|
29363
|
Skeptic by @ava | Stardance
|
ava
|
0
|
21.85
|
0
|
[]
|
[{"post_id": 25124, "ts": "202 [{"post_id": 25124, "ts": "2026-07-09T04:13:14Z", "hours": 21.8508, "text": "Week Devlog #1 Well, I started working on my passion project this week. It’s a top-down story game with horror elements, and mostly just interactive fiction with some open-world stuff alongside that. If you know Undertale and RPG Maker games, it’s similar to that. The game basically revolves around this: you’re a newly hired secretary for the government contractor biotech company Eden Labs . You know why you’re there, and must complete your mission before you’re singled out as suspicious. Unfortunately, there seems to be someone that shares that goal in this building, and you meet him when you’re trying to find incriminating evidence against Eden Labs. That’s all I’m sharing now, but the game hopefully is going to live up to my plans I have for the future and the full story. Right now, I’ve solved a multitude of issues, and NPC movement being one. I had to learn something called the Finite State Machine in Godot’s GDScript, and that took basically a whole day. It’s something stupidly complicated when choosing the wrong tutorials, but you’ll immediately see the benefits of learning something as complex as that. Any who, I figured that out and also had to figure out how to fix a stupid bug in my code for the dialogue options system, which I sadly had to use AI for. It was messing up my match: code in the textbox here. Turns out my error was running two functions separately and also using await code inside of them. Since I was having them run asynchronously, it was creating errors with the signals inside when I used await for the whole code one by one. So I fixed them by just combining both functions into one and putting await on the whole thing. I did a bunch of other things, but this is all I care about to share right now. Thank you for reading, even if most of this is like inside knowledge or a personal diary that lacks explanations."}]...
|
Title: Skeptic by @ava | Stardance
Devlogs:
Week Title: Skeptic by @ava | Stardance
Devlogs:
Week Devlog #1 Well, I started working on my passion project this week. It’s a top-down story game with horror elements, and mostly just interactive fiction with some open-world stuff alongside that. If you know Undertale and RPG Maker games, it’s similar to that. The game basically revolves around this: you’re a newly hired secretary for the government contractor biotech company Eden Labs . You know why you’re there, and must complete your mission before you’re singled out as suspicious. Unfortunately, there seems to be someone that shares that goal in this building, and you meet him when you’re trying to find incriminating evidence against Eden Labs. That’s all I’m sharing now, but the game hopefully is going to live up to my plans I have for the future and the full story. Right now, I’ve solved a multitude of issues, and NPC movement being one. I had to learn something called the Finite State Machine in Godot’s GDScript, and that took basically a whole day. It’s something stupidly complicated when choosing the wrong tutorials, but you’ll immediately see the benefits of learning something as complex as that. Any who, I figured that out and also had to figure out how to fix a stupid bug in my code for the dialogue options system, which I sadly had to use AI for. It was messing up my match: code in the textbox here. Turns out my error was running two functions separately and also using await code inside of them. Since I was having them run asynchronously, it was creating errors with the signals inside when I used await for the whole code one by one. So I fixed them by just combining both functions into one and putting await on the whole thing. I did a bunch of other things, but this is all I care about to share right now. Thank you for reading, even if most of this is like inside knowledge or a personal diary that lacks explanations....
|
1792644692.9746342
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1793249492.9746342
|
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39609
|
Ariyam by @AadiMahesh | Stardance
|
AadiMahesh
|
0
|
21.84
|
0
|
[]
|
[{"post_id": 78675, "ts": "202 [{"post_id": 78675, "ts": "2026-10-11T08:32:26Z", "hours": 11.6667, "text": "A full rehaul! changed the entire styling as Ariyam is now a part of my main project Arivu, thus i have matched it with my styling! The search and filter are now part of a sidebar with updated Ui elements and three FAQ boxes, the location modal has been made but it still needs some work so i will post it next devlog. Every part has been replaced with custom elements, and it will be released shortly!"}, {"post_id": 49590, "ts": "2026-08-18T14:04:16Z", "hours": 6.7247, "text": "Hello! All my ideas for constant devposts went to the bin when i asked github copilot to fix a small 1 line tailwind issue i didin’t have the time to do. So i gave it a simple ‘fix’ prompt and left. Came back to a god-forsaken fix that caused 6 HOURS OF DEBUGGING between 10 completely unrelated files. So basically im switching IDEs and not touching Ai again for a few months as i add some well needed description updates :D. il be working to publish the projest this same week."}, {"post_id": 46348, "ts": "2026-08-13T14:35:09Z", "hours": 1.0342, "text": "Hello everyone! I haven’t been able to work on Ariyam for some time, as I had some hardware-related issues (PSU exploded). But today I came back! And decided to make some good changes. Things that have been added are: a working search using fuse.js. Updated UI - glassmorphic elements and location changes. And new icons for the locations based on their types. I’ll be adding features daily now. PS- my hackatime stopped working, so there’s a lot of time that wasn’t logged."}, {"post_id": 36334, "ts": "2026-07-28T11:52:23Z", "hours": 2.4133, "text": "Hello Everyone! This is my first devlog on my current main project Ariyam, which is a map of STEM related locations in my home state of Kerala, India for students interested in such fields to learn and explore places that might help them with their journey. I have made this with Leaflet.JS for the map, tailwind CSS and vanilla JS. Currently i have a working filter for locations based on type and a functioning dark mode. I have around 20 locations with descriptions and images and more i have set to do."}]...
|
Title: Ariyam by @AadiMahesh | Stardance
Devlogs: Title: Ariyam by @AadiMahesh | Stardance
Devlogs:
Hello Everyone! This is my first devlog on my current main project Ariyam, which is a map of STEM related locations in my home state of Kerala, India for students interested in such fields to learn and explore places that might help them with their journey. I have made this with Leaflet.JS for the map, tailwind CSS and vanilla JS. Currently i have a working filter for locations based on type and a functioning dark mode. I have around 20 locations with descriptions and images and more i have set to do.
Hello everyone! I haven’t been able to work on Ariyam for some time, as I had some hardware-related issues (PSU exploded). But today I came back! And decided to make some good changes. Things that have been added are: a working search using fuse.js. Updated UI - glassmorphic elements and location changes. And new icons for the locations based on their types. I’ll be adding features daily now. PS- my hackatime stopped working, so there’s a lot of time that wasn’t logged.
Hello! All my ideas for constant devposts went to the bin when i asked github copilot to fix a small 1 line tailwind issue i didin’t have the time to do. So i gave it a simple ‘fix’ prompt and left. Came back to a god-forsaken fix that caused 6 HOURS OF DEBUGGING between 10 completely unrelated files. So basically im switching IDEs and not touching Ai again for a few months as i add some well needed description updates :D. il be working to publish the projest this same week.
A full rehaul! changed the entire styling as Ariyam is now a part of my main project Arivu, thus i have matched it with my styling! The search and filter are now part of a sidebar with updated Ui elements and three FAQ boxes, the location modal has been made but it still needs some work so i will post it next devlog. Every part has been replaced with custom elements, and it will be released shortly!...
|
1792806653.8451502
|
1793411453.8451502
|
|
51689
|
Coldwater by @janswca | Stardance
|
janswca
|
0
|
21.83
|
0
|
[]
|
[{"post_id": 57248, "ts": "202 [{"post_id": 57248, "ts": "2026-08-29T11:01:10Z", "hours": 10.3, "text": "Worked a lot on writing the main story of the game and worken on the start screen"}, {"post_id": 56966, "ts": "2026-08-29T00:40:41Z", "hours": 11.5333, "text": "A Game where you have to work as the detective in a town called Coldwater, its going to be very detailed, have lots of things to do, and as you move on, you will gain more knowledge aobut the town"}]...
|
Title: Coldwater by @janswca | Stardance
Devlogs: Title: Coldwater by @janswca | Stardance
Devlogs:
A Game where you have to work as the detective in a town called Coldwater, its going to be very detailed, have lots of things to do, and as you move on, you will gain more knowledge aobut the town
Worked a lot on writing the main story of the game and worken on the start screen...
|
1792925345.8124363
|
1793789345.8124363
|
|
57852
|
-4Y: Frustrations by @birbuh | Stardance
|
birbuh
|
0
|
21.83
|
0
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[]
|
[{"post_id": 81555, "ts": "202 [{"post_id": 81555, "ts": "2026-10-21T17:51:54Z", "hours": 1.8128, "text": "Alpha Devlog 9: note: don’t let me do textures again I added a better representation of what’s going on (I think) Now you know when the engines/weapons are broken! Also: Added adding ships; Fixed ship just flying in circles after defeating an enemy; Fixed some bugs, deleted unused code and fixed linter warnings. Ship time is approaching very rapidly… Stay hydrated"}, {"post_id": 81013, "ts": "2026-10-19T16:16:33Z", "hours": 3.3297, "text": "Alpha Devlog 8: WERE FRICKIN BACK 🔥 🗣️ 🔥 🗣️ 🔥 I finally got some motivation to work and remade the attack logic! now it’s peak! …at least I think so, correct me if I’m wrong The rotations now don’t take a ducking hour, the ship immediately starts, and it rotates during a slow movement. When it rotates, it starts to actually accelerate. Also, I think I’ll just make a battle sim for now, school gets harder and harder, Shattered Atlas is finally starting to be made… So yeah, I’ll probably make a battle sim and finish it in a year or so. Stay hydrated!"}, {"post_id": 67114, "ts": "2026-09-13T05:32:46Z", "hours": 3.1569, "text": "Alpha Devlog 7: insert scream idk This was pure pain in the beginning, I had no ideas how to accomplish the fighting mechanic. It still isn’t done 100%, I need to make a simple algorithm for the NPCs and clear signalization which module is getting hit (and if it’s getting hit at all…), but yeah… I’ve made it so there are three parts: core , weapons and engines . And shields . shields are getting destroyed first. I’m injuring them based of what’s the current position of an attacker in relation to the target. Then, I basically blast X of damage (13 in this case) on the specific part. So, regardless of the position, shields wear out first. Then, if standing “behind” the ship, engines are attacked. If the attack is happening from either left or right, the weapons are going to leave this world. If weapons are destroyed, you can’t attack other ships. If engines are destroyed, you can’t move. If either of them is already destroyed, it’s uncovering the core part, which, if destroyed, the ship finally despawns. You can also attack the core when you’re in front of the target. Now I need to make an algorithm for the NPCs, which will SUCK, cuz I don’t have a single idea on how to do it… That’s all for now, stay hydrated"}, {"post_id": 65489, "ts": "2026-09-10T17:37:28Z", "hours": 2.3242, "text": "Alpha Devlog 6: I did it… I basically made an error (don’t ask me why) in my code: I entered a FHD RESOLUTION’S RATIO instead of FHD RESOLUTION itself… I think I needed some sleep back then lmao Anyways, I made this: now the ships are assignable (all of them, until I add actual NPCs to the game (idk how am I going to do that tbh)) you can’t order a ship to fly somewhere if it’s already flying you can’t select more than one ship at once That’s all for now ig, health bars and attacking next! Or maybe stations I’m not sure. You can comment to suggest one! Stay hydrated"}, {"post_id": 64024, "ts": "2026-09-08T04:18:33Z", "hours": 1.4928, "text": "Alpha Devlog 5: I’ve wasted around an hour on trying to get the rotations to work smoothly (earlier it just snapped in place)… Nevertheless, I fixed everything I destroyed (accidentally or not) and managed to make everything in around 20 minutes… the rest is just debugging my error-prone code lmao I also added a new triangle ship! Next step: Add giving orders manually. This will be hard… Stay hydrated"}, {"post_id": 63370, "ts": "2026-09-07T04:44:19Z", "hours": 0.6242, "text": "Alpha Devlog 4: Ok so I managed to do what is shown in the video ig, it was quite easy tbh. Have some code: if distance_to_finish < 1. { linvel = Vec2 :: ZERO ; } else if distance_to_finish <= current_speed as f64 * 42. { vel .brake ( acceleration , & time ); } else { vel .add_from_endpoint ( pos , * endpoint , max_vel , acceleration , & time ); } Here’s what I did ealier (I was sooo tired, okay? dont even ask about it ): if distance_to_finish < 1. { vel .linvel = Vec2 :: ZERO ; } else if target_speed == max_vel { vel .add_from_endpoint ( pos , * endpoint , max_vel , acceleration , & time ); } else { vel .brake ( acceleration , & time ); } Stay hydrated (and don’t hate on me)"}, {"post_id": 62860, "ts": "2026-09-06T12:04:14Z", "hours": 2.9356, "text": "Alpha Devlog 3 So I made basic A -> B travel. It works, but only on one example (and not every time)… The next step is to fix it and add rotation at the beginning. Then I’ll experiment with more ships, and add manual orders (that means YOU decide, where the ship goes). TODO: (DONE) universalize this a bit more add rotations experiment with more ships! add actual orders given by the player Stay hydrated"}, {"post_id": 62683, "ts": "2026-09-06T05:27:31Z", "hours": 1.4525, "text": "Alpha Devlog 2 I made so that the “ship” has an order assigned. I also made a sector, and the game is now fullscreen. Nothing more ig. On the next devlog, I hope I’ll show you how it’s moving by itself! Stay hydrated"}, {"post_id": 61670, "ts": "2026-09-04T18:17:46Z", "hours": 4.6992, "text": "Alpha Devlog 1: ”-4Y: Frustrations” (the name can change as the project goes on) is starting as somewhat of a X4: Foundations parody. The base gameplay concepts would be similiar: You manage a fleet of your own faction; You trade (or fight) with NPC factions; and grow your empire. The only downside? I can’t into 3D for now, Stardance is slowly ending and school is getting intense, so if I’m gonna ever make a proper X-like strategy, with 3D mode and everything, it’s not soon. For this month I’ve planned basically a 2D economy/grand strategy. Nothing more I guess. This project is unofficial, I don’t own anything that’s Egosoft’s. Basically a fan parody that can turn into a playable, open-source alternative. Anyways, here’s what I did: In Bevy v0.19.1, I made a few helper functions, few structs which I don’t use yet and automated drawing. Also a basic fighter icon texture. Stay hydrated"}]...
|
Title: -4Y: Frustrations by @birbuh | Stardance
D Title: -4Y: Frustrations by @birbuh | Stardance
Devlogs:
Alpha Devlog 1: ”-4Y: Frustrations” (the name can change as the project goes on) is starting as somewhat of a X4: Foundations parody. The base gameplay concepts would be similiar: You manage a fleet of your own faction; You trade (or fight) with NPC factions; and grow your empire. The only downside? I can’t into 3D for now, Stardance is slowly ending and school is getting intense, so if I’m gonna ever make a proper X-like strategy, with 3D mode and everything, it’s not soon. For this month I’ve planned basically a 2D economy/grand strategy. Nothing more I guess. This project is unofficial, I don’t own anything that’s Egosoft’s. Basically a fan parody that can turn into a playable, open-source alternative. Anyways, here’s what I did: In Bevy v0.19.1, I made a few helper functions, few structs which I don’t use yet and automated drawing. Also a basic fighter icon texture. Stay hydrated
Alpha Devlog 2 I made so that the “ship” has an order assigned. I also made a sector, and the game is now fullscreen. Nothing more ig. On the next devlog, I hope I’ll show you how it’s moving by itself! Stay hydrated
Alpha Devlog 3 So I made basic A -> B travel. It works, but only on one example (and not every time)… The next step is to fix it and add rotation at the beginning. Then I’ll experiment with more ships, and add manual orders (that means YOU decide, where the ship goes). TODO: (DONE) universalize this a bit more add rotations experiment with more ships! add actual orders given by the player Stay hydrated
Alpha Devlog 4: Ok so I managed to do what is shown in the video ig, it was quite easy tbh. Have some code: if distance_to_finish < 1. { linvel = Vec2 :: ZERO ; } else if distance_to_finish <= current_speed as f64 * 42. { vel .brake ( acceleration , & time ); } else { vel .add_from_endpoint ( pos , * endpoint , max_vel , acceleration , & time ); } Here’s what I did ealier (I was sooo tired, okay? dont even ask about it ): if distance_to_finish < 1. { vel .linvel = Vec2 :: ZERO ; } else if target_speed == max_vel { vel .add_from_endpoint ( pos , * endpoint , max_vel , acceleration , & time ); } else { vel .brake ( acceleration , & time ); } Stay hydrated (and don’t hate on me)
Alpha Devlog 5: I’ve wasted around an hour on trying to get the rotations to work smoothly (earlier it just snapped in place)… Nevertheless, I fixed everything I destroyed (accidentally or not) and managed to make everything in around 20 minutes… the rest is just debugging my error-prone code lmao I also added a new triangle ship! Next step: Add giving orders manually. This will be hard… Stay hydrated
Alpha Devlog 6: I did it… I basically made an error (don’t ask me why) in my code: I entered a FHD RESOLUTION’S RATIO instead of FHD RESOLUTION itself… I think I needed some sleep back then lmao Anyways, I made this: now the ships are assignable (all of them, until I add actual NPCs to the game (idk how am I going to do that tbh)) you can’t order a ship to fly somewhere if it’s already flying you can’t select more than one ship at once That’s all for now ig, health bars and attacking next! Or maybe stations I’m not sure. You can comment to suggest one! Stay hydrated
Alpha Devlog 7: insert scream idk This was pure pain in the beginning, I had no ideas how to accomplish the fighting mechanic. It still isn’t done 100%, I need to make a simple algorithm for the NPCs and clear signalization which module is getting hit (and if it’s getting hit at all…), but yeah… I’ve made it so there are three parts: core , weapons and engines . And shields . shields are getting destroyed first. I’m injuring them based of what’s the current position of an attacker in relation to the target. Then, I basically blast X of damage (13 in this case) on the specific part. So, regardless of the position, shields wear out first. Then, if standing “behind” the ship, engines are attacked. If the attack is happening from either left or right, the weapons are going to leave this world. If weapons are destroyed, you can’t attack other ships. If engines are destroyed, you can’t move. If either of them is already destroyed, it’s uncovering the core part, which, if destroyed, the ship finally despawns. You can also attack the core when you’re in front of the target. Now I need to make an algorithm for the NPCs, which will SUCK, cuz I don’t have a single idea on how to do it… That’s all for now, stay hydrated
Alpha Devlog 8: WERE FRICKIN BACK 🔥 🗣️ 🔥 🗣️ 🔥 I finally got some motivation to work and remade the attack logic! now it’s peak! …at least I think so, correct me if I’m wrong The rotations now don’t take a ducking hour, the ship immediately starts, and it rotates during a slow movement. When it rotates, it starts to actually accelerate. Also, I think I’ll just make a battle sim for now, school gets harder and harder, Shattered Atlas is finally starting to be made… So yeah, I’ll probably make a battle sim and finish it in a year or so. Stay hydrated!
Alpha Devlog 9: note: don’t let me do textures again I added a better representation of what’s going on (I think) Now you know when the engines/weapons are broken! Also: Added adding ships; Fixed ship just flying in circles after defeating an enemy; Fixed some bugs, deleted unused code and fixed linter warnings. Ship time is approaching very rapidly… Stay hydrated...
|
1792727547.4855971
|
1793332347.4855971
|
|
5750
|
Halyra IDE by @aavarvd | Stardance
|
aavarvd
|
1
|
21.82
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T02:15:08Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi guys! Its been 19 hours of development and bug-fixing pain already! I’ve been working on this “little” project about a python IDE written with Kotlin Compose named Halyra, I am probably going to continue working in it in future ships, and this ship is just usable neough for me to publish it to the world! Current features: Lexer based Syntax highlighting Python execution I/O Open/Save/Save as Tab based editing Open folder as project(altho project does not save) Planned features: Write a text drawable canvas myself as BasicTextField has issues processing files over 100KB Make a working custom title bar because windows default sucks WONTFIX: Find/Replace bar(you can still check it with ctrl+F and ctrl+H, but i won’t fix it anymore) My main objectives making this IDE was lightweight and good UI, which I think is what I;m currently stepping towards to, and I wish I could still have a chance to continue on this project!", "repo": "https://github.com/aavarvdXD/HalyraUltra", "demo": "https://github.com/aavarvdXD/HalyraUltra/releases"}]...
|
[{"post_id": 70154, "ts": "202 [{"post_id": 70154, "ts": "2026-09-18T16:02:46Z", "hours": 0.2592, "text": "The ones who know should know"}, {"post_id": 69897, "ts": "2026-09-18T01:01:59Z", "hours": 0.4633, "text": "Finished fixing terminal bugs, moved the toggle button of PowerShell and output console to the bottom and added a stop button"}, {"post_id": 69470, "ts": "2026-09-17T03:56:47Z", "hours": 1.3422, "text": "Improved README as shipping staff said"}, {"post_id": 67720, "ts": "2026-09-13T22:34:21Z", "hours": 0.7578, "text": "guess what guys, I discovered a new bug sitting there and I went fixing it before it was reviewed for ship"}, {"post_id": 66296, "ts": "2026-09-12T01:51:41Z", "hours": 0.4822, "text": "I found the problem, it was becuase the file was too large it takes a minute to load and render, I’m trying to optimize by not giivng BasicTextField a big file in once, and while I’m fixing that, I added a user warning"}, {"post_id": 66282, "ts": "2026-09-12T00:59:01Z", "hours": 2.0608, "text": "I’ve been working on this feature that opens a folder to show a structure of the project but for some reason it crashes when opening an markdown file, I’m trying my best to fix it, I suspected it was the lexer trying to analyze through it and exploded because it wasnt python syntax, but even after disabling the lexer is still freezes, and crashes, the weird part is that i can’t close it with alt f4…. Btw for the ones who don’t know I absolutely gave up on making the find and replace bar work"}, {"post_id": 63313, "ts": "2026-09-07T01:58:56Z", "hours": 0.2778, "text": "Fixing tabs"}, {"post_id": 62283, "ts": "2026-09-05T16:04:18Z", "hours": 0.3231, "text": "Wow, tab handling went easier that what I was expecting.."}, {"post_id": 61957, "ts": "2026-09-05T04:27:50Z", "hours": 0.4111, "text": "Improved UI! and tab support still in demo details: I added a terminal button at the sidebar to toggle visibility and also made the terminal vertically resizeable"}, {"post_id": 61299, "ts": "2026-09-04T04:26:13Z", "hours": 0.4156, "text": "I made an icon based sidebar with tooltips once hovered! Now working on making temp file execution(aka no need to save to execute, perfect for prototyping)"}, {"post_id": 60627, "ts": "2026-09-03T02:56:36Z", "hours": 0.5039, "text": "Can anyone help me? I really don’t know how to deal with this error… Could not load the value of field valueSourceType of org.gradle.api.internal.provider.DefaultValueSourceProviderFactory$DefaultObtainedValue bean found in field obtainedValue of org.gradle.internal.cc.impl.fingerprint.ConfigurationCacheFingerprint$ValueSource bean found in Gradle runtime. Class ‘org.jetbrains.kotlin.gradle.internal.IsInIdeaSyncValueSource’ not found in class loader ‘InstrumentingVisitableURLClassLoader(ClassLoaderScopeIdentifier.Id{coreAndPlugins:settings[:]:buildSrc[:]:root-project : })’ of type ‘org.gradle.internal.classloader.VisitableURLClassLoader$InstrumentingVisitableURLClassLoader’."}, {"post_id": 59378, "ts": "2026-09-01T04:41:49Z", "hours": 0.3589, "text": "Im still working on findbar focus requesting, probably wont add devlogs more until i fix it"}, {"post_id": 58537, "ts": "2026-08-30T23:39:34Z", "hours": 2.1778, "text": "added auto closing brakcets, and still fixing search amd replace"}, {"post_id": 42841, "ts": "2026-08-07T19:39:16Z", "hours": 0.8042, "text": "Finished searchEngine, I decided to use the built-in Kotlin’s string searching, modified app.kt and hotkeys.kt for integrating ctrl+f(search) and ctrl+h(search and replace) Everything worked normally during the test, now aiming to make the UI to integrate to the app."}, {"post_id": 36683, "ts": "2026-07-28T22:00:14Z", "hours": 1.8456, "text": "Hi guys! Its been a long time since i posted my last devlog, the main reason was because….. LEXER IS SO HARD TO IMPLEMENT before in Halyra PySide6 Edition, I just used a regex and everything works perfectly, but in Kotlin, somehow it didnt work, so i had to search for techniques and try to implement one myself(Kotlin tutorials are hard to find ಥ_ಥ) I retried and retried until I got what i wanted, class definition/call rendering, keyword, numbers string, and others rendering perfectly…. I was planning to use parser to detect variable definitions and calls, but It was so hard that i eventually gave up.. Anyways, I made it! I’m aiming for find and replace next ;)"}, {"post_id": 27499, "ts": "2026-07-13T03:43:46Z", "hours": 2.1828, "text": "LETS GOOOOOOOOOOOOOOOOOOOOOO🎉🎉🎉🎉!!!!! After about 4 to 6 hours, I MADE TO FIX THE INDENTING GLITCHES!!! Summary: After trying 3 different algorithms, I reinspected the code of all my commits and noticed the true issue: I was trying to make the same implementation to handle different behaviors , which caused the bug. Basically Tab in editors had two different behaviors: prin|t(“a”) after tab: prin |t(“a”) the second behavior happens at the start of a line: |print(“a”) after tab: |print(\"a\") I originally planned to use the same code to detect what the user wants, and it didn’t work well no matter how hard I tried until I separated the two behaviors into two snnipets completely, which just ended the bug that I tried fixing for hours. I’ll never be lazy again…."}, {"post_id": 22971, "ts": "2026-07-05T17:26:02Z", "hours": 1.4756, "text": "found a bug at indenting and still fixing….. Im going to explode"}, {"post_id": 19584, "ts": "2026-06-30T22:37:32Z", "hours": 0.795, "text": "finished indenting part"}, {"post_id": 15832, "ts": "2026-06-25T19:00:36Z", "hours": 1.305, "text": "finished adding auto indenting to the IDE, it was the most difficult task ever….. at least for now"}, {"post_id": 11572, "ts": "2026-06-18T21:11:07Z", "hours": 0.3175, "text": "Finished fixing bugs"}, {"post_id": 11504, "ts": "2026-06-18T20:00:00Z", "hours": 1.3561, "text": "added a glitchy syntax higlighting, will continue fixing"}, {"post_id": 4677, "ts": "2026-06-08T02:28:13Z", "hours": 1.2625, "text": "Added a not very well-looking custom title bar, I will fix it later"}, {"post_id": 3954, "ts": "2026-06-07T02:43:37Z", "hours": 0.78, "text": "Changed Buttons and migrated to Box() instead of Button"}, {"post_id": 1740, "ts": "2026-06-03T22:29:53Z", "hours": 0.3461, "text": "I successfully added line numebrs and auto scrolling, aiming for keyword highlightin next"}]...
|
Title: Halyra IDE by @aavarvd | Stardance
Devlogs Title: Halyra IDE by @aavarvd | Stardance
Devlogs:
I successfully added line numebrs and auto scrolling, aiming for keyword highlightin next
Changed Buttons and migrated to Box() instead of Button
Added a not very well-looking custom title bar, I will fix it later
added a glitchy syntax higlighting, will continue fixing
Finished fixing bugs
finished adding auto indenting to the IDE, it was the most difficult task ever….. at least for now
finished indenting part
found a bug at indenting and still fixing….. Im going to explode
LETS GOOOOOOOOOOOOOOOOOOOOOO🎉🎉🎉🎉!!!!! After about 4 to 6 hours, I MADE TO FIX THE INDENTING GLITCHES!!! Summary: After trying 3 different algorithms, I reinspected the code of all my commits and noticed the true issue: I was trying to make the same implementation to handle different behaviors , which caused the bug. Basically Tab in editors had two different behaviors: prin|t(“a”) after tab: prin |t(“a”) the second behavior happens at the start of a line: |print(“a”) after tab: |print("a") I originally planned to use the same code to detect what the user wants, and it didn’t work well no matter how hard I tried until I separated the two behaviors into two snnipets completely, which just ended the bug that I tried fixing for hours. I’ll never be lazy again….
Hi guys! Its been a long time since i posted my last devlog, the main reason was because….. LEXER IS SO HARD TO IMPLEMENT before in Halyra PySide6 Edition, I just used a regex and everything works perfectly, but in Kotlin, somehow it didnt work, so i had to search for techniques and try to implement one myself(Kotlin tutorials are hard to find ಥ_ಥ) I retried and retried until I got what i wanted, class definition/call rendering, keyword, numbers string, and others rendering perfectly…. I was planning to use parser to detect variable definitions and calls, but It was so hard that i eventually gave up.. Anyways, I made it! I’m aiming for find and replace next ;)
Finished searchEngine, I decided to use the built-in Kotlin’s string searching, modified app.kt and hotkeys.kt for integrating ctrl+f(search) and ctrl+h(search and replace) Everything worked normally during the test, now aiming to make the UI to integrate to the app.
added auto closing brakcets, and still fixing search amd replace
Im still working on findbar focus requesting, probably wont add devlogs more until i fix it
Can anyone help me? I really don’t know how to deal with this error… Could not load the value of field valueSourceType of org.gradle.api.internal.provider.DefaultValueSourceProviderFactory$DefaultObtainedValue bean found in field obtainedValue of org.gradle.internal.cc.impl.fingerprint.ConfigurationCacheFingerprint$ValueSource bean found in Gradle runtime. Class ‘org.jetbrains.kotlin.gradle.internal.IsInIdeaSyncValueSource’ not found in class loader ‘InstrumentingVisitableURLClassLoader(ClassLoaderScopeIdentifier.Id{coreAndPlugins:settings[:]:buildSrc[:]:root-project : })’ of type ‘org.gradle.internal.classloader.VisitableURLClassLoader$InstrumentingVisitableURLClassLoader’.
I made an icon based sidebar with tooltips once hovered! Now working on making temp file execution(aka no need to save to execute, perfect for prototyping)
Improved UI! and tab support still in demo details: I added a terminal button at the sidebar to toggle visibility and also made the terminal vertically resizeable
Wow, tab handling went easier that what I was expecting..
Fixing tabs
I’ve been working on this feature that opens a folder to show a structure of the project but for some reason it crashes when opening an markdown file, I’m trying my best to fix it, I suspected it was the lexer trying to analyze through it and exploded because it wasnt python syntax, but even after disabling the lexer is still freezes, and crashes, the weird part is that i can’t close it with alt f4…. Btw for the ones who don’t know I absolutely gave up on making the find and replace bar work
I found the problem, it was becuase the file was too large it takes a minute to load and render, I’m trying to optimize by not giivng BasicTextField a big file in once, and while I’m fixing that, I added a user warning
guess what guys, I discovered a new bug sitting there and I went fixing it before it was reviewed for ship
Improved README as shipping staff said
Finished fixing terminal bugs, moved the toggle button of PowerShell and output console to the bottom and added a stop button
The ones who know should know
Ships:
Hi guys! Its been 19 hours of development and bug-fixing pain already! I’ve been working on this “little” project about a python IDE written with Kotlin Compose named Halyra, I am probably going to continue working in it in future ships, and this ship is just usable neough for me to publish it to the world! Current features: Lexer based Syntax highlighting Python execution I/O Open/Save/Save as Tab based editing Open folder as project(altho project does not save) Planned features: Write a text drawable canvas myself as BasicTextField has issues processing files over 100KB Make a working custom title bar because windows default sucks WONTFIX: Find/Replace bar(you can still check it with ctrl+F and ctrl+H, but i won’t fix it anymore) My main objectives making this IDE was lightweight and good UI, which I think is what I;m currently stepping towards to, and I wish I could still have a chance to continue on this project!...
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1793148818.0977528
|
1793235218.0977528
|
|
17571
|
Comunicator by @Hamster3600 | Stardance
|
Hamster3600
|
0
|
21.82
|
0
|
[]
|
[{"post_id": 21413, "ts": "202 [{"post_id": 21413, "ts": "2026-07-03T10:47:55Z", "hours": 1.3683, "text": "Preparing for launch"}, {"post_id": 16988, "ts": "2026-06-27T15:52:38Z", "hours": 12.8169, "text": "Working on better GUI"}, {"post_id": 12430, "ts": "2026-06-20T09:02:27Z", "hours": 2.8914, "text": "working on GUI"}, {"post_id": 10812, "ts": "2026-06-17T18:54:19Z", "hours": 4.7453, "text": "Working on making my terminal GUI better."}]...
|
Title: Comunicator by @Hamster3600 | Stardance
De Title: Comunicator by @Hamster3600 | Stardance
Devlogs:
Working on making my terminal GUI better.
working on GUI
Working on better GUI
Preparing for launch...
|
1793159665.7559564
|
1793764465.7559564
|
|
40024
|
My very own WebOS by @Vestige | Stardance
|
Vestige
|
1
|
21.82
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T06:52:47Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Web OS. A top status bar tracks a localized clock, the system name, and a banner reading “You learn something new everyday!”. On the left side of the screen, desktop shortcuts for “Notes” and “Fortfact” sit next to an open, stylized “Welcome” window that explains the system’s core capabilities. In the bottom right corner, a window states that the environment has initialized successfully. At the start getting the features up and running was challenging but over time as I progressed and got used to it I was able to get it up and running and add new features and code freely without needing too much help. I am proud that I have built this because I have never done coding a web page before and it was a wonderful experience. But, if you asked me for one thing in my Web OS that I am especially proud of I would say that would be my notes app because I am so happy with how I built it so far and the new features I added to it that makes it uniquely mine. Along the way I accomplished stuff and improved stuff but I also ran into errors and problems in my code which was frustrating and sometimes shocking because I had expected it to work. To test my project you can just click the link I have put in or click the link I have put in my ReadMe and it launches directly from there, no extra steps!", "repo": "https://github.com/Hi-G-max/WebOS1", "demo": "https://hi-g-max.github.io/WebOS1/"}]...
|
[{"post_id": 83596, "ts": "202 [{"post_id": 83596, "ts": "2026-10-28T07:06:06Z", "hours": 2.9033, "text": "I am now in the middle of doing my 3 new features for my WebOS 2 mission. And I’m getting so nervous because the deadline is so close. I’ve decided to make a slide out widget sidebar as 1-2 of the features and I ran into quite a few bugs when I was doing it. The button to open it, even though it should’ve been simple wasn’t and the code just wasn’t working and it took me quite awhile of picking at the code to get it to work. I then decided that inside it I was going to do a stopwatch and a countdown timer and after much researching and searching through a few websites and my past code i was able to build them and I am so happy with them. But at the start it kept on not working and it was quite frustrating and so I decided to have a break and after when I came back to it and I managed to fix it then."}, {"post_id": 81967, "ts": "2026-10-23T07:33:07Z", "hours": 0.9136, "text": "Refining and Changing! 👌 I had to change and delete some of my code because I had asked AI to do it and so it took me some time to try to figure out how to change it without breaking the code though there wasn’t much I needed to change because most of the time I hadn’t used AI much other than to point me in the right direction(and most of time no answers, I wanted to figure it out by myself if I could) and also I had looked at some code I had done before to help me out. In the middle of all that I actually found a block of code that did nothing it was just sitting there dormant and I remembered that when I wrote it I had tried doing something new but then abandoned it and moved on to another piece of code. I didn’t delete that block of code though, I was thinking I can eventually get back to it. I tried the site again and I was so relieved to see that it still worked perfectly and nothing had broken😮💨. Finally I was thinking if this devlog needed a picture but I don’t know what to put this time so I’m just going to put a picture of the working website again😅."}, {"post_id": 81711, "ts": "2026-10-22T05:45:56Z", "hours": 0.7956, "text": "Progress, Polishing, and a Sudden Deployment Scare! Hey everyone! Since I wasn’t able to write much in my last devlog—because I was low on time and only posted a few sentences as a summary—I’ve decided to write more this time. I’ve been chipping away at the Fortfact app and just pushed some fun updates. I’ve expanded the pool of content with a handful of brand-new facts and fortunes for you to discover, and I also refreshed the text in the welcome box to make it a bit more inviting. I also gave the UI a little makeover—I shrunk the welcome window’s overall size so it feels less intrusive, and tucked it neatly into the bottom-right corner of the screen and changed the text inside it. Behind the scenes, I also took some time to dive into the codebase and refine a few areas that felt a bit rushed and messy during the initial build. It wasn’t all smooth sailing, though. I ran into a massive roadblock trying to deploy to GitHub Pages. For a moment, everything broke and it gave me quite a shock! It took a solid chunk of troubleshooting time, but I managed to untangle the issue and get everything live."}, {"post_id": 80921, "ts": "2026-10-19T07:58:34Z", "hours": 2.6297, "text": "I added a new app that gives you a fortune or fact and i refined the code in places."}, {"post_id": 64097, "ts": "2026-09-08T08:57:54Z", "hours": 7.5708, "text": "ok, so i ran into a few bugs when i was doing this and it took me a surprising amount of time to fix it but finally I fixed it! yay for me! anyway, after that i put in a few more additions to my notes app, like putting in buttons to open a brand new note or delete one or to save your current note."}, {"post_id": 49422, "ts": "2026-08-18T08:02:12Z", "hours": 4.7342, "text": "I’ve created the first app!!! and I’ve added detail to it : letting you open it , close it, edit it, move it and resize it! I’ve put some base text into it but the user can change that text or add to it. Next I’m going to learn and develop this wonderful thing more!"}, {"post_id": 37478, "ts": "2026-07-30T08:00:14Z", "hours": 2.5747, "text": "I’ve been working on the welcome page .It took me some time to get it working right, and I’ve finally got it to . I’ve put an image as the background and also have done a simple message. I have just finished doing the top bar (with a clock) as well as a draggable window."}]...
|
Title: My very own WebOS by @Vestige | Stardance
Title: My very own WebOS by @Vestige | Stardance
Devlogs:
I’ve been working on the welcome page .It took me some time to get it working right, and I’ve finally got it to . I’ve put an image as the background and also have done a simple message. I have just finished doing the top bar (with a clock) as well as a draggable window.
I’ve created the first app!!! and I’ve added detail to it : letting you open it , close it, edit it, move it and resize it! I’ve put some base text into it but the user can change that text or add to it. Next I’m going to learn and develop this wonderful thing more!
ok, so i ran into a few bugs when i was doing this and it took me a surprising amount of time to fix it but finally I fixed it! yay for me! anyway, after that i put in a few more additions to my notes app, like putting in buttons to open a brand new note or delete one or to save your current note.
I added a new app that gives you a fortune or fact and i refined the code in places.
Progress, Polishing, and a Sudden Deployment Scare! Hey everyone! Since I wasn’t able to write much in my last devlog—because I was low on time and only posted a few sentences as a summary—I’ve decided to write more this time. I’ve been chipping away at the Fortfact app and just pushed some fun updates. I’ve expanded the pool of content with a handful of brand-new facts and fortunes for you to discover, and I also refreshed the text in the welcome box to make it a bit more inviting. I also gave the UI a little makeover—I shrunk the welcome window’s overall size so it feels less intrusive, and tucked it neatly into the bottom-right corner of the screen and changed the text inside it. Behind the scenes, I also took some time to dive into the codebase and refine a few areas that felt a bit rushed and messy during the initial build. It wasn’t all smooth sailing, though. I ran into a massive roadblock trying to deploy to GitHub Pages. For a moment, everything broke and it gave me quite a shock! It took a solid chunk of troubleshooting time, but I managed to untangle the issue and get everything live.
Refining and Changing! 👌 I had to change and delete some of my code because I had asked AI to do it and so it took me some time to try to figure out how to change it without breaking the code though there wasn’t much I needed to change because most of the time I hadn’t used AI much other than to point me in the right direction(and most of time no answers, I wanted to figure it out by myself if I could) and also I had looked at some code I had done before to help me out. In the middle of all that I actually found a block of code that did nothing it was just sitting there dormant and I remembered that when I wrote it I had tried doing something new but then abandoned it and moved on to another piece of code. I didn’t delete that block of code though, I was thinking I can eventually get back to it. I tried the site again and I was so relieved to see that it still worked perfectly and nothing had broken😮💨. Finally I was thinking if this devlog needed a picture but I don’t know what to put this time so I’m just going to put a picture of the working website again😅.
I am now in the middle of doing my 3 new features for my WebOS 2 mission. And I’m getting so nervous because the deadline is so close. I’ve decided to make a slide out widget sidebar as 1-2 of the features and I ran into quite a few bugs when I was doing it. The button to open it, even though it should’ve been simple wasn’t and the code just wasn’t working and it took me quite awhile of picking at the code to get it to work. I then decided that inside it I was going to do a stopwatch and a countdown timer and after much researching and searching through a few websites and my past code i was able to build them and I am so happy with them. But at the start it kept on not working and it was quite frustrating and so I decided to have a break and after when I came back to it and I managed to fix it then.
Ships:
I made a Web OS. A top status bar tracks a localized clock, the system name, and a banner reading “You learn something new everyday!”. On the left side of the screen, desktop shortcuts for “Notes” and “Fortfact” sit next to an open, stylized “Welcome” window that explains the system’s core capabilities. In the bottom right corner, a window states that the environment has initialized successfully. At the start getting the features up and running was challenging but over time as I progressed and got used to it I was able to get it up and running and add new features and code freely without needing too much help. I am proud that I have built this because I have never done coding a web page before and it was a wonderful experience. But, if you asked me for one thing in my Web OS that I am especially proud of I would say that would be my notes app because I am so happy with how I built it so far and the new features I added to it that makes it uniquely mine. Along the way I accomplished stuff and improved stuff but I also ran into errors and problems in my code which was frustrating and sometimes shocking because I had expected it to work. To test my project you can just click the link I have put in or click the link I have put in my ReadMe and it launches directly from there, no extra steps!...
|
1793198966.3525972
|
1793285366.3525972
|
|
49704
|
Micromice lightning by @Alperen | Stardance
|
Alperen
|
0
|
21.81
|
0
|
[]
|
[{"post_id": 74916, "ts": "202 [{"post_id": 74916, "ts": "2026-09-28T16:20:24Z", "hours": 4.0233, "text": "today i added the schematic file and finished it- i think its missing something but that okay i guess :/"}, {"post_id": 73776, "ts": "2026-09-25T22:51:03Z", "hours": 3.0908, "text": "Today I Designed the circuit from scratch and made A V2- Devlog #10- The Custom Sensor Board the second picture shows the better and smaller version. i will later add some connection ports for I2C , encoders, pwm and other things. theres still some time, so i will update the BOM file again and use this pcb but also code some to show how it will work so it will get accepted once i ship it again. 26.09.2026-01:50"}, {"post_id": 72758, "ts": "2026-09-23T17:56:06Z", "hours": 2.3494, "text": "Today I polished the pcb design a little Bit- Devlog #9 this time i polished it a bit(i know theres still some mistakes, im a newbie on the pcb world) tomorrow i will upload the better polished version on the github and try to make this a little bit smaller maybe? we will see tomorrow"}, {"post_id": 72258, "ts": "2026-09-22T15:21:17Z", "hours": 0.5669, "text": "Devlog #8- Schematics Design For the Custom IR Sensor- Today i tried kicad schematics for the first time- it was actually a basic and an easy to use software. i drew the schematic of 1 channel of the sensor board(and theres 6 of those, so 3 op-amps, 6 IR leds, 6 Photodiodes, 12 resistors(i think) 6 potentiometers, 6 mosfets and some power source boards such as a mini 360 and stm32. it uses 40khz signals to eliminate room light. thanks for reading!)"}, {"post_id": 71793, "ts": "2026-09-21T15:44:59Z", "hours": 0.8003, "text": "I finally completed the kicad design of the custom IR sensor today- after learning so many things such as pcb designing, 3d cad designing and using github for this project, i finally completed the kicad design of the sensor board- ITS FINALLY DONE"}, {"post_id": 71143, "ts": "2026-09-20T10:54:24Z", "hours": 0.7564, "text": "Designed Half of the Custom IR sensor board today-it was hard since theres so many components and less space, but i think i will complete it in 3 days! ( it uses a stm32 blackpill board and some op-amps for strenghtening the signal)"}, {"post_id": 64689, "ts": "2026-09-09T08:59:23Z", "hours": 2.935, "text": "I FINALLY DESIGNED THE BODY The body of the Micromouse is FINALLY done. i cant wait to get my hands on the parts to make my custom design sensor and the robot itself!!!!"}, {"post_id": 62938, "ts": "2026-09-06T14:18:21Z", "hours": 1.9678, "text": "edited the BOM files, reuploaded, got the total amount and tried some 3d design AGAİN (FAİLED)"}, {"post_id": 62265, "ts": "2026-09-05T15:34:35Z", "hours": 2.0711, "text": "i did the 3d modeling of the impeller and the impeller bracket for a 720 type coreless motor"}, {"post_id": 61545, "ts": "2026-09-04T14:48:13Z", "hours": 1.8686, "text": "Today i designed the CAD file for the robot. I tried freecad first but it was too hard to use so i did the whole design on tinkercad and now i will try to turn the file into a .step file for posting"}, {"post_id": 60865, "ts": "2026-09-03T14:25:35Z", "hours": 1.3808, "text": "today im working on the files at the github repository, its my first time and the time is limited so im trying to learn it fast. i found the parts and linked them to the csv file but i cant get the design of the custom sensor i made at the csv, i will try to find a way to put it"}]...
|
Title: Micromice lightning by @Alperen | Stardance Title: Micromice lightning by @Alperen | Stardance
Devlogs:
today im working on the files at the github repository, its my first time and the time is limited so im trying to learn it fast. i found the parts and linked them to the csv file but i cant get the design of the custom sensor i made at the csv, i will try to find a way to put it
Today i designed the CAD file for the robot. I tried freecad first but it was too hard to use so i did the whole design on tinkercad and now i will try to turn the file into a .step file for posting
i did the 3d modeling of the impeller and the impeller bracket for a 720 type coreless motor
edited the BOM files, reuploaded, got the total amount and tried some 3d design AGAİN (FAİLED)
I FINALLY DESIGNED THE BODY The body of the Micromouse is FINALLY done. i cant wait to get my hands on the parts to make my custom design sensor and the robot itself!!!!
Designed Half of the Custom IR sensor board today-it was hard since theres so many components and less space, but i think i will complete it in 3 days! ( it uses a stm32 blackpill board and some op-amps for strenghtening the signal)
I finally completed the kicad design of the custom IR sensor today- after learning so many things such as pcb designing, 3d cad designing and using github for this project, i finally completed the kicad design of the sensor board- ITS FINALLY DONE
Devlog #8- Schematics Design For the Custom IR Sensor- Today i tried kicad schematics for the first time- it was actually a basic and an easy to use software. i drew the schematic of 1 channel of the sensor board(and theres 6 of those, so 3 op-amps, 6 IR leds, 6 Photodiodes, 12 resistors(i think) 6 potentiometers, 6 mosfets and some power source boards such as a mini 360 and stm32. it uses 40khz signals to eliminate room light. thanks for reading!)
Today I polished the pcb design a little Bit- Devlog #9 this time i polished it a bit(i know theres still some mistakes, im a newbie on the pcb world) tomorrow i will upload the better polished version on the github and try to make this a little bit smaller maybe? we will see tomorrow
Today I Designed the circuit from scratch and made A V2- Devlog #10- The Custom Sensor Board the second picture shows the better and smaller version. i will later add some connection ports for I2C , encoders, pwm and other things. theres still some time, so i will update the BOM file again and use this pcb but also code some to show how it will work so it will get accepted once i ship it again. 26.09.2026-01:50
today i added the schematic file and finished it- i think its missing something but that okay i guess :/...
|
1792601699.7149096
|
1793206499.7149096
|
|
42446
|
Quadrupedal Robot by @Malteser77 | Stardance
|
Malteser77
|
0
|
21.8
|
0
|
[]
|
[{"post_id": 79621, "ts": "202 [{"post_id": 79621, "ts": "2026-10-14T18:54:40Z", "hours": 5.2669, "text": "It’s red like the martians! Just realised that I have not been posting all of this for a long time and I couldn’t leave you guys in the dark. Finally made the 49:1 gearbox and fixed the legs. However, in this robot I feel as though the brace that connects the gearboxes perpendicularly doesn’t make use of the space. Therefore I need to fix that and see how much room the gearboxes take up. TOODLES DUCKAROOS."}, {"post_id": 61665, "ts": "2026-09-04T18:14:35Z", "hours": 2.19, "text": "Everythings wrong… I’ve just managed to finish the linear actuator mechanism and whilst looking for a motor, I found out that the other motor that I was looking for the hip joint has the wrong torque. Was looking at the 5010 360KV and calculated for the 760KV. I have to redesign the gearbox again, which is not ideal. So I’ll recalculate everything and improve the gearbox. All’s well that ends well!"}, {"post_id": 60111, "ts": "2026-09-02T08:35:14Z", "hours": 11.2872, "text": "Finishing the Scapular joint mechanism!!!"}, {"post_id": 50364, "ts": "2026-08-19T15:17:29Z", "hours": 2.4544, "text": "Legs are hard. Just finished with my main vision of what I want it to look like. I’ll change some of the shapes like the camera cap and a bit of the main body but I can do that later."}, {"post_id": 49819, "ts": "2026-08-18T19:22:47Z", "hours": 0.6003, "text": "Session 1: Finding Ratios! Just started the project after much thought! Just started by looking at different robot dogs that I wanted to draw inspiration from and ask AI to find the dimensions of all of the quadrupedal robot dogs and their ratios. Since I’ve got my own size in mind, this was just to ensure that it didn’t look “clunky.”"}]...
|
Title: Quadrupedal Robot by @Malteser77 | Stardanc Title: Quadrupedal Robot by @Malteser77 | Stardance
Devlogs:
Session 1: Finding Ratios! Just started the project after much thought! Just started by looking at different robot dogs that I wanted to draw inspiration from and ask AI to find the dimensions of all of the quadrupedal robot dogs and their ratios. Since I’ve got my own size in mind, this was just to ensure that it didn’t look “clunky.”
Legs are hard. Just finished with my main vision of what I want it to look like. I’ll change some of the shapes like the camera cap and a bit of the main body but I can do that later.
Finishing the Scapular joint mechanism!!!
Everythings wrong… I’ve just managed to finish the linear actuator mechanism and whilst looking for a motor, I found out that the other motor that I was looking for the hip joint has the wrong torque. Was looking at the 5010 360KV and calculated for the 760KV. I have to redesign the gearbox again, which is not ideal. So I’ll recalculate everything and improve the gearbox. All’s well that ends well!
It’s red like the martians! Just realised that I have not been posting all of this for a long time and I couldn’t leave you guys in the dark. Finally made the 49:1 gearbox and fixed the legs. However, in this robot I feel as though the brace that connects the gearboxes perpendicularly doesn’t make use of the space. Therefore I need to fix that and see how much room the gearboxes take up. TOODLES DUCKAROOS....
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1793177235.0736358
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1793782035.0736358
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43751
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A Detective by @Rivaan | Stardance
|
Rivaan
|
0
|
21.8
|
0
|
[]
|
[{"post_id": 56580, "ts": "202 [{"post_id": 56580, "ts": "2026-08-28T12:06:59Z", "hours": 2.5239, "text": "I added Corridor and experiment with some ghosts , i know it look bad that why i say “experiment” now i am trying to finish this ASAP only corridor puzzle left and polishing"}, {"post_id": 50930, "ts": "2026-08-20T12:16:32Z", "hours": 8.1469, "text": "I added first Gameplay i Improve lighting a bit added a camera added a computer (fake) inside my game added first puzzle and gameplay"}, {"post_id": 49549, "ts": "2026-08-18T12:58:33Z", "hours": 1.5917, "text": "I added environment There was no gameplay at all and i know that but before that i think adding an basic environment will be far better then white box , how is it? i made some asset myself but mostly i download assets and combine or make it unique in blender then add lights , prepare scene , little bit shader magic , that alll ! now next step to add a computer puzzle and next room"}, {"post_id": 48263, "ts": "2026-08-16T15:50:41Z", "hours": 9.54, "text": "A detective Trying to make something better in godot 4.7 at this point i am doing multiple projects but this idea came from nowhere and i just start working on it , i ready a prototype (without furniture in a week) story was simple , this game was inspired by “little nightmare” i am not trying to create another little nightmare instead i want to to something else"}]...
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Title: A Detective by @Rivaan | Stardance
Devlogs Title: A Detective by @Rivaan | Stardance
Devlogs:
A detective Trying to make something better in godot 4.7 at this point i am doing multiple projects but this idea came from nowhere and i just start working on it , i ready a prototype (without furniture in a week) story was simple , this game was inspired by “little nightmare” i am not trying to create another little nightmare instead i want to to something else
I added environment There was no gameplay at all and i know that but before that i think adding an basic environment will be far better then white box , how is it? i made some asset myself but mostly i download assets and combine or make it unique in blender then add lights , prepare scene , little bit shader magic , that alll ! now next step to add a computer puzzle and next room
I added first Gameplay i Improve lighting a bit added a camera added a computer (fake) inside my game added first puzzle and gameplay
I added Corridor and experiment with some ghosts , i know it look bad that why i say “experiment” now i am trying to finish this ASAP only corridor puzzle left and polishing...
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1793238515.3831913
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1793843315.3831913
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32340
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My own site! by @purlimurlikas | Stardance
|
purlimurlikas
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1
|
21.79
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T21:34:58Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website about myself. It was very challenging to get the CSS right, because it really didn’t want to cooperate with me, and thats also why it took so long. I’m proud that I finally completed it. The website will help you get to know me better.", "repo": "https://github.com/purlimurlikas-maker/purli-s-personal-website", "demo": "https://purlimurlikas-maker.github.io/purli-s-personal-website/"}]...
|
[{"post_id": 65334, "ts": "202 [{"post_id": 65334, "ts": "2026-09-10T12:40:54Z", "hours": 0.7939, "text": "Just made a couple edits to the projects box, and fixed some sizes"}, {"post_id": 47948, "ts": "2026-08-16T06:51:46Z", "hours": 0.7944, "text": "my website really does not want to cooperate with me."}, {"post_id": 47871, "ts": "2026-08-16T03:53:50Z", "hours": 1.7769, "text": "I don’t actually mind these pictures shifting around but I do need to fix some other positions of pictures."}, {"post_id": 46732, "ts": "2026-08-14T06:16:02Z", "hours": 2.4667, "text": "I am trying to make the items shrink and get bigger depending on the window size."}, {"post_id": 37283, "ts": "2026-07-29T21:43:24Z", "hours": 4.4486, "text": "I have even more pictures, and my website will be done soon, but the items move depeding on how big the window is, I’m trying to figure out how to fix it, and if anyone can help, please let me know."}, {"post_id": 34820, "ts": "2026-07-25T20:35:35Z", "hours": 1.2467, "text": "I’m trying to figure out how to add gifs and how to make the navigation bar look more like buttons and not links."}, {"post_id": 34598, "ts": "2026-07-25T13:40:45Z", "hours": 4.1903, "text": "I added CSS, found a good colour palette, and now I have pictures :)."}, {"post_id": 33418, "ts": "2026-07-23T10:44:47Z", "hours": 0.5, "text": "I added more CSS, but I’m having troubles pushing my code to github."}, {"post_id": 33111, "ts": "2026-07-22T18:47:13Z", "hours": 0.6611, "text": "Fixed some mistakes and now I am trying to get the colour palette to look better and change some other things."}, {"post_id": 32954, "ts": "2026-07-22T13:17:57Z", "hours": 0.5275, "text": "Uhm, there are some things wrong in my code, but at least I am taking steps forward."}, {"post_id": 32911, "ts": "2026-07-22T11:43:02Z", "hours": 1.7839, "text": "I am adding more text to my website."}, {"post_id": 24842, "ts": "2026-07-08T17:48:00Z", "hours": 2.2178, "text": "I am working on the layout and information on my website, tried using AI to fix the layout, because all the text was on top of eachother, but AI messed everything up."}]...
|
Title: My own site! by @purlimurlikas | Stardance
Title: My own site! by @purlimurlikas | Stardance
Devlogs:
I am working on the layout and information on my website, tried using AI to fix the layout, because all the text was on top of eachother, but AI messed everything up.
I am adding more text to my website.
Uhm, there are some things wrong in my code, but at least I am taking steps forward.
Fixed some mistakes and now I am trying to get the colour palette to look better and change some other things.
I added more CSS, but I’m having troubles pushing my code to github.
I added CSS, found a good colour palette, and now I have pictures :).
I’m trying to figure out how to add gifs and how to make the navigation bar look more like buttons and not links.
I have even more pictures, and my website will be done soon, but the items move depeding on how big the window is, I’m trying to figure out how to fix it, and if anyone can help, please let me know.
I am trying to make the items shrink and get bigger depending on the window size.
I don’t actually mind these pictures shifting around but I do need to fix some other positions of pictures.
my website really does not want to cooperate with me.
Just made a couple edits to the projects box, and fixed some sizes
Ships:
I made a personal website about myself. It was very challenging to get the CSS right, because it really didn’t want to cooperate with me, and thats also why it took so long. I’m proud that I finally completed it. The website will help you get to know me better....
|
1793134048.4352868
|
1793220448.4352868
|
|
27579
|
DIY Rocket! by @Plum | Stardance
|
Plum
|
0
|
21.75
|
0
|
[]
|
[{"post_id": 59544, "ts": "202 [{"post_id": 59544, "ts": "2026-09-01T12:57:58Z", "hours": 2.3658, "text": "GLUEING AND PAINTING PART 1 Last Devlog In the last devlog I’ve tested the engine block, only to realize later on that the way I tested them was the main cause of problems. I’ve redesigned the Engine Block, so that it’s safer and the ejection charge has enough space to go through. Glueing I am not actually done glueing all the parts together, as I am still waiting for my epoxy resin to arrive. As of now, I’ve only glued the fins to the body to make the steps later on easier. You might ask yourself why I won’t just use my normal “everything”-glue.. And the answer is pretty simple actually. Epoxy is way stronger, and I want to be sure that nothing will rip apart during the flight. This means, I will use some epoxy on the fins and the engine block. The nose cone should fit snuggly but I am not going to glue it to the body, as it needs to be loose, for the parachute, which ejects through the top part of the rocket. Painting it I’ve tried to keep the design pretty simple. I started by spray painting the whole body black. Then I added the white lines just to make it look kind of interesting. I also added some splashes from a toothbrush dipped in paint, so that it looks like there a little stars on the rocket ^^ ⭐ The Rockets name It’s called LF-3. LF because it’s flying low and I switched the letters around, because it just seemed more interesting to me. And 3 because it is not only my lucky number, but the 3rd prototype of my rocket designs. Recording problems Sadly, I’ve lost a lot of footage of me for example spray painting the body, cutting the parts etc. because my phone kept disconnecting from the wifi when I was working outside :/ That was about 2 hours of extra footage, that were lost.. WHAT’S NEXT? Next I’ll be glueing again, assembling the rest of the rocket. I will also make some fire resistant wadding to protect the parachute during ejection :>"}, {"post_id": 57207, "ts": "2026-08-29T09:57:17Z", "hours": 2.0333, "text": "ENGINE BLOCK TEST 1 + 2 Well.. uhh My Engine mount could not withstand the motor’s force -_-"}, {"post_id": 55624, "ts": "2026-08-27T16:18:06Z", "hours": 8.2356, "text": "THE FLIGHT COMPUTER I’ve been working on the electronics and software for the rocket, and honestly.. this part was probably even more annoying than designing the rocket itself 😭 The flight computer is based around an ESP32-CAM, with the camera running separately from the sensors. Core 0 handles the camera and video, while Core 1 handles the MPU-6050, BMP280, flight state and telemetry. THE FLIGHT COMPUTER The main idea is pretty simple. The MPU-6050 measures acceleration and rotation, while the BMP280 measures pressure and therefore altitude. The ESP32 then uses this data to figure out what the rocket is doing. There are currently different flight states: IDLE -> ARMED -> BOOST -> COAST -> APOGEE -> DESCENT -> LANDED So basically, the computer is constantly asking itself: “WHAT IS THE ROCKET DOING RIGHT NOW??” The sensor system runs at 100 Hz for the MPU-6050 and 50 Hz for the BMP280, so it should get plenty of data during the flight. CALIBRATION 💽 And this is where I found one of the bigger problems. Originally, the computer automatically started a calibration when it booted. It would tell me to keep it still, wait 3 seconds, and then take 500 samples from the MPU-6050. But that isn’t really what I want. I don’t want the calibration to happen whenever the ESP32 starts. I want to put the rocket exactly where I want it, then press a button: START POS And that’s it. The computer takes the current sensor values and uses them as the starting reference. So the current position becomes the calibrated starting position, and the altitude gets reset to the launch position as well. This also makes way more sense for the rocket because I can power everything on, put it on the launch rail, make sure everything is positioned correctly and then press the button. Much better. LASTLY The code was horrible to write. I hope that it was worth it in the end, as I really want a video and flight data in the end of the first flight. Next up is the assembly of the rocket, sanding, painting and glueing, yeah! Like and Follow ig"}, {"post_id": 51707, "ts": "2026-08-21T15:16:42Z", "hours": 2.4833, "text": "PROTOTYPE 3 AND MODELING THE IMPORTANT PARTS My parts arrived some time ago! But sadly, some of the parts, that I needed were sold out the point I ordered :( Last Design, WAY TO POWERFUL When I checked my last rocket, with the inputs of the only motor I could get, I noticed something problematic… I accidently had 1 parameter wrong. The thickness of the cardboard body tube. Thats why it was weighing >1kg. I fixed it, ran a flight simulation again.. AND HOLY MOLY IT CRACKED 300 METERS -> ~984 FEET And there are legal limits, which is why I redesigned the rocket and ordered smaller C5-7 Motors. THE NEW DESIGN It’s perfect. I love it. It looks beatiful. The fins. The Nose cone. Everything. Slimmer, more dynamic and it perfectly hits ~100 meters. But again.. there is just a slight problem.. Ejection 💥 But sadly, the ejection isn’t perfect, as the parachute ejects 7s after launch. This means, after the rocket reached its apogee, it falls for a certain amount of time and accelerates. AND IT DOES THIS TO LIKE 100KM/H -> ~62 MPH That’s why I calculated, if the parachute and shock cord could save the rocket. And yes (hopefully). Calculation for it Rocket mass with motor: 0.15kg Acceleration: 184m/s^2 F =m*a F = 27.6 N This means, my shock cord needs to withstand this amount of force, right after the parachute unfolded. Shock Cords max. weight: 14.5kg With knots: 14.5*0.5 = 7,25kg 1N ≈ 0.102 kg (102 g) Thus: 27.6N = ~2.814 kg 2.814kg < 7.25kg -> therefore, we're good. (as long as the parachute doesn't rip) 3D PARTS Yes yes, the new parts. Most of the time I spent thinking and researching about exactly these parts. I did A LOT OF IT not recording. Probably more then 5-10 hours 😭. But thats what I came up with: The Motor mount. The long tube-like part is the motor mount. It well.. Mounts the motor to the rocket. The rectangle like hole is for using a retainer clip, that I will be making out of a thin aluminium strip. The circular hole (not visible from this side of the image) is for threading through the shock cord, which will be secured using a monkeys-fist knot. The motor is printed out of PETG. Nose Cone 🔝 I love this part. It’s the tip of the rocket. Its made up of 2 Parts. Firstly the top part, which has 2 holes, that are both for electronics. The hole on the side is for a camera and the hole on the bottom is for inserting the electronics into the cone. Its also for attaching: The bottom plate. It’s secured by 2 long M3 Screws and has a hole as well for securing the shock cord. Currently, all of the 3D parts are untested. I’ve only printed test rings to see if they will fit inside the cardboard body tube (now using a thinner tube btw) Yeah! Thats it for today, please follow my project :D"}, {"post_id": 40290, "ts": "2026-08-03T18:41:43Z", "hours": 4.4286, "text": "DEVLOG 3: MY ROCKET IS STABLE NOW (I hope so at least) It took me a quite some time, but my prototype is finished now. What changed? The rocket is way more stable now and a lot smaller than before. Also, I’ve also done proper research for a rocket motor I can use and how to actually build it into the rocket. It uses a G-Class Motor, which is quite strong. If I didnt use a board computer and made the rocket even smaller, I couldve reached way higher altitudes. But It is what it is Stability As I already said, THE ROCKET IS MORE STABLE. The goal stability of a rocket this 1-2 calibers. My rocket has a stability of 1.36 calibers, which is stable enough 😎 Altitude The rocket reaches an altitude of around 96 meters!!! That’s actually really close the the max limit it is allowed to travel (laws ). Oh, and in freedom units its like 54,8571428571 Bananas or 300 feet 🦶. Whats next? Next, I will need to: Make the 3D Models of: The Centering Rings The Fins The Nose Cone Build the Electronics and Code for: The Flight Controller The Camera Sew and Calculate: The Parachute AND I ALSO NEED TO WAIT UNTIL 2 MORE PARTS ARE IN STOCK AT ONE OF THE ONLY MODEL ROCKETRY VENDORS IN GERMANY GRRRR"}, {"post_id": 28590, "ts": "2026-07-14T22:41:01Z", "hours": 0.9833, "text": "Devlog 2: Rocket designing Today, I’ve been searching for more fitting parts. I also used OpenRocket in order to plan the construction of the rocket and to do flight calculations. I’ve also learned that parachutes are god damn expensive, which is why I’ll probably make my own from nylon fabric. How did I find this out? While plotting the calculations for the rocket, there was a spike in acceleration, since the parachute’s diameter was too small. Therefore I needing a bigger parachute. Yeah! Other things I might need to do: Shorten the body Change the Rocket Motor learn how to actually fit the motor in with the rings securely learn how to secure the nose cone with the shock cord and the deployment of the parachute"}, {"post_id": 27957, "ts": "2026-07-13T22:00:39Z", "hours": 1.2167, "text": "Devlog 1: Rocket Today, I’ve spent most of my time searching for the right parts for the rocket. I felt that I needed a lot more research, which I’ll be doing without recording. :/ I plan to install a camera in order to record the flights as well as an IMU to measure how far the rocket went. Maybe even a Piezo, so that the rocket is easier to locate after it landed. Do you have any other ideas on what to add? Maybe any tips? :D Here is an extract image of the partslist that I am working on rn"}]...
|
Title: DIY Rocket! by @Plum | Stardance
Devlogs:
Title: DIY Rocket! by @Plum | Stardance
Devlogs:
Devlog 1: Rocket Today, I’ve spent most of my time searching for the right parts for the rocket. I felt that I needed a lot more research, which I’ll be doing without recording. :/ I plan to install a camera in order to record the flights as well as an IMU to measure how far the rocket went. Maybe even a Piezo, so that the rocket is easier to locate after it landed. Do you have any other ideas on what to add? Maybe any tips? :D Here is an extract image of the partslist that I am working on rn
Devlog 2: Rocket designing Today, I’ve been searching for more fitting parts. I also used OpenRocket in order to plan the construction of the rocket and to do flight calculations. I’ve also learned that parachutes are god damn expensive, which is why I’ll probably make my own from nylon fabric. How did I find this out? While plotting the calculations for the rocket, there was a spike in acceleration, since the parachute’s diameter was too small. Therefore I needing a bigger parachute. Yeah! Other things I might need to do: Shorten the body Change the Rocket Motor learn how to actually fit the motor in with the rings securely learn how to secure the nose cone with the shock cord and the deployment of the parachute
DEVLOG 3: MY ROCKET IS STABLE NOW (I hope so at least) It took me a quite some time, but my prototype is finished now. What changed? The rocket is way more stable now and a lot smaller than before. Also, I’ve also done proper research for a rocket motor I can use and how to actually build it into the rocket. It uses a G-Class Motor, which is quite strong. If I didnt use a board computer and made the rocket even smaller, I couldve reached way higher altitudes. But It is what it is Stability As I already said, THE ROCKET IS MORE STABLE. The goal stability of a rocket this 1-2 calibers. My rocket has a stability of 1.36 calibers, which is stable enough 😎 Altitude The rocket reaches an altitude of around 96 meters!!! That’s actually really close the the max limit it is allowed to travel (laws ). Oh, and in freedom units its like 54,8571428571 Bananas or 300 feet 🦶. Whats next? Next, I will need to: Make the 3D Models of: The Centering Rings The Fins The Nose Cone Build the Electronics and Code for: The Flight Controller The Camera Sew and Calculate: The Parachute AND I ALSO NEED TO WAIT UNTIL 2 MORE PARTS ARE IN STOCK AT ONE OF THE ONLY MODEL ROCKETRY VENDORS IN GERMANY GRRRR
PROTOTYPE 3 AND MODELING THE IMPORTANT PARTS My parts arrived some time ago! But sadly, some of the parts, that I needed were sold out the point I ordered :( Last Design, WAY TO POWERFUL When I checked my last rocket, with the inputs of the only motor I could get, I noticed something problematic… I accidently had 1 parameter wrong. The thickness of the cardboard body tube. Thats why it was weighing >1kg. I fixed it, ran a flight simulation again.. AND HOLY MOLY IT CRACKED 300 METERS -> ~984 FEET And there are legal limits, which is why I redesigned the rocket and ordered smaller C5-7 Motors. THE NEW DESIGN It’s perfect. I love it. It looks beatiful. The fins. The Nose cone. Everything. Slimmer, more dynamic and it perfectly hits ~100 meters. But again.. there is just a slight problem.. Ejection 💥 But sadly, the ejection isn’t perfect, as the parachute ejects 7s after launch. This means, after the rocket reached its apogee, it falls for a certain amount of time and accelerates. AND IT DOES THIS TO LIKE 100KM/H -> ~62 MPH That’s why I calculated, if the parachute and shock cord could save the rocket. And yes (hopefully). Calculation for it Rocket mass with motor: 0.15kg Acceleration: 184m/s^2 F =m*a F = 27.6 N This means, my shock cord needs to withstand this amount of force, right after the parachute unfolded. Shock Cords max. weight: 14.5kg With knots: 14.5*0.5 = 7,25kg 1N ≈ 0.102 kg (102 g) Thus: 27.6N = ~2.814 kg 2.814kg < 7.25kg -> therefore, we're good. (as long as the parachute doesn't rip) 3D PARTS Yes yes, the new parts. Most of the time I spent thinking and researching about exactly these parts. I did A LOT OF IT not recording. Probably more then 5-10 hours 😭. But thats what I came up with: The Motor mount. The long tube-like part is the motor mount. It well.. Mounts the motor to the rocket. The rectangle like hole is for using a retainer clip, that I will be making out of a thin aluminium strip. The circular hole (not visible from this side of the image) is for threading through the shock cord, which will be secured using a monkeys-fist knot. The motor is printed out of PETG. Nose Cone 🔝 I love this part. It’s the tip of the rocket. Its made up of 2 Parts. Firstly the top part, which has 2 holes, that are both for electronics. The hole on the side is for a camera and the hole on the bottom is for inserting the electronics into the cone. Its also for attaching: The bottom plate. It’s secured by 2 long M3 Screws and has a hole as well for securing the shock cord. Currently, all of the 3D parts are untested. I’ve only printed test rings to see if they will fit inside the cardboard body tube (now using a thinner tube btw) Yeah! Thats it for today, please follow my project :D
THE FLIGHT COMPUTER I’ve been working on the electronics and software for the rocket, and honestly.. this part was probably even more annoying than designing the rocket itself 😭 The flight computer is based around an ESP32-CAM, with the camera running separately from the sensors. Core 0 handles the camera and video, while Core 1 handles the MPU-6050, BMP280, flight state and telemetry. THE FLIGHT COMPUTER The main idea is pretty simple. The MPU-6050 measures acceleration and rotation, while the BMP280 measures pressure and therefore altitude. The ESP32 then uses this data to figure out what the rocket is doing. There are currently different flight states: IDLE -> ARMED -> BOOST -> COAST -> APOGEE -> DESCENT -> LANDED So basically, the computer is constantly asking itself: “WHAT IS THE ROCKET DOING RIGHT NOW??” The sensor system runs at 100 Hz for the MPU-6050 and 50 Hz for the BMP280, so it should get plenty of data during the flight. CALIBRATION 💽 And this is where I found one of the bigger problems. Originally, the computer automatically started a calibration when it booted. It would tell me to keep it still, wait 3 seconds, and then take 500 samples from the MPU-6050. But that isn’t really what I want. I don’t want the calibration to happen whenever the ESP32 starts. I want to put the rocket exactly where I want it, then press a button: START POS And that’s it. The computer takes the current sensor values and uses them as the starting reference. So the current position becomes the calibrated starting position, and the altitude gets reset to the launch position as well. This also makes way more sense for the rocket because I can power everything on, put it on the launch rail, make sure everything is positioned correctly and then press the button. Much better. LASTLY The code was horrible to write. I hope that it was worth it in the end, as I really want a video and flight data in the end of the first flight. Next up is the assembly of the rocket, sanding, painting and glueing, yeah! Like and Follow ig
ENGINE BLOCK TEST 1 + 2 Well.. uhh My Engine mount could not withstand the motor’s force -_-
GLUEING AND PAINTING PART 1 Last Devlog In the last devlog I’ve tested the engine block, only to realize later on that the way I tested them was the main cause of problems. I’ve redesigned the Engine Block, so that it’s safer and the ejection charge has enough space to go through. Glueing I am not actually done glueing all the parts together, as I am still waiting for my epoxy resin to arrive. As of now, I’ve only glued the fins to the body to make the steps later on easier. You might ask yourself why I won’t just use my normal “everything”-glue.. And the answer is pretty simple actually. Epoxy is way stronger, and I want to be sure that nothing will rip apart during the flight. This means, I will use some epoxy on the fins and the engine block. The nose cone should fit snuggly but I am not going to glue it to the body, as it needs to be loose, for the parachute, which ejects through the top part of the rocket. Painting it I’ve tried to keep the design pretty simple. I started by spray painting the whole body black. Then I added the white lines just to make it look kind of interesting. I also added some splashes from a toothbrush dipped in paint, so that it looks like there a little stars on the rocket ^^ ⭐ The Rockets name It’s called LF-3. LF because it’s flying low and I switched the letters around, because it just seemed more interesting to me. And 3 because it is not only my lucky number, but the 3rd prototype of my rocket designs. Recording problems Sadly, I’ve lost a lot of footage of me for example spray painting the body, cutting the parts etc. because my phone kept disconnecting from the wifi when I was working outside :/ That was about 2 hours of extra footage, that were lost.. WHAT’S NEXT? Next I’ll be glueing again, assembling the rest of the rocket. I will also make some fire resistant wadding to protect the parachute during ejection :>...
|
1793224466.0448499
|
1793829266.0448499
|
|
53531
|
MarsBound by @Momina | Stardance
|
Momina
|
0
|
21.73
|
0
|
[]
|
[{"post_id": 64783, "ts": "202 [{"post_id": 64783, "ts": "2026-09-09T13:13:28Z", "hours": 0.8433, "text": "Um added a cute little alien and played with animation"}, {"post_id": 63688, "ts": "2026-09-07T16:54:07Z", "hours": 5.5631, "text": "AHH!! just look at it I do not even have to explain. And plz be patient with the reading or u will not be able to understand the storyline and rules AHAHAHA"}, {"post_id": 60257, "ts": "2026-09-02T14:52:35Z", "hours": 3.3197, "text": "=========================== | Ship Interior | I changed the lighting to match the vibes and added a cute little door(just look at it ) | Sky | OKAY SO! I first used the standarised sky in godot but it was mid af. So I added a panorama image using the Panorama Sky Material BUT IT LOOKED SOO FREAKING BLURRY than I tried adding another and another but it still looked so annoying So I tried the HDRI method but I was looking for free ones and there was nothing that suited my projects. So I tried the forbidden technique and added a mesh and reshaped it to a sphere and then resized the sphere such that it contains all of my main scene and colored it vwry darkk blue | Stars | I am making my game a mixture of low-poly and semi-realistic. As tthe sky of mars at night is filled with stars so I also wanted a HUGE amount of stars for that I added a GPU particle and increased the amount to 50 thousand and than changed the color to white with a little hint of yellow and it looks soo pretty now!! | Rocks | I do not remember if I have posted about the rocks or not but I just added a spherical mesh changed its texture by importing a Mars surface to mak it kinda realistic and then changed and then altered the radial segment and rings to make it like the shape of a badly peeled potato. Anyways that is it"}, {"post_id": 58320, "ts": "2026-08-30T18:15:20Z", "hours": 3.3131, "text": "Screen(yep again) Made a cute little screen that will display messages when the player goes near it (the msgs from his family which will eventually help him in finding clues to escape back home) Mars Surface First, I wanted to import the whole planet but the aliens there did not allow me to (it took quite some of my sweet time to prsude them but nahh it did not work….there i no capatalism there yet) after which I got dishearted so I went to talk to Aladin so that he might give me his carpet for my project which also failed (i swear it was soo funny in my head) so I just made a floating orangish-red carpet using plane mesh. Sky just made it using World Environment(i do not like it but I have a maths quiz tmrw : 103: : ( so I will change it later"}, {"post_id": 56595, "ts": "2026-08-28T12:37:00Z", "hours": 4.8628, "text": "Ship Interior So GANG, I wanted to make the ship interior by hand, but Lord knows how hard it was!! TT Anyways worked smarter and imported an already build ship interior 3D model(it was built y human so it does not count as AI)credits to the goated Ryley Burnett u can find him on sketchfab. OKAY! Back to the topic I added the walls and painted them, and um added an interactive button E so the player can interact with the spaceship and so that the ship does not look like a decorated room but a gameee yeah. Astronaut I did not add any functionality to the astronaut bcuz I was wayyy too focused on the ship interior, but the player can move right, left, forward, and backward. I also added a camera to it. It may seem like in the screenshot that the camera is separate from the astronaut, but I moved it so u can see the player(yeah I am soo kind I know)anyways this is it for today"}, {"post_id": 54749, "ts": "2026-08-25T20:48:41Z", "hours": 0.9869, "text": "I did not do much today bcuz I kept running into errors. I have tried diff things and even asked AI, but the error is not being solved!! TT TT"}, {"post_id": 53941, "ts": "2026-08-24T17:22:59Z", "hours": 1.4197, "text": "So I made the ship and payer today. Spaceship Tried to make a rusty and destroyed look of the ship(bcuz the ship just crashed) and I added a screen within the ship, the screen displays msgs of the player’s family but they randomly drop hints! and made the screen to not show msgs when the player is not near by using Area2D.And I also added some lights within the ship Player just added a player and it’s head nothing much."}, {"post_id": 53402, "ts": "2026-08-23T22:55:12Z", "hours": 1.4183, "text": "Um…so made a room and added a functional call screen BUT I FORGOT TO SAVE IT!! AND ALL OF MY WORK GOT FREAKING DESTROYED!! Anyhow, the mistake was mine, so I started again and made a simple 4 walled room. (it’s a room plz trust)"}]...
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Title: MarsBound by @Momina | Stardance
Devlogs:
Title: MarsBound by @Momina | Stardance
Devlogs:
Um…so made a room and added a functional call screen BUT I FORGOT TO SAVE IT!! AND ALL OF MY WORK GOT FREAKING DESTROYED!! Anyhow, the mistake was mine, so I started again and made a simple 4 walled room. (it’s a room plz trust)
So I made the ship and payer today. Spaceship Tried to make a rusty and destroyed look of the ship(bcuz the ship just crashed) and I added a screen within the ship, the screen displays msgs of the player’s family but they randomly drop hints! and made the screen to not show msgs when the player is not near by using Area2D.And I also added some lights within the ship Player just added a player and it’s head nothing much.
I did not do much today bcuz I kept running into errors. I have tried diff things and even asked AI, but the error is not being solved!! TT TT
Ship Interior So GANG, I wanted to make the ship interior by hand, but Lord knows how hard it was!! TT Anyways worked smarter and imported an already build ship interior 3D model(it was built y human so it does not count as AI)credits to the goated Ryley Burnett u can find him on sketchfab. OKAY! Back to the topic I added the walls and painted them, and um added an interactive button E so the player can interact with the spaceship and so that the ship does not look like a decorated room but a gameee yeah. Astronaut I did not add any functionality to the astronaut bcuz I was wayyy too focused on the ship interior, but the player can move right, left, forward, and backward. I also added a camera to it. It may seem like in the screenshot that the camera is separate from the astronaut, but I moved it so u can see the player(yeah I am soo kind I know)anyways this is it for today
Screen(yep again) Made a cute little screen that will display messages when the player goes near it (the msgs from his family which will eventually help him in finding clues to escape back home) Mars Surface First, I wanted to import the whole planet but the aliens there did not allow me to (it took quite some of my sweet time to prsude them but nahh it did not work….there i no capatalism there yet) after which I got dishearted so I went to talk to Aladin so that he might give me his carpet for my project which also failed (i swear it was soo funny in my head) so I just made a floating orangish-red carpet using plane mesh. Sky just made it using World Environment(i do not like it but I have a maths quiz tmrw : 103: : ( so I will change it later
=========================== | Ship Interior | I changed the lighting to match the vibes and added a cute little door(just look at it ) | Sky | OKAY SO! I first used the standarised sky in godot but it was mid af. So I added a panorama image using the Panorama Sky Material BUT IT LOOKED SOO FREAKING BLURRY than I tried adding another and another but it still looked so annoying So I tried the HDRI method but I was looking for free ones and there was nothing that suited my projects. So I tried the forbidden technique and added a mesh and reshaped it to a sphere and then resized the sphere such that it contains all of my main scene and colored it vwry darkk blue | Stars | I am making my game a mixture of low-poly and semi-realistic. As tthe sky of mars at night is filled with stars so I also wanted a HUGE amount of stars for that I added a GPU particle and increased the amount to 50 thousand and than changed the color to white with a little hint of yellow and it looks soo pretty now!! | Rocks | I do not remember if I have posted about the rocks or not but I just added a spherical mesh changed its texture by importing a Mars surface to mak it kinda realistic and then changed and then altered the radial segment and rings to make it like the shape of a badly peeled potato. Anyways that is it
AHH!! just look at it I do not even have to explain. And plz be patient with the reading or u will not be able to understand the storyline and rules AHAHAHA
Um added a cute little alien and played with animation...
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1792752486.839185
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1793357286.839185
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5568
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Mi propio Dashboard :) by @borja_guerrillo | Stard Mi propio Dashboard :) by @borja_guerrillo | Stardance...
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borja_guerrillo
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2
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21.72
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143
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T02:20:06Z", "hours": 4.0, "multiplier": 3.35, "payout": 14, "blessing": "neutral", "text": "SECOND SHIP!!! This is the second ship in this project, mainly to make it prettier. AI NOTICE: I used AI to code most of the background system, which will be explained further on News feed Colors In the past, all the news feeds had the default white background, now each one is recognizable by a translucent background that still lets you see the website background. More complicated than I expected, the divs crossed each other in ways I didn’t know. Fonts Now all the fonts (except those of the iframe which of course I cant change) are different than the default ones. The fonts used are the following: Faster One for the news feeds titles Alfa Slab One for each individual article title (except those of Hacker News) Geist Pixel for the article descriptions (except those of Hacker News) although I think I will change it, I expected a more pixelated look. Poppins for the Hacker News links, although that’s just a default one All fonts are available for free on Google Fonts Links Now each article title leads to that article link when you click it. Hacker News As you’ll see, the Hacker News feeds looks different, that’s because generally its descriptions makes no sense, so I just placed the title alongside the link. Thanks to tomaskriegelstein from Uiverse.io for that code. Background The background works by fetching a random painting from Wikimedia Commons. The fetching uses a filter with keywords so that it displays the classical paintings I am looking for the background, although sometimes it gets it really wrong, like, really wrong. But still, now the website looks more alive. I made the Trading View widget transparent exactly for that purpose, so that the background wouldn’t be covered. The same applies for the translucent background in the news feeds. Other The notification button is now pretty. The stock picker button is now pretty too. I created a server side RSS proxy for faster loading. And I would like to highlight once more the background code wasn’t generated by me, but from AI, I don’t wanna take credit from it. The one who should take credit is the creator of this website which is amazing and gave me the idea for the background.", "repo": "https://github.com/BorjaGuerrill/My-own-Dashboard", "demo": "https://aristoteles.cl"}, {"ship_num": 2, "ts": "2026-06-30T21:29:23Z", "hours": 16.0, "multiplier": 8.06, "payout": 129, "blessing": "neutral", "text": "I made a dashboard displaying news and stock information relevant to me. Theres still work to be done, as always, but the website is fully functional in the features it shows.", "repo": "https://github.com/BorjaGuerrill/My-own-Dashboard", "demo": "https://aristoteles.cl"}]...
|
[{"post_id": 40079, "ts": "202 [{"post_id": 40079, "ts": "2026-08-03T13:43:14Z", "hours": 1.7181, "text": "I spent a time investigating how could I implement my own ICS calendar using Node.js, but still didnt build anything using it. Instead, I used my time on creating a login page to put all the content and APIs of my page behind, that way when I add a custom ICS calendar, nobody exept me can add events to it. For now, one can only create a new account using a script I got on my server, one cannot create an account using the website."}, {"post_id": 25648, "ts": "2026-07-10T01:56:20Z", "hours": 1.8331, "text": "Making it even more pretty Background I already had built a tool* that fetched Wikimedia paintings from the front-end to display a random one in the background, I improved it. Now I added more keywords so that it fetches classical paintings mostly, it still fails and gives some really bizarre stuff sometimes, but it definetly is better. Maybe in the future I will create a collection of hand picked ones, although it will take the surprise out of it. News Now each article title has a link linking to that article, just now I realize in NYT and Wired I need a subscription to read (which i dont have) but it can still inform me. Hacker News is notoriously different, thats because the articles are community shared, and the descriptions almost always make no sense, so theres no need in showing them. Instead i designed a prettier linker and programmed it to display 20 of the most recent entries instead of the usual 10. Other and sources The calendar has a bit more opacity so I can see it better. I removed the scrolling from the news section, it bothered me. Now theres a favicon for the tab and notification, the Chilean emblem. All the “special” fonts are from Google Fonts, I didn’t download them, just linked them. *: The tool was built almost exclusively by AI."}, {"post_id": 23224, "ts": "2026-07-06T01:33:57Z", "hours": 2.2581, "text": "Making it prettier I added a background that fetches a random image from wikimedia paintings (i used a lot of AI for that) and made the news sections more recognizable from each other. Theres still work to be done, but i dont have much time now."}, {"post_id": 19548, "ts": "2026-06-30T21:28:26Z", "hours": 4.3797, "text": "Finished the RSS feed display in the HTML, and made the notification button a bit prettier. Also, now the sites security is much better (which of course i cant show!) but trust me, it is (at least from a cybersecurity idiot perspective). Next up, i really need to make this site more pretty, and I should beggin to use the notification server for something other than testing."}, {"post_id": 17285, "ts": "2026-06-28T00:28:32Z", "hours": 7.1992, "text": "So, i havent been making varied and good devblogs. But in these days ive made the trading symbols work, and have added the news feed which i need to connect to the (already parsed) RSS feed. I have the parser running in the front-end code, but i need to display it on the website. The database now works, I am using MariaDB."}, {"post_id": 10233, "ts": "2026-06-16T21:15:58Z", "hours": 4.4542, "text": "Progress is looking good! It still doesnt look like anything interesting, but at least i got the notifications going"}]...
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Title: Mi propio Dashboard :) by @borja_guerrillo Title: Mi propio Dashboard :) by @borja_guerrillo | Stardance
Devlogs:
Progress is looking good! It still doesnt look like anything interesting, but at least i got the notifications going
So, i havent been making varied and good devblogs. But in these days ive made the trading symbols work, and have added the news feed which i need to connect to the (already parsed) RSS feed. I have the parser running in the front-end code, but i need to display it on the website. The database now works, I am using MariaDB.
Finished the RSS feed display in the HTML, and made the notification button a bit prettier. Also, now the sites security is much better (which of course i cant show!) but trust me, it is (at least from a cybersecurity idiot perspective). Next up, i really need to make this site more pretty, and I should beggin to use the notification server for something other than testing.
Making it prettier I added a background that fetches a random image from wikimedia paintings (i used a lot of AI for that) and made the news sections more recognizable from each other. Theres still work to be done, but i dont have much time now.
Making it even more pretty Background I already had built a tool* that fetched Wikimedia paintings from the front-end to display a random one in the background, I improved it. Now I added more keywords so that it fetches classical paintings mostly, it still fails and gives some really bizarre stuff sometimes, but it definetly is better. Maybe in the future I will create a collection of hand picked ones, although it will take the surprise out of it. News Now each article title has a link linking to that article, just now I realize in NYT and Wired I need a subscription to read (which i dont have) but it can still inform me. Hacker News is notoriously different, thats because the articles are community shared, and the descriptions almost always make no sense, so theres no need in showing them. Instead i designed a prettier linker and programmed it to display 20 of the most recent entries instead of the usual 10. Other and sources The calendar has a bit more opacity so I can see it better. I removed the scrolling from the news section, it bothered me. Now theres a favicon for the tab and notification, the Chilean emblem. All the “special” fonts are from Google Fonts, I didn’t download them, just linked them. *: The tool was built almost exclusively by AI.
I spent a time investigating how could I implement my own ICS calendar using Node.js, but still didnt build anything using it. Instead, I used my time on creating a login page to put all the content and APIs of my page behind, that way when I add a custom ICS calendar, nobody exept me can add events to it. For now, one can only create a new account using a script I got on my server, one cannot create an account using the website.
Ships:
I made a dashboard displaying news and stock information relevant to me. Theres still work to be done, as always, but the website is fully functional in the features it shows.
SECOND SHIP!!! This is the second ship in this project, mainly to make it prettier. AI NOTICE: I used AI to code most of the background system, which will be explained further on News feed Colors In the past, all the news feeds had the default white background, now each one is recognizable by a translucent background that still lets you see the website background. More complicated than I expected, the divs crossed each other in ways I didn’t know. Fonts Now all the fonts (except those of the iframe which of course I cant change) are different than the default ones. The fonts used are the following: Faster One for the news feeds titles Alfa Slab One for each individual article title (except those of Hacker News) Geist Pixel for the article descriptions (except those of Hacker News) although I think I will change it, I expected a more pixelated look. Poppins for the Hacker News links, although that’s just a default one All fonts are available for free on Google Fonts Links Now each article title leads to that article link when you click it. Hacker News As you’ll see, the Hacker News feeds looks different, that’s because generally its descriptions makes no sense, so I just placed the title alongside the link. Thanks to tomaskriegelstein from Uiverse.io for that code. Background The background works by fetching a random painting from Wikimedia Commons. The fetching uses a filter with keywords so that it displays the classical paintings I am looking for the background, although sometimes it gets it really wrong, like, really wrong. But still, now the website looks more alive. I made the Trading View widget transparent exactly for that purpose, so that the background wouldn’t be covered. The same applies for the translucent background in the news feeds. Other The notification button is now pretty. The stock picker button is now pretty too. I created a server side RSS proxy for faster loading. And I would like to highlight once more the background code wasn’t generated by me, but from AI, I don’t wanna take credit from it. The one who should take credit is the creator of this website which is amazing and gave me the idea for the background....
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1793224446.8193824
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1793310846.8193824
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34117
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FocusCat by @isabellaay88 | Stardance
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isabellaay88
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0
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21.72
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0
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[]
|
[{"post_id": 31926, "ts": "202 [{"post_id": 31926, "ts": "2026-07-20T18:35:27Z", "hours": 7.4497, "text": "I have worked on the UI, using a strawberry matcha theme in particular! i have added a progress bar with daily targets (which can be changed by the user), and page buttons for pages like stats. I am currently working on the stats page. i am in the middle of making a ypt-style heatmap calendar using echarts, and i also want to make a study bunny-style bar chart to show the proportions of subjects studied. ill also add the little “mascot” once ive drawn it (a cat of course)! and then ill work on the account page (google login and theme customisation in particular)"}, {"post_id": 27283, "ts": "2026-07-12T18:40:20Z", "hours": 14.2731, "text": "This is my study app so far! The ui is a bit plain but I’m gonna do that later. I havent done a devlog yet (i do devlogs and github commits rarely) but so far theres a subject bar with editing names, deleting subjects, adding subjects, and a drag and drop feature. the properties of the subjects get saved to local storage (which i will hopefully link to a proper storage thing like Firebase later). Clicking somewhere on a subject button (that isnt a button like edit) opens a timer window spanning the entire screen (because thats easier than adding the endTimer functions to when another subject is clicked mid-timer. The timer window has the subject selected at the top, and a slider input as well as two buttons to increase or decrease the timer. the input can be a multiple of 5 minutes up to 5 hours. once the timer has started, there is a button to end the session, closing this window. all windows also have some form of validation, such as the timer input being greater than 0 minutes in order to start it. also, there is a total time display, showing how much time had been recorded so far that day. Im in the process of making it so that if the current day is different to the last one recorded, the total time is stored with the last date and then reset so that the timer starts at 0 every day. After that, the next “big” feature is adding stats and graphs! I will be aiming for a ypt-style ui"}]...
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Title: FocusCat by @isabellaay88 | Stardance
Devl Title: FocusCat by @isabellaay88 | Stardance
Devlogs:
This is my study app so far! The ui is a bit plain but I’m gonna do that later. I havent done a devlog yet (i do devlogs and github commits rarely) but so far theres a subject bar with editing names, deleting subjects, adding subjects, and a drag and drop feature. the properties of the subjects get saved to local storage (which i will hopefully link to a proper storage thing like Firebase later). Clicking somewhere on a subject button (that isnt a button like edit) opens a timer window spanning the entire screen (because thats easier than adding the endTimer functions to when another subject is clicked mid-timer. The timer window has the subject selected at the top, and a slider input as well as two buttons to increase or decrease the timer. the input can be a multiple of 5 minutes up to 5 hours. once the timer has started, there is a button to end the session, closing this window. all windows also have some form of validation, such as the timer input being greater than 0 minutes in order to start it. also, there is a total time display, showing how much time had been recorded so far that day. Im in the process of making it so that if the current day is different to the last one recorded, the total time is stored with the last date and then reset so that the timer starts at 0 every day. After that, the next “big” feature is adding stats and graphs! I will be aiming for a ypt-style ui
I have worked on the UI, using a strawberry matcha theme in particular! i have added a progress bar with daily targets (which can be changed by the user), and page buttons for pages like stats. I am currently working on the stats page. i am in the middle of making a ypt-style heatmap calendar using echarts, and i also want to make a study bunny-style bar chart to show the proportions of subjects studied. ill also add the little “mascot” once ive drawn it (a cat of course)! and then ill work on the account page (google login and theme customisation in particular)...
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1793220776.2162402
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1793825576.2162402
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59537
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Evolution Simulator by @unknown_lizzard | Stardanc Evolution Simulator by @unknown_lizzard | Stardance...
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unknown_lizzard
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0
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21.7
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0
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[]
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[{"post_id": 66198, "ts": "202 [{"post_id": 66198, "ts": "2026-09-11T21:22:39Z", "hours": 4.1592, "text": "DevLog #3 predators and the paint * Predators are in. Aggression is now a spectrum instead of a simple on or off: every hungry creature makes a little gamble so they hunt weaker neighbours with probability equal to its aggression, or keep grazing plants. a pure herbivore never hunts, a full carnivore almost always does, and everything in between is an opportunist that does a bit of both. the fun part is the catch. you can only eat prey you can actually outrun while the prey sprints away, so it is a real speed race. prey evolve to run faster to escape, predators evolve to keep up, and you can watch both drift up in the sparklines over time. that is the arms race and it finally gives the speed trait a reason to exist instead of just taxing your metabolism. it took way longer than the food system. my first version was a hard cutoff and it collapsed the whole population into hyper-carnivores in under two minutes every single time, no matter how i balanced it. making aggression a continuum with real costs and gating the catch on outrunning prey is what finally made it work. there was also a sneaky bug where the creatures were starving to death on a plate completely covered in food, because the hunting logic was stomping the food-scan timer - one fixed line and it became a real ecosystem. and everything glows now. the old flat dots are gone, replaced by soft antialiased cells that go green to amber to red as they get dangerous, so you can literally watch predators appear as the plate changes colour."}, {"post_id": 66044, "ts": "2026-09-11T16:33:51Z", "hours": 13.6631, "text": "DevLog #2 Food and reproduction The ecosystem now has a full food loop: creatures sense food chase it, eat it, and they breed. food spawns continuously but it is capped, because the world is finite and the plate should run out when a population gets too big. Creatures sense food with their vision trait range 30 to 150 px on the wrapped world, and they only rescan when they are hungry and their target is stale, so a starving population cant waste cycles scanning every tick. Hungry ones steer toward the nearest food and the turn rate drops with size, so big creatures are clumsy hunters. The first version had a problem I only noticed after watching it run: nothing looked like it was happening. Every creature spawned full, so the first 40 seconds were pure wandering while food just piled up, and the food was the same green as the creatures, so the eating was invisible. The fix: the world now starts pre-seeded with food, creatures spawn partially hungry so the hunting begins at t=0, and the food is amber so you can actually watch it get eaten. reproduction Mating is local: a ready creature only breeds with a ready neighbor inside a small mating radius, so the gene pool picks up spatial structure instead of any-two-random mixing. Both parents pay an energy cost and the baby spawns at their midpoint with a genome that is a per-trait crossover of the two parents, followed by a gaussian nudge on each trait with the probability set by the new mutation slider in the header (0.1% to 20%). The fertility trait controls how fast readiness builds up, so lazy genomes breed slower, and generations are tracked per creature with the highest one alive shown in the header. Finding a partner is a neighbor query, so I added a spatial hash grid: rebuilt every tick, and a query only touches the cells a circle overlaps, so it stays cheap no matter how big the population gets. Predators will run on the same grid. There is also a little sparkline panel in the bottom right now (population and average speed over time) the first step toward the real stats milestone. NEXT next im gonna make predators! the aggression trait finally gets used so hunters that chase the slow, and prey that learn to run. and i want to tune the world until the evolution is obvious in the sparklines, speed and size drifting on their own!"}, {"post_id": 64771, "ts": "2026-09-09T12:53:21Z", "hours": 3.8747, "text": "DevLog #1 The ecosystem EvoLab is an interactive artificial-life simulator: virtual organisms fight for resources, they reproduce, they mutate, and evolve, and the user watches natural selection happen in real time. framework I first scaffolded the project in React + TypeScript + Vite, then decided to move the whole thing to Python. One language for the whole project, pygame gives me a full-screen canvas and click/mouse handling for the UI, and Python keeps the door open for proper numeric tooling when I start analyzing population statistics NEXT next im gonna make the Food system! So creatures can eat them and reproduce and evolve! aswell as mutations so we get diversity!"}]...
|
Title: Evolution Simulator by @unknown_lizzard | S Title: Evolution Simulator by @unknown_lizzard | Stardance
Devlogs:
DevLog #1 The ecosystem EvoLab is an interactive artificial-life simulator: virtual organisms fight for resources, they reproduce, they mutate, and evolve, and the user watches natural selection happen in real time. framework I first scaffolded the project in React + TypeScript + Vite, then decided to move the whole thing to Python. One language for the whole project, pygame gives me a full-screen canvas and click/mouse handling for the UI, and Python keeps the door open for proper numeric tooling when I start analyzing population statistics NEXT next im gonna make the Food system! So creatures can eat them and reproduce and evolve! aswell as mutations so we get diversity!
DevLog #2 Food and reproduction The ecosystem now has a full food loop: creatures sense food chase it, eat it, and they breed. food spawns continuously but it is capped, because the world is finite and the plate should run out when a population gets too big. Creatures sense food with their vision trait range 30 to 150 px on the wrapped world, and they only rescan when they are hungry and their target is stale, so a starving population cant waste cycles scanning every tick. Hungry ones steer toward the nearest food and the turn rate drops with size, so big creatures are clumsy hunters. The first version had a problem I only noticed after watching it run: nothing looked like it was happening. Every creature spawned full, so the first 40 seconds were pure wandering while food just piled up, and the food was the same green as the creatures, so the eating was invisible. The fix: the world now starts pre-seeded with food, creatures spawn partially hungry so the hunting begins at t=0, and the food is amber so you can actually watch it get eaten. reproduction Mating is local: a ready creature only breeds with a ready neighbor inside a small mating radius, so the gene pool picks up spatial structure instead of any-two-random mixing. Both parents pay an energy cost and the baby spawns at their midpoint with a genome that is a per-trait crossover of the two parents, followed by a gaussian nudge on each trait with the probability set by the new mutation slider in the header (0.1% to 20%). The fertility trait controls how fast readiness builds up, so lazy genomes breed slower, and generations are tracked per creature with the highest one alive shown in the header. Finding a partner is a neighbor query, so I added a spatial hash grid: rebuilt every tick, and a query only touches the cells a circle overlaps, so it stays cheap no matter how big the population gets. Predators will run on the same grid. There is also a little sparkline panel in the bottom right now (population and average speed over time) the first step toward the real stats milestone. NEXT next im gonna make predators! the aggression trait finally gets used so hunters that chase the slow, and prey that learn to run. and i want to tune the world until the evolution is obvious in the sparklines, speed and size drifting on their own!
DevLog #3 predators and the paint * Predators are in. Aggression is now a spectrum instead of a simple on or off: every hungry creature makes a little gamble so they hunt weaker neighbours with probability equal to its aggression, or keep grazing plants. a pure herbivore never hunts, a full carnivore almost always does, and everything in between is an opportunist that does a bit of both. the fun part is the catch. you can only eat prey you can actually outrun while the prey sprints away, so it is a real speed race. prey evolve to run faster to escape, predators evolve to keep up, and you can watch both drift up in the sparklines over time. that is the arms race and it finally gives the speed trait a reason to exist instead of just taxing your metabolism. it took way longer than the food system. my first version was a hard cutoff and it collapsed the whole population into hyper-carnivores in under two minutes every single time, no matter how i balanced it. making aggression a continuum with real costs and gating the catch on outrunning prey is what finally made it work. there was also a sneaky bug where the creatures were starving to death on a plate completely covered in food, because the hunting logic was stomping the food-scan timer - one fixed line and it became a real ecosystem. and everything glows now. the old flat dots are gone, replaced by soft antialiased cells that go green to amber to red as they get dangerous, so you can literally watch predators appear as the plate changes colour....
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1792939879.5347345
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1793803879.5347345
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47576
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SSH Client by @valtdaizora | Stardance
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valtdaizora
|
0
|
21.69
|
0
|
[]
|
[{"post_id": 68213, "ts": "202 [{"post_id": 68213, "ts": "2026-09-14T18:19:04Z", "hours": 17.9436, "text": "The SSH client is working successfully! It works like a normal terminal shell with terminal keyboard shortcuts"}, {"post_id": 49196, "ts": "2026-08-17T20:52:35Z", "hours": 2.47, "text": "Devlog #2 I took a break for about 2 days and I got back now. I finished the whole html and css look. I’ll add some JS and finish it with Python."}, {"post_id": 46557, "ts": "2026-08-13T21:35:00Z", "hours": 1.2744, "text": "Devlog #1 I’m working on some SSH Client website that lets you remotely access your device from another device via shell (like bash and zsh). Still in progress."}]...
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Title: SSH Client by @valtdaizora | Stardance
Dev Title: SSH Client by @valtdaizora | Stardance
Devlogs:
Devlog #1 I’m working on some SSH Client website that lets you remotely access your device from another device via shell (like bash and zsh). Still in progress.
Devlog #2 I took a break for about 2 days and I got back now. I finished the whole html and css look. I’ll add some JS and finish it with Python.
The SSH client is working successfully! It works like a normal terminal shell with terminal keyboard shortcuts...
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1793188180.3763144
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1793792980.3763144
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44555
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Torrent managing app by @clumsy261 | Stardance
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clumsy261
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0
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21.68
|
0
|
[]
|
[{"post_id": 65480, "ts": "202 [{"post_id": 65480, "ts": "2026-09-10T17:18:03Z", "hours": 11.1681, "text": "Most of this ship has been messy ai debugging. So far I’ve gotten to reimplementing some bug fixes (like announceless torrent files) and I’m now working on implementing dht…. AGAIN Also, now the cli has a couple more user inputs, like TORENTINO_TRACKERS and TORENTINO_DHT"}, {"post_id": 63093, "ts": "2026-09-06T18:10:16Z", "hours": 1.2406, "text": "I’m banging my head on the screen. I’ve just switched my laptop from windows to linux, and wiped my ssd. I thought I had everything backed up, but when I checked again now, I forgot to push all the progress I made with the dht discovery and magnet link managing. I have to redo all that…"}, {"post_id": 59230, "ts": "2026-08-31T22:02:47Z", "hours": 3.3972, "text": "Ok even bigger news!! Dht discovery was an important step, but this is what is has been building up to: Using BEP9/10, now the program can get the torrent files and download their specific content with only a magnet link!!! Firstly, the app begins a huge dht query to look for peers (if possible even thousands) Afterwards it requests the metadata (parsed torrent file) from each of them until it gets a response (most seeders only send content, not the metadata and I don’t yet know a way to filter them out) After it recieves the metadata, the download proceeds normally In another course of events, the free nim api key I was using drew it’s last breath repairing this. (I’ve been staring at it for one hour not knowing that the 5th bit in the torrent dict- BEP 9 specific was wrong). Anywhom the key still works theoretically but my cli - opencode failed ( asks for money I don’t have) and I can’t keep my eyes open to fix it, maybe tomorrow."}, {"post_id": 58845, "ts": "2026-08-31T12:59:17Z", "hours": 0.6925, "text": "This was a big one. I’ve now implemented dht discovery!! (after fixing some bugs), the rust program can now install announceless torrents! (this example here used no dht since my default added trackers had the torrent indexed, but it works :D)"}, {"post_id": 57920, "ts": "2026-08-30T08:00:20Z", "hours": 1.3342, "text": "Alrighty, now I have cleared some bugs, made the tool more efficient AAAND came up with my (kinda) first original idea. What if I just took the trackers given in the torrent file, and added some on top of that -Now the program defaults to adding two large public trackers – (going from one official seeder to three) There is a fallback option, setting an env variable can override all trackers, even the ones from the torrent file (if any)"}, {"post_id": 57606, "ts": "2026-08-29T20:14:09Z", "hours": 2.5556, "text": "After one hour (and some more) - the torentino-pure (pure rust no cli) HAS A WORKING DEMO. I will now get to understanding the actual code, and then optimise it to use dht protocols for torrents."}, {"post_id": 45052, "ts": "2026-08-11T09:32:32Z", "hours": 1.2967, "text": "Finally chose a coding environment. I’m going to use tauri, combining a rust-backend with js-frontend. I already knew some rust so it shouldn’t be a problem."}]...
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Title: Torrent managing app by @clumsy261 | Starda Title: Torrent managing app by @clumsy261 | Stardance
Devlogs:
Finally chose a coding environment. I’m going to use tauri, combining a rust-backend with js-frontend. I already knew some rust so it shouldn’t be a problem.
After one hour (and some more) - the torentino-pure (pure rust no cli) HAS A WORKING DEMO. I will now get to understanding the actual code, and then optimise it to use dht protocols for torrents.
Alrighty, now I have cleared some bugs, made the tool more efficient AAAND came up with my (kinda) first original idea. What if I just took the trackers given in the torrent file, and added some on top of that -Now the program defaults to adding two large public trackers – (going from one official seeder to three) There is a fallback option, setting an env variable can override all trackers, even the ones from the torrent file (if any)
This was a big one. I’ve now implemented dht discovery!! (after fixing some bugs), the rust program can now install announceless torrents! (this example here used no dht since my default added trackers had the torrent indexed, but it works :D)
Ok even bigger news!! Dht discovery was an important step, but this is what is has been building up to: Using BEP9/10, now the program can get the torrent files and download their specific content with only a magnet link!!! Firstly, the app begins a huge dht query to look for peers (if possible even thousands) Afterwards it requests the metadata (parsed torrent file) from each of them until it gets a response (most seeders only send content, not the metadata and I don’t yet know a way to filter them out) After it recieves the metadata, the download proceeds normally In another course of events, the free nim api key I was using drew it’s last breath repairing this. (I’ve been staring at it for one hour not knowing that the 5th bit in the torrent dict- BEP 9 specific was wrong). Anywhom the key still works theoretically but my cli - opencode failed ( asks for money I don’t have) and I can’t keep my eyes open to fix it, maybe tomorrow.
I’m banging my head on the screen. I’ve just switched my laptop from windows to linux, and wiped my ssd. I thought I had everything backed up, but when I checked again now, I forgot to push all the progress I made with the dht discovery and magnet link managing. I have to redo all that…
Most of this ship has been messy ai debugging. So far I’ve gotten to reimplementing some bug fixes (like announceless torrent files) and I’m now working on implementing dht…. AGAIN Also, now the cli has a couple more user inputs, like TORENTINO_TRACKERS and TORENTINO_DHT...
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1793282027.5973155
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1793886827.5973155
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51412
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Wibei by @EVINJSUBIN | Stardance
|
EVINJSUBIN
|
1
|
21.64
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T09:37:07Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Wibei is a real-time 3D music visualizer built with Three.js and Web Audio API. It features reactive visualizer modes (Pulse Ring, Waveform, and 3D Grid), bloom glow themes, 3D mouse drag controls, YouTube search, live mic input, and local MP3 uploads.How to test Open https://wibei-production.up.railway.app/ Search for any song in the bottom right, click 🎤 to use your mic, or click 📁 to upload an MP3. Click & drag anywhere on the screen to rotate in 3D, and use the top dropdowns to switch styles (Pulse Ring, Wave, Grid) and themes.What I learned Learned how to use the Web Audio API (FFT frequency analysis) to drive 3D Three.js meshes, write smooth idle wave animations, configure bloom shaders, and build 3D mouse orbit controls.", "repo": "https://github.com/EVINJSUBIN/Wibei", "demo": "https://wibei.onrender.com/"}]...
|
[{"post_id": 61342, "ts": "202 [{"post_id": 61342, "ts": "2026-09-04T06:47:47Z", "hours": 10.9883, "text": "🎛️ Wibei Devlog: 3D Holographic Album Art & the VOID Overhaul Project: Wibei (3D Audio Spectrograph & Real-Time DSP Lab) Built for: Hack Club Stardance Creators: @EVINJSUBIN & @aamosm Repo: github.com/EVINJSUBIN/Wibei | Live: wibei.onrender.com 🚀 Elevating the Cockpit Audio visualization isn’t just about moving bars — it’s about tactile feedback, visual hierarchy, and immersive atmosphere. In this sprint, we overhauled Wibei into a commercial-grade glassmorphism workstation , added a 3D holographic album art core , wrote a zero-dependency ID3 tag parser , and redesigned our landing page in our signature VOID aesthetic. 💎 1. Commercial-Grade Glassmorphism Cockpit We replaced flat panels with an ergonomic, floating dual-deck hardware layout: Left Deck (Ingest): Quick-switch tabs for DEMOS , STREAM (YouTube/Spotify live audio), QUEUE (playlist management), and LOCAL (drag-and-drop). Right Deck (Synthesis & FX): Instant geometry matrix switching ( RING , WAVE , GRID , ORB ), real-time biquad muffler, sub-bass drive, nightcore tempo shifters, and camera auto-orbit. Floating Transport Bar: Ergonomic bottom bar with real-time master VU meter bars, peak telemetry ( dBFS ), elapsed timers, track metadata, and volume scrubber. Frosted Material System: Deep obsidian glass ( rgba(10, 10, 14, 0.72) ) with backdrop-filter: blur(28px) , subtle rim lighting, and responsive LED indicators. 💿 2. 3D Holographic Center Album Art In our RING (Pulse) visualizer, tracks with rich artwork now come to life in 3D: Hologram Disc: High-def circular disc ( CircleGeometry(4.2) ) with dark tinted glass backing and an audio-reactive neon border ring. Adaptive Gyro-Core: When artwork is present, the wireframe octahedron scales outward to 1.55x , orbiting as an open crystal gimbal cage. Without artwork (or on mic input), it docks back to its native 1.0x center scale. Vinyl Dynamics: Spins with bass-accelerated inertia, tilts dynamically in 3D pitch/roll, and pulses to sub-bass hits. 📦 3. Zero-Dependency In-Browser ID3 Extractor To keep local playback instant without server uploads, we wrote id3.js from scratch: Direct binary parsing of ID3v2.3, ID3v2.4, and ID3v1 tags via ArrayBuffer slices. Extracts APIC frames into instant in-memory blob: URLs for album covers. Parses title, artist, album, and genre instantly with zero latency. 🌌 4. The “VOID” Aesthetic & Minimalist Landing Page Serious Void Default: Distraction-free interstellar abyss ( #050507 ), crisp starlight typography ( #f8fafc ), and titanium slate accents ( #8b95a5 ). Calibrated Bloom: Re-tuned UnrealBloomPass threshold to 0.82 — eliminating blinding white glare while keeping geometry razor-sharp. Minimalist Landing Page: Clean terminal layout with a 1,800-star WebGL starfield and a 3D gyro-core that pulses with kinetic shockwaves on live DSP audition clicks! 💻 100% Client-Side Engine Built entirely with vanilla JS, Three.js (r128), and native Web Audio API — zero bulky UI frameworks, locked 60+ FPS, and zero-latency 32-bit floating DSP."}, {"post_id": 59649, "ts": "2026-09-01T15:50:39Z", "hours": 0.7556, "text": "⚡ Wibei // 3D Audio Spectrograph & Real-Time DSP Lab Live Site: https://wibei.onrender.com | GitHub: EVINJSUBIN/Wibei Built for: Hack Club Stardance | Collaborators: @EVINJSUBIN & @aamosm 🌌 What We Built Wibei is an open-source web synthesizer and 3D audio spectrograph built with Three.js WebGL and the native Web Audio API . It lets anyone route audio, manipulate live DSP filter nodes, and render acoustic harmonics in 3D space with zero latency. ✨ Key Features Sound Shaper DSP Suite: Real-time 650Hz Lowpass Muffler (“club bathroom” vibe), +16dB Bass Overdrive EQ, and 1.25x/0.85x Speed Modulator. 4 Spatial 3D Geometries: 128-bar Radial Pulse Ring, Waveform Ribbon, Isometric 3D Voxel Matrix, and the new harmonic Pulsar Sphere . Beat Drop Shockwaves: Sub-bass transient detector triggering expanding 3D ring particles on drops. Cinematic Auto-Pilot Cam: Dynamic drone camera orbiting to musical energy. Universal Audio Ingest: Instant lossless stems, fullscreen drag-and-drop MP3/WAV, live microphone, and YouTube stream engine. Hall of Fame: Live GitHub telemetry showcasing community contributors. 100% client-side WebGL & DSP running at 60 FPS."}, {"post_id": 58898, "ts": "2026-08-31T13:50:16Z", "hours": 4.8986, "text": "✨ What’s new:Clean Brand Pill: Removed the gold dot from the top-left logo pill. It now features clean, minimal typography (wibei v1.0).Interactive Mini Player:Added a Minimize Button (—) on the right side of the player bar.Clicking it collapses the large deck into a floating Mini Player Pill in the bottom corner (showing the album art, track title, animated mini EQ visualizer, play/pause toggle, and expand button).Expanding it restores the full control deck seamlessly.“Getting Started” Guide Modal (Guide):Added an interactive onboarding modal accessible via the top-right Guide button.Explains how to play audio (YouTube, Demos, Mic, Uploads), how to orbit in 3D, and how to switch visualizer shapes/bloom themes.Includes a 1-click “⚡ Play Synthwave Demo” button right inside the guide for instant reviewer onboarding.Animated Mini EQ Bars: Added dynamic dancing EQ waveform bars right next to the song title when audio is playing."}, {"post_id": 57193, "ts": "2026-08-29T09:34:55Z", "hours": 1.1614, "text": "🚀 Final Ship: Wibei is Live! 🎧✨After hours of refining the audio DSP pipeline, tweaking Three.js shaders, and perfecting the UI, Wibei is officially shipped!Try it out live here: 👉 https://wibei-production.up.railway.app/(Open it up, search your favorite track or click the 🎤 mic / 📁 upload button to watch it pulse in 3D!)"}, {"post_id": 56639, "ts": "2026-08-28T14:03:20Z", "hours": 3.5839, "text": "Progrees working on a new way to visulize"}, {"post_id": 50284, "ts": "2026-08-19T13:15:26Z", "hours": 0.4033, "text": "Starting of wibi a audio visualizer"}]...
|
Title: Wibei by @EVINJSUBIN | Stardance
Devlogs:
Title: Wibei by @EVINJSUBIN | Stardance
Devlogs:
Starting of wibi a audio visualizer
Progrees working on a new way to visulize
🚀 Final Ship: Wibei is Live! 🎧✨After hours of refining the audio DSP pipeline, tweaking Three.js shaders, and perfecting the UI, Wibei is officially shipped!Try it out live here: 👉 https://wibei-production.up.railway.app/(Open it up, search your favorite track or click the 🎤 mic / 📁 upload button to watch it pulse in 3D!)
✨ What’s new:Clean Brand Pill: Removed the gold dot from the top-left logo pill. It now features clean, minimal typography (wibei v1.0).Interactive Mini Player:Added a Minimize Button (—) on the right side of the player bar.Clicking it collapses the large deck into a floating Mini Player Pill in the bottom corner (showing the album art, track title, animated mini EQ visualizer, play/pause toggle, and expand button).Expanding it restores the full control deck seamlessly.“Getting Started” Guide Modal (Guide):Added an interactive onboarding modal accessible via the top-right Guide button.Explains how to play audio (YouTube, Demos, Mic, Uploads), how to orbit in 3D, and how to switch visualizer shapes/bloom themes.Includes a 1-click “⚡ Play Synthwave Demo” button right inside the guide for instant reviewer onboarding.Animated Mini EQ Bars: Added dynamic dancing EQ waveform bars right next to the song title when audio is playing.
⚡ Wibei // 3D Audio Spectrograph & Real-Time DSP Lab Live Site: https://wibei.onrender.com | GitHub: EVINJSUBIN/Wibei Built for: Hack Club Stardance | Collaborators: @EVINJSUBIN & @aamosm 🌌 What We Built Wibei is an open-source web synthesizer and 3D audio spectrograph built with Three.js WebGL and the native Web Audio API . It lets anyone route audio, manipulate live DSP filter nodes, and render acoustic harmonics in 3D space with zero latency. ✨ Key Features Sound Shaper DSP Suite: Real-time 650Hz Lowpass Muffler (“club bathroom” vibe), +16dB Bass Overdrive EQ, and 1.25x/0.85x Speed Modulator. 4 Spatial 3D Geometries: 128-bar Radial Pulse Ring, Waveform Ribbon, Isometric 3D Voxel Matrix, and the new harmonic Pulsar Sphere . Beat Drop Shockwaves: Sub-bass transient detector triggering expanding 3D ring particles on drops. Cinematic Auto-Pilot Cam: Dynamic drone camera orbiting to musical energy. Universal Audio Ingest: Instant lossless stems, fullscreen drag-and-drop MP3/WAV, live microphone, and YouTube stream engine. Hall of Fame: Live GitHub telemetry showcasing community contributors. 100% client-side WebGL & DSP running at 60 FPS.
🎛️ Wibei Devlog: 3D Holographic Album Art & the VOID Overhaul Project: Wibei (3D Audio Spectrograph & Real-Time DSP Lab) Built for: Hack Club Stardance Creators: @EVINJSUBIN & @aamosm Repo: github.com/EVINJSUBIN/Wibei | Live: wibei.onrender.com 🚀 Elevating the Cockpit Audio visualization isn’t just about moving bars — it’s about tactile feedback, visual hierarchy, and immersive atmosphere. In this sprint, we overhauled Wibei into a commercial-grade glassmorphism workstation , added a 3D holographic album art core , wrote a zero-dependency ID3 tag parser , and redesigned our landing page in our signature VOID aesthetic. 💎 1. Commercial-Grade Glassmorphism Cockpit We replaced flat panels with an ergonomic, floating dual-deck hardware layout: Left Deck (Ingest): Quick-switch tabs for DEMOS , STREAM (YouTube/Spotify live audio), QUEUE (playlist management), and LOCAL (drag-and-drop). Right Deck (Synthesis & FX): Instant geometry matrix switching ( RING , WAVE , GRID , ORB ), real-time biquad muffler, sub-bass drive, nightcore tempo shifters, and camera auto-orbit. Floating Transport Bar: Ergonomic bottom bar with real-time master VU meter bars, peak telemetry ( dBFS ), elapsed timers, track metadata, and volume scrubber. Frosted Material System: Deep obsidian glass ( rgba(10, 10, 14, 0.72) ) with backdrop-filter: blur(28px) , subtle rim lighting, and responsive LED indicators. 💿 2. 3D Holographic Center Album Art In our RING (Pulse) visualizer, tracks with rich artwork now come to life in 3D: Hologram Disc: High-def circular disc ( CircleGeometry(4.2) ) with dark tinted glass backing and an audio-reactive neon border ring. Adaptive Gyro-Core: When artwork is present, the wireframe octahedron scales outward to 1.55x , orbiting as an open crystal gimbal cage. Without artwork (or on mic input), it docks back to its native 1.0x center scale. Vinyl Dynamics: Spins with bass-accelerated inertia, tilts dynamically in 3D pitch/roll, and pulses to sub-bass hits. 📦 3. Zero-Dependency In-Browser ID3 Extractor To keep local playback instant without server uploads, we wrote id3.js from scratch: Direct binary parsing of ID3v2.3, ID3v2.4, and ID3v1 tags via ArrayBuffer slices. Extracts APIC frames into instant in-memory blob: URLs for album covers. Parses title, artist, album, and genre instantly with zero latency. 🌌 4. The “VOID” Aesthetic & Minimalist Landing Page Serious Void Default: Distraction-free interstellar abyss ( #050507 ), crisp starlight typography ( #f8fafc ), and titanium slate accents ( #8b95a5 ). Calibrated Bloom: Re-tuned UnrealBloomPass threshold to 0.82 — eliminating blinding white glare while keeping geometry razor-sharp. Minimalist Landing Page: Clean terminal layout with a 1,800-star WebGL starfield and a 3D gyro-core that pulses with kinetic shockwaves on live DSP audition clicks! 💻 100% Client-Side Engine Built entirely with vanilla JS, Three.js (r128), and native Web Audio API — zero bulky UI frameworks, locked 60+ FPS, and zero-latency 32-bit floating DSP.
Ships:
Wibei is a real-time 3D music visualizer built with Three.js and Web Audio API. It features reactive visualizer modes (Pulse Ring, Waveform, and 3D Grid), bloom glow themes, 3D mouse drag controls, YouTube search, live mic input, and local MP3 uploads.How to test Open https://wibei-production.up.railway.app/ Search for any song in the bottom right, click 🎤 to use your mic, or click 📁 to upload an MP3. Click & drag anywhere on the screen to rotate in 3D, and use the top dropdowns to switch styles (Pulse Ring, Wave, Grid) and themes.What I learned Learned how to use the Web Audio API (FFT frequency analysis) to drive 3D Three.js meshes, write smooth idle wave animations, configure bloom shaders, and build 3D mouse orbit controls....
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1793278149.3918316
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1793364549.3918316
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37847
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Logic loom by @jegtaiwo | Stardance
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jegtaiwo
|
1
|
21.63
|
167
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-26T03:07:55Z", "hours": 15.0, "multiplier": 11.13, "payout": 167, "blessing": "neutral", "text": "I built Logic Loom, an interactive web-based digital logic circuit simulator using HTML, CSS, and JavaScript. The project provides a modern interface for building logic circuits and serves as the foundation for a complete digital circuit simulator. What was challenging? The biggest challenge was organizing the project as it grew. I refactored the code by separating the HTML, CSS, and JavaScript into their own files, resolved Git merge conflicts, and implemented a customizable theme with localStorage so user preferences persist after refreshing the page. What are you proud of? I’m proud of how much I learned while building this project. Developing each feature incrementally—from the UI and theme customization to organizing the project structure—helped me strengthen my HTML, CSS, JavaScript, Git, and debugging skills. What should people know when testing it? This is an early MVP. The interface, project structure, and customization features are complete, while the circuit simulation engine is still under active development. Feedback is welcome as I continue improving Logic Loom.", "repo": "https://github.com/Zenskistudios/Logic-Loom", "demo": "https://logic-loom-delta.vercel.app/"}]...
|
[{"post_id": 47792, "ts": "202 [{"post_id": 47792, "ts": "2026-08-15T23:37:39Z", "hours": 3.9794, "text": "Another 8 hours spent working on ZenOS. ☯️ Today I mostly worked on making the desktop feel more like an actual OS instead of just a UI. I spent time working on the built-in apps and getting more of them working properly, including Finder, TextEdit, Notes, Paint, Calculator, Calendar, Terminal, Preview, and the other system apps. I also worked more on things like window management, the dock, Spotlight, notifications, keyboard shortcuts, and how the apps open and interact with the desktop. There’s still a lot that needs fixing and improving, but it’s starting to feel much more like an actual desktop environment now. 18 hours in so far. And I’m definitely not done yet. There’s still a lot more I want to add to ZenOS. ☯️ #ZenOS #DevLog #BuildInPublic #WebDevelopment #JavaScript #HTML #CSS"}, {"post_id": 37153, "ts": "2026-07-29T17:27:24Z", "hours": 1.8928, "text": "Worked on Logic Loom today. Added the NOR gate, fixed the logic so it evaluates correctly, and started implementing PNG export."}, {"post_id": 35599, "ts": "2026-07-27T04:06:23Z", "hours": 0.7542, "text": "Devlog #3 — Improving the README Today I rewrote the README for Logic Loom after receiving review feedback. I made it more personal by explaining why I built the project, what I’ve completed so far, and what I’m working on next. I also updated the documentation to better reflect my development journey and added a project screenshot. This reminded me that good documentation is just as important as writing good code. 🚀"}, {"post_id": 34818, "ts": "2026-07-25T20:30:53Z", "hours": 5.7986, "text": "Devlog #2 — Refining Logic Loom Today I focused on improving Logic Loom’s structure and user experience. Separated the HTML, CSS, and JavaScript into dedicated files. Added a customizable background theme with localStorage support. Improved the project structure and continued refining the interactive UI. Next, I’ll continue building the simulation features and enhancing the overall user experience."}, {"post_id": 33860, "ts": "2026-07-24T03:41:49Z", "hours": 9.2586, "text": "🚀 Starting Logic Loom Today I started building Logic Loom, a web-based digital logic circuit simulator using HTML, CSS, and JavaScript. The goal is to let users build and simulate digital circuits with gates like AND, OR, XOR, NAND, NOR, and NOT. Today’s progress 🎨 Designed the dark-themed UI. 🧰 Built the toolbox for adding logic gates. 🖥️ Created the top toolbar (Undo, Redo, Save, Load, Randomize, Clear Wires, Reset). 📱 Made the layout responsive. ⚡ Added animations and reusable UI components. 🏗️ Organized the project structure for the upcoming JavaScript logic. 📂 Pushed today’s progress to GitHub. Today’s focus was building a solid foundation. The UI is coming together, and next I’ll start implementing the JavaScript logic for dragging components, connecting wires, simulating circuits, and generating truth tables. Looking forward to bringing Logic Loom to life! 🚀"}]...
|
Title: Logic loom by @jegtaiwo | Stardance
Devlog Title: Logic loom by @jegtaiwo | Stardance
Devlogs:
🚀 Starting Logic Loom Today I started building Logic Loom, a web-based digital logic circuit simulator using HTML, CSS, and JavaScript. The goal is to let users build and simulate digital circuits with gates like AND, OR, XOR, NAND, NOR, and NOT. Today’s progress 🎨 Designed the dark-themed UI. 🧰 Built the toolbox for adding logic gates. 🖥️ Created the top toolbar (Undo, Redo, Save, Load, Randomize, Clear Wires, Reset). 📱 Made the layout responsive. ⚡ Added animations and reusable UI components. 🏗️ Organized the project structure for the upcoming JavaScript logic. 📂 Pushed today’s progress to GitHub. Today’s focus was building a solid foundation. The UI is coming together, and next I’ll start implementing the JavaScript logic for dragging components, connecting wires, simulating circuits, and generating truth tables. Looking forward to bringing Logic Loom to life! 🚀
Devlog #2 — Refining Logic Loom Today I focused on improving Logic Loom’s structure and user experience. Separated the HTML, CSS, and JavaScript into dedicated files. Added a customizable background theme with localStorage support. Improved the project structure and continued refining the interactive UI. Next, I’ll continue building the simulation features and enhancing the overall user experience.
Devlog #3 — Improving the README Today I rewrote the README for Logic Loom after receiving review feedback. I made it more personal by explaining why I built the project, what I’ve completed so far, and what I’m working on next. I also updated the documentation to better reflect my development journey and added a project screenshot. This reminded me that good documentation is just as important as writing good code. 🚀
Worked on Logic Loom today. Added the NOR gate, fixed the logic so it evaluates correctly, and started implementing PNG export.
Another 8 hours spent working on ZenOS. ☯️ Today I mostly worked on making the desktop feel more like an actual OS instead of just a UI. I spent time working on the built-in apps and getting more of them working properly, including Finder, TextEdit, Notes, Paint, Calculator, Calendar, Terminal, Preview, and the other system apps. I also worked more on things like window management, the dock, Spotlight, notifications, keyboard shortcuts, and how the apps open and interact with the desktop. There’s still a lot that needs fixing and improving, but it’s starting to feel much more like an actual desktop environment now. 18 hours in so far. And I’m definitely not done yet. There’s still a lot more I want to add to ZenOS. ☯️ #ZenOS #DevLog #BuildInPublic #WebDevelopment #JavaScript #HTML #CSS
Ships:
I built Logic Loom, an interactive web-based digital logic circuit simulator using HTML, CSS, and JavaScript. The project provides a modern interface for building logic circuits and serves as the foundation for a complete digital circuit simulator. What was challenging? The biggest challenge was organizing the project as it grew. I refactored the code by separating the HTML, CSS, and JavaScript into their own files, resolved Git merge conflicts, and implemented a customizable theme with localStorage so user preferences persist after refreshing the page. What are you proud of? I’m proud of how much I learned while building this project. Developing each feature incrementally—from the UI and theme customization to organizing the project structure—helped me strengthen my HTML, CSS, JavaScript, Git, and debugging skills. What should people know when testing it? This is an early MVP. The interface, project structure, and customization features are complete, while the circuit simulation engine is still under active development. Feedback is welcome as I continue improving Logic Loom....
|
1793264160.0391579
|
1793350560.0391579
|
|
54044
|
Snap2Study by @akyadav | Stardance
|
akyadav
|
1
|
21.63
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T05:50:47Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Snap2Study, an AI-powered study tool that lets students gets answers to question by just clicking a picture of it rather than searching it on the internet. The most challenging parts in the projects were to build the AI analysis pipeline and security and authentication system for users. I’m proud that i built a fully working production-deployed product and helped students to remove the stressful part of searching answers to questions on the internet. To test Snap2Study: 1.Open snap2study.vercel.app 2.Create and verify account by using email and entering the OTP. 3.After log in, upload a picture of the question. 4.And view the AI-generated analysis of the question. 5.Open profile/history to see previously analyzed questions and its complete result and other points. And that’s all, you are done", "repo": "https://github.com/adityayadav0002/snap2study", "demo": "https://snap2study.vercel.app/"}]...
|
[{"post_id": 81426, "ts": "202 [{"post_id": 81426, "ts": "2026-10-21T07:12:55Z", "hours": 4.3436, "text": "Fixed Some minor bugs in the code."}, {"post_id": 59725, "ts": "2026-09-01T17:29:54Z", "hours": 5.2894, "text": "Devlog - 6 Rewrote the Entire Codebase of Snap2Study due to some reasons."}, {"post_id": 58671, "ts": "2026-08-31T05:37:57Z", "hours": 2.2697, "text": "Devlog - 5 Implemented full authentication/security system. Added email OTP signup/login. Added secure sessions, logout & auth state. Added question history storage & search. Added previous-result viewing."}, {"post_id": 58138, "ts": "2026-08-30T14:26:30Z", "hours": 3.9194, "text": "Devlog - 4 Launched to Production Mobile & desktop testing completed Fixed major issues Next Step: Database & authentication setup, Email OTP authentication, profiles, sessions, and question history only."}, {"post_id": 57260, "ts": "2026-08-29T11:27:15Z", "hours": 2.3711, "text": "Devlog - 3 Now i have finished major part, fixing major and multiple bugs. Completed results page, added perfect frontend display of answers, and fixed major turbopack build error."}, {"post_id": 56495, "ts": "2026-08-28T09:03:48Z", "hours": 2.7569, "text": "Snap2Study - Devlog #2 In the last update i have added UI. But now i have added AI analysis pipeline into it and basically an mvp is ready of it. However had to handle many errors while doing this but managed it to do. Next step is to add more features to it and fix major things.*"}, {"post_id": 55694, "ts": "2026-08-27T17:39:06Z", "hours": 1.1403, "text": "Devlog #1 I have started building Snap2Study, a simple platform that turns questions into a smoother study experience. Currently i have built UI, preview. This is just beginning. Soon I will add more features to it."}]...
|
Title: Snap2Study by @akyadav | Stardance
Devlogs Title: Snap2Study by @akyadav | Stardance
Devlogs:
Devlog #1 I have started building Snap2Study, a simple platform that turns questions into a smoother study experience. Currently i have built UI, preview. This is just beginning. Soon I will add more features to it.
Snap2Study - Devlog #2 In the last update i have added UI. But now i have added AI analysis pipeline into it and basically an mvp is ready of it. However had to handle many errors while doing this but managed it to do. Next step is to add more features to it and fix major things.*
Devlog - 3 Now i have finished major part, fixing major and multiple bugs. Completed results page, added perfect frontend display of answers, and fixed major turbopack build error.
Devlog - 4 Launched to Production Mobile & desktop testing completed Fixed major issues Next Step: Database & authentication setup, Email OTP authentication, profiles, sessions, and question history only.
Devlog - 5 Implemented full authentication/security system. Added email OTP signup/login. Added secure sessions, logout & auth state. Added question history storage & search. Added previous-result viewing.
Devlog - 6 Rewrote the Entire Codebase of Snap2Study due to some reasons.
Fixed Some minor bugs in the code.
Ships:
I built Snap2Study, an AI-powered study tool that lets students gets answers to question by just clicking a picture of it rather than searching it on the internet. The most challenging parts in the projects were to build the AI analysis pipeline and security and authentication system for users. I’m proud that i built a fully working production-deployed product and helped students to remove the stressful part of searching answers to questions on the internet. To test Snap2Study: 1.Open snap2study.vercel.app 2.Create and verify account by using email and entering the OTP. 3.After log in, upload a picture of the question. 4.And view the AI-generated analysis of the question. 5.Open profile/history to see previously analyzed questions and its complete result and other points. And that’s all, you are done...
|
1793134245.5361595
|
1793220645.5361595
|
|
50217
|
Fully Customizable Mini Deck by @HEMANTH_K | Stard Fully Customizable Mini Deck by @HEMANTH_K | Stardance...
|
HEMANTH_K
|
0
|
21.6
|
0
|
[]
|
[{"post_id": 71007, "ts": "202 [{"post_id": 71007, "ts": "2026-09-20T06:18:24Z", "hours": 2.7667, "text": "Completed CAD Design."}, {"post_id": 70624, "ts": "2026-09-19T14:05:39Z", "hours": 8.3603, "text": "Recently Worked on CAD Design in OnShape, unlike PCB design where kicad was easy to learn as it is something i know CAD design was tough."}, {"post_id": 68060, "ts": "2026-09-14T13:31:16Z", "hours": 2.9, "text": "DONE AND DUSTED. Completed and Finalized PCB design, now only Cad design pending"}, {"post_id": 67835, "ts": "2026-09-14T03:03:58Z", "hours": 5.2408, "text": "My Devlog: Designing My PCB Background : Previously I tried designing on EasyEDA , but I scrapped it due to lack of libraries. Now I’m using KiCad to design both the schematic and the PCB. Schematic Design : My schematic looks much cleaner now because I recently learned about Global Labels (I’m not new to hardware projects, but I am new to schematics and similar tools). I used: A 3×3 matrix of key switches A matrix of 9 LEDs (SK6812 MINI-E)A rotary encoderAn OLED displayDue to a lack of digital pins, I left the rotary encoder’s push button out.PCB Routing ChallengesSchematics are done and dusted. But while designing the PCB, I ran into trouble:I was almost done, but auto-save was off — a random power cut (common in my country) wiped my progress.The second time, when I had almost completed routing, the power went off again. This time the entire file was corrupted, but thankfully I had a backup.I rerouted everything, but faced two main issues:OLED power was not specified. I looked at a few repos and most used 3.3V.SK6812 MINI-E LEDs — I didn’t know where to place them. I figured out they were small and decided to place them on the top layer. (I need to reroute this tomorrow.)Current StatusNo DRC errors right now.The PCB is mostly done.Only the case design remains.□ Reroute LED placement on top layer□ Design the case□ Finalize everything for submission"}, {"post_id": 57891, "ts": "2026-08-30T06:47:38Z", "hours": 2.3333, "text": "In day 1 I used EasyEDA for designing PCB schematics but now I switched to KiCad which I am not that good, so learnt the basics and made a rough Schematic."}]...
|
Title: Fully Customizable Mini Deck by @HEMANTH_K Title: Fully Customizable Mini Deck by @HEMANTH_K | Stardance
Devlogs:
In day 1 I used EasyEDA for designing PCB schematics but now I switched to KiCad which I am not that good, so learnt the basics and made a rough Schematic.
My Devlog: Designing My PCB Background : Previously I tried designing on EasyEDA , but I scrapped it due to lack of libraries. Now I’m using KiCad to design both the schematic and the PCB. Schematic Design : My schematic looks much cleaner now because I recently learned about Global Labels (I’m not new to hardware projects, but I am new to schematics and similar tools). I used: A 3×3 matrix of key switches A matrix of 9 LEDs (SK6812 MINI-E)A rotary encoderAn OLED displayDue to a lack of digital pins, I left the rotary encoder’s push button out.PCB Routing ChallengesSchematics are done and dusted. But while designing the PCB, I ran into trouble:I was almost done, but auto-save was off — a random power cut (common in my country) wiped my progress.The second time, when I had almost completed routing, the power went off again. This time the entire file was corrupted, but thankfully I had a backup.I rerouted everything, but faced two main issues:OLED power was not specified. I looked at a few repos and most used 3.3V.SK6812 MINI-E LEDs — I didn’t know where to place them. I figured out they were small and decided to place them on the top layer. (I need to reroute this tomorrow.)Current StatusNo DRC errors right now.The PCB is mostly done.Only the case design remains.□ Reroute LED placement on top layer□ Design the case□ Finalize everything for submission
DONE AND DUSTED. Completed and Finalized PCB design, now only Cad design pending
Recently Worked on CAD Design in OnShape, unlike PCB design where kicad was easy to learn as it is something i know CAD design was tough.
Completed CAD Design....
|
1792622988.4023519
|
1793227788.4023519
|
|
50758
|
Carbon cards by @Phonemi | Stardance
|
Phonemi
|
0
|
21.6
|
0
|
[]
|
[{"post_id": 52901, "ts": "202 [{"post_id": 52901, "ts": "2026-08-23T08:56:45Z", "hours": 6.8147, "text": "Periodic Table[+_+] carbon cards has a periodic table now i drew 3 things for it element is just one single tile of the table, the coloring and the arranging is all code info is the same tile but with lines on it so you know which number sits where and then the card, also just one layout drawn by hand, everything on it comes from code the card holds val e-, the name of the atom, the atomic number, the electron configuration, the atomic weight, acid or base, the physical state and the crystal structure so a lot of info hope you like it[-_-]"}, {"post_id": 51492, "ts": "2026-08-21T07:25:14Z", "hours": 5.2997, "text": "finished the main screen[+_+] so i made a main screen with all the options all assets that you see are selph drawn the elements are also still there but only cant go over the table there is a dor for exit a settings button a periodic table and cards to play it doas not look the best but in the future i will propaply improve as an artist and can draw the assets better hope you like it[-_-]"}, {"post_id": 50188, "ts": "2026-08-19T10:01:42Z", "hours": 7.4017, "text": "main screen updated [+_+] so now i drew 5 chemical strcture and animation for them ethy, phenyl, propyl, tert-butyl and vinyl they float around in the background and if you hover or select one of the options with your arrow keys thy get atractet and are like a select indicatior All structures drawn by hand, raylib + plain g++, no procedural generation. hope you like it[-_-]"}, {"post_id": 49461, "ts": "2026-08-18T09:56:08Z", "hours": 2.0886, "text": "added a main screen to my game[+_+] so i made a super cool game conzept for that youll have to wit but i started doing a main screen i will update it to info this holw project runs on no game engine and is manly c++ code hope you like it[-_-]"}]...
|
Title: Carbon cards by @Phonemi | Stardance
Devlo Title: Carbon cards by @Phonemi | Stardance
Devlogs:
added a main screen to my game[+_+] so i made a super cool game conzept for that youll have to wit but i started doing a main screen i will update it to info this holw project runs on no game engine and is manly c++ code hope you like it[-_-]
main screen updated [+_+] so now i drew 5 chemical strcture and animation for them ethy, phenyl, propyl, tert-butyl and vinyl they float around in the background and if you hover or select one of the options with your arrow keys thy get atractet and are like a select indicatior All structures drawn by hand, raylib + plain g++, no procedural generation. hope you like it[-_-]
finished the main screen[+_+] so i made a main screen with all the options all assets that you see are selph drawn the elements are also still there but only cant go over the table there is a dor for exit a settings button a periodic table and cards to play it doas not look the best but in the future i will propaply improve as an artist and can draw the assets better hope you like it[-_-]
Periodic Table[+_+] carbon cards has a periodic table now i drew 3 things for it element is just one single tile of the table, the coloring and the arranging is all code info is the same tile but with lines on it so you know which number sits where and then the card, also just one layout drawn by hand, everything on it comes from code the card holds val e-, the name of the atom, the atomic number, the electron configuration, the atomic weight, acid or base, the physical state and the crystal structure so a lot of info hope you like it[-_-]...
|
1792950823.655597
|
1793814823.655597
|
|
54390
|
Line Sledder by @LoginlikeLogan | Stardance
|
LoginlikeLogan
|
1
|
21.6
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T13:43:09Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So I made a fun Line Sledder Game that is pretty much a recreation of line rider. This game is pretty fun to play and I hope you guys enjoy it!", "repo": "https://github.com/Logdegret/LineSledder", "demo": "https://logdegret.github.io/LineSledder/"}]...
|
[{"post_id": 59283, "ts": "202 [{"post_id": 59283, "ts": "2026-09-01T00:03:18Z", "hours": 2.5975, "text": "Guys I had to rewrite some code since there were some formatting issues. Also i have rewrote the read me"}, {"post_id": 58854, "ts": "2026-08-31T13:07:49Z", "hours": 1.3683, "text": "Here is the final product!! Ive added mutli sledder and more modes!"}, {"post_id": 58506, "ts": "2026-08-30T22:46:59Z", "hours": 1.8267, "text": "Here is our new savior!!! We have a more detailed character and better physics!!"}, {"post_id": 58422, "ts": "2026-08-30T20:38:38Z", "hours": 2.2817, "text": "I added a pre scene and music to the game. I will make the game look more cartoony!!"}, {"post_id": 58201, "ts": "2026-08-30T15:42:41Z", "hours": 2.305, "text": "I made a loading screen for the game and moved time controls to the bottom"}, {"post_id": 57470, "ts": "2026-08-29T16:59:26Z", "hours": 0.5258, "text": "Ive added physics to the character!"}, {"post_id": 56997, "ts": "2026-08-29T02:04:59Z", "hours": 0.7667, "text": "This will probably be the last part before i get into the graphical side of things! I added record function to it. Stay Tuned!!"}, {"post_id": 56905, "ts": "2026-08-28T22:24:38Z", "hours": 3.0747, "text": "I have been working super duper hard lately trying to get as many hours in as possible. Here is the result so far: Ive added more functions to time and save/load tracks. Hopefully i can get to the graphical side of things soon!"}, {"post_id": 56671, "ts": "2026-08-28T15:05:27Z", "hours": 6.5317, "text": "So I worked really hard last night to get a prototype running of line sledder. Its literally just line rider but you can add music to beat sync it. What do you guys think?"}]...
|
Title: Line Sledder by @LoginlikeLogan | Stardance Title: Line Sledder by @LoginlikeLogan | Stardance
Devlogs:
So I worked really hard last night to get a prototype running of line sledder. Its literally just line rider but you can add music to beat sync it. What do you guys think?
I have been working super duper hard lately trying to get as many hours in as possible. Here is the result so far: Ive added more functions to time and save/load tracks. Hopefully i can get to the graphical side of things soon!
This will probably be the last part before i get into the graphical side of things! I added record function to it. Stay Tuned!!
Ive added physics to the character!
I made a loading screen for the game and moved time controls to the bottom
I added a pre scene and music to the game. I will make the game look more cartoony!!
Here is our new savior!!! We have a more detailed character and better physics!!
Here is the final product!! Ive added mutli sledder and more modes!
Guys I had to rewrite some code since there were some formatting issues. Also i have rewrote the read me
Ships:
So I made a fun Line Sledder Game that is pretty much a recreation of line rider. This game is pretty fun to play and I hope you guys enjoy it!...
|
1792875204.3605049
|
1793739204.3605049
|
|
48293
|
PlutoXL by @Eli_Mendez | Stardance
|
Eli_Mendez
|
0
|
21.58
|
0
|
[]
|
[{"post_id": 75422, "ts": "202 [{"post_id": 75422, "ts": "2026-09-30T01:41:05Z", "hours": 1.3225, "text": "I just finished the reworking of PLUTOXL. I was very underknowledged on how to make a keyboard. Therefore, I am taking a step back and working on a large macropad that will help my everyday work. I hope to get this project wrapped up soon"}, {"post_id": 72465, "ts": "2026-09-23T00:58:53Z", "hours": 2.7314, "text": "PLUTOXL: I have no clue what im doing. I tried to make the pcb but all the traces were wrong and I decided to get rid of the nets and pins and just do it freehand. I highly doubt what I did was right and don’t think that I can get this project done before the program ends. I’m gonna try but it looks impossible."}, {"post_id": 72045, "ts": "2026-09-22T01:53:40Z", "hours": 3.2611, "text": "PLUTOXL: Left PCB done now i have to route traces and do it on the Right side. This is a big milestone in this project. Now I can start moving along. I did run into some problems with schematic drawing and so I switched back to Ergogen and finished it up from there. I made many adjustments to all the component and I am pretty happy with it. Tomorrow I will work on the right side"}, {"post_id": 71533, "ts": "2026-09-21T00:52:27Z", "hours": 4.2222, "text": "PLUTOXL: I am designing the pcb myself because ergogens footprints were pretty bad and I don’t think a lot of the traces right. I’m doing it myself now. However, I am struggling finding the right footprints that I need. I should hopefully get the PCB done in the next few days. I am crunching to get this done by the 30th. Wish me luck"}, {"post_id": 70977, "ts": "2026-09-20T04:38:24Z", "hours": 7.6067, "text": "PlutoXL: I learned how to use Ergogen and configured my keyboard. I need to get my PCB done in the next two days. I was able to complete the layout and outline. But I am struggling to configure the file on the desktop version of Ergogen. That part is very vague to me."}, {"post_id": 70305, "ts": "2026-09-18T22:06:19Z", "hours": 2.4322, "text": "PlutoXL: this is a split keyboard specifically for me and for for this time I worked on planning for the parts I’m going to use. This was also the time that I started thinking how my keyboard would look like. I’m still curious on how all of it will come together and since I don’t have the funds for this on my own if I’m going to be able to get sufficient funds for this project. Next will be the layout for the PCB"}]...
|
Title: PlutoXL by @Eli_Mendez | Stardance
Devlogs Title: PlutoXL by @Eli_Mendez | Stardance
Devlogs:
PlutoXL: this is a split keyboard specifically for me and for for this time I worked on planning for the parts I’m going to use. This was also the time that I started thinking how my keyboard would look like. I’m still curious on how all of it will come together and since I don’t have the funds for this on my own if I’m going to be able to get sufficient funds for this project. Next will be the layout for the PCB
PlutoXL: I learned how to use Ergogen and configured my keyboard. I need to get my PCB done in the next two days. I was able to complete the layout and outline. But I am struggling to configure the file on the desktop version of Ergogen. That part is very vague to me.
PLUTOXL: I am designing the pcb myself because ergogens footprints were pretty bad and I don’t think a lot of the traces right. I’m doing it myself now. However, I am struggling finding the right footprints that I need. I should hopefully get the PCB done in the next few days. I am crunching to get this done by the 30th. Wish me luck
PLUTOXL: Left PCB done now i have to route traces and do it on the Right side. This is a big milestone in this project. Now I can start moving along. I did run into some problems with schematic drawing and so I switched back to Ergogen and finished it up from there. I made many adjustments to all the component and I am pretty happy with it. Tomorrow I will work on the right side
PLUTOXL: I have no clue what im doing. I tried to make the pcb but all the traces were wrong and I decided to get rid of the nets and pins and just do it freehand. I highly doubt what I did was right and don’t think that I can get this project done before the program ends. I’m gonna try but it looks impossible.
I just finished the reworking of PLUTOXL. I was very underknowledged on how to make a keyboard. Therefore, I am taking a step back and working on a large macropad that will help my everyday work. I hope to get this project wrapped up soon...
|
1793220913.678639
|
1793825713.678639
|
|
58646
|
Alarm Clock by @aarav_shrivastava | Stardance
|
aarav_shrivastava
|
0
|
21.58
|
0
|
[]
|
[{"post_id": 67918, "ts": "202 [{"post_id": 67918, "ts": "2026-09-14T07:01:52Z", "hours": 2.1903, "text": "Alarm Clock Added timer function in clock. For the reviewer - Can you please check my PCB connection. Because this is my first ever PCB design so I’m worried if connections are wrong."}, {"post_id": 65357, "ts": "2026-09-10T13:24:59Z", "hours": 1.3578, "text": "Alarm Clock Added basic firmware."}, {"post_id": 63764, "ts": "2026-09-07T18:42:01Z", "hours": 7.3436, "text": "Alarm Clock Everything is completed. Now design will be summited soon."}, {"post_id": 63135, "ts": "2026-09-06T19:28:03Z", "hours": 6.5347, "text": "Alarm Clock PCB design is completed and now I have moved to make enclosure"}, {"post_id": 62748, "ts": "2026-09-06T08:11:34Z", "hours": 2.4153, "text": "Alarm Clock My PCB was ready but since this is my first time in hardware so I didn’t know how to design PCB so all my files become messy so I deleted everything and now I will start from beginning."}, {"post_id": 62448, "ts": "2026-09-05T19:59:23Z", "hours": 1.7358, "text": "Alarm Clock Schematic is completed and PCB design is one-way. This is my first time in hardware so I’m facing a lot of challenges. But I’m sure I can make it."}]...
|
Title: Alarm Clock by @aarav_shrivastava | Stardan Title: Alarm Clock by @aarav_shrivastava | Stardance
Devlogs:
Alarm Clock Schematic is completed and PCB design is one-way. This is my first time in hardware so I’m facing a lot of challenges. But I’m sure I can make it.
Alarm Clock My PCB was ready but since this is my first time in hardware so I didn’t know how to design PCB so all my files become messy so I deleted everything and now I will start from beginning.
Alarm Clock PCB design is completed and now I have moved to make enclosure
Alarm Clock Everything is completed. Now design will be summited soon.
Alarm Clock Added basic firmware.
Alarm Clock Added timer function in clock. For the reviewer - Can you please check my PCB connection. Because this is my first ever PCB design so I’m worried if connections are wrong....
|
1792759727.3767953
|
1793364527.3767953
|
|
43409
|
The Tome of Boundless Knowledge by @Partholimew | The Tome of Boundless Knowledge by @Partholimew | Stardance...
|
Partholimew
|
0
|
21.56
|
0
|
[]
|
[{"post_id": 51703, "ts": "202 [{"post_id": 51703, "ts": "2026-08-21T15:14:00Z", "hours": 1.6833, "text": "I made my GitHub repo for the project! I also added the mic holes to the case, selected my final components, and made a cost breakdown. Time to submit my funding request!"}, {"post_id": 51649, "ts": "2026-08-21T13:14:12Z", "hours": 1.6669, "text": "I have a basic version of the firmware completed assuming it actually works (being I can’t test it fully without the actual device). The tome will listen for a wake word followed by a command such as “Show me level 4 Evocation”. The tome will compile a list of these commands based on the available combinations of two categories (level and school). Once it hears one, it will filter for and display all spells in those categories on the display. It will then listen for one of those spells to be said aloud, at which point it will pull the data for that spell and display it onscreen. There is an LED indicator for these steps. I’m currently using a very limited dataset of 10 entries, since I don’t want to reformat a large list if I have to change it later, but once I confirm it actually works in it’s current state I will expand the dataset."}, {"post_id": 51002, "ts": "2026-08-20T14:20:25Z", "hours": 4.8278, "text": "This one’s a bit of a mess. It’s been my longest time between devlogs. I was having a very hard time getting VSCode to let me set up the right extensions to work with the ESP board. Since I’m going to be using ESP-SR for voice recognition through wakenet and multinet, I have to have it to work on the firmware. The good news is I think I finally got it. Yesterday, it occurred to me that I had designed a charging circuit when the Xiao ESP32-S3 Pro already has one built in. So I removed it, fixed some other things in my design, and redid all my PCB routing, making it a bit smaller. If I can get the funds for it, I want to complete the case by making a hardcover book case for it, so it truly looks like a tome."}, {"post_id": 49559, "ts": "2026-08-18T13:15:59Z", "hours": 1.4928, "text": "I have finished the main body of the case/enclosure. Here’s a picture of it with and without the top of the case. I added some slots for magnets along the right side, so I can do a folio case style cover. I’m thinking of making a book-style cover for it with faux leather and doing custom foiling, since it’s pretty cheap to do so and I already have supplies for foiling. You won’t see much of that until the end though, since it will be done by hand and not digitally. I may end up moving the magnet sockets to the top rather than the side for that, but I can always change that later. Next up is some firmware. I won’t be able to do all of it without the actual device, but I can get a simplified “demo” version of it."}, {"post_id": 49126, "ts": "2026-08-17T19:18:30Z", "hours": 0.9833, "text": "I finished the bottom of the enclosure for the tome. I will still have to do the part that covers it, as well as the front cover, which I’m considering doing in a different style (Fabric maybe?). Here’s a picture with and without the display in place. The empty lanes are for the cables."}, {"post_id": 48891, "ts": "2026-08-17T13:38:00Z", "hours": 2.6336, "text": "I have been working on the case/enclosure for the tome, and I’ve made good progress on the bottom section, but it’s taking quite a while since I want to make sure everything is going to fit. Here’s a picture of how it’s going."}, {"post_id": 47133, "ts": "2026-08-14T20:06:52Z", "hours": 2.9503, "text": "I made the first version of the PCB design. I do still have to check the mic grounding, but otherwise it seems pretty good. I may end up editing it to fit with the case a bit better too later on. Also updated project photo. Here you go!"}, {"post_id": 46972, "ts": "2026-08-14T15:47:36Z", "hours": 1.6167, "text": "So it turns out I did not actually finish the schematic last time. I fixed several things, added a real power switch, as well as two keys for some simple controls other than voice. I also added some rgb leds. It helped a lot that apparently you can use the JTAG debug pins as GPIO after boot, so I managed to go from using 2 gpio pins for 1 mic to using essentially 0 gpio for 2 mics, since they run on L/R channels and can use the same data and clock pins at this quantity. Here’s some schematic screenshots."}, {"post_id": 46305, "ts": "2026-08-13T13:11:12Z", "hours": 0.6333, "text": "I actually finished the schematic by checking things over and adding some caps. I also did footprint assignment so that I’ll be able to start the PCB routing."}, {"post_id": 44682, "ts": "2026-08-10T16:38:24Z", "hours": 2.2178, "text": "I added all the things! I will be checking if they work though. I added a multi-purpose button, pins to interface with the e-ink display, and a pdm mic for the voice recognition. Here’s some photos."}, {"post_id": 41916, "ts": "2026-08-06T13:07:39Z", "hours": 0.85, "text": "I’ve finished the first real step other than planning. I created a charging circuit schematic so that the power can go from the Li-Ion battery to the board, and the battery can be charged through USB-C."}]...
|
Title: The Tome of Boundless Knowledge by @Parthol Title: The Tome of Boundless Knowledge by @Partholimew | Stardance
Devlogs:
I’ve finished the first real step other than planning. I created a charging circuit schematic so that the power can go from the Li-Ion battery to the board, and the battery can be charged through USB-C.
I added all the things! I will be checking if they work though. I added a multi-purpose button, pins to interface with the e-ink display, and a pdm mic for the voice recognition. Here’s some photos.
I actually finished the schematic by checking things over and adding some caps. I also did footprint assignment so that I’ll be able to start the PCB routing.
So it turns out I did not actually finish the schematic last time. I fixed several things, added a real power switch, as well as two keys for some simple controls other than voice. I also added some rgb leds. It helped a lot that apparently you can use the JTAG debug pins as GPIO after boot, so I managed to go from using 2 gpio pins for 1 mic to using essentially 0 gpio for 2 mics, since they run on L/R channels and can use the same data and clock pins at this quantity. Here’s some schematic screenshots.
I made the first version of the PCB design. I do still have to check the mic grounding, but otherwise it seems pretty good. I may end up editing it to fit with the case a bit better too later on. Also updated project photo. Here you go!
I have been working on the case/enclosure for the tome, and I’ve made good progress on the bottom section, but it’s taking quite a while since I want to make sure everything is going to fit. Here’s a picture of how it’s going.
I finished the bottom of the enclosure for the tome. I will still have to do the part that covers it, as well as the front cover, which I’m considering doing in a different style (Fabric maybe?). Here’s a picture with and without the display in place. The empty lanes are for the cables.
I have finished the main body of the case/enclosure. Here’s a picture of it with and without the top of the case. I added some slots for magnets along the right side, so I can do a folio case style cover. I’m thinking of making a book-style cover for it with faux leather and doing custom foiling, since it’s pretty cheap to do so and I already have supplies for foiling. You won’t see much of that until the end though, since it will be done by hand and not digitally. I may end up moving the magnet sockets to the top rather than the side for that, but I can always change that later. Next up is some firmware. I won’t be able to do all of it without the actual device, but I can get a simplified “demo” version of it.
This one’s a bit of a mess. It’s been my longest time between devlogs. I was having a very hard time getting VSCode to let me set up the right extensions to work with the ESP board. Since I’m going to be using ESP-SR for voice recognition through wakenet and multinet, I have to have it to work on the firmware. The good news is I think I finally got it. Yesterday, it occurred to me that I had designed a charging circuit when the Xiao ESP32-S3 Pro already has one built in. So I removed it, fixed some other things in my design, and redid all my PCB routing, making it a bit smaller. If I can get the funds for it, I want to complete the case by making a hardcover book case for it, so it truly looks like a tome.
I have a basic version of the firmware completed assuming it actually works (being I can’t test it fully without the actual device). The tome will listen for a wake word followed by a command such as “Show me level 4 Evocation”. The tome will compile a list of these commands based on the available combinations of two categories (level and school). Once it hears one, it will filter for and display all spells in those categories on the display. It will then listen for one of those spells to be said aloud, at which point it will pull the data for that spell and display it onscreen. There is an LED indicator for these steps. I’m currently using a very limited dataset of 10 entries, since I don’t want to reformat a large list if I have to change it later, but once I confirm it actually works in it’s current state I will expand the dataset.
I made my GitHub repo for the project! I also added the mic holes to the case, selected my final components, and made a cost breakdown. Time to submit my funding request!...
|
1793220966.6351516
|
1793825766.6351516
|
|
56771
|
A Chatting website by @suchaz7539 | Stardance
|
suchaz7539
|
1
|
21.56
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T14:22:07Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A texting app to use it: 1,Login or signup(between you and me you can use fake emails but that’s a secret😉) 2,find someone u want to talk to in the Contacts Tab 3,you can only send texts and images 4,if you want you can setup a profile picture", "repo": "https://github.com/surafel7539/Chat-app", "demo": "https://chatapp123-six.vercel.app/"}]...
|
[{"post_id": 61438, "ts": "202 [{"post_id": 61438, "ts": "2026-09-04T11:00:48Z", "hours": 0.5592, "text": "To the reviewers at stardance i have shipped my project over 5 times and you are saying that i used ai above 30% because of the design, but like i said in my README.md i copied the design from another dev, so please check it out for me, Thank You"}, {"post_id": 58916, "ts": "2026-08-31T14:16:37Z", "hours": 20.8844, "text": "A Texting Website"}]...
|
Title: A Chatting website by @suchaz7539 | Stardan Title: A Chatting website by @suchaz7539 | Stardance
Devlogs:
A Texting Website
To the reviewers at stardance i have shipped my project over 5 times and you are saying that i used ai above 30% because of the design, but like i said in my README.md i copied the design from another dev, so please check it out for me, Thank You
Ships:
A texting app to use it: 1,Login or signup(between you and me you can use fake emails but that’s a secret😉) 2,find someone u want to talk to in the Contacts Tab 3,you can only send texts and images 4,if you want you can setup a profile picture...
|
1793141732.4479961
|
1793228132.4479961
|
|
67698
|
Mini Dance-Dance-Revolution by @Evanthecat | Stard Mini Dance-Dance-Revolution by @Evanthecat | Stardance...
|
Evanthecat
|
0
|
21.54
|
0
|
[]
|
[{"post_id": 82120, "ts": "202 [{"post_id": 82120, "ts": "2026-10-24T00:18:26Z", "hours": 2.7589, "text": "Added screw holes to CAD, added better animations to firmware, and updated production files. I added holes to the HackPad case to fit the heatset inserts and modeled a simple placeholder part to act as a heatset insert in my CAD (to fix the problem of the screws being too short). I also added fillets to some edges and removed the holes on the cover plate (the plate would be held to the case by the heatset inserts). Since I wanted the OLED to be responsive to key presses, I decided to redesign the firmware to have each key fill in when pressed. To do this, I separated each sprite into individual animations and drew each animation separately on the screen by moving the origin, checking key presses to display different key animations."}, {"post_id": 80847, "ts": "2026-10-19T00:27:01Z", "hours": 4.4925, "text": "Made animation for OLED and finished firmware. After creating a simple sprite animation in Krita and writing the QMK firmware (it took me hours to realize that the pin labels were GPIO numbers and match everything), my keymap.c file somehow deleted itself, skipping past the recycling bin, so I had to code it twice. I also stayed up until 11:30pm and used the next morning to debug the various causes of compiler errors. Many of them were just typos like missing a comma or forgetting a semicolon after an enum, but I had to just test which function actually worked for layer switching because all the others gave the error “this statement is not necessary” somewhere in the QMK code. As I was working on the GitHub repository, I realized that the screws were too short to go through my entire case, so I’ll have to redesign it next time."}, {"post_id": 79455, "ts": "2026-10-14T03:06:22Z", "hours": 1.2028, "text": "Rewired part of PCB and worked on firmware. While looking at XIAO RP2040 diagrams, I realized that the SDA and SCL pins were not connected to the right spot. I swapped the connections for those pins and row 0 and row 1. I swapped out the switches in my CAD for the .STEP files in the official resources and spent some time defining the pins in the firmware."}, {"post_id": 79391, "ts": "2026-10-13T19:45:52Z", "hours": 3.3419, "text": "Realigned components on the PCB and finished most of the CAD. While trying to align the switches on the PCB to the grid, I realized that the footprints were snapping to weird increments. Eventually, I decided to use the position values in the sidebar to manually set the x and y coordinates of the switches. I also moved the XIAO RP2040 to the right and the diodes further down for more room in the CAD. After finishing the cover plate, I modeled a simple knob for the rotary encoder."}, {"post_id": 78911, "ts": "2026-10-12T00:45:25Z", "hours": 2.4681, "text": "Fixed small measurement errors, realigned the components, and worked on the cover piece. While I was working on the cover piece, I noticed a small piece sticking out, a sign of a slightly mismatched measurement. It turns out that most of my plates had small measurement errors (from slightly unconstrainted rectangles made while shortening one of the sides). While realigning my components, I learned that my PCB model had misplaced holes, which meant that I couldn’t trust it for measurements. I also lowered my rotary encoder so it wouldn’t clip into the top panel."}, {"post_id": 78501, "ts": "2026-10-11T00:19:59Z", "hours": 2.1903, "text": "Aligned keycaps/OLED and edited case to better fit components. After working on the top plate for a while, I realized that a lot of my parts were clipping (e.g. diodes and microcontroller), so I cut away parts of the plate to make things fit. I improved my method for aligning components after having the align the keycaps on the switches (I spent a long time trying to align the original keycap to the origin before just calculating the displacement to where I needed it to be). After putting on the top plate, I raised part of the bottom plate to make a cutout for the USB-A port and raised the OLED screen. I also started working on the decorative top plate that’ll go onto top of everything."}, {"post_id": 78210, "ts": "2026-10-09T23:38:37Z", "hours": 5.0825, "text": "Created PCB and started work on assembling in CAD. I had to scale down the amount of keys and remove the LEDs because there weren’t enough pins. I spent way too long searching for OLED and Rotary Encoder symbols while making the schematic before I realized that they just need the footprints paired with generic symbols from the default library. While routing the PCB, I learned that the red and blue wires are for different layers and assigned footprints to the diodes so they would show up (I forgot to do that while working on the schematic). After aligning most of the parts in Fusion, I realized that one of the switches and the rotary encoder were overlapping and that I could just export the PCB as a .step file from KiCad."}]...
|
Title: Mini Dance-Dance-Revolution by @Evanthecat Title: Mini Dance-Dance-Revolution by @Evanthecat | Stardance
Devlogs:
Created PCB and started work on assembling in CAD. I had to scale down the amount of keys and remove the LEDs because there weren’t enough pins. I spent way too long searching for OLED and Rotary Encoder symbols while making the schematic before I realized that they just need the footprints paired with generic symbols from the default library. While routing the PCB, I learned that the red and blue wires are for different layers and assigned footprints to the diodes so they would show up (I forgot to do that while working on the schematic). After aligning most of the parts in Fusion, I realized that one of the switches and the rotary encoder were overlapping and that I could just export the PCB as a .step file from KiCad.
Aligned keycaps/OLED and edited case to better fit components. After working on the top plate for a while, I realized that a lot of my parts were clipping (e.g. diodes and microcontroller), so I cut away parts of the plate to make things fit. I improved my method for aligning components after having the align the keycaps on the switches (I spent a long time trying to align the original keycap to the origin before just calculating the displacement to where I needed it to be). After putting on the top plate, I raised part of the bottom plate to make a cutout for the USB-A port and raised the OLED screen. I also started working on the decorative top plate that’ll go onto top of everything.
Fixed small measurement errors, realigned the components, and worked on the cover piece. While I was working on the cover piece, I noticed a small piece sticking out, a sign of a slightly mismatched measurement. It turns out that most of my plates had small measurement errors (from slightly unconstrainted rectangles made while shortening one of the sides). While realigning my components, I learned that my PCB model had misplaced holes, which meant that I couldn’t trust it for measurements. I also lowered my rotary encoder so it wouldn’t clip into the top panel.
Realigned components on the PCB and finished most of the CAD. While trying to align the switches on the PCB to the grid, I realized that the footprints were snapping to weird increments. Eventually, I decided to use the position values in the sidebar to manually set the x and y coordinates of the switches. I also moved the XIAO RP2040 to the right and the diodes further down for more room in the CAD. After finishing the cover plate, I modeled a simple knob for the rotary encoder.
Rewired part of PCB and worked on firmware. While looking at XIAO RP2040 diagrams, I realized that the SDA and SCL pins were not connected to the right spot. I swapped the connections for those pins and row 0 and row 1. I swapped out the switches in my CAD for the .STEP files in the official resources and spent some time defining the pins in the firmware.
Made animation for OLED and finished firmware. After creating a simple sprite animation in Krita and writing the QMK firmware (it took me hours to realize that the pin labels were GPIO numbers and match everything), my keymap.c file somehow deleted itself, skipping past the recycling bin, so I had to code it twice. I also stayed up until 11:30pm and used the next morning to debug the various causes of compiler errors. Many of them were just typos like missing a comma or forgetting a semicolon after an enum, but I had to just test which function actually worked for layer switching because all the others gave the error “this statement is not necessary” somewhere in the QMK code. As I was working on the GitHub repository, I realized that the screws were too short to go through my entire case, so I’ll have to redesign it next time.
Added screw holes to CAD, added better animations to firmware, and updated production files. I added holes to the HackPad case to fit the heatset inserts and modeled a simple placeholder part to act as a heatset insert in my CAD (to fix the problem of the screws being too short). I also added fillets to some edges and removed the holes on the cover plate (the plate would be held to the case by the heatset inserts). Since I wanted the OLED to be responsive to key presses, I decided to redesign the firmware to have each key fill in when pressed. To do this, I separated each sprite into individual animations and drew each animation separately on the screen by moving the origin, checking key presses to display different key animations....
|
1793112818.2012324
|
1793717618.2012324
|
|
39478
|
OOTD generator by @SelinaZ | Stardance
|
SelinaZ
|
1
|
21.5
|
199
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T07:08:44Z", "hours": 21.0, "multiplier": 9.4, "payout": 199, "blessing": "neutral", "text": "I made this outfit generator webpage to help me pick out an outfit based on the weather. I realized that I often forget many of the pieces I have in my closet and struggle to find an outfit that I like. So this OOTD generator greatly helped me with this issue. Features: Each time the user click on the “generate outfit” button, the webpage will pull out a top and a bottom based on the current weather. The user can continue to click on the button until they find the outfit that they like. I brought in the live weather feature using the WeatherAPI, and the user just need to set the location they are at. The user can upload photos of their clothing pieces through an admin page, which will then be stored to a Supabase database. However, as this is my personal project, you will not have access to the admin page. There’s also an inspiration section that displays inspo photos I grabbed from Pinterest and a notes section that allows user to take note of the clothing pieces that want. Technical aspect: Frontend React JavaScript HTML CSS Vite React Router Backend Node.js Express.js Axios Multer CORS dotenv", "repo": "https://github.com/SelinaZ07/OOTD-generator", "demo": "https://ootd-generator.vercel.app/"}]...
|
[{"post_id": 47989, "ts": "202 [{"post_id": 47989, "ts": "2026-08-16T08:25:59Z", "hours": 0.4975, "text": "I found some mistakes in my README file primarily because I change my db storage from SQLite to Supabase after I wrote it, and I also forgot to add the deployment link. So everything should be all lined up and good to go now. First ship of this project!"}, {"post_id": 46745, "ts": "2026-08-14T06:56:18Z", "hours": 3.3839, "text": "After two days of debugging and trying to deploy the project. The project is finally live on Vercel! I deployed the backend on Render and the front end on Vercel. I also changed my database storage from SQLite to Supabase database as Supabase is a cloud storage site that allow dynamic storage and I also don’t need to worry about uploading a ton of my personal clothing images to Github."}, {"post_id": 43824, "ts": "2026-08-09T08:02:19Z", "hours": 2.6458, "text": "I’m wrapping up the project! I wrote the README.md file, cleaned up the code, added comments for users to better understand the code, and tested to make sure everything is working. Then, I pushed everything to Github. I will be working on the deploying and hosting of the project now. I’m planning to host it on Vercel and Render, but will have to carefully think about the privacy aspect of the database."}, {"post_id": 42508, "ts": "2026-08-07T09:29:41Z", "hours": 2.5692, "text": "I added another notes section on the webpage helping users to keep track of the clothing items they need/want to buy. I also expanded my clothing db and cleaned up my code a bit. Now this project should be near complete! So happy that it is coming along, let me know if you have any suggestions."}, {"post_id": 41173, "ts": "2026-08-05T06:35:05Z", "hours": 2.9261, "text": "I improved the front-end design of the webpage. I added an inspiration corner section where I put some inspo outfit photos I got from Pinterest. I also improved the weather display. Let me know if you have any suggestions about what else to add to this webpage to make it more aesthetic."}, {"post_id": 39394, "ts": "2026-08-02T10:35:36Z", "hours": 2.9211, "text": "After lots of debugging, I finally connected my front-end and backend, as well as the weather API. Right now, I use an admin page to upload my clothing photos to the SQLite database. Along with the upload, I will also fill out the type (top/bottom) and the temperature range of that piece. When I click on the generate outfit button, it will randomly pick outa top and a bottom based on the temperature received from the weather API."}, {"post_id": 37491, "ts": "2026-07-30T08:43:25Z", "hours": 2.5517, "text": "I built a backend page that allows the admin (me) to upload my clothing images, which will be stored in a database. Later the AI will pick out the outfit and its corresponding images from this database. I chose to use SQLite to hold these images."}, {"post_id": 36290, "ts": "2026-07-28T09:30:10Z", "hours": 2.6861, "text": "I built the basic structure of the webpage, trying to make it look similar to my prototype. I implemented the WeatherAPI to make the weather block display the actual weather based on my location. Now, I’m working on implementing the photo uploads feature for this generator. I will use multer to handle image uploads and sqlite3 to store all the images I uploaded."}, {"post_id": 35526, "ts": "2026-07-27T00:41:24Z", "hours": 1.4842, "text": "I’m planning to code this outfit generator dashboard that can generate a top and bottom for me based on the weather of the day. I will import photos of my own clothings and train an AI using inspo Pinterest photos to help the AI learn my style. As for thee weather, I’m planning to use an API. This is a photo of a prototype I made using Figma and I’ve just installed all the packages I need."}]...
|
Title: OOTD generator by @SelinaZ | Stardance
Dev Title: OOTD generator by @SelinaZ | Stardance
Devlogs:
I’m planning to code this outfit generator dashboard that can generate a top and bottom for me based on the weather of the day. I will import photos of my own clothings and train an AI using inspo Pinterest photos to help the AI learn my style. As for thee weather, I’m planning to use an API. This is a photo of a prototype I made using Figma and I’ve just installed all the packages I need.
I built the basic structure of the webpage, trying to make it look similar to my prototype. I implemented the WeatherAPI to make the weather block display the actual weather based on my location. Now, I’m working on implementing the photo uploads feature for this generator. I will use multer to handle image uploads and sqlite3 to store all the images I uploaded.
I built a backend page that allows the admin (me) to upload my clothing images, which will be stored in a database. Later the AI will pick out the outfit and its corresponding images from this database. I chose to use SQLite to hold these images.
After lots of debugging, I finally connected my front-end and backend, as well as the weather API. Right now, I use an admin page to upload my clothing photos to the SQLite database. Along with the upload, I will also fill out the type (top/bottom) and the temperature range of that piece. When I click on the generate outfit button, it will randomly pick outa top and a bottom based on the temperature received from the weather API.
I improved the front-end design of the webpage. I added an inspiration corner section where I put some inspo outfit photos I got from Pinterest. I also improved the weather display. Let me know if you have any suggestions about what else to add to this webpage to make it more aesthetic.
I added another notes section on the webpage helping users to keep track of the clothing items they need/want to buy. I also expanded my clothing db and cleaned up my code a bit. Now this project should be near complete! So happy that it is coming along, let me know if you have any suggestions.
I’m wrapping up the project! I wrote the README.md file, cleaned up the code, added comments for users to better understand the code, and tested to make sure everything is working. Then, I pushed everything to Github. I will be working on the deploying and hosting of the project now. I’m planning to host it on Vercel and Render, but will have to carefully think about the privacy aspect of the database.
After two days of debugging and trying to deploy the project. The project is finally live on Vercel! I deployed the backend on Render and the front end on Vercel. I also changed my database storage from SQLite to Supabase database as Supabase is a cloud storage site that allow dynamic storage and I also don’t need to worry about uploading a ton of my personal clothing images to Github.
I found some mistakes in my README file primarily because I change my db storage from SQLite to Supabase after I wrote it, and I also forgot to add the deployment link. So everything should be all lined up and good to go now. First ship of this project!
Ships:
I made this outfit generator webpage to help me pick out an outfit based on the weather. I realized that I often forget many of the pieces I have in my closet and struggle to find an outfit that I like. So this OOTD generator greatly helped me with this issue. Features: Each time the user click on the “generate outfit” button, the webpage will pull out a top and a bottom based on the current weather. The user can continue to click on the button until they find the outfit that they like. I brought in the live weather feature using the WeatherAPI, and the user just need to set the location they are at. The user can upload photos of their clothing pieces through an admin page, which will then be stored to a Supabase database. However, as this is my personal project, you will not have access to the admin page. There’s also an inspiration section that displays inspo photos I grabbed from Pinterest and a notes section that allows user to take note of the clothing pieces that want. Technical aspect: Frontend React JavaScript HTML CSS Vite React Router Backend Node.js Express.js Axios Multer CORS dotenv...
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1793123759.297705
|
1793210159.297705
|
|
55302
|
Wailord clock by @aquamangos | Stardance
|
aquamangos
|
0
|
21.47
|
0
|
[]
|
[{"post_id": 83162, "ts": "202 [{"post_id": 83162, "ts": "2026-10-27T02:58:11Z", "hours": 9.205, "text": "Devlog 3 spinning in circles Main tasks achieved added the cad outlines for the electronics spun around the 3d model, and tinkered around but got no where. Saw and jumped around blender to f360, due to non manifold objects, and changing some topology / weird shapes where its suppose to be flat. Added tunnels inside wailord for the wires to go though (i hope its long enough) Spinning in circles, round and round and round and round and….. (rant/complains) Every time I try to convert a mesh into a ‘body’ in fusion it freezes for a few seconds or maybe minutes (or half an hour since i let it load), then it didn’t work properly due to an initial setting being set wrong, so i need to repeat the process and wait. Whenever I tried to convert into a parametric body, it froze (as i said up there) then there was only some parts that had converted and the rest of the model was left hollow… Q; What software did I use A; Blender and Fusion 360 workflow Next up Polishing and maybe making custom keycaps for the hump thing. Software I hope i can finish this in time so atleast i can get the parts…."}, {"post_id": 72022, "ts": "2026-09-22T00:49:46Z", "hours": 8.8172, "text": "Devlog 2 Say hello to Octillery! going insane with this blender to fusion 360 workflow Main pointers 2 more arms/tentacles [the more the merrier] Textures! ( 2nd img ) old version, scrapped it Octagon base (so screen can fit) Explanation on ideas mb if I wasnt clear on vocalising my ideas The PCB and switches will be located on Wailords scales / circular things at the top. The switches can represent the scales? or whatever the white circular things are. Screen will be located on the ocean/octogon shape, the wires will be sent down through the hollow tentacules. My inspo was those characters that would shake side to side from the sunlight, it was quite popular in my city. Annoyance / yap Blender to fusion 360 workflow doesn’t work well. From editing the topology in blender then exporting it into fusion 360. To then find out that the convert mesh to solid body fails due to weird topology and weird face groups. (idk how to fix, ive been stuck here forever. Hence the 8 hours logged). ngl idk if all these hours were contributed, since I may have undid the changes that were logged. I might not have enough time to submit due to all these errors and not knowing how to fix them. I still have coding and fixing the mesh, while stardance ends in 9 days. (wait that soon? lwk i didnt notice until i counted 😭) oh yeah my hard drive data also corrupted, thankfully some data was able to be retrieve. too much negativity…"}, {"post_id": 61906, "ts": "2026-09-05T02:30:05Z", "hours": 3.4467, "text": "Devlog 1 hello pokemon enthusiast! In this Devlog I will be showcasing the PCB, Schematic and Case. See Images. Journal / Explanation of process The PCB and Schematic were quite simple, followed the tutorial. The case here is to resemble the Pokemon Wailord, under him is the ocean where I might add some water pokemon swimming there. (ex. Magikarp or Sharpedo) The Tubes there are for the Wailord so he can fly/float. Maybe i’l change them to some tentacle’s from tentacrule. Also the tentacles will be where the jumper wires can go through for the screen. (hollow) The scales/circles on Wailord will be the buttons for the clock, while the clock will be on the side of the ocean. (not sure if I should make/CAD circular keycaps or just make the scales a square) For printing / CADing later on I might make them so they are detachable Slight problems The size and weight might be overkill for a “simple” clock. I’m not sure if this can even be printed Also due to school starting and procrastination im not sure if I have enough time to ship and build this by Sept 30th (stardance end) Upcoming… MAYBE Pokemon in water Hole in Wailord (for PCB to fit) Opening in ocean (for clock) Making it functional in CAD. ok thanks for reading!"}]...
|
Title: Wailord clock by @aquamangos | Stardance
D Title: Wailord clock by @aquamangos | Stardance
Devlogs:
Devlog 1 hello pokemon enthusiast! In this Devlog I will be showcasing the PCB, Schematic and Case. See Images. Journal / Explanation of process The PCB and Schematic were quite simple, followed the tutorial. The case here is to resemble the Pokemon Wailord, under him is the ocean where I might add some water pokemon swimming there. (ex. Magikarp or Sharpedo) The Tubes there are for the Wailord so he can fly/float. Maybe i’l change them to some tentacle’s from tentacrule. Also the tentacles will be where the jumper wires can go through for the screen. (hollow) The scales/circles on Wailord will be the buttons for the clock, while the clock will be on the side of the ocean. (not sure if I should make/CAD circular keycaps or just make the scales a square) For printing / CADing later on I might make them so they are detachable Slight problems The size and weight might be overkill for a “simple” clock. I’m not sure if this can even be printed Also due to school starting and procrastination im not sure if I have enough time to ship and build this by Sept 30th (stardance end) Upcoming… MAYBE Pokemon in water Hole in Wailord (for PCB to fit) Opening in ocean (for clock) Making it functional in CAD. ok thanks for reading!
Devlog 2 Say hello to Octillery! going insane with this blender to fusion 360 workflow Main pointers 2 more arms/tentacles [the more the merrier] Textures! ( 2nd img ) old version, scrapped it Octagon base (so screen can fit) Explanation on ideas mb if I wasnt clear on vocalising my ideas The PCB and switches will be located on Wailords scales / circular things at the top. The switches can represent the scales? or whatever the white circular things are. Screen will be located on the ocean/octogon shape, the wires will be sent down through the hollow tentacules. My inspo was those characters that would shake side to side from the sunlight, it was quite popular in my city. Annoyance / yap Blender to fusion 360 workflow doesn’t work well. From editing the topology in blender then exporting it into fusion 360. To then find out that the convert mesh to solid body fails due to weird topology and weird face groups. (idk how to fix, ive been stuck here forever. Hence the 8 hours logged). ngl idk if all these hours were contributed, since I may have undid the changes that were logged. I might not have enough time to submit due to all these errors and not knowing how to fix them. I still have coding and fixing the mesh, while stardance ends in 9 days. (wait that soon? lwk i didnt notice until i counted 😭) oh yeah my hard drive data also corrupted, thankfully some data was able to be retrieve. too much negativity…
Devlog 3 spinning in circles Main tasks achieved added the cad outlines for the electronics spun around the 3d model, and tinkered around but got no where. Saw and jumped around blender to f360, due to non manifold objects, and changing some topology / weird shapes where its suppose to be flat. Added tunnels inside wailord for the wires to go though (i hope its long enough) Spinning in circles, round and round and round and round and….. (rant/complains) Every time I try to convert a mesh into a ‘body’ in fusion it freezes for a few seconds or maybe minutes (or half an hour since i let it load), then it didn’t work properly due to an initial setting being set wrong, so i need to repeat the process and wait. Whenever I tried to convert into a parametric body, it froze (as i said up there) then there was only some parts that had converted and the rest of the model was left hollow… Q; What software did I use A; Blender and Fusion 360 workflow Next up Polishing and maybe making custom keycaps for the hump thing. Software I hope i can finish this in time so atleast i can get the parts…....
|
1793159275.007228
|
1793764075.007228
|
|
32323
|
Bloomington Streets Alliance by @wingedmolotov | S Bloomington Streets Alliance by @wingedmolotov | Stardance...
|
wingedmolotov
|
1
|
21.45
|
50
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-12T04:25:47Z", "hours": 11.0, "multiplier": 4.52, "payout": 50, "blessing": "neutral", "text": "A hub for a local alternative transportation action group. My goal was to include a short bio of the group, a guide to advocacy, and helpful links, but keep the main focus on actionable items. Proud of adding interactive animations and using flexbox for the first time, challenge was figuring out spacing.", "repo": "https://github.com/WingedMolotov/Bloomington-Streets-Alliance", "demo": "https://wingedmolotov.org/Bloomington-Streets-Alliance/"}]...
|
[{"post_id": 29922, "ts": "202 [{"post_id": 29922, "ts": "2026-07-17T03:03:16Z", "hours": 4.6853, "text": "Devlog #4 Hello all! Yesterday and today: Get Involved page Create mobile-friendly stacked version using @media filters Collapse initiatives row into a card slider in the mobile version. I was able to reuse some code from the home page (this involved a lot of troubleshooting to handle transitioning between desktop and mobile) Advocating page Create mobile-friendly stacked version using @media filters Switch from using <details> and <summary> to custom JavaScript-based smooth accordion About page Create mobile-friendly stacked version using @media filters (by far the easiest page to make responsive Other minor changes as necessary Including creating a second @media filter for even smaller screens for the footer Also… New initiative - Budget page Mostly reusing template from the 102nd Street page, with some tweaks as needed"}, {"post_id": 28693, "ts": "2026-07-15T03:12:50Z", "hours": 3.4625, "text": "Devlog #3 Hello all! Today: Resources page Create mobile-friendly version using @media filters, stacking everything vertically Use order: -1 to have images and text alternate positions in desktop version but have images appear above text in mobile version Create custom smooth dropdown (similar to HTML <detail> / <summary> , utilizing JS requestAnimationFrame() 102nd St (initiative) page Create mobile-friendly version using @media filters (vertical stacking) Clean up information bubbles using CSS Grid and overflow scrolling Other minor tweaks as needed"}, {"post_id": 28071, "ts": "2026-07-14T03:07:48Z", "hours": 0.425, "text": "Devlog #2 Hello all! Short devlog to round off the day. I made the main content of the homepage responsive by figuring out a good breakpoint (compressing until it looked bad), and then turning what were previously row flexboxes into columns. Some small tweaks to dimensions were added as necessary. I also experimented with max: in CSS, setting some margins and paddings using it to make sure a minimum threshold existed. I plan to repeat this process for other pages."}, {"post_id": 28001, "ts": "2026-07-13T23:35:39Z", "hours": 1.8753, "text": "Hello all! I realize I should probably be more in-depth with these devlogs, so consider this devlog #1. 1 - Responsive footer When the width of the page gets too narrow, I notice that the links in the footer overlap with the copyright notice. I determined that this was because the links were positioned and centered absolutely. To fix this, I squashed the page until just before this happened and made that my breakpoint for use in a @media filter. In the filter for smaller screens, I simply changed the footer from being a horizontal flexbox to a vertical one, and removed the absolute positioning and centering. I copied these changes to all of my website’s pages. (see image below) 2 - Responsive top navigation Similarly, I noticed that a narrow viewport caused the links at the top to become compressed and even extend past the yellow containing box. Tox fix this, I first squashed the page to find my @media breakpoint. Next, I used fa-solid fa-bars and fa-solid fa-rectangle-xmark in order to create a hamburger menu that would appear on the right, replacing the four links on the top. I used JavaScript event listeners to make the menu appear and disappear at the press of these icons. Creating this hamburger menu itself was fairly simple, as it only involved converting the <ul> that the links were in from a horizontal flexbox to a vertical one. Then, I added the gold background, changed the :hover underline to white, and used position: fixed to align it with the right-hand side. Originally, this navigation panel would simply appear when the hamburger button was pressed. I felt that this lacked an element of interactivity and was visually jarring. After trying unsucessfully to use CSS animations to achieve a smooth sliding effect, I asked ChatGPT for help. With that, I refactored my code to, instead of using display: none to hide the menu, use transform: translateX(100%) . This simplified my JavaScript and allowed me to use a trigger class and CSS transitions to smoothly animate the menu in and out. I then copied this to the other pages, using a new universal JavaScript file - dynamic top.js - to streamline the process somewhat. Using this, I was also able to easily make a change that applies overflow: hidden to the document body when the menu is active. dynamic_top.js const burger = document.getElementById('burger'); const toprow = document.querySelector('#toprow ul'); const close = document.getElementById('close'); burger.addEventListener('click', () => { toprow.classList.add('open'); body.style.overflow = 'hidden'; }); close.addEventListener('click', () => { toprow.classList.remove('open'); body.style.overflow = 'auto'; }); The results are in the second and third images. #3 - Small tweaks Add min-height: 225px to the card carousel on the hero section so it doesn’t get too squished Change the size and spacing of the indicator dots at the bottom of the card carousel to be in fixed units so it doesn’t get too small Next step - making the main content of each of the six pages responsive, starting with the home page. Thanks!"}, {"post_id": 27001, "ts": "2026-07-12T04:23:51Z", "hours": 0.3222, "text": "Fix spacing, link to custom bike map"}, {"post_id": 26983, "ts": "2026-07-12T03:35:04Z", "hours": 1.2358, "text": "finalize resources pg"}, {"post_id": 25706, "ts": "2026-07-10T04:16:22Z", "hours": 2.1311, "text": "initiative page and cards"}, {"post_id": 25534, "ts": "2026-07-09T21:04:47Z", "hours": 3.9158, "text": "created advocacy guide, expanded resources"}, {"post_id": 24524, "ts": "2026-07-08T03:54:21Z", "hours": 1.9747, "text": "created about and resources pages"}, {"post_id": 24415, "ts": "2026-07-07T23:20:59Z", "hours": 1.0206, "text": "added clickthrough action alert cards (placeholder) and set up newsletter thru buttondown"}, {"post_id": 24373, "ts": "2026-07-07T21:54:14Z", "hours": 0.535, "text": "Setting up a form for an email newsletter!"}]...
|
Title: Bloomington Streets Alliance by @wingedmolo Title: Bloomington Streets Alliance by @wingedmolotov | Stardance
Devlogs:
Setting up a form for an email newsletter!
added clickthrough action alert cards (placeholder) and set up newsletter thru buttondown
created about and resources pages
created advocacy guide, expanded resources
initiative page and cards
finalize resources pg
Fix spacing, link to custom bike map
Hello all! I realize I should probably be more in-depth with these devlogs, so consider this devlog #1. 1 - Responsive footer When the width of the page gets too narrow, I notice that the links in the footer overlap with the copyright notice. I determined that this was because the links were positioned and centered absolutely. To fix this, I squashed the page until just before this happened and made that my breakpoint for use in a @media filter. In the filter for smaller screens, I simply changed the footer from being a horizontal flexbox to a vertical one, and removed the absolute positioning and centering. I copied these changes to all of my website’s pages. (see image below) 2 - Responsive top navigation Similarly, I noticed that a narrow viewport caused the links at the top to become compressed and even extend past the yellow containing box. Tox fix this, I first squashed the page to find my @media breakpoint. Next, I used fa-solid fa-bars and fa-solid fa-rectangle-xmark in order to create a hamburger menu that would appear on the right, replacing the four links on the top. I used JavaScript event listeners to make the menu appear and disappear at the press of these icons. Creating this hamburger menu itself was fairly simple, as it only involved converting the <ul> that the links were in from a horizontal flexbox to a vertical one. Then, I added the gold background, changed the :hover underline to white, and used position: fixed to align it with the right-hand side. Originally, this navigation panel would simply appear when the hamburger button was pressed. I felt that this lacked an element of interactivity and was visually jarring. After trying unsucessfully to use CSS animations to achieve a smooth sliding effect, I asked ChatGPT for help. With that, I refactored my code to, instead of using display: none to hide the menu, use transform: translateX(100%) . This simplified my JavaScript and allowed me to use a trigger class and CSS transitions to smoothly animate the menu in and out. I then copied this to the other pages, using a new universal JavaScript file - dynamic top.js - to streamline the process somewhat. Using this, I was also able to easily make a change that applies overflow: hidden to the document body when the menu is active. dynamic_top.js const burger = document.getElementById('burger'); const toprow = document.querySelector('#toprow ul'); const close = document.getElementById('close'); burger.addEventListener('click', () => { toprow.classList.add('open'); body.style.overflow = 'hidden'; }); close.addEventListener('click', () => { toprow.classList.remove('open'); body.style.overflow = 'auto'; }); The results are in the second and third images. #3 - Small tweaks Add min-height: 225px to the card carousel on the hero section so it doesn’t get too squished Change the size and spacing of the indicator dots at the bottom of the card carousel to be in fixed units so it doesn’t get too small Next step - making the main content of each of the six pages responsive, starting with the home page. Thanks!
Devlog #2 Hello all! Short devlog to round off the day. I made the main content of the homepage responsive by figuring out a good breakpoint (compressing until it looked bad), and then turning what were previously row flexboxes into columns. Some small tweaks to dimensions were added as necessary. I also experimented with max: in CSS, setting some margins and paddings using it to make sure a minimum threshold existed. I plan to repeat this process for other pages.
Devlog #3 Hello all! Today: Resources page Create mobile-friendly version using @media filters, stacking everything vertically Use order: -1 to have images and text alternate positions in desktop version but have images appear above text in mobile version Create custom smooth dropdown (similar to HTML <detail> / <summary> , utilizing JS requestAnimationFrame() 102nd St (initiative) page Create mobile-friendly version using @media filters (vertical stacking) Clean up information bubbles using CSS Grid and overflow scrolling Other minor tweaks as needed
Devlog #4 Hello all! Yesterday and today: Get Involved page Create mobile-friendly stacked version using @media filters Collapse initiatives row into a card slider in the mobile version. I was able to reuse some code from the home page (this involved a lot of troubleshooting to handle transitioning between desktop and mobile) Advocating page Create mobile-friendly stacked version using @media filters Switch from using <details> and <summary> to custom JavaScript-based smooth accordion About page Create mobile-friendly stacked version using @media filters (by far the easiest page to make responsive Other minor changes as necessary Including creating a second @media filter for even smaller screens for the footer Also… New initiative - Budget page Mostly reusing template from the 102nd Street page, with some tweaks as needed
Ships:
A hub for a local alternative transportation action group. My goal was to include a short bio of the group, a guide to advocacy, and helpful links, but keep the main focus on actionable items. Proud of adding interactive animations and using flexbox for the first time, challenge was figuring out spacing....
|
1793278324.5084605
|
1793364724.5084605
|
|
51351
|
HackCalc by @mrrobot0246 | Stardance
|
mrrobot0246
|
0
|
21.44
|
0
|
[]
|
[{"post_id": 50994, "ts": "202 [{"post_id": 50994, "ts": "2026-08-20T14:13:31Z", "hours": 1.3444, "text": "Devlog 2 I finished the PCB and now will continue to make the 3D Models of the modules so that later on I can make its enclosure."}, {"post_id": 50217, "ts": "2026-08-19T11:01:13Z", "hours": 20.0994, "text": "This is my first devlog I just finished with some traces of the PCB and might finish it today."}]...
|
Title: HackCalc by @mrrobot0246 | Stardance
Devlo Title: HackCalc by @mrrobot0246 | Stardance
Devlogs:
This is my first devlog I just finished with some traces of the PCB and might finish it today.
Devlog 2 I finished the PCB and now will continue to make the 3D Models of the modules so that later on I can make its enclosure....
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1792921945.9729486
|
1793785945.9729486
|
|
12888
|
Smart LED strip by @VladoK | Stardance
|
VladoK
|
0
|
21.43
|
0
|
[]
|
[{"post_id": 74842, "ts": "202 [{"post_id": 74842, "ts": "2026-09-28T12:43:17Z", "hours": 7.5308, "text": "SMART LED strip devlog#5 Hi guys I am back after a longer time again, unfortunately I will not manage to ship this project in time so I will at least post my progress here. :) What have I done: 1. I have added display UI for modes 0 to 5 , the UI for this modes is almost fully functional and reacting to touch, icluding colorPicker UI starting, numeric keyboard starting, boolean parameters change 2. I have encounered some RAM problems since my ESP uses RAM heavy display graphics and WiFi and NeoPixel animations, that is why I moved the NeoPixel mode functions and NeoPixel modes support functions into a separate module and now it works so much better. I also had tio optimise the ColorPicker UI creating function since it creates a huge buffer. I hope it will work OK now, so I can continue developing UI for other modes. -I have written a validation functions for numeric keyboard so that it will only accept valid parameter value. Future plans: -I am going to continue adding UI for the other modes. -I need to make a function to run and stop the modes using thread. - i am planning to add a speaker so that it can function as an alarm clock. -I am planning to add a PIR sensor so tht it can turn off when you leave the room."}, {"post_id": 62390, "ts": "2026-09-05T18:43:12Z", "hours": 2.6175, "text": "SMART LED strip (NeoPixel) Devlog#4 —————————————————————––I haven’t worked on this project for a long time but I am back. I have done some small work since I started again. I decided that I would be nicer to have something physical to controll brightness, so I added a brightness potentiometer , that meant some small hardware changes, but a lot of software changes. I had to make small changes in every mode, and now it is finished. I also faced some changellenges beause I had to make sure that the physical brightness controll will not interfere with the future WiFi controll. So I designed it so that if the brightness is set throught WiFi it will ignore the potentiometer value, unless you move the potentiometer and then it switches back to potentiometer control. Next I will move on to design the UI for the display."}, {"post_id": 27376, "ts": "2026-07-12T21:49:06Z", "hours": 5.46, "text": "SMART LED strip (NeoPixel) Devlog#3 NeoPixel modes update: I managed to finish the remaining 3 modes, random mode a.k.a. stars, and two soundbar modes. (Videos are included in the devlog). I am having some problems with the noise sensor because it seems to not be reacting to normal music, only to extreme loud noises like blowing into the microphone. Also the value in quiet changes every day so I added the calibration function. WiFi: I also managed to finish part of the code that connect the ESP32 to the wifi network. I also added a code that synchronizes time. This was quite hard because I used a NTP server which return UTC time. And my country is UTC+1 and we have daylight saving time. But, after about an 1.5 hour I finally managed to find a public API that returns the UTC offset based on the location that it figured out using your IP adress. And it works! (It took me such a long time because the APIs a have tried before requied HTTPS and my ESP32 didn’t have enougth RAM to manage it) More detailed project description: I have written 2 devlogs so far but I think I haven’t described my system enough. So, basically I am building a led strip for my room that will be controled by a display witch touscreen and a simple local web server. (if I don’t run out of RAM on my ESP32). It will have 12 modes and the parameters will be changable via the touchscreen and the web server. I am also planning to integrate a PIR sensor so that it can turn off the strip when I am not in the room (some parameters will be also changable here) and i will add a buzzer because I want it to serve as an alarm clock too. (I hope that light combined with sound will wake me up more easily :) ). System achitecture: I will run the neopixel mode functions on the core #2, because I want to make sure that the neopixel animations will run smoothly. I have written functions to display the color picker UI, numeric keyboard and mode picker, as well as the functions that process thouch during these modes. I am planning to write on big function in which I will process the mode setting UI touch events, and a function that will display the mode setting UI. Each time someone touches the diplay it triggers an IRQ which sets a flag, after that the touch is assigned to a touch handling function in the main loop. I will probably use another IRQ for the On/Off button and one for the PIR sensor. I will also write a function to start and stop running modes on core #2. Also an alarms function. The web server will run in the main loop and the requests will be handled by a function that the mainloop will call. Basically the main loop will can funtions and the functions will do something or call other functions. And IRQs will set flags to the main loop."}, {"post_id": 25549, "ts": "2026-07-09T21:20:01Z", "hours": 5.5586, "text": "Smart LED (NeoPixel) strip Devlog#2 Work done: Today I have been working on the mode functions. I have managed to write 9 of them today, which means there are 3 left for tommorow. I think I will be dreaming about for loops tonight after this. I have also fixed my HSV to RGB function because I found out that the fictional HSV color wheel was mirrored. Future plans: Tommorow I am planning to finish the mode functions, hook up an PIR sensor to the ESP32, so that the NeoPixel strip can turn off automatically when there is nobody in the room, and also write code that will process the noise level sensor raw values, so that they can be used in the soundbar mode. I also want to start designing the display UI that will allow me to change the mode parameters, because I have only finished the numeric input, color input and mode picker so far."}, {"post_id": 24946, "ts": "2026-07-08T20:36:35Z", "hours": 0.2619, "text": "Brief description:Creating display UI and planning the system architecture. I am currently designing elements of UI that will be used to modify parameters such as modes, colors, speed and brightness. Desining the color wheel was the hardest thing so far because I faced some problems with the framebuf library. (different way of storing information than my display library used) I used chatGPT to help me with this fix. I have also written down all the modes that I want to create and also defined what parameters I want to change on them using the UI. I have also thought of a way how to store those parameters and how to run the modes. I am planning to create functions for each mode and then run them as threads. I have also been solving some problems with HackaTime. (I have worked for at least 5 hrs not 15 mins) Because it does not support Thonny, so I decided to write the code in VS code and then run it on my ESP32 using Thonny."}]...
|
Title: Smart LED strip by @VladoK | Stardance
Dev Title: Smart LED strip by @VladoK | Stardance
Devlogs:
Brief description:Creating display UI and planning the system architecture. I am currently designing elements of UI that will be used to modify parameters such as modes, colors, speed and brightness. Desining the color wheel was the hardest thing so far because I faced some problems with the framebuf library. (different way of storing information than my display library used) I used chatGPT to help me with this fix. I have also written down all the modes that I want to create and also defined what parameters I want to change on them using the UI. I have also thought of a way how to store those parameters and how to run the modes. I am planning to create functions for each mode and then run them as threads. I have also been solving some problems with HackaTime. (I have worked for at least 5 hrs not 15 mins) Because it does not support Thonny, so I decided to write the code in VS code and then run it on my ESP32 using Thonny.
Smart LED (NeoPixel) strip Devlog#2 Work done: Today I have been working on the mode functions. I have managed to write 9 of them today, which means there are 3 left for tommorow. I think I will be dreaming about for loops tonight after this. I have also fixed my HSV to RGB function because I found out that the fictional HSV color wheel was mirrored. Future plans: Tommorow I am planning to finish the mode functions, hook up an PIR sensor to the ESP32, so that the NeoPixel strip can turn off automatically when there is nobody in the room, and also write code that will process the noise level sensor raw values, so that they can be used in the soundbar mode. I also want to start designing the display UI that will allow me to change the mode parameters, because I have only finished the numeric input, color input and mode picker so far.
SMART LED strip (NeoPixel) Devlog#3 NeoPixel modes update: I managed to finish the remaining 3 modes, random mode a.k.a. stars, and two soundbar modes. (Videos are included in the devlog). I am having some problems with the noise sensor because it seems to not be reacting to normal music, only to extreme loud noises like blowing into the microphone. Also the value in quiet changes every day so I added the calibration function. WiFi: I also managed to finish part of the code that connect the ESP32 to the wifi network. I also added a code that synchronizes time. This was quite hard because I used a NTP server which return UTC time. And my country is UTC+1 and we have daylight saving time. But, after about an 1.5 hour I finally managed to find a public API that returns the UTC offset based on the location that it figured out using your IP adress. And it works! (It took me such a long time because the APIs a have tried before requied HTTPS and my ESP32 didn’t have enougth RAM to manage it) More detailed project description: I have written 2 devlogs so far but I think I haven’t described my system enough. So, basically I am building a led strip for my room that will be controled by a display witch touscreen and a simple local web server. (if I don’t run out of RAM on my ESP32). It will have 12 modes and the parameters will be changable via the touchscreen and the web server. I am also planning to integrate a PIR sensor so that it can turn off the strip when I am not in the room (some parameters will be also changable here) and i will add a buzzer because I want it to serve as an alarm clock too. (I hope that light combined with sound will wake me up more easily :) ). System achitecture: I will run the neopixel mode functions on the core #2, because I want to make sure that the neopixel animations will run smoothly. I have written functions to display the color picker UI, numeric keyboard and mode picker, as well as the functions that process thouch during these modes. I am planning to write on big function in which I will process the mode setting UI touch events, and a function that will display the mode setting UI. Each time someone touches the diplay it triggers an IRQ which sets a flag, after that the touch is assigned to a touch handling function in the main loop. I will probably use another IRQ for the On/Off button and one for the PIR sensor. I will also write a function to start and stop running modes on core #2. Also an alarms function. The web server will run in the main loop and the requests will be handled by a function that the mainloop will call. Basically the main loop will can funtions and the functions will do something or call other functions. And IRQs will set flags to the main loop.
SMART LED strip (NeoPixel) Devlog#4 —————————————————————––I haven’t worked on this project for a long time but I am back. I have done some small work since I started again. I decided that I would be nicer to have something physical to controll brightness, so I added a brightness potentiometer , that meant some small hardware changes, but a lot of software changes. I had to make small changes in every mode, and now it is finished. I also faced some changellenges beause I had to make sure that the physical brightness controll will not interfere with the future WiFi controll. So I designed it so that if the brightness is set throught WiFi it will ignore the potentiometer value, unless you move the potentiometer and then it switches back to potentiometer control. Next I will move on to design the UI for the display.
SMART LED strip devlog#5 Hi guys I am back after a longer time again, unfortunately I will not manage to ship this project in time so I will at least post my progress here. :) What have I done: 1. I have added display UI for modes 0 to 5 , the UI for this modes is almost fully functional and reacting to touch, icluding colorPicker UI starting, numeric keyboard starting, boolean parameters change 2. I have encounered some RAM problems since my ESP uses RAM heavy display graphics and WiFi and NeoPixel animations, that is why I moved the NeoPixel mode functions and NeoPixel modes support functions into a separate module and now it works so much better. I also had tio optimise the ColorPicker UI creating function since it creates a huge buffer. I hope it will work OK now, so I can continue developing UI for other modes. -I have written a validation functions for numeric keyboard so that it will only accept valid parameter value. Future plans: -I am going to continue adding UI for the other modes. -I need to make a function to run and stop the modes using thread. - i am planning to add a speaker so that it can function as an alarm clock. -I am planning to add a PIR sensor so tht it can turn off when you leave the room....
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1792777845.4250462
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1793382645.4250462
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21305
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Hexus, E-Knowledge by @wuff | Stardance
|
wuff
|
0
|
21.43
|
0
|
[]
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[{"post_id": 31966, "ts": "202 [{"post_id": 31966, "ts": "2026-07-20T19:47:57Z", "hours": 4.1469, "text": "Devlog 7 - Lists I fixed lists (hopefully) and added the add and remove commands. God, I’m so happy to finally be done with this. There was so much debugging… 😭 But on the bright side, I think this is the last major variable type, right? (Meanwhile: dictionaries.) Recently, I started thinking that I should probably finally create the website. That way, I won’t forget all of Hexus’ commands and features once the language grows bigger, so it’s getting closer and closer. My plans are to spend more time working on loops and errors. Right now, we don’t really know what kinds of errors can occur in the parser and interpreter, because there are only three of them so far XD I also want to work on list indexing, but we’ll see. PS. “Kot” is “Cat”. I’m too lazy to change that right now. XD Make programming easier again!!!"}, {"post_id": 31416, "ts": "2026-07-19T19:24:27Z", "hours": 4.3403, "text": "Devlog 6 - List Templates I just added list creation to Hexus. I was thinking about how to make it easier for beginners to immediately understand how to create lists, so I came up with the idea of adding a comma at the end whenever assigning elements to a list. I know people might hate me for this, but honestly, it’s something you can get used to XD. For creating an empty list, you can still use the classic [] . However, I also added the ability to perform mathematical operations directly while adding elements to a list by wrapping them in square brackets. My future plans are to add commands for adding and removing elements from lists. P.S. I still haven’t touched the website XD Make programming easier again!!!"}, {"post_id": 30104, "ts": "2026-07-17T12:47:38Z", "hours": 2.6403, "text": "Devlog 5 - If, Not If, e.t.c Today I added if, elif, and else to Hexus, which allowed me to run the first calculator written in Hexus!!! The most frustrating part was figuring out how to make elif blocks execute correctly, and then making sure that else would execute after them if none of the elif conditions were true. After two hours, I finally managed to get it working. My future plans include changing send so that instead of only accepting plain strings, you will be able to write something like “Hello {name}” — similar to Python’s f-strings, but built directly into the language without needing to add an f before the string. Next, I want to create an online playground along with a quick list of commands, so anyone can try out Hexus. After that, I plan to introduce official version numbering. Not something like 1.0 yet, but more like beta_0.1 until I’m satisfied with the result. Make programming easier again!!!"}, {"post_id": 29081, "ts": "2026-07-15T18:49:14Z", "hours": 1.8194, "text": "Devlog 4 - The First Hello World in Hexus History Today, a historic event happened — the first ever Hello World in Hexus!!! Unfortunately, I don’t have the exact time when it happened, but that’s life I guess… I also immediately added the read command, support for mathematical operations (+, -, *, /), variable assignment, and comparisons. There is so much that I added that it’s honestly surprising I managed to fit it all into just 2 hours (although, to be fair, Hackatime only measures the time when I’m actually writing code…). The next things on my list are adding comment skipping in the interpreter and finally working on if/elif/else. After that, I might start focusing more on the website, which is planned to include a tutorial and an online editor for my language. Although, to be fair, there is still a lot left to do with the language itself. See you in next devlog!!!"}, {"post_id": 28860, "ts": "2026-07-15T12:41:31Z", "hours": 2.9592, "text": "Devlog 3 - Nesting It took me a while to figure out how nesting should work (trust me, it’s easy to imagine in your head, but implementing it in code is a whole different story). Right now, I’ve added nesting support for the send and read commands. Since the last devlog, I also added comments. They work just like Python comments, although for now they’re only single-line comments. I’m hoping I’ll have more time to work on this project now, except for the week I’ll be away on vacation, since I’ll be spending that time working on my game for the Jame Gam. What’s next? I’m currently thinking about implementing the interpreter for the send and read commands. If everything goes well, another devlog might even appear later today once the interpreter is ready. See you in the next devlog!!!"}, {"post_id": 17942, "ts": "2026-06-28T21:58:43Z", "hours": 2.8372, "text": "Devlog 2 - Basic Parser Figuring out how all of this works took me some time (also because I was participating in a Jame Gam), especially since I honestly didn’t really understand Python classes until now. In the last devlog, I only had the lexer/tokenizer, but now I’ve added a parser. At the moment, it supports a few commands like send, read, basic math operations, and saving values into variables. Right now, my next goal is to work on nesting and if functions. Also, somewhere in between, I added something to the website… honestly, I don’t even remember what XD. See you in the next devlog!!!"}, {"post_id": 14665, "ts": "2026-06-23T21:03:27Z", "hours": 2.6831, "text": "Meet Hexus (E-Knowledge) As a beginner programmer (although I’m not even sure if I can still call myself a beginner when I’m writing my own programming language XD), I decided it was time to take on something more difficult. My first programming language was Skript (yes, I consider it a real language), and moving from it to Python and C made me realize how much I missed that descriptive style of coding. That’s why I decided to create my own language — a mix of Python, Skript, and a bit of C. At the moment, I’ve written a few example lines of code to figure out the syntax of the language, which also led to creating the first lexer. At the same time, in my free time, I’m also trying to build a website that will include a built-in IDE and a simple guide on how to use Hexus. In the future, I’m planning to create a newer version of Hexus written in C, but I have no idea when that will happen. See you in the next devlog!!!"}]...
|
Title: Hexus, E-Knowledge by @wuff | Stardance
De Title: Hexus, E-Knowledge by @wuff | Stardance
Devlogs:
Meet Hexus (E-Knowledge) As a beginner programmer (although I’m not even sure if I can still call myself a beginner when I’m writing my own programming language XD), I decided it was time to take on something more difficult. My first programming language was Skript (yes, I consider it a real language), and moving from it to Python and C made me realize how much I missed that descriptive style of coding. That’s why I decided to create my own language — a mix of Python, Skript, and a bit of C. At the moment, I’ve written a few example lines of code to figure out the syntax of the language, which also led to creating the first lexer. At the same time, in my free time, I’m also trying to build a website that will include a built-in IDE and a simple guide on how to use Hexus. In the future, I’m planning to create a newer version of Hexus written in C, but I have no idea when that will happen. See you in the next devlog!!!
Devlog 2 - Basic Parser Figuring out how all of this works took me some time (also because I was participating in a Jame Gam), especially since I honestly didn’t really understand Python classes until now. In the last devlog, I only had the lexer/tokenizer, but now I’ve added a parser. At the moment, it supports a few commands like send, read, basic math operations, and saving values into variables. Right now, my next goal is to work on nesting and if functions. Also, somewhere in between, I added something to the website… honestly, I don’t even remember what XD. See you in the next devlog!!!
Devlog 3 - Nesting It took me a while to figure out how nesting should work (trust me, it’s easy to imagine in your head, but implementing it in code is a whole different story). Right now, I’ve added nesting support for the send and read commands. Since the last devlog, I also added comments. They work just like Python comments, although for now they’re only single-line comments. I’m hoping I’ll have more time to work on this project now, except for the week I’ll be away on vacation, since I’ll be spending that time working on my game for the Jame Gam. What’s next? I’m currently thinking about implementing the interpreter for the send and read commands. If everything goes well, another devlog might even appear later today once the interpreter is ready. See you in the next devlog!!!
Devlog 4 - The First Hello World in Hexus History Today, a historic event happened — the first ever Hello World in Hexus!!! Unfortunately, I don’t have the exact time when it happened, but that’s life I guess… I also immediately added the read command, support for mathematical operations (+, -, *, /), variable assignment, and comparisons. There is so much that I added that it’s honestly surprising I managed to fit it all into just 2 hours (although, to be fair, Hackatime only measures the time when I’m actually writing code…). The next things on my list are adding comment skipping in the interpreter and finally working on if/elif/else. After that, I might start focusing more on the website, which is planned to include a tutorial and an online editor for my language. Although, to be fair, there is still a lot left to do with the language itself. See you in next devlog!!!
Devlog 5 - If, Not If, e.t.c Today I added if, elif, and else to Hexus, which allowed me to run the first calculator written in Hexus!!! The most frustrating part was figuring out how to make elif blocks execute correctly, and then making sure that else would execute after them if none of the elif conditions were true. After two hours, I finally managed to get it working. My future plans include changing send so that instead of only accepting plain strings, you will be able to write something like “Hello {name}” — similar to Python’s f-strings, but built directly into the language without needing to add an f before the string. Next, I want to create an online playground along with a quick list of commands, so anyone can try out Hexus. After that, I plan to introduce official version numbering. Not something like 1.0 yet, but more like beta_0.1 until I’m satisfied with the result. Make programming easier again!!!
Devlog 6 - List Templates I just added list creation to Hexus. I was thinking about how to make it easier for beginners to immediately understand how to create lists, so I came up with the idea of adding a comma at the end whenever assigning elements to a list. I know people might hate me for this, but honestly, it’s something you can get used to XD. For creating an empty list, you can still use the classic [] . However, I also added the ability to perform mathematical operations directly while adding elements to a list by wrapping them in square brackets. My future plans are to add commands for adding and removing elements from lists. P.S. I still haven’t touched the website XD Make programming easier again!!!
Devlog 7 - Lists I fixed lists (hopefully) and added the add and remove commands. God, I’m so happy to finally be done with this. There was so much debugging… 😭 But on the bright side, I think this is the last major variable type, right? (Meanwhile: dictionaries.) Recently, I started thinking that I should probably finally create the website. That way, I won’t forget all of Hexus’ commands and features once the language grows bigger, so it’s getting closer and closer. My plans are to spend more time working on loops and errors. Right now, we don’t really know what kinds of errors can occur in the parser and interpreter, because there are only three of them so far XD I also want to work on list indexing, but we’ll see. PS. “Kot” is “Cat”. I’m too lazy to change that right now. XD Make programming easier again!!!...
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1793256496.5249116
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1793861296.5249116
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26866
|
My awesome macropad! by @mateiang169 | Stardance
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mateiang169
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0
|
21.43
|
0
|
[]
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[{"post_id": 71848, "ts": "202 [{"post_id": 71848, "ts": "2026-09-21T17:23:39Z", "hours": 0.8261, "text": "I finished everything files in order, repository on github and a README. So now i will submit!!!!"}, {"post_id": 68265, "ts": "2026-09-14T20:08:33Z", "hours": 9.5314, "text": "So today i just finished the hackpad’s case. FINALLY!!!!! It took me a lot of time… (and btw for those who say i can’t use acrilic or pollycarbonate for the transparent part, i used a transparent type of 3D print plastic PETG and PLA)."}, {"post_id": 52436, "ts": "2026-08-22T15:38:43Z", "hours": 1.6833, "text": "So today i decided to remove the LEDs and fix all my 160 mistakes."}, {"post_id": 48095, "ts": "2026-08-16T11:54:27Z", "hours": 0.3, "text": "I am still working on my 160 errors. https://lapse.hackclub.com/timelapse/GXkx79bEw9xm"}, {"post_id": 45699, "ts": "2026-08-12T11:07:11Z", "hours": 9.0897, "text": "So i just started my hackpad. But i am a noob so i try my best. So i Started designing my macropad PCB in KiCad. After placing components and routing traces, I ran a DRC check and found over 160 errors. Instead of starting completely over, I’ll be fixing these mistakes step-by-step in the upcoming videos—properly spacing components and re-routing clean traces."}]...
|
Title: My awesome macropad! by @mateiang169 | Star Title: My awesome macropad! by @mateiang169 | Stardance
Devlogs:
So i just started my hackpad. But i am a noob so i try my best. So i Started designing my macropad PCB in KiCad. After placing components and routing traces, I ran a DRC check and found over 160 errors. Instead of starting completely over, I’ll be fixing these mistakes step-by-step in the upcoming videos—properly spacing components and re-routing clean traces.
I am still working on my 160 errors. https://lapse.hackclub.com/timelapse/GXkx79bEw9xm
So today i decided to remove the LEDs and fix all my 160 mistakes.
So today i just finished the hackpad’s case. FINALLY!!!!! It took me a lot of time… (and btw for those who say i can’t use acrilic or pollycarbonate for the transparent part, i used a transparent type of 3D print plastic PETG and PLA).
I finished everything files in order, repository on github and a README. So now i will submit!!!!...
|
1792615862.7179897
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1793220662.7179897
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41425
|
Noir by @robertl | Stardance
|
robertl
|
0
|
21.38
|
0
|
[]
|
[{"post_id": 39934, "ts": "202 [{"post_id": 39934, "ts": "2026-08-03T07:57:45Z", "hours": 10.9161, "text": "Noir - Devlog #02 (a more detailed project description is coming later) Changes I made: Animated tab switching (the selected tab bg now slides around, and changes its size to fit the current tab’s width) Set up a (base) custom color theme and converted the default theme to hex for consistency Started working on a custom app top bar/header Added Hugeicons and created a custom Icon component for consistent look Added linting and formatting to the whole monorepo (Biome & Eslint) and fixed some lint errors that came up Select prevention on web version for more native app feel Previous devlog (#01)"}, {"post_id": 37177, "ts": "2026-07-29T18:03:39Z", "hours": 10.4656, "text": "Noir - Devlog #01 (a more detailed project description is coming later) Initialized the project I created a monorepo for my project, using Bun Workspaces. It will house the native app, some shared packages, and more. I also created the Expo-based native app inside the monorepo and started doing work on it: basic configs and settings (added Uniwind, RN-Primitives, and RN-Reusables) created a custom tabs component (WIP) Next devlog (#02)"}]...
|
Title: Noir by @robertl | Stardance
Devlogs:
Noir Title: Noir by @robertl | Stardance
Devlogs:
Noir - Devlog #01 (a more detailed project description is coming later) Initialized the project I created a monorepo for my project, using Bun Workspaces. It will house the native app, some shared packages, and more. I also created the Expo-based native app inside the monorepo and started doing work on it: basic configs and settings (added Uniwind, RN-Primitives, and RN-Reusables) created a custom tabs component (WIP) Next devlog (#02)
Noir - Devlog #02 (a more detailed project description is coming later) Changes I made: Animated tab switching (the selected tab bg now slides around, and changes its size to fit the current tab’s width) Set up a (base) custom color theme and converted the default theme to hex for consistency Started working on a custom app top bar/header Added Hugeicons and created a custom Icon component for consistent look Added linting and formatting to the whole monorepo (Biome & Eslint) and fixed some lint errors that came up Select prevention on web version for more native app feel Previous devlog (#01)...
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1792803203.005984
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1793408003.005984
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|
58161
|
DrawTone by @lavanyagajbhiye | Stardance
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lavanyagajbhiye
|
0
|
21.36
|
0
|
[]
|
[{"post_id": 62335, "ts": "202 [{"post_id": 62335, "ts": "2026-09-05T17:22:21Z", "hours": 0.4922, "text": "#DEVLOG 4 FInally finished drawtone completed it fixed the bugs and just enjoyed th matserpiece!"}, {"post_id": 62303, "ts": "2026-09-05T16:36:18Z", "hours": 4.8628, "text": "#DEVLOG 3 So I basically added a lot of feature for this devlog and tbh they were pretty hard to add I was considering even using tailwind css but then moved to normal css The logo is quite pretty and also the styling and the javascript has been improved a lot! Changes added:- Added a navbar added a soothing music and it is so good pls turn it on! Made the ui impressive Bugs:- The artwork now displays in the center but as a wise man once said if u find a bug make it a feature!"}, {"post_id": 62062, "ts": "2026-09-05T09:19:49Z", "hours": 6.3278, "text": "#DEVLOG 2 SO I made a lot of changes the project now looks a lot more alive. Changes added: Complete UI Overhaul smart packaging system algorithm to decide number of rows and columns A logo for the project"}, {"post_id": 61658, "ts": "2026-09-04T17:59:53Z", "hours": 9.6769, "text": "#DEVLOG 1 SO basically I was quite inspired by this project “Typetone” this project is quite based on that instead of music this project creates abstract art. I have seen multiple videos where people make beautiful art out of random coloured square shapes. The setup is basic Vanilla css, html, and js Changes Added:- Makes the squares according to you words typed. Has dynamic grid system(I accidently typed Math.ceiling instead of math.ceil) Bugs:- The sizing is currently not exactly square fixing that!"}]...
|
Title: DrawTone by @lavanyagajbhiye | Stardance
D Title: DrawTone by @lavanyagajbhiye | Stardance
Devlogs:
#DEVLOG 1 SO basically I was quite inspired by this project “Typetone” this project is quite based on that instead of music this project creates abstract art. I have seen multiple videos where people make beautiful art out of random coloured square shapes. The setup is basic Vanilla css, html, and js Changes Added:- Makes the squares according to you words typed. Has dynamic grid system(I accidently typed Math.ceiling instead of math.ceil) Bugs:- The sizing is currently not exactly square fixing that!
#DEVLOG 2 SO I made a lot of changes the project now looks a lot more alive. Changes added: Complete UI Overhaul smart packaging system algorithm to decide number of rows and columns A logo for the project
#DEVLOG 3 So I basically added a lot of feature for this devlog and tbh they were pretty hard to add I was considering even using tailwind css but then moved to normal css The logo is quite pretty and also the styling and the javascript has been improved a lot! Changes added:- Added a navbar added a soothing music and it is so good pls turn it on! Made the ui impressive Bugs:- The artwork now displays in the center but as a wise man once said if u find a bug make it a feature!
#DEVLOG 4 FInally finished drawtone completed it fixed the bugs and just enjoyed th matserpiece!...
|
1792932650.5069156
|
1793796650.5069156
|
|
34552
|
PocketXI by @abeermaheshwari09 | Stardance
|
abeermaheshwari09
|
1
|
21.35
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T05:31:44Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was initially a school project that had the basic functionality of a football game (local multiplayer / 2 player mode) with little to no other features. I transformed it into a way better game than it was before by adding an online database for account and career saving, online multiplayer, and a massive menu theme refresh, with a few accessibility features as well. In my 2nd last devlog, the web version had a mouse positioning mismatch, which took me ages to fix as it was due to pyautogui messing with the resolutions, however this led to another bug where fade in-out transitions were freezing the game on browser. I had to use AI to fix this as I spent over two hours essentially messing up my code. I am proud of the cloud hosted services that my game provides as they are very fast and seamless (even though it’s hosted on a free oracle compute instance!), while also being stored, and communicated securely (via hashing, cryptography and cloudflare tunneling). To test the project, you can simply go to the demo website linked, or clone the repository. If cloning the repo, make sure python (duh), pygame, and cryptography libraries are installed.", "repo": "https://github.com/Abeer-Maheshwari/PocketXI-Dev", "demo": "https://abeer-maheshwari.github.io/PocketXI-Dev/"}]...
|
[{"post_id": 72162, "ts": "202 [{"post_id": 72162, "ts": "2026-09-22T10:52:58Z", "hours": 0.3483, "text": "Adblock blocks outgoing connection (required for communicating to cloud db as I’m using a free domain from duckdns). Added notification to inform user to disable it. (works afterwards)"}, {"post_id": 72096, "ts": "2026-09-22T05:08:07Z", "hours": 5.0622, "text": "BUG FIXES + CLOUD DB UPDATE Bug Fixes: Fixed mouse positioning issue in browsers Fixed multiplayer rooms not being hosted on browser Removed Transitions on browser as they were extremely buggy. Move locally hosted data to a cloud-hosted DB Updated Readme Fixed Transitions freezing on browser. Used AI to fix as it was driving me nuts. Fixed resolution mismatch between browser and desktop game versions Added player markers onscreen for multiplayer (and local) so that it is easier to identify your sprite. Hopefully Ready to Ship!"}, {"post_id": 69131, "ts": "2026-09-16T13:16:54Z", "hours": 5.4778, "text": "MASSIVE QOL + BUG FIXES UPDATE New features: Settings now saves locally, and doesn’t reset everytime the program is launcher - Autosaves on click New colour palette Scaled match timer to 90 minutes (still 5 minutes irl), and increments instead of counting down. Fade-in/out transitions between screens and proper loading icon for starting a match, Controls/Keybinds in pause menu and settings menu Can now toggle AI on/off for each player New font (claude font cause it looks sick) Dynamic window sizing (hopefully) Updated Scoreboard / HUD - more readable/better colour palette Updated pause menu - includes game controls Added Bugs to fix later Bug fixes: Web WASM fixed - cloudflare tunnelling on vps Fixed notification bugs Fixed missing icon for return buttons (rendered arrow now) pygbag now uses hidpi on browsers and pygame uses hidpi on windows (sadly not macos because pygame) Now uses vsync Utilises Doublebuf for opengl or hwsurface hopefully 1080p instead of 720p. Upcoming Features Massive graphics overhaul (and animations) Massive audio overhaul More settings such as graphics and keybind remapping More multiplayer QOL updates. Move locally hosted data to a cloud DB."}, {"post_id": 48451, "ts": "2026-08-16T20:01:29Z", "hours": 6.5867, "text": "ONLINE MULTIPLAYER UPDATE!!! Added room based multiplayer system. Added Features: relay server is hosted on an free oracle vps room based -> multiple sessions can be running at the same time supports both web and desktop version of the game can join other people’s rooms via a 4 letter code game data is saved on both user profiles. Next update: move all user data from being stored locally to a cloud hosted db. fix pause menu not syncing between players (multiplayer) fix exit match not working on multiplayer few more, qol bug fixes"}, {"post_id": 46800, "ts": "2026-08-14T09:40:14Z", "hours": 0.6881, "text": "Fixed stuttering audio by forcing sample rate to 24khz. Fixed audio slider not working and some other minor bugs."}, {"post_id": 46473, "ts": "2026-08-13T18:26:59Z", "hours": 0.9603, "text": "Added support for pygbag so that the game can be hosted on github. Sound disabled as it was stuttering in the web build. Demo link will be published soon."}, {"post_id": 46183, "ts": "2026-08-13T07:10:18Z", "hours": 1.9819, "text": "Updated Login, Main Menu, and Pause Menu Screens so that they look more readable and usable."}, {"post_id": 45268, "ts": "2026-08-11T16:52:07Z", "hours": 0.3728, "text": "Button hover effect added, working volume/AI difficulty sliders. Also added working pause menu (placeholder)."}]...
|
Title: PocketXI by @abeermaheshwari09 | Stardance
Title: PocketXI by @abeermaheshwari09 | Stardance
Devlogs:
Button hover effect added, working volume/AI difficulty sliders. Also added working pause menu (placeholder).
Updated Login, Main Menu, and Pause Menu Screens so that they look more readable and usable.
Added support for pygbag so that the game can be hosted on github. Sound disabled as it was stuttering in the web build. Demo link will be published soon.
Fixed stuttering audio by forcing sample rate to 24khz. Fixed audio slider not working and some other minor bugs.
ONLINE MULTIPLAYER UPDATE!!! Added room based multiplayer system. Added Features: relay server is hosted on an free oracle vps room based -> multiple sessions can be running at the same time supports both web and desktop version of the game can join other people’s rooms via a 4 letter code game data is saved on both user profiles. Next update: move all user data from being stored locally to a cloud hosted db. fix pause menu not syncing between players (multiplayer) fix exit match not working on multiplayer few more, qol bug fixes
MASSIVE QOL + BUG FIXES UPDATE New features: Settings now saves locally, and doesn’t reset everytime the program is launcher - Autosaves on click New colour palette Scaled match timer to 90 minutes (still 5 minutes irl), and increments instead of counting down. Fade-in/out transitions between screens and proper loading icon for starting a match, Controls/Keybinds in pause menu and settings menu Can now toggle AI on/off for each player New font (claude font cause it looks sick) Dynamic window sizing (hopefully) Updated Scoreboard / HUD - more readable/better colour palette Updated pause menu - includes game controls Added Bugs to fix later Bug fixes: Web WASM fixed - cloudflare tunnelling on vps Fixed notification bugs Fixed missing icon for return buttons (rendered arrow now) pygbag now uses hidpi on browsers and pygame uses hidpi on windows (sadly not macos because pygame) Now uses vsync Utilises Doublebuf for opengl or hwsurface hopefully 1080p instead of 720p. Upcoming Features Massive graphics overhaul (and animations) Massive audio overhaul More settings such as graphics and keybind remapping More multiplayer QOL updates. Move locally hosted data to a cloud DB.
BUG FIXES + CLOUD DB UPDATE Bug Fixes: Fixed mouse positioning issue in browsers Fixed multiplayer rooms not being hosted on browser Removed Transitions on browser as they were extremely buggy. Move locally hosted data to a cloud-hosted DB Updated Readme Fixed Transitions freezing on browser. Used AI to fix as it was driving me nuts. Fixed resolution mismatch between browser and desktop game versions Added player markers onscreen for multiplayer (and local) so that it is easier to identify your sprite. Hopefully Ready to Ship!
Adblock blocks outgoing connection (required for communicating to cloud db as I’m using a free domain from duckdns). Added notification to inform user to disable it. (works afterwards)
Ships:
This was initially a school project that had the basic functionality of a football game (local multiplayer / 2 player mode) with little to no other features. I transformed it into a way better game than it was before by adding an online database for account and career saving, online multiplayer, and a massive menu theme refresh, with a few accessibility features as well. In my 2nd last devlog, the web version had a mouse positioning mismatch, which took me ages to fix as it was due to pyautogui messing with the resolutions, however this led to another bug where fade in-out transitions were freezing the game on browser. I had to use AI to fix this as I spent over two hours essentially messing up my code. I am proud of the cloud hosted services that my game provides as they are very fast and seamless (even though it’s hosted on a free oracle compute instance!), while also being stored, and communicated securely (via hashing, cryptography and cloudflare tunneling). To test the project, you can simply go to the demo website linked, or clone the repository. If cloning the repo, make sure python (duh), pygame, and cryptography libraries are installed....
|
1793145227.7817638
|
1793231627.7817638
|
|
1056
|
Monotony by @Mouse | Stardance
|
Mouse
|
0
|
21.34
|
0
|
[]
|
[{"post_id": 52142, "ts": "202 [{"post_id": 52142, "ts": "2026-08-22T07:19:18Z", "hours": 4.0561, "text": "Performed some shenanigans on the previous versions (naming schemes and broken updates) before deciding to push a new one to follow semantic versioning more strictly. This included renaming the 2nd version from v1.0.1 to v2.0.0 to better signify the overhaul, pushing a new version (v2.1.0, all the updates documented in the last few devlogs), and v2.1.1. This fixed the year-long bug on platform collisions and a gamebreaking bug disabling horizontal movement in v2.1.0, as well as fixing small redundancies in a few classes."}, {"post_id": 47285, "ts": "2026-08-15T04:23:41Z", "hours": 1.1417, "text": "Optimised how levels were drawn by combining the four separate level functions into one (which was put into its own file). This would also prevent exponential scaling in the future seeing how with 4 new game mechanics would result in 64 level functions, creating thousands of unnecessary lines. Furthermore, AI was used to generate a quintic easing function for the mountain lerps, allowing for smoother transitions. In the process, a camera focus bug was also fixed. note: the to-do list is removed since from this point onwards solely new features will be added."}, {"post_id": 45575, "ts": "2026-08-12T04:58:20Z", "hours": 4.0686, "text": "Used AI to mass-anchor the hundreds of game objects automatically, meaning that everything in the game should now dynamically respond to screen size. Updated the about (including the images) and tutorial screens, improved niche applications of syntax and made some small structural changes. The backButton is now fully replaced with the escape key and also applicable in more locations. Several optimisations and changes have been made to titles, subtitles and achievements, including their heights, bounding boxes and dynamic coordinate calculations. Finally, I also improved the transitions in the cursor class to be smoother. To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Add compatibility for different screen sizes - Optimisations - Achievements - Tab - Notifications - Blur incorporation as a custom setting - New game mechanics - New levels - Compile and publish a new version"}, {"post_id": 43821, "ts": "2026-08-09T07:58:21Z", "hours": 3.4394, "text": "Fixed a platform collision bug when hitting the side of a platform and improved the implementation of several conventions. Also added support for different screen sizes. Although this hasn’t been implemented with regards to game sprites, it has been done for all other sprites such as menu buttons. To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Add compatibility for different screen sizes - Compile and publish a new version - Optimisations - Blur incorporation as a custom setting - Achievements - Tab - Notifications - New game mechanics - New levels note: the image in this devlog is the screen during a failed attempt of adding compatibility."}, {"post_id": 42459, "ts": "2026-08-07T06:37:21Z", "hours": 4.2481, "text": "Published a new version and added a CHANGELOG.md file. I also matched the order of declaration and initialisation, fixed the overlapping coordinates of several achievements, automated the choosing of the next section and fixed another bug related to incorrect fills (caused by the matching of the var dec-init order). To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Compile and publish a new version - Optimisations - Blur incorporation as a custom setting - Achievements - Tab - Notifications - New game mechanics - New levels note: the new version bullet point will stay uncrossed until Stardance ends."}, {"post_id": 41730, "ts": "2026-08-06T03:55:18Z", "hours": 2.4969, "text": "Updated the README in terms of formatting and content, which means that now I can start working on the actual game. To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Compile and publish a new version - Optimisations - Blur incorporation as a custom setting - Achievements - Tab - Notifications - New game mechanics - New levels"}, {"post_id": 41128, "ts": "2026-08-05T03:56:49Z", "hours": 1.8936, "text": "Removed the need to generate symlinks (replaced by VSCode’s file nesting feature), removed blurs as a separate program (eventually, a customisable seed setting will be added) and switched to Processing’s official extension as opposed to a community-made one."}]...
|
Title: Monotony by @Mouse | Stardance
Devlogs:
Re Title: Monotony by @Mouse | Stardance
Devlogs:
Removed the need to generate symlinks (replaced by VSCode’s file nesting feature), removed blurs as a separate program (eventually, a customisable seed setting will be added) and switched to Processing’s official extension as opposed to a community-made one.
Updated the README in terms of formatting and content, which means that now I can start working on the actual game. To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Compile and publish a new version - Optimisations - Blur incorporation as a custom setting - Achievements - Tab - Notifications - New game mechanics - New levels
Published a new version and added a CHANGELOG.md file. I also matched the order of declaration and initialisation, fixed the overlapping coordinates of several achievements, automated the choosing of the next section and fixed another bug related to incorrect fills (caused by the matching of the var dec-init order). To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Compile and publish a new version - Optimisations - Blur incorporation as a custom setting - Achievements - Tab - Notifications - New game mechanics - New levels note: the new version bullet point will stay uncrossed until Stardance ends.
Fixed a platform collision bug when hitting the side of a platform and improved the implementation of several conventions. Also added support for different screen sizes. Although this hasn’t been implemented with regards to game sprites, it has been done for all other sprites such as menu buttons. To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Add compatibility for different screen sizes - Compile and publish a new version - Optimisations - Blur incorporation as a custom setting - Achievements - Tab - Notifications - New game mechanics - New levels note: the image in this devlog is the screen during a failed attempt of adding compatibility.
Used AI to mass-anchor the hundreds of game objects automatically, meaning that everything in the game should now dynamically respond to screen size. Updated the about (including the images) and tutorial screens, improved niche applications of syntax and made some small structural changes. The backButton is now fully replaced with the escape key and also applicable in more locations. Several optimisations and changes have been made to titles, subtitles and achievements, including their heights, bounding boxes and dynamic coordinate calculations. Finally, I also improved the transitions in the cursor class to be smoother. To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Add compatibility for different screen sizes - Optimisations - Achievements - Tab - Notifications - Blur incorporation as a custom setting - New game mechanics - New levels - Compile and publish a new version
Optimised how levels were drawn by combining the four separate level functions into one (which was put into its own file). This would also prevent exponential scaling in the future seeing how with 4 new game mechanics would result in 64 level functions, creating thousands of unnecessary lines. Furthermore, AI was used to generate a quintic easing function for the mountain lerps, allowing for smoother transitions. In the process, a camera focus bug was also fixed. note: the to-do list is removed since from this point onwards solely new features will be added.
Performed some shenanigans on the previous versions (naming schemes and broken updates) before deciding to push a new one to follow semantic versioning more strictly. This included renaming the 2nd version from v1.0.1 to v2.0.0 to better signify the overhaul, pushing a new version (v2.1.0, all the updates documented in the last few devlogs), and v2.1.1. This fixed the year-long bug on platform collisions and a gamebreaking bug disabling horizontal movement in v2.1.0, as well as fixing small redundancies in a few classes....
|
1792673679.295855
|
1793278479.295855
|
|
37100
|
Cat Clicker by @Cool_Cat3275 | Stardance
|
Cool_Cat3275
|
1
|
21.32
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T01:58:05Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Clicker game using Unity. It is my first project that was ever committed to for more than a month. I am very proud of how h=far this game has come", "repo": "https://github.com/CoolCat3275/Clicker", "demo": "https://wyattmckenzie.com/catclickergame.html"}]...
|
[{"post_id": 63952, "ts": "202 [{"post_id": 63952, "ts": "2026-09-08T01:28:18Z", "hours": 11.3222, "text": "Added more flare and made the golden cat a random chance per second rather than every so often seconds"}, {"post_id": 56358, "ts": "2026-08-28T03:26:19Z", "hours": 0.755, "text": "Removed ads and added an extra start screen so that the web browser starts audio support before playing the game"}, {"post_id": 56320, "ts": "2026-08-28T01:43:53Z", "hours": 3.9042, "text": "I got it to run on web at https://wyattmckenzie.com/catclicker/index.html ! I need to add a screen to initiate the audio and remove the ad support for web because if you click anything that loads an ad normally, it will stay stuck at the loading screen."}, {"post_id": 42094, "ts": "2026-08-06T17:37:52Z", "hours": 2.9725, "text": "I added achievements!!! And made the Ad loader not spin forever if ad can’t load! (Sorry the screenshot is in the unity editor, it takes A LOT of time to transfer a screenshot from my tablet)"}, {"post_id": 32759, "ts": "2026-07-22T03:40:15Z", "hours": 1.6925, "text": "I have added two simple notifications, most of the time came from me trying to get a Apple Developer account, but Apple for some reason said I can’t create an account. The only things before I ship are I need Achievement popups, more achievement, more store items, and to change music due to copyright."}, {"post_id": 32106, "ts": "2026-07-21T01:24:00Z", "hours": 0.92, "text": "So, I have been working on this for some time (Before I signed up for Starance this has 4 and a half hours on it) and figured that this would be the best place to start my devlog. So I guess I will explain what I have done so far. So far, I have gotten most of the main loop down, I got the title screen, the actual game screen, the store, and I even added Unity LevelPlay because it is new and exiting. I also have a chest spawn every ~100 sec and when you click on it you can either get the basic reward or watch ad for 3x the reward, most of the time on this devlog is from me making a screen to show the ad load failed when it fails to get an ad. Some things that are next on my list are adding achievements, more store items, making it compile for more than just android, and changing the music because if Nintendo finds out I am using Wii music, which is the best music, I don’t think they would be happy. Anyways, that’s it for my starting devlog, I hope I will get some binary’s compiled for more than just android soon."}]...
|
Title: Cat Clicker by @Cool_Cat3275 | Stardance
D Title: Cat Clicker by @Cool_Cat3275 | Stardance
Devlogs:
So, I have been working on this for some time (Before I signed up for Starance this has 4 and a half hours on it) and figured that this would be the best place to start my devlog. So I guess I will explain what I have done so far. So far, I have gotten most of the main loop down, I got the title screen, the actual game screen, the store, and I even added Unity LevelPlay because it is new and exiting. I also have a chest spawn every ~100 sec and when you click on it you can either get the basic reward or watch ad for 3x the reward, most of the time on this devlog is from me making a screen to show the ad load failed when it fails to get an ad. Some things that are next on my list are adding achievements, more store items, making it compile for more than just android, and changing the music because if Nintendo finds out I am using Wii music, which is the best music, I don’t think they would be happy. Anyways, that’s it for my starting devlog, I hope I will get some binary’s compiled for more than just android soon.
I have added two simple notifications, most of the time came from me trying to get a Apple Developer account, but Apple for some reason said I can’t create an account. The only things before I ship are I need Achievement popups, more achievement, more store items, and to change music due to copyright.
I added achievements!!! And made the Ad loader not spin forever if ad can’t load! (Sorry the screenshot is in the unity editor, it takes A LOT of time to transfer a screenshot from my tablet)
I got it to run on web at https://wyattmckenzie.com/catclicker/index.html ! I need to add a screen to initiate the audio and remove the ad support for web because if you click anything that loads an ad normally, it will stay stuck at the loading screen.
Removed ads and added an extra start screen so that the web browser starts audio support before playing the game
Added more flare and made the golden cat a random chance per second rather than every so often seconds
Ships:
I made a Clicker game using Unity. It is my first project that was ever committed to for more than a month. I am very proud of how h=far this game has come...
|
1793281861.6983511
|
1793368261.6983511
|
|
45734
|
LaserRay by @jonas_gaden | Stardance
|
jonas_gaden
|
2
|
21.32
|
249
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T22:09:15Z", "hours": 12.0, "multiplier": 11.1, "payout": 129, "blessing": "neutral", "text": "This update completely changes the way my game works. By introducing live service integration using Supabase everybody is now able to create, share and publish levels to every other player. While the content of the last ship was very limited, my app now has transformed into a platform, open for everyone to create new content within a few minutes. But only that would be not enough! That’s why i also added a brand new step-by-step interactive tutorial, to give everyone the ability to understand the game right of the start. Now all thats left for me to say: Have fun and please <3 give me a good score and let me know what to add next", "repo": "https://github.com/agentquackyt/LaserCircuit", "demo": "https://agentquackyt.github.io/LaserCircuit/"}, {"ship_num": 2, "ts": "2026-08-24T22:03:22Z", "hours": 9.0, "multiplier": 12.89, "payout": 120, "blessing": "neutral", "text": "LaserCircuit ist is clever out-of-the-box thinking game, made and optimized for mobile use. This version includes 12 level, handcrafted by myself, with various different difficulties. For some problems you will need to think out of the box, but you will figure it out. And you only need 6/9 to unlock Stage 2", "repo": "https://github.com/agentquackyt/LaserCircuit", "demo": "https://agentquackyt.github.io/LaserCircuit/"}]...
|
[{"post_id": 73602, "ts": "202 [{"post_id": 73602, "ts": "2026-09-25T13:39:28Z", "hours": 0.3169, "text": "I improved the tutorial flow, now saving the tutorial state"}, {"post_id": 73333, "ts": "2026-09-24T21:59:10Z", "hours": 2.5467, "text": "Final devlog This is the final devlog before shipping, packed with a load of new and improved features, including but not limited to: a new Tutorial, introducing you into the core features an updated UI to ensure the grid has always the aspect ratio 1/1 updated the symbols used on the game board to improve readability shareable links to community levels, like this one => “Traffic Jam” New levels And so much more …"}, {"post_id": 73068, "ts": "2026-09-24T09:52:51Z", "hours": 1.71, "text": "The discover community levels screen is now fully working, making this the first time the new live service intergration is fully finished. I will do another polishing devlog, where i will add a tutorial on how to play and refine my UI further"}, {"post_id": 72874, "ts": "2026-09-23T22:24:38Z", "hours": 1.2708, "text": "I improved the editor ui and added a few useful features and indicators. I also force reload the site now, should the user decide to log out (As the editor is only accessible when signed in). Next i will add the new table in the backend database and then build both the own level tab as well as the discover tab"}, {"post_id": 72791, "ts": "2026-09-23T18:59:51Z", "hours": 1.7267, "text": "I am now working on the first version of the community level editor. Currently it works more or less, but the live service integration is not done yet. I decided to separate the normal levels from the user levels (different database table) but its not wired in as of right now"}, {"post_id": 72576, "ts": "2026-09-23T08:31:51Z", "hours": 0.7675, "text": "I worked on improving my GUI, starting with the Discord login screen. I am quite happy with the outcome, and the visual look in general. Next i will start working on the level editor itself and an level discovery screen after that"}, {"post_id": 72430, "ts": "2026-09-22T22:46:53Z", "hours": 1.9322, "text": "I am currently working on implementing login via Discord for user generated levels. I am also introducing a more structured way for the app to work, however its a slow process. Atleast i got the basic version of the login with Discord working"}, {"post_id": 71951, "ts": "2026-09-21T20:45:42Z", "hours": 1.6481, "text": "I am currently migrating the level structure to a data-as-backend solution, coming from a static, file-based level system. This give me the ability quickly add new levels, modify and exchange old ones and add time-limited levels. I am also reviewing the option to create an level builder with sharable levels, but this is only an idea i might come back to in the future."}, {"post_id": 54101, "ts": "2026-08-24T22:00:25Z", "hours": 0.6958, "text": "I added many new levels as well as building a stable release version and setting up a new README file. This will be the final devlog before my first ship, i hope you like it"}, {"post_id": 54042, "ts": "2026-08-24T20:02:07Z", "hours": 0.8731, "text": "I added more levels as well as improving the completion UI. To improve the workflow, i added an editor to quickly develop new levels (i used the File System API for the first time, allowing me to edit files directly in the browser without handeling upload and download) https://lapse.hackclub.com/timelapse/-edas1fyH1rh"}, {"post_id": 53978, "ts": "2026-08-24T18:05:36Z", "hours": 1.2856, "text": "I added a new layout for the finish screen, brought the level title and id (calculated from “(id/3)+1”+.+”(id%3)+1”) to the game screen and overall improved the UI"}, {"post_id": 53650, "ts": "2026-08-24T09:44:17Z", "hours": 1.3772, "text": "after quite a good amount of pain, i finally figured out a way to save the highscores and create “sets” of 9 levels, which you need to complete 6/9 to unlock the next set. My next session will be to clean up the UI and optimize both for PC as well as mobile"}, {"post_id": 53610, "ts": "2026-08-24T07:51:30Z", "hours": 1.0131, "text": "I fixed a weird bug which was caused by using a false ctx.restore(); too much, which caused the beams to render in different colors, despite the game working properly. I also added a new piece: The Obstacle. this piece is exclusive to the level creator, the player can not modfiy nor delete the block, requiring a interesting challenge for some levels . Next i will be working on the level loader and will create a few levels"}, {"post_id": 52936, "ts": "2026-08-23T09:50:19Z", "hours": 2.2358, "text": "I implemented a first basic version of the LightRay Game i am working on. It now supports mirrors and splitters. I am now working on polishing as well as building a level loader (levels stored as json files, a custom level editor is planned)"}, {"post_id": 43587, "ts": "2026-08-08T22:43:51Z", "hours": 0.9517, "text": "I designed a very simple start page for my game template (and added a UIpatcher class, which handles interaction with the dom, especially spawning and removing buttons and changing text)"}, {"post_id": 43545, "ts": "2026-08-08T21:33:40Z", "hours": 0.8717, "text": "I started my project by setting up a reusable Github Template, which includes basic styling (e.g. buttons) as well as reusable code, such as a basic game engine for loading scenes, managing score and sound manager. (coming soon) For now i stuck with styling the buttons, which now have 5 different styles with a simple animation. Next i will build a level basic loader and a new framework for the UI. I will try to target both mobile and desktop for the app."}]...
|
Title: LaserRay by @jonas_gaden | Stardance
Devlo Title: LaserRay by @jonas_gaden | Stardance
Devlogs:
I started my project by setting up a reusable Github Template, which includes basic styling (e.g. buttons) as well as reusable code, such as a basic game engine for loading scenes, managing score and sound manager. (coming soon) For now i stuck with styling the buttons, which now have 5 different styles with a simple animation. Next i will build a level basic loader and a new framework for the UI. I will try to target both mobile and desktop for the app.
I designed a very simple start page for my game template (and added a UIpatcher class, which handles interaction with the dom, especially spawning and removing buttons and changing text)
I implemented a first basic version of the LightRay Game i am working on. It now supports mirrors and splitters. I am now working on polishing as well as building a level loader (levels stored as json files, a custom level editor is planned)
I fixed a weird bug which was caused by using a false ctx.restore(); too much, which caused the beams to render in different colors, despite the game working properly. I also added a new piece: The Obstacle. this piece is exclusive to the level creator, the player can not modfiy nor delete the block, requiring a interesting challenge for some levels . Next i will be working on the level loader and will create a few levels
after quite a good amount of pain, i finally figured out a way to save the highscores and create “sets” of 9 levels, which you need to complete 6/9 to unlock the next set. My next session will be to clean up the UI and optimize both for PC as well as mobile
I added a new layout for the finish screen, brought the level title and id (calculated from “(id/3)+1”+.+”(id%3)+1”) to the game screen and overall improved the UI
I added more levels as well as improving the completion UI. To improve the workflow, i added an editor to quickly develop new levels (i used the File System API for the first time, allowing me to edit files directly in the browser without handeling upload and download) https://lapse.hackclub.com/timelapse/-edas1fyH1rh
I added many new levels as well as building a stable release version and setting up a new README file. This will be the final devlog before my first ship, i hope you like it
I am currently migrating the level structure to a data-as-backend solution, coming from a static, file-based level system. This give me the ability quickly add new levels, modify and exchange old ones and add time-limited levels. I am also reviewing the option to create an level builder with sharable levels, but this is only an idea i might come back to in the future.
I am currently working on implementing login via Discord for user generated levels. I am also introducing a more structured way for the app to work, however its a slow process. Atleast i got the basic version of the login with Discord working
I worked on improving my GUI, starting with the Discord login screen. I am quite happy with the outcome, and the visual look in general. Next i will start working on the level editor itself and an level discovery screen after that
I am now working on the first version of the community level editor. Currently it works more or less, but the live service integration is not done yet. I decided to separate the normal levels from the user levels (different database table) but its not wired in as of right now
I improved the editor ui and added a few useful features and indicators. I also force reload the site now, should the user decide to log out (As the editor is only accessible when signed in). Next i will add the new table in the backend database and then build both the own level tab as well as the discover tab
The discover community levels screen is now fully working, making this the first time the new live service intergration is fully finished. I will do another polishing devlog, where i will add a tutorial on how to play and refine my UI further
Final devlog This is the final devlog before shipping, packed with a load of new and improved features, including but not limited to: a new Tutorial, introducing you into the core features an updated UI to ensure the grid has always the aspect ratio 1/1 updated the symbols used on the game board to improve readability shareable links to community levels, like this one => “Traffic Jam” New levels And so much more …
I improved the tutorial flow, now saving the tutorial state
Ships:
LaserCircuit ist is clever out-of-the-box thinking game, made and optimized for mobile use. This version includes 12 level, handcrafted by myself, with various different difficulties. For some problems you will need to think out of the box, but you will figure it out. And you only need 6/9 to unlock Stage 2
This update completely changes the way my game works. By introducing live service integration using Supabase everybody is now able to create, share and publish levels to every other player. While the content of the last ship was very limited, my app now has transformed into a platform, open for everyone to create new content within a few minutes. But only that would be not enough! That’s why i also added a brand new step-by-step interactive tutorial, to give everyone the ability to understand the game right of the start. Now all thats left for me to say: Have fun and please <3 give me a good score and let me know what to add next...
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1793141525.2757862
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1793227925.2757862
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27500
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CatOS by @PiCat3 | Stardance
|
PiCat3
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0
|
21.29
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0
|
[]
|
[{"post_id": 33934, "ts": "202 [{"post_id": 33934, "ts": "2026-07-24T08:02:09Z", "hours": 9.83, "text": "I have good news…and bad news First, lets see what I added: 2 new apps: Calculator & Cat Scroll 📱 Calculator: Semi-functional (only addition) Cat Scroll: Skeleton done (icon and window) Overhauled Cat Gallery 🐱 Finished Cat Notes New Styling (different window sizes, textshadow etc.) ✏️ Bugfixes: Fixed when the window exits viewport and becomes unmovable 👍 Fixed background repeating and middle icon stretching (Now its own image) Increased close button size (It got too smol on smaller screens) Background image fully covering screen now Changed styling to %, fits different screen sizes better And much more Here’s a code summary: index.html <!DOCTYPE html> <html> <body class=\"main\"> <div class=\"topbar\" id=\"topbar\"> //Topbar </div> <div class=\"welcomewindow\" id=\"welcome\"> //Welcome window </div> <div class=\"catgalleryAPP\" id=\"catgalleryAPP\"> //Cat Gallery Icon </div> <div class=\"bigwindow\" id=\"catgallery\"> //Cat Gallery Window </div> <div class=\"catnotesAPP\" id=\"catnotesAPP> //Cat Notes Icon </div> <div class=\"window\" id=\"catnotes\"> //Cat Notes Window </div> <div class=\"catscrollAPP\" id=\"catscrollAPP\"> //Cat Scroll Icon </div> <div class=\"window\" id=\"catscroll\"> //Cat Scroll Window </div> <div class=\"calculatorAPP\" id=\"calculatorAPP\"> //Calculator Icon </div> <div class=\"smallwindow\" id=\"calculator\"> //Calculator Window </div> <script type=\"module\" src=\"./script.js\"></script> <link rel=\"stylesheet\" type=\"text/css\" href=\"style.css\" /> </body> </html> style.css (this time im a bit less lazy ) jk, go check the source code yourself :evil: (And before someone asks, “//” is only to indicate a comment :> ) What’s the bad news you say? Well… I js saw a seagull eat a mouse WHOLE. Im scared of sea gulls now PS. feel free to comment if you have any suggestions or find any bugs Thats all, Bye ! Github repo Github page"}, {"post_id": 25837, "ts": "2026-07-10T09:50:47Z", "hours": 6.4244, "text": "Hello there! Its been a while since last devlog, and I’ve added a bunch of new content to CatOS : 2 new apps: Cat Gallery🐱 & Cat Notes 📓 - Cat Gallery: Finished - Cat Notes: wip (base done, just cant take notes yet ) New background New OS Icon New styling ✏️ Plus several bugfixes and code clean-up 🧹 Welcome window header starting position fixed Icon Toggle Fixed Removed ugly welcome window open button Code comments Fixed naming issues (omg this was so annoying ) and more (that i cant think of right now ) Here’s a code summary: <html> <body> //font, background img <div>...</div> //topbar with time and OS Icon <div> //welcome window <div>...</div> //topbar + close button //text and images </div> <div> ... </div> //cat gallery Icon <div> //cat gallery Window <div>...</div> //topbar + close button //heading <div>...</div> //cat images :> </div> <div> ... </div> //cat notes icon <div> //cat notes window <div>...</div> //topbar + close button //heading </div> <script ...></script> //importing script.js (& style.css, using <link... />) </body> </html> (This was index.html, I also have script.js and style.css, but Im to lazy to do all three - just know that style.css = styling👍 and script.js = logic etc. ) Next, ill finish the note app and fix some more bugs . Just one jam left now :> oh yeah, feel free to comment if you have any suggestions or problems you’ve run into. That should be it . Bye"}, {"post_id": 23353, "ts": "2026-07-06T08:00:32Z", "hours": 1.2775, "text": "Fixed the open button (except how it looks) and made the OS cleaner. Code also much cleaner now :>"}, {"post_id": 22746, "ts": "2026-07-05T10:16:30Z", "hours": 3.7611, "text": "Added movable window, close,open buttons for the welcome screen and personalised the OS. Moving and closing windows works fine, but the Open function still needs some work."}]...
|
Title: CatOS by @PiCat3 | Stardance
Devlogs:
Adde Title: CatOS by @PiCat3 | Stardance
Devlogs:
Added movable window, close,open buttons for the welcome screen and personalised the OS. Moving and closing windows works fine, but the Open function still needs some work.
Fixed the open button (except how it looks) and made the OS cleaner. Code also much cleaner now :>
Hello there! Its been a while since last devlog, and I’ve added a bunch of new content to CatOS : 2 new apps: Cat Gallery🐱 & Cat Notes 📓 - Cat Gallery: Finished - Cat Notes: wip (base done, just cant take notes yet ) New background New OS Icon New styling ✏️ Plus several bugfixes and code clean-up 🧹 Welcome window header starting position fixed Icon Toggle Fixed Removed ugly welcome window open button Code comments Fixed naming issues (omg this was so annoying ) and more (that i cant think of right now ) Here’s a code summary: <html> <body> //font, background img <div>...</div> //topbar with time and OS Icon <div> //welcome window <div>...</div> //topbar + close button //text and images </div> <div> ... </div> //cat gallery Icon <div> //cat gallery Window <div>...</div> //topbar + close button //heading <div>...</div> //cat images :> </div> <div> ... </div> //cat notes icon <div> //cat notes window <div>...</div> //topbar + close button //heading </div> <script ...></script> //importing script.js (& style.css, using <link... />) </body> </html> (This was index.html, I also have script.js and style.css, but Im to lazy to do all three - just know that style.css = styling👍 and script.js = logic etc. ) Next, ill finish the note app and fix some more bugs . Just one jam left now :> oh yeah, feel free to comment if you have any suggestions or problems you’ve run into. That should be it . Bye
I have good news…and bad news First, lets see what I added: 2 new apps: Calculator & Cat Scroll 📱 Calculator: Semi-functional (only addition) Cat Scroll: Skeleton done (icon and window) Overhauled Cat Gallery 🐱 Finished Cat Notes New Styling (different window sizes, textshadow etc.) ✏️ Bugfixes: Fixed when the window exits viewport and becomes unmovable 👍 Fixed background repeating and middle icon stretching (Now its own image) Increased close button size (It got too smol on smaller screens) Background image fully covering screen now Changed styling to %, fits different screen sizes better And much more Here’s a code summary: index.html <!DOCTYPE html> <html> <body class="main"> <div class="topbar" id="topbar"> //Topbar </div> <div class="welcomewindow" id="welcome"> //Welcome window </div> <div class="catgalleryAPP" id="catgalleryAPP"> //Cat Gallery Icon </div> <div class="bigwindow" id="catgallery"> //Cat Gallery Window </div> <div class="catnotesAPP" id="catnotesAPP> //Cat Notes Icon </div> <div class="window" id="catnotes"> //Cat Notes Window </div> <div class="catscrollAPP" id="catscrollAPP"> //Cat Scroll Icon </div> <div class="window" id="catscroll"> //Cat Scroll Window </div> <div class="calculatorAPP" id="calculatorAPP"> //Calculator Icon </div> <div class="smallwindow" id="calculator"> //Calculator Window </div> <script type="module" src="./script.js"></script> <link rel="stylesheet" type="text/css" href="style.css" /> </body> </html> style.css (this time im a bit less lazy ) jk, go check the source code yourself :evil: (And before someone asks, “//” is only to indicate a comment :> ) What’s the bad news you say? Well… I js saw a seagull eat a mouse WHOLE. Im scared of sea gulls now PS. feel free to comment if you have any suggestions or find any bugs Thats all, Bye ! Github repo Github page...
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1793138351.6076345
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1793743151.6076345
|
|
23277
|
rainwall by @angelcube | Stardance
|
angelcube
|
1
|
21.28
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-21T23:38:16Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🌈 rainwall is done! This is a CLI utility that uses the weather outside to select a matching image as your wallpaper. This was my first time using Deno, and I feel like it’s got its pros and cons. I learned so much in manipulating the actual OS through TypeScript, and I feel much more confiident in it as a scripting language now! I wasn’t able to test on any other architectures, so please submit feedback as needed! You can download rainwall via JSR , GitHub , or with the PKGBUILD !", "repo": "https://github.com/weightedangelcube/rainwall", "demo": "https://github.com/weightedangelcube/rainwall/releases/tag/0.1.0-alpha.stardance"}]...
|
[{"post_id": 16656, "ts": "202 [{"post_id": 16656, "ts": "2026-06-27T02:34:30Z", "hours": 3.6031, "text": "DEVS OF STARDANCE, I need YOUR HELP! Setting wallpapers for multiple monitors on macOS is tediously hard! There’s gotta be a Swift application in the middle accepting this call, so… Would you rather: a Swift library bundled within the (TypeScript) application to interact with Cocoa and handle setting the wallpaper a dependency on another CLI tool like desktoppr for this? LET ME KNOW IN THE COMMENTS! Or something. I’m not a YouTuber"}, {"post_id": 14727, "ts": "2026-06-23T22:46:16Z", "hours": 1.7067, "text": "Today I learned that the CIEDE2000 algorithm never worked in the first place and was outputting numbers opposite to on the colour wheel. Why? I have no clue and I don’t intend to find out, because I’ve decided I’ve had enough of typing in sine and cosine and was just going to use the library colordx instead. The whole project was refactored, including the analyze API, so if you’ve had an index file generated previously make sure to regenerate it!"}, {"post_id": 14625, "ts": "2026-06-23T20:06:21Z", "hours": 4.0125, "text": "I just spent four hours doing genuinely the most annoying thing on the planet: building for Windows . I found a neat little Stack Overflow thread that seemed to do what I wanted it to: write a PowerShell script that could set the wallpaper on Windows machines. Not too shabby, I thought. I could probably ask one of my friends to test on their machine. It wouldn’t take too long, maybe half an hour at max. Boy, was I wrong. I forced the poor bloke to install ImageMagick, then sent him a CI build. We gave the program a test run, and I ran into my first real challenge: paths. Oh my God, I hate Windows paths. Nothing would work—making folders, writing files, any of that until I replaced every single forward slash with Deno’s fromFileUrl . And being a person with not so great memory, I sent over at least five builds before I fixed every single path in the way. Honourable mentions include: I mistook configPath for cachePath fromFileUrl(\"C:/..\") because that is definitely a file:/// URL path.join(`${imageDir}, ${image.name}`) Part 2: PowerShell. I thought ( ) that zx would run on PowerShell out of the box. Nope! It depends (and it actually says this in the README too) that it depends almost exclusively on Bash and Bash escaping. There’s a usePowerShell() command, but I genuinely don’t have the energy right now to figure out the refactors required to make that work—on someone else’s machine . So I make the guy install Git Bash, and also Deno so I can just send him diffs instead of having to send the Full Deno Runtime™ every time I had a new build. At this point, rainwall-analyze finally works (yay!) and dumps the correct paths to the cache folder. We run rainwall-apply , I find four new cases of paths I did not fix, and I go back into VSCode hell. Part 3: the actual PowerShell script. Usually, on Linux, I just use Bash’s eval whenever I need to run something enclosed in a string, because zx will automatically quote and escape everything you’ve passed in through a variable. There’s no eval with PowerShell, so I do an insane amount of googling. At this point, I send him a total of twelve diffs just to test to see what the heck is going on. We eventually settled on using Deno.Command instead of zx for this one, running pwsh C:\\path\\to\\script C:\\path\\to\\image . Later, after I logged off for the night (at 2:00! I thought I’d be in bed by 22:00!), I did realize one thing—while we were installing Deno, I saw that they had an install script irm https://deno.land/install.ps1 | iex . I figured a much, much easier way would’ve been to just run 'C\\path\\to\\script' | iex instead, but my brain at that insane hour was not having it. That’s the whole Windows saga, for now. I still have to adjust the lightness curves a little bit, but other than that, we should be nearing completion. Today, I want to test the script with my macOS friend… provided she wakes up earlier than 21:00. Almost there!"}, {"post_id": 13833, "ts": "2026-06-22T17:45:38Z", "hours": 0.9606, "text": "There I was, scrolling through my Discord servers, when I saw this link: https://www.keithcirkel.co.uk/whats-my-jnd/ It was a small program to calculate the Just Noticeable Difference between two colours, or the JND. Reading the blogpost linked, it mentioned an algorithm called the “CIEDE2000.” And that’s when it hit me—the CIE is a real organization. Of course they would have a formula to calculate the similarities between two colours. That meant that I didn’t have to iterate through my array of wallpaper colours and do simple less-than checks— using CIEDE2000 would be much more accurate . Thankfully, there’s an npm library for this: color-diff. (I was NOT about to implement all that myself.) I also added a bit of randomization to the algorithm, so that should ensure you’re not getting the same wallpaper all the time if you live somewhere where there’s consistent weather patterns. All in all, this probably constitutes a reship, doesn’t it? I’ll probably be tweaking the algorithm slightly as I continue to use it, so stay tuned…"}, {"post_id": 13403, "ts": "2026-06-21T22:58:07Z", "hours": 2.0586, "text": "Wrote a README, and my very first PKGBUILD! Arch Linux is pretty cool :)"}, {"post_id": 13269, "ts": "2026-06-21T18:43:40Z", "hours": 2.2925, "text": "Dumping all the sun data times to ensure the algorithm’s as accurate as possible! (-0.833 is the angle of the sun at sunrise/sunset.)"}, {"post_id": 12898, "ts": "2026-06-21T03:52:27Z", "hours": 2.8158, "text": "Done!!! YEAH! I had to reimplement the output so that it wouldn’t sort into categories, as that turned out to be harder for the final algorithm to find a matching wallpaper. Currently hueRange is unimplemented as I’m not super sure how to go about it, and I’ve got to clean up the easing function code somehow, but other than that, this should be pretty much ready to ship!"}, {"post_id": 12827, "ts": "2026-06-21T00:19:10Z", "hours": 4.1394, "text": "Been formatting this into a full Deno project from an isolated zx idea. Never done anything config-related before, so making something to read/write the config was pretty cool. A lot of writing the analysis code was processing the bash output into something manipulate-able with TypeScript. That was annoying as shit—splitting, filtering, mapping… I never want to process text again in my entire life. Something really unexpected had to be the floating point errors I found in the loop. I was thinking there had to be a better way to populate the better array in the first place, but there didn’t seem to be, so there I was doing let i = 0, i < 1, i += 0.1 and fighting for my life against 0.60000001 . I eventually got so tired of it I just made it a percentage out of 100% instead. Surely this won’t bite me in the back later :) We’ve got cloud cover, shortwave radiation, and sun altitude with the help of Open-Meteo and suncalc. They’re going to map to parameters chroma, lightness, and hue respectively! This’ll be fun…."}]...
|
Title: rainwall by @angelcube | Stardance
Devlogs Title: rainwall by @angelcube | Stardance
Devlogs:
Been formatting this into a full Deno project from an isolated zx idea. Never done anything config-related before, so making something to read/write the config was pretty cool. A lot of writing the analysis code was processing the bash output into something manipulate-able with TypeScript. That was annoying as shit—splitting, filtering, mapping… I never want to process text again in my entire life. Something really unexpected had to be the floating point errors I found in the loop. I was thinking there had to be a better way to populate the better array in the first place, but there didn’t seem to be, so there I was doing let i = 0, i < 1, i += 0.1 and fighting for my life against 0.60000001 . I eventually got so tired of it I just made it a percentage out of 100% instead. Surely this won’t bite me in the back later :) We’ve got cloud cover, shortwave radiation, and sun altitude with the help of Open-Meteo and suncalc. They’re going to map to parameters chroma, lightness, and hue respectively! This’ll be fun….
Done!!! YEAH! I had to reimplement the output so that it wouldn’t sort into categories, as that turned out to be harder for the final algorithm to find a matching wallpaper. Currently hueRange is unimplemented as I’m not super sure how to go about it, and I’ve got to clean up the easing function code somehow, but other than that, this should be pretty much ready to ship!
Dumping all the sun data times to ensure the algorithm’s as accurate as possible! (-0.833 is the angle of the sun at sunrise/sunset.)
Wrote a README, and my very first PKGBUILD! Arch Linux is pretty cool :)
There I was, scrolling through my Discord servers, when I saw this link: https://www.keithcirkel.co.uk/whats-my-jnd/ It was a small program to calculate the Just Noticeable Difference between two colours, or the JND. Reading the blogpost linked, it mentioned an algorithm called the “CIEDE2000.” And that’s when it hit me—the CIE is a real organization. Of course they would have a formula to calculate the similarities between two colours. That meant that I didn’t have to iterate through my array of wallpaper colours and do simple less-than checks— using CIEDE2000 would be much more accurate . Thankfully, there’s an npm library for this: color-diff. (I was NOT about to implement all that myself.) I also added a bit of randomization to the algorithm, so that should ensure you’re not getting the same wallpaper all the time if you live somewhere where there’s consistent weather patterns. All in all, this probably constitutes a reship, doesn’t it? I’ll probably be tweaking the algorithm slightly as I continue to use it, so stay tuned…
I just spent four hours doing genuinely the most annoying thing on the planet: building for Windows . I found a neat little Stack Overflow thread that seemed to do what I wanted it to: write a PowerShell script that could set the wallpaper on Windows machines. Not too shabby, I thought. I could probably ask one of my friends to test on their machine. It wouldn’t take too long, maybe half an hour at max. Boy, was I wrong. I forced the poor bloke to install ImageMagick, then sent him a CI build. We gave the program a test run, and I ran into my first real challenge: paths. Oh my God, I hate Windows paths. Nothing would work—making folders, writing files, any of that until I replaced every single forward slash with Deno’s fromFileUrl . And being a person with not so great memory, I sent over at least five builds before I fixed every single path in the way. Honourable mentions include: I mistook configPath for cachePath fromFileUrl("C:/..") because that is definitely a file:/// URL path.join(`${imageDir}, ${image.name}`) Part 2: PowerShell. I thought ( ) that zx would run on PowerShell out of the box. Nope! It depends (and it actually says this in the README too) that it depends almost exclusively on Bash and Bash escaping. There’s a usePowerShell() command, but I genuinely don’t have the energy right now to figure out the refactors required to make that work—on someone else’s machine . So I make the guy install Git Bash, and also Deno so I can just send him diffs instead of having to send the Full Deno Runtime™ every time I had a new build. At this point, rainwall-analyze finally works (yay!) and dumps the correct paths to the cache folder. We run rainwall-apply , I find four new cases of paths I did not fix, and I go back into VSCode hell. Part 3: the actual PowerShell script. Usually, on Linux, I just use Bash’s eval whenever I need to run something enclosed in a string, because zx will automatically quote and escape everything you’ve passed in through a variable. There’s no eval with PowerShell, so I do an insane amount of googling. At this point, I send him a total of twelve diffs just to test to see what the heck is going on. We eventually settled on using Deno.Command instead of zx for this one, running pwsh C:\path\to\script C:\path\to\image . Later, after I logged off for the night (at 2:00! I thought I’d be in bed by 22:00!), I did realize one thing—while we were installing Deno, I saw that they had an install script irm https://deno.land/install.ps1 | iex . I figured a much, much easier way would’ve been to just run 'C\path\to\script' | iex instead, but my brain at that insane hour was not having it. That’s the whole Windows saga, for now. I still have to adjust the lightness curves a little bit, but other than that, we should be nearing completion. Today, I want to test the script with my macOS friend… provided she wakes up earlier than 21:00. Almost there!
Today I learned that the CIEDE2000 algorithm never worked in the first place and was outputting numbers opposite to on the colour wheel. Why? I have no clue and I don’t intend to find out, because I’ve decided I’ve had enough of typing in sine and cosine and was just going to use the library colordx instead. The whole project was refactored, including the analyze API, so if you’ve had an index file generated previously make sure to regenerate it!
DEVS OF STARDANCE, I need YOUR HELP! Setting wallpapers for multiple monitors on macOS is tediously hard! There’s gotta be a Swift application in the middle accepting this call, so… Would you rather: a Swift library bundled within the (TypeScript) application to interact with Cocoa and handle setting the wallpaper a dependency on another CLI tool like desktoppr for this? LET ME KNOW IN THE COMMENTS! Or something. I’m not a YouTuber
Ships:
🌈 rainwall is done! This is a CLI utility that uses the weather outside to select a matching image as your wallpaper. This was my first time using Deno, and I feel like it’s got its pros and cons. I learned so much in manipulating the actual OS through TypeScript, and I feel much more confiident in it as a scripting language now! I wasn’t able to test on any other architectures, so please submit feedback as needed! You can download rainwall via JSR , GitHub , or with the PKGBUILD !...
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1793263689.6198845
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1793350089.6198845
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29617
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Mini Mac by @KalebCodes | Stardance
|
KalebCodes
|
0
|
21.28
|
0
|
[]
|
[{"post_id": 54851, "ts": "202 [{"post_id": 54851, "ts": "2026-08-26T01:01:24Z", "hours": 0.75, "text": "Finished MiniMac"}, {"post_id": 26165, "ts": "2026-07-10T20:09:55Z", "hours": 1.1333, "text": "Devlog 3 Hey guys, I had just updated the heatset inserts in my case to fit more snuggly. I increased the diameter of the holes in the bottom of the case from 2.9mm to 4.2mm as recommended by @kojii ."}, {"post_id": 25688, "ts": "2026-07-10T03:37:23Z", "hours": 14.0203, "text": "MiniMac Complete Project Overview The MiniMac hardware assembly and firmware programming are officially finished. Development Highlights The CAD design features a 4x4 ortholinear layout. The chassis was 3D printed to fit the RP2040 controller. Hardware Design The physical build was optimized for desk space. #define MATRIX_COL_PINS was used in the config.h to ensure the RP2040 correctly registers every key press. Firmware Logic The firmware is now stable and fully operational. I used QMK since I want to eventually add layers of functions into MiniMac. (idek how yet) I appreciate the support throughout this project and hope to create more!"}, {"post_id": 21252, "ts": "2026-07-03T02:51:04Z", "hours": 5.3747, "text": "Mini Mac - My Macropad - #1 This is my first Macropad. I decided to create this to fulfill the functions and shortcuts my 75% keyboard could not, such as screenshots. I have finally finished the schematic and PCB after much trial and error. Especially downloading footprints from GrabCad and editing pads and copper lines within .pretty files. My next goal is to create the casing for this in Fusion 360."}]...
|
Title: Mini Mac by @KalebCodes | Stardance
Devlog Title: Mini Mac by @KalebCodes | Stardance
Devlogs:
Mini Mac - My Macropad - #1 This is my first Macropad. I decided to create this to fulfill the functions and shortcuts my 75% keyboard could not, such as screenshots. I have finally finished the schematic and PCB after much trial and error. Especially downloading footprints from GrabCad and editing pads and copper lines within .pretty files. My next goal is to create the casing for this in Fusion 360.
MiniMac Complete Project Overview The MiniMac hardware assembly and firmware programming are officially finished. Development Highlights The CAD design features a 4x4 ortholinear layout. The chassis was 3D printed to fit the RP2040 controller. Hardware Design The physical build was optimized for desk space. #define MATRIX_COL_PINS was used in the config.h to ensure the RP2040 correctly registers every key press. Firmware Logic The firmware is now stable and fully operational. I used QMK since I want to eventually add layers of functions into MiniMac. (idek how yet) I appreciate the support throughout this project and hope to create more!
Devlog 3 Hey guys, I had just updated the heatset inserts in my case to fit more snuggly. I increased the diameter of the holes in the bottom of the case from 2.9mm to 4.2mm as recommended by @kojii .
Finished MiniMac...
|
1792756237.5407765
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1793361037.5407765
|
|
13920
|
Solar System by @bartoszkasyna | Stardance
|
bartoszkasyna
|
1
|
21.25
|
287
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T12:14:23Z", "hours": 21.0, "multiplier": 13.9, "payout": 287, "blessing": "neutral", "text": "An interactive, GPU-accelerated Solar System simulator built with Rust, wgpu, and egui, featuring N-body physics and orbital visualization.", "repo": "https://github.com/B4rtekk1/SolarSystem", "demo": "https://github.com/B4rtekk1/SolarSystem/releases"}]...
|
[{"post_id": 33538, "ts": "202 [{"post_id": 33538, "ts": "2026-07-23T16:01:59Z", "hours": 0.2528, "text": "Transparent planets bug fix"}, {"post_id": 32305, "ts": "2026-07-21T12:07:32Z", "hours": 2.6781, "text": "Updated UI/UX. Fixed a bug causing planet collisions. Added readme, License, gh actions. Added charts and camera follow."}, {"post_id": 28516, "ts": "2026-07-14T20:28:22Z", "hours": 1.1586, "text": "Added save/load system with custom .orbs ext. Added camera follow"}, {"post_id": 28478, "ts": "2026-07-14T18:56:07Z", "hours": 1.2006, "text": "Added kinematic, potential, total energy."}, {"post_id": 12609, "ts": "2026-06-20T16:29:53Z", "hours": 1.5842, "text": "I added suns and moons renaming like in previous devlog to planets. I added ring component which can be added to planets."}, {"post_id": 9997, "ts": "2026-06-16T15:12:52Z", "hours": 2.2903, "text": "Added Planet name editor, trying to optimize game. Removed depracted code"}, {"post_id": 8615, "ts": "2026-06-14T09:55:50Z", "hours": 2.0956, "text": "Added minimalize button to controls box. Added stars and little galaxy in the bg. App behave weird while taking screenshot(idk why). I made more realistic parameters of objects."}, {"post_id": 7447, "ts": "2026-06-12T12:32:37Z", "hours": 1.6308, "text": "I added new contorls and few bug fixes"}, {"post_id": 7292, "ts": "2026-06-12T04:53:21Z", "hours": 2.8125, "text": "Added basic world controls. Now you can also click on the planet. Planet and their moons will be outlined."}, {"post_id": 6810, "ts": "2026-06-11T12:59:32Z", "hours": 1.9822, "text": "I have implmeneted FPS counter. When I saw FPS i decided it should be more optimized. I jumped from ~60FPS to ~200FPS in 1920x1080"}, {"post_id": 6686, "ts": "2026-06-11T06:17:32Z", "hours": 2.0883, "text": "I have added ECS planets and moons with orbit forecasts based on n-body simulations"}, {"post_id": 5491, "ts": "2026-06-09T09:22:30Z", "hours": 0.6028, "text": "Added few planets and their orbits"}, {"post_id": 5437, "ts": "2026-06-09T06:31:04Z", "hours": 0.5803, "text": "I have started with simple sun implementation"}]...
|
Title: Solar System by @bartoszkasyna | Stardance
Title: Solar System by @bartoszkasyna | Stardance
Devlogs:
I have started with simple sun implementation
Added few planets and their orbits
I have added ECS planets and moons with orbit forecasts based on n-body simulations
I have implmeneted FPS counter. When I saw FPS i decided it should be more optimized. I jumped from ~60FPS to ~200FPS in 1920x1080
Added basic world controls. Now you can also click on the planet. Planet and their moons will be outlined.
I added new contorls and few bug fixes
Added minimalize button to controls box. Added stars and little galaxy in the bg. App behave weird while taking screenshot(idk why). I made more realistic parameters of objects.
Added Planet name editor, trying to optimize game. Removed depracted code
I added suns and moons renaming like in previous devlog to planets. I added ring component which can be added to planets.
Added kinematic, potential, total energy.
Added save/load system with custom .orbs ext. Added camera follow
Updated UI/UX. Fixed a bug causing planet collisions. Added readme, License, gh actions. Added charts and camera follow.
Transparent planets bug fix
Ships:
An interactive, GPU-accelerated Solar System simulator built with Rust, wgpu, and egui, featuring N-body physics and orbital visualization....
|
1793285587.428757
|
1793371987.428757
|
|
462
|
a food delivery app by @Eshan | Stardance
|
Eshan
|
1
|
21.21
|
11
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T02:21:22Z", "hours": 20.0, "multiplier": 1.03, "payout": 11, "blessing": "neutral", "text": "I have make a food delivery app with 3 types of accounts account like restaurant owner,delivery person, customer", "repo": "https://github.com/eshan868/food-crave/tree/develop", "demo": "https://food-crave-b5sj.vercel.app/"}]...
|
[{"post_id": 13734, "ts": "202 [{"post_id": 13734, "ts": "2026-06-22T14:54:39Z", "hours": 1.215, "text": "changed the hosting service"}, {"post_id": 8463, "ts": "2026-06-14T02:17:25Z", "hours": 19.5481, "text": "Finally completed"}, {"post_id": 70, "ts": "2026-05-31T16:42:15Z", "hours": 0.7058, "text": "After a long waiting happy to work on stardance"}]...
|
Title: a food delivery app by @Eshan | Stardance
Title: a food delivery app by @Eshan | Stardance
Devlogs:
After a long waiting happy to work on stardance
Finally completed
changed the hosting service
Ships:
I have make a food delivery app with 3 types of accounts account like restaurant owner,delivery person, customer...
|
1793127239.780369
|
1793213639.780369
|
|
37389
|
Bio-Flow by @IvyMycelia | Stardance
|
IvyMycelia
|
0
|
21.18
|
0
|
[]
|
[{"post_id": 78932, "ts": "202 [{"post_id": 78932, "ts": "2026-10-12T02:39:38Z", "hours": 17.0697, "text": "What Happened? Been a while, hasn’t it? Anyways, some background context I feel is worth mentioning: BioFlow was created for a research project of mine. Not for anything less specific, not to be used as a universal tool — though that’d be nice! When I first made it, I realized pretty quickly that.. I’m not actually accomplishing anything for my research goal, but rather just trying to remake your generic Python Bioinformatics pipeline, which of course was not what I should focus on. As such, you’ll notice the project in its entirety has been changed to reflect this. The actual Changes There’s a LOT of changes, obviously. It’s around 10 hours worth of direct coding work (not counting all of the time spent doing research, gathering data, making decisions and creating formulas, etc.), and — as per usual — I didn’t break it up into multiple devlogs. Instead, I locked in for 4 days, and now we have: A computational analysis pipeline written mainly in Flower, which reads species metadata and protein annotations from TSV files, validates them, and exports candidate-family counts and normalized features. I used a C bridge for file access and numerical parsing. Five initial candidate categories, specifically laccase-associated proteins, manganese peroxidase, lignin peroxidase, versatile peroxidase, and cytochrome P450 candidates. Deduplication and conflict handling allows repeated hits and multiple annotation sources to not inflate the number of proteins counted, and proteins with competing family assignments are recorded as conflicting and excluded from the family counts. Proteome-size normalization, where candidate counts are expressed per 1,000 predicted proteins, whilst preserving the raw counts. Missing, zero, or inconsistent denominators produce (clearly marked!) missing values. So yea, that’s what’s been happening. Eventually I’ll link the paper to this somehow, and of course keep the analysis pipeline open source completely for reproducible results and independent verification! Thanks for reading, much love <3"}, {"post_id": 34947, "ts": "2026-07-26T02:04:35Z", "hours": 4.1069, "text": "Devlog: Documentation and v0.1.0 Date: 2026-07-22 Instead of jumping right into code — like I normally do — I decided to instead write documentation on how the project would be handled from a development standpoint. This included deciding on things such as Semantic Versioning, Conventional Commits, short-lived branches, and squash merges. None of it was particularly original, but the point was to remove any ambiguity regarding the actual developm from the actual work. I no longer need to wonder whether a feature belongs directly on main , what a release branch will be named, or whether generated binaries should be comitted. I also decided that CHANGELOG.md would remain at the root similar to the README , and other policy documents / actual project-facing documentation would live under docs/ . The first code The original CLI I wrote walked over every argument and then tried to interpret options and commands inside that very same loop. This causes conflicts and issues, especially relating to reading a filepath that might not exist in argv . I replaced it with the rule that one invocation has one command, and everything after it belongs to that command. The accepted shape thus is now: bioflo <command> [arguments] Commands may officially be written with zero, one, or two leading dashes — though any amount of dashes is current accepted. Dash removal is bounded rather than handled by an open-ended pointer loop, so inputs such as - and -- cannot be walked beyond the end of the string. Testing this produced a strange error where for whatever reason my system got stuck on a kernel write request, which froze all other kernel requests and muddied any other programs from running in my terminal. I restarted my computer and that was that. Really annoying because for like 20 minutes I thought the issue was me . It was not. Sequence decisions The first actual library module handles basic DNA sequences. Currently, a valid sequence can contain A , C , G , T , and N . I chose to accept N because unknown bases are common in real sequence data — from personal experience. Lowercase input is rejected rather than normalized implicitly purely just because I haven’t gotten to it yet. Empty strings are invalid sequences, but I did make it so that GC content for an empty string returns 0.0 to avoid division by zero. GC content is returned as a fraction between 0.0 and 1.0 , not as a percentage. This is to keep the value reusable rather than prioritize presentability. I deliberately kept the public API small for now as to avoid overextending the first release: is_valid_dna count_nucleotide gc_count gc_content The base-checking helper I have kept private. This is my first attempt at treating prop as an explicit public-facing endpoint rather than using it for everything. What v0.1.0 means Version 0.1.0 is by no means a feature-complete release (obviously). It’s my first steps at not only making a specific library for bioinformatics, but also testing Flower’s ability to even create usable libraries. The CLI still does not read files, FASTA parsing does not yet exist, and case normalization / additional ambiguity codes are also deferred. In the coming planned work, I intend for Bio-Flow to reach a somewhat usable state in the hopes of utilizing it for some of my own personal projects :)"}]...
|
Title: Bio-Flow by @IvyMycelia | Stardance
Devlog Title: Bio-Flow by @IvyMycelia | Stardance
Devlogs:
Devlog: Documentation and v0.1.0 Date: 2026-07-22 Instead of jumping right into code — like I normally do — I decided to instead write documentation on how the project would be handled from a development standpoint. This included deciding on things such as Semantic Versioning, Conventional Commits, short-lived branches, and squash merges. None of it was particularly original, but the point was to remove any ambiguity regarding the actual developm from the actual work. I no longer need to wonder whether a feature belongs directly on main , what a release branch will be named, or whether generated binaries should be comitted. I also decided that CHANGELOG.md would remain at the root similar to the README , and other policy documents / actual project-facing documentation would live under docs/ . The first code The original CLI I wrote walked over every argument and then tried to interpret options and commands inside that very same loop. This causes conflicts and issues, especially relating to reading a filepath that might not exist in argv . I replaced it with the rule that one invocation has one command, and everything after it belongs to that command. The accepted shape thus is now: bioflo <command> [arguments] Commands may officially be written with zero, one, or two leading dashes — though any amount of dashes is current accepted. Dash removal is bounded rather than handled by an open-ended pointer loop, so inputs such as - and -- cannot be walked beyond the end of the string. Testing this produced a strange error where for whatever reason my system got stuck on a kernel write request, which froze all other kernel requests and muddied any other programs from running in my terminal. I restarted my computer and that was that. Really annoying because for like 20 minutes I thought the issue was me . It was not. Sequence decisions The first actual library module handles basic DNA sequences. Currently, a valid sequence can contain A , C , G , T , and N . I chose to accept N because unknown bases are common in real sequence data — from personal experience. Lowercase input is rejected rather than normalized implicitly purely just because I haven’t gotten to it yet. Empty strings are invalid sequences, but I did make it so that GC content for an empty string returns 0.0 to avoid division by zero. GC content is returned as a fraction between 0.0 and 1.0 , not as a percentage. This is to keep the value reusable rather than prioritize presentability. I deliberately kept the public API small for now as to avoid overextending the first release: is_valid_dna count_nucleotide gc_count gc_content The base-checking helper I have kept private. This is my first attempt at treating prop as an explicit public-facing endpoint rather than using it for everything. What v0.1.0 means Version 0.1.0 is by no means a feature-complete release (obviously). It’s my first steps at not only making a specific library for bioinformatics, but also testing Flower’s ability to even create usable libraries. The CLI still does not read files, FASTA parsing does not yet exist, and case normalization / additional ambiguity codes are also deferred. In the coming planned work, I intend for Bio-Flow to reach a somewhat usable state in the hopes of utilizing it for some of my own personal projects :)
What Happened? Been a while, hasn’t it? Anyways, some background context I feel is worth mentioning: BioFlow was created for a research project of mine. Not for anything less specific, not to be used as a universal tool — though that’d be nice! When I first made it, I realized pretty quickly that.. I’m not actually accomplishing anything for my research goal, but rather just trying to remake your generic Python Bioinformatics pipeline, which of course was not what I should focus on. As such, you’ll notice the project in its entirety has been changed to reflect this. The actual Changes There’s a LOT of changes, obviously. It’s around 10 hours worth of direct coding work (not counting all of the time spent doing research, gathering data, making decisions and creating formulas, etc.), and — as per usual — I didn’t break it up into multiple devlogs. Instead, I locked in for 4 days, and now we have: A computational analysis pipeline written mainly in Flower, which reads species metadata and protein annotations from TSV files, validates them, and exports candidate-family counts and normalized features. I used a C bridge for file access and numerical parsing. Five initial candidate categories, specifically laccase-associated proteins, manganese peroxidase, lignin peroxidase, versatile peroxidase, and cytochrome P450 candidates. Deduplication and conflict handling allows repeated hits and multiple annotation sources to not inflate the number of proteins counted, and proteins with competing family assignments are recorded as conflicting and excluded from the family counts. Proteome-size normalization, where candidate counts are expressed per 1,000 predicted proteins, whilst preserving the raw counts. Missing, zero, or inconsistent denominators produce (clearly marked!) missing values. So yea, that’s what’s been happening. Eventually I’ll link the paper to this somehow, and of course keep the analysis pipeline open source completely for reproducible results and independent verification! Thanks for reading, much love <3...
|
1793246163.98654
|
1793850963.98654
|
|
39785
|
ModeMachine42 - MC Built by @awesumdude42 | Starda ModeMachine42 - MC Built by @awesumdude42 | Stardance...
|
awesumdude42
|
0
|
21.17
|
0
|
[]
|
[{"post_id": 49404, "ts": "202 [{"post_id": 49404, "ts": "2026-08-18T06:51:54Z", "hours": 3.4619, "text": "FIRMWAREEE!!!! I finished the keymap of the firmware. It is a little wonky because i didn’t plan my keymap that well, but I have already re-routed like 3 times T-T"}, {"post_id": 44432, "ts": "2026-08-10T05:51:16Z", "hours": 7.355, "text": "Rerouted PCB AGAIN I spent like an hour on this, the other like 6 were spent on researching ways to achive my goals for customizability. I re-routed because I realized I needed a spacebar for my layout, and I wanted to make it look nicer. I think it looks pretty nice! The next devlog will probably be about firmware :D"}, {"post_id": 36158, "ts": "2026-07-28T02:05:48Z", "hours": 1.2908, "text": "PCB is finished(except for some branding!)"}, {"post_id": 36000, "ts": "2026-07-27T20:14:22Z", "hours": 9.0647, "text": "Schematic and PCB almost finished! This is the ModeBoard42. It is for the hackpad mission, and the goal is to make a macropad with different preset modes. With a 16 key matrix, I wasn’t able to include a rotary encoder on the current microcontroller, so the 16th key off to the side will be combined with the scroll wheel to scroll through modes and there will be an intuitive way to easily switch keybinds. This version is called MC Built because the key layout is arranged in my Minecraft hotkey arrangement. I have finished the schematic, and the PCB just needs an outline and I want to add some things like art and maybe some type of branding."}]...
|
Title: ModeMachine42 - MC Built by @awesumdude42 | Title: ModeMachine42 - MC Built by @awesumdude42 | Stardance
Devlogs:
Schematic and PCB almost finished! This is the ModeBoard42. It is for the hackpad mission, and the goal is to make a macropad with different preset modes. With a 16 key matrix, I wasn’t able to include a rotary encoder on the current microcontroller, so the 16th key off to the side will be combined with the scroll wheel to scroll through modes and there will be an intuitive way to easily switch keybinds. This version is called MC Built because the key layout is arranged in my Minecraft hotkey arrangement. I have finished the schematic, and the PCB just needs an outline and I want to add some things like art and maybe some type of branding.
PCB is finished(except for some branding!)
Rerouted PCB AGAIN I spent like an hour on this, the other like 6 were spent on researching ways to achive my goals for customizability. I re-routed because I realized I needed a spacebar for my layout, and I wanted to make it look nicer. I think it looks pretty nice! The next devlog will probably be about firmware :D
FIRMWAREEE!!!! I finished the keymap of the firmware. It is a little wonky because i didn’t plan my keymap that well, but I have already re-routed like 3 times T-T...
|
1792774060.025685
|
1793378860.025685
|
|
61535
|
Hoverboard Onewheel by @squiddy | Stardance
|
squiddy
|
0
|
21.17
|
0
|
[]
|
[{"post_id": 71967, "ts": "202 [{"post_id": 71967, "ts": "2026-09-21T21:37:29Z", "hours": 11.9172, "text": "assembling 3d printed parts, realizing current pcb structure(dual board) won’t work because it uses two gyros"}, {"post_id": 69874, "ts": "2026-09-17T23:44:05Z", "hours": 9.2519, "text": "Turning a hoverboard into a Onewheel part 1: cad stuff and measuring, prototyping"}]...
|
Title: Hoverboard Onewheel by @squiddy | Stardance Title: Hoverboard Onewheel by @squiddy | Stardance
Devlogs:
Turning a hoverboard into a Onewheel part 1: cad stuff and measuring, prototyping
assembling 3d printed parts, realizing current pcb structure(dual board) won’t work because it uses two gyros...
|
1793040676.9509008
|
1793645476.9509008
|