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70382
|
My own site! by @chiragbirla07 | Stardance
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chiragbirla07
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @chiragbirla07 | Stardance
|
1793620590.552999
|
1794225390.552999
|
|
70383
|
BLARE by @yashpheonix6 | Stardance
|
yashpheonix6
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: BLARE by @yashpheonix6 | Stardance
|
1793620591.456212
|
1794225391.456212
|
|
70384
|
Converter by @brighina_tommaso | Stardance
|
brighina_tommaso
|
2
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-11-01T00:34:06Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Converter is a desktop app that converts images, audio, video, data, documents and 3D models 100% locally and offline, and is honest about quality: before converting, it tells you whether the conversion is lossless or lossy. It took me quite a while to undestand how to make this app in full python but I finally managed to do it! I am happy with he result i obtained: a nice ui, optimized files conversion, setup for windows and also Linux build. The hardest part for me was honestly trying to make the app as light as possible, trying to reduce or eliminate some dependencies and more importantly the pdf to docx conversion wad the most challenging part of the whole project: so hard I had to add a small model to make it work! But now, even if stardance has come to an end, don’t you worry guys, I will keep updating the app regularly, fixing bugs and adding features. I hope you like this Converter and more importantly that it made your life easier. Enjoy and thanks for the support!", "repo": "https://github.com/brighinatommaso-eng/Converter", "demo": "https://github.com/brighinatommaso-eng/Converter/releases/latest"}, {"ship_num": 2, "ts": "2026-10-24T14:56:42Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an all in one local file converter. It took me a lot of time to include as many types of file as possible and now I think I reached a good level of conversion. I started this project before signing up for Stardance that’s why you only see 4 hours, but it actually tokk me many more. I hope you enjoy this project and that it can be useful in your daily life. Stay tuned for more updates in this app", "repo": "https://github.com/brighinatommaso-eng/Converter", "demo": "https://github.com/brighinatommaso-eng/Converter/releases/latest"}]...
|
[{"post_id": 86023, "ts": "202 [{"post_id": 86023, "ts": "2026-11-01T00:23:33Z", "hours": 0.5, "text": "The app is finally completed! I’ve tried to optimize every conversion between many files and I think I managed to reach a very good point of what I had in mind. Don’t worry though, even if Stardance is over I will keep updating this app and make it even better!"}, {"post_id": 84446, "ts": "2026-10-29T17:22:20Z", "hours": 0.5828, "text": "New release!! Pdf to docx conversion became perfect thanks to a specific model in the app, new setup.exe for Windows and Linux build!"}, {"post_id": 82989, "ts": "2026-10-26T13:45:09Z", "hours": 3.9544, "text": "New release with document conversion engine improved"}, {"post_id": 82341, "ts": "2026-10-24T16:33:51Z", "hours": 1.4747, "text": "I want to also make it an online version, so a web app"}, {"post_id": 82285, "ts": "2026-10-24T13:51:27Z", "hours": 3.4872, "text": "Trying to improve the engine behind the text files conversions"}, {"post_id": 80760, "ts": "2026-10-18T18:27:07Z", "hours": 0.3053, "text": "My goal now to add more supported files format"}]...
|
Title: Converter by @brighina_tommaso | Stardance
Title: Converter by @brighina_tommaso | Stardance
Devlogs:
My goal now to add more supported files format
Trying to improve the engine behind the text files conversions
I want to also make it an online version, so a web app
New release with document conversion engine improved
New release!! Pdf to docx conversion became perfect thanks to a specific model in the app, new setup.exe for Windows and Linux build!
The app is finally completed! I’ve tried to optimize every conversion between many files and I think I managed to reach a very good point of what I had in mind. Don’t worry though, even if Stardance is over I will keep updating this app and make it even better!
Ships:
I made an all in one local file converter. It took me a lot of time to include as many types of file as possible and now I think I reached a good level of conversion. I started this project before signing up for Stardance that’s why you only see 4 hours, but it actually tokk me many more. I hope you enjoy this project and that it can be useful in your daily life. Stay tuned for more updates in this app
Converter is a desktop app that converts images, audio, video, data, documents and 3D models 100% locally and offline, and is honest about quality: before converting, it tells you whether the conversion is lossless or lossy. It took me quite a while to undestand how to make this app in full python but I finally managed to do it! I am happy with he result i obtained: a nice ui, optimized files conversion, setup for windows and also Linux build. The hardest part for me was honestly trying to make the app as light as possible, trying to reduce or eliminate some dependencies and more importantly the pdf to docx conversion wad the most challenging part of the whole project: so hard I had to add a small model to make it work! But now, even if stardance has come to an end, don’t you worry guys, I will keep updating the app regularly, fixing bugs and adding features. I hope you like this Converter and more importantly that it made your life easier. Enjoy and thanks for the support!...
|
1793811005.3637626
|
1793897405.3637626
|
|
70385
|
BLARE by @saumilkumar2008 | Stardance
|
saumilkumar2008
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: BLARE by @saumilkumar2008 | Stardance
|
1793620592.3707373
|
1794225392.3707373
|
|
70386
|
WarioWare Game by @matt_fumagalli | Stardance
|
matt_fumagalli
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @matt_fumagalli | Stardan Title: WarioWare Game by @matt_fumagalli | Stardance...
|
1793620593.267048
|
1794225393.267048
|
|
70387
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793307130.023917
|
1794171130.023917
|
|
70388
|
5-Axis 3D-Printer by @Alaxtor | Stardance
|
Alaxtor
|
0
|
35.57
|
0
|
[]
|
[{"post_id": 85001, "ts": "202 [{"post_id": 85001, "ts": "2026-10-30T18:43:54Z", "hours": 1.5881, "text": "Devlog #12 part-2 Wass gonna build somehting to use to move the hotend via belts but need sleep. Need sleep GOOD. so added the final devlog by editing this cuz star dance ended. Devlog#Final Yippe!!! its finally finished and i didnt add the 2 pulley motors cuz My onshape was getting too laggy to operate so i skipped them on the CAD. I know my devlogs dont look professional and am awkward in formal talks. so i added my rotating bed its support and z axis movement and uploaded the BOM.Now need to finish da READ me which will make me loose all my social battery for a week but am happy and hope this gets approved."}, {"post_id": 84802, "ts": "2026-10-30T11:08:26Z", "hours": 2.0208, "text": "DEVLOG #12 It was a productive Session. For this session i completely remodeled my Toolhead due to reach and centre of mass issues. I took Inspiration from the Burn Dragon and went with a dual cooling design. I used the T2 G3 V2 as my hotend. I also shipped the project cuz it will take time to be reviewed and hope to finish completely before November 6th. now i just need to make spinning Bedplate,rebuild the pulley system. And most tedious of all finding all the screws needed from everything i made and Doing The BOM and Readme"}, {"post_id": 84529, "ts": "2026-10-29T20:27:32Z", "hours": 1.8892, "text": "Devlog #12 Hello i am in a pickle rn cuz i need to completly overhault my rails and the design on my hotend enclousre so since star dance is ending. Ma ship my project and continue working on it and since i t would take a while for all projects to be reviewd i hope to finish by then and ty for staying without my journey"}, {"post_id": 83892, "ts": "2026-10-28T20:39:20Z", "hours": 3.135, "text": "Devlog #10 Hey i had to overhaul my enclosure of the tool head due to weight management and cooling issues.Only things left is a good enclosure and a work on the belts for the bed plate and addd motors for the pulleies. time is ticking and its stressful."}, {"post_id": 83371, "ts": "2026-10-27T20:50:07Z", "hours": 5.0167, "text": "Devlog #10 SO we almost done just need to finish the adapter and make the rest of the enclosure for the Extruder and give in good support and make sure it spins.Emm i guess i madee mistake in the pick i accidently added a connector between spinning and non spinning part. So stay tuned for the 5 Axis printer :3"}, {"post_id": 82655, "ts": "2026-10-25T15:10:08Z", "hours": 2.9833, "text": "Devlog#9 So decided what tool head am gonna use and currently i have having issues with the imported cad. I added rest of the pulleys and now just need to add the motors and Belts. Next part is making a costom enclosure for the Tool head and making it to be able to spin steadily. Ngl my brain is fried rn tryna draw up images in ma head and since my drawing talent is non existent mind is only thing i got rn. After am done with this its the Bed plate the spool handle and making eveyhritng perfect then the BOM. SO CLOSE GUYS SO CLOSS."}, {"post_id": 82409, "ts": "2026-10-24T18:48:05Z", "hours": 1.8167, "text": "Devlog#8 Hey a small dev log cuz i didnt do much other than fix some issues with my old design they are minor and not noticeble but essential. Now i am waiting for an answer with query from the stardance crew. And now need to figure out to move the bed plate up and down then add the rest of the pulleyes and rails."}, {"post_id": 82091, "ts": "2026-10-23T20:31:04Z", "hours": 2.7167, "text": "Devlog #7 Yippe only a few more things left to make and only one of them hard one and hope to finish this in another 8 hours of working. So what i made for today’s log is the idler Mount/Hotend beam support. Ik it looks simple and all but it took me some time to figure out a design which will let me utilise my pullies. What i need to make next my bed plate which can spin my hotend and its supports and add a motor on it so it can spin hence i get to switch plane which makes stuff without support. My main reason for makining this is fora challenge and i havent seen any large true 5 axis printers and I brainstormed and got a design which am implementing rn. And might try to make it multi colour in the furture if i have money for now i am trying to subsititute some parts for 3 Prints cuz ig it would be easier."}, {"post_id": 81856, "ts": "2026-10-22T19:10:40Z", "hours": 1.7333, "text": "Devlog #6 Am gonna do some off screen grinding cuz recording and tryna figure stuff out is kinda stress full for me and i did basically nothing for this dev long cuz i am tryna figure out a design for my idle pulley mount"}, {"post_id": 81614, "ts": "2026-10-21T19:28:42Z", "hours": 1.4833, "text": "Devlog #5 part-2 Another Small Devlog. It took some time to find the dimessions for the MGN9H Cuz most of them were confusing and now i need to add the main gantry and add my belts and my motros and am looking for an efficent design and how to design it cuz am lost as Zoro rn."}, {"post_id": 81473, "ts": "2026-10-21T12:18:42Z", "hours": 4.3092, "text": "Devlog #5 Hey so i got a few Hours in. So i went on to add the 2 Nema 17 Motors For the Z axis movement for the Gantry. Which didnt take much time since i already made the mount for it. Then i was brain storming a design so that i can make the bed plate rise and also spin to simulate the C Plane(a.k.a the 5th axis). Then made sketch of the design in my notebook but to make the bed plate and how high it should be i need to add the coreXY rails and its components so i can find my actual printable area so i can actually design the bed plate. So i made the linear rod for the 2 NEMA 17. Then i discovered that i need to add another motor on the other side of the so i can move the Bed plate from the other side and its needs to stay still so I added a Geared NEMA 17 with a a decent mount so it can be still and stable. Then i made the Guide rails for the the CoreXY and for the Geared NEMA 17. To file the 9mm rail i need a slimmer profle so i switched some of my profiles to 2040 so i can still get the support and add the rails. Then i made the rails and this took some time cuz was looking at its dimesions and the dimesnions sheet i had wasnt that good and i didnt wanna look for another one cuz idk why (I didnt think about looking for another one :p) And a small note i am using @panda ’s 3D printer as a reference cuz i think it looks cool and his Dev logs are pretty detailed.So for most parts am just reverse-engineering his 3D Printer while Incooperating my Ideas. And if you happen to be my Reviewer just know that your project has been very helpful in my journey."}, {"post_id": 81104, "ts": "2026-10-19T21:36:40Z", "hours": 1.8636, "text": "DEVLOG #4 This dev log is only a few hours after my last devlog. So i started building my z axis now i just need to figure out how to design it so that it can move up and down and rotate so I can have the 5th axis (C axis) AKA the bed plate spinning. For now i ma end this by adding the NEMA 17 motors. And i can be a bit Ambitous with my printer size cuz materials are relatively cheap here cuz less import costs.And literally the most populated country in the world"}, {"post_id": 81068, "ts": "2026-10-19T19:04:16Z", "hours": 1.55, "text": "Devlog #3 AHHHHH MY BRAIN ITS MELTING TRYNA VISUALISE THE STUFF I NEED TO BUILD. I LOWKEY NEED SOME INSPIRATION AND SOME DECENT TUTORIALS IF ANYONE READING THIS HAVE ANYHTING HELP PWES. So i remodeled my entire frame so i can work better wiht the parts and when i add the belts and motors it is easy to visualise and switched to a bit more optimised Gasket Brackets"}, {"post_id": 80937, "ts": "2026-10-19T09:14:23Z", "hours": 1.0667, "text": "Devlog #2 Hey,This is Day two of me building the Printer Tho i haven’t thought of a name yet and am still learning about its parts and how they work. And i have decided on a CoreXY Type design and plan to use a NEMA 14 or 17 to tilt My Printer head. I plan to finish and ship it before 29th of this month and I hope i will finish by then. As for this devlog i just added the L clamp Supports for the Frame. And need to add pulleys for the coreexy and make a good Housing s that my componest dont get cooked"}, {"post_id": 80818, "ts": "2026-10-18T21:37:15Z", "hours": 2.3947, "text": "Devlog #1 So this is day one of trying to build a 5 axis 3D-Printer And so far I am still figuring out 3D printers and how they are built.And how Dimensions of each part exert stress and effect the quality of the 3D print. For now am sketching out the Printer and Figuring out how to make the Printer head move and what profiles and how to set them in an effective and functional way. For now i spent a lot of time researching and need to find an optimal Design for my build or i will have to cut down to a regular CoreXY build due to budget Constraints."}]...
|
Title: 5-Axis 3D-Printer by @Alaxtor | Stardance
Title: 5-Axis 3D-Printer by @Alaxtor | Stardance
Devlogs:
Devlog #1 So this is day one of trying to build a 5 axis 3D-Printer And so far I am still figuring out 3D printers and how they are built.And how Dimensions of each part exert stress and effect the quality of the 3D print. For now am sketching out the Printer and Figuring out how to make the Printer head move and what profiles and how to set them in an effective and functional way. For now i spent a lot of time researching and need to find an optimal Design for my build or i will have to cut down to a regular CoreXY build due to budget Constraints.
Devlog #2 Hey,This is Day two of me building the Printer Tho i haven’t thought of a name yet and am still learning about its parts and how they work. And i have decided on a CoreXY Type design and plan to use a NEMA 14 or 17 to tilt My Printer head. I plan to finish and ship it before 29th of this month and I hope i will finish by then. As for this devlog i just added the L clamp Supports for the Frame. And need to add pulleys for the coreexy and make a good Housing s that my componest dont get cooked
Devlog #3 AHHHHH MY BRAIN ITS MELTING TRYNA VISUALISE THE STUFF I NEED TO BUILD. I LOWKEY NEED SOME INSPIRATION AND SOME DECENT TUTORIALS IF ANYONE READING THIS HAVE ANYHTING HELP PWES. So i remodeled my entire frame so i can work better wiht the parts and when i add the belts and motors it is easy to visualise and switched to a bit more optimised Gasket Brackets
DEVLOG #4 This dev log is only a few hours after my last devlog. So i started building my z axis now i just need to figure out how to design it so that it can move up and down and rotate so I can have the 5th axis (C axis) AKA the bed plate spinning. For now i ma end this by adding the NEMA 17 motors. And i can be a bit Ambitous with my printer size cuz materials are relatively cheap here cuz less import costs.And literally the most populated country in the world
Devlog #5 Hey so i got a few Hours in. So i went on to add the 2 Nema 17 Motors For the Z axis movement for the Gantry. Which didnt take much time since i already made the mount for it. Then i was brain storming a design so that i can make the bed plate rise and also spin to simulate the C Plane(a.k.a the 5th axis). Then made sketch of the design in my notebook but to make the bed plate and how high it should be i need to add the coreXY rails and its components so i can find my actual printable area so i can actually design the bed plate. So i made the linear rod for the 2 NEMA 17. Then i discovered that i need to add another motor on the other side of the so i can move the Bed plate from the other side and its needs to stay still so I added a Geared NEMA 17 with a a decent mount so it can be still and stable. Then i made the Guide rails for the the CoreXY and for the Geared NEMA 17. To file the 9mm rail i need a slimmer profle so i switched some of my profiles to 2040 so i can still get the support and add the rails. Then i made the rails and this took some time cuz was looking at its dimesions and the dimesnions sheet i had wasnt that good and i didnt wanna look for another one cuz idk why (I didnt think about looking for another one :p) And a small note i am using @panda ’s 3D printer as a reference cuz i think it looks cool and his Dev logs are pretty detailed.So for most parts am just reverse-engineering his 3D Printer while Incooperating my Ideas. And if you happen to be my Reviewer just know that your project has been very helpful in my journey.
Devlog #5 part-2 Another Small Devlog. It took some time to find the dimessions for the MGN9H Cuz most of them were confusing and now i need to add the main gantry and add my belts and my motros and am looking for an efficent design and how to design it cuz am lost as Zoro rn.
Devlog #6 Am gonna do some off screen grinding cuz recording and tryna figure stuff out is kinda stress full for me and i did basically nothing for this dev long cuz i am tryna figure out a design for my idle pulley mount
Devlog #7 Yippe only a few more things left to make and only one of them hard one and hope to finish this in another 8 hours of working. So what i made for today’s log is the idler Mount/Hotend beam support. Ik it looks simple and all but it took me some time to figure out a design which will let me utilise my pullies. What i need to make next my bed plate which can spin my hotend and its supports and add a motor on it so it can spin hence i get to switch plane which makes stuff without support. My main reason for makining this is fora challenge and i havent seen any large true 5 axis printers and I brainstormed and got a design which am implementing rn. And might try to make it multi colour in the furture if i have money for now i am trying to subsititute some parts for 3 Prints cuz ig it would be easier.
Devlog#8 Hey a small dev log cuz i didnt do much other than fix some issues with my old design they are minor and not noticeble but essential. Now i am waiting for an answer with query from the stardance crew. And now need to figure out to move the bed plate up and down then add the rest of the pulleyes and rails.
Devlog#9 So decided what tool head am gonna use and currently i have having issues with the imported cad. I added rest of the pulleys and now just need to add the motors and Belts. Next part is making a costom enclosure for the Tool head and making it to be able to spin steadily. Ngl my brain is fried rn tryna draw up images in ma head and since my drawing talent is non existent mind is only thing i got rn. After am done with this its the Bed plate the spool handle and making eveyhritng perfect then the BOM. SO CLOSE GUYS SO CLOSS.
Devlog #10 SO we almost done just need to finish the adapter and make the rest of the enclosure for the Extruder and give in good support and make sure it spins.Emm i guess i madee mistake in the pick i accidently added a connector between spinning and non spinning part. So stay tuned for the 5 Axis printer :3
Devlog #10 Hey i had to overhaul my enclosure of the tool head due to weight management and cooling issues.Only things left is a good enclosure and a work on the belts for the bed plate and addd motors for the pulleies. time is ticking and its stressful.
Devlog #12 Hello i am in a pickle rn cuz i need to completly overhault my rails and the design on my hotend enclousre so since star dance is ending. Ma ship my project and continue working on it and since i t would take a while for all projects to be reviewd i hope to finish by then and ty for staying without my journey
DEVLOG #12 It was a productive Session. For this session i completely remodeled my Toolhead due to reach and centre of mass issues. I took Inspiration from the Burn Dragon and went with a dual cooling design. I used the T2 G3 V2 as my hotend. I also shipped the project cuz it will take time to be reviewed and hope to finish completely before November 6th. now i just need to make spinning Bedplate,rebuild the pulley system. And most tedious of all finding all the screws needed from everything i made and Doing The BOM and Readme
Devlog #12 part-2 Wass gonna build somehting to use to move the hotend via belts but need sleep. Need sleep GOOD. so added the final devlog by editing this cuz star dance ended. Devlog#Final Yippe!!! its finally finished and i didnt add the 2 pulley motors cuz My onshape was getting too laggy to operate so i skipped them on the CAD. I know my devlogs dont look professional and am awkward in formal talks. so i added my rotating bed its support and z axis movement and uploaded the BOM.Now need to finish da READ me which will make me loose all my social battery for a week but am happy and hope this gets approved....
|
1793620594.1675081
|
1794225394.1675081
|
|
70389
|
Physics & Chemistry Sandbox by @Nimax | Starda Physics & Chemistry Sandbox by @Nimax | Stardance...
|
Nimax
|
1
|
66.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T10:26:28Z", "hours": 66.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I make? A 2D interactive physics and chemistry sandbox (simulations) written only in Python and based on Newtonian mechanics, optics, fluid mechanics, thermodynamics, molecular dynamics and more! What was challenging? Packaging the project. In fact, it took me 4 hours and more than 10 deleted launcher tests to make everything work as an .exe file. What am I proud of? The fact that I managed to achieve the launcher and simulation look that I wanted (for reference, that early Windows 8 - Vista and ImGUI look) with the Segoe UI font and light theme. Moreover, I’m proud of the fact that every simulation works correctly with the launcher and that they are based on real physical and chemical properties by using real equations. What should you know so that you can test the project? Just open the demo link of the project page in Stardance and follow the instructions to download the project for Windows only. You can also visit the GitHub repository and open the download link there (bold link). Also, some simulations have not been made (Fluid Simulation and the Chemistry Simulations that are not accessible).", "repo": "https://github.com/NimaxDevs/physics-chemistry-sandbox", "demo": "https://github.com/NimaxDevs/physics-chemistry-sandbox/releases/tag/v0.0.1"}]...
|
[{"post_id": 85397, "ts": "202 [{"post_id": 85397, "ts": "2026-10-31T08:26:44Z", "hours": 1.4356, "text": "Devlog 13 Hey, this devlog is the last; I’ve packaged the project into an .exe file and wrote the README. Here’s a picture of it: Thanks for having followed me through my journey, it has really been a pleasure."}, {"post_id": 85236, "ts": "2026-10-31T00:23:29Z", "hours": 8.5753, "text": "Devlog 12 (last before shipping) Well, I think that we’ve come to the end of the project journey; in fact, I finished everything concerning the launcher and the simulations and the only things left to do now are redacting the README file, exporting the project and shipping it. Don’t worry, here’s the detailed list of what I’ve done today: added launcher performance settings (FPS cap, V-Sync) added the credits tab (assets used such as images, thumbnails, sounds, fonts, external libraries, special thanks) added UI sounds (when clicking and hovering the launcher buttons) updated every font (launcher and simulations) to Segoe UI for that Windows Vista - 8 look by creating a folder with it created an icon for the launcher and simulation windows changed the launcher to light mode (I think that it looks better like that) added safety checks and backups for EVERY file of the project (if a file is missing, the launcher and simulations will still work) added some comments on every simulation and launcher As of now, I think that the whole project contains ~7890 lines of code and represents 64h of work (without including the README writing, shipping and project description yet). It has really been a wonderful journey to participate in this challenge and I’ll probably try to get involved in more Hack Club events. As for the future of the project: I already said that I was going to continue it after Stardance ends to ensure that you can have the whole thing. Lastly: thanks, as always, for all the support that you’ve given to me."}, {"post_id": 84610, "ts": "2026-10-29T22:18:46Z", "hours": 3.8631, "text": "Devlog 11 Well, we are really getting to the end of the project and Stardance; tomorrow might be the last devlog (if not, then saturday) but however, it has really been a pleasure to share my work with you guys. As I said yesterday, I managed to finish all the launcher-simulation interfaces and added actual images to the whole launcher (thumbnails and simulation previews). Only the launcher settings, credits tab and all the shipping procedure things (adding some comments on the code, README, packaging, project description) will be left to do. I am going to keep the devlog short, so here’s the list of what I’ve done today: finished the launcher-simulation interfaces for the remaining simulations by using the same method as the previous ones added a folder containing all the images of the launcher (simulation thumbnails as well as their previews) fixed some data conversion bugs on the simulation .py files The only thing that made me lose a bit of time was, as yesterday, the bugs concerning data conversion and formatting from the simulation configuration values .json file but: I managed to get everything working. Thanks, as always, for reading my devlogs; I really appreciate it."}, {"post_id": 83935, "ts": "2026-10-28T22:32:23Z", "hours": 6.6208, "text": "Devlog 10 I am really proud of what I’ve achieved today; in fact, I managed to establish the interface between the first 4 physics simulations and the launcher. If I am this proud, it’s because the Planet Orbits simulation works pretty good and it was the hardest one to make, so: the remaining interfaces will actually be easy . The end of Stardance is approaching, so I’ll keep the devlogs very short in order to work on the final touches of the launcher but they will still be complete. If you want to see what I’ve done in detail today, here’s the list: created a .json file storing all the configurator values of the simulations added labels in each simulation describing the values of the sliders added the interfaces between those simulations and the launcher through the “Launch” button events I really had to fix a lot of bugs concerning the extraction and conversion of the data from the .json file, especially for the Planet Orbits simulation. However, I managed to make everything work correctly. I’ll try to finish the interfaces left and get to the final fixes of the launcher to ship the project as soon as possible. Thanks for reading my devlogs, it really means a lot to me."}, {"post_id": 83275, "ts": "2026-10-27T16:04:26Z", "hours": 5.1222, "text": "Devlog 9 I think that a lot of progress has been made today; in fact, I’ve managed to finish the Solution Maker simulation and only 3 molecules are left for the Molecular Lab. We are really getting to the end of Stardance, so I’ll try to finish the molecules left as fast as possible and work on the launcher-simulation interface, README file, refining the overall launcher as well as exporting it. With the time left, I doubt that the 4 other chemistry simulations (for reference, the Reaction Lab, Combustion, Smoke and Atom Collision simulations) and the Fluid Simulation will be made because they require a lot of time. With everything said, here is the detailed list of the things that I’ve done today that I summarized to keep it short: added the variables describing the chemical properties of the solutes and solvents selected in the launcher added a solubility matrix to check which solutes and solvents can go together defined functions to create the solute, update the position of the particles and draw them on the screen but also the solvent (which changes color depending on the solute mass and the solvent volume) added labels to read the values of the mass and molar concentrations of the solution created the .py file for the Molecular Lab as well as 3 molecules (Carbon Dioxide, Glucose and Ethanol) I really had to do a lot of debugging today (functions to change the alpha channel value of the solute particles) but hey, it works now. Don’t worry about the future of this project; even if Stardance ends really soon, I’ll keep working on it to make it better and offer the whole thing. Thanks for taking the time to read these devlogs, it really means a lot to me."}, {"post_id": 83120, "ts": "2026-10-26T23:10:59Z", "hours": 3.2039, "text": "Devlog 8 Today, I didn’t have as much time as the previous days but I still managed to finish a chemistry simulation (for reference, the Bohr Atomic Representation simulation). Since this is the only simulation that I’ve made today, there will not be a lot of things to say so I’ll try to make it short for you. If you want to see the things that I’ve done in detail, here is, as always, the list: defined some variables containing a lot of informations such as the atomic properties variables (atom name, mass, proton, neutron and electron number), lists to store each atomic element created (protons, neutrons, electrons) as well as the electron shells (1s, 2s, 2p, 3s, 3p), some other “art” variables (colors, fonts, screen radii for the atomic elements) and trigonometry variables (the inital electron angle because, as I’ll explain later, their motion has to be simulated according to the unit circle) defined a lot of functions so as to create the atomic elements mentioned above (protons, neutrons, electrons and electron shells) by creating dictionaries (a kind of variable that can store different types of values which can be retrieved through a key; take Excel tables as an example) containing their initial position, angles for the electrons, their rotation speed and their current shell, check the number of electron shells that have to be simulated (by checking the number of electrons of the simulated atom), add the said atomic elements to their respective lists and draw them on the screen and lastly, a function to update the position of the electrons by calculating their sine and cosine values on the unit circle previously mentioned added labels describing the atomic values of the simulated atom as well as the simulation title I think that I’ll finish the chemistry simulations and the Fluid Simulation tomorrow to get started on the launcher-simulation interface and fixing some features. After doing that, only the Place and the other launcher buttons (maybe other fixes) will be left to make. Thanks for taking the time to read my devlogs, I really appreciate it."}, {"post_id": 82783, "ts": "2026-10-25T20:22:22Z", "hours": 4.8719, "text": "Devlog 7 As always, a lot of work has been done around the physics simulations; in fact, I’ve finished them all (except the Fluid Simulation for reasons that I’ll explain here). The simulations finished today are the Refraction and Temperature Simulations. If you are interested in the work that has been done, here is the list: created a function in the Refraction Simulation .py file to calculate the value of the refracted angle based on the initial incidence angle as well as the refractive indexes of the mediums by using Snell-Descartes Law and some trigonometry to change the x and y positions of the refracted light ray as well as the main ray defined some lists that contain real life physical values (refractive indexes of air, water, glass, ethanol, diamond and plastic as well as their color) created the .py file for the Temperature Simulation calculated some physics formulae to simulate the entropy (or increase in disorder) of the particles in a gas (in this case, your regular air) by using the Stokes-Einstein equation to calculate the diffusion coefficient for each particle (how fast the particle spreads) as well as Sutherland’s Law to calculate the dynamic viscosity of the air mentioned above added a damping factor when calculating the dynamic viscosity of the air containing the particles because Sutherland’s Law tends to break when reaching absolute zero (for reference, -273.15°C or 0°K) added a function to simulate Brownian Motion for the particles based on the values calculated before as well as functions to create those particles and draw them on the screen fixed some physics bugs on the first Projectile Simulation created the .py file for the Bohr Atomic Simulation If I didn’t make the Fluid Simulation as of now, it’s because I don’t know if I’m going to use the simple method (springs connected to each other to simulate waves propagating) or the complex method (using Navier-Stokes equations to simulate the fluid’s motion, pressure, diffusion and external forces ). I will see how much time I can allocate for this simulation and decide. Again and as always, thanks for taking the time to read my devlogs and supporting me."}, {"post_id": 82418, "ts": "2026-10-24T19:12:38Z", "hours": 6.5842, "text": "Devlog 6 Today, I got a lot of work done around the physics simulations; in fact, I managed to finish the Spring Simulation, the Planet Orbits Simulation, the Gravity Simulation and started working on the Refraction Simulation. This means that only 2 (or 2 and a half) physics simulation are left (for reference, a little bit of the Refraction Simulation as well as the Fluid and Temperature Simulation). The simulations made today being a little bit more complex than the previous ones, albeit very fun to make, I will summarize everything to make it as simple as possible. Enough talking, here is the list: created the .py files for the Spring Simulation, Planet Orbits, Gravity Simulation as well as the Refraction Simulation added the values of the physical properties extracted from the launcher (still didn’t implement the interface between the launcher and the simulations, that will come later) calculated the physical formulae needed to make every simulation possible ( for the Spring Simulation: calculated the “spring” force using Hooke’s Law and another variables such as the stiffness and damping coefficient of the spring and this time, I used the Pygame.Vector2 which made everything more simple; for the Planet Orbits: the solution to the N-body problem to be able to simulate more than 2 planets interacting upon each other by using a function to integrate the result values numerically with Euler’s Method; for the Gravity Simulation: the simple f = mg formula as well as the drag force formula taking a lot of variables into account such as the air density, surface area of the simulated object, its mass and the drag coefficient but also the restitution coefficient to make the object bounce when it collides with the ground; for the Refraction Simulation: still haven’t implemented the Snell-Descartes Law needed to calculate the angle of the refracted light ray) modified some values in the Projectile Simulation (physical properties) For those that might be asking: I did not use OOP for the planet creation function in the Planet Orbits simulation because I didn’t want to use it for this project. I hope to finish the physics simulations tomorrow and start working on the chemistry ones. As always, thanks for supporting my project; it really means a lot."}, {"post_id": 82094, "ts": "2026-10-23T20:56:56Z", "hours": 5.1125, "text": "Devlog 5 Yesterday, I hoped to finish the configuration tabs of the last chemistry simulations but guess what? I didn’t finish them. You might be asking yourself: “Why?” Well, I decided to start working on the simulations in Pygame rather than spending more time on the last 4 configuration tabs; I think that it is more efficient and less time consuming . In fact, I’ve finished the 2 first physics simulations (for reference, the Projectile and Pendulum simulations) and the result is actually pretty neat ; the simulations are based on real physical properties and they seem to work really good. If you want to see the things that I’ve done in detail today, here is, as always, the list: created a new folder in the GitHub repository for the physics simulations created an “ init .py” file to be able to access the functions of the physics simulations from the launcher finished the Projectile and Pendulum simulations by defining some physical variables whose values will be extracted from the launcher calculated some physics formulae (x and y components for the velocities , drag force formula based on the air density, surface area, drag coefficient and the total velocity of the projectile squared by using Euler’s Method to integrate these values numerically for both the Projectile and Pendulum simulations in order to update their respective x and y positions but also the angular velocity and angle of the pendulum by using the same method previously mentioned ) created some functions to draw the projectile and the pendulum mass (or bob) added labels to track the values of the physical properties for the simulations mentioned above changed the position of these labels as well as their font weight (actually their size) to make everything look more uniform added the color palette of the launcher to the simulations I have to admit that I stumbled across a lot of bugs today when trying to implement the 2D vectors for the first simulation (velocity, gravity, total force which is equal to the sum of the gravity and drag force) so I decided to use another method without these vectors. However, I will probably implement the vectors in the future (as you can see on a comment of the code) because they are simpler to use. Finally, I will continue working on the simulations and after finishing them, the 4 configuration tabs left will be done. I really appreciate the support received by reading the devlogs that I post and liking them; I hope that you, the person reading this, know that it means a lot for me."}, {"post_id": 81834, "ts": "2026-10-22T17:49:46Z", "hours": 4.5803, "text": "Devlog 4 As I said yesterday, I hoped to finish the configuration tabs for all the physics and chemistry simulations. Well, guess what? I almost managed to finish them all; in fact, only 4 of them are left (Reaction Lab, Combustion Simulation, Smoke Simulation and Atom Collision). I have to admit that making the configuration tabs takes a lot of time, but I guarantee that it will be worth the wait. If you want to see what I did in detail today, here’s the list: added the frames for each element in the Fluid & Temperature simulations, Bohr Representation, Solution Maker and Molecular Lab configuration tabs (frames for the simulation preview image, title, description and instructions on how to setup the simulation, configurators as well as the “Launch” button) filled those frames with their respective elements (placeholder image of an atom that you can literally see on every tab of the app , text labels for the titles, descriptions and instructions as well as some configurators such as sliders, option menus, buttons and switches) rescaled the sliders of the first physics simulation configuration tabs to make everything more uniform and clean This time, I stumbled across some minor bugs that were irritating (having to move multiple elements by a fraction of a pixel just to align them) I am actually surprised that I didn’t have any considerable bugs or inconveniences to fix but: I really hope to finish the configuration tabs of every simulation tomorrow once for all in order to get started with the making of those simulations. In the future, I will also add labels describing the initial and final values of the sliders as well as labels to monitor their values. As always, thanks for spending a bit of your time to read my devlog, I really appreciate it."}, {"post_id": 81608, "ts": "2026-10-21T18:55:28Z", "hours": 6.0803, "text": "Devlog 3 I think that today has also been very productive; in fact, I finished 6/8 configuration tabs (or windows) for the physics simulations. In addition, I also managed to get more things done (even if making the configuration tabs is long, I really appreciate the process) that I summarized in this list: added the frames for each element of the 6 first physics simulation config. tabs filled those said frames with placeholder images, titles of each simulation, their respective descriptions and instructions in order to make their configuration easy, sliders representing physical properties that can be seen on the video (velocity, angular velocity, mass, gravitational acceleration, damping, stiffness, etc…), entries to enter custom values for those properties, option menus (for example, to choose the color of the light ray in the Refraction Simulation tab) and switches (on/off options such as the “Show Orbit Trail” option) added the frames (but not their content) for each element of the chemistry simulation config. tabs rescaled the labels describing the configurators of the simulations (“Initial Damping”, etc…) Something that made me waste a bit of my time today was the fact that I didn’t use a method (fancy word for a function in Python) correctly. Besides that, I hope to finish the configuration tabs for the last two physics simulations as well as the chemistry ones tomorrow to finally get started on the making of the simulations. Thanks for taking the time to read this, it really means a lot for me to know that my work is being taken into consideration."}, {"post_id": 81341, "ts": "2026-10-20T21:49:23Z", "hours": 6.0458, "text": "Devlog 2 I worked on a lot of core features to the launcher of the sandbox today; here is what I did in detail: added placeholder images for each simulation (physics and chemistry) added titles for each simulation of the sandbox added descriptions to each simulation so as to make them understandable and let the user choose before clicking on one added the logic of the buttons in order to be able to select them added individual windows for every physics and chemistry simulation added configurators (sliders, checkboxes) representing some physical properties (initial velocity, angle, gravitational acceleration, mass, diameter and drag coefficient) for the first physics simulation (Projectile Simulation) as well as its launch button added a placeholder image to preview the simulation mentioned above I didn’t have to fight against a bug today, but we’ll see tomorrow. Thanks for taking the time to read this."}, {"post_id": 81087, "ts": "2026-10-19T20:07:47Z", "hours": 3.4219, "text": "Devlog 1 Hello everyone, first time writing here. What did I do today? Well, I began working on the launcher of my sandbox-simulator. To sum everything up, these are the things that I’ve worked on: creating the main window of the launcher with CustomTkinter loading a custom theme for the launcher making the buttons, frames and tabs of each category of the sandbox (physics, chemistry, the Place, the launcher settings and credits) adding the events (interaction logic) for each button Even if I spent some time trying to get the buttons to change the tabs without display bugs , the core of the launcher has been made. Last but not least: why did I make a launcher for the sandbox? I always liked the “ImGUI” style interfaces for custom C++ apps (for example, the modded versions of some games) because of their simplicity. Thanks for stopping by to read this and see you on the next devlog."}]...
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Title: Physics & Chemistry Sandbox by @Nimax | Title: Physics & Chemistry Sandbox by @Nimax | Stardance
Devlogs:
Devlog 1 Hello everyone, first time writing here. What did I do today? Well, I began working on the launcher of my sandbox-simulator. To sum everything up, these are the things that I’ve worked on: creating the main window of the launcher with CustomTkinter loading a custom theme for the launcher making the buttons, frames and tabs of each category of the sandbox (physics, chemistry, the Place, the launcher settings and credits) adding the events (interaction logic) for each button Even if I spent some time trying to get the buttons to change the tabs without display bugs , the core of the launcher has been made. Last but not least: why did I make a launcher for the sandbox? I always liked the “ImGUI” style interfaces for custom C++ apps (for example, the modded versions of some games) because of their simplicity. Thanks for stopping by to read this and see you on the next devlog.
Devlog 2 I worked on a lot of core features to the launcher of the sandbox today; here is what I did in detail: added placeholder images for each simulation (physics and chemistry) added titles for each simulation of the sandbox added descriptions to each simulation so as to make them understandable and let the user choose before clicking on one added the logic of the buttons in order to be able to select them added individual windows for every physics and chemistry simulation added configurators (sliders, checkboxes) representing some physical properties (initial velocity, angle, gravitational acceleration, mass, diameter and drag coefficient) for the first physics simulation (Projectile Simulation) as well as its launch button added a placeholder image to preview the simulation mentioned above I didn’t have to fight against a bug today, but we’ll see tomorrow. Thanks for taking the time to read this.
Devlog 3 I think that today has also been very productive; in fact, I finished 6/8 configuration tabs (or windows) for the physics simulations. In addition, I also managed to get more things done (even if making the configuration tabs is long, I really appreciate the process) that I summarized in this list: added the frames for each element of the 6 first physics simulation config. tabs filled those said frames with placeholder images, titles of each simulation, their respective descriptions and instructions in order to make their configuration easy, sliders representing physical properties that can be seen on the video (velocity, angular velocity, mass, gravitational acceleration, damping, stiffness, etc…), entries to enter custom values for those properties, option menus (for example, to choose the color of the light ray in the Refraction Simulation tab) and switches (on/off options such as the “Show Orbit Trail” option) added the frames (but not their content) for each element of the chemistry simulation config. tabs rescaled the labels describing the configurators of the simulations (“Initial Damping”, etc…) Something that made me waste a bit of my time today was the fact that I didn’t use a method (fancy word for a function in Python) correctly. Besides that, I hope to finish the configuration tabs for the last two physics simulations as well as the chemistry ones tomorrow to finally get started on the making of the simulations. Thanks for taking the time to read this, it really means a lot for me to know that my work is being taken into consideration.
Devlog 4 As I said yesterday, I hoped to finish the configuration tabs for all the physics and chemistry simulations. Well, guess what? I almost managed to finish them all; in fact, only 4 of them are left (Reaction Lab, Combustion Simulation, Smoke Simulation and Atom Collision). I have to admit that making the configuration tabs takes a lot of time, but I guarantee that it will be worth the wait. If you want to see what I did in detail today, here’s the list: added the frames for each element in the Fluid & Temperature simulations, Bohr Representation, Solution Maker and Molecular Lab configuration tabs (frames for the simulation preview image, title, description and instructions on how to setup the simulation, configurators as well as the “Launch” button) filled those frames with their respective elements (placeholder image of an atom that you can literally see on every tab of the app , text labels for the titles, descriptions and instructions as well as some configurators such as sliders, option menus, buttons and switches) rescaled the sliders of the first physics simulation configuration tabs to make everything more uniform and clean This time, I stumbled across some minor bugs that were irritating (having to move multiple elements by a fraction of a pixel just to align them) I am actually surprised that I didn’t have any considerable bugs or inconveniences to fix but: I really hope to finish the configuration tabs of every simulation tomorrow once for all in order to get started with the making of those simulations. In the future, I will also add labels describing the initial and final values of the sliders as well as labels to monitor their values. As always, thanks for spending a bit of your time to read my devlog, I really appreciate it.
Devlog 5 Yesterday, I hoped to finish the configuration tabs of the last chemistry simulations but guess what? I didn’t finish them. You might be asking yourself: “Why?” Well, I decided to start working on the simulations in Pygame rather than spending more time on the last 4 configuration tabs; I think that it is more efficient and less time consuming . In fact, I’ve finished the 2 first physics simulations (for reference, the Projectile and Pendulum simulations) and the result is actually pretty neat ; the simulations are based on real physical properties and they seem to work really good. If you want to see the things that I’ve done in detail today, here is, as always, the list: created a new folder in the GitHub repository for the physics simulations created an “ init .py” file to be able to access the functions of the physics simulations from the launcher finished the Projectile and Pendulum simulations by defining some physical variables whose values will be extracted from the launcher calculated some physics formulae (x and y components for the velocities , drag force formula based on the air density, surface area, drag coefficient and the total velocity of the projectile squared by using Euler’s Method to integrate these values numerically for both the Projectile and Pendulum simulations in order to update their respective x and y positions but also the angular velocity and angle of the pendulum by using the same method previously mentioned ) created some functions to draw the projectile and the pendulum mass (or bob) added labels to track the values of the physical properties for the simulations mentioned above changed the position of these labels as well as their font weight (actually their size) to make everything look more uniform added the color palette of the launcher to the simulations I have to admit that I stumbled across a lot of bugs today when trying to implement the 2D vectors for the first simulation (velocity, gravity, total force which is equal to the sum of the gravity and drag force) so I decided to use another method without these vectors. However, I will probably implement the vectors in the future (as you can see on a comment of the code) because they are simpler to use. Finally, I will continue working on the simulations and after finishing them, the 4 configuration tabs left will be done. I really appreciate the support received by reading the devlogs that I post and liking them; I hope that you, the person reading this, know that it means a lot for me.
Devlog 6 Today, I got a lot of work done around the physics simulations; in fact, I managed to finish the Spring Simulation, the Planet Orbits Simulation, the Gravity Simulation and started working on the Refraction Simulation. This means that only 2 (or 2 and a half) physics simulation are left (for reference, a little bit of the Refraction Simulation as well as the Fluid and Temperature Simulation). The simulations made today being a little bit more complex than the previous ones, albeit very fun to make, I will summarize everything to make it as simple as possible. Enough talking, here is the list: created the .py files for the Spring Simulation, Planet Orbits, Gravity Simulation as well as the Refraction Simulation added the values of the physical properties extracted from the launcher (still didn’t implement the interface between the launcher and the simulations, that will come later) calculated the physical formulae needed to make every simulation possible ( for the Spring Simulation: calculated the “spring” force using Hooke’s Law and another variables such as the stiffness and damping coefficient of the spring and this time, I used the Pygame.Vector2 which made everything more simple; for the Planet Orbits: the solution to the N-body problem to be able to simulate more than 2 planets interacting upon each other by using a function to integrate the result values numerically with Euler’s Method; for the Gravity Simulation: the simple f = mg formula as well as the drag force formula taking a lot of variables into account such as the air density, surface area of the simulated object, its mass and the drag coefficient but also the restitution coefficient to make the object bounce when it collides with the ground; for the Refraction Simulation: still haven’t implemented the Snell-Descartes Law needed to calculate the angle of the refracted light ray) modified some values in the Projectile Simulation (physical properties) For those that might be asking: I did not use OOP for the planet creation function in the Planet Orbits simulation because I didn’t want to use it for this project. I hope to finish the physics simulations tomorrow and start working on the chemistry ones. As always, thanks for supporting my project; it really means a lot.
Devlog 7 As always, a lot of work has been done around the physics simulations; in fact, I’ve finished them all (except the Fluid Simulation for reasons that I’ll explain here). The simulations finished today are the Refraction and Temperature Simulations. If you are interested in the work that has been done, here is the list: created a function in the Refraction Simulation .py file to calculate the value of the refracted angle based on the initial incidence angle as well as the refractive indexes of the mediums by using Snell-Descartes Law and some trigonometry to change the x and y positions of the refracted light ray as well as the main ray defined some lists that contain real life physical values (refractive indexes of air, water, glass, ethanol, diamond and plastic as well as their color) created the .py file for the Temperature Simulation calculated some physics formulae to simulate the entropy (or increase in disorder) of the particles in a gas (in this case, your regular air) by using the Stokes-Einstein equation to calculate the diffusion coefficient for each particle (how fast the particle spreads) as well as Sutherland’s Law to calculate the dynamic viscosity of the air mentioned above added a damping factor when calculating the dynamic viscosity of the air containing the particles because Sutherland’s Law tends to break when reaching absolute zero (for reference, -273.15°C or 0°K) added a function to simulate Brownian Motion for the particles based on the values calculated before as well as functions to create those particles and draw them on the screen fixed some physics bugs on the first Projectile Simulation created the .py file for the Bohr Atomic Simulation If I didn’t make the Fluid Simulation as of now, it’s because I don’t know if I’m going to use the simple method (springs connected to each other to simulate waves propagating) or the complex method (using Navier-Stokes equations to simulate the fluid’s motion, pressure, diffusion and external forces ). I will see how much time I can allocate for this simulation and decide. Again and as always, thanks for taking the time to read my devlogs and supporting me.
Devlog 8 Today, I didn’t have as much time as the previous days but I still managed to finish a chemistry simulation (for reference, the Bohr Atomic Representation simulation). Since this is the only simulation that I’ve made today, there will not be a lot of things to say so I’ll try to make it short for you. If you want to see the things that I’ve done in detail, here is, as always, the list: defined some variables containing a lot of informations such as the atomic properties variables (atom name, mass, proton, neutron and electron number), lists to store each atomic element created (protons, neutrons, electrons) as well as the electron shells (1s, 2s, 2p, 3s, 3p), some other “art” variables (colors, fonts, screen radii for the atomic elements) and trigonometry variables (the inital electron angle because, as I’ll explain later, their motion has to be simulated according to the unit circle) defined a lot of functions so as to create the atomic elements mentioned above (protons, neutrons, electrons and electron shells) by creating dictionaries (a kind of variable that can store different types of values which can be retrieved through a key; take Excel tables as an example) containing their initial position, angles for the electrons, their rotation speed and their current shell, check the number of electron shells that have to be simulated (by checking the number of electrons of the simulated atom), add the said atomic elements to their respective lists and draw them on the screen and lastly, a function to update the position of the electrons by calculating their sine and cosine values on the unit circle previously mentioned added labels describing the atomic values of the simulated atom as well as the simulation title I think that I’ll finish the chemistry simulations and the Fluid Simulation tomorrow to get started on the launcher-simulation interface and fixing some features. After doing that, only the Place and the other launcher buttons (maybe other fixes) will be left to make. Thanks for taking the time to read my devlogs, I really appreciate it.
Devlog 9 I think that a lot of progress has been made today; in fact, I’ve managed to finish the Solution Maker simulation and only 3 molecules are left for the Molecular Lab. We are really getting to the end of Stardance, so I’ll try to finish the molecules left as fast as possible and work on the launcher-simulation interface, README file, refining the overall launcher as well as exporting it. With the time left, I doubt that the 4 other chemistry simulations (for reference, the Reaction Lab, Combustion, Smoke and Atom Collision simulations) and the Fluid Simulation will be made because they require a lot of time. With everything said, here is the detailed list of the things that I’ve done today that I summarized to keep it short: added the variables describing the chemical properties of the solutes and solvents selected in the launcher added a solubility matrix to check which solutes and solvents can go together defined functions to create the solute, update the position of the particles and draw them on the screen but also the solvent (which changes color depending on the solute mass and the solvent volume) added labels to read the values of the mass and molar concentrations of the solution created the .py file for the Molecular Lab as well as 3 molecules (Carbon Dioxide, Glucose and Ethanol) I really had to do a lot of debugging today (functions to change the alpha channel value of the solute particles) but hey, it works now. Don’t worry about the future of this project; even if Stardance ends really soon, I’ll keep working on it to make it better and offer the whole thing. Thanks for taking the time to read these devlogs, it really means a lot to me.
Devlog 10 I am really proud of what I’ve achieved today; in fact, I managed to establish the interface between the first 4 physics simulations and the launcher. If I am this proud, it’s because the Planet Orbits simulation works pretty good and it was the hardest one to make, so: the remaining interfaces will actually be easy . The end of Stardance is approaching, so I’ll keep the devlogs very short in order to work on the final touches of the launcher but they will still be complete. If you want to see what I’ve done in detail today, here’s the list: created a .json file storing all the configurator values of the simulations added labels in each simulation describing the values of the sliders added the interfaces between those simulations and the launcher through the “Launch” button events I really had to fix a lot of bugs concerning the extraction and conversion of the data from the .json file, especially for the Planet Orbits simulation. However, I managed to make everything work correctly. I’ll try to finish the interfaces left and get to the final fixes of the launcher to ship the project as soon as possible. Thanks for reading my devlogs, it really means a lot to me.
Devlog 11 Well, we are really getting to the end of the project and Stardance; tomorrow might be the last devlog (if not, then saturday) but however, it has really been a pleasure to share my work with you guys. As I said yesterday, I managed to finish all the launcher-simulation interfaces and added actual images to the whole launcher (thumbnails and simulation previews). Only the launcher settings, credits tab and all the shipping procedure things (adding some comments on the code, README, packaging, project description) will be left to do. I am going to keep the devlog short, so here’s the list of what I’ve done today: finished the launcher-simulation interfaces for the remaining simulations by using the same method as the previous ones added a folder containing all the images of the launcher (simulation thumbnails as well as their previews) fixed some data conversion bugs on the simulation .py files The only thing that made me lose a bit of time was, as yesterday, the bugs concerning data conversion and formatting from the simulation configuration values .json file but: I managed to get everything working. Thanks, as always, for reading my devlogs; I really appreciate it.
Devlog 12 (last before shipping) Well, I think that we’ve come to the end of the project journey; in fact, I finished everything concerning the launcher and the simulations and the only things left to do now are redacting the README file, exporting the project and shipping it. Don’t worry, here’s the detailed list of what I’ve done today: added launcher performance settings (FPS cap, V-Sync) added the credits tab (assets used such as images, thumbnails, sounds, fonts, external libraries, special thanks) added UI sounds (when clicking and hovering the launcher buttons) updated every font (launcher and simulations) to Segoe UI for that Windows Vista - 8 look by creating a folder with it created an icon for the launcher and simulation windows changed the launcher to light mode (I think that it looks better like that) added safety checks and backups for EVERY file of the project (if a file is missing, the launcher and simulations will still work) added some comments on every simulation and launcher As of now, I think that the whole project contains ~7890 lines of code and represents 64h of work (without including the README writing, shipping and project description yet). It has really been a wonderful journey to participate in this challenge and I’ll probably try to get involved in more Hack Club events. As for the future of the project: I already said that I was going to continue it after Stardance ends to ensure that you can have the whole thing. Lastly: thanks, as always, for all the support that you’ve given to me.
Devlog 13 Hey, this devlog is the last; I’ve packaged the project into an .exe file and wrote the README. Here’s a picture of it: Thanks for having followed me through my journey, it has really been a pleasure.
Ships:
What did I make? A 2D interactive physics and chemistry sandbox (simulations) written only in Python and based on Newtonian mechanics, optics, fluid mechanics, thermodynamics, molecular dynamics and more! What was challenging? Packaging the project. In fact, it took me 4 hours and more than 10 deleted launcher tests to make everything work as an .exe file. What am I proud of? The fact that I managed to achieve the launcher and simulation look that I wanted (for reference, that early Windows 8 - Vista and ImGUI look) with the Segoe UI font and light theme. Moreover, I’m proud of the fact that every simulation works correctly with the launcher and that they are based on real physical and chemical properties by using real equations. What should you know so that you can test the project? Just open the demo link of the project page in Stardance and follow the instructions to download the project for Windows only. You can also visit the GitHub repository and open the download link there (bold link). Also, some simulations have not been made (Fluid Simulation and the Chemistry Simulations that are not accessible)....
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1793940801.6035402
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1794027201.6035402
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70390
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My own site! by @Yona | Stardance
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @Yona | Stardance
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1793620597.9072728
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1794225397.9072728
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70391
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small laser security system by @sfzrashdi | Starda small laser security system by @sfzrashdi | Stardance...
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sfzrashdi
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0
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0.0
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0
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[]
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[]
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Title: small laser security system by @sfzrashdi | Title: small laser security system by @sfzrashdi | Stardance...
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1793620598.7857277
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1794225398.7857277
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70392
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Webatron by @Fomdomsom | Stardance
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Fomdomsom
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0
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0.5
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0
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[]
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[{"post_id": 82541, "ts": "202 [{"post_id": 82541, "ts": "2026-10-25T05:32:23Z", "hours": 0.5006, "text": "Starting my webpage, just figuring out the basics"}]...
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Title: Webatron by @Fomdomsom | Stardance
Devlogs Title: Webatron by @Fomdomsom | Stardance
Devlogs:
Starting my webpage, just figuring out the basics...
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1793620602.7953827
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1794225402.7953827
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70393
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n by @Picazo | Stardance
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Picazo
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0
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0.0
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0
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[]
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[]
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Title: n by @Picazo | Stardance
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1793620603.74545
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1794225403.74545
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70394
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BLARE by @HRobbie | Stardance
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HRobbie
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0
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0.0
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0
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[]
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[]
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Title: BLARE by @HRobbie | Stardance
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1793620604.6367671
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1794225404.6367671
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70395
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Frictionless by @Atiff | Stardance
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Atiff
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0
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0.0
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0
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[]
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[]
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Title: Frictionless by @Atiff | Stardance
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1793008397.1476278
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1793872397.1476278
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70396
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NULL
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NULL
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0
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0.0
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0
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[]
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[]
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1793317899.5620012
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1794181899.5620012
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70397
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Tapping ball by @Rithanyaa | Stardance
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Rithanyaa
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T16:33:00Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "it’s a very simple game we have to tap on the ball till reach a specific point", "repo": "https://github.com/rithanyaasivasamy/regex-dojo", "demo": "https://rithanyaasivasamy.github.io/regex-dojo/"}]...
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[{"post_id": 81848, "ts": "202 [{"post_id": 81848, "ts": "2026-10-22T18:31:03Z", "hours": 0.9258, "text": "i was working on a very simple and a basic project since this mu first project i created a game where the ball has to be tapped repeatedly to win"}]...
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Title: Tapping ball by @Rithanyaa | Stardance
Dev Title: Tapping ball by @Rithanyaa | Stardance
Devlogs:
i was working on a very simple and a basic project since this mu first project i created a game where the ball has to be tapped repeatedly to win
Ships:
it’s a very simple game we have to tap on the ball till reach a specific point...
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1793940805.4380832
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1794027205.4380832
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70398
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My first slack bot! by @jacx | Stardance
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jacx
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @jacx | Stardance
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1793620607.0674906
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1794225407.0674906
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70399
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Untitled project by @lucklein2010 | Stardance
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lucklein2010
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @lucklein2010 | Stardan Title: Untitled project by @lucklein2010 | Stardance...
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1793620607.9444904
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1794225407.9444904
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70400
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BLARE by @Fizzi | Stardance
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Fizzi
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0
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0.0
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0
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[]
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[]
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Title: BLARE by @Fizzi | Stardance
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1793008400.5791209
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1793872400.5791209
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70401
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jckstnd by @jckstnd | Stardance
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jckstnd
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0
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0.0
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0
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[]
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[]
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Title: jckstnd by @jckstnd | Stardance
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1793008401.3928518
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1793872401.3928518
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70402
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First Blog project by @Fizzi | Stardance
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Fizzi
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0
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0.0
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0
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[]
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[]
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Title: First Blog project by @Fizzi | Stardance
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1793620608.8293908
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1794225408.8293908
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70403
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BLARE by @doaneaurora2012 | Stardance
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doaneaurora2012
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0
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0.0
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0
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[]
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[]
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Title: BLARE by @doaneaurora2012 | Stardance
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1793620609.7095132
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1794225409.7095132
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70404
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Liberty Spikes by @Boyra_Zeren | Stardance
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Boyra_Zeren
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0
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0.0
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0
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[]
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[]
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Title: Liberty Spikes by @Boyra_Zeren | Stardance
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1793620610.6072543
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1794225410.6072543
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70405
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Untitled project by @mosho | Stardance
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mosho
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @mosho | Stardance
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1793620611.505273
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1794225411.505273
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70406
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STATIC : Lost VR by @PoshPlasma | Stardance
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PoshPlasma
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0
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0.0
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0
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[]
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[]
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Title: STATIC : Lost VR by @PoshPlasma | Stardance
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1793620612.4244432
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1794225412.4244432
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70407
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Wizard robot casting spell by hand gestures by @Da Wizard robot casting spell by hand gestures by @Davonys | Stardance...
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Davonys
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0
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0.0
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0
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[]
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[]
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Title: Wizard robot casting spell by hand gestures Title: Wizard robot casting spell by hand gestures by @Davonys | Stardance...
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1793620613.3169036
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1794225413.3169036
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70408
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haunteds-site by @nic | Stardance
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nic
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T21:55:23Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "haunted’s web: a crappy, low-quality 2000’s inspired webpage built with html/css, this website acts like a time capsule of a forgotten age in the digital era. a time when all websites looked like crap with a few random gifs thrown in. this is a website that’s meant to discourage people from staying on the internet. features: daily online check-in (because you should really consider how you feel when you’re browsing the web) my small blinkies collection spinning phone with a knife thrown on it a message telling people to go touch grass.", "repo": "https://github.com/sodahaunted/haunted-site", "demo": "https://sodahaunted.github.io/haunted-site/"}]...
|
[{"post_id": 80820, "ts": "202 [{"post_id": 80820, "ts": "2026-10-18T21:43:32Z", "hours": 1.6478, "text": "the dead internet theory is real made a www-inspired low-stakes website with stuff from the y2k era. resembles how i would imagine my ten-year-old self to make a website if i’d learned programming twenty years ago. some of the code is reused from my old neocities webpages, mostly for styling/css. sometimes you lose your passion for things but you keep moving forward regardless. this website is more like those crappy single-page websites you’d run into during the 90s, but no one was alive during that time to remember what it was actually like. also kind of inspired from old scam websites created by people who don’t know how to code. i programmed all of this in one sitting and forgot to commit most of the time. (if it wasn’t obvious, the site looks low-quality on purpose)"}]...
|
Title: haunteds-site by @nic | Stardance
Devlogs: Title: haunteds-site by @nic | Stardance
Devlogs:
the dead internet theory is real made a www-inspired low-stakes website with stuff from the y2k era. resembles how i would imagine my ten-year-old self to make a website if i’d learned programming twenty years ago. some of the code is reused from my old neocities webpages, mostly for styling/css. sometimes you lose your passion for things but you keep moving forward regardless. this website is more like those crappy single-page websites you’d run into during the 90s, but no one was alive during that time to remember what it was actually like. also kind of inspired from old scam websites created by people who don’t know how to code. i programmed all of this in one sitting and forgot to commit most of the time. (if it wasn’t obvious, the site looks low-quality on purpose)
Ships:
haunted’s web: a crappy, low-quality 2000’s inspired webpage built with html/css, this website acts like a time capsule of a forgotten age in the digital era. a time when all websites looked like crap with a few random gifs thrown in. this is a website that’s meant to discourage people from staying on the internet. features: daily online check-in (because you should really consider how you feel when you’re browsing the web) my small blinkies collection spinning phone with a knife thrown on it a message telling people to go touch grass....
|
1793811028.6327758
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1793897428.6327758
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70409
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Everturn by @Leon_know | Stardance
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Leon_know
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0
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33.54
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0
|
[]
|
[{"post_id": 83249, "ts": "202 [{"post_id": 83249, "ts": "2026-10-27T14:42:18Z", "hours": 3.2519, "text": "Game is shipped on Wrong!!! The game is finaly working and I am already planning to add some updates even though the event is basically over, but first, I need to catch up on my sleep. I was planning to do 10 hours today for the better console, but I decided my mental health and school are probably more important. Also, a question: I know I don’t ship this game here, but can I keep the logs, or do I have to delete the whole project from Stardance and keep it only on Wrong?"}, {"post_id": 82864, "ts": "2026-10-26T03:08:09Z", "hours": 8.0781, "text": "Everturn Log 3 Finished the maze generation code, added scores and coins, increased the level speed over time, and started creating skins. Also, I need sleep, maybe."}, {"post_id": 82103, "ts": "2026-10-23T22:01:55Z", "hours": 5.6564, "text": "Everturn Log 3 Duck is moving in an infinite maze now! I just have to fine tune it."}, {"post_id": 81882, "ts": "2026-10-22T20:45:32Z", "hours": 5.7592, "text": "Everturn Log2 Today I implemented player movement, animation functions like panning and fading in/out, and screen locking. That’s about it."}, {"post_id": 81659, "ts": "2026-10-21T23:03:44Z", "hours": 5.3567, "text": "Everturn log1 I moved to Excel and VBA for the game, and I’m also using Aseprite to remake my assets. I’m still gathering ideas to make this game more interesting than just a simple maze solving game."}, {"post_id": 81045, "ts": "2026-10-19T17:27:53Z", "hours": 3.2508, "text": "Code I was trying to set up code in Figma, but it requires a premium plan or an AI agent, so I started manually creating each frame. After an hour, I’m still not finished with the first level, so I’m rethinking my software of choice."}, {"post_id": 80850, "ts": "2026-10-19T00:42:15Z", "hours": 2.1847, "text": "Duck? I didn’t sleep at all this night because I was making these handmade icons for a game I plan to finish tomorrow. How do you like them?"}]...
|
Title: Everturn by @Leon_know | Stardance
Devlogs Title: Everturn by @Leon_know | Stardance
Devlogs:
Duck? I didn’t sleep at all this night because I was making these handmade icons for a game I plan to finish tomorrow. How do you like them?
Code I was trying to set up code in Figma, but it requires a premium plan or an AI agent, so I started manually creating each frame. After an hour, I’m still not finished with the first level, so I’m rethinking my software of choice.
Everturn log1 I moved to Excel and VBA for the game, and I’m also using Aseprite to remake my assets. I’m still gathering ideas to make this game more interesting than just a simple maze solving game.
Everturn Log2 Today I implemented player movement, animation functions like panning and fading in/out, and screen locking. That’s about it.
Everturn Log 3 Duck is moving in an infinite maze now! I just have to fine tune it.
Everturn Log 3 Finished the maze generation code, added scores and coins, increased the level speed over time, and started creating skins. Also, I need sleep, maybe.
Game is shipped on Wrong!!! The game is finaly working and I am already planning to add some updates even though the event is basically over, but first, I need to catch up on my sleep. I was planning to do 10 hours today for the better console, but I decided my mental health and school are probably more important. Also, a question: I know I don’t ship this game here, but can I keep the logs, or do I have to delete the whole project from Stardance and keep it only on Wrong?...
|
1793620614.2135394
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1794225414.2135394
|
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70410
|
WAKEUP by @gustavocunha | Stardance
|
gustavocunha
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0
|
1.88
|
0
|
[]
|
[{"post_id": 81324, "ts": "202 [{"post_id": 81324, "ts": "2026-10-20T20:38:23Z", "hours": 1.8833, "text": "I did the whole PCB part myself. I know it ended up looking a bit like the example, but I can’t think of other simple features, since keeping it simple is my goal. My only doubt was that my XIAO is different from the one in the tutorial, but I think it’s right."}]...
|
Title: WAKEUP by @gustavocunha | Stardance
Devlog Title: WAKEUP by @gustavocunha | Stardance
Devlogs:
I did the whole PCB part myself. I know it ended up looking a bit like the example, but I can’t think of other simple features, since keeping it simple is my goal. My only doubt was that my XIAO is different from the one in the tutorial, but I think it’s right....
|
1793620615.4312558
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1794225415.4312558
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70412
|
Memoria by @stxrchett | Stardance
|
stxrchett
|
0
|
10.09
|
0
|
[]
|
[{"post_id": 83133, "ts": "202 [{"post_id": 83133, "ts": "2026-10-27T00:35:05Z", "hours": 2.3956, "text": "Turned the deck_id column into a foreign key. Simplified code so when changing to a new deck or adding a new card, it clears and reloads the card list instead of looping through all the cards and if loop conditions."}, {"post_id": 82525, "ts": "2026-10-25T03:51:02Z", "hours": 1.6508, "text": "Ability to add cards linked to decks. Show cards in each seperate deck."}, {"post_id": 82500, "ts": "2026-10-25T01:08:07Z", "hours": 0.8633, "text": "Format into two columns, text overflow clipping and ellipsis. CSS styling."}, {"post_id": 82469, "ts": "2026-10-24T22:05:18Z", "hours": 1.2833, "text": "Formatting. Added a delete button. Input box works with enter. Consistent padding. Decks formatted in boxes and wrapped."}, {"post_id": 82146, "ts": "2026-10-24T03:32:46Z", "hours": 3.8928, "text": "First devlog! I am making a flashcard app. Added feature to name and add decks, view deck count, and view deck ID. I was able to connect it to an sqlite database after some struggle. Really cool to see it connected to be able to edit data in the db file and displayed on the screen."}]...
|
Title: Memoria by @stxrchett | Stardance
Devlogs: Title: Memoria by @stxrchett | Stardance
Devlogs:
First devlog! I am making a flashcard app. Added feature to name and add decks, view deck count, and view deck ID. I was able to connect it to an sqlite database after some struggle. Really cool to see it connected to be able to edit data in the db file and displayed on the screen.
Formatting. Added a delete button. Input box works with enter. Consistent padding. Decks formatted in boxes and wrapped.
Format into two columns, text overflow clipping and ellipsis. CSS styling.
Ability to add cards linked to decks. Show cards in each seperate deck.
Turned the deck_id column into a foreign key. Simplified code so when changing to a new deck or adding a new card, it clears and reloads the card list instead of looping through all the cards and if loop conditions....
|
1793620617.4830832
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1794225417.4830832
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70413
|
Byscaine Console Simulator by @jckstnd | Stardance
|
jckstnd
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0
|
0.0
|
0
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[]
|
[]
|
Title: Byscaine Console Simulator by @jckstnd | St Title: Byscaine Console Simulator by @jckstnd | Stardance...
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1793620618.6707933
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1794225418.6707933
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70414
|
CosmoSpark by @MasterCoder | Stardance
|
MasterCoder
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T01:22:48Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a very safe space-themed web browser. The most challenging parts were adding the glassmorphism effects and connecting the backend.", "repo": "https://github.com/MasterCoder360/cosmospark", "demo": "https://cosmospark.org"}]...
|
[{"post_id": 82099, "ts": "202 [{"post_id": 82099, "ts": "2026-10-23T21:50:26Z", "hours": 1.3667, "text": "Let’s goooo, my website is complete, I used ScraperAPI for allowing the backend to scrape the results of DuckDuckGo and return REAL and WORKING RESULTS! I am extremely proud of myself for NOT using AI!!!!! Nope, I didn’t even touch it. So, what is this project? It is a space-themed safe web browser that doesn’t track you IP address for searching since it gets website from a backend that scrapes DuckDuckGo. If you really liked this project, please go to my GitHub source and star my project:)"}, {"post_id": 81369, "ts": "2026-10-21T00:40:08Z", "hours": 0.45, "text": "After some fixing and debugging, my site is live(but not complete) it now actually gets web search results from Wikipedia API and styles it in my preferred glassmorphism theme. Since I am using Render for the backend, it might take 50 secs due to inactivity. But that’s that. I still need to add the background and other features. The only problem is that the site all redirect to Wikipedia but I am actively trying to fix it.And please don’t copy this anyone, this is all my hard work. And guess what? I didn’t still use AI yet, it is attempting with all the bugs, but I’ll try my best."}, {"post_id": 81347, "ts": "2026-10-20T22:10:41Z", "hours": 0.8383, "text": "After some more coding, I added my favorite glassmorphism styling and a search bar, but there are a few bugs, I want this to go through my own backend but as you see in the video it is clearly NOT working. I will continue to try to fix this problem WITHOUT using AI since my goal is to not use AI. Instead I will look at similar problems in StackOverflow and other open-source web browsers"}, {"post_id": 81122, "ts": "2026-10-19T23:46:09Z", "hours": 0.6742, "text": "After 40 minutes of coding with the help of the guide, I created a site that fetches the image, explanation and title for today, but that’s just the beginning, it is now time to take over the galaxy, mwahahaha, just joking:) It is now time to upgrade the website into a complete new tab browser"}]...
|
Title: CosmoSpark by @MasterCoder | Stardance
Dev Title: CosmoSpark by @MasterCoder | Stardance
Devlogs:
After 40 minutes of coding with the help of the guide, I created a site that fetches the image, explanation and title for today, but that’s just the beginning, it is now time to take over the galaxy, mwahahaha, just joking:) It is now time to upgrade the website into a complete new tab browser
After some more coding, I added my favorite glassmorphism styling and a search bar, but there are a few bugs, I want this to go through my own backend but as you see in the video it is clearly NOT working. I will continue to try to fix this problem WITHOUT using AI since my goal is to not use AI. Instead I will look at similar problems in StackOverflow and other open-source web browsers
After some fixing and debugging, my site is live(but not complete) it now actually gets web search results from Wikipedia API and styles it in my preferred glassmorphism theme. Since I am using Render for the backend, it might take 50 secs due to inactivity. But that’s that. I still need to add the background and other features. The only problem is that the site all redirect to Wikipedia but I am actively trying to fix it.And please don’t copy this anyone, this is all my hard work. And guess what? I didn’t still use AI yet, it is attempting with all the bugs, but I’ll try my best.
Let’s goooo, my website is complete, I used ScraperAPI for allowing the backend to scrape the results of DuckDuckGo and return REAL and WORKING RESULTS! I am extremely proud of myself for NOT using AI!!!!! Nope, I didn’t even touch it. So, what is this project? It is a space-themed safe web browser that doesn’t track you IP address for searching since it gets website from a backend that scrapes DuckDuckGo. If you really liked this project, please go to my GitHub source and star my project:)
Ships:
I made a very safe space-themed web browser. The most challenging parts were adding the glassmorphism effects and connecting the backend....
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1793811062.3191013
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70415
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str by @avanibyn | Stardance
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avanibyn
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0
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2.95
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0
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[]
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[{"post_id": 86250, "ts": "202 [{"post_id": 86250, "ts": "2026-11-01T04:16:11Z", "hours": 1.2286, "text": "more dialogue for my star project"}, {"post_id": 82508, "ts": "2026-10-25T02:24:18Z", "hours": 1.0125, "text": "I didnt like my script so idecided todelete everything and rewrite it"}, {"post_id": 81385, "ts": "2026-10-21T02:57:30Z", "hours": 0.7092, "text": "im starting the first bits of the script"}]...
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Title: str by @avanibyn | Stardance
Devlogs:
im s Title: str by @avanibyn | Stardance
Devlogs:
im starting the first bits of the script
I didnt like my script so idecided todelete everything and rewrite it
more dialogue for my star project...
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1793620619.5758724
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1794225419.5758724
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70416
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clicksy by @srithimahi | Stardance
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srithimahi
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0
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0.0
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0
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[]
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[]
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Title: clicksy by @srithimahi | Stardance
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1793620620.5064468
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1794225420.5064468
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70418
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Air Canvas by @ainesh_kumar7 | Stardance
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ainesh_kumar7
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0
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0.0
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0
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[]
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Title: Air Canvas by @ainesh_kumar7 | Stardance
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1793620622.6195784
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1794225422.6195784
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70419
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My awesome macropad! by @eiv | Stardance
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eiv
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @eiv | Stardance
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1793620623.5393653
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1794225423.5393653
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70420
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osu-monster by @alexd229 | Stardance
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alexd229
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0
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0.0
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0
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[]
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[]
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Title: osu-monster by @alexd229 | Stardance
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1793008428.966918
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1793872428.966918
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70421
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VideoPad by @Piiyush | Stardance
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Piiyush
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0
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0.0
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0
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[]
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[]
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Title: VideoPad by @Piiyush | Stardance
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1793620625.6158037
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1794225425.6158037
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70422
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VideoPad by @Piiyush | Stardance
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Piiyush
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0
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0.0
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0
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[]
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[]
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Title: VideoPad by @Piiyush | Stardance
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1793620626.5001795
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1794225426.5001795
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70423
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pomodoro timer thing by @benMakesStuff | Stardance
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benMakesStuff
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-26T19:56:32Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a pomodoro timer that also gives u tips using a tips API and it looks cool so ye.", "repo": "https://github.com/benvelzul/pomodoro-timer", "demo": "https://benvelzul.github.io/pomodoro-timer/"}]...
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[{"post_id": 82835, "ts": "202 [{"post_id": 82835, "ts": "2026-10-25T23:53:37Z", "hours": 0.3781, "text": "i deployed and finished the website including the timer and it work alright so its really good now. Im going to ship today hopefully i just need to finish some of my ratings and done."}, {"post_id": 81948, "ts": "2026-10-23T04:22:04Z", "hours": 1.0719, "text": "I made the basic UI for it, and also made it connect to the api that gives u tips (including tips about vampire protection) and ye its cool since its something i actually wrote (and not ai) and it works and im rlly proud cus its like in javascript and i understand it"}]...
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Title: pomodoro timer thing by @benMakesStuff | St Title: pomodoro timer thing by @benMakesStuff | Stardance
Devlogs:
I made the basic UI for it, and also made it connect to the api that gives u tips (including tips about vampire protection) and ye its cool since its something i actually wrote (and not ai) and it works and im rlly proud cus its like in javascript and i understand it
i deployed and finished the website including the timer and it work alright so its really good now. Im going to ship today hopefully i just need to finish some of my ratings and done.
Ships:
I made a pomodoro timer that also gives u tips using a tips API and it looks cool so ye....
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1793940816.8745553
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1794027216.8745553
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70424
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CUTORA by @jebinpravinraj | Stardance
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jebinpravinraj
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0
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0.0
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0
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[]
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[]
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Title: CUTORA by @jebinpravinraj | Stardance
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1793620628.5628152
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1794225428.5628152
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70425
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GiggleByte by @VickB | Stardance
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VickB
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0
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0.0
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0
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[]
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[]
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Title: GiggleByte by @VickB | Stardance
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1793620629.4109583
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1794225429.4109583
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70426
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Most useless code ever by @ellingsworthgavin | Sta Most useless code ever by @ellingsworthgavin | Stardance...
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ellingsworthgavin
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0
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0.0
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0
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[]
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[]
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Title: Most useless code ever by @ellingsworthgavi Title: Most useless code ever by @ellingsworthgavin | Stardance...
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1793620631.4804902
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70427
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My first slack bot! by @knr368 | Stardance
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knr368
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @knr368 | Stardance
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1793620632.3799367
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1794225432.3799367
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70428
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sai - the -guider by @jiya | Stardance
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jiya
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0
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0.0
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0
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[]
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[]
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Title: sai - the -guider by @jiya | Stardance
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1793620634.47489
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My awesome macropad! by @vivaandev | Stardance
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vivaandev
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0
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0.0
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0
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[]
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Title: My awesome macropad! by @vivaandev | Starda Title: My awesome macropad! by @vivaandev | Stardance...
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1793620638.0035067
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1794225438.0035067
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Static-Space by @Adam_Primus | Stardance
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Adam_Primus
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1
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16.9
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-26T09:45:58Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "STATIC-SPACE It is a space themed Warioware style game that consists of three minigame, three lives and a lot of uniqueness. It is made using the GODOT engine. Features It consists of Three Minigames You Will Get Three Lives Creative Elements Try It Out By Clicking On ‘Try Project’ Below. For More Details Click On Source Code Below.", "repo": "https://github.com/Adam-Primus/Static-Space", "demo": "https://adam-primus.itch.io/static-space"}]...
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[{"post_id": 85459, "ts": "202 [{"post_id": 85459, "ts": "2026-10-31T11:18:11Z", "hours": 1.4481, "text": "Devlog: 07, So, I know that I suck at designing, still in this devlog I designed more assets for the game because my designer friend is unavailable. So, I created new elements and Backgrounds. I replaced the winner and loser scene’s old background to a newer one. Then I exported the project and published it again in itch.in That’s All."}, {"post_id": 85017, "ts": "2026-10-30T19:34:47Z", "hours": 1.4506, "text": "Devlog: 06, So, my project requested a change that the assets in my game which were made using ai must be changed to original or any assets on the internet. So, in this devlog I created some new abstracts on my own And also found some on the internet *I am bad at designing pixel art. That’s All."}, {"post_id": 82936, "ts": "2026-10-26T09:35:05Z", "hours": 2.9042, "text": "Devlog: 05, In this devlog, I first begin with creating two new scene that is for the loser and winner page. I created one of their background in the last session so now I made another background. Then I added the elements I wanted to add and customized or perhaps designed it according to my desire. After finishing the winner and loser scene and writing their code, I ran a test which showed up an error it took a while to figure out the problem as I do not know gd script very well. I turned out to be location of a file error which the code was unable to find but I fixed it. After That I ran a final test which was good. So I proceeded with the guide in the stardance. I exported the project, downloaded a preset of WEb, created a file known as “exports”, and then compressed it. Then It was time for publishing. Finally to Publish, I registered into itch.io and upload a new project, selected HTML option, other settings, and finally PUBLISHED THE GAME . At Last, I wrote the README file and Pushed all the change that I made to the GITHUB repository. That’s All."}, {"post_id": 82343, "ts": "2026-10-24T16:36:45Z", "hours": 1.8947, "text": "Devlog: 04, Today, I first begin by creating or perhaps I should say editing my 3rd minigame, it took a while to decide the new minigame but I selected this. I was first trying to make it functional by adding animation but it did not work so I did some research I figured out it must be edited, not animated. So, I wrote the appropriate program and IT WORKED!!! Then, I begin making a background for the death/loser scene. I used Paints 3D for this. I first downloaded some elements from the internet. Then I individually added them edit. I designed it like whatever came to my mind, there is nothing much to talk about it. Personally, I is a very different project that whatever I have created before. Perhaps, It it the first game that I created EVER . That’s ALl."}, {"post_id": 81561, "ts": "2026-10-21T18:02:26Z", "hours": 2.9492, "text": "Devlog: 03, In this session, I wanted to make a New MiniGame [3rd] . So, first I started with extracting some elements from Paints 3d . I basically downloaded some pixelated images from the internet and cropped the elements out of it i,e, A Spacecraft , Some Meteoroids , & few Satellites . Then I began creating the minigame. In the godot console , I created a new scene and progressed making the game. I also began writing the appropriate program to it so it could sync to the game smoothly. Although it is not finished yet, it is expected to be finished by the next devlog. That’s All."}, {"post_id": 81286, "ts": "2026-10-20T16:49:40Z", "hours": 0.6086, "text": "Devlog: 02, I was not able to work a lot in this devlog. I just be able to fix some bugs and errors of the game. I edited some program and fixed the signal problem of my 2nd minigame buttons. I was little challenging to figure it out but I solved it. That’s All."}, {"post_id": 81064, "ts": "2026-10-19T18:42:57Z", "hours": 6.14, "text": "Devlog: 01, This is the beginning, I downloaded GODOT Engine and started a new project named Static-Space . It is a WarioWare-Style, Space Themed game. I begin making the very Main page of my game. Using the help of the on board guide on Stardance I progressed with my project. I made amazing [do not judge] looking character, elements, & blocks. I the with the help of guide , programmed the Main page to be interactive. It was a easy program, I understood it in a moment. Image: 01. I then created a Timer Page [a waiting page between two minigames]. I added some special elements to maintain the uniqueness. Speaking on which, the triangular patches are actually lives of the player. Then I proceeded by adding the program. Of Course, it did not work, I started researching and customizing the program to fix it. When it seemed to work fine I proceeded. Image: 02. Then, I created MiniGame 1 & MiniGame 2 , I would not tell about it much because it is good to have suspense. You must play the game to find out. Of Course, I face a lot of difficulty to make them work as their default program did not work. Perhaps , it was not suppose to work at all so that we can learn and find it out ourselves. To those who made this guide, it worked out really well . The Image of MiniGame 1 & MiniGame 2 are not provided. Pages Created: Main Page Timer Page [a waiting page between two minigames] Mini Game 1 Mini Game 2 That’s All."}]...
|
Title: Static-Space by @Adam_Primus | Stardance
D Title: Static-Space by @Adam_Primus | Stardance
Devlogs:
Devlog: 01, This is the beginning, I downloaded GODOT Engine and started a new project named Static-Space . It is a WarioWare-Style, Space Themed game. I begin making the very Main page of my game. Using the help of the on board guide on Stardance I progressed with my project. I made amazing [do not judge] looking character, elements, & blocks. I the with the help of guide , programmed the Main page to be interactive. It was a easy program, I understood it in a moment. Image: 01. I then created a Timer Page [a waiting page between two minigames]. I added some special elements to maintain the uniqueness. Speaking on which, the triangular patches are actually lives of the player. Then I proceeded by adding the program. Of Course, it did not work, I started researching and customizing the program to fix it. When it seemed to work fine I proceeded. Image: 02. Then, I created MiniGame 1 & MiniGame 2 , I would not tell about it much because it is good to have suspense. You must play the game to find out. Of Course, I face a lot of difficulty to make them work as their default program did not work. Perhaps , it was not suppose to work at all so that we can learn and find it out ourselves. To those who made this guide, it worked out really well . The Image of MiniGame 1 & MiniGame 2 are not provided. Pages Created: Main Page Timer Page [a waiting page between two minigames] Mini Game 1 Mini Game 2 That’s All.
Devlog: 02, I was not able to work a lot in this devlog. I just be able to fix some bugs and errors of the game. I edited some program and fixed the signal problem of my 2nd minigame buttons. I was little challenging to figure it out but I solved it. That’s All.
Devlog: 03, In this session, I wanted to make a New MiniGame [3rd] . So, first I started with extracting some elements from Paints 3d . I basically downloaded some pixelated images from the internet and cropped the elements out of it i,e, A Spacecraft , Some Meteoroids , & few Satellites . Then I began creating the minigame. In the godot console , I created a new scene and progressed making the game. I also began writing the appropriate program to it so it could sync to the game smoothly. Although it is not finished yet, it is expected to be finished by the next devlog. That’s All.
Devlog: 04, Today, I first begin by creating or perhaps I should say editing my 3rd minigame, it took a while to decide the new minigame but I selected this. I was first trying to make it functional by adding animation but it did not work so I did some research I figured out it must be edited, not animated. So, I wrote the appropriate program and IT WORKED!!! Then, I begin making a background for the death/loser scene. I used Paints 3D for this. I first downloaded some elements from the internet. Then I individually added them edit. I designed it like whatever came to my mind, there is nothing much to talk about it. Personally, I is a very different project that whatever I have created before. Perhaps, It it the first game that I created EVER . That’s ALl.
Devlog: 05, In this devlog, I first begin with creating two new scene that is for the loser and winner page. I created one of their background in the last session so now I made another background. Then I added the elements I wanted to add and customized or perhaps designed it according to my desire. After finishing the winner and loser scene and writing their code, I ran a test which showed up an error it took a while to figure out the problem as I do not know gd script very well. I turned out to be location of a file error which the code was unable to find but I fixed it. After That I ran a final test which was good. So I proceeded with the guide in the stardance. I exported the project, downloaded a preset of WEb, created a file known as “exports”, and then compressed it. Then It was time for publishing. Finally to Publish, I registered into itch.io and upload a new project, selected HTML option, other settings, and finally PUBLISHED THE GAME . At Last, I wrote the README file and Pushed all the change that I made to the GITHUB repository. That’s All.
Devlog: 06, So, my project requested a change that the assets in my game which were made using ai must be changed to original or any assets on the internet. So, in this devlog I created some new abstracts on my own And also found some on the internet *I am bad at designing pixel art. That’s All.
Devlog: 07, So, I know that I suck at designing, still in this devlog I designed more assets for the game because my designer friend is unavailable. So, I created new elements and Backgrounds. I replaced the winner and loser scene’s old background to a newer one. Then I exported the project and published it again in itch.in That’s All.
Ships:
STATIC-SPACE It is a space themed Warioware style game that consists of three minigame, three lives and a lot of uniqueness. It is made using the GODOT engine. Features It consists of Three Minigames You Will Get Three Lives Creative Elements Try It Out By Clicking On ‘Try Project’ Below. For More Details Click On Source Code Below....
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1793811087.3956
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1793897487.3956
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70431
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Notifio by @he3vn | Stardance
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he3vn
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0
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0.0
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0
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[]
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[]
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Title: Notifio by @he3vn | Stardance
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1793620638.8970966
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1794225438.8970966
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70432
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My very own WebOS by @Imadulla | Stardance
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Imadulla
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @Imadulla | Stardance
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1793620639.756938
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1794225439.756938
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70434
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MelodyPad by @aagam3023 | Stardance
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aagam3023
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0
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1.2
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0
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[]
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[{"post_id": 81011, "ts": "202 [{"post_id": 81011, "ts": "2026-10-19T16:15:12Z", "hours": 1.2, "text": "I’ve been working on the design of my MelodyPad using Onshape. I made the enclosure with eight raised keys, a USB port opening, and mounting points for the electronics. I’m still working on improving the design, but I’m happy with how it’s coming along so far. I also recorded a one-hour timelapse of my progress. Next, I want to refine the design and start figuring out how to fit all the electronic components inside."}]...
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Title: MelodyPad by @aagam3023 | Stardance
Devlog Title: MelodyPad by @aagam3023 | Stardance
Devlogs:
I’ve been working on the design of my MelodyPad using Onshape. I made the enclosure with eight raised keys, a USB port opening, and mounting points for the electronics. I’m still working on improving the design, but I’m happy with how it’s coming along so far. I also recorded a one-hour timelapse of my progress. Next, I want to refine the design and start figuring out how to fit all the electronic components inside....
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1793620641.8624861
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1794225441.8624861
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