|
27786
|
F35B RC jet by @zawaer | Stardance
|
zawaer
|
0
|
20.75
|
0
|
[]
|
[{"post_id": 22334, "ts": "202 [{"post_id": 22334, "ts": "2026-07-04T19:11:33Z", "hours": 20.745, "text": "F-35B During these timelapses, I have been working on my F-35B 3BSM. That’s the first thing I have to design. It’s the rotating nozzle at the rear, which can be rotated 90° to redirect thrust downwards or let it go straight in normal cruise mode. I have been replicating my 70 mm EDF in CAD so I can use that model in my designs. The Hackatime hours also include time spent editing and adding stuff to my project knowledge base, which lives on GitHub. I have tons of Markdown files, images, and even a bit of code there, which I can always reference. Each part I own also has its detailed specs listed in the knowledge base. The next step is modeling the rotating joints of the 3BSM, which I will start doing after posting this devlog! This project started over 2 months ago, and I have spent at least 50 hours planning the project, its materials and architecture, and building a simple (and boring) trainer RC plane to get familiar with RC planes. I don’t have those hours logged to Hackatime because I didn’t realize I should do that lol, but it doesn’t matter. I will still have to spend a lot more hours working on this!"}]...
|
Title: F35B RC jet by @zawaer | Stardance
Devlogs Title: F35B RC jet by @zawaer | Stardance
Devlogs:
F-35B During these timelapses, I have been working on my F-35B 3BSM. That’s the first thing I have to design. It’s the rotating nozzle at the rear, which can be rotated 90° to redirect thrust downwards or let it go straight in normal cruise mode. I have been replicating my 70 mm EDF in CAD so I can use that model in my designs. The Hackatime hours also include time spent editing and adding stuff to my project knowledge base, which lives on GitHub. I have tons of Markdown files, images, and even a bit of code there, which I can always reference. Each part I own also has its detailed specs listed in the knowledge base. The next step is modeling the rotating joints of the 3BSM, which I will start doing after posting this devlog! This project started over 2 months ago, and I have spent at least 50 hours planning the project, its materials and architecture, and building a simple (and boring) trainer RC plane to get familiar with RC planes. I don’t have those hours logged to Hackatime because I didn’t realize I should do that lol, but it doesn’t matter. I will still have to spend a lot more hours working on this!...
|
1792482634.063445
|
1793087434.063445
|
|
26146
|
My awesome macropad! by @zaur1zaur2 | Stardance
|
zaur1zaur2
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @zaur1zaur2 | Stard Title: My awesome macropad! by @zaur1zaur2 | Stardance...
|
1792547515.7432628
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1793152315.7432628
|
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65977
|
My awesome macropad! by @zaunali184 | Stardance
|
zaunali184
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @zaunali184 | Stard Title: My awesome macropad! by @zaunali184 | Stardance...
|
1792457509.4753196
|
1793062309.4753196
|
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24027
|
Rancangan mesin penggiling tanah bulan by @zaskia2 Rancangan mesin penggiling tanah bulan by @zaskia2060o | Stardance...
|
zaskia2060o
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Rancangan mesin penggiling tanah bulan by @ Title: Rancangan mesin penggiling tanah bulan by @zaskia2060o | Stardance...
|
1792421389.5389924
|
1793026189.5389924
|
|
32517
|
My own site! by @zarwa | Stardance
|
zarwa
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @zarwa | Stardance
|
1792544087.7979608
|
1793148887.7979608
|
|
22086
|
My very own WebOS by @zarthy1155 | Stardance
|
zarthy1155
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-24T21:30:50Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made My very own WebOS based off of The Chosen Cheese. It has two apps, draggable windows, and some cool stuff. Yay.", "repo": "https://github.com/Zarfur/VeryOwnWebOS", "demo": "https://zarfur.github.io/VeryOwnWebOS/"}]...
|
[{"post_id": 34290, "ts": "202 [{"post_id": 34290, "ts": "2026-07-24T21:28:51Z", "hours": 0.8347, "text": "Added a second app to The Chosen Cheese OS. It uses the Relic Rater app to display upgrades for an idle cheese counter. Yay!"}, {"post_id": 33762, "ts": "2026-07-23T22:44:38Z", "hours": 2.3378, "text": "I finished the. “Jam” thing. But i took like an extra hour than what was recommended. (which i feel quite foolish about). But my website is done! There are some movable windows and movable Chosen Cheese, which you can move if you please. You can close them too! Also there is a little image you can tap on which opens a “Relic Rater” window. It just gives some silly opinions on random Relics. TODO: add something that wasn’t on the Jam !!!!"}, {"post_id": 33570, "ts": "2026-07-23T16:39:30Z", "hours": 1.1192, "text": "My Very Own WebOS 1 following the tutorial!! html 😨 i did the first two “jams” ? i created some window boxes with cool words and images inside of them! Also a top bar and a display of the time. It is cool! My Web OS will be about The Chosen Cheese."}]...
|
Title: My very own WebOS by @zarthy1155 | Stardanc Title: My very own WebOS by @zarthy1155 | Stardance
Devlogs:
My Very Own WebOS 1 following the tutorial!! html 😨 i did the first two “jams” ? i created some window boxes with cool words and images inside of them! Also a top bar and a display of the time. It is cool! My Web OS will be about The Chosen Cheese.
I finished the. “Jam” thing. But i took like an extra hour than what was recommended. (which i feel quite foolish about). But my website is done! There are some movable windows and movable Chosen Cheese, which you can move if you please. You can close them too! Also there is a little image you can tap on which opens a “Relic Rater” window. It just gives some silly opinions on random Relics. TODO: add something that wasn’t on the Jam !!!!
Added a second app to The Chosen Cheese OS. It uses the Relic Rater app to display upgrades for an idle cheese counter. Yay!
Ships:
I made My very own WebOS based off of The Chosen Cheese. It has two apps, draggable windows, and some cool stuff. Yay....
|
1792993814.1883311
|
1793080214.1883311
|
|
22087
|
COMBAT GAUNTLETS! by @zarthy1155 | Stardance
|
zarthy1155
|
0
|
55.31
|
0
|
[]
|
[{"post_id": 43633, "ts": "202 [{"post_id": 43633, "ts": "2026-08-09T00:28:55Z", "hours": 3.2578, "text": "DEVLOG. I FIXED the enemy Animations and I ALSO fixed the. The thing where. The status icon and the dialogue actually appears over their heads now. The attacks and wind-up works. And Like. MY DEER. He is finally finished. He works. His animations are synced enough to be dodgeable. And his dialogue appears over his head and his statuses do too. It was a pretty simple fix (changing the transform parenting of the dialogue and status prefabs) but it took WAY too long for me. Because. I forgot the animator existed. And it was making like two more bugs if i tried to fix one. But I hardcoded it to work (well not really hardcoded. The head sprite just ALWAYS has to be bone_19. well it is hardcoding i suppose but im NOT going to animate the entire thing again and im too lazy to find a fix. This band-aid fix will work trust). The animation issues were just due to where I started the animations within the enemy turn + not putting yield returns to actually delay things (very stupid of me). MY FIRST enemy is done. Now. I just have to. do a lot of things THINGS I WANT TO DO: items. OVERWORLD (this will take the longest prob) (9 gauntlets / scenes) ~7 enemies across 9 gauntlets RPG was way too ambitious. How naive i was. I didnt know I would have to be busy over the summer. going out and doing j#bs (disgusting). i was under the impression i would be quick, and if not, i’d have all the time in the world this summer. sigh."}, {"post_id": 41672, "ts": "2026-08-06T01:12:37Z", "hours": 8.5803, "text": "DEVLOG oh my god figuring out this animation stuff is such a pain. I was working on the first enemy. Not sure about the direction of the game, but I have an idea for three enemies: a crow, a deer, and a man. I tried to make the deer. I spent forever on animating in unity using its skeletal system and forever more on trying to incorporate animations via scripting for attacks. Right now, they don’t even work. unfortunately. But The animations load? The idle ones. And for some reason the attack animations all happen for every enemy once the enemy turn ends. And also applied statuses and dialogue bubbles appear in the wayyy wrong area. All of these errors are for future me, as I am too tired to work on this since its late and my devlog timer is approaching 10hrs. hopefully i can have the deer enemy up and running by tomorrow! Also fixing these errors with this deer enemy will help with every enemy, as these errors arent really specific to the deer. Its just sprite/animation stuff that should apply to the EnemyBase. Also i might downscale this game to be a gauntlet of combats rather than a full scale short demo rpg (i’ve been busy!). Time is ticking. I gotta lock in bruh. And I find it really fun making enemies! And also backgrounds seem like a pain too draw… (drawing is hard)."}, {"post_id": 37808, "ts": "2026-07-30T19:13:19Z", "hours": 4.8125, "text": "Devlog! The Combat Event Bus. I got it working for combat!! All the cross script combat communication events are carried out cleanly by a combat event bus instance! No longer is there any direct script references, for the most part. Out-of-combat to in-combat events are still done this way, which I will link up to a global Event Bus. Which will be an issue for me in the future when I tackle “The Overworld”.. Also, I tried to get the dialogue system working for combat. Combat dialogue. They’ll be little speech bubbles that can be triggered by certain attacks an enemy uses or to its hp changing. This was really painful. Especially the bugs regarding text size. The canvas is huge, so I had to use world space and then finick with the sizes and stuff even more. I got it to work somewhat. It uses the text runner system on a text bubble prefab which turns active once a trigger is met. An issue is that it can only run one dialogue at a time, which is something that I’ll fix later. (that one line of dialogue that is illegible in the first image is the enemy being attacked two times in quick succession, leading to the text runner to try to write two messages at the same time. )"}, {"post_id": 34882, "ts": "2026-07-25T23:19:05Z", "hours": 4.5631, "text": "Dev Log what ever (i should start numbering these + locking in on them) The dialogue system works in isolation. It has no triggers right now (and probably not until I can get the overworld scene management working), but it can start itself up and shut itself down. It reads off of a json file in order to do… stuff! Like get default sprites, future nodes/choice nodes, and the raw text used for commands. The command system works wonderfully. Also choices are implemented. If a node has choices, it will load them on premade UIs and you can pick them! I would post a screenshot but I decided that I wanted to rewrite things. The entire combat event system. This is what happens to me for wanting to make a game while learning Unity. I learned of Event Buses and I realized that it would be pretty useful if I wanted to add future features. It would also be good practice for the raw implementation of Event Buses in the overworld system (which will be my next daunting task). So I’ve currently started the process of destroying all my events and replacing them with structs for the event bus to handle. Which is what you can see in the image below."}, {"post_id": 33223, "ts": "2026-07-22T22:47:58Z", "hours": 9.3883, "text": "Commenting + renaming + a lil optimization n clean up + started working on a dialogue system similair to undertale 👼 (with the taking commands from raw txts to make things look pretty) so far for the dialogue system i have a dialogue parser (to extract commands), a dialogue runner (to run dialogue and execute commands in runtime) and a bunch of other little classes to manage dialogue (nodes , graph, sprite lib.). Also that combat dialogue thingy i did in the very beginning is getting an overhaul to adapt to this system, but I haven’t really touched that yet. TODO: something to handle choices."}, {"post_id": 29214, "ts": "2026-07-15T23:24:24Z", "hours": 3.1825, "text": "Combat Stuff%11%5!5%!!! Did some good progress on player side of combat. Putting the pieces together. Combat works very roughly, but there are still things to work on! Like polish–everything is very barebones. Its just ui buttons and implementation of the attacks and making the inventory work. Also enemy targetting!! For your attacks. Barely bare bones. And ALOT of features are hardcoded for easier testing. Need to sort that out. But the combat loop works, for the most part. Almost. Also there are some bugs with turn turning. Like player turns running as enemy turns some times. But that is an issue for later."}, {"post_id": 28504, "ts": "2026-07-14T19:58:31Z", "hours": 3.0689, "text": "Player UI + inventory stuff Started working on the player UI for player turns. EVERYTHING is placeholder sprites by the way–I hope the UI doesn’t actually look like that. Right now I’m just trying to get functionality. The little cats are item icons and status icons. More over I started working on the inventory system! It is implemented some bit into the UI. I need to allow for item functionality. Right now all the items do is just exist and look pretty in the red box."}, {"post_id": 27281, "ts": "2026-07-12T18:39:29Z", "hours": 6.3903, "text": "Did some stuff. First– finished status implementation/stacks/stuff + fixing issues with HP (yay). I’ve also started on the player side of things… I started working on the first two attacks that the player will do that WILL run on a quick-time system similar to combat (Mario?). This honestly took way too long in my opinion with all the math and stuff. But it works! Also all player-side combat is currently in the same file, so I will probably change that later."}, {"post_id": 25471, "ts": "2026-07-09T19:11:47Z", "hours": 3.1431, "text": "To distract myself from the inevitable task of creating the player side and combat UI, I made a barely functioning main menu and started working on a status system. I got the basic statuses down and their ticking/functionality. I need to implement them into combat now and fix some small bugs. And then I’ll have nothing to do But player side combat and the combat UI."}, {"post_id": 23777, "ts": "2026-07-06T22:17:36Z", "hours": 2.9403, "text": "Finished enemy turn quick-time events. Now i jsut need player turns and UI."}, {"post_id": 21089, "ts": "2026-07-02T21:39:22Z", "hours": 3.3333, "text": "Working more on the combat system. Got the base instance of dudes in combat and their variables/methods and stuff. Probably need to clean everything up and then mesh it together to be turn based?"}, {"post_id": 18788, "ts": "2026-06-30T00:12:37Z", "hours": 1.9381, "text": "Attempting to start timed action based combat system.."}, {"post_id": 17987, "ts": "2026-06-28T23:08:55Z", "hours": 0.7161, "text": "Basic player movement + my editor’s autofill broke so i spent way too long trying to fix it.."}]...
|
Title: COMBAT GAUNTLETS! by @zarthy1155 | Stardanc Title: COMBAT GAUNTLETS! by @zarthy1155 | Stardance
Devlogs:
Basic player movement + my editor’s autofill broke so i spent way too long trying to fix it..
Attempting to start timed action based combat system..
Working more on the combat system. Got the base instance of dudes in combat and their variables/methods and stuff. Probably need to clean everything up and then mesh it together to be turn based?
Finished enemy turn quick-time events. Now i jsut need player turns and UI.
To distract myself from the inevitable task of creating the player side and combat UI, I made a barely functioning main menu and started working on a status system. I got the basic statuses down and their ticking/functionality. I need to implement them into combat now and fix some small bugs. And then I’ll have nothing to do But player side combat and the combat UI.
Did some stuff. First– finished status implementation/stacks/stuff + fixing issues with HP (yay). I’ve also started on the player side of things… I started working on the first two attacks that the player will do that WILL run on a quick-time system similar to combat (Mario?). This honestly took way too long in my opinion with all the math and stuff. But it works! Also all player-side combat is currently in the same file, so I will probably change that later.
Player UI + inventory stuff Started working on the player UI for player turns. EVERYTHING is placeholder sprites by the way–I hope the UI doesn’t actually look like that. Right now I’m just trying to get functionality. The little cats are item icons and status icons. More over I started working on the inventory system! It is implemented some bit into the UI. I need to allow for item functionality. Right now all the items do is just exist and look pretty in the red box.
Combat Stuff%11%5!5%!!! Did some good progress on player side of combat. Putting the pieces together. Combat works very roughly, but there are still things to work on! Like polish–everything is very barebones. Its just ui buttons and implementation of the attacks and making the inventory work. Also enemy targetting!! For your attacks. Barely bare bones. And ALOT of features are hardcoded for easier testing. Need to sort that out. But the combat loop works, for the most part. Almost. Also there are some bugs with turn turning. Like player turns running as enemy turns some times. But that is an issue for later.
Commenting + renaming + a lil optimization n clean up + started working on a dialogue system similair to undertale 👼 (with the taking commands from raw txts to make things look pretty) so far for the dialogue system i have a dialogue parser (to extract commands), a dialogue runner (to run dialogue and execute commands in runtime) and a bunch of other little classes to manage dialogue (nodes , graph, sprite lib.). Also that combat dialogue thingy i did in the very beginning is getting an overhaul to adapt to this system, but I haven’t really touched that yet. TODO: something to handle choices.
Dev Log what ever (i should start numbering these + locking in on them) The dialogue system works in isolation. It has no triggers right now (and probably not until I can get the overworld scene management working), but it can start itself up and shut itself down. It reads off of a json file in order to do… stuff! Like get default sprites, future nodes/choice nodes, and the raw text used for commands. The command system works wonderfully. Also choices are implemented. If a node has choices, it will load them on premade UIs and you can pick them! I would post a screenshot but I decided that I wanted to rewrite things. The entire combat event system. This is what happens to me for wanting to make a game while learning Unity. I learned of Event Buses and I realized that it would be pretty useful if I wanted to add future features. It would also be good practice for the raw implementation of Event Buses in the overworld system (which will be my next daunting task). So I’ve currently started the process of destroying all my events and replacing them with structs for the event bus to handle. Which is what you can see in the image below.
Devlog! The Combat Event Bus. I got it working for combat!! All the cross script combat communication events are carried out cleanly by a combat event bus instance! No longer is there any direct script references, for the most part. Out-of-combat to in-combat events are still done this way, which I will link up to a global Event Bus. Which will be an issue for me in the future when I tackle “The Overworld”.. Also, I tried to get the dialogue system working for combat. Combat dialogue. They’ll be little speech bubbles that can be triggered by certain attacks an enemy uses or to its hp changing. This was really painful. Especially the bugs regarding text size. The canvas is huge, so I had to use world space and then finick with the sizes and stuff even more. I got it to work somewhat. It uses the text runner system on a text bubble prefab which turns active once a trigger is met. An issue is that it can only run one dialogue at a time, which is something that I’ll fix later. (that one line of dialogue that is illegible in the first image is the enemy being attacked two times in quick succession, leading to the text runner to try to write two messages at the same time. )
DEVLOG oh my god figuring out this animation stuff is such a pain. I was working on the first enemy. Not sure about the direction of the game, but I have an idea for three enemies: a crow, a deer, and a man. I tried to make the deer. I spent forever on animating in unity using its skeletal system and forever more on trying to incorporate animations via scripting for attacks. Right now, they don’t even work. unfortunately. But The animations load? The idle ones. And for some reason the attack animations all happen for every enemy once the enemy turn ends. And also applied statuses and dialogue bubbles appear in the wayyy wrong area. All of these errors are for future me, as I am too tired to work on this since its late and my devlog timer is approaching 10hrs. hopefully i can have the deer enemy up and running by tomorrow! Also fixing these errors with this deer enemy will help with every enemy, as these errors arent really specific to the deer. Its just sprite/animation stuff that should apply to the EnemyBase. Also i might downscale this game to be a gauntlet of combats rather than a full scale short demo rpg (i’ve been busy!). Time is ticking. I gotta lock in bruh. And I find it really fun making enemies! And also backgrounds seem like a pain too draw… (drawing is hard).
DEVLOG. I FIXED the enemy Animations and I ALSO fixed the. The thing where. The status icon and the dialogue actually appears over their heads now. The attacks and wind-up works. And Like. MY DEER. He is finally finished. He works. His animations are synced enough to be dodgeable. And his dialogue appears over his head and his statuses do too. It was a pretty simple fix (changing the transform parenting of the dialogue and status prefabs) but it took WAY too long for me. Because. I forgot the animator existed. And it was making like two more bugs if i tried to fix one. But I hardcoded it to work (well not really hardcoded. The head sprite just ALWAYS has to be bone_19. well it is hardcoding i suppose but im NOT going to animate the entire thing again and im too lazy to find a fix. This band-aid fix will work trust). The animation issues were just due to where I started the animations within the enemy turn + not putting yield returns to actually delay things (very stupid of me). MY FIRST enemy is done. Now. I just have to. do a lot of things THINGS I WANT TO DO: items. OVERWORLD (this will take the longest prob) (9 gauntlets / scenes) ~7 enemies across 9 gauntlets RPG was way too ambitious. How naive i was. I didnt know I would have to be busy over the summer. going out and doing j#bs (disgusting). i was under the impression i would be quick, and if not, i’d have all the time in the world this summer. sigh....
|
1792893270.1616306
|
1793757270.1616306
|
|
22133
|
Dream Simulator by @zarthy1155 | Stardance
|
zarthy1155
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Dream Simulator by @zarthy1155 | Stardance
|
1792810173.5743086
|
1793414973.5743086
|
|
22134
|
Untitled RPG by @zarthy1155 | Stardance
|
zarthy1155
|
0
|
1.73
|
0
|
[]
|
[{"post_id": 11737, "ts": "202 [{"post_id": 11737, "ts": "2026-06-19T03:31:45Z", "hours": 1.7294, "text": "Started on trying to make an RPG. First: combat system. First on combat system: parrying! Started a little bit on parrying."}]...
|
Title: Untitled RPG by @zarthy1155 | Stardance
De Title: Untitled RPG by @zarthy1155 | Stardance
Devlogs:
Started on trying to make an RPG. First: combat system. First on combat system: parrying! Started a little bit on parrying....
|
1792939924.593072
|
1793803924.593072
|
|
10127
|
artergpt by @zarthy10111 | Stardance
|
zarthy10111
|
0
|
1.0
|
0
|
[]
|
[{"post_id": 3822, "ts": "2026 [{"post_id": 3822, "ts": "2026-06-06T21:34:40Z", "hours": 1.0, "text": "Created the bot and allowed him to gather all of my messages for training data!"}, {"post_id": 4471, "ts": "2026-06-07T19:58:54Z", "hours": 0.0, "text": "trained model using google colab. now figuring out a way to create the usable model with ollama"}]...
|
Title: artergpt by @zarthy10111 | Stardance
Devlo Title: artergpt by @zarthy10111 | Stardance
Devlogs:
Created the bot and allowed him to gather all of my messages for training data!
trained model using google colab. now figuring out a way to create the usable model with ollama...
|
1792896873.8558908
|
1793760873.8558908
|
|
33003
|
English game by @zarr | Stardance
|
zarr
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: English game by @zarr | Stardance
|
1792723843.7859955
|
1793328643.7859955
|
|
68480
|
My own site! by @zarifayaat2011 | Stardance
|
zarifayaat2011
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @zarifayaat2011 | Stardance
|
1792471915.830028
|
1793076715.830028
|
|
8975
|
Music Roguelike game by @zariahquinn | Stardance
|
zariahquinn
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Music Roguelike game by @zariahquinn | Star Title: Music Roguelike game by @zariahquinn | Stardance...
|
1792626663.2430513
|
1793231463.2430513
|
|
9019
|
The Legend of Plants by @zariahquinn | Stardance
|
zariahquinn
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: The Legend of Plants by @zariahquinn | Star Title: The Legend of Plants by @zariahquinn | Stardance...
|
1792597726.6018662
|
1793202526.6018662
|
|
47941
|
Zariah Personal Website by @zariahquinn | Stardanc Zariah Personal Website by @zariahquinn | Stardance...
|
zariahquinn
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Zariah Personal Website by @zariahquinn | S Title: Zariah Personal Website by @zariahquinn | Stardance...
|
1792533186.647924
|
1793137986.647924
|
|
23012
|
My very own WebOS by @zara_reh | Stardance
|
zara_reh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @zara_reh | Stardance
|
1792669927.718779
|
1793274727.718779
|
|
44066
|
A LoRa messaging network in my area (~8 mile radiu A LoRa messaging network in my area (~8 mile radius approx.) by @zappy | Stardance...
|
zappy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A LoRa messaging network in my area (~8 mil Title: A LoRa messaging network in my area (~8 mile radius approx.) by @zappy | Stardance...
|
1792572609.5005276
|
1793177409.5005276
|
|
67805
|
Electric Vehicle by @zappy | Stardance
|
zappy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Electric Vehicle by @zappy | Stardance
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1792468298.2132745
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1793073098.2132745
|
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48020
|
NeoGaming OS by @zapashwin | Stardance
|
zapashwin
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0
|
0.0
|
0
|
[]
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[]
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Title: NeoGaming OS by @zapashwin | Stardance
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1792536777.2392712
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1793141577.2392712
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31796
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Quantum Machine Learning Model by @zap | Stardance
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zap
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0
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0.0
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0
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[]
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[]
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Title: Quantum Machine Learning Model by @zap | St Title: Quantum Machine Learning Model by @zap | Stardance...
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1792482636.5892518
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1793087436.5892518
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12110
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My awesome macropad! by @zanemoorington | Stardanc My awesome macropad! by @zanemoorington | Stardance...
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zanemoorington
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @zanemoorington | S Title: My awesome macropad! by @zanemoorington | Stardance...
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1792605188.0054407
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1793209988.0054407
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45891
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Bluetooth door opener by @zanellamarius | Stardanc Bluetooth door opener by @zanellamarius | Stardance...
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zanellamarius
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0
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0.0
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0
|
[]
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[]
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Title: Bluetooth door opener by @zanellamarius | S Title: Bluetooth door opener by @zanellamarius | Stardance...
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1792641140.6804037
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1793245940.6804037
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52365
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Electric ⚡ by @zammilnnv | Stardance
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zammilnnv
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0
|
0.0
|
0
|
[]
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[]
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Title: Electric ⚡ by @zammilnnv | Stardance
|
1792705917.7921097
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1793310717.7921097
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37655
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My very own WebOS by @zamborinorman2010 | Stardanc My very own WebOS by @zamborinorman2010 | Stardance...
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zamborinorman2010
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0
|
0.0
|
0
|
[]
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[]
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Title: My very own WebOS by @zamborinorman2010 | S Title: My very own WebOS by @zamborinorman2010 | Stardance...
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1792525807.413756
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1793130607.413756
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12906
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My awesome macropad! by @zamadshakil | Stardance
|
zamadshakil
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @zamadshakil | Star Title: My awesome macropad! by @zamadshakil | Stardance...
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1792705719.4209368
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1793310519.4209368
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43672
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My very own WebOS by @zakorm | Stardance
|
zakorm
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0
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0.0
|
0
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[]
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[]
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Title: My very own WebOS by @zakorm | Stardance
|
1792554915.8942204
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1793159715.8942204
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44192
|
one-sided keyboard by @zakorm | Stardance
|
zakorm
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T23:49:44Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a one sided keyboard! Right now I am typing with only one hand! It helps a lot if you are moving the marker and typing something, and your right hand has to move from the keyboard to the mouse. Its also very fun to try! Now you can type in all the letters of the alphabet along with Delete and Enter. You can also type numbers, and capital letters with Shift+Caps. Very easy to use if you are on windows. It can be very useful for accessibility, like if someone only has one hand, or can’t type with the other.", "repo": "https://github.com/zakorm/one-side-keyboard", "demo": "https://drive.google.com/file/d/1JboOgAUtMJjkmE0oqGwpY8PUEebgl0qB/view?usp=sharing"}]...
|
[{"post_id": 41381, "ts": "202 [{"post_id": 41381, "ts": "2026-08-05T15:42:29Z", "hours": 1.3158, "text": "I made a macro! You only use your left hand to type and your right hand can stay on your mouse. to change mode to left hand only mode you press f9 and to shift your right hand keys to your left, hold caps lock. also capslock + g is delete and capslock + b is enter. heres it on drive: https://drive.google.com/file/d/1JboOgAUtMJjkmE0oqGwpY8PUEebgl0qB/view?usp=sharing"}]...
|
Title: one-sided keyboard by @zakorm | Stardance
Title: one-sided keyboard by @zakorm | Stardance
Devlogs:
I made a macro! You only use your left hand to type and your right hand can stay on your mouse. to change mode to left hand only mode you press f9 and to shift your right hand keys to your left, hold caps lock. also capslock + g is delete and capslock + b is enter. heres it on drive: https://drive.google.com/file/d/1JboOgAUtMJjkmE0oqGwpY8PUEebgl0qB/view?usp=sharing
Ships:
I made a one sided keyboard! Right now I am typing with only one hand! It helps a lot if you are moving the marker and typing something, and your right hand has to move from the keyboard to the mouse. Its also very fun to try! Now you can type in all the letters of the alphabet along with Delete and Enter. You can also type numbers, and capital letters with Shift+Caps. Very easy to use if you are on windows. It can be very useful for accessibility, like if someone only has one hand, or can’t type with the other....
|
1792968729.358706
|
1793055129.358706
|
|
44456
|
3d Design Website by @zakorm | Stardance
|
zakorm
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1
|
3.23
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T10:43:21Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website showcasing all my 3d designs. The hard part was getting the font to work, it took me at least 20 minutes. I’m proud of the banner background, It looks exceptional. Its just a portfolio.", "repo": "https://github.com/zakorm/3d-design", "demo": "https://3d-design-zakorm.vercel.app/"}]...
|
[{"post_id": 42408, "ts": "202 [{"post_id": 42408, "ts": "2026-08-07T03:02:40Z", "hours": 0.5211, "text": "added back button with the fixed property, so it wouldn’t move even when you scroll down."}, {"post_id": 42365, "ts": "2026-08-07T01:28:20Z", "hours": 0.7108, "text": "I added an about me button, which is just a border with the rounded-full tag."}, {"post_id": 41864, "ts": "2026-08-06T10:41:39Z", "hours": 1.0736, "text": "added backgrounds that have nice scrolling! basically made it look good. also added text"}, {"post_id": 41824, "ts": "2026-08-06T08:46:58Z", "hours": 0.3458, "text": "Added pictures and made them buttons to another page. Using next.js’s Image and Link"}, {"post_id": 41809, "ts": "2026-08-06T07:57:53Z", "hours": 0.6131, "text": "I started with the next.js standard file, and then worked from there. most of it is css so far, and I’m using tailwind for that, which is very convenient. The 3 texts are using the column method, which I have learned from my DT teacher that columns are the best. So: So far so good!"}]...
|
Title: 3d Design Website by @zakorm | Stardance
D Title: 3d Design Website by @zakorm | Stardance
Devlogs:
I started with the next.js standard file, and then worked from there. most of it is css so far, and I’m using tailwind for that, which is very convenient. The 3 texts are using the column method, which I have learned from my DT teacher that columns are the best. So: So far so good!
Added pictures and made them buttons to another page. Using next.js’s Image and Link
added backgrounds that have nice scrolling! basically made it look good. also added text
I added an about me button, which is just a border with the rounded-full tag.
added back button with the fixed property, so it wouldn’t move even when you scroll down.
Ships:
I made a website showcasing all my 3d designs. The hard part was getting the font to work, it took me at least 20 minutes. I’m proud of the banner background, It looks exceptional. Its just a portfolio....
|
1792976098.997723
|
1793062498.997723
|
|
44587
|
The Special Buttons by @zakorm | Stardance
|
zakorm
|
0
|
0.0
|
0
|
[]
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[]
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Title: The Special Buttons by @zakorm | Stardance
|
1792590790.3044982
|
1793195590.3044982
|
|
44588
|
AI me by @zakorm | Stardance
|
zakorm
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T03:35:58Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a very basic bot because I couldn’t find any documentation. I also had to make it on another branch because the main one had some issues with overriding files or something, I don’t know, I tried all I could.", "repo": "https://github.com/zakorm/slack-first/blob/actual-one/", "demo": "https://app.slack.com/"}]...
|
[{"post_id": 42016, "ts": "202 [{"post_id": 42016, "ts": "2026-08-06T15:44:20Z", "hours": 0.4283, "text": "I only wrote 3 commands, the rest was fighting with github and ssh keys and branches and random stuff help meeeeeeee"}]...
|
Title: AI me by @zakorm | Stardance
Devlogs:
I on Title: AI me by @zakorm | Stardance
Devlogs:
I only wrote 3 commands, the rest was fighting with github and ssh keys and branches and random stuff help meeeeeeee
Ships:
I made a very basic bot because I couldn’t find any documentation. I also had to make it on another branch because the main one had some issues with overriding files or something, I don’t know, I tried all I could....
|
1792979628.1693113
|
1793066028.1693113
|
|
45038
|
seating plan mapper by @zakorm | Stardance
|
zakorm
|
0
|
2.46
|
0
|
[]
|
[{"post_id": 44545, "ts": "202 [{"post_id": 44545, "ts": "2026-08-10T11:40:11Z", "hours": 1.0631, "text": "login works finally. once again hackatime not recording, but this time its because im on another computer."}, {"post_id": 43048, "ts": "2026-08-08T03:13:02Z", "hours": 0.4747, "text": "me when spending 3 hours trying to connect to mongo db and hackatime not logging it"}, {"post_id": 42577, "ts": "2026-08-07T12:18:45Z", "hours": 0.9175, "text": "A seating plan organizer! just started it, designed style, and added logins that don’t work YET but will work."}]...
|
Title: seating plan mapper by @zakorm | Stardance
Title: seating plan mapper by @zakorm | Stardance
Devlogs:
A seating plan organizer! just started it, designed style, and added logins that don’t work YET but will work.
me when spending 3 hours trying to connect to mongo db and hackatime not logging it
login works finally. once again hackatime not recording, but this time its because im on another computer....
|
1792608721.0507092
|
1793213521.0507092
|
|
17700
|
FlashPoint by @zakkbob | Stardance
|
zakkbob
|
0
|
34.95
|
0
|
[]
|
[{"post_id": 24285, "ts": "202 [{"post_id": 24285, "ts": "2026-07-07T19:05:09Z", "hours": 6.2364, "text": "Split app into distinct parts I have split the app into four parts - decks, review, sync, settings. Decks Currently just shows an ‘open’ button to review cards. Will eventually show a navigable deck tree. Review For reviewing due cards. Sync Syncs with Anki desktop. Settings Settings and stuff… (haven’t decided yet)"}, {"post_id": 18401, "ts": "2026-06-29T15:17:52Z", "hours": 0.9689, "text": "Basic anki sync achieved! Cards are now downloaded from Anki on my laptop when the app is opened and loaded into memory for review. How I achieved this I am running an anki plugin on my laptop called anki-connect which provides a REST API for interacting with cards, decks, notes etc… The process looks like this: Retrieve deck names For each deck, retrieve card IDs Retrieve each card by ID Attached is a video showing 3 cards being synced. Issues to be addressed in future Each card is retrieved with an independent API request even though its possible to retrieve them in bulk Why: My current implementation loads the entire response body into memory at once then deserialises it. Each card in the response is roughly 1KB, so loading many at once would require more memory than the ESP32 has. Fix: Implement a streaming approach instead where cards are saved to the SD card as they are received, reducing memory usage. Cards are lost when the app is exited Why: I wanted a quick CardStore implementation to test the sync with so cards are only stored in memory. Fix: Implement a CardStore which saves them to the SD Card"}, {"post_id": 18312, "ts": "2026-06-29T12:47:23Z", "hours": 9.3814, "text": "Trying to get anki integration working Currently trying to get the XTeink to load cards from my laptop through the anki-connect plugin’s api. Here’s a screenshot of the log from it attempting to load the decks and cards. Sadly it crashed right after so I’m still working on that. After I get this working I can start working on storing the cards so they can be reviewed offline."}, {"post_id": 16422, "ts": "2026-06-26T18:32:47Z", "hours": 2.2381, "text": "Purged SQLite from the code and implemented an in-memory store instead I’ve made an interface called CardStore so I can implement multiple ways of storing cards. In future, I might use this to benchmark and compare different methods but for now I’m using an in-memory store so I can quickly test things out. I’ve made a plan for the persistent card storage, but I’ll get to that later. For now I’m going to work on the initial sync with Anki. This will be much easier than the partial sync (where cards have been added, edited, removed, and reviewed)."}, {"post_id": 15716, "ts": "2026-06-25T15:54:18Z", "hours": 0.8769, "text": "My 4 yr old brother helped design a new logo I was trying to design an icon for the flashcard app when he came over and asked if he could help. He says it’s a ‘super cool rocket block smiley face’."}, {"post_id": 15189, "ts": "2026-06-24T18:06:44Z", "hours": 10.0975, "text": "Went on a massive detour trying to get SQLite onto the ESP32 Anki allows you to export all your cards into a single .apkg file, which is essentially a zip file containing media files along with Anki’s SQLite database. I want it to be possible to import apkg files directly into flashpoint so I figured if I could get SQLite working on the XTeink X4 directly then this would be easy. Issue #1 - I have no idea what I’m doing I have never used PlatformIO before, so I wasn’t sure how to actually include libraries. Initially, I tried just adding #include <sqlite.h> where I needed it, but this failed to build so I installed SQLite onto my laptop which didn’t work either. I discovered that since the XTeink X4 uses an ESP32 I needed specific libraries for it — I found siara-cc/Sqlite3Esp32 and added it to the dependencies section in platformio.ini (PlatformIO’s config file). This brings us to Issue #2. Issue #2 - The ESP32 is so small! The ESP32 only has 16MiB of flash memory. This is enough to store around 48 novels, 4 photos, or 1/20th of a YouTube video*. This memory is typically used to store configuration, assets, and firmware. Here is the partition scheme used in CrossInk (the project I forked). # Name, Type, SubType, Offset, Size, Flags nvs, data, nvs, 0x9000, 0x5000, # 20KiB - For settings, like the WiFi password otadata, data, ota, 0xe000, 0x2000, # 8KiB - Tracks OTA update progress app0, app, ota_0, 0x10000, 0x640000, # 6.25MiB - First firmware partition app1, app, ota_1, 0x650000,0x640000, # 6.25MiB - Second firmware partition spiffs, data, spiffs, 0xc90000,0x360000, # 3.375MiB - Filesystem for assets, such as those in the webserver coredump, data, coredump,0xFF0000,0x10000, # 64KiB - Crash reports for debugging Overall, this reduces the space actually available for the firmware down to 6.25MiB. SQLite adds roughly 470KiB to the firmware image, bringing it beyond the 6.25MiB partition limit. To solve this I shrunk the spiffs partition, which allowed me to expand app0 and app1 to 7MiB and build an image with SQLite. However, I realised that I still couldn’t use SQLite yet. Issue #3 - SQLite doesn’t understand the filesystem I’m using Under many abstractions, it seems that CrossInk uses SdFat to manage the filesystem, rather than the simpler SD library. As I understand it, this means that files cannot be accessed using stdio.h commands like fopen() and instead must be accessed through the SdFat library. This means that for SQLite to work I would need to write a sort of ‘translation’ class which maps SQLite’s desired filesystem actions onto SdFat methods. This is called a VFS (Virtual File System), and looks very tedious to implement. In a last ditch effort, I tried to use the SD library and SdFat library simultaneously, which resulted in the whole device crashing whenever I opened my flashcards (pictured below) - this is not very useful. I’m sure I’m misunderstanding something and there’s probably an easier solution which works, but I’ve decided to try a different approach instead. A different Approach CrossInk already persists structured data in many places. For example, bookmarks appear to be stored in a binary file format using some sort of serialisation utility. I’ll look into this and probably implement my own storage solution which only stores the data I need rather than using an entire SQLite database. In hindsight, SQLite was probably the wrong decision, but it led me to better understand PlatformIO, ESP32 partition tables, and CrossInk’s storage architecture. Notes Rough calculations: 75,000 word novels, 4.7 characters per word, one-byte characters 4MiB photos 10-minute 720p video, which is around 332MB according to this website"}, {"post_id": 8291, "ts": "2026-06-13T19:44:07Z", "hours": 2.8533, "text": "Created a card review screen You can now review cards! Well, technically there’s only one to review, but it’s a great card."}, {"post_id": 8080, "ts": "2026-06-13T14:20:47Z", "hours": 1.2139, "text": "Implemented a placeholder screen The button now takes you somewhere, but nothing much happens yet."}, {"post_id": 8045, "ts": "2026-06-13T12:46:25Z", "hours": 1.0808, "text": "We have a menu button! I figured out how to add a button to the main menu (I designed a little icon for it too). Next, I’m going to make it do something. I’m new to embedded development so I’m still trying to get my head around the build process as well as how CrossPoint is structured"}]...
|
Title: FlashPoint by @zakkbob | Stardance
Devlogs Title: FlashPoint by @zakkbob | Stardance
Devlogs:
We have a menu button! I figured out how to add a button to the main menu (I designed a little icon for it too). Next, I’m going to make it do something. I’m new to embedded development so I’m still trying to get my head around the build process as well as how CrossPoint is structured
Implemented a placeholder screen The button now takes you somewhere, but nothing much happens yet.
Created a card review screen You can now review cards! Well, technically there’s only one to review, but it’s a great card.
Went on a massive detour trying to get SQLite onto the ESP32 Anki allows you to export all your cards into a single .apkg file, which is essentially a zip file containing media files along with Anki’s SQLite database. I want it to be possible to import apkg files directly into flashpoint so I figured if I could get SQLite working on the XTeink X4 directly then this would be easy. Issue #1 - I have no idea what I’m doing I have never used PlatformIO before, so I wasn’t sure how to actually include libraries. Initially, I tried just adding #include <sqlite.h> where I needed it, but this failed to build so I installed SQLite onto my laptop which didn’t work either. I discovered that since the XTeink X4 uses an ESP32 I needed specific libraries for it — I found siara-cc/Sqlite3Esp32 and added it to the dependencies section in platformio.ini (PlatformIO’s config file). This brings us to Issue #2. Issue #2 - The ESP32 is so small! The ESP32 only has 16MiB of flash memory. This is enough to store around 48 novels, 4 photos, or 1/20th of a YouTube video*. This memory is typically used to store configuration, assets, and firmware. Here is the partition scheme used in CrossInk (the project I forked). # Name, Type, SubType, Offset, Size, Flags nvs, data, nvs, 0x9000, 0x5000, # 20KiB - For settings, like the WiFi password otadata, data, ota, 0xe000, 0x2000, # 8KiB - Tracks OTA update progress app0, app, ota_0, 0x10000, 0x640000, # 6.25MiB - First firmware partition app1, app, ota_1, 0x650000,0x640000, # 6.25MiB - Second firmware partition spiffs, data, spiffs, 0xc90000,0x360000, # 3.375MiB - Filesystem for assets, such as those in the webserver coredump, data, coredump,0xFF0000,0x10000, # 64KiB - Crash reports for debugging Overall, this reduces the space actually available for the firmware down to 6.25MiB. SQLite adds roughly 470KiB to the firmware image, bringing it beyond the 6.25MiB partition limit. To solve this I shrunk the spiffs partition, which allowed me to expand app0 and app1 to 7MiB and build an image with SQLite. However, I realised that I still couldn’t use SQLite yet. Issue #3 - SQLite doesn’t understand the filesystem I’m using Under many abstractions, it seems that CrossInk uses SdFat to manage the filesystem, rather than the simpler SD library. As I understand it, this means that files cannot be accessed using stdio.h commands like fopen() and instead must be accessed through the SdFat library. This means that for SQLite to work I would need to write a sort of ‘translation’ class which maps SQLite’s desired filesystem actions onto SdFat methods. This is called a VFS (Virtual File System), and looks very tedious to implement. In a last ditch effort, I tried to use the SD library and SdFat library simultaneously, which resulted in the whole device crashing whenever I opened my flashcards (pictured below) - this is not very useful. I’m sure I’m misunderstanding something and there’s probably an easier solution which works, but I’ve decided to try a different approach instead. A different Approach CrossInk already persists structured data in many places. For example, bookmarks appear to be stored in a binary file format using some sort of serialisation utility. I’ll look into this and probably implement my own storage solution which only stores the data I need rather than using an entire SQLite database. In hindsight, SQLite was probably the wrong decision, but it led me to better understand PlatformIO, ESP32 partition tables, and CrossInk’s storage architecture. Notes Rough calculations: 75,000 word novels, 4.7 characters per word, one-byte characters 4MiB photos 10-minute 720p video, which is around 332MB according to this website
My 4 yr old brother helped design a new logo I was trying to design an icon for the flashcard app when he came over and asked if he could help. He says it’s a ‘super cool rocket block smiley face’.
Purged SQLite from the code and implemented an in-memory store instead I’ve made an interface called CardStore so I can implement multiple ways of storing cards. In future, I might use this to benchmark and compare different methods but for now I’m using an in-memory store so I can quickly test things out. I’ve made a plan for the persistent card storage, but I’ll get to that later. For now I’m going to work on the initial sync with Anki. This will be much easier than the partial sync (where cards have been added, edited, removed, and reviewed).
Trying to get anki integration working Currently trying to get the XTeink to load cards from my laptop through the anki-connect plugin’s api. Here’s a screenshot of the log from it attempting to load the decks and cards. Sadly it crashed right after so I’m still working on that. After I get this working I can start working on storing the cards so they can be reviewed offline.
Basic anki sync achieved! Cards are now downloaded from Anki on my laptop when the app is opened and loaded into memory for review. How I achieved this I am running an anki plugin on my laptop called anki-connect which provides a REST API for interacting with cards, decks, notes etc… The process looks like this: Retrieve deck names For each deck, retrieve card IDs Retrieve each card by ID Attached is a video showing 3 cards being synced. Issues to be addressed in future Each card is retrieved with an independent API request even though its possible to retrieve them in bulk Why: My current implementation loads the entire response body into memory at once then deserialises it. Each card in the response is roughly 1KB, so loading many at once would require more memory than the ESP32 has. Fix: Implement a streaming approach instead where cards are saved to the SD card as they are received, reducing memory usage. Cards are lost when the app is exited Why: I wanted a quick CardStore implementation to test the sync with so cards are only stored in memory. Fix: Implement a CardStore which saves them to the SD Card
Split app into distinct parts I have split the app into four parts - decks, review, sync, settings. Decks Currently just shows an ‘open’ button to review cards. Will eventually show a navigable deck tree. Review For reviewing due cards. Sync Syncs with Anki desktop. Settings Settings and stuff… (haven’t decided yet)...
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1792795763.6197088
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1793400563.6197088
|
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31270
|
My first slack bot! by @zakirjanovamadina2012 | St My first slack bot! by @zakirjanovamadina2012 | Stardance...
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zakirjanovamadina2012
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @zakirjanovamadina20 Title: My first slack bot! by @zakirjanovamadina2012 | Stardance...
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1792774458.9677055
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1793379258.9677055
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58582
|
My own site! by @zakir_14 | Stardance
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zakir_14
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @zakir_14 | Stardance
|
1792756528.4359958
|
1793361328.4359958
|
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7996
|
Basic C++ by @zakiirfan913 | Stardance
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zakiirfan913
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0
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0.0
|
0
|
[]
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[]
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Title: Basic C++ by @zakiirfan913 | Stardance
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1792680738.7172382
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1793285538.7172382
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2766
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CNC drawing machine by @zakihas | Stardance
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zakihas
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0
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0.0
|
0
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[]
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[]
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Title: CNC drawing machine by @zakihas | Stardance
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1792554779.5372608
|
1793159579.5372608
|
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6706
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Aetherfront Terra Wars by @zakihas | Stardance
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zakihas
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0
|
0.0
|
0
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[]
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[]
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Title: Aetherfront Terra Wars by @zakihas | Starda Title: Aetherfront Terra Wars by @zakihas | Stardance...
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1792648432.1132922
|
1793253232.1132922
|
|
19552
|
Nasi by @zaki237 | Stardance
|
zaki237
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Nasi by @zaki237 | Stardance
|
1792619698.8328485
|
1793224498.8328485
|
|
49606
|
Frictionless by @zakaria_hajsghaier | Stardance
|
zakaria_hajsghaier
|
0
|
0.0
|
0
|
[]
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[]
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Title: Frictionless by @zakaria_hajsghaier | Stard Title: Frictionless by @zakaria_hajsghaier | Stardance...
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1792598104.2936919
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1793202904.2936919
|
|
18267
|
My very own WebOS by @zak_books1 | Stardance
|
zak_books1
|
1
|
2.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T18:03:20Z", "hours": 2.0, "multiplier": 1.64, "payout": 3, "blessing": "neutral", "text": "i made a os that can be run in the web", "repo": "https://github.com/zakbooks1/QWERTY-OS", "demo": "https://qwerty-os.vercel.app/"}]...
|
[{"post_id": 9342, "ts": "2026 [{"post_id": 9342, "ts": "2026-06-15T17:54:03Z", "hours": 0.4083, "text": "I’m finally done"}, {"post_id": 8926, "ts": "2026-06-14T20:55:47Z", "hours": 0.7894, "text": "changed the style from mac to windows xp"}, {"post_id": 8850, "ts": "2026-06-14T18:35:34Z", "hours": 0.8056, "text": "just got a start screen up"}]...
|
Title: My very own WebOS by @zak_books1 | Stardanc Title: My very own WebOS by @zak_books1 | Stardance
Devlogs:
just got a start screen up
changed the style from mac to windows xp
I’m finally done
Ships:
i made a os that can be run in the web...
|
1793000936.4571605
|
1793087336.4571605
|
|
19320
|
My awesome macropad! by @zak_books1 | Stardance
|
zak_books1
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T01:33:22Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A custom four-key macro pad built with KiCad, QMK firmware, and a 3D-printed case for fast, reliable controls.", "repo": "https://github.com/zakbooks1/TuffPad", "demo": ""}]...
|
[{"post_id": 9637, "ts": "2026 [{"post_id": 9637, "ts": "2026-06-16T01:25:30Z", "hours": 2.835, "text": "finaly done lets go"}, {"post_id": 9429, "ts": "2026-06-15T19:50:00Z", "hours": 0.5417, "text": "about to 3d model the case for it"}]...
|
Title: My awesome macropad! by @zak_books1 | Stard Title: My awesome macropad! by @zak_books1 | Stardance
Devlogs:
about to 3d model the case for it
finaly done lets go
Ships:
A custom four-key macro pad built with KiCad, QMK firmware, and a 3D-printed case for fast, reliable controls....
|
1792979540.6697826
|
1793065940.6697826
|
|
32887
|
My own site! by @zak_books1 | Stardance
|
zak_books1
|
0
|
0.8
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0
|
[]
|
[{"post_id": 27219, "ts": "202 [{"post_id": 27219, "ts": "2026-07-12T16:24:45Z", "hours": 0.8039, "text": "new log just got added"}]...
|
Title: My own site! by @zak_books1 | Stardance
De Title: My own site! by @zak_books1 | Stardance
Devlogs:
new log just got added...
|
1792781549.072115
|
1793386349.072115
|
|
34073
|
WarioWare Game by @zak_books1 | Stardance
|
zak_books1
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @zak_books1 | Stardance
|
1792511283.4227908
|
1793116083.4227908
|
|
35614
|
My own site! by @zak_5168 | Stardance
|
zak_5168
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @zak_5168 | Stardance
|
1792597890.2139242
|
1793202690.2139242
|
|
67187
|
My awesome macropad! by @zak134789 | Stardance
|
zak134789
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @zak134789 | Starda Title: My awesome macropad! by @zak134789 | Stardance...
|
1792464691.918363
|
1793069491.918363
|
|
36921
|
Frictionless by @zajibadawla_ali12 | Stardance
|
zajibadawla_ali12
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @zajibadawla_ali12 | Starda Title: Frictionless by @zajibadawla_ali12 | Stardance...
|
1792684208.479017
|
1793289008.479017
|
|
41980
|
My very own WebOS by @zajibadawla_ali12 | Stardanc My very own WebOS by @zajibadawla_ali12 | Stardance...
|
zajibadawla_ali12
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @zajibadawla_ali12 | S Title: My very own WebOS by @zajibadawla_ali12 | Stardance...
|
1792493256.285916
|
1793098056.285916
|
|
67271
|
My own site! by @zairjohnson627 | Stardance
|
zairjohnson627
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @zairjohnson627 | Stardance
|
1792464756.4491017
|
1793069556.4491017
|
|
15738
|
My very own WebOS by @zainvirji09 | Stardance
|
zainvirji09
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @zainvirji09 | Stardan Title: My very own WebOS by @zainvirji09 | Stardance...
|
1792655369.975903
|
1793260169.975903
|
|
61756
|
A fun game by @zainstorm | Stardance
|
zainstorm
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A fun game by @zainstorm | Stardance
|
1792432389.66727
|
1793037189.66727
|