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34038
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journeys by @folsense | Stardance
|
folsense
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1
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29.26
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339
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-26T15:06:42Z", "hours": 29.0, "multiplier": 11.58, "payout": 339, "blessing": "neutral", "text": "I made a focus timer app that gives you the vibe of being on a train! Each session is a journey (hence the name) and you can create a streak and accrue miles over time. Each subject / area of focus is a RailPass, and you can level up each one individually. The app also supports live activities, so you can leave it to run in the background and just check up on it from the lock screen. I made this for myself to help me with the coming exam season, but hopefully i can get the app store grant to help other people who might need a good free focus timer app :)", "repo": "https://github.com/ssamx3/journeys", "demo": "https://testflight.apple.com/join/NtQ6RRwq"}]...
|
[{"post_id": 37670, "ts": "202 [{"post_id": 37670, "ts": "2026-07-30T15:51:16Z", "hours": 0.2589, "text": "a few more bug fixes that have evaded me for too long have finally been quashed…. and old functions were deleted and the code cleaned up!"}, {"post_id": 35132, "ts": "2026-07-26T11:37:58Z", "hours": 0.8169, "text": "bug FIXING"}, {"post_id": 34066, "ts": "2026-07-24T15:01:48Z", "hours": 0.7428, "text": "debugging and stuffs"}, {"post_id": 33712, "ts": "2026-07-23T20:51:31Z", "hours": 7.0553, "text": "big ui and features update! finished ticket flow, finished focus timer view, finished live activity, finished the home screen nearly, just adding polish and fixing bugs now"}, {"post_id": 32480, "ts": "2026-07-21T18:06:07Z", "hours": 4.9042, "text": "finished some more ui… you can now look at your passes and create new ones and customise them yay! also now works on macos"}, {"post_id": 31490, "ts": "2026-07-19T22:08:43Z", "hours": 7.45, "text": "home screen done (i think) woah this took so long! you can now customise your passes to make cool designs too :)"}, {"post_id": 30349, "ts": "2026-07-17T20:27:29Z", "hours": 1.9003, "text": "Pretty much finished implementing the map view but i kinda hate it and am contemplating going a different direction…. lemme know what yall think"}, {"post_id": 29791, "ts": "2026-07-16T22:07:15Z", "hours": 1.3611, "text": "began implementing the train map view! still some bugs to iron out but its getting better :)"}, {"post_id": 29104, "ts": "2026-07-15T19:20:04Z", "hours": 2.5858, "text": "backend DONE (for now..)! time to move on to the front end! yay :D"}, {"post_id": 27282, "ts": "2026-07-12T18:39:53Z", "hours": 2.4108, "text": "began working on the backend for the app … tedious"}]...
|
Title: journeys by @folsense | Stardance
Devlogs: Title: journeys by @folsense | Stardance
Devlogs:
began working on the backend for the app … tedious
backend DONE (for now..)! time to move on to the front end! yay :D
began implementing the train map view! still some bugs to iron out but its getting better :)
Pretty much finished implementing the map view but i kinda hate it and am contemplating going a different direction…. lemme know what yall think
home screen done (i think) woah this took so long! you can now customise your passes to make cool designs too :)
finished some more ui… you can now look at your passes and create new ones and customise them yay! also now works on macos
big ui and features update! finished ticket flow, finished focus timer view, finished live activity, finished the home screen nearly, just adding polish and fixing bugs now
debugging and stuffs
bug FIXING
a few more bug fixes that have evaded me for too long have finally been quashed…. and old functions were deleted and the code cleaned up!
Ships:
I made a focus timer app that gives you the vibe of being on a train! Each session is a journey (hence the name) and you can create a streak and accrue miles over time. Each subject / area of focus is a RailPass, and you can level up each one individually. The app also supports live activities, so you can leave it to run in the background and just check up on it from the lock screen. I made this for myself to help me with the coming exam season, but hopefully i can get the app store grant to help other people who might need a good free focus timer app :)...
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1793112640.0393445
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1793199040.0393445
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29486
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Wayfleet by @confused-ace-noises | Stardance
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confused-ace-noises
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0
|
29.25
|
0
|
[]
|
[{"post_id": 23057, "ts": "202 [{"post_id": 23057, "ts": "2026-07-05T19:52:03Z", "hours": 3.4139, "text": "Animations 2: Electric Boogaloo Well, this was a disaster. To the people who saw my last devlog, i said that i was going to try to fix a problem that i encountered by using resizing and movement animations simultaneously. I spent an egregious amount of time researching how i could force smithay to render the window stretched in such a way that it would cancel out any size errors, but it turns out that the method i used just… did nothing? i dont really know what happened, but i made a quick and dirty fix for now by making the movement animation wait a couple of animation ticks before starting, and it has worked decently so far. I think i’ll get to work on the privileged section’s movement and swaps and whatnot now. Below is an example where you can see that the edge isn’t freaking out like before anymore:"}, {"post_id": 22726, "ts": "2026-07-05T09:38:53Z", "hours": 3.7194, "text": "Animations!! I’ve been at work to make animations, and it turned out decently. The only real problem i have with the current implementation is that when a window is subject to both a resize animation and a move animation, the far edge of the window in relation to the one that’s moving will bleed into the next cell a bit, so i need to fix that. Other than that, it’s smooth sailing; now i only need to fix that last problem and probably refactor the animation code because it’s a complete mess. Here’s a video of the animations working:"}, {"post_id": 22257, "ts": "2026-07-04T17:09:12Z", "hours": 2.7483, "text": "Bugs, bugs everywhere. I was planning on just abstracting away some parts of functions in other functions for this devlog, so that i could complete the window expansion and movement logic. Since i had spent barely half an hour doing that i thought this devlog would have been too short, so, i also decided to start making movement and resizing animations; but little did i know that i was, all of me, deceived. As i was thinking at yesterday’s code, i found some inconsistencies in my logic, i ended up also fixing a bunch of bugs that completely escaped me while writing the code, and i ended up needing to fix those… First The first bug i found regarded the movement and expansion of windows: what should a window do if in the way it wants to move there are two windows, the first that can move out of the way and the other can’t? Up until now, the window that had to move (or expand) would not have performed the action because of the 2nd window, but the first one would have moved regardless. I fixed it so that if any of the obstructing windows cannot move, none will. Second While fixing the first bug, i stumbled upon a second one; in my tiredness from late-night coding, i had somehow managed to forget to update the available cells when a window expands… Yeah that was dumb TuT. Third Now again, while fixing the second bug, i found a third! This one was perhaps even dumber, because i had forgotten to update the cells a new window occupies when it expands. Again, quite dumb, but now it works at least…"}, {"post_id": 21857, "ts": "2026-07-04T00:37:58Z", "hours": 6.9867, "text": "I managed to add a few things, going insane in the meanwhile. First of all, i reorganized the files of the project in some folders, because more folders are (almost) always good. Second , i discovered that a decent algorithm i had made to find which window was under the pointer, which first checked the section (top or bottom), then row and column (which would make a small amount of checks), can’t work while i don’t lock in my layout! this is because i can’t get a certain window geometry unless i do a linear search over every window, which is a complete waste of time, because at that point, it’s faster to just make a linear search over all windows and check if each is under the pointer. So, until i figure out the spacing and in general the fancy stuff in the layout, i won’t be able to use my algorithm. Third , i went absolutely insane trying to implement multi-cell windows on the map. like. i think i remade the algorithm close to 10 times before landing on something i like. in the meanwhile, i also added moving windows, simply because if you try to extend a window into already occupied cells, the layout manager will try to move all windows in the row(s) or column(s) out of the way to make space for the expanded window. I am quite happy with it now, even if it can only be expanded to the right for now because i want to split up some huge functions into smaller functions. Anyways, here’s a demo; it spawn three terminals, moves the third one under the first one, extends the one that just moved once to the right, and then moves the first and second window downwards and back, moving the extended window in the meantime. Note: for some reason, the terminal that gets extended doesn’t realize it was extended until i type something, hence it looks like a very very very bad cut. I swear it isn’t, you can look at the code if you don’t believe me TuT"}, {"post_id": 21156, "ts": "2026-07-02T23:21:38Z", "hours": 3.7847, "text": "I managed to do a bunch of stuff, in no particular order: dealt with window decorations (and, i’m going to go on a quick rant here, i’ve lost my mind trying to understand weston-terminal wouldn’t lose its window decorations even if it seemed like i was doing everything right for a good 45 minutes. Only after that amount of time, i decided that it would have been wise to try another terminal, and would you believe it! alacritty removed its decorations flawlessly! turns out that weston-terminal just… doesn’t respect the decoration config??? anyways, i’m now using alacritty and kitty because they respect the decoration config and have slightly different colors by default.) fixed the privileged space’s (the strip above) tiling added input! oh and changed the background color to a nice mauve i guess Anyways, have a demo video; you can see alacritty and kitty being alternated because the former has a grey-ish background, and the latter has a black background:"}, {"post_id": 20805, "ts": "2026-07-02T14:48:38Z", "hours": 1.7381, "text": "I got winit to work, and it was surprisingly easier than i thought it would be. Also, i fixed a bug where columns and rows were swapped in the bottom grid, oops. Anyways, it works! and my layout manager does too! Well, at least partially, because the top strip isn’t resizing the windows like i want it to, but that’s something i’ll work on in the future."}, {"post_id": 20675, "ts": "2026-07-02T10:23:10Z", "hours": 6.8606, "text": "Well, this is a huge project. For now, i’ve worked actually learning how a compositor is made, and how to do tiling. I should have the bases for a layout manager and an app state manager, but, knowing how these things go, they’re likely both broken in some way. For now, the tiling is split in two sections: the top one, is privileged and cannot be attacked, meanwhile the bottom section is a grid where the windows will be hittable boats by opponents Anyways, i’ll try to make the backend trait and to implement the winit backend to get a display out."}]...
|
Title: Wayfleet by @confused-ace-noises | Stardanc Title: Wayfleet by @confused-ace-noises | Stardance
Devlogs:
Well, this is a huge project. For now, i’ve worked actually learning how a compositor is made, and how to do tiling. I should have the bases for a layout manager and an app state manager, but, knowing how these things go, they’re likely both broken in some way. For now, the tiling is split in two sections: the top one, is privileged and cannot be attacked, meanwhile the bottom section is a grid where the windows will be hittable boats by opponents Anyways, i’ll try to make the backend trait and to implement the winit backend to get a display out.
I got winit to work, and it was surprisingly easier than i thought it would be. Also, i fixed a bug where columns and rows were swapped in the bottom grid, oops. Anyways, it works! and my layout manager does too! Well, at least partially, because the top strip isn’t resizing the windows like i want it to, but that’s something i’ll work on in the future.
I managed to do a bunch of stuff, in no particular order: dealt with window decorations (and, i’m going to go on a quick rant here, i’ve lost my mind trying to understand weston-terminal wouldn’t lose its window decorations even if it seemed like i was doing everything right for a good 45 minutes. Only after that amount of time, i decided that it would have been wise to try another terminal, and would you believe it! alacritty removed its decorations flawlessly! turns out that weston-terminal just… doesn’t respect the decoration config??? anyways, i’m now using alacritty and kitty because they respect the decoration config and have slightly different colors by default.) fixed the privileged space’s (the strip above) tiling added input! oh and changed the background color to a nice mauve i guess Anyways, have a demo video; you can see alacritty and kitty being alternated because the former has a grey-ish background, and the latter has a black background:
I managed to add a few things, going insane in the meanwhile. First of all, i reorganized the files of the project in some folders, because more folders are (almost) always good. Second , i discovered that a decent algorithm i had made to find which window was under the pointer, which first checked the section (top or bottom), then row and column (which would make a small amount of checks), can’t work while i don’t lock in my layout! this is because i can’t get a certain window geometry unless i do a linear search over every window, which is a complete waste of time, because at that point, it’s faster to just make a linear search over all windows and check if each is under the pointer. So, until i figure out the spacing and in general the fancy stuff in the layout, i won’t be able to use my algorithm. Third , i went absolutely insane trying to implement multi-cell windows on the map. like. i think i remade the algorithm close to 10 times before landing on something i like. in the meanwhile, i also added moving windows, simply because if you try to extend a window into already occupied cells, the layout manager will try to move all windows in the row(s) or column(s) out of the way to make space for the expanded window. I am quite happy with it now, even if it can only be expanded to the right for now because i want to split up some huge functions into smaller functions. Anyways, here’s a demo; it spawn three terminals, moves the third one under the first one, extends the one that just moved once to the right, and then moves the first and second window downwards and back, moving the extended window in the meantime. Note: for some reason, the terminal that gets extended doesn’t realize it was extended until i type something, hence it looks like a very very very bad cut. I swear it isn’t, you can look at the code if you don’t believe me TuT
Bugs, bugs everywhere. I was planning on just abstracting away some parts of functions in other functions for this devlog, so that i could complete the window expansion and movement logic. Since i had spent barely half an hour doing that i thought this devlog would have been too short, so, i also decided to start making movement and resizing animations; but little did i know that i was, all of me, deceived. As i was thinking at yesterday’s code, i found some inconsistencies in my logic, i ended up also fixing a bunch of bugs that completely escaped me while writing the code, and i ended up needing to fix those… First The first bug i found regarded the movement and expansion of windows: what should a window do if in the way it wants to move there are two windows, the first that can move out of the way and the other can’t? Up until now, the window that had to move (or expand) would not have performed the action because of the 2nd window, but the first one would have moved regardless. I fixed it so that if any of the obstructing windows cannot move, none will. Second While fixing the first bug, i stumbled upon a second one; in my tiredness from late-night coding, i had somehow managed to forget to update the available cells when a window expands… Yeah that was dumb TuT. Third Now again, while fixing the second bug, i found a third! This one was perhaps even dumber, because i had forgotten to update the cells a new window occupies when it expands. Again, quite dumb, but now it works at least…
Animations!! I’ve been at work to make animations, and it turned out decently. The only real problem i have with the current implementation is that when a window is subject to both a resize animation and a move animation, the far edge of the window in relation to the one that’s moving will bleed into the next cell a bit, so i need to fix that. Other than that, it’s smooth sailing; now i only need to fix that last problem and probably refactor the animation code because it’s a complete mess. Here’s a video of the animations working:
Animations 2: Electric Boogaloo Well, this was a disaster. To the people who saw my last devlog, i said that i was going to try to fix a problem that i encountered by using resizing and movement animations simultaneously. I spent an egregious amount of time researching how i could force smithay to render the window stretched in such a way that it would cancel out any size errors, but it turns out that the method i used just… did nothing? i dont really know what happened, but i made a quick and dirty fix for now by making the movement animation wait a couple of animation ticks before starting, and it has worked decently so far. I think i’ll get to work on the privileged section’s movement and swaps and whatnot now. Below is an example where you can see that the edge isn’t freaking out like before anymore:...
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1792709242.3503244
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1793314042.3503244
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24833
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Smartwatch by @alexew0923 | Stardance
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alexew0923
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0
|
29.14
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0
|
[]
|
[{"post_id": 75077, "ts": "202 [{"post_id": 75077, "ts": "2026-09-29T02:34:23Z", "hours": 6.1956, "text": "Automatic Dark Mode This week I wanted to adjust the display brightness from the readings on VEML6035 ambient light sensor. Unlike other sensors, VEML6035 did not have a built-in library on Arduino IDE. I had to spend hours watching how to use Wire library, which allows I2C communication easily. Then, I looked at the datasheet to set the initial setting and calculate lux (unit for illuminance). My initial plan was to adjust the back panel to control the brightness, but on this particular TFT display, there wasn’t a dedicated backlight pin. It meant the backlight would be fully on 24/7, so I adjusted my plan to switch between dark and light mode. The condition to trigger the mode change is that the ambient light sensor would measure every 0.5s and if the average of the last ten lux values is below 10, then the smartwatch changes to dark mode and vice versa."}, {"post_id": 64607, "ts": "2026-09-09T03:51:37Z", "hours": 1.2428, "text": "Temperature Chart It has been almost a month since the last devlog and I regret procrastinating over the summer. Before Stardance challenge ends, I will try my best to upload as many devlogs as possible. Temperature Chart I modified the temperature & humidity app from showing the raw values to graphs, which makes it more visually appealing and also interesting to look at the temperature trend. Clock Settings Now, you can long press the left hand on the clock screen and you can edit the time by every minute. I also added a year-month-day text at the top, so you can check what day it is right away. Minor Bug Fix As reported in an earlier devlog, there was a bug that the passive buzzer was making random noises after using tone() function, even though I called noTone() to stop the sound. I spent quite a good time troubleshooting it and it turns out that instead of relying on tone(), I had to manually set up PWM signals with LEDC (LED control). To make square waves, I set the duty cycle to 50% of the resolution (2048 in my case because I am using 12 bit resolution). The frequency is set at 131Hz, which corresponds to the note C3."}, {"post_id": 45287, "ts": "2026-08-11T17:31:12Z", "hours": 1.4, "text": "Major Update Over the past week, I made a lot of changes to the smartwatch and here are what I have done. App Icon I added custom icons for each app like clock icons for stopwatch and timer and a thermometer for temperature and humidity. I did it by uploading C arrays of pixels (black and white). Then, I used the image widget in LVGL to display the icons. New App With the onboard SHT40 temperature & humidity sensor, I built a new app that displays current temperature and humidity readings. Currently, the app only has plain texts, but I am thinking of changing it to something more visual like a gauge or graph. One thing I did not consider when making the PCB is that SHT40 readings can be affected by the heat from ESP32 or hand, so it might not be as accurate as it should be. Bug Fixes There were some minor issues like the noise from buttons, which microcontroller read it as two clicks even though I clicked only once. I could fix this issue either by software (rechecking value after certain amount of time) or hardware (soldering a capacitor) and I chose to go with hardware because I did not want to make the code more difficult to read than what it is currently. Another bug I found is that DS3231 real time clock and MPU6050 sensor both shared the same I2C address (0x68) and the data was getting corrupted. Luckily, there is a pin on MPU6050 called AD0, which I can power it to change its I2C address to 0x69."}, {"post_id": 40548, "ts": "2026-08-04T05:29:00Z", "hours": 3.3242, "text": "Timer Application I developed a timer application for the smartwatch. You can increment/decrement the time on timer by clicking on the buttons and start it with both buttons pressed. When the timer hits zero, the passive buzzer will beep. However, one thing I noticed is that the passive buzzer will still buzz and make tiny noises even after I stopped it. The Arduino function I am using for the buzzer is tone() and it sends on and off signals to the buzzer in specific frequency. I am not sure what is causing this, so I need to further investigate it."}, {"post_id": 32800, "ts": "2026-07-22T05:51:53Z", "hours": 2.1836, "text": "Soldering PCB I finally received PCBs I designed on KiCad from JLCPCB. All the other components had been sitting in my room for a few weeks, so I was really excited to have the PCB in my hands. First, I created a jig to hold the PCB in place and I spread over solder paste across the PCB with a stencil I ordered as well. Then, I carefully placed SMD components with a tweezer and melted the solder with a heat gun. I was nervous that my PCB design had a fault and would not work, but luckily it worked fine. I found that making a custom PCB is more efficient than hand soldering because I don’t have to fight over with soldering iron. Although it takes additional time to design a PCB and it costs extra money, I am looking forward to make more PCBs as it can also prepare me for industrial manufacturing. Troubleshooting While the smartwatch turns on, there were still some errors in the PCB. First, I reversed the VCC and GND path of the battery connector, so I had to cut the wires from the battery to correct the wire order, which was unsafe. Next, when I tested the display, only the backlight would turn on and it frustrated me. It turned out that the CS pin was connected to the TX pin of ESP32, which transmits message to serial monitor. Additionally, I had to specify esp32 version in board manager to 2.0.8 for the display to be compatible with XIAO ESP32 C3. Lastly, the PCB is way bigger than the display and next time I could try reducing its size, so it fits with the screen size and looks more appealing."}, {"post_id": 30498, "ts": "2026-07-18T03:49:18Z", "hours": 2.0333, "text": "Stopwatch Development I added two buttons with pull-up resistors to simulate forward/backward motion in a smartwatch. By clicking the buttons, you can switch through different apps and you can access them by a long press (> 0.5s). Currently, there is only stopwatch with its basic functions like start/stop/reset. I tried out EEZ Studio and I find it better than Lopaka, but there are still some limitations. Future Plan Add a passive buzzer to give feedback to user Add symbol for the apps Add “lap” function in stopwatch Develop other apps like timer, alarm and weather"}, {"post_id": 29938, "ts": "2026-07-17T03:27:54Z", "hours": 1.1669, "text": "Watch Face Development I integrated DS3231 real time clock with the display to show the time on watch face. The GUI is designed using LGVL format with TFT_eSPI driver. While I am waiting for the PCB to arrive, I will keep developing the software side. Initially, I chose Lopaka as a design tool, but I am planning to switch to EEZ Studio for its open source license and better functionality."}, {"post_id": 28644, "ts": "2026-07-15T00:46:03Z", "hours": 0.4, "text": "Testing DS3231 and Round Display on ESP32 Today, I tested DS3231 and TFT round display on ESP32 by uploading the example codes online and the wiring and the code weren’t too complicated. DS3231 comes with a battery, so it can keep track of the time even when it is not powered by an external source and I am planning to design the UI of the smartwatch with LVGL format, designed on Lopaka. PCB Design Apart from this devlog, I finished designing the PCB for my smartwatch using the schematic from the past devlog. The reason why I am writing my progress on this devlog is because even though 9 hours of my work was recorded on Hackatime, I can’t seem to write a separate devlog on the Stardance. Designing Process At first, I had no clue to what I should do with designing a PCB because it is my first time doing it. So I watched some tutorials on YouTube and learned basic skills like creating tracks (wires) and vias (connecting different layers), checking the PCB on 3D viewer. running Design Rules Checker before finalizing the PCB and exporting Gerber files for PCB manufacturing. Ordering PCB Now, I am done with the PCB and ordered 5 pieces of it on JLCPCB. It takes few weeks to arrive and right now I will be working on the software side while waiting for it. I did not use their assembly service because I wanted to solder SMD components by myself using a heat gun. The electronic parts were purchased through DigiKey and AliExpress and tools for SMD soldering were bought on AliExpress and Amazon."}, {"post_id": 20440, "ts": "2026-07-02T01:08:02Z", "hours": 1.3822, "text": "Schematic I started building a schematic for the smartwatch. It is my first time using KiCad, so I watched basic tutorials on YouTube about the interface. The symbols for the sensors and microcontroller are not listed on the basic KiCad symbol list and I had to find them separately on the manufacturer’s page and SnapMagic for free. How I Built the Schematic At first, I had no idea on how to connect the raw sensors to the microcontroller because I only worked with sensor modules that had other electrical components on it before. Therefore, I looked through the datasheet and there were example circuits, which I followed. Most sensors use I2C communication and it requires resistors between the serial clock and data lines to the power and a capacitor between ground and power to stabilize the power as well. Then, instead of connecting all the wires, I placed labels in order to make the schematic clean to look at. Before I am finished with the schematic, I ran Electrical Rules Checker and fixed errors that showed up. Next Step The next step would be to use the schematic to layout the PCB. I am planning to get a hot plate and solder paste, so that I can solder SMD components onto the PCB by myself. It is a long journey, but I am hoping to finish the project with progress made each day. Comment below if you have any questions!"}, {"post_id": 15507, "ts": "2026-06-25T06:24:17Z", "hours": 9.8089, "text": "Brainstorming For my project, I chose to build a smartwatch of my own, similar to Galaxy and Apple Watch. Today, I brainstormed the basic materials and functions of the smartwatch. These are what I came up with. Components 1.28 Inch Round Circular TFT LCD Touchscreen Display Module 400mAh LiPo Battery - charge through ESP32 XIAO ESP32C3 - main processor MPU6050 - Inertial Measurement Unit SHT40 - Temperature and Humidity BMP581 - Air Pressure and Altitude VEML6035 - Ambient Light Sensor 2x Buttons CPT-9019A-SMT-TR - Passive Buzzer Functions Touchscreen User Interface Automatic Screen Turn On/Off - MPU6050 Stopwatch/Timer/Alarm - Play sound with the buzzer Temperature/Humidity/Air Pressure/Altitude Readings Automatic Brightness Level Adjustment - Ambient Light Sensor Simple music player with buzzer Bluetooth/WiFi connection to mobile and retrieve external data such as local weather/sports/stocks ㅤ These are what I came up with for now and I might add on to this as I work on the project. The next steps would be to design a schematic and printed circuit board, which is for the first time in my life and I am excited about it. This is a huge project, so it will take some time to finish it. Below is the picture of what I brainstormed on Google Docs."}]...
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Title: Smartwatch by @alexew0923 | Stardance
Devl Title: Smartwatch by @alexew0923 | Stardance
Devlogs:
Brainstorming For my project, I chose to build a smartwatch of my own, similar to Galaxy and Apple Watch. Today, I brainstormed the basic materials and functions of the smartwatch. These are what I came up with. Components 1.28 Inch Round Circular TFT LCD Touchscreen Display Module 400mAh LiPo Battery - charge through ESP32 XIAO ESP32C3 - main processor MPU6050 - Inertial Measurement Unit SHT40 - Temperature and Humidity BMP581 - Air Pressure and Altitude VEML6035 - Ambient Light Sensor 2x Buttons CPT-9019A-SMT-TR - Passive Buzzer Functions Touchscreen User Interface Automatic Screen Turn On/Off - MPU6050 Stopwatch/Timer/Alarm - Play sound with the buzzer Temperature/Humidity/Air Pressure/Altitude Readings Automatic Brightness Level Adjustment - Ambient Light Sensor Simple music player with buzzer Bluetooth/WiFi connection to mobile and retrieve external data such as local weather/sports/stocks ㅤ These are what I came up with for now and I might add on to this as I work on the project. The next steps would be to design a schematic and printed circuit board, which is for the first time in my life and I am excited about it. This is a huge project, so it will take some time to finish it. Below is the picture of what I brainstormed on Google Docs.
Schematic I started building a schematic for the smartwatch. It is my first time using KiCad, so I watched basic tutorials on YouTube about the interface. The symbols for the sensors and microcontroller are not listed on the basic KiCad symbol list and I had to find them separately on the manufacturer’s page and SnapMagic for free. How I Built the Schematic At first, I had no idea on how to connect the raw sensors to the microcontroller because I only worked with sensor modules that had other electrical components on it before. Therefore, I looked through the datasheet and there were example circuits, which I followed. Most sensors use I2C communication and it requires resistors between the serial clock and data lines to the power and a capacitor between ground and power to stabilize the power as well. Then, instead of connecting all the wires, I placed labels in order to make the schematic clean to look at. Before I am finished with the schematic, I ran Electrical Rules Checker and fixed errors that showed up. Next Step The next step would be to use the schematic to layout the PCB. I am planning to get a hot plate and solder paste, so that I can solder SMD components onto the PCB by myself. It is a long journey, but I am hoping to finish the project with progress made each day. Comment below if you have any questions!
Testing DS3231 and Round Display on ESP32 Today, I tested DS3231 and TFT round display on ESP32 by uploading the example codes online and the wiring and the code weren’t too complicated. DS3231 comes with a battery, so it can keep track of the time even when it is not powered by an external source and I am planning to design the UI of the smartwatch with LVGL format, designed on Lopaka. PCB Design Apart from this devlog, I finished designing the PCB for my smartwatch using the schematic from the past devlog. The reason why I am writing my progress on this devlog is because even though 9 hours of my work was recorded on Hackatime, I can’t seem to write a separate devlog on the Stardance. Designing Process At first, I had no clue to what I should do with designing a PCB because it is my first time doing it. So I watched some tutorials on YouTube and learned basic skills like creating tracks (wires) and vias (connecting different layers), checking the PCB on 3D viewer. running Design Rules Checker before finalizing the PCB and exporting Gerber files for PCB manufacturing. Ordering PCB Now, I am done with the PCB and ordered 5 pieces of it on JLCPCB. It takes few weeks to arrive and right now I will be working on the software side while waiting for it. I did not use their assembly service because I wanted to solder SMD components by myself using a heat gun. The electronic parts were purchased through DigiKey and AliExpress and tools for SMD soldering were bought on AliExpress and Amazon.
Watch Face Development I integrated DS3231 real time clock with the display to show the time on watch face. The GUI is designed using LGVL format with TFT_eSPI driver. While I am waiting for the PCB to arrive, I will keep developing the software side. Initially, I chose Lopaka as a design tool, but I am planning to switch to EEZ Studio for its open source license and better functionality.
Stopwatch Development I added two buttons with pull-up resistors to simulate forward/backward motion in a smartwatch. By clicking the buttons, you can switch through different apps and you can access them by a long press (> 0.5s). Currently, there is only stopwatch with its basic functions like start/stop/reset. I tried out EEZ Studio and I find it better than Lopaka, but there are still some limitations. Future Plan Add a passive buzzer to give feedback to user Add symbol for the apps Add “lap” function in stopwatch Develop other apps like timer, alarm and weather
Soldering PCB I finally received PCBs I designed on KiCad from JLCPCB. All the other components had been sitting in my room for a few weeks, so I was really excited to have the PCB in my hands. First, I created a jig to hold the PCB in place and I spread over solder paste across the PCB with a stencil I ordered as well. Then, I carefully placed SMD components with a tweezer and melted the solder with a heat gun. I was nervous that my PCB design had a fault and would not work, but luckily it worked fine. I found that making a custom PCB is more efficient than hand soldering because I don’t have to fight over with soldering iron. Although it takes additional time to design a PCB and it costs extra money, I am looking forward to make more PCBs as it can also prepare me for industrial manufacturing. Troubleshooting While the smartwatch turns on, there were still some errors in the PCB. First, I reversed the VCC and GND path of the battery connector, so I had to cut the wires from the battery to correct the wire order, which was unsafe. Next, when I tested the display, only the backlight would turn on and it frustrated me. It turned out that the CS pin was connected to the TX pin of ESP32, which transmits message to serial monitor. Additionally, I had to specify esp32 version in board manager to 2.0.8 for the display to be compatible with XIAO ESP32 C3. Lastly, the PCB is way bigger than the display and next time I could try reducing its size, so it fits with the screen size and looks more appealing.
Timer Application I developed a timer application for the smartwatch. You can increment/decrement the time on timer by clicking on the buttons and start it with both buttons pressed. When the timer hits zero, the passive buzzer will beep. However, one thing I noticed is that the passive buzzer will still buzz and make tiny noises even after I stopped it. The Arduino function I am using for the buzzer is tone() and it sends on and off signals to the buzzer in specific frequency. I am not sure what is causing this, so I need to further investigate it.
Major Update Over the past week, I made a lot of changes to the smartwatch and here are what I have done. App Icon I added custom icons for each app like clock icons for stopwatch and timer and a thermometer for temperature and humidity. I did it by uploading C arrays of pixels (black and white). Then, I used the image widget in LVGL to display the icons. New App With the onboard SHT40 temperature & humidity sensor, I built a new app that displays current temperature and humidity readings. Currently, the app only has plain texts, but I am thinking of changing it to something more visual like a gauge or graph. One thing I did not consider when making the PCB is that SHT40 readings can be affected by the heat from ESP32 or hand, so it might not be as accurate as it should be. Bug Fixes There were some minor issues like the noise from buttons, which microcontroller read it as two clicks even though I clicked only once. I could fix this issue either by software (rechecking value after certain amount of time) or hardware (soldering a capacitor) and I chose to go with hardware because I did not want to make the code more difficult to read than what it is currently. Another bug I found is that DS3231 real time clock and MPU6050 sensor both shared the same I2C address (0x68) and the data was getting corrupted. Luckily, there is a pin on MPU6050 called AD0, which I can power it to change its I2C address to 0x69.
Temperature Chart It has been almost a month since the last devlog and I regret procrastinating over the summer. Before Stardance challenge ends, I will try my best to upload as many devlogs as possible. Temperature Chart I modified the temperature & humidity app from showing the raw values to graphs, which makes it more visually appealing and also interesting to look at the temperature trend. Clock Settings Now, you can long press the left hand on the clock screen and you can edit the time by every minute. I also added a year-month-day text at the top, so you can check what day it is right away. Minor Bug Fix As reported in an earlier devlog, there was a bug that the passive buzzer was making random noises after using tone() function, even though I called noTone() to stop the sound. I spent quite a good time troubleshooting it and it turns out that instead of relying on tone(), I had to manually set up PWM signals with LEDC (LED control). To make square waves, I set the duty cycle to 50% of the resolution (2048 in my case because I am using 12 bit resolution). The frequency is set at 131Hz, which corresponds to the note C3.
Automatic Dark Mode This week I wanted to adjust the display brightness from the readings on VEML6035 ambient light sensor. Unlike other sensors, VEML6035 did not have a built-in library on Arduino IDE. I had to spend hours watching how to use Wire library, which allows I2C communication easily. Then, I looked at the datasheet to set the initial setting and calculate lux (unit for illuminance). My initial plan was to adjust the back panel to control the brightness, but on this particular TFT display, there wasn’t a dedicated backlight pin. It meant the backlight would be fully on 24/7, so I adjusted my plan to switch between dark and light mode. The condition to trigger the mode change is that the ambient light sensor would measure every 0.5s and if the average of the last ten lux values is below 10, then the smartwatch changes to dark mode and vice versa....
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1792655702.9237688
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1793260502.9237688
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6131
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MicroDev128 Project by @I-like-BWRs | Stardance
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I-like-BWRs
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1
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29.12
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T21:06:22Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "AVR128DB28 Concept Board. Being made right now", "repo": "https://github.com/ILikeBWRs/MicroDev128", "demo": ""}]...
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[{"post_id": 70291, "ts": "202 [{"post_id": 70291, "ts": "2026-09-18T21:43:11Z", "hours": 0.3333, "text": "Finished my BOM and sent and email THANK YOU PCBWay for sponsoring this project! I needed to lock in. I (mostly off-camera) worked on selecting parts for the BOM. This included the parts for the MicroDevUPDI Programmer, and the MicroDev128-32P. I wrote a email to PCBWay (off-camera) asking if they will continue to sponsor me. (fingers crossed as the Hack Club grant just covered the first lot of parts). Because Stardance ends in 2 weeks - and shipping and assembly takes more than 2 weeks this will be the last devlog on stardance :( Thank you to all who have helped with this project - including you * reading this now. I really appreciate your support!"}, {"post_id": 66999, "ts": "2026-09-13T00:53:38Z", "hours": 1.9167, "text": "Finished the Rev1B and started work on the UPDI programmer I finished work on the MicroDev128-32P Rev1B. It some new things that you can see in the past devlogs. For MicroDevUPDI I made a simple USB to UPDI programmer. It uses the CH340E - which has an internal crystal. small footprint and needs few external parts. I added reverse polarity protection. It uses USB-C for its connector and is 2 small two layer board. I changed the main MicroDev128 repo to be a main landing page - with each board having its own repo."}, {"post_id": 66311, "ts": "2026-09-12T02:21:53Z", "hours": 3.3525, "text": "FINISHED Rev 1B I finished this revision by adding a few things: A full changelog bellow Rounded corners (idk just looks better in my opionion) Changed the TVS blows a fuse thing for a diode for proper reverse polarity protection Rearranged all the components Fixed some decoupling caps that were linked to GND and 5V but not even close to the acuall pin. Changed the UPDI header to be a 3x1 to save board space. As per request of a guy in my schools robotics club the board now fetures 3 neopixels (couldnt do his other request of a diode on every pin) Re-jigged the silkscreen labels so they should be acually readable Fixed the LT8653S being wired for burst mode ( which is great for battery life, but has higher ripple (I measured 30mV peak to peak with my scope) Now it is wired for FCM (Forced Countiuous Mode) for that super low ripple that the LT8653S is capable of. I learnt a thing or two about routing and made the pins for everything as close as possible to each other. Most likely I forgot to mention some stuff that I changed …. Anyway … turning out to be a genuinely useful board. Had the MVIO comunicating with a 3.3V SD card module yesterday no problems. Until next time … ILikeBWRs - Keegan Muller"}, {"post_id": 66143, "ts": "2026-09-11T19:28:32Z", "hours": 1.0169, "text": "Rearranging the power section I started to rearange the power section of the board, making the layout of componenets better and in general improving the overall board layout. I added a big diode for reverse polarity protection. I also added neo pixels and are spliting the board more. I resized the UPDI header to bbe a 1x3 header with power on the outside - Ill put a full bridge recitifier on the programer so you can plug it in both ways."}, {"post_id": 65815, "ts": "2026-09-11T06:35:02Z", "hours": 4.0006, "text": "Some Polishing MicroDev128-32P I noticed that my Rev 1B, is nearly completely different than my original design - so it merits a different board name. I am going to polish the MicroDev128-32P, make a programer for it then move on. I am adding USB to new board as well as some more fetures. The MicroDev128-32P will be polished so that it functions perfectly. Also started more work on the docs!"}, {"post_id": 62073, "ts": "2026-09-05T09:47:43Z", "hours": 1.4667, "text": "Started work on MicroDev128-32P Rev 1B I need to fix some flaws with the original design. I’ll address them as a list: It doesn’t have onboard USB It has small hard to read silkscreen and clearance issues. It has an oversized programming header which can be ommited if I add onboard USB. The 3PDT switch is big, easy to knock and takes up valuable board space. The 603 Ceramic caps are large and are not in the best places for power filtering. I plan to fix these all. Stay tuned to see what changes!"}, {"post_id": 60666, "ts": "2026-09-03T05:18:50Z", "hours": 1.6572, "text": "Ordered Parts, Assembled, and Tested MicroDev128 Project Quick recap: I like the Arduino Nano but wow is it old. And outdated. And slow. And underpowered. So I put all my frustrations into making a board the same size (’cause trying to use a ESP32 on breadboard sucks when they are so thick) and waayyyyyyy more powerful. So then this thing was born. With a power regulator that can supply two times more current that my oscilloscope draws , mixed with the latest and greatest 8-bit AVR microcontrollers (not that 8-bit AVR microcontrollers are very new ). Sorry I haven’t devloged in a while so this is a lot of stuff in this devlog. This will say 1h 4min logged [because im really bad at remebering to devlog and I use my phone often that I can put Lookout on so I someone gets in the recordering I have to trash it :( ] Day 1 I started by ordering parts from Digikey. I spend roughly 3 hours looking at part selections for the passives and LEDs. Day 2 After the parts arrived I looked through the parts and then assebled one board. The caps placement was tricky because they all look the same size, so I’ll add a diagram to the Github repo in the future to make this easier. Day 3 I tested the board and, well you can watch the video to see how it turned out. So thats this updates devlog. See the Github repository for more info: github.com/ILikeBWRs/MicroDev128 WATCH THE VIDEO"}, {"post_id": 34416, "ts": "2026-07-25T03:23:11Z", "hours": 5.0506, "text": "Cleaning Up the PCB and getting it ready for production Woooooo!!!!!!!!!!!!!!!!!! Its done Check the other MicroDev128-32P devlogs for more info. I changed the short circuit/reverse polarity protection to using a TVS and fuse. I fixed some errors, worked on docs, and finished doing the silkscreen labels. Now I have to request funding and test (aka abuse it until it blows up >:] ) Sorry for gaps in the time-lapse, I got distracted reading my voltage regulator datasheet and forgot to pause the recording. Maaa Bad."}, {"post_id": 31094, "ts": "2026-07-19T06:55:58Z", "hours": 2.2339, "text": "PCB Routing Pt3 Finally Finished Routing the project!!!!!! Took a while but I ended up using layer 3 as a mixed power and signal plane insteed of a solid power plane. I am happy with how it turned out. I still might add TX and RX lines to the UPDI header, so you can do serial print . Overall very happy. Now I have to finish the silkscreen labels, do the documentation :/ , and test it (yay)."}, {"post_id": 29423, "ts": "2026-07-16T11:18:22Z", "hours": 0.8167, "text": "PCB Routing MicroDev128-32 Started routing everything for the whole board. I am sick of routing a good seeming line and then ripping it up 20 times. Started on the power lines Made planes for the GND and 5v lines Learnt that I really suck at PCB design in general ________________________________________________________________Project Overview Based on the AVR128DB32, with the LT8653S switching power regulator. It has: Up to 2 amps on both the 3.3v and 5v lines. 128kB Flash and 16kB SRAM MVIO on 4-pins with 3.3v, 5v and EXTERNAL source presets UPDI Programing Arduino Nano sized footprint Aims to have a better price to performance ratio than Arduino (not hard considering a Genuine Uno is $40 NZD (About 20 USD) More to come as I hopfully soon finish this project!"}, {"post_id": 12849, "ts": "2026-06-21T01:25:48Z", "hours": 1.7864, "text": "PCB PT2 This time: I have changed the voltage regulator to be the LT8653S (smaller footprint) I have relaid the board (again) I have started routing some basic data lines and the crystal. I have updated all footprints More to go! Getting there"}, {"post_id": 8519, "ts": "2026-06-14T05:13:06Z", "hours": 1.8056, "text": "Schematic Finishing and PCB (PT1)"}, {"post_id": 8482, "ts": "2026-06-14T03:17:10Z", "hours": 1.1797, "text": "Schematic PT2"}, {"post_id": 8446, "ts": "2026-06-14T01:23:50Z", "hours": 1.0075, "text": "Schematic AND ideas"}, {"post_id": 8402, "ts": "2026-06-13T23:33:35Z", "hours": 0.77, "text": "Schematic Work and Pondering"}, {"post_id": 7143, "ts": "2026-06-11T22:40:31Z", "hours": 0.3167, "text": "Hardware figuring out"}, {"post_id": 2956, "ts": "2026-06-05T21:17:39Z", "hours": 0.4111, "text": "Block Diagram"}, {"post_id": 1973, "ts": "2026-06-04T07:17:02Z", "hours": 0.2722, "text": "A basic program “BLINK” for the bare chip I have."}]...
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Title: MicroDev128 Project by @I-like-BWRs | Stard Title: MicroDev128 Project by @I-like-BWRs | Stardance
Devlogs:
A basic program “BLINK” for the bare chip I have.
Block Diagram
Hardware figuring out
Schematic Work and Pondering
Schematic AND ideas
Schematic PT2
Schematic Finishing and PCB (PT1)
PCB PT2 This time: I have changed the voltage regulator to be the LT8653S (smaller footprint) I have relaid the board (again) I have started routing some basic data lines and the crystal. I have updated all footprints More to go! Getting there
PCB Routing MicroDev128-32 Started routing everything for the whole board. I am sick of routing a good seeming line and then ripping it up 20 times. Started on the power lines Made planes for the GND and 5v lines Learnt that I really suck at PCB design in general ________________________________________________________________Project Overview Based on the AVR128DB32, with the LT8653S switching power regulator. It has: Up to 2 amps on both the 3.3v and 5v lines. 128kB Flash and 16kB SRAM MVIO on 4-pins with 3.3v, 5v and EXTERNAL source presets UPDI Programing Arduino Nano sized footprint Aims to have a better price to performance ratio than Arduino (not hard considering a Genuine Uno is $40 NZD (About 20 USD) More to come as I hopfully soon finish this project!
PCB Routing Pt3 Finally Finished Routing the project!!!!!! Took a while but I ended up using layer 3 as a mixed power and signal plane insteed of a solid power plane. I am happy with how it turned out. I still might add TX and RX lines to the UPDI header, so you can do serial print . Overall very happy. Now I have to finish the silkscreen labels, do the documentation :/ , and test it (yay).
Cleaning Up the PCB and getting it ready for production Woooooo!!!!!!!!!!!!!!!!!! Its done Check the other MicroDev128-32P devlogs for more info. I changed the short circuit/reverse polarity protection to using a TVS and fuse. I fixed some errors, worked on docs, and finished doing the silkscreen labels. Now I have to request funding and test (aka abuse it until it blows up >:] ) Sorry for gaps in the time-lapse, I got distracted reading my voltage regulator datasheet and forgot to pause the recording. Maaa Bad.
Ordered Parts, Assembled, and Tested MicroDev128 Project Quick recap: I like the Arduino Nano but wow is it old. And outdated. And slow. And underpowered. So I put all my frustrations into making a board the same size (’cause trying to use a ESP32 on breadboard sucks when they are so thick) and waayyyyyyy more powerful. So then this thing was born. With a power regulator that can supply two times more current that my oscilloscope draws , mixed with the latest and greatest 8-bit AVR microcontrollers (not that 8-bit AVR microcontrollers are very new ). Sorry I haven’t devloged in a while so this is a lot of stuff in this devlog. This will say 1h 4min logged [because im really bad at remebering to devlog and I use my phone often that I can put Lookout on so I someone gets in the recordering I have to trash it :( ] Day 1 I started by ordering parts from Digikey. I spend roughly 3 hours looking at part selections for the passives and LEDs. Day 2 After the parts arrived I looked through the parts and then assebled one board. The caps placement was tricky because they all look the same size, so I’ll add a diagram to the Github repo in the future to make this easier. Day 3 I tested the board and, well you can watch the video to see how it turned out. So thats this updates devlog. See the Github repository for more info: github.com/ILikeBWRs/MicroDev128 WATCH THE VIDEO
Started work on MicroDev128-32P Rev 1B I need to fix some flaws with the original design. I’ll address them as a list: It doesn’t have onboard USB It has small hard to read silkscreen and clearance issues. It has an oversized programming header which can be ommited if I add onboard USB. The 3PDT switch is big, easy to knock and takes up valuable board space. The 603 Ceramic caps are large and are not in the best places for power filtering. I plan to fix these all. Stay tuned to see what changes!
Some Polishing MicroDev128-32P I noticed that my Rev 1B, is nearly completely different than my original design - so it merits a different board name. I am going to polish the MicroDev128-32P, make a programer for it then move on. I am adding USB to new board as well as some more fetures. The MicroDev128-32P will be polished so that it functions perfectly. Also started more work on the docs!
Rearranging the power section I started to rearange the power section of the board, making the layout of componenets better and in general improving the overall board layout. I added a big diode for reverse polarity protection. I also added neo pixels and are spliting the board more. I resized the UPDI header to bbe a 1x3 header with power on the outside - Ill put a full bridge recitifier on the programer so you can plug it in both ways.
FINISHED Rev 1B I finished this revision by adding a few things: A full changelog bellow Rounded corners (idk just looks better in my opionion) Changed the TVS blows a fuse thing for a diode for proper reverse polarity protection Rearranged all the components Fixed some decoupling caps that were linked to GND and 5V but not even close to the acuall pin. Changed the UPDI header to be a 3x1 to save board space. As per request of a guy in my schools robotics club the board now fetures 3 neopixels (couldnt do his other request of a diode on every pin) Re-jigged the silkscreen labels so they should be acually readable Fixed the LT8653S being wired for burst mode ( which is great for battery life, but has higher ripple (I measured 30mV peak to peak with my scope) Now it is wired for FCM (Forced Countiuous Mode) for that super low ripple that the LT8653S is capable of. I learnt a thing or two about routing and made the pins for everything as close as possible to each other. Most likely I forgot to mention some stuff that I changed …. Anyway … turning out to be a genuinely useful board. Had the MVIO comunicating with a 3.3V SD card module yesterday no problems. Until next time … ILikeBWRs - Keegan Muller
Finished the Rev1B and started work on the UPDI programmer I finished work on the MicroDev128-32P Rev1B. It some new things that you can see in the past devlogs. For MicroDevUPDI I made a simple USB to UPDI programmer. It uses the CH340E - which has an internal crystal. small footprint and needs few external parts. I added reverse polarity protection. It uses USB-C for its connector and is 2 small two layer board. I changed the main MicroDev128 repo to be a main landing page - with each board having its own repo.
Finished my BOM and sent and email THANK YOU PCBWay for sponsoring this project! I needed to lock in. I (mostly off-camera) worked on selecting parts for the BOM. This included the parts for the MicroDevUPDI Programmer, and the MicroDev128-32P. I wrote a email to PCBWay (off-camera) asking if they will continue to sponsor me. (fingers crossed as the Hack Club grant just covered the first lot of parts). Because Stardance ends in 2 weeks - and shipping and assembly takes more than 2 weeks this will be the last devlog on stardance :( Thank you to all who have helped with this project - including you * reading this now. I really appreciate your support!
Ships:
AVR128DB28 Concept Board. Being made right now...
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1793116084.947938
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1793202484.947938
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32841
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Rest Time by @heitordecarvalhopessoa | Stardance
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heitordecarvalhopessoa
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3
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29.09
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402
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T01:34:44Z", "hours": 9.0, "multiplier": 16.54, "payout": 145, "blessing": "neutral", "text": "NEW 1.12 FULL VERSION NEW - Clear all particles system NEW - Shortcuts menu NEW - Tutorial NEW - Hud NEW - typescript datastorage system", "repo": "https://github.com/heitordecarvalhopessoa-debug/Rest-Time", "demo": "https://heitordecarvalhopessoa-debug.github.io/Rest-Time/"}, {"ship_num": 2, "ts": "2026-07-22T20:38:52Z", "hours": 10.0, "multiplier": 19.15, "payout": 199, "blessing": "neutral", "text": "Version 9 New - Meteor Brush New - Rain Brush New - BlackHole New - ShortCuts: - Tab: Palette Menu - Shift: Eraser - Ctrl: Pause - B: BlackHole Update - Hud Update - Layout system Update - Brush system Update - Particles system New full version – Notes: New systems and updates to existing ones; Feedback will help improve the game; Ideas will be great for making the game better for our users;", "repo": "https://github.com/heitordecarvalhopessoa-debug/Rest-Time", "demo": "https://heitordecarvalhopessoa-debug.github.io/Rest-Time/"}, {"ship_num": 3, "ts": "2026-07-15T22:52:21Z", "hours": 7.0, "multiplier": 9.01, "payout": 58, "blessing": "neutral", "text": "New version 4 NEW Time system NEW Size system NEW Speed system NEW Forms system Hud update Data Storage update New particles updates", "repo": "https://github.com/heitordecarvalhopessoa-debug/Rest-Time", "demo": "https://heitordecarvalhopessoa-debug.github.io/Rest-Time/"}]...
|
[{"post_id": 63672, "ts": "202 [{"post_id": 63672, "ts": "2026-09-07T16:33:57Z", "hours": 0.9844, "text": "A small update to fix bugs and improve stability."}, {"post_id": 39773, "ts": "2026-08-02T23:25:05Z", "hours": 2.1072, "text": "NEW 1.0.0 LEADERBOARD UPDATE NEW Leaderboard NEW Account system UPDATE HUD UPDATE Buttons"}, {"post_id": 36137, "ts": "2026-07-28T01:11:43Z", "hours": 0.9122, "text": "version 12.2 Tutorial update NEW Tutorial UPDATE Hud UPDATE Music system UPDATE Shortcuts Bugs Fixed"}, {"post_id": 35884, "ts": "2026-07-27T16:37:46Z", "hours": 0.9775, "text": "version 12.1 little update NEW Clear particles (C) NEW Shortcuts Menu (w) Shortcuts: 1-6 »» Brushes Shift »» Eraser Ctrl »» Pause / resume B »» Black hole C »» Clear particles Tab »» Palette Menu H »» Zen mode (hide ui) S »» Screenshot W »» Shortcuts menu UPDATE Hud UPDATE Color system UPDATE Data storage system"}, {"post_id": 35385, "ts": "2026-07-26T19:05:28Z", "hours": 1.5828, "text": "Version 12 Brush optimization Update NEW Shortcut (1-6) NEW Web brush UPDATE Brush system UPDATE Hud UPDATE Paint system UPDATE Shorcuts system Youtube chanel: https://www.youtube.com/@HeitorCPessoa/featured"}, {"post_id": 34864, "ts": "2026-07-25T22:29:55Z", "hours": 1.5786, "text": "Version 11 Options Update NEW Screenshot system NEW Hide UI system UPDATE Hud UPDATE javascript functions UPDATE Brushs systems UPDATE Shortcuts keys I’ve just planned out the next three versions of the game. Here’s what will be added: Tutorial Walls with collision Screen-edge collision (optional) Wind system Screen recording (10s – 2 min) New brush with connected particles Any feedback would be helpful for adding or modifying features."}, {"post_id": 33766, "ts": "2026-07-23T23:03:49Z", "hours": 1.4, "text": "Version 10 Music glow UPDATE NEW glow system NEW background efect system UPDATE ui UPDATE music system UPDATE background UPDATE color + gradient system UPDATE optimization Additional ideas and comments helped shape the project to ensure it is accessible and easy to use."}, {"post_id": 33464, "ts": "2026-07-23T13:14:27Z", "hours": 2.3908, "text": "Version 9.1 BUG FIX UPDATE Blackhole error bug » FIXED Gradient error bug » FIXED Layouts error bug » FIXED Lose Dara bug » FIXED NEW loading screen NEW web icon"}, {"post_id": 32366, "ts": "2026-07-21T14:30:08Z", "hours": 2.3961, "text": "Version 8 BRUSH UPDATE NEW Random Brush NEW Explode Brush NEW Brush Size system UPDATE Hud UPDATE Brush/Paint system UPDATE Sliders"}, {"post_id": 31970, "ts": "2026-07-20T19:59:50Z", "hours": 1.7744, "text": "Mini Update Version 7.1 NEW Layout system NEW FPS system UPDATE Hud UPDATE Gradient system UPDATE Css structure I changed the projects CSS to make it simpler. I split the CSS into three files. This way it is easier to make changes when I need to. I do not have to look for things in a file with, over 400 lines of code. I also added a display that shows the FPS. This helps me check for stuttering or lag in the game. I plan to release an update to make the game run better. The update will fully optimize the game."}, {"post_id": 31874, "ts": "2026-07-20T16:52:40Z", "hours": 1.6367, "text": "New version 7 NEW Pause system NEW Eraser system NEW Change name system UPDATE Hud UPDATE Music system"}, {"post_id": 31480, "ts": "2026-07-19T21:38:22Z", "hours": 1.1442, "text": "New version 6 New Opacity system UPDATE Hud UPDATE Music system UPDATE Color system I’ve finally settled on a HUD design that looks good and fits the project well; feedback on the HUD, features, and systems would be greatly appreciated to help make the project excellent and ensure it appeals to users."}, {"post_id": 30928, "ts": "2026-07-18T22:32:12Z", "hours": 1.7525, "text": "New version 5 NEW Gradient system UPDATE Music system UPDATE Color system UPDATE Particules system Hud changes Data Storage update Important The game is still undergoing updates and changes. Feedback will be useful for improvements and modifications to the project. Ideas can be added."}, {"post_id": 30412, "ts": "2026-07-17T22:26:42Z", "hours": 1.7842, "text": "New version 4.1 New music box HUD change Data storage and account system update"}, {"post_id": 26700, "ts": "2026-07-11T17:17:27Z", "hours": 0.8711, "text": "Version 3.1 A minor update, and I need to talk about the project’s future: A chat system might be added to the project, but with moderation A layout system is now more likely to be included Interface changes will be made to improve the user experience New Stars count system Hud Changes"}, {"post_id": 26644, "ts": "2026-07-11T16:07:44Z", "hours": 1.9558, "text": "Version 3 UPDATE Color system NEW “Stars” LiveTime Bugs Fixed"}, {"post_id": 26209, "ts": "2026-07-10T21:28:49Z", "hours": 1.2519, "text": "Version 2 New color system New data storage system using TypeScript New HUD changes Bug-fix related systems The site includes additional features, such as: Potential additions Alternative painting methods Color system improvements Custom shape creation system “Layout” system Room for improvement Chat system July 10, 2026"}, {"post_id": 25026, "ts": "2026-07-08T23:27:03Z", "hours": 2.4397, "text": "Version 1 Features: Enter your name Rest time Data storage Paint 07/08/2026"}]...
|
Title: Rest Time by @heitordecarvalhopessoa | Star Title: Rest Time by @heitordecarvalhopessoa | Stardance
Devlogs:
Version 1 Features: Enter your name Rest time Data storage Paint 07/08/2026
Version 2 New color system New data storage system using TypeScript New HUD changes Bug-fix related systems The site includes additional features, such as: Potential additions Alternative painting methods Color system improvements Custom shape creation system “Layout” system Room for improvement Chat system July 10, 2026
Version 3 UPDATE Color system NEW “Stars” LiveTime Bugs Fixed
Version 3.1 A minor update, and I need to talk about the project’s future: A chat system might be added to the project, but with moderation A layout system is now more likely to be included Interface changes will be made to improve the user experience New Stars count system Hud Changes
New version 4.1 New music box HUD change Data storage and account system update
New version 5 NEW Gradient system UPDATE Music system UPDATE Color system UPDATE Particules system Hud changes Data Storage update Important The game is still undergoing updates and changes. Feedback will be useful for improvements and modifications to the project. Ideas can be added.
New version 6 New Opacity system UPDATE Hud UPDATE Music system UPDATE Color system I’ve finally settled on a HUD design that looks good and fits the project well; feedback on the HUD, features, and systems would be greatly appreciated to help make the project excellent and ensure it appeals to users.
New version 7 NEW Pause system NEW Eraser system NEW Change name system UPDATE Hud UPDATE Music system
Mini Update Version 7.1 NEW Layout system NEW FPS system UPDATE Hud UPDATE Gradient system UPDATE Css structure I changed the projects CSS to make it simpler. I split the CSS into three files. This way it is easier to make changes when I need to. I do not have to look for things in a file with, over 400 lines of code. I also added a display that shows the FPS. This helps me check for stuttering or lag in the game. I plan to release an update to make the game run better. The update will fully optimize the game.
Version 8 BRUSH UPDATE NEW Random Brush NEW Explode Brush NEW Brush Size system UPDATE Hud UPDATE Brush/Paint system UPDATE Sliders
Version 9.1 BUG FIX UPDATE Blackhole error bug » FIXED Gradient error bug » FIXED Layouts error bug » FIXED Lose Dara bug » FIXED NEW loading screen NEW web icon
Version 10 Music glow UPDATE NEW glow system NEW background efect system UPDATE ui UPDATE music system UPDATE background UPDATE color + gradient system UPDATE optimization Additional ideas and comments helped shape the project to ensure it is accessible and easy to use.
Version 11 Options Update NEW Screenshot system NEW Hide UI system UPDATE Hud UPDATE javascript functions UPDATE Brushs systems UPDATE Shortcuts keys I’ve just planned out the next three versions of the game. Here’s what will be added: Tutorial Walls with collision Screen-edge collision (optional) Wind system Screen recording (10s – 2 min) New brush with connected particles Any feedback would be helpful for adding or modifying features.
Version 12 Brush optimization Update NEW Shortcut (1-6) NEW Web brush UPDATE Brush system UPDATE Hud UPDATE Paint system UPDATE Shorcuts system Youtube chanel: https://www.youtube.com/@HeitorCPessoa/featured
version 12.1 little update NEW Clear particles (C) NEW Shortcuts Menu (w) Shortcuts: 1-6 »» Brushes Shift »» Eraser Ctrl »» Pause / resume B »» Black hole C »» Clear particles Tab »» Palette Menu H »» Zen mode (hide ui) S »» Screenshot W »» Shortcuts menu UPDATE Hud UPDATE Color system UPDATE Data storage system
version 12.2 Tutorial update NEW Tutorial UPDATE Hud UPDATE Music system UPDATE Shortcuts Bugs Fixed
NEW 1.0.0 LEADERBOARD UPDATE NEW Leaderboard NEW Account system UPDATE HUD UPDATE Buttons
A small update to fix bugs and improve stability.
Ships:
New version 4 NEW Time system NEW Size system NEW Speed system NEW Forms system Hud update Data Storage update New particles updates
Version 9 New - Meteor Brush New - Rain Brush New - BlackHole New - ShortCuts: - Tab: Palette Menu - Shift: Eraser - Ctrl: Pause - B: BlackHole Update - Hud Update - Layout system Update - Brush system Update - Particles system New full version – Notes: New systems and updates to existing ones; Feedback will help improve the game; Ideas will be great for making the game better for our users;
NEW 1.12 FULL VERSION NEW - Clear all particles system NEW - Shortcuts menu NEW - Tutorial NEW - Hud NEW - typescript datastorage system...
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1793141465.3339832
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1793227865.3339832
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43067
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Connect by @amir_mammadli13 | Stardance
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amir_mammadli13
|
0
|
29.05
|
0
|
[]
|
[{"post_id": 83663, "ts": "202 [{"post_id": 83663, "ts": "2026-10-28T11:09:11Z", "hours": 3.7575, "text": "it has now a better design"}, {"post_id": 45047, "ts": "2026-08-11T09:13:01Z", "hours": 25.2892, "text": "I’ve made good progress.It’s my first post because I forgot to post it before."}]...
|
Title: Connect by @amir_mammadli13 | Stardance
De Title: Connect by @amir_mammadli13 | Stardance
Devlogs:
I’ve made good progress.It’s my first post because I forgot to post it before.
it has now a better design...
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1793202467.8258522
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1793807267.8258522
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1
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Stardance by @cskartikey | Stardance
|
cskartikey
|
1
|
29.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T19:59:43Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "the composer is a bit cursed here", "repo": "https://github.com/hackclub/stardance", "demo": "https://stardance.hackclub.com/"}]...
|
[{"post_id": 10539, "ts": "202 [{"post_id": 10539, "ts": "2026-06-17T09:41:45Z", "hours": 0.9631, "text": "so we now support slack/custom emotes?"}, {"post_id": 10209, "ts": "2026-06-16T20:36:13Z", "hours": 23.1436, "text": "I think we now support multiple attachments!? (well, we always did.. it’s just complicated) and holy I need to work on this composer"}, {"post_id": 1, "ts": "2026-05-31T05:36:16Z", "hours": 4.6261, "text": "Welcome to Stardance!"}]...
|
Title: Stardance by @cskartikey | Stardance
Devlo Title: Stardance by @cskartikey | Stardance
Devlogs:
Welcome to Stardance!
I think we now support multiple attachments!? (well, we always did.. it’s just complicated) and holy I need to work on this composer
so we now support slack/custom emotes?
Ships:
the composer is a bit cursed here...
|
1793116369.8418927
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1793202769.8418927
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1654
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It's Not Copper Tools by @glacialSkyfarer | St It's Not Copper Tools by @glacialSkyfarer | Stardance...
|
glacialSkyfarer
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1
|
29.0
|
507
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T07:37:57Z", "hours": 29.0, "multiplier": 17.24, "payout": 507, "blessing": "neutral", "text": "I’ve been working on this mod for a little while now and so for stardance I decided to make it its first significant content update ::3 After a month or two of work I think it’s ready to ship, and is now up publicly on modrinth! It took a bunch of tinkering with mixins and stuff to get some things to work, cough cough biome specific mob spawns in the nether, but in the end I managed to get everything working! I’m hoping to update it more in the future, though I doubt I’ll have anything done on that front in time to ship this thing TWICE this stardance lol. I’ve enjoyed figuring stuff out for this project and making the visual assets for it, and it also got me to make my first pull request to any like, Big Thing™️ so that’s neat. If you want to try it without any of the hassle of getting a babric instance set up, I’ve made a little quick start instance for MultiMC and PrismLauncher, so you can just paste this link ( https://codeberg.org/GlacialSkyfarer/notcoppertools/raw/branch/main/INCT%20Stardance%20Instance.zip ) into your launcher of choice and start playing right away.", "repo": "https://codeberg.org/GlacialSkyfarer/notcoppertools", "demo": "https://modrinth.com/mod/its-not-copper-tools"}]...
|
[{"post_id": 19809, "ts": "202 [{"post_id": 19809, "ts": "2026-07-01T06:15:28Z", "hours": 1.7364, "text": "…"}, {"post_id": 19713, "ts": "2026-07-01T03:18:20Z", "hours": 4.2375, "text": "It’S ALIVEE Hi so as it turns out!! the stationapi biome stuff is not set up properly! The getBiome(ChunkPos) method isn’t overwritten by NetherBiomeSourceImpl so it was just returning Biome.HELL no matter where I went! After mixing into that to make it actually use the system it’s meant to i was able to get ash slimes spawning in the igneum pools!!"}, {"post_id": 19064, "ts": "2026-06-30T08:04:54Z", "hours": 2.2769, "text": "Now for the actual main focus of this update; the igneum pools is a new nether biome that takes up around half of the new nether! Making this definitely helped me get acquainted with making structures in minecraft through code, as all of the worldgen features you see are generated on the fly ::3 You can also see the geysers there in both images."}, {"post_id": 18963, "ts": "2026-06-30T04:19:18Z", "hours": 0.6925, "text": "This one is mostly just new assets, added a new stone type and an ore to go with it for the nether wastes as a sort of Not-Quartz. I think it looks nice ::>"}, {"post_id": 18886, "ts": "2026-06-30T02:38:01Z", "hours": 3.4853, "text": "added the other type of tree! this one was a bit of a pain because i mixed up x and z for a bit! but other than that pretty simple! It’s nice seeing something like this just, like, WORK once you’re finished. also I added fossils that you can soak with water to get saplings and i think they turned out really cool!!"}, {"post_id": 18173, "ts": "2026-06-29T06:43:32Z", "hours": 4.2872, "text": "i have successfully rewritten the beta 1.7.3 background music handling to use categories that it can check against predicates to play specific music under specific circumstances such as being in the nether. nice thing is other mods can use this system if they want by putting stuff in the same folders"}, {"post_id": 17484, "ts": "2026-06-28T09:03:51Z", "hours": 1.7533, "text": "and the last thing for today, ashwood saplings! These were actually pretty simple to get working as they’re basically just a line upward and then a cube and then some lines downward around the cube."}, {"post_id": 17429, "ts": "2026-06-28T06:29:15Z", "hours": 1.5606, "text": "three new blocksets! Two new wood types that you’ll be able to find in the form of fossilized saplings in the nether, along with all their block variants, and all the fancy variations for igneum ::3c"}, {"post_id": 17346, "ts": "2026-06-28T03:04:03Z", "hours": 1.0833, "text": "took some fiddling but they look a lot nicer with emission!"}, {"post_id": 17290, "ts": "2026-06-28T00:35:14Z", "hours": 3.745, "text": "I’ve implemented flame and steam geysers! like I did with the pots, I wrestled with trying to make scheduled block updates work as a timer before caving and just using block entities for these. They turned out pretty nice though! The particles turned out to be less complicated than I thought and I made a version of the spawn function that lets me pass in totally custom particle objects in case I need to in the future ::3"}, {"post_id": 16729, "ts": "2026-06-27T05:24:50Z", "hours": 4.0311, "text": "falling marrow blocks! and also ash behind them! Had to learn the station api entity workflow for this, and it was pretty simple all things considered. Most of the behaviour is just directly grabbed from vanilla falling blocks but the renderer is instead grabbed from BoxEntityRenderer lol"}, {"post_id": 348, "ts": "2026-06-01T17:28:38Z", "hours": 0.535, "text": "hi so i’ve been working on a mod for minecraft beta 1.7.3 because i like playing it and I want there to be more cool stuff in it. this is really one of my first Finished Projects that I’ve actually been able to release and i’m pretty proud of it and I wanted to make more stuff for it so I’m making a 2.0 update! this one focusing on the nether!"}]...
|
Title: It's Not Copper Tools by @glacialSkyfar Title: It's Not Copper Tools by @glacialSkyfarer | Stardance
Devlogs:
hi so i’ve been working on a mod for minecraft beta 1.7.3 because i like playing it and I want there to be more cool stuff in it. this is really one of my first Finished Projects that I’ve actually been able to release and i’m pretty proud of it and I wanted to make more stuff for it so I’m making a 2.0 update! this one focusing on the nether!
falling marrow blocks! and also ash behind them! Had to learn the station api entity workflow for this, and it was pretty simple all things considered. Most of the behaviour is just directly grabbed from vanilla falling blocks but the renderer is instead grabbed from BoxEntityRenderer lol
I’ve implemented flame and steam geysers! like I did with the pots, I wrestled with trying to make scheduled block updates work as a timer before caving and just using block entities for these. They turned out pretty nice though! The particles turned out to be less complicated than I thought and I made a version of the spawn function that lets me pass in totally custom particle objects in case I need to in the future ::3
took some fiddling but they look a lot nicer with emission!
three new blocksets! Two new wood types that you’ll be able to find in the form of fossilized saplings in the nether, along with all their block variants, and all the fancy variations for igneum ::3c
and the last thing for today, ashwood saplings! These were actually pretty simple to get working as they’re basically just a line upward and then a cube and then some lines downward around the cube.
i have successfully rewritten the beta 1.7.3 background music handling to use categories that it can check against predicates to play specific music under specific circumstances such as being in the nether. nice thing is other mods can use this system if they want by putting stuff in the same folders
added the other type of tree! this one was a bit of a pain because i mixed up x and z for a bit! but other than that pretty simple! It’s nice seeing something like this just, like, WORK once you’re finished. also I added fossils that you can soak with water to get saplings and i think they turned out really cool!!
This one is mostly just new assets, added a new stone type and an ore to go with it for the nether wastes as a sort of Not-Quartz. I think it looks nice ::>
Now for the actual main focus of this update; the igneum pools is a new nether biome that takes up around half of the new nether! Making this definitely helped me get acquainted with making structures in minecraft through code, as all of the worldgen features you see are generated on the fly ::3 You can also see the geysers there in both images.
It’S ALIVEE Hi so as it turns out!! the stationapi biome stuff is not set up properly! The getBiome(ChunkPos) method isn’t overwritten by NetherBiomeSourceImpl so it was just returning Biome.HELL no matter where I went! After mixing into that to make it actually use the system it’s meant to i was able to get ash slimes spawning in the igneum pools!!
…
Ships:
I’ve been working on this mod for a little while now and so for stardance I decided to make it its first significant content update ::3 After a month or two of work I think it’s ready to ship, and is now up publicly on modrinth! It took a bunch of tinkering with mixins and stuff to get some things to work, cough cough biome specific mob spawns in the nether, but in the end I managed to get everything working! I’m hoping to update it more in the future, though I doubt I’ll have anything done on that front in time to ship this thing TWICE this stardance lol. I’ve enjoyed figuring stuff out for this project and making the visual assets for it, and it also got me to make my first pull request to any like, Big Thing™️ so that’s neat. If you want to try it without any of the hassle of getting a babric instance set up, I’ve made a little quick start instance for MultiMC and PrismLauncher, so you can just paste this link ( https://codeberg.org/GlacialSkyfarer/notcoppertools/raw/branch/main/INCT%20Stardance%20Instance.zip ) into your launcher of choice and start playing right away....
|
1793224533.8831031
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1793310933.8831031
|
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3831
|
ethan's wierd ikea sim by @appleroll | Stardan ethan's wierd ikea sim by @appleroll | Stardance...
|
appleroll
|
1
|
29.0
|
519
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T06:39:34Z", "hours": 29.0, "multiplier": 18.39, "payout": 519, "blessing": "neutral", "text": "I made a custom non-euclidean game engine, built from scratch with Vite and WebGPU. In this demo, you can explore a highly simplified and abstract IKEA simulation, largely inspired by my experiences shopping at IKEA (the endless rows of… boxes and furniture), as well as SCP-3008 (I only found that out while making this project). . The most challenging part were the endless bugs encountered while adding seamless Non-Euclidean geometry, which I had decided to solve by mixing Euclidean geometry with portals, which is how most games simulate Non-Euclideanness. I could’ve opted for a pure mathematically non-euclidean game engine, but that would’ve made making IKEA itself much harder as I would have to wrap my head around non-euclidean geometry. . I had numerous Non-euclidean things planned, such as a tunnel that was longer/shorter on the inside. However, it was hard to integrate them into the actual IKEA due to its non-euclidean shell (meaning it has varying amounts of rooms inside what looks like a building with only 4 rooms). . In the end, I’m very proud of my project as a whole and how I went from a total graphics noob to someone who could make a graphics engine and something IKEA-resembling, entirely from scratch. I certainly enjoyed the moments I spent coding (and debugging) this project, and I hope you enjoy it too!", "repo": "https://github.com/appleroll/wierdikea", "demo": "https://appleroll.github.io/wierdikea"}]...
|
[{"post_id": 23966, "ts": "202 [{"post_id": 23966, "ts": "2026-07-07T06:19:33Z", "hours": 0.3639, "text": "Prepared for ship! Wrote some more in the README, including references used in my IKEA (I’m not trying to copy IKEA, but it can’t be completely different). Hopefully you all enjoy the product I’ve made, because I certainly did enjoy making it!"}, {"post_id": 23929, "ts": "2026-07-07T04:12:17Z", "hours": 0.8083, "text": "Still a few bugs, but they’re getting better and I’ve added the pallet things now. I think it should be close to shipping :)"}, {"post_id": 23387, "ts": "2026-07-06T09:52:56Z", "hours": 0.6189, "text": "Added these little pallette things and first blahajs, but they’re lacking textures and the pallette looks a bit off, will fix first thing tmrw"}, {"post_id": 22763, "ts": "2026-07-05T10:44:59Z", "hours": 0.3756, "text": "Fine-tuned some values, especially in movement. I decided it would be better to just hide the near threshold portal bug as a whole and compromise by having this wierd outline surrounding the portal. Maybe I’ll drop some insane IKEA lore explaining how it was a feature and not a bug"}, {"post_id": 22093, "ts": "2026-07-04T11:01:53Z", "hours": 0.84, "text": "heheh funny bug, set the near plane threshold to 0 (EPILEPSY WARNING)"}, {"post_id": 21382, "ts": "2026-07-03T09:02:32Z", "hours": 0.5333, "text": "Placed some more shelves"}, {"post_id": 20620, "ts": "2026-07-02T08:19:02Z", "hours": 0.6378, "text": "Cleaned up the code, not much ig. Honestly, I don’t even know if I want to, and should, build the whole IKEA. I’ve been considering turning this into a noneuclidean IKEA storage simulation. . The benefits of this is that it’s much easier to make while still keeping the potential for glTF objects for Blahaj and friends, and also makes it so my project is more narrowly focused, but the downsides is that it probably has less variance, and has not much room for future upgrades. . I might implement the solution where it is a storage simulator for now, ship it, and later I can add code to turn it into a more “detailed” IKEA simulator if I decide graphic computing is for me."}, {"post_id": 19887, "ts": "2026-07-01T09:51:12Z", "hours": 2.5925, "text": "I. Solved. The. Bug Turns out, after spending 3 days on the bug, asking the Stardance Slack multiple times, having discussions with multiple chatbots, and also loosing maybe 10-15 strands of hair, I’ve finally done it. Turns out, the solution was to change a decimal place, from 0.1 to around 0.01. . Not gonna lie, before this I had completely lost faith in this project. Like seriously. Maybe I’ll keep working on it now that this bug is solved. . “Now Ethan, what exactly is the bug??” you may ask? Well, if you didn’t read my previous devlogs (or maybe i didnt write abt it, idk lol i kinda just.. forget most of my devlogs), I had an issue where there would be a frame of blue in between portal transitions. It completely ruined the “magic trick” of the noneuclidean IKEA. . I can now sleep tonight in peace :)"}, {"post_id": 19023, "ts": "2026-06-30T05:59:45Z", "hours": 1.7836, "text": "Changed the soundtrack, and updated the home page! Not really much to say, same bugs as usual, same features to add, I haven’t been procrasting a lot not gonna lie these bugs are kinda hard to solve. It’s hard to blend when I should add based on IKEA and what to sacrifice based on what I can do."}, {"post_id": 18709, "ts": "2026-06-29T21:52:18Z", "hours": 1.3064, "text": "Bit.. lacking… for a homepage, but uhh it’ll do for now"}, {"post_id": 17981, "ts": "2026-06-28T22:51:32Z", "hours": 1.4881, "text": "Just fixed a bug where the portal would have this weird wireframe surrounding it making it very obvious theres a portal here. However, I’ve been trying to fix the issue where for 1 frame something appears on the screen when u enter a portal. My guess on why this is is because since the portal is a very thin cube, the inside of the cube still exists, hence the blue part. This would require modifying my cube engine into a multi-object engine (pretty hard), but I will give it a try."}, {"post_id": 17383, "ts": "2026-06-28T04:34:37Z", "hours": 2.0033, "text": "Worked on the shelving for the self-service area. Once I was finished with this, I realised that IKEA stores go counterclockwise , while mine is designed to go clockwise (in the clip I went clockwise bc the storage stuff are always at the end). Well… its a feature now . After all, this project isn’t really designed to be that realistic. If it was super realistic, it wouldn’t be a single floor and it definitely won’t have buggy portals everywhere."}, {"post_id": 16829, "ts": "2026-06-27T10:15:54Z", "hours": 0.3594, "text": "It is my pleasure to announce that we have undergone a name change. “Super Noneuclidean” just didn’t describe my project enough, so using my last 3 braincells left today I decided I should rename it to “wierd ikea simulator”. . I know, I know, you might be thinking, “but why Ethan? This name sounds actually horrible”. Well, there’s a pretty good reason for this name, let me explain. . A year ago, I was obsessed with state-of-the-art AI. And making money. Mainly the latter. But anyways, entrepeneurship is like 5% coding and 50% arguing to others about why your product is good, and another 45% fixing bugs and later headaches. I don’t exactly hate my experiences with AI, but I definitely need a break from corporate marketing and actually do something dumb for once. During the name change, I decided “super noneuclidean” didn’t have any “IKEA” in it, and I thought I could make it even more dumb, so using reverse psychology the dumbest name is the one that sounds the most plain, direct, and, well… dumb, hence my name. . So far, this project has really saved my mentality, pretty cool indeed. . (and yes I wrote on my last 2 braincells at 9pm while sleepy af. thanks for reading tho)"}, {"post_id": 16814, "ts": "2026-06-27T09:32:39Z", "hours": 1.6997, "text": "I. Fixed. The. Bug It wasn’t a bug, it was just me forgetting to add a feature. In other words, I thought my code was broken when in reality I didn’t even code a recursive rendering system in the first place, so portals were always blue. So… IKEA is going pretty well. The noneuclidean shell is basically complete. It’s time to work on some interior deco, but first I might have a bit of a look on the code and clean up some AI slop. (Oh. yeah, and idk if IKEA has the yellow door thing world-wide. It does in my local IKEA, so I added it) but now… its BLAHAJ TIME"}, {"post_id": 16638, "ts": "2026-06-27T01:58:54Z", "hours": 1.0125, "text": "Noneuclidean IKEA shell coming together nicely! Got the colours pretty right too. Only issue is that theres this wierd blue thing covering portals rendered behind portals, but that should be solved in another day"}, {"post_id": 16581, "ts": "2026-06-26T23:31:38Z", "hours": 0.6994, "text": "After numerous experiments, I have screwed up. I should’ve created the IKEA design before I started working on the Noneuclidean files, because now I have to delete all of them. Well there goes my 8 hours (I don’t know what image to attach here)"}, {"post_id": 14931, "ts": "2026-06-24T07:55:13Z", "hours": 2.3319, "text": "Aight. It’s been a couple of weeks and i found a job (hooray), so unfortunately i havent been able to do much coding, except maybe plan the idea. The idea “Instead of building JUST a noneuclidean thing (bc everyone’s been doing that for years now), i make it an IKEA simulator” bc we ALL know that IKEA rooms are secretly noneuclidean mazes that trap us into buying 347 chairs (speaking from experience trust) The plan I currently have 2 things made: a noneuclidean tunnel, and a noneuclidean room where it looks like a 4-roomed house, but it actually has 6 rooms ( note: still broken ), so I think I can get started with the first floor and the market-hall for now. A quick search of “ikea layout” shows a redditor’s very useful intentionally-confusing floor plan, so I will be using that with a few adjustments to fit in with my idea The problems we got some few problems idk how to get obj models into my custom from-scratch engine i still need to fix a ton of bugs, and i need to adapt my hard-coded code to the new ikea idea nevertheless, im quite excited about this project, i will continue working on it. my blueprint is attatched here"}, {"post_id": 5964, "ts": "2026-06-09T23:55:06Z", "hours": 1.0092, "text": "I’ve had some exams recently, so I didn’t really do much. I added another room where the inside is longer than the outside which is cool, but it has a bug where the block looks really close to the portal? I don’t now how to describe it lol. Anyways, I’ll just leave it for now, once I finish my exams I’ll continue working on it."}, {"post_id": 3362, "ts": "2026-06-06T07:48:33Z", "hours": 1.3211, "text": "After like 5 hours of working. THE. BUG. FINALLY. FIXEDDDD. I can’t believe it. It literally took 3 lines of code changing. But well, it was a good experience. Now, everything shown in the other portal looks proportionate. Also, if you didn’t notice, i changed some files, like adding the noneuclidean code to the noneuclideans/ folder."}, {"post_id": 1986, "ts": "2026-06-04T07:51:04Z", "hours": 3.2575, "text": "Okay. I’ve just spent the past 3 hours of my day fixing a bug. And it still hasn’t been fixed. Apparently since the portal makes the tunnel look shorter, it also makes the other side of the tunnel look further away. I’ve made some… adjustments ( ahem hardcodes values).. into the portal side detection script and it seems to be working, but i have to find a way to change the portals and stuff without doing a complete refresh, something i need to find a way to do. . In the attatched screen recording, you can see how the rectangular prism looks zoomed in at the start, and on the other side, a rectangular prism with the same distance looks further away. . Oh well, I’ll probably fix it tommorrow."}, {"post_id": 1328, "ts": "2026-06-03T08:26:24Z", "hours": 0.2683, "text": "Split my code into modular pieces. Not a big change, but definitely makes my project look less confusing."}, {"post_id": 1303, "ts": "2026-06-03T06:34:58Z", "hours": 2.3286, "text": "So… I decided to completely redo my project. yeah apparently i got the definition of hyperbolic space wrong??? idk i watched a yt video and i decided to make one of those shorter-on-the-inside corridors. So what I did is that I salvaged the portal thing, and I placed one that led from one side of the corridor to the other, so its shorter. It has a few bugs, but it think its working right."}, {"post_id": 732, "ts": "2026-06-02T10:44:29Z", "hours": 1.0644, "text": "I got my handy AI to add the famous round ball (hyperbolic space), as well as a portal (i think it worked????)… and it ran out of credits (that’s fine though, I think my brain still has some credits left) It kinda broke the Ames room thing, but I’m still learning the theory so that’s fine I’ll fix it first thing tmrw"}, {"post_id": 669, "ts": "2026-06-02T06:48:17Z", "hours": 0.4014, "text": "Just started! I got the bare, bare bones working. Still working out how to do things, but it’s a start!"}]...
|
Title: ethan's wierd ikea sim by @appleroll | Title: ethan's wierd ikea sim by @appleroll | Stardance
Devlogs:
Just started! I got the bare, bare bones working. Still working out how to do things, but it’s a start!
I got my handy AI to add the famous round ball (hyperbolic space), as well as a portal (i think it worked????)… and it ran out of credits (that’s fine though, I think my brain still has some credits left) It kinda broke the Ames room thing, but I’m still learning the theory so that’s fine I’ll fix it first thing tmrw
So… I decided to completely redo my project. yeah apparently i got the definition of hyperbolic space wrong??? idk i watched a yt video and i decided to make one of those shorter-on-the-inside corridors. So what I did is that I salvaged the portal thing, and I placed one that led from one side of the corridor to the other, so its shorter. It has a few bugs, but it think its working right.
Split my code into modular pieces. Not a big change, but definitely makes my project look less confusing.
Okay. I’ve just spent the past 3 hours of my day fixing a bug. And it still hasn’t been fixed. Apparently since the portal makes the tunnel look shorter, it also makes the other side of the tunnel look further away. I’ve made some… adjustments ( ahem hardcodes values).. into the portal side detection script and it seems to be working, but i have to find a way to change the portals and stuff without doing a complete refresh, something i need to find a way to do. . In the attatched screen recording, you can see how the rectangular prism looks zoomed in at the start, and on the other side, a rectangular prism with the same distance looks further away. . Oh well, I’ll probably fix it tommorrow.
After like 5 hours of working. THE. BUG. FINALLY. FIXEDDDD. I can’t believe it. It literally took 3 lines of code changing. But well, it was a good experience. Now, everything shown in the other portal looks proportionate. Also, if you didn’t notice, i changed some files, like adding the noneuclidean code to the noneuclideans/ folder.
I’ve had some exams recently, so I didn’t really do much. I added another room where the inside is longer than the outside which is cool, but it has a bug where the block looks really close to the portal? I don’t now how to describe it lol. Anyways, I’ll just leave it for now, once I finish my exams I’ll continue working on it.
Aight. It’s been a couple of weeks and i found a job (hooray), so unfortunately i havent been able to do much coding, except maybe plan the idea. The idea “Instead of building JUST a noneuclidean thing (bc everyone’s been doing that for years now), i make it an IKEA simulator” bc we ALL know that IKEA rooms are secretly noneuclidean mazes that trap us into buying 347 chairs (speaking from experience trust) The plan I currently have 2 things made: a noneuclidean tunnel, and a noneuclidean room where it looks like a 4-roomed house, but it actually has 6 rooms ( note: still broken ), so I think I can get started with the first floor and the market-hall for now. A quick search of “ikea layout” shows a redditor’s very useful intentionally-confusing floor plan, so I will be using that with a few adjustments to fit in with my idea The problems we got some few problems idk how to get obj models into my custom from-scratch engine i still need to fix a ton of bugs, and i need to adapt my hard-coded code to the new ikea idea nevertheless, im quite excited about this project, i will continue working on it. my blueprint is attatched here
After numerous experiments, I have screwed up. I should’ve created the IKEA design before I started working on the Noneuclidean files, because now I have to delete all of them. Well there goes my 8 hours (I don’t know what image to attach here)
Noneuclidean IKEA shell coming together nicely! Got the colours pretty right too. Only issue is that theres this wierd blue thing covering portals rendered behind portals, but that should be solved in another day
I. Fixed. The. Bug It wasn’t a bug, it was just me forgetting to add a feature. In other words, I thought my code was broken when in reality I didn’t even code a recursive rendering system in the first place, so portals were always blue. So… IKEA is going pretty well. The noneuclidean shell is basically complete. It’s time to work on some interior deco, but first I might have a bit of a look on the code and clean up some AI slop. (Oh. yeah, and idk if IKEA has the yellow door thing world-wide. It does in my local IKEA, so I added it) but now… its BLAHAJ TIME
It is my pleasure to announce that we have undergone a name change. “Super Noneuclidean” just didn’t describe my project enough, so using my last 3 braincells left today I decided I should rename it to “wierd ikea simulator”. . I know, I know, you might be thinking, “but why Ethan? This name sounds actually horrible”. Well, there’s a pretty good reason for this name, let me explain. . A year ago, I was obsessed with state-of-the-art AI. And making money. Mainly the latter. But anyways, entrepeneurship is like 5% coding and 50% arguing to others about why your product is good, and another 45% fixing bugs and later headaches. I don’t exactly hate my experiences with AI, but I definitely need a break from corporate marketing and actually do something dumb for once. During the name change, I decided “super noneuclidean” didn’t have any “IKEA” in it, and I thought I could make it even more dumb, so using reverse psychology the dumbest name is the one that sounds the most plain, direct, and, well… dumb, hence my name. . So far, this project has really saved my mentality, pretty cool indeed. . (and yes I wrote on my last 2 braincells at 9pm while sleepy af. thanks for reading tho)
Worked on the shelving for the self-service area. Once I was finished with this, I realised that IKEA stores go counterclockwise , while mine is designed to go clockwise (in the clip I went clockwise bc the storage stuff are always at the end). Well… its a feature now . After all, this project isn’t really designed to be that realistic. If it was super realistic, it wouldn’t be a single floor and it definitely won’t have buggy portals everywhere.
Just fixed a bug where the portal would have this weird wireframe surrounding it making it very obvious theres a portal here. However, I’ve been trying to fix the issue where for 1 frame something appears on the screen when u enter a portal. My guess on why this is is because since the portal is a very thin cube, the inside of the cube still exists, hence the blue part. This would require modifying my cube engine into a multi-object engine (pretty hard), but I will give it a try.
Bit.. lacking… for a homepage, but uhh it’ll do for now
Changed the soundtrack, and updated the home page! Not really much to say, same bugs as usual, same features to add, I haven’t been procrasting a lot not gonna lie these bugs are kinda hard to solve. It’s hard to blend when I should add based on IKEA and what to sacrifice based on what I can do.
I. Solved. The. Bug Turns out, after spending 3 days on the bug, asking the Stardance Slack multiple times, having discussions with multiple chatbots, and also loosing maybe 10-15 strands of hair, I’ve finally done it. Turns out, the solution was to change a decimal place, from 0.1 to around 0.01. . Not gonna lie, before this I had completely lost faith in this project. Like seriously. Maybe I’ll keep working on it now that this bug is solved. . “Now Ethan, what exactly is the bug??” you may ask? Well, if you didn’t read my previous devlogs (or maybe i didnt write abt it, idk lol i kinda just.. forget most of my devlogs), I had an issue where there would be a frame of blue in between portal transitions. It completely ruined the “magic trick” of the noneuclidean IKEA. . I can now sleep tonight in peace :)
Cleaned up the code, not much ig. Honestly, I don’t even know if I want to, and should, build the whole IKEA. I’ve been considering turning this into a noneuclidean IKEA storage simulation. . The benefits of this is that it’s much easier to make while still keeping the potential for glTF objects for Blahaj and friends, and also makes it so my project is more narrowly focused, but the downsides is that it probably has less variance, and has not much room for future upgrades. . I might implement the solution where it is a storage simulator for now, ship it, and later I can add code to turn it into a more “detailed” IKEA simulator if I decide graphic computing is for me.
Placed some more shelves
heheh funny bug, set the near plane threshold to 0 (EPILEPSY WARNING)
Fine-tuned some values, especially in movement. I decided it would be better to just hide the near threshold portal bug as a whole and compromise by having this wierd outline surrounding the portal. Maybe I’ll drop some insane IKEA lore explaining how it was a feature and not a bug
Added these little pallette things and first blahajs, but they’re lacking textures and the pallette looks a bit off, will fix first thing tmrw
Still a few bugs, but they’re getting better and I’ve added the pallet things now. I think it should be close to shipping :)
Prepared for ship! Wrote some more in the README, including references used in my IKEA (I’m not trying to copy IKEA, but it can’t be completely different). Hopefully you all enjoy the product I’ve made, because I certainly did enjoy making it!
Ships:
I made a custom non-euclidean game engine, built from scratch with Vite and WebGPU. In this demo, you can explore a highly simplified and abstract IKEA simulation, largely inspired by my experiences shopping at IKEA (the endless rows of… boxes and furniture), as well as SCP-3008 (I only found that out while making this project). . The most challenging part were the endless bugs encountered while adding seamless Non-Euclidean geometry, which I had decided to solve by mixing Euclidean geometry with portals, which is how most games simulate Non-Euclideanness. I could’ve opted for a pure mathematically non-euclidean game engine, but that would’ve made making IKEA itself much harder as I would have to wrap my head around non-euclidean geometry. . I had numerous Non-euclidean things planned, such as a tunnel that was longer/shorter on the inside. However, it was hard to integrate them into the actual IKEA due to its non-euclidean shell (meaning it has varying amounts of rooms inside what looks like a building with only 4 rooms). . In the end, I’m very proud of my project as a whole and how I went from a total graphics noob to someone who could make a graphics engine and something IKEA-resembling, entirely from scratch. I certainly enjoyed the moments I spent coding (and debugging) this project, and I hope you enjoy it too!...
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1793202532.492872
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1793288932.492872
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6753
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DNA Encoder by @nitishvankina | Stardance
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nitishvankina
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1
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29.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T16:37:34Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a site that could turn text into DNA bases.", "repo": "https://github.com/nitish-vankina/dnaencoder", "demo": "https://nitish-vankina.github.io/dnaencoder/"}]...
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[{"post_id": 4330, "ts": "2026 [{"post_id": 4330, "ts": "2026-06-07T16:34:15Z", "hours": 10.7939, "text": "I made massive progress on my project (turning text into dna). Like I said in earlier posts, I think that DNA is the future. But we still need a way to turn our text into DNA bases. Thats why I am making this program. Before, my UI was just for show. But now I added JS files to make it actually functional. I created a radiation.js that could stimulate radiation damage, and used data from NASA."}, {"post_id": 3796, "ts": "2026-06-06T21:00:16Z", "hours": 2.28, "text": "Built out the full UI with four tabs — encode, decode, analyze, and trace. The analyze tab was the most interesting to build. Had to implement the SantaLucia 1998 nearest-neighbor thermodynamic model to estimate melting temperature. It uses ΔH and ΔS values for every possible base pair combination to predict how stable a strand is under heat. For short strands under 14 bases it falls back to the simpler Wallace rule. Also learned what GC content actually means — G and C form 3 hydrogen bonds when they pair, A and T only form 2. So a strand with good GC balance is physically stronger. The ideal range for synthesis is 40–60%."}, {"post_id": 3622, "ts": "2026-06-06T17:10:31Z", "hours": 14.0978, "text": "I have upgraded my UI greatly. I started looking into popular websites and tried using their purplish/bluish gradients on my website."}, {"post_id": 2885, "ts": "2026-06-05T19:44:31Z", "hours": 1.2806, "text": "Did you know that all of the data in the world could fit into 3 coffee mugs? If those mugs were made out of DNA Computers store data in binary code (0s and 1s), but DNA uses four chemical bases: A, C, T, and G. By writing a simple script, we can map binary pairs to DNA letters. Because DNA is so dense, it can store humanity’s entire digital footprint into the palm of your hand, while keeping it safe for thousands of years. I have began work on a script that can hopefully do this."}, {"post_id": 2170, "ts": "2026-06-04T14:52:43Z", "hours": 0.6611, "text": "I am working on a small script to turn binary into DNA bases. I want to learn how to make a UI soon."}]...
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Title: DNA Encoder by @nitishvankina | Stardance
Title: DNA Encoder by @nitishvankina | Stardance
Devlogs:
I am working on a small script to turn binary into DNA bases. I want to learn how to make a UI soon.
Did you know that all of the data in the world could fit into 3 coffee mugs? If those mugs were made out of DNA Computers store data in binary code (0s and 1s), but DNA uses four chemical bases: A, C, T, and G. By writing a simple script, we can map binary pairs to DNA letters. Because DNA is so dense, it can store humanity’s entire digital footprint into the palm of your hand, while keeping it safe for thousands of years. I have began work on a script that can hopefully do this.
I have upgraded my UI greatly. I started looking into popular websites and tried using their purplish/bluish gradients on my website.
Built out the full UI with four tabs — encode, decode, analyze, and trace. The analyze tab was the most interesting to build. Had to implement the SantaLucia 1998 nearest-neighbor thermodynamic model to estimate melting temperature. It uses ΔH and ΔS values for every possible base pair combination to predict how stable a strand is under heat. For short strands under 14 bases it falls back to the simpler Wallace rule. Also learned what GC content actually means — G and C form 3 hydrogen bonds when they pair, A and T only form 2. So a strand with good GC balance is physically stronger. The ideal range for synthesis is 40–60%.
I made massive progress on my project (turning text into dna). Like I said in earlier posts, I think that DNA is the future. But we still need a way to turn our text into DNA bases. Thats why I am making this program. Before, my UI was just for show. But now I added JS files to make it actually functional. I created a radiation.js that could stimulate radiation damage, and used data from NASA.
Ships:
I made a site that could turn text into DNA bases....
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1792875262.0809422
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1793739262.0809422
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15290
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Undertale OS by @ThaoVi | Stardance
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ThaoVi
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2
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29.0
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190
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T13:02:50Z", "hours": 15.0, "multiplier": 12.46, "payout": 190, "blessing": "neutral", "text": "WebOS I made an Undertale themed WebOs presenting me, with some other apps such as countdowns! This is the very first Stardance project i did, and also very first html project overall (including webos1) Features A top-bar with a live clock and a healthbar Draggable windows Closable windows Applications TrueNotes (personal) A personnal app where I put thoughts about true crime stories I enjoyed :D The design is centered around Undertale’s field of flowers, with each footstep being a story; I wanted to make it more original than the side bar I had in WebOS 1. To do app A very basic to do app. Countdown app A simple countdown app where you can set countdowns and a new window appears for each countdown. They are editable and deleteable :D You can also change the precision shown on each windows (in case seeing seconds stresses you out) Skeletale (personal) An undertale - anatomy based “autobiography” of me, it’s part of my WebOs 1 and I haven’t really updated it since. Future plans Undertale music player An intro page (WIP) where you can chose your character and background image. Make the notes apps more interactive by making the user add their own notes Undertale references The close button is a heart and it breaks when you hover on it to close the window! The field in TrueNotes are the yellow flowers from undertale. The health bar is also a reference from undertale. The fonts! They are from https://github.com/hujgup/Undertale-CSS", "repo": "https://github.com/TVDVT/webOS", "demo": "https://tvdvt.github.io/webOS/"}, {"ship_num": 2, "ts": "2026-06-27T15:46:19Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just finished my first WebOS. It has a top bar, welcome window and two apps. All the windows are draggable and closable, and both of the apps are representative of me :D One is about the true crimes I enjoy and the other one is a presentation of me through a skeleton. I had zero experience in website coding until I started the project, I am very proud of the result!", "repo": "https://github.com/TVDVT/webOS", "demo": "https://tvdvt.github.io/webOS/"}]...
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[{"post_id": 70359, "ts": "202 [{"post_id": 70359, "ts": "2026-09-19T01:17:40Z", "hours": 4.2636, "text": "Pre-ship adjustments I’m shipping it, finally! I tried to make the user experience better by making the design more coherent (grayscale), although I am planning to add a lot more undertale references. I also changed my footprints color to contrast more with the yellow background. The countdown looks a little better, i removed some overlapping gaps that made everything look awkward but it’s better now!"}, {"post_id": 60796, "ts": "2026-09-03T12:03:37Z", "hours": 3.7294, "text": "i COMPLETELY changed the design of my OS to be full on undertale I found an amazing undertale css pack by chance and loved it so much so i went from wow blue aesthetic to undertale yay. I still have some customization to do I changed the close button to a heart and when you hover on it it becomes a broken heart im really proud of that I’m also almost done with the to do app the tasks are just not overflowing the way I want them to new ideas: music player to play undertale songs map to make wallpaper change based on map location have a preload screen that makes you choose your location and choose character"}, {"post_id": 57001, "ts": "2026-08-29T02:14:47Z", "hours": 2.5986, "text": "countdown working! I made it look a little better but I’m not completely satisfied yet. You can now edit and delete countdowns, change precision and some other stuff but now I want to work on making windows pinnable :^ I also want make a todo list app, I’m really thinking of making this OS my study compagnion haha but idk if its too basic for this mission. But anyways ill do it for myself not the stardust hee hee haw haw"}, {"post_id": 48918, "ts": "2026-08-17T14:13:01Z", "hours": 2.3319, "text": "Countdown app I added a countdown app/widget for some motivation so you can have something to look forward to! The CSS is definitely lacking so I will work on it once im done with JS. It was a bit hard to convert every input and change precision but I figured it out thanks to W3S. I still need to: Show a list of the cooldowns in the main window and make them editable and deleteable Make the new window closeable & pinnable Make the time input optionnal Make an icon for the app Find a way to save changes? (maybe)"}, {"post_id": 48335, "ts": "2026-08-16T17:26:05Z", "hours": 0.7083, "text": "First feature done My notes app is now cooler: Footprints instead of a text based sidebar Links open in new tab Upon first opening of the app, only footprints show on a grassy field Animations on footprints and sidebar after clicking the first footprint Things to add after finishing other features: More notes content A way to go back to the grassy field To work on next More animations Gamify Skeletale app"}, {"post_id": 47085, "ts": "2026-08-14T18:36:15Z", "hours": 1.0469, "text": "Devlog My side bar is now a menu? I made it so that content will only show after clicking on the footsteps (not yet but that’s the goal). For that, I need to write a new function in Java Script and add a blue grassy background to match with the cloudy background. My animations are now smoother as I added transitions and larger margins so that the icons getting bigger don’t impede on the other ones. I also added hover text so that we can know which story is selected when hovering on each footstep."}, {"post_id": 43615, "ts": "2026-08-08T23:50:59Z", "hours": 0.5525, "text": "WebOS 2 It’s been a month since I didn’t work on this so I forgot how to code a little. Looking at my old code is helping me remember the coding though. First new feature (Working on this) As my first new feature, I am revamping my True Notes app side bar . I want to change to to footsteps I can click on. As of now, I only imported the image and made the footprints appear for each entry. I have yet to make them as a path, center them and just have a better general layout. Second new feature I want to have hover animations. Eg if I hover on the footprints they get bigger, hovering on an app would change the top bar of the window header, etc. Third feature I haven’t really thought about it yet, either I’ll make my Skeletale app more interactive by changing back and next buttons to directly clicking on the skeleton either I will make a new app"}, {"post_id": 16967, "ts": "2026-06-27T15:30:36Z", "hours": 1.0411, "text": "Done!"}, {"post_id": 16632, "ts": "2026-06-27T01:42:50Z", "hours": 3.1203, "text": "Almost done with my second app My second app is an anatomical map of myself inspired by Undertale (not really, it’s just a pixelized skeleton). I just really like anatomy in general so I thought this would represent me well. I assigned a part of myself to many bones, the text is just placeholder right now, I will develop on it later. -I added back and next buttons for navigation to make it simpler than a side bar, It also takes less space I finished my first app a while ago but I do want to change the layout in WebOS 2 (have some art & a better side bar) Right now my goals for tomorrow are to: Put the back&next buttons inside the window Hide the skeleton image on the first tab of the app Zoom on each bone for each body part or have a heart cursor that goes in each body part like in Undertale Finish the content"}, {"post_id": 14671, "ts": "2026-06-23T21:10:04Z", "hours": 2.6467, "text": "I finished part 4, it took me a while to get it to work so I will focus on the aesthetic after i finish part 5. My notes app will show my thoughts about some true crime stories. My next app is going to be Undertale related I hope."}, {"post_id": 11551, "ts": "2026-06-18T20:54:43Z", "hours": 2.9986, "text": "Added a Notes App, but I’m not sure what its exact purpose will be"}, {"post_id": 10908, "ts": "2026-06-17T21:40:50Z", "hours": 1.8064, "text": "I’m done with part 3! Now I have: A pretty header A pretty background A CSS file with my window and window header designs that I will be able to use for my next windows. Draggable windows that can close (but will completely disappear, so I have to make a “minimize” button to be able to open it later) An open button that’s not very useful and doesn’t really work."}, {"post_id": 9556, "ts": "2026-06-15T22:40:55Z", "hours": 1.3453, "text": "Working on part 3"}, {"post_id": 6827, "ts": "2026-06-11T13:35:07Z", "hours": 0.6017, "text": "I just learned about dividers! The welcome still looks a bit awkward but it’s gonna be fine."}, {"post_id": 6805, "ts": "2026-06-11T12:41:43Z", "hours": 0.3239, "text": "First 15 minutes"}]...
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Title: Undertale OS by @ThaoVi | Stardance
Devlog Title: Undertale OS by @ThaoVi | Stardance
Devlogs:
First 15 minutes
I just learned about dividers! The welcome still looks a bit awkward but it’s gonna be fine.
Working on part 3
I’m done with part 3! Now I have: A pretty header A pretty background A CSS file with my window and window header designs that I will be able to use for my next windows. Draggable windows that can close (but will completely disappear, so I have to make a “minimize” button to be able to open it later) An open button that’s not very useful and doesn’t really work.
Added a Notes App, but I’m not sure what its exact purpose will be
I finished part 4, it took me a while to get it to work so I will focus on the aesthetic after i finish part 5. My notes app will show my thoughts about some true crime stories. My next app is going to be Undertale related I hope.
Almost done with my second app My second app is an anatomical map of myself inspired by Undertale (not really, it’s just a pixelized skeleton). I just really like anatomy in general so I thought this would represent me well. I assigned a part of myself to many bones, the text is just placeholder right now, I will develop on it later. -I added back and next buttons for navigation to make it simpler than a side bar, It also takes less space I finished my first app a while ago but I do want to change the layout in WebOS 2 (have some art & a better side bar) Right now my goals for tomorrow are to: Put the back&next buttons inside the window Hide the skeleton image on the first tab of the app Zoom on each bone for each body part or have a heart cursor that goes in each body part like in Undertale Finish the content
Done!
WebOS 2 It’s been a month since I didn’t work on this so I forgot how to code a little. Looking at my old code is helping me remember the coding though. First new feature (Working on this) As my first new feature, I am revamping my True Notes app side bar . I want to change to to footsteps I can click on. As of now, I only imported the image and made the footprints appear for each entry. I have yet to make them as a path, center them and just have a better general layout. Second new feature I want to have hover animations. Eg if I hover on the footprints they get bigger, hovering on an app would change the top bar of the window header, etc. Third feature I haven’t really thought about it yet, either I’ll make my Skeletale app more interactive by changing back and next buttons to directly clicking on the skeleton either I will make a new app
Devlog My side bar is now a menu? I made it so that content will only show after clicking on the footsteps (not yet but that’s the goal). For that, I need to write a new function in Java Script and add a blue grassy background to match with the cloudy background. My animations are now smoother as I added transitions and larger margins so that the icons getting bigger don’t impede on the other ones. I also added hover text so that we can know which story is selected when hovering on each footstep.
First feature done My notes app is now cooler: Footprints instead of a text based sidebar Links open in new tab Upon first opening of the app, only footprints show on a grassy field Animations on footprints and sidebar after clicking the first footprint Things to add after finishing other features: More notes content A way to go back to the grassy field To work on next More animations Gamify Skeletale app
Countdown app I added a countdown app/widget for some motivation so you can have something to look forward to! The CSS is definitely lacking so I will work on it once im done with JS. It was a bit hard to convert every input and change precision but I figured it out thanks to W3S. I still need to: Show a list of the cooldowns in the main window and make them editable and deleteable Make the new window closeable & pinnable Make the time input optionnal Make an icon for the app Find a way to save changes? (maybe)
countdown working! I made it look a little better but I’m not completely satisfied yet. You can now edit and delete countdowns, change precision and some other stuff but now I want to work on making windows pinnable :^ I also want make a todo list app, I’m really thinking of making this OS my study compagnion haha but idk if its too basic for this mission. But anyways ill do it for myself not the stardust hee hee haw haw
i COMPLETELY changed the design of my OS to be full on undertale I found an amazing undertale css pack by chance and loved it so much so i went from wow blue aesthetic to undertale yay. I still have some customization to do I changed the close button to a heart and when you hover on it it becomes a broken heart im really proud of that I’m also almost done with the to do app the tasks are just not overflowing the way I want them to new ideas: music player to play undertale songs map to make wallpaper change based on map location have a preload screen that makes you choose your location and choose character
Pre-ship adjustments I’m shipping it, finally! I tried to make the user experience better by making the design more coherent (grayscale), although I am planning to add a lot more undertale references. I also changed my footprints color to contrast more with the yellow background. The countdown looks a little better, i removed some overlapping gaps that made everything look awkward but it’s better now!
Ships:
I just finished my first WebOS. It has a top bar, welcome window and two apps. All the windows are draggable and closable, and both of the apps are representative of me :D One is about the true crimes I enjoy and the other one is a presentation of me through a skeleton. I had zero experience in website coding until I started the project, I am very proud of the result!
WebOS I made an Undertale themed WebOs presenting me, with some other apps such as countdowns! This is the very first Stardance project i did, and also very first html project overall (including webos1) Features A top-bar with a live clock and a healthbar Draggable windows Closable windows Applications TrueNotes (personal) A personnal app where I put thoughts about true crime stories I enjoyed :D The design is centered around Undertale’s field of flowers, with each footstep being a story; I wanted to make it more original than the side bar I had in WebOS 1. To do app A very basic to do app. Countdown app A simple countdown app where you can set countdowns and a new window appears for each countdown. They are editable and deleteable :D You can also change the precision shown on each windows (in case seeing seconds stresses you out) Skeletale (personal) An undertale - anatomy based “autobiography” of me, it’s part of my WebOs 1 and I haven’t really updated it since. Future plans Undertale music player An intro page (WIP) where you can chose your character and background image. Make the notes apps more interactive by making the user add their own notes Undertale references The close button is a heart and it breaks when you hover on it to close the window! The field in TrueNotes are the yellow flowers from undertale. The health bar is also a reference from undertale. The fonts! They are from https://github.com/hujgup/Undertale-CSS...
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1793105748.8367512
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1793192148.8367512
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19934
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GablOS by @Gabl | Stardance
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Gabl
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2
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29.0
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440
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T20:47:31Z", "hours": 12.0, "multiplier": 17.47, "payout": 202, "blessing": "neutral", "text": "GablOS ship#2 Crazy how long ago the last ship was, but since then I have added a bunch of new features, implemented a lot of feedback and fiexed a lot of bugs and weird stuff. This Website is a bit of a personal site or portfolio that has like a really interesting desing because it’s not like the usual website but built up like a simple OS that has clickable App icons that open windows and such. Now the site is finally also useable on mobile devices and yeah, all in all I am really satisfied with how it turned out. https://www.gabl.works Features (newly added in bold): Top-Bar that displays Time - which can cycle through 12- and 24 hour format by clicking on it Welcome Screen About Me - including Social links Art - much different Art created by me Games - display of games I have worked on Browser - linking sites created by me Music Player - plays some songs friends made or that got used in games Bottom-“bar” with a home-button which has a surprise upon clicking (; and music button to open the music-player Smooth animations for windows Adaptation for mobile devices and useable scaling Custom domain", "repo": "https://github.com/gabl18/GablOS", "demo": "https://gabl.works"}, {"ship_num": 2, "ts": "2026-06-27T19:12:29Z", "hours": 17.0, "multiplier": 13.98, "payout": 238, "blessing": "neutral", "text": "GablOS By following the guide I could get to know some javascript and go more in depth with css and html. This Website is a bit of a personal site or portfolio that is built up like a simple OS that has clickable App icons that open windows and such. www.gabl.works Features: Top-Bar that displays Time Welcome Screen About Me with Social links Art with much different Art created by me Games - display of games I have worked on Music Player - plays some songs friends made or that got used in games", "repo": "https://github.com/gabl18/GablOS", "demo": "https://gabl.works"}]...
|
[{"post_id": 66177, "ts": "202 [{"post_id": 66177, "ts": "2026-09-11T20:45:44Z", "hours": 4.1353, "text": "Last Devlog before ship#2 Well, since last time I have really been cleaning up things. I created icons for the bottom “taskbars” and also created a new favicon yet again lol. Furthermore fixed some weird glitches and optimized the website more for mobile. Then also made many little css changes that I don’t remember all of anymore - but everything looks somewhat good and I am very pleased with the website so far. Aditionally made a little surprise when you click on the home-button in the bottom “taskbar” for you to find out (;. All in all just much cleanup and little changes for ship number 2."}, {"post_id": 61654, "ts": "2026-09-04T17:56:52Z", "hours": 1.9644, "text": "I did a lot of smaller fixes since last time, now windows have a pop in, and pop out animation AND the music player is back! I created a split taskbar that also has like the button for the music app and also made all of this mobile friendly - at least I hope. Not much left to do anymore for this project! Really happy how it is turning out!"}, {"post_id": 59805, "ts": "2026-09-01T19:07:21Z", "hours": 1.1322, "text": "Implementing Feedback So, since I have already shipped this project once - quite some time ago now, I have gotten some reviews and many seem to point out the same issue. The hitbox of the close button from every window is very weird . And yeah, that is - or better was true, since I managed to fix it. Additionally I added transitions for the window-dragging and also the option to change the timeformat from a 24 hour one to a 12 hour one by clicking on the time. I know the music app still isn’t back and I will get to that soon - hopefully. Have a great day, thanks for stopping by!"}, {"post_id": 57972, "ts": "2026-08-30T09:37:57Z", "hours": 1.3992, "text": "Finally also made the Website usable on mobile and still making it look good. Worked with the @ media screen in css which turned out to be wayy easier than I expected. Even tho I ran into some issues getting cut off the bottom part of my site often due to the mobile navigation button - but managed to fix that too. I think it turned out awesome."}, {"post_id": 54731, "ts": "2026-08-25T20:14:35Z", "hours": 2.0156, "text": "So, I drew Icons for both browser and trashcan, I also redesigned my favicon, still not totally happy with it but it wlll work eventually lol. Then made a browser app, (made some mockups first) where you can check out websites I created. For now it replaces the Music player icon, I will add the music player back asap, but for now it stays like that since I want the music player to be at another spot."}, {"post_id": 28298, "ts": "2026-07-14T13:46:55Z", "hours": 0.9325, "text": "Added a custom domain and more!!! First of all I added some new Art, Games and such I have created since first making this website - then also created the custom domain, with which I had some issues but managed to get it working. I will continue working on this site as part of the WebOS 2 Mission and already have some plans I want to do: A fake Internet Explorer with my own Websites A Paper Bin with abandoned Ideas and so on Change the taskbar changing the Music player to a small Icon in taskbar add sfx try out the in some app Hope I can get These done, see you next time! (the image is a rough sketch of what I have in mind)"}, {"post_id": 17092, "ts": "2026-06-27T19:09:32Z", "hours": 3.3703, "text": "Wrote all of the text and replaced all placeholders, made the readme and also a musicplayer that plays some .oggs that are cc0."}, {"post_id": 12573, "ts": "2026-06-20T15:08:26Z", "hours": 2.9667, "text": "Added the new “Games-App” where all games I’ve worked on are listed with a itch embed, description, images and so on. It took ages writing all of the text, getting the right layout and so on - but I managed to do it. Also made the window change upon grabbing a bit and replaced the placeholder App Icons with new ones I drew - turned out noice in my opinion. I probably did more stuff but I forgot - thanks for reading through all of this"}, {"post_id": 11881, "ts": "2026-06-19T11:09:38Z", "hours": 2.035, "text": "I think I pretty much finished my “Art-App”, added the option to click on the images to view them in bigger size, also made custom cursors and added many hyperlinks to my socials - most importantly I discovered animations! Made some slight changes to pretty much everything and added animations everywhere I could haha. I really like how the OS is looking, I have plans to add a new App in which there is Information about Games I worked on and more. lets see how that turns out."}, {"post_id": 11448, "ts": "2026-06-18T18:32:25Z", "hours": 2.7975, "text": "Managed to find out what the guide wanted me to do lol and also finished the guide!! Wohooo!!! I fixed many bugs and also made a Art-App to display what I have done, its not finished yet but we are getting there. I noticed once again how slow I am with coding this, but at least I am learning much along the way - and it took so long to search for all of my images, gifs and videos that I wanted to display in the Art-App, but we are getting there. Hope to maybe submit a build in the next or so devlog. thx for reading :D"}, {"post_id": 10535, "ts": "2026-06-17T09:25:29Z", "hours": 3.5272, "text": "I am confused. Continued working on my OS by following the third and fourth guide. Following the third guide everything went smoothly, I managed to make the windows moveable, closable, openable and so on. - But when continuing with the fourth guide I got so confused… I have no clue what I am supposed to do and what the guide wants me to do. Aaa Javascript you confuse me so much :( - I will probably take a break and try to resolve all of this another day…."}, {"post_id": 10060, "ts": "2026-06-16T17:11:14Z", "hours": 1.5028, "text": "Using CSS I changed the appearance of the site further, by following the Tutorial I made the Top-Bar and added the Time (converted to EU time)"}, {"post_id": 9992, "ts": "2026-06-16T15:01:40Z", "hours": 0.8778, "text": "Getting familiar with html and css"}]...
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Title: GablOS by @Gabl | Stardance
Devlogs:
Getti Title: GablOS by @Gabl | Stardance
Devlogs:
Getting familiar with html and css
Using CSS I changed the appearance of the site further, by following the Tutorial I made the Top-Bar and added the Time (converted to EU time)
I am confused. Continued working on my OS by following the third and fourth guide. Following the third guide everything went smoothly, I managed to make the windows moveable, closable, openable and so on. - But when continuing with the fourth guide I got so confused… I have no clue what I am supposed to do and what the guide wants me to do. Aaa Javascript you confuse me so much :( - I will probably take a break and try to resolve all of this another day….
Managed to find out what the guide wanted me to do lol and also finished the guide!! Wohooo!!! I fixed many bugs and also made a Art-App to display what I have done, its not finished yet but we are getting there. I noticed once again how slow I am with coding this, but at least I am learning much along the way - and it took so long to search for all of my images, gifs and videos that I wanted to display in the Art-App, but we are getting there. Hope to maybe submit a build in the next or so devlog. thx for reading :D
I think I pretty much finished my “Art-App”, added the option to click on the images to view them in bigger size, also made custom cursors and added many hyperlinks to my socials - most importantly I discovered animations! Made some slight changes to pretty much everything and added animations everywhere I could haha. I really like how the OS is looking, I have plans to add a new App in which there is Information about Games I worked on and more. lets see how that turns out.
Added the new “Games-App” where all games I’ve worked on are listed with a itch embed, description, images and so on. It took ages writing all of the text, getting the right layout and so on - but I managed to do it. Also made the window change upon grabbing a bit and replaced the placeholder App Icons with new ones I drew - turned out noice in my opinion. I probably did more stuff but I forgot - thanks for reading through all of this
Wrote all of the text and replaced all placeholders, made the readme and also a musicplayer that plays some .oggs that are cc0.
Added a custom domain and more!!! First of all I added some new Art, Games and such I have created since first making this website - then also created the custom domain, with which I had some issues but managed to get it working. I will continue working on this site as part of the WebOS 2 Mission and already have some plans I want to do: A fake Internet Explorer with my own Websites A Paper Bin with abandoned Ideas and so on Change the taskbar changing the Music player to a small Icon in taskbar add sfx try out the in some app Hope I can get These done, see you next time! (the image is a rough sketch of what I have in mind)
So, I drew Icons for both browser and trashcan, I also redesigned my favicon, still not totally happy with it but it wlll work eventually lol. Then made a browser app, (made some mockups first) where you can check out websites I created. For now it replaces the Music player icon, I will add the music player back asap, but for now it stays like that since I want the music player to be at another spot.
Finally also made the Website usable on mobile and still making it look good. Worked with the @ media screen in css which turned out to be wayy easier than I expected. Even tho I ran into some issues getting cut off the bottom part of my site often due to the mobile navigation button - but managed to fix that too. I think it turned out awesome.
Implementing Feedback So, since I have already shipped this project once - quite some time ago now, I have gotten some reviews and many seem to point out the same issue. The hitbox of the close button from every window is very weird . And yeah, that is - or better was true, since I managed to fix it. Additionally I added transitions for the window-dragging and also the option to change the timeformat from a 24 hour one to a 12 hour one by clicking on the time. I know the music app still isn’t back and I will get to that soon - hopefully. Have a great day, thanks for stopping by!
I did a lot of smaller fixes since last time, now windows have a pop in, and pop out animation AND the music player is back! I created a split taskbar that also has like the button for the music app and also made all of this mobile friendly - at least I hope. Not much left to do anymore for this project! Really happy how it is turning out!
Last Devlog before ship#2 Well, since last time I have really been cleaning up things. I created icons for the bottom “taskbars” and also created a new favicon yet again lol. Furthermore fixed some weird glitches and optimized the website more for mobile. Then also made many little css changes that I don’t remember all of anymore - but everything looks somewhat good and I am very pleased with the website so far. Aditionally made a little surprise when you click on the home-button in the bottom “taskbar” for you to find out (;. All in all just much cleanup and little changes for ship number 2.
Ships:
GablOS By following the guide I could get to know some javascript and go more in depth with css and html. This Website is a bit of a personal site or portfolio that is built up like a simple OS that has clickable App icons that open windows and such. www.gabl.works Features: Top-Bar that displays Time Welcome Screen About Me with Social links Art with much different Art created by me Games - display of games I have worked on Music Player - plays some songs friends made or that got used in games
GablOS ship#2 Crazy how long ago the last ship was, but since then I have added a bunch of new features, implemented a lot of feedback and fiexed a lot of bugs and weird stuff. This Website is a bit of a personal site or portfolio that has like a really interesting desing because it’s not like the usual website but built up like a simple OS that has clickable App icons that open windows and such. Now the site is finally also useable on mobile devices and yeah, all in all I am really satisfied with how it turned out. https://www.gabl.works Features (newly added in bold): Top-Bar that displays Time - which can cycle through 12- and 24 hour format by clicking on it Welcome Screen About Me - including Social links Art - much different Art created by me Games - display of games I have worked on Browser - linking sites created by me Music Player - plays some songs friends made or that got used in games Bottom-“bar” with a home-button which has a surprise upon clicking (; and music button to open the music-player Smooth animations for windows Adaptation for mobile devices and useable scaling Custom domain...
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1793127151.1535099
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1793213551.1535099
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21082
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Move It! by @AndyNoob | Stardance
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AndyNoob
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2
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29.0
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463
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T20:53:03Z", "hours": 10.0, "multiplier": 14.58, "payout": 140, "blessing": "neutral", "text": "Move It (DOM front end object manipulation library thingy) This ship includes a few bug fixes and a BIG re-code that cleans up a lot of tech debt (or whatever the correct term) from me adding stuff without planning ahead. Namely, the RectState positioning API actually fully works, as the library now respect the relative-ness, offset, etc. based on the initial format options (see docs). Before, the library tries to do a bunch of coordinate conversations that break down really quickly. Yay- check the other devlogs for screenshots/videos, or try out the demo website!", "repo": "https://github.com/AndyNoob/move-it", "demo": "https://andynoob.github.io/move-it/"}, {"ship_num": 2, "ts": "2026-06-24T03:57:55Z", "hours": 19.0, "multiplier": 17.21, "payout": 323, "blessing": "neutral", "text": "MOVE IT! A library that adds simple PowerPoint like DOM object manipulation: resize, drag, and rotate. Pretty lightweight and comes with (very beautifully) styled controls. This library also provides the means for you to calculate collision via an implementation of oriented bounding boxes. Links The more detailed details can be found on the README: https://github.com/AndyNoob/move-it You can find a simple demo here: https://andynoob.github.io/move-it/ Annoying issues I ran into on the way It’s pretty much just CSS. It’s always CSS. When it is not CSS. I have so much beef with the transform property. For starters, it took me 5 hours to put the transform controls around the target element. And THEN some to get it pixel perfect. Not to mention how RESIZING IS SUCH A PAIN because changing the width and height adjusts the pivot point of the target element. At the very least, I didn’t have to worry about writing unit tests all that much for this project (AI is very good at it). Other stuff I think the most fun part of this project is writing the function that handles overlapping rectangles’ collision resolution. The whole process reminded me of Arcade haha. Check it out if you’re interested/in need of letting users transform objects in DOM.", "repo": "https://github.com/AndyNoob/move-it", "demo": "https://andynoob.github.io/move-it/"}]...
|
[{"post_id": 34322, "ts": "202 [{"post_id": 34322, "ts": "2026-07-24T22:30:55Z", "hours": 6.5381, "text": "RAHHHHHH RECODE (v1.0.0) - Turns out when you keep adding features on the fly into an existing system, things start going haywire because the system was not designed to have those features. - Anyways, after spending like 3 hours trying to fix those haywires, I decided to just do what I should’ve done: rewrite the damn thing. Well, turns out, it wasn’t even that much of a rewrite since all I had to change was like three files…"}, {"post_id": 31166, "ts": "2026-07-19T10:37:39Z", "hours": 1.8336, "text": "YOOO new feature! autoSize option keeps elements anchored at their center when their sizes change. Took a minute but we got here, ha!"}, {"post_id": 28185, "ts": "2026-07-14T09:53:18Z", "hours": 0.3619, "text": "Guide line snapping can now follow resizing! Code lowk getting a little messy, but it’s still borderline acceptable haha. Now on version 0.3.0 :)"}, {"post_id": 26779, "ts": "2026-07-11T19:29:38Z", "hours": 0.6239, "text": "Added a auto resize feature! Not much to say but it took surprisingly little effort to implement. I thought I would’ve had to re-code half the codebase"}, {"post_id": 23287, "ts": "2026-07-06T04:51:13Z", "hours": 0.2692, "text": "Added a way to disable rotate/drag/resize individually!"}, {"post_id": 14855, "ts": "2026-06-24T03:47:36Z", "hours": 0.4014, "text": "MORE WORK On THE README!!!!"}, {"post_id": 14835, "ts": "2026-06-24T03:01:54Z", "hours": 0.9553, "text": "Just… wrote the README. An hour of my life that I will never get back…………. 🙃"}, {"post_id": 13539, "ts": "2026-06-22T04:45:48Z", "hours": 3.8008, "text": "Did some more MATH. Now it collides. Yay! Check video for a quick surface level explanation of the algorithm (if ur interested)"}, {"post_id": 12861, "ts": "2026-06-21T02:02:29Z", "hours": 1.7325, "text": "Did a bunch of chores to cleanup the project a little. Had to get some help from the dark wizard (Chat) for build config stuff. Project demo is also available on Github Pages: https://andynoob.github.io/move-it/"}, {"post_id": 12774, "ts": "2026-06-20T21:43:00Z", "hours": 0.6625, "text": "Added a way to define bounds in which the manipulated object cannot move out of. Took a bit longer than I would’ve liked, but it’s coming along nicely!"}, {"post_id": 12697, "ts": "2026-06-20T18:52:19Z", "hours": 1.2061, "text": "Added grid and rotation snapping! Works pretty well if I do say so myself. On top of that, arrows also work for shifting the element. Nice! (the self glaze continues)"}, {"post_id": 12322, "ts": "2026-06-20T03:18:04Z", "hours": 1.4172, "text": "Ok so, fixed the issue in the last devlog where the rect don’t resize properly when it’s rotated (I used 120% of my brain’s potential). Then, I implemented rotation with some help with atan2 from a certain LLM. Plus changing the cursor on hover while rotated. Check out the beautiful video I threw together (using 4 clips lool)."}, {"post_id": 12241, "ts": "2026-06-19T23:58:08Z", "hours": 8.7136, "text": "Making a front-end library for my other project because the existing ones are annoying to use and are all unmaintained (I am starting to see why…🙃). Anyways, dragging and resizing (when not rotated) are implemented. Attached videos are funny bugs I ran into along the way."}]...
|
Title: Move It! by @AndyNoob | Stardance
Devlogs: Title: Move It! by @AndyNoob | Stardance
Devlogs:
Making a front-end library for my other project because the existing ones are annoying to use and are all unmaintained (I am starting to see why…🙃). Anyways, dragging and resizing (when not rotated) are implemented. Attached videos are funny bugs I ran into along the way.
Ok so, fixed the issue in the last devlog where the rect don’t resize properly when it’s rotated (I used 120% of my brain’s potential). Then, I implemented rotation with some help with atan2 from a certain LLM. Plus changing the cursor on hover while rotated. Check out the beautiful video I threw together (using 4 clips lool).
Added grid and rotation snapping! Works pretty well if I do say so myself. On top of that, arrows also work for shifting the element. Nice! (the self glaze continues)
Added a way to define bounds in which the manipulated object cannot move out of. Took a bit longer than I would’ve liked, but it’s coming along nicely!
Did a bunch of chores to cleanup the project a little. Had to get some help from the dark wizard (Chat) for build config stuff. Project demo is also available on Github Pages: https://andynoob.github.io/move-it/
Did some more MATH. Now it collides. Yay! Check video for a quick surface level explanation of the algorithm (if ur interested)
Just… wrote the README. An hour of my life that I will never get back…………. 🙃
MORE WORK On THE README!!!!
Added a way to disable rotate/drag/resize individually!
Added a auto resize feature! Not much to say but it took surprisingly little effort to implement. I thought I would’ve had to re-code half the codebase
Guide line snapping can now follow resizing! Code lowk getting a little messy, but it’s still borderline acceptable haha. Now on version 0.3.0 :)
YOOO new feature! autoSize option keeps elements anchored at their center when their sizes change. Took a minute but we got here, ha!
RAHHHHHH RECODE (v1.0.0) - Turns out when you keep adding features on the fly into an existing system, things start going haywire because the system was not designed to have those features. - Anyways, after spending like 3 hours trying to fix those haywires, I decided to just do what I should’ve done: rewrite the damn thing. Well, turns out, it wasn’t even that much of a rewrite since all I had to change was like three files…
Ships:
MOVE IT! A library that adds simple PowerPoint like DOM object manipulation: resize, drag, and rotate. Pretty lightweight and comes with (very beautifully) styled controls. This library also provides the means for you to calculate collision via an implementation of oriented bounding boxes. Links The more detailed details can be found on the README: https://github.com/AndyNoob/move-it You can find a simple demo here: https://andynoob.github.io/move-it/ Annoying issues I ran into on the way It’s pretty much just CSS. It’s always CSS. When it is not CSS. I have so much beef with the transform property. For starters, it took me 5 hours to put the transform controls around the target element. And THEN some to get it pixel perfect. Not to mention how RESIZING IS SUCH A PAIN because changing the width and height adjusts the pivot point of the target element. At the very least, I didn’t have to worry about writing unit tests all that much for this project (AI is very good at it). Other stuff I think the most fun part of this project is writing the function that handles overlapping rectangles’ collision resolution. The whole process reminded me of Arcade haha. Check it out if you’re interested/in need of letting users transform objects in DOM.
Move It (DOM front end object manipulation library thingy) This ship includes a few bug fixes and a BIG re-code that cleans up a lot of tech debt (or whatever the correct term) from me adding stuff without planning ahead. Namely, the RectState positioning API actually fully works, as the library now respect the relative-ness, offset, etc. based on the initial format options (see docs). Before, the library tries to do a bunch of coordinate conversations that break down really quickly. Yay- check the other devlogs for screenshots/videos, or try out the demo website!...
|
1793116341.117345
|
1793202741.117345
|
|
21420
|
BikiniBot(tom) by @SP14 | Stardance
|
SP14
|
1
|
29.0
|
136
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T15:14:59Z", "hours": 29.0, "multiplier": 5.98, "payout": 136, "blessing": "neutral", "text": "BikiniBot(tom) is a 24/7 Slack RPG bot built around SpongeBob characters, fishing, quests, inventory, and a simple economy. I started with a basic setup where commands existed but nothing connected, nothing saved, and everything reset on restart. Over time I turned it into a working game loop where progress actually sticks using JSON storage for XP, levels, items, Sand Dollars, and quests that update as you play. Fishing has rarity tiers now and items actually change outcomes, quests track what you do in normal gameplay, and everything feeds into the same system instead of being separate commands. I also made the characters feel more distinct with better responses and small behavior changes over time, plus added a couple API commands for extra randomness. The hardest part was getting everything to work together cleanly without breaking persistence or Slack command structure as things got more complex. What I’m happiest about is that it finally feels like one connected game instead of a bunch of separate features. :))", "repo": "https://github.com/SP14-cyber/bikinibottom", "demo": "https://hackclub.enterprise.slack.com/archives/C0BBE4LHKQF"}]...
|
[{"post_id": 11952, "ts": "202 [{"post_id": 11952, "ts": "2026-06-19T14:38:22Z", "hours": 15.9189, "text": "I am ready to ship!!I started with a basic bot where most systems were just placeholders. Fishing, inventory, and shop commands existed, but they weren’t connected in any way. Nothing persisted, the economy didn’t really function, and everything reset on restart, which made it feel more like a demo than an actual game. By the end of this coding session, BikiniBot has completely turned into a real persistent RPG system inside Slack!! Inventory and Sand Dollar balances now persist using JSON storage, so every user’s progress is saved. An XP and leveling system lets players grow over time, and a full quest system now tracks objectives and rewards directly in gameplay. Item effects also matter now, like boosting fishing luck, and leaderboard/cooldown systems were improved to balance progression. API commands were upgraded with fact and joke integrations, and character systems now include milestone-based behavior changes. Gary also exists now and he responds with “meow” :)) Before this update, nothing carried over between sessions. Now every user has a persistent game state that evolves over time, making the experience feel like a real RPG. For example, the inventory now reflects actual progression such as levels, XP (like 310/500), Sand Dollars, and items like Rusty Spatulas, Glowing Coral, and Krabby Patties. Quests update automatically as you play, like collecting specific items during fishing or work actions.The core persistence system uses JSON-based user storage with auto-save on every action and safe defaults to prevent crashes. Fishing was also overhauled with rarity tiers (common through legendary), where tools like the Fishing Net increase rare drop chances from ~3% to ~8%.Quests are now fully integrated into gameplay, XP ties everything together into a progression loop, and API-based character commands add personality with safe error handling. A hidden milestone system also changes character behavior at usage thresholds (10, 25, 50, 100), adding long-term variation. So happy with how this turned out and thank you so much for following along throughout my journey!! :))"}, {"post_id": 11372, "ts": "2026-06-18T16:42:12Z", "hours": 10.2147, "text": "Today I kept building out BikiniBot and it’s starting to feel WAY more like an actual game inside Slack :)) I expanded a bunch of slash commands (about 15-16 more commands) and cleaned up how the characters respond so they don’t feel repetitive anymore. SpongeBob, Patrick, Squidward, Mr. Krabs, Sandy, Plankton, and Bubble Bass all have way more personality now and way more different responses depending on what you say !!I also connected a lot of the “game” side commands like /bikinibot-jellyfish, /bikinibot-fish, /bikinibot-work, /bikinibot-shop, /bikinibot-inventory, /bikinibot-krabby, and /bikinibot-order so they feel like they’re part of one system instead of random separate features. It’s starting to feel like an actual Bikini Bottom loop where you earn stuff, get random outcomes, and mess around with it all :) Had to fix a lot of structure issues too (Slack commands not responding, formatting inconsistencies, and making sure everything follows the same pattern), but it’s way more stable now!! Next I’m planning to keep adding MORE variety to all commands, connect inventory properly to what you actually earn (fish/jellyfish/work rewards), and keep building the economy + loot system so everything actually links together instead of being isolated features! Excited for my final steps! I’m really close to shipping :)))"}, {"post_id": 11109, "ts": "2026-06-18T05:18:22Z", "hours": 2.6897, "text": "Today I started building a Slack bot called BikiniBot!! :)) If you add a -tom to the end, it becomes the name of where the show SpongeBob Squarepants takes place! As you might guess from that fact, BikiniBot(tom) is a SpongeBob-themed bot that runs 24/7 and responds to slash commands with different Bikini Bottom characters like SpongeBob, Patrick, Squidward, Mr. Krabs, Sandy, and Plankton!! The idea is that each character has its own personality and reacts differently depending on what you type, so it feels more like interacting with characters instead of just a normal bot. I set up the whole project using Node.js and got the bot properly running in Slack. I also set up my .env file with all the tokens and got the basic structure working. After that I created a bunch of slash commands like /bikinibot-spongebob, /bikinibot-patrick, /bikinibot-squidward, /bikinibot-mrkrabs, /bikinibot-sandy, and /bikinibot-plankton!! Then I started building out different response styles for each character so they actually feel unique instead of all sounding the same. Right now SpongeBob is super energetic and excited all the time, Patrick is silly and random, Squidward is more tired and sarcastic, Mr. Krabs is all about money and profit, Sandy is more logical and science-based, and Plankton is chaotic and always talking about plans and the secret formula!! I also added some helper functions like clean(), has(), and pick() so it’s easier to handle user input and make the bot react based on keywords like “help”, “money”, “sad”, or “hello” instead of just random replies. The hardest part today was getting everything to actually respond correctly in Slack. Some commands weren’t triggering at first even though the code looked fine, so I had to go back and double check the Slack command setup and naming. It was a bit confusing because some commands worked perfectly while others just didn’t respond at all, but eventually I figured out it was just small setup issues and mismatches.Now the bot is finally running properly and feels way more interactive!! :)) It actually responds differently depending on what you say instead of just being static replies, which makes it feel a lot more alive. Next I want to add more game-like features like jellyfish catching, sand dollar money system, inventory, and maybe even a shop so it turns into a full little Bikini Bottom game inside Slack!!"}]...
|
Title: BikiniBot(tom) by @SP14 | Stardance
Devlog Title: BikiniBot(tom) by @SP14 | Stardance
Devlogs:
Today I started building a Slack bot called BikiniBot!! :)) If you add a -tom to the end, it becomes the name of where the show SpongeBob Squarepants takes place! As you might guess from that fact, BikiniBot(tom) is a SpongeBob-themed bot that runs 24/7 and responds to slash commands with different Bikini Bottom characters like SpongeBob, Patrick, Squidward, Mr. Krabs, Sandy, and Plankton!! The idea is that each character has its own personality and reacts differently depending on what you type, so it feels more like interacting with characters instead of just a normal bot. I set up the whole project using Node.js and got the bot properly running in Slack. I also set up my .env file with all the tokens and got the basic structure working. After that I created a bunch of slash commands like /bikinibot-spongebob, /bikinibot-patrick, /bikinibot-squidward, /bikinibot-mrkrabs, /bikinibot-sandy, and /bikinibot-plankton!! Then I started building out different response styles for each character so they actually feel unique instead of all sounding the same. Right now SpongeBob is super energetic and excited all the time, Patrick is silly and random, Squidward is more tired and sarcastic, Mr. Krabs is all about money and profit, Sandy is more logical and science-based, and Plankton is chaotic and always talking about plans and the secret formula!! I also added some helper functions like clean(), has(), and pick() so it’s easier to handle user input and make the bot react based on keywords like “help”, “money”, “sad”, or “hello” instead of just random replies. The hardest part today was getting everything to actually respond correctly in Slack. Some commands weren’t triggering at first even though the code looked fine, so I had to go back and double check the Slack command setup and naming. It was a bit confusing because some commands worked perfectly while others just didn’t respond at all, but eventually I figured out it was just small setup issues and mismatches.Now the bot is finally running properly and feels way more interactive!! :)) It actually responds differently depending on what you say instead of just being static replies, which makes it feel a lot more alive. Next I want to add more game-like features like jellyfish catching, sand dollar money system, inventory, and maybe even a shop so it turns into a full little Bikini Bottom game inside Slack!!
Today I kept building out BikiniBot and it’s starting to feel WAY more like an actual game inside Slack :)) I expanded a bunch of slash commands (about 15-16 more commands) and cleaned up how the characters respond so they don’t feel repetitive anymore. SpongeBob, Patrick, Squidward, Mr. Krabs, Sandy, Plankton, and Bubble Bass all have way more personality now and way more different responses depending on what you say !!I also connected a lot of the “game” side commands like /bikinibot-jellyfish, /bikinibot-fish, /bikinibot-work, /bikinibot-shop, /bikinibot-inventory, /bikinibot-krabby, and /bikinibot-order so they feel like they’re part of one system instead of random separate features. It’s starting to feel like an actual Bikini Bottom loop where you earn stuff, get random outcomes, and mess around with it all :) Had to fix a lot of structure issues too (Slack commands not responding, formatting inconsistencies, and making sure everything follows the same pattern), but it’s way more stable now!! Next I’m planning to keep adding MORE variety to all commands, connect inventory properly to what you actually earn (fish/jellyfish/work rewards), and keep building the economy + loot system so everything actually links together instead of being isolated features! Excited for my final steps! I’m really close to shipping :)))
I am ready to ship!!I started with a basic bot where most systems were just placeholders. Fishing, inventory, and shop commands existed, but they weren’t connected in any way. Nothing persisted, the economy didn’t really function, and everything reset on restart, which made it feel more like a demo than an actual game. By the end of this coding session, BikiniBot has completely turned into a real persistent RPG system inside Slack!! Inventory and Sand Dollar balances now persist using JSON storage, so every user’s progress is saved. An XP and leveling system lets players grow over time, and a full quest system now tracks objectives and rewards directly in gameplay. Item effects also matter now, like boosting fishing luck, and leaderboard/cooldown systems were improved to balance progression. API commands were upgraded with fact and joke integrations, and character systems now include milestone-based behavior changes. Gary also exists now and he responds with “meow” :)) Before this update, nothing carried over between sessions. Now every user has a persistent game state that evolves over time, making the experience feel like a real RPG. For example, the inventory now reflects actual progression such as levels, XP (like 310/500), Sand Dollars, and items like Rusty Spatulas, Glowing Coral, and Krabby Patties. Quests update automatically as you play, like collecting specific items during fishing or work actions.The core persistence system uses JSON-based user storage with auto-save on every action and safe defaults to prevent crashes. Fishing was also overhauled with rarity tiers (common through legendary), where tools like the Fishing Net increase rare drop chances from ~3% to ~8%.Quests are now fully integrated into gameplay, XP ties everything together into a progression loop, and API-based character commands add personality with safe error handling. A hidden milestone system also changes character behavior at usage thresholds (10, 25, 50, 100), adding long-term variation. So happy with how this turned out and thank you so much for following along throughout my journey!! :))
Ships:
BikiniBot(tom) is a 24/7 Slack RPG bot built around SpongeBob characters, fishing, quests, inventory, and a simple economy. I started with a basic setup where commands existed but nothing connected, nothing saved, and everything reset on restart. Over time I turned it into a working game loop where progress actually sticks using JSON storage for XP, levels, items, Sand Dollars, and quests that update as you play. Fishing has rarity tiers now and items actually change outcomes, quests track what you do in normal gameplay, and everything feeds into the same system instead of being separate commands. I also made the characters feel more distinct with better responses and small behavior changes over time, plus added a couple API commands for extra randomness. The hardest part was getting everything to work together cleanly without breaking persistence or Slack command structure as things got more complex. What I’m happiest about is that it finally feels like one connected game instead of a bunch of separate features. :))...
|
1792878661.294996
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1793742661.294996
|
|
23398
|
My very own WebOS by @ejo | Stardance
|
ejo
|
2
|
29.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T18:15:42Z", "hours": 26.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "made a retro webos named ejoos , it was pretty fun took too much time tho", "repo": "https://github.com/ejojames/EJOos", "demo": "https://ej-oos.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-01T17:27:05Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a retro-red themed os with basic functions like file explorer, photos , terminal , notepad , notepad was challenging", "repo": "https://github.com/ejojames/EJOos", "demo": "https://ej-oos.vercel.app/"}]...
|
[{"post_id": 77899, "ts": "202 [{"post_id": 77899, "ts": "2026-10-08T18:10:40Z", "hours": 2.7572, "text": "kinda done shipping it..added a simple chatbot, audio-music playback, retro cam, added many themes, sudoku, mine sweeper"}, {"post_id": 77624, "ts": "2026-10-07T17:49:44Z", "hours": 2.1158, "text": "a simple chatbott"}, {"post_id": 77347, "ts": "2026-10-06T17:00:19Z", "hours": 6.5375, "text": "made a browser..kind of"}, {"post_id": 76702, "ts": "2026-10-04T11:35:05Z", "hours": 6.1158, "text": "added many more.."}, {"post_id": 76093, "ts": "2026-10-02T09:45:47Z", "hours": 8.0325, "text": "added a calculator"}, {"post_id": 59719, "ts": "2026-09-01T17:21:21Z", "hours": 0.4019, "text": "kinda finished the os, shipping it."}, {"post_id": 59602, "ts": "2026-09-01T14:51:35Z", "hours": 0.5769, "text": "updated the layout"}, {"post_id": 59098, "ts": "2026-08-31T18:35:29Z", "hours": 2.0067, "text": "reached the first benchmark added at least 3 functions , i like the red retro look might change it later"}]...
|
Title: My very own WebOS by @ejo | Stardance
Devl Title: My very own WebOS by @ejo | Stardance
Devlogs:
reached the first benchmark added at least 3 functions , i like the red retro look might change it later
updated the layout
kinda finished the os, shipping it.
added a calculator
added many more..
made a browser..kind of
a simple chatbott
kinda done shipping it..added a simple chatbot, audio-music playback, retro cam, added many themes, sudoku, mine sweeper
Ships:
i made a retro-red themed os with basic functions like file explorer, photos , terminal , notepad , notepad was challenging
made a retro webos named ejoos , it was pretty fun took too much time tho...
|
1793008416.4999163
|
1793872416.4999163
|
|
23725
|
ForgeMind by @FazinAhamed | Stardance
|
FazinAhamed
|
0
|
29.0
|
0
|
[]
|
[{"post_id": 29729, "ts": "202 [{"post_id": 29729, "ts": "2026-07-16T20:23:03Z", "hours": 8.0, "text": "past 8hrs was disastrous like I got inflicted a debuff called Sinusitis and a fever prolly cuz ive been avoiding sleep for a long time. Anyways, I kept working on ForgeMind source storage and archive tracking. Archives now have a proper identity beyond just their folder path, so each run can point back to the exact source state that produced an index. In other words, reproducibility is slowly moving from “Source: Trust me bro🥀🥀” to something that can actually be checked and enforced so it is really stronk proof. I also worked on refresh behaviour. When one file changes, ForgeMind can now update it without treating the entire archive like a completely new corpus. It sounds pretty useless, but it makes repeated runs much faster and far more practical so that you dont waste compute and power. retrieval also has a cleaner path back to the stored source identity. This matters a lot because an answer is only useful when its citations can still be checked against the exact archive version they came from. There were a few errors, random blockers, and my brain was running on half power and tissue box for most of the day, but the foundation is getting stronger. Not the flashiest update and fabulous cool shi but definitely a off-camera grinding sesh worthy improvement, I think. Raters if u see this pls i need this PS:. The new comments and extra attention to detail like explaining each thing is cuz of tejas so hope its enough Edit: Also i will be commiting a change today or tmrw cuz i got this to work. Srry i havent been committing, just got hella stressed cuz stuff wasnt working out during tests."}, {"post_id": 29407, "ts": "2026-07-16T10:34:02Z", "hours": 4.0, "text": "Spent the last 4 hours on source storage, making the archive less like a temporary input and more like something ForgeMind can rely on across multiple runs. The focus was keeping source identity stable and also paths, hashes, refresh behavior, and stored metadata now have a clearer place to live instead of being reconstructed unplanned and temporarily. That matters because retrieval and verification only mean something if they point back to the exact source state that produced them. So nothing insane and cool today, but it clears an important gap, the system is now starting to remember what it saw, not just process it once. So it is a win for me even though it took quite a while"}, {"post_id": 29320, "ts": "2026-07-16T05:18:28Z", "hours": 1.0, "text": "Good Morning, Woke up had some plain black coffee and hit the roads again. Today I finished some stuff like converting the first scale result into a deterministic gate instead of leaving it as a one-off demo also now the archive generator uses a fixed seed, the tokenizer and model artifacts are hash pinned, and the profiler records ingestion, refresh, compression, and retrieval measurements in machine readable output. Essentially just implying, reproducing a result is now part of the feature. Next i will probably get to the source storage and ye thats it for this devlog PS. Pls dont judge me for using notepad, its just more convenient sometimes even for markdown files"}, {"post_id": 29090, "ts": "2026-07-15T19:05:30Z", "hours": 6.0, "text": "ForgeMind Devlop - First Real bit of Proof ig and The First Proper devlog The first ever milestone for ForgeMind is working and tested on end to end consumer and corporate hardware I am running a quantized Qwen3-4B through llama.cpp on an RTX 3060 with 12gigs of VRAM. ForgeMind was able to ingest an archive containing 4.06M Qwen tokens, divided it into searchable chunks of 1155 and retrieved info while keeping the prompt bound to around 15.5k tokens Disclaimer - This is virtual long context, not a claim that the model directly attends to four million tokens. The entire archive remains outside the attention. ForgeMind just retrieves relevant passages, rehydrates the exact source text and verifies citations using source hashes and line spans The TokenForge subpart produced quite measurable and valuable efficiency gains, It reversibly compressed eligible passages by an average or calculated median of around ~14% , with a 100% exact restoration. The Cold Ingests took 100.1 seconds, while refreshing one changed file at equivalent scale took only 1.04 s and reembedded only 5 affected chunks . The automated gates and tests and benchmarks now passes 55 with zero errors or failures. I also did 10 offline / local checks which also completed successfully, during which the citations remained valid and the runtime hesitates when evidence is unavailable. The 4.07M token test proves scalable ingestion, reversible compression and incremental refresh and also the retrievals. Thats all for this. next i will turn this proof into a controlled comparison b/w raw context, hybrid rag and vector rag. Thats all for this."}, {"post_id": 28782, "ts": "2026-07-15T08:48:38Z", "hours": 5.0, "text": "I havent slept since yesterday, my eyes are about to die on me but i reached a breakthroughhh!!!! finally made this CPU Native and might be able to achieve one more thing which i will disclose next devlog. This will be huge for Local LLM users. This is possible using something called ThinkingCaps and ContextFabric. These methods will allow for actually usable fast 9B CPU native model inferencing with like enough context length and Symbolic Reasoning and Coding capabilities and verification stuff Also made a Web UI for Investigating and testing out smaller quantities of test runs which is supposed to run on Local. I will probably send the first milestone report for next devlog and also start working on a Demo URL that will be hosted on Modal"}, {"post_id": 28508, "ts": "2026-07-14T20:04:25Z", "hours": 2.0, "text": "Finally got 4M tokens to fit inside a 32k context windowwww!!!! Les gooo and also hope france wins"}, {"post_id": 28414, "ts": "2026-07-14T17:30:19Z", "hours": 2.0, "text": "Made some tests and got an Abstract ready"}, {"post_id": 28320, "ts": "2026-07-14T14:33:08Z", "hours": 1.0, "text": "Divided my work into 8 Milestones and confirmed that i have basically finished till m1.5"}, {"post_id": 28276, "ts": "2026-07-14T13:00:56Z", "hours": 0.0, "text": "Just started the project. Its essentially an AI Model Cost and Performance Optimizer thing"}]...
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Title: ForgeMind by @FazinAhamed | Stardance
Devl Title: ForgeMind by @FazinAhamed | Stardance
Devlogs:
Just started the project. Its essentially an AI Model Cost and Performance Optimizer thing
Divided my work into 8 Milestones and confirmed that i have basically finished till m1.5
Made some tests and got an Abstract ready
Finally got 4M tokens to fit inside a 32k context windowwww!!!! Les gooo and also hope france wins
I havent slept since yesterday, my eyes are about to die on me but i reached a breakthroughhh!!!! finally made this CPU Native and might be able to achieve one more thing which i will disclose next devlog. This will be huge for Local LLM users. This is possible using something called ThinkingCaps and ContextFabric. These methods will allow for actually usable fast 9B CPU native model inferencing with like enough context length and Symbolic Reasoning and Coding capabilities and verification stuff Also made a Web UI for Investigating and testing out smaller quantities of test runs which is supposed to run on Local. I will probably send the first milestone report for next devlog and also start working on a Demo URL that will be hosted on Modal
ForgeMind Devlop - First Real bit of Proof ig and The First Proper devlog The first ever milestone for ForgeMind is working and tested on end to end consumer and corporate hardware I am running a quantized Qwen3-4B through llama.cpp on an RTX 3060 with 12gigs of VRAM. ForgeMind was able to ingest an archive containing 4.06M Qwen tokens, divided it into searchable chunks of 1155 and retrieved info while keeping the prompt bound to around 15.5k tokens Disclaimer - This is virtual long context, not a claim that the model directly attends to four million tokens. The entire archive remains outside the attention. ForgeMind just retrieves relevant passages, rehydrates the exact source text and verifies citations using source hashes and line spans The TokenForge subpart produced quite measurable and valuable efficiency gains, It reversibly compressed eligible passages by an average or calculated median of around ~14% , with a 100% exact restoration. The Cold Ingests took 100.1 seconds, while refreshing one changed file at equivalent scale took only 1.04 s and reembedded only 5 affected chunks . The automated gates and tests and benchmarks now passes 55 with zero errors or failures. I also did 10 offline / local checks which also completed successfully, during which the citations remained valid and the runtime hesitates when evidence is unavailable. The 4.07M token test proves scalable ingestion, reversible compression and incremental refresh and also the retrievals. Thats all for this. next i will turn this proof into a controlled comparison b/w raw context, hybrid rag and vector rag. Thats all for this.
Good Morning, Woke up had some plain black coffee and hit the roads again. Today I finished some stuff like converting the first scale result into a deterministic gate instead of leaving it as a one-off demo also now the archive generator uses a fixed seed, the tokenizer and model artifacts are hash pinned, and the profiler records ingestion, refresh, compression, and retrieval measurements in machine readable output. Essentially just implying, reproducing a result is now part of the feature. Next i will probably get to the source storage and ye thats it for this devlog PS. Pls dont judge me for using notepad, its just more convenient sometimes even for markdown files
Spent the last 4 hours on source storage, making the archive less like a temporary input and more like something ForgeMind can rely on across multiple runs. The focus was keeping source identity stable and also paths, hashes, refresh behavior, and stored metadata now have a clearer place to live instead of being reconstructed unplanned and temporarily. That matters because retrieval and verification only mean something if they point back to the exact source state that produced them. So nothing insane and cool today, but it clears an important gap, the system is now starting to remember what it saw, not just process it once. So it is a win for me even though it took quite a while
past 8hrs was disastrous like I got inflicted a debuff called Sinusitis and a fever prolly cuz ive been avoiding sleep for a long time. Anyways, I kept working on ForgeMind source storage and archive tracking. Archives now have a proper identity beyond just their folder path, so each run can point back to the exact source state that produced an index. In other words, reproducibility is slowly moving from “Source: Trust me bro🥀🥀” to something that can actually be checked and enforced so it is really stronk proof. I also worked on refresh behaviour. When one file changes, ForgeMind can now update it without treating the entire archive like a completely new corpus. It sounds pretty useless, but it makes repeated runs much faster and far more practical so that you dont waste compute and power. retrieval also has a cleaner path back to the stored source identity. This matters a lot because an answer is only useful when its citations can still be checked against the exact archive version they came from. There were a few errors, random blockers, and my brain was running on half power and tissue box for most of the day, but the foundation is getting stronger. Not the flashiest update and fabulous cool shi but definitely a off-camera grinding sesh worthy improvement, I think. Raters if u see this pls i need this PS:. The new comments and extra attention to detail like explaining each thing is cuz of tejas so hope its enough Edit: Also i will be commiting a change today or tmrw cuz i got this to work. Srry i havent been committing, just got hella stressed cuz stuff wasnt working out during tests....
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1792940070.243705
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1793804070.243705
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24383
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Magic Chainsaw ⛓️ - fruitninja chainsaw game by @a Magic Chainsaw ⛓️ - fruitninja chainsaw game by @ar-bh | Stardance...
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ar-bh
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1
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29.0
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429
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T19:42:48Z", "hours": 29.0, "multiplier": 14.74, "payout": 429, "blessing": "neutral", "text": "PLEASE HELP ME WIN AN XBOX! A game inspired by griffpatch’s scratch game: 15% In 15% you have to enter cutting mode, by pressing “e” or your mouse and then cut the shape to an area of less than 15%. But be careful because if you fail and accidentally seperate the pointers, you lose! (all instructions can be found in the game) Get to as high a level as you can, and the levels keep getting harder! Good luck and have fun!", "repo": "https://github.com/ar-bh/15percent", "demo": "https://ar-bh.github.io/15percent/"}]...
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[{"post_id": 30110, "ts": "202 [{"post_id": 30110, "ts": "2026-07-17T12:57:23Z", "hours": 0.4214, "text": "First game ship ready I think"}, {"post_id": 29841, "ts": "2026-07-16T23:59:11Z", "hours": 1.0469, "text": "Refactored my code and got rid of everything unnecessary next I will probably change my title screen"}, {"post_id": 29804, "ts": "2026-07-16T22:53:09Z", "hours": 0.6169, "text": "Made a plan Eventually I want the game to work on steam so it has to have solid replayability, so I started working using gemini and google docs on a gameplan and content guide"}, {"post_id": 29071, "ts": "2026-07-15T18:32:43Z", "hours": 1.1842, "text": "added index.html on git"}, {"post_id": 28607, "ts": "2026-07-14T23:13:32Z", "hours": 0.5411, "text": "It’s not worth adding a video but I added a togglable debug mode with cmd4 to make things easier for me picture of chainsaw man because i want to implement him in my game somehwo"}, {"post_id": 28572, "ts": "2026-07-14T22:04:55Z", "hours": 1.595, "text": "I added the pointers this took a lot of work for some reason there are still some bugs though and features to add the features include the losing system (making sure that if pointers are seperated, the game ends with a loss) the bugs include the cutting because sometimes it will cut the part that the pointers are included in, like if they are in the smaller polygon of the cut (which is the one that gets deleted) I need to edit the code that chooses which polygon is eliminated so the ones with the pointer never get eliminated"}, {"post_id": 28430, "ts": "2026-07-14T17:45:45Z", "hours": 0.5825, "text": "Animations next is themes and outlines, and I will probably remove the modulate tween"}, {"post_id": 27965, "ts": "2026-07-13T22:29:33Z", "hours": 4.3311, "text": "FINALLY FREE I spent SO MUCH TIME fixing this one bug with colors just to realize that it was because my collisionbox2d’s visibility was on. this pissed me off so much and took so much work to realize it wasn’t a code issue anyway i finally got to the cutting, worked on some nice themes, please smash that like button and don’t forget to subscribe thanks look at my video as well, the whole cutting thing took a lot of math and effort and i think i came up with a pretty cool name that i will probably stick with"}, {"post_id": 26258, "ts": "2026-07-10T22:56:03Z", "hours": 1.2194, "text": "Rectangle -> polygon I experimented with ways to apply a polygon because I don’t want my game to have squares/rectangles the entire time"}, {"post_id": 26147, "ts": "2026-07-10T19:29:30Z", "hours": 1.5822, "text": "Devlog #9📝 Prepare 🟩 Learn godot Create basic line addition 🟩 Static line on mouse enter/exit Filter valid lines 🟩 only cross two sides 🟩 mouse clicking (cut mode on) 🟩 mouse velocity high enough 🟥 Stops counting after 0.2 seconds Shape as polygon 🟥 Rename rect / _get_rect_local() -> polygon equivalents (correct calc) 🟥 Rename rect_edges / _get_rect_edges() -> polygon edge list (correct calc) 🟥 Store shape as a point list 🟥 Render shape from that point list (Polygon2D) 🟥 Match collider to the same points (CollisionPolygon2D) 🟥 _is_inside` uses Geometry2D.is_point_in_polygon 🟥 Enter/exit hits use polygon edges (not just 4 rect sides) Perform a real cut 🟥 On valid swipe, get enter + exit points on the polygon 🟥 Split the point list into two polygons along that cut 🟥 Replace the old shape with the two new shapes (visual + collider) 🟥 Remove / ignore the cut line after the split (or keep as VFX only) Cut pieces move 🟥 Put each piece on its own body (RigidBody2D or AnimatableBody2D / manual motion) 🟥 On split, give each piece a velocity away from the cut (impulse / linear_velocity) 🟥 Optional: add gravity / spin so pieces fall and rotate 🟥 Optional: despawn pieces after a short time or off-screen Stop here (matches “until pieces move”) 🛑 🟥 One shape -> swipe -> two pieces fly apart (i used ai to make this devlog but it just turned my attachment into markdown, that’s all)"}, {"post_id": 26048, "ts": "2026-07-10T17:10:49Z", "hours": 1.6294, "text": "first look at core gameplay there was lots of stuff to figure out and lots of debugging but I finally made my first step by drawing lines from where the mouse enters and exits the shape next step is to cut the shape by the line and then calculate area"}, {"post_id": 25605, "ts": "2026-07-09T23:42:01Z", "hours": 1.4781, "text": "Learing complete 🎓 I don’t know everything I need yet but I think I can manage"}, {"post_id": 25328, "ts": "2026-07-09T15:30:32Z", "hours": 1.5222, "text": "Learning milestone #4 Learend how to make a pause screen, it’s clear how I will use this in my game"}, {"post_id": 24912, "ts": "2026-07-08T19:37:09Z", "hours": 5.2356, "text": "🌟 Learning milestone #3! ⭐ This time, I learned a lot about player movement. This will be useful to the pointers that are going to be inside the shape that you are cutting. This took a while because there was a lot to learn about like movements but also themes and how to make a character texture look nice using shading, themes, etc. Also, probably the most interesting, I learned to use GPUParticles2D (i’m building in Godot) to make fire! 🔥 I’m probably not going to directly use fire in my project but I plan on giving the mouse a trail, and I suspect that I can keep a GPUParticles2D node attached to the mouse’s position to keep particles following it. Look at the video for a demonstration:"}, {"post_id": 21079, "ts": "2026-07-02T21:09:52Z", "hours": 1.8511, "text": "Learned even more stuff Basically the same as the last devlog- i followed the tutorial a bit more, so I think I can start building core mechanics now another random screenshot of my code👇"}, {"post_id": 20902, "ts": "2026-07-02T17:02:57Z", "hours": 2.5139, "text": "Learned lots of new stuff I’m following a course right now and I finished a big part of it, so i thought I would make a devlog so the time after this would be counted seperately. random screenshot of my code👇 idk"}, {"post_id": 20383, "ts": "2026-07-01T23:25:43Z", "hours": 1.1367, "text": "I created a semi-working menu Right now, start and quit work and are featured in the attached videos. I still have to start options but that will probably be after the core gameplay Big thanks 🙏 to Gabl on this paltform and itch for my backgrounds, i will change them eventually."}, {"post_id": 20038, "ts": "2026-07-01T15:21:43Z", "hours": 0.6381, "text": "I made a working parallax background I just found some random background for now but I will change it later and make it more interactive to whatever is happening on the screen"}]...
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Title: Magic Chainsaw ⛓️ - fruitninja chainsaw gam Title: Magic Chainsaw ⛓️ - fruitninja chainsaw game by @ar-bh | Stardance
Devlogs:
I made a working parallax background I just found some random background for now but I will change it later and make it more interactive to whatever is happening on the screen
I created a semi-working menu Right now, start and quit work and are featured in the attached videos. I still have to start options but that will probably be after the core gameplay Big thanks 🙏 to Gabl on this paltform and itch for my backgrounds, i will change them eventually.
Learned lots of new stuff I’m following a course right now and I finished a big part of it, so i thought I would make a devlog so the time after this would be counted seperately. random screenshot of my code👇 idk
Learned even more stuff Basically the same as the last devlog- i followed the tutorial a bit more, so I think I can start building core mechanics now another random screenshot of my code👇
🌟 Learning milestone #3! ⭐ This time, I learned a lot about player movement. This will be useful to the pointers that are going to be inside the shape that you are cutting. This took a while because there was a lot to learn about like movements but also themes and how to make a character texture look nice using shading, themes, etc. Also, probably the most interesting, I learned to use GPUParticles2D (i’m building in Godot) to make fire! 🔥 I’m probably not going to directly use fire in my project but I plan on giving the mouse a trail, and I suspect that I can keep a GPUParticles2D node attached to the mouse’s position to keep particles following it. Look at the video for a demonstration:
Learning milestone #4 Learend how to make a pause screen, it’s clear how I will use this in my game
Learing complete 🎓 I don’t know everything I need yet but I think I can manage
first look at core gameplay there was lots of stuff to figure out and lots of debugging but I finally made my first step by drawing lines from where the mouse enters and exits the shape next step is to cut the shape by the line and then calculate area
Devlog #9📝 Prepare 🟩 Learn godot Create basic line addition 🟩 Static line on mouse enter/exit Filter valid lines 🟩 only cross two sides 🟩 mouse clicking (cut mode on) 🟩 mouse velocity high enough 🟥 Stops counting after 0.2 seconds Shape as polygon 🟥 Rename rect / _get_rect_local() -> polygon equivalents (correct calc) 🟥 Rename rect_edges / _get_rect_edges() -> polygon edge list (correct calc) 🟥 Store shape as a point list 🟥 Render shape from that point list (Polygon2D) 🟥 Match collider to the same points (CollisionPolygon2D) 🟥 _is_inside` uses Geometry2D.is_point_in_polygon 🟥 Enter/exit hits use polygon edges (not just 4 rect sides) Perform a real cut 🟥 On valid swipe, get enter + exit points on the polygon 🟥 Split the point list into two polygons along that cut 🟥 Replace the old shape with the two new shapes (visual + collider) 🟥 Remove / ignore the cut line after the split (or keep as VFX only) Cut pieces move 🟥 Put each piece on its own body (RigidBody2D or AnimatableBody2D / manual motion) 🟥 On split, give each piece a velocity away from the cut (impulse / linear_velocity) 🟥 Optional: add gravity / spin so pieces fall and rotate 🟥 Optional: despawn pieces after a short time or off-screen Stop here (matches “until pieces move”) 🛑 🟥 One shape -> swipe -> two pieces fly apart (i used ai to make this devlog but it just turned my attachment into markdown, that’s all)
Rectangle -> polygon I experimented with ways to apply a polygon because I don’t want my game to have squares/rectangles the entire time
FINALLY FREE I spent SO MUCH TIME fixing this one bug with colors just to realize that it was because my collisionbox2d’s visibility was on. this pissed me off so much and took so much work to realize it wasn’t a code issue anyway i finally got to the cutting, worked on some nice themes, please smash that like button and don’t forget to subscribe thanks look at my video as well, the whole cutting thing took a lot of math and effort and i think i came up with a pretty cool name that i will probably stick with
Animations next is themes and outlines, and I will probably remove the modulate tween
I added the pointers this took a lot of work for some reason there are still some bugs though and features to add the features include the losing system (making sure that if pointers are seperated, the game ends with a loss) the bugs include the cutting because sometimes it will cut the part that the pointers are included in, like if they are in the smaller polygon of the cut (which is the one that gets deleted) I need to edit the code that chooses which polygon is eliminated so the ones with the pointer never get eliminated
It’s not worth adding a video but I added a togglable debug mode with cmd4 to make things easier for me picture of chainsaw man because i want to implement him in my game somehwo
added index.html on git
Made a plan Eventually I want the game to work on steam so it has to have solid replayability, so I started working using gemini and google docs on a gameplan and content guide
Refactored my code and got rid of everything unnecessary next I will probably change my title screen
First game ship ready I think
Ships:
PLEASE HELP ME WIN AN XBOX! A game inspired by griffpatch’s scratch game: 15% In 15% you have to enter cutting mode, by pressing “e” or your mouse and then cut the shape to an area of less than 15%. But be careful because if you fail and accidentally seperate the pointers, you lose! (all instructions can be found in the game) Get to as high a level as you can, and the levels keep getting harder! Good luck and have fun!...
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1793112573.6242557
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1793198973.6242557
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24731
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Ocelot by @Leftie | Stardance
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Leftie
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2
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29.0
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503
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T02:42:20Z", "hours": 10.0, "multiplier": 16.41, "payout": 159, "blessing": "neutral", "text": "I made a chess engine without any dependencies. The hardest part were the small bugs that could have been avoided by just being more careful in the moment. I’m proudest of its UCI implementation–it can communicate with most chess GUIs via the Universal Chess Interface protocol. To test the project, you need Cargo to download and install the crate. You need to use the CLI (pictured) to test it if you don’t want to download a 3rd-party interface.", "repo": "https://github.com/left-alert-chaos/ocelot", "demo": "https://crates.io/crates/ocelot-chess/"}, {"ship_num": 2, "ts": "2026-06-28T19:43:37Z", "hours": 19.0, "multiplier": 17.93, "payout": 344, "blessing": "neutral", "text": "I made a chess engine from scratch. The board representation was the hardest part. While it wasn’t too challenging, there were some simple bugs that took more time than I’d like to admit to fix. I’m proudest of the engine’s speed–on my laptop’s performance mode, most moves take around 3.5 seconds. The engine is written in Rust, and needs Cargo in order to download and run.", "repo": "https://github.com/left-alert-chaos/ocelot", "demo": "https://crates.io/crates/ocelot-chess/"}]...
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[{"post_id": 29908, "ts": "202 [{"post_id": 29908, "ts": "2026-07-17T02:34:01Z", "hours": 0.8, "text": "Devlog 9: The unnecessary one Stardance doesn’t want me to ship again without logging my 48 minutes, so here’s a brief summary: I removed some old code, changed the pawns_in_center heuristic to be more drastic, and made the TUI display how much time the engine took to move."}, {"post_id": 29727, "ts": "2026-07-16T20:21:32Z", "hours": 3.6853, "text": "Devlog 8: the procrastination is the hard part I’m going to try not to sound like a cringey motivational speaker, so bear with me. I’ve been procrastinating for a while now on one final part of the UCI implementation: the go command. It’s really complicated and I just didn’t want to write a parser for it, so since it was created, the engine hasn’t been able to change its search time based on how much time it has left. This is a problem, because it couldn’t reliably play with non-infinite time controls. Anyway, after I waited for the willpower to write the parser I just sat down and did it , and it wasn’t actually that hard! The one issue is that it seems to be weaker than it was before the time controls. That’s definitely not a huge problem I’ll have to fix later!"}, {"post_id": 21777, "ts": "2026-07-03T21:38:30Z", "hours": 2.9394, "text": "Devlog 7: Better luck this time? I’ve been doing some work on less crucial parts of the engine, but mostly trying to entertain myself while I waited for my ship to be reviewed. Today, I can proudly say that it was! However, it was send back because the player could make illegal moves in the TUI. This wasn’t too hard to fix, but there were a few things that I hadn’t known were wrong that work properly now. I didn’t realize it, but if the player tried to castle when they couldn’t, it would tell them it was illegal… after switching the color of the piece the king was going to replace. I did some sleuthing, and it turns out that it’s because the castle wasn’t being parsed as a castle, but as a move. This move was then being performed and undone. When moves are performed, they record the type of piece they capture so that the pieces can be restored when the moves are undone. Here, though, it was recording that it was capturing a knight but replacing it with a black knight because white can’t legally capture its own pieces. Anyway, that’s fixed now, so I’ll request another review and keep you posted!"}, {"post_id": 18622, "ts": "2026-06-29T20:25:24Z", "hours": 2.2492, "text": "Devlog 6: A need for speed! After my first (still pending) ship, I needed something else to focus my energy on other than the fundamentals. I landed on time management: I can make the engine more efficient with its time. And I’ve kind of done that, in a way. Firstly, I made the search algorithm track its time, so if it was iterating on a node while it surpassed its allowed time, it would just return the value it already had. I played around with the time value, and it seemed to work! When I set it to 1, the engine played moves in around 1.1 seconds. When I set it to 15, it played moves in exactly 15 seconds! It doesn’t dynamically adjust depth yet, but this is a good start!"}, {"post_id": 17803, "ts": "2026-06-28T18:53:15Z", "hours": 1.2617, "text": "Devlog 5: Final touches I’d already done most of the work–I just needed a few more minor things done before I could ship. These were: Make the TUI exit gracefully instead of just disappearing Add multi-threading Publish to crates.io I’m proud to say that I’ve done all of those! Making the search tree dispatch threads was much easier than I thought it would be, especially considering I’m still pretty new to Rust. The TUI was simply adding a struct field of whether to exit. Publishing was a breeze, and I’ve now published 2 different versions. All I need to do before I ship now is finish my README, which is just add a section about installing the project."}, {"post_id": 17288, "ts": "2026-06-28T00:31:04Z", "hours": 3.73, "text": "Devlog 4: I added a TUI After finishing most of the engine, I play tested it for a bit. As discussed in my last post, I fixed 3 big bugs. I was getting closer than ever to shipping a finished product! However, there was one problem: the engine wasn’t really usable on its own. Sure, it played decently, but it still needed the GUI to display the board. This is unfeasible for shipping–I can’t make people download someone else’s GUI just so my engine is playable. Therefore, I needed some sort of inbuilt user interface. My highest-priority design goal was to have no dependencies, so making a GUI wasn’t really an option. That left TUIs. I couldn’t use a library, so that left me 2 options: I could do the easy thing and hard-code the interface, or I could (and I know this sounds absurd) build a miniature TUI framework from the ground up just to make a simple screen. I picked the latter, because why not? I already had a decent prototype written in Python for another project, so I could just port that to Rust and life would be easy. Right? Well, kind of. I spent some time on it, but before I added yet another mandatory argument to a trait method, I stopped and asked myself if this was really worth it. It wasn’t going to be easy or practical, so why do it in the first place? And after coming to that realization, I quickly threw together a decent interface using hard-coded methods. No, it’s not extensible. But why would it need to be? It works, and that’s what matters. And it’s pretty nice, too!"}, {"post_id": 16583, "ts": "2026-06-26T23:34:04Z", "hours": 0.2664, "text": "Devlog 3 A couple bug fixes. This one’s more minor, so I’ll keep it short. There were 3 bugs: A crash (caused by calling unwrap() ) Moving an opponent’s piece (caused by not changing Board::turn ) Late en passant (caused by setting the en passant turn one too high) To solve them, I did 3 fixes: Add pattern matching Change the player to move when castling Change a turn number I also played the first legal game with this engine! I used CuteChess to make it play itself, and 35 rounds later the game ended by stalemate. No illegal moves were made and no crashes happened. I’ve attached a screenshot of the end of the game. I’m going to take this as a good sign and try to target Monday (6/29/2026) for my first ship."}, {"post_id": 16493, "ts": "2026-06-26T20:47:25Z", "hours": 1.3897, "text": "Devlog 2 I did UCI! The engine now is UCI-compatible, so it can play with GUIs like CuteChess. When I first connected it to CuteChess, it crashed on the first move. After enabling debugging, I realized it was because I hadn’t added the moves clause to the position command. I added it and… It still crashed. It crashed when it was time to make a move over and over and over again. After many ultimately useless println! statements, I finally realized why: I had been applying the user’s move before resetting the entire board, thus overwriting the move. After fixing this, I turned it on again and played for exactly one move before it crashed again. Why now? Once again, I hadn’t properly implemented the position command. It only accepted one move, but needed to take as many as were supplied. This was pretty easy - just a for loop. After fixing that, I was able to play an almost-complete game with it before it crashed yet again. After some more testing, it seems to crash when it doesn’t have any legal king moves. My next step is to fix this and a few other minor bugs, and then we should be off to the races!"}, {"post_id": 16381, "ts": "2026-06-26T17:38:02Z", "hours": 8.3358, "text": "Devlog 1 I’ve written a FEN parser. FEN (Forsyth-Edwards Notation) is a way of representing a chess board in one line of ASCII characters. It was intimidating, and I procrastinated a lot before biting the bullet. However, after a couple hours of work, I can successfully generate a board from a string and cargo test is green again!"}, {"post_id": 15274, "ts": "2026-06-24T20:11:03Z", "hours": 4.1747, "text": "Devlog 0 - renaming and joining First, some background. I’ve been working on a chess engine for a couple months now - first in Python, then in Rust. The Python implementation had a few problems. It made illegal moves and was buggy in general. But it had one problem that couldn’t be solved by more loss of sleep: It was written in Python. This made it incredibly slow, and you can’t do much about the language you’re writing in. I tried for a couple days to port the code base over to Codon, a compiled implementation of Python, but I had used dynamic typing so much that it wouldn’t have been feasible. So I came to a crossroads. I could keep working on the Python project, with the limitations of either an incredibly slow environment or an unpopular one, or I could leave my comfort zone, learn something, rewrite it in Rust . I’m now about 2000 lines into the Rust version, and it’s faster and more accurate than the old one could ever dream of being. Joining Stardance I joined Hack Club a couple days ago, and I didn’t know what to expect. I’ve had fun talking to other like-minded “hackers”. I was reading about Stardance, and it seemed like the thing to do. I was even told that I could bring an existing project! I renamed my engine (“Sophisticate”) to Ocelot, and joined."}]...
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Title: Ocelot by @Leftie | Stardance
Devlogs:
Dev Title: Ocelot by @Leftie | Stardance
Devlogs:
Devlog 0 - renaming and joining First, some background. I’ve been working on a chess engine for a couple months now - first in Python, then in Rust. The Python implementation had a few problems. It made illegal moves and was buggy in general. But it had one problem that couldn’t be solved by more loss of sleep: It was written in Python. This made it incredibly slow, and you can’t do much about the language you’re writing in. I tried for a couple days to port the code base over to Codon, a compiled implementation of Python, but I had used dynamic typing so much that it wouldn’t have been feasible. So I came to a crossroads. I could keep working on the Python project, with the limitations of either an incredibly slow environment or an unpopular one, or I could leave my comfort zone, learn something, rewrite it in Rust . I’m now about 2000 lines into the Rust version, and it’s faster and more accurate than the old one could ever dream of being. Joining Stardance I joined Hack Club a couple days ago, and I didn’t know what to expect. I’ve had fun talking to other like-minded “hackers”. I was reading about Stardance, and it seemed like the thing to do. I was even told that I could bring an existing project! I renamed my engine (“Sophisticate”) to Ocelot, and joined.
Devlog 1 I’ve written a FEN parser. FEN (Forsyth-Edwards Notation) is a way of representing a chess board in one line of ASCII characters. It was intimidating, and I procrastinated a lot before biting the bullet. However, after a couple hours of work, I can successfully generate a board from a string and cargo test is green again!
Devlog 2 I did UCI! The engine now is UCI-compatible, so it can play with GUIs like CuteChess. When I first connected it to CuteChess, it crashed on the first move. After enabling debugging, I realized it was because I hadn’t added the moves clause to the position command. I added it and… It still crashed. It crashed when it was time to make a move over and over and over again. After many ultimately useless println! statements, I finally realized why: I had been applying the user’s move before resetting the entire board, thus overwriting the move. After fixing this, I turned it on again and played for exactly one move before it crashed again. Why now? Once again, I hadn’t properly implemented the position command. It only accepted one move, but needed to take as many as were supplied. This was pretty easy - just a for loop. After fixing that, I was able to play an almost-complete game with it before it crashed yet again. After some more testing, it seems to crash when it doesn’t have any legal king moves. My next step is to fix this and a few other minor bugs, and then we should be off to the races!
Devlog 3 A couple bug fixes. This one’s more minor, so I’ll keep it short. There were 3 bugs: A crash (caused by calling unwrap() ) Moving an opponent’s piece (caused by not changing Board::turn ) Late en passant (caused by setting the en passant turn one too high) To solve them, I did 3 fixes: Add pattern matching Change the player to move when castling Change a turn number I also played the first legal game with this engine! I used CuteChess to make it play itself, and 35 rounds later the game ended by stalemate. No illegal moves were made and no crashes happened. I’ve attached a screenshot of the end of the game. I’m going to take this as a good sign and try to target Monday (6/29/2026) for my first ship.
Devlog 4: I added a TUI After finishing most of the engine, I play tested it for a bit. As discussed in my last post, I fixed 3 big bugs. I was getting closer than ever to shipping a finished product! However, there was one problem: the engine wasn’t really usable on its own. Sure, it played decently, but it still needed the GUI to display the board. This is unfeasible for shipping–I can’t make people download someone else’s GUI just so my engine is playable. Therefore, I needed some sort of inbuilt user interface. My highest-priority design goal was to have no dependencies, so making a GUI wasn’t really an option. That left TUIs. I couldn’t use a library, so that left me 2 options: I could do the easy thing and hard-code the interface, or I could (and I know this sounds absurd) build a miniature TUI framework from the ground up just to make a simple screen. I picked the latter, because why not? I already had a decent prototype written in Python for another project, so I could just port that to Rust and life would be easy. Right? Well, kind of. I spent some time on it, but before I added yet another mandatory argument to a trait method, I stopped and asked myself if this was really worth it. It wasn’t going to be easy or practical, so why do it in the first place? And after coming to that realization, I quickly threw together a decent interface using hard-coded methods. No, it’s not extensible. But why would it need to be? It works, and that’s what matters. And it’s pretty nice, too!
Devlog 5: Final touches I’d already done most of the work–I just needed a few more minor things done before I could ship. These were: Make the TUI exit gracefully instead of just disappearing Add multi-threading Publish to crates.io I’m proud to say that I’ve done all of those! Making the search tree dispatch threads was much easier than I thought it would be, especially considering I’m still pretty new to Rust. The TUI was simply adding a struct field of whether to exit. Publishing was a breeze, and I’ve now published 2 different versions. All I need to do before I ship now is finish my README, which is just add a section about installing the project.
Devlog 6: A need for speed! After my first (still pending) ship, I needed something else to focus my energy on other than the fundamentals. I landed on time management: I can make the engine more efficient with its time. And I’ve kind of done that, in a way. Firstly, I made the search algorithm track its time, so if it was iterating on a node while it surpassed its allowed time, it would just return the value it already had. I played around with the time value, and it seemed to work! When I set it to 1, the engine played moves in around 1.1 seconds. When I set it to 15, it played moves in exactly 15 seconds! It doesn’t dynamically adjust depth yet, but this is a good start!
Devlog 7: Better luck this time? I’ve been doing some work on less crucial parts of the engine, but mostly trying to entertain myself while I waited for my ship to be reviewed. Today, I can proudly say that it was! However, it was send back because the player could make illegal moves in the TUI. This wasn’t too hard to fix, but there were a few things that I hadn’t known were wrong that work properly now. I didn’t realize it, but if the player tried to castle when they couldn’t, it would tell them it was illegal… after switching the color of the piece the king was going to replace. I did some sleuthing, and it turns out that it’s because the castle wasn’t being parsed as a castle, but as a move. This move was then being performed and undone. When moves are performed, they record the type of piece they capture so that the pieces can be restored when the moves are undone. Here, though, it was recording that it was capturing a knight but replacing it with a black knight because white can’t legally capture its own pieces. Anyway, that’s fixed now, so I’ll request another review and keep you posted!
Devlog 8: the procrastination is the hard part I’m going to try not to sound like a cringey motivational speaker, so bear with me. I’ve been procrastinating for a while now on one final part of the UCI implementation: the go command. It’s really complicated and I just didn’t want to write a parser for it, so since it was created, the engine hasn’t been able to change its search time based on how much time it has left. This is a problem, because it couldn’t reliably play with non-infinite time controls. Anyway, after I waited for the willpower to write the parser I just sat down and did it , and it wasn’t actually that hard! The one issue is that it seems to be weaker than it was before the time controls. That’s definitely not a huge problem I’ll have to fix later!
Devlog 9: The unnecessary one Stardance doesn’t want me to ship again without logging my 48 minutes, so here’s a brief summary: I removed some old code, changed the pawns_in_center heuristic to be more drastic, and made the TUI display how much time the engine took to move.
Ships:
I made a chess engine from scratch. The board representation was the hardest part. While it wasn’t too challenging, there were some simple bugs that took more time than I’d like to admit to fix. I’m proudest of the engine’s speed–on my laptop’s performance mode, most moves take around 3.5 seconds. The engine is written in Rust, and needs Cargo in order to download and run.
I made a chess engine without any dependencies. The hardest part were the small bugs that could have been avoided by just being more careful in the moment. I’m proudest of its UCI implementation–it can communicate with most chess GUIs via the Universal Chess Interface protocol. To test the project, you need Cargo to download and install the crate. You need to use the CLI (pictured) to test it if you don’t want to download a 3rd-party interface....
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Rifted Rush by @splice | Stardance
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splice
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3
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29.0
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334
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T14:33:48Z", "hours": 6.0, "multiplier": 12.21, "payout": 74, "blessing": "neutral", "text": "This is the second finished update for Rifted-Rush! KEYBOARD + MOUSE ONLY! if you’re mobile im sorry but pls skip What has been added: ONE new minigame: Star Drag (drag the star along) Practice mode - Get better at the minigames you’re the worst at🥲 - accessed by completing the tutorial then clicking the rift on the home screen WASD Support!! (arrow keys are still usable) IMPROVED difficulty scaling - now accessible to those who aren’t the best at games 🥹 COMPETITVE score mechanics - try this game with your friends too and see who can get the highest score! One last thing, like last time if you don’t get 5000 score in freeplay you have to give me max ratings again 🥹 (jk just vote honestly!!) playable link: https://spliceydice.itch.io/rifted-rush github repo link: https://github.com/spliceydice/Rifted-Rush", "repo": "https://github.com/spliceydice/Rifted-Rush", "demo": "https://spliceydice.itch.io/rifted-rush"}, {"ship_num": 2, "ts": "2026-08-29T20:02:50Z", "hours": 17.0, "multiplier": 15.0, "payout": 260, "blessing": "neutral", "text": "This is the finished (WarioWare-style) game called Rifted-Rush. KEYBOARD + MOUSE ONLY! if you’re mobile im sorry but pls skip What has been added/changed: TWO new minigames: protecting and dodging (i’m bad at names 🥹) much better, updated visuals to fit a space theme (including fonts) freeplay mode, endless minigames with difficulty scaling score mechanics which update based on time left feel free to skip the tutorial to access freeplay mode immediately also, just a little note if you cant get at least 2500 score in freeplay you have to give me max rating :) (just kidding just vote based on what YOU think of the game)", "repo": "https://github.com/spliceydice/Rifted-Rush", "demo": "https://spliceydice.itch.io/rifted-rush"}, {"ship_num": 3, "ts": "2026-07-25T12:34:20Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made (for now) a demo of a WarioWare game and what it will entail when fully developed.", "repo": "https://github.com/spliceydice/Rifted-Rush", "demo": "https://spliceydice.itch.io/rifted-rush"}]...
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[{"post_id": 76427, "ts": "202 [{"post_id": 76427, "ts": "2026-10-03T14:21:26Z", "hours": 3.1144, "text": "** Devlog 8 ** - The End ** hi guys, as i’ve said way too many times in the past, this time is truly the end. These GCSE Mocks are not to be messed with 🥹 Practice Mode I finally added a mode where you can practice the minigames you struggle the most at over and over again. It also scales up in difficulty much faster for convenience. I had to create a variable which holds which minigame needs to be repeated then linked it to the timer screen so whenever this variable ever has a value above 0, it repeats the desired minigame. Unfortunately, there won’t be a score mechanic for this mode as I deem it not too useful. This mode can only be accessed after completing the tutorial and clicking on the rift on the title screen. Controls Added WASD support, tbh it was easier than I originally thought it would be. I have kept arrow key support in game though for whoever that still wants to use that 🤔🤔🤔. General Bug Fixes Fixed minigame 3 shield clipping off screen Fixed some text not being displayed properly Changed visuals to match new controls Asset finding LUCKILY, I didn’t need to traverse the internet in its entirety this time as my goat shiroze had a wonderful background for my practice mode scene The End… I would ask for suggestions but this is where development truly ends forever 💔💔 I need to lock in for these GCSES!!! Instead of me doing you suggestions, this time around I want YOU guys to continue the project as that would probably be the best thing I could hear. 🥹🥹 well, like always: check out the repo 🥹: https://github.com/spliceydice/Rifted-Rush https://spliceydice.itch.io/rifted-rush"}, {"post_id": 70717, "ts": "2026-09-19T17:25:28Z", "hours": 2.91, "text": "** Devlog 7 ** Hi guys, yes I’m back somehow while school is on. I decided that I should continue this project just a little longer because an extra six hours wouldn’t hurt. NEW MINIGAME!!!! I kept it simple this time where the objective is to drag a star across a designated path. I had to use Path2D and PathFollow nodes for this but tbh the PathFollow node was probably easier to use than I expected. Also made the star a seperate scene for easier management for direct changes to the sprite while leaving other elements intact (can this guy PLEASE stop waffling to make his devlog look longer and more detailed). preview attached Scaling I settled on making the game super easy at the start but then ramping up the scaling rate quite heavily. This lets the game be more accessible to everyone while still providing a challenge. As a result however, all new scores will be heavily inflated since I decided to leave the score system as it is. Asset finding Let’s be fr there’s nothing I really need to say about this. It was horrible like always and the hours don’t even count 💔💔. The Future I plan to add mobile support soon potentially, that minigame practice thing through the rift that I mentioned like three devlogs ago and also I need to polish up the repository and README. It’s a short list as I only plan to do three more hours on this project so expect one more devlog! Anyways, if you have any suggestions, please let me know and as always, check out the repo 🥹: https://github.com/spliceydice/Rifted-Rush https://spliceydice.itch.io/rifted-rush"}, {"post_id": 57584, "ts": "2026-08-29T19:36:11Z", "hours": 4.0942, "text": "**Devlog 6 ** Hi guys, unfortunately, I will be ending development for rifted rush here due to gcses being just around the corner 💔. I’d love to work on this project more especially when I’m only six hours away from the certificate but I have to get my priorities straight ifykwim. Anyway, let’s get into what I added: Scoreee Finally, I added a way to track your score and points are given based on each half a second left and there’s also a base completion amount. The extra points from beating minigames quickly causes the player (my friends so far) to just panic (which is good ofc). Clicking minigame I added a random position spawning mechanic for these buttons although they tend to clump still for no apparent reason. I don’t know if its simply how the rng works or there’s a bug. Display Resolution So um I didn’t realise during the whole development of this game, I was using a 1152 x 648 res 💀. Thankfully, it’s the same aspect ratio as 1920 x 1080 so I was able to scale it via Godot’s native settings. although, the quality is a bit rough in some places… New ending screen Originally, I was using the same lose screen upon death in free-play mode as the tutorial. So, I changed it because the core loop of a Wario-ware style game is to play until you die so it shouldn’t really count as losing. Instead, I made a new scene where your score is displayed. Some minor things updated scaling formula AGAINN cleaned up some unused files from github/ the directory you won’t be able to reach 5000 score because you’re not good enough mwhahahaha (neither am I) play your own music while playing - i’m too lazy to search for music 🥲🥲 The End Well, this is the end. I’ll be honest I’ve had lots of fun in the hack club/stardance program. I really hope to be able to participate in hack club’s next flagship summer program. I’ll have way more time then and make sure to remember me because I’ll be making some absolute bangers. Anyway, like always, check out my repo: https://github.com/spliceydice/Rifted-Rush and try and get a higher score than me! https://spliceydice.itch.io/rifted-rush"}, {"post_id": 53207, "ts": "2026-08-23T17:27:13Z", "hours": 2.6569, "text": "** Devlog 5 ** Hi guys, as you may be able to tell yes the devlogs are a bit more frequent mainly because I’m trying to finish this before school. and this is NOT my last devlog lol New minigame Added a survival type minigame where small fireballs spawn from all directions and you have to dodge them all. Required heavy tweaking because it was way too difficult to find the right balance between easy and hard. Freeplay Mode Essentially the main mode where you play until you lose all of your lives. May add a life recovery feature in the future. Also, prevented from minigames repeating right after itself. code attached Difficulty Scaling Made each game harder dependent on the number of minigames you have completed in that session. Overall, much wasn’t changed but a lot changed at the same time too if that makes sense. I’m hoping to add a scoring mechanic in the future and one new minigame and a boss fight that appears occasionally. Thanks for reading, Check out my repo!: https://github.com/spliceydice/Rifted-Rush"}, {"post_id": 51069, "ts": "2026-08-20T15:35:30Z", "hours": 4.8581, "text": "** Devlog #4 ** Hi guys, almost five hours since my last devlog and I made only one extra minigame 🥲🥲🥲 Finding assets again 😡😡😡😡 To be honest, it wasn’t that bad thanks to @nyk_nck (on itch.io so ignore the link). I was able to get most of my assets from them and I must say they worked well together. New minigame Basically, this new minigame is one where fireballs are launched at you from random directions and using a and d, you rotate your shield to protect the moon and if you fail you lose a life. On the surface it looks simple but it’s lowk quite complex. ##Code itself Coding that game wasn’t that hard thanks to claude a little bit but it was mostly me. I had to create a fireball spawner, then logic for the fireball itself, then I had to create scripts for the shield to destroy the fireballs and then I had to attach scripts to the moon so it detects when its hit so you lose a life. It was very worth it though. What next? I plan to add a fourth minigame along with some bg music (its quite quiet rn) and then add that freeplay mode! That will probably be my last ship though because for me year 11 is about to start and I need to lock in. anyways, thanks for reading check out my repo!: https://github.com/spliceydice/Rifted-Rush"}, {"post_id": 46967, "ts": "2026-08-14T15:32:51Z", "hours": 5.6922, "text": "** Devlog #3 ** Hi guys, So, it’s been a very very very long time since my last devlog. Anyways, as I promised previously there has been a massive visual overhaul and it actually looks promising 🥹🥹🥹🥹. Asset finding I’ll be honest, finding assets was the worst experience of my whole life 😭. But after hours of searching JUST for backgrounds (those hours don’t get logged btw ✌️) I actually found some pretty decent ones. All of them are from Shiroze btw on itch.io so all credits to her! I also needed some assets for controls (I’ll talk about that later) but those were relatively easy to find. I also needed a graphic of a pixelated rift which I’ll be honest doesn’t even look that good but I needed something to fill the space on the title screen. I imported a font too. Importing assets I imported them 👍👍 Implementing the assets For the backgrounds, it was pretty quick and easy you just replace the file on the node that you already created from the guide. Then changing the fonts for text was quick however when using pixel art assets including the font you have to make sure you manually set the texturing filter to nearest to make sure your fonts/assets actually look good. AS for the controls I was talking about earlier, I implemented those into the loading screens prior to the following minigame that needs those controls. I’ll be honest I had to ask gemini how to create a fading effect but I got the hang of it myself in the end. ALSO, I changed the character sprite for the platformer and changed the minigame slightly itself. Things idk where to put I added the base of a settings screen (no settings yet) I want to credit Shiroze again for most of the assets! I’ll attach what some of the scenes look like. Also, I renamed the game to rifted rush because… it sounds cool idk 😭. What’s Next? Hopefully, using my grant for itch.io, I’m going to find some nice background music for the game as a whole because it’s too quiet right now. Additionally, I plan to add two new minigames and a freeplay mode (will be the main mode after tutorial) where you can try to get a high score! I’m also going to add a secret on the tittle screen soon where you can practice individual minigames themselves. Thanks for reading! As always reply w/ any suggestions and check out my repo! https://github.com/spliceydice/Rifted-Rush"}, {"post_id": 34538, "ts": "2026-07-25T10:36:23Z", "hours": 3.3081, "text": "**Devlog #2 ** Hi guys, I’ve continued my development of the game and it is essentially finished. Scenes Recently, I’ve completed the death and done screens and they are simply placeholders at the moment. In the near future, I plan to do an overhaul on all visuals in the game as well as rewrite some text because it seems quite clunky. Scripting I’ve gotten the hang of the language Godot uses partially due to experience but the internet too. It feels like python but just a bit more advaced. What next? I plan to ship the base game as is and after will drop a major update where new minigames, bossfights, visuals (space themed) and sfx are added. Overall, it will be a quality/content update. That’s all I have to say for now. Please leave any suggestions especially on visuals! Check out my github repo! https://github.com/spliceydice/WarioWareGame"}, {"post_id": 32320, "ts": "2026-07-21T12:43:31Z", "hours": 3.0414, "text": "** Devlog #1 ** Hi guys, I’ve started to work on a WarioWare Game and its been really fun but its been difficult too. Initialising everything When I first started, Github and installing time loggers was really complicated for me and it took me way longer to start than it should have😭😭. However, I watched some tutorials on YouTube and it really helped. Actually coding Godot was really new to me and took me some time to figure out. At the start, I ended up setting each node as a child to each other and debugging that was genuine horror 💀💀. I basically had to restart but I caught it early so it was fine. The guide helped significantly (as it should) but it was quite ambiguous at times. So far, I’ve implemented timers and life mechanics and have just started to implement the minigames. It was really fun to add my own personality into the game by embedding my interests into it. For example, I changed some textures like the garlic lives to mc textures. So, What Next? I hope to continue adding minigames and go beyond the guide. I plan for this to be my main project that I work through and add more features like leaderboard mechanics as time goes on. That’s all I have to say for now. Check out my github repo and feel free to leave any suggestions! https://github.com/spliceydice/WarioWareGame"}]...
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Title: Rifted Rush by @splice | Stardance
Devlogs Title: Rifted Rush by @splice | Stardance
Devlogs:
** Devlog #1 ** Hi guys, I’ve started to work on a WarioWare Game and its been really fun but its been difficult too. Initialising everything When I first started, Github and installing time loggers was really complicated for me and it took me way longer to start than it should have😭😭. However, I watched some tutorials on YouTube and it really helped. Actually coding Godot was really new to me and took me some time to figure out. At the start, I ended up setting each node as a child to each other and debugging that was genuine horror 💀💀. I basically had to restart but I caught it early so it was fine. The guide helped significantly (as it should) but it was quite ambiguous at times. So far, I’ve implemented timers and life mechanics and have just started to implement the minigames. It was really fun to add my own personality into the game by embedding my interests into it. For example, I changed some textures like the garlic lives to mc textures. So, What Next? I hope to continue adding minigames and go beyond the guide. I plan for this to be my main project that I work through and add more features like leaderboard mechanics as time goes on. That’s all I have to say for now. Check out my github repo and feel free to leave any suggestions! https://github.com/spliceydice/WarioWareGame
**Devlog #2 ** Hi guys, I’ve continued my development of the game and it is essentially finished. Scenes Recently, I’ve completed the death and done screens and they are simply placeholders at the moment. In the near future, I plan to do an overhaul on all visuals in the game as well as rewrite some text because it seems quite clunky. Scripting I’ve gotten the hang of the language Godot uses partially due to experience but the internet too. It feels like python but just a bit more advaced. What next? I plan to ship the base game as is and after will drop a major update where new minigames, bossfights, visuals (space themed) and sfx are added. Overall, it will be a quality/content update. That’s all I have to say for now. Please leave any suggestions especially on visuals! Check out my github repo! https://github.com/spliceydice/WarioWareGame
** Devlog #3 ** Hi guys, So, it’s been a very very very long time since my last devlog. Anyways, as I promised previously there has been a massive visual overhaul and it actually looks promising 🥹🥹🥹🥹. Asset finding I’ll be honest, finding assets was the worst experience of my whole life 😭. But after hours of searching JUST for backgrounds (those hours don’t get logged btw ✌️) I actually found some pretty decent ones. All of them are from Shiroze btw on itch.io so all credits to her! I also needed some assets for controls (I’ll talk about that later) but those were relatively easy to find. I also needed a graphic of a pixelated rift which I’ll be honest doesn’t even look that good but I needed something to fill the space on the title screen. I imported a font too. Importing assets I imported them 👍👍 Implementing the assets For the backgrounds, it was pretty quick and easy you just replace the file on the node that you already created from the guide. Then changing the fonts for text was quick however when using pixel art assets including the font you have to make sure you manually set the texturing filter to nearest to make sure your fonts/assets actually look good. AS for the controls I was talking about earlier, I implemented those into the loading screens prior to the following minigame that needs those controls. I’ll be honest I had to ask gemini how to create a fading effect but I got the hang of it myself in the end. ALSO, I changed the character sprite for the platformer and changed the minigame slightly itself. Things idk where to put I added the base of a settings screen (no settings yet) I want to credit Shiroze again for most of the assets! I’ll attach what some of the scenes look like. Also, I renamed the game to rifted rush because… it sounds cool idk 😭. What’s Next? Hopefully, using my grant for itch.io, I’m going to find some nice background music for the game as a whole because it’s too quiet right now. Additionally, I plan to add two new minigames and a freeplay mode (will be the main mode after tutorial) where you can try to get a high score! I’m also going to add a secret on the tittle screen soon where you can practice individual minigames themselves. Thanks for reading! As always reply w/ any suggestions and check out my repo! https://github.com/spliceydice/Rifted-Rush
** Devlog #4 ** Hi guys, almost five hours since my last devlog and I made only one extra minigame 🥲🥲🥲 Finding assets again 😡😡😡😡 To be honest, it wasn’t that bad thanks to @nyk_nck (on itch.io so ignore the link). I was able to get most of my assets from them and I must say they worked well together. New minigame Basically, this new minigame is one where fireballs are launched at you from random directions and using a and d, you rotate your shield to protect the moon and if you fail you lose a life. On the surface it looks simple but it’s lowk quite complex. ##Code itself Coding that game wasn’t that hard thanks to claude a little bit but it was mostly me. I had to create a fireball spawner, then logic for the fireball itself, then I had to create scripts for the shield to destroy the fireballs and then I had to attach scripts to the moon so it detects when its hit so you lose a life. It was very worth it though. What next? I plan to add a fourth minigame along with some bg music (its quite quiet rn) and then add that freeplay mode! That will probably be my last ship though because for me year 11 is about to start and I need to lock in. anyways, thanks for reading check out my repo!: https://github.com/spliceydice/Rifted-Rush
** Devlog 5 ** Hi guys, as you may be able to tell yes the devlogs are a bit more frequent mainly because I’m trying to finish this before school. and this is NOT my last devlog lol New minigame Added a survival type minigame where small fireballs spawn from all directions and you have to dodge them all. Required heavy tweaking because it was way too difficult to find the right balance between easy and hard. Freeplay Mode Essentially the main mode where you play until you lose all of your lives. May add a life recovery feature in the future. Also, prevented from minigames repeating right after itself. code attached Difficulty Scaling Made each game harder dependent on the number of minigames you have completed in that session. Overall, much wasn’t changed but a lot changed at the same time too if that makes sense. I’m hoping to add a scoring mechanic in the future and one new minigame and a boss fight that appears occasionally. Thanks for reading, Check out my repo!: https://github.com/spliceydice/Rifted-Rush
**Devlog 6 ** Hi guys, unfortunately, I will be ending development for rifted rush here due to gcses being just around the corner 💔. I’d love to work on this project more especially when I’m only six hours away from the certificate but I have to get my priorities straight ifykwim. Anyway, let’s get into what I added: Scoreee Finally, I added a way to track your score and points are given based on each half a second left and there’s also a base completion amount. The extra points from beating minigames quickly causes the player (my friends so far) to just panic (which is good ofc). Clicking minigame I added a random position spawning mechanic for these buttons although they tend to clump still for no apparent reason. I don’t know if its simply how the rng works or there’s a bug. Display Resolution So um I didn’t realise during the whole development of this game, I was using a 1152 x 648 res 💀. Thankfully, it’s the same aspect ratio as 1920 x 1080 so I was able to scale it via Godot’s native settings. although, the quality is a bit rough in some places… New ending screen Originally, I was using the same lose screen upon death in free-play mode as the tutorial. So, I changed it because the core loop of a Wario-ware style game is to play until you die so it shouldn’t really count as losing. Instead, I made a new scene where your score is displayed. Some minor things updated scaling formula AGAINN cleaned up some unused files from github/ the directory you won’t be able to reach 5000 score because you’re not good enough mwhahahaha (neither am I) play your own music while playing - i’m too lazy to search for music 🥲🥲 The End Well, this is the end. I’ll be honest I’ve had lots of fun in the hack club/stardance program. I really hope to be able to participate in hack club’s next flagship summer program. I’ll have way more time then and make sure to remember me because I’ll be making some absolute bangers. Anyway, like always, check out my repo: https://github.com/spliceydice/Rifted-Rush and try and get a higher score than me! https://spliceydice.itch.io/rifted-rush
** Devlog 7 ** Hi guys, yes I’m back somehow while school is on. I decided that I should continue this project just a little longer because an extra six hours wouldn’t hurt. NEW MINIGAME!!!! I kept it simple this time where the objective is to drag a star across a designated path. I had to use Path2D and PathFollow nodes for this but tbh the PathFollow node was probably easier to use than I expected. Also made the star a seperate scene for easier management for direct changes to the sprite while leaving other elements intact (can this guy PLEASE stop waffling to make his devlog look longer and more detailed). preview attached Scaling I settled on making the game super easy at the start but then ramping up the scaling rate quite heavily. This lets the game be more accessible to everyone while still providing a challenge. As a result however, all new scores will be heavily inflated since I decided to leave the score system as it is. Asset finding Let’s be fr there’s nothing I really need to say about this. It was horrible like always and the hours don’t even count 💔💔. The Future I plan to add mobile support soon potentially, that minigame practice thing through the rift that I mentioned like three devlogs ago and also I need to polish up the repository and README. It’s a short list as I only plan to do three more hours on this project so expect one more devlog! Anyways, if you have any suggestions, please let me know and as always, check out the repo 🥹: https://github.com/spliceydice/Rifted-Rush https://spliceydice.itch.io/rifted-rush
** Devlog 8 ** - The End ** hi guys, as i’ve said way too many times in the past, this time is truly the end. These GCSE Mocks are not to be messed with 🥹 Practice Mode I finally added a mode where you can practice the minigames you struggle the most at over and over again. It also scales up in difficulty much faster for convenience. I had to create a variable which holds which minigame needs to be repeated then linked it to the timer screen so whenever this variable ever has a value above 0, it repeats the desired minigame. Unfortunately, there won’t be a score mechanic for this mode as I deem it not too useful. This mode can only be accessed after completing the tutorial and clicking on the rift on the title screen. Controls Added WASD support, tbh it was easier than I originally thought it would be. I have kept arrow key support in game though for whoever that still wants to use that 🤔🤔🤔. General Bug Fixes Fixed minigame 3 shield clipping off screen Fixed some text not being displayed properly Changed visuals to match new controls Asset finding LUCKILY, I didn’t need to traverse the internet in its entirety this time as my goat shiroze had a wonderful background for my practice mode scene The End… I would ask for suggestions but this is where development truly ends forever 💔💔 I need to lock in for these GCSES!!! Instead of me doing you suggestions, this time around I want YOU guys to continue the project as that would probably be the best thing I could hear. 🥹🥹 well, like always: check out the repo 🥹: https://github.com/spliceydice/Rifted-Rush https://spliceydice.itch.io/rifted-rush
Ships:
I made (for now) a demo of a WarioWare game and what it will entail when fully developed.
This is the finished (WarioWare-style) game called Rifted-Rush. KEYBOARD + MOUSE ONLY! if you’re mobile im sorry but pls skip What has been added/changed: TWO new minigames: protecting and dodging (i’m bad at names 🥹) much better, updated visuals to fit a space theme (including fonts) freeplay mode, endless minigames with difficulty scaling score mechanics which update based on time left feel free to skip the tutorial to access freeplay mode immediately also, just a little note if you cant get at least 2500 score in freeplay you have to give me max rating :) (just kidding just vote based on what YOU think of the game)
This is the second finished update for Rifted-Rush! KEYBOARD + MOUSE ONLY! if you’re mobile im sorry but pls skip What has been added: ONE new minigame: Star Drag (drag the star along) Practice mode - Get better at the minigames you’re the worst at🥲 - accessed by completing the tutorial then clicking the rift on the home screen WASD Support!! (arrow keys are still usable) IMPROVED difficulty scaling - now accessible to those who aren’t the best at games 🥹 COMPETITVE score mechanics - try this game with your friends too and see who can get the highest score! One last thing, like last time if you don’t get 5000 score in freeplay you have to give me max ratings again 🥹 (jk just vote honestly!!) playable link: https://spliceydice.itch.io/rifted-rush github repo link: https://github.com/spliceydice/Rifted-Rush...
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1793188282.8464062
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27947
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Automatic Car Charging Cable Retraction System by Automatic Car Charging Cable Retraction System by @matthewglasser | Stardance...
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matthewglasser
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1
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29.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T03:51:50Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a device that automatically extends and retracts my Tesla’s charging cable. A stepper motor controlled by an ESP32 pulls the end of the cable into the ceiling of my garage when I open and close the car’s charging port.", "repo": "https://github.com/jedim101/automatic_charger", "demo": ""}]...
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[{"post_id": 24791, "ts": "202 [{"post_id": 24791, "ts": "2026-07-08T16:15:40Z", "hours": 8.3161, "text": "Finished the cable retraction system! I rewired everything, with shorter and neater wires, and made a case to house the electronics. I then mounted it on the wall of my garage, made a spool and connected it to the cable, and it all works now! View demo video here: https://matthewglasser.org/video?src=car-cable-1.mov"}, {"post_id": 22234, "ts": "2026-07-04T16:27:18Z", "hours": 5.2669, "text": "Last night, I connected the stepper motor to the ESP32 and got it running with a manual control button. I also connected the ToF sensor to detect the garage door, but I think I fried is so for now I’m going to make it just based on the Tesla API and I’ll add the garage door sensor back in later."}, {"post_id": 21245, "ts": "2026-07-03T02:39:00Z", "hours": 0.9989, "text": "Most of the hardware has arrived but I’m still waiting on the stepper motor driver & ToF sensor. Today I wired the power for the ESP32, which uses an 18V drill battery stepped down to 5V with a buck converter. The ESP32 now works completely wirelessly and shows whether the charge port is open with the built in LED. Tomorrow I’ll add the stepper motor and ToF sensor when they arrive."}, {"post_id": 20487, "ts": "2026-07-02T02:53:00Z", "hours": 2.5158, "text": "Tesla Telemetry hooked up to ESP32 This was actually surprisingly easy. Some of the hardware was delayed until tomorrow, so today I transferred the temporary python/Flask websocket to the ESP32. The hardest part was decoding the binary that Tesla streams in C instead of python. I also moved the cloudflare tunnel that connects my domain to the ESP32 off of my laptop and onto an extra computer that’s always on on my wifi so that even when I close my laptop the tunnel stays open. The data now follows this route: Car > Tesla Backend > api.matthewglasser.org > cloudflare tunnel (extra computer) > ESP32 Next Steps Tomorrow the rest of the hardware should (finally) come, and I’ll hook up the other sensors, stepper motor, battery, etc. After I wire & code that I’ll just have to mount the actual cable and pulleys to control the charging cable and the sensors."}, {"post_id": 19740, "ts": "2026-07-01T04:00:58Z", "hours": 5.0542, "text": "Finally got the Tesla Streaming working! I now get updates to my api whenever the charging port opens or closes. It was a pain to set up because Tesla requires so many different encryption keys and I’m running it from my local machine via a Cloudflare tunnel but I got it. Next Steps The rest of my hardware should arrive tomorrow so I’ll begin setting up the ESP32 and stepper motor, then adding the ToF sensor to detect the garage door opening. Later, I’ll have to connect the ESP32 to the Tesla api (or try to run the websocket on the ESP32), but that’s the last step."}, {"post_id": 18752, "ts": "2026-06-29T23:00:08Z", "hours": 6.7469, "text": "I began by working on setting up the Tesla API to check when the charging port opens and closes. This has taken a long time as Tesla needs a ton of different verification keys and I wanted to have everything hosted on my domain (matthewglasser.org) instead of using something like ngrok. I got data polling working, but it’s very expensive, and I will have to poll very often, so I’m currently working on switching to Fleet Telemetry, which will stream data constantly for cheaper. This requires even more authenication keys but I think I almost have it. My plan for tomorrow is to begin working on the hardware to detect the garage door opening and to control the stepper motor to actually move the cable, and then I will hook it up to the Tesla API after the other sensors work because that will be easiest"}]...
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Title: Automatic Car Charging Cable Retraction Sys Title: Automatic Car Charging Cable Retraction System by @matthewglasser | Stardance
Devlogs:
I began by working on setting up the Tesla API to check when the charging port opens and closes. This has taken a long time as Tesla needs a ton of different verification keys and I wanted to have everything hosted on my domain (matthewglasser.org) instead of using something like ngrok. I got data polling working, but it’s very expensive, and I will have to poll very often, so I’m currently working on switching to Fleet Telemetry, which will stream data constantly for cheaper. This requires even more authenication keys but I think I almost have it. My plan for tomorrow is to begin working on the hardware to detect the garage door opening and to control the stepper motor to actually move the cable, and then I will hook it up to the Tesla API after the other sensors work because that will be easiest
Finally got the Tesla Streaming working! I now get updates to my api whenever the charging port opens or closes. It was a pain to set up because Tesla requires so many different encryption keys and I’m running it from my local machine via a Cloudflare tunnel but I got it. Next Steps The rest of my hardware should arrive tomorrow so I’ll begin setting up the ESP32 and stepper motor, then adding the ToF sensor to detect the garage door opening. Later, I’ll have to connect the ESP32 to the Tesla api (or try to run the websocket on the ESP32), but that’s the last step.
Tesla Telemetry hooked up to ESP32 This was actually surprisingly easy. Some of the hardware was delayed until tomorrow, so today I transferred the temporary python/Flask websocket to the ESP32. The hardest part was decoding the binary that Tesla streams in C instead of python. I also moved the cloudflare tunnel that connects my domain to the ESP32 off of my laptop and onto an extra computer that’s always on on my wifi so that even when I close my laptop the tunnel stays open. The data now follows this route: Car > Tesla Backend > api.matthewglasser.org > cloudflare tunnel (extra computer) > ESP32 Next Steps Tomorrow the rest of the hardware should (finally) come, and I’ll hook up the other sensors, stepper motor, battery, etc. After I wire & code that I’ll just have to mount the actual cable and pulleys to control the charging cable and the sensors.
Most of the hardware has arrived but I’m still waiting on the stepper motor driver & ToF sensor. Today I wired the power for the ESP32, which uses an 18V drill battery stepped down to 5V with a buck converter. The ESP32 now works completely wirelessly and shows whether the charge port is open with the built in LED. Tomorrow I’ll add the stepper motor and ToF sensor when they arrive.
Last night, I connected the stepper motor to the ESP32 and got it running with a manual control button. I also connected the ToF sensor to detect the garage door, but I think I fried is so for now I’m going to make it just based on the Tesla API and I’ll add the garage door sensor back in later.
Finished the cable retraction system! I rewired everything, with shorter and neater wires, and made a case to house the electronics. I then mounted it on the wall of my garage, made a spool and connected it to the cable, and it all works now! View demo video here: https://matthewglasser.org/video?src=car-cable-1.mov
Ships:
I made a device that automatically extends and retracts my Tesla’s charging cable. A stepper motor controlled by an ESP32 pulls the end of the cable into the ceiling of my garage when I open and close the car’s charging port....
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1793224163.491008
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1793310563.491008
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30208
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Nokira's Website by @nokira | Stardance
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nokira
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4
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29.0
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186
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-02T13:53:04Z", "hours": 17.0, "multiplier": 7.91, "payout": 137, "blessing": "neutral", "text": "This is the updated version of my personal website. At first it was quite simple since I was still learning, but now, after many other projects I upgraded it and also used the grant to buy a proper domain. In this website there are different sections: About me, to learn more about… me. Interests, here I listed my interests divided in categories. Projects, a page dedicated entirely to show all the projects I did Gallery, page where I upload some pictures that I took and find good enough to share them. Blog, well, a blog.", "repo": "https://github.com/n0kira/nokira.dev", "demo": "https://nokira.dev/"}, {"ship_num": 2, "ts": "2026-07-15T16:32:19Z", "hours": 7.0, "multiplier": 5.32, "payout": 39, "blessing": "neutral", "text": "I updated the previous personal website. Since the original was a bit more playful but I wanted to try and make something more minimal and professional, instead of just deleting the previous one I decided to create a dedicated section for it. There I will show only my polished projects and included a timeline for my achievements. Also I updated some stuff in the original page. I added a “Hobbies” space and moved the technologies over to the new part. Honestly after all the work with even other projects I managed to get comfortable with CSS so this time it wasn’t as hard as the previous one, but I had to still follow a tutorial if that’s okay to build the timeline. Other than that I was pretty comfortable with doing the HTML and JS. The page shown in this screenshot is in a subfolder “pro”, it is accessible by clicking the first link near the “About Me” title of the starting page.", "repo": "https://github.com/n0kira/nokira.dev", "demo": "https://nokira.dev/"}, {"ship_num": 3, "ts": "2026-07-04T14:18:40Z", "hours": 2.0, "multiplier": 5.59, "payout": 10, "blessing": "neutral", "text": "I’m really proud of how this project turned out! I’m still improving little details, but I like the result. I finally feel like I found the right layout and colors even though CSS is still the hardest part to fully understand. Overall I believe this project has the possibility to be improved in many ways and I’ll try to do that in the coming days! :)", "repo": "https://github.com/n0kira/nokira.dev", "demo": "https://nokira.dev/"}, {"ship_num": 4, "ts": "2026-07-03T13:11:31Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just created my very first website! It’s not really complicated but it took me some time to get everything to look the way i wanted. The most challenging part was the CSS. I thought it would have been easy to apply a few colors, but it was really hard to find the right style for my personal website. Overall, I’m really satisfied with my first project!", "repo": "https://github.com/n0kira/nokira.dev", "demo": "https://nokira.dev/"}]...
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[{"post_id": 60227, "ts": "202 [{"post_id": 60227, "ts": "2026-09-02T13:48:13Z", "hours": 0.9864, "text": "Devlog #8 Shipping Hi!! I think it’s time to ship this project once again. A LOT changed since last ship, actually, everything changed. Today I finished the README files."}, {"post_id": 58097, "ts": "2026-08-30T13:31:11Z", "hours": 2.0317, "text": "Devlog #7 Hii guys! I couldn’t work much in these last days but I finally managed to finish the Blog! I created it under a subdomain, https://blog.nokira.dev , and in the Home page you can see the “Latest Blog Post” to get a preview. If anyone has something to suggest, please comment! I am always happy to hear feedback or things to add :) Byee!!"}, {"post_id": 55087, "ts": "2026-08-26T15:17:31Z", "hours": 1.9519, "text": "Devlog #6 Projects page! Hii! Today I worked only on doing the Projects page and it was quite easy since I took most of the code from the Gallery and adapted it. In the next days I will polish everything and start working on finishing the home page. Thank you all for reading! :)"}, {"post_id": 54722, "ts": "2026-08-25T20:01:32Z", "hours": 5.0983, "text": "Devlog #5 Gallery! Hii everyone!! Today I spent quite some time on the Gallery. It’s just a page where I put some pictures that I took in the last years, nothing crazy, but I spent A LOT of time between the styling and finding way to load all the photos without having the page lagging. And while it’s easy, I tried at first the hardest method… which didn’t work that much, and only after that I found how to do it properly, so yeah… Also, I tweaked some properties for smaller screens and changed the background, I think I like this one more. Let me know if you have any suggestions!! I always read the comments :) P.S. The site is now live! nokira.dev Thank you, guys, for reading! Have a great week!!"}, {"post_id": 54027, "ts": "2026-08-24T19:36:41Z", "hours": 1.7761, "text": "Devlog #4 More styling.. Hii guys! Sooo today I didn’t work that much, but I changed some of the CSS and now this is how the page looks like. If anyone has suggestions, feel free to comment! Also, I have a question, does anyone know why the website seems to lag during the scrolling on Edge, while it works completely fine on Chrome and Firefox? This is it for today, tomorrow I’ll definitely start working on the gallery, I gathered some ideas today. Byeee!! Thanks for reading :)"}, {"post_id": 53360, "ts": "2026-08-23T21:33:23Z", "hours": 1.2403, "text": "Devlog #3 Styling Sooo hi again! In this hour here is what I did: Added Background Added Colors Added Images & GIFs Added Dividers To be honest it was quite easy to make the layout. The hardest part was searching online for the graphics!! There are so many resources out there, but I felt like only a few of them deserved to be used on this website. I guess I spent 1 or 2 hours going around hundreds of sites to get all the elements needed (and I don’t think I’m done). I don’t really have a plan for tomorrow, but I’ll probably create the projects section. Also, I was thinking of making a gallery too, to share some of the pictures I took that I like the most Thank you, guys, as always for the support and for reading the devlogs!! :)"}, {"post_id": 53087, "ts": "2026-08-23T14:48:12Z", "hours": 3.3025, "text": "Devlog #2 Barebones Hi everyone!! I’ve started working on the overall layout. I think it’s coming together, slowly, but it’s already something. I added all my interests and wrote kind of a long paragraph for the about me section, so I hid by default, this way the page doesn’t feel too crowdy. I will now work more on the styling. Find some cool elements to add, a palette, and a background. Thank you for reading!! :)"}, {"post_id": 52588, "ts": "2026-08-22T19:38:23Z", "hours": 0.9142, "text": "Devlog 1 New beginning 🌐 Hii everyone! So, I finally decided to spend my domain grant, and I bought the nokira.dev . Now I am reworking the entire website to a whole different style. Hopefully I will come up with something permanent and beautiful. I will work a bit slowly compared to usual, but something will come… :)"}, {"post_id": 28954, "ts": "2026-07-15T15:51:07Z", "hours": 2.82, "text": "Devlog 7 Hello!! Today I finished the “pro” side of the website! I added a smooth scroll script which I found online, made toggle to decide which 3D model to see and created a little timeline with all my important achievements. On the other side of the website I just added a little space that shows my main hobbies (Sports car racing, programming and experimenting with hardware). I think I am ready to ship the project. Byeee!!"}, {"post_id": 28558, "ts": "2026-07-14T21:38:31Z", "hours": 3.2442, "text": "Devlog 6 Hii!! It’s been some days since I last worked on this project, but I decided to focus on some of the other ones. But today I wanted to see what I could do, and… I decided to make a new layout, even though I love the current one, so instead of just wiping it, I created another section to the website which you can visit with this link . The new layout feels to me a bit more professional and less playful compared to the other one. And because I wanted to feel both at the same time, I just created a dedicated section for the new one. This, will be the “professional” (if you can call it like that) side of me. I will only put the finished and polished projects and keep the layout less colorful and distracting. As you can see from the screenshot to the right I put a 3D model using this guide . Ignore the fact that it’s my Roblox character, I will put some other model once I get a better idea XD. Byeee!!"}, {"post_id": 26002, "ts": "2026-07-10T15:44:20Z", "hours": 1.2642, "text": "Devlog 5 Nothing much to say to be honest. I just spend 1 hours refining some minor details and thanks to all the feedback I got, I optimized the background and the previews. Thank you guys for all the positive reviews btw ❤️ :) Now the videos play only when hovering with the moue on a thumbnail. And also there was a weird behavior when many project were added for testing, so I fixed that issue too and now project display all in the correct way. I am thinking of a redesign…"}, {"post_id": 22160, "ts": "2026-07-04T14:08:43Z", "hours": 1.4094, "text": "Created another section! I listed the technologies I know and I’m familiar with, in a dedicated section. I also updated the icon style in the contact section :)"}, {"post_id": 22090, "ts": "2026-07-04T10:54:14Z", "hours": 0.4806, "text": "Just a quick edit! Added my new project “KittenOS” to the section, added GitHub profile in the contact section and changed the background to a Gif!"}, {"post_id": 21450, "ts": "2026-07-03T12:26:22Z", "hours": 1.7981, "text": "Just finished the About section!!! Currently refining the Project section. It’s been quite some time but I’m taking it very slowly trying to make it perfect to my eye :)"}, {"post_id": 21396, "ts": "2026-07-03T09:56:50Z", "hours": 0.7961, "text": "Took me quite some time but i managed to create this layout! I know it doesn’t really look that great but I’m happy I achieved this! Working on the first section now :)"}]...
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Title: Nokira's Website by @nokira | Stardance Title: Nokira's Website by @nokira | Stardance
Devlogs:
Took me quite some time but i managed to create this layout! I know it doesn’t really look that great but I’m happy I achieved this! Working on the first section now :)
Just finished the About section!!! Currently refining the Project section. It’s been quite some time but I’m taking it very slowly trying to make it perfect to my eye :)
Just a quick edit! Added my new project “KittenOS” to the section, added GitHub profile in the contact section and changed the background to a Gif!
Created another section! I listed the technologies I know and I’m familiar with, in a dedicated section. I also updated the icon style in the contact section :)
Devlog 5 Nothing much to say to be honest. I just spend 1 hours refining some minor details and thanks to all the feedback I got, I optimized the background and the previews. Thank you guys for all the positive reviews btw ❤️ :) Now the videos play only when hovering with the moue on a thumbnail. And also there was a weird behavior when many project were added for testing, so I fixed that issue too and now project display all in the correct way. I am thinking of a redesign…
Devlog 6 Hii!! It’s been some days since I last worked on this project, but I decided to focus on some of the other ones. But today I wanted to see what I could do, and… I decided to make a new layout, even though I love the current one, so instead of just wiping it, I created another section to the website which you can visit with this link . The new layout feels to me a bit more professional and less playful compared to the other one. And because I wanted to feel both at the same time, I just created a dedicated section for the new one. This, will be the “professional” (if you can call it like that) side of me. I will only put the finished and polished projects and keep the layout less colorful and distracting. As you can see from the screenshot to the right I put a 3D model using this guide . Ignore the fact that it’s my Roblox character, I will put some other model once I get a better idea XD. Byeee!!
Devlog 7 Hello!! Today I finished the “pro” side of the website! I added a smooth scroll script which I found online, made toggle to decide which 3D model to see and created a little timeline with all my important achievements. On the other side of the website I just added a little space that shows my main hobbies (Sports car racing, programming and experimenting with hardware). I think I am ready to ship the project. Byeee!!
Devlog 1 New beginning 🌐 Hii everyone! So, I finally decided to spend my domain grant, and I bought the nokira.dev . Now I am reworking the entire website to a whole different style. Hopefully I will come up with something permanent and beautiful. I will work a bit slowly compared to usual, but something will come… :)
Devlog #2 Barebones Hi everyone!! I’ve started working on the overall layout. I think it’s coming together, slowly, but it’s already something. I added all my interests and wrote kind of a long paragraph for the about me section, so I hid by default, this way the page doesn’t feel too crowdy. I will now work more on the styling. Find some cool elements to add, a palette, and a background. Thank you for reading!! :)
Devlog #3 Styling Sooo hi again! In this hour here is what I did: Added Background Added Colors Added Images & GIFs Added Dividers To be honest it was quite easy to make the layout. The hardest part was searching online for the graphics!! There are so many resources out there, but I felt like only a few of them deserved to be used on this website. I guess I spent 1 or 2 hours going around hundreds of sites to get all the elements needed (and I don’t think I’m done). I don’t really have a plan for tomorrow, but I’ll probably create the projects section. Also, I was thinking of making a gallery too, to share some of the pictures I took that I like the most Thank you, guys, as always for the support and for reading the devlogs!! :)
Devlog #4 More styling.. Hii guys! Sooo today I didn’t work that much, but I changed some of the CSS and now this is how the page looks like. If anyone has suggestions, feel free to comment! Also, I have a question, does anyone know why the website seems to lag during the scrolling on Edge, while it works completely fine on Chrome and Firefox? This is it for today, tomorrow I’ll definitely start working on the gallery, I gathered some ideas today. Byeee!! Thanks for reading :)
Devlog #5 Gallery! Hii everyone!! Today I spent quite some time on the Gallery. It’s just a page where I put some pictures that I took in the last years, nothing crazy, but I spent A LOT of time between the styling and finding way to load all the photos without having the page lagging. And while it’s easy, I tried at first the hardest method… which didn’t work that much, and only after that I found how to do it properly, so yeah… Also, I tweaked some properties for smaller screens and changed the background, I think I like this one more. Let me know if you have any suggestions!! I always read the comments :) P.S. The site is now live! nokira.dev Thank you, guys, for reading! Have a great week!!
Devlog #6 Projects page! Hii! Today I worked only on doing the Projects page and it was quite easy since I took most of the code from the Gallery and adapted it. In the next days I will polish everything and start working on finishing the home page. Thank you all for reading! :)
Devlog #7 Hii guys! I couldn’t work much in these last days but I finally managed to finish the Blog! I created it under a subdomain, https://blog.nokira.dev , and in the Home page you can see the “Latest Blog Post” to get a preview. If anyone has something to suggest, please comment! I am always happy to hear feedback or things to add :) Byee!!
Devlog #8 Shipping Hi!! I think it’s time to ship this project once again. A LOT changed since last ship, actually, everything changed. Today I finished the README files.
Ships:
I just created my very first website! It’s not really complicated but it took me some time to get everything to look the way i wanted. The most challenging part was the CSS. I thought it would have been easy to apply a few colors, but it was really hard to find the right style for my personal website. Overall, I’m really satisfied with my first project!
I’m really proud of how this project turned out! I’m still improving little details, but I like the result. I finally feel like I found the right layout and colors even though CSS is still the hardest part to fully understand. Overall I believe this project has the possibility to be improved in many ways and I’ll try to do that in the coming days! :)
I updated the previous personal website. Since the original was a bit more playful but I wanted to try and make something more minimal and professional, instead of just deleting the previous one I decided to create a dedicated section for it. There I will show only my polished projects and included a timeline for my achievements. Also I updated some stuff in the original page. I added a “Hobbies” space and moved the technologies over to the new part. Honestly after all the work with even other projects I managed to get comfortable with CSS so this time it wasn’t as hard as the previous one, but I had to still follow a tutorial if that’s okay to build the timeline. Other than that I was pretty comfortable with doing the HTML and JS. The page shown in this screenshot is in a subfolder “pro”, it is accessible by clicking the first link near the “About Me” title of the starting page.
This is the updated version of my personal website. At first it was quite simple since I was still learning, but now, after many other projects I upgraded it and also used the grant to buy a proper domain. In this website there are different sections: About me, to learn more about… me. Interests, here I listed my interests divided in categories. Projects, a page dedicated entirely to show all the projects I did Gallery, page where I upload some pictures that I took and find good enough to share them. Blog, well, a blog....
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1793134394.856717
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1793220794.856717
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30432
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My own site! by @blackbird | Stardance
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2
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29.0
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127
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T18:22:43Z", "hours": 14.0, "multiplier": 9.04, "payout": 127, "blessing": "neutral", "text": "The second version of the site is up. This one has added a new UI (as I had a lot of fun with the last one) that moves as the user scrolls. This UI is based on engineering blueprints, as that is the career I’m hoping to go into in the future. There were a few interesting bugs with page links that I’ve never encountered before, but that was sorted out pretty quickly.", "repo": "https://github.com/flyingchickensaucer/personal-website", "demo": "https://personal-website-kohl-theta.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-05T07:13:46Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished putting the site up. The whole thing’s made to look like an old star chart, mostly because I think they look cool. The constellation on the front is Corvus. There’s also a little clock that runs solar, sidereal, and dynamical time at once, which nobody actually needs except astrophysicists, but it’s cool.", "repo": "https://github.com/flyingchickensaucer/personal-website", "demo": "https://personal-website-kohl-theta.vercel.app/"}]...
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[{"post_id": 26710, "ts": "202 [{"post_id": 26710, "ts": "2026-07-11T17:40:20Z", "hours": 4.5483, "text": "The last of the edits are up! Most of the changes are just optimization and making sure that everything on the blueprint version of the site matches the star chart version without being the same. A few bugs popped up due to url linking issues, but those were fixed by swapping out the dev server, which was stripping trailing slashes so the blueprint pages kept using the star chart’s stylesheet. A secret 404 error page was also added, which will probably never pop up due to the site being so simple and unclicked-on."}, {"post_id": 25999, "ts": "2026-07-10T15:35:41Z", "hours": 6.4333, "text": "In this iteration, I added a lot of moving parts to the background, and all are up and spinning. There are still issues with the website not looking good on mobile and objects spinning the wrong way. There isn’t much to say, as it’s mostly just UI changes to make the background more intricate and add an image of a plane. To Do: make sure all the background elements spin the right way change the formatting for the rest of the pages switch out the plane image (it’s kind of ugly, I take suggestions)"}, {"post_id": 25779, "ts": "2026-07-10T07:26:45Z", "hours": 3.0639, "text": "I am starting a new UI in addition to my previous one, as I had a lot of fun with it. Here is currently a preview of it. The rest will take a very long time, but it likely won’t seem like much as it’s mostly just adding movement to the background. Some of the issues I have had include drawing out all the gears in the background and just figuring out a unique UI that both matches with the star chart one and reflects my interest in engineering. To Do: make the background gears turn as I scroll the page add more ui elements to the background give the ui a bit more warmth (the blue seems too cold)"}, {"post_id": 22637, "ts": "2026-07-05T05:57:48Z", "hours": 7.2603, "text": "There are minimal changes to the site, but also rather time-consuming ones. The main difference is the background, which required much trial and error. The clock section was also changed and the constellation fixed."}, {"post_id": 22215, "ts": "2026-07-04T16:05:24Z", "hours": 2.3575, "text": "The changes made in this iteration were mostly unnoticable small bugs. For one, the bar at the top was not leaving the page when I scrolled. This was of my own fault for adding a setting that I didn’t want. I changed the constellation to better fit, but it still needs tweaking. The three clocks for important astrophysics times were added. To Do: change clock position to a better place (I take suggestions!) add more to the background improve the star positioning for the constellation"}, {"post_id": 22019, "ts": "2026-07-04T08:10:07Z", "hours": 5.0661, "text": "This is a long overdue devlog. I spent about five hours with this project without even noticing time going by because I was so excited to make this cool new UI. Built out my personal site around a star-atlas-chart theme, with four pages: home, about, resume, and a “random stuff” page for small games and experiments. Got it deployed to GitHub and Vercel (Vercel was previously done already as this is a long term project). Still to do: Fix the constellation (Corvus is wrong and I need to recalculate the star positions) Figure out how to add sidereal time + UTC to the page Fix the top nav bar cause the links are hard to click right now Add more lines to the background so it seems written on"}]...
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Title: My own site! by @blackbird | Stardance
Dev Title: My own site! by @blackbird | Stardance
Devlogs:
This is a long overdue devlog. I spent about five hours with this project without even noticing time going by because I was so excited to make this cool new UI. Built out my personal site around a star-atlas-chart theme, with four pages: home, about, resume, and a “random stuff” page for small games and experiments. Got it deployed to GitHub and Vercel (Vercel was previously done already as this is a long term project). Still to do: Fix the constellation (Corvus is wrong and I need to recalculate the star positions) Figure out how to add sidereal time + UTC to the page Fix the top nav bar cause the links are hard to click right now Add more lines to the background so it seems written on
The changes made in this iteration were mostly unnoticable small bugs. For one, the bar at the top was not leaving the page when I scrolled. This was of my own fault for adding a setting that I didn’t want. I changed the constellation to better fit, but it still needs tweaking. The three clocks for important astrophysics times were added. To Do: change clock position to a better place (I take suggestions!) add more to the background improve the star positioning for the constellation
There are minimal changes to the site, but also rather time-consuming ones. The main difference is the background, which required much trial and error. The clock section was also changed and the constellation fixed.
I am starting a new UI in addition to my previous one, as I had a lot of fun with it. Here is currently a preview of it. The rest will take a very long time, but it likely won’t seem like much as it’s mostly just adding movement to the background. Some of the issues I have had include drawing out all the gears in the background and just figuring out a unique UI that both matches with the star chart one and reflects my interest in engineering. To Do: make the background gears turn as I scroll the page add more ui elements to the background give the ui a bit more warmth (the blue seems too cold)
In this iteration, I added a lot of moving parts to the background, and all are up and spinning. There are still issues with the website not looking good on mobile and objects spinning the wrong way. There isn’t much to say, as it’s mostly just UI changes to make the background more intricate and add an image of a plane. To Do: make sure all the background elements spin the right way change the formatting for the rest of the pages switch out the plane image (it’s kind of ugly, I take suggestions)
The last of the edits are up! Most of the changes are just optimization and making sure that everything on the blueprint version of the site matches the star chart version without being the same. A few bugs popped up due to url linking issues, but those were fixed by swapping out the dev server, which was stripping trailing slashes so the blueprint pages kept using the star chart’s stylesheet. A secret 404 error page was also added, which will probably never pop up due to the site being so simple and unclicked-on.
Ships:
Finished putting the site up. The whole thing’s made to look like an old star chart, mostly because I think they look cool. The constellation on the front is Corvus. There’s also a little clock that runs solar, sidereal, and dynamical time at once, which nobody actually needs except astrophysicists, but it’s cool.
The second version of the site is up. This one has added a new UI (as I had a lot of fun with the last one) that moves as the user scrolls. This UI is based on engineering blueprints, as that is the career I’m hoping to go into in the future. There were a few interesting bugs with page links that I’ve never encountered before, but that was sorted out pretty quickly....
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1793098035.4769666
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1793184435.4769666
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31582
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Validator by @jayeshsinghal | Stardance
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jayeshsinghal
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1
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29.0
|
100
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-12T04:45:22Z", "hours": 29.0, "multiplier": 3.44, "payout": 100, "blessing": "neutral", "text": "AI-powered startup idea analyzer. Given a one-line pitch, it returns a structured analysis: competitors, market size, weaknesses, pricing suggestions, and a computed likelihood-of-success score. Features Likelihood of success, computed deterministically from sub-scores (not just an LLM guess) Monetization score and technical difficulty rating Market size and growth rate, verified against real published figures where possible Competitor list with web-scraped details (website, description, pricing hints) Weaknesses and risk severity Pricing model suggestions with rationale Tech Stack Backend: Flask (Python) AI: Groq API (Llama 3.3 70B) Market data: scraped search results (Mojeek), parsed for dollar figures and CAGR Competitor scraping: BeautifulSoup, Requests Frontend: HTML, CSS, JavaScript", "repo": "https://github.com/jsplaystore/StartupValidator", "demo": "https://startupvalidator-ashen.vercel.app/"}]...
|
[{"post_id": 27012, "ts": "202 [{"post_id": 27012, "ts": "2026-07-12T04:44:42Z", "hours": 0.3, "text": "Shipping now!"}, {"post_id": 27003, "ts": "2026-07-12T04:26:32Z", "hours": 0.26, "text": "UI issue on the vercel, fix then push."}, {"post_id": 25147, "ts": "2026-07-09T05:30:23Z", "hours": 7.4111, "text": "I added sources so you can tell where it got the data from, the issue was that edge and chrome were rejecting requests so I had to go a seperate route Found an issue with the model will all of the characteristics clustered around 50… Will need to fixthat."}, {"post_id": 24541, "ts": "2026-07-08T05:08:31Z", "hours": 5.6994, "text": "Implemented other insights and increased the different types of monetization models the model is trained on so it can make the best decision."}, {"post_id": 24400, "ts": "2026-07-07T22:43:52Z", "hours": 3.8428, "text": "Working on implementing the mathematics into my model. So far so good, I will now look at improving other insights and adding sources…"}, {"post_id": 24163, "ts": "2026-07-07T15:34:41Z", "hours": 4.5247, "text": "Did some math, to calculate the success index. I realized that the LLM returns the ingredients (market size, growth, monetization, difficulty, competitor count, weaknesses). So I have to normalize the signals from 0-1, market = clamp( (log10(TAM_dollars) - 7) / 4 , 0, 1 ) growth = clamp( CAGR% / 30 , 0, 1 ) n = number of competitors n = 0 → 0.40 (unvalidated market) n = 1–3 → 0.90 (validated, room to enter) n = 4–6 → 0.70 n = 7–9 → 0.50 n ≥ 10 → 0.30 (saturated) feasible = (10 - difficulty) / 9 success% = round( 100 / (1 + e^(-6 * (S - 0.5))) ) Now working on implementation"}, {"post_id": 23963, "ts": "2026-07-07T06:15:26Z", "hours": 6.5439, "text": "Working on this validator, so far I have used knowledge from previous projects to get the website scraping to work, I am just not trying to get the predictions to work… Very rough right now, it may take a while for that to start working."}, {"post_id": 23720, "ts": "2026-07-06T20:39:55Z", "hours": 0.6094, "text": "Starting to devlop this startup validator to give people a glimpse into how well their ideas will do on the market. Inspired by the bad sharktank pitches."}]...
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Title: Validator by @jayeshsinghal | Stardance
De Title: Validator by @jayeshsinghal | Stardance
Devlogs:
Starting to devlop this startup validator to give people a glimpse into how well their ideas will do on the market. Inspired by the bad sharktank pitches.
Working on this validator, so far I have used knowledge from previous projects to get the website scraping to work, I am just not trying to get the predictions to work… Very rough right now, it may take a while for that to start working.
Did some math, to calculate the success index. I realized that the LLM returns the ingredients (market size, growth, monetization, difficulty, competitor count, weaknesses). So I have to normalize the signals from 0-1, market = clamp( (log10(TAM_dollars) - 7) / 4 , 0, 1 ) growth = clamp( CAGR% / 30 , 0, 1 ) n = number of competitors n = 0 → 0.40 (unvalidated market) n = 1–3 → 0.90 (validated, room to enter) n = 4–6 → 0.70 n = 7–9 → 0.50 n ≥ 10 → 0.30 (saturated) feasible = (10 - difficulty) / 9 success% = round( 100 / (1 + e^(-6 * (S - 0.5))) ) Now working on implementation
Working on implementing the mathematics into my model. So far so good, I will now look at improving other insights and adding sources…
Implemented other insights and increased the different types of monetization models the model is trained on so it can make the best decision.
I added sources so you can tell where it got the data from, the issue was that edge and chrome were rejecting requests so I had to go a seperate route Found an issue with the model will all of the characteristics clustered around 50… Will need to fixthat.
UI issue on the vercel, fix then push.
Shipping now!
Ships:
AI-powered startup idea analyzer. Given a one-line pitch, it returns a structured analysis: competitors, market size, weaknesses, pricing suggestions, and a computed likelihood-of-success score. Features Likelihood of success, computed deterministically from sub-scores (not just an LLM guess) Monetization score and technical difficulty rating Market size and growth rate, verified against real published figures where possible Competitor list with web-scraped details (website, description, pricing hints) Weaknesses and risk severity Pricing model suggestions with rationale Tech Stack Backend: Flask (Python) AI: Groq API (Llama 3.3 70B) Market data: scraped search results (Mojeek), parsed for dollar figures and CAGR Competitor scraping: BeautifulSoup, Requests Frontend: HTML, CSS, JavaScript...
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1792878755.800562
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1793742755.800562
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35821
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Decode Your Career Pathway by @TejalK | Stardance
|
TejalK
|
2
|
29.0
|
250
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T20:10:44Z", "hours": 24.0, "multiplier": 17.5, "payout": 209, "blessing": "neutral", "text": "The original version was a single big JavaScript file that handled everything - data, scoring, drawing, and clicks - on a fixed-size canvas. The upgrade splits that into clean, focused files: one for data, one for scoring, one for layout and responsive sizing, others for the quiz flow, results, sharing, comparing with friends, live job listings, and university rankings. It also adds polish like smooth transitions, progress saving, keyboard support, and a proper test harness, turning a working prototype into a much more flexible and feature-rich app.", "repo": "https://github.com/TejalK10-hash/Decode-your-Career-Pathway", "demo": "https://tubular-puppy-efbca7.netlify.app/"}, {"ship_num": 2, "ts": "2026-07-26T19:05:41Z", "hours": 5.0, "multiplier": 15.64, "payout": 41, "blessing": "neutral", "text": "I made Decode Your Career Pathway, a five-question quiz that matches users to one of 24 careers based on their subjects, interests, motivations, and personality, then shows them the degree path, specializations, and top universities for that field. The trickiest part was building the scoring system - balancing the weights so that answers across five different questions (one of them multi-select) combined fairly without any single career always floating to the top. Getting the scroll and screen-transition logic clean (quiz → results → detail view) took some trial and error too. I’m proudest of the detail screen, where each result breaks down into subjects to focus on, a degree to aim for, minors, and real universities - it feels like actual advice rather than just a random result. To test it: go through all five questions (you can go back and change answers), hit Finish to see your top 5 matches ranked by score, then click “View Details” on any card to see the full breakdown, and try scrolling the results list since it’s capped to stop right at the last card.", "repo": "https://github.com/TejalK10-hash/Decode-your-Career-Pathway", "demo": "https://tubular-puppy-efbca7.netlify.app/"}]...
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[{"post_id": 49858, "ts": "202 [{"post_id": 49858, "ts": "2026-08-18T20:09:16Z", "hours": 1.9683, "text": "Added a step where the quiz asks which country you’re from and whether you want live job listings for your country or the existing Canadian data. If you opt in, it pulls live results for your country; if not (or if there’s nothing available), it falls back to the built-in Canadian dataset. Makes the quiz useful beyond a Canada-only audience without losing the reliable baseline for users who skip it. Also cleaned up a handful of small bugs along the way."}, {"post_id": 49356, "ts": "2026-08-18T04:13:48Z", "hours": 5.7775, "text": "TODAY’S WORK : API Integration - Indeed’s job API turned out to be sales-gated with no self-serve access, so pivoted to Adzuna (free, self-serve). Wired up live job postings per career on the detail screen, with caching and graceful loading/error states. Also added a country-selection step before the quiz so postings can be localized, plus fixed a couple of rendering bugs that came with it. Share Result - Added a “Share Result” button that generates a downloadable PNG summary card and copies a shareable link. Answers are encoded straight into the URL, so results travel with zero backend. Compare with a Friend - New stretch feature built on the share-link encoding. Paste a friend’s link, we decode and recompute their results, then show a side-by-side comparison with overlapping matches highlighted."}, {"post_id": 48567, "ts": "2026-08-17T00:36:55Z", "hours": 5.3172, "text": "Big polish day. Replaced hardcoded pixel positions with a percentage-based layout and made the canvas actually resize instead of being stuck at 1520×730. Added keyboard navigation (arrows + Enter) and in-memory progress persistence with a “resume quiz?” prompt so closing the tab doesn’t wipe everything."}, {"post_id": 47767, "ts": "2026-08-15T22:24:16Z", "hours": 5.3658, "text": "Wired yesterday’s scoring work into the detail screen - you now see a confidence badge and a line like “You matched because you value Impact + chose Science” instead of just a bare result. Also wrote day-in-the-life blurbs for all 24 careers and added a related-careers section (Software Engineer -> Data Scientist, etc.) so the quiz doesn’t dead-end at your top match."}, {"post_id": 47228, "ts": "2026-08-15T00:31:47Z", "hours": 5.4089, "text": "Split the quiz out of one giant file into data.js, quiz.js, scoring.js, render.js, with a basic test harness for calculateResults(). Then fixed the actual scoring bug: careers used to win on being consistently “meh” across every question instead of nailing a couple of perfect matches. Added a bonus for 3/3 scores on 2+ questions, confidence labels (“Strong Match” / “Worth Exploring”), and tracking for which questions drove each career’s score."}, {"post_id": 35382, "ts": "2026-07-26T19:01:56Z", "hours": 2.01, "text": "Built out the results screen (ranked cards with match score, salary, outlook) and a detail view for digging into one career fully - subjects, degree, specializations, and top universities."}, {"post_id": 34773, "ts": "2026-07-25T19:18:23Z", "hours": 1.0375, "text": "Wired up the actual quiz - question progression, single vs. multi-select handling, and a scoring function that totals weighted points per career and sorts for the top 5 matches. Also added a university lookup table mapped by field, so the results screen can suggest real schools per career."}, {"post_id": 34731, "ts": "2026-07-25T18:03:33Z", "hours": 1.1372, "text": "Before touching any UI, put together the career list - 24 careers across Medicine, Technology, Business, Engineering, Law, Education, and a few others. Each one has salary range, outlook, recommended subjects, degree, and specializations. Then built a scoring table: every career gets weighted values across all 5 quiz questions, so answers aren’t just matched to one “type” - they add up across multiple signals (subjects, interests, motivation, study length, work style)."}, {"post_id": 29275, "ts": "2026-07-16T02:50:26Z", "hours": 0.9867, "text": "Started this because I kept noticing how scattered career research actually is — subject requirements in one place, degree info in another, salary data somewhere else, university rankings somewhere else entirely. Wanted something that pulls all of that into one quick interactive tool instead of 10 open tabs. Plan: a short quiz (5 questions) that scores your answers against a list of careers, then shows your top matches with everything you’d need to know — subjects to focus on now, degree to aim for, and where to study it."}]...
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Title: Decode Your Career Pathway by @TejalK | Sta Title: Decode Your Career Pathway by @TejalK | Stardance
Devlogs:
Started this because I kept noticing how scattered career research actually is — subject requirements in one place, degree info in another, salary data somewhere else, university rankings somewhere else entirely. Wanted something that pulls all of that into one quick interactive tool instead of 10 open tabs. Plan: a short quiz (5 questions) that scores your answers against a list of careers, then shows your top matches with everything you’d need to know — subjects to focus on now, degree to aim for, and where to study it.
Before touching any UI, put together the career list - 24 careers across Medicine, Technology, Business, Engineering, Law, Education, and a few others. Each one has salary range, outlook, recommended subjects, degree, and specializations. Then built a scoring table: every career gets weighted values across all 5 quiz questions, so answers aren’t just matched to one “type” - they add up across multiple signals (subjects, interests, motivation, study length, work style).
Wired up the actual quiz - question progression, single vs. multi-select handling, and a scoring function that totals weighted points per career and sorts for the top 5 matches. Also added a university lookup table mapped by field, so the results screen can suggest real schools per career.
Built out the results screen (ranked cards with match score, salary, outlook) and a detail view for digging into one career fully - subjects, degree, specializations, and top universities.
Split the quiz out of one giant file into data.js, quiz.js, scoring.js, render.js, with a basic test harness for calculateResults(). Then fixed the actual scoring bug: careers used to win on being consistently “meh” across every question instead of nailing a couple of perfect matches. Added a bonus for 3/3 scores on 2+ questions, confidence labels (“Strong Match” / “Worth Exploring”), and tracking for which questions drove each career’s score.
Wired yesterday’s scoring work into the detail screen - you now see a confidence badge and a line like “You matched because you value Impact + chose Science” instead of just a bare result. Also wrote day-in-the-life blurbs for all 24 careers and added a related-careers section (Software Engineer -> Data Scientist, etc.) so the quiz doesn’t dead-end at your top match.
Big polish day. Replaced hardcoded pixel positions with a percentage-based layout and made the canvas actually resize instead of being stuck at 1520×730. Added keyboard navigation (arrows + Enter) and in-memory progress persistence with a “resume quiz?” prompt so closing the tab doesn’t wipe everything.
TODAY’S WORK : API Integration - Indeed’s job API turned out to be sales-gated with no self-serve access, so pivoted to Adzuna (free, self-serve). Wired up live job postings per career on the detail screen, with caching and graceful loading/error states. Also added a country-selection step before the quiz so postings can be localized, plus fixed a couple of rendering bugs that came with it. Share Result - Added a “Share Result” button that generates a downloadable PNG summary card and copies a shareable link. Answers are encoded straight into the URL, so results travel with zero backend. Compare with a Friend - New stretch feature built on the share-link encoding. Paste a friend’s link, we decode and recompute their results, then show a side-by-side comparison with overlapping matches highlighted.
Added a step where the quiz asks which country you’re from and whether you want live job listings for your country or the existing Canadian data. If you opt in, it pulls live results for your country; if not (or if there’s nothing available), it falls back to the built-in Canadian dataset. Makes the quiz useful beyond a Canada-only audience without losing the reliable baseline for users who skip it. Also cleaned up a handful of small bugs along the way.
Ships:
I made Decode Your Career Pathway, a five-question quiz that matches users to one of 24 careers based on their subjects, interests, motivations, and personality, then shows them the degree path, specializations, and top universities for that field. The trickiest part was building the scoring system - balancing the weights so that answers across five different questions (one of them multi-select) combined fairly without any single career always floating to the top. Getting the scroll and screen-transition logic clean (quiz → results → detail view) took some trial and error too. I’m proudest of the detail screen, where each result breaks down into subjects to focus on, a degree to aim for, minors, and real universities - it feels like actual advice rather than just a random result. To test it: go through all five questions (you can go back and change answers), hit Finish to see your top 5 matches ranked by score, then click “View Details” on any card to see the full breakdown, and try scrolling the results list since it’s capped to stop right at the last card.
The original version was a single big JavaScript file that handled everything - data, scoring, drawing, and clicks - on a fixed-size canvas. The upgrade splits that into clean, focused files: one for data, one for scoring, one for layout and responsive sizing, others for the quiz flow, results, sharing, comparing with friends, live job listings, and university rankings. It also adds polish like smooth transitions, progress saving, keyboard support, and a proper test harness, turning a working prototype into a much more flexible and feature-rich app....
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Whats Your IP Human ~ WYIPH by @wtfisquantum | Sta Whats Your IP Human ~ WYIPH by @wtfisquantum | Stardance...
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wtfisquantum
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3
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29.0
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353
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-27T16:29:52Z", "hours": 18.0, "multiplier": 11.58, "payout": 213, "blessing": "neutral", "text": "I built What’s Your IP Human (WYIPH) , an IP intelligence and networking exploration tool that lets you inspect IPv4 and IPv6 addresses while also showing what happens behind the scenes. The project provides detailed information such as geolocation, ISP, ASN, proxy and hosting detection, network metadata and now a much more complete WHOIS lookup experience. One of the biggest updates in this version was expanding the WHOIS system. I researched different WHOIS APIs, worked through CORS and deployment issues, and eventually built and deployed my own API layer to reliably process the registry data. The application can now surface information such as IP ranges, network and organization details, registry information, abuse contacts, administrative and technical contacts, routes and origin AS information, while filtering and formatting the raw responses into something much easier to understand. I also spent a lot of time improving the overall experience around this data. The WHOIS results have been redesigned into structured sections instead of displaying raw registry responses, while the existing geolocation and network information continues to work alongside the interactive Leaflet map. I also worked on the backend and deployment setup to make the whole lookup pipeline more reliable. The project has also started moving beyond being just an educational IP lookup tool. I’m currently experimenting with turning it into a more practical service for location and website tracking, with several ideas planned for future versions. To test it, simply open the website and it will automatically look up your current public IP on your first visit. You can then search for any valid IPv4 or IPv6 address and explore its geolocation, network information and WHOIS data. The How it Works section is also available if you want to understand the networking concepts behind the information being displayed. The project is now live and ready to try! I’d really appreciate it if you could check it out, leave a rating and let me know what you think. ❤️ last time i got some decent feedback on my project, but it was still pretty limited, so i’m hoping this one reaches a few more people. i genuinely enjoy building technical and educational projects that explain how things work under the hood, and i hope that comes across in this one. There are already quite a few more ideas in my head for where this can go next, so this definitely isn’t the final version. Thanks for checking it out and supporting the project! :)", "repo": "https://github.com/wtfisquantum/whats-your-ip", "demo": "https://whats-your-ip-human.vercel.app"}, {"ship_num": 2, "ts": "2026-07-31T07:27:12Z", "hours": 7.0, "multiplier": 17.76, "payout": 129, "blessing": "neutral", "text": "I built What’s Your IP Human (WYIPH), an educational IP intelligence tool that not only lets you inspect IPv4 and IPv6 addresses, but also explains what’s happening behind the scenes. Alongside detailed lookup information like geolocation, ISP, ASN, proxy/hosting detection and network metadata, the project includes an interactive documentation experience that walks through concepts such as WHOIS, Regional Internet Registries, Autonomous Systems, BGP routing, coordinate generation, IP accuracy and much more. The biggest challenge was making complex networking concepts understandable without oversimplifying them. I spent a lot of time researching official documentation, verifying information, and designing the interface so users could learn how IP lookups actually work instead of treating the results as a black box. Keeping the documentation visually consistent with the lookup experience while integrating interactive elements like Leaflet maps was another fun challenge. I’m most proud of turning what started as a simple IP lookup tool into something educational. Instead of only displaying data, it explains where the data comes from, how reliable it is, and why different services return different results. Hopefully it helps people learn a little more about how the Internet actually works. To test it, simply open the website. On your first visit it automatically analyzes your current public IP address. You can then search for any valid IPv4 or IPv6 address, explore the interactive map, and switch to the How it Works section to dive into the networking concepts behind each piece of information displayed. Feedback is always welcome, and I already have a few more features planned for future updates! if you enjoyed exploring the project, i’d really appreciate a good rating! ❤️ my last project didn’t receive many ratings, so i’m hoping this one reaches a few more people. i genuinely enjoy building technical and educational projects that explain how things work under the hood, and i hope that comes across in this one. there are already more updates planned, so if you like the project, consider following it and leaving a rating. every bit of feedback helps me make it even better. thank you! :)", "repo": "https://github.com/wtfisquantum/whats-your-ip", "demo": "https://whats-your-ip-human.vercel.app"}, {"ship_num": 3, "ts": "2026-07-22T20:09:04Z", "hours": 4.0, "multiplier": 2.78, "payout": 11, "blessing": "neutral", "text": "I built What’s Your IP..?, a web application that lets users inspect any IPv4 or IPv6 address and view detailed information including geolocation, ISP, ASN, hosting/proxy detection, timezone and more, all alongside an interactive Leaflet map. The most challenging part was integrating multiple APIs while keeping the UI responsive and making sure the map, loading states and data components stayed in sync throughout the lookup process. I’m especially proud of the overall UI, the modular component architecture and the smooth search experience. To test the project, simply open the site. On your first visit it automatically analyzes your current public IP. After that, you can enter any valid IP address in the search bar to inspect its details and see its approximate location on the interactive map.", "repo": "https://github.com/wtfisquantum/whats-your-ip", "demo": "https://whats-your-ip-human.vercel.app"}]...
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[{"post_id": 55629, "ts": "202 [{"post_id": 55629, "ts": "2026-08-27T16:20:45Z", "hours": 9.2442, "text": "Continued working on the existing lookup system and made a few more improvements to both the frontend and backend Expanded the WHOIS integration further and added more of the raw registry information into the processed response The WHOIS section can now surface details such as the inetnum/IP range, network name, organization, country, abuse contact, admin and technical contacts, ASN, route and origin AS , along with the relevant registry information For example, an APNIC response can now expose information like the 2.2.2.2 - 2.2.255.255 address range, organization details, abuse mailbox, AS55836 route information and the corresponding network contacts instead of showing only basic IP metadata Refined the WHOIS parsing and presentation so the large responses are filtered and displayed in a much more readable format Worked on the backend again to make the lookup pipeline more reliable and prepared the system for the bigger location and website-tracking direction i’m planning to take this project towards Ran into another unexpected issue with the map tile provider, which recently started requiring an API key for requests even though the same setup had been working without one before. since buying a key isn’t really an option for this project, i’m currently looking into alternative tile providers that can work reliably without introducing another paid dependency Also ran into a few deployment issues while putting the updated backend and frontend online, but tracked them down, fixed the server-side and frontend build issues and got the complete application deployed successfully Did a final pass over the lookup flow, WHOIS data rendering and the rest of the interface to make sure everything was working together properly and that’s basically it for this version. the WHOIS system is now fully integrated and the project is live again. i’m also working on turning this into something more useful than just an IP lookup tool, with a proper location and website tracking workflow planned for the next few updates. :)"}, {"post_id": 49927, "ts": "2026-08-18T21:54:17Z", "hours": 6.5375, "text": "Continued working on the WHOIS integration and completed the main lookup flow, with the returned data now being properly processed and rendered inside the application Fixed an issue where some WHOIS responses contained special characters and percentage-encoded values that were being rendered directly as text, causing formatting issues. Added filtering and cleanup so these values are handled properly before reaching the UI Improved the overall WHOIS presentation with better typography, spacing and visual hierarchy so the large amount of returned information feels easier to scan Added more useful WHOIS information, including relevant registration and contact details that could help when looking for the appropriate organization or ISP contact for reporting network-related issues Made a few improvements to the Leaflet map experience as well, particularly around map spanning and tile loading performance Switched the map tile delivery to a faster CDN to reduce loading delays and make the interactive map feel more responsive Started experimenting with a proper theme toggle for the application. The initial approach uses CSS filters to test the dark/light transition, although image and color inversion still causes a few visual issues that need to be cleaned up The next step is to replace the experimental theme approach with a more reliable implementation and polish the remaining edge cases also started thinking about the bigger direction of the project. instead of keeping it purely as an educational IP intelligence experience, i’m considering turning it into an actual service that people could use for real networking, IP intelligence or troubleshooting workflows. still exploring the possibilities, but i think there could be something much more useful to build on top of what is already here."}, {"post_id": 46850, "ts": "2026-08-14T11:44:44Z", "hours": 2.6056, "text": "Started expanding the lookup experience beyond the existing Geolocation, System Context and Network sections by working on a complete WHOIS lookup system Researched how WHOIS data is structured and what kind of information can be extracted from IP registration records Explored and tested multiple APIs for retrieving WHOIS information and worked through the deployment and integration requirements Ran into a few CORS-related issues while testing the external services, so I spent some time debugging the requests and figuring out a reliable way to access the data from the frontend Eventually deployed my own API layer to handle the WHOIS requests and integrated that service into the application Started successfully retrieving WHOIS information for the searched IP addresses, including registration and network-related details Began designing the new WHOIS section so the returned information can be presented in a clean and readable way instead of dumping the raw API response Added the initial UI structure and data components for organizing the different WHOIS fields and making the information easier to understand Tested the complete flow from IP lookup - WHOIS API - processed response - formatted UI and fixed a few issues along the way there’s still more i want to do with the WHOIS section, especially around organizing and explaining some of the returned fields, but the core lookup and integration are now working properly and the next step is mostly about polishing the experience."}, {"post_id": 38049, "ts": "2026-07-31T07:20:40Z", "hours": 0.4856, "text": "Wrapped up the final release and deployed the latest version to Vercel Updated the live deployment URL, README and project documentation to reflect all of the latest changes Added a few final educational sections explaining: How geographic coordinates are determined from an IP address Why IP lookups are usually so fast How integer IP conversion works behind the scenes The expected accuracy of different pieces of IP metadata Created a dedicated accuracy comparison table so users can easily understand which fields are highly reliable and which are only approximate Fixed a handful of deployment-related issues that appeared during the production build before successfully publishing the updated version Cleaned up the remaining codebase, pushed the final commits and verified the complete lookup flow one last time The project is now live with both the interactive lookup experience and the in-depth networking documentation working together in a single interface really happy with how this turned out! if you get a chance to try it out, i’d love to hear your thoughts and feedback. there are already a few more ideas planned for future updates, so this definitely won’t be the last release :)"}, {"post_id": 38039, "ts": "2026-07-31T06:35:05Z", "hours": 0.8158, "text": "Continued expanding the networking documentation by adding a dedicated section on Autonomous Systems (ASNs) and Border Gateway Protocol (BGP) Researched how internet routing actually works beyond simple IP ownership and documented the relationship between IP addresses, IP prefixes, ASNs and Internet Service Providers Added step-by-step explanations showing how routers determine the correct destination network instead of routing directly to individual IP addresses Built a visual flow diagram illustrating the complete lookup pipeline: IP Address IP Prefix Origin Autonomous System ISP / Organization Simplified several networking concepts into beginner-friendly explanations while keeping the technical details accurate Refined the typography, spacing and content hierarchy to improve readability across the documentation page Continued maintaining design consistency by reusing existing components and styling patterns throughout the blog Spent additional time validating routing examples and ASN information to ensure the documentation reflects real-world networking concepts as closely as possible This section now serves as the foundation for explaining how global internet traffic is routed before moving into more advanced networking topics"}, {"post_id": 37764, "ts": "2026-07-30T17:57:51Z", "hours": 1.2481, "text": "Continued expanding the What’s Your IP Human documentation with a few more in-depth networking concepts Researched Regional Internet Registries (RIRs) and added a dedicated section explaining how global IP address allocation works Collected the official names, logos and branding assets for each registry and integrated them into the page to make the content more visual and easier to follow Added another section covering WHOIS records , explaining what they are, what information they contain and how they’re commonly used during IP lookups Designed new information grids and data cards with consistent borders, icons and spacing to improve readability while maintaining the overall design language of the application Fixed the documentation flow so every section now references the currently searched IP address instead of placeholder values, making the explanations feel much more contextual and easier to understand Started documenting the fundamentals of Autonomous Systems (ASN) and BGP routing , laying the groundwork for explaining how IP traffic is routed across the internet Spent some time experimenting with different approaches for visualizing networking concepts, including Mermaid diagrams , React Flow , and pure CSS-based layouts before deciding on the final direction Continued refining the overall design consistency so the documentation feels like a natural extension of the main application rather than a separate page More interactive diagrams and networking sections are planned once the final visualization approach is finalized"}, {"post_id": 37522, "ts": "2026-07-30T10:25:10Z", "hours": 0.96, "text": "Continued building the What’s Your IP Human documentation experience with a focus on making the lookup process easier to understand Completed the first major section explaining how everything starts , including: How a user’s public IP address is fetched What happens when a lookup request is made The initial request flow before any data is processed Added a highlighted example of the actual request payload to make the explanation easier to follow Documented a few common misconceptions around IP lookups and clarified what information can (and cannot) be determined from an IP address Built another section explaining how IP address ranges are allocated to different organizations, ISPs and cloud providers Researched and collected branding assets for major providers, then organized them into a structured dataset alongside their corresponding IP ranges Created reusable data structures to power the provider showcase and present everything in a clean, consistent layout Focused on keeping the new documentation visually consistent with the rest of the application by maintaining the same spacing, typography, colors and component styling throughout The core structure is now in place, with more sections planned to cover geolocation, network metadata, accuracy and the complete lookup pipeline"}, {"post_id": 36413, "ts": "2026-07-28T14:58:33Z", "hours": 1.8931, "text": "Started working on What’s Your IP Human ~ WYIPH experience after receiving feedback that people were interested in understanding what happens behind the scenes during an IP lookup Began building a dedicated “How it Works” page to explain: How IP information is collected Which data is returned directly by lookup providers The expected accuracy of different fields How geolocation and network information are determined Added a new “How it Works” action that replaces the interactive map with a dedicated documentation-style page Designed the initial landing section with a proper hero layout while keeping the overall design language consistent with the rest of the application Reused the current Leaflet map as a dynamic background to create a smoother transition between the dashboard and documentation page Focused on maintaining visual consistency across typography, spacing, colors and component styling so the new page doesn’t feel disconnected from the main interface Built the foundation for future sections that will document the complete lookup pipeline, data sources and processing flow in a much more transparent way More content and diagrams will be added in the next development session"}, {"post_id": 35052, "ts": "2026-07-26T07:10:39Z", "hours": 2.0586, "text": "spent some time giving the project a final polish before calling it done. cleaned up a few remaining ui inconsistencies, refactored parts of the component structure and simplified some of the rendering logic to make the codebase a bit easier to maintain. also fixed a handful of small bugs around ip lookups, improved error handling for invalid inputs and polished loading and transition states throughout the application. made a few tweaks to spacing, typography and responsive layouts so everything feels more consistent across different screen sizes. finished by doing another full pass over the project, removing some leftover code, improving overall stability and verifying the complete lookup workflow one last time before shipping."}, {"post_id": 33155, "ts": "2026-07-22T20:02:18Z", "hours": 0.7417, "text": "Wrapped up the remaining implementation work and cleaned up the entire codebase Fixed the remaining UI and CSS issues across the application Finished integrating all remaining React components and connected them with the existing data flow Completed the Leaflet map implementation and finalized the interactive location view Polished the overall lookup workflow to ensure everything works smoothly from search to map rendering Deployed the project to Vercel Ran into a deployment issue during the first build, tracked it down and resolved it, then successfully deployed the application Experimented with a clean light theme after deployment, but it didn’t feel quite right for the overall design Designed and implemented a complete dark theme and decided to make it the final look of the project Added the final polish, tested the complete application and verified that everything works as expected finally calling this one done! hope you all enjoy using it, and if you get a chance to check it out, i’d love to hear what you think :)"}, {"post_id": 33103, "ts": "2026-07-22T18:38:16Z", "hours": 1.0717, "text": "Implemented a proper loading experience while IP and geolocation data are being fetched Added dedicated loading states to provide a smoother and more responsive user experience Built reusable components for displaying fetched network information in a clean and structured layout Refactored the details section into individual rows to improve readability and maintainability Formatted the IP address by splitting it into individual octets for a more distinctive visual presentation Displayed detailed information returned by the IP lookup service, including: Mobile / Cellular detection Proxy and VPN status Hosting provider detection Geolocation data Timezone ISP and ASN information Country, region and city details Improved the overall presentation of network metadata with a cleaner information hierarchy Added support for both default and manual lookups: On the first visit, the application automatically fetches the user’s current public IP Afterward, users can search and analyze any valid IP address through the search interface Polished the overall data flow to ensure smooth transitions between loading, fetching and rendering states Fixed minor UI inconsistencies and improved component synchronization throughout the lookup workflow"}, {"post_id": 32485, "ts": "2026-07-21T18:18:14Z", "hours": 2.1939, "text": "Implemented interactive map support using Leaflet with OpenStreetMap tile layers Built the initial mapping system to visualize the user’s approximate location based on IP geolocation data Integrated an external IP geolocation API to automatically retrieve: Public IP address Approximate location ISP / Network provider Timezone and additional network metadata Refactored the frontend into reusable React components for improved maintainability and cleaner project architecture Created dedicated components for: Formatted IP address rendering Data rows Status badges Interactive map container Improved the data flow between the API layer and UI, making updates more predictable and easier to extend Polished the overall dashboard layout with better spacing, organization and information hierarchy Resolved rendering and state synchronization issues while connecting API responses to the map and interface Verified the complete end-to-end workflow from IP lookup → API response → data processing → map rendering → real-time UI updates Added the foundation for future location-based features by keeping the mapping and data-fetching layers modular and scalable"}]...
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Title: Whats Your IP Human ~ WYIPH by @wtfisquantu Title: Whats Your IP Human ~ WYIPH by @wtfisquantum | Stardance
Devlogs:
Implemented interactive map support using Leaflet with OpenStreetMap tile layers Built the initial mapping system to visualize the user’s approximate location based on IP geolocation data Integrated an external IP geolocation API to automatically retrieve: Public IP address Approximate location ISP / Network provider Timezone and additional network metadata Refactored the frontend into reusable React components for improved maintainability and cleaner project architecture Created dedicated components for: Formatted IP address rendering Data rows Status badges Interactive map container Improved the data flow between the API layer and UI, making updates more predictable and easier to extend Polished the overall dashboard layout with better spacing, organization and information hierarchy Resolved rendering and state synchronization issues while connecting API responses to the map and interface Verified the complete end-to-end workflow from IP lookup → API response → data processing → map rendering → real-time UI updates Added the foundation for future location-based features by keeping the mapping and data-fetching layers modular and scalable
Implemented a proper loading experience while IP and geolocation data are being fetched Added dedicated loading states to provide a smoother and more responsive user experience Built reusable components for displaying fetched network information in a clean and structured layout Refactored the details section into individual rows to improve readability and maintainability Formatted the IP address by splitting it into individual octets for a more distinctive visual presentation Displayed detailed information returned by the IP lookup service, including: Mobile / Cellular detection Proxy and VPN status Hosting provider detection Geolocation data Timezone ISP and ASN information Country, region and city details Improved the overall presentation of network metadata with a cleaner information hierarchy Added support for both default and manual lookups: On the first visit, the application automatically fetches the user’s current public IP Afterward, users can search and analyze any valid IP address through the search interface Polished the overall data flow to ensure smooth transitions between loading, fetching and rendering states Fixed minor UI inconsistencies and improved component synchronization throughout the lookup workflow
Wrapped up the remaining implementation work and cleaned up the entire codebase Fixed the remaining UI and CSS issues across the application Finished integrating all remaining React components and connected them with the existing data flow Completed the Leaflet map implementation and finalized the interactive location view Polished the overall lookup workflow to ensure everything works smoothly from search to map rendering Deployed the project to Vercel Ran into a deployment issue during the first build, tracked it down and resolved it, then successfully deployed the application Experimented with a clean light theme after deployment, but it didn’t feel quite right for the overall design Designed and implemented a complete dark theme and decided to make it the final look of the project Added the final polish, tested the complete application and verified that everything works as expected finally calling this one done! hope you all enjoy using it, and if you get a chance to check it out, i’d love to hear what you think :)
spent some time giving the project a final polish before calling it done. cleaned up a few remaining ui inconsistencies, refactored parts of the component structure and simplified some of the rendering logic to make the codebase a bit easier to maintain. also fixed a handful of small bugs around ip lookups, improved error handling for invalid inputs and polished loading and transition states throughout the application. made a few tweaks to spacing, typography and responsive layouts so everything feels more consistent across different screen sizes. finished by doing another full pass over the project, removing some leftover code, improving overall stability and verifying the complete lookup workflow one last time before shipping.
Started working on What’s Your IP Human ~ WYIPH experience after receiving feedback that people were interested in understanding what happens behind the scenes during an IP lookup Began building a dedicated “How it Works” page to explain: How IP information is collected Which data is returned directly by lookup providers The expected accuracy of different fields How geolocation and network information are determined Added a new “How it Works” action that replaces the interactive map with a dedicated documentation-style page Designed the initial landing section with a proper hero layout while keeping the overall design language consistent with the rest of the application Reused the current Leaflet map as a dynamic background to create a smoother transition between the dashboard and documentation page Focused on maintaining visual consistency across typography, spacing, colors and component styling so the new page doesn’t feel disconnected from the main interface Built the foundation for future sections that will document the complete lookup pipeline, data sources and processing flow in a much more transparent way More content and diagrams will be added in the next development session
Continued building the What’s Your IP Human documentation experience with a focus on making the lookup process easier to understand Completed the first major section explaining how everything starts , including: How a user’s public IP address is fetched What happens when a lookup request is made The initial request flow before any data is processed Added a highlighted example of the actual request payload to make the explanation easier to follow Documented a few common misconceptions around IP lookups and clarified what information can (and cannot) be determined from an IP address Built another section explaining how IP address ranges are allocated to different organizations, ISPs and cloud providers Researched and collected branding assets for major providers, then organized them into a structured dataset alongside their corresponding IP ranges Created reusable data structures to power the provider showcase and present everything in a clean, consistent layout Focused on keeping the new documentation visually consistent with the rest of the application by maintaining the same spacing, typography, colors and component styling throughout The core structure is now in place, with more sections planned to cover geolocation, network metadata, accuracy and the complete lookup pipeline
Continued expanding the What’s Your IP Human documentation with a few more in-depth networking concepts Researched Regional Internet Registries (RIRs) and added a dedicated section explaining how global IP address allocation works Collected the official names, logos and branding assets for each registry and integrated them into the page to make the content more visual and easier to follow Added another section covering WHOIS records , explaining what they are, what information they contain and how they’re commonly used during IP lookups Designed new information grids and data cards with consistent borders, icons and spacing to improve readability while maintaining the overall design language of the application Fixed the documentation flow so every section now references the currently searched IP address instead of placeholder values, making the explanations feel much more contextual and easier to understand Started documenting the fundamentals of Autonomous Systems (ASN) and BGP routing , laying the groundwork for explaining how IP traffic is routed across the internet Spent some time experimenting with different approaches for visualizing networking concepts, including Mermaid diagrams , React Flow , and pure CSS-based layouts before deciding on the final direction Continued refining the overall design consistency so the documentation feels like a natural extension of the main application rather than a separate page More interactive diagrams and networking sections are planned once the final visualization approach is finalized
Continued expanding the networking documentation by adding a dedicated section on Autonomous Systems (ASNs) and Border Gateway Protocol (BGP) Researched how internet routing actually works beyond simple IP ownership and documented the relationship between IP addresses, IP prefixes, ASNs and Internet Service Providers Added step-by-step explanations showing how routers determine the correct destination network instead of routing directly to individual IP addresses Built a visual flow diagram illustrating the complete lookup pipeline: IP Address IP Prefix Origin Autonomous System ISP / Organization Simplified several networking concepts into beginner-friendly explanations while keeping the technical details accurate Refined the typography, spacing and content hierarchy to improve readability across the documentation page Continued maintaining design consistency by reusing existing components and styling patterns throughout the blog Spent additional time validating routing examples and ASN information to ensure the documentation reflects real-world networking concepts as closely as possible This section now serves as the foundation for explaining how global internet traffic is routed before moving into more advanced networking topics
Wrapped up the final release and deployed the latest version to Vercel Updated the live deployment URL, README and project documentation to reflect all of the latest changes Added a few final educational sections explaining: How geographic coordinates are determined from an IP address Why IP lookups are usually so fast How integer IP conversion works behind the scenes The expected accuracy of different pieces of IP metadata Created a dedicated accuracy comparison table so users can easily understand which fields are highly reliable and which are only approximate Fixed a handful of deployment-related issues that appeared during the production build before successfully publishing the updated version Cleaned up the remaining codebase, pushed the final commits and verified the complete lookup flow one last time The project is now live with both the interactive lookup experience and the in-depth networking documentation working together in a single interface really happy with how this turned out! if you get a chance to try it out, i’d love to hear your thoughts and feedback. there are already a few more ideas planned for future updates, so this definitely won’t be the last release :)
Started expanding the lookup experience beyond the existing Geolocation, System Context and Network sections by working on a complete WHOIS lookup system Researched how WHOIS data is structured and what kind of information can be extracted from IP registration records Explored and tested multiple APIs for retrieving WHOIS information and worked through the deployment and integration requirements Ran into a few CORS-related issues while testing the external services, so I spent some time debugging the requests and figuring out a reliable way to access the data from the frontend Eventually deployed my own API layer to handle the WHOIS requests and integrated that service into the application Started successfully retrieving WHOIS information for the searched IP addresses, including registration and network-related details Began designing the new WHOIS section so the returned information can be presented in a clean and readable way instead of dumping the raw API response Added the initial UI structure and data components for organizing the different WHOIS fields and making the information easier to understand Tested the complete flow from IP lookup - WHOIS API - processed response - formatted UI and fixed a few issues along the way there’s still more i want to do with the WHOIS section, especially around organizing and explaining some of the returned fields, but the core lookup and integration are now working properly and the next step is mostly about polishing the experience.
Continued working on the WHOIS integration and completed the main lookup flow, with the returned data now being properly processed and rendered inside the application Fixed an issue where some WHOIS responses contained special characters and percentage-encoded values that were being rendered directly as text, causing formatting issues. Added filtering and cleanup so these values are handled properly before reaching the UI Improved the overall WHOIS presentation with better typography, spacing and visual hierarchy so the large amount of returned information feels easier to scan Added more useful WHOIS information, including relevant registration and contact details that could help when looking for the appropriate organization or ISP contact for reporting network-related issues Made a few improvements to the Leaflet map experience as well, particularly around map spanning and tile loading performance Switched the map tile delivery to a faster CDN to reduce loading delays and make the interactive map feel more responsive Started experimenting with a proper theme toggle for the application. The initial approach uses CSS filters to test the dark/light transition, although image and color inversion still causes a few visual issues that need to be cleaned up The next step is to replace the experimental theme approach with a more reliable implementation and polish the remaining edge cases also started thinking about the bigger direction of the project. instead of keeping it purely as an educational IP intelligence experience, i’m considering turning it into an actual service that people could use for real networking, IP intelligence or troubleshooting workflows. still exploring the possibilities, but i think there could be something much more useful to build on top of what is already here.
Continued working on the existing lookup system and made a few more improvements to both the frontend and backend Expanded the WHOIS integration further and added more of the raw registry information into the processed response The WHOIS section can now surface details such as the inetnum/IP range, network name, organization, country, abuse contact, admin and technical contacts, ASN, route and origin AS , along with the relevant registry information For example, an APNIC response can now expose information like the 2.2.2.2 - 2.2.255.255 address range, organization details, abuse mailbox, AS55836 route information and the corresponding network contacts instead of showing only basic IP metadata Refined the WHOIS parsing and presentation so the large responses are filtered and displayed in a much more readable format Worked on the backend again to make the lookup pipeline more reliable and prepared the system for the bigger location and website-tracking direction i’m planning to take this project towards Ran into another unexpected issue with the map tile provider, which recently started requiring an API key for requests even though the same setup had been working without one before. since buying a key isn’t really an option for this project, i’m currently looking into alternative tile providers that can work reliably without introducing another paid dependency Also ran into a few deployment issues while putting the updated backend and frontend online, but tracked them down, fixed the server-side and frontend build issues and got the complete application deployed successfully Did a final pass over the lookup flow, WHOIS data rendering and the rest of the interface to make sure everything was working together properly and that’s basically it for this version. the WHOIS system is now fully integrated and the project is live again. i’m also working on turning this into something more useful than just an IP lookup tool, with a proper location and website tracking workflow planned for the next few updates. :)
Ships:
I built What’s Your IP..?, a web application that lets users inspect any IPv4 or IPv6 address and view detailed information including geolocation, ISP, ASN, hosting/proxy detection, timezone and more, all alongside an interactive Leaflet map. The most challenging part was integrating multiple APIs while keeping the UI responsive and making sure the map, loading states and data components stayed in sync throughout the lookup process. I’m especially proud of the overall UI, the modular component architecture and the smooth search experience. To test the project, simply open the site. On your first visit it automatically analyzes your current public IP. After that, you can enter any valid IP address in the search bar to inspect its details and see its approximate location on the interactive map.
I built What’s Your IP Human (WYIPH), an educational IP intelligence tool that not only lets you inspect IPv4 and IPv6 addresses, but also explains what’s happening behind the scenes. Alongside detailed lookup information like geolocation, ISP, ASN, proxy/hosting detection and network metadata, the project includes an interactive documentation experience that walks through concepts such as WHOIS, Regional Internet Registries, Autonomous Systems, BGP routing, coordinate generation, IP accuracy and much more. The biggest challenge was making complex networking concepts understandable without oversimplifying them. I spent a lot of time researching official documentation, verifying information, and designing the interface so users could learn how IP lookups actually work instead of treating the results as a black box. Keeping the documentation visually consistent with the lookup experience while integrating interactive elements like Leaflet maps was another fun challenge. I’m most proud of turning what started as a simple IP lookup tool into something educational. Instead of only displaying data, it explains where the data comes from, how reliable it is, and why different services return different results. Hopefully it helps people learn a little more about how the Internet actually works. To test it, simply open the website. On your first visit it automatically analyzes your current public IP address. You can then search for any valid IPv4 or IPv6 address, explore the interactive map, and switch to the How it Works section to dive into the networking concepts behind each piece of information displayed. Feedback is always welcome, and I already have a few more features planned for future updates! if you enjoyed exploring the project, i’d really appreciate a good rating! ❤️ my last project didn’t receive many ratings, so i’m hoping this one reaches a few more people. i genuinely enjoy building technical and educational projects that explain how things work under the hood, and i hope that comes across in this one. there are already more updates planned, so if you like the project, consider following it and leaving a rating. every bit of feedback helps me make it even better. thank you! :)
I built What’s Your IP Human (WYIPH) , an IP intelligence and networking exploration tool that lets you inspect IPv4 and IPv6 addresses while also showing what happens behind the scenes. The project provides detailed information such as geolocation, ISP, ASN, proxy and hosting detection, network metadata and now a much more complete WHOIS lookup experience. One of the biggest updates in this version was expanding the WHOIS system. I researched different WHOIS APIs, worked through CORS and deployment issues, and eventually built and deployed my own API layer to reliably process the registry data. The application can now surface information such as IP ranges, network and organization details, registry information, abuse contacts, administrative and technical contacts, routes and origin AS information, while filtering and formatting the raw responses into something much easier to understand. I also spent a lot of time improving the overall experience around this data. The WHOIS results have been redesigned into structured sections instead of displaying raw registry responses, while the existing geolocation and network information continues to work alongside the interactive Leaflet map. I also worked on the backend and deployment setup to make the whole lookup pipeline more reliable. The project has also started moving beyond being just an educational IP lookup tool. I’m currently experimenting with turning it into a more practical service for location and website tracking, with several ideas planned for future versions. To test it, simply open the website and it will automatically look up your current public IP on your first visit. You can then search for any valid IPv4 or IPv6 address and explore its geolocation, network information and WHOIS data. The How it Works section is also available if you want to understand the networking concepts behind the information being displayed. The project is now live and ready to try! I’d really appreciate it if you could check it out, leave a rating and let me know what you think. ❤️ last time i got some decent feedback on my project, but it was still pretty limited, so i’m hoping this one reaches a few more people. i genuinely enjoy building technical and educational projects that explain how things work under the hood, and i hope that comes across in this one. There are already quite a few more ideas in my head for where this can go next, so this definitely isn’t the final version. Thanks for checking it out and supporting the project! :)...
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1793116402.8033645
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1793202802.8033645
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40838
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torchbearer by @NosyMonty | Stardance
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NosyMonty
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1
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29.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T11:34:30Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "its a short platformer that has three levels and much more see past devlogs for more details", "repo": "https://github.com/NosyMonty/torchbearer", "demo": "https://nosymonty.itch.io/the-torchbearer"}]...
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[{"post_id": 62826, "ts": "202 [{"post_id": 62826, "ts": "2026-09-06T11:02:03Z", "hours": 7.2519, "text": "devlog #15 so i think the game is finally finished its not as long as i wanted nor was i able to get the twist to work (i can’t 3d design very well) and I have lost the passion to work on the game it is a finished version playable takes about 10 minutes for those who want to but id rather have a finished playable version for everyone who would wanna play it then just leave it but basically it has 3 levels tutorial and then 2 main levels they are short but they all have boss battles and some form of enemy there is music, SFX and all, and backgrounds, there is a title screen and a portal to transport you from level to level once you finish there is a you win screen with a button to return to main menu there is themes and everything"}, {"post_id": 58601, "ts": "2026-08-31T02:22:29Z", "hours": 5.5758, "text": "devlog #14 worked on the tutorial level with text on how to play movement etc, also added 4 new enemies 3 bosses and one normal enemy but will keep them a secret untill i utalise them"}, {"post_id": 50746, "ts": "2026-08-20T03:04:50Z", "hours": 3.23, "text": "Devlog #13 added multiple things like new enemy to a point haven’t actually made the script yet. fixed and added the themes for the home and game over screen with there being two cave and village, with music on the way. I also added new attacks for the player where it has air attacks where it freezes and then accelerates down to deal more damage that is basically it it was mostly the player script that was a pain"}, {"post_id": 46234, "ts": "2026-08-13T10:24:05Z", "hours": 1.8192, "text": "devlog #12 im going to be honest this devlog is like 4 days’ worth of 30-minute stuff i think i showed everything i added but i can’t remember (stupid me) what i do know is that i have started and failed at a moving background with like 6 layers and attempted to make themes which I’ll explain/ show why at a later date but i think that is it (let’s not make this mistake again)"}, {"post_id": 43939, "ts": "2026-08-09T12:06:54Z", "hours": 1.6208, "text": "Devlog #11 over the past three days I have worked little on torchbearer, and it is going well I have updated the level design a bit not fully completed, added a coin with an animation, and am working on a vase that can be broken and it will drop 1-3 coins, I also added a tile screen, game manager where it can track coins bosses and levels and stuff and a game over screen, now I just need to finish implementing then into the actual game so they come onto the screen at the correct time and the buttons work, I am also planning to add more sprites to the game and start working on the first boss"}, {"post_id": 41859, "ts": "2026-08-06T10:31:58Z", "hours": 1.1336, "text": "I’m going to try this devlog thing it seem like a cool way for me to keep track devlog #10 in today’s 1 hr coding session I actually got a lot done, I added some new animations for the player like slide which when activated it actually gives the player a speed boost, I enabled the player to attack and kill the bat and added its dying animation. I also added a new death screen where it fades to black still need to make a way to actually start again when you die, I fixed the spikes so the player just dies not fall through the ground it fades to black. Next session my goal is to add more enemies, start working on the tutorial level and expand on the cave level as well as start other levels and if im feeling nice i might give you a sneek peak at the twist at the end so follow along but take your time this might take a while with the little progress i have made in about 10 hours."}, {"post_id": 41269, "ts": "2026-08-05T11:45:34Z", "hours": 1.0392, "text": "worked on a spike where it will reset the character a.k.a the character will die and the scene will reset. I also went the complex route of making it with a collision polygon shape instead of a normal collision shape now I just need to work out how to get the killzone script working with the spikes on every scene so i can just add the spikes scene"}, {"post_id": 40018, "ts": "2026-08-03T11:21:10Z", "hours": 0.7431, "text": "added enemy attacks where the player can now die when health reaches zero and it also follows the player you can’t kill it yet still need to set up the zones and stuff but at least it took me 40 minutes to write some code"}, {"post_id": 39785, "ts": "2026-08-02T23:56:12Z", "hours": 0.4542, "text": "built an enemy follow feature which allows the bat to follow the player and attack but after one attack it freezes and does not follow or attack again next time, I need to fix that and also add player damage to allow the user to kill enemy’s"}, {"post_id": 39400, "ts": "2026-08-02T10:45:35Z", "hours": 0.78, "text": "added the foundation for the bat script and player damage but will need to continue on it with hitboxes and deal damage"}, {"post_id": 38879, "ts": "2026-08-01T13:22:10Z", "hours": 1.4586, "text": "started on an enemy attack system where the enemy will follow you and try to attack also started on the player attack and health system, aiming to finish by tomorrow"}, {"post_id": 37953, "ts": "2026-07-31T00:20:37Z", "hours": 1.0378, "text": "Added a new/first enemy with animations. My next goal is to make a tile set for one of my levels and get enemies attacking and dealing damage"}, {"post_id": 37487, "ts": "2026-07-30T08:22:14Z", "hours": 1.3272, "text": "added more attacks so they link up it will have a count and depending on the count it will play a different player animation"}, {"post_id": 36759, "ts": "2026-07-29T00:53:52Z", "hours": 1.2675, "text": "attack animation added"}, {"post_id": 36185, "ts": "2026-07-28T03:23:16Z", "hours": 0.4917, "text": "The player movement script is done and allows for movement in the 2d game with sprite animations and the vector flip, so it flips based on the direction the character is moving"}]...
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Title: torchbearer by @NosyMonty | Stardance
Devl Title: torchbearer by @NosyMonty | Stardance
Devlogs:
The player movement script is done and allows for movement in the 2d game with sprite animations and the vector flip, so it flips based on the direction the character is moving
attack animation added
added more attacks so they link up it will have a count and depending on the count it will play a different player animation
Added a new/first enemy with animations. My next goal is to make a tile set for one of my levels and get enemies attacking and dealing damage
started on an enemy attack system where the enemy will follow you and try to attack also started on the player attack and health system, aiming to finish by tomorrow
added the foundation for the bat script and player damage but will need to continue on it with hitboxes and deal damage
built an enemy follow feature which allows the bat to follow the player and attack but after one attack it freezes and does not follow or attack again next time, I need to fix that and also add player damage to allow the user to kill enemy’s
added enemy attacks where the player can now die when health reaches zero and it also follows the player you can’t kill it yet still need to set up the zones and stuff but at least it took me 40 minutes to write some code
worked on a spike where it will reset the character a.k.a the character will die and the scene will reset. I also went the complex route of making it with a collision polygon shape instead of a normal collision shape now I just need to work out how to get the killzone script working with the spikes on every scene so i can just add the spikes scene
I’m going to try this devlog thing it seem like a cool way for me to keep track devlog #10 in today’s 1 hr coding session I actually got a lot done, I added some new animations for the player like slide which when activated it actually gives the player a speed boost, I enabled the player to attack and kill the bat and added its dying animation. I also added a new death screen where it fades to black still need to make a way to actually start again when you die, I fixed the spikes so the player just dies not fall through the ground it fades to black. Next session my goal is to add more enemies, start working on the tutorial level and expand on the cave level as well as start other levels and if im feeling nice i might give you a sneek peak at the twist at the end so follow along but take your time this might take a while with the little progress i have made in about 10 hours.
Devlog #11 over the past three days I have worked little on torchbearer, and it is going well I have updated the level design a bit not fully completed, added a coin with an animation, and am working on a vase that can be broken and it will drop 1-3 coins, I also added a tile screen, game manager where it can track coins bosses and levels and stuff and a game over screen, now I just need to finish implementing then into the actual game so they come onto the screen at the correct time and the buttons work, I am also planning to add more sprites to the game and start working on the first boss
devlog #12 im going to be honest this devlog is like 4 days’ worth of 30-minute stuff i think i showed everything i added but i can’t remember (stupid me) what i do know is that i have started and failed at a moving background with like 6 layers and attempted to make themes which I’ll explain/ show why at a later date but i think that is it (let’s not make this mistake again)
Devlog #13 added multiple things like new enemy to a point haven’t actually made the script yet. fixed and added the themes for the home and game over screen with there being two cave and village, with music on the way. I also added new attacks for the player where it has air attacks where it freezes and then accelerates down to deal more damage that is basically it it was mostly the player script that was a pain
devlog #14 worked on the tutorial level with text on how to play movement etc, also added 4 new enemies 3 bosses and one normal enemy but will keep them a secret untill i utalise them
devlog #15 so i think the game is finally finished its not as long as i wanted nor was i able to get the twist to work (i can’t 3d design very well) and I have lost the passion to work on the game it is a finished version playable takes about 10 minutes for those who want to but id rather have a finished playable version for everyone who would wanna play it then just leave it but basically it has 3 levels tutorial and then 2 main levels they are short but they all have boss battles and some form of enemy there is music, SFX and all, and backgrounds, there is a title screen and a portal to transport you from level to level once you finish there is a you win screen with a button to return to main menu there is themes and everything
Ships:
its a short platformer that has three levels and much more see past devlogs for more details...
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1793112552.9947276
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1793198952.9947276
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41870
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World Food Explore by @theodora | Stardance
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theodora
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1
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29.0
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479
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T19:12:35Z", "hours": 29.0, "multiplier": 13.73, "payout": 479, "blessing": "neutral", "text": "World Food Explorer🌍🍜 This is an interactive way to explore the world’s food. Spin a 3D globe on desktop, pan a 2D map on mobile, tap a city and discover its signature dish and where to actually go eat it. Live demo: https://theodora-sin.github.io/World-Food-Explore/ Features: 🌍 3D globe (desktop) / 2D map (mobile) — automatically switches based on screen width, so the experience fits any device 📍 Tap any city to open a food card: dish photo, description, cuisine type, meal course, and a recommended restaurant with address + Google Maps link 🔍 Search by city name, country, dish, or cuisine type; when it does not match, it will show “no matches” 🎲 Surprise Me — jumps to a random city (with a “spin then land” flourish on the 3D globe) 📍 Near Me — uses your device’s location to find and fly to the closest city in the dataset ★ Favourites — save cities to revisit later, stored locally in your browser 🕘 History — a running timeline of the last 10 cities you’ve explored this session 👋 Start screen with instructions and character guides, shown on first loading screen Data Structure: Each city in the dataset follow this shape: cityName country latitude longitude Type of Cuisine (Chinese, Western, Italian, etc.) dish_name course (e.g. Main,Dessert, Brunch,B reakfast) A photo of the famous dish A short description of the famous dish Name of the restaurant which served this dish priceRange ($, $$, $$$) address hyperlink to Google Maps Tech Stack: globe.gl — 3D globe rendering (built on Three.js) Leaflet + Leaflet.markercluster — 2D map and marker clustering CARTO Dark Matter tiles — dark map theme matching the 3D globe’s aesthetic Vanilla JavaScript (ES modules) — no framework or build step; every feature is a small, focused module localStorage — persists favourites across visits Browser Geolocation API — powers the Near Me feature No backend, no database, no build tooling — the whole thing is static files, deployed via GitHub Pages. AI Usage: AI was used to assist with development — debugging code, explaining errors, and helping me think through what users would actually want from the experience. The concept, design direction, and feature decisions were all mine.", "repo": "https://github.com/theodora-sin/World-Food-Explore", "demo": "https://theodora-sin.github.io/World-Food-Explore/"}]...
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[{"post_id": 39631, "ts": "202 [{"post_id": 39631, "ts": "2026-08-02T19:10:30Z", "hours": 7.2236, "text": "Devlog #4 Final data were added to the Americas globe to cover the entire globe. It does not include all cities in the world, but it at least offers good representation of cuisine from around the world. Today’s main focus was adding the timeline, the Near Me button, and the start screen with favicon— the last few features on my list before shipping. This is the day when the project goes live. Thanks for following and supporting the project!"}, {"post_id": 39038, "ts": "2026-08-01T18:27:12Z", "hours": 6.3644, "text": "Devlog #3 Added some new cities in Africa to our dataset, going further than just covering Asia and Europe. The main highlight of today’s work was improving the 2D mobile interface, where the city card now appears with a slide-up animation from the bottom and is dismissed with a swipe-down action, not only a close button. But I also added three new features, working simultaneously for the 2D map and 3D globe: Search bar – search by city name, dish or cuisine Surprise me – navigate to some random city Favourites – mark your favourite city with a star, and open the list of saved cities (locally stored in the browser) later That’s all for today’s developer log, will see you in the next one."}, {"post_id": 38372, "ts": "2026-07-31T18:33:30Z", "hours": 7.1633, "text": "Devlog #2 Today I started working on my project. I made a map based on Leaflet.js that people can interact with. When people look at the site on their phones, they will see the 2D map. But if they are using a screen like a computer and the screen is wider than 768 pixels, then they will see a 3D globe instead of the 2D map. I have been putting places on my map. Today I worked on Asia and Europe. I also drew the favicon by hand. That’s it for today’s devlog. Thanks for reading, and see you in the next update!"}, {"post_id": 37807, "ts": "2026-07-30T19:12:04Z", "hours": 8.3539, "text": "Devlog #1 Today I made a start on the project by creating a cool interactive 3D globe using Globe.gl. The application is built around three things: City (on the globe:) cityName country Use the pin to pinpoint the exact location using longitude and latitude Cuisine: Type of Cuisine (Chinese, Western, Italian, etc.) dish_name course (e.g. Main, Dessert, Brunch, Breakfast) A photo of the famous dish A short description of the famous dish Place: Name of the restaurant which served this dish priceRange ($, $$, $$$) address hyperlink to Google Maps Each cuisine links to recommended places where users can try authentic local food."}]...
|
Title: World Food Explore by @theodora | Stardance Title: World Food Explore by @theodora | Stardance
Devlogs:
Devlog #1 Today I made a start on the project by creating a cool interactive 3D globe using Globe.gl. The application is built around three things: City (on the globe:) cityName country Use the pin to pinpoint the exact location using longitude and latitude Cuisine: Type of Cuisine (Chinese, Western, Italian, etc.) dish_name course (e.g. Main, Dessert, Brunch, Breakfast) A photo of the famous dish A short description of the famous dish Place: Name of the restaurant which served this dish priceRange ($, $$, $$$) address hyperlink to Google Maps Each cuisine links to recommended places where users can try authentic local food.
Devlog #2 Today I started working on my project. I made a map based on Leaflet.js that people can interact with. When people look at the site on their phones, they will see the 2D map. But if they are using a screen like a computer and the screen is wider than 768 pixels, then they will see a 3D globe instead of the 2D map. I have been putting places on my map. Today I worked on Asia and Europe. I also drew the favicon by hand. That’s it for today’s devlog. Thanks for reading, and see you in the next update!
Devlog #3 Added some new cities in Africa to our dataset, going further than just covering Asia and Europe. The main highlight of today’s work was improving the 2D mobile interface, where the city card now appears with a slide-up animation from the bottom and is dismissed with a swipe-down action, not only a close button. But I also added three new features, working simultaneously for the 2D map and 3D globe: Search bar – search by city name, dish or cuisine Surprise me – navigate to some random city Favourites – mark your favourite city with a star, and open the list of saved cities (locally stored in the browser) later That’s all for today’s developer log, will see you in the next one.
Devlog #4 Final data were added to the Americas globe to cover the entire globe. It does not include all cities in the world, but it at least offers good representation of cuisine from around the world. Today’s main focus was adding the timeline, the Near Me button, and the start screen with favicon— the last few features on my list before shipping. This is the day when the project goes live. Thanks for following and supporting the project!
Ships:
World Food Explorer🌍🍜 This is an interactive way to explore the world’s food. Spin a 3D globe on desktop, pan a 2D map on mobile, tap a city and discover its signature dish and where to actually go eat it. Live demo: https://theodora-sin.github.io/World-Food-Explore/ Features: 🌍 3D globe (desktop) / 2D map (mobile) — automatically switches based on screen width, so the experience fits any device 📍 Tap any city to open a food card: dish photo, description, cuisine type, meal course, and a recommended restaurant with address + Google Maps link 🔍 Search by city name, country, dish, or cuisine type; when it does not match, it will show “no matches” 🎲 Surprise Me — jumps to a random city (with a “spin then land” flourish on the 3D globe) 📍 Near Me — uses your device’s location to find and fly to the closest city in the dataset ★ Favourites — save cities to revisit later, stored locally in your browser 🕘 History — a running timeline of the last 10 cities you’ve explored this session 👋 Start screen with instructions and character guides, shown on first loading screen Data Structure: Each city in the dataset follow this shape: cityName country latitude longitude Type of Cuisine (Chinese, Western, Italian, etc.) dish_name course (e.g. Main,Dessert, Brunch,B reakfast) A photo of the famous dish A short description of the famous dish Name of the restaurant which served this dish priceRange ($, $$, $$$) address hyperlink to Google Maps Tech Stack: globe.gl — 3D globe rendering (built on Three.js) Leaflet + Leaflet.markercluster — 2D map and marker clustering CARTO Dark Matter tiles — dark map theme matching the 3D globe’s aesthetic Vanilla JavaScript (ES modules) — no framework or build step; every feature is a small, focused module localStorage — persists favourites across visits Browser Geolocation API — powers the Near Me feature No backend, no database, no build tooling — the whole thing is static files, deployed via GitHub Pages. AI Usage: AI was used to assist with development — debugging code, explaining errors, and helping me think through what users would actually want from the experience. The concept, design direction, and feature decisions were all mine....
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1793091277.0334265
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1793177677.0334265
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42942
|
PikaOS by @notvedansh | Stardance
|
notvedansh
|
1
|
29.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T08:32:02Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The main idea behind this project was to make an operating system with a virtual assistant, so I chose Pikachu as the main theme. Now, for the cool features: the Pikachu assistant can move on your screen. Clicking it will make it stop, and it will open a panel where you can type things from a selected range of inputs that will make Pikachu do the certain things I have written about in my devlogs; you can see those. Well, it also has a terminal and a file manager which are fully functional. The main thing I see from this project is a base for version 2 of the project. I have a set of goals which I would complete in the next version. I think I learned a lot from handling the CMake errors; at least, I think almost every time I compiled the code, I had at least atleast one error. And yh i think that’s it.", "repo": "https://github.com/vedansh201/PikaOS", "demo": "https://github.com/vedansh201/PikaOS/releases/tag/Version-1"}]...
|
[{"post_id": 74985, "ts": "202 [{"post_id": 74985, "ts": "2026-09-28T19:35:22Z", "hours": 1.5372, "text": "#Final Devlog Alright so yeah you all haven’t heard from me in a while now, and I am very,, very sorry for that like I couldn’t manage a project of this level with my daily life and there were some family complications. But long story short, I created version 1 of this operating system. Now it’s not fancy and does not have all the desired features i promised it would have, but it’s version 1 so yeah. There will be new versions of this, and I think the next version will be the final version of it. I am proud of it what i have made, like, most of my time was wasted in handling the cmake errors so yeah, but still I think it has the perfect base for upcoming features. And for what i did to complete it - i did all the wiring of the system like i completed the main base and did the panel work so like now when we click the start button it opens a panel with two options file manager and terminal. So yeah, that’s it, guys: version 1 of PikaOS is finally complete."}, {"post_id": 60166, "ts": "2026-09-02T11:43:24Z", "hours": 8.6597, "text": "Devlog 6 Well, every Operating system needs a file manager, so I completed one. It now has folder navigation, sidebar locations, creating files and folders, renaming, deleting, properties, right-click menus, multi-selection, and multi-file copy/cut/paste. I have added it to the assistant so that typing “open files” will open the file manager. Now I will add more features to this, but I want to complete the base of the whole O.S. first. I had to handle so many CMake errors; handling them took most of my time."}, {"post_id": 52281, "ts": "2026-08-22T12:01:52Z", "hours": 5.48, "text": "Devlog 5 Well sorry for the late devlog i was little busy with my school life. The good thing is the terminal is now finally ready in the operating system. I initially had the terminal running Bash through QProcess, which worked for simple commands, but it had limitations. Things like Ctrl+C, interactive programs, terminal formatting, and commands such as ping weren’t behaving like they would in a real terminal. So I switched to a PTY (pseudo-terminal) approach using Linux’s forkpty(). Last time u saw the assistant working, I also connected my assistant to this terminal, not the Konsole which I was using earlier. Also sorry for the vid quality and voice"}, {"post_id": 44732, "ts": "2026-08-10T17:52:16Z", "hours": 3.9169, "text": "Devlog 4 So I don’t think I have mentioned why I’m tinkering with a Pikachu image. So I think it’s time to reveal to you my plan for this operating system. I wanted my operating system to have an assistant that would help with small tasks such as creating folders open terminal. So, like now, when you click Pikachu, you will open a dialogue box in which you can type things. ** FEW FUNCTIONS IT CAN DO RIGHT NOW ** –> It can open the terminal. –> It can tell the battery status. –> It can tell the date and time. –> It can create files and folders. –> It has a help command too, so that if you want to know what things it can do. Now, what happens when you type something it doesn’t understand? It says, “I don’t know this command”. I will be improving the assistant more in the upcoming days, but setting up the logic for this much part only is exhausting."}, {"post_id": 42787, "ts": "2026-08-07T17:52:08Z", "hours": 3.2186, "text": "Devlog 3 So, over the last two days, I spent making Pikachu move left to right; I mean, now Pikachu can move a random distance in a random time. He can move 50 pixels in the left direction and then wait for some random time and then start moving again in random directions. Also, it flips the image, so if it moves left, the image gets flipped, and up and down motion is as it is. Now this may seem very little, but trust me, the level of errors I have encountered is crazy. Here is a video attached. ignore the vid quality."}, {"post_id": 41232, "ts": "2026-08-05T09:40:04Z", "hours": 2.2336, "text": "Devlog 2 So after spending a considerable amount of time thinking about which thing to start from, I went with polishing the Pikachu transparent image I have on the desktop. So now it is draggable!! And you can drag it from one place to another. I also added a simple up-and-down animation to it. So now the image moves up and down, and once you drag it to some other place, it will do the same at that place too. My plan for it is that after this, I will add walking, sleeping and idle motion. PS - sorry for the video quality."}, {"post_id": 40806, "ts": "2026-08-04T15:53:23Z", "hours": 3.6608, "text": "#Devlog 1 So I planned to build an operating system that is built around my favourite Pokémon, Pikachu. I am building it in Oracle VirtualBox. I will mainly use C++ for this because they are faster and also because I want to build something using my C++ skills. So what I did is not that interesting: I set up my vbox, installed git and connected hackatime to it. What I actually coded: Created a dedicated Pikachuwidget Loaded the sprite through Qt’s resource system Fixed resource loading issues and CMake errors I downloaded an image from browser that is transparent and added it to the desktop layer of pikashell. I also added functions so that it shows the time in the panel. Now I know it sounds simple, but it took me lots of time to figure out why the image is not showing up on the desktop layer."}]...
|
Title: PikaOS by @notvedansh | Stardance
Devlogs: Title: PikaOS by @notvedansh | Stardance
Devlogs:
#Devlog 1 So I planned to build an operating system that is built around my favourite Pokémon, Pikachu. I am building it in Oracle VirtualBox. I will mainly use C++ for this because they are faster and also because I want to build something using my C++ skills. So what I did is not that interesting: I set up my vbox, installed git and connected hackatime to it. What I actually coded: Created a dedicated Pikachuwidget Loaded the sprite through Qt’s resource system Fixed resource loading issues and CMake errors I downloaded an image from browser that is transparent and added it to the desktop layer of pikashell. I also added functions so that it shows the time in the panel. Now I know it sounds simple, but it took me lots of time to figure out why the image is not showing up on the desktop layer.
Devlog 2 So after spending a considerable amount of time thinking about which thing to start from, I went with polishing the Pikachu transparent image I have on the desktop. So now it is draggable!! And you can drag it from one place to another. I also added a simple up-and-down animation to it. So now the image moves up and down, and once you drag it to some other place, it will do the same at that place too. My plan for it is that after this, I will add walking, sleeping and idle motion. PS - sorry for the video quality.
Devlog 3 So, over the last two days, I spent making Pikachu move left to right; I mean, now Pikachu can move a random distance in a random time. He can move 50 pixels in the left direction and then wait for some random time and then start moving again in random directions. Also, it flips the image, so if it moves left, the image gets flipped, and up and down motion is as it is. Now this may seem very little, but trust me, the level of errors I have encountered is crazy. Here is a video attached. ignore the vid quality.
Devlog 4 So I don’t think I have mentioned why I’m tinkering with a Pikachu image. So I think it’s time to reveal to you my plan for this operating system. I wanted my operating system to have an assistant that would help with small tasks such as creating folders open terminal. So, like now, when you click Pikachu, you will open a dialogue box in which you can type things. ** FEW FUNCTIONS IT CAN DO RIGHT NOW ** –> It can open the terminal. –> It can tell the battery status. –> It can tell the date and time. –> It can create files and folders. –> It has a help command too, so that if you want to know what things it can do. Now, what happens when you type something it doesn’t understand? It says, “I don’t know this command”. I will be improving the assistant more in the upcoming days, but setting up the logic for this much part only is exhausting.
Devlog 5 Well sorry for the late devlog i was little busy with my school life. The good thing is the terminal is now finally ready in the operating system. I initially had the terminal running Bash through QProcess, which worked for simple commands, but it had limitations. Things like Ctrl+C, interactive programs, terminal formatting, and commands such as ping weren’t behaving like they would in a real terminal. So I switched to a PTY (pseudo-terminal) approach using Linux’s forkpty(). Last time u saw the assistant working, I also connected my assistant to this terminal, not the Konsole which I was using earlier. Also sorry for the vid quality and voice
Devlog 6 Well, every Operating system needs a file manager, so I completed one. It now has folder navigation, sidebar locations, creating files and folders, renaming, deleting, properties, right-click menus, multi-selection, and multi-file copy/cut/paste. I have added it to the assistant so that typing “open files” will open the file manager. Now I will add more features to this, but I want to complete the base of the whole O.S. first. I had to handle so many CMake errors; handling them took most of my time.
#Final Devlog Alright so yeah you all haven’t heard from me in a while now, and I am very,, very sorry for that like I couldn’t manage a project of this level with my daily life and there were some family complications. But long story short, I created version 1 of this operating system. Now it’s not fancy and does not have all the desired features i promised it would have, but it’s version 1 so yeah. There will be new versions of this, and I think the next version will be the final version of it. I am proud of it what i have made, like, most of my time was wasted in handling the cmake errors so yeah, but still I think it has the perfect base for upcoming features. And for what i did to complete it - i did all the wiring of the system like i completed the main base and did the panel work so like now when we click the start button it opens a panel with two options file manager and terminal. So yeah, that’s it, guys: version 1 of PikaOS is finally complete.
Ships:
The main idea behind this project was to make an operating system with a virtual assistant, so I chose Pikachu as the main theme. Now, for the cool features: the Pikachu assistant can move on your screen. Clicking it will make it stop, and it will open a panel where you can type things from a selected range of inputs that will make Pikachu do the certain things I have written about in my devlogs; you can see those. Well, it also has a terminal and a file manager which are fully functional. The main thing I see from this project is a base for version 2 of the project. I have a set of goals which I would complete in the next version. I think I learned a lot from handling the CMake errors; at least, I think almost every time I compiled the code, I had at least atleast one error. And yh i think that’s it....
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1793145338.9517605
|
1793231738.9517605
|
|
44056
|
Eng-inuity by @antellij | Stardance
|
antellij
|
2
|
29.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T04:31:28Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Introducing Enginuity! The most accurate representation of the challenges involved with engineering (like not electrocuting yourself) in a fun (hopefully) warioware inspired game. Everything is lovely and nothing is wrong… but FAILURE is NOT tolerated Do you have what it takes to beat the 5 unique minigames?", "repo": "https://github.com/antelliJ/Eng-inuity-game", "demo": "https://o7m8.itch.io/enginuity"}, {"ship_num": 2, "ts": "2026-09-05T03:41:03Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Introducing Enginuity! The most accurate representation of the challenges involved with engineering (like not electrocuting yourself) in a fun (hopefully) warioware inspired game. Everything is lovely, joyous, and nothing is wrong… but FAILURE is NOT tolerated", "repo": "https://github.com/antelliJ/Eng-inuity-game", "demo": "https://o7m8.itch.io/enginuity"}]...
|
[{"post_id": 76551, "ts": "202 [{"post_id": 76551, "ts": "2026-10-03T22:20:43Z", "hours": 2.7369, "text": "Added a new minigame here you must accurately sort the objects to train the always watching AI. But you cannot get it wrong"}, {"post_id": 76032, "ts": "2026-10-02T03:46:07Z", "hours": 0.6378, "text": "I thought making something somewhat smooth with curves would be a little hard, but its really easy to slap on a lerp and everything works decently"}, {"post_id": 76021, "ts": "2026-10-02T02:51:07Z", "hours": 1.7353, "text": "Small things that add a lot The game doesn’t end! Once all the minigames are completed, you can continue but the time gets faster over time (up to a certain point so its not completely impossible). I haven’t gotten past 12, so I haven’t quite seen the max speed for long, so maybe it is not humanely possible at that max I also procedurally made sounds so the game feels just a little more lively"}, {"post_id": 75786, "ts": "2026-10-01T04:18:13Z", "hours": 4.9367, "text": "Wow I remembered this project exists! worked on actually making lives, and added a new minigame to connect pcb traces"}, {"post_id": 63835, "ts": "2026-09-07T20:11:17Z", "hours": 0.2639, "text": "Added some more things to the readme to prep it for launch"}, {"post_id": 63677, "ts": "2026-09-07T16:38:18Z", "hours": 4.3783, "text": "I added tips just before the start of the game to make it more clear what the objective of that particular level is. To make use of the assets I made a third minigame. I also added a system to basically cache all the particles at the start, since it takes a good second for it to load on the first run, especially on web. I think I’ll properly implement the lives system once more games are added."}, {"post_id": 61925, "ts": "2026-09-05T02:58:27Z", "hours": 1.4672, "text": "Cleaned up some of the minigames and made a fitting Readme for the github before shipping"}, {"post_id": 61780, "ts": "2026-09-04T21:07:29Z", "hours": 7.2142, "text": "I have no clue what I was talking about saying I was working on foundations, because I look around and all I see is garbage. Its been a while since I’ve worked on this, but I am really baffled by what I was trying to do in the code. At least I have art for placeholder stuff, and got to actually work on the ‘game loop’. Sometimes I am genuinely concerned with what I am even attempting to make, but maybe when it all comes together the absurd plot will at least be at home with the rest of the absurdity in the game."}, {"post_id": 42905, "ts": "2026-08-07T21:12:22Z", "hours": 4.9739, "text": "Devlog 0 I’ve just started work on my entry for the warioware mission since I’ve used godot before and have always enjoyed quickfire arcade-like games. With stardance being a platform of creating technological projects, I had the ingenious idea to theme the minigames on engineering life and challenges, spawning the idea of enginuity (see what I did there) From getting wisdom from a rubber duck, to not getting electrocuted, (among more minigames I have planned) I hope that the game may be interesting of course fun what I have so far I spent a lot of time trying to get the shaders to look how I wanted, and I still think there is some changes that would have to be made in the future I started some of the logic for inputs and a foundation for the theming. I also put in some temporary art Anyways, thanks for reading this, and I hope you have a wonderful rest of your day!"}]...
|
Title: Eng-inuity by @antellij | Stardance
Devlog Title: Eng-inuity by @antellij | Stardance
Devlogs:
Devlog 0 I’ve just started work on my entry for the warioware mission since I’ve used godot before and have always enjoyed quickfire arcade-like games. With stardance being a platform of creating technological projects, I had the ingenious idea to theme the minigames on engineering life and challenges, spawning the idea of enginuity (see what I did there) From getting wisdom from a rubber duck, to not getting electrocuted, (among more minigames I have planned) I hope that the game may be interesting of course fun what I have so far I spent a lot of time trying to get the shaders to look how I wanted, and I still think there is some changes that would have to be made in the future I started some of the logic for inputs and a foundation for the theming. I also put in some temporary art Anyways, thanks for reading this, and I hope you have a wonderful rest of your day!
I have no clue what I was talking about saying I was working on foundations, because I look around and all I see is garbage. Its been a while since I’ve worked on this, but I am really baffled by what I was trying to do in the code. At least I have art for placeholder stuff, and got to actually work on the ‘game loop’. Sometimes I am genuinely concerned with what I am even attempting to make, but maybe when it all comes together the absurd plot will at least be at home with the rest of the absurdity in the game.
Cleaned up some of the minigames and made a fitting Readme for the github before shipping
I added tips just before the start of the game to make it more clear what the objective of that particular level is. To make use of the assets I made a third minigame. I also added a system to basically cache all the particles at the start, since it takes a good second for it to load on the first run, especially on web. I think I’ll properly implement the lives system once more games are added.
Added some more things to the readme to prep it for launch
Wow I remembered this project exists! worked on actually making lives, and added a new minigame to connect pcb traces
Small things that add a lot The game doesn’t end! Once all the minigames are completed, you can continue but the time gets faster over time (up to a certain point so its not completely impossible). I haven’t gotten past 12, so I haven’t quite seen the max speed for long, so maybe it is not humanely possible at that max I also procedurally made sounds so the game feels just a little more lively
I thought making something somewhat smooth with curves would be a little hard, but its really easy to slap on a lerp and everything works decently
Added a new minigame here you must accurately sort the objects to train the always watching AI. But you cannot get it wrong
Ships:
Introducing Enginuity! The most accurate representation of the challenges involved with engineering (like not electrocuting yourself) in a fun (hopefully) warioware inspired game. Everything is lovely, joyous, and nothing is wrong… but FAILURE is NOT tolerated
Introducing Enginuity! The most accurate representation of the challenges involved with engineering (like not electrocuting yourself) in a fun (hopefully) warioware inspired game. Everything is lovely and nothing is wrong… but FAILURE is NOT tolerated Do you have what it takes to beat the 5 unique minigames?...
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1793234856.4238887
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1793321256.4238887
|
|
45746
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JOURNALMIGRATION_TEST by @qcoral | Stardance
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qcoral
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0
|
29.0
|
0
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[]
|
[{"post_id": 43559, "ts": "202 [{"post_id": 43559, "ts": "2025-08-07T00:00:00Z", "hours": 4.0, "text": "I like to order my days chronologically, but a couple weeks have passed! Now I’ve receive my boards and just have to solder them and assemble it. So first things first, I whipped out all the soldering stuff. I like to use my trusty pinecil with resin core leaded solder and then I use some wire cutters to cut off the strands. Something I learned about doing the neopixels, especially SMD like this, is to tin the pads, and then bend the leads so that they touch all the pads, and then just touch the solder to the pads, works very nicely. Anyways, the boards turned out very nice, and then I added some github keycaps onto them. Next I needed to assemble the case. I just glued the walls onto the sides nicely, and then I actually forgot to get the top part of my case printed, so I used duck tape to like hold it in place, and I feel like it turned out pretty nice. I skipped on the acrylic for now, but all stuff I need to do when I get back from my vacation: And then I just simply uploaded my code, and booted up the XIAO using the UF2 from the circuit python website, and it was ready to go! I’m a bit sad I didn’t get the neopixels to work in time for my trip, but I’ll get them working eventually!"}, {"post_id": 43557, "ts": "2025-07-08T00:00:00Z", "hours": 6.0, "text": "Now I’ve never used Blender before, but I really want to render my case and PCB. But before that, I have to update my KiCad! And it may have taken me way too long, but after 2 hours, I’ve updated KiCad. Now I can export the PCB with silkscreen (brand new feature!!) and add it to blender alongside my case. I’ve also added this cool blueprint effect on the plane I’ve put my model on which will look really futuristic in the render. To do this, I just used a wireframe on the plane and then gave them 2 different meshes. Now all this stuff took way longer than I’m making it seem but yeah that’s basically what I did. Next I added all the meshes and rendered everything, I couldn’t figure out lighting so I may or may not have just used the photo’s from the render without light. And there’s our render completed!"}, {"post_id": 43556, "ts": "2025-07-05T00:00:00Z", "hours": 4.0, "text": "Next I need to customize the PCB so that it looks rlly cool inside of the case. I wanna go for like exposed trace with cyberpunk drawings style. I used the case DXF as a reference point, and then used figma to draw the lines. Then I just add the image properly scaled to kicad. Now I completely forgot to add the neopixels so let me do that real quick. Rewired + new schematic. Next I did the firmware. It was really simple, just some python with KMK. Next I completely forgot but I needed a USB port so I added that in. Then I’ll just add the bolt heads and such, and we’re done with the case!"}, {"post_id": 43558, "ts": "2025-07-05T00:00:00Z", "hours": 2.0, "text": "Now I needed to add all of this to GitHub, I left everything pretty organized so it won’t be too much of a hassle! I pretty much have everything in there except for the production files so let’s add those! First I’m going to add all my CAD files, I’m going to put all the separate files I need to 3D print, I have to separate all of the different parts to 3D print, but it’s not too complicated so I got through with relative ease. Next I need the production files, all the files I need to actually make my PCB. This is just the: All PCB gerbers, drills, pick and place, etc. All 3D printed parts All firmware So I just moved my CAD folder into this new one, move the firmware file, and then made a ZIP file with all the gerbers and stuff. And then finally, I had to add a new CAD folder with just my full case and then I also added my Onshape link as a txt just for the people that are looking there. And that is actually everything!"}, {"post_id": 43555, "ts": "2024-07-01T00:00:00Z", "hours": 8.0, "text": "Now I’m going to start modelling the case, I’m going to give about 1cm total on each side just as a placeholder and then I’m going to model the main interior of the bottom I want to go for. Now that I have this base, I’m going to add some designs along the side. I like the way the graphics card is done, so I’m going to do something similar to that. Now I kind of want to go with a polarizing like effect which will go with the top of my case: Now I kind of want to with with some other designs just to fill the space, I’ll look into the graphics card design a bit more and kind of go off that. And now I have a really col base to go off of: Now I’m going to make the shapes a bit more complicated to give it some detail. Now it’s looking sick. Now I really like this style where there’s details on the top and bottom, and circles where all the divits are, so I’m going to first add the cool bottom and top details. And the minor details are really starting to add up. Now I want some of those extra thin lines. It’s starting to look incredible! Next I added the circles and the logo. The logo is done in inkscape with the Cynata font. Next I added some walls to it, and then created the plate and top plate. Now I’m going to start working on the side designs. I want them to be pretty similar to the GPU design and then make the top like the PC. Anyways next I added the side designs, I’ve mirrored each side onto the other side for simplicity and it’s looking even better now! Now I kind of have to figure out what I want to do for the top. I really like this style and kind of want to go for something similar. I might actually play around with my hackpad colors too, maybe a different color would look better like this green or something. Anyways next I’m going to work on the top. I don’t actually have anything in mind, so I’m just going to kind of stick to the same style for now and add more detail later. And that looks fitting but still now exactly what I want. I really want to see what it would look like if I put a piece of acrylic over the gap now. This took a long time and I’m sorry I didn’t journal all of it, but I added a knob, the acrylic and some text on the bottom. Looking absolutely insane now. But we are not finished, nowhere near the craziness I want. Next I’m going to add all the extra little things to give it dimension. I also refined the design a bit so it’s easier to print and it looks pretty good."}, {"post_id": 43554, "ts": "2024-06-30T00:00:00Z", "hours": 5.0, "text": "The Cyber Pad is going to be an extremely futuristic looking macropad. It’s going to be a test of my design skills and just a fun side project I want to build. I really like the cyberpunk aesthetic and want to make a series of projects that go with the theme, maybe ending up with a cyberpunk themed 3D printer. Anyways first I’m going to do some drawing and brainstorming on how I want this thing to look. Anyways this is my main inspiration that I spent some time on, I really like the buttons like this so I think I’m going to leave it like that. I don’t want any OLED’s or anything because I feel like that ruins the vibe so I’m going simple with a major focus on the design. Also this design seems quite blocky but the actual thing will be nice and round. Now let’s whip up a quick schematic. I’m trying to stick to best practices possible and I’m going to do the neopixels once I’m done my case! Now time to do the PCB, took me quite a long time because I was figuring out some footprint and alignment stuff."}]...
|
Title: JOURNALMIGRATION_TEST by @qcoral | Stardanc Title: JOURNALMIGRATION_TEST by @qcoral | Stardance
Devlogs:
The Cyber Pad is going to be an extremely futuristic looking macropad. It’s going to be a test of my design skills and just a fun side project I want to build. I really like the cyberpunk aesthetic and want to make a series of projects that go with the theme, maybe ending up with a cyberpunk themed 3D printer. Anyways first I’m going to do some drawing and brainstorming on how I want this thing to look. Anyways this is my main inspiration that I spent some time on, I really like the buttons like this so I think I’m going to leave it like that. I don’t want any OLED’s or anything because I feel like that ruins the vibe so I’m going simple with a major focus on the design. Also this design seems quite blocky but the actual thing will be nice and round. Now let’s whip up a quick schematic. I’m trying to stick to best practices possible and I’m going to do the neopixels once I’m done my case! Now time to do the PCB, took me quite a long time because I was figuring out some footprint and alignment stuff.
Now I’m going to start modelling the case, I’m going to give about 1cm total on each side just as a placeholder and then I’m going to model the main interior of the bottom I want to go for. Now that I have this base, I’m going to add some designs along the side. I like the way the graphics card is done, so I’m going to do something similar to that. Now I kind of want to go with a polarizing like effect which will go with the top of my case: Now I kind of want to with with some other designs just to fill the space, I’ll look into the graphics card design a bit more and kind of go off that. And now I have a really col base to go off of: Now I’m going to make the shapes a bit more complicated to give it some detail. Now it’s looking sick. Now I really like this style where there’s details on the top and bottom, and circles where all the divits are, so I’m going to first add the cool bottom and top details. And the minor details are really starting to add up. Now I want some of those extra thin lines. It’s starting to look incredible! Next I added the circles and the logo. The logo is done in inkscape with the Cynata font. Next I added some walls to it, and then created the plate and top plate. Now I’m going to start working on the side designs. I want them to be pretty similar to the GPU design and then make the top like the PC. Anyways next I added the side designs, I’ve mirrored each side onto the other side for simplicity and it’s looking even better now! Now I kind of have to figure out what I want to do for the top. I really like this style and kind of want to go for something similar. I might actually play around with my hackpad colors too, maybe a different color would look better like this green or something. Anyways next I’m going to work on the top. I don’t actually have anything in mind, so I’m just going to kind of stick to the same style for now and add more detail later. And that looks fitting but still now exactly what I want. I really want to see what it would look like if I put a piece of acrylic over the gap now. This took a long time and I’m sorry I didn’t journal all of it, but I added a knob, the acrylic and some text on the bottom. Looking absolutely insane now. But we are not finished, nowhere near the craziness I want. Next I’m going to add all the extra little things to give it dimension. I also refined the design a bit so it’s easier to print and it looks pretty good.
Now I needed to add all of this to GitHub, I left everything pretty organized so it won’t be too much of a hassle! I pretty much have everything in there except for the production files so let’s add those! First I’m going to add all my CAD files, I’m going to put all the separate files I need to 3D print, I have to separate all of the different parts to 3D print, but it’s not too complicated so I got through with relative ease. Next I need the production files, all the files I need to actually make my PCB. This is just the: All PCB gerbers, drills, pick and place, etc. All 3D printed parts All firmware So I just moved my CAD folder into this new one, move the firmware file, and then made a ZIP file with all the gerbers and stuff. And then finally, I had to add a new CAD folder with just my full case and then I also added my Onshape link as a txt just for the people that are looking there. And that is actually everything!
Next I need to customize the PCB so that it looks rlly cool inside of the case. I wanna go for like exposed trace with cyberpunk drawings style. I used the case DXF as a reference point, and then used figma to draw the lines. Then I just add the image properly scaled to kicad. Now I completely forgot to add the neopixels so let me do that real quick. Rewired + new schematic. Next I did the firmware. It was really simple, just some python with KMK. Next I completely forgot but I needed a USB port so I added that in. Then I’ll just add the bolt heads and such, and we’re done with the case!
Now I’ve never used Blender before, but I really want to render my case and PCB. But before that, I have to update my KiCad! And it may have taken me way too long, but after 2 hours, I’ve updated KiCad. Now I can export the PCB with silkscreen (brand new feature!!) and add it to blender alongside my case. I’ve also added this cool blueprint effect on the plane I’ve put my model on which will look really futuristic in the render. To do this, I just used a wireframe on the plane and then gave them 2 different meshes. Now all this stuff took way longer than I’m making it seem but yeah that’s basically what I did. Next I added all the meshes and rendered everything, I couldn’t figure out lighting so I may or may not have just used the photo’s from the render without light. And there’s our render completed!
I like to order my days chronologically, but a couple weeks have passed! Now I’ve receive my boards and just have to solder them and assemble it. So first things first, I whipped out all the soldering stuff. I like to use my trusty pinecil with resin core leaded solder and then I use some wire cutters to cut off the strands. Something I learned about doing the neopixels, especially SMD like this, is to tin the pads, and then bend the leads so that they touch all the pads, and then just touch the solder to the pads, works very nicely. Anyways, the boards turned out very nice, and then I added some github keycaps onto them. Next I needed to assemble the case. I just glued the walls onto the sides nicely, and then I actually forgot to get the top part of my case printed, so I used duck tape to like hold it in place, and I feel like it turned out pretty nice. I skipped on the acrylic for now, but all stuff I need to do when I get back from my vacation: And then I just simply uploaded my code, and booted up the XIAO using the UF2 from the circuit python website, and it was ready to go! I’m a bit sad I didn’t get the neopixels to work in time for my trip, but I’ll get them working eventually!...
|
1792634063.1375978
|
1793238863.1375978
|
|
50910
|
NET GROUND BOOKING by @Tallurisaikumar | Stardance
|
Tallurisaikumar
|
1
|
29.0
|
164
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T18:24:52Z", "hours": 29.0, "multiplier": 5.63, "payout": 164, "blessing": "neutral", "text": "complete my project NET GROUND BOOKING", "repo": "https://github.com/tallurisai9346-beep/NET-GROUNDS-BOOKING-", "demo": "https://net-grounds-booking.vercel.app/"}]...
|
[{"post_id": 51193, "ts": "202 [{"post_id": 51193, "ts": "2026-08-20T18:18:09Z", "hours": 2.6253, "text": "finally my net ground booking complete☺️"}, {"post_id": 51073, "ts": "2026-08-20T15:38:02Z", "hours": 1.3367, "text": "adding person ditals page and time slotes"}, {"post_id": 50740, "ts": "2026-08-20T02:52:55Z", "hours": 6.6217, "text": "iam add daily mini challengs"}, {"post_id": 50536, "ts": "2026-08-19T18:42:04Z", "hours": 4.7219, "text": "iam adding new features like pick your game"}, {"post_id": 50293, "ts": "2026-08-19T13:26:09Z", "hours": 2.8, "text": "my net ground booking main page is just now complete"}, {"post_id": 50042, "ts": "2026-08-19T02:22:07Z", "hours": 7.3147, "text": "after some hours iam add the login page and background image in only frountend it work"}, {"post_id": 49797, "ts": "2026-08-18T18:51:34Z", "hours": 1.4839, "text": "just now add background colour and some founts"}, {"post_id": 49725, "ts": "2026-08-18T17:10:31Z", "hours": 2.0003, "text": "sum more basic HTML coading is complete some more is left"}, {"post_id": 49623, "ts": "2026-08-18T14:45:04Z", "hours": 0.2694, "text": "just few min back iam start the creat web sit"}]...
|
Title: NET GROUND BOOKING by @Tallurisaikumar | St Title: NET GROUND BOOKING by @Tallurisaikumar | Stardance
Devlogs:
just few min back iam start the creat web sit
sum more basic HTML coading is complete some more is left
just now add background colour and some founts
after some hours iam add the login page and background image in only frountend it work
my net ground booking main page is just now complete
iam adding new features like pick your game
iam add daily mini challengs
adding person ditals page and time slotes
finally my net ground booking complete☺️
Ships:
complete my project NET GROUND BOOKING...
|
1792875194.8440971
|
1793739194.8440971
|
|
55334
|
Solar System Simulation by @CyberIntruder | Starda Solar System Simulation by @CyberIntruder | Stardance...
|
CyberIntruder
|
1
|
29.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T15:19:05Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web application that simulates our solar system. At first, I wanted to make a satellite tracker app with a realistic earth model, but after a while I decided I wanted to have also other planets in the background, so I started working on that. I also wanted the moon, so I added moons to all planets, and soon enough a whole solar system simulation was born. Later I decided it would be cool to simulate solar and lunar eclipses, but when I tried it, the moon and earth didn’t align at all, so of course I had to fix it. And I also did. At this point I decided that I’m not making a satellite tracker app, so I transitioned to the solar system simulation app. I specifically wanted realistic distances between planets, moons, etc. to show the massive difference there is, and I added the ability to view all planets from close up and also the whole solar system. At this point the UI still looked terrible, I’m a really bad UI designer, so I decided to use my free three prompts to claude opus 4.8 for exactly this. After that I cleaned up the code and the project was finished!", "repo": "https://github.com/anton2026gamca/solar-system-simulation", "demo": "https://anton2026gamca.github.io/solar-system-simulation/"}]...
|
[{"post_id": 70128, "ts": "202 [{"post_id": 70128, "ts": "2026-09-18T14:54:38Z", "hours": 0.3925, "text": "I deployed the project to github pages, added an icon, and added this image to the README"}, {"post_id": 70102, "ts": "2026-09-18T13:47:13Z", "hours": 5.7144, "text": "I polished the UI with the help of some AI, it looks way better now in my opinion. I also optimized the app a lot by for example downscaling the textures and optimizing some parts of the code, and it loads now a lot faster than before. Then I added a texture to the moon and seasonal textures to earth that change based on what month it is."}, {"post_id": 63670, "ts": "2026-09-07T16:32:39Z", "hours": 9.2492, "text": "Firstly I fixed some major errors in the solar system simulation, like the planets spinning in the wrong direction, the earth not aligning it’s rotation with the sun correctly, etc. Other than that I improved the UI a little bit, it now also shows the current time in the simulation and I also added a toggle for the orbit paths when the earth is focused. Then I added these lines that show the tilt of planets. I also improved the sun’s shader so it looks better and changed the earth’s atmosphere shader so it doesn’t display those jumps as it did before. (PS: Did you know Uranus has for some reason a massive 98 degree tilt like this?)"}, {"post_id": 58373, "ts": "2026-08-30T19:40:19Z", "hours": 9.3211, "text": "I made a simulation of our solar system. It isn’t extremely precise, because when I tested some solar eclipses, it didn’t align completely (well it didn’t align at all…), but I want to improve this in the future. I did use a lot of AI to help me with the position and rotation calculation system, because that was a lot of complex math and it would take me ages to get something working 🙏 . After that I reworked the earth scene to display this more realistic model of earth and hide the orbit paths when I focus it. I also added some movement to the clouds, it looks much better when they move at least somehow."}, {"post_id": 57076, "ts": "2026-08-29T05:07:46Z", "hours": 4.2178, "text": "I didn’t have an idea of what I want to make at the start, so I naturally asked AI. One of the first ideas it gave me was this satellite tracker web app thing, so I decided to start doing that. After some time though I decided to make firstly a super realistic scene with earth, so I worked on that. It’s not done yet, not even close, but I’m slowly getting there! (PS: There’s also a moon in the screenshot!)"}]...
|
Title: Solar System Simulation by @CyberIntruder | Title: Solar System Simulation by @CyberIntruder | Stardance
Devlogs:
I didn’t have an idea of what I want to make at the start, so I naturally asked AI. One of the first ideas it gave me was this satellite tracker web app thing, so I decided to start doing that. After some time though I decided to make firstly a super realistic scene with earth, so I worked on that. It’s not done yet, not even close, but I’m slowly getting there! (PS: There’s also a moon in the screenshot!)
I made a simulation of our solar system. It isn’t extremely precise, because when I tested some solar eclipses, it didn’t align completely (well it didn’t align at all…), but I want to improve this in the future. I did use a lot of AI to help me with the position and rotation calculation system, because that was a lot of complex math and it would take me ages to get something working 🙏 . After that I reworked the earth scene to display this more realistic model of earth and hide the orbit paths when I focus it. I also added some movement to the clouds, it looks much better when they move at least somehow.
Firstly I fixed some major errors in the solar system simulation, like the planets spinning in the wrong direction, the earth not aligning it’s rotation with the sun correctly, etc. Other than that I improved the UI a little bit, it now also shows the current time in the simulation and I also added a toggle for the orbit paths when the earth is focused. Then I added these lines that show the tilt of planets. I also improved the sun’s shader so it looks better and changed the earth’s atmosphere shader so it doesn’t display those jumps as it did before. (PS: Did you know Uranus has for some reason a massive 98 degree tilt like this?)
I polished the UI with the help of some AI, it looks way better now in my opinion. I also optimized the app a lot by for example downscaling the textures and optimizing some parts of the code, and it loads now a lot faster than before. Then I added a texture to the moon and seasonal textures to earth that change based on what month it is.
I deployed the project to github pages, added an icon, and added this image to the README
Ships:
I made a web application that simulates our solar system. At first, I wanted to make a satellite tracker app with a realistic earth model, but after a while I decided I wanted to have also other planets in the background, so I started working on that. I also wanted the moon, so I added moons to all planets, and soon enough a whole solar system simulation was born. Later I decided it would be cool to simulate solar and lunar eclipses, but when I tried it, the moon and earth didn’t align at all, so of course I had to fix it. And I also did. At this point I decided that I’m not making a satellite tracker app, so I transitioned to the solar system simulation app. I specifically wanted realistic distances between planets, moons, etc. to show the massive difference there is, and I added the ability to view all planets from close up and also the whole solar system. At this point the UI still looked terrible, I’m a really bad UI designer, so I decided to use my free three prompts to claude opus 4.8 for exactly this. After that I cleaned up the code and the project was finished!...
|
1793145134.6055622
|
1793231534.6055622
|
|
65010
|
Music OS by @lantern | Stardance
|
lantern
|
2
|
29.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T06:42:56Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "MusicOS is a complete web-based operating system. Files that you create or save persist across reloads. One app can have multiple windows, windows can be minimised, can be brought to the front, and the app itself can be quit (meaning all windows are closed). Windows can be fullscreened, minimised, or closed. Windows can be resized by holding and dragging the bottom right corner. The camera app stores files directly on the desktop, files can be renamed, named, created, deleted (sent to trash). All these operations can be performed via the file manager, RIGHT CLICK to see available options, the whole operating system uses a custom context menu! (when in doubt, right click ) AceEditor allows you to save files in different formats WITH syntax highlighting. Music OS has a collection consisting of 3 games, present on the Games folder on the Desktop. (MiniClip’s 8 Ball Pool, a Doom knockoff, and BlockWorlds)", "repo": "https://github.com/13513ji/Music-OS", "demo": "https://13513ji.github.io/Music-OS/"}, {"ship_num": 2, "ts": "2026-09-23T16:40:09Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my very first Web OS project . This is called Music OS simple and easy to use musician based theme , with really hard worked animation and theme. It has following features:- App minimising App fullscreen Camera App Calculator App Web Browser Settings App (customisable background) Multi-window support", "repo": "https://github.com/13513ji/Music-OS", "demo": "https://13513ji.github.io/Music-OS/"}]...
|
[{"post_id": 78962, "ts": "202 [{"post_id": 78962, "ts": "2026-10-12T06:26:55Z", "hours": 3.1667, "text": "Fixed the desktop, now the desktop layout is preserved throughout reloads and stuff. This was annoying me quite a bit so glad I was able to fix it"}, {"post_id": 78714, "ts": "2026-10-11T12:01:30Z", "hours": 5.8031, "text": "Added stuff:- 3 games, present on the Games folder on the Desktop. (MiniClip’s 8 Ball Pool, a Doom knockoff, and BlockWorlds) AceEditor allows you to save files in different formats WITH syntax highlighting Files that you create or save persist across reloads which can be added or deleted(in trash)"}, {"post_id": 78251, "ts": "2026-10-10T04:36:40Z", "hours": 10.6369, "text": "My Git hub repo account was lost , had work on the project again and code everything again🥀🥀"}, {"post_id": 76959, "ts": "2026-10-05T06:39:02Z", "hours": 2.8189, "text": "The files app is here :D managed to get desktop icon dragging working (turns out I had not imported the script <- wasted a lot of time debugging) now have Ace Editor"}, {"post_id": 74785, "ts": "2026-09-28T07:43:31Z", "hours": 1.2333, "text": "Going For Web OS 2✌️ Added the terminal app"}, {"post_id": 72723, "ts": "2026-09-23T16:23:08Z", "hours": 1.8842, "text": "All added features:- features:smooth window dragging window closing, minimising, fullscreen multiple windows of the same app app state management"}, {"post_id": 72668, "ts": "2026-09-23T13:48:09Z", "hours": 1.4978, "text": "Added Context menu and dock!!"}, {"post_id": 72633, "ts": "2026-09-23T12:04:17Z", "hours": 1.2322, "text": "Finished with the startup animation!!"}]...
|
Title: Music OS by @lantern | Stardance
Devlogs:
Title: Music OS by @lantern | Stardance
Devlogs:
Finished with the startup animation!!
Added Context menu and dock!!
All added features:- features:smooth window dragging window closing, minimising, fullscreen multiple windows of the same app app state management
Going For Web OS 2✌️ Added the terminal app
The files app is here :D managed to get desktop icon dragging working (turns out I had not imported the script <- wasted a lot of time debugging) now have Ace Editor
My Git hub repo account was lost , had work on the project again and code everything again🥀🥀
Added stuff:- 3 games, present on the Games folder on the Desktop. (MiniClip’s 8 Ball Pool, a Doom knockoff, and BlockWorlds) AceEditor allows you to save files in different formats WITH syntax highlighting Files that you create or save persist across reloads which can be added or deleted(in trash)
Fixed the desktop, now the desktop layout is preserved throughout reloads and stuff. This was annoying me quite a bit so glad I was able to fix it
Ships:
This is my very first Web OS project . This is called Music OS simple and easy to use musician based theme , with really hard worked animation and theme. It has following features:- App minimising App fullscreen Camera App Calculator App Web Browser Settings App (customisable background) Multi-window support
MusicOS is a complete web-based operating system. Files that you create or save persist across reloads. One app can have multiple windows, windows can be minimised, can be brought to the front, and the app itself can be quit (meaning all windows are closed). Windows can be fullscreened, minimised, or closed. Windows can be resized by holding and dragging the bottom right corner. The camera app stores files directly on the desktop, files can be renamed, named, created, deleted (sent to trash). All these operations can be performed via the file manager, RIGHT CLICK to see available options, the whole operating system uses a custom context menu! (when in doubt, right click ) AceEditor allows you to save files in different formats WITH syntax highlighting. Music OS has a collection consisting of 3 games, present on the Games folder on the Desktop. (MiniClip’s 8 Ball Pool, a Doom knockoff, and BlockWorlds)...
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1792957997.4536116
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1793821997.4536116
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65306
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GameGram - Game Scroller by @ctanmay334 | Stardanc GameGram - Game Scroller by @ctanmay334 | Stardance...
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ctanmay334
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1
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29.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T03:23:53Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finally the app is done and Bug free, there aare a few changes still to be made, but by far i have fixed the audio issue and the new graphics have also been implemented. The Live Link has also been added. I have tried to give this a Complete MVP look now lets see how do people like it or not.", "repo": "https://github.com/tanmayybuilds/GameGram", "demo": "https://tanmayybuilds.github.io/GameGram/"}]...
|
[{"post_id": 81934, "ts": "202 [{"post_id": 81934, "ts": "2026-10-23T03:20:47Z", "hours": 9.2189, "text": "Fixed some bugs and added a few Games"}, {"post_id": 73662, "ts": "2026-09-25T16:46:53Z", "hours": 10.1683, "text": "Devlog #2 We have the database Infrastructure in Progress, and we have fixed the ui of each and every game in the app. We have till now 26 games made in the Webapp. Also we have our new Profile and notifications section. We can now edit our username and bio and upload highlights, we have started working on have started working on the security as well. We have fixed around 10-12 bugs today. Busy Day."}, {"post_id": 73446, "ts": "2026-09-25T03:28:40Z", "hours": 9.5956, "text": "GameGram Devlog #1 So till now I have completed the MVP part, like the basics of each and every feature adn shown perfeclty in the demo, gamelights, story, play and share games easily. Reels have now become boring people need something better. Now next planning to finish the backend or FIx the Frontend, this is just the startign basic frontend, i want to make it a premium app."}]...
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Title: GameGram - Game Scroller by @ctanmay334 | S Title: GameGram - Game Scroller by @ctanmay334 | Stardance
Devlogs:
GameGram Devlog #1 So till now I have completed the MVP part, like the basics of each and every feature adn shown perfeclty in the demo, gamelights, story, play and share games easily. Reels have now become boring people need something better. Now next planning to finish the backend or FIx the Frontend, this is just the startign basic frontend, i want to make it a premium app.
Devlog #2 We have the database Infrastructure in Progress, and we have fixed the ui of each and every game in the app. We have till now 26 games made in the Webapp. Also we have our new Profile and notifications section. We can now edit our username and bio and upload highlights, we have started working on have started working on the security as well. We have fixed around 10-12 bugs today. Busy Day.
Fixed some bugs and added a few Games
Ships:
Finally the app is done and Bug free, there aare a few changes still to be made, but by far i have fixed the audio issue and the new graphics have also been implemented. The Live Link has also been added. I have tried to give this a Complete MVP look now lets see how do people like it or not....
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1793246022.4333673
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1793332422.4333673
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67828
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Arc Study Tracker by @flamex | Stardance
|
flamex
|
1
|
29.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T05:16:41Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i built this small corner of mine to track my study hours and hopefully plan the overall academic part of my life. it features different meaningful tools for better productivity like session logging through a timer, detailed insights of your sessions, and grade tracking. This is my first time making such a webapp so i had to use some help in AI but im really proud of what the result turned out to be. p.s. : I’ve been using this tracker regularly for tracking my progress The Database for the project is actually unified so if you track the hours in the website rn , it’ll be added to the main database of mine. I wanted to add multi user support but thats something im currently learning about and i didn’t have much idea of how to make the whole flow so next time ill make a web-app through react , ill add the multi user thing too and hopefully a fullstack project. YAYYYYYYYY LESGOOOOO", "repo": "https://github.com/Diparsan79/arc", "demo": "https://arc.fl4me.tech/"}]...
|
[{"post_id": 76610, "ts": "202 [{"post_id": 76610, "ts": "2026-10-04T05:11:29Z", "hours": 0.3003, "text": "Finally the working website is COMPLETE….. i built this small corner of mine to track my study hours and hopefully plan the overall academic part of my life. it features different meaningful tools for better productivity like session logging through a timer, detailed insights of your sessions, and grade tracking. After making LIT a terminal based python app , i wanted to learn more deeply by making an full stack app. Thats when i stumbled upon the idea for arc. I have tried many different kinds of study tracker apps but i wanted to make on of my own with my own kinda principles so i made THISSSSS. for some ai declarances I used ai as a programming mentor helping in different aspects of the site’s developmentai was used to help me structure some of the frontend components and some database structuring"}, {"post_id": 76604, "ts": "2026-10-04T04:47:09Z", "hours": 29.0542, "text": "I did fully thorough planning for the site with hand written features and brainstorms.(p.s. I actually did all this planning 2 or 3 days ago but i forgot to journal and share it here) i like to journal and document my projects but i forget about it. To sum up what ive done for the site till now: i made the timer html and js and im thinking of the log session taking you to the timer and then you can choose among different kinds of timings (pomodoro) or specific timers or just stopwatch and see where you’re going. im mostly going for the ipad aesthetics kinda thing where you start the timer and keep the ipad infront of you and you start studying. ( i plan on doing it after i buy the ipad through macondo after completing this and other projects) the social features are kinda hard for me but i think it’ll be quite challenging and tricky for me so i like that. I wanna add social layer where we can see our friends and so on but idk how that works as of now. so i gotta do a lott of research i think. HECK im still figuring out how the individual users will use it. im trynna get criticisms and learn from it. idk much javascript so i ask claude through sum gudd prompt engineering to review my js functionality that ive used and it helps me improve aswell"}]...
|
Title: Arc Study Tracker by @flamex | Stardance
D Title: Arc Study Tracker by @flamex | Stardance
Devlogs:
I did fully thorough planning for the site with hand written features and brainstorms.(p.s. I actually did all this planning 2 or 3 days ago but i forgot to journal and share it here) i like to journal and document my projects but i forget about it. To sum up what ive done for the site till now: i made the timer html and js and im thinking of the log session taking you to the timer and then you can choose among different kinds of timings (pomodoro) or specific timers or just stopwatch and see where you’re going. im mostly going for the ipad aesthetics kinda thing where you start the timer and keep the ipad infront of you and you start studying. ( i plan on doing it after i buy the ipad through macondo after completing this and other projects) the social features are kinda hard for me but i think it’ll be quite challenging and tricky for me so i like that. I wanna add social layer where we can see our friends and so on but idk how that works as of now. so i gotta do a lott of research i think. HECK im still figuring out how the individual users will use it. im trynna get criticisms and learn from it. idk much javascript so i ask claude through sum gudd prompt engineering to review my js functionality that ive used and it helps me improve aswell
Finally the working website is COMPLETE….. i built this small corner of mine to track my study hours and hopefully plan the overall academic part of my life. it features different meaningful tools for better productivity like session logging through a timer, detailed insights of your sessions, and grade tracking. After making LIT a terminal based python app , i wanted to learn more deeply by making an full stack app. Thats when i stumbled upon the idea for arc. I have tried many different kinds of study tracker apps but i wanted to make on of my own with my own kinda principles so i made THISSSSS. for some ai declarances I used ai as a programming mentor helping in different aspects of the site’s developmentai was used to help me structure some of the frontend components and some database structuring
Ships:
i built this small corner of mine to track my study hours and hopefully plan the overall academic part of my life. it features different meaningful tools for better productivity like session logging through a timer, detailed insights of your sessions, and grade tracking. This is my first time making such a webapp so i had to use some help in AI but im really proud of what the result turned out to be. p.s. : I’ve been using this tracker regularly for tracking my progress The Database for the project is actually unified so if you track the hours in the website rn , it’ll be added to the main database of mine. I wanted to add multi user support but thats something im currently learning about and i didn’t have much idea of how to make the whole flow so next time ill make a web-app through react , ill add the multi user thing too and hopefully a fullstack project. YAYYYYYYYY LESGOOOOO...
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1793217147.4276648
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1793303547.4276648
|
|
70858
|
Personal website by @catlover125r | Stardance
|
catlover125r
|
1
|
29.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-21T20:32:05Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my personal site, built from scratch with plain HTML and CSS and hosted on Vercel. It covers my classes, projects, and what I do at Sequoia. I also featured the papers I made for data science projects (RunScore and RecovHR). A recent addition was a heatmap for my running. If you click “Cross Country & Track” it opens a heatmap of every run I’ve recorded on my COROS watch. Hidden pages: /momrecipe brings you to a collection of my mom’s 345 recipes that I have digitized for her. /reciptpolaroid was built for a party where you can take a photo on your phone and it will print it on a receipt printer for a makeshift polaroid. /CalcPlot3D is a self hosted copy of CalcPlot3D because I like it so much I don’t want to lose it.", "repo": "https://github.com/catlover125r/lukepopler.me", "demo": "https://lukepopler.me"}]...
|
[{"post_id": 81630, "ts": "202 [{"post_id": 81630, "ts": "2026-10-21T20:29:29Z", "hours": 29.4625, "text": "My personal site, built from scratch with plain HTML and CSS and hosted on Vercel. It covers my classes, projects, and what I do at Sequoia. I also featured the papers I made for data science projects (RunScore and RecovHR). A recent addition was a heatmap for my running. If you click “Cross Country & Track” it opens a heatmap of every run I’ve recorded on my COROS watch. Hidden pages: /momrecipe brings you to a collection of my mom’s 345 recipes that I have digitized for her. /reciptpolaroid was built for a party where you can take a photo on your phone and it will print it on a receipt printer for a makeshift polaroid. /CalcPlot3D is a self hosted copy of CalcPlot3D because I like it so much I don’t want to lose it."}]...
|
Title: Personal website by @catlover125r | Stardan Title: Personal website by @catlover125r | Stardance
Devlogs:
My personal site, built from scratch with plain HTML and CSS and hosted on Vercel. It covers my classes, projects, and what I do at Sequoia. I also featured the papers I made for data science projects (RunScore and RecovHR). A recent addition was a heatmap for my running. If you click “Cross Country & Track” it opens a heatmap of every run I’ve recorded on my COROS watch. Hidden pages: /momrecipe brings you to a collection of my mom’s 345 recipes that I have digitized for her. /reciptpolaroid was built for a party where you can take a photo on your phone and it will print it on a receipt printer for a makeshift polaroid. /CalcPlot3D is a self hosted copy of CalcPlot3D because I like it so much I don’t want to lose it.
Ships:
This is my personal site, built from scratch with plain HTML and CSS and hosted on Vercel. It covers my classes, projects, and what I do at Sequoia. I also featured the papers I made for data science projects (RunScore and RecovHR). A recent addition was a heatmap for my running. If you click “Cross Country & Track” it opens a heatmap of every run I’ve recorded on my COROS watch. Hidden pages: /momrecipe brings you to a collection of my mom’s 345 recipes that I have digitized for her. /reciptpolaroid was built for a party where you can take a photo on your phone and it will print it on a receipt printer for a makeshift polaroid. /CalcPlot3D is a self hosted copy of CalcPlot3D because I like it so much I don’t want to lose it....
|
1793195674.6866908
|
1793282074.6866908
|
|
45261
|
jss/clips by @jss | Stardance
|
jss
|
1
|
28.99
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T21:50:20Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a clipping software for gamers (or ppl who want to record their desktop or excel speedrunning, i dont judge!). I got tired of other clipping softwares not working or being full of ads and paywalls, so I made my own! Thanks to AI, all I need is an idea, patience to debug (using my mediocre coding skills) and a willing test subje- beta tester. Proud to actually do something a bit bigger and something I use EVERRYYYY DAY to capture the best moments while playing with friends (and the bloopers too ofc.) To test my app; UI Web demo -> https://clips.jss.fi/app/ (should work on any device) Download the latest stable -> https://clips.jss.fi/download/ Judge my code and complain about issues -> https://github.com/jssfi/clips Tested working on W11 both on NVIDIA and AMD GPU’s. (3080 Ti and 9060 XT) Humongus thanks to my friend who helped test the app (and then complain when i broke it)", "repo": "https://github.com/jssfi/clips", "demo": "https://clips.jss.fi/download/"}]...
|
[{"post_id": 49164, "ts": "202 [{"post_id": 49164, "ts": "2026-08-17T20:05:57Z", "hours": 9.9928, "text": "Stable 0.5 is out 🥳 ; since the last devlog there has been…a lot of…lets just say difficulties :D -from github being down today (not that severe) to my updater breaking (twice)..i guess thats what nightlies are for eh? These last 120 ish commits (github says 123 but about half are pure fixes/features etc, the rest are builds etc) have been the most fun ive had making things.. The most stand out features from this batch are; In game overlay engine health warnings for dropped frames, errors and gpu/encoder overoading Library overhaul with sorting and search Per game capture profiles Multi clip stitching for mini “montages” An opt-in instant replay for when the capture engine is stopped but a chosen executable is on, you can still save a 5 min clip (time can be changed) automatic detection for unconfigured games An experimental (but working) browser “mode” for the UI. Instead of a desktop app, the app is in the background and can be controlled through your browser. Screenshots below. And some bugfixes… Updater has been overhauled to be more secure, which led to windows doing windows thing and bricking the whole updater for a bit. This has been fixed and is now working (this is why i recommend stable releases LOL) AMD AMF hardware encoding is now detected properly and wont fallback to h264, like it did most of the time before (though there might be an issue where nvenc can do the same, this is being debugged..) fixed a bug where the microphone input wasnt recorded and the settings disappeared All the changelogs from the nightlies are available on the repo: https://github.com/jssfi/clips Stable v0.5: https://github.com/jssfi/clips/releases/tag/v0.5.0"}, {"post_id": 44848, "ts": "2026-08-10T21:41:49Z", "hours": 0.8294, "text": "Hackclub REAALLYY..doesnt want me to ship without squeeezing every last bit of logged time so okay. Now comply with every (hopefully) 3rd party library license Made audio selection easier to do by letting the user choose an open process from a list (photo below), rather than typing a .exe from the top of your head. shipping now for real haha."}, {"post_id": 44808, "ts": "2026-08-10T20:42:14Z", "hours": 0.8867, "text": "Now i REALLY did the finishing touches; Made the updater a bitttt more secure added a browser demo (For the UI, for now) at https://clips.jss.fi/app/ Made the repo public shippin’ now!"}, {"post_id": 44774, "ts": "2026-08-10T19:34:19Z", "hours": 3.8825, "text": "Some last minute polishing before shipping! Today has been a sum of; UX changes, UI bug fixes and QOL updates. Also a fix of HDR tomfoolery(again)…Added optional diagnostic tracking for errors (asked at install). Added noise removal on RTX GPU’s and a noise gate. Also fixed a bug where updating fails to update the engine underneath the electron UI…whoops!"}, {"post_id": 43419, "ts": "2026-08-08T17:28:11Z", "hours": 13.6761, "text": "This time I’m doubling down on a bit of a bigger project. And like earlier, there’s a problem and then there’s a solution, my solution. This time the problem is that every recording software for the games I play either A. don’t work, B. lag my PC or C. are full of ads. This is my solution, using the power of the tools available (AI) and my ability to debug questionable code to make a tolerable clipping software; jss/clips (jss from my name and then clips). No ads, the ability to configure anything either built-in or then forking and asking AI yourself :) Kinda forgot to keep track of these devlogs to know what ive been doing cause I was having so much fun so heres what I can remember from the top of my head and the app itself; the app can record footage in varying qualities (tested on nvidia and amd gpu’s on windows) using libobs, play them back in an embedded MPV player(or a fullscreen MPV player), trim the clips using FFMPEG, remove microphone noise using NVIDIA Audio Effects on supported systems, auto-update when needed and a LOT of other settings and QOL stuff :) Screenshots below! Started as a joke but grew into something I use everyday now and so does a friend of mine. All on GitHub (before I ship this at the latest…just got to fix some commit issues cause i committed too big of a file somewhere…)"}]...
|
Title: jss/clips by @jss | Stardance
Devlogs:
Thi Title: jss/clips by @jss | Stardance
Devlogs:
This time I’m doubling down on a bit of a bigger project. And like earlier, there’s a problem and then there’s a solution, my solution. This time the problem is that every recording software for the games I play either A. don’t work, B. lag my PC or C. are full of ads. This is my solution, using the power of the tools available (AI) and my ability to debug questionable code to make a tolerable clipping software; jss/clips (jss from my name and then clips). No ads, the ability to configure anything either built-in or then forking and asking AI yourself :) Kinda forgot to keep track of these devlogs to know what ive been doing cause I was having so much fun so heres what I can remember from the top of my head and the app itself; the app can record footage in varying qualities (tested on nvidia and amd gpu’s on windows) using libobs, play them back in an embedded MPV player(or a fullscreen MPV player), trim the clips using FFMPEG, remove microphone noise using NVIDIA Audio Effects on supported systems, auto-update when needed and a LOT of other settings and QOL stuff :) Screenshots below! Started as a joke but grew into something I use everyday now and so does a friend of mine. All on GitHub (before I ship this at the latest…just got to fix some commit issues cause i committed too big of a file somewhere…)
Some last minute polishing before shipping! Today has been a sum of; UX changes, UI bug fixes and QOL updates. Also a fix of HDR tomfoolery(again)…Added optional diagnostic tracking for errors (asked at install). Added noise removal on RTX GPU’s and a noise gate. Also fixed a bug where updating fails to update the engine underneath the electron UI…whoops!
Now i REALLY did the finishing touches; Made the updater a bitttt more secure added a browser demo (For the UI, for now) at https://clips.jss.fi/app/ Made the repo public shippin’ now!
Hackclub REAALLYY..doesnt want me to ship without squeeezing every last bit of logged time so okay. Now comply with every (hopefully) 3rd party library license Made audio selection easier to do by letting the user choose an open process from a list (photo below), rather than typing a .exe from the top of your head. shipping now for real haha.
Stable 0.5 is out 🥳 ; since the last devlog there has been…a lot of…lets just say difficulties :D -from github being down today (not that severe) to my updater breaking (twice)..i guess thats what nightlies are for eh? These last 120 ish commits (github says 123 but about half are pure fixes/features etc, the rest are builds etc) have been the most fun ive had making things.. The most stand out features from this batch are; In game overlay engine health warnings for dropped frames, errors and gpu/encoder overoading Library overhaul with sorting and search Per game capture profiles Multi clip stitching for mini “montages” An opt-in instant replay for when the capture engine is stopped but a chosen executable is on, you can still save a 5 min clip (time can be changed) automatic detection for unconfigured games An experimental (but working) browser “mode” for the UI. Instead of a desktop app, the app is in the background and can be controlled through your browser. Screenshots below. And some bugfixes… Updater has been overhauled to be more secure, which led to windows doing windows thing and bricking the whole updater for a bit. This has been fixed and is now working (this is why i recommend stable releases LOL) AMD AMF hardware encoding is now detected properly and wont fallback to h264, like it did most of the time before (though there might be an issue where nvenc can do the same, this is being debugged..) fixed a bug where the microphone input wasnt recorded and the settings disappeared All the changelogs from the nightlies are available on the repo: https://github.com/jssfi/clips Stable v0.5: https://github.com/jssfi/clips/releases/tag/v0.5.0
Ships:
I made a clipping software for gamers (or ppl who want to record their desktop or excel speedrunning, i dont judge!). I got tired of other clipping softwares not working or being full of ads and paywalls, so I made my own! Thanks to AI, all I need is an idea, patience to debug (using my mediocre coding skills) and a willing test subje- beta tester. Proud to actually do something a bit bigger and something I use EVERRYYYY DAY to capture the best moments while playing with friends (and the bloopers too ofc.) To test my app; UI Web demo -> https://clips.jss.fi/app/ (should work on any device) Download the latest stable -> https://clips.jss.fi/download/ Judge my code and complain about issues -> https://github.com/jssfi/clips Tested working on W11 both on NVIDIA and AMD GPU’s. (3080 Ti and 9060 XT) Humongus thanks to my friend who helped test the app (and then complain when i broke it)...
|
1793123449.8068027
|
1793209849.8068027
|
|
57378
|
CleanNewTab by @aviral_dewangan14 | Stardance
|
|
1
|
28.99
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-03T05:32:28Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a project or you can say a new tab page which will appear when you open a new tab with the future chrome extension in html css and js not used any nextjs library .It was challenging to make that level skeomorphism ui and integrating the weather api .I was proud of this design and ui and the clean it builds .You can see that the ui is so clean and with skeomorphism and also the clean layout it is and in future it will be available as a chrome extension which will unlock more new features .So Do not forget to try this and give good ratings", "repo": "https://github.com/AviralDewangan14/CleanNewTab", "demo": "https://cleanewtab.vercel.app/"}]...
|
[{"post_id": 60925, "ts": "202 [{"post_id": 60925, "ts": "2026-09-03T16:19:16Z", "hours": 10.9908, "text": "Builded the news section but still it is not complete so it is not in production but in few time you can use this updated one and i use there google news scrapers"}, {"post_id": 60667, "ts": "2026-09-03T05:19:42Z", "hours": 3.0464, "text": "Integrated the weather system to see weather info at your location make sure to give good ratings"}, {"post_id": 60337, "ts": "2026-09-02T16:51:09Z", "hours": 6.7, "text": "Builded the focus window and integrating in normal home screen and also integrated it into the home screen also and i added the focus timer in home screen Please give good reviews and ratings and follow too"}, {"post_id": 60143, "ts": "2026-09-02T10:09:06Z", "hours": 2.1972, "text": "I Builded a theme toggler it takes a lot of time for animation and these things and for it i take help of ai but not fully written some css and full html for it and ai written some css and full js for theme toggler only"}, {"post_id": 60101, "ts": "2026-09-02T07:57:05Z", "hours": 0.3464, "text": "Builded this setting window which looks good with its shadows do not forget to give good rating and follow me for these good skeomorphism"}, {"post_id": 60095, "ts": "2026-09-02T07:36:01Z", "hours": 2.365, "text": "I Builded this home page of new tab the cleanewtab some bugs are still and i will solve it and show my final work in devlog"}, {"post_id": 60056, "ts": "2026-09-02T05:15:39Z", "hours": 2.9014, "text": "Finally I Implemented the onboarding page with a skeomorphism ui"}]...
|
Title: CleanNewTab by @aviral_dewangan14 | Stardan Title: CleanNewTab by @aviral_dewangan14 | Stardance
Devlogs:
Finally I Implemented the onboarding page with a skeomorphism ui
I Builded this home page of new tab the cleanewtab some bugs are still and i will solve it and show my final work in devlog
Builded this setting window which looks good with its shadows do not forget to give good rating and follow me for these good skeomorphism
I Builded a theme toggler it takes a lot of time for animation and these things and for it i take help of ai but not fully written some css and full html for it and ai written some css and full js for theme toggler only
Builded the focus window and integrating in normal home screen and also integrated it into the home screen also and i added the focus timer in home screen Please give good reviews and ratings and follow too
Integrated the weather system to see weather info at your location make sure to give good ratings
Builded the news section but still it is not complete so it is not in production but in few time you can use this updated one and i use there google news scrapers
Ships:
I have made a project or you can say a new tab page which will appear when you open a new tab with the future chrome extension in html css and js not used any nextjs library .It was challenging to make that level skeomorphism ui and integrating the weather api .I was proud of this design and ui and the clean it builds .You can see that the ui is so clean and with skeomorphism and also the clean layout it is and in future it will be available as a chrome extension which will unlock more new features .So Do not forget to try this and give good ratings...
|
1793105267.24829
|
1793191667.24829
|
|
25723
|
ADeck by @Aashish | Stardance
|
Aashish
|
0
|
28.98
|
0
|
[]
|
[{"post_id": 79999, "ts": "202 [{"post_id": 79999, "ts": "2026-10-15T20:45:17Z", "hours": 0.9408, "text": "worked on the tft rotation feature added 4 rotation modes like monitor orientation and connected the web app controls to the physical tft fixed the layout issues at 180 and 270 degrees so the icons and labels align properly fixed the web preview so it actually rotates with the selected orientation instead of looking the same and moved the rotate button below the background colour section to keep the ui clean i was gonna work on the remaining 3 themes next but felt like this feature was more imp rn so worked on it first"}, {"post_id": 79827, "ts": "2026-10-15T15:41:57Z", "hours": 1.3206, "text": "changed the key colours to custom background colours instead of separate box colours so the app icons blend in better. now the key bg automatically picks the dominant colour of the selected app icon, like orange for brave, so the colours actually match the apps added the first theme called space with a dark bg and floating stars tweaked the star animations to make them smoother and more natural, fixed stars getting stuck together and slightly increased their count cleaned up the theme preview by removing unnecessary labels and fixing the heading sizes. still got 3 more themes to build, will update them as i work on them"}, {"post_id": 79626, "ts": "2026-10-14T18:59:21Z", "hours": 1.6972, "text": "resized tft display app icons , themes and codecleanup made the icons on the physical tft a bit bigger so they’re easier to recognize and use at a glance. they might look a lil pixelated up close bczz of the display resolution, but the goal was to make them more usable cleaned up the code in a few places and removing unnecessary comments and organizing things that had become a bit messy while developing also added the theme selection and save ui to the web app with 4 preset themes planned for now. the idea is that whichever theme you select should also show up on the physical display. the web side is done, but the actual theme implementation is still in progress. starting with a nothing-inspired black and white theme, while the other themes are still being planned and i have also added a subtle, minimal animation on click, so it feels more responsive and gives you that little visual feedback that the click actually registered. Looks pretty good tbh"}, {"post_id": 68832, "ts": "2026-09-15T20:32:47Z", "hours": 1.4953, "text": "the installed app picker is now connected with the physical tft display so when an app is selected, its windows icon can be used on that specific adeck key and the icon data is now going through the web app, python backend and arduino firmware instead of being only part of the web side so the actual logo can be rendered on the display added the icon data flow from the selected app config to the backend and then to the arduino, converted the windows icons into a tft compatible format and added the firmware side code to receive and draw the icon on the correct key tested the icon rendering with different installed apps and checked that each icon stays with its selected key while normal commands like git and npm still use the normal command flow still need to polish the app part so the logos look better and text below them fits properly and the box colors and backgrounds look cleaner on the display"}, {"post_id": 60451, "ts": "2026-09-02T19:45:49Z", "hours": 1.0867, "text": "added automatic installed app detection to the adeck app which makes setting up app shortcuts much easier now since adeck can find installed apps from the pc and most of the setup happens automatically before this i had to find and paste exe paths manually, so i added an installed apps list to make this easier i kept installed apps separate from normal commands like git and npm so both dont get mixed together and the app list was getting pretty long, so i also added search to quickly find the app i want after getting it working i tested it with different apps and also checked normal commands to make sure both still work properly now when i select an app, its name and launch path are added to the selected key automatically"}, {"post_id": 60235, "ts": "2026-09-02T13:57:15Z", "hours": 0.6928, "text": "now i can install ADeck from the browser and use it more like a normal desktop app instead of opening the project files manually every time bczz i made adeck into an actual installable web app instead of having to open the html files manually every time added the web app manifest so ADeck can be installed like a normal app added the adeck app icons in different sizes including the maskable one added the service worker for the installed web app and connected the new setup with the existing adeck web interface without changing the main layout tested the installed version and checked that it opens as its own app instead of just another browser tab and also checked the existing profiles, settings and hardware preview after installing it so the old stuff still works"}, {"post_id": 60169, "ts": "2026-09-02T11:52:23Z", "hours": 1.275, "text": "cut minimise and open added and fixed the app relaunch option in settings, Now we can choose what happens when the same app is pressed again, either open another window, minimize or restore the same app, or close it I also made sure this only applies to app opening commands. Things like git commands and other normal commands still work the same way Tested all three options and the app now behaves correctly based on the selected setting"}, {"post_id": 58818, "ts": "2026-08-31T12:24:04Z", "hours": 6.3956, "text": "worked on the local backend this update was mainly about taking the web app i made earlier and actually connecting it with the ADeck board and my pc. the web part was already getting pretty complete with profiles, slots, themes and local storage so now i started working on the python side and making the whole thing actually work with the board made the main deck.py file for the local python backend connected the web app with the uno r4 wifi through the serial connection and added auto detection for the board and its COM port so i dont have to keep changing the port manually added the firmware install part using Arduino CLI so the board can be setup from the project itself added the ping pong check so the backend can make sure the correct adeck firmware is actually responding added saving of the profiles and button settings on the pc so the data stays there even after restarting connected the save button with the real TFT so changing a label or color in the web app also changes it on the physical adeck added command support so now a button on the adeck can run things on my pc and tested this with vs code, Notepad, Calculator and Paint, also i had a small problem where the apps were opening in the background instead of coming in front. had to change the windows command launching part in deck.py and test it again with different apps made adeck_control.py for controlling the backend from the terminal and added the small ADeck-Control.bat menu where i can use options like 1 start, **2 **check system, 3 install or repair, 4 firmware, 5 logs, 6 stop, 7 errors and 8 status fixed the problem where starting adeck again while it was already running was causing another backend to start and show an error changed the setup so it checks if ADeck is already healthy and reuses it instead of starting another one and added the Setup ADeck.bat and Start ADeck.bat files so setup and normal starting can be done without typing all the python commands every time added test_reliability.py and used it to check the main startup and recovery cases tested stopping and starting the backend again and also tested removing and reconnecting the board and added .gitignore so things like .venv , .build and other generated files dont get pushed to github there were quite a few small problems while connecting everything together but now the web app, python backend, pc commands and the physical adeck are all working together. the next part will be more testing and adding more things on top of this sorry for those irritating lines on the TFT display🥀🥲 i guess some moisture messed it up a bit and thats why those lines showed up"}, {"post_id": 55520, "ts": "2026-08-27T13:01:17Z", "hours": 2.4714, "text": "i mostly worked on fixing those small things which were making ADeck feel more like a website than an actual app replaced the normal browser popups with custom ones for creating renaming and deleting profiles. now everything opens inside the adeck ui itself and matches the rest of the design much better and also fixed a small annoying thing where clicking anywhere outside the popup was closing it even if i was typing something. now it only closes when i actually press cancel or complete the action worked more on the profile system and duplicate profile stuff. also fixed the alerts bczz before if multiple actions happened the alerts could stack on each other. now only one alert stays there and when a new one comes the old one goes away first with a small simple animation dark mode needed some work too bczz light mode was looking pretty good but some parts in dark mode were feeling kinda weird and uncomfortable. fixed the contrast in those areas and also removed a lot of unnecessary yellow accent lines. now they are only used in places where they actually need to be changed Day and Night to Light and Dark and made the theme change a little smoother instead of instantly switching like befor cleaned up the color section too. there was an extra dropdown showing the same colors again which was honestly looking useless so removed that and kept the cleaner color list. also added a custom color picker so now im not limited to only the few preset colors also changed the display label from the old short 2.4 inch TFT text to the proper 2.4-inch TFT LCD Display ILI9341 name so it matches the actual hardware properly now"}, {"post_id": 48488, "ts": "2026-08-16T21:10:59Z", "hours": 2.7536, "text": "it was just a blank dashed wireframe box before but now i mapped out the colored 6-slot hardware grid in the dom to match the physical deck. major update this time is local storage logic bczz losing data on every refresh was getting anoying. getting the dom elements to talk to each other and sync state purely in vanilla js is coming together interactive 6-slot grid: swapped the empty black TFT placeholder with an actual css grid of 6 keys. whatever u set in the editor like colors (slate or signal) and labels instantly renders here dynamic slot editor: hooked up basic click events so if u tap a button like slot 03 it gets an active class. the right inspector panel dynamically updates to show u are editing that specific key’s command and hex code wrote basic data persistence using localStorage.setItem and JSON.stringify() . so when u hit + to add a profile or edit a key it pushes to the state array and saves it locally added top nav & status bar, actual pages for Settings and About. the topbar nw has a working day/night toggle and a live clock ticking via setInterval. bottom status bar finally tracks the active profile and save status instead of being static text added a raw css variable based theme switcher. hooked up the day/night button in the topbar to flip the data-theme attribute on the body so it switches between light and dark modes instantly still got work left to do on the python bridge side but the web config layout is getting there tbh."}, {"post_id": 47097, "ts": "2026-08-14T18:51:33Z", "hours": 2.1056, "text": "finally started making the ui feel like an actual tool instead of just a basic prototype added the top menu with Dashboard Profiles Settings and About and changed the hardware preview from the old empty box to a proper 6 slot layout added the right side editor where i can edit the selected slot and also added profile search and buttons for rename duplicate export import and delete added the bottom status bar to show save status profile and other basic info and the day mode and device status part in the top but yeaahh, still have few things left to do"}, {"post_id": 46506, "ts": "2026-08-13T19:42:21Z", "hours": 1.4283, "text": "before it was just a blank dashed wireframe box but now i actually mapped out the 6-slot hardware grid in the dom to match the physical deck the major update this time is the local storage logic bczz losing data n every refresh was getting annoying. wrote simple loadState() and saveState() functions using localStorage.setItem and JSON.stringify() , so now when u hit the +new profile button it actually pushes to the state array and saves it permanetly and also added the third panel on the right for the action editor. hoked up basic click events so if u tap a button like slot 05 it gets an active class and the right panel dynamically updates to show u are editing that specific slot. getting the dom elements to talk to each other and sync state purely in vanilla js is actually working out perfectly"}, {"post_id": 46387, "ts": "2026-08-13T15:44:57Z", "hours": 2.1756, "text": "so moving away from the hardware headache for a bit and starting the actual web app configurator for Adeck decided to keep it completely vanilla with just html css and js instead of bloating it with react or anything heavy. first goal was just getting the basic ui skeleton ready so it doesn’t look like a blank screen built the main dashboard using a standard css grid layout to divide it into zone-a for the profiles list and zone-b for the hardware preview set up basic css variables for the themes and threw in the doto font which is heavily Nothing inspired so the whole interface feels raw and industrial right from the start wrote the initial js boilerplate with a simple state object tracking things like activeProfileId and activeSlotIndex and hooked up some basic dom refs using document.getElementById() just to make sure the base is solid btw right now this is just a super basic placeholder layout… still got a ton of work left to do on this page"}, {"post_id": 30641, "ts": "2026-07-18T11:34:32Z", "hours": 0.92, "text": "thought the hardware phase was over but my old TFT screen died 🤡 so i had to order a replacement. it looked exactly the same from outside but internally it behaved completely differently. because of that the whole project got delayed for a bit and i had to go back into hardware debugging again instead of continuing the software side got a replacement that looked identical but touch refused to work. turns out these cheap screens have different internal wiring depending on the batch. wrote a diagnostic script and figured out the pins were different. had to swap XP and YM to digital pins 8 and 9 and route XM and YP to analog A2 and A3 to wake it up once it was alive it started reading garbage noise with the Z axis pressure hitting crazy numbers like -13681 . added strict MINPRESSURE 5 and MAXPRESSURE 3500 limits in the C++ code to filter out the fake inputs.then realized the manufacturer slapped the touch digitizer upside down. tapping top left opened the bottom right app. just inverted the coordinates in the Arduino map() function and flipped the Y axis completely through software.i have also pushed all the changes made for the new display in this commit if you want to compare what changed after replacing the hardware you can check it here Commit after recalibrating everything on the new display the hardware is finally back to the same stage as before. now the touch feels accurate again the bridge is stable and i can finally continue building the actual UI instead of fighting the hardware 😭"}, {"post_id": 22169, "ts": "2026-07-04T14:22:08Z", "hours": 1.3522, "text": "today was mostly about connecting the hardware with the PC and making the whole bridge actually usable. the UI side was already working but getting Arduino and Python to talk properly and now the deck can actually trigger apps on the computer instead of just opening test screens. fixed a weird glitch where apps were automatically closing or returning back to the home screen after a few seconds even when i was not touching anything increased the touch sensitivity by tuning the MINPRESSURE value so random touches are ignored and only proper presses get detected built the first working Arduino to Python bridge so touch events from the TFT can directly control apps on the PC nd fixed touch mapping and serial communication bkzz wrong apps were opening due to incorrect touch coordinates and unstable data tested different app launch methods for Windows until browser apps desktop apps and installed apps all started opening correctly from the touchscreen now the deck can actually trigger apps on the computer instead of just opening test screens. (by the way ignore that poor flickering display recording🙃)"}, {"post_id": 15858, "ts": "2026-06-25T19:44:38Z", "hours": 0.8653, "text": "started building the main touchscreen interface using the same Arduino UNO R4 WiFi and 2.4 inch TFT display setup that i already used before. instead of jumping into the PC side first i wanted to get the hardware feeling right because if touch detection itself is not reliable then the whole project falls apart. so i first made a simple landscape UI with six app tiles and started testing how every touch was actually getting mapped on the screen. the biggest issue was touch calibration. the display was rendering everything perfectly but the resistive touch layer was returning different raw values than expected. while mapping p.x and p.y using the map() function and checking each app boundary with the apps[i].x, apps[i].y, bw and bh values i noticed the touch coordinates were not lining up with the actual grid. because of that pressing one app was opening another one and some buttons only responded with extra pressure. spent most of the time tuning the MINPRESSURE threshold recalibrating the raw touch range and matching the mapped coordinates with the display rotation until every touch area finally started responding to the correct app."}]...
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Title: ADeck by @Aashish | Stardance
Devlogs:
sta Title: ADeck by @Aashish | Stardance
Devlogs:
started building the main touchscreen interface using the same Arduino UNO R4 WiFi and 2.4 inch TFT display setup that i already used before. instead of jumping into the PC side first i wanted to get the hardware feeling right because if touch detection itself is not reliable then the whole project falls apart. so i first made a simple landscape UI with six app tiles and started testing how every touch was actually getting mapped on the screen. the biggest issue was touch calibration. the display was rendering everything perfectly but the resistive touch layer was returning different raw values than expected. while mapping p.x and p.y using the map() function and checking each app boundary with the apps[i].x, apps[i].y, bw and bh values i noticed the touch coordinates were not lining up with the actual grid. because of that pressing one app was opening another one and some buttons only responded with extra pressure. spent most of the time tuning the MINPRESSURE threshold recalibrating the raw touch range and matching the mapped coordinates with the display rotation until every touch area finally started responding to the correct app.
today was mostly about connecting the hardware with the PC and making the whole bridge actually usable. the UI side was already working but getting Arduino and Python to talk properly and now the deck can actually trigger apps on the computer instead of just opening test screens. fixed a weird glitch where apps were automatically closing or returning back to the home screen after a few seconds even when i was not touching anything increased the touch sensitivity by tuning the MINPRESSURE value so random touches are ignored and only proper presses get detected built the first working Arduino to Python bridge so touch events from the TFT can directly control apps on the PC nd fixed touch mapping and serial communication bkzz wrong apps were opening due to incorrect touch coordinates and unstable data tested different app launch methods for Windows until browser apps desktop apps and installed apps all started opening correctly from the touchscreen now the deck can actually trigger apps on the computer instead of just opening test screens. (by the way ignore that poor flickering display recording🙃)
thought the hardware phase was over but my old TFT screen died 🤡 so i had to order a replacement. it looked exactly the same from outside but internally it behaved completely differently. because of that the whole project got delayed for a bit and i had to go back into hardware debugging again instead of continuing the software side got a replacement that looked identical but touch refused to work. turns out these cheap screens have different internal wiring depending on the batch. wrote a diagnostic script and figured out the pins were different. had to swap XP and YM to digital pins 8 and 9 and route XM and YP to analog A2 and A3 to wake it up once it was alive it started reading garbage noise with the Z axis pressure hitting crazy numbers like -13681 . added strict MINPRESSURE 5 and MAXPRESSURE 3500 limits in the C++ code to filter out the fake inputs.then realized the manufacturer slapped the touch digitizer upside down. tapping top left opened the bottom right app. just inverted the coordinates in the Arduino map() function and flipped the Y axis completely through software.i have also pushed all the changes made for the new display in this commit if you want to compare what changed after replacing the hardware you can check it here Commit after recalibrating everything on the new display the hardware is finally back to the same stage as before. now the touch feels accurate again the bridge is stable and i can finally continue building the actual UI instead of fighting the hardware 😭
so moving away from the hardware headache for a bit and starting the actual web app configurator for Adeck decided to keep it completely vanilla with just html css and js instead of bloating it with react or anything heavy. first goal was just getting the basic ui skeleton ready so it doesn’t look like a blank screen built the main dashboard using a standard css grid layout to divide it into zone-a for the profiles list and zone-b for the hardware preview set up basic css variables for the themes and threw in the doto font which is heavily Nothing inspired so the whole interface feels raw and industrial right from the start wrote the initial js boilerplate with a simple state object tracking things like activeProfileId and activeSlotIndex and hooked up some basic dom refs using document.getElementById() just to make sure the base is solid btw right now this is just a super basic placeholder layout… still got a ton of work left to do on this page
before it was just a blank dashed wireframe box but now i actually mapped out the 6-slot hardware grid in the dom to match the physical deck the major update this time is the local storage logic bczz losing data n every refresh was getting annoying. wrote simple loadState() and saveState() functions using localStorage.setItem and JSON.stringify() , so now when u hit the +new profile button it actually pushes to the state array and saves it permanetly and also added the third panel on the right for the action editor. hoked up basic click events so if u tap a button like slot 05 it gets an active class and the right panel dynamically updates to show u are editing that specific slot. getting the dom elements to talk to each other and sync state purely in vanilla js is actually working out perfectly
finally started making the ui feel like an actual tool instead of just a basic prototype added the top menu with Dashboard Profiles Settings and About and changed the hardware preview from the old empty box to a proper 6 slot layout added the right side editor where i can edit the selected slot and also added profile search and buttons for rename duplicate export import and delete added the bottom status bar to show save status profile and other basic info and the day mode and device status part in the top but yeaahh, still have few things left to do
it was just a blank dashed wireframe box before but now i mapped out the colored 6-slot hardware grid in the dom to match the physical deck. major update this time is local storage logic bczz losing data on every refresh was getting anoying. getting the dom elements to talk to each other and sync state purely in vanilla js is coming together interactive 6-slot grid: swapped the empty black TFT placeholder with an actual css grid of 6 keys. whatever u set in the editor like colors (slate or signal) and labels instantly renders here dynamic slot editor: hooked up basic click events so if u tap a button like slot 03 it gets an active class. the right inspector panel dynamically updates to show u are editing that specific key’s command and hex code wrote basic data persistence using localStorage.setItem and JSON.stringify() . so when u hit + to add a profile or edit a key it pushes to the state array and saves it locally added top nav & status bar, actual pages for Settings and About. the topbar nw has a working day/night toggle and a live clock ticking via setInterval. bottom status bar finally tracks the active profile and save status instead of being static text added a raw css variable based theme switcher. hooked up the day/night button in the topbar to flip the data-theme attribute on the body so it switches between light and dark modes instantly still got work left to do on the python bridge side but the web config layout is getting there tbh.
i mostly worked on fixing those small things which were making ADeck feel more like a website than an actual app replaced the normal browser popups with custom ones for creating renaming and deleting profiles. now everything opens inside the adeck ui itself and matches the rest of the design much better and also fixed a small annoying thing where clicking anywhere outside the popup was closing it even if i was typing something. now it only closes when i actually press cancel or complete the action worked more on the profile system and duplicate profile stuff. also fixed the alerts bczz before if multiple actions happened the alerts could stack on each other. now only one alert stays there and when a new one comes the old one goes away first with a small simple animation dark mode needed some work too bczz light mode was looking pretty good but some parts in dark mode were feeling kinda weird and uncomfortable. fixed the contrast in those areas and also removed a lot of unnecessary yellow accent lines. now they are only used in places where they actually need to be changed Day and Night to Light and Dark and made the theme change a little smoother instead of instantly switching like befor cleaned up the color section too. there was an extra dropdown showing the same colors again which was honestly looking useless so removed that and kept the cleaner color list. also added a custom color picker so now im not limited to only the few preset colors also changed the display label from the old short 2.4 inch TFT text to the proper 2.4-inch TFT LCD Display ILI9341 name so it matches the actual hardware properly now
worked on the local backend this update was mainly about taking the web app i made earlier and actually connecting it with the ADeck board and my pc. the web part was already getting pretty complete with profiles, slots, themes and local storage so now i started working on the python side and making the whole thing actually work with the board made the main deck.py file for the local python backend connected the web app with the uno r4 wifi through the serial connection and added auto detection for the board and its COM port so i dont have to keep changing the port manually added the firmware install part using Arduino CLI so the board can be setup from the project itself added the ping pong check so the backend can make sure the correct adeck firmware is actually responding added saving of the profiles and button settings on the pc so the data stays there even after restarting connected the save button with the real TFT so changing a label or color in the web app also changes it on the physical adeck added command support so now a button on the adeck can run things on my pc and tested this with vs code, Notepad, Calculator and Paint, also i had a small problem where the apps were opening in the background instead of coming in front. had to change the windows command launching part in deck.py and test it again with different apps made adeck_control.py for controlling the backend from the terminal and added the small ADeck-Control.bat menu where i can use options like 1 start, **2 **check system, 3 install or repair, 4 firmware, 5 logs, 6 stop, 7 errors and 8 status fixed the problem where starting adeck again while it was already running was causing another backend to start and show an error changed the setup so it checks if ADeck is already healthy and reuses it instead of starting another one and added the Setup ADeck.bat and Start ADeck.bat files so setup and normal starting can be done without typing all the python commands every time added test_reliability.py and used it to check the main startup and recovery cases tested stopping and starting the backend again and also tested removing and reconnecting the board and added .gitignore so things like .venv , .build and other generated files dont get pushed to github there were quite a few small problems while connecting everything together but now the web app, python backend, pc commands and the physical adeck are all working together. the next part will be more testing and adding more things on top of this sorry for those irritating lines on the TFT display🥀🥲 i guess some moisture messed it up a bit and thats why those lines showed up
cut minimise and open added and fixed the app relaunch option in settings, Now we can choose what happens when the same app is pressed again, either open another window, minimize or restore the same app, or close it I also made sure this only applies to app opening commands. Things like git commands and other normal commands still work the same way Tested all three options and the app now behaves correctly based on the selected setting
now i can install ADeck from the browser and use it more like a normal desktop app instead of opening the project files manually every time bczz i made adeck into an actual installable web app instead of having to open the html files manually every time added the web app manifest so ADeck can be installed like a normal app added the adeck app icons in different sizes including the maskable one added the service worker for the installed web app and connected the new setup with the existing adeck web interface without changing the main layout tested the installed version and checked that it opens as its own app instead of just another browser tab and also checked the existing profiles, settings and hardware preview after installing it so the old stuff still works
added automatic installed app detection to the adeck app which makes setting up app shortcuts much easier now since adeck can find installed apps from the pc and most of the setup happens automatically before this i had to find and paste exe paths manually, so i added an installed apps list to make this easier i kept installed apps separate from normal commands like git and npm so both dont get mixed together and the app list was getting pretty long, so i also added search to quickly find the app i want after getting it working i tested it with different apps and also checked normal commands to make sure both still work properly now when i select an app, its name and launch path are added to the selected key automatically
the installed app picker is now connected with the physical tft display so when an app is selected, its windows icon can be used on that specific adeck key and the icon data is now going through the web app, python backend and arduino firmware instead of being only part of the web side so the actual logo can be rendered on the display added the icon data flow from the selected app config to the backend and then to the arduino, converted the windows icons into a tft compatible format and added the firmware side code to receive and draw the icon on the correct key tested the icon rendering with different installed apps and checked that each icon stays with its selected key while normal commands like git and npm still use the normal command flow still need to polish the app part so the logos look better and text below them fits properly and the box colors and backgrounds look cleaner on the display
resized tft display app icons , themes and codecleanup made the icons on the physical tft a bit bigger so they’re easier to recognize and use at a glance. they might look a lil pixelated up close bczz of the display resolution, but the goal was to make them more usable cleaned up the code in a few places and removing unnecessary comments and organizing things that had become a bit messy while developing also added the theme selection and save ui to the web app with 4 preset themes planned for now. the idea is that whichever theme you select should also show up on the physical display. the web side is done, but the actual theme implementation is still in progress. starting with a nothing-inspired black and white theme, while the other themes are still being planned and i have also added a subtle, minimal animation on click, so it feels more responsive and gives you that little visual feedback that the click actually registered. Looks pretty good tbh
changed the key colours to custom background colours instead of separate box colours so the app icons blend in better. now the key bg automatically picks the dominant colour of the selected app icon, like orange for brave, so the colours actually match the apps added the first theme called space with a dark bg and floating stars tweaked the star animations to make them smoother and more natural, fixed stars getting stuck together and slightly increased their count cleaned up the theme preview by removing unnecessary labels and fixing the heading sizes. still got 3 more themes to build, will update them as i work on them
worked on the tft rotation feature added 4 rotation modes like monitor orientation and connected the web app controls to the physical tft fixed the layout issues at 180 and 270 degrees so the icons and labels align properly fixed the web preview so it actually rotates with the selected orientation instead of looking the same and moved the rotate button below the background colour section to keep the ui clean i was gonna work on the remaining 3 themes next but felt like this feature was more imp rn so worked on it first...
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1792785192.6882958
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1793389992.6882958
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24142
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NovaOS by @Zeniths_story | Stardance
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Zeniths_story
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1
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28.91
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T16:40:32Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "NovaOS A space-themed WebOS with (so far): a notes app open and closeable windows code that hates me fun background from NASA Pretty impressive isn’t it? -w- I’m kidding… Planned projects for this OS: Better handle looks better app placement (draggable?) “Get to Know Zenith” App “Making NovaOS Map” App", "repo": "https://github.com/zeniths-story/Zenith-NovaOS", "demo": "https://zeniths-story.github.io/Zenith-NovaOS/"}]...
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[{"post_id": 32601, "ts": "202 [{"post_id": 32601, "ts": "2026-07-21T21:35:17Z", "hours": 2.4592, "text": "NovaOS Devlog #10 Windows now stay open and where you put them between page reloads! Pages reset, however I’m working on it."}, {"post_id": 31451, "ts": "2026-07-19T20:23:37Z", "hours": 1.3178, "text": "NovaOS Devlog #9 Window initilization has been optimized! Yay! currently working on getting windows to stay open between reloads."}, {"post_id": 30880, "ts": "2026-07-18T20:45:41Z", "hours": 1.7767, "text": "NovaOS Devlog #8 Windows now can come to top when clicked! App icons get an outline to show they are selected/open, and opening/closing has been semi-optimized. (initWind still isn’t working, but I am working on it.)"}, {"post_id": 30806, "ts": "2026-07-18T18:27:58Z", "hours": 1.5272, "text": "NovaOS Devlog #7 Finally fixed the headers, now they’re bugging me in a different way. Added a slight transparency to the welcome window for funsies. going to start working on the buggy selection stuff so things actually rise to the top when you click on them."}, {"post_id": 30740, "ts": "2026-07-18T15:55:56Z", "hours": 0.5075, "text": "NovaOS Devlog #6 Finally got notes working again! There was just a small typo TwT also changed the color scheme to be a little more like the app icon."}, {"post_id": 30127, "ts": "2026-07-17T13:27:59Z", "hours": 1.2939, "text": "NovaOS devlog #5 Notes still aren’t working T-T New section added to ZenApp: “Full about”, just tells you a little more about me!"}, {"post_id": 29670, "ts": "2026-07-16T18:53:57Z", "hours": 2.025, "text": "The ZenApp has been implimented. Planning on adding a couple more sections there. Also started to change the notes color scheme, however the functionality broke, not fun, looking at it right now."}, {"post_id": 29569, "ts": "2026-07-16T16:29:42Z", "hours": 2.3514, "text": "Notes are working! Notes are working and I can create more, however JavaScript is still being mean and not letting me make a full initilization function so the code’s not as optimized as I’d like yet. :’>"}, {"post_id": 29044, "ts": "2026-07-15T18:12:43Z", "hours": 0.8569, "text": "Small update: Just have the window up, still working on functionality & stuff"}, {"post_id": 28991, "ts": "2026-07-15T17:00:33Z", "hours": 14.4614, "text": "NovaOS has been a mess so far. Finally got Hackatime working (no idea why it wasn’t before). It’s pretty basic right now, going to start working on the Nova Notes (which in the end I want to be sort of a update tracker thingy) and getting the handle to look the way I want. So nothing special right now, just a basic WebOS. So far 90% of my coding time has been debugging the dragging & open/close features. TwT thanks Dad."}]...
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Title: NovaOS by @Zeniths_story | Stardance
Devlo Title: NovaOS by @Zeniths_story | Stardance
Devlogs:
NovaOS has been a mess so far. Finally got Hackatime working (no idea why it wasn’t before). It’s pretty basic right now, going to start working on the Nova Notes (which in the end I want to be sort of a update tracker thingy) and getting the handle to look the way I want. So nothing special right now, just a basic WebOS. So far 90% of my coding time has been debugging the dragging & open/close features. TwT thanks Dad.
Small update: Just have the window up, still working on functionality & stuff
Notes are working! Notes are working and I can create more, however JavaScript is still being mean and not letting me make a full initilization function so the code’s not as optimized as I’d like yet. :’>
The ZenApp has been implimented. Planning on adding a couple more sections there. Also started to change the notes color scheme, however the functionality broke, not fun, looking at it right now.
NovaOS devlog #5 Notes still aren’t working T-T New section added to ZenApp: “Full about”, just tells you a little more about me!
NovaOS Devlog #6 Finally got notes working again! There was just a small typo TwT also changed the color scheme to be a little more like the app icon.
NovaOS Devlog #7 Finally fixed the headers, now they’re bugging me in a different way. Added a slight transparency to the welcome window for funsies. going to start working on the buggy selection stuff so things actually rise to the top when you click on them.
NovaOS Devlog #8 Windows now can come to top when clicked! App icons get an outline to show they are selected/open, and opening/closing has been semi-optimized. (initWind still isn’t working, but I am working on it.)
NovaOS Devlog #9 Window initilization has been optimized! Yay! currently working on getting windows to stay open between reloads.
NovaOS Devlog #10 Windows now stay open and where you put them between page reloads! Pages reset, however I’m working on it.
Ships:
NovaOS A space-themed WebOS with (so far): a notes app open and closeable windows code that hates me fun background from NASA Pretty impressive isn’t it? -w- I’m kidding… Planned projects for this OS: Better handle looks better app placement (draggable?) “Get to Know Zenith” App “Making NovaOS Map” App...
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1793094716.4760852
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1793181116.4760852
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7886
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VisualSort by @alessandro_09 | Stardance
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alessandro_09
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1
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28.89
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244
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T14:30:29Z", "hours": 28.0, "multiplier": 8.62, "payout": 244, "blessing": "neutral", "text": "I made a C++ software based on Raylib and Raygui to visualize how sorting algorithms work! Working on this project was a bit challenging for me as I never code something like this and by using external libraries! Another challenging thing was implementing the sorting algortihms since I didn’t find a way to implement them with their original code! I’m proud of what I’ve made and I’m happy to have learned a lot of new things and new ways to code! One thing people should know is that unfortunately this software is for Windows only and not for Linux or MacOS. I don’t know how to compile code for those platforms but I’ll learn how to do it!", "repo": "https://github.com/fireslash88/VisualSort", "demo": "https://github.com/fireslash88/VisualSort/releases/tag/v1.1"}]...
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[{"post_id": 64517, "ts": "202 [{"post_id": 64517, "ts": "2026-09-08T23:55:28Z", "hours": 0.8856, "text": "Thanks to everyone! Hey there, it’s been a while! My project got approved and I got my payout, yay! I’ve been absent for quite a while because of summer holidays and other than that I just played games with my friends.. Lol Anyway, I’m finally back and ready to make another project! This time, the project I want to make is REAALLY hard.. And I don’t think I’ll ever manage to get it done. But who cares right? I mean, this is what programming is all about… Making things to improve yourself even if they’re hard! And you can even have fun in the meanwhile! (while suffering too, but those are details.. shh) I genuinely hope I’ll be able to make a good project even if I don’t have enough time.. I should have made this project sooner.. Better late than never… I’ll make the first devlog of the project tomorrow (or later, since for me it’s currently 1:49AM) and I won’t reveal much! But if you go check out my profile you can see for yourself what’s about! For last, I want to thank everyone that rated my project and gave me so much feedback! I don’t know if I’ll work on this project again since it was just something to prepare myself for other projects and ideas of mine but I’ll think about it.. Thanks for everything and hope to see y’all on my other project! I know that it’s nothing and probably bad compared to some big projects I checked out here on Stardance, and honestly I’m amazed by what teenagers can do at this age.. Genuinely, some people are crazy and I admire them so much and I hope one day, even if it’s late compared to them, I’ll be able to create projects like theirs! Love you all! (screenshot of a silly cat since I don’t have anything to show)"}, {"post_id": 42645, "ts": "2026-08-07T14:11:42Z", "hours": 0.4114, "text": "Uhh.. Okay.. I might have forgotten to add some things… I forgot to add the colors to the Merge sort and then to add the platform matrix on the GitHub README… Well it was quick… I mean, as of now the software is only for Windows as I don’t know at all how to compile for other platforms.. But don’t worry.. If I choose to work on one of the two project I mentioned in the previous devlog, I’ll definitely try to add Linux support! Okay.. now this is the last devlog. for real. Byee!"}, {"post_id": 42637, "ts": "2026-08-07T13:43:12Z", "hours": 0.3981, "text": "Day 10 - Final devlog! And just like I said.. There we go.. This is going to be my last devlog before shipping! I’ve updated the readme of the repo with instructions on how to compile the program and should be good to ship! Now I just have to make the release on GitHub and change the project info and ship it! It’s not a big project, I know. And the code is probably the worst thing ever lol. But at least I’m happy that I started to work on making random and fun projects like this to learn how to code better! It’s been fun and it was nice to learn all of these things! After shipping I’ll definitely start working on 2 new projects! I won’t say anything cause I’m not sure if I’ll be able to do one of them since it’s pretty hard.. but who knows. Anyway.. Thanks for everything and see you in another project!"}, {"post_id": 42351, "ts": "2026-08-07T01:06:33Z", "hours": 5.5756, "text": "Day 9 - Getting ready to ship! And once again… there we are after another week! Unfortunately I love procrastinating and playing games with my friends so I’m working on these project less… ops. Anyway let’s talk about the new changes! New GUI Layout! I gave the GUI a quick rework to make it a bit prettier. It’s not a work of art, I know. But it’s still something cmon.. At least it’s better than the previous one… Descriptions! I added a box on the GUI to show a quick and easy to understand (I hope) description of the algorithm that the user is using! It’s quick and easy to understand since this software is supposed to help people who had some problems learning these algorithms! Yeah… So, I decided to not include the Quick Sort since I don’t know how to add it… It’s pretty hard and after trying for a bit I decided to drop it directly together with the feature of comparing algorithms. It was a bit difficult… Fixes and last things before shipping! While working, I encountered some bugs and immediately fixed them. Now the software has some more checks so that people can’t press the “Sort” button while already sorting and can’t switch algorithm while sorting! So now, I just have to finish writing the README with all the instructions on how to compile the project and it’s ready to ship! I should be able to do it by tomorrow! Thanks for everything and see you in the next, and probably last, devlog!"}, {"post_id": 38246, "ts": "2026-07-31T15:24:13Z", "hours": 2.9597, "text": "Day 8 - Yay, new algorithm! There we are after another week.. it’s gonna be quick since I didn’t change many things. New sorting algorith, merge sort! yay! After reworking the entire code to use vectors, I managed to add the merge sort algorithm! I had to use some AI because after making the basic implementation, it just kept crashing the program. The problem was that the function that merged everything had recursions in it, and since my way of visualizing this sorting algorithms is step-by-step, it would cause calling the function too many times until it crashed. Anyway, after fixing with ChatGPT now it works well and it shouldn’t have any problem! Next thing I’ll work on is: Quick sort, so at least I have 5 algorithms for shipping Add a way to show a quick description of the algorithm Add a way to compare the algorithms (I’m not sure I’ll add it though as I have no idea what to compare) Cleaning up some code Work more on the animations while sorting (they’re kinda ugly but I have no idea how to make them better) Here’s a quick screenshot of the merge algorithm working!"}, {"post_id": 33677, "ts": "2026-07-23T19:52:47Z", "hours": 3.2572, "text": "Day 7 - A lot of changes And there we are! After about.. a week from the last devlog and I’ve made some changes since then! Vectors! Yay! Now the entire code uses vectors instead of arrays! At first I used arrays cause it was the only thing I knew, but I read some guides about vectors and I refactored the entire code to use them instead! After doing this, I can easily implement merge sort and quick sort! Problems While reworking the code, I had quite some problems with the selection sort and insertion sort since it crashed the program when I tried to sort the values. I tried everything, but once I found the problems, I didn’t know how to fix them. So unfortunately, I had to use ChatGPT to help me fix them since I really didn’t know how. (Every change I made with AI it’s tagged with the prefix //AI: in the comments of the code.) I didn’t want to use AI cause I want to learn these things by myself and without any help of AI, after all I’m still learning and I said at first that this project it’s just a way for me to practice. But I guess it’s fine to get help from time to time, I just need to not do it often and try by myself first! That’s all for this devlog and see you in another devlog! (Yeah, the screenshot is the same as the previous one since I didn’t change anything graphically, lol)"}, {"post_id": 30334, "ts": "2026-07-17T20:07:30Z", "hours": 1.2111, "text": "Day 6 - I don’t know what to put… Hey there, this is going to be another quick devlog.. I usually post devlogs as I make commits so, everytime I commit something to the repo I make a devlog and say what I did, lol Anyway.. there we go. Statistics!! Yayyy! I’ve finally added statistics! So now, every time you finish sorting a range of values, it shows how many comparisons and swaps the algorithm performed and how many array accesses it made! It wasn’t hard to implement but for now it works only for bubble sort and selection sort! (I was lazy and didn’t want to add it yesterday lol). And still isn’t quite complete.. cause I don’t know for what reason but if I compare the statistics with a normal implementation of the algorithm, my Selection sort appears to do one cycle more than it needs too.. So I have to check that out. Other things After adding the statistics I just cleaned up some code, added some comments so people can actually understand what everything does and then added a quick button to show/hide the text under the rectangles with a limit. The limit is there so that you can still see the text of the rectangles without them overlapping on each other."}, {"post_id": 29742, "ts": "2026-07-16T20:42:50Z", "hours": 1.4253, "text": "Day 5 - New algorithm Hey there and there we are in another devlog! This is going to be quite short but whatever. New algorithm I added a new algorithm, the Insertion sort! I tested it multiple times and I managed to get it to work in about an hour. Then, I even fixed a bug where sometimes a value would disappear.. (I didn’t put a “=” , lol) What’s next? Next thing is going to be to add simple stats about the algorithm. Like I said in the previous devlog it’s going to be: Comparisons Swaps Array accesses Another thing I’ll work on is to add a way to show/hide the actual value of a rectangle. It will have a limit, cause when you decide to widen the quantity of values, they don’t have enough space to see the text of the value clearly. Next algorithms I won’t focus on them for now since I already implemented some starting algorithms. I first want to polish some code (It’s going to be bad anyway) and add these little features first.. The reason? Well, I wanted to add Quick sort and Merge sort but they’re quite hard to create in the style I need.. and I noticed that they might need vectors to work.. and they haven’t teached me vectors at school… So first, I need to understand how vectors work in C++, THEN I’ll add Merge sort and Quick sort (Or I’ll just ignore them and ship the project anyway. I’ll definitely add them after shipping though) (Oh yeah, I also need to fix how the rectangle change color when the sorting is active. It’s a bit rough now.. I need to make it better.) Anyway see you in another devlog and thank you!"}, {"post_id": 28400, "ts": "2026-07-14T17:11:54Z", "hours": 4.7039, "text": "Day 4 - A lot of changes So.. It’s been a while.. (again) Unfortunately I started doing other personal things and forgot about this project but I still kept doing small fixes. In fact, I had a 12 day streak but unfortunately I lost it lol. Anyway.. yesterday I finally locked in again and finished what I needed to do! New algorithm! I finally added the Selection sort algorithm! It was a bit harder compared to the bubble sort cause I had some problems while porting it in this new style. Another reason is because of all the refactoring I did of the main code that I’m just about to introduce! ## Splitting files! Like I said in the beginning, this project is a way for me to get better at coding, learn sorting algorithms and even learn new approaches into coding that I haven’t learned at school! For this reason, I decided to learn more about header files and how to split the code on multiple files instead of having just one big .cpp file! As of now, the structure look like this! VisualSort/ ├── images/ │ └── image1.png ├── src/ │ ├── algorithms/ │ │ ├── bubbleSort.h │ │ └── selectionSort.h │ ├── main.cpp │ └── main.h ├── .gitignore ├── CMakeLists.txt └── README.md So now I have the main.h for all the variables needed for the sorting algorithms and the main GUI to function. Then, I have a folder called algorithms where I have all the header files of the algorithms I implemented! (I know that I should make a .h and .cpp file and that the header is only for declaration but I didn’t want to add more files since it’s a simple project). Speed slider! Now, I even added a slider bar to let the user choose the speed of the sorting algorithm! The slider changes the seconds of the delay between every step of the algorithm and it goes from a minimum of 0.1 sec (fastest) and a maximum of 2.0 (slowest). Next features… After all of this I think I’m gonna add atleast 1 or 2 new algorithms, a box to show a quick description of the algorithm and then some stats about the like: Array accesses Comparisons performed Swaps performed (Of course the data will be equal to a normal implementation of the algorithm and not according to my way of implementation.) Something first.. If you ask why I took 4h 36min to implement ONLY these features it’s because I’m not really quick at coding and everytime I tried to implement the Selection sort I always had problems.. and other than that I even had to refactor all the code to divide it into files unfortunately. Anyway, that’s all and see you in the next devlog! Hoping that it will be soon. If I lock in it should be tomorrow maybe or I don’t know. Before saying goodbye, here’s a quick screenshot of how the software looks now!"}, {"post_id": 24276, "ts": "2026-07-07T18:55:22Z", "hours": 4.4075, "text": "Day 3 - Getting somewhere! It’s been a while since my last devlog. Since then, I spent all the time working on the delay between each swap of rectangles. I know that it sounds silly but I really didn’t know how to do it.. But now, I managed to solve it and now it works! What was the problem? The problem was that, to start the sorting algorithm, I would press a button and it would call the sorting function. But.. once it starts, it does everything in ONE frame, instead of waiting for the delay I set. So once I understood my mistake, I rewrote the algorithm in the exact same way but in a step-by-step style, without using any kind of loops. Now, thanks to this new approach, I managed to add a delay between the swaps! Thanks to this, I even managed to add a simple animation when the sorting is completed! Next features The next features that I’m working to add is: More algorithms (of course), but to add them I wanna do something special.. Since this project is a way for me to learn to code better.. I’ll add the other algorithms and the bubble sort in other files and I’ll call the actual functions inside the main.cpp. So they’ll become something like libraries. This is a way to maintain the code clean and even a way for me to learn how to connect multiple files between them! A display box to show a quick description of how the algorithm works and even the pros and cons! (I don’t know if I can but I’ll try). A way to compare stats of the sorting algorithms A slider to choose the speed of the sorting algorithm Then I don’t know.. I thought of something else but I forgot.. lol. Anyway thanks for reading this new devlog and see you onto the next one! Here’s finally a quick video demonstration of the software in function!"}, {"post_id": 20478, "ts": "2026-07-02T02:33:37Z", "hours": 3.1392, "text": "Day 2 - GUI and the first algorithm Hey there! This is the second devlog of my project. I wanted to make it yesterday but I was busy, lol. Yayyy GUI! Anyway, I started implementing a reallyyy rough (I mean really rough) draft of the GUI of the software! Of course, since I’m using the Raylib library, for the GUI I’m using the Raygui library! It was a bit hard to understand at first because of all the types of GUI available, but thanks to the tools offered by raysan5 (aka the creator of Raylib), I managed to find what I needed! (Raysan5 is the real goat, y’all should definitely check him out and all of his work. Especially the raylib library if you want to code a game in the most spartan and raw way possible! Trust me, it’s a real piece of art this library.) Of course, once I’m satisfied of how the code is and after implementing all the features I had in mind, I’ll improve the GUI. That’s mainly because I want to focus first on cleaning the code, optimize it, add the algoritms I want and every feature that I had in mind. Only by then I’ll work on the GUI again, as of now, the positions of the controls on screen are random cause I still need to test them after all! First algorithm! After talking about the GUI, let’s talk about algoritms!The first one I implemented it’s the bubble sort! Quite easy to implement and it works well! Next time, I’ll try to add something else but I doubt cause I still need to do some things first, then I’ll work on adding as many algoritms as possible. I’m going crazy. Of course, when the software starts sorting, I’d like to add some kind of delay to see the rectangles swap places… I though it was easy.. Well.. It isn’t. I spent 1h 30mins just to try and this damn delay and it still doesn’t work. It’s a pain. I hate this. But I should be close to get it right.. Or at least that’s what I hope.. And of course, I shall use no AI to help me in this task and suffer through it. I need to learn on how to overtake this difficulties, so NO Ai and just raw searching on Google, checking out other people’s codes to see if I can apply something to my case, check examples by raylib and the docs, reddit’s posts and anything else that is available, except AI. Anyway, thanks for everything and see you in another devlog! (Yes I know, the screenshot is still useless but once I add this damn delay I’ll try and a quick timelapse of the software working)"}, {"post_id": 18926, "ts": "2026-06-30T03:16:59Z", "hours": 0.8125, "text": "Day 1 - Starting! The Idea Hey y’all! I’m starting this new project about a C++ software that makes it able to visualize sorting algorithms! As of now, I don’t know how many algorithms I’ll add, but I’ll try to add as many algoritms as I can. Why? During this year of high school we started learning C++ and we even got a quick look at Sorting algorithms. I’ve always been curious about them and always wanted to learn more about it but, I couldn’t notice the fact that they were hard to understand, especially for my classmates. But after I helped them personally by making them visualize on paper how the algorithm worked, they seemed to understand better. So, I decided to make a software to visualize them automatically through software! What I’ll use To create this software I’ll use CLion as IDE and C++ as the programming language. To make the GUI and everything I’ll use the Raylib library! It’s a really nice library that I started learning some time ago. I started by remaking Pong by myself without any help and now, I wanted to step up a bit and use it in a more complicated project! See you! This was pretty much everything. I already started writing some code but it isn’t much. I just made the basics and they already need some fixing. This is a quick screenshot of the project as of now. I’ll definitely fix it up tomorrow. Anyway, thanks for everything and see you in another Devlog!"}]...
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Title: VisualSort by @alessandro_09 | Stardance
D Title: VisualSort by @alessandro_09 | Stardance
Devlogs:
Day 1 - Starting! The Idea Hey y’all! I’m starting this new project about a C++ software that makes it able to visualize sorting algorithms! As of now, I don’t know how many algorithms I’ll add, but I’ll try to add as many algoritms as I can. Why? During this year of high school we started learning C++ and we even got a quick look at Sorting algorithms. I’ve always been curious about them and always wanted to learn more about it but, I couldn’t notice the fact that they were hard to understand, especially for my classmates. But after I helped them personally by making them visualize on paper how the algorithm worked, they seemed to understand better. So, I decided to make a software to visualize them automatically through software! What I’ll use To create this software I’ll use CLion as IDE and C++ as the programming language. To make the GUI and everything I’ll use the Raylib library! It’s a really nice library that I started learning some time ago. I started by remaking Pong by myself without any help and now, I wanted to step up a bit and use it in a more complicated project! See you! This was pretty much everything. I already started writing some code but it isn’t much. I just made the basics and they already need some fixing. This is a quick screenshot of the project as of now. I’ll definitely fix it up tomorrow. Anyway, thanks for everything and see you in another Devlog!
Day 2 - GUI and the first algorithm Hey there! This is the second devlog of my project. I wanted to make it yesterday but I was busy, lol. Yayyy GUI! Anyway, I started implementing a reallyyy rough (I mean really rough) draft of the GUI of the software! Of course, since I’m using the Raylib library, for the GUI I’m using the Raygui library! It was a bit hard to understand at first because of all the types of GUI available, but thanks to the tools offered by raysan5 (aka the creator of Raylib), I managed to find what I needed! (Raysan5 is the real goat, y’all should definitely check him out and all of his work. Especially the raylib library if you want to code a game in the most spartan and raw way possible! Trust me, it’s a real piece of art this library.) Of course, once I’m satisfied of how the code is and after implementing all the features I had in mind, I’ll improve the GUI. That’s mainly because I want to focus first on cleaning the code, optimize it, add the algoritms I want and every feature that I had in mind. Only by then I’ll work on the GUI again, as of now, the positions of the controls on screen are random cause I still need to test them after all! First algorithm! After talking about the GUI, let’s talk about algoritms!The first one I implemented it’s the bubble sort! Quite easy to implement and it works well! Next time, I’ll try to add something else but I doubt cause I still need to do some things first, then I’ll work on adding as many algoritms as possible. I’m going crazy. Of course, when the software starts sorting, I’d like to add some kind of delay to see the rectangles swap places… I though it was easy.. Well.. It isn’t. I spent 1h 30mins just to try and this damn delay and it still doesn’t work. It’s a pain. I hate this. But I should be close to get it right.. Or at least that’s what I hope.. And of course, I shall use no AI to help me in this task and suffer through it. I need to learn on how to overtake this difficulties, so NO Ai and just raw searching on Google, checking out other people’s codes to see if I can apply something to my case, check examples by raylib and the docs, reddit’s posts and anything else that is available, except AI. Anyway, thanks for everything and see you in another devlog! (Yes I know, the screenshot is still useless but once I add this damn delay I’ll try and a quick timelapse of the software working)
Day 3 - Getting somewhere! It’s been a while since my last devlog. Since then, I spent all the time working on the delay between each swap of rectangles. I know that it sounds silly but I really didn’t know how to do it.. But now, I managed to solve it and now it works! What was the problem? The problem was that, to start the sorting algorithm, I would press a button and it would call the sorting function. But.. once it starts, it does everything in ONE frame, instead of waiting for the delay I set. So once I understood my mistake, I rewrote the algorithm in the exact same way but in a step-by-step style, without using any kind of loops. Now, thanks to this new approach, I managed to add a delay between the swaps! Thanks to this, I even managed to add a simple animation when the sorting is completed! Next features The next features that I’m working to add is: More algorithms (of course), but to add them I wanna do something special.. Since this project is a way for me to learn to code better.. I’ll add the other algorithms and the bubble sort in other files and I’ll call the actual functions inside the main.cpp. So they’ll become something like libraries. This is a way to maintain the code clean and even a way for me to learn how to connect multiple files between them! A display box to show a quick description of how the algorithm works and even the pros and cons! (I don’t know if I can but I’ll try). A way to compare stats of the sorting algorithms A slider to choose the speed of the sorting algorithm Then I don’t know.. I thought of something else but I forgot.. lol. Anyway thanks for reading this new devlog and see you onto the next one! Here’s finally a quick video demonstration of the software in function!
Day 4 - A lot of changes So.. It’s been a while.. (again) Unfortunately I started doing other personal things and forgot about this project but I still kept doing small fixes. In fact, I had a 12 day streak but unfortunately I lost it lol. Anyway.. yesterday I finally locked in again and finished what I needed to do! New algorithm! I finally added the Selection sort algorithm! It was a bit harder compared to the bubble sort cause I had some problems while porting it in this new style. Another reason is because of all the refactoring I did of the main code that I’m just about to introduce! ## Splitting files! Like I said in the beginning, this project is a way for me to get better at coding, learn sorting algorithms and even learn new approaches into coding that I haven’t learned at school! For this reason, I decided to learn more about header files and how to split the code on multiple files instead of having just one big .cpp file! As of now, the structure look like this! VisualSort/ ├── images/ │ └── image1.png ├── src/ │ ├── algorithms/ │ │ ├── bubbleSort.h │ │ └── selectionSort.h │ ├── main.cpp │ └── main.h ├── .gitignore ├── CMakeLists.txt └── README.md So now I have the main.h for all the variables needed for the sorting algorithms and the main GUI to function. Then, I have a folder called algorithms where I have all the header files of the algorithms I implemented! (I know that I should make a .h and .cpp file and that the header is only for declaration but I didn’t want to add more files since it’s a simple project). Speed slider! Now, I even added a slider bar to let the user choose the speed of the sorting algorithm! The slider changes the seconds of the delay between every step of the algorithm and it goes from a minimum of 0.1 sec (fastest) and a maximum of 2.0 (slowest). Next features… After all of this I think I’m gonna add atleast 1 or 2 new algorithms, a box to show a quick description of the algorithm and then some stats about the like: Array accesses Comparisons performed Swaps performed (Of course the data will be equal to a normal implementation of the algorithm and not according to my way of implementation.) Something first.. If you ask why I took 4h 36min to implement ONLY these features it’s because I’m not really quick at coding and everytime I tried to implement the Selection sort I always had problems.. and other than that I even had to refactor all the code to divide it into files unfortunately. Anyway, that’s all and see you in the next devlog! Hoping that it will be soon. If I lock in it should be tomorrow maybe or I don’t know. Before saying goodbye, here’s a quick screenshot of how the software looks now!
Day 5 - New algorithm Hey there and there we are in another devlog! This is going to be quite short but whatever. New algorithm I added a new algorithm, the Insertion sort! I tested it multiple times and I managed to get it to work in about an hour. Then, I even fixed a bug where sometimes a value would disappear.. (I didn’t put a “=” , lol) What’s next? Next thing is going to be to add simple stats about the algorithm. Like I said in the previous devlog it’s going to be: Comparisons Swaps Array accesses Another thing I’ll work on is to add a way to show/hide the actual value of a rectangle. It will have a limit, cause when you decide to widen the quantity of values, they don’t have enough space to see the text of the value clearly. Next algorithms I won’t focus on them for now since I already implemented some starting algorithms. I first want to polish some code (It’s going to be bad anyway) and add these little features first.. The reason? Well, I wanted to add Quick sort and Merge sort but they’re quite hard to create in the style I need.. and I noticed that they might need vectors to work.. and they haven’t teached me vectors at school… So first, I need to understand how vectors work in C++, THEN I’ll add Merge sort and Quick sort (Or I’ll just ignore them and ship the project anyway. I’ll definitely add them after shipping though) (Oh yeah, I also need to fix how the rectangle change color when the sorting is active. It’s a bit rough now.. I need to make it better.) Anyway see you in another devlog and thank you!
Day 6 - I don’t know what to put… Hey there, this is going to be another quick devlog.. I usually post devlogs as I make commits so, everytime I commit something to the repo I make a devlog and say what I did, lol Anyway.. there we go. Statistics!! Yayyy! I’ve finally added statistics! So now, every time you finish sorting a range of values, it shows how many comparisons and swaps the algorithm performed and how many array accesses it made! It wasn’t hard to implement but for now it works only for bubble sort and selection sort! (I was lazy and didn’t want to add it yesterday lol). And still isn’t quite complete.. cause I don’t know for what reason but if I compare the statistics with a normal implementation of the algorithm, my Selection sort appears to do one cycle more than it needs too.. So I have to check that out. Other things After adding the statistics I just cleaned up some code, added some comments so people can actually understand what everything does and then added a quick button to show/hide the text under the rectangles with a limit. The limit is there so that you can still see the text of the rectangles without them overlapping on each other.
Day 7 - A lot of changes And there we are! After about.. a week from the last devlog and I’ve made some changes since then! Vectors! Yay! Now the entire code uses vectors instead of arrays! At first I used arrays cause it was the only thing I knew, but I read some guides about vectors and I refactored the entire code to use them instead! After doing this, I can easily implement merge sort and quick sort! Problems While reworking the code, I had quite some problems with the selection sort and insertion sort since it crashed the program when I tried to sort the values. I tried everything, but once I found the problems, I didn’t know how to fix them. So unfortunately, I had to use ChatGPT to help me fix them since I really didn’t know how. (Every change I made with AI it’s tagged with the prefix //AI: in the comments of the code.) I didn’t want to use AI cause I want to learn these things by myself and without any help of AI, after all I’m still learning and I said at first that this project it’s just a way for me to practice. But I guess it’s fine to get help from time to time, I just need to not do it often and try by myself first! That’s all for this devlog and see you in another devlog! (Yeah, the screenshot is the same as the previous one since I didn’t change anything graphically, lol)
Day 8 - Yay, new algorithm! There we are after another week.. it’s gonna be quick since I didn’t change many things. New sorting algorith, merge sort! yay! After reworking the entire code to use vectors, I managed to add the merge sort algorithm! I had to use some AI because after making the basic implementation, it just kept crashing the program. The problem was that the function that merged everything had recursions in it, and since my way of visualizing this sorting algorithms is step-by-step, it would cause calling the function too many times until it crashed. Anyway, after fixing with ChatGPT now it works well and it shouldn’t have any problem! Next thing I’ll work on is: Quick sort, so at least I have 5 algorithms for shipping Add a way to show a quick description of the algorithm Add a way to compare the algorithms (I’m not sure I’ll add it though as I have no idea what to compare) Cleaning up some code Work more on the animations while sorting (they’re kinda ugly but I have no idea how to make them better) Here’s a quick screenshot of the merge algorithm working!
Day 9 - Getting ready to ship! And once again… there we are after another week! Unfortunately I love procrastinating and playing games with my friends so I’m working on these project less… ops. Anyway let’s talk about the new changes! New GUI Layout! I gave the GUI a quick rework to make it a bit prettier. It’s not a work of art, I know. But it’s still something cmon.. At least it’s better than the previous one… Descriptions! I added a box on the GUI to show a quick and easy to understand (I hope) description of the algorithm that the user is using! It’s quick and easy to understand since this software is supposed to help people who had some problems learning these algorithms! Yeah… So, I decided to not include the Quick Sort since I don’t know how to add it… It’s pretty hard and after trying for a bit I decided to drop it directly together with the feature of comparing algorithms. It was a bit difficult… Fixes and last things before shipping! While working, I encountered some bugs and immediately fixed them. Now the software has some more checks so that people can’t press the “Sort” button while already sorting and can’t switch algorithm while sorting! So now, I just have to finish writing the README with all the instructions on how to compile the project and it’s ready to ship! I should be able to do it by tomorrow! Thanks for everything and see you in the next, and probably last, devlog!
Day 10 - Final devlog! And just like I said.. There we go.. This is going to be my last devlog before shipping! I’ve updated the readme of the repo with instructions on how to compile the program and should be good to ship! Now I just have to make the release on GitHub and change the project info and ship it! It’s not a big project, I know. And the code is probably the worst thing ever lol. But at least I’m happy that I started to work on making random and fun projects like this to learn how to code better! It’s been fun and it was nice to learn all of these things! After shipping I’ll definitely start working on 2 new projects! I won’t say anything cause I’m not sure if I’ll be able to do one of them since it’s pretty hard.. but who knows. Anyway.. Thanks for everything and see you in another project!
Uhh.. Okay.. I might have forgotten to add some things… I forgot to add the colors to the Merge sort and then to add the platform matrix on the GitHub README… Well it was quick… I mean, as of now the software is only for Windows as I don’t know at all how to compile for other platforms.. But don’t worry.. If I choose to work on one of the two project I mentioned in the previous devlog, I’ll definitely try to add Linux support! Okay.. now this is the last devlog. for real. Byee!
Thanks to everyone! Hey there, it’s been a while! My project got approved and I got my payout, yay! I’ve been absent for quite a while because of summer holidays and other than that I just played games with my friends.. Lol Anyway, I’m finally back and ready to make another project! This time, the project I want to make is REAALLY hard.. And I don’t think I’ll ever manage to get it done. But who cares right? I mean, this is what programming is all about… Making things to improve yourself even if they’re hard! And you can even have fun in the meanwhile! (while suffering too, but those are details.. shh) I genuinely hope I’ll be able to make a good project even if I don’t have enough time.. I should have made this project sooner.. Better late than never… I’ll make the first devlog of the project tomorrow (or later, since for me it’s currently 1:49AM) and I won’t reveal much! But if you go check out my profile you can see for yourself what’s about! For last, I want to thank everyone that rated my project and gave me so much feedback! I don’t know if I’ll work on this project again since it was just something to prepare myself for other projects and ideas of mine but I’ll think about it.. Thanks for everything and hope to see y’all on my other project! I know that it’s nothing and probably bad compared to some big projects I checked out here on Stardance, and honestly I’m amazed by what teenagers can do at this age.. Genuinely, some people are crazy and I admire them so much and I hope one day, even if it’s late compared to them, I’ll be able to create projects like theirs! Love you all! (screenshot of a silly cat since I don’t have anything to show)
Ships:
I made a C++ software based on Raylib and Raygui to visualize how sorting algorithms work! Working on this project was a bit challenging for me as I never code something like this and by using external libraries! Another challenging thing was implementing the sorting algortihms since I didn’t find a way to implement them with their original code! I’m proud of what I’ve made and I’m happy to have learned a lot of new things and new ways to code! One thing people should know is that unfortunately this software is for Windows only and not for Linux or MacOS. I don’t know how to compile code for those platforms but I’ll learn how to do it!...
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1793231319.489889
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1793317719.489889
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52004
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StudySpace by @poepoepipi | Stardance
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poepoepipi
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0
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28.75
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0
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[]
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[{"post_id": 60345, "ts": "202 [{"post_id": 60345, "ts": "2026-09-02T17:03:29Z", "hours": 8.7997, "text": "So I thought I would be almost done but after some considerations, I decided to apart from being to selfhost this, to also make this an actual website, which is why I now need to implement a lot of extra stuff like accounts and extra security measures. so It will still take a while."}, {"post_id": 54688, "ts": "2026-08-25T19:03:26Z", "hours": 1.9286, "text": "The OCR I now fully done apart from a little but where the time just always shows 2h no matter when it was done. I also already did some of the parts for audio-to-text but That isn’t finished yet. I think after the AI stuff I only have to fix some minor bugs, write the README, and write my ship message and then i’ll be done."}, {"post_id": 54568, "ts": "2026-08-25T16:18:54Z", "hours": 9.7378, "text": "The project is starting to take shape! I’m still working on the AI stuff and some of the other rough edges. I’ve added timers, stopwatches, To-Dos, a Pomodoro timer, bookmarks, and different themes and profiles. What I’m going to add next are the AI tools. It won’t be a chatbot, but rather audio-to-text and picture-to-text (OCR) tools, so you can then feed the output into a chatbot. I’m not trying to reinvent the wheel."}, {"post_id": 51228, "ts": "2026-08-20T19:17:35Z", "hours": 8.2853, "text": "I’ve been coding a lot lately, but most of it has been backend work rather than frontend, so I don’t have much to show. Then I saw that apparently, if you code for more than 10 hours without a devlog, it doesn’t count toward your total time. So I guess here are some pictures of my code."}]...
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Title: StudySpace by @poepoepipi | Stardance
Devl Title: StudySpace by @poepoepipi | Stardance
Devlogs:
I’ve been coding a lot lately, but most of it has been backend work rather than frontend, so I don’t have much to show. Then I saw that apparently, if you code for more than 10 hours without a devlog, it doesn’t count toward your total time. So I guess here are some pictures of my code.
The project is starting to take shape! I’m still working on the AI stuff and some of the other rough edges. I’ve added timers, stopwatches, To-Dos, a Pomodoro timer, bookmarks, and different themes and profiles. What I’m going to add next are the AI tools. It won’t be a chatbot, but rather audio-to-text and picture-to-text (OCR) tools, so you can then feed the output into a chatbot. I’m not trying to reinvent the wheel.
The OCR I now fully done apart from a little but where the time just always shows 2h no matter when it was done. I also already did some of the parts for audio-to-text but That isn’t finished yet. I think after the AI stuff I only have to fix some minor bugs, write the README, and write my ship message and then i’ll be done.
So I thought I would be almost done but after some considerations, I decided to apart from being to selfhost this, to also make this an actual website, which is why I now need to implement a lot of extra stuff like accounts and extra security measures. so It will still take a while....
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1792925616.055591
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1793789616.055591
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24830
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Echo, a BDX Droid by @haydencwilliams26 | Stardanc Echo, a BDX Droid by @haydencwilliams26 | Stardance...
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haydencwilliams26
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0
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28.74
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[]
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[{"post_id": 46442, "ts": "202 [{"post_id": 46442, "ts": "2026-08-13T17:32:10Z", "hours": 7.0503, "text": "I finally finished the sheet metal parts, I ended up running into clearance issues with the legs and the chassis, so I redesigned it all. Now, it is significantly slimmer and should be theoretically stronger. I was also able to reduce the machined parts meaning I save time and money. I started printing everything out and found some small issues that were quickly resolved. I already have a couple of the motors, so I got those all wired up and they move! Its insane how powerful they are. The strongest one, the RS03, has over 60Nm of peak torque, even on 24v (instead of 48v), I could overpower it using my entire body. This robot is beyond powerful, and should be an incredible platform for complex locomotion as well as environment mapping. Can’t wait for everything else to arrive and be integrated."}, {"post_id": 32603, "ts": "2026-07-21T21:36:01Z", "hours": 0.2833, "text": "Finished legs and chassis. Forgot to record the entire process, which is very sad, but I don’t think design hours even count so I guess it doesn’t really matter. I simplified the legs, changed actuators, and designed a rigid but entirely plastic chassis to save weight. As things break in the real world i will switch over to metal. The design is still missing the head, but for the time being I will not give it one. It adds too much complexity and honestly for right now its not what matters. I also changed the accent panels to be red, as when I checked the CNC fabs website’s they offered red anodizing but not blue. The chassis has two batteries on either side in the rear, and then all computing goes in the front, hence the vent and spot for cameras/lidar/microphone."}, {"post_id": 22495, "ts": "2026-07-05T00:13:36Z", "hours": 8.2169, "text": "Completed CAD for the droid’s legs. Finalized the metal sections, added more spacers for the shins, and made sure the tolerances were set for machining and 3d-printing. I will be entirely 3d printing for a quick fit test before sending off an order for metal parts. Now its time for fun part - building it."}, {"post_id": 17395, "ts": "2026-06-28T04:51:46Z", "hours": 3.55, "text": "Finished the shin section. I had previously done a plastic mount for the shin, but that wouldn’t have been strong enough. Now, I’ve replaced it with two aluminum plates (and an aluminum spacer) that should make it far stronger at the same weight."}, {"post_id": 16700, "ts": "2026-06-27T04:21:14Z", "hours": 4.4158, "text": "Built out thigh section. Added the frame, which is two aluminum plates with the actuators sandwiched in between. I plan to put some spacers in there for extra support. Mounted to the plates will be thin plastic facades for looks. The brackets on the right are for the wire tubes, which I hope will also be handles to pick up the robot, hence their rigidity. Now onto the facades!"}, {"post_id": 16065, "ts": "2026-06-26T03:17:53Z", "hours": 5.2217, "text": "Started working on the legs, and got a decent prototype. The model is based off the the Disney BD-X model they have showed online, but takes some creative liberties. I decided to place the little blue shield over the actuator to help hide it and kind of blend in with the robot. In the world of star wars, it makes sense for them to protect these pieces, so it isn’t all that unrealistic. The shin piece might be too hollow, not sure how it will hold up to load and stress. I plan to reinforce it with an aluminum plate, and that will go sandwiched by the plastic to take the blunt of the force (if needed). Good progress, plenty more to do though."}]...
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Title: Echo, a BDX Droid by @haydencwilliams26 | S Title: Echo, a BDX Droid by @haydencwilliams26 | Stardance
Devlogs:
Started working on the legs, and got a decent prototype. The model is based off the the Disney BD-X model they have showed online, but takes some creative liberties. I decided to place the little blue shield over the actuator to help hide it and kind of blend in with the robot. In the world of star wars, it makes sense for them to protect these pieces, so it isn’t all that unrealistic. The shin piece might be too hollow, not sure how it will hold up to load and stress. I plan to reinforce it with an aluminum plate, and that will go sandwiched by the plastic to take the blunt of the force (if needed). Good progress, plenty more to do though.
Built out thigh section. Added the frame, which is two aluminum plates with the actuators sandwiched in between. I plan to put some spacers in there for extra support. Mounted to the plates will be thin plastic facades for looks. The brackets on the right are for the wire tubes, which I hope will also be handles to pick up the robot, hence their rigidity. Now onto the facades!
Finished the shin section. I had previously done a plastic mount for the shin, but that wouldn’t have been strong enough. Now, I’ve replaced it with two aluminum plates (and an aluminum spacer) that should make it far stronger at the same weight.
Completed CAD for the droid’s legs. Finalized the metal sections, added more spacers for the shins, and made sure the tolerances were set for machining and 3d-printing. I will be entirely 3d printing for a quick fit test before sending off an order for metal parts. Now its time for fun part - building it.
Finished legs and chassis. Forgot to record the entire process, which is very sad, but I don’t think design hours even count so I guess it doesn’t really matter. I simplified the legs, changed actuators, and designed a rigid but entirely plastic chassis to save weight. As things break in the real world i will switch over to metal. The design is still missing the head, but for the time being I will not give it one. It adds too much complexity and honestly for right now its not what matters. I also changed the accent panels to be red, as when I checked the CNC fabs website’s they offered red anodizing but not blue. The chassis has two batteries on either side in the rear, and then all computing goes in the front, hence the vent and spot for cameras/lidar/microphone.
I finally finished the sheet metal parts, I ended up running into clearance issues with the legs and the chassis, so I redesigned it all. Now, it is significantly slimmer and should be theoretically stronger. I was also able to reduce the machined parts meaning I save time and money. I started printing everything out and found some small issues that were quickly resolved. I already have a couple of the motors, so I got those all wired up and they move! Its insane how powerful they are. The strongest one, the RS03, has over 60Nm of peak torque, even on 24v (instead of 48v), I could overpower it using my entire body. This robot is beyond powerful, and should be an incredible platform for complex locomotion as well as environment mapping. Can’t wait for everything else to arrive and be integrated....
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1792655381.0822647
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1793260181.0822647
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59104
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Sanchar_jaal by @thebiraj_hkr | Stardance
|
thebiraj_hkr
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0
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28.73
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0
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[]
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[{"post_id": 65492, "ts": "202 [{"post_id": 65492, "ts": "2026-09-10T17:47:41Z", "hours": 8.3483, "text": "so lots of things have been changed since last devlog… first i have made my full CAD for the bottom part and the front part is not accomplished yet. since i was weak in CAD fusion 360 i sook help rom youtube videos and AI and google to accomplish my work. i have made two compartments in my cad. one is components part and other is battery part cause battery should be in sealed place where no foreign material should enter. also i have created screw mouts and inserted screws to my CAD and it look so nice now."}, {"post_id": 64731, "ts": "2026-09-09T11:14:35Z", "hours": 20.3817, "text": "The circuit board is done! I finally finished placing and routing all the parts in KiCad for my custom mesh walkie-talkie. also I decided to expose all the metal traces on the top of the black board instead of hiding them. It gives the whole thing a really cool, futuristic look. and I added a real, physical volume knob to the design because you just can’t beat the feeling of turning a real dial. Next up: The electronics are officially locked in. I just exported the board into Autodesk Fusion and I’m starting to design the 3D-printed case to hold it all together!"}]...
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Title: Sanchar_jaal by @thebiraj_hkr | Stardance
Title: Sanchar_jaal by @thebiraj_hkr | Stardance
Devlogs:
The circuit board is done! I finally finished placing and routing all the parts in KiCad for my custom mesh walkie-talkie. also I decided to expose all the metal traces on the top of the black board instead of hiding them. It gives the whole thing a really cool, futuristic look. and I added a real, physical volume knob to the design because you just can’t beat the feeling of turning a real dial. Next up: The electronics are officially locked in. I just exported the board into Autodesk Fusion and I’m starting to design the 3D-printed case to hold it all together!
so lots of things have been changed since last devlog… first i have made my full CAD for the bottom part and the front part is not accomplished yet. since i was weak in CAD fusion 360 i sook help rom youtube videos and AI and google to accomplish my work. i have made two compartments in my cad. one is components part and other is battery part cause battery should be in sealed place where no foreign material should enter. also i have created screw mouts and inserted screws to my CAD and it look so nice now....
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1792936459.595018
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1793800459.595018
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22629
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Silksong Save File Editor by @FabBeyond | Stardanc Silksong Save File Editor by @FabBeyond | Stardance...
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FabBeyond
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0
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28.72
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0
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[]
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[{"post_id": 27375, "ts": "202 [{"post_id": 27375, "ts": "2026-07-12T21:48:11Z", "hours": 5.3811, "text": "Devlog 7 Well, Im back. Ive been on vacation for the last week but i managed to work on my save file editor a little bit here and there. I mainly worked on it yesterday when i came home. So whats new? Ive added all Fleas and Spool Fragments to the map as well as cleaned up stuff that didnt work anymore because of my complete code refactor. Next i plan on finishing up all things that go on the map like Tool Pouches/Kits, Craft Metals, etc. Then Im gonna tackle the tools and crests. Im very excited to be back and working on my project"}, {"post_id": 22254, "ts": "2026-07-04T17:03:30Z", "hours": 6.03, "text": "Devlog 6 It’s been a while but Ive made significant progress. Well not visually but Ill get to that in a second. Ive added a fully functional map using leaflet, a javascript library for making easy maps. Im going to be using this map to toggle things like collected fleas, mask shards, spool fragments, etc. Now, the main thing I worked on was a complete refactor of the code. In the third devlog i said this In the end I just settled for a big function with a lot of ifs to check with value to set. I know that its not the best way but its good enough for now. And not the best way it was. I now realized that it was heavily slowing down how fast I was able to progress and the code was a big mess. Hundreds of if statements everywhere and almost no order. So what did I do? I created multiple massive lists that store all the data about a toggle-able thing. { key: \"hasDash\", type: \"pd_bool\", label: \"Swift Step\", img: \"resources/abilities/swift_step.png\" } This is what one of these entries looks like. The key is the thing in the save file that is to change. The type is how its stored in the save file. The label is the visual name the user sees. The img is the image the user sees. This way i can more easily add/remove entries and have way cleaner code because now I just need one central function to toggle a certain thing."}, {"post_id": 17400, "ts": "2026-06-28T05:02:09Z", "hours": 5.9997, "text": "Devlog 5 In the past few days Ive been steadily working on expanding the available stuff to edit. So far i have: Basic Resources Masks/Spool Items Abilities Bosses Wishes Other things I want to add are of course more content to edit. That includes things like Fleas, Memory Lockets, Mossberries, etc."}, {"post_id": 15612, "ts": "2026-06-25T12:10:21Z", "hours": 1.8206, "text": "Devlog 4 Ive now fully implemented switching between the different tabs and completed the abilities. Next step are the bosses and wishes."}, {"post_id": 15549, "ts": "2026-06-25T08:43:15Z", "hours": 0.8033, "text": "Devlog 3.5 Just a quick mini devlog. Ive implemented the quill switching between the 3 states. Saving the file and putting it into the game is now also possible."}, {"post_id": 15500, "ts": "2026-06-25T06:10:02Z", "hours": 3.9533, "text": "Devlog 3 In the last 2 days Ive been working on actually getting the website to work. That means being able to click on the different items and changing their data in the save file. I had some problems with modifying the save file data at first because is was overcomplicating it a lot. In the end I just settled for a big function with a lot of ifs to check with value to set. I know that its not the best way but its good enough for now. All items except for the quill works right now. That is because the quill is going to have extra functionality. Instead of clicking it to switch it on and off you can switch between the different quills (normal, red, purple). Next I plan on adding functionality for the quill and actually making the user be able to save their modifications to a file."}, {"post_id": 14556, "ts": "2026-06-23T18:35:08Z", "hours": 3.42, "text": "Devlog 2 Ive added basic support for manipulating your resources: Rosaries Shell Shards Mask Shards Spool Fragments For the Masks and Spools, Ive done it in a visual way (as Im trying to make it as visual and user-friendly as possible) where you can see how many masks/spools you have and can increase/decrease with the buttons on the left and right. As you can also see the layout is also almost done, i just have to add more labels."}, {"post_id": 14281, "ts": "2026-06-23T10:23:34Z", "hours": 1.3083, "text": "Devlog 1 So, Ive started on my Silksong Save File Editor Website, where you will be able to change the following things: Rosary/Shell Shard Count Abilities Tools Unlocked Areas Visited Rooms and more Currently Ive only implemented the very start of the Website and actually loading the save file and soon i wanna start with the actual, main part, which is editing the save file. As you can see below, the Website still looks very empty at the moment but that will hopefully change soon."}]...
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Title: Silksong Save File Editor by @FabBeyond | S Title: Silksong Save File Editor by @FabBeyond | Stardance
Devlogs:
Devlog 1 So, Ive started on my Silksong Save File Editor Website, where you will be able to change the following things: Rosary/Shell Shard Count Abilities Tools Unlocked Areas Visited Rooms and more Currently Ive only implemented the very start of the Website and actually loading the save file and soon i wanna start with the actual, main part, which is editing the save file. As you can see below, the Website still looks very empty at the moment but that will hopefully change soon.
Devlog 2 Ive added basic support for manipulating your resources: Rosaries Shell Shards Mask Shards Spool Fragments For the Masks and Spools, Ive done it in a visual way (as Im trying to make it as visual and user-friendly as possible) where you can see how many masks/spools you have and can increase/decrease with the buttons on the left and right. As you can also see the layout is also almost done, i just have to add more labels.
Devlog 3 In the last 2 days Ive been working on actually getting the website to work. That means being able to click on the different items and changing their data in the save file. I had some problems with modifying the save file data at first because is was overcomplicating it a lot. In the end I just settled for a big function with a lot of ifs to check with value to set. I know that its not the best way but its good enough for now. All items except for the quill works right now. That is because the quill is going to have extra functionality. Instead of clicking it to switch it on and off you can switch between the different quills (normal, red, purple). Next I plan on adding functionality for the quill and actually making the user be able to save their modifications to a file.
Devlog 3.5 Just a quick mini devlog. Ive implemented the quill switching between the 3 states. Saving the file and putting it into the game is now also possible.
Devlog 4 Ive now fully implemented switching between the different tabs and completed the abilities. Next step are the bosses and wishes.
Devlog 5 In the past few days Ive been steadily working on expanding the available stuff to edit. So far i have: Basic Resources Masks/Spool Items Abilities Bosses Wishes Other things I want to add are of course more content to edit. That includes things like Fleas, Memory Lockets, Mossberries, etc.
Devlog 6 It’s been a while but Ive made significant progress. Well not visually but Ill get to that in a second. Ive added a fully functional map using leaflet, a javascript library for making easy maps. Im going to be using this map to toggle things like collected fleas, mask shards, spool fragments, etc. Now, the main thing I worked on was a complete refactor of the code. In the third devlog i said this In the end I just settled for a big function with a lot of ifs to check with value to set. I know that its not the best way but its good enough for now. And not the best way it was. I now realized that it was heavily slowing down how fast I was able to progress and the code was a big mess. Hundreds of if statements everywhere and almost no order. So what did I do? I created multiple massive lists that store all the data about a toggle-able thing. { key: "hasDash", type: "pd_bool", label: "Swift Step", img: "resources/abilities/swift_step.png" } This is what one of these entries looks like. The key is the thing in the save file that is to change. The type is how its stored in the save file. The label is the visual name the user sees. The img is the image the user sees. This way i can more easily add/remove entries and have way cleaner code because now I just need one central function to toggle a certain thing.
Devlog 7 Well, Im back. Ive been on vacation for the last week but i managed to work on my save file editor a little bit here and there. I mainly worked on it yesterday when i came home. So whats new? Ive added all Fleas and Spool Fragments to the map as well as cleaned up stuff that didnt work anymore because of my complete code refactor. Next i plan on finishing up all things that go on the map like Tool Pouches/Kits, Craft Metals, etc. Then Im gonna tackle the tools and crests. Im very excited to be back and working on my project...
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Customisable Mechanicle 7-Segment Display by @iboo Customisable Mechanicle 7-Segment Display by @iboo | Stardance...
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iboo
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28.71
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[{"post_id": 40280, "ts": "202 [{"post_id": 40280, "ts": "2026-08-03T18:18:36Z", "hours": 8.3531, "text": "I have been away for a few days so I couldn’t do a lot of things. But as soon as I came back,I started working on this project again. In this devlog I will talk about the designing of the custom cam pieces Design To start, I want to say there is a lot of custom pieces in this cam system. This is caused by 3 factors that I will list now. ▪There are a total of 9 cam shafts,8 normal (3-10) and 1 special case (2). ▪There are 5 different cam pieces per cam per shaft. Except the shaft No.2 ▪There are 2 cams needed to show a number. 1 turner and 1 aligner. Except the shaft No.2 With these we can calculate the amount of cam pieces needed with the equation below. (8 5 2)+(1 2 1) = 82 -How To Use The Cam Pieces- There are 10 pieces per cam shaft except the No.2. I will write how to use the shaft No.2 at the end. We can divide these pieces to 2 seperate groups called turner and aligner. Every turner piece has a corresponding aligner piece. When you put the turner pieces the corresponding aligner pieces come to the opposite side. The important ones are the turner ones. And the 5 turner pieces are named: ▪On ▪On,Single ▪On,Left ▪On,Rigth ▪Off Each turner cam has a specific rule to follow. The piece, “On”, is used when the left and right neighbours of the piece are a type of on. The piece, “On,Left”, is used when the piece has a left neighbour that is a type of on. The piece, “On,Rigth”, is used when the piece has a right neighbour that is a type of on. The piece, “On,Single”, is used when the piece has no neighbours that are a type of on. The piece, “Off”, is used when the piece is supposed to be off (The segment is closed). This piece is used in places that are not a type of on. Before doing anything, you have to decide when the connected segment will be open or closed. the segments are normally closed like in the number 8. (Closed means that they are shown and open means otherwise.) To give an example I will use the cam shaft No.8 If I want an configuration like this: XOXXXOXO or X O O X X X O X I have to put the pieces like this “On,Single” , “Off” , “On,Left” , “On” , “On,Rigth” , “Off” , “On,Single” , “Off” After doing this your turner layer will be ready, now you can place the corresponding aligner pieces at the opposite side. As I said all turner pieces have a corresponding piece, you just have to take these pieces and put it at the exact opposite side. After doing 1 turner and 1 aligner cam you have to place a spacer ring to space the cams apart. I didn’t modelled the spacer rings yet but they are pretty easy. Do this for every segment and you are DONE -The Cam Shaft No.2- There isn’t a lot of things to do in here. There is just Three pieces: “On” , “Off” and “On,Single” . You do the thing nearly the same except you don’t have the complected pieces like “On,Left”. If you do want it to be on, you put the piece “On,Single” and if you don’t you put the piece “Off” . If you want all of it to be on you just put the piece “On” to both of the places. I didn’t finished modeling these yet but I’ll keep you updated. My Future Plans ▪Make an servo attachment and code it. ▪Test every cam piece mechanically in Autodesk Fusion. ▪Build it out of cartboard or find a place to 3d print. I know that this has been an LONG devlog but it is the main part of this project. If you read all of it THANKS A LOT. Also I will work on this project in the Forge YSWS from now on İyi Akşamlar! Good Night!"}, {"post_id": 28827, "ts": "2026-07-15T10:21:55Z", "hours": 9.7508, "text": "DEVLOG #004 Hi everybody! Hope y’all are alright :) My last devlog was 4 days ago, since then I worked on an important part of the project. Displaying big numbers that are more than 1 digit. I called the big number system. Design As I said I generally worked on the big numbers system but I also designed some more useful things that I will mention right now. - Numbers that are more than 1 digit - Most of the 7 segment displays use more than 1 motor (a motor per digit) when used dise by side, this looks a lot cleaner as a display, however it makes the total cost and total work a lot more. Because you have to code, connect it to a microcontroller, solder the motors for energy (as far as I know microcontrollers can’t supply electricity more than 2 motors simultaneously.) Some people might not want to do all of this stuff. For them I designed a 10:1 gear ratio with a geneva mechanism. This enables you, to put the displays side by side and only need 1 -more powerful- motor. This system works for all displays that includes 10 different symbols (numbers) in the cam system. (There is some modification needed if you want to do the same with the displays that include 3,4,5, 6 ,7,8 or 9 symbols. I will mention this later in this devlog.) - A step towards customisability - I designed the 8 different cam shafts that allows the pieces (arcs and curves) to be inserted at the sides, making it customisable. All of these 8 different cam shafts have different number of sides(3,4,5,6,7,8,9,10). So they can be used to limit how many symbols are in the circulation in the display system. For example if you want only the numbers 0,2,5,8 to show up you can use the 4 numbered cam shaft and customise it to show the numbers you want. This gets rid of the need to turn more than 36 degrees (1/10 of the full rotation, the cam shaft number 10 uses this (Cam shaft number 10 is the shaft if you want to use all digits 0-9)) if you want to go from 5 to 8 for example. I didn’t designed the arc and curve pieces yet but they will be my priority in the future. - The Clock System - You can make the clock system as a big number system using motors (1 per display), but as I said that can bring a lot of work. If you don’t want to do all of that work, you can make use of the 10:1 gear ratio and a new module that turns the 10:1 gear ratio to 6:1 . 10:1 gear ratio will be used between, for example, units place of minutes and tens place of the minutes. And the 6:1 gear ration will be used between the seconds and the minutes and between the minutes and the hours. The 10:1 and 6:1 gear ratios combine to make a 60:1 gear ration that is the exact ratio of the seconds to minutes or minutes to hours. But with this you also have to change the cam shafts of the tens place of the seconds minutes and hours to cam shaft number 6 , so that they only have digits 0-5. If this seems like a lot of work yes it is. But i will also make the design of the needed cams for the cam shaft number 6. So you don’t have to customise yourself. - Last few things - I designed a connector to attach more than 1 display side by side. I also customised the connector to be a colon(:),a dot(.) or a comma(,). You can use these as to represent numbers like 12.35 and 14,85 or hours like 13 : 11. Future Plans ▪Build it from cardboard ▪Make a servo attachment and the code for the clock system. ▪Make the custom pieces for every shaft. I also want to mention that there will be A LOT of part files for this project, cause every cam shaft requires a different width for the custom pieces. I finally finished writing this devlog. I might speaked a lot more than needed but thats on me sorry :) Also for all the fellow readers that read all of this devlog. Thanks A LOT :):). Kendinize iyi bakın. See you laterr."}, {"post_id": 26924, "ts": "2026-07-12T00:11:23Z", "hours": 2.0475, "text": "Devlog #003 Hello everybody! (For the second time today) I am writing this as a mini devlog to introduce my banner and log my time. Also I am writing this at 3.10 my local time so I am pretty tired. After working on this for a few hours -2 hours timelapsed+ some extra- in Blender I managed to satisfy myself with the image I rendered. This, with completing my project page, gave me a reason to escape from designing. With this I finished a thing on my to-do list. It is getting smaller and smaller as the time goes on :) After that said, I don’t really have much else to say/write here. If you guys have any idea about what I can change please inform me. İyi Geceler. Good Night!"}, {"post_id": 26645, "ts": "2026-07-11T16:11:02Z", "hours": 7.5456, "text": "DEVLOG #002 Hi everybody! Last 2 days I have spent WAY more time on things than I expected to spent. But, because this project it pretty fun for me, that wasn’t really a problem : ) Also I am trying to learn, how to make my devlogs enjoyable to read. If you have any ideas or suggestion for me please dm me or mention it in the discussion ( comments) part of this devlog. Now I should probably mention what I did :] Design As I mentioned on my first devlog, I wanted this display to be 3D-Printable. So I mainly worked on that and a few other things. - Making it 3D printable - Added pins and slots for each of the 7 segments. Modyfied the shaft that turns the cams, so that it is easier to assemble. Added a spring system so when the knob is turned for every number the cams click in to the place. (Yes that satisfying * click *) Adjusted the knob to no need any glue. - Some other few things - Made the shaft that turns the cams a square so that it can rotate the cams without glue(x2). Made cam spacers to space out the cams and to not need glue(x3). Made an honeycomb design on two of the faces of the box. This makes it lighter, less materials to print and I also think that it looks cooler. My plans for the future days ▪Design a banner for the projects stardance page. ▪Make it customisable via some curve and arc pieces ▪Build it from cardboard ▪Make an attachment for the clock (A Geneva mechanism) ▪Make a servo attachment and the code for the clock feature. Yes, this devlog was mainly about not using any glue. I specifically wanted to resolve this issue, because i don’t really want to use anything that is not 3D printable, unless, it is a non negotionable (like servo motors). Also please tell me if I can change anyting about my devlogs to make it more enjoyable. Görüşmek Üzere. Byeee"}, {"post_id": 25510, "ts": "2026-07-09T20:31:30Z", "hours": 1.0086, "text": "DEVLOG #001 Hi everybody! Last few days, I have been working on a 7-segment display that uses customisable rotating cams. I found hackclub 3 days ago so I couldn’t log all my progress into the system. Because of that I want to give a little journal to adress what I have been working on. Also I want to mention because this project is “mechanical” I will generally write about the designing, building and trouble shooting phase. July 1 - July 6 My first experience with Fusion. I designed the main system of the 7-segment display (7 segments, rack and pinions , the box and most importantly the base₁₀ cams.) There were some problems in some of the cams, so I remodeled some of them. And it worked. But due to the Fusion July 2026 update I can’t simulate the cams rn on my computer ( It bugged a bit) July 6 - July 9 (Today) I tried for more than 2 hours to solve the issue with Fusion, but sadly, I wasn’t successful. I also designed the rotary knob to control the design. But it might need some adjustments in the future. My plans for the future days ▪Make it customisable via some curve and arc pieces ▪Make it 3D printer friendly ▪Build it from cardboard ▪Make an attachment for the clock (A Geneva mechanism) ▪Make a servo attachment and the code for that My project might seem similar to Engineezy’s 7-segment display, It’s cause thats what gave me the idea of starting this project. Altough it might seem similar, the internal mechanism will have some changes. It will be like a modded version even though I don’t have the CAD files for his project, I only looked to his videos that is available on his youtube."}]...
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Title: Customisable Mechanicle 7-Segment Display b Title: Customisable Mechanicle 7-Segment Display by @iboo | Stardance
Devlogs:
DEVLOG #001 Hi everybody! Last few days, I have been working on a 7-segment display that uses customisable rotating cams. I found hackclub 3 days ago so I couldn’t log all my progress into the system. Because of that I want to give a little journal to adress what I have been working on. Also I want to mention because this project is “mechanical” I will generally write about the designing, building and trouble shooting phase. July 1 - July 6 My first experience with Fusion. I designed the main system of the 7-segment display (7 segments, rack and pinions , the box and most importantly the base₁₀ cams.) There were some problems in some of the cams, so I remodeled some of them. And it worked. But due to the Fusion July 2026 update I can’t simulate the cams rn on my computer ( It bugged a bit) July 6 - July 9 (Today) I tried for more than 2 hours to solve the issue with Fusion, but sadly, I wasn’t successful. I also designed the rotary knob to control the design. But it might need some adjustments in the future. My plans for the future days ▪Make it customisable via some curve and arc pieces ▪Make it 3D printer friendly ▪Build it from cardboard ▪Make an attachment for the clock (A Geneva mechanism) ▪Make a servo attachment and the code for that My project might seem similar to Engineezy’s 7-segment display, It’s cause thats what gave me the idea of starting this project. Altough it might seem similar, the internal mechanism will have some changes. It will be like a modded version even though I don’t have the CAD files for his project, I only looked to his videos that is available on his youtube.
DEVLOG #002 Hi everybody! Last 2 days I have spent WAY more time on things than I expected to spent. But, because this project it pretty fun for me, that wasn’t really a problem : ) Also I am trying to learn, how to make my devlogs enjoyable to read. If you have any ideas or suggestion for me please dm me or mention it in the discussion ( comments) part of this devlog. Now I should probably mention what I did :] Design As I mentioned on my first devlog, I wanted this display to be 3D-Printable. So I mainly worked on that and a few other things. - Making it 3D printable - Added pins and slots for each of the 7 segments. Modyfied the shaft that turns the cams, so that it is easier to assemble. Added a spring system so when the knob is turned for every number the cams click in to the place. (Yes that satisfying * click *) Adjusted the knob to no need any glue. - Some other few things - Made the shaft that turns the cams a square so that it can rotate the cams without glue(x2). Made cam spacers to space out the cams and to not need glue(x3). Made an honeycomb design on two of the faces of the box. This makes it lighter, less materials to print and I also think that it looks cooler. My plans for the future days ▪Design a banner for the projects stardance page. ▪Make it customisable via some curve and arc pieces ▪Build it from cardboard ▪Make an attachment for the clock (A Geneva mechanism) ▪Make a servo attachment and the code for the clock feature. Yes, this devlog was mainly about not using any glue. I specifically wanted to resolve this issue, because i don’t really want to use anything that is not 3D printable, unless, it is a non negotionable (like servo motors). Also please tell me if I can change anyting about my devlogs to make it more enjoyable. Görüşmek Üzere. Byeee
Devlog #003 Hello everybody! (For the second time today) I am writing this as a mini devlog to introduce my banner and log my time. Also I am writing this at 3.10 my local time so I am pretty tired. After working on this for a few hours -2 hours timelapsed+ some extra- in Blender I managed to satisfy myself with the image I rendered. This, with completing my project page, gave me a reason to escape from designing. With this I finished a thing on my to-do list. It is getting smaller and smaller as the time goes on :) After that said, I don’t really have much else to say/write here. If you guys have any idea about what I can change please inform me. İyi Geceler. Good Night!
DEVLOG #004 Hi everybody! Hope y’all are alright :) My last devlog was 4 days ago, since then I worked on an important part of the project. Displaying big numbers that are more than 1 digit. I called the big number system. Design As I said I generally worked on the big numbers system but I also designed some more useful things that I will mention right now. - Numbers that are more than 1 digit - Most of the 7 segment displays use more than 1 motor (a motor per digit) when used dise by side, this looks a lot cleaner as a display, however it makes the total cost and total work a lot more. Because you have to code, connect it to a microcontroller, solder the motors for energy (as far as I know microcontrollers can’t supply electricity more than 2 motors simultaneously.) Some people might not want to do all of this stuff. For them I designed a 10:1 gear ratio with a geneva mechanism. This enables you, to put the displays side by side and only need 1 -more powerful- motor. This system works for all displays that includes 10 different symbols (numbers) in the cam system. (There is some modification needed if you want to do the same with the displays that include 3,4,5, 6 ,7,8 or 9 symbols. I will mention this later in this devlog.) - A step towards customisability - I designed the 8 different cam shafts that allows the pieces (arcs and curves) to be inserted at the sides, making it customisable. All of these 8 different cam shafts have different number of sides(3,4,5,6,7,8,9,10). So they can be used to limit how many symbols are in the circulation in the display system. For example if you want only the numbers 0,2,5,8 to show up you can use the 4 numbered cam shaft and customise it to show the numbers you want. This gets rid of the need to turn more than 36 degrees (1/10 of the full rotation, the cam shaft number 10 uses this (Cam shaft number 10 is the shaft if you want to use all digits 0-9)) if you want to go from 5 to 8 for example. I didn’t designed the arc and curve pieces yet but they will be my priority in the future. - The Clock System - You can make the clock system as a big number system using motors (1 per display), but as I said that can bring a lot of work. If you don’t want to do all of that work, you can make use of the 10:1 gear ratio and a new module that turns the 10:1 gear ratio to 6:1 . 10:1 gear ratio will be used between, for example, units place of minutes and tens place of the minutes. And the 6:1 gear ration will be used between the seconds and the minutes and between the minutes and the hours. The 10:1 and 6:1 gear ratios combine to make a 60:1 gear ration that is the exact ratio of the seconds to minutes or minutes to hours. But with this you also have to change the cam shafts of the tens place of the seconds minutes and hours to cam shaft number 6 , so that they only have digits 0-5. If this seems like a lot of work yes it is. But i will also make the design of the needed cams for the cam shaft number 6. So you don’t have to customise yourself. - Last few things - I designed a connector to attach more than 1 display side by side. I also customised the connector to be a colon(:),a dot(.) or a comma(,). You can use these as to represent numbers like 12.35 and 14,85 or hours like 13 : 11. Future Plans ▪Build it from cardboard ▪Make a servo attachment and the code for the clock system. ▪Make the custom pieces for every shaft. I also want to mention that there will be A LOT of part files for this project, cause every cam shaft requires a different width for the custom pieces. I finally finished writing this devlog. I might speaked a lot more than needed but thats on me sorry :) Also for all the fellow readers that read all of this devlog. Thanks A LOT :):). Kendinize iyi bakın. See you laterr.
I have been away for a few days so I couldn’t do a lot of things. But as soon as I came back,I started working on this project again. In this devlog I will talk about the designing of the custom cam pieces Design To start, I want to say there is a lot of custom pieces in this cam system. This is caused by 3 factors that I will list now. ▪There are a total of 9 cam shafts,8 normal (3-10) and 1 special case (2). ▪There are 5 different cam pieces per cam per shaft. Except the shaft No.2 ▪There are 2 cams needed to show a number. 1 turner and 1 aligner. Except the shaft No.2 With these we can calculate the amount of cam pieces needed with the equation below. (8 5 2)+(1 2 1) = 82 -How To Use The Cam Pieces- There are 10 pieces per cam shaft except the No.2. I will write how to use the shaft No.2 at the end. We can divide these pieces to 2 seperate groups called turner and aligner. Every turner piece has a corresponding aligner piece. When you put the turner pieces the corresponding aligner pieces come to the opposite side. The important ones are the turner ones. And the 5 turner pieces are named: ▪On ▪On,Single ▪On,Left ▪On,Rigth ▪Off Each turner cam has a specific rule to follow. The piece, “On”, is used when the left and right neighbours of the piece are a type of on. The piece, “On,Left”, is used when the piece has a left neighbour that is a type of on. The piece, “On,Rigth”, is used when the piece has a right neighbour that is a type of on. The piece, “On,Single”, is used when the piece has no neighbours that are a type of on. The piece, “Off”, is used when the piece is supposed to be off (The segment is closed). This piece is used in places that are not a type of on. Before doing anything, you have to decide when the connected segment will be open or closed. the segments are normally closed like in the number 8. (Closed means that they are shown and open means otherwise.) To give an example I will use the cam shaft No.8 If I want an configuration like this: XOXXXOXO or X O O X X X O X I have to put the pieces like this “On,Single” , “Off” , “On,Left” , “On” , “On,Rigth” , “Off” , “On,Single” , “Off” After doing this your turner layer will be ready, now you can place the corresponding aligner pieces at the opposite side. As I said all turner pieces have a corresponding piece, you just have to take these pieces and put it at the exact opposite side. After doing 1 turner and 1 aligner cam you have to place a spacer ring to space the cams apart. I didn’t modelled the spacer rings yet but they are pretty easy. Do this for every segment and you are DONE -The Cam Shaft No.2- There isn’t a lot of things to do in here. There is just Three pieces: “On” , “Off” and “On,Single” . You do the thing nearly the same except you don’t have the complected pieces like “On,Left”. If you do want it to be on, you put the piece “On,Single” and if you don’t you put the piece “Off” . If you want all of it to be on you just put the piece “On” to both of the places. I didn’t finished modeling these yet but I’ll keep you updated. My Future Plans ▪Make an servo attachment and code it. ▪Test every cam piece mechanically in Autodesk Fusion. ▪Build it out of cartboard or find a place to 3d print. I know that this has been an LONG devlog but it is the main part of this project. If you read all of it THANKS A LOT. Also I will work on this project in the Forge YSWS from now on İyi Akşamlar! Good Night!...
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1793310908.054873
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Cramp Detector by @TheRealLionKing | Stardance
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TheRealLionKing
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28.7
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[]
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[{"post_id": 57525, "ts": "202 [{"post_id": 57525, "ts": "2026-08-29T18:09:51Z", "hours": 3.4547, "text": "CRAMP DETECTOR (POWERTHRU) - DEVLOG 4——————————————————————————————————————————I’ve been on vacay for a bit and school just started back up 😭, but I finally had some time to grind out a few major updates for the wearable setup.——————————————————————————————————————————First off, I completely ditched the Arduino IDE. Trying to pull, log, and process clean CSV data directly out of it was an absolute pain. Switched over to writing raw Python scripts via PySerial to handle the stream, which made saving datasets and parsing real-time sensor streams 10x smoother.——————————————————————————————————————————Since I got the data piping out properly, I spent a lot of time building out a bunch of cool live data viewers and custom dashboards. Being able to visualize the multi-sensor streams running live in clean real-time graphs makes debugging the noise and signal spikes so much easier than looking at a scrolling text wall.——————————————————————————————————————————On the hardware side, I’ve been testing out placement ideas to fix the movement artifacts on the GSR and getting ready to drop in the upgrades I mentioned last time (really hoping to get cleaner EMG signals off a dedicated board). Still need to get over my fear of soldering so I can stop fighting air gaps on the breakout pins 💀.——————————————————————————————————————————On the ML front, I’m fully restructuring the pipeline away from standard BiLSTM into the causal CNN + GRU model so the live predictions actually work in real-time without needing future data points. Integrating that model directly into the live dashboard so it prints a real-time “cramp risk score” while streaming sensor data is the main focus right now.——————————————————————————————————————————KiCad is still sitting there untouched on my desktop, but actual PCB layout is up next once I finalize the upgraded sensor stack.——————————————————————————————————————————Thanks for reading!"}, {"post_id": 33171, "ts": "2026-07-22T20:43:15Z", "hours": 7.3981, "text": "CRAMP DETECTOR (POWERTHRU) - DEVLOG 3 note: scroll to see images—————————————————————————————————————————— This time, I began to focus more my design and prototype than actually coding the model – but I did make some improvements to the model and am doing some cool coding things. ————————————————————————————————————————— This was my first breadboard prototype, it uses an MPU-6050, AD8232, 10K Thermistor, GSR, a LED, random (for fun) water sensor (maybe sweat alt), and a pancake vibration module. I used an old kit I had from a while back which had most wires and resistors and basic supplies. While I have an ESP32 I’m so scared that I am going to break it so for now I am using the Arduino MEGA board (bigger and easier) that came with the kit (the newer one I believe). The hardest part was honestly connecting everything – I had no clue how the route all the wires – and honestly it looks like a mess (below). —————————————————————————————————————————— The items that kind of just barely worked were the EMG (proper values maybe a little “out of tune”) and the GSR which didn’t seem to detect sweat as much as I expected (it kept spiking with movement but that just means it needs to be secured better). The MPU just simply wasn’t working mainly because the pins needed to be soldered and I (am scared of) couldn’t solder so there were apparent air gaps where the information was being lost triggering an [Error -240] and 0’s across the Accel and Gyro values. The thermistor didn’t hold very steady and kept shifting – I wanted to use the DHT11 (bad but whatever) but it broke. The LED just didn’t work 😩. But one of my favorite parts of the system was the vibration module, whenever the cramp score (for now EMG biased) I made it so the pin state was set to HIGH effectively creating a cramp warning. Also, the water sensor just didn’t work and I probably won’t be using it in the future. —————————————————————————————————————————— I want to combine an ECG and EMG on the same AD8232 simultaneously but I was told that that might not be possible bc of positioning and frequency and other things. So the next steps are for me to maybe buy better parts (I did some research, how do these sounds?: MyoWare 2.0 for EMG, MPU-6050 (budget) or ICM-42688 (better), MLX90614 (non-contact) or TMP117/MAX30205 (contact), same GSR, and maybe I’ll throw in a MAX30102 (ECG). And I need to make sure I can integrate them for the future. —————————————————————————————————————————— I’ve been lazy and I haven’t really done any work on building my own pcb other than downloading KICAD – will update soon. —————————————————————————————————————————— Apparently BiLSTM isn’t going to be the most effective for cramp detection; CNN + GRU is better. A BiLSTM’s backward pass needs future timesteps (t5 to help classify t2) – fine for offline analysis of a complete pre-recorded window, but a live wearable predicting “cramp incoming” at t2 doesn’t have t5 yet. GRU is forward-only by construction; the CNN front end is made casual too (left-padded only) so nothing in the model ever depends on a future sample. So I just finished the first version of that: just swap the bidirectional lstm for the CNN + GRU combo and I got one of the better accuracy markers in a while (below). And later I want to combine the sensors into my dashboard in the last devlog so I can broadcast the prediction in real time—————————————————————————————————————————— Thanks for reading!"}, {"post_id": 24807, "ts": "2026-07-08T16:40:07Z", "hours": 10.6289, "text": "CRAMP DETECTOR (POWERTHRU) - DEVLOG 2—————————————————————————————————————————— To start, I used scikit - learn, Tensorflow, NumPy, pickle, and Pytorch to create a prototype for the BiLSTM model. I created two forms of the model: one that processes data that I generated (40,000 rows) and one that uses a WESAD dataset ( https://ubi29.informatik.uni-siegen.de/usi/data_wesad.html ). I had to modify some WESAD variables to fit my ideal sensors. Also, it uses Leave-One-Subject-Out (LOSO) cross validation. —————————————————————————————— ISSUES: My WESAD model is pretty bad (to what I expected as the other one was pretty good ~65 but that data is also generated so…) having accuracy of only 51.73 +/- 20.59%. But later when I combined oversampling + focal loss + class weights together over-corrected and overall accuracy dropped to ~45 +/- 20 (hoping on the plus side – how do you make it more reliable like less std_acc I swear it’s impossible). Thus, I think that it would be wise to turn oversampling off by default so that I have a gentler correction – if recall is too low with this combo, I will re-enable it or find some alt. Also, I created a diagnoses_subjects.py that expands the data of each subject to detect if there are any problems with the raw data in each. And alas, subject 14 (15% accuracy) had a eda_std roughly 15-35x lower than the reference subjects – nearly flatlined – leading me to believe that there was a loose / disconnected electrode. Subject 17 (17% accuracy) also had very low eda_std levels and an unusually narrow temp range – possibly due to physiological variability and not fully the model’s fault. So I added an EXCLUDE_SUBJECTS list that updates the loading of subjects to remove subjects with issues (e.g. 14 and maybe 17 if it doesn’t correct). —————————————————————————————————————————— I also create a dashboard.py script that uses plotly, streamlit, and pandas to create a visual and real-time dashboard for the levels. My parts are almost here (ESP32 mcu, way too basic dht11 temp, AD8232 emg, GSR sweat, MPU-6050 accel, Pancake Vibration motor, and batteries and supporting components) so in the meantime I used 2 interchangeable settings: Simulated random data mode, for demoing the UI without hardware (for now) and Live hardware mode; which uses ports connected over USB. I think the live visualization will be cool and will definitely transfer over to my app.————————————————————————————————————————Overall, this week was really about building the machine learning pipeline, diagnosing any quality issues, and creating software infrastructure that can (will) connect the hardware real-time interface (app). ——————————————————————————————————————— I am also really interested in building my own pcb – the idea just popped up while I was looking at other devlogs. Am I even able to integrate everything into one board? Idk, but if I remember I’ll do some research (Is Kicad the best?). Before I build anything I want to create a breadboard with each component to see if they fit together. Maybe I’ll test then run a mile then test again. Thanks for reading.—————————————————————————————————————————— Below I attached the dashboad, the result of my overcomplicated model, and the diagnose subjects that allowed me to eliminate 14 from my list. PS. I’m new to hardware related stuff – so if anyone is really skilled at it, could you help me bc I have a bunch of questions and am too lazy to watch youtube videos."}, {"post_id": 18930, "ts": "2026-06-30T03:27:42Z", "hours": 7.2156, "text": "CRAMP DETECTOR - DEVLOG 1————————————————————————— — —— I started by working on the backend software for processing multimodal sensor data (EMG, sweat conductivity, temperature, and IMU signals) by generating sample datasets to train my own BiLSTM model. This took some time since I’m still relatively new to coding, but ig I am learning. ——————————————————————————— — I also did my best to attempt to create a 3D model in Onshape (For some reason I can only show one image). I really struggled to use the features, it’s pretty difficult to learn. But it’s coming together, and I’m still refining a few design ideas and making adjustments.——————————————————————————–For the future, I really want to finish the software pipeline, improve the CAD, and begin assembling the hardware components that I found. I’m excited to move from the designing toward building a functional prototype. Also, the name of the project is Powerthru. ——————————————————————————–Overall–I think–not too bad of a start for a beginner in this type of work."}]...
|
Title: Cramp Detector by @TheRealLionKing | Starda Title: Cramp Detector by @TheRealLionKing | Stardance
Devlogs:
CRAMP DETECTOR - DEVLOG 1————————————————————————— — —— I started by working on the backend software for processing multimodal sensor data (EMG, sweat conductivity, temperature, and IMU signals) by generating sample datasets to train my own BiLSTM model. This took some time since I’m still relatively new to coding, but ig I am learning. ——————————————————————————— — I also did my best to attempt to create a 3D model in Onshape (For some reason I can only show one image). I really struggled to use the features, it’s pretty difficult to learn. But it’s coming together, and I’m still refining a few design ideas and making adjustments.——————————————————————————–For the future, I really want to finish the software pipeline, improve the CAD, and begin assembling the hardware components that I found. I’m excited to move from the designing toward building a functional prototype. Also, the name of the project is Powerthru. ——————————————————————————–Overall–I think–not too bad of a start for a beginner in this type of work.
CRAMP DETECTOR (POWERTHRU) - DEVLOG 2—————————————————————————————————————————— To start, I used scikit - learn, Tensorflow, NumPy, pickle, and Pytorch to create a prototype for the BiLSTM model. I created two forms of the model: one that processes data that I generated (40,000 rows) and one that uses a WESAD dataset ( https://ubi29.informatik.uni-siegen.de/usi/data_wesad.html ). I had to modify some WESAD variables to fit my ideal sensors. Also, it uses Leave-One-Subject-Out (LOSO) cross validation. —————————————————————————————— ISSUES: My WESAD model is pretty bad (to what I expected as the other one was pretty good ~65 but that data is also generated so…) having accuracy of only 51.73 +/- 20.59%. But later when I combined oversampling + focal loss + class weights together over-corrected and overall accuracy dropped to ~45 +/- 20 (hoping on the plus side – how do you make it more reliable like less std_acc I swear it’s impossible). Thus, I think that it would be wise to turn oversampling off by default so that I have a gentler correction – if recall is too low with this combo, I will re-enable it or find some alt. Also, I created a diagnoses_subjects.py that expands the data of each subject to detect if there are any problems with the raw data in each. And alas, subject 14 (15% accuracy) had a eda_std roughly 15-35x lower than the reference subjects – nearly flatlined – leading me to believe that there was a loose / disconnected electrode. Subject 17 (17% accuracy) also had very low eda_std levels and an unusually narrow temp range – possibly due to physiological variability and not fully the model’s fault. So I added an EXCLUDE_SUBJECTS list that updates the loading of subjects to remove subjects with issues (e.g. 14 and maybe 17 if it doesn’t correct). —————————————————————————————————————————— I also create a dashboard.py script that uses plotly, streamlit, and pandas to create a visual and real-time dashboard for the levels. My parts are almost here (ESP32 mcu, way too basic dht11 temp, AD8232 emg, GSR sweat, MPU-6050 accel, Pancake Vibration motor, and batteries and supporting components) so in the meantime I used 2 interchangeable settings: Simulated random data mode, for demoing the UI without hardware (for now) and Live hardware mode; which uses ports connected over USB. I think the live visualization will be cool and will definitely transfer over to my app.————————————————————————————————————————Overall, this week was really about building the machine learning pipeline, diagnosing any quality issues, and creating software infrastructure that can (will) connect the hardware real-time interface (app). ——————————————————————————————————————— I am also really interested in building my own pcb – the idea just popped up while I was looking at other devlogs. Am I even able to integrate everything into one board? Idk, but if I remember I’ll do some research (Is Kicad the best?). Before I build anything I want to create a breadboard with each component to see if they fit together. Maybe I’ll test then run a mile then test again. Thanks for reading.—————————————————————————————————————————— Below I attached the dashboad, the result of my overcomplicated model, and the diagnose subjects that allowed me to eliminate 14 from my list. PS. I’m new to hardware related stuff – so if anyone is really skilled at it, could you help me bc I have a bunch of questions and am too lazy to watch youtube videos.
CRAMP DETECTOR (POWERTHRU) - DEVLOG 3 note: scroll to see images—————————————————————————————————————————— This time, I began to focus more my design and prototype than actually coding the model – but I did make some improvements to the model and am doing some cool coding things. ————————————————————————————————————————— This was my first breadboard prototype, it uses an MPU-6050, AD8232, 10K Thermistor, GSR, a LED, random (for fun) water sensor (maybe sweat alt), and a pancake vibration module. I used an old kit I had from a while back which had most wires and resistors and basic supplies. While I have an ESP32 I’m so scared that I am going to break it so for now I am using the Arduino MEGA board (bigger and easier) that came with the kit (the newer one I believe). The hardest part was honestly connecting everything – I had no clue how the route all the wires – and honestly it looks like a mess (below). —————————————————————————————————————————— The items that kind of just barely worked were the EMG (proper values maybe a little “out of tune”) and the GSR which didn’t seem to detect sweat as much as I expected (it kept spiking with movement but that just means it needs to be secured better). The MPU just simply wasn’t working mainly because the pins needed to be soldered and I (am scared of) couldn’t solder so there were apparent air gaps where the information was being lost triggering an [Error -240] and 0’s across the Accel and Gyro values. The thermistor didn’t hold very steady and kept shifting – I wanted to use the DHT11 (bad but whatever) but it broke. The LED just didn’t work 😩. But one of my favorite parts of the system was the vibration module, whenever the cramp score (for now EMG biased) I made it so the pin state was set to HIGH effectively creating a cramp warning. Also, the water sensor just didn’t work and I probably won’t be using it in the future. —————————————————————————————————————————— I want to combine an ECG and EMG on the same AD8232 simultaneously but I was told that that might not be possible bc of positioning and frequency and other things. So the next steps are for me to maybe buy better parts (I did some research, how do these sounds?: MyoWare 2.0 for EMG, MPU-6050 (budget) or ICM-42688 (better), MLX90614 (non-contact) or TMP117/MAX30205 (contact), same GSR, and maybe I’ll throw in a MAX30102 (ECG). And I need to make sure I can integrate them for the future. —————————————————————————————————————————— I’ve been lazy and I haven’t really done any work on building my own pcb other than downloading KICAD – will update soon. —————————————————————————————————————————— Apparently BiLSTM isn’t going to be the most effective for cramp detection; CNN + GRU is better. A BiLSTM’s backward pass needs future timesteps (t5 to help classify t2) – fine for offline analysis of a complete pre-recorded window, but a live wearable predicting “cramp incoming” at t2 doesn’t have t5 yet. GRU is forward-only by construction; the CNN front end is made casual too (left-padded only) so nothing in the model ever depends on a future sample. So I just finished the first version of that: just swap the bidirectional lstm for the CNN + GRU combo and I got one of the better accuracy markers in a while (below). And later I want to combine the sensors into my dashboard in the last devlog so I can broadcast the prediction in real time—————————————————————————————————————————— Thanks for reading!
CRAMP DETECTOR (POWERTHRU) - DEVLOG 4——————————————————————————————————————————I’ve been on vacay for a bit and school just started back up 😭, but I finally had some time to grind out a few major updates for the wearable setup.——————————————————————————————————————————First off, I completely ditched the Arduino IDE. Trying to pull, log, and process clean CSV data directly out of it was an absolute pain. Switched over to writing raw Python scripts via PySerial to handle the stream, which made saving datasets and parsing real-time sensor streams 10x smoother.——————————————————————————————————————————Since I got the data piping out properly, I spent a lot of time building out a bunch of cool live data viewers and custom dashboards. Being able to visualize the multi-sensor streams running live in clean real-time graphs makes debugging the noise and signal spikes so much easier than looking at a scrolling text wall.——————————————————————————————————————————On the hardware side, I’ve been testing out placement ideas to fix the movement artifacts on the GSR and getting ready to drop in the upgrades I mentioned last time (really hoping to get cleaner EMG signals off a dedicated board). Still need to get over my fear of soldering so I can stop fighting air gaps on the breakout pins 💀.——————————————————————————————————————————On the ML front, I’m fully restructuring the pipeline away from standard BiLSTM into the causal CNN + GRU model so the live predictions actually work in real-time without needing future data points. Integrating that model directly into the live dashboard so it prints a real-time “cramp risk score” while streaming sensor data is the main focus right now.——————————————————————————————————————————KiCad is still sitting there untouched on my desktop, but actual PCB layout is up next once I finalize the upgraded sensor stack.——————————————————————————————————————————Thanks for reading!...
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1793764317.9202898
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42094
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flappy birb by @Omelette | Stardance
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Omelette
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0
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28.66
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[]
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[{"post_id": 56163, "ts": "202 [{"post_id": 56163, "ts": "2026-08-25T00:00:00Z", "hours": 0.75, "text": "i did like one hour long lapse and 30 mins of off camera grinding, but this was across two days so here is day one. i was about to print all 12 of the pipe holders when i lowkey realized that i needed for the step motor to be able to mount. i then kinda worked on designing that, struggled a ton because the only measurement sheet i could find was in -5 resolution. i then found a good motor that i will order 12 of, and then i kinda went on a tangent cleaning up my bom and removing things i ordered for some raisin. i did end up modeling it, and when i printed it i realized i screwed up the dimensions and it was REALLY flimsy, so hey thats fun. i did do a bit of off camera grinding trying to use calipers to get some dimensions because all the stupid datasheets suck. anyway heres updated cad and me with my 3 newly aquired blahajs. Total time spent: 45 mins"}, {"post_id": 56100, "ts": "2026-08-25T00:00:00Z", "hours": 0.75, "text": "i did like one hour long lapse and 30 mins of off camera grinding, but this was across two days so here is day one. i was about to print all 12 of the pipe holders when i lowkey realized that i needed for the step motor to be able to mount. i then kinda worked on designing that, struggled a ton because the only measurement sheet i could find was in -5 resolution. i then found a good motor that i will order 12 of, and then i kinda went on a tangent cleaning up my bom and removing things i ordered for some raisin. i did end up modeling it, and when i printed it i realized i screwed up the dimensions and it was REALLY flimsy, so hey thats fun. i did do a bit of off camera grinding trying to use calipers to get some dimensions because all the stupid datasheets suck. anyway heres updated cad and me with my 3 newly aquired blahajs. Total time spent: 45 mins"}, {"post_id": 56099, "ts": "2026-08-24T00:00:00Z", "hours": 1.5, "text": "so welpsies i spent time iterating on my pipe holder design, a few things i wanted to do were to add top and bottom mounting holes, and also remove some of the sides stuff so it is much less noisy. i aded in the bottom mounting holes fairly easy, but i learnt more about what overhangs 3dps can hanldle from the top. i also had to hollow out a lot of the holder to make less friction with the pipe which should directly equal less noise. i also kinda did my first onshape assembly, i already printed my rack and pinion stuff and knew it worked, but i kinda did it in onshape for the learning expereince. its actually pretty interesting and REALLY satisfying. i had to learn about different types of mate connectors which was pretty cool. here i have a screenshot. Total time spent: 90 mins"}, {"post_id": 56162, "ts": "2026-08-24T00:00:00Z", "hours": 1.5, "text": "so welpsies i spent time iterating on my pipe holder design, a few things i wanted to do were to add top and bottom mounting holes, and also remove some of the sides stuff so it is much less noisy. i aded in the bottom mounting holes fairly easy, but i learnt more about what overhangs 3dps can hanldle from the top. i also had to hollow out a lot of the holder to make less friction with the pipe which should directly equal less noise. i also kinda did my first onshape assembly, i already printed my rack and pinion stuff and knew it worked, but i kinda did it in onshape for the learning expereince. its actually pretty interesting and REALLY satisfying. i had to learn about different types of mate connectors which was pretty cool. here i have a screenshot. Total time spent: 90 mins"}, {"post_id": 56098, "ts": "2026-08-23T00:00:00Z", "hours": 1.33, "text": "so i made a holder for the pipe, it was really basic at first, but i also had todesign a cutout for the screw and get the dimensions right so the gears would mesh nicely. it was really funny and weird and took me a while. I did also 3dp and assemble this, but apparently the video of this is to much aura for github. it worked pretty well but i hope my stepper motor can handle it. uh yeah it was funny ha ha. Total time spent: 80 mins"}, {"post_id": 56058, "ts": "2026-08-23T00:00:00Z", "hours": 1.33, "text": "so i made a holder for the pipe, it was really basic at first, but i also had todesign a cutout for the screw and get the dimensions right so the gears would mesh nicely. it was really funny and weird and took me a while. I did also 3dp and assemble this, but apparently the video of this is to much aura for github. it worked pretty well but i hope my stepper motor can handle it. uh yeah it was funny ha ha. Total time spent: 80 mins"}, {"post_id": 56057, "ts": "2026-08-22T00:00:00Z", "hours": 1.0, "text": "so i had to finish up some stuff on the rack. i then had to remake my pipe so i could put the rack on it. the tricky part about this is i print the pipe vertically so it would be hard to just print the rack on it because it needs to be printed so the teeth arent overhanging. so i made the pipe and the rack two seperate parts that you heatset and put together. it was really funny. I kinda had to adjust a few things and remake the rack, so it took a while. Total time spent: 60 mins"}, {"post_id": 56097, "ts": "2026-08-22T00:00:00Z", "hours": 1.0, "text": "so i had to finish up some stuff on the rack. i then had to remake my pipe so i could put the rack on it. the tricky part about this is i print the pipe vertically so it would be hard to just print the rack on it because it needs to be printed so the teeth arent overhanging. so i made the pipe and the rack two seperate parts that you heatset and put together. it was really funny. I kinda had to adjust a few things and remake the rack, so it took a while. Total time spent: 60 mins"}, {"post_id": 56096, "ts": "2026-08-21T00:00:00Z", "hours": 2.25, "text": "i made the rod for my crank mechanism, and i printed it out and it didnt really work. this was because it was mounted sort of inside as the pipe, so it couldnt do a 360 degree rotation without hitting the pipe. i printed this thing that boosts it up a bit, while adjusting the rod size a lot and eventually it worked? i mean i thought it would work, but my crank has this weird think where when the crank is down its going up then it is pointing down. due to all of this, i kinda ended up switching to a rack and pinion, and that was funny. i did a bittings of work on rack and pinion, but i did a solid half and hour of research on how a rack and pinion / gears work cause i havent worked with them before. apparently theres thing thing called a module, which makes sure that gears mesh with each other. i managed to make a good rack and pinion, and they mesh really nicely once i printed it."}, {"post_id": 56056, "ts": "2026-08-21T00:00:00Z", "hours": 2.25, "text": "i made the rod for my crank mechanism, and i printed it out and it didnt really work. this was because it was mounted sort of inside as the pipe, so it couldnt do a 360 degree rotation without hitting the pipe. i printed this thing that boosts it up a bit, while adjusting the rod size a lot and eventually it worked? i mean i thought it would work, but my crank has this weird think where when the crank is down its going up then it is pointing down. due to all of this, i kinda ended to switching to a rack and pinion, and that was funny. i did a bittings of work on rack and pinion, but i did a solid half and hour of research on how a rack and pinion / gears work cause i havent worked with them before. apparently theres thing thing called a module, which makes sure that gears mesh with each other. i managed to make a good rack and pinion, and they mesh really nicely once i printed it."}, {"post_id": 56095, "ts": "2026-08-13T00:00:00Z", "hours": 0.5, "text": "so i start off every single devlog with “so i”, so i am changing it up this time. i made a rod thingy, which will connect the crank and the pipe. This was tricky as i had to learn the equivalent of hull() in onshape. afterwards i started on the big circle that will contain everything, and that will be a tiny 18 inches long. I also added in little circle thingies where all of the pipes will be."}, {"post_id": 56055, "ts": "2026-08-13T00:00:00Z", "hours": 0.5, "text": "so i start off every single devlog with “so i”, so i am changing it up this time. i made a rod thingy, which will connect the crank and the pipe. This was tricky as i had to learn the equivalent of hull() in onshape. afterwards i started on the big circle that will contain everything, and that will be a tiny 18 inches long. I also added in little circle thingies where all of the pipes will be. Total time spent: 30 mins"}, {"post_id": 56054, "ts": "2026-07-31T00:00:00Z", "hours": 1.25, "text": "so i made the top part of the crank which has the grub screw holes and the space for the motor. this was pretty tricky, and i had to graph out the the motor hole in desmos to make sure i got the dimensions right. My dimensions ended up failing after i finished it as it was a bit to short, so i made it longer and instead of needing grub screws it just friction fit perfectly this took a while idek why probably an onshape skill issue. Total time spent: 70 mins"}, {"post_id": 56094, "ts": "2026-07-31T00:00:00Z", "hours": 1.25, "text": "so i made the top part of the crank which has the grub screw holes and the space for the motor. this was pretty tricky, and i had to graph out the the motor hole in desmos to make sure i got the dimensions right. My dimensions ended up failing after i finished it as it was a bit to short, so i made it longer and instead of needing grub screws it just friction fit perfectly this took a while idek why probably an onshape skill issue. Total time spent: 70 mins"}, {"post_id": 56049, "ts": "2026-07-29T00:00:00Z", "hours": 1.25, "text": "so i learnt a bit about heatsets and added in a little part to the bottom of the pipes where the heatset would go so it can get attached to the rod. Its just a little cutout in the pipe with a hole in it. I had to do a couple revisions to get it working. . I then started working on the crank, and i had to do some research into how i would mount the tt motor to the crank, and thought i should use grub screws. I then started making the crank, and only got to making the circle and a heatset spot for the rod. Total time spent: 70 mins"}, {"post_id": 56093, "ts": "2026-07-29T00:00:00Z", "hours": 1.25, "text": "so i learnt a bit about heatsets and added in a little part to the bottom of the pipes where the heatset would go so it can get attached to the rod. Its just a little cutout in the pipe with a hole in it. I had to do a couple revisions to get it working. . I then started working on the crank, and i had to do some research into how i would mount the tt motor to the crank, and thought i should use grub screws. I then started making the crank, and only got to making the circle and a heatset spot for the rod. Total time spent: 70 mins"}, {"post_id": 56048, "ts": "2026-07-28T00:00:00Z", "hours": 1.5, "text": "SO i started off fixing the bom, taking account for what parts i have and getting the bird bom better. i also learnt about split flap displays, and im gonna add one to keep track of score. I also designed a pipe in oneshape(first time using it!). I also had to do some digging to find the pixel dimensions of flappy bird. the screen is 288x512 px. translating that into the game. 64 px = 1in, which means that it will be 8 px tall and a 16.1 in diameter. Total time spent: 90 mins"}, {"post_id": 56092, "ts": "2026-07-28T00:00:00Z", "hours": 1.5, "text": "SO i started off fixing the bom, taking account for what parts i have and getting the bird bom better. i also learnt about split flap displays, and im gonna add one to keep track of score. I also designed a pipe in oneshape(first time using it!). I also had to do some digging to find the pixel dimensions of flappy bird. the screen is 288x512 px. translating that into the game. 64 px = 1in, which means that it will be 8 px tall and a 16.1 in diameter. Total time spent: 90 mins"}, {"post_id": 56091, "ts": "2026-07-26T00:00:00Z", "hours": 1.75, "text": "This was more of me actually starting the project, and i was a bit lost. this isnt a traditional project in the sense that the first thing to do would be designing a pcb, and a pcb was more of an afterthought. to start off, i thought it was a good idea to get a bom working, so i did some claude assisted research. most of my bom is done. i also roughly drafted the wiring diagram and my thoughts in the brainstorm.md. and i made a todo checklist. i have no screenshots to show because everything is alr in the repo. Total time spent: 100 mins"}, {"post_id": 56047, "ts": "2026-07-26T00:00:00Z", "hours": 1.75, "text": "This was more of me actually starting the project, and i was a bit lost. this isnt a traditional project in the sense that the first thing to do would be designing a pcb, and a pcb was more of an afterthought. to start off, i thought it was a good idea to get a bom working, so i did some claude assisted research. most of my bom is done. i also roughly drafted the wiring diagram and my thoughts in the brainstorm.md. and i made a todo checklist. i have no screenshots to show because everything is alr in the repo. Total time spent: 100 mins"}, {"post_id": 56046, "ts": "2026-07-14T00:00:00Z", "hours": 1.25, "text": "Im just gonna preface this by saying i suck at onshape and am still learning it. I made a piston, as that would be neccesary for my project, i designed it in openscad I also 3dprinted it and assembled it and it worked well! I learnt a lot more about how much tolerance i should add for different things, and friction fitting. Total time spent:75 mins"}, {"post_id": 56172, "ts": "2026-07-14T00:00:00Z", "hours": 1.25, "text": "Im just gonna preface this by saying i suck at onshape and am still learning it. I made a piston, as that would be neccesary for my project, i designed it in openscad I also 3dprinted it and assembled it and it worked well! I learnt a lot more about how much tolerance i should add for different things, and friction fitting. Total time spent:75 mins"}]...
|
Title: flappy birb by @Omelette | Stardance
Devlo Title: flappy birb by @Omelette | Stardance
Devlogs:
Im just gonna preface this by saying i suck at onshape and am still learning it. I made a piston, as that would be neccesary for my project, i designed it in openscad I also 3dprinted it and assembled it and it worked well! I learnt a lot more about how much tolerance i should add for different things, and friction fitting. Total time spent:75 mins
Im just gonna preface this by saying i suck at onshape and am still learning it. I made a piston, as that would be neccesary for my project, i designed it in openscad I also 3dprinted it and assembled it and it worked well! I learnt a lot more about how much tolerance i should add for different things, and friction fitting. Total time spent:75 mins
This was more of me actually starting the project, and i was a bit lost. this isnt a traditional project in the sense that the first thing to do would be designing a pcb, and a pcb was more of an afterthought. to start off, i thought it was a good idea to get a bom working, so i did some claude assisted research. most of my bom is done. i also roughly drafted the wiring diagram and my thoughts in the brainstorm.md. and i made a todo checklist. i have no screenshots to show because everything is alr in the repo. Total time spent: 100 mins
This was more of me actually starting the project, and i was a bit lost. this isnt a traditional project in the sense that the first thing to do would be designing a pcb, and a pcb was more of an afterthought. to start off, i thought it was a good idea to get a bom working, so i did some claude assisted research. most of my bom is done. i also roughly drafted the wiring diagram and my thoughts in the brainstorm.md. and i made a todo checklist. i have no screenshots to show because everything is alr in the repo. Total time spent: 100 mins
SO i started off fixing the bom, taking account for what parts i have and getting the bird bom better. i also learnt about split flap displays, and im gonna add one to keep track of score. I also designed a pipe in oneshape(first time using it!). I also had to do some digging to find the pixel dimensions of flappy bird. the screen is 288x512 px. translating that into the game. 64 px = 1in, which means that it will be 8 px tall and a 16.1 in diameter. Total time spent: 90 mins
SO i started off fixing the bom, taking account for what parts i have and getting the bird bom better. i also learnt about split flap displays, and im gonna add one to keep track of score. I also designed a pipe in oneshape(first time using it!). I also had to do some digging to find the pixel dimensions of flappy bird. the screen is 288x512 px. translating that into the game. 64 px = 1in, which means that it will be 8 px tall and a 16.1 in diameter. Total time spent: 90 mins
so i learnt a bit about heatsets and added in a little part to the bottom of the pipes where the heatset would go so it can get attached to the rod. Its just a little cutout in the pipe with a hole in it. I had to do a couple revisions to get it working. . I then started working on the crank, and i had to do some research into how i would mount the tt motor to the crank, and thought i should use grub screws. I then started making the crank, and only got to making the circle and a heatset spot for the rod. Total time spent: 70 mins
so i learnt a bit about heatsets and added in a little part to the bottom of the pipes where the heatset would go so it can get attached to the rod. Its just a little cutout in the pipe with a hole in it. I had to do a couple revisions to get it working. . I then started working on the crank, and i had to do some research into how i would mount the tt motor to the crank, and thought i should use grub screws. I then started making the crank, and only got to making the circle and a heatset spot for the rod. Total time spent: 70 mins
so i made the top part of the crank which has the grub screw holes and the space for the motor. this was pretty tricky, and i had to graph out the the motor hole in desmos to make sure i got the dimensions right. My dimensions ended up failing after i finished it as it was a bit to short, so i made it longer and instead of needing grub screws it just friction fit perfectly this took a while idek why probably an onshape skill issue. Total time spent: 70 mins
so i made the top part of the crank which has the grub screw holes and the space for the motor. this was pretty tricky, and i had to graph out the the motor hole in desmos to make sure i got the dimensions right. My dimensions ended up failing after i finished it as it was a bit to short, so i made it longer and instead of needing grub screws it just friction fit perfectly this took a while idek why probably an onshape skill issue. Total time spent: 70 mins
so i start off every single devlog with “so i”, so i am changing it up this time. i made a rod thingy, which will connect the crank and the pipe. This was tricky as i had to learn the equivalent of hull() in onshape. afterwards i started on the big circle that will contain everything, and that will be a tiny 18 inches long. I also added in little circle thingies where all of the pipes will be. Total time spent: 30 mins
so i start off every single devlog with “so i”, so i am changing it up this time. i made a rod thingy, which will connect the crank and the pipe. This was tricky as i had to learn the equivalent of hull() in onshape. afterwards i started on the big circle that will contain everything, and that will be a tiny 18 inches long. I also added in little circle thingies where all of the pipes will be.
i made the rod for my crank mechanism, and i printed it out and it didnt really work. this was because it was mounted sort of inside as the pipe, so it couldnt do a 360 degree rotation without hitting the pipe. i printed this thing that boosts it up a bit, while adjusting the rod size a lot and eventually it worked? i mean i thought it would work, but my crank has this weird think where when the crank is down its going up then it is pointing down. due to all of this, i kinda ended to switching to a rack and pinion, and that was funny. i did a bittings of work on rack and pinion, but i did a solid half and hour of research on how a rack and pinion / gears work cause i havent worked with them before. apparently theres thing thing called a module, which makes sure that gears mesh with each other. i managed to make a good rack and pinion, and they mesh really nicely once i printed it.
i made the rod for my crank mechanism, and i printed it out and it didnt really work. this was because it was mounted sort of inside as the pipe, so it couldnt do a 360 degree rotation without hitting the pipe. i printed this thing that boosts it up a bit, while adjusting the rod size a lot and eventually it worked? i mean i thought it would work, but my crank has this weird think where when the crank is down its going up then it is pointing down. due to all of this, i kinda ended up switching to a rack and pinion, and that was funny. i did a bittings of work on rack and pinion, but i did a solid half and hour of research on how a rack and pinion / gears work cause i havent worked with them before. apparently theres thing thing called a module, which makes sure that gears mesh with each other. i managed to make a good rack and pinion, and they mesh really nicely once i printed it.
so i had to finish up some stuff on the rack. i then had to remake my pipe so i could put the rack on it. the tricky part about this is i print the pipe vertically so it would be hard to just print the rack on it because it needs to be printed so the teeth arent overhanging. so i made the pipe and the rack two seperate parts that you heatset and put together. it was really funny. I kinda had to adjust a few things and remake the rack, so it took a while. Total time spent: 60 mins
so i had to finish up some stuff on the rack. i then had to remake my pipe so i could put the rack on it. the tricky part about this is i print the pipe vertically so it would be hard to just print the rack on it because it needs to be printed so the teeth arent overhanging. so i made the pipe and the rack two seperate parts that you heatset and put together. it was really funny. I kinda had to adjust a few things and remake the rack, so it took a while. Total time spent: 60 mins
so i made a holder for the pipe, it was really basic at first, but i also had todesign a cutout for the screw and get the dimensions right so the gears would mesh nicely. it was really funny and weird and took me a while. I did also 3dp and assemble this, but apparently the video of this is to much aura for github. it worked pretty well but i hope my stepper motor can handle it. uh yeah it was funny ha ha. Total time spent: 80 mins
so i made a holder for the pipe, it was really basic at first, but i also had todesign a cutout for the screw and get the dimensions right so the gears would mesh nicely. it was really funny and weird and took me a while. I did also 3dp and assemble this, but apparently the video of this is to much aura for github. it worked pretty well but i hope my stepper motor can handle it. uh yeah it was funny ha ha. Total time spent: 80 mins
so welpsies i spent time iterating on my pipe holder design, a few things i wanted to do were to add top and bottom mounting holes, and also remove some of the sides stuff so it is much less noisy. i aded in the bottom mounting holes fairly easy, but i learnt more about what overhangs 3dps can hanldle from the top. i also had to hollow out a lot of the holder to make less friction with the pipe which should directly equal less noise. i also kinda did my first onshape assembly, i already printed my rack and pinion stuff and knew it worked, but i kinda did it in onshape for the learning expereince. its actually pretty interesting and REALLY satisfying. i had to learn about different types of mate connectors which was pretty cool. here i have a screenshot. Total time spent: 90 mins
so welpsies i spent time iterating on my pipe holder design, a few things i wanted to do were to add top and bottom mounting holes, and also remove some of the sides stuff so it is much less noisy. i aded in the bottom mounting holes fairly easy, but i learnt more about what overhangs 3dps can hanldle from the top. i also had to hollow out a lot of the holder to make less friction with the pipe which should directly equal less noise. i also kinda did my first onshape assembly, i already printed my rack and pinion stuff and knew it worked, but i kinda did it in onshape for the learning expereince. its actually pretty interesting and REALLY satisfying. i had to learn about different types of mate connectors which was pretty cool. here i have a screenshot. Total time spent: 90 mins
i did like one hour long lapse and 30 mins of off camera grinding, but this was across two days so here is day one. i was about to print all 12 of the pipe holders when i lowkey realized that i needed for the step motor to be able to mount. i then kinda worked on designing that, struggled a ton because the only measurement sheet i could find was in -5 resolution. i then found a good motor that i will order 12 of, and then i kinda went on a tangent cleaning up my bom and removing things i ordered for some raisin. i did end up modeling it, and when i printed it i realized i screwed up the dimensions and it was REALLY flimsy, so hey thats fun. i did do a bit of off camera grinding trying to use calipers to get some dimensions because all the stupid datasheets suck. anyway heres updated cad and me with my 3 newly aquired blahajs. Total time spent: 45 mins
i did like one hour long lapse and 30 mins of off camera grinding, but this was across two days so here is day one. i was about to print all 12 of the pipe holders when i lowkey realized that i needed for the step motor to be able to mount. i then kinda worked on designing that, struggled a ton because the only measurement sheet i could find was in -5 resolution. i then found a good motor that i will order 12 of, and then i kinda went on a tangent cleaning up my bom and removing things i ordered for some raisin. i did end up modeling it, and when i printed it i realized i screwed up the dimensions and it was REALLY flimsy, so hey thats fun. i did do a bit of off camera grinding trying to use calipers to get some dimensions because all the stupid datasheets suck. anyway heres updated cad and me with my 3 newly aquired blahajs. Total time spent: 45 mins...
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1793163047.9996264
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1793767847.9996264
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29987
|
CashDive by @Thomas | Stardance
|
Thomas
|
0
|
28.57
|
0
|
[]
|
[{"post_id": 80807, "ts": "202 [{"post_id": 80807, "ts": "2026-10-18T20:48:30Z", "hours": 4.4756, "text": "Web UI & Account page Added account page for viewing transactions I added a page for specific accounts so you can see the transactions and balance. Added styling to site I added some styling to the main page and the new account page This devlog took a while because I was focussing on other projects, but im gonna finish this project now. Also the styling took a while to get right and nextjs/react is hard Anyway next I am going to split up the transactions into pages, so it doesn’t take ages to load and result in a massive page"}, {"post_id": 49663, "ts": "2026-08-18T15:28:00Z", "hours": 4.7322, "text": "I was gone for a while, but now I started working on a frontend website for the project! I am using next.js and it uses the API I created for data. It automatically checks the authentication status and then prompts you to login with your bank if required, then it redirects to the home page. Next I will add more functionality to the site and add proper styling."}, {"post_id": 36399, "ts": "2026-07-28T14:08:07Z", "hours": 2.7244, "text": "I made an API for cashdive! I made an authentication flow with TrueLayer, so there is no need for manual auth code input. All the basic info is available from my API, including accounts, balances, and transactions."}, {"post_id": 34320, "ts": "2026-07-24T22:29:16Z", "hours": 2.0233, "text": "The database is now used to cache the data, so the API is not reached every time. The default expiry is 3 minutes, so new data will be fetched from the API after that."}, {"post_id": 33557, "ts": "2026-07-23T16:20:57Z", "hours": 5.3361, "text": "I made several improvements to the database, it now stores all the data including accounts, balances, and transactions, and pending transactions are shown & updated. When data is fetched from the API, the database is automatically updated. Authentication is improved by automatically refreshing the token after its expiry time. I made a lot of progress this devlog but it’s all backend stuff, so there’s not much to show, but here are the new tables in the DB:"}, {"post_id": 27237, "ts": "2026-07-12T16:58:05Z", "hours": 3.5094, "text": "I added a PostgreSQL database! The code I wrote can create a transactions table, add transactions from the API to the table, and fetch them from the database again."}, {"post_id": 21727, "ts": "2026-07-03T20:20:33Z", "hours": 3.2906, "text": "I made a lot of behind-the-scenes changes, including separating the API, auth, and interface into different files, adding token renewal support (so you only need to log in once every 90 days) and added some dataclasses so the data from the API is in a standard form across the whole app. The video shows that if the API token is not valid, it can generate a new one with the refresh token."}, {"post_id": 21478, "ts": "2026-07-03T13:28:53Z", "hours": 2.4814, "text": "I made a basic terminal interface for viewing bank account information, using the TrueLayer API. I used their mock bank account credentials to test my program!"}]...
|
Title: CashDive by @Thomas | Stardance
Devlogs:
I Title: CashDive by @Thomas | Stardance
Devlogs:
I made a basic terminal interface for viewing bank account information, using the TrueLayer API. I used their mock bank account credentials to test my program!
I made a lot of behind-the-scenes changes, including separating the API, auth, and interface into different files, adding token renewal support (so you only need to log in once every 90 days) and added some dataclasses so the data from the API is in a standard form across the whole app. The video shows that if the API token is not valid, it can generate a new one with the refresh token.
I added a PostgreSQL database! The code I wrote can create a transactions table, add transactions from the API to the table, and fetch them from the database again.
I made several improvements to the database, it now stores all the data including accounts, balances, and transactions, and pending transactions are shown & updated. When data is fetched from the API, the database is automatically updated. Authentication is improved by automatically refreshing the token after its expiry time. I made a lot of progress this devlog but it’s all backend stuff, so there’s not much to show, but here are the new tables in the DB:
The database is now used to cache the data, so the API is not reached every time. The default expiry is 3 minutes, so new data will be fetched from the API after that.
I made an API for cashdive! I made an authentication flow with TrueLayer, so there is no need for manual auth code input. All the basic info is available from my API, including accounts, balances, and transactions.
I was gone for a while, but now I started working on a frontend website for the project! I am using next.js and it uses the API I created for data. It automatically checks the authentication status and then prompts you to login with your bank if required, then it redirects to the home page. Next I will add more functionality to the site and add proper styling.
Web UI & Account page Added account page for viewing transactions I added a page for specific accounts so you can see the transactions and balance. Added styling to site I added some styling to the main page and the new account page This devlog took a while because I was focussing on other projects, but im gonna finish this project now. Also the styling took a while to get right and nextjs/react is hard Anyway next I am going to split up the transactions into pages, so it doesn’t take ages to load and result in a massive page...
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1792759874.8368871
|
1793364674.8368871
|
|
56828
|
My own site! by @ojassahu | Stardance
|
|
0
|
28.57
|
0
|
[]
|
[{"post_id": 61296, "ts": "202 [{"post_id": 61296, "ts": "2026-09-04T04:23:39Z", "hours": 12.6044, "text": "Trying to practice Css by Creating Engineering Workspace, Creating Multiple Tools."}, {"post_id": 60846, "ts": "2026-09-03T14:02:06Z", "hours": 15.9611, "text": "I have been constantly trying to improve my basic css by making a trial website of improved version of hackatime."}]...
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Title: My own site! by @ojassahu | Stardance
Devl Title: My own site! by @ojassahu | Stardance
Devlogs:
I have been constantly trying to improve my basic css by making a trial website of improved version of hackatime.
Trying to practice Css by Creating Engineering Workspace, Creating Multiple Tools....
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1792680704.8934653
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1793285504.8934653
|