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33564
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Untitled project by @vinnydong | Stardance
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vinnydong
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Title: Untitled project by @vinnydong | Stardance
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1792777659.2178507
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32432
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Compact Lego RC Buggy by @vinnyN | Stardance
|
vinnyN
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0
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0.0
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[]
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Title: Compact Lego RC Buggy by @vinnyN | Stardanc Title: Compact Lego RC Buggy by @vinnyN | Stardance...
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1793382834.7616591
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1793987634.7616591
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21660
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My awesome macropad! by @vinnakotaharshavardan | S My awesome macropad! by @vinnakotaharshavardan | Stardance...
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vinnakotaharshavardan
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0
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Title: My awesome macropad! by @vinnakotaharshavar Title: My awesome macropad! by @vinnakotaharshavardan | Stardance...
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1793145077.7781112
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1793749877.7781112
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21663
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Untitled by @vinnakotaharshavardan | Stardance
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vinnakotaharshavardan
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Title: Untitled by @vinnakotaharshavardan | Starda Title: Untitled by @vinnakotaharshavardan | Stardance...
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1792698538.9033573
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1793303338.9033573
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55001
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My awesome macropad! by @vinitloveburgers | Starda My awesome macropad! by @vinitloveburgers | Stardance...
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vinitloveburgers
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Title: My awesome macropad! by @vinitloveburgers | Title: My awesome macropad! by @vinitloveburgers | Stardance...
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1793137660.2152255
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1793742460.2152255
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25351
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My first slack bot! by @vinisha | Stardance
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vinisha
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Title: My first slack bot! by @vinisha | Stardance
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1792770560.8265574
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1793375360.8265574
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55168
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Quantfirm by @vinil_polepalli | Stardance
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vinil_polepalli
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[]
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Title: Quantfirm by @vinil_polepalli | Stardance
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1793148470.0242496
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1793753270.0242496
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70830
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My first slack bot! by @vini05 | Stardance
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vini05
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Title: My first slack bot! by @vini05 | Stardance
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1793296244.7225254
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|
My awesome macropad! by @vingtcinqmay | Stardance
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vingtcinqmay
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Title: My awesome macropad! by @vingtcinqmay | Sta Title: My awesome macropad! by @vingtcinqmay | Stardance...
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1793390103.0394156
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1793994903.0394156
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My awesome macropad! by @vineshdevunoori741 | Star My awesome macropad! by @vineshdevunoori741 | Stardance...
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vineshdevunoori741
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Title: My awesome macropad! by @vineshdevunoori741 Title: My awesome macropad! by @vineshdevunoori741 | Stardance...
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1793181373.1150465
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1793786173.1150465
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26623
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My first slack bot! by @vineethbasani | Stardance
|
vineethbasani
|
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Title: My first slack bot! by @vineethbasani | Sta Title: My first slack bot! by @vineethbasani | Stardance...
|
1793228018.4523184
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1793832818.4523184
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My awesome macropad! by @vineeth_john | Stardance
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vineeth_john
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Title: My awesome macropad! by @vineeth_john | Sta Title: My awesome macropad! by @vineeth_john | Stardance...
|
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|
1793807245.7427077
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40422
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WarioWare Game by @vineeth_john | Stardance
|
vineeth_john
|
0
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Title: WarioWare Game by @vineeth_john | Stardance
|
1793184754.1478138
|
1793789554.1478138
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|
68999
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Apps and Websites by @vineetdilip108 | Stardance
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vineetdilip108
|
0
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Title: Apps and Websites by @vineetdilip108 | Star Title: Apps and Websites by @vineetdilip108 | Stardance...
|
1793127335.738562
|
1793732135.738562
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My awesome macropad! by @vineelapriyalakkakula | S My awesome macropad! by @vineelapriyalakkakula | Stardance...
|
vineelapriyalakkakula
|
0
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Title: My awesome macropad! by @vineelapriyalakkak Title: My awesome macropad! by @vineelapriyalakkakula | Stardance...
|
1793213327.1633658
|
1793818127.1633658
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54629
|
Petro by @vineeetbembalgi | Stardance
|
vineeetbembalgi
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Title: Petro by @vineeetbembalgi | Stardance
|
1792799239.5165124
|
1793404039.5165124
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4074
|
Project Luminescence by @vindognz | Stardance
|
vindognz
|
1
|
5.45
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T23:04:15Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom heart-shaped PCB with 10 LEDs and 3 modes (ON, breathing, OFF). It’s a birthday gift for my girlfriend! Making the trimpot voltage divider took some iteration, but breadboard testing saved me big time. I’m super proud of the entire architecture, as this is my first completed hardware project. Thanks for voting!", "repo": "https://github.com/vindognz/project-luminescence", "demo": ""}]...
|
[{"post_id": 80102, "ts": "202 [{"post_id": 80102, "ts": "2026-10-16T07:11:24Z", "hours": 1.4517, "text": "[Friday, Oct 16] - Tweaks before review Almost exactly two months since my last devlog.. I spent this entire devlog polishing my README, reorganising, reformatting my BOM.csv, etc. to ensure Project Luminescence is ready for review!"}, {"post_id": 29945, "ts": "2026-07-17T04:06:01Z", "hours": 0.4667, "text": "[Friday, July 17] - Hardware Assembly Complete Okay so… it’s been a month since my last devlog. I ordered the PCBs June 16th, and they arrived while I was on holiday, but we’re finally back to building! The PCBs arrived absolutely beautiful. The heart shape clean, and the blue solder mask + white silkscreen looks fabulous. Soldering was a journey… I got every component on except the battery holder with relative ease (forgot to track the time 🫠). I tested the complete board using an Arduino as a PSU and everything worked perfectly! There was a lot of residual flux left around the joints (looked like someone sneezed on my board) which I cleaned with an old toothbrush and some hand sanitiser 💀 Next: Solder battery holder, cut the LED legs, then ship!"}, {"post_id": 12846, "ts": "2026-06-21T01:07:36Z", "hours": 0.8319, "text": "[Tuesday, Jun 16] - Analog Brightness + PCB Finalized Firmware is DONE! Got trimpot brightness control working - turn the knob, watch the LED respond beautifully. Hardware: Rerouted the whole back to fit the trimpot voltage divider properly, added a power switch to toggle it on/off (goodbye battery drain anxiety!). PCB is ready to manufacture! After many firmware bugs, all three pieces are finally working together: smooth fading firmware + trimpot brightness control + clean power management. Next: Export Gerbers and ship this to JLCPCB!"}, {"post_id": 9572, "ts": "2026-06-15T23:00:36Z", "hours": 0.4061, "text": "[Tuesday, Jun 16] - Smooth fading and PCB polishing. Firmware: I got the smooth PWM fading working with gamma corrected brightness. The breathing effect is absolutely GORGEOUS and way better than the old blinking. Hardware: Did some PCB cleaning up. Rescaled the silkscreen text to be bigger and more readable, and repositioned everything to look cleaner on the front. Both parts are coming together nicely! Firmware is almost done (just need trimpot brightness control), and the PCB design is ready to order soon! Next up: Integrate analog brightness control from the trimpot."}, {"post_id": 3228, "ts": "2026-06-06T01:49:43Z", "hours": 0.8261, "text": "[Saturday, Jun 6th] - Mode cycling and debouncing. Core firmware structure updated. Button debouncing is solid (50ms), and mode cycling is working cleanly through OFF, ON and FADE. Right now, the fade is just blinking, but that’s next on the list. Once I add smooth PWM fading with gamma correction, the breathing effect will be 🤌 Git log (attached) shows my iteration. We’re getting close to ordering our PCBs!"}, {"post_id": 3085, "ts": "2026-06-05T23:55:03Z", "hours": 0.4589, "text": "[Saturday, Jun 6th] - Core Firmware. Got the basic firmware working. Just simple button press turns LED on/off. Nothing fancy yet, but big things are in the near future. Next up: Debouncing, mode cycling (off, on, breathe), and trimpot brightness control. But for now, the core loop works and proves my ATtiny85 isn’t fried lol."}, {"post_id": 2716, "ts": "2026-06-05T13:17:46Z", "hours": 1.0261, "text": "[Friday, Jun 5th] - PCB Designed. My first devlog! I got my first prototype of the board completed, designed so all the ugly components are on the back. This design features: ATTINY85 microcontroller A CR2032 battery holder 10x 5mm red LEDs A trimmer potentiometer from Aliexpress 💀 A button for switching modes"}]...
|
Title: Project Luminescence by @vindognz | Stardan Title: Project Luminescence by @vindognz | Stardance
Devlogs:
[Friday, Jun 5th] - PCB Designed. My first devlog! I got my first prototype of the board completed, designed so all the ugly components are on the back. This design features: ATTINY85 microcontroller A CR2032 battery holder 10x 5mm red LEDs A trimmer potentiometer from Aliexpress 💀 A button for switching modes
[Saturday, Jun 6th] - Core Firmware. Got the basic firmware working. Just simple button press turns LED on/off. Nothing fancy yet, but big things are in the near future. Next up: Debouncing, mode cycling (off, on, breathe), and trimpot brightness control. But for now, the core loop works and proves my ATtiny85 isn’t fried lol.
[Saturday, Jun 6th] - Mode cycling and debouncing. Core firmware structure updated. Button debouncing is solid (50ms), and mode cycling is working cleanly through OFF, ON and FADE. Right now, the fade is just blinking, but that’s next on the list. Once I add smooth PWM fading with gamma correction, the breathing effect will be 🤌 Git log (attached) shows my iteration. We’re getting close to ordering our PCBs!
[Tuesday, Jun 16] - Smooth fading and PCB polishing. Firmware: I got the smooth PWM fading working with gamma corrected brightness. The breathing effect is absolutely GORGEOUS and way better than the old blinking. Hardware: Did some PCB cleaning up. Rescaled the silkscreen text to be bigger and more readable, and repositioned everything to look cleaner on the front. Both parts are coming together nicely! Firmware is almost done (just need trimpot brightness control), and the PCB design is ready to order soon! Next up: Integrate analog brightness control from the trimpot.
[Tuesday, Jun 16] - Analog Brightness + PCB Finalized Firmware is DONE! Got trimpot brightness control working - turn the knob, watch the LED respond beautifully. Hardware: Rerouted the whole back to fit the trimpot voltage divider properly, added a power switch to toggle it on/off (goodbye battery drain anxiety!). PCB is ready to manufacture! After many firmware bugs, all three pieces are finally working together: smooth fading firmware + trimpot brightness control + clean power management. Next: Export Gerbers and ship this to JLCPCB!
[Friday, July 17] - Hardware Assembly Complete Okay so… it’s been a month since my last devlog. I ordered the PCBs June 16th, and they arrived while I was on holiday, but we’re finally back to building! The PCBs arrived absolutely beautiful. The heart shape clean, and the blue solder mask + white silkscreen looks fabulous. Soldering was a journey… I got every component on except the battery holder with relative ease (forgot to track the time 🫠). I tested the complete board using an Arduino as a PSU and everything worked perfectly! There was a lot of residual flux left around the joints (looked like someone sneezed on my board) which I cleaned with an old toothbrush and some hand sanitiser 💀 Next: Solder battery holder, cut the LED legs, then ship!
[Friday, Oct 16] - Tweaks before review Almost exactly two months since my last devlog.. I spent this entire devlog polishing my README, reorganising, reformatting my BOM.csv, etc. to ensure Project Luminescence is ready for review!
Ships:
I made a custom heart-shaped PCB with 10 LEDs and 3 modes (ON, breathing, OFF). It’s a birthday gift for my girlfriend! Making the trimpot voltage divider took some iteration, but breadboard testing saved me big time. I’m super proud of the entire architecture, as this is my first completed hardware project. Thanks for voting!...
|
1793307508.5983994
|
1793393908.5983994
|
|
4084
|
My first slack bot! by @vindognz | Stardance
|
vindognz
|
1
|
0.0
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T11:33:43Z", "hours": 0.0, "multiplier": 1.83, "payout": 1, "blessing": "neutral", "text": "My very first slack bot!", "repo": "https://github.com/vindognz/stardance-slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0B8BKARPHU"}]...
|
[{"post_id": 738, "ts": "2026- [{"post_id": 738, "ts": "2026-06-02T11:15:19Z", "hours": 0.4994, "text": "Following the “Make a Slack Bot” guide, I set up my own Slack bot and implemented the following commands: /vnz-help — Displays a list of available commands. /vnz-ping — Pings the bot and displays its latency. /vnz-catfact — Fetches and sends a random cat fact from an API. /vnz-joke — Fetches and sends a random joke from an API. /vnz-coffee — Fetches and sends a random coffee photo from an API."}]...
|
Title: My first slack bot! by @vindognz | Stardanc Title: My first slack bot! by @vindognz | Stardance
Devlogs:
Following the “Make a Slack Bot” guide, I set up my own Slack bot and implemented the following commands: /vnz-help — Displays a list of available commands. /vnz-ping — Pings the bot and displays its latency. /vnz-catfact — Fetches and sends a random cat fact from an API. /vnz-joke — Fetches and sends a random joke from an API. /vnz-coffee — Fetches and sends a random coffee photo from an API.
Ships:
My very first slack bot!...
|
1793253375.3915234
|
1793339775.3915234
|
|
28564
|
Dodge The Spikes by @vindognz | Stardance
|
vindognz
|
1
|
24.0
|
323
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T10:11:14Z", "hours": 24.0, "multiplier": 13.34, "payout": 323, "blessing": "neutral", "text": "I made a 2D reflex game about dodging spikes! A level lasts 10 spikes - every level is faster and more dangerous. This was my first Godot project in years, so it was difficult to relearn the engine at first, but I got used to it. I’m really proud of the firefly shader! It took me ages to tune and refine, but I’m super happy with it. It might be really hard because I adjusted the difficulty as I made it, so if you struggle - sorry! Thanks for voting!!!", "repo": "https://github.com/vindognz/dodge-the-spikes", "demo": "https://vindognz.github.io/dodge-the-spikes/"}]...
|
[{"post_id": 80848, "ts": "202 [{"post_id": 80848, "ts": "2026-10-19T00:31:27Z", "hours": 2.6886, "text": "It’s been a while (school is schooling 😭) This is probably my last devlog before I ship. The game has sound now! 5 sound effects, made in jsfxr: jump, thud when you land, a blip every time you dodge a spike, a boom when you die, and a level up! (Press M to mute the sound effects) I got a tiny bit obsessed with outlines, and gave every label a thick outline The leaderboard title is gold now too! SPACE is both jump and play again, so smashing it as you died would skip the leaderboard.. Play Again now ignores pressed for a half second after you die. All that, some minor performance tweaks, README polishing and now we’re ready to ship! Thanks for playing!"}, {"post_id": 76872, "ts": "2026-10-04T21:50:40Z", "hours": 1.1408, "text": "Hosting move and some small QoL. So uhh… The old site is gone. I moved the game from Nest to Github Pages: New Link (The old link shows a “we moved” pages that redirects you) Nest was sending the 38MB engine file uncompressed and sometimes worked, sometimes took 40+ minutes to send. I tried gzip, i tried brotli, and the proxy just seemed to break it all. Github serves the same game so fast it loads before the splash is done. RIP serve.py. Okay, onto QoL: Space to play again. Hit space on the game over screen and you immediately respawn (no more reaching for your mouse every death). README overhaul. I finally updated it! It has how to play, correct feature list, how it’s built, guidance on running it locally, and the live link. I also dropped the idea of Linux/Windows/Mac downloads, because it’s just easier in a browser. Still to do: sfx, polish."}, {"post_id": 75849, "ts": "2026-10-01T10:37:06Z", "hours": 3.24, "text": "HUGE updates, the demo is actually out! It’s live, and YOU can play the beta right now: Play! (I will maintain it as the latest, stable build, please comment with any feedback 😊). The Godot build is exported to WebGL and embedded in a landing page that I built around it. I tried to keep it somewhat minimal, so it’s just a splash text that fades into a dark ‘cave’ with the same red spikes on the walls, and the game in the middle. It’s hosted on Nest, being run by a tiny Python server I wrote that gzips everything. Compression might seem excessive, but it shrank the 38MB engine file to ~10MB, so it loads significantly faster. The leaderboard got cooked when publishing, so I had to rewrite some logic but I got it working eventually! Difficulty used to increase with your score, now we have Levels. Every 10 spikes, the screen clears, a “Level ” banner shows, and the next level starts faster. Danger zones now start at certain levels too, completely ditching the old score driving approach. I also created a real start screen (This was desperately needed). It has the same firefly background as the game, a little controls hint, and a little demo player hopping spikes :) All that’s left is sfx, README and polish!"}, {"post_id": 75140, "ts": "2026-09-29T08:47:13Z", "hours": 9.0861, "text": "Holy moly I need to remember to devlog 😭 Gameplay has been locked in. Danger zones have been added: at score 10 red columns flash for 3s and insta-kill if you’re in them when time is up. At score 30, two zones spawn at once. Screen shakes on landing and death. Spike cooldown now scales with score, so the difficulty actually increases. Player is now a squishy jelly ball that deforms on jump, stretches while airborne, and splats on landing with a nice tween animation. The leaderboard is alive! Input name on first death (cached for the session), auto-submit to Supabase backend, leaderboard is now embedded in the game over screen. Your current run shows golden in the rankings. Insane visual overhaul. I built a procedural shader for the background that renders 30 animated fireflies (on the GPU). Each one drifts with a unique sine-wave pattern, and pulses brightness. Death burst spawns 12 red sparks that fly outward, and fade out. To-do: Start screen, audio (jump, death, score sfx), and WebGL export + GitHub Pages."}, {"post_id": 22405, "ts": "2026-07-04T21:24:46Z", "hours": 5.9817, "text": "Big session today! (definitely didn’t forget to write a devlog) Here’s what got shipped: The game is actually a game now! Spikes spawn from random sides, move across the screen, and despawn off the edge. Score tracking is in. Each spike that passes the player increments the score, and speed scales with it. Each spike also has a ±50% random deviation in speed, so no two spikes feel the same. Pixel art is fully gone. Both the player and spike are now drawn entirely in code using Godot’s _draw() API. No image assets, scales perfectly at any zoom (hypothetically). Global leaderboard is live. Scores submit to a Supabase PostgreSQL backend. We even have a full leaderboard scene with a loading animation and ranked entries. Game over screen shows your score and lets you play again (reloads the scene, resetting all state for free). Next up: UI polish, danger zones, and a WebGL export!"}, {"post_id": 18960, "ts": "2026-06-30T04:16:26Z", "hours": 1.7533, "text": "I’ve been grinding! I implemented the basic spike, replaced pixel art with code-drawn vector shapes for smooth edges, and added a very bare bones start screen. Next up is UI cleanup, score counting, and a game over screen!"}, {"post_id": 18846, "ts": "2026-06-30T01:30:24Z", "hours": 0.3053, "text": "First devlog! So far, I’ve been setting up the base architecture for the game. Currently I just have a simple square that you can control with WASD, but there are big things ahead!"}]...
|
Title: Dodge The Spikes by @vindognz | Stardance
Title: Dodge The Spikes by @vindognz | Stardance
Devlogs:
First devlog! So far, I’ve been setting up the base architecture for the game. Currently I just have a simple square that you can control with WASD, but there are big things ahead!
I’ve been grinding! I implemented the basic spike, replaced pixel art with code-drawn vector shapes for smooth edges, and added a very bare bones start screen. Next up is UI cleanup, score counting, and a game over screen!
Big session today! (definitely didn’t forget to write a devlog) Here’s what got shipped: The game is actually a game now! Spikes spawn from random sides, move across the screen, and despawn off the edge. Score tracking is in. Each spike that passes the player increments the score, and speed scales with it. Each spike also has a ±50% random deviation in speed, so no two spikes feel the same. Pixel art is fully gone. Both the player and spike are now drawn entirely in code using Godot’s _draw() API. No image assets, scales perfectly at any zoom (hypothetically). Global leaderboard is live. Scores submit to a Supabase PostgreSQL backend. We even have a full leaderboard scene with a loading animation and ranked entries. Game over screen shows your score and lets you play again (reloads the scene, resetting all state for free). Next up: UI polish, danger zones, and a WebGL export!
Holy moly I need to remember to devlog 😭 Gameplay has been locked in. Danger zones have been added: at score 10 red columns flash for 3s and insta-kill if you’re in them when time is up. At score 30, two zones spawn at once. Screen shakes on landing and death. Spike cooldown now scales with score, so the difficulty actually increases. Player is now a squishy jelly ball that deforms on jump, stretches while airborne, and splats on landing with a nice tween animation. The leaderboard is alive! Input name on first death (cached for the session), auto-submit to Supabase backend, leaderboard is now embedded in the game over screen. Your current run shows golden in the rankings. Insane visual overhaul. I built a procedural shader for the background that renders 30 animated fireflies (on the GPU). Each one drifts with a unique sine-wave pattern, and pulses brightness. Death burst spawns 12 red sparks that fly outward, and fade out. To-do: Start screen, audio (jump, death, score sfx), and WebGL export + GitHub Pages.
HUGE updates, the demo is actually out! It’s live, and YOU can play the beta right now: Play! (I will maintain it as the latest, stable build, please comment with any feedback 😊). The Godot build is exported to WebGL and embedded in a landing page that I built around it. I tried to keep it somewhat minimal, so it’s just a splash text that fades into a dark ‘cave’ with the same red spikes on the walls, and the game in the middle. It’s hosted on Nest, being run by a tiny Python server I wrote that gzips everything. Compression might seem excessive, but it shrank the 38MB engine file to ~10MB, so it loads significantly faster. The leaderboard got cooked when publishing, so I had to rewrite some logic but I got it working eventually! Difficulty used to increase with your score, now we have Levels. Every 10 spikes, the screen clears, a “Level ” banner shows, and the next level starts faster. Danger zones now start at certain levels too, completely ditching the old score driving approach. I also created a real start screen (This was desperately needed). It has the same firefly background as the game, a little controls hint, and a little demo player hopping spikes :) All that’s left is sfx, README and polish!
Hosting move and some small QoL. So uhh… The old site is gone. I moved the game from Nest to Github Pages: New Link (The old link shows a “we moved” pages that redirects you) Nest was sending the 38MB engine file uncompressed and sometimes worked, sometimes took 40+ minutes to send. I tried gzip, i tried brotli, and the proxy just seemed to break it all. Github serves the same game so fast it loads before the splash is done. RIP serve.py. Okay, onto QoL: Space to play again. Hit space on the game over screen and you immediately respawn (no more reaching for your mouse every death). README overhaul. I finally updated it! It has how to play, correct feature list, how it’s built, guidance on running it locally, and the live link. I also dropped the idea of Linux/Windows/Mac downloads, because it’s just easier in a browser. Still to do: sfx, polish.
It’s been a while (school is schooling 😭) This is probably my last devlog before I ship. The game has sound now! 5 sound effects, made in jsfxr: jump, thud when you land, a blip every time you dodge a spike, a boom when you die, and a level up! (Press M to mute the sound effects) I got a tiny bit obsessed with outlines, and gave every label a thick outline The leaderboard title is gold now too! SPACE is both jump and play again, so smashing it as you died would skip the leaderboard.. Play Again now ignores pressed for a half second after you die. All that, some minor performance tweaks, README polishing and now we’re ready to ship! Thanks for playing!
Ships:
I made a 2D reflex game about dodging spikes! A level lasts 10 spikes - every level is faster and more dangerous. This was my first Godot project in years, so it was difficult to relearn the engine at first, but I got used to it. I’m really proud of the firefly shader! It took me ages to tune and refine, but I’m super happy with it. It might be really hard because I adjusted the difficulty as I made it, so if you struggle - sorry! Thanks for voting!!!...
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1793357306.4574115
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1793443706.4574115
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32821
|
Ticktocktp by @vindognz | Stardance
|
vindognz
|
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: Ticktocktp by @vindognz | Stardance
|
1792695247.2410522
|
1793300047.2410522
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44186
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Flask Othello by @vindognz | Stardance
|
vindognz
|
1
|
26.0
|
446
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T11:43:27Z", "hours": 26.0, "multiplier": 17.32, "payout": 446, "blessing": "neutral", "text": "I made a full Othello game you can simply play in the browser, using vanilla JS and Flask! It features online multiplayer, a CPU opponent, replays, spectating and much more. My biggest challenge was definitely the countless hours of debugging, and chasing AI optimisations which actually made it perform worse. I am super proud of how the entire project came together, but especially happy with how satisfying the tile flip animation + sound cascading effect turned out.", "repo": "https://github.com/vindognz/flask-othello", "demo": "https://othello.vindognz.hackclub.app/"}]...
|
[{"post_id": 72575, "ts": "202 [{"post_id": 72575, "ts": "2026-09-23T08:20:47Z", "hours": 3.1811, "text": "MY EIGHTH AND (hopefully) FINAL DEVLOG I THINK WE’RE SHIP READY. I spent these 3 hours doing a bunch of final polish. The AI now has three difficulty levels to pick from (Easy, Medium and Impossible). I also added some actual juice to the game. Pieces now make sounds when placed and captured, and buttons make a little click sound. I also added a little rules popup with a tiny board showing how the game works for those who don’t know :) I finally updated the README from my initial commit too! It now has the full project info, as well as instructions for running FlaskOthello locally. Everything else was just minor fixes / cleanup. FlaskOthello is officially feature complete. Time to ship! 🚢"}, {"post_id": 71670, "ts": "2026-09-21T08:46:58Z", "hours": 3.4522, "text": "My seventh devloggg I replaced the AI search that was array based with a full bitboard implementation. This means that the board state is now stored as two 64-bit integers instead of nested lists. We also now have transposition tables and alpha-beta with move ordering based on the TT too! This was lowkey not THAT much work, but there were SOOOO many bugs to fix. I tried a bunch of ‘optimisations’ that actually made the AI ~27% worse… In the end, we scored a 36% decrease in search time though! During this time, I did some test deployments to NEST for playtesting with my girlfriend. Turns out, running a Flask dev server in production is a bad idea 💀 I had WebSockets, hints, undo, and UI redesign in my todo list, but decided to scratch those to make sure I ship in time."}, {"post_id": 68874, "ts": "2026-09-15T22:43:34Z", "hours": 3.7547, "text": "Sixth Devlog! (IM LOWKEY REMEMBERING TO DO THESE) This one was heavy on AI modifications, but I also implemented a replay system! I added transposition tables to the AI, which allows it to reuse positions it has already searched, along with a BUNCH of benchmarking for comparing. I also changed the AI’s minimax search to make and undo moves in-place instead of constantly creating new OthelloBoard objects which was a BIG optimization. Now, about that replay system! Games now keep a full move history which allows you to rewatch your game after play. You can jump to the start/end, step through moves one by one, and hold the buttons to scrub through the game. Lastly, I improve the piece flip animations so captured pieces do a proper flip + many minor bug fixes / refactors."}, {"post_id": 67923, "ts": "2026-09-14T07:13:46Z", "hours": 5.91, "text": "Fifth devlog! (I KEEP FORGETTING TO DO THESE) SO much has happened. I added full Player vs CPU support, fixed a major bug where if the AI was black it never made a starting move + a crash from the AI “make a move” loop firing every 1.5s 💀 Draw offers and resignation have been added. For draws, either player can offer and the other can accept/decline, and the AI automatically responds to draw requests based on piece count. Resignation has a confirm dialog to prevent accidents. Games are now automatically archived when they conclude (read only game copy at /archive/<id> which you’re automatically redirected to if on a stale /game/<id> URL). I also added piece ‘flip’ animations for the tiles that just got captured, so you can easily tell which tiles have just been captured. And alongside all this, TONS of refactoring and bug fixes, including extracing common code into resolve_player() and serialize_game() functions, and a strings.js module for game status strings."}, {"post_id": 61156, "ts": "2026-09-03T22:37:30Z", "hours": 3.305, "text": "Fourth devlog!! Today I built the actual frontend with a landing page (pick black/white, creates a game and redirects you), a live board page which polls the backend every 1.5s, click to play on legal squares, and CSS of course (green board, yellow legal move outlines). Previously, when the player had no legal moves, the game would just stop and you’d be stuck. Now, your turn is automatically passed if you have no legal moves. Added last-move highlighting (red outline on the most recently placed piece, so it’s obvious where your opponent just played) and a proper game-over screen showing the winning colour and final tile count."}, {"post_id": 56245, "ts": "2026-08-27T22:32:56Z", "hours": 3.8075, "text": "Third devlog! (I forgot to devlog…) I fixed a bunch of serious bugs in the engine (illegal moves overwriting occupied tiles, allowing negative indexing of the board, and more). The minimax now scores wins/loses by token count, not positional advantage at the end of the game, and some documentation cleanup. I also started working on the Flask backend, which now features 4 API routes for creating and joining games, making your move, and calling for AI moves. I tested this thoroughly with cURL, so hopefully there aren’t any significant bugs!"}, {"post_id": 44584, "ts": "2026-08-10T13:20:11Z", "hours": 1.0883, "text": "My second devlog! It’s 1:17am right now, but I just finished implementing the most basic minimax algorithm possible, and it (miraculously) works! I even hacked together a quick CPU vs CPU prototype, and it plays all the way through without any bugs, crashes or other breakage. Goodnight 💀"}, {"post_id": 41886, "ts": "2026-08-06T11:58:03Z", "hours": 1.2464, "text": "First Devlog! I have a really bad habit of starting 12 projects and never shipping any of them… so I started yet another project! I loved playing Othello with my brother growing up, but we haven’t been able to play much anymore since I moved to uni. To solve this, I’m developing FlaskOthello in my free time, and I plan to add a minimax algorithm with alpha-beta pruning. The plan is a Python Flask backend, and a vanilla HTML + CSS + JS frontend, probably hosted on Github Pages. So far, I’ve made an OthelloBoard class, with a basic board representation, and most of the fundamental game logic (making moves, flipping opponent tiles, validity checks, etc.), and since my COSC class forces me to, I wrote a bunch of doctests out of habit… Next up: minimax algorithm + alpha-beta pruning!"}]...
|
Title: Flask Othello by @vindognz | Stardance
Dev Title: Flask Othello by @vindognz | Stardance
Devlogs:
First Devlog! I have a really bad habit of starting 12 projects and never shipping any of them… so I started yet another project! I loved playing Othello with my brother growing up, but we haven’t been able to play much anymore since I moved to uni. To solve this, I’m developing FlaskOthello in my free time, and I plan to add a minimax algorithm with alpha-beta pruning. The plan is a Python Flask backend, and a vanilla HTML + CSS + JS frontend, probably hosted on Github Pages. So far, I’ve made an OthelloBoard class, with a basic board representation, and most of the fundamental game logic (making moves, flipping opponent tiles, validity checks, etc.), and since my COSC class forces me to, I wrote a bunch of doctests out of habit… Next up: minimax algorithm + alpha-beta pruning!
My second devlog! It’s 1:17am right now, but I just finished implementing the most basic minimax algorithm possible, and it (miraculously) works! I even hacked together a quick CPU vs CPU prototype, and it plays all the way through without any bugs, crashes or other breakage. Goodnight 💀
Third devlog! (I forgot to devlog…) I fixed a bunch of serious bugs in the engine (illegal moves overwriting occupied tiles, allowing negative indexing of the board, and more). The minimax now scores wins/loses by token count, not positional advantage at the end of the game, and some documentation cleanup. I also started working on the Flask backend, which now features 4 API routes for creating and joining games, making your move, and calling for AI moves. I tested this thoroughly with cURL, so hopefully there aren’t any significant bugs!
Fourth devlog!! Today I built the actual frontend with a landing page (pick black/white, creates a game and redirects you), a live board page which polls the backend every 1.5s, click to play on legal squares, and CSS of course (green board, yellow legal move outlines). Previously, when the player had no legal moves, the game would just stop and you’d be stuck. Now, your turn is automatically passed if you have no legal moves. Added last-move highlighting (red outline on the most recently placed piece, so it’s obvious where your opponent just played) and a proper game-over screen showing the winning colour and final tile count.
Fifth devlog! (I KEEP FORGETTING TO DO THESE) SO much has happened. I added full Player vs CPU support, fixed a major bug where if the AI was black it never made a starting move + a crash from the AI “make a move” loop firing every 1.5s 💀 Draw offers and resignation have been added. For draws, either player can offer and the other can accept/decline, and the AI automatically responds to draw requests based on piece count. Resignation has a confirm dialog to prevent accidents. Games are now automatically archived when they conclude (read only game copy at /archive/<id> which you’re automatically redirected to if on a stale /game/<id> URL). I also added piece ‘flip’ animations for the tiles that just got captured, so you can easily tell which tiles have just been captured. And alongside all this, TONS of refactoring and bug fixes, including extracing common code into resolve_player() and serialize_game() functions, and a strings.js module for game status strings.
Sixth Devlog! (IM LOWKEY REMEMBERING TO DO THESE) This one was heavy on AI modifications, but I also implemented a replay system! I added transposition tables to the AI, which allows it to reuse positions it has already searched, along with a BUNCH of benchmarking for comparing. I also changed the AI’s minimax search to make and undo moves in-place instead of constantly creating new OthelloBoard objects which was a BIG optimization. Now, about that replay system! Games now keep a full move history which allows you to rewatch your game after play. You can jump to the start/end, step through moves one by one, and hold the buttons to scrub through the game. Lastly, I improve the piece flip animations so captured pieces do a proper flip + many minor bug fixes / refactors.
My seventh devloggg I replaced the AI search that was array based with a full bitboard implementation. This means that the board state is now stored as two 64-bit integers instead of nested lists. We also now have transposition tables and alpha-beta with move ordering based on the TT too! This was lowkey not THAT much work, but there were SOOOO many bugs to fix. I tried a bunch of ‘optimisations’ that actually made the AI ~27% worse… In the end, we scored a 36% decrease in search time though! During this time, I did some test deployments to NEST for playtesting with my girlfriend. Turns out, running a Flask dev server in production is a bad idea 💀 I had WebSockets, hints, undo, and UI redesign in my todo list, but decided to scratch those to make sure I ship in time.
MY EIGHTH AND (hopefully) FINAL DEVLOG I THINK WE’RE SHIP READY. I spent these 3 hours doing a bunch of final polish. The AI now has three difficulty levels to pick from (Easy, Medium and Impossible). I also added some actual juice to the game. Pieces now make sounds when placed and captured, and buttons make a little click sound. I also added a little rules popup with a tiny board showing how the game works for those who don’t know :) I finally updated the README from my initial commit too! It now has the full project info, as well as instructions for running FlaskOthello locally. Everything else was just minor fixes / cleanup. FlaskOthello is officially feature complete. Time to ship! 🚢
Ships:
I made a full Othello game you can simply play in the browser, using vanilla JS and Flask! It features online multiplayer, a CPU opponent, replays, spectating and much more. My biggest challenge was definitely the countless hours of debugging, and chasing AI optimisations which actually made it perform worse. I am super proud of how the entire project came together, but especially happy with how satisfying the tile flip animation + sound cascading effect turned out....
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1793339828.2461064
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1793426228.2461064
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70711
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Clip That by @vindognz | Stardance
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vindognz
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0
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9.59
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0
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[]
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[{"post_id": 83386, "ts": "202 [{"post_id": 83386, "ts": "2026-10-27T21:41:45Z", "hours": 6.6022, "text": "I’m so bad at remembering to devlog.. This is a big one. Testing with my brother revealed tiny pauses in his audio, due to delay in packet arrival time. These were only jumps around 0.1s each, but it made the audio really choppy. I switched from arrival time placement to RTP timestamps, and the problem immediately vanished! An attached screenshot shows an alignment test where we clapped after a countdown, and they sync perfectly! In this 6 hrs, I also made the entire export pipeline: clipping, mp3 encoding, zip building, and 32 passing tests. Next up is the speech trigger for “clip that”!"}, {"post_id": 81736, "ts": "2026-10-22T09:39:33Z", "hours": 2.9856, "text": "A fresh, new project! Clip That is a discord bot that records voice call audio and, upon saying “ Clip that ”, saves it to a text channel for permanent storage. It will only listen to people who are opted in (the default is opted out), keep just the last 30s of audio in memory, and never save anything unless someone says “ Clip that ”. (The clip duration will be configurable. 30s will be the default.) I’m making Clip That because I’ve had many moments where I wish I had been recording as my friends said something funny, so Clip That is my way of solving this problem. Discord’s new end-to-end voice encryption broke my original library of choice, py-cord , so I used Claude to research alternative, working libraries, leading me to a patched discord-ext-voice-recv commit. Currently, I have: An opt-in/out system where users can easily choose to not be recorded; A rolling 30 second buffer (only the last 30 seconds of audio are kept), stored entirely in memory, for each opted-in user; I learned I should use monotonic time instead of time.time() to avoid system time weirdness when hosting on NEST Manual /listen, /dump and /unlisten commands to control the bot’s actions (these will later be automated); SQLite database for keeping track of users’ consent status."}]...
|
Title: Clip That by @vindognz | Stardance
Devlogs Title: Clip That by @vindognz | Stardance
Devlogs:
A fresh, new project! Clip That is a discord bot that records voice call audio and, upon saying “ Clip that ”, saves it to a text channel for permanent storage. It will only listen to people who are opted in (the default is opted out), keep just the last 30s of audio in memory, and never save anything unless someone says “ Clip that ”. (The clip duration will be configurable. 30s will be the default.) I’m making Clip That because I’ve had many moments where I wish I had been recording as my friends said something funny, so Clip That is my way of solving this problem. Discord’s new end-to-end voice encryption broke my original library of choice, py-cord , so I used Claude to research alternative, working libraries, leading me to a patched discord-ext-voice-recv commit. Currently, I have: An opt-in/out system where users can easily choose to not be recorded; A rolling 30 second buffer (only the last 30 seconds of audio are kept), stored entirely in memory, for each opted-in user; I learned I should use monotonic time instead of time.time() to avoid system time weirdness when hosting on NEST Manual /listen, /dump and /unlisten commands to control the bot’s actions (these will later be automated); SQLite database for keeping track of users’ consent status.
I’m so bad at remembering to devlog.. This is a big one. Testing with my brother revealed tiny pauses in his audio, due to delay in packet arrival time. These were only jumps around 0.1s each, but it made the audio really choppy. I switched from arrival time placement to RTP timestamps, and the problem immediately vanished! An attached screenshot shows an alignment test where we clapped after a countdown, and they sync perfectly! In this 6 hrs, I also made the entire export pipeline: clipping, mp3 encoding, zip building, and 32 passing tests. Next up is the speech trigger for “clip that”!...
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Untitled project by @vincenty | Stardance
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vincenty
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Title: Untitled project by @vincenty | Stardance
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My awesome macropad! by @vincentsius | Stardance
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Title: My awesome macropad! by @vincentsius | Star Title: My awesome macropad! by @vincentsius | Stardance...
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My first slack bot! by @vincent_kapoor | Stardance
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vincent_kapoor
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Title: My first slack bot! by @vincent_kapoor | St Title: My first slack bot! by @vincent_kapoor | Stardance...
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1793317723.1590772
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MIni Games by @vincent_kapoor | Stardance
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Title: MIni Games by @vincent_kapoor | Stardance
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Keyboard by @vincent_kapoor | Stardance
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Title: Keyboard by @vincent_kapoor | Stardance
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Fast learning by @vincedwards504 | Stardance
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Title: Fast learning by @vincedwards504 | Stardanc Title: Fast learning by @vincedwards504 | Stardance...
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My awesome macropad! by @vince_udensi | Stardance
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Title: My awesome macropad! by @vince_udensi | Sta Title: My awesome macropad! by @vince_udensi | Stardance...
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crank by @vince | Stardance
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vince
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Title: crank by @vince | Stardance
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filc by @vince | Stardance
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Title: filc by @vince | Stardance
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give&go by @vince | Stardance
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[{"post_id": 2980, "ts": "2026 [{"post_id": 2980, "ts": "2026-06-05T22:11:38Z", "hours": 1.9806, "text": "made a nice little front page, also an individual event view page. S3 buckets are pretty fun actually, and i’m pretty jealous of how easy it is to deploy stuff on railway :L feature list, i guess: you can now sign up for events you can now look at some highlighted events you can now upload (and view! :D) images for events"}, {"post_id": 2896, "ts": "2026-06-05T20:02:18Z", "hours": 4.4631, "text": "event creation works now, integrated with the photon api by komoot (i really should selfhost that :D) EDIT: i will NOT be selfhosting that, their README says it requires 64GB of RAM :( also, live updating the form fields was a pain to set up (RHF’s form.watch is NOT the same as useWatch, form.watch doesn’t work for me)"}]...
|
Title: give&go by @vince | Stardance
Devlogs: Title: give&go by @vince | Stardance
Devlogs:
event creation works now, integrated with the photon api by komoot (i really should selfhost that :D) EDIT: i will NOT be selfhosting that, their README says it requires 64GB of RAM :( also, live updating the form fields was a pain to set up (RHF’s form.watch is NOT the same as useWatch, form.watch doesn’t work for me)
made a nice little front page, also an individual event view page. S3 buckets are pretty fun actually, and i’m pretty jealous of how easy it is to deploy stuff on railway :L feature list, i guess: you can now sign up for events you can now look at some highlighted events you can now upload (and view! :D) images for events...
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1792742036.7003677
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1793346836.7003677
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62888
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My awesome macropad! by @vinca | Stardance
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vinca
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Title: My awesome macropad! by @vinca | Stardance
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1793047860.8452523
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1793652660.8452523
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40926
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I making a project like a website to sell pickles I making a project like a website to sell pickles ,take it as a E-commerce website by @vinaymurali0207 | Stardance...
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vinaymurali0207
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Title: I making a project like a website to sell p Title: I making a project like a website to sell pickles ,take it as a E-commerce website by @vinaymurali0207 | Stardance...
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1792781650.6686318
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1793386450.6686318
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My awesome macropad! by @vinaycheripally2 | Starda My awesome macropad! by @vinaycheripally2 | Stardance...
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vinaycheripally2
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Title: My awesome macropad! by @vinaycheripally2 | Title: My awesome macropad! by @vinaycheripally2 | Stardance...
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Bharat one by @vinayakxrma | Stardance
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Title: Bharat one by @vinayakxrma | Stardance
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My own site! by @vinayakthakur44337 | Stardance
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Title: My own site! by @vinayakthakur44337 | Stard Title: My own site! by @vinayakthakur44337 | Stardance...
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My awesome macropad! by @vinayaksk202 | Stardance
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Title: My awesome macropad! by @vinayaksk202 | Sta Title: My awesome macropad! by @vinayaksk202 | Stardance...
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WarioWare Game by @vinayakbhargav | Stardance
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Title: WarioWare Game by @vinayakbhargav | Stardan Title: WarioWare Game by @vinayakbhargav | Stardance...
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My Study Dashboard by @vinayakbhargav | Stardance
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vinayakbhargav
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T03:24:05Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Study Dashboard — Making Studying Frictionless The problem I wanted to solve was that managing studying can become difficult when everything is scattered between different apps, notes, timers, and reminders. I built a Study Dashboard that brings the most important study tools into one simple place. Students can manage their subjects, track progress, create tasks, use a study timer, and keep track of upcoming exams. 3 Major Quality-of-Life Improvements 1. Easier study organization Users can add, edit, and delete subjects and manage their study tasks from one dashboard instead of keeping separate lists. 2. Easier progress tracking The dashboard automatically tracks completed subjects and displays progress visually, making it easier to see how much of the study goal has been completed. 3. Easier time and exam management A built-in study timer helps users focus, while the Exam Countdown keeps upcoming exams visible so important dates are easier to manage. Design & Execution I also redesigned the interface with a modern dark theme, animated backgrounds, interactive buttons, cards, progress bars, and responsive layouts. The goal was to make the dashboard feel simple and enjoyable to use rather than just being a collection of features. The project is fully functional and usable as a study tool. I spent 3+ hours developing and improving the project , including building features, fixing bugs, improving the UI, and testing the dashboard. Overall, the project is designed to remove small frustrations from everyday studying by putting useful tools together in one place. I confirm my project meets the mission guidelines above.", "repo": "https://github.com/vinayakbhargav834-dotcom/study-dashboard", "demo": "https://vinayakbhargav834-dotcom.github.io/study-dashboard/"}]...
|
[{"post_id": 59096, "ts": "202 [{"post_id": 59096, "ts": "2026-08-31T18:33:51Z", "hours": 0.8439, "text": "trying to pubilish new work"}, {"post_id": 56769, "ts": "2026-08-28T17:39:22Z", "hours": 0.5367, "text": "Just sort all these files and check for some bugs, but there is one more to fix. I don’t understand how to fix it in style.css"}, {"post_id": 54889, "ts": "2026-08-26T03:19:55Z", "hours": 1.2517, "text": "Upgraded the Study Dashboard UI & Added New FeaturesToday I focused on improving both the design and functionality of my Study Dashboard.Design ImprovementsRedesigned the dashboard with a cleaner modern dark UI.Added animated backgrounds, cards, buttons, and hover effects.Improved the Subjects, Progress, To-Do, Timer, and Exam sections.Improved the responsive layout for smaller screens.New FeaturesAdded editable subjects with add/delete functionality.Added dynamic study progress tracking.Added a To-Do List with task management.Added a 25-minute Study Timer with Start, Pause, and Reset controls.Added an Exam Countdown feature.Added localStorage to keep important data saved.The dashboard is becoming more functional and easier to use, and I’ll continue improving it with more study-focused features…"}, {"post_id": 53228, "ts": "2026-08-23T17:47:44Z", "hours": 0.7511, "text": "Today I continued improving my Study Dashboard. I focused mainly on the visual design and user experience. I added a gradient background, improved the layout and heading, redesigned the statistics cards, and added smoother hover effects. I also improved the subject buttons to make the dashboard feel more interactive and polished. I’m continuing to build and test the project before shipping the current version…."}, {"post_id": 52532, "ts": "2026-08-22T18:12:39Z", "hours": 1.2972, "text": "Hi guys! We’ve made so much progress so far! 🚀We upgraded the Study Dashboard UI and added:Added editable subjects Added add/delete subject functionalityAdded dynamic progress trackingAdded a To-Do ListAdded task completion/deletion Added statistics cards Improved the timer and overall UI More improvements coming soon! 🔥"}, {"post_id": 50801, "ts": "2026-08-20T06:29:55Z", "hours": 0.3933, "text": "I’m working on a Study Dashboard that helps students track their subjects, study progress, and study sessions. this not a final look but i will try to improve it."}]...
|
Title: My Study Dashboard by @vinayakbhargav | Sta Title: My Study Dashboard by @vinayakbhargav | Stardance
Devlogs:
I’m working on a Study Dashboard that helps students track their subjects, study progress, and study sessions. this not a final look but i will try to improve it.
Hi guys! We’ve made so much progress so far! 🚀We upgraded the Study Dashboard UI and added:Added editable subjects Added add/delete subject functionalityAdded dynamic progress trackingAdded a To-Do ListAdded task completion/deletion Added statistics cards Improved the timer and overall UI More improvements coming soon! 🔥
Today I continued improving my Study Dashboard. I focused mainly on the visual design and user experience. I added a gradient background, improved the layout and heading, redesigned the statistics cards, and added smoother hover effects. I also improved the subject buttons to make the dashboard feel more interactive and polished. I’m continuing to build and test the project before shipping the current version….
Upgraded the Study Dashboard UI & Added New FeaturesToday I focused on improving both the design and functionality of my Study Dashboard.Design ImprovementsRedesigned the dashboard with a cleaner modern dark UI.Added animated backgrounds, cards, buttons, and hover effects.Improved the Subjects, Progress, To-Do, Timer, and Exam sections.Improved the responsive layout for smaller screens.New FeaturesAdded editable subjects with add/delete functionality.Added dynamic study progress tracking.Added a To-Do List with task management.Added a 25-minute Study Timer with Start, Pause, and Reset controls.Added an Exam Countdown feature.Added localStorage to keep important data saved.The dashboard is becoming more functional and easier to use, and I’ll continue improving it with more study-focused features…
Just sort all these files and check for some bugs, but there is one more to fix. I don’t understand how to fix it in style.css
trying to pubilish new work
Ships:
Study Dashboard — Making Studying Frictionless The problem I wanted to solve was that managing studying can become difficult when everything is scattered between different apps, notes, timers, and reminders. I built a Study Dashboard that brings the most important study tools into one simple place. Students can manage their subjects, track progress, create tasks, use a study timer, and keep track of upcoming exams. 3 Major Quality-of-Life Improvements 1. Easier study organization Users can add, edit, and delete subjects and manage their study tasks from one dashboard instead of keeping separate lists. 2. Easier progress tracking The dashboard automatically tracks completed subjects and displays progress visually, making it easier to see how much of the study goal has been completed. 3. Easier time and exam management A built-in study timer helps users focus, while the Exam Countdown keeps upcoming exams visible so important dates are easier to manage. Design & Execution I also redesigned the interface with a modern dark theme, animated backgrounds, interactive buttons, cards, progress bars, and responsive layouts. The goal was to make the dashboard feel simple and enjoyable to use rather than just being a collection of features. The project is fully functional and usable as a study tool. I spent 3+ hours developing and improving the project , including building features, fixing bugs, improving the UI, and testing the dashboard. Overall, the project is designed to remove small frustrations from everyday studying by putting useful tools together in one place. I confirm my project meets the mission guidelines above....
|
1793285621.9628253
|
1793372021.9628253
|
|
55105
|
DataLens by @vinayakbhargav | Stardance
|
vinayakbhargav
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: DataLens by @vinayakbhargav | Stardance
|
1793145006.4270108
|
1793749806.4270108
|
|
57889
|
CGPA calculator by @vinayakbhargav | Stardance
|
vinayakbhargav
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T17:17:06Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "CGPA Calculator A simple and easy-to-use CGPA calculator made for students to calculate their CGPA using subject credits, grade points, and marks. About the Project This project helps students calculate their CGPA without doing the calculations manually. The calculator takes the required details for each subject and calculates the final CGPA based on the entered values. Features Enter subject credits Enter grade points Enter marks Convert marks into grade points Calculate CGPA Simple and clean interface Easy to use for students Works directly in the browser", "repo": "https://github.com/vinayakbhargav834-dotcom/CGPA-calculator-new", "demo": "https://vinayakbhargav834-dotcom.github.io/CGPA-calculator-new/"}]...
|
[{"post_id": 66388, "ts": "202 [{"post_id": 66388, "ts": "2026-09-12T06:11:03Z", "hours": 1.3447, "text": "70% work complete app.js is ready almost.."}, {"post_id": 62377, "ts": "2026-09-05T18:21:49Z", "hours": 0.5953, "text": "working on css …"}, {"post_id": 61982, "ts": "2026-09-05T05:47:51Z", "hours": 0.5714, "text": "starts a new project, the College CGPA calculator…"}, {"post_id": 60952, "ts": "2026-09-03T17:11:08Z", "hours": 0.3619, "text": "Today I worked on the basic structure of my CGPA calculator. I created the main layout with fields for credits, grade points, and marks for five subjects. I also added Calculate and Reset buttons and sections to display the CGPA and percentage."}]...
|
Title: CGPA calculator by @vinayakbhargav | Starda Title: CGPA calculator by @vinayakbhargav | Stardance
Devlogs:
Today I worked on the basic structure of my CGPA calculator. I created the main layout with fields for credits, grade points, and marks for five subjects. I also added Calculate and Reset buttons and sections to display the CGPA and percentage.
starts a new project, the College CGPA calculator…
working on css …
70% work complete app.js is ready almost..
Ships:
CGPA Calculator A simple and easy-to-use CGPA calculator made for students to calculate their CGPA using subject credits, grade points, and marks. About the Project This project helps students calculate their CGPA without doing the calculations manually. The calculator takes the required details for each subject and calculates the final CGPA based on the entered values. Features Enter subject credits Enter grade points Enter marks Convert marks into grade points Calculate CGPA Simple and clean interface Easy to use for students Works directly in the browser...
|
1793350269.5746646
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1793436669.5746646
|
|
68920
|
My awesome macropad! by @vinay1072 | Stardance
|
vinay1072
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @vinay1072 | Starda Title: My awesome macropad! by @vinay1072 | Stardance...
|
1793127178.4302318
|
1793731978.4302318
|
|
3338
|
luh diff swerve by @vin0 | Stardance
|
vin0
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: luh diff swerve by @vin0 | Stardance
|
1793264167.0286562
|
1793868967.0286562
|
|
3360
|
parting the keys by @vin0 | Stardance
|
vin0
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: parting the keys by @vin0 | Stardance
|
1793246053.0719173
|
1793850853.0719173
|
|
2523
|
druid game by @vin | Stardance
|
vin
|
0
|
83.51
|
0
|
[]
|
[{"post_id": 80520, "ts": "202 [{"post_id": 80520, "ts": "2026-10-18T00:41:45Z", "hours": 12.1581, "text": "DevLog 6 Sound effects have finally been added, with a few new boss moves. Sound effects: Sound effects for moves and basic attacks has been added! From the Nature Spirit’s moveset to the Bears it all now has sound so you can have other indicators besides visual to know you hit your target. New moves: The deer and wind spirit both have new moves! The deer has ‘Radiance’ where a light shines from it’s horns before turning into arrows and attacking the player, and ‘Prance’ where it powerfully prances in a direction. The wind spirit has one new move called ‘Wind Shockwave’ that knocks back entities while anchoring the player in place. I know that there is not as much content in this devlog as the others due to me having to debug old code, but I will assure you all that the next devlog will have more good stuff in it. Thank you for reading my devlog 👍"}, {"post_id": 75989, "ts": "2026-10-01T21:28:55Z", "hours": 11.7067, "text": "DevLog 5 I made may big additions to the game, Including a new background, more Qol GUI, a new enemy, and finally the two spirit boss fights. New background: I believed the previous background to be a little(lot) less than perfect. To make the background look better I added more trees and bushes so it looks like an actual forest and not a plain with a few trees. Qol GUI: Beforehand, there was nowhere to know if your cool-downs for your moves were on or not, to fix that I added a GUI to display if they were off or on. I also made a decaying animation for the health but it is a bit small of a tweak to call an update. New enemy: A new enemy, the wolf cavalry has been created, it attacks while rushing towards the player swiping upwards, and not stopping even if it gets hit. Since the wolf cavalry is so fast that it is practically impossible to get it into a combo, they only appear in later waves (The first video where it was in wave 1 was a test, it will not be there in the future) Boss fights: Both the Deer and the Bear have their own boss fights now! One of the bosses are randomly selected at wave 5 and, after they are killed, gives you their abilities. The Bear is tanky, but slow, and the Deer is fast, but weak. I will likely add a new attack for both the Deer and the Wolf cavalry, as the both only have one attack for now. I also am going to work on adding the leveling system and combo tracker, so the player doesn’t unlock all of the abilities from the spirits right away. After all of that, I will likely make a final boss for this stage which will be on wave 10. Thank you for reading my devlog"}, {"post_id": 61209, "ts": "2026-09-04T01:08:28Z", "hours": 12.6017, "text": "DevLog 4 There are a few new additions and tweaks that I have made to the game, I added a new enemy as well as revamped a old attack I am finally putting the game loop together, it is going to be a wave game, each wave new enemies are spawned and they get more difficult. And am planning to add a leveling system so when the player gets a good combo streak, that much experience is rewarded. Each time the player levels up a new move for their spirits are unlocked. The new enemy: Goblin archer The goblin archer is a ranged unit that attacks under the protection of the thief goblins. (I am still working on the shooting spritesheet so it has the same animation as the thief’s ‘slash’ in the video) While having less health and speed than the thief goblin, it is able to catch you off guard if you are not paying attention to it. Attack glowup The wind blade attack from the Nature spirit looked lackluster so I made it bigger and more wind-like I guess. That is basically all besides a few tweaks here and there, as a mentioned I will be working towards a leveling system towards the next update and possibly adding new attacks. Thank you for reading my devlog! :)))))"}, {"post_id": 38477, "ts": "2026-07-31T21:35:29Z", "hours": 10.9681, "text": "DevLog 3 There are a lot more changes small and big I made for this devlog including a new enemy as well as revamps for both the player’s sprite sheets and the Bear spirit’s swipe ability. New enemy - Goblin Thief This new enemy, while having a smaller hit-box than the player, the Goblin is also faster but doesn’t have much health. The Goblin only has one attack for now, which is it’s slash. New Spirit A new spirit called the ‘Nature spirit’ has been added, with two abilities for now which are a gust to pull the enemy in and a Wind blade to attack. The gust, while doing only a small bit of damage is very useful for extending a combo, and the Wind blade is for the player to keep distance between the enemy and the player. Small note about the bear spirit’s swipe The swipe is now remade and actually looks like a swipe and not a blob.👍 New player look and dash ability The player was remade and given a new haircut (because the past one was terrible) and a smoother walking animation. The player was also given the ability to dash, having a few moments of invincibility. The player is given two dashes that recover over time. Stunning a entity enemies (and the player) can now be stunned. After taking a hit, the entity who received it will be stunned for half a second, after it takes more than 3 hits, it will be stunned until it touches the ground and waits two seconds That is all the stuff I added so far, next update I will likely add more Gui to display cooldowns on moves as well as dashes. I will also likely add a new enemy that keeps its distance while attacking the player. Thank you for reading my Devlog! (ps I fixed the gifs from the last devlog because they didn’t work for some reason)"}, {"post_id": 29024, "ts": "2026-07-15T17:51:58Z", "hours": 12.1228, "text": "Devlog 2 There have been a few changes Ive made in the past week One major change is that there is another attack for the bear. The attack is a slam that takes a lot of time to ready but has a large hit-box and high knockback. I have also added attacking to the dummy, as well as projectiles. I apologize if this devlog was a bit too little, I was going crazy trying to figure out how to implement the enemy attacking without trying to use guides on Youtube. For the next devlog, I plan on remaking the existing bear swipe and adding another spirit along with an new enemy and better player animations. Thank you for reading my devlog!"}, {"post_id": 21049, "ts": "2026-07-02T20:32:59Z", "hours": 23.9558, "text": "Devlog 1"}]...
|
Title: druid game by @vin | Stardance
Devlogs:
De Title: druid game by @vin | Stardance
Devlogs:
Devlog 1
Devlog 2 There have been a few changes Ive made in the past week One major change is that there is another attack for the bear. The attack is a slam that takes a lot of time to ready but has a large hit-box and high knockback. I have also added attacking to the dummy, as well as projectiles. I apologize if this devlog was a bit too little, I was going crazy trying to figure out how to implement the enemy attacking without trying to use guides on Youtube. For the next devlog, I plan on remaking the existing bear swipe and adding another spirit along with an new enemy and better player animations. Thank you for reading my devlog!
DevLog 3 There are a lot more changes small and big I made for this devlog including a new enemy as well as revamps for both the player’s sprite sheets and the Bear spirit’s swipe ability. New enemy - Goblin Thief This new enemy, while having a smaller hit-box than the player, the Goblin is also faster but doesn’t have much health. The Goblin only has one attack for now, which is it’s slash. New Spirit A new spirit called the ‘Nature spirit’ has been added, with two abilities for now which are a gust to pull the enemy in and a Wind blade to attack. The gust, while doing only a small bit of damage is very useful for extending a combo, and the Wind blade is for the player to keep distance between the enemy and the player. Small note about the bear spirit’s swipe The swipe is now remade and actually looks like a swipe and not a blob.👍 New player look and dash ability The player was remade and given a new haircut (because the past one was terrible) and a smoother walking animation. The player was also given the ability to dash, having a few moments of invincibility. The player is given two dashes that recover over time. Stunning a entity enemies (and the player) can now be stunned. After taking a hit, the entity who received it will be stunned for half a second, after it takes more than 3 hits, it will be stunned until it touches the ground and waits two seconds That is all the stuff I added so far, next update I will likely add more Gui to display cooldowns on moves as well as dashes. I will also likely add a new enemy that keeps its distance while attacking the player. Thank you for reading my Devlog! (ps I fixed the gifs from the last devlog because they didn’t work for some reason)
DevLog 4 There are a few new additions and tweaks that I have made to the game, I added a new enemy as well as revamped a old attack I am finally putting the game loop together, it is going to be a wave game, each wave new enemies are spawned and they get more difficult. And am planning to add a leveling system so when the player gets a good combo streak, that much experience is rewarded. Each time the player levels up a new move for their spirits are unlocked. The new enemy: Goblin archer The goblin archer is a ranged unit that attacks under the protection of the thief goblins. (I am still working on the shooting spritesheet so it has the same animation as the thief’s ‘slash’ in the video) While having less health and speed than the thief goblin, it is able to catch you off guard if you are not paying attention to it. Attack glowup The wind blade attack from the Nature spirit looked lackluster so I made it bigger and more wind-like I guess. That is basically all besides a few tweaks here and there, as a mentioned I will be working towards a leveling system towards the next update and possibly adding new attacks. Thank you for reading my devlog! :)))))
DevLog 5 I made may big additions to the game, Including a new background, more Qol GUI, a new enemy, and finally the two spirit boss fights. New background: I believed the previous background to be a little(lot) less than perfect. To make the background look better I added more trees and bushes so it looks like an actual forest and not a plain with a few trees. Qol GUI: Beforehand, there was nowhere to know if your cool-downs for your moves were on or not, to fix that I added a GUI to display if they were off or on. I also made a decaying animation for the health but it is a bit small of a tweak to call an update. New enemy: A new enemy, the wolf cavalry has been created, it attacks while rushing towards the player swiping upwards, and not stopping even if it gets hit. Since the wolf cavalry is so fast that it is practically impossible to get it into a combo, they only appear in later waves (The first video where it was in wave 1 was a test, it will not be there in the future) Boss fights: Both the Deer and the Bear have their own boss fights now! One of the bosses are randomly selected at wave 5 and, after they are killed, gives you their abilities. The Bear is tanky, but slow, and the Deer is fast, but weak. I will likely add a new attack for both the Deer and the Wolf cavalry, as the both only have one attack for now. I also am going to work on adding the leveling system and combo tracker, so the player doesn’t unlock all of the abilities from the spirits right away. After all of that, I will likely make a final boss for this stage which will be on wave 10. Thank you for reading my devlog
DevLog 6 Sound effects have finally been added, with a few new boss moves. Sound effects: Sound effects for moves and basic attacks has been added! From the Nature Spirit’s moveset to the Bears it all now has sound so you can have other indicators besides visual to know you hit your target. New moves: The deer and wind spirit both have new moves! The deer has ‘Radiance’ where a light shines from it’s horns before turning into arrows and attacking the player, and ‘Prance’ where it powerfully prances in a direction. The wind spirit has one new move called ‘Wind Shockwave’ that knocks back entities while anchoring the player in place. I know that there is not as much content in this devlog as the others due to me having to debug old code, but I will assure you all that the next devlog will have more good stuff in it. Thank you for reading my devlog 👍...
|
1793246124.2935634
|
1793850924.2935634
|
|
66136
|
ALPR pipeline by @vimalgsankar | Stardance
|
vimalgsankar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ALPR pipeline by @vimalgsankar | Stardance
|
1793094740.1025372
|
1793699540.1025372
|
|
26891
|
VoltStrip v2.0 by @vilusic_alen | Stardance
|
vilusic_alen
|
0
|
15.36
|
0
|
[]
|
[{"post_id": 24136, "ts": "202 [{"post_id": 24136, "ts": "2026-07-07T14:41:00Z", "hours": 0.4167, "text": "Devlog #6: The Final Design is Ready! After hours of routing traces, tweaking tolerances, and reorganizing my Fusion 360 project tree, VoltStrip V2.0 has officially reached its final form! The Finished Look The latest design in the project gallery shows the absolute final version of the macropad. Everything is perfectly in place: 4 Mechanical Switch Sockets: Spaced out precisely for a clean and comfortable typing experience. ** 0.91” OLED Display:** The cutout is perfectly flushed with the top cover. ** EC11 Rotary Encoder:** Sits exactly where it needs to be for easy volume control and layer scrolling. ** Premium Branding:** Custom “VOLTSTRIP V2.0” branding and a sleek QR code are integrated directly onto the faceplate/PCB layer for that high-end, open-source aesthetic. What’s Next? The PCB layout is fully routed, and the 3D-printable enclosure parts ( lid and BottomShellSolid ) are perfectly aligned and ready for production. Status Update: Since I cannot physically manufacture or assemble it without the Hack Club support and hardware shipment, the digital phase of the project is officially wrapped up! All the files have been successfully pushed to GitHub, and the README.md is fully updated. Now, we wait for the hardware to arrive! 🚀 Got any thoughts on the final layout or the integrated faceplate branding? Drop a comment below or open an issue!"}, {"post_id": 23542, "ts": "2026-07-06T15:53:26Z", "hours": 2.1, "text": "Devlog #5: Enclosure and Design are Ready! (Voltstrip V2.0) A huge step forward — the 3D design and the complete enclosure for Voltstrip V2.0 are officially done! After playing around with dimensions, alignment, and fine details, everything has finally clicked into place. What’s Been Done ** Main Enclosure Design:** All mechanical components (4 switches and a rotary encoder) are perfectly positioned on the top plate. The honeycomb details on the sides give the enclosure a great visual contrast and a premium look. ** QR Code & Branding:** After a fierce battle trying to import SVG files into Fusion 360 (which completely refused to cooperate), I shifted the workflow to Tinkercad and Bambu Studio. The QR code was successfully imported, scaled up for better scanability, and debossed deep enough for the printer to cleanly resolve it. Right above it, the striking text \"VOLTSTRIP V2.0\" has been added. ** Final Visualization:** All components have been assembled and verified in Fusion 360 — aesthetically and geometrically, the macropad looks exactly as I envisioned. Current Status & Plan ** Fixing Minor Bugs:** All that’s left is to go through the model and fix a few small cosmetic and technical glitches, double-check the switch tolerances, and ensure the USB-C cutout is millimeter-accurate so the electronics don’t bind. Finishing the Project: I plan to fully finish the entire macropad starting tomorrow — locking in all files, generating the final STL/STEP versions, and prepping the repository for the Hack Club review. Let’s push to the finish line! What do you think about the honeycomb design and the QR code placement? Let me know in the comments or open an issue!"}, {"post_id": 22895, "ts": "2026-07-05T15:09:53Z", "hours": 1.0336, "text": "Devlog #4: Initial Programming, Enclosure Tweaks, and PCB Progress Today was all about making a gradual transition into the software phase while continuing to refine the hardware components. The project is moving forward steadily, with focus split between early code setup and design optimization. 1. Firmware & Programming: Taking it Slow Today marked the official start of the programming phase. I didn’t want to rush into the complex stuff right away, so I kept the pace deliberate and steady: ** Base Environment Setup:** Configured the initial workspace and initialized the core environment. Solid Foundation: Focused on laying down a rock-solid structural foundation for the code, ensuring the basic logic is clean before expanding into more advanced scripts. 2. CAD Design: Enclosure Tweaks (Work in Progress) Spent some time back in the modeling software to iron out the physical design. It’s not completely wrapped up yet, but the main housing is getting closer to completion: ** Refined the Main Body:** Adjusted a few dimensions and fitments on the main enclosure to ensure a cleaner look and better structural integrity. ** Next Up for CAD:** The main body tweaks are done, leaving only the lid (cover) left to design and finalize. 3. Hardware: Polishing the PCB The rest of the session was dedicated to cleaning up the electronics layout and fixing the remaining board elements: ** Trace Cleanup:** Ran a pass over the PCB design to clean up the remaining traces and check clearances. ** Layout Optimization:** Tweaked the overall layout to optimize the paths, making sure the board is solid and well-routed. What’s Next? Designing the enclosure lid to finally close up the physical model. Diving deeper into the firmware functionality now that the environment is set up. One step at a time! 🏁 Have you ever worked on integrating a custom PCB with a 3D-printed enclosure? Share your tips or feedback in the comments below!"}, {"post_id": 20918, "ts": "2026-07-02T17:15:16Z", "hours": 5.0333, "text": "🚀 STARDANCE DEVLOG: DAY 4The Base is Perfect, but the Lid is Destroying Me…Day 4 has been a total emotional rollercoaster. It started off amazing, but ended with me closing Fusion 360 because my brain completely melted. 🤯🛠️ What’s Done (The Good Part)I managed to fully finish the case base! Since there’s no room inside the case for the PCB and component screws, I decided to go with external mounting ears in the corners.External Mounting Ears: Sketched them out in the corners, extruded them downwards by about 6mm, and joined them to the base.Solid Build: It looks incredibly clean and ready for 3D printing.Cutouts: The USB cutout and the PCB standoffs are also perfectly in place.🛑 Where I Got Stuck (The Bad Part)And then I started working on the top lid… and everything went downhill. I’m trying to achieve that awesome high-profile look where the lid is raised and the plastic precisely surrounds the switches, OLED display, and encoder.Here is what drove me crazy today:DXF Hell: I generated the plate layout using an online plate generator and imported the DXF into Fusion. Of course, it imported 10 times larger than it should be (classic scaling/units issue). 📉Lost in Options: I tried to shrink it down using Sketch Scale, but the program started messing with me with some weird Precision 0.123 settings. The units got messed up, and whenever I activate the lid component, everything else turns translucent so I can’t even see what I’m alignment-checking against.“Kinda-Sorta” 3D Body: In the end, I managed to extrude some random body, but it looks terrible. The switch cutouts are misaligned, the encoder isn’t even showing up, and I have no idea how to precisely cut the opening for the OLED screen since I don’t have its 3D model on the PCB layout.Current Mood: Had to close the program for today because my head hurts and I got sick of constantly hitting Ctrl + Z. 🛑🙋♂️ SOS! Need Some Help (Question for the Comments)Guys, I honestly have no idea what I’m doing with this lid right now. If anyone has experience designing keyboard/macropad cases in Fusion 360, please help me out!What’s the easiest and most accurate way to “drill” the cutouts for 4 Cherry switches, an EC11 encoder, and an OLED screen so that they actually fit perfectly after 3D printing?Do you have a foolproof trick for importing DXF files without ruining the scale, or is it better to just draw everything manually over the PCB layout?Any advice, tutorial, or step-by-step guidance would literally save my life for Day 5. Let me know below! 👇"}, {"post_id": 19192, "ts": "2026-06-30T13:39:41Z", "hours": 1.45, "text": "Devlog #3: PCB Done! ✅ Design: Complete. PCB: Verified. Image: Attached below. I’m officially closing the chapter on the PCB design today. It’s my first one, so it’s not fancy, but I couldn’t be happier with the result. Next up: 3D modeling the enclosure. Let’s get to work! 💻🖨️"}, {"post_id": 18538, "ts": "2026-06-29T18:36:02Z", "hours": 5.0503, "text": "Devlog #2: Finally making moves! 🚀 Yesterday was a bit of a struggle, but today felt like a win. I powered through the PCB schematic, finished the layout, and managed to hunt down and fix all the errors!I’m left with a few lingering warnings (check the second image). Are these actually important, or just “noise”? Would love some advice from the pros here!On top of the board work, I’ve officially started drafting the enclosure. It’s looking solid, and I’m aiming to have the design finished by tomorrow. Let’s keep this momentum going!"}, {"post_id": 18203, "ts": "2026-06-29T08:23:50Z", "hours": 0.2794, "text": "This is my first devlog.Working on the OrpheusPad or Macropad project has been a real challenge that turned into a pretty frustrating experience. I started with a lot of enthusiasm, following the instructions from Hackpad, and spent hours in KiCad trying to put together the PCB design. Every step was a struggle—from resolving those annoying DRC errors to dealing with library configurations that were giving me a headache. Just when I thought I was close to the finish line and tried to finally link those libraries, the system failed me. The Windows manager glitched and KiCad crashed. Since I hadn’t manually saved my progress, and all my attempts to pull something from those .bak and .lck files failed, I’m back to square one. Now I have to start everything from scratch. It was a painful but useful lesson about how important it is to constantly hit “Save” and have a well-organized workspace. Besides losing my nerves over the technical issues, I’m now struggling with whether this is even worth it. I tried to open the submission form to order parts, but I keep getting an error. I don’t even know if the project is still active or if it’s already finished. I really don’t want to waste time drawing the board if the form doesn’t work or if the program has long since closed, so that’s my main dilemma before I decide to dive back into the work. So yeah for now i dont have any images for work but I will try again tomorrow."}]...
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Title: VoltStrip v2.0 by @vilusic_alen | Stardance Title: VoltStrip v2.0 by @vilusic_alen | Stardance
Devlogs:
This is my first devlog.Working on the OrpheusPad or Macropad project has been a real challenge that turned into a pretty frustrating experience. I started with a lot of enthusiasm, following the instructions from Hackpad, and spent hours in KiCad trying to put together the PCB design. Every step was a struggle—from resolving those annoying DRC errors to dealing with library configurations that were giving me a headache. Just when I thought I was close to the finish line and tried to finally link those libraries, the system failed me. The Windows manager glitched and KiCad crashed. Since I hadn’t manually saved my progress, and all my attempts to pull something from those .bak and .lck files failed, I’m back to square one. Now I have to start everything from scratch. It was a painful but useful lesson about how important it is to constantly hit “Save” and have a well-organized workspace. Besides losing my nerves over the technical issues, I’m now struggling with whether this is even worth it. I tried to open the submission form to order parts, but I keep getting an error. I don’t even know if the project is still active or if it’s already finished. I really don’t want to waste time drawing the board if the form doesn’t work or if the program has long since closed, so that’s my main dilemma before I decide to dive back into the work. So yeah for now i dont have any images for work but I will try again tomorrow.
Devlog #2: Finally making moves! 🚀 Yesterday was a bit of a struggle, but today felt like a win. I powered through the PCB schematic, finished the layout, and managed to hunt down and fix all the errors!I’m left with a few lingering warnings (check the second image). Are these actually important, or just “noise”? Would love some advice from the pros here!On top of the board work, I’ve officially started drafting the enclosure. It’s looking solid, and I’m aiming to have the design finished by tomorrow. Let’s keep this momentum going!
Devlog #3: PCB Done! ✅ Design: Complete. PCB: Verified. Image: Attached below. I’m officially closing the chapter on the PCB design today. It’s my first one, so it’s not fancy, but I couldn’t be happier with the result. Next up: 3D modeling the enclosure. Let’s get to work! 💻🖨️
🚀 STARDANCE DEVLOG: DAY 4The Base is Perfect, but the Lid is Destroying Me…Day 4 has been a total emotional rollercoaster. It started off amazing, but ended with me closing Fusion 360 because my brain completely melted. 🤯🛠️ What’s Done (The Good Part)I managed to fully finish the case base! Since there’s no room inside the case for the PCB and component screws, I decided to go with external mounting ears in the corners.External Mounting Ears: Sketched them out in the corners, extruded them downwards by about 6mm, and joined them to the base.Solid Build: It looks incredibly clean and ready for 3D printing.Cutouts: The USB cutout and the PCB standoffs are also perfectly in place.🛑 Where I Got Stuck (The Bad Part)And then I started working on the top lid… and everything went downhill. I’m trying to achieve that awesome high-profile look where the lid is raised and the plastic precisely surrounds the switches, OLED display, and encoder.Here is what drove me crazy today:DXF Hell: I generated the plate layout using an online plate generator and imported the DXF into Fusion. Of course, it imported 10 times larger than it should be (classic scaling/units issue). 📉Lost in Options: I tried to shrink it down using Sketch Scale, but the program started messing with me with some weird Precision 0.123 settings. The units got messed up, and whenever I activate the lid component, everything else turns translucent so I can’t even see what I’m alignment-checking against.“Kinda-Sorta” 3D Body: In the end, I managed to extrude some random body, but it looks terrible. The switch cutouts are misaligned, the encoder isn’t even showing up, and I have no idea how to precisely cut the opening for the OLED screen since I don’t have its 3D model on the PCB layout.Current Mood: Had to close the program for today because my head hurts and I got sick of constantly hitting Ctrl + Z. 🛑🙋♂️ SOS! Need Some Help (Question for the Comments)Guys, I honestly have no idea what I’m doing with this lid right now. If anyone has experience designing keyboard/macropad cases in Fusion 360, please help me out!What’s the easiest and most accurate way to “drill” the cutouts for 4 Cherry switches, an EC11 encoder, and an OLED screen so that they actually fit perfectly after 3D printing?Do you have a foolproof trick for importing DXF files without ruining the scale, or is it better to just draw everything manually over the PCB layout?Any advice, tutorial, or step-by-step guidance would literally save my life for Day 5. Let me know below! 👇
Devlog #4: Initial Programming, Enclosure Tweaks, and PCB Progress Today was all about making a gradual transition into the software phase while continuing to refine the hardware components. The project is moving forward steadily, with focus split between early code setup and design optimization. 1. Firmware & Programming: Taking it Slow Today marked the official start of the programming phase. I didn’t want to rush into the complex stuff right away, so I kept the pace deliberate and steady: ** Base Environment Setup:** Configured the initial workspace and initialized the core environment. Solid Foundation: Focused on laying down a rock-solid structural foundation for the code, ensuring the basic logic is clean before expanding into more advanced scripts. 2. CAD Design: Enclosure Tweaks (Work in Progress) Spent some time back in the modeling software to iron out the physical design. It’s not completely wrapped up yet, but the main housing is getting closer to completion: ** Refined the Main Body:** Adjusted a few dimensions and fitments on the main enclosure to ensure a cleaner look and better structural integrity. ** Next Up for CAD:** The main body tweaks are done, leaving only the lid (cover) left to design and finalize. 3. Hardware: Polishing the PCB The rest of the session was dedicated to cleaning up the electronics layout and fixing the remaining board elements: ** Trace Cleanup:** Ran a pass over the PCB design to clean up the remaining traces and check clearances. ** Layout Optimization:** Tweaked the overall layout to optimize the paths, making sure the board is solid and well-routed. What’s Next? Designing the enclosure lid to finally close up the physical model. Diving deeper into the firmware functionality now that the environment is set up. One step at a time! 🏁 Have you ever worked on integrating a custom PCB with a 3D-printed enclosure? Share your tips or feedback in the comments below!
Devlog #5: Enclosure and Design are Ready! (Voltstrip V2.0) A huge step forward — the 3D design and the complete enclosure for Voltstrip V2.0 are officially done! After playing around with dimensions, alignment, and fine details, everything has finally clicked into place. What’s Been Done ** Main Enclosure Design:** All mechanical components (4 switches and a rotary encoder) are perfectly positioned on the top plate. The honeycomb details on the sides give the enclosure a great visual contrast and a premium look. ** QR Code & Branding:** After a fierce battle trying to import SVG files into Fusion 360 (which completely refused to cooperate), I shifted the workflow to Tinkercad and Bambu Studio. The QR code was successfully imported, scaled up for better scanability, and debossed deep enough for the printer to cleanly resolve it. Right above it, the striking text "VOLTSTRIP V2.0" has been added. ** Final Visualization:** All components have been assembled and verified in Fusion 360 — aesthetically and geometrically, the macropad looks exactly as I envisioned. Current Status & Plan ** Fixing Minor Bugs:** All that’s left is to go through the model and fix a few small cosmetic and technical glitches, double-check the switch tolerances, and ensure the USB-C cutout is millimeter-accurate so the electronics don’t bind. Finishing the Project: I plan to fully finish the entire macropad starting tomorrow — locking in all files, generating the final STL/STEP versions, and prepping the repository for the Hack Club review. Let’s push to the finish line! What do you think about the honeycomb design and the QR code placement? Let me know in the comments or open an issue!
Devlog #6: The Final Design is Ready! After hours of routing traces, tweaking tolerances, and reorganizing my Fusion 360 project tree, VoltStrip V2.0 has officially reached its final form! The Finished Look The latest design in the project gallery shows the absolute final version of the macropad. Everything is perfectly in place: 4 Mechanical Switch Sockets: Spaced out precisely for a clean and comfortable typing experience. ** 0.91” OLED Display:** The cutout is perfectly flushed with the top cover. ** EC11 Rotary Encoder:** Sits exactly where it needs to be for easy volume control and layer scrolling. ** Premium Branding:** Custom “VOLTSTRIP V2.0” branding and a sleek QR code are integrated directly onto the faceplate/PCB layer for that high-end, open-source aesthetic. What’s Next? The PCB layout is fully routed, and the 3D-printable enclosure parts ( lid and BottomShellSolid ) are perfectly aligned and ready for production. Status Update: Since I cannot physically manufacture or assemble it without the Hack Club support and hardware shipment, the digital phase of the project is officially wrapped up! All the files have been successfully pushed to GitHub, and the README.md is fully updated. Now, we wait for the hardware to arrive! 🚀 Got any thoughts on the final layout or the integrated faceplate branding? Drop a comment below or open an issue!...
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Out of Office: My first unity game by @vilusic_ale Out of Office: My first unity game by @vilusic_alen | Stardance...
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Title: Out of Office: My first unity game by @vilu Title: Out of Office: My first unity game by @vilusic_alen | Stardance...
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1792943678.131308
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Starmap generator by @vilusic_alen | Stardance
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vilusic_alen
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T16:39:04Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Important: Please read this before using the application. If you cannot see the coordinates, make sure to fill in the entire Celestial Coordinates block. This is a bug I cannot fix yet. Hey guys! Here is the updated version that I haven’t finished a long time ago, so today I finally finished it. Here are the things I did: -Google sign-in now checks if the user email is verified and prevents linking an account that is already tied to another profile. -Added a fallback random local SECRET_KEY if it is not configured. -Fixed font fallback issues so poster generation will not crash if a font is missing. -Fixed coordinate labels where southern latitudes now correctly show S and western longitudes show W. -Improved preview generation and JavaScript error handling. -Upgraded the Surprise Me feature with curated color palettes and randomized layouts. -Added two new quick buttons for current date and time and copying coordinates. It was pretty hard to implement these things, but yeah, here we are. Maybe you can find some bugs, and if you do, please report them to me!", "repo": "https://github.com/Alen1132011/Starmap-generator", "demo": "https://starmap.alen.hackclub.app/"}, {"ship_num": 2, "ts": "2026-07-14T14:13:39Z", "hours": 5.0, "multiplier": 14.43, "payout": 75, "blessing": "neutral", "text": "Starmap Generator Starmap Generator is an application designed to generate, visually display, and interactively explore maps of the night sky. What started as a simple coordinate-plotting tool has evolved into an advanced application featuring procedural generation and optimized performance. The project is now fully completed, stable, and released in its final version. Current Project Status Status: Completed (Final Version) Availability: Open-source on GitHub Release Focus: Stability, performance, and user privacy Skills and Technical Gained Developing this project provided hands-on experience in several key programming areas: Procedural Generation: Implementing algorithms for a natural layout of celestial bodies. Coordinate Systems: Calculating and accurately rendering objects in visual space. Code Optimization: Resolving memory bottlenecks and improving execution speed in Python. Systematic Debugging: Eliminating bugs and memory leaks during long-running sessions. Repository Structuring: Organizing code and documentation according to GitHub best practices. Improvements in the Final Version Every component of the application has been refactored and enhanced for the final release. Performance and Stability To address memory overhead from earlier test versions: Reduced system resource consumption through optimized memory management. Decreased initial loading and map generation times. Resolved critical stability issues, ensuring smooth long-term operation. User Privacy (Privacy-by-Default) Significant updates were made to secure user data: Removed automatic loading and display of personal information upon launch. The application now starts with neutral, generic default values. Users have full control and manually enter only the data they wish to visualize. Precision and Visual Map Display The rendering system was completely redesigned: Improved the algorithm for positioning stars and celestial objects. Simplified the coordinate grid to remove clutter and improve readability. Enhanced overall map aesthetics while keeping the interface clean and simple. Codebase Structure Reorganized project files and folders for better clarity and modularity. Split the code into distinct modules, making future maintenance much easier. Resolved various minor user interface bugs. Testing Process Before the final release, the application underwent a thorough verification phase: Input Testing: Verified how the system handles extreme user-defined parameters. Load Testing: Generated maps with massive object counts to test performance limits. Stability Testing: Monitored the application over extended periods to prevent memory leaks. Future Ideas and Potential Upgrades The current architecture is built to support future expansions: Implementing 3D visualization of star systems. Adding advanced filters for different cosmic objects (nebulae, constellations). Developing an export system for high-resolution vector formats (PDF/SVG). Expanding customization options for visual themes and styles.", "repo": "https://github.com/Alen1132011/Starmap-generator", "demo": "https://starmap.alen.hackclub.app/"}]...
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[{"post_id": 84416, "ts": "202 [{"post_id": 84416, "ts": "2026-10-29T16:33:45Z", "hours": 0.5153, "text": "Starmap Generator - New Update Hey guys, what is up! I have not been super active here lately, but when I got the email that the platform is ending soon, it reminded me that I left my last starmap update unfinished back in the summer. So today, I finally decided to wrap it up! Implementing Google Auth, fixing random bugs, and getting everything to work smoothly was a bit of a headache, but I am glad it is finally done. Here is a quick breakdown of what is fixed and what is new in this update: Google Auth and Account Security Google sign-in now checks if the user email is verified. Prevents linking a Google account if it is already tied to another profile. Friendly error messages instead of raw Python code errors if something goes wrong or OAuth is not configured. Added fallback for SECRET_KEY if it is not set on local setups. Font Handling and Poster Generation Added a robust fallback system: if a selected font is missing, it falls back to a system font, and finally to Pillow built-in font. Restricted font file access strictly to the project folder for safety. Poster generation will not crash anymore just because a font file is missing. Fixed Map Coordinates Southern latitudes now correctly show S. Western longitudes now correctly show W. Better Preview and Error Handling Clearer error messages for invalid inputs. Frontend JavaScript now accurately catches failed preview requests instead of pretending everything worked. Upgraded Surprise Me Feature Added curated, readable color palettes. Randomizes spacing, layouts, and display options for much better dynamic designs in one click. New Quick Buttons Now Button: Populates inputs with your current local date and time. Copy Coordinates: Quick button to copy latitude and longitude to your clipboard."}, {"post_id": 48256, "ts": "2026-08-16T15:43:08Z", "hours": 4.8953, "text": "Devlog #7 Hello everyone! It’s been a while since the last devlog. I actually finished this update on August 3rd, but I didn’t get around to publishing the devlog until now. So, after 14 days, I’m finally back with another update. A lot has changed since the last devlog, so let’s go through it. New Website Design The first thing I changed was the overall design of the website. The old design had a pretty obvious AI-generated look. Since I didn’t know much about HTML and web design at the time, I used AI to build most of the website. This time, I wanted to do things differently. I created the new design in Figma and used that concept as the base for the website. I kept the same general idea, but redesigned the pages to make everything feel more consistent and less like a typical AI-generated website. Login System I also added a login system. This was honestly one of the more annoying parts to program, since authentication was something I hadn’t worked with much before. There were quite a few things to figure out and fix along the way. I also tried adding Google Login, but for some reason it isn’t working properly yet. I’ll hopefully get that fixed in a future update. Library Another feature I added is the Library. You can now save your generated posters and access them later instead of having to generate everything again. This was something I wanted to add for a while, so I’m glad it finally made it into the project. That’s It And that’s pretty much everything for this update. A lot has changed since the last devlog, especially the website design, login system, and the new library. Hopefully, the next devlog won’t take another two weeks to arrive."}, {"post_id": 32942, "ts": "2026-07-22T12:52:05Z", "hours": 0.3667, "text": "Devlog #6 Hello everyone, Welcome to Devlog #6 of Starmap Generator . Honestly… I didn’t think I’d be writing another devlog after the final release, but here we are. This one will be pretty short because there’s only one big thing to talk about. Goodbye, Render Until now, the project was running on Render. It was great for getting everything up and running during development, but after using it for a while, I realized the free plan just wasn’t a good long-term solution. The biggest problem was the cold starts. If nobody visited the website for a while, the server would go to sleep, which meant the first person opening the site sometimes had to wait 30–50 seconds before anything even loaded. It worked… but it definitely wasn’t the experience I wanted people to have. And beside that render is not suported by hackclub so i needed to find better alternative. Moving to Hack Club Nest So I decided to migrate the entire project to Hack Club Nest . The migration went smoothly, and the website is now running at alen.hackclub.app . The difference is honestly huge. The server stays online 24/7, so there are no more cold starts, pages open instantly, and generating high-resolution posters is much faster than before. Since the application does quite a bit of work behind the scenes with Skyfield and Pillow, having a server that doesn’t constantly fall asleep makes a noticeable difference. What’s Better Now? The move brought a few nice improvements: No more waiting for the server to wake up. Faster poster generation. Better overall performance. More stable hosting. A much smoother experience for anyone using the website. Wrapping Up I wasn’t planning on making another devlog after finishing the project, but this felt like an important enough update to share. The project now has a permanent home, performs much better, and is finally hosted somewhere that fits what it has grown into. Thank you all for following the development of Starmap Generator and reading these devlogs. Have a nice day."}, {"post_id": 28305, "ts": "2026-07-14T14:05:39Z", "hours": 1.3297, "text": "Devlog #5 Hello everyone, Welcome to the final devlog of Starmap Generator . Well… we finally made it. After quite a few hours of coding, debugging, redesigning things, and fixing bugs I didn’t even know existed, the project is officially finished. It’s been a really fun project to work on, and I’ve learned way more than I expected when I first started. Looking Back When I started this project, the idea was pretty simple. I just wanted to build a tool that could generate star maps. As I kept working on it, the project slowly became much bigger than I originally planned. New features kept getting added, old ones were improved, and eventually it turned into a website where you can generate your own starmap poster and even print it. What Changed Since The Beginning? Throughout development I made improvements almost everywhere. The star map itself became much more accurate, the coordinate grid was improved, objects are positioned better, and the overall visualization looks much cleaner than it did in the early versions. I also spent quite a bit of time improving the website itself. The interface is much cleaner now, navigation is easier, and everything feels more polished. Privacy Improvements One thing I noticed while testing was that the website could show some of my own information by default. Obviously that wasn’t something I wanted if other people were going to use it. So I changed it. Now the website starts with completely neutral values, and everyone can enter their own information without seeing any personal data from me. Performance & Bug Fixes Not everything went smoothly during development. I ran into a few performance problems, including memory issues and random bugs that sometimes took much longer to fix than I expected. After a lot of testing, I managed to make the application much more stable. Loading is faster, resource usage is lower, and generating larger star maps works much better than before. What I Learned This project taught me a lot. I learned more about procedural generation, coordinate systems, frontend development, debugging larger projects, and organizing code so it’s easier to maintain. I also spent a lot of time reading documentation and using AI to help me understand concepts that were new to me. That combination really helped me keep moving whenever I got stuck. Looking back at the first version compared to the final one, it’s honestly nice to see how much both the project and my own skills improved. Final Status Starmap Generator is now officially: Completed Tested Optimized Available on GitHub Available online This is the end of the project… at least for now. There will probably always be small things I could improve, but I’m really happy with where it ended up. Thank you to everyone who read these devlogs, left feedback, or simply followed the project from the beginning. See you in the next project. Have a nice day."}, {"post_id": 27209, "ts": "2026-07-12T16:04:57Z", "hours": 1.3744, "text": "Devlog #4 Hello everyone, Welcome to Devlog #4 of Starmap Generator . Hope you all are doing great. Today’s session felt a lot better than the last one. I finally managed to fix one of the biggest issues that had been bothering me for a while, and now the project is really starting to feel complete. The Grid Is Finally Fixed The biggest update today is that I finally got the CSS grid working the way I wanted. It took way more experimenting than I expected. I kept changing things, refreshing the page, breaking the layout, fixing it again… and eventually everything just clicked. Now the elements are finally where they’re supposed to be, and the whole interface feels much more stable. About Yesterday… I’m still a little annoyed about yesterday’s time tracker deciding that a 5-hour coding session was only 1 hour. There’s nothing I can really do about it now, but looking back, those “missing” hours definitely weren’t wasted. A lot of today’s progress only happened because of all the work I put in yesterday. So I guess it wasn’t completely for nothing. The Website I also want to say something about the design. I’m not a web designer, and this isn’t meant to be the most beautiful website you’ll ever see. It’s pretty simple, but it works, and honestly I’m happy with that. Considering this is one of my first bigger web projects, I’m really proud of how everything has come together. I’ve learned a lot while building it, and that’s probably the most important part. Almost Finished At this point, there really isn’t much left to do. There are still a few small things I want to clean up, but if everything goes according to plan, I should be able to finish the entire project tomorrow. It’s kind of crazy seeing something that started as just an idea getting this close to the finish line. I think that’s all for this devlog. If you have any suggestions, feedback, or notice something that could be improved, feel free to leave a comment or open an issue on GitHub. Thank you all so much for reading. Have a nice day."}, {"post_id": 26643, "ts": "2026-07-11T16:06:14Z", "hours": 0.9442, "text": "Devlog #3 Hello everyone, Welcome to Devlog #3 of Starmap Generator . Hope you all are doing great. Today was… a long one. I ended up spending around 5 hours working on the project, and honestly, most of that time was just coding, testing, breaking things, fixing them, and repeating the whole process again. Now here’s something funny. For some reason, my time tracker decided that today’s 5-hour session was actually… 1 hour . I have absolutely no idea how that happened. So if the analytics ever tell you I barely worked today, just know they’re lying. 😅 The Website Is Finally Alive The biggest update is that the project has officially become semi-functional on the web . It’s definitely not finished yet, but the frontend and backend are finally talking to each other. Seeing everything actually work inside a browser instead of only running locally feels like a huge step forward. There are still plenty of things to improve, but at least now the project is starting to look like an actual website instead of just a collection of files. How I Got Here Just like before, I spent a lot of time reading documentation and figuring things out. Whenever I got stuck, I also used AI to help me understand concepts or point me in the right direction. I’m still learning a lot as I build this project, so combining documentation with AI has honestly been one of the biggest reasons I’ve been able to keep making progress. What’s Next? Now that the website is finally up and running, the next goal is making everything smoother. There are still bugs to fix, the UI needs a lot more work, and I want to start adding the features that will make the generator feel complete instead of just functional. There’s still a long way to go, but seeing everything slowly come together is really motivating. I think that’s all for this devlog. As always, if you have any ideas, suggestions, or feedback, feel free to leave a comment or open an issue on GitHub. Thank you all so much for reading. Have a nice day."}, {"post_id": 25915, "ts": "2026-07-10T12:32:08Z", "hours": 1.0069, "text": "Devlog #2 Hello everyone, Welcome to Devlog #2 of Starmap Generator. Hope you all are doing great. Okay, now let me explain quickly of my recent changes or update on the site. I am not sure but maybe this will be a bit shorter devlog, maybeeee…. since I’m trying not to bore anyone reading this, but I really want to keep these devlogs raw and unfiltered. Okay now lemme explain. Constellations & Core Features Sooo, the big news is that today I finally finished all the basic functions. The generator now does exactly what every proper starmap is supposed to do. And the coolest part? Constellations are officially working. The stars actually connect and form patterns now, just like a real night sky. How did I do it? If you ask how I managed to pull this off so fast, then ummm… To be honest, I did a massive deep dive into the documentation, and I also used AI to help me figure out the math and logic behind the star positioning. I’m not gonna lie, combining AI with reading documentation saved a lot of time here because I am still a bit limited by my current knowledge. But it works now. Moving to HTML (The Web Site) Currently, I have already started working on the HTML side of things because I want to implement this whole generator into an actual website. Right now, it looks super basic and has almost no CSS, so it is pretty ugly. But don’t worry, as soon as I finish setting up the web structure, I will fix the design and make it look clean. The goal is to make it so anyone can just open their browser and generate their own starmap. Oh… The devlog doesn’t seem that small anymore. I’m sorry for that. I guess that’s it for this devlog. My 10-hour clock is still ticking, but the foundation is officially ready. If you didn’t understand any of the points, please do comment and I will try to explain it to you there. Thank You all so much for reading. Have a nice day."}, {"post_id": 24853, "ts": "2026-07-08T18:11:43Z", "hours": 0.5617, "text": "Devlog #1: Reviving the Starmap Generator 🌌Hey everyone! I’m jumping back into an old project that’s been sitting on the shelf for a while, waiting to be finished – the Starmap Generator.I’ve decided it’s time to finally wrap it up and get it done. However, this time I have a clear plan and a strict time limit:10 Hours Max: I’m not going to spend weeks dragging this out. I’m capping my time at a maximum of 10 hours of work to polish the features, clean up the code, and get it fully completed on my end.🚀 What’s the plan next?Once those 10 hours are up, the code is finished, and everything is officially published, I’d love to hand over the torch. Since I’m currently limited by my knowledge when it comes to taking it to the next level (like turning it into a larger web app or a more complex system), I’m looking for someone who knows their way around that side of things to step in after the release.If you have the skills and want to take my foundational code and turn it into something much bigger, definitely reach out once it’s live!But first, let’s take it step by step. My 10-hour clock starts now—stay tuned for the next update! 🚀"}]...
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Title: Starmap generator by @vilusic_alen | Starda Title: Starmap generator by @vilusic_alen | Stardance
Devlogs:
Devlog #1: Reviving the Starmap Generator 🌌Hey everyone! I’m jumping back into an old project that’s been sitting on the shelf for a while, waiting to be finished – the Starmap Generator.I’ve decided it’s time to finally wrap it up and get it done. However, this time I have a clear plan and a strict time limit:10 Hours Max: I’m not going to spend weeks dragging this out. I’m capping my time at a maximum of 10 hours of work to polish the features, clean up the code, and get it fully completed on my end.🚀 What’s the plan next?Once those 10 hours are up, the code is finished, and everything is officially published, I’d love to hand over the torch. Since I’m currently limited by my knowledge when it comes to taking it to the next level (like turning it into a larger web app or a more complex system), I’m looking for someone who knows their way around that side of things to step in after the release.If you have the skills and want to take my foundational code and turn it into something much bigger, definitely reach out once it’s live!But first, let’s take it step by step. My 10-hour clock starts now—stay tuned for the next update! 🚀
Devlog #2 Hello everyone, Welcome to Devlog #2 of Starmap Generator. Hope you all are doing great. Okay, now let me explain quickly of my recent changes or update on the site. I am not sure but maybe this will be a bit shorter devlog, maybeeee…. since I’m trying not to bore anyone reading this, but I really want to keep these devlogs raw and unfiltered. Okay now lemme explain. Constellations & Core Features Sooo, the big news is that today I finally finished all the basic functions. The generator now does exactly what every proper starmap is supposed to do. And the coolest part? Constellations are officially working. The stars actually connect and form patterns now, just like a real night sky. How did I do it? If you ask how I managed to pull this off so fast, then ummm… To be honest, I did a massive deep dive into the documentation, and I also used AI to help me figure out the math and logic behind the star positioning. I’m not gonna lie, combining AI with reading documentation saved a lot of time here because I am still a bit limited by my current knowledge. But it works now. Moving to HTML (The Web Site) Currently, I have already started working on the HTML side of things because I want to implement this whole generator into an actual website. Right now, it looks super basic and has almost no CSS, so it is pretty ugly. But don’t worry, as soon as I finish setting up the web structure, I will fix the design and make it look clean. The goal is to make it so anyone can just open their browser and generate their own starmap. Oh… The devlog doesn’t seem that small anymore. I’m sorry for that. I guess that’s it for this devlog. My 10-hour clock is still ticking, but the foundation is officially ready. If you didn’t understand any of the points, please do comment and I will try to explain it to you there. Thank You all so much for reading. Have a nice day.
Devlog #3 Hello everyone, Welcome to Devlog #3 of Starmap Generator . Hope you all are doing great. Today was… a long one. I ended up spending around 5 hours working on the project, and honestly, most of that time was just coding, testing, breaking things, fixing them, and repeating the whole process again. Now here’s something funny. For some reason, my time tracker decided that today’s 5-hour session was actually… 1 hour . I have absolutely no idea how that happened. So if the analytics ever tell you I barely worked today, just know they’re lying. 😅 The Website Is Finally Alive The biggest update is that the project has officially become semi-functional on the web . It’s definitely not finished yet, but the frontend and backend are finally talking to each other. Seeing everything actually work inside a browser instead of only running locally feels like a huge step forward. There are still plenty of things to improve, but at least now the project is starting to look like an actual website instead of just a collection of files. How I Got Here Just like before, I spent a lot of time reading documentation and figuring things out. Whenever I got stuck, I also used AI to help me understand concepts or point me in the right direction. I’m still learning a lot as I build this project, so combining documentation with AI has honestly been one of the biggest reasons I’ve been able to keep making progress. What’s Next? Now that the website is finally up and running, the next goal is making everything smoother. There are still bugs to fix, the UI needs a lot more work, and I want to start adding the features that will make the generator feel complete instead of just functional. There’s still a long way to go, but seeing everything slowly come together is really motivating. I think that’s all for this devlog. As always, if you have any ideas, suggestions, or feedback, feel free to leave a comment or open an issue on GitHub. Thank you all so much for reading. Have a nice day.
Devlog #4 Hello everyone, Welcome to Devlog #4 of Starmap Generator . Hope you all are doing great. Today’s session felt a lot better than the last one. I finally managed to fix one of the biggest issues that had been bothering me for a while, and now the project is really starting to feel complete. The Grid Is Finally Fixed The biggest update today is that I finally got the CSS grid working the way I wanted. It took way more experimenting than I expected. I kept changing things, refreshing the page, breaking the layout, fixing it again… and eventually everything just clicked. Now the elements are finally where they’re supposed to be, and the whole interface feels much more stable. About Yesterday… I’m still a little annoyed about yesterday’s time tracker deciding that a 5-hour coding session was only 1 hour. There’s nothing I can really do about it now, but looking back, those “missing” hours definitely weren’t wasted. A lot of today’s progress only happened because of all the work I put in yesterday. So I guess it wasn’t completely for nothing. The Website I also want to say something about the design. I’m not a web designer, and this isn’t meant to be the most beautiful website you’ll ever see. It’s pretty simple, but it works, and honestly I’m happy with that. Considering this is one of my first bigger web projects, I’m really proud of how everything has come together. I’ve learned a lot while building it, and that’s probably the most important part. Almost Finished At this point, there really isn’t much left to do. There are still a few small things I want to clean up, but if everything goes according to plan, I should be able to finish the entire project tomorrow. It’s kind of crazy seeing something that started as just an idea getting this close to the finish line. I think that’s all for this devlog. If you have any suggestions, feedback, or notice something that could be improved, feel free to leave a comment or open an issue on GitHub. Thank you all so much for reading. Have a nice day.
Devlog #5 Hello everyone, Welcome to the final devlog of Starmap Generator . Well… we finally made it. After quite a few hours of coding, debugging, redesigning things, and fixing bugs I didn’t even know existed, the project is officially finished. It’s been a really fun project to work on, and I’ve learned way more than I expected when I first started. Looking Back When I started this project, the idea was pretty simple. I just wanted to build a tool that could generate star maps. As I kept working on it, the project slowly became much bigger than I originally planned. New features kept getting added, old ones were improved, and eventually it turned into a website where you can generate your own starmap poster and even print it. What Changed Since The Beginning? Throughout development I made improvements almost everywhere. The star map itself became much more accurate, the coordinate grid was improved, objects are positioned better, and the overall visualization looks much cleaner than it did in the early versions. I also spent quite a bit of time improving the website itself. The interface is much cleaner now, navigation is easier, and everything feels more polished. Privacy Improvements One thing I noticed while testing was that the website could show some of my own information by default. Obviously that wasn’t something I wanted if other people were going to use it. So I changed it. Now the website starts with completely neutral values, and everyone can enter their own information without seeing any personal data from me. Performance & Bug Fixes Not everything went smoothly during development. I ran into a few performance problems, including memory issues and random bugs that sometimes took much longer to fix than I expected. After a lot of testing, I managed to make the application much more stable. Loading is faster, resource usage is lower, and generating larger star maps works much better than before. What I Learned This project taught me a lot. I learned more about procedural generation, coordinate systems, frontend development, debugging larger projects, and organizing code so it’s easier to maintain. I also spent a lot of time reading documentation and using AI to help me understand concepts that were new to me. That combination really helped me keep moving whenever I got stuck. Looking back at the first version compared to the final one, it’s honestly nice to see how much both the project and my own skills improved. Final Status Starmap Generator is now officially: Completed Tested Optimized Available on GitHub Available online This is the end of the project… at least for now. There will probably always be small things I could improve, but I’m really happy with where it ended up. Thank you to everyone who read these devlogs, left feedback, or simply followed the project from the beginning. See you in the next project. Have a nice day.
Devlog #6 Hello everyone, Welcome to Devlog #6 of Starmap Generator . Honestly… I didn’t think I’d be writing another devlog after the final release, but here we are. This one will be pretty short because there’s only one big thing to talk about. Goodbye, Render Until now, the project was running on Render. It was great for getting everything up and running during development, but after using it for a while, I realized the free plan just wasn’t a good long-term solution. The biggest problem was the cold starts. If nobody visited the website for a while, the server would go to sleep, which meant the first person opening the site sometimes had to wait 30–50 seconds before anything even loaded. It worked… but it definitely wasn’t the experience I wanted people to have. And beside that render is not suported by hackclub so i needed to find better alternative. Moving to Hack Club Nest So I decided to migrate the entire project to Hack Club Nest . The migration went smoothly, and the website is now running at alen.hackclub.app . The difference is honestly huge. The server stays online 24/7, so there are no more cold starts, pages open instantly, and generating high-resolution posters is much faster than before. Since the application does quite a bit of work behind the scenes with Skyfield and Pillow, having a server that doesn’t constantly fall asleep makes a noticeable difference. What’s Better Now? The move brought a few nice improvements: No more waiting for the server to wake up. Faster poster generation. Better overall performance. More stable hosting. A much smoother experience for anyone using the website. Wrapping Up I wasn’t planning on making another devlog after finishing the project, but this felt like an important enough update to share. The project now has a permanent home, performs much better, and is finally hosted somewhere that fits what it has grown into. Thank you all for following the development of Starmap Generator and reading these devlogs. Have a nice day.
Devlog #7 Hello everyone! It’s been a while since the last devlog. I actually finished this update on August 3rd, but I didn’t get around to publishing the devlog until now. So, after 14 days, I’m finally back with another update. A lot has changed since the last devlog, so let’s go through it. New Website Design The first thing I changed was the overall design of the website. The old design had a pretty obvious AI-generated look. Since I didn’t know much about HTML and web design at the time, I used AI to build most of the website. This time, I wanted to do things differently. I created the new design in Figma and used that concept as the base for the website. I kept the same general idea, but redesigned the pages to make everything feel more consistent and less like a typical AI-generated website. Login System I also added a login system. This was honestly one of the more annoying parts to program, since authentication was something I hadn’t worked with much before. There were quite a few things to figure out and fix along the way. I also tried adding Google Login, but for some reason it isn’t working properly yet. I’ll hopefully get that fixed in a future update. Library Another feature I added is the Library. You can now save your generated posters and access them later instead of having to generate everything again. This was something I wanted to add for a while, so I’m glad it finally made it into the project. That’s It And that’s pretty much everything for this update. A lot has changed since the last devlog, especially the website design, login system, and the new library. Hopefully, the next devlog won’t take another two weeks to arrive.
Starmap Generator - New Update Hey guys, what is up! I have not been super active here lately, but when I got the email that the platform is ending soon, it reminded me that I left my last starmap update unfinished back in the summer. So today, I finally decided to wrap it up! Implementing Google Auth, fixing random bugs, and getting everything to work smoothly was a bit of a headache, but I am glad it is finally done. Here is a quick breakdown of what is fixed and what is new in this update: Google Auth and Account Security Google sign-in now checks if the user email is verified. Prevents linking a Google account if it is already tied to another profile. Friendly error messages instead of raw Python code errors if something goes wrong or OAuth is not configured. Added fallback for SECRET_KEY if it is not set on local setups. Font Handling and Poster Generation Added a robust fallback system: if a selected font is missing, it falls back to a system font, and finally to Pillow built-in font. Restricted font file access strictly to the project folder for safety. Poster generation will not crash anymore just because a font file is missing. Fixed Map Coordinates Southern latitudes now correctly show S. Western longitudes now correctly show W. Better Preview and Error Handling Clearer error messages for invalid inputs. Frontend JavaScript now accurately catches failed preview requests instead of pretending everything worked. Upgraded Surprise Me Feature Added curated, readable color palettes. Randomizes spacing, layouts, and display options for much better dynamic designs in one click. New Quick Buttons Now Button: Populates inputs with your current local date and time. Copy Coordinates: Quick button to copy latitude and longitude to your clipboard.
Ships:
Starmap Generator Starmap Generator is an application designed to generate, visually display, and interactively explore maps of the night sky. What started as a simple coordinate-plotting tool has evolved into an advanced application featuring procedural generation and optimized performance. The project is now fully completed, stable, and released in its final version. Current Project Status Status: Completed (Final Version) Availability: Open-source on GitHub Release Focus: Stability, performance, and user privacy Skills and Technical Gained Developing this project provided hands-on experience in several key programming areas: Procedural Generation: Implementing algorithms for a natural layout of celestial bodies. Coordinate Systems: Calculating and accurately rendering objects in visual space. Code Optimization: Resolving memory bottlenecks and improving execution speed in Python. Systematic Debugging: Eliminating bugs and memory leaks during long-running sessions. Repository Structuring: Organizing code and documentation according to GitHub best practices. Improvements in the Final Version Every component of the application has been refactored and enhanced for the final release. Performance and Stability To address memory overhead from earlier test versions: Reduced system resource consumption through optimized memory management. Decreased initial loading and map generation times. Resolved critical stability issues, ensuring smooth long-term operation. User Privacy (Privacy-by-Default) Significant updates were made to secure user data: Removed automatic loading and display of personal information upon launch. The application now starts with neutral, generic default values. Users have full control and manually enter only the data they wish to visualize. Precision and Visual Map Display The rendering system was completely redesigned: Improved the algorithm for positioning stars and celestial objects. Simplified the coordinate grid to remove clutter and improve readability. Enhanced overall map aesthetics while keeping the interface clean and simple. Codebase Structure Reorganized project files and folders for better clarity and modularity. Split the code into distinct modules, making future maintenance much easier. Resolved various minor user interface bugs. Testing Process Before the final release, the application underwent a thorough verification phase: Input Testing: Verified how the system handles extreme user-defined parameters. Load Testing: Generated maps with massive object counts to test performance limits. Stability Testing: Monitored the application over extended periods to prevent memory leaks. Future Ideas and Potential Upgrades The current architecture is built to support future expansions: Implementing 3D visualization of star systems. Adding advanced filters for different cosmic objects (nebulae, constellations). Developing an export system for high-resolution vector formats (PDF/SVG). Expanding customization options for visual themes and styles.
Important: Please read this before using the application. If you cannot see the coordinates, make sure to fill in the entire Celestial Coordinates block. This is a bug I cannot fix yet. Hey guys! Here is the updated version that I haven’t finished a long time ago, so today I finally finished it. Here are the things I did: -Google sign-in now checks if the user email is verified and prevents linking an account that is already tied to another profile. -Added a fallback random local SECRET_KEY if it is not configured. -Fixed font fallback issues so poster generation will not crash if a font is missing. -Fixed coordinate labels where southern latitudes now correctly show S and western longitudes show W. -Improved preview generation and JavaScript error handling. -Upgraded the Surprise Me feature with curated color palettes and randomized layouts. -Added two new quick buttons for current date and time and copying coordinates. It was pretty hard to implement these things, but yeah, here we are. Maybe you can find some bugs, and if you do, please report them to me!...
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