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72245
|
My own site! by @tmsozeri | Stardance
|
tmsozeri
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @tmsozeri | Stardance
|
1793432838.1878204
|
1794037638.1878204
|
|
11592
|
My awesome macropad! by @tmrx | Stardance
|
tmrx
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @tmrx | Stardance
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1793318228.3163946
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1793923028.3163946
|
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32785
|
Machine Learning Model to Predict Late ADHD by @tm Machine Learning Model to Predict Late ADHD by @tmi_net | Stardance...
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tmi_net
|
0
|
5.18
|
0
|
[]
|
[{"post_id": 24969, "ts": "202 [{"post_id": 24969, "ts": "2026-07-08T21:11:46Z", "hours": 5.1772, "text": "Today I compared xgboost and randomforest in creating a model that predicts if a kid will be diagnosed late or early with adhd. The threashold is the top 25% of National Survey of Childrens Health kids with ADHD so “late” is considered after 9 years old. As someone who has been diagnosed with adhd “late” (at 14) this project means a lot to me. I currently have 17 factors and my accuracy is bad lol. However this is expected because I am in the beginning stages of my project. I hope to make this information available to adults and those willing to learn more through a website."}]...
|
Title: Machine Learning Model to Predict Late ADHD Title: Machine Learning Model to Predict Late ADHD by @tmi_net | Stardance
Devlogs:
Today I compared xgboost and randomforest in creating a model that predicts if a kid will be diagnosed late or early with adhd. The threashold is the top 25% of National Survey of Childrens Health kids with ADHD so “late” is considered after 9 years old. As someone who has been diagnosed with adhd “late” (at 14) this project means a lot to me. I currently have 17 factors and my accuracy is bad lol. However this is expected because I am in the beginning stages of my project. I hope to make this information available to adults and those willing to learn more through a website....
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1793432896.802755
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1794037696.802755
|
|
36234
|
name...soon by @tmi_net | Stardance
|
tmi_net
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0
|
0.0
|
0
|
[]
|
[]
|
Title: name...soon by @tmi_net | Stardance
|
1793400763.8944561
|
1794005563.8944561
|
|
36235
|
DebateMate by @tmi_net | Stardance
|
tmi_net
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: DebateMate by @tmi_net | Stardance
|
1793443909.2817712
|
1794048709.2817712
|
|
36236
|
tmi.net by @tmi_net | Stardance
|
tmi_net
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: tmi.net by @tmi_net | Stardance
|
1793425966.3952353
|
1794030766.3952353
|
|
36237
|
TV mode for windows by @tmi_net | Stardance
|
tmi_net
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: TV mode for windows by @tmi_net | Stardance
|
1793202927.9756458
|
1793807727.9756458
|
|
55259
|
Flight simualtor by @tmbernstein | Stardance
|
tmbernstein
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Flight simualtor by @tmbernstein | Stardanc Title: Flight simualtor by @tmbernstein | Stardance...
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1792918058.7777731
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1793782058.7777731
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|
56032
|
My coding pad by @tmbernstein | Stardance
|
tmbernstein
|
0
|
4.92
|
0
|
[]
|
[{"post_id": 58556, "ts": "202 [{"post_id": 58556, "ts": "2026-08-31T00:19:47Z", "hours": 1.4167, "text": "I added PCB to guarantee correct sizing and I made holes added DevDeck text and added to"}, {"post_id": 58316, "ts": "2026-08-30T18:11:36Z", "hours": 1.1167, "text": "Onshape"}, {"post_id": 57772, "ts": "2026-08-30T01:59:03Z", "hours": 2.3833, "text": "Creating KiCad and 3d Files on onshape"}]...
|
Title: My coding pad by @tmbernstein | Stardance
Title: My coding pad by @tmbernstein | Stardance
Devlogs:
Creating KiCad and 3d Files on onshape
Onshape
I added PCB to guarantee correct sizing and I made holes added DevDeck text and added to...
|
1793361244.4371817
|
1793966044.4371817
|
|
36610
|
Frictionless by @tm0448282 | Stardance
|
tm0448282
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @tm0448282 | Stardance
|
1793505302.3442802
|
1794110102.3442802
|
|
5694
|
My awesome macropad! by @tlwbr07 | Stardance
|
tlwbr07
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @tlwbr07 | Stardanc Title: My awesome macropad! by @tlwbr07 | Stardance...
|
1793447565.8954856
|
1794052365.8954856
|
|
19276
|
My very own WebOS by @tliltocatl | Stardance
|
tliltocatl
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @tliltocatl | Stardanc Title: My very own WebOS by @tliltocatl | Stardance...
|
1793476598.1425056
|
1794081398.1425056
|
|
30785
|
music player by @tliltocatl | Stardance
|
tliltocatl
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: music player by @tliltocatl | Stardance
|
1793339326.7811635
|
1793944126.7811635
|
|
10616
|
retro video game by @tlevi | Stardance
|
tlevi
|
1
|
3.0
|
5
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T18:20:19Z", "hours": 3.0, "multiplier": 1.47, "payout": 5, "blessing": "neutral", "text": "I created a simple browser-based runner game using HTML, CSS, and JavaScript where players use the arrow keys to dodge obstacles, earn points, and try to beat their high score. One of the most challenging parts was handling smooth player movement, obstacle spawning, collision detection, and score tracking while keeping the gameplay enjoyable. I’m especially proud of building a complete playable game from scratch with clean controls and a black and white design that runs directly in the browser. When trying it, you should know that timing and quick reactions are key! Good luck and enjoy :) I hope you like it!", "repo": "https://github.com/TLevi74/retrbw", "demo": "https://tlevi74.github.io/retrbw/"}]...
|
[{"post_id": 5036, "ts": "2026 [{"post_id": 5036, "ts": "2026-06-08T18:11:40Z", "hours": 2.8703, "text": "Project done! A simple flappy bird style video game!"}, {"post_id": 4091, "ts": "2026-06-07T09:00:58Z", "hours": 0.2753, "text": "Started working on a retro game"}]...
|
Title: retro video game by @tlevi | Stardance
Dev Title: retro video game by @tlevi | Stardance
Devlogs:
Started working on a retro game
Project done! A simple flappy bird style video game!
Ships:
I created a simple browser-based runner game using HTML, CSS, and JavaScript where players use the arrow keys to dodge obstacles, earn points, and try to beat their high score. One of the most challenging parts was handling smooth player movement, obstacle spawning, collision detection, and score tracking while keeping the gameplay enjoyable. I’m especially proud of building a complete playable game from scratch with clean controls and a black and white design that runs directly in the browser. When trying it, you should know that timing and quick reactions are key! Good luck and enjoy :) I hope you like it!...
|
1793461738.3249407
|
1793548138.3249407
|
|
14069
|
My very own WebOS by @tlevi | Stardance
|
tlevi
|
2
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T14:12:08Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finished my WebOS 2 mission. I added the following three features: A button that changes the background color randomly. A Terminal window. A Random Number Generator window with a Generate button. All three features are working successfully and have been integrated into the WebOS2 interface.", "repo": "https://github.com/TLevi74/webos", "demo": "https://tlevi74.github.io/webos/"}, {"ship_num": 2, "ts": "2026-06-15T20:44:02Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My Submission for the WebOS mission. This project was built with HTML, CSS, and JavaScript that mimics a desktop operating system. It features interactive windows for different sections: links, search tool, notes app, and an embedded YouTube video player. You can close the tabs, move them around, or minimize them by clicking on the tab names in the top left corner. Enjoy!", "repo": "https://github.com/TLevi74/webos", "demo": "https://tlevi74.github.io/webos/"}]...
|
[{"post_id": 15672, "ts": "202 [{"post_id": 15672, "ts": "2026-06-25T14:10:11Z", "hours": 0.5075, "text": "Added the last feature, which is a random number generator “app”. The project is finished, and ready for submission."}, {"post_id": 15651, "ts": "2026-06-25T13:31:48Z", "hours": 0.2636, "text": "I added a terminal window. You can type help for available commands. I will add one more final feature."}, {"post_id": 15644, "ts": "2026-06-25T13:16:03Z", "hours": 0.3214, "text": "I started working on the WebOS 2 Mission. I added a Change Background button, which changes the background color randomly. I also made some improvements to some of the movable windows. I will add 2 more new features"}, {"post_id": 5691, "ts": "2026-06-09T16:05:37Z", "hours": 1.4956, "text": "Devlog 3 & Final: The project is done! Improved draggable window system with better focus and z-index handling. Added 2 more windows with an extra functionality as stated in the guide. Finished the UI."}, {"post_id": 5620, "ts": "2026-06-09T14:26:37Z", "hours": 1.1275, "text": "Following up on the desktop layout in WebOS, I’ve added real interactivity to my project. Windows are now fully draggable across the screen, and the red close buttons successfully close them. With three apps completely done, the core window management works. Next up, I’ll be making some more apps!"}, {"post_id": 5546, "ts": "2026-06-09T11:15:34Z", "hours": 1.5558, "text": "Started the project today. Got the basic structure down — a desktop div, a window div, and a title bar. Wrote my first bit of CSS to make it sit in the middle of the screen. Then the fun part: making it actually drag. The first attempt sent the window flying off the screen immediately. Fixed that, and suddenly it was working. One moveable window. That’s it. I will add more features!"}]...
|
Title: My very own WebOS by @tlevi | Stardance
De Title: My very own WebOS by @tlevi | Stardance
Devlogs:
Started the project today. Got the basic structure down — a desktop div, a window div, and a title bar. Wrote my first bit of CSS to make it sit in the middle of the screen. Then the fun part: making it actually drag. The first attempt sent the window flying off the screen immediately. Fixed that, and suddenly it was working. One moveable window. That’s it. I will add more features!
Following up on the desktop layout in WebOS, I’ve added real interactivity to my project. Windows are now fully draggable across the screen, and the red close buttons successfully close them. With three apps completely done, the core window management works. Next up, I’ll be making some more apps!
Devlog 3 & Final: The project is done! Improved draggable window system with better focus and z-index handling. Added 2 more windows with an extra functionality as stated in the guide. Finished the UI.
I started working on the WebOS 2 Mission. I added a Change Background button, which changes the background color randomly. I also made some improvements to some of the movable windows. I will add 2 more new features
I added a terminal window. You can type help for available commands. I will add one more final feature.
Added the last feature, which is a random number generator “app”. The project is finished, and ready for submission.
Ships:
My Submission for the WebOS mission. This project was built with HTML, CSS, and JavaScript that mimics a desktop operating system. It features interactive windows for different sections: links, search tool, notes app, and an embedded YouTube video player. You can close the tabs, move them around, or minimize them by clicking on the tab names in the top left corner. Enjoy!
I finished my WebOS 2 mission. I added the following three features: A button that changes the background color randomly. A Terminal window. A Random Number Generator window with a Generate button. All three features are working successfully and have been integrated into the WebOS2 interface....
|
1793512083.0423262
|
1793598483.0423262
|
|
31277
|
my APOD site by @tlevi | Stardance
|
tlevi
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T20:32:19Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "NASA APOD is a web app built with HTML, CSS, and JavaScript that uses NASA’s public APOD API to show the daily image of nasa. It features a custom space-themed interface with a starry background, smooth animations, a refresh button, and error handling.", "repo": "https://github.com/TLevi74/nasatest/", "demo": "https://tlevi74.github.io/nasatest"}]...
|
[{"post_id": 23462, "ts": "202 [{"post_id": 23462, "ts": "2026-07-06T13:31:22Z", "hours": 0.3933, "text": "In this update, I focused on improving the visual design of the project and making the website feel more polished. I added custom fonts to give the site a more futuristic look and added several animations, including fade-in effects, image transitions, and hover animations. I also added the footer and a link to my GitHub profile. And I think the project is done!"}, {"post_id": 23443, "ts": "2026-07-06T13:00:35Z", "hours": 0.7433, "text": "Update: I mainly focused on improving the styling and overall feel of the project. The interface now looks more polished, with better spacing, shadows, and an effect that makes the content stand out more clearly against the animated star background.I also improved the refresh button so it properly re-triggers the API request and shows the loading state again. On top of that, I added an error handling so the app now displays a message. Overall, the project now feels visually refined. Up next is adding a footer, and animations (probably some fonts too)."}, {"post_id": 23433, "ts": "2026-07-06T12:12:26Z", "hours": 1.1017, "text": "I started working on this mission: The main functionality of the site is fetching real-time data from NASA’s API and displaying it. Each day, the site automatically loads the space image along with its title and a detailed explanation written. The JavaScript handles async API requests using fetch(), processes the response, and updates. It also includes basic error handling for failed requests (need to fix it next) and a loading state so users know when data is loading. UI: I designed a custom UI. A refresh button was added so users can manually load the latest APOD data. Up next Next step is creating the styling adding animations, and polishing the layout to make it feel more like a dashboard."}]...
|
Title: my APOD site by @tlevi | Stardance
Devlogs Title: my APOD site by @tlevi | Stardance
Devlogs:
I started working on this mission: The main functionality of the site is fetching real-time data from NASA’s API and displaying it. Each day, the site automatically loads the space image along with its title and a detailed explanation written. The JavaScript handles async API requests using fetch(), processes the response, and updates. It also includes basic error handling for failed requests (need to fix it next) and a loading state so users know when data is loading. UI: I designed a custom UI. A refresh button was added so users can manually load the latest APOD data. Up next Next step is creating the styling adding animations, and polishing the layout to make it feel more like a dashboard.
Update: I mainly focused on improving the styling and overall feel of the project. The interface now looks more polished, with better spacing, shadows, and an effect that makes the content stand out more clearly against the animated star background.I also improved the refresh button so it properly re-triggers the API request and shows the loading state again. On top of that, I added an error handling so the app now displays a message. Overall, the project now feels visually refined. Up next is adding a footer, and animations (probably some fonts too).
In this update, I focused on improving the visual design of the project and making the website feel more polished. I added custom fonts to give the site a more futuristic look and added several animations, including fade-in effects, image transitions, and hover animations. I also added the footer and a link to my GitHub profile. And I think the project is done!
Ships:
NASA APOD is a web app built with HTML, CSS, and JavaScript that uses NASA’s public APOD API to show the daily image of nasa. It features a custom space-themed interface with a starry background, smooth animations, a refresh button, and error handling....
|
1793469332.6749117
|
1793555732.6749117
|
|
32564
|
Orbitune by @tlevi | Stardance
|
tlevi
|
1
|
15.0
|
257
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T11:19:28Z", "hours": 15.0, "multiplier": 17.35, "payout": 257, "blessing": "neutral", "text": "Orbitune turns gravity into music. Click to create a star, and a body begins orbiting it. Each completed orbit plays a note — the star’s position sets the pitch. Add and move stars to conduct a solar system that composes in real time!", "repo": "https://github.com/TLevi74/orbitune", "demo": "https://tlevi74.github.io/orbitune"}]...
|
[{"post_id": 25875, "ts": "202 [{"post_id": 25875, "ts": "2026-07-10T11:16:58Z", "hours": 1.1306, "text": "Phase 4: It’s Done! (Animations, Bug Fixes, & README) What I Added: Orbitune is officially complete! I focused on adding extra visuals whenever sounds play, removing the last bugs, cleaning up the UI, and writing the readme documentation. How I Coded It: Sound Animations: I thought just having a basic ring was kind of boring, so I added more animations to the canvas. Now, whenever a planet finishes an orbit and plays a note, a wave expands. And I now spawn some extra glowing trails. No More Prespawned Stars Bug: There was a bug where stars would automatically spawn in right when the page loaded. Now the sky start totally empty and clean, waiting for your first tap. Toolbar Layout Fix: On smaller screens or when the browser window was resized, the text labels under the bottom buttons were clipping out of their borders. I adjusted the absolute positioning and added a few fixes. Now the text wraps and shrinks perfectly. Documentation: I wrote a detailed README.md file. It lists out all the features, explains how the gravitational integration works, documents. The project is completely finished, running, and looks amazing!"}, {"post_id": 25353, "ts": "2026-07-09T16:19:40Z", "hours": 6.0814, "text": "Phase 3: Space FX, The Gravity Grid, & Adding Sound (Web Audio API) What I Added: The canvas looked super basic with just plain circles, so I spent this phase making it look like an actual sandbox. Plus, I finally hooked up the Web Audio API so the simulation isn’t completely silent and can actually play music based on the orbits! How I Coded It: The Synthesizer & Scales: I set up a pentatonic scale array based around a 220Hz note. I coded it so that whenever a star is placed, its base pitch is determined by how high up it is on the screen (the Y-axis). For the actual sound, I combined a sine wave and a triangle wave and gave them a quick exponential volume drop so they fade out smoothly. Making It Play: I didn’t want sounds firing constantly, so I wrote code to track the planet’s angle relative to the star it’s orbiting. Every single frame, it calculates the change in angle and if it moved a full rotation it triggers a tone. I also used the planet’s X-position to adjust the stereos so you can hear the note move left or right in your headphone depending on where the orbit finished. Visual Polish: Along with the music shockwaves, I added a background with floating clouds and random stars so the screen has depth. I also coded a particle system from scratch so you get an awesome burst of sparks whenever a planet crashes into a star. Now I need to polish everything, add animations, and the project is ready for shipping!"}, {"post_id": 24761, "ts": "2026-07-08T15:26:53Z", "hours": 3.7217, "text": "The Gravity Grid, Way More Orbits, & Bottom Buttons What I Added: I wanted to make the physics actually look cool, so I coded a visible gravity grid that connects the stars. I also upgraded the code to support multiple orbits at the same time and added a bottom control toolbar so you don’t have to reload the page to change settings. How I Coded It: The Spacetime Grid: I wrote a function that loops through rows on the canvas. For every single point, it checks how far away it is from each star and calculates a vector to pull the grid line closer to the mass. It looks sick because the lines warp around the stars. Upgraded Physics: I rewrote the integration loop so it can handle a ton of planets and multiple stars all pulling on each other at once. It figures out which star has the strongest gravitational pull on a planet and tracks its angle around it to reset and handle smooth transitions if it gets yanked away by a bigger star. Bottom Toolbar: I put together a HTML/CSS toolbar at the bottom. I coded buttons to toggle the grid on/off and turn on light trails (trailsEnabled) so the planets leave glowing streaks behind them as they fly around. Up Next: Music FINALLY!"}, {"post_id": 24645, "ts": "2026-07-08T11:24:53Z", "hours": 3.9019, "text": "Building Orbitune What is Orbitune? Orbitune is a browser based musical instrument that uses a 2D orbital physics engine to translate the gravitational interactions into real-time ambient music. Phase 1: Core Orbital Physics & Canvas Setup I started working on the project: I created the HTML Canvas environment handling responsive viewport scaling. Built a 2D Euler integration loop to run the orbital physics engine. Core Logic: Implemented Newton’s law of universal gravitation with a distance softening factor to prevent infinite forces during tight encounters. Defined the parent attractors (suns) and orbiting particles (planets), coding a collision system where planets merge into suns to dynamically increase their mass and physical radius over time."}]...
|
Title: Orbitune by @tlevi | Stardance
Devlogs:
Bu Title: Orbitune by @tlevi | Stardance
Devlogs:
Building Orbitune What is Orbitune? Orbitune is a browser based musical instrument that uses a 2D orbital physics engine to translate the gravitational interactions into real-time ambient music. Phase 1: Core Orbital Physics & Canvas Setup I started working on the project: I created the HTML Canvas environment handling responsive viewport scaling. Built a 2D Euler integration loop to run the orbital physics engine. Core Logic: Implemented Newton’s law of universal gravitation with a distance softening factor to prevent infinite forces during tight encounters. Defined the parent attractors (suns) and orbiting particles (planets), coding a collision system where planets merge into suns to dynamically increase their mass and physical radius over time.
The Gravity Grid, Way More Orbits, & Bottom Buttons What I Added: I wanted to make the physics actually look cool, so I coded a visible gravity grid that connects the stars. I also upgraded the code to support multiple orbits at the same time and added a bottom control toolbar so you don’t have to reload the page to change settings. How I Coded It: The Spacetime Grid: I wrote a function that loops through rows on the canvas. For every single point, it checks how far away it is from each star and calculates a vector to pull the grid line closer to the mass. It looks sick because the lines warp around the stars. Upgraded Physics: I rewrote the integration loop so it can handle a ton of planets and multiple stars all pulling on each other at once. It figures out which star has the strongest gravitational pull on a planet and tracks its angle around it to reset and handle smooth transitions if it gets yanked away by a bigger star. Bottom Toolbar: I put together a HTML/CSS toolbar at the bottom. I coded buttons to toggle the grid on/off and turn on light trails (trailsEnabled) so the planets leave glowing streaks behind them as they fly around. Up Next: Music FINALLY!
Phase 3: Space FX, The Gravity Grid, & Adding Sound (Web Audio API) What I Added: The canvas looked super basic with just plain circles, so I spent this phase making it look like an actual sandbox. Plus, I finally hooked up the Web Audio API so the simulation isn’t completely silent and can actually play music based on the orbits! How I Coded It: The Synthesizer & Scales: I set up a pentatonic scale array based around a 220Hz note. I coded it so that whenever a star is placed, its base pitch is determined by how high up it is on the screen (the Y-axis). For the actual sound, I combined a sine wave and a triangle wave and gave them a quick exponential volume drop so they fade out smoothly. Making It Play: I didn’t want sounds firing constantly, so I wrote code to track the planet’s angle relative to the star it’s orbiting. Every single frame, it calculates the change in angle and if it moved a full rotation it triggers a tone. I also used the planet’s X-position to adjust the stereos so you can hear the note move left or right in your headphone depending on where the orbit finished. Visual Polish: Along with the music shockwaves, I added a background with floating clouds and random stars so the screen has depth. I also coded a particle system from scratch so you get an awesome burst of sparks whenever a planet crashes into a star. Now I need to polish everything, add animations, and the project is ready for shipping!
Phase 4: It’s Done! (Animations, Bug Fixes, & README) What I Added: Orbitune is officially complete! I focused on adding extra visuals whenever sounds play, removing the last bugs, cleaning up the UI, and writing the readme documentation. How I Coded It: Sound Animations: I thought just having a basic ring was kind of boring, so I added more animations to the canvas. Now, whenever a planet finishes an orbit and plays a note, a wave expands. And I now spawn some extra glowing trails. No More Prespawned Stars Bug: There was a bug where stars would automatically spawn in right when the page loaded. Now the sky start totally empty and clean, waiting for your first tap. Toolbar Layout Fix: On smaller screens or when the browser window was resized, the text labels under the bottom buttons were clipping out of their borders. I adjusted the absolute positioning and added a few fixes. Now the text wraps and shrinks perfectly. Documentation: I wrote a detailed README.md file. It lists out all the features, explains how the gravitational integration works, documents. The project is completely finished, running, and looks amazing!
Ships:
Orbitune turns gravity into music. Click to create a star, and a body begins orbiting it. Each completed orbit plays a note — the star’s position sets the pitch. Add and move stars to conduct a solar system that composes in real time!...
|
1793494619.9774323
|
1793581019.9774323
|
|
46368
|
Timeguessr by @tlevi | Stardance
|
tlevi
|
1
|
4.0
|
47
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T14:32:38Z", "hours": 4.0, "multiplier": 12.58, "payout": 47, "blessing": "neutral", "text": "My project is a simple guessing game where you choose which of the two world events happened first in time. There are 200 events from 1976 to 2026, and the game keeps track of your score and percentage. The most challenging part was getting the JavaScript to randomly choose events (and to not choose the same two). I’m proud that I managed to make the whole game work from scratch and only used ai for research only. Have fun playing! :)", "repo": "https://github.com/TLevi74/timeguessr", "demo": "https://tlevi74.github.io/timeguessr"}]...
|
[{"post_id": 45178, "ts": "202 [{"post_id": 45178, "ts": "2026-08-11T14:29:56Z", "hours": 0.6231, "text": "Devlog 5 — Final Styling and README I finished the project by working on the style.css and making the website look cleaner. I added more styling to the buttons, headings, layout and overall page. I also created a README.md file explaining what the project is, how to use it and what technologies I used. The main game is now finished and everything works! Have fun playing! :)"}, {"post_id": 45153, "ts": "2026-08-11T13:45:59Z", "hours": 0.4131, "text": "Devlog 4 — Scoring and Fixes I added the scoring system and some headers to make the website clearer. I also went through the events and fixed some that had dates in their titles (so it would be very easy to guess them). The score now updates properly after each guess, showing the number of correct answers and the percentage. Now I will work on style.css"}, {"post_id": 45140, "ts": "2026-08-11T13:15:45Z", "hours": 0.6486, "text": "Devlog 3 — Making the Game Work Today I made the game actually playable. You can now click one of the two events to guess which one happened first. The game checks the dates and tells you if your answer was correct. I also added a Next button, so after making a guess you can move on to the next question instead of having to refresh the page. It appears after you guessed, then disappears when pressed. Up next: Add the score that updates after each guess, showing how many you got right out of the total and your percentage."}, {"post_id": 44605, "ts": "2026-08-10T14:16:52Z", "hours": 0.4794, "text": "Devlog 2 — Making the options I started building the actual webpage using HTML. I added two buttons where the random events will appear. I added the list of 200 events and made the game randomly choose two of them. I made sure that it doesn’t choose the exact same event twice. I also added two images (one for each option) which are randomly generated. I’m keeping the HTML quite basic because there isn’t really a need for anything complicated in this project."}, {"post_id": 44592, "ts": "2026-08-10T13:41:32Z", "hours": 1.5769, "text": "Devlog 1 — JSON Today I started planning my website project. Funny, because I started working on something else, but I got this idea and throw that project away to start working on this: I decided to make a game where the player gets two random world events and has to guess which one happened first. I made 200 events in total (json), ranging from 1976 to 2026. Each event has a name and a year, and an image query. I want to keep the website really simple, so there won’t be a menu or loads of different pages. It will basically just have the two event buttons, two images, the result, and the score. I’m using HTML for the structure, CSS for the design and Javascript for the game."}]...
|
Title: Timeguessr by @tlevi | Stardance
Devlogs:
Title: Timeguessr by @tlevi | Stardance
Devlogs:
Devlog 1 — JSON Today I started planning my website project. Funny, because I started working on something else, but I got this idea and throw that project away to start working on this: I decided to make a game where the player gets two random world events and has to guess which one happened first. I made 200 events in total (json), ranging from 1976 to 2026. Each event has a name and a year, and an image query. I want to keep the website really simple, so there won’t be a menu or loads of different pages. It will basically just have the two event buttons, two images, the result, and the score. I’m using HTML for the structure, CSS for the design and Javascript for the game.
Devlog 2 — Making the options I started building the actual webpage using HTML. I added two buttons where the random events will appear. I added the list of 200 events and made the game randomly choose two of them. I made sure that it doesn’t choose the exact same event twice. I also added two images (one for each option) which are randomly generated. I’m keeping the HTML quite basic because there isn’t really a need for anything complicated in this project.
Devlog 3 — Making the Game Work Today I made the game actually playable. You can now click one of the two events to guess which one happened first. The game checks the dates and tells you if your answer was correct. I also added a Next button, so after making a guess you can move on to the next question instead of having to refresh the page. It appears after you guessed, then disappears when pressed. Up next: Add the score that updates after each guess, showing how many you got right out of the total and your percentage.
Devlog 4 — Scoring and Fixes I added the scoring system and some headers to make the website clearer. I also went through the events and fixed some that had dates in their titles (so it would be very easy to guess them). The score now updates properly after each guess, showing the number of correct answers and the percentage. Now I will work on style.css
Devlog 5 — Final Styling and README I finished the project by working on the style.css and making the website look cleaner. I added more styling to the buttons, headings, layout and overall page. I also created a README.md file explaining what the project is, how to use it and what technologies I used. The main game is now finished and everything works! Have fun playing! :)
Ships:
My project is a simple guessing game where you choose which of the two world events happened first in time. There are 200 events from 1976 to 2026, and the game keeps track of your score and percentage. The most challenging part was getting the JavaScript to randomly choose events (and to not choose the same two). I’m proud that I managed to make the whole game work from scratch and only used ai for research only. Have fun playing! :)...
|
1793522948.739322
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1793609348.739322
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65086
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codeinc by @tlevi | Stardance
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tlevi
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0.0
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0
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[]
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[]
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Title: codeinc by @tlevi | Stardance
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1793083867.0627508
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1793688667.0627508
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68346
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WarioWare Game by @tlen | Stardance
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tlen
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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: WarioWare Game by @tlen | Stardance
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1793120004.7258582
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1793724804.7258582
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7509
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My first slack bot! by @tlangston | Stardance
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tlangston
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0
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[]
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Title: My first slack bot! by @tlangston | Stardan Title: My first slack bot! by @tlangston | Stardance...
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1793386553.65367
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1793991353.65367
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65004
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My awesome macropad! by @tlaksh052 | Stardance
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tlaksh052
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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 @tlaksh052 | Starda Title: My awesome macropad! by @tlaksh052 | Stardance...
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1793083705.7213452
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1793688505.7213452
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48934
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WarioWare Game by @tkt | Stardance
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tkt
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Title: WarioWare Game by @tkt | Stardance
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1793253319.0136752
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1793858119.0136752
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67068
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Linux Package Manager by @tkpmonke | Stardance
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tkpmonke
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0
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0.52
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0
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[]
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[{"post_id": 75692, "ts": "202 [{"post_id": 75692, "ts": "2026-09-30T19:22:54Z", "hours": 0.5161, "text": "This post was written on September 6th, 2026 and was taken directly from my blog . I began this project before creating my stardance account, which is why I have so little time spent on it. In reality i’ve spent months brainstorming and the last 3 weeks working on it. I hope you enjoy! My own Linux distribution Motivations A few months ago, I decided that Arch Linux was too boring, and I decided to move to a new distribution. I ended up on NixOS because the idea of configuring my entire system using an actual configuration file rather than 200 different files sounded really nice. While NixOS was nice, it was also very annoying at times. Since it doesn’t follow the FHS, most standard things don’t work, and it has to have a shit ton of bad hacks to fix them. I also really disliked the Nix language itself, and its lack of good documentation. The thing that pissed me off the most was having to write Nix scripts and using Nix shells just to be able to compile/run my code that has nothing to do with nix. After about a month, I got fed up and switched to Gentoo. Gentoo is the worst Linux distribution ever. It literally drop-kicks orphans in its free time; that’s how bad it is. Jokes aside, of course, Gentoo isn’t the worst distribution ever, but I have a full list of issues that I won’t get into here; let’s just say it pushed me into wanting to make my own distro even more. All of these distributions taught me valuable lessons, and each one has its strong points and weak points that I want to mix and match to create (what is, in my opinion) the perfect Linux distribution. I want to combine the ease of use of Arch with the configuration of Nix (with a better language, of course), and I want to expand on the customizability of Gentoo. Ease of Use The distribution should never inconvenience the user, and should always make sense. I’ve never seen a distribution that didn’t have some stupid quirk that lessened my experience. The closest I’ve come is Void Linux, and Void is likely my top pick of distribution right now, but it fails on the other goals I have for my distribution. Configuration The distribution should manage and configure all system packages. System packages are things needed to boot into a TTY, but past that, every other package is a user package. The distribution configures system packages using Lua configuration files, but user packages are configured using the standard configuration system of the package. Every configuration file, build script, package metadata script, etc etc that the package manager handles will all be in Lua to provide a uniform experience across all aspects of the distribution. Customization Nothing will be chosen for the user, except for the package manager. This means that the init system, the bootloader, the kernel, the libc runtime, etc will all be chosen by the user. This will be done by using Lua interfaces for things like the init system. For instance, instead of a package creating a systemd service, it will create a Lua table that describes what the service file would have described, but in an init-system-agnostic way. This table will then go through a processing step depending on whatever init system the user wants to use. This allows for any init system to work without having to write 100 versions of the same service file for different init systems. What exists now I’ve begun working on the package manager, but it’s still very early in development. I need you If you know C, Lua, general Linux distribution development, or want to learn, I’d love help with this project. You can find some of my contact info on my website if you want to help. We can discuss certain things in more detail there. I’d like to make some sort of community hub for the distribution’s development eventually, once I can get enough public interest. I still don’t even have a name for the distribution yet, but I’m open to suggestions!"}]...
|
Title: Linux Package Manager by @tkpmonke | Starda Title: Linux Package Manager by @tkpmonke | Stardance
Devlogs:
This post was written on September 6th, 2026 and was taken directly from my blog . I began this project before creating my stardance account, which is why I have so little time spent on it. In reality i’ve spent months brainstorming and the last 3 weeks working on it. I hope you enjoy! My own Linux distribution Motivations A few months ago, I decided that Arch Linux was too boring, and I decided to move to a new distribution. I ended up on NixOS because the idea of configuring my entire system using an actual configuration file rather than 200 different files sounded really nice. While NixOS was nice, it was also very annoying at times. Since it doesn’t follow the FHS, most standard things don’t work, and it has to have a shit ton of bad hacks to fix them. I also really disliked the Nix language itself, and its lack of good documentation. The thing that pissed me off the most was having to write Nix scripts and using Nix shells just to be able to compile/run my code that has nothing to do with nix. After about a month, I got fed up and switched to Gentoo. Gentoo is the worst Linux distribution ever. It literally drop-kicks orphans in its free time; that’s how bad it is. Jokes aside, of course, Gentoo isn’t the worst distribution ever, but I have a full list of issues that I won’t get into here; let’s just say it pushed me into wanting to make my own distro even more. All of these distributions taught me valuable lessons, and each one has its strong points and weak points that I want to mix and match to create (what is, in my opinion) the perfect Linux distribution. I want to combine the ease of use of Arch with the configuration of Nix (with a better language, of course), and I want to expand on the customizability of Gentoo. Ease of Use The distribution should never inconvenience the user, and should always make sense. I’ve never seen a distribution that didn’t have some stupid quirk that lessened my experience. The closest I’ve come is Void Linux, and Void is likely my top pick of distribution right now, but it fails on the other goals I have for my distribution. Configuration The distribution should manage and configure all system packages. System packages are things needed to boot into a TTY, but past that, every other package is a user package. The distribution configures system packages using Lua configuration files, but user packages are configured using the standard configuration system of the package. Every configuration file, build script, package metadata script, etc etc that the package manager handles will all be in Lua to provide a uniform experience across all aspects of the distribution. Customization Nothing will be chosen for the user, except for the package manager. This means that the init system, the bootloader, the kernel, the libc runtime, etc will all be chosen by the user. This will be done by using Lua interfaces for things like the init system. For instance, instead of a package creating a systemd service, it will create a Lua table that describes what the service file would have described, but in an init-system-agnostic way. This table will then go through a processing step depending on whatever init system the user wants to use. This allows for any init system to work without having to write 100 versions of the same service file for different init systems. What exists now I’ve begun working on the package manager, but it’s still very early in development. I need you If you know C, Lua, general Linux distribution development, or want to learn, I’d love help with this project. You can find some of my contact info on my website if you want to help. We can discuss certain things in more detail there. I’d like to make some sort of community hub for the distribution’s development eventually, once I can get enough public interest. I still don’t even have a name for the distribution yet, but I’m open to suggestions!...
|
1793105623.7139661
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1793710423.7139661
|
|
67073
|
My website by @tkpmonke | Stardance
|
tkpmonke
|
1
|
0.0
|
0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T19:54:34Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finally updated my website i had a stinky old website for over a year that I really really hated, so I’m glad that I finally got a new website up and running. the main setback for hosting this new site was that I didn’t want to go through the effort of hosting the site on GitHub Pages, just to immediately switch to a self hosted solution (which it now uses), so I had to hold off for a bit. I made the website about 3-4 months ago, had to wait about a month and a half to get a VPS to publish it on, and I’ve been consistently updating it since then! I probably spent about 7-10 hours in total on this website, over the course of the last 3-4 months. I wish this website would reflect the actual amount of time I spent on it, but such are the woes of being new here.", "repo": "https://git.tkpmonke.com/tkpmonke/tkpmonke.com", "demo": "https://tkpmonke.com"}]...
|
[{"post_id": 75700, "ts": "202 [{"post_id": 75700, "ts": "2026-09-30T19:53:01Z", "hours": 0.2653, "text": "I finally updated my website i had a stinky old website for over a year that I really really hated, so I’m glad that I finally got a new website up and running. the main setback for hosting this new site was that I didn’t want to go through the effort of hosting the site on GitHub Pages, just to immediately switch to a self hosted solution (which it now uses), so I had to hold off for a bit. I made the website about 3-4 months ago, had to wait about a month and a half to get a VPS to publish it on, and I’ve been consistently updating it since then! I probably spent about 7-10 hours in total on this website, over the course of the last 3-4 months."}]...
|
Title: My website by @tkpmonke | Stardance
Devlog Title: My website by @tkpmonke | Stardance
Devlogs:
I finally updated my website i had a stinky old website for over a year that I really really hated, so I’m glad that I finally got a new website up and running. the main setback for hosting this new site was that I didn’t want to go through the effort of hosting the site on GitHub Pages, just to immediately switch to a self hosted solution (which it now uses), so I had to hold off for a bit. I made the website about 3-4 months ago, had to wait about a month and a half to get a VPS to publish it on, and I’ve been consistently updating it since then! I probably spent about 7-10 hours in total on this website, over the course of the last 3-4 months.
Ships:
I finally updated my website i had a stinky old website for over a year that I really really hated, so I’m glad that I finally got a new website up and running. the main setback for hosting this new site was that I didn’t want to go through the effort of hosting the site on GitHub Pages, just to immediately switch to a self hosted solution (which it now uses), so I had to hold off for a bit. I made the website about 3-4 months ago, had to wait about a month and a half to get a VPS to publish it on, and I’ve been consistently updating it since then! I probably spent about 7-10 hours in total on this website, over the course of the last 3-4 months. I wish this website would reflect the actual amount of time I spent on it, but such are the woes of being new here....
|
1793425842.9960625
|
1793512242.9960625
|
|
64058
|
My own site! by @tk1011 | Stardance
|
tk1011
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @tk1011 | Stardance
|
1793058569.8642948
|
1793663369.8642948
|
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2792
|
First project by @tjmarnon6 | Stardance
|
tjmarnon6
|
0
|
2.96
|
0
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[]
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[{"post_id": 15788, "ts": "202 [{"post_id": 15788, "ts": "2026-06-25T17:42:47Z", "hours": 2.0836, "text": "Today I am attempting to make a video game using Pygame."}, {"post_id": 15072, "ts": "2026-06-24T14:17:36Z", "hours": 0.8772, "text": "Just starting out."}]...
|
Title: First project by @tjmarnon6 | Stardance
De Title: First project by @tjmarnon6 | Stardance
Devlogs:
Just starting out.
Today I am attempting to make a video game using Pygame....
|
1793267319.829887
|
1793872119.829887
|
|
44796
|
Autonomous Squirrel Scarer by @tjmarnon6 | Stardan Autonomous Squirrel Scarer by @tjmarnon6 | Stardance...
|
tjmarnon6
|
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: Autonomous Squirrel Scarer by @tjmarnon6 | Title: Autonomous Squirrel Scarer by @tjmarnon6 | Stardance...
|
1793296113.2956305
|
1793900913.2956305
|
|
17520
|
My awesome macropad! by @tjlabala | Stardance
|
tjlabala
|
0
|
0.0
|
0
|
[]
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[]
|
Title: My awesome macropad! by @tjlabala | Stardan Title: My awesome macropad! by @tjlabala | Stardance...
|
1793461811.934501
|
1794066611.934501
|
|
33724
|
fully analog guitar processor with 7 pedals by @tj fully analog guitar processor with 7 pedals by @tjingi_ | Stardance...
|
tjingi_
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-02T18:03:31Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi, I made a fully analogue guitar pedalboard with 7 pedals. It includes fuzz, overdrive, distortion, phaser, flanger, chorus, and delay. The main challenge was soldering the huge number of resistors. I am proud to have built it, especially since it was my first PCB", "repo": "https://github.com/tjingi/fully-analog-guitar-processor-with-7-pedals", "demo": ""}]...
|
[{"post_id": 60349, "ts": "202 [{"post_id": 60349, "ts": "2026-09-02T17:15:13Z", "hours": 4.8847, "text": "yeeee,I finished it!!!"}, {"post_id": 59864, "ts": "2026-09-01T20:52:47Z", "hours": 4.1836, "text": "Tonight I finished soldering half of my PCB. I think I’ll finish it tomorrow"}, {"post_id": 32645, "ts": "2026-07-21T22:40:50Z", "hours": 3.9169, "text": "Tonight I finally finished my processor! I designed a fish-shaped frame for it and called it ‘Fishman’. It’s shipping soon!"}, {"post_id": 32073, "ts": "2026-07-20T23:47:53Z", "hours": 4.1508, "text": "Yeah, all traces were routed. Only one step left, and it’s to design a frame for the processor."}, {"post_id": 31550, "ts": "2026-07-20T01:32:43Z", "hours": 5.2839, "text": "Started working on a PCB! I placed the components in the right positions and started routing. Tonight I finished routing the fuzz, distortion, overdrive, and phaser! The project is almost done"}, {"post_id": 30946, "ts": "2026-07-18T23:13:12Z", "hours": 3.6367, "text": "Tonight I added footprints to all the components. Finally, I’m ready to start laying out the PCB!"}, {"post_id": 30324, "ts": "2026-07-17T19:48:33Z", "hours": 1.4167, "text": "Yes! All schematics are done! I finished the design for the delay. It is based on the Deep Blue Delay schematic. It works like this: The input stage on the op-amp (U20B) acts as a buffer that mixes the clean audio signal with the processed sound from the feedback loop. The PT2399 chip digitizes the audio, cyclically delays it in RAM, and then outputs it back, with the delay time being adjusted by the RV24 potentiometer. Potentiometers RV22 (Repeats) and RV23 (Mix) are used to adjust the number of echo repeats and the balance between the clean and processed signals. The final op-amp stage (U20A) functions as an active low-pass filter, which smooths out the digital steps of the audio and gives the effect a warm analog sound. At the very end of the circuit, the C86 coupling capacitor cuts off the DC voltage component, while the R144 resistor bleeds residual static voltage to ground, preventing switching pops before the signal is fed to the output jack J2."}, {"post_id": 30072, "ts": "2026-07-17T11:17:58Z", "hours": 4.7667, "text": "Finally, tonight i finished almost all pedal schematic. I did chorus and flanger pedal. I need to finished just delay pedal schematic and i will begin doing the pcb! The flanger schematic based on BF-2 boss flanger and work like that:The input audio signal is split at the op-amp buffer, where one part goes directly to the output, and the second is sent to a complex delay path. The MN3207 BBD chip and MN3102 clock generator create an ultra-short audio delay controlled by a multi-stage LFO based on TL022 op-amps. The Manual, Depth, Rate, and Resonance potentiometers provide full control over the waveform, its speed, and the depth of the “jet-plane” whoosh. The main feature of the circuit is the feedback loop (Resonance pot), which sends the processed signal back to the BBD chip’s input via an op-amp to create a powerful metallic resonance. The final stage mixes the dry and delayed signals, delivering a classic, aggressive flanger with a deep comb-filtering effect. Also chorus based on Electro-Harmonix small clone chorus and work like that:The input signal is amplified by the IC1a op-amp input stage, then splits at point “A” into a dry path and a lower effect branch. An LFO based on the LM358 chip modulates the clock frequency of the CD4047 CMOS chip, which drives the MN3007 delay line. The depth switch (Depth pot mod) and the Rate potentiometer adjust the speed and intensity of the delayed signal’s pitch modulation. At the output, the time-altered signal from point “D” is filtered by transistor Q2 and mixed with the dry sound at the IC1b summing op-amp. The result of the circuit’s operation is that exact spacious, thick, and psychedelic analog chorus sound that became the signature of the grunge style. See you later!!!"}, {"post_id": 29238, "ts": "2026-07-16T00:54:50Z", "hours": 6.1983, "text": "Today I finished four pedals. I designed an overdrive, a distortion, and a phaser. I also finished the fuzz schematic and added a bypass switch.”"}, {"post_id": 27393, "ts": "2026-07-12T22:32:36Z", "hours": 1.7672, "text": "went deep in to fuzz schematic"}, {"post_id": 26938, "ts": "2026-07-12T00:50:09Z", "hours": 3.0336, "text": "I made a Fuzz Face clone but modernized almost half of full electronics"}, {"post_id": 26753, "ts": "2026-07-11T18:41:01Z", "hours": 1.0622, "text": "i just tried to learn how kicad works and how make something there"}]...
|
Title: fully analog guitar processor with 7 pedals Title: fully analog guitar processor with 7 pedals by @tjingi_ | Stardance
Devlogs:
i just tried to learn how kicad works and how make something there
I made a Fuzz Face clone but modernized almost half of full electronics
went deep in to fuzz schematic
Today I finished four pedals. I designed an overdrive, a distortion, and a phaser. I also finished the fuzz schematic and added a bypass switch.”
Finally, tonight i finished almost all pedal schematic. I did chorus and flanger pedal. I need to finished just delay pedal schematic and i will begin doing the pcb! The flanger schematic based on BF-2 boss flanger and work like that:The input audio signal is split at the op-amp buffer, where one part goes directly to the output, and the second is sent to a complex delay path. The MN3207 BBD chip and MN3102 clock generator create an ultra-short audio delay controlled by a multi-stage LFO based on TL022 op-amps. The Manual, Depth, Rate, and Resonance potentiometers provide full control over the waveform, its speed, and the depth of the “jet-plane” whoosh. The main feature of the circuit is the feedback loop (Resonance pot), which sends the processed signal back to the BBD chip’s input via an op-amp to create a powerful metallic resonance. The final stage mixes the dry and delayed signals, delivering a classic, aggressive flanger with a deep comb-filtering effect. Also chorus based on Electro-Harmonix small clone chorus and work like that:The input signal is amplified by the IC1a op-amp input stage, then splits at point “A” into a dry path and a lower effect branch. An LFO based on the LM358 chip modulates the clock frequency of the CD4047 CMOS chip, which drives the MN3007 delay line. The depth switch (Depth pot mod) and the Rate potentiometer adjust the speed and intensity of the delayed signal’s pitch modulation. At the output, the time-altered signal from point “D” is filtered by transistor Q2 and mixed with the dry sound at the IC1b summing op-amp. The result of the circuit’s operation is that exact spacious, thick, and psychedelic analog chorus sound that became the signature of the grunge style. See you later!!!
Yes! All schematics are done! I finished the design for the delay. It is based on the Deep Blue Delay schematic. It works like this: The input stage on the op-amp (U20B) acts as a buffer that mixes the clean audio signal with the processed sound from the feedback loop. The PT2399 chip digitizes the audio, cyclically delays it in RAM, and then outputs it back, with the delay time being adjusted by the RV24 potentiometer. Potentiometers RV22 (Repeats) and RV23 (Mix) are used to adjust the number of echo repeats and the balance between the clean and processed signals. The final op-amp stage (U20A) functions as an active low-pass filter, which smooths out the digital steps of the audio and gives the effect a warm analog sound. At the very end of the circuit, the C86 coupling capacitor cuts off the DC voltage component, while the R144 resistor bleeds residual static voltage to ground, preventing switching pops before the signal is fed to the output jack J2.
Tonight I added footprints to all the components. Finally, I’m ready to start laying out the PCB!
Started working on a PCB! I placed the components in the right positions and started routing. Tonight I finished routing the fuzz, distortion, overdrive, and phaser! The project is almost done
Yeah, all traces were routed. Only one step left, and it’s to design a frame for the processor.
Tonight I finally finished my processor! I designed a fish-shaped frame for it and called it ‘Fishman’. It’s shipping soon!
Tonight I finished soldering half of my PCB. I think I’ll finish it tomorrow
yeeee,I finished it!!!
Ships:
Hi, I made a fully analogue guitar pedalboard with 7 pedals. It includes fuzz, overdrive, distortion, phaser, flanger, chorus, and delay. The main challenge was soldering the huge number of resistors. I am proud to have built it, especially since it was my first PCB...
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1793483822.7121153
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321 by @tjingi_ | Stardance
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tjingi_
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[{"post_id": 62229, "ts": "202 [{"post_id": 62229, "ts": "2026-09-05T14:23:07Z", "hours": 0.7169, "text": "hgfghf"}]...
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Title: 321 by @tjingi_ | Stardance
Devlogs:
hgfgh Title: 321 by @tjingi_ | Stardance
Devlogs:
hgfghf...
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1793483397.0231936
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larp by @tjingi_ | Stardance
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Title: larp by @tjingi_ | Stardance
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My own site! by @tjgangi | Stardance
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Title: My own site! by @tjgangi | Stardance
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Title: AutoEmailer by @tjgangi | Stardance
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My proj by @tizo | Stardance
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Title: My proj by @tizo | Stardance
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ZVS Induction Furnace by @tiydwe | Stardance
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Title: ZVS Induction Furnace by @tiydwe | Stardanc Title: ZVS Induction Furnace by @tiydwe | Stardance...
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1792914744.0798483
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1793778744.0798483
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Handheld hall effect current sensor by @tiydwe | S Handheld hall effect current sensor by @tiydwe | Stardance...
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[{"post_id": 70808, "ts": "202 [{"post_id": 70808, "ts": "2026-09-19T19:51:17Z", "hours": 0.6786, "text": "Made kind of a stupid mistake, used an NPN transistor for high-side switching. So basically, you aren’t supposed to use a NPN transistor high side to drive a higher voltage than the microcontroller because you can’t and it will just always be off. IDK how I didn’t catch that earlier, but I’ve fixed it and now am using a p-mosfet to switch and a n-mosfet to drive the gate of the p-mosfet low from my microcontroller, which should actually work. I also added some capacitors to help smooth the power supply output."}, {"post_id": 57607, "ts": "2026-08-29T20:15:05Z", "hours": 0.7336, "text": "Changed all holes to non-plated and looked around for cheapest PCB options! I just realized that my mounting holes for the OLED were plated for some reason which was totally unnecessary. Additionally, I looked at JLCPCB, PCBWAY, and OSHPARK, and found that OSHPARK had the cheapest PCB (although it will take like 2-3 weeks to arrive, hope the PCB doesn’t have issues because I won’t have time to iterate before the deadline). Last thing I did was I found a entry in the BOM that was accidently left there from an earlier revision (some screw terminals) and removed them."}, {"post_id": 57388, "ts": "2026-08-29T15:03:35Z", "hours": 1.8, "text": "Why is the documentation so bad? I just can’t seem to find any documentation or clear way to wake up from a GPIO pin going HIGH! I’ll have to do some more digging to figure it out. Besides that, I worked on the sensor and OLED code and its mostly finished. I think that I’m making some pretty good progress. Just got to figure out how to fix sleep. Also I updated my PCB a bit because I didn’t realize it’s not a good idea to put two BJT transistors in parallel for different signals and I just used another control pin on my nrf52840. That did mean adding two more SMD resistors but they are pretty small and didn’t take up any additional space."}, {"post_id": 57039, "ts": "2026-08-29T03:32:23Z", "hours": 0.5167, "text": "Started the code for the handheld hall effect current sensor! Just initialized the code and got platformio working!"}, {"post_id": 56953, "ts": "2026-08-28T23:57:53Z", "hours": 0.8608, "text": "Finished the screw holes! I used a nut retainer and one screw to compress the two halves of the case together with the PCB inside. I made sure to put the correct tolerances so the PCB will be the first thing compressed against. I’m using 4 M2 hex screws. There isn’t much more stuff I can do until my funding (hopefully) gets approved and I can get the PCB and components. Then I can put everything together and fix any issues that come up. For now, I’ll continue working on polishing it and double-checking my cad and PCB to make sure everything should work."}, {"post_id": 56913, "ts": "2026-08-28T22:42:24Z", "hours": 0.6333, "text": "Case and calibration procedure starting to take shape! I’ve cadded the top of the case to fit into the bottom! You can see how there are there are two holes on the top for the OLED screen and the on/off button and a slot in the front for the sensor portion to come out. The current size is 32mm x 36mm x 88 mm. It’s a bit larger than I imagined it, but still easily handheld. I’m still working on the screw holes and nut retainers and polishing the case. I’m sure there will also be plenty more changes when I get the parts and find out how they all fit together. Additionally, I’ve figured out how to easily calibrate the sensor. So basically, you first calibrate at 0 amps and turn the reference screw until the output is 0. Then you put a known current and tune the sensitivity screw until the read current is the known current (or the known current times a certain multiplier)."}, {"post_id": 56880, "ts": "2026-08-28T21:25:29Z", "hours": 1.9836, "text": "Finished the PCB design! I finished routing everything and checked to make sure it looks okay. I also finished my BOM and have a pretty good idea on how the rest of the project will go. I think I’ll try to submit for funding today and I’ll continue working on the casing design too. I’m also struggling to keep the size small enough to be comfortably handheld because the way its looking right now it looks like it might be around 4cmx4cmx10cm and i want to try to get that down to 3cmx3cmx3cm."}, {"post_id": 56633, "ts": "2026-08-28T13:54:39Z", "hours": 1.5861, "text": "Just discovered trimmer potentiometers! I can’t believe that I wanted to swap out through hole resistors before! Now, I’ll be using two trimmer potentiometers, one to change the sensitivity of the hall effect current sensor and the other to change the reference voltage. The schematic shown here still has a few issues (VR2 has too wide of a range). I’ll also need to redesign my PCB and this time I’ll be using all SMD resistors. I don’t trust my hand soldering skills enough to use 0402 sizes, so I’ll be using the larger 1206 footprint. Other changes include changing the op amp configuration to an instrumentation amplifier, using a new op amp chip with 4 op amps (although I’m only using 3), and adding another transistor turn of ALL the power (except to the microcontroller) while the sensor is off."}, {"post_id": 56258, "ts": "2026-08-27T23:00:51Z", "hours": 0.3267, "text": "I changed the op amp! I realized today that I was using a 50 year old op amp! 50 years?! I should be able to get a op amp that’s cheap, faster, has lower noise, and is rail to rail! I found a new op amp, the COS8092SR, which features: 300 MHz gain bandwidth product 9nV/√Hz input voltage noise density 200 V / us slew rate Almost the exact same package (actually smaller) Rail to rail operation And just 30 cents apiece! I’ve updated that and I’ve finished up my BOM."}, {"post_id": 56238, "ts": "2026-08-27T22:22:02Z", "hours": 0.66, "text": "Just started my physical CAD for the casing! I started cadding the casing for my hall effect current sensor! The hardest thing about it was making sure the battery could fit while fitting the mounting screws. It was a pretty close fit but the screws shouldn’t need to bear much load so hopefully they don’t break the 3d print. I spent around 20 minutes trying to fit the screw holes in a way that looked okay and shouldn’t intersect with anything on the PCB. Then I realized that I wanted the top part to interlock with the bottom, so I added a small slot around and thickened the walls so the slot could fit. I also had to make sure to leave space for the hall effect sensing circuit could come out. I’m trying to keep this as small as possible that way this can be some kind of handheld device. Next time, I’ll continue to work on the top part of the container and polish it up."}, {"post_id": 56212, "ts": "2026-08-27T21:27:03Z", "hours": 0.7336, "text": "I almost fried my seeed studio microcontroller! Well, kind of. I forgot to put a resistor divider between my 5v op amp output and my 3.3v seeed studio nRF52840 microcontroller. I’ve now added two SMD resistors to the underside of the PCB. It’s getting really tight in the pcb (just look at the traces), but I really don’t want to make it any bigger. I forgot to say from last time, but I also added a on off button (how did i forget that?), some mounting holes, and a BJT transistor to actually turn off parts of the circuit when in sleep. I think I will start modeling the case for it no because most of the elements in the PCB are done."}, {"post_id": 56181, "ts": "2026-08-27T20:22:54Z", "hours": 3.1669, "text": "Big changes to the hall effect current sensor! I’ve added a microcontroller and screen to display measured values directly! I’m using a Seeed Studio nrf52840 microcontroller. I also decided to add a battery to the back to make it a standalone sensor. I’m not actualy sure if there are lipo batteries small enough to fit and not get in the way of the screws, etc so I might have to use coin batteries. There shouldn’t be much more to add to the PCB I think so I will probably start working on the casing, which I’ll 3d print."}, {"post_id": 55548, "ts": "2026-08-27T14:00:12Z", "hours": 0.9008, "text": "I’ve decided to switch over to a smaller surface mount op-amp. It has higher gain-bandwidth product, lower noise, higher slew rate, and a smaller footprint. I’m working on miniaturizing the circuit so it is smaller and easier to use. I still want to use through hole resistors so the gain and reference voltages are easier to tune."}, {"post_id": 55296, "ts": "2026-08-27T01:18:44Z", "hours": 1.0667, "text": "Working on the PCB design for my hall effect current sensor!"}]...
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Title: Handheld hall effect current sensor by @tiy Title: Handheld hall effect current sensor by @tiydwe | Stardance
Devlogs:
Working on the PCB design for my hall effect current sensor!
I’ve decided to switch over to a smaller surface mount op-amp. It has higher gain-bandwidth product, lower noise, higher slew rate, and a smaller footprint. I’m working on miniaturizing the circuit so it is smaller and easier to use. I still want to use through hole resistors so the gain and reference voltages are easier to tune.
Big changes to the hall effect current sensor! I’ve added a microcontroller and screen to display measured values directly! I’m using a Seeed Studio nrf52840 microcontroller. I also decided to add a battery to the back to make it a standalone sensor. I’m not actualy sure if there are lipo batteries small enough to fit and not get in the way of the screws, etc so I might have to use coin batteries. There shouldn’t be much more to add to the PCB I think so I will probably start working on the casing, which I’ll 3d print.
I almost fried my seeed studio microcontroller! Well, kind of. I forgot to put a resistor divider between my 5v op amp output and my 3.3v seeed studio nRF52840 microcontroller. I’ve now added two SMD resistors to the underside of the PCB. It’s getting really tight in the pcb (just look at the traces), but I really don’t want to make it any bigger. I forgot to say from last time, but I also added a on off button (how did i forget that?), some mounting holes, and a BJT transistor to actually turn off parts of the circuit when in sleep. I think I will start modeling the case for it no because most of the elements in the PCB are done.
Just started my physical CAD for the casing! I started cadding the casing for my hall effect current sensor! The hardest thing about it was making sure the battery could fit while fitting the mounting screws. It was a pretty close fit but the screws shouldn’t need to bear much load so hopefully they don’t break the 3d print. I spent around 20 minutes trying to fit the screw holes in a way that looked okay and shouldn’t intersect with anything on the PCB. Then I realized that I wanted the top part to interlock with the bottom, so I added a small slot around and thickened the walls so the slot could fit. I also had to make sure to leave space for the hall effect sensing circuit could come out. I’m trying to keep this as small as possible that way this can be some kind of handheld device. Next time, I’ll continue to work on the top part of the container and polish it up.
I changed the op amp! I realized today that I was using a 50 year old op amp! 50 years?! I should be able to get a op amp that’s cheap, faster, has lower noise, and is rail to rail! I found a new op amp, the COS8092SR, which features: 300 MHz gain bandwidth product 9nV/√Hz input voltage noise density 200 V / us slew rate Almost the exact same package (actually smaller) Rail to rail operation And just 30 cents apiece! I’ve updated that and I’ve finished up my BOM.
Just discovered trimmer potentiometers! I can’t believe that I wanted to swap out through hole resistors before! Now, I’ll be using two trimmer potentiometers, one to change the sensitivity of the hall effect current sensor and the other to change the reference voltage. The schematic shown here still has a few issues (VR2 has too wide of a range). I’ll also need to redesign my PCB and this time I’ll be using all SMD resistors. I don’t trust my hand soldering skills enough to use 0402 sizes, so I’ll be using the larger 1206 footprint. Other changes include changing the op amp configuration to an instrumentation amplifier, using a new op amp chip with 4 op amps (although I’m only using 3), and adding another transistor turn of ALL the power (except to the microcontroller) while the sensor is off.
Finished the PCB design! I finished routing everything and checked to make sure it looks okay. I also finished my BOM and have a pretty good idea on how the rest of the project will go. I think I’ll try to submit for funding today and I’ll continue working on the casing design too. I’m also struggling to keep the size small enough to be comfortably handheld because the way its looking right now it looks like it might be around 4cmx4cmx10cm and i want to try to get that down to 3cmx3cmx3cm.
Case and calibration procedure starting to take shape! I’ve cadded the top of the case to fit into the bottom! You can see how there are there are two holes on the top for the OLED screen and the on/off button and a slot in the front for the sensor portion to come out. The current size is 32mm x 36mm x 88 mm. It’s a bit larger than I imagined it, but still easily handheld. I’m still working on the screw holes and nut retainers and polishing the case. I’m sure there will also be plenty more changes when I get the parts and find out how they all fit together. Additionally, I’ve figured out how to easily calibrate the sensor. So basically, you first calibrate at 0 amps and turn the reference screw until the output is 0. Then you put a known current and tune the sensitivity screw until the read current is the known current (or the known current times a certain multiplier).
Finished the screw holes! I used a nut retainer and one screw to compress the two halves of the case together with the PCB inside. I made sure to put the correct tolerances so the PCB will be the first thing compressed against. I’m using 4 M2 hex screws. There isn’t much more stuff I can do until my funding (hopefully) gets approved and I can get the PCB and components. Then I can put everything together and fix any issues that come up. For now, I’ll continue working on polishing it and double-checking my cad and PCB to make sure everything should work.
Started the code for the handheld hall effect current sensor! Just initialized the code and got platformio working!
Why is the documentation so bad? I just can’t seem to find any documentation or clear way to wake up from a GPIO pin going HIGH! I’ll have to do some more digging to figure it out. Besides that, I worked on the sensor and OLED code and its mostly finished. I think that I’m making some pretty good progress. Just got to figure out how to fix sleep. Also I updated my PCB a bit because I didn’t realize it’s not a good idea to put two BJT transistors in parallel for different signals and I just used another control pin on my nrf52840. That did mean adding two more SMD resistors but they are pretty small and didn’t take up any additional space.
Changed all holes to non-plated and looked around for cheapest PCB options! I just realized that my mounting holes for the OLED were plated for some reason which was totally unnecessary. Additionally, I looked at JLCPCB, PCBWAY, and OSHPARK, and found that OSHPARK had the cheapest PCB (although it will take like 2-3 weeks to arrive, hope the PCB doesn’t have issues because I won’t have time to iterate before the deadline). Last thing I did was I found a entry in the BOM that was accidently left there from an earlier revision (some screw terminals) and removed them.
Made kind of a stupid mistake, used an NPN transistor for high-side switching. So basically, you aren’t supposed to use a NPN transistor high side to drive a higher voltage than the microcontroller because you can’t and it will just always be off. IDK how I didn’t catch that earlier, but I’ve fixed it and now am using a p-mosfet to switch and a n-mosfet to drive the gate of the p-mosfet low from my microcontroller, which should actually work. I also added some capacitors to help smooth the power supply output....
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1793569683.2614129
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1794174483.2614129
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56391
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jam by @tiydwe | Stardance
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tiydwe
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1
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74.0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T03:15:45Z", "hours": 74.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Introducing JAM, a 2D puzzle game based off of creating and modifying road networks to get cars from here to there! In JAM, you build a road network and watch simulated cars try their best to traverse it. Then, you get feedback on your road network and try to make it better! If you want to play JAM, it is incredibly easy! Just follow the quickstart instructions in the README here https://github.com/tiydwe/jam ! JAM is the most challenging, in depth, project I’ve ever done, and I’m proud of it! JAM is built from scratch using C++ and the Simple and Fast Multimedia Library, without any game engine. I’ve learned and grown throughout building this project and many ways. For example, one thing I’m proud of is the underlying abstraction and code structure. I’ve spent countless hours making, learning, and struggling with proper memory management, ownership models, and relationships. Another example is the UI. Although the UI might look a bit simplistic, it was built entirely from basic primitives, without fancy game engine features. Getting the UI functional and good looking was a major challenge for me. After spending over 70 hours on JAM, I’m proud to say that this project has exceeded all of my expectations and been an amazing learning experience!", "repo": "https://github.com/tiydwe/jam", "demo": "https://github.com/tiydwe/jam/releases"}]...
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[{"post_id": 74715, "ts": "202 [{"post_id": 74715, "ts": "2026-09-28T01:43:45Z", "hours": 1.7006, "text": "Added cars fade out animation Cars now fade out when they despawn and when they reach a destination! So when I sent this to a friend they got confused why cars kept disappearing, so I added this. When a car reaches the destination, the car will fade out green, but if the car despawns because it has no route it will fade out red. This was actually harder than it seems because my code was just basically freeing the car class as soon as the car reached the destination, but I changed the code so it would decrement a counter before deleting itself and use the counter to change the color of the car."}, {"post_id": 73808, "ts": "2026-09-26T02:02:07Z", "hours": 2.2122, "text": "Fixed some copyright issues (oops) and created first release So basically since the beginning of this project, I’ve been just putting ARIAL.TTF in the assets folder. It turns out that thats actually illigal and copyright infringement (oops), so I’ve switched to a different open-source font (and I included the license/attribution). I’ve also cleaned the repository history to remove any lingering font files so I’m not violating copyright or anything. Besides that, I’ve created the first release, v0.1.5 (the 4 before were all broken/tests/copyright font issues). I used AI to help me write the github actions workflow (because like literally NO ONE knows how to do that) and got builds for Linux, MacOS, and Windows. I’ve only tested it on windows so far, but I’ll try and test linux on a VM later. Anyway, I’ll be continuing to work on the game and make some UI/UX improvements."}, {"post_id": 73442, "ts": "2026-09-25T03:14:55Z", "hours": 0.9517, "text": "Improved the title screens, fixed some more bugs Bugs fixed / features added: Added another car type For some reason cars went backward, so I fixed the sprites Added title screen images"}, {"post_id": 72969, "ts": "2026-09-24T04:08:22Z", "hours": 1.5692, "text": "Tried adding buildings, but didn’t work out So I tried putting SimCity style buildings and it didn’t really go very well. I think its mainly because I’m not a good artist The roads aren’t axis aligned and I’m not going to do some crazy work to get all the buildings nicely lined up and angled like City Skylines. Other than that, I also updated the stats screen to make it look better and more easily show the requirements."}, {"post_id": 72903, "ts": "2026-09-24T00:11:43Z", "hours": 1.9867, "text": "Lots of new misc. features! I got some more friends to try my game and got lots of feedback. Here’s what I added: Crosswalks at intersections (makes them look so much better) Cars will show a no route icon if they can’t find a route (now players won’t get stuck wondering why cars arn’t moving) Hovering over cars will show their intended destination. Another level! I’ll keep working on more UI/UX upgrades. The game is looking a lot nicer now too!"}, {"post_id": 72524, "ts": "2026-09-23T04:09:01Z", "hours": 0.7831, "text": "Added some more UI features and fixed misc. bugs So I showed this to some of my friends and got some very helpful feedback especially on UX. Feature improvements: In the simulate window, I added a back button to go back and cancel the simulation so you no longer have to wait for the simulation to finish. When you are building the start of the road, it shows a preview of where the road will be to help with snapping Bugfixes: My buttons were previously accepting any clicks, even when the focus was not on the application, I fixed that by checking the focus of the application before accepting mouse clicks. Road snapping stayed the same distance from intersections even though there might be cases when the user wants to create a road near another road but not directly adjacent. I fixed this by multiplying the snap distance by the zoom factor to get a new corrected version. Overall, I don’t plan to make many more changes and will probably just add another 3-5 levels, work on the title screen, and get the game ready for shipping."}, {"post_id": 71412, "ts": "2026-09-20T19:39:32Z", "hours": 1.2444, "text": "Fixed a few problematic bugs and updated the buttons. There were two major bugs that I fixed today: Lane merging: Cars would often get stuck trying to merge when other cars also wanted to merge. This was because the merging positon was behind the actual car so they were in a deadlock. Fixed it by making sure to actualy update the new merge position if the car still has velocity. Button press: Pressing a button which switched to a new screen would press the button on the new screen directly under the press. This took me embarassly long to debug, mostly because evey time I put a breakpoint, the issue would go away. The fix was changing the initilization of a button from isPressed false to true, which was pretty funny considering I spent 30 minutes debugging this. I also updated the buttons and added a 4th level where cars are going both directions. It’s actually pretty hard to reach the target. I also changed the pathfinding to take into account the speed limit of the road and put penalties for going through routes with more intersections."}, {"post_id": 70974, "ts": "2026-09-20T04:32:09Z", "hours": 3.6283, "text": "Huge UI upgrade and fixed a few small bugs! I’ve added a background, two different car assets, and 3 different levels! I also upgraded the buttons (but I forgot to apply them to the simulation window, so you’ll see them in the next devlog). Additionally, I added dragging in the simulation window, which was in the Editor but not the Simulation for some reason. There were also two major bugs that I fixed today: Broken pathfinding on some cases: I was kind of stupid and had this weird edge case in a set where roads would not insert because the set thought they were equal because of a dumb comparison function, but that is fixed now. It took me way to long to fix this, but at least that’s done now. Cars always faced right (east): If you didn’t notice, in all my previous devlogs, the cars (which were just placeholder red squares) didn’t ever turn, which was kind of silly of me. Luckily, that was pretty easy to fix and I only had to change 3 functions."}, {"post_id": 70398, "ts": "2026-09-19T03:16:36Z", "hours": 1.6942, "text": "Added 3 new road types and updated visuals for the 4-lane road! Well, all 4 road types are now added so I can safely say that I am done with ALL the major parts of the game! Saving/Loading New game Title screen Editor window Simulation End-of-game window I also added anti-aliasing so the roads don’t look so jagged anymore. One lane roads were surprisingly easy (only like 2 easy bugs in the code) because most of the work I already did was generic enough to accept a road with 0 lanes on the left side. The rest of the time will be spent polishing everything up! Here’s my idea list so far: Add backgrounds so everything isn’t all black Change the color palette (those were supposed to be placeholder colors…) Add some more QOL features (i.e. shows if you are building the road before you click) Improve the car visuals (maybe add some random cars if its not to hard) Add audio! Do a bunch of testing to get it ready for shipping If you want to add any more to this list, just tell me."}, {"post_id": 69939, "ts": "2026-09-18T03:04:12Z", "hours": 2.1767, "text": "Added road hitboxes and placement restrictions! Roads can no longer be placed overlapping other roads! Implementing this feature might seem really easy, but actually it was really, really annoying. One main problem was that SFML doesn’t have a native way to check if two sprites/rectangleShapes are intersecting so I had too implment the Separating Axis Theorem to check if two arbitray rectangles are intersecting. I also had some issues with rotating (wrong origin), but thankfully I fixed that pretty quick. Anyway, I think the only thing left is to add all the road types (I’m planning on 1-lane one way, 2-lane one way, 2 lane road, 4 lane road, and maybe 6 lane road) and polish everything up!"}, {"post_id": 69474, "ts": "2026-09-17T04:09:40Z", "hours": 3.6081, "text": "Almost done core game + ui! I spend the last 4 hours working on the UI! So now when you start the game, you will see a simple title screen where you can start a new game from one of the levels (not shown in video) or load a saved game. Then you can go into the core gameplay loop: edit -> simulate -> stats screen (now shows pass/fail based on level conditions!). It was mostly tedious to write every single ui class, but at least I finished most of the UI. The remaining things that I need to do is add more road placement constraints (no overlapping), add more types of roads, and POLISH! I’ll be working on those for the next two weeks until the end of Stardance I guess."}, {"post_id": 68971, "ts": "2026-09-16T04:07:16Z", "hours": 3.555, "text": "Added game saving! Pretty self explanatory I guess? The UI is still pretty horrible, so I’m still going to have to work on that. I couldn’t figure out how to get choose a folder, so I’m just using the portable-file-dialogs library. The file saving is pretty straightforward, you just choose a folder and it saves there. The file format is pretty simple because it only saves the layout you made. Later, I’ll probably polish up the save dialogue and implement loading from the file. I might also work on the level selector screen or the stats screen to show how well you did!"}, {"post_id": 68848, "ts": "2026-09-15T21:12:46Z", "hours": 2.5681, "text": "Added road demolishing! Roads can now be demolished! Also, if you are in demolish mode and you hover over a road, it will highlight the road red. Some roads cannot be demolished, only roads that you placed can be demolished. This feature seems really simple but it was a huge pain to implement, mostly because of the crazy amount of pointers to other objects everywhere. Also, remember how I said I shouldn’t be using size_t for both physical and internal IDs, well that came back to bite me. I spent like an hour debugging that, but at least that’s fixed now!"}, {"post_id": 67846, "ts": "2026-09-14T03:37:33Z", "hours": 2.4819, "text": "Made intersections have some visuals! As you can see in the video, intersections now are filled grey and it actually looks okay. The main issue currently is that if an intersection only has two roads or if the roads are really close together, it causes the polygon to look quite skewed. I’ll probally be working on that next."}, {"post_id": 66941, "ts": "2026-09-12T22:21:13Z", "hours": 2.0508, "text": "Made cars move smoothly at intersections! This was an absolute nightmare to do. Mostly because my previous code was not designed at all to do this. I had to hack together a solution where below a certain threshold the car is in the intersection. This has some side effects of sometimes the car goes slow in the intersection and sometimes fast, but I think its reasonable (tighter curve = slower?). The biggest issue is that my code was designed assuming the two roads on the intersection were symmetrical (idk why i did that) so I had to basically re write the whole intersection code."}, {"post_id": 66333, "ts": "2026-09-12T03:20:36Z", "hours": 1.27, "text": "Fixed my BFS algorithm to use Dijkstra’s now! IDK why but earlier when I first made the BFS I was lazy and just used number of roads. Well, now it uses real road length to calculate distance. I had some problems involving queues and stuff, but it was pretty straightforward to get Dijkstra’s working. The video just shows a case where the old algorithm would choose the super long route because it had less roads, but now it correctly chooses the shorter route."}, {"post_id": 65765, "ts": "2026-09-11T03:46:40Z", "hours": 2.0719, "text": "I was feeling pretty tired today, so I didn’t add any major features and instead focuesd on quality of life stuff. As you can see in the video, the biggest improvements are the road preview and clicking [ESC] cancels building the road. The road preview also shows whether the road is valid. I had a ton of issues with the coordinate systems (there are like 3 different ones! pixels, global, view), but I was able to figure it out. There wasn’t anything very complicated, but next time I’ll add some kind of visuals at intersections and probally work on fixing BFS."}, {"post_id": 65179, "ts": "2026-09-10T03:54:45Z", "hours": 3.1253, "text": "You can now see basic stats once the simulation is done! The video also demonstrates additional features. The UI is still a bit simple, but that isn’t really the number one priority. To do this, I reworked the game loop to use a new state variable to control if the screen would show the editor, simulator, or stats window (notice how it no longer opens a new window). I came across some bugs involving cars going the wrong way on roads and the app crashing if I added a new intersection (that was because I mixed up internal and external IDs). Next, I think I will add a scoring system or a save load system. If you have any ideas on features that you think would make this better (besides the obvious), let me know!"}, {"post_id": 63886, "ts": "2026-09-07T21:57:33Z", "hours": 3.2367, "text": "Now roads can be drawn and it’s looking cool! As you can see in the recording, without drawing the roads, the cars just stop at the intersection because they cannot find any routes (gaps between roads are intersections, I’ll fix that later). By drawing a road, the cars can drive to their destination in the simulation. The biggest issue I had while coding this was mixing up physical IDs and internal IDs, which are not interchangable (I should have probally used a class or struct to represent IDs instead of a raw size_t). Next, I’ll work on making the intersections look better and maybe get some statistics on how well the cars preformed at the end of the simulation!"}, {"post_id": 63245, "ts": "2026-09-06T23:18:58Z", "hours": 1.535, "text": "Added some player controls and separated the editor window and simulation window. As you can see, the simulation now works okay and can be changed to 3 different speeds. I haven’t done too much, but next I will probally fix the roads meeting at the intersections."}, {"post_id": 62688, "ts": "2026-09-06T05:31:03Z", "hours": 5.7889, "text": "I know it doesn’t look like much, but this represents a lot or work and progress. I spent almost 6 hours to refactor my code to use a much cleaner ownership system that should completely prevent memory leaks and have much better separation of the static parts of simulation vs. parts that area ctually getting simulated. In a nutshell, what I did was make two classes, Layout and Simulation. Layout always exists and is the thing that is drawn on screen. Layout doesn’t have any cars or moving stuff and you can edit layout. When you start a simulation a NEW simulation object is created with all the cars which can simulated it. The clean split makes it a lot easier to know everything and edit/save stuff which might be usefull later. I had to do a lot of changing and if you look at the git commit basically every file was modified, but now the architecture is much cleaner. Next, I’ll work on adding the Simulate button and making a new window show up with the cars to simulate it."}, {"post_id": 61974, "ts": "2026-09-05T05:15:06Z", "hours": 3.2656, "text": "Made some progress, but then decided to revert back to yesterday So now I know why smart pointers are discouraged! So my ownership model was really screwed up and super confusing and I had some crazy memory problems and segmentation faults so I reverted back to yesterdays commit and am going to refactor the code to use SMART POINTERS (wow) and have a better ownership model. I feel pretty sad that I basically made no progress with 3 hours of work but I guess I learned something? SO the new plan is that Layout class will handle all things that are static in simulation and are just there (roads and intersections, both physical/logical) and Simulation will only handle all the cars and driving around. The EditorWindow class will have a pointer to (but now own) Layout so it can modify Layout but not Simulation. The SimulationWindow class will have a smart pointer to (and own) a simulation (fresh) and PhysicalCar s. This should help clarify ownership and prevent memory management issues."}, {"post_id": 61269, "ts": "2026-09-04T03:47:53Z", "hours": 5.1006, "text": "More visuals (multiple roads + intersection support) and LOADING PRESETS! I had to refactor a bunch of my code to use stuff allocated on the heap because I, stupidly, decided to initialize a bunch of my objects on the stack in a loop, causing a lot of the pointers to become hanging. Oh well, now I just have to make sure to remember to delete the allocated objects. Some plain and dirty presets can be loaded and the textures look pretty bad, but it will look a lot better pretty soon. I’m going to work on adding the first player interaction: allowing the player to add a road by clicking twice. I expect this might be a bit hard and school’s starting so it will probably be a while before I post another devlog (depending on how hard it is for me to add it) I also might try to get the road offsets and intersections better so it is more playable."}, {"post_id": 60024, "ts": "2026-09-02T03:57:47Z", "hours": 4.4422, "text": "Got some real visuals going! It’s a bit messy but if you look closely you can see the car follow the road (that road is supposed to be a 4 lane road but I didn’t draw it), switch onto a lane on the side, and keep accelerating. The framework has been built to easily expand to different types of roads like one way, 2 lane, 4 lane, etc. Next I’ll start working on getting the car to transition at intersections and finish the simulation portion. Then I can get started on working on the player interaction part!"}, {"post_id": 59324, "ts": "2026-09-01T01:34:13Z", "hours": 2.2528, "text": "Finally got the cars to be a little bit intelligent and traffic lights to actually work Traffic lights The traffic lights now enforce lane rules (cars must be on a certain lane when light is green to go to the next lane). The traffic lights are also auto generated in a bit of a “dumb” way. The traffic light just gives turns to each incoming road to go wherever they want and all other roads cannot go. Later, I might allow valid right turns, but that’s a problem for later. Car pathfinding Although I haven’t implemented the BFS search for the cars, given a route cars will now look ahead to the next intersection and randomly auto merge onto the lane (the cars are more likely to merge when they are closer to the intersection). This is to make sure that cars won’t all merge at the same time, which would be weird."}, {"post_id": 58657, "ts": "2026-08-31T04:38:04Z", "hours": 9.5722, "text": "Started my new video game, JAM JAM is a puzzle video game about solving traffic jams! I don’t have much experience writing video games so this will be a first for me (although I have plenty of regular c++ experience). So far I’ve just written the very very basic car driving logic and have it printed out to the debug console (I plan to add actual graphics once core logic is done). Currently I’ve got simple one-lane roads working and some really stupid intersections, but I’m working on multi-lane roads, merging, traffic light schedules, and cars actually waiting at intersections!"}]...
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Title: jam by @tiydwe | Stardance
Devlogs:
Starte Title: jam by @tiydwe | Stardance
Devlogs:
Started my new video game, JAM JAM is a puzzle video game about solving traffic jams! I don’t have much experience writing video games so this will be a first for me (although I have plenty of regular c++ experience). So far I’ve just written the very very basic car driving logic and have it printed out to the debug console (I plan to add actual graphics once core logic is done). Currently I’ve got simple one-lane roads working and some really stupid intersections, but I’m working on multi-lane roads, merging, traffic light schedules, and cars actually waiting at intersections!
Finally got the cars to be a little bit intelligent and traffic lights to actually work Traffic lights The traffic lights now enforce lane rules (cars must be on a certain lane when light is green to go to the next lane). The traffic lights are also auto generated in a bit of a “dumb” way. The traffic light just gives turns to each incoming road to go wherever they want and all other roads cannot go. Later, I might allow valid right turns, but that’s a problem for later. Car pathfinding Although I haven’t implemented the BFS search for the cars, given a route cars will now look ahead to the next intersection and randomly auto merge onto the lane (the cars are more likely to merge when they are closer to the intersection). This is to make sure that cars won’t all merge at the same time, which would be weird.
Got some real visuals going! It’s a bit messy but if you look closely you can see the car follow the road (that road is supposed to be a 4 lane road but I didn’t draw it), switch onto a lane on the side, and keep accelerating. The framework has been built to easily expand to different types of roads like one way, 2 lane, 4 lane, etc. Next I’ll start working on getting the car to transition at intersections and finish the simulation portion. Then I can get started on working on the player interaction part!
More visuals (multiple roads + intersection support) and LOADING PRESETS! I had to refactor a bunch of my code to use stuff allocated on the heap because I, stupidly, decided to initialize a bunch of my objects on the stack in a loop, causing a lot of the pointers to become hanging. Oh well, now I just have to make sure to remember to delete the allocated objects. Some plain and dirty presets can be loaded and the textures look pretty bad, but it will look a lot better pretty soon. I’m going to work on adding the first player interaction: allowing the player to add a road by clicking twice. I expect this might be a bit hard and school’s starting so it will probably be a while before I post another devlog (depending on how hard it is for me to add it) I also might try to get the road offsets and intersections better so it is more playable.
Made some progress, but then decided to revert back to yesterday So now I know why smart pointers are discouraged! So my ownership model was really screwed up and super confusing and I had some crazy memory problems and segmentation faults so I reverted back to yesterdays commit and am going to refactor the code to use SMART POINTERS (wow) and have a better ownership model. I feel pretty sad that I basically made no progress with 3 hours of work but I guess I learned something? SO the new plan is that Layout class will handle all things that are static in simulation and are just there (roads and intersections, both physical/logical) and Simulation will only handle all the cars and driving around. The EditorWindow class will have a pointer to (but now own) Layout so it can modify Layout but not Simulation. The SimulationWindow class will have a smart pointer to (and own) a simulation (fresh) and PhysicalCar s. This should help clarify ownership and prevent memory management issues.
I know it doesn’t look like much, but this represents a lot or work and progress. I spent almost 6 hours to refactor my code to use a much cleaner ownership system that should completely prevent memory leaks and have much better separation of the static parts of simulation vs. parts that area ctually getting simulated. In a nutshell, what I did was make two classes, Layout and Simulation. Layout always exists and is the thing that is drawn on screen. Layout doesn’t have any cars or moving stuff and you can edit layout. When you start a simulation a NEW simulation object is created with all the cars which can simulated it. The clean split makes it a lot easier to know everything and edit/save stuff which might be usefull later. I had to do a lot of changing and if you look at the git commit basically every file was modified, but now the architecture is much cleaner. Next, I’ll work on adding the Simulate button and making a new window show up with the cars to simulate it.
Added some player controls and separated the editor window and simulation window. As you can see, the simulation now works okay and can be changed to 3 different speeds. I haven’t done too much, but next I will probally fix the roads meeting at the intersections.
Now roads can be drawn and it’s looking cool! As you can see in the recording, without drawing the roads, the cars just stop at the intersection because they cannot find any routes (gaps between roads are intersections, I’ll fix that later). By drawing a road, the cars can drive to their destination in the simulation. The biggest issue I had while coding this was mixing up physical IDs and internal IDs, which are not interchangable (I should have probally used a class or struct to represent IDs instead of a raw size_t). Next, I’ll work on making the intersections look better and maybe get some statistics on how well the cars preformed at the end of the simulation!
You can now see basic stats once the simulation is done! The video also demonstrates additional features. The UI is still a bit simple, but that isn’t really the number one priority. To do this, I reworked the game loop to use a new state variable to control if the screen would show the editor, simulator, or stats window (notice how it no longer opens a new window). I came across some bugs involving cars going the wrong way on roads and the app crashing if I added a new intersection (that was because I mixed up internal and external IDs). Next, I think I will add a scoring system or a save load system. If you have any ideas on features that you think would make this better (besides the obvious), let me know!
I was feeling pretty tired today, so I didn’t add any major features and instead focuesd on quality of life stuff. As you can see in the video, the biggest improvements are the road preview and clicking [ESC] cancels building the road. The road preview also shows whether the road is valid. I had a ton of issues with the coordinate systems (there are like 3 different ones! pixels, global, view), but I was able to figure it out. There wasn’t anything very complicated, but next time I’ll add some kind of visuals at intersections and probally work on fixing BFS.
Fixed my BFS algorithm to use Dijkstra’s now! IDK why but earlier when I first made the BFS I was lazy and just used number of roads. Well, now it uses real road length to calculate distance. I had some problems involving queues and stuff, but it was pretty straightforward to get Dijkstra’s working. The video just shows a case where the old algorithm would choose the super long route because it had less roads, but now it correctly chooses the shorter route.
Made cars move smoothly at intersections! This was an absolute nightmare to do. Mostly because my previous code was not designed at all to do this. I had to hack together a solution where below a certain threshold the car is in the intersection. This has some side effects of sometimes the car goes slow in the intersection and sometimes fast, but I think its reasonable (tighter curve = slower?). The biggest issue is that my code was designed assuming the two roads on the intersection were symmetrical (idk why i did that) so I had to basically re write the whole intersection code.
Made intersections have some visuals! As you can see in the video, intersections now are filled grey and it actually looks okay. The main issue currently is that if an intersection only has two roads or if the roads are really close together, it causes the polygon to look quite skewed. I’ll probally be working on that next.
Added road demolishing! Roads can now be demolished! Also, if you are in demolish mode and you hover over a road, it will highlight the road red. Some roads cannot be demolished, only roads that you placed can be demolished. This feature seems really simple but it was a huge pain to implement, mostly because of the crazy amount of pointers to other objects everywhere. Also, remember how I said I shouldn’t be using size_t for both physical and internal IDs, well that came back to bite me. I spent like an hour debugging that, but at least that’s fixed now!
Added game saving! Pretty self explanatory I guess? The UI is still pretty horrible, so I’m still going to have to work on that. I couldn’t figure out how to get choose a folder, so I’m just using the portable-file-dialogs library. The file saving is pretty straightforward, you just choose a folder and it saves there. The file format is pretty simple because it only saves the layout you made. Later, I’ll probably polish up the save dialogue and implement loading from the file. I might also work on the level selector screen or the stats screen to show how well you did!
Almost done core game + ui! I spend the last 4 hours working on the UI! So now when you start the game, you will see a simple title screen where you can start a new game from one of the levels (not shown in video) or load a saved game. Then you can go into the core gameplay loop: edit -> simulate -> stats screen (now shows pass/fail based on level conditions!). It was mostly tedious to write every single ui class, but at least I finished most of the UI. The remaining things that I need to do is add more road placement constraints (no overlapping), add more types of roads, and POLISH! I’ll be working on those for the next two weeks until the end of Stardance I guess.
Added road hitboxes and placement restrictions! Roads can no longer be placed overlapping other roads! Implementing this feature might seem really easy, but actually it was really, really annoying. One main problem was that SFML doesn’t have a native way to check if two sprites/rectangleShapes are intersecting so I had too implment the Separating Axis Theorem to check if two arbitray rectangles are intersecting. I also had some issues with rotating (wrong origin), but thankfully I fixed that pretty quick. Anyway, I think the only thing left is to add all the road types (I’m planning on 1-lane one way, 2-lane one way, 2 lane road, 4 lane road, and maybe 6 lane road) and polish everything up!
Added 3 new road types and updated visuals for the 4-lane road! Well, all 4 road types are now added so I can safely say that I am done with ALL the major parts of the game! Saving/Loading New game Title screen Editor window Simulation End-of-game window I also added anti-aliasing so the roads don’t look so jagged anymore. One lane roads were surprisingly easy (only like 2 easy bugs in the code) because most of the work I already did was generic enough to accept a road with 0 lanes on the left side. The rest of the time will be spent polishing everything up! Here’s my idea list so far: Add backgrounds so everything isn’t all black Change the color palette (those were supposed to be placeholder colors…) Add some more QOL features (i.e. shows if you are building the road before you click) Improve the car visuals (maybe add some random cars if its not to hard) Add audio! Do a bunch of testing to get it ready for shipping If you want to add any more to this list, just tell me.
Huge UI upgrade and fixed a few small bugs! I’ve added a background, two different car assets, and 3 different levels! I also upgraded the buttons (but I forgot to apply them to the simulation window, so you’ll see them in the next devlog). Additionally, I added dragging in the simulation window, which was in the Editor but not the Simulation for some reason. There were also two major bugs that I fixed today: Broken pathfinding on some cases: I was kind of stupid and had this weird edge case in a set where roads would not insert because the set thought they were equal because of a dumb comparison function, but that is fixed now. It took me way to long to fix this, but at least that’s done now. Cars always faced right (east): If you didn’t notice, in all my previous devlogs, the cars (which were just placeholder red squares) didn’t ever turn, which was kind of silly of me. Luckily, that was pretty easy to fix and I only had to change 3 functions.
Fixed a few problematic bugs and updated the buttons. There were two major bugs that I fixed today: Lane merging: Cars would often get stuck trying to merge when other cars also wanted to merge. This was because the merging positon was behind the actual car so they were in a deadlock. Fixed it by making sure to actualy update the new merge position if the car still has velocity. Button press: Pressing a button which switched to a new screen would press the button on the new screen directly under the press. This took me embarassly long to debug, mostly because evey time I put a breakpoint, the issue would go away. The fix was changing the initilization of a button from isPressed false to true, which was pretty funny considering I spent 30 minutes debugging this. I also updated the buttons and added a 4th level where cars are going both directions. It’s actually pretty hard to reach the target. I also changed the pathfinding to take into account the speed limit of the road and put penalties for going through routes with more intersections.
Added some more UI features and fixed misc. bugs So I showed this to some of my friends and got some very helpful feedback especially on UX. Feature improvements: In the simulate window, I added a back button to go back and cancel the simulation so you no longer have to wait for the simulation to finish. When you are building the start of the road, it shows a preview of where the road will be to help with snapping Bugfixes: My buttons were previously accepting any clicks, even when the focus was not on the application, I fixed that by checking the focus of the application before accepting mouse clicks. Road snapping stayed the same distance from intersections even though there might be cases when the user wants to create a road near another road but not directly adjacent. I fixed this by multiplying the snap distance by the zoom factor to get a new corrected version. Overall, I don’t plan to make many more changes and will probably just add another 3-5 levels, work on the title screen, and get the game ready for shipping.
Lots of new misc. features! I got some more friends to try my game and got lots of feedback. Here’s what I added: Crosswalks at intersections (makes them look so much better) Cars will show a no route icon if they can’t find a route (now players won’t get stuck wondering why cars arn’t moving) Hovering over cars will show their intended destination. Another level! I’ll keep working on more UI/UX upgrades. The game is looking a lot nicer now too!
Tried adding buildings, but didn’t work out So I tried putting SimCity style buildings and it didn’t really go very well. I think its mainly because I’m not a good artist The roads aren’t axis aligned and I’m not going to do some crazy work to get all the buildings nicely lined up and angled like City Skylines. Other than that, I also updated the stats screen to make it look better and more easily show the requirements.
Improved the title screens, fixed some more bugs Bugs fixed / features added: Added another car type For some reason cars went backward, so I fixed the sprites Added title screen images
Fixed some copyright issues (oops) and created first release So basically since the beginning of this project, I’ve been just putting ARIAL.TTF in the assets folder. It turns out that thats actually illigal and copyright infringement (oops), so I’ve switched to a different open-source font (and I included the license/attribution). I’ve also cleaned the repository history to remove any lingering font files so I’m not violating copyright or anything. Besides that, I’ve created the first release, v0.1.5 (the 4 before were all broken/tests/copyright font issues). I used AI to help me write the github actions workflow (because like literally NO ONE knows how to do that) and got builds for Linux, MacOS, and Windows. I’ve only tested it on windows so far, but I’ll try and test linux on a VM later. Anyway, I’ll be continuing to work on the game and make some UI/UX improvements.
Added cars fade out animation Cars now fade out when they despawn and when they reach a destination! So when I sent this to a friend they got confused why cars kept disappearing, so I added this. When a car reaches the destination, the car will fade out green, but if the car despawns because it has no route it will fade out red. This was actually harder than it seems because my code was just basically freeing the car class as soon as the car reached the destination, but I changed the code so it would decrement a counter before deleting itself and use the counter to change the color of the car.
Ships:
Introducing JAM, a 2D puzzle game based off of creating and modifying road networks to get cars from here to there! In JAM, you build a road network and watch simulated cars try their best to traverse it. Then, you get feedback on your road network and try to make it better! If you want to play JAM, it is incredibly easy! Just follow the quickstart instructions in the README here https://github.com/tiydwe/jam ! JAM is the most challenging, in depth, project I’ve ever done, and I’m proud of it! JAM is built from scratch using C++ and the Simple and Fast Multimedia Library, without any game engine. I’ve learned and grown throughout building this project and many ways. For example, one thing I’m proud of is the underlying abstraction and code structure. I’ve spent countless hours making, learning, and struggling with proper memory management, ownership models, and relationships. Another example is the UI. Although the UI might look a bit simplistic, it was built entirely from basic primitives, without fancy game engine features. Getting the UI functional and good looking was a major challenge for me. After spending over 70 hours on JAM, I’m proud to say that this project has exceeded all of my expectations and been an amazing learning experience!...
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My first slack bot! by @tiyas | Stardance
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T05:03:39Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a bot which will help user with English spelling and meaning, also tells you joke and cat facts. i tried to make it clear, and i also documented how to use it and how to install on your device…", "repo": "https://github.com/Tiyasbanerjee/Slack-Bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BQ8EN939D"}]...
|
[{"post_id": 48642, "ts": "202 [{"post_id": 48642, "ts": "2026-08-17T03:48:53Z", "hours": 1.5164, "text": "i have added two custom functions, finding the meaning of a word and find simmiler spelled words to help you recall the spelling of a word. and this is ready, I think. I have also finished the documentation. and also debugged. so i am publishing it now."}, {"post_id": 48590, "ts": "2026-08-17T01:29:09Z", "hours": 0.3192, "text": "Successfully shipped the project, and it’s running well. Currently, it only contains the functions taught by the tutorial, but anyway i am going to add some custom functions to make it a little bit attractive and useful…"}, {"post_id": 48136, "ts": "2026-08-16T13:00:18Z", "hours": 0.9803, "text": "i knew about slack-bot first time through this lesson, i had always wanted to make a crazy bot like telegram bots, but i got neither time or guide to build one, but this lesson gave me a push, this is a great start"}]...
|
Title: My first slack bot! by @tiyas | Stardance
Title: My first slack bot! by @tiyas | Stardance
Devlogs:
i knew about slack-bot first time through this lesson, i had always wanted to make a crazy bot like telegram bots, but i got neither time or guide to build one, but this lesson gave me a push, this is a great start
Successfully shipped the project, and it’s running well. Currently, it only contains the functions taught by the tutorial, but anyway i am going to add some custom functions to make it a little bit attractive and useful…
i have added two custom functions, finding the meaning of a word and find simmiler spelled words to help you recall the spelling of a word. and this is ready, I think. I have also finished the documentation. and also debugged. so i am publishing it now.
Ships:
i made a bot which will help user with English spelling and meaning, also tells you joke and cat facts. i tried to make it clear, and i also documented how to use it and how to install on your device…...
|
1793505196.625048
|
1793591596.625048
|
|
49620
|
visualise-ideal-gas by @tiyas | Stardance
|
tiyas
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: visualise-ideal-gas by @tiyas | Stardance
|
1793296146.53216
|
1793900946.53216
|
|
50298
|
lazyOS by @tiyas | Stardance
|
tiyas
|
2
|
18.0
|
18
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T09:08:41Z", "hours": 4.0, "multiplier": 4.46, "payout": 18, "blessing": "neutral", "text": "i have added some features and apps, i gave the page a icon added a top section for Quotes added a calculator added a browser which can do Google searches added a music player These were some main features, Besides these, i added some images in the gallery and 3 focus songs…", "repo": "https://github.com/Tiyasbanerjee/LazyOs", "demo": "https://tiyasbanerjee.github.io/LazyOs/"}, {"ship_num": 2, "ts": "2026-08-22T12:43:59Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a webOS, i named it LazyOs, because my mom calls me lazy… i have used my own clicked photos , which looks really cool. you can see my childhood pic, and also some other pics. there is a gallery app you can open to explore the photos, i tried to do animate as much as i could… and that littery fried my brain to understand… i also added a note app, you can write something if you want… i think i will add more features and apps in it soon… it really feels so good to see my os working…", "repo": "https://github.com/Tiyasbanerjee/LazyOs", "demo": "https://tiyasbanerjee.github.io/LazyOs/"}]...
|
[{"post_id": 57950, "ts": "202 [{"post_id": 57950, "ts": "2026-08-30T09:01:55Z", "hours": 0.6811, "text": "i have added a calculator…"}, {"post_id": 57925, "ts": "2026-08-30T08:14:31Z", "hours": 0.5925, "text": "i have added a browser which can make google searches…."}, {"post_id": 57894, "ts": "2026-08-30T07:01:31Z", "hours": 0.4369, "text": "i have added a motivational quote section which will show you a motivational quotes every time you reload it…"}, {"post_id": 57133, "ts": "2026-08-29T07:32:04Z", "hours": 1.8708, "text": "i have added a music player today…"}, {"post_id": 56461, "ts": "2026-08-28T07:18:13Z", "hours": 0.5008, "text": "i have added a new application , a clock."}, {"post_id": 52295, "ts": "2026-08-22T12:35:00Z", "hours": 2.2133, "text": "pushed one github, and its working properly. the photo app is also build , and i am ready to submit it now."}, {"post_id": 51787, "ts": "2026-08-21T17:05:36Z", "hours": 1.7756, "text": "fixed some bugs, and made this note app window, now i am working on making this usable , and beautiful…"}, {"post_id": 51419, "ts": "2026-08-21T03:34:00Z", "hours": 0.7631, "text": "updated the wallpapers and images to fit my vibe…"}, {"post_id": 51192, "ts": "2026-08-20T18:13:20Z", "hours": 0.4108, "text": "made some more app start buttons and windows for them. i am planing to include a calculator, a note book, a wallpaper manager, a music player…"}, {"post_id": 51055, "ts": "2026-08-20T15:16:06Z", "hours": 0.7808, "text": "added feature to open closed window, and a fancy button. and fixed some minor bugs today."}, {"post_id": 50818, "ts": "2026-08-20T07:48:11Z", "hours": 0.8594, "text": "now in our lazy os, you can close windows !"}, {"post_id": 50533, "ts": "2026-08-19T18:39:57Z", "hours": 1.1256, "text": "i have made the window dragable, but now i noticed a new type of bug. for making the window absolute its is flowing out of the screen… if you have any tips, tell me…"}, {"post_id": 50171, "ts": "2026-08-19T08:54:24Z", "hours": 0.9708, "text": "i have finished the 2ed part of this project, making the home screen. now the next step is to make the window resizable and draggable…"}, {"post_id": 50139, "ts": "2026-08-19T07:35:34Z", "hours": 2.7311, "text": "It took me a good amount of time to make this animation. and hope it looks good. Please tell me what do you think?"}, {"post_id": 49381, "ts": "2026-08-18T05:19:10Z", "hours": 1.9619, "text": "working on making personal os, and it is the welcome page… i tried to make it look cool , and also tried to personalize. some features are not done, like the redirect buttons , and a animation when clicking my ghibili photo.. though i am think if i can create that animation… i want when hovering over the picture, it rotates and the photo changes into another photo which will be my OS icon… if you can give me some suggestions i will be thankful."}]...
|
Title: lazyOS by @tiyas | Stardance
Devlogs:
work Title: lazyOS by @tiyas | Stardance
Devlogs:
working on making personal os, and it is the welcome page… i tried to make it look cool , and also tried to personalize. some features are not done, like the redirect buttons , and a animation when clicking my ghibili photo.. though i am think if i can create that animation… i want when hovering over the picture, it rotates and the photo changes into another photo which will be my OS icon… if you can give me some suggestions i will be thankful.
It took me a good amount of time to make this animation. and hope it looks good. Please tell me what do you think?
i have finished the 2ed part of this project, making the home screen. now the next step is to make the window resizable and draggable…
i have made the window dragable, but now i noticed a new type of bug. for making the window absolute its is flowing out of the screen… if you have any tips, tell me…
now in our lazy os, you can close windows !
added feature to open closed window, and a fancy button. and fixed some minor bugs today.
made some more app start buttons and windows for them. i am planing to include a calculator, a note book, a wallpaper manager, a music player…
updated the wallpapers and images to fit my vibe…
fixed some bugs, and made this note app window, now i am working on making this usable , and beautiful…
pushed one github, and its working properly. the photo app is also build , and i am ready to submit it now.
i have added a new application , a clock.
i have added a music player today…
i have added a motivational quote section which will show you a motivational quotes every time you reload it…
i have added a browser which can make google searches….
i have added a calculator…
Ships:
i made a webOS, i named it LazyOs, because my mom calls me lazy… i have used my own clicked photos , which looks really cool. you can see my childhood pic, and also some other pics. there is a gallery app you can open to explore the photos, i tried to do animate as much as i could… and that littery fried my brain to understand… i also added a note app, you can write something if you want… i think i will add more features and apps in it soon… it really feels so good to see my os working…
i have added some features and apps, i gave the page a icon added a top section for Quotes added a calculator added a browser which can do Google searches added a music player These were some main features, Besides these, i added some images in the gallery and 3 focus songs…...
|
1793509105.7102838
|
1793595505.7102838
|
|
53243
|
MySite by @tiyas | Stardance
|
tiyas
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T20:14:36Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "after 2 days of very hard work and , finnaly i made my personal web page/ portfolio. i know it maybe not so perfect, but i gave my best from my side. it took me 12 hours. and as my skills will grow i will make this prettier. currently it has 4 sections, first page is a introduction, 2ed, my skills, 3ed my projects, and 4th contract me…", "repo": "https://github.com/Tiyasbanerjee/MySite", "demo": "https://tiyasbanerjee.github.io/MySite"}]...
|
[{"post_id": 54041, "ts": "202 [{"post_id": 54041, "ts": "2026-08-24T20:01:54Z", "hours": 2.1794, "text": "i have spended more 2 hours , and finised the last last section “contract me”. and also finished writting the readme. now i am going to ship it."}, {"post_id": 53940, "ts": "2026-08-24T17:19:54Z", "hours": 3.5089, "text": "ohh god, after a lot of twicks and after breaking many times , the webside it looking good. only the contract section is left. after that i think this could be shipped."}, {"post_id": 53608, "ts": "2026-08-24T07:42:04Z", "hours": 3.93, "text": "i am very much confused , i cant make it responsive enough. i have removed some clutter. but i am confused what things i should use which will work both in mobile and desktop…"}, {"post_id": 53069, "ts": "2026-08-23T14:01:59Z", "hours": 2.1189, "text": "i made the first page, and the first intro box, and also a navigation bar on the left side. also find out a nice background. but now i am having issue styling the intro box…"}]...
|
Title: MySite by @tiyas | Stardance
Devlogs:
i ma Title: MySite by @tiyas | Stardance
Devlogs:
i made the first page, and the first intro box, and also a navigation bar on the left side. also find out a nice background. but now i am having issue styling the intro box…
i am very much confused , i cant make it responsive enough. i have removed some clutter. but i am confused what things i should use which will work both in mobile and desktop…
ohh god, after a lot of twicks and after breaking many times , the webside it looking good. only the contract section is left. after that i think this could be shipped.
i have spended more 2 hours , and finised the last last section “contract me”. and also finished writting the readme. now i am going to ship it.
Ships:
after 2 days of very hard work and , finnaly i made my personal web page/ portfolio. i know it maybe not so perfect, but i gave my best from my side. it took me 12 hours. and as my skills will grow i will make this prettier. currently it has 4 sections, first page is a introduction, 2ed, my skills, 3ed my projects, and 4th contract me…...
|
1793551902.5198572
|
1793638302.5198572
|
|
54062
|
New Page by @tiyas | Stardance
|
tiyas
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T05:38:17Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i have used many ‘new page’ extensions, but i have always faced a problem, all of them provide the option to choose which search engine you want to use , but its not handy to change the search engine again and again. and for dev people its so irritating, so i made it, you have all search engines in left side, you can search in any of them as per your need. and it also have a monthly calendar and a clock and mit rss news fetcher, it will update daily, and keep you updated too…", "repo": "https://github.com/Tiyasbanerjee/New-Page", "demo": "https://tiyasbanerjee.github.io/New-Page/"}]...
|
[{"post_id": 56413, "ts": "202 [{"post_id": 56413, "ts": "2026-08-28T05:32:42Z", "hours": 0.5728, "text": "i have fixed some bugs ,and some styling issues, now it looks great, and ready to use, and i am shipping it now."}, {"post_id": 56394, "ts": "2026-08-28T04:43:28Z", "hours": 0.3911, "text": "i fixed it, now news is showing properly."}, {"post_id": 55743, "ts": "2026-08-27T18:34:45Z", "hours": 2.0158, "text": "Now the search bars are working, but the news api’s are not working properly…."}, {"post_id": 55134, "ts": "2026-08-26T16:28:29Z", "hours": 2.2278, "text": "i have added the clock and the search bars. next i will add the news feed, weather report , and the search logic , and a section to add your favorite apps."}, {"post_id": 55028, "ts": "2026-08-26T13:41:53Z", "hours": 0.7411, "text": "added a new section where news will be shown, and also made it show image of the day from nasa as the background image…"}, {"post_id": 54707, "ts": "2026-08-25T19:38:38Z", "hours": 2.0497, "text": "i have finished making the calendar… it was a tough time… because i had spend extra half hour because i saw a wrong calendar and thinking that aug has 29 days… after using 200% of my brain i at last find out my code was correct, i was mistaking…"}, {"post_id": 54547, "ts": "2026-08-25T15:59:36Z", "hours": 1.6264, "text": "Now I am building a calendar from scratch.. seems like my brain will be roasted while doing this…"}, {"post_id": 54301, "ts": "2026-08-25T07:46:00Z", "hours": 1.9564, "text": "i have set up vite. and now configing the github deploy stuffs.. i have also make the html and css a bit, like the main wallpaper and 2 sections. at first i was building it from my mind, but when i saw the guide i understood it uses vit, and github deploy , so i had to spend time understanding those things…"}]...
|
Title: New Page by @tiyas | Stardance
Devlogs:
i Title: New Page by @tiyas | Stardance
Devlogs:
i have set up vite. and now configing the github deploy stuffs.. i have also make the html and css a bit, like the main wallpaper and 2 sections. at first i was building it from my mind, but when i saw the guide i understood it uses vit, and github deploy , so i had to spend time understanding those things…
Now I am building a calendar from scratch.. seems like my brain will be roasted while doing this…
i have finished making the calendar… it was a tough time… because i had spend extra half hour because i saw a wrong calendar and thinking that aug has 29 days… after using 200% of my brain i at last find out my code was correct, i was mistaking…
added a new section where news will be shown, and also made it show image of the day from nasa as the background image…
i have added the clock and the search bars. next i will add the news feed, weather report , and the search logic , and a section to add your favorite apps.
Now the search bars are working, but the news api’s are not working properly….
i fixed it, now news is showing properly.
i have fixed some bugs ,and some styling issues, now it looks great, and ready to use, and i am shipping it now.
Ships:
i have used many ‘new page’ extensions, but i have always faced a problem, all of them provide the option to choose which search engine you want to use , but its not handy to change the search engine again and again. and for dev people its so irritating, so i made it, you have all search engines in left side, you can search in any of them as per your need. and it also have a monthly calendar and a clock and mit rss news fetcher, it will update daily, and keep you updated too…...
|
1793566475.8996007
|
1793652875.8996007
|
|
55363
|
One-To-One by @tiyas | Stardance
|
tiyas
|
1
|
35.0
|
580
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T04:04:31Z", "hours": 35.0, "multiplier": 16.61, "payout": 580, "blessing": "neutral", "text": "i have made a simple webRtc bassed chat app. the special thing of this webside is that, as soon as both friends will close the chat the messages are gone for forever, no scope of being stored anywhere. and even no servers in between, i would call it power-user stuff, because it is so bare-metal that you have to exchange the WebRTC tokens yourself. if you are testing this, try this in two different tabs insted of running on two devices. it will work perfectly fine. i am proud of, its my first react app, and i have made it quite good enough i have fixed some of them myself i have spent a lot of time in it and build sucessful running app i have completed it within 20 days… The improvements in quality of life are, got one private and secure and serverless chatting platform one more step towards off-grid life improvement in privacy. data will be stored nowhere to be honest, my true motivation was, to give young couples a platform to talk privately and with zero risk of someone seeing their old messages… and i think, from a psychological point of view, most of the fight happens in young couples when they see some hurtful message again and again, but this has no way to see that, when you talk , only then you are able to see the chat , as soon as that ends, your brain also stops processing those , because you know they are completely gone.. these messages are stored in your device’s ram, and as soon as the program stops running, the data are gone.", "repo": "https://github.com/Tiyasbanerjee/One-To-One", "demo": "https://chat.tiyas.uk/"}]...
|
[{"post_id": 69935, "ts": "202 [{"post_id": 69935, "ts": "2026-09-18T02:59:53Z", "hours": 1.3969, "text": "i have added the loading animations, and now i am filling out the docs a little. i have also published it onto my own domain, chat.tiyas.uk next i am going to ship it."}, {"post_id": 69503, "ts": "2026-09-17T06:11:38Z", "hours": 2.0442, "text": "I have ran the 2ed successful test. and now its live at, “ https://tiyasbanerjee.github.io/One-To-One/ ” i have added some features like sending messages on enter press, scrool at the end as soon as new message comes or send. set up the github stuffs for deploying. and fixed some bugs like some scroll bars were showing where they should not.. its still not ready to ship now, i want it to look better and be more robust towards edge cases."}, {"post_id": 69077, "ts": "2026-09-16T10:25:47Z", "hours": 5.0767, "text": "at last!! at last i have fixed the bugs 😭😭😭😭. i cant explain the satisfaction level. now messages are sent successfully. But it is still not ready to ship now. i need to harden the logic and count all the edge cases too… but i cant explain the joy i am feeling. it might took 50% of the total time spent on this project. i thought that Ui would be the hardest part. but no, establishing the connections and managing states and variables and logic flow was the hardest, i mean most draining. while doing this i had lost my motivation many times, i thought i cant do, i am failing… but i stick to it. and it worked😭 ohh man!!!!"}, {"post_id": 68474, "ts": "2026-09-15T05:25:12Z", "hours": 8.8919, "text": "It took me quite some time to stitch the underlying connections. these includes, token compressition showing token on linkbox writing the logic of the information flow. writing the logic of showing a message on the message box. some Ui fixes etc etc… i think this is the hardest part… and still its not done, i still have to write the logic of how to take input of peer token, and then have to cheak if things are working properly, i think it would have lots of bugs, i have to fix them…"}, {"post_id": 66382, "ts": "2026-09-12T05:47:15Z", "hours": 1.0128, "text": "worked on the message layouts, worked on the incoming and outgoing message layouts did some styling modifications on the connect page spend time learning about back-end connections…"}, {"post_id": 65844, "ts": "2026-09-11T07:57:21Z", "hours": 1.7792, "text": "deigned some amount of the chat interface. like adding the input field , making it responsive making the button responsive. next steps are, making the layout for the messages, like how they user will see messages… receiving the messages and sending it…"}, {"post_id": 65783, "ts": "2026-09-11T04:53:13Z", "hours": 5.5283, "text": "new updates are worked on responsiveness Worked on degine and styleings Worked on annimations. and next steps are establishing the webRtc conection building the chat interface."}, {"post_id": 64132, "ts": "2026-09-08T10:23:02Z", "hours": 4.5331, "text": "i have switched from basic html css to React. and i have made the first page/welcome page of it. Next, I will make the connection establishment page, and then the chart interface.."}, {"post_id": 61304, "ts": "2026-09-04T04:41:24Z", "hours": 0.9969, "text": "made some UI , and did some UI fixes…"}, {"post_id": 59938, "ts": "2026-09-02T00:19:44Z", "hours": 2.0017, "text": "i have Build some of the UI for the chart interface and wrote some docs… will work farther on the WebRtc connection next."}, {"post_id": 59390, "ts": "2026-09-01T05:27:46Z", "hours": 1.2881, "text": "trying to code the handshake part but i am facing a lot of issues in this webrtc connections ,mainly in the handshake process…"}, {"post_id": 58722, "ts": "2026-08-31T08:28:00Z", "hours": 0.3353, "text": "refactored the code base because i am going to build it from scratch now."}]...
|
Title: One-To-One by @tiyas | Stardance
Devlogs:
Title: One-To-One by @tiyas | Stardance
Devlogs:
refactored the code base because i am going to build it from scratch now.
trying to code the handshake part but i am facing a lot of issues in this webrtc connections ,mainly in the handshake process…
i have Build some of the UI for the chart interface and wrote some docs… will work farther on the WebRtc connection next.
made some UI , and did some UI fixes…
i have switched from basic html css to React. and i have made the first page/welcome page of it. Next, I will make the connection establishment page, and then the chart interface..
new updates are worked on responsiveness Worked on degine and styleings Worked on annimations. and next steps are establishing the webRtc conection building the chat interface.
deigned some amount of the chat interface. like adding the input field , making it responsive making the button responsive. next steps are, making the layout for the messages, like how they user will see messages… receiving the messages and sending it…
worked on the message layouts, worked on the incoming and outgoing message layouts did some styling modifications on the connect page spend time learning about back-end connections…
It took me quite some time to stitch the underlying connections. these includes, token compressition showing token on linkbox writing the logic of the information flow. writing the logic of showing a message on the message box. some Ui fixes etc etc… i think this is the hardest part… and still its not done, i still have to write the logic of how to take input of peer token, and then have to cheak if things are working properly, i think it would have lots of bugs, i have to fix them…
at last!! at last i have fixed the bugs 😭😭😭😭. i cant explain the satisfaction level. now messages are sent successfully. But it is still not ready to ship now. i need to harden the logic and count all the edge cases too… but i cant explain the joy i am feeling. it might took 50% of the total time spent on this project. i thought that Ui would be the hardest part. but no, establishing the connections and managing states and variables and logic flow was the hardest, i mean most draining. while doing this i had lost my motivation many times, i thought i cant do, i am failing… but i stick to it. and it worked😭 ohh man!!!!
I have ran the 2ed successful test. and now its live at, “ https://tiyasbanerjee.github.io/One-To-One/ ” i have added some features like sending messages on enter press, scrool at the end as soon as new message comes or send. set up the github stuffs for deploying. and fixed some bugs like some scroll bars were showing where they should not.. its still not ready to ship now, i want it to look better and be more robust towards edge cases.
i have added the loading animations, and now i am filling out the docs a little. i have also published it onto my own domain, chat.tiyas.uk next i am going to ship it.
Ships:
i have made a simple webRtc bassed chat app. the special thing of this webside is that, as soon as both friends will close the chat the messages are gone for forever, no scope of being stored anywhere. and even no servers in between, i would call it power-user stuff, because it is so bare-metal that you have to exchange the WebRTC tokens yourself. if you are testing this, try this in two different tabs insted of running on two devices. it will work perfectly fine. i am proud of, its my first react app, and i have made it quite good enough i have fixed some of them myself i have spent a lot of time in it and build sucessful running app i have completed it within 20 days… The improvements in quality of life are, got one private and secure and serverless chatting platform one more step towards off-grid life improvement in privacy. data will be stored nowhere to be honest, my true motivation was, to give young couples a platform to talk privately and with zero risk of someone seeing their old messages… and i think, from a psychological point of view, most of the fight happens in young couples when they see some hurtful message again and again, but this has no way to see that, when you talk , only then you are able to see the chat , as soon as that ends, your brain also stops processing those , because you know they are completely gone.. these messages are stored in your device’s ram, and as soon as the program stops running, the data are gone....
|
1793336059.641914
|
1793422459.641914
|
|
12648
|
My awesome macropad! by @tiyan | Stardance
|
tiyan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @tiyan | Stardance
|
1793162890.374301
|
1793767690.374301
|
|
12668
|
Music Tagger by @tiyan | Stardance
|
tiyan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Music Tagger by @tiyan | Stardance
|
1793501631.5014021
|
1794106431.5014021
|
|
37867
|
My own site! by @tiyan | Stardance
|
tiyan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @tiyan | Stardance
|
1793199396.933132
|
1793804196.933132
|
|
58068
|
Frictionless by @tiwarisanno836 | Stardance
|
tiwarisanno836
|
0
|
0.0
|
0
|
[]
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[]
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Title: Frictionless by @tiwarisanno836 | Stardance
|
1793469388.828962
|
1794074188.828962
|
|
9724
|
My first slack bot! by @tiwaribabu | Stardance
|
tiwaribabu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @tiwaribabu | Starda Title: My first slack bot! by @tiwaribabu | Stardance...
|
1793321263.2630057
|
1793926063.2630057
|
|
68192
|
Ava-Robot by @tiwari_aalind | Stardance
|
tiwari_aalind
|
0
|
0.0
|
0
|
[]
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[]
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Title: Ava-Robot by @tiwari_aalind | Stardance
|
1793119781.2914295
|
1793724581.2914295
|