarioWareGame ! I started following the tuto and add some nice 2D pixel art found on internet. I’m very happy with the actual artistic direction.
Devlog 2 - Adding the second miniGame ! I implemented the second game where you need to click on each orbs, in less than 5 seconds, to win the game. Now, I still need to implement the wining and losing screen and then write the README file for the shipping.
Devlog 3 - The final one ! I added the death and winning screen, for the winnig one, I created from zero two different animated fireworks ! Then I also wrote the README file to ship this project.
Ships:
What did you make ? I created a godot game composed of two mini-games, one platformer and one clicker, both are limited by a timer, you have three lives, and the goal it’s to finish bot mini-games before you lose all your hearts. What was challenging? The challenging part, was the coding in GDscript, it was my first time on it. So I used a lot of google research to help me on fixing bug or adding nex features. What are you proud of? I’m proud of learning a new programing language. It’s every time a great and enriching experience. What should people know so they can test your project? The project is published here , so let’s test it !...
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1792817486.6686273
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1792903886.6686273
|
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35978
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Quick, Timer's UP! by @ishanmeher09 | Stardanc Quick, Timer's UP! by @ishanmeher09 | Stardance...
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ishanmeher09
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2
|
31.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T22:25:11Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a collection of fast paced minigames. And this is my second version. The first version had two minigames, a platformer game and a clicker game, but for my second version, I added two more, and they’re a bit more interesting. I added a seesaw game, and it has blocks that randomly spawn at different locations on the plank, and the player has to select a weight and click at different spots to balance it out. Before there was a way to exploit how it works, and click below the plank so the plank would never hit the ground, but you can’t do that anymore. Basically the plank can’t touch the ground until the timer ends. I then added a launcher game, and it has a target that moves back and forth, and the player needs to click and hold or hold spacebar to settle on a power for the shot, and use the mouse to aim the barrel. They need to hit the target before the timer ends. Also, now the timer doesn’t start until the one word instructions on each game fade. Those are the main differences, along with the pause menu, and yeah!", "repo": "https://github.com/whatisupyo12/WarioWareGame/", "demo": "https://2002-2.itch.io/quick-timers-up"}, {"ship_num": 2, "ts": "2026-09-29T23:41:25Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a collection of fast paced minigames, but added my own personal design choices and sprites I made too. It took me a while, because I had a lot of bugs that needed fixing, but it works now. I added a player sprite that has animations, and also worked on my finished screen so it has confetti (yay). My death screen’s pretty basic though. In general for now, it works, and I’ll probably be adding more soon.", "repo": "https://github.com/whatisupyo12/WarioWareGame/", "demo": "https://2002-2.itch.io/quick-timers-up"}]...
|
[{"post_id": 78475, "ts": "202 [{"post_id": 78475, "ts": "2026-10-10T21:59:29Z", "hours": 7.7939, "text": "I finished my fourth minigame and final, a launcher minigame, where the player has to hold down click or space while aiming the cannon, in order to hit the target and win. I also completed third minigame too, the balancing one (I forgot to devlog it, oops). It’s a seesaw minigame, and basically weights fall and how have to balance the seesaw by selecting different weights and dropping them. It now has weight labels which it didnt have earlier, and weights automatically spawn now, when initially it just had two blocks that would cause a tilt."}, {"post_id": 77117, "ts": "2026-10-05T17:43:48Z", "hours": 2.83, "text": "Worked on a functional pause screen that goes back to menu or can resume game, took a while since I wasnt able to figure out why I couldn’t do some of the functions to hide the pause panel within one function, but if it works, it works."}, {"post_id": 75403, "ts": "2026-09-29T23:37:30Z", "hours": 1.675, "text": "I finished tweaking all the bugs, and my game is ready to ship with my two current minigames."}, {"post_id": 75222, "ts": "2026-09-29T14:43:25Z", "hours": 7.9036, "text": "Finished an ending/lose scene, and finished all minigames, I’m probably just going to start working on more minigames now."}, {"post_id": 74906, "ts": "2026-09-28T15:57:57Z", "hours": 7.665, "text": "Finished both minigames and now I’ll be working on the final ending scene as in a custom win/loss"}, {"post_id": 73432, "ts": "2026-09-25T02:33:21Z", "hours": 2.5306, "text": "Working on Game UI, and its functional and works now, also made sprites"}]...
|
Title: Quick, Timer's UP! by @ishanmeher09 | S Title: Quick, Timer's UP! by @ishanmeher09 | Stardance
Devlogs:
Working on Game UI, and its functional and works now, also made sprites
Finished both minigames and now I’ll be working on the final ending scene as in a custom win/loss
Finished an ending/lose scene, and finished all minigames, I’m probably just going to start working on more minigames now.
I finished tweaking all the bugs, and my game is ready to ship with my two current minigames.
Worked on a functional pause screen that goes back to menu or can resume game, took a while since I wasnt able to figure out why I couldn’t do some of the functions to hide the pause panel within one function, but if it works, it works.
I finished my fourth minigame and final, a launcher minigame, where the player has to hold down click or space while aiming the cannon, in order to hit the target and win. I also completed third minigame too, the balancing one (I forgot to devlog it, oops). It’s a seesaw minigame, and basically weights fall and how have to balance the seesaw by selecting different weights and dropping them. It now has weight labels which it didnt have earlier, and weights automatically spawn now, when initially it just had two blocks that would cause a tilt.
Ships:
I made a collection of fast paced minigames, but added my own personal design choices and sprites I made too. It took me a while, because I had a lot of bugs that needed fixing, but it works now. I added a player sprite that has animations, and also worked on my finished screen so it has confetti (yay). My death screen’s pretty basic though. In general for now, it works, and I’ll probably be adding more soon.
I made a collection of fast paced minigames. And this is my second version. The first version had two minigames, a platformer game and a clicker game, but for my second version, I added two more, and they’re a bit more interesting. I added a seesaw game, and it has blocks that randomly spawn at different locations on the plank, and the player has to select a weight and click at different spots to balance it out. Before there was a way to exploit how it works, and click below the plank so the plank would never hit the ground, but you can’t do that anymore. Basically the plank can’t touch the ground until the timer ends. I then added a launcher game, and it has a target that moves back and forth, and the player needs to click and hold or hold spacebar to settle on a power for the shot, and use the mouse to aim the barrel. They need to hit the target before the timer ends. Also, now the timer doesn’t start until the one word instructions on each game fade. Those are the main differences, along with the pause menu, and yeah!...
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1792853618.6409125
|
1792940018.6409125
|
|
30067
|
ThickBerryPi by @kapkupi | Stardance
|
kapkupi
|
1
|
24.73
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T20:52:06Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello everybody! I present to you my compact clamshell raspberry pi 5 handheld. It features a little keyboard and a 3.2 inch screen. The whole thing is also assembled with almost no screws! The only screws you will need are for the screen. Isn’t it wild what is possible with 3D printing? I mean getting the hinge or the latches right wasn’t easy but in the end having it be assembled with almost no tools really is amazing. I at least think so. It also has no battery because the pi 5 is a bit to picky and I carry powerbanks with me anyway so I decided not to package a battery with my project. Besides the additional size needed for it of course. So I am excited for others to try it out and maybe expand on it!", "repo": "https://github.com/Kapkupi/RPI5-Palmtop", "demo": ""}]...
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[{"post_id": 81096, "ts": "202 [{"post_id": 81096, "ts": "2026-10-19T21:04:59Z", "hours": 0.7253, "text": "So I have started working on it again. I mean there is not much more to do besides waiting for it to get approved but after using it for a bit I did in fact made some changes. So first thing as you may have noticed is the bigger buttons on the screen. Not only are they way easier to assemble but also easier to use as they are bigger. The old ones were just too small and these are just more satisfying to click. click click :3 … There are also a few other small changes I might tackle so I’ll try doing a bit until October 22nd👀"}, {"post_id": 76224, "ts": "2026-10-02T19:01:07Z", "hours": 0.3236, "text": "I feel like I need to do this devlog. As you may have noticed is that I still have not shipped. The reason for that is that I have not been able to finish it last weekend and then fell sick on monday and am still sick. I am In better shape now and want to finally finish my project and collect my promised startdust /j >:3. I am very relieved that the challenge has been extended and I am not sure what I would have done without that. You can see my progress on github. (The first picture you see there is just a place holder dw)"}, {"post_id": 71496, "ts": "2026-09-20T22:36:34Z", "hours": 0.4603, "text": "Wow, about 7 hours of hardware work (which I didn’t record because nobody needs to see that ¬w¬) which consists of pretty much only soldering is behind me. I completely butchered my cardkb but everything still works. My immaculate cable management is also questionable but it works so now time to write and then ship. I should probably go to bed but it’s fine."}, {"post_id": 71182, "ts": "2026-09-20T12:25:21Z", "hours": 1.2714, "text": "So, I have finished my design and I won’t be needing to make any more changes. I am currently waiting for my final print which has a few tweaks such as an additional latch but other then that I am done. I have also made a version with an open back so any heatsink should work, not only my specific one. Now I only need to do some soldering and documenting before I can finally ship! I am soo excited"}, {"post_id": 70875, "ts": "2026-09-19T22:15:13Z", "hours": 2.0283, "text": "Yes another devlog. I made my changes and am printing again! As you can see there is another latch in the back. Of course that is not all I did but it is the most notable change. Some small details to actually make it fit were my priorities and now that I am finished with them I am printing. Excited to wake up tomorrow and see if I am ready to ship or not."}, {"post_id": 70789, "ts": "2026-09-19T19:20:43Z", "hours": 0.8183, "text": "Intermission! I have reprinted the face plate in a different orientation and now the latches are strong enough! I will still add another one to the back. Also I am sorry if my pictures look like memories but I was to lazy to use my phone and instead just used a webcam :P"}, {"post_id": 70737, "ts": "2026-09-19T17:50:23Z", "hours": 2.5175, "text": "So, I have made the first print and it is looking very promising. The hinge only needs slight changes in terms of tolerance so it can be easily disassembled, it also seems sturdy enough! What did not work is, as you can see, the RPI did not fit. I will need to make some changes to the ports on the right side. The latches are also not too bad but they both broke off. I will also need to add another latch in the back because it is too sloppy for my taste. The screen and buttons for it are pretty good. Gives me hope for the power button. But for now time to make some changes before I ship hopefully tomorrow."}, {"post_id": 70249, "ts": "2026-09-18T20:02:27Z", "hours": 2.4361, "text": "I am almost finished with the first version! I only need to do some buttons and holes and a bit of little extras and then I am finished and can print. I will not ship yet because I want to make a few different versions so most people can find enjoyment in what fits for them but I will probably do that tomorrow. Today I did a majority of the hinge in terms of function. I made a spring which makes the hinge snap into different places and makes the lid stay shut. Which you can see in the picture bellow. I am excited to be almost finished!"}, {"post_id": 69817, "ts": "2026-09-17T20:44:27Z", "hours": 1.8333, "text": "oh wow, I have added the ports on the back. You can see the seam where the holes are split which divides it into the top part which snaps on to the bottom. Easy to assemble as long as the latches do not break. I am trying my best to make the print possible with normal PLA and a 0.4mm nozzle size which currently should still be possible. I am really confident that the final product (which I am pretty close to ;3) should not be too difficult to print for the average user but I need to print it to judge that which hopefully happens this week as I will not be able to work on it next week :<"}, {"post_id": 68282, "ts": "2026-09-14T20:51:48Z", "hours": 0.5514, "text": "Did the second hinge. Of course this is far from the finished design it would not even work right now but to at least have something. I am also not completely sure on how I should do the back. Like should I leave it open, cover it completely or partially. Well I will eventually find something which I like. But still not entirely sure on how the back will look like."}, {"post_id": 67692, "ts": "2026-09-13T21:27:06Z", "hours": 3.1181, "text": "So I have continued with the display case and have added most things already. I have also started with the hinge which gave me such a headache I spent too much time finding a solution for my space requirements but I have decided on my current setup which should work well enough. And an important decision I took is that the whole hinge will be completely 3D printed! This could fail miserably and then I would need to revert back to a more simpler design with screws but if it works which I am confident it will then that would be really cool."}, {"post_id": 66939, "ts": "2026-09-12T22:16:44Z", "hours": 1.2167, "text": "Started with the display case. Just some simple things to finish off the day. And also because y’all have not seen it yet here is a view from the top of my current progress where you can see the keyboard holder which will connect to the bottom via latches."}, {"post_id": 66819, "ts": "2026-09-12T18:36:11Z", "hours": 2.8147, "text": "Wow, I would say that I am almost completely done with the enclosure for the keyboard and raspberry pi. Now the screen remains and thus the hinge. Should not be too difficult but I need to watch out for the space I need for the HDMI cables. Could be a tight fit. Notable things I have done since the last devlog are: latches, I hope they will work after finally printing exhaust and additional heat dissipation openings intake “optimisation”; will probably not make a difference but still fun small additional details"}, {"post_id": 65403, "ts": "2026-09-10T14:59:11Z", "hours": 2.7164, "text": "Did a bunch of openings for i/o such as sd card, gpio, usb and such. The back is still open but that will be addressed later on. Opening for the cooling fan was also added, no exhaust tho. I also split my main case into top and bottom because I realised that I would not be able to assemble it otherwise. Also lost my sticky streak because I am lowkey delusional :<"}, {"post_id": 61814, "ts": "2026-09-04T21:58:43Z", "hours": 0.6942, "text": "After coming back from my vacation I continued working on my project. Had to stop the recording because I havent uploaded today. Streaks and all. Today I started building the main body of my case which is not nearly finished. Tomorrow I will probably do the side with usb and ethernet port and an opening for the gpio and heatsink entry and exit."}, {"post_id": 46314, "ts": "2026-08-13T13:42:10Z", "hours": 0.9797, "text": "Ok I lied. I did in fact not start building the next day but 10 days later . Well now I am working again. I did some reference planes of the pcbs so I can use them to create my case more easier. Edited cardkb. I also was very sceptical that lapse just did not record as there were some problems but it somehow still worked. Now I can really start working on it :3"}, {"post_id": 40381, "ts": "2026-08-03T20:58:47Z", "hours": 0.45, "text": "Added my components to my assembly :D Real building will start tomorrow :P"}]...
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Title: ThickBerryPi by @kapkupi | Stardance
Devlo Title: ThickBerryPi by @kapkupi | Stardance
Devlogs:
Added my components to my assembly :D Real building will start tomorrow :P
Ok I lied. I did in fact not start building the next day but 10 days later . Well now I am working again. I did some reference planes of the pcbs so I can use them to create my case more easier. Edited cardkb. I also was very sceptical that lapse just did not record as there were some problems but it somehow still worked. Now I can really start working on it :3
After coming back from my vacation I continued working on my project. Had to stop the recording because I havent uploaded today. Streaks and all. Today I started building the main body of my case which is not nearly finished. Tomorrow I will probably do the side with usb and ethernet port and an opening for the gpio and heatsink entry and exit.
Did a bunch of openings for i/o such as sd card, gpio, usb and such. The back is still open but that will be addressed later on. Opening for the cooling fan was also added, no exhaust tho. I also split my main case into top and bottom because I realised that I would not be able to assemble it otherwise. Also lost my sticky streak because I am lowkey delusional :<
Wow, I would say that I am almost completely done with the enclosure for the keyboard and raspberry pi. Now the screen remains and thus the hinge. Should not be too difficult but I need to watch out for the space I need for the HDMI cables. Could be a tight fit. Notable things I have done since the last devlog are: latches, I hope they will work after finally printing exhaust and additional heat dissipation openings intake “optimisation”; will probably not make a difference but still fun small additional details
Started with the display case. Just some simple things to finish off the day. And also because y’all have not seen it yet here is a view from the top of my current progress where you can see the keyboard holder which will connect to the bottom via latches.
So I have continued with the display case and have added most things already. I have also started with the hinge which gave me such a headache I spent too much time finding a solution for my space requirements but I have decided on my current setup which should work well enough. And an important decision I took is that the whole hinge will be completely 3D printed! This could fail miserably and then I would need to revert back to a more simpler design with screws but if it works which I am confident it will then that would be really cool.
Did the second hinge. Of course this is far from the finished design it would not even work right now but to at least have something. I am also not completely sure on how I should do the back. Like should I leave it open, cover it completely or partially. Well I will eventually find something which I like. But still not entirely sure on how the back will look like.
oh wow, I have added the ports on the back. You can see the seam where the holes are split which divides it into the top part which snaps on to the bottom. Easy to assemble as long as the latches do not break. I am trying my best to make the print possible with normal PLA and a 0.4mm nozzle size which currently should still be possible. I am really confident that the final product (which I am pretty close to ;3) should not be too difficult to print for the average user but I need to print it to judge that which hopefully happens this week as I will not be able to work on it next week :<
I am almost finished with the first version! I only need to do some buttons and holes and a bit of little extras and then I am finished and can print. I will not ship yet because I want to make a few different versions so most people can find enjoyment in what fits for them but I will probably do that tomorrow. Today I did a majority of the hinge in terms of function. I made a spring which makes the hinge snap into different places and makes the lid stay shut. Which you can see in the picture bellow. I am excited to be almost finished!
So, I have made the first print and it is looking very promising. The hinge only needs slight changes in terms of tolerance so it can be easily disassembled, it also seems sturdy enough! What did not work is, as you can see, the RPI did not fit. I will need to make some changes to the ports on the right side. The latches are also not too bad but they both broke off. I will also need to add another latch in the back because it is too sloppy for my taste. The screen and buttons for it are pretty good. Gives me hope for the power button. But for now time to make some changes before I ship hopefully tomorrow.
Intermission! I have reprinted the face plate in a different orientation and now the latches are strong enough! I will still add another one to the back. Also I am sorry if my pictures look like memories but I was to lazy to use my phone and instead just used a webcam :P
Yes another devlog. I made my changes and am printing again! As you can see there is another latch in the back. Of course that is not all I did but it is the most notable change. Some small details to actually make it fit were my priorities and now that I am finished with them I am printing. Excited to wake up tomorrow and see if I am ready to ship or not.
So, I have finished my design and I won’t be needing to make any more changes. I am currently waiting for my final print which has a few tweaks such as an additional latch but other then that I am done. I have also made a version with an open back so any heatsink should work, not only my specific one. Now I only need to do some soldering and documenting before I can finally ship! I am soo excited
Wow, about 7 hours of hardware work (which I didn’t record because nobody needs to see that ¬w¬) which consists of pretty much only soldering is behind me. I completely butchered my cardkb but everything still works. My immaculate cable management is also questionable but it works so now time to write and then ship. I should probably go to bed but it’s fine.
I feel like I need to do this devlog. As you may have noticed is that I still have not shipped. The reason for that is that I have not been able to finish it last weekend and then fell sick on monday and am still sick. I am In better shape now and want to finally finish my project and collect my promised startdust /j >:3. I am very relieved that the challenge has been extended and I am not sure what I would have done without that. You can see my progress on github. (The first picture you see there is just a place holder dw)
So I have started working on it again. I mean there is not much more to do besides waiting for it to get approved but after using it for a bit I did in fact made some changes. So first thing as you may have noticed is the bigger buttons on the screen. Not only are they way easier to assemble but also easier to use as they are bigger. The old ones were just too small and these are just more satisfying to click. click click :3 … There are also a few other small changes I might tackle so I’ll try doing a bit until October 22nd👀
Ships:
Hello everybody! I present to you my compact clamshell raspberry pi 5 handheld. It features a little keyboard and a 3.2 inch screen. The whole thing is also assembled with almost no screws! The only screws you will need are for the screen. Isn’t it wild what is possible with 3D printing? I mean getting the hinge or the latches right wasn’t easy but in the end having it be assembled with almost no tools really is amazing. I at least think so. It also has no battery because the pi 5 is a bit to picky and I carry powerbanks with me anyway so I decided not to package a battery with my project. Besides the additional size needed for it of course. So I am excited for others to try it out and maybe expand on it!...
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1792856928.040209
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1792943328.040209
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66761
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Openport by @xenoaitham | Stardance
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xenoaitham
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1
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47.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T20:37:25Z", "hours": 47.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made OpenPorts, an attack surface monitor for small companies: you add a domain, prove you own it by publishing one TXT record at _openports.<yourdomain> , and a scanner that lives inside the web app itself sweeps the 100 most common TCP ports, has one short conversation with every open port, reads the TLS certificate on 443 and the mail ports, and checks SPF, DMARC, MX, HSTS, the http to https redirect and the server header. Every scan is diffed against the previous one, changes are held unconfirmed until a second scan agrees, and verified targets are rescanned every six hours without anyone pressing anything. The whole product is one process and one SQLite file: no redis, no docker, no queue service, two commands to run. The hardest bug was one I inflicted on myself. The scheduler’s due query used ORM column objects inside a raw SQL fragment, the ORM rendered them unqualified, and inside a correlated subquery a bare id resolved to the wrong table, so the query compared every scan against itself and concluded the target was due on every two second tick. The worker scanned the demo host seventeen times in three minutes before I noticed. The fix was hand qualifying the table names and pinning the generated SQL in tests, so the next person who makes that mistake fails a test instead of discovering it from a host’s point of view. The second hard part was honesty under a flapping network: the demo host’s port 80 gives different answers to different conversations seconds apart, so a naive monitor would cry wolf on every run. Changes now announce immediately, tagged unconfirmed, and only confirm when two of the last three scans agree. I am proud that nothing on screen is faked. Findings are never staged; every number in the report came off the wire, including the disagreements, which the report prints instead of hiding. And I am proud of the gate: nothing is ever scanned until ownership is proven, the worker rechecks verification before touching the network, and the single exception is scanme.nmap.org, which the Nmap project runs for exactly this purpose. To test: open https://emotions-finger-earthquake-hints.trycloudflare.com in a browser, nothing to install. Click run scan again on the target and watch a real scan finish in about four seconds, then expand raw scan output to see what actually came off the wire. Or run it locally: npm install, npm run dev, then open http://localhost:4310.", "repo": "https://github.com/xenoaitham/openports", "demo": "https://openports-live-xenoaitham.web.app/"}]...
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[{"post_id": 78451, "ts": "202 [{"post_id": 78451, "ts": "2026-10-10T20:30:44Z", "hours": 3.3769, "text": "022: v1.0 stamped, the gap priced a fourteenth time One headline: stamp v1.0. Not new scope, just a clean stamp on what already works, so a stranger can clone, install, run, add a domain, publish one TXT record, and get real reports every six hours. The owner added one rule above everything else: commit nothing and push nothing until they say the word, so every git step is prepared and held. The box rebooted again, the fifth pickup like it, and both handoff processes died with it. Restoring them took one command each. The database wasn’t empty this time, since the owner had seeded two scans, and that led to the best surprise: the seed had made the target six hours stale, so on boot the scheduler enqueued a scan by itself. First scheduled rescan on the real clock since the cadence was proven, no rewind, no hand-inserted row, no request in the log before it. Four independent sightings of the due branch now. The scratch got cleared: four places, thirteen lines, all dead comments, a duplicate export and an unused constant, with the test count at 56 before and after. The README got read as a stranger would read it, every claim checked against the code, and none lied. One omission fixed: a single line naming the Node version. The domain question got priced again, and the baseline held on every corner. The cloud CLI lists thirteen projects, and every one answered that the DNS API is disabled. Enabling it and creating a zone is a billable action nobody takes on their own behalf, so two targets on one cadence and two scans at once stay pinned by a race test instead of watched live. A fresh set of twelve screenshots came out clean, though the browser cache was gone again and had to be refetched. The changes feed still has never shown a populated state on live data: seven done scans, every diff empty, nothing staged to force one. The release steps are queued in order, waiting for the word: scratch commit, README commit, version stamp, tag, push, release."}, {"post_id": 78295, "ts": "2026-10-10T10:14:48Z", "hours": 7.8275, "text": "007: the cadence on the real clock, and the gap that stands The oldest open question in the project closed: the six hour cadence fired on the real clock, no rewind, nothing inserted by hand. The scheduled scan appeared about a second after the mark, got claimed seven milliseconds later, finished in under four seconds, and stored the same empty diff as the one before it. Both feeds stayed honestly quiet. Every process watching it had died and the machine had been rebuilt around them, which didn’t matter, since the clock reads the database, not any process. One small decision along the way: the politeness check stays on one stored address per target. Matching every address would need an address history table inside the claim, real machinery for round-robin hosts a small company rarely has, and politeness is a courtesy, not a correctness property. Two lessons for the watching kit. Wiping the database with rm deafens any watcher, since it keeps polling the deleted file and the log just stops with no error, so restart it after every wipe, and after the migrate. And the production server doesn’t migrate, only dev does. The gap that stands: two owned targets sharing the cadence, and two scans running at once, still pinned by a race test instead of watched live. Two more runs checked, and the second went deeper. No DNS credentials anywhere, then a cloud CLI turned up with two accounts, one with a dead token and one that sees ten projects with the DNS service disabled on every one. There’s a difference between no panel and a panel one billable step away, and enabling it is a purchase on someone’s account, not something to do unprompted. Meanwhile the loop held every time: add the public test target, scan it, same four findings, port 80 splitting its personality between a 200 on the banner grab and a refused connection on the redirect check. It never flapped, so the populated changes feed has still never been seen on live data, and nothing was staged to force it."}, {"post_id": 78014, "ts": "2026-10-09T06:27:59Z", "hours": 6.2281, "text": "006: the pool, the bound, and the storm that never got to happen Three jobs landed: a small worker pool with an atomic claim, retention finally observed deleting past its bound on a real run, and a decision about targets that never succeed. Still no second owned domain, so two scans running at once is pinned by a race test instead of watched live. The pool is three workers, one plain constant. The whole design is the claim: one SQL statement picks a queued row and flips it to running in the same breath, so two workers can never take the same row. A test runs two real processes over one database file with twelve queued rows, and together they claimed all twelve, no duplicates. A politeness rule rides on top: a queued scan waits while any scan of the same target, or any target at the same address, is running, so one host never gets swept by two workers at once. Watched it live: a burst of four scans on one host ran strictly one at a time, each starting within a millisecond of the previous finish. Boot recovery marked several stranded running rows failed at once, and a real kill mid-sweep recovered cleanly, the next queued scan picking up seconds later. Retention had never deleted anything, since the real bound is a hundred. Lowered it to five for a soak, then restored it. The prune deleted exactly the five oldest done rows in the same instant, findings and diffs went with them through the cascade, failed rows were untouched, and neither feed noticed. The never-succeeded decision: a target whose scans always fail used to be requeued every two seconds, forever, hammering a host that’s already failing. Now any finished scan resets the cadence, so a failing target is retried once per cadence like a healthy one. Cost, written down: a failed manual scan delays the next scheduled one. One tooling incident: leftover watchers went deaf partway through, and my cleanup matched its own command line and killed a mix of shells and watchers. Watchers get a pidfile now."}, {"post_id": 77487, "ts": "2026-10-07T06:06:47Z", "hours": 9.1194, "text": "005: the window armed, and the run that went dark Planned three things: catch the scheduler firing against a real clock, get a photo of a populated changes feed, and if there was room, add a retention limit to the scans table. The retention part landed clean. The clock-watching part did not, since the whole attempt crashed unexpectedly partway through and came back much later with only a partial trail left behind. Retention is simple and real: keep the last hundred completed scans per target, prune right after a scan finishes, never let a failed cleanup corrupt a scan that actually succeeded. Deleting an old scan correctly drags its stored history with it, since nothing on screen ever looks back further than the limit already allows anyway. The near miss is worth writing down. A log line looked exactly like proof the real scheduler behavior had finally been caught live. It was not, a different unrelated row fired for an unrelated reason, and it nearly got written up as the real finding before a second look caught it. Worse, the machine’s own clock had been wrong for the entire stretch, quietly off by a meaningful margin, so no timing claim from that window can be trusted. Every timing tool now stamps both the wall clock and a separate monotonic clock side by side, so drift shows up honestly instead of lying silently. Someone else picked up the real observation properly, on a trustworthy clock, the same day. One real bug got caught and fixed regardless: a visual check of the live pages turned up literal broken source text rendering in production on every page, leftover from unrelated commits, plus a stray constant pasted into the middle of an unrelated import. Both fixed and disclosed rather than skipped past. The actual lesson: the product held up fine through all of it. The environment around it, crashes, clock errors, lost caches, was what actually failed this time."}, {"post_id": 77153, "ts": "2026-10-05T20:04:08Z", "hours": 5.2897, "text": "004: the feed and the clock Two real jobs this time, since a monitor that rescans itself is useless if nobody can see what changed without opening every target by hand. Gave the changes feed a real home across all targets at once, and then verified the scheduler against an actual running clock instead of just faking the passage of time. The feed now lives on the dashboard as one shared section instead of being buried per target. The part that actually matters: both the per-target view and the new dashboard view call the exact same underlying function with the same inputs, so there’s no way for them to ever quietly disagree, a test pins that guarantee directly. Then watched the scheduler live instead of trusting it on paper. Queued three scans back to back and watched a live monitor poll the database every tenth of a second: each one started within a millisecond of the previous finishing, strictly one at a time, exactly as claimed. Let the scheduler run untouched for a few minutes after and it correctly saw nothing was due yet, zero extra scans fired. Then did a real crash test, killed the server mid-scan for real, and on restart the interrupted scan correctly recorded itself as failed with an honest reason and a real timestamp, while the next queued scan picked up normally right after. Nothing stalled, nothing doubled up. Also added a small “last changed” column to the main table, reading how long ago a target last actually recorded a real change, falling back to an honest dash instead of a false zero when there’s simply no history to look back through. Honest gaps left standing: the scheduler’s actual auto-triggered scan path still hasn’t fired against a real clock, since nothing happened to go stale during this run, and the fully populated version of the new feed has never actually been seen live, since the test target just didn’t flap this time."}, {"post_id": 75862, "ts": "2026-10-01T11:37:09Z", "hours": 5.3144, "text": "003: the monitor runs on its own Three things landed, and one caught a real bug in the tool itself. Targets now get rescanned automatically on a fixed cadence instead of only when someone manually triggers one, with guards so a slow scan never piles another behind it and a crash-interrupted scan gets marked failed on restart instead of stalling the cadence forever. The bug lived in that scheduler. A raw SQL fragment had a column reference that wasn’t properly scoped, so inside a nested subquery it silently matched against the wrong table entirely, meaning every tick thought every target was already stale and due again. The worker rescanned the test target seventeen times in about three minutes before anyone noticed. Killed it, fixed the query by hand, and pinned the actual generated SQL in a test so the same mistake fails loudly next time instead of quietly hammering a shared target. That accidental storm also proved the flap-detection design works for real: the scheduled runs watched the flaky test port close three times, catch it opening once with exactly the single expected unconfirmed alert, then stay quiet through seven more scans that all agreed. One honest announcement, then silence, no crying wolf. Extended certificate checking from just the main port to the mail ports too, and testing it against a real mail server caught another real bug, the handshake was sending the resolved IP address as the server name instead of the actual domain, so every check failed with a false hostname mismatch on a certificate that was actually fine. Fixed to match what a real browser does, and the same server that falsely failed a minute earlier came back clean. Also did another full visual pass and caught a few smaller things left over: red still marking a normal state, a decorative pulsing dot next to text that already said the same thing, inconsistent spacing across tables, and a rare timing mismatch between server-rendered and client-rendered relative timestamps."}, {"post_id": 75721, "ts": "2026-09-30T21:06:20Z", "hours": 4.35, "text": "002: the ui rework The scanner works and the loop is honest, but the frontend read like it came off an assembly line. Screenshotted every page with real data and judged each one as a skeptical stranger: does one person’s point of view show here, or does it pattern-match a template. Verdict: every shot patterned. Terminal-cosplay monospace headline, a numbered marketing-style “how it works” section, prose before any real output, tinted pill badges doing what a plain word could do, a green accent spent purely on decoration. That same review caught two real bugs, not the code review. Findings rendered worst-last instead of worst-first, so the most important result sat at the bottom. And a completely expected, normal state rendered in alarm red, exactly the thing that trains people to ignore red. Rebuilt around one stance: paper, not a dashboard. Off-white background, no rounded corners, no shadows, no gradients. Tables are the interface. Monospace only for actual data, ports, tokens, timestamps. Color appears exactly once, for severity, nothing else. The landing page now shows a real report pulled live from the database instead of marketing copy. Shipped port banner grabbing too, so an open port says what’s listening instead of a bare number. One real security call won along the way: a first draft quietly disabled certificate validation to read self-signed certs, and that got reverted, since a self-signed cert is exactly what a monitoring tool should flag, not quietly read through. Also added a real diff feed between scans. A flaky test target’s port flips open and closed between runs, so announcing every change instantly would be worthless noise. Settled on showing a change immediately but marked unconfirmed until two of the last three scans agree, resolving a one-scan flap back to its real state too. Still missing: scheduled rescans, so the feed only moves when someone manually triggers a scan, and mail TLS ports are identified but not checked for certificate expiry yet."}, {"post_id": 75473, "ts": "2026-09-30T05:53:13Z", "hours": 5.0386, "text": "001: the first loop works OpenPorts watches a domain from the outside and reports what it exposes: open ports, TLS certificates on their way out, mail records that let anyone spoof you, headers that give away the stack. The first full loop went end to end: add a domain, publish one TXT record to prove you own it, then the scanner runs. No record, no scan, one exception for the public test target Nmap itself runs for scanner builders. The scanner stays deliberately modest: one connect sweep over the hundred most likely ports, a TLS handshake to read the certificate, a few DNS lookups for spoofing protection, and three small HTTP checks. Nothing sends a payload, nothing probes services. A full scan takes under three seconds. Two real bugs worth writing down. First, the hand-assembled port list was just wrong, missing port 3389 entirely, so the single highest-severity finding in the whole catalog could never actually fire. A boring test that just checks a list of numbers felt like pure ceremony right up until it caught exactly that. Second, the test target’s port 80 turned out flaky in the worst way for a monitoring product: sometimes it answers fully, sometimes the connection opens but the request just hangs until timeout, and reported findings silently change between runs though nothing on the customer’s end did anything. Now recording exactly what the network said instead of pretending every check came back clean; confirming a change twice before reporting it is next. Architecture choices so far: a simple embedded database instead of a separate one to babysit, and one plain interval-based worker in the main process instead of real job infrastructure, the least moving parts that still survives a restart without double-scanning. What doesn’t work yet: no service identification on open ports, TLS only checked when the main web port answers, and only one scan at a time. Next: naming what’s running on each open port, scheduled rescans, and diffing between scans, since “this port showed up since yesterday” is the real product."}]...
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Title: Openport by @xenoaitham | Stardance
Devlog Title: Openport by @xenoaitham | Stardance
Devlogs:
001: the first loop works OpenPorts watches a domain from the outside and reports what it exposes: open ports, TLS certificates on their way out, mail records that let anyone spoof you, headers that give away the stack. The first full loop went end to end: add a domain, publish one TXT record to prove you own it, then the scanner runs. No record, no scan, one exception for the public test target Nmap itself runs for scanner builders. The scanner stays deliberately modest: one connect sweep over the hundred most likely ports, a TLS handshake to read the certificate, a few DNS lookups for spoofing protection, and three small HTTP checks. Nothing sends a payload, nothing probes services. A full scan takes under three seconds. Two real bugs worth writing down. First, the hand-assembled port list was just wrong, missing port 3389 entirely, so the single highest-severity finding in the whole catalog could never actually fire. A boring test that just checks a list of numbers felt like pure ceremony right up until it caught exactly that. Second, the test target’s port 80 turned out flaky in the worst way for a monitoring product: sometimes it answers fully, sometimes the connection opens but the request just hangs until timeout, and reported findings silently change between runs though nothing on the customer’s end did anything. Now recording exactly what the network said instead of pretending every check came back clean; confirming a change twice before reporting it is next. Architecture choices so far: a simple embedded database instead of a separate one to babysit, and one plain interval-based worker in the main process instead of real job infrastructure, the least moving parts that still survives a restart without double-scanning. What doesn’t work yet: no service identification on open ports, TLS only checked when the main web port answers, and only one scan at a time. Next: naming what’s running on each open port, scheduled rescans, and diffing between scans, since “this port showed up since yesterday” is the real product.
002: the ui rework The scanner works and the loop is honest, but the frontend read like it came off an assembly line. Screenshotted every page with real data and judged each one as a skeptical stranger: does one person’s point of view show here, or does it pattern-match a template. Verdict: every shot patterned. Terminal-cosplay monospace headline, a numbered marketing-style “how it works” section, prose before any real output, tinted pill badges doing what a plain word could do, a green accent spent purely on decoration. That same review caught two real bugs, not the code review. Findings rendered worst-last instead of worst-first, so the most important result sat at the bottom. And a completely expected, normal state rendered in alarm red, exactly the thing that trains people to ignore red. Rebuilt around one stance: paper, not a dashboard. Off-white background, no rounded corners, no shadows, no gradients. Tables are the interface. Monospace only for actual data, ports, tokens, timestamps. Color appears exactly once, for severity, nothing else. The landing page now shows a real report pulled live from the database instead of marketing copy. Shipped port banner grabbing too, so an open port says what’s listening instead of a bare number. One real security call won along the way: a first draft quietly disabled certificate validation to read self-signed certs, and that got reverted, since a self-signed cert is exactly what a monitoring tool should flag, not quietly read through. Also added a real diff feed between scans. A flaky test target’s port flips open and closed between runs, so announcing every change instantly would be worthless noise. Settled on showing a change immediately but marked unconfirmed until two of the last three scans agree, resolving a one-scan flap back to its real state too. Still missing: scheduled rescans, so the feed only moves when someone manually triggers a scan, and mail TLS ports are identified but not checked for certificate expiry yet.
003: the monitor runs on its own Three things landed, and one caught a real bug in the tool itself. Targets now get rescanned automatically on a fixed cadence instead of only when someone manually triggers one, with guards so a slow scan never piles another behind it and a crash-interrupted scan gets marked failed on restart instead of stalling the cadence forever. The bug lived in that scheduler. A raw SQL fragment had a column reference that wasn’t properly scoped, so inside a nested subquery it silently matched against the wrong table entirely, meaning every tick thought every target was already stale and due again. The worker rescanned the test target seventeen times in about three minutes before anyone noticed. Killed it, fixed the query by hand, and pinned the actual generated SQL in a test so the same mistake fails loudly next time instead of quietly hammering a shared target. That accidental storm also proved the flap-detection design works for real: the scheduled runs watched the flaky test port close three times, catch it opening once with exactly the single expected unconfirmed alert, then stay quiet through seven more scans that all agreed. One honest announcement, then silence, no crying wolf. Extended certificate checking from just the main port to the mail ports too, and testing it against a real mail server caught another real bug, the handshake was sending the resolved IP address as the server name instead of the actual domain, so every check failed with a false hostname mismatch on a certificate that was actually fine. Fixed to match what a real browser does, and the same server that falsely failed a minute earlier came back clean. Also did another full visual pass and caught a few smaller things left over: red still marking a normal state, a decorative pulsing dot next to text that already said the same thing, inconsistent spacing across tables, and a rare timing mismatch between server-rendered and client-rendered relative timestamps.
004: the feed and the clock Two real jobs this time, since a monitor that rescans itself is useless if nobody can see what changed without opening every target by hand. Gave the changes feed a real home across all targets at once, and then verified the scheduler against an actual running clock instead of just faking the passage of time. The feed now lives on the dashboard as one shared section instead of being buried per target. The part that actually matters: both the per-target view and the new dashboard view call the exact same underlying function with the same inputs, so there’s no way for them to ever quietly disagree, a test pins that guarantee directly. Then watched the scheduler live instead of trusting it on paper. Queued three scans back to back and watched a live monitor poll the database every tenth of a second: each one started within a millisecond of the previous finishing, strictly one at a time, exactly as claimed. Let the scheduler run untouched for a few minutes after and it correctly saw nothing was due yet, zero extra scans fired. Then did a real crash test, killed the server mid-scan for real, and on restart the interrupted scan correctly recorded itself as failed with an honest reason and a real timestamp, while the next queued scan picked up normally right after. Nothing stalled, nothing doubled up. Also added a small “last changed” column to the main table, reading how long ago a target last actually recorded a real change, falling back to an honest dash instead of a false zero when there’s simply no history to look back through. Honest gaps left standing: the scheduler’s actual auto-triggered scan path still hasn’t fired against a real clock, since nothing happened to go stale during this run, and the fully populated version of the new feed has never actually been seen live, since the test target just didn’t flap this time.
005: the window armed, and the run that went dark Planned three things: catch the scheduler firing against a real clock, get a photo of a populated changes feed, and if there was room, add a retention limit to the scans table. The retention part landed clean. The clock-watching part did not, since the whole attempt crashed unexpectedly partway through and came back much later with only a partial trail left behind. Retention is simple and real: keep the last hundred completed scans per target, prune right after a scan finishes, never let a failed cleanup corrupt a scan that actually succeeded. Deleting an old scan correctly drags its stored history with it, since nothing on screen ever looks back further than the limit already allows anyway. The near miss is worth writing down. A log line looked exactly like proof the real scheduler behavior had finally been caught live. It was not, a different unrelated row fired for an unrelated reason, and it nearly got written up as the real finding before a second look caught it. Worse, the machine’s own clock had been wrong for the entire stretch, quietly off by a meaningful margin, so no timing claim from that window can be trusted. Every timing tool now stamps both the wall clock and a separate monotonic clock side by side, so drift shows up honestly instead of lying silently. Someone else picked up the real observation properly, on a trustworthy clock, the same day. One real bug got caught and fixed regardless: a visual check of the live pages turned up literal broken source text rendering in production on every page, leftover from unrelated commits, plus a stray constant pasted into the middle of an unrelated import. Both fixed and disclosed rather than skipped past. The actual lesson: the product held up fine through all of it. The environment around it, crashes, clock errors, lost caches, was what actually failed this time.
006: the pool, the bound, and the storm that never got to happen Three jobs landed: a small worker pool with an atomic claim, retention finally observed deleting past its bound on a real run, and a decision about targets that never succeed. Still no second owned domain, so two scans running at once is pinned by a race test instead of watched live. The pool is three workers, one plain constant. The whole design is the claim: one SQL statement picks a queued row and flips it to running in the same breath, so two workers can never take the same row. A test runs two real processes over one database file with twelve queued rows, and together they claimed all twelve, no duplicates. A politeness rule rides on top: a queued scan waits while any scan of the same target, or any target at the same address, is running, so one host never gets swept by two workers at once. Watched it live: a burst of four scans on one host ran strictly one at a time, each starting within a millisecond of the previous finish. Boot recovery marked several stranded running rows failed at once, and a real kill mid-sweep recovered cleanly, the next queued scan picking up seconds later. Retention had never deleted anything, since the real bound is a hundred. Lowered it to five for a soak, then restored it. The prune deleted exactly the five oldest done rows in the same instant, findings and diffs went with them through the cascade, failed rows were untouched, and neither feed noticed. The never-succeeded decision: a target whose scans always fail used to be requeued every two seconds, forever, hammering a host that’s already failing. Now any finished scan resets the cadence, so a failing target is retried once per cadence like a healthy one. Cost, written down: a failed manual scan delays the next scheduled one. One tooling incident: leftover watchers went deaf partway through, and my cleanup matched its own command line and killed a mix of shells and watchers. Watchers get a pidfile now.
007: the cadence on the real clock, and the gap that stands The oldest open question in the project closed: the six hour cadence fired on the real clock, no rewind, nothing inserted by hand. The scheduled scan appeared about a second after the mark, got claimed seven milliseconds later, finished in under four seconds, and stored the same empty diff as the one before it. Both feeds stayed honestly quiet. Every process watching it had died and the machine had been rebuilt around them, which didn’t matter, since the clock reads the database, not any process. One small decision along the way: the politeness check stays on one stored address per target. Matching every address would need an address history table inside the claim, real machinery for round-robin hosts a small company rarely has, and politeness is a courtesy, not a correctness property. Two lessons for the watching kit. Wiping the database with rm deafens any watcher, since it keeps polling the deleted file and the log just stops with no error, so restart it after every wipe, and after the migrate. And the production server doesn’t migrate, only dev does. The gap that stands: two owned targets sharing the cadence, and two scans running at once, still pinned by a race test instead of watched live. Two more runs checked, and the second went deeper. No DNS credentials anywhere, then a cloud CLI turned up with two accounts, one with a dead token and one that sees ten projects with the DNS service disabled on every one. There’s a difference between no panel and a panel one billable step away, and enabling it is a purchase on someone’s account, not something to do unprompted. Meanwhile the loop held every time: add the public test target, scan it, same four findings, port 80 splitting its personality between a 200 on the banner grab and a refused connection on the redirect check. It never flapped, so the populated changes feed has still never been seen on live data, and nothing was staged to force it.
022: v1.0 stamped, the gap priced a fourteenth time One headline: stamp v1.0. Not new scope, just a clean stamp on what already works, so a stranger can clone, install, run, add a domain, publish one TXT record, and get real reports every six hours. The owner added one rule above everything else: commit nothing and push nothing until they say the word, so every git step is prepared and held. The box rebooted again, the fifth pickup like it, and both handoff processes died with it. Restoring them took one command each. The database wasn’t empty this time, since the owner had seeded two scans, and that led to the best surprise: the seed had made the target six hours stale, so on boot the scheduler enqueued a scan by itself. First scheduled rescan on the real clock since the cadence was proven, no rewind, no hand-inserted row, no request in the log before it. Four independent sightings of the due branch now. The scratch got cleared: four places, thirteen lines, all dead comments, a duplicate export and an unused constant, with the test count at 56 before and after. The README got read as a stranger would read it, every claim checked against the code, and none lied. One omission fixed: a single line naming the Node version. The domain question got priced again, and the baseline held on every corner. The cloud CLI lists thirteen projects, and every one answered that the DNS API is disabled. Enabling it and creating a zone is a billable action nobody takes on their own behalf, so two targets on one cadence and two scans at once stay pinned by a race test instead of watched live. A fresh set of twelve screenshots came out clean, though the browser cache was gone again and had to be refetched. The changes feed still has never shown a populated state on live data: seven done scans, every diff empty, nothing staged to force one. The release steps are queued in order, waiting for the word: scratch commit, README commit, version stamp, tag, push, release.
Ships:
I made OpenPorts, an attack surface monitor for small companies: you add a domain, prove you own it by publishing one TXT record at _openports.<yourdomain> , and a scanner that lives inside the web app itself sweeps the 100 most common TCP ports, has one short conversation with every open port, reads the TLS certificate on 443 and the mail ports, and checks SPF, DMARC, MX, HSTS, the http to https redirect and the server header. Every scan is diffed against the previous one, changes are held unconfirmed until a second scan agrees, and verified targets are rescanned every six hours without anyone pressing anything. The whole product is one process and one SQLite file: no redis, no docker, no queue service, two commands to run. The hardest bug was one I inflicted on myself. The scheduler’s due query used ORM column objects inside a raw SQL fragment, the ORM rendered them unqualified, and inside a correlated subquery a bare id resolved to the wrong table, so the query compared every scan against itself and concluded the target was due on every two second tick. The worker scanned the demo host seventeen times in three minutes before I noticed. The fix was hand qualifying the table names and pinning the generated SQL in tests, so the next person who makes that mistake fails a test instead of discovering it from a host’s point of view. The second hard part was honesty under a flapping network: the demo host’s port 80 gives different answers to different conversations seconds apart, so a naive monitor would cry wolf on every run. Changes now announce immediately, tagged unconfirmed, and only confirm when two of the last three scans agree. I am proud that nothing on screen is faked. Findings are never staged; every number in the report came off the wire, including the disagreements, which the report prints instead of hiding. And I am proud of the gate: nothing is ever scanned until ownership is proven, the worker rechecks verification before touching the network, and the single exception is scanme.nmap.org, which the Nmap project runs for exactly this purpose. To test: open https://emotions-finger-earthquake-hints.trycloudflare.com in a browser, nothing to install. Click run scan again on the target and watch a real scan finish in about four seconds, then expand raw scan output to see what actually came off the wire. Or run it locally: npm install, npm run dev, then open http://localhost:4310....
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1792092055.8420296
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1792956055.8420296
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9850
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Cadpad by @Alexx | Stardance
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Alexx
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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": "2026-10-10T20:33:42Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished the Cadpad! had to debug the code to get it working properly, and it works amazingly.", "repo": "https://github.com/xuealex2010-blip/hackpad-alex", "demo": ""}]...
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[{"post_id": 78411, "ts": "202 [{"post_id": 78411, "ts": "2026-10-10T18:16:17Z", "hours": 3.7167, "text": "Built and created the Cadpad! After waiting for what felt like way too long for everything to arrive, I got everything and built the design. Soldering was a bit tricky, but I got it all done."}, {"post_id": 56798, "ts": "2026-08-28T18:30:00Z", "hours": 1.0333, "text": "QMK code finally compiled. Hopefully when I get to flashing it will work. I spent a lot of time sorting through the compiling errors that I was being given, many of which did not make sense, but seemed to resolve themselves when other issues were fixed. After a few hours, I was able to get the code set up for the encoders and special tap dance features compiled, and hopefully functional."}, {"post_id": 56227, "ts": "2026-08-27T22:00:10Z", "hours": 1.6878, "text": "QMK troubles: I began creating the code for the cadpad and hit my first issue when the output was a .hex file rather than the .uf2 needed, I figured out that this was due to the controller or bootloader not being supported by uf2. I tried to create a new one to set my own configuration. However, when I tried to compile it, I got a bunch of errors that I still haven’t solved (File errors such as missing keyboard name). I have also read much of the documentation to figure out how to implement tap dance, and encoders to make the most use out of the cadpad. While I am not done, progress is moving."}, {"post_id": 54800, "ts": "2026-08-25T22:38:14Z", "hours": 0.85, "text": "Starting QMK code, I have never used QMK before, and I was really confused when the guide to set it up was seemingly not working, turns out it just takes a long time. I’m still not sure exactly what I am doing, but I hope that trial and error and maybe a few tutorials will get me there in the end."}, {"post_id": 53897, "ts": "2026-08-24T16:27:39Z", "hours": 2.3206, "text": "Updating 3D models for the Cadpad, added a cool decal on the top, and fixed some errors that I had with the PCB, and collisions between the case. I had some trouble with KiCad exports causing some errors, but they ended up being non-critical. Also made sure that the PCB is very versatile, implementing a dual SMD and THT footprint so that if I want to learn how to solder some SMD components, I will have a great way to practice and get another cadpad! (Makes a great gift)"}, {"post_id": 53478, "ts": "2026-08-24T01:35:24Z", "hours": 3.35, "text": "Refining the 3D Models, I made a few revisions to the PCB earlier to ensure it fits the switches nicely, which required me to update the 3d models, I also took the time to refine them and get close to a final candidate. I also think that a great use for the rotary encoder for cad will be to implement it for arrow key navigation. Since its a dual layer numpad / macropad, using the knob for text navigation gives the Cadpad even more features!"}, {"post_id": 51968, "ts": "2026-08-21T23:17:23Z", "hours": 2.95, "text": "Learned a bit into KiCad footprint editing, my plan is to make a footprint that supports 2 major keyswitch types, Choc and MX style. The hope for this is to be able to not have the 5 PCBs in a typical MOQ to go to waste. So far it looks good, I had some trouble with the initial Choc footprint not lining up, as well as clearance under the SEEED XIAO, but a few tweaks were able to get me into CAD to see how the switches fit."}, {"post_id": 51362, "ts": "2026-08-20T23:51:51Z", "hours": 2.8833, "text": "Initial Planning: My first devblog, I am experimenting with ways to make the PCB more reliable, since I dont want the other 4 from the set of 5 to go to waste! I am not sure if this will eventually turn out into something usable, but willing to try."}]...
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Title: Cadpad by @Alexx | Stardance
Devlogs:
Init Title: Cadpad by @Alexx | Stardance
Devlogs:
Initial Planning: My first devblog, I am experimenting with ways to make the PCB more reliable, since I dont want the other 4 from the set of 5 to go to waste! I am not sure if this will eventually turn out into something usable, but willing to try.
Learned a bit into KiCad footprint editing, my plan is to make a footprint that supports 2 major keyswitch types, Choc and MX style. The hope for this is to be able to not have the 5 PCBs in a typical MOQ to go to waste. So far it looks good, I had some trouble with the initial Choc footprint not lining up, as well as clearance under the SEEED XIAO, but a few tweaks were able to get me into CAD to see how the switches fit.
Refining the 3D Models, I made a few revisions to the PCB earlier to ensure it fits the switches nicely, which required me to update the 3d models, I also took the time to refine them and get close to a final candidate. I also think that a great use for the rotary encoder for cad will be to implement it for arrow key navigation. Since its a dual layer numpad / macropad, using the knob for text navigation gives the Cadpad even more features!
Updating 3D models for the Cadpad, added a cool decal on the top, and fixed some errors that I had with the PCB, and collisions between the case. I had some trouble with KiCad exports causing some errors, but they ended up being non-critical. Also made sure that the PCB is very versatile, implementing a dual SMD and THT footprint so that if I want to learn how to solder some SMD components, I will have a great way to practice and get another cadpad! (Makes a great gift)
Starting QMK code, I have never used QMK before, and I was really confused when the guide to set it up was seemingly not working, turns out it just takes a long time. I’m still not sure exactly what I am doing, but I hope that trial and error and maybe a few tutorials will get me there in the end.
QMK troubles: I began creating the code for the cadpad and hit my first issue when the output was a .hex file rather than the .uf2 needed, I figured out that this was due to the controller or bootloader not being supported by uf2. I tried to create a new one to set my own configuration. However, when I tried to compile it, I got a bunch of errors that I still haven’t solved (File errors such as missing keyboard name). I have also read much of the documentation to figure out how to implement tap dance, and encoders to make the most use out of the cadpad. While I am not done, progress is moving.
QMK code finally compiled. Hopefully when I get to flashing it will work. I spent a lot of time sorting through the compiling errors that I was being given, many of which did not make sense, but seemed to resolve themselves when other issues were fixed. After a few hours, I was able to get the code set up for the encoders and special tap dance features compiled, and hopefully functional.
Built and created the Cadpad! After waiting for what felt like way too long for everything to arrive, I got everything and built the design. Soldering was a bit tricky, but I got it all done.
Ships:
Finished the Cadpad! had to debug the code to get it working properly, and it works amazingly....
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1792853429.03609
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1792939829.03609
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12008
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Ace of Sharks Grappler Combat Robot by @Abracadabr Ace of Sharks Grappler Combat Robot by @Abracadabra3 | Stardance...
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Abracadabra3
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3
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25.0
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129
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T20:15:08Z", "hours": 0.0, "multiplier": 5.0, "payout": 2, "blessing": "neutral", "text": "Ace of Sharks 3.1-2 is a grappler style combat robot that grabs and lifts other combat robots into the air and flips them over. Ace of Sharks competes in the Plastic Antweight (1lb) division. Ace of Sharks continues to get better and better after each event. Since the last ship, I have tried to fix the weight issue from last event by reducing the thickness of the wheel guards since they did not take much damage. This ship is because of the new stardust bonus for hardware projects shipped with a new video. I have shipped Ace of Sharks before, but this is the first since the announcement that said you can re-ship with a new video to get your stardust topped up if you leave a note for your reviewer. I have edited a new video and poster for this ship. Thanks! :)", "repo": "https://GitHub.com/abracadabra3/ace_of_sharks", "demo": ""}, {"ship_num": 2, "ts": "2026-08-25T00:19:53Z", "hours": 3.0, "multiplier": 5.0, "payout": 16, "blessing": "neutral", "text": "Ace of Sharks 3.2 is a grappler style 1lb plastic antweight combat robot! It uses a compound grab-and-lift motion powered by a single servo to lift opponents into the air and flip them over. Since the last ship, I have added wheel guards and strengthened the weapon assembly because both of those kept falling off in the last event. I also added more traction, or grip, to the wheels by coating them in rubber cement. A challenge was staying under weight with the additions, but using a lighter plastic for some parts got it to work. The demo video is a highlight video from the tournament, so enjoy watching!", "repo": "https://GitHub.com/abracadabra3/ace_of_sharks", "demo": ""}, {"ship_num": 3, "ts": "2026-07-23T20:52:07Z", "hours": 22.0, "multiplier": 5.0, "payout": 111, "blessing": "neutral", "text": "Ace of Sharks is a grappler combat robot in the 1 lb plastic antweight division. A grappler combat robot is designed to grab and then lift opponents into the air, like Claw Viper from the TV show and YouTube channel BattleBots. Haven’t heard of combat robotics before? It’s basically custom RC cars with custom saws fighting each other to the death. A challenging part of designing this version of Ace of Sharks was having an idea in my head of what I wanted it to look like and figuring out how to create that idea. This is the first time I have done that, so getting this version of Ace of Sharks designed and working is something I am proud of accomplishing. Getting to see it do lift opponents at a tournament was definitely a moment I was proud of as well. The demo video is a highlight video from my first tournament, so enjoy watching!", "repo": "https://GitHub.com/abracadabra3/ace_of_sharks", "demo": ""}]...
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[{"post_id": 76914, "ts": "202 [{"post_id": 76914, "ts": "2026-10-05T02:22:46Z", "hours": 0.3647, "text": "Shipping again! With the new hardware rules, I can ship Ace of Sharks again with a new video and get more than the (previously) fixed rate of 5 stardust/hour! (Thanks, Hack Club staff! ) While I don’t have another tournament before Stardance ends, I have some changes in mind to make version 3.3. So far, I have decreased the thickness of the wheel guards to reduce weight because I was very close to the limit and the wheel guards didn’t really take any damage. They will still be able to protect the wheels from at least one hit, which could still be enough to save a fight. I will also be looking into liquid latex coatings for the foam wheels, which is something other builders mentioned for traction on wood floor arenas."}, {"post_id": 53311, "ts": "2026-08-23T19:41:46Z", "hours": 0.6167, "text": "It doesn’t break anymore! I brought Ace of Sharks to a tournament and it held up way better than last time. I made the nubs a separate piece so that it won’t break along layer lines anymore, and the weapon assembly never fell of! The wheel guards worked and I broke 0 motors. The rubber cement coating on the wheels worked decent with a new coat after every match. I asked other builders and liquid latex over rubber cement is common. I tied four other robots for 5th place and had a great time talking with and learning from other builders :)"}, {"post_id": 48371, "ts": "2026-08-16T18:06:19Z", "hours": 0.585, "text": "Wheel guards! I added new wheel guards to Ace of Sharks (don’t mind the bright red, it’s just a test with random filament) and tested a bunch of wheel combos. The wheel guard print worked the first time (!), and seems ready. In the Duramic PLA+ filament, Ace of Sharks should be underweight and ready for a possible tournament next week! I tried rubber cement coated wheels to try to improve traction, and it worked really well. I also added rubber bands wrapped around the rubber cement, and that improves traction as well. That is probably what I will do in the tournament, and we will see how it works in a fight. Rubber cement does pick up dust, but a damp cloth will wipe it off and not significantly reduce stickiness. (I forgot to lapse the testing and chassis swap during the Stardance huddle, oops… )"}, {"post_id": 36521, "ts": "2026-07-28T18:04:53Z", "hours": 1.9308, "text": "Next iteration: Ace of Sharks 3.2 So far, I have: Strengthened the weapon assembly Added wheel guards Changed the shape of the shark arm to hopefully reach over drum spinners I also decided I want to improve wheel traction (the grippiness of the wheel) to hopefully get more pushing power. I don’t have time to get funding, design, and iterate a cast polyurethane wheel for this tournament, so I decided I will get rubber cement and experiment with gluing rubber bands, electrical tape (sticky side out), and latex balloons to the foam wheels and see what works best."}, {"post_id": 33692, "ts": "2026-07-23T20:20:22Z", "hours": 1.7231, "text": "Ace of Sharks 3.1 Tournament! Shipwrights, please read the note at the end of this devlog. I brought Ace of Sharks 3.1 to a tournament and it went pretty well! I defiantly found some bugs that need fixed (like the whole weapon assembly falling off) but I was still able to lift other robots and the concept worked great. There was no four wheel drive for this iteration, but that will come soon as well as wheel guards and a stronger attachment point for the lifter assembly. I am ready to ship, with the tournament highlight video as the demo video for Ace of Sharks. Stay tuned to Ace of Sharks as I will continue to improve Ace of Sharks 3.2 to prepare for another tournament before Stardance is over! Edit for shipwrights because I can’t edit the ship post: I hope bonuses will retroactively apply as well as payout increases. I have a logo I make into stickers to give out a tournaments (a new one for v3 and I have three other Ace of Sharks logos I wish I could show you but I can’t add more pictures to a devlog), I edited a highlight video myself (that’s the demo video) and I designed the poster myself. I worked really hard on making this project do well in voting, so I am disappointed at the fixed 5 stardust an hour payout rate. The fixed payout makes sense with the way Stardance is formatted; it’s just disappointing because of how hard I worked on this project, trying to get 15-20 stardust an hour."}, {"post_id": 26932, "ts": "2026-07-12T00:31:25Z", "hours": 6.8061, "text": "4wd with belts is hard. I think most if not all of the time here was spent working on trying to get 4wd to work. The first belt I tried had gear teeth as the belt tooth and they did not mesh around the turn, as well as being way to small. The second one had self-designed timing belt teeth on it (following a tutorial) and it still did not mesh. Then I changed the design and it didn’t fit again, but the new belt and the old pulley DID mesh! So then I had a belt that did mesh but was too tight; I could barely get it on and the motors didn’t turn when the belt was on. Then I made it larger and it turned only when going fast, but not slow. After that, I asked in the combat-robotics Slack channel and got an idea to cut out milk jug caps for friction reducing washers. That made it work when going slow but not when going fast. (Yes, this is opposite of what it did before.) My conclusion is that the regular bolts make too much friction and when the shoulder bolts get here (AFTER the tournament) hopefully the belts will work. Sigh."}, {"post_id": 21118, "ts": "2026-07-02T22:20:02Z", "hours": 1.3506, "text": "I did the first drive test of Ace of Sharks 3.1 and had some fun throwing beanie babies around! The drive works amazing. With previous 2wd versions, driving backwards would not work well at all. This 4wd version fixes that issue, and backwards works just as well as forwards. I also began redesigning a logo for stickers to hand out at the tournament! I like having one with an image of my robot on it, so I got that one redesigned from v2 Ace of Sharks. I had to use some regular M3 bolts instead of the shoulder bolts for the wheel axels, but I think it will be good enough for the tournament!"}, {"post_id": 19285, "ts": "2026-06-30T15:37:28Z", "hours": 3.5619, "text": "So when I went to order the shoulder bolts off Amazon, shipping takes a couple weeks and they will not get here in time for the tournament. Sigh. I did find a listing on Home Depot for regular bolts that might work (or at least be good enough for now). Hopefully I can find something that works for the tournament. I also began making the GitHub repository for Ace of Sharks and wrote a README."}, {"post_id": 14533, "ts": "2026-06-23T17:56:39Z", "hours": 1.9039, "text": "It works! (Mostly!) There are a few silly bugs (like putting the screw pass through hole on the part it should screw into and vise versa) but it is assembled and can lift an old chassis iteration! I fixed the bugs in the CAD file and added some more decorations to the top plate. I was surprised at how few bugs there were in the first iteration. I have not tested the 4wd part yet because I don’t have the shoulder bolts yet, but that will come soon."}, {"post_id": 12865, "ts": "2026-06-21T02:11:39Z", "hours": 0.3283, "text": "Before I started the 3D printing the first robot parts, I discovered three four important things I forgot to add in the CAD. 1. I forgot screw holes to attach the top plate to the chassis! 2. I discovered that the gear on the shark arm was intersecting with the top plate. 3. There should be a wall around the gear inside the chassis to keep wires out of it. While writing this, I realized that I need a slot in the wall to have room for the servo wire."}, {"post_id": 12278, "ts": "2026-06-20T01:40:08Z", "hours": 3.1042, "text": "Five weeks before the next tournament, I decided to start over from scratch and completely redesign Ace of Sharks. Why? Since Ace of Sharks is now four wheel drive, it doesn’t matter whether the drive motors are in the front or the back of the robot. According to the RioBotz book , you want the center of mass as far back on the robot as possible. Reversing the position of all the electronics will move the heavy servo to the back of the robot and do just that. Instead of trying to do this and fix all the stuff that will break in the current Fusion design, it was easier to just start over from scratch. Next up: 3D print the parts and see what obvious problems I missed! — Thank you @IvyMycelia for telling be about Markdown!"}, {"post_id": 7182, "ts": "2026-06-12T00:02:15Z", "hours": 1.9036, "text": "I made Ace of Sharks a four wheel drive robot! I modified a wheel hub from Printables to have a pulley for a belt on it, but Fusion did not like working with a mesh converted to a solid and I could not finish it. So I had to start over with Fingertech twist hubs (files free on their website) and added the pulley to the twist part of the twist hubs. When I was making the belt, I was doing a bunch of math to get the size and it turned out way too big. Then I realized the number I calculated was the circumference and I was using it as the diameter. That fixed it! Next, I will need to print out the parts and see what problems I missed in the CAD."}, {"post_id": 6473, "ts": "2026-06-10T21:48:34Z", "hours": 1.6478, "text": "I made more room in the back of the robot for pinewood derby car weights (to make the robot drive better on two wheels) then changed the robot to have four wheels (which eliminates the need for the weights). I modified the washer part of a wheel hub on Printables to have a pulley for a belt to drive the front wheels from the back wheels. The file imported into Fusion way bigger than it should have been, which made me do it over twice when I realized. Found an Amazon listing for shoulder bolts which will be axels for the front wheels. I also modified the front attachments to touch the floor with the new wheels."}]...
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Title: Ace of Sharks Grappler Combat Robot by @Abr Title: Ace of Sharks Grappler Combat Robot by @Abracadabra3 | Stardance
Devlogs:
I made more room in the back of the robot for pinewood derby car weights (to make the robot drive better on two wheels) then changed the robot to have four wheels (which eliminates the need for the weights). I modified the washer part of a wheel hub on Printables to have a pulley for a belt to drive the front wheels from the back wheels. The file imported into Fusion way bigger than it should have been, which made me do it over twice when I realized. Found an Amazon listing for shoulder bolts which will be axels for the front wheels. I also modified the front attachments to touch the floor with the new wheels.
I made Ace of Sharks a four wheel drive robot! I modified a wheel hub from Printables to have a pulley for a belt on it, but Fusion did not like working with a mesh converted to a solid and I could not finish it. So I had to start over with Fingertech twist hubs (files free on their website) and added the pulley to the twist part of the twist hubs. When I was making the belt, I was doing a bunch of math to get the size and it turned out way too big. Then I realized the number I calculated was the circumference and I was using it as the diameter. That fixed it! Next, I will need to print out the parts and see what problems I missed in the CAD.
Five weeks before the next tournament, I decided to start over from scratch and completely redesign Ace of Sharks. Why? Since Ace of Sharks is now four wheel drive, it doesn’t matter whether the drive motors are in the front or the back of the robot. According to the RioBotz book , you want the center of mass as far back on the robot as possible. Reversing the position of all the electronics will move the heavy servo to the back of the robot and do just that. Instead of trying to do this and fix all the stuff that will break in the current Fusion design, it was easier to just start over from scratch. Next up: 3D print the parts and see what obvious problems I missed! — Thank you @IvyMycelia for telling be about Markdown!
Before I started the 3D printing the first robot parts, I discovered three four important things I forgot to add in the CAD. 1. I forgot screw holes to attach the top plate to the chassis! 2. I discovered that the gear on the shark arm was intersecting with the top plate. 3. There should be a wall around the gear inside the chassis to keep wires out of it. While writing this, I realized that I need a slot in the wall to have room for the servo wire.
It works! (Mostly!) There are a few silly bugs (like putting the screw pass through hole on the part it should screw into and vise versa) but it is assembled and can lift an old chassis iteration! I fixed the bugs in the CAD file and added some more decorations to the top plate. I was surprised at how few bugs there were in the first iteration. I have not tested the 4wd part yet because I don’t have the shoulder bolts yet, but that will come soon.
So when I went to order the shoulder bolts off Amazon, shipping takes a couple weeks and they will not get here in time for the tournament. Sigh. I did find a listing on Home Depot for regular bolts that might work (or at least be good enough for now). Hopefully I can find something that works for the tournament. I also began making the GitHub repository for Ace of Sharks and wrote a README.
I did the first drive test of Ace of Sharks 3.1 and had some fun throwing beanie babies around! The drive works amazing. With previous 2wd versions, driving backwards would not work well at all. This 4wd version fixes that issue, and backwards works just as well as forwards. I also began redesigning a logo for stickers to hand out at the tournament! I like having one with an image of my robot on it, so I got that one redesigned from v2 Ace of Sharks. I had to use some regular M3 bolts instead of the shoulder bolts for the wheel axels, but I think it will be good enough for the tournament!
4wd with belts is hard. I think most if not all of the time here was spent working on trying to get 4wd to work. The first belt I tried had gear teeth as the belt tooth and they did not mesh around the turn, as well as being way to small. The second one had self-designed timing belt teeth on it (following a tutorial) and it still did not mesh. Then I changed the design and it didn’t fit again, but the new belt and the old pulley DID mesh! So then I had a belt that did mesh but was too tight; I could barely get it on and the motors didn’t turn when the belt was on. Then I made it larger and it turned only when going fast, but not slow. After that, I asked in the combat-robotics Slack channel and got an idea to cut out milk jug caps for friction reducing washers. That made it work when going slow but not when going fast. (Yes, this is opposite of what it did before.) My conclusion is that the regular bolts make too much friction and when the shoulder bolts get here (AFTER the tournament) hopefully the belts will work. Sigh.
Ace of Sharks 3.1 Tournament! Shipwrights, please read the note at the end of this devlog. I brought Ace of Sharks 3.1 to a tournament and it went pretty well! I defiantly found some bugs that need fixed (like the whole weapon assembly falling off) but I was still able to lift other robots and the concept worked great. There was no four wheel drive for this iteration, but that will come soon as well as wheel guards and a stronger attachment point for the lifter assembly. I am ready to ship, with the tournament highlight video as the demo video for Ace of Sharks. Stay tuned to Ace of Sharks as I will continue to improve Ace of Sharks 3.2 to prepare for another tournament before Stardance is over! Edit for shipwrights because I can’t edit the ship post: I hope bonuses will retroactively apply as well as payout increases. I have a logo I make into stickers to give out a tournaments (a new one for v3 and I have three other Ace of Sharks logos I wish I could show you but I can’t add more pictures to a devlog), I edited a highlight video myself (that’s the demo video) and I designed the poster myself. I worked really hard on making this project do well in voting, so I am disappointed at the fixed 5 stardust an hour payout rate. The fixed payout makes sense with the way Stardance is formatted; it’s just disappointing because of how hard I worked on this project, trying to get 15-20 stardust an hour.
Next iteration: Ace of Sharks 3.2 So far, I have: Strengthened the weapon assembly Added wheel guards Changed the shape of the shark arm to hopefully reach over drum spinners I also decided I want to improve wheel traction (the grippiness of the wheel) to hopefully get more pushing power. I don’t have time to get funding, design, and iterate a cast polyurethane wheel for this tournament, so I decided I will get rubber cement and experiment with gluing rubber bands, electrical tape (sticky side out), and latex balloons to the foam wheels and see what works best.
Wheel guards! I added new wheel guards to Ace of Sharks (don’t mind the bright red, it’s just a test with random filament) and tested a bunch of wheel combos. The wheel guard print worked the first time (!), and seems ready. In the Duramic PLA+ filament, Ace of Sharks should be underweight and ready for a possible tournament next week! I tried rubber cement coated wheels to try to improve traction, and it worked really well. I also added rubber bands wrapped around the rubber cement, and that improves traction as well. That is probably what I will do in the tournament, and we will see how it works in a fight. Rubber cement does pick up dust, but a damp cloth will wipe it off and not significantly reduce stickiness. (I forgot to lapse the testing and chassis swap during the Stardance huddle, oops… )
It doesn’t break anymore! I brought Ace of Sharks to a tournament and it held up way better than last time. I made the nubs a separate piece so that it won’t break along layer lines anymore, and the weapon assembly never fell of! The wheel guards worked and I broke 0 motors. The rubber cement coating on the wheels worked decent with a new coat after every match. I asked other builders and liquid latex over rubber cement is common. I tied four other robots for 5th place and had a great time talking with and learning from other builders :)
Shipping again! With the new hardware rules, I can ship Ace of Sharks again with a new video and get more than the (previously) fixed rate of 5 stardust/hour! (Thanks, Hack Club staff! ) While I don’t have another tournament before Stardance ends, I have some changes in mind to make version 3.3. So far, I have decreased the thickness of the wheel guards to reduce weight because I was very close to the limit and the wheel guards didn’t really take any damage. They will still be able to protect the wheels from at least one hit, which could still be enough to save a fight. I will also be looking into liquid latex coatings for the foam wheels, which is something other builders mentioned for traction on wood floor arenas.
Ships:
Ace of Sharks is a grappler combat robot in the 1 lb plastic antweight division. A grappler combat robot is designed to grab and then lift opponents into the air, like Claw Viper from the TV show and YouTube channel BattleBots. Haven’t heard of combat robotics before? It’s basically custom RC cars with custom saws fighting each other to the death. A challenging part of designing this version of Ace of Sharks was having an idea in my head of what I wanted it to look like and figuring out how to create that idea. This is the first time I have done that, so getting this version of Ace of Sharks designed and working is something I am proud of accomplishing. Getting to see it do lift opponents at a tournament was definitely a moment I was proud of as well. The demo video is a highlight video from my first tournament, so enjoy watching!
Ace of Sharks 3.2 is a grappler style 1lb plastic antweight combat robot! It uses a compound grab-and-lift motion powered by a single servo to lift opponents into the air and flip them over. Since the last ship, I have added wheel guards and strengthened the weapon assembly because both of those kept falling off in the last event. I also added more traction, or grip, to the wheels by coating them in rubber cement. A challenge was staying under weight with the additions, but using a lighter plastic for some parts got it to work. The demo video is a highlight video from the tournament, so enjoy watching!
Ace of Sharks 3.1-2 is a grappler style combat robot that grabs and lifts other combat robots into the air and flips them over. Ace of Sharks competes in the Plastic Antweight (1lb) division. Ace of Sharks continues to get better and better after each event. Since the last ship, I have tried to fix the weight issue from last event by reducing the thickness of the wheel guards since they did not take much damage. This ship is because of the new stardust bonus for hardware projects shipped with a new video. I have shipped Ace of Sharks before, but this is the first since the announcement that said you can re-ship with a new video to get your stardust topped up if you leave a note for your reviewer. I have edited a new video and poster for this ship. Thanks! :)...
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1792828391.4858363
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1792914791.4858363
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59781
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Astronomical CNN by @RedPanda | Stardance
|
RedPanda
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1
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19.0
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287
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T20:14:40Z", "hours": 19.0, "multiplier": 15.48, "payout": 287, "blessing": "neutral", "text": "ITS THE FINAL DEVLOG!!!!!! This project tests whether small datasets can be used to train CNN and AI models effectively. I use image augmentation to see which level of image variation affects the final result. To show that this can be done on my own principles, the project uses only open data from NASA and ESO, so no one’s work is used without permission. Check out the website (here)[https://pratyush-m-code.github.io/Basic-AI/]! Check out the Dataset (here)[https://zenodo.org/records/23287441?token=eyJhbGciOiJIUzUxMiJ9.eyJpZCI6ImEzN2NkYWFiLWQ2M2UtNDQ3ZC04M2M2LTMwNGI3YzhmNzk0MyIsImRhdGEiOnt9LCJyYW5kb20iOiIzYmI0ZTFiNDg0NTFlZDNjMjViYzg5OGJkMGJlN2U4MCJ9.GpXlO0vDV-MJe3aFGRJuTAim7Iuxs3wpL4-BY8u8GdQnvdKFwgvUiyiS1Oy0C5o-5pbJc8zXYqKGhH89W0f1Og]!", "repo": "https://github.com/Pratyush-M-code/Basic-AI", "demo": "https://pratyush-m-code.github.io/Basic-AI/"}]...
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[{"post_id": 78324, "ts": "202 [{"post_id": 78324, "ts": "2026-10-10T12:58:33Z", "hours": 0.7536, "text": "Devlog <we’re so close> ReadMe Updated GETTING CLOSE TO SHIPPING THIS IM SOO PUMPED"}, {"post_id": 78250, "ts": "2026-10-10T04:36:05Z", "hours": 2.1536, "text": "Devlog 12 (penultimate) Model Architecture, Results Interactive Chart, Github Page Learned SVG for the first time and made the model architecture pages; I mostly copied what worked and didn’t play around with CSS, but in the future, I’ll make the code easier to parse. My actual pride and joy is the results section, where I completed the SVG, uploaded it to GitHub, got the graph, and promptly added it to my code. This section is the only (minor) part that was made with the help of AI, as I could not figure out the logic (it’s too much). Also added a link and instructions for the GitHub page!"}, {"post_id": 77905, "ts": "2026-10-08T18:25:01Z", "hours": 1.1144, "text": "Devlog 11 (I’m losing my sanity.) Added Photo Elements and Update Images Last we left off, I finally finished with the buttons. Now I’ve done the logic for displaying the images and overwriting them every time. The border and CSS files were also correct to reflect these changes. I also added the augmentation files that the website pulls from to display the images along with alt text for each one. ps did i also mention that it SCALES TO THE DEVICE? <chef’s kiss>"}, {"post_id": 77373, "ts": "2026-10-06T18:10:45Z", "hours": 2.0014, "text": "Devlog 10 (FINALLY) Header and Footer. Fixed the header to make it look more professional as well as add navigation buttons with small quirky animations. I also added the footer, finally removing the ever-present tester h1 tag and replacing it with my bog-standard footer. I also animated the icon to make them jump when you hover over them!"}, {"post_id": 76689, "ts": "2026-10-04T10:48:38Z", "hours": 1.6047, "text": "Devlog 9 Buttons for Demo Finally completed the button designs for the demo part of the website when I show what augmentations I use for every model. Added hover animations and a (I assume) novel way of tracking the active state of buttons on Javascript. It uses an active class and assigns it to the clicked button by removing it from all others, ensuring that 2 buttons of the same class are not selected together. I have also made the website=> This is a test website and is subject to changes p.s. If the link seems broken check the project page!"}, {"post_id": 76639, "ts": "2026-10-04T07:32:33Z", "hours": 1.4444, "text": "Devlog 8 Section 1 and Pixelated Borders Created and wrote the first section with the problem statement and a short description of the project and my motivations. I also added the pixelated corners of my website to continue with the pixel art theme. I am going to start working on the augmentation tester and model architecture next."}, {"post_id": 76125, "ts": "2026-10-02T12:51:43Z", "hours": 1.1747, "text": "Devlog 7 Background Star Twinkle and Base Sections. I changed the JavaScript section to have random timings, size and positions of the stars in the script. I also changed the css to reflect the same and also added the transform command to the keyframe. I also set up the font (pixl sans) and also made the headers and base divs for the sections."}, {"post_id": 75560, "ts": "2026-09-30T13:10:22Z", "hours": 1.3617, "text": "Devlog 6 Small explanatory website. Working on making an explanation for this project to help in shipping and also to show to people. I have started working on the base HTML and CSS, but I have also added small twinkling stars in the background."}, {"post_id": 74444, "ts": "2026-09-27T11:59:14Z", "hours": 1.7075, "text": "Devlog 5 Early stopping + Test Function Added early stopping to prevent the model from overfitting and to preserve the best values. Added scikit-learn to work on the testing side and to help with storing the data for the multiple runs I do. The be-all and end-all will be running the model multiple times with different augment values and to see the sweet spot where the augmentation of the dataset starts to help generate more accurate results."}, {"post_id": 71882, "ts": "2026-09-21T18:07:29Z", "hours": 1.0164, "text": "Devlog 4 Added Augment Number and Seed, Added Validation Test Set and introduced CSV files for proper attribution. In Augment.py I finally bit the bullet and changed the script to work with titles like the name of the file. It will now also generate reproducible random results based on a seed function and number augments needed. In the Main.py I added validation data step to more clearly see where the model was over fitting. Also added the 2 data CSV files."}, {"post_id": 68780, "ts": "2026-09-15T18:53:39Z", "hours": 1.2878, "text": "Devlog 3 Ok, so I just finished with the testing data set and logging all the data in the csv files, I hope to automate this in the future, but currently I’m working on making the data augmentation pipeline faster."}, {"post_id": 68163, "ts": "2026-09-14T17:02:13Z", "hours": 1.655, "text": "Added Validation and History for Tracking. I removed the dataset from git status updates and will update it to another website or upload it git in the last commit. I added a validation dataset (splitting) and added it to model.fit. On top of that to track the model, I added history and charts to track the model."}, {"post_id": 67936, "ts": "2026-09-14T07:58:15Z", "hours": 1.2464, "text": "Devlog 1 Augmented the Data. Fixed file structure again, making it more cleaner and using .gitignore properly. Fixed the augment.py to work with the entire file at once instead of needing to select each file seperately. Fixed the Readme file to have a format, will update it as and when I complete said project. To-do Input changes to the CNN for effective learning Adding a test/train split Documenting the changes that occur when Batch Size/Epochs are changed. (not really sure on this one)"}]...
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Title: Astronomical CNN by @RedPanda | Stardance
Title: Astronomical CNN by @RedPanda | Stardance
Devlogs:
Devlog 1 Augmented the Data. Fixed file structure again, making it more cleaner and using .gitignore properly. Fixed the augment.py to work with the entire file at once instead of needing to select each file seperately. Fixed the Readme file to have a format, will update it as and when I complete said project. To-do Input changes to the CNN for effective learning Adding a test/train split Documenting the changes that occur when Batch Size/Epochs are changed. (not really sure on this one)
Added Validation and History for Tracking. I removed the dataset from git status updates and will update it to another website or upload it git in the last commit. I added a validation dataset (splitting) and added it to model.fit. On top of that to track the model, I added history and charts to track the model.
Devlog 3 Ok, so I just finished with the testing data set and logging all the data in the csv files, I hope to automate this in the future, but currently I’m working on making the data augmentation pipeline faster.
Devlog 4 Added Augment Number and Seed, Added Validation Test Set and introduced CSV files for proper attribution. In Augment.py I finally bit the bullet and changed the script to work with titles like the name of the file. It will now also generate reproducible random results based on a seed function and number augments needed. In the Main.py I added validation data step to more clearly see where the model was over fitting. Also added the 2 data CSV files.
Devlog 5 Early stopping + Test Function Added early stopping to prevent the model from overfitting and to preserve the best values. Added scikit-learn to work on the testing side and to help with storing the data for the multiple runs I do. The be-all and end-all will be running the model multiple times with different augment values and to see the sweet spot where the augmentation of the dataset starts to help generate more accurate results.
Devlog 6 Small explanatory website. Working on making an explanation for this project to help in shipping and also to show to people. I have started working on the base HTML and CSS, but I have also added small twinkling stars in the background.
Devlog 7 Background Star Twinkle and Base Sections. I changed the JavaScript section to have random timings, size and positions of the stars in the script. I also changed the css to reflect the same and also added the transform command to the keyframe. I also set up the font (pixl sans) and also made the headers and base divs for the sections.
Devlog 8 Section 1 and Pixelated Borders Created and wrote the first section with the problem statement and a short description of the project and my motivations. I also added the pixelated corners of my website to continue with the pixel art theme. I am going to start working on the augmentation tester and model architecture next.
Devlog 9 Buttons for Demo Finally completed the button designs for the demo part of the website when I show what augmentations I use for every model. Added hover animations and a (I assume) novel way of tracking the active state of buttons on Javascript. It uses an active class and assigns it to the clicked button by removing it from all others, ensuring that 2 buttons of the same class are not selected together. I have also made the website=> This is a test website and is subject to changes p.s. If the link seems broken check the project page!
Devlog 10 (FINALLY) Header and Footer. Fixed the header to make it look more professional as well as add navigation buttons with small quirky animations. I also added the footer, finally removing the ever-present tester h1 tag and replacing it with my bog-standard footer. I also animated the icon to make them jump when you hover over them!
Devlog 11 (I’m losing my sanity.) Added Photo Elements and Update Images Last we left off, I finally finished with the buttons. Now I’ve done the logic for displaying the images and overwriting them every time. The border and CSS files were also correct to reflect these changes. I also added the augmentation files that the website pulls from to display the images along with alt text for each one. ps did i also mention that it SCALES TO THE DEVICE? <chef’s kiss>
Devlog 12 (penultimate) Model Architecture, Results Interactive Chart, Github Page Learned SVG for the first time and made the model architecture pages; I mostly copied what worked and didn’t play around with CSS, but in the future, I’ll make the code easier to parse. My actual pride and joy is the results section, where I completed the SVG, uploaded it to GitHub, got the graph, and promptly added it to my code. This section is the only (minor) part that was made with the help of AI, as I could not figure out the logic (it’s too much). Also added a link and instructions for the GitHub page!
Devlog <we’re so close> ReadMe Updated GETTING CLOSE TO SHIPPING THIS IM SOO PUMPED
Ships:
ITS THE FINAL DEVLOG!!!!!! This project tests whether small datasets can be used to train CNN and AI models effectively. I use image augmentation to see which level of image variation affects the final result. To show that this can be done on my own principles, the project uses only open data from NASA and ESO, so no one’s work is used without permission. Check out the website (here)[https://pratyush-m-code.github.io/Basic-AI/]! Check out the Dataset (here)[https://zenodo.org/records/23287441?token=eyJhbGciOiJIUzUxMiJ9.eyJpZCI6ImEzN2NkYWFiLWQ2M2UtNDQ3ZC04M2M2LTMwNGI3YzhmNzk0MyIsImRhdGEiOnt9LCJyYW5kb20iOiIzYmI0ZTFiNDg0NTFlZDNjMjViYzg5OGJkMGJlN2U4MCJ9.GpXlO0vDV-MJe3aFGRJuTAim7Iuxs3wpL4-BY8u8GdQnvdKFwgvUiyiS1Oy0C5o-5pbJc8zXYqKGhH89W0f1Og]!...
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1792813674.1447568
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1792900074.1447568
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55635
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Silly macropad :3 by @Lawnard | Stardance
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Lawnard
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1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T20:09:07Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is just what i did for the macropad mission", "repo": "https://github.com/LawrnardKerman/mymacropad", "demo": ""}]...
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[{"post_id": 78434, "ts": "202 [{"post_id": 78434, "ts": "2026-10-10T19:56:54Z", "hours": 1.9714, "text": "ITS ALIVE!!"}, {"post_id": 61181, "ts": "2026-09-03T23:57:25Z", "hours": 0.4561, "text": "gng, how long does it usually take for the people at hackclub hq to review a design, i really want to ship something during stardance(btw, my slack isnt working, thats why im posting here)(the image is of the final version of the pcb)"}, {"post_id": 58917, "ts": "2026-08-31T14:17:07Z", "hours": 1.0356, "text": "alr gng, i finished the firmware! yeppi yay :3"}, {"post_id": 58125, "ts": "2026-08-30T14:10:44Z", "hours": 1.2333, "text": "i set up the github page and made the BOM and CPL file because i am not going to hand solder those tiny smd componets"}, {"post_id": 58042, "ts": "2026-08-30T12:03:24Z", "hours": 1.805, "text": "i got done with the cad the final design has 5 cherry mx switched, 1 rotary encoder, and 1 led now i just have to make the firmware i redid the traces again because one of my friends called it “horrible” and they said it was so bad that they would “do it for me”"}, {"post_id": 57700, "ts": "2026-08-29T22:50:55Z", "hours": 2.2589, "text": "im having so much fun bro im gonna abandon all my other projects for like a week so i can actually ship something during stardance, im almost done with cad(pcb design is so fun) i also redid all the traces because it looked like spagetti. I’m DREADING the firmware though ps: rn i have no motivation for my other projects, im still riding the high from starting a new project"}, {"post_id": 57319, "ts": "2026-08-29T13:07:02Z", "hours": 2.1817, "text": "i finished the case & the pcb i have 6 switches and 3 leds i feel so much more motivation for this project tbh"}]...
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Title: Silly macropad :3 by @Lawnard | Stardance
Title: Silly macropad :3 by @Lawnard | Stardance
Devlogs:
i finished the case & the pcb i have 6 switches and 3 leds i feel so much more motivation for this project tbh
im having so much fun bro im gonna abandon all my other projects for like a week so i can actually ship something during stardance, im almost done with cad(pcb design is so fun) i also redid all the traces because it looked like spagetti. I’m DREADING the firmware though ps: rn i have no motivation for my other projects, im still riding the high from starting a new project
i got done with the cad the final design has 5 cherry mx switched, 1 rotary encoder, and 1 led now i just have to make the firmware i redid the traces again because one of my friends called it “horrible” and they said it was so bad that they would “do it for me”
i set up the github page and made the BOM and CPL file because i am not going to hand solder those tiny smd componets
alr gng, i finished the firmware! yeppi yay :3
gng, how long does it usually take for the people at hackclub hq to review a design, i really want to ship something during stardance(btw, my slack isnt working, thats why im posting here)(the image is of the final version of the pcb)
ITS ALIVE!!
Ships:
This is just what i did for the macropad mission...
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1792853605.4357865
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1792940005.4357865
|
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9883
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THE WEBB by @Synt-0 | Stardance
|
Synt-0
|
1
|
22.0
|
209
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T19:51:11Z", "hours": 22.0, "multiplier": 9.67, "payout": 209, "blessing": "neutral", "text": "I made an interactive website that shows the journey of the James Webb Space Telescope through the universe! I had a lot of trouble with alignment and other things, but at last, I finished it. This is actually my “first website”, and I learned everything through YouTube and other resources. I’m genuinely proud to have made something of my own and I’m happy to finally share it I recommend visiting the website on a computer *, as it is more optimized for desktop and offers a fuller experience.", "repo": "https://github.com/Synt-0/The-WEBB", "demo": "https://synt-0.github.io/The-WEBB/"}]...
|
[{"post_id": 78426, "ts": "202 [{"post_id": 78426, "ts": "2026-10-10T19:35:32Z", "hours": 2.7153, "text": "FINISHED THE WEBSITE! and will be deployed in a few mins i gave the star icon a api gave the webb a font and all"}, {"post_id": 78137, "ts": "2026-10-09T18:27:32Z", "hours": 5.9328, "text": "THE WEBSITE IS ALMOST OVER! I’ve worked on the popups, the timeline dots, and almost everything else, except for the random image button, the NASA api, and a few related things. But I think I’ll be able to ship it tmw! Honestly, I’m pretty happy with how it’s turning out so far. hopefully you all like it too . i still have to make it reactive and a few more things also can i use brittany font like i downloaded it from a site but it said its for personal use only so can i implement it ? . ANYWAYS YOU CAN SEE THE WEBSITE TMW I BELIEVE"}, {"post_id": 77116, "ts": "2026-10-05T17:42:00Z", "hours": 3.77, "text": "I did the stars , more like i got the code from this site (actually ) https://codepen.io/rkuai/pen/ExLbPWG/ had to do a bit of tweeking to the code to make it work with my own stuff but its good. thank rena (owner of the site ) . and i also am starting to make the popup box for the dots etc did some code for it and broke some things but fixed it . when i started to do js , i found it too complicated and stff . btw after 2 to 3 dev post i will finish the project hopefully i get a good amount of sd/h .. ( funfact - i first started of and aimed for the macbook neo cause my pc is a dell aio with Pentium5405U with 12gb ram <its ddr3 not 5 or 4 > now i have downgraded and downgraded to get mabe the huion tablet [idk why i want it i dont draw]i dont have much time so i am quiting after oct 10th cause i am in 10th and well got a lot to study and my internet access is also getting restricted sometimes ( since my pc use i very high so ya thats it ) . i do have to fix viewport stuff in css since i used px at first and its like calibrated to my screen (not reactive to other screens or brakes on other screens and stuff)"}, {"post_id": 71877, "ts": "2026-09-21T18:02:07Z", "hours": 1.2653, "text": "i worked on aligning the pictures of earth and the jwst . Now the site is actually coming along as like in my design and well still have some issues with the alignment but will figure it out tmw . the issue is there is excess vertical height and its scroll-able to the bottom which has nothing"}, {"post_id": 70208, "ts": "2026-09-18T18:19:47Z", "hours": 2.1378, "text": "This time i worked on the css and a bit in html and i have done the top controls now and need to do the rest tmw. when i did one thing like, formatting another thing breaks and so on .i think i spend 30min on on fixing the mistakes i made and well i have made some progress i have also fixed the top controls after a bit of struggle . i have also formatted the bottom parts a bit too .well thats for it now i guess."}, {"post_id": 66346, "ts": "2026-09-12T03:43:12Z", "hours": 0.8767, "text": "today i finished my html fully now i need to learn css and use it to style my website . i am not going to learn css properly cause i am having less time but i will study the basics from YT and go on with a AI to teach me what all code i need to study for doing my site specifically ."}, {"post_id": 65481, "ts": "2026-09-10T17:21:24Z", "hours": 0.835, "text": "so i worked on the main things of the website today from the dots to a bit of footer . i still have to implement imgs and some other things but it is enough for today i think .for data i am thinking of placing it in js"}, {"post_id": 64926, "ts": "2026-09-09T17:23:40Z", "hours": 2.7072, "text": "I learned a html (not fully) and a bit of css . since i am new to coding i am using AI to teach myself coding but the code above is a bit ai written the “span” code but it did it to make me understand . and i think the website i wanted to make is does getting a bit of its shape i think.."}, {"post_id": 7505, "ts": "2026-06-12T14:52:13Z", "hours": 1.355, "text": "I started learning HTML about a few day ago, and logged my hour. I am thinking to make a website which shows the Earth in the left side, and the James Webb Telescope in the right, and a line connecting both which has dots. Which, when pressed, show the picture that was taken on that day and a bit of info about the pic and other things. So, I am starting off with HTML , and it’s not much. I learned a bit. and here is a sample rough sketch done in canva"}]...
|
Title: THE WEBB by @Synt-0 | Stardance
Devlogs:
I Title: THE WEBB by @Synt-0 | Stardance
Devlogs:
I started learning HTML about a few day ago, and logged my hour. I am thinking to make a website which shows the Earth in the left side, and the James Webb Telescope in the right, and a line connecting both which has dots. Which, when pressed, show the picture that was taken on that day and a bit of info about the pic and other things. So, I am starting off with HTML , and it’s not much. I learned a bit. and here is a sample rough sketch done in canva
I learned a html (not fully) and a bit of css . since i am new to coding i am using AI to teach myself coding but the code above is a bit ai written the “span” code but it did it to make me understand . and i think the website i wanted to make is does getting a bit of its shape i think..
so i worked on the main things of the website today from the dots to a bit of footer . i still have to implement imgs and some other things but it is enough for today i think .for data i am thinking of placing it in js
today i finished my html fully now i need to learn css and use it to style my website . i am not going to learn css properly cause i am having less time but i will study the basics from YT and go on with a AI to teach me what all code i need to study for doing my site specifically .
This time i worked on the css and a bit in html and i have done the top controls now and need to do the rest tmw. when i did one thing like, formatting another thing breaks and so on .i think i spend 30min on on fixing the mistakes i made and well i have made some progress i have also fixed the top controls after a bit of struggle . i have also formatted the bottom parts a bit too .well thats for it now i guess.
i worked on aligning the pictures of earth and the jwst . Now the site is actually coming along as like in my design and well still have some issues with the alignment but will figure it out tmw . the issue is there is excess vertical height and its scroll-able to the bottom which has nothing
I did the stars , more like i got the code from this site (actually ) https://codepen.io/rkuai/pen/ExLbPWG/ had to do a bit of tweeking to the code to make it work with my own stuff but its good. thank rena (owner of the site ) . and i also am starting to make the popup box for the dots etc did some code for it and broke some things but fixed it . when i started to do js , i found it too complicated and stff . btw after 2 to 3 dev post i will finish the project hopefully i get a good amount of sd/h .. ( funfact - i first started of and aimed for the macbook neo cause my pc is a dell aio with Pentium5405U with 12gb ram <its ddr3 not 5 or 4 > now i have downgraded and downgraded to get mabe the huion tablet [idk why i want it i dont draw]i dont have much time so i am quiting after oct 10th cause i am in 10th and well got a lot to study and my internet access is also getting restricted sometimes ( since my pc use i very high so ya thats it ) . i do have to fix viewport stuff in css since i used px at first and its like calibrated to my screen (not reactive to other screens or brakes on other screens and stuff)
THE WEBSITE IS ALMOST OVER! I’ve worked on the popups, the timeline dots, and almost everything else, except for the random image button, the NASA api, and a few related things. But I think I’ll be able to ship it tmw! Honestly, I’m pretty happy with how it’s turning out so far. hopefully you all like it too . i still have to make it reactive and a few more things also can i use brittany font like i downloaded it from a site but it said its for personal use only so can i implement it ? . ANYWAYS YOU CAN SEE THE WEBSITE TMW I BELIEVE
FINISHED THE WEBSITE! and will be deployed in a few mins i gave the star icon a api gave the webb a font and all
Ships:
I made an interactive website that shows the journey of the James Webb Space Telescope through the universe! I had a lot of trouble with alignment and other things, but at last, I finished it. This is actually my “first website”, and I learned everything through YouTube and other resources. I’m genuinely proud to have made something of my own and I’m happy to finally share it I recommend visiting the website on a computer *, as it is more optimized for desktop and offers a fuller experience....
|
1792853569.6646416
|
1792939969.6646416
|
|
68769
|
Dino game but made in java by @pmandal7355 | Stard Dino game but made in java by @pmandal7355 | Stardance...
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pmandal7355
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1
|
2.8
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T19:04:58Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "made a side project along the mac like web is and made this small dino game in java its just a fun project", "repo": "https://github.com/itsprantik/dino", "demo": "https://github.com/itsprantik/dino/releases/tag/v1.0.0"}]...
|
[{"post_id": 79252, "ts": "202 [{"post_id": 79252, "ts": "2026-10-13T06:30:58Z", "hours": 0.8025, "text": "made the readme which seemed to be ai was corrcted and hand written"}, {"post_id": 78416, "ts": "2026-10-10T18:42:32Z", "hours": 1.0461, "text": "made and completed the code and the minigame , its completed finally"}, {"post_id": 78118, "ts": "2026-10-09T16:55:03Z", "hours": 0.29, "text": "made the dino and other graphics and also made the controls"}, {"post_id": 78098, "ts": "2026-10-09T15:47:49Z", "hours": 0.9839, "text": "initialised the variable for the game and imported the dependencies"}]...
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Title: Dino game but made in java by @pmandal7355 Title: Dino game but made in java by @pmandal7355 | Stardance
Devlogs:
initialised the variable for the game and imported the dependencies
made the dino and other graphics and also made the controls
made and completed the code and the minigame , its completed finally
made the readme which seemed to be ai was corrcted and hand written
Ships:
made a side project along the mac like web is and made this small dino game in java its just a fun project...
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1792817483.79084
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1792903883.79084
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|
56468
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ignr by @blue_alpaka | Stardance
|
blue_alpaka
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1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T18:59:18Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a small command line tool that fetches .gitignore templates directly from Github’s official github/gitignore repository. That way I do not need to always open the website, search for the template and then copy paste it. The most challenging part was to actually create the github Actions file, where AI then supported me with that.", "repo": "https://github.com/Siddhartha-Kolla/ignr", "demo": "https://github.com/Siddhartha-Kolla/ignr/releases"}]...
|
[{"post_id": 58388, "ts": "202 [{"post_id": 58388, "ts": "2026-08-30T19:57:03Z", "hours": 4.8811, "text": "This is the migration from Macondo to Stardance, so there will be only one devlog This is a simple tool I built to solve a problem I had in my daily coding flow. The issue was realtively simple, and so was the solution For this project, I used Typer and InquirerPy for the terminal experience, along with basic web fetching to retrieve the templates"}]...
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Title: ignr by @blue_alpaka | Stardance
Devlogs:
Title: ignr by @blue_alpaka | Stardance
Devlogs:
This is the migration from Macondo to Stardance, so there will be only one devlog This is a simple tool I built to solve a problem I had in my daily coding flow. The issue was realtively simple, and so was the solution For this project, I used Typer and InquirerPy for the terminal experience, along with basic web fetching to retrieve the templates
Ships:
I have made a small command line tool that fetches .gitignore templates directly from Github’s official github/gitignore repository. That way I do not need to always open the website, search for the template and then copy paste it. The most challenging part was to actually create the github Actions file, where AI then supported me with that....
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1792853713.632825
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1792940113.632825
|
|
68870
|
Sonar by @LeonOMO | Stardance
|
LeonOMO
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T17:40:31Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A sonar with a MAX 8x8 Display with a small case for the HR SR04 and a attachment for the SG99 (The attachment is not selfmade i got it from grabcad). A small project to help me get used to the MAX7219 and HC SR04 Sonar.", "repo": "https://github.com/LeonOmo/Sonar", "demo": ""}]...
|
[{"post_id": 78405, "ts": "202 [{"post_id": 78405, "ts": "2026-10-10T17:34:13Z", "hours": 0.2833, "text": "Devlog #2 Sonar. Finished the Project with a bigger housing and tested it well it works. Fun little side project so i can get my mind abit off my flightcontroller."}, {"post_id": 78192, "ts": "2026-10-09T22:40:13Z", "hours": 3.15, "text": "Devlog #1 Sonar. Today I built a sonar scanning system using an Arduino Uno, an HC-SR04 ultrasonic sensor, an SG99 micro servo and an 8x8 MAX LED. Compared to some of my bigger builds, this was a much easier project this time around but it was super fun to put together and see working so quickly! Mounted the HC sensor and SG99 servo onto a custom 3D printed (modeled in Onshape). Programmed a continuous 0° to 180° servo sweep in Arduino C++. Mapping angle sweeps across the 8 matrix rows and distance measurements across the 8 matrix rows. Created a GitHub repository with everything and it was almost done only thing left is abit of refining the Case for the HC"}]...
|
Title: Sonar by @LeonOMO | Stardance
Devlogs:
Dev Title: Sonar by @LeonOMO | Stardance
Devlogs:
Devlog #1 Sonar. Today I built a sonar scanning system using an Arduino Uno, an HC-SR04 ultrasonic sensor, an SG99 micro servo and an 8x8 MAX LED. Compared to some of my bigger builds, this was a much easier project this time around but it was super fun to put together and see working so quickly! Mounted the HC sensor and SG99 servo onto a custom 3D printed (modeled in Onshape). Programmed a continuous 0° to 180° servo sweep in Arduino C++. Mapping angle sweeps across the 8 matrix rows and distance measurements across the 8 matrix rows. Created a GitHub repository with everything and it was almost done only thing left is abit of refining the Case for the HC
Devlog #2 Sonar. Finished the Project with a bigger housing and tested it well it works. Fun little side project so i can get my mind abit off my flightcontroller.
Ships:
A sonar with a MAX 8x8 Display with a small case for the HR SR04 and a attachment for the SG99 (The attachment is not selfmade i got it from grabcad). A small project to help me get used to the MAX7219 and HC SR04 Sonar....
|
1792817488.6834586
|
1792903888.6834586
|
|
55572
|
YSH OS " by @Yousuff | Stardance
|
Yousuff
|
2
|
10.0
|
3
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T17:29:52Z", "hours": 2.0, "multiplier": 2.33, "payout": 3, "blessing": "neutral", "text": "YSH WEB OS 2 - YSH Terminal - with several useful commands like whatsup and run ! ; Pulse NASA APOD web Portal ; Cool Calculator - works like a Calculator; System Settings - was important; Multiple Wallpapers!!!! ; ARC - Brower for browsing like wht else ; Notes ; and more !!!! - NEW THEMES AND WALLPAPER , AND TASK AMANGER WITH ‘FOCUS’ & ‘END’ buttons !", "repo": "https://github.com/YousufProjs-exe/YSH-OS-Web", "demo": "https://yousufprojs-exe.github.io/YSH-OS-Web/"}, {"ship_num": 2, "ts": "2026-09-22T18:14:05Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "YSH OS Web is live. Built this one from scratch with plain HTML, CSS and JavaScript. It has a desktop, draggable windows, a small YSH terminal, Notes, an in-window Google browser and a working Task Manager. Kept the UI simple and stuck to the YSH style instead of trying to make it look like another OS.", "repo": "https://github.com/YousufProjs-exe/YSH-OS-Web", "demo": "https://yousufprojs-exe.github.io/YSH-OS-Web/"}]...
|
[{"post_id": 78401, "ts": "202 [{"post_id": 78401, "ts": "2026-10-10T17:25:42Z", "hours": 2.3258, "text": "YSH WEB OS 2 - added Pulse - NASA APOD web portal , System Settings, Cool Calculator, Nice Calendar and run / open commands to YSH Terminal!"}, {"post_id": 72334, "ts": "2026-09-22T17:59:56Z", "hours": 0.5514, "text": "YSH OS - done all polish. YSH OS is ready to use ! try the special YSH inspired mini terminal and ARC inspired Browser."}, {"post_id": 72311, "ts": "2026-09-22T17:13:50Z", "hours": 1.3617, "text": "YSH OS Web — Started working on YSH OS Web today. The goal was pretty simple: make a small web OS that actually feels like YSH. Got the desktop, live clock, draggable windows, user setup, terminal, notes, browser and task manager working. Kept the UI simple and used the same space wallpaper from the YSH style. Built everything with plain HTML, CSS and JS. This took way longer than the ~3 hours I expected 💀 but WebOS 1 is finally done. Next → WebOS 2"}, {"post_id": 72272, "ts": "2026-09-22T15:42:42Z", "hours": 0.8928, "text": "Desktop is progress !"}, {"post_id": 72229, "ts": "2026-09-22T14:22:52Z", "hours": 5.5619, "text": "YSH OS - Done welcome page with welcome message , my github and YSH visit buttons and click anywhere to start!"}]...
|
Title: YSH OS " by @Yousuff | Stardance
Devlo Title: YSH OS " by @Yousuff | Stardance
Devlogs:
YSH OS - Done welcome page with welcome message , my github and YSH visit buttons and click anywhere to start!
Desktop is progress !
YSH OS Web — Started working on YSH OS Web today. The goal was pretty simple: make a small web OS that actually feels like YSH. Got the desktop, live clock, draggable windows, user setup, terminal, notes, browser and task manager working. Kept the UI simple and used the same space wallpaper from the YSH style. Built everything with plain HTML, CSS and JS. This took way longer than the ~3 hours I expected 💀 but WebOS 1 is finally done. Next → WebOS 2
YSH OS - done all polish. YSH OS is ready to use ! try the special YSH inspired mini terminal and ARC inspired Browser.
YSH WEB OS 2 - added Pulse - NASA APOD web portal , System Settings, Cool Calculator, Nice Calendar and run / open commands to YSH Terminal!
Ships:
YSH OS Web is live. Built this one from scratch with plain HTML, CSS and JavaScript. It has a desktop, draggable windows, a small YSH terminal, Notes, an in-window Google browser and a working Task Manager. Kept the UI simple and stuck to the YSH style instead of trying to make it look like another OS.
YSH WEB OS 2 - YSH Terminal - with several useful commands like whatsup and run ! ; Pulse NASA APOD web Portal ; Cool Calculator - works like a Calculator; System Settings - was important; Multiple Wallpapers!!!! ; ARC - Brower for browsing like wht else ; Notes ; and more !!!! - NEW THEMES AND WALLPAPER , AND TASK AMANGER WITH ‘FOCUS’ & ‘END’ buttons !...
|
1792853314.2815957
|
1792939714.2815957
|
|
69024
|
Terminal-game by @BigBrainNevin | Stardance
|
BigBrainNevin
|
1
|
3.6
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T17:13:13Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a chess game which is playable on the terminal. The most challenging part I would say was the library ‘Blessed’ which was the library used to make the terminal playable and also debugging the co-ordinates of the chess game. I did this project initially for Terra the ‘hack club’ game but I also uploaded for this because why not? I am planning to add an AI opponent and overall improve the experience.", "repo": "https://github.com/Nevin-Thomas1810/Terminal-game", "demo": "https://github.com/Nevin-Thomas1810/Terminal-game/blob/main/test.py"}]...
|
[{"post_id": 79006, "ts": "202 [{"post_id": 79006, "ts": "2026-10-12T09:55:56Z", "hours": 0.5967, "text": "Added an AI opponent(stockfish) to this."}, {"post_id": 78391, "ts": "2026-10-10T17:06:09Z", "hours": 3.1361, "text": "I worked on a chess game playable in the terminal."}]...
|
Title: Terminal-game by @BigBrainNevin | Stardance Title: Terminal-game by @BigBrainNevin | Stardance
Devlogs:
I worked on a chess game playable in the terminal.
Added an AI opponent(stockfish) to this.
Ships:
I made a chess game which is playable on the terminal. The most challenging part I would say was the library ‘Blessed’ which was the library used to make the terminal playable and also debugging the co-ordinates of the chess game. I did this project initially for Terra the ‘hack club’ game but I also uploaded for this because why not? I am planning to add an AI opponent and overall improve the experience....
|
1792817496.2094688
|
1792903896.2094688
|
|
67826
|
Orion Desktop Pet by @KibbTheFox | Stardance
|
KibbTheFox
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T17:03:24Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Desktop Pet Ship! Download here: Itch Github Github Repo I have an OC named Orion who is a cat so I thought it’d be fun to make a desktop pet of them for this ysws! Orion is 15 year old cat. She is very sweet, but is often stressed out by something. She likes thunder, winter, and tea, and thinks that white isn’t a color. Working with moving the window was a huge challenge, due to the mouse’s relative position to the window and also the fact that the mouse position is x2 compared to the window (i think ) I didn’t really follow the guide so I had to figure most of this out myself. (I hope its a unique project because I didn’t follow the guide) The art was made by me in procreate and pixlr. I did the outline on my ipad in procreate and colored it in pixlr later on into development. (I was unsure if I wanted to make them my fursona Kibb or Orion) I didn’t really track the time spent on art", "repo": "https://github.com/kibbthefox/Orion-Desktop-Pet", "demo": "https://corgtheporg.itch.io/orion-desktop-pet"}]...
|
[{"post_id": 78383, "ts": "202 [{"post_id": 78383, "ts": "2026-10-10T16:39:24Z", "hours": 0.7956, "text": "Desktop Pet Devlog 5: Release!!! Added fade out to pet counter Made the README Released the project I forgot how tweening worked so I had to reference the code from another project I made It was pretty easy with the reference tho. I also worked on exporting the project since I’m about done. README wasn’t too complicated to add, I just did what I’ve done before."}, {"post_id": 78254, "ts": "2026-10-10T04:56:18Z", "hours": 0.4989, "text": "Desktop Pet Devlog 4 Added petting/meowing w/ a counter Added new art I didn’t have much trouble implenting this. The main hurdle was just distinguishing when I was petting the cat and when I was grabbing it. I decided to game-ify it a little with the counter."}, {"post_id": 78249, "ts": "2026-10-10T04:00:16Z", "hours": 0.9711, "text": "Desktop Pet Devlog 3 Added dragging This was way hard than expected. I spent a while figuring out the equation to make the window to go to the mouse cursor, since the mouse cursor’s position was relative to the window. Eventually I figured that out, but then I had to figure out the cursor type because that broke in the process too. I got it all fixed tho! Hopefully I can start adding some better art next devlog."}, {"post_id": 77154, "ts": "2026-10-05T20:10:06Z", "hours": 0.7475, "text": "Desktop Pet Devlog 2 Added cursor changes/system Removed movement I got rid of the movement of the pet because I want to do some other system instead. I want to make it so you can click and drag them. I coded a simple version of this with only the cursor changing but then the mouse would jitter on the edges of the area you could grab so I had to write a little more complicated code to fix this. Next update I plan to add the grab and drag feature!"}, {"post_id": 76815, "ts": "2026-10-04T17:48:00Z", "hours": 0.8056, "text": "Desktop Pet Devlog 1 Created base sprite Adding following the cursor (tho it is broken) mouse position does not equal window position in measure or something so when my mouse gets to the edge of the screen, the window is still towards the middle."}]...
|
Title: Orion Desktop Pet by @KibbTheFox | Stardanc Title: Orion Desktop Pet by @KibbTheFox | Stardance
Devlogs:
Desktop Pet Devlog 1 Created base sprite Adding following the cursor (tho it is broken) mouse position does not equal window position in measure or something so when my mouse gets to the edge of the screen, the window is still towards the middle.
Desktop Pet Devlog 2 Added cursor changes/system Removed movement I got rid of the movement of the pet because I want to do some other system instead. I want to make it so you can click and drag them. I coded a simple version of this with only the cursor changing but then the mouse would jitter on the edges of the area you could grab so I had to write a little more complicated code to fix this. Next update I plan to add the grab and drag feature!
Desktop Pet Devlog 3 Added dragging This was way hard than expected. I spent a while figuring out the equation to make the window to go to the mouse cursor, since the mouse cursor’s position was relative to the window. Eventually I figured that out, but then I had to figure out the cursor type because that broke in the process too. I got it all fixed tho! Hopefully I can start adding some better art next devlog.
Desktop Pet Devlog 4 Added petting/meowing w/ a counter Added new art I didn’t have much trouble implenting this. The main hurdle was just distinguishing when I was petting the cat and when I was grabbing it. I decided to game-ify it a little with the counter.
Desktop Pet Devlog 5: Release!!! Added fade out to pet counter Made the README Released the project I forgot how tweening worked so I had to reference the code from another project I made It was pretty easy with the reference tho. I also worked on exporting the project since I’m about done. README wasn’t too complicated to add, I just did what I’ve done before.
Ships:
Desktop Pet Ship! Download here: Itch Github Github Repo I have an OC named Orion who is a cat so I thought it’d be fun to make a desktop pet of them for this ysws! Orion is 15 year old cat. She is very sweet, but is often stressed out by something. She likes thunder, winter, and tea, and thinks that white isn’t a color. Working with moving the window was a huge challenge, due to the mouse’s relative position to the window and also the fact that the mouse position is x2 compared to the window (i think ) I didn’t really follow the guide so I had to figure most of this out myself. (I hope its a unique project because I didn’t follow the guide) The art was made by me in procreate and pixlr. I did the outline on my ipad in procreate and colored it in pixlr later on into development. (I was unsure if I wanted to make them my fursona Kibb or Orion) I didn’t really track the time spent on art...
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1792817423.607706
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1792903823.607706
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63143
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Bansi by @manayp | Stardance
|
manayp
|
1
|
14.15
|
208
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T16:59:20Z", "hours": 13.0, "multiplier": 15.43, "payout": 208, "blessing": "neutral", "text": "I made a small little website and it is based on my favourite instrument which is a bansuri otherwise known as a bamboo flute and I had a great time making this and I am hoping you guys will like it and give proper feedback too. Something I wanted to do was make the flute play a bamboo sound but because I do not know that much about js I could not and I made it kinda like a piano lol. My biggest challenge was honestly sizing because I made it and organized it in such a bad way that I could not find half of my things and I could not size things properly because my local server was not working, which also caused me to run it in chrome which took a lot of time. But in the end I guess everything worked out and even though the sizing numbers maybe wild it still works. Another issue I had is that I accidentally named my CSS classes wrong so it did not match with the HTML ones which took a lot of time so that was a pain to fix. Overall I hope u guys like it and give feedback thx.", "repo": "https://github.com/manayparikh1/Bansi", "demo": "https://keen-lokum-4b3721.netlify.app"}]...
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[{"post_id": 79082, "ts": "202 [{"post_id": 79082, "ts": "2026-10-12T16:18:33Z", "hours": 1.15, "text": "I redid my css because it looked ai because of the shadows etc that I added which I now regret but its fine it took one hour to remove all of them and plus I changed the font family which was one of the biggest things I did in the past hour but luckily I did it fast because I had COMMAND F which basically lets me find all the words and switch them to what I want asap. So I switched all of it to comic font. I also change the background a few times because I could not really decide on what to do but then I messed up the layout so I split my css into 2 files for navigation and organized everything. I hope u guys like it and if any feedback lemme know."}, {"post_id": 78385, "ts": "2026-10-10T16:47:06Z", "hours": 1.1464, "text": "I am finally done. Some of it I could not fix it but MOST of it I could fix and I am happy with that. So I fixed a few sizing issues and then finished my readme. In my readme I just wrote about the features, which talked about what it did and then I wrote about contributions and challenges that I had during the project. I also added a few pictures and made sure they are creatively licensed from google to avoid copyright claims. And I fixed my audio page and made sure everything was placed right. Overall everything is completed now and the final thing to do is SHIP ."}, {"post_id": 78235, "ts": "2026-10-10T02:28:45Z", "hours": 1.9842, "text": "I did a HUGE amount of work today. So first lets talk about sizing. Sizing was SUPER hard and I spent majority of my time on that like when I had to add pictures of the flute or krishna, like it took a huge amount of time and I had to do that manually because my local server wasnt working, and what I mean by manually is open like a hundred tabs and continuously testing on chrome, which wasted a lot of time. I also had trouble with navigation so thats where ai came in and COMMAND F on macbook to find words lol, so yeah I found everything in the end of the day but it was still soo much. I also fixed some of my text layouts because some of them were in a wrong layout like towards the side and it was overall a mess so all I did was added this in the bottom of CSS: #play .col-body { max-width: none;}. And it worked very well. I also changed the scale to x1.2 to fix sizing issues again lol and it saved my time…but I forgot it only works for css so I tried changing the html but then I realized lol. Now its all good. Overall im almost done and now I just gotta do the readme and fix a few more errors and possibly add."}, {"post_id": 76280, "ts": "2026-10-03T02:20:02Z", "hours": 1.0875, "text": "For the past hours I have been fixing bugs and adding a gallery that has audios of me playing flute. It is not done yet but it is going well so far. The biggest thing I did was prolly fix the interactive flute because it was not working at all….Ai helped me figure what was wrong (it was capitilization) so I fixed all of that, but then all the buttons were super white so u literally could not see and it did not go with colour scheme so I changed the CSS to blue like the background and a set width of each it goes in a pattern like long, thin, long, thin. I mostly did that for visual appearences. I also started the readme and got a good amount done so far, so yea I am gonna continue adding and if u guys have anything u wanna change or add lemme know.."}, {"post_id": 73350, "ts": "2026-09-24T23:32:37Z", "hours": 2.3953, "text": "So progress has been going good and I finished the JS and it does not fully work which is sad but it will be fixed. So this whole time I have been testing my website in the vs code local server which was a BAD IDEA. Because when I tested it in a browser on chrome everything was off. The css is broken and also the HTML is which is normal in coding but THIS MUCH??. Here you can see the images below. It most likely happened because I put everything in a block sort of format so I gotta change that in css and some classes in html have issues like they dont match. Anyway lets see how it goes now…"}, {"post_id": 72167, "ts": "2026-09-22T11:07:33Z", "hours": 1.9656, "text": "IN the past 2 hours all I did was work on CSS and I had soo many bugs like my classes from html were not matching — which was super annoying because I had to keep going back. Next time I should prolly write it down somewhere and put easier class names instead of making it tooo complex. I also worked on the cool background which blends various shades of blue in wards which is more cooler than full gradiency honestly. I also made the butttons better and the page more organized (with all the figures). Overall it is going prettyy well Adioss . Lemme know if u have any suggestions."}, {"post_id": 71250, "ts": "2026-09-20T15:00:20Z", "hours": 2.5689, "text": "First of all yes I completed my html. In the past 2.5 hours I have been working on CSS bugs and new things. So first I have picked my background and all the font styles which I may change later if they do not seem to match. I finished around 300 lines of css and had a BUNCH of issues will coding. For example creating the flute was much harder than I expected. I had to keep on testing where the holes go because a centimeter to far or two close messes up the whole orientation. So for the holes I had to connect the html to this a lot because I needed it. For example look at the flute below the vertical lines were super hard to put in the right spot (and I made a few errors in spacing which AI helped me find). Another hard thing was the top hole which is oval because I had to measure that. It is still not super perfect but it is good enough for this. Adioss"}, {"post_id": 70916, "ts": "2026-09-20T01:07:52Z", "hours": 0.5978, "text": "In the past 35 min I have still been working on and been doing html and on and off testing. I completed creating most of the classes and buttons for it but I ran into a GitHub difficulty again…it kept saying (which I have never even heard of) when I tried making a commit msg. So I tried for a good 3-4 minutes. And then I just restarted my laptop 😭😭😭. And then somehow it randomly fixed and all the offline commits I made just had to be pushed so I did that too. I tested the html a lot of times from localserver and it looks amazinggg so far (in text only lol) . But now I gotta start the css and complete the Html, because I am not actually done yet. In the bottom I am planning on adding a bansuri people can try…obviously it wont be like the real one but it will be good enough. (I just gotta figure out how to make the voice sweet and cool. Adiossss"}, {"post_id": 70287, "ts": "2026-09-18T21:30:49Z", "hours": 1.7314, "text": "So in the past 1.5 hours I have been working on this new website which basically talks about the bansuri, which is my favourite instrument. And nobody really knows about it so I want to spread awareness to people on what it actually is. It is an indian instrument and I have been writing the html code so far and I got what I have to do but I am just struggling with new stuff that I am not very good at like adding col but I am figuring it out. Everyday morning in my school bus I mostly do the coding lol which gives me a good amount of time because yep its fun. So far I have written around 200 lines of code (mostly offline bc I had no internet) and it went pretty well… but I still think there are many errors, though I will fix them in the future, IF I FIND THEM… Anyway lets see how it goes."}]...
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Title: Bansi by @manayp | Stardance
Devlogs:
So i Title: Bansi by @manayp | Stardance
Devlogs:
So in the past 1.5 hours I have been working on this new website which basically talks about the bansuri, which is my favourite instrument. And nobody really knows about it so I want to spread awareness to people on what it actually is. It is an indian instrument and I have been writing the html code so far and I got what I have to do but I am just struggling with new stuff that I am not very good at like adding col but I am figuring it out. Everyday morning in my school bus I mostly do the coding lol which gives me a good amount of time because yep its fun. So far I have written around 200 lines of code (mostly offline bc I had no internet) and it went pretty well… but I still think there are many errors, though I will fix them in the future, IF I FIND THEM… Anyway lets see how it goes.
In the past 35 min I have still been working on and been doing html and on and off testing. I completed creating most of the classes and buttons for it but I ran into a GitHub difficulty again…it kept saying (which I have never even heard of) when I tried making a commit msg. So I tried for a good 3-4 minutes. And then I just restarted my laptop 😭😭😭. And then somehow it randomly fixed and all the offline commits I made just had to be pushed so I did that too. I tested the html a lot of times from localserver and it looks amazinggg so far (in text only lol) . But now I gotta start the css and complete the Html, because I am not actually done yet. In the bottom I am planning on adding a bansuri people can try…obviously it wont be like the real one but it will be good enough. (I just gotta figure out how to make the voice sweet and cool. Adiossss
First of all yes I completed my html. In the past 2.5 hours I have been working on CSS bugs and new things. So first I have picked my background and all the font styles which I may change later if they do not seem to match. I finished around 300 lines of css and had a BUNCH of issues will coding. For example creating the flute was much harder than I expected. I had to keep on testing where the holes go because a centimeter to far or two close messes up the whole orientation. So for the holes I had to connect the html to this a lot because I needed it. For example look at the flute below the vertical lines were super hard to put in the right spot (and I made a few errors in spacing which AI helped me find). Another hard thing was the top hole which is oval because I had to measure that. It is still not super perfect but it is good enough for this. Adioss
IN the past 2 hours all I did was work on CSS and I had soo many bugs like my classes from html were not matching — which was super annoying because I had to keep going back. Next time I should prolly write it down somewhere and put easier class names instead of making it tooo complex. I also worked on the cool background which blends various shades of blue in wards which is more cooler than full gradiency honestly. I also made the butttons better and the page more organized (with all the figures). Overall it is going prettyy well Adioss . Lemme know if u have any suggestions.
So progress has been going good and I finished the JS and it does not fully work which is sad but it will be fixed. So this whole time I have been testing my website in the vs code local server which was a BAD IDEA. Because when I tested it in a browser on chrome everything was off. The css is broken and also the HTML is which is normal in coding but THIS MUCH??. Here you can see the images below. It most likely happened because I put everything in a block sort of format so I gotta change that in css and some classes in html have issues like they dont match. Anyway lets see how it goes now…
For the past hours I have been fixing bugs and adding a gallery that has audios of me playing flute. It is not done yet but it is going well so far. The biggest thing I did was prolly fix the interactive flute because it was not working at all….Ai helped me figure what was wrong (it was capitilization) so I fixed all of that, but then all the buttons were super white so u literally could not see and it did not go with colour scheme so I changed the CSS to blue like the background and a set width of each it goes in a pattern like long, thin, long, thin. I mostly did that for visual appearences. I also started the readme and got a good amount done so far, so yea I am gonna continue adding and if u guys have anything u wanna change or add lemme know..
I did a HUGE amount of work today. So first lets talk about sizing. Sizing was SUPER hard and I spent majority of my time on that like when I had to add pictures of the flute or krishna, like it took a huge amount of time and I had to do that manually because my local server wasnt working, and what I mean by manually is open like a hundred tabs and continuously testing on chrome, which wasted a lot of time. I also had trouble with navigation so thats where ai came in and COMMAND F on macbook to find words lol, so yeah I found everything in the end of the day but it was still soo much. I also fixed some of my text layouts because some of them were in a wrong layout like towards the side and it was overall a mess so all I did was added this in the bottom of CSS: #play .col-body { max-width: none;}. And it worked very well. I also changed the scale to x1.2 to fix sizing issues again lol and it saved my time…but I forgot it only works for css so I tried changing the html but then I realized lol. Now its all good. Overall im almost done and now I just gotta do the readme and fix a few more errors and possibly add.
I am finally done. Some of it I could not fix it but MOST of it I could fix and I am happy with that. So I fixed a few sizing issues and then finished my readme. In my readme I just wrote about the features, which talked about what it did and then I wrote about contributions and challenges that I had during the project. I also added a few pictures and made sure they are creatively licensed from google to avoid copyright claims. And I fixed my audio page and made sure everything was placed right. Overall everything is completed now and the final thing to do is SHIP .
I redid my css because it looked ai because of the shadows etc that I added which I now regret but its fine it took one hour to remove all of them and plus I changed the font family which was one of the biggest things I did in the past hour but luckily I did it fast because I had COMMAND F which basically lets me find all the words and switch them to what I want asap. So I switched all of it to comic font. I also change the background a few times because I could not really decide on what to do but then I messed up the layout so I split my css into 2 files for navigation and organized everything. I hope u guys like it and if any feedback lemme know.
Ships:
I made a small little website and it is based on my favourite instrument which is a bansuri otherwise known as a bamboo flute and I had a great time making this and I am hoping you guys will like it and give proper feedback too. Something I wanted to do was make the flute play a bamboo sound but because I do not know that much about js I could not and I made it kinda like a piano lol. My biggest challenge was honestly sizing because I made it and organized it in such a bad way that I could not find half of my things and I could not size things properly because my local server was not working, which also caused me to run it in chrome which took a lot of time. But in the end I guess everything worked out and even though the sizing numbers maybe wild it still works. Another issue I had is that I accidentally named my CSS classes wrong so it did not match with the HTML ones which took a lot of time so that was a pain to fix. Overall I hope u guys like it and give feedback thx....
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1792814009.1932955
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1792900409.1932955
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66041
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Personal Website by @lt_882013 | Stardance
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lt_882013
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4
|
4.0
|
8
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T16:38:34Z", "hours": 1.0, "multiplier": 1.18, "payout": 1, "blessing": "neutral", "text": "Update V4.0 I added a new weather app where you can type in your city and check your temprature, humidity and wind speed!", "repo": "https://github.com/maali666000-ctrl/personal-website", "demo": "http://lightsabersite.org"}, {"ship_num": 2, "ts": "2026-10-02T17:18:09Z", "hours": 1.0, "multiplier": 4.21, "payout": 6, "blessing": "neutral", "text": "Update V3.0 I added the Pong minigame which you can play with friends. I have not yet added mobile support which I will add soon in update 4. I also saw many people complain about the css so I updated it a lot!", "repo": "https://github.com/maali666000-ctrl/personal-website", "demo": "http://lightsabersite.org"}, {"ship_num": 3, "ts": "2026-09-30T16:02:31Z", "hours": 1.0, "multiplier": 1.11, "payout": 1, "blessing": "neutral", "text": "I added a Minigame button on the website including a minigame website section. The minigame i added is flappy bird. a classic game where you are a bird flying trying to dodge pipes and get the most score. Try out the website! https://maali666000-ctrl.github.io/personal-website/", "repo": "https://github.com/maali666000-ctrl/personal-website", "demo": "http://lightsabersite.org"}, {"ship_num": 4, "ts": "2026-09-28T17:36:31Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website about me and my 2 friends and who we are! check out the website! https://maali666000-ctrl.github.io/personal-website/", "repo": "https://github.com/maali666000-ctrl/personal-website", "demo": "http://lightsabersite.org"}]...
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[{"post_id": 78380, "ts": "202 [{"post_id": 78380, "ts": "2026-10-10T16:37:07Z", "hours": 0.8753, "text": "Update 4.0 My friend gave me the code for the new weather app we just made!"}, {"post_id": 76198, "ts": "2026-10-02T17:17:42Z", "hours": 1.0853, "text": "Update V3.0 I added the Pong minigame which you can play with friends. I have not yet added mobile support which I will add soon in update 4. I also saw many people complain about the css so I updated it a lot!"}, {"post_id": 75911, "ts": "2026-10-01T16:05:01Z", "hours": 0.3503, "text": "Version V2.1 Decided to update the css with my friends code (damn im useless) and i added some more animations to make it more smooth and clean"}, {"post_id": 75620, "ts": "2026-09-30T16:00:05Z", "hours": 1.2561, "text": "I just added a flappy bird minigame (gonna add more in the future). my friend gave me css and js for the flappy bird game but i made the buttons and canvas for the actual game and the minigames section."}, {"post_id": 74947, "ts": "2026-09-28T17:31:11Z", "hours": 0.4203, "text": "Finally finished the website! theres a problem with the image but i dont really mind"}, {"post_id": 74593, "ts": "2026-09-27T18:18:04Z", "hours": 0.4542, "text": "We continued and kind of finished the html! We also finished a bit of the css and added an image about us. I wasn’t able to commit everything onto GitHub though because my friend had to go. I’ll upload everything tomorrow! Oh yea we also added the description of the other member of the team!"}, {"post_id": 74016, "ts": "2026-09-26T15:19:08Z", "hours": 0.5014, "text": "Finished almost half of the website! We are gonna start on the css and js soon"}]...
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Title: Personal Website by @lt_882013 | Stardance
Title: Personal Website by @lt_882013 | Stardance
Devlogs:
Finished almost half of the website! We are gonna start on the css and js soon
We continued and kind of finished the html! We also finished a bit of the css and added an image about us. I wasn’t able to commit everything onto GitHub though because my friend had to go. I’ll upload everything tomorrow! Oh yea we also added the description of the other member of the team!
Finally finished the website! theres a problem with the image but i dont really mind
I just added a flappy bird minigame (gonna add more in the future). my friend gave me css and js for the flappy bird game but i made the buttons and canvas for the actual game and the minigames section.
Version V2.1 Decided to update the css with my friends code (damn im useless) and i added some more animations to make it more smooth and clean
Update V3.0 I added the Pong minigame which you can play with friends. I have not yet added mobile support which I will add soon in update 4. I also saw many people complain about the css so I updated it a lot!
Update 4.0 My friend gave me the code for the new weather app we just made!
Ships:
I made a website about me and my 2 friends and who we are! check out the website! https://maali666000-ctrl.github.io/personal-website/
I added a Minigame button on the website including a minigame website section. The minigame i added is flappy bird. a classic game where you are a bird flying trying to dodge pipes and get the most score. Try out the website! https://maali666000-ctrl.github.io/personal-website/
Update V3.0 I added the Pong minigame which you can play with friends. I have not yet added mobile support which I will add soon in update 4. I also saw many people complain about the css so I updated it a lot!
Update V4.0 I added a new weather app where you can type in your city and check your temprature, humidity and wind speed!...
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1792817297.32566
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1792903697.32566
|
|
61271
|
Paws Field by @ZadowCHI | Stardance
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ZadowCHI
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1
|
35.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T16:35:34Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Paws Field is finally done!! It’s a chill little farming sim where you play as a cat, grow crops and feed the hungry cows and chickens. You can use different tools, take care of your farm and watch your crops grow. Had a lot of fun making this and I’m happy I finally got it finished. Give it a try and let me know what you think!", "repo": "https://github.com/Zadow67/PawsField", "demo": "https://github.com/Zadow67/PawsField/releases/tag/v1.0.0"}]...
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[{"post_id": 71080, "ts": "202 [{"post_id": 71080, "ts": "2026-09-20T08:44:57Z", "hours": 9.7794, "text": "Paws Field is completed Finished up Paws Field and added the last few things like sound effects and a proper game menu. Most of the main systems are now working together, from farming and tools to animals, inventory, time and saving. It’s finally in a playable state."}, {"post_id": 69747, "ts": "2026-09-17T18:28:38Z", "hours": 4.7697, "text": "Added NPC dialogue I worked on the dialogue system so the player can now talk to NPCs through dialogue boxes and have conversations with them. I’m also setting it up so dialogue can trigger actions in the game, like giving the player seeds to start growing crops. This is the start of making the NPCs actually interact with the player instead of just being part of the map."}, {"post_id": 69321, "ts": "2026-09-16T19:54:18Z", "hours": 4.5483, "text": "Added Crops YAY, Use can use Hoe To till the ground and then soe seeds seeds using the seed bags they grow in 7 days time you can speed the time aswell"}, {"post_id": 69017, "ts": "2026-09-16T07:04:25Z", "hours": 3.2189, "text": "Added UI, inventory and day system Added the tool selection UI and an inventory system where you can pick up and store items. I also added a day and time system, with the environment changing colors as the time moves from day to night."}, {"post_id": 68583, "ts": "2026-09-15T10:57:03Z", "hours": 4.4361, "text": "Added a tool bar at the bottom for selecting different tools. I used a PanelContainer for the main bar and made custom themes for the normal, hover and selected states of each tool button. Also set up the different tool slots so I can add more tools to it later without having to remake the whole thing. Still working on getting the tools to actually do their jobs properly."}, {"post_id": 67991, "ts": "2026-09-14T10:21:24Z", "hours": 1.0339, "text": "Tiny updates but a lot of stuff Added rocks that you can mine just like the trees, and both rocks and trees now have their own mining animations. I also added a Chicken NPC that walks around to random locations with different movement speeds. Also added Y indexing so NPCs and objects layer properly when walking around, and made templates for adding more NPCs later so I don’t have to build everything from scratch each time."}, {"post_id": 67675, "ts": "2026-09-13T20:46:35Z", "hours": 3.4144, "text": "I added collision boxes and hitboxesYou can now actually use the AXE to chop down trees which feels so cool to finally have working. I also added a door that opens when you get close to it It’s honestly a LOT of work because I’m learning Godot while building the game at the same time, but slowly everything is starting to work together."}, {"post_id": 66577, "ts": "2026-09-12T12:39:57Z", "hours": 3.8919, "text": "SOO, a lot has been done the map layout has been made the player(aka cat) have all types of animations it have also added all the future Animations in advance like shovel, watering, hoe and a lot more, i think its going to take long cause today i spent 6.5h+ in total. made this House layout too next i think ill work on the house more and try to add npc, too."}]...
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Title: Paws Field by @ZadowCHI | Stardance
Devlog Title: Paws Field by @ZadowCHI | Stardance
Devlogs:
SOO, a lot has been done the map layout has been made the player(aka cat) have all types of animations it have also added all the future Animations in advance like shovel, watering, hoe and a lot more, i think its going to take long cause today i spent 6.5h+ in total. made this House layout too next i think ill work on the house more and try to add npc, too.
I added collision boxes and hitboxesYou can now actually use the AXE to chop down trees which feels so cool to finally have working. I also added a door that opens when you get close to it It’s honestly a LOT of work because I’m learning Godot while building the game at the same time, but slowly everything is starting to work together.
Tiny updates but a lot of stuff Added rocks that you can mine just like the trees, and both rocks and trees now have their own mining animations. I also added a Chicken NPC that walks around to random locations with different movement speeds. Also added Y indexing so NPCs and objects layer properly when walking around, and made templates for adding more NPCs later so I don’t have to build everything from scratch each time.
Added a tool bar at the bottom for selecting different tools. I used a PanelContainer for the main bar and made custom themes for the normal, hover and selected states of each tool button. Also set up the different tool slots so I can add more tools to it later without having to remake the whole thing. Still working on getting the tools to actually do their jobs properly.
Added UI, inventory and day system Added the tool selection UI and an inventory system where you can pick up and store items. I also added a day and time system, with the environment changing colors as the time moves from day to night.
Added Crops YAY, Use can use Hoe To till the ground and then soe seeds seeds using the seed bags they grow in 7 days time you can speed the time aswell
Added NPC dialogue I worked on the dialogue system so the player can now talk to NPCs through dialogue boxes and have conversations with them. I’m also setting it up so dialogue can trigger actions in the game, like giving the player seeds to start growing crops. This is the start of making the NPCs actually interact with the player instead of just being part of the map.
Paws Field is completed Finished up Paws Field and added the last few things like sound effects and a proper game menu. Most of the main systems are now working together, from farming and tools to animals, inventory, time and saving. It’s finally in a playable state.
Ships:
Paws Field is finally done!! It’s a chill little farming sim where you play as a cat, grow crops and feed the hungry cows and chickens. You can use different tools, take care of your farm and watch your crops grow. Had a lot of fun making this and I’m happy I finally got it finished. Give it a try and let me know what you think!...
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1792813820.616575
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1792900220.616575
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68972
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WarioWare Game by @SadPlayer652523 | Stardance
|
SadPlayer652523
|
1
|
5.39
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T16:15:11Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "WarioWare-style game with 2 minigames. This is for testing purposes. This project is finished and will no longer be updated. Animations were hard, so I’m never doing any AnimationPlayer ever again.", "repo": "https://github.com/SadPlayer652523/Wario-Ware-Stardance", "demo": "https://sadplayer652523.itch.io/warioware-stardance"}]...
|
[{"post_id": 79822, "ts": "202 [{"post_id": 79822, "ts": "2026-10-15T15:21:35Z", "hours": 0.9161, "text": "I fixed what felt like 200 bugs today. It was just bug after bug. Minigame 4 done. Finally. Everything is complete."}, {"post_id": 79703, "ts": "2026-10-15T03:52:47Z", "hours": 2.1128, "text": "Crude minigame 4 added. Fixed many bugs. Timer showing x.y instead of x.y0 -> Fixed"}, {"post_id": 79373, "ts": "2026-10-13T18:21:56Z", "hours": 0.5656, "text": "v0.2 is out. Removed Animations from Minigame 1. Added Minigame 3: Clicker."}, {"post_id": 79366, "ts": "2026-10-13T17:35:09Z", "hours": 0.7944, "text": "Working on new minigames and bugfixes"}, {"post_id": 78366, "ts": "2026-10-10T16:01:39Z", "hours": 1.0106, "text": "The animations were so hard for no reason. Never working on this game ever again tbh. Definitely better things to do or animate."}]...
|
Title: WarioWare Game by @SadPlayer652523 | Starda Title: WarioWare Game by @SadPlayer652523 | Stardance
Devlogs:
The animations were so hard for no reason. Never working on this game ever again tbh. Definitely better things to do or animate.
Working on new minigames and bugfixes
v0.2 is out. Removed Animations from Minigame 1. Added Minigame 3: Clicker.
Crude minigame 4 added. Fixed many bugs. Timer showing x.y instead of x.y0 -> Fixed
I fixed what felt like 200 bugs today. It was just bug after bug. Minigame 4 done. Finally. Everything is complete.
Ships:
WarioWare-style game with 2 minigames. This is for testing purposes. This project is finished and will no longer be updated. Animations were hard, so I’m never doing any AnimationPlayer ever again....
|
1792817493.2921739
|
1792903893.2921739
|
|
43649
|
FT4232HL Multi BUS Adapter by @Luka | Stardance
|
Luka
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T15:10:37Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 4 Port (1 Port dedicated JTAG headder) USB multi BUS adapter , it wasnt hard but , i mean it was build in an all nighter and just needet a simple optional tester Code . It uses a FT4342H and USB-C ….", "repo": "https://github.com/Luka-io/FT4232H-USB-C-DONGLE", "demo": ""}]...
|
[{"post_id": 78350, "ts": "202 [{"post_id": 78350, "ts": "2026-10-10T15:04:53Z", "hours": 0.5833, "text": "I started by connecting the adapter , it worked first try , then i flashed some config to the eeprom with FT_PROG, afterwards I connected a second uart adapter and made a small serial blaster python file . Then python was missing and as i didnt want to fix the windows path hell i just reinstalled it and did some other work while that happend … Then i started going to my favorite(not) place (stackoverflow hell ) and did plan to make a auto discover wich gipos are wich com port , yeah i ran into some errors and stuff did a little AI help and after some coding the script works and I will now publish it to Github… Yeah the adapter works great !"}, {"post_id": 40562, "ts": "2026-08-04T06:12:43Z", "hours": 3.4861, "text": "So i started by copying the ft4232h part i already made and then i addet some ldos for the ic power and logik power , with that i also addet 3 logic converters wich can be set to 1.8 or 3.3v . i addet 3 gipo headers and a 10pin jtag adapter . A led indicator for power is necessary xD . I laid out the layout and saw the mess , the connector and logic converter ics werent really good to route as they were like an X ;) .. so i remade that 2 TIMESSS . but then i layed the pcb out , routed it all , and did a quick check . After some hours of datasheet hell and lcsc shopping the design was done . You can connect usb-c , then you get 3 buses capable of eg. UART , RS232 , SWD , JTAG …etc .. And an dedicated Jtag port ! .. This was a nice all nighter with @Marco_da_mechanic , he made the case after i gave him the pcb 3d model and it looks faboulus !!"}]...
|
Title: FT4232HL Multi BUS Adapter by @Luka | Stard Title: FT4232HL Multi BUS Adapter by @Luka | Stardance
Devlogs:
So i started by copying the ft4232h part i already made and then i addet some ldos for the ic power and logik power , with that i also addet 3 logic converters wich can be set to 1.8 or 3.3v . i addet 3 gipo headers and a 10pin jtag adapter . A led indicator for power is necessary xD . I laid out the layout and saw the mess , the connector and logic converter ics werent really good to route as they were like an X ;) .. so i remade that 2 TIMESSS . but then i layed the pcb out , routed it all , and did a quick check . After some hours of datasheet hell and lcsc shopping the design was done . You can connect usb-c , then you get 3 buses capable of eg. UART , RS232 , SWD , JTAG …etc .. And an dedicated Jtag port ! .. This was a nice all nighter with @Marco_da_mechanic , he made the case after i gave him the pcb 3d model and it looks faboulus !!
I started by connecting the adapter , it worked first try , then i flashed some config to the eeprom with FT_PROG, afterwards I connected a second uart adapter and made a small serial blaster python file . Then python was missing and as i didnt want to fix the windows path hell i just reinstalled it and did some other work while that happend … Then i started going to my favorite(not) place (stackoverflow hell ) and did plan to make a auto discover wich gipos are wich com port , yeah i ran into some errors and stuff did a little AI help and after some coding the script works and I will now publish it to Github… Yeah the adapter works great !
Ships:
I made a 4 Port (1 Port dedicated JTAG headder) USB multi BUS adapter , it wasnt hard but , i mean it was build in an all nighter and just needet a simple optional tester Code . It uses a FT4342H and USB-C …....
|
1792853459.0111735
|
1792939859.0111735
|
|
64496
|
Spaceboard by @alepar_cs | Stardance
|
alepar_cs
|
1
|
32.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T14:58:08Z", "hours": 32.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is spaceboard. A really cool TUI dashboard to visualize data about NEOs (Near Earth Objects) with NASA API keys. Is my first project for Hack Club and my first Python package. I know it isn’t perfect, but I’m working on a V2. I’m really proud of this because I didn’t only learn a lot of new things about how to code better - but also how to ship a project and how it feels to make part of an amazing community, that helped me when I had problems. View more on: https://github.com/alessioparolini2011/spaceboard", "repo": "https://github.com/alessioparolini2011/spaceboard", "demo": "https://pypi.org/project/spaceboard/"}]...
|
[{"post_id": 78346, "ts": "202 [{"post_id": 78346, "ts": "2026-10-10T14:50:05Z", "hours": 2.5511, "text": "spaceboard V1.1.8 is done and ready for shipping! Use “pip install spaceboard” and then “spaceboard” to use it! I know isn’t perfect, but the V2 development is moved into “Terra” event. I hope you’ll enjoy it!"}, {"post_id": 77872, "ts": "2026-10-08T16:51:12Z", "hours": 0.7636, "text": "Ready for shipping! I add the pyproject.toml for a easier use and installation, and create a GitHub release for the DEMO."}, {"post_id": 77314, "ts": "2026-10-06T15:02:12Z", "hours": 5.0161, "text": "Final devlog! I finished the MVP, now I’ll work on a v2 with a better file structure, a easier scalable architecture and more features!"}, {"post_id": 76256, "ts": "2026-10-02T22:26:21Z", "hours": 3.8028, "text": "Finished MVP! Now you can move between days and change the metric system smoothly! I’ve optmized the logic and fixed some graphical errors. Next steps: add error handling and improve onboarding and requets."}, {"post_id": 75984, "ts": "2026-10-01T20:43:52Z", "hours": 6.0408, "text": "Now you can move through the days. Need to add a label to see the current day on the screen. Really close to ship!"}, {"post_id": 74924, "ts": "2026-09-28T16:31:57Z", "hours": 3.3128, "text": "Improved logic and CLI! Now the datatables are created only one time and reused. Now CLI is more readable."}, {"post_id": 74119, "ts": "2026-09-26T18:30:52Z", "hours": 1.8628, "text": "Now works with double system Metric/US! Fixed also some little bugs. Stay tuned, soon will be added date changes!"}, {"post_id": 73702, "ts": "2026-09-25T18:54:24Z", "hours": 2.1567, "text": "Finished the MVP! Now works with current day and can refresh data!"}, {"post_id": 73176, "ts": "2026-09-24T15:10:59Z", "hours": 3.3806, "text": "Added CLI and implemented it in the main file!"}, {"post_id": 72664, "ts": "2026-09-23T13:34:08Z", "hours": 0.6333, "text": "Implementing classes to store NEOs stats"}, {"post_id": 72651, "ts": "2026-09-23T12:46:54Z", "hours": 2.0164, "text": "Successfully gets data from NASA API! Now Working on store datas correctly"}]...
|
Title: Spaceboard by @alepar_cs | Stardance
Devlo Title: Spaceboard by @alepar_cs | Stardance
Devlogs:
Successfully gets data from NASA API! Now Working on store datas correctly
Implementing classes to store NEOs stats
Added CLI and implemented it in the main file!
Finished the MVP! Now works with current day and can refresh data!
Now works with double system Metric/US! Fixed also some little bugs. Stay tuned, soon will be added date changes!
Improved logic and CLI! Now the datatables are created only one time and reused. Now CLI is more readable.
Now you can move through the days. Need to add a label to see the current day on the screen. Really close to ship!
Finished MVP! Now you can move between days and change the metric system smoothly! I’ve optmized the logic and fixed some graphical errors. Next steps: add error handling and improve onboarding and requets.
Final devlog! I finished the MVP, now I’ll work on a v2 with a better file structure, a easier scalable architecture and more features!
Ready for shipping! I add the pyproject.toml for a easier use and installation, and create a GitHub release for the DEMO.
spaceboard V1.1.8 is done and ready for shipping! Use “pip install spaceboard” and then “spaceboard” to use it! I know isn’t perfect, but the V2 development is moved into “Terra” event. I hope you’ll enjoy it!
Ships:
This is spaceboard. A really cool TUI dashboard to visualize data about NEOs (Near Earth Objects) with NASA API keys. Is my first project for Hack Club and my first Python package. I know it isn’t perfect, but I’m working on a V2. I’m really proud of this because I didn’t only learn a lot of new things about how to code better - but also how to ship a project and how it feels to make part of an amazing community, that helped me when I had problems. View more on: https://github.com/alessioparolini2011/spaceboard...
|
1792814146.5345585
|
1792900546.5345585
|
|
67863
|
YUI Dashboard MUI by @KIRITO07 | Stardance
|
KIRITO07
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T14:46:21Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "YUI is a personal productivity assistant built with Python, combining tasks, study, fitness, notes, and a focus timer in one dashboard, the challenging part would be my pc as it is old and can’t run fast enough for my projects, but i overcame it and want to win a Macbook which could support me for future projects", "repo": "https://github.com/kirito-lab-xpd/YUI-Personal-Command-Center", "demo": "https://yui-kirito.streamlit.app/"}]...
|
[{"post_id": 78340, "ts": "202 [{"post_id": 78340, "ts": "2026-10-10T14:34:08Z", "hours": 3.4072, "text": "YUI V1 is finally availabe to try i’ll still work on this project and add more applications to use"}, {"post_id": 77896, "ts": "2026-10-08T18:04:26Z", "hours": 2.03, "text": "I’m planning to add a smarter AI assistant, fitness tracking, notes, progress analytics, voice interaction, and a more polished futuristic UI — turning YUI into a complete personal command centre"}]...
|
Title: YUI Dashboard MUI by @KIRITO07 | Stardance
Title: YUI Dashboard MUI by @KIRITO07 | Stardance
Devlogs:
I’m planning to add a smarter AI assistant, fitness tracking, notes, progress analytics, voice interaction, and a more polished futuristic UI — turning YUI into a complete personal command centre
YUI V1 is finally availabe to try i’ll still work on this project and add more applications to use
Ships:
YUI is a personal productivity assistant built with Python, combining tasks, study, fitness, notes, and a focus timer in one dashboard, the challenging part would be my pc as it is old and can’t run fast enough for my projects, but i overcame it and want to win a Macbook which could support me for future projects...
|
1792817430.106551
|
1792903830.106551
|
|
68764
|
Mikan's Zero-G by @restart_notslander | Starda Mikan's Zero-G by @restart_notslander | Stardance...
|
restart_notslander
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T14:41:16Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "After 3 hours of building, Mikan’s Zero-G is ready to ship. It’s a small browser game where you drift a cat through space collecting stars while dodging asteroids - all drawn with canvas code, no image assets. The hardest part was the drift physics: making thrust, drag and wall bounce feel right took a lot of tweaking. I also added a procedural starfield and WebAudio bleeps so the game feels alive without any sound files.", "repo": "https://github.com/maebahesioru/mikans-zero-g", "demo": "https://maebahesioru.github.io/mikans-zero-g/"}]...
|
[{"post_id": 78124, "ts": "202 [{"post_id": 78124, "ts": "2026-10-09T17:06:35Z", "hours": 2.6, "text": "Day 1 of Mikan’s Zero-G. Built the whole game loop today: drift physics (thrust + drag + wall bounce), 15-star collection, asteroid dodging with 3 lives, a procedural starfield, and WebAudio bleeps. All canvas code — no images or sound files. Screenshot attached: mid-game with notes falling."}]...
|
Title: Mikan's Zero-G by @restart_notslander | Title: Mikan's Zero-G by @restart_notslander | Stardance
Devlogs:
Day 1 of Mikan’s Zero-G. Built the whole game loop today: drift physics (thrust + drag + wall bounce), 15-star collection, asteroid dodging with 3 lives, a procedural starfield, and WebAudio bleeps. All canvas code — no images or sound files. Screenshot attached: mid-game with notes falling.
Ships:
After 3 hours of building, Mikan’s Zero-G is ready to ship. It’s a small browser game where you drift a cat through space collecting stars while dodging asteroids - all drawn with canvas code, no image assets. The hardest part was the drift physics: making thrust, drag and wall bounce feel right took a lot of tweaking. I also added a procedural starfield and WebAudio bleeps so the game feels alive without any sound files....
|
1792817482.9084766
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1792903882.9084766
|
|
66513
|
Summer Diary 2026 by @Sgattix | Stardance
|
Sgattix
|
1
|
10.0
|
61
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T14:05:07Z", "hours": 10.0, "multiplier": 6.21, "payout": 61, "blessing": "neutral", "text": "I built a simple website to store songs, memories, pictures and other media of the past summer using NextJS and TailwindCSS. The tricky part was to build a page structure that would’ve allowed me to add and remove sections while also avoiding rewriting the code. After hours of thinking, the best option was to build every page by itself, while also attaching a “metadata.json” to make the page rigid, but also highly customizable.", "repo": "https://github.com/Sgattix/summer-diary-2026", "demo": "https://diary.sgattix.online"}]...
|
[{"post_id": 74929, "ts": "202 [{"post_id": 74929, "ts": "2026-09-28T16:41:24Z", "hours": 9.8067, "text": "Hi guys. Have you ever felt that feeling, at the end of the summer, when you just can’t move on to fall. But as Richard Feynman reminds us, “What is a memory? It is a memory of a past moment, a remembered feeling, an echo of a time. But a memory is also a feeling that can be remade. It is a new moment, a new feeling, a new memory, when you choose to recall the past.”. So this is my way to keep the memories of this past summer: an headless Next.js application that acts as an extension to the physical diary I wrote to handle media, knowledge and experience sharing. How it works On the physical diary, I printed one QRCode per page. So the “user” flow is: Open the physical diaryScan the QRCode Play any media available on the page In the meanwhile read the daily reflection Have fun while reading. What’s done I built the main infrastructure, while focusing more on flexibility rather then scalability Wrote some of the pages (20) What’s missing Add some twists Finish writing all the pages (80) Wish me luck! NOTE: The diary and the pages are all written in italian because this was part of a school project, hope it doesn’t bother anyone. I suggest you to use google translate to translate the entire page"}]...
|
Title: Summer Diary 2026 by @Sgattix | Stardance
Title: Summer Diary 2026 by @Sgattix | Stardance
Devlogs:
Hi guys. Have you ever felt that feeling, at the end of the summer, when you just can’t move on to fall. But as Richard Feynman reminds us, “What is a memory? It is a memory of a past moment, a remembered feeling, an echo of a time. But a memory is also a feeling that can be remade. It is a new moment, a new feeling, a new memory, when you choose to recall the past.”. So this is my way to keep the memories of this past summer: an headless Next.js application that acts as an extension to the physical diary I wrote to handle media, knowledge and experience sharing. How it works On the physical diary, I printed one QRCode per page. So the “user” flow is: Open the physical diaryScan the QRCode Play any media available on the page In the meanwhile read the daily reflection Have fun while reading. What’s done I built the main infrastructure, while focusing more on flexibility rather then scalability Wrote some of the pages (20) What’s missing Add some twists Finish writing all the pages (80) Wish me luck! NOTE: The diary and the pages are all written in italian because this was part of a school project, hope it doesn’t bother anyone. I suggest you to use google translate to translate the entire page
Ships:
I built a simple website to store songs, memories, pictures and other media of the past summer using NextJS and TailwindCSS. The tricky part was to build a page structure that would’ve allowed me to add and remove sections while also avoiding rewriting the code. After hours of thinking, the best option was to build every page by itself, while also attaching a “metadata.json” to make the page rigid, but also highly customizable....
|
1792817341.9100761
|
1792903741.9100761
|
|
68968
|
LINKSTATE by @Duskled | Stardance
|
Duskled
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T12:02:36Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I shipped Linkstate Browser, which lets you generate links for websites, open them offline and download their source files. Normally you have to host websites or send multiple files, but Linkstate packs everything into one link or .onestate file, making it much faster to share projects. The hardest part was making everything work together, and I’m proud of building the whole system. Download it from https://linkstate.xyz or https://github.com/Duskled/LinkState---Browser . Open Linkstate Browser, add your website files to generate a link or .onestate file, then share it with anyone. They can open it in the browser and download the source files too. Currently, only HTML, CSS and JS files are supported, so please test it with those file types only.", "repo": "https://github.com/Duskled/LinkState---Browser", "demo": "https://linkstate.xyz/"}]...
|
[{"post_id": 78305, "ts": "202 [{"post_id": 78305, "ts": "2026-10-10T11:31:42Z", "hours": 8.6369, "text": "Normally sharing a website means hosting it or sending multiple files. Linkstate packs HTML, CSS and JS into one link or .onestate file, and Linkstate Browser lets you open these projects offline and extract their source files."}]...
|
Title: LINKSTATE by @Duskled | Stardance
Devlogs: Title: LINKSTATE by @Duskled | Stardance
Devlogs:
Normally sharing a website means hosting it or sending multiple files. Linkstate packs HTML, CSS and JS into one link or .onestate file, and Linkstate Browser lets you open these projects offline and extract their source files.
Ships:
I shipped Linkstate Browser, which lets you generate links for websites, open them offline and download their source files. Normally you have to host websites or send multiple files, but Linkstate packs everything into one link or .onestate file, making it much faster to share projects. The hardest part was making everything work together, and I’m proud of building the whole system. Download it from https://linkstate.xyz or https://github.com/Duskled/LinkState---Browser . Open Linkstate Browser, add your website files to generate a link or .onestate file, then share it with anyone. They can open it in the browser and download the source files too. Currently, only HTML, CSS and JS files are supported, so please test it with those file types only....
|
1792817492.4392862
|
1792903892.4392862
|
|
68946
|
My protfolio by @Ragi23 | Stardance
|
Ragi23
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T11:49:15Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Learned something new it was fun to build my portfolio.", "repo": "https://github.com/itzskillup01/My_portfolio", "demo": "https://itzskillup01.github.io/My_portfolio/"}]...
|
[{"post_id": 78277, "ts": "202 [{"post_id": 78277, "ts": "2026-10-10T08:14:10Z", "hours": 2.1903, "text": "I made my portfolio website using html, css and js where in I learned the basics and still trying to improve the website"}]...
|
Title: My protfolio by @Ragi23 | Stardance
Devlog Title: My protfolio by @Ragi23 | Stardance
Devlogs:
I made my portfolio website using html, css and js where in I learned the basics and still trying to improve the website
Ships:
Learned something new it was fun to build my portfolio....
|
1792360377.3055148
|
1793224377.3055148
|
|
68464
|
in search of the one! by @cosmic79conqueror | Star in search of the one! by @cosmic79conqueror | Stardance...
|
cosmic79conqueror
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T11:46:41Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is **ISOTO: ** In Search Of The One The game runs completely using gmail and google sheets (apps script is a part of google sheets). It follows you as Nephis . Due to too much time it was taking, i could only make the one for female character (❁´◡`❁) do forgive me. I’ll be still working on this project after shipping it. Currently only Act 1 has been completed. I have planned for it to have 4 acts. So consider this a part 1 on the project….. what was hard? first question i had after looking at the event was what kind of magic mod do you use inside these things to make an entire game inside of google sheets and gmail. So i found out YOU CAN ACTUALLY RUN JAVASCRIPT INSIDE OF GOOGLE SHEETS. That was at the same time hilarious and awesome. The first phase of this project was set to researching dating sims….. “(Ahem- i did not play and binge 2 dating sims straight up one as a girl and one as a boy)” then i decided to put my supreme maths skills to use by creating a formula for love: “a love formula” (it has a nice ring to it). i then needed characters and different personas so i created a form and sent it to some of my friends. i got 5 responses and decided to make 5 characters. Then came lore writing: the hardest part……… i know my lore isnt all that niche and unique and my writing is quite bad (i’ve been bad at it at school too thats how i lose most of my marks in the english paper) but yeah JUST KNOW THAT I TRIED MY BEST !!!!!!!!! how to play: url: https://mail.google.com/mail/?view=cm&fs=1& [email protected] &body=code%3Aisoto This will redirect you to gmail to send a gmail that will begin the game…… One important thig to note is that you should have only 1 google acocunt logged in. It is a bug from google’s side……… Enjoy!!!!!!!!!!!!! I had a great time making this…. It was tbh kind of exciting…. and most of all i can now flex i made a damned dating sim inside gmail hahahahahahah!!!!!!!!!! (nvm the villain laugh) thanks to @cskartikey for this event!!! :)", "repo": "https://github.com/Abhrajit-Gogoi/search-of-the-one", "demo": "https://mail.google.com/mail/?view=cm&fs=1&to=inthesearch0f0ne@gmail.com&body=code%3Aisoto"}]...
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[{"post_id": 78303, "ts": "202 [{"post_id": 78303, "ts": "2026-10-10T11:22:05Z", "hours": 2.9667, "text": "Done !!!!!!!!! wrote up the entire code for act 1 and the different choices…. i also added a mail trigger where it scans the mail every 5 mins to figure out if anyone has started the game"}, {"post_id": 78083, "ts": "2026-10-09T14:52:07Z", "hours": 2.6806, "text": "made the lore!!!! the actual lore for the first act is done now its going to be a headache to implement these game mechanisms"}, {"post_id": 77892, "ts": "2026-10-08T17:54:11Z", "hours": 3.0, "text": "phew added the first cutscene finally!!!!! added the first scene prelouge after so much time and effort!! and i still have to write various plots and endings 😭😭😭😭😭😭😭😭"}, {"post_id": 77829, "ts": "2026-10-08T13:10:52Z", "hours": 1.65, "text": "Created the basic outline plot I sat down, did my research and plotted the basic layout of the game and the various arcs of it. it is going to be quite short mostly a gave completed under 4 hours…….. hope it turns out well"}, {"post_id": 77630, "ts": "2026-10-07T18:00:03Z", "hours": 0.8333, "text": "created a google form link: https://forms.gle/c8yHR8vJa52b6gAdA only 8 questions I created a google form (completely anonymous one) to gather data on how do people actually feel about some topics that weigh heavily on my heart when i am encountered with them. i plan on creating a story that actually touches you somewhere so to create the storyline i decided to gather data on it. please fill it it would help a lot to the project"}, {"post_id": 77612, "ts": "2026-10-07T16:59:47Z", "hours": 0.6336, "text": "i Don’t know where to start. I started off not knowing anything i spent some time brainstorming with gemini trying to figure out what exactly it is i will be doing and possible pahways…. I got the option of creating a gmail add on or mailto threads….. I decided with mailto as it seems kind of mysterious and vintage ….. “Love story over gmail”"}]...
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Title: in search of the one! by @cosmic79conqueror Title: in search of the one! by @cosmic79conqueror | Stardance
Devlogs:
i Don’t know where to start. I started off not knowing anything i spent some time brainstorming with gemini trying to figure out what exactly it is i will be doing and possible pahways…. I got the option of creating a gmail add on or mailto threads….. I decided with mailto as it seems kind of mysterious and vintage ….. “Love story over gmail”
created a google form link: https://forms.gle/c8yHR8vJa52b6gAdA only 8 questions I created a google form (completely anonymous one) to gather data on how do people actually feel about some topics that weigh heavily on my heart when i am encountered with them. i plan on creating a story that actually touches you somewhere so to create the storyline i decided to gather data on it. please fill it it would help a lot to the project
Created the basic outline plot I sat down, did my research and plotted the basic layout of the game and the various arcs of it. it is going to be quite short mostly a gave completed under 4 hours…….. hope it turns out well
phew added the first cutscene finally!!!!! added the first scene prelouge after so much time and effort!! and i still have to write various plots and endings 😭😭😭😭😭😭😭😭
made the lore!!!! the actual lore for the first act is done now its going to be a headache to implement these game mechanisms
Done !!!!!!!!! wrote up the entire code for act 1 and the different choices…. i also added a mail trigger where it scans the mail every 5 mins to figure out if anyone has started the game
Ships:
this is **ISOTO: ** In Search Of The One The game runs completely using gmail and google sheets (apps script is a part of google sheets). It follows you as Nephis . Due to too much time it was taking, i could only make the one for female character (❁´◡`❁) do forgive me. I’ll be still working on this project after shipping it. Currently only Act 1 has been completed. I have planned for it to have 4 acts. So consider this a part 1 on the project….. what was hard? first question i had after looking at the event was what kind of magic mod do you use inside these things to make an entire game inside of google sheets and gmail. So i found out YOU CAN ACTUALLY RUN JAVASCRIPT INSIDE OF GOOGLE SHEETS. That was at the same time hilarious and awesome. The first phase of this project was set to researching dating sims….. “(Ahem- i did not play and binge 2 dating sims straight up one as a girl and one as a boy)” then i decided to put my supreme maths skills to use by creating a formula for love: “a love formula” (it has a nice ring to it). i then needed characters and different personas so i created a form and sent it to some of my friends. i got 5 responses and decided to make 5 characters. Then came lore writing: the hardest part……… i know my lore isnt all that niche and unique and my writing is quite bad (i’ve been bad at it at school too thats how i lose most of my marks in the english paper) but yeah JUST KNOW THAT I TRIED MY BEST !!!!!!!!! how to play: url: https://mail.google.com/mail/?view=cm&fs=1& [email protected] &body=code%3Aisoto This will redirect you to gmail to send a gmail that will begin the game…… One important thig to note is that you should have only 1 google acocunt logged in. It is a bug from google’s side……… Enjoy!!!!!!!!!!!!! I had a great time making this…. It was tbh kind of exciting…. and most of all i can now flex i made a damned dating sim inside gmail hahahahahahah!!!!!!!!!! (nvm the villain laugh) thanks to @cskartikey for this event!!! :)...
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Voxelium by @notryaan | Stardance
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notryaan
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1
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51.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T10:50:01Z", "hours": 51.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Voxelium 1.0 First release!! Voxelium is a voxel game I built from scratch in C++ and OpenGL, no engine, just a lot of code. Endless worlds with real seas, mountain ranges, caves, weather and animals, and you can break and build whatever you want. What’s in it Endless worlds from a seed: seas with islands, wide beaches, mountain ranges with snow on top, big deserts and forests, and you can see about 5 km out Caves with huge caverns, tunnels and ravines, old mineshafts running through them, and it’s actually dark down there so bring lamps Lighthouses, shipwrecks, desert ruins and pyramids (there’s something under the pyramids) Water that flows, waves that go crazy in storms, coral reefs and kelp forests Weather that does its own thing: rain, snow that piles up and melts, thunderstorms with real lightning, mist over the water at sunrise Crabs, turtles, fish, jellyfish that glow at night, birds, butterflies and fireflies. You can punch them, they will run Every block has its own sounds and every biome has its own ambience Break and place blocks, 25 lamp colours, no height limit, save as many worlds as you want Low / Medium / High / Ultra presets so it runs on more than just my PC Controls WASD + mouse, space to jump, F5 walk/fly, hold left click to break, middle click to place, F4 hotbar, ESC settings, F3 debug stuff Tips Hit New World on the title screen and type a seed or roll one. Save from the ESC menu if you want to keep a world If Ultra is laggy, turn down detail dist in the settings first, it’s the biggest cost by far Big thanks to everyone on opengameart.org whose textures and sounds are in here, they’re all credited in the readme.", "repo": "https://github.com/UltimaCodes/Voxelium", "demo": "https://github.com/UltimaCodes/Voxelium/releases/tag/v1.0"}]...
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[{"post_id": 78298, "ts": "202 [{"post_id": 78298, "ts": "2026-10-10T10:44:33Z", "hours": 0.5822, "text": "OK FINAL DEVLOG ACTUALLY There were a few bugs from the previous one which I had to fix before release Tree tops looked unlit and forests looked really gloomy, even in full sun. The light was reaching them fine, the auto exposure was measuring the whole screen including the bright sky and darkening everything under it. It only measures the world now, so trees actually look lit Every new world had an old glowing test room carved underground in the same spot. It’s gone from new worlds, old worlds keep it so nothing in them changes- The game was running one of my internal tests every single time it launched, it doesn’t anymore There was a hidden launch option that crashed the game on purpose, left over from testing the crash reporter, removed"}, {"post_id": 78292, "ts": "2026-10-10T09:50:27Z", "hours": 14.1283, "text": "Final devlog (probably) Terrain & World Gen The old terrain was hills everywhere with puddles in between, and the mountains were random spikes shooting straight up out of flat ground like something was stabbing the map from underneath. So I rewrote the whole generator. There’s real seas now with islands and deep water, and coasts start with a proper wide beach before the land slowly rises. Mountains come in long ranges with foothills, bare rock on the steep parts, a treeline and snow on top, and deserts are one big desert instead of a sand patch in the middle of nowhere. Getting the mountains right took way longer than I want to admit. First they went up like walls, then there were 40 block deep trenches running in perfectly straight lines for hundreds of blocks through the hills. Turned out the math that works out how far you are from the coast completely loses it deep inland, so now it looks out in eight directions for the actual coast instead of guessing. Old worlds keep their old terrain so nothing you built gets new ground under it. Caves & Structures Caves are actual caves now: huge caverns, long winding tunnels, ravines, water pooled at the bottom, and stalactites. They also don’t break out of the side of every hill anymore, which is where all those random gaps and chasms were coming from. Old mineshafts run through them with lamps and plank bridges over the drops, and there’s pyramids out in the desert with a lit room inside. There’s also something hidden under the pyramids but I’m not telling you what. Water & Animals Water has actual waves now, flat at the beach, bigger out in deep water, and way bigger in a storm. Also fixed far away water reflections breaking into lines. The animals were ghosts this whole time; you could walk straight through a turtle. Now they’re solid, punching one knocks it back and it runs off, and swimming into a school of fish scatters them. The fish were also translucent, fixed that. And the black squares that flashed on screen when it rained are gone (funny NaN issue). Lighting & Performance Caves are properly dark now unless something lights them, and lamp light hangs in the air a bit so lamps actually glow instead of just painting the wall. Lighting runs on its own thread now so it doesn’t eat into your frame, and sun shafts and lamp glow render at half resolution, which made them way cheaper and you can’t tell. Also fixed a bunch of random bugs: Game freezing for a few seconds when you broke a block somewhere new. The world sometimes thinking it was still loading forever. Memory getting corrupted when you closed the game. The settings back button hiding off the bottom of the screen at 720p."}, {"post_id": 74371, "ts": "2026-09-27T08:18:33Z", "hours": 4.6833, "text": "Hallo, audio and the settings menu are in like I said last time, plus a mountain of bugs I only found by actually sitting down and playing it TLDR; The game has sound now, a real title screen, settings with quality presets, and I fixed a ton of stuff that only showed up during long play sessions Audio: The world was dead silent so I added a bunch of CC0 sounds. Every block has its own break, place and footstep sound based on what it’s made of now instead of almost everything falling back to one generic clip. Jumping, landing (heavier sound if you fall from high up), getting in and out of water, all of that. Funniest part is the audio test was passing the whole time while the game made zero sound, it only checked that sounds were “playing”, not that anything came out of the speakers, so now it actually listens to the output. Also added ambience for every biome, birds, cicadas, frogs, desert wind, waves, gulls and cave drips. Some I generated myself from noise and some are real recordings. Menus: Proper settings menu with tabs and Low/Medium/High/Ultra presets. The presets actually change how much work the shaders do instead of just flipping effects on and off. Render scale got a sharpening pass so running it below 1 doesn’t look like mush anymore, and a few settings were quietly resetting every time you launched which is fixed. Made a real title screen too, you can type a seed or load a saved world and it shows the actual world behind the menu, it even previews the terrain as you type a seed. First version of it had buttons that did literally nothing when you clicked them lol. Also added a screenshot key, crash dumps and an app icon. Bugs (so many): The first block you broke after launching froze the game for like 10 seconds and every edit after that for another second or two. Sometimes the area you spawned in just never loaded and you had to fly to the nearest chunk. Flying fast made it look like the whole world was reloading. Ultra was loading a smaller world behind the loading screen and then doubling it the second you spawned, so the start was super laggy. Hard black blotches all over the terrain in the day turned out to be cloud shadows aliasing, and the checkered pattern on grassy slopes was ambient occlusion getting applied twice. Water had black spots at certain angles from the reflections freaking out, and weird streaks across lakes that turned out to be the ambient occlusion using the lake bed under the water instead of the surface. Caves were getting lit by the time of day which makes no sense, light fading off in visible rings is gone, and the leaf texture had no transparency so every tree was a solid blob this entire time. Did a lighting pass to make it look more like a shader pack, overdid it and everything was way too bright, so I dialed it back. Also killed contact shadows completely, they caused more problems than they fixed. Next up is making the world more interesting, new biomes, animals and better weather"}, {"post_id": 65910, "ts": "2026-09-11T11:20:25Z", "hours": 8.0572, "text": "Hallo pretty big changelog because I didn’t do anything for a bit oops TLDR; Cleaned out old bugs, did a performance pass, built actual world simulation and did a full graphics overhaul Bugs : Chunks were silently vanishing past a hardcoded cap that was way too low for default settings, no draw, no shadow, which turned out to be that “chunks glitch out while moving” bug. Fixed it plus streaky stars, a moon that looked like a tiny sun, and water growing phantom walls at chunk borders from an earlier fix. Teleporting somewhere far caused a 1004ms freeze. Profiled it instead of guessing and found the GPU arena was doing a full reset every time. Fixed properly and worst case is under 12ms now. Performance : Frame time was 15.5ms. Turned out shadows were re-rendering every single frame for no reason, only redrawing a cascade when it actually needs to cut that down 89% and dropped the whole frame in half to about 2.3ms. Built a couple things expecting wins that turned out to be losses when actually measured (one was 28% slower), and almost built a whole defrag system for the arena before realizing it wasn’t fragmentation, it was just too small so I bumped it up and the problem vanished on its own. Real world woahh : Flowing water, colored block light, ore veins that actually clump instead of speckling everywhere. Rewrote falling sand and gravel, the old version was doing 118k lookups a tick and never even stopped. Rebuilt caves properly using two noise fields overlapping instead of one, actual tunnels now instead of flat noodles. Also chunks exist at any height now, no ceiling at all. Building that surfaced 3 old bugs that had been broken this whole time. Graphicss : Water got reflections, caustics, underwater god rays. Found an evil ass NaN bug doing the caustics where the seabed was rendering as solid black rectangles until I caught it. Rain and snow are generated entirely in the vertex shader, so 30k drops cost one draw call and zero buffer uploads. Volumetric clouds and cloud shadows now share the same noise field so they can’t disagree with each other. Also fake normal maps with zero authored art, the pixel art textures already have the detail baked into their own shading so I just reused that as the normal map, completely free. Built and killed an atmosphere LUT after measuring it three separate times, kept losing to the simple hand tuned sky. Also fixed emitters like lamps flickering their own glow depending on the angle you looked at them. Next up is audio, a settings menu, and makign the game look better somehow"}, {"post_id": 43979, "ts": "2026-08-09T13:45:27Z", "hours": 8.1175, "text": "voxel engine devlog #3 Shadows, post processing, save files, and actual trees. GPU arena overflow funny moments it was not pleasant to deal with + graphics overhaul (added water) Forward HDR & Shadows: Built a full pipeline with 3 cascade shadow maps, half-res SSAO, and Jimenez bloom. Shadows were super vertex-bound at first (5.12ms), but tightening the cascade splits chopped that straight down to 3.5ms. Saving to Disk (.vxr Region Files): Chunks now compress using varints (a cave chunk shrinks from 65 KB down to 5.7 KB). We now only save edited chunks as a diff against the noise seed while everything else regenerates on the fly. I tested it by blowing up a wall, flying a few thousand blocks away to evict it, flying back, and it reloaded intact from disk. Trees without neighbor lookups: Solved tree canopy generation across chunk borders by making them deferred. Each chunk calculates what parts of nearby tree roots fall inside its bounding box, avoiding goofy crossthread neighbor lookups. Water meshing: Added water as a second mesh layer. Opaque faces draw against air or water (so you see the seabed), while water faces only emit against air. Performance upgrades: High render distances were causing massive frame stalls because the GPU arena buffer was running at 92% capacity and triggering full GPU resets. Bumped the arena from 8M to 16M quads (128 MB) and nuked a hidden O(N) chunk scan sooooo hopefully smooth sailing from now . What now?: Full pipeline runs at ~4.5ms (~0.9ms with shaders off). Up next: smoothing out face lighting with per-corner ambient occlusion (AO) baked into the greedy mesh and looking into SSR for water."}, {"post_id": 33323, "ts": "2026-07-23T04:07:54Z", "hours": 5.7403, "text": "voxel engine devlog #2 Threading turned into rendering turned into lighting turned into an actual world with caves in it, all in one sitting. This was NOT the plan but here we are lol. Threading: got gen + meshing off the main thread onto a real worker pool. Workers are just pure functions, voxels in results out through queues, so the only actual cross-thread headache was stopping a chunk from getting unloaded while another job was still reading it (fixed with a refcount). World output came out byte-identical to before which is exactly what I wanted, just moved where the work happens not what it produces. Worst case frame during a full re-stream is under 1ms now. One draw call: this was the fun one. Went from 349 draw calls (one per chunk, kind of wacko ngl) down to 1. GPU buffer stays persistently mapped, culling got moved into a compute shader, and the indirect draw pulls its own visible count straight off the GPU so it never even touches the CPU. Same exact pixels as before, just the CPU isn’t sitting there doing a bunch of pointless work anymore. Cave culling: engine now figures out which chunks you could actually see air through and just doesn’t draw the rest. Above ground that’s about 40% fewer chunks. My sealed test room underground was cutting 98%+ but that number came back down once real caves existed instead of one clean sealed box, which makes sense since it’s following actual connectivity now instead of a best case demo. Lighting: sky + block light through BFS, baked straight into the mesh so there’s no separate lighting pass at render time. Threw in a glow block to test with. Removing a light source zeroes it out exactly and adding it back restores it exactly, verified both instead of assuming it just works. Terrain + you can hit stuff now: swapped the flat test world for actual noise based terrain, caves carved with 3D noise instead of flat tunnels. Added raycasting so you can break/place blocks. Player movement runs on a fixed timestep so framerate literally cannot change how fast you move. Next up: lighting is flat per face right now, want that smoothed per corner eventually. also got one frame time spike during heavy cave streaming I need to go check out before it turns into an actual problem once flying through caves is a thing."}, {"post_id": 33131, "ts": "2026-07-22T19:16:08Z", "hours": 9.4881, "text": "voxel engine first devlog yayyyyyy!!!!!! Deadahh just wanted to put everything from the last few days into one initial devlog so I don’t have to keep yap too much. Started with basic OpenGL 4.6 and GLFW, instead of using string lookups for shaders which is clown behavior, everything uses explicit locations. I also set up a headless smoke test so the CI can render offscreen, check its own pixels, and pass without popping up a window and being too goofy. For debugging, I threw in an ImGui menu to track frames, draw calls, and memory without making the heap allocator crash out. Steady-state heap allocations are at zero right now + also flipped the depth buffer to reversed-D because standard depth buffers kaboom at long distances and make the textures Z-fight. The Mesher thingy The first mesher I built was literally just a mesher. A regular mesher. There was nothing special about it. It just emitted 6 expanded vertices per face which took up way too much space (615 KB a chunk) and was slow. I improved it and made a binary greedy mesher that packs an entire quad into a single 64-bit integer. It uses 64-bit bitwise column ops to merge faces instantly. 2.7x fewer triangles and 33x less memory. It’s so fast it takes like 0.05ms and I also ripped out VBOs completely for SSBO vertex pulling, meaning the GPU just reconstructs the geometry on the fly. There was one issue where the greedy mesher left microscopic sub-pixel holes everywhere so I kept seeing pinhole cracks, so I just bloated every quad by 0.001 so they overlap and cover it up (surely this works well enough). Chunks & Compressing Having raw voxel arrays was eating my RAM alive, so I used palette compression. If a chunk is entirely air or entirely stone, it just stores one ID now. If it’s mixed, it bit-packs the indices, this dropped voxel memory by 20x. We’re streaming a 21x21x4 chunk radius (like 2,100 chunks) and it only takes 6.6 MB. Added a chunk streaming manager so it loads in a ring around you. I had to put strict budgets on generation and meshing per frame, otherwise the game just freezes when you move too fast + CPU frustum culling means we only actually draw the chunks you’re looking at. What’s Next? Right now the engine is in the state of being too good and being too bad at the same time. It’s doing like 349 individual draw calls per frame (one for every visible chunk). It works, but it’s got some quirks that I need to kaboom first. Next up is building a persistent arena buffer and GPU-driven culling so we can collapse the entire world into ONE single draw call using indirect drawing."}]...
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Title: Voxelium by @notryaan | Stardance
Devlogs: Title: Voxelium by @notryaan | Stardance
Devlogs:
voxel engine first devlog yayyyyyy!!!!!! Deadahh just wanted to put everything from the last few days into one initial devlog so I don’t have to keep yap too much. Started with basic OpenGL 4.6 and GLFW, instead of using string lookups for shaders which is clown behavior, everything uses explicit locations. I also set up a headless smoke test so the CI can render offscreen, check its own pixels, and pass without popping up a window and being too goofy. For debugging, I threw in an ImGui menu to track frames, draw calls, and memory without making the heap allocator crash out. Steady-state heap allocations are at zero right now + also flipped the depth buffer to reversed-D because standard depth buffers kaboom at long distances and make the textures Z-fight. The Mesher thingy The first mesher I built was literally just a mesher. A regular mesher. There was nothing special about it. It just emitted 6 expanded vertices per face which took up way too much space (615 KB a chunk) and was slow. I improved it and made a binary greedy mesher that packs an entire quad into a single 64-bit integer. It uses 64-bit bitwise column ops to merge faces instantly. 2.7x fewer triangles and 33x less memory. It’s so fast it takes like 0.05ms and I also ripped out VBOs completely for SSBO vertex pulling, meaning the GPU just reconstructs the geometry on the fly. There was one issue where the greedy mesher left microscopic sub-pixel holes everywhere so I kept seeing pinhole cracks, so I just bloated every quad by 0.001 so they overlap and cover it up (surely this works well enough). Chunks & Compressing Having raw voxel arrays was eating my RAM alive, so I used palette compression. If a chunk is entirely air or entirely stone, it just stores one ID now. If it’s mixed, it bit-packs the indices, this dropped voxel memory by 20x. We’re streaming a 21x21x4 chunk radius (like 2,100 chunks) and it only takes 6.6 MB. Added a chunk streaming manager so it loads in a ring around you. I had to put strict budgets on generation and meshing per frame, otherwise the game just freezes when you move too fast + CPU frustum culling means we only actually draw the chunks you’re looking at. What’s Next? Right now the engine is in the state of being too good and being too bad at the same time. It’s doing like 349 individual draw calls per frame (one for every visible chunk). It works, but it’s got some quirks that I need to kaboom first. Next up is building a persistent arena buffer and GPU-driven culling so we can collapse the entire world into ONE single draw call using indirect drawing.
voxel engine devlog #2 Threading turned into rendering turned into lighting turned into an actual world with caves in it, all in one sitting. This was NOT the plan but here we are lol. Threading: got gen + meshing off the main thread onto a real worker pool. Workers are just pure functions, voxels in results out through queues, so the only actual cross-thread headache was stopping a chunk from getting unloaded while another job was still reading it (fixed with a refcount). World output came out byte-identical to before which is exactly what I wanted, just moved where the work happens not what it produces. Worst case frame during a full re-stream is under 1ms now. One draw call: this was the fun one. Went from 349 draw calls (one per chunk, kind of wacko ngl) down to 1. GPU buffer stays persistently mapped, culling got moved into a compute shader, and the indirect draw pulls its own visible count straight off the GPU so it never even touches the CPU. Same exact pixels as before, just the CPU isn’t sitting there doing a bunch of pointless work anymore. Cave culling: engine now figures out which chunks you could actually see air through and just doesn’t draw the rest. Above ground that’s about 40% fewer chunks. My sealed test room underground was cutting 98%+ but that number came back down once real caves existed instead of one clean sealed box, which makes sense since it’s following actual connectivity now instead of a best case demo. Lighting: sky + block light through BFS, baked straight into the mesh so there’s no separate lighting pass at render time. Threw in a glow block to test with. Removing a light source zeroes it out exactly and adding it back restores it exactly, verified both instead of assuming it just works. Terrain + you can hit stuff now: swapped the flat test world for actual noise based terrain, caves carved with 3D noise instead of flat tunnels. Added raycasting so you can break/place blocks. Player movement runs on a fixed timestep so framerate literally cannot change how fast you move. Next up: lighting is flat per face right now, want that smoothed per corner eventually. also got one frame time spike during heavy cave streaming I need to go check out before it turns into an actual problem once flying through caves is a thing.
voxel engine devlog #3 Shadows, post processing, save files, and actual trees. GPU arena overflow funny moments it was not pleasant to deal with + graphics overhaul (added water) Forward HDR & Shadows: Built a full pipeline with 3 cascade shadow maps, half-res SSAO, and Jimenez bloom. Shadows were super vertex-bound at first (5.12ms), but tightening the cascade splits chopped that straight down to 3.5ms. Saving to Disk (.vxr Region Files): Chunks now compress using varints (a cave chunk shrinks from 65 KB down to 5.7 KB). We now only save edited chunks as a diff against the noise seed while everything else regenerates on the fly. I tested it by blowing up a wall, flying a few thousand blocks away to evict it, flying back, and it reloaded intact from disk. Trees without neighbor lookups: Solved tree canopy generation across chunk borders by making them deferred. Each chunk calculates what parts of nearby tree roots fall inside its bounding box, avoiding goofy crossthread neighbor lookups. Water meshing: Added water as a second mesh layer. Opaque faces draw against air or water (so you see the seabed), while water faces only emit against air. Performance upgrades: High render distances were causing massive frame stalls because the GPU arena buffer was running at 92% capacity and triggering full GPU resets. Bumped the arena from 8M to 16M quads (128 MB) and nuked a hidden O(N) chunk scan sooooo hopefully smooth sailing from now . What now?: Full pipeline runs at ~4.5ms (~0.9ms with shaders off). Up next: smoothing out face lighting with per-corner ambient occlusion (AO) baked into the greedy mesh and looking into SSR for water.
Hallo pretty big changelog because I didn’t do anything for a bit oops TLDR; Cleaned out old bugs, did a performance pass, built actual world simulation and did a full graphics overhaul Bugs : Chunks were silently vanishing past a hardcoded cap that was way too low for default settings, no draw, no shadow, which turned out to be that “chunks glitch out while moving” bug. Fixed it plus streaky stars, a moon that looked like a tiny sun, and water growing phantom walls at chunk borders from an earlier fix. Teleporting somewhere far caused a 1004ms freeze. Profiled it instead of guessing and found the GPU arena was doing a full reset every time. Fixed properly and worst case is under 12ms now. Performance : Frame time was 15.5ms. Turned out shadows were re-rendering every single frame for no reason, only redrawing a cascade when it actually needs to cut that down 89% and dropped the whole frame in half to about 2.3ms. Built a couple things expecting wins that turned out to be losses when actually measured (one was 28% slower), and almost built a whole defrag system for the arena before realizing it wasn’t fragmentation, it was just too small so I bumped it up and the problem vanished on its own. Real world woahh : Flowing water, colored block light, ore veins that actually clump instead of speckling everywhere. Rewrote falling sand and gravel, the old version was doing 118k lookups a tick and never even stopped. Rebuilt caves properly using two noise fields overlapping instead of one, actual tunnels now instead of flat noodles. Also chunks exist at any height now, no ceiling at all. Building that surfaced 3 old bugs that had been broken this whole time. Graphicss : Water got reflections, caustics, underwater god rays. Found an evil ass NaN bug doing the caustics where the seabed was rendering as solid black rectangles until I caught it. Rain and snow are generated entirely in the vertex shader, so 30k drops cost one draw call and zero buffer uploads. Volumetric clouds and cloud shadows now share the same noise field so they can’t disagree with each other. Also fake normal maps with zero authored art, the pixel art textures already have the detail baked into their own shading so I just reused that as the normal map, completely free. Built and killed an atmosphere LUT after measuring it three separate times, kept losing to the simple hand tuned sky. Also fixed emitters like lamps flickering their own glow depending on the angle you looked at them. Next up is audio, a settings menu, and makign the game look better somehow
Hallo, audio and the settings menu are in like I said last time, plus a mountain of bugs I only found by actually sitting down and playing it TLDR; The game has sound now, a real title screen, settings with quality presets, and I fixed a ton of stuff that only showed up during long play sessions Audio: The world was dead silent so I added a bunch of CC0 sounds. Every block has its own break, place and footstep sound based on what it’s made of now instead of almost everything falling back to one generic clip. Jumping, landing (heavier sound if you fall from high up), getting in and out of water, all of that. Funniest part is the audio test was passing the whole time while the game made zero sound, it only checked that sounds were “playing”, not that anything came out of the speakers, so now it actually listens to the output. Also added ambience for every biome, birds, cicadas, frogs, desert wind, waves, gulls and cave drips. Some I generated myself from noise and some are real recordings. Menus: Proper settings menu with tabs and Low/Medium/High/Ultra presets. The presets actually change how much work the shaders do instead of just flipping effects on and off. Render scale got a sharpening pass so running it below 1 doesn’t look like mush anymore, and a few settings were quietly resetting every time you launched which is fixed. Made a real title screen too, you can type a seed or load a saved world and it shows the actual world behind the menu, it even previews the terrain as you type a seed. First version of it had buttons that did literally nothing when you clicked them lol. Also added a screenshot key, crash dumps and an app icon. Bugs (so many): The first block you broke after launching froze the game for like 10 seconds and every edit after that for another second or two. Sometimes the area you spawned in just never loaded and you had to fly to the nearest chunk. Flying fast made it look like the whole world was reloading. Ultra was loading a smaller world behind the loading screen and then doubling it the second you spawned, so the start was super laggy. Hard black blotches all over the terrain in the day turned out to be cloud shadows aliasing, and the checkered pattern on grassy slopes was ambient occlusion getting applied twice. Water had black spots at certain angles from the reflections freaking out, and weird streaks across lakes that turned out to be the ambient occlusion using the lake bed under the water instead of the surface. Caves were getting lit by the time of day which makes no sense, light fading off in visible rings is gone, and the leaf texture had no transparency so every tree was a solid blob this entire time. Did a lighting pass to make it look more like a shader pack, overdid it and everything was way too bright, so I dialed it back. Also killed contact shadows completely, they caused more problems than they fixed. Next up is making the world more interesting, new biomes, animals and better weather
Final devlog (probably) Terrain & World Gen The old terrain was hills everywhere with puddles in between, and the mountains were random spikes shooting straight up out of flat ground like something was stabbing the map from underneath. So I rewrote the whole generator. There’s real seas now with islands and deep water, and coasts start with a proper wide beach before the land slowly rises. Mountains come in long ranges with foothills, bare rock on the steep parts, a treeline and snow on top, and deserts are one big desert instead of a sand patch in the middle of nowhere. Getting the mountains right took way longer than I want to admit. First they went up like walls, then there were 40 block deep trenches running in perfectly straight lines for hundreds of blocks through the hills. Turned out the math that works out how far you are from the coast completely loses it deep inland, so now it looks out in eight directions for the actual coast instead of guessing. Old worlds keep their old terrain so nothing you built gets new ground under it. Caves & Structures Caves are actual caves now: huge caverns, long winding tunnels, ravines, water pooled at the bottom, and stalactites. They also don’t break out of the side of every hill anymore, which is where all those random gaps and chasms were coming from. Old mineshafts run through them with lamps and plank bridges over the drops, and there’s pyramids out in the desert with a lit room inside. There’s also something hidden under the pyramids but I’m not telling you what. Water & Animals Water has actual waves now, flat at the beach, bigger out in deep water, and way bigger in a storm. Also fixed far away water reflections breaking into lines. The animals were ghosts this whole time; you could walk straight through a turtle. Now they’re solid, punching one knocks it back and it runs off, and swimming into a school of fish scatters them. The fish were also translucent, fixed that. And the black squares that flashed on screen when it rained are gone (funny NaN issue). Lighting & Performance Caves are properly dark now unless something lights them, and lamp light hangs in the air a bit so lamps actually glow instead of just painting the wall. Lighting runs on its own thread now so it doesn’t eat into your frame, and sun shafts and lamp glow render at half resolution, which made them way cheaper and you can’t tell. Also fixed a bunch of random bugs: Game freezing for a few seconds when you broke a block somewhere new. The world sometimes thinking it was still loading forever. Memory getting corrupted when you closed the game. The settings back button hiding off the bottom of the screen at 720p.
OK FINAL DEVLOG ACTUALLY There were a few bugs from the previous one which I had to fix before release Tree tops looked unlit and forests looked really gloomy, even in full sun. The light was reaching them fine, the auto exposure was measuring the whole screen including the bright sky and darkening everything under it. It only measures the world now, so trees actually look lit Every new world had an old glowing test room carved underground in the same spot. It’s gone from new worlds, old worlds keep it so nothing in them changes- The game was running one of my internal tests every single time it launched, it doesn’t anymore There was a hidden launch option that crashed the game on purpose, left over from testing the crash reporter, removed
Ships:
Voxelium 1.0 First release!! Voxelium is a voxel game I built from scratch in C++ and OpenGL, no engine, just a lot of code. Endless worlds with real seas, mountain ranges, caves, weather and animals, and you can break and build whatever you want. What’s in it Endless worlds from a seed: seas with islands, wide beaches, mountain ranges with snow on top, big deserts and forests, and you can see about 5 km out Caves with huge caverns, tunnels and ravines, old mineshafts running through them, and it’s actually dark down there so bring lamps Lighthouses, shipwrecks, desert ruins and pyramids (there’s something under the pyramids) Water that flows, waves that go crazy in storms, coral reefs and kelp forests Weather that does its own thing: rain, snow that piles up and melts, thunderstorms with real lightning, mist over the water at sunrise Crabs, turtles, fish, jellyfish that glow at night, birds, butterflies and fireflies. You can punch them, they will run Every block has its own sounds and every biome has its own ambience Break and place blocks, 25 lamp colours, no height limit, save as many worlds as you want Low / Medium / High / Ultra presets so it runs on more than just my PC Controls WASD + mouse, space to jump, F5 walk/fly, hold left click to break, middle click to place, F4 hotbar, ESC settings, F3 debug stuff Tips Hit New World on the title screen and type a seed or roll one. Save from the ESC menu if you want to keep a world If Ultra is laggy, turn down detail dist in the settings first, it’s the biggest cost by far Big thanks to everyone on opengameart.org whose textures and sounds are in here, they’re all credited in the readme....
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KuuppaOS by @suklaasukkulayt | Stardance
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T10:31:12Z", "hours": 59.0, "multiplier": 14.44, "payout": 823, "blessing": "neutral", "text": "KuuppaOS A WebOS with many different apps and features . This has 17 apps , desktop icons, a taskbar with a start menu (for settings), weather and a calendar/clock . You can have a custom wallpaper , change app background color , blur and transparency or even turn on RGB mode . This even has a rubber-band selector . You can open, close, minimize, maximize and resize the apps. KuuppaOS also has many animations and a dog gallery that has photos of my dogs! More info on GitHub: https://github.com/suklaasukkulayt/kuuppaos GitHub has screenshots and link to a showcase video. (if you have already used this for some reason, go to Start Menu -> Open Settings -> Reset to defaults -> Save to local storage)", "repo": "https://github.com/suklaasukkulayt/kuuppaos", "demo": "https://kuuppaos.suklaasukkula.dev"}, {"ship_num": 2, "ts": "2026-07-14T14:56:01Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a webos for the webos 1 mission. It has draggable, resizable and closable windows, desktop icons, a bottom bar with a working clock and an open all windows button. There is six apps: Welcome which is just the welcome screen, TeXtpad which is a notepad, but it only supports one note at a time and it saves it locally to your browser, Weather which shows your local temperature, location and weather condition as an emoji and as text, Clock which is just an analog clock, KuuppaMusic (spotify) which plays the “lofi beats” spotify playlist from the spotify embed (it only plays the first 30s of every song) and KuuppaVid (YouTube) which plays Never Gonna Give You Up by Rick Astley from the YouTube embed. Github copilot is used for fixing some problems and for help and instructions for features like the weather app and autoplay when you open KuuppaVid.", "repo": "https://github.com/suklaasukkulayt/kuuppaos", "demo": "https://kuuppaos.suklaasukkula.dev"}]...
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[{"post_id": 78296, "ts": "202 [{"post_id": 78296, "ts": "2026-10-10T10:21:32Z", "hours": 0.5611, "text": "Devlog 20 This devlog wasn’t supposed to happen, because of that I lost 2 hours. I have now fixed more bugs and finished the README. Link to GitHub I’m gonna ship now. (please read my other devlogs they are better than this)"}, {"post_id": 77325, "ts": "2026-10-06T15:23:33Z", "hours": 12.0486, "text": "Devlog 19 The final devlog I have made many improvements. Also this is the final devlog of KuuppaOS before my second ship, it’s been a long journey. Last devlog I promised Now playing support to KuuppaBrowser but unfortunately, detecting if iframes are making sound isn’t possible with javascript. 2. I added an AI chatbot, KuuppaAI . It’s very kuuppa . It can detect some keywords and have different answers, it can for example code. 3. I removed the Weather desktop app and turned it into a taskbar app . Now if you have allowed location permission, it shows up next to clock . You can still click it and it opens the old weather app, but in a taskbar app style. 4. I changed the default app color , to a more transparent and blueish one. I think it looks a bit better . 5. I added more animations for a smoother experience. For example animations for the apps in the taskbar . 6. I added more dog photos . To be more specific, I added over a hundred dog photos more . When you open it for the first time, it takes a really long time to load them. That’s why I added a service worker (with help from AI) to keep the photos cached . 7. I added fonts to everything so it looks more professional and hopefully made the background higher resolution . 8. Now the cursor changes from grab to grabbing when dragging the windows around. 9. I added a hamburger menu icon so the start menu button looks more like a start menu button . 10. I also added an animation for closing the photos for the different dogs. 11. I added a maximise (/fullscreen) button for apps ! It also has an animation. 12. I added an RGB mode button to settings menu. It makes the apps constantly change their background color (I used a bit of help from AI to make it change through all colors) 13. I added a file type selector to TeXtpad , so now you can choose from .txt, .md, .html and .csv when exporting your TeXtpad text. Also this new functionality now shows in app store and about. I also made the textarea look a bit better . 14. I updated the project README . It still lacks a new screenshot though. 15. I fixed many bugs . Here is some of them: KuuppaMusic wouldn’t show up in the taskbar because of the animation I added for taskbar apps Terminal not showing about command defaults properly Bugs with fullscreen Fixes with dog photos Ghost game iframe having fixed with so it didn’t resize Shutdown and Reboot icons (for start menu) not loading on page load Reset to defaults button not working properly Dog gallery icon not showing in App store And some others! It has been a fun journey, thanks for supporting!"}, {"post_id": 73166, "ts": "2026-09-24T14:55:23Z", "hours": 8.5747, "text": "Devlog 18 Another big update I fixed the app store issue by adding a save button in the app store so make sure to click it after installing or removing many apps at a time . I added reboot and shutdown commands to Terminal. I also made it so you can’t type new commands during longer processes like installing apps with Terminal. I added a start menu ! It isn’t the craziest, but it has reboot, shutdown, open welcome screen and open settings buttons . (yes I removed the settings button from the taskbar!) There is also a now playing thing in the start menu . It supports both KuuppaVid and KuuppaMusic , and it shows the currently playing song. You can even stop the playback. I might update it to support KuuppaBrowser in the next (final) devlog. I also updated the opening/closing animations for the taskbar menus. I also added a export as .txt button to TeXtpad so now you can actually use it for something! I made it so the dog gallery images are only loaded when you want to see the images to speed up the loading process for the website . This is also because i’m adding more dog images in the next devlog! There is also a small loading animation now. I also fixed some stuff and added a simple how-to-use to the welcome screen . That’s all for now, but in the next and hopefully final devlog i’m adding: Now playing support to KuuppaBrowser, Weather to the taskbar, More dog images, Update about to admire TeXtpad’s new functionality, and maybe something else! who knows"}, {"post_id": 65473, "ts": "2026-09-10T17:03:52Z", "hours": 6.6594, "text": "Devlog 17 Big update I added a camera selector to Camera and a microphone selector to Recorder. I added a Dog gallery app where you can view photos of my dogs! (I might add more photos) I finally added the app store . Now you have to install all the apps and they save to your browser’s local storage. (If you install them too quickly the saving can fail, I will fix it) You can also install apps using the install command in Terminal . I updated some terminal commands. Now you can use the rubber band selector next to the app icons. I also made the login screen fade smoother. Idk that’s probably all (or maybe not). (I used help from AI to implement a proper local storage saving thing) I will ship soon! (hopefully)"}, {"post_id": 57373, "ts": "2026-08-29T14:35:39Z", "hours": 2.7381, "text": "Devlog 16 I added an audio recorder app . It’s pretty simple, you just hit record. (I used a tutorial for help) I added a loading/login screen that shows for a few seconds. (I used a tutorial for help) I added funny filters to Camera (like saturation, blur, greyscale, hue rotation etc.) I also added a color command to Terminal . I also updated some terminal commands like ‘about’ (I used a bit of AI for help) Current resolution now shows in Camera."}, {"post_id": 57241, "ts": "2026-08-29T10:49:19Z", "hours": 3.4614, "text": "Devlog 15 I added the About app (that I started last devlog). You can click the buttons that show info about that app . I added app background color changing to settings and also changed the Reset wallpaper button to instead a Reset to defaults button. I made the radio animation in KuuppaMusic smaller and it now scales better. I also fixed bugs with the taskbar music playing thing. Clock and HackCMD are now properly centered . Camera now records in 4K or the closest resolution instead of 720p. I also added a custom scrollbar so it fits the green theme. I also updated some terminal commands and fixed some bugs ."}, {"post_id": 54419, "ts": "2026-08-25T12:53:25Z", "hours": 6.2053, "text": "Devlog 14 I updated KuuppaVid , so now you can actually search YouTube videos ! (I used some help from AI) I also updated KuuppaMusic ! Now you can listen to Estonia’s radio station XFM ! (idk why I picked it) And when you minimize it, the song title shows up in the taskbar ! Also it has a cool radio animation . (I used a tutorial for the base of the custom player) I fixed many window bugs (like when resizing the window could go out of bounds). I updated terminal so now (some of) the commands are better and more up to date. I also added an info app, but it currently has no content. KuuppaOS is now almost completed!"}, {"post_id": 48730, "ts": "2026-08-17T08:01:40Z", "hours": 3.3106, "text": "Devlog 13 I added a camera app . You can take photos and they save to your device. (I used a tutorial for help) I added a new game . It’s a game I made in a coding class a while back. It’s a pacman like game where you run from ghosts. Your objective is to shoot the ghosts from WASD and you move from arrow keys. I also fixed some bugs."}, {"post_id": 46136, "ts": "2026-08-13T04:40:52Z", "hours": 3.3364, "text": "Devlog 12 This is a smaller update. I added tooltips to desktop app icons (text that shows up when you hover over the icons). I updated the header on apps so you can now drag the apps around easier . I fixed some bugs and changed some styling , like changing Hacking terminal’s name to HackCMD (I also changed the icon ). I added a normal terminal (inspired by @Makkonen ‘s LuckyOS terminal, go check his projects out!). It’s not finished, but you can type “help” to see all currently available commands!"}, {"post_id": 45024, "ts": "2026-08-11T05:27:08Z", "hours": 5.6133, "text": "Devlog 11 This is a bigger update than usual. I added pong so now you can play pong in KuuppaOS! Calendar now scales better on smaller screens. Settings and calendar buttons now have a hover effect . I added a minimize button!! Open and minimized apps are now in taskbar . I added closing and opening animations . Calculator now looks better . I added a rubber band selector (the funny blue box that comes up when you hold and drag your mouse on the desktop)! I also fixed some bugs . (AI used for debugging) Soon I will add an app store!"}, {"post_id": 43152, "ts": "2026-08-08T08:19:25Z", "hours": 2.6486, "text": "Devlog 10 I added a calculator app so now you can calculate :D Settings app is now connected to the taskbar and it looks better . It also saves locally to your browser I also added a calendar to the taskbar that opens when clicking the clock in the taskbar Icons are now properly visible also on smaller screens! Next devlog I will add a game and animations or a minimize button!"}, {"post_id": 41789, "ts": "2026-08-06T06:09:05Z", "hours": 1.3828, "text": "Devlog 9 I added a customization menu/settings . You can add a custom wallpaper and change app blur and transparency (i used help from github copilot for javascript). The settings app “icon” is currently in the taskbar, I might change it later. I added a working browser (with a little help from AI for javascript). It uses iframe so it can’t load all sites, but now you can have KuuppaOS in KuuppaOS in KuuppaOS :D Lastly I added google fonts to the site. Currently it’s only in the settings app and one button so I will add more. I will also make the desktop icons scale better for different sizes of screens."}, {"post_id": 40704, "ts": "2026-08-04T12:10:30Z", "hours": 2.5092, "text": "Devlog 8 I’m starting webos 2 and after it this webos will be pretty good. I added a hacking terminal (inspired by @Makkonen ‘s hacking terminal project. I used the same tutorial as him, but I removed all the useless code. I used github copilot to make it so you don’t type the full code snippet with every key press. I updated KuuppaVid . You can now watch any YT video with it if you enter the video ID. Javascript for it was made with github copilot. I added a painting app (inspired by @Makkonen ) using a tutorial I found. You can change the size and color of the pen and use the eraser. I found another tutorial I used for the download function (yes you can download your painting!) and then I used github copilot for the date in the file name. I also used github copilot to fix the bug where the drawing would not appear at your cursor. I also updated the OS with a new font and I removed the “open all windows” button from the taskbar! Also clicking the desktop icon again no longer closes the app. Next devlog i’m gonna add a customization menu!"}, {"post_id": 28243, "ts": "2026-07-14T11:57:03Z", "hours": 0.7064, "text": "Okay this is actually the final devlog. I added spotify(kuuppamusic) and youtube(kuuppavid) apps. They don’t really have any purpose but I still added them. From the spotify app you can listen to lofi beats, but because it’s an embed it doesn’t even play the full song. From the youtube app you can watch Never gonna give you up by Rick Astley (i didn’t know what else to put). For the youtube app i used github copilot to make the function to start autoplay only when the app is opened. I also updated readme. Now the project is ready to ship."}, {"post_id": 27750, "ts": "2026-07-13T16:07:23Z", "hours": 0.9994, "text": "Final devlog before first ship. Updated readme and added weather forecast emoji and location show with the help of github copilot. The location may or may not work depending on your device, it worked on my phone but i couldn’t get it working with my steam deck. I also fixed the problem where the clock app icon was bigger than the others. The weather now also updates every 10 mins."}, {"post_id": 27107, "ts": "2026-07-12T11:31:18Z", "hours": 1.4472, "text": "Finished the last part of the WebOS mission guide. I added a weather app (I got instructions from copilot in vs code), a clock app (I found a tutorial online), made all windows resizable, fixed some bugs (hopefully) like taskbar being too long and the website being too tall so the scroll bar would always show. I also fixed the bug where you could drag windows and then you couldn’t reach them (with a little help from copilot in vscode). The resize thing is kinda hidden in the window border but you can see it a little."}, {"post_id": 26749, "ts": "2026-07-11T18:36:58Z", "hours": 2.5356, "text": "Finally finished the fourth part of the WebOS mission guide. I had some problems with scripts for the new app so I used github copilot in vscode to fix some. Yes, i also added a second app! It’s not the best but it’s like notepad but worse (atleast right now). It only supports one note at a time, but at least it saves locally to your browser so hopefully you don’t lose your one note :D. It also has a desktop icon that opens and closes the app. Many things will change later, like all the 100+ meaningless commits that actually will hopefully stop right NOW, because I got a new way to test the site without deploying: Live server vs code extension. I guess that’s all for now"}, {"post_id": 25973, "ts": "2026-07-10T14:46:38Z", "hours": 3.0603, "text": "Finally completed the third part of the WebOS mission guide (it took so long because I had problems with customization). Made the top bar a bottom bar and added rounded corners, you can now drag the window from the window title (tell me how to make the title smaller and centered while the close button being in the right corner because that stopped working when I made the two divs be at the same row) you can also close it from the red close button and you can reopen it from the bottom bar. I also changed the welcome screen a little. Also the code is now split in three parts."}, {"post_id": 24240, "ts": "2026-07-07T17:47:16Z", "hours": 0.6725, "text": "Just finished the second part of the WebOS mission guide. Now it has top bar with working clock(and font and blur), wallpaper, welcome window with colored background and dashed border with rounded corners. I also added a second link to the welcome screen. Starting to look better already."}, {"post_id": 24096, "ts": "2026-07-07T13:18:38Z", "hours": 0.6594, "text": "I just finished the first part of the WebOS mission guide (and started the second). I will still probably edit the welcome screen after this devlog. There’s nothing special about this yet, but it has a font, text and background color, image with custom size and rounded corners, link to stardance website and text."}]...
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Title: KuuppaOS by @suklaasukkulayt | Stardance
D Title: KuuppaOS by @suklaasukkulayt | Stardance
Devlogs:
I just finished the first part of the WebOS mission guide (and started the second). I will still probably edit the welcome screen after this devlog. There’s nothing special about this yet, but it has a font, text and background color, image with custom size and rounded corners, link to stardance website and text.
Just finished the second part of the WebOS mission guide. Now it has top bar with working clock(and font and blur), wallpaper, welcome window with colored background and dashed border with rounded corners. I also added a second link to the welcome screen. Starting to look better already.
Finally completed the third part of the WebOS mission guide (it took so long because I had problems with customization). Made the top bar a bottom bar and added rounded corners, you can now drag the window from the window title (tell me how to make the title smaller and centered while the close button being in the right corner because that stopped working when I made the two divs be at the same row) you can also close it from the red close button and you can reopen it from the bottom bar. I also changed the welcome screen a little. Also the code is now split in three parts.
Finally finished the fourth part of the WebOS mission guide. I had some problems with scripts for the new app so I used github copilot in vscode to fix some. Yes, i also added a second app! It’s not the best but it’s like notepad but worse (atleast right now). It only supports one note at a time, but at least it saves locally to your browser so hopefully you don’t lose your one note :D. It also has a desktop icon that opens and closes the app. Many things will change later, like all the 100+ meaningless commits that actually will hopefully stop right NOW, because I got a new way to test the site without deploying: Live server vs code extension. I guess that’s all for now
Finished the last part of the WebOS mission guide. I added a weather app (I got instructions from copilot in vs code), a clock app (I found a tutorial online), made all windows resizable, fixed some bugs (hopefully) like taskbar being too long and the website being too tall so the scroll bar would always show. I also fixed the bug where you could drag windows and then you couldn’t reach them (with a little help from copilot in vscode). The resize thing is kinda hidden in the window border but you can see it a little.
Final devlog before first ship. Updated readme and added weather forecast emoji and location show with the help of github copilot. The location may or may not work depending on your device, it worked on my phone but i couldn’t get it working with my steam deck. I also fixed the problem where the clock app icon was bigger than the others. The weather now also updates every 10 mins.
Okay this is actually the final devlog. I added spotify(kuuppamusic) and youtube(kuuppavid) apps. They don’t really have any purpose but I still added them. From the spotify app you can listen to lofi beats, but because it’s an embed it doesn’t even play the full song. From the youtube app you can watch Never gonna give you up by Rick Astley (i didn’t know what else to put). For the youtube app i used github copilot to make the function to start autoplay only when the app is opened. I also updated readme. Now the project is ready to ship.
Devlog 8 I’m starting webos 2 and after it this webos will be pretty good. I added a hacking terminal (inspired by @Makkonen ‘s hacking terminal project. I used the same tutorial as him, but I removed all the useless code. I used github copilot to make it so you don’t type the full code snippet with every key press. I updated KuuppaVid . You can now watch any YT video with it if you enter the video ID. Javascript for it was made with github copilot. I added a painting app (inspired by @Makkonen ) using a tutorial I found. You can change the size and color of the pen and use the eraser. I found another tutorial I used for the download function (yes you can download your painting!) and then I used github copilot for the date in the file name. I also used github copilot to fix the bug where the drawing would not appear at your cursor. I also updated the OS with a new font and I removed the “open all windows” button from the taskbar! Also clicking the desktop icon again no longer closes the app. Next devlog i’m gonna add a customization menu!
Devlog 9 I added a customization menu/settings . You can add a custom wallpaper and change app blur and transparency (i used help from github copilot for javascript). The settings app “icon” is currently in the taskbar, I might change it later. I added a working browser (with a little help from AI for javascript). It uses iframe so it can’t load all sites, but now you can have KuuppaOS in KuuppaOS in KuuppaOS :D Lastly I added google fonts to the site. Currently it’s only in the settings app and one button so I will add more. I will also make the desktop icons scale better for different sizes of screens.
Devlog 10 I added a calculator app so now you can calculate :D Settings app is now connected to the taskbar and it looks better . It also saves locally to your browser I also added a calendar to the taskbar that opens when clicking the clock in the taskbar Icons are now properly visible also on smaller screens! Next devlog I will add a game and animations or a minimize button!
Devlog 11 This is a bigger update than usual. I added pong so now you can play pong in KuuppaOS! Calendar now scales better on smaller screens. Settings and calendar buttons now have a hover effect . I added a minimize button!! Open and minimized apps are now in taskbar . I added closing and opening animations . Calculator now looks better . I added a rubber band selector (the funny blue box that comes up when you hold and drag your mouse on the desktop)! I also fixed some bugs . (AI used for debugging) Soon I will add an app store!
Devlog 12 This is a smaller update. I added tooltips to desktop app icons (text that shows up when you hover over the icons). I updated the header on apps so you can now drag the apps around easier . I fixed some bugs and changed some styling , like changing Hacking terminal’s name to HackCMD (I also changed the icon ). I added a normal terminal (inspired by @Makkonen ‘s LuckyOS terminal, go check his projects out!). It’s not finished, but you can type “help” to see all currently available commands!
Devlog 13 I added a camera app . You can take photos and they save to your device. (I used a tutorial for help) I added a new game . It’s a game I made in a coding class a while back. It’s a pacman like game where you run from ghosts. Your objective is to shoot the ghosts from WASD and you move from arrow keys. I also fixed some bugs.
Devlog 14 I updated KuuppaVid , so now you can actually search YouTube videos ! (I used some help from AI) I also updated KuuppaMusic ! Now you can listen to Estonia’s radio station XFM ! (idk why I picked it) And when you minimize it, the song title shows up in the taskbar ! Also it has a cool radio animation . (I used a tutorial for the base of the custom player) I fixed many window bugs (like when resizing the window could go out of bounds). I updated terminal so now (some of) the commands are better and more up to date. I also added an info app, but it currently has no content. KuuppaOS is now almost completed!
Devlog 15 I added the About app (that I started last devlog). You can click the buttons that show info about that app . I added app background color changing to settings and also changed the Reset wallpaper button to instead a Reset to defaults button. I made the radio animation in KuuppaMusic smaller and it now scales better. I also fixed bugs with the taskbar music playing thing. Clock and HackCMD are now properly centered . Camera now records in 4K or the closest resolution instead of 720p. I also added a custom scrollbar so it fits the green theme. I also updated some terminal commands and fixed some bugs .
Devlog 16 I added an audio recorder app . It’s pretty simple, you just hit record. (I used a tutorial for help) I added a loading/login screen that shows for a few seconds. (I used a tutorial for help) I added funny filters to Camera (like saturation, blur, greyscale, hue rotation etc.) I also added a color command to Terminal . I also updated some terminal commands like ‘about’ (I used a bit of AI for help) Current resolution now shows in Camera.
Devlog 17 Big update I added a camera selector to Camera and a microphone selector to Recorder. I added a Dog gallery app where you can view photos of my dogs! (I might add more photos) I finally added the app store . Now you have to install all the apps and they save to your browser’s local storage. (If you install them too quickly the saving can fail, I will fix it) You can also install apps using the install command in Terminal . I updated some terminal commands. Now you can use the rubber band selector next to the app icons. I also made the login screen fade smoother. Idk that’s probably all (or maybe not). (I used help from AI to implement a proper local storage saving thing) I will ship soon! (hopefully)
Devlog 18 Another big update I fixed the app store issue by adding a save button in the app store so make sure to click it after installing or removing many apps at a time . I added reboot and shutdown commands to Terminal. I also made it so you can’t type new commands during longer processes like installing apps with Terminal. I added a start menu ! It isn’t the craziest, but it has reboot, shutdown, open welcome screen and open settings buttons . (yes I removed the settings button from the taskbar!) There is also a now playing thing in the start menu . It supports both KuuppaVid and KuuppaMusic , and it shows the currently playing song. You can even stop the playback. I might update it to support KuuppaBrowser in the next (final) devlog. I also updated the opening/closing animations for the taskbar menus. I also added a export as .txt button to TeXtpad so now you can actually use it for something! I made it so the dog gallery images are only loaded when you want to see the images to speed up the loading process for the website . This is also because i’m adding more dog images in the next devlog! There is also a small loading animation now. I also fixed some stuff and added a simple how-to-use to the welcome screen . That’s all for now, but in the next and hopefully final devlog i’m adding: Now playing support to KuuppaBrowser, Weather to the taskbar, More dog images, Update about to admire TeXtpad’s new functionality, and maybe something else! who knows
Devlog 19 The final devlog I have made many improvements. Also this is the final devlog of KuuppaOS before my second ship, it’s been a long journey. Last devlog I promised Now playing support to KuuppaBrowser but unfortunately, detecting if iframes are making sound isn’t possible with javascript. 2. I added an AI chatbot, KuuppaAI . It’s very kuuppa . It can detect some keywords and have different answers, it can for example code. 3. I removed the Weather desktop app and turned it into a taskbar app . Now if you have allowed location permission, it shows up next to clock . You can still click it and it opens the old weather app, but in a taskbar app style. 4. I changed the default app color , to a more transparent and blueish one. I think it looks a bit better . 5. I added more animations for a smoother experience. For example animations for the apps in the taskbar . 6. I added more dog photos . To be more specific, I added over a hundred dog photos more . When you open it for the first time, it takes a really long time to load them. That’s why I added a service worker (with help from AI) to keep the photos cached . 7. I added fonts to everything so it looks more professional and hopefully made the background higher resolution . 8. Now the cursor changes from grab to grabbing when dragging the windows around. 9. I added a hamburger menu icon so the start menu button looks more like a start menu button . 10. I also added an animation for closing the photos for the different dogs. 11. I added a maximise (/fullscreen) button for apps ! It also has an animation. 12. I added an RGB mode button to settings menu. It makes the apps constantly change their background color (I used a bit of help from AI to make it change through all colors) 13. I added a file type selector to TeXtpad , so now you can choose from .txt, .md, .html and .csv when exporting your TeXtpad text. Also this new functionality now shows in app store and about. I also made the textarea look a bit better . 14. I updated the project README . It still lacks a new screenshot though. 15. I fixed many bugs . Here is some of them: KuuppaMusic wouldn’t show up in the taskbar because of the animation I added for taskbar apps Terminal not showing about command defaults properly Bugs with fullscreen Fixes with dog photos Ghost game iframe having fixed with so it didn’t resize Shutdown and Reboot icons (for start menu) not loading on page load Reset to defaults button not working properly Dog gallery icon not showing in App store And some others! It has been a fun journey, thanks for supporting!
Devlog 20 This devlog wasn’t supposed to happen, because of that I lost 2 hours. I have now fixed more bugs and finished the README. Link to GitHub I’m gonna ship now. (please read my other devlogs they are better than this)
Ships:
I made a webos for the webos 1 mission. It has draggable, resizable and closable windows, desktop icons, a bottom bar with a working clock and an open all windows button. There is six apps: Welcome which is just the welcome screen, TeXtpad which is a notepad, but it only supports one note at a time and it saves it locally to your browser, Weather which shows your local temperature, location and weather condition as an emoji and as text, Clock which is just an analog clock, KuuppaMusic (spotify) which plays the “lofi beats” spotify playlist from the spotify embed (it only plays the first 30s of every song) and KuuppaVid (YouTube) which plays Never Gonna Give You Up by Rick Astley from the YouTube embed. Github copilot is used for fixing some problems and for help and instructions for features like the weather app and autoplay when you open KuuppaVid.
KuuppaOS A WebOS with many different apps and features . This has 17 apps , desktop icons, a taskbar with a start menu (for settings), weather and a calendar/clock . You can have a custom wallpaper , change app background color , blur and transparency or even turn on RGB mode . This even has a rubber-band selector . You can open, close, minimize, maximize and resize the apps. KuuppaOS also has many animations and a dog gallery that has photos of my dogs! More info on GitHub: https://github.com/suklaasukkulayt/kuuppaos GitHub has screenshots and link to a showcase video. (if you have already used this for some reason, go to Start Menu -> Open Settings -> Reset to defaults -> Save to local storage)...
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Kutus by @shivakaushal | Stardance
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shivakaushal
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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": "2026-10-10T08:30:24Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make a slack bot that was a mission of Stardance. I literally have no idea that how I will make the bot but through the guides, I learned how to make a slack bot and also did it. Now if I get a chance to make a new bot, I don’t need guide anymore.", "repo": "https://github.com/ThisShivaKaushal/kutus", "demo": "https://hackclub.enterprise.slack.com/archives/C0C838FF493"}]...
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[{"post_id": 77890, "ts": "202 [{"post_id": 77890, "ts": "2026-10-08T17:49:06Z", "hours": 0.9039, "text": "Finally I had made some more command, and I’m ready to host it on nest, and it is working perfectly with these command, given in image, and I will also add one more in future."}, {"post_id": 77843, "ts": "2026-10-08T14:25:15Z", "hours": 0.8164, "text": "Finally, I have added here command, and I think I will add more. But the /kutus-hqweather, tell about the weather of Hackclub HQ. And I think Shelburne, vermont is the correct location of Hq"}]...
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Title: Kutus by @shivakaushal | Stardance
Devlogs Title: Kutus by @shivakaushal | Stardance
Devlogs:
Finally, I have added here command, and I think I will add more. But the /kutus-hqweather, tell about the weather of Hackclub HQ. And I think Shelburne, vermont is the correct location of Hq
Finally I had made some more command, and I’m ready to host it on nest, and it is working perfectly with these command, given in image, and I will also add one more in future.
Ships:
I make a slack bot that was a mission of Stardance. I literally have no idea that how I will make the bot but through the guides, I learned how to make a slack bot and also did it. Now if I get a chance to make a new bot, I don’t need guide anymore....
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1792817477.6921868
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1792903877.6921868
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