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3543
|
Breezy by @oli | Stardance
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oli
|
0
|
5.05
|
0
|
[]
|
[{"post_id": 700, "ts": "2026- [{"post_id": 700, "ts": "2026-06-02T08:22:12Z", "hours": 5.0481, "text": "Worked on a pretty huge Breezy update today. I added support for switching between WeatherKit and Open Meteo as weather API’s, so the app can now use different providers for forcasts and Time Machine history. I also added provider aware widgets, including new Open Meteo only cards like AQI and Marine Outlook, and cleaned up the widget gallery. I spent a lot of time fixing bugs and fixing issues in the app: refresh behaviour, Time Machine date handling, custom theme syncing, watch app source selection, and making more of the in-app widget config panels actually work."}]...
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Title: Breezy by @oli | Stardance
Devlogs:
Worked Title: Breezy by @oli | Stardance
Devlogs:
Worked on a pretty huge Breezy update today. I added support for switching between WeatherKit and Open Meteo as weather API’s, so the app can now use different providers for forcasts and Time Machine history. I also added provider aware widgets, including new Open Meteo only cards like AQI and Marine Outlook, and cleaned up the widget gallery. I spent a lot of time fixing bugs and fixing issues in the app: refresh behaviour, Time Machine date handling, custom theme syncing, watch app source selection, and making more of the in-app widget config panels actually work....
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1792731281.0551147
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1793336081.0551147
|
|
15552
|
My first slack bot! by @AJ04 | Stardance
|
AJ04
|
0
|
1.15
|
0
|
[]
|
[{"post_id": 7000, "ts": "2026 [{"post_id": 7000, "ts": "2026-06-11T19:06:49Z", "hours": 1.1539, "text": "Overview The goal of this project was to build a full-stack Slack bot from scratch using Node.js and the Slack Bolt framework, move it away from fragile local hosting, and deploy it 24/7 to a remote cloud Linux server (Nest). Phase 1: Core Architecture & Commands Instead of dealing with incoming HTTP webhooks (which require opening firewall ports or running reverse proxies like Ngrok), I opted for Slack Socket Mode. This creates a secure, bidirectional WebSocket connection directly from my application to Slack. I built out a solid suite of commands into index.js: /dsb-test: A quick ping/pong handshake test. /dsb-help: A clean command menu. /whoami: A utility that extracts the user’s Slack ID, username, and channel info from the incoming payload. /dsb-catfact & /dsb-joke: Live integrations that fetch data from external public APIs. Phase 2: The Deployment Battle (Hurdles Overcome) Moving the bot from my local machine to the remote Nest server container is where the real engineering happened. I ran into—and solved—several classic DevOps roadblocks: The Terminal Environment Trap Early on, I hit errors trying to run Linux commands (pkill, rm) because I had accidentally dropped out of my SSH session and was running them inside my local Windows Command Prompt. The Fix: Re-established a secure SSH handshake to target the remote Nest environment properly. The Nesting .env Path Bug Upon launching the bot on the server, it crashed with a fatal AppInitializationError claiming tokens were missing, even though I had created the .env file. I diagnosed that the repository structure had a duplicate inner folder, isolating the environment variables. The Fix: Consolidated the directory structure, moving the .env file to the outer root directory where node index.js was executing. Upgrading to Native Network Requests My initial API fetches threw module loading errors on the server due to dependency mismatches. The Fix: Stripped out heavy third-party HTTP clients and upgraded the /joke and /catfact architecture to use Node 24’s native fetch API. This made the code cleaner, lighter, and completely independent of external package bugs. Phase 3: Going 24/7 with Systemd To ensure the bot didn’t shut down when I closed my laptop or disconnected from SSH, I configured it as a system-wide background daemon using Linux’s systemd. Final Status The bot is officially 100% stable and live. Running systemctl status slackbot.service confirms a beautiful green active (running) status. Every single slash command resolves instantly with zero latency."}]...
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Title: My first slack bot! by @AJ04 | Stardance
D Title: My first slack bot! by @AJ04 | Stardance
Devlogs:
Overview The goal of this project was to build a full-stack Slack bot from scratch using Node.js and the Slack Bolt framework, move it away from fragile local hosting, and deploy it 24/7 to a remote cloud Linux server (Nest). Phase 1: Core Architecture & Commands Instead of dealing with incoming HTTP webhooks (which require opening firewall ports or running reverse proxies like Ngrok), I opted for Slack Socket Mode. This creates a secure, bidirectional WebSocket connection directly from my application to Slack. I built out a solid suite of commands into index.js: /dsb-test: A quick ping/pong handshake test. /dsb-help: A clean command menu. /whoami: A utility that extracts the user’s Slack ID, username, and channel info from the incoming payload. /dsb-catfact & /dsb-joke: Live integrations that fetch data from external public APIs. Phase 2: The Deployment Battle (Hurdles Overcome) Moving the bot from my local machine to the remote Nest server container is where the real engineering happened. I ran into—and solved—several classic DevOps roadblocks: The Terminal Environment Trap Early on, I hit errors trying to run Linux commands (pkill, rm) because I had accidentally dropped out of my SSH session and was running them inside my local Windows Command Prompt. The Fix: Re-established a secure SSH handshake to target the remote Nest environment properly. The Nesting .env Path Bug Upon launching the bot on the server, it crashed with a fatal AppInitializationError claiming tokens were missing, even though I had created the .env file. I diagnosed that the repository structure had a duplicate inner folder, isolating the environment variables. The Fix: Consolidated the directory structure, moving the .env file to the outer root directory where node index.js was executing. Upgrading to Native Network Requests My initial API fetches threw module loading errors on the server due to dependency mismatches. The Fix: Stripped out heavy third-party HTTP clients and upgraded the /joke and /catfact architecture to use Node 24’s native fetch API. This made the code cleaner, lighter, and completely independent of external package bugs. Phase 3: Going 24/7 with Systemd To ensure the bot didn’t shut down when I closed my laptop or disconnected from SSH, I configured it as a system-wide background daemon using Linux’s systemd. Final Status The bot is officially 100% stable and live. Running systemctl status slackbot.service confirms a beautiful green active (running) status. Every single slash command resolves instantly with zero latency....
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1792799372.7952366
|
1793404172.7952366
|
|
61115
|
Keyo by @Tudustech | Stardance
|
Tudustech
|
0
|
13.0
|
0
|
[]
|
[{"post_id": 70000, "ts": "202 [{"post_id": 70000, "ts": "2026-09-18T07:58:46Z", "hours": 0.9908, "text": "Tried to make the website but ended up using ai to make it"}, {"post_id": 69763, "ts": "2026-09-17T19:00:20Z", "hours": 1.1336, "text": "Made changes to the Github.. BUT IT NEEDS TO BE BETTER"}, {"post_id": 69516, "ts": "2026-09-17T07:04:57Z", "hours": 2.3614, "text": "Made PCB so it fits in the case"}, {"post_id": 69046, "ts": "2026-09-16T08:40:35Z", "hours": 1.0169, "text": "Remade the logo and readme.md"}, {"post_id": 68533, "ts": "2026-09-15T08:38:04Z", "hours": 0.3, "text": "Added functions to the Keys (copy, paste, etc.)"}, {"post_id": 68503, "ts": "2026-09-15T07:19:34Z", "hours": 1.88, "text": "Today i’ve made the BOM and uploaded everything to Github"}, {"post_id": 67926, "ts": "2026-09-14T07:26:03Z", "hours": 0.6, "text": "I added some basic support for the screen, now it just says what key is pressed but i will add more!"}, {"post_id": 67543, "ts": "2026-09-13T17:55:34Z", "hours": 0.75, "text": "Today i’ve did the code for the keys (only the keys, i will do the code for the screen later)"}, {"post_id": 66824, "ts": "2026-09-12T18:42:36Z", "hours": 0.7003, "text": "Made case better and made a logo and a banner!"}, {"post_id": 66702, "ts": "2026-09-12T16:08:57Z", "hours": 0.4333, "text": "Added Changes to the case"}, {"post_id": 66618, "ts": "2026-09-12T13:52:54Z", "hours": 0.2833, "text": "First part of the case!"}, {"post_id": 66597, "ts": "2026-09-12T13:24:49Z", "hours": 0.8186, "text": "I think this will be the last version of the PCB!"}, {"post_id": 66527, "ts": "2026-09-12T11:20:30Z", "hours": 1.0, "text": "Today i’ve added USB-C power to the PCB! Will add next buttons for boot, reset and add data support for the usbc port"}, {"post_id": 66167, "ts": "2026-09-11T20:21:19Z", "hours": 0.4258, "text": "PCB PROTOTYPE!!! now i need to add an usb-c port and the screen."}, {"post_id": 66138, "ts": "2026-09-11T19:18:01Z", "hours": 0.3017, "text": "Today i made how i want keyo to look like (prototype 3d model)"}]...
|
Title: Keyo by @Tudustech | Stardance
Devlogs:
To Title: Keyo by @Tudustech | Stardance
Devlogs:
Today i made how i want keyo to look like (prototype 3d model)
PCB PROTOTYPE!!! now i need to add an usb-c port and the screen.
Today i’ve added USB-C power to the PCB! Will add next buttons for boot, reset and add data support for the usbc port
I think this will be the last version of the PCB!
First part of the case!
Added Changes to the case
Made case better and made a logo and a banner!
Today i’ve did the code for the keys (only the keys, i will do the code for the screen later)
I added some basic support for the screen, now it just says what key is pressed but i will add more!
Today i’ve made the BOM and uploaded everything to Github
Added functions to the Keys (copy, paste, etc.)
Remade the logo and readme.md
Made PCB so it fits in the case
Made changes to the Github.. BUT IT NEEDS TO BE BETTER
Tried to make the website but ended up using ai to make it...
|
1793037213.4679997
|
1793642013.4679997
|
|
4018
|
Celestial Capitalist by @idi0cy | Stardance
|
idi0cy
|
1
|
109.0
|
2005
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T08:45:07Z", "hours": 109.0, "multiplier": 18.79, "payout": 2005, "blessing": "neutral", "text": "Celestial Capitalist is a simulation game where the player simultaneously builds and ascends the corporate ladder from the bottom of the street to the self-built throne at the top of the cosmos. Beg your way from homelessness, run a lemonade stand, scam grandmas on the internet, start a cult, play union-buster tower defence, and generally just have a grand stupid time while the world slowly bends to your will. Coding is mighty stupid, and I had a lot of trouble patching all of the many bugs. With all that out of the way, I hope you enjoy Celestial Capitalist!", "repo": "https://github.com/idi0cy/Celestial-Capitalist", "demo": "https://ratseerofrattesse.itch.io/celestial-capitalist"}]...
|
[{"post_id": 70009, "ts": "202 [{"post_id": 70009, "ts": "2026-09-18T08:29:54Z", "hours": 2.7947, "text": "Finished The first stage, and therefor the shipped version of Celestial Capitalist (all rights reserved) is completed! I just spent over four hours in a voice call with @Ratseer patching all the bugs and balancing all the minigames. Audio settings work, but only on the editor version. The only forum post we found with a possible answer just told us they fixed but don’t know how, so our questions were not answered. Minigames were balanced, the sort. Very, very stupid code was fixed (more than I remember writing). More importantly, they sell soy sauce by the buckets and they also have deluxe versions worth hundreds of dollars. This fact was found out after I realized we priced soy sauce at $45. All the items were subsequently revalued. Celestial Capitalist Finally (but not fully) developed by @Ratseer and @idi0cy . Thank you for your patience."}, {"post_id": 67502, "ts": "2026-09-13T16:58:21Z", "hours": 7.8861, "text": "Polishing and Suffering Celestial capitalist is nearing it’s completion, so over the past week or so I’ve just been polishing everything. Fixing bugs, balancing minigames, and small changes that make the game less buggy. My friend @Ratseer has been working on a couple of these mechanics, including revamping a goofy tutorial blob I wrote. Sound Effects A big change to note was the sound effects, and this is where the suffering comes in. I had to make a global script with a button signal that each button would send, which would cause a sound to play. After a big of debugging, I hooked up pressing a button to the signal, and it worked. Almost. The signal was sending, and it was telling the AudioStreamPlayer to play the sound, but for some reason it wasn’t. We testing using an input to play the sound, and that worked perfectly fine. I tried using another proxy function for no reason, and it didn’t work either. We even tried having both the input and the signal change the same variable to true, where the sound would play then it set to false again. This didn’t work. To this day, I’m not sure why nothing worked, and I’m not sure I’ll ever find out. But it was fine, since we eventually just made a new global script and for some reason everything worked totally normally after that. The image attached below depicts the setup we used for this coding conundrum. Celestial Capitalist Shrewdly developed by @Ratseer and @idi0cy ."}, {"post_id": 65218, "ts": "2026-09-10T06:08:55Z", "hours": 4.8753, "text": "Title Screen and a Heftier Quota I did a couple things, starting with an upgrade to the title screen system. Now, you can read a bit about your role in this game before you’re thrown into the deep end. I wrote up a quick explanation, but it might get changed in the future based on vibes. The other big change is that I added more quota requirements. Instead of just making 500 bucks, you gotta do some more work like sell items, or gain skill points. There are three right now, and I plan to keep it that way. Bug Fixes Since CC is about ready to ship any time now, we’re doing some final bug patches and implementations to the game. I fixed a counting error on the fake injury game mode, as well as a bad gameplay mechanic in the sell minigame that caused targets to spawn on top of each other. Celestial Capitalist Treacherously developed by @Ratseer and @idi0cy"}, {"post_id": 60923, "ts": "2026-09-03T16:11:15Z", "hours": 5.8194, "text": "Random Events It’s another day where I’ve actually done some coding work, and I completed the random events function of this game. Every 180 seconds a randomly selected random event occurs, and a popup shows up telling you what happened. Get robbed, find money on the floor, get robbed again, anything could happen. Each event has a different “weight” to it, which determines how likely it is to happen. In this recording, I changed the weight of losing an item to 2000, giving it a practically guaranteed chance of being picked. Event log will probably be removed, since it isn’t actually useful. Celestial Capitalist Legally developed by @Ratseer and @idi0cy ."}, {"post_id": 55575, "ts": "2026-08-27T14:47:16Z", "hours": 2.4314, "text": "Title Screen Functionality For the longest time, the title screen has been completely non-functional. That ends today, when I do some actually easy coding and give functionality* to all of the buttons I put onto the title screen. Start game initiates a loading popup before loading the next scene. Credits gives the same text each time, with the exception of the green highlighted text, which chooses a random adjective each time the credits button is pressed. The settings are a lie. Celestial Capitalist var wordBank = [\"debatably\", \"demonstrably\", \"woefully\"] var msg = str(wordBank[randi_range(0, len(wordBank) - 1]) + \" developed by @idi0cy and @Ratseer\" print(msg)"}, {"post_id": 44708, "ts": "2026-08-10T17:24:52Z", "hours": 3.9619, "text": "Skill Point System Completed I’m back, with more consistent developing time. The skills system has been completed, and its relatively simple which is actually a nice break. Typing minigame nearly killed me. You have certain attributes that you can divest your skill points into. A lot of these are the typical DnD stats, but some of them are different. Every three minutes you gain a skill point, which might be changed for balancing. Every time you complete a minigame from the get money section, you have the chance to get a skill point. Certain skills help with certain minigames, and the more you have the more positive modifiers you get for that minigame. This is all pretty intuitive. There are some parts not yet filled out, since I don’t know at all how the scavenge code works because my friend made that and not me. Celestial Capitalist Inconsistently developed by @idi0cy and @Ratseer ."}, {"post_id": 38635, "ts": "2026-08-01T04:08:07Z", "hours": 4.4667, "text": "Quota Function Completed I’ve been on just a bit of a hiatus. The steal function has been fully completed, with a strength minigame based off both aim training and also timing. Also, I have a functioning quota system. You have certain tasks to complete before moving on to the next “level”, which definitely won’t be programmed very soon at the exponentially decaying rate that I’m moving at. I’m going to start looking at returning to daily contribution, all for those ikea sharks. You can focus the progress bar on certain tasks to complete, such as the cash requirement which is the only one right now. It fills in automatically, and has a nice texture. See the video for how it works. Thank you for viewing celestial capitalist, its not abandoned quite yet. Debatably developed by @idi0cy and @Ratseer ."}, {"post_id": 25608, "ts": "2026-07-09T23:53:01Z", "hours": 9.0775, "text": "Steal Function In Progress Of course, there needs to be an option to rob people. Hence, stealing. I’ve programmed the stealth minigame into the stealing function of the game, and it works perfectly fine. The strength one, well not so much. Going to have to give a bit more of a wait on that one. Heavily inspired by Stardew Valley’s fishing minigame. I have to log these hours before I reach ten, because I just found out that stardance does NOT do overtime pay. Celestial Capitalist Greedily developed by @idi0cy and @Ratseer ."}, {"post_id": 18522, "ts": "2026-06-29T18:19:15Z", "hours": 12.1594, "text": "Con Minigame Completed It’s been nine days, and I’ve worked on one minigame for 12 hours. The typing based minigame for conning strangers is now complete! When you con someone, you choose how you want to con them, for example a fake business opportunity, magical exorcism, or maybe even an unwinnable game to bet money on. You then type out a randomly picked prompt that was premade, and you are scored on your speed and accuracy. This determines how likely you are to succeed. You can also decide how much stakes you want to give the con, so that’s something. When you get something wrong, it highlights what was supposed to be typed red, unless you got it wrong on a space, in which it puts in what character you typed in red highlight where you typed it.. I won’t lie, it’s a bit unpolished. There are some weird text wrapping bugs that are unpleasant to look at, but it should be fine for the most part. This kinda took way too long, but whatever. We take what we can get. Meanwhile, at the Legion of Doom… My associate who is also working on this project, @Ratseer has gotten strangers new sprites, names, and all that, along with a brand new scavenging system which I recommend you check out on all his devlogs. Formatting still sucks The preview function is great, thank you Stardance team. But still, now the ctrl Z shortcut is wonky, it’s harder to put in more line breaks when pressing the enter key, and also I tried uploading this earlier with the video and it said the video size was too large, and deleted the entire devlog, so now I’m writing this again. Features for thought. Celestial Capitalist Thank you for checking in with Celestial Capitalist, developed by @idi0cy and @Ratseer ."}, {"post_id": 12623, "ts": "2026-06-20T16:58:09Z", "hours": 7.315, "text": "I’m Bad at Coding Recently, I’ve been trying to code a typing minigame where you do a type test to increase your chances of success. This is for the con action of Celestial Capitalist, where you just scam people. A couple of revelations have been made while I’ve been working on this, the first of which is that I’m bad at coding. As you can hopefully observe in the game, it’s supposed to be structured after a typing test like monkeytype. Each time you get it right, it highlights white. When you get a word wrong, it highlights it red. When you get it wrong on a space, a new letter is appended where you got it wrong. The most basic elements of this are working, such as getting the text correct and getting the normal non-space error text working. You know what’s not working? The other parts. Each time I try to do the error after a space, it bugs out because the backspace option doesn’t go well with it. When a word only autowraps after it’s completed, such as when I type “because” in the video, it only goes to where it should be after it’s done, which looks ugly. The indexing is wrong, little things work, and you can all see it in the video. I think I’ve also made some of the most inefficient code ever designed. I’ll keep toiling away at the minigame, and then toil away some more to actually integrate it into the minigame. These bugs will drive me to insanity. Well Well Well Would you look at that? They added a preview section. Where you can preview all of your markdown formatting. Y’know when that could have been useful? I sure do wonder. Markdown formatting is now my enemy."}, {"post_id": 10459, "ts": "2026-06-17T05:58:21Z", "hours": 3.2919, "text": "Blackmail and a Broken Clavicle You can now fake an injury, and demand blackmail to keep quiet about it and not make a fuss. In the true spirit of Reigen Arataka, you can pretend your clavicle is broken too. All of you should watch mob psycho. The recording attached better be the right one. . I’m still doing the backslashes. I’ve given up. I might try new formatting another day, but I’m tired. . Alright, so the minigame for faking an injury is pretty simple, its an fnf like rhythm game that is so unbalanced it’s insane. You are deducted points for pushing any button, and are given points for if you hit a note. You will be able to tell if you hit a note because it will expand like a balloon and fade away like my employment opportunities. You are given more points if the note is closer to the filling the center cavity of the button. . The point of this is to reward actually hitting them on time, and not just spamming. Missing notes deducts points. Severity of injury being faked determines game difficulty. Minigame performance has certain weight on how successful you are in getting money. If you perform in a negative fashion, it’s over. After blackmailing a stranger (successful or not), they will never talk to you again (kinda). They are removed from your current roster of strangers, but they might come back when reroll happens since we only have so much stranger types so far. . This thing is so heinously unbalanced, it’s insane. All the values need to be tweaked, and I haven’t done enough playtesting to know if it is fair or not. I’m hoping tweaking the values will be easy, but it might be hard to polish. That’s for another day. . Update on friendship My friend is working on actually interesting randomized dialogue, so that should be something to look forward to. Check out Ratseer’s stuff."}, {"post_id": 9974, "ts": "2026-06-16T14:41:33Z", "hours": 4.9433, "text": "Nothing is working I’m trying out on making the fake injury option, and it is not working as intended. It’s supposed to have a rhythm based minigame, sort of like friday night funkin even though i’ve never played that before, but it clearly isn’t working. \\ All the icons are sideways, there are too much notes, and for the longest time none of them would scale correctly because I forgot to assign the new scale to the scale property. \\ Markdown, again Okay I think I got it this time. If I just leave the backslashes alone…"}, {"post_id": 8518, "ts": "2026-06-14T05:11:10Z", "hours": 3.1353, "text": "Beg The beg minigame has been completed, meaning you can now get on your knees and start praying for money. I also did some polishing work, but I have absolutely no recollection of that. Frontotemporal dementia is simply a wonder, isn’t it? \\ I’m also trying some new mark down. Let’s see if my paragraphs space properly. \\ When you beg to someone, you get “dialogue options”. The options are based off the three methods of persuasion, Ethos, Logos, and Pathos. Pathos is appealing to human emotions like empathy, logos is using logic, and ethos is using authority to prove an argument. Each stranger will have a different reception to the persuasion types, based off data values stored in the code. \\ You have 8 chances to beg. I think. I might have changed the value. Again, frontotemporal dementia. \\ Everything is ledger compatible. If you get less than 25 progress somehow, which I might change to make it more difficult, you are rejected and cannot approach the stranger again (until strangers refresh). The more you use one strategy of persuasion, the less effective it gets. I plan to make this effect more pronounced when balancing. \\ That’s it. Please let this markdown formatting succeed."}, {"post_id": 8155, "ts": "2026-06-13T16:27:06Z", "hours": 2.9306, "text": "Polishing 0 Couple of polishing points that I put into the game to freshen things up and solve all the bugs that haggling made. Items are removed from inventory after selling, strangers walk away after you fail a sell attempt with them, and I fixed an integer division error that led to fearmongering being physically impossible to complete when you select it as a minigame. While I was working on the sell items minigame, my friend Ratseer has been working on the ledger which tracks all the finances. I’m too lazy to link him, but you should check it out over at his profile, if he devlogged it. I’ll put a video of it working here, but that’s just because I don’t think I can post this without a media element."}, {"post_id": 7287, "ts": "2026-06-12T04:34:09Z", "hours": 8.3356, "text": "Sell me this pen I finished the minigame for selling/haggling your items away. My markdown formatting is going to downgrade because I’m honestly not that motivated this feature took way too long to program, and i’m not very energetic right now. A couple things. After you talk to the person, you select which item you want to sell, and then sell it. There are dialogue options, and the safer ones like recommend make the minigame easier but you make less progress towards convincing them each time you succeed in clicking the button, but the riskier options like fearmonger are high reward types. After that, you can give a highball or lowball offer on a scale. The game calculates your chances of succeeded by combining pure randomness, your progress towards convincing them, and how much you priced your item in comparison to it’s actual value. Ignore the system text that says “five tries remaining”, that is vestigial and I forgot to remove it after redoing the whole minigame design. I can’t believe I spent 8 hours on this, and it isn’t even polished. Cool New Art Yes, as you can see, my friend is an absolute lifesaver when it comes to me trying to not lose my soul to krita. Lots of great sprite art here that makes the game look much better. I’ll have to clarify some text elements to make them more legible but it should be fine for now. Circle of ignorance If knowledge was a circle of light in a dark 2D plane, ignorance would be the darkness. We only reveal how much of it we find ourselves in by seeing the circumference of our small circle of knowledge. The more knowledge we obtain, the more unknown we must face. I’ve become bluntly aware of my own little ignorance circle. I’ve only done one of the five actions, and it’s unpolished, and it took me 8 hours, and the money isn’t even tracked because the ledger hasn’t been programmed yet, and I can only feel the great abyss devouring my spirit slightly more by the day. Watch the attached video to see how it works. I know, it isn’t that visually appealing, and I’ll probably spam lerp functions again to make it look smoother, but IT IS WHAT IT IS."}, {"post_id": 5980, "ts": "2026-06-10T01:07:53Z", "hours": 3.3317, "text": "Action Screen and the Power of Friendship For actual game development, the main progress made was continuing to develop the action screen. After you approach a stranger, you can now see their sprite art in a zoomed in fashion, and click on some actions. As you can see in the video, after the first part where I flex my new sprite art, clicking on an action gives a description of what it will do, and clicking the take action button to confirm that has the terminal display some fun text before the mini-game starts. I don’t believe I ran into too much bugs while developing this, and I haven’t gotten to the actually much harder part, which are the actual mini-games. I solved that previously devlogged bug with like five lines of code it was so infuriatingly easy. New Sprites You may be asking, “idi0cy, I saw your water bottle sprites, and I find myself confounded as to how you have managed to improve so much in your art.” Your suspicions are correct. I’m not making that art, my friend Ratseer is, because I got them on the project. They probably won’t code a lot for now since they still need to decipher the horrendous logic I used in the making of this game. It is very strange knowing that there is likely nobody actually reading this except for said friend, and now the acknowledgement of said fact might have just made it more awkward."}, {"post_id": 5164, "ts": "2026-06-08T20:57:07Z", "hours": 0.8678, "text": "Crushed buble emoji. Knowledgeable thoughts cannot describe my disappointment."}, {"post_id": 4655, "ts": "2026-06-08T01:56:35Z", "hours": 4.9778, "text": "Social Interaction Studies show I am not fond of it, but I’m still programming all of that into my game. This is the beginning of the sell function, where you are able to sell off your goods to strangers on the street. Having it be named “Sell” is a bit misleading, since the general game mechanic is a bit more broad than that. When you approach a stranger, you will be able to initiate a sales pitch, beg, steal, fake an injury, and tons of more fun options for making money. I’m still thinking of what I want as minigames for all of those, as I’m not sure if there will be separate minigames for each one. Each action you perform will have differing chances of success depending on game performance and the person you approach. For example, shouting into a crowd that a kid just injured you and demanding payment from said kid will have a zero percent chance of success. As of now, it still needs polishing, and while I’ve gotten the big obvious bugs out of the way (nothing rendering, nothing rendering after I click another button and go back, nothing rendering once more), I’m sure more await me. Next devlog will likely be on polishing the UI for the sell window. Finally using that clock Depending on what time of day it is, you are likely to find more/less strangers. If it’s rush hour, more people will be on the street in comparison to at 1 AM. Sprite art strikes back Everything was fine when I was drawing water bottles or whatever, but people are too much. In the meantime, I’ve substituted the human appearance with a sprite that in no way alludes to my mental state at the time of drawing. As soon as my friend who can actually draw is freed from the shackles of crunching at the end of school, I am selling their soul to the sprite art directory. Don’t tell them I said that."}, {"post_id": 3826, "ts": "2026-06-06T21:42:03Z", "hours": 0.5472, "text": "Timer Created a time variable to count in game time of day, and a time button/counter for the player to tell what time it is. I plan to have different minigames operate with separate loot-tables or success chances depending on what time of day it is. Pretty short devlog, but I’ll have to integrate this time variable into a LOT of different features that I don’t completely look forward to. New and improved markdown superpowers I think I’ve figured it out. Hopefully I no longer fumble all my markdown. But then again I still have no way of telling."}, {"post_id": 3654, "ts": "2026-06-06T18:06:08Z", "hours": 4.9564, "text": "Inventory Inventory system that displays all the items you currently possess. Upon clicking on one of the items in your possession, information on the item such as quality, value, and item name will be displayed. More information is planned to be available to the player, however that has not been developed yet. Unfortunately, the item icons for the inventory do not have the same smooth lerp scaling that I was able to use for the buttons, as texture buttons do not have a proper scale function. I could theoretically group a texture button with a sprite2D node, however the gridbox I’m using to organize all the items is unlikely to cooperate. All the item’s values are spaced out automatically so they have room and aren’t too close together. Each item has different information, and it’s only bestowed to them each time the inventory opens, since that is when the icons are generated. This forced me to do some weird signal connection logic in the scripts, but it worked out. ##Sprite Art Sprite art is overrated, and I want to stop doing it. All my hours are being spent drawing water bottles and pencils in krita, just to never be logged. I offloaded one of the sprite arts to my friend because they were bored, and he produced the hamburger sprite. Note that the hamburger sprite icon does NOT have the same colour as all of the other icons, because said friend is unable to use the colour picker tool for whatever reason. ##New Markdown Superpowers I learned how you format these, and I’m hoping it ends up looking good upon posting. I don’t really have a way of telling as of writing, however. ##Way too ambitions Me and associates started actually being interested in developing the game. In the near future, I plan to involve my associates as collaborators for the project, since we have a lot more planned than I originally thought. “Union Buster Tower Defense” might be a game feature that we actually consider making."}, {"post_id": 2559, "ts": "2026-06-05T03:26:38Z", "hours": 4.4472, "text": "How in the world do people format these to look nice? Is it markdown? something . Can’t tell if that worked. Doesn’t show me in the writing box. Progress for the day includes creating the first “stage” or area of the game. It’s themed after a sidewalk, as you are currently broke and probably living on one. Central cavity will be able to display UI for certain mini-games/elements related to tasks such as buying or selling items. All the buttons have been reformatted, since they didn’t look that good the first time I made them. Clicking the buttons has more response now since it gets smaller upon button press. I wasted so much time re-doing pixel art."}, {"post_id": 1878, "ts": "2026-06-04T02:55:48Z", "hours": 2.3606, "text": "Hopefully, the video that I attached will display properly, though I have no indication of whether it will as of writing. Progress today includes finishing the title screen for the player to start the game. There are currently three buttons with un-programmed functionalities, including a “Start Game”, “Credits”, and “Settings” button. There is also a large title for the game, which took me a bit too much unlogged hours to create for what it’s worth. Each element “flies” onto the screen, title from the right, and buttons from the left. Movement is generated using lerp() for fluidity."}, {"post_id": 1630, "ts": "2026-06-03T19:18:55Z", "hours": 3.9267, "text": "Making a 2D based semi idle game. Like any generic game in the genre, it starts with a button, so I just made that so far. Each button has an icon that can display pixel art, and a textbox for text. The original plan was to have a border that could grow/shrink independently of the main body of the button, however it was hard to create a general button function I could use for various purposes, as it didn’t scale properly to ensure a constant padding throughout. Settled on this type of button, that expands slightly when hovering over it so you can more visibly see the purple background. Might have to make other types in the future, but it should be fine for now. Button uses lerp function to smoothly expand the background sprite through time. Images show the button normally, and the button when hovering over it with the cursor. Also made some title screen art that will definitely be changed."}]...
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Title: Celestial Capitalist by @idi0cy | Stardance Title: Celestial Capitalist by @idi0cy | Stardance
Devlogs:
Making a 2D based semi idle game. Like any generic game in the genre, it starts with a button, so I just made that so far. Each button has an icon that can display pixel art, and a textbox for text. The original plan was to have a border that could grow/shrink independently of the main body of the button, however it was hard to create a general button function I could use for various purposes, as it didn’t scale properly to ensure a constant padding throughout. Settled on this type of button, that expands slightly when hovering over it so you can more visibly see the purple background. Might have to make other types in the future, but it should be fine for now. Button uses lerp function to smoothly expand the background sprite through time. Images show the button normally, and the button when hovering over it with the cursor. Also made some title screen art that will definitely be changed.
Hopefully, the video that I attached will display properly, though I have no indication of whether it will as of writing. Progress today includes finishing the title screen for the player to start the game. There are currently three buttons with un-programmed functionalities, including a “Start Game”, “Credits”, and “Settings” button. There is also a large title for the game, which took me a bit too much unlogged hours to create for what it’s worth. Each element “flies” onto the screen, title from the right, and buttons from the left. Movement is generated using lerp() for fluidity.
How in the world do people format these to look nice? Is it markdown? something . Can’t tell if that worked. Doesn’t show me in the writing box. Progress for the day includes creating the first “stage” or area of the game. It’s themed after a sidewalk, as you are currently broke and probably living on one. Central cavity will be able to display UI for certain mini-games/elements related to tasks such as buying or selling items. All the buttons have been reformatted, since they didn’t look that good the first time I made them. Clicking the buttons has more response now since it gets smaller upon button press. I wasted so much time re-doing pixel art.
Inventory Inventory system that displays all the items you currently possess. Upon clicking on one of the items in your possession, information on the item such as quality, value, and item name will be displayed. More information is planned to be available to the player, however that has not been developed yet. Unfortunately, the item icons for the inventory do not have the same smooth lerp scaling that I was able to use for the buttons, as texture buttons do not have a proper scale function. I could theoretically group a texture button with a sprite2D node, however the gridbox I’m using to organize all the items is unlikely to cooperate. All the item’s values are spaced out automatically so they have room and aren’t too close together. Each item has different information, and it’s only bestowed to them each time the inventory opens, since that is when the icons are generated. This forced me to do some weird signal connection logic in the scripts, but it worked out. ##Sprite Art Sprite art is overrated, and I want to stop doing it. All my hours are being spent drawing water bottles and pencils in krita, just to never be logged. I offloaded one of the sprite arts to my friend because they were bored, and he produced the hamburger sprite. Note that the hamburger sprite icon does NOT have the same colour as all of the other icons, because said friend is unable to use the colour picker tool for whatever reason. ##New Markdown Superpowers I learned how you format these, and I’m hoping it ends up looking good upon posting. I don’t really have a way of telling as of writing, however. ##Way too ambitions Me and associates started actually being interested in developing the game. In the near future, I plan to involve my associates as collaborators for the project, since we have a lot more planned than I originally thought. “Union Buster Tower Defense” might be a game feature that we actually consider making.
Timer Created a time variable to count in game time of day, and a time button/counter for the player to tell what time it is. I plan to have different minigames operate with separate loot-tables or success chances depending on what time of day it is. Pretty short devlog, but I’ll have to integrate this time variable into a LOT of different features that I don’t completely look forward to. New and improved markdown superpowers I think I’ve figured it out. Hopefully I no longer fumble all my markdown. But then again I still have no way of telling.
Social Interaction Studies show I am not fond of it, but I’m still programming all of that into my game. This is the beginning of the sell function, where you are able to sell off your goods to strangers on the street. Having it be named “Sell” is a bit misleading, since the general game mechanic is a bit more broad than that. When you approach a stranger, you will be able to initiate a sales pitch, beg, steal, fake an injury, and tons of more fun options for making money. I’m still thinking of what I want as minigames for all of those, as I’m not sure if there will be separate minigames for each one. Each action you perform will have differing chances of success depending on game performance and the person you approach. For example, shouting into a crowd that a kid just injured you and demanding payment from said kid will have a zero percent chance of success. As of now, it still needs polishing, and while I’ve gotten the big obvious bugs out of the way (nothing rendering, nothing rendering after I click another button and go back, nothing rendering once more), I’m sure more await me. Next devlog will likely be on polishing the UI for the sell window. Finally using that clock Depending on what time of day it is, you are likely to find more/less strangers. If it’s rush hour, more people will be on the street in comparison to at 1 AM. Sprite art strikes back Everything was fine when I was drawing water bottles or whatever, but people are too much. In the meantime, I’ve substituted the human appearance with a sprite that in no way alludes to my mental state at the time of drawing. As soon as my friend who can actually draw is freed from the shackles of crunching at the end of school, I am selling their soul to the sprite art directory. Don’t tell them I said that.
Crushed buble emoji. Knowledgeable thoughts cannot describe my disappointment.
Action Screen and the Power of Friendship For actual game development, the main progress made was continuing to develop the action screen. After you approach a stranger, you can now see their sprite art in a zoomed in fashion, and click on some actions. As you can see in the video, after the first part where I flex my new sprite art, clicking on an action gives a description of what it will do, and clicking the take action button to confirm that has the terminal display some fun text before the mini-game starts. I don’t believe I ran into too much bugs while developing this, and I haven’t gotten to the actually much harder part, which are the actual mini-games. I solved that previously devlogged bug with like five lines of code it was so infuriatingly easy. New Sprites You may be asking, “idi0cy, I saw your water bottle sprites, and I find myself confounded as to how you have managed to improve so much in your art.” Your suspicions are correct. I’m not making that art, my friend Ratseer is, because I got them on the project. They probably won’t code a lot for now since they still need to decipher the horrendous logic I used in the making of this game. It is very strange knowing that there is likely nobody actually reading this except for said friend, and now the acknowledgement of said fact might have just made it more awkward.
Sell me this pen I finished the minigame for selling/haggling your items away. My markdown formatting is going to downgrade because I’m honestly not that motivated this feature took way too long to program, and i’m not very energetic right now. A couple things. After you talk to the person, you select which item you want to sell, and then sell it. There are dialogue options, and the safer ones like recommend make the minigame easier but you make less progress towards convincing them each time you succeed in clicking the button, but the riskier options like fearmonger are high reward types. After that, you can give a highball or lowball offer on a scale. The game calculates your chances of succeeded by combining pure randomness, your progress towards convincing them, and how much you priced your item in comparison to it’s actual value. Ignore the system text that says “five tries remaining”, that is vestigial and I forgot to remove it after redoing the whole minigame design. I can’t believe I spent 8 hours on this, and it isn’t even polished. Cool New Art Yes, as you can see, my friend is an absolute lifesaver when it comes to me trying to not lose my soul to krita. Lots of great sprite art here that makes the game look much better. I’ll have to clarify some text elements to make them more legible but it should be fine for now. Circle of ignorance If knowledge was a circle of light in a dark 2D plane, ignorance would be the darkness. We only reveal how much of it we find ourselves in by seeing the circumference of our small circle of knowledge. The more knowledge we obtain, the more unknown we must face. I’ve become bluntly aware of my own little ignorance circle. I’ve only done one of the five actions, and it’s unpolished, and it took me 8 hours, and the money isn’t even tracked because the ledger hasn’t been programmed yet, and I can only feel the great abyss devouring my spirit slightly more by the day. Watch the attached video to see how it works. I know, it isn’t that visually appealing, and I’ll probably spam lerp functions again to make it look smoother, but IT IS WHAT IT IS.
Polishing 0 Couple of polishing points that I put into the game to freshen things up and solve all the bugs that haggling made. Items are removed from inventory after selling, strangers walk away after you fail a sell attempt with them, and I fixed an integer division error that led to fearmongering being physically impossible to complete when you select it as a minigame. While I was working on the sell items minigame, my friend Ratseer has been working on the ledger which tracks all the finances. I’m too lazy to link him, but you should check it out over at his profile, if he devlogged it. I’ll put a video of it working here, but that’s just because I don’t think I can post this without a media element.
Beg The beg minigame has been completed, meaning you can now get on your knees and start praying for money. I also did some polishing work, but I have absolutely no recollection of that. Frontotemporal dementia is simply a wonder, isn’t it? \ I’m also trying some new mark down. Let’s see if my paragraphs space properly. \ When you beg to someone, you get “dialogue options”. The options are based off the three methods of persuasion, Ethos, Logos, and Pathos. Pathos is appealing to human emotions like empathy, logos is using logic, and ethos is using authority to prove an argument. Each stranger will have a different reception to the persuasion types, based off data values stored in the code. \ You have 8 chances to beg. I think. I might have changed the value. Again, frontotemporal dementia. \ Everything is ledger compatible. If you get less than 25 progress somehow, which I might change to make it more difficult, you are rejected and cannot approach the stranger again (until strangers refresh). The more you use one strategy of persuasion, the less effective it gets. I plan to make this effect more pronounced when balancing. \ That’s it. Please let this markdown formatting succeed.
Nothing is working I’m trying out on making the fake injury option, and it is not working as intended. It’s supposed to have a rhythm based minigame, sort of like friday night funkin even though i’ve never played that before, but it clearly isn’t working. \ All the icons are sideways, there are too much notes, and for the longest time none of them would scale correctly because I forgot to assign the new scale to the scale property. \ Markdown, again Okay I think I got it this time. If I just leave the backslashes alone…
Blackmail and a Broken Clavicle You can now fake an injury, and demand blackmail to keep quiet about it and not make a fuss. In the true spirit of Reigen Arataka, you can pretend your clavicle is broken too. All of you should watch mob psycho. The recording attached better be the right one. . I’m still doing the backslashes. I’ve given up. I might try new formatting another day, but I’m tired. . Alright, so the minigame for faking an injury is pretty simple, its an fnf like rhythm game that is so unbalanced it’s insane. You are deducted points for pushing any button, and are given points for if you hit a note. You will be able to tell if you hit a note because it will expand like a balloon and fade away like my employment opportunities. You are given more points if the note is closer to the filling the center cavity of the button. . The point of this is to reward actually hitting them on time, and not just spamming. Missing notes deducts points. Severity of injury being faked determines game difficulty. Minigame performance has certain weight on how successful you are in getting money. If you perform in a negative fashion, it’s over. After blackmailing a stranger (successful or not), they will never talk to you again (kinda). They are removed from your current roster of strangers, but they might come back when reroll happens since we only have so much stranger types so far. . This thing is so heinously unbalanced, it’s insane. All the values need to be tweaked, and I haven’t done enough playtesting to know if it is fair or not. I’m hoping tweaking the values will be easy, but it might be hard to polish. That’s for another day. . Update on friendship My friend is working on actually interesting randomized dialogue, so that should be something to look forward to. Check out Ratseer’s stuff.
I’m Bad at Coding Recently, I’ve been trying to code a typing minigame where you do a type test to increase your chances of success. This is for the con action of Celestial Capitalist, where you just scam people. A couple of revelations have been made while I’ve been working on this, the first of which is that I’m bad at coding. As you can hopefully observe in the game, it’s supposed to be structured after a typing test like monkeytype. Each time you get it right, it highlights white. When you get a word wrong, it highlights it red. When you get it wrong on a space, a new letter is appended where you got it wrong. The most basic elements of this are working, such as getting the text correct and getting the normal non-space error text working. You know what’s not working? The other parts. Each time I try to do the error after a space, it bugs out because the backspace option doesn’t go well with it. When a word only autowraps after it’s completed, such as when I type “because” in the video, it only goes to where it should be after it’s done, which looks ugly. The indexing is wrong, little things work, and you can all see it in the video. I think I’ve also made some of the most inefficient code ever designed. I’ll keep toiling away at the minigame, and then toil away some more to actually integrate it into the minigame. These bugs will drive me to insanity. Well Well Well Would you look at that? They added a preview section. Where you can preview all of your markdown formatting. Y’know when that could have been useful? I sure do wonder. Markdown formatting is now my enemy.
Con Minigame Completed It’s been nine days, and I’ve worked on one minigame for 12 hours. The typing based minigame for conning strangers is now complete! When you con someone, you choose how you want to con them, for example a fake business opportunity, magical exorcism, or maybe even an unwinnable game to bet money on. You then type out a randomly picked prompt that was premade, and you are scored on your speed and accuracy. This determines how likely you are to succeed. You can also decide how much stakes you want to give the con, so that’s something. When you get something wrong, it highlights what was supposed to be typed red, unless you got it wrong on a space, in which it puts in what character you typed in red highlight where you typed it.. I won’t lie, it’s a bit unpolished. There are some weird text wrapping bugs that are unpleasant to look at, but it should be fine for the most part. This kinda took way too long, but whatever. We take what we can get. Meanwhile, at the Legion of Doom… My associate who is also working on this project, @Ratseer has gotten strangers new sprites, names, and all that, along with a brand new scavenging system which I recommend you check out on all his devlogs. Formatting still sucks The preview function is great, thank you Stardance team. But still, now the ctrl Z shortcut is wonky, it’s harder to put in more line breaks when pressing the enter key, and also I tried uploading this earlier with the video and it said the video size was too large, and deleted the entire devlog, so now I’m writing this again. Features for thought. Celestial Capitalist Thank you for checking in with Celestial Capitalist, developed by @idi0cy and @Ratseer .
Steal Function In Progress Of course, there needs to be an option to rob people. Hence, stealing. I’ve programmed the stealth minigame into the stealing function of the game, and it works perfectly fine. The strength one, well not so much. Going to have to give a bit more of a wait on that one. Heavily inspired by Stardew Valley’s fishing minigame. I have to log these hours before I reach ten, because I just found out that stardance does NOT do overtime pay. Celestial Capitalist Greedily developed by @idi0cy and @Ratseer .
Quota Function Completed I’ve been on just a bit of a hiatus. The steal function has been fully completed, with a strength minigame based off both aim training and also timing. Also, I have a functioning quota system. You have certain tasks to complete before moving on to the next “level”, which definitely won’t be programmed very soon at the exponentially decaying rate that I’m moving at. I’m going to start looking at returning to daily contribution, all for those ikea sharks. You can focus the progress bar on certain tasks to complete, such as the cash requirement which is the only one right now. It fills in automatically, and has a nice texture. See the video for how it works. Thank you for viewing celestial capitalist, its not abandoned quite yet. Debatably developed by @idi0cy and @Ratseer .
Skill Point System Completed I’m back, with more consistent developing time. The skills system has been completed, and its relatively simple which is actually a nice break. Typing minigame nearly killed me. You have certain attributes that you can divest your skill points into. A lot of these are the typical DnD stats, but some of them are different. Every three minutes you gain a skill point, which might be changed for balancing. Every time you complete a minigame from the get money section, you have the chance to get a skill point. Certain skills help with certain minigames, and the more you have the more positive modifiers you get for that minigame. This is all pretty intuitive. There are some parts not yet filled out, since I don’t know at all how the scavenge code works because my friend made that and not me. Celestial Capitalist Inconsistently developed by @idi0cy and @Ratseer .
Title Screen Functionality For the longest time, the title screen has been completely non-functional. That ends today, when I do some actually easy coding and give functionality* to all of the buttons I put onto the title screen. Start game initiates a loading popup before loading the next scene. Credits gives the same text each time, with the exception of the green highlighted text, which chooses a random adjective each time the credits button is pressed. The settings are a lie. Celestial Capitalist var wordBank = ["debatably", "demonstrably", "woefully"] var msg = str(wordBank[randi_range(0, len(wordBank) - 1]) + " developed by @idi0cy and @Ratseer" print(msg)
Random Events It’s another day where I’ve actually done some coding work, and I completed the random events function of this game. Every 180 seconds a randomly selected random event occurs, and a popup shows up telling you what happened. Get robbed, find money on the floor, get robbed again, anything could happen. Each event has a different “weight” to it, which determines how likely it is to happen. In this recording, I changed the weight of losing an item to 2000, giving it a practically guaranteed chance of being picked. Event log will probably be removed, since it isn’t actually useful. Celestial Capitalist Legally developed by @Ratseer and @idi0cy .
Title Screen and a Heftier Quota I did a couple things, starting with an upgrade to the title screen system. Now, you can read a bit about your role in this game before you’re thrown into the deep end. I wrote up a quick explanation, but it might get changed in the future based on vibes. The other big change is that I added more quota requirements. Instead of just making 500 bucks, you gotta do some more work like sell items, or gain skill points. There are three right now, and I plan to keep it that way. Bug Fixes Since CC is about ready to ship any time now, we’re doing some final bug patches and implementations to the game. I fixed a counting error on the fake injury game mode, as well as a bad gameplay mechanic in the sell minigame that caused targets to spawn on top of each other. Celestial Capitalist Treacherously developed by @Ratseer and @idi0cy
Polishing and Suffering Celestial capitalist is nearing it’s completion, so over the past week or so I’ve just been polishing everything. Fixing bugs, balancing minigames, and small changes that make the game less buggy. My friend @Ratseer has been working on a couple of these mechanics, including revamping a goofy tutorial blob I wrote. Sound Effects A big change to note was the sound effects, and this is where the suffering comes in. I had to make a global script with a button signal that each button would send, which would cause a sound to play. After a big of debugging, I hooked up pressing a button to the signal, and it worked. Almost. The signal was sending, and it was telling the AudioStreamPlayer to play the sound, but for some reason it wasn’t. We testing using an input to play the sound, and that worked perfectly fine. I tried using another proxy function for no reason, and it didn’t work either. We even tried having both the input and the signal change the same variable to true, where the sound would play then it set to false again. This didn’t work. To this day, I’m not sure why nothing worked, and I’m not sure I’ll ever find out. But it was fine, since we eventually just made a new global script and for some reason everything worked totally normally after that. The image attached below depicts the setup we used for this coding conundrum. Celestial Capitalist Shrewdly developed by @Ratseer and @idi0cy .
Finished The first stage, and therefor the shipped version of Celestial Capitalist (all rights reserved) is completed! I just spent over four hours in a voice call with @Ratseer patching all the bugs and balancing all the minigames. Audio settings work, but only on the editor version. The only forum post we found with a possible answer just told us they fixed but don’t know how, so our questions were not answered. Minigames were balanced, the sort. Very, very stupid code was fixed (more than I remember writing). More importantly, they sell soy sauce by the buckets and they also have deluxe versions worth hundreds of dollars. This fact was found out after I realized we priced soy sauce at $45. All the items were subsequently revalued. Celestial Capitalist Finally (but not fully) developed by @Ratseer and @idi0cy . Thank you for your patience.
Ships:
Celestial Capitalist is a simulation game where the player simultaneously builds and ascends the corporate ladder from the bottom of the street to the self-built throne at the top of the cosmos. Beg your way from homelessness, run a lemonade stand, scam grandmas on the internet, start a cult, play union-buster tower defence, and generally just have a grand stupid time while the world slowly bends to your will. Coding is mighty stupid, and I had a lot of trouble patching all of the many bugs. With all that out of the way, I hope you enjoy Celestial Capitalist!...
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Celestial Capitalist by @Ratseer | Stardance
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1360
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T08:46:59Z", "hours": 80.0, "multiplier": 19.18, "payout": 1360, "blessing": "neutral", "text": "Celestial Capitalist is a simulation game where the player simultaneously builds and ascends the corporate ladder from the bottom of the street to the self-built throne at the top of the cosmos. Beg your way from homelessness, run a lemonade stand, scam grandmas on the internet, start a cult, play union-buster tower defence, and generally just have a grand stupid time while the world slowly bends to your will. Currently on FIRST BETA! Contains the slightly unpolished first stage, Rock Bottom, with basic progression, a bunch of minigames and… style!. You’re homeless and you needa earn money to get out of it. Also you can’t save yet. And the volume is broken. WE’LL FIX IT ONE DAY. Controls are all point and clicked + arrow keys for the Fake Injury minigame. Windows only for the moment - will support more soon. Unzip and run ccap1.0exe. By @idi0cy and RatseerOfRattesse Made for Hack Club Stardance. Tribulations Coding is notorious for producing the kind of mistakes one looks through for an entire night and solves in a second of effort. We had a lot of that. The amount of stupid crap on the way here is immense and we’ve still not cleared out all of it. But, @idi0cy and I hope you will enjoy what we’ve made, cuz we sure did enjoy making it. Celestial Capitalist by @idi0cy and @Ratseer .", "repo": "https://github.com/idi0cy/Celestial-Capitalist", "demo": "https://ratseerofrattesse.itch.io/celestial-capitalist"}]...
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[{"post_id": 70013, "ts": "202 [{"post_id": 70013, "ts": "2026-09-18T08:42:14Z", "hours": 3.6286, "text": "Celestial Capitalist - Beta Complete! After four hours of horrifically annoying bugfixing with @idi0cy , CC is ship ready! We did a lot of misc fixes. There was some really stupid code we left in such as ‘check if x > y’ and consecutively in that one ‘check if x < y’. We’re geniuses. Anyway, we just added a sound slider that doesn’t work outside the editor 😭 . There were also a bunch of balancing issues to fix, such as me labelling a bottle of soy sauce as 45 dollars. But it’s done, oh lord it’s done. Check it out! https://ratseerofrattesse.itch.io/celestial-capitalist"}, {"post_id": 67110, "ts": "2026-09-13T05:19:16Z", "hours": 10.2817, "text": "Revamped Tutorial Gave the new tutorial put in place by @idi0cy some flair. It now also contains a text box for you to pick a save name, which will automatically show up in the ledger where the account name thing is. It may be the save name, but we’re not going to be implementing saves before shipping as we’re lazy and have things to do. The revamp has also made the game through anywhere from 1-103 data.tree is null errors but it ain’t crashing and I’m done solving that crap. Two Bowls of Chili We now have the two bowls of chili as per request by a friend of @idi0cy . New Item Mechanics I’ve changed the item system so that they can take on far more data than just an item type. They now have an additionalProperties , which is a Dictionary that is meant to take a string key and value. This allows us to store pretty much any data we want in there. This was done so that I could make items give temporary skill buffs with ease, as a lot of them are currently only good for selling. So now, you can use a pencil and gain a minute of +1 dexterity (which helps in the fake injury and stealth steal minigames), among other buffs. Miscellaneous fixes We are nearing release, and so we’ve begun to review a lot of stuff and make balancing/bugfixing changes. Deathscreen now returns you to title screen. Made perception affect scavenge quality and charisma affect market quality Added a bajillion tooltips to explain stuff Haggle difficulty has been made easier Fixed an issue in scavenge that made all the loot 0 quality Made event popups stack Made it so other windows can’t open if a scavenge game is happening Celestial Capitalist , dubiously developed by @Ratseer and @idi0cy ."}, {"post_id": 56846, "ts": "2026-08-28T19:55:57Z", "hours": 12.85, "text": "Vitals System Added a health, hydration, and satiation system. Satiation controls max health, and if your hydration hits 0, you begin taking damage over time. When you take damage or your health is low, your screen has a damage overlay. Celestial Capitalist in collaboration with @idi0cy ."}, {"post_id": 42247, "ts": "2026-08-06T21:19:59Z", "hours": 10.2553, "text": "The Great Organization So while @idi0cy over there has been coding new stuff, I’ve been over here cleaning after his mess. I’m currently in the process of adding documentation comments to everything so we know what the hell anything is after we code it. Suffice to say, it’s not going that great but it’s coming along. This man literally wrote a variable called lengthOfTimeUnitThingHi_rAt_D_ontWeLovenamingConVentIons just to piss me off. Another part of the organization effort is adding these #region and #endregion comments everywhere so we can close and expand large sections of code. The Great Centralization I’ve also been working on centralizing certain things. I’ve added a new InventoryHelper class, which contains methods used for inventories such as the market stalls, loot boxes, the actual inventory, and the pick to sell menu. Attached below is the documentation comments for the Resources class containing pretty much every texture, dialogue line, name, and utility function and now a lot of the scripts extend it."}, {"post_id": 23270, "ts": "2026-07-06T03:47:42Z", "hours": 5.2578, "text": "The Market I’ve added a shop system! At exactly 00:00 every day the Market tab refreshes with a new market stall, with randomly generated name, products, and an owner profile for the funnies. This system isn’t really for you to buy and flip prices in the get money tab - this is supposed to drag money out of you when you’re starving for food and also purchase upgrades for your run. Said upgrades have not yet been implemented, but - Using Items Items that can be used now pop up a use item button in the inventory. Monetary items now return money to your ledger and food items now add to your vitals - which hasn’t been implemented yet. We’ll also be adding more items and usages - such as those aforementioned upgrades. Celestial Capitalist in collaboration with @idi0cy"}, {"post_id": 14197, "ts": "2026-06-23T06:03:54Z", "hours": 15.8422, "text": "Celestial Capitalist: Scavenging WOW that took a while! Probably should have posted some breadcrumbs midway but whatever. The SCAVENGING FEATURE IS COMPLETE. This is basically loot box opening simulator + squid game dalgona cookies. This will be your main way to get items to sell (therefore earn money). The value of each item is based off that quality value we’ve been showing off, as well as the item’s base value and your minigame performance. Loot even scales as you gain more money (which I do in the video with a debug keybind), allowing you to go from looting trash cans to looting discarded packages and dropped briefcases. To spice up the loot, I’ve also added WAYYY too many items (yes, I did the textures myself). The hardest part of this whole thing was making a proper weighted loot system. That was a pain, because I could never quite fine tune the results to what I wanted - still really haven’t, but it works well enough. The other hardest part was me, as a relative beginner to programming, discovering that assigning a new variable to an array in fact synced both arrays. Godot what the hell is duplicate_deep() 😭 Celestial Capitalist in collaboration with @idi0cy"}, {"post_id": 11810, "ts": "2026-06-19T06:57:08Z", "hours": 3.935, "text": "Celestial Capitalist: Randomized Stranger Names Just made random names for all the strangers - which was a damn pain because @idi0cy , despite his all-knowing-ness, decided to name the index of the button icons with the stranger sprites ‘index’, then proceeded to reference those same values in a different function under the name ‘place’ whilst the argument ‘index’ in said function was something entirely different. This confused me for at least an hour. You will also notice that we have a new merry little cast of sprites, for those strangers. I tried to make them look as dystopian as possible. Think it worked. Would probably have gone for more distorted faces too if I had the time. As you can see below, I spent way too long getting a massive list of names - mostly from Orteil’s RandomGen, and then a few references to media I like. We’ll definitely be adding more."}, {"post_id": 11148, "ts": "2026-06-18T07:16:54Z", "hours": 2.7939, "text": "Celestial Capitalist: Inventory Revamp + Misc Fixes Revamped the inventory item inspector and made it prettier, as seen below Also did various other internal fixes with code and stuff such as renaming a button, adding lines to the fake injury game, and item flavour text edit: just noticed the screenshot is horrendous so i replaced it edit two: nvm apparently stardance just crops it 😭 wtf"}, {"post_id": 11063, "ts": "2026-06-18T03:06:53Z", "hours": 2.9181, "text": "Celestial Capitalist: Randomized Dialogue little mini update while i do more stuff This and 15 more stupid lines per each dialogue option"}, {"post_id": 8514, "ts": "2026-06-14T05:01:46Z", "hours": 2.7608, "text": "Celestial Capitalist: Daily Monetaries + Tooltips Added a general purpose tooltip scene for instancing with the _make_custom_tooltip() method. That was a pain to get right - I spent a good half hour trying to figure out why it wouldn’t work before realizing the root had to be a container node. Control nodes stink and I hate them. In practical terms, I’ve added a method to append daily costs and profits to the ledger interface. Nothing actually uses it yet, so the values in here are from a debug keybind I was using."}, {"post_id": 8010, "ts": "2026-06-13T11:16:41Z", "hours": 3.9717, "text": "Celestial Capitalist: The Ledger Bit of an annoyance to make, but it works :D This is where you can keep track of your transactions and balance, as well as a hub for future financial stats that have yet to be implemented. Did a bunch of tomfoolery with containers and control nodes and all that weird stuff trying to make the collapsible boxes work - ended up just changing minimum sizes myself instead of bothering with the FoldableContainers. Other stuff In terms of backend stuff I guess you’d call it, I made some changes to the project settings for window scaling + added some font settings so we can apply them everywhere easier, as well as a button template script that won’t actually do anything. That’s for the tooltips on the daily buttons in the legder - for later!"}, {"post_id": 7783, "ts": "2026-06-13T00:11:11Z", "hours": 3.9939, "text": "Celestial Capitalist Dynamic Background Background now changes based on night cycle. Damn this was a pain - mostly because the issue wasn’t even the programming it was the frickin math. I hate math. I hate math so much. Also godot what the hell do you mean ‘70 is out of bounds of 70’ i’m dying The following showcase vid has time passing so quickly because I added a keybind to add hours to the clock for debug purposes. Also my laptop’s a bit laggy lmao Still needs polish, but hey, it works."}, {"post_id": 6529, "ts": "2026-06-10T23:42:25Z", "hours": 1.6681, "text": "Celestial Capitalist: Sprite Refresh Just did a big ol’ redo of all the placeholder sprite art + redid inventory grid to have five columns instead of ten so those 32*32 textures don’t go to waste. Also, this definitely took longer than an hour and a half. Unfortunately, I can’t log Krita. Anyw check out @idi0cy , he’s doing the code for this and original concept."}]...
|
Title: Celestial Capitalist by @Ratseer | Stardanc Title: Celestial Capitalist by @Ratseer | Stardance
Devlogs:
Celestial Capitalist: Sprite Refresh Just did a big ol’ redo of all the placeholder sprite art + redid inventory grid to have five columns instead of ten so those 32*32 textures don’t go to waste. Also, this definitely took longer than an hour and a half. Unfortunately, I can’t log Krita. Anyw check out @idi0cy , he’s doing the code for this and original concept.
Celestial Capitalist Dynamic Background Background now changes based on night cycle. Damn this was a pain - mostly because the issue wasn’t even the programming it was the frickin math. I hate math. I hate math so much. Also godot what the hell do you mean ‘70 is out of bounds of 70’ i’m dying The following showcase vid has time passing so quickly because I added a keybind to add hours to the clock for debug purposes. Also my laptop’s a bit laggy lmao Still needs polish, but hey, it works.
Celestial Capitalist: The Ledger Bit of an annoyance to make, but it works :D This is where you can keep track of your transactions and balance, as well as a hub for future financial stats that have yet to be implemented. Did a bunch of tomfoolery with containers and control nodes and all that weird stuff trying to make the collapsible boxes work - ended up just changing minimum sizes myself instead of bothering with the FoldableContainers. Other stuff In terms of backend stuff I guess you’d call it, I made some changes to the project settings for window scaling + added some font settings so we can apply them everywhere easier, as well as a button template script that won’t actually do anything. That’s for the tooltips on the daily buttons in the legder - for later!
Celestial Capitalist: Daily Monetaries + Tooltips Added a general purpose tooltip scene for instancing with the _make_custom_tooltip() method. That was a pain to get right - I spent a good half hour trying to figure out why it wouldn’t work before realizing the root had to be a container node. Control nodes stink and I hate them. In practical terms, I’ve added a method to append daily costs and profits to the ledger interface. Nothing actually uses it yet, so the values in here are from a debug keybind I was using.
Celestial Capitalist: Randomized Dialogue little mini update while i do more stuff This and 15 more stupid lines per each dialogue option
Celestial Capitalist: Inventory Revamp + Misc Fixes Revamped the inventory item inspector and made it prettier, as seen below Also did various other internal fixes with code and stuff such as renaming a button, adding lines to the fake injury game, and item flavour text edit: just noticed the screenshot is horrendous so i replaced it edit two: nvm apparently stardance just crops it 😭 wtf
Celestial Capitalist: Randomized Stranger Names Just made random names for all the strangers - which was a damn pain because @idi0cy , despite his all-knowing-ness, decided to name the index of the button icons with the stranger sprites ‘index’, then proceeded to reference those same values in a different function under the name ‘place’ whilst the argument ‘index’ in said function was something entirely different. This confused me for at least an hour. You will also notice that we have a new merry little cast of sprites, for those strangers. I tried to make them look as dystopian as possible. Think it worked. Would probably have gone for more distorted faces too if I had the time. As you can see below, I spent way too long getting a massive list of names - mostly from Orteil’s RandomGen, and then a few references to media I like. We’ll definitely be adding more.
Celestial Capitalist: Scavenging WOW that took a while! Probably should have posted some breadcrumbs midway but whatever. The SCAVENGING FEATURE IS COMPLETE. This is basically loot box opening simulator + squid game dalgona cookies. This will be your main way to get items to sell (therefore earn money). The value of each item is based off that quality value we’ve been showing off, as well as the item’s base value and your minigame performance. Loot even scales as you gain more money (which I do in the video with a debug keybind), allowing you to go from looting trash cans to looting discarded packages and dropped briefcases. To spice up the loot, I’ve also added WAYYY too many items (yes, I did the textures myself). The hardest part of this whole thing was making a proper weighted loot system. That was a pain, because I could never quite fine tune the results to what I wanted - still really haven’t, but it works well enough. The other hardest part was me, as a relative beginner to programming, discovering that assigning a new variable to an array in fact synced both arrays. Godot what the hell is duplicate_deep() 😭 Celestial Capitalist in collaboration with @idi0cy
The Market I’ve added a shop system! At exactly 00:00 every day the Market tab refreshes with a new market stall, with randomly generated name, products, and an owner profile for the funnies. This system isn’t really for you to buy and flip prices in the get money tab - this is supposed to drag money out of you when you’re starving for food and also purchase upgrades for your run. Said upgrades have not yet been implemented, but - Using Items Items that can be used now pop up a use item button in the inventory. Monetary items now return money to your ledger and food items now add to your vitals - which hasn’t been implemented yet. We’ll also be adding more items and usages - such as those aforementioned upgrades. Celestial Capitalist in collaboration with @idi0cy
The Great Organization So while @idi0cy over there has been coding new stuff, I’ve been over here cleaning after his mess. I’m currently in the process of adding documentation comments to everything so we know what the hell anything is after we code it. Suffice to say, it’s not going that great but it’s coming along. This man literally wrote a variable called lengthOfTimeUnitThingHi_rAt_D_ontWeLovenamingConVentIons just to piss me off. Another part of the organization effort is adding these #region and #endregion comments everywhere so we can close and expand large sections of code. The Great Centralization I’ve also been working on centralizing certain things. I’ve added a new InventoryHelper class, which contains methods used for inventories such as the market stalls, loot boxes, the actual inventory, and the pick to sell menu. Attached below is the documentation comments for the Resources class containing pretty much every texture, dialogue line, name, and utility function and now a lot of the scripts extend it.
Vitals System Added a health, hydration, and satiation system. Satiation controls max health, and if your hydration hits 0, you begin taking damage over time. When you take damage or your health is low, your screen has a damage overlay. Celestial Capitalist in collaboration with @idi0cy .
Revamped Tutorial Gave the new tutorial put in place by @idi0cy some flair. It now also contains a text box for you to pick a save name, which will automatically show up in the ledger where the account name thing is. It may be the save name, but we’re not going to be implementing saves before shipping as we’re lazy and have things to do. The revamp has also made the game through anywhere from 1-103 data.tree is null errors but it ain’t crashing and I’m done solving that crap. Two Bowls of Chili We now have the two bowls of chili as per request by a friend of @idi0cy . New Item Mechanics I’ve changed the item system so that they can take on far more data than just an item type. They now have an additionalProperties , which is a Dictionary that is meant to take a string key and value. This allows us to store pretty much any data we want in there. This was done so that I could make items give temporary skill buffs with ease, as a lot of them are currently only good for selling. So now, you can use a pencil and gain a minute of +1 dexterity (which helps in the fake injury and stealth steal minigames), among other buffs. Miscellaneous fixes We are nearing release, and so we’ve begun to review a lot of stuff and make balancing/bugfixing changes. Deathscreen now returns you to title screen. Made perception affect scavenge quality and charisma affect market quality Added a bajillion tooltips to explain stuff Haggle difficulty has been made easier Fixed an issue in scavenge that made all the loot 0 quality Made event popups stack Made it so other windows can’t open if a scavenge game is happening Celestial Capitalist , dubiously developed by @Ratseer and @idi0cy .
Celestial Capitalist - Beta Complete! After four hours of horrifically annoying bugfixing with @idi0cy , CC is ship ready! We did a lot of misc fixes. There was some really stupid code we left in such as ‘check if x > y’ and consecutively in that one ‘check if x < y’. We’re geniuses. Anyway, we just added a sound slider that doesn’t work outside the editor 😭 . There were also a bunch of balancing issues to fix, such as me labelling a bottle of soy sauce as 45 dollars. But it’s done, oh lord it’s done. Check it out! https://ratseerofrattesse.itch.io/celestial-capitalist
Ships:
Celestial Capitalist is a simulation game where the player simultaneously builds and ascends the corporate ladder from the bottom of the street to the self-built throne at the top of the cosmos. Beg your way from homelessness, run a lemonade stand, scam grandmas on the internet, start a cult, play union-buster tower defence, and generally just have a grand stupid time while the world slowly bends to your will. Currently on FIRST BETA! Contains the slightly unpolished first stage, Rock Bottom, with basic progression, a bunch of minigames and… style!. You’re homeless and you needa earn money to get out of it. Also you can’t save yet. And the volume is broken. WE’LL FIX IT ONE DAY. Controls are all point and clicked + arrow keys for the Fake Injury minigame. Windows only for the moment - will support more soon. Unzip and run ccap1.0exe. By @idi0cy and RatseerOfRattesse Made for Hack Club Stardance. Tribulations Coding is notorious for producing the kind of mistakes one looks through for an entire night and solves in a second of effort. We had a lot of that. The amount of stupid crap on the way here is immense and we’ve still not cleared out all of it. But, @idi0cy and I hope you will enjoy what we’ve made, cuz we sure did enjoy making it. Celestial Capitalist by @idi0cy and @Ratseer ....
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1793346715.2372415
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1793433115.2372415
|
|
60023
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astraOS by @Kakkarotto | Stardance
|
Kakkarotto
|
1
|
14.05
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T16:43:04Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made astraOS because i wanted to challenge myself to turn a normal webpage into something that actually feels like a small operating system", "repo": "https://github.com/saptarshimajumder11/astraOS", "demo": "https://saptarshimajumder11.github.io/astraOS/"}]...
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[{"post_id": 70016, "ts": "202 [{"post_id": 70016, "ts": "2026-09-18T08:48:49Z", "hours": 7.0006, "text": "UPGRADED MOST OF THE THINGS. after getting a return from the shipping process, i tried to make it again without using AI and seems like i did it pretty well.the thhing is that the calendar app is under construction right now and i am working on the widget thingy cause its too hard to find one and takes time to make one,although i am working on it and also it opens pretty well! edited the top-bar too"}, {"post_id": 66049, "ts": "2026-09-11T16:42:52Z", "hours": 4.0467, "text": "I UPDATED AND REDESIGNED EVERYTHING! after getting rejected in the shipping process,i did more coding and learnt many things. WHAT IS NEW? -added fully functioning calculator.changed the background design.added taskbar .redesigned new logo.now there is a start button that actually opens ! but sadly i didnt make any power button type thing…."}, {"post_id": 64779, "ts": "2026-09-09T13:07:29Z", "hours": 1.2803, "text": "completed for part 1"}, {"post_id": 64723, "ts": "2026-09-09T10:55:45Z", "hours": 1.2831, "text": "I can able to get the interface and the website works.now really is left is the coding to get it to work"}, {"post_id": 64690, "ts": "2026-09-09T09:00:27Z", "hours": 0.3228, "text": "First part of the OS is getting completed.sonOS"}]...
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Title: astraOS by @Kakkarotto | Stardance
Devlogs Title: astraOS by @Kakkarotto | Stardance
Devlogs:
First part of the OS is getting completed.sonOS
I can able to get the interface and the website works.now really is left is the coding to get it to work
completed for part 1
I UPDATED AND REDESIGNED EVERYTHING! after getting rejected in the shipping process,i did more coding and learnt many things. WHAT IS NEW? -added fully functioning calculator.changed the background design.added taskbar .redesigned new logo.now there is a start button that actually opens ! but sadly i didnt make any power button type thing….
UPGRADED MOST OF THE THINGS. after getting a return from the shipping process, i tried to make it again without using AI and seems like i did it pretty well.the thhing is that the calendar app is under construction right now and i am working on the widget thingy cause its too hard to find one and takes time to make one,although i am working on it and also it opens pretty well! edited the top-bar too
Ships:
i made astraOS because i wanted to challenge myself to turn a normal webpage into something that actually feels like a small operating system...
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1793206313.2156358
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1793292713.2156358
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63364
|
Hacked Club the Game by @evanxdsouza | Stardance
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evanxdsouza
|
0
|
0.82
|
0
|
[]
|
[{"post_id": 70030, "ts": "202 [{"post_id": 70030, "ts": "2026-09-18T10:09:55Z", "hours": 0.8164, "text": "Hack Club… 2026 Hack Club has been infiltrated and taken over by a sinister organisation. The only traceable proof, a corrupted main site. You have been selected to take down the organisation, using the control panel hidden in the site. My latest project is an entire adventure game, hidden as easter eggs in the hack club site. I started by cloning the hack club site and used claude to create a component that can store your progress on each easter egg in your browser storage. Then i started work on the first easter egg - a password protected admin page and a subtly changed philosophy page. I also found something in the repo that can let me push stuff to the console, it will make my life easier for a future egg. I am having a bit of problems with the password part, somehow no matter what I input it allows me in, I will have to fix that."}]...
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Title: Hacked Club the Game by @evanxdsouza | Star Title: Hacked Club the Game by @evanxdsouza | Stardance
Devlogs:
Hack Club… 2026 Hack Club has been infiltrated and taken over by a sinister organisation. The only traceable proof, a corrupted main site. You have been selected to take down the organisation, using the control panel hidden in the site. My latest project is an entire adventure game, hidden as easter eggs in the hack club site. I started by cloning the hack club site and used claude to create a component that can store your progress on each easter egg in your browser storage. Then i started work on the first easter egg - a password protected admin page and a subtly changed philosophy page. I also found something in the repo that can let me push stuff to the console, it will make my life easier for a future egg. I am having a bit of problems with the password part, somehow no matter what I input it allows me in, I will have to fix that....
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1793051381.8338332
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1793656181.8338332
|
|
63020
|
webos by @yash_vish_shan | Stardance
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yash_vish_shan
|
0
|
4.71
|
0
|
[]
|
[{"post_id": 70035, "ts": "202 [{"post_id": 70035, "ts": "2026-09-18T10:35:32Z", "hours": 3.2744, "text": "Massive Update devlog 4 : added multiple background ,added mana bar as the battery added setting (only volume and backgrounds at the moment) added gallery with different wallpapers"}, {"post_id": 69586, "ts": "2026-09-17T11:12:52Z", "hours": 0.3542, "text": "develop 3 added inventory bar,day mode night mode, renamed to terraOS,added guide, and added inventory and items(apps)"}, {"post_id": 69572, "ts": "2026-09-17T10:20:01Z", "hours": 0.7167, "text": "Devlog 2 Added fdraggable floating windows"}, {"post_id": 69525, "ts": "2026-09-17T07:19:54Z", "hours": 0.3619, "text": "I am working on my os"}]...
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Title: webos by @yash_vish_shan | Stardance
Devlo Title: webos by @yash_vish_shan | Stardance
Devlogs:
I am working on my os
Devlog 2 Added fdraggable floating windows
develop 3 added inventory bar,day mode night mode, renamed to terraOS,added guide, and added inventory and items(apps)
Massive Update devlog 4 : added multiple background ,added mana bar as the battery added setting (only volume and backgrounds at the moment) added gallery with different wallpapers...
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1793047973.0425107
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1793652773.0425107
|
|
62471
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CLI Weather App by @aarav_shrivastava | Stardance
|
aarav_shrivastava
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T11:02:52Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A feature-rich command-line weather application built with Python. It fetches real-time weather information using the OpenWeather API and presents it in a clean, colorful terminal interface powered by Rich. I know this is very common and easy but this is my first API project in python. So please NO HATES!! If you are using release .zip file you can’t see colored output because terminal doesn’t support COLORAMA.", "repo": "https://github.com/aaravshrivastava4129/CLI-Weather-App", "demo": "https://github.com/aaravshrivastava4129/CLI-Weather-App/releases"}]...
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[{"post_id": 70041, "ts": "202 [{"post_id": 70041, "ts": "2026-09-18T10:55:36Z", "hours": 1.4475, "text": "CLI-Weather-App Added colorful table and loading animation. Soon it will be shipped."}, {"post_id": 69551, "ts": "2026-09-17T09:12:23Z", "hours": 0.8969, "text": "CLI Weather App Added basic structure. Enter city name and it will tell temperature, feels like, max. temp, min. temp, visibility, sunset time, sunrise time and many more. Next update- Making everything in colored table and adding error handling."}]...
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Title: CLI Weather App by @aarav_shrivastava | Sta Title: CLI Weather App by @aarav_shrivastava | Stardance
Devlogs:
CLI Weather App Added basic structure. Enter city name and it will tell temperature, feels like, max. temp, min. temp, visibility, sunset time, sunrise time and many more. Next update- Making everything in colored table and adding error handling.
CLI-Weather-App Added colorful table and loading animation. Soon it will be shipped.
Ships:
A feature-rich command-line weather application built with Python. It fetches real-time weather information using the OpenWeather API and presents it in a clean, colorful terminal interface powered by Rich. I know this is very common and easy but this is my first API project in python. So please NO HATES!! If you are using release .zip file you can’t see colored output because terminal doesn’t support COLORAMA....
|
1793210035.6346722
|
1793296435.6346722
|
|
31038
|
HeartSense by @Sockmuffin | Stardance
|
Sockmuffin
|
0
|
9.2
|
0
|
[]
|
[{"post_id": 70042, "ts": "202 [{"post_id": 70042, "ts": "2026-09-18T11:01:41Z", "hours": 0.5975, "text": "Worked on PCB design 2.0"}, {"post_id": 40869, "ts": "2026-08-04T17:45:25Z", "hours": 1.9842, "text": "As hardware has updated i have some backlog of unsaved timelapses i never pushed. All other work has been expanding parts list and making adjustments."}, {"post_id": 30662, "ts": "2026-07-18T12:47:44Z", "hours": 2.7467, "text": "Worked on BOM, iterated multiple plans and ran them past my client to find the best design. Will be a handheld device that fits in a pocket nicely and can be taken out to measure both absolute and directional magnetic field environment. Will add other features such as a compass, spirit level, and more."}, {"post_id": 25474, "ts": "2026-07-09T19:22:44Z", "hours": 2.2647, "text": "Change of plans, finding nonmagnetic parts is proving to be too tricky and bordering unsafe boundaries. Will instead opt for a hip-mounted processor and battery unit with wires to sensor."}, {"post_id": 23481, "ts": "2026-07-06T14:14:18Z", "hours": 1.6025, "text": "Completed the schematics and made sure i was using the correct components. I have run into an issue where I haven’t the slightest idea or skill to solder smd components, and my project currently requires one, so i will have to either learn how to do that or find a different component."}]...
|
Title: HeartSense by @Sockmuffin | Stardance
Devl Title: HeartSense by @Sockmuffin | Stardance
Devlogs:
Completed the schematics and made sure i was using the correct components. I have run into an issue where I haven’t the slightest idea or skill to solder smd components, and my project currently requires one, so i will have to either learn how to do that or find a different component.
Change of plans, finding nonmagnetic parts is proving to be too tricky and bordering unsafe boundaries. Will instead opt for a hip-mounted processor and battery unit with wires to sensor.
Worked on BOM, iterated multiple plans and ran them past my client to find the best design. Will be a handheld device that fits in a pocket nicely and can be taken out to measure both absolute and directional magnetic field environment. Will add other features such as a compass, spirit level, and more.
As hardware has updated i have some backlog of unsaved timelapses i never pushed. All other work has been expanding parts list and making adjustments.
Worked on PCB design 2.0...
|
1792688049.3915315
|
1793292849.3915315
|
|
55852
|
PixelOs by @Sockmuffin | Stardance
|
Sockmuffin
|
0
|
3.69
|
0
|
[]
|
[{"post_id": 70045, "ts": "202 [{"post_id": 70045, "ts": "2026-09-18T11:04:16Z", "hours": 3.1044, "text": "Worked on code and got a very basic demo up"}, {"post_id": 57449, "ts": "2026-08-29T16:27:08Z", "hours": 0.5878, "text": "Started the project and made a README, nothing special just getting the hierarchy and details sorted"}]...
|
Title: PixelOs by @Sockmuffin | Stardance
Devlogs Title: PixelOs by @Sockmuffin | Stardance
Devlogs:
Started the project and made a README, nothing special just getting the hierarchy and details sorted
Worked on code and got a very basic demo up...
|
1793357402.3233063
|
1793962202.3233063
|
|
60176
|
AI Writing Reader by @Lord_Goda | Stardance
|
Lord_Goda
|
0
|
7.07
|
0
|
[]
|
[{"post_id": 70050, "ts": "202 [{"post_id": 70050, "ts": "2026-09-18T11:09:28Z", "hours": 4.1139, "text": "I have finally finished all the code, but still need to debug ts, bro this is gonna take forever but im almost done. Basically, i have built the backpropogation system for the AI which calculates all the partial derivatives of the equation, multiplies them to get the gradient descent value, then adds it to the weights and biases of the layers. This should theoretically work when i debug this. This is all done without the use of AI and any packages apart from random, which is pretty cool"}, {"post_id": 65035, "ts": "2026-09-09T20:55:16Z", "hours": 1.3939, "text": "Now I have finished building the structure for the AI to be built on, like the foundations are now ready for the house to be built. Now I just need to create the AI logic, which shouldnt be too bad (I hope)"}, {"post_id": 64884, "ts": "2026-09-09T16:16:57Z", "hours": 1.5603, "text": "I built the core functions needed in the AI, like the normalising functions softmax and sigmoid, the dot multiplication and matrix multiplication and addition functions and used those to overload operators of a Matrix class. I also started to develop the layer class but didnt get far. Most of the time went to researching the formulas for the functions and researching how neural networks work from 3blue1brown. I am mainly following his research from his youtube channel for now then i will add some personal additions later. Its a bit difficult adding comments everywhere since no one really ever looks at my work, i just do it for myself mainly so hopefully i did good at that this time."}]...
|
Title: AI Writing Reader by @Lord_Goda | Stardance Title: AI Writing Reader by @Lord_Goda | Stardance
Devlogs:
I built the core functions needed in the AI, like the normalising functions softmax and sigmoid, the dot multiplication and matrix multiplication and addition functions and used those to overload operators of a Matrix class. I also started to develop the layer class but didnt get far. Most of the time went to researching the formulas for the functions and researching how neural networks work from 3blue1brown. I am mainly following his research from his youtube channel for now then i will add some personal additions later. Its a bit difficult adding comments everywhere since no one really ever looks at my work, i just do it for myself mainly so hopefully i did good at that this time.
Now I have finished building the structure for the AI to be built on, like the foundations are now ready for the house to be built. Now I just need to create the AI logic, which shouldnt be too bad (I hope)
I have finally finished all the code, but still need to debug ts, bro this is gonna take forever but im almost done. Basically, i have built the backpropogation system for the AI which calculates all the partial derivatives of the equation, multiplies them to get the gradient descent value, then adds it to the weights and biases of the layers. This should theoretically work when i debug this. This is all done without the use of AI and any packages apart from random, which is pretty cool...
|
1793033307.856257
|
1793638107.856257
|
|
59407
|
Azhan-OS by @azhan_builds | Stardance
|
azhan_builds
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T11:20:11Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a small Web OS with HTML, CSS and JavaScript. The hardest part was making the draggable windows part, it was quite challengging but fun. I am proud that I made it myself and that it actually works:) People can just open the web app and start using it, nothing special is needed.", "repo": "https://github.com/azhan-builds/Azhan-OS", "demo": "https://azhan-os.vercel.app/"}]...
|
[{"post_id": 70054, "ts": "202 [{"post_id": 70054, "ts": "2026-09-18T11:14:48Z", "hours": 0.5789, "text": "The OS is finally complete. I’ve added features such as Notes, Timer, Contacts, Calculator, Gallery, Files and Music player. It was quite interesting and i enjoyed it very much."}, {"post_id": 70037, "ts": "2026-09-18T10:38:07Z", "hours": 2.3778, "text": "I’ve decided what features my OS will have. I am going to include a basic Notes app along with timer app. I’m also adding a calculator and a music player with bunch of other cool stuffs"}, {"post_id": 63723, "ts": "2026-09-07T17:36:17Z", "hours": 0.8914, "text": "This is my third project here in Stardust. And things are getting interesting. I’m building a basic web-based OS that will help you keep track of your projects, tasks and other works. This is what it looks like with html and bit of inline css. There is a lot to do, so I better get to it. Thanks:)"}]...
|
Title: Azhan-OS by @azhan_builds | Stardance
Devl Title: Azhan-OS by @azhan_builds | Stardance
Devlogs:
This is my third project here in Stardust. And things are getting interesting. I’m building a basic web-based OS that will help you keep track of your projects, tasks and other works. This is what it looks like with html and bit of inline css. There is a lot to do, so I better get to it. Thanks:)
I’ve decided what features my OS will have. I am going to include a basic Notes app along with timer app. I’m also adding a calculator and a music player with bunch of other cool stuffs
The OS is finally complete. I’ve added features such as Notes, Timer, Contacts, Calculator, Gallery, Files and Music player. It was quite interesting and i enjoyed it very much.
Ships:
I made a small Web OS with HTML, CSS and JavaScript. The hardest part was making the draggable windows part, it was quite challengging but fun. I am proud that I made it myself and that it actually works:) People can just open the web app and start using it, nothing special is needed....
|
1793353683.5323102
|
1793440083.5323102
|
|
19433
|
Pantheon by @Minetrio1256 | Stardance
|
Minetrio1256
|
1
|
25.91
|
323
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T00:17:02Z", "hours": 23.0, "multiplier": 13.97, "payout": 323, "blessing": "neutral", "text": "I made a custom item framework that auto builds the resource pack JSON for you while allowing custom behavior on different events. The most challenging part was the NMS that is needed in the bootstrap phase to add certain datapack element written in Java to the registry. I am most proud of how powerful it is and open unlike alternative who often offer a poor developer experience. To this the project you should join the ip linked in the demo.md file under demo url on Minecraft Java 26.2 which is the demo project.", "repo": "https://github.com/Eclectus-Studio/Pantheon", "demo": "https://github.com/Eclectus-Studio/PantheonDemo/blob/master/demo.md"}]...
|
[{"post_id": 70082, "ts": "202 [{"post_id": 70082, "ts": "2026-09-18T12:55:23Z", "hours": 1.0242, "text": "Devlog #10 I mainly ported the plugin to 26.3, some testing notably with the data pack elements that were previously implemented need to be tested. I am currently still working on making the primitives for the datapack elements currently I have added world clocks, villager trades, banner patterns, decorated pots, and for the few other look at the commit history! I also ported the commands to the Brigadier API to have the TAB completion work better."}, {"post_id": 68371, "ts": "2026-09-15T00:57:59Z", "hours": 0.625, "text": "Devlog #9 I added support for credits"}, {"post_id": 66633, "ts": "2026-09-12T14:14:53Z", "hours": 0.5036, "text": "Devlog #8 Small refactor and additions, mainly the fact that the data package is now apart of version specific code moving forward due the need of bukkit code moving forward. It also means a support for papercm Key will be added"}, {"post_id": 63055, "ts": "2026-09-06T17:11:01Z", "hours": 0.7606, "text": "Devlog #7 from this point it’s mostly extra stuff that its convenient to have Pantheon handle it. this update just adds consumable and patches to certain bugs!"}, {"post_id": 46394, "ts": "2026-08-13T15:57:01Z", "hours": 4.0803, "text": "Devlog #6 As the final devlog here is a quick screenshot of the demo server, with all feature implemented and ready. Armor, tools, mob variant, music disc, painting."}, {"post_id": 38909, "ts": "2026-08-01T14:31:34Z", "hours": 9.3422, "text": "Devlog #5 so I added a few features and did a few refactors of the API. I have added all mob variants, painting variants and Jukebox songs. A few added features and edits to the API are : Damage Types Sword & Tools (waiting for a rewrite) Mob Variants Painting Variants Jukebox songs Armor (Missing some for mobs other the humanoid) Durability has been added"}, {"post_id": 29474, "ts": "2026-07-16T13:24:11Z", "hours": 1.3536, "text": "Devlog #4 I added in what will soon be version Alpha-0.2.0 the new equipment API. It includes, Saddles, Helmets, Chest plates, Leggings, and boots. The next step is re-writing the sound API prototype in common and implementing. Features soon to be added also include food and weapons"}, {"post_id": 25043, "ts": "2026-07-09T00:06:38Z", "hours": 4.5428, "text": "Devlog #3 So I got a bit carried away and decided that it could be a good idea to add velocity support. Currently, and what it is planned to do is pack hosting and generation, the actual logic for item is still ran on the backend server and it is not included in velocity which allows for code separation between common, velocity, and paper. I also started making presets for equipment and added custom font support. I also removed minecraft 26.1.2 in favor to 26.2 to support new features. The next step is still the equipment api such as custom armor and elytra’s. I think the next step after is tools. Linked is a demo of the custom font for ranks, note that it does not generate the rank texture but could be a good idea in the future."}, {"post_id": 13165, "ts": "2026-06-21T15:24:11Z", "hours": 3.42, "text": "Devlog #2 So, been a few days and I have been able to test and improve the current item API. We now have: Raw item models and raw item models definition A custom item API which handles left click and right click detection Pack hosting The next step is still related to items, mainly stuff like custom equipment such as armor, wings, saddles. Also coming soon is pack icon and sounds."}, {"post_id": 10308, "ts": "2026-06-16T23:30:21Z", "hours": 0.4, "text": "Devlog 1 So, I have been working for a while in the mc plugin scene and each and every time a few things often come back when doing custom servers, mainly custom items. While the process of making one is easier then ever due to the changes in the last few years it is still quite annoying, mainly having to manually write json or copy-pasting while changing a few values. You also have to make sure everything matches up back in java. If you are working with modern modding api’s, such as neoforge and fabric, you will get a tool called DataGen which helps writing the json for you with the minimal amount of lines for diverse things such as loot tables, item models, etc. So I decided to make one for paper and to have a custom item related classes and also have the option to build the resource pack on the fly for quick updates. It is currently messy due to the fact that I am directly interracting with the POJO that mirror the json of a resource pack, I am planning on making a nicer api to make the process faster and cleaner."}]...
|
Title: Pantheon by @Minetrio1256 | Stardance
Devl Title: Pantheon by @Minetrio1256 | Stardance
Devlogs:
Devlog 1 So, I have been working for a while in the mc plugin scene and each and every time a few things often come back when doing custom servers, mainly custom items. While the process of making one is easier then ever due to the changes in the last few years it is still quite annoying, mainly having to manually write json or copy-pasting while changing a few values. You also have to make sure everything matches up back in java. If you are working with modern modding api’s, such as neoforge and fabric, you will get a tool called DataGen which helps writing the json for you with the minimal amount of lines for diverse things such as loot tables, item models, etc. So I decided to make one for paper and to have a custom item related classes and also have the option to build the resource pack on the fly for quick updates. It is currently messy due to the fact that I am directly interracting with the POJO that mirror the json of a resource pack, I am planning on making a nicer api to make the process faster and cleaner.
Devlog #2 So, been a few days and I have been able to test and improve the current item API. We now have: Raw item models and raw item models definition A custom item API which handles left click and right click detection Pack hosting The next step is still related to items, mainly stuff like custom equipment such as armor, wings, saddles. Also coming soon is pack icon and sounds.
Devlog #3 So I got a bit carried away and decided that it could be a good idea to add velocity support. Currently, and what it is planned to do is pack hosting and generation, the actual logic for item is still ran on the backend server and it is not included in velocity which allows for code separation between common, velocity, and paper. I also started making presets for equipment and added custom font support. I also removed minecraft 26.1.2 in favor to 26.2 to support new features. The next step is still the equipment api such as custom armor and elytra’s. I think the next step after is tools. Linked is a demo of the custom font for ranks, note that it does not generate the rank texture but could be a good idea in the future.
Devlog #4 I added in what will soon be version Alpha-0.2.0 the new equipment API. It includes, Saddles, Helmets, Chest plates, Leggings, and boots. The next step is re-writing the sound API prototype in common and implementing. Features soon to be added also include food and weapons
Devlog #5 so I added a few features and did a few refactors of the API. I have added all mob variants, painting variants and Jukebox songs. A few added features and edits to the API are : Damage Types Sword & Tools (waiting for a rewrite) Mob Variants Painting Variants Jukebox songs Armor (Missing some for mobs other the humanoid) Durability has been added
Devlog #6 As the final devlog here is a quick screenshot of the demo server, with all feature implemented and ready. Armor, tools, mob variant, music disc, painting.
Devlog #7 from this point it’s mostly extra stuff that its convenient to have Pantheon handle it. this update just adds consumable and patches to certain bugs!
Devlog #8 Small refactor and additions, mainly the fact that the data package is now apart of version specific code moving forward due the need of bukkit code moving forward. It also means a support for papercm Key will be added
Devlog #9 I added support for credits
Devlog #10 I mainly ported the plugin to 26.3, some testing notably with the data pack elements that were previously implemented need to be tested. I am currently still working on making the primitives for the datapack elements currently I have added world clocks, villager trades, banner patterns, decorated pots, and for the few other look at the commit history! I also ported the commands to the Brigadier API to have the TAB completion work better.
Ships:
I made a custom item framework that auto builds the resource pack JSON for you while allowing custom behavior on different events. The most challenging part was the NMS that is needed in the bootstrap phase to add certain datapack element written in Java to the registry. I am most proud of how powerful it is and open unlike alternative who often offer a poor developer experience. To this the project you should join the ip linked in the demo.md file under demo url on Minecraft Java 26.2 which is the demo project....
|
1793271189.299635
|
1793357589.299635
|
|
62768
|
my personal site by @Kakkarotto | Stardance
|
Kakkarotto
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T16:52:27Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve made a few projects that I’m genuinely proud of, especially astraOS, my own web-based operating system concept that I built with HTML, CSS, and JavaScript. I’m also working on ASTRApad, a custom mini control pad combining buttons, a rotary control, a display, and a microcontroller. Another project I’m building is DeskBot, an ESP32-based desktop robot with animated eyes and interactive features.", "repo": "https://github.com/saptarshimajumder11/my-website", "demo": "https://saptarshimajumder11.github.io/my-website/"}]...
|
[{"post_id": 70087, "ts": "202 [{"post_id": 70087, "ts": "2026-09-18T13:02:43Z", "hours": 3.2794, "text": "i made the website yay.simple and noothing much.took like 3 hours"}]...
|
Title: my personal site by @Kakkarotto | Stardance Title: my personal site by @Kakkarotto | Stardance
Devlogs:
i made the website yay.simple and noothing much.took like 3 hours
Ships:
I’ve made a few projects that I’m genuinely proud of, especially astraOS, my own web-based operating system concept that I built with HTML, CSS, and JavaScript. I’m also working on ASTRApad, a custom mini control pad combining buttons, a rotary control, a display, and a microcontroller. Another project I’m building is DeskBot, an ESP32-based desktop robot with animated eyes and interactive features....
|
1793210094.6551406
|
1793296494.6551406
|
|
63354
|
SofaBios by @scrt401 | Stardance
|
scrt401
|
0
|
1.33
|
0
|
[]
|
[{"post_id": 70092, "ts": "202 [{"post_id": 70092, "ts": "2026-09-18T13:13:54Z", "hours": 1.3333, "text": "Ok i decided to make my own bios because the bigcomparations feed you trash, ok back to the code what idid Power-on/reset entry point - reset cpu vector(OxFFFF0) that jumps into real BIOS code, POST-CPUsanity checks nemory detection/sizing basicchipset/southbridge initialization dache and MTRR setup"}]...
|
Title: SofaBios by @scrt401 | Stardance
Devlogs:
Title: SofaBios by @scrt401 | Stardance
Devlogs:
Ok i decided to make my own bios because the bigcomparations feed you trash, ok back to the code what idid Power-on/reset entry point - reset cpu vector(OxFFFF0) that jumps into real BIOS code, POST-CPUsanity checks nemory detection/sizing basicchipset/southbridge initialization dache and MTRR setup...
|
1792442849.187095
|
1793306849.187095
|
|
4418
|
A drone claw by @WillD | Stardance
|
WillD
|
0
|
0.55
|
0
|
[]
|
[{"post_id": 701, "ts": "2026- [{"post_id": 701, "ts": "2026-06-02T08:23:30Z", "hours": 0.5539, "text": "The research I have the choice of 2 boards, esp32 and raspberry pi zero. Both boards are great! however they both carry limitations (see image above/below). esp32 has great radio reach as antennas can easily be attatched. The raspberry pi has a super easy and user friendly connectivity due to its computer like system. these boards will be the brains of the claw, this will tell the mechanism to open/close when the other device sends a signal wirelessly to the brains - similar to how our brains work (just…not wirelessly :/) However as the handheld device will be a physical (or digital touch) button I believe the esp32 will be a better fit, this is because it will have a longer range which is needed for drones especially if the drone is custom built, the esp32 also doesnt drain battery meaning the device can be lighter - meaning more flight time for the drone as well as a cheaper system (it wont need a lot of batteries or need larger batteries) although the esp has a long radio signal it will still need a LoRa addon, this is because of drones signals."}]...
|
Title: A drone claw by @WillD | Stardance
Devlogs Title: A drone claw by @WillD | Stardance
Devlogs:
The research I have the choice of 2 boards, esp32 and raspberry pi zero. Both boards are great! however they both carry limitations (see image above/below). esp32 has great radio reach as antennas can easily be attatched. The raspberry pi has a super easy and user friendly connectivity due to its computer like system. these boards will be the brains of the claw, this will tell the mechanism to open/close when the other device sends a signal wirelessly to the brains - similar to how our brains work (just…not wirelessly :/) However as the handheld device will be a physical (or digital touch) button I believe the esp32 will be a better fit, this is because it will have a longer range which is needed for drones especially if the drone is custom built, the esp32 also doesnt drain battery meaning the device can be lighter - meaning more flight time for the drone as well as a cheaper system (it wont need a lot of batteries or need larger batteries) although the esp has a long radio signal it will still need a LoRa addon, this is because of drones signals....
|
1792759896.1003654
|
1793364696.1003654
|
|
63016
|
SWING IT by @nurali | Stardance
|
nurali
|
1
|
8.0
|
73
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T15:39:10Z", "hours": 8.0, "multiplier": 8.69, "payout": 73, "blessing": "neutral", "text": "Swing It, is a simple physics game about swinging a double pendulum. Drag the green handle, release it and watch the pendulum move! you can play it over at itch io directly in your browser: https://nurali312.itch.io/swing-it The maths was pretty complicated but once that was over it was mainly about polishing the experience as the physics provided some lets say “unique” bugs. Overall it was fun working on this and i think it came out great. its really fun to just swing it around and watch the chaos and the different trails it makes.", "repo": "https://github.com/nurali-amirgali/double-pendulum", "demo": "https://nurali312.itch.io/swing-it"}]...
|
[{"post_id": 70114, "ts": "202 [{"post_id": 70114, "ts": "2026-09-18T14:22:02Z", "hours": 3.4692, "text": "Devlog 4 So i decided to really polish it up. i fixed a ton of bugs with the lower pendulum while its being grabbed. I also thought that the simulation was a bit confusing so i made a short intro sequence teaching the player the controls and what to do. I also added a button that applies a random force to the pendulum, a button that slows the pendulum down by increasing friction, and a button that shows the controls on screen. Furthermore i added some nice quality of life features like the hitbox of the green handle becomes bigger the faster it is making it easier to grab while its spinning fast. Oh and i added a little color change when grabbing which isnt very noticeable but a nice touch. And last but not least i used claude to add some of the async stuff required by pygbag to convert it into html to be run on itch.io as a demo without downloading anything. I also quickly made a nice logo for this in inkscape which i think looks nice. So hopefully i can release this now!"}, {"post_id": 69725, "ts": "2026-09-17T17:33:33Z", "hours": 2.4375, "text": "Devlog 3 added dragging the top pendulum which caused tons of headaches (image 3). it kept spinning insanely fast. but i managed to fix it. i also added a nice fade out effect for the trails, added a pause button, added a reset button and added increasaing and decreasing the simulation speed. overall im pretty happy with how it turned out!"}, {"post_id": 69577, "ts": "2026-09-17T10:41:38Z", "hours": 1.6997, "text": "Devlog 2 fixed a bug where it would randomly crash because the momentum overflows and cant be stored anymore. There was also a strange issue where it kept slowing down and losing energy even with friction set to 0. I fixed this by switching from eulers method to RK4. I also added a nice trail that follows it around, centered it on the screen and adjusted the screen size. Next up i need to add grabbing the pendulums so you can move them around and play around with them. And i need to add some text on screen showing all the velocities and stuff."}, {"post_id": 69498, "ts": "2026-09-17T05:51:40Z", "hours": 0.7878, "text": "Devlog 1 setup all the basic formulas and physics. Got it to render the pendulum. now i need to add grabbing the pendulum and making it prettier."}]...
|
Title: SWING IT by @nurali | Stardance
Devlogs:
D Title: SWING IT by @nurali | Stardance
Devlogs:
Devlog 1 setup all the basic formulas and physics. Got it to render the pendulum. now i need to add grabbing the pendulum and making it prettier.
Devlog 2 fixed a bug where it would randomly crash because the momentum overflows and cant be stored anymore. There was also a strange issue where it kept slowing down and losing energy even with friction set to 0. I fixed this by switching from eulers method to RK4. I also added a nice trail that follows it around, centered it on the screen and adjusted the screen size. Next up i need to add grabbing the pendulums so you can move them around and play around with them. And i need to add some text on screen showing all the velocities and stuff.
Devlog 3 added dragging the top pendulum which caused tons of headaches (image 3). it kept spinning insanely fast. but i managed to fix it. i also added a nice fade out effect for the trails, added a pause button, added a reset button and added increasaing and decreasing the simulation speed. overall im pretty happy with how it turned out!
Devlog 4 So i decided to really polish it up. i fixed a ton of bugs with the lower pendulum while its being grabbed. I also thought that the simulation was a bit confusing so i made a short intro sequence teaching the player the controls and what to do. I also added a button that applies a random force to the pendulum, a button that slows the pendulum down by increasing friction, and a button that shows the controls on screen. Furthermore i added some nice quality of life features like the hitbox of the green handle becomes bigger the faster it is making it easier to grab while its spinning fast. Oh and i added a little color change when grabbing which isnt very noticeable but a nice touch. And last but not least i used claude to add some of the async stuff required by pygbag to convert it into html to be run on itch.io as a demo without downloading anything. I also quickly made a nice logo for this in inkscape which i think looks nice. So hopefully i can release this now!
Ships:
Swing It, is a simple physics game about swinging a double pendulum. Drag the green handle, release it and watch the pendulum move! you can play it over at itch io directly in your browser: https://nurali312.itch.io/swing-it The maths was pretty complicated but once that was over it was mainly about polishing the experience as the physics provided some lets say “unique” bugs. Overall it was fun working on this and i think it came out great. its really fun to just swing it around and watch the chaos and the different trails it makes....
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1793210166.7058296
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1793296566.7058296
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63440
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Frictionless by @kingforg | Stardance
|
kingforg
|
0
|
0.65
|
0
|
[]
|
[{"post_id": 70116, "ts": "202 [{"post_id": 70116, "ts": "2026-09-18T14:32:02Z", "hours": 0.6506, "text": "My first frictionless project (Multiple tools to use for daily use)"}]...
|
Title: Frictionless by @kingforg | Stardance
Devl Title: Frictionless by @kingforg | Stardance
Devlogs:
My first frictionless project (Multiple tools to use for daily use)...
|
1793051449.9935653
|
1793656249.9935653
|
|
29024
|
NimbusLoft by @SML_365 | Stardance
|
SML_365
|
2
|
11.77
|
169
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T21:26:26Z", "hours": 2.0, "multiplier": 8.76, "payout": 21, "blessing": "neutral", "text": "Ship #2 for NimbusLoft - A visual clipboard engine This is NimbusLofts ship for v1.2.0. NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. This ship includes: Colored files URL saving (Thank you to an anonymous reviewer for this idea!) Bugfixes File size display And more, which you can try out by downloading the executable on GitHub! Please note that NimbusLoft is intended for 64-bit Windows systems.", "repo": "https://github.com/SML365/NimbusLoft", "demo": "https://github.com/SML365/NimbusLoft/releases/"}, {"ship_num": 2, "ts": "2026-07-02T04:51:07Z", "hours": 8.0, "multiplier": 18.75, "payout": 148, "blessing": "neutral", "text": "I made a utility dock for storing temporary files so you don’t have to juggle three instances of File Explorer.", "repo": "https://github.com/SML365/NimbusLoft", "demo": "https://github.com/SML365/NimbusLoft/releases/"}]...
|
[{"post_id": 70117, "ts": "202 [{"post_id": 70117, "ts": "2026-09-18T14:32:24Z", "hours": 1.7656, "text": "Devlog #6 for NimbusLoft It was mainly just bug fixes. I fixed a couple of style issues as well as the version number. I also made it slightly more stable. No new features were added. Anyways, that’s it from me, and have a nice day/night!"}, {"post_id": 23733, "ts": "2026-07-06T21:04:28Z", "hours": 1.31, "text": "Devlog #5 for NimbusLoft - A visual clipboard engine NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. This devlog is focused on adding URL saving and loading support and stabilizing existing features, along with the releases of v1.1.1 and v2.1.0, available to try on GitHub! Added: URL saving and loading: You can now drag in URLs to save, drag them out into a browser, and open them with the browser. Everything shoulf work as expected 1-second pause before hiding the window upon startup: It helps first-time users find where NimbusLoft is located on their screen, since it might be different depending on monitor setups Adjusted color-code colors: The purple was a bit too strong, and I’ll be adjusting the yellow in an upcoming stability fix (v1.2.1) to make it a bit less green Upcoming: Settings menu (v2.0.0 planned) Persistent items (v2.0.0 planned) Search and Sort functionality (also mentioned in Devlog #4 ) (v2.0.0 planned) Multi-monitor support (v1.4.0 planned) Custom thumbnails for URLs depending on webpage (v1.3.0 planned)"}, {"post_id": 23255, "ts": "2026-07-06T03:11:47Z", "hours": 1.1003, "text": "Devlog #4 for NimbusLoft - A visual clipboard engine NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. This devlog is focused on getting all the features working for the v1.1.0 release, available to try on GitHub! Added: Right click context menu for each file entry, with options to open and remove file, as well as color changes Change background color of file for organization, with over 6 color options (as well as the default color) Contextual title also shows file size along with full file name Upcoming: Sort by color to improve organization Search functionality (sort) Settings panel to configure options such as auto startup, themes, and more"}, {"post_id": 20525, "ts": "2026-07-02T04:24:09Z", "hours": 1.5339, "text": "Devlog #3 for NimbusLoft - A visual clipboard engine NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. This devlog is focused on getting everything up and running for the v1.0.0 release, available to try on GitHub! Done: Horizontal scrolling Clear button now works Stability improvements Common filetypes tested (.mp3, .mp4, .png, .jpg, .html) Folders tested Upcoming (In later versions): Theming More stability improvements Removed: Settings button (Maybe coming in later versions)"}, {"post_id": 20287, "ts": "2026-07-01T20:55:22Z", "hours": 3.5933, "text": "Devlog #2 for NimbusLoft - A visual clipboard engine NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. This devlog was mostly focused on implementing the file drag/drop and having it all showing up. The next high-priority update involves adding a scrolling shelf, a vital element needed to actually make NimbusLoft scale. Done: File drag + drop Folder drag + drop File cards with icons Blurred background Updated styling Upcoming: Drag out to paste Paste whole folders at once Scrolling shelf! Settings panel Clear button functionality Maybe Adding: Custom icons Context menu for each file with remove, copy, delete, etc. functionality"}, {"post_id": 19699, "ts": "2026-07-01T02:47:31Z", "hours": 2.7972, "text": "Devlog #1 for NimbusLoft - A visual clipboard engine NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. Done: Basic structure Quit button Transparent UI language Hides in alt+tab menu / taskbar Upcoming: Clear button File drag + drop support Show + hide when the mouse touches the top of the screen Settings menu Title and filename preview in the remaining space in the top of the bar"}]...
|
Title: NimbusLoft by @SML_365 | Stardance
Devlogs Title: NimbusLoft by @SML_365 | Stardance
Devlogs:
Devlog #1 for NimbusLoft - A visual clipboard engine NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. Done: Basic structure Quit button Transparent UI language Hides in alt+tab menu / taskbar Upcoming: Clear button File drag + drop support Show + hide when the mouse touches the top of the screen Settings menu Title and filename preview in the remaining space in the top of the bar
Devlog #2 for NimbusLoft - A visual clipboard engine NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. This devlog was mostly focused on implementing the file drag/drop and having it all showing up. The next high-priority update involves adding a scrolling shelf, a vital element needed to actually make NimbusLoft scale. Done: File drag + drop Folder drag + drop File cards with icons Blurred background Updated styling Upcoming: Drag out to paste Paste whole folders at once Scrolling shelf! Settings panel Clear button functionality Maybe Adding: Custom icons Context menu for each file with remove, copy, delete, etc. functionality
Devlog #3 for NimbusLoft - A visual clipboard engine NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. This devlog is focused on getting everything up and running for the v1.0.0 release, available to try on GitHub! Done: Horizontal scrolling Clear button now works Stability improvements Common filetypes tested (.mp3, .mp4, .png, .jpg, .html) Folders tested Upcoming (In later versions): Theming More stability improvements Removed: Settings button (Maybe coming in later versions)
Devlog #4 for NimbusLoft - A visual clipboard engine NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. This devlog is focused on getting all the features working for the v1.1.0 release, available to try on GitHub! Added: Right click context menu for each file entry, with options to open and remove file, as well as color changes Change background color of file for organization, with over 6 color options (as well as the default color) Contextual title also shows file size along with full file name Upcoming: Sort by color to improve organization Search functionality (sort) Settings panel to configure options such as auto startup, themes, and more
Devlog #5 for NimbusLoft - A visual clipboard engine NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. This devlog is focused on adding URL saving and loading support and stabilizing existing features, along with the releases of v1.1.1 and v2.1.0, available to try on GitHub! Added: URL saving and loading: You can now drag in URLs to save, drag them out into a browser, and open them with the browser. Everything shoulf work as expected 1-second pause before hiding the window upon startup: It helps first-time users find where NimbusLoft is located on their screen, since it might be different depending on monitor setups Adjusted color-code colors: The purple was a bit too strong, and I’ll be adjusting the yellow in an upcoming stability fix (v1.2.1) to make it a bit less green Upcoming: Settings menu (v2.0.0 planned) Persistent items (v2.0.0 planned) Search and Sort functionality (also mentioned in Devlog #4 ) (v2.0.0 planned) Multi-monitor support (v1.4.0 planned) Custom thumbnails for URLs depending on webpage (v1.3.0 planned)
Devlog #6 for NimbusLoft It was mainly just bug fixes. I fixed a couple of style issues as well as the version number. I also made it slightly more stable. No new features were added. Anyways, that’s it from me, and have a nice day/night!
Ships:
I made a utility dock for storing temporary files so you don’t have to juggle three instances of File Explorer.
Ship #2 for NimbusLoft - A visual clipboard engine This is NimbusLofts ship for v1.2.0. NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. This ship includes: Colored files URL saving (Thank you to an anonymous reviewer for this idea!) Bugfixes File size display And more, which you can try out by downloading the executable on GitHub! Please note that NimbusLoft is intended for 64-bit Windows systems....
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1793278426.7873876
|
1793364826.7873876
|
|
63220
|
PopMine by @rudresh | Stardance
|
rudresh
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T14:43:23Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made PopMine, an incremental ASMR block-mining and merge web game. The most challenging part was balancing the economy curves so high levels felt rewarding without hitting progression walls, as well as integrating the custom pop audio triggers and 4x4 merge grid logic. I’m proud of the Bedrock Ascension mechanic and the glowing reticle auras that unlock as you dig deeper. To test: Click the blocks to mine, fuse matching gems in the 4x4 Merge Vault to boost ore value, and unlock upgrade tiers in the shop.", "repo": "https://github.com/opdpinthechat/PopMine", "demo": "https://popmine.vercel.app/"}]...
|
[{"post_id": 70118, "ts": "202 [{"post_id": 70118, "ts": "2026-09-18T14:33:32Z", "hours": 0.2667, "text": "I Launched this fun game PopMine, an incremental ASMR block mining game! Features: Digging loop with different audio and multipliers for each ore type 4x4 Merge Vault with specimens and their market value Altars to sacrifice Tier 9 Bedrock cores for 10 million dollars and keep relics 50+ Levels, Reticle Auras Showcase ore radars and other resources with depth and real time rendering You can try the demo here: https://popmine.vercel.app/ Source code: https://github.com/opdpinthechat/PopMine"}]...
|
Title: PopMine by @rudresh | Stardance
Devlogs:
I Title: PopMine by @rudresh | Stardance
Devlogs:
I Launched this fun game PopMine, an incremental ASMR block mining game! Features: Digging loop with different audio and multipliers for each ore type 4x4 Merge Vault with specimens and their market value Altars to sacrifice Tier 9 Bedrock cores for 10 million dollars and keep relics 50+ Levels, Reticle Auras Showcase ore radars and other resources with depth and real time rendering You can try the demo here: https://popmine.vercel.app/ Source code: https://github.com/opdpinthechat/PopMine
Ships:
I made PopMine, an incremental ASMR block-mining and merge web game. The most challenging part was balancing the economy curves so high levels felt rewarding without hitting progression walls, as well as integrating the custom pop audio triggers and 4x4 merge grid logic. I’m proud of the Bedrock Ascension mechanic and the glowing reticle auras that unlock as you dig deeper. To test: Click the blocks to mine, fuse matching gems in the 4x4 Merge Vault to boost ore value, and unlock upgrade tiers in the shop....
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1793213249.0600145
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1793299649.0600145
|
|
32245
|
Driftpocalypse by @niklas_089 | Stardance
|
niklas_089
|
0
|
13.96
|
0
|
[]
|
[{"post_id": 70120, "ts": "202 [{"post_id": 70120, "ts": "2026-09-18T14:37:56Z", "hours": 2.3489, "text": "I had to take a break due to personal reasons. Be back soon. Ill work on a side project first and then go back to this game."}, {"post_id": 27781, "ts": "2026-07-13T17:15:43Z", "hours": 9.0822, "text": "Driftpocalypse DevLog #002 - Enemy and more Added: Enemy Added a basic Zombie Enemy that moves towards the player and tries to attack them. It will deal half its current health left as damage, if it contacts the player from in front or if the player is going below a certain speed. Collision Logic When the player and an enemy collide, the code checks whether the player is going fast enough and hitting the enemy from an angle. If either one are not fulfilled, the player takes damage as described earlier and gets significantly slowed down. Otherwise if the player is going fast enough and at an appropriate angle the enemy will be catapulted back depending on how fast the player was going. The Enemy will also take damage that is calculated using the following formula I made up on the fly while coding: The combined speed of the player and the enemy to the power of 2 multiplied with the magnitude difference between player and enemy all divided by 12.5. I do not know why but this formula feels quite intuitive while playing. Death Logic Pretty obvious. If an enemy reaches 0 HP or below it gets deleted (will add death animation in the future). If the player reaches 0 HP the game stops (will add menus later) Environment Added a City Map using free assets from the Unity Asset Store. I will be using it for first testing and later improve for the final level designs. Drift Tracks When you drift, tracks appear under your wheels. They last for a coupe of seconds before disppearing. Headlights Toggleable using the v key. Toggles Point Lights on the front of the car. Added for potential night / fog levels. Animation Animated the wheels actually spinning while driving and gave the enemy a walking animation Improvements: Controls Improved controls and made them feel smoother, more intuitive and more realistic by adjusting the sideways friction while drifting and making it so drifting has a transition instead of just intantly toggling Shadows Shadows of the player looked erratic and uncontrolled. Fixed by changing Rigidbody interpolation to none. ToDo for next time: Add Sounds Add Engine sounds, enemy idle, attack and death sounds + collision sounds Add particle effects For drifting, crashing, driving in rain and ramming enemies. Add rounds, shop and money For upgrades between runs, and temporary buffs. Also add general rougelike elements That will be it for today. Please comment any suggestions/ideas you have. I am always open for feedback. See you next time :) -Niklas"}, {"post_id": 24888, "ts": "2026-07-08T18:51:54Z", "hours": 2.5333, "text": "Driftpocalypse DevLog #001 – Basic Car Controls SETUP: Since it is the first day I this Project existing, I started by setting up my workspace, organizing my files and adding my free assets from the Unity Asset Store. IDEA: My plan was to make a first draft of a script that lets the user controll the car using WASD as well as SPACE to drift. Second plan was to add a first draft of a script that makes the camera follow the player. ISSUES: 1) At first I had some issues with the car flying around completly without a chance of trying to control it. Then noticed a part of the Hitbox was glitched into the floor causing the car to be catapulted upwards. Fixed That issue by moving the Car 1 unit upwards in the scene. 2) While trying to animate the wheels, they were moving in unplanned ways e.g laying parallell to the floor or being mirrorred to have the rims on the inside due to the right hand wheels having been just copied from the left side and flipped. Fixed it by checking whether the wheel being controlled is on the right side and flipping it back if that is the case. TO DO: Tomorrow I will start working on a rudementary Zombie AI. Good Bye! See you in the next DevLog"}]...
|
Title: Driftpocalypse by @niklas_089 | Stardance
Title: Driftpocalypse by @niklas_089 | Stardance
Devlogs:
Driftpocalypse DevLog #001 – Basic Car Controls SETUP: Since it is the first day I this Project existing, I started by setting up my workspace, organizing my files and adding my free assets from the Unity Asset Store. IDEA: My plan was to make a first draft of a script that lets the user controll the car using WASD as well as SPACE to drift. Second plan was to add a first draft of a script that makes the camera follow the player. ISSUES: 1) At first I had some issues with the car flying around completly without a chance of trying to control it. Then noticed a part of the Hitbox was glitched into the floor causing the car to be catapulted upwards. Fixed That issue by moving the Car 1 unit upwards in the scene. 2) While trying to animate the wheels, they were moving in unplanned ways e.g laying parallell to the floor or being mirrorred to have the rims on the inside due to the right hand wheels having been just copied from the left side and flipped. Fixed it by checking whether the wheel being controlled is on the right side and flipping it back if that is the case. TO DO: Tomorrow I will start working on a rudementary Zombie AI. Good Bye! See you in the next DevLog
Driftpocalypse DevLog #002 - Enemy and more Added: Enemy Added a basic Zombie Enemy that moves towards the player and tries to attack them. It will deal half its current health left as damage, if it contacts the player from in front or if the player is going below a certain speed. Collision Logic When the player and an enemy collide, the code checks whether the player is going fast enough and hitting the enemy from an angle. If either one are not fulfilled, the player takes damage as described earlier and gets significantly slowed down. Otherwise if the player is going fast enough and at an appropriate angle the enemy will be catapulted back depending on how fast the player was going. The Enemy will also take damage that is calculated using the following formula I made up on the fly while coding: The combined speed of the player and the enemy to the power of 2 multiplied with the magnitude difference between player and enemy all divided by 12.5. I do not know why but this formula feels quite intuitive while playing. Death Logic Pretty obvious. If an enemy reaches 0 HP or below it gets deleted (will add death animation in the future). If the player reaches 0 HP the game stops (will add menus later) Environment Added a City Map using free assets from the Unity Asset Store. I will be using it for first testing and later improve for the final level designs. Drift Tracks When you drift, tracks appear under your wheels. They last for a coupe of seconds before disppearing. Headlights Toggleable using the v key. Toggles Point Lights on the front of the car. Added for potential night / fog levels. Animation Animated the wheels actually spinning while driving and gave the enemy a walking animation Improvements: Controls Improved controls and made them feel smoother, more intuitive and more realistic by adjusting the sideways friction while drifting and making it so drifting has a transition instead of just intantly toggling Shadows Shadows of the player looked erratic and uncontrolled. Fixed by changing Rigidbody interpolation to none. ToDo for next time: Add Sounds Add Engine sounds, enemy idle, attack and death sounds + collision sounds Add particle effects For drifting, crashing, driving in rain and ramming enemies. Add rounds, shop and money For upgrades between runs, and temporary buffs. Also add general rougelike elements That will be it for today. Please comment any suggestions/ideas you have. I am always open for feedback. See you next time :) -Niklas
I had to take a break due to personal reasons. Be back soon. Ill work on a side project first and then go back to this game....
|
1792745745.3861568
|
1793350545.3861568
|
|
62822
|
AirGap Vault by @fedcr | Stardance
|
fedcr
|
0
|
3.01
|
0
|
[]
|
[{"post_id": 70123, "ts": "202 [{"post_id": 70123, "ts": "2026-09-18T14:48:04Z", "hours": 3.0064, "text": "I got completely caught in a deep flow state while building out AirGap Vault and during this extended development block I ended all the code. All the code has been made in a unic session with continous development and bug fixes (sometimes of almost the full code)"}]...
|
Title: AirGap Vault by @fedcr | Stardance
Devlogs Title: AirGap Vault by @fedcr | Stardance
Devlogs:
I got completely caught in a deep flow state while building out AirGap Vault and during this extended development block I ended all the code. All the code has been made in a unic session with continous development and bug fixes (sometimes of almost the full code)...
|
1793047811.9399369
|
1793652611.9399369
|
|
55334
|
Solar System Simulation by @CyberIntruder | Starda Solar System Simulation by @CyberIntruder | Stardance...
|
CyberIntruder
|
1
|
29.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T15:19:05Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web application that simulates our solar system. At first, I wanted to make a satellite tracker app with a realistic earth model, but after a while I decided I wanted to have also other planets in the background, so I started working on that. I also wanted the moon, so I added moons to all planets, and soon enough a whole solar system simulation was born. Later I decided it would be cool to simulate solar and lunar eclipses, but when I tried it, the moon and earth didn’t align at all, so of course I had to fix it. And I also did. At this point I decided that I’m not making a satellite tracker app, so I transitioned to the solar system simulation app. I specifically wanted realistic distances between planets, moons, etc. to show the massive difference there is, and I added the ability to view all planets from close up and also the whole solar system. At this point the UI still looked terrible, I’m a really bad UI designer, so I decided to use my free three prompts to claude opus 4.8 for exactly this. After that I cleaned up the code and the project was finished!", "repo": "https://github.com/anton2026gamca/solar-system-simulation", "demo": "https://anton2026gamca.github.io/solar-system-simulation/"}]...
|
[{"post_id": 70128, "ts": "202 [{"post_id": 70128, "ts": "2026-09-18T14:54:38Z", "hours": 0.3925, "text": "I deployed the project to github pages, added an icon, and added this image to the README"}, {"post_id": 70102, "ts": "2026-09-18T13:47:13Z", "hours": 5.7144, "text": "I polished the UI with the help of some AI, it looks way better now in my opinion. I also optimized the app a lot by for example downscaling the textures and optimizing some parts of the code, and it loads now a lot faster than before. Then I added a texture to the moon and seasonal textures to earth that change based on what month it is."}, {"post_id": 63670, "ts": "2026-09-07T16:32:39Z", "hours": 9.2492, "text": "Firstly I fixed some major errors in the solar system simulation, like the planets spinning in the wrong direction, the earth not aligning it’s rotation with the sun correctly, etc. Other than that I improved the UI a little bit, it now also shows the current time in the simulation and I also added a toggle for the orbit paths when the earth is focused. Then I added these lines that show the tilt of planets. I also improved the sun’s shader so it looks better and changed the earth’s atmosphere shader so it doesn’t display those jumps as it did before. (PS: Did you know Uranus has for some reason a massive 98 degree tilt like this?)"}, {"post_id": 58373, "ts": "2026-08-30T19:40:19Z", "hours": 9.3211, "text": "I made a simulation of our solar system. It isn’t extremely precise, because when I tested some solar eclipses, it didn’t align completely (well it didn’t align at all…), but I want to improve this in the future. I did use a lot of AI to help me with the position and rotation calculation system, because that was a lot of complex math and it would take me ages to get something working 🙏 . After that I reworked the earth scene to display this more realistic model of earth and hide the orbit paths when I focus it. I also added some movement to the clouds, it looks much better when they move at least somehow."}, {"post_id": 57076, "ts": "2026-08-29T05:07:46Z", "hours": 4.2178, "text": "I didn’t have an idea of what I want to make at the start, so I naturally asked AI. One of the first ideas it gave me was this satellite tracker web app thing, so I decided to start doing that. After some time though I decided to make firstly a super realistic scene with earth, so I worked on that. It’s not done yet, not even close, but I’m slowly getting there! (PS: There’s also a moon in the screenshot!)"}]...
|
Title: Solar System Simulation by @CyberIntruder | Title: Solar System Simulation by @CyberIntruder | Stardance
Devlogs:
I didn’t have an idea of what I want to make at the start, so I naturally asked AI. One of the first ideas it gave me was this satellite tracker web app thing, so I decided to start doing that. After some time though I decided to make firstly a super realistic scene with earth, so I worked on that. It’s not done yet, not even close, but I’m slowly getting there! (PS: There’s also a moon in the screenshot!)
I made a simulation of our solar system. It isn’t extremely precise, because when I tested some solar eclipses, it didn’t align completely (well it didn’t align at all…), but I want to improve this in the future. I did use a lot of AI to help me with the position and rotation calculation system, because that was a lot of complex math and it would take me ages to get something working 🙏 . After that I reworked the earth scene to display this more realistic model of earth and hide the orbit paths when I focus it. I also added some movement to the clouds, it looks much better when they move at least somehow.
Firstly I fixed some major errors in the solar system simulation, like the planets spinning in the wrong direction, the earth not aligning it’s rotation with the sun correctly, etc. Other than that I improved the UI a little bit, it now also shows the current time in the simulation and I also added a toggle for the orbit paths when the earth is focused. Then I added these lines that show the tilt of planets. I also improved the sun’s shader so it looks better and changed the earth’s atmosphere shader so it doesn’t display those jumps as it did before. (PS: Did you know Uranus has for some reason a massive 98 degree tilt like this?)
I polished the UI with the help of some AI, it looks way better now in my opinion. I also optimized the app a lot by for example downscaling the textures and optimizing some parts of the code, and it loads now a lot faster than before. Then I added a texture to the moon and seasonal textures to earth that change based on what month it is.
I deployed the project to github pages, added an icon, and added this image to the README
Ships:
I made a web application that simulates our solar system. At first, I wanted to make a satellite tracker app with a realistic earth model, but after a while I decided I wanted to have also other planets in the background, so I started working on that. I also wanted the moon, so I added moons to all planets, and soon enough a whole solar system simulation was born. Later I decided it would be cool to simulate solar and lunar eclipses, but when I tried it, the moon and earth didn’t align at all, so of course I had to fix it. And I also did. At this point I decided that I’m not making a satellite tracker app, so I transitioned to the solar system simulation app. I specifically wanted realistic distances between planets, moons, etc. to show the massive difference there is, and I added the ability to view all planets from close up and also the whole solar system. At this point the UI still looked terrible, I’m a really bad UI designer, so I decided to use my free three prompts to claude opus 4.8 for exactly this. After that I cleaned up the code and the project was finished!...
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1793336030.7913437
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1793422430.7913437
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1847
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Catalyst by @adii | Stardance
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adii
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0
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42.51
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0
|
[]
|
[{"post_id": 7013, "ts": "2026 [{"post_id": 7013, "ts": "2026-06-11T19:22:47Z", "hours": 42.5106, "text": "started learning pygame. and this is what i’ve built so far (ik this aint a lot). lots of bugs, lots of googling, but we’re making progress 😭 will be posting more updates later!!"}]...
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Title: Catalyst by @adii | Stardance
Devlogs:
sta Title: Catalyst by @adii | Stardance
Devlogs:
started learning pygame. and this is what i’ve built so far (ik this aint a lot). lots of bugs, lots of googling, but we’re making progress 😭 will be posting more updates later!!...
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1792796075.466325
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1793400875.466325
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63162
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FairwayIndex by @fedcr | Stardance
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fedcr
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0
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4.45
|
0
|
[]
|
[{"post_id": 70132, "ts": "202 [{"post_id": 70132, "ts": "2026-09-18T15:04:09Z", "hours": 2.2717, "text": "I have made the html page, with links and c++ script. Now I will work on the css to make the web page “lookable at”"}, {"post_id": 69779, "ts": "2026-09-17T19:28:01Z", "hours": 1.3131, "text": "Implemented the complete index averaging engine. Added cap limiters (soft and hard cap). Built the CLI driver and JSON exporter. Validated index outputs againt official 20 round benchmark, logging selected scoring differentials and cap trigger states. It seems to have some bugs I will work on later"}, {"post_id": 69729, "ts": "2026-09-17T17:40:33Z", "hours": 0.5581, "text": "Implemented the world handicap system differential formulas and added the world handicap system sliding scale matrix determining the exact count of lowest differentials used base on total registered scoring records. Incorpored 113 standard slope baseline"}, {"post_id": 69712, "ts": "2026-09-17T16:57:39Z", "hours": 0.3106, "text": "Initialized the FairwayIndex repository. Defined standard world handicap system domain models, including course rating, slope, adjusted gross score and 9 or 18 hole round configurations with playing conditions calculation support"}]...
|
Title: FairwayIndex by @fedcr | Stardance
Devlogs Title: FairwayIndex by @fedcr | Stardance
Devlogs:
Initialized the FairwayIndex repository. Defined standard world handicap system domain models, including course rating, slope, adjusted gross score and 9 or 18 hole round configurations with playing conditions calculation support
Implemented the world handicap system differential formulas and added the world handicap system sliding scale matrix determining the exact count of lowest differentials used base on total registered scoring records. Incorpored 113 standard slope baseline
Implemented the complete index averaging engine. Added cap limiters (soft and hard cap). Built the CLI driver and JSON exporter. Validated index outputs againt official 20 round benchmark, logging selected scoring differentials and cap trigger states. It seems to have some bugs I will work on later
I have made the html page, with links and c++ script. Now I will work on the css to make the web page “lookable at”...
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1793048099.67773
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1793652899.67773
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4513
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My new personal website! by @jonasvanleeuwen19 | S My new personal website! by @jonasvanleeuwen19 | Stardance...
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jonasvanleeuwen19
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3
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24.0
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321
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T09:13:21Z", "hours": 5.0, "multiplier": 14.43, "payout": 71, "blessing": "neutral", "text": "Added some updates to my website, small css and content updates, new badges section with 88x31 badges! (so cool!) I also added pages for projects and made a docker container to monitor my recent playing game on steam, to show it on a widget in the “What am I doing right now?” section!", "repo": "https://git.tuxworld.nl/jonas/site-redesign", "demo": "https://jonas.yixboost.dev"}, {"ship_num": 2, "ts": "2026-07-16T03:03:47Z", "hours": 12.0, "multiplier": 13.83, "payout": 163, "blessing": "neutral", "text": "This is my second ship on this project! The goal of this project is to create an personal site about me that isn’t boring and is made without AI. It’s already live on my domain (jonas.yixboost.dev). All the assets used like the background, the drawings for section borders, lines, the navbar, cards and buttons are made by me with GIMP and Inkscape, because it makes my site more special and I want to get better with these programs. Even the font used for headings (MyDamnFont) is my own hand writing (; Hope you all like it!", "repo": "https://git.tuxworld.nl/jonas/site-redesign", "demo": "https://jonas.yixboost.dev"}, {"ship_num": 3, "ts": "2026-06-17T16:18:05Z", "hours": 7.0, "multiplier": 13.41, "payout": 87, "blessing": "neutral", "text": "I made a redesign of my personal website, it’s a complete rebuild from scratch, I wanted to replace my personal website with one I completely made myself without AI. I have added some nice cards for my projects, Hackatime stats and an animated section about myself. I finally published it on https://jonas.yixboost.dev The background image is self-made with GIMP to improve my GIMP skills (that time is not logged, rip)", "repo": "https://git.tuxworld.nl/jonas/site-redesign", "demo": "https://jonas.yixboost.dev"}]...
|
[{"post_id": 70139, "ts": "202 [{"post_id": 70139, "ts": "2026-09-18T15:24:10Z", "hours": 0.8519, "text": "Added steam currently playing game to the “What am I doing right now?” section. It uses an API proxy for current playing games I made with python running in docker: https://git.tuxworld.nl/jonas/steam-now-playing"}, {"post_id": 66208, "ts": "2026-09-11T21:51:35Z", "hours": 1.4586, "text": "Added project information page with automatic loading from my JSON projects list. Also made some CSS and html changes to clean up like removing tags and better css positioning."}, {"post_id": 35427, "ts": "2026-07-26T20:38:36Z", "hours": 0.6267, "text": "Small CSS fixes, better README and updated screenshot"}, {"post_id": 29747, "ts": "2026-07-16T20:48:20Z", "hours": 1.9881, "text": "Added badges section Added some cool 88x31 badges to a section on my website! Including badges about the site, my favorite software, games and more!"}, {"post_id": 29278, "ts": "2026-07-16T02:54:55Z", "hours": 4.6006, "text": "Massive update today! To start with, I didn’t really like the morph sidebar I made last time, so I made the hard choice to remove it. I looked at some Hack Club event websites, and found out many of them are using custom image assets for things like container borders and buttons, I like that idea, it’s cool to make hand drawn assets and use them on your website, it gives your website something special. So of course I tried it myself, First I did some research on how it works and how you can make custom section borders, I found this guide: https://css-tricks.com/revisiting-css-border-image/ This guide explains very well how custom borders work and how you can use it Of course I saved it to my personal Readeck ;) I started with just drawing a simple square in GIMP (just because I already know how to use GIMP) and then I applied it with CSS to my sections like in the guide, this worked, but I didn’t look that good, so I removed the CSS blur effect from earlier and used image opacity in GIMP to create a blue semi-transparent section, and I added a thin extra line to the border to make it look better. I wanted to use this on my LastFM music widget as well, but that didn’t work because the background needs to be applied with CSS with colors from the currently playing songs cover image, so there I can’t use the same border image as background. The problem here is that the background is then going outside of the border lines, after MANY ways of trying to fix this I found the solution, I made a black and white version of the image and updated my javascript to replace the black and white with the correct colors and then inject THAT image. This works extremely good, it’s looks so good now! When that was finally done, I did some last changes, made assets for buttons, lines, the navbar, the other cards, etc, all the components do now have a custom drawn border. I ended with adding new fonts, all the normal text is now Jetbrains Mono Regular (cause why not, I use that everywhere) and the headings are my own handwriting! I used an online tool to make a hand drawn font and used that font on my site! (MyDamnFont)"}, {"post_id": 23702, "ts": "2026-07-06T20:13:08Z", "hours": 3.2211, "text": "Today is my longest devlog! (I needed time for centering a with CSS, lol) But now serious, I worked really long on my new desktop sidebar, first it’s the same navbar as earlier but if you scroll the navbar is first decreasing it’s width and then increasing it’s height until it’s a sidebar. It has fade animations for the content inside of it and on mobile it stays a navbar but with a hamburger menu. There are also some small changes, the links in the nav/sidebar are now buttons so it’s more clear you can click on them (thanks for the suggestion you random person from ship #1 rating) The site is also more mobile friendly, as I said, there’s nwo a better hamburger menu exclusive for mobile devices, and the links in the about section are big buttons on your phone. The allignment for the whole about section is fixed for mobile devices. Lastly, in many of the feedbacks people said that the hackatime widgets where going out of the section, that’s now fixed (;"}, {"post_id": 20677, "ts": "2026-07-02T10:29:24Z", "hours": 1.8083, "text": "I added an ‘What am I doing right now?’ section with a music widget that displays my now playing music, it auto-updates the background gradient and badge colors by getting the main colors from the songs cover image, it gets the now playing song from the Last.fm API, and my Last.fm profile is connected to my JellyFin server. I also added two extra projects to the carousel, “This website” and “The Jump 3000”"}, {"post_id": 12619, "ts": "2026-06-20T16:47:47Z", "hours": 1.3639, "text": "Today I added an animated pacman with ghost and pacman made with css animations, and I redesigned the Hackatime section widgets by looking at the documentation for the widgets"}, {"post_id": 12527, "ts": "2026-06-20T13:30:24Z", "hours": 0.8478, "text": "Made the Hackclub guy transparent and outline-only, made javascript to load projects from projects.json and I used swiper.js to put the project cards inside a 3D carousel"}, {"post_id": 10690, "ts": "2026-06-17T15:37:23Z", "hours": 1.2806, "text": "Today i added animations, typing effect, moving images, small content updates, and i added a better README, and most important! I published it on jonas.yixboost.dev!"}, {"post_id": 10017, "ts": "2026-06-16T15:44:39Z", "hours": 1.0206, "text": "Today I added some cool stuff! I started with designing a new background image with nicer colors, it’s self made in GIMP, the .xcf file is in the /assets/images folder Then I wanted to add something happy to the startpage, so i got an image of this Hack Club guy with a flag and added it to the right of the ‘Who am I?’ section (terrible positioning a div is not so fun to do), by the way, I renamed that, it was called the ‘About’ section, but that’s boring…. To make the ‘Who am I?’ section even nicer, I added an CSS shimmer effect to my name, I can use this effect everywhere now by adding the “shimmer” class to an html tag. In the top right corner of the ’’My Projects” section (renamed from “Projects”) I added a link to all my repositories, to put it in the corner I needed to use the bootstrap “d-flex” class. Because of the new background the scroll to top button was less visible, so i made it light gray Lastly, I edited some text content."}, {"post_id": 6397, "ts": "2026-06-10T19:15:23Z", "hours": 0.6267, "text": "Today I did not have that much time, but I gave the navbar a nice blurred glass effect, added an scroll to top button that appears when you scroll down (Credits: https://github.com/mdbootstrap/bootstrap-back-to-top-button ), I also made the buttons inside the project cards nicer. Some small changes everywhere, but every minute counts!"}, {"post_id": 5568, "ts": "2026-06-09T12:13:38Z", "hours": 1.4839, "text": "Today added many small changes! To start I added a Favicon (simple but needed) I did some content changes, and I added a brand new “Hackatime Stats” section, because i think it’s cool if you can see real time data, this works perfect, I added programming language stats, 356 day activity and a button to my Hackatime profile, another thing I did was making the project section nice, I added real content, the right images, hand-written descriptions and buttons and links, I added Yixboost Games, ChessOverAPI and JustTitanium."}, {"post_id": 5124, "ts": "2026-06-08T20:14:47Z", "hours": 0.555, "text": "I added an logo to the navbar and made the beginning of my Projects section, i’m completing that section later."}, {"post_id": 887, "ts": "2026-06-02T16:40:35Z", "hours": 1.0392, "text": "I made the allignment better, made the navbar dark and I made the about section a real (visible) container and gave it a blur effect, next I added a cool background"}, {"post_id": 807, "ts": "2026-06-02T14:09:13Z", "hours": 0.5267, "text": "I started the project by making a simple bootstrap structure"}]...
|
Title: My new personal website! by @jonasvanleeuwe Title: My new personal website! by @jonasvanleeuwen19 | Stardance
Devlogs:
I started the project by making a simple bootstrap structure
I made the allignment better, made the navbar dark and I made the about section a real (visible) container and gave it a blur effect, next I added a cool background
I added an logo to the navbar and made the beginning of my Projects section, i’m completing that section later.
Today added many small changes! To start I added a Favicon (simple but needed) I did some content changes, and I added a brand new “Hackatime Stats” section, because i think it’s cool if you can see real time data, this works perfect, I added programming language stats, 356 day activity and a button to my Hackatime profile, another thing I did was making the project section nice, I added real content, the right images, hand-written descriptions and buttons and links, I added Yixboost Games, ChessOverAPI and JustTitanium.
Today I did not have that much time, but I gave the navbar a nice blurred glass effect, added an scroll to top button that appears when you scroll down (Credits: https://github.com/mdbootstrap/bootstrap-back-to-top-button ), I also made the buttons inside the project cards nicer. Some small changes everywhere, but every minute counts!
Today I added some cool stuff! I started with designing a new background image with nicer colors, it’s self made in GIMP, the .xcf file is in the /assets/images folder Then I wanted to add something happy to the startpage, so i got an image of this Hack Club guy with a flag and added it to the right of the ‘Who am I?’ section (terrible positioning a div is not so fun to do), by the way, I renamed that, it was called the ‘About’ section, but that’s boring…. To make the ‘Who am I?’ section even nicer, I added an CSS shimmer effect to my name, I can use this effect everywhere now by adding the “shimmer” class to an html tag. In the top right corner of the ’’My Projects” section (renamed from “Projects”) I added a link to all my repositories, to put it in the corner I needed to use the bootstrap “d-flex” class. Because of the new background the scroll to top button was less visible, so i made it light gray Lastly, I edited some text content.
Today i added animations, typing effect, moving images, small content updates, and i added a better README, and most important! I published it on jonas.yixboost.dev!
Made the Hackclub guy transparent and outline-only, made javascript to load projects from projects.json and I used swiper.js to put the project cards inside a 3D carousel
Today I added an animated pacman with ghost and pacman made with css animations, and I redesigned the Hackatime section widgets by looking at the documentation for the widgets
I added an ‘What am I doing right now?’ section with a music widget that displays my now playing music, it auto-updates the background gradient and badge colors by getting the main colors from the songs cover image, it gets the now playing song from the Last.fm API, and my Last.fm profile is connected to my JellyFin server. I also added two extra projects to the carousel, “This website” and “The Jump 3000”
Today is my longest devlog! (I needed time for centering a with CSS, lol) But now serious, I worked really long on my new desktop sidebar, first it’s the same navbar as earlier but if you scroll the navbar is first decreasing it’s width and then increasing it’s height until it’s a sidebar. It has fade animations for the content inside of it and on mobile it stays a navbar but with a hamburger menu. There are also some small changes, the links in the nav/sidebar are now buttons so it’s more clear you can click on them (thanks for the suggestion you random person from ship #1 rating) The site is also more mobile friendly, as I said, there’s nwo a better hamburger menu exclusive for mobile devices, and the links in the about section are big buttons on your phone. The allignment for the whole about section is fixed for mobile devices. Lastly, in many of the feedbacks people said that the hackatime widgets where going out of the section, that’s now fixed (;
Massive update today! To start with, I didn’t really like the morph sidebar I made last time, so I made the hard choice to remove it. I looked at some Hack Club event websites, and found out many of them are using custom image assets for things like container borders and buttons, I like that idea, it’s cool to make hand drawn assets and use them on your website, it gives your website something special. So of course I tried it myself, First I did some research on how it works and how you can make custom section borders, I found this guide: https://css-tricks.com/revisiting-css-border-image/ This guide explains very well how custom borders work and how you can use it Of course I saved it to my personal Readeck ;) I started with just drawing a simple square in GIMP (just because I already know how to use GIMP) and then I applied it with CSS to my sections like in the guide, this worked, but I didn’t look that good, so I removed the CSS blur effect from earlier and used image opacity in GIMP to create a blue semi-transparent section, and I added a thin extra line to the border to make it look better. I wanted to use this on my LastFM music widget as well, but that didn’t work because the background needs to be applied with CSS with colors from the currently playing songs cover image, so there I can’t use the same border image as background. The problem here is that the background is then going outside of the border lines, after MANY ways of trying to fix this I found the solution, I made a black and white version of the image and updated my javascript to replace the black and white with the correct colors and then inject THAT image. This works extremely good, it’s looks so good now! When that was finally done, I did some last changes, made assets for buttons, lines, the navbar, the other cards, etc, all the components do now have a custom drawn border. I ended with adding new fonts, all the normal text is now Jetbrains Mono Regular (cause why not, I use that everywhere) and the headings are my own handwriting! I used an online tool to make a hand drawn font and used that font on my site! (MyDamnFont)
Added badges section Added some cool 88x31 badges to a section on my website! Including badges about the site, my favorite software, games and more!
Small CSS fixes, better README and updated screenshot
Added project information page with automatic loading from my JSON projects list. Also made some CSS and html changes to clean up like removing tags and better css positioning.
Added steam currently playing game to the “What am I doing right now?” section. It uses an API proxy for current playing games I made with python running in docker: https://git.tuxworld.nl/jonas/steam-now-playing
Ships:
I made a redesign of my personal website, it’s a complete rebuild from scratch, I wanted to replace my personal website with one I completely made myself without AI. I have added some nice cards for my projects, Hackatime stats and an animated section about myself. I finally published it on https://jonas.yixboost.dev The background image is self-made with GIMP to improve my GIMP skills (that time is not logged, rip)
This is my second ship on this project! The goal of this project is to create an personal site about me that isn’t boring and is made without AI. It’s already live on my domain (jonas.yixboost.dev). All the assets used like the background, the drawings for section borders, lines, the navbar, cards and buttons are made by me with GIMP and Inkscape, because it makes my site more special and I want to get better with these programs. Even the font used for headings (MyDamnFont) is my own hand writing (; Hope you all like it!
Added some updates to my website, small css and content updates, new badges section with 88x31 badges! (so cool!) I also added pages for projects and made a docker container to monitor my recent playing game on steam, to show it on a widget in the “What am I doing right now?” section!...
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1793285448.9297535
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1793371848.9297535
|
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41831
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Personal Website by @satr14 | Stardance
|
satr14
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2
|
16.1
|
241
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T07:40:40Z", "hours": 3.0, "multiplier": 19.84, "payout": 66, "blessing": "neutral", "text": "this should have fixes from last ship’s suggestions as well as a extra background elements and animations to make the site look alive", "repo": "https://git.satr14.my.id/satr14/5th-site-expanded", "demo": "https://satr14.my.id/"}, {"ship_num": 2, "ts": "2026-09-05T02:50:59Z", "hours": 12.0, "multiplier": 14.97, "payout": 175, "blessing": "neutral", "text": "V5. IS OUT this was mainly challenging as school dumps work after work on me, but i ended up working on it in my spare time whenever i find it. new pages: /projects: contains orgs and repos /guestbook: github discussion powered /random: shows discord status and games i play", "repo": "https://git.satr14.my.id/satr14/5th-site-expanded", "demo": "https://satr14.my.id/"}]...
|
[{"post_id": 70141, "ts": "202 [{"post_id": 70141, "ts": "2026-09-18T15:29:20Z", "hours": 1.0961, "text": "i was supposed to work on smthin else, but saw my friend do this so i decided to implement it on my own site! it took this long mainly because its a very new feature and not really documented. luckily, my friend gave me docs (which will be merged upstream) and i was able to implement this early :D. regardless it was still pretty buggy added discord embed component info using same data as the main site content https://github.com/discord/discord-api-docs/blob/20b7c0d2a7c30fd455d3e8f6e58c8ab42eeb2849/developers/link-previews/component-embeds.mdx early docs if yall wanna try it"}, {"post_id": 67173, "ts": "2026-09-13T07:38:58Z", "hours": 0.6531, "text": "smol update but i randomly had a thought last night before sleeping to add this so im adding it :D added rolling titles in the background based of the roles i put in"}, {"post_id": 65941, "ts": "2026-09-11T12:40:49Z", "hours": 0.9083, "text": "i believe this shouldve been more time, because wakatime randomly stopped tracking time which shouldve been like 15-25 mins but whatever. now that its the weekend, im gonna cram as much hours i can get as this is still exam week. added background elements: idle rotating stars! made the stars turn into arrows when hovering over interactive elements / links added svelte page transitions for the conditional/fetching elements tweaked music player progress bar added a credit section for assets used and design inspiration changed timezone text display for same timezone offsets moved code duplication for styles and transitions to classes and central lib functions"}, {"post_id": 64054, "ts": "2026-09-08T05:45:02Z", "hours": 1.7758, "text": "aight i have an exam tomorrow so prob not the best time to be working, but whatever. im gonna add some finishing details from now on as well as improve based of last ship’s feedback changed hackclub role (im organizing haven in my city :D) added more audios to be randomly played made song playback persist between pages keep player notif open showing playback bar and play/pause button tweak pages gaps and paddings displayed webring name instead of “info?” changed main quote hehe"}, {"post_id": 60871, "ts": "2026-09-03T14:53:46Z", "hours": 1.855, "text": "exams are coming soon but i really need these hours. anyways, all pages should be completed by now. im gonna deploy and ship soon added discord status via lanyard api and npm package added games played via lizardbyte’s free igdb api proxy tweaked page transition to be shorter and use 1 global variable removed unused WIP component tweaked timezone info text remove timezone info card element 9 commits in total"}, {"post_id": 58137, "ts": "2026-08-30T14:25:57Z", "hours": 1.0158, "text": "im not joking when i say im burnt out from school. the only thing thats keeping me driving for coding is stardance and the certificate (prob the shop items too but the cert is more important for me). anyways i didnt have much energy this past week but i tried and well ig i managed to do somethin extra padding fixes for main site add a random page (not yet live) and todo list for what i wanna add later install svelte-lanyard for discord status fetching add extra library functions for timezone information remove unused lib function add timezone information to random page fix tab size in a file"}, {"post_id": 49588, "ts": "2026-08-18T14:00:45Z", "hours": 0.4336, "text": "short devlog because exam tomorrow but I CANT LET MY HACKATIME STREAK DIE AGAIN removed debug line left in prod from last devlog add a favicon of my cat :3 rename communities to organizations in change one of the roles to normal hackclub members add description field to orgs add org display in projects page removed blog link from main page (and prob the actual page soon) in favor of smthin else"}, {"post_id": 48953, "ts": "2026-08-17T15:06:13Z", "hours": 1.8106, "text": "finished with another project so i might as well finish this one remove located in line because i already disclose that in my bio fix curl special display to only if fecth / fix easter egg (background text) font display add vite, zed, nvim, cf, and claude skills and remove bash implemented projects page fix typescript errors with page props data spacing tweaks with main homepage animate skill icon hover resize skill icons and text to smaller size add heatmap to projects page moved heatmap url to index.ts lib tweaked card class styles to remove ugly border and add a nice shadow"}, {"post_id": 45190, "ts": "2026-08-11T14:45:36Z", "hours": 1.6867, "text": "this is longer than expected but oh well. i was too tired to work on any real projects because its a school night (yes indonesia doesnt have long summer breaks 😭) so back onto personal site i guess update personal information fields: description, skills, and roles update skill display to use icons from simpleicons cdn added hover to show skill name functionality added devops eng to roles because someone said i had devops skills from another project fix background z index overlap clarity for timezone refresh local timezone display every second remove card effect for transparent display on the guestbook havent worked on project showcase nor blog posts pages yet because i need to finish my blog first and figure out how to get git repos from forgejo api"}, {"post_id": 37466, "ts": "2026-07-30T07:17:24Z", "hours": 4.8781, "text": "admittedly working on existing projects is much easier than starting from scratch. ill be working on my personal website whenever i get burnt out from other stuff (especially chess programming) anyways i didnt really remember much on what i did because i thought i wouldnt end up working for hours and didnt think it wouldve been worth it to submit for stardance. well turns out i accumulated a lot of hours logged but no memory on what i did so heres my best recall on what i did: added dotted background grid slimmer card body made a card class for a more unified design added support for more than 1 webrings tweaked webring design and functions replaced links with website pages made a WIP component for empty pages made 3 pages: guestbook, posts, and project showcase click to copy curl command added hackatime heatmap"}]...
|
Title: Personal Website by @satr14 | Stardance
De Title: Personal Website by @satr14 | Stardance
Devlogs:
admittedly working on existing projects is much easier than starting from scratch. ill be working on my personal website whenever i get burnt out from other stuff (especially chess programming) anyways i didnt really remember much on what i did because i thought i wouldnt end up working for hours and didnt think it wouldve been worth it to submit for stardance. well turns out i accumulated a lot of hours logged but no memory on what i did so heres my best recall on what i did: added dotted background grid slimmer card body made a card class for a more unified design added support for more than 1 webrings tweaked webring design and functions replaced links with website pages made a WIP component for empty pages made 3 pages: guestbook, posts, and project showcase click to copy curl command added hackatime heatmap
this is longer than expected but oh well. i was too tired to work on any real projects because its a school night (yes indonesia doesnt have long summer breaks 😭) so back onto personal site i guess update personal information fields: description, skills, and roles update skill display to use icons from simpleicons cdn added hover to show skill name functionality added devops eng to roles because someone said i had devops skills from another project fix background z index overlap clarity for timezone refresh local timezone display every second remove card effect for transparent display on the guestbook havent worked on project showcase nor blog posts pages yet because i need to finish my blog first and figure out how to get git repos from forgejo api
finished with another project so i might as well finish this one remove located in line because i already disclose that in my bio fix curl special display to only if fecth / fix easter egg (background text) font display add vite, zed, nvim, cf, and claude skills and remove bash implemented projects page fix typescript errors with page props data spacing tweaks with main homepage animate skill icon hover resize skill icons and text to smaller size add heatmap to projects page moved heatmap url to index.ts lib tweaked card class styles to remove ugly border and add a nice shadow
short devlog because exam tomorrow but I CANT LET MY HACKATIME STREAK DIE AGAIN removed debug line left in prod from last devlog add a favicon of my cat :3 rename communities to organizations in change one of the roles to normal hackclub members add description field to orgs add org display in projects page removed blog link from main page (and prob the actual page soon) in favor of smthin else
im not joking when i say im burnt out from school. the only thing thats keeping me driving for coding is stardance and the certificate (prob the shop items too but the cert is more important for me). anyways i didnt have much energy this past week but i tried and well ig i managed to do somethin extra padding fixes for main site add a random page (not yet live) and todo list for what i wanna add later install svelte-lanyard for discord status fetching add extra library functions for timezone information remove unused lib function add timezone information to random page fix tab size in a file
exams are coming soon but i really need these hours. anyways, all pages should be completed by now. im gonna deploy and ship soon added discord status via lanyard api and npm package added games played via lizardbyte’s free igdb api proxy tweaked page transition to be shorter and use 1 global variable removed unused WIP component tweaked timezone info text remove timezone info card element 9 commits in total
aight i have an exam tomorrow so prob not the best time to be working, but whatever. im gonna add some finishing details from now on as well as improve based of last ship’s feedback changed hackclub role (im organizing haven in my city :D) added more audios to be randomly played made song playback persist between pages keep player notif open showing playback bar and play/pause button tweak pages gaps and paddings displayed webring name instead of “info?” changed main quote hehe
i believe this shouldve been more time, because wakatime randomly stopped tracking time which shouldve been like 15-25 mins but whatever. now that its the weekend, im gonna cram as much hours i can get as this is still exam week. added background elements: idle rotating stars! made the stars turn into arrows when hovering over interactive elements / links added svelte page transitions for the conditional/fetching elements tweaked music player progress bar added a credit section for assets used and design inspiration changed timezone text display for same timezone offsets moved code duplication for styles and transitions to classes and central lib functions
smol update but i randomly had a thought last night before sleeping to add this so im adding it :D added rolling titles in the background based of the roles i put in
i was supposed to work on smthin else, but saw my friend do this so i decided to implement it on my own site! it took this long mainly because its a very new feature and not really documented. luckily, my friend gave me docs (which will be merged upstream) and i was able to implement this early :D. regardless it was still pretty buggy added discord embed component info using same data as the main site content https://github.com/discord/discord-api-docs/blob/20b7c0d2a7c30fd455d3e8f6e58c8ab42eeb2849/developers/link-previews/component-embeds.mdx early docs if yall wanna try it
Ships:
V5. IS OUT this was mainly challenging as school dumps work after work on me, but i ended up working on it in my spare time whenever i find it. new pages: /projects: contains orgs and repos /guestbook: github discussion powered /random: shows discord status and games i play
this should have fixes from last ship’s suggestions as well as a extra background elements and animations to make the site look alive...
|
1793335979.753183
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1793422379.753183
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63121
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COSMIC LENS by @jermybiju | Stardance
|
jermybiju
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T16:28:57Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built Cosmic Lens, a NASA APOD viewer. fetches NASA’s daily astronomy image, lets you browse any past image from June 1995 onwards, and has favorites saved to localstorage. What was challenging: getting Vite’s .env setup to work for the API key, a timezone bug in the prev or next nav (toISOString uses UTC so my IST dates were off by a day) and a CORS issue with a download button I ended up removing. What I’m most proud of is it all works .first project I’ve shipped with a real build system and API integration To test: just open the live link. Try the random button, arrow keys to navigate, and click the star to save your favorites. no login needed.", "repo": "https://github.com/jermybiju/COSMIC-LENS", "demo": "https://jermybiju.github.io/COSMIC-LENS/"}]...
|
[{"post_id": 70144, "ts": "202 [{"post_id": 70144, "ts": "2026-09-18T15:33:18Z", "hours": 1.0592, "text": "added a few more things. prev or next day buttons so i can jump between images without the date picker every time. also keyboard navigation with left or right arrows. added a share button that copies the url with the date so sending someone a link shows the same image. took a bit to figure out URL SearchParams for reading the date back. also added my contact details (github, email, instagram) to the footer and readme. had a timezone bug with prev or next , they were jumping 2 days back because toISOString() uses UTC and im in IST. fixed it with a local date helper and noon time. tried a download button but CORS blocked it. removed it instead of shipping something broken. its completed now"}, {"post_id": 70070, "ts": "2026-09-18T12:03:16Z", "hours": 3.3675, "text": "I worked on the css today, I decided to go with a black background and purple accents since the site’s theme is space. I went with color names such as mediumpurple and gold for the accents instead of hex codes, easier to remember. I spent a lot of time working on the starfield, in the end, i decide to use sevral radial gradients to simulate stars and a twinkle animation. used google fonts for the space vibe ,orbitron for titles and space grotesk for body. made it responsive too, buttons stack on mobile. also had to add maxheight and objectfit ,contain on the image because some nasa pics are larg and would break the layout"}, {"post_id": 69756, "ts": "2026-09-17T18:47:25Z", "hours": 3.1469, "text": "I have started the mission today. Vite setup was complicated because I have never used anything other than raw HTML, but I managed to configure it according to the documentation. I chose the vanilla plus javascript option. The .env file configuration was confusing and took me forever to complete. First, I tried putting the API key in main.js, but then I realized that it has to be a .env file that has to have VITE_ at the beginning of the variable name, or it will not work. It took me around 20 minutes to realize that I was putting the file in the wrong directory, so it always said undefined. api works now. just console logged the data to check"}]...
|
Title: COSMIC LENS by @jermybiju | Stardance
Devl Title: COSMIC LENS by @jermybiju | Stardance
Devlogs:
I have started the mission today. Vite setup was complicated because I have never used anything other than raw HTML, but I managed to configure it according to the documentation. I chose the vanilla plus javascript option. The .env file configuration was confusing and took me forever to complete. First, I tried putting the API key in main.js, but then I realized that it has to be a .env file that has to have VITE_ at the beginning of the variable name, or it will not work. It took me around 20 minutes to realize that I was putting the file in the wrong directory, so it always said undefined. api works now. just console logged the data to check
I worked on the css today, I decided to go with a black background and purple accents since the site’s theme is space. I went with color names such as mediumpurple and gold for the accents instead of hex codes, easier to remember. I spent a lot of time working on the starfield, in the end, i decide to use sevral radial gradients to simulate stars and a twinkle animation. used google fonts for the space vibe ,orbitron for titles and space grotesk for body. made it responsive too, buttons stack on mobile. also had to add maxheight and objectfit ,contain on the image because some nasa pics are larg and would break the layout
added a few more things. prev or next day buttons so i can jump between images without the date picker every time. also keyboard navigation with left or right arrows. added a share button that copies the url with the date so sending someone a link shows the same image. took a bit to figure out URL SearchParams for reading the date back. also added my contact details (github, email, instagram) to the footer and readme. had a timezone bug with prev or next , they were jumping 2 days back because toISOString() uses UTC and im in IST. fixed it with a local date helper and noon time. tried a download button but CORS blocked it. removed it instead of shipping something broken. its completed now
Ships:
Built Cosmic Lens, a NASA APOD viewer. fetches NASA’s daily astronomy image, lets you browse any past image from June 1995 onwards, and has favorites saved to localstorage. What was challenging: getting Vite’s .env setup to work for the API key, a timezone bug in the prev or next nav (toISOString uses UTC so my IST dates were off by a day) and a CORS issue with a download button I ended up removing. What I’m most proud of is it all works .first project I’ve shipped with a real build system and API integration To test: just open the live link. Try the random button, arrow keys to navigate, and click the star to save your favorites. no login needed....
|
1793210211.3702283
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1793296611.3702283
|
|
61771
|
Marble Guessing Game by @tvrun_x_yadav | Stardance
|
tvrun_x_yadav
|
0
|
0.32
|
0
|
[]
|
[{"post_id": 70147, "ts": "202 [{"post_id": 70147, "ts": "2026-09-18T15:40:16Z", "hours": 0.3192, "text": "Just made the rought draft of my game guess the marbles. you have to guess how many marbles are inside the jar. i kept the degine really simple for now will add more later"}]...
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Title: Marble Guessing Game by @tvrun_x_yadav | St Title: Marble Guessing Game by @tvrun_x_yadav | Stardance
Devlogs:
Just made the rought draft of my game guess the marbles. you have to guess how many marbles are inside the jar. i kept the degine really simple for now will add more later...
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1793040841.1085992
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1793645641.1085992
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63477
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Project AI Drone by @Bhavyadeep | Stardance
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Bhavyadeep
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0
|
0.32
|
0
|
[]
|
[{"post_id": 70151, "ts": "202 [{"post_id": 70151, "ts": "2026-09-18T15:49:57Z", "hours": 0.3169, "text": "Project AI Drone- so i have just completed my BOM and also made my first Timelapse using Lapse!!! also i will be giving updates very frequently and if anybody wants to ask about the project or help me with Vision AI be sure to contact me on slack or instaa insta:qwertyshaurya880"}]...
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Title: Project AI Drone by @Bhavyadeep | Stardance Title: Project AI Drone by @Bhavyadeep | Stardance
Devlogs:
Project AI Drone- so i have just completed my BOM and also made my first Timelapse using Lapse!!! also i will be giving updates very frequently and if anybody wants to ask about the project or help me with Vision AI be sure to contact me on slack or instaa insta:qwertyshaurya880...
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1793051484.8478198
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1793656284.8478198
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62533
|
Airin's Desk by @airinazaria_h_putri | Stardan Airin's Desk by @airinazaria_h_putri | Stardance...
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airinazaria_h_putri
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0
|
4.13
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0
|
[]
|
[{"post_id": 70165, "ts": "202 [{"post_id": 70165, "ts": "2026-09-18T16:41:56Z", "hours": 1.2136, "text": "I’m really clueless of what should i put here to.. like, an hour just to wandering and deleting.. but i’m still making progress by making the other page tho.."}, {"post_id": 69687, "ts": "2026-09-17T16:06:33Z", "hours": 1.555, "text": "Making desc and infinite scrollbar"}, {"post_id": 68714, "ts": "2026-09-15T16:25:19Z", "hours": 1.3631, "text": "Working on Landing page!! I don’t really know what should i put here.."}]...
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Title: Airin's Desk by @airinazaria_h_putri | Title: Airin's Desk by @airinazaria_h_putri | Stardance
Devlogs:
Working on Landing page!! I don’t really know what should i put here..
Making desc and infinite scrollbar
I’m really clueless of what should i put here to.. like, an hour just to wandering and deleting.. but i’m still making progress by making the other page tho.....
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1793044488.343049
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1793649288.343049
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58184
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WAR0WARE by @mahith | Stardance
|
mahith
|
2
|
8.3
|
10
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T16:48:23Z", "hours": 0.0, "multiplier": 2.33, "payout": 1, "blessing": "neutral", "text": "i made a warioware type minigame in godot. the hardest thing was debugging the timer and scene changes to work without resetting my score i am proud thats runs smooth now lol. to test jopen the itch link and play in browser, react quick to get the prompts.", "repo": "https://github.com/mahi-73/waroware", "demo": "https://mahith-chethan.itch.io/warioware"}, {"ship_num": 2, "ts": "2026-09-04T13:13:16Z", "hours": 8.0, "multiplier": 1.08, "payout": 9, "blessing": "neutral", "text": "i made warioware game in godot the hard part is coding which i took help from ai i am proud that my game is working to test the game u should click the targets nd avoid bombs in the screen and press space bar fast to win the game", "repo": "https://github.com/mahi-73/waroware", "demo": "https://mahith-chethan.itch.io/warioware"}]...
|
[{"post_id": 70185, "ts": "202 [{"post_id": 70185, "ts": "2026-09-18T17:14:54Z", "hours": 0.3, "text": "built a lil warioware minigame in godot. hardest part was fixin the timer and not breakin the score counter whenever changing scenes haha. pretty happy it runs in browser now. just open the itch link and click fast when prompts pop up"}, {"post_id": 70166, "ts": "2026-09-18T16:43:29Z", "hours": 0.4833, "text": "finshtouches nd web build fixed the score resetting , changed up the timer, and got the web build working on itch.io."}, {"post_id": 61479, "ts": "2026-09-04T12:41:34Z", "hours": 8.3064, "text": "i built a warioware game in godot nd added a target cliclicker with bomb nd freezer with a spacebar mash game nd added win nd loss nd upladed in itch.io for everyone to play"}]...
|
Title: WAR0WARE by @mahith | Stardance
Devlogs:
i Title: WAR0WARE by @mahith | Stardance
Devlogs:
i built a warioware game in godot nd added a target cliclicker with bomb nd freezer with a spacebar mash game nd added win nd loss nd upladed in itch.io for everyone to play
finshtouches nd web build fixed the score resetting , changed up the timer, and got the web build working on itch.io.
built a lil warioware minigame in godot. hardest part was fixin the timer and not breakin the score counter whenever changing scenes haha. pretty happy it runs in browser now. just open the itch link and click fast when prompts pop up
Ships:
i made warioware game in godot the hard part is coding which i took help from ai i am proud that my game is working to test the game u should click the targets nd avoid bombs in the screen and press space bar fast to win the game
i made a warioware type minigame in godot. the hardest thing was debugging the timer and scene changes to work without resetting my score i am proud thats runs smooth now lol. to test jopen the itch link and play in browser, react quick to get the prompts....
|
1793332235.4235308
|
1793418635.4235308
|
|
61183
|
first project: clock by @paper14 | Stardance
|
paper14
|
0
|
7.21
|
0
|
[]
|
[{"post_id": 70189, "ts": "202 [{"post_id": 70189, "ts": "2026-09-18T17:29:18Z", "hours": 2.0675, "text": "I am almost done with my clock!! now i need to arrange it and try to submit. hopefully i only have to do small changes because this is difficult"}, {"post_id": 69808, "ts": "2026-09-17T20:24:09Z", "hours": 1.9625, "text": "I spent time to make my case look fun! meow like a cat"}, {"post_id": 69626, "ts": "2026-09-17T13:13:35Z", "hours": 0.6667, "text": "I am now customizing my case so it is unique"}, {"post_id": 69399, "ts": "2026-09-16T23:49:48Z", "hours": 1.9667, "text": "I made a case, almost!"}, {"post_id": 68935, "ts": "2026-09-16T02:14:18Z", "hours": 0.5461, "text": "i finished my PCB! i dunno what it entirely does but we’ll find out"}]...
|
Title: first project: clock by @paper14 | Stardanc Title: first project: clock by @paper14 | Stardance
Devlogs:
i finished my PCB! i dunno what it entirely does but we’ll find out
I made a case, almost!
I am now customizing my case so it is unique
I spent time to make my case look fun! meow like a cat
I am almost done with my clock!! now i need to arrange it and try to submit. hopefully i only have to do small changes because this is difficult...
|
1793037252.2323635
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1793642052.2323635
|
|
4190
|
Claude Second Brain Harness by @xerneas | Stardanc Claude Second Brain Harness by @xerneas | Stardance...
|
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T19:56:31Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Claude Harness that is light enough and not extra enough for daily use. After messing around with openclaw I saw that the costs and features were simply too extra. This is a great life planner that can be run simply even with lower end models like claude haiku.", "repo": "https://github.com/xerneas3318/claude-monorepo", "demo": "https://github.com/xerneas3318/claude-monorepo/releases/tag/v1.0.0"}]...
|
[{"post_id": 7019, "ts": "2026 [{"post_id": 7019, "ts": "2026-06-11T19:34:17Z", "hours": 0.2214, "text": "What it is A markdown-only second-brain that Claude Code reads at every session start and edits as you talk to it. Everything lives as plain .md files in a fixed directory tree- no database, no proprietary format. Two repos, one system brain-template: the harness itself. CLAUDE.md (the session-start instructions Claude reads), a templates/ folder, and a directory skeleton (daily/, backlog/, goals/, notes/, projects/, routines/, memory/, archive/). Drop your real notes in, edit memory/context.md, and Claude becomes a proactive planner. ClaudePlanner: the phone + sync layer on top of the harness. iOS app (SwiftUI) for Today/Browse views with tap-to-toggle, drag reorder, talk-to-Claude with on-device speech. A Node sync-daemon does bidirectional brain/ ↔ Firestore sync. A Fastify relay exposes the Claude Agent SDK with Firebase auth + MCP tools (list_today, read_file, add_task, check_task). Flow You write/edit a task in daily/today.md (or tell Claude on phone, or check a box). sync-daemon mirrors the change to Firestore. iOS app live-listens and updates instantly. Closing the loop: when Claude (on phone or terminal) edits files via the relay, sync-daemon writes them back to disk. Full iOS and server support will be shown soon"}]...
|
Title: Claude Second Brain Harness by @xerneas | S Title: Claude Second Brain Harness by @xerneas | Stardance
Devlogs:
What it is A markdown-only second-brain that Claude Code reads at every session start and edits as you talk to it. Everything lives as plain .md files in a fixed directory tree- no database, no proprietary format. Two repos, one system brain-template: the harness itself. CLAUDE.md (the session-start instructions Claude reads), a templates/ folder, and a directory skeleton (daily/, backlog/, goals/, notes/, projects/, routines/, memory/, archive/). Drop your real notes in, edit memory/context.md, and Claude becomes a proactive planner. ClaudePlanner: the phone + sync layer on top of the harness. iOS app (SwiftUI) for Today/Browse views with tap-to-toggle, drag reorder, talk-to-Claude with on-device speech. A Node sync-daemon does bidirectional brain/ ↔ Firestore sync. A Fastify relay exposes the Claude Agent SDK with Firebase auth + MCP tools (list_today, read_file, add_task, check_task). Flow You write/edit a task in daily/today.md (or tell Claude on phone, or check a box). sync-daemon mirrors the change to Firestore. iOS app live-listens and updates instantly. Closing the loop: when Claude (on phone or terminal) edits files via the relay, sync-daemon writes them back to disk. Full iOS and server support will be shown soon
Ships:
Claude Harness that is light enough and not extra enough for daily use. After messing around with openclaw I saw that the costs and features were simply too extra. This is a great life planner that can be run simply even with lower end models like claude haiku....
|
1792878737.4575262
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1793742737.4575262
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|
62758
|
TermiNote by @yamex | Stardance
|
yamex
|
0
|
1.12
|
0
|
[]
|
[{"post_id": 70193, "ts": "202 [{"post_id": 70193, "ts": "2026-09-18T17:51:20Z", "hours": 1.1172, "text": "Just finished my first full program with python!"}]...
|
Title: TermiNote by @yamex | Stardance
Devlogs:
J Title: TermiNote by @yamex | Stardance
Devlogs:
Just finished my first full program with python!...
|
1793047773.975253
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1793652573.975253
|
|
61527
|
Blare by @checkers | Stardance
|
checkers
|
0
|
7.19
|
0
|
[]
|
[{"post_id": 70199, "ts": "202 [{"post_id": 70199, "ts": "2026-09-18T18:04:53Z", "hours": 0.4044, "text": "finished the code, you have to hit a qte perfect in order to turn off the alarm"}, {"post_id": 70184, "ts": "2026-09-18T17:11:31Z", "hours": 3.0669, "text": "Done with the case, this doesnt use any screws at all and I’m really proud of this fact. Also ive minimized the spaced used https://lapse.hackclub.com/timelapse/DVkP1Z7_2DTN"}, {"post_id": 69624, "ts": "2026-09-17T13:09:58Z", "hours": 1.25, "text": "Screwed up, i need space between key spaces, it was too close previously, now it must be spaced out on the pcb itself https://lapse.hackclub.com/timelapse/761gkN8O9SzK"}, {"post_id": 67042, "ts": "2026-09-13T02:43:40Z", "hours": 2.4669, "text": "Started and finished the pcb. Started the board it self which will hold it down https://lapse.hackclub.com/timelapse/2h2PNcwuiYHh"}]...
|
Title: Blare by @checkers | Stardance
Devlogs:
St Title: Blare by @checkers | Stardance
Devlogs:
Started and finished the pcb. Started the board it self which will hold it down https://lapse.hackclub.com/timelapse/2h2PNcwuiYHh
Screwed up, i need space between key spaces, it was too close previously, now it must be spaced out on the pcb itself https://lapse.hackclub.com/timelapse/761gkN8O9SzK
Done with the case, this doesnt use any screws at all and I’m really proud of this fact. Also ive minimized the spaced used https://lapse.hackclub.com/timelapse/DVkP1Z7_2DTN
finished the code, you have to hit a qte perfect in order to turn off the alarm...
|
1793040671.643491
|
1793645471.643491
|
|
46325
|
Cyberpunk Macro-pad by @gemzaidahmad | Stardance
|
gemzaidahmad
|
0
|
19.67
|
0
|
[]
|
[{"post_id": 70201, "ts": "202 [{"post_id": 70201, "ts": "2026-09-18T18:05:32Z", "hours": 0.3222, "text": "I have finished the code and the 3D model. I did most work off camera because I thought it wouldn’t take much time (I was wrong )However, I am still trying to spend as much time as possible to be absolutely sure to get rid of any bugs and inconsistencies.✌️"}, {"post_id": 65494, "ts": "2026-09-10T17:49:22Z", "hours": 1.3353, "text": "I made the firmware for the Macro-pad(ig?): So uh I practically relied heavily on the guide and AI for this part because QMK is not exactly Arduino IDE, so I ultimately decided to use VS code for now Devlog update: Added more bugs to fix later lol"}, {"post_id": 63025, "ts": "2026-09-06T16:18:50Z", "hours": 8.8772, "text": "Completed the CAD and redid the PCB: I haven’t been posting in a while because I decided to complete the enclosure for the macro-pad first. I changed the CAD software 3 times LOL. I went from Fusion to TinkerCAD because I found it quite intimidating at first then from TinkerCAD to Onshape because I found TinkerCAD too basic to make such detailed models without spending too much time.(Maybe that’s just a skill issue LOL). Then I switched back to Fusion because I realised I could just import the PCB as .step file, so I don’t have to manually put in each and every measurement. I also redid the PCB because I had unknowingly let the switches overlap slightly and I thought I should make it smaller. Now, I will begin with the firmware tomorrow."}, {"post_id": 57366, "ts": "2026-08-29T14:25:07Z", "hours": 3.7044, "text": "Finished the PCB and Schematics I know I hadn’t been posting a dev-log in a while, but I had been working on the PCB and schematics. Since this was my first PCB design in Ki-Cad, when I finished the designing part, I found out that I had more than 100 errors LOL. Most of them were caused by some footprint errors and me being a complete newbie with the software. So… I re-did it T_T. But now, I have managed to blip the errors out of existence LOL, and I have made the PCB look more futuristic rather than something you would find in an average college project. I am doing the modelling part now, which tbh I think is the most crucial yet simple part of this project. I am too excited to see the end product ;)"}, {"post_id": 51199, "ts": "2026-08-20T18:28:04Z", "hours": 2.4989, "text": "PCB designing : I managed to complete the designing of the PCB. I made quite a lot of mistakes and had to redo it multiple times(I accidentally wired the diodes in reverse bias lol). I also tried to make the cable management better and make it more compact. Nevertheless, I learnt quite a lot throughout the process. There are still some errors in the PCB files which I plan to resolve very soon. P.S. Routing the PCB tracers is oddly satisfying :)"}, {"post_id": 49782, "ts": "2026-08-18T18:27:22Z", "hours": 1.3722, "text": "Cyberpunk Themed Macro-pad: I started working on the PCB for my cyberpunk-themed macro-pad. I experimented with multiple layouts before selecting one. As this is my first time designing a PCB using a proper software rather than making rough sketches of circuits, it took quite a while to familiarize myself with the software. There is still a lot of work to be done but I already like where it’s going and I can’t wait to see how it turns out in the end :3"}, {"post_id": 48410, "ts": "2026-08-16T18:59:44Z", "hours": 1.5567, "text": "Schematics for the Cyberpunk-style Macro-pad I designed the schematics for my Cyberpunk-style Macro-pad. The hardware is built around a Seeduino Xiao, 6 Keys, a rotary encoder, RGB lighting and an OLED panel. The hardware part is relatively straightforward so I intend to make it more unique during the design and coding stages; especially through the overall Cyberpunk-style aesthetic. This is my first dev-log of this project. I can’t wait to see how it turns out in the end :)"}]...
|
Title: Cyberpunk Macro-pad by @gemzaidahmad | Star Title: Cyberpunk Macro-pad by @gemzaidahmad | Stardance
Devlogs:
Schematics for the Cyberpunk-style Macro-pad I designed the schematics for my Cyberpunk-style Macro-pad. The hardware is built around a Seeduino Xiao, 6 Keys, a rotary encoder, RGB lighting and an OLED panel. The hardware part is relatively straightforward so I intend to make it more unique during the design and coding stages; especially through the overall Cyberpunk-style aesthetic. This is my first dev-log of this project. I can’t wait to see how it turns out in the end :)
Cyberpunk Themed Macro-pad: I started working on the PCB for my cyberpunk-themed macro-pad. I experimented with multiple layouts before selecting one. As this is my first time designing a PCB using a proper software rather than making rough sketches of circuits, it took quite a while to familiarize myself with the software. There is still a lot of work to be done but I already like where it’s going and I can’t wait to see how it turns out in the end :3
PCB designing : I managed to complete the designing of the PCB. I made quite a lot of mistakes and had to redo it multiple times(I accidentally wired the diodes in reverse bias lol). I also tried to make the cable management better and make it more compact. Nevertheless, I learnt quite a lot throughout the process. There are still some errors in the PCB files which I plan to resolve very soon. P.S. Routing the PCB tracers is oddly satisfying :)
Finished the PCB and Schematics I know I hadn’t been posting a dev-log in a while, but I had been working on the PCB and schematics. Since this was my first PCB design in Ki-Cad, when I finished the designing part, I found out that I had more than 100 errors LOL. Most of them were caused by some footprint errors and me being a complete newbie with the software. So… I re-did it T_T. But now, I have managed to blip the errors out of existence LOL, and I have made the PCB look more futuristic rather than something you would find in an average college project. I am doing the modelling part now, which tbh I think is the most crucial yet simple part of this project. I am too excited to see the end product ;)
Completed the CAD and redid the PCB: I haven’t been posting in a while because I decided to complete the enclosure for the macro-pad first. I changed the CAD software 3 times LOL. I went from Fusion to TinkerCAD because I found it quite intimidating at first then from TinkerCAD to Onshape because I found TinkerCAD too basic to make such detailed models without spending too much time.(Maybe that’s just a skill issue LOL). Then I switched back to Fusion because I realised I could just import the PCB as .step file, so I don’t have to manually put in each and every measurement. I also redid the PCB because I had unknowingly let the switches overlap slightly and I thought I should make it smaller. Now, I will begin with the firmware tomorrow.
I made the firmware for the Macro-pad(ig?): So uh I practically relied heavily on the guide and AI for this part because QMK is not exactly Arduino IDE, so I ultimately decided to use VS code for now Devlog update: Added more bugs to fix later lol
I have finished the code and the 3D model. I did most work off camera because I thought it wouldn’t take much time (I was wrong )However, I am still trying to spend as much time as possible to be absolutely sure to get rid of any bugs and inconsistencies.✌️...
|
1793379208.2999463
|
1793984008.2999463
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63484
|
MacroPad by @fedcr | Stardance
|
fedcr
|
0
|
1.02
|
0
|
[]
|
[{"post_id": 70205, "ts": "202 [{"post_id": 70205, "ts": "2026-09-18T18:14:56Z", "hours": 0.3333, "text": "I have made the 3d printable case. I want this macropad to be easy and most important: Los Angeles Lakers themed"}, {"post_id": 70188, "ts": "2026-09-18T17:19:46Z", "hours": 0.6836, "text": "I have made the whole PCB for a MacroPad with 3 keys. Later I will work on a CAD development for the 3D case"}]...
|
Title: MacroPad by @fedcr | Stardance
Devlogs:
I Title: MacroPad by @fedcr | Stardance
Devlogs:
I have made the whole PCB for a MacroPad with 3 keys. Later I will work on a CAD development for the 3D case
I have made the 3d printable case. I want this macropad to be easy and most important: Los Angeles Lakers themed...
|
1793051488.2688947
|
1793656288.2688947
|
|
4738
|
PICOLATOR V2 by @fedi41 | Stardance
|
fedi41
|
1
|
71.72
|
702
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T09:01:35Z", "hours": 51.0, "multiplier": 13.73, "payout": 702, "blessing": "neutral", "text": "PICOLATOR v2.1 Beta This is the first ship of my big project: Picolator . Picolator is a handheld device powered by a Raspberry Pi Pico, running a custom operating system that I wrote from scratch in C++. 🧩 Features At this stage, Picolator includes: 🎮 PicoDino A simple remake of the classic dinosaur runner game. 🖥️ Custom UI Engine A lightweight interface system with different blend modes and a modular structure. 🧭 Main Menu System An app launcher for navigating between installed applications. ⚙️ Settings App A basic settings interface for system configuration. 🎨 Theming Support Custom themes based on Tailwind-style color palettes. 🚀 Status This is an early beta release. More features, apps, and improvements are planned for future updates.", "repo": "https://github.com/fedi41/picolator2", "demo": "https://fedi41.github.io/picolator/"}]...
|
[{"post_id": 70207, "ts": "202 [{"post_id": 70207, "ts": "2026-09-18T18:17:53Z", "hours": 2.8942, "text": "Simple taskbar! Added a simple status bar to the picolator! At the time its very minimal, but later it will show more stuff. How it works The status bat shows the currently running app by accessing the Navigator class. It is displayed over the current app, but before the all the features. Why I did it I thought that it would be nice to always know which app you are in, and because I dont want to put a header in each app, a status bar is the best solution. Also, I can later use it to show other stuff so its just nice to have :D Whats about the AI chat app I never finished? well… its still not finished idk if it ever will be finished. Conclusion I actually did varios stuff, but the most major change I made was the status bar so I post it here. Thanks for reading btw XD"}, {"post_id": 65203, "ts": "2026-09-10T05:18:26Z", "hours": 5.0075, "text": "5 Hours for almost nothing xD well its been very long time, I’ve been working on the AI app all this time… I almost made it so you can enter your own api key, but like always it isnt saving properly and is just not working. I also improved the AI chat a bit, made so it shows the errors, only for it to always show “UNKNOWN ERROR”. It kinda looks that the project is a bit dead a the time, I dont know if I will be posting so often. Other things that are not related to the project I switched to arch btw And I am finally comfortable with neovim :D"}, {"post_id": 46720, "ts": "2026-08-14T05:11:48Z", "hours": 2.1681, "text": "AI on the pico!! AI chat app is working!! What I did: Made the ui (pretty simple) Added a keyboard for input made some placehgolder functions to send promt and receive them What AI did for me all the api connection logic (The Mistral.h file) It was too complicated for me XD… How I did it: I used the mistral API made a simle app on the picolator for it thats it ) What I will do next -> make so you can enter your own api key (without recompiling) make so u can scroll through long responses Next ideas for the project… redisign some parts of the ui (I dont like that headings take up so much space) make a paint app ?"}, {"post_id": 44438, "ts": "2026-08-10T05:58:36Z", "hours": 0.2722, "text": "Serial logging works! I just replaced me custom logger with the Serial one ) Now I can work on the AI chat app !"}, {"post_id": 44423, "ts": "2026-08-10T05:36:44Z", "hours": 2.4386, "text": "Devlog ig Well this two hours I been trying to make an AI chat app. Meanwhile, I realized, that my custom log system kinda sucks, so I will be just using the classic Serial output for logging, and completly remove my custom logger. Problems with the logger logs are hard to read (very small) if u enable the log display feature, the rendering gets slower gives no errors, I only know at witch step the program stopped uses much RAM with serial logging, all of this issues will be fixed. And I can finally see what error it throws! although it doesnt tell much in the error… terminate called after throwing an instance of 'std::out_of_range' what(): And sorry for the long break… I will try to code more now!"}, {"post_id": 33077, "ts": "2026-07-22T17:38:04Z", "hours": 1.1644, "text": "pico-Stardance :P Tried rendering the stardance logo on the Picolator ) I actually wanted to work on the AI chat app, but instead of locking in, I just procrastineted and made this :3 But a least it looks cool XD Btw it took me so long, because I am trying to learn vim, and I am not really good at it ) Well ig see u next devlog"}, {"post_id": 31835, "ts": "2026-07-20T15:06:50Z", "hours": 0.7833, "text": "picoFETCH ig its working ) I added a simple fetch app, simmular to neofetch ) It displays: the board name (on compilation) chip name clock speed free RAM (not prezise) SDK version chip id WiFi connection status btw this all runs on a simple rpi pico 2w with a diplay ) check out my other devlogs to see what this thing can do"}, {"post_id": 31737, "ts": "2026-07-20T11:37:26Z", "hours": 0.7644, "text": "WiFi on the Picolator I managed to connect WiFi to the pico! The password and the SSID are saved in the flash! I will update the wifi settings UI someday, It looks horrible XD. And guess what? I will do a PICOFETCH app next, So follow along!"}, {"post_id": 31111, "ts": "2026-07-19T07:50:49Z", "hours": 3.6431, "text": "Its been very long time… But , I made some progress on the WiFi -settings! By progress I mean only the working ui XD. (and keyboard ) EVERYTHING ELSE JUST DOESNT WORK a list of things, that need to be fixed: storage sucks wifi sucks ui sucks (it just looks bad) I will bet trying to fix all of these things in future devlogs so follow along )"}, {"post_id": 17489, "ts": "2026-06-28T09:17:14Z", "hours": 1.5889, "text": "Pico-keyboard ?! So i coded the first simple version of a keyboard for the Picolator … for now, I will use it for the AI chat app (also in development), and for the Wifi configuration. Its currently in development, but in the next devlog I am planning to finish the wifi connection! btw credits to @eceWire , I was inspired by the keyboard in his project. ))"}, {"post_id": 16800, "ts": "2026-06-27T08:49:16Z", "hours": 2.6928, "text": "The first release ) I finished the demo version of the project! Now I am ready to ship ) features in this release UI system (with theming support) first game (picodino) Settings menu (with modular feature support) custom renderer (built on top of the waveshare library, supports blendmodes) custom input system the release: https://github.com/fedi41-prog/picolator2/releases"}, {"post_id": 16306, "ts": "2026-06-26T15:13:42Z", "hours": 7.0764, "text": "7 HOURS GONE. WEBSITE DONE (almost). Well time flies much faster when making websites… finished the feature menu I added a feature menu to control the feature manager and toggle features on and off ) I also kinda broke the display of the picolator… and thats why - new displays are coming soon (well I think so) - I am building a second Picolator! (And repairing the old one) almost forgot the website link 😅: https://fedi41-prog.github.io/picolator2/"}, {"post_id": 15041, "ts": "2026-06-24T12:55:31Z", "hours": 0.8667, "text": "Demo website working on the demo website for my PICOLATOR project . SHIPPING SOON . PICOLATOR v2.1 is ready for ship! I just need to finish this small website, and I’m done! I’ll also continue working at this after the ship :) Btw here is the link: https://fedi41-prog.github.io/picolator2/"}, {"post_id": 14643, "ts": "2026-06-23T20:33:16Z", "hours": 1.8336, "text": "Finished the PICODINO! Ig I finished the game ) Now I can finally work on something else . 🦖🌵 . It’s a copy of the iconic game, running on a pi pico. Features added… score counter high score saved in flash sneaking different cactus types restart after losing dark mode"}, {"post_id": 14363, "ts": "2026-06-23T13:57:16Z", "hours": 1.1458, "text": "PICO-DINO just jumped on a cactus 😭😭 …the PicoDino tries to jump over the EVIL CACTUS , but he lands perfectly on it! RIP PicoDino 🪦🦖 . . . But… Cactus collision is working! 😎 Finally, the dino can’t go through cacti anymore! Today, I implemented the mask collision ) P.S. - I finally figured out how to add multiple photos 😅"}, {"post_id": 14187, "ts": "2026-06-23T05:41:04Z", "hours": 1.6097, "text": "A cactus appears! 🌵 This morning, I added the first cactus, and a moing floor, along with some animations ) These are all original textures! Next up cactus collisions (mask collisions) more cactus types score counter"}, {"post_id": 13786, "ts": "2026-06-22T16:25:57Z", "hours": 1.0808, "text": "Meet the PICO-DINO!! 🦖 I finally made a real dinosaur for the game ) Further plans Next, I will add some cacti )"}, {"post_id": 13697, "ts": "2026-06-22T13:35:19Z", "hours": 0.9733, "text": "RAM Optimization The pico was sometimes crashing, after I spammed the log, so I got into optimising ) Before, i had 2 screen buffers, and even a third one for blending them (no wonder it crashed XD) So I just removed all the unnesecary buffers ) btw blend modes are still working! the first game! I just started working on the first game for the picolator!"}, {"post_id": 13323, "ts": "2026-06-21T20:19:58Z", "hours": 0.5889, "text": "DISPLAY TIMEOUT ADDED Now the display wont burn out XD Here is a reaaaally interesting photo of a black screen XD Tomorrow I will start coding the dino runner!"}, {"post_id": 13290, "ts": "2026-06-21T19:14:45Z", "hours": 2.5306, "text": "MIX BLEND MODE Added a brand new blend mode to my renderer! It was actually just procrastination, because I was too lazy to make the Dino Runner. About the project The Picolator is a custom OS for the raspberry pi pico. Next I will implement the chrome dino app (:"}, {"post_id": 12663, "ts": "2026-06-20T18:06:20Z", "hours": 0.7731, "text": "Display overclock 🥳 Got my display running on 65hz! (and coded this spinny thing) This can definitly run chrome dino XD"}, {"post_id": 12615, "ts": "2026-06-20T16:41:15Z", "hours": 1.7439, "text": "Feature system ready! The Picolator can now run different feature modules for debugging and trolling! Next up …. Dino runner! Btw my rng number is crazy (3) : stardance rng day 6 🎲 3 · ranked #500 so far https://stardance.hackclub.com/rng"}, {"post_id": 12536, "ts": "2026-06-20T14:08:54Z", "hours": 1.2269, "text": "Input system fixed Today I fixed the input system, so it responds faster, and supports more features. One important function I added is the justPressed function, it only returns true, when thw button was pressed exactly in this tick I also started working on the feature manager , it will have different featues like on screen log display, and other useful stuff."}, {"post_id": 12112, "ts": "2026-06-19T19:39:26Z", "hours": 0.7036, "text": "Theme change works!"}, {"post_id": 12083, "ts": "2026-06-19T18:35:30Z", "hours": 0.4331, "text": "C++ compiler exploding because of one missing semicolon 💀"}, {"post_id": 12054, "ts": "2026-06-19T17:42:16Z", "hours": 1.2925, "text": "Working on settings Changed some core logic, and started to work on the settings menu!"}, {"post_id": 11943, "ts": "2026-06-19T14:07:08Z", "hours": 1.9542, "text": "minor changes Input debug Main menu working! new Theme Next, I will work on the Settings app. Then you can change and create themes! wow"}, {"post_id": 11259, "ts": "2026-06-18T12:44:33Z", "hours": 1.5231, "text": "Display update! Many different display features : blend modes overlays new color format better image rendering And I also added some new themes ! PS the display looks too bright on the photo"}, {"post_id": 11203, "ts": "2026-06-18T10:28:37Z", "hours": 3.7581, "text": "Hugeee update!! Themes fixed Main menu working new App managment system Theme view screen ready I hope you like it )"}, {"post_id": 10078, "ts": "2026-06-16T17:36:28Z", "hours": 0.9575, "text": "The Tailwind theme is working!!! Currently each theme has 3 Tailwind pallets - surface, primary, and secondary. P.S. - It looks much better irl"}, {"post_id": 9943, "ts": "2026-06-16T13:56:56Z", "hours": 1.5231, "text": "coded a buggy tailwind theme generator (some colors are to bright, others to dark 😭😭😭)"}, {"post_id": 9751, "ts": "2026-06-16T05:36:53Z", "hours": 3.2739, "text": "The Main screen is ready! And themes are working. (this is just a test theme ik it looks terrible)"}, {"post_id": 8819, "ts": "2026-06-14T17:37:03Z", "hours": 1.4308, "text": "Remaking the font System Today, I was remaking the entire font system. I created my own FONT class, and used it to load new fonts. Now The Picolator has nicer fonts )"}, {"post_id": 8737, "ts": "2026-06-14T15:12:28Z", "hours": 0.3678, "text": "Fixed the Font rendering! New features -> font scaling -> now you can scale fonts! Coming up -> rethinking the Font system changing the ugly Waveshare font to something different (:"}, {"post_id": 7986, "ts": "2026-06-13T10:04:34Z", "hours": 1.5319, "text": "Remaking the font rendering (and failing)"}, {"post_id": 7692, "ts": "2026-06-12T21:01:25Z", "hours": 2.0769, "text": "Ahhh why did I spent some mucb time on this…. (added a UiDraw class, and redisigned the structure)"}, {"post_id": 7596, "ts": "2026-06-12T18:21:32Z", "hours": 1.1856, "text": "Alpha support added! (And other technical changes)"}, {"post_id": 6261, "ts": "2026-06-10T14:55:17Z", "hours": 1.7136, "text": "Building the basic app structure! And a quick display demo. Created a TestApp for different tests )"}, {"post_id": 5849, "ts": "2026-06-09T19:55:52Z", "hours": 1.1669, "text": "Created a Display class for rendering and drawing. (just a wrapper for a C library). Next I am going to work on the UI logic."}, {"post_id": 5771, "ts": "2026-06-09T17:57:21Z", "hours": 1.1364, "text": "Finally got it running on cpp! (Yes i gave up on learning c)"}, {"post_id": 5603, "ts": "2026-06-09T13:40:31Z", "hours": 0.8697, "text": "So I somehow got the display test working… I already hate C (edit - no! C is cool [: )"}, {"post_id": 5570, "ts": "2026-06-09T12:15:42Z", "hours": 0.4519, "text": "setting up the project!"}]...
|
Title: PICOLATOR V2 by @fedi41 | Stardance
Devlog Title: PICOLATOR V2 by @fedi41 | Stardance
Devlogs:
setting up the project!
So I somehow got the display test working… I already hate C (edit - no! C is cool [: )
Finally got it running on cpp! (Yes i gave up on learning c)
Created a Display class for rendering and drawing. (just a wrapper for a C library). Next I am going to work on the UI logic.
Building the basic app structure! And a quick display demo. Created a TestApp for different tests )
Alpha support added! (And other technical changes)
Ahhh why did I spent some mucb time on this…. (added a UiDraw class, and redisigned the structure)
Remaking the font rendering (and failing)
Fixed the Font rendering! New features -> font scaling -> now you can scale fonts! Coming up -> rethinking the Font system changing the ugly Waveshare font to something different (:
Remaking the font System Today, I was remaking the entire font system. I created my own FONT class, and used it to load new fonts. Now The Picolator has nicer fonts )
The Main screen is ready! And themes are working. (this is just a test theme ik it looks terrible)
coded a buggy tailwind theme generator (some colors are to bright, others to dark 😭😭😭)
The Tailwind theme is working!!! Currently each theme has 3 Tailwind pallets - surface, primary, and secondary. P.S. - It looks much better irl
Hugeee update!! Themes fixed Main menu working new App managment system Theme view screen ready I hope you like it )
Display update! Many different display features : blend modes overlays new color format better image rendering And I also added some new themes ! PS the display looks too bright on the photo
minor changes Input debug Main menu working! new Theme Next, I will work on the Settings app. Then you can change and create themes! wow
Working on settings Changed some core logic, and started to work on the settings menu!
C++ compiler exploding because of one missing semicolon 💀
Theme change works!
Input system fixed Today I fixed the input system, so it responds faster, and supports more features. One important function I added is the justPressed function, it only returns true, when thw button was pressed exactly in this tick I also started working on the feature manager , it will have different featues like on screen log display, and other useful stuff.
Feature system ready! The Picolator can now run different feature modules for debugging and trolling! Next up …. Dino runner! Btw my rng number is crazy (3) : stardance rng day 6 🎲 3 · ranked #500 so far https://stardance.hackclub.com/rng
Display overclock 🥳 Got my display running on 65hz! (and coded this spinny thing) This can definitly run chrome dino XD
MIX BLEND MODE Added a brand new blend mode to my renderer! It was actually just procrastination, because I was too lazy to make the Dino Runner. About the project The Picolator is a custom OS for the raspberry pi pico. Next I will implement the chrome dino app (:
DISPLAY TIMEOUT ADDED Now the display wont burn out XD Here is a reaaaally interesting photo of a black screen XD Tomorrow I will start coding the dino runner!
RAM Optimization The pico was sometimes crashing, after I spammed the log, so I got into optimising ) Before, i had 2 screen buffers, and even a third one for blending them (no wonder it crashed XD) So I just removed all the unnesecary buffers ) btw blend modes are still working! the first game! I just started working on the first game for the picolator!
Meet the PICO-DINO!! 🦖 I finally made a real dinosaur for the game ) Further plans Next, I will add some cacti )
A cactus appears! 🌵 This morning, I added the first cactus, and a moing floor, along with some animations ) These are all original textures! Next up cactus collisions (mask collisions) more cactus types score counter
PICO-DINO just jumped on a cactus 😭😭 …the PicoDino tries to jump over the EVIL CACTUS , but he lands perfectly on it! RIP PicoDino 🪦🦖 . . . But… Cactus collision is working! 😎 Finally, the dino can’t go through cacti anymore! Today, I implemented the mask collision ) P.S. - I finally figured out how to add multiple photos 😅
Finished the PICODINO! Ig I finished the game ) Now I can finally work on something else . 🦖🌵 . It’s a copy of the iconic game, running on a pi pico. Features added… score counter high score saved in flash sneaking different cactus types restart after losing dark mode
Demo website working on the demo website for my PICOLATOR project . SHIPPING SOON . PICOLATOR v2.1 is ready for ship! I just need to finish this small website, and I’m done! I’ll also continue working at this after the ship :) Btw here is the link: https://fedi41-prog.github.io/picolator2/
7 HOURS GONE. WEBSITE DONE (almost). Well time flies much faster when making websites… finished the feature menu I added a feature menu to control the feature manager and toggle features on and off ) I also kinda broke the display of the picolator… and thats why - new displays are coming soon (well I think so) - I am building a second Picolator! (And repairing the old one) almost forgot the website link 😅: https://fedi41-prog.github.io/picolator2/
The first release ) I finished the demo version of the project! Now I am ready to ship ) features in this release UI system (with theming support) first game (picodino) Settings menu (with modular feature support) custom renderer (built on top of the waveshare library, supports blendmodes) custom input system the release: https://github.com/fedi41-prog/picolator2/releases
Pico-keyboard ?! So i coded the first simple version of a keyboard for the Picolator … for now, I will use it for the AI chat app (also in development), and for the Wifi configuration. Its currently in development, but in the next devlog I am planning to finish the wifi connection! btw credits to @eceWire , I was inspired by the keyboard in his project. ))
Its been very long time… But , I made some progress on the WiFi -settings! By progress I mean only the working ui XD. (and keyboard ) EVERYTHING ELSE JUST DOESNT WORK a list of things, that need to be fixed: storage sucks wifi sucks ui sucks (it just looks bad) I will bet trying to fix all of these things in future devlogs so follow along )
WiFi on the Picolator I managed to connect WiFi to the pico! The password and the SSID are saved in the flash! I will update the wifi settings UI someday, It looks horrible XD. And guess what? I will do a PICOFETCH app next, So follow along!
picoFETCH ig its working ) I added a simple fetch app, simmular to neofetch ) It displays: the board name (on compilation) chip name clock speed free RAM (not prezise) SDK version chip id WiFi connection status btw this all runs on a simple rpi pico 2w with a diplay ) check out my other devlogs to see what this thing can do
pico-Stardance :P Tried rendering the stardance logo on the Picolator ) I actually wanted to work on the AI chat app, but instead of locking in, I just procrastineted and made this :3 But a least it looks cool XD Btw it took me so long, because I am trying to learn vim, and I am not really good at it ) Well ig see u next devlog
Devlog ig Well this two hours I been trying to make an AI chat app. Meanwhile, I realized, that my custom log system kinda sucks, so I will be just using the classic Serial output for logging, and completly remove my custom logger. Problems with the logger logs are hard to read (very small) if u enable the log display feature, the rendering gets slower gives no errors, I only know at witch step the program stopped uses much RAM with serial logging, all of this issues will be fixed. And I can finally see what error it throws! although it doesnt tell much in the error… terminate called after throwing an instance of 'std::out_of_range' what(): And sorry for the long break… I will try to code more now!
Serial logging works! I just replaced me custom logger with the Serial one ) Now I can work on the AI chat app !
AI on the pico!! AI chat app is working!! What I did: Made the ui (pretty simple) Added a keyboard for input made some placehgolder functions to send promt and receive them What AI did for me all the api connection logic (The Mistral.h file) It was too complicated for me XD… How I did it: I used the mistral API made a simle app on the picolator for it thats it ) What I will do next -> make so you can enter your own api key (without recompiling) make so u can scroll through long responses Next ideas for the project… redisign some parts of the ui (I dont like that headings take up so much space) make a paint app ?
5 Hours for almost nothing xD well its been very long time, I’ve been working on the AI app all this time… I almost made it so you can enter your own api key, but like always it isnt saving properly and is just not working. I also improved the AI chat a bit, made so it shows the errors, only for it to always show “UNKNOWN ERROR”. It kinda looks that the project is a bit dead a the time, I dont know if I will be posting so often. Other things that are not related to the project I switched to arch btw And I am finally comfortable with neovim :D
Simple taskbar! Added a simple status bar to the picolator! At the time its very minimal, but later it will show more stuff. How it works The status bat shows the currently running app by accessing the Navigator class. It is displayed over the current app, but before the all the features. Why I did it I thought that it would be nice to always know which app you are in, and because I dont want to put a header in each app, a status bar is the best solution. Also, I can later use it to show other stuff so its just nice to have :D Whats about the AI chat app I never finished? well… its still not finished idk if it ever will be finished. Conclusion I actually did varios stuff, but the most major change I made was the status bar so I post it here. Thanks for reading btw XD
Ships:
PICOLATOR v2.1 Beta This is the first ship of my big project: Picolator . Picolator is a handheld device powered by a Raspberry Pi Pico, running a custom operating system that I wrote from scratch in C++. 🧩 Features At this stage, Picolator includes: 🎮 PicoDino A simple remake of the classic dinosaur runner game. 🖥️ Custom UI Engine A lightweight interface system with different blend modes and a modular structure. 🧭 Main Menu System An app launcher for navigating between installed applications. ⚙️ Settings App A basic settings interface for system configuration. 🎨 Theming Support Custom themes based on Tailwind-style color palettes. 🚀 Status This is an early beta release. More features, apps, and improvements are planned for future updates....
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1793285463.6548655
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1793371863.6548655
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2910
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3d game engine by @rajaryan1492007 | Stardance
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rajaryan1492007
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4
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111.0
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1561
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-26T04:08:23Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "last ship in hackclub bcuz i turn 19 bye : )", "repo": "https://github.com/rajaryan2007/UNHUMAN", "demo": "https://github.com/unhuman-engine/UNHUMAN/releases"}, {"ship_num": 2, "ts": "2026-09-13T19:17:52Z", "hours": 14.0, "multiplier": 16.69, "payout": 232, "blessing": "neutral", "text": "i just finally done all thing like stable etc . and search of all libs etc so can really work making really good engine i add milestone etc . u can still test project tho but it will just artitacture doc change and some sync bug fix . other then that i add milestone so i can work on that now but i 19 now today so my hackclub will get end so i just ship to info that . devlog is end but i will continue to work on this engine bcuz it been like year since i st working on it already so anyway . and anything u wanna know u can check my project issues and roadmap", "repo": "https://github.com/rajaryan2007/UNHUMAN", "demo": "https://github.com/unhuman-engine/UNHUMAN/releases"}, {"ship_num": 3, "ts": "2026-08-26T21:35:30Z", "hours": 71.0, "multiplier": 14.89, "payout": 1056, "blessing": "neutral", "text": "-> I built the Unhuman Engine (UHE) a high-performance, custom 3D game engine written entirely from scratch in C++. It features a custom Vulkan rendering pipeline, Jolt Physics integration, and a 3D spatial audio system using miniaudio. Alongside the engine, I built a fully playable “Aim Lab” style 3D shooter game to showcase its capabilities, complete with skeletal animations, recoil mechanics, and a robust entity component system (ECS). -> Building a Vulkan renderer from the ground up is notoriously difficult due to how explicit the API is. Getting the Vulkan swapchains, descriptors, and framebuffers perfectly synchronized was a massive hurdle. Beyond rendering, building the virtual file system (VFS) to correctly resolve asset paths across different platforms (Linux native and Windows via Wine) required a lot of trial and error, as did managing multithreaded memory cleanup for the audio subsystem to prevent Because of the custom Vulkan architecture and strict C++ optimizations, the game hits 900+ FPS in release builds, even on integrated graphics! the custom pixel-perfect 3D entity picking system we built using Vulkan framebuffers (instead of relying on standard physics raycasting). Finally, the engine architecture is scalable enough that it’s not just for games—it’s designed to handle heavy robotics and autonomous vehicle simulations in the engine . -> The engine supports both Linux and Windows to play the game, just run the UHEGAME executable inside the bin folder. Important: Make sure the assets folder (which contains the 3D models and audio files) is sitting right next to the executable in the same directory, otherwise the game will fall back to a safe mode. Controls: Use your mouse to aim, Left Click to shoot the targets, and press ‘R’ to reload the animated 3D pistol also i write it too big bcuz last time many people said they don’t understand what i did . about running it u can run it in windows and linux both see window build and linux build there to work able excutable file one is uhegame.exe and uhe_editor.exe one is game and other is editor https://github.com/rajaryan2007/UNHUMAN/releases/tag/alpha i will improve the game as time goes i just st with vulkan and other if u have any problem u can ask here https://github.com/rajaryan2007/UNHUMAN/issues if still don’t understand don’t rate down read or search or just read devlog and understand instead of low rating thankyou :)", "repo": "https://github.com/rajaryan2007/UNHUMAN", "demo": "https://github.com/unhuman-engine/UNHUMAN/releases"}, {"ship_num": 4, "ts": "2026-06-09T19:02:56Z", "hours": 21.0, "multiplier": 14.37, "payout": 273, "blessing": "neutral", "text": "This project has been a daily labor of love for over a year. Over the last 4 to 5 months, I completely rewrote the entire rendering backend, moving away from a legacy OpenGL state machine to an explicit Vulkan pipeline. Along the way, I completely redesigned the Rendering Hardware Interface (RHI) to align with modern graphics architectures. Welcome to UNHUMAN! You are completely free to clone and compile this engine, but please read this first: ->The 50/50 Rule: This is a custom, explicitly defined Vulkan engine currently tailored to a Ryzen/Vega Windows environment. Because Vulkan does not hide driver-level differences (NVIDIA vs. AMD vs. Intel), there is roughly a 50/50 chance it will compile flawlessly or completely explode on your specific GPU setup. ->The Easy Way Out: If you attempt to build the project and hit Vulkan validation errors, device-lost crashes, or strict compilation failures, please do not waste your time trying to debug my RHI! * Visual Verification: If the build fails on your hardware, simply watch the YouTube Walkthrough Video linked below. It contains the full visual proof of the engine running, rendering, and functioning on the native development machine. link -> https://youtu.be/CHDIU61auYo", "repo": "https://github.com/rajaryan2007/UNHUMAN", "demo": "https://github.com/unhuman-engine/UNHUMAN/releases"}]...
|
[{"post_id": 70209, "ts": "202 [{"post_id": 70209, "ts": "2026-09-18T18:21:31Z", "hours": 4.5, "text": "reading source code of o3de and make my engine barrier better"}, {"post_id": 67555, "ts": "2026-09-13T18:10:01Z", "hours": 1.8844, "text": "just make milestone bar for realase"}, {"post_id": 66844, "ts": "2026-09-12T19:21:25Z", "hours": 2.6544, "text": "make better job system"}, {"post_id": 62020, "ts": "2026-09-05T07:13:01Z", "hours": 4.5067, "text": "add multithreading and better sync"}, {"post_id": 59175, "ts": "2026-08-31T20:15:59Z", "hours": 4.8814, "text": "added text rendering"}, {"post_id": 54512, "ts": "2026-08-25T15:19:38Z", "hours": 2.1939, "text": "added audio and animation"}, {"post_id": 52892, "ts": "2026-08-23T08:38:37Z", "hours": 1.9892, "text": "St making game in my game engine"}, {"post_id": 51531, "ts": "2026-08-21T09:17:58Z", "hours": 3.6897, "text": "added a ci/cd test For engine with lavapipe"}, {"post_id": 45963, "ts": "2026-08-12T19:45:40Z", "hours": 8.6658, "text": "Add descriptor Set fallback and Contribution guidelines"}, {"post_id": 39452, "ts": "2026-08-02T12:29:11Z", "hours": 8.3283, "text": "implemented many fallback feature no less crash add fallback of dynamic_rendering other are pending"}, {"post_id": 30001, "ts": "2026-07-17T07:25:22Z", "hours": 9.0811, "text": "all setup done just have to write fallback now :)"}, {"post_id": 25765, "ts": "2026-07-10T06:41:34Z", "hours": 3.7094, "text": "implementing old renderpass and Framebuffer and other thing to run old hardware"}, {"post_id": 23311, "ts": "2026-07-06T05:53:37Z", "hours": 3.5711, "text": "add more file more function just fallback for Vulkan Engine so it can run in more device"}, {"post_id": 22767, "ts": "2026-07-05T10:54:14Z", "hours": 3.7322, "text": "add support for extension check in Vulkan"}, {"post_id": 21133, "ts": "2026-07-02T22:43:28Z", "hours": 0.9317, "text": "so from now not developing any feature in Game engine for some weeks and Adding fallback to 1.1 to 1.4 vulkan bcuz lot of problem andriod don’t support 1.3 mostly and many gpu like intel have bug in bindless so just adding other to fallback bcuz other are also not good nvidia and amd also have some problem add buildbot that will test like github don’t support gpu to test most probably i will test in software cpu and build system so user can compile and run thing without having any problem so at last only problem left is gpu vendor specific that i will cover through blender o3de engine that how engine can run in most gpus i give better doc or reference next time to show it but it very hard and take month to search so that it"}, {"post_id": 20716, "ts": "2026-07-02T11:47:34Z", "hours": 1.1572, "text": "while working on my engine i take refernce from blender also contributed in blender one issues even got merged other are pending"}, {"post_id": 17338, "ts": "2026-06-28T02:42:07Z", "hours": 7.2022, "text": "jolt physics implementation in vulkan engine and some other bug fix"}, {"post_id": 11434, "ts": "2026-06-18T18:19:47Z", "hours": 1.8758, "text": "PBR light implementation done in my engine"}, {"post_id": 11050, "ts": "2026-06-18T02:35:35Z", "hours": 1.8658, "text": "reimplemented tracy profiler for my engine and working in PBR"}, {"post_id": 10211, "ts": "2026-06-16T20:38:31Z", "hours": 2.0136, "text": "one of the hardest bug to solve i did it now there no texture overlap"}, {"post_id": 9830, "ts": "2026-06-16T08:46:40Z", "hours": 4.2797, "text": "linux and window both support for vulkan engine tested in wine"}, {"post_id": 8004, "ts": "2026-06-13T11:03:28Z", "hours": 6.6514, "text": "model loading done in my engine"}, {"post_id": 5794, "ts": "2026-06-09T18:32:13Z", "hours": 0.28, "text": "update everything now moving toward 3d work and cleanup"}, {"post_id": 5693, "ts": "2026-06-09T16:07:36Z", "hours": 1.7525, "text": "finally port complete in vulkan with RHI and Linux support"}, {"post_id": 5390, "ts": "2026-06-09T04:27:45Z", "hours": 10.2675, "text": "finally rhi and wrapper test is done in vulkan"}, {"post_id": 3458, "ts": "2026-06-06T12:22:17Z", "hours": 8.22, "text": "almost write backend vulkan may i can see something in screen next week after 3 month 😵💫"}, {"post_id": 1715, "ts": "2026-06-03T21:36:09Z", "hours": 0.5761, "text": "rewriting my game engine backend in vulkan and adding support for linux"}]...
|
Title: 3d game engine by @rajaryan1492007 | Starda Title: 3d game engine by @rajaryan1492007 | Stardance
Devlogs:
rewriting my game engine backend in vulkan and adding support for linux
almost write backend vulkan may i can see something in screen next week after 3 month 😵💫
finally rhi and wrapper test is done in vulkan
finally port complete in vulkan with RHI and Linux support
update everything now moving toward 3d work and cleanup
model loading done in my engine
linux and window both support for vulkan engine tested in wine
one of the hardest bug to solve i did it now there no texture overlap
reimplemented tracy profiler for my engine and working in PBR
PBR light implementation done in my engine
jolt physics implementation in vulkan engine and some other bug fix
while working on my engine i take refernce from blender also contributed in blender one issues even got merged other are pending
so from now not developing any feature in Game engine for some weeks and Adding fallback to 1.1 to 1.4 vulkan bcuz lot of problem andriod don’t support 1.3 mostly and many gpu like intel have bug in bindless so just adding other to fallback bcuz other are also not good nvidia and amd also have some problem add buildbot that will test like github don’t support gpu to test most probably i will test in software cpu and build system so user can compile and run thing without having any problem so at last only problem left is gpu vendor specific that i will cover through blender o3de engine that how engine can run in most gpus i give better doc or reference next time to show it but it very hard and take month to search so that it
add support for extension check in Vulkan
add more file more function just fallback for Vulkan Engine so it can run in more device
implementing old renderpass and Framebuffer and other thing to run old hardware
all setup done just have to write fallback now :)
implemented many fallback feature no less crash add fallback of dynamic_rendering other are pending
Add descriptor Set fallback and Contribution guidelines
added a ci/cd test For engine with lavapipe
St making game in my game engine
added audio and animation
added text rendering
add multithreading and better sync
make better job system
just make milestone bar for realase
reading source code of o3de and make my engine barrier better
Ships:
This project has been a daily labor of love for over a year. Over the last 4 to 5 months, I completely rewrote the entire rendering backend, moving away from a legacy OpenGL state machine to an explicit Vulkan pipeline. Along the way, I completely redesigned the Rendering Hardware Interface (RHI) to align with modern graphics architectures. Welcome to UNHUMAN! You are completely free to clone and compile this engine, but please read this first: ->The 50/50 Rule: This is a custom, explicitly defined Vulkan engine currently tailored to a Ryzen/Vega Windows environment. Because Vulkan does not hide driver-level differences (NVIDIA vs. AMD vs. Intel), there is roughly a 50/50 chance it will compile flawlessly or completely explode on your specific GPU setup. ->The Easy Way Out: If you attempt to build the project and hit Vulkan validation errors, device-lost crashes, or strict compilation failures, please do not waste your time trying to debug my RHI! * Visual Verification: If the build fails on your hardware, simply watch the YouTube Walkthrough Video linked below. It contains the full visual proof of the engine running, rendering, and functioning on the native development machine. link -> https://youtu.be/CHDIU61auYo
-> I built the Unhuman Engine (UHE) a high-performance, custom 3D game engine written entirely from scratch in C++. It features a custom Vulkan rendering pipeline, Jolt Physics integration, and a 3D spatial audio system using miniaudio. Alongside the engine, I built a fully playable “Aim Lab” style 3D shooter game to showcase its capabilities, complete with skeletal animations, recoil mechanics, and a robust entity component system (ECS). -> Building a Vulkan renderer from the ground up is notoriously difficult due to how explicit the API is. Getting the Vulkan swapchains, descriptors, and framebuffers perfectly synchronized was a massive hurdle. Beyond rendering, building the virtual file system (VFS) to correctly resolve asset paths across different platforms (Linux native and Windows via Wine) required a lot of trial and error, as did managing multithreaded memory cleanup for the audio subsystem to prevent Because of the custom Vulkan architecture and strict C++ optimizations, the game hits 900+ FPS in release builds, even on integrated graphics! the custom pixel-perfect 3D entity picking system we built using Vulkan framebuffers (instead of relying on standard physics raycasting). Finally, the engine architecture is scalable enough that it’s not just for games—it’s designed to handle heavy robotics and autonomous vehicle simulations in the engine . -> The engine supports both Linux and Windows to play the game, just run the UHEGAME executable inside the bin folder. Important: Make sure the assets folder (which contains the 3D models and audio files) is sitting right next to the executable in the same directory, otherwise the game will fall back to a safe mode. Controls: Use your mouse to aim, Left Click to shoot the targets, and press ‘R’ to reload the animated 3D pistol also i write it too big bcuz last time many people said they don’t understand what i did . about running it u can run it in windows and linux both see window build and linux build there to work able excutable file one is uhegame.exe and uhe_editor.exe one is game and other is editor https://github.com/rajaryan2007/UNHUMAN/releases/tag/alpha i will improve the game as time goes i just st with vulkan and other if u have any problem u can ask here https://github.com/rajaryan2007/UNHUMAN/issues if still don’t understand don’t rate down read or search or just read devlog and understand instead of low rating thankyou :)
i just finally done all thing like stable etc . and search of all libs etc so can really work making really good engine i add milestone etc . u can still test project tho but it will just artitacture doc change and some sync bug fix . other then that i add milestone so i can work on that now but i 19 now today so my hackclub will get end so i just ship to info that . devlog is end but i will continue to work on this engine bcuz it been like year since i st working on it already so anyway . and anything u wanna know u can check my project issues and roadmap
last ship in hackclub bcuz i turn 19 bye : )...
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1793292499.4874148
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1793378899.4874148
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63516
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Chocolate Chip Emulator in Java (chip-8) by @omewi Chocolate Chip Emulator in Java (chip-8) by @omewillem | Stardance...
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omewillem
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0
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1.12
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0
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[]
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[{"post_id": 70214, "ts": "202 [{"post_id": 70214, "ts": "2026-09-18T18:33:14Z", "hours": 1.1164, "text": "I’ve started on the project, and it’s been quite a lot to take in at once. I’m using various sources to actually find how to even make this whole interpreter (I’ll link them below), but that made me even more uncertain on how I’m going to finish this haha. I have used my existing Java knowledge to get a simple display working using Swing, and I’m able to record keypresses, so that’s definitely a good start. I’m now trying to understand how every single component should work in Pico8 but it’s quite hard to understand. I’ve tried my best to “summarise” what every component does in the designated Java class but I still have absolutely no idea what I’m doing. I’m trying to only use actual human-made online sources and not just blatantly ask AI for help since that’s boring. Next step is actually getting some kind of Chip behaviour working, let’s hope that’s gonna go well. Sources that I used: https://austinmorlan.com/posts/chip8_emulator/ https://tobiasvl.github.io/blog/write-a-chip-8-emulator/#memory"}]...
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Title: Chocolate Chip Emulator in Java (chip-8) by Title: Chocolate Chip Emulator in Java (chip-8) by @omewillem | Stardance
Devlogs:
I’ve started on the project, and it’s been quite a lot to take in at once. I’m using various sources to actually find how to even make this whole interpreter (I’ll link them below), but that made me even more uncertain on how I’m going to finish this haha. I have used my existing Java knowledge to get a simple display working using Swing, and I’m able to record keypresses, so that’s definitely a good start. I’m now trying to understand how every single component should work in Pico8 but it’s quite hard to understand. I’ve tried my best to “summarise” what every component does in the designated Java class but I still have absolutely no idea what I’m doing. I’m trying to only use actual human-made online sources and not just blatantly ask AI for help since that’s boring. Next step is actually getting some kind of Chip behaviour working, let’s hope that’s gonna go well. Sources that I used: https://austinmorlan.com/posts/chip8_emulator/ https://tobiasvl.github.io/blog/write-a-chip-8-emulator/#memory...
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1793051520.7076719
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1793656320.7076719
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63415
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Watch driver controler by @danb1551 | Stardance
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danb1551
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0
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3.54
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0
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[]
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[{"post_id": 70221, "ts": "202 [{"post_id": 70221, "ts": "2026-09-18T18:52:58Z", "hours": 3.5372, "text": "Controlling your PC with esp32 watch kit"}]...
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Title: Watch driver controler by @danb1551 | Stard Title: Watch driver controler by @danb1551 | Stardance
Devlogs:
Controlling your PC with esp32 watch kit...
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1793051435.5421128
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1793656235.5421128
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42291
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Rocket Prototype by @orin_gibson | Stardance
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orin_gibson
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0
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42.08
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0
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[]
|
[{"post_id": 70224, "ts": "202 [{"post_id": 70224, "ts": "2026-09-18T18:58:02Z", "hours": 5.15, "text": "Rocket Prototype | Devlog 11 - The End? Far from it. I revised the entirety of the Rocket Nose Cone and realised a pressing issue: “you can’t access the inside of the nose cone.” Rookie mistake. On my third design, I decided to separate the nose cone into three components: the shoulder, the actual nose cone/ogive, and an avionics sled for the PCB components to be stored. (BTW the time recorded for this was ONLY for the sled that I finally finished today - the remaining components were me not being bothered to record [whoops]). The avionics sled SHOULD be printed out by tomorrow but lets see how that goes!"}, {"post_id": 53915, "ts": "2026-08-24T16:54:47Z", "hours": 1.55, "text": "Rocket Prototype | Devlog 10 - Shipment // FIN. GitHub is complete. Simulations are complete. Prototype model is done."}, {"post_id": 53571, "ts": "2026-08-24T05:06:36Z", "hours": 6.5, "text": "Rocket Prototype | Devlog 9 - Rocket Nose Finalisation and more GitHub Repo Editing! Today I spent hours of moiling away at SolidWorks: Learning how to add Fillets Creating a boss structure Building the nose cone module and the shock cord section that attaches to the eyebolt. This is likely going to be the last or second last dev log I upload as I am 90-95% complete now!"}, {"post_id": 52598, "ts": "2026-08-22T20:02:38Z", "hours": 5.9136, "text": "Rocket Prototype | Devlog 8 - Rocket Nose Cone Amendments and GitHub Repo Editing! I spent an ungodly amount of time scanning through my GitHub Repo, overhauling it and optimising it in preparation for shipping. There’s still a fair amount of work to do, but I got through a fair chunk of it. I also made an updated model for the Rocket Nose Cone. It’s far from complete as I need to discern the appropriateness of measurements when incorporating the shock cord module into the shoulder linked to the nose cone. I aim to finish a fair majority of this project tomorrow so stay tuned!"}, {"post_id": 51654, "ts": "2026-08-21T13:30:36Z", "hours": 9.0903, "text": "Rocket Prototype | Devlog 7 - PCB COMPLETION!!! Today has been nothing short of thrilling: I finished my PCB for the Orion Flight Computer for my Odyssey Rocket. I revised the schematics in KiCad, caught some errors and fixed the footprints before implementing the final touches (don’t go too hard on my design this is my first one). I learnt how to make the Nose Cone for my Rocket in SolidWorks! It’s a Von Karman Ogive that may be too optimised for subsonic travel, but we shall see…. My //README.md// and //journal.md// has been updated to reflect these changes. Now…what’s next? Code the C+ code (or whichever coding language) is required for the Orion Flight Computer. Assemble a Bill of Materials. Finish the project and finalise it for funding as my 19th birthday under 2 weeks away…."}, {"post_id": 48212, "ts": "2026-08-16T14:45:30Z", "hours": 4.4517, "text": "Rocket Prototype - Devlog 4 Today, I learnt the fundamentals of KiCad and was able to build my own schematic for the way I would like to structure the projects computer. It pretty much just features an Arduino, MPU6050, and BMP388.I have had zero experience in this field, so this was a challenging yet rewarding experience after I got it down pat! This is basic for now; I intend on adding a power source (for obvious reasons) and a MicroSD card reader for in-flight tracking.Stay tuned for when I make the PCB! (this is a reupload: I asked the Stardance developers to shift this post from one project to this one on Slack but due to a lack of response and not wanting to lose the hours I committed, I did this so that the hours would be here when it came to product shipment). Mods: Please refer to https://stardance.hackclub.com/projects/47535 for the associated session."}, {"post_id": 47954, "ts": "2026-08-16T06:58:22Z", "hours": 2.1642, "text": "Rocket Prototype | Devlog 6 Today, I just spent some time reconstructing the MPU6050 component as the Adafruit variation was different compared to the industry standard component (12 pins versus 6 pins). I updated the schematic to accommodate for these changes. As such, since I have finished the schematics and footprints for all of the components, I will shift my focus toward making the actual PCB for the Orion Flight Computer (I thought the name sounded cool). Looking forward to building it!"}, {"post_id": 46823, "ts": "2026-08-14T10:46:51Z", "hours": 3.5508, "text": "Rocket Prototype | Devlog 5 Today, I mastered the fundamentals of KiCad. I determined appropriate wiring as well as finalising schematics for the components. Tomorrow, I’ll have to redo the MPU6050 component as I decided to change to a more documented part, but otherwise, a productive session nonetheless! I also learnt how footprints operate, and managed to design them in preparation for the final step, which would be making the custom PCB!"}, {"post_id": 44067, "ts": "2026-08-09T16:11:50Z", "hours": 1.4756, "text": "Rocket Prototype | Devlog 3 Today, I finally learned the fundamentals of OpenRocket! I worked out where to place the individual components, such as the parachute deployment system, whilst also discerning key concepts like the centre of gravity and centre of pressure. I modelled it within the optimal stability range of 1.5-2 cal with it being 2.01 cal. This was truly a fun process as I got to play around with dimensions, measure some components irl (the body of my rocket is going to be a 660x60mm postal tube, so I based the measurements of this as such!). Now that I have planned out the build dimensions, I can shift my focus towards learning how to make an avionics bay and furthering my SolidWorks knowledge!"}, {"post_id": 43465, "ts": "2026-08-08T18:57:57Z", "hours": 1.6492, "text": "Rocket Prototype | Devlog 2 introduced myself to OpenRocket, an open-source program that lets you visualise a rocket and run simulations on it. I managed to grasp a basic understanding of how the software works: you select the components you want for your rocket while determining the appropriateness of certain features to optimise factors such as: Stability CP — Centre of Pressure CG — Centre of Gravity Aerodynamic performance Something I initially struggled with was producing a stable rocket. From what I later discerned, my stability calibre was not optimal and was one reason why the rocket was underperforming in simulations. I initially had a stability value above 2.8 cal, believing that a higher calibre automatically meant a more stable rocket. However, excessive stability can also result in poorer aerodynamic behaviour."}, {"post_id": 40304, "ts": "2026-08-03T18:52:33Z", "hours": 0.5833, "text": "Log 1 - Learning Software! I had a busy day today studying for engineering, working, and gymming but I promised myself that I would get started on this project! Today, I spent just over half an hour familiarising myself with Solidworks, mirroring a YouTube tutorial as well as experimenting with its own features. This is one small step for progress and one giant leap into my journey to building my first project! I will keep myself accountable throughout this journey and I cannot wait for the finalised project!"}]...
|
Title: Rocket Prototype by @orin_gibson | Stardanc Title: Rocket Prototype by @orin_gibson | Stardance
Devlogs:
Log 1 - Learning Software! I had a busy day today studying for engineering, working, and gymming but I promised myself that I would get started on this project! Today, I spent just over half an hour familiarising myself with Solidworks, mirroring a YouTube tutorial as well as experimenting with its own features. This is one small step for progress and one giant leap into my journey to building my first project! I will keep myself accountable throughout this journey and I cannot wait for the finalised project!
Rocket Prototype | Devlog 2 introduced myself to OpenRocket, an open-source program that lets you visualise a rocket and run simulations on it. I managed to grasp a basic understanding of how the software works: you select the components you want for your rocket while determining the appropriateness of certain features to optimise factors such as: Stability CP — Centre of Pressure CG — Centre of Gravity Aerodynamic performance Something I initially struggled with was producing a stable rocket. From what I later discerned, my stability calibre was not optimal and was one reason why the rocket was underperforming in simulations. I initially had a stability value above 2.8 cal, believing that a higher calibre automatically meant a more stable rocket. However, excessive stability can also result in poorer aerodynamic behaviour.
Rocket Prototype | Devlog 3 Today, I finally learned the fundamentals of OpenRocket! I worked out where to place the individual components, such as the parachute deployment system, whilst also discerning key concepts like the centre of gravity and centre of pressure. I modelled it within the optimal stability range of 1.5-2 cal with it being 2.01 cal. This was truly a fun process as I got to play around with dimensions, measure some components irl (the body of my rocket is going to be a 660x60mm postal tube, so I based the measurements of this as such!). Now that I have planned out the build dimensions, I can shift my focus towards learning how to make an avionics bay and furthering my SolidWorks knowledge!
Rocket Prototype | Devlog 5 Today, I mastered the fundamentals of KiCad. I determined appropriate wiring as well as finalising schematics for the components. Tomorrow, I’ll have to redo the MPU6050 component as I decided to change to a more documented part, but otherwise, a productive session nonetheless! I also learnt how footprints operate, and managed to design them in preparation for the final step, which would be making the custom PCB!
Rocket Prototype | Devlog 6 Today, I just spent some time reconstructing the MPU6050 component as the Adafruit variation was different compared to the industry standard component (12 pins versus 6 pins). I updated the schematic to accommodate for these changes. As such, since I have finished the schematics and footprints for all of the components, I will shift my focus toward making the actual PCB for the Orion Flight Computer (I thought the name sounded cool). Looking forward to building it!
Rocket Prototype - Devlog 4 Today, I learnt the fundamentals of KiCad and was able to build my own schematic for the way I would like to structure the projects computer. It pretty much just features an Arduino, MPU6050, and BMP388.I have had zero experience in this field, so this was a challenging yet rewarding experience after I got it down pat! This is basic for now; I intend on adding a power source (for obvious reasons) and a MicroSD card reader for in-flight tracking.Stay tuned for when I make the PCB! (this is a reupload: I asked the Stardance developers to shift this post from one project to this one on Slack but due to a lack of response and not wanting to lose the hours I committed, I did this so that the hours would be here when it came to product shipment). Mods: Please refer to https://stardance.hackclub.com/projects/47535 for the associated session.
Rocket Prototype | Devlog 7 - PCB COMPLETION!!! Today has been nothing short of thrilling: I finished my PCB for the Orion Flight Computer for my Odyssey Rocket. I revised the schematics in KiCad, caught some errors and fixed the footprints before implementing the final touches (don’t go too hard on my design this is my first one). I learnt how to make the Nose Cone for my Rocket in SolidWorks! It’s a Von Karman Ogive that may be too optimised for subsonic travel, but we shall see…. My //README.md// and //journal.md// has been updated to reflect these changes. Now…what’s next? Code the C+ code (or whichever coding language) is required for the Orion Flight Computer. Assemble a Bill of Materials. Finish the project and finalise it for funding as my 19th birthday under 2 weeks away….
Rocket Prototype | Devlog 8 - Rocket Nose Cone Amendments and GitHub Repo Editing! I spent an ungodly amount of time scanning through my GitHub Repo, overhauling it and optimising it in preparation for shipping. There’s still a fair amount of work to do, but I got through a fair chunk of it. I also made an updated model for the Rocket Nose Cone. It’s far from complete as I need to discern the appropriateness of measurements when incorporating the shock cord module into the shoulder linked to the nose cone. I aim to finish a fair majority of this project tomorrow so stay tuned!
Rocket Prototype | Devlog 9 - Rocket Nose Finalisation and more GitHub Repo Editing! Today I spent hours of moiling away at SolidWorks: Learning how to add Fillets Creating a boss structure Building the nose cone module and the shock cord section that attaches to the eyebolt. This is likely going to be the last or second last dev log I upload as I am 90-95% complete now!
Rocket Prototype | Devlog 10 - Shipment // FIN. GitHub is complete. Simulations are complete. Prototype model is done.
Rocket Prototype | Devlog 11 - The End? Far from it. I revised the entirety of the Rocket Nose Cone and realised a pressing issue: “you can’t access the inside of the nose cone.” Rookie mistake. On my third design, I decided to separate the nose cone into three components: the shoulder, the actual nose cone/ogive, and an avionics sled for the PCB components to be stored. (BTW the time recorded for this was ONLY for the sled that I finally finished today - the remaining components were me not being bothered to record [whoops]). The avionics sled SHOULD be printed out by tomorrow but lets see how that goes!...
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1793170240.8829181
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1793775040.8829181
|
|
59094
|
NEXKEY by @Sammy_Uranus | Stardance
|
Sammy_Uranus
|
0
|
2.78
|
0
|
[]
|
[{"post_id": 70225, "ts": "202 [{"post_id": 70225, "ts": "2026-09-18T18:58:36Z", "hours": 2.7833, "text": "#Devlog 1 — NexKey: The First Lines of the Circuit ⚡ Today I finally started working on NexKey , my own custom macropad. 🎯 The main goal I want to build a macropad completely by myself — including the PCB . Today was mostly about getting started with KiCad and figuring out how everything will connect. 🔧 What I worked on I started building the schematic and divided it into different parts: 🧠 MCU + Power ⌨️ 9-Key Matrix 🖥️ TFT Display + SD Card 🔄 Rotary Encoder 🌈 RGB LEDs I also planned how everything will communicate with the XIAO ESP32 . The TFT and SD card will share the same SPI bus, while the keys will use a 3×3 matrix with an MCP23017 GPIO expander. For RGB, I’m using SK6812MINI-E LEDs in a chain. 🧩 What I learned I thought PCB design was mostly about placing components and drawing tracks… Turns out, there’s a LOT of planning before routing even starts. 😭 Day 1 done. ✅"}]...
|
Title: NEXKEY by @Sammy_Uranus | Stardance
Devlog Title: NEXKEY by @Sammy_Uranus | Stardance
Devlogs:
#Devlog 1 — NexKey: The First Lines of the Circuit ⚡ Today I finally started working on NexKey , my own custom macropad. 🎯 The main goal I want to build a macropad completely by myself — including the PCB . Today was mostly about getting started with KiCad and figuring out how everything will connect. 🔧 What I worked on I started building the schematic and divided it into different parts: 🧠 MCU + Power ⌨️ 9-Key Matrix 🖥️ TFT Display + SD Card 🔄 Rotary Encoder 🌈 RGB LEDs I also planned how everything will communicate with the XIAO ESP32 . The TFT and SD card will share the same SPI bus, while the keys will use a 3×3 matrix with an MCP23017 GPIO expander. For RGB, I’m using SK6812MINI-E LEDs in a chain. 🧩 What I learned I thought PCB design was mostly about placing components and drawing tracks… Turns out, there’s a LOT of planning before routing even starts. 😭 Day 1 done. ✅...
|
1792781559.5484252
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1793386359.5484252
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44283
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fred's games by @Googentity | Stardance
|
Googentity
|
0
|
5.34
|
0
|
[]
|
[{"post_id": 70231, "ts": "202 [{"post_id": 70231, "ts": "2026-09-18T19:11:01Z", "hours": 1.1419, "text": "you can actully collect the hajes in the platformer minigame but the heart code is broken so i might fix that after writing this devlog (also i hit 42 hours on godot on steam )"}, {"post_id": 43956, "ts": "2026-08-09T12:38:32Z", "hours": 1.5289, "text": "made the basics of the first minigame (a platformer where you need to collect 3 blahajes) and also made the animation for the hajes which doesnt show in game for some reason, also its not possible to collect the blahajes which i did try to correct in this update but i will also try after i post this devlog, also the timer thingy shows the milliseconds now"}, {"post_id": 42677, "ts": "2026-08-07T15:05:14Z", "hours": 1.8669, "text": "i have finally made the level_scene code work, the fact that it took 1 hour and 52 minutes to fix should be enough, however i unfortunately needed to use chatgpt for the fix but at least the code works now which is very much a relief"}, {"post_id": 42172, "ts": "2026-08-06T19:45:33Z", "hours": 0.3825, "text": "i made the quit button and its script and also made the level counter thingy, i also deleted the settings button because i don’t think i’ll add in a settings menu, due to the settings button being eliminated i further redesigned the main menu, also i initially made a heart in aseprite but it turned out weird in exporting so i resorted to using an image from the internet"}, {"post_id": 42148, "ts": "2026-08-06T19:14:10Z", "hours": 0.4208, "text": "i made the menu layout and the code for the start button, i initially made the buttons vertical using the vbox container, but decided to do a diagonal layout"}]...
|
Title: fred's games by @Googentity | Stardance Title: fred's games by @Googentity | Stardance
Devlogs:
i made the menu layout and the code for the start button, i initially made the buttons vertical using the vbox container, but decided to do a diagonal layout
i made the quit button and its script and also made the level counter thingy, i also deleted the settings button because i don’t think i’ll add in a settings menu, due to the settings button being eliminated i further redesigned the main menu, also i initially made a heart in aseprite but it turned out weird in exporting so i resorted to using an image from the internet
i have finally made the level_scene code work, the fact that it took 1 hour and 52 minutes to fix should be enough, however i unfortunately needed to use chatgpt for the fix but at least the code works now which is very much a relief
made the basics of the first minigame (a platformer where you need to collect 3 blahajes) and also made the animation for the hajes which doesnt show in game for some reason, also its not possible to collect the blahajes which i did try to correct in this update but i will also try after i post this devlog, also the timer thingy shows the milliseconds now
you can actully collect the hajes in the platformer minigame but the heart code is broken so i might fix that after writing this devlog (also i hit 42 hours on godot on steam )...
|
1793267235.4564347
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1793872035.4564347
|
|
63537
|
mesa by @rajaryan1492007 | Stardance
|
rajaryan1492007
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-26T10:50:18Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "last ship of this . it open source contribution in mesa(linux gpu driver) . i fix descriptor_heap crash problem that got merge in NIR mesa . about test ? if ur using linux in mesa its already in realease other pr are still in review .", "repo": "https://gitlab.freedesktop.org/rajaryan1492007/mesa", "demo": "https://gitlab.freedesktop.org/rajaryan1492007/mesa/-/blob/main/README.rst?ref_type=heads"}]...
|
[{"post_id": 70234, "ts": "202 [{"post_id": 70234, "ts": "2026-09-18T19:19:45Z", "hours": 11.7567, "text": "got my first pr merged"}]...
|
Title: mesa by @rajaryan1492007 | Stardance
Devlo Title: mesa by @rajaryan1492007 | Stardance
Devlogs:
got my first pr merged
Ships:
last ship of this . it open source contribution in mesa(linux gpu driver) . i fix descriptor_heap crash problem that got merge in NIR mesa . about test ? if ur using linux in mesa its already in realease other pr are still in review ....
|
1793202511.8693347
|
1793288911.8693347
|
|
57508
|
SWAG Tab by @berragurlesin | Stardance
|
berragurlesin
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T20:02:49Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a new tab page that is fully customizable and allows everyone to reflect their own style. It’s called SWAG tab! From stickers you can add, remove, and resize to a box where you can write your name, from daily APOD space updates from NASA to a motivational note box… many things you can think of. I learned the basics by following the guide and fetched the APOD from NASA. Afterwards I added the features I would want for my new tab page one by one as they came to mind. Adjusting the sticker sizes was a big struggle, but I finally managed it! Overall, I really enjoyed working on this project. If you’d like to have a cool new tab page yourself, or want to learn more please read the README first, and then try the project. I would love to hear your thoughts!", "repo": "https://github.com/berragurlesin/My-Swag-Tab", "demo": "https://berragurlesin.github.io/My-Swag-Tab/"}]...
|
[{"post_id": 70243, "ts": "202 [{"post_id": 70243, "ts": "2026-09-18T19:38:35Z", "hours": 1.6725, "text": "devlog #13 it seems like SWAG tab is finally done! We can now adjust the sticker sizes. And I wrote the project README so you can get a handle on the details. I’d be absolutely happy if you could take a look and share your feedback"}, {"post_id": 69281, "ts": "2026-09-16T18:39:59Z", "hours": 2.3558, "text": "devlog #12 hii, being motivated is important and as people with goals we need it. That’s why there’s now a motivational note box in SWAG Tab! I’ll also be working on adding default options (plus, you can move this box wherever you like and it works AWESOME) Also, NASA sent a video a few days ago but it gave an error again, it seems to be a permissions issue. So I added a button that links directly to the NASA APOD page, that way the video can be watched! I hadn’t been able to share a devlog but if another video comes through I’ll show it. Ooh, and I also made it possible to drag the NASA photo box!"}, {"post_id": 66682, "ts": "2026-09-12T15:38:38Z", "hours": 1.6697, "text": "devlog#11 hey everyone! you can now write a name using ransom note letters inside the “my name is” tag (I’m thinking of changing this style or adding different options later) I added three font size levels, the letters shrink as the word gets longer, so it looks betterrr. ooh, and also since I was used to it I was entering Turkish characters, so I added a function to convert them (though adding different characters directly later on might be better)"}, {"post_id": 66583, "ts": "2026-09-12T12:53:38Z", "hours": 0.5464, "text": "devlog#10 heelloo, I was getting an error when a video came from NASA, so I had to write the code to handle both scenarios. But then I realized there was a conflict because the image wasn’t being hidden when the video appeared. I also learned that YouTube links etc. can come through as well, so I added a parameter to account for those cases too. Insallah, this solves the problem!"}, {"post_id": 64987, "ts": "2026-09-09T19:13:41Z", "hours": 2.0233, "text": "devlog#09 hiyaa, I spent a long time trying to add a function to adjust sticker sizes, but once I added it other features stopped working properly…I couldn’t add or drag stickers, and so on :( If you have any ideas on how to fix this, please lmk. BUUUT I did add something I really love, a cute label where you can write your name! I made it stick out a bit, adjusted the angle and placement etc. though I’m going to try changing the text to a different font. Also, a problem show up with the image/video coming from NASA today. I think it is a video for today and the issue occurs from that, I’m gonna try to fix it now"}, {"post_id": 63554, "ts": "2026-09-07T13:58:29Z", "hours": 2.2025, "text": "devlog#08 Hi guyss! There is a super important update, SWAG Tab is now even more customizable! I’ve coded the sticker adding feature I’ve had in mind from the very beginning (some parts were really tricky :D) First, I loaded default stickers and set their positions. I decided that two of them shouldn’t be deletable (the star near the search bar and the limited edition sticker. I used “canBeDeleted” boolean variable to ensure those set to false couldn’t be removed) though their positions can still be changed by user. (actually, you can move any sticker wherever you want, though there are a few bugs I still need to fix) In the video, I clear the local storage and show the default positions. Also, all of the user’s edits are saved locally. In short, the user can now add and remove stickers and move them anywhere they want on the page. However, the sizes of the stickers need to be adjustable, the next devlog might be about that! If you’ve read this far, lmk what do you think about stickers!"}, {"post_id": 63158, "ts": "2026-09-06T20:06:42Z", "hours": 1.3919, "text": "devlog #07 we can now change the backgroundd I’ve added a few options that match the theme, but you can also select your own file if you want. I designed the icon for the background settings myself, I didn’t want a normal settings icon, so I added the star to it, I think it looks good now!"}, {"post_id": 62483, "ts": "2026-09-05T21:04:39Z", "hours": 2.6047, "text": "devlog #06 hey there! SWAG tab is progressing. I thought that if I am building a tab I need to add shortcuts, and I’ve spent the last three hours working on this. Now there’s a box that we can add our fav shortcuts. I put a lot of thought into the design, and this is the result! I used Google favicon fetcher to get the app icons (otherwise they look pretty bad) and I added a button to delete them if needed, make them match to the overall theme. I also applied a glittery background to the box that I really like. As the next step, I’m thinking of adding a feature to change the background color (the blue one), because I’m already itching to see some different colors! :D"}, {"post_id": 61444, "ts": "2026-09-04T11:23:46Z", "hours": 1.0986, "text": "devlog #05 now, I can fetch images from NASA! I added a api key and used it by following the steps in the guide. I learned that NASA sometimes uploads videos for APOD, so I wrote an if statement and make sure nothing breaks when a video loads. I also customized the styling!"}, {"post_id": 61030, "ts": "2026-09-03T18:45:26Z", "hours": 0.3783, "text": "devlog #04 standard fonts didn’t give me the vibe I was looking for, so I cropped the numbers I mentioned in my previous devlog, made them all the same size and removed their backgrounds. Got them working on the clock! made the images cycle through in order every second. How is it going?"}, {"post_id": 60959, "ts": "2026-09-03T17:18:01Z", "hours": 0.6617, "text": "devlog #03 hii, I created a live digital clock that updates itself using JS’s date object and the setInterval function. I wanna change this clock with numbers in my own style (I found a font!) now I’m going to look into how to do that"}, {"post_id": 60462, "ts": "2026-09-02T20:00:11Z", "hours": 0.37, "text": "devlog #02 I found these colors on pinterest (I added the reference) and applied that blue color to my background, I also added a google search bar and adjusted its colors as well"}, {"post_id": 60210, "ts": "2026-09-02T13:12:10Z", "hours": 0.2778, "text": "devlog #01 hey everyone, I followed the steps in the mission guide and I think I’ve got the basics down (yup!) next up is customizing my own tab"}]...
|
Title: SWAG Tab by @berragurlesin | Stardance
Dev Title: SWAG Tab by @berragurlesin | Stardance
Devlogs:
devlog #01 hey everyone, I followed the steps in the mission guide and I think I’ve got the basics down (yup!) next up is customizing my own tab
devlog #02 I found these colors on pinterest (I added the reference) and applied that blue color to my background, I also added a google search bar and adjusted its colors as well
devlog #03 hii, I created a live digital clock that updates itself using JS’s date object and the setInterval function. I wanna change this clock with numbers in my own style (I found a font!) now I’m going to look into how to do that
devlog #04 standard fonts didn’t give me the vibe I was looking for, so I cropped the numbers I mentioned in my previous devlog, made them all the same size and removed their backgrounds. Got them working on the clock! made the images cycle through in order every second. How is it going?
devlog #05 now, I can fetch images from NASA! I added a api key and used it by following the steps in the guide. I learned that NASA sometimes uploads videos for APOD, so I wrote an if statement and make sure nothing breaks when a video loads. I also customized the styling!
devlog #06 hey there! SWAG tab is progressing. I thought that if I am building a tab I need to add shortcuts, and I’ve spent the last three hours working on this. Now there’s a box that we can add our fav shortcuts. I put a lot of thought into the design, and this is the result! I used Google favicon fetcher to get the app icons (otherwise they look pretty bad) and I added a button to delete them if needed, make them match to the overall theme. I also applied a glittery background to the box that I really like. As the next step, I’m thinking of adding a feature to change the background color (the blue one), because I’m already itching to see some different colors! :D
devlog #07 we can now change the backgroundd I’ve added a few options that match the theme, but you can also select your own file if you want. I designed the icon for the background settings myself, I didn’t want a normal settings icon, so I added the star to it, I think it looks good now!
devlog#08 Hi guyss! There is a super important update, SWAG Tab is now even more customizable! I’ve coded the sticker adding feature I’ve had in mind from the very beginning (some parts were really tricky :D) First, I loaded default stickers and set their positions. I decided that two of them shouldn’t be deletable (the star near the search bar and the limited edition sticker. I used “canBeDeleted” boolean variable to ensure those set to false couldn’t be removed) though their positions can still be changed by user. (actually, you can move any sticker wherever you want, though there are a few bugs I still need to fix) In the video, I clear the local storage and show the default positions. Also, all of the user’s edits are saved locally. In short, the user can now add and remove stickers and move them anywhere they want on the page. However, the sizes of the stickers need to be adjustable, the next devlog might be about that! If you’ve read this far, lmk what do you think about stickers!
devlog#09 hiyaa, I spent a long time trying to add a function to adjust sticker sizes, but once I added it other features stopped working properly…I couldn’t add or drag stickers, and so on :( If you have any ideas on how to fix this, please lmk. BUUUT I did add something I really love, a cute label where you can write your name! I made it stick out a bit, adjusted the angle and placement etc. though I’m going to try changing the text to a different font. Also, a problem show up with the image/video coming from NASA today. I think it is a video for today and the issue occurs from that, I’m gonna try to fix it now
devlog#10 heelloo, I was getting an error when a video came from NASA, so I had to write the code to handle both scenarios. But then I realized there was a conflict because the image wasn’t being hidden when the video appeared. I also learned that YouTube links etc. can come through as well, so I added a parameter to account for those cases too. Insallah, this solves the problem!
devlog#11 hey everyone! you can now write a name using ransom note letters inside the “my name is” tag (I’m thinking of changing this style or adding different options later) I added three font size levels, the letters shrink as the word gets longer, so it looks betterrr. ooh, and also since I was used to it I was entering Turkish characters, so I added a function to convert them (though adding different characters directly later on might be better)
devlog #12 hii, being motivated is important and as people with goals we need it. That’s why there’s now a motivational note box in SWAG Tab! I’ll also be working on adding default options (plus, you can move this box wherever you like and it works AWESOME) Also, NASA sent a video a few days ago but it gave an error again, it seems to be a permissions issue. So I added a button that links directly to the NASA APOD page, that way the video can be watched! I hadn’t been able to share a devlog but if another video comes through I’ll show it. Ooh, and I also made it possible to drag the NASA photo box!
devlog #13 it seems like SWAG tab is finally done! We can now adjust the sticker sizes. And I wrote the project README so you can get a handle on the details. I’d be absolutely happy if you could take a look and share your feedback
Ships:
I created a new tab page that is fully customizable and allows everyone to reflect their own style. It’s called SWAG tab! From stickers you can add, remove, and resize to a box where you can write your name, from daily APOD space updates from NASA to a motivational note box… many things you can think of. I learned the basics by following the guide and fetched the APOD from NASA. Afterwards I added the features I would want for my new tab page one by one as they came to mind. Adjusting the sticker sizes was a big struggle, but I finally managed it! Overall, I really enjoyed working on this project. If you’d like to have a cool new tab page yourself, or want to learn more please read the README first, and then try the project. I would love to hear your thoughts!...
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1793350159.754747
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1793436559.754747
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11054
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Project Tracker by @JasonC9 | Stardance
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JasonC9
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1
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16.0
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220
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T20:00:58Z", "hours": 16.0, "multiplier": 13.39, "payout": 220, "blessing": "neutral", "text": "I built a project tracker that runs in your browser using HTML, CSS, and JavaScript, where all project data is stored in a projects.json file. The main challenge was making the JavaScript, especially syncing edits across the dashboard, checklist, and editor while avoiding missing or broken code. Some projects don’t have BOMs or journals. To save it properly, you need to download the JSON file and upload it to the website root directory /root , since everything depends on that file for storage.", "repo": "https://github.com/anadskman/Project-Tracker", "demo": "https://anadskman.github.io/ProjectTracker/"}]...
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[{"post_id": 7026, "ts": "2026 [{"post_id": 7026, "ts": "2026-06-11T19:45:11Z", "hours": 1.6639, "text": "Made checklist page similar as edit page download json and upload to website root to save globally Made mobile Friendly Made github"}, {"post_id": 6817, "ts": "2026-06-11T13:18:38Z", "hours": 1.4869, "text": "made editor have journal/bom buttons edit links edit status dashboard display from json projects page displays from json filled info for blueprint/flavortown in .json To Do Make checklist page Add Database(mightnt do, downloading and uploading the json fill would be easier) Make Github Page!!!"}, {"post_id": 6275, "ts": "2026-06-10T15:31:04Z", "hours": 4.4389, "text": "uploaded boms and journals for blueprint/flavortown Worked on Upload/Edit Page Current Features Edit Projects on right panel and hit save. download the json and replace with current one to save changes outside of local 4 items in the center are editable Add Programs/Projects buttons (Save Locally ATM ) To Do Add image upload/change change local storage to database(last thing) make projects in projects and dashboard pages load from projects.json instead of static make checklist page Add rest of info for blueprint/flavortown in .json"}, {"post_id": 4994, "ts": "2026-06-08T17:16:20Z", "hours": 3.7511, "text": "Completed Made Header Cleaner Dashboard Cleaner Projects Page Collapse button for each section Filter between project status and cost stats display at top of dashboard Fixed journal/bom box sizes made links next to eachother at the bottom Changed Global font to inter Changed color scheme to match and look nicer To Do links for hackatime/lapse upload boms/journals for blueprint and flavortown make upload/edit section make checklist page"}, {"post_id": 4390, "ts": "2026-06-07T18:24:27Z", "hours": 3.0078, "text": "I added a view BOM using a similar system but i ran in to some bugs of course, like the BOM not showing at all, styles not working. At first i was gonna type all the BOMs in as tables one by one but i remembered you can export your BOMs or just use the ones that would of been put in the GitHub. Once everything was looking nice and how i wanted it i did the slower part and copied and pasted it for each and every project and filled in their info. I filled in everything except for the pricing and times on the blueprint and flavortown projects. Additionally i have to upload the BOMs and journals for those projects as well. To Do List: Upload BOMs, Journals, Time, and Prices to Blueprint and Flavortown Projects Possibly make a “frontend” upload control so if others want to use this they can easy add in their own projects into their own copy of the site Possibly Filter option for completed and in progress projects Links section, for lapse or hackatime Cleaner Dashboard, collapse button for projects*(each program its own button)* Stats in the dashboard header to move between hackclub.html and index.html"}, {"post_id": 4216, "ts": "2026-06-07T13:31:35Z", "hours": 2.1431, "text": "Made the project list, and added a Status bar, links to github and hackclub sites, when you click on the project itself it takes you to its own page. I made the stasis page but only with the stopwatch on it so far. its the same setup but i added a total time, cost and the journals. For the journals i used zero-md. Heres the code for that if you wanna use it yourself: <head> script type=\"module\" src=\"https://cdn.jsdelivr.net/npm/zero-md@3?register\"></script> </head> <body> <div class=\"journal\"> <details> <summary>View Journal</summary> <zero-md src=\"journals/Desktop-Stopwatch-JOURNAL.md\"> <template data-append> <style> img { max-width: 20% !important; width: 100% !important; height: auto !important; display: block !important; margin: 10px 0 !important; } </style> </template> </zero-md> </details> </div> </body>"}]...
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Title: Project Tracker by @JasonC9 | Stardance
De Title: Project Tracker by @JasonC9 | Stardance
Devlogs:
Made the project list, and added a Status bar, links to github and hackclub sites, when you click on the project itself it takes you to its own page. I made the stasis page but only with the stopwatch on it so far. its the same setup but i added a total time, cost and the journals. For the journals i used zero-md. Heres the code for that if you wanna use it yourself: <head> script type="module" src="https://cdn.jsdelivr.net/npm/zero-md@3?register"></script> </head> <body> <div class="journal"> <details> <summary>View Journal</summary> <zero-md src="journals/Desktop-Stopwatch-JOURNAL.md"> <template data-append> <style> img { max-width: 20% !important; width: 100% !important; height: auto !important; display: block !important; margin: 10px 0 !important; } </style> </template> </zero-md> </details> </div> </body>
I added a view BOM using a similar system but i ran in to some bugs of course, like the BOM not showing at all, styles not working. At first i was gonna type all the BOMs in as tables one by one but i remembered you can export your BOMs or just use the ones that would of been put in the GitHub. Once everything was looking nice and how i wanted it i did the slower part and copied and pasted it for each and every project and filled in their info. I filled in everything except for the pricing and times on the blueprint and flavortown projects. Additionally i have to upload the BOMs and journals for those projects as well. To Do List: Upload BOMs, Journals, Time, and Prices to Blueprint and Flavortown Projects Possibly make a “frontend” upload control so if others want to use this they can easy add in their own projects into their own copy of the site Possibly Filter option for completed and in progress projects Links section, for lapse or hackatime Cleaner Dashboard, collapse button for projects*(each program its own button)* Stats in the dashboard header to move between hackclub.html and index.html
Completed Made Header Cleaner Dashboard Cleaner Projects Page Collapse button for each section Filter between project status and cost stats display at top of dashboard Fixed journal/bom box sizes made links next to eachother at the bottom Changed Global font to inter Changed color scheme to match and look nicer To Do links for hackatime/lapse upload boms/journals for blueprint and flavortown make upload/edit section make checklist page
uploaded boms and journals for blueprint/flavortown Worked on Upload/Edit Page Current Features Edit Projects on right panel and hit save. download the json and replace with current one to save changes outside of local 4 items in the center are editable Add Programs/Projects buttons (Save Locally ATM ) To Do Add image upload/change change local storage to database(last thing) make projects in projects and dashboard pages load from projects.json instead of static make checklist page Add rest of info for blueprint/flavortown in .json
made editor have journal/bom buttons edit links edit status dashboard display from json projects page displays from json filled info for blueprint/flavortown in .json To Do Make checklist page Add Database(mightnt do, downloading and uploading the json fill would be easier) Make Github Page!!!
Made checklist page similar as edit page download json and upload to website root to save globally Made mobile Friendly Made github
Ships:
I built a project tracker that runs in your browser using HTML, CSS, and JavaScript, where all project data is stored in a projects.json file. The main challenge was making the JavaScript, especially syncing edits across the dashboard, checklist, and editor while avoiding missing or broken code. Some projects don’t have BOMs or journals. To save it properly, you need to download the JSON file and upload it to the website root directory /root , since everything depends on that file for storage....
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1793307316.279737
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1793393716.279737
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63551
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3d Renderer by @joebracken | Stardance
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joebracken
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0
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4.26
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0
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[]
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[{"post_id": 70260, "ts": "202 [{"post_id": 70260, "ts": "2026-09-18T20:29:02Z", "hours": 4.2553, "text": "I wasnt originally going to make this into a stardance project but my “I just want to test something” project started creating problems. So here is my 3d sphere so far: I have created a sphere out of hundreds of dots, it can be rotated on the x,y and z axis, the dots change size based on how far they are. This project was supposed to be a visual aid for my learning of vector fields so I was going to add gravity to each dot - forces - but I struggled too much with getting the sphere to be able to rotate. The way I have coded this so far also made me realise it wouldnt be so hard to add many kinds of 3d shapes for the user to rotate. So that’s what I shall do or try. The screen shots do not do it any justice."}]...
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Title: 3d Renderer by @joebracken | Stardance
Dev Title: 3d Renderer by @joebracken | Stardance
Devlogs:
I wasnt originally going to make this into a stardance project but my “I just want to test something” project started creating problems. So here is my 3d sphere so far: I have created a sphere out of hundreds of dots, it can be rotated on the x,y and z axis, the dots change size based on how far they are. This project was supposed to be a visual aid for my learning of vector fields so I was going to add gravity to each dot - forces - but I struggled too much with getting the sphere to be able to rotate. The way I have coded this so far also made me realise it wouldnt be so hard to add many kinds of 3d shapes for the user to rotate. So that’s what I shall do or try. The screen shots do not do it any justice....
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1793051571.134247
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1793656371.134247
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