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42834
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Manual OS by @troksaroberts | Stardance
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troksaroberts
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2
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34.0
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308
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T21:46:33Z", "hours": 25.0, "multiplier": 12.58, "payout": 308, "blessing": "neutral", "text": "The idea is that to use apps and use basic OS functionality you have to install packages through console! To enable this “OS MODE” you need to choose “EVERYTHING MANUAL” in the lock screen! I am really proud of how comfy and functional OS became, how you can scale and scale it even more, and more. It was the right choice to think about project future in the beggining, and maybe overthink project architecture. To test project press “Try project” or press link . What will you see: Booting screen Lock screen, to continue press “Space” Input to enter your username (enter at least three characters) Choose what mode you want (everything preinstalled or everything manual) - for fast test you can choose everything preinstalled, but if you want to really suffer from idea in the begginning then chooose everything manual!", "repo": "https://github.com/RobertsRob/Manual_OS", "demo": "https://robertsrob.github.io/Manual_OS/"}, {"ship_num": 2, "ts": "2026-08-05T13:42:54Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a fully working WEB OS with draggable windows and multiple applications (trash bin - for decor, web browser - that accepts only urls and of course notepad). The thing that I am most proud of is funcional taskbar. To test my project just click “try project” and open apps by double clicking on desktop applications. BTW desktop icons are also draggable.", "repo": "https://github.com/RobertsRob/Manual_OS", "demo": "https://robertsrob.github.io/Manual_OS/"}]...
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[{"post_id": 66201, "ts": "202 [{"post_id": 66201, "ts": "2026-09-11T21:29:15Z", "hours": 6.6028, "text": "Video game in my OS I added a functionality to the trash app. Now to clear “cache” in my OS, you have to play a game where you need to catapult trash to target. Controlls: Input ranges - vertical and horizontal trajectory Enter or SHOOT button - launch R - restart game after loss Also you can sometimes delete needed information for OS functionality and will be activated self destruction mode Game is written with a bit of math and html canvas)"}, {"post_id": 63836, "ts": "2026-09-07T20:12:56Z", "hours": 2.0031, "text": "Polished + Image Viewer Now you can open Images and ZOOM IN I also added a lot of content - text file and funny jokes even small puzzle ) You can also use basic search in File Explorer as well as going to specefic folder by typing it in path input."}, {"post_id": 63701, "ts": "2026-09-07T17:08:13Z", "hours": 3.4933, "text": "Update of the File Explorer In this addition i added more manuality to basic functions and huge amount of small fixes that enabled me to add new things. Some small updates: Added seconds to time Skip option for booting screent by pressing ESC Everything preinstalled is now a default so testers will be able to use system more easily Also as it is shown in the image now there is new look to File Exlorer and it can now open txt files in notepad, though some of functions like searching are not working yet. Images one of which is stored in Documents folder is opening as text in notepad showing link. Next update I will polish File Explorer and add Image Viewer"}, {"post_id": 53199, "ts": "2026-08-23T17:15:45Z", "hours": 3.0419, "text": "First steps of MANUALITY Toady I added two main thing and first is the taskbar update - was added decorative icon and time in right side (hh:mm:ss and dd:mm:yyyy) Also I added install command that shows animation of installation as well as changes in dictionary that package was installed. For now it doesnt work - system feels as everything preinstalled but next thing to do is to add restrictions to system usage without proper installations."}, {"post_id": 44858, "ts": "2026-08-10T21:54:02Z", "hours": 2.7164, "text": "More commands and boot screen I reworked app opening logic so now you can open an app with one terminal command, like notepad or web . Also now before lock screen booting screen can be seen. It shows ~350 lines of some made up text to imitate linux boot screen. It takes about 5.5 seconds to boot up."}, {"post_id": 43365, "ts": "2026-08-08T15:55:08Z", "hours": 3.2469, "text": "Lock screen and neofetch like command Today I added lock screen where you choose your username and whether you want to use this system in manual mode. Also I added command neofetch to show ManualOS logo in console. You can try current version using this link: https://robertsrob.github.io/Manual_OS/"}, {"post_id": 42950, "ts": "2026-08-07T22:46:48Z", "hours": 3.3981, "text": "Terminal Now that is the projects main part - terminal installs - manual part . User will have to install packages to do something - open apps, close apps, minimize apps - super MANUAL, so disk is not flooded with unnecessary packages. Today I added terminal and help command, with plans to expand amount of commands. Interesting part of implementation was color setup - I made terminal structure rework from initial idea. With this console structure I can easily write new colors to show in terminal. There is also easter egg)). Whats next: Command expansion and make them actually work Lock screen Manuality other fun stuff P.S. Manu testers may be fooled, but you can actually open multiple windows of the same app, as much as you want, just like in Linux or any other OS."}, {"post_id": 41018, "ts": "2026-08-04T22:25:15Z", "hours": 1.4872, "text": "Functional taskbar and notepad Now taskbar is not a decoration it is a functinable piece of software. You can choose app to open, choose whats app is on top of other and minimizing works. If you minimize app now pressing in the taskbar you can bring it back! Now thats pretty cool HUH? 😅 Also I added Notepad where you can write something, no functionaluty for now only textarea but looks goood. Also used backdrop-filter: blur(25px) to blur backgrounds, looks good to me."}, {"post_id": 40151, "ts": "2026-08-03T15:35:14Z", "hours": 1.6078, "text": "Window controll buttons Today I added options for users to maximize, minimize and close windows, also i added so windows now have adjustable priority and you can controll which windows are on top of others by clicking on them. Here is a video of functionality showcase:"}, {"post_id": 39705, "ts": "2026-08-02T20:46:36Z", "hours": 1.9425, "text": "Added windows and added browser application I added so when you double click on icon the window with app opens. Also browser was added. It is not google, funny thing google simply doesnt work in iframe. Also these windows are draggable from left side . You can write a url and press Enter , then site will be loaded. In exaples can be seen Wikipedia and my other project - Authentication template ) If you want to try current version you can visit this link: https://robertsrob.github.io/Manual_OS/"}, {"post_id": 39491, "ts": "2026-08-02T13:57:17Z", "hours": 3.7544, "text": "I started my Manual OS The idea is to make Web OS where nothing is installed and you have to install everything manually. There will be two options to use complete instalation or do manualy . Right now i am building main part then to split it and make users to install by parts everything (instalation is only in UI)"}]...
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Title: Manual OS by @troksaroberts | Stardance
De Title: Manual OS by @troksaroberts | Stardance
Devlogs:
I started my Manual OS The idea is to make Web OS where nothing is installed and you have to install everything manually. There will be two options to use complete instalation or do manualy . Right now i am building main part then to split it and make users to install by parts everything (instalation is only in UI)
Added windows and added browser application I added so when you double click on icon the window with app opens. Also browser was added. It is not google, funny thing google simply doesnt work in iframe. Also these windows are draggable from left side . You can write a url and press Enter , then site will be loaded. In exaples can be seen Wikipedia and my other project - Authentication template ) If you want to try current version you can visit this link: https://robertsrob.github.io/Manual_OS/
Window controll buttons Today I added options for users to maximize, minimize and close windows, also i added so windows now have adjustable priority and you can controll which windows are on top of others by clicking on them. Here is a video of functionality showcase:
Functional taskbar and notepad Now taskbar is not a decoration it is a functinable piece of software. You can choose app to open, choose whats app is on top of other and minimizing works. If you minimize app now pressing in the taskbar you can bring it back! Now thats pretty cool HUH? 😅 Also I added Notepad where you can write something, no functionaluty for now only textarea but looks goood. Also used backdrop-filter: blur(25px) to blur backgrounds, looks good to me.
Terminal Now that is the projects main part - terminal installs - manual part . User will have to install packages to do something - open apps, close apps, minimize apps - super MANUAL, so disk is not flooded with unnecessary packages. Today I added terminal and help command, with plans to expand amount of commands. Interesting part of implementation was color setup - I made terminal structure rework from initial idea. With this console structure I can easily write new colors to show in terminal. There is also easter egg)). Whats next: Command expansion and make them actually work Lock screen Manuality other fun stuff P.S. Manu testers may be fooled, but you can actually open multiple windows of the same app, as much as you want, just like in Linux or any other OS.
Lock screen and neofetch like command Today I added lock screen where you choose your username and whether you want to use this system in manual mode. Also I added command neofetch to show ManualOS logo in console. You can try current version using this link: https://robertsrob.github.io/Manual_OS/
More commands and boot screen I reworked app opening logic so now you can open an app with one terminal command, like notepad or web . Also now before lock screen booting screen can be seen. It shows ~350 lines of some made up text to imitate linux boot screen. It takes about 5.5 seconds to boot up.
First steps of MANUALITY Toady I added two main thing and first is the taskbar update - was added decorative icon and time in right side (hh:mm:ss and dd:mm:yyyy) Also I added install command that shows animation of installation as well as changes in dictionary that package was installed. For now it doesnt work - system feels as everything preinstalled but next thing to do is to add restrictions to system usage without proper installations.
Update of the File Explorer In this addition i added more manuality to basic functions and huge amount of small fixes that enabled me to add new things. Some small updates: Added seconds to time Skip option for booting screent by pressing ESC Everything preinstalled is now a default so testers will be able to use system more easily Also as it is shown in the image now there is new look to File Exlorer and it can now open txt files in notepad, though some of functions like searching are not working yet. Images one of which is stored in Documents folder is opening as text in notepad showing link. Next update I will polish File Explorer and add Image Viewer
Polished + Image Viewer Now you can open Images and ZOOM IN I also added a lot of content - text file and funny jokes even small puzzle ) You can also use basic search in File Explorer as well as going to specefic folder by typing it in path input.
Video game in my OS I added a functionality to the trash app. Now to clear “cache” in my OS, you have to play a game where you need to catapult trash to target. Controlls: Input ranges - vertical and horizontal trajectory Enter or SHOOT button - launch R - restart game after loss Also you can sometimes delete needed information for OS functionality and will be activated self destruction mode Game is written with a bit of math and html canvas)
Ships:
I made a fully working WEB OS with draggable windows and multiple applications (trash bin - for decor, web browser - that accepts only urls and of course notepad). The thing that I am most proud of is funcional taskbar. To test my project just click “try project” and open apps by double clicking on desktop applications. BTW desktop icons are also draggable.
The idea is that to use apps and use basic OS functionality you have to install packages through console! To enable this “OS MODE” you need to choose “EVERYTHING MANUAL” in the lock screen! I am really proud of how comfy and functional OS became, how you can scale and scale it even more, and more. It was the right choice to think about project future in the beggining, and maybe overthink project architecture. To test project press “Try project” or press link . What will you see: Booting screen Lock screen, to continue press “Space” Input to enter your username (enter at least three characters) Choose what mode you want (everything preinstalled or everything manual) - for fast test you can choose everything preinstalled, but if you want to really suffer from idea in the begginning then chooose everything manual!...
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1793141725.3197222
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1793228125.3197222
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44477
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MeowGame! by @CharlieCatMeow | Stardance
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CharlieCatMeow
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2
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34.0
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431
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T15:23:00Z", "hours": 29.0, "multiplier": 14.72, "payout": 431, "blessing": "neutral", "text": "MeowGame MeowGame is a forest-themed WarioWare style game featuring 7 minigames! All art is drawn by me, it’s my first time doing this, so don’t expect it to look fabulous. The minigames: Platformer Clicking Game Fly through obstacles (Like Flappy Bird) Collect falling fruit Jump over spiky bushes Climb to the top (Kind of like Doodle Jump) Maneuver a raft There’s also a pause menu, just press the Esc key. If you’re stuck, the controls are shown during the intermission just before the game. It took me quite a while to get accustomed to everything, from the basic Godot UI to drawing the pixel art. I learned quite a lot throughout this whole process and am pretty happy about the result. Looking back, there are definitely things I would’ve done differently, but as my first step into game development this is pretty good I think. I redid a bunch of stuff on the way and kept changing stuff. it took me a while to get a unified theme going (forest and stuff) Also if you haven’t noticed, the character I drew is inspired from Sekiro. Drawing that character was the hardest, especially the walking animation.", "repo": "https://github.com/CharlieTheCatMeow/WarioWare-Game", "demo": "https://charliecatmeow.itch.io/meowgame"}, {"ship_num": 2, "ts": "2026-08-06T16:08:52Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "(Please read the README first) MeowGame! is a WarioWare inspired game with two minigames: A platformer and a clicker game. The difficulty is very easy please keep that in mind. The art is all drawn by hand so it may look a bit silly. Quite a fun experience creating my first game. I got a grasp of the basics of Godot now and am excited to further develog this game.", "repo": "https://github.com/CharlieTheCatMeow/WarioWare-Game", "demo": "https://charliecatmeow.itch.io/meowgame"}]...
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[{"post_id": 66655, "ts": "202 [{"post_id": 66655, "ts": "2026-09-12T14:47:10Z", "hours": 2.9856, "text": "MeowGame Devlog #12 Even more fixes and small changes Some more decoration and visual stuff I added some bushes in the background of two minigames. I also adjusted the lighting a bit. Particle changes I changed the particles a bit. Some of them should be more noticable now. Pause menu update You can now find settings inside the pause menu. Audio fix I found out the volume that was being changed with the slider in the game settings wasn’t working probably, so I fixed that. Timer changes I changed the timers on some minigames so the game is a bit more balanced. Clicking sound There is now a sound when you click menu buttons because why not Timer visibility The timer wasn’t visible in one or two minigames, so that’s fixed too. README I also updated the README a bit in preperation for shipping. That should be all"}, {"post_id": 61577, "ts": "2026-09-04T15:36:35Z", "hours": 2.7022, "text": "MeowGame Devlog #11 More stuff Pause menu I added a pause menu. You can choose to return to the main menu now. Thanks to whoever gave me this idea. Some particles I added a few particles to some levels. The first minigame I changed it a bit and also added some lanterns Controls Controls for the next minigame are now visible during the intermission. Also added arrow keys and stuff back into the controls. Ambient sound I added ambient sound to all levels (I think)"}, {"post_id": 57420, "ts": "2026-08-29T15:43:02Z", "hours": 3.0892, "text": "MeowGame Devlog #10 (Wow a 10th devlog already) Normal maps and god rays God rays I found a shader for god rays online and decided to put them in my scenes. Very pretty things they are Normal Maps I found out that normal maps exist. I proceeded to add a normal map to almost every texture in the game. It isn’t a huge difference but it’s there and that’s cool."}, {"post_id": 52884, "ts": "2026-08-23T08:19:18Z", "hours": 2.0542, "text": "MeowGame Devlog #9 Some small stuff I did some performance improvements and added some particle effects. I added a falling leaves effect to the 4th minigame (I think) and added some wind particles to a few other minigames. I had to change the particles from GPUParticles2d to CPUParticles2d, otherwise the browser lags for some reason. I forgot what else I may have done that wasn’t there before."}, {"post_id": 48062, "ts": "2026-08-16T10:50:12Z", "hours": 7.5864, "text": "MeowGame! Devlog #8 It’s a long one, I got a bit carried away I changed some minigames so that it all fits one theme (forests and stuff) Changed the Pong minigame into a game where you have to collect fruit that falls from a tree. Also replaced the racing game with a minigame kinda like Geometry Dash. Changed the art on the flappy bird game to fit the forest theme more. More minigames! I added two more minigames (I think) A doodle jump game where you have to reach the top. A game where you have to maneuver a raft through obstacles Also did some minor quality of life improvements. That’s all :D"}, {"post_id": 44762, "ts": "2026-08-10T19:14:10Z", "hours": 2.2844, "text": "Let there be light MeowGame! Devlog #7 I started experimenting with lights. I recently found out that lights and stuff exist in 2d, so I experimented a bit. I added some lights and glow to my first platformer minigame. I also spent some time redrawing the player sprite. I wanted to have one that’s a bit more detailed to avoid a big difference in pixel size. That’s all :D"}, {"post_id": 43963, "ts": "2026-08-09T12:59:02Z", "hours": 3.2581, "text": "MeowGame! Devlog #6 Top down racing game I added a top down racing game, you have to complete one lap before the timer ends. I also experimented a bit with lighting and stuff. I don’t quite understand it yet but it looks fun."}, {"post_id": 43259, "ts": "2026-08-08T12:47:03Z", "hours": 2.4878, "text": "MeowGame! Devlog #5 I added a Pong game I added a simple pong minigame. There’s not much to say about that, it’s pretty self-explanatory. Also, particles I figured out how the particle system works and have implemented some in a few places. Sounds! I added a coin pickup sound. That’s all, cheers!"}, {"post_id": 42557, "ts": "2026-08-07T11:41:09Z", "hours": 2.8578, "text": "MeowGame! Devlog #4 Added a Flappy Bird game I added a space themed flappy bird game. This was my first time doing a bit of proper coding in GDscript, everything is still a bit weird for me. Redid some art. I updated the art for the platformer minigame, I hope it looks a bit better now."}, {"post_id": 42005, "ts": "2026-08-06T15:28:32Z", "hours": 1.1956, "text": "MeowGame! Devlog #3 Spent a bit of time on art and polishing the game. I added: Flasks as a life counter New Background ✨ Animated character for the platformer minigame Polished some small stuff Overall very enjoyable project, I hope my drawing skills aren’t too bad Will ship now."}, {"post_id": 41904, "ts": "2026-08-06T12:30:31Z", "hours": 3.0183, "text": "MeowGame! Devlog #2 Pretty much finished the guide now I added two minigames, a win screen and a lose screen. It got a lot easier after understanding the basics of how Godot works and I got through it fairly easily. I really enjoyed creating my own custom textures (first time doing this). Some of it is nightmare fuel though (I can’t draw cats) I’m still in the process of refining some stuff and hope I can get to the 5 hour requirement while doing so."}, {"post_id": 41814, "ts": "2026-08-06T08:17:58Z", "hours": 0.9336, "text": "MeowGame! Devlog #1 First Devlog of this project! Godot is completely new to me, so I used the first hour to follow the guide and get a grasp on the basics. I added a start menu and the level_scene as told by the guide. Looking forward to continue working on this project."}]...
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Title: MeowGame! by @CharlieCatMeow | Stardance
D Title: MeowGame! by @CharlieCatMeow | Stardance
Devlogs:
MeowGame! Devlog #1 First Devlog of this project! Godot is completely new to me, so I used the first hour to follow the guide and get a grasp on the basics. I added a start menu and the level_scene as told by the guide. Looking forward to continue working on this project.
MeowGame! Devlog #2 Pretty much finished the guide now I added two minigames, a win screen and a lose screen. It got a lot easier after understanding the basics of how Godot works and I got through it fairly easily. I really enjoyed creating my own custom textures (first time doing this). Some of it is nightmare fuel though (I can’t draw cats) I’m still in the process of refining some stuff and hope I can get to the 5 hour requirement while doing so.
MeowGame! Devlog #3 Spent a bit of time on art and polishing the game. I added: Flasks as a life counter New Background ✨ Animated character for the platformer minigame Polished some small stuff Overall very enjoyable project, I hope my drawing skills aren’t too bad Will ship now.
MeowGame! Devlog #4 Added a Flappy Bird game I added a space themed flappy bird game. This was my first time doing a bit of proper coding in GDscript, everything is still a bit weird for me. Redid some art. I updated the art for the platformer minigame, I hope it looks a bit better now.
MeowGame! Devlog #5 I added a Pong game I added a simple pong minigame. There’s not much to say about that, it’s pretty self-explanatory. Also, particles I figured out how the particle system works and have implemented some in a few places. Sounds! I added a coin pickup sound. That’s all, cheers!
MeowGame! Devlog #6 Top down racing game I added a top down racing game, you have to complete one lap before the timer ends. I also experimented a bit with lighting and stuff. I don’t quite understand it yet but it looks fun.
Let there be light MeowGame! Devlog #7 I started experimenting with lights. I recently found out that lights and stuff exist in 2d, so I experimented a bit. I added some lights and glow to my first platformer minigame. I also spent some time redrawing the player sprite. I wanted to have one that’s a bit more detailed to avoid a big difference in pixel size. That’s all :D
MeowGame! Devlog #8 It’s a long one, I got a bit carried away I changed some minigames so that it all fits one theme (forests and stuff) Changed the Pong minigame into a game where you have to collect fruit that falls from a tree. Also replaced the racing game with a minigame kinda like Geometry Dash. Changed the art on the flappy bird game to fit the forest theme more. More minigames! I added two more minigames (I think) A doodle jump game where you have to reach the top. A game where you have to maneuver a raft through obstacles Also did some minor quality of life improvements. That’s all :D
MeowGame Devlog #9 Some small stuff I did some performance improvements and added some particle effects. I added a falling leaves effect to the 4th minigame (I think) and added some wind particles to a few other minigames. I had to change the particles from GPUParticles2d to CPUParticles2d, otherwise the browser lags for some reason. I forgot what else I may have done that wasn’t there before.
MeowGame Devlog #10 (Wow a 10th devlog already) Normal maps and god rays God rays I found a shader for god rays online and decided to put them in my scenes. Very pretty things they are Normal Maps I found out that normal maps exist. I proceeded to add a normal map to almost every texture in the game. It isn’t a huge difference but it’s there and that’s cool.
MeowGame Devlog #11 More stuff Pause menu I added a pause menu. You can choose to return to the main menu now. Thanks to whoever gave me this idea. Some particles I added a few particles to some levels. The first minigame I changed it a bit and also added some lanterns Controls Controls for the next minigame are now visible during the intermission. Also added arrow keys and stuff back into the controls. Ambient sound I added ambient sound to all levels (I think)
MeowGame Devlog #12 Even more fixes and small changes Some more decoration and visual stuff I added some bushes in the background of two minigames. I also adjusted the lighting a bit. Particle changes I changed the particles a bit. Some of them should be more noticable now. Pause menu update You can now find settings inside the pause menu. Audio fix I found out the volume that was being changed with the slider in the game settings wasn’t working probably, so I fixed that. Timer changes I changed the timers on some minigames so the game is a bit more balanced. Clicking sound There is now a sound when you click menu buttons because why not Timer visibility The timer wasn’t visible in one or two minigames, so that’s fixed too. README I also updated the README a bit in preperation for shipping. That should be all
Ships:
(Please read the README first) MeowGame! is a WarioWare inspired game with two minigames: A platformer and a clicker game. The difficulty is very easy please keep that in mind. The art is all drawn by hand so it may look a bit silly. Quite a fun experience creating my first game. I got a grasp of the basics of Godot now and am excited to further develog this game.
MeowGame MeowGame is a forest-themed WarioWare style game featuring 7 minigames! All art is drawn by me, it’s my first time doing this, so don’t expect it to look fabulous. The minigames: Platformer Clicking Game Fly through obstacles (Like Flappy Bird) Collect falling fruit Jump over spiky bushes Climb to the top (Kind of like Doodle Jump) Maneuver a raft There’s also a pause menu, just press the Esc key. If you’re stuck, the controls are shown during the intermission just before the game. It took me quite a while to get accustomed to everything, from the basic Godot UI to drawing the pixel art. I learned quite a lot throughout this whole process and am pretty happy about the result. Looking back, there are definitely things I would’ve done differently, but as my first step into game development this is pretty good I think. I redid a bunch of stuff on the way and kept changing stuff. it took me a while to get a unified theme going (forest and stuff) Also if you haven’t noticed, the character I drew is inspired from Sekiro. Drawing that character was the hardest, especially the walking animation....
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1793094895.2769687
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1793181295.2769687
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47947
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Wintergreen: highly focused E-ink reading firmware Wintergreen: highly focused E-ink reading firmware! by @alec | Stardance...
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alec
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1
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34.0
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616
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T01:38:06Z", "hours": 34.0, "multiplier": 19.62, "payout": 616, "blessing": "neutral", "text": "Wintergreen is a custom firmware for the Xteink X4 e-ink device whose ideology refocuses back to what the device was originally made for: READING. So many custom firmwares have unnecessary features, bloat and a clunky UI which makes it slow and distracting from the original intent of this device. Wintergreen is hyperfast, optimized (for page refreshes, battery life, and especially page turns) and actually thinks about the buttons you need to press to get where you need to go. It only builds and includes what you need, and extra features like wifi syncing and bluetooth page turning support is optional (yet first-class, unlike almost all other firmwares!) This firmware offers numerous design improvements such as compiling/indexing books off-device (which is a huge QoL advantage), no settings menu (everything gets hardcoded into the binary which means no flash reads!) and ONLY partial ink refreshes used everywhere in the codebase. Every small action and ink change has been very carefully considered to bring the best possible experience to this small ereader and I’m really really excited for you to try it!", "repo": "https://github.com/amazinaxel/wintergreen", "demo": "https://github.com/AmazinAxel/wintergreen/releases/tag/1.0"}]...
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[{"post_id": 58578, "ts": "202 [{"post_id": 58578, "ts": "2026-08-31T01:24:52Z", "hours": 0.5436, "text": "And… it’s done!! Sorry for a bit of the delay!! I finished writing out the new release and make a video demo of what the firmware entirely looks like now. I also realized that I forgot to send an image of the Wintergreen logo that I had made a few days back… I did it all with my iPad & Apple Pencil, unlike the firmware which I forked (nous) which just… made their image with AI? It looked so dang ugly… had to humanize it (as in MAKING IT MYSELF..) and I think it looks great (not to repeat from the last devlog lol, family thinks it looks cool as well and I am very proud of it) Anyways, I had to figure out how to compile a binary for you guys to flash without needing Platformio to build. Took me a bit to get it sorted out. Unrelated but reason why I hadn’t shipped yet is because I was trying to take a ton of sick pictures out in the wild, but it didn’t go so well. You can see some of the pics I liked in the github gallery and im putting another pic here (that you cant find anywhere else) just for fun! Anyways, gonna go ahead and ship this now (for real this time now tho lol)"}, {"post_id": 56259, "ts": "2026-08-27T23:05:16Z", "hours": 12.2083, "text": "(was trying to finish the last devlog but i needed 15 minutes of logging time lol) In the settings menu, check out the screenshot below and you’ll see a new Bluetooth clicker option!! So this one is actually insanely cool - when I did a talk at Linuxfest Northwest at Bellingham Tech in april 2026, I bought this small and simple bluetooth clicker with two buttons. And it worked great, but what if I can also use it for reading? The device has bluetooth, so I made a nice option for hardcoding a MAC address so it can connect to my clicker in just one press. Then, with the landscape option, I can leave the device on the ceiling or on a spot away (magnetically attached on to something) from my eyes and just use the page turning buttons. UNFORTUNATELY, I did not get this fully finished right now so it has errors and doesn’t connect reliably, and crashes the firmware so this is not finished as of now!!! :( To make matters worse, I tried to get rid of the serial communication since we didn’t really need it and I had never used it, so it was kinda just bloating up the codebase and now I can’t really debug this very well. I added the sync button in a convenient and sensible spot, but it is not functional yet. I hope for my next devlog to be my last, since I will finish the features here and make a nice video about it! Anyways, there was a ton of other stuff that I did as well but i kinda forgot, so maybe I’ll cover them in the next journal! And again, sorry for not devlogging in a bit! — end conituation of last devlog — ALRIGHT so i know i went over the 10 hour devlog thing and i did so much here that i dont know if i can fit it all in one devlog, but pretty much the firmware is done. I managed to get bluetooth working perfectly! It has zero memory leaks now (this took me so many hours 😭) AND it supports queued page turns! And now you can hold the previous page button to go back, and hold the next page to open the quickmenu/select something! And connections are faster & consistent now. The device struggled with a lot of crashes, but I’m happy to say that I’ve fixed it completely with another book format refactor!! So we can keep page caches for speedy page turns AND we get bluetooth support. Lots of safety checks to ensure memory safety! Sync got a major rework, so now it works to disable your bluetooth device when you run a sync to preserve memory! And it disables the bluetooth option so you can’t glitch the system out. Now it’s only used for getting/removing books, and positional sync has been removed since it was kinda jank. Also fixed a bunch of stuff with the homelab so its more reliable now! Lots of QoL stuff, like a low battery bar when you’re low on battery while reading (so it’s not distracting), better label names, removing unnecessary text like CHAPTER from the chapters selection, and faster button holding! More things like faster wakeups, refusing to boot when there’s no more SD card, and a massive cleanup because I had a really long debug session to fix the crashes with bluetooth. And I made the screen full-size vertically, for some reason we were missing some rows on the top which are now filled properly! And the thing I’m most proud of: theres a new splash screen that I made myself!! Spent several hours perfecting it and I’m very proud of how it came out. Check it out!!! Anyways, gonna make a vid and submit this project since I’m done!!"}, {"post_id": 53503, "ts": "2026-08-24T02:29:16Z", "hours": 8.5258, "text": "HUGE usability improvements, optimizations, and the first new features of this firmware!! So I know its been a few days since I haven’t posted an update here, but I have been reallly busy! I’ve got a lot of news, so let’s start from the top!! Really cool thing happened today and yesterday - I brought my XTEINK X4 with me out in public! So we went to the post office (sat in line for a few hours) and read 35% of Alice in Wonderland using this custom firmware! It felt amazing, I was productive (rather than doomscrolling on my phone) and I got immersed in the story. So yeah, this firmware works. Was not distracted, and it was INSANELY efficent because my battery is still at 100% and I haven’t charged it since Friday (that’s two full days of reading and its still at full battery! Gotta love optimizing firmware and e-ink displays!!) Now, this was mostly due to the major new optimizations that I have spent countless hours on. I experimented with turning off the display power rails after 5 seconds, but this was a realllly bad idea because I didnt test it properly and I ended up trying to read in bed with text overlapping each other because the power rails were actually needed to properly remove the old text during a page turn!! By far the most helpful optimizations were the preloading and caching everywhere. This allowed for partial refreshes throughout everywhere on the display, which means less energy is spent on a full refresh but instead on a smaller piece of the screen. This meant that I could both improve the performance and reduce latency of the application AND reduce power usage, which was a massive win!! I did a quick speed test comparison between my brother’s XTEINK running CrossPoint and my firmware and there is without a doubt that my firmware is faster now with these optimizations. Eyeballing it, it seems like i am getting 200% faster page turns and menu switching. As if I couldn’t optimize more, I managed a few more major improvements. I made compiled books more sensible, since they no longer require the epub on the device and embed everything in the highly optimized binary file format. I made the file format even faster with image handling, and it is about as small file-size as it gets, so you can drop an 8GB or 4GB card in the device and get more books on it. I personally think I wouldnt ever hit 2GB of books on the device! Structurally, the position files are no longer stored in a special directory and instead they are stored in the book folder, so you dont need to know its ID! And the actual data/settings are stored in a single file in the home now, so i just got rid of the .wintergreen/ folder, which is a nice little cleanup. This is as minimal as it gets now, SD card wise. This is better for the SD card health as well!! As for the reading experience, there is SO much new and improved stuff. You know the sleep cover that appears when you turn the device off? It had annoying bars on the sides or the top, which was really distracting. I experimented with a background which filled to the same color as the book background, yet it was ugly and didnt work with books which had a different color on the sides. So heres what I did differently which actually looks better than it sounds: i made the book stretch to fill! It actually makes the text look BETTER, everything looks nicer and we aren’t wasting any screen space with empty bars. Just look at the images below!! It looks amazing. And in the quick menu, I made it so you can select the actual book to continue reading it again, without needing to move your thumb to the back button. I use this feature so often since its conveniently placed at the top near the settings, so you can adjust a setting, go up and then start reading again. (I hit the 4000 character limit, posting a second devlog to finish this lol)"}, {"post_id": 50430, "ts": "2026-08-19T16:26:55Z", "hours": 4.0442, "text": "Finally reworked the UI! After changing up the system font, I finally went through ALL of the pages, reorganized them and made it usable. For starters, the home screen has a carousel now of the three most recently read books! I think it looks really nice. I also reworked how the buttons work, so now when you press the back button on the homepage, it’ll show you a list of all your books! This is very easily scrollable, which is perfect for a larger library. I also got rid of any unnecessary text everywhere, like the Wintergreen branding so everything just feels more clean. And it shows your reading percentage now! I made the reader options experience SO much more intuitive. The two reader options have seperators and I renamed the menu to better match its purpose within the code. The chapters are easier to scroll now because we have adjustable button hold speeds, and the percentage of the book and chapter read has been moved into the book name and chapter name respectively! So the buttons got me all confused, since it feels swapped sometimes. I made the side buttons intentionally swap top/botttom when you’re not in landscape, so things feel a bit more intuitive whether you’re in Portrait mode or not! And of course the obligatory cleanup. Renamed a bunch of stuff and made the repo simpler with a massive reorganization effort, from /lib/wintergreen to just /wintergreen!"}, {"post_id": 49377, "ts": "2026-08-18T05:16:46Z", "hours": 4.1403, "text": "Made a LOT of progress on the device’s usability! First and foremost, as you can see from the images, I updated all the fonts. While yes, I would agree that Iosevka is not a great e-ink reading font, it makes for a good UI monospaced font. I also updated the font to Atkinson Hyperlegible which looks absolutely amazing. Just take a look at it yourself! I removed font sideloading so this is the forced font for all epubs. Learned a bit about font kerning and it looks pretty well-spaced now. Secondly, the UI is a bit outdated but I got rid of even more book-related settings. Now it shows you the chapters in the book menu without any additional button presses! I am still keeping the options for landscape/horizontal mode (which also now inverts the button controls!) Speaking of button controls, the top power button is now the action key! This is how you select a book, open the quick menu or select a chapter. It doubles as the power button when you hold it! This makes landscape reading MUCH more effective, which is a big goal of this firmware! I went into the SD card and realized a few things. First, the epub books on the device are completely unnecessary. They are never really read from because the converted book binaries really never needed to reference them again. So now the binary book format includes everything that the epub had, and you dont need to have epubs on the device anymore - just run a script with a bunch of books and it’ll be put on the sd card automatically! This saves a lot of space and is better organized because books are now stored in folders with their images and data instead of an invisible cache folder. Speaking of the cache folder, I made numerous improvements starting from a dramatic settings simplification going from 5 extra files to none! It’s just book positions, the persisted book settings (just the font size, orientation, and last read book!) and that’s it. It is super nice and simple now and I deduped a lot of settings that should’ve been in RAM. I got rid of the book convert thing on the device, because now it runs on your computer! It realllly doesn’t make any sense to run computationally expensive operations on an ESP32… this is a much better way. In terms of the UI, I got rid of the glyphs, icons, labels, hyperlinks, progress bars and dropped any of the other fonts on the device like Literata and Inter. There were also a lot of bug fixes, like making the screen actually show the book cover on sleep and opening the proper book on unsleep, at the right position. And a big one: I got rid of QEMU because I didnt really use it or need it, and it kinda bloated the codebase. That’s pretty much it!!!"}, {"post_id": 48440, "ts": "2026-08-16T19:45:15Z", "hours": 3.425, "text": "Improving the device’s performance, battery life and storage optimization There was a lot of room for improvement on microreader’s infrastructure, and I have spent some considerable effort on making sure everything is fully optimized before I start working on redoing some of the UI. For starters, I have removed the settings menu entirely and moved it to a text file, so everything is hardcoded at build time! This reduces the closure size and makes the system faster since it’s no longer reading from flash. You can see what the UI looks like now without the settings menu in the attached image. There was a lot of trial and error of trying different values to see what’d work with things like SD card speed and QIO bootloader options. I found that when using the most optimal options, the device would refuse to boot or read from the SD card, so unfortunately the default bootloader options and 20mhz speed is the fastest this device can handle 😭 (tried 40 and even 26.67mhz) I also tried using light sleeping but found that it doesn’t work either. It would’ve worked great for this device but due to some weird issues with the ESP32, when I unplug the device and run it off of battery the buttons would just stop working. I have improved the SD card management so that there’s no backups and now there’s less overhead when writing book save data. By far the most amount of time was spent on the config where I removed a lot of things from the closure and disabled unnecessary checks. For example, the bootloader ran a validation on the image on every boot, so disabling that made boots faster by about 100ms with zero drawbacks! I also stopped logging and kept with the repository cleanup so that now the flash went from 1.663mb/.123 to 1.573mb/.121mb, which is pretty small but still nice for making this device smaller and a lil bit faster. So yeah, the project is in a VERY nice and optimized state right now. I am going to improve on its usability and UI!"}, {"post_id": 47189, "ts": "2026-08-14T22:28:02Z", "hours": 0.7447, "text": "Forked nous and rebranded it to Wintergreen! I laid out the project and everything in the github readme. I’m going to be optimizing this project for usability and performance over everything, unlike a lot of other custom firmwares for this device. I have gotten the builds working and there is no remnants of the original firmware that I forked from (nous or microreader) left other than the file format extensions. I will be working on those next! Very excited to start working on this!"}]...
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Title: Wintergreen: highly focused E-ink reading f Title: Wintergreen: highly focused E-ink reading firmware! by @alec | Stardance
Devlogs:
Forked nous and rebranded it to Wintergreen! I laid out the project and everything in the github readme. I’m going to be optimizing this project for usability and performance over everything, unlike a lot of other custom firmwares for this device. I have gotten the builds working and there is no remnants of the original firmware that I forked from (nous or microreader) left other than the file format extensions. I will be working on those next! Very excited to start working on this!
Improving the device’s performance, battery life and storage optimization There was a lot of room for improvement on microreader’s infrastructure, and I have spent some considerable effort on making sure everything is fully optimized before I start working on redoing some of the UI. For starters, I have removed the settings menu entirely and moved it to a text file, so everything is hardcoded at build time! This reduces the closure size and makes the system faster since it’s no longer reading from flash. You can see what the UI looks like now without the settings menu in the attached image. There was a lot of trial and error of trying different values to see what’d work with things like SD card speed and QIO bootloader options. I found that when using the most optimal options, the device would refuse to boot or read from the SD card, so unfortunately the default bootloader options and 20mhz speed is the fastest this device can handle 😭 (tried 40 and even 26.67mhz) I also tried using light sleeping but found that it doesn’t work either. It would’ve worked great for this device but due to some weird issues with the ESP32, when I unplug the device and run it off of battery the buttons would just stop working. I have improved the SD card management so that there’s no backups and now there’s less overhead when writing book save data. By far the most amount of time was spent on the config where I removed a lot of things from the closure and disabled unnecessary checks. For example, the bootloader ran a validation on the image on every boot, so disabling that made boots faster by about 100ms with zero drawbacks! I also stopped logging and kept with the repository cleanup so that now the flash went from 1.663mb/.123 to 1.573mb/.121mb, which is pretty small but still nice for making this device smaller and a lil bit faster. So yeah, the project is in a VERY nice and optimized state right now. I am going to improve on its usability and UI!
Made a LOT of progress on the device’s usability! First and foremost, as you can see from the images, I updated all the fonts. While yes, I would agree that Iosevka is not a great e-ink reading font, it makes for a good UI monospaced font. I also updated the font to Atkinson Hyperlegible which looks absolutely amazing. Just take a look at it yourself! I removed font sideloading so this is the forced font for all epubs. Learned a bit about font kerning and it looks pretty well-spaced now. Secondly, the UI is a bit outdated but I got rid of even more book-related settings. Now it shows you the chapters in the book menu without any additional button presses! I am still keeping the options for landscape/horizontal mode (which also now inverts the button controls!) Speaking of button controls, the top power button is now the action key! This is how you select a book, open the quick menu or select a chapter. It doubles as the power button when you hold it! This makes landscape reading MUCH more effective, which is a big goal of this firmware! I went into the SD card and realized a few things. First, the epub books on the device are completely unnecessary. They are never really read from because the converted book binaries really never needed to reference them again. So now the binary book format includes everything that the epub had, and you dont need to have epubs on the device anymore - just run a script with a bunch of books and it’ll be put on the sd card automatically! This saves a lot of space and is better organized because books are now stored in folders with their images and data instead of an invisible cache folder. Speaking of the cache folder, I made numerous improvements starting from a dramatic settings simplification going from 5 extra files to none! It’s just book positions, the persisted book settings (just the font size, orientation, and last read book!) and that’s it. It is super nice and simple now and I deduped a lot of settings that should’ve been in RAM. I got rid of the book convert thing on the device, because now it runs on your computer! It realllly doesn’t make any sense to run computationally expensive operations on an ESP32… this is a much better way. In terms of the UI, I got rid of the glyphs, icons, labels, hyperlinks, progress bars and dropped any of the other fonts on the device like Literata and Inter. There were also a lot of bug fixes, like making the screen actually show the book cover on sleep and opening the proper book on unsleep, at the right position. And a big one: I got rid of QEMU because I didnt really use it or need it, and it kinda bloated the codebase. That’s pretty much it!!!
Finally reworked the UI! After changing up the system font, I finally went through ALL of the pages, reorganized them and made it usable. For starters, the home screen has a carousel now of the three most recently read books! I think it looks really nice. I also reworked how the buttons work, so now when you press the back button on the homepage, it’ll show you a list of all your books! This is very easily scrollable, which is perfect for a larger library. I also got rid of any unnecessary text everywhere, like the Wintergreen branding so everything just feels more clean. And it shows your reading percentage now! I made the reader options experience SO much more intuitive. The two reader options have seperators and I renamed the menu to better match its purpose within the code. The chapters are easier to scroll now because we have adjustable button hold speeds, and the percentage of the book and chapter read has been moved into the book name and chapter name respectively! So the buttons got me all confused, since it feels swapped sometimes. I made the side buttons intentionally swap top/botttom when you’re not in landscape, so things feel a bit more intuitive whether you’re in Portrait mode or not! And of course the obligatory cleanup. Renamed a bunch of stuff and made the repo simpler with a massive reorganization effort, from /lib/wintergreen to just /wintergreen!
HUGE usability improvements, optimizations, and the first new features of this firmware!! So I know its been a few days since I haven’t posted an update here, but I have been reallly busy! I’ve got a lot of news, so let’s start from the top!! Really cool thing happened today and yesterday - I brought my XTEINK X4 with me out in public! So we went to the post office (sat in line for a few hours) and read 35% of Alice in Wonderland using this custom firmware! It felt amazing, I was productive (rather than doomscrolling on my phone) and I got immersed in the story. So yeah, this firmware works. Was not distracted, and it was INSANELY efficent because my battery is still at 100% and I haven’t charged it since Friday (that’s two full days of reading and its still at full battery! Gotta love optimizing firmware and e-ink displays!!) Now, this was mostly due to the major new optimizations that I have spent countless hours on. I experimented with turning off the display power rails after 5 seconds, but this was a realllly bad idea because I didnt test it properly and I ended up trying to read in bed with text overlapping each other because the power rails were actually needed to properly remove the old text during a page turn!! By far the most helpful optimizations were the preloading and caching everywhere. This allowed for partial refreshes throughout everywhere on the display, which means less energy is spent on a full refresh but instead on a smaller piece of the screen. This meant that I could both improve the performance and reduce latency of the application AND reduce power usage, which was a massive win!! I did a quick speed test comparison between my brother’s XTEINK running CrossPoint and my firmware and there is without a doubt that my firmware is faster now with these optimizations. Eyeballing it, it seems like i am getting 200% faster page turns and menu switching. As if I couldn’t optimize more, I managed a few more major improvements. I made compiled books more sensible, since they no longer require the epub on the device and embed everything in the highly optimized binary file format. I made the file format even faster with image handling, and it is about as small file-size as it gets, so you can drop an 8GB or 4GB card in the device and get more books on it. I personally think I wouldnt ever hit 2GB of books on the device! Structurally, the position files are no longer stored in a special directory and instead they are stored in the book folder, so you dont need to know its ID! And the actual data/settings are stored in a single file in the home now, so i just got rid of the .wintergreen/ folder, which is a nice little cleanup. This is as minimal as it gets now, SD card wise. This is better for the SD card health as well!! As for the reading experience, there is SO much new and improved stuff. You know the sleep cover that appears when you turn the device off? It had annoying bars on the sides or the top, which was really distracting. I experimented with a background which filled to the same color as the book background, yet it was ugly and didnt work with books which had a different color on the sides. So heres what I did differently which actually looks better than it sounds: i made the book stretch to fill! It actually makes the text look BETTER, everything looks nicer and we aren’t wasting any screen space with empty bars. Just look at the images below!! It looks amazing. And in the quick menu, I made it so you can select the actual book to continue reading it again, without needing to move your thumb to the back button. I use this feature so often since its conveniently placed at the top near the settings, so you can adjust a setting, go up and then start reading again. (I hit the 4000 character limit, posting a second devlog to finish this lol)
(was trying to finish the last devlog but i needed 15 minutes of logging time lol) In the settings menu, check out the screenshot below and you’ll see a new Bluetooth clicker option!! So this one is actually insanely cool - when I did a talk at Linuxfest Northwest at Bellingham Tech in april 2026, I bought this small and simple bluetooth clicker with two buttons. And it worked great, but what if I can also use it for reading? The device has bluetooth, so I made a nice option for hardcoding a MAC address so it can connect to my clicker in just one press. Then, with the landscape option, I can leave the device on the ceiling or on a spot away (magnetically attached on to something) from my eyes and just use the page turning buttons. UNFORTUNATELY, I did not get this fully finished right now so it has errors and doesn’t connect reliably, and crashes the firmware so this is not finished as of now!!! :( To make matters worse, I tried to get rid of the serial communication since we didn’t really need it and I had never used it, so it was kinda just bloating up the codebase and now I can’t really debug this very well. I added the sync button in a convenient and sensible spot, but it is not functional yet. I hope for my next devlog to be my last, since I will finish the features here and make a nice video about it! Anyways, there was a ton of other stuff that I did as well but i kinda forgot, so maybe I’ll cover them in the next journal! And again, sorry for not devlogging in a bit! — end conituation of last devlog — ALRIGHT so i know i went over the 10 hour devlog thing and i did so much here that i dont know if i can fit it all in one devlog, but pretty much the firmware is done. I managed to get bluetooth working perfectly! It has zero memory leaks now (this took me so many hours 😭) AND it supports queued page turns! And now you can hold the previous page button to go back, and hold the next page to open the quickmenu/select something! And connections are faster & consistent now. The device struggled with a lot of crashes, but I’m happy to say that I’ve fixed it completely with another book format refactor!! So we can keep page caches for speedy page turns AND we get bluetooth support. Lots of safety checks to ensure memory safety! Sync got a major rework, so now it works to disable your bluetooth device when you run a sync to preserve memory! And it disables the bluetooth option so you can’t glitch the system out. Now it’s only used for getting/removing books, and positional sync has been removed since it was kinda jank. Also fixed a bunch of stuff with the homelab so its more reliable now! Lots of QoL stuff, like a low battery bar when you’re low on battery while reading (so it’s not distracting), better label names, removing unnecessary text like CHAPTER from the chapters selection, and faster button holding! More things like faster wakeups, refusing to boot when there’s no more SD card, and a massive cleanup because I had a really long debug session to fix the crashes with bluetooth. And I made the screen full-size vertically, for some reason we were missing some rows on the top which are now filled properly! And the thing I’m most proud of: theres a new splash screen that I made myself!! Spent several hours perfecting it and I’m very proud of how it came out. Check it out!!! Anyways, gonna make a vid and submit this project since I’m done!!
And… it’s done!! Sorry for a bit of the delay!! I finished writing out the new release and make a video demo of what the firmware entirely looks like now. I also realized that I forgot to send an image of the Wintergreen logo that I had made a few days back… I did it all with my iPad & Apple Pencil, unlike the firmware which I forked (nous) which just… made their image with AI? It looked so dang ugly… had to humanize it (as in MAKING IT MYSELF..) and I think it looks great (not to repeat from the last devlog lol, family thinks it looks cool as well and I am very proud of it) Anyways, I had to figure out how to compile a binary for you guys to flash without needing Platformio to build. Took me a bit to get it sorted out. Unrelated but reason why I hadn’t shipped yet is because I was trying to take a ton of sick pictures out in the wild, but it didn’t go so well. You can see some of the pics I liked in the github gallery and im putting another pic here (that you cant find anywhere else) just for fun! Anyways, gonna go ahead and ship this now (for real this time now tho lol)
Ships:
Wintergreen is a custom firmware for the Xteink X4 e-ink device whose ideology refocuses back to what the device was originally made for: READING. So many custom firmwares have unnecessary features, bloat and a clunky UI which makes it slow and distracting from the original intent of this device. Wintergreen is hyperfast, optimized (for page refreshes, battery life, and especially page turns) and actually thinks about the buttons you need to press to get where you need to go. It only builds and includes what you need, and extra features like wifi syncing and bluetooth page turning support is optional (yet first-class, unlike almost all other firmwares!) This firmware offers numerous design improvements such as compiling/indexing books off-device (which is a huge QoL advantage), no settings menu (everything gets hardcoded into the binary which means no flash reads!) and ONLY partial ink refreshes used everywhere in the codebase. Every small action and ink change has been very carefully considered to bring the best possible experience to this small ereader and I’m really really excited for you to try it!...
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1793102010.2024848
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1793188410.2024848
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50286
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YOURS by @deepermemer | Stardance
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deepermemer
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2
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34.0
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141
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T18:26:21Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It’s a custom new tab made by me. It’s based on the feeling of something being your own that’s what it’s name suggest… “YOURS” And it’s theme is dark and blue so it won’t hurt your eyes and it should looks good as I am a guy who is into designing and shi so i tried to make it look good It’s features contain a lot of things but all are the one you need so you don’t hv roam here and there it’s your everything… It has clock, it has weather(allow location acces to get it), it has search bar it works with Google… Typing url leads you directly to url… Typing other than url searches it on google, it has to-do to keep your tasks together… U can delete a to-do… You can make a to-do… You can edit a to-do… you can check a to-do, it has music player with good songs… Previous next and play pause shi everything, it has recent tabs … It tracks latest 10 sites you visited and there’s a delete button too to delete them. I had only used ai to understand concept and to check if there’s a error or not Credits, it motive and other stuff are written in README you check from there from review of old ship i got to know people wanted multi search engine so i added it click on google icon in search bar it will let u change search engine rn it has brave duckduckgo and google", "repo": "https://github.com/deepermemer-bit/Yours", "demo": "https://yours-virid.vercel.app"}, {"ship_num": 2, "ts": "2026-09-04T14:05:22Z", "hours": 32.0, "multiplier": 4.4, "payout": 141, "blessing": "neutral", "text": "It’s a custom new tab made by me. It’s based on the feeling of something being your own that’s what it’s name suggest… “YOURS” And it’s theme is dark and blue so it won’t hurt your eyes and it should looks good as I am a guy who is into designing and shi so i tried to make it look good It’s features contain a lot of things but all are the one you need so you don’t hv roam here and there it’s your everything… It has clock , it has weather (allow location acces to get it), it has search bar it works with Google… Typing url leads you directly to url… Typing other than url searches it on google, it has to-do to keep your tasks together… U can delete a to-do… You can make a to-do… You can edit a to-do… you can check a to-do, it has music player with good songs… Previous next and play pause shi everything, it has recent tabs … It tracks latest 10 sites you visited and there’s a delete button too to delete them. I had only used ai to understand concept and to check if there’s a error or not Credits, it motive and other stuff are written in README you check from there", "repo": "https://github.com/deepermemer-bit/Yours", "demo": "https://yours-virid.vercel.app"}]...
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[{"post_id": 65505, "ts": "202 [{"post_id": 65505, "ts": "2026-09-10T18:16:52Z", "hours": 1.8931, "text": "DEVLOG-10 got a laptop suiiii yeah so ts is 1st devlog from laptop and rehsiping this proj with multi search engine option, so added it, yeah"}, {"post_id": 61447, "ts": "2026-09-04T11:32:05Z", "hours": 2.8594, "text": "DEVLOG-9 done adding random stuff and readme too took a long time… Enhancements were easy but readme… Nah there was a lot of things to write… But now it’s done suiiiii…."}, {"post_id": 61034, "ts": "2026-09-03T18:58:16Z", "hours": 4.6231, "text": "DEVLOG-8 finally everything done now jus some random enhancements left suiii…. After that I will write a good readme then ship then sleep"}, {"post_id": 58143, "ts": "2026-08-30T14:30:40Z", "hours": 2.175, "text": "DEVLOG-7 as I said I will be consistent… Had done making To-do now it full and final (may do some changes at last of proj as a cherry on top) It has 4 placeholder todos u add more and also del them and also check them (it was tough man) now I will head to music player then readme then final upgrading then ship then pray to god for good ratings then sleep… Ahem ahem okay enough yapping let me go for music player… Pokemon"}, {"post_id": 57905, "ts": "2026-08-30T07:28:59Z", "hours": 8.0994, "text": "DEVLOG-6 okay hadn’t posted from a while but work is still going on mah man… Yup I had done a lot of things such as upgrading css (I am in love with css) had done js of clock, weather, recent tabs search bar etc. working on todo then will work on music player that’s it suiiiiiiii (I will be more consistent i wear)"}, {"post_id": 53716, "ts": "2026-08-24T11:59:22Z", "hours": 1.2725, "text": "#DEVLOG-5 this Devlog is coming too early I mean I haven’t done a lot of work but its to announce that i finally ended doing css stuf 😭 now stepping towards js suiiii… See you after some js."}, {"post_id": 52976, "ts": "2026-08-23T10:58:18Z", "hours": 4.7611, "text": "#DEVLOG-4 whole css done too only js remaining now will do some minor changes in css later ig but this is the end visual till then I am fed up so going now bye… Soon project will be ready"}, {"post_id": 52216, "ts": "2026-08-22T09:50:11Z", "hours": 3.2431, "text": "#DEVLOG-3 most css done such as search bar, side bar, recent tabs, and other stuff still ig 40% css remaining to do and thats why in image it looks bad and as I am a new person in coding like yeah I am literally coding stuff for like 3rd or 4th time in my whole life so its pretty confusing but fun at the same time + I am more into visual things thats why I am making mostly visual stuff on my own like that bg image and stuff and the js aaaaa thats the main prob for me its too confusing man that’s it now go do something else till i complete my stuff"}, {"post_id": 51490, "ts": "2026-08-21T07:20:11Z", "hours": 2.4472, "text": "#DEVLOG-2 This time i had done making whole html file… 182 additions doen, had also done some css shi and added some image files in project too i have a refrence image made by me… So i am jus trying to achieve that quality…"}, {"post_id": 51135, "ts": "2026-08-20T17:06:12Z", "hours": 2.5503, "text": "YOURS - DEVLOG 1, had finally started doing stuff this is the 1st project mainly focused on the mission give your website a pulse or something i forgot the Mission name tbh… Well what’s the progress? Had done Setuping basic stuff such as readme, vercel, git, GitHub, hackatime and all it took some time (or may be i was the lazy one, wo cares…) + started work on the project too had made html css and js files. I already had started to commit stuff and yeah I had committed a lot… + started work on html too (basic layout is ready). So that’s it it’s my 1st project, will try to complete it as early as i can…"}]...
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Title: YOURS by @deepermemer | Stardance
Devlogs: Title: YOURS by @deepermemer | Stardance
Devlogs:
YOURS - DEVLOG 1, had finally started doing stuff this is the 1st project mainly focused on the mission give your website a pulse or something i forgot the Mission name tbh… Well what’s the progress? Had done Setuping basic stuff such as readme, vercel, git, GitHub, hackatime and all it took some time (or may be i was the lazy one, wo cares…) + started work on the project too had made html css and js files. I already had started to commit stuff and yeah I had committed a lot… + started work on html too (basic layout is ready). So that’s it it’s my 1st project, will try to complete it as early as i can…
#DEVLOG-2 This time i had done making whole html file… 182 additions doen, had also done some css shi and added some image files in project too i have a refrence image made by me… So i am jus trying to achieve that quality…
#DEVLOG-3 most css done such as search bar, side bar, recent tabs, and other stuff still ig 40% css remaining to do and thats why in image it looks bad and as I am a new person in coding like yeah I am literally coding stuff for like 3rd or 4th time in my whole life so its pretty confusing but fun at the same time + I am more into visual things thats why I am making mostly visual stuff on my own like that bg image and stuff and the js aaaaa thats the main prob for me its too confusing man that’s it now go do something else till i complete my stuff
#DEVLOG-4 whole css done too only js remaining now will do some minor changes in css later ig but this is the end visual till then I am fed up so going now bye… Soon project will be ready
#DEVLOG-5 this Devlog is coming too early I mean I haven’t done a lot of work but its to announce that i finally ended doing css stuf 😭 now stepping towards js suiiii… See you after some js.
DEVLOG-6 okay hadn’t posted from a while but work is still going on mah man… Yup I had done a lot of things such as upgrading css (I am in love with css) had done js of clock, weather, recent tabs search bar etc. working on todo then will work on music player that’s it suiiiiiiii (I will be more consistent i wear)
DEVLOG-7 as I said I will be consistent… Had done making To-do now it full and final (may do some changes at last of proj as a cherry on top) It has 4 placeholder todos u add more and also del them and also check them (it was tough man) now I will head to music player then readme then final upgrading then ship then pray to god for good ratings then sleep… Ahem ahem okay enough yapping let me go for music player… Pokemon
DEVLOG-8 finally everything done now jus some random enhancements left suiii…. After that I will write a good readme then ship then sleep
DEVLOG-9 done adding random stuff and readme too took a long time… Enhancements were easy but readme… Nah there was a lot of things to write… But now it’s done suiiiii….
DEVLOG-10 got a laptop suiiii yeah so ts is 1st devlog from laptop and rehsiping this proj with multi search engine option, so added it, yeah
Ships:
It’s a custom new tab made by me. It’s based on the feeling of something being your own that’s what it’s name suggest… “YOURS” And it’s theme is dark and blue so it won’t hurt your eyes and it should looks good as I am a guy who is into designing and shi so i tried to make it look good It’s features contain a lot of things but all are the one you need so you don’t hv roam here and there it’s your everything… It has clock , it has weather (allow location acces to get it), it has search bar it works with Google… Typing url leads you directly to url… Typing other than url searches it on google, it has to-do to keep your tasks together… U can delete a to-do… You can make a to-do… You can edit a to-do… you can check a to-do, it has music player with good songs… Previous next and play pause shi everything, it has recent tabs … It tracks latest 10 sites you visited and there’s a delete button too to delete them. I had only used ai to understand concept and to check if there’s a error or not Credits, it motive and other stuff are written in README you check from there
It’s a custom new tab made by me. It’s based on the feeling of something being your own that’s what it’s name suggest… “YOURS” And it’s theme is dark and blue so it won’t hurt your eyes and it should looks good as I am a guy who is into designing and shi so i tried to make it look good It’s features contain a lot of things but all are the one you need so you don’t hv roam here and there it’s your everything… It has clock, it has weather(allow location acces to get it), it has search bar it works with Google… Typing url leads you directly to url… Typing other than url searches it on google, it has to-do to keep your tasks together… U can delete a to-do… You can make a to-do… You can edit a to-do… you can check a to-do, it has music player with good songs… Previous next and play pause shi everything, it has recent tabs … It tracks latest 10 sites you visited and there’s a delete button too to delete them. I had only used ai to understand concept and to check if there’s a error or not Credits, it motive and other stuff are written in README you check from there from review of old ship i got to know people wanted multi search engine so i added it click on google icon in search bar it will let u change search engine rn it has brave duckduckgo and google...
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1793220845.6133146
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1793307245.6133146
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52590
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RFID-Attendance system by @aatiesh | Stardance
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aatiesh
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1
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34.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T00:52:39Z", "hours": 34.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created Tago, an RFID attendance system using an ESP32-S3, RC522 RFID reader, RFID cards, buzzer, blue LED and Wi-Fi. Students tap their cards, the ESP32 sends the UID to the backend, and the system identifies the student, checks their class/session, and records attendance through the web dashboard. The most challenging part was connecting the hardware, backend, database and frontend reliably, especially handling active sessions, duplicate scans, authentication and network issues. I’m most proud of turning a physical RFID scan into a complete working attendance workflow. To test it, users need a registered RFID card, active class session, configured reader, backend and database.", "repo": "https://github.com/ST24269/final-assessment-as91903-or-as91906-and-as91907-ST24269", "demo": ""}]...
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[{"post_id": 51971, "ts": "202 [{"post_id": 51971, "ts": "2026-08-21T23:31:39Z", "hours": 33.6122, "text": "Created my actual project, my devlogs accidentally ended up being recorded as 33 hours long. This was a mistake with the time tracking rather than 33 continuous hours of development. The actual work was completed across multiple sessions, but I accidentally left the devlog running."}]...
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Title: RFID-Attendance system by @aatiesh | Starda Title: RFID-Attendance system by @aatiesh | Stardance
Devlogs:
Created my actual project, my devlogs accidentally ended up being recorded as 33 hours long. This was a mistake with the time tracking rather than 33 continuous hours of development. The actual work was completed across multiple sessions, but I accidentally left the devlog running.
Ships:
I created Tago, an RFID attendance system using an ESP32-S3, RC522 RFID reader, RFID cards, buzzer, blue LED and Wi-Fi. Students tap their cards, the ESP32 sends the UID to the backend, and the system identifies the student, checks their class/session, and records attendance through the web dashboard. The most challenging part was connecting the hardware, backend, database and frontend reliably, especially handling active sessions, duplicate scans, authentication and network issues. I’m most proud of turning a physical RFID scan into a complete working attendance workflow. To test it, users need a registered RFID card, active class session, configured reader, backend and database....
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1793094857.7439845
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1793181257.7439845
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53569
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NASA Part Cataloging System NPCS by @CollabCAD | S NASA Part Cataloging System NPCS by @CollabCAD | Stardance...
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CollabCAD
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1
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34.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T15:41:24Z", "hours": 34.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built an electronic part cataloging system for NASA Goddard Space Flight Center. As a high school intern, I was tasked with manually typing into a spreadsheet the part numbers, date codes, quantities, and more for each of the thousands of electronic components my mentor had. I decided that I’m at NASA for a reason, and that I could code something up in Python, and so NPCS (NASA Part Cataloging System) was born. This is the first coding project of this scale that I have ever made, and I am more than happy to get a few users at NASA. The whole project was challenging because I didn’t know many of the libraries I was using, so I had to learn them and use them at the same time, along with a million different technical challenges that would be way too long to list. I am really proud that this project became a reality, but upset that only 10 of those 34 hours count because I forgot to submit devlogs. To test the project, make sure you have a Windows computer, or at least a Windows VM, and follow the README.md instructions on my GitHub! There is also a sample label image on my GitHub for testing.", "repo": "https://github.com/azaheer28-Asdad/Official-NASA-Part-Cataloging-System_NPCS", "demo": "https://github.com/azaheer28-Asdad/Official-NASA-Part-Cataloging-System_NPCS/releases/tag/V7.1"}]...
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[{"post_id": 53846, "ts": "202 [{"post_id": 53846, "ts": "2026-08-24T15:24:55Z", "hours": 34.0142, "text": "I’ve added Auto-Capture so that it’s impossible to take a blurry photo! I also added a redo picture button. and some bug fixes…"}]...
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Title: NASA Part Cataloging System NPCS by @Collab Title: NASA Part Cataloging System NPCS by @CollabCAD | Stardance
Devlogs:
I’ve added Auto-Capture so that it’s impossible to take a blurry photo! I also added a redo picture button. and some bug fixes…
Ships:
I built an electronic part cataloging system for NASA Goddard Space Flight Center. As a high school intern, I was tasked with manually typing into a spreadsheet the part numbers, date codes, quantities, and more for each of the thousands of electronic components my mentor had. I decided that I’m at NASA for a reason, and that I could code something up in Python, and so NPCS (NASA Part Cataloging System) was born. This is the first coding project of this scale that I have ever made, and I am more than happy to get a few users at NASA. The whole project was challenging because I didn’t know many of the libraries I was using, so I had to learn them and use them at the same time, along with a million different technical challenges that would be way too long to list. I am really proud that this project became a reality, but upset that only 10 of those 34 hours count because I forgot to submit devlogs. To test the project, make sure you have a Windows computer, or at least a Windows VM, and follow the README.md instructions on my GitHub! There is also a sample label image on my GitHub for testing....
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1793238589.7451088
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1793324989.7451088
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53903
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MechSim by @rayzchen | Stardance
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rayzchen
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1
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34.0
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667
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T11:26:58Z", "hours": 34.0, "multiplier": 19.88, "payout": 667, "blessing": "neutral", "text": "MechSim MechSim is a mechanical system simulator that uses Lagrangian mechanics and Runge-Kutta methods to simulate various constrained systems. From expressions of energy it is capable of deriving equations of motion using symbolic differentiation and then stepping through them in time to simulate the motion of the system. How to use The homepage has links to each of the system simulator pages. Each page has an energy label and diagram, playback buttons and sometimes system equations. The Rolling Disk Pendulum has equations of motion too complex to display on the screen. There is also a button to view the Python system file that creates the solver. The page runs best on a landscape desktop orientation. Code structure The project is written in both Python and JavaScript: the main Lagrangian system solver uses Python for its polymorphism and flexible OOP, while the renderer uses JS to efficiently draw the system and update the GUI. Minimal external dependencies are used, so almost all of the code has been written from scratch. Neither component uses nor requires the internals of the other: the system solver simply outputs a few numbers representing the phase state of the system, and the renderer uses those numbers to calculate the positions of objects to draw. Challenges One of the first major issues encountered was how to simplify expressions. Many of the basic rules in algebra are rather complicated to systematically apply, such as collecting like terms or using index laws. In fact, since the expressions obtained from the Euler-Lagrange equations are of a specific format, this symbolic differentiation engine is not fully-featured. Another detail that required significant attention was how to embed Python into a JavaScript powered webpage. The library used for this, PyScript, has two different Python interpreters: Pyodide and MicroPython, the latter of which is 37x smaller in size. The symbolic differentiation engine does not require any external dependencies, but the RK4 time stepper does use NumPy, which is not available on MicroPython. This meant that much of the code needed to be rewritten using ulab, the MicroPython equivalent. In addition to this, many of the CPython-specific implementation details were different, such as dictionary key order and hash function limitations, had varying behaviour on MicroPython and had to be taken account of. One of the techniques I used was dynamically creating each simulation webpage entirely using JavaScript without any frameworks such as jQuery. This meant that each simulation would have almost identical HTML and simply differing diagram drawing JS, which made adding new simulations a matter of copying the template code and editing the rendering script. Merits The system code is extremely intuitive to the point where even non-programmers should be capable of understanding how the system is set up. The most complex system, the Rolling Disk Pendulum, has no less than 7 components exerting classical forces on each other, but the Euler-Lagrange equations convert this simply to a set of simultaneous equations that can be solved instantly for individual accelerations. This results in fluid motion appearing on the screen, no matter how chaotic the system is.", "repo": "https://github.com/rayzchen/mechsim", "demo": "https://rayzchen.github.io/mechsim/"}]...
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[{"post_id": 71486, "ts": "202 [{"post_id": 71486, "ts": "2026-09-20T22:10:29Z", "hours": 0.3753, "text": "Final fixes Changed the behaviour of the playback button icons to keep sync with the simulation. Also fixed a layering issue in the CSS. The project should now be ready to ship! Temporary deployments can be found at https://rayzchen.github.io/mechsim/"}, {"post_id": 70744, "ts": "2026-09-19T18:11:01Z", "hours": 0.8522, "text": "Playback Controls Added reset, play/pause and step buttons! Temporary deployments can be found at https://rayzchen.github.io/mechsim/"}, {"post_id": 70180, "ts": "2026-09-18T17:06:37Z", "hours": 0.7183, "text": "Energy Bar Added a bar on the left to graphically show the ratio between kinetic and potential energies (the faster things are moving, the more light grey there is). Temporary deployments can be found at https://rayzchen.github.io/mechsim/"}, {"post_id": 70158, "ts": "2026-09-18T16:19:19Z", "hours": 0.7106, "text": "Homepage! Finally able to navigate through the six simulation systems from one place 🔥🔥 Had to wrestle with CSS flexbox and transitions to make nice animations! Temporary deployments can be found at https://rayzchen.github.io/mechsim/"}, {"post_id": 69204, "ts": "2026-09-16T16:21:41Z", "hours": 0.9172, "text": "Cart + Pendulum Added a simple cart and pendulum system, and realised the internal rotation angles were COMPLETELY opposite… Spent half an hour of unlogged time just to find out that all of the systems were symmetric in angles except ONE which had a wrong sign in the rendering code, making it LOOK symmetric… Fixed that without too much of a headache once found :D"}, {"post_id": 69138, "ts": "2026-09-16T13:30:59Z", "hours": 1.0844, "text": "System file viewer Added a button to view the Python code that sets up the physical system. Temporary deployments can be found at https://rayzchen.github.io/mechsim/"}, {"post_id": 65038, "ts": "2026-09-09T20:59:17Z", "hours": 0.6514, "text": "More simulations New simulations added: Swinging Atwood Machine Ball on Slope Simple Pendulum Temporary deployments can be found at https://rayzchen.github.io/mechsim/"}, {"post_id": 64996, "ts": "2026-09-09T19:25:27Z", "hours": 0.8075, "text": "Website structure rewrite To make adding new simulations easier, I restructured the file layout and added more dynamic code to the shared JS to create the elements required rather than copy pasting everything in every file. Also added labels to the tab title and bottom right corner. Also rewrote the drawing code for the rolling disk to add more details. Temporary deployments can be found at https://rayzchen.github.io/mechsim/disk/"}, {"post_id": 56937, "ts": "2026-08-28T23:23:50Z", "hours": 4.4119, "text": "Complex System Demo This system contains a semicircular anulus rocking on a rough plane, with a circular disk inside attached to a compound pendulum, and constrained with three springs. Adjusting the parameters took an awfully long time… Temporary deployments can be found at https://rayzchen.github.io/mechsim/disk.html"}, {"post_id": 56254, "ts": "2026-08-27T22:49:48Z", "hours": 5.4453, "text": "Circular Disks After much headache, two new constraints have been implemented: disk rolling on a plane and disk rolling in a circle. There were also lots of bugs in the LaTeX output, which I just kept encountering one by one, but hopefully they should now all be fixed. Temporary deployments can be found at https://rayzchen.github.io/mechsim/disk.html"}, {"post_id": 55340, "ts": "2026-08-27T02:46:15Z", "hours": 1.0178, "text": "GitHub deployment Temporary deployments can be found at https://rayzchen.github.io/mechsim/pend.html"}, {"post_id": 55304, "ts": "2026-08-27T01:35:48Z", "hours": 5.4156, "text": "LaTeX and more simplification This devlog was supposed to be two separate ones, but Stardance was refusing to calculate logged hours :( There’s a big list of changes here: Added a label to show kinetic and potential energies (and demonstrating conservation of energy!) Finally implemented combining like terms (3x + 2x = 5x) and like powers (sin(x) * sin(x) = sin^2(x)), which provides a huge speed increase since the equations of motion are now simpler Fixed a BUNCH of bugs that were cropping up under MicroPython (annoyingly CPython’s dict keys in order of assignment is an implementation detail that isn’t in MicroPython, and the hashing function in MicroPython is completely unreliable) Added LaTeX mode for converting expressions into strings, which automatically handles subscripts and symbols Added labels to the diagram also with LaTeX, tweaked for visibility"}, {"post_id": 55177, "ts": "2026-08-26T17:39:33Z", "hours": 3.4461, "text": "Officially brought to web! I had to wrestle with PyScript for an incredibly long time, but it’s finally running smoothly! Two big changes to the code are: micropython support, which runs and loads SO much faster than Pyodide (but meant I had to rewrite itertools.product and np.linalg.solve) helper classes to create a mechanical system and create energy formulae, which abstracts the math away into much more of an intuitive system! The code for setting up the system gets simpler and simpler each time…"}, {"post_id": 55036, "ts": "2026-08-26T13:50:10Z", "hours": 0.8836, "text": "PyScript testing Spent some time reading through the documentation of PyScript ( https://pyscript.net/ ) to see how well the code will run in the browser. Got the double pendulum code to run in the browser, and I will start writing a full demo soon."}, {"post_id": 54584, "ts": "2026-08-25T16:39:49Z", "hours": 1.2239, "text": "RK4 solver class I have implemented a class that handles solving, susbtitution and iteration of a system from the lagrangian and tested it with a pendulum-cart setup like the one found at https://www.myphysicslab.com/pendulum/cart-pendulum-en.html ."}, {"post_id": 54508, "ts": "2026-08-25T15:12:57Z", "hours": 1.5611, "text": "Better syntax and other tests The expressions can now be written in a much simpler syntax, making it easier to read! Below is also a test run simulating the angle of a rocking semicircle."}, {"post_id": 54158, "ts": "2026-08-25T00:26:04Z", "hours": 0.7797, "text": "Optimisations The old code used to substitute values and perform thousands of simplifications when they weren’t even necessary. Now the values are directly calculated, resulting in much better execution times."}, {"post_id": 54130, "ts": "2026-08-24T23:11:27Z", "hours": 1.7872, "text": "More complicated math The solver can now handle sin and cos, as well as expanding brackets! Also added the equation of motion solver to obtain a value for acceleration. Tested with a different rendering tool with a double pendulum setup. I will eventually create my own simulation using more math and rendering, this window is not part of the project. TODO: collecting like terms and cancelling down, optimising value substitution"}, {"post_id": 54084, "ts": "2026-08-24T21:19:34Z", "hours": 1.0189, "text": "Differentiation! The symbol engine is now capable of performing partial differentiation with respect to any variable, allowing the use of Euler-Lagrange to form differential equations. See https://en.wikipedia.org/wiki/Euler%E2%80%93Lagrange_equation"}, {"post_id": 54050, "ts": "2026-08-24T20:14:45Z", "hours": 0.4261, "text": "Basic expression manipulation The goal of this project is to write a library that can perform symbolic differentiation and solve for an “equation of motion” which can be used to run a simulation. The code for substituting variables is now complete. Here is a sample of how the substitution works."}]...
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Title: MechSim by @rayzchen | Stardance
Devlogs:
Title: MechSim by @rayzchen | Stardance
Devlogs:
Basic expression manipulation The goal of this project is to write a library that can perform symbolic differentiation and solve for an “equation of motion” which can be used to run a simulation. The code for substituting variables is now complete. Here is a sample of how the substitution works.
Differentiation! The symbol engine is now capable of performing partial differentiation with respect to any variable, allowing the use of Euler-Lagrange to form differential equations. See https://en.wikipedia.org/wiki/Euler%E2%80%93Lagrange_equation
More complicated math The solver can now handle sin and cos, as well as expanding brackets! Also added the equation of motion solver to obtain a value for acceleration. Tested with a different rendering tool with a double pendulum setup. I will eventually create my own simulation using more math and rendering, this window is not part of the project. TODO: collecting like terms and cancelling down, optimising value substitution
Optimisations The old code used to substitute values and perform thousands of simplifications when they weren’t even necessary. Now the values are directly calculated, resulting in much better execution times.
Better syntax and other tests The expressions can now be written in a much simpler syntax, making it easier to read! Below is also a test run simulating the angle of a rocking semicircle.
RK4 solver class I have implemented a class that handles solving, susbtitution and iteration of a system from the lagrangian and tested it with a pendulum-cart setup like the one found at https://www.myphysicslab.com/pendulum/cart-pendulum-en.html .
PyScript testing Spent some time reading through the documentation of PyScript ( https://pyscript.net/ ) to see how well the code will run in the browser. Got the double pendulum code to run in the browser, and I will start writing a full demo soon.
Officially brought to web! I had to wrestle with PyScript for an incredibly long time, but it’s finally running smoothly! Two big changes to the code are: micropython support, which runs and loads SO much faster than Pyodide (but meant I had to rewrite itertools.product and np.linalg.solve) helper classes to create a mechanical system and create energy formulae, which abstracts the math away into much more of an intuitive system! The code for setting up the system gets simpler and simpler each time…
LaTeX and more simplification This devlog was supposed to be two separate ones, but Stardance was refusing to calculate logged hours :( There’s a big list of changes here: Added a label to show kinetic and potential energies (and demonstrating conservation of energy!) Finally implemented combining like terms (3x + 2x = 5x) and like powers (sin(x) * sin(x) = sin^2(x)), which provides a huge speed increase since the equations of motion are now simpler Fixed a BUNCH of bugs that were cropping up under MicroPython (annoyingly CPython’s dict keys in order of assignment is an implementation detail that isn’t in MicroPython, and the hashing function in MicroPython is completely unreliable) Added LaTeX mode for converting expressions into strings, which automatically handles subscripts and symbols Added labels to the diagram also with LaTeX, tweaked for visibility
GitHub deployment Temporary deployments can be found at https://rayzchen.github.io/mechsim/pend.html
Circular Disks After much headache, two new constraints have been implemented: disk rolling on a plane and disk rolling in a circle. There were also lots of bugs in the LaTeX output, which I just kept encountering one by one, but hopefully they should now all be fixed. Temporary deployments can be found at https://rayzchen.github.io/mechsim/disk.html
Complex System Demo This system contains a semicircular anulus rocking on a rough plane, with a circular disk inside attached to a compound pendulum, and constrained with three springs. Adjusting the parameters took an awfully long time… Temporary deployments can be found at https://rayzchen.github.io/mechsim/disk.html
Website structure rewrite To make adding new simulations easier, I restructured the file layout and added more dynamic code to the shared JS to create the elements required rather than copy pasting everything in every file. Also added labels to the tab title and bottom right corner. Also rewrote the drawing code for the rolling disk to add more details. Temporary deployments can be found at https://rayzchen.github.io/mechsim/disk/
More simulations New simulations added: Swinging Atwood Machine Ball on Slope Simple Pendulum Temporary deployments can be found at https://rayzchen.github.io/mechsim/
System file viewer Added a button to view the Python code that sets up the physical system. Temporary deployments can be found at https://rayzchen.github.io/mechsim/
Cart + Pendulum Added a simple cart and pendulum system, and realised the internal rotation angles were COMPLETELY opposite… Spent half an hour of unlogged time just to find out that all of the systems were symmetric in angles except ONE which had a wrong sign in the rendering code, making it LOOK symmetric… Fixed that without too much of a headache once found :D
Homepage! Finally able to navigate through the six simulation systems from one place 🔥🔥 Had to wrestle with CSS flexbox and transitions to make nice animations! Temporary deployments can be found at https://rayzchen.github.io/mechsim/
Energy Bar Added a bar on the left to graphically show the ratio between kinetic and potential energies (the faster things are moving, the more light grey there is). Temporary deployments can be found at https://rayzchen.github.io/mechsim/
Playback Controls Added reset, play/pause and step buttons! Temporary deployments can be found at https://rayzchen.github.io/mechsim/
Final fixes Changed the behaviour of the playback button icons to keep sync with the simulation. Also fixed a layering issue in the CSS. The project should now be ready to ship! Temporary deployments can be found at https://rayzchen.github.io/mechsim/
Ships:
MechSim MechSim is a mechanical system simulator that uses Lagrangian mechanics and Runge-Kutta methods to simulate various constrained systems. From expressions of energy it is capable of deriving equations of motion using symbolic differentiation and then stepping through them in time to simulate the motion of the system. How to use The homepage has links to each of the system simulator pages. Each page has an energy label and diagram, playback buttons and sometimes system equations. The Rolling Disk Pendulum has equations of motion too complex to display on the screen. There is also a button to view the Python system file that creates the solver. The page runs best on a landscape desktop orientation. Code structure The project is written in both Python and JavaScript: the main Lagrangian system solver uses Python for its polymorphism and flexible OOP, while the renderer uses JS to efficiently draw the system and update the GUI. Minimal external dependencies are used, so almost all of the code has been written from scratch. Neither component uses nor requires the internals of the other: the system solver simply outputs a few numbers representing the phase state of the system, and the renderer uses those numbers to calculate the positions of objects to draw. Challenges One of the first major issues encountered was how to simplify expressions. Many of the basic rules in algebra are rather complicated to systematically apply, such as collecting like terms or using index laws. In fact, since the expressions obtained from the Euler-Lagrange equations are of a specific format, this symbolic differentiation engine is not fully-featured. Another detail that required significant attention was how to embed Python into a JavaScript powered webpage. The library used for this, PyScript, has two different Python interpreters: Pyodide and MicroPython, the latter of which is 37x smaller in size. The symbolic differentiation engine does not require any external dependencies, but the RK4 time stepper does use NumPy, which is not available on MicroPython. This meant that much of the code needed to be rewritten using ulab, the MicroPython equivalent. In addition to this, many of the CPython-specific implementation details were different, such as dictionary key order and hash function limitations, had varying behaviour on MicroPython and had to be taken account of. One of the techniques I used was dynamically creating each simulation webpage entirely using JavaScript without any frameworks such as jQuery. This meant that each simulation would have almost identical HTML and simply differing diagram drawing JS, which made adding new simulations a matter of copying the template code and editing the rendering script. Merits The system code is extremely intuitive to the point where even non-programmers should be capable of understanding how the system is set up. The most complex system, the Rolling Disk Pendulum, has no less than 7 components exerting classical forces on each other, but the Euler-Lagrange equations convert this simply to a set of simultaneous equations that can be solved instantly for individual accelerations. This results in fluid motion appearing on the screen, no matter how chaotic the system is....
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1793152494.1148825
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1793238894.1148825
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54961
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icp-scout by @qqxzew | Stardance
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qqxzew
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1
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34.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T14:22:09Z", "hours": 34.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? An assistant for a salesperson, not another lead list. You give it a customer profile, it walks the Czech public registers, and once a week it hands back a handful of companies with something that actually changed this week — each with a full dossier where every claim carries the exact quote it came from and a link to the page it was found on. Built as a take-home assignment for RTsoft (they sell custom shop-floor management software), and it’s live in production, not just running on my machine. What was challenging? Hallucination is the whole risk of this task, not a side concern — an invented fact about a company that a salesperson pastes into an email is worse than no output at all. So the model never gets to assert anything; it proposes a claim + a quote, and my code searches for that exact quote in the page text I archived. First time I ran a verifier that rechecked stored claims against their own archived pages, 100 of 172 supposedly-verified facts failed — all from one code path, the part reading the state register, which had been marking its own claims “verified” without ever passing them through the check. The other hard part: I assumed a good weighted score could rank “why this company.” Two separate experiments — a permutation test and a 1536-dim embedding of company sites — both came back at chance. The site text just doesn’t say who’s buying software. Had to throw the score out and rebuild ranking around what’s actually provable instead. What are you proud of? One line in the schema: claim.snapshot_id NOT NULL REFERENCES snapshot(id). A claim about a company physically cannot be inserted into the database unless it points at a stored page snapshot — “nothing without a source” isn’t a rule I have to remember, it’s a foreign key. Also proud that manual review keeps finding real bugs the statistics don’t: a solar-panel subsidy misfiled as “scaling up production,” a company ranked #1 whose own grant paperwork said they’d already bought the system — both caught by reading five actual cards, after two rigorous experiments said everything was fine. What should people know so they can test it? It only works for Czech companies — the sources are Czech state registers. python -m pipeline.run –check tells you exactly what’s missing before you run anything. The number that matters on every dossier is the last line — “N verified facts · N inferences · N discarded” — click a claim’s source link and check the quote is actually on that page; that’s the whole trust model, so it should be checkable, not taken on faith.", "repo": "https://github.com/qqxzew/icp-scout", "demo": "https://www.icp-scout.fun/"}]...
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[{"post_id": 63571, "ts": "202 [{"post_id": 63571, "ts": "2026-09-07T14:20:11Z", "hours": 7.4442, "text": "Wired up actual deploy: push to main, and a minute later the demo is running that commit. git archive straight over ssh into a receive script — no registry, no git pull on the server, so the server never holds credentials for this repo. The one thing it refuses to do is kill a run in progress: /api/run spawns the pipeline as a subprocess, and a container restart takes it down with it. Now the script asks first, and if a run is going it stops and exits non-zero — red, on purpose, because a deploy that shipped code but didn’t put it into service has no business looking green.Rebuilding the whole thing from nothing on a clean machine found what months of running it on my own box never did. All five delivered companies 404’d after the first real run — the candidate list gets loaded once at import, a run rewrites the files under it, and the process just kept serving eight-hour-old data until somebody restarted it by hand. The “what’s missing” preflight check was lying in both directions: it called the API key missing on a machine that had it as an env var instead of a .env file, and it reported success on a machine where the industry codebook never downloaded — which doesn’t crash anything, it just prints every industry as a bare five-digit code and calls that fine.README got rewritten to lead with the one sentence the tool actually stands on, plus an ARCHITECTURE.md the code can point to instead of explaining itself in comments, a Czech translation, and an MIT licence with the honest caveat: what’s verified is that a sentence was on a page, not that it’s true."}, {"post_id": 61785, "ts": "2026-09-04T21:17:56Z", "hours": 6.3292, "text": "Built a carousel for the week’s five cards - swipe through them one at a time, or flip to a plain grid"}, {"post_id": 60452, "ts": "2026-09-02T19:46:09Z", "hours": 5.5703, "text": "Ran two experiments trying to find better weights for the outreach-order score — a permutation test on our own signals, and a 1536-dim embedding of company sites — both landed at chance (AUC 0.39, p≈0.8). Turns out public site text just doesn’t say whether a company is buying planning software; that’s a ceiling in the source, not something more features would fix, so scoring got replaced with an order read straight off the client’s own ICP document instead of invented weights. Then reading five actual weekly cards by hand caught two things neither experiment did: a solar-panel subsidy misfiled as “scaling up production,” and the #1 company on the list whose own grant description said “we’re buying a complete information system” — already a lost lead, not a hot one. Fixed the classifier — it was only reading project titles, never descriptions — and one signal class jumped from 214 to 1014 matches, 415 of which used to be pitched as reasons to call. Two rigorous measurements found nothing; two hours of eyeballing cards found the bugs sitting at the top of the list."}, {"post_id": 57638, "ts": "2026-08-29T20:55:41Z", "hours": 2.9286, "text": "The assistant now produces real company cards - every claim on one carries the exact quote it came from and a link to the source it was found in. To make sure that actually held, I wrote a check that re-verifies every stored fact against the archived page it supposedly came from, and ran it over the whole database.100 of 172 “facts” failed. Every single one came from my own code: the part that reads the state company register was writing claims marked “verified” without ever passing them through the verifier. The irony is that the register is the most trustworthy source in the entire project - it was just the only one asserting things instead of proving them. Now 177 of 177 pass.I also cut the weekly run from ~50 minutes to about 2, after finding an official API that lists which companies changed recently - 30 of mine in a week, instead of re-checking all 3,299."}, {"post_id": 55490, "ts": "2026-08-27T11:36:43Z", "hours": 11.6494, "text": "I started working on icp-scout - an AI assistant that helps find potential B2B customers. The idea behind the project is simple: instead of a salesperson spending hours searching for companies, opening different websites, and collecting information manually, the assistant should handle this routine work. The goal is not just to provide a list of companies, but to explain why each company could be a good fit and why now might be the right time to contact them. Right now, I’m working on the basic project architecture and thinking about how to make AI results more reliable. The biggest challenge with systems like this is that AI can confidently generate information that is not true. That’s why it is important that every important statement can be verified and has a clear source. Next, I plan to connect public company data sources, build the first analysis pipeline, and test it with real examples."}]...
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Title: icp-scout by @qqxzew | Stardance
Devlogs:
Title: icp-scout by @qqxzew | Stardance
Devlogs:
I started working on icp-scout - an AI assistant that helps find potential B2B customers. The idea behind the project is simple: instead of a salesperson spending hours searching for companies, opening different websites, and collecting information manually, the assistant should handle this routine work. The goal is not just to provide a list of companies, but to explain why each company could be a good fit and why now might be the right time to contact them. Right now, I’m working on the basic project architecture and thinking about how to make AI results more reliable. The biggest challenge with systems like this is that AI can confidently generate information that is not true. That’s why it is important that every important statement can be verified and has a clear source. Next, I plan to connect public company data sources, build the first analysis pipeline, and test it with real examples.
The assistant now produces real company cards - every claim on one carries the exact quote it came from and a link to the source it was found in. To make sure that actually held, I wrote a check that re-verifies every stored fact against the archived page it supposedly came from, and ran it over the whole database.100 of 172 “facts” failed. Every single one came from my own code: the part that reads the state company register was writing claims marked “verified” without ever passing them through the verifier. The irony is that the register is the most trustworthy source in the entire project - it was just the only one asserting things instead of proving them. Now 177 of 177 pass.I also cut the weekly run from ~50 minutes to about 2, after finding an official API that lists which companies changed recently - 30 of mine in a week, instead of re-checking all 3,299.
Ran two experiments trying to find better weights for the outreach-order score — a permutation test on our own signals, and a 1536-dim embedding of company sites — both landed at chance (AUC 0.39, p≈0.8). Turns out public site text just doesn’t say whether a company is buying planning software; that’s a ceiling in the source, not something more features would fix, so scoring got replaced with an order read straight off the client’s own ICP document instead of invented weights. Then reading five actual weekly cards by hand caught two things neither experiment did: a solar-panel subsidy misfiled as “scaling up production,” and the #1 company on the list whose own grant description said “we’re buying a complete information system” — already a lost lead, not a hot one. Fixed the classifier — it was only reading project titles, never descriptions — and one signal class jumped from 214 to 1014 matches, 415 of which used to be pitched as reasons to call. Two rigorous measurements found nothing; two hours of eyeballing cards found the bugs sitting at the top of the list.
Built a carousel for the week’s five cards - swipe through them one at a time, or flip to a plain grid
Wired up actual deploy: push to main, and a minute later the demo is running that commit. git archive straight over ssh into a receive script — no registry, no git pull on the server, so the server never holds credentials for this repo. The one thing it refuses to do is kill a run in progress: /api/run spawns the pipeline as a subprocess, and a container restart takes it down with it. Now the script asks first, and if a run is going it stops and exits non-zero — red, on purpose, because a deploy that shipped code but didn’t put it into service has no business looking green.Rebuilding the whole thing from nothing on a clean machine found what months of running it on my own box never did. All five delivered companies 404’d after the first real run — the candidate list gets loaded once at import, a run rewrites the files under it, and the process just kept serving eight-hour-old data until somebody restarted it by hand. The “what’s missing” preflight check was lying in both directions: it called the API key missing on a machine that had it as an env var instead of a .env file, and it reported success on a machine where the industry codebook never downloaded — which doesn’t crash anything, it just prints every industry as a bare five-digit code and calls that fine.README got rewritten to lead with the one sentence the tool actually stands on, plus an ARCHITECTURE.md the code can point to instead of explaining itself in comments, a Czech translation, and an MIT licence with the honest caveat: what’s verified is that a sentence was on a page, not that it’s true.
Ships:
What did you make? An assistant for a salesperson, not another lead list. You give it a customer profile, it walks the Czech public registers, and once a week it hands back a handful of companies with something that actually changed this week — each with a full dossier where every claim carries the exact quote it came from and a link to the page it was found on. Built as a take-home assignment for RTsoft (they sell custom shop-floor management software), and it’s live in production, not just running on my machine. What was challenging? Hallucination is the whole risk of this task, not a side concern — an invented fact about a company that a salesperson pastes into an email is worse than no output at all. So the model never gets to assert anything; it proposes a claim + a quote, and my code searches for that exact quote in the page text I archived. First time I ran a verifier that rechecked stored claims against their own archived pages, 100 of 172 supposedly-verified facts failed — all from one code path, the part reading the state register, which had been marking its own claims “verified” without ever passing them through the check. The other hard part: I assumed a good weighted score could rank “why this company.” Two separate experiments — a permutation test and a 1536-dim embedding of company sites — both came back at chance. The site text just doesn’t say who’s buying software. Had to throw the score out and rebuild ranking around what’s actually provable instead. What are you proud of? One line in the schema: claim.snapshot_id NOT NULL REFERENCES snapshot(id). A claim about a company physically cannot be inserted into the database unless it points at a stored page snapshot — “nothing without a source” isn’t a rule I have to remember, it’s a foreign key. Also proud that manual review keeps finding real bugs the statistics don’t: a solar-panel subsidy misfiled as “scaling up production,” a company ranked #1 whose own grant paperwork said they’d already bought the system — both caught by reading five actual cards, after two rigorous experiments said everything was fine. What should people know so they can test it? It only works for Czech companies — the sources are Czech state registers. python -m pipeline.run –check tells you exactly what’s missing before you run anything. The number that matters on every dossier is the last line — “N verified facts · N inferences · N discarded” — click a claim’s source link and check the quote is actually on that page; that’s the whole trust model, so it should be checkable, not taken on faith....
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1793144890.3177927
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1793231290.3177927
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56938
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NevAI by @Nahida4479 | Stardance
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Nahida4479
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4
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34.0
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479
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T17:50:24Z", "hours": 3.0, "multiplier": 9.7, "payout": 30, "blessing": "neutral", "text": "NevAI New features Added Anthropic as an AI provider Added the Claude Haiku 5.5 model Adapted the web search tool for Anthropic models Added input validation to setup_env.sh Added a “How to use” section to the /help command Added ANTHROPIC_API to env.example Added a section about Anthropic models to README.md The console now shows input and output token counts for Anthropic models Updated the AI usage disclosure Changed the permissions in the bot invitation link Important Anthropic is an optional provider (NevAI requires at least one of the AI providers listed on GitHub). The bot keeps working with free APIs alone, and Anthropic is used only if you add an ANTHROPIC_API key. How to use Many people mention in project reviews that they don’t know how to use NevAI. Detailed information can be found in the README.md on GitHub and via the /help command. Planned I plan to continue developing the project. If you would like to add your language, please read CONTRIBUTING.md on GitHub. If you find a bug, please report it via GitHub Issues. Good luck with your projects! :)", "repo": "https://github.com/Nahida4479/NevAI-Bot", "demo": "https://discord.com/oauth2/authorize?client_id=1544417524613910628&permissions=17179995200&integration_type=0&scope=bot"}, {"ship_num": 2, "ts": "2026-10-05T23:51:48Z", "hours": 3.0, "multiplier": 12.26, "payout": 43, "blessing": "neutral", "text": "NevAI New features New install.sh script for easy installation Editing the custom prompt on Discord ( /ai_settings ) now loads your current prompt so you can modify it, instead of overwriting it with a new one Added Watchtower for automatic updates (downloads and runs the new Docker image) Changed model gemini-3-flash-preview → GPT-6-Luna Added env-example file Updated README.md (information about install.sh , the new AI model, and how to run the Docker image manually) Planned I plan to keep developing my project by adding new features and fixing bugs. If you want to report a bug or add your language, feel free to open an issue/pull request on GitHub.", "repo": "https://github.com/Nahida4479/NevAI-Bot", "demo": "https://discord.com/oauth2/authorize?client_id=1544417524613910628&permissions=17179995200&integration_type=0&scope=bot"}, {"ship_num": 3, "ts": "2026-09-18T15:44:37Z", "hours": 16.0, "multiplier": 17.39, "payout": 285, "blessing": "neutral", "text": "NevAI - Discord AI Bot Hi, I re-shipped my project because I added new features. New features Exa.ai system - the bot now responds using real web data NevAI returns images found by Exa I adjusted the model so it can’t lie and actually utilizes the available data The bot can use custom Discord server emojis I added more detailed logs returned by the /logs command on Discord I added a debugging system that can be enabled by adding the entry DEBUG_MODE=true to the .env file. This writes detailed logs to debug.log Changed model qwen/qwen3-32b -> google/gemini-3-flash-preview IMPORTANT! How to use? I’ve come across comments saying you don’t know how to use the bot. There are detailed instructions in the README.md , but I’m also posting them here: Add the bot and set the AI channel using the /ai command. Mention the bot, then ask your question. You can customize the bot options using administrator commands (server administrator only, more info on GitHub). You can also run the bot locally: docker pull ghcr.io/nahida4479/nevai:latest docker run –env-file .env ghcr.io/nahida4479/nevai:latest Planned I plan to continue developing this project, so if you encounter any bugs, please report them as issues on GitHub. You can also add your own translation for the bot (see CONTRIBUTING.md on GitHub). Thanks for reading, and good luck with your projects! :)", "repo": "https://github.com/Nahida4479/NevAI-Bot", "demo": "https://discord.com/oauth2/authorize?client_id=1544417524613910628&permissions=17179995200&integration_type=0&scope=bot"}, {"ship_num": 4, "ts": "2026-09-06T21:12:32Z", "hours": 12.0, "multiplier": 9.95, "payout": 121, "blessing": "neutral", "text": "NevAI - Discord AI Bot Hello everyone, I’ve finally finished my open-source Discord AI bot with some unique mechanics! Features Only the Discord server administrator can use /ai , /ai_settings , /language , and /logs . The bot responds using the AI models listed below. The bot supports vision models (image understanding). Responses are limited to 1500 characters. Pre-built Docker image available. Custom success and error emoji. The bot reacts with an emoji when responding in a Discord chat. The server administrator can set a custom AI prompt. Multi-language support (add your own language more info CONTRIBUTING.md)). The bot saves the last 15 messages for chat context. Live logs support ( /logs command). How to use? You can try it on my Discord server: https://discord.gg/3BqyZMQ85V Or run it locally (recommended if you plan to use it daily, since free AI APIs have rate limits). Docker (pre-built image) Create a .env file docker pull ghcr.io/nahida4479/nevai:latest docker run --env-file .env ghcr.io/nahida4479/nevai:latest AI models list Gemini gemini-2.5-flash gemini-2.5-flash-lite Groq openai/gpt-oss-120b openai/gpt-oss-20b HackClub meta-llama/llama-3.3-70b-instruct Vision models Groq qwen/qwen3.6-27b qwen/qwen3.8-27b Finally I’ve spent a lot of time on this project, so thanks for reading! Feedback, issues, and pull requests are always welcome - good luck with your own projects too!", "repo": "https://github.com/Nahida4479/NevAI-Bot", "demo": "https://discord.com/oauth2/authorize?client_id=1544417524613910628&permissions=17179995200&integration_type=0&scope=bot"}]...
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[{"post_id": 77885, "ts": "202 [{"post_id": 77885, "ts": "2026-10-08T17:25:01Z", "hours": 3.1164, "text": "Devlog 14 New Added Anthropic as an AI provider Added the Claude Haiku 5.5 model Adapted the web search tool for Anthropic models Added input validation to setup_env.sh Added a “How to use” section to the /help command Added ANTHROPIC_API to env.example Added a section about Anthropic models to README.md The console now shows input and output token counts for Anthropic models Important Anthropic is an optional provider (NevAI requires at least one of the AI providers listed on GitHub). The bot keeps working with free APIs alone, and Anthropic is used only if you add an ANTHROPIC_API key."}, {"post_id": 76226, "ts": "2026-10-02T19:07:42Z", "hours": 3.4753, "text": "Devlog 13 New New method for installing a Docker image ( install.sh ) Auto update (Watchtower install if you use install.sh ) The bot can see the message a user is replying to The bot can respond on multiple channels through changes to the data.json logic install.sh automatically Installs Docker (if not installed) Installs docker-compose.yml from my GitHub Creates data.json and .env files Asks for API keys for .env Runs the Docker image"}, {"post_id": 70129, "ts": "2026-09-18T15:00:52Z", "hours": 1.7522, "text": "Devlog 12 New pull request Fixed Exa image response issues Changed model qwen/qwen3-32b -> google/gemini-3-flash-preview (for faster response times) The model now also returns sources (a safeguard against model hallucinations) Updated link and added a note in README.md Exa Doubled response speed (when using Exa ) by changing the model and limiting the data returned by Exa . Planned I plan to re-ship this project."}, {"post_id": 68864, "ts": "2026-09-15T22:15:16Z", "hours": 5.6136, "text": "Devlog 11 New pull request Exa.ai now returns images Limited Exa.ai API calls per model Added an error embed to the /logs command Split model messages (when message length > 1990) Added a “How to use?” section to README.md Dynamic bot username in the default prompt Prohibited Markdown tables and HTML tags Handled the tool_use_failed error with the Groq provider Shortened the returned Exa results Exa returns images Exa searches for images based on the queries the AI model makes using the tool (e.g. The model wants to search:, current temperature Poland 2026-09-15 ). Planned I plan to improve the /logs system and the processing of data returned by Exa.ai so that the model doesn’t make things up."}, {"post_id": 68256, "ts": "2026-09-14T19:48:52Z", "hours": 4.4719, "text": "Devlog 10 New pull request Added Exa.ai for AI models to search the internet Added internet search information to /logs Added support for TXT files Added AI response time tracking Added information about Node version and system Exa.ai response system The model decides for itself whether it wants to use Exa.ai . When the model uses Exa.ai , information from the internet is returned. The model uses this information to respond in the Discord chat. When the model decides it doesn’t need to use Exa.ai , it won’t. If you don’t add an EXA_API token, the bot will continue to function, but it will not search for information on the web. Exa supported on the following providers: Groq HackClub OpenRouter Gemini (coming soon) Planned I plan to add another Exa integration, based on the HackClub API for redundancy . I also plan to add information about Exa.ai to README.md ."}, {"post_id": 66070, "ts": "2026-09-11T17:16:18Z", "hours": 3.1428, "text": "Devlog 9 New Started working on a debugging system with a .log file. Added colorful console output to make errors easier to understand. Added a new .env option, DEBUG_MODE , with true / false values (when true , logs are saved to debug.log ). Planned I plan to continuously improve the logging and debugging system."}, {"post_id": 64793, "ts": "2026-09-09T13:36:00Z", "hours": 1.425, "text": "Devlog 8 New Added OpenRouter free models API support The AI can use the Discord server’s custom emojis in its responses (emojis from the Discord cache) Models (reminder) All AI models are free and use free API keys ( Groq , Gemini , HackClub , OpenRouter ). const geminiModels = ['gemini-2.5-flash', 'gemini-2.5-flash-lite'] const groqModels = [\"openai/gpt-oss-120b\", \"openai/gpt-oss-20b\", \"qwen/qwen3.6-27b\"] const HackClubModels = ['meta-llama/llama-3.3-70b-instruct'] const visionModel = [\"qwen/qwen3.6-27b\", \"qwen/qwen3.8-27b\"] const openroute = [\"openrouter/free\"] Planned I plan to continuously develop and improve this project."}, {"post_id": 63182, "ts": "2026-09-06T20:55:06Z", "hours": 1.7508, "text": "Devlog 7 New Added CONTRIBUTING.md (how to add your language) New /help command with a description of all commands Finalized README.md with features, how to run it, etc. Added /logs command with live bot logs (question and AI model) Planned I plan to ship this project."}, {"post_id": 62551, "ts": "2026-09-06T00:18:52Z", "hours": 1.9828, "text": "Devlog 6 New Added image support (vision, Qwen models) Added AI response error handling Added validation for Add custom AI reaction emoji (supports Discord emoji format) Added .env example in README.md Added MIT LICENSE on GitHub Added base AI prompt with a character limit (1500 characters) Planned I plan to add a /logs command."}, {"post_id": 61885, "ts": "2026-09-05T01:35:57Z", "hours": 2.0914, "text": "Devlog 5 New New settings image Changed /ai_settings panel design Created 2 new bot emojis (success and failure) Added Discord emoji format support in the Add custom AI reaction emoji panel Added bot_name typing... indicator Planned I plan to add an embed AI response with an on/off option in /ai_settings ."}, {"post_id": 61116, "ts": "2026-09-03T21:01:26Z", "hours": 1.5242, "text": "Devlog 4 New Created the bot’s profile image Added the AI response system (with 15-message context history) Created the /ai_settings panel with custom prompt and thinking emoji options Extended the language files with new translation keys Planned I’m planning to add support for Discord’s custom emoji format in /ai_settings , and start working on a logs system showing the question asked and which AI model responded."}, {"post_id": 60478, "ts": "2026-09-02T20:33:23Z", "hours": 2.0381, "text": "Devlog 3 New Added multi-language support Created /ai_settings panel Added English and Polish language support Added mention detection - the bot now checks if it was mentioned on the configured AI channel Planned I’m planning to connect the AI system to the bot’s replies and finish the custom prompt settings (via the modal opened from /ai_settings )."}, {"post_id": 59841, "ts": "2026-09-01T20:21:35Z", "hours": 1.1839, "text": "Devlog 2 New Created the Dockerfile and .dockerignore Set up a pre-built Docker image (built automatically via GitHub Actions) Created the /ai slash command Created save_data.js and a save system for the AI channel Planned I’m planning to create the bot’s profile picture and start working on getting AI responses inside Discord."}, {"post_id": 59643, "ts": "2026-09-01T15:47:53Z", "hours": 1.5842, "text": "Devlog 1 New Added 3 AI providers: Groq , Gemini , HackClub Added 6 LLM models across those providers Tested the connection with each provider LLM models Gemini API gemini-2.5-flash , gemini-2.5-flash-lite Groq API openai/gpt-oss-120b , openai/gpt-oss-20b , qwen/qwen3.6-27b HackClub API meta-llama/llama-3.3-70b-instruct Planned I’m planning to integrate these models with the Discord bot"}]...
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Title: NevAI by @Nahida4479 | Stardance
Devlogs:
Title: NevAI by @Nahida4479 | Stardance
Devlogs:
Devlog 1 New Added 3 AI providers: Groq , Gemini , HackClub Added 6 LLM models across those providers Tested the connection with each provider LLM models Gemini API gemini-2.5-flash , gemini-2.5-flash-lite Groq API openai/gpt-oss-120b , openai/gpt-oss-20b , qwen/qwen3.6-27b HackClub API meta-llama/llama-3.3-70b-instruct Planned I’m planning to integrate these models with the Discord bot
Devlog 2 New Created the Dockerfile and .dockerignore Set up a pre-built Docker image (built automatically via GitHub Actions) Created the /ai slash command Created save_data.js and a save system for the AI channel Planned I’m planning to create the bot’s profile picture and start working on getting AI responses inside Discord.
Devlog 3 New Added multi-language support Created /ai_settings panel Added English and Polish language support Added mention detection - the bot now checks if it was mentioned on the configured AI channel Planned I’m planning to connect the AI system to the bot’s replies and finish the custom prompt settings (via the modal opened from /ai_settings ).
Devlog 4 New Created the bot’s profile image Added the AI response system (with 15-message context history) Created the /ai_settings panel with custom prompt and thinking emoji options Extended the language files with new translation keys Planned I’m planning to add support for Discord’s custom emoji format in /ai_settings , and start working on a logs system showing the question asked and which AI model responded.
Devlog 5 New New settings image Changed /ai_settings panel design Created 2 new bot emojis (success and failure) Added Discord emoji format support in the Add custom AI reaction emoji panel Added bot_name typing... indicator Planned I plan to add an embed AI response with an on/off option in /ai_settings .
Devlog 6 New Added image support (vision, Qwen models) Added AI response error handling Added validation for Add custom AI reaction emoji (supports Discord emoji format) Added .env example in README.md Added MIT LICENSE on GitHub Added base AI prompt with a character limit (1500 characters) Planned I plan to add a /logs command.
Devlog 7 New Added CONTRIBUTING.md (how to add your language) New /help command with a description of all commands Finalized README.md with features, how to run it, etc. Added /logs command with live bot logs (question and AI model) Planned I plan to ship this project.
Devlog 8 New Added OpenRouter free models API support The AI can use the Discord server’s custom emojis in its responses (emojis from the Discord cache) Models (reminder) All AI models are free and use free API keys ( Groq , Gemini , HackClub , OpenRouter ). const geminiModels = ['gemini-2.5-flash', 'gemini-2.5-flash-lite'] const groqModels = ["openai/gpt-oss-120b", "openai/gpt-oss-20b", "qwen/qwen3.6-27b"] const HackClubModels = ['meta-llama/llama-3.3-70b-instruct'] const visionModel = ["qwen/qwen3.6-27b", "qwen/qwen3.8-27b"] const openroute = ["openrouter/free"] Planned I plan to continuously develop and improve this project.
Devlog 9 New Started working on a debugging system with a .log file. Added colorful console output to make errors easier to understand. Added a new .env option, DEBUG_MODE , with true / false values (when true , logs are saved to debug.log ). Planned I plan to continuously improve the logging and debugging system.
Devlog 10 New pull request Added Exa.ai for AI models to search the internet Added internet search information to /logs Added support for TXT files Added AI response time tracking Added information about Node version and system Exa.ai response system The model decides for itself whether it wants to use Exa.ai . When the model uses Exa.ai , information from the internet is returned. The model uses this information to respond in the Discord chat. When the model decides it doesn’t need to use Exa.ai , it won’t. If you don’t add an EXA_API token, the bot will continue to function, but it will not search for information on the web. Exa supported on the following providers: Groq HackClub OpenRouter Gemini (coming soon) Planned I plan to add another Exa integration, based on the HackClub API for redundancy . I also plan to add information about Exa.ai to README.md .
Devlog 11 New pull request Exa.ai now returns images Limited Exa.ai API calls per model Added an error embed to the /logs command Split model messages (when message length > 1990) Added a “How to use?” section to README.md Dynamic bot username in the default prompt Prohibited Markdown tables and HTML tags Handled the tool_use_failed error with the Groq provider Shortened the returned Exa results Exa returns images Exa searches for images based on the queries the AI model makes using the tool (e.g. The model wants to search:, current temperature Poland 2026-09-15 ). Planned I plan to improve the /logs system and the processing of data returned by Exa.ai so that the model doesn’t make things up.
Devlog 12 New pull request Fixed Exa image response issues Changed model qwen/qwen3-32b -> google/gemini-3-flash-preview (for faster response times) The model now also returns sources (a safeguard against model hallucinations) Updated link and added a note in README.md Exa Doubled response speed (when using Exa ) by changing the model and limiting the data returned by Exa . Planned I plan to re-ship this project.
Devlog 13 New New method for installing a Docker image ( install.sh ) Auto update (Watchtower install if you use install.sh ) The bot can see the message a user is replying to The bot can respond on multiple channels through changes to the data.json logic install.sh automatically Installs Docker (if not installed) Installs docker-compose.yml from my GitHub Creates data.json and .env files Asks for API keys for .env Runs the Docker image
Devlog 14 New Added Anthropic as an AI provider Added the Claude Haiku 5.5 model Adapted the web search tool for Anthropic models Added input validation to setup_env.sh Added a “How to use” section to the /help command Added ANTHROPIC_API to env.example Added a section about Anthropic models to README.md The console now shows input and output token counts for Anthropic models Important Anthropic is an optional provider (NevAI requires at least one of the AI providers listed on GitHub). The bot keeps working with free APIs alone, and Anthropic is used only if you add an ANTHROPIC_API key.
Ships:
NevAI - Discord AI Bot Hello everyone, I’ve finally finished my open-source Discord AI bot with some unique mechanics! Features Only the Discord server administrator can use /ai , /ai_settings , /language , and /logs . The bot responds using the AI models listed below. The bot supports vision models (image understanding). Responses are limited to 1500 characters. Pre-built Docker image available. Custom success and error emoji. The bot reacts with an emoji when responding in a Discord chat. The server administrator can set a custom AI prompt. Multi-language support (add your own language more info CONTRIBUTING.md)). The bot saves the last 15 messages for chat context. Live logs support ( /logs command). How to use? You can try it on my Discord server: https://discord.gg/3BqyZMQ85V Or run it locally (recommended if you plan to use it daily, since free AI APIs have rate limits). Docker (pre-built image) Create a .env file docker pull ghcr.io/nahida4479/nevai:latest docker run --env-file .env ghcr.io/nahida4479/nevai:latest AI models list Gemini gemini-2.5-flash gemini-2.5-flash-lite Groq openai/gpt-oss-120b openai/gpt-oss-20b HackClub meta-llama/llama-3.3-70b-instruct Vision models Groq qwen/qwen3.6-27b qwen/qwen3.8-27b Finally I’ve spent a lot of time on this project, so thanks for reading! Feedback, issues, and pull requests are always welcome - good luck with your own projects too!
NevAI - Discord AI Bot Hi, I re-shipped my project because I added new features. New features Exa.ai system - the bot now responds using real web data NevAI returns images found by Exa I adjusted the model so it can’t lie and actually utilizes the available data The bot can use custom Discord server emojis I added more detailed logs returned by the /logs command on Discord I added a debugging system that can be enabled by adding the entry DEBUG_MODE=true to the .env file. This writes detailed logs to debug.log Changed model qwen/qwen3-32b -> google/gemini-3-flash-preview IMPORTANT! How to use? I’ve come across comments saying you don’t know how to use the bot. There are detailed instructions in the README.md , but I’m also posting them here: Add the bot and set the AI channel using the /ai command. Mention the bot, then ask your question. You can customize the bot options using administrator commands (server administrator only, more info on GitHub). You can also run the bot locally: docker pull ghcr.io/nahida4479/nevai:latest docker run –env-file .env ghcr.io/nahida4479/nevai:latest Planned I plan to continue developing this project, so if you encounter any bugs, please report them as issues on GitHub. You can also add your own translation for the bot (see CONTRIBUTING.md on GitHub). Thanks for reading, and good luck with your projects! :)
NevAI New features New install.sh script for easy installation Editing the custom prompt on Discord ( /ai_settings ) now loads your current prompt so you can modify it, instead of overwriting it with a new one Added Watchtower for automatic updates (downloads and runs the new Docker image) Changed model gemini-3-flash-preview → GPT-6-Luna Added env-example file Updated README.md (information about install.sh , the new AI model, and how to run the Docker image manually) Planned I plan to keep developing my project by adding new features and fixing bugs. If you want to report a bug or add your language, feel free to open an issue/pull request on GitHub.
NevAI New features Added Anthropic as an AI provider Added the Claude Haiku 5.5 model Adapted the web search tool for Anthropic models Added input validation to setup_env.sh Added a “How to use” section to the /help command Added ANTHROPIC_API to env.example Added a section about Anthropic models to README.md The console now shows input and output token counts for Anthropic models Updated the AI usage disclosure Changed the permissions in the bot invitation link Important Anthropic is an optional provider (NevAI requires at least one of the AI providers listed on GitHub). The bot keeps working with free APIs alone, and Anthropic is used only if you add an ANTHROPIC_API key. How to use Many people mention in project reviews that they don’t know how to use NevAI. Detailed information can be found in the README.md on GitHub and via the /help command. Planned I plan to continue developing the project. If you would like to add your language, please read CONTRIBUTING.md on GitHub. If you find a bug, please report it via GitHub Issues. Good luck with your projects! :)...
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FrictionHub by @Dev_L_K | Stardance
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Dev_L_K
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-21T09:31:41Z", "hours": 6.0, "multiplier": 9.66, "payout": 62, "blessing": "neutral", "text": "FrictionHub FrictionHub is a small collection of Quality of Life improving miniweb tools made with html css and js only. Added PWA setup to the website Go to https://frictionhub.devlkakkoth.me In the browser settings click Addto homescreen Then click Install . the PWA will be installed to your home screen Features CopyBoard Here you can save frequently used texts emails etc inside your browser storage Password Generator You can save 100% secure and random passwords. and save it in your browser storage. so if you forgot it you can retrive it again. Text Cleaner You can clean a large messy text by removing empty lines. unwanted spaces and more. Case Conveter Convert a large text into different cases like uppercase lowercase sentnce case etc… Shopping List Create and manage shopping lists and save them as PDF files. Color converter For html coders converting color codes are difficult. Find and replace Finding and replacing some texts from long paragraphs areuch boring stuff. Currency converter Buying items with international cards are very hard to find exhchange rates and converting qr code generator instead of sending urls using url we can enter sites using scanning. text difference finder finding small small differences in texts paragraphs are very boring url cleaner remove tracking ids and unwanted things from url. Weather dashboard find the weather of a city by searching simply. Code formatter Formats html css js and python codes clean and neat. Base 64 converter Convert images and texts into base64 and decode them too. BooksFinder Uses openlibrary api to find details of many books. RecipeFinder Uses themealdb api to find images and recipe to find food items Dictionary Uses Dictionary api to get meaning and other information about words ir phrases Pomodaro Timer Focus,take break and acheive your gols through pomodaro timer. CSS Gradient Generator Make CSS Gradients by selecting colors only and instantly copy the code World Clock Check and analyse the world time and time differnce between zones. Typing speed checker Measure your word per minute using this sub app. Typing is a big support to devlopers. Daily Planner Helpful to those who dont memorize important things. mark as completed when each plan is done Please read my recent Devlog my this ship was completely gone! Due to many reasons I have explained them in my devlogs please read that. While working with the world clock sub app I even lost all my 45 min code and I had to rewrite it. I am being honest that I hasn’t tried to fraud hackatime. I am completely proud of me that since my last ship i am here after long days before cause I was very busy in improving my js and logics. You can see the difference I have made in my js since last ship Thank you. Thsi one is the same copy of my README.md And I have made some changes here.", "repo": "https://github.com/dev-l-k/FrictionHub", "demo": "https://frictionhub.devlkakkoth.me"}, {"ship_num": 2, "ts": "2026-10-10T16:54:12Z", "hours": 6.0, "multiplier": 10.96, "payout": 63, "blessing": "neutral", "text": "FrictionHub This is a multifunctional web app. Which has many differt purpose tools that can improve the QOL It has a newly added PWA setup. Go to FrictionHub Go to browser options and click on Add to Homescreen In the pop up click Install to install the PWA to your home screen. Works on both Laptops and mobile phones Tools CopyBoard Here you can save frequently used texts emails etc inside your browser storage Password Generator You can save 100% secure and random passwords. and save it in your browser storage. so if you forgot it you can retrive it again. Text Cleaner You can clean a large messy text by removing empty lines. unwanted spaces and more. Case Conveter Convert a large text into different cases like uppercase lowercase sentnce case etc… Shopping List Create and manage shopping lists and save them as PDF files. Color converter For html coders converting color codes are difficult. Find and replace Finding and replacing some texts from long paragraphs areuch boring stuff. Currency converter Buying items with international cards are very hard to find exhchange rates and converting qr code generator instead of sending urls using url we can enter sites using scanning. text difference finder finding small small differences in texts paragraphs are very boring url cleaner remove tracking ids and unwanted things from url. Weather dashboard find the weather of a city by searching simply. Code formatter Formats html css js and python codes clean and neat. Base 64 converter Convert images and texts into base64 and decode them too. BooksFinder Uses openlibrary api to find details of many books. RecipeFinder Uses themealdb api to find images and recipe to find food items Dictionary Uses Dictionary api to get meaning and other information about words ir phrases Pomodaro Timer Focus,take break and acheive your gols through pomodaro timer. CSS Gradient Generator Make CSS Gradients by selecting colors only and instantly copy the code. If u find this helpful please give better ratings. Thankyou for rating my project.", "repo": "https://github.com/dev-l-k/FrictionHub", "demo": "https://frictionhub.devlkakkoth.me"}, {"ship_num": 3, "ts": "2026-10-08T10:16:22Z", "hours": 4.0, "multiplier": 15.51, "payout": 56, "blessing": "neutral", "text": "FrictionHub This is a small web app made by me to reduce our digital friction. It contains many tools Tools CopyBoard Here you can save frequently used texts emails etc inside your browser storage Password Generator You can save 100% secure and random passwords. and save it in your browser storage. so if you forgot it you can retrive it again. Text Cleaner You can clean a large messy text by removing empty lines. unwanted spaces and more. Case Conveter Convert a large text into different cases like uppercase lowercase sentnce case etc… Shopping List Create and manage shopping lists and save them as PDF files. Color converter For html coders converting color codes are difficult. Find and replace Finding and replacing some texts from long paragraphs areuch boring stuff. Currency converter Buying items with international cards are very hard to find exhchange rates and converting qr code generator instead of sending urls using url we can enter sites using scanning. text difference finder finding small small differences in texts paragraphs are very boring url cleaner remove tracking ids and unwanted things from url. Weather dashboard find the weather of a city by searching simply. Code formatter Formats html css js and python codes clean and neat. Base 64 converter Convert images and texts into base64 and decode them too. BooksFinder Uses openlibrary api to find details of many books. RecipeFinder Uses themealdb api to find images and recipe to find food items", "repo": "https://github.com/dev-l-k/FrictionHub", "demo": "https://frictionhub.devlkakkoth.me"}, {"ship_num": 4, "ts": "2026-09-27T01:39:34Z", "hours": 1.0, "multiplier": 4.25, "payout": 4, "blessing": "neutral", "text": "FrictionHub A multifunctional web app with many utitility tools. Tools CopyBoard Here you can save frequently used texts emails etc inside your browser storage Password Generator You can save 100% secure and random passwords. and save it in your browser storage. so if you forgot it you can retrive it again. Text Cleaner You can clean a large messy text by removing empty lines. unwanted spaces and more. Case Conveter Convert a large text into different cases like uppercase lowercase sentnce case etc… Shopping List Create and manage shopping lists and save them as PDF files. Color converter For html coders converting color codes are difficult. Find and replace Finding and replacing some texts from long paragraphs areuch boring stuff. Currency converter Buying items with international cards are very hard to find exhchange rates and converting qr code generator instead of sending urls using url we can enter sites using scanning. text difference finder finding small small differences in texts paragraphs are very boring url cleaner remove tracking ids and unwanted things from url. Weather dashboard find the weather of a city by searching simply. Code formatter Formats html css js and python codes clean and neat.", "repo": "https://github.com/dev-l-k/FrictionHub", "demo": "https://frictionhub.devlkakkoth.me"}, {"ship_num": 5, "ts": "2026-09-26T01:32:25Z", "hours": 8.0, "multiplier": 12.36, "payout": 97, "blessing": "neutral", "text": "FrictionHub A multimedia web app with many QOL improving tools Tools CopyBoard Here you can save frequently used texts emails etc inside your browser storage Password Generator You can save 100% secure and random passwords. and save it in your browser storage. so if you forgot it you can retrive it again. Text Cleaner You can clean a large messy text by removing empty lines. unwanted spaces and more. Case Conveter Convert a large text into different cases like uppercase lowercase sentnce case etc… Shopping List Create and manage shopping lists and save them as PDF files. Color converter For html coders converting color codes are difficult. Find and replace Finding and replacing some texts from long paragraphs areuch boring stuff. Currency converter Buying items with international cards are very hard to find exhchange rates and converting qr code generator instead of sending urls using url we can enter sites using scanning.(Uses external js) text difference finder finding small small differences in texts paragraphs are very boring url cleaner remove tracking ids and unwanted things from url. Weather dashboard find the weather of a city by searching simply. None of ur data never leaves your browser", "repo": "https://github.com/dev-l-k/FrictionHub", "demo": "https://frictionhub.devlkakkoth.me"}, {"ship_num": 6, "ts": "2026-09-13T11:04:47Z", "hours": 9.0, "multiplier": 4.31, "payout": 20, "blessing": "neutral", "text": "Friction Hub A collection of light weight web tools that can improve the QOL. It has 5 sub apps. None of your data entered here never leaves your device Storage - local storage Pdf generaton gode was a little hard to understand. Others were quite simple. It will help u improve your digital life. No direct use of ai just used ai to rectify errors and understanding ideologies.", "repo": "https://github.com/dev-l-k/FrictionHub", "demo": "https://frictionhub.devlkakkoth.me"}]...
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[{"post_id": 81439, "ts": "202 [{"post_id": 81439, "ts": "2026-10-21T09:19:34Z", "hours": 2.3631, "text": "Hey all I have completed the work for the next ship. I wants some stardust now so I am gonna ship it now. New feature Daily planner You can add tasks and plan your day. And when each task is completed mark it as complete. i didnt used the exact same css. This time I decided to include more and write my self. if u notice the changes in the js of my first ship and the new one Yay! I have made a large improvement in my js i am very proud of it. Until my last ship i targeted to improve js. So I didn’t get time to code efficiently I am very proud of my improvement in js. Plss rate my project"}, {"post_id": 81180, "ts": "2026-10-20T06:19:27Z", "hours": 1.9072, "text": "Devlog after a long time I am back with my Devlog Now I have created a new sub app to frictionHub It’s is Typing Speed Checker If u just check the js it was quite too hard to figure out the logics. So I had to redo the same code by fixing errors(logical). Butit is one of the best html apps I have made. Html and css was very simple but the js was just harder than I have ever experienced. If u guys wants to try it out Plss check here https://FrictionHub.devlkakkoth.me/typing"}, {"post_id": 80426, "ts": "2026-10-17T16:31:40Z", "hours": 2.1608, "text": "Guys I am back with coding again I am back all I have added a new sub app world clock First of all I am being honest to all the Stardance reviewers. Reviewers might seem my project code time as inflated because. My sister just deleted all my code and clicked save. I lost all and i had to rewrite the codes again. So please don’t ban me as spamming hackatime. I am coding in my mobile phone I don’t have a laptop. So I can’t do undo plss this is a request. I am coding through termux along with code-server World clock It is a small mini app withalmost 15+ timezones to track current time. If u are offline u can use pwa."}, {"post_id": 78371, "ts": "2026-10-10T16:17:40Z", "hours": 1.3331, "text": "Devlog Added new app CSS Gradient Generator Uses simple js logics Select Degree ,2 colors and type and it will generate the gradient Instantly copy the code Live at Click me"}, {"post_id": 78334, "ts": "2026-10-10T14:01:19Z", "hours": 1.8939, "text": "Devlog FrictionHub I now worked mainly on my new sub app dictionary. It uses public dictionary APIs to get data Writing the code was much harder. I neededto use ai to format them correctly and to find my errors. It is currently live on Click Me"}, {"post_id": 78266, "ts": "2026-10-10T06:47:13Z", "hours": 1.8833, "text": "Devlog FrictionHub Now I have added a new app called pomodaro timer it helps to focus complete take breaks and achieve your goals. Huge update Added PWA support to the website Click add to home screen from your browser to add as PWA I am sorry because I used dir GitHub to add pwa code and its code was written with help of AI. The icon was generated by me using inshot. Ai not used Check here Click me"}, {"post_id": 78123, "ts": "2026-10-09T17:04:30Z", "hours": 0.5994, "text": "Devlog Updated home screen Now it has 4 sections Text tools Dev tools everyday utilities discover Check it out Click here"}, {"post_id": 77792, "ts": "2026-10-08T09:18:02Z", "hours": 1.2572, "text": "Devlog RecipeHub Powered by TheMealDb includes many recipes from all over the world. A simple project Live at Click here"}, {"post_id": 76720, "ts": "2026-10-04T12:31:07Z", "hours": 0.9842, "text": "Devlog FrictionHub Added new sub app Book Finder Search and find details of millions of books Works using openlibrary api. Live at https://frictionhub.devlkakkoth.me/Book"}, {"post_id": 76660, "ts": "2026-10-04T09:16:15Z", "hours": 1.3586, "text": "Devlog FrictionHub After a long time I started working New app - Base64 converter Features encode an decode images and texts to base 64 helpful for coder"}, {"post_id": 74242, "ts": "2026-09-27T01:35:23Z", "hours": 1.0253, "text": "Devlog FrictionHub Added Code formatter app. Format and clean codes html css and js and python supported Live at https://frictionhub.devlkakkoth.me/code"}, {"post_id": 73801, "ts": "2026-09-26T01:26:42Z", "hours": 0.9319, "text": "Devlog Added color converter convert colors to hex RGB and hsl Updated readme.md Live at https://frictionhub.devlkakkoth.me/color"}, {"post_id": 73790, "ts": "2026-09-26T00:20:05Z", "hours": 0.7061, "text": "Devlog FrictionHub Find and replace Find and replace texts in a large paragraph Live at https://frictionhub.devlkakkoth.me/replace"}, {"post_id": 73673, "ts": "2026-09-25T17:23:56Z", "hours": 0.8936, "text": "Devlog FrictionHub Added currency exchanger sub app uses frankfurter api to get realtime currency exchange rates. Live at https://frictionhub.devlkakkoth.me/currency"}, {"post_id": 73629, "ts": "2026-09-25T15:17:15Z", "hours": 1.2483, "text": "Devlog FrictionHub Weather dashboard Check weather and forecasts of any place using the open meteo api Added clock too Live at https://frictionhub.devlkakkoth.me/weather"}, {"post_id": 73384, "ts": "2026-09-25T01:30:46Z", "hours": 0.8211, "text": "Devlog FrictionHub JSON Formatter Format and minify json codes Added copy feature Live at https://frictionhub.devlkakkoth.me/jsonformatter"}, {"post_id": 73357, "ts": "2026-09-24T23:59:56Z", "hours": 0.5275, "text": "Devlog FrictionHub URL cleaner Remove tracking parameters and other unwanted datas from urls. Added load demo Live at https://frictionhub.devlkakkoth.me/urlcleaner"}, {"post_id": 73238, "ts": "2026-09-24T17:13:04Z", "hours": 0.6617, "text": "DevLog FrictionHub New app added Qr code generator uses simple qr code js library to generate QR code and download it as png. check live at https://frictionhub.devlkakkoth.me/qrcode"}, {"post_id": 72928, "ts": "2026-09-24T01:49:53Z", "hours": 1.4289, "text": "Devlog FrictionHub After a long time I started coding again on friction Hub Now I have added text difference finder sub app You can easily find text difference quick and fast jst pure js logics. Check here https://frictionhub.devlkakkoth.me/textdiff"}, {"post_id": 67741, "ts": "2026-09-13T23:45:05Z", "hours": 0.5972, "text": "Devlog FrictionHub Made some changes in the css and rewrite the complete readme correctly."}, {"post_id": 67276, "ts": "2026-09-13T10:51:10Z", "hours": 0.4733, "text": "Devlog FrictionHub Completed project Ready to ship Now live at https://frictionhub.devlkakkoth.me"}, {"post_id": 67262, "ts": "2026-09-13T10:15:23Z", "hours": 1.3436, "text": "Devlog 6 FrictionHub Shopping list add items to your cart and download PDFs Live at https://frictionhub.devlkakkoth.me"}, {"post_id": 67184, "ts": "2026-09-13T07:45:30Z", "hours": 1.0269, "text": "Devlog 5 FrictionHub Case Converter convert the cases of any type of texts Live at https://frictionhub.devlkakkoth.me"}, {"post_id": 67129, "ts": "2026-09-13T06:02:15Z", "hours": 1.4153, "text": "Devlog 4 FrictionHub Text cleaner convert messy texts into clean ones helps to avoid unwanted spaces duplicate lines etc Live at https://frictionhub.devlkakkoth.me"}, {"post_id": 67007, "ts": "2026-09-13T01:31:41Z", "hours": 1.4203, "text": "Devlog 3 FrictionHub Password Generator(sub app) You can generate 100% secure and unique passwords and copy them and save with no effort. Your password or any thing don’t leaves your device Used HTML CSS JS Live at https://frictionhub.devlkakkoth.me"}, {"post_id": 66728, "ts": "2026-09-12T16:54:14Z", "hours": 1.6175, "text": "Devlog2 FrictionHub CopyBoard(sub app) A place where u can save texts and fast access and copy it Completed it’s html structure css styles and js logics it doesn’t use any external database your data never leaves the browser Live at https://frictionhub.devlkakkoth.me"}, {"post_id": 66652, "ts": "2026-09-12T14:41:20Z", "hours": 1.7111, "text": "Devlog 1 FrictionHub Home Page added home page to the project debugged it’s errors. Try at https://frictionhub.devlkakkoth.me"}]...
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Title: FrictionHub by @Dev_L_K | Stardance
Devlog Title: FrictionHub by @Dev_L_K | Stardance
Devlogs:
Devlog 1 FrictionHub Home Page added home page to the project debugged it’s errors. Try at https://frictionhub.devlkakkoth.me
Devlog2 FrictionHub CopyBoard(sub app) A place where u can save texts and fast access and copy it Completed it’s html structure css styles and js logics it doesn’t use any external database your data never leaves the browser Live at https://frictionhub.devlkakkoth.me
Devlog 3 FrictionHub Password Generator(sub app) You can generate 100% secure and unique passwords and copy them and save with no effort. Your password or any thing don’t leaves your device Used HTML CSS JS Live at https://frictionhub.devlkakkoth.me
Devlog 4 FrictionHub Text cleaner convert messy texts into clean ones helps to avoid unwanted spaces duplicate lines etc Live at https://frictionhub.devlkakkoth.me
Devlog 5 FrictionHub Case Converter convert the cases of any type of texts Live at https://frictionhub.devlkakkoth.me
Devlog 6 FrictionHub Shopping list add items to your cart and download PDFs Live at https://frictionhub.devlkakkoth.me
Devlog FrictionHub Completed project Ready to ship Now live at https://frictionhub.devlkakkoth.me
Devlog FrictionHub Made some changes in the css and rewrite the complete readme correctly.
Devlog FrictionHub After a long time I started coding again on friction Hub Now I have added text difference finder sub app You can easily find text difference quick and fast jst pure js logics. Check here https://frictionhub.devlkakkoth.me/textdiff
DevLog FrictionHub New app added Qr code generator uses simple qr code js library to generate QR code and download it as png. check live at https://frictionhub.devlkakkoth.me/qrcode
Devlog FrictionHub URL cleaner Remove tracking parameters and other unwanted datas from urls. Added load demo Live at https://frictionhub.devlkakkoth.me/urlcleaner
Devlog FrictionHub JSON Formatter Format and minify json codes Added copy feature Live at https://frictionhub.devlkakkoth.me/jsonformatter
Devlog FrictionHub Weather dashboard Check weather and forecasts of any place using the open meteo api Added clock too Live at https://frictionhub.devlkakkoth.me/weather
Devlog FrictionHub Added currency exchanger sub app uses frankfurter api to get realtime currency exchange rates. Live at https://frictionhub.devlkakkoth.me/currency
Devlog FrictionHub Find and replace Find and replace texts in a large paragraph Live at https://frictionhub.devlkakkoth.me/replace
Devlog Added color converter convert colors to hex RGB and hsl Updated readme.md Live at https://frictionhub.devlkakkoth.me/color
Devlog FrictionHub Added Code formatter app. Format and clean codes html css and js and python supported Live at https://frictionhub.devlkakkoth.me/code
Devlog FrictionHub After a long time I started working New app - Base64 converter Features encode an decode images and texts to base 64 helpful for coder
Devlog FrictionHub Added new sub app Book Finder Search and find details of millions of books Works using openlibrary api. Live at https://frictionhub.devlkakkoth.me/Book
Devlog RecipeHub Powered by TheMealDb includes many recipes from all over the world. A simple project Live at Click here
Devlog Updated home screen Now it has 4 sections Text tools Dev tools everyday utilities discover Check it out Click here
Devlog FrictionHub Now I have added a new app called pomodaro timer it helps to focus complete take breaks and achieve your goals. Huge update Added PWA support to the website Click add to home screen from your browser to add as PWA I am sorry because I used dir GitHub to add pwa code and its code was written with help of AI. The icon was generated by me using inshot. Ai not used Check here Click me
Devlog FrictionHub I now worked mainly on my new sub app dictionary. It uses public dictionary APIs to get data Writing the code was much harder. I neededto use ai to format them correctly and to find my errors. It is currently live on Click Me
Devlog Added new app CSS Gradient Generator Uses simple js logics Select Degree ,2 colors and type and it will generate the gradient Instantly copy the code Live at Click me
Guys I am back with coding again I am back all I have added a new sub app world clock First of all I am being honest to all the Stardance reviewers. Reviewers might seem my project code time as inflated because. My sister just deleted all my code and clicked save. I lost all and i had to rewrite the codes again. So please don’t ban me as spamming hackatime. I am coding in my mobile phone I don’t have a laptop. So I can’t do undo plss this is a request. I am coding through termux along with code-server World clock It is a small mini app withalmost 15+ timezones to track current time. If u are offline u can use pwa.
Devlog after a long time I am back with my Devlog Now I have created a new sub app to frictionHub It’s is Typing Speed Checker If u just check the js it was quite too hard to figure out the logics. So I had to redo the same code by fixing errors(logical). Butit is one of the best html apps I have made. Html and css was very simple but the js was just harder than I have ever experienced. If u guys wants to try it out Plss check here https://FrictionHub.devlkakkoth.me/typing
Hey all I have completed the work for the next ship. I wants some stardust now so I am gonna ship it now. New feature Daily planner You can add tasks and plan your day. And when each task is completed mark it as complete. i didnt used the exact same css. This time I decided to include more and write my self. if u notice the changes in the js of my first ship and the new one Yay! I have made a large improvement in my js i am very proud of it. Until my last ship i targeted to improve js. So I didn’t get time to code efficiently I am very proud of my improvement in js. Plss rate my project
Ships:
Friction Hub A collection of light weight web tools that can improve the QOL. It has 5 sub apps. None of your data entered here never leaves your device Storage - local storage Pdf generaton gode was a little hard to understand. Others were quite simple. It will help u improve your digital life. No direct use of ai just used ai to rectify errors and understanding ideologies.
FrictionHub A multimedia web app with many QOL improving tools Tools CopyBoard Here you can save frequently used texts emails etc inside your browser storage Password Generator You can save 100% secure and random passwords. and save it in your browser storage. so if you forgot it you can retrive it again. Text Cleaner You can clean a large messy text by removing empty lines. unwanted spaces and more. Case Conveter Convert a large text into different cases like uppercase lowercase sentnce case etc… Shopping List Create and manage shopping lists and save them as PDF files. Color converter For html coders converting color codes are difficult. Find and replace Finding and replacing some texts from long paragraphs areuch boring stuff. Currency converter Buying items with international cards are very hard to find exhchange rates and converting qr code generator instead of sending urls using url we can enter sites using scanning.(Uses external js) text difference finder finding small small differences in texts paragraphs are very boring url cleaner remove tracking ids and unwanted things from url. Weather dashboard find the weather of a city by searching simply. None of ur data never leaves your browser
FrictionHub A multifunctional web app with many utitility tools. Tools CopyBoard Here you can save frequently used texts emails etc inside your browser storage Password Generator You can save 100% secure and random passwords. and save it in your browser storage. so if you forgot it you can retrive it again. Text Cleaner You can clean a large messy text by removing empty lines. unwanted spaces and more. Case Conveter Convert a large text into different cases like uppercase lowercase sentnce case etc… Shopping List Create and manage shopping lists and save them as PDF files. Color converter For html coders converting color codes are difficult. Find and replace Finding and replacing some texts from long paragraphs areuch boring stuff. Currency converter Buying items with international cards are very hard to find exhchange rates and converting qr code generator instead of sending urls using url we can enter sites using scanning. text difference finder finding small small differences in texts paragraphs are very boring url cleaner remove tracking ids and unwanted things from url. Weather dashboard find the weather of a city by searching simply. Code formatter Formats html css js and python codes clean and neat.
FrictionHub This is a small web app made by me to reduce our digital friction. It contains many tools Tools CopyBoard Here you can save frequently used texts emails etc inside your browser storage Password Generator You can save 100% secure and random passwords. and save it in your browser storage. so if you forgot it you can retrive it again. Text Cleaner You can clean a large messy text by removing empty lines. unwanted spaces and more. Case Conveter Convert a large text into different cases like uppercase lowercase sentnce case etc… Shopping List Create and manage shopping lists and save them as PDF files. Color converter For html coders converting color codes are difficult. Find and replace Finding and replacing some texts from long paragraphs areuch boring stuff. Currency converter Buying items with international cards are very hard to find exhchange rates and converting qr code generator instead of sending urls using url we can enter sites using scanning. text difference finder finding small small differences in texts paragraphs are very boring url cleaner remove tracking ids and unwanted things from url. Weather dashboard find the weather of a city by searching simply. Code formatter Formats html css js and python codes clean and neat. Base 64 converter Convert images and texts into base64 and decode them too. BooksFinder Uses openlibrary api to find details of many books. RecipeFinder Uses themealdb api to find images and recipe to find food items
FrictionHub This is a multifunctional web app. Which has many differt purpose tools that can improve the QOL It has a newly added PWA setup. Go to FrictionHub Go to browser options and click on Add to Homescreen In the pop up click Install to install the PWA to your home screen. Works on both Laptops and mobile phones Tools CopyBoard Here you can save frequently used texts emails etc inside your browser storage Password Generator You can save 100% secure and random passwords. and save it in your browser storage. so if you forgot it you can retrive it again. Text Cleaner You can clean a large messy text by removing empty lines. unwanted spaces and more. Case Conveter Convert a large text into different cases like uppercase lowercase sentnce case etc… Shopping List Create and manage shopping lists and save them as PDF files. Color converter For html coders converting color codes are difficult. Find and replace Finding and replacing some texts from long paragraphs areuch boring stuff. Currency converter Buying items with international cards are very hard to find exhchange rates and converting qr code generator instead of sending urls using url we can enter sites using scanning. text difference finder finding small small differences in texts paragraphs are very boring url cleaner remove tracking ids and unwanted things from url. Weather dashboard find the weather of a city by searching simply. Code formatter Formats html css js and python codes clean and neat. Base 64 converter Convert images and texts into base64 and decode them too. BooksFinder Uses openlibrary api to find details of many books. RecipeFinder Uses themealdb api to find images and recipe to find food items Dictionary Uses Dictionary api to get meaning and other information about words ir phrases Pomodaro Timer Focus,take break and acheive your gols through pomodaro timer. CSS Gradient Generator Make CSS Gradients by selecting colors only and instantly copy the code. If u find this helpful please give better ratings. Thankyou for rating my project.
FrictionHub FrictionHub is a small collection of Quality of Life improving miniweb tools made with html css and js only. Added PWA setup to the website Go to https://frictionhub.devlkakkoth.me In the browser settings click Addto homescreen Then click Install . the PWA will be installed to your home screen Features CopyBoard Here you can save frequently used texts emails etc inside your browser storage Password Generator You can save 100% secure and random passwords. and save it in your browser storage. so if you forgot it you can retrive it again. Text Cleaner You can clean a large messy text by removing empty lines. unwanted spaces and more. Case Conveter Convert a large text into different cases like uppercase lowercase sentnce case etc… Shopping List Create and manage shopping lists and save them as PDF files. Color converter For html coders converting color codes are difficult. Find and replace Finding and replacing some texts from long paragraphs areuch boring stuff. Currency converter Buying items with international cards are very hard to find exhchange rates and converting qr code generator instead of sending urls using url we can enter sites using scanning. text difference finder finding small small differences in texts paragraphs are very boring url cleaner remove tracking ids and unwanted things from url. Weather dashboard find the weather of a city by searching simply. Code formatter Formats html css js and python codes clean and neat. Base 64 converter Convert images and texts into base64 and decode them too. BooksFinder Uses openlibrary api to find details of many books. RecipeFinder Uses themealdb api to find images and recipe to find food items Dictionary Uses Dictionary api to get meaning and other information about words ir phrases Pomodaro Timer Focus,take break and acheive your gols through pomodaro timer. CSS Gradient Generator Make CSS Gradients by selecting colors only and instantly copy the code World Clock Check and analyse the world time and time differnce between zones. Typing speed checker Measure your word per minute using this sub app. Typing is a big support to devlopers. Daily Planner Helpful to those who dont memorize important things. mark as completed when each plan is done Please read my recent Devlog my this ship was completely gone! Due to many reasons I have explained them in my devlogs please read that. While working with the world clock sub app I even lost all my 45 min code and I had to rewrite it. I am being honest that I hasn’t tried to fraud hackatime. I am completely proud of me that since my last ship i am here after long days before cause I was very busy in improving my js and logics. You can see the difference I have made in my js since last ship Thank you. Thsi one is the same copy of my README.md And I have made some changes here....
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TrollBound>_< by @akshay369 | Stardance
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akshay369
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2
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34.0
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239
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T08:36:29Z", "hours": 22.0, "multiplier": 11.01, "payout": 239, "blessing": "neutral", "text": "READ THIS !! ––––––––––– Guys I finally Completed the TROLLBOUND. This ship included more levels, sound effects, persistent storage and many more. Each level is unique and most of the levels cannot be completed in the first try and that’s makes this game an another experience. You think “I figured out the game”, the game says : “No you didn’t figured it out fully”. That makes this game unique. As said this game is inspired from the famous game Level Devil. I spend hours to make each level , and to make each level unique, I have to research a lot, how to make things work like that. That mean I have put a lot of effort into this. So I expect nice ratings and reviews from you guys, please do not disappoint me because I spend 33 hours for this project , guys. AI USAGE I used AI only for learning things and how to make things work like when the player into ceiling, we need to reverse the gravity, For that things I seek help from AI(Concept only, all code is written by me). And of course for debugging when I am stuck with a bug. Thankyou. Hope you like this project.", "repo": "https://github.com/akshaykpillai369-max/trollbound", "demo": "https://akshay369.itch.io/trollbound"}, {"ship_num": 2, "ts": "2026-09-29T04:45:54Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Trollbound. It is a short, trap-filled 2D game inspired from the famous game “LEVEL DEVIL”. The objective is simple, reach the door. But the levels does not allow you to reach it simply. There are traps in every step, so stay alert. Sometimes, it seems like game have bugs, but it does’nt. They are just traps😏. The challenging part is ofcourse making assets , it is very hard to make assets. I am proud that I able to make this game in Godot. It takes more than usual around 12 hours just for 2 levels. So try this game. And try not to get fooled, lol😂", "repo": "https://github.com/akshaykpillai369-max/trollbound", "demo": "https://akshay369.itch.io/trollbound"}]...
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[{"post_id": 77500, "ts": "202 [{"post_id": 77500, "ts": "2026-10-07T08:04:40Z", "hours": 2.2375, "text": "Guys, Trollbound is completed. Level 12 is also done. Thanks to the peers who commented, liked and supported me in this project. Now I am gonna ship this . Have a Nice day guys."}, {"post_id": 77475, "ts": "2026-10-07T04:42:48Z", "hours": 1.8331, "text": "Level 11 added! Easy level, right?"}, {"post_id": 77265, "ts": "2026-10-06T11:02:54Z", "hours": 2.3942, "text": "Level 10 competed, as said in the previous devlog, this is very hard because there is trap in each step, so take every step carefully otherwise you gonna die😂😂"}, {"post_id": 77236, "ts": "2026-10-06T07:05:02Z", "hours": 1.4597, "text": "Level 9 is done. It is kinda easy guys. But level 10 gonna be a banger😏."}, {"post_id": 77066, "ts": "2026-10-05T15:12:00Z", "hours": 0.8311, "text": "Level 8 is done now guys. It is little harder than the level 7."}, {"post_id": 77007, "ts": "2026-10-05T10:45:59Z", "hours": 0.3469, "text": "Started working on level 8"}, {"post_id": 77003, "ts": "2026-10-05T10:19:30Z", "hours": 1.0689, "text": "Now completed level 7. This is pretty easy game as compared to previous. Enjoy it😂"}, {"post_id": 76967, "ts": "2026-10-05T07:15:56Z", "hours": 1.8803, "text": "Now completed Level 6. Guys, honestly, planning each level is so hard because we have to add something new in each level and think from the user side. So what I am saying is if you have any types of traps in mind, please share it in the comments"}, {"post_id": 76937, "ts": "2026-10-05T04:06:23Z", "hours": 0.8161, "text": "Now I added some improvements to the gameplay, now in the winscreen or death screen , you able to go to main menu. The major feature now added is persistent gameplay that is now your gameplay progress will survive the restart. Guys, I had a qn does a button that redirects to level selection menu is needed in the death/win screen. Or this main menu is enough . please share your thoughts about this in the comments. That’s all for this devlog. See you in the next one ^_^"}, {"post_id": 76918, "ts": "2026-10-05T02:30:31Z", "hours": 0.3289, "text": "When testing the all levels. I find a weird thing. In level 5 there is actually two ways to win. One is easy and one is hard. Instead of fixing that, I am gonna say, guys it’s a director brilliance, lol 😂😂"}, {"post_id": 76766, "ts": "2026-10-04T15:03:34Z", "hours": 2.1922, "text": "Level 5 is done. It takes me a lot of time to complete the level 5 compared to previous because it is more complex that other level, but the gameplay is simple actually once we figure it out😂😂. The gravity changing is the complex part. I am not explaining because it may affect your experience with game."}, {"post_id": 76663, "ts": "2026-10-04T09:25:52Z", "hours": 1.1242, "text": "Now added level selection, pause menu, and pause button"}, {"post_id": 76611, "ts": "2026-10-04T05:12:07Z", "hours": 1.5197, "text": "Level 4 is completed. I am pretty sure if you play level 4, then you are going to be mad💯😂 because it is that much tricky. I am damn sure you are going to curse me after playing the level 4😂."}, {"post_id": 76590, "ts": "2026-10-04T02:47:48Z", "hours": 0.2706, "text": "Now added death sound, door opening sound, jump(already sound is there), platform drop sound and much more…."}, {"post_id": 76379, "ts": "2026-10-03T10:45:40Z", "hours": 1.2008, "text": "Guys Now added settings in the main menu and added main menu music and level music. Here is the quick demo. In the demo video there is echo. Please forgive me for that"}, {"post_id": 76310, "ts": "2026-10-03T04:52:29Z", "hours": 1.8542, "text": "Level 3 is completed. I am not gonna add demo because of spoiler. If you guys want solution to each level, I can add a solution folder in github. So if you guys want that, please let me know in the comments. Next thing I want to add is sound effects, that is really gonna make trollbound to next level and give better experience"}, {"post_id": 76281, "ts": "2026-10-03T02:20:45Z", "hours": 0.3953, "text": "Now I start working on the level 3 .Here a teaser"}, {"post_id": 75105, "ts": "2026-09-29T04:39:47Z", "hours": 2.8861, "text": "Level 2 completed. Now I am going to ship this. I did not gonna add the demo of level 2 because it becomes spoiler😏 and affect your experience with the game😂"}, {"post_id": 74882, "ts": "2026-09-28T14:31:06Z", "hours": 1.9617, "text": "Hurray after these much time, level 1 is officially completed🎉🎉. Also changed the ground to a solid colour otherwise tarps can be easily detected😏"}, {"post_id": 74807, "ts": "2026-09-28T10:01:20Z", "hours": 0.7886, "text": "I changed the player, and added proper animations"}, {"post_id": 74796, "ts": "2026-09-28T08:56:37Z", "hours": 0.8386, "text": "Now added ground and spike assets"}, {"post_id": 74773, "ts": "2026-09-28T06:41:04Z", "hours": 1.1864, "text": "Making the assets is a very tedious task , it is such a headache, but we need to make it. Now I am making the player and ground assets. Finally get one . Now next is spike , then ground, oh this is a lot. see you guys :):"}, {"post_id": 74501, "ts": "2026-09-27T15:03:45Z", "hours": 1.8475, "text": "Oh , it has been a long session. I found this video on youtube: https://www.youtube.com/watch?v=LOhfqjmasi0&t=769s . In that he organized the file as assets on asset folder , levels on levels folder, scripts on its own folder like that and I tried to implement that. Now all the links are broken that is now on clicking on the play button is not working, I have to fix it. Before fixing that I made the door and its animation. It took me a while to get the perfect door framesheet because the godot sliced wrongly every time. So it took me most of my time. I will fix the broken links tomorrow. That’s all for this devlog. Happy coding stay healthy❤️"}, {"post_id": 74426, "ts": "2026-09-27T11:15:11Z", "hours": 0.6883, "text": "Added background image and added an animation to the text. I get the animation from the youtube video link: https://www.youtube.com/watch?v=DiOD3K5vR0w I added this because some may say this is AI. I do not wanna hear that. And guys, I really forget to commit these because we are doing all these stuff in godot, there is no terminal and we forget . Okay so that’s all for this devlog. Let me commit the changes"}, {"post_id": 74399, "ts": "2026-09-27T10:06:26Z", "hours": 0.7792, "text": "Now added a spike to kill the player and a welcome screen."}, {"post_id": 74386, "ts": "2026-09-27T09:12:53Z", "hours": 0.5392, "text": "I am planning to make a Level devil inspired Game- TrollBound. And this is going to be fun. So Sit Back , Relax and Enjoy the show(Just BroCode things, I love him)😂"}]...
|
Title: TrollBound>_< by @akshay369 | Stardan Title: TrollBound>_< by @akshay369 | Stardance
Devlogs:
I am planning to make a Level devil inspired Game- TrollBound. And this is going to be fun. So Sit Back , Relax and Enjoy the show(Just BroCode things, I love him)😂
Now added a spike to kill the player and a welcome screen.
Added background image and added an animation to the text. I get the animation from the youtube video link: https://www.youtube.com/watch?v=DiOD3K5vR0w I added this because some may say this is AI. I do not wanna hear that. And guys, I really forget to commit these because we are doing all these stuff in godot, there is no terminal and we forget . Okay so that’s all for this devlog. Let me commit the changes
Oh , it has been a long session. I found this video on youtube: https://www.youtube.com/watch?v=LOhfqjmasi0&t=769s . In that he organized the file as assets on asset folder , levels on levels folder, scripts on its own folder like that and I tried to implement that. Now all the links are broken that is now on clicking on the play button is not working, I have to fix it. Before fixing that I made the door and its animation. It took me a while to get the perfect door framesheet because the godot sliced wrongly every time. So it took me most of my time. I will fix the broken links tomorrow. That’s all for this devlog. Happy coding stay healthy❤️
Making the assets is a very tedious task , it is such a headache, but we need to make it. Now I am making the player and ground assets. Finally get one . Now next is spike , then ground, oh this is a lot. see you guys :):
Now added ground and spike assets
I changed the player, and added proper animations
Hurray after these much time, level 1 is officially completed🎉🎉. Also changed the ground to a solid colour otherwise tarps can be easily detected😏
Level 2 completed. Now I am going to ship this. I did not gonna add the demo of level 2 because it becomes spoiler😏 and affect your experience with the game😂
Now I start working on the level 3 .Here a teaser
Level 3 is completed. I am not gonna add demo because of spoiler. If you guys want solution to each level, I can add a solution folder in github. So if you guys want that, please let me know in the comments. Next thing I want to add is sound effects, that is really gonna make trollbound to next level and give better experience
Guys Now added settings in the main menu and added main menu music and level music. Here is the quick demo. In the demo video there is echo. Please forgive me for that
Now added death sound, door opening sound, jump(already sound is there), platform drop sound and much more….
Level 4 is completed. I am pretty sure if you play level 4, then you are going to be mad💯😂 because it is that much tricky. I am damn sure you are going to curse me after playing the level 4😂.
Now added level selection, pause menu, and pause button
Level 5 is done. It takes me a lot of time to complete the level 5 compared to previous because it is more complex that other level, but the gameplay is simple actually once we figure it out😂😂. The gravity changing is the complex part. I am not explaining because it may affect your experience with game.
When testing the all levels. I find a weird thing. In level 5 there is actually two ways to win. One is easy and one is hard. Instead of fixing that, I am gonna say, guys it’s a director brilliance, lol 😂😂
Now I added some improvements to the gameplay, now in the winscreen or death screen , you able to go to main menu. The major feature now added is persistent gameplay that is now your gameplay progress will survive the restart. Guys, I had a qn does a button that redirects to level selection menu is needed in the death/win screen. Or this main menu is enough . please share your thoughts about this in the comments. That’s all for this devlog. See you in the next one ^_^
Now completed Level 6. Guys, honestly, planning each level is so hard because we have to add something new in each level and think from the user side. So what I am saying is if you have any types of traps in mind, please share it in the comments
Now completed level 7. This is pretty easy game as compared to previous. Enjoy it😂
Started working on level 8
Level 8 is done now guys. It is little harder than the level 7.
Level 9 is done. It is kinda easy guys. But level 10 gonna be a banger😏.
Level 10 competed, as said in the previous devlog, this is very hard because there is trap in each step, so take every step carefully otherwise you gonna die😂😂
Level 11 added! Easy level, right?
Guys, Trollbound is completed. Level 12 is also done. Thanks to the peers who commented, liked and supported me in this project. Now I am gonna ship this . Have a Nice day guys.
Ships:
I made Trollbound. It is a short, trap-filled 2D game inspired from the famous game “LEVEL DEVIL”. The objective is simple, reach the door. But the levels does not allow you to reach it simply. There are traps in every step, so stay alert. Sometimes, it seems like game have bugs, but it does’nt. They are just traps😏. The challenging part is ofcourse making assets , it is very hard to make assets. I am proud that I able to make this game in Godot. It takes more than usual around 12 hours just for 2 levels. So try this game. And try not to get fooled, lol😂
READ THIS !! ––––––––––– Guys I finally Completed the TROLLBOUND. This ship included more levels, sound effects, persistent storage and many more. Each level is unique and most of the levels cannot be completed in the first try and that’s makes this game an another experience. You think “I figured out the game”, the game says : “No you didn’t figured it out fully”. That makes this game unique. As said this game is inspired from the famous game Level Devil. I spend hours to make each level , and to make each level unique, I have to research a lot, how to make things work like that. That mean I have put a lot of effort into this. So I expect nice ratings and reviews from you guys, please do not disappoint me because I spend 33 hours for this project , guys. AI USAGE I used AI only for learning things and how to make things work like when the player into ceiling, we need to reverse the gravity, For that things I seek help from AI(Concept only, all code is written by me). And of course for debugging when I am stuck with a bug. Thankyou. Hope you like this project....
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1793213729.4044716
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1793300129.4044716
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67137
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Autonomously landing TVC rocket by @sangyupl511 | Autonomously landing TVC rocket by @sangyupl511 | Stardance...
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sangyupl511
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0
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33.99
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0
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[]
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[{"post_id": 82725, "ts": "202 [{"post_id": 82725, "ts": "2026-10-25T17:48:21Z", "hours": 5.3678, "text": "I made another version of the parachute bulkhead and ejection piston. The new version uses a rack and pinion system with a steel bar, so the actual component with stress of it is not the servo horn itself. Additionally, I can simulations with claude code that simulated 2,000 flights with an Apogee F10 for the ascent motor instead of the Estes F15 (there is still an F15 for the descent motor). The reason for the switch is that the F15 descent motor was too strong for the velocity that the rocket was landing at. Either the descent motor set off too early and the landing velocity was too much or the motor set off too late and the rocket sprung back up when it hit the ground. With the new stronger F10 motor, the rocket achieves a greater apogee so the velocity that the rocket comes down at is greater, allowing the F15 to actually use its thrust slowing the rocket down sufficiently instead of being too strong for the rocket. Below is a photo of the outcomes for the 2,000 simulated flights."}, {"post_id": 81671, "ts": "2026-10-22T00:36:43Z", "hours": 1.0333, "text": "I performed a static test with a rocket motor. Everything went well, except that the thrust vector motor tube melted due to the heat of the motor. Looks like I need to print a new motor tube."}, {"post_id": 81405, "ts": "2026-10-21T04:39:48Z", "hours": 0.3336, "text": "I created version 4 of the parachute bulkhead piston. This version had a longer hook and the sides were also shaved down so that the piston fit easier into the tube. I also added more walls and used a gyroid infill in the slicer this time to increase the structural integrity of the part before I sent it to the 3D printer."}, {"post_id": 81146, "ts": "2026-10-20T02:29:29Z", "hours": 1.45, "text": "I replaced the lower leg ring with the improved design and I also added funtak to the bottom where the legs and ring contact. In theory, the funtak should slow down and absorb the impact/velocity of the legs before they hit the bottom. I added the funtak because in the last lower leg ring design, the velocity that the legs were coming down at snapped the platform below it."}, {"post_id": 80860, "ts": "2026-10-19T02:18:06Z", "hours": 1.7456, "text": "I installed the new avionics holder today. However, when I was testing the lower leg ring, I found a weakness in the design. The ring has snapped where the legs came into contact with it. I failed to see the issue with my previous design where the 90 degree angle that the leg platform and the ring made was a point where the 3D print was fragile and could snap easily. So, I redesigned the lower leg ring so that the is a 0.25in fillet that tapers toward 0.125in at the edge along the edge where the 3D print had previously snapped. Below is a picture of the snapped leg ring."}, {"post_id": 80545, "ts": "2026-10-18T04:02:46Z", "hours": 2.9158, "text": "I added the avionics and avionics holder into the lower body tube of the rocket. After that I attached the top tube to the bottom. I then performed multiple drop tests testing a straight down vertical drop, lateral and vertical drop, and spinning drop. I found that the rocket performed really well on the lateral and vertical lateral drops which I’m really proud of because the landing pads were doing their jobs of absorbing the shock. However, I found that on spinning drops, the rocket had a tendency to tip over, but not enough to fall. I think reducing the angular velocity about the body tube is something that I should look out for when performing my test flights."}, {"post_id": 80027, "ts": "2026-10-16T00:51:22Z", "hours": 1.8667, "text": "I installed the new servo arm into the spring system and tested it, but in one of the trials, the crook where the servo arm is placed into the bulkhead broke off, so I had to redesign the bulkhead so that the fillet value on the corner where the bulkhead crook broke off to a greater value. The increased value on the fillet will hopefully increase the crook’s resistance to snapping. Also I had to solder together a female XT-30 connector port to another wire that plugged into the Li-ion charger because I didn’t have the adapter. The old wire was a female XT-60 connector which didn’t work with my male XT-30 connector. I also epoxied the bungee cord connected to the nose cone to the upper body tube."}, {"post_id": 79709, "ts": "2026-10-15T05:03:35Z", "hours": 2.2167, "text": "I finished drilling out the holes in the body and I installed the spring mechanism into the tube. The arm of the servo was starting to become detached due to the stress that it experienced when holding back the spring’s force when locked, so I wrapped wire around it and epoxied the arm again to make the arm strong again. Next step is to find a place to attach the nose cone and confirm the spring mechanism actually works with a static test with a loaded parachute."}, {"post_id": 79246, "ts": "2026-10-13T05:54:23Z", "hours": 1.3833, "text": "Today I got the spring mechanism for ejecting the parachute to work reliably. I made a few improvements. Specifically, I made a new top bulkhead for the ejection system that featured a latch/crook for the servo arm to swing into when the spring is compressed and ready to be locked into. In contrast, the previous version had the servo arm swing directly in between the spring coils, which led to inconsistency and jammed ejections. Overall, today was a pretty productive day and I’m happy I got the mechanism finished since I thought I would’ve taken a lot longer on it."}, {"post_id": 78951, "ts": "2026-10-12T05:33:59Z", "hours": 1.9169, "text": "I tested the spring mechanism that launches the parachute out of the top rocket tube. I cut open an old tube so that I could see the length that the spring compresses. Still need to verify the system works and touch up on the actual mechanism."}, {"post_id": 78643, "ts": "2026-10-11T05:00:49Z", "hours": 1.3567, "text": "Took apart old version of the spring mechanism on the parachute bulkhead to use the spring on my next iteration of parachute bulkhead. Below is a picture of the parachute bulkhead before I took it apart."}, {"post_id": 78423, "ts": "2026-10-10T19:24:12Z", "hours": 3.2831, "text": "I worked on the parachute spring and more importantly, the e-matches that ignite the descent motor and cut the rubber band holding the legs together, to then release the legs to landing. Today was most likely the biggest leap in the project because I finally got the e-matches to not only ignite, but also ignite of command with little to no delay. I still need to work a little more on the parachute spring ejection system, but that’s as expected because I only started that component a few days ago. (Also peep the white monster in the corner)."}, {"post_id": 78184, "ts": "2026-10-09T22:11:13Z", "hours": 0.6336, "text": "I glued the landing pads onto the legs of the rocket. After expoxying them, I tested the landing leg deployment and how it would land and they legs worked!"}, {"post_id": 77752, "ts": "2026-10-08T05:03:37Z", "hours": 1.5, "text": "I wired the two positive wires from the second 7.4V LiPo and negative wires to the LiPo negative and Teensy 4.1 ground for each of the two MOSFET gates."}, {"post_id": 77713, "ts": "2026-10-08T01:38:33Z", "hours": 1.95, "text": "Today I attached the legs on the rocket and confirmed the leg deployment system worked with one of the four leg structures. Next step is to epoxy the landing pads onto the ends of the legs."}, {"post_id": 76892, "ts": "2026-10-04T23:02:18Z", "hours": 1.0725, "text": "Added servo that controls the parachute ejection system. The servo will release a spring that will then eject the parachute out. Also I needed to cut and add additional wire and then shrink tube it bc the wires were too short."}, {"post_id": 76546, "ts": "2026-10-03T22:06:15Z", "hours": 1.8833, "text": "Soldered the wires connecting to MOSFET to ignite the descent motor. Tried to wire the additionally connected wires to create the spark, but could not complete today."}, {"post_id": 76517, "ts": "2026-10-03T19:53:27Z", "hours": 0.5339, "text": "Build the bulkhead that will be used to platform the black powder charge or mechanical spring parachute ejection system."}, {"post_id": 75780, "ts": "2026-10-01T02:58:20Z", "hours": 1.55, "text": "Today, I mounted the thrust vector control mount onto the lower body frame of the rocket. Still need to confirm it works tho, for next work session…"}]...
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Title: Autonomously landing TVC rocket by @sangyup Title: Autonomously landing TVC rocket by @sangyupl511 | Stardance
Devlogs:
Today, I mounted the thrust vector control mount onto the lower body frame of the rocket. Still need to confirm it works tho, for next work session…
Build the bulkhead that will be used to platform the black powder charge or mechanical spring parachute ejection system.
Soldered the wires connecting to MOSFET to ignite the descent motor. Tried to wire the additionally connected wires to create the spark, but could not complete today.
Added servo that controls the parachute ejection system. The servo will release a spring that will then eject the parachute out. Also I needed to cut and add additional wire and then shrink tube it bc the wires were too short.
Today I attached the legs on the rocket and confirmed the leg deployment system worked with one of the four leg structures. Next step is to epoxy the landing pads onto the ends of the legs.
I wired the two positive wires from the second 7.4V LiPo and negative wires to the LiPo negative and Teensy 4.1 ground for each of the two MOSFET gates.
I glued the landing pads onto the legs of the rocket. After expoxying them, I tested the landing leg deployment and how it would land and they legs worked!
I worked on the parachute spring and more importantly, the e-matches that ignite the descent motor and cut the rubber band holding the legs together, to then release the legs to landing. Today was most likely the biggest leap in the project because I finally got the e-matches to not only ignite, but also ignite of command with little to no delay. I still need to work a little more on the parachute spring ejection system, but that’s as expected because I only started that component a few days ago. (Also peep the white monster in the corner).
Took apart old version of the spring mechanism on the parachute bulkhead to use the spring on my next iteration of parachute bulkhead. Below is a picture of the parachute bulkhead before I took it apart.
I tested the spring mechanism that launches the parachute out of the top rocket tube. I cut open an old tube so that I could see the length that the spring compresses. Still need to verify the system works and touch up on the actual mechanism.
Today I got the spring mechanism for ejecting the parachute to work reliably. I made a few improvements. Specifically, I made a new top bulkhead for the ejection system that featured a latch/crook for the servo arm to swing into when the spring is compressed and ready to be locked into. In contrast, the previous version had the servo arm swing directly in between the spring coils, which led to inconsistency and jammed ejections. Overall, today was a pretty productive day and I’m happy I got the mechanism finished since I thought I would’ve taken a lot longer on it.
I finished drilling out the holes in the body and I installed the spring mechanism into the tube. The arm of the servo was starting to become detached due to the stress that it experienced when holding back the spring’s force when locked, so I wrapped wire around it and epoxied the arm again to make the arm strong again. Next step is to find a place to attach the nose cone and confirm the spring mechanism actually works with a static test with a loaded parachute.
I installed the new servo arm into the spring system and tested it, but in one of the trials, the crook where the servo arm is placed into the bulkhead broke off, so I had to redesign the bulkhead so that the fillet value on the corner where the bulkhead crook broke off to a greater value. The increased value on the fillet will hopefully increase the crook’s resistance to snapping. Also I had to solder together a female XT-30 connector port to another wire that plugged into the Li-ion charger because I didn’t have the adapter. The old wire was a female XT-60 connector which didn’t work with my male XT-30 connector. I also epoxied the bungee cord connected to the nose cone to the upper body tube.
I added the avionics and avionics holder into the lower body tube of the rocket. After that I attached the top tube to the bottom. I then performed multiple drop tests testing a straight down vertical drop, lateral and vertical drop, and spinning drop. I found that the rocket performed really well on the lateral and vertical lateral drops which I’m really proud of because the landing pads were doing their jobs of absorbing the shock. However, I found that on spinning drops, the rocket had a tendency to tip over, but not enough to fall. I think reducing the angular velocity about the body tube is something that I should look out for when performing my test flights.
I installed the new avionics holder today. However, when I was testing the lower leg ring, I found a weakness in the design. The ring has snapped where the legs came into contact with it. I failed to see the issue with my previous design where the 90 degree angle that the leg platform and the ring made was a point where the 3D print was fragile and could snap easily. So, I redesigned the lower leg ring so that the is a 0.25in fillet that tapers toward 0.125in at the edge along the edge where the 3D print had previously snapped. Below is a picture of the snapped leg ring.
I replaced the lower leg ring with the improved design and I also added funtak to the bottom where the legs and ring contact. In theory, the funtak should slow down and absorb the impact/velocity of the legs before they hit the bottom. I added the funtak because in the last lower leg ring design, the velocity that the legs were coming down at snapped the platform below it.
I created version 4 of the parachute bulkhead piston. This version had a longer hook and the sides were also shaved down so that the piston fit easier into the tube. I also added more walls and used a gyroid infill in the slicer this time to increase the structural integrity of the part before I sent it to the 3D printer.
I performed a static test with a rocket motor. Everything went well, except that the thrust vector motor tube melted due to the heat of the motor. Looks like I need to print a new motor tube.
I made another version of the parachute bulkhead and ejection piston. The new version uses a rack and pinion system with a steel bar, so the actual component with stress of it is not the servo horn itself. Additionally, I can simulations with claude code that simulated 2,000 flights with an Apogee F10 for the ascent motor instead of the Estes F15 (there is still an F15 for the descent motor). The reason for the switch is that the F15 descent motor was too strong for the velocity that the rocket was landing at. Either the descent motor set off too early and the landing velocity was too much or the motor set off too late and the rocket sprung back up when it hit the ground. With the new stronger F10 motor, the rocket achieves a greater apogee so the velocity that the rocket comes down at is greater, allowing the F15 to actually use its thrust slowing the rocket down sufficiently instead of being too strong for the rocket. Below is a photo of the outcomes for the 2,000 simulated flights....
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1793105729.9839795
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1793710529.9839795
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62153
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Uranium Age by @mubassir | Stardance
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mubassir
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0
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33.98
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0
|
[]
|
[{"post_id": 68128, "ts": "202 [{"post_id": 68128, "ts": "2026-09-14T15:44:40Z", "hours": 33.9789, "text": "Uranium Age (a Minecraft mod). My second ever Minecraft mod that I have published. This was first posted on Macondo, but it got falsely rejected twice, so I am now submitting this here to avoid wasting more than 2 months of hard work, ahh. This is the complete mod, as I had been working on it during macondo, so these dev logs are just to get me my hours here. But I guess I should still share what I remember as a dev log, like the first week I spent working on the uranium blocks and ores, making textures, and the blocks. Edit: Weird system, guess I can’t make a second devlog to get the rest of the hours, so I’m asking on “-help on how to migrate."}]...
|
Title: Uranium Age by @mubassir | Stardance
Devlo Title: Uranium Age by @mubassir | Stardance
Devlogs:
Uranium Age (a Minecraft mod). My second ever Minecraft mod that I have published. This was first posted on Macondo, but it got falsely rejected twice, so I am now submitting this here to avoid wasting more than 2 months of hard work, ahh. This is the complete mod, as I had been working on it during macondo, so these dev logs are just to get me my hours here. But I guess I should still share what I remember as a dev log, like the first week I spent working on the uranium blocks and ores, making textures, and the blocks. Edit: Weird system, guess I can’t make a second devlog to get the rest of the hours, so I’m asking on “-help on how to migrate....
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1793044234.162039
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1793649034.162039
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20780
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Arivu by @Ak_45 | Stardance
|
|
3
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33.9
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111
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-26T12:54:24Z", "hours": 3.0, "multiplier": 15.68, "payout": 24, "blessing": "neutral", "text": "Just added a bunch more Malayalam across the site and finally got the career guide PDF in. Figured people should be able to save something and actually walk away with it instead of just scrolling through once. Also cleaned up the readability and squeezed out some performance while I was in there. Honestly the Malayalam translations were the hard part. A lot of career/science terms just don’t have a clean Malayalam equivalent, so it wasn’t a translate-and-done job; it took a lot of rewriting until it sounded like something a person would actually say instead of a textbook. Still not 100% happy with a couple of sections, but it’s way better than before. What I’m most happy with is that Arivu finally feels bilingual instead of just having a language toggle that doesn’t mean much. That was the whole point of building this. If you’re testing it, take a look at the translations between Malayalam and English, download the career guide PDF, and let me know if anything seems sluggish.", "repo": "https://github.com/Akshithsurya/Arivu", "demo": "https://arivu-pallakad.netlify.app/"}, {"ship_num": 2, "ts": "2026-07-02T12:07:54Z", "hours": 5.0, "multiplier": 17.87, "payout": 83, "blessing": "neutral", "text": "I have reviewed all of the errors, made the project better, added Malayalam as a new language, and added more career pathways. The UI was inspired by old mobile notes apps, and we have done a lot of research for this version. I have done a lot of work for this passion project :)", "repo": "https://github.com/Akshithsurya/Arivu", "demo": "https://arivu-pallakad.netlify.app/"}, {"ship_num": 3, "ts": "2026-06-23T12:14:52Z", "hours": 1.0, "multiplier": 7.24, "payout": 4, "blessing": "neutral", "text": "Arivu (അറിവ്) is a bilingual science career literacy platform for +2 students in Palakkad, Kerala — built in Malayalam and English because the language itself is the point. Most students here are told there are two paths in science: IIT-JEE or NEET. There are over fifty. We mapped them. The hardest part wasn’t the tech — it’s a single index.html, deliberately. The hardest part was writing career descriptions in Malayalam that didn’t read like translated English, and building a heritage module that treats the Kerala School of Mathematics (c. 1300–1600 CE) as the living tradition it actually is, not a footnote. Mādhava of Saṅgamagrāma derived the series for π 300 years before Leibniz. That’s rendered live in KaTeX on the site. What I’m most proud of: the Exam Calendar PDF — 13 major STEM entrance exams, 8 pages, designed to be printed and pinned on a classroom wall. It’s already being used in schools. To test it: go to arivu-pallakad.netlify.app, try the Career Matcher (pick your subjects and interests), explore the Pathways Map, and download the Exam Calendar. The site works on a ₹6,000 phone on 2G — that was a hard constraint, not an afterthought.", "repo": "https://github.com/Akshithsurya/Arivu", "demo": "https://arivu-pallakad.netlify.app/"}]...
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[{"post_id": 49522, "ts": "202 [{"post_id": 49522, "ts": "2026-08-18T12:12:31Z", "hours": 8.1403, "text": "Made the entire thing work on an old android and made it have a way larfer database"}, {"post_id": 46453, "ts": "2026-08-13T17:49:18Z", "hours": 7.6086, "text": "making all of the resources have a well-defined area, making the translation better, adding more resources, and making the quiz better. Tell me, should I give the UI a make over?"}, {"post_id": 45691, "ts": "2026-08-12T10:45:14Z", "hours": 9.1556, "text": "I have added the ScholarShip database and college comparison tool after extensive research and added better translation"}, {"post_id": 28307, "ts": "2026-07-14T14:08:04Z", "hours": 3.1167, "text": "Just done adding career guide pdf and system mode detector :D"}, {"post_id": 16330, "ts": "2026-06-26T15:54:50Z", "hours": 0.6942, "text": "More liveliness and more features for my educational & career guidance project: - Arivu"}, {"post_id": 16149, "ts": "2026-06-26T07:40:06Z", "hours": 2.3622, "text": "adding comparisons and better ui elements to Arivu"}, {"post_id": 15611, "ts": "2026-06-25T11:55:08Z", "hours": 1.7111, "text": "Trying to add dark mode to my project with comparison feature"}, {"post_id": 14303, "ts": "2026-06-23T11:42:28Z", "hours": 0.3956, "text": "Arivu calendar has been updated for all students."}, {"post_id": 13666, "ts": "2026-06-22T12:54:03Z", "hours": 0.2525, "text": "Editing Arivu a project made by students for students"}]...
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Title: Arivu by @Ak_45 | Stardance
Devlogs:
Editi Title: Arivu by @Ak_45 | Stardance
Devlogs:
Editing Arivu a project made by students for students
Arivu calendar has been updated for all students.
Trying to add dark mode to my project with comparison feature
adding comparisons and better ui elements to Arivu
More liveliness and more features for my educational & career guidance project: - Arivu
Just done adding career guide pdf and system mode detector :D
I have added the ScholarShip database and college comparison tool after extensive research and added better translation
making all of the resources have a well-defined area, making the translation better, adding more resources, and making the quiz better. Tell me, should I give the UI a make over?
Made the entire thing work on an old android and made it have a way larfer database
Ships:
Arivu (അറിവ്) is a bilingual science career literacy platform for +2 students in Palakkad, Kerala — built in Malayalam and English because the language itself is the point. Most students here are told there are two paths in science: IIT-JEE or NEET. There are over fifty. We mapped them. The hardest part wasn’t the tech — it’s a single index.html, deliberately. The hardest part was writing career descriptions in Malayalam that didn’t read like translated English, and building a heritage module that treats the Kerala School of Mathematics (c. 1300–1600 CE) as the living tradition it actually is, not a footnote. Mādhava of Saṅgamagrāma derived the series for π 300 years before Leibniz. That’s rendered live in KaTeX on the site. What I’m most proud of: the Exam Calendar PDF — 13 major STEM entrance exams, 8 pages, designed to be printed and pinned on a classroom wall. It’s already being used in schools. To test it: go to arivu-pallakad.netlify.app, try the Career Matcher (pick your subjects and interests), explore the Pathways Map, and download the Exam Calendar. The site works on a ₹6,000 phone on 2G — that was a hard constraint, not an afterthought.
I have reviewed all of the errors, made the project better, added Malayalam as a new language, and added more career pathways. The UI was inspired by old mobile notes apps, and we have done a lot of research for this version. I have done a lot of work for this passion project :)
Just added a bunch more Malayalam across the site and finally got the career guide PDF in. Figured people should be able to save something and actually walk away with it instead of just scrolling through once. Also cleaned up the readability and squeezed out some performance while I was in there. Honestly the Malayalam translations were the hard part. A lot of career/science terms just don’t have a clean Malayalam equivalent, so it wasn’t a translate-and-done job; it took a lot of rewriting until it sounded like something a person would actually say instead of a textbook. Still not 100% happy with a couple of sections, but it’s way better than before. What I’m most happy with is that Arivu finally feels bilingual instead of just having a language toggle that doesn’t mean much. That was the whole point of building this. If you’re testing it, take a look at the translations between Malayalam and English, download the career guide PDF, and let me know if anything seems sluggish....
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1793087788.9867702
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1793174188.9867702
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Nature's cyberdeck by @LinuxDino | Stardance
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LinuxDino
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0
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33.88
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0
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[]
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[{"post_id": 41883, "ts": "202 [{"post_id": 41883, "ts": "2026-08-06T11:40:38Z", "hours": 6.9253, "text": "Fixed all schematic, PCB, and CAD Ok first I need to crash out because why did my KiCAD crash 4 times during these sessions is my laptop genuinely that bad its 16GB it cannot be that bad also why did I have to almost rewire everything because I flipped around the connectors dude this cannot be real I spent 4 hours of my life on routing it and found out it was flipped. Thank god I found a much more elegant solution - flipping it around and rotating it 180degs Crashout over sorry Anyways, finally finished the PCB. Well at least for now. What I have done: Routed the connectors on both of the boards (I don’t think I have mentioned this in my last devlog, but I’ve decided to remove the rp2040 zero for its redundancy and extra power usage. It is much easier if I connect the two PCBs with FFC wires - 15pins - and hence that’s why you see 15 errors in the DRC). This actually took very long and was comparable to solving a jigsaw puzzle. Made the schematic a bit prettier and organised Added a space for the Lipo battery on the KEYBOARD side. This saved so much space and now I have so much freedom, mightve been my proudest moment. But this will require me to use the 400mAh battery instead. I removed the pads for 3 of the buttons in order to fit the traces in this tight space, and since tactile buttons do not require all 4 pins, this should work fine. What I need to do: Add some protection system for the solar panel, still need to research off camera Create CAD cases for everything, and make sure everything fits And then I think I’m finally done after the README and BOM! Some stuff I need to correct from my previous devpost Turns out, there is a much more efficient way to change all CAD models of a footprint in KiCAD - there is a button in the menu for that in the update footprint from the library page. No need to use Notepad++, we aren’t in 2013 anymore. Panelisation may not be cheaper, in fact it might be more expensive than if you ordered the boards separately."}, {"post_id": 41235, "ts": "2026-08-05T09:50:14Z", "hours": 0.9833, "text": "Oh no Major revelation - This may not work at all - I may have to go back to the drawing board There were at least 10 hours of unlogged time over the last few days because I honestly forgot to. Ok, so good news and bad news. Good news: I brought some components from a local electronics store I can actually test and measure dimensions of, including Cheap LCD Screen 160x128, smaller than what I wanted That charging module that can convert from 3.7v to 5v Lipo batteries, which I found 800mAh and 400mAh, which was perfect, and I don’t know why this wasn’t listed on their website I got the LCD to work! This is a major breakthorugh as now I can actually run the raspberry pi zero 2 w on the LCD via SPI protocol. This took way longer than expected because the raspberry pi os 64 bit didn’t support this way of displaying the screen due to outdated drivers I think. Exercising ingenuity - the YouTube channel - have also noticed this problem. Bad news: I have to redesign the CAD to fit the 800mAh battery instead of my 10440 battery I have to redesign the PCB because of an evil little resistor I circled in the image below, which would in no way make it flush and solder well with the PCB. I have to redesign the schematic because I need to remove the rp2040 zero and simply add 11 wires between the keyboard and the pi. But honestly, this is not as bad as it seems. It’s just that all my efforts into making the mousebites perfect might have been wasted. I need to redo so much stuff gah"}, {"post_id": 34078, "ts": "2026-07-24T15:21:28Z", "hours": 3.3169, "text": "Finally found it (and created Readme.md + GH Repo) My long, arduous search for a 3.7V Li-po/Li-ion battery has finally come to an end. Since my local area has quite strict import of dangerous Lipo battery rules, I had to go find a LiPo battery from local vendors. This actually took way longer than I expected, because I refused to believe that the Mouser Electronics and DigiKey websites were legit. Turns out, they literally have a headquarters here in Hong Kong. I can source my battery holders from them The problem was always this - the battery was too big and bulky. A flat rectangular LiPo battery would fit into that box nicely, but it wasted a lot of space for the flat solar panel, and the space I had constrained the volume I could put. So I decided on 3.7V Li-ion batteries - the little cylindrical ones. Here’s a cool thing I learnt. Many electronics projects use the 18650 battery, but I never knew what it meant until I found its AA(14400) and AAA(10440) counterparts. It is actually very systematic: 18(mm) is the diameter of the cell 65.0(mm) is the length of the cell Isn’t that cool? Just wanted to share that. So finally, I decided to use the 10440 batteries (3.7V, 350mAh), and I would also need keystone clips to handle the 2A+ current draw from the RPis. I can insert these clips into my 3D-printed case to save some space. Things I need to do next: CAD case: hopefully this is less cortisol-demanding Firmware and software Finish Readme and submit this project for funding I’ll see you soon, probably taking a break over the weekend due to some family visits."}, {"post_id": 33501, "ts": "2026-07-23T14:38:41Z", "hours": 9.6867, "text": "PCB Part 2/2 (Finished) As the saying goes: The definition is 50% of the work. These 10 hours (and some more unlogged hours) were some of the most perfectionist work I’ve done in a while, aligning everything nicely and drawing clean tracks. I really wanted this to be a quality piece of open source hardware instead of some lazy slop. Steps I’ll describe my process in these 10 hours, since I think it is not only good for me to reflect on the stuff I did, but also great (debatable) experiences I could share with others so you could learn from the inefficient work I’ve done: 1.Imported 3D models for 1-to-1 sizing and making sure it all fitted in the case, and transferring over to a CAD model with my tin. This actually took a while because of the niche modules I’m using, and I had to design many of them myself. I recommend you try to design it as simply as possible for layout. This will give you a rough idea of the size of each component. As you can see, I had many components with lots of details, and that lagged the hell out of my Shapr (and caused my KiCAD to crash as well, didn’t press ctrl + s again when checking DRC), so making simple polygons would be the way to go. A neat trick I learnt to quickly add 3D models to KiCAD was to edit the PCB in a text file using Notepad++ (and plugins) to find all and replace all. The 3D models also let you know how wrong you designed your footprints, so don’t skip this step. ALL of this should be done before routing, or else 1 reposition could waste so much time. 2.Create clean, manageable tracks. I spent a lot of time making sure the tracks were arranged in a logical way where I can draw the tracks through my 2-layer PCB. Vias were very useful when I topologically had no way to get to my endpoint. 3.Add mouse bites to finish it off. I used mouse bites to make the PCB into 1 piece instead of 2 separate ones so I can save a bit of money. Again, my goal for this cyberdeck is to make it relatively cheap. I used mousebite footprints from this amazing library: https://github.com/AchimPieters/mouse-bite.pretty 4.Switched protocols from USB to UART, because the USB pins were too difficult to solder on the other piece if I soldered it flush against the PCB - this is a trade-off between compactness and functionality. So yeah, to the ones reading this devlog, hopefully you learnt something. I certainly wish I’d learnt all of this before I started the design so that I could’ve saved 5 hours. Problems The battery and solar panel cannot fit together at the same time. The wires may not fit for crossing the channel (UART wires) when the lid is closed. It may not be rechargeable with a solar panel because the charging module would break, unless I make room for another switch. I cannot order LiPO batteries from overseas due to legal customs constraints (at least I don’t think I can unless I pay hefty fees) What I need to do next Now that the PCB is done, I need to find a smaller solar panel and lipo battery to fit everything inside - at the cost of power, however. Once the space issue is solved, I need to create a CAD case for the keyboard and the screen. And finally, I can create the firmware and finish the project at last."}, {"post_id": 24760, "ts": "2026-07-08T15:26:38Z", "hours": 5.85, "text": "PCB layout 1/2 done It felt like this was a very unproductive 6 hours, but the struggle genuinely paid off as the layout is essentially perfect right now. The layout is CRUCIAL. Without a good layout for a compact and smart design, there is no difference between handwiring the components on a breadboard and using a PCB. There are a few things I wanted to achieve in the PCB: Understandable for anyone editing/fabricating this as it will be open source Easy to edit - clean tracks Compact (duh, for the altoids case) “Mountable” on a 3D printed case/frame - so it looks cleaner So far, goals 1,3,4 are done, and I have yet to draw the tracks because I’ve been so busy with making everything aligned in a grid (like the keyboard), and making sure everything was readable (literally had to handpick the silkscreen out of each component). To make sure everything was fitting correctly, I drew some temporary silkscreen on top of everything to know exactly how big it would be. Improvements I have made since the last one: Screen has been reconfigured to SPI instead of I2C by rewiring SDA to MOSI and SCK to CLK on the zero 2W. Added a switch for on-off; I’m currently struggling to find a good enough switch with enough current rating so it doesn’t melt and break. The diodes are placed under the buttons so that they can save space - this however, may lead to an uneven bottom, and the keyboard would need a good 3D modelled case. (At first, it was placed in the blank space above the keyboard as seen, but now, it can be made a lot more compact) P.S. Tragedy struck during this session - 2 hours of work was lost because I didn’t save, and KiCAD crashed. Will never forget ctrl + s ever again."}, {"post_id": 21552, "ts": "2026-07-03T15:59:04Z", "hours": 5.9461, "text": "Completed KiCAD schematic I’m fairly confident with KiCAD by now so I did this pretty quickly, just under 6 hours. Again, this is a nature themed mini cyberdeck that fits in an altoids tin, with an LCD screen, a PCB keyboard, and a rechargeable battery (possibly by solar panels). What I have essentially done: Found all the components I need from Aliexpress Created and assigned footprints/symbols such as the battery charger and LCD Changed up a lot of the initial plan - might add a solar panel to enhance the “Nature” theme and possibly make it a doomsday device as well XD, will confirm at the CAD design stage when I finally fit all of these components in that lil tiny box Wired everything up! 0 ERC errors (we can ignore some of it because I just can’t figure out how to assing the pins functions right like wdym bidirectional is not allowed for power output) This is great progress, I’m excited to wire the PCB up and become miserable once I find out these components dont fit on one board :( But that’s for tomorrow, see you then! P.S. Also awaiting sanity check in the slack channel for the schematic, might make minor edits tomorrow"}, {"post_id": 15515, "ts": "2026-06-25T06:36:29Z", "hours": 1.1667, "text": "Idea and research “When life gives you mints, you make a cyberdeck with the box.” -Tsun su or something Overview of the project and the plan I got a Ricola box that reminded me of the cool cyberdecks I’ve seen on Pinterest, and I really wanted to make one. I wanted to make a cyberdeck that is nature-themed (really matches with the mountainous terrain on the box), and is a general-purpose computer. I would also prefer it if this could be used as a portable gaming console XD, running Pokemon Red or Doom or Tetris, etc. I measured the dimensions, and it turns out it was exactly like an Altoids tin, which most people usually use to make cyberdecks and other stuff. This will likely be powered with a Raspberry Pi Zero W for its compactness (and the fact that I already have one), and use 1 PCB for the keyboard (probably QMK). This is subject to change, but still a rough idea of what I’m aiming for. What I need to work on I need to figure out the different components I will use and source them from Alibaba, preferably for a lower price and faster shipping due to my geographical advantage. Need to design the PCB for keyboard matrix layout and figure out what microcontroller to use."}]...
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Title: Nature's cyberdeck by @LinuxDino | Star Title: Nature's cyberdeck by @LinuxDino | Stardance
Devlogs:
Idea and research “When life gives you mints, you make a cyberdeck with the box.” -Tsun su or something Overview of the project and the plan I got a Ricola box that reminded me of the cool cyberdecks I’ve seen on Pinterest, and I really wanted to make one. I wanted to make a cyberdeck that is nature-themed (really matches with the mountainous terrain on the box), and is a general-purpose computer. I would also prefer it if this could be used as a portable gaming console XD, running Pokemon Red or Doom or Tetris, etc. I measured the dimensions, and it turns out it was exactly like an Altoids tin, which most people usually use to make cyberdecks and other stuff. This will likely be powered with a Raspberry Pi Zero W for its compactness (and the fact that I already have one), and use 1 PCB for the keyboard (probably QMK). This is subject to change, but still a rough idea of what I’m aiming for. What I need to work on I need to figure out the different components I will use and source them from Alibaba, preferably for a lower price and faster shipping due to my geographical advantage. Need to design the PCB for keyboard matrix layout and figure out what microcontroller to use.
Completed KiCAD schematic I’m fairly confident with KiCAD by now so I did this pretty quickly, just under 6 hours. Again, this is a nature themed mini cyberdeck that fits in an altoids tin, with an LCD screen, a PCB keyboard, and a rechargeable battery (possibly by solar panels). What I have essentially done: Found all the components I need from Aliexpress Created and assigned footprints/symbols such as the battery charger and LCD Changed up a lot of the initial plan - might add a solar panel to enhance the “Nature” theme and possibly make it a doomsday device as well XD, will confirm at the CAD design stage when I finally fit all of these components in that lil tiny box Wired everything up! 0 ERC errors (we can ignore some of it because I just can’t figure out how to assing the pins functions right like wdym bidirectional is not allowed for power output) This is great progress, I’m excited to wire the PCB up and become miserable once I find out these components dont fit on one board :( But that’s for tomorrow, see you then! P.S. Also awaiting sanity check in the slack channel for the schematic, might make minor edits tomorrow
PCB layout 1/2 done It felt like this was a very unproductive 6 hours, but the struggle genuinely paid off as the layout is essentially perfect right now. The layout is CRUCIAL. Without a good layout for a compact and smart design, there is no difference between handwiring the components on a breadboard and using a PCB. There are a few things I wanted to achieve in the PCB: Understandable for anyone editing/fabricating this as it will be open source Easy to edit - clean tracks Compact (duh, for the altoids case) “Mountable” on a 3D printed case/frame - so it looks cleaner So far, goals 1,3,4 are done, and I have yet to draw the tracks because I’ve been so busy with making everything aligned in a grid (like the keyboard), and making sure everything was readable (literally had to handpick the silkscreen out of each component). To make sure everything was fitting correctly, I drew some temporary silkscreen on top of everything to know exactly how big it would be. Improvements I have made since the last one: Screen has been reconfigured to SPI instead of I2C by rewiring SDA to MOSI and SCK to CLK on the zero 2W. Added a switch for on-off; I’m currently struggling to find a good enough switch with enough current rating so it doesn’t melt and break. The diodes are placed under the buttons so that they can save space - this however, may lead to an uneven bottom, and the keyboard would need a good 3D modelled case. (At first, it was placed in the blank space above the keyboard as seen, but now, it can be made a lot more compact) P.S. Tragedy struck during this session - 2 hours of work was lost because I didn’t save, and KiCAD crashed. Will never forget ctrl + s ever again.
PCB Part 2/2 (Finished) As the saying goes: The definition is 50% of the work. These 10 hours (and some more unlogged hours) were some of the most perfectionist work I’ve done in a while, aligning everything nicely and drawing clean tracks. I really wanted this to be a quality piece of open source hardware instead of some lazy slop. Steps I’ll describe my process in these 10 hours, since I think it is not only good for me to reflect on the stuff I did, but also great (debatable) experiences I could share with others so you could learn from the inefficient work I’ve done: 1.Imported 3D models for 1-to-1 sizing and making sure it all fitted in the case, and transferring over to a CAD model with my tin. This actually took a while because of the niche modules I’m using, and I had to design many of them myself. I recommend you try to design it as simply as possible for layout. This will give you a rough idea of the size of each component. As you can see, I had many components with lots of details, and that lagged the hell out of my Shapr (and caused my KiCAD to crash as well, didn’t press ctrl + s again when checking DRC), so making simple polygons would be the way to go. A neat trick I learnt to quickly add 3D models to KiCAD was to edit the PCB in a text file using Notepad++ (and plugins) to find all and replace all. The 3D models also let you know how wrong you designed your footprints, so don’t skip this step. ALL of this should be done before routing, or else 1 reposition could waste so much time. 2.Create clean, manageable tracks. I spent a lot of time making sure the tracks were arranged in a logical way where I can draw the tracks through my 2-layer PCB. Vias were very useful when I topologically had no way to get to my endpoint. 3.Add mouse bites to finish it off. I used mouse bites to make the PCB into 1 piece instead of 2 separate ones so I can save a bit of money. Again, my goal for this cyberdeck is to make it relatively cheap. I used mousebite footprints from this amazing library: https://github.com/AchimPieters/mouse-bite.pretty 4.Switched protocols from USB to UART, because the USB pins were too difficult to solder on the other piece if I soldered it flush against the PCB - this is a trade-off between compactness and functionality. So yeah, to the ones reading this devlog, hopefully you learnt something. I certainly wish I’d learnt all of this before I started the design so that I could’ve saved 5 hours. Problems The battery and solar panel cannot fit together at the same time. The wires may not fit for crossing the channel (UART wires) when the lid is closed. It may not be rechargeable with a solar panel because the charging module would break, unless I make room for another switch. I cannot order LiPO batteries from overseas due to legal customs constraints (at least I don’t think I can unless I pay hefty fees) What I need to do next Now that the PCB is done, I need to find a smaller solar panel and lipo battery to fit everything inside - at the cost of power, however. Once the space issue is solved, I need to create a CAD case for the keyboard and the screen. And finally, I can create the firmware and finish the project at last.
Finally found it (and created Readme.md + GH Repo) My long, arduous search for a 3.7V Li-po/Li-ion battery has finally come to an end. Since my local area has quite strict import of dangerous Lipo battery rules, I had to go find a LiPo battery from local vendors. This actually took way longer than I expected, because I refused to believe that the Mouser Electronics and DigiKey websites were legit. Turns out, they literally have a headquarters here in Hong Kong. I can source my battery holders from them The problem was always this - the battery was too big and bulky. A flat rectangular LiPo battery would fit into that box nicely, but it wasted a lot of space for the flat solar panel, and the space I had constrained the volume I could put. So I decided on 3.7V Li-ion batteries - the little cylindrical ones. Here’s a cool thing I learnt. Many electronics projects use the 18650 battery, but I never knew what it meant until I found its AA(14400) and AAA(10440) counterparts. It is actually very systematic: 18(mm) is the diameter of the cell 65.0(mm) is the length of the cell Isn’t that cool? Just wanted to share that. So finally, I decided to use the 10440 batteries (3.7V, 350mAh), and I would also need keystone clips to handle the 2A+ current draw from the RPis. I can insert these clips into my 3D-printed case to save some space. Things I need to do next: CAD case: hopefully this is less cortisol-demanding Firmware and software Finish Readme and submit this project for funding I’ll see you soon, probably taking a break over the weekend due to some family visits.
Oh no Major revelation - This may not work at all - I may have to go back to the drawing board There were at least 10 hours of unlogged time over the last few days because I honestly forgot to. Ok, so good news and bad news. Good news: I brought some components from a local electronics store I can actually test and measure dimensions of, including Cheap LCD Screen 160x128, smaller than what I wanted That charging module that can convert from 3.7v to 5v Lipo batteries, which I found 800mAh and 400mAh, which was perfect, and I don’t know why this wasn’t listed on their website I got the LCD to work! This is a major breakthorugh as now I can actually run the raspberry pi zero 2 w on the LCD via SPI protocol. This took way longer than expected because the raspberry pi os 64 bit didn’t support this way of displaying the screen due to outdated drivers I think. Exercising ingenuity - the YouTube channel - have also noticed this problem. Bad news: I have to redesign the CAD to fit the 800mAh battery instead of my 10440 battery I have to redesign the PCB because of an evil little resistor I circled in the image below, which would in no way make it flush and solder well with the PCB. I have to redesign the schematic because I need to remove the rp2040 zero and simply add 11 wires between the keyboard and the pi. But honestly, this is not as bad as it seems. It’s just that all my efforts into making the mousebites perfect might have been wasted. I need to redo so much stuff gah
Fixed all schematic, PCB, and CAD Ok first I need to crash out because why did my KiCAD crash 4 times during these sessions is my laptop genuinely that bad its 16GB it cannot be that bad also why did I have to almost rewire everything because I flipped around the connectors dude this cannot be real I spent 4 hours of my life on routing it and found out it was flipped. Thank god I found a much more elegant solution - flipping it around and rotating it 180degs Crashout over sorry Anyways, finally finished the PCB. Well at least for now. What I have done: Routed the connectors on both of the boards (I don’t think I have mentioned this in my last devlog, but I’ve decided to remove the rp2040 zero for its redundancy and extra power usage. It is much easier if I connect the two PCBs with FFC wires - 15pins - and hence that’s why you see 15 errors in the DRC). This actually took very long and was comparable to solving a jigsaw puzzle. Made the schematic a bit prettier and organised Added a space for the Lipo battery on the KEYBOARD side. This saved so much space and now I have so much freedom, mightve been my proudest moment. But this will require me to use the 400mAh battery instead. I removed the pads for 3 of the buttons in order to fit the traces in this tight space, and since tactile buttons do not require all 4 pins, this should work fine. What I need to do: Add some protection system for the solar panel, still need to research off camera Create CAD cases for everything, and make sure everything fits And then I think I’m finally done after the README and BOM! Some stuff I need to correct from my previous devpost Turns out, there is a much more efficient way to change all CAD models of a footprint in KiCAD - there is a button in the menu for that in the update footprint from the library page. No need to use Notepad++, we aren’t in 2013 anymore. Panelisation may not be cheaper, in fact it might be more expensive than if you ordered the boards separately....
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1792723789.687853
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1793328589.687853
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65226
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webos by @darbens | Stardance
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darbens
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1
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33.84
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T22:02:06Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "at first i js made a ai named Ella but after that i flashed a laptop with windows and they have a ai helper that walks u through the steps so i decided what not make my own OS and code my ai into it. so orbit is a webOS that will house my AI Ella in the feature join me on this journey of experimenting creating a debugging. Thankss!!", "repo": "https://github.com/airshift1/OrbitOS", "demo": "https://orbit-os-drab.vercel.app/"}]...
|
[{"post_id": 82034, "ts": "202 [{"post_id": 82034, "ts": "2026-10-23T15:09:18Z", "hours": 29.0625, "text": "I’ve continued working on OrbitOS and making progress on my project. I’ve been focusing on improving the experience and building toward my vision of a customizable operating system that can run on different devices. What I’ve been working on Continuing development of OrbitOS. Working on the interface and user experience. Exploring ideas for more customization and features. Testing and improving existing functionality. Planning future improvements and fixes. What’s next My next steps are to continue developing features, fix any remaining bugs, and improve the overall stability and usability of OrbitOS. I’m excited to keep building OrbitOS and turn more of my ideas into working features! Project: OrbitOS Status: In active development"}, {"post_id": 73742, "ts": "2026-09-25T20:20:07Z", "hours": 1.0478, "text": "tryed to get Bluetooth working but no success yet"}, {"post_id": 73578, "ts": "2026-09-25T12:55:42Z", "hours": 1.1044, "text": "td i js updated read.me"}, {"post_id": 73338, "ts": "2026-09-24T22:25:26Z", "hours": 0.6283, "text": "OrbitOS Settings & PersonalizationWhat’s New?I worked on the OrbitOS Settings experience and continued improving the overall look of the WebOS interface.Settings gives users a central place to control and personalize their OrbitOS experience instead of having system options spread across different applications.I also started adding more color throughout the interface while keeping the OrbitOS design consistent. I focused on areas such as windows, menus, buttons, taskbar elements, system controls, and selected states.What Was Challenging?The biggest challenge was adding more personality and color without making the interface feel messy.I wanted OrbitOS to have its own visual identity while still keeping the interface easy to read and navigate.I also had to make sure the changes worked across the different applications instead of only changing one screen.What I LearnedI learned that a consistent theme system is important when building an operating-system-style interface. Small changes to colors, buttons, windows, and menus can affect the entire user experience.Current StatusThe WebOS version is the main playable version and is being prepared for public testing.The downloadable computer software is still unfinished and under development. I am continuing to build the desktop version separately from the WebOS account system."}, {"post_id": 72865, "ts": "2026-09-23T21:52:19Z", "hours": 1.9808, "text": "Devlog 1 — OrbitOS Login ScreenWhat’s New?I worked on the OrbitOS WebOS login screen and the startup experience.The goal was to make OrbitOS feel like an actual operating system from the moment it opens instead of immediately dropping the user onto the desktop.The login experience gives WebOS its own identity and creates a clear starting point before entering the operating system.What Was Challenging?I had to make the login system work with the rest of the WebOS interface while keeping the account features separate from the future downloadable computer version.ResultOrbitOS now has a dedicated WebOS login/startup experience that leads into the operating system.The desktop/computer version is still unfinished and is being developed separately."}]...
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Title: webos by @darbens | Stardance
Devlogs:
Dev Title: webos by @darbens | Stardance
Devlogs:
Devlog 1 — OrbitOS Login ScreenWhat’s New?I worked on the OrbitOS WebOS login screen and the startup experience.The goal was to make OrbitOS feel like an actual operating system from the moment it opens instead of immediately dropping the user onto the desktop.The login experience gives WebOS its own identity and creates a clear starting point before entering the operating system.What Was Challenging?I had to make the login system work with the rest of the WebOS interface while keeping the account features separate from the future downloadable computer version.ResultOrbitOS now has a dedicated WebOS login/startup experience that leads into the operating system.The desktop/computer version is still unfinished and is being developed separately.
OrbitOS Settings & PersonalizationWhat’s New?I worked on the OrbitOS Settings experience and continued improving the overall look of the WebOS interface.Settings gives users a central place to control and personalize their OrbitOS experience instead of having system options spread across different applications.I also started adding more color throughout the interface while keeping the OrbitOS design consistent. I focused on areas such as windows, menus, buttons, taskbar elements, system controls, and selected states.What Was Challenging?The biggest challenge was adding more personality and color without making the interface feel messy.I wanted OrbitOS to have its own visual identity while still keeping the interface easy to read and navigate.I also had to make sure the changes worked across the different applications instead of only changing one screen.What I LearnedI learned that a consistent theme system is important when building an operating-system-style interface. Small changes to colors, buttons, windows, and menus can affect the entire user experience.Current StatusThe WebOS version is the main playable version and is being prepared for public testing.The downloadable computer software is still unfinished and under development. I am continuing to build the desktop version separately from the WebOS account system.
td i js updated read.me
tryed to get Bluetooth working but no success yet
I’ve continued working on OrbitOS and making progress on my project. I’ve been focusing on improving the experience and building toward my vision of a customizable operating system that can run on different devices. What I’ve been working on Continuing development of OrbitOS. Working on the interface and user experience. Exploring ideas for more customization and features. Testing and improving existing functionality. Planning future improvements and fixes. What’s next My next steps are to continue developing features, fix any remaining bugs, and improve the overall stability and usability of OrbitOS. I’m excited to keep building OrbitOS and turn more of my ideas into working features! Project: OrbitOS Status: In active development
Ships:
at first i js made a ai named Ella but after that i flashed a laptop with windows and they have a ai helper that walks u through the steps so i decided what not make my own OS and code my ai into it. so orbit is a webOS that will house my AI Ella in the feature join me on this journey of experimenting creating a debugging. Thankss!!...
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1792965145.4127357
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1793829145.4127357
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68511
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MDEZ++ by @tyleruploads | Stardance
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tyleruploads
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0
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33.83
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0
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[]
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[{"post_id": 83077, "ts": "202 [{"post_id": 83077, "ts": "2026-10-26T20:07:31Z", "hours": 9.7617, "text": "I can not believe what has happened to MDEZ++ in these last almost 10 hours of development time! The first, arguably most major addition, is that MDEZ++ has been added to Flathub, the Linux App Store for Flatpak apps! A Flatpak is a file format that allows you to run applications with universal compatibility between different Linux distributions, extreme security, rootless installation, space-efficient runtimes, and without endless dependencies. It isn’t like PyPI (the Python central repository of projects, installable with pip ), in the sense that every Flatpak application must be actually reviewed and accepted by human volunteers. Since I just got it added yesterday, don’t fret if it says the checks are failing! The two things it failed were business color schemes (for the Flathub website) and the summary length, neither of which impact the user in any way. You can view the Flathub listing here . An edit menu has also been added to MDEZ++! In this edit menu, users who are rusty on Markdown syntax are able to access actions that fill in Markdown syntax for them. If text is highlighted, it will apply the syntax to that text. Whereas, if no text is highlighted, it will apply blank Markdown syntax and move the cursor to the appropriate position for them to be able to instantaneously begin typing. And font point size settings have been added for the editor and renderer. It’s not much of a big thing, but it is definitely a big thing to troubleshoot right now. I am currently in the process of making MDEZ++ support multiple tabs, making it a TDI (Tabbed Document Interface), rather than an SDI (Single Document Interface). Everything is going well so far, aside from the fact that the font point size setting is magically just not working for the rendering pane. I checked, and it doesn’t have to do with an iteration of the tabs. Each and every tab is still having the code run to change the font size, and it is correctly finding the correct widget to run the code on—the same code that worked before. But it somehow just isn’t working. This is going to be a manhunt. I also made a Linux setup script (installer)! You can just run the following command on ANY Linux terminal to install Flathub (or compile it on your own, then install it). bash < ( curl -s https://raw.githubusercontent.com/tyleruploads/mdez/refs/heads/main/setup.sh ) But users can also, sadly, uninstall MDEZ++ with the setup script. That’s not something I like to talk about a lot, even though I coded it."}, {"post_id": 81370, "ts": "2026-10-21T00:50:56Z", "hours": 3.1361, "text": "Many big changes have recently been added to MDEZ++. Firstly, fun facts have been added. They are shown to the user right after the program is initialized, and they may also be triggered from the Help menu. Secondly, a Format menu has been added, which allows users who do not know Markdown syntax to still benefit from a Markdown editor (and eventually learn Markdown if they stare at the syntax for long enough). Support for images with src’s as a link has also been added by making a subclass of the QTextBrowser Class, named MdezDocBrowser. A settings menu has also been added. The settings menu contains the interval between each autosave (a newly added feature!), line ending format (CRLF vs. LF), editor line wrapping mode, and whether fun facts should be shown on app initialization. Code snippet blocks have had their background color changed, so you can differentiate them from the white background of the MdezDocBrowser (a subclass of QTextBrowser). Finally, some errors were resolved in the WebAssembly (WASM) export."}, {"post_id": 81315, "ts": "2026-10-20T19:51:13Z", "hours": 3.8092, "text": "I just made some major changes to MDEZ++ The most major change is obviously the additions of a settings menu. While making this settings menu, I also implemented autosave and end-of-line character replacement. The options in the settings menu are the amount of seconds between each autosave, the end of line character type, if line wrapping should be used in the editor, and if fun facts should be shown after application initialization. These settings automatically save between application instances with the help of Qt’s QSettings class. I also added the fun facts mentioned in the settings menu. The fun facts are related to MDEZ++, and can be shown to the user right after application initialization or through the new button in the Help menu. Finally, I made some changes to polish the functionality in the WASM export."}, {"post_id": 80762, "ts": "2026-10-18T18:30:01Z", "hours": 6.3258, "text": "I can not believe how many features I have added in these six hours! These have been the six most productive hours in my entire life! First of all, MDEZ++ got an icon! I made it in Inkscape! It features “M+” with a little down arrow to the right of the plus sign as a nod to the original Markdown logo. WebAssembly (WASM) support has been added! Now, you can try out MDEZ++ at https://tyleruploads.github.io/mdez/ ! Now, the actions workflow definitely takes longer to run. But it is definitely worth it! This has to be the biggest change here! MDEZ++ now supports every single text-based file format!! This means you could edit normal text files, edit code, write JSON, etc in MDEZ++! It also supports HTML now, which is rendered just like Markdown. This took a lot of code to achieve, because I wouldn’t want to try to render something that can’t be rendered! And the edge cases for this are infinite. I changed the version of Ubuntu used to compile the AppImage from the latest version to version 22.04. You might ask why that is so important. That one change made my project elgible to be at on the appimage.github.io repository ! It is a crowd-sourced directory of available, tested AppImages with data that 3rd-party app stores and software centers can use. Given a URL to an AppImage, it inspects the AppImage and puts it into a community-maintained catalog. I made certain status messages be shown in the status bar at the bottom, including confirmations that the current document has been saved. This makes it so the user doesn’t need to be worried when they click the save button, because they see it was actually savedsaved! I also made it show more errors to the user, so they know what actually goes wrong! For example, instead of just silently returning the open file function whenever they upload a file in an incorrect format, it shows them why the file can’t be uploaded! The split-pane layout now is resizable! I have tried to do this in the past, but faced ridiculous styling issues that made me not pursue it earlier! It made there be a bunch of completely ridiculous padding around the entire application! Fun facts have also been added to MDEZ++! They are shown whenever you open the app. You can also manually trigger the fun facts by clicking their associated action in the help menu."}, {"post_id": 80003, "ts": "2026-10-15T21:28:15Z", "hours": 1.5539, "text": "I just added some nice features to MDEZ++! These are very important features for a Markdown editor. The first feature, which is very obvious to any user, is the added ability to print the current document. If you are wondering, this is obviously to a physical printer. Not a 3D Printer. (I just had to make sure that distinction was made). The second feature, which is also obvious to any user, is the ability to export the current document to an HTML file, instead of just a Markdown file. I really don’t need to explain this much. The third feature is easier said than done. Previously, blockquotes had no special coloring. This is just because of the way Qt rendered the Markdown to HTML. I in no means have any experience in any sort of regexing. Here is the code I had to add to make this work. QString mdText = editor -> toPlainText (); QTextDocument tempDoc ; tempDoc . setMarkdown ( mdText ); QString rawHtml = tempDoc . toHtml (); QRegularExpression qtBlockquoteRegex ( \"<p style= \\\" margin-top:[^;]+; margin-bottom:[^;]+; margin-left:40px; margin-right:40px; [^ \\\" ]* \\\" >(.*?)</p>\" ); QString tableReplacement = \"<table width= \\\" 100% \\\" cellpadding= \\\" 8 \\\" style= \\\" margin: 6px 0px; \\\" >\" \"<tr><td bgcolor= \\\" #f0f0f0 \\\" style= \\\" border-left: 4px solid #007acc; \\\" >\" \"<span style= \\\" color: #555555; \\\" > \\\\ 1</span>\" \"</td></tr>\" \"</table>\" ; rawHtml . replace ( qtBlockquoteRegex , tableReplacement );"}, {"post_id": 79183, "ts": "2026-10-12T22:53:20Z", "hours": 1.1792, "text": "I just made some important changes to MDEZ++! The first of these changes is the most obvious for the user. I created a new status bar at the bottom of the screen! In the bar, it shows the version number, word count, and file path! The next change is that I updated the README file for better SEO. I thought to make this change after I tested searching for my project, and saw it dominates its name in Brave, but loses to a football player named María Méndez Fernández on Google. The final, smallest change, is that I put the README for MDEZ++ on its own GitHub pages site with Jekyll. I I just felt like it. It could also improve search indexing."}, {"post_id": 78841, "ts": "2026-10-11T18:59:51Z", "hours": 1.4686, "text": "I just added an all-new Help bar to MDEZ++, a lightweight Markdown editor written in C++ with the Qt framework. In the Help bar, the following sections are present: About MDEZ++: Shows an about page for MDEZ++ MDEZ++ License: Shows the full MDEZ++ MIT license Markdown Cheat Sheet: Shows the user a Markdown guide I made Keyboard Combinations: Shows the user keyboard combinations they can use in the app Report Issue: Opens a link for the user to open a GitHub Issue Check for Updates: Brings the user to the most recent GitHub Release"}, {"post_id": 78412, "ts": "2026-10-10T18:22:06Z", "hours": 2.36, "text": "I just added complete file opening and saving capabilities to MDEZ++! This actually wasn’t that hard of an addition, but it now turns MDEZ++ into a true Markdown editor (if you forget it doesn’t have a logo other than the automatically generated W logo by Qt)."}, {"post_id": 78355, "ts": "2026-10-10T15:23:01Z", "hours": 3.1242, "text": "I just made the GitHub Actions workflow for MDEZ++! The workflow does 3 things that seem very simple. Here they are: Make the Linux binary Make the Windows binary Publish to GitHub releases It seems easy, right? While it really is NOT! I encountered so many numerous errors doing this! That is because what I am doing sits right at the intersection of many different extremely hard things to do, whether it be caused by the extremely large size of the Qt system, dynamic-linking that is unacceptable for users without Qt, and so many more things. The complexity of debugging this was further exacerbated by one mistake I kept making. I was amending to commits instead of making new ones during the most intense phase of debugging, and I was unaware that amending to commits does NOT update the code for GitHub Actions! My actions workflow is literally 105 lines long! 105 is not a mistype and is truly the length of the workflow. You can check it out here . I have like 50 tabs open of the Qt Documentation and am planning some exciting additions to the project!"}, {"post_id": 77706, "ts": "2026-10-08T00:24:52Z", "hours": 1.1153, "text": "This is my first devlog for MDEZ++! MDEZ++ is a lightweight Markdown editor written in C++, while using the Qt Graphical Framework. This project has already thrown me right back into C++ again, like I was some time ago. Some features I plan to add in the future include saving to and opening files, GitHub GFM Markdown support (right now it is slightly more basic in terms of styling), and much more."}]...
|
Title: MDEZ++ by @tyleruploads | Stardance
Devlog Title: MDEZ++ by @tyleruploads | Stardance
Devlogs:
This is my first devlog for MDEZ++! MDEZ++ is a lightweight Markdown editor written in C++, while using the Qt Graphical Framework. This project has already thrown me right back into C++ again, like I was some time ago. Some features I plan to add in the future include saving to and opening files, GitHub GFM Markdown support (right now it is slightly more basic in terms of styling), and much more.
I just made the GitHub Actions workflow for MDEZ++! The workflow does 3 things that seem very simple. Here they are: Make the Linux binary Make the Windows binary Publish to GitHub releases It seems easy, right? While it really is NOT! I encountered so many numerous errors doing this! That is because what I am doing sits right at the intersection of many different extremely hard things to do, whether it be caused by the extremely large size of the Qt system, dynamic-linking that is unacceptable for users without Qt, and so many more things. The complexity of debugging this was further exacerbated by one mistake I kept making. I was amending to commits instead of making new ones during the most intense phase of debugging, and I was unaware that amending to commits does NOT update the code for GitHub Actions! My actions workflow is literally 105 lines long! 105 is not a mistype and is truly the length of the workflow. You can check it out here . I have like 50 tabs open of the Qt Documentation and am planning some exciting additions to the project!
I just added complete file opening and saving capabilities to MDEZ++! This actually wasn’t that hard of an addition, but it now turns MDEZ++ into a true Markdown editor (if you forget it doesn’t have a logo other than the automatically generated W logo by Qt).
I just added an all-new Help bar to MDEZ++, a lightweight Markdown editor written in C++ with the Qt framework. In the Help bar, the following sections are present: About MDEZ++: Shows an about page for MDEZ++ MDEZ++ License: Shows the full MDEZ++ MIT license Markdown Cheat Sheet: Shows the user a Markdown guide I made Keyboard Combinations: Shows the user keyboard combinations they can use in the app Report Issue: Opens a link for the user to open a GitHub Issue Check for Updates: Brings the user to the most recent GitHub Release
I just made some important changes to MDEZ++! The first of these changes is the most obvious for the user. I created a new status bar at the bottom of the screen! In the bar, it shows the version number, word count, and file path! The next change is that I updated the README file for better SEO. I thought to make this change after I tested searching for my project, and saw it dominates its name in Brave, but loses to a football player named María Méndez Fernández on Google. The final, smallest change, is that I put the README for MDEZ++ on its own GitHub pages site with Jekyll. I I just felt like it. It could also improve search indexing.
I just added some nice features to MDEZ++! These are very important features for a Markdown editor. The first feature, which is very obvious to any user, is the added ability to print the current document. If you are wondering, this is obviously to a physical printer. Not a 3D Printer. (I just had to make sure that distinction was made). The second feature, which is also obvious to any user, is the ability to export the current document to an HTML file, instead of just a Markdown file. I really don’t need to explain this much. The third feature is easier said than done. Previously, blockquotes had no special coloring. This is just because of the way Qt rendered the Markdown to HTML. I in no means have any experience in any sort of regexing. Here is the code I had to add to make this work. QString mdText = editor -> toPlainText (); QTextDocument tempDoc ; tempDoc . setMarkdown ( mdText ); QString rawHtml = tempDoc . toHtml (); QRegularExpression qtBlockquoteRegex ( "<p style= \" margin-top:[^;]+; margin-bottom:[^;]+; margin-left:40px; margin-right:40px; [^ \" ]* \" >(.*?)</p>" ); QString tableReplacement = "<table width= \" 100% \" cellpadding= \" 8 \" style= \" margin: 6px 0px; \" >" "<tr><td bgcolor= \" #f0f0f0 \" style= \" border-left: 4px solid #007acc; \" >" "<span style= \" color: #555555; \" > \\ 1</span>" "</td></tr>" "</table>" ; rawHtml . replace ( qtBlockquoteRegex , tableReplacement );
I can not believe how many features I have added in these six hours! These have been the six most productive hours in my entire life! First of all, MDEZ++ got an icon! I made it in Inkscape! It features “M+” with a little down arrow to the right of the plus sign as a nod to the original Markdown logo. WebAssembly (WASM) support has been added! Now, you can try out MDEZ++ at https://tyleruploads.github.io/mdez/ ! Now, the actions workflow definitely takes longer to run. But it is definitely worth it! This has to be the biggest change here! MDEZ++ now supports every single text-based file format!! This means you could edit normal text files, edit code, write JSON, etc in MDEZ++! It also supports HTML now, which is rendered just like Markdown. This took a lot of code to achieve, because I wouldn’t want to try to render something that can’t be rendered! And the edge cases for this are infinite. I changed the version of Ubuntu used to compile the AppImage from the latest version to version 22.04. You might ask why that is so important. That one change made my project elgible to be at on the appimage.github.io repository ! It is a crowd-sourced directory of available, tested AppImages with data that 3rd-party app stores and software centers can use. Given a URL to an AppImage, it inspects the AppImage and puts it into a community-maintained catalog. I made certain status messages be shown in the status bar at the bottom, including confirmations that the current document has been saved. This makes it so the user doesn’t need to be worried when they click the save button, because they see it was actually savedsaved! I also made it show more errors to the user, so they know what actually goes wrong! For example, instead of just silently returning the open file function whenever they upload a file in an incorrect format, it shows them why the file can’t be uploaded! The split-pane layout now is resizable! I have tried to do this in the past, but faced ridiculous styling issues that made me not pursue it earlier! It made there be a bunch of completely ridiculous padding around the entire application! Fun facts have also been added to MDEZ++! They are shown whenever you open the app. You can also manually trigger the fun facts by clicking their associated action in the help menu.
I just made some major changes to MDEZ++ The most major change is obviously the additions of a settings menu. While making this settings menu, I also implemented autosave and end-of-line character replacement. The options in the settings menu are the amount of seconds between each autosave, the end of line character type, if line wrapping should be used in the editor, and if fun facts should be shown after application initialization. These settings automatically save between application instances with the help of Qt’s QSettings class. I also added the fun facts mentioned in the settings menu. The fun facts are related to MDEZ++, and can be shown to the user right after application initialization or through the new button in the Help menu. Finally, I made some changes to polish the functionality in the WASM export.
Many big changes have recently been added to MDEZ++. Firstly, fun facts have been added. They are shown to the user right after the program is initialized, and they may also be triggered from the Help menu. Secondly, a Format menu has been added, which allows users who do not know Markdown syntax to still benefit from a Markdown editor (and eventually learn Markdown if they stare at the syntax for long enough). Support for images with src’s as a link has also been added by making a subclass of the QTextBrowser Class, named MdezDocBrowser. A settings menu has also been added. The settings menu contains the interval between each autosave (a newly added feature!), line ending format (CRLF vs. LF), editor line wrapping mode, and whether fun facts should be shown on app initialization. Code snippet blocks have had their background color changed, so you can differentiate them from the white background of the MdezDocBrowser (a subclass of QTextBrowser). Finally, some errors were resolved in the WebAssembly (WASM) export.
I can not believe what has happened to MDEZ++ in these last almost 10 hours of development time! The first, arguably most major addition, is that MDEZ++ has been added to Flathub, the Linux App Store for Flatpak apps! A Flatpak is a file format that allows you to run applications with universal compatibility between different Linux distributions, extreme security, rootless installation, space-efficient runtimes, and without endless dependencies. It isn’t like PyPI (the Python central repository of projects, installable with pip ), in the sense that every Flatpak application must be actually reviewed and accepted by human volunteers. Since I just got it added yesterday, don’t fret if it says the checks are failing! The two things it failed were business color schemes (for the Flathub website) and the summary length, neither of which impact the user in any way. You can view the Flathub listing here . An edit menu has also been added to MDEZ++! In this edit menu, users who are rusty on Markdown syntax are able to access actions that fill in Markdown syntax for them. If text is highlighted, it will apply the syntax to that text. Whereas, if no text is highlighted, it will apply blank Markdown syntax and move the cursor to the appropriate position for them to be able to instantaneously begin typing. And font point size settings have been added for the editor and renderer. It’s not much of a big thing, but it is definitely a big thing to troubleshoot right now. I am currently in the process of making MDEZ++ support multiple tabs, making it a TDI (Tabbed Document Interface), rather than an SDI (Single Document Interface). Everything is going well so far, aside from the fact that the font point size setting is magically just not working for the rendering pane. I checked, and it doesn’t have to do with an iteration of the tabs. Each and every tab is still having the code run to change the font size, and it is correctly finding the correct widget to run the code on—the same code that worked before. But it somehow just isn’t working. This is going to be a manhunt. I also made a Linux setup script (installer)! You can just run the following command on ANY Linux terminal to install Flathub (or compile it on your own, then install it). bash < ( curl -s https://raw.githubusercontent.com/tyleruploads/mdez/refs/heads/main/setup.sh ) But users can also, sadly, uninstall MDEZ++ with the setup script. That’s not something I like to talk about a lot, even though I coded it....
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1793123333.7946563
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1793728133.7946563
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33290
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Kagé by @abdul_rehman683738 | Stardance
|
abdul_rehman683738
|
0
|
33.68
|
0
|
[]
|
[{"post_id": 42845, "ts": "202 [{"post_id": 42845, "ts": "2026-08-07T19:43:12Z", "hours": 33.6819, "text": "I am done my macropad"}]...
|
Title: Kagé by @abdul_rehman683738 | Stardance
De Title: Kagé by @abdul_rehman683738 | Stardance
Devlogs:
I am done my macropad...
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1792752741.9322312
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1793357541.9322312
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21221
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Noya Explorer by @_Nixo_ | Stardance
|
_Nixo_
|
1
|
33.66
|
12
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-21T21:27:48Z", "hours": 3.0, "multiplier": 4.19, "payout": 12, "blessing": "neutral", "text": "I made Noya Explorer for better organisations but it still in development", "repo": "https://github.com/Nixo0725/NoyaExplorer", "demo": "https://github.com/Nixo0725/NoyaExplorer/releases/tag/v0.1.0"}]...
|
[{"post_id": 31528, "ts": "202 [{"post_id": 31528, "ts": "2026-07-20T00:28:16Z", "hours": 10.1567, "text": "Made some really good progress on Noya Explorer over the last few days.One of the biggest changes is that the app is now fully translated in both English and French. I added a proper language system with a language switcher in the settings, and every part of the UI now uses translations instead of hardcoded text.I also started making the explorer feel more personal. There’s now a new Home page showing your most used files and recently opened files, plus a persistent Favorites system. You can pin folders straight from the explorer, manage them from the sidebar, and they’ll still be there the next time you launch the app.Search got a pretty big upgrade too. Instead of only looking at file names, it now ranks results by relevance and can even search inside text files with a small preview showing where the match was found.On the performance side I spent some time optimizing things. Long file lists are now virtualized so they stay smooth, and I started using Rayon on the Rust backend to parallelize heavier operations like directory sorting and storage analysis.I also cleaned up a good part of the codebase by splitting some large components into smaller ones, which should make future updates much easier to build.Noya Explorer is slowly starting to feel like a real daily driver instead of just a side project, and I’m really happy with the direction it’s taking.As always, I’m open to any suggestions or feedback, so if there’s a feature you’d like to see or something you think could be improved, let me know :)"}, {"post_id": 30728, "ts": "2026-07-18T15:30:28Z", "hours": 12.9247, "text": "Development Log — Noya Explorer Noya Explorer received a huge update focused on turning it into a real file explorer instead of just a file browser. First, I fixed a compilation issue caused by a duplicated tokio key in src-tauri/Cargo.toml , which was preventing Cargo from parsing the project correctly. After that, I completely redesigned the interface and theme system. The old system with multiple dark-only themes(never see the day) was replaced with a cleaner light/dark theme setup with automatic system detection, a new purple accent color, and a more technical angular design. I removed the glassmorphism style, reduced border radius, improved typography, and created a more unique identity inspired by Linux file managers like Nautilus and Dolphin while keeping Noya Explorer’s own style. The file icons were also improved with category-based colors: folders, images, videos, audio files, documents, archives, code files, and executables now have their own visual identity, making navigation easier. The settings panel was redesigned with a simple Auto / Light / Dark selector instead of the previous theme cards system. I also fixed file opening issues by replacing the Tauri opener plugin with a native Rust command using the system file opener ( xdg-open on Linux, open on macOS, and cmd start on Windows), making file launching more reliable. The biggest part of this update was transforming Noya Explorer into a real file manager. I added new Rust backend commands for creating files and folders, renaming, deleting, copying, moving entries, and retrieving detailed file information such as size, dates, permissions, and extensions. On the React side, a large part of the application was rewritten to add real explorer features: multi-selection, copy/cut/paste operations, right-click context menus, file creation dialogs, rename dialogs, delete confirmations, a detailed properties panel, a new toolbar, and many keyboard shortcuts. New shortcuts include: Ctrl+C to copy Ctrl+X to cut Ctrl+V to paste F2 to rename Delete to remove files Ctrl+A to select everything Ctrl+Shift+N to create a folder Alt + arrows for navigation I also created new reusable components like ContextMenu , Dialog , and PropertiesPanel to keep the code cleaner and easier to maintain. Finally, I adjusted the layout by moving the Analyze and Settings buttons into the sidebar footer, making the sidebar fixed, removing unnecessary elements, and improving the overall consistency of the UI. This update is a major milestone for Noya Explorer. It is no longer just a file viewer, but a real modern file manager with its own design language. The next goals are advanced features like storage analysis, duplicate detection, suspicious file detection, and smarter file organization."}, {"post_id": 29846, "ts": "2026-07-17T00:04:33Z", "hours": 7.5775, "text": "Made some solid progress on Noya Explorer today. The app was already able to list files and navigate directories but it felt bare. I added a sidebar with quick access to the home folder, Desktop, Documents, Downloads, and all the drives on my machine, it auto-loads the last visited folder on startup so you pick up where you left off. There’s also a proper breadcrumb now that lets you click any parent folder or type a path directly. Navigation works with back/forward/up buttons and keyboard shortcuts too (Alt+arrows or Backspace to go back). Then I built a storage analysis panel that recursively scans the current directory from Rust, categorizes every file by type, and shows a breakdown with total size, file count, and visual bars per category: images, videos, audio, documents, archives, code, executables. The whole thing compiles and runs as a Tauri desktop app, and it’s starting to look like a real file explorer so im happy with it"}, {"post_id": 13349, "ts": "2026-06-21T21:22:10Z", "hours": 1.6453, "text": "Made progress on Noya Explorer today. After the initial setup I wanted to get something actually working, a basic file browser that can list files from a folder on my computer. I wrote a Rust command in Tauri that reads a directory and returns the file list with names, sizes, dates and whether each entry is a folder or a file. Then I built a simple React interface that calls this command and displays the results. You can click a button to open a folder picker and the files show up in a list with icons based on file type. Clicking a folder navigates into it, and there’s a back button to go up.I also added a simple file type detection system based on extensions — images, videos, audio, documents, archives, code files, executables. Each type gets its own emoji icon for now. The file list shows name, size and modification date. Nothing fancy yet but it actually works.The UI is dark themed with a clean header and a basic toolbar. Still looks like a prototype but the core loop is there: pick a folder, browse its contents, navigate around. So i’m happy. Next I want to add search, sorting and folder size calculation."}, {"post_id": 12229, "ts": "2026-06-19T23:15:04Z", "hours": 1.4178, "text": "Started working on Noya Explorer today. The goal is to build a better local file explorer with Rust, Tauri, React and TypeScript. I want it to be more useful than a classic file explorer, with search, categories, storage analysis and later suspicious file detection. For this first session, I set up the Tauri project structure, created the basic repository, worked on the README, added the non-commercial license, and planned the first MVP features. Next, I want to make the first real interface: a simple file browser view with a sidebar, a file list, and basic navigation."}]...
|
Title: Noya Explorer by @_Nixo_ | Stardance
Devlo Title: Noya Explorer by @_Nixo_ | Stardance
Devlogs:
Started working on Noya Explorer today. The goal is to build a better local file explorer with Rust, Tauri, React and TypeScript. I want it to be more useful than a classic file explorer, with search, categories, storage analysis and later suspicious file detection. For this first session, I set up the Tauri project structure, created the basic repository, worked on the README, added the non-commercial license, and planned the first MVP features. Next, I want to make the first real interface: a simple file browser view with a sidebar, a file list, and basic navigation.
Made progress on Noya Explorer today. After the initial setup I wanted to get something actually working, a basic file browser that can list files from a folder on my computer. I wrote a Rust command in Tauri that reads a directory and returns the file list with names, sizes, dates and whether each entry is a folder or a file. Then I built a simple React interface that calls this command and displays the results. You can click a button to open a folder picker and the files show up in a list with icons based on file type. Clicking a folder navigates into it, and there’s a back button to go up.I also added a simple file type detection system based on extensions — images, videos, audio, documents, archives, code files, executables. Each type gets its own emoji icon for now. The file list shows name, size and modification date. Nothing fancy yet but it actually works.The UI is dark themed with a clean header and a basic toolbar. Still looks like a prototype but the core loop is there: pick a folder, browse its contents, navigate around. So i’m happy. Next I want to add search, sorting and folder size calculation.
Made some solid progress on Noya Explorer today. The app was already able to list files and navigate directories but it felt bare. I added a sidebar with quick access to the home folder, Desktop, Documents, Downloads, and all the drives on my machine, it auto-loads the last visited folder on startup so you pick up where you left off. There’s also a proper breadcrumb now that lets you click any parent folder or type a path directly. Navigation works with back/forward/up buttons and keyboard shortcuts too (Alt+arrows or Backspace to go back). Then I built a storage analysis panel that recursively scans the current directory from Rust, categorizes every file by type, and shows a breakdown with total size, file count, and visual bars per category: images, videos, audio, documents, archives, code, executables. The whole thing compiles and runs as a Tauri desktop app, and it’s starting to look like a real file explorer so im happy with it
Development Log — Noya Explorer Noya Explorer received a huge update focused on turning it into a real file explorer instead of just a file browser. First, I fixed a compilation issue caused by a duplicated tokio key in src-tauri/Cargo.toml , which was preventing Cargo from parsing the project correctly. After that, I completely redesigned the interface and theme system. The old system with multiple dark-only themes(never see the day) was replaced with a cleaner light/dark theme setup with automatic system detection, a new purple accent color, and a more technical angular design. I removed the glassmorphism style, reduced border radius, improved typography, and created a more unique identity inspired by Linux file managers like Nautilus and Dolphin while keeping Noya Explorer’s own style. The file icons were also improved with category-based colors: folders, images, videos, audio files, documents, archives, code files, and executables now have their own visual identity, making navigation easier. The settings panel was redesigned with a simple Auto / Light / Dark selector instead of the previous theme cards system. I also fixed file opening issues by replacing the Tauri opener plugin with a native Rust command using the system file opener ( xdg-open on Linux, open on macOS, and cmd start on Windows), making file launching more reliable. The biggest part of this update was transforming Noya Explorer into a real file manager. I added new Rust backend commands for creating files and folders, renaming, deleting, copying, moving entries, and retrieving detailed file information such as size, dates, permissions, and extensions. On the React side, a large part of the application was rewritten to add real explorer features: multi-selection, copy/cut/paste operations, right-click context menus, file creation dialogs, rename dialogs, delete confirmations, a detailed properties panel, a new toolbar, and many keyboard shortcuts. New shortcuts include: Ctrl+C to copy Ctrl+X to cut Ctrl+V to paste F2 to rename Delete to remove files Ctrl+A to select everything Ctrl+Shift+N to create a folder Alt + arrows for navigation I also created new reusable components like ContextMenu , Dialog , and PropertiesPanel to keep the code cleaner and easier to maintain. Finally, I adjusted the layout by moving the Analyze and Settings buttons into the sidebar footer, making the sidebar fixed, removing unnecessary elements, and improving the overall consistency of the UI. This update is a major milestone for Noya Explorer. It is no longer just a file viewer, but a real modern file manager with its own design language. The next goals are advanced features like storage analysis, duplicate detection, suspicious file detection, and smarter file organization.
Made some really good progress on Noya Explorer over the last few days.One of the biggest changes is that the app is now fully translated in both English and French. I added a proper language system with a language switcher in the settings, and every part of the UI now uses translations instead of hardcoded text.I also started making the explorer feel more personal. There’s now a new Home page showing your most used files and recently opened files, plus a persistent Favorites system. You can pin folders straight from the explorer, manage them from the sidebar, and they’ll still be there the next time you launch the app.Search got a pretty big upgrade too. Instead of only looking at file names, it now ranks results by relevance and can even search inside text files with a small preview showing where the match was found.On the performance side I spent some time optimizing things. Long file lists are now virtualized so they stay smooth, and I started using Rayon on the Rust backend to parallelize heavier operations like directory sorting and storage analysis.I also cleaned up a good part of the codebase by splitting some large components into smaller ones, which should make future updates much easier to build.Noya Explorer is slowly starting to feel like a real daily driver instead of just a side project, and I’m really happy with the direction it’s taking.As always, I’m open to any suggestions or feedback, so if there’s a feature you’d like to see or something you think could be improved, let me know :)
Ships:
I made Noya Explorer for better organisations but it still in development...
|
1793134323.6155403
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1793220723.6155403
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46730
|
Perigee 3D Printer by @reyansh_tyagi12 | Stardance
|
reyansh_tyagi12
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0
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33.65
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0
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[]
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[{"post_id": 75358, "ts": "202 [{"post_id": 75358, "ts": "2026-09-29T20:50:23Z", "hours": 1.2167, "text": "Oops… So I forgot to add an important part to my project which was the PSU, but all done now and I am ONCE AGAIN ready to submit. Also added wiring diagrams"}, {"post_id": 71444, "ts": "2026-09-20T20:40:22Z", "hours": 5.3672, "text": "This is even more awkward… Finally submitted after ages but its fine. Fingers crossed they say yes. Kept forgetting parts I needed for my BOM"}, {"post_id": 70668, "ts": "2026-09-19T15:43:29Z", "hours": 10.0489, "text": "NEW NAME I’ve decided to rebrand to Umbris becasue it’s linked to the stars and stuff so I thought it would be more on brand. Well, this is embarassing… So I still haven’t submitted for funding because I spent AGES working on my movement system and now on my BOM but I’m ABOUT to finish I swear. I just need to wrap up what I’m doing rn and submit my design so fingers crossed they approve. Seriously this time, it might be my last ever devlog if I don’t get funds for it. Thanks so much to everyone for the support, especially for my first ever hackclub event"}, {"post_id": 62840, "ts": "2026-09-06T11:29:02Z", "hours": 12.3778, "text": "RIP CUBE What I’ve done So I’m super close to being done now and my project is finally about to leave the CAD phase but I need to log my time because apparently only 10 hours will actually be counted. Anyways so, I’ve removed the frame which I spent 3 hours on 😢 but it’s fine cuz it’s all coming together. I decided on the Apogee FAT toolhead after about 3 hours of debate and I’m pretty happy with how it turned out. Literally all I have left is making the belts and pulleys to move my gantry and choosing a mobo. Thanks again for reading through this, and maybe goodbye, because I don’t know if I’m gonna get approved for my funding. In case I don’t, it’s been great working on this project and I’m really happy I got the chance to try something like this."}, {"post_id": 59477, "ts": "2026-09-01T10:46:01Z", "hours": 3.0175, "text": "CAD IS HARD Devlog 3 I didnt expect this to take so long but the outer frame is FINALLY done. Now I just need to work on adding the hardware which could take another 3-6 hours 😅. What I actually did Pretty self explanatory but I built the frame which my 3d printer will fit in and also did a little research into how I can fit the extrusions together. (Yes, I KNOW I SPENT 3 HOURS MAKING A CUBE, I’m still new to CAD so I haven’t got the hang of it yet) What I’m gonna do I’ll try finish it later today and collect my bill of materials to get my parts in. P.S. Does anyone know if writing a Bill of Materials can be recorded as extra time or not? I’m not sure why it wouldn’t be but I just wanna be careful. Thanks for reading, if you could follow, i’d be insanely grateful and it would really help me stay motivated and speed through this project."}, {"post_id": 54381, "ts": "2026-08-25T11:09:25Z", "hours": 1.0503, "text": "Devlog 2 What I’ve been up to I’ve been REALLY lazy with this project and haven’t done a lot because I can’t be bothered to learn CAD. BUT TRUST ME I’M LOCKED IN NOW. I’ve started to motivate myself a bit more and I’m finally picking up speed. I’ve been using onshape and until 10 minutes ago didnt really get how it worked. I’ve finally figured out the huge mistake I was making which was stopping me from selecting my sketches and I’m really embarrassed that such a big problem came from me not dragging one component down. What I’ve gotta do before next devlog I need to make the frame for outlining my build and figure out how I’ll be connecting everything together. Thanks for everyone reading through all of this and if you have make sure to HIT THAT HEART AND FOLLOW! Okay that was corny… just forget that happened. but seriously please make sure to follow my project, I would be over the moon. Or should I say… over the stars. By the way, BEHOLD THE FRUITS OF MY 1 HOUR OF LABOUR. A SINGLE ALUMINIUM EXTRUSION. Okay seriously done now."}, {"post_id": 45788, "ts": "2026-08-12T14:31:13Z", "hours": 0.5669, "text": "Devlog 1 Intro This is my first devlog of hopefully many as I start work on my design for a 3D Printer. I’ve had this idea for a while now and I’m really excited to finally get the chance to bring this into the real world. I’ve spent a lot of time before joining stardance researching about types of 3d printers and their movement systems for this project which has definitely involved lot of just bouncing my ideas off Gemini to see why it might fail. I also know that AI isn’t the best place to get ideas and a lot of the time it can make mistakes which is why I’d be super grateful if someone more experienced could point out any problems and mistakes I might have made as well as anything I forgot to think about. What I’ve been up to Recently I’ve been working on figuring out how I can attach my lead screws for my Z Axis to the rest of my frame. While I’m still not completely sure about it, I did manage to find a 3D model for a lead screw to linear rail “converter”. If anybody who sees this knows anything about a simpler way to do this, please give a quick reply to this post because that would save my life. I hope I didn’t bore you guys and thanks for reading through all this. Note -I don’t think I can post this without a picture so I’ve attached a super quick design from tinkercad. I need to install the cooling system back in my laptop so haven’t been able to use any CAD software until that’s done."}]...
|
Title: Perigee 3D Printer by @reyansh_tyagi12 | St Title: Perigee 3D Printer by @reyansh_tyagi12 | Stardance
Devlogs:
Devlog 1 Intro This is my first devlog of hopefully many as I start work on my design for a 3D Printer. I’ve had this idea for a while now and I’m really excited to finally get the chance to bring this into the real world. I’ve spent a lot of time before joining stardance researching about types of 3d printers and their movement systems for this project which has definitely involved lot of just bouncing my ideas off Gemini to see why it might fail. I also know that AI isn’t the best place to get ideas and a lot of the time it can make mistakes which is why I’d be super grateful if someone more experienced could point out any problems and mistakes I might have made as well as anything I forgot to think about. What I’ve been up to Recently I’ve been working on figuring out how I can attach my lead screws for my Z Axis to the rest of my frame. While I’m still not completely sure about it, I did manage to find a 3D model for a lead screw to linear rail “converter”. If anybody who sees this knows anything about a simpler way to do this, please give a quick reply to this post because that would save my life. I hope I didn’t bore you guys and thanks for reading through all this. Note -I don’t think I can post this without a picture so I’ve attached a super quick design from tinkercad. I need to install the cooling system back in my laptop so haven’t been able to use any CAD software until that’s done.
Devlog 2 What I’ve been up to I’ve been REALLY lazy with this project and haven’t done a lot because I can’t be bothered to learn CAD. BUT TRUST ME I’M LOCKED IN NOW. I’ve started to motivate myself a bit more and I’m finally picking up speed. I’ve been using onshape and until 10 minutes ago didnt really get how it worked. I’ve finally figured out the huge mistake I was making which was stopping me from selecting my sketches and I’m really embarrassed that such a big problem came from me not dragging one component down. What I’ve gotta do before next devlog I need to make the frame for outlining my build and figure out how I’ll be connecting everything together. Thanks for everyone reading through all of this and if you have make sure to HIT THAT HEART AND FOLLOW! Okay that was corny… just forget that happened. but seriously please make sure to follow my project, I would be over the moon. Or should I say… over the stars. By the way, BEHOLD THE FRUITS OF MY 1 HOUR OF LABOUR. A SINGLE ALUMINIUM EXTRUSION. Okay seriously done now.
CAD IS HARD Devlog 3 I didnt expect this to take so long but the outer frame is FINALLY done. Now I just need to work on adding the hardware which could take another 3-6 hours 😅. What I actually did Pretty self explanatory but I built the frame which my 3d printer will fit in and also did a little research into how I can fit the extrusions together. (Yes, I KNOW I SPENT 3 HOURS MAKING A CUBE, I’m still new to CAD so I haven’t got the hang of it yet) What I’m gonna do I’ll try finish it later today and collect my bill of materials to get my parts in. P.S. Does anyone know if writing a Bill of Materials can be recorded as extra time or not? I’m not sure why it wouldn’t be but I just wanna be careful. Thanks for reading, if you could follow, i’d be insanely grateful and it would really help me stay motivated and speed through this project.
RIP CUBE What I’ve done So I’m super close to being done now and my project is finally about to leave the CAD phase but I need to log my time because apparently only 10 hours will actually be counted. Anyways so, I’ve removed the frame which I spent 3 hours on 😢 but it’s fine cuz it’s all coming together. I decided on the Apogee FAT toolhead after about 3 hours of debate and I’m pretty happy with how it turned out. Literally all I have left is making the belts and pulleys to move my gantry and choosing a mobo. Thanks again for reading through this, and maybe goodbye, because I don’t know if I’m gonna get approved for my funding. In case I don’t, it’s been great working on this project and I’m really happy I got the chance to try something like this.
NEW NAME I’ve decided to rebrand to Umbris becasue it’s linked to the stars and stuff so I thought it would be more on brand. Well, this is embarassing… So I still haven’t submitted for funding because I spent AGES working on my movement system and now on my BOM but I’m ABOUT to finish I swear. I just need to wrap up what I’m doing rn and submit my design so fingers crossed they approve. Seriously this time, it might be my last ever devlog if I don’t get funds for it. Thanks so much to everyone for the support, especially for my first ever hackclub event
This is even more awkward… Finally submitted after ages but its fine. Fingers crossed they say yes. Kept forgetting parts I needed for my BOM
Oops… So I forgot to add an important part to my project which was the PSU, but all done now and I am ONCE AGAIN ready to submit. Also added wiring diagrams...
|
1793145365.2607782
|
1793750165.2607782
|
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49412
|
The Gregory Project by @Alaxtor | Stardance
|
Alaxtor
|
0
|
33.65
|
0
|
[]
|
[{"post_id": 72781, "ts": "202 [{"post_id": 72781, "ts": "2026-09-23T18:48:36Z", "hours": 1.6167, "text": "Organized my repos ,added BOM and summited my project."}, {"post_id": 72352, "ts": "2026-09-22T18:51:27Z", "hours": 1.5536, "text": "Wrote the firmware and started organizing my github repos"}, {"post_id": 71968, "ts": "2026-09-21T21:37:58Z", "hours": 2.4333, "text": "Did some work off record and finished the holes aligned everything and now i just need to write the kmk and ship it :)"}, {"post_id": 71842, "ts": "2026-09-21T17:04:49Z", "hours": 1.1833, "text": "fixed some issues and now need to fix the tolerance and add the cutouts"}, {"post_id": 70846, "ts": "2026-09-19T21:14:24Z", "hours": 2.95, "text": "Screw HOLESSSS,Having trouble with the holes for screws"}, {"post_id": 70212, "ts": "2026-09-18T18:30:54Z", "hours": 1.3667, "text": "Hehe now usb c and led and knob left"}, {"post_id": 69822, "ts": "2026-09-17T21:00:01Z", "hours": 2.45, "text": "Phew finnaly built my case for hack pad now i need to add holes for usb c led display and knob Gregory shall be beautiful"}, {"post_id": 69277, "ts": "2026-09-16T18:36:08Z", "hours": 1.5167, "text": "AHHHHHHHHH"}, {"post_id": 68781, "ts": "2026-09-15T18:54:57Z", "hours": 1.0167, "text": "Stuck"}, {"post_id": 68277, "ts": "2026-09-14T20:38:14Z", "hours": 1.4167, "text": "Built Plate for my HackPad and is design the case for bottom mount"}, {"post_id": 68235, "ts": "2026-09-14T19:07:15Z", "hours": 1.8833, "text": "Was desgining Case and realised that my Keys and placement for display and knob was inverted so fixed that"}, {"post_id": 67576, "ts": "2026-09-13T18:32:01Z", "hours": 3.1167, "text": "Pcb optimisation and circuit management"}, {"post_id": 67169, "ts": "2026-09-13T07:34:04Z", "hours": 1.2667, "text": "PCB READY"}, {"post_id": 66953, "ts": "2026-09-12T22:51:40Z", "hours": 6.2167, "text": "The gregory"}, {"post_id": 54369, "ts": "2026-08-25T10:34:03Z", "hours": 0.7167, "text": "Complete with top and usb port"}, {"post_id": 53054, "ts": "2026-08-23T13:29:13Z", "hours": 2.1336, "text": "Hackpad Case"}, {"post_id": 50973, "ts": "2026-08-20T13:28:39Z", "hours": 0.8114, "text": "HACKPAD"}]...
|
Title: The Gregory Project by @Alaxtor | Stardance Title: The Gregory Project by @Alaxtor | Stardance
Devlogs:
HACKPAD
Hackpad Case
Complete with top and usb port
The gregory
PCB READY
Pcb optimisation and circuit management
Was desgining Case and realised that my Keys and placement for display and knob was inverted so fixed that
Built Plate for my HackPad and is design the case for bottom mount
Stuck
AHHHHHHHHH
Phew finnaly built my case for hack pad now i need to add holes for usb c led display and knob Gregory shall be beautiful
Hehe now usb c and led and knob left
Screw HOLESSSS,Having trouble with the holes for screws
fixed some issues and now need to fix the tolerance and add the cutouts
Did some work off record and finished the holes aligned everything and now i just need to write the kmk and ship it :)
Wrote the firmware and started organizing my github repos
Organized my repos ,added BOM and summited my project....
|
1792590785.6750128
|
1793195585.6750128
|
|
46038
|
Rover by @Choekyab | Stardance
|
Choekyab
|
0
|
33.59
|
0
|
[]
|
[{"post_id": 61182, "ts": "202 [{"post_id": 61182, "ts": "2026-09-03T23:57:43Z", "hours": 3.4483, "text": "Basically finished all the major parts of my rover i think. Used the rocker-bogie suspension for tis, i think it will work. The wheel is just a place holder rn. I don’t know if the internal holder thingies are correct yet. Each wheel will have a motor for itsef. It will skit steer to move left and right, atleast that the plan. The front side might become too heavy b/c of the arm. Think everything is correct. Now i need to focus 100% on the electronic side, its actually over. Pray for me 🙏🙏😭"}, {"post_id": 60603, "ts": "2026-09-03T01:55:14Z", "hours": 5.6742, "text": "Didn’t do too much today. Fixed the rings not aligning properly when rotating. Had to make a quick fix for my planetary gear box. Also made the base model of the body. Not sure where to put the camera lmao. The proportion looks right, i think the arm can reach the ground. Won’t know until the wheels are put in. Pray it works."}, {"post_id": 59280, "ts": "2026-08-31T23:56:22Z", "hours": 8.3792, "text": "So today i decided to rework my entire arm. I was introduced to planatary gears and realised that i could use that to make my arm less bulky, and now i have made the whole arm section. Next move on to the claw. Also might try to add retractable thingy to pull on the wire when the arm turns. Also decided to add rings so that wires between joints doesnt interfere with the rotation. Hopefully tis works. Using the Nema 17, the thin one for tis."}, {"post_id": 56355, "ts": "2026-08-28T03:09:42Z", "hours": 5.1269, "text": "Finished working on the shoulders. Looks too clunky so might need to change it later. Also finished the forearms, very simple design. Tried to start working on the claw. Might not work but still gonna try. The whole arm looks small or chunky but than i have remind myself that its supposed to be nearly 2 feet when fully stretched 😭😭🙏"}, {"post_id": 54848, "ts": "2026-08-26T00:55:35Z", "hours": 5.6292, "text": "Worked on the shouldors, somehow my stupid ahh messed up the dimensions 🙏😭✌️ 5 hours later i have tis. At least i was able to come up with a better design to make instead while putting tis in Oneshape"}, {"post_id": 52773, "ts": "2026-08-23T03:44:27Z", "hours": 5.3369, "text": "My first ever CAD design, just finished designing the upper arm, shoulders next 😁. I think the gears make sense 🙏🙏 (red is not part of the upper arm, just a placeholder for the part of the forearm that will be connected later)"}]...
|
Title: Rover by @Choekyab | Stardance
Devlogs:
My Title: Rover by @Choekyab | Stardance
Devlogs:
My first ever CAD design, just finished designing the upper arm, shoulders next 😁. I think the gears make sense 🙏🙏 (red is not part of the upper arm, just a placeholder for the part of the forearm that will be connected later)
Worked on the shouldors, somehow my stupid ahh messed up the dimensions 🙏😭✌️ 5 hours later i have tis. At least i was able to come up with a better design to make instead while putting tis in Oneshape
Finished working on the shoulders. Looks too clunky so might need to change it later. Also finished the forearms, very simple design. Tried to start working on the claw. Might not work but still gonna try. The whole arm looks small or chunky but than i have remind myself that its supposed to be nearly 2 feet when fully stretched 😭😭🙏
So today i decided to rework my entire arm. I was introduced to planatary gears and realised that i could use that to make my arm less bulky, and now i have made the whole arm section. Next move on to the claw. Also might try to add retractable thingy to pull on the wire when the arm turns. Also decided to add rings so that wires between joints doesnt interfere with the rotation. Hopefully tis works. Using the Nema 17, the thin one for tis.
Didn’t do too much today. Fixed the rings not aligning properly when rotating. Had to make a quick fix for my planetary gear box. Also made the base model of the body. Not sure where to put the camera lmao. The proportion looks right, i think the arm can reach the ground. Won’t know until the wheels are put in. Pray it works.
Basically finished all the major parts of my rover i think. Used the rocker-bogie suspension for tis, i think it will work. The wheel is just a place holder rn. I don’t know if the internal holder thingies are correct yet. Each wheel will have a motor for itsef. It will skit steer to move left and right, atleast that the plan. The front side might become too heavy b/c of the arm. Think everything is correct. Now i need to focus 100% on the electronic side, its actually over. Pray for me 🙏🙏😭...
|
1792648168.733987
|
1793252968.733987
|
|
44065
|
Phantom Vertex by @thephantom8768 | Stardance
|
thephantom8768
|
0
|
33.58
|
0
|
[]
|
[{"post_id": 42487, "ts": "202 [{"post_id": 42487, "ts": "2026-08-07T07:58:00Z", "hours": 6.2503, "text": "Finished designing my first ever dev-board! (Not yet tested). I didnt have enough space so i only wrote SPI I2C and UART for my dev board pins ;-; Terrible resolution of the pic soooo…. Check out my github repo! https://github.com/PhantomPX/Phantom-Vertex/tree/main"}, {"post_id": 41192, "ts": "2026-08-05T07:56:26Z", "hours": 27.3253, "text": "Tiny dev-board with many gpio pins :> Making sure that all the gpio traces have enuf space to reduce cross-talk"}]...
|
Title: Phantom Vertex by @thephantom8768 | Stardan Title: Phantom Vertex by @thephantom8768 | Stardance
Devlogs:
Tiny dev-board with many gpio pins :> Making sure that all the gpio traces have enuf space to reduce cross-talk
Finished designing my first ever dev-board! (Not yet tested). I didnt have enough space so i only wrote SPI I2C and UART for my dev board pins ;-; Terrible resolution of the pic soooo…. Check out my github repo! https://github.com/PhantomPX/Phantom-Vertex/tree/main...
|
1792572608.647781
|
1793177408.647781
|
|
63123
|
Caption With Intention Automated by @Lokesh_Lal | Caption With Intention Automated by @Lokesh_Lal | Stardance...
|
Lokesh_Lal
|
0
|
33.57
|
0
|
[]
|
[{"post_id": 72970, "ts": "202 [{"post_id": 72970, "ts": "2026-09-24T04:11:24Z", "hours": 5.4189, "text": "Guys I am a bean! But i want the stardance to continue so what should i do? PLEASE HELPP. Its good thing that i wil fix the starship but i dont want it to end :( About the project currently a new Nemotron diarization Model just released so i am trying to set it up and give it a try."}, {"post_id": 72614, "ts": "2026-09-23T11:02:29Z", "hours": 5.4736, "text": "FRONTEND V2 i think its looking fine. AI helped in some part of this UI"}, {"post_id": 72247, "ts": "2026-09-22T15:01:58Z", "hours": 1.5683, "text": "Made the UI layout. Will be redesigning it later for UI v2 now just focussing on backend and functionality"}, {"post_id": 72201, "ts": "2026-09-22T13:24:50Z", "hours": 3.2917, "text": "Got the diarization and word level transcription to work. The custom diarization model is not that accurate but can be improved later"}, {"post_id": 71807, "ts": "2026-09-21T16:10:00Z", "hours": 0.5094, "text": "Deterministic CI Renderer is done. read-ahead layer, word-onset color sync, pop animation, type size/pitch/harmonics mapping, 90% black caption box, lower 20% work area, SFX/music rules, exception profiles. 256/256 tests passing. The architecture diagram shows the full pipeline from source video then CwiRenderer → sync engine → ASS export → FFmpeg burn-in."}, {"post_id": 71790, "ts": "2026-09-21T15:34:06Z", "hours": 1.4489, "text": "Guys pls help ,, How will i get this stardust points ? Guys i am new in this. Spent over 18 plus hours still didnt get a single stardust. Made my own Speaker diarization algorithm bcs the current one needs more resources. 4gb ram to 512mb ram."}, {"post_id": 71740, "ts": "2026-09-21T13:01:53Z", "hours": 14.1619, "text": "So created the whole project, tried different transcription models that should run offline and be accurate. Created the full pipeline and architecture. Thought of optimization and continuing along with the help of some yk"}, {"post_id": 71002, "ts": "2026-09-20T06:04:22Z", "hours": 1.2267, "text": "#Working on Caption with intention system to make it automated and come to life. iykyk. Its an oscar winning system"}, {"post_id": 70079, "ts": "2026-09-18T12:40:45Z", "hours": 0.4731, "text": "Just started working on it! Making a oscar winning system automated."}]...
|
Title: Caption With Intention Automated by @Lokesh Title: Caption With Intention Automated by @Lokesh_Lal | Stardance
Devlogs:
Just started working on it! Making a oscar winning system automated.
#Working on Caption with intention system to make it automated and come to life. iykyk. Its an oscar winning system
So created the whole project, tried different transcription models that should run offline and be accurate. Created the full pipeline and architecture. Thought of optimization and continuing along with the help of some yk
Guys pls help ,, How will i get this stardust points ? Guys i am new in this. Spent over 18 plus hours still didnt get a single stardust. Made my own Speaker diarization algorithm bcs the current one needs more resources. 4gb ram to 512mb ram.
Deterministic CI Renderer is done. read-ahead layer, word-onset color sync, pop animation, type size/pitch/harmonics mapping, 90% black caption box, lower 20% work area, SFX/music rules, exception profiles. 256/256 tests passing. The architecture diagram shows the full pipeline from source video then CwiRenderer → sync engine → ASS export → FFmpeg burn-in.
Got the diarization and word level transcription to work. The custom diarization model is not that accurate but can be improved later
Made the UI layout. Will be redesigning it later for UI v2 now just focussing on backend and functionality
FRONTEND V2 i think its looking fine. AI helped in some part of this UI
Guys I am a bean! But i want the stardance to continue so what should i do? PLEASE HELPP. Its good thing that i wil fix the starship but i dont want it to end :( About the project currently a new Nemotron diarization Model just released so i am trying to set it up and give it a try....
|
1793048066.5381606
|
1793652866.5381606
|
|
2056
|
Castle Game by @Script | Stardance
|
Script
|
1
|
33.55
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T17:42:10Z", "hours": 32.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My first Godot game. Play as a “knight” and fight enemies, harvest resources, and forge tools and weapons. Doesn’t really have a gameplay loop. Kinda just what I’m making to learn Godot. After a couple weeks of working on the game, it’s finally done. All mechanics are fully functional, and there aren’t any huge bugs that I’ve noticed. Make sure to check out the README before you play or if you can’t figure out what’s going on.", "repo": "https://github.com/Zicawoomps/castle-game", "demo": "https://zicawoomps.itch.io/castle-game"}]...
|
[{"post_id": 24864, "ts": "202 [{"post_id": 24864, "ts": "2026-07-08T18:31:35Z", "hours": 1.5467, "text": "Item dropping, a death screen, and ysort have been added… not sure why they werent in the game to begin with"}, {"post_id": 21518, "ts": "2026-07-03T15:02:37Z", "hours": 4.9064, "text": "I added crafting ! I thought it would only take me an hour, maybe 2, but I ended up spending 5 hours implementing it and debugging it (debugging it took at least 2 hours) There was an issue where the menu wouldn’t place the text and buttons properly if you crafted an item, left the room, and came back and tried to craft another item. After nearly half an hour of trying to figure it out, I realized I only needed to move a single variable. Now I just need to ship the project"}, {"post_id": 20266, "ts": "2026-07-01T20:21:51Z", "hours": 4.2094, "text": "I finally added the enemy. I decided on a skeleton because it would be easy to make sprites for. It doesn’t have animations and I may or may not get around to adding them. Next I will be adding more inventory slots (9 instead of 5) and a crafting system, and that should put this project in a state where it can be shipped"}, {"post_id": 16354, "ts": "2026-06-26T16:37:44Z", "hours": 4.2681, "text": "The ladder in Room 2 finally goes somewhere! Introducing the cave, where you can mine iron and diamond ore. They will eventually be used to craft different items. It took me a hot minute to debug the door transitions. I originally had the room transitions using PackedScenes added through an export variable, but Godot said “nuh uh” when I wanted to make back and forth room transitions. I had to switch to using an export var that accepted scene file paths."}, {"post_id": 14754, "ts": "2026-06-23T23:34:17Z", "hours": 2.1889, "text": "I added the training dummy!!"}, {"post_id": 13919, "ts": "2026-06-22T20:31:29Z", "hours": 8.7997, "text": "Devlog 2 Even after making a note to myself to post devlogs more often, I managed to log an hour more here than in my previous devlog. I’ve added a hotbar, actual player sprites, and a toy sword (yes, the player has pizza on their head)"}, {"post_id": 7604, "ts": "2026-06-12T18:28:53Z", "hours": 7.6778, "text": "I know its not much (especially for nearly 8 hours of work, but I guess its nice for my first time using Godot), but I’m proud of what I’ve make so far. I have stand in player sprites and animations, a rudimentary tileset and room switching. The only room not fully shown is a long hallway that extends up, and I should specify that the image below is a compilation of screenshots, but you probably figured that out. I plan on adding enemies to the tall room, a cave down the ladder in the center room, and a crafting system which can be accessed in the room on the right."}]...
|
Title: Castle Game by @Script | Stardance
Devlogs Title: Castle Game by @Script | Stardance
Devlogs:
I know its not much (especially for nearly 8 hours of work, but I guess its nice for my first time using Godot), but I’m proud of what I’ve make so far. I have stand in player sprites and animations, a rudimentary tileset and room switching. The only room not fully shown is a long hallway that extends up, and I should specify that the image below is a compilation of screenshots, but you probably figured that out. I plan on adding enemies to the tall room, a cave down the ladder in the center room, and a crafting system which can be accessed in the room on the right.
Devlog 2 Even after making a note to myself to post devlogs more often, I managed to log an hour more here than in my previous devlog. I’ve added a hotbar, actual player sprites, and a toy sword (yes, the player has pizza on their head)
I added the training dummy!!
The ladder in Room 2 finally goes somewhere! Introducing the cave, where you can mine iron and diamond ore. They will eventually be used to craft different items. It took me a hot minute to debug the door transitions. I originally had the room transitions using PackedScenes added through an export variable, but Godot said “nuh uh” when I wanted to make back and forth room transitions. I had to switch to using an export var that accepted scene file paths.
I finally added the enemy. I decided on a skeleton because it would be easy to make sprites for. It doesn’t have animations and I may or may not get around to adding them. Next I will be adding more inventory slots (9 instead of 5) and a crafting system, and that should put this project in a state where it can be shipped
I added crafting ! I thought it would only take me an hour, maybe 2, but I ended up spending 5 hours implementing it and debugging it (debugging it took at least 2 hours) There was an issue where the menu wouldn’t place the text and buttons properly if you crafted an item, left the room, and came back and tried to craft another item. After nearly half an hour of trying to figure it out, I realized I only needed to move a single variable. Now I just need to ship the project
Item dropping, a death screen, and ysort have been added… not sure why they werent in the game to begin with
Ships:
My first Godot game. Play as a “knight” and fight enemies, harvest resources, and forge tools and weapons. Doesn’t really have a gameplay loop. Kinda just what I’m making to learn Godot. After a couple weeks of working on the game, it’s finally done. All mechanics are fully functional, and there aren’t any huge bugs that I’ve noticed. Make sure to check out the README before you play or if you can’t figure out what’s going on....
|
1793141399.2353675
|
1793227799.2353675
|
|
61194
|
RaceESC by @billythekid | Stardance
|
billythekid
|
0
|
33.5
|
0
|
[]
|
[{"post_id": 69875, "ts": "202 [{"post_id": 69875, "ts": "2026-09-17T23:45:52Z", "hours": 1.3228, "text": "Github repo for the project is live, put together some documentation for the esc, an collated files and wiring diagrams."}, {"post_id": 69142, "ts": "2026-09-16T13:36:18Z", "hours": 4.99, "text": "Layout final and enclosure cad"}, {"post_id": 68647, "ts": "2026-09-15T13:48:18Z", "hours": 6.6139, "text": "layout 3 Version 2, completely rerouted it made it better, its still tight though"}, {"post_id": 67999, "ts": "2026-09-14T11:03:52Z", "hours": 5.8436, "text": "Finished version 1 of the layout, apart from some minor quirks. Added a charge pump fromt the regulated 5V to double the voltage to regulated 10V, for the gate driver. I dont like this layout. It sucks. Areas to improve: Looks super ugly Doesnt have power connections Doesnt have a continuous ground plane at all (really bad for signals) Buck layout has heaps of vias which stops me from putting anything on the other side of it. In engineering, do everything twice, because youll fix all the stupid mistakes you make using the power of foresight."}, {"post_id": 67481, "ts": "2026-09-13T16:27:29Z", "hours": 5.3669, "text": "Finished routing the board on 4 layers, I put the high side FETs on the top, and low side fets on the bottom to keep the board compact, optimised the layout of my buck converter to reduce EMI, by reducing loop area, and used a logic one side, power on the other design. I want to change some things with the board, especially the boost converter, which is way overkill at 10V/2A… I only need to supply the gate driver with like 10V/20mA."}, {"post_id": 67271, "ts": "2026-09-13T10:42:02Z", "hours": 3.4422, "text": "Mostly finished the schematic! Things added: Gate driver: Allows MCU to drive mosfet gates at high currents (like 1.2A), which the MCU pins cannot source. Also allows the use of bootstrap capacitors which I can use to switch the high side FETs. I went with relatively large bootstrap capacitors as this is a relatively low frequency ESC. Mosfets: 6 High currrent 3.3x3.3mm N-MOSFETs arranged in a half bridge fo the ESC. As this esc connects to a separate board with current sensors already on it, The power layer does not include any current shunts MCU: To read Back EMF from the motor, manage signals and control the mosfets, you need a microcontroller. For this ESC I went with the ARTERY AT32F421 because it is cheap and adequite for this application. I had to break out the debug pins (GND, NRST, SWDIO, SWCLK), add decoupling capacitors and pull up/down resistors. The AT32 is also useful because it has a comparator (compares two voltages and outputs 1 if one is higher and 0 if the other is higher) in it which I can use to read the motor Back EMF really quickly. Feedback network: Splits the phase voltage (voltage on the wire of the floating (unpowered) phase of the motor) using a voltage divider, so that the MCU can read it. 3 resistors for each phase + 1 feedforward cap for high frequency noise. Connectors: The board has a 5 pin JST SH connector which carries 5V, GND, SCL, SDA and GPIO (broken out I/O pin from the control pcb). This allows the master board (the telemetry/control board for the car) to control the esc and link the ESC MCU to the master boards sensors (EG the IMU for traction control). 3.3V regulator and indicators: 3.3V LDO drawing power from the buck output to feed the MCU. 2 generic indicator LEDs, one connected directly to an MCU pin, one to GPIO pin on the interface connector, which could be used to indicate a complete connection between the telemetry board and the esc. Power capacitors: For bulk capacitance (for large voltage spikes), two low-esr polymer 220uF capacitors were used. Each MOSFET gate also gets a 4.7uF and 100nF capacitor to smooth out voltage spikes caused by sudden changes in current caused by the FET switching on. Now comes the fun part: ROUTING!!"}, {"post_id": 67149, "ts": "2026-09-13T06:49:52Z", "hours": 3.8333, "text": "Boost converter desigh headache, lapse isnt working. WHY ARE BOOST CONVERTERS SO COMPLICATED?? Spent a solid 2-3 hours trying to wrap my head around the “right half plane zero”, Finally understood it enough to finish the schematic, (this devlog actually too 7 hours). The bit that was the hardest was the small RC (resistor capacitor) network connected to the COMP pin, which allows the chip to dampen oscillations on the voltage feedback loop. It required complex numbers which I have NEVER used before so this was scary. The purpose of the buck converter is to supply 10V to drive the mosfet gates, which will help efficiency (lower RDS on), and make sure the UVLO on the gate driver chip doesnt trip and shut off the motor if the battery voltage dips below it (eg under heavy load voltage drips). The boost converter should be capable of 10V/2A, which is overkill for the gate driver so I might look at compacting it in the future"}, {"post_id": 66489, "ts": "2026-09-12T10:20:59Z", "hours": 2.0833, "text": "Turns out the MPS2315 isnt available on JLC assembly, so I have to choose a new buck converter. Chose this TPS54302 Buck converter from TI and the documentation for it was really really good. Turns out the schematic for this also has less parts and has the added bonus of zero (or very little) dropout (dropout is the minimum input voltage to still output 5V). The buck will still be able to provide 5V/3A as a BEC - not bad. Used a 22uF input capacitor and 2x 22uF output capacitors. The input pin “EN” lets me set a UVLO (under voltage lock out), where the chip will turn off if the input goes below a certain voltage (EN takes input from a voltage divider). The chip has internal weak resistors for EN, so the standard UVLO is ~4.4V, which is perfect, which is why I left EN as no connect."}]...
|
Title: RaceESC by @billythekid | Stardance
Devlog Title: RaceESC by @billythekid | Stardance
Devlogs:
Turns out the MPS2315 isnt available on JLC assembly, so I have to choose a new buck converter. Chose this TPS54302 Buck converter from TI and the documentation for it was really really good. Turns out the schematic for this also has less parts and has the added bonus of zero (or very little) dropout (dropout is the minimum input voltage to still output 5V). The buck will still be able to provide 5V/3A as a BEC - not bad. Used a 22uF input capacitor and 2x 22uF output capacitors. The input pin “EN” lets me set a UVLO (under voltage lock out), where the chip will turn off if the input goes below a certain voltage (EN takes input from a voltage divider). The chip has internal weak resistors for EN, so the standard UVLO is ~4.4V, which is perfect, which is why I left EN as no connect.
Boost converter desigh headache, lapse isnt working. WHY ARE BOOST CONVERTERS SO COMPLICATED?? Spent a solid 2-3 hours trying to wrap my head around the “right half plane zero”, Finally understood it enough to finish the schematic, (this devlog actually too 7 hours). The bit that was the hardest was the small RC (resistor capacitor) network connected to the COMP pin, which allows the chip to dampen oscillations on the voltage feedback loop. It required complex numbers which I have NEVER used before so this was scary. The purpose of the buck converter is to supply 10V to drive the mosfet gates, which will help efficiency (lower RDS on), and make sure the UVLO on the gate driver chip doesnt trip and shut off the motor if the battery voltage dips below it (eg under heavy load voltage drips). The boost converter should be capable of 10V/2A, which is overkill for the gate driver so I might look at compacting it in the future
Mostly finished the schematic! Things added: Gate driver: Allows MCU to drive mosfet gates at high currents (like 1.2A), which the MCU pins cannot source. Also allows the use of bootstrap capacitors which I can use to switch the high side FETs. I went with relatively large bootstrap capacitors as this is a relatively low frequency ESC. Mosfets: 6 High currrent 3.3x3.3mm N-MOSFETs arranged in a half bridge fo the ESC. As this esc connects to a separate board with current sensors already on it, The power layer does not include any current shunts MCU: To read Back EMF from the motor, manage signals and control the mosfets, you need a microcontroller. For this ESC I went with the ARTERY AT32F421 because it is cheap and adequite for this application. I had to break out the debug pins (GND, NRST, SWDIO, SWCLK), add decoupling capacitors and pull up/down resistors. The AT32 is also useful because it has a comparator (compares two voltages and outputs 1 if one is higher and 0 if the other is higher) in it which I can use to read the motor Back EMF really quickly. Feedback network: Splits the phase voltage (voltage on the wire of the floating (unpowered) phase of the motor) using a voltage divider, so that the MCU can read it. 3 resistors for each phase + 1 feedforward cap for high frequency noise. Connectors: The board has a 5 pin JST SH connector which carries 5V, GND, SCL, SDA and GPIO (broken out I/O pin from the control pcb). This allows the master board (the telemetry/control board for the car) to control the esc and link the ESC MCU to the master boards sensors (EG the IMU for traction control). 3.3V regulator and indicators: 3.3V LDO drawing power from the buck output to feed the MCU. 2 generic indicator LEDs, one connected directly to an MCU pin, one to GPIO pin on the interface connector, which could be used to indicate a complete connection between the telemetry board and the esc. Power capacitors: For bulk capacitance (for large voltage spikes), two low-esr polymer 220uF capacitors were used. Each MOSFET gate also gets a 4.7uF and 100nF capacitor to smooth out voltage spikes caused by sudden changes in current caused by the FET switching on. Now comes the fun part: ROUTING!!
Finished routing the board on 4 layers, I put the high side FETs on the top, and low side fets on the bottom to keep the board compact, optimised the layout of my buck converter to reduce EMI, by reducing loop area, and used a logic one side, power on the other design. I want to change some things with the board, especially the boost converter, which is way overkill at 10V/2A… I only need to supply the gate driver with like 10V/20mA.
Finished version 1 of the layout, apart from some minor quirks. Added a charge pump fromt the regulated 5V to double the voltage to regulated 10V, for the gate driver. I dont like this layout. It sucks. Areas to improve: Looks super ugly Doesnt have power connections Doesnt have a continuous ground plane at all (really bad for signals) Buck layout has heaps of vias which stops me from putting anything on the other side of it. In engineering, do everything twice, because youll fix all the stupid mistakes you make using the power of foresight.
layout 3 Version 2, completely rerouted it made it better, its still tight though
Layout final and enclosure cad
Github repo for the project is live, put together some documentation for the esc, an collated files and wiring diagrams....
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1793040449.3520586
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1793645249.3520586
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55798
|
My very own WebOS by @eyosafit | Stardance
|
eyosafit
|
2
|
33.49
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T20:36:38Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i make web based operating system using html, css and javascript. i have learned so much from it. when i started i couldn’t even use git and github but right now i can handle version control in terminal. there is so many thing that i am pround of, but i remeber saying how is that even possible to make operating system that works online but now i can even teach others how to program complex problems like i did in my notebook functionality and how to style their of user interface as i did in all windows and how to use localstorage to save load and delete their data like i did in settings. but i wanna mention the music app because i put a lot of effort at that app. i made that app in way that if you change the music it will automatically change the background that makes it more interactive and gives satisfaction. if you get lost don’t forget to read my readme. Thank you!", "repo": "https://github.com/eyosafit7/MY_OS", "demo": "https://eyosafit7.github.io/My_OS/"}, {"ship_num": 2, "ts": "2026-09-29T16:01:52Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I worked on a web-based operating system. The challenging part was the weather app. I tried so many times before it worked. I am proud of myself because when I started, I didn’t even know how to set up a project through Git, but now I’m confident working with GitHub and git commands", "repo": "https://github.com/eyosafit7/MY_OS", "demo": "https://eyosafit7.github.io/My_OS/"}]...
|
[{"post_id": 77419, "ts": "202 [{"post_id": 77419, "ts": "2026-10-06T22:02:14Z", "hours": 1.4931, "text": "I updated the settings with 4 new cool features. You can easily change the font family, app color, font color, and font size."}, {"post_id": 77120, "ts": "2026-10-05T18:04:30Z", "hours": 1.0536, "text": "i finally deleted weather app because it starts to lag. i also solved a bug with music app. finally wrote my readme."}, {"post_id": 76890, "ts": "2026-10-04T22:55:22Z", "hours": 0.8567, "text": "I get rid of repetitive lines by using one function to handle all of them at once"}, {"post_id": 76874, "ts": "2026-10-04T21:54:09Z", "hours": 3.7353, "text": "I finally finished working on the music window. It was hard for me, but I learned so many things through the process"}, {"post_id": 76681, "ts": "2026-10-04T10:28:18Z", "hours": 1.7167, "text": "I started working on my music app. I will add cool features to it later"}, {"post_id": 76603, "ts": "2026-10-04T04:43:46Z", "hours": 2.7178, "text": "I worked on a notebook file system; now you can save, load, and update what you’ve written, and it has its own password too. created a setting that lets you remove what you don’t want by setting passwords"}, {"post_id": 76225, "ts": "2026-10-02T19:04:19Z", "hours": 5.8008, "text": "Worked on settings functionality. I added wallpaper and made it changeable. Today I added 3 wallpapers. I also made the notebook savable and added settings to clear, load, and save data. Tomorrow I will work on more functionality."}, {"post_id": 75250, "ts": "2026-09-29T15:54:44Z", "hours": 0.2889, "text": "I deployed it. It is now online"}, {"post_id": 75217, "ts": "2026-09-29T14:36:19Z", "hours": 2.0642, "text": "Today, I added a search bar to the weather page so that everyone can see their own city’s weather conditions. Finally, I edited some visual effects and enhanced some color combinations, and I also worked on the welcome screen. As you can see this are all the pages I have been working on"}, {"post_id": 74952, "ts": "2026-09-28T17:46:05Z", "hours": 2.9136, "text": "Today, I worked on the weather app. It’s fully functional and works only when you’re online. I added an icon for it too, and for now I only added 6 cities. Tomorrow I will add a search bar so everyone can see their city’s weather."}, {"post_id": 73282, "ts": "2026-09-24T19:01:18Z", "hours": 1.4875, "text": "I have worked on my mini Notebook window that actually worked well, but some functionality is still missing. I will try to make it fully functional next time. thank you"}, {"post_id": 72921, "ts": "2026-09-24T01:38:29Z", "hours": 2.7678, "text": "I have finished working on the first app in my web-based operating system(Liqlaqo-os). As you can see, it is a fully functional calculator. I also polished the style to make it look attractive, and I’m going to build another app for my operating system. If you wanna see more, don’t forget to like and follow. Thanks for reading. GOOD LUCK!"}, {"post_id": 72631, "ts": "2026-09-23T11:57:33Z", "hours": 1.8267, "text": "I have worked in my welcome window, taskbar, and calculator app(it’s not functional yet)"}, {"post_id": 72563, "ts": "2026-09-23T07:20:44Z", "hours": 2.8394, "text": "Today I made the date and time fully functional in the bottom bar. I am going to build other things too. If you want to know more, don’t forget to like and follow."}, {"post_id": 72009, "ts": "2026-09-22T00:19:34Z", "hours": 1.9081, "text": "liqlaqo-os web-based operating system building with html , css and javascript"}]...
|
Title: My very own WebOS by @eyosafit | Stardance
Title: My very own WebOS by @eyosafit | Stardance
Devlogs:
liqlaqo-os web-based operating system building with html , css and javascript
Today I made the date and time fully functional in the bottom bar. I am going to build other things too. If you want to know more, don’t forget to like and follow.
I have worked in my welcome window, taskbar, and calculator app(it’s not functional yet)
I have finished working on the first app in my web-based operating system(Liqlaqo-os). As you can see, it is a fully functional calculator. I also polished the style to make it look attractive, and I’m going to build another app for my operating system. If you wanna see more, don’t forget to like and follow. Thanks for reading. GOOD LUCK!
I have worked on my mini Notebook window that actually worked well, but some functionality is still missing. I will try to make it fully functional next time. thank you
Today, I worked on the weather app. It’s fully functional and works only when you’re online. I added an icon for it too, and for now I only added 6 cities. Tomorrow I will add a search bar so everyone can see their city’s weather.
Today, I added a search bar to the weather page so that everyone can see their own city’s weather conditions. Finally, I edited some visual effects and enhanced some color combinations, and I also worked on the welcome screen. As you can see this are all the pages I have been working on
I deployed it. It is now online
Worked on settings functionality. I added wallpaper and made it changeable. Today I added 3 wallpapers. I also made the notebook savable and added settings to clear, load, and save data. Tomorrow I will work on more functionality.
I worked on a notebook file system; now you can save, load, and update what you’ve written, and it has its own password too. created a setting that lets you remove what you don’t want by setting passwords
I started working on my music app. I will add cool features to it later
I finally finished working on the music window. It was hard for me, but I learned so many things through the process
I get rid of repetitive lines by using one function to handle all of them at once
i finally deleted weather app because it starts to lag. i also solved a bug with music app. finally wrote my readme.
I updated the settings with 4 new cool features. You can easily change the font family, app color, font color, and font size.
Ships:
I worked on a web-based operating system. The challenging part was the weather app. I tried so many times before it worked. I am proud of myself because when I started, I didn’t even know how to set up a project through Git, but now I’m confident working with GitHub and git commands
i make web based operating system using html, css and javascript. i have learned so much from it. when i started i couldn’t even use git and github but right now i can handle version control in terminal. there is so many thing that i am pround of, but i remeber saying how is that even possible to make operating system that works online but now i can even teach others how to program complex problems like i did in my notebook functionality and how to style their of user interface as i did in all windows and how to use localstorage to save load and delete their data like i did in settings. but i wanna mention the music app because i put a lot of effort at that app. i made that app in way that if you change the music it will automatically change the background that makes it more interactive and gives satisfaction. if you get lost don’t forget to read my readme. Thank you!...
|
1793148885.5402844
|
1793235285.5402844
|
|
283
|
Welle by @lumentae | Stardance
|
lumentae
|
0
|
33.46
|
0
|
[]
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[{"post_id": 43224, "ts": "202 [{"post_id": 43224, "ts": "2026-08-08T11:14:05Z", "hours": 0.61, "text": "I updated the artist list and the song list to look better by adding margin between each entry and rounding the images a bit!"}, {"post_id": 39465, "ts": "2026-08-02T13:03:47Z", "hours": 2.0208, "text": "The artists page is now implemented! Also I kinda forgot about this project lol"}, {"post_id": 27904, "ts": "2026-07-13T20:34:56Z", "hours": 1.2594, "text": "I added some code to request all the playlists for the current user and also wrote some QML to display it in the sidebar! Currently they don’t have any icons or cover art, but I’m going to implement that soon™"}, {"post_id": 27747, "ts": "2026-07-13T16:04:28Z", "hours": 2.4331, "text": "I kinda forgot to post a devlog, but I have implemented support for a database and now they’re loaded from there first instead of having to request them all the time from the Navidrome server. Also I fixed the annoying QML error that a class couldn’t be instantiated if it didn’t match the constructor or something like that (I forgot…)"}, {"post_id": 21794, "ts": "2026-07-03T22:13:19Z", "hours": 1.3036, "text": "I have implemented a simple queue list at the right side! It’s still pretty useless and only serves the purpose of being able to see what will be played, but it’s still nice to have and expanded on in the future! Also sorry again for a long time between updates…"}, {"post_id": 17313, "ts": "2026-06-28T01:14:48Z", "hours": 0.6122, "text": "I added a simple context menu! (I’m way more productive with the todo list…)"}, {"post_id": 17256, "ts": "2026-06-27T23:37:42Z", "hours": 1.3014, "text": "I added a volume slider! Not much to add but that I was working on another project the last few days so development was halted for a short bit, but will now pick up again!"}, {"post_id": 13307, "ts": "2026-06-21T19:43:59Z", "hours": 3.0239, "text": "I added support for MPRIS and I found out that it’s actually a quite interesting protocol (uses microseconds instead of milliseconds, which I found out the hard way…). Also I moved everything audio related to medialib so I can reuse most code for a future TUI or web interface!"}, {"post_id": 13030, "ts": "2026-06-21T09:39:29Z", "hours": 0.8406, "text": "I fixed a bug with cmake downloading the Material Symbols font as a css stylesheet and QML was trying to load it as a font, but kept failing… Also I made a todo list with a few entries so I don’t forget what to work on 😭"}, {"post_id": 11972, "ts": "2026-06-19T15:22:31Z", "hours": 0.6294, "text": "I added a repeat and shuffle button! I also fixed the queue, since it didn’t add new songs when scrolling and only the first 100 songs were loaded!"}, {"post_id": 11536, "ts": "2026-06-18T20:41:36Z", "hours": 1.2825, "text": "I added a really simple queue that you cant view anywhere and not add songs right now, but works and the pause button now shows the current state of the song (playing and paused). Also I added skip buttons to play the previous or next song!"}, {"post_id": 10766, "ts": "2026-06-17T17:53:20Z", "hours": 2.0261, "text": "There’s now a pause and play button and I fixed a bug that crashed the program after playing another song after one finished 😭. I’ll add more media buttons like skipping or shuffle/repeat next!"}, {"post_id": 8415, "ts": "2026-06-13T23:57:44Z", "hours": 1.0186, "text": "Dragging works for seeking now. Also I’m sorry for not posting any devlogs the last week since I’ve been really busy with school lately (due to having to run shows…)"}, {"post_id": 3426, "ts": "2026-06-06T11:10:26Z", "hours": 1.2039, "text": "The text is now being elided correctly and the progress bar is finally centered! Also I started working on showing the song progress, but haven’t made it interactive yet"}, {"post_id": 3229, "ts": "2026-06-06T01:50:59Z", "hours": 2.5819, "text": "I improved the bottom bar, but the progress bar is still not how I like it. This has also made me realise how much I HATE layouts in QML"}, {"post_id": 2793, "ts": "2026-06-05T16:35:09Z", "hours": 2.2756, "text": "Music can now be played and I added an incomplete player bar at the bottom that doesn’t show much yet 😭. I first started working on the bottom bar without having done the player before so I was kinda stuck and had to implement the player so I could add the media controls like seek, current media information or the pause, play and stop buttons aswell as the volume slider (which I really need…)"}, {"post_id": 2483, "ts": "2026-06-05T00:09:40Z", "hours": 2.0244, "text": "The song list now infinitely scrolls and song cover art is now shown!"}, {"post_id": 2026, "ts": "2026-06-04T09:42:51Z", "hours": 0.9128, "text": "I remade the songlist and was inspired from Feishin’s design. I’ll implement the song covers and the home page next!"}, {"post_id": 1753, "ts": "2026-06-03T22:50:33Z", "hours": 1.9433, "text": "I added a simple sidebar which currently only shows the song list because I haven’t added page switching yet, but content pages can be loaded dynamically now!!"}, {"post_id": 1001, "ts": "2026-06-02T19:44:19Z", "hours": 2.1475, "text": "I reworked the OpenSubsonic API, added support for QML and created a simple song list. It was really hard to implement QML models and found out that QList::fromVector does not convert a std::vector to a QList 😭"}, {"post_id": 427, "ts": "2026-06-01T20:38:24Z", "hours": 1.5978, "text": "I got the authentication working and also its now possible to search for songs, artists and albums. Still no GUI or music player yet… 😅"}, {"post_id": 114, "ts": "2026-05-31T20:20:28Z", "hours": 0.4119, "text": "I created the rough project structure and already included dependencies for the Open Subsonic client, but have not written any code for it yet 😭. I will work on it tomorrow when I have more time and focus on getting the authorization and other things to work!"}]...
|
Title: Welle by @lumentae | Stardance
Devlogs:
I Title: Welle by @lumentae | Stardance
Devlogs:
I created the rough project structure and already included dependencies for the Open Subsonic client, but have not written any code for it yet 😭. I will work on it tomorrow when I have more time and focus on getting the authorization and other things to work!
I got the authentication working and also its now possible to search for songs, artists and albums. Still no GUI or music player yet… 😅
I reworked the OpenSubsonic API, added support for QML and created a simple song list. It was really hard to implement QML models and found out that QList::fromVector does not convert a std::vector to a QList 😭
I added a simple sidebar which currently only shows the song list because I haven’t added page switching yet, but content pages can be loaded dynamically now!!
I remade the songlist and was inspired from Feishin’s design. I’ll implement the song covers and the home page next!
The song list now infinitely scrolls and song cover art is now shown!
Music can now be played and I added an incomplete player bar at the bottom that doesn’t show much yet 😭. I first started working on the bottom bar without having done the player before so I was kinda stuck and had to implement the player so I could add the media controls like seek, current media information or the pause, play and stop buttons aswell as the volume slider (which I really need…)
I improved the bottom bar, but the progress bar is still not how I like it. This has also made me realise how much I HATE layouts in QML
The text is now being elided correctly and the progress bar is finally centered! Also I started working on showing the song progress, but haven’t made it interactive yet
Dragging works for seeking now. Also I’m sorry for not posting any devlogs the last week since I’ve been really busy with school lately (due to having to run shows…)
There’s now a pause and play button and I fixed a bug that crashed the program after playing another song after one finished 😭. I’ll add more media buttons like skipping or shuffle/repeat next!
I added a really simple queue that you cant view anywhere and not add songs right now, but works and the pause button now shows the current state of the song (playing and paused). Also I added skip buttons to play the previous or next song!
I added a repeat and shuffle button! I also fixed the queue, since it didn’t add new songs when scrolling and only the first 100 songs were loaded!
I fixed a bug with cmake downloading the Material Symbols font as a css stylesheet and QML was trying to load it as a font, but kept failing… Also I made a todo list with a few entries so I don’t forget what to work on 😭
I added support for MPRIS and I found out that it’s actually a quite interesting protocol (uses microseconds instead of milliseconds, which I found out the hard way…). Also I moved everything audio related to medialib so I can reuse most code for a future TUI or web interface!
I added a volume slider! Not much to add but that I was working on another project the last few days so development was halted for a short bit, but will now pick up again!
I added a simple context menu! (I’m way more productive with the todo list…)
I have implemented a simple queue list at the right side! It’s still pretty useless and only serves the purpose of being able to see what will be played, but it’s still nice to have and expanded on in the future! Also sorry again for a long time between updates…
I kinda forgot to post a devlog, but I have implemented support for a database and now they’re loaded from there first instead of having to request them all the time from the Navidrome server. Also I fixed the annoying QML error that a class couldn’t be instantiated if it didn’t match the constructor or something like that (I forgot…)
I added some code to request all the playlists for the current user and also wrote some QML to display it in the sidebar! Currently they don’t have any icons or cover art, but I’m going to implement that soon™
The artists page is now implemented! Also I kinda forgot about this project lol
I updated the artist list and the song list to look better by adding margin between each entry and rounding the images a bit!...
|
1792770758.5210757
|
1793375558.5210757
|
|
15569
|
Salon Management System by @wingnovel | Stardance
|
wingnovel
|
1
|
33.46
|
36
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T15:47:47Z", "hours": 18.0, "multiplier": 2.0, "payout": 36, "blessing": "neutral", "text": "This project is made to manage a hair salon. It has a variety of pages and features to help a hair salon manager to produce reports and to manage their finances and appointments at the salon", "repo": "https://github.com/raghav03102008/Computer-science-IA", "demo": "https://github.com/raghav03102008/Computer-science-IA/releases/latest"}]...
|
[{"post_id": 34499, "ts": "202 [{"post_id": 34499, "ts": "2026-07-25T08:25:22Z", "hours": 1.0408, "text": "Bug fixes. Making the order page functional."}, {"post_id": 25316, "ts": "2026-07-09T15:10:01Z", "hours": 13.9042, "text": "in this session i have worked on mainly testing. I altered the code slightly again and again to see if everything is functional. According to my test plan everything is functional bug free"}, {"post_id": 21316, "ts": "2026-07-03T05:35:13Z", "hours": 0.5117, "text": "I have tried to remove the dependancy of having ms access installed on your computer. So far i have been able to make it work. for some pages later I will fix the bugs for some of the pages to improve the SQL database reliant version to run smoothly as well"}, {"post_id": 14432, "ts": "2026-06-23T15:45:30Z", "hours": 9.1744, "text": "Bug fixing and making an exe file to run"}, {"post_id": 6348, "ts": "2026-06-10T18:04:53Z", "hours": 8.6256, "text": "Making the project deployable with an exe file along with the addtion of report generation and exporting files for spreadsheet analysis of the business data"}]...
|
Title: Salon Management System by @wingnovel | Sta Title: Salon Management System by @wingnovel | Stardance
Devlogs:
Making the project deployable with an exe file along with the addtion of report generation and exporting files for spreadsheet analysis of the business data
Bug fixing and making an exe file to run
I have tried to remove the dependancy of having ms access installed on your computer. So far i have been able to make it work. for some pages later I will fix the bugs for some of the pages to improve the SQL database reliant version to run smoothly as well
in this session i have worked on mainly testing. I altered the code slightly again and again to see if everything is functional. According to my test plan everything is functional bug free
Bug fixes. Making the order page functional.
Ships:
This project is made to manage a hair salon. It has a variety of pages and features to help a hair salon manager to produce reports and to manage their finances and appointments at the salon...
|
1793116396.3206718
|
1793202796.3206718
|
|
24762
|
FlightScope FlightCore by @zombieking1555 | Starda FlightScope FlightCore by @zombieking1555 | Stardance...
|
zombieking1555
|
0
|
33.41
|
0
|
[]
|
[{"post_id": 67001, "ts": "202 [{"post_id": 67001, "ts": "2026-09-13T01:05:58Z", "hours": 5.9664, "text": "Devlog 7 - FlightCore CAD + Testing Hi again! Since the last devlog, I’ve been working a lot on getting CAD finalized so that printing and assembly can start. With the Flight Computer Tentatively Complete in CAD and more external testing done, FlightScope as a whole is progressing great! FlightCore is shown in the image below. Thanks for making it this far! If you’d like to follow along, check out the projects on GitHub or give me a follow! FlightCore Repo: https://github.com/zombieking1555/FlightScope_FlightComputer FlightScope Dashboard Repo: https://github.com/zombieking1555/FlightScope"}, {"post_id": 50321, "ts": "2026-08-19T14:19:26Z", "hours": 4.0847, "text": "Devlog 6 - IT WORKS! Flight computer v1 built I put together real hardware, deployed my code, and waved it around in the air for a little while, and we recorded real data that proves this thing will work. Take a look at the pictures! New Since Last Time The first order of supplies came in, including a lot of flight computer hardware. After a little research and planning, I got the hardware all soldered up. Wrestling with the software program was a blast, and I’m proud to say that Flightscope Flightcore has recorded its first “flight”. What’s next I’m going to be researching for part 2 of the flight computer, aka the ejection charge handler. Hopefully in my next devlog, I don’t have to report any explosions… Conclusion Thanks for making it this far! If you’d like to follow along, check out the projects on GitHub or give me a follow! FlightCore Repo: https://github.com/zombieking1555/FlightScope_FlightComputer FlightScope Dashboard Repo: https://github.com/zombieking1555/FlightScope Take a look at the “flight” below (Aka me swinging the flight computer around in the air, then setting it down)!"}, {"post_id": 43648, "ts": "2026-08-09T01:10:46Z", "hours": 6.3414, "text": "Devlog 5 - Giving My Avionics Bay The Love it Deserves & FUNDING It’s been a while, but I’m back at it! I put in a lot more work on the avionics bay, and it’s starting to look like something that would actually work. Always a good sign. AND THERE’S MORE - I notice a new devlog feature, Read more to find out… FlightScope If you’re new here, this is the hardware side of my big summer project, FlightScope. You can find my work on the software side of FlightScope here: https://stardance.hackclub.com/projects/13462 What’s Next There is more time to spend on this CAD before the rocket is complete! In parallel, FlightCore Is Officially Funded! Expect some IRL devlogs soon :) Conclusion Thanks for making it this far! If you’d like to follow along, check out the projects on GitHub or give me a follow! FlightCore Repo: https://github.com/zombieking1555/FlightScope_FlightComputer FlightScope Dashboard Repo: https://github.com/zombieking1555/FlightScope"}, {"post_id": 24940, "ts": "2026-07-08T20:30:46Z", "hours": 4.5242, "text": "Devlog 4: If I built my rocket using my CAD, it would nosedive straight into the ground… Overview Hey everybody! Rocket CAD is closing in on completion! I’m still missing some pretty important aerodynamic pieces, but I’ve been able to get some good work done that I’m here to tell you all about! FlightScope If you’re new here, this is the hardware side of my big summer project, FlightScope. You can find my work on the software side of FlightScope here: https://stardance.hackclub.com/projects/13462 What’s New This week I made major progress on the rocket CAD. The biggest improvement was on the FlightCore Avionics bay. The layout is much more finalized, as I’ve designed in for more stability and even added the power switch! Now I can actually turn this thing on, which is a nice step in the right direction Beyond that, I’ve started fitting subassemblies together, getting a sense for packaging on the rocket. See some pictures of it at the bottom of the devlog :) What’s Next The biggest remaining task is designing the fins. Before I commit to a final shape, I’ll be running some simulations to find what allows for the best stability. Conclusion Thanks for making it this far! If you’d like to follow along, check out the projects on GitHub or give me a follow! FlightCore Repo: https://github.com/zombieking1555/FlightScope_FlightComputer FlightScope Dashboard Repo: https://github.com/zombieking1555/FlightScope"}, {"post_id": 20022, "ts": "2026-07-01T14:57:43Z", "hours": 1.9956, "text": "Devlog 3 - Avionics Bay V2 Overview Hey everybody! This cycle, I’ve shifted my focus from software to hardware. After getting FlightCore’s subsystem code into a good place, it was time to redesign the avionics bay around the actual components that will be flying. FlightScope If you’re new here, this is the hardware side of my big summer project, FlightScope. You can find my work on the software side of FlightScope here: https://stardance.hackclub.com/projects/13462 What’s New This week I designed the second revision of the FlightCore avionics bay in Onshape. See it in the video at the bottom of the devlog! The redesign includes: A much cleaner component layout. Mounting locations for every PCB. Better spacing for wiring and connectors. A compact sled that fits inside the avionics coupler while keeping everything accessible. What’s Next Now that the avionics bay design is mostly complete, the next step is to finish up the rest of the rocket CAD. Hopefully, I’ll also be ordering FlightCore avionics very soon so test-fit everything and begin validating the software on the actual hardware. Conclusion Thanks for making it this far! If you like what you see, check out the projects on GitHub or give me a follow! FlightCore Repo: https://github.com/zombieking1555/FlightScope_FlightComputer FlightScope Dashboard Repo: https://github.com/zombieking1555/FlightScope"}, {"post_id": 18780, "ts": "2026-06-29T23:58:21Z", "hours": 5.9756, "text": "Devlog 2 - Software Progress Overview Hey everybody, I’ve been on vacation and haven’t been fully locked on Stardance, but I’ve still been able to get some work in that I would love to share with you all. Flightscope If you’re new here, this is the hardware side of my big summer project, Flightscope. Find my other work in this project . What’s New In this chunk of work. I have (for now) completed the subsystem code for FlightCore (my flight computer, powered by an RPi Pico 2). Here is a map of how the program works: ┌────────┐ │ LiPo Battery │ └────┬───┘ │ ▼ ┌───── ───────┐ │ Raspberry Pi Pico 2│ └──────┬── ───┘ │ ┌─────┼──────┐ ▼ ▼ ▼ ┌───┐ ┌────┐ ┌─── ──┐ │ IMU │ │ BMP │ │ microSD│ │Accel│ │Altim. │ │ Logger │ └─┬─┘ └─┬──┘ └──┬── ┘ └── ──┼ ──────┘ ▼ Sample Sensors (200 Hz) │ ▼ Pre-launch Ring Buffer │ ▼ Launch Detection Logic │ ▼ Flight State Machine │ Boost → Coast → Descent │ ▼ Write Flight CSV │ ▼ FlightScope Dashboard │ ▼ Graphs • 3D Replay • Analysis Conclusion Flightcore is making some great progress on the software side, and here’s a picture of the fun I’m having in Onshape designing the avionics sled! Look out for that in the next devlog. Thanks for getting this far! I would love to see what cool things you guys are working on too. Leave a comment, and I would love to check out your projects! Edit: I apologize for the attachment spam, I can’t find the option to delete them."}, {"post_id": 15438, "ts": "2026-06-25T02:48:31Z", "hours": 4.5269, "text": "Devlog 1 - Welcome To FlightCore Overview What’s up, guys! If you have been following my other project, FlightScope, the name of this project will ring a bell. This is the hardware extension for FlightScope, so I can get real data and actually test the app. What am I actually building? FlightCore has 2 main parts: The Flight Computer, which is what is going to collect the flight data and will be housed inside number 2…. A Rocket! I’ll be building a (most likely) low-power rocket that will bring FlightCore up into the sky. With all that out of the way, I’ll tell you what I’ve got done in this first chunk of time. What’s New Began modeling the electronics sled and other rocket parts with Onshape Initialized FlightCores codebase with sensor initialization. P.S. - The GitHub is public! I’ll be storing everything about this project right here . Challenges This project is full of challenges! To name a few: This is my first hardware project, and putting all the electronics I plan to use together is going to be a big one in itself. I haven’t ever used CAD software before (I apologize if my CAD is horrendous. I’m trying, I promise), so modeling everything in Onshape is fun! I’m programming the flight computer with new libraries that are brand new to me, not to mention using C++, which is also something I haven’t used yet. I’m basically jumping off a helicopter into an ocean without knowing how to swim, but the great part about it is I sure will learn a lot and fast! Next Steps Program up the other sensors in the flight computer Figure out how I’m actually going to log the data that these sensors are giving me Continue modeling the rocket and electronics sled in CAD And that’s a wrap for devlog 1! As I’ve said, this project really does have me learning along the way. Any advice would be much appreciated! With that said, I’ll see you all in the next one. See progress on the electronics sled:"}]...
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Title: FlightScope FlightCore by @zombieking1555 | Title: FlightScope FlightCore by @zombieking1555 | Stardance
Devlogs:
Devlog 1 - Welcome To FlightCore Overview What’s up, guys! If you have been following my other project, FlightScope, the name of this project will ring a bell. This is the hardware extension for FlightScope, so I can get real data and actually test the app. What am I actually building? FlightCore has 2 main parts: The Flight Computer, which is what is going to collect the flight data and will be housed inside number 2…. A Rocket! I’ll be building a (most likely) low-power rocket that will bring FlightCore up into the sky. With all that out of the way, I’ll tell you what I’ve got done in this first chunk of time. What’s New Began modeling the electronics sled and other rocket parts with Onshape Initialized FlightCores codebase with sensor initialization. P.S. - The GitHub is public! I’ll be storing everything about this project right here . Challenges This project is full of challenges! To name a few: This is my first hardware project, and putting all the electronics I plan to use together is going to be a big one in itself. I haven’t ever used CAD software before (I apologize if my CAD is horrendous. I’m trying, I promise), so modeling everything in Onshape is fun! I’m programming the flight computer with new libraries that are brand new to me, not to mention using C++, which is also something I haven’t used yet. I’m basically jumping off a helicopter into an ocean without knowing how to swim, but the great part about it is I sure will learn a lot and fast! Next Steps Program up the other sensors in the flight computer Figure out how I’m actually going to log the data that these sensors are giving me Continue modeling the rocket and electronics sled in CAD And that’s a wrap for devlog 1! As I’ve said, this project really does have me learning along the way. Any advice would be much appreciated! With that said, I’ll see you all in the next one. See progress on the electronics sled:
Devlog 2 - Software Progress Overview Hey everybody, I’ve been on vacation and haven’t been fully locked on Stardance, but I’ve still been able to get some work in that I would love to share with you all. Flightscope If you’re new here, this is the hardware side of my big summer project, Flightscope. Find my other work in this project . What’s New In this chunk of work. I have (for now) completed the subsystem code for FlightCore (my flight computer, powered by an RPi Pico 2). Here is a map of how the program works: ┌────────┐ │ LiPo Battery │ └────┬───┘ │ ▼ ┌───── ───────┐ │ Raspberry Pi Pico 2│ └──────┬── ───┘ │ ┌─────┼──────┐ ▼ ▼ ▼ ┌───┐ ┌────┐ ┌─── ──┐ │ IMU │ │ BMP │ │ microSD│ │Accel│ │Altim. │ │ Logger │ └─┬─┘ └─┬──┘ └──┬── ┘ └── ──┼ ──────┘ ▼ Sample Sensors (200 Hz) │ ▼ Pre-launch Ring Buffer │ ▼ Launch Detection Logic │ ▼ Flight State Machine │ Boost → Coast → Descent │ ▼ Write Flight CSV │ ▼ FlightScope Dashboard │ ▼ Graphs • 3D Replay • Analysis Conclusion Flightcore is making some great progress on the software side, and here’s a picture of the fun I’m having in Onshape designing the avionics sled! Look out for that in the next devlog. Thanks for getting this far! I would love to see what cool things you guys are working on too. Leave a comment, and I would love to check out your projects! Edit: I apologize for the attachment spam, I can’t find the option to delete them.
Devlog 3 - Avionics Bay V2 Overview Hey everybody! This cycle, I’ve shifted my focus from software to hardware. After getting FlightCore’s subsystem code into a good place, it was time to redesign the avionics bay around the actual components that will be flying. FlightScope If you’re new here, this is the hardware side of my big summer project, FlightScope. You can find my work on the software side of FlightScope here: https://stardance.hackclub.com/projects/13462 What’s New This week I designed the second revision of the FlightCore avionics bay in Onshape. See it in the video at the bottom of the devlog! The redesign includes: A much cleaner component layout. Mounting locations for every PCB. Better spacing for wiring and connectors. A compact sled that fits inside the avionics coupler while keeping everything accessible. What’s Next Now that the avionics bay design is mostly complete, the next step is to finish up the rest of the rocket CAD. Hopefully, I’ll also be ordering FlightCore avionics very soon so test-fit everything and begin validating the software on the actual hardware. Conclusion Thanks for making it this far! If you like what you see, check out the projects on GitHub or give me a follow! FlightCore Repo: https://github.com/zombieking1555/FlightScope_FlightComputer FlightScope Dashboard Repo: https://github.com/zombieking1555/FlightScope
Devlog 4: If I built my rocket using my CAD, it would nosedive straight into the ground… Overview Hey everybody! Rocket CAD is closing in on completion! I’m still missing some pretty important aerodynamic pieces, but I’ve been able to get some good work done that I’m here to tell you all about! FlightScope If you’re new here, this is the hardware side of my big summer project, FlightScope. You can find my work on the software side of FlightScope here: https://stardance.hackclub.com/projects/13462 What’s New This week I made major progress on the rocket CAD. The biggest improvement was on the FlightCore Avionics bay. The layout is much more finalized, as I’ve designed in for more stability and even added the power switch! Now I can actually turn this thing on, which is a nice step in the right direction Beyond that, I’ve started fitting subassemblies together, getting a sense for packaging on the rocket. See some pictures of it at the bottom of the devlog :) What’s Next The biggest remaining task is designing the fins. Before I commit to a final shape, I’ll be running some simulations to find what allows for the best stability. Conclusion Thanks for making it this far! If you’d like to follow along, check out the projects on GitHub or give me a follow! FlightCore Repo: https://github.com/zombieking1555/FlightScope_FlightComputer FlightScope Dashboard Repo: https://github.com/zombieking1555/FlightScope
Devlog 5 - Giving My Avionics Bay The Love it Deserves & FUNDING It’s been a while, but I’m back at it! I put in a lot more work on the avionics bay, and it’s starting to look like something that would actually work. Always a good sign. AND THERE’S MORE - I notice a new devlog feature, Read more to find out… FlightScope If you’re new here, this is the hardware side of my big summer project, FlightScope. You can find my work on the software side of FlightScope here: https://stardance.hackclub.com/projects/13462 What’s Next There is more time to spend on this CAD before the rocket is complete! In parallel, FlightCore Is Officially Funded! Expect some IRL devlogs soon :) Conclusion Thanks for making it this far! If you’d like to follow along, check out the projects on GitHub or give me a follow! FlightCore Repo: https://github.com/zombieking1555/FlightScope_FlightComputer FlightScope Dashboard Repo: https://github.com/zombieking1555/FlightScope
Devlog 6 - IT WORKS! Flight computer v1 built I put together real hardware, deployed my code, and waved it around in the air for a little while, and we recorded real data that proves this thing will work. Take a look at the pictures! New Since Last Time The first order of supplies came in, including a lot of flight computer hardware. After a little research and planning, I got the hardware all soldered up. Wrestling with the software program was a blast, and I’m proud to say that Flightscope Flightcore has recorded its first “flight”. What’s next I’m going to be researching for part 2 of the flight computer, aka the ejection charge handler. Hopefully in my next devlog, I don’t have to report any explosions… Conclusion Thanks for making it this far! If you’d like to follow along, check out the projects on GitHub or give me a follow! FlightCore Repo: https://github.com/zombieking1555/FlightScope_FlightComputer FlightScope Dashboard Repo: https://github.com/zombieking1555/FlightScope Take a look at the “flight” below (Aka me swinging the flight computer around in the air, then setting it down)!
Devlog 7 - FlightCore CAD + Testing Hi again! Since the last devlog, I’ve been working a lot on getting CAD finalized so that printing and assembly can start. With the Flight Computer Tentatively Complete in CAD and more external testing done, FlightScope as a whole is progressing great! FlightCore is shown in the image below. Thanks for making it this far! If you’d like to follow along, check out the projects on GitHub or give me a follow! FlightCore Repo: https://github.com/zombieking1555/FlightScope_FlightComputer FlightScope Dashboard Repo: https://github.com/zombieking1555/FlightScope...
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1792680629.6909533
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1793285429.6909533
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41865
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Dungeon climber by @SiddhantVerma_04 | Stardance
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SiddhantVerma_04
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1
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33.41
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399
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T14:28:37Z", "hours": 20.0, "multiplier": 19.54, "payout": 399, "blessing": "neutral", "text": "Dungeon Climber A 2d platformer made in Godot 4 about a knight stuck in a dungeon. This is my game about a knight stuck in a dungeon trying to escape while opening chests along the way and not dying. This is my first Godot game that i made after a long time and it took me a while to learn Godot’s language and system, but I came back to it because I love creating games and I want to make many more in the future. You can play it on it’s itch.io page by clicking the button below. Please give me some feedback for future projects. Thank you for your time!", "repo": "https://github.com/siddhantverma04/dungeon-climber", "demo": "https://hacr7.itch.io/dungeon-climber"}]...
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[{"post_id": 81138, "ts": "202 [{"post_id": 81138, "ts": "2026-10-20T01:20:13Z", "hours": 3.1644, "text": "Devlog 9 Finished level 2 I added a lot of new features since the last devlog but the most prominent maybe would be dialogue! I basically created a villager that you can talk to just to give you some instruction on what to do. Other than that I added more to the actual level and added another fox near the end. And I ended it with a castle that you have to enter."}, {"post_id": 72052, "ts": "2026-09-22T02:44:30Z", "hours": 5.7467, "text": "Devlog 8 Big update Continued building the game, and started by adding another level. This level will be above ground, with new enemies and features. So far I have set it up for building, as well as added a fox, that took way too much time to code its death, and animations. I will also add other animals soon. I finished up the enemies in the first level too. But currently haven’t added any more sound effects or music for the new stuff."}, {"post_id": 68366, "ts": "2026-09-15T00:46:53Z", "hours": 4.4953, "text": "Devlog 7 Added simple enemies. Shipped a while ago but decided to continue on the game. I chose to first start making some new enemies. It was easy until I had to code the animations and health loss, so a lot of my time went into that. But I pretty much got it to work. I still need to code the death of the enemy though."}, {"post_id": 51005, "ts": "2026-08-20T14:25:21Z", "hours": 1.0708, "text": "Devlog 6 Finished the game! Made some tweaks and then exported the game. I then made my own page on itch.io and uploaded the game there. Dungeon Climber is now live so go check it out!"}, {"post_id": 49902, "ts": "2026-08-18T21:19:03Z", "hours": 2.9467, "text": "Devlog 5 Added a win screen and a game over screen I created a simple win and lose screen with a restart and quit option each. It took a long time to make the win screen animation, but the music for both of them was really easy. I’m fairly done with the game, and just need to make some tweaks and fixes until I’m ready to ship."}, {"post_id": 48341, "ts": "2026-08-16T17:32:01Z", "hours": 4.0333, "text": "Devlog 4 Added music and sound effects. Put some background music for the main menu and level, and had to figure out how to make transitions between them using tweens. Also made some sound effects for stuff like opening chests and taking damage."}, {"post_id": 46430, "ts": "2026-08-13T17:04:46Z", "hours": 4.4311, "text": "Devlog 3 Added a health and points system. Created a simple health system with 3 lives that resets the level when you lose all of them. Took a long time for debugging and fixing the code to make the player die properly but I was finally able to make it work. Along with that I also made a point system which just counts the amount of chests you open, which was easy enough. Also made some changes to the main menu animations."}, {"post_id": 44923, "ts": "2026-08-11T00:04:59Z", "hours": 3.8533, "text": "Devlog 2 Finished level building, and added a main menu. It took about an hour just to find and extend the image for the animation, but actually making the animation was relatively easy. I also made sure the character can’t move after going in the exit door."}, {"post_id": 43004, "ts": "2026-08-08T01:06:07Z", "hours": 4.0833, "text": "Devlog 1/Catch up: Over the summer I was working on a 2d platformer in Godot about a knight that’s stuck in a dungeon. However, I just turned 13 so I couldn’t track those hours or post any updates. So this will serve as a “catch up” of everything I did in that time. I also followed some Coco Code tutorials along the way but mainly did it myself and did my own things. I have separated everything I did into 4 parts, with the last being what the currently logged hours are for. Part 1: I found and imported some asset packs (sprites, backgrounds, tilesheets) into the project. Created a tilemap and background(also added physics collisions). Started building some of the game. Added a CharacterBody2d, and its AnimatedSprite2d and collision shape. Also added the animations for the character. Wrote the core movement for the character set up player input mappings for wasd and arrow keys. Part 2: Added a Camera2d to the player so that the camera follows the player. Created ladders using the tilemap and coded their movement. Made moving and static platforms using an AnimatableBody2d and an AnimationPlayer(for the moving ones). Also added chests that you can find throughout the level and open(they currently don’t give or do anything). Part 3: Added traps(spikes), that reset the level. Continued building the level. Added an exit door and made its animation. Added an animation for ladder climbing."}]...
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Title: Dungeon climber by @SiddhantVerma_04 | Star Title: Dungeon climber by @SiddhantVerma_04 | Stardance
Devlogs:
Devlog 1/Catch up: Over the summer I was working on a 2d platformer in Godot about a knight that’s stuck in a dungeon. However, I just turned 13 so I couldn’t track those hours or post any updates. So this will serve as a “catch up” of everything I did in that time. I also followed some Coco Code tutorials along the way but mainly did it myself and did my own things. I have separated everything I did into 4 parts, with the last being what the currently logged hours are for. Part 1: I found and imported some asset packs (sprites, backgrounds, tilesheets) into the project. Created a tilemap and background(also added physics collisions). Started building some of the game. Added a CharacterBody2d, and its AnimatedSprite2d and collision shape. Also added the animations for the character. Wrote the core movement for the character set up player input mappings for wasd and arrow keys. Part 2: Added a Camera2d to the player so that the camera follows the player. Created ladders using the tilemap and coded their movement. Made moving and static platforms using an AnimatableBody2d and an AnimationPlayer(for the moving ones). Also added chests that you can find throughout the level and open(they currently don’t give or do anything). Part 3: Added traps(spikes), that reset the level. Continued building the level. Added an exit door and made its animation. Added an animation for ladder climbing.
Devlog 2 Finished level building, and added a main menu. It took about an hour just to find and extend the image for the animation, but actually making the animation was relatively easy. I also made sure the character can’t move after going in the exit door.
Devlog 3 Added a health and points system. Created a simple health system with 3 lives that resets the level when you lose all of them. Took a long time for debugging and fixing the code to make the player die properly but I was finally able to make it work. Along with that I also made a point system which just counts the amount of chests you open, which was easy enough. Also made some changes to the main menu animations.
Devlog 4 Added music and sound effects. Put some background music for the main menu and level, and had to figure out how to make transitions between them using tweens. Also made some sound effects for stuff like opening chests and taking damage.
Devlog 5 Added a win screen and a game over screen I created a simple win and lose screen with a restart and quit option each. It took a long time to make the win screen animation, but the music for both of them was really easy. I’m fairly done with the game, and just need to make some tweaks and fixes until I’m ready to ship.
Devlog 6 Finished the game! Made some tweaks and then exported the game. I then made my own page on itch.io and uploaded the game there. Dungeon Climber is now live so go check it out!
Devlog 7 Added simple enemies. Shipped a while ago but decided to continue on the game. I chose to first start making some new enemies. It was easy until I had to code the animations and health loss, so a lot of my time went into that. But I pretty much got it to work. I still need to code the death of the enemy though.
Devlog 8 Big update Continued building the game, and started by adding another level. This level will be above ground, with new enemies and features. So far I have set it up for building, as well as added a fox, that took way too much time to code its death, and animations. I will also add other animals soon. I finished up the enemies in the first level too. But currently haven’t added any more sound effects or music for the new stuff.
Devlog 9 Finished level 2 I added a lot of new features since the last devlog but the most prominent maybe would be dialogue! I basically created a villager that you can talk to just to give you some instruction on what to do. Other than that I added more to the actual level and added another fox near the end. And I ended it with a castle that you have to enter.
Ships:
Dungeon Climber A 2d platformer made in Godot 4 about a knight stuck in a dungeon. This is my game about a knight stuck in a dungeon trying to escape while opening chests along the way and not dying. This is my first Godot game that i made after a long time and it took me a while to learn Godot’s language and system, but I came back to it because I love creating games and I want to make many more in the future. You can play it on it’s itch.io page by clicking the button below. Please give me some feedback for future projects. Thank you for your time!...
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1793127068.326554
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1793213468.326554
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41655
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MicroGoTo by @MarkByte | Stardance
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MarkByte
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0
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33.4
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0
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[]
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[{"post_id": 58727, "ts": "202 [{"post_id": 58727, "ts": "2026-08-31T08:42:09Z", "hours": 8.4103, "text": "Finally working as intended. There are some things to polish and one logic algorithm to write and a readme to make and a guide and … I still have to make many things, but it finally works for the first stage. I have had a lot of hardware tinkering (5h+) that wasnt logged because i didnt have wifi, but i had to solder a connector 10+ times for it to work, played with the cables in the box, and wrote some more things into the main library. One TMC2209 got accidentaly damaged (i honestly dont know how), but in a way that only makes switching directions nonfunctional . also the week before the last one, i made and designed the whole enclosure for the electronics and made major changes to the code, and also tested a lot. When testing in the field last week, the motors were squealing as if i were terturing them, and i accidentaly did (by giving them too much current), then i moved some cables in the box and the squealing magically stopped and never returned… The cables and other electronic parts must be ragebaiting me… Context for photos: The full setup is for testing, the long focal length is to see any trailing better than lower FLs, the box is the thing i talked about. The image is a 32s exposure brightened to see the stars better, made with the mount, Canon 1200D and a bresser 700/70 telescope. I cant see any trailing in there! (there is still a error that gives 1.3 degrees of error per day which im working on correcting rn."}, {"post_id": 52531, "ts": "2026-08-22T18:12:37Z", "hours": 0.4869, "text": "Currently reworking the library to be morre user friendly and less of a problem to edit in the future (i hope), found out i have a lot of mistakes such as wrong return types, so there is a lot to do…"}, {"post_id": 51960, "ts": "2026-08-21T22:54:07Z", "hours": 10.0756, "text": "I accidentaly fried a arduino uno while testing the last stages of hardware and i almost lost all hope, because i was supposed to be testing it on a astronomical summer camp next week, but apparently not. i will order one to ship there so that i can test for at least 4 days. Will upload the last stages of the first stage of hardware, which is a control box, motors and the shield. Wish me luck ;](photo is there only so i can post this devlog)"}, {"post_id": 42295, "ts": "2026-08-06T22:53:17Z", "hours": 8.5242, "text": "devlog: i forgot to make one a really long time :( but at least im trying it now on real parts, currently making the custom library drive two motors at once and read serial signals at the same time (i have no idea what the problem is :( )"}, {"post_id": 39695, "ts": "2026-08-02T20:37:49Z", "hours": 3.8164, "text": "Found another way to achieve relatively precise stepping! I wanted to first use two timer compare interrupts, but then i though about it for a day, and found out that i can do it with one (with a cost of potential precision, which can be compensated for), and other libraries do it like this too!"}, {"post_id": 39027, "ts": "2026-08-01T18:10:08Z", "hours": 2.0894, "text": "If you wish to make a conversion for a EQ5 mount to a automatic GoTo Motorised system from scratch, you must first invent digitalWrite() and pinMode(). (currently playing with registers, finding out which approach to stepping is optimal and finding out that Serial.println() cant automatically combine variables into one output :( )"}]...
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Title: MicroGoTo by @MarkByte | Stardance
Devlogs Title: MicroGoTo by @MarkByte | Stardance
Devlogs:
If you wish to make a conversion for a EQ5 mount to a automatic GoTo Motorised system from scratch, you must first invent digitalWrite() and pinMode(). (currently playing with registers, finding out which approach to stepping is optimal and finding out that Serial.println() cant automatically combine variables into one output :( )
Found another way to achieve relatively precise stepping! I wanted to first use two timer compare interrupts, but then i though about it for a day, and found out that i can do it with one (with a cost of potential precision, which can be compensated for), and other libraries do it like this too!
devlog: i forgot to make one a really long time :( but at least im trying it now on real parts, currently making the custom library drive two motors at once and read serial signals at the same time (i have no idea what the problem is :( )
I accidentaly fried a arduino uno while testing the last stages of hardware and i almost lost all hope, because i was supposed to be testing it on a astronomical summer camp next week, but apparently not. i will order one to ship there so that i can test for at least 4 days. Will upload the last stages of the first stage of hardware, which is a control box, motors and the shield. Wish me luck ;](photo is there only so i can post this devlog)
Currently reworking the library to be morre user friendly and less of a problem to edit in the future (i hope), found out i have a lot of mistakes such as wrong return types, so there is a lot to do…
Finally working as intended. There are some things to polish and one logic algorithm to write and a readme to make and a guide and … I still have to make many things, but it finally works for the first stage. I have had a lot of hardware tinkering (5h+) that wasnt logged because i didnt have wifi, but i had to solder a connector 10+ times for it to work, played with the cables in the box, and wrote some more things into the main library. One TMC2209 got accidentaly damaged (i honestly dont know how), but in a way that only makes switching directions nonfunctional . also the week before the last one, i made and designed the whole enclosure for the electronics and made major changes to the code, and also tested a lot. When testing in the field last week, the motors were squealing as if i were terturing them, and i accidentaly did (by giving them too much current), then i moved some cables in the box and the squealing magically stopped and never returned… The cables and other electronic parts must be ragebaiting me… Context for photos: The full setup is for testing, the long focal length is to see any trailing better than lower FLs, the box is the thing i talked about. The image is a 32s exposure brightened to see the stars better, made with the mount, Canon 1200D and a bresser 700/70 telescope. I cant see any trailing in there! (there is still a error that gives 1.3 degrees of error per day which im working on correcting rn....
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1793134482.101012
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1793739282.101012
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22848
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One-Armed Zombie hunter by @Adammm | Stardance
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Adammm
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5
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33.31
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328
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T05:18:45Z", "hours": 5.0, "multiplier": 11.64, "payout": 62, "blessing": "neutral", "text": "SHIP 5: Ok so firstly, I readded the readme file to github as i forgot to add it back after I got a new repo on github since the old one was bad. After all that, I added more enviromental objects like crates, trees, and rocks. I created the trees myself in blender which was made before this project and I never got the chance to use it. I feel like it fits the low-poly feel of the game. Next, I added hitmarkers to the game as well as a sound for them to make the games quality of life much better and smoother. This was requested by many reviews and I myself thought it was difficult to tell when my shot hit or missed so I added the hitmarker. This was inspired by every other fps game btw. Alongside this, I made the crosshair fade out when the player is sprinting because it made the game smoother and it was inspired by like every other fps game too. Next, there are some much needed graphical changes. I created antialiasing, bloom, distance blur, and fog in order to make this game match the vibe of the zombie theme and to create a better-looking scenery. It is much of an improvement but there should be no issues on low end PCs as the quality is still purposely low in order to make the game run bad pcs. Finally, I added new zombie variant based off of the Spitter from left 4 dead. It does something similar to the spitter from literally any other zombie game, it spits. The avatar for the spitter was downloaded from mixamo because i cant build any good characters lol. The acid ball on the other hand, was made by myself, it is spawned in by code and It does not have a specific model in godot. Every part of the acid ball was made in code in order to make it more dynamic and less lag inducing like how the original model would have caused severe frame drops. Currently, the spitters only start spawning AFTER round 5. The best way to defend against the spitter is by standing under trees to prevent their attacks from hitting you. (also we are 55 stardust away from goal!!! Thank you all for the support!)", "repo": "https://github.com/Halcyon28/Wave-FPS-Backup", "demo": "https://shaodidi222.itch.io/generic-zombie-wave-fps"}, {"ship_num": 2, "ts": "2026-08-18T05:17:38Z", "hours": 7.0, "multiplier": 8.15, "payout": 57, "blessing": "neutral", "text": "4th Ship Overview: Combat updates: Added a new weapon: the railgun. Its ment to help you on waves where there are many more enemies since the railgun one shots all of them except for the boss zombie. Alongside this, I also added the ability to swap between your pistol and your main weapon using the 1 and 2 key but keep in mind that you can only swap between weapons when you have a gun other than the pistol. Ultimately, this was implemented to make the game easier since many players have noted that the game was a little difficult. Finally, I also added a melee function in which pressing F pushes back the zombie you are attacking as long as you are close to it. This was created as a way to attack while reloading though it does cancel your reload. Also in a one on one situation you can combo the zombie with this function. Enemies related update: Fixed the hitbox of the boss zombie so that it is able to spawn in without getting stuck into the ground. I also gave it the ability to knock players back with its attack to give it some more immersion. Misc updates: Added a command line which can be accesed when the ` button is pressed. Commands are pretty simple to figure out and its not intended for players but if you can find the right prompts itll work fine. I also made a more smooth and immersive death screen in which the “You Died” screen fades in and is semi transparent. This was done so that the screen seems more advanced and less like a stale 2D screen. Alongside this, the transparent background lets you see the zombies still mauling the defeated player (this was unintended but I liked it so I kept it). So yeah try it out pls :)", "repo": "https://github.com/Halcyon28/Wave-FPS-Backup", "demo": "https://shaodidi222.itch.io/generic-zombie-wave-fps"}, {"ship_num": 3, "ts": "2026-08-07T05:17:21Z", "hours": 4.0, "multiplier": 15.53, "payout": 64, "blessing": "neutral", "text": "Created a new zombie varient that took approximately 2 hours to complete, this varient is a boss that has much more health and damage than the regular varients. In the script global.gd, it is set so that every 5 rounds it will spawn a boss, for example round 5 = 1 boss zombie round 10 = 2 boss zombie, the current boss code is just the basic framework for movement and attack, I plan to add more to the framework in order to make it more smoothed out.", "repo": "https://github.com/Halcyon28/Wave-FPS-Backup", "demo": "https://shaodidi222.itch.io/generic-zombie-wave-fps"}, {"ship_num": 4, "ts": "2026-07-18T18:48:17Z", "hours": 8.0, "multiplier": 10.08, "payout": 84, "blessing": "neutral", "text": "(this is mostly copied from the previous devlog as I ment to make that a ship) I added weapon spread by using godots export functions to export a gun spread variable to the main player scripts and modified the spread for the pistol and m4 so it matches its real-life counterparts. I also added a new zombie varient that runs at the player at high speeds but has low health and attack damage. This was done by copying code that was previously used for the original zombie but modifying it a bit. The zombie textures were all obtained from mixamo.com. The animations for the zombies were also from mixamo.com (again, big thanks to the guy that recommended that to me). This will be the final update for now as I do not know what other functions and tweaks I need to add to the game. Currently, there is a stamina mechanism, firearm bullet spread calculations, 2 zombie variants, a much more realistic movement system that including moving slower when walking backwards; stamina takes more time to regenerate than to be used up; jumping cancels out sprints. These are the main functions that I added for the newest release of the game, if there are any bugs, feel free to comment it and feel free to comment any ideas I should add as well. forgot to mention, tips were also added to the wall as there wasn’t any indicator of game mechanisms in the game itself right now. Animations are currently not very smooth because of the fact that I am using free animations from mixamo so the switch between animations on the zombies may not be very smooth.", "repo": "https://github.com/Halcyon28/Wave-FPS-Backup", "demo": "https://shaodidi222.itch.io/generic-zombie-wave-fps"}, {"ship_num": 5, "ts": "2026-06-29T02:10:28Z", "hours": 9.0, "multiplier": 7.09, "payout": 61, "blessing": "neutral", "text": "Improved the guns model to make it a little more realistic, added round mechanic and a healing item that can be bought using score earned by killing zombies. Sound effects and more visual effects were added to improve the smoothness of the game to make it more similar to a arcade shooter game. Also added a death animation for the zombies in which the zombie falls and rolls over when it gets killed. This will be the first shipped version.", "repo": "https://github.com/Halcyon28/Wave-FPS-Backup", "demo": "https://shaodidi222.itch.io/generic-zombie-wave-fps"}]...
|
[{"post_id": 58271, "ts": "202 [{"post_id": 58271, "ts": "2026-08-30T17:19:41Z", "hours": 0.3144, "text": "Fixed zombies getting stuck on objects or trees"}, {"post_id": 56403, "ts": "2026-08-28T05:01:29Z", "hours": 0.5353, "text": "Just a edit of the animations for the spitter zombie and debugging of the code"}, {"post_id": 55378, "ts": "2026-08-27T05:30:07Z", "hours": 2.7411, "text": "Added new zombie variant based off of the Spitter from left 4 dead. It does something similar to the spitter from literally any other zombie game, it spits. The avatar for the spitter was downloaded from mixamo because i cant build any good characters lol. The acid ball on the other hand, was made by myself, it is spawned in by code and It does not have a specific model in godot. Every part of the acid ball was made in code in order to make it more dynamic and less lag inducing like how the original model would have caused severe frame drops. Currently, the spitters only start spawning AFTER round 5. I also changed up the graphics of the game by adding distance blur, fog, and antialaising and some bloom to give the game more of a zombie/horror feel but at the same time be playable on low end devices. For the enviroment, I added more objects like trees and crates to make the enviroment less plain. The reason for more trees is so that the new Spitter zombie variant cannot hit through them, so you can stand under them to avoid being hit, but at the same time, the player has to keep moving in order to not get attacked by the regular zombies or the sprinters."}, {"post_id": 54229, "ts": "2026-08-25T03:52:19Z", "hours": 2.0786, "text": "I made the current environment better by adding low-poly trees that I made in Blender. I decided to make these trees myself because I did not want to keep using free open-source assets, as it makes the game seem low-effort. I also added a way to tell if you hit the zombies, as requested, by creating a hitmarker on the crosshair and a hit sound effect so the player can for sure tell whether their previous shot hit the target or if their previous shot did not hit the target. Alongside this, I also made it so that the crosshair disappears when sprinting, much like many FPS games. I did not have a full reason to do this except to make this game smoother and seem more polished. (unrelated but we are 55 stardust away from the goal of 360 stardust!!! THANKS FOR ALL THE SUPPORT!!)"}, {"post_id": 48958, "ts": "2026-08-17T15:15:58Z", "hours": 2.0906, "text": "Added a new weapon: the railgun. Its ment to help you on waves where there are many more enemies since the railgun one shots all of them except for the boss zombie. Alongside this, I also added the ability to swap between your pistol and your main weapon using the 1 and 2 key but keep in mind that you can only swap between weapons when you have a gun other than the pistol. Ultimately, this was implemented to make the game easier since many players have noted that the game was a little difficult. Finally, I also added a melee function in which pressing F pushes back the zombie you are attacking as long as you are close to it. This was created as a way to attack while reloading though it does cancel your reload. Also in a one on one situation you can combo the zombie with this function."}, {"post_id": 44417, "ts": "2026-08-10T04:50:43Z", "hours": 1.6142, "text": "Reworked the animation and poses of the boss as they were looking a bit static. I also reworked the attack script so that it was more smooth and realistic (granted this game is not gonna be realistic at all)"}, {"post_id": 43723, "ts": "2026-08-09T04:12:53Z", "hours": 1.2042, "text": "I created a better death screen that fades in on death also the screen now displays a best waves reached text that saves after each game and even saves after the game is closed. I also fixed the boss zombies hitbox as it would collide with the players body in a way that made the player, this is also when I noticed that the bosses movement had nothing special attached to it, so I made its attack speed faster as well as making its attacks knock back the player."}, {"post_id": 42988, "ts": "2026-08-08T00:21:15Z", "hours": 2.1342, "text": "Created a command line for commands to debug the game or to play around with. Current commands include the following: noclip, fly, crash, godmode, and heal. If there are any commands you would like me to add, feel free to comment them. This command line was made simply by using a textedit object on a canvaslayer and creating a simple list script with func codes to program the commands."}, {"post_id": 42445, "ts": "2026-08-07T05:15:09Z", "hours": 0.7306, "text": "Added simple code for the boss, also gave it better animations and attack. This is currently just the first version for the boss zombie, it will be changed as I am planning to implement a different type of attack and movement system for the said zombie."}, {"post_id": 42144, "ts": "2026-08-06T19:07:52Z", "hours": 1.55, "text": "added animations sounds and model for a new zombie I am making"}, {"post_id": 34711, "ts": "2026-07-25T17:18:56Z", "hours": 0.7028, "text": "Added a simple main menu using a Camera3D as well as a canvaslayer that has a transparent background so that the map can be seen. There was also a bug in the menu where if you pressed escape the level starts and zombies spawn even though play was not pressed. I fixed it by adding a script in the main menu so that pressing escape will not unpause the game and it will not register anything UNTIL the game has started then it will open up a pause menu if pressed and close the pause menu if pressed again."}, {"post_id": 34459, "ts": "2026-07-25T05:51:55Z", "hours": 1.1361, "text": "Created a new sensitivity slider as requested by creating a new settings button under the pause menu, if there are any other changeable settings you would like me to add feel free to comment them."}, {"post_id": 30810, "ts": "2026-07-18T18:46:00Z", "hours": 1.7961, "text": "I added weapon spread by using godots @export functions to export a gun spread variable to the main player scripts and modified the spread for the pistol and m4 so it matches its real-life counterparts. I also added a new zombie varient that runs at the player at high speeds but has low health and attack damage. This was done by copying code that was previously used for the original zombie but modifying it a bit. The zombie textures were all obtained from mixamo.com. The animations for the zombies were also from mixamo.com (again, big thanks to the guy that recommended that to me). This will be the final update for now as I do not know what other functions and tweaks I need to add to the game. Currently, there is a stamina mechanism, firearm bullet spread calculations, 2 zombie variants, a much more realistic movement system that including moving slower when walking backwards; stamina takes more time to regenerate than to be used up; jumping cancels out sprints. These are the main functions that I added for the newest release of the game, if there are any bugs, feel free to comment it and feel free to comment any ideas I should add as well. forgot to mention, tips were also added to the wall as there wasn’t any indicator of game mechanisms in the game itself right now."}, {"post_id": 27450, "ts": "2026-07-13T00:56:28Z", "hours": 2.8683, "text": "Added more visible grass by using textures and 3d modling in blender. Fixed players movement to be more realistic by making sprinting unavailable when moving backwards as well as making speed slower overall as well as making speed slower when moving backwards, also made sprinting less overpowered by making it recharge slower. Added a buyable M4 to make the game more fun and easier when the game progresses into a further round."}, {"post_id": 23267, "ts": "2026-07-06T03:40:18Z", "hours": 3.3872, "text": "Focused on making the game higher quality by getting models and animations off of Mixamo (thanks to the person who recommended it). Also added a stamina and sprinting system so that the game feels smoother and less static. Alongside this, I also noticed a bug with the hitboxes in which the player was able to jump out of the way of the zombies attack basically avoiding the attack entirley, to fix this, I fixed some code for the zombie and made the zombies attack radius a little larger as well as reducing the players jump force to match the current movement speed rather than getting an intense boost in speed. Also, while creating the animations, I noticed the zombies were just gliding instead of playing animations and facing the wrong way as well. This was repaired with some exports, as I exported it into the script with the wrong path (stupid lol). Also made a better gun model by getting a low-poly model off of open source sites (I forgot the name, sorry). Also added more sound effects for the zombie. Now, the game [in my opinion] feels much more realistic and arcade-like with the new models, animations, and sounds. I’ll keep posting updates on the devlogs until I feel the game is ready for the next ship. Thanks for all the support and the ideas. I feel really grateful for the advice."}, {"post_id": 19973, "ts": "2026-07-01T13:18:30Z", "hours": 0.3303, "text": "Added more basic mechanics like gun sway and a hurt flash."}, {"post_id": 18075, "ts": "2026-06-29T02:10:03Z", "hours": 3.7886, "text": "Improved the guns model to make it a little more realistic, added round mechanic and a healing item that can be bought using score earned by killing zombies. Sound effects and more visual effects were added to improve the smoothness of the game to make it more similar to a arcade shooter game. Also added a death animation for the zombies in which the zombie falls and rolls over when it gets killed. This will be the first shipped version."}, {"post_id": 15493, "ts": "2026-06-25T05:51:48Z", "hours": 1.3228, "text": "added basic weapon functions"}, {"post_id": 14838, "ts": "2026-06-24T03:07:49Z", "hours": 3.7139, "text": "Created basic 3d mechanics for the game"}]...
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Title: One-Armed Zombie hunter by @Adammm | Starda Title: One-Armed Zombie hunter by @Adammm | Stardance
Devlogs:
Created basic 3d mechanics for the game
added basic weapon functions
Improved the guns model to make it a little more realistic, added round mechanic and a healing item that can be bought using score earned by killing zombies. Sound effects and more visual effects were added to improve the smoothness of the game to make it more similar to a arcade shooter game. Also added a death animation for the zombies in which the zombie falls and rolls over when it gets killed. This will be the first shipped version.
Added more basic mechanics like gun sway and a hurt flash.
Focused on making the game higher quality by getting models and animations off of Mixamo (thanks to the person who recommended it). Also added a stamina and sprinting system so that the game feels smoother and less static. Alongside this, I also noticed a bug with the hitboxes in which the player was able to jump out of the way of the zombies attack basically avoiding the attack entirley, to fix this, I fixed some code for the zombie and made the zombies attack radius a little larger as well as reducing the players jump force to match the current movement speed rather than getting an intense boost in speed. Also, while creating the animations, I noticed the zombies were just gliding instead of playing animations and facing the wrong way as well. This was repaired with some exports, as I exported it into the script with the wrong path (stupid lol). Also made a better gun model by getting a low-poly model off of open source sites (I forgot the name, sorry). Also added more sound effects for the zombie. Now, the game [in my opinion] feels much more realistic and arcade-like with the new models, animations, and sounds. I’ll keep posting updates on the devlogs until I feel the game is ready for the next ship. Thanks for all the support and the ideas. I feel really grateful for the advice.
Added more visible grass by using textures and 3d modling in blender. Fixed players movement to be more realistic by making sprinting unavailable when moving backwards as well as making speed slower overall as well as making speed slower when moving backwards, also made sprinting less overpowered by making it recharge slower. Added a buyable M4 to make the game more fun and easier when the game progresses into a further round.
I added weapon spread by using godots @export functions to export a gun spread variable to the main player scripts and modified the spread for the pistol and m4 so it matches its real-life counterparts. I also added a new zombie varient that runs at the player at high speeds but has low health and attack damage. This was done by copying code that was previously used for the original zombie but modifying it a bit. The zombie textures were all obtained from mixamo.com. The animations for the zombies were also from mixamo.com (again, big thanks to the guy that recommended that to me). This will be the final update for now as I do not know what other functions and tweaks I need to add to the game. Currently, there is a stamina mechanism, firearm bullet spread calculations, 2 zombie variants, a much more realistic movement system that including moving slower when walking backwards; stamina takes more time to regenerate than to be used up; jumping cancels out sprints. These are the main functions that I added for the newest release of the game, if there are any bugs, feel free to comment it and feel free to comment any ideas I should add as well. forgot to mention, tips were also added to the wall as there wasn’t any indicator of game mechanisms in the game itself right now.
Created a new sensitivity slider as requested by creating a new settings button under the pause menu, if there are any other changeable settings you would like me to add feel free to comment them.
Added a simple main menu using a Camera3D as well as a canvaslayer that has a transparent background so that the map can be seen. There was also a bug in the menu where if you pressed escape the level starts and zombies spawn even though play was not pressed. I fixed it by adding a script in the main menu so that pressing escape will not unpause the game and it will not register anything UNTIL the game has started then it will open up a pause menu if pressed and close the pause menu if pressed again.
added animations sounds and model for a new zombie I am making
Added simple code for the boss, also gave it better animations and attack. This is currently just the first version for the boss zombie, it will be changed as I am planning to implement a different type of attack and movement system for the said zombie.
Created a command line for commands to debug the game or to play around with. Current commands include the following: noclip, fly, crash, godmode, and heal. If there are any commands you would like me to add, feel free to comment them. This command line was made simply by using a textedit object on a canvaslayer and creating a simple list script with func codes to program the commands.
I created a better death screen that fades in on death also the screen now displays a best waves reached text that saves after each game and even saves after the game is closed. I also fixed the boss zombies hitbox as it would collide with the players body in a way that made the player, this is also when I noticed that the bosses movement had nothing special attached to it, so I made its attack speed faster as well as making its attacks knock back the player.
Reworked the animation and poses of the boss as they were looking a bit static. I also reworked the attack script so that it was more smooth and realistic (granted this game is not gonna be realistic at all)
Added a new weapon: the railgun. Its ment to help you on waves where there are many more enemies since the railgun one shots all of them except for the boss zombie. Alongside this, I also added the ability to swap between your pistol and your main weapon using the 1 and 2 key but keep in mind that you can only swap between weapons when you have a gun other than the pistol. Ultimately, this was implemented to make the game easier since many players have noted that the game was a little difficult. Finally, I also added a melee function in which pressing F pushes back the zombie you are attacking as long as you are close to it. This was created as a way to attack while reloading though it does cancel your reload. Also in a one on one situation you can combo the zombie with this function.
I made the current environment better by adding low-poly trees that I made in Blender. I decided to make these trees myself because I did not want to keep using free open-source assets, as it makes the game seem low-effort. I also added a way to tell if you hit the zombies, as requested, by creating a hitmarker on the crosshair and a hit sound effect so the player can for sure tell whether their previous shot hit the target or if their previous shot did not hit the target. Alongside this, I also made it so that the crosshair disappears when sprinting, much like many FPS games. I did not have a full reason to do this except to make this game smoother and seem more polished. (unrelated but we are 55 stardust away from the goal of 360 stardust!!! THANKS FOR ALL THE SUPPORT!!)
Added new zombie variant based off of the Spitter from left 4 dead. It does something similar to the spitter from literally any other zombie game, it spits. The avatar for the spitter was downloaded from mixamo because i cant build any good characters lol. The acid ball on the other hand, was made by myself, it is spawned in by code and It does not have a specific model in godot. Every part of the acid ball was made in code in order to make it more dynamic and less lag inducing like how the original model would have caused severe frame drops. Currently, the spitters only start spawning AFTER round 5. I also changed up the graphics of the game by adding distance blur, fog, and antialaising and some bloom to give the game more of a zombie/horror feel but at the same time be playable on low end devices. For the enviroment, I added more objects like trees and crates to make the enviroment less plain. The reason for more trees is so that the new Spitter zombie variant cannot hit through them, so you can stand under them to avoid being hit, but at the same time, the player has to keep moving in order to not get attacked by the regular zombies or the sprinters.
Just a edit of the animations for the spitter zombie and debugging of the code
Fixed zombies getting stuck on objects or trees
Ships:
Improved the guns model to make it a little more realistic, added round mechanic and a healing item that can be bought using score earned by killing zombies. Sound effects and more visual effects were added to improve the smoothness of the game to make it more similar to a arcade shooter game. Also added a death animation for the zombies in which the zombie falls and rolls over when it gets killed. This will be the first shipped version.
(this is mostly copied from the previous devlog as I ment to make that a ship) I added weapon spread by using godots export functions to export a gun spread variable to the main player scripts and modified the spread for the pistol and m4 so it matches its real-life counterparts. I also added a new zombie varient that runs at the player at high speeds but has low health and attack damage. This was done by copying code that was previously used for the original zombie but modifying it a bit. The zombie textures were all obtained from mixamo.com. The animations for the zombies were also from mixamo.com (again, big thanks to the guy that recommended that to me). This will be the final update for now as I do not know what other functions and tweaks I need to add to the game. Currently, there is a stamina mechanism, firearm bullet spread calculations, 2 zombie variants, a much more realistic movement system that including moving slower when walking backwards; stamina takes more time to regenerate than to be used up; jumping cancels out sprints. These are the main functions that I added for the newest release of the game, if there are any bugs, feel free to comment it and feel free to comment any ideas I should add as well. forgot to mention, tips were also added to the wall as there wasn’t any indicator of game mechanisms in the game itself right now. Animations are currently not very smooth because of the fact that I am using free animations from mixamo so the switch between animations on the zombies may not be very smooth.
Created a new zombie varient that took approximately 2 hours to complete, this varient is a boss that has much more health and damage than the regular varients. In the script global.gd, it is set so that every 5 rounds it will spawn a boss, for example round 5 = 1 boss zombie round 10 = 2 boss zombie, the current boss code is just the basic framework for movement and attack, I plan to add more to the framework in order to make it more smoothed out.
4th Ship Overview: Combat updates: Added a new weapon: the railgun. Its ment to help you on waves where there are many more enemies since the railgun one shots all of them except for the boss zombie. Alongside this, I also added the ability to swap between your pistol and your main weapon using the 1 and 2 key but keep in mind that you can only swap between weapons when you have a gun other than the pistol. Ultimately, this was implemented to make the game easier since many players have noted that the game was a little difficult. Finally, I also added a melee function in which pressing F pushes back the zombie you are attacking as long as you are close to it. This was created as a way to attack while reloading though it does cancel your reload. Also in a one on one situation you can combo the zombie with this function. Enemies related update: Fixed the hitbox of the boss zombie so that it is able to spawn in without getting stuck into the ground. I also gave it the ability to knock players back with its attack to give it some more immersion. Misc updates: Added a command line which can be accesed when the ` button is pressed. Commands are pretty simple to figure out and its not intended for players but if you can find the right prompts itll work fine. I also made a more smooth and immersive death screen in which the “You Died” screen fades in and is semi transparent. This was done so that the screen seems more advanced and less like a stale 2D screen. Alongside this, the transparent background lets you see the zombies still mauling the defeated player (this was unintended but I liked it so I kept it). So yeah try it out pls :)
SHIP 5: Ok so firstly, I readded the readme file to github as i forgot to add it back after I got a new repo on github since the old one was bad. After all that, I added more enviromental objects like crates, trees, and rocks. I created the trees myself in blender which was made before this project and I never got the chance to use it. I feel like it fits the low-poly feel of the game. Next, I added hitmarkers to the game as well as a sound for them to make the games quality of life much better and smoother. This was requested by many reviews and I myself thought it was difficult to tell when my shot hit or missed so I added the hitmarker. This was inspired by every other fps game btw. Alongside this, I made the crosshair fade out when the player is sprinting because it made the game smoother and it was inspired by like every other fps game too. Next, there are some much needed graphical changes. I created antialiasing, bloom, distance blur, and fog in order to make this game match the vibe of the zombie theme and to create a better-looking scenery. It is much of an improvement but there should be no issues on low end PCs as the quality is still purposely low in order to make the game run bad pcs. Finally, I added new zombie variant based off of the Spitter from left 4 dead. It does something similar to the spitter from literally any other zombie game, it spits. The avatar for the spitter was downloaded from mixamo because i cant build any good characters lol. The acid ball on the other hand, was made by myself, it is spawned in by code and It does not have a specific model in godot. Every part of the acid ball was made in code in order to make it more dynamic and less lag inducing like how the original model would have caused severe frame drops. Currently, the spitters only start spawning AFTER round 5. The best way to defend against the spitter is by standing under trees to prevent their attacks from hitting you. (also we are 55 stardust away from goal!!! Thank you all for the support!)...
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1793108983.022171
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1793195383.022171
|
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58539
|
ViteOS by @UmarFarooq | Stardance
|
UmarFarooq
|
2
|
33.31
|
117
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T11:05:28Z", "hours": 31.0, "multiplier": 7.46, "payout": 117, "blessing": "neutral", "text": "I’ve updated webOS 1 and added several more apps and new feautres. Features & Apps: Multiple draggable and resizable windows. Windows like interface. Two UI modes: “vite” and “windows98”. Clock app: Analog clock Digital clock Notes app: Create multiple notes. Full CRUD functionality available. Photos app ViteOS Relay: A real-time global chatting platform built using supabase. Node Explorer: Browse, search, and explore npm packages and get insights. Ambience: Play multiple sounds and enjoy the voice. Compiler Browser: Visit different websites. Storage Lab: Visualize, add, edit, delete browser storage (localstorage, session storage, indexedDB)", "repo": "https://github.com/umar-farooq-5757/viteos", "demo": "https://myviteos.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-05T17:08:30Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A WebOS that runs in the browser. Features: Multiple draggable windows. Windows like interface. Notes, Clock and Photos apps available.", "repo": "https://github.com/umar-farooq-5757/viteos", "demo": "https://myviteos.vercel.app/"}]...
|
[{"post_id": 71316, "ts": "202 [{"post_id": 71316, "ts": "2026-09-20T16:48:19Z", "hours": 0.3103, "text": "I have removed two apps that were fully generated by AI, because a stardance project reviewer said that my project mostly looks like AI built it. So, i removed the browser and “storage lab” apps."}, {"post_id": 71149, "ts": "2026-09-20T11:01:15Z", "hours": 4.9067, "text": "Final devlog before shipping. I thought I would complete the project after the previous devlog, but then I got idea of two more apps. And I thought they will be really useful and good. But, as I made my mind to ship after the previous devlog, I didn’t had any motivation to develop these apps (“Browser” and “Storage Lab”) myself, so I developed them using AI. Plus, I have also made all the windows resizable. Hope you will like them."}, {"post_id": 69003, "ts": "2026-09-16T06:26:15Z", "hours": 8.3817, "text": "Introducing “Windows 98” mode. I have made changes in every window, and every element to look exactly like the old UI of windows. You can easily switch between the two modes. It took a lot of time!"}, {"post_id": 66469, "ts": "2026-09-12T09:47:58Z", "hours": 2.4478, "text": "Welcome to another devlog of ViteOS. I’ve added a compiler app supporting python and javascript. It uses browser’s built-in WASM (Web Assembly) to run the code and display output."}, {"post_id": 65889, "ts": "2026-09-11T10:20:33Z", "hours": 6.7325, "text": "Welcome to new devlog of ViteOS.I have created “Npm Explorer” app where you can search any npm package and view its details. It uses official npm registry for fetching data. Features included in Npm explorer: Package name and description shown at the top left corner. A button for viewing package on npm. Copy the command for installing package. Keywords, dependencies and maintainers displayed. Formatted readme displayed."}, {"post_id": 64323, "ts": "2026-09-08T16:43:50Z", "hours": 5.2483, "text": "In this devlog, I want to announce a major update to ViteOS: a new global chat app where anyone can connect and talk in real time! I built this application using Supabase. During its development, I learned how Supabase Row Level Security (RLS) works to protect data. Even though Supabase client keys are public, RLS ensures that users can only perform actions explicitly allowed by your policies, keeping the database safe from unauthorized writes or deletions. And I have also integrated a unique clock that I created as a side project in November 2025. Hope you will like it."}, {"post_id": 63658, "ts": "2026-09-07T16:13:20Z", "hours": 1.4478, "text": "Welcome to new devlog of ViteOS, in this update, I’ve added an ambient sound mixer app. There are many sound options available, you can play them all at once or any combination you like. And I’ve also added window maximize/minimize feature."}, {"post_id": 63475, "ts": "2026-09-07T11:01:22Z", "hours": 1.1869, "text": "In this devlog, I want to tell that I’ve updated how the notes app works. Now, you can create multiple notes seamlessly and switch between them using a tab-like interface. Full CRUD functionality is available. Plus, images in the Photos app are cached now, so they load instantly when you scroll through them"}, {"post_id": 63099, "ts": "2026-09-06T18:21:10Z", "hours": 1.0839, "text": "Welcome to new devlog of ViteOS. I’ve added analog clock in the clock app. Plus, the photos app is improved also. Now, photos are cycled (when user is on last image, the next button takes to the first image and vice versa)"}, {"post_id": 62324, "ts": "2026-09-05T17:06:17Z", "hours": 0.5008, "text": "Added the photos app where you can view multiple images."}, {"post_id": 62293, "ts": "2026-09-05T16:23:59Z", "hours": 0.3381, "text": "Created clock app and some other UI improvements."}, {"post_id": 62183, "ts": "2026-09-05T13:26:58Z", "hours": 0.9772, "text": "Setup vite project and added a notes app. It is a draggable window with title and a textarea to write notes."}]...
|
Title: ViteOS by @UmarFarooq | Stardance
Devlogs: Title: ViteOS by @UmarFarooq | Stardance
Devlogs:
Setup vite project and added a notes app. It is a draggable window with title and a textarea to write notes.
Created clock app and some other UI improvements.
Added the photos app where you can view multiple images.
Welcome to new devlog of ViteOS. I’ve added analog clock in the clock app. Plus, the photos app is improved also. Now, photos are cycled (when user is on last image, the next button takes to the first image and vice versa)
In this devlog, I want to tell that I’ve updated how the notes app works. Now, you can create multiple notes seamlessly and switch between them using a tab-like interface. Full CRUD functionality is available. Plus, images in the Photos app are cached now, so they load instantly when you scroll through them
Welcome to new devlog of ViteOS, in this update, I’ve added an ambient sound mixer app. There are many sound options available, you can play them all at once or any combination you like. And I’ve also added window maximize/minimize feature.
In this devlog, I want to announce a major update to ViteOS: a new global chat app where anyone can connect and talk in real time! I built this application using Supabase. During its development, I learned how Supabase Row Level Security (RLS) works to protect data. Even though Supabase client keys are public, RLS ensures that users can only perform actions explicitly allowed by your policies, keeping the database safe from unauthorized writes or deletions. And I have also integrated a unique clock that I created as a side project in November 2025. Hope you will like it.
Welcome to new devlog of ViteOS.I have created “Npm Explorer” app where you can search any npm package and view its details. It uses official npm registry for fetching data. Features included in Npm explorer: Package name and description shown at the top left corner. A button for viewing package on npm. Copy the command for installing package. Keywords, dependencies and maintainers displayed. Formatted readme displayed.
Welcome to another devlog of ViteOS. I’ve added a compiler app supporting python and javascript. It uses browser’s built-in WASM (Web Assembly) to run the code and display output.
Introducing “Windows 98” mode. I have made changes in every window, and every element to look exactly like the old UI of windows. You can easily switch between the two modes. It took a lot of time!
Final devlog before shipping. I thought I would complete the project after the previous devlog, but then I got idea of two more apps. And I thought they will be really useful and good. But, as I made my mind to ship after the previous devlog, I didn’t had any motivation to develop these apps (“Browser” and “Storage Lab”) myself, so I developed them using AI. Plus, I have also made all the windows resizable. Hope you will like them.
I have removed two apps that were fully generated by AI, because a stardance project reviewer said that my project mostly looks like AI built it. So, i removed the browser and “storage lab” apps.
Ships:
A WebOS that runs in the browser. Features: Multiple draggable windows. Windows like interface. Notes, Clock and Photos apps available.
I’ve updated webOS 1 and added several more apps and new feautres. Features & Apps: Multiple draggable and resizable windows. Windows like interface. Two UI modes: “vite” and “windows98”. Clock app: Analog clock Digital clock Notes app: Create multiple notes. Full CRUD functionality available. Photos app ViteOS Relay: A real-time global chatting platform built using supabase. Node Explorer: Browse, search, and explore npm packages and get insights. Ambience: Play multiple sounds and enjoy the voice. Compiler Browser: Visit different websites. Storage Lab: Visualize, add, edit, delete browser storage (localstorage, session storage, indexedDB)...
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1793087835.4917688
|
1793174235.4917688
|
|
36675
|
Minions Tower Defense by @TyrannoJ | Stardance
|
TyrannoJ
|
0
|
33.27
|
0
|
[]
|
[{"post_id": 81807, "ts": "202 [{"post_id": 81807, "ts": "2026-10-22T16:26:49Z", "hours": 3.1847, "text": "Devlog 6 I coded basically all afternoon yesterday, game development is so fun!!! What I did Make little pillars on the mouse, so the user knows where he’s pointing start work on new pathfinding made little squares that detect, if theres’s something in them for that (yay loading time) What I’ll do next the complicated part of pathfinding :( Make the people walk around less stupidly Anyway, hope Godot doesn’t crash while downloading GTA, so thanks for reading and Bye"}, {"post_id": 81280, "ts": "2026-10-20T16:37:07Z", "hours": 6.8211, "text": "Devlog 5 I havent’t devlogged in a long time as I was doing other stuff, but I’m back What I made Improved the animations for the characters (IK yay) Added a spawn control node to place enemy spawners made wall animations better gave color to the base made improvements to the player spawner and a bit of stuff I did two months ago but basically forgot :) What I’ll do next Improve the random walking make player interaction better lots of stuff Anyways I’m back, hope to finish this before Stardance ends. Thanks for reading, have a nice one"}, {"post_id": 42294, "ts": "2026-08-06T22:51:18Z", "hours": 6.7661, "text": "Devlog 4 I have now started to work on the gameplay and not just on the tools for playing: -I added an enemy spawner, where they spawn, get weapons and then run to attack the base -A player spawner where you can spawn your minions -And a weapon generator to give your people weapons to defend your base Also i made a tool to create areas which i will give different functionalities but right now they just keep the persons in so they have to fight at that spot Next I’ll be working on giving the game some structure so it becomes more fun Have a nice day"}, {"post_id": 39711, "ts": "2026-08-02T20:53:49Z", "hours": 4.0011, "text": "Devlog 3 I made some walls around the base to protect and did a little code restructuring Also the walls crumble when the enemys attack them, took me a while to figure out shape keys in blender and that they don’t like booleans but it works now Have a nice day, Bye"}, {"post_id": 36575, "ts": "2026-07-28T19:44:02Z", "hours": 4.4303, "text": "Devlog 2 okay so, i worked on the looks today, I made a character model in blender, rigged it and made a simple walk cycle Then i updated my project to godot 4.7 to use inverse kinematics I played around with them a bit and now i have a character who can walk and hit others with the new custom made sword Thats about it for today, have a nice one"}, {"post_id": 35723, "ts": "2026-07-27T10:42:05Z", "hours": 8.0672, "text": "Devlog 1 This is a game created in Godot. I havent really decided what the final product should be, but here is what i have done so far I have implemented minions walking around randomly They can also go to designated spots using a self made pathfinding and follow the mouse So far there are red and blue minions, when they meet they follow and damage each other Right now the objective of the game is to steer the blue guys to defend your base from the red guys I also implemented some fun stuff like inspecting the players and seeing their health and kills That’s about all I’ve done so far Thank you for reading, have a nice day"}]...
|
Title: Minions Tower Defense by @TyrannoJ | Starda Title: Minions Tower Defense by @TyrannoJ | Stardance
Devlogs:
Devlog 1 This is a game created in Godot. I havent really decided what the final product should be, but here is what i have done so far I have implemented minions walking around randomly They can also go to designated spots using a self made pathfinding and follow the mouse So far there are red and blue minions, when they meet they follow and damage each other Right now the objective of the game is to steer the blue guys to defend your base from the red guys I also implemented some fun stuff like inspecting the players and seeing their health and kills That’s about all I’ve done so far Thank you for reading, have a nice day
Devlog 2 okay so, i worked on the looks today, I made a character model in blender, rigged it and made a simple walk cycle Then i updated my project to godot 4.7 to use inverse kinematics I played around with them a bit and now i have a character who can walk and hit others with the new custom made sword Thats about it for today, have a nice one
Devlog 3 I made some walls around the base to protect and did a little code restructuring Also the walls crumble when the enemys attack them, took me a while to figure out shape keys in blender and that they don’t like booleans but it works now Have a nice day, Bye
Devlog 4 I have now started to work on the gameplay and not just on the tools for playing: -I added an enemy spawner, where they spawn, get weapons and then run to attack the base -A player spawner where you can spawn your minions -And a weapon generator to give your people weapons to defend your base Also i made a tool to create areas which i will give different functionalities but right now they just keep the persons in so they have to fight at that spot Next I’ll be working on giving the game some structure so it becomes more fun Have a nice day
Devlog 5 I havent’t devlogged in a long time as I was doing other stuff, but I’m back What I made Improved the animations for the characters (IK yay) Added a spawn control node to place enemy spawners made wall animations better gave color to the base made improvements to the player spawner and a bit of stuff I did two months ago but basically forgot :) What I’ll do next Improve the random walking make player interaction better lots of stuff Anyways I’m back, hope to finish this before Stardance ends. Thanks for reading, have a nice one
Devlog 6 I coded basically all afternoon yesterday, game development is so fun!!! What I did Make little pillars on the mouse, so the user knows where he’s pointing start work on new pathfinding made little squares that detect, if theres’s something in them for that (yay loading time) What I’ll do next the complicated part of pathfinding :( Make the people walk around less stupidly Anyway, hope Godot doesn’t crash while downloading GTA, so thanks for reading and Bye...
|
1792756549.4597914
|
1793361349.4597914
|
|
14660
|
Breakout clone by @proudfridge | Stardance
|
proudfridge
|
0
|
33.26
|
0
|
[]
|
[{"post_id": 79222, "ts": "202 [{"post_id": 79222, "ts": "2026-10-13T02:44:04Z", "hours": 9.5908, "text": "Devlog 4: Adding a Main Menu Hello again! In this devlog, I’ll cover the creation of the main menu, and more specifically, how i made the game title. Menu Buttons First off, we have to add a few buttons that the user can press to start and quit the game . Godot makes this easy with the Button node. All we have to do is add a few of these nodes inside a VBoxContainer and optionally, create a theme for them. For this project, I decided to create a very simple theme that uses the BetterVCR font and highlights the button if it’s hovered/focused. The last thing that I did was make the buttons “recoil” when they’re pressed. This can be done by scaling the button down when it’s pressed and adding a tween to scale it back up when it’s released: var tween : Tween button . button_down . connect ( func () -> void : # Scale the button down button . offset_transform_scale = Vector2 ( 0.95 , 0.95 ) ) button . button_up . connect ( func () -> void : tween = get_tree (). create_tween () # Tween the button's scale to its original value tween . tween_property ( button , \" offset_transform_scale \" , Vector2 ( 1 , 1 ), 1 ) The Game Title Instead of using a simple label for the game title in the main menu, I decided to create a construct one from multiple ColorRect nodes. I was inspired by this image i found online. To implement this, we first have to describe the shape of each letter. I decided to do this with nested arrays like so, where 0 represents an empty cell and 1 represents the opposite. # Example for the letter B const B : Array [ Array ] = [ [ 1 , 1 , 0 ], [ 1 , 0 , 1 ], [ 1 , 1 , 0 ], [ 1 , 0 , 1 ], [ 1 , 1 , 0 ] ] We can then store each letter in another array. The cells in the reference picture change colors each row, so we also have to define those colors in another array: const letters : Array = [ B , R , E , A , K , O , U , T ] const colors : Array [ Color ] = [ Color . ORANGE , Color . BLUE , Color . GREEN , Color . YELLOW , Color . RED ] Finally, we just have to iterate through the letters array and instantiate a ColorRect when letter[row] [col] == 1 : for i : int in range ( 0 , letters . size ()): var letter : Array [ Array ] = letters [ i ] for row : int in range ( 0 , letter . size ()): for col : int in range ( 0 , letter [ row ]. size ()): if letter [ row ][ col ] == 1 : # Instantiate the colorRect and modify its position based on the selected cell size and the distance between each letter The end result can be seen in the uploaded picture Other New Features: Here’s all the other noteworthy features I’ve added since the last devlog: Added a proper way of switching levels when the player has destroyed all the blocksAdded a hit effect to the blocks when they’re hit by the ball Until next Time!"}, {"post_id": 69968, "ts": "2026-09-18T04:25:26Z", "hours": 10.0681, "text": "Devlog #3: Transitions! Hi again! The game finally has a transition system to make scene-switching look nicer. This was done by creating a shader that’s applied to a ColorRect node. The first shader i made took in a progress variable ranging from 0 to 1, which tells it how far along the transition it’s supposed to be. For a very simple slide transition, we only have to make the ColorRect black if the pixel’s UV’s x component is smaller than progress : void fragment () { if ( UV . x < progress ) { COLOR = vec4 ( 0 , 0 , 0 , 1 ); } } However, since I didn’t want to create a separate shader to end the Transition, I decided to include two progress variables: startProgress and endProgress , which can then be used to apply the shader to a section of the ColorRect like so: void fragment () { if ( UV . x < startProgress && UV . x > endProgress ) { COLOR = vec4 ( 0 , 0 , 0 , 1 ); } else { COLOR = vec4 ( 0 , 0 , 0 , 0 ); } } The timing of the transition itself is handled using Godot’s tweens in a singleton. The result can be seen in the attached file. Other new features The game now has a very simple main menu The player has the ability to restart the game when the they lose. Until next time!"}, {"post_id": 10646, "ts": "2026-06-17T14:41:11Z", "hours": 8.7189, "text": "Devlog #2 Hello again! Its’s almost been a week since my last devlog, and I’ve added a few new things since then Custom Levels I now have the ability to declare custom levels, which I hope will make prototyping levels later on much easier. After launch, the game reads a levels.json file which contains the block layout in this format: { \"1\" : { \"title\" : \"level 1\" , \"blockGrid\" : [ [ \"1\" , \"1\" , \"1\" ] [ \"1\" , \"1\" , \"1\" ] [ \"1\" , \"1\" , \"1\" ] ] } } This example would produce a 3 × 3 grid of blocks. The game just iterates through the arrays in the blockGrid array and instantiates a block when the value is 1 and does nothing when the value is 0 . This is definitely not the best way of defining custom levels, since it’s kind of hard to visualize and can be a pain to modify, so I’ll definitely have to revisit this later Also, I can’t define more than one level at the moment 🥲 Other New Features Made the player able to dash by pressing shift while moving Added lives to the player Added a header that shows the remaining amount of blocks, the current score and the remaining lives Added a trail to the ball Like before, here’s a short video showcasing the game. I promise I’ll have a demo ready the next devlog."}, {"post_id": 7215, "ts": "2026-06-12T01:22:56Z", "hours": 4.8842, "text": "Devlog #1 Welcome to my first devlog! This is Breakout Clone, a project where I try and make a clone of breakout in Godot so that I can practice game development and familiarize myself with the engine New Features For now, all I’ve made is a simple prototype with a movable paddle and a tool to instantiate a bunch of blocks In addition, I gave the player the ability to tilt the paddle, which I feel can be a fun way to control the ball The blocks turn redder as they take more damage That’s pretty much it for now! I know this is pretty short post so I’ll try to write more in-depth ones in the future. I’ve included a short video showcasing everything that I’ve mentioned as well as things that I forgot to talk about."}]...
|
Title: Breakout clone by @proudfridge | Stardance
Title: Breakout clone by @proudfridge | Stardance
Devlogs:
Devlog #1 Welcome to my first devlog! This is Breakout Clone, a project where I try and make a clone of breakout in Godot so that I can practice game development and familiarize myself with the engine New Features For now, all I’ve made is a simple prototype with a movable paddle and a tool to instantiate a bunch of blocks In addition, I gave the player the ability to tilt the paddle, which I feel can be a fun way to control the ball The blocks turn redder as they take more damage That’s pretty much it for now! I know this is pretty short post so I’ll try to write more in-depth ones in the future. I’ve included a short video showcasing everything that I’ve mentioned as well as things that I forgot to talk about.
Devlog #2 Hello again! Its’s almost been a week since my last devlog, and I’ve added a few new things since then Custom Levels I now have the ability to declare custom levels, which I hope will make prototyping levels later on much easier. After launch, the game reads a levels.json file which contains the block layout in this format: { "1" : { "title" : "level 1" , "blockGrid" : [ [ "1" , "1" , "1" ] [ "1" , "1" , "1" ] [ "1" , "1" , "1" ] ] } } This example would produce a 3 × 3 grid of blocks. The game just iterates through the arrays in the blockGrid array and instantiates a block when the value is 1 and does nothing when the value is 0 . This is definitely not the best way of defining custom levels, since it’s kind of hard to visualize and can be a pain to modify, so I’ll definitely have to revisit this later Also, I can’t define more than one level at the moment 🥲 Other New Features Made the player able to dash by pressing shift while moving Added lives to the player Added a header that shows the remaining amount of blocks, the current score and the remaining lives Added a trail to the ball Like before, here’s a short video showcasing the game. I promise I’ll have a demo ready the next devlog.
Devlog #3: Transitions! Hi again! The game finally has a transition system to make scene-switching look nicer. This was done by creating a shader that’s applied to a ColorRect node. The first shader i made took in a progress variable ranging from 0 to 1, which tells it how far along the transition it’s supposed to be. For a very simple slide transition, we only have to make the ColorRect black if the pixel’s UV’s x component is smaller than progress : void fragment () { if ( UV . x < progress ) { COLOR = vec4 ( 0 , 0 , 0 , 1 ); } } However, since I didn’t want to create a separate shader to end the Transition, I decided to include two progress variables: startProgress and endProgress , which can then be used to apply the shader to a section of the ColorRect like so: void fragment () { if ( UV . x < startProgress && UV . x > endProgress ) { COLOR = vec4 ( 0 , 0 , 0 , 1 ); } else { COLOR = vec4 ( 0 , 0 , 0 , 0 ); } } The timing of the transition itself is handled using Godot’s tweens in a singleton. The result can be seen in the attached file. Other new features The game now has a very simple main menu The player has the ability to restart the game when the they lose. Until next time!
Devlog 4: Adding a Main Menu Hello again! In this devlog, I’ll cover the creation of the main menu, and more specifically, how i made the game title. Menu Buttons First off, we have to add a few buttons that the user can press to start and quit the game . Godot makes this easy with the Button node. All we have to do is add a few of these nodes inside a VBoxContainer and optionally, create a theme for them. For this project, I decided to create a very simple theme that uses the BetterVCR font and highlights the button if it’s hovered/focused. The last thing that I did was make the buttons “recoil” when they’re pressed. This can be done by scaling the button down when it’s pressed and adding a tween to scale it back up when it’s released: var tween : Tween button . button_down . connect ( func () -> void : # Scale the button down button . offset_transform_scale = Vector2 ( 0.95 , 0.95 ) ) button . button_up . connect ( func () -> void : tween = get_tree (). create_tween () # Tween the button's scale to its original value tween . tween_property ( button , " offset_transform_scale " , Vector2 ( 1 , 1 ), 1 ) The Game Title Instead of using a simple label for the game title in the main menu, I decided to create a construct one from multiple ColorRect nodes. I was inspired by this image i found online. To implement this, we first have to describe the shape of each letter. I decided to do this with nested arrays like so, where 0 represents an empty cell and 1 represents the opposite. # Example for the letter B const B : Array [ Array ] = [ [ 1 , 1 , 0 ], [ 1 , 0 , 1 ], [ 1 , 1 , 0 ], [ 1 , 0 , 1 ], [ 1 , 1 , 0 ] ] We can then store each letter in another array. The cells in the reference picture change colors each row, so we also have to define those colors in another array: const letters : Array = [ B , R , E , A , K , O , U , T ] const colors : Array [ Color ] = [ Color . ORANGE , Color . BLUE , Color . GREEN , Color . YELLOW , Color . RED ] Finally, we just have to iterate through the letters array and instantiate a ColorRect when letter[row] [col] == 1 : for i : int in range ( 0 , letters . size ()): var letter : Array [ Array ] = letters [ i ] for row : int in range ( 0 , letter . size ()): for col : int in range ( 0 , letter [ row ]. size ()): if letter [ row ][ col ] == 1 : # Instantiate the colorRect and modify its position based on the selected cell size and the distance between each letter The end result can be seen in the uploaded picture Other New Features: Here’s all the other noteworthy features I’ve added since the last devlog: Added a proper way of switching levels when the player has destroyed all the blocksAdded a hit effect to the blocks when they’re hit by the ball Until next Time!...
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1793199400.5525496
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1793804200.5525496
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43548
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Cheesebox by @Grodzia91 | Stardance
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Grodzia91
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0
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33.25
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0
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[]
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[{"post_id": 80047, "ts": "202 [{"post_id": 80047, "ts": "2026-10-16T02:16:18Z", "hours": 4.255, "text": "DEVLOG 9: I updated my BOM and README as requested, and I changed the chips around to get more cost-effective ones. Also, some of my original chips were obsolete so I replaced them with newer ones."}, {"post_id": 74069, "ts": "2026-09-26T16:50:23Z", "hours": 0.4047, "text": "DEVLOG 8: To be more cost-effective, I turned the 8-layer PCB into a 6-layer PCB. This cuts the price from like ~$100 USD to ~$50 USD."}, {"post_id": 72528, "ts": "2026-09-23T04:20:14Z", "hours": 2.3444, "text": "DEVLOG 7: I finished up the DRC and my case design, and I’m pretty proud of it. It looks cool, works great (in theory), and is small enough to print on an A1 Mini. The large red piece is the button that goes through the hole at the top. It won’t be red in the final version. The smaller red pieces are SSD standoffs that limit how far down you can secure the SSD with a screw. There are three because I don’t know exactly how tall they need to be for the SSD to sit completely flat."}, {"post_id": 72084, "ts": "2026-09-22T04:17:25Z", "hours": 5.4956, "text": "DEVLOG 6: I accidently crashed Kicad without saving while I was adding the 3d models for the external ports, so I had to do the whole board over again. Other than that, its been smooth sailing. I added a standoff hole for a 2242 NVMe drive, I got the models for the rest of the external IO and now need to start doing ERC checks."}, {"post_id": 71335, "ts": "2026-09-20T17:26:25Z", "hours": 3.1978, "text": "DEVLOG 5: I did a TON of rewiring to fix the 5V and GND plane issue. I also finished wiring the front IO to the CM5, like two USB ports and one Type-C port, along with other miscellaneous wiring."}, {"post_id": 70849, "ts": "2026-09-19T21:18:44Z", "hours": 1.4167, "text": "DEVLOG 4: I FINALY figured out what was wrong with my board. There was a single wire that was connecting 5V and GND in a capacitor setup for my USB port hub. I have since fixed it and started working again on wiring things up"}, {"post_id": 50291, "ts": "2026-08-19T13:23:48Z", "hours": 5.805, "text": "DEVLOG 3: I finished wiring the audio jack (I realized later that this was the physical plug and not the port for it), rewired the fan header and did the ERC checks. Along with that, I realized that the m.2 slot was not a slot, it was actually a male header to go into a m.2 slot. So, I had to find a new footprint. There is also an issue with the GND plane. For some reason all of the GND pins say they are +5V. I looked and I couldn’t find any place where they connect so that might be a good 2 hours of my next timelapse just trying to debug that… https://lapse.hackclub.com/timelapse/gL8ZBrI2DDL1"}, {"post_id": 48611, "ts": "2026-08-17T02:29:28Z", "hours": 8.84, "text": "DEVLOG 2: At this point I started wiring up all of the internal and external headers and ports including An NVMe m.2 slot A Magjack ethernet port A HDMI port Two USB A 3.0 ports Another USBC port A microSD card slot And an internal 4pin fan header I still want to wire up a few things like a 3.5 mm audio jack."}, {"post_id": 45954, "ts": "2026-08-12T19:31:39Z", "hours": 1.4922, "text": "DEVLOG 1: I placed the CM5 chip symbol down and the USBC port to power it. Then I proceeded to try and make a voltage regulator/buck converter to make the power input always 5V 5A. But then I realized that USBC already delivered 5V and that I never had to regulate the voltage in the first place, and it is highly unlikely that anyone will accidentally input anything higher than 5A and if they input anything drastically low, the CM5 will just throw a low power error anyway. https://lapse.hackclub.com/timelapse/_2j6yBSqNBtB https://lapse.hackclub.com/timelapse/_eZ7KOj5F4mC"}]...
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Title: Cheesebox by @Grodzia91 | Stardance
Devlog Title: Cheesebox by @Grodzia91 | Stardance
Devlogs:
DEVLOG 1: I placed the CM5 chip symbol down and the USBC port to power it. Then I proceeded to try and make a voltage regulator/buck converter to make the power input always 5V 5A. But then I realized that USBC already delivered 5V and that I never had to regulate the voltage in the first place, and it is highly unlikely that anyone will accidentally input anything higher than 5A and if they input anything drastically low, the CM5 will just throw a low power error anyway. https://lapse.hackclub.com/timelapse/_2j6yBSqNBtB https://lapse.hackclub.com/timelapse/_eZ7KOj5F4mC
DEVLOG 2: At this point I started wiring up all of the internal and external headers and ports including An NVMe m.2 slot A Magjack ethernet port A HDMI port Two USB A 3.0 ports Another USBC port A microSD card slot And an internal 4pin fan header I still want to wire up a few things like a 3.5 mm audio jack.
DEVLOG 3: I finished wiring the audio jack (I realized later that this was the physical plug and not the port for it), rewired the fan header and did the ERC checks. Along with that, I realized that the m.2 slot was not a slot, it was actually a male header to go into a m.2 slot. So, I had to find a new footprint. There is also an issue with the GND plane. For some reason all of the GND pins say they are +5V. I looked and I couldn’t find any place where they connect so that might be a good 2 hours of my next timelapse just trying to debug that… https://lapse.hackclub.com/timelapse/gL8ZBrI2DDL1
DEVLOG 4: I FINALY figured out what was wrong with my board. There was a single wire that was connecting 5V and GND in a capacitor setup for my USB port hub. I have since fixed it and started working again on wiring things up
DEVLOG 5: I did a TON of rewiring to fix the 5V and GND plane issue. I also finished wiring the front IO to the CM5, like two USB ports and one Type-C port, along with other miscellaneous wiring.
DEVLOG 6: I accidently crashed Kicad without saving while I was adding the 3d models for the external ports, so I had to do the whole board over again. Other than that, its been smooth sailing. I added a standoff hole for a 2242 NVMe drive, I got the models for the rest of the external IO and now need to start doing ERC checks.
DEVLOG 7: I finished up the DRC and my case design, and I’m pretty proud of it. It looks cool, works great (in theory), and is small enough to print on an A1 Mini. The large red piece is the button that goes through the hole at the top. It won’t be red in the final version. The smaller red pieces are SSD standoffs that limit how far down you can secure the SSD with a screw. There are three because I don’t know exactly how tall they need to be for the SSD to sit completely flat.
DEVLOG 8: To be more cost-effective, I turned the 8-layer PCB into a 6-layer PCB. This cuts the price from like ~$100 USD to ~$50 USD.
DEVLOG 9: I updated my BOM and README as requested, and I changed the chips around to get more cost-effective ones. Also, some of my original chips were obsolete so I replaced them with newer ones....
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1793227845.320293
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1793832645.320293
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51568
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Fear&Greed Index Tracker by @ajakovski07 | Sta Fear&Greed Index Tracker by @ajakovski07 | Stardance...
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ajakovski07
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0
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33.21
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0
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[]
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[{"post_id": 67582, "ts": "202 [{"post_id": 67582, "ts": "2026-09-13T18:44:56Z", "hours": 1.5167, "text": "Devlog #10 -> Finished for shipping I’ve finaly finished this project a lot later than excpected sadly and in particular because of the problems that i’ve mentioned in the previous devlogs (read my devlogs you reviewers heheheheh) What i did: I fixed every error i could find in README.md I sorted the firmware so that it works and looks nicely I double checked everything thati’ve published with a previously approved project Current step SHIP IT :))) Final thoughts I really enjoyed making this project but the website has so many weird restrictions. Like people getting AI cursed because copy pasting their devlogs/reviews from word to stardance while not providing a nice environment for writting them in stardance is kinda sad. Also the syncing problem made me lose 5 hours timelapsed and 3-5 hours worth of debugging and writting to #stardance-help for fixes and getting no replies. Also not to mention the days lost because i was waiting for the fix that never came. Anyways i’ve finished it and i hope that it gets approved so that i can make it in real life too!"}, {"post_id": 65816, "ts": "2026-09-11T06:35:06Z", "hours": 0.4653, "text": "Devlog#9 -> Little Bit of Coding Howdy everyone! I tested out Hackatime extention while coding and i’ve got to admit that it was huge pain untill i got it working and even after that i was loosing minutes but anyways it doesnt matter. I GOT MY HOURS BACK!!! BUT FOR NO GOOD Really i managed to re-sync my entire stardance account by creating a new similarly named project which had minutes (which was created because i had problems setting up hackatime) beforhand and caused to activate the servers full sync from lapse and hackatime. The sad part is that all of those 5 saved hours got attached to the 10 hour devlog that was created while waiting for the syncing issues to get fixed :/ Anyways I finished the code entirely and now i only need to setup everything nice and thight in my repository and it will be ready for shipping FINALLY!!!! I did loose a lot of time that will not be paid out but atleast i will get the certificate for which im excited the most:))"}, {"post_id": 64720, "ts": "2026-09-09T10:51:57Z", "hours": 0.7, "text": "I’ve lost so many timelapsed work… Another syncing issue made me loose 3:30 hours of work and now im trying once again to test if this website even works because no org wanted to solve my issue. Im down 5 hours so far on work and i dont know how will the reviewing process work out when there is missing proof of work done…. Anyways in this short timelapse i fixed, commited and synced some Github stuff that i’ve worked on before"}, {"post_id": 62892, "ts": "2026-09-06T12:49:10Z", "hours": 15.2083, "text": "The syncing issue…. Soo i lost a couple of timelapsed hours due to previous syncing problems with lapse and hackatime and lookout so i dont know how will the hours be reviewed with a gap but good luck!!!. In the matter of theese 13 hours i almost finished everything: Code Github CAD and much more tiny tasks im sad that i couldnt devlog as usual but i hope next projects tourn out normal :((( Im kinda lost on the topic what to write right now because i had to stack timelapses while waiting for the hackatime issue but the issue for me personally never got fixed so it is what it is"}, {"post_id": 55750, "ts": "2026-08-27T18:45:55Z", "hours": 6.3514, "text": "Fear&Greed Index Tracker -> Devlog #6 The design for this project is comming to an end I logged in some good hours today and i managed to got close to finishing a lot of stuff too! Here is what i did: I finished the schematic with the newly added fuel gauge Fixed errors and finished the 3D model Wrote 90% of the README file (350 lines) Researched other potential screens as a better alternative and failed Problems that i’ve faced: I had issues once again with wiring the MAX17048 but i think i got it now otherwise i will debug it irl. Other than that everything went smooth just a lot of time consuming tasks Current State: Finished the schematic Finished the 3D model Prepared README for finalising Researching the code structure Next step: Write the BOM Test components available at home Run an ERC and fix errors Start the software"}, {"post_id": 54725, "ts": "2026-08-25T20:03:15Z", "hours": 2.0336, "text": "Fear&Greed Index Tracker -> Devlog #5 Running into problems I’ve spent most of the devlog just fixing schematic issues and adding a component that doesnt have a footprint and etc. What i did : I improved my devlog standard as you can see Fixed the schematic with pinouts and improved with comments for when i build it irl Added a fuel gauge component MAX17048 Added the symbol for the MAX17048 in KiCAD Learned how to use the MAX17048 in my project Added MAX17048 in the OnShape assembly Added a bulk capacitor on ESP32 Vcc/GND Problems : I had major issues with finding and creating a fuel gauge component into my schematic and project Had issues finding a .step file for MAX17048 Current state: Almost finished the final schematic Finalizing the final list of components Finished the assembly in OnShape Started planning the code structure Next step: Finish the schematic Run a ERC check Find errors Double check 3D model and assembly Test available parts at home"}, {"post_id": 54006, "ts": "2026-08-24T19:00:35Z", "hours": 2.4336, "text": "Fear&Greed Index Tracker -> Devlog #4 Progress made!!! A locked in period of 2h 15 minutes in which i finished a bunch of critical topics in order to get closer to shipping this project. What i did: -Finished the schematic (atleast for version 1) -Almost fully finished my assembly Problems: The biggest issue was finding the correct ESP that i own at home. I got it from school a long time ago and it turns out to be a fake LXtensa6 which is like an older version and not even a real ESP32-S3 xDDD Also finding the correct parts in .step version for my assembly but its fine we sorted it out :)) Current state: Honestly im halfway done with this project! I thought it was going to be much more time consuming but i managed to design most of the stuff (hardware wise) pretty quick. Next step: -I need to make an usb-c charging hole in my 3D model -Add RGB-LED strip in my assembly -Write the BOM -Double Check schematic AAAAAAAAND then write the code in C probably cuz im a nerd……"}, {"post_id": 53279, "ts": "2026-08-23T18:47:37Z", "hours": 0.6169, "text": "Plugged in the components into KiCad Some of the desired components were lacking the schematics so i had to put them in automatically. Which is always a hustle but we figured it out thanks to SnapEda and GrabCad. Along the way i found a pretty cool website to learn from and it is called “random nerd tutorials” Just a random shoutout but i wil definetely reference some of my work from there so that i dont make mistakes. Next on my to-do list is defienetely to configure the desired pin placement of every component. I will need to read real quick the docs for the pins about the ESP32-S3 and assign the corresponding pins and PRAYYY THAT I DONT HAVE TO CHANGE THEM WHILE BUILDING IT"}, {"post_id": 51883, "ts": "2026-08-21T19:41:07Z", "hours": 2.6361, "text": "Its starting to have motion… Made my list of components complete!!! I upgraded it compared to the first drawing and thats amazing. I love iterating, devising and improving while working on my inital plan and so did i do that along the way even while recording. I am planning to add also an RGB LED strip just so that i can immitate the current situation of the market. The 3D model is also almost done and it did require some distortions of the stand that is required to lift the whole thing facing towards me while i sit on my desk. Tomorrow i will continue improving the 3D with step components and then head onto the schematic. Biggest problem of this session was surely finding the correct step down converter but we sorted it out somehow hopefully. And now thinking i realise i forgot to make a usb-c hole for the charger…. Im really exuberant about the path this project has shaped and really eager to see how will it look irl :)))"}, {"post_id": 50590, "ts": "2026-08-19T20:07:11Z", "hours": 1.2503, "text": "My first log in Journal…. I hope this journal or devlog is structured as it should considering i have only participated in Fallout before which had a bit more private journaling but anyways. IM BUILDING A SMALL GADGET FOR MY DESK!!! * And i need it to show me the daily Fear&Greed Index of the US stock market . Why? Well I trade stocks and i dont have time to check it by myself every day!!! I like keeping my stocks on the side and just scalp some profits on a monthly basis. On sum “Buy low, sell high” type shiii How? Well i am going to first of all: Find my desired components Create the schematic Create the 3D model for printing Create a PCB (Maybe asa 2.0 version) Write the code Build an MVP using modules Fit it inside the 3D box Build a 2.0v with PCB (Maybe)"}]...
|
Title: Fear&Greed Index Tracker by @ajakovski0 Title: Fear&Greed Index Tracker by @ajakovski07 | Stardance
Devlogs:
My first log in Journal…. I hope this journal or devlog is structured as it should considering i have only participated in Fallout before which had a bit more private journaling but anyways. IM BUILDING A SMALL GADGET FOR MY DESK!!! * And i need it to show me the daily Fear&Greed Index of the US stock market . Why? Well I trade stocks and i dont have time to check it by myself every day!!! I like keeping my stocks on the side and just scalp some profits on a monthly basis. On sum “Buy low, sell high” type shiii How? Well i am going to first of all: Find my desired components Create the schematic Create the 3D model for printing Create a PCB (Maybe asa 2.0 version) Write the code Build an MVP using modules Fit it inside the 3D box Build a 2.0v with PCB (Maybe)
Its starting to have motion… Made my list of components complete!!! I upgraded it compared to the first drawing and thats amazing. I love iterating, devising and improving while working on my inital plan and so did i do that along the way even while recording. I am planning to add also an RGB LED strip just so that i can immitate the current situation of the market. The 3D model is also almost done and it did require some distortions of the stand that is required to lift the whole thing facing towards me while i sit on my desk. Tomorrow i will continue improving the 3D with step components and then head onto the schematic. Biggest problem of this session was surely finding the correct step down converter but we sorted it out somehow hopefully. And now thinking i realise i forgot to make a usb-c hole for the charger…. Im really exuberant about the path this project has shaped and really eager to see how will it look irl :)))
Plugged in the components into KiCad Some of the desired components were lacking the schematics so i had to put them in automatically. Which is always a hustle but we figured it out thanks to SnapEda and GrabCad. Along the way i found a pretty cool website to learn from and it is called “random nerd tutorials” Just a random shoutout but i wil definetely reference some of my work from there so that i dont make mistakes. Next on my to-do list is defienetely to configure the desired pin placement of every component. I will need to read real quick the docs for the pins about the ESP32-S3 and assign the corresponding pins and PRAYYY THAT I DONT HAVE TO CHANGE THEM WHILE BUILDING IT
Fear&Greed Index Tracker -> Devlog #4 Progress made!!! A locked in period of 2h 15 minutes in which i finished a bunch of critical topics in order to get closer to shipping this project. What i did: -Finished the schematic (atleast for version 1) -Almost fully finished my assembly Problems: The biggest issue was finding the correct ESP that i own at home. I got it from school a long time ago and it turns out to be a fake LXtensa6 which is like an older version and not even a real ESP32-S3 xDDD Also finding the correct parts in .step version for my assembly but its fine we sorted it out :)) Current state: Honestly im halfway done with this project! I thought it was going to be much more time consuming but i managed to design most of the stuff (hardware wise) pretty quick. Next step: -I need to make an usb-c charging hole in my 3D model -Add RGB-LED strip in my assembly -Write the BOM -Double Check schematic AAAAAAAAND then write the code in C probably cuz im a nerd……
Fear&Greed Index Tracker -> Devlog #5 Running into problems I’ve spent most of the devlog just fixing schematic issues and adding a component that doesnt have a footprint and etc. What i did : I improved my devlog standard as you can see Fixed the schematic with pinouts and improved with comments for when i build it irl Added a fuel gauge component MAX17048 Added the symbol for the MAX17048 in KiCAD Learned how to use the MAX17048 in my project Added MAX17048 in the OnShape assembly Added a bulk capacitor on ESP32 Vcc/GND Problems : I had major issues with finding and creating a fuel gauge component into my schematic and project Had issues finding a .step file for MAX17048 Current state: Almost finished the final schematic Finalizing the final list of components Finished the assembly in OnShape Started planning the code structure Next step: Finish the schematic Run a ERC check Find errors Double check 3D model and assembly Test available parts at home
Fear&Greed Index Tracker -> Devlog #6 The design for this project is comming to an end I logged in some good hours today and i managed to got close to finishing a lot of stuff too! Here is what i did: I finished the schematic with the newly added fuel gauge Fixed errors and finished the 3D model Wrote 90% of the README file (350 lines) Researched other potential screens as a better alternative and failed Problems that i’ve faced: I had issues once again with wiring the MAX17048 but i think i got it now otherwise i will debug it irl. Other than that everything went smooth just a lot of time consuming tasks Current State: Finished the schematic Finished the 3D model Prepared README for finalising Researching the code structure Next step: Write the BOM Test components available at home Run an ERC and fix errors Start the software
The syncing issue…. Soo i lost a couple of timelapsed hours due to previous syncing problems with lapse and hackatime and lookout so i dont know how will the hours be reviewed with a gap but good luck!!!. In the matter of theese 13 hours i almost finished everything: Code Github CAD and much more tiny tasks im sad that i couldnt devlog as usual but i hope next projects tourn out normal :((( Im kinda lost on the topic what to write right now because i had to stack timelapses while waiting for the hackatime issue but the issue for me personally never got fixed so it is what it is
I’ve lost so many timelapsed work… Another syncing issue made me loose 3:30 hours of work and now im trying once again to test if this website even works because no org wanted to solve my issue. Im down 5 hours so far on work and i dont know how will the reviewing process work out when there is missing proof of work done…. Anyways in this short timelapse i fixed, commited and synced some Github stuff that i’ve worked on before
Devlog#9 -> Little Bit of Coding Howdy everyone! I tested out Hackatime extention while coding and i’ve got to admit that it was huge pain untill i got it working and even after that i was loosing minutes but anyways it doesnt matter. I GOT MY HOURS BACK!!! BUT FOR NO GOOD Really i managed to re-sync my entire stardance account by creating a new similarly named project which had minutes (which was created because i had problems setting up hackatime) beforhand and caused to activate the servers full sync from lapse and hackatime. The sad part is that all of those 5 saved hours got attached to the 10 hour devlog that was created while waiting for the syncing issues to get fixed :/ Anyways I finished the code entirely and now i only need to setup everything nice and thight in my repository and it will be ready for shipping FINALLY!!!! I did loose a lot of time that will not be paid out but atleast i will get the certificate for which im excited the most:))
Devlog #10 -> Finished for shipping I’ve finaly finished this project a lot later than excpected sadly and in particular because of the problems that i’ve mentioned in the previous devlogs (read my devlogs you reviewers heheheheh) What i did: I fixed every error i could find in README.md I sorted the firmware so that it works and looks nicely I double checked everything thati’ve published with a previously approved project Current step SHIP IT :))) Final thoughts I really enjoyed making this project but the website has so many weird restrictions. Like people getting AI cursed because copy pasting their devlogs/reviews from word to stardance while not providing a nice environment for writting them in stardance is kinda sad. Also the syncing problem made me lose 5 hours timelapsed and 3-5 hours worth of debugging and writting to #stardance-help for fixes and getting no replies. Also not to mention the days lost because i was waiting for the fix that never came. Anyways i’ve finished it and i hope that it gets approved so that i can make it in real life too!...
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1792677016.7778418
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1793281816.7778418
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417
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Hack Club Leaders Website by @damon | Stardance
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damon
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0
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33.18
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0
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[]
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[{"post_id": 32133, "ts": "202 [{"post_id": 32133, "ts": "2026-07-21T02:52:18Z", "hours": 9.0053, "text": "Club Levels"}, {"post_id": 27484, "ts": "2026-07-13T02:51:46Z", "hours": 12.4786, "text": "Fixed logic with the project submission page"}, {"post_id": 22858, "ts": "2026-07-05T13:59:02Z", "hours": 9.4161, "text": "Working on the dashboard!"}, {"post_id": 6519, "ts": "2026-06-10T23:21:03Z", "hours": 1.3425, "text": "Its been some time since I last posted but I am currently working on the dashboard page"}, {"post_id": 165, "ts": "2026-06-01T02:00:07Z", "hours": 0.4889, "text": "I created the events page to the website!"}, {"post_id": 88, "ts": "2026-05-31T17:27:32Z", "hours": 0.4519, "text": "I created the front page to the website!"}]...
|
Title: Hack Club Leaders Website by @damon | Stard Title: Hack Club Leaders Website by @damon | Stardance
Devlogs:
I created the front page to the website!
I created the events page to the website!
Its been some time since I last posted but I am currently working on the dashboard page
Working on the dashboard!
Fixed logic with the project submission page
Club Levels...
|
1793184614.7901947
|
1793789414.7901947
|
|
43879
|
AstroBase by @akilworks | Stardance
|
akilworks
|
0
|
33.15
|
0
|
[]
|
[{"post_id": 68737, "ts": "202 [{"post_id": 68737, "ts": "2026-09-15T17:26:52Z", "hours": 7.5128, "text": "AstroBase is now at the stage where the main V1 features are built and working. I finished the core student, organisation, and admin workflows, including authentication, organisation verification, resource and opportunity submissions, university contributions, and admin content management. I also made the GitHub repository public and prepared the project for deployment as part of Stardance. AstroBase is now getting ready to ship, with the Git repository, GitHub URL, and live demo URL being prepared for the final submission. P.S. The third picture shows a sample organisation account used to demonstrate AstroBase’s organisation workflow."}, {"post_id": 67445, "ts": "2026-09-13T15:33:26Z", "hours": 9.0378, "text": "Astrobase has started becoming more than just a website. I’ve now built the student authentication system and introduced three roles: Student, Organisation and Admin, each with different access and features. The organisation system is also mostly complete. Organisations can apply, get verified, create a profile, access their dashboard and contribute resources to Astrobase. I’ve also started building the admin content management system, where submissions can be reviewed, approved, rejected, edited or archived before being published. My current focus is finishing the admin workflow and connecting the full submission → review → publication process. After that, I’ll move back to organisation features and then start working towards the student features, AI and final polish. Some of the progress is shown below: organisations can now apply to join Astrobase, access a dedicated dashboard and manage their profile. They can also submit resources through the new contribution system, while admins can review and manage submitted content before publication. Astrobase is finally starting to feel like a real platform."}, {"post_id": 63728, "ts": "2026-09-07T17:45:38Z", "hours": 5.9161, "text": "Building the Astrobase Visual Identity Today I focused on redesigning the visual side of the Astrobase homepage. I worked on the hero section, typography, colour palette, section layouts and the Explore Astrobase cards. I also added custom SVG icons, hover effects, and gave the Explorer Assessment its own visual style. The homepage is starting to feel less like a database interface and more like an actual platform built around exploration and discovery. Next, I’ll continue refining the interface and adding more functionality."}, {"post_id": 54991, "ts": "2026-08-26T12:49:15Z", "hours": 10.6881, "text": "AstroBase is officially underway!! I’ve started building the first version of AstroBase as a Python + MySQL application. The current foundation includes separate sections for users, opportunities, resources, and universities, with functionality for adding, viewing, updating, and deleting data. I’ve also started building the search, update, delete, and reporting systems, with the goal of making AstroBase more than just a database. I want it to eventually become a platform where students can discover opportunities, resources, and university programs related to space science. This is only the beginning of AstroBase, but the core structure is finally coming together."}]...
|
Title: AstroBase by @akilworks | Stardance
Devlog Title: AstroBase by @akilworks | Stardance
Devlogs:
AstroBase is officially underway!! I’ve started building the first version of AstroBase as a Python + MySQL application. The current foundation includes separate sections for users, opportunities, resources, and universities, with functionality for adding, viewing, updating, and deleting data. I’ve also started building the search, update, delete, and reporting systems, with the goal of making AstroBase more than just a database. I want it to eventually become a platform where students can discover opportunities, resources, and university programs related to space science. This is only the beginning of AstroBase, but the core structure is finally coming together.
Building the Astrobase Visual Identity Today I focused on redesigning the visual side of the Astrobase homepage. I worked on the hero section, typography, colour palette, section layouts and the Explore Astrobase cards. I also added custom SVG icons, hover effects, and gave the Explorer Assessment its own visual style. The homepage is starting to feel less like a database interface and more like an actual platform built around exploration and discovery. Next, I’ll continue refining the interface and adding more functionality.
Astrobase has started becoming more than just a website. I’ve now built the student authentication system and introduced three roles: Student, Organisation and Admin, each with different access and features. The organisation system is also mostly complete. Organisations can apply, get verified, create a profile, access their dashboard and contribute resources to Astrobase. I’ve also started building the admin content management system, where submissions can be reviewed, approved, rejected, edited or archived before being published. My current focus is finishing the admin workflow and connecting the full submission → review → publication process. After that, I’ll move back to organisation features and then start working towards the student features, AI and final polish. Some of the progress is shown below: organisations can now apply to join Astrobase, access a dedicated dashboard and manage their profile. They can also submit resources through the new contribution system, while admins can review and manage submitted content before publication. Astrobase is finally starting to feel like a real platform.
AstroBase is now at the stage where the main V1 features are built and working. I finished the core student, organisation, and admin workflows, including authentication, organisation verification, resource and opportunity submissions, university contributions, and admin content management. I also made the GitHub repository public and prepared the project for deployment as part of Stardance. AstroBase is now getting ready to ship, with the Git repository, GitHub URL, and live demo URL being prepared for the final submission. P.S. The third picture shows a sample organisation account used to demonstrate AstroBase’s organisation workflow....
|
1792565320.5009747
|
1793170120.5009747
|
|
16680
|
1812 - Board Game by @TyrantLizard76 | Stardance
|
TyrantLizard76
|
0
|
33.12
|
0
|
[]
|
[{"post_id": 50288, "ts": "202 [{"post_id": 50288, "ts": "2026-08-19T13:18:40Z", "hours": 5.1994, "text": "After a long break due to… Life…. I am back again, and this time I have worked on making the next game piece: artillery! (I also figured out how to render)."}, {"post_id": 31790, "ts": "2026-07-20T13:52:04Z", "hours": 11.1297, "text": "Post-vacation now, and I have had time to get a lot done. I forgot to post a photo of the one game piece, but this is what I have so far. I started drawing provinces in the Duchy of Warsaw and the Prussian area, and I will have more work done soon! (Sorry, I would post more, but I am short on time)"}, {"post_id": 13749, "ts": "2026-06-22T15:15:13Z", "hours": 9.3169, "text": "GAME BOARDS!!!!! After hours of work, I have now finally drawn the all of the nations that will be on the map! I still have to draw the providences, but this is a great place to be in!!"}, {"post_id": 8839, "ts": "2026-06-14T18:13:08Z", "hours": 7.4731, "text": "Game Instructions!! I have started work on a board game that take insperation for Axis and Allies, along with Risk. I wanted to do something with the Napoleonic wars, so I decided to do one of the largest turning points of the era, the 1812 invasion of Russia! For the first 7 hours, I have just been working on instructions. Please read the background below to hear what I have."}]...
|
Title: 1812 - Board Game by @TyrantLizard76 | Star Title: 1812 - Board Game by @TyrantLizard76 | Stardance
Devlogs:
Game Instructions!! I have started work on a board game that take insperation for Axis and Allies, along with Risk. I wanted to do something with the Napoleonic wars, so I decided to do one of the largest turning points of the era, the 1812 invasion of Russia! For the first 7 hours, I have just been working on instructions. Please read the background below to hear what I have.
GAME BOARDS!!!!! After hours of work, I have now finally drawn the all of the nations that will be on the map! I still have to draw the providences, but this is a great place to be in!!
Post-vacation now, and I have had time to get a lot done. I forgot to post a photo of the one game piece, but this is what I have so far. I started drawing provinces in the Duchy of Warsaw and the Prussian area, and I will have more work done soon! (Sorry, I would post more, but I am short on time)
After a long break due to… Life…. I am back again, and this time I have worked on making the next game piece: artillery! (I also figured out how to render)....
|
1792712999.368882
|
1793317799.368882
|
|
1649
|
JAK Website by @Joor | Stardance
|
Joor
|
0
|
33.1
|
0
|
[]
|
[{"post_id": 32896, "ts": "202 [{"post_id": 32896, "ts": "2026-07-22T11:04:56Z", "hours": 9.6456, "text": "A lot of changes, mainly to the Journal Page in the Programming Site And also a new Color Palette for that site!"}, {"post_id": 12494, "ts": "2026-06-20T12:23:56Z", "hours": 5.8528, "text": "Adding JSON Data and more updates to Music Page"}, {"post_id": 5863, "ts": "2026-06-09T20:17:04Z", "hours": 1.9142, "text": "got done with more structural stuff done with the main polyglotty page aswell as the other-interests page; i love collecting hobbies!!!"}, {"post_id": 5439, "ts": "2026-06-09T06:38:49Z", "hours": 15.6903, "text": "I spent a few days working on the Music page aswell as the Polyglot page of my website :D I will do the actual content of the Gear & Influences of the Music page and the main content of the Polyglot page later on I am just doing the structures for now"}]...
|
Title: JAK Website by @Joor | Stardance
Devlogs:
Title: JAK Website by @Joor | Stardance
Devlogs:
I spent a few days working on the Music page aswell as the Polyglot page of my website :D I will do the actual content of the Gear & Influences of the Music page and the main content of the Polyglot page later on I am just doing the structures for now
got done with more structural stuff done with the main polyglotty page aswell as the other-interests page; i love collecting hobbies!!!
Adding JSON Data and more updates to Music Page
A lot of changes, mainly to the Journal Page in the Programming Site And also a new Color Palette for that site!...
|
1792568914.0770292
|
1793173714.0770292
|
|
31015
|
BKpad by @Nanobi | Stardance
|
Nanobi
|
0
|
33.1
|
0
|
[]
|
[{"post_id": 77313, "ts": "202 [{"post_id": 77313, "ts": "2026-10-06T14:55:01Z", "hours": 12.8356, "text": "Devlog 1 s2 This is my first “ after-shipment MakeLog ”, I am so happy to have my components that I actually forgot to devlog properly, so this one is for the physical build What is the BKpad? This custom shaped macropad lets you write emojis, change your system volume, and is the best controller for BKball, my game :D What did I do this time? I received all the pieces!!! I now have: the custom PCB all the pieces from the kit The case (rip the lost one) With all that, I soldered the components, I tested the connections, I cut 0.5mm on each hole of the case, the translucent material is not very precise :3 I got to make the pcb go into the case then I soldered the keys. I later had to make the inserts go in ! (don’t look to the 0.5mm not in the hole ) I had to resolder my first led and then everything was nice. It was super nice to have a “pro” soldering station (8898 JCD on aliexpress hehe). Finally, I had to find a cable which could go in my case. Xiaomi cables are too big, some other wasn’t “data” . A no name one was good, so if I upgrade the design I will have to think about make more space inside What’s next? ( I already did this but I prefer to cut the process in clear steps) I will have to test the firmware, modify it, find it is deprecated then sell my soul to the demon Goodbye :D"}, {"post_id": 53195, "ts": "2026-08-23T17:10:45Z", "hours": 7.8597, "text": "Devlog 6 What is my project? The BKpad is a small keyboard that let you emoji someone easily! You can also control your volume and luminosity by turning his ears What was already done? 7 hours of hackatime: Code : I have done research and chose KMK software, a circuit python library (this is modular!) Then I worked with Mu Editor :/, a circuit python ide (this app is designed too big) I started to do the functions, see what pins were what component It was hard, I didn’t understand the library and there was different things not well explained for my smol brain ;-; I decided to switch to VScode :D, a more convenient ide where you see a lot more of your code easily I added support for every component one by one :) The code is messy BUT I think it works 👍 Website! I need a presentation website. I think of it like a way to show to everyone and not just for the technical persons. This hardware project makes me learn a lot into technical, but it is not an HTML project so I tried something new… No-code options! (this is experimental and this is not good) In less than 2 hour I have a beautiful website traduced in french and English by myself, responsive and good for normal people to see. I used a solution named Odoo, 80% open source and free -> BKpad.odoo.com (However, this is no great to do big websites, for one page it’s good but if you want to expand i’m not convinced) GitHub! I updated the readme.md: I added new images placed in some tables I added/updated explanations, how I made it in steps, the link to the website I uploaded all the files needed and there are now in folders (it imported my gitignore Iol) -> PCB / CAD files / firmware Fun facts: My project is indexed on Google, if you search “BKpad github” it finds :) Future actions: Shipping ! I will ship my project, he is functional and can be produced, it have no problems in the PCB editor, tolerances for the box and all the files are on github! Goodbye and thanks for reading!"}, {"post_id": 37010, "ts": "2026-07-29T14:02:45Z", "hours": 4.4875, "text": "DEVLOG 5!!!! What is my project? This macro pad helps you with your social interactions by letting you control the volume or typing emojis with a single clic OwO What’s new? I designed the whole case, there is everything needed: a hole for the cable supports that the pcb don’t break while you press on it :) light diffusions hairs in 3d but easy to print holes for all the parts head elements like the noze :-) decoration inside the box!! (you can’t see it when closed BUT it is cool :3) You finished the case? Yeah totally (I hope), now I need to program my little controller :) I hope this devlog was good and not too long thanks for reading !"}, {"post_id": 34531, "ts": "2026-07-25T10:08:08Z", "hours": 5.1572, "text": "HELLOWWW - Devlog 4 What is my project? a macro board designed for social innteractions, inspired by the boykisser! What is already done? global design, choosing components PCB design (with a custom shape, not just a rectangle) Learned KiCad and Fusion360 What since the last devlog??? 6 hours of work! not wasted :) The components moved a little and I wired it, not just logically but definitively with the pencil I ajusted the shape of the whole thing (it’s optimal now!) I moved on fusion360 to make the case ! for this I did research, mental utilisation and google.com/How to copy paste fusion360 I needed to make another project with the pcb to save it and then only use it :o Last steps I did: Make the boykisser shape, then cut the pcb into it with 0.20/0.25mm more than the original shape I have now the shape !!!!! (I’m happy, took too much time and braincells) what’s next? Cutouts onto the box, and top of the box I think I always move forward, even if I don’t know what to do, there is always one thing to do!!! Thanks for reading :)"}, {"post_id": 28823, "ts": "2026-07-15T10:08:07Z", "hours": 2.0506, "text": "# Devlog 3!!! I firstly discovered the blueprint problem after one night of sleep :o In Kicad I used the native SK6812MINI-E RGB LEDs blueprint instead of the one given by the hack club (now it works!) In a second time, I ended up finishing my component choices! 2 switches 2 rotary encoders 12 leds 1 oled Then: Design time! I tried a first time to wire it all, two leds at the oposite are linked (this is not intentional) and i will be forced to use my brain to make them closer to each other :3 I swapped between designing on fusion360 and Kicad, at the right scale, to have my pcb under 100x100mm and try to see the shape I will use more precisely :) You can see down there the design! I had time to update my Github to make it more readable and more accurate to my actual design I am discovering integrated emojis while typing this :o Now I plan to wire the components, use only the time laps in browser (the app don’t sync with my browser who go to sleep, RIP my 8gig laptop who is forced to use fusion360 on windows :o) Yesterday (14 of July) was in France the national celebration. (additionally they lost against Spain but this is not my problem :)). I lost 2 hours looking at the strikers going on top of my house and the military on television in Paris UwU (didn’t recorded it as project time)."}, {"post_id": 27199, "ts": "2026-07-12T15:22:42Z", "hours": 0.4, "text": "Devlog! I discovered at the moment that the time-laps counts in the whole time :o I firstly discovered that I did not had enought pins to wire it all so i shrinked it up! I have now a new design with the right number of components! I worked on my pad: logically wired all my components followed the instruction saying “This LED must match this blueprint” (it does not match :/) Now I must find where is the problem with my LED socket then fusion360 will enter in my life a second time ! I also verified my identity with persona and I will think to update my github! I try to upgrade the beauty of my devlog I hope this is good!"}, {"post_id": 26007, "ts": "2026-07-10T15:57:37Z", "hours": 0.3086, "text": "First devlog! I firstly drown my idea on gimp, it seemed a really good idea so i started to work on it! To start my project, I firstly looked at the tutorial. KiCad was nice to use, but fusion360 was just not usable for me (I only used tinkercad before). I watched a 21 minuts french video about making a lamp in this software (it really helped me just to know the commands :o). Knowing I can use KiCad and Fusion360, I started the project, making this page, a github, a readme for it and worked on KiCad! My repo github already received an issue for a typo and then a pull request named “make the project frenchier”, which I accepted (having a french flag in my repo is nice :3). What I have now is all my components on Kicad, and I hope I can use the switches without the matrix system. I am now looking what pin can do what for the module. I like very much this “beginner” project. I see this as hard but nevermind :)"}]...
|
Title: BKpad by @Nanobi | Stardance
Devlogs:
Firs Title: BKpad by @Nanobi | Stardance
Devlogs:
First devlog! I firstly drown my idea on gimp, it seemed a really good idea so i started to work on it! To start my project, I firstly looked at the tutorial. KiCad was nice to use, but fusion360 was just not usable for me (I only used tinkercad before). I watched a 21 minuts french video about making a lamp in this software (it really helped me just to know the commands :o). Knowing I can use KiCad and Fusion360, I started the project, making this page, a github, a readme for it and worked on KiCad! My repo github already received an issue for a typo and then a pull request named “make the project frenchier”, which I accepted (having a french flag in my repo is nice :3). What I have now is all my components on Kicad, and I hope I can use the switches without the matrix system. I am now looking what pin can do what for the module. I like very much this “beginner” project. I see this as hard but nevermind :)
Devlog! I discovered at the moment that the time-laps counts in the whole time :o I firstly discovered that I did not had enought pins to wire it all so i shrinked it up! I have now a new design with the right number of components! I worked on my pad: logically wired all my components followed the instruction saying “This LED must match this blueprint” (it does not match :/) Now I must find where is the problem with my LED socket then fusion360 will enter in my life a second time ! I also verified my identity with persona and I will think to update my github! I try to upgrade the beauty of my devlog I hope this is good!
# Devlog 3!!! I firstly discovered the blueprint problem after one night of sleep :o In Kicad I used the native SK6812MINI-E RGB LEDs blueprint instead of the one given by the hack club (now it works!) In a second time, I ended up finishing my component choices! 2 switches 2 rotary encoders 12 leds 1 oled Then: Design time! I tried a first time to wire it all, two leds at the oposite are linked (this is not intentional) and i will be forced to use my brain to make them closer to each other :3 I swapped between designing on fusion360 and Kicad, at the right scale, to have my pcb under 100x100mm and try to see the shape I will use more precisely :) You can see down there the design! I had time to update my Github to make it more readable and more accurate to my actual design I am discovering integrated emojis while typing this :o Now I plan to wire the components, use only the time laps in browser (the app don’t sync with my browser who go to sleep, RIP my 8gig laptop who is forced to use fusion360 on windows :o) Yesterday (14 of July) was in France the national celebration. (additionally they lost against Spain but this is not my problem :)). I lost 2 hours looking at the strikers going on top of my house and the military on television in Paris UwU (didn’t recorded it as project time).
HELLOWWW - Devlog 4 What is my project? a macro board designed for social innteractions, inspired by the boykisser! What is already done? global design, choosing components PCB design (with a custom shape, not just a rectangle) Learned KiCad and Fusion360 What since the last devlog??? 6 hours of work! not wasted :) The components moved a little and I wired it, not just logically but definitively with the pencil I ajusted the shape of the whole thing (it’s optimal now!) I moved on fusion360 to make the case ! for this I did research, mental utilisation and google.com/How to copy paste fusion360 I needed to make another project with the pcb to save it and then only use it :o Last steps I did: Make the boykisser shape, then cut the pcb into it with 0.20/0.25mm more than the original shape I have now the shape !!!!! (I’m happy, took too much time and braincells) what’s next? Cutouts onto the box, and top of the box I think I always move forward, even if I don’t know what to do, there is always one thing to do!!! Thanks for reading :)
DEVLOG 5!!!! What is my project? This macro pad helps you with your social interactions by letting you control the volume or typing emojis with a single clic OwO What’s new? I designed the whole case, there is everything needed: a hole for the cable supports that the pcb don’t break while you press on it :) light diffusions hairs in 3d but easy to print holes for all the parts head elements like the noze :-) decoration inside the box!! (you can’t see it when closed BUT it is cool :3) You finished the case? Yeah totally (I hope), now I need to program my little controller :) I hope this devlog was good and not too long thanks for reading !
Devlog 6 What is my project? The BKpad is a small keyboard that let you emoji someone easily! You can also control your volume and luminosity by turning his ears What was already done? 7 hours of hackatime: Code : I have done research and chose KMK software, a circuit python library (this is modular!) Then I worked with Mu Editor :/, a circuit python ide (this app is designed too big) I started to do the functions, see what pins were what component It was hard, I didn’t understand the library and there was different things not well explained for my smol brain ;-; I decided to switch to VScode :D, a more convenient ide where you see a lot more of your code easily I added support for every component one by one :) The code is messy BUT I think it works 👍 Website! I need a presentation website. I think of it like a way to show to everyone and not just for the technical persons. This hardware project makes me learn a lot into technical, but it is not an HTML project so I tried something new… No-code options! (this is experimental and this is not good) In less than 2 hour I have a beautiful website traduced in french and English by myself, responsive and good for normal people to see. I used a solution named Odoo, 80% open source and free -> BKpad.odoo.com (However, this is no great to do big websites, for one page it’s good but if you want to expand i’m not convinced) GitHub! I updated the readme.md: I added new images placed in some tables I added/updated explanations, how I made it in steps, the link to the website I uploaded all the files needed and there are now in folders (it imported my gitignore Iol) -> PCB / CAD files / firmware Fun facts: My project is indexed on Google, if you search “BKpad github” it finds :) Future actions: Shipping ! I will ship my project, he is functional and can be produced, it have no problems in the PCB editor, tolerances for the box and all the files are on github! Goodbye and thanks for reading!
Devlog 1 s2 This is my first “ after-shipment MakeLog ”, I am so happy to have my components that I actually forgot to devlog properly, so this one is for the physical build What is the BKpad? This custom shaped macropad lets you write emojis, change your system volume, and is the best controller for BKball, my game :D What did I do this time? I received all the pieces!!! I now have: the custom PCB all the pieces from the kit The case (rip the lost one) With all that, I soldered the components, I tested the connections, I cut 0.5mm on each hole of the case, the translucent material is not very precise :3 I got to make the pcb go into the case then I soldered the keys. I later had to make the inserts go in ! (don’t look to the 0.5mm not in the hole ) I had to resolder my first led and then everything was nice. It was super nice to have a “pro” soldering station (8898 JCD on aliexpress hehe). Finally, I had to find a cable which could go in my case. Xiaomi cables are too big, some other wasn’t “data” . A no name one was good, so if I upgrade the design I will have to think about make more space inside What’s next? ( I already did this but I prefer to cut the process in clear steps) I will have to test the firmware, modify it, find it is deprecated then sell my soul to the demon Goodbye :D...
|
1792615914.2335756
|
1793220714.2335756
|
|
4234
|
Project Phantom by @Rithish | Stardance
|
Rithish
|
0
|
33.06
|
0
|
[]
|
[{"post_id": 47611, "ts": "202 [{"post_id": 47611, "ts": "2026-08-15T16:52:57Z", "hours": 0.5003, "text": "Dev Log #40 hardware testing started today with sensors borrowed from my tutor. soldered header pins on the modules. tested 4 sensors in total and 3 of them worked: scd41 co2, vl53l0x tof, and bme680 all gave clean readings. the icm-20948 imu failed with an i2c begin error, not sure if its an address issue or if i broke it while soldering. calling it for tonight cause its late, will run an i2c scanner tmmm to check if the icm is alive."}, {"post_id": 47001, "ts": "2026-08-14T15:57:59Z", "hours": 0.4964, "text": "Dev Log #38 finallyy geting to the hardware partt had a few sensors without pins soo kinda soldered headers on them and also burnt my fingers….(first time lol)"}, {"post_id": 46365, "ts": "2026-08-13T15:16:27Z", "hours": 0.5, "text": "Dev Log #38 more changes on the website and alsoo made a personal website for me"}, {"post_id": 45811, "ts": "2026-08-12T15:15:07Z", "hours": 0.9167, "text": "Dev log #37 more changes to the website…this is getting boring"}, {"post_id": 45279, "ts": "2026-08-11T17:09:26Z", "hours": 0.4336, "text": "Dev Log #36 had a extra get in touch button soo fixed it and alsoo a bit of checking on lighthouse if our website is actually good ngll"}, {"post_id": 44456, "ts": "2026-08-10T06:42:03Z", "hours": 0.5669, "text": "Dev log #35 not much just editing bugs on the websitee"}, {"post_id": 43801, "ts": "2026-08-09T07:19:13Z", "hours": 0.9839, "text": "Dev Log #34 Made a applicant form for joining phantom tdyyy and also made a new page for terms hoping to see new members"}, {"post_id": 43133, "ts": "2026-08-08T07:14:52Z", "hours": 1.9783, "text": "Dev log #33 I promise this will be the final time i will be spending hours on the same website..i added more animations and interactive features added pervious members list and also our first flight vid have a look…until next time byeee"}, {"post_id": 42515, "ts": "2026-08-07T09:51:57Z", "hours": 4.0672, "text": "Dev log #32 spent 4 hours straight building out the AI side of the site and it was basically just me vs. a wall of bugs , the website kept glitching, logic broke everywhere, and then the deployment refused to cooperate for way too long. but after a lot of console staring and one very questionable fix, projectphantom.space is finally live. go take a look and if anything feels off, drop a suggestion below."}, {"post_id": 41932, "ts": "2026-08-06T13:38:24Z", "hours": 1.6503, "text": "Dev Log #31 soo yeahhh spent a lot of time building the ai part of the websitee and yeah it kept glichting out a ton of times and then it wont deploy, most of the time was spent on trying to deploy the site…i hope it looks cool"}, {"post_id": 41812, "ts": "2026-08-06T08:12:05Z", "hours": 0.9672, "text": "Dev Log #30 Took some resttt, needed it fr. Real talk tho…. when I first made this Stardance account I was on vacation, like fully hardware-less, so everything you guys have seen so far has just been the soft side, website stuff, socials, online grind. That’s about to flip. I’m finally back and about to start unpacking the actual hardware, the stuff I genuinely missed sooo much 🔧 give it about a week and you’ll start seeing real hardware content again, not just screens and code. Also… picked something up 👀 not saying what yet but it’s my favorite microcontroller, more on that in the next dev log. And once the website’s fully wrapped up, it’s hardware timeee. For real this time. Yippee 🚀✈️"}, {"post_id": 41435, "ts": "2026-08-05T17:24:25Z", "hours": 0.4133, "text": "Dev log #29 dove back into the hardware side today…..researching Matek flight controllers, fine-tuning the UAV build, and experimenting with Depron wing construction techniques for maximum structural rigidity and low weight ✈️ Decided to postpone the deep history and lore to the one of the upcoming dev log"}, {"post_id": 41427, "ts": "2026-08-05T16:54:55Z", "hours": 0.7336, "text": "Dev Log #28: Fixed the cursor styling, cleaned up the image placement, and finally aligned the navigation icon properly…..Officially requested indexing on Google Search Console andddd our site is officially queued up and ready to take over search results. I am finally back!!!!!! one of our upcoming dev log is going to be packed with full of lore and the deep history of this entire project from start to finish. Until then, I’m signing off……just landed after a 5-hour flight and I am hecka tired 😴✌️"}, {"post_id": 40589, "ts": "2026-08-04T07:30:45Z", "hours": 1.2225, "text": "Dev log #27 Finally got the official site submitted and verified! Claimed ownership on Search Console and got it officially queued up for Google indexing so our actual platform takes over search results. Also spent way too much time wrestling with the dynamic light/dark mode SVG favicon, the code is all set, but the scaling/viewBox is still slightly bugging out and cutting off the edges 💀but i need rest….."}, {"post_id": 40051, "ts": "2026-08-03T12:30:00Z", "hours": 0.3667, "text": "Dev Log #26 finally got a domainnnnnn lets goooo updating evrything and connected just added tehh assets foldr and filled in the place holders finally got a faceee"}, {"post_id": 39853, "ts": "2026-08-03T03:38:05Z", "hours": 0.4, "text": "Dev Log #25 fixed a bunch of website bugs today lol, the depth scroll text was showing a black screen bc the section height was wrong, also broke the whole nav animation with a null error, and the logo was way too smol so i made it bigger. small fixes but it looks way more professional now"}, {"post_id": 39615, "ts": "2026-08-02T18:29:47Z", "hours": 0.6167, "text": "Dev Log #24 Added the backed by section and then added the meet the team section just a a quick update"}, {"post_id": 38691, "ts": "2026-08-01T06:29:59Z", "hours": 0.7836, "text": "Dev Log#23: Just adding some animations and rewriting a few stuff so its professional."}, {"post_id": 38255, "ts": "2026-07-31T15:37:21Z", "hours": 0.3836, "text": "Dev log #22 did some changes to the website a lot more to go…will drop the link soon"}, {"post_id": 37584, "ts": "2026-07-30T12:41:41Z", "hours": 0.4836, "text": "Dev log #21 Got bored and started to overthink and realized I need a face for the project so why no make a website for project phantom and started to work on it for literally 20 mins and boom power cut here 😭👍 will continue as soon as it comes…."}, {"post_id": 37501, "ts": "2026-07-30T09:13:25Z", "hours": 0.3336, "text": "Dev Log #20 Just light work after doing and completing the schematics I wanted a bit of a break so I went ahead and decided to learn to cad….Did a bit of a search on that and download freecad time to learn that also….yeah, No break"}, {"post_id": 36955, "ts": "2026-07-29T11:30:03Z", "hours": 0.7, "text": "Dev Log #19 schematic finally locked and pushed to github. wiring, pinouts, diagram all there. looks like an actual thing now not just spaghetti everywhere. next is the real stuff. gotta code the teensy, build pid loops from scratch, and learn pcb design because breadboards are not it. need to turn this into something i can actually solder and fly. also sent out funding requests. just waiting and hoping something hits so i can stop simulating and actually get this in the air. 14 minutes once before. need way more than that. code next. then cad. then maybe the sky. we ll see."}, {"post_id": 36270, "ts": "2026-07-28T08:22:32Z", "hours": 1.7333, "text": "Dev Log #18 Circuit schematic is DONE. Well… mostly. After hours of wrestling with KiCad, net labels, wire spaghetti, and questioning my entire existence, I finally have ICM-20948, BME680, SCD40, VL53L0X, NRF24L01, M10-5883, MQ135, PMS5003, R12F receiver, all four servos, UBEC, and the Teensy 4.1 all placed and wired. Is it neat? Meh. Is it functional? Absolutely. The ESC and motor are still missing because honestly I got confused about whether the PWM wire powers the motor or if the battery does or if magic is involved. I’ll figure it out later. For now, Project Phantom’s brain is mapped out and I’m counting this as a win. Could be better, but could also be a lot worse."}, {"post_id": 35717, "ts": "2026-07-27T10:12:52Z", "hours": 0.9836, "text": "Dev Log #17 Just spent hours in KiCad and my schematic looks like a bowl of wire spaghetti. Wires crossing everywhere, labels floating around lost, and I just realized I’ve been drawing physical wires across the whole page when net labels exist. My brain is fried, my eyes hurt, and I’m pretty sure I connected GND to something that definitely isn’t ground. But you know what? I’m not starting over. I’m gonna fix this mess piece by piece……power symbols, clean labels, proper layout. Project Phantom didn’t come this far to quit on some green lines."}, {"post_id": 35667, "ts": "2026-07-27T08:24:45Z", "hours": 1.1503, "text": "Dev Log #16 KiCad is absolutely HECTIC bro. Spent the last few hours trying to wire up the ICM-20948 and BME680, net labels everywhere, I2C bus sharing, pull-ups, pull-downs, 3.3V this, 5V that… my brain is fried. I legit got a headache staring at green wires that refuse to connect to pins properly. Learned a ton though net labels and they are my new best friend, G (drag) »> M (move), and I2C is just one wire pretending to be many. Gonna take a break, touch some grass, then I’m locking back in and finishing this schematic. Project Phantom waits for no one… but my sanity does…."}, {"post_id": 35286, "ts": "2026-07-26T16:23:52Z", "hours": 1.2006, "text": "Dev Log #15 Telemetry board schematic is live. IMU, GNSS, air quality sensors, NRF24, RC receiver, all socketed and labeled. Looks like a proper flight computer on paper. In reality? Currently praying my I2C bus doesn’t explode from address conflicts and that I remembered which pin is 3.3V vs 5V before something starts smoking. Voltage divider for the MQ135 pending because apparently “close enough” isn’t how electronics work. Wiring starts tomorrow… or maybe I just rotate more labels and call it progress."}, {"post_id": 34388, "ts": "2026-07-25T02:18:49Z", "hours": 0.2836, "text": "Dev log #14 Research on BME680 and how it works and also MQ-135. Needed to know the basics before we take a big leap"}, {"post_id": 34095, "ts": "2026-07-24T15:58:57Z", "hours": 0.4333, "text": "Dev Log #13 Locked in the full pinout and header architecture for the Teensy 4.1 in KiCad today ,both 24-pin side headers are officially set up and ready to go. Decided against running a separate co-processor setup for now to keep the hardware stack streamlined and fast, letting the Teensy handle the whole flight and telemetry system directly. Shifted straight into the sensor array starting with the MPU6050 IMU. Instead of messing around with raw IC footprint files and internal silicon pins, mapped it cleanly using an 8-pin connector layout with proper I2C and interrupt net labels. Next step: wrapping up the rest of the sensor payload connections!"}, {"post_id": 33302, "ts": "2026-07-23T02:52:58Z", "hours": 0.5503, "text": "Dev Log #12 Focused on manually mapping out the Teensy 4.1 schematic headers and pinouts in KiCad today. It turned out to be way more time-consuming than expected ,especially sorting out the physical layout versus the pin numbering jumps. I definitely could have just downloaded a pre-made symbol from GitHub or online repositories, but doing it from scratch was worth the hassle to actually get hands-on and learn KiCad properly. Headers are locked in, wrapping up for today!"}, {"post_id": 33057, "ts": "2026-07-22T17:05:53Z", "hours": 0.5333, "text": "Dev Log #11 Digital infrastructure is officially sorted. Secured our X, YouTube, LinkedIn, and GitHub, and got the web landing page completely lined up. On paper, our brand ecosystem is fully live. In reality? Currently staring at a blank feed waiting for the algorithms to pick us up like it’s a high-stakes exam result. Engagement’s sitting at a solid zero…hope for the best"}, {"post_id": 32371, "ts": "2026-07-21T14:36:05Z", "hours": 0.4667, "text": "Dev Log #10: Still caught in the research spiral over whether to snag an Ender 3 V3 or a Bambu Lab A1. The Ender’s cheaper and tempting, but the A1’s auto flow calibration would save us so much pain when printing delicate LW-PLA wing profiles. Not that it matters right now—the debate is basically on pause while we sit around waiting for the wallet to stop reading $0."}, {"post_id": 31818, "ts": "2026-07-20T14:36:57Z", "hours": 0.9003, "text": "Dev Log #9: Hardware selection is officially locked in. After hunting down an absolute steal on an M10 GPS + compass module, settling on the Teensy 4.1, and getting the full FPV gear lined up, the core tech stack for this telemetry build is completely sorted on paper. In reality? I am currently staring at a checkout screen waiting on funding approval like it’s a high-stakes exam result. Wallet’s sitting at a solid zero balance right now……"}, {"post_id": 31265, "ts": "2026-07-19T15:15:05Z", "hours": 0.3669, "text": "Dev Log #8: While waiting for my components to ship, I spent today working out a cleaner way to handle the propulsion physics for horizontal cruise flight. By planning for a variable-pitch mechanism, the flight software can actively feather the unpowered blades to zero degrees so they align perfectly with the oncoming air currents. This cuts out the usual aerodynamic drag penalties completely, letting the platform cruise efficiently on a single motor like a standard plane while keeping the dual setup ready for vertical lift. Now, I’m jumping right back into KiCad to map out the extra control lines on the board!"}, {"post_id": 30540, "ts": "2026-07-18T06:21:25Z", "hours": 1.4672, "text": "Dev Log #7: With the master schematic layout finally taking shape, I took a massive step back to clean up and finalize our official BOM.md list for the GitHub repository. I stripped out all the fluctuating market price rates to keep the sheet clean and added a dedicated procurement summary tracking our immediate core prototyping items (the Pi 5, primary navigation modules, custom PCB fabrication, and the analog FPV kit). Now, we play the ultimate waiting game for procurement clearance before we can actually order the physical hardware components. Since we’re in limbo waiting on the parts, I’m currently working on the custom KiCad board layout design again after taking a much-needed short break lol. Time to shake off the confusion, map out the actual trace routing, and get these dual-row tracks perfect!"}, {"post_id": 30509, "ts": "2026-07-18T04:26:08Z", "hours": 0.5336, "text": "Devlog #6: This is my official first time using KiCad, and honestly, it’s a blast ,yet wildly confusing all at once. The fun part is definitely designing Project Phantom’s brain from scratch, mapping out how the Teensy 4.1 will route high-speed data to the ESP32 and command the long-range nRF24L01+ PA/LNA data link. The confusing part? KiCad’s quirks! Getting hit with random template errors, figuring out shortcuts, and learning how to mirror generic socket headers (Conn_01x24) with the X key just to keep connection points facing outwards has been a massive learning curve. But the parallel dual-row tracks for the Teensy are officially down, and the master schematic layout is finally coming to life!"}, {"post_id": 30038, "ts": "2026-07-17T09:24:33Z", "hours": 0.2836, "text": "Dev Log #5: The Backstory & How We Got HereIf you look at the timer on this project, it says 3 hours. Let’s be real ,I’ve been living and breathing this build way before I started tracking it on Stardance. The hardware sitting on my bench right now represents months of legacy testing, crashed foam, and troubleshooting. We started out testing baseline concepts on an Apprentice S15e trainer and an AtomRC Dolphin frame, proving out basic telemetry strings, tuning stock flight controllers, and making sure our environmental sensor array (BME680 and PMS5003) actually tracked data mid-air. Now, we are completely outgrowing the kit phase. The goal from here on out is 100% engineering sovereignty. We are moving away from pre-bought foam and stock autopilot systems to build a completely custom, scratch-printed LW-PLA airframe with carbon fiber structural spars. On the software side, I’m writing the custom flight firmware from absolute zero and tuning my own PID stabilization loops on a Teensy 4.1. We just finished mapping out the full market-rate upgraded BOM, integrated our flight validation video from LinkedIn into the main README, and locked down the co-processing vision stack specs (Raspberry Pi 5 + depth camera + global shutter industrial camera). The foundation is built. Time to torture myself with a million compiler errors and endless troubleshooting to make this scratch build fly. Let’s get to work."}, {"post_id": 30002, "ts": "2026-07-17T07:25:55Z", "hours": 1.3008, "text": "Just spent the last hour fixing up the docs and locking in the Stardance dashboard. The LinkedIn flight video is finally embedded right in the README so people can see the validation plane actually flying in the air with one click. I also made a clean BOM file from scratch to separate the gear on my bench from the upgrades I need to buy. I did some actual price digging on Alibaba and AliExpress to make the budget realistic, factoring in the true market cost of the Raspberry Pi 5, about 500 AED for the FPV kit, and adding a depth camera plus a global shutter industrial camera for the vision stack. The whole point here is complete engineering sovereignty. People think it is just a pre-bought foam kit, but I am doing it all from absolute zero with custom flight software, my own tuned PID loops, and a 100% scratch-printed LW-PLA airframe. Time to torture myself with a million compiler errors and endless troubleshooting, but honestly it is going to be incredibly fun."}, {"post_id": 29334, "ts": "2026-07-16T06:40:48Z", "hours": 0.5633, "text": "Product Research again…"}, {"post_id": 28124, "ts": "2026-07-14T06:38:37Z", "hours": 0.4333, "text": "Finding out ways to patent the custom aircraft design soo it belong to me lol ntg much"}, {"post_id": 28118, "ts": "2026-07-14T05:55:11Z", "hours": 0.3739, "text": "just mapping out the master BOM and looking up part specs. Sourcing everything for the flight controller stack and the environmental sensors so I know exactly what components I need to order next…..my wallets gone"}]...
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Title: Project Phantom by @Rithish | Stardance
De Title: Project Phantom by @Rithish | Stardance
Devlogs:
just mapping out the master BOM and looking up part specs. Sourcing everything for the flight controller stack and the environmental sensors so I know exactly what components I need to order next…..my wallets gone
Finding out ways to patent the custom aircraft design soo it belong to me lol ntg much
Product Research again…
Just spent the last hour fixing up the docs and locking in the Stardance dashboard. The LinkedIn flight video is finally embedded right in the README so people can see the validation plane actually flying in the air with one click. I also made a clean BOM file from scratch to separate the gear on my bench from the upgrades I need to buy. I did some actual price digging on Alibaba and AliExpress to make the budget realistic, factoring in the true market cost of the Raspberry Pi 5, about 500 AED for the FPV kit, and adding a depth camera plus a global shutter industrial camera for the vision stack. The whole point here is complete engineering sovereignty. People think it is just a pre-bought foam kit, but I am doing it all from absolute zero with custom flight software, my own tuned PID loops, and a 100% scratch-printed LW-PLA airframe. Time to torture myself with a million compiler errors and endless troubleshooting, but honestly it is going to be incredibly fun.
Dev Log #5: The Backstory & How We Got HereIf you look at the timer on this project, it says 3 hours. Let’s be real ,I’ve been living and breathing this build way before I started tracking it on Stardance. The hardware sitting on my bench right now represents months of legacy testing, crashed foam, and troubleshooting. We started out testing baseline concepts on an Apprentice S15e trainer and an AtomRC Dolphin frame, proving out basic telemetry strings, tuning stock flight controllers, and making sure our environmental sensor array (BME680 and PMS5003) actually tracked data mid-air. Now, we are completely outgrowing the kit phase. The goal from here on out is 100% engineering sovereignty. We are moving away from pre-bought foam and stock autopilot systems to build a completely custom, scratch-printed LW-PLA airframe with carbon fiber structural spars. On the software side, I’m writing the custom flight firmware from absolute zero and tuning my own PID stabilization loops on a Teensy 4.1. We just finished mapping out the full market-rate upgraded BOM, integrated our flight validation video from LinkedIn into the main README, and locked down the co-processing vision stack specs (Raspberry Pi 5 + depth camera + global shutter industrial camera). The foundation is built. Time to torture myself with a million compiler errors and endless troubleshooting to make this scratch build fly. Let’s get to work.
Devlog #6: This is my official first time using KiCad, and honestly, it’s a blast ,yet wildly confusing all at once. The fun part is definitely designing Project Phantom’s brain from scratch, mapping out how the Teensy 4.1 will route high-speed data to the ESP32 and command the long-range nRF24L01+ PA/LNA data link. The confusing part? KiCad’s quirks! Getting hit with random template errors, figuring out shortcuts, and learning how to mirror generic socket headers (Conn_01x24) with the X key just to keep connection points facing outwards has been a massive learning curve. But the parallel dual-row tracks for the Teensy are officially down, and the master schematic layout is finally coming to life!
Dev Log #7: With the master schematic layout finally taking shape, I took a massive step back to clean up and finalize our official BOM.md list for the GitHub repository. I stripped out all the fluctuating market price rates to keep the sheet clean and added a dedicated procurement summary tracking our immediate core prototyping items (the Pi 5, primary navigation modules, custom PCB fabrication, and the analog FPV kit). Now, we play the ultimate waiting game for procurement clearance before we can actually order the physical hardware components. Since we’re in limbo waiting on the parts, I’m currently working on the custom KiCad board layout design again after taking a much-needed short break lol. Time to shake off the confusion, map out the actual trace routing, and get these dual-row tracks perfect!
Dev Log #8: While waiting for my components to ship, I spent today working out a cleaner way to handle the propulsion physics for horizontal cruise flight. By planning for a variable-pitch mechanism, the flight software can actively feather the unpowered blades to zero degrees so they align perfectly with the oncoming air currents. This cuts out the usual aerodynamic drag penalties completely, letting the platform cruise efficiently on a single motor like a standard plane while keeping the dual setup ready for vertical lift. Now, I’m jumping right back into KiCad to map out the extra control lines on the board!
Dev Log #9: Hardware selection is officially locked in. After hunting down an absolute steal on an M10 GPS + compass module, settling on the Teensy 4.1, and getting the full FPV gear lined up, the core tech stack for this telemetry build is completely sorted on paper. In reality? I am currently staring at a checkout screen waiting on funding approval like it’s a high-stakes exam result. Wallet’s sitting at a solid zero balance right now……
Dev Log #10: Still caught in the research spiral over whether to snag an Ender 3 V3 or a Bambu Lab A1. The Ender’s cheaper and tempting, but the A1’s auto flow calibration would save us so much pain when printing delicate LW-PLA wing profiles. Not that it matters right now—the debate is basically on pause while we sit around waiting for the wallet to stop reading $0.
Dev Log #11 Digital infrastructure is officially sorted. Secured our X, YouTube, LinkedIn, and GitHub, and got the web landing page completely lined up. On paper, our brand ecosystem is fully live. In reality? Currently staring at a blank feed waiting for the algorithms to pick us up like it’s a high-stakes exam result. Engagement’s sitting at a solid zero…hope for the best
Dev Log #12 Focused on manually mapping out the Teensy 4.1 schematic headers and pinouts in KiCad today. It turned out to be way more time-consuming than expected ,especially sorting out the physical layout versus the pin numbering jumps. I definitely could have just downloaded a pre-made symbol from GitHub or online repositories, but doing it from scratch was worth the hassle to actually get hands-on and learn KiCad properly. Headers are locked in, wrapping up for today!
Dev Log #13 Locked in the full pinout and header architecture for the Teensy 4.1 in KiCad today ,both 24-pin side headers are officially set up and ready to go. Decided against running a separate co-processor setup for now to keep the hardware stack streamlined and fast, letting the Teensy handle the whole flight and telemetry system directly. Shifted straight into the sensor array starting with the MPU6050 IMU. Instead of messing around with raw IC footprint files and internal silicon pins, mapped it cleanly using an 8-pin connector layout with proper I2C and interrupt net labels. Next step: wrapping up the rest of the sensor payload connections!
Dev log #14 Research on BME680 and how it works and also MQ-135. Needed to know the basics before we take a big leap
Dev Log #15 Telemetry board schematic is live. IMU, GNSS, air quality sensors, NRF24, RC receiver, all socketed and labeled. Looks like a proper flight computer on paper. In reality? Currently praying my I2C bus doesn’t explode from address conflicts and that I remembered which pin is 3.3V vs 5V before something starts smoking. Voltage divider for the MQ135 pending because apparently “close enough” isn’t how electronics work. Wiring starts tomorrow… or maybe I just rotate more labels and call it progress.
Dev Log #16 KiCad is absolutely HECTIC bro. Spent the last few hours trying to wire up the ICM-20948 and BME680, net labels everywhere, I2C bus sharing, pull-ups, pull-downs, 3.3V this, 5V that… my brain is fried. I legit got a headache staring at green wires that refuse to connect to pins properly. Learned a ton though net labels and they are my new best friend, G (drag) »> M (move), and I2C is just one wire pretending to be many. Gonna take a break, touch some grass, then I’m locking back in and finishing this schematic. Project Phantom waits for no one… but my sanity does….
Dev Log #17 Just spent hours in KiCad and my schematic looks like a bowl of wire spaghetti. Wires crossing everywhere, labels floating around lost, and I just realized I’ve been drawing physical wires across the whole page when net labels exist. My brain is fried, my eyes hurt, and I’m pretty sure I connected GND to something that definitely isn’t ground. But you know what? I’m not starting over. I’m gonna fix this mess piece by piece……power symbols, clean labels, proper layout. Project Phantom didn’t come this far to quit on some green lines.
Dev Log #18 Circuit schematic is DONE. Well… mostly. After hours of wrestling with KiCad, net labels, wire spaghetti, and questioning my entire existence, I finally have ICM-20948, BME680, SCD40, VL53L0X, NRF24L01, M10-5883, MQ135, PMS5003, R12F receiver, all four servos, UBEC, and the Teensy 4.1 all placed and wired. Is it neat? Meh. Is it functional? Absolutely. The ESC and motor are still missing because honestly I got confused about whether the PWM wire powers the motor or if the battery does or if magic is involved. I’ll figure it out later. For now, Project Phantom’s brain is mapped out and I’m counting this as a win. Could be better, but could also be a lot worse.
Dev Log #19 schematic finally locked and pushed to github. wiring, pinouts, diagram all there. looks like an actual thing now not just spaghetti everywhere. next is the real stuff. gotta code the teensy, build pid loops from scratch, and learn pcb design because breadboards are not it. need to turn this into something i can actually solder and fly. also sent out funding requests. just waiting and hoping something hits so i can stop simulating and actually get this in the air. 14 minutes once before. need way more than that. code next. then cad. then maybe the sky. we ll see.
Dev Log #20 Just light work after doing and completing the schematics I wanted a bit of a break so I went ahead and decided to learn to cad….Did a bit of a search on that and download freecad time to learn that also….yeah, No break
Dev log #21 Got bored and started to overthink and realized I need a face for the project so why no make a website for project phantom and started to work on it for literally 20 mins and boom power cut here 😭👍 will continue as soon as it comes….
Dev log #22 did some changes to the website a lot more to go…will drop the link soon
Dev Log#23: Just adding some animations and rewriting a few stuff so its professional.
Dev Log #24 Added the backed by section and then added the meet the team section just a a quick update
Dev Log #25 fixed a bunch of website bugs today lol, the depth scroll text was showing a black screen bc the section height was wrong, also broke the whole nav animation with a null error, and the logo was way too smol so i made it bigger. small fixes but it looks way more professional now
Dev Log #26 finally got a domainnnnnn lets goooo updating evrything and connected just added tehh assets foldr and filled in the place holders finally got a faceee
Dev log #27 Finally got the official site submitted and verified! Claimed ownership on Search Console and got it officially queued up for Google indexing so our actual platform takes over search results. Also spent way too much time wrestling with the dynamic light/dark mode SVG favicon, the code is all set, but the scaling/viewBox is still slightly bugging out and cutting off the edges 💀but i need rest…..
Dev Log #28: Fixed the cursor styling, cleaned up the image placement, and finally aligned the navigation icon properly…..Officially requested indexing on Google Search Console andddd our site is officially queued up and ready to take over search results. I am finally back!!!!!! one of our upcoming dev log is going to be packed with full of lore and the deep history of this entire project from start to finish. Until then, I’m signing off……just landed after a 5-hour flight and I am hecka tired 😴✌️
Dev log #29 dove back into the hardware side today…..researching Matek flight controllers, fine-tuning the UAV build, and experimenting with Depron wing construction techniques for maximum structural rigidity and low weight ✈️ Decided to postpone the deep history and lore to the one of the upcoming dev log
Dev Log #30 Took some resttt, needed it fr. Real talk tho…. when I first made this Stardance account I was on vacation, like fully hardware-less, so everything you guys have seen so far has just been the soft side, website stuff, socials, online grind. That’s about to flip. I’m finally back and about to start unpacking the actual hardware, the stuff I genuinely missed sooo much 🔧 give it about a week and you’ll start seeing real hardware content again, not just screens and code. Also… picked something up 👀 not saying what yet but it’s my favorite microcontroller, more on that in the next dev log. And once the website’s fully wrapped up, it’s hardware timeee. For real this time. Yippee 🚀✈️
Dev Log #31 soo yeahhh spent a lot of time building the ai part of the websitee and yeah it kept glichting out a ton of times and then it wont deploy, most of the time was spent on trying to deploy the site…i hope it looks cool
Dev log #32 spent 4 hours straight building out the AI side of the site and it was basically just me vs. a wall of bugs , the website kept glitching, logic broke everywhere, and then the deployment refused to cooperate for way too long. but after a lot of console staring and one very questionable fix, projectphantom.space is finally live. go take a look and if anything feels off, drop a suggestion below.
Dev log #33 I promise this will be the final time i will be spending hours on the same website..i added more animations and interactive features added pervious members list and also our first flight vid have a look…until next time byeee
Dev Log #34 Made a applicant form for joining phantom tdyyy and also made a new page for terms hoping to see new members
Dev log #35 not much just editing bugs on the websitee
Dev Log #36 had a extra get in touch button soo fixed it and alsoo a bit of checking on lighthouse if our website is actually good ngll
Dev log #37 more changes to the website…this is getting boring
Dev Log #38 more changes on the website and alsoo made a personal website for me
Dev Log #38 finallyy geting to the hardware partt had a few sensors without pins soo kinda soldered headers on them and also burnt my fingers….(first time lol)
Dev Log #40 hardware testing started today with sensors borrowed from my tutor. soldered header pins on the modules. tested 4 sensors in total and 3 of them worked: scd41 co2, vl53l0x tof, and bme680 all gave clean readings. the icm-20948 imu failed with an i2c begin error, not sure if its an address issue or if i broke it while soldering. calling it for tonight cause its late, will run an i2c scanner tmmm to check if the icm is alive....
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1793217094.8022766
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1793821894.8022766
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40963
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LUX ONE by @sntxxd | Stardance
|
sntxxd
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0
|
33.05
|
0
|
[]
|
[{"post_id": 78678, "ts": "202 [{"post_id": 78678, "ts": "2026-10-11T08:45:41Z", "hours": 4.5597, "text": "WE ARE SHIPPING THE PROJEEECT u can see the video on https://youtu.be/2vSAVvIIykw"}, {"post_id": 62638, "ts": "2026-09-06T03:14:41Z", "hours": 1.4117, "text": "Guuuuysssss, I forgot to film the video, but i finished the code, and the app, I tested it with the battery, and worked, sooo, tomorrow I will install it to the car"}, {"post_id": 52072, "ts": "2026-08-22T04:26:51Z", "hours": 1.2583, "text": "GUUUUYS, today i made the first test app, here i turned on some relays with the app, tomorrow i think i will continue with the code and the app hehe"}, {"post_id": 50730, "ts": "2026-08-20T02:24:24Z", "hours": 3.2594, "text": "So… since I’ve already fixed all the electrical issues in the car, we’re almost ready, I made the second part of the lux one, this one will controll the rear lights of the car, Remember that this is a prototype, that’s why those are still in breadboards"}, {"post_id": 50620, "ts": "2026-08-19T21:02:30Z", "hours": 1.8833, "text": "Today i fixed the lights of the car, it was a disconnection in the light switch, here is a photo where is fixed hehe"}, {"post_id": 49324, "ts": "2026-08-18T02:31:34Z", "hours": 3.0, "text": "Today i tried to organize the cables a little bit, but instead of fixing some things, the low lights stopped working lol, so… Tomorrow i will try to fix it, we’ll soon try the prototype of the lux one :D"}, {"post_id": 45778, "ts": "2026-08-12T14:12:29Z", "hours": 3.05, "text": "Today i connected the mosfets and the first block of relays, i only need to connect the others, and try to get the remaining for today testing in a real car, and connect the ldr sensor"}, {"post_id": 45587, "ts": "2026-08-12T05:30:58Z", "hours": 3.1906, "text": "HIIIIIIII!!!! today i made the first part of the prototype of my project, tomorrow i will finish it, and maybe i will test it on a real car!!"}, {"post_id": 41844, "ts": "2026-08-06T09:45:34Z", "hours": 2.5833, "text": "Since I ran into issues with the laser and the PCBs, I’ll have to continue testing on the breadboard; I am currently working on the code that will run the project."}, {"post_id": 41531, "ts": "2026-08-05T20:01:14Z", "hours": 2.55, "text": "Well, some things don’t always turn out the way you want, though that’s part of the learning process."}, {"post_id": 41259, "ts": "2026-08-05T11:16:16Z", "hours": 3.7161, "text": "Right now im making the PCB to bring this proyect to a real car, instead of using “bare” relays, im gonna use commercial relay modules, the reason is to make this proyect fully repairable and easy to fix"}, {"post_id": 38042, "ts": "2026-07-31T06:56:57Z", "hours": 2.59, "text": "Project Goal The goal of this project is to add new and MODERN features to classic cars. However, we know that for classic car owners, keeping the vehicle as original as possible is essential. That is why this system will be completely plug-and-play, so users won’t have to modify ANYTHING on their car at all, preserving its original essence and integrity."}]...
|
Title: LUX ONE by @sntxxd | Stardance
Devlogs:
Pr Title: LUX ONE by @sntxxd | Stardance
Devlogs:
Project Goal The goal of this project is to add new and MODERN features to classic cars. However, we know that for classic car owners, keeping the vehicle as original as possible is essential. That is why this system will be completely plug-and-play, so users won’t have to modify ANYTHING on their car at all, preserving its original essence and integrity.
Right now im making the PCB to bring this proyect to a real car, instead of using “bare” relays, im gonna use commercial relay modules, the reason is to make this proyect fully repairable and easy to fix
Well, some things don’t always turn out the way you want, though that’s part of the learning process.
Since I ran into issues with the laser and the PCBs, I’ll have to continue testing on the breadboard; I am currently working on the code that will run the project.
HIIIIIIII!!!! today i made the first part of the prototype of my project, tomorrow i will finish it, and maybe i will test it on a real car!!
Today i connected the mosfets and the first block of relays, i only need to connect the others, and try to get the remaining for today testing in a real car, and connect the ldr sensor
Today i tried to organize the cables a little bit, but instead of fixing some things, the low lights stopped working lol, so… Tomorrow i will try to fix it, we’ll soon try the prototype of the lux one :D
Today i fixed the lights of the car, it was a disconnection in the light switch, here is a photo where is fixed hehe
So… since I’ve already fixed all the electrical issues in the car, we’re almost ready, I made the second part of the lux one, this one will controll the rear lights of the car, Remember that this is a prototype, that’s why those are still in breadboards
GUUUUYS, today i made the first test app, here i turned on some relays with the app, tomorrow i think i will continue with the code and the app hehe
Guuuuysssss, I forgot to film the video, but i finished the code, and the app, I tested it with the battery, and worked, sooo, tomorrow I will install it to the car
WE ARE SHIPPING THE PROJEEECT u can see the video on https://youtu.be/2vSAVvIIykw...
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1792785083.8762996
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1793389883.8762996
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9443
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Better Music by @muntean_andrew | Stardance
|
muntean_andrew
|
2
|
33.0
|
323
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T09:14:00Z", "hours": 20.0, "multiplier": 8.54, "payout": 202, "blessing": "neutral", "text": "I built Better Music, a lightweight music player designed for seamless audio playback and intuitive library management. It features an instant search-as-you-type engine, interactive queue management, customizable playlist/album details, detailed listening activity tracking, can read synced/unsynced lyrics tags from the music files and show them like Spotify, a “Permanent Queue” (PQ) feature for when you want listen to a list of particular songs for just that one moment and don’t want to create a whole new playlist for it and you can customize it’s color palette and even the base border radius to your liking in the settings. To bring this to life, I combined the desktop application capabilities of Electron with a robust local relational database powered by SQLite 3, all wrapped in a sleek, responsive frontend built using HTML5, CSS, SCSS and JavaScript. This is just an update and the majority of the time spent on the project was used to make improvements in the backend management of the song objects and to make the UI better reflect and update according to the data in the backend. But also I’ve added lyrics support and if your music files have lyrics tags embedded in them the app will take full advantage of them by enabling you to see each verse when it is singed and also skip to that one part you like the most just by clicking on your favorite line in the track. Testing the app is incredibly simple—there is no need to clone deep source code dependencies or set up a complex development build environment. Where to get it: Head straight over to the Releases section of this repository. How to run it: Download the compiled .zip file for your platform, extract its contents into any folder on your computer, and double-click the main application executable (e.g., Better-Music.exe). Note on Updates: If you are testing store-packaged builds or encountered deployment errors (like MSIX package revision conflicts in the Partner Center), utilizing the raw ZIP release is the fastest, cleanest way to experience the app right now.", "repo": "https://github.com/AliendsOG/Better-Music", "demo": "https://github.com/AliendsOG/Better-Music/releases/tag/better-music"}, {"ship_num": 2, "ts": "2026-06-15T15:17:37Z", "hours": 13.0, "multiplier": 9.67, "payout": 121, "blessing": "neutral", "text": "I built Better Music, a lightweight music player designed for seamless audio playback and intuitive library management. It features an instant search-as-you-type engine, interactive queue management, customizable playlist/album details, detailed listening activity tracking, a “Permanent Queue” (PQ) feature for when you want listen to a list of particular songs for just that one moment and don’t want to create a whole new playlist for it and you can customize it’s color palette to your liking in the settings. To bring this to life, I combined the desktop application capabilities of Electron with a robust local relational database powered by SQLite 3, all wrapped in a sleek, responsive frontend built using HTML5, CSS, SCSS and JavaScript. The challenging part was the steep learning curve as I hadn’t done anything on this scale before. I had to learn to connect the 2 Electron processes together seamlessly. Furthermore I had to dive into the world of databases with SQLite 3, which was uncharted territory for me. I had to use AI to help me learn these things and also to brainstorm ideas about hoe to optimize the app. For instance, when the idea of the search-as-you-type feature came up to me I envisioned a kind of tree structure with letters and that for every song, album, playlist name the app would create the branches in the tree so it would be a very fast and efficient search algorithm, and when I talked to the AI about it I found out that this kind of structure is called a trie. I am really proud that I’ve managed to build a clean, responsive and fast music player that tracks the user’s listening activity and stores it on device. Also it was very exciting when I tested the search feature and it worked perfectly. I’m also proud of the engineering journey itself. I utilized Gemini as an active learning collaborator to help me unpack the architectural patterns of Electron and master data persistence with SQLite 3. Turning that complex technical guidance into a functional, polished desktop product was incredibly rewarding. Testing the app is incredibly simple—there is no need to clone deep source code dependencies or set up a complex development build environment. Where to get it: Head straight over to the Releases section of this repository. How to run it: Download the compiled .zip file for your platform, extract its contents into any folder on your computer, and double-click the main application executable (e.g., Better-Music.exe). Note on Updates: If you are testing store-packaged builds or encountered deployment errors (like MSIX package revision conflicts in the Partner Center), utilizing the raw ZIP release is the fastest, cleanest way to experience the app right now.", "repo": "https://github.com/AliendsOG/Better-Music", "demo": "https://github.com/AliendsOG/Better-Music/releases/tag/better-music"}]...
|
[{"post_id": 74382, "ts": "202 [{"post_id": 74382, "ts": "2026-09-27T09:04:01Z", "hours": 1.0467, "text": "This is the last devlog before shipping the project update. This has been an exciting journey and I am very satisfied with the result! I do wish there would be a bit more time left for the event to continue so I could ship even more things but all good things must come to an end, and this one is a happy ending. I’ve made the necessary last minute touches to make sure that everything works as it should."}, {"post_id": 74114, "ts": "2026-09-26T18:26:03Z", "hours": 1.6697, "text": "Added new ways to customize the player to the user’s liking and fixed that prevented the app from reading the user_version of the database which in return made the app “update” the DB everytime it started."}, {"post_id": 73281, "ts": "2026-09-24T18:58:58Z", "hours": 0.4853, "text": "YEEEEEESS, FINALLLYYYYYY, we have synced lyrics in the app. I know it’s not the most glamorous UI at the moment, but it is still something, and the other music players don’t even do this, like at most they show the lyrics with the timestamps and that’s it, no scaling of the verse, nothing. In future updates certainly I’ll make the UI more polished because it need a lot of it. Still I am happy that I’ve made it this far and after a bit of clean up and maybe some optimizations I’ll ship the project."}, {"post_id": 73261, "ts": "2026-09-24T18:10:26Z", "hours": 1.5067, "text": "I’ve finally found the culprit that prevented me from getting the synced lyrics, now the app can read the synced lyrics from music filed. YEEEEEEE Now the “only” thing is to make the UI for them, which I hope would be easy and fast. 😅"}, {"post_id": 73191, "ts": "2026-09-24T15:40:21Z", "hours": 2.4517, "text": "Trying to add lyrics to the app. But it is a bit of a mess cause in the Samsung Music and Apple Music apps these files contain time stamps for each verse and so I was thinking to read those time stamps and to highlight the verse that is played at that time, but my app doesn’t read those things and I don’t know why. An explanation might be that those apps ping free open source databases of lyrics based on the song details, but I am not really sure."}, {"post_id": 69252, "ts": "2026-09-16T17:55:55Z", "hours": 4.7486, "text": "Another day, another restructuring I guess. 😅 I’ve decided to give each album an id instead of relying on it’s name as the identifier as I did previously. Also I’ve changed the Play function to work with song ids and album ids instead of names. This is because if the name of the song or the album had any of these 2 characters: ’ or “ it would mess up with the HTML structure and the song would not play if the user clicked on it. Not gonna lie, I think that my code now is a little spaghetti and for sure someone with more experience and knowledge on how to structure a music player would have done a much better job than me at this, but still. The main caveat that I think could appear in the future is that the Play function can’t take numbered ids for playlists and I have to rely in the playlist’s name because the function would have no way to distinguish between them at the moment and I don’t want to make another spaghetti to fix this. 😅 In other news, I have successfully changed the backend to update the DB version for the user of the older version of the app and to add the new “lyrics” column and also the app can read the embedded lyrics from the music files. Now the “only” thing remaining is to add the lyrics to the UI and to parse the strings and make the verses synchronize with the song and this feature would be fully implemented."}, {"post_id": 57422, "ts": "2026-08-29T15:54:13Z", "hours": 2.9864, "text": "After successfully changing the song objects management under the hood from the previous devlog I now added an indicator for which song is currently playing. For now I’ve just set the background of the song to be the primary color selected by the user. Also I’ve changed the border radius for everything to be based on one variable so that the user could change it in the settings (but didn’t yet implement the UI for that) cause everyone has their own preference for these things. The first screenshot is with the border radius set a bit higher (30px) than my default one (23px), and the second one is with the border radius set to 0. Additionally I am changing the SQLite db in the backend to support lyrics because I want to add them to the app."}, {"post_id": 56489, "ts": "2026-08-28T08:43:54Z", "hours": 4.7514, "text": "I am currently working on optimizing the code so that changes like adding songs to a playlist or liking a song update instantly across all pages because this was a flaw of my old architecture of the app cause I didn’t just have 1 list of song objects that every album and artist referenced to but instead every album and artist had their own song objects and the list of favorite songs was also composed of song object. So it was a mess of duplicate song objects. Now I am changing things so that there is only one list of song object and albums have just a list of song ids in them so they reference the song object list, this way each change is global. This would hopefully fix the current synchronization issues that sometimes occur in the current version. This change would also allow me to add an indicator that a song is playing when the user looks at an album from which a song plays currently. Additionally I want to add a listening history page where the user can see their listening activity on the app and also maybe add some rewards depending on how much time they spent listening to an artist or album to gamify the experience a little."}, {"post_id": 8658, "ts": "2026-06-14T11:47:22Z", "hours": 0.4289, "text": "Solving some App Manifest problems"}, {"post_id": 8040, "ts": "2026-06-13T12:20:46Z", "hours": 1.7347, "text": "Updating the package on the Microsoft Store"}, {"post_id": 7956, "ts": "2026-06-13T08:50:15Z", "hours": 1.2564, "text": "Added some customization options and a settings menu"}, {"post_id": 7328, "ts": "2026-06-12T06:33:15Z", "hours": 1.7297, "text": "Updating the interface a little"}, {"post_id": 4874, "ts": "2026-06-08T13:08:06Z", "hours": 3.1572, "text": "Implemented search functionality"}, {"post_id": 3541, "ts": "2026-06-06T15:01:03Z", "hours": 2.7919, "text": "Adding clear queue button and a Permanent Queue or Temporary Playlist feature that saves the songs that you add to the queue even after you listen to them so you can set it to repeat all and still have the songs that you wanted"}, {"post_id": 3394, "ts": "2026-06-06T09:28:56Z", "hours": 1.4672, "text": "I implemented the function of changing the name and cover of a playlist"}]...
|
Title: Better Music by @muntean_andrew | Stardance Title: Better Music by @muntean_andrew | Stardance
Devlogs:
I implemented the function of changing the name and cover of a playlist
Adding clear queue button and a Permanent Queue or Temporary Playlist feature that saves the songs that you add to the queue even after you listen to them so you can set it to repeat all and still have the songs that you wanted
Implemented search functionality
Updating the interface a little
Added some customization options and a settings menu
Updating the package on the Microsoft Store
Solving some App Manifest problems
I am currently working on optimizing the code so that changes like adding songs to a playlist or liking a song update instantly across all pages because this was a flaw of my old architecture of the app cause I didn’t just have 1 list of song objects that every album and artist referenced to but instead every album and artist had their own song objects and the list of favorite songs was also composed of song object. So it was a mess of duplicate song objects. Now I am changing things so that there is only one list of song object and albums have just a list of song ids in them so they reference the song object list, this way each change is global. This would hopefully fix the current synchronization issues that sometimes occur in the current version. This change would also allow me to add an indicator that a song is playing when the user looks at an album from which a song plays currently. Additionally I want to add a listening history page where the user can see their listening activity on the app and also maybe add some rewards depending on how much time they spent listening to an artist or album to gamify the experience a little.
After successfully changing the song objects management under the hood from the previous devlog I now added an indicator for which song is currently playing. For now I’ve just set the background of the song to be the primary color selected by the user. Also I’ve changed the border radius for everything to be based on one variable so that the user could change it in the settings (but didn’t yet implement the UI for that) cause everyone has their own preference for these things. The first screenshot is with the border radius set a bit higher (30px) than my default one (23px), and the second one is with the border radius set to 0. Additionally I am changing the SQLite db in the backend to support lyrics because I want to add them to the app.
Another day, another restructuring I guess. 😅 I’ve decided to give each album an id instead of relying on it’s name as the identifier as I did previously. Also I’ve changed the Play function to work with song ids and album ids instead of names. This is because if the name of the song or the album had any of these 2 characters: ’ or “ it would mess up with the HTML structure and the song would not play if the user clicked on it. Not gonna lie, I think that my code now is a little spaghetti and for sure someone with more experience and knowledge on how to structure a music player would have done a much better job than me at this, but still. The main caveat that I think could appear in the future is that the Play function can’t take numbered ids for playlists and I have to rely in the playlist’s name because the function would have no way to distinguish between them at the moment and I don’t want to make another spaghetti to fix this. 😅 In other news, I have successfully changed the backend to update the DB version for the user of the older version of the app and to add the new “lyrics” column and also the app can read the embedded lyrics from the music files. Now the “only” thing remaining is to add the lyrics to the UI and to parse the strings and make the verses synchronize with the song and this feature would be fully implemented.
Trying to add lyrics to the app. But it is a bit of a mess cause in the Samsung Music and Apple Music apps these files contain time stamps for each verse and so I was thinking to read those time stamps and to highlight the verse that is played at that time, but my app doesn’t read those things and I don’t know why. An explanation might be that those apps ping free open source databases of lyrics based on the song details, but I am not really sure.
I’ve finally found the culprit that prevented me from getting the synced lyrics, now the app can read the synced lyrics from music filed. YEEEEEEE Now the “only” thing is to make the UI for them, which I hope would be easy and fast. 😅
YEEEEEESS, FINALLLYYYYYY, we have synced lyrics in the app. I know it’s not the most glamorous UI at the moment, but it is still something, and the other music players don’t even do this, like at most they show the lyrics with the timestamps and that’s it, no scaling of the verse, nothing. In future updates certainly I’ll make the UI more polished because it need a lot of it. Still I am happy that I’ve made it this far and after a bit of clean up and maybe some optimizations I’ll ship the project.
Added new ways to customize the player to the user’s liking and fixed that prevented the app from reading the user_version of the database which in return made the app “update” the DB everytime it started.
This is the last devlog before shipping the project update. This has been an exciting journey and I am very satisfied with the result! I do wish there would be a bit more time left for the event to continue so I could ship even more things but all good things must come to an end, and this one is a happy ending. I’ve made the necessary last minute touches to make sure that everything works as it should.
Ships:
I built Better Music, a lightweight music player designed for seamless audio playback and intuitive library management. It features an instant search-as-you-type engine, interactive queue management, customizable playlist/album details, detailed listening activity tracking, a “Permanent Queue” (PQ) feature for when you want listen to a list of particular songs for just that one moment and don’t want to create a whole new playlist for it and you can customize it’s color palette to your liking in the settings. To bring this to life, I combined the desktop application capabilities of Electron with a robust local relational database powered by SQLite 3, all wrapped in a sleek, responsive frontend built using HTML5, CSS, SCSS and JavaScript. The challenging part was the steep learning curve as I hadn’t done anything on this scale before. I had to learn to connect the 2 Electron processes together seamlessly. Furthermore I had to dive into the world of databases with SQLite 3, which was uncharted territory for me. I had to use AI to help me learn these things and also to brainstorm ideas about hoe to optimize the app. For instance, when the idea of the search-as-you-type feature came up to me I envisioned a kind of tree structure with letters and that for every song, album, playlist name the app would create the branches in the tree so it would be a very fast and efficient search algorithm, and when I talked to the AI about it I found out that this kind of structure is called a trie. I am really proud that I’ve managed to build a clean, responsive and fast music player that tracks the user’s listening activity and stores it on device. Also it was very exciting when I tested the search feature and it worked perfectly. I’m also proud of the engineering journey itself. I utilized Gemini as an active learning collaborator to help me unpack the architectural patterns of Electron and master data persistence with SQLite 3. Turning that complex technical guidance into a functional, polished desktop product was incredibly rewarding. Testing the app is incredibly simple—there is no need to clone deep source code dependencies or set up a complex development build environment. Where to get it: Head straight over to the Releases section of this repository. How to run it: Download the compiled .zip file for your platform, extract its contents into any folder on your computer, and double-click the main application executable (e.g., Better-Music.exe). Note on Updates: If you are testing store-packaged builds or encountered deployment errors (like MSIX package revision conflicts in the Partner Center), utilizing the raw ZIP release is the fastest, cleanest way to experience the app right now.
I built Better Music, a lightweight music player designed for seamless audio playback and intuitive library management. It features an instant search-as-you-type engine, interactive queue management, customizable playlist/album details, detailed listening activity tracking, can read synced/unsynced lyrics tags from the music files and show them like Spotify, a “Permanent Queue” (PQ) feature for when you want listen to a list of particular songs for just that one moment and don’t want to create a whole new playlist for it and you can customize it’s color palette and even the base border radius to your liking in the settings. To bring this to life, I combined the desktop application capabilities of Electron with a robust local relational database powered by SQLite 3, all wrapped in a sleek, responsive frontend built using HTML5, CSS, SCSS and JavaScript. This is just an update and the majority of the time spent on the project was used to make improvements in the backend management of the song objects and to make the UI better reflect and update according to the data in the backend. But also I’ve added lyrics support and if your music files have lyrics tags embedded in them the app will take full advantage of them by enabling you to see each verse when it is singed and also skip to that one part you like the most just by clicking on your favorite line in the track. Testing the app is incredibly simple—there is no need to clone deep source code dependencies or set up a complex development build environment. Where to get it: Head straight over to the Releases section of this repository. How to run it: Download the compiled .zip file for your platform, extract its contents into any folder on your computer, and double-click the main application executable (e.g., Better-Music.exe). Note on Updates: If you are testing store-packaged builds or encountered deployment errors (like MSIX package revision conflicts in the Partner Center), utilizing the raw ZIP release is the fastest, cleanest way to experience the app right now....
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1793220754.6954992
|
1793307154.6954992
|
|
15301
|
AuriaOS by @AidenHammy | Stardance
|
AidenHammy
|
3
|
33.0
|
123
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T09:26:41Z", "hours": 8.0, "multiplier": 12.28, "payout": 94, "blessing": "neutral", "text": "This ship finishes off every placeholder app and adds two real interface upgrades. Calculator does immediate-execution arithmetic with full keyboard support. Mood Lamp applies a real ambient color wash across the whole desktop and not just its own window (fortunately). Fortune Cookie cracks open into an actual paper slip with a fortune and six lucky numbers. The Browser now has a working address bar with back/forward/reload and typed URLs load inline. Searches open in a new tab since search engines block being framed no matter what you do. Right-click also does something everywhere now including titlebars, taskbar and desktop and also including a new “Always on Top” pin. And the taskbar clock isn’t static anymore! Click it for a small calendar with today marked and leap years are handled correctly without any special-case code. Current apps → Fully functional: Settings, Notepad, Terminal, Calculator, Mood Lamp, Browser, Fortune Cookie Placeholder apps → None remaining!", "repo": "https://github.com/AidenHammy/auria-os", "demo": "https://aidenhammy.github.io/auria-os/"}, {"ship_num": 2, "ts": "2026-07-04T04:21:36Z", "hours": 3.0, "multiplier": 9.22, "payout": 29, "blessing": "neutral", "text": "AuriaOS is a browser-based desktop environment built entirely with vanilla HTML, CSS and JavaScript. It features a complete window manager with dragging, resizing, edge snapping, maximizing and minimizing alongside a Start Menu with live search, pinning, recent apps and full keyboard navigation. It also includes a functional Terminal where commands like theme, pin, darkmode and shutdown interact with the operating system itself. Settings, notes, pinned apps and recent activity are all persisted using localStorage. The biggest challenge wasn’t adding features. It was making them work together reliably. I spent a lot of time debugging Javascript, tracing unexpected behaviour and reworking functions until interactions felt consistent across the entire desktop. I also kept the scope manageable by building the OS incrementally. I treated each subsystem as its own milestone instead of trying to create everything at once. One of the parts I’m happiest with is that AuriaOS behaves like a single, connected system rather than a collection of isolated apps. The Start Menu, Settings and Terminal all share the same state so changes made in one place are reflected everywhere else. The terminal is fully functional too! It isn’t just a visual prop. Current apps -> Fully functional (Mentioned below) Window Manager, Start Menu, Settings, Notepad, Terminal Placeholder apps Browser, Calculator, Mood Lamp, Fortune Cookie", "repo": "https://github.com/AidenHammy/auria-os", "demo": "https://aidenhammy.github.io/auria-os/"}, {"ship_num": 3, "ts": "2026-06-28T18:44:15Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "AuriaOS is a browser-based web OS built entirely with vanilla HTML, CSS and JavaScript. It includes a full window manager (drag, resize, edge snapping, maximize), a Start Menu with live search, pinning, recent apps and keyboard navigation, plus a Terminal where commands like theme, pin, darkmode and shutdown actually control the OS. Settings, notes, pinned apps and recent activity all persist through localStorage. The hardest part wasn’t writing new features. It was debugging them. The JavaScript logic itself was just as challenging. I spent a lot of time debugging, reworking functions and figuring out why seemingly correct code behaved unexpectedly. I got stuck plenty of times but I decided to stick with it until everything finally clicked. Keeping the project’s scope under control was another challenge so I broke large features into smaller phases instead of trying to build an entire desktop at once. I’m proud that AuriaOS feels like one coherent system instead of separate features glued together. The Start Menu, Settings and Terminal all share the same underlying state so changing something in one place updates the rest of the desktop automatically. I’m also proud that the Terminal is genuinely functional rather than decorative. The window manager, Start Menu, Settings, Notepad and Terminal are fully functional. Browser, Calculator, Mood Lamp and Fortune Cookie are still placeholder apps. Things worth trying: Drag a window to a screen edge to snap it Open the Start Menu and use “/” to search or navigate entirely with the keyboard Right-click an app to pin or unpin it Open Terminal and run help then try pin calculator or theme #4ecdc4 Refresh the page to verify that settings, notes and pinned apps persist", "repo": "https://github.com/AidenHammy/auria-os", "demo": "https://aidenhammy.github.io/auria-os/"}]...
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[{"post_id": 76071, "ts": "202 [{"post_id": 76071, "ts": "2026-10-02T07:43:42Z", "hours": 1.5942, "text": "Devlog: building the browser interface Every other app in AuriaOS gave me something real and had bugs that behaved normally. The browser gave me two completely different problems, each one hiding behind the last. Problem one: search engines don’t want to be embedded With the real browser wired up, the address bar, back/forward/reload/home and an actual iframe, it looked done. Typing a URL worked but typing a search term did not. Every search just sat there, blank. I got to know why that was very soon from the console: textFraming 'https://html.duckduckgo.com/' violates the following ContentSecurity Policy directive: \"frame-ancestors 'self'\". The request hasbeen blocked. DuckDuckGo sends a header that basically says “don’t let anyone put me inside another page” but that’s not just a DuckDuckGo thing though, it’s standard for basically every search engine because a framed search results page is a classic clickjacking setup. No amount of JavaScript on my end changes an HTTP header the other server is sending. Well, this can’t be considered a bug, it was like a wall and every search engine has the same one. So the fix wasn’t really a fix, it was about rethinking the whole situation. I had to stop trying to show search results inside the embedded view and just open them in a real new tab instead where framing rules don’t apply. Direct URLs still load inside the app like before since plenty of ordinary sites don’t block framing, it’s the search engines specifically. Problem two: it worked but it didn’t feel like it worked Search now actually functioned since New tab pops open with real results every time. And the very next thing I thought of was “it acts like a separate window opener instead of being part of the browser app” and it was a fair thought. What I really wanted was to show search results inside the iframe which loops straight back to problem one. I didn’t have much choice. I pushed back on that hard. Everything else in AuriaOS does what it claims to do. The terminal runs real commands, the calculator does real math and I didn’t want the browser to be the one app quietly faking it. But I eventually decided to keep the new tab. Added a small toast inside the browser window itself. “Opened search in a new tab” that fades in for about two seconds and back out. Doesn’t change where the search happens it just closes the feedback gap. Something visibly happens inside the app the moment you hit Go instead of the window just sitting there while a tab opens somewhere else on screen"}, {"post_id": 69933, "ts": "2026-09-18T02:56:22Z", "hours": 3.8267, "text": "Devlog: Right-clicks, calendars and… a fortune cookie?! Fresh update to AuriaOS. Two new interface features, one new app and a bug that crashed the entire desktop before it got fixed. Right-clicking finally does something! Before this, right-clicking almost anything in AuriaOS just opened the browser’s own menu (“Reload / Inspect”) which ruined the illusion of a real little operating system. Now right-clicking gives you a proper menu where it should: A window’s title bar -> Minimize, Maximize/Restore, Always on Top, Close An app in the taskbar -> Restore/Minimize, Close Empty taskbar space -> Show Desktop, Close All Windows, Settings Empty desktop space -> Personalize, Open a Terminal, Refresh A desktop icon -> Open The genuinely new trick is “Always on Top”. Pin a window and it stays above every other window, no matter what else you click instead of getting buried like normal windows. The clock finally does something! The taskbar clock used to just show the time. Now you can click it and get a small calendar for the current month just like on a real computer. The calendar handles the fiddly stuff automatically. It knows how many days are in each month, accounts for February 29 in leap years and always lines up with Sunday as the start of the week. The faded days at the beginning and end fill out the grid so it doesn’t have awkward gaps. And if you leave the calendar open when midnight hits, it updates itself and moves the highlight to the new day without needing to be closed and reopened. Actually building the Fortune Cookie App It’s basically what it sounds like. A fortune cookie that you click to crack open. It shrinks and fades as if it’s actually being cracked,then a little paper slip slides into view with a fortune and six “lucky numbers” underneath just like a real fortune cookie. The bug that broke everything This was the messy part. It wasn’t really one bug but two bugs back to back both caused by the same basic mistake. Bug one: the crash. To make the calendar auto-update, the clock code runs every second and checks whether the calendar popup is open. The problem was an ordering mistake. That check ran before the calendar popup had actually been set up. Because the error happened near the top of the file, everything after it never got initialized including the taskbar and Start Menu click handlers. From the outside, the whole desktop looked dead. Frozen clock, dead Start Menu and an unresponsive taskbar. Bug two: After fixing the crash, the calendar still wouldn’t open. Turns out I’d written all the code for the popup but forgotten to actually add the popup to the page. Most of the code quietly ignored the missing element but one part wasn’t so forgiving and could throw an error on every click anywhere in the app. Adding the missing element fixed it and I added safety checks around similar code so missing elements can’t cause the same mess again"}, {"post_id": 64213, "ts": "2026-09-08T13:28:36Z", "hours": 2.2125, "text": "Devlog: giving AuriaOS two real apps (and finding out neither of them worked) Calculator and Mood Lamp had been placeholders since day one. A folder icon and a div that said “🧮 Calculator app” and nothing else. A window opened, technically. Nothing else did. For the second submission I finally built them for real. Building them Calculator got a real display and button grid, doing immediate-execution math on purpose: 6 + 3 × 2 = gives 18 not 12 because that’s how an actual physical calculator behaves and a proper order-of-operations parser felt like solving a problem nobody asked for. Divide by zero gives Error like it should. Keyboard input works too but only while the calculator window is actually focused so it can’t hijack typing elsewhere. Mood Lamp got more ambition! Instead of a “click a button, see a color” toy, it’s a global ambient tint over the whole desktop not just its own window. Four presets pulled from the existing accent palette, plus a real color picker and intensity slider for anyone who wants to go off-menu. Wrote the CSS, wrote the JS, wired both in, called it done. It was not done. The buttons that did nothing. Time for the First bug! Mood Lamp’s buttons didn’t work. No errors, no visual change, just silence..which is a specific kind of bug since broken JS usually throws. Silence like that means the code never actually ran. That’s exactly what happened. wireCalculator() and wireMoodLamp() were both fully written and correct and never called from anywhere. openWindow() still had the old dispatch list from before either app existed so every button in both apps existed in the DOM with zero listeners attached. Not a typo, just two lines I never wrote. The command that lied about itself From the previous reviews, I got to know that typing lightmode on in the terminal printed darkmode turned on . The Dark Mode → Light Mode rename happened everywhere except one spot. The shared toggleBooleanSetting() helper used the internal state key (darkmode, which still has to exist since the actual effect is a literal CSS invert) for the confirmation message too. I split those apart so the message reflects what you actually typed not the plumbing underneath it. The mood lamp that had no mood Once the wiring was fixed, buttons visibly responded but the desktop itself looked exactly the same. Sampling the actual rendered pixel before/after at max intensity confirmed it. The shift was small enough to round to nothing. The overlay used mix-blend-mode: soft-light which was picked for subtlety. Except soft-light scales toward zero as the base color approaches black and AuriaOS’s desktop is about as close to black as a color gets (almost). The mode I chose for subtlety was almost mathematically guaranteed to do nothing on this exact theme. I switched it to screen, which always adds light regardless of how dark the base is. Same 30% intensity setting, suddenly an actual visible wash instead of a rounding error. The actual lesson? None of these three were exotic bugs. A missing function call, a copy mismatch, a blend mode never checked against the theme it’d run on. All three shipped unnoticed because each one failed quietly instead of throwing. Worth remembering “it’s not doing anything” isn’t a shrug, it’s a symptom!"}, {"post_id": 21937, "ts": "2026-07-04T04:10:49Z", "hours": 3.1672, "text": "Devlog: Reworking AuriaOS’s Visual Identity I thought AuriaOS was ready to ship. The window manager was working, apps launched, windows could be dragged, resized, minimized and restored. And the logic was solid. Then the project got flagged as AI-generated, well I wouldn’t say AI-generated but maybe traits similar to that of one. It wasn’t because of the code but because of the UI. Looking back, I understood why. The dark navy background, teal accents, frosted glass, soft glows and identical rounded corners looked a lot like the visual style that’s become common in AI-generated interface concepts. Those chosen elements together, they unintentionally resembled that aesthetic. So I decided to redesign the visual system without touching the underlying functionality! Redesigning the UI The HTML and Javascript mostly stayed the same but most of the CSS was reworked. Replaced the glassy navy and teal theme with a warmer ink and brass palette Split the single border radius into multiple sizes so controls, windows and tiles each have their own geometry Removed glow-heavy styling in favor of flat panels, subtle borders and offset shadows Simplified typography by using JetBrains Mono for the interface with Fraunces reserved for the Start menu greeting Replaced decorative gradients with a subtle SVG grain texture Added small details like a window seal, custom text selection and distinct hover treatments across different UI regions Swapped macOS-style traffic-light controls for simpler outlined window buttons My goal was simple, it wasn’t to make the UI less polished, it was to give it a clearer identity. Bugs I Found Along the Way Rewriting and going through every CSS rule also uncovered a few real bugs Broken resize handles Some resize handle selectors accidentally used descendant selectors instead of grouped selectors so several resize directions silently stopped working Invisible desktop Adding overflow: hidden exposed another issue: #desktop never had an explicit height. Because every child was absolutely positioned, the container collapsed to zero height and clipped everything inside it. Restoring width: 100% and height: 100% fixed it immediately A backwards theme toggle The old “Dark Mode” toggle now made the already-dark interface lighter so i renamed the user-facing option to Light Mode while keeping the internal setting unchanged Looking Back Getting the project flagged was frustrating but it pushed me to reconsider the design instead of just accepting my first version. The redesign gave AuriaOS a stronger visual identity and the careful review of the stylesheet ended up revealing several bugs that had gone unnoticed during the rewrite. In the end, the project became better both visually and technically"}, {"post_id": 17634, "ts": "2026-06-28T14:49:11Z", "hours": 2.1547, "text": "Devlog 5 Picked up right where Devlog 4 left off. It was finally time to touch something nobody had looked at since day one, the Terminal. Before any of that though, I had a genuinely interesting detour into why I can’t just load real websites in an iframe . It turns out most sites send headers specifically designed to stop other pages from embedding them. That’s also the real secret behind those slick “browser inside a browser” demos we sometimes see online. They’re either fully staged or quietly running an actual browser on a server somewhere and just streaming a picture of it back to you, good to know. Also good to know I’m not building a server anytime soon. Future Aiden can deal with that one… if he ever does. The Terminal ended up being the most satisfying thing I’ve built so far. Real command parsing, arrow keys cycling through history and commands that genuinely do things instead of just printing text back at you. The command pin calculator actually pins an app. theme #ff6b6b actually repaints the whole OS live. It’s one of those features that finally makes the desktop feel interactive rather than just clickable And then, almost immediately, the most expected yet unexpected bug. I’d spent all that time getting the commands working, the history system behaving and everything feeling right.. only to forget the single line that actually connects the Terminal to its window when it opens. Fully built but completely silent because of one missing function call I closed it out by fixing a bug that’s been sitting in plain sight since the very first day of this project. Maximizing a window always left a thin strip of empty space hovering just above the taskbar because the math was quietly subtracting the taskbar’s height twice instead of once Hopefully my last devlog before shipping… ..for now sigh…"}, {"post_id": 17074, "ts": "2026-06-27T18:37:22Z", "hours": 8.1842, "text": "Devlog 4 - The Start Menu Ate My Week I js wanted to give the start menu some real attention instead of leaving it as a sad little list forever. I did NOT expect that to become the biggest sprint of the whole project but here we are… Built a proper pin/unpin system. My first version was a bit problematic so I sat with it for a while then rebuilt it the right way with an actual right-click context menu and everything. It felt genuinely satisfying once it finally clicked. Then I somehow convinced myself to add six more features to give the start menu a new life: greeting header, search bar, pinned grid, recent activity, system widgets and a whole user profile footer. Small moments of panic…? Definitely.. then I broke it into phases so I didn’t drown trying to build an entire desktop in one sitting. What nobody tells you about “just redesign the start menu” is how many times you’ll open the same file and stare at the same fifteen lines wondering why they look right and behave wrong. Trial and error ate most of my time which is fair enough. I also gave every icon its own little color badge, wired up a real “/” keyboard shortcut to match the hint I’d put in the search bar then made the whole thing Tab-and-Enter navigable since none of it was there before. Every “small fix” somehow turned into reopening three different files and rechecking things I was already convinced were correct which… more often than not, they weren’t. But that part actually felt rewarding. Little by little, the menu finally started feeling alive. And then, the bugs… I found out my own Start button was secretly broken, well… not heartbroken like me, at least. Clicking it did nothing at all because an old line of code was quietly fighting a newer one inside the same click handler. THAT took way TOO long to spot. The sneakiest ones weren’t even logic bugs.. a single missing dash in a CSS variable. A class name one word off from the real HTML. Completely invisible unless you go hunting line by line, just quietly doing nothing the whole time. The JavaScript is by far the most nerve-wracking, head-splitting experience ever. Absolute horror. I don’t wanna touch that file ever again. My eyes are bloodshot. The amount of time I spent just staring at the code, hunting down errors one by one is honestly concerning.. The menu actually works now, start to finish. Search, pinning, keyboard navigation and all. It cost way more blood than a start menu has any right to. Genuinely proud of this one precisely because of how much it fought back. Terminal’s turn next. And it should be VERY afraid. Note: Snuck localStorage into the project too! Turns out users generally prefer their settings, notes and pinned apps to exist for longer than five seconds. Weird bunch."}, {"post_id": 14623, "ts": "2026-06-23T20:05:40Z", "hours": 2.3447, "text": "Devlog 3 - Window Manager Upgrade Came back to the window manager because it was bugging me. Windows could be dragged anywhere including straight off the edge of the screen with no way to get them back short of refreshing. No resizing at all. No snapping. All the stuff that makes an OS feel like an OS instead of a box you can shove around. So this was the sprint where I tried to fix that and it took way longer than I thought, mostly because of bugs I caused myself. First up was resize handles, eight invisible strips around each window’s edges and corners so you can grab any side and resize from there. First try did nothing. Not an error, just nothing. Turned out my windows have overflow: hidden for the rounded corners and I’d put the handles slightly outside the window’s box so the browser was just clipping them out of existence along with their mouse events. Moved them inside the edge instead and they worked. Then, while retyping some of it by hand, I wrote .querySelectorAll(\".resize-handle\".forEach(...)) instead of .querySelectorAll(\".resize-handle\").forEach(...) . One parenthesis in the wrong spot and I was calling .forEach on a plain string instead of on the actual list of elements. Broke resizing AND window-opening at the same time since the error happened before the window even got added to the page. Bounds clamping was a smaller fix but it’s the one I’m most relieved about. Windows can hang halfway off an edge now but they physically can’t disappear off-screen anymore, there’s always a grabbable strip of titlebar left no matter how far you drag. And then snapping, the one I was most excited for. Drag a window to the left or right edge and a ghost preview shows up where it’ll land, let go and it snaps into half the screen. Drag to the top and it maximizes. I almost skipped the detail where dragging a snapped window away from the edge pops it back to its old size first instead of just dragging the half-screen shape around looking weird but glad I didn’t, that’s the part that actually sells it. Then dragging itself went completely haywire right after snapping started working, windows flying way faster than my mouse was moving, snapping in the wrong spots, clamping not holding. Assumed snapping broke it. It hadn’t. Found a line where I was adding the drag delta twice, once to calculate the clamped position and then again by accident when actually setting it. Double-clicking a titlebar now maximizes/restores too, it felt wrong not having that once snapping existed. Window manager finally feels solid instead of held together with tape. Small wins matter! even the ones that take an embarrassingly long time to find."}, {"post_id": 13865, "ts": "2026-06-22T18:39:18Z", "hours": 3.0808, "text": "Devlog 2 — Things Finally Started Moving Picked this back up today and this was basically the point where I started adding JavaScript and making things actually work. Up until now everything was just static UI. At first, I was building app content directly inside JavaScript strings… which worked but got messy really fast. The big breakthrough was moving all of that into proper HTML <template> tags instead. Sounds small but it made the code way easier to manage. Don’t have to squint at quotation marks trying to understand layout and styles. Got the window manager fully working! open, close, minimize, maximize, drag around. Each window now gets a taskbar button that reflects its state. Clicking a minimized window restores it, clicking an active one minimizes it. The Start menu can launch apps now and desktop icons work too. You can double-click an icon to open an app which is a small thing but makes it feel a lot more real. Also wired up the Settings panel. Toggles switch between ON/OFF, accent colors update the theme live and dark mode works (kind of a hack using CSS filters but it works). The Apps folder opens in its own window and can launch other apps from inside it. It’s all small features but they’re finally connected. Spent way too long debugging why desktop icons weren’t responding. Turned out to be a typo in a template ID (“windows-template” vs “window-template”) combined with the script running before the DOM loaded. Very classic… huh? Wrapped everything in DOMContentLoaded and double-checked all IDs after that. Most of the apps (Browser, Terminal, Calculator, Mood Lamp, Fortune Cookie) are still just placeholders with static content. But the system around them feels solid now. Next step is making at least one of them actually do something interesting.. probably either a fake-command Terminal or a Mood Lamp with real color interaction. Also: the Start button didn’t even have an icon before. Just an empty button sitting there. Fixed that. Small wins matter!"}, {"post_id": 12694, "ts": "2026-06-20T18:48:08Z", "hours": 5.7383, "text": "Devlog 1 — Starting Somewhere Started working on AuriaOS today. Honestly, it’s pretty rough right now. I didn’t really try to build anything complex yet. Mostly just figuring out how to structure everything. Got a basic desktop layout in place with some icons (browser, terminal, notes, etc.), a taskbar and a start menu. None of it actually does much yet. Spent a lot more time than expected just on CSS. Things like spacing, colors, trying to make it not look completely off. I set up a dark theme with variables so I don’t have to keep rewriting stuff later, which feels like it’ll help. Also added a window template system so I can reuse it when I actually start making apps. Right now it’s just sitting there but I think it’ll make things easier later. There’s a settings page UI and an apps folder too but they’re basically just placeholders. Buttons don’t really do anything yet. Overall, it doesn’t look like much for a full day but I guess this is just the setup phase. Still trying to understand how everything should fit together."}]...
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Title: AuriaOS by @AidenHammy | Stardance
Devlogs Title: AuriaOS by @AidenHammy | Stardance
Devlogs:
Devlog 1 — Starting Somewhere Started working on AuriaOS today. Honestly, it’s pretty rough right now. I didn’t really try to build anything complex yet. Mostly just figuring out how to structure everything. Got a basic desktop layout in place with some icons (browser, terminal, notes, etc.), a taskbar and a start menu. None of it actually does much yet. Spent a lot more time than expected just on CSS. Things like spacing, colors, trying to make it not look completely off. I set up a dark theme with variables so I don’t have to keep rewriting stuff later, which feels like it’ll help. Also added a window template system so I can reuse it when I actually start making apps. Right now it’s just sitting there but I think it’ll make things easier later. There’s a settings page UI and an apps folder too but they’re basically just placeholders. Buttons don’t really do anything yet. Overall, it doesn’t look like much for a full day but I guess this is just the setup phase. Still trying to understand how everything should fit together.
Devlog 2 — Things Finally Started Moving Picked this back up today and this was basically the point where I started adding JavaScript and making things actually work. Up until now everything was just static UI. At first, I was building app content directly inside JavaScript strings… which worked but got messy really fast. The big breakthrough was moving all of that into proper HTML <template> tags instead. Sounds small but it made the code way easier to manage. Don’t have to squint at quotation marks trying to understand layout and styles. Got the window manager fully working! open, close, minimize, maximize, drag around. Each window now gets a taskbar button that reflects its state. Clicking a minimized window restores it, clicking an active one minimizes it. The Start menu can launch apps now and desktop icons work too. You can double-click an icon to open an app which is a small thing but makes it feel a lot more real. Also wired up the Settings panel. Toggles switch between ON/OFF, accent colors update the theme live and dark mode works (kind of a hack using CSS filters but it works). The Apps folder opens in its own window and can launch other apps from inside it. It’s all small features but they’re finally connected. Spent way too long debugging why desktop icons weren’t responding. Turned out to be a typo in a template ID (“windows-template” vs “window-template”) combined with the script running before the DOM loaded. Very classic… huh? Wrapped everything in DOMContentLoaded and double-checked all IDs after that. Most of the apps (Browser, Terminal, Calculator, Mood Lamp, Fortune Cookie) are still just placeholders with static content. But the system around them feels solid now. Next step is making at least one of them actually do something interesting.. probably either a fake-command Terminal or a Mood Lamp with real color interaction. Also: the Start button didn’t even have an icon before. Just an empty button sitting there. Fixed that. Small wins matter!
Devlog 3 - Window Manager Upgrade Came back to the window manager because it was bugging me. Windows could be dragged anywhere including straight off the edge of the screen with no way to get them back short of refreshing. No resizing at all. No snapping. All the stuff that makes an OS feel like an OS instead of a box you can shove around. So this was the sprint where I tried to fix that and it took way longer than I thought, mostly because of bugs I caused myself. First up was resize handles, eight invisible strips around each window’s edges and corners so you can grab any side and resize from there. First try did nothing. Not an error, just nothing. Turned out my windows have overflow: hidden for the rounded corners and I’d put the handles slightly outside the window’s box so the browser was just clipping them out of existence along with their mouse events. Moved them inside the edge instead and they worked. Then, while retyping some of it by hand, I wrote .querySelectorAll(".resize-handle".forEach(...)) instead of .querySelectorAll(".resize-handle").forEach(...) . One parenthesis in the wrong spot and I was calling .forEach on a plain string instead of on the actual list of elements. Broke resizing AND window-opening at the same time since the error happened before the window even got added to the page. Bounds clamping was a smaller fix but it’s the one I’m most relieved about. Windows can hang halfway off an edge now but they physically can’t disappear off-screen anymore, there’s always a grabbable strip of titlebar left no matter how far you drag. And then snapping, the one I was most excited for. Drag a window to the left or right edge and a ghost preview shows up where it’ll land, let go and it snaps into half the screen. Drag to the top and it maximizes. I almost skipped the detail where dragging a snapped window away from the edge pops it back to its old size first instead of just dragging the half-screen shape around looking weird but glad I didn’t, that’s the part that actually sells it. Then dragging itself went completely haywire right after snapping started working, windows flying way faster than my mouse was moving, snapping in the wrong spots, clamping not holding. Assumed snapping broke it. It hadn’t. Found a line where I was adding the drag delta twice, once to calculate the clamped position and then again by accident when actually setting it. Double-clicking a titlebar now maximizes/restores too, it felt wrong not having that once snapping existed. Window manager finally feels solid instead of held together with tape. Small wins matter! even the ones that take an embarrassingly long time to find.
Devlog 4 - The Start Menu Ate My Week I js wanted to give the start menu some real attention instead of leaving it as a sad little list forever. I did NOT expect that to become the biggest sprint of the whole project but here we are… Built a proper pin/unpin system. My first version was a bit problematic so I sat with it for a while then rebuilt it the right way with an actual right-click context menu and everything. It felt genuinely satisfying once it finally clicked. Then I somehow convinced myself to add six more features to give the start menu a new life: greeting header, search bar, pinned grid, recent activity, system widgets and a whole user profile footer. Small moments of panic…? Definitely.. then I broke it into phases so I didn’t drown trying to build an entire desktop in one sitting. What nobody tells you about “just redesign the start menu” is how many times you’ll open the same file and stare at the same fifteen lines wondering why they look right and behave wrong. Trial and error ate most of my time which is fair enough. I also gave every icon its own little color badge, wired up a real “/” keyboard shortcut to match the hint I’d put in the search bar then made the whole thing Tab-and-Enter navigable since none of it was there before. Every “small fix” somehow turned into reopening three different files and rechecking things I was already convinced were correct which… more often than not, they weren’t. But that part actually felt rewarding. Little by little, the menu finally started feeling alive. And then, the bugs… I found out my own Start button was secretly broken, well… not heartbroken like me, at least. Clicking it did nothing at all because an old line of code was quietly fighting a newer one inside the same click handler. THAT took way TOO long to spot. The sneakiest ones weren’t even logic bugs.. a single missing dash in a CSS variable. A class name one word off from the real HTML. Completely invisible unless you go hunting line by line, just quietly doing nothing the whole time. The JavaScript is by far the most nerve-wracking, head-splitting experience ever. Absolute horror. I don’t wanna touch that file ever again. My eyes are bloodshot. The amount of time I spent just staring at the code, hunting down errors one by one is honestly concerning.. The menu actually works now, start to finish. Search, pinning, keyboard navigation and all. It cost way more blood than a start menu has any right to. Genuinely proud of this one precisely because of how much it fought back. Terminal’s turn next. And it should be VERY afraid. Note: Snuck localStorage into the project too! Turns out users generally prefer their settings, notes and pinned apps to exist for longer than five seconds. Weird bunch.
Devlog 5 Picked up right where Devlog 4 left off. It was finally time to touch something nobody had looked at since day one, the Terminal. Before any of that though, I had a genuinely interesting detour into why I can’t just load real websites in an iframe . It turns out most sites send headers specifically designed to stop other pages from embedding them. That’s also the real secret behind those slick “browser inside a browser” demos we sometimes see online. They’re either fully staged or quietly running an actual browser on a server somewhere and just streaming a picture of it back to you, good to know. Also good to know I’m not building a server anytime soon. Future Aiden can deal with that one… if he ever does. The Terminal ended up being the most satisfying thing I’ve built so far. Real command parsing, arrow keys cycling through history and commands that genuinely do things instead of just printing text back at you. The command pin calculator actually pins an app. theme #ff6b6b actually repaints the whole OS live. It’s one of those features that finally makes the desktop feel interactive rather than just clickable And then, almost immediately, the most expected yet unexpected bug. I’d spent all that time getting the commands working, the history system behaving and everything feeling right.. only to forget the single line that actually connects the Terminal to its window when it opens. Fully built but completely silent because of one missing function call I closed it out by fixing a bug that’s been sitting in plain sight since the very first day of this project. Maximizing a window always left a thin strip of empty space hovering just above the taskbar because the math was quietly subtracting the taskbar’s height twice instead of once Hopefully my last devlog before shipping… ..for now sigh…
Devlog: Reworking AuriaOS’s Visual Identity I thought AuriaOS was ready to ship. The window manager was working, apps launched, windows could be dragged, resized, minimized and restored. And the logic was solid. Then the project got flagged as AI-generated, well I wouldn’t say AI-generated but maybe traits similar to that of one. It wasn’t because of the code but because of the UI. Looking back, I understood why. The dark navy background, teal accents, frosted glass, soft glows and identical rounded corners looked a lot like the visual style that’s become common in AI-generated interface concepts. Those chosen elements together, they unintentionally resembled that aesthetic. So I decided to redesign the visual system without touching the underlying functionality! Redesigning the UI The HTML and Javascript mostly stayed the same but most of the CSS was reworked. Replaced the glassy navy and teal theme with a warmer ink and brass palette Split the single border radius into multiple sizes so controls, windows and tiles each have their own geometry Removed glow-heavy styling in favor of flat panels, subtle borders and offset shadows Simplified typography by using JetBrains Mono for the interface with Fraunces reserved for the Start menu greeting Replaced decorative gradients with a subtle SVG grain texture Added small details like a window seal, custom text selection and distinct hover treatments across different UI regions Swapped macOS-style traffic-light controls for simpler outlined window buttons My goal was simple, it wasn’t to make the UI less polished, it was to give it a clearer identity. Bugs I Found Along the Way Rewriting and going through every CSS rule also uncovered a few real bugs Broken resize handles Some resize handle selectors accidentally used descendant selectors instead of grouped selectors so several resize directions silently stopped working Invisible desktop Adding overflow: hidden exposed another issue: #desktop never had an explicit height. Because every child was absolutely positioned, the container collapsed to zero height and clipped everything inside it. Restoring width: 100% and height: 100% fixed it immediately A backwards theme toggle The old “Dark Mode” toggle now made the already-dark interface lighter so i renamed the user-facing option to Light Mode while keeping the internal setting unchanged Looking Back Getting the project flagged was frustrating but it pushed me to reconsider the design instead of just accepting my first version. The redesign gave AuriaOS a stronger visual identity and the careful review of the stylesheet ended up revealing several bugs that had gone unnoticed during the rewrite. In the end, the project became better both visually and technically
Devlog: giving AuriaOS two real apps (and finding out neither of them worked) Calculator and Mood Lamp had been placeholders since day one. A folder icon and a div that said “🧮 Calculator app” and nothing else. A window opened, technically. Nothing else did. For the second submission I finally built them for real. Building them Calculator got a real display and button grid, doing immediate-execution math on purpose: 6 + 3 × 2 = gives 18 not 12 because that’s how an actual physical calculator behaves and a proper order-of-operations parser felt like solving a problem nobody asked for. Divide by zero gives Error like it should. Keyboard input works too but only while the calculator window is actually focused so it can’t hijack typing elsewhere. Mood Lamp got more ambition! Instead of a “click a button, see a color” toy, it’s a global ambient tint over the whole desktop not just its own window. Four presets pulled from the existing accent palette, plus a real color picker and intensity slider for anyone who wants to go off-menu. Wrote the CSS, wrote the JS, wired both in, called it done. It was not done. The buttons that did nothing. Time for the First bug! Mood Lamp’s buttons didn’t work. No errors, no visual change, just silence..which is a specific kind of bug since broken JS usually throws. Silence like that means the code never actually ran. That’s exactly what happened. wireCalculator() and wireMoodLamp() were both fully written and correct and never called from anywhere. openWindow() still had the old dispatch list from before either app existed so every button in both apps existed in the DOM with zero listeners attached. Not a typo, just two lines I never wrote. The command that lied about itself From the previous reviews, I got to know that typing lightmode on in the terminal printed darkmode turned on . The Dark Mode → Light Mode rename happened everywhere except one spot. The shared toggleBooleanSetting() helper used the internal state key (darkmode, which still has to exist since the actual effect is a literal CSS invert) for the confirmation message too. I split those apart so the message reflects what you actually typed not the plumbing underneath it. The mood lamp that had no mood Once the wiring was fixed, buttons visibly responded but the desktop itself looked exactly the same. Sampling the actual rendered pixel before/after at max intensity confirmed it. The shift was small enough to round to nothing. The overlay used mix-blend-mode: soft-light which was picked for subtlety. Except soft-light scales toward zero as the base color approaches black and AuriaOS’s desktop is about as close to black as a color gets (almost). The mode I chose for subtlety was almost mathematically guaranteed to do nothing on this exact theme. I switched it to screen, which always adds light regardless of how dark the base is. Same 30% intensity setting, suddenly an actual visible wash instead of a rounding error. The actual lesson? None of these three were exotic bugs. A missing function call, a copy mismatch, a blend mode never checked against the theme it’d run on. All three shipped unnoticed because each one failed quietly instead of throwing. Worth remembering “it’s not doing anything” isn’t a shrug, it’s a symptom!
Devlog: Right-clicks, calendars and… a fortune cookie?! Fresh update to AuriaOS. Two new interface features, one new app and a bug that crashed the entire desktop before it got fixed. Right-clicking finally does something! Before this, right-clicking almost anything in AuriaOS just opened the browser’s own menu (“Reload / Inspect”) which ruined the illusion of a real little operating system. Now right-clicking gives you a proper menu where it should: A window’s title bar -> Minimize, Maximize/Restore, Always on Top, Close An app in the taskbar -> Restore/Minimize, Close Empty taskbar space -> Show Desktop, Close All Windows, Settings Empty desktop space -> Personalize, Open a Terminal, Refresh A desktop icon -> Open The genuinely new trick is “Always on Top”. Pin a window and it stays above every other window, no matter what else you click instead of getting buried like normal windows. The clock finally does something! The taskbar clock used to just show the time. Now you can click it and get a small calendar for the current month just like on a real computer. The calendar handles the fiddly stuff automatically. It knows how many days are in each month, accounts for February 29 in leap years and always lines up with Sunday as the start of the week. The faded days at the beginning and end fill out the grid so it doesn’t have awkward gaps. And if you leave the calendar open when midnight hits, it updates itself and moves the highlight to the new day without needing to be closed and reopened. Actually building the Fortune Cookie App It’s basically what it sounds like. A fortune cookie that you click to crack open. It shrinks and fades as if it’s actually being cracked,then a little paper slip slides into view with a fortune and six “lucky numbers” underneath just like a real fortune cookie. The bug that broke everything This was the messy part. It wasn’t really one bug but two bugs back to back both caused by the same basic mistake. Bug one: the crash. To make the calendar auto-update, the clock code runs every second and checks whether the calendar popup is open. The problem was an ordering mistake. That check ran before the calendar popup had actually been set up. Because the error happened near the top of the file, everything after it never got initialized including the taskbar and Start Menu click handlers. From the outside, the whole desktop looked dead. Frozen clock, dead Start Menu and an unresponsive taskbar. Bug two: After fixing the crash, the calendar still wouldn’t open. Turns out I’d written all the code for the popup but forgotten to actually add the popup to the page. Most of the code quietly ignored the missing element but one part wasn’t so forgiving and could throw an error on every click anywhere in the app. Adding the missing element fixed it and I added safety checks around similar code so missing elements can’t cause the same mess again
Devlog: building the browser interface Every other app in AuriaOS gave me something real and had bugs that behaved normally. The browser gave me two completely different problems, each one hiding behind the last. Problem one: search engines don’t want to be embedded With the real browser wired up, the address bar, back/forward/reload/home and an actual iframe, it looked done. Typing a URL worked but typing a search term did not. Every search just sat there, blank. I got to know why that was very soon from the console: textFraming 'https://html.duckduckgo.com/' violates the following ContentSecurity Policy directive: "frame-ancestors 'self'". The request hasbeen blocked. DuckDuckGo sends a header that basically says “don’t let anyone put me inside another page” but that’s not just a DuckDuckGo thing though, it’s standard for basically every search engine because a framed search results page is a classic clickjacking setup. No amount of JavaScript on my end changes an HTTP header the other server is sending. Well, this can’t be considered a bug, it was like a wall and every search engine has the same one. So the fix wasn’t really a fix, it was about rethinking the whole situation. I had to stop trying to show search results inside the embedded view and just open them in a real new tab instead where framing rules don’t apply. Direct URLs still load inside the app like before since plenty of ordinary sites don’t block framing, it’s the search engines specifically. Problem two: it worked but it didn’t feel like it worked Search now actually functioned since New tab pops open with real results every time. And the very next thing I thought of was “it acts like a separate window opener instead of being part of the browser app” and it was a fair thought. What I really wanted was to show search results inside the iframe which loops straight back to problem one. I didn’t have much choice. I pushed back on that hard. Everything else in AuriaOS does what it claims to do. The terminal runs real commands, the calculator does real math and I didn’t want the browser to be the one app quietly faking it. But I eventually decided to keep the new tab. Added a small toast inside the browser window itself. “Opened search in a new tab” that fades in for about two seconds and back out. Doesn’t change where the search happens it just closes the feedback gap. Something visibly happens inside the app the moment you hit Go instead of the window just sitting there while a tab opens somewhere else on screen
Ships:
AuriaOS is a browser-based web OS built entirely with vanilla HTML, CSS and JavaScript. It includes a full window manager (drag, resize, edge snapping, maximize), a Start Menu with live search, pinning, recent apps and keyboard navigation, plus a Terminal where commands like theme, pin, darkmode and shutdown actually control the OS. Settings, notes, pinned apps and recent activity all persist through localStorage. The hardest part wasn’t writing new features. It was debugging them. The JavaScript logic itself was just as challenging. I spent a lot of time debugging, reworking functions and figuring out why seemingly correct code behaved unexpectedly. I got stuck plenty of times but I decided to stick with it until everything finally clicked. Keeping the project’s scope under control was another challenge so I broke large features into smaller phases instead of trying to build an entire desktop at once. I’m proud that AuriaOS feels like one coherent system instead of separate features glued together. The Start Menu, Settings and Terminal all share the same underlying state so changing something in one place updates the rest of the desktop automatically. I’m also proud that the Terminal is genuinely functional rather than decorative. The window manager, Start Menu, Settings, Notepad and Terminal are fully functional. Browser, Calculator, Mood Lamp and Fortune Cookie are still placeholder apps. Things worth trying: Drag a window to a screen edge to snap it Open the Start Menu and use “/” to search or navigate entirely with the keyboard Right-click an app to pin or unpin it Open Terminal and run help then try pin calculator or theme #4ecdc4 Refresh the page to verify that settings, notes and pinned apps persist
AuriaOS is a browser-based desktop environment built entirely with vanilla HTML, CSS and JavaScript. It features a complete window manager with dragging, resizing, edge snapping, maximizing and minimizing alongside a Start Menu with live search, pinning, recent apps and full keyboard navigation. It also includes a functional Terminal where commands like theme, pin, darkmode and shutdown interact with the operating system itself. Settings, notes, pinned apps and recent activity are all persisted using localStorage. The biggest challenge wasn’t adding features. It was making them work together reliably. I spent a lot of time debugging Javascript, tracing unexpected behaviour and reworking functions until interactions felt consistent across the entire desktop. I also kept the scope manageable by building the OS incrementally. I treated each subsystem as its own milestone instead of trying to create everything at once. One of the parts I’m happiest with is that AuriaOS behaves like a single, connected system rather than a collection of isolated apps. The Start Menu, Settings and Terminal all share the same state so changes made in one place are reflected everywhere else. The terminal is fully functional too! It isn’t just a visual prop. Current apps -> Fully functional (Mentioned below) Window Manager, Start Menu, Settings, Notepad, Terminal Placeholder apps Browser, Calculator, Mood Lamp, Fortune Cookie
This ship finishes off every placeholder app and adds two real interface upgrades. Calculator does immediate-execution arithmetic with full keyboard support. Mood Lamp applies a real ambient color wash across the whole desktop and not just its own window (fortunately). Fortune Cookie cracks open into an actual paper slip with a fortune and six lucky numbers. The Browser now has a working address bar with back/forward/reload and typed URLs load inline. Searches open in a new tab since search engines block being framed no matter what you do. Right-click also does something everywhere now including titlebars, taskbar and desktop and also including a new “Always on Top” pin. And the taskbar clock isn’t static anymore! Click it for a small calendar with today marked and leap years are handled correctly without any special-case code. Current apps → Fully functional: Settings, Notepad, Terminal, Calculator, Mood Lamp, Browser, Fortune Cookie Placeholder apps → None remaining!...
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Frutiger OS by @ondy | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T19:00:33Z", "hours": 23.0, "multiplier": 11.03, "payout": 256, "blessing": "neutral", "text": "A web-based operating system based on the infamous Frutiger Aero aesthetic of the mid 00s to early 10s. The reason i made this is that im big fan of this era and skeuomorphism, which i feel got killed by minimalism. some of the cool features: -working desktop environment(dragging apps, selection box, time, taskbar, window management…) -nostalgic boot animation and login -old stylized browser with nostalgic websites -og paint and notes programs -the nostalgic frutiger music player skins we all liked(i wasnt alive back then lol) -parody xbox app where you can play some of the popular games from back then I dont know what else to write here if you are interested check out the github readme.", "repo": "https://github.com/0ndyy/frutiger-os", "demo": "https://0ndyy.github.io/frutiger-os/"}, {"ship_num": 2, "ts": "2026-07-08T21:33:08Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Web based OS inspired by the Frutiger Aero aesthetic during 10s. I really enjoyed tweaking the CSS values to get the aesthetic just right, it was really fun and i implemented modular system for easy creation of new apps/elements, so i am planning on expanding this inti WebOS 2. If you want you can try it out here - https://0ndyy.github.io/frutiger-os/", "repo": "https://github.com/0ndyy/frutiger-os", "demo": "https://0ndyy.github.io/frutiger-os/"}]...
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[{"post_id": 75315, "ts": "202 [{"post_id": 75315, "ts": "2026-09-29T18:52:06Z", "hours": 2.4547, "text": "Frutiger OS(Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 8(final) This is going to be the final devlog before finally shipping this thing, its been great and i learnt a lot especially how to actually get div where i want it😭 Since ast devlog i added some cool new desktop behaviour, web browser and boot animation, you can check it out all in the final video…"}, {"post_id": 75001, "ts": "2026-09-28T20:19:43Z", "hours": 3.3958, "text": "Frutiger OS(Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 7 I finally made the most fun part, games yall. Its basically a parody of xbox, i know some of the games are newer and not from the frutiger era but it still fun to mess around with. The games are saved as .swf files and run through ruffle."}, {"post_id": 73315, "ts": "2026-09-24T20:51:13Z", "hours": 4.4122, "text": "Frutiger OS (Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 6 For the past couple weeks i havent made much progress since i have been busy with life n stuff, but atleast i managed to make another music player skin. I feel like this one really fits with the whole aquatic/frutiger aero style - what do you think? Some of the time was also spent on making a new games app - stay tuned, hopefully i can finish this in time😭😭 As always, you can try the live demo on the github linked under the project or here - https://github.com/0ndyy/frutiger-os/tree/main"}, {"post_id": 45429, "ts": "2026-08-11T21:19:13Z", "hours": 4.8044, "text": "Frutiger OS (Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 5 For the past week i have been working on bringing the og windows media player skins into my os. It was quite a hassle, but eventually i managed to get a modular system working where i can add more skins in the future(stay tuned). For those who want to know how i pulled this off: there is a website - https://wmpskinsarchive.neocities.org/ with all the og skins in their original .wmz format. As it turns out the .wmz is basically just renamed .zip containing all the assets, although the assets are a mess - there is like 30+ images in .bmp format, some scripts, and magenta masks so you have to manually assemble it in photoshop remove the masks and get it to look good. Then you have to play for a while with your css file to correctly position and scale all of the buttons n stuff and thats it. I dont recommend anyone trying this shi😭 note: the reason some of the songs sound weird is because i used bitmap version not to mess with copyright scanning bots"}, {"post_id": 42582, "ts": "2026-08-07T12:24:29Z", "hours": 4.4, "text": "Frutiger OS (Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 4 I kinda forgot that im supposted to posts devlogs here, but long story short a lot new things happen since last devlog. I created a new logo, you can actually see it in the background, its a knock off of the old windows logo but HEXAGON, because hexagons are the bestagons. I made(found) a paint app, i actually didnt code the whole thing it uses a cool project called JSPaint, check it out - https://jspaint.app/ Which fits the aesthetic i was going for really well."}, {"post_id": 26894, "ts": "2026-07-11T22:57:53Z", "hours": 3.4314, "text": "Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 3 Today i created a windows 7 inspired working Control Panel app, you can currently -change wallpaper -disable some elements(menubar, taskbar, icons) I really enjoyed tuning some of the CSS components especially buttons and switches(since i implemented the modular system for the main windows in the last devlog) Im stil trying to submit my ship for WebOS 1 but they still wont accept it😭🙏. Appparently it looks like every othe AI slop and has no personality, i really dont understand how could they say something like this, anyway wish me luck."}, {"post_id": 25996, "ts": "2026-07-10T15:28:36Z", "hours": 0.2947, "text": "After first failed ship i realised i completelt forgot about me README.md. Im not too sure why its needed since this project cant be voted yet but its good to start earlt righ? You can check it out here - https://github.com/0ndyy/frutiger-os/blob/main/README.md"}, {"post_id": 24983, "ts": "2026-07-08T21:28:27Z", "hours": 2.0272, "text": "Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 2 My most recent addition was the taskbar, its heavily inspired by windows 7 era and i find it kind of sleek, it was actually way easier to implement than i originally thought. I also created a new settings/control panel app which was pretty quick using the css classes made in last devlog. If you wanna try it out, its avalible at - https://0ndyy.github.io/frutiger-os/"}, {"post_id": 21062, "ts": "2026-07-02T20:50:37Z", "hours": 3.1067, "text": "Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 1 In this devlog i developen my first proper app, its basically a simple notepad, i developed my own system for app creation in css so i can easily add different sizes of windows, sidebars, topbars, buttons exct. and reuse them all. Its still a little rought around the edges and i might need to start handling the performance issue, since the css blur is pretty resource intensive, but we will see what happens."}, {"post_id": 16585, "ts": "2026-06-26T23:36:04Z", "hours": 4.7756, "text": "Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 0 I implemented the basic steps from the tutorial, though since i didnt like some of the solutions i designed a lot of things to be more modular and future proof, let the video speak for itself. Its been quite fun so far, especially playing with the different css elements of the frutiger aesthetic."}]...
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Title: Frutiger OS by @ondy | Stardance
Devlogs:
Title: Frutiger OS by @ondy | Stardance
Devlogs:
Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 0 I implemented the basic steps from the tutorial, though since i didnt like some of the solutions i designed a lot of things to be more modular and future proof, let the video speak for itself. Its been quite fun so far, especially playing with the different css elements of the frutiger aesthetic.
Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 1 In this devlog i developen my first proper app, its basically a simple notepad, i developed my own system for app creation in css so i can easily add different sizes of windows, sidebars, topbars, buttons exct. and reuse them all. Its still a little rought around the edges and i might need to start handling the performance issue, since the css blur is pretty resource intensive, but we will see what happens.
Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 2 My most recent addition was the taskbar, its heavily inspired by windows 7 era and i find it kind of sleek, it was actually way easier to implement than i originally thought. I also created a new settings/control panel app which was pretty quick using the css classes made in last devlog. If you wanna try it out, its avalible at - https://0ndyy.github.io/frutiger-os/
After first failed ship i realised i completelt forgot about me README.md. Im not too sure why its needed since this project cant be voted yet but its good to start earlt righ? You can check it out here - https://github.com/0ndyy/frutiger-os/blob/main/README.md
Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 3 Today i created a windows 7 inspired working Control Panel app, you can currently -change wallpaper -disable some elements(menubar, taskbar, icons) I really enjoyed tuning some of the CSS components especially buttons and switches(since i implemented the modular system for the main windows in the last devlog) Im stil trying to submit my ship for WebOS 1 but they still wont accept it😭🙏. Appparently it looks like every othe AI slop and has no personality, i really dont understand how could they say something like this, anyway wish me luck.
Frutiger OS (Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 4 I kinda forgot that im supposted to posts devlogs here, but long story short a lot new things happen since last devlog. I created a new logo, you can actually see it in the background, its a knock off of the old windows logo but HEXAGON, because hexagons are the bestagons. I made(found) a paint app, i actually didnt code the whole thing it uses a cool project called JSPaint, check it out - https://jspaint.app/ Which fits the aesthetic i was going for really well.
Frutiger OS (Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 5 For the past week i have been working on bringing the og windows media player skins into my os. It was quite a hassle, but eventually i managed to get a modular system working where i can add more skins in the future(stay tuned). For those who want to know how i pulled this off: there is a website - https://wmpskinsarchive.neocities.org/ with all the og skins in their original .wmz format. As it turns out the .wmz is basically just renamed .zip containing all the assets, although the assets are a mess - there is like 30+ images in .bmp format, some scripts, and magenta masks so you have to manually assemble it in photoshop remove the masks and get it to look good. Then you have to play for a while with your css file to correctly position and scale all of the buttons n stuff and thats it. I dont recommend anyone trying this shi😭 note: the reason some of the songs sound weird is because i used bitmap version not to mess with copyright scanning bots
Frutiger OS (Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 6 For the past couple weeks i havent made much progress since i have been busy with life n stuff, but atleast i managed to make another music player skin. I feel like this one really fits with the whole aquatic/frutiger aero style - what do you think? Some of the time was also spent on making a new games app - stay tuned, hopefully i can finish this in time😭😭 As always, you can try the live demo on the github linked under the project or here - https://github.com/0ndyy/frutiger-os/tree/main
Frutiger OS(Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 7 I finally made the most fun part, games yall. Its basically a parody of xbox, i know some of the games are newer and not from the frutiger era but it still fun to mess around with. The games are saved as .swf files and run through ruffle.
Frutiger OS(Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 8(final) This is going to be the final devlog before finally shipping this thing, its been great and i learnt a lot especially how to actually get div where i want it😭 Since ast devlog i added some cool new desktop behaviour, web browser and boot animation, you can check it out all in the final video…
Ships:
Web based OS inspired by the Frutiger Aero aesthetic during 10s. I really enjoyed tweaking the CSS values to get the aesthetic just right, it was really fun and i implemented modular system for easy creation of new apps/elements, so i am planning on expanding this inti WebOS 2. If you want you can try it out here - https://0ndyy.github.io/frutiger-os/
A web-based operating system based on the infamous Frutiger Aero aesthetic of the mid 00s to early 10s. The reason i made this is that im big fan of this era and skeuomorphism, which i feel got killed by minimalism. some of the cool features: -working desktop environment(dragging apps, selection box, time, taskbar, window management…) -nostalgic boot animation and login -old stylized browser with nostalgic websites -og paint and notes programs -the nostalgic frutiger music player skins we all liked(i wasnt alive back then lol) -parody xbox app where you can play some of the popular games from back then I dont know what else to write here if you are interested check out the github readme....
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1793123528.614255
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1793209928.614255
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28566
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Clark Lab - self hosted PaaS by @clarkpy | Stardan Clark Lab - self hosted PaaS by @clarkpy | Stardance...
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clarkpy
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2
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33.0
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199
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T22:20:00Z", "hours": 9.0, "multiplier": 13.95, "payout": 131, "blessing": "neutral", "text": "This ship was focused on making ClarkLab more stable, easier to set up, and easier to fix when something breaks. I improved the update flow by adding health-check based handling, so it can test a new version before switching over instead of jsut grabbing raw code. I also improved agent updates with release binaries, prebuilt binaries, version handling, and update patches. Setup was another big focus. I added an API and Cloudflare setup wizard to help with env setup, prod config, tunnels, frontend vars, and install scripts. It is still early, but it is a step toward making it much easier to self-host clarklab. I also improved node setup and reconnect behaviour. Online nodes can now be reconnected, unfinished node setups can be cancelled, and I fixed smaller issues around install commands, port notices, API banners, and frontend reconnect logic. Health checks were added for services, with frontend status shown in the service detail page. Agent logs now use the journal too, making debugging easier if something breaks. There were also security and general chore fixes, including agent auth patches, sysadmin-only node modification, stronger password reset handling, safer frontend logs, GitHub parsing fixes, and better CI/workflow checks. Overall, this ship was not about new features (even tho i added some small ones). It was about making my project easier to update and easier to deploy.", "repo": "https://github.com/clarkpy/clarklab-global", "demo": "https://youtu.be/lLkWigWAXwQ"}, {"ship_num": 2, "ts": "2026-06-30T15:04:27Z", "hours": 24.0, "multiplier": 6.79, "payout": 68, "blessing": "neutral", "text": "I made the basis of Clark Lab, my in-house version of Coolify as an alternative to Vercel & Heroku, making it easy to deploy your own databases and apps from home. For security reasons the public demo is a youtube video showing off all of the projects features, you can very quickly and easily deploy the project for development via the read me in as little as two commands.", "repo": "https://github.com/clarkpy/clarklab-global", "demo": "https://youtu.be/lLkWigWAXwQ"}]...
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[{"post_id": 24383, "ts": "202 [{"post_id": 24383, "ts": "2026-07-07T22:06:36Z", "hours": 6.0267, "text": "I’ve been focused on making ClarkLab easier to set up, safer to update, and less annoying to fix when something breaks. The biggest part of this was improving the update flow. After adding health checks, I worked on making updates more reliable by testing candidate containers before replacing the live API. This means ClarkLab can now check that the new version is actually healthy before switching over, instead of restarting and hoping it works. It should make updates more stble, especially when running it on your own server. I also spent time improving agent updates. Agents can now be updated using release binaries, and I added more work around prebuilt agent binaries, release patches, and version handling. This should make agent updates cleaner and less dependent on building everything manually on the target machine. Another big focus was setup. I added an api and Cloudflare setup wizard to make self-hosting easier. The goal is to guide people through the annoying parts like env setup, production configuration, Cloudflare tunnel setup, frontend variables, and install scripts. It is nowhere near perfect and used agentic assistance, but it is a big step toward making it easier to deploy without needing to manually configure every little option across multiple files. I also improved the node setup flow. There is now a cancel setup button, so if you start setting up a node and mess something up, you are not just stuck with a half-created node. I also patched several small bugs such as the node install command. For debugging, I updated agent logs to use the journal. This should make logs more useful and easier to understand when something goes wrong on a server. I thought this was important as i want this project to be usable for real infra. This feature is very much so in an early stage as i am nowhere near finished with it. There were also a bunch of security and maintenance fixes. I patched agent authentication, blocked node modification for users who are not sysadmins, strengthened password reset handling, reduced the chance of sensitive data being exposed through frontend logs, and tightened GitHub repo parsing. I also updated workflow permissions and CI checks so changes are safer. This devlog is again, not about new frontend features. It is mostly about making this project more stable, easier to deploy, and safer. The main thing I learned from the last ship is that setup still needs to be much easier, so I started moving toward a proper guided setup flow. I very much so want to keep improving that until someone can deploy ClarkLab without having to understand how it works completely first."}, {"post_id": 22790, "ts": "2026-07-05T11:30:41Z", "hours": 3.3653, "text": "I’ve been focused on making ClarkLab easier to use and more fixable if it breaks. One part of this was improving how the app behaves when connections are unstable. I worked on frontend reconnect behaviour and node reconnection so online nodes can be reconnected at any time instead of requiring it to be not responding first. I also fixed issues around agent/API update handling, as there were issues when using the update tool. I introduced health checks in this log as well. Services can now be configured for health monitoring, and the frontend displays health status in the service detail page so it’s easier to see what’s working and what needs attention without investigation. Chore wise, I updated CI checks so changes are safer and easier to maintain. On the UI side, I made a number of usability improvements when deploying it for youself: site URL editing on the frontend, cleanup toward a more minimal interface, masking node IPs behind a reveal action for privacy, and fixes for issues like the API banner behaviour, node install flow, and port allocation notices. Based on feedback from the last ship, It’s clear that I need to make it easier to setup. I’m planning on making a CLI-based setup flow with env setup etc there, but, that is not built yet. Overall, this devlog is less about new frontend features and more about making ClarkLab feel more stable and less buggy."}, {"post_id": 18883, "ts": "2026-06-30T02:31:03Z", "hours": 24.0975, "text": "In the last few weeks i have created an in-house and open-source version of coolify. I did this as i wanted a way to run coolify that i found easier and that i preferred UI wise. I am still making it so there is almost certainly issues relating to security but it is currently functional."}]...
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Title: Clark Lab - self hosted PaaS by @clarkpy | Title: Clark Lab - self hosted PaaS by @clarkpy | Stardance
Devlogs:
In the last few weeks i have created an in-house and open-source version of coolify. I did this as i wanted a way to run coolify that i found easier and that i preferred UI wise. I am still making it so there is almost certainly issues relating to security but it is currently functional.
I’ve been focused on making ClarkLab easier to use and more fixable if it breaks. One part of this was improving how the app behaves when connections are unstable. I worked on frontend reconnect behaviour and node reconnection so online nodes can be reconnected at any time instead of requiring it to be not responding first. I also fixed issues around agent/API update handling, as there were issues when using the update tool. I introduced health checks in this log as well. Services can now be configured for health monitoring, and the frontend displays health status in the service detail page so it’s easier to see what’s working and what needs attention without investigation. Chore wise, I updated CI checks so changes are safer and easier to maintain. On the UI side, I made a number of usability improvements when deploying it for youself: site URL editing on the frontend, cleanup toward a more minimal interface, masking node IPs behind a reveal action for privacy, and fixes for issues like the API banner behaviour, node install flow, and port allocation notices. Based on feedback from the last ship, It’s clear that I need to make it easier to setup. I’m planning on making a CLI-based setup flow with env setup etc there, but, that is not built yet. Overall, this devlog is less about new frontend features and more about making ClarkLab feel more stable and less buggy.
I’ve been focused on making ClarkLab easier to set up, safer to update, and less annoying to fix when something breaks. The biggest part of this was improving the update flow. After adding health checks, I worked on making updates more reliable by testing candidate containers before replacing the live API. This means ClarkLab can now check that the new version is actually healthy before switching over, instead of restarting and hoping it works. It should make updates more stble, especially when running it on your own server. I also spent time improving agent updates. Agents can now be updated using release binaries, and I added more work around prebuilt agent binaries, release patches, and version handling. This should make agent updates cleaner and less dependent on building everything manually on the target machine. Another big focus was setup. I added an api and Cloudflare setup wizard to make self-hosting easier. The goal is to guide people through the annoying parts like env setup, production configuration, Cloudflare tunnel setup, frontend variables, and install scripts. It is nowhere near perfect and used agentic assistance, but it is a big step toward making it easier to deploy without needing to manually configure every little option across multiple files. I also improved the node setup flow. There is now a cancel setup button, so if you start setting up a node and mess something up, you are not just stuck with a half-created node. I also patched several small bugs such as the node install command. For debugging, I updated agent logs to use the journal. This should make logs more useful and easier to understand when something goes wrong on a server. I thought this was important as i want this project to be usable for real infra. This feature is very much so in an early stage as i am nowhere near finished with it. There were also a bunch of security and maintenance fixes. I patched agent authentication, blocked node modification for users who are not sysadmins, strengthened password reset handling, reduced the chance of sensitive data being exposed through frontend logs, and tightened GitHub repo parsing. I also updated workflow permissions and CI checks so changes are safer. This devlog is again, not about new frontend features. It is mostly about making this project more stable, easier to deploy, and safer. The main thing I learned from the last ship is that setup still needs to be much easier, so I started moving toward a proper guided setup flow. I very much so want to keep improving that until someone can deploy ClarkLab without having to understand how it works completely first.
Ships:
I made the basis of Clark Lab, my in-house version of Coolify as an alternative to Vercel & Heroku, making it easy to deploy your own databases and apps from home. For security reasons the public demo is a youtube video showing off all of the projects features, you can very quickly and easily deploy the project for development via the read me in as little as two commands.
This ship was focused on making ClarkLab more stable, easier to set up, and easier to fix when something breaks. I improved the update flow by adding health-check based handling, so it can test a new version before switching over instead of jsut grabbing raw code. I also improved agent updates with release binaries, prebuilt binaries, version handling, and update patches. Setup was another big focus. I added an API and Cloudflare setup wizard to help with env setup, prod config, tunnels, frontend vars, and install scripts. It is still early, but it is a step toward making it much easier to self-host clarklab. I also improved node setup and reconnect behaviour. Online nodes can now be reconnected, unfinished node setups can be cancelled, and I fixed smaller issues around install commands, port notices, API banners, and frontend reconnect logic. Health checks were added for services, with frontend status shown in the service detail page. Agent logs now use the journal too, making debugging easier if something breaks. There were also security and general chore fixes, including agent auth patches, sysadmin-only node modification, stronger password reset handling, safer frontend logs, GitHub parsing fixes, and better CI/workflow checks. Overall, this ship was not about new features (even tho i added some small ones). It was about making my project easier to update and easier to deploy....
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1793127176.359588
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1793213576.359588
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29899
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matu game engine by @immaturegoat | Stardance
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immaturegoat
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1
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33.0
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534
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T17:23:48Z", "hours": 33.0, "multiplier": 16.37, "payout": 534, "blessing": "neutral", "text": "IMPORTANT: documentation: https://github.com/immaturegoat/matu/blob/main/docs.md tutorial: https://github.com/immaturegoat/matu/blob/main/tutorial.md This is matu, a web game engine, designed to build and export 2D games. It features a node system with groups, objects, sprites, labels, audio, and scripts, asset uploading, viewport testing, saving and loading, and exporting into a web playable. It was inspired by editors like Unity and Godot, but I wanted to keep some simplicity similar to that of Scratch. It’s not that powerful, but it should be enough to make some simple games. The tutorial and documentation is linked above.", "repo": "https://github.com/immaturegoat/matu", "demo": "https://matueditor.vercel.app"}]...
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[{"post_id": 43414, "ts": "202 [{"post_id": 43414, "ts": "2026-08-08T17:18:16Z", "hours": 6.2106, "text": "Devlog 10 Can’t believe my last devlog was two weeks ago… Anyway, here’s what I’ve been working on. Exporting and saving It works! Probably… I’m pretty sure it works. At least for my testing. If you guys find any bugs, be sure to tell me. a BUNCH of bug fixes Stop highlighting nodes when reordering Change matuapi rotation funcs from radians to degrees Clicking off node unselects it Favicon After game ends, if clones are still there, stop them from showing up Checkboxes on export menu Remove eval classUpdate documentation Sorry that this devlog is pretty short, for a 5 hour devlog. I’m just kinda tired of writing tbh and I can’t wait to ship this."}, {"post_id": 34226, "ts": "2026-07-24T19:06:26Z", "hours": 1.4836, "text": "Devlog 9 Probably my last devlog before working on saving and exporting T-T What I worked on Stops in scripting I can’t believe I didn’t add this earlier, but you can now end the game using matu.runtime.stop(); Label nodes You can now have text labels in your game! I also added scripting implementation, so you can change what the text says during a run. Fixed reordering Reordering nodes was a bit clunky, so I fixed it (turns out there were some bugs in the CSS and the dragging), but now it should be smoother!"}, {"post_id": 32368, "ts": "2026-07-21T14:32:09Z", "hours": 1.9083, "text": "Devlog 8 This is probably gonna be a shorter devlog, but basically I made scripting a lot easier in my game engine! Each script node now has a button in the top right of the inspector editor. I just reused the asset previews but with a textarea. This means you can have multiple popouts open at a time while scripting. It also gives you a much wider area to code in, as the inspector is kinda cramped. All updates in the popout update with the inspector textarea. The popouts are also resizable! QoL improvements Tab for indent Before, if you typed tab while scripting, it would just move focus to another button instead of indenting. However, now when you press tab, 4 spaces are added. You can select multiple lines to indent multiple lines, and press shift + tab to unindent lines. Auto-close pairs Now when you type a character like ( or [ automatically types its closing pair and places your cursor in between them. If you type the closing pair again, it will move your cursor to the outside. As well as that, deleting an empty pair will delete both characters. Auto-indent on enter Now when you go to another line, it will inherit the indentation of the line above it. :) What’s next? I really thought that with the introduction of scripting popouts, I would be getting close to finishing the project, but over the past few days, I’ve realized that there are still a lot of stuff I want to implement. First, I want to add a Label node, allowing users to display text easily. Next (and I can’t believe I haven’t implemented this yet), I want to add a way for the user to stop the game in the script, instead of clicking the stop button. I want to fix node reordering, as right now it is a bit clunky, and of course, the final thing for me to do is to add exporting, saving, and loading."}, {"post_id": 30915, "ts": "2026-07-18T21:59:18Z", "hours": 3.1242, "text": "Devlog 7 It’s been some time since I have posted a devlog on this project. I got a little sidetracked and spent a few days working with Rust. It’s probably gonna be my next project (flashcard app, I know, how original), but I’ve also spent some time working on scripting! So scripting was actually easier than I thought to implement. I have a const in my runtime.js file called matuAPI and it has every special function as well as what to do when that function is called. I’ll attach a screenshot of a section below. So now, on to what I have added! node lookup cloning spawning input rotation movement dimensions (width + height) changes opacity changes visibility asset changes playing and sotpping audio collision global variables changing bg color and timers! Wow, that was a lot! Unfortunately, as I was writing this devlog, I realized that I forgot to add a function that lets you change which sprite is being displayed in an object as well as changing the audio source asset. How does this always happen to me? Ok, I’ll be back in a bit. I need to add that real quick. Ok, I have returned! I have added them to the code and the documentation (which is just a markdown file), so we also have changing sprites and changing audio assets! Thanks for reading this devlog! Up next, I plan to add a pop out window for scripting (as the current one is too small) and of course, exporting, loading, and saving (I’m scared, save me)"}, {"post_id": 26015, "ts": "2026-07-10T16:21:46Z", "hours": 2.7669, "text": "Devlog 6 This is probably going to be my last devlog before I work on scripting. I’ve put it off for too long, and right now, scripting is pretty limited (it has a start, end, input detection, movement, and console log function). I plan to add a LOT more to scripting, like changing sprites, changing opacity, rotation, cloning, deleting, audio, preview, and more. I also plan to open up the script in a window similar to the preview windows, because coding in the inspector sidebar is a bit constricting. Now, on to what I have been working on! Audio preview I can’t believe I put this off for so long, but it finally works. You can play audio from the preview window. Though, it’s a bit ugly right now so I plan on changing that later. Value tags for opacity and volume Before this, the two sliders were just sliders, and you couldn’t bring it to a specific value. However, there are now inputs on the right side of the sliders, allowing you to see what number the slider is at and allowing you to input your own values. Unique names for nodes I actually created two systems for this. So my idea for the node naming system is that unique names are kept separate across node types. That means that I can have an object called Thing and a group called Thing. My first idea of implementing this was to create a Set() for each node type. So I created group_names = new Set() , object_names = new Set() , sprite_names = new Set() , and so forth for each node type. Then we reuse the renaming function from script.js for the assets, but change it to have a switch statement based on the type. However, this was kind of hard, implementing a switch statement everywhere a rename or deletion or any sort of change happened. I replaced it by simpling using the hierarchy_nodes Map, which contains the names and types of each node. With this, we can just pull the type from the map to make sure that names are kept separate across types. It removes the big switch statements that were everywhere and overall keeps the code much cleaner. Rearranging nodes Previously, you could technically reorder things because I previously added reparenting, allowing you to move nodes from one parent to another, but it doesn’t allow you to rearrange nodes within a parent. Now, you can, and although its a bit clunky, it does work and I think it looks good. Alright, thanks for coming to this TED talk. The next devlog will be about a lot of changes that I will make to scripting."}, {"post_id": 25285, "ts": "2026-07-09T13:56:23Z", "hours": 3.1989, "text": "Devlog 5 I was too lazy to add all the features other than basic functionality to scripting, so I decided to work on some small bugs and features instead. Also, today I learned that you can ATTACH MULTIPLE SCREENSHOTS. This is like a gamechanger lol I can’t believe I didn’t know this. Extra line at the end of the viewport grid For the grid in the center of the screen, the function I used to draw it didn’t close it off on the right side. I can’t believe it took until now to fix it :| Changed hierarchy node symbols I changed the symbols on the left side of each of the nodes from emojis to letters. I used emojis because I didn’t want to find assets (sorry), but recently I’ve been feeling like the emojis make it feel AI-generated, so I removed those. Also, a bonus of changing them to letters is having the ability to now have the same name be used across different node types, but when you call them in code, you have to do like G:Object or O:Object. Fixed opacity slider position You might’ve seen in my last devlog, something kind of crazy happened with the slider… Anyway, it’s fixed now, so that’s good! I also ended up customizing the slider. Width and height lock Before this, I didn’t have a way for users to lock dimensions. I’ve implemented two checkboxes into the inspector, dimension lock and proportion lock. Dimension lock takes the current dimensions and keeps that ratio, while proportion lock keeps the original dimension ratio of the original asset. Closing the correct inspector Basically, there used to be a bug where if you deleted one asset while another asset was open in the inspector, it would close the inspector. It wasn’t harmful or anything, but it was really annoying. This was a pretty simple fix. I just added a check where the name of the asset in the inspector is compared to the name of the asset being deleted. Changing console color I don’t know if I mentioned this in a previous devlog yet, but I added a console for errors from scripting to show! It also displays start and end times. However, it was the wrong color for so long and I didn’t notice. It was just because I put the wrong class name in the css… Refreshing asset options This was also a bug that was really annoying. When you created a sprite and opened it up in the inspector, when you uploaded a new asset, it wouldn’t show up in the inspector. This was also pretty easy to fix. I just created a helper function, which basically just remakes the asset select options, and then called it every time an asset is changed, like when one is renamed, uploaded, or deleted. Adding sprite selection in the inspector I can’t believe I didn’t add this yet, but I added a new option in the inspector. If you have multiple sprites attached to an object, you can now select which sprite to use."}, {"post_id": 24286, "ts": "2026-07-07T19:08:04Z", "hours": 0.3156, "text": "Devlog 4.5 what did i just do 😭"}, {"post_id": 24203, "ts": "2026-07-07T16:50:32Z", "hours": 2.5069, "text": "Devlog 4 Recently I’ve been working on getting the scripting working. I’m using normal javascript with some added functions with something I call matuAPI. But I’m not here to show that right now. Rather, I think I should show some of the code of how my project works! Today, I want to talk about how I get multiple preview windows! How it works Every time someone double clicks an asset in the asset panel (which we can check by adding an addEventListener('dblclick', () => {}); ), a function called openPreview is called. When we call that function, we check to see if a preview of that file is already opened. We have a Map() called preview_windows , which contains all the previews that are currently open. If a preview for that file is already opened, we can simply just bring the preview back to the center of the screen. Now, what happens if we don’t have a preview open? Then, we create a new div with the class name preview-window . Inside that div, we will have another div for the preview header (which contains the file name and the word “Preview”) and below that div, an img tag with the file image. If the file type is an image, then we set the src of the img to URL.createObjectURL(file) . I haven’t had the time to add audio previews yet though… What happens next? A function called centerWindow is called. It brings the preview div to a select random few points in the middle of the screen. This prevents all the previews from opening up in the same spot. Next, in order to make it draggable, we call a function called dragElement. It detects when the “handle” (the preview header from above) has a mousedown and mouseup event, using a document.addEventListener('mousemove', elementDrag); and document.addEventListener('mouseup', stopDrag); . In each of these functions, we change the position of the element that is being dragged when the mouse is down. We also call a bringToFront function, which just adds a predetermined number to the element’s z-index. When the user clicks the close button in the header of the preview, we call the closePreview function, which is pretty simple. It removes the name of the file from the preview_windows map, and just deletes the preview. There were some bugs while making this; renaming issues while a preview is open, the preview not closing when the asset is deleted, and some other elements that had to be added. But I’m pretty proud of the fact that it works and some QoL features that I added to it, like reopening the preview recentering it. Thanks for reading this all the way down :) Next devlog, I think I’m going to plan on describing how scripting works!"}, {"post_id": 23562, "ts": "2026-07-06T16:29:51Z", "hours": 4.1775, "text": "Devlog 3 Nodes now work! I mean, you can now create them. Peep the screenshot below! I had to create a new .js file because script.js was getting a little crowded. It was getting a little hard to find stuff I’m pretty proud of how it works, but I’m planning on improving it later. Types of nodes I’ve added 5 node types. Groups Groups are used to group other nodes together. Groups can hold other groups or objects directly under them, but no scripts, audios, or sprites. Objects Objects are like the main nodes you will use. They are you use audio, sprites, and scripts. They can stand alone or go under a group. As you can see, in the inspector, you can edit the x values, y values, width, height, etc. Audio, Scripts, and Sprites These 3 nodes require a parent object. They cannot hold anything. This is how you attach images, sounds, and code to your object! What’s next This devlog is a little short compared to my other ones, but I’m still proud of what I have made! This is probably gonna just end up as a prototype for the final node system. I’m planning on adding the option to lock width and height, letting users drag nodes around and locking them, and reordering nodes. Right now, you can just drag them around from group to group, but you can’t change their order. After finishing the hierarchy, I’m going to move on to getting the coding part of the game engine working. I’m planning on using Javascript or a modified version of Javascript as matu’s language. Maybe I’ll call it matuscript heh Next, the obvious choice is to work on simulating the game in the viewport. (I’m scared of this) Finally, I want to work on save files and exporting. I still don’t know how I’m going to accomplish this (I’m even more scared of this) Maybe I’ll distract myself by working on the looks of matu first."}, {"post_id": 22368, "ts": "2026-07-04T20:10:45Z", "hours": 6.3128, "text": "Devlog 2 stress testing is stress testing me Anyway, it’s been 2 days since I last posted a devlog. I’ve been focused on making the asset uploading as perfect as possible. You can see everything I’ve done in the screenshot attached below! I’m pretty proud of how it turned out, but it took 6 hours smh… (I’m scared for making the actual game engine part) Now for the things I did! Asset uploading! This one is pretty obvious. Anyway, I’m pretty proud of how it looks and the fact that it works. In the asset panel at the bottom of the screen, simply click the “+” button at the top right. You will be able to upload any file, though anything that isn’t an image will have an emoji in its place (audio files will have a music emoji and other files will just have the document emoji). It’s totally not because I’m too lazy to actually create a placeholder… Inspector The inspector panel on the right only has one function right now, and that’s to rename assets, but I plan on expanding functionality later on! For example, when we actually get the game engine working, I want users to be able to change the x and y of objects in the game manually, change size, etc. Still, I’m pretty proud of how it looks right now and the fact that it works :) Preview windows This one is probably the thing that took the longest. I never want to deal with draggable windows again. Anyway, when you double click on an asset, it opens it up in a preview window. You can drag it around, and that’s pretty much it. But it’s cool and also it took the longest to make (excluding debugging, which probably took like half of the 6 hours). What’s next? Up next, I’m going to work on the actual game engine functionality. First things first, I want the user to create objects in the hierarchy and for things to start showing up in the viewport. I don’t think this should be too hard, but I’m probably gonna regret saying that. Then, I’m gonna get the coding part of the game engine working. I still haven’t decided if I want to create my own language again or just use javascript. I also have to get the game working in the viewport so users can test out their game. Finally, I want to work on being able to export games into html and js. thanks for coming to my ted talk"}, {"post_id": 21005, "ts": "2026-07-02T19:10:01Z", "hours": 0.6314, "text": "Devlog 1 I’m building a game engine that I’m calling matu! After around 30 minutes, I’ve finished the basic layout. Right now, it looks a little like Godot, so I’m considering changing it. The Layout You can see what it currently looks like in the screenshot attached. There are 5 sections. The Hierarchy This is where the nodes (sorry for using Godot language, I don’t know what to call them) are going to be held. Stuff like objects, cameras, backgrounds, etc. Assets This is where the user can upload assets and stuff. I’m probably gonna implement this feature first. Inspector This is where the user can change aspects of each object, like coordinates, size, etc. Viewport So this isn’t actually labelled, but it is the central grid. This is where the user will place objects and where the game will be shown. Toolbar This isn’t labelled either, but it’s the panel at the top of the screen. I’m planning on adding run and stop buttons (pretty obvious), save, load, and export features. Some things that I’m still in the planning phase are where to place scripts and how to add save files. For scripts, I think I’m gonna have one script for each object, but I don’t know where to open them on the screen. For saving, that’s a problem for another day TuT. I have a pretty good idea on how I’m gonna implement Assets and a moderate idea of the Inspector and Hierarchy. Thanks for reading this all the way :)"}]...
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Title: matu game engine by @immaturegoat | Stardan Title: matu game engine by @immaturegoat | Stardance
Devlogs:
Devlog 1 I’m building a game engine that I’m calling matu! After around 30 minutes, I’ve finished the basic layout. Right now, it looks a little like Godot, so I’m considering changing it. The Layout You can see what it currently looks like in the screenshot attached. There are 5 sections. The Hierarchy This is where the nodes (sorry for using Godot language, I don’t know what to call them) are going to be held. Stuff like objects, cameras, backgrounds, etc. Assets This is where the user can upload assets and stuff. I’m probably gonna implement this feature first. Inspector This is where the user can change aspects of each object, like coordinates, size, etc. Viewport So this isn’t actually labelled, but it is the central grid. This is where the user will place objects and where the game will be shown. Toolbar This isn’t labelled either, but it’s the panel at the top of the screen. I’m planning on adding run and stop buttons (pretty obvious), save, load, and export features. Some things that I’m still in the planning phase are where to place scripts and how to add save files. For scripts, I think I’m gonna have one script for each object, but I don’t know where to open them on the screen. For saving, that’s a problem for another day TuT. I have a pretty good idea on how I’m gonna implement Assets and a moderate idea of the Inspector and Hierarchy. Thanks for reading this all the way :)
Devlog 2 stress testing is stress testing me Anyway, it’s been 2 days since I last posted a devlog. I’ve been focused on making the asset uploading as perfect as possible. You can see everything I’ve done in the screenshot attached below! I’m pretty proud of how it turned out, but it took 6 hours smh… (I’m scared for making the actual game engine part) Now for the things I did! Asset uploading! This one is pretty obvious. Anyway, I’m pretty proud of how it looks and the fact that it works. In the asset panel at the bottom of the screen, simply click the “+” button at the top right. You will be able to upload any file, though anything that isn’t an image will have an emoji in its place (audio files will have a music emoji and other files will just have the document emoji). It’s totally not because I’m too lazy to actually create a placeholder… Inspector The inspector panel on the right only has one function right now, and that’s to rename assets, but I plan on expanding functionality later on! For example, when we actually get the game engine working, I want users to be able to change the x and y of objects in the game manually, change size, etc. Still, I’m pretty proud of how it looks right now and the fact that it works :) Preview windows This one is probably the thing that took the longest. I never want to deal with draggable windows again. Anyway, when you double click on an asset, it opens it up in a preview window. You can drag it around, and that’s pretty much it. But it’s cool and also it took the longest to make (excluding debugging, which probably took like half of the 6 hours). What’s next? Up next, I’m going to work on the actual game engine functionality. First things first, I want the user to create objects in the hierarchy and for things to start showing up in the viewport. I don’t think this should be too hard, but I’m probably gonna regret saying that. Then, I’m gonna get the coding part of the game engine working. I still haven’t decided if I want to create my own language again or just use javascript. I also have to get the game working in the viewport so users can test out their game. Finally, I want to work on being able to export games into html and js. thanks for coming to my ted talk
Devlog 3 Nodes now work! I mean, you can now create them. Peep the screenshot below! I had to create a new .js file because script.js was getting a little crowded. It was getting a little hard to find stuff I’m pretty proud of how it works, but I’m planning on improving it later. Types of nodes I’ve added 5 node types. Groups Groups are used to group other nodes together. Groups can hold other groups or objects directly under them, but no scripts, audios, or sprites. Objects Objects are like the main nodes you will use. They are you use audio, sprites, and scripts. They can stand alone or go under a group. As you can see, in the inspector, you can edit the x values, y values, width, height, etc. Audio, Scripts, and Sprites These 3 nodes require a parent object. They cannot hold anything. This is how you attach images, sounds, and code to your object! What’s next This devlog is a little short compared to my other ones, but I’m still proud of what I have made! This is probably gonna just end up as a prototype for the final node system. I’m planning on adding the option to lock width and height, letting users drag nodes around and locking them, and reordering nodes. Right now, you can just drag them around from group to group, but you can’t change their order. After finishing the hierarchy, I’m going to move on to getting the coding part of the game engine working. I’m planning on using Javascript or a modified version of Javascript as matu’s language. Maybe I’ll call it matuscript heh Next, the obvious choice is to work on simulating the game in the viewport. (I’m scared of this) Finally, I want to work on save files and exporting. I still don’t know how I’m going to accomplish this (I’m even more scared of this) Maybe I’ll distract myself by working on the looks of matu first.
Devlog 4 Recently I’ve been working on getting the scripting working. I’m using normal javascript with some added functions with something I call matuAPI. But I’m not here to show that right now. Rather, I think I should show some of the code of how my project works! Today, I want to talk about how I get multiple preview windows! How it works Every time someone double clicks an asset in the asset panel (which we can check by adding an addEventListener('dblclick', () => {}); ), a function called openPreview is called. When we call that function, we check to see if a preview of that file is already opened. We have a Map() called preview_windows , which contains all the previews that are currently open. If a preview for that file is already opened, we can simply just bring the preview back to the center of the screen. Now, what happens if we don’t have a preview open? Then, we create a new div with the class name preview-window . Inside that div, we will have another div for the preview header (which contains the file name and the word “Preview”) and below that div, an img tag with the file image. If the file type is an image, then we set the src of the img to URL.createObjectURL(file) . I haven’t had the time to add audio previews yet though… What happens next? A function called centerWindow is called. It brings the preview div to a select random few points in the middle of the screen. This prevents all the previews from opening up in the same spot. Next, in order to make it draggable, we call a function called dragElement. It detects when the “handle” (the preview header from above) has a mousedown and mouseup event, using a document.addEventListener('mousemove', elementDrag); and document.addEventListener('mouseup', stopDrag); . In each of these functions, we change the position of the element that is being dragged when the mouse is down. We also call a bringToFront function, which just adds a predetermined number to the element’s z-index. When the user clicks the close button in the header of the preview, we call the closePreview function, which is pretty simple. It removes the name of the file from the preview_windows map, and just deletes the preview. There were some bugs while making this; renaming issues while a preview is open, the preview not closing when the asset is deleted, and some other elements that had to be added. But I’m pretty proud of the fact that it works and some QoL features that I added to it, like reopening the preview recentering it. Thanks for reading this all the way down :) Next devlog, I think I’m going to plan on describing how scripting works!
Devlog 4.5 what did i just do 😭
Devlog 5 I was too lazy to add all the features other than basic functionality to scripting, so I decided to work on some small bugs and features instead. Also, today I learned that you can ATTACH MULTIPLE SCREENSHOTS. This is like a gamechanger lol I can’t believe I didn’t know this. Extra line at the end of the viewport grid For the grid in the center of the screen, the function I used to draw it didn’t close it off on the right side. I can’t believe it took until now to fix it :| Changed hierarchy node symbols I changed the symbols on the left side of each of the nodes from emojis to letters. I used emojis because I didn’t want to find assets (sorry), but recently I’ve been feeling like the emojis make it feel AI-generated, so I removed those. Also, a bonus of changing them to letters is having the ability to now have the same name be used across different node types, but when you call them in code, you have to do like G:Object or O:Object. Fixed opacity slider position You might’ve seen in my last devlog, something kind of crazy happened with the slider… Anyway, it’s fixed now, so that’s good! I also ended up customizing the slider. Width and height lock Before this, I didn’t have a way for users to lock dimensions. I’ve implemented two checkboxes into the inspector, dimension lock and proportion lock. Dimension lock takes the current dimensions and keeps that ratio, while proportion lock keeps the original dimension ratio of the original asset. Closing the correct inspector Basically, there used to be a bug where if you deleted one asset while another asset was open in the inspector, it would close the inspector. It wasn’t harmful or anything, but it was really annoying. This was a pretty simple fix. I just added a check where the name of the asset in the inspector is compared to the name of the asset being deleted. Changing console color I don’t know if I mentioned this in a previous devlog yet, but I added a console for errors from scripting to show! It also displays start and end times. However, it was the wrong color for so long and I didn’t notice. It was just because I put the wrong class name in the css… Refreshing asset options This was also a bug that was really annoying. When you created a sprite and opened it up in the inspector, when you uploaded a new asset, it wouldn’t show up in the inspector. This was also pretty easy to fix. I just created a helper function, which basically just remakes the asset select options, and then called it every time an asset is changed, like when one is renamed, uploaded, or deleted. Adding sprite selection in the inspector I can’t believe I didn’t add this yet, but I added a new option in the inspector. If you have multiple sprites attached to an object, you can now select which sprite to use.
Devlog 6 This is probably going to be my last devlog before I work on scripting. I’ve put it off for too long, and right now, scripting is pretty limited (it has a start, end, input detection, movement, and console log function). I plan to add a LOT more to scripting, like changing sprites, changing opacity, rotation, cloning, deleting, audio, preview, and more. I also plan to open up the script in a window similar to the preview windows, because coding in the inspector sidebar is a bit constricting. Now, on to what I have been working on! Audio preview I can’t believe I put this off for so long, but it finally works. You can play audio from the preview window. Though, it’s a bit ugly right now so I plan on changing that later. Value tags for opacity and volume Before this, the two sliders were just sliders, and you couldn’t bring it to a specific value. However, there are now inputs on the right side of the sliders, allowing you to see what number the slider is at and allowing you to input your own values. Unique names for nodes I actually created two systems for this. So my idea for the node naming system is that unique names are kept separate across node types. That means that I can have an object called Thing and a group called Thing. My first idea of implementing this was to create a Set() for each node type. So I created group_names = new Set() , object_names = new Set() , sprite_names = new Set() , and so forth for each node type. Then we reuse the renaming function from script.js for the assets, but change it to have a switch statement based on the type. However, this was kind of hard, implementing a switch statement everywhere a rename or deletion or any sort of change happened. I replaced it by simpling using the hierarchy_nodes Map, which contains the names and types of each node. With this, we can just pull the type from the map to make sure that names are kept separate across types. It removes the big switch statements that were everywhere and overall keeps the code much cleaner. Rearranging nodes Previously, you could technically reorder things because I previously added reparenting, allowing you to move nodes from one parent to another, but it doesn’t allow you to rearrange nodes within a parent. Now, you can, and although its a bit clunky, it does work and I think it looks good. Alright, thanks for coming to this TED talk. The next devlog will be about a lot of changes that I will make to scripting.
Devlog 7 It’s been some time since I have posted a devlog on this project. I got a little sidetracked and spent a few days working with Rust. It’s probably gonna be my next project (flashcard app, I know, how original), but I’ve also spent some time working on scripting! So scripting was actually easier than I thought to implement. I have a const in my runtime.js file called matuAPI and it has every special function as well as what to do when that function is called. I’ll attach a screenshot of a section below. So now, on to what I have added! node lookup cloning spawning input rotation movement dimensions (width + height) changes opacity changes visibility asset changes playing and sotpping audio collision global variables changing bg color and timers! Wow, that was a lot! Unfortunately, as I was writing this devlog, I realized that I forgot to add a function that lets you change which sprite is being displayed in an object as well as changing the audio source asset. How does this always happen to me? Ok, I’ll be back in a bit. I need to add that real quick. Ok, I have returned! I have added them to the code and the documentation (which is just a markdown file), so we also have changing sprites and changing audio assets! Thanks for reading this devlog! Up next, I plan to add a pop out window for scripting (as the current one is too small) and of course, exporting, loading, and saving (I’m scared, save me)
Devlog 8 This is probably gonna be a shorter devlog, but basically I made scripting a lot easier in my game engine! Each script node now has a button in the top right of the inspector editor. I just reused the asset previews but with a textarea. This means you can have multiple popouts open at a time while scripting. It also gives you a much wider area to code in, as the inspector is kinda cramped. All updates in the popout update with the inspector textarea. The popouts are also resizable! QoL improvements Tab for indent Before, if you typed tab while scripting, it would just move focus to another button instead of indenting. However, now when you press tab, 4 spaces are added. You can select multiple lines to indent multiple lines, and press shift + tab to unindent lines. Auto-close pairs Now when you type a character like ( or [ automatically types its closing pair and places your cursor in between them. If you type the closing pair again, it will move your cursor to the outside. As well as that, deleting an empty pair will delete both characters. Auto-indent on enter Now when you go to another line, it will inherit the indentation of the line above it. :) What’s next? I really thought that with the introduction of scripting popouts, I would be getting close to finishing the project, but over the past few days, I’ve realized that there are still a lot of stuff I want to implement. First, I want to add a Label node, allowing users to display text easily. Next (and I can’t believe I haven’t implemented this yet), I want to add a way for the user to stop the game in the script, instead of clicking the stop button. I want to fix node reordering, as right now it is a bit clunky, and of course, the final thing for me to do is to add exporting, saving, and loading.
Devlog 9 Probably my last devlog before working on saving and exporting T-T What I worked on Stops in scripting I can’t believe I didn’t add this earlier, but you can now end the game using matu.runtime.stop(); Label nodes You can now have text labels in your game! I also added scripting implementation, so you can change what the text says during a run. Fixed reordering Reordering nodes was a bit clunky, so I fixed it (turns out there were some bugs in the CSS and the dragging), but now it should be smoother!
Devlog 10 Can’t believe my last devlog was two weeks ago… Anyway, here’s what I’ve been working on. Exporting and saving It works! Probably… I’m pretty sure it works. At least for my testing. If you guys find any bugs, be sure to tell me. a BUNCH of bug fixes Stop highlighting nodes when reordering Change matuapi rotation funcs from radians to degrees Clicking off node unselects it Favicon After game ends, if clones are still there, stop them from showing up Checkboxes on export menu Remove eval classUpdate documentation Sorry that this devlog is pretty short, for a 5 hour devlog. I’m just kinda tired of writing tbh and I can’t wait to ship this.
Ships:
IMPORTANT: documentation: https://github.com/immaturegoat/matu/blob/main/docs.md tutorial: https://github.com/immaturegoat/matu/blob/main/tutorial.md This is matu, a web game engine, designed to build and export 2D games. It features a node system with groups, objects, sprites, labels, audio, and scripts, asset uploading, viewport testing, saving and loading, and exporting into a web playable. It was inspired by editors like Unity and Godot, but I wanted to keep some simplicity similar to that of Scratch. It’s not that powerful, but it should be enough to make some simple games. The tutorial and documentation is linked above....
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