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14135
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I am making a website for funsies by @Mebelikewenm I am making a website for funsies by @Mebelikewenm | Stardance...
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Mebelikewenm
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0
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0.64
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0
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[]
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[{"post_id": 6822, "ts": "2026 [{"post_id": 6822, "ts": "2026-06-11T13:25:21Z", "hours": 0.6414, "text": "I have finaly figuer out how to write C# and run in in vs code"}]...
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Title: I am making a website for funsies by @Mebel Title: I am making a website for funsies by @Mebelikewenm | Stardance
Devlogs:
I have finaly figuer out how to write C# and run in in vs code...
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1792770841.1895068
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1793375641.1895068
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60982
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Catcher Snake by @emin | Stardance
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emin
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1
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5.0
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3
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T19:45:50Z", "hours": 5.0, "multiplier": 1.38, "payout": 3, "blessing": "neutral", "text": "I built Catcher Snake, a classic snake game featuring enhanced mechanics using HTML Canvas and vanilla JavaScript. The most challenging part was seamlessly integrating different power-up types, temporary speed reduction mechanics, and shield features into the core game loop. To test the project, you can simply open it in your browser, use the arrow keys or WASD to play, and try the difficulty levels and modes.", "repo": "https://github.com/muhammet842/CatcherSnake", "demo": "https://catcher-snake.vercel.app/"}]...
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[{"post_id": 68222, "ts": "202 [{"post_id": 68222, "ts": "2026-09-14T18:43:52Z", "hours": 1.0431, "text": "I finally finished my project after totally 4.5 hours effort. There are some new features I just added: Power-ups: Randomly spawning special items on the map that give unique. Advantages: Gold: 50 Grants bonus score. Slow: Temporarily slows down the snake’s speed for tactical movement. Shield: Protects the snake from wall collisions in classic mode or prevents instant crashes."}, {"post_id": 67431, "ts": "2026-09-13T15:16:11Z", "hours": 3.0561, "text": "I’m getting close to end of the project, that’s how it looks like right now, if do you guys have any suggestion, please let me now. You can try it from here ==> https://catcher-snake.vercel.app/"}, {"post_id": 65952, "ts": "2026-09-11T13:10:07Z", "hours": 0.4164, "text": "I decided to make one more project to confirm 30 hours working. I hope this will make it finished. This project is a simple snake game just like slither.io"}]...
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Title: Catcher Snake by @emin | Stardance
Devlogs Title: Catcher Snake by @emin | Stardance
Devlogs:
I decided to make one more project to confirm 30 hours working. I hope this will make it finished. This project is a simple snake game just like slither.io
I’m getting close to end of the project, that’s how it looks like right now, if do you guys have any suggestion, please let me now. You can try it from here ==> https://catcher-snake.vercel.app/
I finally finished my project after totally 4.5 hours effort. There are some new features I just added: Power-ups: Randomly spawning special items on the map that give unique. Advantages: Gold: 50 Grants bonus score. Slow: Temporarily slows down the snake’s speed for tactical movement. Shield: Protects the snake from wall collisions in classic mode or prevents instant crashes.
Ships:
I built Catcher Snake, a classic snake game featuring enhanced mechanics using HTML Canvas and vanilla JavaScript. The most challenging part was seamlessly integrating different power-up types, temporary speed reduction mechanics, and shield features into the core game loop. To test the project, you can simply open it in your browser, use the arrow keys or WASD to play, and try the difficulty levels and modes....
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1793411790.48126
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1793498190.48126
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35911
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Board-Like by @KIR_KOS | Stardance
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KIR_KOS
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1
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52.0
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702
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T19:07:54Z", "hours": 52.0, "multiplier": 13.53, "payout": 702, "blessing": "neutral", "text": "Board-Like Board-Like is a 2-4 player roguelike videogame where you compete with your friends to get the biggest level in a set amount of rounds. Here’s a quick description of the game loop: -Players throw dice and step on tiles giving buffs/debuffs on quick 1-3 minute rounds. They can save, sacrifice, sell their levels in orded to sabotage other players or gain more levels in the long run thanks to active cards, tiles and passive power-ups gained by the winner of the last round. After a set amount of rounds(5-20), the winner is the player with the highest level. Board-like is fun because of how many combinations you can have with multiple cards, tiles, power-ups and round modifiers making every game you play unique and interesting! You can try it out here: https://kir-kos.itch.io/board-like", "repo": "https://github.com/kirillkosarev79/Board-Like", "demo": "https://kir-kos.itch.io/board-like"}]...
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[{"post_id": 68225, "ts": "202 [{"post_id": 68225, "ts": "2026-09-14T18:44:28Z", "hours": 3.0883, "text": "Devlog #17 - Last before shipping Hey there! No updates for a while, i decided to fix last bugs and add a bit of QoL features brefore shipping. I have been doing this for almost 2 weeks so i don’t really remember everything i did, this devlog will probably not be full. Changelog Added: New tile: Inverted shop. You can sell your items for levels Players can now set their nicknames, icons and colors before starting the game An option to go back to main menu after finishing a game instead of being softlocked on the scoreboard scene More back buttons instead of ESCAPE to improve itch.io QoL Changed: Main menu background changed to an original one instead of the one i donwloaded from the internet Music now plays in all scenes"}, {"post_id": 60938, "ts": "2026-09-03T16:41:37Z", "hours": 2.2725, "text": "Devlog #16 Hi! I realized I unfortunetely don’t have enough time to complete my project with an online mode, so I’m gonna ship it with one-device mode only. I’ll do a couple of updates polishing the game and adding a bit of content. Fully finishing the game is gonna be done outside of Stardance later. Changelog Added: Players now can choose their nicknames and colors before the game starts New tile: Again. Anyone stepping on it throws the dice again A little crown now appears next to the winner’s nickname at the end of the game Changed: Players are now sorted by level at the scoreboard Various bug fixes"}, {"post_id": 55451, "ts": "2026-08-27T09:29:06Z", "hours": 2.4692, "text": "Devlog #15 Hii! Added a pause menu and settings(you can only change the volume and toggle the console on/off for now). Also there are little cogs in the background of settings instead of dice! I plan to keep expanding already existing content for a bit and then get to making online mode work"}, {"post_id": 52575, "ts": "2026-08-22T19:13:47Z", "hours": 2.0097, "text": "Devlog #14 - ROUND MODIFICATORS An exciting update today! Round modificators! Now every round except the first one will have a randomely chosen round modificator which can affect your strategy while playing. Changelog : Added: Round modificator mechanic New round modificator: Action Time. No Next and Back tiles appear on the board New round modificator: Half dice. All dice rolls are divided by 2(rounded to the lower number) New round modificator: Double XP. All players gain double levels from all sources. New round modificator: No conditions. All tiles have no conditions, meaning their effects wiil be active no matter the player’s level. New debug console command: mod. It changes curent round’s modificator Changed: The tooltip will now change position when out of screen so it’s visible Fixed a bug that caused tooltip to not show up sometimes on the stat-bars for power-ups and cards. Slightly changed the confirm button and roll button’s positions"}, {"post_id": 52236, "ts": "2026-08-22T10:28:05Z", "hours": 1.5842, "text": "Devlog #13 Vectorized the confirm button, looks alot nicer now. But most importantly added a debug console to ease testing. It has a bunch of commands such as add_card, set_level, etc…(see attachement)"}, {"post_id": 50228, "ts": "2026-08-19T11:33:44Z", "hours": 1.6153, "text": "MORE DICE Decided to add an animation for additional dice you can obtain through the Dice power-up(up to 6). This also fixed that bug that crashed the game when it tried to find the texture for the main die with more than 6 dots. Here’s a showcase of what it looks like with all 6 additional dice"}, {"post_id": 48773, "ts": "2026-08-17T09:42:03Z", "hours": 1.2283, "text": "Devlog #12 Changed the roll button and added a proper anymation instead of a label changing numbers. Also made a few other tweaks and bug fixes. Added: A title on top of choice menus indicating which player is choosing Roll button animation Changed: New roll button texture Fixed the bug that caused the game to crash if a player picked a new power-up when they already have the maximum. Fixed the 6th power-up not displaying correctly Removed the label displaying the roll"}, {"post_id": 47358, "ts": "2026-08-15T08:01:13Z", "hours": 3.3764, "text": "Devlog #11 Hello everyone! A small update mostly fixing bugs. Also added a new mechanic. Changelog: Added: When a player gets stuck in a Next-Back loop, a sound effect plays and he skips his turns until the end of the round.(Combined with the Cross Road card this can be used to set traps). Changed: Fixed a bug that caused the power-up choice menu to pop up multiple times simultaneously at the end of the round. Fixed the Shop tile not working properly Fixed a bug that caused the first player to take two turns in a row at the start of the game."}, {"post_id": 46221, "ts": "2026-08-13T09:30:00Z", "hours": 3.7564, "text": "Devlog #10 Hi, no devlog for over a week, i got a bit tired of fixing all the bugs. But i’m back in the game and today’s devlog is mainly about VFX. Changelog Added: New power-up: Safety net. Increases minimal level by 1. New power-up: Assets. Gain 2 levels if you have 3 cards in the end of the round. Visual effect for pressing the roll button. Visual effect for stepping on tile"}, {"post_id": 41471, "ts": "2026-08-05T18:11:49Z", "hours": 3.71, "text": "Devlog #9 - Tiers Changed the weight system to the tier system. Every power-up, tile and card now have their own tier which decides how often they appear. Also added a Shop tile where you can buy power-ups and cards in exchange for levels. Changelog: Added: New tile: Shop. When you step on it, a menu pops-up with 3 random card and/or power-ups for a set price(based on their tiers). Changed: Improved certain card’s textures Updated the weight-based calculation method to use the new tier system. 1 being the most common one and 5 the rarest. Higher conditions now appear in later rounds. For example in round 1 most tiles don’t require any level, but on round 5 most common condition are levels 2-3 meaning you’ll need at least these levels to access most tiles."}, {"post_id": 40013, "ts": "2026-08-03T11:14:18Z", "hours": 2.5736, "text": "Devlog #8 Hi, took a little break after trying to convert some of the UI from pixel-art to vectorial graphics. (i ended up only changing the stat-bars,they look alot cleaner now). Changelog: Added: New card: Air Conditionning. Set any level condition on a tile of you choice. Changed: Changed the way conditions are set for tiles(a complete rework incoming, i want later rounds to have harsher conditions) New stat-bar texture Fixed a bug which caused the game to crash at the end of the round if multiple power-ups were given out"}, {"post_id": 38439, "ts": "2026-07-31T20:04:43Z", "hours": 2.9572, "text": "Devlog #7 - ARROWS! YAY! Hello everyone, worked on tiles and cards that concern arrows (the ones that make you advance or retreat). Also a bit of visual work. Check out Devlog #0 to learn about Board-Like Changelog: Added: New tile: Back. Oppositely to Next, it makes the player who stepped on it to retreat to the previous tile. Weight: 20 New card: Crossroad. Change any tile to Next or Back. Weight: 15 Changed: Completely changed the background’s palette, looks alot better imo Next got a new texture to match Back New portal animation and texture More work into the game’s internal structure improvement. Mostly concerning conditions this time around."}, {"post_id": 37822, "ts": "2026-07-30T19:31:58Z", "hours": 0.3494, "text": "A new portal texture👀"}, {"post_id": 37530, "ts": "2026-07-30T10:38:55Z", "hours": 1.9533, "text": "Devlog #6 - Higher definition textures and updated tooltip. Hello! A quick update focused on visuals. (If you want to know about Board-Like, check out Devlog #0) Changelog: Higher definition textures for the dice button and stat bars Randomize card is now called Rainbow Paint Randomize card has a new texture Tooltip’s border changes color depending on the type of object the cursor is hovering over Tooltip’s text is now centered Tooltip now also works when you hover over other player’s cards on stat bars."}, {"post_id": 36415, "ts": "2026-07-28T15:00:48Z", "hours": 3.5189, "text": "Devlog #5 - Tooltip! Hi! A pretty cool update today! Made a useful tooltip, whenever you hover over a card, a tile or even a power, a tooltip will pop-up to explain what this item does!(see attached video). Also added taxes to the game(beware the IRS) Changelog : Added: 🖱️A tooltip for cards, powers and tiles displaying their name, type and a description 🪙New card: Taxes. Everyone except you looses 1 level for each power-up and card they have.(Level can’t go below 0) Changed: 🤞Bonuses and cards now use the weight system for calculating chances to appear, similar to powers. Improved game sctructure: – 🧑💼Levels are now managed by the LevelManager node(before it was all over the place)"}, {"post_id": 36018, "ts": "2026-07-27T20:49:20Z", "hours": 4.1611, "text": "Devlog #4 Hi! Bringing another update to Board-Like. Now all tiles and power-ups have “weight”, which is their chance to appear. This allowes me to do a much more balanced game where better items appear rarer than others. Also added a new very cool tile, and a couple of power-ups, one of them being a reference to a little something😉 Changelog Added: 📄 New tile: Blank Tile . This tile is blank at the start of the round, whenever a player steps on it, it changes to the player’s color. When current round changes, the player who last stepped on Blank Tile gets an additional power-up. 🟢New power-up: Caesium-137. Player gains 1 level each time they pass through the portals(from any side)(stacking) 🎲New power-up: Another dice. Player now rolls 1 more dice(stacking) ✖️A cancel button when using certain cards Changed: Power-ups now have different weight(chance to appear): – 🦇Vampire: 20 – 🍀The Lucky Clover: 30 – 🎲Another dice: 10 – Caesium-137: 10 Tiles now have different weight(chance to appear): – ➡️Skip To Next: 40 – Level up: 40 – 🧲Magnet: 20 – 🃏Chest with cards: 20 – 📄Blank Tile: 5 🌟Choice menus(for example when choosing powers) now have a pop-up animation. 💊Fixed a lot of Sleeping Pill card related bugs."}, {"post_id": 34717, "ts": "2026-07-25T17:33:43Z", "hours": 3.5053, "text": "Devlog #3 - Screen issue fixed and a new card! Hey everyone, no updates for a little while cause i was out in Belgium to see The Odyssey in IMAX 70MM, truly a unique experience. Anyway, in this update i fixed a weird screen issue which was cutting off part of the screen on smaller displays. Here’s the full changelog: Added: New card: Sleeping Pill. You may sacrifice one level to make another player(or yourself!!!) skip their next turn. Changed: Fixed screen scaling issues Multiple small code fixes"}, {"post_id": 30272, "ts": "2026-07-17T18:22:51Z", "hours": 4.4367, "text": "Devlog#2 Heyy, alot of changes today! Finally changed the background which looks alot nicer than the previous one imo. Also added 2 and 4 player support, and an actual end to the game(tho it doesn’t sort players by their lvl yet). Changelog: Added: 🎚️Number of players slider 🎚️Number of rounds slider 🧮Round counter at the bottom left 📊Ending screen with a scoreboard 👀A neat animation and SFX when tiles appear at the beggining of every round Changed: The background is now glowing in different colors and there are scaling-up-n-down dices all over it. Now playable with 2,3 and 4 player parties! The game finally has a goal and is playable(not so much fun just yet tho, still missing 90% of power-ups and tiles. But most importantly ROUND MODIFIERS ) Included screenshots of the scoreboard, and an example of what the stat bars can look like after 5 rounds. Also a recording showcasing other changes"}, {"post_id": 30013, "ts": "2026-07-17T08:13:53Z", "hours": 2.9414, "text": "Devlog #1 - Power-ups Hello there! Today I’m bringing to life a very important part of Board-Like! Power ups. As i explained in Devlog #0, the winner of the round gets to choose one of 3 random power ups. They all have different effects and synergies.I included a little recording where you can see that all your power-ups are shown on your personal UI, or what i call them - the stat bars . Also wanted to show you some more content, so here’s the dice re-roll card! Here’s the changelog: Added: Power-up choice menu 🍀Lucky Clover power-up:all positive effect are now 15% more likely to happen 🧛Vampire: get a level-up every time you cast a negative effect on another player 🌟A subtle scale up effect on hover for cards(bottom right) and tiles(middle of the screen) Changed: 🗝️Add Card tile texture is now a chest that opens whenever someone steps on it. My next steps are gonna be changing the background because this one looks horrible, adding more cards, tiles and power-ups. If you want a detailed explanation to Board-Like you’re welcome to see Devlog#0 P.S.: You can hear Board-Like’s OST in the video"}, {"post_id": 29379, "ts": "2026-07-16T09:23:02Z", "hours": 0.3833, "text": "Devlog #0 In this post I explain what Board-Like is, it’s state right now, and most importantly what I’m planning to change and add. What’s Board-Like? Board-Like is [like excpected from the name] a rogue-like multiplayer board(style) videogame developped on Godot. The game loop idea is: Quick(1-3 minutes) turn-based rounds where players throw dice, step on tiles, use their cards(to help themselves or punish others) and gain levels The player that crosses the finish line first chooses one of 3(???) power-ups to keep through the whole game, and next round starts. The power ups can have synergies and different rarities. That’s where the “rogue-like” part comes in, every game will feel completely different depending on what power ups you and your friends choose! Well, who wins? The player with the highest level by the end of /to be determined/ rounds! You can gain levels from(but not only!) stepping on special tiles or triggering your power-ups. But it’s not that simple! Levels are very dynamic, you can(and probably will have to) lose, sacrifice or trade your levels in order to obtain even more! Try different tactics and anticipate the next rounds. Oh, and also… ROUND MODIFIERS! Cool, no? The state of the game. I started the developpement in Summer 2025, but quickly abandoned it to priorotize school(and videogames obv). Right now it looks insanely ugly, but also lacks 90% of all mentioned features above. It has 3 different working cards to use(return to start, reroll dice, and change any tile on the board to a random one), 4 tiles(tp to next tile, level up, magnet, and get a card ). No power-ups yet, round modifiers or even an end to the game. So no chaos, no fun, no game. Plans Well, there’s a lot of work to do. I am planning to add everything i mentioned in the first section, plus adding more music, making a complete visual overhaul, and the hardest for me: online multiplayer. I have never done anything with online multiplayer and that’s where i think I’ll meet the most issues. I have no idea where to start with it so if you have any tips feel free to share. Well anyway, there’s a lot to do before that. So, that’s Board-Like! See ya!(Btw the screenshot is what the game looks like rn)"}]...
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Title: Board-Like by @KIR_KOS | Stardance
Devlogs Title: Board-Like by @KIR_KOS | Stardance
Devlogs:
Devlog #0 In this post I explain what Board-Like is, it’s state right now, and most importantly what I’m planning to change and add. What’s Board-Like? Board-Like is [like excpected from the name] a rogue-like multiplayer board(style) videogame developped on Godot. The game loop idea is: Quick(1-3 minutes) turn-based rounds where players throw dice, step on tiles, use their cards(to help themselves or punish others) and gain levels The player that crosses the finish line first chooses one of 3(???) power-ups to keep through the whole game, and next round starts. The power ups can have synergies and different rarities. That’s where the “rogue-like” part comes in, every game will feel completely different depending on what power ups you and your friends choose! Well, who wins? The player with the highest level by the end of /to be determined/ rounds! You can gain levels from(but not only!) stepping on special tiles or triggering your power-ups. But it’s not that simple! Levels are very dynamic, you can(and probably will have to) lose, sacrifice or trade your levels in order to obtain even more! Try different tactics and anticipate the next rounds. Oh, and also… ROUND MODIFIERS! Cool, no? The state of the game. I started the developpement in Summer 2025, but quickly abandoned it to priorotize school(and videogames obv). Right now it looks insanely ugly, but also lacks 90% of all mentioned features above. It has 3 different working cards to use(return to start, reroll dice, and change any tile on the board to a random one), 4 tiles(tp to next tile, level up, magnet, and get a card ). No power-ups yet, round modifiers or even an end to the game. So no chaos, no fun, no game. Plans Well, there’s a lot of work to do. I am planning to add everything i mentioned in the first section, plus adding more music, making a complete visual overhaul, and the hardest for me: online multiplayer. I have never done anything with online multiplayer and that’s where i think I’ll meet the most issues. I have no idea where to start with it so if you have any tips feel free to share. Well anyway, there’s a lot to do before that. So, that’s Board-Like! See ya!(Btw the screenshot is what the game looks like rn)
Devlog #1 - Power-ups Hello there! Today I’m bringing to life a very important part of Board-Like! Power ups. As i explained in Devlog #0, the winner of the round gets to choose one of 3 random power ups. They all have different effects and synergies.I included a little recording where you can see that all your power-ups are shown on your personal UI, or what i call them - the stat bars . Also wanted to show you some more content, so here’s the dice re-roll card! Here’s the changelog: Added: Power-up choice menu 🍀Lucky Clover power-up:all positive effect are now 15% more likely to happen 🧛Vampire: get a level-up every time you cast a negative effect on another player 🌟A subtle scale up effect on hover for cards(bottom right) and tiles(middle of the screen) Changed: 🗝️Add Card tile texture is now a chest that opens whenever someone steps on it. My next steps are gonna be changing the background because this one looks horrible, adding more cards, tiles and power-ups. If you want a detailed explanation to Board-Like you’re welcome to see Devlog#0 P.S.: You can hear Board-Like’s OST in the video
Devlog#2 Heyy, alot of changes today! Finally changed the background which looks alot nicer than the previous one imo. Also added 2 and 4 player support, and an actual end to the game(tho it doesn’t sort players by their lvl yet). Changelog: Added: 🎚️Number of players slider 🎚️Number of rounds slider 🧮Round counter at the bottom left 📊Ending screen with a scoreboard 👀A neat animation and SFX when tiles appear at the beggining of every round Changed: The background is now glowing in different colors and there are scaling-up-n-down dices all over it. Now playable with 2,3 and 4 player parties! The game finally has a goal and is playable(not so much fun just yet tho, still missing 90% of power-ups and tiles. But most importantly ROUND MODIFIERS ) Included screenshots of the scoreboard, and an example of what the stat bars can look like after 5 rounds. Also a recording showcasing other changes
Devlog #3 - Screen issue fixed and a new card! Hey everyone, no updates for a little while cause i was out in Belgium to see The Odyssey in IMAX 70MM, truly a unique experience. Anyway, in this update i fixed a weird screen issue which was cutting off part of the screen on smaller displays. Here’s the full changelog: Added: New card: Sleeping Pill. You may sacrifice one level to make another player(or yourself!!!) skip their next turn. Changed: Fixed screen scaling issues Multiple small code fixes
Devlog #4 Hi! Bringing another update to Board-Like. Now all tiles and power-ups have “weight”, which is their chance to appear. This allowes me to do a much more balanced game where better items appear rarer than others. Also added a new very cool tile, and a couple of power-ups, one of them being a reference to a little something😉 Changelog Added: 📄 New tile: Blank Tile . This tile is blank at the start of the round, whenever a player steps on it, it changes to the player’s color. When current round changes, the player who last stepped on Blank Tile gets an additional power-up. 🟢New power-up: Caesium-137. Player gains 1 level each time they pass through the portals(from any side)(stacking) 🎲New power-up: Another dice. Player now rolls 1 more dice(stacking) ✖️A cancel button when using certain cards Changed: Power-ups now have different weight(chance to appear): – 🦇Vampire: 20 – 🍀The Lucky Clover: 30 – 🎲Another dice: 10 – Caesium-137: 10 Tiles now have different weight(chance to appear): – ➡️Skip To Next: 40 – Level up: 40 – 🧲Magnet: 20 – 🃏Chest with cards: 20 – 📄Blank Tile: 5 🌟Choice menus(for example when choosing powers) now have a pop-up animation. 💊Fixed a lot of Sleeping Pill card related bugs.
Devlog #5 - Tooltip! Hi! A pretty cool update today! Made a useful tooltip, whenever you hover over a card, a tile or even a power, a tooltip will pop-up to explain what this item does!(see attached video). Also added taxes to the game(beware the IRS) Changelog : Added: 🖱️A tooltip for cards, powers and tiles displaying their name, type and a description 🪙New card: Taxes. Everyone except you looses 1 level for each power-up and card they have.(Level can’t go below 0) Changed: 🤞Bonuses and cards now use the weight system for calculating chances to appear, similar to powers. Improved game sctructure: – 🧑💼Levels are now managed by the LevelManager node(before it was all over the place)
Devlog #6 - Higher definition textures and updated tooltip. Hello! A quick update focused on visuals. (If you want to know about Board-Like, check out Devlog #0) Changelog: Higher definition textures for the dice button and stat bars Randomize card is now called Rainbow Paint Randomize card has a new texture Tooltip’s border changes color depending on the type of object the cursor is hovering over Tooltip’s text is now centered Tooltip now also works when you hover over other player’s cards on stat bars.
A new portal texture👀
Devlog #7 - ARROWS! YAY! Hello everyone, worked on tiles and cards that concern arrows (the ones that make you advance or retreat). Also a bit of visual work. Check out Devlog #0 to learn about Board-Like Changelog: Added: New tile: Back. Oppositely to Next, it makes the player who stepped on it to retreat to the previous tile. Weight: 20 New card: Crossroad. Change any tile to Next or Back. Weight: 15 Changed: Completely changed the background’s palette, looks alot better imo Next got a new texture to match Back New portal animation and texture More work into the game’s internal structure improvement. Mostly concerning conditions this time around.
Devlog #8 Hi, took a little break after trying to convert some of the UI from pixel-art to vectorial graphics. (i ended up only changing the stat-bars,they look alot cleaner now). Changelog: Added: New card: Air Conditionning. Set any level condition on a tile of you choice. Changed: Changed the way conditions are set for tiles(a complete rework incoming, i want later rounds to have harsher conditions) New stat-bar texture Fixed a bug which caused the game to crash at the end of the round if multiple power-ups were given out
Devlog #9 - Tiers Changed the weight system to the tier system. Every power-up, tile and card now have their own tier which decides how often they appear. Also added a Shop tile where you can buy power-ups and cards in exchange for levels. Changelog: Added: New tile: Shop. When you step on it, a menu pops-up with 3 random card and/or power-ups for a set price(based on their tiers). Changed: Improved certain card’s textures Updated the weight-based calculation method to use the new tier system. 1 being the most common one and 5 the rarest. Higher conditions now appear in later rounds. For example in round 1 most tiles don’t require any level, but on round 5 most common condition are levels 2-3 meaning you’ll need at least these levels to access most tiles.
Devlog #10 Hi, no devlog for over a week, i got a bit tired of fixing all the bugs. But i’m back in the game and today’s devlog is mainly about VFX. Changelog Added: New power-up: Safety net. Increases minimal level by 1. New power-up: Assets. Gain 2 levels if you have 3 cards in the end of the round. Visual effect for pressing the roll button. Visual effect for stepping on tile
Devlog #11 Hello everyone! A small update mostly fixing bugs. Also added a new mechanic. Changelog: Added: When a player gets stuck in a Next-Back loop, a sound effect plays and he skips his turns until the end of the round.(Combined with the Cross Road card this can be used to set traps). Changed: Fixed a bug that caused the power-up choice menu to pop up multiple times simultaneously at the end of the round. Fixed the Shop tile not working properly Fixed a bug that caused the first player to take two turns in a row at the start of the game.
Devlog #12 Changed the roll button and added a proper anymation instead of a label changing numbers. Also made a few other tweaks and bug fixes. Added: A title on top of choice menus indicating which player is choosing Roll button animation Changed: New roll button texture Fixed the bug that caused the game to crash if a player picked a new power-up when they already have the maximum. Fixed the 6th power-up not displaying correctly Removed the label displaying the roll
MORE DICE Decided to add an animation for additional dice you can obtain through the Dice power-up(up to 6). This also fixed that bug that crashed the game when it tried to find the texture for the main die with more than 6 dots. Here’s a showcase of what it looks like with all 6 additional dice
Devlog #13 Vectorized the confirm button, looks alot nicer now. But most importantly added a debug console to ease testing. It has a bunch of commands such as add_card, set_level, etc…(see attachement)
Devlog #14 - ROUND MODIFICATORS An exciting update today! Round modificators! Now every round except the first one will have a randomely chosen round modificator which can affect your strategy while playing. Changelog : Added: Round modificator mechanic New round modificator: Action Time. No Next and Back tiles appear on the board New round modificator: Half dice. All dice rolls are divided by 2(rounded to the lower number) New round modificator: Double XP. All players gain double levels from all sources. New round modificator: No conditions. All tiles have no conditions, meaning their effects wiil be active no matter the player’s level. New debug console command: mod. It changes curent round’s modificator Changed: The tooltip will now change position when out of screen so it’s visible Fixed a bug that caused tooltip to not show up sometimes on the stat-bars for power-ups and cards. Slightly changed the confirm button and roll button’s positions
Devlog #15 Hii! Added a pause menu and settings(you can only change the volume and toggle the console on/off for now). Also there are little cogs in the background of settings instead of dice! I plan to keep expanding already existing content for a bit and then get to making online mode work
Devlog #16 Hi! I realized I unfortunetely don’t have enough time to complete my project with an online mode, so I’m gonna ship it with one-device mode only. I’ll do a couple of updates polishing the game and adding a bit of content. Fully finishing the game is gonna be done outside of Stardance later. Changelog Added: Players now can choose their nicknames and colors before the game starts New tile: Again. Anyone stepping on it throws the dice again A little crown now appears next to the winner’s nickname at the end of the game Changed: Players are now sorted by level at the scoreboard Various bug fixes
Devlog #17 - Last before shipping Hey there! No updates for a while, i decided to fix last bugs and add a bit of QoL features brefore shipping. I have been doing this for almost 2 weeks so i don’t really remember everything i did, this devlog will probably not be full. Changelog Added: New tile: Inverted shop. You can sell your items for levels Players can now set their nicknames, icons and colors before starting the game An option to go back to main menu after finishing a game instead of being softlocked on the scoreboard scene More back buttons instead of ESCAPE to improve itch.io QoL Changed: Main menu background changed to an original one instead of the one i donwloaded from the internet Music now plays in all scenes
Ships:
Board-Like Board-Like is a 2-4 player roguelike videogame where you compete with your friends to get the biggest level in a set amount of rounds. Here’s a quick description of the game loop: -Players throw dice and step on tiles giving buffs/debuffs on quick 1-3 minute rounds. They can save, sacrifice, sell their levels in orded to sabotage other players or gain more levels in the long run thanks to active cards, tiles and passive power-ups gained by the winner of the last round. After a set amount of rounds(5-20), the winner is the player with the highest level. Board-like is fun because of how many combinations you can have with multiple cards, tiles, power-ups and round modifiers making every game you play unique and interesting! You can try it out here: https://kir-kos.itch.io/board-like...
|
1793342896.660415
|
1793429296.660415
|
|
60764
|
ShinOS by @yahoo77 | Stardance
|
yahoo77
|
0
|
1.67
|
0
|
[]
|
[{"post_id": 68230, "ts": "202 [{"post_id": 68230, "ts": "2026-09-14T18:56:34Z", "hours": 0.6253, "text": "Ive recovered my file but lost my motivation lmao"}, {"post_id": 65541, "ts": "2026-09-10T19:03:02Z", "hours": 1.0411, "text": "Today i started with html and i was playing with some CSS tried making a welcome screen but deleted my HTML file lmao now im trying to recover it…."}]...
|
Title: ShinOS by @yahoo77 | Stardance
Devlogs:
To Title: ShinOS by @yahoo77 | Stardance
Devlogs:
Today i started with html and i was playing with some CSS tried making a welcome screen but deleted my HTML file lmao now im trying to recover it….
Ive recovered my file but lost my motivation lmao...
|
1793037012.1956046
|
1793641812.1956046
|
|
46030
|
Ancient Craft by @Alphy | Stardance
|
Alphy
|
0
|
25.33
|
0
|
[]
|
[{"post_id": 68231, "ts": "202 [{"post_id": 68231, "ts": "2026-09-14T18:57:48Z", "hours": 10.4944, "text": "Ancient Craft - Making City’s Tavern 🍻 (Devlog #3) Summary Started working on a gigantic city, firstly making its heart - the Tavern 🍻 Did environment upliftment with huge villager additions, custom AI, and props. Also published our previous spyglass addition as a standalone mod live on CurseForge & Modrinth ! Took this much Time as implementing new mechanics in vanilla villagers were tough and full of debugging so at last created a new entity with same model and most of it was learning creating 3d models 🫡 Breakdown Town Guard Model : Started learning developing 3d models so its a basic model inspired from KCD just starting so its gonna be improved Interactive Talking Tavern Villagers : Added an overhead comic-style speech bubble system with custom audio dialogs (.ogg) for greetings, being attacked, and drawing weapons near them! Kept normal villagers vanilla so the tavern locals feel unique. Ambient Tavern Banter : Seated tavern folks periodically gossip about beer prices, weather, blacksmith rates, and suspicious adventurers. Intelligent Sitting AI : Tavern villagers now seek out benches, sit down, face adjacent tables, and stay seated naturally before standing up to roam around. Connecting Furniture : Added modular Tavern Benches and Tables with dynamic multi-block connectivity (single, left, middle, right parts). Clean Dismount & Sit Heights : Calibrated sit heights for both players and NPCs, plus added smart floor dismount detection so you never clip or sink into furniture. (Also enabled sitting on vanilla stairs & slabs!) Gambling Mini-game Prep : Added the Gambling Stool and functional Gambling Table (currently refining the model & mechanics). What’s Next Will finish the dice gambling mini-game mechanics and build a full tavern structure before moving on to the rest of the city. Will also add tabletop props like mugs, food, or Farmer’s Delight integration!"}, {"post_id": 48111, "ts": "2026-08-16T12:18:48Z", "hours": 8.5353, "text": "Ancient Craft- Devlog 2 Summary Idk how to tell😭but porting from fabric to others like neoforge is painful . Really took vanilla spyglass to a new level and made unnecessary additions to previous weapon- slingshot. Imma bundling this spyglass addition into a separate mod - Insight Glass, u can checkout at Modrinth . Its a client side mod(under review at time of posting) and is made for vanilla, for its usage in my ULTIMATE mod, its gonna be modified and implemented with more stats and new item. Changelog Added- Spyglass Creature tracking via ray casting in vanilla spyglass(will make custom spyglass for this).Also made a custom but simple HUD Overlay to display stats. Detailed stats along with armor(showing dmg reduction too), hp, effective hp(combined with armor), owner name for all mobs and jump height and speed for horses. HP have dynamic progress bar too. Glowing boundaries as the spectral arrows give but w different colors, red for aggressive mobs, white for neutral, green for passive and pink for tamed ones. Miniature 3d rendered portrait of creature along with its armor and held item.(had to check almost every creature from ghast to tadpole to make everything fit in frame😖) Spyglass Zoom ranging from 0.5x to 2.0x. Can detect creatures within 100 blocks. 🫡 Can represent model of any player too along with creatures from any Mod. Updated Now pebbles thrown from slingshot can destroy crops, grass, flowers and similar items while travelling in air.(Extraaa Realism🗣️) Now Poison Pebble is obtainable from ground having a chance of 30% of being a poison pebble instead of normal one. It can be multiple drops too(btw Poison pebble name is so weird to me, please suggest a good one) Now one can throw vegetables too from slingshot 🫡specifically beetroot, potato, carrot and poisonous potato, ofc poisonous one has special effects Now can also throw clay ball, snow ball too. Now pebbles can break glass windows, not the tinted ones(Double Extraaa Realism 🗣️) Im open to suggestions, help to make this a popular one and any suggestion for name of poison pebble, its model is there in my previous devlog, the one with lush cave texture. Btw this wasn’t all i done as i m making a server type thing where users can actually test my mod without any setup and directly on browser so i will soon update when it will be done!"}, {"post_id": 45124, "ts": "2026-08-11T12:33:12Z", "hours": 6.2978, "text": "Ancient Craft-Devlog 1(making slingshot and pebbles as first weapon) Summary Started the project with lots of wasting time in tweaking code, downloading stuff and figuring how mods in Minecraft are made. Still the logic is clear and is done with textures being left which is the the harder part. Added functional slingshot mechanics, realistic projectile arcs, custom ammo variants, and natural world generation for ground pebbles Breakdown Of What’s Done Made Custom Pebbles along with few having textures and few placeholders. Normal pebble: Obtainable from ground.(model done) Poison pebble: Pebble giving poison(model done) Soporific Stone and Fire Stone with placeholder Models. NOTE: Recipies and Text are pending and now only available through creative and command Implemented Logic where pebbles can be found on ground and right-clicking it will give 1-3 pebbles of normal type in overworld. Implemented Slingshot Logic and physics with placeholder texture for now. White Streak trail for throwing normal pebble(those of end rod, will make a custom soon). Next Plans Pending Textures of pebbles and Slingshot and model for pebbles found on ground Recipes for other pebbles and there effects on impact such as poison. Custom Trail while throwing different pebbles Sound Effects for landing Breaking grass and crops on Interaction with pebbles Please Drop any suggestions to make this mod more enjoyable and giving out more ancient vibes!"}]...
|
Title: Ancient Craft by @Alphy | Stardance
Devlog Title: Ancient Craft by @Alphy | Stardance
Devlogs:
Ancient Craft-Devlog 1(making slingshot and pebbles as first weapon) Summary Started the project with lots of wasting time in tweaking code, downloading stuff and figuring how mods in Minecraft are made. Still the logic is clear and is done with textures being left which is the the harder part. Added functional slingshot mechanics, realistic projectile arcs, custom ammo variants, and natural world generation for ground pebbles Breakdown Of What’s Done Made Custom Pebbles along with few having textures and few placeholders. Normal pebble: Obtainable from ground.(model done) Poison pebble: Pebble giving poison(model done) Soporific Stone and Fire Stone with placeholder Models. NOTE: Recipies and Text are pending and now only available through creative and command Implemented Logic where pebbles can be found on ground and right-clicking it will give 1-3 pebbles of normal type in overworld. Implemented Slingshot Logic and physics with placeholder texture for now. White Streak trail for throwing normal pebble(those of end rod, will make a custom soon). Next Plans Pending Textures of pebbles and Slingshot and model for pebbles found on ground Recipes for other pebbles and there effects on impact such as poison. Custom Trail while throwing different pebbles Sound Effects for landing Breaking grass and crops on Interaction with pebbles Please Drop any suggestions to make this mod more enjoyable and giving out more ancient vibes!
Ancient Craft- Devlog 2 Summary Idk how to tell😭but porting from fabric to others like neoforge is painful . Really took vanilla spyglass to a new level and made unnecessary additions to previous weapon- slingshot. Imma bundling this spyglass addition into a separate mod - Insight Glass, u can checkout at Modrinth . Its a client side mod(under review at time of posting) and is made for vanilla, for its usage in my ULTIMATE mod, its gonna be modified and implemented with more stats and new item. Changelog Added- Spyglass Creature tracking via ray casting in vanilla spyglass(will make custom spyglass for this).Also made a custom but simple HUD Overlay to display stats. Detailed stats along with armor(showing dmg reduction too), hp, effective hp(combined with armor), owner name for all mobs and jump height and speed for horses. HP have dynamic progress bar too. Glowing boundaries as the spectral arrows give but w different colors, red for aggressive mobs, white for neutral, green for passive and pink for tamed ones. Miniature 3d rendered portrait of creature along with its armor and held item.(had to check almost every creature from ghast to tadpole to make everything fit in frame😖) Spyglass Zoom ranging from 0.5x to 2.0x. Can detect creatures within 100 blocks. 🫡 Can represent model of any player too along with creatures from any Mod. Updated Now pebbles thrown from slingshot can destroy crops, grass, flowers and similar items while travelling in air.(Extraaa Realism🗣️) Now Poison Pebble is obtainable from ground having a chance of 30% of being a poison pebble instead of normal one. It can be multiple drops too(btw Poison pebble name is so weird to me, please suggest a good one) Now one can throw vegetables too from slingshot 🫡specifically beetroot, potato, carrot and poisonous potato, ofc poisonous one has special effects Now can also throw clay ball, snow ball too. Now pebbles can break glass windows, not the tinted ones(Double Extraaa Realism 🗣️) Im open to suggestions, help to make this a popular one and any suggestion for name of poison pebble, its model is there in my previous devlog, the one with lush cave texture. Btw this wasn’t all i done as i m making a server type thing where users can actually test my mod without any setup and directly on browser so i will soon update when it will be done!
Ancient Craft - Making City’s Tavern 🍻 (Devlog #3) Summary Started working on a gigantic city, firstly making its heart - the Tavern 🍻 Did environment upliftment with huge villager additions, custom AI, and props. Also published our previous spyglass addition as a standalone mod live on CurseForge & Modrinth ! Took this much Time as implementing new mechanics in vanilla villagers were tough and full of debugging so at last created a new entity with same model and most of it was learning creating 3d models 🫡 Breakdown Town Guard Model : Started learning developing 3d models so its a basic model inspired from KCD just starting so its gonna be improved Interactive Talking Tavern Villagers : Added an overhead comic-style speech bubble system with custom audio dialogs (.ogg) for greetings, being attacked, and drawing weapons near them! Kept normal villagers vanilla so the tavern locals feel unique. Ambient Tavern Banter : Seated tavern folks periodically gossip about beer prices, weather, blacksmith rates, and suspicious adventurers. Intelligent Sitting AI : Tavern villagers now seek out benches, sit down, face adjacent tables, and stay seated naturally before standing up to roam around. Connecting Furniture : Added modular Tavern Benches and Tables with dynamic multi-block connectivity (single, left, middle, right parts). Clean Dismount & Sit Heights : Calibrated sit heights for both players and NPCs, plus added smart floor dismount detection so you never clip or sink into furniture. (Also enabled sitting on vanilla stairs & slabs!) Gambling Mini-game Prep : Added the Gambling Stool and functional Gambling Table (currently refining the model & mechanics). What’s Next Will finish the dice gambling mini-game mechanics and build a full tavern structure before moving on to the rest of the city. Will also add tabletop props like mugs, food, or Farmer’s Delight integration!...
|
1793364840.327162
|
1793969640.327162
|
|
61876
|
fusion pad by @Petr | Stardance
|
Petr
|
0
|
3.76
|
0
|
[]
|
[{"post_id": 68253, "ts": "202 [{"post_id": 68253, "ts": "2026-09-14T19:44:12Z", "hours": 2.0231, "text": "Adding leds and routing the pcb added leds and routed the pcb and i added mouting holes to the pcb tmorow i will try to finish the pcb and start the case… :)"}, {"post_id": 68072, "ts": "2026-09-14T13:58:43Z", "hours": 0.7283, "text": "Getting a little lost i added 15leds to my schematic editor… i dont know if it is corect but i hope it is"}, {"post_id": 67619, "ts": "2026-09-13T19:24:39Z", "hours": 1.0108, "text": "THE PCB so i did the pcb and now i realized that i have the orientation wrong i want a 4x3 hackpad not 3x4… so i will have to remake it tmorow i dont know if i have the matrix wiring corect please corect me if it is wrong… thanks"}]...
|
Title: fusion pad by @Petr | Stardance
Devlogs:
T Title: fusion pad by @Petr | Stardance
Devlogs:
THE PCB so i did the pcb and now i realized that i have the orientation wrong i want a 4x3 hackpad not 3x4… so i will have to remake it tmorow i dont know if i have the matrix wiring corect please corect me if it is wrong… thanks
Getting a little lost i added 15leds to my schematic editor… i dont know if it is corect but i hope it is
Adding leds and routing the pcb added leds and routed the pcb and i added mouting holes to the pcb tmorow i will try to finish the pcb and start the case… :)...
|
1793040907.8164432
|
1793645707.8164432
|
|
60156
|
OrbitOS by @Geki | Stardance
|
Geki
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T20:45:49Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made OrbitOS. OrbitOS is a personalized WebOS inspired by our solar system (space). My main challenge was debugging, a lot of debugging because of slight syntax errors which were extremely frustrating. Other than that HTML and CSS weren’t too hard, but JavaScript was really challenging for me mainly because it was a really new thing. I am really proud that it came together, and also that I didn’t switch projects because the goal was to be under 5 hours and its been a gruesome 12 hours of debugging and trying my hardest to understand JavaScript. Also I am really surprised that I somehow did the Calculator app before the Fun Fact one, basically I did the hard app before the simple one. The app “icon” is the middle text at the top bar and the 2nd one is the calculator, also note that the OrbitOS in the top left is also interactable and also all windows are draggable even if there is no Grab button. Hopefully you enjoy my project and no issues pop up!!", "repo": "https://github.com/GesPm/OrbitOS", "demo": "https://gespm.github.io/OrbitOS/"}]...
|
[{"post_id": 68255, "ts": "202 [{"post_id": 68255, "ts": "2026-09-14T19:48:47Z", "hours": 1.7358, "text": "Final addition was the Fun Fact app. Clicking the middle text of the top bar opens a window that has cool fun facts about our solar system and you can get new facts every time you click the New Fact! button. ( There is a limit to how many different facts there are ). As it seems OrbitOS is fully ready to be launched!"}, {"post_id": 68161, "ts": "2026-09-14T16:56:12Z", "hours": 2.6783, "text": "Somehow it is slowly coming together :). If anyone has any tips on what I could improve on I would love to hear them. ( Also try translating the binary on the calculator screen! )"}, {"post_id": 67595, "ts": "2026-09-13T18:57:45Z", "hours": 3.3719, "text": "Working on the calculator ( aka trying to make it run somehow). Also why does javascript not make sense for me, like man come on :("}, {"post_id": 66174, "ts": "2026-09-11T20:37:54Z", "hours": 2.2244, "text": "Interactive windows added. Not happy at all with design. Sadly will have to restart the design : _(."}, {"post_id": 65976, "ts": "2026-09-11T14:01:37Z", "hours": 0.9622, "text": "How is it looking? ( Ignore the amount of time spent on making just this. )"}, {"post_id": 65948, "ts": "2026-09-11T12:52:30Z", "hours": 0.9683, "text": "Not too much progress sadly. How yall doing these so fast?"}, {"post_id": 65856, "ts": "2026-09-11T08:55:42Z", "hours": 0.5542, "text": "First preview, planning on making it a space themed WebOS. A long way to go"}]...
|
Title: OrbitOS by @Geki | Stardance
Devlogs:
Firs Title: OrbitOS by @Geki | Stardance
Devlogs:
First preview, planning on making it a space themed WebOS. A long way to go
Not too much progress sadly. How yall doing these so fast?
How is it looking? ( Ignore the amount of time spent on making just this. )
Interactive windows added. Not happy at all with design. Sadly will have to restart the design : _(.
Working on the calculator ( aka trying to make it run somehow). Also why does javascript not make sense for me, like man come on :(
Somehow it is slowly coming together :). If anyone has any tips on what I could improve on I would love to hear them. ( Also try translating the binary on the calculator screen! )
Final addition was the Fun Fact app. Clicking the middle text of the top bar opens a window that has cool fun facts about our solar system and you can get new facts every time you click the New Fact! button. ( There is a limit to how many different facts there are ). As it seems OrbitOS is fully ready to be launched!
Ships:
I made OrbitOS. OrbitOS is a personalized WebOS inspired by our solar system (space). My main challenge was debugging, a lot of debugging because of slight syntax errors which were extremely frustrating. Other than that HTML and CSS weren’t too hard, but JavaScript was really challenging for me mainly because it was a really new thing. I am really proud that it came together, and also that I didn’t switch projects because the goal was to be under 5 hours and its been a gruesome 12 hours of debugging and trying my hardest to understand JavaScript. Also I am really surprised that I somehow did the Calculator app before the Fun Fact one, basically I did the hard app before the simple one. The app “icon” is the middle text at the top bar and the 2nd one is the calculator, also note that the OrbitOS in the top left is also interactable and also all windows are draggable even if there is no Grab button. Hopefully you enjoy my project and no issues pop up!!...
|
1793411482.921818
|
1793497882.921818
|
|
62266
|
Bloom by @id9gaf | Stardance
|
id9gaf
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T19:56:39Z", "hours": 6.0, "multiplier": 1.27, "payout": 0, "blessing": "neutral", "text": "am just kinda proud cause many girlies really loved it and made their days that was really sweet and lovely :)", "repo": "https://github.com/hot-stemer/Bloom", "demo": "https://hot-stemer.github.io/Bloom/"}]...
|
[{"post_id": 68259, "ts": "202 [{"post_id": 68259, "ts": "2026-09-14T19:50:47Z", "hours": 5.9172, "text": "I am updating the qoutes to make them feel more persnal and cozy"}]...
|
Title: Bloom by @id9gaf | Stardance
Devlogs:
I am Title: Bloom by @id9gaf | Stardance
Devlogs:
I am updating the qoutes to make them feel more persnal and cozy
Ships:
am just kinda proud cause many girlies really loved it and made their days that was really sweet and lovely :)...
|
1793415341.0114942
|
1793501741.0114942
|
|
61499
|
My own website by @DTFive | Stardance
|
DTFive
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T20:23:13Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i did make a personal website, i did learn some new command like and , i realy want peaple see my project cause i was creative on it, it s a realy good idea of project on coding cause it s let you love coding", "repo": "https://github.com/JadSaissiHassani/Personal-Site", "demo": "https://jadsaissihassani.github.io/Personal-Site/"}]...
|
[{"post_id": 68260, "ts": "202 [{"post_id": 68260, "ts": "2026-09-14T19:51:39Z", "hours": 0.9058, "text": "DEVLOG This is what it my personal website by simple coding of html, js and css. i do followed all guide, it`s realy helped me in that process"}]...
|
Title: My own website by @DTFive | Stardance
Devl Title: My own website by @DTFive | Stardance
Devlogs:
DEVLOG This is what it my personal website by simple coding of html, js and css. i do followed all guide, it`s realy helped me in that process
Ships:
i did make a personal website, i did learn some new command like and , i realy want peaple see my project cause i was creative on it, it s a realy good idea of project on coding cause it s let you love coding...
|
1793414997.9059982
|
1793501397.9059982
|
|
56312
|
ArnoPad by @Lionroar28 | Stardance
|
Lionroar28
|
0
|
6.98
|
0
|
[]
|
[{"post_id": 68267, "ts": "202 [{"post_id": 68267, "ts": "2026-09-14T20:21:42Z", "hours": 1.1911, "text": "Devlog #7 I have completed making the case, it has: 4 holes to put everything together 2 pieces, the case and the lid little hole to show spiderman and orpheus on the PCB An embossing of the word ArnoPad on the side to show what it is"}, {"post_id": 66001, "ts": "2026-09-11T14:56:23Z", "hours": 0.5561, "text": "Devlog #6 I have completed the PCB and will now move on to the model for the case. The PCB has: -6 switches -6 leds -an oled screen -a rotary dial -6 diodes -a xiao controller -an image of orpheous -and image of spiderman"}, {"post_id": 64817, "ts": "2026-09-09T14:27:01Z", "hours": 1.2853, "text": "Devlog #5 turns out I messed up the positions for everything and have to move everything, will be done and show new pcb in next Devlog."}, {"post_id": 62936, "ts": "2026-09-06T14:11:20Z", "hours": 0.3506, "text": "Devlog #4 Finally finished the PCB for the ArnoPad, and will now make the case for it."}, {"post_id": 62753, "ts": "2026-09-06T08:36:47Z", "hours": 2.1425, "text": "Devlog #3 I finished wiring the PCB, now I just need to trouble shoot and fix the problems shown in the DRC."}, {"post_id": 60398, "ts": "2026-09-02T18:16:11Z", "hours": 0.5556, "text": "Devlog#2 I finished the schematics for the ArnoPad’s PCB and will later design the actual thing."}, {"post_id": 59667, "ts": "2026-09-01T16:14:27Z", "hours": 0.8961, "text": "Devlog #1, I finished the diy guide and will now start designing my own, first on paper then will make the parts. This is the PCB"}]...
|
Title: ArnoPad by @Lionroar28 | Stardance
Devlogs Title: ArnoPad by @Lionroar28 | Stardance
Devlogs:
Devlog #1, I finished the diy guide and will now start designing my own, first on paper then will make the parts. This is the PCB
Devlog#2 I finished the schematics for the ArnoPad’s PCB and will later design the actual thing.
Devlog #3 I finished wiring the PCB, now I just need to trouble shoot and fix the problems shown in the DRC.
Devlog #4 Finally finished the PCB for the ArnoPad, and will now make the case for it.
Devlog #5 turns out I messed up the positions for everything and have to move everything, will be done and show new pcb in next Devlog.
Devlog #6 I have completed the PCB and will now move on to the model for the case. The PCB has: -6 switches -6 leds -an oled screen -a rotary dial -6 diodes -a xiao controller -an image of orpheous -and image of spiderman
Devlog #7 I have completed making the case, it has: 4 holes to put everything together 2 pieces, the case and the lid little hole to show spiderman and orpheus on the PCB An embossing of the word ArnoPad on the side to show what it is...
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1793378864.278529
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1793983664.278529
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50071
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my awesome BadPad! by @RyxLe | Stardance
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RyxLe
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0
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9.1
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0
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[]
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[{"post_id": 68274, "ts": "202 [{"post_id": 68274, "ts": "2026-09-14T20:29:02Z", "hours": 0.7506, "text": "Finished making the firmware, the github repo and everything needed to ship the project."}, {"post_id": 67358, "ts": "2026-09-13T13:11:44Z", "hours": 3.8303, "text": "I have finally finished the case and the pcb, but unfortunately had to use AI to build the case for positions/coordinates of some stuff and with screws because fusion360 is really confusing and i recorded basically 1 hour 30 minutes of me making no progress with building a case because i couldnt figure out controls and google wasnt really helpful, plus im not really sure the exact rules of what is allowed for me to record using lapse or not so i kept pausing every few minutes. i did learn a lot about building using AI. I am now moving onto the firmware"}, {"post_id": 66522, "ts": "2026-09-12T11:15:42Z", "hours": 0.5114, "text": "still havent started building the case, yesterday i realized the switches and diodes and leds werent exactly lined up so i fixed it using chatgpt because i couldnt quite understand the grid system and how to use the features of the grid. just asked chatgpt to provide the x and y coordinates"}, {"post_id": 66036, "ts": "2026-09-11T16:17:40Z", "hours": 0.4797, "text": "just troubleshooted today and realized the errors i was getting in drc about leds dont need to be fixed. prob gonna start building the case tomorrow"}, {"post_id": 65449, "ts": "2026-09-10T16:16:33Z", "hours": 2.4975, "text": "I have little to no idea what im doing. Finished building the schematic, added led lights, learned what “vcc” means. Started building the pcb but the wiring is very unstructured. ran the drc and have 37 errors because i think that theres no clearance for the leds so i have to fix that tomrorow but besides that everything should be fine"}, {"post_id": 64727, "ts": "2026-09-09T11:11:59Z", "hours": 0.2611, "text": "Somehow it took me a while to figure out how to round up the edges of the pcb to give it a cleaner look. After figuring out how to do it i found out it was actually pretty simple, takes a few seconds max."}, {"post_id": 63791, "ts": "2026-09-07T19:08:48Z", "hours": 0.7672, "text": "Just started working on the Hackpad mission. So far, I only have built the guide version of the PCB, no case, no code. I have had troubles with drawing the lines, or at least I think so because the blue lines for me were touching the blue circles, but not in the image provided in the guide, but I don’t think it’s an issue. And drawing the rectangle in edge.cuts, I don’t even know if that part is properly done. tomorrow I will be checking if everything’s correct, then build a custom version of the PCB (haven’t decided what to add yet) and hopefully build the case as well."}]...
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Title: my awesome BadPad! by @RyxLe | Stardance
D Title: my awesome BadPad! by @RyxLe | Stardance
Devlogs:
Just started working on the Hackpad mission. So far, I only have built the guide version of the PCB, no case, no code. I have had troubles with drawing the lines, or at least I think so because the blue lines for me were touching the blue circles, but not in the image provided in the guide, but I don’t think it’s an issue. And drawing the rectangle in edge.cuts, I don’t even know if that part is properly done. tomorrow I will be checking if everything’s correct, then build a custom version of the PCB (haven’t decided what to add yet) and hopefully build the case as well.
Somehow it took me a while to figure out how to round up the edges of the pcb to give it a cleaner look. After figuring out how to do it i found out it was actually pretty simple, takes a few seconds max.
I have little to no idea what im doing. Finished building the schematic, added led lights, learned what “vcc” means. Started building the pcb but the wiring is very unstructured. ran the drc and have 37 errors because i think that theres no clearance for the leds so i have to fix that tomrorow but besides that everything should be fine
just troubleshooted today and realized the errors i was getting in drc about leds dont need to be fixed. prob gonna start building the case tomorrow
still havent started building the case, yesterday i realized the switches and diodes and leds werent exactly lined up so i fixed it using chatgpt because i couldnt quite understand the grid system and how to use the features of the grid. just asked chatgpt to provide the x and y coordinates
I have finally finished the case and the pcb, but unfortunately had to use AI to build the case for positions/coordinates of some stuff and with screws because fusion360 is really confusing and i recorded basically 1 hour 30 minutes of me making no progress with building a case because i couldnt figure out controls and google wasnt really helpful, plus im not really sure the exact rules of what is allowed for me to record using lapse or not so i kept pausing every few minutes. i did learn a lot about building using AI. I am now moving onto the firmware
Finished making the firmware, the github repo and everything needed to ship the project....
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1793321522.1951592
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1793926322.1951592
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62264
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followblast by @Emanuele | Stardance
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Emanuele
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0
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1.39
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0
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[]
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[{"post_id": 68275, "ts": "202 [{"post_id": 68275, "ts": "2026-09-14T20:31:34Z", "hours": 1.3922, "text": "Instagram doesn’t give you a direct way to see who doesn’t follow you back, so I built a tool to do it for me — mainly Python and SQL, tracking contacts in a local database and running the analysis automatically. From there I’m slowly expanding into broader analysis, beyond just checking follow-backs. The main advantage over the online tools that do something similar: it all runs locally, so I’m not handing my Instagram data over to a third-party service, on top of saving the time of a manual check. It’s one of my first serious projects, and I’m only posting it now, after months of work, because I only just found out Stardance existed. Latest changes: fixed a circular import between a couple of files, and cleaned up the error handling. It can also handle huge amounts of data without hogging resources, since both reads and writes are streamed."}]...
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Title: followblast by @Emanuele | Stardance
Devlo Title: followblast by @Emanuele | Stardance
Devlogs:
Instagram doesn’t give you a direct way to see who doesn’t follow you back, so I built a tool to do it for me — mainly Python and SQL, tracking contacts in a local database and running the analysis automatically. From there I’m slowly expanding into broader analysis, beyond just checking follow-backs. The main advantage over the online tools that do something similar: it all runs locally, so I’m not handing my Instagram data over to a third-party service, on top of saving the time of a manual check. It’s one of my first serious projects, and I’m only posting it now, after months of work, because I only just found out Stardance existed. Latest changes: fixed a circular import between a couple of files, and cleaned up the error handling. It can also handle huge amounts of data without hogging resources, since both reads and writes are streamed....
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1793044310.0370874
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1793649110.0370874
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62271
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BHS Scioly Website by @kelvinpenguin | Stardance
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kelvinpenguin
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T03:12:31Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Bridgeland Science Olympiad website", "repo": "https://github.com/kelvinpenguincode/bridgeland-science-olympiad", "demo": "https://bridgeland-science-olympiad.vercel.app"}]...
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[{"post_id": 68278, "ts": "202 [{"post_id": 68278, "ts": "2026-09-14T20:44:44Z", "hours": 0.2742, "text": "i’m trying to get the computer"}]...
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Title: BHS Scioly Website by @kelvinpenguin | Star Title: BHS Scioly Website by @kelvinpenguin | Stardance
Devlogs:
i’m trying to get the computer
Ships:
Bridgeland Science Olympiad website...
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1793415344.8628762
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1793501744.8628762
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57998
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Robot Claw by @Nuno | Stardance
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Nuno
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0
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11.25
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0
|
[]
|
[{"post_id": 68286, "ts": "202 [{"post_id": 68286, "ts": "2026-09-14T21:04:51Z", "hours": 0.8339, "text": "Devlog 4-2: Naming and Repo Basically named all the parts for the Arm and Controller and Pushed everything to the repo. Also worked on export everything and taking pictures"}, {"post_id": 67521, "ts": "2026-09-13T17:16:38Z", "hours": 0.8333, "text": "Devlog 3-2: Controller and GitHub Done. Dont have much to say tbh just did the repo and thats and controller and thats it"}, {"post_id": 66765, "ts": "2026-09-12T17:31:33Z", "hours": 0.8333, "text": "Devlog 2-2: Controller and Antenna First Lookout was bugging so I had to stop at 50 min. But this time i basically was trying to finish the controller and adding the antenna, grips, fillets, etc.. I still wanna add some hollow knight details to make it more exciting! The antenna is made to slid onto the little bump on the top of the controller body so it can be printed separately"}, {"post_id": 66160, "ts": "2026-09-11T20:05:34Z", "hours": 0.8167, "text": "Devlog 1-2: Controller and Headache Basically today I had my school presentation/reunion so with my very normal sleep schedule I had to go to school without sleeping so during the day I had a horrible headache so i couldnt do much today. But besides that I basically start to build the raw shape of the controller. It will have 6 joysticks that each control a different servo and will communicate to the Arm using ESP-NOW."}, {"post_id": 65581, "ts": "2026-09-10T20:24:48Z", "hours": 0.75, "text": "Devlog End: The End I think its finally done This Devlog was just me basically assuring everything was correct and making a piece to slide on my desk to lock the arm. Besides that I just need to make the repository and thats the end. Also Added the Knight and Hornet into the ARM"}, {"post_id": 64513, "ts": "2026-09-08T23:40:36Z", "hours": 0.9333, "text": "Devlog: More Cutting Basically just gutted the last segment so now everything weights less than 500 grams i still need to redo the base and figure a way to nop snap the cables as they go from the claw to the base"}, {"post_id": 63882, "ts": "2026-09-07T21:42:43Z", "hours": 1.2992, "text": "Devlog 4: Black and More Basically i started to strip everything in order to make it extremely light. Also made it Black cuz it looks better. And added support for Brass Inserts."}, {"post_id": 63186, "ts": "2026-09-06T21:06:02Z", "hours": 1.15, "text": "Devlog 3: Confusion Basically this hour was just me figuring out ways to route the cables in order for them not to tangle. So now im trying to mkake a design similar to a construction crane where it is mostly hollow so i have space to pass the clabes through the middle. its still kinda ugly ngl but i still have time"}, {"post_id": 62374, "ts": "2026-09-05T18:20:06Z", "hours": 1.9169, "text": "DevLog 2: More Segments More Servos Basically Just did a bit more work, aka another segment and the claw! Lowk been having a lot of fun figuring out how im gonna wire all of this but overall its been fun! Now im working on making the design lighter and trying to make more compact"}, {"post_id": 61720, "ts": "2026-09-04T19:17:57Z", "hours": 1.8836, "text": "Devlog 1: Arm Basically instead of being normal and finishing my WebOS, I decided to Start yet another Hardware project because they are funnier! Basically I wanna build some sort of Claw Arm with Servo Motor cuz on paper it looks cool! So i spent some time doing some sketches and CADing the general parts of the arm. I wanna also try using an ESP32 and the ESP NOW protocol to control with an ESP based controller! But for now i still need to finish and polish the CAD model"}]...
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Title: Robot Claw by @Nuno | Stardance
Devlogs:
D Title: Robot Claw by @Nuno | Stardance
Devlogs:
Devlog 1: Arm Basically instead of being normal and finishing my WebOS, I decided to Start yet another Hardware project because they are funnier! Basically I wanna build some sort of Claw Arm with Servo Motor cuz on paper it looks cool! So i spent some time doing some sketches and CADing the general parts of the arm. I wanna also try using an ESP32 and the ESP NOW protocol to control with an ESP based controller! But for now i still need to finish and polish the CAD model
DevLog 2: More Segments More Servos Basically Just did a bit more work, aka another segment and the claw! Lowk been having a lot of fun figuring out how im gonna wire all of this but overall its been fun! Now im working on making the design lighter and trying to make more compact
Devlog 3: Confusion Basically this hour was just me figuring out ways to route the cables in order for them not to tangle. So now im trying to mkake a design similar to a construction crane where it is mostly hollow so i have space to pass the clabes through the middle. its still kinda ugly ngl but i still have time
Devlog 4: Black and More Basically i started to strip everything in order to make it extremely light. Also made it Black cuz it looks better. And added support for Brass Inserts.
Devlog: More Cutting Basically just gutted the last segment so now everything weights less than 500 grams i still need to redo the base and figure a way to nop snap the cables as they go from the claw to the base
Devlog End: The End I think its finally done This Devlog was just me basically assuring everything was correct and making a piece to slide on my desk to lock the arm. Besides that I just need to make the repository and thats the end. Also Added the Knight and Hornet into the ARM
Devlog 1-2: Controller and Headache Basically today I had my school presentation/reunion so with my very normal sleep schedule I had to go to school without sleeping so during the day I had a horrible headache so i couldnt do much today. But besides that I basically start to build the raw shape of the controller. It will have 6 joysticks that each control a different servo and will communicate to the Arm using ESP-NOW.
Devlog 2-2: Controller and Antenna First Lookout was bugging so I had to stop at 50 min. But this time i basically was trying to finish the controller and adding the antenna, grips, fillets, etc.. I still wanna add some hollow knight details to make it more exciting! The antenna is made to slid onto the little bump on the top of the controller body so it can be printed separately
Devlog 3-2: Controller and GitHub Done. Dont have much to say tbh just did the repo and thats and controller and thats it
Devlog 4-2: Naming and Repo Basically named all the parts for the Arm and Controller and Pushed everything to the repo. Also worked on export everything and taking pictures...
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1792731172.6783934
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1793335972.6783934
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42095
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MY-personal-site-i-guess by @NotDave | Stardance
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NotDave
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0
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2.19
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0
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[]
|
[{"post_id": 68296, "ts": "202 [{"post_id": 68296, "ts": "2026-09-14T21:35:20Z", "hours": 0.5147, "text": "First update in two months, i still have no idea what to put in it, but now i have a seemingly working base to work on until i can think of sth. I know it sucks, but it works for now"}, {"post_id": 37874, "ts": "2026-07-30T21:11:59Z", "hours": 1.6761, "text": "currently working on a personal site but i’m kinda out of ideas"}]...
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Title: MY-personal-site-i-guess by @NotDave | Star Title: MY-personal-site-i-guess by @NotDave | Stardance
Devlogs:
currently working on a personal site but i’m kinda out of ideas
First update in two months, i still have no idea what to put in it, but now i have a seemingly working base to work on until i can think of sth. I know it sucks, but it works for now...
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1793163049.271897
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1793767849.271897
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1002
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My first slack bot! by @HackPlayAar | Stardance
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HackPlayAar
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0
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0.58
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0
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[]
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[{"post_id": 683, "ts": "2026- [{"post_id": 683, "ts": "2026-06-02T07:34:51Z", "hours": 0.5781, "text": "A Slack Bot named J.A.R.V.I.S"}]...
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Title: My first slack bot! by @HackPlayAar | Stard Title: My first slack bot! by @HackPlayAar | Stardance
Devlogs:
A Slack Bot named J.A.R.V.I.S...
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1793300211.4190962
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1793905011.4190962
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62285
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Storyboard Pro by @Jay-can-code | Stardance
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Jay-can-code
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0
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0.4
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0
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[]
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[{"post_id": 68305, "ts": "202 [{"post_id": 68305, "ts": "2026-09-14T21:54:51Z", "hours": 0.4017, "text": "Making a storyboard website! So I was talking to my animation mentor, and I asked her “What things do you wish an animation app had that would make your work easier?” She then told me that she wishes there were websites or apps where you could easily just draw your storyboards and export them in order to ship it to other parts of the production line, and I agreed because this is the industry I’m going into after high school. Since im using her idea as a base, im going to make “Storyboard Pro” a storyboarding software that she could use from a website, that’ll give her templates to draw it out on, and an export button to ship it off! This is the first iteration, where I just put a little bit of code in to test putting an image for the canvas, now I needa shrink it to fit the screen, and make other drawing tools to that they can actually MAKE the storyboard (I drew this with my trackpad, don’t judge me ok😭)."}]...
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Title: Storyboard Pro by @Jay-can-code | Stardance Title: Storyboard Pro by @Jay-can-code | Stardance
Devlogs:
Making a storyboard website! So I was talking to my animation mentor, and I asked her “What things do you wish an animation app had that would make your work easier?” She then told me that she wishes there were websites or apps where you could easily just draw your storyboards and export them in order to ship it to other parts of the production line, and I agreed because this is the industry I’m going into after high school. Since im using her idea as a base, im going to make “Storyboard Pro” a storyboarding software that she could use from a website, that’ll give her templates to draw it out on, and an export button to ship it off! This is the first iteration, where I just put a little bit of code in to test putting an image for the canvas, now I needa shrink it to fit the screen, and make other drawing tools to that they can actually MAKE the storyboard (I drew this with my trackpad, don’t judge me ok😭)....
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1793044321.9712148
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1793649121.9712148
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61418
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Apogee by @Xtimate | Stardance
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Xtimate
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0
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2.28
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0
|
[]
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[{"post_id": 68308, "ts": "202 [{"post_id": 68308, "ts": "2026-09-14T22:04:47Z", "hours": 2.2794, "text": "built SGP4 from scratch (the actual math real orbit trackers use, not a library). got it working fast and it looked fine but then i found the official test case with known correct answers and mine was 370km off after a day lol. turned out i swapped a constant, a problem small enough that it looked right but over time it turned into a problem. fixed it and now it matches the reference to under 10 meters over 24 hours. next up: figuring out when satellites actually fly over your house"}]...
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Title: Apogee by @Xtimate | Stardance
Devlogs:
bu Title: Apogee by @Xtimate | Stardance
Devlogs:
built SGP4 from scratch (the actual math real orbit trackers use, not a library). got it working fast and it looked fine but then i found the official test case with known correct answers and mine was 370km off after a day lol. turned out i swapped a constant, a problem small enough that it looked right but over time it turned into a problem. fixed it and now it matches the reference to under 10 meters over 24 hours. next up: figuring out when satellites actually fly over your house...
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1793040597.4908285
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1793645397.4908285
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34622
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Assistocrat by @TheGeekachu | Stardance
|
TheGeekachu
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1
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5.48
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25
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T18:56:51Z", "hours": 5.0, "multiplier": 5.32, "payout": 25, "blessing": "neutral", "text": "ASSISTOCRAT - AN AI 3D MODEL GEN FOR YOUR PROJECTS I have made Assistocrat, a complete AI 3D Model Generator, that is terrible at generating models. This pointless venture was inspired by LEAP71 in Dubai, and uses Meshlib and Reflex combined with Python for a full stack. Both front and back end are managed by reflex cloud, meaning the web app is fully usable at the Try Project link. Thank you for being part of my pointless journey to make a terrible but inspiring 3D model gen.", "repo": "https://github.com/vijayakasee-debug/Assistocrat", "demo": "https://assistocrat-blue-ring.reflex.run/"}]...
|
[{"post_id": 68314, "ts": "202 [{"post_id": 68314, "ts": "2026-09-14T22:24:43Z", "hours": 0.4806, "text": "So, I got flagged for AI use, and I’m pretty sure it’s just a misunderstanding, because I didn’t use any to actually MAKE the project, so I’m assuming using the Hack API as PART of the project counts as AI, so I’ve updated the AI usage decalaration, and let’s see how it goes!"}, {"post_id": 67580, "ts": "2026-09-13T18:38:12Z", "hours": 2.7775, "text": "I finished the build, also using the Hack Club API now, say hello to Assistocrat! Will finish the README now. It’s also deployed to a website, so you can check it out."}, {"post_id": 27879, "ts": "2026-07-13T19:40:23Z", "hours": 1.8528, "text": "Say hi to Assistocrat! Assistocrat is an AI-powered 3D model gen for your projects. It is also my very second Hack Club project and my first one in Reflex, which is a front-end framework for Python. I just got the base functionality working, so it can officially generate a cube! Also, I switched the LLM from Qwen to GPT-OSS because Qwen was really chatty about its reasoning process, overloading my Reflex Python webpage. I’ll be back with more updates!"}]...
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Title: Assistocrat by @TheGeekachu | Stardance
De Title: Assistocrat by @TheGeekachu | Stardance
Devlogs:
Say hi to Assistocrat! Assistocrat is an AI-powered 3D model gen for your projects. It is also my very second Hack Club project and my first one in Reflex, which is a front-end framework for Python. I just got the base functionality working, so it can officially generate a cube! Also, I switched the LLM from Qwen to GPT-OSS because Qwen was really chatty about its reasoning process, overloading my Reflex Python webpage. I’ll be back with more updates!
I finished the build, also using the Hack Club API now, say hello to Assistocrat! Will finish the README now. It’s also deployed to a website, so you can check it out.
So, I got flagged for AI use, and I’m pretty sure it’s just a misunderstanding, because I didn’t use any to actually MAKE the project, so I’m assuming using the Hack API as PART of the project counts as AI, so I’ve updated the AI usage decalaration, and let’s see how it goes!
Ships:
ASSISTOCRAT - AN AI 3D MODEL GEN FOR YOUR PROJECTS I have made Assistocrat, a complete AI 3D Model Generator, that is terrible at generating models. This pointless venture was inspired by LEAP71 in Dubai, and uses Meshlib and Reflex combined with Python for a full stack. Both front and back end are managed by reflex cloud, meaning the web app is fully usable at the Try Project link. Thank you for being part of my pointless journey to make a terrible but inspiring 3D model gen....
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1793336025.4509194
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1793422425.4509194
|
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37740
|
Cosmic law enforcement by @Yantan | Stardance
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Yantan
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0
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19.34
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0
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[]
|
[{"post_id": 68316, "ts": "202 [{"post_id": 68316, "ts": "2026-09-14T22:34:44Z", "hours": 9.4006, "text": "Endless CAD design. I fell for the trap!!!! Assomewone donig CAD for the first time I thought it whould be quick work, just make a 2d drawing and make it 3d, turns out black lines on paper need to be defined in oneshape to turn black and there are just so many buttons!!! I think I am getting trough that phase as now it doesn’t look as intimidating, as always i forget to record when doing physical work so i only have CAD timelapses ;-; ,most of my packages arived including the holly SMA connectors, also bought myself some harware like rivets, bolts, threaded rods what i will need, of course its not my last trip to the harware store as i bought the wrong sizes for some nuts and completely forgot about the panel conector screws"}, {"post_id": 50656, "ts": "2026-08-19T22:33:31Z", "hours": 9.5669, "text": "Continued the grind with the CAD on most hours, but here is a photo of the antenna I talked about also one of my orders arived, shout out to Mauser for the free candy included in the package, discovered I ordered teh wrong connector between my probe and amplifier, turns ot thosse big corporations didn’t like aftermarket wifi antennas and made variations of the SMA connector type, don’t fall for the same thing I did SMA also comes in two variations reverse polarity (SMA-RP) and reverse thread (SMA-RT) they are not interchangable!!! now at least I am going to have a 10 euro piece of metal to practice soldering befor doing it on the going to be used one"}, {"post_id": 41071, "ts": "2026-08-05T01:08:09Z", "hours": 0.3678, "text": "This is my first devlog so its probably a good idea to give a recap on what I did before joining stardance. This project had his first thoughts way back in september 2025. During the summer of 2025 i decided to give a local astronomical event a try called AstroCamp, I ended up performing well and as give the invite to become part of the project other people from previous years were working, we had a common goal of remaking the Eddington experiment, an experiment which is based on detecting how much light trajectory was influenced by the Sun’s gravity, this effect is so weak that it only deflects light passing right next to the Sun surface by 1,75 arcseconds (an arcsecond is a 1/3600 of a degree) and it drops with the reciprocal of distance, so you have to detect light coming from as close to the Sun as possible, that’s easier said that done as the Sun is way brighter than the stars in the backround and as you probably know its very hard to see stars during the day, the solution? Put something in front of the sun and block him, now you may ask how do you block the Sun from reaching Earth? You use the Moon as your cover, so you have to wait for a total eclipse, being time restrained and not having much to do in the meantime every student was sugested to start their own personal project where they would share their progress every now and then and recieve help from the senniors. That’s how this project started, Earth’s atmosphere blocks many radiation frequencies from reaching the ground, having two big bandwidths of good frequencies for astronomy the visible and radio, hydrogen the most common element every now and then goes through a process called hyperfine transition which emits a photon at 1420MHz, this process is usefull because it happens even if the hydrogen is very cold, alowing us to detect hydrogen clouds invisible to visible light. During the months leading up to today I made my research, tried to get funding from my school and procastinated a lot, but with school ending and having much free time i got back to it and bought a used 182cm parabolic dish for 50 euros from a man that looked sketchy at best, today for my radio telescope I need an antenna, signal processing and signal analisis, the antenna is made up by a dish and a feedhorn, the signal processing is made by two devices: an amplifier wich is usualy does much more than amplifying and a software defined radio wich converts analog signals into digital signals so the data can be processed by a common computer. Today I chose what low noise amplifier (LNA) the “Nooelec SAWbird+ H1” and software denined radio dongle (SDR) the “Nooelec NESDR SMArt v5 SDR” as well as the harware needed to connect them, also played around with a CAD model."}]...
|
Title: Cosmic law enforcement by @Yantan | Stardan Title: Cosmic law enforcement by @Yantan | Stardance
Devlogs:
This is my first devlog so its probably a good idea to give a recap on what I did before joining stardance. This project had his first thoughts way back in september 2025. During the summer of 2025 i decided to give a local astronomical event a try called AstroCamp, I ended up performing well and as give the invite to become part of the project other people from previous years were working, we had a common goal of remaking the Eddington experiment, an experiment which is based on detecting how much light trajectory was influenced by the Sun’s gravity, this effect is so weak that it only deflects light passing right next to the Sun surface by 1,75 arcseconds (an arcsecond is a 1/3600 of a degree) and it drops with the reciprocal of distance, so you have to detect light coming from as close to the Sun as possible, that’s easier said that done as the Sun is way brighter than the stars in the backround and as you probably know its very hard to see stars during the day, the solution? Put something in front of the sun and block him, now you may ask how do you block the Sun from reaching Earth? You use the Moon as your cover, so you have to wait for a total eclipse, being time restrained and not having much to do in the meantime every student was sugested to start their own personal project where they would share their progress every now and then and recieve help from the senniors. That’s how this project started, Earth’s atmosphere blocks many radiation frequencies from reaching the ground, having two big bandwidths of good frequencies for astronomy the visible and radio, hydrogen the most common element every now and then goes through a process called hyperfine transition which emits a photon at 1420MHz, this process is usefull because it happens even if the hydrogen is very cold, alowing us to detect hydrogen clouds invisible to visible light. During the months leading up to today I made my research, tried to get funding from my school and procastinated a lot, but with school ending and having much free time i got back to it and bought a used 182cm parabolic dish for 50 euros from a man that looked sketchy at best, today for my radio telescope I need an antenna, signal processing and signal analisis, the antenna is made up by a dish and a feedhorn, the signal processing is made by two devices: an amplifier wich is usualy does much more than amplifying and a software defined radio wich converts analog signals into digital signals so the data can be processed by a common computer. Today I chose what low noise amplifier (LNA) the “Nooelec SAWbird+ H1” and software denined radio dongle (SDR) the “Nooelec NESDR SMArt v5 SDR” as well as the harware needed to connect them, also played around with a CAD model.
Continued the grind with the CAD on most hours, but here is a photo of the antenna I talked about also one of my orders arived, shout out to Mauser for the free candy included in the package, discovered I ordered teh wrong connector between my probe and amplifier, turns ot thosse big corporations didn’t like aftermarket wifi antennas and made variations of the SMA connector type, don’t fall for the same thing I did SMA also comes in two variations reverse polarity (SMA-RP) and reverse thread (SMA-RT) they are not interchangable!!! now at least I am going to have a 10 euro piece of metal to practice soldering befor doing it on the going to be used one
Endless CAD design. I fell for the trap!!!! Assomewone donig CAD for the first time I thought it whould be quick work, just make a 2d drawing and make it 3d, turns out black lines on paper need to be defined in oneshape to turn black and there are just so many buttons!!! I think I am getting trough that phase as now it doesn’t look as intimidating, as always i forget to record when doing physical work so i only have CAD timelapses ;-; ,most of my packages arived including the holly SMA connectors, also bought myself some harware like rivets, bolts, threaded rods what i will need, of course its not my last trip to the harware store as i bought the wrong sizes for some nuts and completely forgot about the panel conector screws...
|
1793213250.045154
|
1793818050.045154
|
|
58677
|
ChessOS by @BlueCheckmate | Stardance
|
BlueCheckmate
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T23:10:08Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Build an OS I said, It would be fun I said….. And it is!!…. after I completed it that is. It’s definitely not fun when you spend 2 hours wondering why your css code doesn’t work at all, or why your code can’t work cus there’s an extra e somewhere, and unlike PyCharm, VSC won’t really tell as much as to why it’s not working. But all things aside, this was a really nice project, I think it looks sick, background is epic, the gold/bronze colouring is amazing, and there will be more features to come! Just not in this YSWS", "repo": "https://github.com/checkmateman57/ChessOS", "demo": "https://checkmateman57.github.io/ChessOS/"}]...
|
[{"post_id": 68322, "ts": "202 [{"post_id": 68322, "ts": "2026-09-14T22:51:04Z", "hours": 0.4531, "text": "ReadME and a quick tweak to the code, and I am ready to ship! Lets get it out for the world to see!!!"}, {"post_id": 67848, "ts": "2026-09-14T03:50:30Z", "hours": 1.0092, "text": "IT’S DONE!!!! I added the window with a trophy gallery, WEBOS1, ready to get shipped. It was quite a journey, learned a lot of stuff, managed to understand css eventually, and it was overall fun designing it around a theme I like. I will add more features in the future, probably for a different YSWS, but I’m happy to have built this as I was in awe of these projects last YSWS thinking I couldn’t do this, but now I can!!! Thank you to the tutorial maker, couldn’t have done it without you. Now its just the ReadME and I’m done!!"}, {"post_id": 67804, "ts": "2026-09-14T01:55:19Z", "hours": 0.6972, "text": "Nearly there!!!! I added the minimize and maximize buttons (really minimize is basically just closing the window but keeping the icon act like its selected; not that hard)"}, {"post_id": 67096, "ts": "2026-09-13T04:40:55Z", "hours": 2.6522, "text": "WOWW ITS WORKING!!!! I added a terminal that is functioning and it was on the first try after a heap of code. Lets go. Imma add a gallery of all my trophies just to flex 💪 and then imma submit this cus I meet the requirements (which I already think I do) and get my 50 stardust ."}, {"post_id": 66313, "ts": "2026-09-12T02:25:13Z", "hours": 2.2961, "text": "Progress!!! After taking a break from this becoming more informed about html and javascript, I added a <iframe> where you can play a chess bot! 🤖 Very cool. It also took a surprisingly small amount of time to complete. It overall worked more smoothly and had less bugs. I also changed some font colours for the other things, and then I think I add one more app and call it a day for WebOS1, and collect my ( ), start racking up hours, and getting my sticker"}, {"post_id": 63819, "ts": "2026-09-07T19:50:31Z", "hours": 1.1183, "text": "Well I am progressing bit by bit . I now have a functional notes app, after its propertions kept getting scewed for a long time. So now that it works, I will not be touching it’s code for the remainder of this project … until I have to add minimize/maximize buttons oh well. And yeah I also made the top bar for the welcome screen a bit larger"}, {"post_id": 63377, "ts": "2026-09-07T05:13:45Z", "hours": 1.5839, "text": "“You have to know the rules before you can break them” I believe this is the saying. Well how fun that I’m already breaking them with almost zero coding experience So the guide was talking about selecting icon deselecting icon and it didn’t make sense. So instead of manning up and spend probably another 10 hours figuring out, I went to what already works, like the welcome screen, and did the same function there. But hey, it does work now so haha, lets go. I’ll probably encounter 50 other problems later on but at least I’m ending the day happy"}, {"post_id": 63259, "ts": "2026-09-06T23:53:50Z", "hours": 1.59, "text": "So despite it being a new day, I have 0 clue what’s going on with that style.css … So I decided to just ditch it From what I understood it’s basically an optimization but who needs that anyways it’s on the cloud so it ain’t taking up my storage space anyways. But basically I’d assign a class and everything goes haywire. I’m sure I’ll be fine without it and if I’m not I’ll cross that bridge when I get to it. After ditching, I did my welcome screen, made it draggable only at the top, and added a closing. Haven’t got to the minimize maximize yet so another bridge."}, {"post_id": 62587, "ts": "2026-09-06T01:37:14Z", "hours": 2.0058, "text": "So I got to point where I have no clue whats happening. It’s fine - I knew I’d get there somewhere, so this where we stop for today. It was the part with the CSS file and class names and a lot of things I dont understand. It’s been a hard day. On new things I’ve done include a draggable top bar, and an opening and closing welcome screen, very basic."}, {"post_id": 62500, "ts": "2026-09-05T21:59:56Z", "hours": 1.7119, "text": "So I worked on the second guide of this tutorial. It was a bit more challenging but overall easy. I now have a top bar, a background, and a clock. I was trying to format the top bar properly which took a lot of time and I still didnt figure it out . I wanted to shift the ChessOS and time a bit to the right but margin and padding made the top bar smaller or bigger, and other things didnt work, but it’s fine, im not dissapointed with that. I also don’t like how the word science is a bit unreadable because of the shard but ykw its fine."}, {"post_id": 62436, "ts": "2026-09-05T19:38:26Z", "hours": 0.8875, "text": "My first time coding in HTML! I don’t have that much of a clue what I’m doing, but I’m learning, and it actually seems relatively simple so far. Since I love chess, that’s what I’m doing. I understood <p>, <h#>, <img>, <a href> and the main structure. Figuring out styles was harder as there are so so sooooooooo many of them, but we are progressing. This is gonna be fun project!"}]...
|
Title: ChessOS by @BlueCheckmate | Stardance
Devl Title: ChessOS by @BlueCheckmate | Stardance
Devlogs:
My first time coding in HTML! I don’t have that much of a clue what I’m doing, but I’m learning, and it actually seems relatively simple so far. Since I love chess, that’s what I’m doing. I understood <p>, <h#>, <img>, <a href> and the main structure. Figuring out styles was harder as there are so so sooooooooo many of them, but we are progressing. This is gonna be fun project!
So I worked on the second guide of this tutorial. It was a bit more challenging but overall easy. I now have a top bar, a background, and a clock. I was trying to format the top bar properly which took a lot of time and I still didnt figure it out . I wanted to shift the ChessOS and time a bit to the right but margin and padding made the top bar smaller or bigger, and other things didnt work, but it’s fine, im not dissapointed with that. I also don’t like how the word science is a bit unreadable because of the shard but ykw its fine.
So I got to point where I have no clue whats happening. It’s fine - I knew I’d get there somewhere, so this where we stop for today. It was the part with the CSS file and class names and a lot of things I dont understand. It’s been a hard day. On new things I’ve done include a draggable top bar, and an opening and closing welcome screen, very basic.
So despite it being a new day, I have 0 clue what’s going on with that style.css … So I decided to just ditch it From what I understood it’s basically an optimization but who needs that anyways it’s on the cloud so it ain’t taking up my storage space anyways. But basically I’d assign a class and everything goes haywire. I’m sure I’ll be fine without it and if I’m not I’ll cross that bridge when I get to it. After ditching, I did my welcome screen, made it draggable only at the top, and added a closing. Haven’t got to the minimize maximize yet so another bridge.
“You have to know the rules before you can break them” I believe this is the saying. Well how fun that I’m already breaking them with almost zero coding experience So the guide was talking about selecting icon deselecting icon and it didn’t make sense. So instead of manning up and spend probably another 10 hours figuring out, I went to what already works, like the welcome screen, and did the same function there. But hey, it does work now so haha, lets go. I’ll probably encounter 50 other problems later on but at least I’m ending the day happy
Well I am progressing bit by bit . I now have a functional notes app, after its propertions kept getting scewed for a long time. So now that it works, I will not be touching it’s code for the remainder of this project … until I have to add minimize/maximize buttons oh well. And yeah I also made the top bar for the welcome screen a bit larger
Progress!!! After taking a break from this becoming more informed about html and javascript, I added a <iframe> where you can play a chess bot! 🤖 Very cool. It also took a surprisingly small amount of time to complete. It overall worked more smoothly and had less bugs. I also changed some font colours for the other things, and then I think I add one more app and call it a day for WebOS1, and collect my ( ), start racking up hours, and getting my sticker
WOWW ITS WORKING!!!! I added a terminal that is functioning and it was on the first try after a heap of code. Lets go. Imma add a gallery of all my trophies just to flex 💪 and then imma submit this cus I meet the requirements (which I already think I do) and get my 50 stardust .
Nearly there!!!! I added the minimize and maximize buttons (really minimize is basically just closing the window but keeping the icon act like its selected; not that hard)
IT’S DONE!!!! I added the window with a trophy gallery, WEBOS1, ready to get shipped. It was quite a journey, learned a lot of stuff, managed to understand css eventually, and it was overall fun designing it around a theme I like. I will add more features in the future, probably for a different YSWS, but I’m happy to have built this as I was in awe of these projects last YSWS thinking I couldn’t do this, but now I can!!! Thank you to the tutorial maker, couldn’t have done it without you. Now its just the ReadME and I’m done!!
ReadME and a quick tweak to the code, and I am ready to ship! Lets get it out for the world to see!!!
Ships:
Build an OS I said, It would be fun I said….. And it is!!…. after I completed it that is. It’s definitely not fun when you spend 2 hours wondering why your css code doesn’t work at all, or why your code can’t work cus there’s an extra e somewhere, and unlike PyCharm, VSC won’t really tell as much as to why it’s not working. But all things aside, this was a really nice project, I think it looks sick, background is epic, the gold/bronze colouring is amazing, and there will be more features to come! Just not in this YSWS...
|
1793350516.5342338
|
1793436916.5342338
|
|
45689
|
AmateurBot by @amateur_tech_guy | Stardance
|
amateur_tech_guy
|
2
|
11.0
|
7
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T22:56:31Z", "hours": 2.0, "multiplier": 3.52, "payout": 7, "blessing": "neutral", "text": "AmateurBot is a fun little slack bot that you can play around with, it has all kinds of cool features, i recently just made the messages visible in chat just in case anyone wanted it. and i also think i opened the DMs, im not really sure if it works, im submitting this project to shipping to see what you guys think of it, pls leave a good review and be nice:)", "repo": "https://github.com/amateurtechguy/AmateurBot", "demo": "https://hackclub.slack.com/oauth?client_id=2210535565.11780344106421&scope=chat%3Awrite%2Ccommands%2Capp_mentions%3Aread%2Cchannels%3Ahistory&user_scope=&redirect_uri=&state=&granular_bot_scope=1&single_channel=0&install_redirect=oauth&tracked=1&user_default=0&original_team=T0266FRGM&team=1"}, {"ship_num": 2, "ts": "2026-08-11T00:07:55Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a slack bot in 3 days! Don’t get me wrong, it’s nothing special, very basic but it meets the requirements. I tried making his answers visible to everyone but I’m pretty sure one or two are only visible to you and I’m so sick of debugging that. After all it isn’t said in the requirements that the bot had to have visible answers for everyone. What I’m most proud of in this project, is my patience, I have no idea how I was THAT patient because there were bugs left and right but hey, at least I finished it!:D", "repo": "https://github.com/amateurtechguy/AmateurBot", "demo": "https://hackclub.slack.com/oauth?client_id=2210535565.11780344106421&scope=chat%3Awrite%2Ccommands%2Capp_mentions%3Aread%2Cchannels%3Ahistory&user_scope=&redirect_uri=&state=&granular_bot_scope=1&single_channel=0&install_redirect=oauth&tracked=1&user_default=0&original_team=T0266FRGM&team=1"}]...
|
[{"post_id": 68323, "ts": "202 [{"post_id": 68323, "ts": "2026-09-14T22:54:35Z", "hours": 1.9667, "text": "devlog #5: debugged the bot and now im about to ship it to see what people think:)"}, {"post_id": 44920, "ts": "2026-08-11T00:01:15Z", "hours": 2.9667, "text": "final devlog: AmateurBot is done:0 for now atleast, i gave it 9 awesome commands, and I lowkey had no experience or idea how the hell i was supposed to make it but i followed the guide lol, anyways the bot is only a slash command bot, he isnt a direct answer bot sooo like my apologies:< but i had fun learning how to make one thats for sure, it was frustrating but fun"}, {"post_id": 44755, "ts": "2026-08-10T19:01:06Z", "hours": 1.1439, "text": "Update!! still trying to fix some bugs but I fixed alot today! Im waiting for Nest’s approval so here’s this for now, can’t wait to finish this project!"}, {"post_id": 44640, "ts": "2026-08-10T15:22:02Z", "hours": 3.1681, "text": "devlog #2: I finally fixed some bugs on my own AGAIN, and I added a couple of commands, now all that’s left for me to do is to make the commands work, post it on github and also use nest to make the bot a 24/7 one"}, {"post_id": 44213, "ts": "2026-08-09T20:32:44Z", "hours": 1.725, "text": "devlog #1: Started on the bot coding and to be honest I didnt even get a chance to code anything today ive been fighting all day long with node and npm the commands are working in the worst way possible i mean at first they didnt even want to work and now they do but once i write node index.js in the terminal it gives me a slack installation error like what??? im so confused but ill look more into this tomorrow cause this beat me up today://"}]...
|
Title: AmateurBot by @amateur_tech_guy | Stardance Title: AmateurBot by @amateur_tech_guy | Stardance
Devlogs:
devlog #1: Started on the bot coding and to be honest I didnt even get a chance to code anything today ive been fighting all day long with node and npm the commands are working in the worst way possible i mean at first they didnt even want to work and now they do but once i write node index.js in the terminal it gives me a slack installation error like what??? im so confused but ill look more into this tomorrow cause this beat me up today://
devlog #2: I finally fixed some bugs on my own AGAIN, and I added a couple of commands, now all that’s left for me to do is to make the commands work, post it on github and also use nest to make the bot a 24/7 one
Update!! still trying to fix some bugs but I fixed alot today! Im waiting for Nest’s approval so here’s this for now, can’t wait to finish this project!
final devlog: AmateurBot is done:0 for now atleast, i gave it 9 awesome commands, and I lowkey had no experience or idea how the hell i was supposed to make it but i followed the guide lol, anyways the bot is only a slash command bot, he isnt a direct answer bot sooo like my apologies:< but i had fun learning how to make one thats for sure, it was frustrating but fun
devlog #5: debugged the bot and now im about to ship it to see what people think:)
Ships:
I made a slack bot in 3 days! Don’t get me wrong, it’s nothing special, very basic but it meets the requirements. I tried making his answers visible to everyone but I’m pretty sure one or two are only visible to you and I’m so sick of debugging that. After all it isn’t said in the requirements that the bot had to have visible answers for everyone. What I’m most proud of in this project, is my patience, I have no idea how I was THAT patient because there were bugs left and right but hey, at least I finished it!:D
AmateurBot is a fun little slack bot that you can play around with, it has all kinds of cool features, i recently just made the messages visible in chat just in case anyone wanted it. and i also think i opened the DMs, im not really sure if it works, im submitting this project to shipping to see what you guys think of it, pls leave a good review and be nice:)...
|
1793217378.4758568
|
1793303778.4758568
|
|
32801
|
Prebuilt PC Platform by @voltstimesamps | Stardanc Prebuilt PC Platform by @voltstimesamps | Stardance...
|
voltstimesamps
|
0
|
34.46
|
0
|
[]
|
[{"post_id": 68325, "ts": "202 [{"post_id": 68325, "ts": "2026-09-14T22:58:24Z", "hours": 8.1322, "text": "Devlog #9: CSS + Big News Been figuring out CSS recently. It’s been challenging keeping track of everything, so I made a project doc update (personal doc, not published, will publish when done). It includes colors, fonts, etc. The video didn’t render the overlapping colors correctly, which made me realize I have to add more cushioning to everything. Took a while to get everything just how I want it, and now I’m working on making a more major design change, thus why I haven’t pushed to GitHub yet. In other news, I’m going to be transferring this project to Stern/Capitol. All further updates will be there, but I’ll repost here I think. Thank y’all for being such an amazing community! Thanks for reading and happy coding!"}, {"post_id": 55786, "ts": "2026-08-27T19:37:48Z", "hours": 2.4222, "text": "Devlog #7: Results Page Yay, the results page is done! Took maybe 30 mins to write the rendering code, 15 to wire everything, and another hour and a half to troubleshoot everything. Soooo many issues. Had to deal with CORS, Prisma migrations, database schema issues, discrepencies in .env and .gitignore files between my two workspaces, etc. After many-a-struggle, it’s done! I’m gonna do a system description page so you can click on each system in the results page, do a design pass, and then I think I can ship and deploy. Excited tho! Thanks for reading and happy coding!"}, {"post_id": 54831, "ts": "2026-08-26T00:01:41Z", "hours": 3.4592, "text": "Devlog #6: Questionnaire All of the question slides are done, working as I think they should, and flow into each other. Main time-suck for this part was getting all of the types containing the values for the buttons to correspond with parameters for the computer-finding function. Video has no cursor, sorry! I did realize while recording the video below that my longevity question doesn’‘t have the unit, so I’ll fix that. Right now, you have to select something before you can click continue, I’ll deal with how that visually appears with CSS. Excited to be reaching the point where I can ship, soonish. Thanks for reading and happy coding!"}, {"post_id": 52697, "ts": "2026-08-22T23:53:49Z", "hours": 4.6736, "text": "Devlog #5: Questionnaire Frontend & React Struggles I did some tidying up code-wise and fixed some bugs about null values, not gonna go deep into those. More excitingly, THE FRONTEND!! The questionnaire is coming together. I wrote the functions for sequencing its steps, handling answer inputs, and rendering each step. Everything is linked into page.tsx. Took a lot more time then it should, thanks to absolutely no knowledge of how React works or how to build a frontend, so learning as I go with the help of Claude and W3 among other resources. Super stoked though! Thank you for reading and happy coding!"}, {"post_id": 50588, "ts": "2026-08-19T19:59:35Z", "hours": 1.5567, "text": "Devlog #4: Frontend Init & Backend Cleanup Initialized Next.js frontend with some AI help explaining what I need and don’t need for a custom config. I realized that for the frontend, I would also want to base operating systems on types rather than versions, so I added an enum type and updated my data to follow that system. Lastly, I decided that I want to use app tiles where people can select what apps they use, and then there will be an algorithm that computes those selected apps into computer specs, so I created a dataset with those apps. Spreadsheet with the apps pictured below. Thanks for reading and happy coding!"}, {"post_id": 45952, "ts": "2026-08-12T19:29:35Z", "hours": 1.9564, "text": "Devlog #3: More Unit Tests & Fixing Rec Logic Alright. So I’ve finished the unit tests. It took me less time than I expected, albeit there was a lot of copy-and-pasting for creating new fake computer systems to test. A couple of issues arose. Parts of the total score were exceeding their assigned values (xxxWeight), so I clamped it using Math.min. After vramGb met the minimum, all GPUs would score the same. Fixed by multiplying the weight for GPU score inside the Math.min, taking the minimum of the calculated score and the assigned weight. Super satisfying to see al of the tests past. Now, on to the frontend! Thanks for reading and happy coding!"}, {"post_id": 43139, "ts": "2026-08-08T07:29:51Z", "hours": 4.165, "text": "Devlog #2: CRUD Routes & Vitest Unit Tests Been fighting with Vitest on and off for two hours now 😢 but I’ve finally got it. Built a test for my hardFilter function, which removes systems in my database if they do not meet the base requirements. Included them for almost every parameter in my system requirements profile. The most difficult part was making it work with my cursed nested tables (thank you, Prisma) that I have connecting my computer parts to the systems that they are in. It was long and mostly copy-and-pasting the same tables over and over again, but it’s done and done well (I think/hope/pray). CRUD routes are made, not implemented. For now, all I can do is query via GET route through my dev script, but hoping to be able to use them to manage my database through a frontend eventually. Thanks for reading and happy coding!"}, {"post_id": 36868, "ts": "2026-07-29T06:43:08Z", "hours": 8.0944, "text": "Hello everyone! I’m working on a PC recommendation website. I was looking for a new laptop and realized that there wasn’t really a well-known platform for finding computers, so I’m trying to make one. I’m building full stack, including my own database schema on a managed PostgreSQL instance. I’m using Prisma, Hono, and Neon for my backend, Next.js and Vercel for my frontend hosting, and either Railway or Render (haven’t decided yet because I’ve never used either) for backend hosting. Trying to keep it low(ish) budget. Coding in TypeScript. Before starting Stardance, I had my database structure set up and was working on seeding the database. Since I’ve started logging, I have: -Finished the seed file -Created a ranking, scoring, and filtering system for my recommendation engine -Created REST API endpoints(GET for querying the database and a POST route for the recommendation engine) -Mounted everything through Hono -Added Next.js routes for testing and implementation Any advice or questions from the community are appreciated. I have coding experience but not web development experience, so most of my info is coming from friends, online, communities, and AI (fact-checked and responsibly). Thank you and happy coding! Screenshots below: a list of all of the systems in my database, a query to my recommendation engine for a laptop with at least 16 GB of ram, and a list of all of the manufacturers in my database, all built through Hono and Next.js."}]...
|
Title: Prebuilt PC Platform by @voltstimesamps | S Title: Prebuilt PC Platform by @voltstimesamps | Stardance
Devlogs:
Hello everyone! I’m working on a PC recommendation website. I was looking for a new laptop and realized that there wasn’t really a well-known platform for finding computers, so I’m trying to make one. I’m building full stack, including my own database schema on a managed PostgreSQL instance. I’m using Prisma, Hono, and Neon for my backend, Next.js and Vercel for my frontend hosting, and either Railway or Render (haven’t decided yet because I’ve never used either) for backend hosting. Trying to keep it low(ish) budget. Coding in TypeScript. Before starting Stardance, I had my database structure set up and was working on seeding the database. Since I’ve started logging, I have: -Finished the seed file -Created a ranking, scoring, and filtering system for my recommendation engine -Created REST API endpoints(GET for querying the database and a POST route for the recommendation engine) -Mounted everything through Hono -Added Next.js routes for testing and implementation Any advice or questions from the community are appreciated. I have coding experience but not web development experience, so most of my info is coming from friends, online, communities, and AI (fact-checked and responsibly). Thank you and happy coding! Screenshots below: a list of all of the systems in my database, a query to my recommendation engine for a laptop with at least 16 GB of ram, and a list of all of the manufacturers in my database, all built through Hono and Next.js.
Devlog #2: CRUD Routes & Vitest Unit Tests Been fighting with Vitest on and off for two hours now 😢 but I’ve finally got it. Built a test for my hardFilter function, which removes systems in my database if they do not meet the base requirements. Included them for almost every parameter in my system requirements profile. The most difficult part was making it work with my cursed nested tables (thank you, Prisma) that I have connecting my computer parts to the systems that they are in. It was long and mostly copy-and-pasting the same tables over and over again, but it’s done and done well (I think/hope/pray). CRUD routes are made, not implemented. For now, all I can do is query via GET route through my dev script, but hoping to be able to use them to manage my database through a frontend eventually. Thanks for reading and happy coding!
Devlog #3: More Unit Tests & Fixing Rec Logic Alright. So I’ve finished the unit tests. It took me less time than I expected, albeit there was a lot of copy-and-pasting for creating new fake computer systems to test. A couple of issues arose. Parts of the total score were exceeding their assigned values (xxxWeight), so I clamped it using Math.min. After vramGb met the minimum, all GPUs would score the same. Fixed by multiplying the weight for GPU score inside the Math.min, taking the minimum of the calculated score and the assigned weight. Super satisfying to see al of the tests past. Now, on to the frontend! Thanks for reading and happy coding!
Devlog #4: Frontend Init & Backend Cleanup Initialized Next.js frontend with some AI help explaining what I need and don’t need for a custom config. I realized that for the frontend, I would also want to base operating systems on types rather than versions, so I added an enum type and updated my data to follow that system. Lastly, I decided that I want to use app tiles where people can select what apps they use, and then there will be an algorithm that computes those selected apps into computer specs, so I created a dataset with those apps. Spreadsheet with the apps pictured below. Thanks for reading and happy coding!
Devlog #5: Questionnaire Frontend & React Struggles I did some tidying up code-wise and fixed some bugs about null values, not gonna go deep into those. More excitingly, THE FRONTEND!! The questionnaire is coming together. I wrote the functions for sequencing its steps, handling answer inputs, and rendering each step. Everything is linked into page.tsx. Took a lot more time then it should, thanks to absolutely no knowledge of how React works or how to build a frontend, so learning as I go with the help of Claude and W3 among other resources. Super stoked though! Thank you for reading and happy coding!
Devlog #6: Questionnaire All of the question slides are done, working as I think they should, and flow into each other. Main time-suck for this part was getting all of the types containing the values for the buttons to correspond with parameters for the computer-finding function. Video has no cursor, sorry! I did realize while recording the video below that my longevity question doesn’‘t have the unit, so I’ll fix that. Right now, you have to select something before you can click continue, I’ll deal with how that visually appears with CSS. Excited to be reaching the point where I can ship, soonish. Thanks for reading and happy coding!
Devlog #7: Results Page Yay, the results page is done! Took maybe 30 mins to write the rendering code, 15 to wire everything, and another hour and a half to troubleshoot everything. Soooo many issues. Had to deal with CORS, Prisma migrations, database schema issues, discrepencies in .env and .gitignore files between my two workspaces, etc. After many-a-struggle, it’s done! I’m gonna do a system description page so you can click on each system in the results page, do a design pass, and then I think I can ship and deploy. Excited tho! Thanks for reading and happy coding!
Devlog #9: CSS + Big News Been figuring out CSS recently. It’s been challenging keeping track of everything, so I made a project doc update (personal doc, not published, will publish when done). It includes colors, fonts, etc. The video didn’t render the overlapping colors correctly, which made me realize I have to add more cushioning to everything. Took a while to get everything just how I want it, and now I’m working on making a more major design change, thus why I haven’t pushed to GitHub yet. In other news, I’m going to be transferring this project to Stern/Capitol. All further updates will be there, but I’ll repost here I think. Thank y’all for being such an amazing community! Thanks for reading and happy coding!...
|
1793335690.230059
|
1793940490.230059
|
|
60003
|
New Tab Page by @SML_365 | Stardance
|
SML_365
|
2
|
4.0
|
5
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T23:08:05Z", "hours": 2.0, "multiplier": 1.96, "payout": 5, "blessing": "neutral", "text": "I made a custom new tab page! It has features such as a timer, clock, Google search, and bookmarks. It also has a lovely background picture taken by Baraa Jalahej (thanks for the amazing photo). Just something pretty to look at, while also having a bit of functionality, too!", "repo": "https://github.com/SML365/CustomNewTabPage", "demo": "https://sml365.github.io/CustomNewTabPage/"}, {"ship_num": 2, "ts": "2026-09-10T03:33:40Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Ship 1! I made a cute little new tab page based on a couple things I like! Aka the color lavender It has a clock and some bookmarks (fancy) I also had to wrangle with a CSS Minimizer because it kept removing my background blur, but it paid off in the end, because I think it looks pretty nice! Please note that the attached screenshot may be outdated since I like to update my projects a lot!", "repo": "https://github.com/SML365/CustomNewTabPage", "demo": "https://sml365.github.io/CustomNewTabPage/"}]...
|
[{"post_id": 68327, "ts": "202 [{"post_id": 68327, "ts": "2026-09-14T23:06:17Z", "hours": 0.4617, "text": "Devlog 5 for my Custom New Tab Page Last devlog before the second ship! It was mostly polish, but I did add one last standout feature, which is a timer. I also added a couple more bookmarks as well as some styling updates. I also moved the credits text to the bottom card instead of the top. Anyways, that’s it from me, and have a nice rest of your day/night!"}, {"post_id": 66347, "ts": "2026-09-12T03:45:15Z", "hours": 1.4208, "text": "Devlog 4 for my Custom New Tab Page This was a fun one. I implemented a timer, which came with their own suite of nasty bugs to squash. For example, the + / - buttons were misaligned vertically. Took a bit of positioning work to fix. I also fixed an issue with the date readout, because I mixed up the day of the week with the day of the month (whoops). Besides that, I made a couple of minor visual changes to the Search box, but that’s about it! I still want to add a timer sound, and some more bookmarks. That’s it from me, and have a nice rest of your day/night!"}, {"post_id": 65777, "ts": "2026-09-11T04:30:24Z", "hours": 0.4344, "text": "Devlog 3 for my Custom New Tab Page 3rd devlog already! It was mostly focused on fixing a few bugs, as well as adding a Google Search feature! I fixed a glitch where the background image credits text was outside of the main card on some devices (specifically Linux for some reason) and also added Google Search! You can now type in the search box, press enter, and you’ll be redirected to a Google search query. Also made some minor adjustments to the README because it was lacking in detail. Anyways, that’s it from me, and have a nice rest of your day/night!"}, {"post_id": 65164, "ts": "2026-09-10T03:26:20Z", "hours": 0.9172, "text": "Devlog 2 for New Tab Page Finally fixed the glitch where background blurring didn’t work on Pages! Turns out this was a CSS Minification error, which I didn’t even know existed. I just disabled it. Problem solved. Anyways, I added a digital clock with a date reader, and some cool bookmarks using https://skillicons.dev ! I might tweak the visuals a bit, but the core idea is there. I also might add some more features like a task organizer or weather system, but those are for later. Anyways, that’s it from me, and have a great rest of your day/night!"}, {"post_id": 64561, "ts": "2026-09-09T02:16:02Z", "hours": 1.3333, "text": "Devlog 1 for my Custom New Tab Page So it’s a custom browser new tab! I added a pretty lavender wallpaper (thanks to Baraa Jalahej on Unsplash for the amazing picture) and started work on the centerpiece, which will eventually be a digital clock with a weather display. Unfortunately, the blur somehow didn’t make it to the current screenshot, even though it showed up in localhost. I’ll have to investigate that. In the meantime, use your imagination! I still need to add some most-used widgets, and some other fun stuff like cursor effects! Anyways, that’s it from me, and have a nice rest of your day/night!"}]...
|
Title: New Tab Page by @SML_365 | Stardance
Devlo Title: New Tab Page by @SML_365 | Stardance
Devlogs:
Devlog 1 for my Custom New Tab Page So it’s a custom browser new tab! I added a pretty lavender wallpaper (thanks to Baraa Jalahej on Unsplash for the amazing picture) and started work on the centerpiece, which will eventually be a digital clock with a weather display. Unfortunately, the blur somehow didn’t make it to the current screenshot, even though it showed up in localhost. I’ll have to investigate that. In the meantime, use your imagination! I still need to add some most-used widgets, and some other fun stuff like cursor effects! Anyways, that’s it from me, and have a nice rest of your day/night!
Devlog 2 for New Tab Page Finally fixed the glitch where background blurring didn’t work on Pages! Turns out this was a CSS Minification error, which I didn’t even know existed. I just disabled it. Problem solved. Anyways, I added a digital clock with a date reader, and some cool bookmarks using https://skillicons.dev ! I might tweak the visuals a bit, but the core idea is there. I also might add some more features like a task organizer or weather system, but those are for later. Anyways, that’s it from me, and have a great rest of your day/night!
Devlog 3 for my Custom New Tab Page 3rd devlog already! It was mostly focused on fixing a few bugs, as well as adding a Google Search feature! I fixed a glitch where the background image credits text was outside of the main card on some devices (specifically Linux for some reason) and also added Google Search! You can now type in the search box, press enter, and you’ll be redirected to a Google search query. Also made some minor adjustments to the README because it was lacking in detail. Anyways, that’s it from me, and have a nice rest of your day/night!
Devlog 4 for my Custom New Tab Page This was a fun one. I implemented a timer, which came with their own suite of nasty bugs to squash. For example, the + / - buttons were misaligned vertically. Took a bit of positioning work to fix. I also fixed an issue with the date readout, because I mixed up the day of the week with the day of the month (whoops). Besides that, I made a couple of minor visual changes to the Search box, but that’s about it! I still want to add a timer sound, and some more bookmarks. That’s it from me, and have a nice rest of your day/night!
Devlog 5 for my Custom New Tab Page Last devlog before the second ship! It was mostly polish, but I did add one last standout feature, which is a timer. I also added a couple more bookmarks as well as some styling updates. I also moved the credits text to the bottom card instead of the top. Anyways, that’s it from me, and have a nice rest of your day/night!
Ships:
Ship 1! I made a cute little new tab page based on a couple things I like! Aka the color lavender It has a clock and some bookmarks (fancy) I also had to wrangle with a CSS Minimizer because it kept removing my background blur, but it paid off in the end, because I think it looks pretty nice! Please note that the attached screenshot may be outdated since I like to update my projects a lot!
I made a custom new tab page! It has features such as a timer, clock, Google search, and bookmarks. It also has a lovely background picture taken by Baraa Jalahej (thanks for the amazing photo). Just something pretty to look at, while also having a bit of functionality, too!...
|
1793411409.6976593
|
1793497809.6976593
|
|
61783
|
Functional Website by @NavNav | Stardance
|
NavNav
|
0
|
19.0
|
0
|
[]
|
[{"post_id": 68344, "ts": "202 [{"post_id": 68344, "ts": "2026-09-14T23:52:45Z", "hours": 9.5381, "text": "Just finished the html, part one done 2 parts left to go"}, {"post_id": 67736, "ts": "2026-09-13T23:20:41Z", "hours": 9.1667, "text": "getting somewhere I feel"}, {"post_id": 67375, "ts": "2026-09-13T13:50:46Z", "hours": 0.3, "text": "Starting on my first and biggest project, a functional interactive online store"}]...
|
Title: Functional Website by @NavNav | Stardance
Title: Functional Website by @NavNav | Stardance
Devlogs:
Starting on my first and biggest project, a functional interactive online store
getting somewhere I feel
Just finished the html, part one done 2 parts left to go...
|
1793040849.8759444
|
1793645649.8759444
|
|
60761
|
Re:OS by @ThatCorley | Stardance
|
ThatCorley
|
2
|
14.0
|
62
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T00:05:13Z", "hours": 8.0, "multiplier": 7.6, "payout": 62, "blessing": "neutral", "text": "I have spent blood, sweat and tears trying to get 2 things working… Saving data and achievements. I have made some more minor adjustments such as changing units from px and rem (whose Rem?) and added some other optimisations. Tried my best to learn without the use of AI so took much longer than I would have liked. The CSS still sucks but hey-ho.", "repo": "https://github.com/thatcorley/Re-OS", "demo": "https://thatcorley.github.io/Re-OS/"}, {"ship_num": 2, "ts": "2026-09-12T23:11:35Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is the first time I’ve made a WebOS and the first time I’ve worked with JS for a while after taking a break from programming due to other studies. I’m proud to say that the website is functional (hopefully). Plan to add more features such as a custom “boot” sequence. Ignore my terrible CSS. I ain’t that good 💀", "repo": "https://github.com/thatcorley/Re-OS", "demo": "https://thatcorley.github.io/Re-OS/"}]...
|
[{"post_id": 68346, "ts": "202 [{"post_id": 68346, "ts": "2026-09-14T23:59:13Z", "hours": 0.8808, "text": "Added a few smaller things such as actual achievements over test ones"}, {"post_id": 68295, "ts": "2026-09-14T21:28:03Z", "hours": 3.2228, "text": "Adding saved data and achievements 👀 Taking me ages as idk how to do this lmao."}, {"post_id": 67449, "ts": "2026-09-13T15:37:34Z", "hours": 2.2811, "text": "I spent Sooooooooo long trying to sync the audio with the heartbeat manually and in the end found a css generator that did most of it for me 💀"}, {"post_id": 67044, "ts": "2026-09-13T02:49:06Z", "hours": 1.7239, "text": "May have cooked. Found a smoke effect online and decided to use it for the boot screen. Also made a prototype for a “Find Betty” game that just needs polish. Cooking so hard frfr"}, {"post_id": 66964, "ts": "2026-09-12T23:06:42Z", "hours": 0.7722, "text": "Created some settings for the app registry and manager to enable apps, add functions and easily create icons etc. Also added some text to the welcome screen. Removed the fandom wiki and web novel embed because GitHub pages wasn’t happy with it 💀💀"}, {"post_id": 65698, "ts": "2026-09-11T01:01:27Z", "hours": 2.9569, "text": "Added some simple apps (mostly iframes 💀). Fandom Wiki. Witch Cult Translations Web Novel. The World Map. Wallpaper Selection. Took longer as I rewrote some stuff. 💀Also improved some of the visual elements. Ensured that windows wont be lost off-screen and obv added bringing windows to the top. Art isn’t owned and will be changed later."}, {"post_id": 65580, "ts": "2026-09-10T20:19:58Z", "hours": 2.1031, "text": "Draggable windows and app icons are here. Cooking. Changed some of the code to use classes rather than IDs to make it work for all windows and only use IDs to select different types of windows e.g. app icons opening specific apps. Doesn’t look great but hey-ho. P.S. Listening to the web novel rn 🔥🔥🔥"}]...
|
Title: Re:OS by @ThatCorley | Stardance
Devlogs:
Title: Re:OS by @ThatCorley | Stardance
Devlogs:
Draggable windows and app icons are here. Cooking. Changed some of the code to use classes rather than IDs to make it work for all windows and only use IDs to select different types of windows e.g. app icons opening specific apps. Doesn’t look great but hey-ho. P.S. Listening to the web novel rn 🔥🔥🔥
Added some simple apps (mostly iframes 💀). Fandom Wiki. Witch Cult Translations Web Novel. The World Map. Wallpaper Selection. Took longer as I rewrote some stuff. 💀Also improved some of the visual elements. Ensured that windows wont be lost off-screen and obv added bringing windows to the top. Art isn’t owned and will be changed later.
Created some settings for the app registry and manager to enable apps, add functions and easily create icons etc. Also added some text to the welcome screen. Removed the fandom wiki and web novel embed because GitHub pages wasn’t happy with it 💀💀
May have cooked. Found a smoke effect online and decided to use it for the boot screen. Also made a prototype for a “Find Betty” game that just needs polish. Cooking so hard frfr
I spent Sooooooooo long trying to sync the audio with the heartbeat manually and in the end found a css generator that did most of it for me 💀
Adding saved data and achievements 👀 Taking me ages as idk how to do this lmao.
Added a few smaller things such as actual achievements over test ones
Ships:
This is the first time I’ve made a WebOS and the first time I’ve worked with JS for a while after taking a break from programming due to other studies. I’m proud to say that the website is functional (hopefully). Plan to add more features such as a custom “boot” sequence. Ignore my terrible CSS. I ain’t that good 💀
I have spent blood, sweat and tears trying to get 2 things working… Saving data and achievements. I have made some more minor adjustments such as changing units from px and rem (whose Rem?) and added some other optimisations. Tried my best to learn without the use of AI so took much longer than I would have liked. The CSS still sucks but hey-ho....
|
1793411747.5526552
|
1793498147.5526552
|
|
59900
|
Hello-Raylib by @cauadev | Stardance
|
cauadev
|
0
|
15.74
|
0
|
[]
|
[{"post_id": 68350, "ts": "202 [{"post_id": 68350, "ts": "2026-09-15T00:09:26Z", "hours": 7.0639, "text": "Hello guys! What’s new Chunk generation: Totally procedural and infinite, along with a render distance Some visual refactor: Background is now sky blue, and grid is gone for good Mandelbrot Set: Can be controlled with arrow keys to move, R for going slower and Q/E for zooming New camera controls: Now using UpdateCameraPro and some custom bindings: Shift for sprinting, Space to go up and Ctrl to go down. The rest is basically the same. Struggles Figuring out how to do the chunks: Making it enter in my stupid ahh mind the logic behind infinite procedural chunk generation Segmentation faults (when closing program): Figured out that it was because the terrain.cpp code was trying to call the Chunk destructor after the window was already closed. Solved it by emptying the std::vector responsible for the chunks before the program was closed instead of letting it to the C++ runtime. Keybinds: The reason I changed the camera controlling scheme was to free the Q , E and arrow keys. FPS, as usual (probably just accepted it rn, maybe it’s just a hardware issue) TODO idk (accepting suggestions) ((maybe more shader related props, or procedural structs, not promising anything though))"}, {"post_id": 66230, "ts": "2026-09-11T22:37:53Z", "hours": 3.7136, "text": "Hello guys! What’s new GLTF model: This bust model Basic lighting: Rlights.h + example shaders directly from Raylib repository Procedural terrain: It uses Perlin Noise to generate a procedural mesh. First custom shader: It’s a small variation of the standard lighting shaders, which uses the height of the vertex to determine the color of the pixel (gradient is green -> brown -> white). Struggles FPS: Really dropped down after adding the terrain. What really helped was decreasing the Perlin Noise texture resolution (and with so, basically decreasing the level of detail of the terrain), but I still feel like I’ll need further to do optimization (my hardware is bad btw, a literal Chromebook). The FPS average went from like ~30 (before terrain) to ~5 (after) to ~15 (after the described optimization). Loading time: Maybe not that big of a struggle, but would like to relate that, after adding the bust to the project, now it takes literal seconds to boot (it was almost instantaneous). Dunno if it’s fixable, so just keeping it, although hating it, because it slows down testing and debugging. TODO More shaders: Maybe props meant specifically for that. I’d specially love something related to Mandelbrot Set. Chunk generation: Probably starting with fixed (like 3x3 or 5x5), then making a on-fly chunk generator. Maybe water in the valleys?????? (unsure, not confirmed, not a promise, just a huge “maybe”, not a focus)"}, {"post_id": 65007, "ts": "2026-09-09T19:54:34Z", "hours": 1.4994, "text": "Hello Guys! What’s new New shapes: Cube, sphere and wire cylinder Texture: Sphere has a brick texture Mutable parameters: FOV can be changed with mouse scroll and “p” key makes view orthographic while held down Struggles The texture: Figured out that apparently Raylib doesn’t recognize JPEG images (at least not mine). Solved it by converting images to PNG. Printing FOV: Figuring out how to concatenate char * strings. Solved it by concatenating them as std::string and turning them back to char * with .c_str() . TODO (I guess) Render a .obj file Lightning Shaders! Physics…?"}, {"post_id": 64529, "ts": "2026-09-09T00:26:54Z", "hours": 1.7458, "text": "Hello guys! Progress I’ve played around with user interaction (both mouse and keyboard), locking and unlocking cursor, resizeable window, etc. and decided I could already jump straight into 3D. Also, now the triangle pulses via sine waves Struggles Correct the triangle: it used vw and vy to its positioning. In 2D, it served to center it, but in 3D, this made the triangle huge, offcenter and upside down. Make the camera spawn facing the triangle: Self explanatory (probably the biggest issue is that the triangle is one-sided, meaning that it can only seem in a single direction (the “front”)). TODO Probably mess up with other shapes, then do lightning and shaders."}, {"post_id": 64373, "ts": "2026-09-08T17:58:26Z", "hours": 1.7203, "text": "Hello guys! Development I’ve done this window (meant to be just a triangle, but the red triangle looked a lot like the flag of my state, Minas Gerais, so I kind of recreated it). The triangle changes the “rediness” when pressing “a” (goes to black) or “d” (goes to red). Struggles Starting to learn (already explained at AI use declaration, but basically didn’t find some tutorial that seemed to switch to me, so using AI, without it writing code to me, + documentation for functions and library methods) Finding an intelisense that works (still didn’t find, even after setting up GNU Global) TODO Learning more :) (I’d like to make a shader next, or 3D shape)"}]...
|
Title: Hello-Raylib by @cauadev | Stardance
Devlo Title: Hello-Raylib by @cauadev | Stardance
Devlogs:
Hello guys! Development I’ve done this window (meant to be just a triangle, but the red triangle looked a lot like the flag of my state, Minas Gerais, so I kind of recreated it). The triangle changes the “rediness” when pressing “a” (goes to black) or “d” (goes to red). Struggles Starting to learn (already explained at AI use declaration, but basically didn’t find some tutorial that seemed to switch to me, so using AI, without it writing code to me, + documentation for functions and library methods) Finding an intelisense that works (still didn’t find, even after setting up GNU Global) TODO Learning more :) (I’d like to make a shader next, or 3D shape)
Hello guys! Progress I’ve played around with user interaction (both mouse and keyboard), locking and unlocking cursor, resizeable window, etc. and decided I could already jump straight into 3D. Also, now the triangle pulses via sine waves Struggles Correct the triangle: it used vw and vy to its positioning. In 2D, it served to center it, but in 3D, this made the triangle huge, offcenter and upside down. Make the camera spawn facing the triangle: Self explanatory (probably the biggest issue is that the triangle is one-sided, meaning that it can only seem in a single direction (the “front”)). TODO Probably mess up with other shapes, then do lightning and shaders.
Hello Guys! What’s new New shapes: Cube, sphere and wire cylinder Texture: Sphere has a brick texture Mutable parameters: FOV can be changed with mouse scroll and “p” key makes view orthographic while held down Struggles The texture: Figured out that apparently Raylib doesn’t recognize JPEG images (at least not mine). Solved it by converting images to PNG. Printing FOV: Figuring out how to concatenate char * strings. Solved it by concatenating them as std::string and turning them back to char * with .c_str() . TODO (I guess) Render a .obj file Lightning Shaders! Physics…?
Hello guys! What’s new GLTF model: This bust model Basic lighting: Rlights.h + example shaders directly from Raylib repository Procedural terrain: It uses Perlin Noise to generate a procedural mesh. First custom shader: It’s a small variation of the standard lighting shaders, which uses the height of the vertex to determine the color of the pixel (gradient is green -> brown -> white). Struggles FPS: Really dropped down after adding the terrain. What really helped was decreasing the Perlin Noise texture resolution (and with so, basically decreasing the level of detail of the terrain), but I still feel like I’ll need further to do optimization (my hardware is bad btw, a literal Chromebook). The FPS average went from like ~30 (before terrain) to ~5 (after) to ~15 (after the described optimization). Loading time: Maybe not that big of a struggle, but would like to relate that, after adding the bust to the project, now it takes literal seconds to boot (it was almost instantaneous). Dunno if it’s fixable, so just keeping it, although hating it, because it slows down testing and debugging. TODO More shaders: Maybe props meant specifically for that. I’d specially love something related to Mandelbrot Set. Chunk generation: Probably starting with fixed (like 3x3 or 5x5), then making a on-fly chunk generator. Maybe water in the valleys?????? (unsure, not confirmed, not a promise, just a huge “maybe”, not a focus)
Hello guys! What’s new Chunk generation: Totally procedural and infinite, along with a render distance Some visual refactor: Background is now sky blue, and grid is gone for good Mandelbrot Set: Can be controlled with arrow keys to move, R for going slower and Q/E for zooming New camera controls: Now using UpdateCameraPro and some custom bindings: Shift for sprinting, Space to go up and Ctrl to go down. The rest is basically the same. Struggles Figuring out how to do the chunks: Making it enter in my stupid ahh mind the logic behind infinite procedural chunk generation Segmentation faults (when closing program): Figured out that it was because the terrain.cpp code was trying to call the Chunk destructor after the window was already closed. Solved it by emptying the std::vector responsible for the chunks before the program was closed instead of letting it to the C++ runtime. Keybinds: The reason I changed the camera controlling scheme was to free the Q , E and arrow keys. FPS, as usual (probably just accepted it rn, maybe it’s just a hardware issue) TODO idk (accepting suggestions) ((maybe more shader related props, or procedural structs, not promising anything though))...
|
1793029968.4270113
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1793634768.4270113
|
|
59161
|
JezoWare by @jezomc | Stardance
|
jezomc
|
1
|
5.98
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T15:01:43Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I did make a WarioWare like , the challenging thing was making the game fully works with no critical bugs , i am proud of the menus they look great , people should know that this is one of my first games and I am a beginner on Godot so don’t expect something big!", "repo": "https://github.com/jezomc/JezoWare", "demo": "https://jezodev.itch.io/jezoware"}]...
|
[{"post_id": 68354, "ts": "202 [{"post_id": 68354, "ts": "2026-09-15T00:23:11Z", "hours": 0.2792, "text": "I added sound effects on the keybinds menu , I am not working much on the game because I am waiting for the shipwrights to approve my first mission"}, {"post_id": 66978, "ts": "2026-09-12T23:53:02Z", "hours": 0.4133, "text": "I changed the movment code to another one I saw it on a tutorial on youtube the movment is now much better"}, {"post_id": 66242, "ts": "2026-09-11T23:09:20Z", "hours": 0.2839, "text": "I just fixed some bugs on the player movment"}, {"post_id": 65377, "ts": "2026-09-10T14:03:30Z", "hours": 1.465, "text": "I added sound effects for the menus and also a fade transition between the scenes. Now I guess I am ready to ship the first version of the game!"}, {"post_id": 64721, "ts": "2026-09-09T10:53:22Z", "hours": 0.8942, "text": "I figured out how to make the lose screen work and I added a keybinds menu"}, {"post_id": 64286, "ts": "2026-09-08T15:45:50Z", "hours": 0.7317, "text": "I updated the title screen and I am trying to fix the lose screen because it does not want to show when the player loses."}, {"post_id": 64138, "ts": "2026-09-08T10:31:11Z", "hours": 0.2692, "text": "I finished minigame 2 and also the death and winner screen."}, {"post_id": 63934, "ts": "2026-09-08T00:34:00Z", "hours": 1.1503, "text": "I completed the first minigame and I am working for the second"}, {"post_id": 63614, "ts": "2026-09-07T15:19:31Z", "hours": 0.9667, "text": "Hello there! This my first devlog here and I am making a small WarioWare like game. For now I completed the title screen and the timer screen"}]...
|
Title: JezoWare by @jezomc | Stardance
Devlogs:
H Title: JezoWare by @jezomc | Stardance
Devlogs:
Hello there! This my first devlog here and I am making a small WarioWare like game. For now I completed the title screen and the timer screen
I completed the first minigame and I am working for the second
I finished minigame 2 and also the death and winner screen.
I updated the title screen and I am trying to fix the lose screen because it does not want to show when the player loses.
I figured out how to make the lose screen work and I added a keybinds menu
I added sound effects for the menus and also a fade transition between the scenes. Now I guess I am ready to ship the first version of the game!
I just fixed some bugs on the player movment
I changed the movment code to another one I saw it on a tutorial on youtube the movment is now much better
I added sound effects on the keybinds menu , I am not working much on the game because I am waiting for the shipwrights to approve my first mission
Ships:
I did make a WarioWare like , the challenging thing was making the game fully works with no critical bugs , i am proud of the menus they look great , people should know that this is one of my first games and I am a beginner on Godot so don’t expect something big!...
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1793299774.057757
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1793386174.057757
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7623
|
Mechanical hand by @xander | Stardance
|
xander
|
0
|
11.12
|
0
|
[]
|
[{"post_id": 68359, "ts": "202 [{"post_id": 68359, "ts": "2026-09-15T00:32:42Z", "hours": 2.7019, "text": "Dev log #3- The main thing I was working on for the last few things with wiring the fingers and working on getting the friction down."}, {"post_id": 8835, "ts": "2026-06-14T18:10:49Z", "hours": 7.1456, "text": "Devlog #2 - What I worked on- I worked on printing it all out and actually building the hand, while also trying to solve some of the issues I mention later. Problems-I have had some pretty difficult things to deal with, my main issue I am having is I am trying to guide the fishing line better than I have been so that I can have equal pulling force from the finger and so that the tendons are being pulled at equal lengths. Plans- I have spent some time modeling a fishing line guide that clamps around the servo arm. I really am hoping this will work but I will need to figure out how to minimize the space they are taking up as I want it al to fit together while being decently serviceable and clean looking."}, {"post_id": 5688, "ts": "2026-06-09T15:49:13Z", "hours": 1.2756, "text": "Dev log-1 Hi guys! I started this project about a year ago with the goal of creating a 3d printable hand that is able to be controlled by mimicking my hand through a camera. Right now I have modeled and printed all of the fingers to a point where I can move on with the actual electronics. What I worked on- I worked on creating my assembly document in Onshape to be able to see what the movement would look like. This came at a challenge though, as I have never used the assembly function of Onshape. What I plan to work on- Today I plan to work on modeling and printing the wrist area of the hand to mount most of the electronics. Advise- I plan on using Arduino as its the only thing that I have, but I need to figure out how to convert a hand tracking software in python to something that I am able to use with the Arduino."}]...
|
Title: Mechanical hand by @xander | Stardance
Dev Title: Mechanical hand by @xander | Stardance
Devlogs:
Dev log-1 Hi guys! I started this project about a year ago with the goal of creating a 3d printable hand that is able to be controlled by mimicking my hand through a camera. Right now I have modeled and printed all of the fingers to a point where I can move on with the actual electronics. What I worked on- I worked on creating my assembly document in Onshape to be able to see what the movement would look like. This came at a challenge though, as I have never used the assembly function of Onshape. What I plan to work on- Today I plan to work on modeling and printing the wrist area of the hand to mount most of the electronics. Advise- I plan on using Arduino as its the only thing that I have, but I need to figure out how to convert a hand tracking software in python to something that I am able to use with the Arduino.
Devlog #2 - What I worked on- I worked on printing it all out and actually building the hand, while also trying to solve some of the issues I mention later. Problems-I have had some pretty difficult things to deal with, my main issue I am having is I am trying to guide the fishing line better than I have been so that I can have equal pulling force from the finger and so that the tendons are being pulled at equal lengths. Plans- I have spent some time modeling a fishing line guide that clamps around the servo arm. I really am hoping this will work but I will need to figure out how to minimize the space they are taking up as I want it al to fit together while being decently serviceable and clean looking.
Dev log #3- The main thing I was working on for the last few things with wiring the fingers and working on getting the friction down....
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1792766880.8759265
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1793371680.8759265
|
|
58670
|
Enjoy OBAMIUM (and the universe) by @texudev | Sta Enjoy OBAMIUM (and the universe) by @texudev | Stardance...
|
texudev
|
1
|
30.0
|
203
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T00:37:30Z", "hours": 30.0, "multiplier": 8.44, "payout": 203, "blessing": "neutral", "text": "Hey everyone! 👋 After wrestling with OpenGL state machines and pure wrath, I just dropped the first official release of my completely unnecessary 3D project: Obamium: A Cosmic Experience 🌌🪐 There are no quests. There are no enemies. There is no inventory. There is only Obamium. What it features: 🌌 A full 3D universe skybox powered by HDRI maps. 🪐 A meticulously rendered, slowly rotating 3D model of Obamium in its full glory. 💡 Custom OpenGL shaders and real-time lighting. 🖥️ Written completely from scratch in C++ and OpenGL 4.6 (now officially banishing the ugly console window to the shadow realm). If you want to stare into the cosmos and appreciate the absolute peak of modern 3D graphics, you can grab the standalone Windows .rar directly from the releases page: Drop a star if the universe pleases you. ✨", "repo": "https://github.com/tiagotodescatto/Enjoy-Obamium-Simulator", "demo": "https://github.com/tiagotodescatto/Enjoy-Obamium-Simulator/releases/tag/Final-Release"}]...
|
[{"post_id": 68360, "ts": "202 [{"post_id": 68360, "ts": "2026-09-15T00:33:33Z", "hours": 1.3636, "text": "Finished the game."}, {"post_id": 67446, "ts": "2026-09-13T15:33:58Z", "hours": 0.8739, "text": "Added jumping and fixed the skybox borders"}, {"post_id": 66795, "ts": "2026-09-12T18:02:39Z", "hours": 5.0831, "text": "Added a beautiful skybox and some basic lighting!"}, {"post_id": 63638, "ts": "2026-09-07T15:46:55Z", "hours": 3.3578, "text": "Working on lights and movement! Made WASD and mouse movement, made speeds for crouching, running and walking."}, {"post_id": 63143, "ts": "2026-09-06T19:43:49Z", "hours": 3.3889, "text": "Almost lost my project but thanks to github I didn’t! remade the window and I’m going to make cleaner code from now on, next step is making the frag shader and vertex shader file"}, {"post_id": 62457, "ts": "2026-09-05T20:13:12Z", "hours": 15.6044, "text": "Game almost ready! I’ve spent more than 13 hours learning the OpenGL basics and experimenting so I can make this game, prepare for a legendary one!"}]...
|
Title: Enjoy OBAMIUM (and the universe) by @texude Title: Enjoy OBAMIUM (and the universe) by @texudev | Stardance
Devlogs:
Game almost ready! I’ve spent more than 13 hours learning the OpenGL basics and experimenting so I can make this game, prepare for a legendary one!
Almost lost my project but thanks to github I didn’t! remade the window and I’m going to make cleaner code from now on, next step is making the frag shader and vertex shader file
Working on lights and movement! Made WASD and mouse movement, made speeds for crouching, running and walking.
Added a beautiful skybox and some basic lighting!
Added jumping and fixed the skybox borders
Finished the game.
Ships:
Hey everyone! 👋 After wrestling with OpenGL state machines and pure wrath, I just dropped the first official release of my completely unnecessary 3D project: Obamium: A Cosmic Experience 🌌🪐 There are no quests. There are no enemies. There is no inventory. There is only Obamium. What it features: 🌌 A full 3D universe skybox powered by HDRI maps. 🪐 A meticulously rendered, slowly rotating 3D model of Obamium in its full glory. 💡 Custom OpenGL shaders and real-time lighting. 🖥️ Written completely from scratch in C++ and OpenGL 4.6 (now officially banishing the ugly console window to the shadow realm). If you want to stare into the cosmos and appreciate the absolute peak of modern 3D graphics, you can grab the standalone Windows .rar directly from the releases page: Drop a star if the universe pleases you. ✨...
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1793350513.0000837
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1793436913.0000837
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|
60843
|
potato-tab by @p0tato | Stardance
|
p0tato
|
0
|
5.78
|
0
|
[]
|
[{"post_id": 68365, "ts": "202 [{"post_id": 68365, "ts": "2026-09-15T00:44:35Z", "hours": 1.9531, "text": "devlog 3 - potato tab settings sidebar has been added, features include generating color scheme from image! you can now change the theme, color seed, background type (color, image, gradient is wip) and background properties. and ill admit i used ai to help me with image quantization and stuff. more customization coming soon."}, {"post_id": 68313, "ts": "2026-09-14T22:17:37Z", "hours": 1.8783, "text": "devlog 2 - potato tab so I got distracted and made part of a UI system with buttons, switches, inputs, sections, etc. additions: content can now be in any corner of the screen added a ton of components fixed material color stuff"}, {"post_id": 67709, "ts": "2026-09-13T22:10:15Z", "hours": 1.9464, "text": "devlog 1 - potato tab this is a last minute project im doing for stardance. my goal is to make a simple and customizable new tab page with different widgets and stuff. and also learn how to use svelte. so far ive added: time widget material color scheme generation"}]...
|
Title: potato-tab by @p0tato | Stardance
Devlogs: Title: potato-tab by @p0tato | Stardance
Devlogs:
devlog 1 - potato tab this is a last minute project im doing for stardance. my goal is to make a simple and customizable new tab page with different widgets and stuff. and also learn how to use svelte. so far ive added: time widget material color scheme generation
devlog 2 - potato tab so I got distracted and made part of a UI system with buttons, switches, inputs, sections, etc. additions: content can now be in any corner of the screen added a ton of components fixed material color stuff
devlog 3 - potato tab settings sidebar has been added, features include generating color scheme from image! you can now change the theme, color seed, background type (color, image, gradient is wip) and background properties. and ill admit i used ai to help me with image quantization and stuff. more customization coming soon....
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1793037062.138108
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1793641862.138108
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11251
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notepad by @yashraj | Stardance
|
yashraj
|
0
|
1.0
|
0
|
[]
|
[{"post_id": 6838, "ts": "2026 [{"post_id": 6838, "ts": "2026-06-11T14:06:35Z", "hours": 1.0019, "text": "Notepad Studio is designed to make note-taking feel more creative and enjoyable rather than just another routine task. Instead of separating writing and drawing into different applications, it brings both together in one workspace, allowing users to switch effortlessly between typing notes and sketching ideas. The application features a clean and visually appealing interface inspired by a vintage notebook aesthetic, making it comfortable to use for long periods. Users can choose between Light and Dark themes, helping create a personalized working environment. One of its standout features is the integrated Doodle Mode , which offers a variety of drawing tools such as markers, brush pens, highlighters, chalk, spray paint, and erasers. Combined with customizable colors and brush sizes, it provides a natural and expressive drawing experience suitable for brainstorming, annotations, and creative work. For writing tasks, the built-in text editor includes useful productivity features such as line numbers, word and character counts, file management options, and keyboard shortcuts that make everyday note-taking faster and more efficient. What makes Notepad Studio particularly user-friendly is its intuitive layout. Tools are clearly organized, important functions are easy to access, and the learning curve is minimal even for first-time users. Whether someone wants to write notes, sketch concepts, or combine both in a single project, the application provides a smooth and seamless experience. Overall, Notepad Studio is a practical yet creative solution that turns ordinary note-taking into a more engaging and productive experience. I am currently working on more features and improvements , any suggestion and support will be appreciated . thankyou"}]...
|
Title: notepad by @yashraj | Stardance
Devlogs:
N Title: notepad by @yashraj | Stardance
Devlogs:
Notepad Studio is designed to make note-taking feel more creative and enjoyable rather than just another routine task. Instead of separating writing and drawing into different applications, it brings both together in one workspace, allowing users to switch effortlessly between typing notes and sketching ideas. The application features a clean and visually appealing interface inspired by a vintage notebook aesthetic, making it comfortable to use for long periods. Users can choose between Light and Dark themes, helping create a personalized working environment. One of its standout features is the integrated Doodle Mode , which offers a variety of drawing tools such as markers, brush pens, highlighters, chalk, spray paint, and erasers. Combined with customizable colors and brush sizes, it provides a natural and expressive drawing experience suitable for brainstorming, annotations, and creative work. For writing tasks, the built-in text editor includes useful productivity features such as line numbers, word and character counts, file management options, and keyboard shortcuts that make everyday note-taking faster and more efficient. What makes Notepad Studio particularly user-friendly is its intuitive layout. Tools are clearly organized, important functions are easy to access, and the learning curve is minimal even for first-time users. Whether someone wants to write notes, sketch concepts, or combine both in a single project, the application provides a smooth and seamless experience. Overall, Notepad Studio is a practical yet creative solution that turns ordinary note-taking into a more engaging and productive experience. I am currently working on more features and improvements , any suggestion and support will be appreciated . thankyou...
|
1792803256.6685817
|
1793408056.6685817
|
|
62302
|
Meme Transfer by @santiagortega | Stardance
|
santiagortega
|
0
|
1.65
|
0
|
[]
|
[{"post_id": 68394, "ts": "202 [{"post_id": 68394, "ts": "2026-09-15T01:41:41Z", "hours": 1.6458, "text": "Meme Transfer #1 Well, it’s simple with 2 devices, one send the data by showing memes and the other with the camera receive the data by scanning the memes Today i download all the 256 memes (from memes templates) this was a lot of work, there are not good enough but it’s ok Why 256 memes? for the alphabet bytes 0-255 and send any text data Now the web page send the memes, but the other device doesn’t recieve the data yet, i’m researching for methods to scan the memes, it’s difficult because the camera is blurred and detect specific images is not easy"}]...
|
Title: Meme Transfer by @santiagortega | Stardance Title: Meme Transfer by @santiagortega | Stardance
Devlogs:
Meme Transfer #1 Well, it’s simple with 2 devices, one send the data by showing memes and the other with the camera receive the data by scanning the memes Today i download all the 256 memes (from memes templates) this was a lot of work, there are not good enough but it’s ok Why 256 memes? for the alphabet bytes 0-255 and send any text data Now the web page send the memes, but the other device doesn’t recieve the data yet, i’m researching for methods to scan the memes, it’s difficult because the camera is blurred and detect specific images is not easy...
|
1793044334.969434
|
1793649134.969434
|
|
4300
|
My first slack bot! by @tomer_shamiaben | Stardanc My first slack bot! by @tomer_shamiaben | Stardance...
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tomer_shamiaben
|
0
|
0.27
|
0
|
[]
|
[{"post_id": 684, "ts": "2026- [{"post_id": 684, "ts": "2026-06-02T07:37:59Z", "hours": 0.2672, "text": "code for the slack bot that once a day use a meme api generator to send memes if you type /meme"}]...
|
Title: My first slack bot! by @tomer_shamiaben | S Title: My first slack bot! by @tomer_shamiaben | Stardance
Devlogs:
code for the slack bot that once a day use a meme api generator to send memes if you type /meme...
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1793149012.9413235
|
1793753812.9413235
|
|
46545
|
Time Out by @Will_boss | Stardance
|
Will_boss
|
1
|
11.0
|
84
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T02:11:13Z", "hours": 11.0, "multiplier": 8.42, "payout": 84, "blessing": "neutral", "text": "This is an adventure game where u have to run out of time, The hardest part I to make the game stop when the timer stops", "repo": "https://github.com/Wi-ai/Time-Out", "demo": "https://itch.io/embed-upload/18573812?color=333333"}]...
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[{"post_id": 68400, "ts": "202 [{"post_id": 68400, "ts": "2026-09-15T02:04:18Z", "hours": 11.4639, "text": "mke h first level and prototype of te game"}]...
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Title: Time Out by @Will_boss | Stardance
Devlogs Title: Time Out by @Will_boss | Stardance
Devlogs:
mke h first level and prototype of te game
Ships:
This is an adventure game where u have to run out of time, The hardest part I to make the game stop when the timer stops...
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1793346880.7360847
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1793433280.7360847
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59675
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yeah lowkey dontknow by @ocynno | Stardance
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ocynno
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0
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1.04
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0
|
[]
|
[{"post_id": 68406, "ts": "202 [{"post_id": 68406, "ts": "2026-09-15T02:08:59Z", "hours": 1.0433, "text": "#1 Hackpad Pcb design had some problems with kicad being read only, fixed it, now moving on to designing the casing. wish me luck on my thinkpad t460 with a intergrated gpu. any reccomendations on software to design it? that my intel 6th gen i7 can handle…^_^"}]...
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Title: yeah lowkey dontknow by @ocynno | Stardance Title: yeah lowkey dontknow by @ocynno | Stardance
Devlogs:
#1 Hackpad Pcb design had some problems with kicad being read only, fixed it, now moving on to designing the casing. wish me luck on my thinkpad t460 with a intergrated gpu. any reccomendations on software to design it? that my intel 6th gen i7 can handle…^_^...
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1792810291.7482796
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1793415091.7482796
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27389
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Fpv Mini Rc Car by @Kiril | Stardance
|
Kiril
|
1
|
47.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T06:25:26Z", "hours": 47.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I spent almost the whole summer building this mini FPV RC car. It took a massive amount of time with 3d modeling, testing, and finding the right electronic modules. This is really one of my hardest projects I have ever made, but I am happy that I realized my childhood dream of creating it.", "repo": "https://github.com/kirilDen/Mini_FPV_RC_CAR_WiFi", "demo": ""}]...
|
[{"post_id": 68423, "ts": "202 [{"post_id": 68423, "ts": "2026-09-15T02:59:08Z", "hours": 1.1667, "text": "After adding support braces, I finally finished the body of the car. After 3d printing I will paint and submit the project."}, {"post_id": 67869, "ts": "2026-09-14T04:48:31Z", "hours": 1.7, "text": "I improved the body’s mounting points so it could be attached firmly to the chassis."}, {"post_id": 65115, "ts": "2026-09-10T00:53:17Z", "hours": 1.5, "text": "Today I was working on the body for the Rc Car."}, {"post_id": 64033, "ts": "2026-09-08T04:48:21Z", "hours": 3.3, "text": "Hello, I started remodeling the body for the car."}, {"post_id": 56373, "ts": "2026-08-28T03:43:29Z", "hours": 3.0167, "text": "Today I kept working on the body of the Rc Car."}, {"post_id": 56264, "ts": "2026-08-27T23:22:14Z", "hours": 2.8169, "text": "I started working on the body of the car"}, {"post_id": 55355, "ts": "2026-08-27T04:18:20Z", "hours": 0.2833, "text": "I added a place for FPV camera. Now the car is fully functional and can be controlled using computer or phone with live view video. Next step is to make enclosure."}, {"post_id": 55308, "ts": "2026-08-27T01:42:26Z", "hours": 0.6833, "text": "I assembled the chassis and the car works perfect. The next step which I started is to design an FPV camera holder."}, {"post_id": 55247, "ts": "2026-08-26T22:10:32Z", "hours": 2.8503, "text": "I kept working on chassis and finding the best size of the wheels and axle."}, {"post_id": 47908, "ts": "2026-08-16T05:45:04Z", "hours": 4.6419, "text": "I spend most of the time assembling the chassis and also modeling the wheels."}, {"post_id": 46558, "ts": "2026-08-13T21:36:07Z", "hours": 2.7003, "text": "Today I finished making the electronic mounts. I designed them specifically so the electronics would sit still and require no glue."}, {"post_id": 45539, "ts": "2026-08-12T03:02:19Z", "hours": 2.3836, "text": "I finally finished working on the steering system and started connecting the whole chassis. Also trying to make a good battery holder."}, {"post_id": 44938, "ts": "2026-08-11T01:08:07Z", "hours": 1.8833, "text": "I kept improving the steering system to find the best option."}, {"post_id": 43038, "ts": "2026-08-08T02:51:25Z", "hours": 2.1922, "text": "Today I started rebuilding the steering system for better steering."}, {"post_id": 33356, "ts": "2026-07-23T06:24:28Z", "hours": 0.8472, "text": "Today I was soldering the electronics and putting everything together. Code is working well and the next step is to design wheels."}, {"post_id": 33238, "ts": "2026-07-22T23:37:37Z", "hours": 4.7169, "text": "I started assembling the RC car and also designed a cover for electronics."}, {"post_id": 31634, "ts": "2026-07-20T06:06:52Z", "hours": 0.765, "text": "I just finished modeling placeholders for electronics."}, {"post_id": 31605, "ts": "2026-07-20T04:25:11Z", "hours": 1.1833, "text": "I didn’t save my files last time, so today I had to remake everything I did last time."}, {"post_id": 28722, "ts": "2026-07-15T04:57:07Z", "hours": 1.1833, "text": "I almost finished working on the chassis for my RC car. The next step is to make mounts for the rest of the electronics."}, {"post_id": 26361, "ts": "2026-07-11T03:24:06Z", "hours": 1.5336, "text": "Hello! Today I finished designing and printing the gears for both the motor and the axle. I also tested different gear ratios and found the best balance between speed and torque."}, {"post_id": 25710, "ts": "2026-07-10T04:27:04Z", "hours": 0.9, "text": "I made the RC car wider to fit the electronics, so I widened the front chassis and improved servo mount."}, {"post_id": 25152, "ts": "2026-07-09T05:41:50Z", "hours": 1.2172, "text": "I almost finished the steering system for the RC car. The only thing left to make is the placing for servo motor."}, {"post_id": 24508, "ts": "2026-07-08T03:08:51Z", "hours": 0.9333, "text": "Today I was still working on the steering system of my car, and I hope I will finish next time."}, {"post_id": 23946, "ts": "2026-07-07T04:57:28Z", "hours": 0.9167, "text": "Today I started working on steering system of my car. I had to design the spindles for the steering system."}, {"post_id": 23247, "ts": "2026-07-06T02:31:35Z", "hours": 1.4003, "text": "Started the RC car rear chassis today! It doesn’t look like much yet, but I made space for the motor and shaft. Next time, I will add gears and finish the back hopefully."}]...
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Title: Fpv Mini Rc Car by @Kiril | Stardance
Devl Title: Fpv Mini Rc Car by @Kiril | Stardance
Devlogs:
Started the RC car rear chassis today! It doesn’t look like much yet, but I made space for the motor and shaft. Next time, I will add gears and finish the back hopefully.
Today I started working on steering system of my car. I had to design the spindles for the steering system.
Today I was still working on the steering system of my car, and I hope I will finish next time.
I almost finished the steering system for the RC car. The only thing left to make is the placing for servo motor.
I made the RC car wider to fit the electronics, so I widened the front chassis and improved servo mount.
Hello! Today I finished designing and printing the gears for both the motor and the axle. I also tested different gear ratios and found the best balance between speed and torque.
I almost finished working on the chassis for my RC car. The next step is to make mounts for the rest of the electronics.
I didn’t save my files last time, so today I had to remake everything I did last time.
I just finished modeling placeholders for electronics.
I started assembling the RC car and also designed a cover for electronics.
Today I was soldering the electronics and putting everything together. Code is working well and the next step is to design wheels.
Today I started rebuilding the steering system for better steering.
I kept improving the steering system to find the best option.
I finally finished working on the steering system and started connecting the whole chassis. Also trying to make a good battery holder.
Today I finished making the electronic mounts. I designed them specifically so the electronics would sit still and require no glue.
I spend most of the time assembling the chassis and also modeling the wheels.
I kept working on chassis and finding the best size of the wheels and axle.
I assembled the chassis and the car works perfect. The next step which I started is to design an FPV camera holder.
I added a place for FPV camera. Now the car is fully functional and can be controlled using computer or phone with live view video. Next step is to make enclosure.
I started working on the body of the car
Today I kept working on the body of the Rc Car.
Hello, I started remodeling the body for the car.
Today I was working on the body for the Rc Car.
I improved the body’s mounting points so it could be attached firmly to the chassis.
After adding support braces, I finally finished the body of the car. After 3d printing I will paint and submit the project.
Ships:
I spent almost the whole summer building this mini FPV RC car. It took a massive amount of time with 3d modeling, testing, and finding the right electronic modules. This is really one of my hardest projects I have ever made, but I am happy that I realized my childhood dream of creating it....
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1793350697.9537966
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1793437097.9537966
|
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61956
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三 swap by @hoshi | Stardance
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hoshi
|
1
|
4.0
|
47
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T03:33:23Z", "hours": 4.0, "multiplier": 11.28, "payout": 47, "blessing": "neutral", "text": "ARROW KEYS TO MOVE! this small game generates a random 10 by 10 board that consists of colors WHITE, BLACK, and GOLD. You are a player starting from the left corner. Every tile you step on, the tile changes color.", "repo": "https://github.com/uuukye/san_swap", "demo": "https://uuukye.github.io/san_swap/"}]...
|
[{"post_id": 68429, "ts": "202 [{"post_id": 68429, "ts": "2026-09-15T03:15:34Z", "hours": 2.0692, "text": "DEVLOG #2 ______________________________________________________________________________________ Since it was really complicated setting up a live server with leaderboard, and people may cheat, I chose not to include the leaderboard. I think the game is good as it-is. I was supposed to be a small game anyway I made the game structure way better so the game would not lag (hopefully), and I added a timer function. ______________________________________________________________________________________ I tested this game a couple of times and I got an average time of 35 seconds :D tell me what time you got!"}, {"post_id": 67758, "ts": "2026-09-14T00:13:39Z", "hours": 2.0778, "text": "DEVLOG #1 ______________________________________________________________________________________ So basically, this small game generates a random 10 by 10 board that consists of colors WHITE , BLACK , and GOLD . You are a player starting from the left corner. Every tile you step on, the tile changes color. ______________________________________________________________________________________ 1) If a tile was WHITE , it will turn GOLD . ______________________________________________________________________________________ 2) If the tile was GOLD , it will turn BLACK . ______________________________________________________________________________________ 3) If the tile was BLACK , it will turn WHITE . ______________________________________________________________________________________ The goal of this game is to make the whole board the same color . ______________________________________________________________________________________ Basically, I made the whole game physics and the timer. If I can understand global servers better, I might add a leaderboard. I am also planning to update the character’s appearance because right now it’s just a circle. I was inspired by the “Lights Out” mathematical game. ______________________________________________________________________________________ What made me take so much time was making the board, because if I do not set any constraints, there is only a one-third chance of the board being possible to solve. So I did some math, and I somehow made it so it’s hopefully possible on all generated positions."}]...
|
Title: 三 swap by @hoshi | Stardance
Devlogs:
DEVL Title: 三 swap by @hoshi | Stardance
Devlogs:
DEVLOG #1 ______________________________________________________________________________________ So basically, this small game generates a random 10 by 10 board that consists of colors WHITE , BLACK , and GOLD . You are a player starting from the left corner. Every tile you step on, the tile changes color. ______________________________________________________________________________________ 1) If a tile was WHITE , it will turn GOLD . ______________________________________________________________________________________ 2) If the tile was GOLD , it will turn BLACK . ______________________________________________________________________________________ 3) If the tile was BLACK , it will turn WHITE . ______________________________________________________________________________________ The goal of this game is to make the whole board the same color . ______________________________________________________________________________________ Basically, I made the whole game physics and the timer. If I can understand global servers better, I might add a leaderboard. I am also planning to update the character’s appearance because right now it’s just a circle. I was inspired by the “Lights Out” mathematical game. ______________________________________________________________________________________ What made me take so much time was making the board, because if I do not set any constraints, there is only a one-third chance of the board being possible to solve. So I did some math, and I somehow made it so it’s hopefully possible on all generated positions.
DEVLOG #2 ______________________________________________________________________________________ Since it was really complicated setting up a live server with leaderboard, and people may cheat, I chose not to include the leaderboard. I think the game is good as it-is. I was supposed to be a small game anyway I made the game structure way better so the game would not lag (hopefully), and I added a timer function. ______________________________________________________________________________________ I tested this game a couple of times and I got an average time of 35 seconds :D tell me what time you got!
Ships:
ARROW KEYS TO MOVE! this small game generates a random 10 by 10 board that consists of colors WHITE, BLACK, and GOLD. You are a player starting from the left corner. Every tile you step on, the tile changes color....
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1793415207.9002595
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1793501607.9002595
|
|
48715
|
list by @flyingfish | Stardance
|
flyingfish
|
1
|
112.62
|
787
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-02T03:02:48Z", "hours": 106.0, "multiplier": 7.45, "payout": 787, "blessing": "neutral", "text": "i have used a lot of different lists apps but all of them are so coprate and suck so i made my own i have never used sql before so it was a learning experience i also have never used any time library before but this was fun there is a lot of features i want able to add becouse of time and scope reasons so the code is built in a way that it can updated really easly", "repo": "https://github.com/dinotiger01/list", "demo": "https://github.com/dinotiger01/list/releases/tag/idktag_or_smth"}]...
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[{"post_id": 68433, "ts": "202 [{"post_id": 68433, "ts": "2026-09-15T03:39:48Z", "hours": 6.6206, "text": "windows works now i had like 20 commits before all of this"}, {"post_id": 59962, "ts": "2026-09-02T01:16:48Z", "hours": 9.9725, "text": "i finished all the git action things and all of the last minute changes ie small bug fixes i am now reddy to ship"}, {"post_id": 58674, "ts": "2026-08-31T05:48:43Z", "hours": 5.9939, "text": "tons of styleing updates i have spent the past 6 hurs strait styling and validating inputs however it is finally done i just need to do the git hub things and add compatability how ever thats tomarow s problem"}, {"post_id": 58463, "ts": "2026-08-30T21:42:23Z", "hours": 7.7864, "text": "ahhhhhh i did like ui things i am going insane"}, {"post_id": 57864, "ts": "2026-08-30T05:35:55Z", "hours": 5.1236, "text": "this is my third devlog today 10hr logg to day btw :teird: a fileter bredet edit deleate and add new people"}, {"post_id": 57703, "ts": "2026-08-29T23:00:01Z", "hours": 4.9544, "text": "jank i have made the ability to add and remove types i will refine later ngl edit: like 10 minits after i posted this i got the code to work where the type updates all the list that already exist"}, {"post_id": 57430, "ts": "2026-08-29T16:03:12Z", "hours": 6.0314, "text": "filter the audio on the video is like really bad my main mic stopped working so i taped a web cam to my face :idk_man: core filtering the filrering works by when a task isbeing loaded to the page it will go to a function that will check if it can be used the filter function will check baised of 4 variables stored in the c++ then the qml sends new variables over then i also spent like hours on this but i made it so it wont check any filter if nothing is selected filter by name this is a simple it will just send a string over then check is filter string is contained in the task name filter by person this uses a vector of intigers it will loop through both then if if there is a the same intiger in booth it will show btw peple are stored by index filter by type the type is stored as a vector of strings it does te same and loops through the filter strings and if the task type is equal it will allow the task filter by date this was defenetly the most dificalt one and it is stored av a vector<time_t> there are 2 text boxes the first one is a lower limit the seconed is an uper limit if eather is blank it will not check it if the second one has a date it will only show dates on or before that onee if the second one has a date it will only show tasks after that date if both have dates it will check in betewwn them"}, {"post_id": 56777, "ts": "2026-08-28T17:51:02Z", "hours": 5.8836, "text": "really quick little devlog i just added the abiltiy to edit tasks it works by opening the place wheree you create task then sets all the value manualy it was like supper hard to make it so you can edit a task then create a task then go back to editing becouse if a variable was not assined by acident it would all crash"}, {"post_id": 56195, "ts": "2026-08-27T20:49:57Z", "hours": 8.5181, "text": "recuring there is a lot (btw i already wrote all of this and acidently deleated it ) reacuring check types on load when the code realoads it will go through and check if any items need to be updated i made it so if it finds a task that needs to be updated it will reafrech and start over so a task can be updated multible times if needed on mark off this will only check one task when you mark off a task this will aslo by pass the alow multi alow multi * this will make it so when a task is duplicated it will either set the old task to 0 or just deleate it * this is marked in the code as the higher of 2 numbers while checking rec type rec types normal this is a type that will not recure and is the only one able to be fully deleated this is marked by a 0 in the code this will be skipped by both reacuring types by due date this to to make a task the will eather run every day or every other day this types has a second variabe called delay witch changes how often the task will show up ie dalay =1 means every day, delay =2 means every other day this is marked as 1 or 2 in the code on the on load check this will check if (due date + delay) < current date if it is it will duplicate the task to due date + delay on mark off for this task will just duplicate teh task to due date + delay on compleate this is used for task that just need to be done betwenn compleations this is marked as 3 in the code becouse it canot have multibles this also have a number called delay this is skiped by the on load check on mark off this task will just duplicate it self to current date + delay on week day this is for tasks that need to be compleated on specifice week days this task has a number that is between 0-127 insted of a delay because it can be converted in to a 7 digit binary string that means reapeate on dayes with 1 and not on 0 this is marked as 4 or 5 on load it will task the due date then search for the next valid date and then will check if the date is before the current date if it is before it will duplicate its self there on mark off works the same just it doent check if the date is before current on month day this is for tasks thatneed to happen on a month by month basses this stores a number from 1-28 witch is the date that it will apere on the month this is marked in the code as 6 or 7 this work in a very simmilar way to the on week day it will take the due date then add one untill it finds a valid date and if it is onload it will check if the current date ia after the new date in the futre i might make it so that if you put 0 in the date it will just run the last day of the month perminat delete each tsk has a button to open the edit menu and you can deteate a task from the edit menu witch will skip all duplicating"}, {"post_id": 54860, "ts": "2026-08-26T01:42:57Z", "hours": 5.1708, "text": "ui- validation i spent like littery 5 hours on ui and validation ui reccuring if you set to reacuring it opens the drop dwon to select what type rec on due select i allow multible select number rec on comp select number rec on week day select i allow multible select week day rec on month day select i allow multible select number validation i havent actually finish the validation fully nut you can not have a blank pryority you can not have a blank list type you can not have ’ or ; in notes or name you can not have a blank name you can not have a invalid date format"}, {"post_id": 54528, "ts": "2026-08-25T15:35:37Z", "hours": 10.2064, "text": "i just be doing stuff ngl i just kinda locked in and forgot to dev log pryoritys you can now set pryoritys the pryoritys are created dynamicly bassed on a sql data base each priority can be collapsed and expanded they will have a number i just havent got to it yet bugges i ran in to a really anoying bug where i had to add the tasks dynamicly inside the pryoritys that are also scaled dynamicly delleate it is simple when a task is closed it doesn’t show up and is droped from the db bugges this delete was causeing like 1000 runtime errors because the tasks are considered separate qml so i cant link to anything out the task and it was like making new backed files and it was dumb date ctime is like really complicated if you have no clue what you are doing i made it so that the task show how many days away the task is due bugges i think i ran it to all the buggees with ctime the most memorable one is when the ctime would just return random times for som reason dynamic tasks i made the notes section scale with the height of the notes in side of it i also added the full date the the task is due in the notes"}, {"post_id": 53189, "ts": "2026-08-23T17:01:43Z", "hours": 9.2897, "text": "i really hope this dont break last dev log so the last devlog like crashed my entire computer or something and now i cant edit it to change the mesasge to i am going to wright all of it here i added an sql data base the data base simply pulls all of the tasks from the .db fle then converts them in to tjhe structs i menaced before then it loads them to the qml page sql sql mage nooooo sence i might just be stuppid but this took like 6 hr aklone to figgure out how to wright to a db file current devlog initializer qml really dont like to run before the c++ howver i needed to just the function that loads all the task affter the qml loads becouse the qml needs to tell the c++ where the tasks need to be so after a long time reaserching and trying things i found that qt has a way to do what i needed and now the code can run the script at the right time add task i made a way to add a task basicly you click a + button then you select al the things you want then it send those to the c++ witch sends them to the sql then it oulls the sql and realoded all the task you might be wondering why doo all of that when it would be easier to just add the task in the qml and to that i say yeah you probly right idk what i am doing"}, {"post_id": 51777, "ts": "2026-08-21T16:48:07Z", "hours": 8.7489, "text": "sql"}, {"post_id": 50050, "ts": "2026-08-19T02:41:09Z", "hours": 8.9317, "text": "we be doing a logic drop down these menus were a pain in the ass there was a bug where the top pixel of the menu was viable contently and it took genuinely 2 hours to fix logic i created a struct that has all the data needed for a task i then took the code for a qml task added it as a widgit or somthing idk what is called then the c++ reads thriugh a list of all the struct task and adds them to the page"}, {"post_id": 48613, "ts": "2026-08-17T02:32:59Z", "hours": 9.1361, "text": "we be doing some ui this is a list i am making for my family to track chores and stuff tab bar on the left this is going to be the place where you can select what page you want to be on so like if you wan to edit what people you have or stuff top filter this is so you can filter the tasks so you can only focus one one you need to do main veiw the tasks each hold * taks name * all the people assined to the task * thwe type * date * notes pryoritys the task list will have a bunch of pryoritys that can open expand and colapes for easier viewing the total will just show how many tasks there are in total timer we have a system where every one has to do 2hr of work each day so i figuerd i would just add that here"}]...
|
Title: list by @flyingfish | Stardance
Devlogs:
w Title: list by @flyingfish | Stardance
Devlogs:
we be doing some ui this is a list i am making for my family to track chores and stuff tab bar on the left this is going to be the place where you can select what page you want to be on so like if you wan to edit what people you have or stuff top filter this is so you can filter the tasks so you can only focus one one you need to do main veiw the tasks each hold * taks name * all the people assined to the task * thwe type * date * notes pryoritys the task list will have a bunch of pryoritys that can open expand and colapes for easier viewing the total will just show how many tasks there are in total timer we have a system where every one has to do 2hr of work each day so i figuerd i would just add that here
we be doing a logic drop down these menus were a pain in the ass there was a bug where the top pixel of the menu was viable contently and it took genuinely 2 hours to fix logic i created a struct that has all the data needed for a task i then took the code for a qml task added it as a widgit or somthing idk what is called then the c++ reads thriugh a list of all the struct task and adds them to the page
sql
i really hope this dont break last dev log so the last devlog like crashed my entire computer or something and now i cant edit it to change the mesasge to i am going to wright all of it here i added an sql data base the data base simply pulls all of the tasks from the .db fle then converts them in to tjhe structs i menaced before then it loads them to the qml page sql sql mage nooooo sence i might just be stuppid but this took like 6 hr aklone to figgure out how to wright to a db file current devlog initializer qml really dont like to run before the c++ howver i needed to just the function that loads all the task affter the qml loads becouse the qml needs to tell the c++ where the tasks need to be so after a long time reaserching and trying things i found that qt has a way to do what i needed and now the code can run the script at the right time add task i made a way to add a task basicly you click a + button then you select al the things you want then it send those to the c++ witch sends them to the sql then it oulls the sql and realoded all the task you might be wondering why doo all of that when it would be easier to just add the task in the qml and to that i say yeah you probly right idk what i am doing
i just be doing stuff ngl i just kinda locked in and forgot to dev log pryoritys you can now set pryoritys the pryoritys are created dynamicly bassed on a sql data base each priority can be collapsed and expanded they will have a number i just havent got to it yet bugges i ran in to a really anoying bug where i had to add the tasks dynamicly inside the pryoritys that are also scaled dynamicly delleate it is simple when a task is closed it doesn’t show up and is droped from the db bugges this delete was causeing like 1000 runtime errors because the tasks are considered separate qml so i cant link to anything out the task and it was like making new backed files and it was dumb date ctime is like really complicated if you have no clue what you are doing i made it so that the task show how many days away the task is due bugges i think i ran it to all the buggees with ctime the most memorable one is when the ctime would just return random times for som reason dynamic tasks i made the notes section scale with the height of the notes in side of it i also added the full date the the task is due in the notes
ui- validation i spent like littery 5 hours on ui and validation ui reccuring if you set to reacuring it opens the drop dwon to select what type rec on due select i allow multible select number rec on comp select number rec on week day select i allow multible select week day rec on month day select i allow multible select number validation i havent actually finish the validation fully nut you can not have a blank pryority you can not have a blank list type you can not have ’ or ; in notes or name you can not have a blank name you can not have a invalid date format
recuring there is a lot (btw i already wrote all of this and acidently deleated it ) reacuring check types on load when the code realoads it will go through and check if any items need to be updated i made it so if it finds a task that needs to be updated it will reafrech and start over so a task can be updated multible times if needed on mark off this will only check one task when you mark off a task this will aslo by pass the alow multi alow multi * this will make it so when a task is duplicated it will either set the old task to 0 or just deleate it * this is marked in the code as the higher of 2 numbers while checking rec type rec types normal this is a type that will not recure and is the only one able to be fully deleated this is marked by a 0 in the code this will be skipped by both reacuring types by due date this to to make a task the will eather run every day or every other day this types has a second variabe called delay witch changes how often the task will show up ie dalay =1 means every day, delay =2 means every other day this is marked as 1 or 2 in the code on the on load check this will check if (due date + delay) < current date if it is it will duplicate the task to due date + delay on mark off for this task will just duplicate teh task to due date + delay on compleate this is used for task that just need to be done betwenn compleations this is marked as 3 in the code becouse it canot have multibles this also have a number called delay this is skiped by the on load check on mark off this task will just duplicate it self to current date + delay on week day this is for tasks that need to be compleated on specifice week days this task has a number that is between 0-127 insted of a delay because it can be converted in to a 7 digit binary string that means reapeate on dayes with 1 and not on 0 this is marked as 4 or 5 on load it will task the due date then search for the next valid date and then will check if the date is before the current date if it is before it will duplicate its self there on mark off works the same just it doent check if the date is before current on month day this is for tasks thatneed to happen on a month by month basses this stores a number from 1-28 witch is the date that it will apere on the month this is marked in the code as 6 or 7 this work in a very simmilar way to the on week day it will take the due date then add one untill it finds a valid date and if it is onload it will check if the current date ia after the new date in the futre i might make it so that if you put 0 in the date it will just run the last day of the month perminat delete each tsk has a button to open the edit menu and you can deteate a task from the edit menu witch will skip all duplicating
really quick little devlog i just added the abiltiy to edit tasks it works by opening the place wheree you create task then sets all the value manualy it was like supper hard to make it so you can edit a task then create a task then go back to editing becouse if a variable was not assined by acident it would all crash
filter the audio on the video is like really bad my main mic stopped working so i taped a web cam to my face :idk_man: core filtering the filrering works by when a task isbeing loaded to the page it will go to a function that will check if it can be used the filter function will check baised of 4 variables stored in the c++ then the qml sends new variables over then i also spent like hours on this but i made it so it wont check any filter if nothing is selected filter by name this is a simple it will just send a string over then check is filter string is contained in the task name filter by person this uses a vector of intigers it will loop through both then if if there is a the same intiger in booth it will show btw peple are stored by index filter by type the type is stored as a vector of strings it does te same and loops through the filter strings and if the task type is equal it will allow the task filter by date this was defenetly the most dificalt one and it is stored av a vector<time_t> there are 2 text boxes the first one is a lower limit the seconed is an uper limit if eather is blank it will not check it if the second one has a date it will only show dates on or before that onee if the second one has a date it will only show tasks after that date if both have dates it will check in betewwn them
jank i have made the ability to add and remove types i will refine later ngl edit: like 10 minits after i posted this i got the code to work where the type updates all the list that already exist
this is my third devlog today 10hr logg to day btw :teird: a fileter bredet edit deleate and add new people
ahhhhhh i did like ui things i am going insane
tons of styleing updates i have spent the past 6 hurs strait styling and validating inputs however it is finally done i just need to do the git hub things and add compatability how ever thats tomarow s problem
i finished all the git action things and all of the last minute changes ie small bug fixes i am now reddy to ship
windows works now i had like 20 commits before all of this
Ships:
i have used a lot of different lists apps but all of them are so coprate and suck so i made my own i have never used sql before so it was a learning experience i also have never used any time library before but this was fun there is a lot of features i want able to add becouse of time and scope reasons so the code is built in a way that it can updated really easly...
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1793328715.015085
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1793415115.015085
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61192
|
DavieLib by @daviipkp | Stardance
|
daviipkp
|
0
|
2.65
|
0
|
[]
|
[{"post_id": 68437, "ts": "202 [{"post_id": 68437, "ts": "2026-09-15T03:47:45Z", "hours": 0.5117, "text": "little tweaks"}, {"post_id": 66996, "ts": "2026-09-13T00:37:22Z", "hours": 1.8831, "text": "Implemented reflection, simple cache system and ensure methods. Alright I created 3 things here: A DReflection class, which will have functions related to reflection A DInsurance class, which will have functions for ensuring stuff (like ensure a variable is a certain type or just throw an exception) A cache system which saves stuff in RAM so you don’t have to keep repeating a specific search (like searching all classes in a specific package) plus, I needed a simple error handler so the user could tell whatever he wanted to happen in ensure functions, instead of just hardcoding a throw new IllegalArgumentException()."}, {"post_id": 66328, "ts": "2026-09-12T03:04:25Z", "hours": 0.2511, "text": "setting up project, starting with a class for reflection stuff"}]...
|
Title: DavieLib by @daviipkp | Stardance
Devlogs: Title: DavieLib by @daviipkp | Stardance
Devlogs:
setting up project, starting with a class for reflection stuff
Implemented reflection, simple cache system and ensure methods. Alright I created 3 things here: A DReflection class, which will have functions related to reflection A DInsurance class, which will have functions for ensuring stuff (like ensure a variable is a certain type or just throw an exception) A cache system which saves stuff in RAM so you don’t have to keep repeating a specific search (like searching all classes in a specific package) plus, I needed a simple error handler so the user could tell whatever he wanted to happen in ensure functions, instead of just hardcoding a throw new IllegalArgumentException().
little tweaks...
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1793040448.434479
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1793645248.434479
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60474
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Pyae's Alarm Clock by @Pyae2014K | Stardance
|
Pyae2014K
|
0
|
6.7
|
0
|
[]
|
[{"post_id": 68439, "ts": "202 [{"post_id": 68439, "ts": "2026-09-15T03:48:26Z", "hours": 2.4039, "text": "I had to redo my alarm clock’s case and plate in Fusion because the first version was a stl file not a step."}, {"post_id": 67075, "ts": "2026-09-13T03:51:22Z", "hours": 1.9667, "text": "I made the firmware and uploaded all the files onto Github."}, {"post_id": 66326, "ts": "2026-09-12T03:01:08Z", "hours": 0.55, "text": "I worked on my Case and Plate which was also pretty easy because the guide was so helpful."}, {"post_id": 66291, "ts": "2026-09-12T01:18:19Z", "hours": 1.7833, "text": "I worked on my PCB and after doing the hackpad the PCB step has been pretty easy."}]...
|
Title: Pyae's Alarm Clock by @Pyae2014K | Star Title: Pyae's Alarm Clock by @Pyae2014K | Stardance
Devlogs:
I worked on my PCB and after doing the hackpad the PCB step has been pretty easy.
I worked on my Case and Plate which was also pretty easy because the guide was so helpful.
I made the firmware and uploaded all the files onto Github.
I had to redo my alarm clock’s case and plate in Fusion because the first version was a stl file not a step....
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1793033524.2018745
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1793638324.2018745
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28896
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webdev log by @gdev | Stardance
|
gdev
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T04:30:58Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website for myself to practice and learn different types of code and further strengthen my skills. I am very proud of the ui and how it turned out. Stuff like the clock, however, was pretty hard to get to work and took many tutorials. Also, finding a good way to add the Spotify now-playing system was complex.", "repo": "https://github.com/galaxydevvv/gdev", "demo": "https://galaxydevvv.github.io/gdev/index.html"}]...
|
[{"post_id": 68450, "ts": "202 [{"post_id": 68450, "ts": "2026-09-15T04:26:10Z", "hours": 0.8225, "text": "Log #4 // Bug fixes, website polishing, and finished the working clock & redid the socials tab and the footer"}, {"post_id": 20543, "ts": "2026-07-02T04:58:11Z", "hours": 4.8711, "text": "Log #3 // Full HTML & CSS Redesign and Revamp of Home page"}, {"post_id": 20083, "ts": "2026-07-01T16:31:21Z", "hours": 0.8675, "text": "Log #2 // CSS, Theme, Site Improvements, and Demo Launch"}, {"post_id": 19675, "ts": "2026-07-01T01:48:14Z", "hours": 1.4881, "text": "Log: #1 // HTML; Images, Text, Audio"}]...
|
Title: webdev log by @gdev | Stardance
Devlogs:
L Title: webdev log by @gdev | Stardance
Devlogs:
Log: #1 // HTML; Images, Text, Audio
Log #2 // CSS, Theme, Site Improvements, and Demo Launch
Log #3 // Full HTML & CSS Redesign and Revamp of Home page
Log #4 // Bug fixes, website polishing, and finished the working clock & redid the socials tab and the footer
Ships:
I made a personal website for myself to practice and learn different types of code and further strengthen my skills. I am very proud of the ui and how it turned out. Stuff like the clock, however, was pretty hard to get to work and took many tutorials. Also, finding a good way to add the Spotify now-playing system was complex....
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1793339514.4613616
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1793425914.4613616
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59614
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Vacation Vexation by @Finity | Stardance
|
Finity
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T04:33:28Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Vacation Vexation is a short WarioWare style game and also my first project made in Godot! There are two minigames, one a platformer, and the other a clicker. Each minigame must be completed within 10 seconds, or else you will lose a life. Lose all 5 and you’re done for good. I struggled with the UI quite a bit, but I’m getting the hang of it! It was really fun seeing the game come to life. All the sprites are made by me, on paint.net. Hope you enjoy!", "repo": "https://github.com/Finity16/Vacation-Vexation", "demo": "https://finity16.itch.io/vacation-vexation"}]...
|
[{"post_id": 68453, "ts": "202 [{"post_id": 68453, "ts": "2026-09-15T04:30:21Z", "hours": 0.2911, "text": "Tied up some loose ends, fixed a case-sensitivity issue that made the game break in browser."}, {"post_id": 68441, "ts": "2026-09-15T03:55:07Z", "hours": 1.4328, "text": "Sprites have been added! Ready to ship soon!"}, {"post_id": 67045, "ts": "2026-09-13T02:50:16Z", "hours": 1.3047, "text": "Added clicker minigame, win/lose screens, and nice text effects. Art is up next!"}, {"post_id": 66252, "ts": "2026-09-11T23:36:14Z", "hours": 1.6439, "text": "Garlics have finally been added to platformer minigame! Took really long to figure out everything and get it working, but on the bright side, it works quite smoothly now."}, {"post_id": 64574, "ts": "2026-09-09T02:38:12Z", "hours": 0.7181, "text": "Added a working platformer minigame, there were some issues with the code in the guide that I had to fix myself, so took a little longer than expected. Starting to get the hang of it!"}, {"post_id": 64544, "ts": "2026-09-09T01:13:43Z", "hours": 1.0153, "text": "Following the guide and getting started on my WarioWare game, Godot UI is so confusing.. Using placeholder sprites for now but plan on making my own art later."}]...
|
Title: Vacation Vexation by @Finity | Stardance
D Title: Vacation Vexation by @Finity | Stardance
Devlogs:
Following the guide and getting started on my WarioWare game, Godot UI is so confusing.. Using placeholder sprites for now but plan on making my own art later.
Added a working platformer minigame, there were some issues with the code in the guide that I had to fix myself, so took a little longer than expected. Starting to get the hang of it!
Garlics have finally been added to platformer minigame! Took really long to figure out everything and get it working, but on the bright side, it works quite smoothly now.
Added clicker minigame, win/lose screens, and nice text effects. Art is up next!
Sprites have been added! Ready to ship soon!
Tied up some loose ends, fixed a case-sensitivity issue that made the game break in browser.
Ships:
Vacation Vexation is a short WarioWare style game and also my first project made in Godot! There are two minigames, one a platformer, and the other a clicker. Each minigame must be completed within 10 seconds, or else you will lose a life. Lose all 5 and you’re done for good. I struggled with the UI quite a bit, but I’m getting the hang of it! It was really fun seeing the game come to life. All the sprites are made by me, on paint.net. Hope you enjoy!...
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1793353762.0939684
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1793440162.0939684
|
|
44365
|
Spider-man helmet by @lilspyjr | Stardance
|
lilspyjr
|
0
|
31.88
|
0
|
[]
|
[{"post_id": 68460, "ts": "202 [{"post_id": 68460, "ts": "2026-09-15T04:44:32Z", "hours": 2.3931, "text": "I worked on the open and close mechanism more so that it works more efficiently. Eye mechanisms don’t close as much now unfortunately."}, {"post_id": 64628, "ts": "2026-09-09T05:17:48Z", "hours": 3.2844, "text": "Almost done the open and closing mechanism, needa brush up on a few stuff. Sorry for not posting in so long…"}, {"post_id": 55373, "ts": "2026-08-27T04:53:36Z", "hours": 3.19, "text": "Finally Finished the lenses, they both open and close now, I kinda got a bad angle of it though so sorry"}, {"post_id": 53536, "ts": "2026-08-24T03:59:06Z", "hours": 3.2408, "text": "Finally got the lens to be automatic gonna work on trying to improve it though."}, {"post_id": 46125, "ts": "2026-08-13T04:12:05Z", "hours": 1.3675, "text": "Stuck on getting the lens mechanism to be automatic so I will probably work on the lens(mesh part) tomorrow."}, {"post_id": 45020, "ts": "2026-08-11T05:00:20Z", "hours": 4.3061, "text": "Worked on the lenses instead of the open and close mechanism because it would be easier to do that first."}, {"post_id": 43795, "ts": "2026-08-09T07:01:32Z", "hours": 2.7272, "text": "Added structure to the helmet and continuing to work on the opening mechanism."}, {"post_id": 42974, "ts": "2026-08-07T23:37:58Z", "hours": 2.765, "text": "I added the back piece to the helmet and started working on the mechanism to make it open."}, {"post_id": 42479, "ts": "2026-08-07T07:41:43Z", "hours": 8.6044, "text": "Working on a second version of my Iron-man/spiderman hybrid helmet"}]...
|
Title: Spider-man helmet by @lilspyjr | Stardance
Title: Spider-man helmet by @lilspyjr | Stardance
Devlogs:
Working on a second version of my Iron-man/spiderman hybrid helmet
I added the back piece to the helmet and started working on the mechanism to make it open.
Added structure to the helmet and continuing to work on the opening mechanism.
Worked on the lenses instead of the open and close mechanism because it would be easier to do that first.
Stuck on getting the lens mechanism to be automatic so I will probably work on the lens(mesh part) tomorrow.
Finally got the lens to be automatic gonna work on trying to improve it though.
Finally Finished the lenses, they both open and close now, I kinda got a bad angle of it though so sorry
Almost done the open and closing mechanism, needa brush up on a few stuff. Sorry for not posting in so long…
I worked on the open and close mechanism more so that it works more efficiently. Eye mechanisms don’t close as much now unfortunately....
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1793271087.2875528
|
1793875887.2875528
|
|
62344
|
NASA Apod Site by @Itz_Lulu | Stardance
|
Itz_Lulu
|
0
|
0.28
|
0
|
[]
|
[{"post_id": 68461, "ts": "202 [{"post_id": 68461, "ts": "2026-09-15T04:44:33Z", "hours": 0.2794, "text": "started working on the site"}]...
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Title: NASA Apod Site by @Itz_Lulu | Stardance
De Title: NASA Apod Site by @Itz_Lulu | Stardance
Devlogs:
started working on the site...
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1793044364.5300786
|
1793649164.5300786
|
|
60591
|
The Og OS by @Mukund_Zolgikar | Stardance
|
Mukund_Zolgikar
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T04:58:39Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have done making The OG OS , So in this I am proud of myself because it was challenging but the ai was with me if i have any problem I ask it how to solve it . Its little bit different from guide I hope that you like it", "repo": "https://github.com/mukundzolgikar-art/OG-OS", "demo": "https://mukundzolgikar-art.github.io/OG-OS/"}]...
|
[{"post_id": 68467, "ts": "202 [{"post_id": 68467, "ts": "2026-09-15T04:54:41Z", "hours": 1.5236, "text": "Final Version of the OG OS"}, {"post_id": 67249, "ts": "2026-09-13T09:44:46Z", "hours": 0.4783, "text": "Upgrading our OG OS"}, {"post_id": 67229, "ts": "2026-09-13T09:02:41Z", "hours": 1.1567, "text": "Finally I have done 25% of work on my OG OS"}, {"post_id": 66734, "ts": "2026-09-12T16:59:21Z", "hours": 0.4125, "text": "Forgot to add yt logo"}, {"post_id": 66707, "ts": "2026-09-12T16:24:46Z", "hours": 0.7331, "text": "How can i spend 40 min on how to put text in center"}, {"post_id": 65924, "ts": "2026-09-11T11:54:32Z", "hours": 0.9642, "text": "PART 1 OF MY OG OS ,So this is my today html code I have code through the guidance of the guide"}]...
|
Title: The Og OS by @Mukund_Zolgikar | Stardance
Title: The Og OS by @Mukund_Zolgikar | Stardance
Devlogs:
PART 1 OF MY OG OS ,So this is my today html code I have code through the guidance of the guide
How can i spend 40 min on how to put text in center
Forgot to add yt logo
Finally I have done 25% of work on my OG OS
Upgrading our OG OS
Final Version of the OG OS
Ships:
I have done making The OG OS , So in this I am proud of myself because it was challenging but the ai was with me if i have any problem I ask it how to solve it . Its little bit different from guide I hope that you like it...
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1793411665.5845711
|
1793498065.5845711
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|
14919
|
Kinetic-AG by @Q-Shadow | Stardance
|
Q-Shadow
|
0
|
1.8
|
0
|
[]
|
[{"post_id": 6848, "ts": "2026 [{"post_id": 6848, "ts": "2026-06-11T14:34:49Z", "hours": 0.5856, "text": "Improved the K-VL library."}, {"post_id": 6198, "ts": "2026-06-10T12:35:04Z", "hours": 1.2164, "text": "Kinetic-AG A Neuro-Symbolic Program Synthesis Framework for Fluid General Intelligence on ARC-AGI-2. ── Abstract Current Large Language Models excel at static retrieval and pattern replication, but they fundamentally fail at fluid intelligence—the ability to adapt to novel, unseen problems without explicit training data. The ARC-AGI-2 benchmark exposes this “Overfitting Trap” by forcing models to solve abstract visual-logic grids using fundamental Core Knowledge Priors. Kinetic-AG is an advanced neuro-symbolic framework designed to bypass the limitations of raw neural pixel-guessing. By transforming a generative model from a predictive writer into an autonomous programmer, Kinetic-AG uses test-time program synthesis and automated code verification to solve multi-step geometric transformations with mathematical certainty. ── The Architecture Kinetic-AG splits the cognitive load between neural perception and symbolic execution through two core pillars: 1. K-VL (Kinetic Vision-Logic Library) Instead of forcing the model to write complex NumPy matrix math from scratch—which introduces a high risk of syntax drift and boundary errors—we engineered K-VL , a custom Domain-Specific Language (DSL) embedded in Python. K-VL maps directly to human Core Knowledge Priors across four specialized modules: K_Space : Dynamically manages variable grid layouts, topology, and dimensions. K_Objects : Performs connected-component labeling to isolate, categorize, and filter spatial entities by color, coordinate geometry, or size. K_Transform : Executes physics-safe translation vectors, clockwise/counter-clockwise rotations, and axial mirroring. K_Color : Employs an optimized, graph-based Breadth-First Search (BFS) flood-fill engine for rendering complex painting logic. 2. Test-Time Program Synthesis & Automated Verification Kinetic-AG does not execute blind predictions on unseen test data. The framework implements a strict runtime execution gatekeeper ( verify_engine ): Hypothesis Generation : The core reasoning engine analyzes the visual patterns of an active puzzle and outputs a custom Python execution script using K-VL syntax. The Crucible (Sandbox Testing) : The framework dynamically compiles the script inside an isolated local sandbox, executing it against all given demonstration pairs (which dynamically scale up to 10 pairs depending on the task specification). Automated Rejection Sampling : If the script fails to match the output matrices of the demonstrations by even a single pixel, it is instantly rejected. The runtime error trace is recycled, and the engine generates a refined hypothesis. Verified Execution : Only when a code block achieves a perfect 100% validation rate across every single example pair does the framework execute the solution on the hidden test grid. ── Engineering Journey & Robustness Testing Building Kinetic-AG required navigating structural variations introduced in the updated arcprize/ARC-AGI-2 specification, where input spaces, training pair sizes ($\\le 10$), and target evaluation counts ($2\\text{ to }4$) fluctuate wildly. To guarantee architectural stability before scaling up computational training loops, we engineered an end-to-end data auditor script. We executed a mass robustness sweep across the entire official dataset, running thousands of extraction passes. The Result: The K-VL pipeline achieved a perfect, crash-free stability rating across the multi-grid structures of the dataset, logging every spatial metric into a structured compilation framework ( kvl_audit_report.json ) to serve as our downstream training profile."}]...
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Title: Kinetic-AG by @Q-Shadow | Stardance
Devlog Title: Kinetic-AG by @Q-Shadow | Stardance
Devlogs:
Kinetic-AG A Neuro-Symbolic Program Synthesis Framework for Fluid General Intelligence on ARC-AGI-2. ── Abstract Current Large Language Models excel at static retrieval and pattern replication, but they fundamentally fail at fluid intelligence—the ability to adapt to novel, unseen problems without explicit training data. The ARC-AGI-2 benchmark exposes this “Overfitting Trap” by forcing models to solve abstract visual-logic grids using fundamental Core Knowledge Priors. Kinetic-AG is an advanced neuro-symbolic framework designed to bypass the limitations of raw neural pixel-guessing. By transforming a generative model from a predictive writer into an autonomous programmer, Kinetic-AG uses test-time program synthesis and automated code verification to solve multi-step geometric transformations with mathematical certainty. ── The Architecture Kinetic-AG splits the cognitive load between neural perception and symbolic execution through two core pillars: 1. K-VL (Kinetic Vision-Logic Library) Instead of forcing the model to write complex NumPy matrix math from scratch—which introduces a high risk of syntax drift and boundary errors—we engineered K-VL , a custom Domain-Specific Language (DSL) embedded in Python. K-VL maps directly to human Core Knowledge Priors across four specialized modules: K_Space : Dynamically manages variable grid layouts, topology, and dimensions. K_Objects : Performs connected-component labeling to isolate, categorize, and filter spatial entities by color, coordinate geometry, or size. K_Transform : Executes physics-safe translation vectors, clockwise/counter-clockwise rotations, and axial mirroring. K_Color : Employs an optimized, graph-based Breadth-First Search (BFS) flood-fill engine for rendering complex painting logic. 2. Test-Time Program Synthesis & Automated Verification Kinetic-AG does not execute blind predictions on unseen test data. The framework implements a strict runtime execution gatekeeper ( verify_engine ): Hypothesis Generation : The core reasoning engine analyzes the visual patterns of an active puzzle and outputs a custom Python execution script using K-VL syntax. The Crucible (Sandbox Testing) : The framework dynamically compiles the script inside an isolated local sandbox, executing it against all given demonstration pairs (which dynamically scale up to 10 pairs depending on the task specification). Automated Rejection Sampling : If the script fails to match the output matrices of the demonstrations by even a single pixel, it is instantly rejected. The runtime error trace is recycled, and the engine generates a refined hypothesis. Verified Execution : Only when a code block achieves a perfect 100% validation rate across every single example pair does the framework execute the solution on the hidden test grid. ── Engineering Journey & Robustness Testing Building Kinetic-AG required navigating structural variations introduced in the updated arcprize/ARC-AGI-2 specification, where input spaces, training pair sizes ($\le 10$), and target evaluation counts ($2\text{ to }4$) fluctuate wildly. To guarantee architectural stability before scaling up computational training loops, we engineered an end-to-end data auditor script. We executed a mass robustness sweep across the entire official dataset, running thousands of extraction passes. The Result: The K-VL pipeline achieved a perfect, crash-free stability rating across the multi-grid structures of the dataset, logging every spatial metric into a structured compilation framework ( kvl_audit_report.json ) to serve as our downstream training profile.
Improved the K-VL library....
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1793159410.5166326
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1793764210.5166326
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35896
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jimOS by @r1eu | Stardance
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r1eu
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T06:35:32Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own webOS which I named it jimOS, some things I struggled with was trying to style and make the windows. I am most proud of my calculator as it is functional. Something to note is that my OS is mostly personal and about me, also kinda simple.", "repo": "https://github.com/jimuv/jimOS", "demo": "https://jimuv.github.io/jimOS/"}]...
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[{"post_id": 68482, "ts": "202 [{"post_id": 68482, "ts": "2026-09-15T06:23:56Z", "hours": 1.3531, "text": "Finished making my 3 apps, 1 being a bit more advanced and changed styling"}, {"post_id": 65838, "ts": "2026-09-11T07:40:42Z", "hours": 0.4322, "text": "Added a simple app and other features"}, {"post_id": 65224, "ts": "2026-09-10T06:35:02Z", "hours": 0.34, "text": "Making it look more like an actual webOS and more polished"}, {"post_id": 65214, "ts": "2026-09-10T05:59:40Z", "hours": 0.6347, "text": "Working on basic html for now"}]...
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Title: jimOS by @r1eu | Stardance
Devlogs:
Workin Title: jimOS by @r1eu | Stardance
Devlogs:
Working on basic html for now
Making it look more like an actual webOS and more polished
Added a simple app and other features
Finished making my 3 apps, 1 being a bit more advanced and changed styling
Ships:
I made my own webOS which I named it jimOS, some things I struggled with was trying to style and make the windows. I am most proud of my calculator as it is functional. Something to note is that my OS is mostly personal and about me, also kinda simple....
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1793350688.5260146
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1793437088.5260146
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62357
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NEPSE Pulse by @sandesh | Stardance
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sandesh
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0
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0.57
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0
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[]
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[{"post_id": 68489, "ts": "202 [{"post_id": 68489, "ts": "2026-09-15T06:42:39Z", "hours": 0.5728, "text": "Devlog 1 I wanted to test and try live data fetching from Nepal’s Share Market NEPSE. I used nepse_man api and it was successful. I was able to fetch live stock prices and print it beautifully with symbol, LTP, Percentage Change and Last Updated. For now I printed for specific stock only. I have used python for this project."}]...
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Title: NEPSE Pulse by @sandesh | Stardance
Devlog Title: NEPSE Pulse by @sandesh | Stardance
Devlogs:
Devlog 1 I wanted to test and try live data fetching from Nepal’s Share Market NEPSE. I used nepse_man api and it was successful. I was able to fetch live stock prices and print it beautifully with symbol, LTP, Percentage Change and Last Updated. For now I printed for specific stock only. I have used python for this project....
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1793044372.9345508
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1793649172.9345508
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2408
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PulseRay by @urged-st | Stardance
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urged-st
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1
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12.0
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181
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T12:55:44Z", "hours": 12.0, "multiplier": 15.77, "payout": 181, "blessing": "neutral", "text": "I have developed a functioning pulsar simulator, where you can change the width and speed of the beams and explore the effect it has on the detected signal. It aims to simulate how we detect pulsars from Earth using radio telescopes, where they would be completely invisible otherwise. You can also drag Earth around as changing distance also affects the strength of the signal. It calculates the pulse rate, frequency and other signal-related values in real time. It was especially difficult to make the signal generation as accurate as possible, as I was not using any physics-specific libraries (as I would do if I made this in Python), however since I wanted to deploy this to the web I used HTML, CSS, and Javascript (p5.js). By far the part which was the most time consuming and difficult was the landing/help page which appears when you load the page. The animations, design and content took hours to write, and the cards themselves went through many iterations, from looking like a powerpoint presentation to a professional app! Since this is my first Javascript project, I’m extremely happy with the way it turned out, and will continue to develop the majority of my stardance projects with p5.js, most probably. One thing that I wish I could figure out was how to make it touch screen compatible, as you won’t be able to drag around the canvas with a touchscreen. Hopefully, I can implement this in the future, but at this time I cannot figure out how to add it. Therefore users of this app, for the ideal experience should access it on a laptop/pc. Later, this app will (hopefully) be collated with 3 other simulations onto one website, which I will also develop for Stardance.", "repo": "https://github.com/urged-st/PulseRay", "demo": "https://pulseray.vercel.app/"}]...
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[{"post_id": 6850, "ts": "2026 [{"post_id": 6850, "ts": "2026-06-11T14:35:16Z", "hours": 1.345, "text": "Nothing much, added my github link as a button, attempted to add touchscreen controls for the guys on ipads but unfortunately failed miserably… it kept messing with the actual mouse moving code and I just couldn’t fix it. Might work on it sometime if I get bored of working on G-Lens lol (my other project)"}, {"post_id": 4772, "ts": "2026-06-08T08:13:27Z", "hours": 0.8692, "text": "It is done!! I have deployed this project at https://pulsarsimulator.vercel.app/ , check it out! Final Steps: polish information on the article and other cards gather feedback from users and work on that before I ship hit 10 hours lol I am still on 9 make the fade in animation for the cards occur on startup too, currently it only occurs when you click the button. MAYBE i might make custom sliders but i think this is fine This is one of 4 simulators, I will research for the second one today, and if possible complete a demo"}, {"post_id": 4136, "ts": "2026-06-07T10:32:36Z", "hours": 2.8914, "text": "Pulsar simulator MASSIVE UI update… So i got really tired of the default p5.js fonts so I decided to change things up, and in the process I ended up wanting to redesign the info box i had made initially (you can see the previous designs on my insta). Before it was static and looked like it had come out of a powerpoint presentation so I learnt how to add fonts and found space mono, which i really liked. I also had to redesign the previous cards i had made because they were again static and boring… I kept running into issues and limitations with the p5.js canvas as before i was just using that for the darkened overlay and cards, so i went ahead and redid the entire overlay as pure html and css because i had more experience in that and it was easier to bend to my will. So 3hrs logged brings Pulsar Sim this new revamped landing/info page! I also changed some of the fonts on the project itself, I dont know if i you can add multiple pics onto a devlog yet but i’ll send a screenshot in the next one. Next step for me is to make the middle card expandable, and include more detailed explanations on neutron stars and pulsars, as the information i provided initially is really basic and surface-level. I’d say this was a really successful UI overhaul - any feedback you guys have would be really valuable, i’ll try post more to showcase everything, and if you want to see videos of the project itself they are on my instagram."}, {"post_id": 2423, "ts": "2026-06-04T21:57:57Z", "hours": 0.6917, "text": "UI changes changed up that boring graph, I added gridlines and a scale, changed the waveform colour to green to make it easier to see. New features pulse detection now factors in distance (totally didn’t forget to add this before lol) so pulses from further away won’t be detected as they are too weak (as in real life!) Next Ideas I want to add more information, probably a toggleable menu in the corner with some basic information about pulsars maybe a catalogue of real pulsars? a pulse rate tooltip, I am definitely adding this one in the next session its too essential to leave out probably gonna switch some of the UI up, the logic is working fine at the moment I’ve spent a lot of time on it so might focus on aesthetics for an hour or so Note about the screenshot: You can see that the beam is covering the observer line of Earth, and there is some signal being produced, however it’s below the threshold of 0.2, hence why it displays “NO SIGNAL”!"}, {"post_id": 2233, "ts": "2026-06-04T16:52:07Z", "hours": 0.8417, "text": "UI Changes added distance counter added pulse counter New Features tried to implement a pulse counter (it works :D), counts pulse based on whether or not last pulse was valid I also added a “reset view” button, as even as a developer it was annoying having to re-run the program to test different distances and angles, so reset view brings Earth back to its initial position (so you can have it come back after dragging it miles away lol) Fixes I had to fix this one as it was just qol, but after selecting any preset, then changing the sliders, the selected preset didn’t show “custom” it showed whatever one was picked last, which could be misleading for new users. alsooo i have an instagram now, check it out for video logs (and drop a follow if you’d like to :) https://www.instagram.com/urged.st/"}, {"post_id": 1742, "ts": "2026-06-03T22:33:49Z", "hours": 1.095, "text": "Added a distance factor, and different presets for the pulsar! Signals are now weaker the further away you place Earth, and you can select preset pulsar types to investigate."}, {"post_id": 1401, "ts": "2026-06-03T12:34:49Z", "hours": 0.7019, "text": "Not much done, just fixed a bug where the using the slider would drag the background along with it 😭"}, {"post_id": 817, "ts": "2026-06-02T14:28:42Z", "hours": 1.6878, "text": "Learnt how to use function mousePressed and Relesased, so i’ve made the background pannable, and also added zoom. You can now drag Earth around too!"}, {"post_id": 453, "ts": "2026-06-01T21:38:55Z", "hours": 0.5669, "text": "Finished the base template I added the waveform viewer and signal status - this took most of the time, the sliders weren’t too hard to figure out. At least now it’s working fully. Next steps? I am going to try and have Earth be movable, so users can see the effect of observer position, might also make it have a scrollable and zoomable background maybe, make it feel more like a space engine."}, {"post_id": 429, "ts": "2026-06-01T20:41:06Z", "hours": 1.0692, "text": "Finished base model of the pulsar, it spins! First time using canvas so it took longer than expected."}]...
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Title: PulseRay by @urged-st | Stardance
Devlogs: Title: PulseRay by @urged-st | Stardance
Devlogs:
Finished base model of the pulsar, it spins! First time using canvas so it took longer than expected.
Finished the base template I added the waveform viewer and signal status - this took most of the time, the sliders weren’t too hard to figure out. At least now it’s working fully. Next steps? I am going to try and have Earth be movable, so users can see the effect of observer position, might also make it have a scrollable and zoomable background maybe, make it feel more like a space engine.
Learnt how to use function mousePressed and Relesased, so i’ve made the background pannable, and also added zoom. You can now drag Earth around too!
Not much done, just fixed a bug where the using the slider would drag the background along with it 😭
Added a distance factor, and different presets for the pulsar! Signals are now weaker the further away you place Earth, and you can select preset pulsar types to investigate.
UI Changes added distance counter added pulse counter New Features tried to implement a pulse counter (it works :D), counts pulse based on whether or not last pulse was valid I also added a “reset view” button, as even as a developer it was annoying having to re-run the program to test different distances and angles, so reset view brings Earth back to its initial position (so you can have it come back after dragging it miles away lol) Fixes I had to fix this one as it was just qol, but after selecting any preset, then changing the sliders, the selected preset didn’t show “custom” it showed whatever one was picked last, which could be misleading for new users. alsooo i have an instagram now, check it out for video logs (and drop a follow if you’d like to :) https://www.instagram.com/urged.st/
UI changes changed up that boring graph, I added gridlines and a scale, changed the waveform colour to green to make it easier to see. New features pulse detection now factors in distance (totally didn’t forget to add this before lol) so pulses from further away won’t be detected as they are too weak (as in real life!) Next Ideas I want to add more information, probably a toggleable menu in the corner with some basic information about pulsars maybe a catalogue of real pulsars? a pulse rate tooltip, I am definitely adding this one in the next session its too essential to leave out probably gonna switch some of the UI up, the logic is working fine at the moment I’ve spent a lot of time on it so might focus on aesthetics for an hour or so Note about the screenshot: You can see that the beam is covering the observer line of Earth, and there is some signal being produced, however it’s below the threshold of 0.2, hence why it displays “NO SIGNAL”!
Pulsar simulator MASSIVE UI update… So i got really tired of the default p5.js fonts so I decided to change things up, and in the process I ended up wanting to redesign the info box i had made initially (you can see the previous designs on my insta). Before it was static and looked like it had come out of a powerpoint presentation so I learnt how to add fonts and found space mono, which i really liked. I also had to redesign the previous cards i had made because they were again static and boring… I kept running into issues and limitations with the p5.js canvas as before i was just using that for the darkened overlay and cards, so i went ahead and redid the entire overlay as pure html and css because i had more experience in that and it was easier to bend to my will. So 3hrs logged brings Pulsar Sim this new revamped landing/info page! I also changed some of the fonts on the project itself, I dont know if i you can add multiple pics onto a devlog yet but i’ll send a screenshot in the next one. Next step for me is to make the middle card expandable, and include more detailed explanations on neutron stars and pulsars, as the information i provided initially is really basic and surface-level. I’d say this was a really successful UI overhaul - any feedback you guys have would be really valuable, i’ll try post more to showcase everything, and if you want to see videos of the project itself they are on my instagram.
It is done!! I have deployed this project at https://pulsarsimulator.vercel.app/ , check it out! Final Steps: polish information on the article and other cards gather feedback from users and work on that before I ship hit 10 hours lol I am still on 9 make the fade in animation for the cards occur on startup too, currently it only occurs when you click the button. MAYBE i might make custom sliders but i think this is fine This is one of 4 simulators, I will research for the second one today, and if possible complete a demo
Nothing much, added my github link as a button, attempted to add touchscreen controls for the guys on ipads but unfortunately failed miserably… it kept messing with the actual mouse moving code and I just couldn’t fix it. Might work on it sometime if I get bored of working on G-Lens lol (my other project)
Ships:
I have developed a functioning pulsar simulator, where you can change the width and speed of the beams and explore the effect it has on the detected signal. It aims to simulate how we detect pulsars from Earth using radio telescopes, where they would be completely invisible otherwise. You can also drag Earth around as changing distance also affects the strength of the signal. It calculates the pulse rate, frequency and other signal-related values in real time. It was especially difficult to make the signal generation as accurate as possible, as I was not using any physics-specific libraries (as I would do if I made this in Python), however since I wanted to deploy this to the web I used HTML, CSS, and Javascript (p5.js). By far the part which was the most time consuming and difficult was the landing/help page which appears when you load the page. The animations, design and content took hours to write, and the cards themselves went through many iterations, from looking like a powerpoint presentation to a professional app! Since this is my first Javascript project, I’m extremely happy with the way it turned out, and will continue to develop the majority of my stardance projects with p5.js, most probably. One thing that I wish I could figure out was how to make it touch screen compatible, as you won’t be able to drag around the canvas with a touchscreen. Hopefully, I can implement this in the future, but at this time I cannot figure out how to add it. Therefore users of this app, for the ideal experience should access it on a laptop/pc. Later, this app will (hopefully) be collated with 3 other simulations onto one website, which I will also develop for Stardance....
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1792878748.3963103
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1793742748.3963103
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