|
63965
|
personal web by @shibin | Stardance
|
shibin
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T16:12:26Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I was making my own personal website like a portfolio and I was also learning HTML and CSS I was learning for a long time so I learned it pretty much and I still had a confusion on you know changing you know like the size of it and changing the position of it like the I want to please like I want to place the the wherever wherever I wanted So I had a problem with that like the placement of it so I used AI to not write goat tell me how to do it and when it asks like it is still to me like how to do it when I try to do it it did not work so I just you know remove that code I just use on my original code in that and that’s it", "repo": "https://github.com/mshibin04/portfolio-website", "demo": "https://mohammed-shibin-pt.vercel.app/"}]...
|
[{"post_id": 71027, "ts": "202 [{"post_id": 71027, "ts": "2026-09-20T07:06:10Z", "hours": 1.0203, "text": "my own personal website"}]...
|
Title: personal web by @shibin | Stardance
Devlog Title: personal web by @shibin | Stardance
Devlogs:
my own personal website
Ships:
I was making my own personal website like a portfolio and I was also learning HTML and CSS I was learning for a long time so I learned it pretty much and I still had a confusion on you know changing you know like the size of it and changing the position of it like the I want to please like I want to place the the wherever wherever I wanted So I had a problem with that like the placement of it so I used AI to not write goat tell me how to do it and when it asks like it is still to me like how to do it when I try to do it it did not work so I just you know remove that code I just use on my original code in that and that’s it...
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1793213462.907418
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1793299862.907418
|
|
2513
|
BIBI game by @Luksh | Stardance
|
Luksh
|
0
|
9.45
|
0
|
[]
|
[{"post_id": 7103, "ts": "2026 [{"post_id": 7103, "ts": "2026-06-11T21:31:46Z", "hours": 1.6372, "text": "Adding borders and score pannels"}, {"post_id": 5643, "ts": "2026-06-09T14:51:52Z", "hours": 0.4856, "text": "Fixed some erros"}, {"post_id": 5071, "ts": "2026-06-08T19:09:39Z", "hours": 1.6503, "text": "Giving the Enemy a Brain (and Fixing the “Infinity Rocket” Glitch!)"}, {"post_id": 3642, "ts": "2026-06-06T17:41:27Z", "hours": 2.9761, "text": "Fixing the Aim & Semi-Auto Shooting!"}, {"post_id": 725, "ts": "2026-06-02T10:01:23Z", "hours": 2.7044, "text": "What I Accomplished Assembled the Main Scene: Successfully created a master playground scene (Main.tscn) and instanced both the player and the enemy into it so they exist in the same world. Player Controls & Mouse Aiming: Implemented a movement script for the player utilizing arrow keys, and added logic allowing the player’s gun to smoothly track and look at the mouse cursor. Camera System: Added a Camera2D node attached directly to the player so the game window viewport tracks the player dynamically."}]...
|
Title: BIBI game by @Luksh | Stardance
Devlogs:
W Title: BIBI game by @Luksh | Stardance
Devlogs:
What I Accomplished Assembled the Main Scene: Successfully created a master playground scene (Main.tscn) and instanced both the player and the enemy into it so they exist in the same world. Player Controls & Mouse Aiming: Implemented a movement script for the player utilizing arrow keys, and added logic allowing the player’s gun to smoothly track and look at the mouse cursor. Camera System: Added a Camera2D node attached directly to the player so the game window viewport tracks the player dynamically.
Fixing the Aim & Semi-Auto Shooting!
Giving the Enemy a Brain (and Fixing the “Infinity Rocket” Glitch!)
Fixed some erros
Adding borders and score pannels...
|
1792929231.9053128
|
1793793231.9053128
|
|
62772
|
Cipher-Deck by @Amad-Hussain-Dev | Stardance
|
Amad-Hussain-Dev
|
1
|
4.08
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T11:56:42Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Cipher Deck is a Retro Esque game for fellow Developers, Hackers and CS Enthusiasts. The core objective is to hack into the mainframe system of a company by solving logic gate puzzles, ciphers and syntax errors in code. Each module is designed to be fun, interactive and entertaining.", "repo": "https://github.com/dev-amad/CIPHER-DECK", "demo": "https://cipher-deck-lyart.vercel.app/"}]...
|
[{"post_id": 71033, "ts": "202 [{"post_id": 71033, "ts": "2026-09-20T07:22:46Z", "hours": 0.5328, "text": "small update in the code files for better structuring completed and pushed to github!"}, {"post_id": 70673, "ts": "2026-09-19T15:53:14Z", "hours": 0.4836, "text": "Fresh file push completed"}, {"post_id": 70658, "ts": "2026-09-19T15:19:25Z", "hours": 0.4672, "text": "Rewriting Code Files"}, {"post_id": 70633, "ts": "2026-09-19T14:17:26Z", "hours": 0.5914, "text": "Added a DevLog and updated the README file so that people get how the development journey for the project worked and to introduce some originality and creativity so that hopefully more people try the game out. also added my future goals for improving the game so that people know whats coming in the future!"}, {"post_id": 70172, "ts": "2026-09-18T16:51:13Z", "hours": 0.3619, "text": "App uploaded to Github and deployed!!!"}, {"post_id": 70053, "ts": "2026-09-18T11:14:40Z", "hours": 0.5231, "text": "Debugging Cipher Decrypt Issues with UI display of puzzle"}, {"post_id": 70003, "ts": "2026-09-18T08:04:59Z", "hours": 0.6425, "text": "Starting Work on Basic Skeleton Code"}]...
|
Title: Cipher-Deck by @Amad-Hussain-Dev | Stardanc Title: Cipher-Deck by @Amad-Hussain-Dev | Stardance
Devlogs:
Starting Work on Basic Skeleton Code
Debugging Cipher Decrypt Issues with UI display of puzzle
App uploaded to Github and deployed!!!
Added a DevLog and updated the README file so that people get how the development journey for the project worked and to introduce some originality and creativity so that hopefully more people try the game out. also added my future goals for improving the game so that people know whats coming in the future!
Rewriting Code Files
Fresh file push completed
small update in the code files for better structuring completed and pushed to github!
Ships:
Cipher Deck is a Retro Esque game for fellow Developers, Hackers and CS Enthusiasts. The core objective is to hack into the mainframe system of a company by solving logic gate puzzles, ciphers and syntax errors in code. Each module is designed to be fun, interactive and entertaining....
|
1793210106.362085
|
1793296506.362085
|
|
63795
|
ORBITAL by @Amjed | Stardance
|
Amjed
|
0
|
0.42
|
0
|
[]
|
[{"post_id": 71047, "ts": "202 [{"post_id": 71047, "ts": "2026-09-20T07:41:19Z", "hours": 0.4192, "text": "ORBITAL — First Milestone 🚀 Today I connected ORBITAL to real NASA NEO data and built the core 3D solar-system visualization with React and Three.js. I also added the Defense Lab, set up GitHub and Hackatime, and successfully built the project for deployment. Next, I’m working on a better NASA asteroid dashboard and improving the planetary-defense simulation."}]...
|
Title: ORBITAL by @Amjed | Stardance
Devlogs:
ORB Title: ORBITAL by @Amjed | Stardance
Devlogs:
ORBITAL — First Milestone 🚀 Today I connected ORBITAL to real NASA NEO data and built the core 3D solar-system visualization with React and Three.js. I also added the Defense Lab, set up GitHub and Hackatime, and successfully built the project for deployment. Next, I’m working on a better NASA asteroid dashboard and improving the planetary-defense simulation....
|
1793055008.3314512
|
1793659808.3314512
|
|
55116
|
Trust-No-One by @Kabirutreja | Stardance
|
Kabirutreja
|
1
|
11.0
|
98
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T08:00:24Z", "hours": 11.0, "multiplier": 8.54, "payout": 98, "blessing": "neutral", "text": "What I made A solo 3-day psychological game for Brackeys Game Jam 2026.2, built in Unity/C#. 25 cards, 5 hidden bombs, and an AI opponent that plays against you and lies to you about its own move via a public “mark.” You either trust the mark, ignore it and pick your own card, or hit Challenge to call it a bluff outright. What was challenging Reading between the lines of your devlog, the hard part wasn’t the board logic it was making the lying feel real instead of random. I built two separate probability systems for the AI (how often it avoids bombs, how often its mark is honest) and had them both degrade over time, which is a much fussier thing to tune than a simple win/lose AI. I were also clearly racing the clock as my second devlog mentions running late on the jam deadline and holding screenshots back for the final post. What I’m proud of Straight from your own write-up, the polish pass stands out to you specifically: Custom particle effects for pickups/explosions Screen shake on both win and lose Squash-and-stretch card flip animation A dual-character turn indicator (blue/pink) synced via Animator bools Smooth mouse-follow camera and circle-wipe scene transitions What testers should know before playing It’s mouse-only, browser-playable, no install. Memorize the board fast the shuffle gets quicker each round, so late-game is more about reading the AI’s honesty than tracking exact positions. The AI gets less trustworthy the longer you survive. One actual playtester (MelonJoose, in our itch comments) flagged that it’s not always visually obvious when it’s your turn to act worth telling testers to watch the turn indicator since that’s a known rough edge you’re already aware of. There’s no “walk away” option yet the only way a run ends is by losing, so testers shouldn’t expect a way to bank progress mid-run.", "repo": "https://github.com/kabirutreja/Trust--No--One", "demo": "https://kabirutreja.itch.io/trust-no-one"}]...
|
[{"post_id": 71054, "ts": "202 [{"post_id": 71054, "ts": "2026-09-20T07:54:20Z", "hours": 0.4667, "text": "Made some adjustments here and there like now the card does not get re-shuffled once picked that makes the game fast and also the speed is a lil fast now.. sorry for no ss regarding the new updates.. ) :"}, {"post_id": 58110, "ts": "2026-08-30T13:46:24Z", "hours": 1.5333, "text": "Finally Completed the game and you guyz can try and rate it out here for the gamejam… https://itch.io/jam/brackeys-16/rate/4952146"}, {"post_id": 57667, "ts": "2026-08-29T21:48:43Z", "hours": 9.4333, "text": "I made a game for the brakeys game jam. I wanted to create something around the theme “Trust No One” that was not a story about betrayal but a game mechanic that was built entirely on something you cannot trust. That led to a card-based deduction game. There are 25 cards, 5 hidden bombs and an AI opponent that does not just play against you it lies to you. Every round the AI secretly picks a card. Then publicly marks a card number as its supposed pick. That mark can be honest or a complete bluff or lie. You never see which. The number. Your job is to decide whether to trust it pick your card instead or call its bluff directly with a Challenge button. The AI gets progressively less trustworthy as the game goes on. What I Built Core gameplay loop A 25-card board with 5 fixed bomb positions, generated and shuffled every round. A shuffle system where cards physically swap positions getting faster and in time each round to increase difficulty. An AI opponent with two probabilities or systems you can say: how often it avoids bombs and how often its public mark is actually honest. A Challenge system letting the player call out a bluff directly of picking a card. A genuine gamble with either win or lose conditions. Polish Custom particle effects for diamond pickups and bomb explosions. Screen shake on game end (either win or lose). A full audio system. Squash-and-stretch style animation on card flips and button feedback for juice. A dual-character turn indicator (blue for player pink for AI) driven by Animator bools synced to whoevers turn it is. A smooth mouse-follow camera with boundaries. A simple circle scene transition system connecting a Main Menu to the game scene or game scene to game scene. Everything is built in Unity (C#) What I’d Add With Time A “Walk Away” option to bank progress mid-run instead of being forced to keep pushing or eventually losing. Currently the only way the game ends is. Losing outright. A visible (but abstracted) trust meter so players get a feel for how honest the AI is, rather than reading it purely off vibes and round count. A use “reveal” ability to make card-tracking matter across the whole game not just the first couple of rounds before the shuffle outpaces human memory. This was built solo for Brakeys Game Jam in 3 days. Feedback’s always welcome. Will add the screenshots, in final devlog because right now I’m running late on time for the jam submission. Thank you…"}]...
|
Title: Trust-No-One by @Kabirutreja | Stardance
D Title: Trust-No-One by @Kabirutreja | Stardance
Devlogs:
I made a game for the brakeys game jam. I wanted to create something around the theme “Trust No One” that was not a story about betrayal but a game mechanic that was built entirely on something you cannot trust. That led to a card-based deduction game. There are 25 cards, 5 hidden bombs and an AI opponent that does not just play against you it lies to you. Every round the AI secretly picks a card. Then publicly marks a card number as its supposed pick. That mark can be honest or a complete bluff or lie. You never see which. The number. Your job is to decide whether to trust it pick your card instead or call its bluff directly with a Challenge button. The AI gets progressively less trustworthy as the game goes on. What I Built Core gameplay loop A 25-card board with 5 fixed bomb positions, generated and shuffled every round. A shuffle system where cards physically swap positions getting faster and in time each round to increase difficulty. An AI opponent with two probabilities or systems you can say: how often it avoids bombs and how often its public mark is actually honest. A Challenge system letting the player call out a bluff directly of picking a card. A genuine gamble with either win or lose conditions. Polish Custom particle effects for diamond pickups and bomb explosions. Screen shake on game end (either win or lose). A full audio system. Squash-and-stretch style animation on card flips and button feedback for juice. A dual-character turn indicator (blue for player pink for AI) driven by Animator bools synced to whoevers turn it is. A smooth mouse-follow camera with boundaries. A simple circle scene transition system connecting a Main Menu to the game scene or game scene to game scene. Everything is built in Unity (C#) What I’d Add With Time A “Walk Away” option to bank progress mid-run instead of being forced to keep pushing or eventually losing. Currently the only way the game ends is. Losing outright. A visible (but abstracted) trust meter so players get a feel for how honest the AI is, rather than reading it purely off vibes and round count. A use “reveal” ability to make card-tracking matter across the whole game not just the first couple of rounds before the shuffle outpaces human memory. This was built solo for Brakeys Game Jam in 3 days. Feedback’s always welcome. Will add the screenshots, in final devlog because right now I’m running late on time for the jam submission. Thank you…
Finally Completed the game and you guyz can try and rate it out here for the gamejam… https://itch.io/jam/brackeys-16/rate/4952146
Made some adjustments here and there like now the card does not get re-shuffled once picked that makes the game fast and also the speed is a lil fast now.. sorry for no ss regarding the new updates.. ) :
Ships:
What I made A solo 3-day psychological game for Brackeys Game Jam 2026.2, built in Unity/C#. 25 cards, 5 hidden bombs, and an AI opponent that plays against you and lies to you about its own move via a public “mark.” You either trust the mark, ignore it and pick your own card, or hit Challenge to call it a bluff outright. What was challenging Reading between the lines of your devlog, the hard part wasn’t the board logic it was making the lying feel real instead of random. I built two separate probability systems for the AI (how often it avoids bombs, how often its mark is honest) and had them both degrade over time, which is a much fussier thing to tune than a simple win/lose AI. I were also clearly racing the clock as my second devlog mentions running late on the jam deadline and holding screenshots back for the final post. What I’m proud of Straight from your own write-up, the polish pass stands out to you specifically: Custom particle effects for pickups/explosions Screen shake on both win and lose Squash-and-stretch card flip animation A dual-character turn indicator (blue/pink) synced via Animator bools Smooth mouse-follow camera and circle-wipe scene transitions What testers should know before playing It’s mouse-only, browser-playable, no install. Memorize the board fast the shuffle gets quicker each round, so late-game is more about reading the AI’s honesty than tracking exact positions. The AI gets less trustworthy the longer you survive. One actual playtester (MelonJoose, in our itch comments) flagged that it’s not always visually obvious when it’s your turn to act worth telling testers to watch the turn indicator since that’s a known rough edge you’re already aware of. There’s no “walk away” option yet the only way a run ends is by losing, so testers shouldn’t expect a way to bank progress mid-run....
|
1793335759.7014525
|
1793422159.7014525
|
|
64004
|
Autumn Happiness by @potipek | Stardance
|
potipek
|
1
|
10.0
|
53
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T08:00:28Z", "hours": 10.0, "multiplier": 5.26, "payout": 53, "blessing": "neutral", "text": "We made a website called autumn happiness, why did I say we? because me and my friends wanted to use it on ThirdSpace but i was the only one to complete the 10 hour mark so we got rejected (final rejection) huge thanks to them tho, they really tried. Also you can check your demo video https://youtu.be/bCx2vZ4dH-I Byeeeeeeeeee.", "repo": "https://github.com/tomk1440-cmyk/trikulicky", "demo": "https://trikulicky.slashosting.cloud"}]...
|
[{"post_id": 71059, "ts": "202 [{"post_id": 71059, "ts": "2026-09-20T07:56:14Z", "hours": 10.0067, "text": "Autumn Happiness, the place where you can find interesting ideas, places, games and much more. This website is about tips and tricks to enjoy autumn. It was intended to use on thirdspace but others did not have that much time logged, i have the most time of them all. go check it out if you want, i think we made a pretty good website"}]...
|
Title: Autumn Happiness by @potipek | Stardance
D Title: Autumn Happiness by @potipek | Stardance
Devlogs:
Autumn Happiness, the place where you can find interesting ideas, places, games and much more. This website is about tips and tricks to enjoy autumn. It was intended to use on thirdspace but others did not have that much time logged, i have the most time of them all. go check it out if you want, i think we made a pretty good website
Ships:
We made a website called autumn happiness, why did I say we? because me and my friends wanted to use it on ThirdSpace but i was the only one to complete the 10 hour mark so we got rejected (final rejection) huge thanks to them tho, they really tried. Also you can check your demo video https://youtu.be/bCx2vZ4dH-I Byeeeeeeeeee....
|
1793213474.8609362
|
1793299874.8609362
|
|
59901
|
Mrotat by @mandeepswami | Stardance
|
mandeepswami
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T12:42:13Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Marioware game named Mrotat i dont how i ended up with that name. Using godot was confusing in the start but later on i got used to it . This is my first every game which is i am pretty proud of . I used the godot icon for the clicker because its the only thing that could fit there and the heart collector game was pretty when i set it to 10 seconds but later i changed it to 12 to make it easier a little bit.", "repo": "https://github.com/Momentum122/Marioware0", "demo": "https://momentum122.itch.io/mrotat"}]...
|
[{"post_id": 71072, "ts": "202 [{"post_id": 71072, "ts": "2026-09-20T08:21:13Z", "hours": 0.34, "text": "Last Devlog for mrotat finished publishing check it out on https://momentum122.itch.io/mrotat"}, {"post_id": 71058, "ts": "2026-09-20T07:55:59Z", "hours": 1.2817, "text": "forgot to record screen debugging the complete game and adding ending screen and all that but hackatime on godot still recorded 1h .Now just last two steps are left"}, {"post_id": 71006, "ts": "2026-09-20T06:12:48Z", "hours": 3.275, "text": "Almost COmpleted the game working on debugging and end screens"}, {"post_id": 69279, "ts": "2026-09-16T18:38:08Z", "hours": 3.2064, "text": "My first devlog for Mrotat . Forgot to post earlier . completed Title screen with working quit button , level screen and currently making the 1st minigame."}]...
|
Title: Mrotat by @mandeepswami | Stardance
Devlog Title: Mrotat by @mandeepswami | Stardance
Devlogs:
My first devlog for Mrotat . Forgot to post earlier . completed Title screen with working quit button , level screen and currently making the 1st minigame.
Almost COmpleted the game working on debugging and end screens
forgot to record screen debugging the complete game and adding ending screen and all that but hackatime on godot still recorded 1h .Now just last two steps are left
Last Devlog for mrotat finished publishing check it out on https://momentum122.itch.io/mrotat
Ships:
I made a Marioware game named Mrotat i dont how i ended up with that name. Using godot was confusing in the start but later on i got used to it . This is my first every game which is i am pretty proud of . I used the godot icon for the clicker because its the only thing that could fit there and the heart collector game was pretty when i set it to 10 seconds but later i changed it to 12 to make it easier a little bit....
|
1793206286.556291
|
1793292686.556291
|
|
16045
|
Ohne-Bot by @Rodrigo_Todescatto2010 | Stardance
|
Rodrigo_Todescatto2010
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T22:07:40Z", "hours": 0.0, "multiplier": 1.02, "payout": 0, "blessing": "neutral", "text": "I made a simple Slack bot, it has 5 commands: /dsb-teststring: Prints a string saying the bot is working /dsb-pingpong: Tests the time the bot takes to respond to a command /dsb-funcatfact: Prints out fun cat facts /dsb-extremelyfunnyjoke: Prints out a joke /dsb-help: Prints all commands and their usage", "repo": "https://github.com/RodX2010/Ohne-Bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0APH2MMHH7"}]...
|
[{"post_id": 7108, "ts": "2026 [{"post_id": 7108, "ts": "2026-06-11T21:35:40Z", "hours": 0.4394, "text": "Hello world! Here it is, Ohne Bot. A simple yet funny bot! It doesn’t do anything that special but cmon, it’s funny! (even if it’s not, please act like it is…)"}]...
|
Title: Ohne-Bot by @Rodrigo_Todescatto2010 | Stard Title: Ohne-Bot by @Rodrigo_Todescatto2010 | Stardance
Devlogs:
Hello world! Here it is, Ohne Bot. A simple yet funny bot! It doesn’t do anything that special but cmon, it’s funny! (even if it’s not, please act like it is…)
Ships:
I made a simple Slack bot, it has 5 commands: /dsb-teststring: Prints a string saying the bot is working /dsb-pingpong: Tests the time the bot takes to respond to a command /dsb-funcatfact: Prints out fun cat facts /dsb-extremelyfunnyjoke: Prints out a joke /dsb-help: Prints all commands and their usage...
|
1793310978.122554
|
1793397378.122554
|
|
61271
|
Paws Field by @ZadowCHI | Stardance
|
ZadowCHI
|
1
|
35.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T16:35:34Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Paws Field is finally done!! It’s a chill little farming sim where you play as a cat, grow crops and feed the hungry cows and chickens. You can use different tools, take care of your farm and watch your crops grow. Had a lot of fun making this and I’m happy I finally got it finished. Give it a try and let me know what you think!", "repo": "https://github.com/Zadow67/PawsField", "demo": "https://github.com/Zadow67/PawsField/releases/tag/v1.0.0"}]...
|
[{"post_id": 71080, "ts": "202 [{"post_id": 71080, "ts": "2026-09-20T08:44:57Z", "hours": 9.7794, "text": "Paws Field is completed Finished up Paws Field and added the last few things like sound effects and a proper game menu. Most of the main systems are now working together, from farming and tools to animals, inventory, time and saving. It’s finally in a playable state."}, {"post_id": 69747, "ts": "2026-09-17T18:28:38Z", "hours": 4.7697, "text": "Added NPC dialogue I worked on the dialogue system so the player can now talk to NPCs through dialogue boxes and have conversations with them. I’m also setting it up so dialogue can trigger actions in the game, like giving the player seeds to start growing crops. This is the start of making the NPCs actually interact with the player instead of just being part of the map."}, {"post_id": 69321, "ts": "2026-09-16T19:54:18Z", "hours": 4.5483, "text": "Added Crops YAY, Use can use Hoe To till the ground and then soe seeds seeds using the seed bags they grow in 7 days time you can speed the time aswell"}, {"post_id": 69017, "ts": "2026-09-16T07:04:25Z", "hours": 3.2189, "text": "Added UI, inventory and day system Added the tool selection UI and an inventory system where you can pick up and store items. I also added a day and time system, with the environment changing colors as the time moves from day to night."}, {"post_id": 68583, "ts": "2026-09-15T10:57:03Z", "hours": 4.4361, "text": "Added a tool bar at the bottom for selecting different tools. I used a PanelContainer for the main bar and made custom themes for the normal, hover and selected states of each tool button. Also set up the different tool slots so I can add more tools to it later without having to remake the whole thing. Still working on getting the tools to actually do their jobs properly."}, {"post_id": 67991, "ts": "2026-09-14T10:21:24Z", "hours": 1.0339, "text": "Tiny updates but a lot of stuff Added rocks that you can mine just like the trees, and both rocks and trees now have their own mining animations. I also added a Chicken NPC that walks around to random locations with different movement speeds. Also added Y indexing so NPCs and objects layer properly when walking around, and made templates for adding more NPCs later so I don’t have to build everything from scratch each time."}, {"post_id": 67675, "ts": "2026-09-13T20:46:35Z", "hours": 3.4144, "text": "I added collision boxes and hitboxesYou can now actually use the AXE to chop down trees which feels so cool to finally have working. I also added a door that opens when you get close to it It’s honestly a LOT of work because I’m learning Godot while building the game at the same time, but slowly everything is starting to work together."}, {"post_id": 66577, "ts": "2026-09-12T12:39:57Z", "hours": 3.8919, "text": "SOO, a lot has been done the map layout has been made the player(aka cat) have all types of animations it have also added all the future Animations in advance like shovel, watering, hoe and a lot more, i think its going to take long cause today i spent 6.5h+ in total. made this House layout too next i think ill work on the house more and try to add npc, too."}]...
|
Title: Paws Field by @ZadowCHI | Stardance
Devlog Title: Paws Field by @ZadowCHI | Stardance
Devlogs:
SOO, a lot has been done the map layout has been made the player(aka cat) have all types of animations it have also added all the future Animations in advance like shovel, watering, hoe and a lot more, i think its going to take long cause today i spent 6.5h+ in total. made this House layout too next i think ill work on the house more and try to add npc, too.
I added collision boxes and hitboxesYou can now actually use the AXE to chop down trees which feels so cool to finally have working. I also added a door that opens when you get close to it It’s honestly a LOT of work because I’m learning Godot while building the game at the same time, but slowly everything is starting to work together.
Tiny updates but a lot of stuff Added rocks that you can mine just like the trees, and both rocks and trees now have their own mining animations. I also added a Chicken NPC that walks around to random locations with different movement speeds. Also added Y indexing so NPCs and objects layer properly when walking around, and made templates for adding more NPCs later so I don’t have to build everything from scratch each time.
Added a tool bar at the bottom for selecting different tools. I used a PanelContainer for the main bar and made custom themes for the normal, hover and selected states of each tool button. Also set up the different tool slots so I can add more tools to it later without having to remake the whole thing. Still working on getting the tools to actually do their jobs properly.
Added UI, inventory and day system Added the tool selection UI and an inventory system where you can pick up and store items. I also added a day and time system, with the environment changing colors as the time moves from day to night.
Added Crops YAY, Use can use Hoe To till the ground and then soe seeds seeds using the seed bags they grow in 7 days time you can speed the time aswell
Added NPC dialogue I worked on the dialogue system so the player can now talk to NPCs through dialogue boxes and have conversations with them. I’m also setting it up so dialogue can trigger actions in the game, like giving the player seeds to start growing crops. This is the start of making the NPCs actually interact with the player instead of just being part of the map.
Paws Field is completed Finished up Paws Field and added the last few things like sound effects and a proper game menu. Most of the main systems are now working together, from farming and tools to animals, inventory, time and saving. It’s finally in a playable state.
Ships:
Paws Field is finally done!! It’s a chill little farming sim where you play as a cat, grow crops and feed the hungry cows and chickens. You can use different tools, take care of your farm and watch your crops grow. Had a lot of fun making this and I’m happy I finally got it finished. Give it a try and let me know what you think!...
|
1793209701.2040622
|
1793296101.2040622
|
|
55677
|
The Raw Alarm Clock by @adityajain1225 | Stardance
|
adityajain1225
|
0
|
1.99
|
0
|
[]
|
[{"post_id": 71082, "ts": "202 [{"post_id": 71082, "ts": "2026-09-20T08:48:33Z", "hours": 0.8167, "text": "Completed the project and compiled all files and pushed it into Github Repo"}, {"post_id": 59396, "ts": "2026-09-01T06:03:23Z", "hours": 0.4167, "text": "Completed the whole PCB of The Raw Alarm Clock, This included following the given wiring maps and learning how to carefully place wires alog the pcb ensuring that no warnings were present"}, {"post_id": 58692, "ts": "2026-08-31T06:31:26Z", "hours": 0.3333, "text": "Officially completed the schematics after all the app crashes yesterday! Finally done with it"}, {"post_id": 58160, "ts": "2026-08-30T14:56:30Z", "hours": 0.4211, "text": "Started working on it until app crash and all work gone :("}]...
|
Title: The Raw Alarm Clock by @adityajain1225 | St Title: The Raw Alarm Clock by @adityajain1225 | Stardance
Devlogs:
Started working on it until app crash and all work gone :(
Officially completed the schematics after all the app crashes yesterday! Finally done with it
Completed the whole PCB of The Raw Alarm Clock, This included following the given wiring maps and learning how to carefully place wires alog the pcb ensuring that no warnings were present
Completed the project and compiled all files and pushed it into Github Repo...
|
1793339725.0933607
|
1793944525.0933607
|
|
38588
|
Dinopad by @Drew_Fitzgerald | Stardance
|
Drew_Fitzgerald
|
1
|
3.72
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T12:10:37Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve built a hackpad, Dinopad! Dinopad, is a small 16 key macropad, which features a diode matrix and a rotary encoder. The PCB is littered with dinosaurs, that’s why it’s called Dinopad.", "repo": "https://github.com/Sheep26/Dinopad", "demo": ""}]...
|
[{"post_id": 71090, "ts": "202 [{"post_id": 71090, "ts": "2026-09-20T08:58:52Z", "hours": 0.7169, "text": "It’s finished!"}, {"post_id": 35718, "ts": "2026-07-27T10:27:58Z", "hours": 0.9144, "text": "Today I built the case and finished off the PCB. I also made the entire firmware."}, {"post_id": 33999, "ts": "2026-07-24T12:08:11Z", "hours": 0.6572, "text": "Today, I’ve changed the PCB to use a diode matrix instead of a direct matrix. This allows us to not need to SMD mount a GPIO expander. And the Dino’s are a nice addition."}, {"post_id": 33404, "ts": "2026-07-23T10:07:14Z", "hours": 0.8358, "text": "I’ve made the PCB in kicad. Fully made it."}, {"post_id": 33383, "ts": "2026-07-23T08:37:10Z", "hours": 0.6003, "text": "Today, I’ve designed the schematic for the pcb for the HackPad, Yipeeeee. It is a mess, I know (where are my labels), but I’m lazy. It’s really a mess though"}]...
|
Title: Dinopad by @Drew_Fitzgerald | Stardance
De Title: Dinopad by @Drew_Fitzgerald | Stardance
Devlogs:
Today, I’ve designed the schematic for the pcb for the HackPad, Yipeeeee. It is a mess, I know (where are my labels), but I’m lazy. It’s really a mess though
I’ve made the PCB in kicad. Fully made it.
Today, I’ve changed the PCB to use a diode matrix instead of a direct matrix. This allows us to not need to SMD mount a GPIO expander. And the Dino’s are a nice addition.
Today I built the case and finished off the PCB. I also made the entire firmware.
It’s finished!
Ships:
I’ve built a hackpad, Dinopad! Dinopad, is a small 16 key macropad, which features a diode matrix and a rotary encoder. The PCB is littered with dinosaurs, that’s why it’s called Dinopad....
|
1793264173.0993013
|
1793350573.0993013
|
|
63457
|
Shebas site!! =D by @Shebas6 | Stardance
|
Shebas6
|
1
|
3.2
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T21:33:13Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My first big project! :D it was a little bit difficult for a new coder, i’m happy to make this real and i like my ascii cube.", "repo": "https://github.com/miquelsblanchm12-png/Sheebas-personal-websitee", "demo": "https://miquelsblanchm12-png.github.io/Sheebas-personal-websitee/"}]...
|
[{"post_id": 71092, "ts": "202 [{"post_id": 71092, "ts": "2026-09-20T09:03:27Z", "hours": 1.2047, "text": "Devlog 3- Reemakeing the code - I Shiped the project and it terl me that it looked ai generated, so i reewrite the code with help of ai to make it more personal, i think that this pages represents me 100%"}, {"post_id": 70567, "ts": "2026-09-19T11:35:40Z", "hours": 0.4431, "text": "Devlog 2- Ascii Cube :D i’m learnig so much things, in the future i want to make a blog site to write whatever i want!"}, {"post_id": 70273, "ts": "2026-09-18T21:00:56Z", "hours": 1.2114, "text": "Devlog 1- I jjust started to learn how to do my own sites and i love it, sometimes is difficult to find an error, but i like this."}]...
|
Title: Shebas site!! =D by @Shebas6 | Stardance
D Title: Shebas site!! =D by @Shebas6 | Stardance
Devlogs:
Devlog 1- I jjust started to learn how to do my own sites and i love it, sometimes is difficult to find an error, but i like this.
Devlog 2- Ascii Cube :D i’m learnig so much things, in the future i want to make a blog site to write whatever i want!
Devlog 3- Reemakeing the code - I Shiped the project and it terl me that it looked ai generated, so i reewrite the code with help of ai to make it more personal, i think that this pages represents me 100%
Ships:
My first big project! :D it was a little bit difficult for a new coder, i’m happy to make this real and i like my ascii cube....
|
1793213307.1378984
|
1793299707.1378984
|
|
50726
|
AparnaCanteen by @swarup | Stardance
|
swarup
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T09:24:08Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Today, I spent some time working on Aparna Canteen, a project I’m building to make food ordering in our college canteen easier. I worked on improving the UI and planning features like online ordering, cart management, and admin order handling. One thing I’m focusing on is making the website smooth and easy to use, especially on mobile devices. The challenging part is bringing all these features together, but I’m learning a lot while building it. I’m happy with the progress so far and excited to see how the project turns out. Still building, still learning! #HackClub #Stardance #AparnaCanteen", "repo": "https://github.com/JAY4IGNITE/AparnaDeviCanteen", "demo": "https://aparnadevicanteen.onrender.com"}]...
|
[{"post_id": 71097, "ts": "202 [{"post_id": 71097, "ts": "2026-09-20T09:12:09Z", "hours": 19.7336, "text": "Today I worked on Aparna Canteen. Aparna Canteen is an online food ordering platform that makes the college canteen experience easier for students and staff.I focused on improving the mobile- UI menu browsing, cart and order management and admin features. I am also working on making the website on slower networks and exploring real-time order updates. Aparna Canteen will have loading and real-time updates, for all users.There is still a lot to build and improve. I am enjoying the process of turning Aparna Canteen into a useful real world project. #HackClub #Stardance #AparnaCanteen #WebDevelopment #FullStackDevelopment"}]...
|
Title: AparnaCanteen by @swarup | Stardance
Devlo Title: AparnaCanteen by @swarup | Stardance
Devlogs:
Today I worked on Aparna Canteen. Aparna Canteen is an online food ordering platform that makes the college canteen experience easier for students and staff.I focused on improving the mobile- UI menu browsing, cart and order management and admin features. I am also working on making the website on slower networks and exploring real-time order updates. Aparna Canteen will have loading and real-time updates, for all users.There is still a lot to build and improve. I am enjoying the process of turning Aparna Canteen into a useful real world project. #HackClub #Stardance #AparnaCanteen #WebDevelopment #FullStackDevelopment
Ships:
Today, I spent some time working on Aparna Canteen, a project I’m building to make food ordering in our college canteen easier. I worked on improving the UI and planning features like online ordering, cart management, and admin order handling. One thing I’m focusing on is making the website smooth and easy to use, especially on mobile devices. The challenging part is bringing all these features together, but I’m learning a lot while building it. I’m happy with the progress so far and excited to see how the project turns out. Still building, still learning! #HackClub #Stardance #AparnaCanteen...
|
1793346675.1890736
|
1793433075.1890736
|
|
16595
|
StarOS by @Alafandri | Stardance
|
Alafandri
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T20:15:59Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a webOS that is very magical and really cool! It wasn’t that challenging to make but I obviously ran into small problems that I was able to very quickly fix. I am proud of the final result cause the design and look of it turned out to be better than I expected. What people should know when they test the project is that I hope you enjoy what I have made!", "repo": "https://github.com/Alafandri/StarOS", "demo": "https://alafandri.github.io/StarOS/"}]...
|
[{"post_id": 7110, "ts": "2026 [{"post_id": 7110, "ts": "2026-06-11T21:36:35Z", "hours": 0.2611, "text": "Devlog 3 version 1.0 StarOS is ready!! yipeeee. I am so excited to make it public for all of you. I had a lot of fun making it and I hope you have fun using it. I know that there isn’t that much to do there yet but I will definetly update it after I finish my next project."}, {"post_id": 7091, "ts": "2026-06-11T21:19:04Z", "hours": 0.2958, "text": "Devlog 2 StarOS v0.5 StarOS is almost done! I have one more app planned to add into it and after that I am planning on publishing it!"}, {"post_id": 7073, "ts": "2026-06-11T20:59:11Z", "hours": 1.4842, "text": "Devlog 1 StarOS v0.00001.1 Hello there everyone! This is my very first devlog here and it is about StarOS for which I have just completed all of the basic stuff for it to function. Next I plan on making the OS look more cleaner and prettier! See you soon!"}]...
|
Title: StarOS by @Alafandri | Stardance
Devlogs:
Title: StarOS by @Alafandri | Stardance
Devlogs:
Devlog 1 StarOS v0.00001.1 Hello there everyone! This is my very first devlog here and it is about StarOS for which I have just completed all of the basic stuff for it to function. Next I plan on making the OS look more cleaner and prettier! See you soon!
Devlog 2 StarOS v0.5 StarOS is almost done! I have one more app planned to add into it and after that I am planning on publishing it!
Devlog 3 version 1.0 StarOS is ready!! yipeeee. I am so excited to make it public for all of you. I had a lot of fun making it and I hope you have fun using it. I know that there isn’t that much to do there yet but I will definetly update it after I finish my next project.
Ships:
I made a webOS that is very magical and really cool! It wasn’t that challenging to make but I obviously ran into small problems that I was able to very quickly fix. I am proud of the final result cause the design and look of it turned out to be better than I expected. What people should know when they test the project is that I hope you enjoy what I have made!...
|
1793306940.0985816
|
1793393340.0985816
|
|
59448
|
IK_DEXK by @IshanWarrior2012 | Stardance
|
IshanWarrior2012
|
0
|
29.65
|
0
|
[]
|
[{"post_id": 71104, "ts": "202 [{"post_id": 71104, "ts": "2026-09-20T09:35:48Z", "hours": 6.2639, "text": "I completely Changed the Design. I at first designed the Macropad to be 3x3 but during designing I made some mistakes which later in firmware development caused a huge problem. So when I ran into that problem I thought that now I know how things work so why not make it larger. That is why I made the macropad 4x4."}, {"post_id": 69673, "ts": "2026-09-17T15:29:58Z", "hours": 3.2739, "text": "Its done, Yeah its doneeeeeeeeeeeeeeeeeeeeeeeeeeeeeee"}, {"post_id": 68445, "ts": "2026-09-15T04:12:48Z", "hours": 2.7497, "text": "Having some problem working on this but its working"}, {"post_id": 67567, "ts": "2026-09-13T18:25:11Z", "hours": 3.4886, "text": "Still working"}, {"post_id": 67301, "ts": "2026-09-13T11:37:22Z", "hours": 7.6892, "text": "Designing AND ASSEMBLYING"}, {"post_id": 66735, "ts": "2026-09-12T17:04:43Z", "hours": 4.0542, "text": "I am currently assemblying IK_DEXK in CAD and also designing the case"}, {"post_id": 64296, "ts": "2026-09-08T16:12:55Z", "hours": 2.1333, "text": "I created the PCB for IK_DEXK(macropad). I added place for 9 cherry MX switches and 1unit 0.91inch OLED display. I also embedded my name and the project name on the PCB. At last I exported the whole thing in GERBER and Step. Here is a glance of it. Hope you all like it :)"}]...
|
Title: IK_DEXK by @IshanWarrior2012 | Stardance
D Title: IK_DEXK by @IshanWarrior2012 | Stardance
Devlogs:
I created the PCB for IK_DEXK(macropad). I added place for 9 cherry MX switches and 1unit 0.91inch OLED display. I also embedded my name and the project name on the PCB. At last I exported the whole thing in GERBER and Step. Here is a glance of it. Hope you all like it :)
I am currently assemblying IK_DEXK in CAD and also designing the case
Designing AND ASSEMBLYING
Still working
Having some problem working on this but its working
Its done, Yeah its doneeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
I completely Changed the Design. I at first designed the Macropad to be 3x3 but during designing I made some mistakes which later in firmware development caused a huge problem. So when I ran into that problem I thought that now I know how things work so why not make it larger. That is why I made the macropad 4x4....
|
1792799411.2309093
|
1793404211.2309093
|
|
58172
|
My very own WebOS by @Vasil | Stardance
|
Vasil
|
1
|
4.61
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T08:39:50Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made VaskoOS, my own mini WebOS with a custom desktop design and multiple draggable windows. It includes a Notepad, Calculator, Start Menu, live clock, random quotes, and a saved Notepad. The most challenging part was making the windows draggable and making sure they move correctly without breaking the layout. I’m proud that I created my own design instead of copying the guide exactly. My extra features are the random Quote of the Day and automatic Notepad saving. There is no password, so anyone can try it. To test it, open the apps from the taskbar and drag the windows by their title bars.", "repo": "https://github.com/vask3/my_os", "demo": "https://vask3.github.io/my_os/"}]...
|
[{"post_id": 71106, "ts": "202 [{"post_id": 71106, "ts": "2026-09-20T09:39:25Z", "hours": 1.4806, "text": "Hi everyone, It’s been a long time since my last devlog, but school started and I had to focus on more important things. I fixed some bugs and updated the design."}, {"post_id": 64745, "ts": "2026-09-09T11:49:06Z", "hours": 0.7211, "text": "In the past few days, I managed to fix some mistakes related to the layout and the apps. I’d be happy if you suggest in the comments what else I should add."}, {"post_id": 63134, "ts": "2026-09-06T19:27:59Z", "hours": 0.4053, "text": "Upgraded VaskoOS with a complete UI overhaul! Dark Glass Theme: Switched to a sleek dark design with neon accents and transparent windows. Vector Icons: Replaced all emojis with Font Awesome icons for a cleaner look. New Apps: Replaced the audio generator with a working Calculator and a Task Manager. Clean Code: Removed unused elements, fixed window dragging, and polished all controls in English."}, {"post_id": 62046, "ts": "2026-09-05T08:37:58Z", "hours": 0.2822, "text": "Today I added draggable windows to VaskoOS. Now the Notepad, Calculator, and main VaskoOS windows can be moved around the desktop by dragging their title bars. I also made the windows come to the front when I move them, so they behave more like real OS windows.This was a bit challenging because I had to use JavaScript to track the mouse position and update the window position while dragging. I’m happy with how much more interactive the WebOS feels now."}, {"post_id": 61997, "ts": "2026-09-05T06:29:03Z", "hours": 0.4947, "text": "I have successfully upgraded vaskoOS to its most advanced version yet! I completely rearranged the desktop environment so the core Intro window sits right in the center, while the Notepad is docked in the top-left and a brand new working Calculator app is placed in the bottom-right. I also added a dedicated calculator button to the taskbar for full window minimization/maximization. Finally, I optimized the background system clock to run safely across all regional browser settings and integrated a dynamic developer Quote Generator that updates on click. Everything is now fully interactive, fully translated to English, and responsive!"}, {"post_id": 61774, "ts": "2026-09-04T21:00:52Z", "hours": 0.3958, "text": "I have upgraded my WebOS called vaskoOS! I moved the transparent windows into a beautiful side-by-side layout, added a working Notepad app that you can minimize and maximize using a dedicated taskbar button, integrated a clean HTML IKEA logo, and added a functioning light/dark mode toggle button."}, {"post_id": 61581, "ts": "2026-09-04T15:42:59Z", "hours": 0.6011, "text": "I am working on my very own WebOS called vaskoOS! I successfully created a transparent central glass container, added a real-time running clock at the top, and fixed my custom IKEA logo using local paths in GitHub."}]...
|
Title: My very own WebOS by @Vasil | Stardance
De Title: My very own WebOS by @Vasil | Stardance
Devlogs:
I am working on my very own WebOS called vaskoOS! I successfully created a transparent central glass container, added a real-time running clock at the top, and fixed my custom IKEA logo using local paths in GitHub.
I have upgraded my WebOS called vaskoOS! I moved the transparent windows into a beautiful side-by-side layout, added a working Notepad app that you can minimize and maximize using a dedicated taskbar button, integrated a clean HTML IKEA logo, and added a functioning light/dark mode toggle button.
I have successfully upgraded vaskoOS to its most advanced version yet! I completely rearranged the desktop environment so the core Intro window sits right in the center, while the Notepad is docked in the top-left and a brand new working Calculator app is placed in the bottom-right. I also added a dedicated calculator button to the taskbar for full window minimization/maximization. Finally, I optimized the background system clock to run safely across all regional browser settings and integrated a dynamic developer Quote Generator that updates on click. Everything is now fully interactive, fully translated to English, and responsive!
Today I added draggable windows to VaskoOS. Now the Notepad, Calculator, and main VaskoOS windows can be moved around the desktop by dragging their title bars. I also made the windows come to the front when I move them, so they behave more like real OS windows.This was a bit challenging because I had to use JavaScript to track the mouse position and update the window position while dragging. I’m happy with how much more interactive the WebOS feels now.
Upgraded VaskoOS with a complete UI overhaul! Dark Glass Theme: Switched to a sleek dark design with neon accents and transparent windows. Vector Icons: Replaced all emojis with Font Awesome icons for a cleaner look. New Apps: Replaced the audio generator with a working Calculator and a Task Manager. Clean Code: Removed unused elements, fixed window dragging, and polished all controls in English.
In the past few days, I managed to fix some mistakes related to the layout and the apps. I’d be happy if you suggest in the comments what else I should add.
Hi everyone, It’s been a long time since my last devlog, but school started and I had to focus on more important things. I fixed some bugs and updated the design.
Ships:
I made VaskoOS, my own mini WebOS with a custom desktop design and multiple draggable windows. It includes a Notepad, Calculator, Start Menu, live clock, random quotes, and a saved Notepad. The most challenging part was making the windows draggable and making sure they move correctly without breaking the layout. I’m proud that I created my own design instead of copying the guide exactly. My extra features are the random Quote of the Day and automatic Notepad saving. There is no password, so anyone can try it. To test it, open the apps from the taskbar and drag the windows by their title bars....
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1793332206.240831
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1793418606.240831
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15184
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MBot by @Mapplect | Stardance
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Mapplect
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1
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2.0
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5
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T21:41:35Z", "hours": 2.0, "multiplier": 2.15, "payout": 5, "blessing": "neutral", "text": "I made a Slack Bot to reintroduce myself to JavaScript. Had a lot of issues towards the end with my latency command but I’ve fixed it. That was probably the only issue I had. I’m glad I kept going despite all the problems I was having.", "repo": "https://github.com/tg257225-oss/MBot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0B9UUL3E0P"}]...
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[{"post_id": 7111, "ts": "2026 [{"post_id": 7111, "ts": "2026-06-11T21:38:46Z", "hours": 0.6017, "text": "2nd devlog! (and definitely last) Had a LOT of issues with my ping command so I spent the last couples hours on that but its finally working. Everything has been linked to github and ready to submit."}, {"post_id": 6954, "ts": "2026-06-11T17:44:30Z", "hours": 1.6383, "text": "1st devlog! (and maybe last since I’m pretty much done) Mainly did this mission to get back in JS after years of not touching it. Made some simple commands, it was somewhat frustrating because I dislike coding but maybe I’ll start to like it soon as I want to do more projects that involve coding."}]...
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Title: MBot by @Mapplect | Stardance
Devlogs:
1st Title: MBot by @Mapplect | Stardance
Devlogs:
1st devlog! (and maybe last since I’m pretty much done) Mainly did this mission to get back in JS after years of not touching it. Made some simple commands, it was somewhat frustrating because I dislike coding but maybe I’ll start to like it soon as I want to do more projects that involve coding.
2nd devlog! (and definitely last) Had a LOT of issues with my ping command so I spent the last couples hours on that but its finally working. Everything has been linked to github and ready to submit.
Ships:
I made a Slack Bot to reintroduce myself to JavaScript. Had a lot of issues towards the end with my latency command but I’ve fixed it. That was probably the only issue I had. I’m glad I kept going despite all the problems I was having....
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1793300038.4038417
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1793386438.4038417
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63051
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GPU-Accelerated Video Compressor & Transcoder GPU-Accelerated Video Compressor & Transcoder by @qkyubit | Stardance...
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qkyubit
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0
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5.73
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0
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[]
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[{"post_id": 71113, "ts": "202 [{"post_id": 71113, "ts": "2026-09-20T09:55:39Z", "hours": 0.9208, "text": "Finished the UI. Drag and drop options and the slider are now functional, altered some descriptions to make them a bit simpler, and I corrected codec detection. This is currently running as a desktop entry, and I also verified this UI works on Windows 11 despite being made for KDE Plasma."}, {"post_id": 70718, "ts": "2026-09-19T17:25:42Z", "hours": 1.4178, "text": "I’ve begun to lay out the groundwork for the actual transcoding and compression, here you can see i’m defining functions for future features I’ve planned out, including audio compression and a target file size. The target file size is an important bit, it’s what actually helps make the program feel simpler, like i want it to be. I’ll post actual usage demos once some of those features actually work."}, {"post_id": 70630, "ts": "2026-09-19T14:10:22Z", "hours": 1.3889, "text": "I love CUDA, you love CUDA, we all love CUDA! (except for hardcore AMD fans) For this i’d like to thank reddit and python cuda/nvenc documentation seriously half the time i spent was reading documentation. This entire block here is all i did in this like hour and a half. Here i’ve prepare some of the foundation for when the video actually gets transcoded. This was rather complicated, and I’ve decided to finish this off later, and I’m defining other features so I can lay this out how I want to much more easily later down the line."}, {"post_id": 70555, "ts": "2026-09-19T11:18:33Z", "hours": 2.0053, "text": "First devlog! I completed the main UI and codec detection, next part is gonna take a while, the main function, encoding and decoding. My goal for this is to be easy to use, even for people who aren’t big tech nerds, and likely don’t know the differences between commonly used codecs. You can notice where I’ve pushed users to use some of the simpler functions. As of editing this, none of this still works. I went back to edit my older devlogs because I realised these were annoyingly vague and would probably make shipping harder."}]...
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Title: GPU-Accelerated Video Compressor & Tran Title: GPU-Accelerated Video Compressor & Transcoder by @qkyubit | Stardance
Devlogs:
First devlog! I completed the main UI and codec detection, next part is gonna take a while, the main function, encoding and decoding. My goal for this is to be easy to use, even for people who aren’t big tech nerds, and likely don’t know the differences between commonly used codecs. You can notice where I’ve pushed users to use some of the simpler functions. As of editing this, none of this still works. I went back to edit my older devlogs because I realised these were annoyingly vague and would probably make shipping harder.
I love CUDA, you love CUDA, we all love CUDA! (except for hardcore AMD fans) For this i’d like to thank reddit and python cuda/nvenc documentation seriously half the time i spent was reading documentation. This entire block here is all i did in this like hour and a half. Here i’ve prepare some of the foundation for when the video actually gets transcoded. This was rather complicated, and I’ve decided to finish this off later, and I’m defining other features so I can lay this out how I want to much more easily later down the line.
I’ve begun to lay out the groundwork for the actual transcoding and compression, here you can see i’m defining functions for future features I’ve planned out, including audio compression and a target file size. The target file size is an important bit, it’s what actually helps make the program feel simpler, like i want it to be. I’ll post actual usage demos once some of those features actually work.
Finished the UI. Drag and drop options and the slider are now functional, altered some descriptions to make them a bit simpler, and I corrected codec detection. This is currently running as a desktop entry, and I also verified this UI works on Windows 11 despite being made for KDE Plasma....
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1793048000.581506
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1793652800.581506
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63960
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History project by @cosmic79conqueror | Stardance
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cosmic79conqueror
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1
|
3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T10:11:55Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i have made a simple basic history quiz on French revolution. What was hard???? It was to find my old book read it again and recall those classes where i used to curse everyday that why did i came today to school🤷♂️🤷♂️🤷♂️ anyways all the best to you 👍👍👍👍👍", "repo": "https://github.com/cosmic79conqueror-coder/history-project-", "demo": "https://cosmic79conqueror-coder.github.io/history-project-/"}]...
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[{"post_id": 71117, "ts": "202 [{"post_id": 71117, "ts": "2026-09-20T10:05:13Z", "hours": 2.6267, "text": "so basically this is my project on French revolution. It is just a basic quiz you answer 10 questions and it ends thats all. all the best for it."}]...
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Title: History project by @cosmic79conqueror | Sta Title: History project by @cosmic79conqueror | Stardance
Devlogs:
so basically this is my project on French revolution. It is just a basic quiz you answer 10 questions and it ends thats all. all the best for it.
Ships:
i have made a simple basic history quiz on French revolution. What was hard???? It was to find my old book read it again and recall those classes where i used to curse everyday that why did i came today to school🤷♂️🤷♂️🤷♂️ anyways all the best to you 👍👍👍👍👍...
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1793213456.042833
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1793299856.042833
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21735
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DeskInfo by @mbr | Stardance
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mbr
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1
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18.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T14:03:42Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a tool that sits on your desk and gives useful information to the user such as the time or climate. It also can show a joke or a motivational quote. On top of that, if you connect it to Hackatime through its API you can get stats about your last 7 days coding. It was an overall quite challenging as I’m a rookie, but it has helped me to learn and improve my skills. I’m actually quite proud of how it turned out but I know it could have been better.", "repo": "https://github.com/marcbr23/Desk-Dock", "demo": ""}]...
|
[{"post_id": 71118, "ts": "202 [{"post_id": 71118, "ts": "2026-09-20T10:07:40Z", "hours": 7.3481, "text": "Finally finished my project! I know it has small issues, but I believe that it is a solid hardware project. Features: Time Current, tomorrow’s and in two days climate. (Including interior temperature and humidity with the DHT11). Joke Screen Quote Screen Last 7 days coding info with hackatime’s API. (Most worked on project, most used language and total time.)"}, {"post_id": 19307, "ts": "2026-06-30T16:03:12Z", "hours": 6.6283, "text": "I spent too much time trying to solve an issue. Everything worked well until I added a new API. Then, the most important API, the weather one, stopped working, I spent a lot of time tinkering with AI to try to optimize it. It turned out that renewing and changing the API key solved it 😢. But anyways, from errors, we learn. I also changed the potentiometer to change the screen with a joystick. I’m very close to finishing the code so I’ll leave the breakdown of what’s next below. What’s next? Polishing the overall looks. Designing the case to fit the joystick. Getting the joystick screen change to work consistently. Making the UI more attractive."}, {"post_id": 17286, "ts": "2026-06-28T00:30:10Z", "hours": 1.7053, "text": "3D modeling and advancements. Some new advancements on the project, added a news screen to the dock (it works poorly) and started designing a case. The first prototype failed so new adjustments must be made."}, {"post_id": 16345, "ts": "2026-06-26T16:23:31Z", "hours": 2.6006, "text": "First desk dock DevLog This is the first DevLog about my desk dock posted in Stardance. I will explain what features it has as well as what i’ll be trying to do in the future. The project currently uses a potentiometer, a DHT11 and a CYD ESP32. I used a website called Lopaka to generate the more complex graphics. If you have any implementation ideas, please leave them in the comments, thanks. Current features: Main Page with hour and basic weather info. More detailed weather page. Basic 3-day forecast. Page that has a random joke. Future upgrades: Custom 3D printed case. Some more features. General looks polishing."}]...
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Title: DeskInfo by @mbr | Stardance
Devlogs:
Firs Title: DeskInfo by @mbr | Stardance
Devlogs:
First desk dock DevLog This is the first DevLog about my desk dock posted in Stardance. I will explain what features it has as well as what i’ll be trying to do in the future. The project currently uses a potentiometer, a DHT11 and a CYD ESP32. I used a website called Lopaka to generate the more complex graphics. If you have any implementation ideas, please leave them in the comments, thanks. Current features: Main Page with hour and basic weather info. More detailed weather page. Basic 3-day forecast. Page that has a random joke. Future upgrades: Custom 3D printed case. Some more features. General looks polishing.
3D modeling and advancements. Some new advancements on the project, added a news screen to the dock (it works poorly) and started designing a case. The first prototype failed so new adjustments must be made.
I spent too much time trying to solve an issue. Everything worked well until I added a new API. Then, the most important API, the weather one, stopped working, I spent a lot of time tinkering with AI to try to optimize it. It turned out that renewing and changing the API key solved it 😢. But anyways, from errors, we learn. I also changed the potentiometer to change the screen with a joystick. I’m very close to finishing the code so I’ll leave the breakdown of what’s next below. What’s next? Polishing the overall looks. Designing the case to fit the joystick. Getting the joystick screen change to work consistently. Making the UI more attractive.
Finally finished my project! I know it has small issues, but I believe that it is a solid hardware project. Features: Time Current, tomorrow’s and in two days climate. (Including interior temperature and humidity with the DHT11). Joke Screen Quote Screen Last 7 days coding info with hackatime’s API. (Most worked on project, most used language and total time.)
Ships:
I made a tool that sits on your desk and gives useful information to the user such as the time or climate. It also can show a joke or a motivational quote. On top of that, if you connect it to Hackatime through its API you can get stats about your last 7 days coding. It was an overall quite challenging as I’m a rookie, but it has helped me to learn and improve my skills. I’m actually quite proud of how it turned out but I know it could have been better....
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1793339902.2704217
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1793426302.2704217
|
|
39903
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Navi by @weeewwwwwwww | Stardance
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weeewwwwwwww
|
1
|
30.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T10:59:05Z", "hours": 30.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Navi is a simple open source habit tracking / journaling app with some quality of life features like screen time and focus / sleep sessions I worked on it in the summer Hope u like it :) It doesn’t need setup but to make sure all the features work please enable all permission and check settings if all stuff is working like it’s meant to", "repo": "https://github.com/notwewnothing/Navi", "demo": "https://github.com/notwewnothing/Navi/releases/tag/v1.0.1"}]...
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[{"post_id": 71123, "ts": "202 [{"post_id": 71123, "ts": "2026-09-20T10:11:57Z", "hours": 4.6764, "text": "The end Umm this devlog is gonna be small since i forgot A LOT of the stuff i did and it’s just to register my time School started and i wasn’t able to do much since (i had a deadline in my mind for the project but i ended up passing it and now idk what to do) I don’t really think i added important stuff they were mostly UX changes + new small features, here is a list of the commits , sorry this wasn’t a proper devlog , after this i will be releasing the project and shipping it I hope i find time to come back and complete all the ideas i had for this but for now i need to focus on my studies"}, {"post_id": 59702, "ts": "2026-09-01T16:58:09Z", "hours": 5.3219, "text": "Devlog #8: Redesign I’ve been exclusively redesigning the app improving on the UI and UX experience , I do think it still has a long way to go I’ve restructured the Home screen I kept trying lots of designs but the one ur looking at RN the one that stuck I’ve got heavy inspo from HabitKit app especially in the habit commitment boards , fixed some of the spacing issues in the pop ups , added upload bar to indicate uploading videos progress and video controls I do have AA LOOOTT more to work on probably sm small cool features Ummmm, that’s ittt iggg , Take care <3"}, {"post_id": 52671, "ts": "2026-08-22T22:45:55Z", "hours": 2.3983, "text": "Devlog #7: NothingOS Sooo since the app was in a state i liked i had to restyle it so it looks how i envisioned it and nglll it’s pulling nicely I decided to go with nothingOS style cuz idk it looked clean and professional at the time I stole a font off the internet and made with it the top header text for the screens and i will be gradually replacing the old font with this one I worked first on the navbar cuz it looked the most ugly , it’s still a concept but i think i will be going with the capsule design with some changes , i also worked on the habits screen , there are sommeee issueues but overall it’s wayyy better than the old one , Ummmm i don’t think i did other stuff thooo Soooo byyyeee"}, {"post_id": 48185, "ts": "2026-08-16T14:11:27Z", "hours": 1.3858, "text": "Devlog #6: PRODUCTION READYYYYYY the app backend and functions are all completed ,I made sure the permissions and all stuff was working ngl i was tempted to just build the apk and push it to github buuuttttttt that wasn’t the plan Soo noow i’ll have to change the UI , it’s not thatttt badd RN but i still do think a lot of it is a bit cornyyy so at least imma have to change the structure of some of the screens :D that’ss itt iggg bye"}, {"post_id": 46595, "ts": "2026-08-13T22:52:24Z", "hours": 1.7533, "text": "Devlog #5: yyaay a real devlog I must larrrppp , there is nooo limit to the larrrpp yeee an other day locked INNNN since i did everything today i can acually document what i did which was working on the screen stats screen (which isn’t in the screenshot) and that’s for a good reason (imma change it later , i mean it worksss :/ kkinddaaaa )the biggest issue with it is with the icons i tried fixing it but gave up quicky and moved on to the 2nnddd thing i did today which was sfx which ik sounds weird for a journal app but idk i thought they would be coool and add character to the app , it was relatively easy to generate them (yess the sounds are generated through code) i also added sleep and focus timer screens , they are basically the same thing but with some different values , i also completed both the settings and home screens which were just placeholders just till now , last thing added was the glitch boot sequence it’s a simple text animation at the startup added it for fun ngl Ummmmm now ik this sounds like A LOT of progress for less than 2 hours of work which would be suspicious if my last project didn’t have timer and stats screens already in it so for the most part the backend was straight up copied and the UI was the same structure with minor changes to the font and color scheme so new stuff are only the sfx and boot sequence which i only added for fun :))) okkkk sooo see yaa in the next devlog were are getting to the endd yipppiiiie imma have to do the redesign tho"}, {"post_id": 46067, "ts": "2026-08-13T00:43:07Z", "hours": 4.7158, "text": "Devlog #4: I should devlog more fr ummm nearly 5 hours without a single devlog welll oooppppss :/ anywayyys let’s not worryyy about small old mistakes , yk forget the past embrace the moment soooo what did i do past 5 days , loooots of changes more importantly full alarm , schedule annnddddd app blocking logiccc , the schedule screen was the biggest and most time consuming feature yet it had scheduled app blocking , alarms and much more (ye that’s it i might add more later tho ) ngl this devlog might not be the most detailed since i was planning one in the 3 hours mark after i completed the schedule buttttt forgot about annd started commiting changes the next day i did change some less important stuff like adding a notification system and some android native code for the vibration system with the alarm the app does feel and look like an unorganized prototype so i am working now on just adding the features i am gonna need later and building a solid backed for them so later i can easily make a redesign and changes to make the app actually work and look clean that’s it for noww byeeeeeee <3333"}, {"post_id": 43647, "ts": "2026-08-09T01:08:37Z", "hours": 4.1842, "text": "Devlog #3: Ummm hii lolll :3 i may or may have not done a lot of work without documenting any of it , ooopssieeee I have been of vacation for a couple of days so i really wasn’t able to do a lot of stuff , buttt thennn for sm reason i locked in one night and completed BOTH THE JOURNAL AND HABIT TRACKER soooo basically i woke up early today for sm reason and decided to spend the full morining working on it It’s not as impressive as u think tho , since i have already laid out most of the backend since it’s a part i am very familiar with and sure of unlike the UI which for now it’s obvious that i’m going developer / terminal vibe but i might do a WHOLE redesign and change it to smt lile nothingOS or smt Next would be schedule screen and maybe screen time stats idk Ummm i lowkey watched the entirety of house MD in the days off Ye that’s ittttt seee yaaa in the next one"}, {"post_id": 36743, "ts": "2026-07-29T00:15:06Z", "hours": 2.2719, "text": "Devlog #2: Started customizing the UI giving it TUI look , in the home screen and a setting screen which i have started developing backend for settings menu For now i have aded a font size feature and a session counter that logs number of times the user opens the app Ummmmm what elseeeee What’s next : Prob gonna start working on the habits page making it look the same as the other parts of the app instead of placeholder UI alongside making backend for it That’s it twinn see ya in the next devlog"}, {"post_id": 36276, "ts": "2026-07-28T08:40:43Z", "hours": 1.6708, "text": "Devlog #1 : UI Stuff Yooo twinn, started working on the UI backend ( defining color palettes , generating and creating Icons , creating variables for settings for later use) Also added simple Habits page but no backend yet just Placeholder UI idk what to say else ✌️ bye twin"}, {"post_id": 35888, "ts": "2026-07-27T16:42:41Z", "hours": 1.1892, "text": "Devlog #0 : New Start Hiiiiiiiii, i got borrreed waiting for payout on my macondo project (it’s been 15 days under review ;( damn ) Sooo the issue was right after i submitted my project i had lots of cool ideas for it buuuutttt i couldn’t add any devlogs or stufff , soooooo the past week i’ve been thinking and ngl i’ve came up with so much it’s easily farrr more than a single update but rather i’d have to rewrite the whole thing soooooo THAT’s WHAT WE ARE DOING SOooo Sayyy hii to Naviii ( yes ik very original and deff not larping lain ) IDK how to describe it and ik this is going to sound veryyy cornnyyy buttt this app tries to be the ultimate digital handy tool , it will have a calendar giving reminders , a VERYYY ANNOYING ALARMMM for you to wake up, focus sessions , blocking apps and ofc habit tracking Ik this sounds extremely unrelistically optimitic but ngl i had the realization that most of summer is out so i need to LOCK TF IN , cuz ngl i wished i had an app like this when i was studying and I AM NOT GOING BACK TO THE WAY I WAS , I NEED THIS APP soooo enough yapping"}]...
|
Title: Navi by @weeewwwwwwww | Stardance
Devlogs: Title: Navi by @weeewwwwwwww | Stardance
Devlogs:
Devlog #0 : New Start Hiiiiiiiii, i got borrreed waiting for payout on my macondo project (it’s been 15 days under review ;( damn ) Sooo the issue was right after i submitted my project i had lots of cool ideas for it buuuutttt i couldn’t add any devlogs or stufff , soooooo the past week i’ve been thinking and ngl i’ve came up with so much it’s easily farrr more than a single update but rather i’d have to rewrite the whole thing soooooo THAT’s WHAT WE ARE DOING SOooo Sayyy hii to Naviii ( yes ik very original and deff not larping lain ) IDK how to describe it and ik this is going to sound veryyy cornnyyy buttt this app tries to be the ultimate digital handy tool , it will have a calendar giving reminders , a VERYYY ANNOYING ALARMMM for you to wake up, focus sessions , blocking apps and ofc habit tracking Ik this sounds extremely unrelistically optimitic but ngl i had the realization that most of summer is out so i need to LOCK TF IN , cuz ngl i wished i had an app like this when i was studying and I AM NOT GOING BACK TO THE WAY I WAS , I NEED THIS APP soooo enough yapping
Devlog #1 : UI Stuff Yooo twinn, started working on the UI backend ( defining color palettes , generating and creating Icons , creating variables for settings for later use) Also added simple Habits page but no backend yet just Placeholder UI idk what to say else ✌️ bye twin
Devlog #2: Started customizing the UI giving it TUI look , in the home screen and a setting screen which i have started developing backend for settings menu For now i have aded a font size feature and a session counter that logs number of times the user opens the app Ummmmm what elseeeee What’s next : Prob gonna start working on the habits page making it look the same as the other parts of the app instead of placeholder UI alongside making backend for it That’s it twinn see ya in the next devlog
Devlog #3: Ummm hii lolll :3 i may or may have not done a lot of work without documenting any of it , ooopssieeee I have been of vacation for a couple of days so i really wasn’t able to do a lot of stuff , buttt thennn for sm reason i locked in one night and completed BOTH THE JOURNAL AND HABIT TRACKER soooo basically i woke up early today for sm reason and decided to spend the full morining working on it It’s not as impressive as u think tho , since i have already laid out most of the backend since it’s a part i am very familiar with and sure of unlike the UI which for now it’s obvious that i’m going developer / terminal vibe but i might do a WHOLE redesign and change it to smt lile nothingOS or smt Next would be schedule screen and maybe screen time stats idk Ummm i lowkey watched the entirety of house MD in the days off Ye that’s ittttt seee yaaa in the next one
Devlog #4: I should devlog more fr ummm nearly 5 hours without a single devlog welll oooppppss :/ anywayyys let’s not worryyy about small old mistakes , yk forget the past embrace the moment soooo what did i do past 5 days , loooots of changes more importantly full alarm , schedule annnddddd app blocking logiccc , the schedule screen was the biggest and most time consuming feature yet it had scheduled app blocking , alarms and much more (ye that’s it i might add more later tho ) ngl this devlog might not be the most detailed since i was planning one in the 3 hours mark after i completed the schedule buttttt forgot about annd started commiting changes the next day i did change some less important stuff like adding a notification system and some android native code for the vibration system with the alarm the app does feel and look like an unorganized prototype so i am working now on just adding the features i am gonna need later and building a solid backed for them so later i can easily make a redesign and changes to make the app actually work and look clean that’s it for noww byeeeeeee <3333
Devlog #5: yyaay a real devlog I must larrrppp , there is nooo limit to the larrrpp yeee an other day locked INNNN since i did everything today i can acually document what i did which was working on the screen stats screen (which isn’t in the screenshot) and that’s for a good reason (imma change it later , i mean it worksss :/ kkinddaaaa )the biggest issue with it is with the icons i tried fixing it but gave up quicky and moved on to the 2nnddd thing i did today which was sfx which ik sounds weird for a journal app but idk i thought they would be coool and add character to the app , it was relatively easy to generate them (yess the sounds are generated through code) i also added sleep and focus timer screens , they are basically the same thing but with some different values , i also completed both the settings and home screens which were just placeholders just till now , last thing added was the glitch boot sequence it’s a simple text animation at the startup added it for fun ngl Ummmmm now ik this sounds like A LOT of progress for less than 2 hours of work which would be suspicious if my last project didn’t have timer and stats screens already in it so for the most part the backend was straight up copied and the UI was the same structure with minor changes to the font and color scheme so new stuff are only the sfx and boot sequence which i only added for fun :))) okkkk sooo see yaa in the next devlog were are getting to the endd yipppiiiie imma have to do the redesign tho
Devlog #6: PRODUCTION READYYYYYY the app backend and functions are all completed ,I made sure the permissions and all stuff was working ngl i was tempted to just build the apk and push it to github buuuttttttt that wasn’t the plan Soo noow i’ll have to change the UI , it’s not thatttt badd RN but i still do think a lot of it is a bit cornyyy so at least imma have to change the structure of some of the screens :D that’ss itt iggg bye
Devlog #7: NothingOS Sooo since the app was in a state i liked i had to restyle it so it looks how i envisioned it and nglll it’s pulling nicely I decided to go with nothingOS style cuz idk it looked clean and professional at the time I stole a font off the internet and made with it the top header text for the screens and i will be gradually replacing the old font with this one I worked first on the navbar cuz it looked the most ugly , it’s still a concept but i think i will be going with the capsule design with some changes , i also worked on the habits screen , there are sommeee issueues but overall it’s wayyy better than the old one , Ummmm i don’t think i did other stuff thooo Soooo byyyeee
Devlog #8: Redesign I’ve been exclusively redesigning the app improving on the UI and UX experience , I do think it still has a long way to go I’ve restructured the Home screen I kept trying lots of designs but the one ur looking at RN the one that stuck I’ve got heavy inspo from HabitKit app especially in the habit commitment boards , fixed some of the spacing issues in the pop ups , added upload bar to indicate uploading videos progress and video controls I do have AA LOOOTT more to work on probably sm small cool features Ummmm, that’s ittt iggg , Take care <3
The end Umm this devlog is gonna be small since i forgot A LOT of the stuff i did and it’s just to register my time School started and i wasn’t able to do much since (i had a deadline in my mind for the project but i ended up passing it and now idk what to do) I don’t really think i added important stuff they were mostly UX changes + new small features, here is a list of the commits , sorry this wasn’t a proper devlog , after this i will be releasing the project and shipping it I hope i find time to come back and complete all the ideas i had for this but for now i need to focus on my studies
Ships:
Navi is a simple open source habit tracking / journaling app with some quality of life features like screen time and focus / sleep sessions I worked on it in the summer Hope u like it :) It doesn’t need setup but to make sure all the features work please enable all permission and check settings if all stuff is working like it’s meant to...
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1793346805.53772
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1793433205.53772
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63747
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Homedrive by @tyri | Stardance
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tyri
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0
|
2.3
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0
|
[]
|
[{"post_id": 71124, "ts": "202 [{"post_id": 71124, "ts": "2026-09-20T10:17:13Z", "hours": 2.2953, "text": "Hey everyone so today i started working on making my own homedrive. Its like the google drive but my own. So i have a really old pc(i5 560 8gb ddr3 and 250gb storage) that i will upgrade with a sbc when i get funding that is the reason this is a hardware project but its moslty software. I installed an ubuntu server on it but i had some trouble with getting lookout record the pc so i just pointed my webcam to look at the monitor. Anyway in the end i just installed the ubuntu server i added a firewall, made it auto update and kick anyone who fails the verification to many times. I am having a bit of an issue with openshh which is basically how i will connect my devices to my homedrive. And also to anyone that will be reviewing and actually sits and watches me do this enjoy watching a kid fight with his laptop, his monitor, a pc that is basiclly an antique the wifi, broken us ports faulty usbs and more"}]...
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Title: Homedrive by @tyri | Stardance
Devlogs:
He Title: Homedrive by @tyri | Stardance
Devlogs:
Hey everyone so today i started working on making my own homedrive. Its like the google drive but my own. So i have a really old pc(i5 560 8gb ddr3 and 250gb storage) that i will upgrade with a sbc when i get funding that is the reason this is a hardware project but its moslty software. I installed an ubuntu server on it but i had some trouble with getting lookout record the pc so i just pointed my webcam to look at the monitor. Anyway in the end i just installed the ubuntu server i added a firewall, made it auto update and kick anyone who fails the verification to many times. I am having a bit of an issue with openshh which is basically how i will connect my devices to my homedrive. And also to anyone that will be reviewing and actually sits and watches me do this enjoy watching a kid fight with his laptop, his monitor, a pc that is basiclly an antique the wifi, broken us ports faulty usbs and more...
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1792443134.6582484
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1793307134.6582484
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|
63337
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Infinite Script by @AdanF | Stardance
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AdanF
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1
|
0.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T10:36:05Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Infinite Script is a coding language for everyone to use with easy-to-debug errors, full suit of CLI commands, Advanced Animations and a bulit in UI system. Infinite Script allows anyone from beginers to advanced users to code.", "repo": "https://github.com/gameworldyt/Infinite-Script", "demo": "https://gameworldyt.github.io/Infinite-Script/index.html"}]...
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[{"post_id": 71126, "ts": "202 [{"post_id": 71126, "ts": "2026-09-20T10:25:21Z", "hours": 0.2797, "text": "#h1 Infinite Script Playground Added in new features to the website."}]...
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Title: Infinite Script by @AdanF | Stardance
Devl Title: Infinite Script by @AdanF | Stardance
Devlogs:
#h1 Infinite Script Playground Added in new features to the website.
Ships:
Infinite Script is a coding language for everyone to use with easy-to-debug errors, full suit of CLI commands, Advanced Animations and a bulit in UI system. Infinite Script allows anyone from beginers to advanced users to code....
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1793213285.907668
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1793299685.907668
|
|
63877
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Bot Alex.py by @Alexandru | Stardance
|
Alexandru
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0
|
1.95
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0
|
[]
|
[{"post_id": 71134, "ts": "202 [{"post_id": 71134, "ts": "2026-09-20T10:39:40Z", "hours": 1.5231, "text": "I’m almost finish with it"}, {"post_id": 70798, "ts": "2026-09-19T19:41:15Z", "hours": 0.4303, "text": "right now i’m making him working"}]...
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Title: Bot Alex.py by @Alexandru | Stardance
Devl Title: Bot Alex.py by @Alexandru | Stardance
Devlogs:
right now i’m making him working
I’m almost finish with it...
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1793055130.9462101
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1793659930.9462101
|
|
35020
|
YX-26 GREYWOLF PT-2 by @GHOAST | Stardance
|
GHOAST
|
0
|
7.48
|
0
|
[]
|
[{"post_id": 71138, "ts": "202 [{"post_id": 71138, "ts": "2026-09-20T10:44:11Z", "hours": 3.0189, "text": "Made Fuselage Ribs and Imported in the king of EDF’s Schubeler’s DS-82-HST 120mm EDF,"}, {"post_id": 49427, "ts": "2026-08-18T08:20:09Z", "hours": 0.7333, "text": "Making the EDF"}, {"post_id": 48812, "ts": "2026-08-17T11:05:28Z", "hours": 1.5806, "text": "jvhbjkkjnjnnlkkkkkkkkkkkkkkkk"}, {"post_id": 35264, "ts": "2026-07-26T15:49:07Z", "hours": 2.1506, "text": "MAKING THE FUSELAGE AND NOSE’s Skin panels Imported in the hand drawn Blueprints, adjusted the scale according to the goal perimeters, Started off sketching the upper and side outlines of the UAV , then moved to sketching the CHINES of the nose, then Made the cross sectional sketch for the Airframe rib that connects the fuselage and the nose, then lofted the nose cone, then sketched and lofted the lower part of the nose, then moved to the Intakes and side of the fuselage, First of all sketched the outer outlines of the Intakes and the side fuselage, then lofted to check out the product shape, After analyzing the first look, I decided to introduce some horizontal curves in the sides to induce some required curvature, Then re-lofted the sides, and got the perfect shape, After that Made the side skin panels, and after making the Side skin panels, I made the starting lips of the Intakes, And for now its the most current Work done"}]...
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Title: YX-26 GREYWOLF PT-2 by @GHOAST | Stardance
Title: YX-26 GREYWOLF PT-2 by @GHOAST | Stardance
Devlogs:
MAKING THE FUSELAGE AND NOSE’s Skin panels Imported in the hand drawn Blueprints, adjusted the scale according to the goal perimeters, Started off sketching the upper and side outlines of the UAV , then moved to sketching the CHINES of the nose, then Made the cross sectional sketch for the Airframe rib that connects the fuselage and the nose, then lofted the nose cone, then sketched and lofted the lower part of the nose, then moved to the Intakes and side of the fuselage, First of all sketched the outer outlines of the Intakes and the side fuselage, then lofted to check out the product shape, After analyzing the first look, I decided to introduce some horizontal curves in the sides to induce some required curvature, Then re-lofted the sides, and got the perfect shape, After that Made the side skin panels, and after making the Side skin panels, I made the starting lips of the Intakes, And for now its the most current Work done
jvhbjkkjnjnnlkkkkkkkkkkkkkkkk
Making the EDF
Made Fuselage Ribs and Imported in the king of EDF’s Schubeler’s DS-82-HST 120mm EDF,...
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1792676971.642276
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1793281771.642276
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50955
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THE LAST DIG by @MuhammadAayanMirza | Stardance
|
MuhammadAayanMirza
|
1
|
68.0
|
1009
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T11:16:35Z", "hours": 68.0, "multiplier": 12.37, "payout": 1009, "blessing": "neutral", "text": "This Is the first ever 2D Game I made, a digging game where the player’s objective is to dig to the bottom of the world. There is an inbuilt starting Tutorial in the game which explains the basics of it. There is a battery feature for the jetpack which helps you to come up to the base which is the cobble floor, if the battery is completely depleted you die and all the minerals in your inventory get destroyed. Currently the game only goes till the iron mineral layer and after that it is empty so that I can expand on it in the next ship of this game. (This is only the first version and it is not fully complete yet) Have fun playing it!!", "repo": "https://github.com/MuhammadAayanMirza/A-Game-about-digging", "demo": "https://muhammadaayanmirza.itch.io/the-last-dig"}]...
|
[{"post_id": 71141, "ts": "202 [{"post_id": 71141, "ts": "2026-09-20T10:49:22Z", "hours": 1.735, "text": "Added the Readme.md file in the game’s repository and did some final changes including an hour long hunt on why the sounds weren’t working in the itch.io page when publishing the game, that is fixed now. The game is ready to be shipped!! (This is the first version of course)"}, {"post_id": 70998, "ts": "2026-09-20T05:44:54Z", "hours": 1.3831, "text": "Completed adding all the sound effects and running them through code. Also made changes to the colour and positioning of the tutorial text. Now when you dig a tile the background colour is no longer the sky colour it is a solid dark grey so you can distinguish between the dug up area and undug area easily. Also added a story scene so you know what the goal is in the game. The First Version of the game is complete now. I just need to create a readme file and Build the game so that it can uploaded online! See you soon :)"}, {"post_id": 69208, "ts": "2026-09-16T16:27:16Z", "hours": 3.3253, "text": "We are so back!! The Title Screen went through some changes but it is this newish display now. Major thing this session is that I added sound effects!! I had never added sound effects to a game before so this was a huge learning curve especially with linking the sound to the animation and stuff. Also finding a sound you like is very time consuming. I think I’m very close to shipping the firs version of the game. I don’t think I’ll be able to complete this game for Stardance because I have the SAT exam soon so yeah… I hope you guys will still like the completist version of this."}, {"post_id": 67148, "ts": "2026-09-13T06:42:50Z", "hours": 2.7692, "text": "In this session I completed making the interactive tutorial for the starting of the game. It tells you how to move, dig up dirt, collect coal, and use the shop to sell minerals and buy upgrades. Also created the Title Screen for the game."}, {"post_id": 66505, "ts": "2026-09-12T10:42:22Z", "hours": 3.2131, "text": "Alot of stuff happened in this session; I went back and forth on the background alot and settled on this new background with some trees and bushes with no secondary sky colour behind it, I play tested the game to see that all the code is running smoothly, made some bullet points for what I want to add before the first ship and now I’m currently working on an Interactive starting tutorial for the game."}, {"post_id": 63532, "ts": "2026-09-07T13:25:51Z", "hours": 1.3167, "text": "Working on the background art of the game, added some trees which took ages to make them look good. I hope they are unto the standard of the game theme."}, {"post_id": 62921, "ts": "2026-09-06T13:42:40Z", "hours": 1.9444, "text": "Added the Iron tile!!! I know it doesn’t look the best but I think you can cut me some slack as this is still my first 2D Game. the iron tile is worth “15M” coins so you can use it to refill your battery or save up more to consume the coins in the upgrades section. The sell button sells all the minerals (coal and iron) together. Now you can upgrade everything quicker!! yayayayay. What should I add next? Secret dungeon fight under the Iron ores? Sound fx? more Ores? Better Sky? Interactive starting tutorial? Starting Lore Animation?"}, {"post_id": 62720, "ts": "2026-09-06T06:54:26Z", "hours": 2.4569, "text": "Created a Battery Refill button so that you can refill your battery bar when you are running low on it. It is “15M” right now which Is half the price of the first upgrade so you have to contemplate if you wanna dig more for the upgrade or just keep refilling the battery. Also working on a new mineral for the game, the iron tile."}, {"post_id": 62245, "ts": "2026-09-05T14:50:16Z", "hours": 4.2864, "text": "Alot has happened since the last devlog… The upgrades screen now tells you what happens when you upgrade an item to its next form. This took alot of time to figure out the code for but in the end it worked out! :D The Battery drainage icon has been slightly updated and now when you upgrade the battery feature the battery refills to full battery and the inventory now has a “full inventory” pop up screen whenever you mine a mineral and your inventory is already full so it doesn’t count that mineral so it is basically destroyed. Worked on art aswell for the background which I’m still not happy about but at least the upgrades section is complete for the first ship!!"}, {"post_id": 61963, "ts": "2026-09-05T04:45:56Z", "hours": 0.9844, "text": "The Battery feature now has a UI display to visualise how much battery you have left. It is present at the bottom left of the game screen and it is upgradable in the shop as well just like before. Very Fun!! No I think I’ll work on the inventory feature to set a limit to it and then make that upgradable aswell!!"}, {"post_id": 61615, "ts": "2026-09-04T16:27:01Z", "hours": 1.4547, "text": "There is a battery feature now in the game and when you are using the jetpack for too long your battery runs out and you “die” which means you lose all the minerals that were in your inventory but your coins balance remains the same. The Battery is also upgradable in the shop with your coins. A battery ui bar will come soon…"}, {"post_id": 60278, "ts": "2026-09-02T15:30:17Z", "hours": 1.2728, "text": "The jetpack function now has an animation whenever you are using it. Fully upgradable through the shop. Though it doesn’t have separate animations for the jetpack yet. I am trying to leave the less important artwork towards the end of the project now so then I’ll only work on aesthetic like background and polishing sprites for in game animation."}, {"post_id": 59576, "ts": "2026-09-01T14:05:23Z", "hours": 2.5778, "text": "There is an upgradable jetpack feature in the game now!! Which was an extremely hard job to pull off because the initial version of it had a million bugs. Because I want there to be zero gravity on the cobble tiles so it is like the base platform and the jetpack doesn’t work there and when the player gets near the ground/dirt tiles gravity should apply so the player falls downwards after digging but when any up keys (up arrow, W key or Spacebar) are pressed it should drop back to zero gravity so the player can use the jetpack to go back up to the “home” cobble tiles. This took so long to make it usable and I’m quite happy with it. Just have to make the actual jetpack item now."}, {"post_id": 58133, "ts": "2026-08-30T14:20:32Z", "hours": 1.7342, "text": "Still working on the sky, mainly the bottom terrain now. And also adjusting alot of tiles in unity. I also made the camera boundary (the place where the camera stops following the player) a bit smaller because I don’t think I wanna make that big of a game. This is supposed to be a fun game which you can come back to and have a mission to complete."}, {"post_id": 57892, "ts": "2026-08-30T06:48:28Z", "hours": 2.9675, "text": "New Sky in the game now!! Still trying to add more things to it so stay tuned for that. Also fixed a major bug in the upgrades digging script for the shovel as it would only dig up one block instead of four if it is upgraded because it only detected tiles to the right of it and if they were already dug up it would appear as though the upgrade didn’t work and only one block has been dug."}, {"post_id": 57094, "ts": "2026-08-29T05:55:44Z", "hours": 1.9014, "text": "The Shop is now in the game!!! and it is fully functional. Now when you mine a coal tile the newly added GameManager tracks it and updates your total coal count which then you can sell to get 10M per Coal and upgrade your shovel. First upgrade costs 50M and the upgrade button works aswell, first upgrade increases the dig size from 1x1 –> 2x2. Now the game is an actually playable game where your objective could be to get rid of a whole area and make it easier for your self by getting upgrades. But that is not the game I’m making, I’ll make it a bit more fun than that. Your Goal will be to dig to the bottom to find Secret Treasure…more on that later!!"}, {"post_id": 56589, "ts": "2026-08-28T12:25:34Z", "hours": 1.2194, "text": "Coal Mineral is now in the game. Made three different sprite styles of the coal so it doesn’t look repititive I know the placement of coal looks a bit cluttered right now. I’m still experimenting with them. I’m currently going to be working on the script to count how many coal ‘tiles’ have been dug up so you can sell em in the shop. Hope you like this!"}, {"post_id": 55532, "ts": "2026-08-27T13:22:04Z", "hours": 1.6694, "text": "The upgrade button for the Shovel works now!! It has 4 upgrades and the tile dig size increases on each upgrade. Also made the player flip alongside its animation if they dig a tile which is on their opposite side which is pretty cool to me. There is new grass on the intersection of the cobble floor and ground tiles. The game is pretty fun to play if you just like to dig dirt, I know that sounds weird but just getting a rid of an area and upgrading your shovel is pretty fun in itself."}, {"post_id": 55033, "ts": "2026-08-26T13:47:27Z", "hours": 2.6097, "text": "Added the Shovel item finally took way too long for this to finally come even though it’s a digging game. Now when the player is near the dirt/undergroundtiles a shovel item pops up in the hand of the player and when you click the tile you want to dig a nice little animation plays of the player digging the tile!! (Getting this animation to work was very stressful at one point it broke my movements script somehow, but all is well that ends well)"}, {"post_id": 54905, "ts": "2026-08-26T03:59:01Z", "hours": 2.2394, "text": "New Sky!! The sky has a Sun and plenty of clouds to make the game look and feel nice to play. Also worked in the Upgrades Menu a bit to make the buttons working, still working on that. Hopefully its not that hard."}, {"post_id": 54432, "ts": "2026-08-25T13:21:57Z", "hours": 1.5167, "text": "I think the Upgrades Menu is now aesthetically complete with all the essential items I want upgraded for the game and I like the colour combination and layout of it aswell. I’m quite happy with it now, but I’m always open to suggestions! Now time to finally make it functional."}, {"post_id": 53830, "ts": "2026-08-24T15:05:49Z", "hours": 0.8, "text": "Still upgrading the Upgrades Menu. Added a new Font, Spaces between how many times you can upgrade the item and a money “button” next to it to buy the upgrade. Still not functional as I haven’t opened VisualStudio Code yet, I’m not the best with code so I thought getting the visuals down first would be a good idea. Do you guys like it??"}, {"post_id": 53763, "ts": "2026-08-24T13:22:54Z", "hours": 0.8, "text": "New Upgrades Menu!!! I like this design way better, still need to add actual buttons and functionality into this but now I feel better about the game. Hopefully you all like it aswell!"}, {"post_id": 53685, "ts": "2026-08-24T11:14:34Z", "hours": 2.38, "text": "Working on the Upgrades menu at the moment. Also now when you move left the player actually changes direction which is cool and I adjusted the animations and speed of them a bit. I really want this game to feel good and look good as presentation and gameplay both matter alot. Currently I’m not really happy with the Upgrades Menu so, I’m gonna try make it way better."}, {"post_id": 53070, "ts": "2026-08-23T14:02:38Z", "hours": 1.8325, "text": "Learned animation for the first time in unity! And it takes a whole lot of time when you are making all the animation sprites yourself. Added the idle animation and movement animation as of now. I added the movement animation code to the PlayerMovements script so that it only appears when you are moving left or right."}, {"post_id": 52916, "ts": "2026-08-23T09:18:54Z", "hours": 0.9167, "text": "The player sprite is finally a normal player!! Now all the rigid body, collider and scripts are on this new player. Some minor adjustments were also made to the cobble floor. Now I have to make the game actually fun to play and the background look cool aswell. What would you like to see in this game? It is a digging game."}, {"post_id": 52851, "ts": "2026-08-23T06:42:13Z", "hours": 1.5167, "text": "Changed the tile set again because I wasn’t fond of em, if I want to make a good game I need to pay attention to every detail. Also changed the background, I’m gonna make it better soon! I want the game to have a summer vibe, that’s why I changed everything except the house. The house is cool :D"}, {"post_id": 52519, "ts": "2026-08-22T17:43:38Z", "hours": 1.8044, "text": "Made the player sprite finally, I still don’t like it that much but it is a start! I also tweaked the upgrades Canvas a bit. I’m a bit roadblocked for the scripts of the upgrades but I hope I can do that."}, {"post_id": 52265, "ts": "2026-08-22T11:26:13Z", "hours": 1.6456, "text": "Added an Upgrades Canavs UI with two options for now, Shovel and Jetpack upgrades, I’m yet to make the buttons for them. Also made a script so that this Canvas only pops up when you are in contact with the house. The house now serves a functional purpose!! made the shovel and jetpack pixel art myself and I think they look quite good."}, {"post_id": 52158, "ts": "2026-08-22T07:55:31Z", "hours": 1.9897, "text": "Added a whole jump feature in the game after a lot of iterations because I am still new to coding and C# but after everything worked, I decided to remove the whole feature because I want a jetpack which you can upgrade using coins by digging up minerals. So now when you press Spacebar it feels like you are using a very slow jetpack."}, {"post_id": 52091, "ts": "2026-08-22T05:04:11Z", "hours": 1.1686, "text": "Created a script for changing gravity between tiles as I want the player to move freely in the cobble area as it is the base area ‘home camp” If you will and whenever the player goes to dig a block of dirt the gravity changes so that the player falls in the hole they dug. I also messed around with the lighting setting and changes the background colour, It’s not the final colour yet. This session was more about game mechanics than art."}, {"post_id": 52055, "ts": "2026-08-22T03:05:19Z", "hours": 2.0786, "text": "I made a new house because I don’t think the old one fit the theme, I think this looks way cleaner, I also changed the colours of the cobblestone floor to match the ew house’s stone colour. This session was very aesthetic based and I think that is gonna be the theme for the starting few devlogs. The dirt and grass look weird to me now, do you guys think it’s weird too?"}, {"post_id": 51744, "ts": "2026-08-21T15:59:51Z", "hours": 3.1611, "text": "Made the Ground tiles, with alot of iteration because the pixels looked too small in unity. I made separate tilemaps for each layer and added the ground layer to the digging script of the player which is still a basic capsule (Will work on making it a sprite soon). I have to now make ores and make them a separate special tile map which when dug up are counted so they can be used to be sold in the shop that I will make."}, {"post_id": 51077, "ts": "2026-08-20T15:43:04Z", "hours": 2.1114, "text": "In this session I started making the core game concept in unity and used the tile system for the first time as this is my first ever 2D game!! I added the most important C# scripts in the game, the movement script and the tile remover script as this is a digging game. Next up, I’m gonna focus a bit on aesthetics and then back to coding."}, {"post_id": 50353, "ts": "2026-08-19T15:08:37Z", "hours": 1.2167, "text": "New Game Alert 🚨!! This new game Is inspired from the 3D game “A game about digging a hole” but I’m making it 2D with all my own sprites and scripts and I started with the Hut/House where you go upgrade your digging tool, e.t.c. Keep in mind this is my very first time creating a Sprite, Hope you guys like it!"}]...
|
Title: THE LAST DIG by @MuhammadAayanMirza | Stard Title: THE LAST DIG by @MuhammadAayanMirza | Stardance
Devlogs:
New Game Alert 🚨!! This new game Is inspired from the 3D game “A game about digging a hole” but I’m making it 2D with all my own sprites and scripts and I started with the Hut/House where you go upgrade your digging tool, e.t.c. Keep in mind this is my very first time creating a Sprite, Hope you guys like it!
In this session I started making the core game concept in unity and used the tile system for the first time as this is my first ever 2D game!! I added the most important C# scripts in the game, the movement script and the tile remover script as this is a digging game. Next up, I’m gonna focus a bit on aesthetics and then back to coding.
Made the Ground tiles, with alot of iteration because the pixels looked too small in unity. I made separate tilemaps for each layer and added the ground layer to the digging script of the player which is still a basic capsule (Will work on making it a sprite soon). I have to now make ores and make them a separate special tile map which when dug up are counted so they can be used to be sold in the shop that I will make.
I made a new house because I don’t think the old one fit the theme, I think this looks way cleaner, I also changed the colours of the cobblestone floor to match the ew house’s stone colour. This session was very aesthetic based and I think that is gonna be the theme for the starting few devlogs. The dirt and grass look weird to me now, do you guys think it’s weird too?
Created a script for changing gravity between tiles as I want the player to move freely in the cobble area as it is the base area ‘home camp” If you will and whenever the player goes to dig a block of dirt the gravity changes so that the player falls in the hole they dug. I also messed around with the lighting setting and changes the background colour, It’s not the final colour yet. This session was more about game mechanics than art.
Added a whole jump feature in the game after a lot of iterations because I am still new to coding and C# but after everything worked, I decided to remove the whole feature because I want a jetpack which you can upgrade using coins by digging up minerals. So now when you press Spacebar it feels like you are using a very slow jetpack.
Added an Upgrades Canavs UI with two options for now, Shovel and Jetpack upgrades, I’m yet to make the buttons for them. Also made a script so that this Canvas only pops up when you are in contact with the house. The house now serves a functional purpose!! made the shovel and jetpack pixel art myself and I think they look quite good.
Made the player sprite finally, I still don’t like it that much but it is a start! I also tweaked the upgrades Canvas a bit. I’m a bit roadblocked for the scripts of the upgrades but I hope I can do that.
Changed the tile set again because I wasn’t fond of em, if I want to make a good game I need to pay attention to every detail. Also changed the background, I’m gonna make it better soon! I want the game to have a summer vibe, that’s why I changed everything except the house. The house is cool :D
The player sprite is finally a normal player!! Now all the rigid body, collider and scripts are on this new player. Some minor adjustments were also made to the cobble floor. Now I have to make the game actually fun to play and the background look cool aswell. What would you like to see in this game? It is a digging game.
Learned animation for the first time in unity! And it takes a whole lot of time when you are making all the animation sprites yourself. Added the idle animation and movement animation as of now. I added the movement animation code to the PlayerMovements script so that it only appears when you are moving left or right.
Working on the Upgrades menu at the moment. Also now when you move left the player actually changes direction which is cool and I adjusted the animations and speed of them a bit. I really want this game to feel good and look good as presentation and gameplay both matter alot. Currently I’m not really happy with the Upgrades Menu so, I’m gonna try make it way better.
New Upgrades Menu!!! I like this design way better, still need to add actual buttons and functionality into this but now I feel better about the game. Hopefully you all like it aswell!
Still upgrading the Upgrades Menu. Added a new Font, Spaces between how many times you can upgrade the item and a money “button” next to it to buy the upgrade. Still not functional as I haven’t opened VisualStudio Code yet, I’m not the best with code so I thought getting the visuals down first would be a good idea. Do you guys like it??
I think the Upgrades Menu is now aesthetically complete with all the essential items I want upgraded for the game and I like the colour combination and layout of it aswell. I’m quite happy with it now, but I’m always open to suggestions! Now time to finally make it functional.
New Sky!! The sky has a Sun and plenty of clouds to make the game look and feel nice to play. Also worked in the Upgrades Menu a bit to make the buttons working, still working on that. Hopefully its not that hard.
Added the Shovel item finally took way too long for this to finally come even though it’s a digging game. Now when the player is near the dirt/undergroundtiles a shovel item pops up in the hand of the player and when you click the tile you want to dig a nice little animation plays of the player digging the tile!! (Getting this animation to work was very stressful at one point it broke my movements script somehow, but all is well that ends well)
The upgrade button for the Shovel works now!! It has 4 upgrades and the tile dig size increases on each upgrade. Also made the player flip alongside its animation if they dig a tile which is on their opposite side which is pretty cool to me. There is new grass on the intersection of the cobble floor and ground tiles. The game is pretty fun to play if you just like to dig dirt, I know that sounds weird but just getting a rid of an area and upgrading your shovel is pretty fun in itself.
Coal Mineral is now in the game. Made three different sprite styles of the coal so it doesn’t look repititive I know the placement of coal looks a bit cluttered right now. I’m still experimenting with them. I’m currently going to be working on the script to count how many coal ‘tiles’ have been dug up so you can sell em in the shop. Hope you like this!
The Shop is now in the game!!! and it is fully functional. Now when you mine a coal tile the newly added GameManager tracks it and updates your total coal count which then you can sell to get 10M per Coal and upgrade your shovel. First upgrade costs 50M and the upgrade button works aswell, first upgrade increases the dig size from 1x1 –> 2x2. Now the game is an actually playable game where your objective could be to get rid of a whole area and make it easier for your self by getting upgrades. But that is not the game I’m making, I’ll make it a bit more fun than that. Your Goal will be to dig to the bottom to find Secret Treasure…more on that later!!
New Sky in the game now!! Still trying to add more things to it so stay tuned for that. Also fixed a major bug in the upgrades digging script for the shovel as it would only dig up one block instead of four if it is upgraded because it only detected tiles to the right of it and if they were already dug up it would appear as though the upgrade didn’t work and only one block has been dug.
Still working on the sky, mainly the bottom terrain now. And also adjusting alot of tiles in unity. I also made the camera boundary (the place where the camera stops following the player) a bit smaller because I don’t think I wanna make that big of a game. This is supposed to be a fun game which you can come back to and have a mission to complete.
There is an upgradable jetpack feature in the game now!! Which was an extremely hard job to pull off because the initial version of it had a million bugs. Because I want there to be zero gravity on the cobble tiles so it is like the base platform and the jetpack doesn’t work there and when the player gets near the ground/dirt tiles gravity should apply so the player falls downwards after digging but when any up keys (up arrow, W key or Spacebar) are pressed it should drop back to zero gravity so the player can use the jetpack to go back up to the “home” cobble tiles. This took so long to make it usable and I’m quite happy with it. Just have to make the actual jetpack item now.
The jetpack function now has an animation whenever you are using it. Fully upgradable through the shop. Though it doesn’t have separate animations for the jetpack yet. I am trying to leave the less important artwork towards the end of the project now so then I’ll only work on aesthetic like background and polishing sprites for in game animation.
There is a battery feature now in the game and when you are using the jetpack for too long your battery runs out and you “die” which means you lose all the minerals that were in your inventory but your coins balance remains the same. The Battery is also upgradable in the shop with your coins. A battery ui bar will come soon…
The Battery feature now has a UI display to visualise how much battery you have left. It is present at the bottom left of the game screen and it is upgradable in the shop as well just like before. Very Fun!! No I think I’ll work on the inventory feature to set a limit to it and then make that upgradable aswell!!
Alot has happened since the last devlog… The upgrades screen now tells you what happens when you upgrade an item to its next form. This took alot of time to figure out the code for but in the end it worked out! :D The Battery drainage icon has been slightly updated and now when you upgrade the battery feature the battery refills to full battery and the inventory now has a “full inventory” pop up screen whenever you mine a mineral and your inventory is already full so it doesn’t count that mineral so it is basically destroyed. Worked on art aswell for the background which I’m still not happy about but at least the upgrades section is complete for the first ship!!
Created a Battery Refill button so that you can refill your battery bar when you are running low on it. It is “15M” right now which Is half the price of the first upgrade so you have to contemplate if you wanna dig more for the upgrade or just keep refilling the battery. Also working on a new mineral for the game, the iron tile.
Added the Iron tile!!! I know it doesn’t look the best but I think you can cut me some slack as this is still my first 2D Game. the iron tile is worth “15M” coins so you can use it to refill your battery or save up more to consume the coins in the upgrades section. The sell button sells all the minerals (coal and iron) together. Now you can upgrade everything quicker!! yayayayay. What should I add next? Secret dungeon fight under the Iron ores? Sound fx? more Ores? Better Sky? Interactive starting tutorial? Starting Lore Animation?
Working on the background art of the game, added some trees which took ages to make them look good. I hope they are unto the standard of the game theme.
Alot of stuff happened in this session; I went back and forth on the background alot and settled on this new background with some trees and bushes with no secondary sky colour behind it, I play tested the game to see that all the code is running smoothly, made some bullet points for what I want to add before the first ship and now I’m currently working on an Interactive starting tutorial for the game.
In this session I completed making the interactive tutorial for the starting of the game. It tells you how to move, dig up dirt, collect coal, and use the shop to sell minerals and buy upgrades. Also created the Title Screen for the game.
We are so back!! The Title Screen went through some changes but it is this newish display now. Major thing this session is that I added sound effects!! I had never added sound effects to a game before so this was a huge learning curve especially with linking the sound to the animation and stuff. Also finding a sound you like is very time consuming. I think I’m very close to shipping the firs version of the game. I don’t think I’ll be able to complete this game for Stardance because I have the SAT exam soon so yeah… I hope you guys will still like the completist version of this.
Completed adding all the sound effects and running them through code. Also made changes to the colour and positioning of the tutorial text. Now when you dig a tile the background colour is no longer the sky colour it is a solid dark grey so you can distinguish between the dug up area and undug area easily. Also added a story scene so you know what the goal is in the game. The First Version of the game is complete now. I just need to create a readme file and Build the game so that it can uploaded online! See you soon :)
Added the Readme.md file in the game’s repository and did some final changes including an hour long hunt on why the sounds weren’t working in the itch.io page when publishing the game, that is fixed now. The game is ready to be shipped!! (This is the first version of course)
Ships:
This Is the first ever 2D Game I made, a digging game where the player’s objective is to dig to the bottom of the world. There is an inbuilt starting Tutorial in the game which explains the basics of it. There is a battery feature for the jetpack which helps you to come up to the base which is the cobble floor, if the battery is completely depleted you die and all the minerals in your inventory get destroyed. Currently the game only goes till the iron mineral layer and after that it is empty so that I can expand on it in the next ship of this game. (This is only the first version and it is not fully complete yet) Have fun playing it!!...
|
1793346706.4176881
|
1793433106.4176881
|
|
59487
|
CS50 by @Stylt | Stardance
|
Stylt
|
0
|
10.97
|
0
|
[]
|
[{"post_id": 71153, "ts": "202 [{"post_id": 71153, "ts": "2026-09-20T11:09:21Z", "hours": 2.1664, "text": "Learned about pointers & watched all week 4 shorts"}, {"post_id": 70579, "ts": "2026-09-19T11:57:59Z", "hours": 1.2, "text": "Watched section 4"}, {"post_id": 70228, "ts": "2026-09-18T19:06:45Z", "hours": 1.9833, "text": "Completed week 4 lecture"}, {"post_id": 69765, "ts": "2026-09-17T19:04:04Z", "hours": 0.5333, "text": "Watched week 4 lecture"}, {"post_id": 67611, "ts": "2026-09-13T19:09:41Z", "hours": 2.6053, "text": "Finished runoff"}, {"post_id": 64883, "ts": "2026-09-09T16:16:37Z", "hours": 1.7306, "text": "Watched section 3"}, {"post_id": 63732, "ts": "2026-09-07T17:50:43Z", "hours": 0.7475, "text": "Devlog #1 -starting software"}]...
|
Title: CS50 by @Stylt | Stardance
Devlogs:
Devlog Title: CS50 by @Stylt | Stardance
Devlogs:
Devlog #1 -starting software
Watched section 3
Finished runoff
Watched week 4 lecture
Completed week 4 lecture
Watched section 4
Learned about pointers & watched all week 4 shorts...
|
1792799611.8422067
|
1793404411.8422067
|
|
63835
|
my APOD site by @jovanovicv529 | Stardance
|
jovanovicv529
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T12:16:18Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "what i made a site that shows nasa’s astronomy picture of the day with the title, the image (or video) and the explanation. i made it in react + typescript with vite and put it on github pages. what was hard not much honestly, it’s a pretty simple project and i’ve made a lot of basically the same thing in react before, so it went fast and was easy. the most annoying part was getting the api key to work on the deployed site, since the .env isn’t on github.", "repo": "https://github.com/PaiMei1/APOD", "demo": "https://paimei1.github.io/APOD/"}]...
|
[{"post_id": 71165, "ts": "202 [{"post_id": 71165, "ts": "2026-09-20T11:52:58Z", "hours": 0.2658, "text": "Devlog: NASA APOD site got most of my APOD site done! it shows NASA’s picture of the day with the title and explanation, and it updates every day. live here: https://paimei1.github.io/APOD/ and the code is at https://github.com/PaiMei1/APOD the guide uses vanilla JS but I did it in React + TypeScript with Vite since that’s what I know best. it handles loading, errors, and image vs video. for the styling I made zigzag strips on both sides with clip-path: polygon() and used Orbitron + Black Ops One for the fonts."}]...
|
Title: my APOD site by @jovanovicv529 | Stardance
Title: my APOD site by @jovanovicv529 | Stardance
Devlogs:
Devlog: NASA APOD site got most of my APOD site done! it shows NASA’s picture of the day with the title and explanation, and it updates every day. live here: https://paimei1.github.io/APOD/ and the code is at https://github.com/PaiMei1/APOD the guide uses vanilla JS but I did it in React + TypeScript with Vite since that’s what I know best. it handles loading, errors, and image vs video. for the styling I made zigzag strips on both sides with clip-path: polygon() and used Orbitron + Black Ops One for the fonts.
Ships:
what i made a site that shows nasa’s astronomy picture of the day with the title, the image (or video) and the explanation. i made it in react + typescript with vite and put it on github pages. what was hard not much honestly, it’s a pretty simple project and i’ve made a lot of basically the same thing in react before, so it went fast and was easy. the most annoying part was getting the api key to work on the deployed site, since the .env isn’t on github....
|
1793213426.9956026
|
1793299826.9956026
|
|
63498
|
PORTFOLIO by @singhshiv3108 | Stardance
|
singhshiv3108
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T12:05:46Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I MADE THIS SITE FOR SHOWCASING MY PROJECTS AND TO WORK AS MY PORTFOLIO, NOTHING MUCH WAS CHALLENGING I OCASSIONALLY MAKE SITE EXCEPT FIGURING OUT WHAT TO DO AND ALSO PUSHING README REMOTELY . LANGUAGES USED HTML AMD CSS. MY SITE HAS SEVERAL SECTION , IMG, DIV, LINK ,FOOTER , NAV BAR , FAVICON. IT ALSO HAS A SLEEPING CAT AND A FUN EASTER EGG.", "repo": "https://github.com/ShivSingh3108/PORTFOLIOO", "demo": "https://shivsingh3108.github.io/PORTFOLIOO/"}]...
|
[{"post_id": 71166, "ts": "202 [{"post_id": 71166, "ts": "2026-09-20T11:55:42Z", "hours": 0.7258, "text": "Added a Favicon , Google font, Readme and did some debugging(I had problem pushing readme later realized utf16 was causing the problem , i usually put readme manually in github but this time i though of adding it through commands along with other files.)"}, {"post_id": 71109, "ts": "2026-09-20T09:47:08Z", "hours": 0.9753, "text": "Devlog 3: Completed page 2(Project) and added a fun easter egg . Each project has its demo and repo added to the site."}, {"post_id": 70758, "ts": "2026-09-19T18:24:34Z", "hours": 1.4147, "text": "Devlog 2: added a new updated interface ,navigation bar, footer and a sleeping cat. Made a separate page for projects ( under construction) and some presentation improvement."}, {"post_id": 70186, "ts": "2026-09-18T17:17:21Z", "hours": 1.8242, "text": "Devlog 1: I am working on personal website. It tells about me , my projects and etc. Uses html and css. In nxt Devlog i might add few more pages."}]...
|
Title: PORTFOLIO by @singhshiv3108 | Stardance
De Title: PORTFOLIO by @singhshiv3108 | Stardance
Devlogs:
Devlog 1: I am working on personal website. It tells about me , my projects and etc. Uses html and css. In nxt Devlog i might add few more pages.
Devlog 2: added a new updated interface ,navigation bar, footer and a sleeping cat. Made a separate page for projects ( under construction) and some presentation improvement.
Devlog 3: Completed page 2(Project) and added a fun easter egg . Each project has its demo and repo added to the site.
Added a Favicon , Google font, Readme and did some debugging(I had problem pushing readme later realized utf16 was causing the problem , i usually put readme manually in github but this time i though of adding it through commands along with other files.)
Ships:
I MADE THIS SITE FOR SHOWCASING MY PROJECTS AND TO WORK AS MY PORTFOLIO, NOTHING MUCH WAS CHALLENGING I OCASSIONALLY MAKE SITE EXCEPT FIGURING OUT WHAT TO DO AND ALSO PUSHING README REMOTELY . LANGUAGES USED HTML AMD CSS. MY SITE HAS SEVERAL SECTION , IMG, DIV, LINK ,FOOTER , NAV BAR , FAVICON. IT ALSO HAS A SLEEPING CAT AND A FUN EASTER EGG....
|
1793213310.145807
|
1793299710.145807
|
|
9383
|
Micros by @damiii | Stardance
|
damiii
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T01:18:49Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Micros is a nix-based linux distro aiming to solve many of the problems which come with nixos for use in virtual machines and embedded machines: Size: Micros’s base image can shrink down to under 200MB, compared to the minimum of ~1GB for nixos, making it far more scalable Simplicity: Micros is structured around an image-based architecture made to strip down the system to only what is needed to boot and run services, resource usage during idle and giving more resources for the actual services being hosted Modularity: NixOS is built around systemd and cannot be built with any other init system. Micros is built to be init-agnostic from the start and can be used with either glibc or musl, allowing users to build their system exactly how they wish. While I was not able to finish the project, I have added documentation, improved the usability of the project, fixed many bugs, and brought the project to a state where it can be reliably deployed and used. It is also featured as an example of how embedded and image-based distros can be built using nix in a community member’s bachelor’s thesis, showing the impact the project has made and its potential as a real production distro.", "repo": "https://github.com/snugnug/micros", "demo": "https://github.com/DamitusThyYeetus123/micros-template-repo/tree/main"}]...
|
[{"post_id": 71167, "ts": "202 [{"post_id": 71167, "ts": "2026-09-20T11:56:07Z", "hours": 1.8839, "text": "Template repo for easy building and testing! One of the biggest issues with micros has always been the long and somewhat complex build toolchain which needed to be installed to start building images. I’ve finally decided the best solution, which is to create a template github repo which includes all the tools and build steps in one github action. This finally also gives me a demo URL to use for the project, which includes a way to configure and build images entirely in the browser, allowing testing using any VM tool which supports x86_64."}, {"post_id": 29209, "ts": "2026-07-15T23:04:15Z", "hours": 7.9925, "text": "Devlog 6 - Web configuration tool Begun work on a web configuration tool for micros, written in rust using leptos. Currently, the backend work for converting from rust structs into nix config is mostly finished, however the UI needs a lot of work. This devlog also includes miscellaneous fixes to micros, and the ability to add groups separate from users."}, {"post_id": 7321, "ts": "2026-06-12T06:17:47Z", "hours": 1.3542, "text": "Devlog 5 - Documentation part 2: Getting started guide Added a getting started guide alongside a template configuration to start using Micros. The getting started guide goes over all options in the default template configuration, their purpose, and how to modify them for your own use cases. This guide can be seen at https://micros.snugnug.org/getting-started.html . Image: A screenshot of the getting started guide."}, {"post_id": 7160, "ts": "2026-06-11T23:15:57Z", "hours": 1.6517, "text": "Devlog 4 - Documentation Part 1 Added the basic structure for documentation, including auto-generated documentation for nix options. I used NDG to generate documentation, which automatically pulls from nix modules to create auto-generated documentation, and can be extended with markdown files for extra documentation. I also setup github actions to build and host the documentation with github pages, which is hosted at https://micros.snugnug.org . I’ve also added files and folders for user documentation, developer documentation, and a getting started guide. The next devlog will focus of filling out these documents with useful information. Image: The options page of the documentation."}, {"post_id": 5544, "ts": "2026-06-09T11:10:11Z", "hours": 3.7772, "text": "Devlog 3 - Logging and Logins Added (or fixed) another 2 very important parts of a distro, the ability to save and read logs, and the ability to securely log into your system. The former was done using sysklogd , a syslog daemon, paired with a logger binary which forwards stdout to syslog. This proved to be quite difficult, mainly due to none of the syslog daemons I tested wanting to create or properly use the /dev/log file. In my struggles, I ended up patching some other hanging issues with module loading. PAM took several hours of my life in the past few days, with cryptic or no errors reported and the internet being mostly useless on the vague “Authentication failed” error I was hitting. Turns out, I was missing the SUID bit on one of the executables. That took me way too long to find, so I decided to not reinvent the wheel and take the security wrapper code from NixOS (which is probably the safer option, I’m sure there are way less security risks there than there are if I did it myself). Image: successful logging ( cat /var/log/syslog ) and logging in with a non-root user. I can already see the tech debt from this codebase growing, I really need to clean it up, but that’ll be for my next devlog, along with (hopefully) some more inits supported."}, {"post_id": 4037, "ts": "2026-06-07T06:49:41Z", "hours": 2.6269, "text": "Devlog 2 - DAGs and dependency management Added arguably the most important part of any service manager, dependencies. Now, when a service depends on another service, it ensures that service is running before continuing. To do this (even though runit does not natively support dependencies), I used DAGs (directed acyclic graphs) to create a dependency tree which errors if there are loops or cycles. This allows the ordering of startup services, which are started in order by the service manager. As a bonus, I factored out some hardcoded services which handle networking and time syncing, so they can be used with any init system. This proved to be harder than anticipated, mostly due to how poorly the original service manager code was written, and most of it had to be refactored, but services are now working flawlessly. Image: an example dependency tree for a lightweight system. Arrows point in order of startup, and the service manager is started on boot."}, {"post_id": 3379, "ts": "2026-06-06T08:41:28Z", "hours": 0.9308, "text": "Devlog 1 - Fixing error checking In the attempts to expand the services backend and reduce hardcoding, I discovered a slight issue. Error checking was in fact not checking anything. After reading through docs and NixOS source code for the better part of an hour, I missed one line. Alas, enabling error checking also made me discover 10 errors I somehow missed (and which the project worked without fixing? very confusing). Image: all of the errors that were not getting caught"}]...
|
Title: Micros by @damiii | Stardance
Devlogs:
Dev Title: Micros by @damiii | Stardance
Devlogs:
Devlog 1 - Fixing error checking In the attempts to expand the services backend and reduce hardcoding, I discovered a slight issue. Error checking was in fact not checking anything. After reading through docs and NixOS source code for the better part of an hour, I missed one line. Alas, enabling error checking also made me discover 10 errors I somehow missed (and which the project worked without fixing? very confusing). Image: all of the errors that were not getting caught
Devlog 2 - DAGs and dependency management Added arguably the most important part of any service manager, dependencies. Now, when a service depends on another service, it ensures that service is running before continuing. To do this (even though runit does not natively support dependencies), I used DAGs (directed acyclic graphs) to create a dependency tree which errors if there are loops or cycles. This allows the ordering of startup services, which are started in order by the service manager. As a bonus, I factored out some hardcoded services which handle networking and time syncing, so they can be used with any init system. This proved to be harder than anticipated, mostly due to how poorly the original service manager code was written, and most of it had to be refactored, but services are now working flawlessly. Image: an example dependency tree for a lightweight system. Arrows point in order of startup, and the service manager is started on boot.
Devlog 3 - Logging and Logins Added (or fixed) another 2 very important parts of a distro, the ability to save and read logs, and the ability to securely log into your system. The former was done using sysklogd , a syslog daemon, paired with a logger binary which forwards stdout to syslog. This proved to be quite difficult, mainly due to none of the syslog daemons I tested wanting to create or properly use the /dev/log file. In my struggles, I ended up patching some other hanging issues with module loading. PAM took several hours of my life in the past few days, with cryptic or no errors reported and the internet being mostly useless on the vague “Authentication failed” error I was hitting. Turns out, I was missing the SUID bit on one of the executables. That took me way too long to find, so I decided to not reinvent the wheel and take the security wrapper code from NixOS (which is probably the safer option, I’m sure there are way less security risks there than there are if I did it myself). Image: successful logging ( cat /var/log/syslog ) and logging in with a non-root user. I can already see the tech debt from this codebase growing, I really need to clean it up, but that’ll be for my next devlog, along with (hopefully) some more inits supported.
Devlog 4 - Documentation Part 1 Added the basic structure for documentation, including auto-generated documentation for nix options. I used NDG to generate documentation, which automatically pulls from nix modules to create auto-generated documentation, and can be extended with markdown files for extra documentation. I also setup github actions to build and host the documentation with github pages, which is hosted at https://micros.snugnug.org . I’ve also added files and folders for user documentation, developer documentation, and a getting started guide. The next devlog will focus of filling out these documents with useful information. Image: The options page of the documentation.
Devlog 5 - Documentation part 2: Getting started guide Added a getting started guide alongside a template configuration to start using Micros. The getting started guide goes over all options in the default template configuration, their purpose, and how to modify them for your own use cases. This guide can be seen at https://micros.snugnug.org/getting-started.html . Image: A screenshot of the getting started guide.
Devlog 6 - Web configuration tool Begun work on a web configuration tool for micros, written in rust using leptos. Currently, the backend work for converting from rust structs into nix config is mostly finished, however the UI needs a lot of work. This devlog also includes miscellaneous fixes to micros, and the ability to add groups separate from users.
Template repo for easy building and testing! One of the biggest issues with micros has always been the long and somewhat complex build toolchain which needed to be installed to start building images. I’ve finally decided the best solution, which is to create a template github repo which includes all the tools and build steps in one github action. This finally also gives me a demo URL to use for the project, which includes a way to configure and build images entirely in the browser, allowing testing using any VM tool which supports x86_64.
Ships:
Micros is a nix-based linux distro aiming to solve many of the problems which come with nixos for use in virtual machines and embedded machines: Size: Micros’s base image can shrink down to under 200MB, compared to the minimum of ~1GB for nixos, making it far more scalable Simplicity: Micros is structured around an image-based architecture made to strip down the system to only what is needed to boot and run services, resource usage during idle and giving more resources for the actual services being hosted Modularity: NixOS is built around systemd and cannot be built with any other init system. Micros is built to be init-agnostic from the start and can be used with either glibc or musl, allowing users to build their system exactly how they wish. While I was not able to finish the project, I have added documentation, improved the usability of the project, fixed many bugs, and brought the project to a state where it can be reliably deployed and used. It is also featured as an example of how embedded and image-based distros can be built using nix in a community member’s bachelor’s thesis, showing the impact the project has made and its potential as a real production distro....
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personal website' by @Khalid_Altobi | Stardanc personal website' by @Khalid_Altobi | Stardance...
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Khalid_Altobi
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T12:34:06Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own website witch I’m proud of making i had some challenges with JS but got past them i learned how to use ai to help you design a project and help me code it especially in JS", "repo": "https://github.com/khalid367/personal-website", "demo": "https://khalid367.github.io/personal-website/"}]...
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[{"post_id": 71176, "ts": "202 [{"post_id": 71176, "ts": "2026-09-20T12:06:26Z", "hours": 0.3858, "text": "September 19, 2026Today I started working on my personal website. I wanted a simple place where people could learn a little about me, see my talents, and find my contact information. I first created the main HTML structure. I added a navigation bar and three sections: About, Talents, and Contact. After that, I used CSS to add colors, spacing, borders, and a responsive layout. My first design looked too complicated and flashy, so I simplified it. I removed unnecessary effects, used normal fonts, and made the layout easier to understand. I chose navy, blue, yellow, and white as the main colors. I originally had a Projects section, but I changed it to a Talents section because I do not have many completed projects yet. I added web development, creative thinking, and problem solving as talents I am currently improving.I also added my real information:My nameMy email addressMy GitHub profileOne challenge was making the navigation work properly on mobile devices. I used a small amount of JavaScript to open and close the menu. JavaScript also automatically displays the current year in the footer. This project helped me understand HTML sections, CSS Grid, responsive design, media queries, and basic JavaScript. I also learned that a website does not need lots of effects to look good. Simple colors, clear text, and good spacing can make a big difference.AI helped by checking the code and design. I reviewed the website and requested changes to make it simpler and more personal. In the future, I would like to add real projects, a profile picture, and possibly a dark mode."}]...
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Title: personal website' by @Khalid_Altobi | S Title: personal website' by @Khalid_Altobi | Stardance
Devlogs:
September 19, 2026Today I started working on my personal website. I wanted a simple place where people could learn a little about me, see my talents, and find my contact information. I first created the main HTML structure. I added a navigation bar and three sections: About, Talents, and Contact. After that, I used CSS to add colors, spacing, borders, and a responsive layout. My first design looked too complicated and flashy, so I simplified it. I removed unnecessary effects, used normal fonts, and made the layout easier to understand. I chose navy, blue, yellow, and white as the main colors. I originally had a Projects section, but I changed it to a Talents section because I do not have many completed projects yet. I added web development, creative thinking, and problem solving as talents I am currently improving.I also added my real information:My nameMy email addressMy GitHub profileOne challenge was making the navigation work properly on mobile devices. I used a small amount of JavaScript to open and close the menu. JavaScript also automatically displays the current year in the footer. This project helped me understand HTML sections, CSS Grid, responsive design, media queries, and basic JavaScript. I also learned that a website does not need lots of effects to look good. Simple colors, clear text, and good spacing can make a big difference.AI helped by checking the code and design. I reviewed the website and requested changes to make it simpler and more personal. In the future, I would like to add real projects, a profile picture, and possibly a dark mode.
Ships:
I made my own website witch I’m proud of making i had some challenges with JS but got past them i learned how to use ai to help you design a project and help me code it especially in JS...
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1793213487.9594452
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1793299887.9594452
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64046
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Custom pcba padge by @olton | Stardance
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olton
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0
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1.45
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0
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[]
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[{"post_id": 71181, "ts": "202 [{"post_id": 71181, "ts": "2026-09-20T12:20:30Z", "hours": 1.4508, "text": "I started designing the pcba badge that I am building. I did some sketches on how the the end product should look like and started on planing which parts I would use. I ended up on using a small E-ink screen and buttons so that the badge can be used to play games and displaying images and small texts. For the brain I ended up with the RP2040."}]...
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Title: Custom pcba padge by @olton | Stardance
De Title: Custom pcba padge by @olton | Stardance
Devlogs:
I started designing the pcba badge that I am building. I did some sketches on how the the end product should look like and started on planing which parts I would use. I ended up on using a small E-ink screen and buttons so that the badge can be used to play games and displaying images and small texts. For the brain I ended up with the RP2040....
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1793058549.3557415
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1793663349.3557415
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50055
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pulse web by @akr0002 | Stardance
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akr0002
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2
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3.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T09:03:11Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a nasa pulse web that shows nasa picture of the day and updates", "repo": "https://github.com/picectrljinx/pulse-web", "demo": "https://picectrljinx.github.io/pulse-web/"}, {"ship_num": 2, "ts": "2026-09-02T13:36:50Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a pulse web that shows the most recent pictures of nasa picture of the day what i found challenging was getting the date and image to load up as it was only showing the link but soon i found out the problem long story short its finally fixed", "repo": "https://github.com/picectrljinx/pulse-web", "demo": "https://picectrljinx.github.io/pulse-web/"}]...
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[{"post_id": 71188, "ts": "202 [{"post_id": 71188, "ts": "2026-09-20T12:42:11Z", "hours": 0.4822, "text": "i have finished my pulse web a while ago and ordered the ras pi. i made this devlog to start a ras pi project where ill add screen a rechargable cell and ect.. to make it into a mini pc. i dont think ill have enough time to make this in stardance as it is ending soon hopefully this arrives quick and the parts so i can share this build :)"}, {"post_id": 60214, "ts": "2026-09-02T13:15:44Z", "hours": 0.9231, "text": "ive finally finished my pulse web yayy"}, {"post_id": 58900, "ts": "2026-08-31T13:51:16Z", "hours": 0.3408, "text": "i managed to get the pucture/vid running and the date but as i was continuing i tested it out and it shows this error i am currently working on to fix this cant seem to find the problem but hopefully will soon"}, {"post_id": 58873, "ts": "2026-08-31T13:27:12Z", "hours": 0.3697, "text": "so far my pulse web look like this i still have trouble with the image showing up hopefully i solve this problem"}, {"post_id": 58832, "ts": "2026-08-31T12:38:32Z", "hours": 0.9411, "text": "right now im fixing up my script.js for my nasa pulse web as i added the nasa pg of the latest picture but it only shows the link name and not the image. this isnt a big problem and will be fixed shortly"}, {"post_id": 49230, "ts": "2026-08-17T21:52:02Z", "hours": 0.3225, "text": "Today I started making my Pulse Web project. I made the HTML, CSS and JavaScript files and got the basic page working. I also started making the design for the website with a dark space theme. Next I want to add the NASA picture and make the website more interactive."}]...
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Title: pulse web by @akr0002 | Stardance
Devlogs: Title: pulse web by @akr0002 | Stardance
Devlogs:
Today I started making my Pulse Web project. I made the HTML, CSS and JavaScript files and got the basic page working. I also started making the design for the website with a dark space theme. Next I want to add the NASA picture and make the website more interactive.
right now im fixing up my script.js for my nasa pulse web as i added the nasa pg of the latest picture but it only shows the link name and not the image. this isnt a big problem and will be fixed shortly
so far my pulse web look like this i still have trouble with the image showing up hopefully i solve this problem
i managed to get the pucture/vid running and the date but as i was continuing i tested it out and it shows this error i am currently working on to fix this cant seem to find the problem but hopefully will soon
ive finally finished my pulse web yayy
i have finished my pulse web a while ago and ordered the ras pi. i made this devlog to start a ras pi project where ill add screen a rechargable cell and ect.. to make it into a mini pc. i dont think ill have enough time to make this in stardance as it is ending soon hopefully this arrives quick and the parts so i can share this build :)
Ships:
i made a pulse web that shows the most recent pictures of nasa picture of the day what i found challenging was getting the date and image to load up as it was only showing the link but soon i found out the problem long story short its finally fixed
i made a nasa pulse web that shows nasa picture of the day and updates...
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1793325202.9614403
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1793411602.9614403
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54773
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DMGTile by @Wirenux | Stardance
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Wirenux
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2
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31.0
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394
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T13:06:36Z", "hours": 16.0, "multiplier": 11.12, "payout": 183, "blessing": "neutral", "text": "DMGTile v2 - GPUI Rewrite This version is a full rewrite of the UI (and some other functionality) with GPUI (the framework that Zed use). I kept every feature from the v1, 128-tile projects, undo/redo, copy/paste/cut, .dmgtile save/load, .bin and .c export, all the drawing tools. And rebuilt the interface from scratch with a pixel-art aesthetic: pixelated corner on every panel, a pixel font, and cached GPU textures for thumbnails and previews. What I added in this version ? Toast notifications for save, export, and error feedback Native macOS menu bar with File / Edit / Help, plus a matching in-window bar on Windows and Linux Real app icon Optimized tile list that only renders visible tiles, so scrolling stays smooth I also added the toast notification (compared to V1) The app is now more macOS compliant, I was able to add the top bar with the classic : File, Edit, View, Help etc… I was also able to put a icon ! What can I do now ? Everything you need to know is in the README.md or in the GitHub Release This might sound like a little update but the rewrite took me around 17 hour so…… thank you for reading ❤️ (I even made a cute little icon :D )", "repo": "https://github.com/wirenux/DMGTile", "demo": "https://github.com/wirenux/DMGTile/releases/"}, {"ship_num": 2, "ts": "2026-09-03T17:16:52Z", "hours": 15.0, "multiplier": 13.92, "payout": 211, "blessing": "neutral", "text": "What is this ? DMGTile is a Gameboy Tile Editor/Designer build in Rust. Basically it’s a drawing program for Gameboy game. Why ( °ヮ° ) ? The idea for this project came from GBTD (Gameboy Tile Designer), who is Windows only and kinda old… So I recreated it from-scratch in Rust, so it can run on Linux, Windows & macOS without Wine (or equivalent). And all of this with the same features as GBTD. Core Features ( ദ്ദി ˙ᗜ˙ ) Editor Pixel Painting: Use the mouse to paint ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ Bucket Fill: A classic flood-fill tool Transform Tools: You can flip, rotate, move the active tile Live Previews: A little 4x4 grid to preview the active tile in a pattern (e.g: a background) Cached Texture Rendering: Tile textures are cached and only rebuilt when a tile is modified Project Management Multi-Tile Support: You can draw up to 128 tiles per project file (you can scroll the list on the right of the screen to change tile) Undo/Redo: Each action is store in a stack, so you are able to undo or redo an action ! Copy/Paste/Cut: Duplicate or move tile data between slots (in the same project) File Format: Each project is saved in .dmgtile (JSON), storing only the modified tiles while preseving the tiles ID Keyboard Shortcut: Full Cmd/Ctrl support for New Project, Open, Save, Undo, Redo, etc… Even the tools have there own shortcut Export .bin Export: Exports all the modified tiles into the Gameboy’s native 2bpp format .c Export: Exports all the modified tiles as a C array, with configurable array name (Can be used with GBDK) Selective export: Only the modified tiles are written out Okay… but how to test it ? There is multiple way to test DMGTile but the easiest is to go to the Github Release and download the program for your OS ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ Then you can launch it and start drawing ! You can also try the export part to a .bin or .c file (you can see the note.md file on github, it’s my personal note when I was building DMGTile) Thank you Just a little thank you ❤️ (Every things you need is probably in the README.md) (I even made a cute little icon :D )", "repo": "https://github.com/wirenux/DMGTile", "demo": "https://github.com/wirenux/DMGTile/releases/"}]...
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[{"post_id": 71193, "ts": "202 [{"post_id": 71193, "ts": "2026-09-20T12:52:44Z", "hours": 0.9414, "text": "This is the last devlogs for DMGTile. AKA the V2 Release . I modified the README for the GPUI version, made the github release and last minutes fix. Bye bye"}, {"post_id": 71136, "ts": "2026-09-20T10:40:25Z", "hours": 1.6833, "text": "After 1h40 of headache I FINNALY added a menu bar to Linux and Windows . At first I wanted to use gpui-components but there was way to much issue with it so I build my own bar (in the same style as the whole app) I even created a quick Dockerfile to test on my mac the linux build. I also added the export to .c and .bin"}, {"post_id": 71056, "ts": "2026-09-20T07:55:11Z", "hours": 2.5719, "text": "In those 2h30 I’ve done a lot of thing The most of it was optimization with the Tile List Rendering and Caching but I also rearrange all the code (before it’s was just a big main.rs file) And I added Save, Open & New Project and clean a little bit"}, {"post_id": 69769, "ts": "2026-09-17T19:13:56Z", "hours": 1.0592, "text": "This is a short update because I fix some little bug like : Alignment on the tile list (with the number) Not getting the little shortcut sign on macOS And I added: Toast notification style with error color or success color"}, {"post_id": 69206, "ts": "2026-09-16T16:23:50Z", "hours": 1.9942, "text": "In 2 hours I added 2 big thing The Copy/Paste/Cut integration The tool bar Icon for the toolbar The icon was pretty long to make (because i suck at drawing… ) And implementing the tool bar too. Here are some picture of the icon and the toolbar (I use Aseprite btw)"}, {"post_id": 68248, "ts": "2026-09-14T19:31:57Z", "hours": 0.4703, "text": "This is a very very little update I added the same tools as in the EGUI version : Shift (Left, Right, Down, Up) and Rotate (it wasn’t difficult at all)"}, {"post_id": 67439, "ts": "2026-09-13T15:29:02Z", "hours": 5.365, "text": "A Lot of thing happen in 5h20 I create a custom UI with Game Boy related color, custom button, border, font, etc… For now I have the drawing zone, the preview, the tiles list, the shade selector and tools To be more specific I added rounder pixelated shade selector, rounded pixelated border, Undo, Redo, Draw/bucket tools"}, {"post_id": 64110, "ts": "2026-09-08T09:40:33Z", "hours": 0.5522, "text": "Little update : I added the Shade selector and the palette selector, but also the Early GameBoy font ! And I think it look nice"}, {"post_id": 64095, "ts": "2026-09-08T08:51:15Z", "hours": 1.8236, "text": "I just discovered gpui it’s a UI library based on the GPU. It was created by the same team that make Zed (the code editor). And I found out that it very personalizable. So I am rewriting DMGTile in it . So far I have the basic grid and basic tools like the bucket, the pencil, eraser etc… The only problem is that I can’t track the right click drag. (I also got the native macOS toolbar)"}, {"post_id": 60922, "ts": "2026-09-03T16:08:44Z", "hours": 1.1617, "text": "This might be the last devlogs before Ship Nº1 After wayyyy to much time the macOS, Windows and Linux build are ready ! Apple GateKeeper and windows Defender don’t like my application 😭 they both flag as something weird / virus… I also realize that my Linux build wasn’t working so I fix it ! I released v1.0.0 ! I added those warning about Windows Defender and Apple GateKeeper ! I also added the --dev flag to get the dev menu and finished the README.md"}, {"post_id": 59459, "ts": "2026-09-01T10:08:27Z", "hours": 0.6517, "text": "I have been writing the README.md before the release !"}, {"post_id": 59102, "ts": "2026-08-31T18:41:06Z", "hours": 0.9964, "text": "I change a little bit the logo to add a background for the app icon. Now the app run on macOS, Windows & Linux with icon on each one ! The next step is to make the README & a little Manual ! (And of course publish & build the release version for Windows MacOS & Linux !)"}, {"post_id": 59026, "ts": "2026-08-31T16:41:18Z", "hours": 1.2864, "text": "After 40min in Aseprite I am finally happy with a logo (I am so so pround of my self 😤 ). I designed it all by my self . Also I added some “toast” for a better UX."}, {"post_id": 58250, "ts": "2026-08-30T16:45:43Z", "hours": 0.7447, "text": "This is a little update. In this devlogs I just created & tested my Makefile to cross built for Linux, Windows, MacOS from my Mac. And this work !"}, {"post_id": 58187, "ts": "2026-08-30T15:22:18Z", "hours": 2.755, "text": "Wow 2h45 This the devlogs with the most things I added Here is a list of everything I added: A Export window Now allow up to 128 tiles on a single file When you draw somethings in tile 1 and on tile 6 in the .dmgtile file there will save only those 2 with there ID. In the .c file is the same but without there ID so there will just be right after the other (same thing for .bin ) “New project” button, with it you can start a…. NEW PROJECT Keyboard shortcut text in the top menu Keyboard shortcut to use every tool and change shade easily Hover text on every tool (to show the keyboard shortcut) Multiple tile render Move tool bar to the top for better UI Copy, Cut, Paste tile Add more Ctrl+Z utility Big chunk of tile see if it’s look good on repeat Andddd, that it (this was damn hard). You can find every commit on my github."}, {"post_id": 57963, "ts": "2026-08-30T09:27:33Z", "hours": 1.225, "text": "A big feature here I added the export to .dmgtile file (it’s just a JSON but modified ). You can also open it ! I also added the Undo / Redo with CTRL+Z & CTRL+SHIFT+Z (or the same but with CMD on macOS) and also in the Edit menu But for me the biggest feature of this devlogs is the Export menu where you can choose the extension (.bin or .c) and if you choose .c you can modify the array name . I also added the drag when using the bucket 🪣"}, {"post_id": 57596, "ts": "2026-08-29T19:56:50Z", "hours": 1.8133, "text": "A lot of change . I added a top bar to with the option to export the tile in .bin & .c For the top bar I had the idea of using muda but it just a complete mess on macOS and over kill for what I wanted to do so i just use the eframe equivalent I also added icon to replace the old text."}, {"post_id": 56748, "ts": "2026-08-28T17:05:51Z", "hours": 1.0083, "text": "Wow exaclty one hour Now the tile can be exported ! Understanting the Gameboy way to read tile was so hard that I started to write my own docs 💀 . In this devlogs the important part is just to know that now every tile can be exported in a .bin (later I will do a .c/.h like GBTD)"}, {"post_id": 56673, "ts": "2026-08-28T15:07:20Z", "hours": 1.5358, "text": "I added a LOT of thing (i think… ) . I added all the basic tool for pixel art (for the gameboy). Here is a list : Canvas movement (move the pixel art in the canvas), Horizontal and Vertical flip, Rotate 90 clockwise, Pen & Bucket tool. I also added a new RGB palette to get the classic green one and the gray one (I also did fixed some little bug with the UI and the canvas)"}, {"post_id": 55549, "ts": "2026-08-27T14:00:53Z", "hours": 0.7142, "text": "Little update here . I added some new things . I added the color selector ! Also some shade indicator for the left and right mouse button, since in the color selector you can change the color for both. (They even got there own little outline )"}, {"post_id": 55524, "ts": "2026-08-27T13:03:21Z", "hours": 1.2633, "text": "1st devlogs . Right now I added the very basic feature, the grid with draw and erase. You can draw in dark grey with the left click and erase (paint in white) with the right click !"}]...
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Title: DMGTile by @Wirenux | Stardance
Devlogs:
1 Title: DMGTile by @Wirenux | Stardance
Devlogs:
1st devlogs . Right now I added the very basic feature, the grid with draw and erase. You can draw in dark grey with the left click and erase (paint in white) with the right click !
Little update here . I added some new things . I added the color selector ! Also some shade indicator for the left and right mouse button, since in the color selector you can change the color for both. (They even got there own little outline )
I added a LOT of thing (i think… ) . I added all the basic tool for pixel art (for the gameboy). Here is a list : Canvas movement (move the pixel art in the canvas), Horizontal and Vertical flip, Rotate 90 clockwise, Pen & Bucket tool. I also added a new RGB palette to get the classic green one and the gray one (I also did fixed some little bug with the UI and the canvas)
Wow exaclty one hour Now the tile can be exported ! Understanting the Gameboy way to read tile was so hard that I started to write my own docs 💀 . In this devlogs the important part is just to know that now every tile can be exported in a .bin (later I will do a .c/.h like GBTD)
A lot of change . I added a top bar to with the option to export the tile in .bin & .c For the top bar I had the idea of using muda but it just a complete mess on macOS and over kill for what I wanted to do so i just use the eframe equivalent I also added icon to replace the old text.
A big feature here I added the export to .dmgtile file (it’s just a JSON but modified ). You can also open it ! I also added the Undo / Redo with CTRL+Z & CTRL+SHIFT+Z (or the same but with CMD on macOS) and also in the Edit menu But for me the biggest feature of this devlogs is the Export menu where you can choose the extension (.bin or .c) and if you choose .c you can modify the array name . I also added the drag when using the bucket 🪣
Wow 2h45 This the devlogs with the most things I added Here is a list of everything I added: A Export window Now allow up to 128 tiles on a single file When you draw somethings in tile 1 and on tile 6 in the .dmgtile file there will save only those 2 with there ID. In the .c file is the same but without there ID so there will just be right after the other (same thing for .bin ) “New project” button, with it you can start a…. NEW PROJECT Keyboard shortcut text in the top menu Keyboard shortcut to use every tool and change shade easily Hover text on every tool (to show the keyboard shortcut) Multiple tile render Move tool bar to the top for better UI Copy, Cut, Paste tile Add more Ctrl+Z utility Big chunk of tile see if it’s look good on repeat Andddd, that it (this was damn hard). You can find every commit on my github.
This is a little update. In this devlogs I just created & tested my Makefile to cross built for Linux, Windows, MacOS from my Mac. And this work !
After 40min in Aseprite I am finally happy with a logo (I am so so pround of my self 😤 ). I designed it all by my self . Also I added some “toast” for a better UX.
I change a little bit the logo to add a background for the app icon. Now the app run on macOS, Windows & Linux with icon on each one ! The next step is to make the README & a little Manual ! (And of course publish & build the release version for Windows MacOS & Linux !)
I have been writing the README.md before the release !
This might be the last devlogs before Ship Nº1 After wayyyy to much time the macOS, Windows and Linux build are ready ! Apple GateKeeper and windows Defender don’t like my application 😭 they both flag as something weird / virus… I also realize that my Linux build wasn’t working so I fix it ! I released v1.0.0 ! I added those warning about Windows Defender and Apple GateKeeper ! I also added the --dev flag to get the dev menu and finished the README.md
I just discovered gpui it’s a UI library based on the GPU. It was created by the same team that make Zed (the code editor). And I found out that it very personalizable. So I am rewriting DMGTile in it . So far I have the basic grid and basic tools like the bucket, the pencil, eraser etc… The only problem is that I can’t track the right click drag. (I also got the native macOS toolbar)
Little update : I added the Shade selector and the palette selector, but also the Early GameBoy font ! And I think it look nice
A Lot of thing happen in 5h20 I create a custom UI with Game Boy related color, custom button, border, font, etc… For now I have the drawing zone, the preview, the tiles list, the shade selector and tools To be more specific I added rounder pixelated shade selector, rounded pixelated border, Undo, Redo, Draw/bucket tools
This is a very very little update I added the same tools as in the EGUI version : Shift (Left, Right, Down, Up) and Rotate (it wasn’t difficult at all)
In 2 hours I added 2 big thing The Copy/Paste/Cut integration The tool bar Icon for the toolbar The icon was pretty long to make (because i suck at drawing… ) And implementing the tool bar too. Here are some picture of the icon and the toolbar (I use Aseprite btw)
This is a short update because I fix some little bug like : Alignment on the tile list (with the number) Not getting the little shortcut sign on macOS And I added: Toast notification style with error color or success color
In those 2h30 I’ve done a lot of thing The most of it was optimization with the Tile List Rendering and Caching but I also rearrange all the code (before it’s was just a big main.rs file) And I added Save, Open & New Project and clean a little bit
After 1h40 of headache I FINNALY added a menu bar to Linux and Windows . At first I wanted to use gpui-components but there was way to much issue with it so I build my own bar (in the same style as the whole app) I even created a quick Dockerfile to test on my mac the linux build. I also added the export to .c and .bin
This is the last devlogs for DMGTile. AKA the V2 Release . I modified the README for the GPUI version, made the github release and last minutes fix. Bye bye
Ships:
What is this ? DMGTile is a Gameboy Tile Editor/Designer build in Rust. Basically it’s a drawing program for Gameboy game. Why ( °ヮ° ) ? The idea for this project came from GBTD (Gameboy Tile Designer), who is Windows only and kinda old… So I recreated it from-scratch in Rust, so it can run on Linux, Windows & macOS without Wine (or equivalent). And all of this with the same features as GBTD. Core Features ( ദ്ദി ˙ᗜ˙ ) Editor Pixel Painting: Use the mouse to paint ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ Bucket Fill: A classic flood-fill tool Transform Tools: You can flip, rotate, move the active tile Live Previews: A little 4x4 grid to preview the active tile in a pattern (e.g: a background) Cached Texture Rendering: Tile textures are cached and only rebuilt when a tile is modified Project Management Multi-Tile Support: You can draw up to 128 tiles per project file (you can scroll the list on the right of the screen to change tile) Undo/Redo: Each action is store in a stack, so you are able to undo or redo an action ! Copy/Paste/Cut: Duplicate or move tile data between slots (in the same project) File Format: Each project is saved in .dmgtile (JSON), storing only the modified tiles while preseving the tiles ID Keyboard Shortcut: Full Cmd/Ctrl support for New Project, Open, Save, Undo, Redo, etc… Even the tools have there own shortcut Export .bin Export: Exports all the modified tiles into the Gameboy’s native 2bpp format .c Export: Exports all the modified tiles as a C array, with configurable array name (Can be used with GBDK) Selective export: Only the modified tiles are written out Okay… but how to test it ? There is multiple way to test DMGTile but the easiest is to go to the Github Release and download the program for your OS ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ Then you can launch it and start drawing ! You can also try the export part to a .bin or .c file (you can see the note.md file on github, it’s my personal note when I was building DMGTile) Thank you Just a little thank you ❤️ (Every things you need is probably in the README.md) (I even made a cute little icon :D )
DMGTile v2 - GPUI Rewrite This version is a full rewrite of the UI (and some other functionality) with GPUI (the framework that Zed use). I kept every feature from the v1, 128-tile projects, undo/redo, copy/paste/cut, .dmgtile save/load, .bin and .c export, all the drawing tools. And rebuilt the interface from scratch with a pixel-art aesthetic: pixelated corner on every panel, a pixel font, and cached GPU textures for thumbnails and previews. What I added in this version ? Toast notifications for save, export, and error feedback Native macOS menu bar with File / Edit / Help, plus a matching in-window bar on Windows and Linux Real app icon Optimized tile list that only renders visible tiles, so scrolling stays smooth I also added the toast notification (compared to V1) The app is now more macOS compliant, I was able to add the top bar with the classic : File, Edit, View, Help etc… I was also able to put a icon ! What can I do now ? Everything you need to know is in the README.md or in the GitHub Release This might sound like a little update but the rewrite took me around 17 hour so…… thank you for reading ❤️ (I even made a cute little icon :D )...
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1793263864.6978064
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1793350264.6978064
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15573
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MineOS by @shaur1021 | Stardance
|
shaur1021
|
2
|
4.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T22:02:56Z", "hours": 1.0, "multiplier": 4.1, "payout": 3, "blessing": "neutral", "text": "Fixed my webOS. Images werent working", "repo": "https://github.com/shaur1021yt/MineOS", "demo": "https://shaur1021yt.github.io/MineOS/"}, {"ship_num": 2, "ts": "2026-06-11T19:32:27Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made MineOS, a minecraft operating system which works as a ad for my yt channel. The best part that I worked on, and was difficult and different from the guide is the Instagram to InstaCraft logo creation. Took me 30 mins to photoshop that. Must be an easier way but I like how it turned out", "repo": "https://github.com/shaur1021yt/MineOS", "demo": "https://shaur1021yt.github.io/MineOS/"}]...
|
[{"post_id": 7120, "ts": "2026 [{"post_id": 7120, "ts": "2026-06-11T22:02:21Z", "hours": 0.7433, "text": "Fixed the apps image working."}, {"post_id": 6602, "ts": "2026-06-11T02:29:32Z", "hours": 0.7094, "text": "Finished Part 4 Made instacraft, instagram, but minecraft. It doesnt rlly work like insta tho. is more of a notes app still. Also had to photoshop for liek 30 mins to ge the logo of instacraft"}, {"post_id": 6563, "ts": "2026-06-11T00:50:17Z", "hours": 0.9381, "text": "Finished part 3. Made code neater and also made the clsoe button a minecarft X. very fun"}, {"post_id": 6476, "ts": "2026-06-10T21:51:24Z", "hours": 0.6036, "text": "Did Part 2 I made the top bar of the OS with working time and the name of the OS. Haven’t customized it too much yet. Will do that in the next devlog. Oh yeah, I also added a nice minecraft background"}, {"post_id": 6446, "ts": "2026-06-10T20:50:58Z", "hours": 0.6944, "text": "Did the First tutorial + a bit More I followed the tutorial to see what they were talking about and what the point of the tutorial was. Then I went on my own direction after going through the whole tutorial to make this home screen. Idk what to do with it rn but if yall are reading this, maybe subscribe to my YT (Shaur1021)"}]...
|
Title: MineOS by @shaur1021 | Stardance
Devlogs:
Title: MineOS by @shaur1021 | Stardance
Devlogs:
Did the First tutorial + a bit More I followed the tutorial to see what they were talking about and what the point of the tutorial was. Then I went on my own direction after going through the whole tutorial to make this home screen. Idk what to do with it rn but if yall are reading this, maybe subscribe to my YT (Shaur1021)
Did Part 2 I made the top bar of the OS with working time and the name of the OS. Haven’t customized it too much yet. Will do that in the next devlog. Oh yeah, I also added a nice minecraft background
Finished part 3. Made code neater and also made the clsoe button a minecarft X. very fun
Finished Part 4 Made instacraft, instagram, but minecraft. It doesnt rlly work like insta tho. is more of a notes app still. Also had to photoshop for liek 30 mins to ge the logo of instacraft
Fixed the apps image working.
Ships:
I made MineOS, a minecraft operating system which works as a ad for my yt channel. The best part that I worked on, and was difficult and different from the guide is the Instagram to InstaCraft logo creation. Took me 30 mins to photoshop that. Must be an easier way but I like how it turned out
Fixed my webOS. Images werent working...
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1793274968.979826
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1793361368.979826
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26822
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The Delarion by @Amnatis | Stardance
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Amnatis
|
0
|
26.75
|
0
|
[]
|
[{"post_id": 71203, "ts": "202 [{"post_id": 71203, "ts": "2026-09-20T13:15:49Z", "hours": 5.7819, "text": "all done finally, well the pcb is ready and only thing left is to submit it for review, yipeeeee"}, {"post_id": 65439, "ts": "2026-09-10T16:00:01Z", "hours": 6.1236, "text": "Finally its finished, almost done everyhting prepped only the nozzel and extruder are left but will need to figure them on the fly ig, cause honestly i cant figure it how to mount"}, {"post_id": 43600, "ts": "2026-08-08T23:13:49Z", "hours": 6.1242, "text": "Entire plan changed well i was making an cartesisan system well there were some structural problems lagging, wrong tensions, just wasnt stable so i kept adding supports extra 2020 profiles and look what i got. a box shape which resembles much like coreXY, yes i know that still this can be made into a cartesian but talking to some freinds ove theese days made it clear not to invest in a cartesian system instead go with a belted core XY. now the biggest challenge is to figure out the belt mechanism like how it will move whether to run parallel or tangles really just messes my mind. well its roughly 4 in the am, Hopefully i dont get this belt mechanism nightmare while sleeping as its frustating"}, {"post_id": 30205, "ts": "2026-07-17T16:23:21Z", "hours": 2.2939, "text": "well spent bunch of time in finishing parts and researching regarding the pulley mechanism to moving the heatbed. But still i havnt figuired it out that which heat bed to use. there are plenty, many with proprietary connectors or requires custom elctronics(besides open source code for the controllers). Well i will make the base design add constraints and finilize the hotbed on the fly as i like. IF you have any idea which to use pls tell."}, {"post_id": 28988, "ts": "2026-07-15T16:52:07Z", "hours": 1.5833, "text": "Well the y axis gantry is almost complete. just a little tuning and it all should be good to go. it really took the time to just how to make this cause it will be handling all the load so it needed to be perfect hopefully it’s structurally stable and just doesnt collapse. and yeah i know that nema motor looks off from the mount. i just mounted the screws alittle off by 3-4 mm and yeah. in theory it should be perfect. hopefully"}, {"post_id": 28374, "ts": "2026-07-14T16:25:52Z", "hours": 1.4106, "text": "Just finished modelling a lead screw, lead screw atart and nema 17 motor mount along with the stepper position. i feel like its gonna be ass still to figure out stepper position. this is gonna be my tentative position."}, {"post_id": 27263, "ts": "2026-07-12T17:51:47Z", "hours": 0.6169, "text": "making a precision part at mm level precision is lowkey tough. especially when huggling throught theese datasheets. yes i left a tolerance of 2mm. it has to be 3d printed and its mine first stl so is it ok?"}, {"post_id": 26796, "ts": "2026-07-11T19:50:26Z", "hours": 0.8669, "text": "did some massive design changes. Though the changes may look minute but thoose are massive. the first pic is the new model and second is the old model. Well the old model had some structural flaws. mgn12 guids added masive weight, and the iron corners were too weak to handle the sag. so the frame woud be tipping like towards me. the new model solved that by changing the guides direction. added corner brackets which are much stronger. went for dual beams at the base to strenghten it. now i theory the front tipping sag shoud be eliminated. the main load bearing will now be done on the top canteleaver beam. now just need to designt the y axis holding brackets to hold it firmly. looks easy but is a tough job as i have to go through the entire mgn12 chineese documentation and also make the design applicable to lead screw which will drive theese motors"}, {"post_id": 23574, "ts": "2026-07-06T16:42:32Z", "hours": 1.2317, "text": "Why is ts tough, gotta say its my second cad session and theese are tough, hopefully i getr faster"}, {"post_id": 23002, "ts": "2026-07-05T18:18:46Z", "hours": 0.7169, "text": "1st time in CAD, took me longer than i thought. yeah progress is quite low but i had to research extensions plus beginner so hopefully next time its more productive"}]...
|
Title: The Delarion by @Amnatis | Stardance
Devlo Title: The Delarion by @Amnatis | Stardance
Devlogs:
1st time in CAD, took me longer than i thought. yeah progress is quite low but i had to research extensions plus beginner so hopefully next time its more productive
Why is ts tough, gotta say its my second cad session and theese are tough, hopefully i getr faster
did some massive design changes. Though the changes may look minute but thoose are massive. the first pic is the new model and second is the old model. Well the old model had some structural flaws. mgn12 guids added masive weight, and the iron corners were too weak to handle the sag. so the frame woud be tipping like towards me. the new model solved that by changing the guides direction. added corner brackets which are much stronger. went for dual beams at the base to strenghten it. now i theory the front tipping sag shoud be eliminated. the main load bearing will now be done on the top canteleaver beam. now just need to designt the y axis holding brackets to hold it firmly. looks easy but is a tough job as i have to go through the entire mgn12 chineese documentation and also make the design applicable to lead screw which will drive theese motors
making a precision part at mm level precision is lowkey tough. especially when huggling throught theese datasheets. yes i left a tolerance of 2mm. it has to be 3d printed and its mine first stl so is it ok?
Just finished modelling a lead screw, lead screw atart and nema 17 motor mount along with the stepper position. i feel like its gonna be ass still to figure out stepper position. this is gonna be my tentative position.
Well the y axis gantry is almost complete. just a little tuning and it all should be good to go. it really took the time to just how to make this cause it will be handling all the load so it needed to be perfect hopefully it’s structurally stable and just doesnt collapse. and yeah i know that nema motor looks off from the mount. i just mounted the screws alittle off by 3-4 mm and yeah. in theory it should be perfect. hopefully
well spent bunch of time in finishing parts and researching regarding the pulley mechanism to moving the heatbed. But still i havnt figuired it out that which heat bed to use. there are plenty, many with proprietary connectors or requires custom elctronics(besides open source code for the controllers). Well i will make the base design add constraints and finilize the hotbed on the fly as i like. IF you have any idea which to use pls tell.
Entire plan changed well i was making an cartesisan system well there were some structural problems lagging, wrong tensions, just wasnt stable so i kept adding supports extra 2020 profiles and look what i got. a box shape which resembles much like coreXY, yes i know that still this can be made into a cartesian but talking to some freinds ove theese days made it clear not to invest in a cartesian system instead go with a belted core XY. now the biggest challenge is to figure out the belt mechanism like how it will move whether to run parallel or tangles really just messes my mind. well its roughly 4 in the am, Hopefully i dont get this belt mechanism nightmare while sleeping as its frustating
Finally its finished, almost done everyhting prepped only the nozzel and extruder are left but will need to figure them on the fly ig, cause honestly i cant figure it how to mount
all done finally, well the pcb is ready and only thing left is to submit it for review, yipeeeee...
|
1793184705.0135474
|
1793789505.0135474
|
|
64070
|
404 Not Found by @dubbyy | Stardance
|
dubbyy
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T14:02:41Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a super secret personal website, I said pretty much everything in the devlog but I also added a gallery section to fit the guidelines happy stardancing :>", "repo": "https://github.com/dubbyy1/not-found", "demo": "http://super-secret.dubbyy.com/"}]...
|
[{"post_id": 71211, "ts": "202 [{"post_id": 71211, "ts": "2026-09-20T13:38:10Z", "hours": 1.0203, "text": "Devlog I created a very small personal website for the mission. I tried to make it unique and also finish in under an hour, I think it turned out pretty well I already knew how to make websites but I did learn how to create a seamless infinite animation which was cool ok bye nothing to see here :)"}]...
|
Title: 404 Not Found by @dubbyy | Stardance
Devlo Title: 404 Not Found by @dubbyy | Stardance
Devlogs:
Devlog I created a very small personal website for the mission. I tried to make it unique and also finish in under an hour, I think it turned out pretty well I already knew how to make websites but I did learn how to create a seamless infinite animation which was cool ok bye nothing to see here :)
Ships:
I made a super secret personal website, I said pretty much everything in the devlog but I also added a gallery section to fit the guidelines happy stardancing :>...
|
1793213486.9882097
|
1793299886.9882097
|
|
53811
|
Glitch Runner by @thapar_smayan | Stardance
|
thapar_smayan
|
1
|
26.0
|
60
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T13:47:21Z", "hours": 26.0, "multiplier": 2.32, "payout": 60, "blessing": "neutral", "text": "I made an endless 2D runner game. You navigate through obstacles, speed surges and gravity flips as the difficulty increases. I have added 3 characters. Making the sprites on piskel, understanding godot and itch was challenging. I am proud of myself for escaping my comfort zone and making a full game. If you’re trying it out please read the ReadMe and have fun!", "repo": "https://github.com/thaparsmayan2011-ctrl/Glitch-Runner-2D", "demo": "https://kaazmo.itch.io/glitchrunner2d"}]...
|
[{"post_id": 71213, "ts": "202 [{"post_id": 71213, "ts": "2026-09-20T13:43:26Z", "hours": 3.4481, "text": "I have finished making the game, I’ve added the git repo and readme. Music and character selection menus are done. I’m gonna ship now."}, {"post_id": 70085, "ts": "2026-09-18T13:02:12Z", "hours": 6.0464, "text": "I have added 2 more characters, and I’ve added the bg music(mr blue sky). All thats left now is to polish the menus."}, {"post_id": 65807, "ts": "2026-09-11T05:59:22Z", "hours": 2.4708, "text": "I have started making the sprites on piskel. I have made the player sprite and another glitched player. Check it out:)"}, {"post_id": 61678, "ts": "2026-09-04T18:26:20Z", "hours": 6.2344, "text": "I am currently working on the final gimmicks of glitch runner. I have added a speed surge and gravity flip gimmick. I’ve also added a sound mute toggle option. Right now I am facing issues in the UI and the timing of the gimmicks. I am aiming to finish this project by next week. First I’ll refine the current features and then I’ll add the sprites and all. Please suggest some fun gimmicks for my game, I’m open to criticism(:"}, {"post_id": 58784, "ts": "2026-08-31T11:09:38Z", "hours": 4.5114, "text": "I have refined the game mechanics and graphics. Rn I’m having a bit of trouble with the graphics part of godot, but i’ll figure it out. I have started to code the glitch mechanics and I’ll be refining it for some more time, I’m aiming to make atleast 3 more skills and then i’ll make the final sprites."}, {"post_id": 54670, "ts": "2026-08-25T18:23:10Z", "hours": 3.1483, "text": "I’m starting a new Stardance project: Glitch Runner. It’s a 2D endless runner game made in Godot. In this game you run through a glitchy digital world and survive for as long as you can while the game gets harder and the rules shift with every change. So far, I’ve set up the core gameplay: player movement, gravity, jumping, scrolling ground, moving obstacles, obstacle spawning, and a score that increases over time."}]...
|
Title: Glitch Runner by @thapar_smayan | Stardance Title: Glitch Runner by @thapar_smayan | Stardance
Devlogs:
I’m starting a new Stardance project: Glitch Runner. It’s a 2D endless runner game made in Godot. In this game you run through a glitchy digital world and survive for as long as you can while the game gets harder and the rules shift with every change. So far, I’ve set up the core gameplay: player movement, gravity, jumping, scrolling ground, moving obstacles, obstacle spawning, and a score that increases over time.
I have refined the game mechanics and graphics. Rn I’m having a bit of trouble with the graphics part of godot, but i’ll figure it out. I have started to code the glitch mechanics and I’ll be refining it for some more time, I’m aiming to make atleast 3 more skills and then i’ll make the final sprites.
I am currently working on the final gimmicks of glitch runner. I have added a speed surge and gravity flip gimmick. I’ve also added a sound mute toggle option. Right now I am facing issues in the UI and the timing of the gimmicks. I am aiming to finish this project by next week. First I’ll refine the current features and then I’ll add the sprites and all. Please suggest some fun gimmicks for my game, I’m open to criticism(:
I have started making the sprites on piskel. I have made the player sprite and another glitched player. Check it out:)
I have added 2 more characters, and I’ve added the bg music(mr blue sky). All thats left now is to polish the menus.
I have finished making the game, I’ve added the git repo and readme. Music and character selection menus are done. I’m gonna ship now.
Ships:
I made an endless 2D runner game. You navigate through obstacles, speed surges and gravity flips as the difficulty increases. I have added 3 characters. Making the sprites on piskel, understanding godot and itch was challenging. I am proud of myself for escaping my comfort zone and making a full game. If you’re trying it out please read the ReadMe and have fun!...
|
1793350534.0476577
|
1793436934.0476577
|
|
44109
|
Cozy Farm by @Irtaza | Stardance
|
Irtaza
|
1
|
18.0
|
264
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T14:13:05Z", "hours": 18.0, "multiplier": 14.58, "payout": 264, "blessing": "neutral", "text": "I made a cozy farming simulation game! Raise chickens, collect eggs, and sell them for money! And repeat. You can also hire workers to collect eggs for you! And expand your farm using the money you make!", "repo": "https://github.com/Irtaza2009/Cozy-Farm", "demo": "https://irtaza.itch.io/cozy-farm"}]...
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[{"post_id": 71217, "ts": "202 [{"post_id": 71217, "ts": "2026-09-20T13:57:58Z", "hours": 0.3767, "text": "Decided to finally ship the game! And updated the itch.io page! Also manually updated the index.html build file produced by Unity to remove the footer and make the fullscreen button an overlay. BTW, the game looks best in full screen, so try it in full screen when playing it!"}, {"post_id": 65797, "ts": "2026-09-11T05:29:35Z", "hours": 2.1333, "text": "I added bridges between islands! I also tried to play around with colliders and physics shapes in the Unity Sprite Editor, and I tried to automate the boundary colliders of a tilemap, but it didn’t work. I guess I will have to manually place objects around the islands to make a boundary… Also, I have disabled boat movement for now. I am thinking of just adding bridges between the islands…"}, {"post_id": 61567, "ts": "2026-09-04T15:25:33Z", "hours": 1.4067, "text": "I added a player which you can control to move around the island. And made a boat controller and manager, and now you can board, and control the boat and sail! Also a text pops up when you go near the boat, telling the player to press enter to board ship."}, {"post_id": 60242, "ts": "2026-09-02T14:19:04Z", "hours": 1.6783, "text": "Created a new home island! Also added some objects like rocks and weeds in the water, and improved the water animations. And added an animated docked boat! I am planning for this to be the main scene of the game, and then you use the boat to get to the chicken farm and other farms that I might add in the future. Will add sailing in the boat next!"}, {"post_id": 58816, "ts": "2026-08-31T12:17:59Z", "hours": 1.2, "text": "Added icons to the left menu for eggs, coins and chickens!! Also updated the shapes of the chicken, worker and hen house colliders, (so they aren’t exactly the size of the characters, but a bit smaller)"}, {"post_id": 57283, "ts": "2026-08-29T12:06:20Z", "hours": 3.5225, "text": "Made an auto controller for the worker rabbit. Now you can hire the worker, and it can auto-collect eggs. It detects and moves towards an egg (only up, down, left or right movement. No diagonal, as it didn’t look good), and collects it on collision. Also, when there is no egg nearby, it can randomly choose between wandering or idle behaviour/animations! Also revamped the shop UI to make space for the hire button, and changed the button sizes and layout."}, {"post_id": 44473, "ts": "2026-08-10T07:50:50Z", "hours": 3.1283, "text": "I added a worker (rabbit), with 4 idle animations and 4 move animations! It ignores collisions with chickens and eggs, and has a sorting layer script so it can appear behind or in front of other sprites correctly. Will make it move automatically in the next update so you don’t have to control it, and also make it auto-collect eggs."}, {"post_id": 42895, "ts": "2026-08-07T21:02:29Z", "hours": 2.9161, "text": "Added zoom functionality! Now you can zoom in or out using the scroll wheel or pinching. And added some islands spelling out “IRT” (just for fun!). Also made the tutorial only load on the player’s first time playing. I also found out that eggs weren’t spawning on the expanded island, so I fixed that by updating the boundaries I had hard-coded."}, {"post_id": 41163, "ts": "2026-08-05T06:11:23Z", "hours": 1.7208, "text": "Started working on making an interactive tutorial! Made 4 steps: it teaches the player how to collect eggs, open the shop, sell the eggs, and get more chickens."}]...
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Title: Cozy Farm by @Irtaza | Stardance
Devlogs:
Title: Cozy Farm by @Irtaza | Stardance
Devlogs:
Started working on making an interactive tutorial! Made 4 steps: it teaches the player how to collect eggs, open the shop, sell the eggs, and get more chickens.
Added zoom functionality! Now you can zoom in or out using the scroll wheel or pinching. And added some islands spelling out “IRT” (just for fun!). Also made the tutorial only load on the player’s first time playing. I also found out that eggs weren’t spawning on the expanded island, so I fixed that by updating the boundaries I had hard-coded.
I added a worker (rabbit), with 4 idle animations and 4 move animations! It ignores collisions with chickens and eggs, and has a sorting layer script so it can appear behind or in front of other sprites correctly. Will make it move automatically in the next update so you don’t have to control it, and also make it auto-collect eggs.
Made an auto controller for the worker rabbit. Now you can hire the worker, and it can auto-collect eggs. It detects and moves towards an egg (only up, down, left or right movement. No diagonal, as it didn’t look good), and collects it on collision. Also, when there is no egg nearby, it can randomly choose between wandering or idle behaviour/animations! Also revamped the shop UI to make space for the hire button, and changed the button sizes and layout.
Added icons to the left menu for eggs, coins and chickens!! Also updated the shapes of the chicken, worker and hen house colliders, (so they aren’t exactly the size of the characters, but a bit smaller)
Created a new home island! Also added some objects like rocks and weeds in the water, and improved the water animations. And added an animated docked boat! I am planning for this to be the main scene of the game, and then you use the boat to get to the chicken farm and other farms that I might add in the future. Will add sailing in the boat next!
I added a player which you can control to move around the island. And made a boat controller and manager, and now you can board, and control the boat and sail! Also a text pops up when you go near the boat, telling the player to press enter to board ship.
I added bridges between islands! I also tried to play around with colliders and physics shapes in the Unity Sprite Editor, and I tried to automate the boundary colliders of a tilemap, but it didn’t work. I guess I will have to manually place objects around the islands to make a boundary… Also, I have disabled boat movement for now. I am thinking of just adding bridges between the islands…
Decided to finally ship the game! And updated the itch.io page! Also manually updated the index.html build file produced by Unity to remove the footer and make the fullscreen button an overlay. BTW, the game looks best in full screen, so try it in full screen when playing it!
Ships:
I made a cozy farming simulation game! Raise chickens, collect eggs, and sell them for money! And repeat. You can also hire workers to collect eggs for you! And expand your farm using the money you make!...
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30941
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Mati by @Joschi | Stardance
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Joschi
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1
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228.73
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T12:33:31Z", "hours": 228.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Welcome to MATI Discover MATI, a simple and relaxing Sudoku-inspired puzzle game designed to challenge your number-solving skills without putting you under pressure. Your goal is simple: Find the right numbers and complete every row and column correctly. MATI is designed to be fun and stress-free: No Time Pressure: Disable the timer whenever you want and play at your own pace. No Mistakes to Fear: MATI doesn’t punish you for incorrect entries. Simply correct them whenever you notice a mistake. 4 Different Sizes: Choose from four puzzle sizes to match your preferred challenge. Built-in Terminal: Prefer an old-school experience? Play MATI directly in its integrated terminal. Full Keyboard Support: No mouse or trackpad? No problem! MATI can be controlled entirely with your keyboard. ! Development Notice! MATI is still under active development. More features, improvements, and refinements are planned for future updates. Thank you for checking out MATI!", "repo": "https://github.com/JKfromHMS/Mati", "demo": "https://github.com/JKfromHMS/Mati/releases/tag/Mati"}]...
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[{"post_id": 71221, "ts": "202 [{"post_id": 71221, "ts": "2026-09-20T14:03:17Z", "hours": 0.7347, "text": "Fixed the Read-Me After I got noticed that my Read-Me is not quite what it has to be, I have done a new version that should fit better into the requirements."}, {"post_id": 70074, "ts": "2026-09-18T12:15:17Z", "hours": 5.6108, "text": "Probably the last devlog on this project After more than 220 hours of coding and more and another 200 hours of deciding what to do and talking to other developers about how I could make this program run and do it good, I finally think that it is on a point at which I can think about shipping it. It runs, has no crucial bugs I noticed and is efficient enough to not take several hours just for the export of an mp4 video. Maybe I will add more features later, so do not be shy to comment what you like and what I should change and of course, please tell me if you have found any bug or unnatural behavior. OS Declaration Even though my goal was to make MATI run on every of the big 3 (Mac-OS, Linux, Windows) the current version just runs as wanted on Windows, due to different handling with graphic, which just means, that not every text is placed wright and that the overall look is scratched on Linux and Mac-OS. PS: The picture is the app icon."}, {"post_id": 67290, "ts": "2026-09-13T11:20:20Z", "hours": 9.3047, "text": "Tutorial I added a tutorial that shows the player how the game mainly works and give him the information about the shortcuts. Also I added a function to make the clock a reopen point for a small explanation what the program can do."}, {"post_id": 65414, "ts": "2026-09-10T15:09:37Z", "hours": 7.2906, "text": "Finalizing basic functions My goal is the finish the app as soon as possible. So I am know fixing the last few bugs and add the last missing feature that the program should have. This devlog should just let you know, that the last days were full of deciding what could I do to improve the program and were the bugs are. (Poorly most of this sort of spend time is not count toward the project.) The provided screenshots shows a thing I am currently trying to do better, the extended settings, because like you see, the design is very bad."}, {"post_id": 61761, "ts": "2026-09-04T20:25:16Z", "hours": 9.6339, "text": "Better Structure, Same Simplicity The last (many) hours I spend with one thing. Making sure the codes run even with new and better structure internal. This was also really important, because it made it easier to integrate multiple new things. One thing is, that now into the nearly same and reliable stats design comes buttons. This buttons are basically the headers, means size, mode, games … . If you click on them they basically sort the stats after this header. Furthermore the terminal got a big upgrade, because now it has three new ways to get deeper into your game. At first you can now easily check if you have paused matches. Also you can check your export history, which new feature made it actually also possible to get warned if you export a single match multiple times. And last but not least analysis. Because the game now got a deeper understanding of how you are playing and what are your trends and you can view all of this by the terminals history. (And I was shocked how good it worked with my recent 150 matches.) I hope, I didn’t overwhelmed you with all these information and that you are as curious for the new version as I am."}, {"post_id": 60773, "ts": "2026-09-03T11:24:14Z", "hours": 2.2931, "text": "Chapters I added with the help of AI the possibility to have chapters into my game. So you now can go exactly to the start of every action like you do in the game itself. And even though I know that this do not make that much of the decision how good the program is, it is still another thing that I now know how to do and I think that this is also really important."}, {"post_id": 59881, "ts": "2026-09-01T21:22:44Z", "hours": 9.7594, "text": "System remake It took a while and I forgot a little the time it used, but I did it. Now the whole game runs more efficient threw the new system that handles buttons separate and keeps them cached, so they do not have to be completely calculated every frame new. Also some designs changed slightly."}, {"post_id": 58281, "ts": "2026-08-30T17:28:26Z", "hours": 7.7617, "text": "Bug fixing and redesign Over the last thew versions, even though I spend a lot of time in debugging, many little bugs appear. Sometimes they comes just from moving a function or mistyping and sometimes deeper. So with this version I fixed again many of them, like wrong time show in the achievements and many others. Furthermore I worked and correcting and redesigning the whole terminal help logic, giving the main achievements new names and, like you see in the picture, modified the general achievements screen so that it not just looks better, but also feels better in reason of an improved algorithm to hide the mouse and navigation buttons. PS: If you use it and find a bug, it would be really nice if you could comment it."}, {"post_id": 57627, "ts": "2026-08-29T20:40:59Z", "hours": 7.5722, "text": "Code split and missing feature give With the latest version the game has grown to 14 game and 3 language constructor files, because I a made clearer structure in the code itself, that means I grabbed my screens file and extracted everything that was in there but with questionable reason. So the new files helpers and alt_hover was created. The task of alt_hover is explicit to handle everything containing the keyboard navigation possibilities. Helpers on the other hand is made for everything that is like a config but little more. (I know, that my config still is more as it should, I’ll try to change this as soon as possible.) Also I added with this update missing features that already should be in there like that the keyboard navigation also works in the advanced settings or that like you see in the picture the buttons in settings have an own color palette to make sure that it is clear that they at first are toggle buttons and have an associated color for each of their states. Furthermore I fixed a few little bugs, like that the back jump to the achievement button is not working with the up going higher than to the full-screen button. I hope you enjoy version 0.6.1"}, {"post_id": 56788, "ts": "2026-08-28T18:19:14Z", "hours": 4.5989, "text": "New Design and better language including Now the Achievements have this existing new design that not just looks better but also provides you more easy the needed information. I also made the language better fitting to the shown elements and changed some slightly to make it also look better. Furthermore I fixed a few little bugs like that you could not select ctrl and key shortcuts by yourself or that the pause text has not reacted to that."}, {"post_id": 55614, "ts": "2026-08-27T16:05:18Z", "hours": 9.0169, "text": "Languages and Efficiency The last few hours I used to refresh my school knowledge in French and Spanish to create language packets for my game in this two languages. What I did a little bit earlier is to work again on video exporting efficiency and now it gone really fast. Exporting a video in normal scale takes less time then playing it, in twice the resolution it takes usually around the play time or a little longer and in the highest settings still long. But overall it is now much faster and with less possible problems. PS: The export time are different depending on the hardware of your computer."}, {"post_id": 54404, "ts": "2026-08-25T12:23:33Z", "hours": 8.4808, "text": "Language and Efficiency After many hours I finally made it to add a second language to my game, beside English you know can have German texts in the game. Furthermore I took a little time to made the game as video export more efficient so that it takes 6 seconds less to export my test game."}, {"post_id": 51927, "ts": "2026-08-21T21:03:36Z", "hours": 8.6083, "text": "Languages What I used the last few hours for is what I probably will have to do for some more. Go threw the code and replace everything that generates an output the user could see with the new method that translate this. For this I also need to add the translations. As I needed a break I made the new design for the advanced settings, and now its like I wanted it to be. Furthermore the history in terminal supports now more sort options and - in front to change the meaning for this it has a new system that transfers everything with the same meaning into the same internal command."}, {"post_id": 51317, "ts": "2026-08-20T22:01:43Z", "hours": 8.9794, "text": "Added Advanced Settings It took long and still look not that great and do not work all over, but the base is set. To explain it, the game now has variable sound volume. Also you can now change the language, even though I do not have already created a fully second language. Furthermore navigation keys and ultra input order are now choose able, so if you prefer it different you can now make it so. PS: This devlog is made just in reason off time, at the moment none of this get pushed to GitHub, because it is still in developing."}, {"post_id": 49668, "ts": "2026-08-18T15:35:52Z", "hours": 6.5797, "text": "Fixed Bugs Now the game have finally also in terminal’s ultra game the option to pause the game and take a break. I also added a mechanism for players who want to be really fast that allows the program to submit commands automatically to reduce the submit click every action. Furthermore the achievement screen now has a two way navigation what means that you could either press the left/right arrow keys of your keyboard or click with your mouse on the magic appearing buttons. PS: V0.5.1 is out, it is an update mostly about bug fixing and just this little new features from witch 2 already should work in version beyond this."}, {"post_id": 48338, "ts": "2026-08-16T17:28:07Z", "hours": 4.4836, "text": "Achievements and clear up I added a new achievements show way that is based on multiple pages and every has his specific achievements on. I also cleared up the code a little bit, means I put fast added constants into the config, do little efficiency things and stuff like that. Furthermore I made scrollbars not just be better shown threw all menus, but also work better (more accurate). Now V0.5.0 is on GitHub, if you find bugs, please comment them under this devlog."}, {"post_id": 47395, "ts": "2026-08-15T09:45:19Z", "hours": 7.1794, "text": "Sort and filter system I added an advanced sort and filter system to the history in the terminal. Furthermore the history detail video export is now way faster and the exported videos just need the up to the half of the capacity they have needed before in the same quality level."}, {"post_id": 46868, "ts": "2026-08-14T12:38:24Z", "hours": 8.1706, "text": "Achievements and Design Now the game has an achievement system that show you something like tasks you could do. I also fixed like always some bugs from which are way to much in there and also redesigned the history detail grid position for every size."}, {"post_id": 45396, "ts": "2026-08-11T20:31:36Z", "hours": 4.8586, "text": "New jump system I added a new jump system for the setting, history detail, the Hannah Easter eggs and history view. This enabled the possibility to jump right back and not every time to the start and so you can navigate way faster threw this systems. I also fixed some bugs for example the bug that make the upscale from the exports video not work right. And like always, please comment under this if you notice a bug so that I can fix it."}, {"post_id": 44875, "ts": "2026-08-10T22:18:07Z", "hours": 7.9992, "text": "Efficiency and little changes Threw match case the code got little faster. I also corrected some weird keyboard navigation hover bugs fixed. Furthermore the terminal now got a clock and settings have a complete new look. The last really nameable thing is about that now, if you undo an action, this action is actually marked as undone (if not undone with the button), so you better reflect in the history detail view how the game was."}, {"post_id": 43391, "ts": "2026-08-08T16:33:15Z", "hours": 8.9786, "text": "Scrollbars and bug fix Now, finally, the scrollbars are really working and can be dragged as wished. I also added a version of the stats to the normal view and a version of the history and the settings to the terminal. Furthermore I worked on a way to scale the game up for the mp4 export and to make it harder to cheat. And, like always: If you test it (the newest versions code will be on GitHub in a few days) and should find any bug, please comment them so I can fix it."}, {"post_id": 41376, "ts": "2026-08-05T15:30:23Z", "hours": 6.8236, "text": "Efficiency I worked on the efficiency of the mp4 export and made sure that every sound is played correctly and every state is shown as wished."}, {"post_id": 38859, "ts": "2026-08-01T12:52:03Z", "hours": 5.6961, "text": "MP4 export Now you have the possibility to export a played game as a mp4 video file. With this method you can share your games with others."}, {"post_id": 37646, "ts": "2026-07-30T15:14:02Z", "hours": 7.1558, "text": "Fixed non working features Until now the program got a few things half implemented or even fully in the game but not use able because of mistakes. So know you finally see the scrollbars and you can navigate threw the terminal. You input line finally got moveable from left to right and right to left and buttons got a little new positioning. Also I made the code a little more efficient again."}, {"post_id": 36394, "ts": "2026-07-28T13:58:30Z", "hours": 5.6106, "text": "Efficiency and bug fix Underneath a list of what that means: Now you can see your stats threw the terminal again. Now only games in which you have done something are saved as paused games you can continue. Now also the ultra games are saved correctly and with every action. Now you can write play out again in the terminal. Now the wrong unknown command c message after resuming a game in ultra mode is removed. Now it does not matter anymore if a command has spaces in between or not (at least for those this is wanted). Now the check for play starts threw terminal, normal and ultra, and also for leaving the terminal is way more efficient thank to hash. Now the time code is more simplified. Now you can find a second Easter egg. Now you can with ptl (play time long) see, even over a minute, your playtime on milliseconds in terminal. Now you have a new stats looks that changes itself automatically to the number of your number of games. Now you automatically are on continue when you pause the game. Now Strg/Cmd n activates new match, like you would pressed the button. Now every in game terminal is closed correctly when wanted. Now Strg/Cmd m brings you back to menu everywhere you are. Now you can use up and down arrow to navigate threw your command history in terminal. Now stats show your real data and do not calculate the minutes out. Now terminal input are way more efficient. Now ultra games are way more efficient. Now terminal commands are way more efficient"}, {"post_id": 35778, "ts": "2026-07-27T12:52:18Z", "hours": 1.2631, "text": "Easter Egg #2 The photo show all things I changed in the last version now that everything is working. The game has still a few bugs and even threw the new algorithm even more so it will be a 0.3.2 expected next to fix these bugs as well. If you find one, please write it to me."}, {"post_id": 35735, "ts": "2026-07-27T11:16:54Z", "hours": 8.0969, "text": "Easter Egg and New Code structure After I was ill for a few days I now finished to implement a first planned Easter egg. I also restructured the code, but more about what I done exactly I will publish, when this version got completely working and got published on Git-Hub."}, {"post_id": 31862, "ts": "2026-07-20T16:17:02Z", "hours": 7.1044, "text": "Keyboard Control and Data The first thing I added is that know levels also can be generated with a system and not just based on luck. Also I added with a .smati file type the possibility to save and load the settings what means that when you change a setting this change will continue being there even after you restarted the game. Also you now can see your stats out of the terminal. The coolest new feature I think is the keyboard control option. That means that you now are able to navigate with your keyboard threw the normal mode instead of using the mouse."}, {"post_id": 30924, "ts": "2026-07-18T22:19:27Z", "hours": 1.9275, "text": "Ultra Mode and safety Added a filter system for the ultra mode, which is only visible if a ultra game was played and saved. I also added a question view, that you do not delete files without noticing."}, {"post_id": 30854, "ts": "2026-07-18T20:00:21Z", "hours": 5.2992, "text": "Terminal and Ultra Mode I added a terminal and a ultra mode in the terminal. The ultra mode is basically the normal game but with the different, that you have to type in what you want to do instead of clicking on the cell. The ultra mode also has a play time, the availability to get you time of the match, the restart it, to use a hint and it is also saved like the normal played matches. In the terminal you also can get the time on the second accurate."}, {"post_id": 29740, "ts": "2026-07-16T20:41:01Z", "hours": 3.0444, "text": "Bug fix and design V0.1.2 was exclusively for bug fix and design. Between the old versions I noticed bugs which I fixed to an high amount. Also I redesigned some things like the main menu or the pause menu and the design for the 7x7 grid. Now the code runs smoother and if we ignore the resize option the code is free from unwanted possibilities. If you find one, please say it, that I can fix it as well."}, {"post_id": 29464, "ts": "2026-07-16T13:08:05Z", "hours": 1.1544, "text": "Bug Fix Now you can see every dimmed cell correctly"}, {"post_id": 29433, "ts": "2026-07-16T11:42:57Z", "hours": 7.7711, "text": "Fullscreen, Resize and look and more With the new version you can put the game into fullscreen or just resize it in any way you like as long as you do not make it to small. Also you now can make the sounds be not there anymore. Furthermore you have a new version of the history and history-detail view with enables it for you to filter your games or see your games action by action"}, {"post_id": 27200, "ts": "2026-07-12T15:23:32Z", "hours": 1.3675, "text": "Audio Added an audio files which generates tones so that the game has in game sounds without copyright problems"}, {"post_id": 26125, "ts": "2026-07-10T18:47:20Z", "hours": 0.3211, "text": "Bug Fixes The Bugs was found and corrected. (Thanks to AI, that found the bugs and suggested fixes.) The Bugs were mostly just miss tips like a . instead of a , of a big letter instead of a little."}, {"post_id": 26112, "ts": "2026-07-10T18:16:47Z", "hours": 9.7158, "text": "Splitting I have started to split the game into several files, so each has a task and is better readable. Within the same I added new features like hints or a undo button, a 7x7 grid and overall a little overwork, so the code is overall better. But now are still bugs in there. (The only reason I update the project now is, because of the time I already needed and will need more.)"}, {"post_id": 23520, "ts": "2026-07-06T15:22:33Z", "hours": 3.2831, "text": "Time and Save Know you can enable to see a timer in the game. I also added a option to save your games as a history, but this still needs a lot of work, because the one file type is a bit of trickier than the last times I remembered."}, {"post_id": 22951, "ts": "2026-07-05T16:45:47Z", "hours": 0.7586, "text": "Settings and corrections The Game has no settings with an about Also I fixed a bug, which made the auto dim stop working."}, {"post_id": 22930, "ts": "2026-07-05T15:56:24Z", "hours": 0.7944, "text": "Dimming With a right click you can now dim a cell and if a cell is filled it dim automatically. Also I fixed a bug, which appeared in 0.0.4 with the 6x6."}, {"post_id": 22873, "ts": "2026-07-05T14:31:10Z", "hours": 1.1981, "text": "Expanded game modes and better marking Know you can choose between 4x4 5x5 and 6x6 game grid. Also the grid got a border and you can see if a row or column is solved, because they get marked then."}, {"post_id": 22802, "ts": "2026-07-05T11:53:20Z", "hours": 1.0408, "text": "Added a Main Screen You have now a main screen, from which you can start the game."}, {"post_id": 22764, "ts": "2026-07-05T10:45:32Z", "hours": 1.875, "text": "Created first Version it has no menu and just starts the game for one run"}]...
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Title: Mati by @Joschi | Stardance
Devlogs:
Creat Title: Mati by @Joschi | Stardance
Devlogs:
Created first Version it has no menu and just starts the game for one run
Added a Main Screen You have now a main screen, from which you can start the game.
Expanded game modes and better marking Know you can choose between 4x4 5x5 and 6x6 game grid. Also the grid got a border and you can see if a row or column is solved, because they get marked then.
Dimming With a right click you can now dim a cell and if a cell is filled it dim automatically. Also I fixed a bug, which appeared in 0.0.4 with the 6x6.
Settings and corrections The Game has no settings with an about Also I fixed a bug, which made the auto dim stop working.
Time and Save Know you can enable to see a timer in the game. I also added a option to save your games as a history, but this still needs a lot of work, because the one file type is a bit of trickier than the last times I remembered.
Splitting I have started to split the game into several files, so each has a task and is better readable. Within the same I added new features like hints or a undo button, a 7x7 grid and overall a little overwork, so the code is overall better. But now are still bugs in there. (The only reason I update the project now is, because of the time I already needed and will need more.)
Bug Fixes The Bugs was found and corrected. (Thanks to AI, that found the bugs and suggested fixes.) The Bugs were mostly just miss tips like a . instead of a , of a big letter instead of a little.
Audio Added an audio files which generates tones so that the game has in game sounds without copyright problems
Fullscreen, Resize and look and more With the new version you can put the game into fullscreen or just resize it in any way you like as long as you do not make it to small. Also you now can make the sounds be not there anymore. Furthermore you have a new version of the history and history-detail view with enables it for you to filter your games or see your games action by action
Bug Fix Now you can see every dimmed cell correctly
Bug fix and design V0.1.2 was exclusively for bug fix and design. Between the old versions I noticed bugs which I fixed to an high amount. Also I redesigned some things like the main menu or the pause menu and the design for the 7x7 grid. Now the code runs smoother and if we ignore the resize option the code is free from unwanted possibilities. If you find one, please say it, that I can fix it as well.
Terminal and Ultra Mode I added a terminal and a ultra mode in the terminal. The ultra mode is basically the normal game but with the different, that you have to type in what you want to do instead of clicking on the cell. The ultra mode also has a play time, the availability to get you time of the match, the restart it, to use a hint and it is also saved like the normal played matches. In the terminal you also can get the time on the second accurate.
Ultra Mode and safety Added a filter system for the ultra mode, which is only visible if a ultra game was played and saved. I also added a question view, that you do not delete files without noticing.
Keyboard Control and Data The first thing I added is that know levels also can be generated with a system and not just based on luck. Also I added with a .smati file type the possibility to save and load the settings what means that when you change a setting this change will continue being there even after you restarted the game. Also you now can see your stats out of the terminal. The coolest new feature I think is the keyboard control option. That means that you now are able to navigate with your keyboard threw the normal mode instead of using the mouse.
Easter Egg and New Code structure After I was ill for a few days I now finished to implement a first planned Easter egg. I also restructured the code, but more about what I done exactly I will publish, when this version got completely working and got published on Git-Hub.
Easter Egg #2 The photo show all things I changed in the last version now that everything is working. The game has still a few bugs and even threw the new algorithm even more so it will be a 0.3.2 expected next to fix these bugs as well. If you find one, please write it to me.
Efficiency and bug fix Underneath a list of what that means: Now you can see your stats threw the terminal again. Now only games in which you have done something are saved as paused games you can continue. Now also the ultra games are saved correctly and with every action. Now you can write play out again in the terminal. Now the wrong unknown command c message after resuming a game in ultra mode is removed. Now it does not matter anymore if a command has spaces in between or not (at least for those this is wanted). Now the check for play starts threw terminal, normal and ultra, and also for leaving the terminal is way more efficient thank to hash. Now the time code is more simplified. Now you can find a second Easter egg. Now you can with ptl (play time long) see, even over a minute, your playtime on milliseconds in terminal. Now you have a new stats looks that changes itself automatically to the number of your number of games. Now you automatically are on continue when you pause the game. Now Strg/Cmd n activates new match, like you would pressed the button. Now every in game terminal is closed correctly when wanted. Now Strg/Cmd m brings you back to menu everywhere you are. Now you can use up and down arrow to navigate threw your command history in terminal. Now stats show your real data and do not calculate the minutes out. Now terminal input are way more efficient. Now ultra games are way more efficient. Now terminal commands are way more efficient
Fixed non working features Until now the program got a few things half implemented or even fully in the game but not use able because of mistakes. So know you finally see the scrollbars and you can navigate threw the terminal. You input line finally got moveable from left to right and right to left and buttons got a little new positioning. Also I made the code a little more efficient again.
MP4 export Now you have the possibility to export a played game as a mp4 video file. With this method you can share your games with others.
Efficiency I worked on the efficiency of the mp4 export and made sure that every sound is played correctly and every state is shown as wished.
Scrollbars and bug fix Now, finally, the scrollbars are really working and can be dragged as wished. I also added a version of the stats to the normal view and a version of the history and the settings to the terminal. Furthermore I worked on a way to scale the game up for the mp4 export and to make it harder to cheat. And, like always: If you test it (the newest versions code will be on GitHub in a few days) and should find any bug, please comment them so I can fix it.
Efficiency and little changes Threw match case the code got little faster. I also corrected some weird keyboard navigation hover bugs fixed. Furthermore the terminal now got a clock and settings have a complete new look. The last really nameable thing is about that now, if you undo an action, this action is actually marked as undone (if not undone with the button), so you better reflect in the history detail view how the game was.
New jump system I added a new jump system for the setting, history detail, the Hannah Easter eggs and history view. This enabled the possibility to jump right back and not every time to the start and so you can navigate way faster threw this systems. I also fixed some bugs for example the bug that make the upscale from the exports video not work right. And like always, please comment under this if you notice a bug so that I can fix it.
Achievements and Design Now the game has an achievement system that show you something like tasks you could do. I also fixed like always some bugs from which are way to much in there and also redesigned the history detail grid position for every size.
Sort and filter system I added an advanced sort and filter system to the history in the terminal. Furthermore the history detail video export is now way faster and the exported videos just need the up to the half of the capacity they have needed before in the same quality level.
Achievements and clear up I added a new achievements show way that is based on multiple pages and every has his specific achievements on. I also cleared up the code a little bit, means I put fast added constants into the config, do little efficiency things and stuff like that. Furthermore I made scrollbars not just be better shown threw all menus, but also work better (more accurate). Now V0.5.0 is on GitHub, if you find bugs, please comment them under this devlog.
Fixed Bugs Now the game have finally also in terminal’s ultra game the option to pause the game and take a break. I also added a mechanism for players who want to be really fast that allows the program to submit commands automatically to reduce the submit click every action. Furthermore the achievement screen now has a two way navigation what means that you could either press the left/right arrow keys of your keyboard or click with your mouse on the magic appearing buttons. PS: V0.5.1 is out, it is an update mostly about bug fixing and just this little new features from witch 2 already should work in version beyond this.
Added Advanced Settings It took long and still look not that great and do not work all over, but the base is set. To explain it, the game now has variable sound volume. Also you can now change the language, even though I do not have already created a fully second language. Furthermore navigation keys and ultra input order are now choose able, so if you prefer it different you can now make it so. PS: This devlog is made just in reason off time, at the moment none of this get pushed to GitHub, because it is still in developing.
Languages What I used the last few hours for is what I probably will have to do for some more. Go threw the code and replace everything that generates an output the user could see with the new method that translate this. For this I also need to add the translations. As I needed a break I made the new design for the advanced settings, and now its like I wanted it to be. Furthermore the history in terminal supports now more sort options and - in front to change the meaning for this it has a new system that transfers everything with the same meaning into the same internal command.
Language and Efficiency After many hours I finally made it to add a second language to my game, beside English you know can have German texts in the game. Furthermore I took a little time to made the game as video export more efficient so that it takes 6 seconds less to export my test game.
Languages and Efficiency The last few hours I used to refresh my school knowledge in French and Spanish to create language packets for my game in this two languages. What I did a little bit earlier is to work again on video exporting efficiency and now it gone really fast. Exporting a video in normal scale takes less time then playing it, in twice the resolution it takes usually around the play time or a little longer and in the highest settings still long. But overall it is now much faster and with less possible problems. PS: The export time are different depending on the hardware of your computer.
New Design and better language including Now the Achievements have this existing new design that not just looks better but also provides you more easy the needed information. I also made the language better fitting to the shown elements and changed some slightly to make it also look better. Furthermore I fixed a few little bugs like that you could not select ctrl and key shortcuts by yourself or that the pause text has not reacted to that.
Code split and missing feature give With the latest version the game has grown to 14 game and 3 language constructor files, because I a made clearer structure in the code itself, that means I grabbed my screens file and extracted everything that was in there but with questionable reason. So the new files helpers and alt_hover was created. The task of alt_hover is explicit to handle everything containing the keyboard navigation possibilities. Helpers on the other hand is made for everything that is like a config but little more. (I know, that my config still is more as it should, I’ll try to change this as soon as possible.) Also I added with this update missing features that already should be in there like that the keyboard navigation also works in the advanced settings or that like you see in the picture the buttons in settings have an own color palette to make sure that it is clear that they at first are toggle buttons and have an associated color for each of their states. Furthermore I fixed a few little bugs, like that the back jump to the achievement button is not working with the up going higher than to the full-screen button. I hope you enjoy version 0.6.1
Bug fixing and redesign Over the last thew versions, even though I spend a lot of time in debugging, many little bugs appear. Sometimes they comes just from moving a function or mistyping and sometimes deeper. So with this version I fixed again many of them, like wrong time show in the achievements and many others. Furthermore I worked and correcting and redesigning the whole terminal help logic, giving the main achievements new names and, like you see in the picture, modified the general achievements screen so that it not just looks better, but also feels better in reason of an improved algorithm to hide the mouse and navigation buttons. PS: If you use it and find a bug, it would be really nice if you could comment it.
System remake It took a while and I forgot a little the time it used, but I did it. Now the whole game runs more efficient threw the new system that handles buttons separate and keeps them cached, so they do not have to be completely calculated every frame new. Also some designs changed slightly.
Chapters I added with the help of AI the possibility to have chapters into my game. So you now can go exactly to the start of every action like you do in the game itself. And even though I know that this do not make that much of the decision how good the program is, it is still another thing that I now know how to do and I think that this is also really important.
Better Structure, Same Simplicity The last (many) hours I spend with one thing. Making sure the codes run even with new and better structure internal. This was also really important, because it made it easier to integrate multiple new things. One thing is, that now into the nearly same and reliable stats design comes buttons. This buttons are basically the headers, means size, mode, games … . If you click on them they basically sort the stats after this header. Furthermore the terminal got a big upgrade, because now it has three new ways to get deeper into your game. At first you can now easily check if you have paused matches. Also you can check your export history, which new feature made it actually also possible to get warned if you export a single match multiple times. And last but not least analysis. Because the game now got a deeper understanding of how you are playing and what are your trends and you can view all of this by the terminals history. (And I was shocked how good it worked with my recent 150 matches.) I hope, I didn’t overwhelmed you with all these information and that you are as curious for the new version as I am.
Finalizing basic functions My goal is the finish the app as soon as possible. So I am know fixing the last few bugs and add the last missing feature that the program should have. This devlog should just let you know, that the last days were full of deciding what could I do to improve the program and were the bugs are. (Poorly most of this sort of spend time is not count toward the project.) The provided screenshots shows a thing I am currently trying to do better, the extended settings, because like you see, the design is very bad.
Tutorial I added a tutorial that shows the player how the game mainly works and give him the information about the shortcuts. Also I added a function to make the clock a reopen point for a small explanation what the program can do.
Probably the last devlog on this project After more than 220 hours of coding and more and another 200 hours of deciding what to do and talking to other developers about how I could make this program run and do it good, I finally think that it is on a point at which I can think about shipping it. It runs, has no crucial bugs I noticed and is efficient enough to not take several hours just for the export of an mp4 video. Maybe I will add more features later, so do not be shy to comment what you like and what I should change and of course, please tell me if you have found any bug or unnatural behavior. OS Declaration Even though my goal was to make MATI run on every of the big 3 (Mac-OS, Linux, Windows) the current version just runs as wanted on Windows, due to different handling with graphic, which just means, that not every text is placed wright and that the overall look is scratched on Linux and Mac-OS. PS: The picture is the app icon.
Fixed the Read-Me After I got noticed that my Read-Me is not quite what it has to be, I have done a new version that should fit better into the requirements.
Ships:
Welcome to MATI Discover MATI, a simple and relaxing Sudoku-inspired puzzle game designed to challenge your number-solving skills without putting you under pressure. Your goal is simple: Find the right numbers and complete every row and column correctly. MATI is designed to be fun and stress-free: No Time Pressure: Disable the timer whenever you want and play at your own pace. No Mistakes to Fear: MATI doesn’t punish you for incorrect entries. Simply correct them whenever you notice a mistake. 4 Different Sizes: Choose from four puzzle sizes to match your preferred challenge. Built-in Terminal: Prefer an old-school experience? Play MATI directly in its integrated terminal. Full Keyboard Support: No mouse or trackpad? No problem! MATI can be controlled entirely with your keyboard. ! Development Notice! MATI is still under active development. More features, improvements, and refinements are planned for future updates. Thank you for checking out MATI!...
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1793339627.5924606
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1793426027.5924606
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64068
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Tank by @RishitJain | Stardance
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RishitJain
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0
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2.02
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0
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[]
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[{"post_id": 71230, "ts": "202 [{"post_id": 71230, "ts": "2026-09-20T14:19:58Z", "hours": 2.015, "text": "Designed CAD for my Tank project -i imported mdoels for the esp32, ultraosnic sensor, mg90s servo, and 2 hobby gearmotors."}]...
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Title: Tank by @RishitJain | Stardance
Devlogs:
D Title: Tank by @RishitJain | Stardance
Devlogs:
Designed CAD for my Tank project -i imported mdoels for the esp32, ultraosnic sensor, mg90s servo, and 2 hobby gearmotors....
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1793058584.4225473
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1793663384.4225473
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55395
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Magnex by @arnavs | Stardance
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arnavs
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0
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1.47
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0
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[]
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[{"post_id": 71235, "ts": "202 [{"post_id": 71235, "ts": "2026-09-20T14:35:25Z", "hours": 0.9833, "text": "Finally started after 23 days of important stuff (basically procrastination (Nah midterms do exist ;-; )) Started off by pulling a render of the iphone 12 from the great internet and then designed my powerbank around it, nothing much just the outlines and selected a thin battery for it. I’m aiming i can get this whole thing to be sub 6mm of thickness but i mean who knows what i’ll do."}, {"post_id": 56583, "ts": "2026-08-28T12:07:15Z", "hours": 0.4833, "text": "Starting out! Im building a wired powerbank which snaps on through magsafe magnets on my IPhone 12. I plan to make it modular along with a dock for the powerbank. Feel free to comment suggestions :) Github Repo"}]...
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Title: Magnex by @arnavs | Stardance
Devlogs:
Sta Title: Magnex by @arnavs | Stardance
Devlogs:
Starting out! Im building a wired powerbank which snaps on through magsafe magnets on my IPhone 12. I plan to make it modular along with a dock for the powerbank. Feel free to comment suggestions :) Github Repo
Finally started after 23 days of important stuff (basically procrastination (Nah midterms do exist ;-; )) Started off by pulling a render of the iphone 12 from the great internet and then designed my powerbank around it, nothing much just the outlines and selected a thin battery for it. I’m aiming i can get this whole thing to be sub 6mm of thickness but i mean who knows what i’ll do....
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1793159557.1915696
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1793764357.1915696
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9860
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Discord bot by @Aglomation | Stardance
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Aglomation
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0
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28.28
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0
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[]
|
[{"post_id": 71245, "ts": "202 [{"post_id": 71245, "ts": "2026-09-20T14:53:24Z", "hours": 10.5392, "text": "I’ve added tons, forgot this site existed. erm I added temp VCs, a honeypot channel, tons of smaller fixes and automized a bunch of weird things that took ages to do manually"}, {"post_id": 28907, "ts": "2026-07-15T14:42:51Z", "hours": 16.6425, "text": "I’m working on adding tempvc"}, {"post_id": 3593, "ts": "2026-06-06T16:20:56Z", "hours": 0.3981, "text": "Fixed some issues with the birthday commands, also made it into a much nicer embed instead of plaintext"}, {"post_id": 3563, "ts": "2026-06-06T15:42:21Z", "hours": 0.6975, "text": "Made a useless update"}]...
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Title: Discord bot by @Aglomation | Stardance
Dev Title: Discord bot by @Aglomation | Stardance
Devlogs:
Made a useless update
Fixed some issues with the birthday commands, also made it into a much nicer embed instead of plaintext
I’m working on adding tempvc
I’ve added tons, forgot this site existed. erm I added temp VCs, a honeypot channel, tons of smaller fixes and automized a bunch of weird things that took ages to do manually...
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1792803142.1767526
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1793407942.1767526
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25808
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Goose Games by @Gabl | Stardance
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Gabl
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2
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19.0
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143
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T15:04:43Z", "hours": 13.0, "multiplier": 11.17, "payout": 143, "blessing": "neutral", "text": "Goose Games ship 2 This is a fairly simple WarioWare game, where you have to manage to beat 5 minigames to win. The Game currently features 7 Minigames: Platformer - eat the 3 Breads as fast as possible Clicker - eat all of the 6 Breads in time Click-Smasher - Honk at the human enough times in the timeframe Flappy-Goose - Reach a random score of points Don’t-Click - you don’t. Honk-Correctly - Hit the green area to honk correctly Jump - jump over a random amount of obstacles I added so much to the game since last ship, but here are some things I remember off the top of my head: WarioWare Music and SFX Settings Screen actually working lol 4 new minigames randomisation - for example in minigames but also in which order you get minigames Popup Text at the beginning of the minigame tons of bug fixes prob more Thanks for playing, hope you have fun!", "repo": "https://github.com/gabl18/WarioWare", "demo": "https://gabl18.itch.io/goose-games"}, {"ship_num": 2, "ts": "2026-06-28T20:07:08Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Goose Games You are a simple Goose that has a big appetite for Bread and annoying people. A simple WarioWare like game with fast paced minigames. Controls: WASD or Arrows to Move Space to jump Mouseclick The Game currently features 3 Minigames: Platformer - eat the 3 Breads as fast as possible Clicker - eat all of the 6 Breads in time Click-Smasher - Honk at the human enough times in the timeframe All art assets have been created by me - yes, even the font. I still have many plans to extend the games size, polish everthing, add more randomness and make more art. Created for Stardance Hackclub - Make a WarioWare Game. Thanks for playing, hope you have fun!", "repo": "https://github.com/gabl18/WarioWare", "demo": "https://gabl18.itch.io/goose-games"}]...
|
[{"post_id": 71248, "ts": "202 [{"post_id": 71248, "ts": "2026-09-20T14:59:28Z", "hours": 0.5531, "text": "Last Devlog before ship!Fixed some errors and bugs, such as the faulty hitbox for the 7th minigame and the intervention screen always showing the wrong level lol.Then also updated the readme and everything regarding the itch page."}, {"post_id": 70288, "ts": "2026-09-18T21:33:21Z", "hours": 2.8886, "text": "Fixing Stuff and more! Since last time I firstly added some sound effects to better indicate if you failed or not- for example if you fail the HONK CORRECTLY! Minigame its a different honk to when you win, or same for the new minigame I added- yes I added a new minigame: JUMP! : Here you must jump over some items I drew, had a lot of fun to draw these again, also drew some new Backgrounds and so on. I also added the actual controls and code for the settings to actually work, and also added credits there haha. Lastly I fixed a really annoying bug, that was driving me insane - the music wouldn’t Always work in the browser for whatever reason. After some digging the solution was surprisingly easy, just had to change the Default Playback type for audio in the project settings. I am glad that works now. Not much to go untill the second ship, Maybe I’ll add another minigame, or just ship it in the next devlog - we’ll see."}, {"post_id": 69548, "ts": "2026-09-17T08:53:27Z", "hours": 1.3675, "text": "Yippie, added another game- HONK CORRECTLY! In this game you just need to honk at the right moment to win. Seems pretty simple, but took me some time to get done."}, {"post_id": 69070, "ts": "2026-09-16T10:03:53Z", "hours": 0.3117, "text": "Last Devlog bugged I don’t know why but the last devlog bugged out and I sent it off before I finished writing it. Now I have made some really minor fixes to make this devlog but am still wondering how to fix others. But here are new features I added since the actual last devlog: Music: implemented actual warioware music, which did fit perfectly. It works perfect in godot, but I don’t know why, it doesn’t in the browser all the time - I have no idea how to fix that. Randomisation: Minigames now come in a random order and some minigames have variation - such as don’t press (length), annoy the human (click amount) and flappy goose (points amount). Oh, and you can’t get the same minigame back to back. Better Organisation: Changed the organisation of folders, scenes, etc. to be better bc it was a full nightmare before. Took longer than expected because it messed all the dependencies up - but I think it works now. New Minigame: Don’t Click - or else…. Also made some new art for this minigame which turned out great once again imo! Thanks for checking this devlog out, idk why that before happened but well yeah."}, {"post_id": 69054, "ts": "2026-09-16T09:36:39Z", "hours": 2.2619, "text": "More randomisation!"}, {"post_id": 67228, "ts": "2026-09-13T08:59:38Z", "hours": 3.22, "text": "Finally continued working on the game!! Made a flappy bird-like game - which took me way too long because I had many difficulties spawning in the chimneys. And also drawing the sprites took quite some time but I think it was definitely worth it - I am really happy with them"}, {"post_id": 20844, "ts": "2026-07-02T15:39:25Z", "hours": 2.1719, "text": "Made a lil explanation Text pop up before each minigame starting wich gave me a huge headache and still doesn’t really work like intended, also I have no idea why the quality is so bad or why I can’t adjust the size and its just bigger in some scenes and smaller in others. But I am waay too dumb to figure anything out it seems, have definitely wasted too much time on this text popup, might actually quit this, bc I am hella down cause nothing seems to work right I am trying to do ):"}, {"post_id": 17866, "ts": "2026-06-28T20:05:30Z", "hours": 1.8047, "text": "Added a new Game - “Annoy a human”: Just spam the goose enough times in the timeframe! Aditionally created tons of art and different Geese - lol, had much fun drawing these."}, {"post_id": 16200, "ts": "2026-06-26T10:13:25Z", "hours": 3.7047, "text": "Have pretty much finished the guide and implemented some of my own art already - not without its issues, had a bit of difficulties following the guide since I didn’t always know what it wanted me to do lol. But got everything done in the end. Before shipping for the first time I still gotta decide what theme this game should have, what the protagonist should be and add one or two more minigames. - should play some warioware for inspiration haha."}]...
|
Title: Goose Games by @Gabl | Stardance
Devlogs:
Title: Goose Games by @Gabl | Stardance
Devlogs:
Have pretty much finished the guide and implemented some of my own art already - not without its issues, had a bit of difficulties following the guide since I didn’t always know what it wanted me to do lol. But got everything done in the end. Before shipping for the first time I still gotta decide what theme this game should have, what the protagonist should be and add one or two more minigames. - should play some warioware for inspiration haha.
Added a new Game - “Annoy a human”: Just spam the goose enough times in the timeframe! Aditionally created tons of art and different Geese - lol, had much fun drawing these.
Made a lil explanation Text pop up before each minigame starting wich gave me a huge headache and still doesn’t really work like intended, also I have no idea why the quality is so bad or why I can’t adjust the size and its just bigger in some scenes and smaller in others. But I am waay too dumb to figure anything out it seems, have definitely wasted too much time on this text popup, might actually quit this, bc I am hella down cause nothing seems to work right I am trying to do ):
Finally continued working on the game!! Made a flappy bird-like game - which took me way too long because I had many difficulties spawning in the chimneys. And also drawing the sprites took quite some time but I think it was definitely worth it - I am really happy with them
More randomisation!
Last Devlog bugged I don’t know why but the last devlog bugged out and I sent it off before I finished writing it. Now I have made some really minor fixes to make this devlog but am still wondering how to fix others. But here are new features I added since the actual last devlog: Music: implemented actual warioware music, which did fit perfectly. It works perfect in godot, but I don’t know why, it doesn’t in the browser all the time - I have no idea how to fix that. Randomisation: Minigames now come in a random order and some minigames have variation - such as don’t press (length), annoy the human (click amount) and flappy goose (points amount). Oh, and you can’t get the same minigame back to back. Better Organisation: Changed the organisation of folders, scenes, etc. to be better bc it was a full nightmare before. Took longer than expected because it messed all the dependencies up - but I think it works now. New Minigame: Don’t Click - or else…. Also made some new art for this minigame which turned out great once again imo! Thanks for checking this devlog out, idk why that before happened but well yeah.
Yippie, added another game- HONK CORRECTLY! In this game you just need to honk at the right moment to win. Seems pretty simple, but took me some time to get done.
Fixing Stuff and more! Since last time I firstly added some sound effects to better indicate if you failed or not- for example if you fail the HONK CORRECTLY! Minigame its a different honk to when you win, or same for the new minigame I added- yes I added a new minigame: JUMP! : Here you must jump over some items I drew, had a lot of fun to draw these again, also drew some new Backgrounds and so on. I also added the actual controls and code for the settings to actually work, and also added credits there haha. Lastly I fixed a really annoying bug, that was driving me insane - the music wouldn’t Always work in the browser for whatever reason. After some digging the solution was surprisingly easy, just had to change the Default Playback type for audio in the project settings. I am glad that works now. Not much to go untill the second ship, Maybe I’ll add another minigame, or just ship it in the next devlog - we’ll see.
Last Devlog before ship!Fixed some errors and bugs, such as the faulty hitbox for the 7th minigame and the intervention screen always showing the wrong level lol.Then also updated the readme and everything regarding the itch page.
Ships:
Goose Games You are a simple Goose that has a big appetite for Bread and annoying people. A simple WarioWare like game with fast paced minigames. Controls: WASD or Arrows to Move Space to jump Mouseclick The Game currently features 3 Minigames: Platformer - eat the 3 Breads as fast as possible Clicker - eat all of the 6 Breads in time Click-Smasher - Honk at the human enough times in the timeframe All art assets have been created by me - yes, even the font. I still have many plans to extend the games size, polish everthing, add more randomness and make more art. Created for Stardance Hackclub - Make a WarioWare Game. Thanks for playing, hope you have fun!
Goose Games ship 2 This is a fairly simple WarioWare game, where you have to manage to beat 5 minigames to win. The Game currently features 7 Minigames: Platformer - eat the 3 Breads as fast as possible Clicker - eat all of the 6 Breads in time Click-Smasher - Honk at the human enough times in the timeframe Flappy-Goose - Reach a random score of points Don’t-Click - you don’t. Honk-Correctly - Hit the green area to honk correctly Jump - jump over a random amount of obstacles I added so much to the game since last ship, but here are some things I remember off the top of my head: WarioWare Music and SFX Settings Screen actually working lol 4 new minigames randomisation - for example in minigames but also in which order you get minigames Popup Text at the beginning of the minigame tons of bug fixes prob more Thanks for playing, hope you have fun!...
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1793281696.3099802
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1793368096.3099802
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61277
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CopterCode by @BodaSatvikChandra | Stardance
|
BodaSatvikChandra
|
1
|
7.82
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T14:56:54Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built CopterCode, an AI-assisted parametric drone design and computational screening platform. You give it a mission (like “heavy payload lift” or “racing”), and it generates deterministically bounded, 3D-printable OpenSCAD drone frames while running structural and thrust-to-weight physics checks. The biggest challenge was moving away from a loose generative script and turning it into a real engineering tool. I had to completely refactor the codebase to eradicate “magic numbers,” implement strict Pydantic schemas, and build a “fail-closed” state machine so the pipeline permanently halts if a design is unsafe. Getting the Streamlit cloud deployment perfectly synced with my modular GitHub structure and dependencies was a great final hurdle. I’m most proud of the strict engineering governance I added, especially the Hardcode Audit and the explicit safety boundaries. To test it out, open the live app, try clicking the “Racing Drone” or “1kg Payload Lift” presets (or type your own prompt), and click Run Pipeline to watch the physics engine generate the exact geometry and specs!", "repo": "https://github.com/chandrasatvik423-ui/CopterCode", "demo": "https://youtu.be/yRjAsONN0Dg"}]...
|
[{"post_id": 71249, "ts": "202 [{"post_id": 71249, "ts": "2026-09-20T15:00:07Z", "hours": 3.8161, "text": "“Spent these hours doing a massive architectural refactor of CopterCode to eradicate all hardcoded ‘magic numbers’ and implement strict Pydantic schemas. I also properly structured the GitHub repository into modular directories (config/, schemas/, docs/) and debugged a Plotly deployment issue on Streamlit Cloud by setting up a strict requirements.txt. The live app is now fully operational and shipped!”"}, {"post_id": 67664, "ts": "2026-09-13T20:24:21Z", "hours": 2.4447, "text": "Just locked in a massive refactor on my Astro-Forge drone generator, finally tearing out all the hardcoded “ghost variables” to wire up a mathematically honest, end-to-end physics solver. Now, when you prompt it with something like “high speed racing drone,” the system automatically provisions actual hardware from a JSON database (like Emax motors and F7 stacks), iteratively calculates the exact volumetric frame mass instead of guessing, and runs a structural solver that sweeps arm dimensions until it guarantees a 1.5+ safety factor against real motor thrust. From there, it headlessly auto-generates the OpenSCAD geometry and spits out a full Markdown Assembly Manual complete with an itemized BoM, material cost, and print time. The whole pipeline is now wrapped in a clean CLI and fully protected by automated pytest invariants, making it incredibly satisfying to watch the system catch AI hallucinations and cleanly route to the correct aerodynamic topology!"}, {"post_id": 67154, "ts": "2026-09-13T07:04:48Z", "hours": 0.56, "text": "The Astro-Forge v5.0 pipeline is complete! I upgraded the Python command center to feature an interactive CLI. The system now interviews the user about their mission profile and target environment, dynamically piping those inputs into the local Phi-3 LLM.I successfully tested it by requesting a “Supersonic Drone” for Earth’s atmosphere. The script generated the physics-audited OpenSCAD geometry (with a new minimum-size failsafe for the center chassis), automatically drafted a Markdown assembly manual with fabrication stats, and rendered a brand-new 3D aerodynamic snap-on canopy to protect the flight controller"}, {"post_id": 66620, "ts": "2026-09-12T13:53:56Z", "hours": 0.6169, "text": "I upgraded the AI-to-Hardware pipeline by injecting a custom Python physics module and a CLI dashboard (using the Rich library). To test the fail-safes, I intentionally prompted the local Phi-3 model to design a massive 387mm drone for a Martian environment, requesting paper-thin 2mm arms.The AI extracted the JSON, but my physics engine intercepted the data before generation. It calculated the aerodynamic drag forces, flagged the 2mm arms as a structural failure, and automatically overrode the dimension to a safe 6.0mm minimum. The script then printed the telemetry to my custom dashboard and automatically launched the corrected 3D blueprint in OpenSCAD."}, {"post_id": 66546, "ts": "2026-09-12T12:01:00Z", "hours": 0.4114, "text": "The AI-to-Hardware pipeline is officially live! I built a Python command center that connects to a local Phi-3 LLM. Instead of manually coding dimensions, I can now use natural language prompts to design a frame. I asked the AI for a compact 120mm chassis inspired by Ejen Ali, accommodating a custom 25x25mm PCB. The AI successfully parsed the prompt, extracted the structural specs into JSON, and instantly triggered my backend generator to create the 3D"}]...
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Title: CopterCode by @BodaSatvikChandra | Stardanc Title: CopterCode by @BodaSatvikChandra | Stardance
Devlogs:
The AI-to-Hardware pipeline is officially live! I built a Python command center that connects to a local Phi-3 LLM. Instead of manually coding dimensions, I can now use natural language prompts to design a frame. I asked the AI for a compact 120mm chassis inspired by Ejen Ali, accommodating a custom 25x25mm PCB. The AI successfully parsed the prompt, extracted the structural specs into JSON, and instantly triggered my backend generator to create the 3D
I upgraded the AI-to-Hardware pipeline by injecting a custom Python physics module and a CLI dashboard (using the Rich library). To test the fail-safes, I intentionally prompted the local Phi-3 model to design a massive 387mm drone for a Martian environment, requesting paper-thin 2mm arms.The AI extracted the JSON, but my physics engine intercepted the data before generation. It calculated the aerodynamic drag forces, flagged the 2mm arms as a structural failure, and automatically overrode the dimension to a safe 6.0mm minimum. The script then printed the telemetry to my custom dashboard and automatically launched the corrected 3D blueprint in OpenSCAD.
The Astro-Forge v5.0 pipeline is complete! I upgraded the Python command center to feature an interactive CLI. The system now interviews the user about their mission profile and target environment, dynamically piping those inputs into the local Phi-3 LLM.I successfully tested it by requesting a “Supersonic Drone” for Earth’s atmosphere. The script generated the physics-audited OpenSCAD geometry (with a new minimum-size failsafe for the center chassis), automatically drafted a Markdown assembly manual with fabrication stats, and rendered a brand-new 3D aerodynamic snap-on canopy to protect the flight controller
Just locked in a massive refactor on my Astro-Forge drone generator, finally tearing out all the hardcoded “ghost variables” to wire up a mathematically honest, end-to-end physics solver. Now, when you prompt it with something like “high speed racing drone,” the system automatically provisions actual hardware from a JSON database (like Emax motors and F7 stacks), iteratively calculates the exact volumetric frame mass instead of guessing, and runs a structural solver that sweeps arm dimensions until it guarantees a 1.5+ safety factor against real motor thrust. From there, it headlessly auto-generates the OpenSCAD geometry and spits out a full Markdown Assembly Manual complete with an itemized BoM, material cost, and print time. The whole pipeline is now wrapped in a clean CLI and fully protected by automated pytest invariants, making it incredibly satisfying to watch the system catch AI hallucinations and cleanly route to the correct aerodynamic topology!
“Spent these hours doing a massive architectural refactor of CopterCode to eradicate all hardcoded ‘magic numbers’ and implement strict Pydantic schemas. I also properly structured the GitHub repository into modular directories (config/, schemas/, docs/) and debugged a Plotly deployment issue on Streamlit Cloud by setting up a strict requirements.txt. The live app is now fully operational and shipped!”
Ships:
I built CopterCode, an AI-assisted parametric drone design and computational screening platform. You give it a mission (like “heavy payload lift” or “racing”), and it generates deterministically bounded, 3D-printable OpenSCAD drone frames while running structural and thrust-to-weight physics checks. The biggest challenge was moving away from a loose generative script and turning it into a real engineering tool. I had to completely refactor the codebase to eradicate “magic numbers,” implement strict Pydantic schemas, and build a “fail-closed” state machine so the pipeline permanently halts if a design is unsafe. Getting the Streamlit cloud deployment perfectly synced with my modular GitHub structure and dependencies was a great final hurdle. I’m most proud of the strict engineering governance I added, especially the Hardcode Audit and the explicit safety boundaries. To test it out, open the live app, try clicking the “Racing Drone” or “1kg Payload Lift” presets (or type your own prompt), and click Run Pipeline to watch the physics engine generate the exact geometry and specs!...
|
1793209702.4120836
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1793296102.4120836
|
|
64127
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Sums of three cubes solver by @alij | Stardance
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alij
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1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T16:35:21Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an implementation of an algorithm to find solutions to the sums of three cubes problem! Some challenging aspects were making the algorithm work multithreaded, and saving/loading progress. If you want to try it out, please download the C file from my github and run make.", "repo": "https://github.com/OG10YROLD/sums_of_three_cubes", "demo": "https://github.com/OG10YROLD/sums_of_three_cubes/blob/main/main.c"}]...
|
[{"post_id": 71265, "ts": "202 [{"post_id": 71265, "ts": "2026-09-20T15:29:51Z", "hours": 9.4022, "text": "What three cube numbers sum to 29? Obviously, 3^3 + 1^3 + 1^3 works. What about 42? Well, the first ever solution was only discovered in 2019! It is 80435758145817515^3 + (−80538738812075974)^3 + 12602123297335631^3. Finding the three cubes which sum to a given number is a famous problem in the field of Diophantine equations, with many new results discovered in the past decade. The algorithm to find these using a computer makes use of many breakthroughs in mathematics and computer science. Naively, you might nest three loops to get O(n^3) time complexity, but for the above solution you’d need to search at least 10^51 combinations, which is more than the number of atoms on Earth. Researchers in the field have optimised the algorithm mathematically to about O(B(log log B)^(1+o(1))), where B is the upper bound for min(|x|, |y|, |z|). This still required large amounts of computing power for the new solutions found recently. The last possible number under 100 to be solved was 42 in 2019, which was possible through crowdsourced compute power from people’s spare computers. I implemented the algorithm in C, and although I didn’t find new solutions (my laptop isn’t quite powerful enough) I did re-discover many solutions, including 30 which was found in 1999."}]...
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Title: Sums of three cubes solver by @alij | Stard Title: Sums of three cubes solver by @alij | Stardance
Devlogs:
What three cube numbers sum to 29? Obviously, 3^3 + 1^3 + 1^3 works. What about 42? Well, the first ever solution was only discovered in 2019! It is 80435758145817515^3 + (−80538738812075974)^3 + 12602123297335631^3. Finding the three cubes which sum to a given number is a famous problem in the field of Diophantine equations, with many new results discovered in the past decade. The algorithm to find these using a computer makes use of many breakthroughs in mathematics and computer science. Naively, you might nest three loops to get O(n^3) time complexity, but for the above solution you’d need to search at least 10^51 combinations, which is more than the number of atoms on Earth. Researchers in the field have optimised the algorithm mathematically to about O(B(log log B)^(1+o(1))), where B is the upper bound for min(|x|, |y|, |z|). This still required large amounts of computing power for the new solutions found recently. The last possible number under 100 to be solved was 42 in 2019, which was possible through crowdsourced compute power from people’s spare computers. I implemented the algorithm in C, and although I didn’t find new solutions (my laptop isn’t quite powerful enough) I did re-discover many solutions, including 30 which was found in 1999.
Ships:
I made an implementation of an algorithm to find solutions to the sums of three cubes problem! Some challenging aspects were making the algorithm work multithreaded, and saving/loading progress. If you want to try it out, please download the C file from my github and run make....
|
1793213502.803696
|
1793299902.803696
|
|
57165
|
Mysite by @AlextheGr3at | Stardance
|
AlextheGr3at
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T15:45:39Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first real website. It wasn’t that challenging. I have a navbar with links that don’t show underlines, an about me section, and a section with a list of my current projects. I also have a footer with social links, so you can follow me, should you want to :)", "repo": "https://github.com/Longing-Ingernot/Mysite", "demo": "https://longing-ingernot.github.io/Mysite/"}]...
|
[{"post_id": 71268, "ts": "202 [{"post_id": 71268, "ts": "2026-09-20T15:33:58Z", "hours": 0.4431, "text": "Devlog #2 Made the navbar links black with no underline, added a footer with socials so you can follow me :), added two more projects I’m actively working on."}, {"post_id": 71032, "ts": "2026-09-20T07:21:58Z", "hours": 0.8319, "text": "Made the structure and almost all content of the website. Added a navbar"}]...
|
Title: Mysite by @AlextheGr3at | Stardance
Devlog Title: Mysite by @AlextheGr3at | Stardance
Devlogs:
Made the structure and almost all content of the website. Added a navbar
Devlog #2 Made the navbar links black with no underline, added a footer with socials so you can follow me :), added two more projects I’m actively working on.
Ships:
I made my first real website. It wasn’t that challenging. I have a navbar with links that don’t show underlines, an about me section, and a section with a list of my current projects. I also have a footer with social links, so you can follow me, should you want to :)...
|
1793350061.7503479
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1793436461.7503479
|
|
63825
|
TTY-WebOS by @qkyubit | Stardance
|
qkyubit
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1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T15:46:46Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "And here it is, TTY/OS! TTY/OS is a simplistic Web OS designed around CLI applications, but styling it as a stacking window manager. It has four simple applications: A terminal with 13 commands A calculator with basic functions A read-only filesystem A colour app to change the theming of the system. It also has some cool ASCII art in the background. Like it? I know it’s epic. What I found challenging was that although I am pretty experienced with HTML, the logic for the draggable windows was pretty painful, taking up most of the time. I haven’t used mouse pointer logic here before. What are you waiting for? Check it out! Sadly, I did a lot of work in another editor so the time’s been under-reported, but that’s alright since this is a fixed payout.", "repo": "https://github.com/qkyubit/ttyOS/", "demo": "https://qkyubit.github.io/ttyOS/index.html"}]...
|
[{"post_id": 71271, "ts": "202 [{"post_id": 71271, "ts": "2026-09-20T15:40:13Z", "hours": 0.3697, "text": "It’s ready to ship! I’ve polished the code a bit, decided to include the terminal (but strip its functionality down quite a bit), and the main UI now functions properly."}, {"post_id": 71242, "ts": "2026-09-20T14:49:58Z", "hours": 0.8644, "text": "Display! Currently only the calculator works. I am currently working on everything else, and I should be able to ship this by the end of the day."}, {"post_id": 71212, "ts": "2026-09-20T13:40:38Z", "hours": 0.7561, "text": "Github page is ready, code is licensed and the demo is up! After fiddling around with git trying to find out how it works, I managed to get it working, and now I can always easily commit updates while working there."}, {"post_id": 71169, "ts": "2026-09-20T11:58:34Z", "hours": 0.7811, "text": "Finished working on the applet styling. Now it’s time for the main body of the webOS and some scripting to get functions like the clock to work correctly."}, {"post_id": 71130, "ts": "2026-09-20T10:34:34Z", "hours": 0.3025, "text": "Begun working on this project. So far i’ve just defined the main colour variables and started writing the basics such as the topbar and the background."}]...
|
Title: TTY-WebOS by @qkyubit | Stardance
Devlogs: Title: TTY-WebOS by @qkyubit | Stardance
Devlogs:
Begun working on this project. So far i’ve just defined the main colour variables and started writing the basics such as the topbar and the background.
Finished working on the applet styling. Now it’s time for the main body of the webOS and some scripting to get functions like the clock to work correctly.
Github page is ready, code is licensed and the demo is up! After fiddling around with git trying to find out how it works, I managed to get it working, and now I can always easily commit updates while working there.
Display! Currently only the calculator works. I am currently working on everything else, and I should be able to ship this by the end of the day.
It’s ready to ship! I’ve polished the code a bit, decided to include the terminal (but strip its functionality down quite a bit), and the main UI now functions properly.
Ships:
And here it is, TTY/OS! TTY/OS is a simplistic Web OS designed around CLI applications, but styling it as a stacking window manager. It has four simple applications: A terminal with 13 commands A calculator with basic functions A read-only filesystem A colour app to change the theming of the system. It also has some cool ASCII art in the background. Like it? I know it’s epic. What I found challenging was that although I am pretty experienced with HTML, the logic for the draggable windows was pretty painful, taking up most of the time. I haven’t used mouse pointer logic here before. What are you waiting for? Check it out! Sadly, I did a lot of work in another editor so the time’s been under-reported, but that’s alright since this is a fixed payout....
|
1793213423.8683188
|
1793299823.8683188
|
|
64036
|
Simple Voice Chatbot Cli by @HarvyLiu | Stardance
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HarvyLiu
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0
|
1.4
|
0
|
[]
|
[{"post_id": 71279, "ts": "202 [{"post_id": 71279, "ts": "2026-09-20T15:52:35Z", "hours": 1.3967, "text": "Still working on basic setup, and understanding what I need to do (I used AI to help me map out my project, roadmap sort of thing. And help me plan which libraries I might use)"}]...
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Title: Simple Voice Chatbot Cli by @HarvyLiu | Sta Title: Simple Voice Chatbot Cli by @HarvyLiu | Stardance
Devlogs:
Still working on basic setup, and understanding what I need to do (I used AI to help me map out my project, roadmap sort of thing. And help me plan which libraries I might use)...
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1793058536.7358003
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1793663336.7358003
|
|
62719
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Tux-WebOS by @deadbeef404 | Stardance
|
deadbeef404
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T16:02:02Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a keyboard driven, scrollable tiling window manager inspired webOS. Only for devices which have keyboard access cuz it is mainly keyboard driven.", "repo": "https://github.com/Loml-1989/Tux-WebOS", "demo": "https://webos.tuxotaku.tech/"}]...
|
[{"post_id": 71281, "ts": "202 [{"post_id": 71281, "ts": "2026-09-20T15:57:05Z", "hours": 0.3033, "text": "Added a readme.md file"}, {"post_id": 71244, "ts": "2026-09-20T14:53:15Z", "hours": 0.6808, "text": "Added a welcome screen to welcome and explain how to use it."}, {"post_id": 71014, "ts": "2026-09-20T06:33:00Z", "hours": 1.9022, "text": "I have added a functioning system monitor so now it shows some information. NOT correct one but it DOES show SOMETHING so yeah :)"}, {"post_id": 70155, "ts": "2026-09-18T16:05:23Z", "hours": 1.1756, "text": "I made the file manager actually functioning with some files in it asw."}, {"post_id": 70119, "ts": "2026-09-18T14:36:14Z", "hours": 0.8461, "text": "I made terminal functional with few commands. I added help, clear, echo, date, whoami, and neofetch."}, {"post_id": 70081, "ts": "2026-09-18T12:45:44Z", "hours": 0.8794, "text": "Added ability to change wallpaper and add custom wallpaper in the settings application."}, {"post_id": 70065, "ts": "2026-09-18T11:45:57Z", "hours": 0.27, "text": "I added a wallpaper and made some theme changes for consistency."}, {"post_id": 70051, "ts": "2026-09-18T11:12:40Z", "hours": 0.3017, "text": "I added a full screen ability so u can full screen the active window by using shift + i. I also added the ability to change the active window by using shift + h to go left and shift + l to go right window. Additionally I added a highlight/backlight for the active window so that the user can know which window is active."}, {"post_id": 70039, "ts": "2026-09-18T10:50:35Z", "hours": 0.9075, "text": "I removed window decoration because I don’t like it. Added navigation in the launcher using the arrow keys/navigation keys and ability to open the app using enter. You can focus the window by clicking it and close it by shift + c."}, {"post_id": 70022, "ts": "2026-09-18T09:29:27Z", "hours": 0.8019, "text": "Got the launcher show up when pressing shift + space. The problems was that it was getting hidden behind the DOM so I fixed that and now the launcher actually does show up when the user presses shift + space."}, {"post_id": 69087, "ts": "2026-09-16T10:55:49Z", "hours": 0.4425, "text": "Setting up the basic structure, adding a dark theme, and creating a fixed bottom status bar (similar to waybar), implementing a horizontal scrolling layout for the main workspace, inspired by tiling window managers like Niri. Added a JavaScript function to spawn dummy windows so you can see the scrolling mechanics along with a functional clock for the bar"}]...
|
Title: Tux-WebOS by @deadbeef404 | Stardance
Devl Title: Tux-WebOS by @deadbeef404 | Stardance
Devlogs:
Setting up the basic structure, adding a dark theme, and creating a fixed bottom status bar (similar to waybar), implementing a horizontal scrolling layout for the main workspace, inspired by tiling window managers like Niri. Added a JavaScript function to spawn dummy windows so you can see the scrolling mechanics along with a functional clock for the bar
Got the launcher show up when pressing shift + space. The problems was that it was getting hidden behind the DOM so I fixed that and now the launcher actually does show up when the user presses shift + space.
I removed window decoration because I don’t like it. Added navigation in the launcher using the arrow keys/navigation keys and ability to open the app using enter. You can focus the window by clicking it and close it by shift + c.
I added a full screen ability so u can full screen the active window by using shift + i. I also added the ability to change the active window by using shift + h to go left and shift + l to go right window. Additionally I added a highlight/backlight for the active window so that the user can know which window is active.
I added a wallpaper and made some theme changes for consistency.
Added ability to change wallpaper and add custom wallpaper in the settings application.
I made terminal functional with few commands. I added help, clear, echo, date, whoami, and neofetch.
I made the file manager actually functioning with some files in it asw.
I have added a functioning system monitor so now it shows some information. NOT correct one but it DOES show SOMETHING so yeah :)
Added a welcome screen to welcome and explain how to use it.
Added a readme.md file
Ships:
This is a keyboard driven, scrollable tiling window manager inspired webOS. Only for devices which have keyboard access cuz it is mainly keyboard driven....
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1793210082.8371253
|
1793296482.8371253
|