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3528
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Shadow by @xNC | Stardance
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xNC
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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: Shadow by @xNC | Stardance
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1792662724.286449
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1793267524.286449
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7883
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Android weather app by @xMatMro | Stardance
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xMatMro
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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: Android weather app by @xMatMro | Stardance
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1792734702.554087
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1793339502.554087
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336
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bedrockR by @xFN10x | Stardance
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xFN10x
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1
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67.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T14:06:05Z", "hours": 67.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am shipping bedrockR a3.0PRE, a pre-release to the next major alpha version a3.0. bedrockR has been my main project for about a year now, starting it in Summer Of Making last year. This is the first bedrockR pre-release, you will most likely find bugs. Please report them here Please also read https://github.com/xFN10x/bedrockR/blob/master/a3PRE-known-issues.md to make sure you aren’t reporting already known issues.", "repo": "https://github.com/xFN10x/bedrockR", "demo": "https://github.com/xFN10x/bedrockR/releases/tag/a3.0PRE"}]...
|
[{"post_id": 63553, "ts": "202 [{"post_id": 63553, "ts": "2026-09-07T13:58:20Z", "hours": 7.1344, "text": "devlog 8 It’s time… Yes, I’m finally shipping a3.0PRE. I thought i would have more time to release the whole version at once, but a new YSWS is starting today, and i haven’t released a bedrockR version in quite a while. Resource Building (again) I did fix the resources, so now they do build properly, but there are some weird bugs that i have no idea where to even start with… this is why i made a known issues file on the github, because im hoping i can narrow down what might be causing this. What to expect from this release This release is about 50% of the work that will be in a3.0, the release is lacking quite a few important things that the final release will have. Mainly workspace upgrading, new UI features, and more network features. You almost certainly WILL find bugs, I NEED these reported , I don’t want an a2.0.2 situation again, where the whole program was found to be broken AFTER I shipped. . Anyways, this might very well be the last of me on Stardance , thank you for following my code optimization journey, and I hope you enjoy bedrockR!"}, {"post_id": 60784, "ts": "2026-09-03T11:41:43Z", "hours": 3.7117, "text": "devlog 7 I wasn’t planning on making this… but seeing as im going to highschool for the first time in 30 minutes , uhhh… i think i should make this. Resource Building I finally started implementing resource building. Ive been doing all of this with plugins in mind, so its very flexible. Well, this devlog is quite short, but… oh it doesn’t work… (well ill fix it when i have time) New item & block selectors I redid the Item selector, to make it easier to use, and program with, and I also removed the old block selector, seeing as it was literally the same class, but with some slightly different filtering… This release I’ve also decided that i should probably release this version in 2 releases, a3.0PRE , and a3.0 , because i haven’t released any versions in over 4 months."}, {"post_id": 58512, "ts": "2026-08-30T22:58:50Z", "hours": 5.2397, "text": "devlog 6 this time, i didn’t take 10 hours to do something! Yes, this devlog is only ~5 hours, not 10 lime usual, however, i did actually do something. More Resource work Now, you can actually use resources. You can select them in elements, and do things to them called “Resource tasks.” You execute them by right clicking them in the workspace view. You can also FINALLY select them for blocks and such. (hopefully the video works) General UI fixes Ive also fixed some other UI things, mainly being the icons for UI looking kinda crunchy… its very obvious with the social icons. The issue was with werid java scaling stuff… but its fixed now. I also changed the icon that the program uses from 1600x1600 to 1024x1024, because of some scaling artifacts. Also, I implemented some old, custom window icons, that i never figured out how to use."}, {"post_id": 54598, "ts": "2026-08-25T16:59:29Z", "hours": 10.1442, "text": "devlog 5 i kinda underestimated how long i was coding for yesterday I did more cleaning, and some more ui stuff. One of those was the social icons. I finally finished adding back all of the RElementValues , so now i can focus on other things. One of those other things was fixing some block texture related things, like fixing a random bug i introduced, aaand also making the block downloading 10x faster…. Block Downloading It was always annoying when trying to test bedrockR on other platforms, and i would have to sit through the block downloading… so i added a way to cancel it… but now i completely negated that problem; i multi-threaded it. Yea it actually seems like its 10x faster now, which is nice. RMapValue s rework Just like with RElementValue s, the class for RMapValue was huge… so now im doing the same thing with it; seperating it into different classes. So far, i dont have many reimplemented, but thats because i was doing something else; Resource UI Yes, im finally adding the new resource UI. I’ve started with remaking the resource tab, it looks pretty good so far, but i still need to do some work. Now im gonna continue resource stuff Changelog add resource gui in RWorkspace, and icons ( c7747e9 ) Bump gradle-wrapper from 9.7.0 to 9.7.1 ( 48bbd25 ) Bump com.google.guava:guava from 33.6.0-jre to 33.7.1-jre ( 6dd20bc ) make resources appear i think ( 4ad3140 ) fix layout ( 202dae9 ) move abstract resource classes to a new package, rename some resource functions, and add new resource category function ( c351bcc ) alright, i need to lock in, so now i actually need new resource ui ( 11154bb ) fix stuff with RMapElementValues and RElementValues + random code clean ( a9d82e7 ) fix top image, and make downloading 10x faster ( d03cc6a ) rename item components, and start readding map values ( 72c30f1 )"}, {"post_id": 44934, "ts": "2026-08-11T00:52:38Z", "hours": 9.5525, "text": "devlog 4 pssst, hey i have a slack channel if you want more dev things im not rewriting everything i said again, stardance utils deleted this whole thing, instead ill give you 1 sentence bullet points: i redid the recipe screen wow it was so bad redid launch page mmm smooth animation also did a bunch of random ass things that i cant explain cause they were mostly like 1 line of code being altered… also, stardance utils doesn’t edit this textbox correctly, so below should be the changelog v Changelog make this appear on the right screen ( 6d8b140 ) make the recipe creation screen better ( 0660edd ) make this smooth ( 52e32fb ) clean ( 8e86c27 ) fix the positioning ( 2c88991 ) Bump gradle-wrapper from 9.6.1 to 9.7.0 ( 928260d ) clean, make help button a class ( 2fc07dc ) make windows open on the current screen the mouse is on ( 23ee12f ) add more greetings, and make it a record ( 6bbee27 ) fix where windows open ( f33af46 )"}, {"post_id": 42146, "ts": "2026-08-06T19:10:23Z", "hours": 9.1933, "text": "devlog 3, this is why you write clean code early ok so the dreaded day has finally come… The largest class in this program, RElementValue is finally being cleaned up. It is the thing you see when changing your settings, or when editing ANY element… it automatically changes depending on the type of the variable its targeting… but the code i wrote for it was SO BAD! 🥀 3 giant if statements, checking through each possible implemented type, making the class over 1300+ lines long. However, I finally decided to redo the whole thing to continue my “code cleaning quest” So now different types get their own classes, e. g, strings get; REStringValue booleans get; REBoolValue (not actually implemented yet), etc. And as usual, this has NO effect on the user experience, which is… great to be putting so much effort into… but it has to be done before it gets to out of hand. (I promise im gonna start doing fun stuff soon 😅) This is why you write clean code from the start."}, {"post_id": 40173, "ts": "2026-08-03T16:04:12Z", "hours": 8.5211, "text": "devlog 2, again i kinda forgot to mention this… but im completely redoing the resource system…. oh wait i already did yea i thought i said this last devlog, but cleaned more code, and redid most of the program again. Resources instead of saving to one json file with the files, now save in a structured directory system, that you can see in the screenshot. (its actually a full workspace, but you get the idea.) Resources also are now their own classes, which makes it soooo much easier to add them… they are quite similar to how i programmed elements. Right now, you can’t convert older workspaces to these new resource system one, but thatll be worked on later. Time to do some ui! (also i did more code cleaning, and i renamed a ton of stuff)"}, {"post_id": 37960, "ts": "2026-07-31T00:48:37Z", "hours": 5.9425, "text": "devlog 1 Alright, I’m actually resuming normal development. I’M NOT MAKING THAT INSTALLER. I expect to be doing a bunch of code clean, now that I have even MORE experience with java. For release a2.2, I’m planning structures , but thats gonna take a bunch of work internally… because i’ll have to redo a bunch of stuff to make this program easier to work on. I also MIGHT continue on the android version. slack channel for more updates"}, {"post_id": 23586, "ts": "2026-07-06T17:02:00Z", "hours": 2.3186, "text": "Progress is going faster than before now that im using Rider now, I have made an API for getting the versions, instead of using the latest.json file in the github, and now im using it in the installer, and next hotfix i’ll use it for bedrockR updating. Oh and bedrockR 1.3.1 is finally out now… i guess i forgot to upload the release assets when i published it…"}, {"post_id": 22285, "ts": "2026-07-04T17:50:38Z", "hours": 0.6433, "text": "Im back to working on this, stopped using visual studio because it was horrible, now im using Jetbrains Rider. Ive implemented some methods to get releases from the github, so now im gonna implement them."}, {"post_id": 7015, "ts": "2026-06-11T19:27:00Z", "hours": 4.3383, "text": "it took a long time, but i finally figured out how to style the ui, and i recreated the bedrockR style. (the versions page will be fixed soon)"}, {"post_id": 107, "ts": "2026-05-31T19:30:56Z", "hours": 0.3497, "text": "I’ve been working on creating a bedrockR installer in C#, this will be cross-platform, and it will be released with each version, handling installing, and i also might add a way to run it without installing"}]...
|
Title: bedrockR by @xFN10x | Stardance
Devlogs:
I Title: bedrockR by @xFN10x | Stardance
Devlogs:
I’ve been working on creating a bedrockR installer in C#, this will be cross-platform, and it will be released with each version, handling installing, and i also might add a way to run it without installing
it took a long time, but i finally figured out how to style the ui, and i recreated the bedrockR style. (the versions page will be fixed soon)
Im back to working on this, stopped using visual studio because it was horrible, now im using Jetbrains Rider. Ive implemented some methods to get releases from the github, so now im gonna implement them.
Progress is going faster than before now that im using Rider now, I have made an API for getting the versions, instead of using the latest.json file in the github, and now im using it in the installer, and next hotfix i’ll use it for bedrockR updating. Oh and bedrockR 1.3.1 is finally out now… i guess i forgot to upload the release assets when i published it…
devlog 1 Alright, I’m actually resuming normal development. I’M NOT MAKING THAT INSTALLER. I expect to be doing a bunch of code clean, now that I have even MORE experience with java. For release a2.2, I’m planning structures , but thats gonna take a bunch of work internally… because i’ll have to redo a bunch of stuff to make this program easier to work on. I also MIGHT continue on the android version. slack channel for more updates
devlog 2, again i kinda forgot to mention this… but im completely redoing the resource system…. oh wait i already did yea i thought i said this last devlog, but cleaned more code, and redid most of the program again. Resources instead of saving to one json file with the files, now save in a structured directory system, that you can see in the screenshot. (its actually a full workspace, but you get the idea.) Resources also are now their own classes, which makes it soooo much easier to add them… they are quite similar to how i programmed elements. Right now, you can’t convert older workspaces to these new resource system one, but thatll be worked on later. Time to do some ui! (also i did more code cleaning, and i renamed a ton of stuff)
devlog 3, this is why you write clean code early ok so the dreaded day has finally come… The largest class in this program, RElementValue is finally being cleaned up. It is the thing you see when changing your settings, or when editing ANY element… it automatically changes depending on the type of the variable its targeting… but the code i wrote for it was SO BAD! 🥀 3 giant if statements, checking through each possible implemented type, making the class over 1300+ lines long. However, I finally decided to redo the whole thing to continue my “code cleaning quest” So now different types get their own classes, e. g, strings get; REStringValue booleans get; REBoolValue (not actually implemented yet), etc. And as usual, this has NO effect on the user experience, which is… great to be putting so much effort into… but it has to be done before it gets to out of hand. (I promise im gonna start doing fun stuff soon 😅) This is why you write clean code from the start.
devlog 4 pssst, hey i have a slack channel if you want more dev things im not rewriting everything i said again, stardance utils deleted this whole thing, instead ill give you 1 sentence bullet points: i redid the recipe screen wow it was so bad redid launch page mmm smooth animation also did a bunch of random ass things that i cant explain cause they were mostly like 1 line of code being altered… also, stardance utils doesn’t edit this textbox correctly, so below should be the changelog v Changelog make this appear on the right screen ( 6d8b140 ) make the recipe creation screen better ( 0660edd ) make this smooth ( 52e32fb ) clean ( 8e86c27 ) fix the positioning ( 2c88991 ) Bump gradle-wrapper from 9.6.1 to 9.7.0 ( 928260d ) clean, make help button a class ( 2fc07dc ) make windows open on the current screen the mouse is on ( 23ee12f ) add more greetings, and make it a record ( 6bbee27 ) fix where windows open ( f33af46 )
devlog 5 i kinda underestimated how long i was coding for yesterday I did more cleaning, and some more ui stuff. One of those was the social icons. I finally finished adding back all of the RElementValues , so now i can focus on other things. One of those other things was fixing some block texture related things, like fixing a random bug i introduced, aaand also making the block downloading 10x faster…. Block Downloading It was always annoying when trying to test bedrockR on other platforms, and i would have to sit through the block downloading… so i added a way to cancel it… but now i completely negated that problem; i multi-threaded it. Yea it actually seems like its 10x faster now, which is nice. RMapValue s rework Just like with RElementValue s, the class for RMapValue was huge… so now im doing the same thing with it; seperating it into different classes. So far, i dont have many reimplemented, but thats because i was doing something else; Resource UI Yes, im finally adding the new resource UI. I’ve started with remaking the resource tab, it looks pretty good so far, but i still need to do some work. Now im gonna continue resource stuff Changelog add resource gui in RWorkspace, and icons ( c7747e9 ) Bump gradle-wrapper from 9.7.0 to 9.7.1 ( 48bbd25 ) Bump com.google.guava:guava from 33.6.0-jre to 33.7.1-jre ( 6dd20bc ) make resources appear i think ( 4ad3140 ) fix layout ( 202dae9 ) move abstract resource classes to a new package, rename some resource functions, and add new resource category function ( c351bcc ) alright, i need to lock in, so now i actually need new resource ui ( 11154bb ) fix stuff with RMapElementValues and RElementValues + random code clean ( a9d82e7 ) fix top image, and make downloading 10x faster ( d03cc6a ) rename item components, and start readding map values ( 72c30f1 )
devlog 6 this time, i didn’t take 10 hours to do something! Yes, this devlog is only ~5 hours, not 10 lime usual, however, i did actually do something. More Resource work Now, you can actually use resources. You can select them in elements, and do things to them called “Resource tasks.” You execute them by right clicking them in the workspace view. You can also FINALLY select them for blocks and such. (hopefully the video works) General UI fixes Ive also fixed some other UI things, mainly being the icons for UI looking kinda crunchy… its very obvious with the social icons. The issue was with werid java scaling stuff… but its fixed now. I also changed the icon that the program uses from 1600x1600 to 1024x1024, because of some scaling artifacts. Also, I implemented some old, custom window icons, that i never figured out how to use.
devlog 7 I wasn’t planning on making this… but seeing as im going to highschool for the first time in 30 minutes , uhhh… i think i should make this. Resource Building I finally started implementing resource building. Ive been doing all of this with plugins in mind, so its very flexible. Well, this devlog is quite short, but… oh it doesn’t work… (well ill fix it when i have time) New item & block selectors I redid the Item selector, to make it easier to use, and program with, and I also removed the old block selector, seeing as it was literally the same class, but with some slightly different filtering… This release I’ve also decided that i should probably release this version in 2 releases, a3.0PRE , and a3.0 , because i haven’t released any versions in over 4 months.
devlog 8 It’s time… Yes, I’m finally shipping a3.0PRE. I thought i would have more time to release the whole version at once, but a new YSWS is starting today, and i haven’t released a bedrockR version in quite a while. Resource Building (again) I did fix the resources, so now they do build properly, but there are some weird bugs that i have no idea where to even start with… this is why i made a known issues file on the github, because im hoping i can narrow down what might be causing this. What to expect from this release This release is about 50% of the work that will be in a3.0, the release is lacking quite a few important things that the final release will have. Mainly workspace upgrading, new UI features, and more network features. You almost certainly WILL find bugs, I NEED these reported , I don’t want an a2.0.2 situation again, where the whole program was found to be broken AFTER I shipped. . Anyways, this might very well be the last of me on Stardance , thank you for following my code optimization journey, and I hope you enjoy bedrockR!
Ships:
I am shipping bedrockR a3.0PRE, a pre-release to the next major alpha version a3.0. bedrockR has been my main project for about a year now, starting it in Summer Of Making last year. This is the first bedrockR pre-release, you will most likely find bugs. Please report them here Please also read https://github.com/xFN10x/bedrockR/blob/master/a3PRE-known-issues.md to make sure you aren’t reporting already known issues....
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1793339771.0745094
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1793426171.0745094
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21869
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Create: Stealth & Security (MC Mod) by @xFN10x Create: Stealth & Security (MC Mod) by @xFN10x | Stardance...
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xFN10x
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1
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89.0
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1317
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T21:23:49Z", "hours": 89.0, "multiplier": 18.49, "payout": 1317, "blessing": "neutral", "text": "Create: Stealth & Security is a Minecraft mod for 1.21.1 Neoforge that I decided to make because I like being able to spy on people… This is the first neoforge mod I’ve developed & published. I would reccomend playing this with the modrinth app if you already have it, with JEI and Jade .", "repo": "https://github.com/xFN10x/Create-Security", "demo": "https://modrinth.com/mod/create-security"}]...
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[{"post_id": 37800, "ts": "202 [{"post_id": 37800, "ts": "2026-07-30T18:53:36Z", "hours": 3.5239, "text": "devlog 20, normal time now vid link: https://youtu.be/H_7fsU2BupI alright, im probably gonna ship soon. so i focaused on some touch up features. recipes everything has recipes now, even adding the finiranium sensor recipe that i forgot last update. summaries everything also has shift summaries, so now people can actually learn how to use the mod I also added Nether Glass, right now it’s only used for the chunk detector recipe, but it will be able to block end sickness later on. I’ll be mainly prioritizing my other project https://stardance.hackclub.com/projects/336 after this ship, but ill probably work on this a bit more."}, {"post_id": 37241, "ts": "2026-07-29T19:56:10Z", "hours": 7.4528, "text": "devlog 19… these features are quite difficult to fine tune video cause stardance doesn’t work alright so 8 hours again… this time i only did one feature, (and maybe some bug fixes…) The chunk detector is finally done! Now you can drop a log in, and try to catch that person stealing your diamonds every night! formatting and other things aswell I also fixed some formatting for things like tooltips, so they are much nicer to look at now. I also made the log screen bigger. devlog 18… these features are quite difficult to fine tune alright so 8 hours again… this time i only did one feature, (and maybe some bug fixes…) The chunk detector is finally done! Now you can drop a log in, and try to catch that person stealing your diamonds every night! formatting and other things aswell I also fixed some formatting for things like tooltips, so they are much nicer to look at now. I also made the log screen bigger. oh yea stress The two kinetic blocks; the Laser Diode, and Chunk detector also actually consume stress units now, actually the laser diode doesn’t yet… but it will… and ill increase the speed req of it. oh yea stress The two kinetic blocks; the Laser Diode, and Chunk detector also actually consume stress units now, actually the laser diode doesn’t yet… but it will… and ill increase the speed req of it. now ill add a feature to obfuscate a players skin if they are invis."}, {"post_id": 34939, "ts": "2026-07-26T01:48:46Z", "hours": 8.9261, "text": "devlog 18… 9 hours 😅 ok so i normally would have devlogged after i got the ui done… but this ended up taking more time than i thought… I finished the ui of the log, it took most of the time, and i also kinda did everything… ui is done, i added some helpful utilities for loggable blocks, you can log things, omg this took so long, but there is really nothing else to say 😔..yet there are still a bunch of random things i need to fix"}, {"post_id": 33841, "ts": "2026-07-24T02:38:37Z", "hours": 2.9106, "text": "devlog 17 or 16, im tired alright, i put the chunk detector aside, and ive done a bunch of work on logs. Mostly just me trying to figure out how the hell Create’s menus work because they have no dev wiki 😔… anyways, the log now has a texture ive done twice trying to figure out how to make it look like a piece of paper, and i also make a screen; (ignore how its using the old texture.) The log is gonna be usable between different blocks as i said, and each entry is gonna have a target player or entity, message, and timestamp. And i might also add the source block. I also forgot that i forgot to add a recipe to the finiranium detector…"}, {"post_id": 33047, "ts": "2026-07-22T16:51:27Z", "hours": 1.8803, "text": "starting to work on the Chunk Detector. I’ve started adding the new block, the Chunk Detector, which will log entries and exits of each entity in a chunk. It will log these in a new item, the Log. You will be able to use it to see different timed events of different blocks, like the Advanced Sight Sensor when i add it."}, {"post_id": 27906, "ts": "2026-07-13T20:38:41Z", "hours": 0.8375, "text": "Finished the finiranium sensor, and added some config values about username obfuscation when invisible. (Got the idea from seeing it in a lifesteal video) Ill release version 0.1.1 now."}, {"post_id": 27770, "ts": "2026-07-13T16:49:07Z", "hours": 4.0006, "text": "i swear ive made this devlog 3 times already… The mod is now on modrinth , and curseforge . I would reccomend trying it out, as i want to make sure its balenced enough for its beta. Now that its on modrinth, I’ve been working on some updates. Currently im adding the Finiranium Sensor, whichs shows you when Finiranium is nearby; (ignore the debug outline in the screenshot.) Im also planning on adding the next blocks & items before the beta: Chunk Detector : Detects when Players/Entities enter a chunk Advanced Sight Sensor/Laser Diode Keycard stuff Smarter Observer (wip name) : Logs players’ interactions with a block"}, {"post_id": 21712, "ts": "2026-07-03T20:07:05Z", "hours": 0.5264, "text": "I’ve finished setting up my modrinth page, (and curseforge page,) and now im waiting for review. Ill pause development while i wait for it to be put up on at least modrinth. https://modrinth.com/mod/create-security https://www.curseforge.com/minecraft/mc-mods/create-stealth-security/preview"}, {"post_id": 20920, "ts": "2026-07-02T17:15:26Z", "hours": 1.5025, "text": "con-figured i should make some more configs before first version I’ve made a bunch of configurable options, there are definity more i could add, but this is good enough for the first alpha version. Now i just need to finish the modrinth page, and add a readme."}, {"post_id": 20492, "ts": "2026-07-02T03:00:10Z", "hours": 3.5531, "text": "recipes, recipes, come get your recipes here now everything has a recipe! ive also added some more items to make these recipes more intuitive. Ill try to show some recipes in the attachments. Next im gonna make a server config for stuff like end sickness, and then im gonna raise the default for end sickness to make it a bit easier to avoid. ill release an alpha version for testing soon, its not gonna be my ship though. (also, the missing texture thing are the empty finiranium goggles, idk why they dont work)"}, {"post_id": 19629, "ts": "2026-07-01T00:26:20Z", "hours": 2.8147, "text": "I’ve added some QoL stuff, I added a feature where you can adjust the eye offset of the finiranium goggles, its a bit glitchly right now, but its fine. I’ve also added a config, for now only for the client. So far there is only one setting for the flicker of a laser. (you can see it at its default in the gif)"}, {"post_id": 19376, "ts": "2026-06-30T17:44:36Z", "hours": 5.0992, "text": "now the laser works on contraptions. The laser diode now visually work on contraptions… but due to create limitations, they don’t actually function… anyways, im gonna make a ponder now, then ill probably make a config. Ive also fixed a bunch of issues with the rendering of the lasers. And i also fixed an issue with me not knowing that the block entity renderers where shared across all of them, therefore the lasers would change length weridly from other lasers…"}, {"post_id": 18747, "ts": "2026-06-29T22:47:43Z", "hours": 3.5692, "text": "the laser renders properly. Now the laser sensor can actually shoot a proper laser. Also I learned how to actually spell laser. Now, I just need to do i bit more fine tuning, and then i need to make the thing actually function. And then i need to add the contraption behaviour… which hopefully wont be to hard… yay the video upload wont work again! heres a link to it instead https://file.garden/ZPu7YidXf2vX5nJR/Screen%20Recording%202026-06-29%20192129.mp4 (i was trying hackclub cdn, but i think thats the issue)"}, {"post_id": 18022, "ts": "2026-06-29T00:10:21Z", "hours": 5.8306, "text": "im starting to add lazer diodes, they will let you detect when something is blocking a lazer. Kinda like a sight sensor, but no sight. Ive been trying to figure out how to make the lazer, and ive got a good start as you can see. In the second image you can see the lazer, (left,) and the receiver you get from wrenching it, (right.) With the advanced versions you will only need one lazer."}, {"post_id": 15055, "ts": "2026-06-24T13:34:42Z", "hours": 2.795, "text": "Ive added a new liquid: Liquid Finiranium. Its going to be used to refil electric camo. Also, since liquid finiranium is so extremely deadly, im gonna raise the threshold for getting end sickness, and im also gonna add ways to prevent end sickness"}, {"post_id": 13437, "ts": "2026-06-22T00:39:18Z", "hours": 4.0725, "text": "End sickness is now implemented, you get it from being near finiranium, or having it in your inventory. In the attached video, (recorded before i added the inventory sickening,) You can see how it works, you can actually barely survive it if you have low hunger, but if you heal to a certain point, depending on the level, it hurts you, also depending on the level. Next features coming up: Electric Camo & Entity Sensors Also, this video is a bit old, so some of the other things i added will be in future devlogs. OK I SWEAR THIS VIDEO WILL NOT WORK, YOU DONT GET IT, SORRY"}, {"post_id": 12070, "ts": "2026-06-19T18:06:28Z", "hours": 0.3258, "text": "now you can see invis entities! im imagining a really cool stealth mission being done with this mod… especially since you can see people wearing them in darkness"}, {"post_id": 11975, "ts": "2026-06-19T15:32:56Z", "hours": 0.6133, "text": "i updated the goggles model, and made them glow in the dark. I also finished the post processing effects that happen when you put them on. I still need to make invisible entities visible with them on."}, {"post_id": 11945, "ts": "2026-06-19T14:12:31Z", "hours": 1.0397, "text": "I’ve actually added the finigoggles item, and i made a custom model for them too. right now im working on making a custom renderer to recreate kinda what the metal gear solid 1 goggles look like."}, {"post_id": 11596, "ts": "2026-06-18T21:41:56Z", "hours": 27.3147, "text": "alright, i was not planning to put this on stardance, but ive decided to. (ughh..) time to start writing about the past 3 days day 1: I started working on setup, i have never actually make a create addon, or a neoforge addon (well, ive kinda experimented with neoforge) so it took me a bit I created the model for the first block; (1st attach,) The Sight Sensor. It outputs a redstone signal depending on the distance an entity is at when looking at it. (2nd attach is the ponder, that i made later) day 2: I actually implemented the sight sensor, and finished it up. I added a keycard item aswell (planned for something,) and i made the creative tab (attach 3) day 3: i added the functionality for sight sensors on contraptions, and i added functionality to make them activate when looking at each other, so you can basically make wireless redstone. I also added Finiranium & Finiranium Ore. Finiranium is a new material im adding to the mod, it can give you end sickness if you are around it to much, and you will be able to use it to make devices like entity detection goggles. (lets you see invis entities.) day 4: I did more work on finiranium, and i gave it a cool name. It can also generate in the end now. (attach 4 & 5) I also added End Sickness, which changes your hunger bar, and heart icons. It will split your hunger, and health bars by a certain amount depending on the level. day 5 & 6 (today) I’ve been doing a lot of work looking at minecraft’s rendering, trying to make some sort of effects for the goggles. I did a lot of work with post processing, and other rendering. However, i think i figured something out. Since it appears that I’ve hit my attachment cap, ill post images of me working on this soon."}]...
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Title: Create: Stealth & Security (MC Mod) by Title: Create: Stealth & Security (MC Mod) by @xFN10x | Stardance
Devlogs:
alright, i was not planning to put this on stardance, but ive decided to. (ughh..) time to start writing about the past 3 days day 1: I started working on setup, i have never actually make a create addon, or a neoforge addon (well, ive kinda experimented with neoforge) so it took me a bit I created the model for the first block; (1st attach,) The Sight Sensor. It outputs a redstone signal depending on the distance an entity is at when looking at it. (2nd attach is the ponder, that i made later) day 2: I actually implemented the sight sensor, and finished it up. I added a keycard item aswell (planned for something,) and i made the creative tab (attach 3) day 3: i added the functionality for sight sensors on contraptions, and i added functionality to make them activate when looking at each other, so you can basically make wireless redstone. I also added Finiranium & Finiranium Ore. Finiranium is a new material im adding to the mod, it can give you end sickness if you are around it to much, and you will be able to use it to make devices like entity detection goggles. (lets you see invis entities.) day 4: I did more work on finiranium, and i gave it a cool name. It can also generate in the end now. (attach 4 & 5) I also added End Sickness, which changes your hunger bar, and heart icons. It will split your hunger, and health bars by a certain amount depending on the level. day 5 & 6 (today) I’ve been doing a lot of work looking at minecraft’s rendering, trying to make some sort of effects for the goggles. I did a lot of work with post processing, and other rendering. However, i think i figured something out. Since it appears that I’ve hit my attachment cap, ill post images of me working on this soon.
I’ve actually added the finigoggles item, and i made a custom model for them too. right now im working on making a custom renderer to recreate kinda what the metal gear solid 1 goggles look like.
i updated the goggles model, and made them glow in the dark. I also finished the post processing effects that happen when you put them on. I still need to make invisible entities visible with them on.
now you can see invis entities! im imagining a really cool stealth mission being done with this mod… especially since you can see people wearing them in darkness
End sickness is now implemented, you get it from being near finiranium, or having it in your inventory. In the attached video, (recorded before i added the inventory sickening,) You can see how it works, you can actually barely survive it if you have low hunger, but if you heal to a certain point, depending on the level, it hurts you, also depending on the level. Next features coming up: Electric Camo & Entity Sensors Also, this video is a bit old, so some of the other things i added will be in future devlogs. OK I SWEAR THIS VIDEO WILL NOT WORK, YOU DONT GET IT, SORRY
Ive added a new liquid: Liquid Finiranium. Its going to be used to refil electric camo. Also, since liquid finiranium is so extremely deadly, im gonna raise the threshold for getting end sickness, and im also gonna add ways to prevent end sickness
im starting to add lazer diodes, they will let you detect when something is blocking a lazer. Kinda like a sight sensor, but no sight. Ive been trying to figure out how to make the lazer, and ive got a good start as you can see. In the second image you can see the lazer, (left,) and the receiver you get from wrenching it, (right.) With the advanced versions you will only need one lazer.
the laser renders properly. Now the laser sensor can actually shoot a proper laser. Also I learned how to actually spell laser. Now, I just need to do i bit more fine tuning, and then i need to make the thing actually function. And then i need to add the contraption behaviour… which hopefully wont be to hard… yay the video upload wont work again! heres a link to it instead https://file.garden/ZPu7YidXf2vX5nJR/Screen%20Recording%202026-06-29%20192129.mp4 (i was trying hackclub cdn, but i think thats the issue)
now the laser works on contraptions. The laser diode now visually work on contraptions… but due to create limitations, they don’t actually function… anyways, im gonna make a ponder now, then ill probably make a config. Ive also fixed a bunch of issues with the rendering of the lasers. And i also fixed an issue with me not knowing that the block entity renderers where shared across all of them, therefore the lasers would change length weridly from other lasers…
I’ve added some QoL stuff, I added a feature where you can adjust the eye offset of the finiranium goggles, its a bit glitchly right now, but its fine. I’ve also added a config, for now only for the client. So far there is only one setting for the flicker of a laser. (you can see it at its default in the gif)
recipes, recipes, come get your recipes here now everything has a recipe! ive also added some more items to make these recipes more intuitive. Ill try to show some recipes in the attachments. Next im gonna make a server config for stuff like end sickness, and then im gonna raise the default for end sickness to make it a bit easier to avoid. ill release an alpha version for testing soon, its not gonna be my ship though. (also, the missing texture thing are the empty finiranium goggles, idk why they dont work)
con-figured i should make some more configs before first version I’ve made a bunch of configurable options, there are definity more i could add, but this is good enough for the first alpha version. Now i just need to finish the modrinth page, and add a readme.
I’ve finished setting up my modrinth page, (and curseforge page,) and now im waiting for review. Ill pause development while i wait for it to be put up on at least modrinth. https://modrinth.com/mod/create-security https://www.curseforge.com/minecraft/mc-mods/create-stealth-security/preview
i swear ive made this devlog 3 times already… The mod is now on modrinth , and curseforge . I would reccomend trying it out, as i want to make sure its balenced enough for its beta. Now that its on modrinth, I’ve been working on some updates. Currently im adding the Finiranium Sensor, whichs shows you when Finiranium is nearby; (ignore the debug outline in the screenshot.) Im also planning on adding the next blocks & items before the beta: Chunk Detector : Detects when Players/Entities enter a chunk Advanced Sight Sensor/Laser Diode Keycard stuff Smarter Observer (wip name) : Logs players’ interactions with a block
Finished the finiranium sensor, and added some config values about username obfuscation when invisible. (Got the idea from seeing it in a lifesteal video) Ill release version 0.1.1 now.
starting to work on the Chunk Detector. I’ve started adding the new block, the Chunk Detector, which will log entries and exits of each entity in a chunk. It will log these in a new item, the Log. You will be able to use it to see different timed events of different blocks, like the Advanced Sight Sensor when i add it.
devlog 17 or 16, im tired alright, i put the chunk detector aside, and ive done a bunch of work on logs. Mostly just me trying to figure out how the hell Create’s menus work because they have no dev wiki 😔… anyways, the log now has a texture ive done twice trying to figure out how to make it look like a piece of paper, and i also make a screen; (ignore how its using the old texture.) The log is gonna be usable between different blocks as i said, and each entry is gonna have a target player or entity, message, and timestamp. And i might also add the source block. I also forgot that i forgot to add a recipe to the finiranium detector…
devlog 18… 9 hours 😅 ok so i normally would have devlogged after i got the ui done… but this ended up taking more time than i thought… I finished the ui of the log, it took most of the time, and i also kinda did everything… ui is done, i added some helpful utilities for loggable blocks, you can log things, omg this took so long, but there is really nothing else to say 😔..yet there are still a bunch of random things i need to fix
devlog 19… these features are quite difficult to fine tune video cause stardance doesn’t work alright so 8 hours again… this time i only did one feature, (and maybe some bug fixes…) The chunk detector is finally done! Now you can drop a log in, and try to catch that person stealing your diamonds every night! formatting and other things aswell I also fixed some formatting for things like tooltips, so they are much nicer to look at now. I also made the log screen bigger. devlog 18… these features are quite difficult to fine tune alright so 8 hours again… this time i only did one feature, (and maybe some bug fixes…) The chunk detector is finally done! Now you can drop a log in, and try to catch that person stealing your diamonds every night! formatting and other things aswell I also fixed some formatting for things like tooltips, so they are much nicer to look at now. I also made the log screen bigger. oh yea stress The two kinetic blocks; the Laser Diode, and Chunk detector also actually consume stress units now, actually the laser diode doesn’t yet… but it will… and ill increase the speed req of it. oh yea stress The two kinetic blocks; the Laser Diode, and Chunk detector also actually consume stress units now, actually the laser diode doesn’t yet… but it will… and ill increase the speed req of it. now ill add a feature to obfuscate a players skin if they are invis.
devlog 20, normal time now vid link: https://youtu.be/H_7fsU2BupI alright, im probably gonna ship soon. so i focaused on some touch up features. recipes everything has recipes now, even adding the finiranium sensor recipe that i forgot last update. summaries everything also has shift summaries, so now people can actually learn how to use the mod I also added Nether Glass, right now it’s only used for the chunk detector recipe, but it will be able to block end sickness later on. I’ll be mainly prioritizing my other project https://stardance.hackclub.com/projects/336 after this ship, but ill probably work on this a bit more.
Ships:
Create: Stealth & Security is a Minecraft mod for 1.21.1 Neoforge that I decided to make because I like being able to spy on people… This is the first neoforge mod I’ve developed & published. I would reccomend playing this with the modrinth app if you already have it, with JEI and Jade ....
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1793328723.5666792
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1793415123.5666792
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35303
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NIGHTMARE Game by @xFN10x | Stardance
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xFN10x
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0
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11.93
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0
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[]
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[{"post_id": 30965, "ts": "202 [{"post_id": 30965, "ts": "2026-07-18T23:48:25Z", "hours": 3.2614, "text": "á la de vlóg numero quatre (devlog 4 in extremely broken & incorrect spanish and latin.) Rooms. I have implemented the room system, its pretty basic so far, but already pretty versitile. I have two test rooms now, testing out room exits, and even an exit in a pit. I also actually finished the area name animation, and the sound effect. I actually made the sound effect over a year ago, and almost forgot about it. Now I might start doing more ui stuff, and a title screen or something. I also might try to start making the first real room in the game, to really try to show the art style. And to learn more about 3D modeling & Blender."}, {"post_id": 29646, "ts": "2026-07-16T18:31:28Z", "hours": 4.0842, "text": "devlog #2 & 3 (devlog 2 didnt work, so this is both of them.) #2 I’ve finished the basic animations, falling, jumping, idleing, walking, and landing. I also improved the state machine so the animations feel fresh. I made it so that the animations are fully automatic, so i don’t directly change the animation, and its all blended together. Next im gonna tackle some room stuff. #3 I have started tackling some room stuff. Before, i was testing in a scene with the room, and all the other stuff. Now, they are seperate. In Godot, i can run the room scene, and it automaticly loads the player, GUI, and other stuff, thats in another scene. Ive also started implementing areas, so far ive created an area resource, that holds a name. When you enter an area, it will show the name of it like a dark souls game. Also, the cool detail under the name is the 2nd image asset i’ve made for the game."}, {"post_id": 28685, "ts": "2026-07-15T02:45:32Z", "hours": 2.475, "text": "#1 I’ve added some more animations, of which i’ll probably improve later. Idle animation, Walking animation, Falling & Jumping are the animations so far. Tommorrow ill probably add more, and make the animation state machine better. You can hear some music in this video, its one of the many songs i’ve made for this game already. It’s my favourite which is why it plays here. The game is gonna have a interesting song system; I won’t spoil it yet but just beware. (edit: bro why cant this just be like gh markdown where linkbreaks are automatic 😔)"}, {"post_id": 28569, "ts": "2026-07-14T22:01:11Z", "hours": 2.1053, "text": "Not even sure if im actually gonna finish this game here, but for a while ive been trying to make this game. First in unity, now in godot. Its been hard for me to feel inspired to make this because I was struggling to figure out how to implement the main character. This game is 3D, but it will have 2D characters, so i was trying to figure out how to actually do this in godot, since 3d & 2d are seperate. At first the game was fully 2d, so i had a character that was rigged up and stuff… that i deleted because i decided to go 3d. Then I tried making the player in blender and using that… but im quite inexperienced with it, and im not sure how i would do animations. THEN I made the player a 3D sprite, and attempted frame-by-frame animation… but with vectors, and a mouse, that was quite hard. Finally though, I ended up using a viewport, so now i can have a 2D scene as the player. So now i can use 2D rigging. I have a new rig now, and i’ve setup IK, so now im actually onto the animating step!"}]...
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Title: NIGHTMARE Game by @xFN10x | Stardance
Devl Title: NIGHTMARE Game by @xFN10x | Stardance
Devlogs:
Not even sure if im actually gonna finish this game here, but for a while ive been trying to make this game. First in unity, now in godot. Its been hard for me to feel inspired to make this because I was struggling to figure out how to implement the main character. This game is 3D, but it will have 2D characters, so i was trying to figure out how to actually do this in godot, since 3d & 2d are seperate. At first the game was fully 2d, so i had a character that was rigged up and stuff… that i deleted because i decided to go 3d. Then I tried making the player in blender and using that… but im quite inexperienced with it, and im not sure how i would do animations. THEN I made the player a 3D sprite, and attempted frame-by-frame animation… but with vectors, and a mouse, that was quite hard. Finally though, I ended up using a viewport, so now i can have a 2D scene as the player. So now i can use 2D rigging. I have a new rig now, and i’ve setup IK, so now im actually onto the animating step!
#1 I’ve added some more animations, of which i’ll probably improve later. Idle animation, Walking animation, Falling & Jumping are the animations so far. Tommorrow ill probably add more, and make the animation state machine better. You can hear some music in this video, its one of the many songs i’ve made for this game already. It’s my favourite which is why it plays here. The game is gonna have a interesting song system; I won’t spoil it yet but just beware. (edit: bro why cant this just be like gh markdown where linkbreaks are automatic 😔)
devlog #2 & 3 (devlog 2 didnt work, so this is both of them.) #2 I’ve finished the basic animations, falling, jumping, idleing, walking, and landing. I also improved the state machine so the animations feel fresh. I made it so that the animations are fully automatic, so i don’t directly change the animation, and its all blended together. Next im gonna tackle some room stuff. #3 I have started tackling some room stuff. Before, i was testing in a scene with the room, and all the other stuff. Now, they are seperate. In Godot, i can run the room scene, and it automaticly loads the player, GUI, and other stuff, thats in another scene. Ive also started implementing areas, so far ive created an area resource, that holds a name. When you enter an area, it will show the name of it like a dark souls game. Also, the cool detail under the name is the 2nd image asset i’ve made for the game.
á la de vlóg numero quatre (devlog 4 in extremely broken & incorrect spanish and latin.) Rooms. I have implemented the room system, its pretty basic so far, but already pretty versitile. I have two test rooms now, testing out room exits, and even an exit in a pit. I also actually finished the area name animation, and the sound effect. I actually made the sound effect over a year ago, and almost forgot about it. Now I might start doing more ui stuff, and a title screen or something. I also might try to start making the first real room in the game, to really try to show the art style. And to learn more about 3D modeling & Blender....
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1793155928.392216
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1793760728.392216
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38018
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NMouseJoy by @xFN10x | Stardance
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xFN10x
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0
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2.58
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0
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[]
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[{"post_id": 32648, "ts": "202 [{"post_id": 32648, "ts": "2026-07-21T22:45:31Z", "hours": 2.5794, "text": "Alright, I randomly decided to make this program so i could learn a bit of C++, and because my brother suggested this. Im using Dear ImGui, and SDL3. This program will let you use your mouse as a virtual joystick. It will also let you intercept an existing controller, so you could use some other software to map the keyboard to a controller, then intercept it with your mouse to add smooth aiming In 2h 30m, I have… a window with nothing… (NMouseJoy stands for “Native Mouse Joystick”)"}]...
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Title: NMouseJoy by @xFN10x | Stardance
Devlogs:
Title: NMouseJoy by @xFN10x | Stardance
Devlogs:
Alright, I randomly decided to make this program so i could learn a bit of C++, and because my brother suggested this. Im using Dear ImGui, and SDL3. This program will let you use your mouse as a virtual joystick. It will also let you intercept an existing controller, so you could use some other software to map the keyboard to a controller, then intercept it with your mouse to add smooth aiming In 2h 30m, I have… a window with nothing… (NMouseJoy stands for “Native Mouse Joystick”)...
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1793188540.6056633
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1793793340.6056633
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65540
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HELLDIVERS Notifier (Watch App) by @xFN10x | Stard HELLDIVERS Notifier (Watch App) by @xFN10x | Stardance...
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xFN10x
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0
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26.41
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0
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[]
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[{"post_id": 77803, "ts": "202 [{"post_id": 77803, "ts": "2026-10-08T11:28:07Z", "hours": 6.7136, "text": "devlog 5 full recap working! After i got the map working, i did a bunch more CONFUSING MATH with bits & bytes, but now its working great! The map actually shows the real data you would get whilst playing the game! (its so real i didn’t realize we lost 2 sectors, thats why i moved the chrome window ) Now its time to add the text actually saying what happened. I also wonder if i can do anything about the performance, it runs quite slow in the emulator, and on the watch. But that might just be the giant vector map being drawn."}, {"post_id": 76582, "ts": "2026-10-04T01:34:09Z", "hours": 5.7664, "text": "devlog 4 map is working! I got the map working! it took a REALLY long time… but it looks good! Right now you can control it with the up & down arrows, to navigate through the sectors. This is all in preparation to actually make the recap system. It is quite laggy rn, i might be able to make it a bit better, but im not sure. Well, thats pretty much all i have to say."}, {"post_id": 75748, "ts": "2026-09-30T23:03:44Z", "hours": 6.9578, "text": "devlog 3 binary stuff again It seems like line breaks don’t work in these devlogs again, so hopefully you can read this. Now the phone actually talks to the watch! Still not very appalling yet, but now the watch actually gets past the loading screen! The phone checks if the api is online, then it does a new animation , then leads to recap of the war since the app was last opened Storage issues The response from https://helldivers.bot/api/v1/h1/map , (which returns map data,) is already wayy to big to store on the watch, which is bad, because i want to cache map data on here , so ive decided to make my own C struct to hold it. Right now im working on converting the response into this struct in JS."}, {"post_id": 74228, "ts": "2026-09-27T00:24:06Z", "hours": 5.7778, "text": "devlog 2 I spent… SO LONG to make this opening animation…. The only tool i had to actually make one of these animations was just broken… it was over 11 years old after all… so, i caved in and got ChatGPT to make me one. But it works! I also tried to make a tool to automaticly generate svg’s by lerping them, but i gave up and decided it was easier to animate it manually. Now im working on actually getting the app to communicate with the phone , and get Helldivers info."}, {"post_id": 73369, "ts": "2026-09-25T00:35:29Z", "hours": 1.19, "text": "devldih 1 new project time I got a Pebble Time 2 in Flavourtown, and ive wanted to try to make an app for it, but couldn’t think of an idea… but that was until TODAY! (or actually like 2 days ago) Get HELLDIVERS Galactic War updates on your watch! This app will track progress the Helldivers playerbase has made on the galactic war. if you don’t know what Helldivers is and how it works, ill explain. (Even if you know about Helldivers 2; the first one works a bit different) In Helldivers, there are wars that last ~1 month each, where players need to work together to take over planets, and push enemy fronts out. The developer of the game actually made an api you can use to get info about it without being in game… but im not actually gonna use that, im gonna use an api made by Andrei Lavrenov, who created (helldivers.bot)[https://helldivers.bot/], because the api is documented there, and its just better. . Anyways, i managed to get an SVG of the war map open on an emulator now. Now im gonna work on actually getting info, storing it, and displaying it neatly."}]...
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Title: HELLDIVERS Notifier (Watch App) by @xFN10x Title: HELLDIVERS Notifier (Watch App) by @xFN10x | Stardance
Devlogs:
devldih 1 new project time I got a Pebble Time 2 in Flavourtown, and ive wanted to try to make an app for it, but couldn’t think of an idea… but that was until TODAY! (or actually like 2 days ago) Get HELLDIVERS Galactic War updates on your watch! This app will track progress the Helldivers playerbase has made on the galactic war. if you don’t know what Helldivers is and how it works, ill explain. (Even if you know about Helldivers 2; the first one works a bit different) In Helldivers, there are wars that last ~1 month each, where players need to work together to take over planets, and push enemy fronts out. The developer of the game actually made an api you can use to get info about it without being in game… but im not actually gonna use that, im gonna use an api made by Andrei Lavrenov, who created (helldivers.bot)[https://helldivers.bot/], because the api is documented there, and its just better. . Anyways, i managed to get an SVG of the war map open on an emulator now. Now im gonna work on actually getting info, storing it, and displaying it neatly.
devlog 2 I spent… SO LONG to make this opening animation…. The only tool i had to actually make one of these animations was just broken… it was over 11 years old after all… so, i caved in and got ChatGPT to make me one. But it works! I also tried to make a tool to automaticly generate svg’s by lerping them, but i gave up and decided it was easier to animate it manually. Now im working on actually getting the app to communicate with the phone , and get Helldivers info.
devlog 3 binary stuff again It seems like line breaks don’t work in these devlogs again, so hopefully you can read this. Now the phone actually talks to the watch! Still not very appalling yet, but now the watch actually gets past the loading screen! The phone checks if the api is online, then it does a new animation , then leads to recap of the war since the app was last opened Storage issues The response from https://helldivers.bot/api/v1/h1/map , (which returns map data,) is already wayy to big to store on the watch, which is bad, because i want to cache map data on here , so ive decided to make my own C struct to hold it. Right now im working on converting the response into this struct in JS.
devlog 4 map is working! I got the map working! it took a REALLY long time… but it looks good! Right now you can control it with the up & down arrows, to navigate through the sectors. This is all in preparation to actually make the recap system. It is quite laggy rn, i might be able to make it a bit better, but im not sure. Well, thats pretty much all i have to say.
devlog 5 full recap working! After i got the map working, i did a bunch more CONFUSING MATH with bits & bytes, but now its working great! The map actually shows the real data you would get whilst playing the game! (its so real i didn’t realize we lost 2 sectors, thats why i moved the chrome window ) Now its time to add the text actually saying what happened. I also wonder if i can do anything about the performance, it runs quite slow in the emulator, and on the watch. But that might just be the giant vector map being drawn....
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1793087675.0744302
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1793692475.0744302
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31875
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robochicken by @xChicken | Stardance
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xChicken
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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: robochicken by @xChicken | Stardance
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1792727269.142238
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1793332069.142238
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31913
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My goosed website :D by @xChicken | Stardance
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xChicken
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1
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2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T15:13:05Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My own personal website :D i added some goose themed features because i like geese :) I hope that you like it", "repo": "https://github.com/xChicken669/my_goosed_website", "demo": "https://xchicken669.github.io/my_goosed_website/"}]...
|
[{"post_id": 24750, "ts": "202 [{"post_id": 24750, "ts": "2026-07-08T15:06:10Z", "hours": 0.6983, "text": "website is probably finished. I am going to ship it now!"}, {"post_id": 24047, "ts": "2026-07-07T10:39:08Z", "hours": 0.9225, "text": "made a goose goose section"}]...
|
Title: My goosed website :D by @xChicken | Stardan Title: My goosed website :D by @xChicken | Stardance
Devlogs:
made a goose goose section
website is probably finished. I am going to ship it now!
Ships:
My own personal website :D i added some goose themed features because i like geese :) I hope that you like it...
|
1793246015.957706
|
1793332415.957706
|
|
32265
|
goosepad by @xChicken | Stardance
|
xChicken
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T20:50:34Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a hackpad keyboard that features 6 programmable keys and an oled display(also the XIAO rpo2040 obviously) and a goose logo!!! The timelapses were weird for me(read the devlog) thats why you see that i logged only 16minutes I hope that you will acommodate for that in the stardust amount if it gets approved", "repo": "https://github.com/xChicken669/goosepad", "demo": ""}]...
|
[{"post_id": 25493, "ts": "202 [{"post_id": 25493, "ts": "2026-07-09T20:05:05Z", "hours": 0.2667, "text": "yeah so this is my goosepad that I already submitted to the submition form, but as you can see I have only 16 minutes logged and that is because i recorded the timelapses before I connected them to hackatime and I cant add them to hackatime(if you know how then tell me pls),I am doing this so I can get the project done even on stardance and not only in the hackpad submition form so I can maybe get some stardust or something.You can see images of the goosepad itself and also the three timelapses i have recorded. also note: the 16 minutes i recorded where me doing nothing just so i could post this devlog"}]...
|
Title: goosepad by @xChicken | Stardance
Devlogs: Title: goosepad by @xChicken | Stardance
Devlogs:
yeah so this is my goosepad that I already submitted to the submition form, but as you can see I have only 16 minutes logged and that is because i recorded the timelapses before I connected them to hackatime and I cant add them to hackatime(if you know how then tell me pls),I am doing this so I can get the project done even on stardance and not only in the hackpad submition form so I can maybe get some stardust or something.You can see images of the goosepad itself and also the three timelapses i have recorded. also note: the 16 minutes i recorded where me doing nothing just so i could post this devlog
Ships:
I made a hackpad keyboard that features 6 programmable keys and an oled display(also the XIAO rpo2040 obviously) and a goose logo!!! The timelapses were weird for me(read the devlog) thats why you see that i logged only 16minutes I hope that you will acommodate for that in the stardust amount if it gets approved...
|
1793249715.2164109
|
1793336115.2164109
|
|
33705
|
Da goose home page by @xChicken | Stardance
|
xChicken
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Da goose home page by @xChicken | Stardance
|
1792785068.4890225
|
1793389868.4890225
|
|
44776
|
My own site! by @x4h | Stardance
|
x4h
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @x4h | Stardance
|
1793296077.7616875
|
1793900877.7616875
|
|
28474
|
My own site! by @x3n_online | Stardance
|
x3n_online
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @x3n_online | Stardance
|
1792756568.1729453
|
1793361368.1729453
|
|
36535
|
Untitled by @x3n_online | Stardance
|
x3n_online
|
0
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0.0
|
0
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[]
|
[]
|
Title: Untitled by @x3n_online | Stardance
|
1792702459.5352051
|
1793307259.5352051
|
|
53949
|
My awesome macropad! by @x3 | Stardance
|
x3
|
0
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0.0
|
0
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[]
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[]
|
Title: My awesome macropad! by @x3 | Stardance
|
1792770479.0664563
|
1793375279.0664563
|
|
60379
|
Ashfall by @x3 | Stardance
|
x3
|
0
|
7.93
|
0
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[]
|
[{"post_id": 75377, "ts": "202 [{"post_id": 75377, "ts": "2026-09-29T21:37:22Z", "hours": 1.2733, "text": "2 weeks later…. ashfall is finally taking shape It’s been about 2 weeks since my last devlog, and through this time period, I had been contemplating about my decisions and future while things in my irl life were overwhelming me. After coming back from this break, I realised the foundation of ashfall wasnt at all how i imagined it initially when first creating ashfall in stardance. So….. I present to you: Ashfall v2 Whats new: revamp of project architecture built world/zone/location JSON database structure made data.py to dynamically load location data Loading mechanic, and improved error handling At this point most of Ashfall is just a skeleton of what it’s meant to be since almost all the data driven architecture consists of empty JSON files, with a singular populated JSON file for testing loading Getting the loader to work was hellish too… I kept on being unable to return the data within the populated JSON file from the data.py loader, this recurring error “path doesn’t exist?: Errno….” just kept on coming back to haunt me firstly, it was the construction of the file path with the parameters passed into the JSON loader within data.py 🥀 I spent way too long tryna figure out exactly why my game loop couldnt find a file that was literally within my project but after fixing the path post brainstorming, i managed to get the JSON data returned properly as a dictionary instead of ‘None’ it was a small fix but seeing my data.open_location(\"world1\", \"blackwatch\", \"armoury\") actually retrun data felt euphoric for some reason"}, {"post_id": 68853, "ts": "2026-09-15T21:29:04Z", "hours": 2.2411, "text": "4 days. One inventory system. The first real system, ashfall grows Whats new: Persistent inventory storage inventory mechanics Autosaving I seriously thought I had the inventory system sorted on my first commit, until I realised the inventory dictionary was only being changed in memory and wasnt actually being persisted to the JSON save file. Ngl, this whole thing really showed me that just knowing python syntax and how python works isnt enough. That lowkey sent me through a 4 day spiral of hell of figuring out how my game state actually flows between main.py, game_loop.py, and inventory.py, functions, dictionaries and the save files. Once I built a mental model of the data moving through the program everything lowkey just started clicking- I could finally understand why things werent doing running the way they were supposed to instead of changing code and hoping I ended up implemented inventory persistence, item inspection and some basic error handling which also made debugging way easier when i figured out i mismatched parameters somewhere Honestly, this was probably the biggest learning chunk I’ve had with Ashfall so far. I’m starting to feel like I’m actually understanding the architecture behind the game rather than just making individual features work, and I’m proud of that Now i want to keep building it piece by piece until theres an actual playable RPG here truly then i can be hella crazy with the lore and story this is exhilarating, get excited"}, {"post_id": 66213, "ts": "2026-09-11T21:55:34Z", "hours": 2.3925, "text": "What’s new hooked up lootdrops() to fetch a randomised amount of random drops from items.json added a while game loop with an action menu so the game stays running until you quit The current system You pick a class, set up your character with stats based on your class, save your progress to a JSON file, from there you explore the world starting with the outskirts, check your stats, and interact with an NPC. Next steps adding inventory mechanics"}, {"post_id": 65011, "ts": "2026-09-09T20:05:07Z", "hours": 2.0267, "text": "This is my first project, my first devlog. TL;DR : I created a main menu action system, where players can create their characters or load them, characters can have their own classes, and each class has their stats, character stats are stored in a JSON file. lil bit of backstory : I’m learning basic python in school, and for a while I’ve always asked myself “What’s stopping me from being better than everyone else here?”, So after I spent countless hours with that short fuelled motivation in tutorial hell, where i relentlessly watched videos on “how to start my dev journey” etc., while not actually implementing anything, and as a result I didn’t really retain knowledge. So with Stardance, I plan actually doing something productive this time For the past 2 -3 days I’ve been trying to get my head around game loops and file handling and code structure. Honestly, this has probably been the hardest part so far (even though I didnt get far), because I’m starting to realise there’s a big difference between knowing programming concepts than actually putting them into a project 😭😭😭😭😭😭 I had to search a lot of things up, and figure out how to move forward, and for a while, I’ve had this bug where the main action menu would keep looping and after realising it was all because a couple of logic errors. This is only the beginning of Ashfall, Expect a lot better from me soon"}]...
|
Title: Ashfall by @x3 | Stardance
Devlogs:
This i Title: Ashfall by @x3 | Stardance
Devlogs:
This is my first project, my first devlog. TL;DR : I created a main menu action system, where players can create their characters or load them, characters can have their own classes, and each class has their stats, character stats are stored in a JSON file. lil bit of backstory : I’m learning basic python in school, and for a while I’ve always asked myself “What’s stopping me from being better than everyone else here?”, So after I spent countless hours with that short fuelled motivation in tutorial hell, where i relentlessly watched videos on “how to start my dev journey” etc., while not actually implementing anything, and as a result I didn’t really retain knowledge. So with Stardance, I plan actually doing something productive this time For the past 2 -3 days I’ve been trying to get my head around game loops and file handling and code structure. Honestly, this has probably been the hardest part so far (even though I didnt get far), because I’m starting to realise there’s a big difference between knowing programming concepts than actually putting them into a project 😭😭😭😭😭😭 I had to search a lot of things up, and figure out how to move forward, and for a while, I’ve had this bug where the main action menu would keep looping and after realising it was all because a couple of logic errors. This is only the beginning of Ashfall, Expect a lot better from me soon
What’s new hooked up lootdrops() to fetch a randomised amount of random drops from items.json added a while game loop with an action menu so the game stays running until you quit The current system You pick a class, set up your character with stats based on your class, save your progress to a JSON file, from there you explore the world starting with the outskirts, check your stats, and interact with an NPC. Next steps adding inventory mechanics
4 days. One inventory system. The first real system, ashfall grows Whats new: Persistent inventory storage inventory mechanics Autosaving I seriously thought I had the inventory system sorted on my first commit, until I realised the inventory dictionary was only being changed in memory and wasnt actually being persisted to the JSON save file. Ngl, this whole thing really showed me that just knowing python syntax and how python works isnt enough. That lowkey sent me through a 4 day spiral of hell of figuring out how my game state actually flows between main.py, game_loop.py, and inventory.py, functions, dictionaries and the save files. Once I built a mental model of the data moving through the program everything lowkey just started clicking- I could finally understand why things werent doing running the way they were supposed to instead of changing code and hoping I ended up implemented inventory persistence, item inspection and some basic error handling which also made debugging way easier when i figured out i mismatched parameters somewhere Honestly, this was probably the biggest learning chunk I’ve had with Ashfall so far. I’m starting to feel like I’m actually understanding the architecture behind the game rather than just making individual features work, and I’m proud of that Now i want to keep building it piece by piece until theres an actual playable RPG here truly then i can be hella crazy with the lore and story this is exhilarating, get excited
2 weeks later…. ashfall is finally taking shape It’s been about 2 weeks since my last devlog, and through this time period, I had been contemplating about my decisions and future while things in my irl life were overwhelming me. After coming back from this break, I realised the foundation of ashfall wasnt at all how i imagined it initially when first creating ashfall in stardance. So….. I present to you: Ashfall v2 Whats new: revamp of project architecture built world/zone/location JSON database structure made data.py to dynamically load location data Loading mechanic, and improved error handling At this point most of Ashfall is just a skeleton of what it’s meant to be since almost all the data driven architecture consists of empty JSON files, with a singular populated JSON file for testing loading Getting the loader to work was hellish too… I kept on being unable to return the data within the populated JSON file from the data.py loader, this recurring error “path doesn’t exist?: Errno….” just kept on coming back to haunt me firstly, it was the construction of the file path with the parameters passed into the JSON loader within data.py 🥀 I spent way too long tryna figure out exactly why my game loop couldnt find a file that was literally within my project but after fixing the path post brainstorming, i managed to get the JSON data returned properly as a dictionary instead of ‘None’ it was a small fix but seeing my data.open_location("world1", "blackwatch", "armoury") actually retrun data felt euphoric for some reason...
|
1793033456.0330114
|
1793638256.0330114
|
|
5774
|
My awesome macropad! by @x1c_pk | Stardance
|
x1c_pk
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @x1c_pk | Stardance
|
1793170306.8502738
|
1793775106.8502738
|
|
5908
|
My first slack bot! by @x1c_pk | Stardance
|
x1c_pk
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @x1c_pk | Stardance
|
1793177443.4334955
|
1793782243.4334955
|
|
18351
|
Untitled by @x1c_pk | Stardance
|
x1c_pk
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @x1c_pk | Stardance
|
1792802858.5355716
|
1793407658.5355716
|
|
42362
|
WRM: Wild-Terrain Rotating-Screw Mover by @wyuan26 WRM: Wild-Terrain Rotating-Screw Mover by @wyuan261 | Stardance...
|
wyuan261
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WRM: Wild-Terrain Rotating-Screw Mover by @ Title: WRM: Wild-Terrain Rotating-Screw Mover by @wyuan261 | Stardance...
|
1793173909.507624
|
1793778709.507624
|
|
22021
|
My awesome macropad! by @wyattweimert10 | Stardanc My awesome macropad! by @wyattweimert10 | Stardance...
|
wyattweimert10
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @wyattweimert10 | S Title: My awesome macropad! by @wyattweimert10 | Stardance...
|
1792745458.894539
|
1793350258.894539
|
|
56989
|
My own site! by @wyattlikescoding | Stardance
|
wyattlikescoding
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @wyattlikescoding | Stardan Title: My own site! by @wyattlikescoding | Stardance...
|
1792687762.577676
|
1793292562.577676
|
|
1824
|
MeBoard by @wyattcowan09 | Stardance
|
wyattcowan09
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: MeBoard by @wyattcowan09 | Stardance
|
1793184759.5988986
|
1793789559.5988986
|
|
4100
|
Vector by @wyatt | Stardance
|
wyatt
|
0
|
4.04
|
0
|
[]
|
[{"post_id": 1003, "ts": "2026 [{"post_id": 1003, "ts": "2026-06-02T19:46:01Z", "hours": 2.0408, "text": "Major UI rework + additions (it actually looks like a real app now) and began implementation on some backend stuff for the app"}, {"post_id": 899, "ts": "2026-06-02T17:01:25Z", "hours": 1.9956, "text": "Created initial Electron app from scratch + began simple UI work. It looks a bit ugly right now, but I’ll work on the coloring and theming after I get the general layout down."}]...
|
Title: Vector by @wyatt | Stardance
Devlogs:
Crea Title: Vector by @wyatt | Stardance
Devlogs:
Created initial Electron app from scratch + began simple UI work. It looks a bit ugly right now, but I’ll work on the coloring and theming after I get the general layout down.
Major UI rework + additions (it actually looks like a real app now) and began implementation on some backend stuff for the app...
|
1792802863.713238
|
1793407663.713238
|
|
25890
|
SkyExtendo by @wxie223 | Stardance
|
wxie223
|
0
|
35.12
|
0
|
[]
|
[{"post_id": 78505, "ts": "202 [{"post_id": 78505, "ts": "2026-10-11T00:42:50Z", "hours": 11.8364, "text": "CAD! lots of cad, and finished a couple more stages of the extension."}, {"post_id": 68857, "ts": "2026-09-15T21:43:42Z", "hours": 13.1703, "text": "Cad- some more cad, lots of cad. Expect slow progress"}, {"post_id": 53498, "ts": "2026-08-24T02:24:13Z", "hours": 4.8022, "text": "FINISHED BUILDING FIRST 3 STAGES. As you can see, the first stages are already taller than me. I am bout 5’7. There will be 10-12 stages to reach 2 floors the retracted length is about 25.5 inches. As for cad, I am done up to the 6th stage. (Yes I’m building in the closet) sadly the decoy won’t let me post the video of it extending but it is around 6’4 I would say"}, {"post_id": 45001, "ts": "2026-08-11T04:15:34Z", "hours": 4.9008, "text": "Second cad stages done. finished the primary cad, now moving on to designing the 10 other stages."}, {"post_id": 41545, "ts": "2026-08-05T20:31:57Z", "hours": 0.4142, "text": "3d printed box tube extension. Based off of offset robotics 3 stage box tube extension but edited to fit the 3d printer. Full 3d printed and string driven. Plan on scaling it up to human size."}]...
|
Title: SkyExtendo by @wxie223 | Stardance
Devlogs Title: SkyExtendo by @wxie223 | Stardance
Devlogs:
3d printed box tube extension. Based off of offset robotics 3 stage box tube extension but edited to fit the 3d printer. Full 3d printed and string driven. Plan on scaling it up to human size.
Second cad stages done. finished the primary cad, now moving on to designing the 10 other stages.
FINISHED BUILDING FIRST 3 STAGES. As you can see, the first stages are already taller than me. I am bout 5’7. There will be 10-12 stages to reach 2 floors the retracted length is about 25.5 inches. As for cad, I am done up to the 6th stage. (Yes I’m building in the closet) sadly the decoy won’t let me post the video of it extending but it is around 6’4 I would say
Cad- some more cad, lots of cad. Expect slow progress
CAD! lots of cad, and finished a couple more stages of the extension....
|
1792623044.3668416
|
1793487044.3668416
|
|
41747
|
My own site! by @wxie223 | Stardance
|
wxie223
|
2
|
3.5
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T14:04:53Z", "hours": 0.0, "multiplier": 1.45, "payout": 1, "blessing": "neutral", "text": "I made a personal site about me! It has 3 pages, a main page, a projects page, and an extracurriculars page. I don’t want this website to just be all about me. I also want to include resources for highschoolers just like me, so I’m planning to add a new page with resources for like SAT, or AP, or any other useful website. Hope you like it! I made this in the personal site workshop so it is still a bit simple.", "repo": "https://github.com/WillyX12/PersonalWebsite", "demo": "https://willyx12.github.io/PersonalWebsite/"}, {"ship_num": 2, "ts": "2026-08-19T19:30:17Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I shipped V1 of my personal site. Its really simple, but I hope it makes ur day.", "repo": "https://github.com/WillyX12/PersonalWebsite", "demo": "https://willyx12.github.io/PersonalWebsite/"}]...
|
[{"post_id": 66322, "ts": "202 [{"post_id": 66322, "ts": "2026-09-12T02:52:38Z", "hours": 0.7303, "text": "Havent been working on it a long time cuz of school and all that. Progress: added some gradients and listings based on a tutorial I saw, to make it more aesthetic. Check out the resources page!"}, {"post_id": 56998, "ts": "2026-08-29T02:05:22Z", "hours": 1.0589, "text": "added a contact page and some details now you can reach me by email and insta! (follow me pls) also I have very niche resources"}, {"post_id": 51934, "ts": "2026-08-21T21:19:00Z", "hours": 0.7114, "text": "Added Resources Slide. Said I wasn’t gonna make it all about myself, so I added a resources page (check it out it might be useful). I also added an image for my skyextendo on the project page. Hope yal enjoy it!"}, {"post_id": 50762, "ts": "2026-08-20T03:47:54Z", "hours": 0.4417, "text": "ADDED PAGES. I added an extracurricular page and a projects page. I also plan on adding study materials for sat, ap, and random stuff"}, {"post_id": 50563, "ts": "2026-08-19T19:28:47Z", "hours": 0.5008, "text": "I just made v1 of me personal site!"}]...
|
Title: My own site! by @wxie223 | Stardance
Devlo Title: My own site! by @wxie223 | Stardance
Devlogs:
I just made v1 of me personal site!
ADDED PAGES. I added an extracurricular page and a projects page. I also plan on adding study materials for sat, ap, and random stuff
Added Resources Slide. Said I wasn’t gonna make it all about myself, so I added a resources page (check it out it might be useful). I also added an image for my skyextendo on the project page. Hope yal enjoy it!
added a contact page and some details now you can reach me by email and insta! (follow me pls) also I have very niche resources
Havent been working on it a long time cuz of school and all that. Progress: added some gradients and listings based on a tutorial I saw, to make it more aesthetic. Check out the resources page!
Ships:
I shipped V1 of my personal site. Its really simple, but I hope it makes ur day.
I made a personal site about me! It has 3 pages, a main page, a projects page, and an extracurriculars page. I don’t want this website to just be all about me. I also want to include resources for highschoolers just like me, so I’m planning to add a new page with resources for like SAT, or AP, or any other useful website. Hope you like it! I made this in the personal site workshop so it is still a bit simple....
|
1793105308.0938907
|
1793969308.0938907
|
|
53066
|
WarioGame by @wxie223 | Stardance
|
wxie223
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioGame by @wxie223 | Stardance
|
1792734755.5846286
|
1793598755.5846286
|
|
53130
|
wiliBot by @wxie223 | Stardance
|
wxie223
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: wiliBot by @wxie223 | Stardance
|
1792738125.352972
|
1793602125.352972
|
|
55657
|
alarm?! by @wxie223 | Stardance
|
wxie223
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: alarm?! by @wxie223 | Stardance
|
1792630141.4174793
|
1793494141.4174793
|
|
55678
|
morp? by @wxie223 | Stardance
|
wxie223
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: morp? by @wxie223 | Stardance
|
1792630179.0468035
|
1793494179.0468035
|
|
69074
|
the Cheet Sheet by @wxie223 | Stardance
|
wxie223
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: the Cheet Sheet by @wxie223 | Stardance
|
1792475612.6646519
|
1793339612.6646519
|
|
45388
|
My awesome macropad! by @wwwawus | Stardance
|
wwwawus
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @wwwawus | Stardanc Title: My awesome macropad! by @wwwawus | Stardance...
|
1793329082.4713793
|
1793933882.4713793
|
|
11279
|
My first slack bot! by @www_arvindtechguy | Starda My first slack bot! by @www_arvindtechguy | Stardance...
|
www_arvindtechguy
|
0
|
0.0
|
0
|
[]
|
[]
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Title: My first slack bot! by @www_arvindtechguy | Title: My first slack bot! by @www_arvindtechguy | Stardance...
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1793242470.8826342
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1793847270.8826342
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My first slack bot! by @wwm100 | Stardance
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wwm100
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Title: My first slack bot! by @wwm100 | Stardance
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1793325316.1070712
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1793930116.1070712
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28560
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Kairo Compiler by @wwillow | Stardance
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wwillow
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Title: Kairo Compiler by @wwillow | Stardance
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Untitled by @wwillow | Stardance
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wwillow
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Title: Untitled by @wwillow | Stardance
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1792954168.4378264
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Untitled by @wwillow | Stardance
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wwillow
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Title: Untitled by @wwillow | Stardance
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1792911213.806832
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1793775213.806832
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41508
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Artifact by @wwillow | Stardance
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wwillow
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17.55
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0
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[{"post_id": 40556, "ts": "202 [{"post_id": 40556, "ts": "2026-08-04T05:50:34Z", "hours": 2.1292, "text": "Just worked on routing traces yea so just like the title says i just routed the PCB its really ugly but i hope for that to improve over the versions that plan to come. that was really all for today still some small things that i have to do / fix but that can wait till tomorrow"}, {"post_id": 39877, "ts": "2026-08-03T04:35:19Z", "hours": 0.3, "text": "Started work on the UI design i wanted to go with minimal and like a pixel or like old design, i only have 6 buttons on my PCB so i have to get creative with some typing restraints"}, {"post_id": 39261, "ts": "2026-08-02T03:41:50Z", "hours": 4.9169, "text": "Creating the chassis and adding to CAD Pt. 2 so today i worked on adding making my CAD design look better and i also added rail / supports that will hold in the PCB so i doesn’t move which im also going to extend this to hold the screen later, added the USB-C hole and button holes then i went into fusion 360 and i started to create my chassis, i started all over again even though last time i only had a box, i wanted to use sketches this time because it would be easier and it felt better starting off again. first i added the supports, i went with this design where half the supports are connected to the bottom and the other half is connected to the top that way the PCB can just kinda snug in there, next i just added a opening so that the usb port would fit, then a added in my PCB so i could see if everything lined up which it did so im very thank full for that next i added the button holes, i was kinda freaking out about this because i thought that the supports would interfere with my buttons, but if you look at the photos there is only minor inter lap which i didn’t even account for when making them so it was pure luck that this happened now the real challenge will be creating the actually buttons because i don’t how how to make them to where they wont get stuck on stuff or how to distribute the pressure of the press all around the button because i don’t know if you can see but the button component on the PCB is a bit under the center of the button on the case, so my main worry is about hitting the button component and the button like tilting and getting stuck or not being able to come back to its unpressed position, if you understand what im saying. if you made it this far and have any ideas i would appreciate after i finish this i was thinking about also adding a slimmer version, but that might have less features than the planned second version i tend to create because when looking at my Case in fusion 360 i realized how much space i am wasting so i dont know."}, {"post_id": 38634, "ts": "2026-08-01T04:06:39Z", "hours": 3.2908, "text": "Redesigning CAD + Started creating case Pt. 1 Today i decided to work on making my CAD design better because the first every version looked really bad, didn’t have all the angles and measurements i needed to actually make this device. In this new version there will be more drawing for stuff like how all the components will fit inside the chassis - how they stack on top of each other so i can see how much room i will have. I don’t have a picture of the chassis i made in this journal because it was literally just a box but ill probably add a photo of it in the next part I decided to make the USB-C breakout board is was using on my PCB in my CAD design so i could make my design more accurate without guessing, this probably took the most time out of my day i kept entering the wrong numbers so i had to redo it a lot and had to keep looking back when i first added my chassis into fusion 360 i realized that it was to small because i didn’t really account for walls because in Auto Cad they are only lines they dont have thicknesses, so i decided to make two models one where i added a 1mm thickness to the wall going into the device which would make the inside smaller which didn’t work so i decided to go with my second where i just added 1mm all around the outside, im really counting on being able to order it in aluminum or something a little stronger but now thinking about it i might add a extra 0.5mm onto it"}, {"post_id": 38027, "ts": "2026-07-31T05:30:31Z", "hours": 3.4197, "text": "Starting the PCB — Added the Display and Replaced USB-C today i started working on the PCB. First i added all of my footprints and assigned them to their components. at first i didn’t have the display datasheet yet, so i just placed everything without thinking about the display components because I didn’t know how big the connector I needed was going to be I was originally going to start routing today starting with the USB-C connector but the D+ and D− data lines on it were so incredibly frustrating that i decided to switch it for a different component. I also wasn’t very confident that I could solder the previous USB-C component so I replaced it with a Adafruit USB-C breakout board. After that i contacted the display manufacturer and asked them to send me the display’s datasheet so I could figure out which connector i needed. Once i got the datasheet i added the display connector and a backlight driver to my schematic. i still haven’t positioned the display connector or any of its supporting components on the PCB yet which is why the attached image looks a little messy. I plan to work on placing those components tomorrow."}, {"post_id": 37484, "ts": "2026-07-30T08:14:53Z", "hours": 2.2408, "text": "Partially Completed Schematic Today I started designing the schematic for Artifact by finding and choosing the main components I wanted to use. For the microcontroller, I chose the STM32U585 because it has good USB support, plenty of memory, and a lot of GPIO pins for the hardware I already have planned and anything else I might add later. For the security chip, I chose the ATECC608C. It will help protect the encryption keys used for passwords, accounts, and other important information. For external storage, I chose the W25Q128 flash memory chip. It will be used to store account information, and it also uses less power than something like an SD card. I wanted to keep power usage in mind in case I decide to add a battery later. For the buttons, I chose the EVQ-P7 because they are small and should work well as side mounted buttons. For the USB-C connector, I picked one that looks similar to the connector on the YubiKey 5. I chose it because it looked familiar and matched what I imagined Artifact would look like. Those are most of the main components I have chosen so far. One problem I had was importing the component symbols into KiCad. I was originally using KiCad 10.0, and it would say the libraries imported correctly, but they were actually silently failing and I could not use them. I ended up switching to KiCad 9.0.4, which fixed the problem.Right now, the schematic does not have a display because I am still waiting for the manufacturer to send me the files I need."}, {"post_id": 37121, "ts": "2026-07-29T16:37:32Z", "hours": 1.2494, "text": "Finished the V1 Sketch using AutoCad I worked on my first sketch of my hardware project called artifact, the design is based of a image i had in my head of what i wanted it to look like. i wanted to go for a usb stick look with usb-c(which is in yellow) and then having buttons on top(orange) that can be used to could be used to control the interface, right when i started this project i looked for the screen(purple) i would be using right away because i wanted to base my case and overall dimensions on it so that later on my pcb and all that wouldn’t be to big, i chose to make it 14mm tall so that later on i would have enough room for a battery, my pcb and anything else i might have to add because im still trying to find all my parts, overall its a little bigger than a regular usb but i think it will be fine, the only thing im worried about is the weight because i dont know if it will be able to stay connected to the usbc port when connected to a phone or pc"}]...
|
Title: Artifact by @wwillow | Stardance
Devlogs:
Title: Artifact by @wwillow | Stardance
Devlogs:
Finished the V1 Sketch using AutoCad I worked on my first sketch of my hardware project called artifact, the design is based of a image i had in my head of what i wanted it to look like. i wanted to go for a usb stick look with usb-c(which is in yellow) and then having buttons on top(orange) that can be used to could be used to control the interface, right when i started this project i looked for the screen(purple) i would be using right away because i wanted to base my case and overall dimensions on it so that later on my pcb and all that wouldn’t be to big, i chose to make it 14mm tall so that later on i would have enough room for a battery, my pcb and anything else i might have to add because im still trying to find all my parts, overall its a little bigger than a regular usb but i think it will be fine, the only thing im worried about is the weight because i dont know if it will be able to stay connected to the usbc port when connected to a phone or pc
Partially Completed Schematic Today I started designing the schematic for Artifact by finding and choosing the main components I wanted to use. For the microcontroller, I chose the STM32U585 because it has good USB support, plenty of memory, and a lot of GPIO pins for the hardware I already have planned and anything else I might add later. For the security chip, I chose the ATECC608C. It will help protect the encryption keys used for passwords, accounts, and other important information. For external storage, I chose the W25Q128 flash memory chip. It will be used to store account information, and it also uses less power than something like an SD card. I wanted to keep power usage in mind in case I decide to add a battery later. For the buttons, I chose the EVQ-P7 because they are small and should work well as side mounted buttons. For the USB-C connector, I picked one that looks similar to the connector on the YubiKey 5. I chose it because it looked familiar and matched what I imagined Artifact would look like. Those are most of the main components I have chosen so far. One problem I had was importing the component symbols into KiCad. I was originally using KiCad 10.0, and it would say the libraries imported correctly, but they were actually silently failing and I could not use them. I ended up switching to KiCad 9.0.4, which fixed the problem.Right now, the schematic does not have a display because I am still waiting for the manufacturer to send me the files I need.
Starting the PCB — Added the Display and Replaced USB-C today i started working on the PCB. First i added all of my footprints and assigned them to their components. at first i didn’t have the display datasheet yet, so i just placed everything without thinking about the display components because I didn’t know how big the connector I needed was going to be I was originally going to start routing today starting with the USB-C connector but the D+ and D− data lines on it were so incredibly frustrating that i decided to switch it for a different component. I also wasn’t very confident that I could solder the previous USB-C component so I replaced it with a Adafruit USB-C breakout board. After that i contacted the display manufacturer and asked them to send me the display’s datasheet so I could figure out which connector i needed. Once i got the datasheet i added the display connector and a backlight driver to my schematic. i still haven’t positioned the display connector or any of its supporting components on the PCB yet which is why the attached image looks a little messy. I plan to work on placing those components tomorrow.
Redesigning CAD + Started creating case Pt. 1 Today i decided to work on making my CAD design better because the first every version looked really bad, didn’t have all the angles and measurements i needed to actually make this device. In this new version there will be more drawing for stuff like how all the components will fit inside the chassis - how they stack on top of each other so i can see how much room i will have. I don’t have a picture of the chassis i made in this journal because it was literally just a box but ill probably add a photo of it in the next part I decided to make the USB-C breakout board is was using on my PCB in my CAD design so i could make my design more accurate without guessing, this probably took the most time out of my day i kept entering the wrong numbers so i had to redo it a lot and had to keep looking back when i first added my chassis into fusion 360 i realized that it was to small because i didn’t really account for walls because in Auto Cad they are only lines they dont have thicknesses, so i decided to make two models one where i added a 1mm thickness to the wall going into the device which would make the inside smaller which didn’t work so i decided to go with my second where i just added 1mm all around the outside, im really counting on being able to order it in aluminum or something a little stronger but now thinking about it i might add a extra 0.5mm onto it
Creating the chassis and adding to CAD Pt. 2 so today i worked on adding making my CAD design look better and i also added rail / supports that will hold in the PCB so i doesn’t move which im also going to extend this to hold the screen later, added the USB-C hole and button holes then i went into fusion 360 and i started to create my chassis, i started all over again even though last time i only had a box, i wanted to use sketches this time because it would be easier and it felt better starting off again. first i added the supports, i went with this design where half the supports are connected to the bottom and the other half is connected to the top that way the PCB can just kinda snug in there, next i just added a opening so that the usb port would fit, then a added in my PCB so i could see if everything lined up which it did so im very thank full for that next i added the button holes, i was kinda freaking out about this because i thought that the supports would interfere with my buttons, but if you look at the photos there is only minor inter lap which i didn’t even account for when making them so it was pure luck that this happened now the real challenge will be creating the actually buttons because i don’t how how to make them to where they wont get stuck on stuff or how to distribute the pressure of the press all around the button because i don’t know if you can see but the button component on the PCB is a bit under the center of the button on the case, so my main worry is about hitting the button component and the button like tilting and getting stuck or not being able to come back to its unpressed position, if you understand what im saying. if you made it this far and have any ideas i would appreciate after i finish this i was thinking about also adding a slimmer version, but that might have less features than the planned second version i tend to create because when looking at my Case in fusion 360 i realized how much space i am wasting so i dont know.
Started work on the UI design i wanted to go with minimal and like a pixel or like old design, i only have 6 buttons on my PCB so i have to get creative with some typing restraints
Just worked on routing traces yea so just like the title says i just routed the PCB its really ugly but i hope for that to improve over the versions that plan to come. that was really all for today still some small things that i have to do / fix but that can wait till tomorrow...
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1792806835.2011557
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1793411635.2011557
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5257
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Attended To by @wwiilloww | Stardance
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wwiilloww
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Title: Attended To by @wwiilloww | Stardance
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Untitled project by @wwashburn | Stardance
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wwashburn
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Title: Untitled project by @wwashburn | Stardance
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Frictionless by @wumgub | Stardance
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Title: Frictionless by @wumgub | Stardance
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My very own WebOS by @wumgub | Stardance
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wumgub
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Title: My very own WebOS by @wumgub | Stardance
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70275
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Personal Website by @wujunfan | Stardance
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wujunfan
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Title: Personal Website by @wujunfan | Stardance
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Flappy Bird by @wujunfan | Stardance
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wujunfan
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Title: Flappy Bird by @wujunfan | Stardance
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Snake game by @wujunfan | Stardance
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wujunfan
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Title: Snake game by @wujunfan | Stardance
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1792957643.0034387
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1793562443.0034387
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9871
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Global Chat by @wuff | Stardance
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wuff
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1
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10.0
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149
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T00:09:15Z", "hours": 10.0, "multiplier": 14.33, "payout": 149, "blessing": "neutral", "text": "What is Global-Chat? Global-Chat is a lightweight, asynchronous, terminal-based messaging application that allows anyone on Earth to connect and chat in real-time directly from their Command Prompt or Terminal. No heavy web browsers, no bloated Electron apps—just pure, retro-style networking. Why this project? I wanted to build a seamless communication tool that avoids the unnecessary complexity of modern chat apps while tackling the hard engineering challenges of backend networking. The goal was to create a rock-solid, secure server capable of handling multiple concurrent connections, preventing spam, and managing users efficiently, all while keeping a minimal, distraction-free aesthetic. Key Features Inside: Global Connectivity – Chat instantly with other users across the globe through a clean CLI. Asynchronous UI – Powered by prompt_toolkit, ensuring incoming messages pop up instantly without interrupting what you are currently typing. Anti-Spam & Security – Built-in message cooldowns and automatic duplicate nickname validation. Robust Moderation – Full server-side control with admin commands to kick, ban users by IP, or send official system announcements via “say”. Chat History – New users automatically receive the last 10 messages upon joining so they always have context. Dockerized Setup – The entire server infrastructure can be spun up locally or on a VPS with a single docker compose up command. How to test it right now! You don’t need to install Python or mess around with dependencies to try it out. Go to the Releases tab on my GitHub Repository. Download the pre-built client.exe file. Open it, type your username, and start chatting instantly! (Note: Since there is no login system yet, please verify your friends’ identities via Slack/Discord if you suspect someone is impersonating them!)", "repo": "https://github.com/wuffgame/Global-Chat", "demo": "https://github.com/wuffgame/Global-Chat/releases/tag/release"}]...
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[{"post_id": 8988, "ts": "2026 [{"post_id": 8988, "ts": "2026-06-14T23:41:58Z", "hours": 1.4267, "text": "Day 5 Today I finished preparing the project files, including the README.md and Dockerfile, and fixed all the bugs I was aware of. I also updated the project page with a new description, a screenshot, and a demo URL. The list I had in front of me is now completely finished, which means I can finally ship the project. Of course, after shipping it, I’ll still continue updating the global chat, but before that I need to take a short break. See you in my other projects — or in this one again sometime in the near future!!!"}, {"post_id": 7734, "ts": "2026-06-12T22:11:30Z", "hours": 2.0667, "text": "Day 4 Today I worked on adding chat history (when someone joins, the last 10 messages are displayed), as well as notifications for users joining/leaving the chat and error messages. The biggest issue today was that exit messages were not being displayed. The fix turned out to be quite simple — I was using a double lock, which caused the code to freeze. My plans for tomorrow are to check if everything works as intended, update the README file, update the Docker files, look into py2exe, and upload everything to GitHub and ship the project!!! Yes, we are finally getting to my first ship, but don’t worry, updates will still continue after that. See you tomorrow!!!"}, {"post_id": 7149, "ts": "2026-06-11T22:46:35Z", "hours": 2.0594, "text": "Day 3 Today I added the ability to execute commands directly from the server, such as ban and kick, giving the server moderation control over the chat. I also fixed an issue where receiving a message while typing would interrupt the input. After searching the entire internet, I finally found the holy grail: prompt_toolkit. Because of that, I can put GUI development on hold for now. The biggest challenge today was figuring out why I was getting a CMD-related error when starting the server with prompt_toolkit. It turns out that prompt_toolkit doesn’t work properly with PyCharm’s default console, so I had to enable the “Emulate terminal in output console” option. My plans for tomorrow are: Finish the command system (if I can think of any more useful commands). Take a look at py2exe so I can generate an .exe file from the Python client. Try to fix a bug where the client doesn’t properly stop after being banned, kicked, or disconnected. See you tomorrow!!!"}, {"post_id": 6512, "ts": "2026-06-10T22:54:15Z", "hours": 1.4717, "text": "Day 2* Today, I added nickname checking to the server to make sure that no two users can join the chat with the same nickname. I also implemented a message cooldown to help protect against spammers. I also tried experimenting with the GUI a little, but it’s not the right time yet — the to-do list I have in front of me is still huge. The problem of the day was that I hadn’t worked with Python dictionaries before, so I had to quickly learn how to use them xd. My plans for tomorrow are to add a banning system as a command that can be executed directly from the server, along with other custom commands that the server will be able to perform. I’m shutting down the VPS server until I ship the project. See you tomorrow!!! Technically it’s Day 3 because I didn’t work on it yesterday, but that’s a different story."}, {"post_id": 5152, "ts": "2026-06-08T20:45:00Z", "hours": 0.3344, "text": "Day 1 (Part 2) Before going to sleep (it was already night in Poland), I improved the security a bit and added a system message in chat when someone joins. I’ll try to dedicate a full day soon to security, so it’s not easy to create malicious clients. See you tomorrow for real!!!"}, {"post_id": 5082, "ts": "2026-06-08T19:22:47Z", "hours": 1.5067, "text": "Day 1 Today I rewrote the whole code to prepare it for a global chat system. I deployed everything on a VPS, so now by downloading client.py you can already chat with other people, but only through the terminal for now. I also added client version checking, so if someone is using an outdated version, they won’t be able to connect to the server. Usernames were also introduced, replacing IDs from the echo server, so now every user can set whatever nickname they want. The main bug of the day was related to broadcasting messages to all users — sometimes messages were sent only to one person or not sent at all. I fixed it somehow… honestly not even sure how xd. Tomorrow’s plan is to try implementing a graphical interface so it doesn’t rely on the terminal anymore. At night (in Poland), I also updated part of the README file. If you want to test the global chat yourself, you can download the client here: https://github.com/wuffgame/Global-Chat/blob/main/global-chat/client.py There are no bans for spam or offensive usernames yet, but I trust you won’t spam the server or use inappropriate nicknames. See you tomorrow!!!"}, {"post_id": 4480, "ts": "2026-06-07T20:13:24Z", "hours": 1.1486, "text": "Day 0 (Part 2) Today I decided to finish the echo server so that it can support multiple clients (currently up to 5). Each client also gets its own ID to keep the server logs cleaner and easier to read. I also added a Dockerfile and a docker-compose.yml, so the server can be launched on a VPS without any extra setup or hassle. As always, a few issues appeared along the way. At first, I’m not even sure what I messed up, but when I deployed the server to my VPS, Docker didn’t expose the container ports correctly, so the client couldn’t connect. After some debugging, I managed to fix it. Another challenge was handling a dynamic number of client IDs. However, since I’m planning to switch to nicknames instead of IDs later, I decided not to spend too much time on it for now. Tomorrow’s plan is to finally start Day 1, refactor everything and prepare the project for turning it into a proper global chat system. I also want to start working on a terminal-based global chat version either tomorrow or the day after. I already know some things will be problematic there, but I’ll probably solve them in Day 3 or later when I start working on a full GUI. For now, I also plan to write a README later today or tomorrow. See you in the next devlog!!! P.S. Devlogs might not appear daily until the summer holidays in Poland start."}, {"post_id": 3779, "ts": "2026-06-06T20:30:24Z", "hours": 0.4208, "text": "Day 0 Since yesterday, I decided to start working on a global chat application in Python. Everyone will be able to log in and chat, while I, as the amazing moderation team, will be able to ban people who break the rules. Yesterday, I spent some time talking with AI and watching videos to understand how sockets and threading work in Python. Today, since I got back late from a trip, I decided to practice what I learned yesterday instead of rushing into the full project. I built a local echo server that currently supports one client (but I’ll probably add multi-client support tomorrow). I also added a primitive client verification system, so if a client is not compatible with the server, the connection gets rejected. Right now it works by sending a specific string. The only issue I had was that after disconnecting the client, the server started infinitely sending “”. Luckily, I quickly realized I could stop it using if not. See you tomorrow in the next devlog!"}]...
|
Title: Global Chat by @wuff | Stardance
Devlogs:
Title: Global Chat by @wuff | Stardance
Devlogs:
Day 0 Since yesterday, I decided to start working on a global chat application in Python. Everyone will be able to log in and chat, while I, as the amazing moderation team, will be able to ban people who break the rules. Yesterday, I spent some time talking with AI and watching videos to understand how sockets and threading work in Python. Today, since I got back late from a trip, I decided to practice what I learned yesterday instead of rushing into the full project. I built a local echo server that currently supports one client (but I’ll probably add multi-client support tomorrow). I also added a primitive client verification system, so if a client is not compatible with the server, the connection gets rejected. Right now it works by sending a specific string. The only issue I had was that after disconnecting the client, the server started infinitely sending “”. Luckily, I quickly realized I could stop it using if not. See you tomorrow in the next devlog!
Day 0 (Part 2) Today I decided to finish the echo server so that it can support multiple clients (currently up to 5). Each client also gets its own ID to keep the server logs cleaner and easier to read. I also added a Dockerfile and a docker-compose.yml, so the server can be launched on a VPS without any extra setup or hassle. As always, a few issues appeared along the way. At first, I’m not even sure what I messed up, but when I deployed the server to my VPS, Docker didn’t expose the container ports correctly, so the client couldn’t connect. After some debugging, I managed to fix it. Another challenge was handling a dynamic number of client IDs. However, since I’m planning to switch to nicknames instead of IDs later, I decided not to spend too much time on it for now. Tomorrow’s plan is to finally start Day 1, refactor everything and prepare the project for turning it into a proper global chat system. I also want to start working on a terminal-based global chat version either tomorrow or the day after. I already know some things will be problematic there, but I’ll probably solve them in Day 3 or later when I start working on a full GUI. For now, I also plan to write a README later today or tomorrow. See you in the next devlog!!! P.S. Devlogs might not appear daily until the summer holidays in Poland start.
Day 1 Today I rewrote the whole code to prepare it for a global chat system. I deployed everything on a VPS, so now by downloading client.py you can already chat with other people, but only through the terminal for now. I also added client version checking, so if someone is using an outdated version, they won’t be able to connect to the server. Usernames were also introduced, replacing IDs from the echo server, so now every user can set whatever nickname they want. The main bug of the day was related to broadcasting messages to all users — sometimes messages were sent only to one person or not sent at all. I fixed it somehow… honestly not even sure how xd. Tomorrow’s plan is to try implementing a graphical interface so it doesn’t rely on the terminal anymore. At night (in Poland), I also updated part of the README file. If you want to test the global chat yourself, you can download the client here: https://github.com/wuffgame/Global-Chat/blob/main/global-chat/client.py There are no bans for spam or offensive usernames yet, but I trust you won’t spam the server or use inappropriate nicknames. See you tomorrow!!!
Day 1 (Part 2) Before going to sleep (it was already night in Poland), I improved the security a bit and added a system message in chat when someone joins. I’ll try to dedicate a full day soon to security, so it’s not easy to create malicious clients. See you tomorrow for real!!!
Day 2* Today, I added nickname checking to the server to make sure that no two users can join the chat with the same nickname. I also implemented a message cooldown to help protect against spammers. I also tried experimenting with the GUI a little, but it’s not the right time yet — the to-do list I have in front of me is still huge. The problem of the day was that I hadn’t worked with Python dictionaries before, so I had to quickly learn how to use them xd. My plans for tomorrow are to add a banning system as a command that can be executed directly from the server, along with other custom commands that the server will be able to perform. I’m shutting down the VPS server until I ship the project. See you tomorrow!!! Technically it’s Day 3 because I didn’t work on it yesterday, but that’s a different story.
Day 3 Today I added the ability to execute commands directly from the server, such as ban and kick, giving the server moderation control over the chat. I also fixed an issue where receiving a message while typing would interrupt the input. After searching the entire internet, I finally found the holy grail: prompt_toolkit. Because of that, I can put GUI development on hold for now. The biggest challenge today was figuring out why I was getting a CMD-related error when starting the server with prompt_toolkit. It turns out that prompt_toolkit doesn’t work properly with PyCharm’s default console, so I had to enable the “Emulate terminal in output console” option. My plans for tomorrow are: Finish the command system (if I can think of any more useful commands). Take a look at py2exe so I can generate an .exe file from the Python client. Try to fix a bug where the client doesn’t properly stop after being banned, kicked, or disconnected. See you tomorrow!!!
Day 4 Today I worked on adding chat history (when someone joins, the last 10 messages are displayed), as well as notifications for users joining/leaving the chat and error messages. The biggest issue today was that exit messages were not being displayed. The fix turned out to be quite simple — I was using a double lock, which caused the code to freeze. My plans for tomorrow are to check if everything works as intended, update the README file, update the Docker files, look into py2exe, and upload everything to GitHub and ship the project!!! Yes, we are finally getting to my first ship, but don’t worry, updates will still continue after that. See you tomorrow!!!
Day 5 Today I finished preparing the project files, including the README.md and Dockerfile, and fixed all the bugs I was aware of. I also updated the project page with a new description, a screenshot, and a demo URL. The list I had in front of me is now completely finished, which means I can finally ship the project. Of course, after shipping it, I’ll still continue updating the global chat, but before that I need to take a short break. See you in my other projects — or in this one again sometime in the near future!!!
Ships:
What is Global-Chat? Global-Chat is a lightweight, asynchronous, terminal-based messaging application that allows anyone on Earth to connect and chat in real-time directly from their Command Prompt or Terminal. No heavy web browsers, no bloated Electron apps—just pure, retro-style networking. Why this project? I wanted to build a seamless communication tool that avoids the unnecessary complexity of modern chat apps while tackling the hard engineering challenges of backend networking. The goal was to create a rock-solid, secure server capable of handling multiple concurrent connections, preventing spam, and managing users efficiently, all while keeping a minimal, distraction-free aesthetic. Key Features Inside: Global Connectivity – Chat instantly with other users across the globe through a clean CLI. Asynchronous UI – Powered by prompt_toolkit, ensuring incoming messages pop up instantly without interrupting what you are currently typing. Anti-Spam & Security – Built-in message cooldowns and automatic duplicate nickname validation. Robust Moderation – Full server-side control with admin commands to kick, ban users by IP, or send official system announcements via “say”. Chat History – New users automatically receive the last 10 messages upon joining so they always have context. Dockerized Setup – The entire server infrastructure can be spun up locally or on a VPS with a single docker compose up command. How to test it right now! You don’t need to install Python or mess around with dependencies to try it out. Go to the Releases tab on my GitHub Repository. Download the pre-built client.exe file. Open it, type your username, and start chatting instantly! (Note: Since there is no login system yet, please verify your friends’ identities via Slack/Discord if you suspect someone is impersonating them!)...
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Birthday Bot by @wuff | Stardance
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Title: Birthday Bot by @wuff | Stardance
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My first macropad in my life by @wuff | Stardance
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[{"post_id": 5851, "ts": "2026 [{"post_id": 5851, "ts": "2026-06-09T19:58:56Z", "hours": 1.915, "text": "Devlog 1: Hi, today for the first time in a while I decided to do something not related to networking, so I found the perfect project: Hackpad. In this devlog I’ll show a picture of my progress so far while creating the schematic, which I honestly don’t even know if it works yet (if you have any feedback, feel free to leave a comment). I wanted to build a macropad with 9 buttons, which in my future firmware will be used to open programs and automate certain actions on my computer. As for the OLED display, I’m not really sure yet what it will show, but I might use it to display CPU, GPU, and RAM usage. The rotary encoder also doesn’t have a defined function yet. It’s starting to look interesting. See you next time!!! P.S. This is not my main project, so I’m not sure how often new devlogs will appear."}]...
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Title: My first macropad in my life by @wuff | Sta Title: My first macropad in my life by @wuff | Stardance
Devlogs:
Devlog 1: Hi, today for the first time in a while I decided to do something not related to networking, so I found the perfect project: Hackpad. In this devlog I’ll show a picture of my progress so far while creating the schematic, which I honestly don’t even know if it works yet (if you have any feedback, feel free to leave a comment). I wanted to build a macropad with 9 buttons, which in my future firmware will be used to open programs and automate certain actions on my computer. As for the OLED display, I’m not really sure yet what it will show, but I might use it to display CPU, GPU, and RAM usage. The rotary encoder also doesn’t have a defined function yet. It’s starting to look interesting. See you next time!!! P.S. This is not my main project, so I’m not sure how often new devlogs will appear....
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NetraOS by @wuff | Stardance
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wuff
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T23:34:40Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "NetraOS What is NetraOS? NetraOS is a browser-based mini desktop I created as a web OS project. It runs directly in the browser and is designed to feel like a simple operating system, with draggable windows, a top bar clock, and a custom retro-style interface. Key Features Inside: Draggable Windows – Move app windows around like on a real desktop. Live Clock – A real-time clock shown in the top bar. Welcome Window – A built-in intro window for the project. Calculator App – A simple calculator with basic operations. Notes App – A notes window with local saving in the browser. How to use it: Open the project in your browser. Click app names in the dock to open windows. Drag windows by their title bars. Use the calculator and notes app directly inside NetraOS.", "repo": "https://github.com/wuffgame/NetraOS", "demo": "https://wuffgame.github.io/NetraOS/"}]...
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[{"post_id": 19602, "ts": "202 [{"post_id": 19602, "ts": "2026-06-30T23:19:23Z", "hours": 1.8839, "text": "Devlog 3 Over the last few days, during breaks from my other projects, I spent some time searching online on how to make two new applications: a calculator and a notepad. I decided not to add app icons for now (because why not) and instead keep simple text-based names. While working on the calculator, I ran into an issue where the buttons weren’t working properly. After looking it up online, I found something called DOMContentLoaded, so I used that to fix it. The notepad now has a save feature, so your notes stay even after refreshing the window. This is the last devlog before the first ship!!!"}, {"post_id": 6441, "ts": "2026-06-10T20:33:07Z", "hours": 1.3281, "text": "Devlog 2 Just like the tutorial suggested, I added a desktop background (I had no better idea, so I used the Windows XP wallpaper) and a top bar. I think it’s starting to look pretty decent so far. Next time, I plan to spend a bit more time working on it (a few hours) before posting another devlog, so I can polish everything up a little more. See you in the next devlog!"}, {"post_id": 5934, "ts": "2026-06-09T22:21:39Z", "hours": 0.8333, "text": "Devlog 1 Today, after spending the whole day messing around in KiCad, I decided I needed to code something. But since I didn’t have enough time to open Python and continue working on the Global Chat, I decided to switch to a new project. Let me introduce you to NetraOS!!! During the last hour, I programmed a loading screen that will be shown while the desktop is starting up. I’ll probably change it later to make it look a bit nicer, but for now I’m pretty happy with how it looks. See you in the next devlog! P.S. Since this is not my main project, I’m not sure how often new devlogs will appear."}]...
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Title: NetraOS by @wuff | Stardance
Devlogs:
Devl Title: NetraOS by @wuff | Stardance
Devlogs:
Devlog 1 Today, after spending the whole day messing around in KiCad, I decided I needed to code something. But since I didn’t have enough time to open Python and continue working on the Global Chat, I decided to switch to a new project. Let me introduce you to NetraOS!!! During the last hour, I programmed a loading screen that will be shown while the desktop is starting up. I’ll probably change it later to make it look a bit nicer, but for now I’m pretty happy with how it looks. See you in the next devlog! P.S. Since this is not my main project, I’m not sure how often new devlogs will appear.
Devlog 2 Just like the tutorial suggested, I added a desktop background (I had no better idea, so I used the Windows XP wallpaper) and a top bar. I think it’s starting to look pretty decent so far. Next time, I plan to spend a bit more time working on it (a few hours) before posting another devlog, so I can polish everything up a little more. See you in the next devlog!
Devlog 3 Over the last few days, during breaks from my other projects, I spent some time searching online on how to make two new applications: a calculator and a notepad. I decided not to add app icons for now (because why not) and instead keep simple text-based names. While working on the calculator, I ran into an issue where the buttons weren’t working properly. After looking it up online, I found something called DOMContentLoaded, so I used that to fix it. The notepad now has a save feature, so your notes stay even after refreshing the window. This is the last devlog before the first ship!!!
Ships:
NetraOS What is NetraOS? NetraOS is a browser-based mini desktop I created as a web OS project. It runs directly in the browser and is designed to feel like a simple operating system, with draggable windows, a top bar clock, and a custom retro-style interface. Key Features Inside: Draggable Windows – Move app windows around like on a real desktop. Live Clock – A real-time clock shown in the top bar. Welcome Window – A built-in intro window for the project. Calculator App – A simple calculator with basic operations. Notes App – A notes window with local saving in the browser. How to use it: Open the project in your browser. Click app names in the dock to open windows. Drag windows by their title bars. Use the calculator and notes app directly inside NetraOS....
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1793220976.0225153
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1793307376.0225153
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19846
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Weather Journal by @wuff | Stardance
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wuff
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Title: Weather Journal by @wuff | Stardance
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