|
58776
|
Yuei.AI by @No1Michael | Stardance
|
No1Michael
|
0
|
37.36
|
0
|
[]
|
[{"post_id": 65720, "ts": "202 [{"post_id": 65720, "ts": "2026-09-11T02:03:56Z", "hours": 7.9983, "text": "Added some UI changes which makes it more usable for mobile, however the biggest challenge is to compress everything down. I personally believe having to scroll and not having everything fit on mobile is what makes the experience bad in most cases"}, {"post_id": 65178, "ts": "2026-09-10T03:52:41Z", "hours": 5.4631, "text": "Few Fixes Including Routing Navigation from the different exercises and other small ui fixes. I’m currently a little lost for other ideas to implement so please leave a comment!"}, {"post_id": 64571, "ts": "2026-09-09T02:35:05Z", "hours": 5.0028, "text": "I WOULD LOVE ANY FEEDBACK! https://wamichae1.github.io/Yuei/ I have a demo now out on github pages, but only the intervals and the note identification works currently!"}, {"post_id": 63755, "ts": "2026-09-07T18:29:02Z", "hours": 11.8419, "text": "Hey! Im looking for advice! If you play piano/any music related stuff, I would love to hear what type of trainer you would like to see! I currently have intervals and note identification, and im progressing through chord identification! If you have a specific system (level) that you wanna see please tell me (organization/instrument/system/etc.)!"}, {"post_id": 63233, "ts": "2026-09-06T22:35:10Z", "hours": 7.0517, "text": "If you’re Canadian and play the piano, you prolly know about RCM and the 4-Star book. Yuei will be a platform where these skills can be practiced, saving you 9.99$ a month! Currently, im building out the Interval trainer as the first part!"}]...
|
Title: Yuei.AI by @No1Michael | Stardance
Devlogs Title: Yuei.AI by @No1Michael | Stardance
Devlogs:
If you’re Canadian and play the piano, you prolly know about RCM and the 4-Star book. Yuei will be a platform where these skills can be practiced, saving you 9.99$ a month! Currently, im building out the Interval trainer as the first part!
Hey! Im looking for advice! If you play piano/any music related stuff, I would love to hear what type of trainer you would like to see! I currently have intervals and note identification, and im progressing through chord identification! If you have a specific system (level) that you wanna see please tell me (organization/instrument/system/etc.)!
I WOULD LOVE ANY FEEDBACK! https://wamichae1.github.io/Yuei/ I have a demo now out on github pages, but only the intervals and the note identification works currently!
Few Fixes Including Routing Navigation from the different exercises and other small ui fixes. I’m currently a little lost for other ideas to implement so please leave a comment!
Added some UI changes which makes it more usable for mobile, however the biggest challenge is to compress everything down. I personally believe having to scroll and not having everything fit on mobile is what makes the experience bad in most cases...
|
1792936245.099146
|
1793800245.099146
|
|
60596
|
My own site! by @Marib | Stardance
|
Marib
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T02:23:54Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my personal portfolio website from scratch using HTML, CSS, and JavaScript to showcase my projects, and a little bit about myself. It took me around 4 hours to build the site and fix all the bugs along the way. I started with a really basic HTML layout and gradually added the navigation bar, styling, dark mode, buttons, hover effects, and mobile responsiveness. The most challenging part was probably finding and fixing the small mistakes that were breaking different parts of the website, especially the mobile navigation. I’m proud that I built everything myself instead of using a template or website builder, and that I was able to take a basic page and turn it into something that actually feels like my own. To test it, you can explore the different sections, try the navigation, switch between light and dark mode, and check out the buttons and hover effects. It’s still a work in progress, and I’ll keep adding more projects and other things as I build them and learn new things.", "repo": "https://github.com/maribsidd/Protfolio", "demo": "https://maribsidd.github.io/Protfolio/"}]...
|
[{"post_id": 65730, "ts": "202 [{"post_id": 65730, "ts": "2026-09-11T02:12:39Z", "hours": 0.6006, "text": "Devlog#3 Spent some time cleaning up the code today. Fixed a few HTML, CSS and mobile issues. nothing major, but the code is much cleaner now and the mobile navbar actually works properly. And Finally its done!!! Check it out!"}, {"post_id": 65368, "ts": "2026-09-10T13:44:08Z", "hours": 1.2094, "text": "Devlog#2 Spent another hour on the site and finally moved past the plain HTML stage. Added the navbar, styled the main page, added dark mode, buttons, hover effects, and making it mobile friendly. It finally looks like an actual website now. next i’ll work on the projects and research section."}, {"post_id": 65308, "ts": "2026-09-10T11:30:08Z", "hours": 0.3617, "text": "Finally started working on my personal site! Built out the core HTML, got a simple header, a quick intro, linked my repos. Looks pretty basic right now without any styling, but CSS is up next!"}]...
|
Title: My own site! by @Marib | Stardance
Devlogs Title: My own site! by @Marib | Stardance
Devlogs:
Finally started working on my personal site! Built out the core HTML, got a simple header, a quick intro, linked my repos. Looks pretty basic right now without any styling, but CSS is up next!
Devlog#2 Spent another hour on the site and finally moved past the plain HTML stage. Added the navbar, styled the main page, added dark mode, buttons, hover effects, and making it mobile friendly. It finally looks like an actual website now. next i’ll work on the projects and research section.
Devlog#3 Spent some time cleaning up the code today. Fixed a few HTML, CSS and mobile issues. nothing major, but the code is much cleaner now and the mobile navbar actually works properly. And Finally its done!!! Check it out!
Ships:
I made my personal portfolio website from scratch using HTML, CSS, and JavaScript to showcase my projects, and a little bit about myself. It took me around 4 hours to build the site and fix all the bugs along the way. I started with a really basic HTML layout and gradually added the navigation bar, styling, dark mode, buttons, hover effects, and mobile responsiveness. The most challenging part was probably finding and fixing the small mistakes that were breaking different parts of the website, especially the mobile navigation. I’m proud that I built everything myself instead of using a template or website builder, and that I was able to take a basic page and turn it into something that actually feels like my own. To test it, you can explore the different sections, try the navigation, switch between light and dark mode, and check out the buttons and hover effects. It’s still a work in progress, and I’ll keep adding more projects and other things as I build them and learn new things....
|
1793411678.0466578
|
1793498078.0466578
|
|
60866
|
Orbit by @Kapilesh | Stardance
|
Kapilesh
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T02:34:53Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Orbit is a custom page that retrieves NASA’s APOD(Astronomy Picture of the Day) and displays it with a live clock, custom kinda space-themed(i tried my best) styling, and full CI/CD deployment to GitHub Pages. The trickiest parts were debugging a NASA API error on “today’s” date (fixed by making it always fetch fetching entry) and a typo’d workflow filename that silently broke deployment .", "repo": "https://github.com/kapileshrajaravius/orbit/", "demo": "https://kapileshrajaravius.github.io/orbit/"}]...
|
[{"post_id": 65734, "ts": "202 [{"post_id": 65734, "ts": "2026-09-11T02:29:27Z", "hours": 0.6117, "text": "Orbit"}]...
|
Title: Orbit by @Kapilesh | Stardance
Devlogs:
Or Title: Orbit by @Kapilesh | Stardance
Devlogs:
Orbit
Ships:
Orbit is a custom page that retrieves NASA’s APOD(Astronomy Picture of the Day) and displays it with a live clock, custom kinda space-themed(i tried my best) styling, and full CI/CD deployment to GitHub Pages. The trickiest parts were debugging a NASA API error on “today’s” date (fixed by making it always fetch fetching entry) and a typo’d workflow filename that silently broke deployment ....
|
1793411771.4336312
|
1793498171.4336312
|
|
37343
|
StarWatlz Steno Keyboard by @JDARIMAN | Stardance
|
JDARIMAN
|
0
|
22.75
|
0
|
[]
|
[{"post_id": 65740, "ts": "202 [{"post_id": 65740, "ts": "2026-09-11T02:45:59Z", "hours": 5.6506, "text": "DEVLOG 3: Finished Design Finally completed the design for the keyboard. I’ve had this project on the back burner as I’ve been working on my other projects, as well as applying for jobs -yet we continue. I’ve designed the case, keycaps, rotary encoder knob, and placed all the hardware. All there is left is to build and code the firmware to be able to type in QWERTY and steno."}, {"post_id": 47857, "ts": "2026-08-16T02:51:24Z", "hours": 6.4339, "text": "DEVLOG 2: Week 1 Completed my PCB, until I found out all my switch footprints were upside down; took about 2 hours to retrace everything :,( Besides that, the PCB is done. All that is left is to CAD the case and Code firmware. I’m pretty excited to figure out the firmware, since Stenography works differently from typing styles such as QWERTY."}, {"post_id": 43042, "ts": "2026-08-08T03:03:57Z", "hours": 9.7506, "text": "DEVLOG 1: KiCad and PCB Design Lots of hours, but not too much to talk about. I’ve gotten the gist of KiCad and have finished my PCB’s schematic. I’ve laid out all my switches for ergonomics, which were inspired by the Starboard, but I also used my screen as a reference to how the keyboard will fit my hands. Getting started with traces was tricky, but I figured it out. Turns out it’s better if keyboards don’t use vias, so I spent about 2 hours just making traces for the left side, trying to make sure they all fit without overlap. I also added the LCD screen and Volume knob, even with my ever-decreasing GPIO pins. I haven’t drawn sketches for the casing yet, so that will likely be featured in my next few devlogs :)"}, {"post_id": 37931, "ts": "2026-07-30T23:03:17Z", "hours": 0.9167, "text": "DEVLOG 0: Figuring it out Started figuring out KiCAD and mapping out keybinds for each key on my qwerty/stenography keyboard. I’m also learning to navigate the stardance site itself."}]...
|
Title: StarWatlz Steno Keyboard by @JDARIMAN | Sta Title: StarWatlz Steno Keyboard by @JDARIMAN | Stardance
Devlogs:
DEVLOG 0: Figuring it out Started figuring out KiCAD and mapping out keybinds for each key on my qwerty/stenography keyboard. I’m also learning to navigate the stardance site itself.
DEVLOG 1: KiCad and PCB Design Lots of hours, but not too much to talk about. I’ve gotten the gist of KiCad and have finished my PCB’s schematic. I’ve laid out all my switches for ergonomics, which were inspired by the Starboard, but I also used my screen as a reference to how the keyboard will fit my hands. Getting started with traces was tricky, but I figured it out. Turns out it’s better if keyboards don’t use vias, so I spent about 2 hours just making traces for the left side, trying to make sure they all fit without overlap. I also added the LCD screen and Volume knob, even with my ever-decreasing GPIO pins. I haven’t drawn sketches for the casing yet, so that will likely be featured in my next few devlogs :)
DEVLOG 2: Week 1 Completed my PCB, until I found out all my switch footprints were upside down; took about 2 hours to retrace everything :,( Besides that, the PCB is done. All that is left is to CAD the case and Code firmware. I’m pretty excited to figure out the firmware, since Stenography works differently from typing styles such as QWERTY.
DEVLOG 3: Finished Design Finally completed the design for the keyboard. I’ve had this project on the back burner as I’ve been working on my other projects, as well as applying for jobs -yet we continue. I’ve designed the case, keycaps, rotary encoder knob, and placed all the hardware. All there is left is to build and code the firmware to be able to type in QWERTY and steno....
|
1793148552.7305117
|
1793753352.7305117
|
|
13785
|
My awesome macropad! by @Rabii | Stardance
|
Rabii
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T02:56:03Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 4 key macropad from scratch using kicad and fusion. The hackpad project was coded in python . Keys are for easy copy and pasting as well as an undo and a key to switch tabs. I’m waiting on the approval so i can start building it irl.", "repo": "https://github.com/ajazrabia1/Mini-Keyboard", "demo": ""}]...
|
[{"post_id": 6575, "ts": "2026 [{"post_id": 6575, "ts": "2026-06-11T01:20:53Z", "hours": 1.4353, "text": "Macropad"}]...
|
Title: My awesome macropad! by @Rabii | Stardance
Title: My awesome macropad! by @Rabii | Stardance
Devlogs:
Macropad
Ships:
I made a 4 key macropad from scratch using kicad and fusion. The hackpad project was coded in python . Keys are for easy copy and pasting as well as an undo and a key to switch tabs. I’m waiting on the approval so i can start building it irl....
|
1793455001.31863
|
1793541401.31863
|
|
60469
|
Simple Website by @Itz_Lulu | Stardance
|
Itz_Lulu
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T03:21:57Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my personal portfolio site, built for Hack Club’s Stardance program. It includes an About Me section and a Projects section, styled with a dark theme using HTML and CSS, with Space Grotesk as the main font. I built this to practice core web fundamentals like flexbox layouts, styling, and structuring a page with sections. I used Claude, an AI assistant, to help me relearn HTML and CSS concepts and guide me step by step while building this site, including troubleshooting issues along the way. The structure, content, and personal choices for the site are mine.", "repo": "https://github.com/ElvisO2/Simple-Website", "demo": "https://elviso2.github.io/Simple-Website/"}]...
|
[{"post_id": 65750, "ts": "202 [{"post_id": 65750, "ts": "2026-09-11T03:12:01Z", "hours": 0.3436, "text": "I added a contacts section and now shipping it"}, {"post_id": 65655, "ts": "2026-09-10T22:53:35Z", "hours": 0.3997, "text": "finished the website."}, {"post_id": 65128, "ts": "2026-09-10T01:40:37Z", "hours": 3.7514, "text": "I’m just touching up on it."}]...
|
Title: Simple Website by @Itz_Lulu | Stardance
De Title: Simple Website by @Itz_Lulu | Stardance
Devlogs:
I’m just touching up on it.
finished the website.
I added a contacts section and now shipping it
Ships:
This is my personal portfolio site, built for Hack Club’s Stardance program. It includes an About Me section and a Projects section, styled with a dark theme using HTML and CSS, with Space Grotesk as the main font. I built this to practice core web fundamentals like flexbox layouts, styling, and structuring a page with sections. I used Claude, an AI assistant, to help me relearn HTML and CSS concepts and guide me step by step while building this site, including troubleshooting issues along the way. The structure, content, and personal choices for the site are mine....
|
1793411617.7565808
|
1793498017.7565808
|
|
60490
|
undertale style warioware game by @tr_Blu | Starda undertale style warioware game by @tr_Blu | Stardance...
|
tr_Blu
|
0
|
1.0
|
0
|
[]
|
[{"post_id": 65752, "ts": "202 [{"post_id": 65752, "ts": "2026-09-11T03:12:52Z", "hours": 0.7203, "text": "worked on art and main menu"}, {"post_id": 65158, "ts": "2026-09-10T03:12:47Z", "hours": 0.2778, "text": "started the menu and planning for the game i wanted to actually plan and try to make this game like a real game dev instead of just jumping straight into it i want to research and plan before I’m making the game"}]...
|
Title: undertale style warioware game by @tr_Blu | Title: undertale style warioware game by @tr_Blu | Stardance
Devlogs:
started the menu and planning for the game i wanted to actually plan and try to make this game like a real game dev instead of just jumping straight into it i want to research and plan before I’m making the game
worked on art and main menu...
|
1793033535.6936257
|
1793638335.6936257
|
|
50639
|
The International Consortium of Browser-Based Digi The International Consortium of Browser-Based Digital Distractions and Productivity Reduction by @willexists | Stardance...
|
willexists
|
2
|
17.0
|
101
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T03:26:17Z", "hours": 8.0, "multiplier": 5.31, "payout": 42, "blessing": "neutral", "text": "heyyyyyyyyyyyyyyy shipwrights and raters :D im will and i made this little petite much yayas app (why did i say that i sound like i’m three..) as this is my second ship, i had to have added some new things, right? well lucky you! i did! ..i hope.. me and me added: FOUR new games (solitaire, minesweeper, sudoku, and tetris!) a leaderboard that actively updates??? woa??? (using firbase bcs im lowk dumb and dont know anything else <3) a subtitle that changes muehehe .. thats it i guess took 8 hours though so i feel accomplished :D love you please rate me well", "repo": "https://github.com/ooowillexistsooo/New-folder", "demo": "https://willexists.space"}, {"ship_num": 2, "ts": "2026-08-21T23:12:16Z", "hours": 9.0, "multiplier": 6.77, "payout": 59, "blessing": "neutral", "text": "Hi! I made this tiny little games site because i was bored, but then I ended up putting in almost 10 hours on it lol! Funny how life works. It has 4 regular games (maybe more soon o.O?): Reaction time test, wordle, stack, snake, and two pass-the-phone games: tic-tac-toe and also wrong answers only. Please try it out before you rate this is you’re rating it, it doesn’t look the absolute best, but it is fun (i promise) Oh there are also 160 words in wordle so ooo lah lah.", "repo": "https://github.com/ooowillexistsooo/New-folder", "demo": "https://willexists.space"}]...
|
[{"post_id": 65753, "ts": "202 [{"post_id": 65753, "ts": "2026-09-11T03:16:12Z", "hours": 0.2664, "text": "i added the subtitles beigntng random which i find pretty coolio also updated the readme probably gonna ship soon"}, {"post_id": 65715, "ts": "2026-09-11T01:47:14Z", "hours": 0.5494, "text": "finished adding tetris <3 in my free time im making smoothies i did creamsicle today"}, {"post_id": 65622, "ts": "2026-09-10T21:21:23Z", "hours": 0.7703, "text": "jus some debugging p.s. random mixamo stuff"}, {"post_id": 64579, "ts": "2026-09-09T02:45:32Z", "hours": 0.6675, "text": "give me ideas for games please i beg i had the most delicious ice cream today it was vanilla trader joes ice cream is amazing"}, {"post_id": 63939, "ts": "2026-09-08T00:50:17Z", "hours": 1.0147, "text": "did some things i dunno also i might redo the home screen to be more styles also my mom was throwing out some monitors so i have more monitors now (more meaning two as well as my laptop screen"}, {"post_id": 63807, "ts": "2026-09-07T19:30:11Z", "hours": 1.3469, "text": "you can play solitaire now <3 also put it in the leaderbored lol (secons based im too lazy to learn point-based solitaire)"}, {"post_id": 63355, "ts": "2026-09-07T04:21:28Z", "hours": 0.4339, "text": "fixed the thing showing my api keys publicly 😭"}, {"post_id": 63346, "ts": "2026-09-07T03:37:11Z", "hours": 1.6669, "text": "we be mining with this one minecraft isnt even relatied i just typed in :mine and it came up lol oh we also added a leaderboard complete with authentication and verification but thats minor 😉"}, {"post_id": 62403, "ts": "2026-09-05T19:00:12Z", "hours": 0.3019, "text": "Read more"}, {"post_id": 62387, "ts": "2026-09-05T18:41:29Z", "hours": 0.9322, "text": "did you know that sudoku helps improve your brain power? i didnt… i could use it pink deltarune is definitley"}, {"post_id": 51963, "ts": "2026-08-21T23:07:23Z", "hours": 1.0692, "text": "i finally added a name!!! also cleaned up, added a readme.md, and added more words to wordle. thanks for following this guys im getting ready to ship!!! please rate this with care i didnt realize i could add slack emojis woah thats cool"}, {"post_id": 51388, "ts": "2026-08-21T01:55:33Z", "hours": 1.7708, "text": "added some multiplayer (pretty much pass-the-phone) games like tic tac toe and wrong answers only also fixed some other things im tired"}, {"post_id": 51313, "ts": "2026-08-20T21:54:53Z", "hours": 0.3336, "text": "hey just wanted to say holy win in wordle"}, {"post_id": 50754, "ts": "2026-08-20T03:25:12Z", "hours": 1.8781, "text": "uhm i added the stack game and a thing to tell people how to add words to the wordle bank also why does my recordings keep cutting out??? theres more its just not cooperating p.s. i gave up its images now"}, {"post_id": 50657, "ts": "2026-08-19T22:33:54Z", "hours": 1.9767, "text": "i meant to post this yesterday, but we added wordle and by we i mean i. there are 50 possible words btw, (also there is cheating if you edit the code but hey you didn’t hear that from me!) also i do suck at wordle dont judge me >:("}, {"post_id": 49329, "ts": "2026-08-18T02:44:59Z", "hours": 1.7353, "text": "i added two games and created this project the games are snake and reaction time test so far the name is a placeholder i swear"}]...
|
Title: The International Consortium of Browser-Bas Title: The International Consortium of Browser-Based Digital Distractions and Productivity Reduction by @willexists | Stardance
Devlogs:
i added two games and created this project the games are snake and reaction time test so far the name is a placeholder i swear
i meant to post this yesterday, but we added wordle and by we i mean i. there are 50 possible words btw, (also there is cheating if you edit the code but hey you didn’t hear that from me!) also i do suck at wordle dont judge me >:(
uhm i added the stack game and a thing to tell people how to add words to the wordle bank also why does my recordings keep cutting out??? theres more its just not cooperating p.s. i gave up its images now
hey just wanted to say holy win in wordle
added some multiplayer (pretty much pass-the-phone) games like tic tac toe and wrong answers only also fixed some other things im tired
i finally added a name!!! also cleaned up, added a readme.md, and added more words to wordle. thanks for following this guys im getting ready to ship!!! please rate this with care i didnt realize i could add slack emojis woah thats cool
did you know that sudoku helps improve your brain power? i didnt… i could use it pink deltarune is definitley
Read more
we be mining with this one minecraft isnt even relatied i just typed in :mine and it came up lol oh we also added a leaderboard complete with authentication and verification but thats minor 😉
fixed the thing showing my api keys publicly 😭
you can play solitaire now <3 also put it in the leaderbored lol (secons based im too lazy to learn point-based solitaire)
did some things i dunno also i might redo the home screen to be more styles also my mom was throwing out some monitors so i have more monitors now (more meaning two as well as my laptop screen
give me ideas for games please i beg i had the most delicious ice cream today it was vanilla trader joes ice cream is amazing
jus some debugging p.s. random mixamo stuff
finished adding tetris <3 in my free time im making smoothies i did creamsicle today
i added the subtitles beigntng random which i find pretty coolio also updated the readme probably gonna ship soon
Ships:
Hi! I made this tiny little games site because i was bored, but then I ended up putting in almost 10 hours on it lol! Funny how life works. It has 4 regular games (maybe more soon o.O?): Reaction time test, wordle, stack, snake, and two pass-the-phone games: tic-tac-toe and also wrong answers only. Please try it out before you rate this is you’re rating it, it doesn’t look the absolute best, but it is fun (i promise) Oh there are also 160 words in wordle so ooo lah lah.
heyyyyyyyyyyyyyyy shipwrights and raters :D im will and i made this little petite much yayas app (why did i say that i sound like i’m three..) as this is my second ship, i had to have added some new things, right? well lucky you! i did! ..i hope.. me and me added: FOUR new games (solitaire, minesweeper, sudoku, and tetris!) a leaderboard that actively updates??? woa??? (using firbase bcs im lowk dumb and dont know anything else <3) a subtitle that changes muehehe .. thats it i guess took 8 hours though so i feel accomplished :D love you please rate me well...
|
1793545008.1540165
|
1793631408.1540165
|
|
59591
|
Super Sweetness Sugartopia by @Yop | Stardance
|
Yop
|
0
|
0.84
|
0
|
[]
|
[{"post_id": 65761, "ts": "202 [{"post_id": 65761, "ts": "2026-09-11T03:35:50Z", "hours": 0.5769, "text": "figured out a theme for my warioware-esque game, also figured out how to create one method in GDScript (i think), time for bed now"}, {"post_id": 64597, "ts": "2026-09-09T03:21:23Z", "hours": 0.2667, "text": "working on the warioware tutorial, learning godot for the first time! spent a good while trying to figure out the hackatime function tho, will work on it further tmr"}]...
|
Title: Super Sweetness Sugartopia by @Yop | Starda Title: Super Sweetness Sugartopia by @Yop | Stardance
Devlogs:
working on the warioware tutorial, learning godot for the first time! spent a good while trying to figure out the hackatime function tho, will work on it further tmr
figured out a theme for my warioware-esque game, also figured out how to create one method in GDScript (i think), time for bed now...
|
1792806535.812424
|
1793411335.812424
|
|
4652
|
sudokun by @techmoocher | Stardance
|
techmoocher
|
0
|
1.73
|
0
|
[]
|
[{"post_id": 65773, "ts": "202 [{"post_id": 65773, "ts": "2026-09-11T04:18:21Z", "hours": 1.7275, "text": "Right now, I’m trying to implement the killer mode of sudoku!!!"}]...
|
Title: sudokun by @techmoocher | Stardance
Devlog Title: sudokun by @techmoocher | Stardance
Devlogs:
Right now, I’m trying to implement the killer mode of sudoku!!!...
|
1793332613.8103483
|
1793937413.8103483
|
|
55920
|
passable by @lilboimonke | Stardance
|
lilboimonke
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T05:11:35Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "been building this for two and a half weeks, submitting it to the Stardance Challenge tonight. it’s called Passable and it does walking routes for 38 US downtowns, except it actually looks at steps, curb heights, and how much sun you’ll be standing in, which no maps app bothers with. I got into it after counting how many LA sidewalk segments have a real accessibility tag on them, which turned out to be 478 out of 16,304, so everything else is a guess and you’d never know from looking at the map. mine tells you when it’s guessing. free, runs in your browser, no login PS: couldnt get more land covered on the maps because it would take up too much storage, and I could only use up so much storage..", "repo": "https://github.com/NayanVangala/nextstephacks", "demo": "https://passable-la.vercel.app/"}]...
|
[{"post_id": 65785, "ts": "202 [{"post_id": 65785, "ts": "2026-09-11T05:02:29Z", "hours": 4.4689, "text": "app complete."}, {"post_id": 62706, "ts": "2026-09-06T06:10:22Z", "hours": 1.7678, "text": "spent half the day working on the landing pages mouse effect field, love how this turned out i think it looks amazing"}, {"post_id": 60986, "ts": "2026-09-03T17:51:51Z", "hours": 6.3494, "text": "did a LOT OF WORK making this thing look better, currently working on some fresh transitions after a huge rebuild and redesign of the entire ui and every component. i guess i just didnt like how it looks lol"}, {"post_id": 57494, "ts": "2026-08-29T17:32:44Z", "hours": 1.0417, "text": "js working on more stylizing the frontend lowk cs ts looks like buhh"}]...
|
Title: passable by @lilboimonke | Stardance
Devlo Title: passable by @lilboimonke | Stardance
Devlogs:
js working on more stylizing the frontend lowk cs ts looks like buhh
did a LOT OF WORK making this thing look better, currently working on some fresh transitions after a huge rebuild and redesign of the entire ui and every component. i guess i just didnt like how it looks lol
spent half the day working on the landing pages mouse effect field, love how this turned out i think it looks amazing
app complete.
Ships:
been building this for two and a half weeks, submitting it to the Stardance Challenge tonight. it’s called Passable and it does walking routes for 38 US downtowns, except it actually looks at steps, curb heights, and how much sun you’ll be standing in, which no maps app bothers with. I got into it after counting how many LA sidewalk segments have a real accessibility tag on them, which turned out to be 478 out of 16,304, so everything else is a guess and you’d never know from looking at the map. mine tells you when it’s guessing. free, runs in your browser, no login PS: couldnt get more land covered on the maps because it would take up too much storage, and I could only use up so much storage.....
|
1793346668.5603194
|
1793433068.5603194
|
|
58453
|
Cloud Slider by @seanlhwi | Stardance
|
seanlhwi
|
0
|
11.95
|
0
|
[]
|
[{"post_id": 65800, "ts": "202 [{"post_id": 65800, "ts": "2026-09-11T05:42:28Z", "hours": 1.8836, "text": "Today, I attempted a design that resembles a record player, but as a fidget. However, I still need to figure out how to make the arm."}, {"post_id": 64644, "ts": "2026-09-09T06:33:46Z", "hours": 1.25, "text": "Today, I improved my roulette table fidget design from last time by adding a handle and ridges. The ridges are uses so that the model won’t slide around when using with one hand, and the handle further enhances the one-useability."}, {"post_id": 64627, "ts": "2026-09-09T05:16:55Z", "hours": 1.4833, "text": "Today, I worked on making a roulette table inspired fidget slider. The prototype was pretty good, but I intend on making revision on the ergonomics and design."}, {"post_id": 63922, "ts": "2026-09-07T23:28:13Z", "hours": 0.4503, "text": "I shortly worked on variations for my mini magnetic slider! I wasn’t expecting anything amazing from my test print of a tiny magnetic slider, but it turns out to be really compact and fun!"}, {"post_id": 63817, "ts": "2026-09-07T19:45:13Z", "hours": 1.1672, "text": "Today, I shortly worked on a simpler version of my project, the Cloud Lite. It’s practically a smaller and top-caseless version of it, which I made to test out how it will feel."}, {"post_id": 63399, "ts": "2026-09-07T06:46:10Z", "hours": 0.3836, "text": "Today, I updated the clearances once again on my Cloud Slider. The two edges that the slider touches with the case is increase by 1.5mm each, and I hope this will help it glide smoothly. I also adjusted the support settings so that it can be more easily removed."}, {"post_id": 62710, "ts": "2026-09-06T06:14:35Z", "hours": 4.9003, "text": "Today, I worked on finishing my 3D printed, magnetic slider fidget. It is mainly designed to resemble a cloud, with a small cloud logo on the slider knob. However, I sorta messed up the first prototypes print cuz I forgot to add supports… :("}, {"post_id": 61992, "ts": "2026-09-05T06:15:37Z", "hours": 0.4356, "text": "Today, I worked shortly on a new design: the Cloud Slider. I created a simple base, and top enclosure, but am still figuring out how to make a cloud shape."}]...
|
Title: Cloud Slider by @seanlhwi | Stardance
Devl Title: Cloud Slider by @seanlhwi | Stardance
Devlogs:
Today, I worked shortly on a new design: the Cloud Slider. I created a simple base, and top enclosure, but am still figuring out how to make a cloud shape.
Today, I worked on finishing my 3D printed, magnetic slider fidget. It is mainly designed to resemble a cloud, with a small cloud logo on the slider knob. However, I sorta messed up the first prototypes print cuz I forgot to add supports… :(
Today, I updated the clearances once again on my Cloud Slider. The two edges that the slider touches with the case is increase by 1.5mm each, and I hope this will help it glide smoothly. I also adjusted the support settings so that it can be more easily removed.
Today, I shortly worked on a simpler version of my project, the Cloud Lite. It’s practically a smaller and top-caseless version of it, which I made to test out how it will feel.
I shortly worked on variations for my mini magnetic slider! I wasn’t expecting anything amazing from my test print of a tiny magnetic slider, but it turns out to be really compact and fun!
Today, I worked on making a roulette table inspired fidget slider. The prototype was pretty good, but I intend on making revision on the ergonomics and design.
Today, I improved my roulette table fidget design from last time by adding a handle and ridges. The ridges are uses so that the model won’t slide around when using with one hand, and the handle further enhances the one-useability.
Today, I attempted a design that resembles a record player, but as a fidget. However, I still need to figure out how to make the arm....
|
1793494208.949051
|
1794099008.949051
|
|
59991
|
Blare Alarm Clock by @Tom1234 | Stardance
|
Tom1234
|
0
|
4.06
|
0
|
[]
|
[{"post_id": 65801, "ts": "202 [{"post_id": 65801, "ts": "2026-09-11T05:47:54Z", "hours": 1.1739, "text": "I have written the code for the clock, I used a small amount of AI to design some of the code and fix some bugs"}, {"post_id": 64595, "ts": "2026-09-09T03:13:12Z", "hours": 1.8975, "text": "I finished making the container for the alarm, it took a lot of trial and error."}, {"post_id": 64531, "ts": "2026-09-09T00:34:20Z", "hours": 0.6447, "text": "I finished making the PCB."}, {"post_id": 64511, "ts": "2026-09-08T23:38:35Z", "hours": 0.3392, "text": "I have drawn the schematic and assigned footprints to components"}]...
|
Title: Blare Alarm Clock by @Tom1234 | Stardance
Title: Blare Alarm Clock by @Tom1234 | Stardance
Devlogs:
I have drawn the schematic and assigned footprints to components
I finished making the PCB.
I finished making the container for the alarm, it took a lot of trial and error.
I have written the code for the clock, I used a small amount of AI to design some of the code and fix some bugs...
|
1793030038.618572
|
1793634838.618572
|
|
59730
|
Orank Tab by @yoru_ayan | Stardance
|
yoru_ayan
|
1
|
3.19
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T20:45:52Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Orank Tab — done (for now) ok so this project is basically finished lol. started it cuz i wanted a new tab page that actually does something instead of just being a blank screen. ended up with a big clock, google search w autocomplete, custom shortcuts, a todo list, and NASA’s astronomy pic of the day (that part’s actually kinda cool ngl). also threw in a little achievements thing bc why not. built with React + TypeScript, kept the UI dark and minimal cuz that’s just what looks good imo. nothing crazy fancy, just something I’ll genuinely use every day when I open a new tab. not gonna lie some parts were annoying to debug (looking at u NASA API) but it works now and I’m happy with it. calling this one wrapped", "repo": "https://github.com/aniway89/Orank-Tab", "demo": "https://orank-tab.vercel.app/"}]...
|
[{"post_id": 65804, "ts": "202 [{"post_id": 65804, "ts": "2026-09-11T05:56:10Z", "hours": 1.1931, "text": "Here is the fix Canva gif which is converted by GhatGpt to png is roll back to gif. The search bar problem is not happening on my browser check on edge, chrome and on brave."}, {"post_id": 65552, "ts": "2026-09-10T19:22:30Z", "hours": 2.3244, "text": "getting start with the UI/UX. Here I am making a Custom tab which is functional and have practical use."}]...
|
Title: Orank Tab by @yoru_ayan | Stardance
Devlog Title: Orank Tab by @yoru_ayan | Stardance
Devlogs:
getting start with the UI/UX. Here I am making a Custom tab which is functional and have practical use.
Here is the fix Canva gif which is converted by GhatGpt to png is roll back to gif. The search bar problem is not happening on my browser check on edge, chrome and on brave.
Ships:
Orank Tab — done (for now) ok so this project is basically finished lol. started it cuz i wanted a new tab page that actually does something instead of just being a blank screen. ended up with a big clock, google search w autocomplete, custom shortcuts, a todo list, and NASA’s astronomy pic of the day (that part’s actually kinda cool ngl). also threw in a little achievements thing bc why not. built with React + TypeScript, kept the UI dark and minimal cuz that’s just what looks good imo. nothing crazy fancy, just something I’ll genuinely use every day when I open a new tab. not gonna lie some parts were annoying to debug (looking at u NASA API) but it works now and I’m happy with it. calling this one wrapped...
|
1793411272.3621056
|
1793497672.3621056
|
|
59204
|
Cyber OS by @hackyc | Stardance
|
hackyc
|
0
|
5.38
|
0
|
[]
|
[{"post_id": 65813, "ts": "202 [{"post_id": 65813, "ts": "2026-09-11T06:32:26Z", "hours": 4.0844, "text": "2026-09-07 - 1.1.0 Added A click target on the menu-bar clock that opens a live monthly Calendar window, highlights the current day, and shows a small daily agenda. A four-function Calculator with clear, delete, percentage, decimal, and grouped-zero controls. An Apps launcher in the menu bar with Terminal, File Explorer, Calculator, Calendar, Devlog, and About shortcuts. Keyboard application shortcuts: Cmd+1 through Cmd+4 open Terminal, File Explorer, Calculator, and Calendar respectively. A functional File menu for opening File Explorer, a new Terminal window, and Calculator. A functional Window menu for minimizing, closing, maximizing/restoring, and tiling visible windows. A simulated, clickable Linux filesystem rooted at / , with /root , /home , /home/yichen , /etc , /usr , /var , and /tmp paths. File previews for representative simulated files, including /etc/hostname , /etc/os-release , and root tooling notes. A local canvas-based cmatrix-style ASCII rain wallpaper; it is rendered in the browser and adds no external asset or server dependency. Dedicated README documentation covering static hosting, included apps, terminal behavior, and the low-resource deployment profile. This versioned changelog. Changed Terminal identity changed from aurora@webos to root@cyberos , with /root as the initial shell directory. Terminal filesystem commands ( ls , cd , and cat ) now use the same simulated Linux filesystem exposed by File Explorer."}, {"post_id": 63335, "ts": "2026-09-07T03:12:04Z", "hours": 1.2911, "text": "2026-09-07 - 1.0.0 Initial static WebOS desktop with a macOS-inspired menu bar, dock, desktop shortcuts, and draggable, resizable app windows. Browser-native terminal simulator with Linux-style commands: help , ls , cd , cat , pwd , echo , date , whoami , uname , history , clear , and neofetch . Simulated cybersecurity learning tools: nmap and dig return deterministic training output. Browser-only curl and ping helpers that use client-side GET requests; CyberOS does not provide a backend, POST endpoint, database, or authentication flow. Devlog and About windows, plus command-history persistence in local storage."}]...
|
Title: Cyber OS by @hackyc | Stardance
Devlogs:
2 Title: Cyber OS by @hackyc | Stardance
Devlogs:
2026-09-07 - 1.0.0 Initial static WebOS desktop with a macOS-inspired menu bar, dock, desktop shortcuts, and draggable, resizable app windows. Browser-native terminal simulator with Linux-style commands: help , ls , cd , cat , pwd , echo , date , whoami , uname , history , clear , and neofetch . Simulated cybersecurity learning tools: nmap and dig return deterministic training output. Browser-only curl and ping helpers that use client-side GET requests; CyberOS does not provide a backend, POST endpoint, database, or authentication flow. Devlog and About windows, plus command-history persistence in local storage.
2026-09-07 - 1.1.0 Added A click target on the menu-bar clock that opens a live monthly Calendar window, highlights the current day, and shows a small daily agenda. A four-function Calculator with clear, delete, percentage, decimal, and grouped-zero controls. An Apps launcher in the menu bar with Terminal, File Explorer, Calculator, Calendar, Devlog, and About shortcuts. Keyboard application shortcuts: Cmd+1 through Cmd+4 open Terminal, File Explorer, Calculator, and Calendar respectively. A functional File menu for opening File Explorer, a new Terminal window, and Calculator. A functional Window menu for minimizing, closing, maximizing/restoring, and tiling visible windows. A simulated, clickable Linux filesystem rooted at / , with /root , /home , /home/yichen , /etc , /usr , /var , and /tmp paths. File previews for representative simulated files, including /etc/hostname , /etc/os-release , and root tooling notes. A local canvas-based cmatrix-style ASCII rain wallpaper; it is rendered in the browser and adds no external asset or server dependency. Dedicated README documentation covering static hosting, included apps, terminal behavior, and the low-resource deployment profile. This versioned changelog. Changed Terminal identity changed from aurora@webos to root@cyberos , with /root as the initial shell directory. Terminal filesystem commands ( ls , cd , and cat ) now use the same simulated Linux filesystem exposed by File Explorer....
|
1792939673.2484903
|
1793803673.2484903
|
|
13388
|
codex-connect by @nightowl | Stardance
|
nightowl
|
1
|
7.78
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T19:25:36Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a library in java called codex-connect that allows users to use their chatgpt account in order to query the api programmatically.", "repo": "https://github.com/nightowl-devs/codex-connect", "demo": "https://jitpack.io/#nightowl-devs/codex-connect/v1.0.2"}]...
|
[{"post_id": 65822, "ts": "202 [{"post_id": 65822, "ts": "2026-09-11T06:59:09Z", "hours": 1.3761, "text": "Okay baisicly stardance demaned a video showcase of the library in the readme so here it is ig. Also adapted the library for the latest gpt 5.5 models and fixed auth since the schema changed once again!! also made the readme cleaner and the example better. idk I was not able to embed the video into the GitHub readme so ig someone curious enough will have to download it :/"}, {"post_id": 15522, "ts": "2026-06-25T06:43:13Z", "hours": 0.4033, "text": "I have fixed the library not working on paid ChatGPT accounts due to me not having the schema at this time"}, {"post_id": 5823, "ts": "2026-06-09T19:21:53Z", "hours": 0.3622, "text": "devlog #3 I got the library to compile correctly on jitpack, made a few mistakes along the way but they all fixed now, and also wrote a readme and included examples on how to use the library"}, {"post_id": 5750, "ts": "2026-06-09T17:29:01Z", "hours": 0.3697, "text": "devlog #2 I have just finished the codex-connect library allowing you to use codex’s api in java it supports tools, the responses endpoint and authentication"}, {"post_id": 5138, "ts": "2026-06-08T20:29:29Z", "hours": 5.3397, "text": "devlog #1 today I wrote a library that allows you to sign in with your ChatGPT account check your quota, usage, get available models for your plan, and obviously prompt the model! why am i doing this? idk i kinda like codex but we know java is better than rust so they leave me no choice. alr cya"}]...
|
Title: codex-connect by @nightowl | Stardance
Dev Title: codex-connect by @nightowl | Stardance
Devlogs:
devlog #1 today I wrote a library that allows you to sign in with your ChatGPT account check your quota, usage, get available models for your plan, and obviously prompt the model! why am i doing this? idk i kinda like codex but we know java is better than rust so they leave me no choice. alr cya
devlog #2 I have just finished the codex-connect library allowing you to use codex’s api in java it supports tools, the responses endpoint and authentication
devlog #3 I got the library to compile correctly on jitpack, made a few mistakes along the way but they all fixed now, and also wrote a readme and included examples on how to use the library
I have fixed the library not working on paid ChatGPT accounts due to me not having the schema at this time
Okay baisicly stardance demaned a video showcase of the library in the readme so here it is ig. Also adapted the library for the latest gpt 5.5 models and fixed auth since the schema changed once again!! also made the readme cleaner and the example better. idk I was not able to embed the video into the GitHub readme so ig someone curious enough will have to download it :/
Ships:
I made a library in java called codex-connect that allows users to use their chatgpt account in order to query the api programmatically....
|
1793490597.0870898
|
1793576997.0870898
|
|
59421
|
LilyCam by @anasluqman089 | Stardance
|
anasluqman089
|
0
|
3.33
|
0
|
[]
|
[{"post_id": 65825, "ts": "202 [{"post_id": 65825, "ts": "2026-09-11T07:05:38Z", "hours": 0.5058, "text": "Devlog #4 Hello everyone! The 3D is finished! I added a hole for the USB-C and the SD card. Created the lid and the half circle is for the keychain. that is all for today and I will submit it for funding very soon!"}, {"post_id": 65263, "ts": "2026-09-10T08:24:34Z", "hours": 1.2406, "text": "Devlog #3 Hello everyone! Today, I have have put the button upside down and shorten the PCB a bit. Im continuing on with 3D model and as you can see the corner is rounded to reduce force on impact. That is all from me today."}, {"post_id": 64837, "ts": "2026-09-09T15:07:49Z", "hours": 0.4983, "text": "Devlog 2 Hello everyone! today I have edited the PCB to fit all the parts so this is just a short devlog"}, {"post_id": 64226, "ts": "2026-09-08T14:06:43Z", "hours": 1.0878, "text": "Devlog 1 Hello everyone! Yesterday I was doomscrolling then I found a post about a Kodak keychain camera and i want to build it, I will be using a XIAO ESP32-S3 Sense , 3x 6mm pushbutton and a 1.3” IPS LCD screen .It will be powered with a Li-Po battery. I have finished the schematic and the PCB design need some tweak. so follow along my project even thought there are other project that I haven’t finished but I have submitted Blare Phone Locker for funding so also follow that project too!"}]...
|
Title: LilyCam by @anasluqman089 | Stardance
Devl Title: LilyCam by @anasluqman089 | Stardance
Devlogs:
Devlog 1 Hello everyone! Yesterday I was doomscrolling then I found a post about a Kodak keychain camera and i want to build it, I will be using a XIAO ESP32-S3 Sense , 3x 6mm pushbutton and a 1.3” IPS LCD screen .It will be powered with a Li-Po battery. I have finished the schematic and the PCB design need some tweak. so follow along my project even thought there are other project that I haven’t finished but I have submitted Blare Phone Locker for funding so also follow that project too!
Devlog 2 Hello everyone! today I have edited the PCB to fit all the parts so this is just a short devlog
Devlog #3 Hello everyone! Today, I have have put the button upside down and shorten the PCB a bit. Im continuing on with 3D model and as you can see the corner is rounded to reduce force on impact. That is all from me today.
Devlog #4 Hello everyone! The 3D is finished! I added a hole for the USB-C and the SD card. Created the lid and the half circle is for the keychain. that is all for today and I will submit it for funding very soon!...
|
1792799344.1588097
|
1793404144.1588097
|
|
16092
|
KaOS by @Scout | Stardance
|
Scout
|
0
|
0.4
|
0
|
[]
|
[{"post_id": 6583, "ts": "2026 [{"post_id": 6583, "ts": "2026-06-11T01:50:07Z", "hours": 0.3961, "text": "Devlog - 01 Started work on KAKUSEIOS (KaOS), a custom themed WebOS built in vanilla HTML/CSS/JS. First 20 sum minutes = Fleshing out HTML/CSS skeleton and JS properties. The concept: instead of a standard landing page, the OS boots through a fake Arch Linux TTY sequence. You log in as USER, run ‘exec kakusei’, watch a gold progress bar fill, then the desktop fades in. Built out the full foundation today: Boot sequence: a typewriter terminal effect with configurable line speed and delay per line. Gold loading bar with named stages (Initializing, Loading window manager, Mounting desktop, etc). Transitions via CSS opacity fade into the OS layer. Desktop is a deep navy/black palette with gold accents throughout. Glassmorphism windows with gold borders and glow. Fixed topbar with OS name, Japanese subtitle (覚醒), and live clock. Kanji character icon placeholders for apps. Simple WIP Window manager- draggable windows from header handle, open/close system, z-index stacking so last-clicked window always sits on top. Topbar always stays above everything. createWindow() helper lets you spin up new apps without rewriting. (Working out bugs) Currently working on: About window: first functional app, OS origin, etc… Next up: building out functional apps starting with an in-OS terminal."}]...
|
Title: KaOS by @Scout | Stardance
Devlogs:
Devlog Title: KaOS by @Scout | Stardance
Devlogs:
Devlog - 01 Started work on KAKUSEIOS (KaOS), a custom themed WebOS built in vanilla HTML/CSS/JS. First 20 sum minutes = Fleshing out HTML/CSS skeleton and JS properties. The concept: instead of a standard landing page, the OS boots through a fake Arch Linux TTY sequence. You log in as USER, run ‘exec kakusei’, watch a gold progress bar fill, then the desktop fades in. Built out the full foundation today: Boot sequence: a typewriter terminal effect with configurable line speed and delay per line. Gold loading bar with named stages (Initializing, Loading window manager, Mounting desktop, etc). Transitions via CSS opacity fade into the OS layer. Desktop is a deep navy/black palette with gold accents throughout. Glassmorphism windows with gold borders and glow. Fixed topbar with OS name, Japanese subtitle (覚醒), and live clock. Kanji character icon placeholders for apps. Simple WIP Window manager- draggable windows from header handle, open/close system, z-index stacking so last-clicked window always sits on top. Topbar always stays above everything. createWindow() helper lets you spin up new apps without rewriting. (Working out bugs) Currently working on: About window: first functional app, OS origin, etc… Next up: building out functional apps starting with an in-OS terminal....
|
1793501801.1416047
|
1794106601.1416047
|
|
44462
|
Waaaaaaaaluigi Ware by @Vini | Stardance
|
Vini
|
2
|
21.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T20:51:18Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I have made I made a completely functioning waluigi ware godot game The most challenging part The most challenging part of creating this was the last one getting all the collision hit boxes to work The thing I’m most proud of The thing I’m most proud of is the text when it tells you what to do the tweening by code was difficult so yes I got a tiny bit of help form AI TO EXPLAIN how it works NOT TO ctrl c ctrl v What you need to know to test my project This might be buggy but I hope you like it when you click to try to collect the onions in the clicker game you can click the onions with the text still there The text does not pause or stop the timer when the text is there please start the game please try to rate this good and I hope you like this", "repo": "https://github.com/wildevi26250-tech/Waaaaaaaaaario-Ware", "demo": "https://wildevi26250-tech.itch.io/waluigi-ware"}, {"ship_num": 2, "ts": "2026-08-11T05:23:32Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a pretty good game if I dont say so myself its quite good for a first time godot user I like it wuite much. (Wait that doesent english right). Anyways it works pretty well and im quite happy with.", "repo": "https://github.com/wildevi26250-tech/Waaaaaaaaaario-Ware", "demo": "https://wildevi26250-tech.itch.io/waluigi-ware"}]...
|
[{"post_id": 65848, "ts": "202 [{"post_id": 65848, "ts": "2026-09-11T08:14:19Z", "hours": 0.9197, "text": "Gonna ship tomorrow Did some final bug checking and fixing Added a restart if the monster gets to far it makes you lose a life yeah it’s really buggy and kind of crappy but I don’t care"}, {"post_id": 55402, "ts": "2026-08-27T06:35:35Z", "hours": 4.5886, "text": "Tremendous amounts of pain (Please help) I spent about 2 hours wanting to make a rhythm minigame gave up on that Then spent another hour trying to figure out collisions and sword attacks Worked it all out but by Jove it was annoying as hell"}, {"post_id": 51328, "ts": "2026-08-20T22:26:33Z", "hours": 4.3744, "text": "Added half of a Rhythm game This Rhythm minigame is very silly Working on getting some new art in there Thats most of whats been happening"}, {"post_id": 46744, "ts": "2026-08-14T06:52:35Z", "hours": 2.505, "text": "Fixed some basic issues Why the fudge was the timer behind the bricks turnsout all I needed to do is add a canvas layer as a parent made the game genrally better by adding text animations and stuff"}, {"post_id": 45019, "ts": "2026-08-11T04:58:01Z", "hours": 0.5347, "text": "Got everything ready for shipping Fixed some minor bugs like the screen not streatching properly Just some optimization and cleaning really"}, {"post_id": 43606, "ts": "2026-08-08T23:31:50Z", "hours": 3.6431, "text": "Added final Minigame & Clicker game Added block blast as final minigame Added the clicker minigame Added the win and lose screens Gonna ship soon"}, {"post_id": 43086, "ts": "2026-08-08T05:15:56Z", "hours": 2.3519, "text": "Finished first mini game Added fully walking waluigi with walk cycles He collects the garlics"}, {"post_id": 42850, "ts": "2026-08-07T19:52:28Z", "hours": 2.1681, "text": "Added title screen and half of first minigame Title screen and working buttons Pretty cookie concept Please try"}]...
|
Title: Waaaaaaaaluigi Ware by @Vini | Stardance
D Title: Waaaaaaaaluigi Ware by @Vini | Stardance
Devlogs:
Added title screen and half of first minigame Title screen and working buttons Pretty cookie concept Please try
Finished first mini game Added fully walking waluigi with walk cycles He collects the garlics
Added final Minigame & Clicker game Added block blast as final minigame Added the clicker minigame Added the win and lose screens Gonna ship soon
Got everything ready for shipping Fixed some minor bugs like the screen not streatching properly Just some optimization and cleaning really
Fixed some basic issues Why the fudge was the timer behind the bricks turnsout all I needed to do is add a canvas layer as a parent made the game genrally better by adding text animations and stuff
Added half of a Rhythm game This Rhythm minigame is very silly Working on getting some new art in there Thats most of whats been happening
Tremendous amounts of pain (Please help) I spent about 2 hours wanting to make a rhythm minigame gave up on that Then spent another hour trying to figure out collisions and sword attacks Worked it all out but by Jove it was annoying as hell
Gonna ship tomorrow Did some final bug checking and fixing Added a restart if the monster gets to far it makes you lose a life yeah it’s really buggy and kind of crappy but I don’t care
Ships:
I made a pretty good game if I dont say so myself its quite good for a first time godot user I like it wuite much. (Wait that doesent english right). Anyways it works pretty well and im quite happy with.
What I have made I made a completely functioning waluigi ware godot game The most challenging part The most challenging part of creating this was the last one getting all the collision hit boxes to work The thing I’m most proud of The thing I’m most proud of is the text when it tells you what to do the tweening by code was difficult so yes I got a tiny bit of help form AI TO EXPLAIN how it works NOT TO ctrl c ctrl v What you need to know to test my project This might be buggy but I hope you like it when you click to try to collect the onions in the clicker game you can click the onions with the text still there The text does not pause or stop the timer when the text is there please start the game please try to rate this good and I hope you like this...
|
1793436735.2229943
|
1793523135.2229943
|
|
9219
|
YourTIME by @orozjuan | Stardance
|
orozjuan
|
0
|
10.83
|
0
|
[]
|
[{"post_id": 6586, "ts": "2026 [{"post_id": 6586, "ts": "2026-06-11T02:06:01Z", "hours": 1.6647, "text": "Another round of updates on YourTime . Want to try it for yourself? Click here to open YourTime . Take full control of your habits Until now, if you created a habit scheduled for tomorrow and changed your mind, you couldn’t delete it until tomorrow came around. Frustrating bug that I caught in real-life use. The new Manage Activities modal solves it: a single click from the sidebar shows you every habit and task you’ve ever created, grouped by type, with the weekly schedule visible at a glance. Edit any of them, delete with a quick inline confirmation, and the board updates instantly without a refresh. Especially handy when you’re cleaning up after a few weeks of experimenting with routines. Forgot your password? Now you can actually reset it Password recovery is one of those flows that nobody thinks about until they need it and it isn’t there. YourTime now has a complete reset flow: a link on the sign-in page, a clean form to enter your email, a branded recovery email landing in your inbox, and a final screen to choose a new password. Once you’re done, you go straight to the app already signed in. No more “contact support” detours. Mobile drag-and-drop done right Anyone who tried YourTime on an iPhone or iPad before this update knows: trying to move a card between columns was a frustrating mess. The page wanted to scroll, the card refused to lift, and it felt broken. I rebuilt the touch interaction using the same long-press pattern that Trello and Notion use: hold a card for a quarter-second and it lifts cleanly; swipe normally and the page scrolls as it should. The sidebar drawer is now solid instead of see-through, has a proper close button, and every icon in the app has been swapped from emoji to handcrafted SVGs so things look consistent across iOS, Android and desktop. Email that feels like the app The transactional emails YourTime sends — sign-up confirmation, password reset, account changes, magic links, invitations — all got custom HTML templates that match the dark, minimalist aesthetic of the product. They come from [email protected] through a custom domain setup, so your inbox knows it’s YourTime and not some generic service. What’s next The next big thing on my list is real-time sync across devices. Move a card on your laptop and watch it update live on your phone, no refresh needed. That’s the experience I’m chasing next. Let’s build this together If you have feedback, edge cases, or features you’d love to see, please share them. Every piece of input shapes what comes next. Stay tuned for more updates."}, {"post_id": 5353, "ts": "2026-06-09T02:51:27Z", "hours": 3.78, "text": "Another big update on how YourTime is shaping up. A lot has changed since the last post and the project is starting to feel like a real product. The dark background still anchors the whole experience, but now there’s a proper home page, a much easier process to create an account, and a few details have been ironed out. A real home for the project YourTime now has a public page at yourtimeapp.me. Before, anyone who opened the link landed straight on the sign-in form without knowing what the app was about. Now you get a quick look at the three main tools that make it up: a board to organize your tasks, a timer to help you focus, and a visual calendar that shows your consistency throughout the year. A real picture of what the app looks like inside is right at the top so you can see what it’s all about before creating an account. Switch languages on the fly A small button in the top right corner lets you swap the whole app between Spanish and English in one click. Your choice gets remembered, so the next time you come back, the app already knows how you want to read it. A better email experience Every message YourTime sends — account confirmation, password reset, sign-in links, or notices — now comes with a custom design that matches the rest of the app, sent from [email protected] . No more generic or boring emails that feel out of place. Smarter streaks, calmer focus We made two small but important fixes this round. The streak counter no longer penalizes you for taking a task out of the “Done” list during the day; the day only “closes” at your local midnight, so your streak reflects what you actually achieved, without errors from temporary changes. Also, starting a focus moment no longer triggers random permission pop-ups out of nowhere: app alerts are now something you turn on yourself from the settings only when you want them. Let’s build this together If you have ideas, suggestions, or things you’d love to see in YourTime, drop a comment or send a message. Every conversation makes the project that much better. Stay tuned for more updates."}, {"post_id": 4732, "ts": "2026-06-08T05:20:20Z", "hours": 4.7075, "text": "A little sneak peek at how YourTime is coming along. The project is progressing incredibly well and already has the clean, dark aesthetic I envisioned from the start. Right now, the application is still running locally, but I’m putting the finishing touches on it before the first public release. Total control over your routines As you can see in the latest screenshot, I’ve added powerful habit customization options. You can now select the exact days you want each habit to repeat, making it easier to build a schedule that fits your lifestyle. Work at your own pace The Pomodoro timer is now fully customizable. You can adjust your focus session length, short and long breaks, and even choose how many cycles you want to complete before taking a longer rest. What’s next? I’m getting very close to launching YourTime online. My goal is to let everyone try it, integrate it into their daily routines, and share feedback so I can continue improving the experience. Let’s build this together If you have ideas, suggestions, or features you’d like to see, feel free to leave a comment. Every piece of feedback helps shape the future of YourTime and make it more useful for everyone. Stay tuned for more updates."}, {"post_id": 3821, "ts": "2026-06-06T21:33:39Z", "hours": 0.6739, "text": "Structure is ready Started work on YourTime, an advanced visual productivity and habit-tracking application. Combined a dynamic Kanban board, an automated Pomodoro timer, and a GitHub-style consistency heatmap into a single, seamless workflow. What I did today Designed the logo and banner in four branding styles: Logotype (text only) Symbol (graphic element only) Combination Mark (image + text; both elements can be used separately) Emblem (image + text; both elements are integrated into a single design) Defined the initial visual identity and branding direction for the project. -Created a detailed README.md: Documented the entire project, clearly explaining what the application is, its core objectives, and exactly how its workflow and features operate."}]...
|
Title: YourTIME by @orozjuan | Stardance
Devlogs: Title: YourTIME by @orozjuan | Stardance
Devlogs:
Structure is ready Started work on YourTime, an advanced visual productivity and habit-tracking application. Combined a dynamic Kanban board, an automated Pomodoro timer, and a GitHub-style consistency heatmap into a single, seamless workflow. What I did today Designed the logo and banner in four branding styles: Logotype (text only) Symbol (graphic element only) Combination Mark (image + text; both elements can be used separately) Emblem (image + text; both elements are integrated into a single design) Defined the initial visual identity and branding direction for the project. -Created a detailed README.md: Documented the entire project, clearly explaining what the application is, its core objectives, and exactly how its workflow and features operate.
A little sneak peek at how YourTime is coming along. The project is progressing incredibly well and already has the clean, dark aesthetic I envisioned from the start. Right now, the application is still running locally, but I’m putting the finishing touches on it before the first public release. Total control over your routines As you can see in the latest screenshot, I’ve added powerful habit customization options. You can now select the exact days you want each habit to repeat, making it easier to build a schedule that fits your lifestyle. Work at your own pace The Pomodoro timer is now fully customizable. You can adjust your focus session length, short and long breaks, and even choose how many cycles you want to complete before taking a longer rest. What’s next? I’m getting very close to launching YourTime online. My goal is to let everyone try it, integrate it into their daily routines, and share feedback so I can continue improving the experience. Let’s build this together If you have ideas, suggestions, or features you’d like to see, feel free to leave a comment. Every piece of feedback helps shape the future of YourTime and make it more useful for everyone. Stay tuned for more updates.
Another big update on how YourTime is shaping up. A lot has changed since the last post and the project is starting to feel like a real product. The dark background still anchors the whole experience, but now there’s a proper home page, a much easier process to create an account, and a few details have been ironed out. A real home for the project YourTime now has a public page at yourtimeapp.me. Before, anyone who opened the link landed straight on the sign-in form without knowing what the app was about. Now you get a quick look at the three main tools that make it up: a board to organize your tasks, a timer to help you focus, and a visual calendar that shows your consistency throughout the year. A real picture of what the app looks like inside is right at the top so you can see what it’s all about before creating an account. Switch languages on the fly A small button in the top right corner lets you swap the whole app between Spanish and English in one click. Your choice gets remembered, so the next time you come back, the app already knows how you want to read it. A better email experience Every message YourTime sends — account confirmation, password reset, sign-in links, or notices — now comes with a custom design that matches the rest of the app, sent from [email protected] . No more generic or boring emails that feel out of place. Smarter streaks, calmer focus We made two small but important fixes this round. The streak counter no longer penalizes you for taking a task out of the “Done” list during the day; the day only “closes” at your local midnight, so your streak reflects what you actually achieved, without errors from temporary changes. Also, starting a focus moment no longer triggers random permission pop-ups out of nowhere: app alerts are now something you turn on yourself from the settings only when you want them. Let’s build this together If you have ideas, suggestions, or things you’d love to see in YourTime, drop a comment or send a message. Every conversation makes the project that much better. Stay tuned for more updates.
Another round of updates on YourTime . Want to try it for yourself? Click here to open YourTime . Take full control of your habits Until now, if you created a habit scheduled for tomorrow and changed your mind, you couldn’t delete it until tomorrow came around. Frustrating bug that I caught in real-life use. The new Manage Activities modal solves it: a single click from the sidebar shows you every habit and task you’ve ever created, grouped by type, with the weekly schedule visible at a glance. Edit any of them, delete with a quick inline confirmation, and the board updates instantly without a refresh. Especially handy when you’re cleaning up after a few weeks of experimenting with routines. Forgot your password? Now you can actually reset it Password recovery is one of those flows that nobody thinks about until they need it and it isn’t there. YourTime now has a complete reset flow: a link on the sign-in page, a clean form to enter your email, a branded recovery email landing in your inbox, and a final screen to choose a new password. Once you’re done, you go straight to the app already signed in. No more “contact support” detours. Mobile drag-and-drop done right Anyone who tried YourTime on an iPhone or iPad before this update knows: trying to move a card between columns was a frustrating mess. The page wanted to scroll, the card refused to lift, and it felt broken. I rebuilt the touch interaction using the same long-press pattern that Trello and Notion use: hold a card for a quarter-second and it lifts cleanly; swipe normally and the page scrolls as it should. The sidebar drawer is now solid instead of see-through, has a proper close button, and every icon in the app has been swapped from emoji to handcrafted SVGs so things look consistent across iOS, Android and desktop. Email that feels like the app The transactional emails YourTime sends — sign-up confirmation, password reset, account changes, magic links, invitations — all got custom HTML templates that match the dark, minimalist aesthetic of the product. They come from [email protected] through a custom domain setup, so your inbox knows it’s YourTime and not some generic service. What’s next The next big thing on my list is real-time sync across devices. Move a card on your laptop and watch it update live on your phone, no refresh needed. That’s the experience I’m chasing next. Let’s build this together If you have feedback, edge cases, or features you’d love to see, please share them. Every piece of input shapes what comes next. Stay tuned for more updates....
|
1793181150.9114375
|
1793785950.9114375
|
|
60603
|
profile card by @sharma_manjuroyal | Stardance
|
sharma_manjuroyal
|
0
|
0.34
|
0
|
[]
|
[{"post_id": 65860, "ts": "202 [{"post_id": 65860, "ts": "2026-09-11T09:12:13Z", "hours": 0.3411, "text": "plz do not reject for ai i check my hacktime before anything thanks i just need some dust"}]...
|
Title: profile card by @sharma_manjuroyal | Starda Title: profile card by @sharma_manjuroyal | Stardance
Devlogs:
plz do not reject for ai i check my hacktime before anything thanks i just need some dust...
|
1793036900.835071
|
1793641700.835071
|
|
52670
|
My very own WebOS by @asamarth875 | Stardance
|
asamarth875
|
1
|
3.53
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-02T06:23:45Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a web OS with a doremon bot which just makes it a little comfy place and is fun to use and have some games to cure your boredom", "repo": "https://github.com/samarth875-netizen/orbit-os", "demo": "https://orbit-os-urhmhelmen.vercel.app/"}]...
|
[{"post_id": 65862, "ts": "202 [{"post_id": 65862, "ts": "2026-09-11T09:18:08Z", "hours": 1.5281, "text": "yayyayayay, some changes later i am back with this PUHHH!!!!! WDYM this is bad, I was jus tryna copy MAC OS and failed MISERABLY!!!"}, {"post_id": 60075, "ts": "2026-09-02T06:20:38Z", "hours": 0.4667, "text": "finalised the code"}, {"post_id": 55782, "ts": "2026-08-27T19:34:56Z", "hours": 0.2764, "text": "added a cute doremon interactive bot and also made some changes"}, {"post_id": 55708, "ts": "2026-08-27T17:53:15Z", "hours": 1.04, "text": "Like right now, I formed the basic webpage, Now I will do such changes that it becomes my own and that’s my view"}]...
|
Title: My very own WebOS by @asamarth875 | Stardan Title: My very own WebOS by @asamarth875 | Stardance
Devlogs:
Like right now, I formed the basic webpage, Now I will do such changes that it becomes my own and that’s my view
added a cute doremon interactive bot and also made some changes
finalised the code
yayyayayay, some changes later i am back with this PUHHH!!!!! WDYM this is bad, I was jus tryna copy MAC OS and failed MISERABLY!!!
Ships:
i made a web OS with a doremon bot which just makes it a little comfy place and is fun to use and have some games to cure your boredom...
|
1793454872.8811042
|
1793541272.8811042
|
|
40752
|
Flight Sim Hackpad by @smallz | Stardance
|
smallz
|
0
|
11.26
|
0
|
[]
|
[{"post_id": 65875, "ts": "202 [{"post_id": 65875, "ts": "2026-09-11T09:50:43Z", "hours": 1.2506, "text": "Finished working on firmware. I use QMK or whatever it’s called to do it. I did rely a bit on AI for this though, as I don’t know C and my design is different from the tutorial so it would’ve taken forever to learn. I’ve also now published everything to github, and this is the last devlog before I click ship (i attached an image of my fully assembled hackpad because i dont know what to screenshot for the firmware)"}, {"post_id": 65058, "ts": "2026-09-09T22:02:19Z", "hours": 3.3578, "text": "Finally finished working on the case after many struggles. This took forever, as I’m kinda terrible at CAD. I did some in Fusion360, and some in Onshape. I went for the sandwich mount style :)"}, {"post_id": 56194, "ts": "2026-08-27T20:49:33Z", "hours": 1.6931, "text": "Worked on and finished the bottom part of my case! I just need to do the top now, which is a bit harder so I decided to get a 3D model of the board so i can make my case around it. I was also fiddling around with inserting 3D models. The models were hard to fit perfectly, so it took a while. I originally tried adding them in fusion, but then realised halfway through it would’ve been too hard inserting the other components as well. 1st image - kicad, 2nd image - where i switched from fusion to kicad, 3rd image - completed bottom case"}, {"post_id": 54314, "ts": "2026-08-25T08:15:36Z", "hours": 3.1906, "text": "Finished working on my schematic and PCB!!! I had to use a pin expander because even if I used the matrix method, I would’ve been one pin short :/. Anyways thanks for reading!!"}, {"post_id": 42563, "ts": "2026-08-07T11:47:20Z", "hours": 1.2714, "text": "Wired stuff. Had to rewire everything like 2 different times because i messed up and missunderstood how schematics work. Now I should be good. I’m one pin short, so I also researched ways I can fix it. I’m working on that now."}, {"post_id": 38848, "ts": "2026-08-01T12:30:10Z", "hours": 0.5, "text": "Started working on my hackpad. Just did the basic bit of the tutorial. Issue I faced (not apart of total time): I accidentally deleted a symbol library at the start which took about 3 hours for me to find out what I did wrong 😭 ."}]...
|
Title: Flight Sim Hackpad by @smallz | Stardance
Title: Flight Sim Hackpad by @smallz | Stardance
Devlogs:
Started working on my hackpad. Just did the basic bit of the tutorial. Issue I faced (not apart of total time): I accidentally deleted a symbol library at the start which took about 3 hours for me to find out what I did wrong 😭 .
Wired stuff. Had to rewire everything like 2 different times because i messed up and missunderstood how schematics work. Now I should be good. I’m one pin short, so I also researched ways I can fix it. I’m working on that now.
Finished working on my schematic and PCB!!! I had to use a pin expander because even if I used the matrix method, I would’ve been one pin short :/. Anyways thanks for reading!!
Worked on and finished the bottom part of my case! I just need to do the top now, which is a bit harder so I decided to get a 3D model of the board so i can make my case around it. I was also fiddling around with inserting 3D models. The models were hard to fit perfectly, so it took a while. I originally tried adding them in fusion, but then realised halfway through it would’ve been too hard inserting the other components as well. 1st image - kicad, 2nd image - where i switched from fusion to kicad, 3rd image - completed bottom case
Finally finished working on the case after many struggles. This took forever, as I’m kinda terrible at CAD. I did some in Fusion360, and some in Onshape. I went for the sandwich mount style :)
Finished working on firmware. I use QMK or whatever it’s called to do it. I did rely a bit on AI for this though, as I don’t know C and my design is different from the tutorial so it would’ve taken forever to learn. I’ve also now published everything to github, and this is the last devlog before I click ship (i attached an image of my fully assembled hackpad because i dont know what to screenshot for the firmware)...
|
1793522994.545794
|
1794127794.545794
|
|
55749
|
Kings Kool Website :fire: by @ssno8 | Stardance
|
ssno8
|
0
|
2.5
|
0
|
[]
|
[{"post_id": 65876, "ts": "202 [{"post_id": 65876, "ts": "2026-09-11T09:54:27Z", "hours": 1.9817, "text": "hi 👋 this is a development post #02 ~ I know, I’m writing another blog in only a few hours 😭 I am continuing to make my website. Things I have changes: Content layout Background Things I’m trying to add: Making it responsive to work on monst screens Adding pages of interests! Is my website starting to look more interesting? PROOF BELOW? (REAL) (NOT CLICKBAIT)"}, {"post_id": 65769, "ts": "2026-09-11T04:11:16Z", "hours": 0.5167, "text": "hi 👋 this is a development post #01 ~ Exams finished which means I have finally started actually adding stuff into my website! Nothing much has been added yet, as I am just pausing to make an update here so I don’t get slimed out. PROOF BELOW? (REAL) (NOT CLICKBAIT)"}]...
|
Title: Kings Kool Website :fire: by @ssno8 | Stard Title: Kings Kool Website :fire: by @ssno8 | Stardance
Devlogs:
hi 👋 this is a development post #01 ~ Exams finished which means I have finally started actually adding stuff into my website! Nothing much has been added yet, as I am just pausing to make an update here so I don’t get slimed out. PROOF BELOW? (REAL) (NOT CLICKBAIT)
hi 👋 this is a development post #02 ~ I know, I’m writing another blog in only a few hours 😭 I am continuing to make my website. Things I have changes: Content layout Background Things I’m trying to add: Making it responsive to work on monst screens Adding pages of interests! Is my website starting to look more interesting? PROOF BELOW? (REAL) (NOT CLICKBAIT)...
|
1793346633.828712
|
1793951433.828712
|
|
60302
|
TUI-OS by @Dat-One-Dev | Stardance
|
Dat-One-Dev
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T10:19:14Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "TUI-OS is a browser-based operating system with a draggable multi-panel desktop, live ASCII clock, terminal supporting filesystem commands, and file viewer, built in vanilla HTML, CSS, and JavaScript for Stardance.", "repo": "https://github.com/Dat-one-dev/tui-os", "demo": "https://dat-one-dev.github.io/TUI-OS/"}]...
|
[{"post_id": 65880, "ts": "202 [{"post_id": 65880, "ts": "2026-09-11T10:00:22Z", "hours": 0.3569, "text": "TUI-OS DEVLOG 3 My small web os project is near end first i added drag gable windows now u can drag windows lwk changing there positions [I USED AI IN DRAGGIN PART IDK HOW TO DO IT], then i fixed errors in tree and dir commands, then i added this new VIEW command to view files like txt md and pngs, then added many files for fun and ig ts is done time to lwk make a readme vercel and ship it…i will ship it on github io this time ig"}, {"post_id": 65859, "ts": "2026-09-11T09:10:29Z", "hours": 1.0267, "text": "TUI-OS DEVLOG 2 Nowk we have 3 panels, Terminal Clock and IDK which is gonna be file viewer panel, we also have added commands like help - prints help log clear - clears terminal pwd - shows current dir dir - lists content tree - preety dir with adv features linux users know ts well cd - Change Dir Commnad fastfetch - just felt cool adding this print log, also used in welcome screen [neofetch and fastfetch do lwk same job] date - date time - time then we have clock panel thats just clock and IDK panel is next feature then i can ship ts"}, {"post_id": 64896, "ts": "2026-09-09T16:31:57Z", "hours": 0.6994, "text": "TUI OS DEVLOG 1 I made the proj added this black screen and green text on it did some css added text input buffer on it added a terminalPrint func in js to print array of strings, and then i added a varaiable to store input of new line….thats it for today"}]...
|
Title: TUI-OS by @Dat-One-Dev | Stardance
Devlogs Title: TUI-OS by @Dat-One-Dev | Stardance
Devlogs:
TUI OS DEVLOG 1 I made the proj added this black screen and green text on it did some css added text input buffer on it added a terminalPrint func in js to print array of strings, and then i added a varaiable to store input of new line….thats it for today
TUI-OS DEVLOG 2 Nowk we have 3 panels, Terminal Clock and IDK which is gonna be file viewer panel, we also have added commands like help - prints help log clear - clears terminal pwd - shows current dir dir - lists content tree - preety dir with adv features linux users know ts well cd - Change Dir Commnad fastfetch - just felt cool adding this print log, also used in welcome screen [neofetch and fastfetch do lwk same job] date - date time - time then we have clock panel thats just clock and IDK panel is next feature then i can ship ts
TUI-OS DEVLOG 3 My small web os project is near end first i added drag gable windows now u can drag windows lwk changing there positions [I USED AI IN DRAGGIN PART IDK HOW TO DO IT], then i fixed errors in tree and dir commands, then i added this new VIEW command to view files like txt md and pngs, then added many files for fun and ig ts is done time to lwk make a readme vercel and ship it…i will ship it on github io this time ig
Ships:
TUI-OS is a browser-based operating system with a draggable multi-panel desktop, live ASCII clock, terminal supporting filesystem commands, and file viewer, built in vanilla HTML, CSS, and JavaScript for Stardance....
|
1793411536.7713966
|
1793497936.7713966
|
|
56840
|
MindDock AI by @aliorhanok78 | Stardance
|
aliorhanok78
|
0
|
10.64
|
0
|
[]
|
[{"post_id": 65882, "ts": "202 [{"post_id": 65882, "ts": "2026-09-11T10:03:21Z", "hours": 2.2472, "text": "Development Log — Day 4"}, {"post_id": 65197, "ts": "2026-09-10T05:01:55Z", "hours": 3.3839, "text": "MindDock AI — Development Log #2"}, {"post_id": 61394, "ts": "2026-09-04T09:03:33Z", "hours": 5.0125, "text": "Devlog — Day 1: Project Foundation & File Discovery"}]...
|
Title: MindDock AI by @aliorhanok78 | Stardance
D Title: MindDock AI by @aliorhanok78 | Stardance
Devlogs:
Devlog — Day 1: Project Foundation & File Discovery
MindDock AI — Development Log #2
Development Log — Day 4...
|
1793400880.02749
|
1794005680.02749
|
|
60957
|
PC OR LAPTOP by @Krishnazx07 | Stardance
|
Krishnazx07
|
1
|
8.0
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T10:42:40Z", "hours": 8.0, "multiplier": 1.02, "payout": 9, "blessing": "neutral", "text": "I made a website about pc and laptop. and i think it has really helped me learn about flexbox and grid and improved my web development skills vastly.", "repo": "https://github.com/Krishnazx07/Pc-VS-Laptop", "demo": "https://krishnazx07.github.io/Pc-VS-Laptop/"}]...
|
[{"post_id": 65894, "ts": "202 [{"post_id": 65894, "ts": "2026-09-11T10:32:07Z", "hours": 8.4683, "text": "I have completed a web project. it was more like a practice project to learn some new stuff about web development."}]...
|
Title: PC OR LAPTOP by @Krishnazx07 | Stardance
D Title: PC OR LAPTOP by @Krishnazx07 | Stardance
Devlogs:
I have completed a web project. it was more like a practice project to learn some new stuff about web development.
Ships:
I made a website about pc and laptop. and i think it has really helped me learn about flexbox and grid and improved my web development skills vastly....
|
1793411786.9510934
|
1793498186.9510934
|
|
58599
|
Nature protecting website by @rohitdeshatwad | Sta Nature protecting website by @rohitdeshatwad | Stardance...
|
rohitdeshatwad
|
1
|
0.36
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T06:19:05Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created EcoGuard, a web-based environmental monitoring app designed to help students learn about environmental conditions and protection. What I built: Interactive dashboard for environmental awareness Clean and responsive HTML/CSS user interface Challenging parts: Setting up GitHub Pages for live demo Proper repository configuration and README structure How to test: Click ‘Try project’ to view the live website Check the source code repository for file setup", "repo": "https://github.com/rohitdeshatwad2011-lgtm/ecoguard", "demo": "https://rohitdeshatwad2011-lgtm.github.io/ecoguard/"}]...
|
[{"post_id": 65898, "ts": "202 [{"post_id": 65898, "ts": "2026-09-11T10:43:55Z", "hours": 0.3647, "text": "new changes of my ecoguard project"}, {"post_id": 64358, "ts": "2026-09-08T17:42:49Z", "hours": 0.2881, "text": "Created initial HTML structure for EcoGuard Website to raise enviromental awarness"}]...
|
Title: Nature protecting website by @rohitdeshatwa Title: Nature protecting website by @rohitdeshatwad | Stardance
Devlogs:
Created initial HTML structure for EcoGuard Website to raise enviromental awarness
new changes of my ecoguard project
Ships:
I created EcoGuard, a web-based environmental monitoring app designed to help students learn about environmental conditions and protection. What I built: Interactive dashboard for environmental awareness Clean and responsive HTML/CSS user interface Challenging parts: Setting up GitHub Pages for live demo Proper repository configuration and README structure How to test: Click ‘Try project’ to view the live website Check the source code repository for file setup...
|
1793472811.6869535
|
1793559211.6869535
|
|
37328
|
Untitled by @kingjamesh | Stardance
|
kingjamesh
|
0
|
103.56
|
0
|
[]
|
[{"post_id": 65909, "ts": "202 [{"post_id": 65909, "ts": "2026-09-11T11:19:07Z", "hours": 1.4806, "text": "6.7b 🤪🤪🤪"}, {"post_id": 65629, "ts": "2026-09-10T21:37:28Z", "hours": 102.08, "text": "6th longest devlog! for gits and shiggles"}]...
|
Title: Untitled by @kingjamesh | Stardance
Devlog Title: Untitled by @kingjamesh | Stardance
Devlogs:
6th longest devlog! for gits and shiggles
6.7b 🤪🤪🤪...
|
1792939957.6564832
|
1793803957.6564832
|
|
11213
|
Rust Flight Controller by @franchioping | Stardanc Rust Flight Controller by @franchioping | Stardance...
|
franchioping
|
0
|
11.51
|
0
|
[]
|
[{"post_id": 6591, "ts": "2026 [{"post_id": 6591, "ts": "2026-06-11T02:10:59Z", "hours": 3.9058, "text": "First Drone Controller! After a bit of trial and error, we have out first PID drone controller!!! . It works in ACRO mode, this means that joystick inputs are seen as a target angular velocity, which the controller turns into a torque and then into motor outputs. . The mixer scales down torque and throttle dynamically to not ever lose throttle or attitude controll . . On top of this, it is now easy to add auto leveling, with another PID stacked above, that turns a target rotation into a target angular velocity"}, {"post_id": 5993, "ts": "2026-06-10T01:33:17Z", "hours": 7.0075, "text": "Physics Simulation and Data Analysis I made a basic simulation with rust + rapier3d ! . The simulation outputs drone state + flight controller code logs into a MessagePack file, taking in inputs in the form of a json file with timestamps and controls. Struggled with size until I switched over from Json (future hint: dont ever use json on simulation data at 6kHz..) . To help visualize this data, i chose egui + egui_plot on rust. Currently, the flight controller is an RNG :/, but eventually it will fly!"}, {"post_id": 4369, "ts": "2026-06-07T17:50:45Z", "hours": 0.5964, "text": "Multicore code on ESP32-S3. Working on Native Rust! Unlike my previous esp32 projects, which relied on FreeRTOS and idf.py (The C++ IOT tooling by Espressif), this pure rust on esp-hal, so no-std Will eventually come back to this, but until i have hardware it’s time to go back into simulating flight and getting some control going."}]...
|
Title: Rust Flight Controller by @franchioping | S Title: Rust Flight Controller by @franchioping | Stardance
Devlogs:
Multicore code on ESP32-S3. Working on Native Rust! Unlike my previous esp32 projects, which relied on FreeRTOS and idf.py (The C++ IOT tooling by Espressif), this pure rust on esp-hal, so no-std Will eventually come back to this, but until i have hardware it’s time to go back into simulating flight and getting some control going.
Physics Simulation and Data Analysis I made a basic simulation with rust + rapier3d ! . The simulation outputs drone state + flight controller code logs into a MessagePack file, taking in inputs in the form of a json file with timestamps and controls. Struggled with size until I switched over from Json (future hint: dont ever use json on simulation data at 6kHz..) . To help visualize this data, i chose egui + egui_plot on rust. Currently, the flight controller is an RNG :/, but eventually it will fly!
First Drone Controller! After a bit of trial and error, we have out first PID drone controller!!! . It works in ACRO mode, this means that joystick inputs are seen as a target angular velocity, which the controller turns into a torque and then into motor outputs. . The mixer scales down torque and throttle dynamically to not ever lose throttle or attitude controll . . On top of this, it is now easy to add auto leveling, with another PID stacked above, that turns a target rotation into a target angular velocity...
|
1793202635.0587065
|
1793807435.0587065
|
|
57750
|
Revenant by @raze_ | Stardance
|
raze_
|
0
|
3.52
|
0
|
[]
|
[{"post_id": 65916, "ts": "202 [{"post_id": 65916, "ts": "2026-09-11T11:37:35Z", "hours": 0.9611, "text": "Revenant: static recompiled Driver 2 the sles_029 one now reaches the overlay tokenizer and runs the psyqish style dispatch chain natively and this is what i got ; 1.2867 functions lifted and none was trapped which is 85.2z% of text covered, all the control flow discovery are green and 2. Framebuffer clear (gpo e1) checks out first CD command was 0x01 so no more external dispatch misses which was overlay=0"}, {"post_id": 60948, "ts": "2026-09-03T17:05:45Z", "hours": 2.5542, "text": "Static recompiler turning stripped PlayStation 1 binaries into standalone native executables. No emulator underneath."}]...
|
Title: Revenant by @raze_ | Stardance
Devlogs:
St Title: Revenant by @raze_ | Stardance
Devlogs:
Static recompiler turning stripped PlayStation 1 binaries into standalone native executables. No emulator underneath.
Revenant: static recompiled Driver 2 the sles_029 one now reaches the overlay tokenizer and runs the psyqish style dispatch chain natively and this is what i got ; 1.2867 functions lifted and none was trapped which is 85.2z% of text covered, all the control flow discovery are green and 2. Framebuffer clear (gpo e1) checks out first CD command was 0x01 so no more external dispatch misses which was overlay=0...
|
1793454841.7404492
|
1794059641.7404492
|
|
60978
|
3D.City by @praneel23o | Stardance
|
praneel23o
|
1
|
24.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T04:16:38Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "3D.city is a browser-based 3D city-building simulation built with Three.js and MicropolisJS. The project combines real-time 3D rendering with a city simulation running in a Web Worker, allowing players to build, manage, and explore a dynamic city. It also explores WebGL/WebGPU rendering, custom shaders, 3D assets, and performance optimization for a smooth experience across different devices", "repo": "https://github.com/pannilal/3D.city/", "demo": "https://pannilal.github.io/3D.city/index_gpu.html"}]...
|
[{"post_id": 65917, "ts": "202 [{"post_id": 65917, "ts": "2026-09-11T11:38:47Z", "hours": 23.6644, "text": "3D.city — From Idea to a Browser-Based 3D City The project started with a simple idea: take the classic city-building simulation concept and turn it into a modern, fully 3D experience that runs directly in the browser. The goal was not just to create a visual 3D city, but to build an actual playable city simulation where the player can interact with and manage a living city. Starting the Project The first step was establishing the basic web application and the 3D rendering environment. The project uses Three.js as the main rendering framework. This provides the foundation for displaying buildings, roads, terrain, textures, lighting, and other elements of the city in real time. From the beginning, browser performance was an important consideration. A city can contain thousands of objects and simulation updates, so the architecture needed to be designed with performance in mind. Building the 3D World Once the rendering foundation was in place, the next step was creating the actual city environment. The project uses custom 3D models, textures, and shaders to make the city more than a collection of simple blocks. The rendering system is responsible for turning the underlying city data into a visual 3D world. Different development tools and map/tile utilities were also created during development to make it easier to work with the city’s terrain and map data. Adding the City Simulation A beautiful city is not enough for a city-building game. The city needs to actually simulate itself. For this, the project integrates micropolisJS, an open-source city simulation engine descended from the original SimCity source. This gives the project the underlying logic required for a functioning city simulation while allowing the 3D frontend to provide a completely different visual experience. One of the important architectural decisions was to run the simulation inside a Web Worker. Instead of performing all simulation calculations on the main browser thread, the simulation can run separately while Three.js focuses on rendering. This helps keep the interface responsive and the 3D world smooth. Connecting Simulation and Rendering The next challenge was connecting the simulation with the 3D world. The simulation produces city data, while the rendering system interprets that data and displays the appropriate structures and changes in the world. This creates the core loop of the project: Simulation → City Data → 3D Rendering → Player Interaction → Simulation This separation between simulation and rendering makes the project easier to expand while also helping with performance. Supporting Different Hardware Another important part of the development process was making the game usable on different systems. The repository contains different entry points for the experience, including a normal graphics version, an advanced GPU/WebGPU-oriented version, and a low-performance version. This allows the project to experiment with different rendering capabilities rather than assuming every player has the same hardware. The main experience is designed to run in modern browsers using WebGL2 or WebGPU, making the game accessible without requiring a traditional desktop installation. Bringing Everything Together After the rendering system, simulation, assets, map tools, and browser interface were connected, the project evolved from a technical experiment into a playable 3D city-building prototype. The final application combines: A real-time Three.js 3D environment Custom shaders, textures, and 3D models The micropolisJS city simulation Web Worker-based simulation processing Browser-based gameplay Multiple graphics configurations Supporting tools for maps and tiles An open-source codebase The result is 3d.city, a fully browser-playable 3D city builder. The city is built in the browser — and this is only the beginning."}]...
|
Title: 3D.City by @praneel23o | Stardance
Devlogs Title: 3D.City by @praneel23o | Stardance
Devlogs:
3D.city — From Idea to a Browser-Based 3D City The project started with a simple idea: take the classic city-building simulation concept and turn it into a modern, fully 3D experience that runs directly in the browser. The goal was not just to create a visual 3D city, but to build an actual playable city simulation where the player can interact with and manage a living city. Starting the Project The first step was establishing the basic web application and the 3D rendering environment. The project uses Three.js as the main rendering framework. This provides the foundation for displaying buildings, roads, terrain, textures, lighting, and other elements of the city in real time. From the beginning, browser performance was an important consideration. A city can contain thousands of objects and simulation updates, so the architecture needed to be designed with performance in mind. Building the 3D World Once the rendering foundation was in place, the next step was creating the actual city environment. The project uses custom 3D models, textures, and shaders to make the city more than a collection of simple blocks. The rendering system is responsible for turning the underlying city data into a visual 3D world. Different development tools and map/tile utilities were also created during development to make it easier to work with the city’s terrain and map data. Adding the City Simulation A beautiful city is not enough for a city-building game. The city needs to actually simulate itself. For this, the project integrates micropolisJS, an open-source city simulation engine descended from the original SimCity source. This gives the project the underlying logic required for a functioning city simulation while allowing the 3D frontend to provide a completely different visual experience. One of the important architectural decisions was to run the simulation inside a Web Worker. Instead of performing all simulation calculations on the main browser thread, the simulation can run separately while Three.js focuses on rendering. This helps keep the interface responsive and the 3D world smooth. Connecting Simulation and Rendering The next challenge was connecting the simulation with the 3D world. The simulation produces city data, while the rendering system interprets that data and displays the appropriate structures and changes in the world. This creates the core loop of the project: Simulation → City Data → 3D Rendering → Player Interaction → Simulation This separation between simulation and rendering makes the project easier to expand while also helping with performance. Supporting Different Hardware Another important part of the development process was making the game usable on different systems. The repository contains different entry points for the experience, including a normal graphics version, an advanced GPU/WebGPU-oriented version, and a low-performance version. This allows the project to experiment with different rendering capabilities rather than assuming every player has the same hardware. The main experience is designed to run in modern browsers using WebGL2 or WebGPU, making the game accessible without requiring a traditional desktop installation. Bringing Everything Together After the rendering system, simulation, assets, map tools, and browser interface were connected, the project evolved from a technical experiment into a playable 3D city-building prototype. The final application combines: A real-time Three.js 3D environment Custom shaders, textures, and 3D models The micropolisJS city simulation Web Worker-based simulation processing Browser-based gameplay Multiple graphics configurations Supporting tools for maps and tiles An open-source codebase The result is 3d.city, a fully browser-playable 3D city builder. The city is built in the browser — and this is only the beginning.
Ships:
3D.city is a browser-based 3D city-building simulation built with Three.js and MicropolisJS. The project combines real-time 3D rendering with a city simulation running in a Web Worker, allowing players to build, manage, and explore a dynamic city. It also explores WebGL/WebGPU rendering, custom shaders, 3D assets, and performance optimization for a smooth experience across different devices...
|
1793411789.3072932
|
1793498189.3072932
|
|
735
|
Morse Code Card by @saltichash | Stardance
|
saltichash
|
0
|
0.59
|
0
|
[]
|
[{"post_id": 6592, "ts": "2026 [{"post_id": 6592, "ts": "2026-06-11T02:12:05Z", "hours": 0.5883, "text": "I started working on the base schematic for my recreation of the nux Morse Code Card Pro 🥳"}]...
|
Title: Morse Code Card by @saltichash | Stardance
Title: Morse Code Card by @saltichash | Stardance
Devlogs:
I started working on the base schematic for my recreation of the nux Morse Code Card Pro 🥳...
|
1793350301.4725666
|
1793955101.4725666
|
|
57723
|
Mini Handheld DIY smoke machine by @Haiiitsme | St Mini Handheld DIY smoke machine by @Haiiitsme | Stardance...
|
Haiiitsme
|
0
|
2.94
|
0
|
[]
|
[{"post_id": 65927, "ts": "202 [{"post_id": 65927, "ts": "2026-09-11T12:05:09Z", "hours": 2.9439, "text": "First Log! New Project This is my new project, a small, portable, rechargeable smoke machine for parties and cool effects in general. I dont actually remember how i got this idea, but as soon as i did, i delved into a lot of research to make it really compact while making lotsa smoke. Sketching As usual, i sketched out my ideas on paper, making multiple versions each time i got a new idea. I got some input from my science teacher, as well as a few uni students, especially on the capillary action performed by the fibre glass wick and the smoke liquid to be used. The sketches are attached below, with the final one being V3, as V4 is not practical to be put into action. The genral design is to have a central encasing around a fibreglass wick, which is wrapped with nichrome wire. The bottom of the fibreglass wick is dipped slightly in the liquid from the reservior, relying upon the capillary action to lift the liquid. The nichrome wire is then heated up, evaporating the mixture into plumes of food safe smoke, blown out by the diaphragm pump.The liquid mixture that i have decided upon is a 50//50 mix of Propylene glycol and Glycerin, which is food safe and easy to use and make. CAD I have done most of the CAD, and plan to have a few parts machined out of aluminum since plastic isnt the best for heat or storing liquids. I still am yet to add threads, since i dont know how to do that in Onshape, so please reach out to me if you know how to, i would really appreciate it. (Ive tried it a lot, and got it wrong every time). Thank you! Thank you for reading this if you got this far, hope you liked the project! Ill be posting an update soon!"}]...
|
Title: Mini Handheld DIY smoke machine by @Haiiits Title: Mini Handheld DIY smoke machine by @Haiiitsme | Stardance
Devlogs:
First Log! New Project This is my new project, a small, portable, rechargeable smoke machine for parties and cool effects in general. I dont actually remember how i got this idea, but as soon as i did, i delved into a lot of research to make it really compact while making lotsa smoke. Sketching As usual, i sketched out my ideas on paper, making multiple versions each time i got a new idea. I got some input from my science teacher, as well as a few uni students, especially on the capillary action performed by the fibre glass wick and the smoke liquid to be used. The sketches are attached below, with the final one being V3, as V4 is not practical to be put into action. The genral design is to have a central encasing around a fibreglass wick, which is wrapped with nichrome wire. The bottom of the fibreglass wick is dipped slightly in the liquid from the reservior, relying upon the capillary action to lift the liquid. The nichrome wire is then heated up, evaporating the mixture into plumes of food safe smoke, blown out by the diaphragm pump.The liquid mixture that i have decided upon is a 50//50 mix of Propylene glycol and Glycerin, which is food safe and easy to use and make. CAD I have done most of the CAD, and plan to have a few parts machined out of aluminum since plastic isnt the best for heat or storing liquids. I still am yet to add threads, since i dont know how to do that in Onshape, so please reach out to me if you know how to, i would really appreciate it. (Ive tried it a lot, and got it wrong every time). Thank you! Thank you for reading this if you got this far, hope you liked the project! Ill be posting an update soon!...
|
1793451273.2754357
|
1794056073.2754357
|
|
308
|
Apollo Accord by @alien | Stardance
|
alien
|
1
|
49.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T12:42:36Z", "hours": 49.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a shooter-RPG ish game where you fight invading aliens that are seeking to take over your ship. As the captain, you must fight your way against the overpowering enemies, and send clear signals of surrender before your entire ship is taken over. I wanted to finish this project up until the player can communicate with other alien civilizations other than the invading one, but due to time constraints and my busier than ever schedule I won’t be able to work on this project much more, at least for the time being. I’ll be shipping this project and packing up. You can try the project by downloading the appropriate zip file for your system. Linux and the web package is still unverified, so potential players are advised to stick to the MacOS and Windows releases. Thank you for your understanding.", "repo": "https://github.com/SoHiEarth/Apollo-Accord", "demo": "https://sohiearth.itch.io/apollo-accord"}]...
|
[{"post_id": 65938, "ts": "202 [{"post_id": 65938, "ts": "2026-09-11T12:36:46Z", "hours": 1.3, "text": "Build Update. Worked on building releases for Linux, Mac, Windows and web (html). Not much on the technical side either, just baking light maps and polishing up some stuff in the game. This is because I have some priorities that are higher than Stardance, unfortunately, and I think I won’t be able to finish this project to the level I was expecting. I appreciate your understanding."}, {"post_id": 59140, "ts": "2026-08-31T19:23:39Z", "hours": 3.3025, "text": "Lights Out. Major Doom 3 vibes happening Explore the Unknown, and sometimes, terrifying. Decided to lean in a bit more on the “explore” factor and made many rooms darker overall. The capsules you see here are the enemies you fight, multiplied by the difficulty set in the settings. I’m thinking of adding red, glowing eyes or something to make it a bit scarier. I plan to not lean too much on this aspect, though. This is only for the first chapter of the story. PSA on the lighting. The reflections on the gun is a bit off, I know, I’m fixing it right now. Anyway, that’s the update for today! Going to work on some more story content soon."}, {"post_id": 57188, "ts": "2026-08-29T09:21:04Z", "hours": 2.8056, "text": "Apollo Accord: Gameplay and story updates, finally! After multiple delays, I started working on expanding the next chapter of the story. Story areas! First, I made the mess hall area where the player goes to support their teammates and fight the boss. I’ve started noticing the similarities between my combat system and the combat systems of arena style shooters, so I intentionally made this area larger so the player has a lot of space to move around (foreshadowing) I’ve finished the interaction system where the player can interact with in-game objects to trigger story changes, etc. Nothing too special to see here. Major movement updates! I made a GRAPPLING SYSTEM . It works by pressing right mouse button, and a circle shows up at where the target is. Simple, but it allows for more dynamic combat, and lets players take advantage of height. So, simple stuff! I have a lot of smaller updates like showing damage dealt when shooting enemies and stuff like that packed into this update, be tuned for more!"}, {"post_id": 54316, "ts": "2026-08-25T08:22:20Z", "hours": 2.0378, "text": "Apollo Accord: Finishing up the main menu. I was working on the SaveManager system, and thought, Hey, why don’t I just finish up the options menu using this interface? , and voila , 2 hours later I finished up the partially done main menu. This update includes very minor changes to the game itself, only the main menu, so nothing to note of gameplay changes here… I feel like the main menu looks pretty good and functional, the only complaint I have right now is the visibly low-poly moon (the moon is NOT supposed to look like that lol) Also, I had to make a work-around for Unity’s default JSON utility not being compatible with Dictionary structures, made my own custom format instead which is MUCH more space efficient than JSON and suits my needs perfectly. Well, what happened to the game itself? Will continue working on the story and gameplay after this little tangent. P.S. Tysm for the super star!!"}, {"post_id": 46763, "ts": "2026-08-14T07:54:46Z", "hours": 2.1783, "text": "APOLLO ACCORD: Spherical enemies, In-Game UI Combat Primitive enemy combat implementation, but it works. Stylizing will come later. The sensitivity’s a bit low, so I will have to investigate that. In addition, the enemies are all capsules atm, which is 100% temporary ( obviously ). With this update I also started laying down the groundwork for the next step, which is a world space control panel for communicating with aliens. This is probably the most challenging part of this game, since I have very little experience in Unity’s Canvas system and I don’t like it too much."}, {"post_id": 45357, "ts": "2026-08-11T19:14:32Z", "hours": 3.0819, "text": "APOLLO ACCORD: Official website is now open! Minor update that isn’t directly linked to the game. Made a website for the page advertising its promised features. Also added a news section that will bring more frequent updates to the project, based on GitHub commits. Development Update Things are going smoothly. Enemy combat need some reworking, but other than that I still have plenty of time to finish this game."}, {"post_id": 42810, "ts": "2026-08-07T18:36:08Z", "hours": 1.0667, "text": "APOLLO ACCORD: Honing in Specific Parts Working on improving the movement, creating scripts for future gameplay and changing the lighting to feel less intrusive. Graphics Graphically, this update isn’t much different compared to the previous update. I added localized post process volumes that make each area look different and cleaner. In addition, this allowed me to make some areas brighter , letting me do cool scenes like screenshot #1 . (I wish they weren’t T-posing) Scripting and Behaviour In the real world, you’ll be fired from the military as soon as you point a rifle to an ally, in a safe place. This is why I implemented safe zones , where health recovers and the gun is holstered (pointed down in a M4’s case) so that they aren’t always pointing towards someone. Plus, I made use of the localized post process areas to only enable DOF in the command center, so the gun is out of focus. Take a look at screenshot #2 for reference. Next Up: Storytime I keep procastinating making the story, but I’ll do it this time. The foundations are all set and everything non-story related is pretty polished, such as scripts and movement. This is where I: Implement enemies (and create assets) so that they block the player’s path to the tech module. Implement a scene equipment interaction script/UI so the player can communicate to alien civilizations. Implement a tutorial system so the player doesn’t get lost. Phew! That’s quite a lot to finish. I guess I’ll start cracking at it then. Quote of the Update: Motivation is key. Enjoying what you’re doing is the best way to put in more effort and make a better product."}, {"post_id": 41242, "ts": "2026-08-05T10:16:08Z", "hours": 3.8, "text": "Apollo Accord: Refining graphics, improving gameplay, expanding the story. Minor upgrades that span across all aspects of the game Story Wrote the script up to the point where the player interacts with the communication system. Improved the fading in/out of dialouge by removing the hardcoded wait times and making it into a integrated animation system. I also added the ability for the dialouge system to know when the player has exited the speaker’s range of influence, and quits speaking after. Graphical changes I think I hit peak with this one. Performance-wise, it’s not much different compared to earlier builds and it looks much more colorful and interesting. The blue undertones give it a much more colder and space-like look. Next steps Working on the assets, fleshing out boxes (theres alot of them) and making the communication system. I hope to be able to integrate procedural generation when making aliens, making for a fun gameplay loop."}, {"post_id": 40421, "ts": "2026-08-03T22:17:57Z", "hours": 1.3, "text": "Apollo Accord Minor Update TL;DR: Minor updates that improve the UX Focused on cleaning up the lighting and improving legibility. Removed excessive effects like film grain and motion blur that reduces clarity and bogs down performance. Added stylized backgrounds to the quest HUD so there’s more contrast between the scene and text. Colors are matched to the 70’s - 80’s retro kind of color scheme (I think it was called supergraphics ) that I feel like represents the golden age of space. Again, HDR screenshots look overly bright, explaining the blinding white of the screenshot attached. Next Steps I am going to work more on the story next, up until the player interacts with the aliens. After that, I’m going to implement gameplay mechanics for communicating with external civilizations, which will mark a departure from the first person camera for a bit."}, {"post_id": 40267, "ts": "2026-08-03T18:00:05Z", "hours": 0.7333, "text": "Changing the project’s goals Just a ramble on how the project is gonna be made for the future. First, graphically I’m going to try to achieve a matte, clean look since I don’t have access to tools (cameras, money for 3d model websites, etc) that would let me get high quality, realistic textures/models in order to maintain a uniform look throughout the game. Going to focus more on shaders and world details, and also adding more handmade models to the game. Update on the project Other than that, I improved the stability of dialouges now, they trigger consistently and don’t get confused when the player enters multiple dialouge trigger spaces. PS Had to go through exam stuff and formatting my computer because Asahi Linux messed it up hard. Working on recovering my data and reinstalling Unity, etc."}, {"post_id": 4035, "ts": "2026-06-07T06:46:03Z", "hours": 2.1025, "text": "Apollo Accord Movement Update TL;DR Crouching works! Snappier movement Leaning in the works; conflicts with mouse yaw. Raycasted bullets Long Version So I was somehow able to get crouching working. It’s more of a semi-crouch , since I haven’t implemented the humanoid animator yet and it works by moving the camera down. (Yikes) In addition, I’m currently working on leaning, but it’s not really stable yet and conflicts with the mouse yaw. I think it’ll be fixed by the next devlog. ?? Last, I got a comment on the last devlog suggesting a raycast + physics based solution for bullets and implemented that."}, {"post_id": 3484, "ts": "2026-06-06T13:17:41Z", "hours": 1.0453, "text": "[RANT] Character Animation Woes I have ALOT to say about Unity’s Humanoid animation system. Like, why do I have to go through the Animator thing that has wayy too much parameters, that override each other and create a jumbled mess?? And WHY actually WHY??? does the character dip through the floor when it’s idle??? Who in the world decided that humanoids should ignore all boundaries and start dipping through the floor when there’s nothing playing??? Why is the default animation like that??? I literally have no idea. [^1] [^1]: I eventually got it working somehow. Really frustrating process. Edit: I just noticed that the video looks really bright. That’s because I’m recording in SDR while the game is in HDR. In reality, the game looks much darker."}, {"post_id": 3388, "ts": "2026-06-06T09:01:31Z", "hours": 0.6489, "text": "Very minor update. I changed the weapon script so it fires physical bullets instead of raycasting. Shooting moveable stuff like chairs now interact with the bullet upon collision, and also bump into other objects in the process which creates a domino effect. Very cool to see. In addition, I added a flash light to the underbarrel of the gun so players can navigate dark environments (which I predict will be a lot of)"}, {"post_id": 3370, "ts": "2026-06-06T08:10:22Z", "hours": 3.0089, "text": "Apollo Accord Minor Update Finally finished the (temporary) control center. Control center made! Performance & Color Improvements Also detailed some other parts of the ship The main idea was to have a bright, high-tech command & control center, so I took reference from a lot of NASA and Sci-Fi media and made this. It’s supposed to encompass the people inside it. In addition, the control center has chairs that are moveable. Since this is in space, I turned down the gravity quite a lot so now they float when you bump into them, and settle onto the ground after some time. Feels more like a physics simulator now. Next Steps I’m going to start working on the storytelling next. While development has definitely slowed over the past week, I hope to maintain this pace, and accumulate small improvements over time to make this into something I’m proud of."}, {"post_id": 2125, "ts": "2026-06-04T13:36:53Z", "hours": 1.5869, "text": "Apollo Accord Minor Update: Main Menu Changes Added Features Added Earth, Mars and Moon ( Luna ) to the main menu’s background. (With animated clouds and rotation!) Added a options menu that allows the player to change the planet in the background, or set it to random on start. Comments Just a minor update. More settings to tweak coming soon. Planned Features DLSS/FSR upscaler support Ability to change enemy difficulty Ability to change volume Probably delaying these features for more important stuff, like storybuilding, etc."}, {"post_id": 1479, "ts": "2026-06-03T15:01:54Z", "hours": 2.6597, "text": "Apollo Accord Update #5: Curing Loneliness The Premise & Changes Decided I was lonely so I added some background characters and a “colleague” character to spice things up a bit. While not fully AI, these guys can say stuff and makes the atmosphere a bit more grounded. Added dudes talking military lingo Changed up the environment lighting a bit more so it looks more like a emergency and not just a house on fire. Assisted the player a bit by shining spotlights onto path signs. The guys also act as blockades to assist player navigation. Next up: More environment building Expand the right side of the base a bit more Clean up messy geometry I STILL HAVEN’T WORKED ON THE MAIN MENU Detail the control center. Script systems for campaign flow & to make it a true RPG, a inventory system Quote of the Update Animating these guys is DEFINITELY something I am NOT looking forward to."}, {"post_id": 1348, "ts": "2026-06-03T09:32:22Z", "hours": 5.0986, "text": "Apollo Accord Minor Update: HDRP Changes Finished the dialouge thingy Changed rendering pipeline from URP to HDRP (mostly for volumetric effects) It was a pretty daunting task, and as you can see from the time I spent just changing the rendering pipeline, was painstakingly buggy. Major Issues Solved Exposure being weird, everything was either white or black. Materials not being ported from URP to HDRP - I had to create them from scratch . Artifacting when backing lighting. The Earth disappearing?!?!?! Emissions and lighting combined made things really complicated. To make it easier to maintain, I decided to only use material emissions for baked environment lights and actual lights for dynamic lights. Quote of the Update It’s really hard to debug visually"}, {"post_id": 1227, "ts": "2026-06-03T02:36:24Z", "hours": 3.2822, "text": "Apollo Accord Update 4 What’s New Lots of animations for jumping and shooting, all smoothly transitioning between movement animations. More work on the environment. Showcasing the power of baked lighting. Optimizations to improve performance. ~150k vertices in total, around 200 FPS on my Mac rn. Next Steps Expanding and detailing environment (mostly blocking, textures later) Finishing up the main menu Working on game characters & HUD Animating the character model DLSS? Maybe? Quote of the Update Don’t want to get close to C#"}, {"post_id": 783, "ts": "2026-06-02T13:27:05Z", "hours": 1.0147, "text": "Let There Be Light! Long Version Small update onto the development of Apollo Accord. Implemented baked lighting to optmize performance early on. Had trouble deciding which light type to use (directional, spot, point, area) but ultimately I decided on a option E - emissive materials . Basically, emissive materials make the material itself a light. The downside is that it’s only baked, so non-static objects, like the gun and player, isn’t affected by it. So in short, it makes non-static objects unlit. To resolve this, I had to use Adaptive Probe Volumes , which are basically version 2 of Light Probes . These take data from baked lights to approximately light moving objects. In combination with reflection probes, these make great visuals - or at least visuals better than my last devlog, w/o sacrificing performance. TL;DR: Baked lighting beautiful computer go brrr"}, {"post_id": 756, "ts": "2026-06-02T12:04:16Z", "hours": 3.9294, "text": "Apollo Accord Update 3 What’s New Major refinements to UI. Found a way to combine in-world text (weapon ammo, etc) and on-screen text. Animations for walking, running and idling Wrote scripts for core gameplay systems, like weapon switching and character communication (putting alot of emphasis on the RPG mechanics this time around) Next Steps Incremental changes over time for the shooting system. Getting started on the environment. Adding a core story. Finishing the UI/Load+Save systems Thoughts I’m trying to get things right the first time, so I’m putting a lot more work into my initial “draft” for the game. I’ll work on hud legibility, procedural recoil, and more afterwards, once the core gameplay mechanics are pretty tidy. Quote of the Update I really don’t like C#"}, {"post_id": 92, "ts": "2026-05-31T18:01:51Z", "hours": 1.4375, "text": "Apollo Accord: Assets & Envisioning Roadmap Summary Started moving forward into the start screen. Thinking of a soldier on the ground w/ a M4 to their left, and then being helped up to fight the offensive. During that, the player listens to the main character speaking about the past. Then, FF a few days and the player is promoted to commander, where then the main gameplay starts. New Changes Added spacesuit model (player) Added M4A1 model Scripted & animated scene Performance improvements here and there (player settings, using Vulkan, etc.) Early HDR Support"}, {"post_id": 62, "ts": "2026-05-31T15:36:11Z", "hours": 1.3606, "text": "Space is calling! Started work on Apollo Accord , a game where you command Earth and discover new aliens. You can trade, fight or form alliances with aliens, and lead Earth to become a galactic empire. What I did today Created the banner and logotype for promotion purposes. Finished a temporary main menu with a cool little animation. Made a rather detailed README.md"}]...
|
Title: Apollo Accord by @alien | Stardance
Devlog Title: Apollo Accord by @alien | Stardance
Devlogs:
Space is calling! Started work on Apollo Accord , a game where you command Earth and discover new aliens. You can trade, fight or form alliances with aliens, and lead Earth to become a galactic empire. What I did today Created the banner and logotype for promotion purposes. Finished a temporary main menu with a cool little animation. Made a rather detailed README.md
Apollo Accord: Assets & Envisioning Roadmap Summary Started moving forward into the start screen. Thinking of a soldier on the ground w/ a M4 to their left, and then being helped up to fight the offensive. During that, the player listens to the main character speaking about the past. Then, FF a few days and the player is promoted to commander, where then the main gameplay starts. New Changes Added spacesuit model (player) Added M4A1 model Scripted & animated scene Performance improvements here and there (player settings, using Vulkan, etc.) Early HDR Support
Apollo Accord Update 3 What’s New Major refinements to UI. Found a way to combine in-world text (weapon ammo, etc) and on-screen text. Animations for walking, running and idling Wrote scripts for core gameplay systems, like weapon switching and character communication (putting alot of emphasis on the RPG mechanics this time around) Next Steps Incremental changes over time for the shooting system. Getting started on the environment. Adding a core story. Finishing the UI/Load+Save systems Thoughts I’m trying to get things right the first time, so I’m putting a lot more work into my initial “draft” for the game. I’ll work on hud legibility, procedural recoil, and more afterwards, once the core gameplay mechanics are pretty tidy. Quote of the Update I really don’t like C#
Let There Be Light! Long Version Small update onto the development of Apollo Accord. Implemented baked lighting to optmize performance early on. Had trouble deciding which light type to use (directional, spot, point, area) but ultimately I decided on a option E - emissive materials . Basically, emissive materials make the material itself a light. The downside is that it’s only baked, so non-static objects, like the gun and player, isn’t affected by it. So in short, it makes non-static objects unlit. To resolve this, I had to use Adaptive Probe Volumes , which are basically version 2 of Light Probes . These take data from baked lights to approximately light moving objects. In combination with reflection probes, these make great visuals - or at least visuals better than my last devlog, w/o sacrificing performance. TL;DR: Baked lighting beautiful computer go brrr
Apollo Accord Update 4 What’s New Lots of animations for jumping and shooting, all smoothly transitioning between movement animations. More work on the environment. Showcasing the power of baked lighting. Optimizations to improve performance. ~150k vertices in total, around 200 FPS on my Mac rn. Next Steps Expanding and detailing environment (mostly blocking, textures later) Finishing up the main menu Working on game characters & HUD Animating the character model DLSS? Maybe? Quote of the Update Don’t want to get close to C#
Apollo Accord Minor Update: HDRP Changes Finished the dialouge thingy Changed rendering pipeline from URP to HDRP (mostly for volumetric effects) It was a pretty daunting task, and as you can see from the time I spent just changing the rendering pipeline, was painstakingly buggy. Major Issues Solved Exposure being weird, everything was either white or black. Materials not being ported from URP to HDRP - I had to create them from scratch . Artifacting when backing lighting. The Earth disappearing?!?!?! Emissions and lighting combined made things really complicated. To make it easier to maintain, I decided to only use material emissions for baked environment lights and actual lights for dynamic lights. Quote of the Update It’s really hard to debug visually
Apollo Accord Update #5: Curing Loneliness The Premise & Changes Decided I was lonely so I added some background characters and a “colleague” character to spice things up a bit. While not fully AI, these guys can say stuff and makes the atmosphere a bit more grounded. Added dudes talking military lingo Changed up the environment lighting a bit more so it looks more like a emergency and not just a house on fire. Assisted the player a bit by shining spotlights onto path signs. The guys also act as blockades to assist player navigation. Next up: More environment building Expand the right side of the base a bit more Clean up messy geometry I STILL HAVEN’T WORKED ON THE MAIN MENU Detail the control center. Script systems for campaign flow & to make it a true RPG, a inventory system Quote of the Update Animating these guys is DEFINITELY something I am NOT looking forward to.
Apollo Accord Minor Update: Main Menu Changes Added Features Added Earth, Mars and Moon ( Luna ) to the main menu’s background. (With animated clouds and rotation!) Added a options menu that allows the player to change the planet in the background, or set it to random on start. Comments Just a minor update. More settings to tweak coming soon. Planned Features DLSS/FSR upscaler support Ability to change enemy difficulty Ability to change volume Probably delaying these features for more important stuff, like storybuilding, etc.
Apollo Accord Minor Update Finally finished the (temporary) control center. Control center made! Performance & Color Improvements Also detailed some other parts of the ship The main idea was to have a bright, high-tech command & control center, so I took reference from a lot of NASA and Sci-Fi media and made this. It’s supposed to encompass the people inside it. In addition, the control center has chairs that are moveable. Since this is in space, I turned down the gravity quite a lot so now they float when you bump into them, and settle onto the ground after some time. Feels more like a physics simulator now. Next Steps I’m going to start working on the storytelling next. While development has definitely slowed over the past week, I hope to maintain this pace, and accumulate small improvements over time to make this into something I’m proud of.
Very minor update. I changed the weapon script so it fires physical bullets instead of raycasting. Shooting moveable stuff like chairs now interact with the bullet upon collision, and also bump into other objects in the process which creates a domino effect. Very cool to see. In addition, I added a flash light to the underbarrel of the gun so players can navigate dark environments (which I predict will be a lot of)
[RANT] Character Animation Woes I have ALOT to say about Unity’s Humanoid animation system. Like, why do I have to go through the Animator thing that has wayy too much parameters, that override each other and create a jumbled mess?? And WHY actually WHY??? does the character dip through the floor when it’s idle??? Who in the world decided that humanoids should ignore all boundaries and start dipping through the floor when there’s nothing playing??? Why is the default animation like that??? I literally have no idea. [^1] [^1]: I eventually got it working somehow. Really frustrating process. Edit: I just noticed that the video looks really bright. That’s because I’m recording in SDR while the game is in HDR. In reality, the game looks much darker.
Apollo Accord Movement Update TL;DR Crouching works! Snappier movement Leaning in the works; conflicts with mouse yaw. Raycasted bullets Long Version So I was somehow able to get crouching working. It’s more of a semi-crouch , since I haven’t implemented the humanoid animator yet and it works by moving the camera down. (Yikes) In addition, I’m currently working on leaning, but it’s not really stable yet and conflicts with the mouse yaw. I think it’ll be fixed by the next devlog. ?? Last, I got a comment on the last devlog suggesting a raycast + physics based solution for bullets and implemented that.
Changing the project’s goals Just a ramble on how the project is gonna be made for the future. First, graphically I’m going to try to achieve a matte, clean look since I don’t have access to tools (cameras, money for 3d model websites, etc) that would let me get high quality, realistic textures/models in order to maintain a uniform look throughout the game. Going to focus more on shaders and world details, and also adding more handmade models to the game. Update on the project Other than that, I improved the stability of dialouges now, they trigger consistently and don’t get confused when the player enters multiple dialouge trigger spaces. PS Had to go through exam stuff and formatting my computer because Asahi Linux messed it up hard. Working on recovering my data and reinstalling Unity, etc.
Apollo Accord Minor Update TL;DR: Minor updates that improve the UX Focused on cleaning up the lighting and improving legibility. Removed excessive effects like film grain and motion blur that reduces clarity and bogs down performance. Added stylized backgrounds to the quest HUD so there’s more contrast between the scene and text. Colors are matched to the 70’s - 80’s retro kind of color scheme (I think it was called supergraphics ) that I feel like represents the golden age of space. Again, HDR screenshots look overly bright, explaining the blinding white of the screenshot attached. Next Steps I am going to work more on the story next, up until the player interacts with the aliens. After that, I’m going to implement gameplay mechanics for communicating with external civilizations, which will mark a departure from the first person camera for a bit.
Apollo Accord: Refining graphics, improving gameplay, expanding the story. Minor upgrades that span across all aspects of the game Story Wrote the script up to the point where the player interacts with the communication system. Improved the fading in/out of dialouge by removing the hardcoded wait times and making it into a integrated animation system. I also added the ability for the dialouge system to know when the player has exited the speaker’s range of influence, and quits speaking after. Graphical changes I think I hit peak with this one. Performance-wise, it’s not much different compared to earlier builds and it looks much more colorful and interesting. The blue undertones give it a much more colder and space-like look. Next steps Working on the assets, fleshing out boxes (theres alot of them) and making the communication system. I hope to be able to integrate procedural generation when making aliens, making for a fun gameplay loop.
APOLLO ACCORD: Honing in Specific Parts Working on improving the movement, creating scripts for future gameplay and changing the lighting to feel less intrusive. Graphics Graphically, this update isn’t much different compared to the previous update. I added localized post process volumes that make each area look different and cleaner. In addition, this allowed me to make some areas brighter , letting me do cool scenes like screenshot #1 . (I wish they weren’t T-posing) Scripting and Behaviour In the real world, you’ll be fired from the military as soon as you point a rifle to an ally, in a safe place. This is why I implemented safe zones , where health recovers and the gun is holstered (pointed down in a M4’s case) so that they aren’t always pointing towards someone. Plus, I made use of the localized post process areas to only enable DOF in the command center, so the gun is out of focus. Take a look at screenshot #2 for reference. Next Up: Storytime I keep procastinating making the story, but I’ll do it this time. The foundations are all set and everything non-story related is pretty polished, such as scripts and movement. This is where I: Implement enemies (and create assets) so that they block the player’s path to the tech module. Implement a scene equipment interaction script/UI so the player can communicate to alien civilizations. Implement a tutorial system so the player doesn’t get lost. Phew! That’s quite a lot to finish. I guess I’ll start cracking at it then. Quote of the Update: Motivation is key. Enjoying what you’re doing is the best way to put in more effort and make a better product.
APOLLO ACCORD: Official website is now open! Minor update that isn’t directly linked to the game. Made a website for the page advertising its promised features. Also added a news section that will bring more frequent updates to the project, based on GitHub commits. Development Update Things are going smoothly. Enemy combat need some reworking, but other than that I still have plenty of time to finish this game.
APOLLO ACCORD: Spherical enemies, In-Game UI Combat Primitive enemy combat implementation, but it works. Stylizing will come later. The sensitivity’s a bit low, so I will have to investigate that. In addition, the enemies are all capsules atm, which is 100% temporary ( obviously ). With this update I also started laying down the groundwork for the next step, which is a world space control panel for communicating with aliens. This is probably the most challenging part of this game, since I have very little experience in Unity’s Canvas system and I don’t like it too much.
Apollo Accord: Finishing up the main menu. I was working on the SaveManager system, and thought, Hey, why don’t I just finish up the options menu using this interface? , and voila , 2 hours later I finished up the partially done main menu. This update includes very minor changes to the game itself, only the main menu, so nothing to note of gameplay changes here… I feel like the main menu looks pretty good and functional, the only complaint I have right now is the visibly low-poly moon (the moon is NOT supposed to look like that lol) Also, I had to make a work-around for Unity’s default JSON utility not being compatible with Dictionary structures, made my own custom format instead which is MUCH more space efficient than JSON and suits my needs perfectly. Well, what happened to the game itself? Will continue working on the story and gameplay after this little tangent. P.S. Tysm for the super star!!
Apollo Accord: Gameplay and story updates, finally! After multiple delays, I started working on expanding the next chapter of the story. Story areas! First, I made the mess hall area where the player goes to support their teammates and fight the boss. I’ve started noticing the similarities between my combat system and the combat systems of arena style shooters, so I intentionally made this area larger so the player has a lot of space to move around (foreshadowing) I’ve finished the interaction system where the player can interact with in-game objects to trigger story changes, etc. Nothing too special to see here. Major movement updates! I made a GRAPPLING SYSTEM . It works by pressing right mouse button, and a circle shows up at where the target is. Simple, but it allows for more dynamic combat, and lets players take advantage of height. So, simple stuff! I have a lot of smaller updates like showing damage dealt when shooting enemies and stuff like that packed into this update, be tuned for more!
Lights Out. Major Doom 3 vibes happening Explore the Unknown, and sometimes, terrifying. Decided to lean in a bit more on the “explore” factor and made many rooms darker overall. The capsules you see here are the enemies you fight, multiplied by the difficulty set in the settings. I’m thinking of adding red, glowing eyes or something to make it a bit scarier. I plan to not lean too much on this aspect, though. This is only for the first chapter of the story. PSA on the lighting. The reflections on the gun is a bit off, I know, I’m fixing it right now. Anyway, that’s the update for today! Going to work on some more story content soon.
Build Update. Worked on building releases for Linux, Mac, Windows and web (html). Not much on the technical side either, just baking light maps and polishing up some stuff in the game. This is because I have some priorities that are higher than Stardance, unfortunately, and I think I won’t be able to finish this project to the level I was expecting. I appreciate your understanding.
Ships:
I built a shooter-RPG ish game where you fight invading aliens that are seeking to take over your ship. As the captain, you must fight your way against the overpowering enemies, and send clear signals of surrender before your entire ship is taken over. I wanted to finish this project up until the player can communicate with other alien civilizations other than the invading one, but due to time constraints and my busier than ever schedule I won’t be able to work on this project much more, at least for the time being. I’ll be shipping this project and packing up. You can try the project by downloading the appropriate zip file for your system. Linux and the web package is still unverified, so potential players are advised to stick to the MacOS and Windows releases. Thank you for your understanding....
|
1793339776.0277147
|
1793426176.0277147
|
|
45310
|
Project Holocron by @Kxrtik1315 | Stardance
|
Kxrtik1315
|
0
|
7.51
|
0
|
[]
|
[{"post_id": 65945, "ts": "202 [{"post_id": 65945, "ts": "2026-09-11T12:46:00Z", "hours": 2.2836, "text": "Base Plate and Body Ready! Only Holes for Screw and Custom Designing Left! It is my first time on CAD! It’s Amazing! 😎"}, {"post_id": 65873, "ts": "2026-09-11T09:48:25Z", "hours": 0.6, "text": "Making Case/Body For Project Holocron! 😎"}, {"post_id": 46900, "ts": "2026-08-14T13:23:36Z", "hours": 1.0833, "text": "Final Steps of PCB Completion! Co-creator/Partner: @Art3mis"}, {"post_id": 44505, "ts": "2026-08-10T09:46:39Z", "hours": 0.65, "text": "A Custom Gaming Handheld Inspired From Holocron Of Star Wars! Creators : @Art3mis & @Kxrtik1315"}, {"post_id": 43301, "ts": "2026-08-08T14:18:17Z", "hours": 1.7389, "text": "Zero unrouted nets! 🎉 Just finished the complete PCB layout for the Project Holocron custom controller in KiCad. I routed 10 tactile switches, the MCP3008 ADC, and footprints for dual PSP-style thumbsticks across the front and back copper layers. After squashing a few final DRC keepout errors around the potentiometers, I finally got to render it in the 3D viewer. Seeing the physical board actually take shape is incredibly satisfying. 🚀 Co-creator/Partner: @Art3mis"}, {"post_id": 43199, "ts": "2026-08-08T10:14:45Z", "hours": 1.1511, "text": "Spent the day deep in the KiCad schematic editor working on Project Holocron’s core layout. We’re locking down the custom control architecture, signal routing, and interface subsystems so everything talks to each other smoothly. Keeping the exact pin mappings and wiring details close to the chest for now so nobody tries to clone our setup, but it’s coming together clean. Next up is sorting out footprints and jumping into the PCB editor to start routing copper! Co-creator/Partner: @Art3mis"}]...
|
Title: Project Holocron by @Kxrtik1315 | Stardance Title: Project Holocron by @Kxrtik1315 | Stardance
Devlogs:
Spent the day deep in the KiCad schematic editor working on Project Holocron’s core layout. We’re locking down the custom control architecture, signal routing, and interface subsystems so everything talks to each other smoothly. Keeping the exact pin mappings and wiring details close to the chest for now so nobody tries to clone our setup, but it’s coming together clean. Next up is sorting out footprints and jumping into the PCB editor to start routing copper! Co-creator/Partner: @Art3mis
Zero unrouted nets! 🎉 Just finished the complete PCB layout for the Project Holocron custom controller in KiCad. I routed 10 tactile switches, the MCP3008 ADC, and footprints for dual PSP-style thumbsticks across the front and back copper layers. After squashing a few final DRC keepout errors around the potentiometers, I finally got to render it in the 3D viewer. Seeing the physical board actually take shape is incredibly satisfying. 🚀 Co-creator/Partner: @Art3mis
A Custom Gaming Handheld Inspired From Holocron Of Star Wars! Creators : @Art3mis & @Kxrtik1315
Final Steps of PCB Completion! Co-creator/Partner: @Art3mis
Making Case/Body For Project Holocron! 😎
Base Plate and Body Ready! Only Holes for Screw and Custom Designing Left! It is my first time on CAD! It’s Amazing! 😎...
|
1793325321.3178566
|
1793930121.3178566
|
|
55655
|
Libras sign recognition by @Henrique18 | Stardance
|
Henrique18
|
0
|
2.93
|
0
|
[]
|
[{"post_id": 65961, "ts": "202 [{"post_id": 65961, "ts": "2026-09-11T13:32:44Z", "hours": 2.9344, "text": "It took me a while to post the project here, but I’ve already built the system to capture the video and the hand points."}]...
|
Title: Libras sign recognition by @Henrique18 | St Title: Libras sign recognition by @Henrique18 | Stardance
Devlogs:
It took me a while to post the project here, but I’ve already built the system to capture the video and the hand points....
|
1793339624.55151
|
1793944424.55151
|
|
60682
|
My own site! by @kareemwaleed | Stardance
|
kareemwaleed
|
2
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T14:06:58Z", "hours": 0.0, "multiplier": 1.0, "payout": 0, "blessing": "neutral", "text": "i made a tracker as a separate project but hacktime made them the same can you help i got the link of the repo of the expenses tracker", "repo": "https://github.com/kokx138/My-personal-website", "demo": "https://kokx138.github.io/My-personal-website/"}, {"ship_num": 2, "ts": "2026-09-10T15:57:11Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is my very first website I am glad i can finally code and make a website , this one is personal site with three sections of favorite things as episodes , artists and food hope u like it i know it is not the best but this is my first try", "repo": "https://github.com/kokx138/My-personal-website", "demo": "https://kokx138.github.io/My-personal-website/"}]...
|
[{"post_id": 65965, "ts": "202 [{"post_id": 65965, "ts": "2026-09-11T13:45:50Z", "hours": 0.0014, "text": "I was working on an expense tracker but hack time missed up and merged the two projects"}, {"post_id": 65431, "ts": "2026-09-10T15:50:01Z", "hours": 0.0, "text": "here is my very first site code"}]...
|
Title: My own site! by @kareemwaleed | Stardance
Title: My own site! by @kareemwaleed | Stardance
Devlogs:
here is my very first site code
I was working on an expense tracker but hack time missed up and merged the two projects
Ships:
this is my very first website I am glad i can finally code and make a website , this one is personal site with three sections of favorite things as episodes , artists and food hope u like it i know it is not the best but this is my first try
i made a tracker as a separate project but hacktime made them the same can you help i got the link of the repo of the expenses tracker...
|
1793411713.0436378
|
1793498113.0436378
|
|
8716
|
My awesome macropad! by @lilspyjr | Stardance
|
lilspyjr
|
0
|
1.08
|
0
|
[]
|
[{"post_id": 6597, "ts": "2026 [{"post_id": 6597, "ts": "2026-06-11T02:25:51Z", "hours": 1.0814, "text": "Macropad I sadly don’t have a microcontroller so this is all I can do for now."}]...
|
Title: My awesome macropad! by @lilspyjr | Stardan Title: My awesome macropad! by @lilspyjr | Stardance
Devlogs:
Macropad I sadly don’t have a microcontroller so this is all I can do for now....
|
1793447388.2499878
|
1794052188.2499878
|
|
60936
|
My own Portfolio! by @Helos | Stardance
|
Helos
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T13:58:51Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my Portfolio and with this “Project” if we can call it one helped me to learn HTML and CSS and it will be really useful when im gonna look for a job", "repo": "https://github.com/Helos-dev/Public-Portfolio", "demo": "https://helosdev-portfolio.netlify.app/"}]...
|
[{"post_id": 65972, "ts": "202 [{"post_id": 65972, "ts": "2026-09-11T13:54:22Z", "hours": 0.3742, "text": "Currently working on improving my coding skills"}]...
|
Title: My own Portfolio! by @Helos | Stardance
De Title: My own Portfolio! by @Helos | Stardance
Devlogs:
Currently working on improving my coding skills
Ships:
This is my Portfolio and with this “Project” if we can call it one helped me to learn HTML and CSS and it will be really useful when im gonna look for a job...
|
1793411782.0057015
|
1793498182.0057015
|
|
55813
|
PocketPanic by @Noben_Nobi | Stardance
|
Noben_Nobi
|
2
|
18.0
|
15
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T14:14:51Z", "hours": 6.0, "multiplier": 2.34, "payout": 15, "blessing": "neutral", "text": "I have made a game named PocketPanic! it has 5 minigames in it: Platformer, clicker, Dodge it!, Collect it!, and platformer but impossible version. all the games are very interesting and has a player which is a cute paper boy! help him pass all the levels without reducing lives to 0 by winning all 5 minigames. I had challenge making the balloons in the minigame 4 be collectable and fall properly, but I completed it and made 5 minigames in total. I am proud to be making it as it is my first game in Godot. This game is on itch.io so by clicking the try project button below, you will directed there and just click run game and you are all set to be a champion!", "repo": "https://github.com/Niraj2013/pocket-panic", "demo": "https://noben-nobi.itch.io/pocketpanic"}, {"ship_num": 2, "ts": "2026-09-06T12:33:47Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a game named PocketPanic. It is a game with 2 minigames, one is platformer game and second is clicker game. It has a winner and death scene, and a paper styled UI. The player has only 5 lives and a timer in each game. I faced many issues like code errors, and designing problems and many other as it was my first time I used Godot, but I got some help from the mission guide and some from other people in slack. I am really proud that I finally made my first game with self designed characters, assets and all.", "repo": "https://github.com/Niraj2013/pocket-panic", "demo": "https://noben-nobi.itch.io/pocketpanic"}]...
|
[{"post_id": 65977, "ts": "202 [{"post_id": 65977, "ts": "2026-09-11T14:03:09Z", "hours": 0.3783, "text": "Added readme for new minigames and screenshots of it too!"}, {"post_id": 65416, "ts": "2026-09-10T15:22:43Z", "hours": 1.2761, "text": "Added my fifth minigame game!!!! This game is the dificult, no, imposible version of platformer game where you have to collect 4 hearts in 10 seconds but but but…….. there are cones which if you touched, you loose one lifeline. enjoy playing."}, {"post_id": 65313, "ts": "2026-09-10T11:39:53Z", "hours": 2.0581, "text": "Finally completed game4 which is collect the balloons, first I was very frustrated as none of the code was working and balloons were not being able to be collected, then I remember that I had my game one which was a platformer game in which we have to collect hearts, so I duplicated that minigame and codes, changed heart to balloons, removed extra platforms, added text and counters, change some code to make balloons fall, and wrote code for counters, now it is finally working! you can see in the image, the small text and number which are counter, one is for counting the number of balloons caught and one is for counting the number of balloons remain, ahh I forgot to tell the target is 4 balloons to collect under 7 seconds. good luck!"}, {"post_id": 64754, "ts": "2026-09-09T12:06:47Z", "hours": 0.5603, "text": "I have started desiging the scenes and assets for game 4 which is Collect the balloons! yet coding is left!"}, {"post_id": 64274, "ts": "2026-09-08T15:36:38Z", "hours": 2.0336, "text": "I have added my 3rd game which is “DODGE IT!”. in this game many blocks will fall anywhere randomly and you have dodge it, if it touches you loose a heart."}, {"post_id": 62878, "ts": "2026-09-06T12:27:26Z", "hours": 0.4519, "text": "Finally everything is working! Game is now completely completed"}, {"post_id": 62726, "ts": "2026-09-06T07:04:51Z", "hours": 1.2417, "text": "Finally completed with the game, fully working now, including winner and death scene, also thanks to @nonchalant ava (draws also), who helped me a to debug it and fix it."}, {"post_id": 62109, "ts": "2026-09-05T11:15:11Z", "hours": 0.2928, "text": "Tried fixing Heart deducton and some other thigs but nothing fixed it so I just did undo because it increase some ore problems"}, {"post_id": 61471, "ts": "2026-09-04T12:30:31Z", "hours": 1.1703, "text": "Added Winner and death scene and also tried some other fixes but some worked and some not"}, {"post_id": 60783, "ts": "2026-09-03T11:40:34Z", "hours": 0.7325, "text": "made many changes in the code to fix the errorss, also connected all the screens properly but still some fixes are left. also made the level scene work"}, {"post_id": 60342, "ts": "2026-09-02T16:55:14Z", "hours": 0.8978, "text": "finally fixed the error and now both the games are working properly but just have to fix the level scene, make the winner and death scene and make timer_screen and timer work and stop properly."}, {"post_id": 59670, "ts": "2026-09-01T16:24:27Z", "hours": 1.2939, "text": "Completed with Game 1 and almost game 2, but till now I have a problem in game 2 that the background and other assets are not visible, and nothing is working even though I followed the guide of this mission."}, {"post_id": 59499, "ts": "2026-09-01T11:27:48Z", "hours": 1.1044, "text": "added more grounds and challenge and hearts to collect in my first miningame but facing many issues till now"}, {"post_id": 59053, "ts": "2026-08-31T17:21:52Z", "hours": 1.8622, "text": "I have added my first mini game and a player in it, not completed but 75% is done"}, {"post_id": 58947, "ts": "2026-08-31T14:48:12Z", "hours": 0.3525, "text": "added another timer script"}, {"post_id": 58823, "ts": "2026-08-31T12:28:33Z", "hours": 1.0183, "text": "I have fixed the text which wasn’t visible, the problem was the font-size and I was using another tool for changing the size which made it look in form of lines. also added a script for making timer, level and heart working"}, {"post_id": 57933, "ts": "2026-08-30T08:36:47Z", "hours": 0.6433, "text": "I have now added a global script and a level scene but facing some problem in makiing the text visible as it is showing lines but not text. I would love to get so feedback for fixes or any other."}, {"post_id": 57514, "ts": "2026-08-29T17:59:05Z", "hours": 0.7244, "text": "Created a Menu/Title Screen in Godot for my game, it looks nice now, I faced some difficulties in understanding Godot as it was new to me, but I managed to do it."}]...
|
Title: PocketPanic by @Noben_Nobi | Stardance
Dev Title: PocketPanic by @Noben_Nobi | Stardance
Devlogs:
Created a Menu/Title Screen in Godot for my game, it looks nice now, I faced some difficulties in understanding Godot as it was new to me, but I managed to do it.
I have now added a global script and a level scene but facing some problem in makiing the text visible as it is showing lines but not text. I would love to get so feedback for fixes or any other.
I have fixed the text which wasn’t visible, the problem was the font-size and I was using another tool for changing the size which made it look in form of lines. also added a script for making timer, level and heart working
added another timer script
I have added my first mini game and a player in it, not completed but 75% is done
added more grounds and challenge and hearts to collect in my first miningame but facing many issues till now
Completed with Game 1 and almost game 2, but till now I have a problem in game 2 that the background and other assets are not visible, and nothing is working even though I followed the guide of this mission.
finally fixed the error and now both the games are working properly but just have to fix the level scene, make the winner and death scene and make timer_screen and timer work and stop properly.
made many changes in the code to fix the errorss, also connected all the screens properly but still some fixes are left. also made the level scene work
Added Winner and death scene and also tried some other fixes but some worked and some not
Tried fixing Heart deducton and some other thigs but nothing fixed it so I just did undo because it increase some ore problems
Finally completed with the game, fully working now, including winner and death scene, also thanks to @nonchalant ava (draws also), who helped me a to debug it and fix it.
Finally everything is working! Game is now completely completed
I have added my 3rd game which is “DODGE IT!”. in this game many blocks will fall anywhere randomly and you have dodge it, if it touches you loose a heart.
I have started desiging the scenes and assets for game 4 which is Collect the balloons! yet coding is left!
Finally completed game4 which is collect the balloons, first I was very frustrated as none of the code was working and balloons were not being able to be collected, then I remember that I had my game one which was a platformer game in which we have to collect hearts, so I duplicated that minigame and codes, changed heart to balloons, removed extra platforms, added text and counters, change some code to make balloons fall, and wrote code for counters, now it is finally working! you can see in the image, the small text and number which are counter, one is for counting the number of balloons caught and one is for counting the number of balloons remain, ahh I forgot to tell the target is 4 balloons to collect under 7 seconds. good luck!
Added my fifth minigame game!!!! This game is the dificult, no, imposible version of platformer game where you have to collect 4 hearts in 10 seconds but but but…….. there are cones which if you touched, you loose one lifeline. enjoy playing.
Added readme for new minigames and screenshots of it too!
Ships:
I have made a game named PocketPanic. It is a game with 2 minigames, one is platformer game and second is clicker game. It has a winner and death scene, and a paper styled UI. The player has only 5 lives and a timer in each game. I faced many issues like code errors, and designing problems and many other as it was my first time I used Godot, but I got some help from the mission guide and some from other people in slack. I am really proud that I finally made my first game with self designed characters, assets and all.
I have made a game named PocketPanic! it has 5 minigames in it: Platformer, clicker, Dodge it!, Collect it!, and platformer but impossible version. all the games are very interesting and has a player which is a cute paper boy! help him pass all the levels without reducing lives to 0 by winning all 5 minigames. I had challenge making the balloons in the minigame 4 be collectable and fall properly, but I completed it and made 5 minigames in total. I am proud to be making it as it is my first game in Godot. This game is on itch.io so by clicking the try project button below, you will directed there and just click run game and you are all set to be a champion!...
|
1793476680.2003064
|
1793563080.2003064
|
|
16181
|
Drone Game by @OpenAir_Company | Stardance
|
OpenAir_Company
|
0
|
2.3
|
0
|
[]
|
[{"post_id": 6598, "ts": "2026 [{"post_id": 6598, "ts": "2026-06-11T02:26:54Z", "hours": 2.3014, "text": "The RED CLOVER"}]...
|
Title: Drone Game by @OpenAir_Company | Stardance
Title: Drone Game by @OpenAir_Company | Stardance
Devlogs:
The RED CLOVER...
|
1793534154.7893407
|
1794138954.7893407
|
|
51767
|
Friction less by @jinjin | Stardance
|
jinjin
|
1
|
128.53
|
110
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T12:30:11Z", "hours": 39.0, "multiplier": 3.55, "payout": 110, "blessing": "neutral", "text": "I built TidyPaste, a client-side web workbench designed to clean messy text, reformat data structures, and track session productivity - all inside a single browser tab.", "repo": "https://github.com/jinjintt89-cmyk/Friction-less-copy-and-paste", "demo": "https://copyandpaste2.vercel.app/"}]...
|
[{"post_id": 65982, "ts": "202 [{"post_id": 65982, "ts": "2026-09-11T14:14:33Z", "hours": 4.6333, "text": "Polishing the Desktop VersionI’ve continued working on the desktop version of Frictionless and focused on making it feel more like a proper standalone application.A big part of this work has been testing the Mac build, fixing issues that appeared during packaging, and making sure the desktop version still has the same core functionality as the web version.I also spent time improving the overall reliability of the project after moving more of the code into the Electron setup. This included checking that the app opens correctly, that the different tools continue to work, and that the project can still be built and packaged when changes are made.The desktop version is getting much closer to feeling like a complete second version of Frictionless rather than just a website running inside a window.What I worked onTested the Mac desktop buildImproved Electron integrationChecked existing Frictionless toolsFixed packaging-related issuesImproved desktop reliabilityContinued preparing the app for distributionKept the web and desktop versions working together"}, {"post_id": 65868, "ts": "2026-09-11T09:28:32Z", "hours": 9.1667, "text": "Fixing the Mac App and Improving DistributionI’ve been continuing work on the desktop version of Frictionless and focusing on making the Mac app easier to distribute.After successfully building the Electron version, I ran into an issue where macOS showed a “damaged” message when the app was downloaded. I investigated the problem and found that it was related to macOS security and the app being unsigned.I’ve now been working on ad-hoc signing the application and testing the build again. This has been useful because it showed me that building an application and actually distributing it are two different challenges.I also made sure the desktop-app changes were properly pushed to the Frictionless GitHub repository, so the project now contains both the original web version and the Electron desktop version.The main focus right now is making the desktop version as reliable as the web version while keeping the project simple and easy to access.What I worked onInvestigated the macOS “damaged app” issueTested ad-hoc code signingContinued improving the Electron buildPushed the desktop-app code to GitHubWorked on making the Mac version easier to distributeKept the web version available as an alternative"}, {"post_id": 65613, "ts": "2026-09-10T21:07:53Z", "hours": 9.8333, "text": "Making Frictionless a Desktop AppI’ve been working on turning Frictionless into more than just a web app by creating a proper desktop version for macOS.I set up Electron and Electron Forge to package the existing Frictionless code into a standalone Mac application. The app now runs in its own window and keeps the same tools and features from the web version.I also configured the project for Apple Silicon Macs and successfully built the application into a distributable .zip file. I connected all of the new Electron files to the GitHub repository as well, so the desktop version is now part of the main project.One issue I ran into was macOS showing a “damaged” warning when opening the downloaded application. After investigating, I found that this is related to macOS security checks for unsigned applications rather than the app itself being broken. I’m now testing ad-hoc signing while keeping the web version available as the easiest way to use Frictionless.This was a big milestone for the project because Frictionless can now work as both a web application and a standalone desktop application.What I worked onAdded ElectronAdded Electron ForgeCreated the desktop app windowBuilt an Apple Silicon Mac versionCreated a distributable ZIPAdded the desktop files to GitHubTested macOS app signingKept the web version working alongside the desktop version"}, {"post_id": 65305, "ts": "2026-09-10T11:16:42Z", "hours": 8.9792, "text": "Turning Frictionless Into a Desktop AppI’ve been working on taking Frictionless beyond just being a web app and turning it into a proper desktop application.I used Electron to package the existing HTML, CSS, and JavaScript version into a native-style macOS app. This means Frictionless can now run in its own window instead of requiring a browser tab.I also set up Electron Forge so the project can be packaged into a distributable Mac application. The app successfully builds for Apple Silicon, which means it works with Macs using Apple Silicon processors.I connected the desktop version back to the same GitHub repository as the web version, so both versions can continue to be developed together.I also spent some time dealing with macOS security and app signing. The app itself was working, but macOS can show a “damaged” warning for unsigned applications downloaded from the internet. I’m now testing free ad-hoc signing for local use while keeping the web version available as the easiest way to try Frictionless.This is a pretty big step for the project because Frictionless is no longer just a simple website. It can now exist as both a web tool and a standalone desktop application.What I addedElectron desktop appmacOS Apple Silicon buildElectron Forge packagingDesktop app entry pointGitHub integration for the desktop sourcemacOS signing testingKept the original web version workingThe goal is to make Frictionless feel like a real, complete tool that can be used wherever it is most convenient."}, {"post_id": 65091, "ts": "2026-09-09T23:47:56Z", "hours": 8.4333, "text": "Connecting Everything TogetherToday I spent around 8 hours and 50 minutes working on Frictionless and connecting the new tools together more smoothly.With the number of features growing, I focused on making sure everything still feels like one application instead of a collection of separate tools. I cleaned up interactions between the different text tools, improved how results are displayed, and fixed smaller issues I found while testing everything.I also spent time testing different types of input, including messy text, repeated lines, formatted data, and larger pieces of content. This helped me find and fix a few edge cases that weren’t obvious when testing with simple examples.The project is getting much closer to the version I want to ship. At this point I’m focusing less on just adding features and more on making sure the features I already built actually feel polished and useful."}, {"post_id": 64807, "ts": "2026-09-09T14:14:11Z", "hours": 5.6, "text": "Expanding FrictionlessToday I worked on expanding Frictionless from a simple text-cleaning tool into a much more complete text and data workbench.I added a bunch of new tools for different situations, including duplicate line removal, sorting, case conversion, text statistics, JSON formatting and validation, CSV tools, Markdown tools, and Diff/Compare.I also worked on features like Undo/Redo and Saved Presets so users can perform multiple transformations without worrying about losing their original text, and save workflows they use regularly.The main goal with these changes was to make Frictionless something that could actually be useful in everyday projects instead of only being a basic copy-and-paste cleaner.There is still plenty I want to polish, but the project is starting to feel much more like a complete productivity tool."}, {"post_id": 64679, "ts": "2026-09-09T08:36:55Z", "hours": 8.3781, "text": "Today I worked on adding a proper Find & Replace feature to Frictionless.The goal was to make it easier to quickly change specific words or phrases without having to manually search through a large amount of text. I added separate find and replace inputs, along with options that give more control over how searches work.I also made sure the feature fits into the existing workflow instead of feeling like a separate tool. Users can search through their text, see how many matches were found, and replace individual matches or all matching text at once.This is one of the bigger improvements I’ve made recently because it makes Frictionless more useful for actually working with messy or repetitive text, rather than only cleaning and converting it."}, {"post_id": 64458, "ts": "2026-09-08T21:13:08Z", "hours": 11.2139, "text": "Today I spent some time improving a few smaller parts of Frictionless that aren’t necessarily big features, but make the app nicer to use.I adjusted some of the interactions around the text tools so they give clearer feedback when an action is completed. I also cleaned up a few small inconsistencies between different buttons and controls.These changes were mostly about the little details. Frictionless has quite a few different tools now, so making sure everything behaves consistently is becoming more important as the project grows.Nothing huge was added today, but the overall experience feels a bit more polished and predictable."}, {"post_id": 64116, "ts": "2026-09-08T09:52:57Z", "hours": 4.1708, "text": "Timer & Calendar Improvements Today I worked on two parts of Frictionless: the timer and the calendar. I added a timer so I can keep track of how long I’m spending on a task while working in the app. I also went through the calendar and fixed several issues with how it behaved and displayed information. The calendar needed some extra attention because small problems with dates and interactions made it less reliable to use. I cleaned those areas up and made the experience smoother. These features aren’t the main text-cleaning tools, but they fit the idea of Frictionless being a small productivity workbench rather than just a place to paste and format text. There are still some improvements I’d like to make, but both features are now working much more reliably."}, {"post_id": 63902, "ts": "2026-09-07T22:47:41Z", "hours": 10.9, "text": "Timer & Calendar Improvements Today I added a timer to the project to make it more useful and interactive. I also spent some time fixing issues with the calendar and making sure it works properly. The timer should make it easier to keep track of time while using the app, while the calendar fixes should make scheduling and viewing events smoother. There are still a few things I want to improve, but the core features are now working much better."}, {"post_id": 63495, "ts": "2026-09-07T11:51:38Z", "hours": 6.5144, "text": "Background & Calendar Improvements Today I added a green background to give the UI a cleaner and more consistent look. I also continued working on the calendar, making improvements to how it looks and functions. These changes help make the project feel more polished and easier to use. I’m happy with how the new background fits with the rest of the interface, and I’ll keep improving the calendar as I work on the project."}, {"post_id": 61875, "ts": "2026-09-05T01:06:44Z", "hours": 1.7117, "text": "Code Improvements Today I worked on improving and cleaning up the code to make it more organised and easier to understand. I went through different parts of the project, made some sections simpler, and fixed small issues along the way. The goal was to make the code feel more natural and readable while keeping everything working properly. This should also make it easier to continue adding features and fixing bugs in the future."}, {"post_id": 52825, "ts": "2026-08-23T05:39:34Z", "hours": 5.8, "text": "Today I spent a long session finishing up the main parts of Frictionless. I worked through the remaining code, fixed issues as I found them, and made sure the different parts of the project were working together properly. A lot of the work was focused on getting everything into a usable state rather than adding one specific feature. I went back through parts that weren’t quite working as expected and cleaned them up. This was a big step toward getting the project ready to use properly, and it gave me a much better base to build the next features on."}, {"post_id": 52691, "ts": "2026-08-22T23:34:53Z", "hours": 12.1053, "text": "Today I continued working on the main code for Frictionless. I ran into an error that stopped part of the project from working correctly, so I spent time tracking down what was causing it and fixing the problem. After getting it working again, I tested the affected parts to make sure the fix didn’t break anything else. I also made a few small adjustments while going through the code. This was mainly a debugging session, but fixing these problems helped make the project more stable and gave me a better understanding of how the different parts of the app connect."}, {"post_id": 52254, "ts": "2026-08-22T10:59:09Z", "hours": 5.1794, "text": "Today I continued building Frictionless and spent most of the session working through the code and debugging issues as they came up. I tested different parts of the project while developing and fixed problems that were preventing certain features from working properly. I also made small changes to improve how the different parts of the app worked together. Most of the progress today came from fixing problems rather than adding a single large feature. Each issue I solved made the project more stable and brought it closer to being a complete, usable workbench."}, {"post_id": 52008, "ts": "2026-08-22T01:13:23Z", "hours": 15.5908, "text": "Today I continued building the core of Frictionless, focusing on writing and connecting the main parts of the application. I worked through the structure of the project and started putting the different features together so they could work as one consistent experience. Along the way, I tested what I had built and made adjustments where things weren’t working as expected. At this stage, I was mainly focused on getting a solid foundation in place. This gave me something reliable to build on as I started adding more features and improving the overall UI."}]...
|
Title: Friction less by @jinjin | Stardance
Devlo Title: Friction less by @jinjin | Stardance
Devlogs:
Today I continued building the core of Frictionless, focusing on writing and connecting the main parts of the application. I worked through the structure of the project and started putting the different features together so they could work as one consistent experience. Along the way, I tested what I had built and made adjustments where things weren’t working as expected. At this stage, I was mainly focused on getting a solid foundation in place. This gave me something reliable to build on as I started adding more features and improving the overall UI.
Today I continued building Frictionless and spent most of the session working through the code and debugging issues as they came up. I tested different parts of the project while developing and fixed problems that were preventing certain features from working properly. I also made small changes to improve how the different parts of the app worked together. Most of the progress today came from fixing problems rather than adding a single large feature. Each issue I solved made the project more stable and brought it closer to being a complete, usable workbench.
Today I continued working on the main code for Frictionless. I ran into an error that stopped part of the project from working correctly, so I spent time tracking down what was causing it and fixing the problem. After getting it working again, I tested the affected parts to make sure the fix didn’t break anything else. I also made a few small adjustments while going through the code. This was mainly a debugging session, but fixing these problems helped make the project more stable and gave me a better understanding of how the different parts of the app connect.
Today I spent a long session finishing up the main parts of Frictionless. I worked through the remaining code, fixed issues as I found them, and made sure the different parts of the project were working together properly. A lot of the work was focused on getting everything into a usable state rather than adding one specific feature. I went back through parts that weren’t quite working as expected and cleaned them up. This was a big step toward getting the project ready to use properly, and it gave me a much better base to build the next features on.
Code Improvements Today I worked on improving and cleaning up the code to make it more organised and easier to understand. I went through different parts of the project, made some sections simpler, and fixed small issues along the way. The goal was to make the code feel more natural and readable while keeping everything working properly. This should also make it easier to continue adding features and fixing bugs in the future.
Background & Calendar Improvements Today I added a green background to give the UI a cleaner and more consistent look. I also continued working on the calendar, making improvements to how it looks and functions. These changes help make the project feel more polished and easier to use. I’m happy with how the new background fits with the rest of the interface, and I’ll keep improving the calendar as I work on the project.
Timer & Calendar Improvements Today I added a timer to the project to make it more useful and interactive. I also spent some time fixing issues with the calendar and making sure it works properly. The timer should make it easier to keep track of time while using the app, while the calendar fixes should make scheduling and viewing events smoother. There are still a few things I want to improve, but the core features are now working much better.
Timer & Calendar Improvements Today I worked on two parts of Frictionless: the timer and the calendar. I added a timer so I can keep track of how long I’m spending on a task while working in the app. I also went through the calendar and fixed several issues with how it behaved and displayed information. The calendar needed some extra attention because small problems with dates and interactions made it less reliable to use. I cleaned those areas up and made the experience smoother. These features aren’t the main text-cleaning tools, but they fit the idea of Frictionless being a small productivity workbench rather than just a place to paste and format text. There are still some improvements I’d like to make, but both features are now working much more reliably.
Today I spent some time improving a few smaller parts of Frictionless that aren’t necessarily big features, but make the app nicer to use.I adjusted some of the interactions around the text tools so they give clearer feedback when an action is completed. I also cleaned up a few small inconsistencies between different buttons and controls.These changes were mostly about the little details. Frictionless has quite a few different tools now, so making sure everything behaves consistently is becoming more important as the project grows.Nothing huge was added today, but the overall experience feels a bit more polished and predictable.
Today I worked on adding a proper Find & Replace feature to Frictionless.The goal was to make it easier to quickly change specific words or phrases without having to manually search through a large amount of text. I added separate find and replace inputs, along with options that give more control over how searches work.I also made sure the feature fits into the existing workflow instead of feeling like a separate tool. Users can search through their text, see how many matches were found, and replace individual matches or all matching text at once.This is one of the bigger improvements I’ve made recently because it makes Frictionless more useful for actually working with messy or repetitive text, rather than only cleaning and converting it.
Expanding FrictionlessToday I worked on expanding Frictionless from a simple text-cleaning tool into a much more complete text and data workbench.I added a bunch of new tools for different situations, including duplicate line removal, sorting, case conversion, text statistics, JSON formatting and validation, CSV tools, Markdown tools, and Diff/Compare.I also worked on features like Undo/Redo and Saved Presets so users can perform multiple transformations without worrying about losing their original text, and save workflows they use regularly.The main goal with these changes was to make Frictionless something that could actually be useful in everyday projects instead of only being a basic copy-and-paste cleaner.There is still plenty I want to polish, but the project is starting to feel much more like a complete productivity tool.
Connecting Everything TogetherToday I spent around 8 hours and 50 minutes working on Frictionless and connecting the new tools together more smoothly.With the number of features growing, I focused on making sure everything still feels like one application instead of a collection of separate tools. I cleaned up interactions between the different text tools, improved how results are displayed, and fixed smaller issues I found while testing everything.I also spent time testing different types of input, including messy text, repeated lines, formatted data, and larger pieces of content. This helped me find and fix a few edge cases that weren’t obvious when testing with simple examples.The project is getting much closer to the version I want to ship. At this point I’m focusing less on just adding features and more on making sure the features I already built actually feel polished and useful.
Turning Frictionless Into a Desktop AppI’ve been working on taking Frictionless beyond just being a web app and turning it into a proper desktop application.I used Electron to package the existing HTML, CSS, and JavaScript version into a native-style macOS app. This means Frictionless can now run in its own window instead of requiring a browser tab.I also set up Electron Forge so the project can be packaged into a distributable Mac application. The app successfully builds for Apple Silicon, which means it works with Macs using Apple Silicon processors.I connected the desktop version back to the same GitHub repository as the web version, so both versions can continue to be developed together.I also spent some time dealing with macOS security and app signing. The app itself was working, but macOS can show a “damaged” warning for unsigned applications downloaded from the internet. I’m now testing free ad-hoc signing for local use while keeping the web version available as the easiest way to try Frictionless.This is a pretty big step for the project because Frictionless is no longer just a simple website. It can now exist as both a web tool and a standalone desktop application.What I addedElectron desktop appmacOS Apple Silicon buildElectron Forge packagingDesktop app entry pointGitHub integration for the desktop sourcemacOS signing testingKept the original web version workingThe goal is to make Frictionless feel like a real, complete tool that can be used wherever it is most convenient.
Making Frictionless a Desktop AppI’ve been working on turning Frictionless into more than just a web app by creating a proper desktop version for macOS.I set up Electron and Electron Forge to package the existing Frictionless code into a standalone Mac application. The app now runs in its own window and keeps the same tools and features from the web version.I also configured the project for Apple Silicon Macs and successfully built the application into a distributable .zip file. I connected all of the new Electron files to the GitHub repository as well, so the desktop version is now part of the main project.One issue I ran into was macOS showing a “damaged” warning when opening the downloaded application. After investigating, I found that this is related to macOS security checks for unsigned applications rather than the app itself being broken. I’m now testing ad-hoc signing while keeping the web version available as the easiest way to use Frictionless.This was a big milestone for the project because Frictionless can now work as both a web application and a standalone desktop application.What I worked onAdded ElectronAdded Electron ForgeCreated the desktop app windowBuilt an Apple Silicon Mac versionCreated a distributable ZIPAdded the desktop files to GitHubTested macOS app signingKept the web version working alongside the desktop version
Fixing the Mac App and Improving DistributionI’ve been continuing work on the desktop version of Frictionless and focusing on making the Mac app easier to distribute.After successfully building the Electron version, I ran into an issue where macOS showed a “damaged” message when the app was downloaded. I investigated the problem and found that it was related to macOS security and the app being unsigned.I’ve now been working on ad-hoc signing the application and testing the build again. This has been useful because it showed me that building an application and actually distributing it are two different challenges.I also made sure the desktop-app changes were properly pushed to the Frictionless GitHub repository, so the project now contains both the original web version and the Electron desktop version.The main focus right now is making the desktop version as reliable as the web version while keeping the project simple and easy to access.What I worked onInvestigated the macOS “damaged app” issueTested ad-hoc code signingContinued improving the Electron buildPushed the desktop-app code to GitHubWorked on making the Mac version easier to distributeKept the web version available as an alternative
Polishing the Desktop VersionI’ve continued working on the desktop version of Frictionless and focused on making it feel more like a proper standalone application.A big part of this work has been testing the Mac build, fixing issues that appeared during packaging, and making sure the desktop version still has the same core functionality as the web version.I also spent time improving the overall reliability of the project after moving more of the code into the Electron setup. This included checking that the app opens correctly, that the different tools continue to work, and that the project can still be built and packaged when changes are made.The desktop version is getting much closer to feeling like a complete second version of Frictionless rather than just a website running inside a window.What I worked onTested the Mac desktop buildImproved Electron integrationChecked existing Frictionless toolsFixed packaging-related issuesImproved desktop reliabilityContinued preparing the app for distributionKept the web and desktop versions working together
Ships:
I built TidyPaste, a client-side web workbench designed to clean messy text, reformat data structures, and track session productivity - all inside a single browser tab....
|
1792878589.8854256
|
1793742589.8854256
|
|
53863
|
the minirover by @Cunha | Stardance
|
Cunha
|
0
|
1.88
|
0
|
[]
|
[{"post_id": 65984, "ts": "202 [{"post_id": 65984, "ts": "2026-09-11T14:17:55Z", "hours": 0.3561, "text": "devlog 3: Long time no see. SO i went on vacation and now im back :D . so finished i revamped a new 3d model, so idk what i need to do next. The desingis way more simple and for easy aceseas aand for repairs i put some screws but i didnt put screws in the remot. i also made the remote blutoothed so you dont have to be running around the minirover. So thats it for me and the next time you seeme it might be because i finishd my project"}, {"post_id": 57233, "ts": "2026-08-29T10:30:04Z", "hours": 0.315, "text": "devlog 2. SO, i”ve done the 3d model in tinkerkad and transfered it to fusion :), its so much easier to do it in tinkercad because i got used to it and ngt fusion is sooo hard( and my projects will not be perfect but ill try my best) i”ve only doned the car and still not the controler, i will probably make the controler and finish this project and go to the next one (for those who are uestening myy time its because tinkerkad its not compadibel with hackatime so i”ve waited 18 minutes in vscode). so see you later"}, {"post_id": 56928, "ts": "2026-08-28T23:09:06Z", "hours": 0.4667, "text": "hi again. you might have seen that ichangged the name of the project name from micromobbile to minirover and thats because i change the project. So the reason that i changed the base of the project its because it will be so much easier to make it with step motor (btw big shoutout to MY GOAT @Nuno for the idea and ythe suport pls o se hi amazing projects) SO, talking about the minirover i finished the code and its correct and il try to make the 3d base in fusion or tinkercad. thats all thx for reading this devlog godbye see you tomoow or today depending on the time zone"}, {"post_id": 55628, "ts": "2026-08-27T16:19:32Z", "hours": 0.7386, "text": "devlog 1 for the micromobile. Hi my name is cunha and im making a project about my favorite sensor the microservo and transforming it in to a car, for my first day i desided to make the code in vs code and made it in irl to test it. I had a tiny prototype from along timre ago and i changed to 2 joystick controle 4 microservos but the problem is tha you have to control it diagonaly the 2 joysticks to controle the microservos at the same time ill see if I can change it to only need to controle them vertecli Idk if i can make proguess or post a devlog tomorrow about the 3d part in fusion so for now good by and for those who read this thank you for reading my first devlog of my first project :D"}]...
|
Title: the minirover by @Cunha | Stardance
Devlog Title: the minirover by @Cunha | Stardance
Devlogs:
devlog 1 for the micromobile. Hi my name is cunha and im making a project about my favorite sensor the microservo and transforming it in to a car, for my first day i desided to make the code in vs code and made it in irl to test it. I had a tiny prototype from along timre ago and i changed to 2 joystick controle 4 microservos but the problem is tha you have to control it diagonaly the 2 joysticks to controle the microservos at the same time ill see if I can change it to only need to controle them vertecli Idk if i can make proguess or post a devlog tomorrow about the 3d part in fusion so for now good by and for those who read this thank you for reading my first devlog of my first project :D
hi again. you might have seen that ichangged the name of the project name from micromobbile to minirover and thats because i change the project. So the reason that i changed the base of the project its because it will be so much easier to make it with step motor (btw big shoutout to MY GOAT @Nuno for the idea and ythe suport pls o se hi amazing projects) SO, talking about the minirover i finished the code and its correct and il try to make the 3d base in fusion or tinkercad. thats all thx for reading this devlog godbye see you tomoow or today depending on the time zone
devlog 2. SO, i”ve done the 3d model in tinkerkad and transfered it to fusion :), its so much easier to do it in tinkercad because i got used to it and ngt fusion is sooo hard( and my projects will not be perfect but ill try my best) i”ve only doned the car and still not the controler, i will probably make the controler and finish this project and go to the next one (for those who are uestening myy time its because tinkerkad its not compadibel with hackatime so i”ve waited 18 minutes in vscode). so see you later
devlog 3: Long time no see. SO i went on vacation and now im back :D . so finished i revamped a new 3d model, so idk what i need to do next. The desingis way more simple and for easy aceseas aand for repairs i put some screws but i didnt put screws in the remot. i also made the remote blutoothed so you dont have to be running around the minirover. So thats it for me and the next time you seeme it might be because i finishd my project...
|
1793509092.5934227
|
1794113892.5934227
|
|
46468
|
Satellite Drone Icarus v1 by @LeonOMO | Stardance
|
LeonOMO
|
0
|
24.41
|
0
|
[]
|
[{"post_id": 65990, "ts": "202 [{"post_id": 65990, "ts": "2026-09-11T14:35:07Z", "hours": 3.05, "text": "Devlog #7 Satellite Drone Icarus v1. Finished the BOM and added the only things i have right now to the Github (The CAD is not finished but its all i could do without hardware). Next things to do will be the hardware in betaflight"}, {"post_id": 64376, "ts": "2026-09-08T18:09:54Z", "hours": 8.2669, "text": "Devlog #6 Satellite Drone Icarus v1. Milestone reached on the 3D model: the upper and lower sections are combined making up the prototype. The interior layout houses the dual batterys, VideoTransmitter, Buzzer, LinearSevos, the GPS and the rest im still working on picking out. The CAD phase for this version is almost wrapped up. I hope i get the demensions right and ill make the BOM next."}, {"post_id": 58163, "ts": "2026-08-30T14:59:16Z", "hours": 2.1, "text": "Devlog #5 Satellite Drone Icarus v1. Ive started CAD work on the lower section! This part is going to hold the camera system, the batterys, sensors, reciever and the buzzer."}, {"post_id": 56178, "ts": "2026-08-27T20:21:08Z", "hours": 2.4667, "text": "Devlog #4 Satellite Drone Icarus v1. The upper section of the drone is done! I gave it a visual overhaul with a black white design, smoothed out the whole profile, and added “Icarus v1” engravings right into the print surface. The physical 3D print actually turned out smoother than expected, the vertical anchor deployment system is working on the prototype (still manuel pullup since i dont have the servos yet). Im just adding the last few screw holes to secure everything together properly. Next steps are designing the lower section to house the camera, battery, and main electronics, plus finally locking in the exact components I want to use."}, {"post_id": 55078, "ts": "2026-08-26T14:55:31Z", "hours": 3.3483, "text": "Devlog #3 Satellite Drone Icarus v1. Made major progress on the project. I completely redesigned the layout from scratch since the original folding arms were too small. The upper section of the satellite drone is now almost finished, and after testing a few preliminary 3D prints, I’m currently printing the full assembly to test overall fitment. The final touches for the upper section will include adding mounting holes for the assembly screws, as well as dedicated internal space to house the flight controller and electronics and adding a few cosmetic details."}, {"post_id": 53133, "ts": "2026-08-23T15:43:42Z", "hours": 2.1236, "text": "Devlog #2 Satellite Drone Icarus v1. Ive made good progress on the arm deployment mechanism, focusing on a sliding central anchor that pushes the arms outward when raised. The motor holders came out well, though I might thicken them up for extra durability. The mechanical release concept was actually inspired by an opening box mechanism a friend of mine made for his mom. Now thinking of a good idea how to push it up is the next challenge"}, {"post_id": 51766, "ts": "2026-08-21T16:37:15Z", "hours": 3.05, "text": "Devlog #1: Satellite Drone Icarus v1- Today marked the start of the design phase for my second concept, as the initial idea proved not to be ideal. I also began compiling the Bill of Materials (BOM) by selecting the core components. More updates coming soon! Design inspired by “I Build Stuff” on Youtube"}]...
|
Title: Satellite Drone Icarus v1 by @LeonOMO | Sta Title: Satellite Drone Icarus v1 by @LeonOMO | Stardance
Devlogs:
Devlog #1: Satellite Drone Icarus v1- Today marked the start of the design phase for my second concept, as the initial idea proved not to be ideal. I also began compiling the Bill of Materials (BOM) by selecting the core components. More updates coming soon! Design inspired by “I Build Stuff” on Youtube
Devlog #2 Satellite Drone Icarus v1. Ive made good progress on the arm deployment mechanism, focusing on a sliding central anchor that pushes the arms outward when raised. The motor holders came out well, though I might thicken them up for extra durability. The mechanical release concept was actually inspired by an opening box mechanism a friend of mine made for his mom. Now thinking of a good idea how to push it up is the next challenge
Devlog #3 Satellite Drone Icarus v1. Made major progress on the project. I completely redesigned the layout from scratch since the original folding arms were too small. The upper section of the satellite drone is now almost finished, and after testing a few preliminary 3D prints, I’m currently printing the full assembly to test overall fitment. The final touches for the upper section will include adding mounting holes for the assembly screws, as well as dedicated internal space to house the flight controller and electronics and adding a few cosmetic details.
Devlog #4 Satellite Drone Icarus v1. The upper section of the drone is done! I gave it a visual overhaul with a black white design, smoothed out the whole profile, and added “Icarus v1” engravings right into the print surface. The physical 3D print actually turned out smoother than expected, the vertical anchor deployment system is working on the prototype (still manuel pullup since i dont have the servos yet). Im just adding the last few screw holes to secure everything together properly. Next steps are designing the lower section to house the camera, battery, and main electronics, plus finally locking in the exact components I want to use.
Devlog #5 Satellite Drone Icarus v1. Ive started CAD work on the lower section! This part is going to hold the camera system, the batterys, sensors, reciever and the buzzer.
Devlog #6 Satellite Drone Icarus v1. Milestone reached on the 3D model: the upper and lower sections are combined making up the prototype. The interior layout houses the dual batterys, VideoTransmitter, Buzzer, LinearSevos, the GPS and the rest im still working on picking out. The CAD phase for this version is almost wrapped up. I hope i get the demensions right and ill make the BOM next.
Devlog #7 Satellite Drone Icarus v1. Finished the BOM and added the only things i have right now to the Github (The CAD is not finished but its all i could do without hardware). Next things to do will be the hardware in betaflight...
|
1793386307.1326373
|
1793991107.1326373
|
|
56876
|
ShortLink Pad by @Metal | Stardance
|
Metal
|
0
|
3.48
|
0
|
[]
|
[{"post_id": 65991, "ts": "202 [{"post_id": 65991, "ts": "2026-09-11T14:35:45Z", "hours": 2.9817, "text": "I have designed the pcb and the 3d case. I used kicad for pcb and i got the library and other files from the guide. It will have 5 buttons one rotary encoder and one 91 inch oled the controllec will be seeeduino xiao. For the 3d model i made it rectabgular opened screw holes gave a cool design made the knob and found a keycap online."}, {"post_id": 59174, "ts": "2026-08-31T20:15:44Z", "hours": 0.4947, "text": "i worked on the schematics and the parts that i will probably use. Mainly took insperation from the guide. later i will design the pcb and the casing"}]...
|
Title: ShortLink Pad by @Metal | Stardance
Devlog Title: ShortLink Pad by @Metal | Stardance
Devlogs:
i worked on the schematics and the parts that i will probably use. Mainly took insperation from the guide. later i will design the pcb and the casing
I have designed the pcb and the 3d case. I used kicad for pcb and i got the library and other files from the guide. It will have 5 buttons one rotary encoder and one 91 inch oled the controllec will be seeeduino xiao. For the 3d model i made it rectabgular opened screw holes gave a cool design made the knob and found a keycap online....
|
1793404243.807174
|
1794009043.807174
|
|
53127
|
VirtualSync by @Cosmic | Stardance
|
Cosmic
|
1
|
20.28
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-03T17:37:15Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "yea I know i didnt put anything in the github or anything its for a reason I will try to put it there if I can and I wanted to do Web OS2 but its been locked even tho Web Os 1 has been completed ages ago.(10 days or smth like that) No reply no unlock no reward so mainly I am working on that and this Is completed as everything was done.", "repo": "https://github.com/Arhan-collab/vS", "demo": ""}]...
|
[{"post_id": 65993, "ts": "202 [{"post_id": 65993, "ts": "2026-09-11T14:39:39Z", "hours": 3.2831, "text": "hmmm IDK I am annoyed and everything but yessir now gimme that DUST hehe ‘v’"}, {"post_id": 60972, "ts": "2026-09-03T17:32:25Z", "hours": 3.0336, "text": "Added an Oled screen along with crashing out with those and I guess its probably the last Cuz I basically finished this project i mean apart from printing the case which I will but not right now as 3D designing is smth not on my level yet"}, {"post_id": 55731, "ts": "2026-08-27T18:22:24Z", "hours": 7.9, "text": "getting started.. after fixing the hardware AGAIN"}, {"post_id": 53490, "ts": "2026-08-24T01:59:52Z", "hours": 5.6833, "text": "Finished soldering"}]...
|
Title: VirtualSync by @Cosmic | Stardance
Devlogs Title: VirtualSync by @Cosmic | Stardance
Devlogs:
Finished soldering
getting started.. after fixing the hardware AGAIN
Added an Oled screen along with crashing out with those and I guess its probably the last Cuz I basically finished this project i mean apart from printing the case which I will but not right now as 3D designing is smth not on my level yet
hmmm IDK I am annoyed and everything but yessir now gimme that DUST hehe ‘v’
Ships:
yea I know i didnt put anything in the github or anything its for a reason I will try to put it there if I can and I wanted to do Web OS2 but its been locked even tho Web Os 1 has been completed ages ago.(10 days or smth like that) No reply no unlock no reward so mainly I am working on that and this Is completed as everything was done....
|
1793325410.0376914
|
1793411810.0376914
|
|
59376
|
anime lover os by @chestagahlawat06 | Stardance
|
chestagahlawat06
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T16:02:35Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I made Anime Lovers Future OS, a personal digital space designed for anime fans. I wanted it to feel different from a normal anime website, so I focused on creating an experience that feels like entering your own anime-inspired world. What was challenging? The most challenging part was turning an idea that was mostly in my head into an actual working project. I had to figure out how to structure the interface, make the design feel right, and solve problems when things didn’t work the way I expected. What are you proud of? I’m proud that I took an idea I genuinely wanted to build and turned it into something people can actually interact with. I’m especially proud of the overall atmosphere and the fact that it feels like the beginning of something I can keep developing. What should people know so they can try your project? I’d recommend exploring the project rather than just looking at the first screen. Take a moment to interact with it and imagine what you would want from your own anime-focused digital space. And if you have an idea for something I could add or improve, I’d genuinely love to hear it — it could become part of what I build next.", "repo": "https://github.com/chestagahlawat6-maker/Anime-Lovers-Future-OS", "demo": "https://anime-lovers-future-os.vercel.app"}]...
|
[{"post_id": 65994, "ts": "202 [{"post_id": 65994, "ts": "2026-09-11T14:40:18Z", "hours": 0.7097, "text": "earlier home screen of my os…….what do you think about it?"}, {"post_id": 65458, "ts": "2026-09-10T16:29:53Z", "hours": 0.5919, "text": "finally added clock on my os …"}, {"post_id": 64921, "ts": "2026-09-09T17:18:09Z", "hours": 0.345, "text": "hi i am building an os… how is the image looking ? i am going to use it as background image . well can anyone tell me how long it take to get review of a project because its 3 days since i shipped my project and still review is pending"}]...
|
Title: anime lover os by @chestagahlawat06 | Stard Title: anime lover os by @chestagahlawat06 | Stardance
Devlogs:
hi i am building an os… how is the image looking ? i am going to use it as background image . well can anyone tell me how long it take to get review of a project because its 3 days since i shipped my project and still review is pending
finally added clock on my os …
earlier home screen of my os…….what do you think about it?
Ships:
What did you make? I made Anime Lovers Future OS, a personal digital space designed for anime fans. I wanted it to feel different from a normal anime website, so I focused on creating an experience that feels like entering your own anime-inspired world. What was challenging? The most challenging part was turning an idea that was mostly in my head into an actual working project. I had to figure out how to structure the interface, make the design feel right, and solve problems when things didn’t work the way I expected. What are you proud of? I’m proud that I took an idea I genuinely wanted to build and turned it into something people can actually interact with. I’m especially proud of the overall atmosphere and the fact that it feels like the beginning of something I can keep developing. What should people know so they can try your project? I’d recommend exploring the project rather than just looking at the first screen. Take a moment to interact with it and imagine what you would want from your own anime-focused digital space. And if you have an idea for something I could add or improve, I’d genuinely love to hear it — it could become part of what I build next....
|
1793314104.7494876
|
1793400504.7494876
|
|
455
|
s by @neon | Stardance
|
neon
|
0
|
2.21
|
0
|
[]
|
[{"post_id": 66, "ts": "2026-0 [{"post_id": 66, "ts": "2026-05-31T16:23:09Z", "hours": 2.21, "text": "stardancing it"}]...
|
Title: s by @neon | Stardance
Devlogs:
stardancin Title: s by @neon | Stardance
Devlogs:
stardancing it...
|
1792796031.3093677
|
1793400831.3093677
|
|
53812
|
OpenVision by @raj77502k | Stardance
|
raj77502k
|
0
|
18.38
|
0
|
[]
|
[{"post_id": 66000, "ts": "202 [{"post_id": 66000, "ts": "2026-09-11T14:51:21Z", "hours": 0.3336, "text": "Made Cushions for My Headset"}, {"post_id": 65913, "ts": "2026-09-11T11:26:52Z", "hours": 1.8169, "text": "Made a cooler for my VR headset"}, {"post_id": 59620, "ts": "2026-09-01T15:17:31Z", "hours": 3.2153, "text": "OpenVision a Mixed Reality Compter Headset"}, {"post_id": 55642, "ts": "2026-08-27T16:31:42Z", "hours": 0.3336, "text": "Finalizing the Hardware Stack"}, {"post_id": 55069, "ts": "2026-08-26T14:36:26Z", "hours": 5.55, "text": "I designed my VR Headset"}, {"post_id": 54593, "ts": "2026-08-25T16:52:41Z", "hours": 7.1339, "text": "OpenVision a Headset"}]...
|
Title: OpenVision by @raj77502k | Stardance
Devlo Title: OpenVision by @raj77502k | Stardance
Devlogs:
OpenVision a Headset
I designed my VR Headset
Finalizing the Hardware Stack
OpenVision a Mixed Reality Compter Headset
Made a cooler for my VR headset
Made Cushions for My Headset...
|
1793508575.099631
|
1794113375.099631
|