|
43907
|
Flappy Bird Console by @artitule | Stardance
|
artitule
|
1
|
40.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T19:05:53Z", "hours": 40.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built FlappyINO a small form factor portable Flappy Bird Console. It is easy to take with you and enjoy on the go. It is based around the ATmega328P IC (the same IC that is used in the Arduino UNO and NANO) so the project is very easy to build from readily available parts. Also since the same IC is used in popular Arduino boards the project can be built on a breadboard and tested beforehand with ease. This project was started before Stardance but before only the game part was there. Since Stardance the project became a lot more polished and i was able to add a lot of the features that were missing before. I rewrote the code to use the more user friendly VSCode + PlatformIO combo instead of the ArduinoIDE, before the code was organized in what ArduinoIDE calls “Tabs”. Now the code is organized in actual files and this is an actual software project. Apart from that in the v2 release i added: A game progression system with difficulty unlocks and more game modes, a Settings menu for graphical features, landing and takeoff animations, better UI and so much more. Please see the README to see the full list of changes and see the demo video for the gameplay. As this is a hardware project and you can’t run something like Unity on a IC that has 2Kb of SRAM and 32Kb of flash you need to implement all of the “basic” things that you can do with a couple lines of code in game engine like collision detection, game loop, player inputs, accurate timings and stable FPS needs implementation by hand. This was by far the hardest part (together with game optimization and asset storage) that i had to overcome to finish this project. I’m most proud of being able to combine all of these aspects into one and get something that is stable/reliable and responsive but also compact so that you can carry the whole console on your keychain. Don’t even get me started on the responsive part. Since the game needs to get faster and faster (otherwise it would get really boring) you will be quickly met with restrictions to how much data you can process and send to the display while keeping the game responsive and not slowing it down. Here even at 30 FPS you need to basically redraw 128x64=8.192 pixels every 33 ish milliseconds. On a modern computer that is not that hard but on a 8MHz microcontroller that is no easy feat. In the end i had to cut down and optimize almost all of the “redraws” to minimize the amount that needs to be actually “redrawn”. To test the project select the hardware you want to run the project on (the PCB or an Arduino Board) go to the GitHub repository and follow the steps for the connections and code uploading. You can also watch the demo video beforehand to get more information about the project. I really enjoyed being a part of the Stardance community and improving my project. I hope in the future i will be able to to more really interesting hardware and software projects. If you want to see this and my future projects grow please consider leaving feedback. I am designing these projects on my own so other peoples feedback is really important to me! Thank You! :)", "repo": "https://github.com/ARTITULE/FlappyINO", "demo": ""}]...
|
[{"post_id": 71874, "ts": "202 [{"post_id": 71874, "ts": "2026-09-21T18:01:22Z", "hours": 7.5458, "text": "Devlog Time!! Hopefully this is going to be my final devlog for this project. I finished the demo video and the thumbnail updated the README and did much more. You can watch the demo video from the link in my project or the link below. https://www.youtube.com/watch?v=2ZuoSsNO6Mo See you in the next devlog"}, {"post_id": 64322, "ts": "2026-09-08T16:43:15Z", "hours": 6.4667, "text": "Devlog Time!! After a lot of soldering i finished the assembly of the v2 FlappyINO console. You can see the v1(on the left) vs the v2(on the right) comparison in the picture. Now the only thing that’s left is to update the README and to film the video! See you then"}, {"post_id": 62394, "ts": "2026-09-05T18:47:28Z", "hours": 2.8417, "text": "Devlog Time!! Finally got the Pcb’s and redesigned the case. The only real thing that is left is to assemble the console and SHIP! I also added the production files to github and modified the README. Now i am going to, keep soldering!"}, {"post_id": 59637, "ts": "2026-09-01T15:38:43Z", "hours": 7.6844, "text": "Devlog Time!! Finally added the animations for landing and taking off . You can see them attached. Among minor bug fixes i implemented: Landing and Takeoff animation. Setting in settings menu to enable and disable the animations(in case they get boring) Added a way to see if the level is locked, unlocked or cleared(completed) Since there is no game engines written for AVR microcontrollers the animation took a long time to implement because i need to draw each frame of it by hand to the buffer and then to the screen. But i definitely learned a lot about how to interact with each element on its own. Now i am slowly preparing to ship the project but until then i will keep coding!"}, {"post_id": 48390, "ts": "2026-08-16T18:29:51Z", "hours": 3.5811, "text": "Devlog Time!! Finally worked on the level ending.(before the game had no ending and no way to complete the levels ) Now the levels have a cool ending screen and an option to play the ENDLESS MODE . Also a new feature is that you now need to beat previous levels before advancing to the next. I think this way an endless game has more “story” i guess. The next thing i will be working on is a cool landing animation. In the meantime Keep Coding!"}, {"post_id": 44709, "ts": "2026-08-10T17:26:21Z", "hours": 2.8642, "text": "Devlog Time!! After adding more graphics to the game i saw some frame drops so i added the ability to toggle some of the more performance heavy ones. That is how the Settings menu was born. Not a lot of changes for this devlog but in the meantime, Keep coding"}, {"post_id": 44011, "ts": "2026-08-09T14:38:52Z", "hours": 5.8189, "text": "Devlog Time!! Mainly worked on the GUI this time now the level select screen has a cute planet picture :3. Also added a moon surface looking background to the level. Spent like 30 minutes trying to align everything but now i am really good at math(specifically dividing by 2). Keep coding 🙃"}, {"post_id": 42492, "ts": "2026-08-07T08:12:39Z", "hours": 3.3422, "text": "Finally rewrote the code to work with PlatformIO . Code compilation is a lot faster now. Struggled on splitting the ArduinoIDE “Tabs” into actual files but this is a lot better than the old mess."}]...
|
Title: Flappy Bird Console by @artitule | Stardanc Title: Flappy Bird Console by @artitule | Stardance
Devlogs:
Finally rewrote the code to work with PlatformIO . Code compilation is a lot faster now. Struggled on splitting the ArduinoIDE “Tabs” into actual files but this is a lot better than the old mess.
Devlog Time!! Mainly worked on the GUI this time now the level select screen has a cute planet picture :3. Also added a moon surface looking background to the level. Spent like 30 minutes trying to align everything but now i am really good at math(specifically dividing by 2). Keep coding 🙃
Devlog Time!! After adding more graphics to the game i saw some frame drops so i added the ability to toggle some of the more performance heavy ones. That is how the Settings menu was born. Not a lot of changes for this devlog but in the meantime, Keep coding
Devlog Time!! Finally worked on the level ending.(before the game had no ending and no way to complete the levels ) Now the levels have a cool ending screen and an option to play the ENDLESS MODE . Also a new feature is that you now need to beat previous levels before advancing to the next. I think this way an endless game has more “story” i guess. The next thing i will be working on is a cool landing animation. In the meantime Keep Coding!
Devlog Time!! Finally added the animations for landing and taking off . You can see them attached. Among minor bug fixes i implemented: Landing and Takeoff animation. Setting in settings menu to enable and disable the animations(in case they get boring) Added a way to see if the level is locked, unlocked or cleared(completed) Since there is no game engines written for AVR microcontrollers the animation took a long time to implement because i need to draw each frame of it by hand to the buffer and then to the screen. But i definitely learned a lot about how to interact with each element on its own. Now i am slowly preparing to ship the project but until then i will keep coding!
Devlog Time!! Finally got the Pcb’s and redesigned the case. The only real thing that is left is to assemble the console and SHIP! I also added the production files to github and modified the README. Now i am going to, keep soldering!
Devlog Time!! After a lot of soldering i finished the assembly of the v2 FlappyINO console. You can see the v1(on the left) vs the v2(on the right) comparison in the picture. Now the only thing that’s left is to update the README and to film the video! See you then
Devlog Time!! Hopefully this is going to be my final devlog for this project. I finished the demo video and the thumbnail updated the README and did much more. You can watch the demo video from the link in my project or the link below. https://www.youtube.com/watch?v=2ZuoSsNO6Mo See you in the next devlog
Ships:
I built FlappyINO a small form factor portable Flappy Bird Console. It is easy to take with you and enjoy on the go. It is based around the ATmega328P IC (the same IC that is used in the Arduino UNO and NANO) so the project is very easy to build from readily available parts. Also since the same IC is used in popular Arduino boards the project can be built on a breadboard and tested beforehand with ease. This project was started before Stardance but before only the game part was there. Since Stardance the project became a lot more polished and i was able to add a lot of the features that were missing before. I rewrote the code to use the more user friendly VSCode + PlatformIO combo instead of the ArduinoIDE, before the code was organized in what ArduinoIDE calls “Tabs”. Now the code is organized in actual files and this is an actual software project. Apart from that in the v2 release i added: A game progression system with difficulty unlocks and more game modes, a Settings menu for graphical features, landing and takeoff animations, better UI and so much more. Please see the README to see the full list of changes and see the demo video for the gameplay. As this is a hardware project and you can’t run something like Unity on a IC that has 2Kb of SRAM and 32Kb of flash you need to implement all of the “basic” things that you can do with a couple lines of code in game engine like collision detection, game loop, player inputs, accurate timings and stable FPS needs implementation by hand. This was by far the hardest part (together with game optimization and asset storage) that i had to overcome to finish this project. I’m most proud of being able to combine all of these aspects into one and get something that is stable/reliable and responsive but also compact so that you can carry the whole console on your keychain. Don’t even get me started on the responsive part. Since the game needs to get faster and faster (otherwise it would get really boring) you will be quickly met with restrictions to how much data you can process and send to the display while keeping the game responsive and not slowing it down. Here even at 30 FPS you need to basically redraw 128x64=8.192 pixels every 33 ish milliseconds. On a modern computer that is not that hard but on a 8MHz microcontroller that is no easy feat. In the end i had to cut down and optimize almost all of the “redraws” to minimize the amount that needs to be actually “redrawn”. To test the project select the hardware you want to run the project on (the PCB or an Arduino Board) go to the GitHub repository and follow the steps for the connections and code uploading. You can also watch the demo video beforehand to get more information about the project. I really enjoyed being a part of the Stardance community and improving my project. I hope in the future i will be able to to more really interesting hardware and software projects. If you want to see this and my future projects grow please consider leaving feedback. I am designing these projects on my own so other peoples feedback is really important to me! Thank You! :)...
|
1793339730.6229248
|
1793426130.6229248
|
|
64375
|
Ian's personal website! by @ianl | Stardance
|
ianl
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T18:24:22Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I took some time to make a personal website that is 90’s-themed. It includes things like my favorite things, contact information, about me, and a photo gallery with photos from many different places I have been.", "repo": "https://github.com/ilaws/ians-personal-website", "demo": "https://ianlawson.ourdevbox.site"}]...
|
[{"post_id": 71878, "ts": "202 [{"post_id": 71878, "ts": "2026-09-21T18:02:43Z", "hours": 0.8739, "text": "Just finished the gallery, and I am now ready to ship! I am really glad that I got to work on this project."}, {"post_id": 71680, "ts": "2026-09-21T09:28:31Z", "hours": 0.4192, "text": "Just added a likes page. I put my inspirations here. I think it’s nice, and also difficult, to list out the people who have put me where I am today."}, {"post_id": 71674, "ts": "2026-09-21T08:58:27Z", "hours": 0.94, "text": "I have really enjoyed working on this. I am just now adding content, but I find it really enjoyable to work on something of my own. I am trying to make it 90s themed."}]...
|
Title: Ian's personal website! by @ianl | Star Title: Ian's personal website! by @ianl | Stardance
Devlogs:
I have really enjoyed working on this. I am just now adding content, but I find it really enjoyable to work on something of my own. I am trying to make it 90s themed.
Just added a likes page. I put my inspirations here. I think it’s nice, and also difficult, to list out the people who have put me where I am today.
Just finished the gallery, and I am now ready to ship! I am really glad that I got to work on this project.
Ships:
I took some time to make a personal website that is 90’s-themed. It includes things like my favorite things, contact information, about me, and a photo gallery with photos from many different places I have been....
|
1793213574.0935001
|
1793299974.0935001
|
|
64209
|
minimal clock by @Synt-0 | Stardance
|
Synt-0
|
0
|
1.54
|
0
|
[]
|
[{"post_id": 71883, "ts": "202 [{"post_id": 71883, "ts": "2026-09-21T18:08:51Z", "hours": 1.5442, "text": "i finished the schematic (i forgot to record so 1hr not recorded ) and the pcb need to go on with the case model (it was today when i found out kicad had raytracing man it took 10s another one 87sec idk why in my pentium gold with igpu ! )"}]...
|
Title: minimal clock by @Synt-0 | Stardance
Devlo Title: minimal clock by @Synt-0 | Stardance
Devlogs:
i finished the schematic (i forgot to record so 1hr not recorded ) and the pcb need to go on with the case model (it was today when i found out kicad had raytracing man it took 10s another one 87sec idk why in my pentium gold with igpu ! )...
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1793058778.2074478
|
1793663578.2074478
|
|
58452
|
AUTO HEXA by @emmanuelpaiva11 | Stardance
|
emmanuelpaiva11
|
0
|
5.17
|
0
|
[]
|
[{"post_id": 71884, "ts": "202 [{"post_id": 71884, "ts": "2026-09-21T18:10:46Z", "hours": 2.6011, "text": "DEVLOG 02- First Leg Am gonna Compress Devlog 02 and 03 cause i made alot of progress and each of them deserve separate sections of Dev log hence here DEVLOGS 02-03 will be written, I built my First complete 3DOF Hexapod leg in FreeCAD with 3 servos, coxa, femur, tibia, tip and the smaller parts . My first coxa joint went wrong HORRIBLY, so the servo model rotated instead of the part which was connected the servo head, Then I troubleshooted for a bit trying not to loose my mind in the “PROCESS” Then I fixed my Joint refrences and got the movement working. I also learnt how to use fixed/revolute joints and work with STL parts, After wayy to much clicking the First Leg was done. DEVLOG 03- Six legs, finally After getting the first CHICA leg working, the next goal was to finish the full six-leg assembly and get it moving in FreeCAD. I saved the completed leg as a subassembly so i didnt have to build the same thing six times, lol. I inserted the leg into the main assesmbly and repeated it until all 6 legs were there THE MOST SATISFYING PART: Simulation At first, The joints were moving so cursed like i was hikey crashing out sfm, The main problem was the rotation formulation in the revolutes of the joints i selected. After testing the formulas and adjusting the joint motion, I finally got the legs moving in a controlled way. What I learnt: Subassemblies save A LOT of time Finally, i have a complete 18-dof CHICA Assembly moving in FreeCAD."}, {"post_id": 67601, "ts": "2026-09-13T19:01:21Z", "hours": 2.5708, "text": "DEVLOG 01 - Laying the foundations Am starting Auto-Hexa , a long-term Project to build a modular, Autonomous, and upgradeable hexapod robot. Before designing my own robot, I decided to study CHICA FROM MakeYourPet to understand how a 18-DOF hexapod is actually built. My first mistake was mixing up chica and chipo parts, so i simplified things and decided to use chica only as my mechanical reference. lol i also started learning FreeCAD , which came with its own learning curve, STL files were a pain in the asss to assemble, i flipping spent 1hours mapping and selecting the 484848 of triangles try to assemble the parts omg, until i discovered STEP FILES lol. Then i began assembling the first leg. I initially misunderstood how the coxa connects, and my first revolute joint didnt move because i was changing the wrong setting. After figuring out the correct joint rotation, I finally got the servo moving around the servo shaft!!!!!, THE FEELING I GOT OMG, THE SENSE OF ACCOMPLISHMENT I FELT WAS ON ANOTHER LEVEL!! ok so What I learned: step is much easier to work with for assemblies i shudnt clutter stl and step files of different bots tgt lol joint axed and mounting points matter"}]...
|
Title: AUTO HEXA by @emmanuelpaiva11 | Stardance
Title: AUTO HEXA by @emmanuelpaiva11 | Stardance
Devlogs:
DEVLOG 01 - Laying the foundations Am starting Auto-Hexa , a long-term Project to build a modular, Autonomous, and upgradeable hexapod robot. Before designing my own robot, I decided to study CHICA FROM MakeYourPet to understand how a 18-DOF hexapod is actually built. My first mistake was mixing up chica and chipo parts, so i simplified things and decided to use chica only as my mechanical reference. lol i also started learning FreeCAD , which came with its own learning curve, STL files were a pain in the asss to assemble, i flipping spent 1hours mapping and selecting the 484848 of triangles try to assemble the parts omg, until i discovered STEP FILES lol. Then i began assembling the first leg. I initially misunderstood how the coxa connects, and my first revolute joint didnt move because i was changing the wrong setting. After figuring out the correct joint rotation, I finally got the servo moving around the servo shaft!!!!!, THE FEELING I GOT OMG, THE SENSE OF ACCOMPLISHMENT I FELT WAS ON ANOTHER LEVEL!! ok so What I learned: step is much easier to work with for assemblies i shudnt clutter stl and step files of different bots tgt lol joint axed and mounting points matter
DEVLOG 02- First Leg Am gonna Compress Devlog 02 and 03 cause i made alot of progress and each of them deserve separate sections of Dev log hence here DEVLOGS 02-03 will be written, I built my First complete 3DOF Hexapod leg in FreeCAD with 3 servos, coxa, femur, tibia, tip and the smaller parts . My first coxa joint went wrong HORRIBLY, so the servo model rotated instead of the part which was connected the servo head, Then I troubleshooted for a bit trying not to loose my mind in the “PROCESS” Then I fixed my Joint refrences and got the movement working. I also learnt how to use fixed/revolute joints and work with STL parts, After wayy to much clicking the First Leg was done. DEVLOG 03- Six legs, finally After getting the first CHICA leg working, the next goal was to finish the full six-leg assembly and get it moving in FreeCAD. I saved the completed leg as a subassembly so i didnt have to build the same thing six times, lol. I inserted the leg into the main assesmbly and repeated it until all 6 legs were there THE MOST SATISFYING PART: Simulation At first, The joints were moving so cursed like i was hikey crashing out sfm, The main problem was the rotation formulation in the revolutes of the joints i selected. After testing the formulas and adjusting the joint motion, I finally got the legs moving in a controlled way. What I learnt: Subassemblies save A LOT of time Finally, i have a complete 18-dof CHICA Assembly moving in FreeCAD....
|
1792752656.3044007
|
1793357456.3044007
|
|
55989
|
Pisces by @moebius | Stardance
|
moebius
|
1
|
12.71
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T23:59:21Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an interactive astronomy website designed to make learning and exploring astronomy much more visual and interesting. I created a cinematic entrance that has a jigsaw theme, I also added facts and images for planets and deep space objects. I also built an interactive journey through astronomical scales, from planets and stars to galaxies and the broader universe. You can also add markers along the journey and return to them later. I used AI heavily for coding while I directed the concept and design, tested the site, debugged it and reviewed the results and worked through some simpler problems as I learned.", "repo": "https://github.com/moebius1eq-dotcom/Pisces", "demo": "https://moebius1eq-dotcom.github.io/Pisces/"}]...
|
[{"post_id": 71887, "ts": "202 [{"post_id": 71887, "ts": "2026-09-21T18:13:37Z", "hours": 0.6822, "text": "Redid the hamburger menu, watched a tutorial on it and had to keep tweaking cuz it was either buggy or looked weird. Managed to make it look decent but still needs some work. I still needa fix the issue when after opening the hamburger menu I cant close it. Oh and I added a cool animation of the hamburger when you click it it turns into 2 lines sorta like a arrow shaped thingy."}, {"post_id": 70964, "ts": "2026-09-20T03:53:35Z", "hours": 2.4786, "text": "I redid the entire homepage and the first thing you see now is a minimalistic black screen with a navbar and in the top left of it it says Pisces and top right there’s a hamnburger. Both don’t work but its ok Im still learning. I also added a hero and its split into two sections. one section is just the main screen when you load it up with the big words PISCES on it and Begin your journey below it with a interactive down arrow that bounces up and down. And then I also increased the height of the entire webpage so it scrolls into the next section below which shows 2 cards one of earth and the other of mars. Not really much there yet. Oh and the down arrow you can click it and there’s a smooth transition into the next section which are the planet cards."}, {"post_id": 68930, "ts": "2026-09-16T02:01:40Z", "hours": 0.5506, "text": "Ok, sooooo I completely scrapped the idea of using AI and now I’m gonna learn myself. :) I remember some things but still very very hard and confusing. This is what I got so far!! Pretty proud of it. Took me a while to figure out how to get the image to be constricted within the box."}, {"post_id": 67744, "ts": "2026-09-13T23:49:36Z", "hours": 0.5947, "text": "Added back the Journey, homepage/hub, planet facts, and deep space stuff that got disconnected while I was rebuilding the entrance. I also made a transition from the jigsaw entrance into the actual PISCES homepage, so now the entrance actually leads somewhere lol. Disclaimer: Used AI heavily for the coding. I directed what I wanted, tested it, reviewed the results, debugged problems, and kept making changes to the final product."}, {"post_id": 67635, "ts": "2026-09-13T19:40:14Z", "hours": 0.7653, "text": "Ok, sooooo lets see. I finally got the vision I wanted. I basically made it so when you click into the website it creates a entrance animation where you are flying through space with lots of jigsaw pieces, each with a picture of a cool astronomy thing. I then made it all fly into place to create this giant jigsaw and fade slightly dark and then PISCES piece together the universe would come in. I chose Pisces because it looks like pieces and its my favorite constellation :) Disclaimer: I used Ai a lot for the coding (I’m pretty nooby and still learning) I directed the design explained my vision/concept. I also tested, reviewed the design and debugged problems and kept things changed until it fitted my idea"}, {"post_id": 66897, "ts": "2026-09-12T21:00:17Z", "hours": 5.4433, "text": "Decided to remake everything as I felt like in order to really make it work I needed a proper opening animation. I also decided to rename the site pisces after the constellation and the theme is a puzzle. The opening I am trying to make is a gigantic puzzle like bluelock with the marvel comic animation flashback but with stars, galaxies, blackholes, other interesting things in each puzzle piece."}, {"post_id": 58427, "ts": "2026-08-30T20:44:23Z", "hours": 1.8789, "text": "Today I added cards as my category for each planet and added a button that when you click it it generates a random planet from the solar system and provides data on it such as the amount of moons, its gravity, diameter, etc.."}]...
|
Title: Pisces by @moebius | Stardance
Devlogs:
To Title: Pisces by @moebius | Stardance
Devlogs:
Today I added cards as my category for each planet and added a button that when you click it it generates a random planet from the solar system and provides data on it such as the amount of moons, its gravity, diameter, etc..
Decided to remake everything as I felt like in order to really make it work I needed a proper opening animation. I also decided to rename the site pisces after the constellation and the theme is a puzzle. The opening I am trying to make is a gigantic puzzle like bluelock with the marvel comic animation flashback but with stars, galaxies, blackholes, other interesting things in each puzzle piece.
Ok, sooooo lets see. I finally got the vision I wanted. I basically made it so when you click into the website it creates a entrance animation where you are flying through space with lots of jigsaw pieces, each with a picture of a cool astronomy thing. I then made it all fly into place to create this giant jigsaw and fade slightly dark and then PISCES piece together the universe would come in. I chose Pisces because it looks like pieces and its my favorite constellation :) Disclaimer: I used Ai a lot for the coding (I’m pretty nooby and still learning) I directed the design explained my vision/concept. I also tested, reviewed the design and debugged problems and kept things changed until it fitted my idea
Added back the Journey, homepage/hub, planet facts, and deep space stuff that got disconnected while I was rebuilding the entrance. I also made a transition from the jigsaw entrance into the actual PISCES homepage, so now the entrance actually leads somewhere lol. Disclaimer: Used AI heavily for the coding. I directed what I wanted, tested it, reviewed the results, debugged problems, and kept making changes to the final product.
Ok, sooooo I completely scrapped the idea of using AI and now I’m gonna learn myself. :) I remember some things but still very very hard and confusing. This is what I got so far!! Pretty proud of it. Took me a while to figure out how to get the image to be constricted within the box.
I redid the entire homepage and the first thing you see now is a minimalistic black screen with a navbar and in the top left of it it says Pisces and top right there’s a hamnburger. Both don’t work but its ok Im still learning. I also added a hero and its split into two sections. one section is just the main screen when you load it up with the big words PISCES on it and Begin your journey below it with a interactive down arrow that bounces up and down. And then I also increased the height of the entire webpage so it scrolls into the next section below which shows 2 cards one of earth and the other of mars. Not really much there yet. Oh and the down arrow you can click it and there’s a smooth transition into the next section which are the planet cards.
Redid the hamburger menu, watched a tutorial on it and had to keep tweaking cuz it was either buggy or looked weird. Managed to make it look decent but still needs some work. I still needa fix the issue when after opening the hamburger menu I cant close it. Oh and I added a cool animation of the hamburger when you click it it turns into 2 lines sorta like a arrow shaped thingy.
Ships:
I made an interactive astronomy website designed to make learning and exploring astronomy much more visual and interesting. I created a cinematic entrance that has a jigsaw theme, I also added facts and images for planets and deep space objects. I also built an interactive journey through astronomical scales, from planets and stars to galaxies and the broader universe. You can also add markers along the journey and return to them later. I used AI heavily for coding while I directed the concept and design, tested the site, debugged it and reviewed the results and worked through some simpler problems as I learned....
|
1793346677.6072104
|
1793433077.6072104
|
|
35569
|
Vinland Saga OS by @AriDev24 | Stardance
|
AriDev24
|
2
|
28.0
|
15
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T18:50:08Z", "hours": 3.0, "multiplier": 5.24, "payout": 15, "blessing": "neutral", "text": "(Vinland Saga OS v0.6) is a Web-Based OS inspired by my favourite anime, Vinland Saga. It’s a Japanese animated series. It’s my first-ever Hack Club project and a first-ever fully working website. I Know there are still many bugs but I tried my best and I will improve it more. To be honest, I learned so many new things with this project, especially JavaScript. I have never written JS myself before, but you made me use it on my own. This is my WebOS 2 so in this WebOS 2 version i added and improved many things : The first thing I added is to open the gallery image in full screen when clicked. The second and best feature i added is to save whatever you write in notes so that every time you open it you can see and intract with your saved notes. The third and the fun feature i added is a random quote generator. I converted my single quote card to this quote generator. The fourth feature i added is that when you open the OS, you have to open the gallery manually like an app. I did this only with Gallery because it did not feel good to me as a widget on the screen. Soo Thats It, Bye…", "repo": "https://github.com/aridev24/Vinland-Saga-OS", "demo": "https://vinland-saga-os.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-20T20:13:22Z", "hours": 25.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Vinland Saga OS is a Web-Based OS inspired by my favourite anime, Vinland Saga. It’s a Japanese animated series. It’s my first-ever Hack Club project and a first-ever fully working website. I Know there are still many bugs but I tried my best and I will improve it more. To be honest, I learned so many new things with this project, especially JavaScript. I have never written JS myself before, but you made me use it on my own without AI, yea but i will be honest with you: there was a lil hidden bug in some 2 lines of JS, I tried my best to debug but at the end i asked copilot to tell me why this code is not working and it told me, the lines were swapped with each other, so then I debugged it.", "repo": "https://github.com/aridev24/Vinland-Saga-OS", "demo": "https://vinland-saga-os.vercel.app/"}]...
|
[{"post_id": 71889, "ts": "202 [{"post_id": 71889, "ts": "2026-09-21T18:19:14Z", "hours": 2.8381, "text": "(Vinland Saga OS v0.7) Added 4 new features. Today, in this, i added many new features to enhance the user experience, The first thing I added is to open the gallery image in full screen when clicked. The second and best feature i added is to save whatever you write in notes so that every time you open it you can see and intract with your saved notes. The third and the fun feature i added is a random quote generator. I converted my single quote card to this quote generator. The fourth feature i added is that when you open the OS, you have to open the gallery manually like an app. I did this only with Gallery because it did not feel good to me as a widget on the screen. Soo Thats It, Bye…"}, {"post_id": 71191, "ts": "2026-09-20T12:42:32Z", "hours": 1.2247, "text": "(Vinland Saga OS v0.6) Final polish has been completed and now i am finally shipping it. In the final polish i added Vikings Norse symbols to the OS and added more images to the gallery. Finding and editing the Norse symbols to match the theme took me too much time. Soo tell if something can be improved. BTW I’m going to ship it…😄"}, {"post_id": 70534, "ts": "2026-09-19T10:19:21Z", "hours": 8.4975, "text": "Finally Its Time To ship (Vinland Saga OS v0.5) Completed This Time i added many new features like opening and closing the windows/Apps, Actually my app are like widgets on screen, i also a pre loading screen, added more images to gallery and made a new beautiful clock widget. Now Its time for Just a final polish and Doneee…"}, {"post_id": 69306, "ts": "2026-09-16T19:31:34Z", "hours": 3.6294, "text": "Late Night New Features Update to Vinland Saga OS Today before adding new feature i thought to modify theme colors because they were looking boring so first i change the color, and then i started to add more features to my OS but i dont have any new feature idea after searching and thinking here and there i thought to add a song and a gallery, so first i downloaded a Vinland Saga opening song and some images stolen from Pinterest 😅, and start building the features and here the results are in front of you…(Please let me know I you like it😥) Now tomorrow i will add more features"}, {"post_id": 68762, "ts": "2026-09-15T18:14:07Z", "hours": 5.0728, "text": "Sooo… Finally New Features Added To Vinland Saga OS the most dangerous part was literally JavaScript 😭 Added a Side bar for apps icon and add a image at the top of it to make it look badass. Add a Quick Notes App that took me two Daaays because to make it draggable, open and close using java script ( Its my fist time of using Java script 😭) Still Adding new Apps and features 😉 (oh and also added a custom knife cursor but you cant see it in the screenshot)"}, {"post_id": 67937, "ts": "2026-09-14T07:59:02Z", "hours": 2.8878, "text": "Oh Finally now its far better than before after searching hours i found a perfect background for my OS, and i also changed the background color and text color of the pannels to make it look much better and match the theme. The most difficult part was choosing the theme color that will look perfect with the background and ancient theme, currently its not haiving much features but soon it will look greate with useful features (Maybe😅) oh and i fogot to tell that i also make some windows movable anywhere on screen"}, {"post_id": 67291, "ts": "2026-09-13T11:20:26Z", "hours": 3.7989, "text": "A Gift For Anime Fans, Building a Vinland Saga Web-Based OS"}]...
|
Title: Vinland Saga OS by @AriDev24 | Stardance
D Title: Vinland Saga OS by @AriDev24 | Stardance
Devlogs:
A Gift For Anime Fans, Building a Vinland Saga Web-Based OS
Oh Finally now its far better than before after searching hours i found a perfect background for my OS, and i also changed the background color and text color of the pannels to make it look much better and match the theme. The most difficult part was choosing the theme color that will look perfect with the background and ancient theme, currently its not haiving much features but soon it will look greate with useful features (Maybe😅) oh and i fogot to tell that i also make some windows movable anywhere on screen
Sooo… Finally New Features Added To Vinland Saga OS the most dangerous part was literally JavaScript 😭 Added a Side bar for apps icon and add a image at the top of it to make it look badass. Add a Quick Notes App that took me two Daaays because to make it draggable, open and close using java script ( Its my fist time of using Java script 😭) Still Adding new Apps and features 😉 (oh and also added a custom knife cursor but you cant see it in the screenshot)
Late Night New Features Update to Vinland Saga OS Today before adding new feature i thought to modify theme colors because they were looking boring so first i change the color, and then i started to add more features to my OS but i dont have any new feature idea after searching and thinking here and there i thought to add a song and a gallery, so first i downloaded a Vinland Saga opening song and some images stolen from Pinterest 😅, and start building the features and here the results are in front of you…(Please let me know I you like it😥) Now tomorrow i will add more features
Finally Its Time To ship (Vinland Saga OS v0.5) Completed This Time i added many new features like opening and closing the windows/Apps, Actually my app are like widgets on screen, i also a pre loading screen, added more images to gallery and made a new beautiful clock widget. Now Its time for Just a final polish and Doneee…
(Vinland Saga OS v0.6) Final polish has been completed and now i am finally shipping it. In the final polish i added Vikings Norse symbols to the OS and added more images to the gallery. Finding and editing the Norse symbols to match the theme took me too much time. Soo tell if something can be improved. BTW I’m going to ship it…😄
(Vinland Saga OS v0.7) Added 4 new features. Today, in this, i added many new features to enhance the user experience, The first thing I added is to open the gallery image in full screen when clicked. The second and best feature i added is to save whatever you write in notes so that every time you open it you can see and intract with your saved notes. The third and the fun feature i added is a random quote generator. I converted my single quote card to this quote generator. The fourth feature i added is that when you open the OS, you have to open the gallery manually like an app. I did this only with Gallery because it did not feel good to me as a widget on the screen. Soo Thats It, Bye…
Ships:
Vinland Saga OS is a Web-Based OS inspired by my favourite anime, Vinland Saga. It’s a Japanese animated series. It’s my first-ever Hack Club project and a first-ever fully working website. I Know there are still many bugs but I tried my best and I will improve it more. To be honest, I learned so many new things with this project, especially JavaScript. I have never written JS myself before, but you made me use it on my own without AI, yea but i will be honest with you: there was a lil hidden bug in some 2 lines of JS, I tried my best to debug but at the end i asked copilot to tell me why this code is not working and it told me, the lines were swapped with each other, so then I debugged it.
(Vinland Saga OS v0.6) is a Web-Based OS inspired by my favourite anime, Vinland Saga. It’s a Japanese animated series. It’s my first-ever Hack Club project and a first-ever fully working website. I Know there are still many bugs but I tried my best and I will improve it more. To be honest, I learned so many new things with this project, especially JavaScript. I have never written JS myself before, but you made me use it on my own. This is my WebOS 2 so in this WebOS 2 version i added and improved many things : The first thing I added is to open the gallery image in full screen when clicked. The second and best feature i added is to save whatever you write in notes so that every time you open it you can see and intract with your saved notes. The third and the fun feature i added is a random quote generator. I converted my single quote card to this quote generator. The fourth feature i added is that when you open the OS, you have to open the gallery manually like an app. I did this only with Gallery because it did not feel good to me as a widget on the screen. Soo Thats It, Bye…...
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1793346499.7781534
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1793432899.7781534
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|
64485
|
CHRONOVA-BOT by @NamasyuChallagarige | Stardance
|
NamasyuChallagarige
|
0
|
3.45
|
0
|
[]
|
[{"post_id": 71897, "ts": "202 [{"post_id": 71897, "ts": "2026-09-21T18:35:55Z", "hours": 3.4458, "text": "I have researched appropriate components for my project requirements and finalised them."}]...
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Title: CHRONOVA-BOT by @NamasyuChallagarige | Star Title: CHRONOVA-BOT by @NamasyuChallagarige | Stardance
Devlogs:
I have researched appropriate components for my project requirements and finalised them....
|
1793062545.7248092
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1793667345.7248092
|
|
52996
|
SatelliteTracker by @wal | Stardance
|
wal
|
1
|
25.0
|
384
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T19:32:53Z", "hours": 25.0, "multiplier": 15.61, "payout": 384, "blessing": "neutral", "text": "Hi everyone! I made a project called “SatelliteTracker”. So this is a cool app that tracks satellites real time built on JS and Globe.jl The project shows different satellites (not all of them, because otherwise there would be around 10 000 of them), and also can show you visible satellites based on the location you picked. The most challenging part was making it lol. The whole purpose of this project for me was to learn JS, which i for shure did, but anyways it was soo overwhelming. I am really proud of how it turned out, it looks super good, and i am proud that i commited with my idea, because now i get to show everyone this project to get a reaction like: “Yoo thats so cool!”. Apart from the jokes, i am really proud to have learned a new language and to have come out of my comfort zone. Things you should know-Starlink satellites dont always load! And also i made warnings in the console so you could see what works and what doesnt. Also, please dont refresh the page too often, otherwise celestrack will stop accepting yo requests…and you will have a looser window, you dont want that! Thank you everyone, enjoy!", "repo": "https://github.com/walterm4lon-coder/SatelliteTracker", "demo": "https://walterm4lon-coder.github.io/SatelliteTracker/"}]...
|
[{"post_id": 71899, "ts": "202 [{"post_id": 71899, "ts": "2026-09-21T18:48:20Z", "hours": 3.9111, "text": "I IMAGINED, I PROGRAMMED, I CONQUERED. The Satellite tracker might just be done! Changes!! 1. VISUALS holy hell it was harder than i expected but i made it. so i added stars, cool buttons, cool font, and allat. I am really proud of this work, because it looks really cool now 2. Loading Screen now this one is so cool, i really like how it turned out and it was pretty easy to make it. But i was honestly so tired at that point that i just wrote the first stuff that came into my mind. but i still think it turned out cool. 3. A lot of warnings! Now, for debugging, and just for sole purpose of a user, i added warnings, so when celestrack is not fetching because of extended use or its own problems (like with starlink sometimes) it just warns u and skips it. If you have reached your IP request limit to celestrack, then you will just have a longer running of loading screen and a message that you can see on the photo. (i have it because i have refreshed the page too much) AI Declaration Now in this devlog i want to also sum up how i used ai. So the sole purpose of his project was for me to learn JS, and this project was really hard for me, so i used AI of course. Mainly i used it so it gave me the general idea of the code that i should have for my ideas, and then i changed it and shaped it so that it turned out the way it did now. Also it helped me with complex tasks, like visible satellites and all the complex stuff, and, of course, debugging. But i still did it myself, and apart from doing this i was also doing a 12 hour course on JS by BroCode, shoutout to him btw! Final thoughts Well, this project was cool but waaaay harder than i expected, thats why i had to use ai. This will definitely help me in my further projects, and i am really proud of the final version. This taught me a lot, and i shure am happy to continue my journey as an engineer (i wanna be a hardware one, but for stardance its just way easier to star with software for me, so might as well learn programming too.). This is also my final project for stardance, and i am really happy. Thank you to everyone who supported me on this project, 100+ views consistently is crazy! See you somewhere in the world, the real world…"}, {"post_id": 66842, "ts": "2026-09-12T19:19:13Z", "hours": 8.8169, "text": "Stars, Satellites, and all the shiny things… Oh, wait, just satellites here.. anyways This devlog took sooo long, but now the only thing thats left is style. For now, progress: 1. All passes and Visible ones You can now see, which ones you can actually see, and which ones are blocked by earth shadow and allat. All passes ore just 0 degrees above the horizon, and visible ones are: above 10 degrees should be outside the earth shadow for us to see should be pretty dark outside should be from a group, that CelesTrack considers bright enough for us to see 2. Satellites already over u group basically the satellites that u can see already. Since those satellites are already in right time above the horizon, we dont have to wait for them, i just divide all satellites in 2 groups, where one is ones over u, and others are the ones we have to wait for, using arleadyup - true or false 3. When you click on a satellite, it actually shows it DAMNNNN I LOVE THIS FEATURE and also it shows a path. 4. 403 warning error Now, when the server answers with 403 error, for example starlink that i have some problems with, programm just skips it. 5.Camera lock in on both pages Self explainatory Plans The most important one: i might delete the starlink satellites. They just dont appear most of the time because of the server, so better drop tham so i didnt have any problems when i ship the project. Apart from that, i the only thing thats left is to add that cool style i wanted hell yeah. Thank you all if you made it so far! Sya on the next one"}, {"post_id": 62032, "ts": "2026-09-05T07:57:07Z", "hours": 6.7536, "text": "Look out of your window. Are those stars, or just satellites? Well, now you can find out, because i added the tracker page, that allows you to see, what satellites pass your selected location. I wont lie. JS is still pretty hard for me, so for this i had to use AI to help me out. But i still manage to understand almost everything from the code, so i hope its ok :) How the hell does it work? This was really tough for me to understand for the code, so for you i will make it easier. Basically, i have 2 libraries, my satellite.js, that is responsible, you guessed it, for satellites and all the info about it, and d3-geo, which is a 3d earth. When you click on the globe, the programm checks if its land or water, because i wanted it to only check satellites on land. How does it do it? Using world - atlas, that has all the coordinates of the land on the earth. If its land, then the programm for every satellite looks its way for every 30 seconds on a period of 24 hours and looks, when its going to be seen on your horizon (must be 40 degrees because of all the trees and buildings). It memorizes the first and last moment above the 40 degree mark on horizon and then it gives the results seen on the screenshot, sorted with time. Flaws, suggestions, ect. So for now it just spits out the info about sattelites, but maybe you have an idea how to make it more visual? i have no idea for now, because i dont want it to be just 60 red dots and everuthing around the point you selected. One idea i had is if you pick any sattelite of the given ones, it shows its path, but it sounds hard as hell, i may use ai again to help me… IF YOU HAVE ANY SUGGESTIONS ABOUT MY PROJECT PLEASE MENTION THEM! I WILL BE MORE THAN HAPPY TO IMPLIMENT IDEAS I LIKED!!! Of course, mentioning the suggestor. Plans Im planningin the end to add that old 90s nasa computer green/black vibe, i really am stoked to see how it will turn out. Thanks! Sorry for not devlogging earlier, was locked in on finishing the whole page"}, {"post_id": 56598, "ts": "2026-08-28T12:42:50Z", "hours": 3.9256, "text": "Wow thats hard. ##Okay, so for the progress i ve made: 1. I added A LOT of other sattelites. So now its not 1, but around 50 or 60, im not shure really. Now there are different kinds of them: -habitated ones, like ISS, Tiangong and so on, and i didnt make a limit on them because theyre the most valuable and recognisable. -CelesTrak, the brightest ones you can clearly see in the sky -GPS satellites -Starlink, but only around 20 -weather ones, like NOAA and GOES 2. every group that i named has their own color! In the future i want to make it so that you could pick only a specific group. 3. What line the satellite will follow. I believe i didnt do this on my previous devlog, anyway, i just show the line that it follows in the period of 90 mins. It goes +- 1 time around the globe, so you could see lol. yeah!"}, {"post_id": 52558, "ts": "2026-08-22T18:43:46Z", "hours": 1.2072, "text": "Started my Satellite Tracker! This project is basically tracking satellites and their orbits in real time. What have i done for now? ###1 . Connected satellite (ISS) info from celestrak. org This basically grabs the info, like name and coordinates 2. Created our planet 3. Added a dot for satellite 4. When you press on it, it spits out info about it, like speed and altitude. Im only learning JS, so i am currently using Claude to navigate me through the whole process and help me with the code, but i try to understand it very hard and i do learn!"}]...
|
Title: SatelliteTracker by @wal | Stardance
Devlo Title: SatelliteTracker by @wal | Stardance
Devlogs:
Started my Satellite Tracker! This project is basically tracking satellites and their orbits in real time. What have i done for now? ###1 . Connected satellite (ISS) info from celestrak. org This basically grabs the info, like name and coordinates 2. Created our planet 3. Added a dot for satellite 4. When you press on it, it spits out info about it, like speed and altitude. Im only learning JS, so i am currently using Claude to navigate me through the whole process and help me with the code, but i try to understand it very hard and i do learn!
Wow thats hard. ##Okay, so for the progress i ve made: 1. I added A LOT of other sattelites. So now its not 1, but around 50 or 60, im not shure really. Now there are different kinds of them: -habitated ones, like ISS, Tiangong and so on, and i didnt make a limit on them because theyre the most valuable and recognisable. -CelesTrak, the brightest ones you can clearly see in the sky -GPS satellites -Starlink, but only around 20 -weather ones, like NOAA and GOES 2. every group that i named has their own color! In the future i want to make it so that you could pick only a specific group. 3. What line the satellite will follow. I believe i didnt do this on my previous devlog, anyway, i just show the line that it follows in the period of 90 mins. It goes +- 1 time around the globe, so you could see lol. yeah!
Look out of your window. Are those stars, or just satellites? Well, now you can find out, because i added the tracker page, that allows you to see, what satellites pass your selected location. I wont lie. JS is still pretty hard for me, so for this i had to use AI to help me out. But i still manage to understand almost everything from the code, so i hope its ok :) How the hell does it work? This was really tough for me to understand for the code, so for you i will make it easier. Basically, i have 2 libraries, my satellite.js, that is responsible, you guessed it, for satellites and all the info about it, and d3-geo, which is a 3d earth. When you click on the globe, the programm checks if its land or water, because i wanted it to only check satellites on land. How does it do it? Using world - atlas, that has all the coordinates of the land on the earth. If its land, then the programm for every satellite looks its way for every 30 seconds on a period of 24 hours and looks, when its going to be seen on your horizon (must be 40 degrees because of all the trees and buildings). It memorizes the first and last moment above the 40 degree mark on horizon and then it gives the results seen on the screenshot, sorted with time. Flaws, suggestions, ect. So for now it just spits out the info about sattelites, but maybe you have an idea how to make it more visual? i have no idea for now, because i dont want it to be just 60 red dots and everuthing around the point you selected. One idea i had is if you pick any sattelite of the given ones, it shows its path, but it sounds hard as hell, i may use ai again to help me… IF YOU HAVE ANY SUGGESTIONS ABOUT MY PROJECT PLEASE MENTION THEM! I WILL BE MORE THAN HAPPY TO IMPLIMENT IDEAS I LIKED!!! Of course, mentioning the suggestor. Plans Im planningin the end to add that old 90s nasa computer green/black vibe, i really am stoked to see how it will turn out. Thanks! Sorry for not devlogging earlier, was locked in on finishing the whole page
Stars, Satellites, and all the shiny things… Oh, wait, just satellites here.. anyways This devlog took sooo long, but now the only thing thats left is style. For now, progress: 1. All passes and Visible ones You can now see, which ones you can actually see, and which ones are blocked by earth shadow and allat. All passes ore just 0 degrees above the horizon, and visible ones are: above 10 degrees should be outside the earth shadow for us to see should be pretty dark outside should be from a group, that CelesTrack considers bright enough for us to see 2. Satellites already over u group basically the satellites that u can see already. Since those satellites are already in right time above the horizon, we dont have to wait for them, i just divide all satellites in 2 groups, where one is ones over u, and others are the ones we have to wait for, using arleadyup - true or false 3. When you click on a satellite, it actually shows it DAMNNNN I LOVE THIS FEATURE and also it shows a path. 4. 403 warning error Now, when the server answers with 403 error, for example starlink that i have some problems with, programm just skips it. 5.Camera lock in on both pages Self explainatory Plans The most important one: i might delete the starlink satellites. They just dont appear most of the time because of the server, so better drop tham so i didnt have any problems when i ship the project. Apart from that, i the only thing thats left is to add that cool style i wanted hell yeah. Thank you all if you made it so far! Sya on the next one
I IMAGINED, I PROGRAMMED, I CONQUERED. The Satellite tracker might just be done! Changes!! 1. VISUALS holy hell it was harder than i expected but i made it. so i added stars, cool buttons, cool font, and allat. I am really proud of this work, because it looks really cool now 2. Loading Screen now this one is so cool, i really like how it turned out and it was pretty easy to make it. But i was honestly so tired at that point that i just wrote the first stuff that came into my mind. but i still think it turned out cool. 3. A lot of warnings! Now, for debugging, and just for sole purpose of a user, i added warnings, so when celestrack is not fetching because of extended use or its own problems (like with starlink sometimes) it just warns u and skips it. If you have reached your IP request limit to celestrack, then you will just have a longer running of loading screen and a message that you can see on the photo. (i have it because i have refreshed the page too much) AI Declaration Now in this devlog i want to also sum up how i used ai. So the sole purpose of his project was for me to learn JS, and this project was really hard for me, so i used AI of course. Mainly i used it so it gave me the general idea of the code that i should have for my ideas, and then i changed it and shaped it so that it turned out the way it did now. Also it helped me with complex tasks, like visible satellites and all the complex stuff, and, of course, debugging. But i still did it myself, and apart from doing this i was also doing a 12 hour course on JS by BroCode, shoutout to him btw! Final thoughts Well, this project was cool but waaaay harder than i expected, thats why i had to use ai. This will definitely help me in my further projects, and i am really proud of the final version. This taught me a lot, and i shure am happy to continue my journey as an engineer (i wanna be a hardware one, but for stardance its just way easier to star with software for me, so might as well learn programming too.). This is also my final project for stardance, and i am really happy. Thank you to everyone who supported me on this project, 100+ views consistently is crazy! See you somewhere in the world, the real world…
Ships:
Hi everyone! I made a project called “SatelliteTracker”. So this is a cool app that tracks satellites real time built on JS and Globe.jl The project shows different satellites (not all of them, because otherwise there would be around 10 000 of them), and also can show you visible satellites based on the location you picked. The most challenging part was making it lol. The whole purpose of this project for me was to learn JS, which i for shure did, but anyways it was soo overwhelming. I am really proud of how it turned out, it looks super good, and i am proud that i commited with my idea, because now i get to show everyone this project to get a reaction like: “Yoo thats so cool!”. Apart from the jokes, i am really proud to have learned a new language and to have come out of my comfort zone. Things you should know-Starlink satellites dont always load! And also i made warnings in the console so you could see what works and what doesnt. Also, please dont refresh the page too often, otherwise celestrack will stop accepting yo requests…and you will have a looser window, you dont want that! Thank you everyone, enjoy!...
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1793350306.5932474
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1793436706.5932474
|
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62131
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automated garbage collector by @BhargavKelkar | St automated garbage collector by @BhargavKelkar | Stardance...
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BhargavKelkar
|
0
|
1.26
|
0
|
[]
|
[{"post_id": 71904, "ts": "202 [{"post_id": 71904, "ts": "2026-09-21T19:01:10Z", "hours": 1.2636, "text": "i am working on a automated grbage collector robot does anyone have any idea for cv2 vision to detect some trash"}]...
|
Title: automated garbage collector by @BhargavKelk Title: automated garbage collector by @BhargavKelkar | Stardance
Devlogs:
i am working on a automated grbage collector robot does anyone have any idea for cv2 vision to detect some trash...
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1793044219.0190122
|
1793649019.0190122
|
|
36088
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TempWart by @xvcf | Stardance
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xvcf
|
0
|
8.03
|
0
|
[]
|
[{"post_id": 71905, "ts": "202 [{"post_id": 71905, "ts": "2026-09-21T19:01:19Z", "hours": 1.4575, "text": "Updated UI, implemented deletion Hey there!! I’ve worked on the extension quite a bit today! UI Changes I have changed the main UI in the extension! The column “Active” is now removed from the table. I didn’t really see any need for it. Aliases are now fixed in their cell and the cell does not expand. Instead, a scroll bar will appear if necessary. Additionally, I have added a simple “Go Back” link on the alias creation page. For some reason, I didn’t add that earlier, so you were stuck on that page when you created an alias and had to open the popup again. Deletion Logic You can now delete aliases created with Tempwart! Setup for Shipping I have modified the requests made from Tempwart. There used to be requests with admin-only permissions. These were pretty unnecessary, since an API key is bound to an account, so there is no need to fetch all accounts, like I did before. This is now removed, so permissions can be applied more precisely. That helps me to provide a working demo for shipping the project, since I won’t have to give anyone admin access on my server. Can’t think of anything else right now, so that should’ve been it!"}, {"post_id": 65636, "ts": "2026-09-10T22:05:09Z", "hours": 0.5186, "text": "New Design Changes! Heya! I made some design changes. This includes the main screen, which now has a table for all the aliases. This provides a simple way to manage them! I have also modified the styling for the “Create Alias” page, as well as the “Select Email” dropdown!"}, {"post_id": 63425, "ts": "2026-09-07T08:11:31Z", "hours": 0.7758, "text": "CSS Update & Alias Creation! Hey there! Today I updated my extensions CSS! It’s far from finished, but it already looks way better than the plain default HTML styling. Since the last Devlog, I have also implemented the creation of aliases! This means you can simply press “Create” on the main page and the extension will generate a new email alias for you! This is the main feature of the extension. My next step is it to redesign the list of aliases on the main page of the extension, and to add the deletion of aliases!"}, {"post_id": 52047, "ts": "2026-08-22T02:51:47Z", "hours": 5.2811, "text": "Hey there, moving my project here from Macondo, therefore these are two devlogs in one! I have NOT shipped this project to Macondo before. Jul 29: Hey there, everyone! I finished the main setup for the tool today! It loads the host URL and API key from a credentials.json file and then prompts the user to select an email address. It then displays all the email aliases that exist for this email address! I already managed to create aliases with the API, haven’t really implemented that yet though. At least it works and just requires some polishing. :) I am planning to make this a browser extension, so you can simply generate new email aliases whenever you sign up for a new service or website. This way, you can easily see where spam emails come from, and you can just delete the alias for it! Jul 30: Yay, finally! I started working on the extension yesterday. Most of the UI is just filled with white pages at the moment but this is obviously subject to change! The extension features an onboarding flow that asks for the server URL and an API key. Today, I made the creation page. It’s still far from perfect. The creation of aliases does not work yet, but the rest of the extension does! (sorry for how pixelated this image is, I had to edit it in MS Paint)"}]...
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Title: TempWart by @xvcf | Stardance
Devlogs:
Hey Title: TempWart by @xvcf | Stardance
Devlogs:
Hey there, moving my project here from Macondo, therefore these are two devlogs in one! I have NOT shipped this project to Macondo before. Jul 29: Hey there, everyone! I finished the main setup for the tool today! It loads the host URL and API key from a credentials.json file and then prompts the user to select an email address. It then displays all the email aliases that exist for this email address! I already managed to create aliases with the API, haven’t really implemented that yet though. At least it works and just requires some polishing. :) I am planning to make this a browser extension, so you can simply generate new email aliases whenever you sign up for a new service or website. This way, you can easily see where spam emails come from, and you can just delete the alias for it! Jul 30: Yay, finally! I started working on the extension yesterday. Most of the UI is just filled with white pages at the moment but this is obviously subject to change! The extension features an onboarding flow that asks for the server URL and an API key. Today, I made the creation page. It’s still far from perfect. The creation of aliases does not work yet, but the rest of the extension does! (sorry for how pixelated this image is, I had to edit it in MS Paint)
CSS Update & Alias Creation! Hey there! Today I updated my extensions CSS! It’s far from finished, but it already looks way better than the plain default HTML styling. Since the last Devlog, I have also implemented the creation of aliases! This means you can simply press “Create” on the main page and the extension will generate a new email alias for you! This is the main feature of the extension. My next step is it to redesign the list of aliases on the main page of the extension, and to add the deletion of aliases!
New Design Changes! Heya! I made some design changes. This includes the main screen, which now has a table for all the aliases. This provides a simple way to manage them! I have also modified the styling for the “Create Alias” page, as well as the “Select Email” dropdown!
Updated UI, implemented deletion Hey there!! I’ve worked on the extension quite a bit today! UI Changes I have changed the main UI in the extension! The column “Active” is now removed from the table. I didn’t really see any need for it. Aliases are now fixed in their cell and the cell does not expand. Instead, a scroll bar will appear if necessary. Additionally, I have added a simple “Go Back” link on the alias creation page. For some reason, I didn’t add that earlier, so you were stuck on that page when you created an alias and had to open the popup again. Deletion Logic You can now delete aliases created with Tempwart! Setup for Shipping I have modified the requests made from Tempwart. There used to be requests with admin-only permissions. These were pretty unnecessary, since an API key is bound to an account, so there is no need to fetch all accounts, like I did before. This is now removed, so permissions can be applied more precisely. That helps me to provide a working demo for shipping the project, since I won’t have to give anyone admin access on my server. Can’t think of anything else right now, so that should’ve been it!...
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1792745375.158823
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1793350175.158823
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42369
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BB-0 by @MHGH | Stardance
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MHGH
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0
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8.83
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0
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[]
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[{"post_id": 71906, "ts": "202 [{"post_id": 71906, "ts": "2026-09-21T19:02:22Z", "hours": 6.7361, "text": "Haven’t done work in a long time, since school started, but I have a few hours of timelapses and I think I should add to the journal. Basically, I’ve just been working on the PCB, and doing some research, trying to find parts that fit the budget. I think I did a pretty good job, but there are still a few costs that I haven’t accounted for, so I might be in for a surprise later down the line. Anyways, the PCB is pretty much done, so here are the parts: an orientation sensor 2x motor drivers(2 channels) 3x motors battery USB-C charger Raspberry Pi Pico 2W I haven’t designed the physical PCB yet, and I still have to figure out the width of the copper paths, since I am working with higher currents. After I got the basic shape of the PCB down, I started with CAD. I quickly stopped, because the motors seemed too long to fit on the 90mm ball I chose, but, since the angle was 45 degrees, I can just design it so the omniwheel has a 30 degree angle of contact with the ball. That’s kind of it, but I’ll try to get this project into a presentable form, in order to hopefully get it approved before the deadline."}, {"post_id": 39058, "ts": "2026-08-01T18:52:47Z", "hours": 2.0917, "text": "First steps Inspiration I wanted to build some kind of balancing robot for a while, and I thought that a ballbot would be a simple entry into this domain, unlike bipedal humanoid robots or similar stuff. Another big inspiration for me was Tazer, a youtuber who built a balancing bipedal robot to pass his masters. He gave some very insightful explanations on inverse kinematics and inverted pendulums(I have no idea how those work yet) on his secondary channel, and that gave me a push towards starting this kind of project myself. What I actually did Since I am awful at technical drawings and putting my own thoughts on paper, I started by first looking for some examples of ballbots, and I landed on this compact design from Navel robotics , that has a feature that lowers the center of gravity, increasing stability. After I got the main design sorted out, I looked up for a few key parts. I got the IMU from Tazer’s robot, it’s a BNO055. The microcontroller is an ESP32, because I intend to use the Bluetooth function to connect a cheap controller, as opposed to a rc drone remote, because those are extremely expensive(I couldn’t find any cheap ones, if anyone is reading this and has any idea where I could find some cheap ones, comment pls). Then, I spent some time searching for cheap omniwheels(might have to print my own to stay within the S-tier budget that I’m aiming for), and I settled on a 90mm juggling ball, which is also pretty expensive, so I will look for an alternative down the line."}]...
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Title: BB-0 by @MHGH | Stardance
Devlogs:
First s Title: BB-0 by @MHGH | Stardance
Devlogs:
First steps Inspiration I wanted to build some kind of balancing robot for a while, and I thought that a ballbot would be a simple entry into this domain, unlike bipedal humanoid robots or similar stuff. Another big inspiration for me was Tazer, a youtuber who built a balancing bipedal robot to pass his masters. He gave some very insightful explanations on inverse kinematics and inverted pendulums(I have no idea how those work yet) on his secondary channel, and that gave me a push towards starting this kind of project myself. What I actually did Since I am awful at technical drawings and putting my own thoughts on paper, I started by first looking for some examples of ballbots, and I landed on this compact design from Navel robotics , that has a feature that lowers the center of gravity, increasing stability. After I got the main design sorted out, I looked up for a few key parts. I got the IMU from Tazer’s robot, it’s a BNO055. The microcontroller is an ESP32, because I intend to use the Bluetooth function to connect a cheap controller, as opposed to a rc drone remote, because those are extremely expensive(I couldn’t find any cheap ones, if anyone is reading this and has any idea where I could find some cheap ones, comment pls). Then, I spent some time searching for cheap omniwheels(might have to print my own to stay within the S-tier budget that I’m aiming for), and I settled on a 90mm juggling ball, which is also pretty expensive, so I will look for an alternative down the line.
Haven’t done work in a long time, since school started, but I have a few hours of timelapses and I think I should add to the journal. Basically, I’ve just been working on the PCB, and doing some research, trying to find parts that fit the budget. I think I did a pretty good job, but there are still a few costs that I haven’t accounted for, so I might be in for a surprise later down the line. Anyways, the PCB is pretty much done, so here are the parts: an orientation sensor 2x motor drivers(2 channels) 3x motors battery USB-C charger Raspberry Pi Pico 2W I haven’t designed the physical PCB yet, and I still have to figure out the width of the copper paths, since I am working with higher currents. After I got the basic shape of the PCB down, I started with CAD. I quickly stopped, because the motors seemed too long to fit on the 90mm ball I chose, but, since the angle was 45 degrees, I can just design it so the omniwheel has a 30 degree angle of contact with the ball. That’s kind of it, but I’ll try to get this project into a presentable form, in order to hopefully get it approved before the deadline....
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1793173915.3724964
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1793778715.3724964
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60999
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"Boom" Protector by @Fiskerz | Stardance
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Fiskerz
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1
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45.56
|
740
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T23:21:57Z", "hours": 41.0, "multiplier": 18.02, "payout": 740, "blessing": "neutral", "text": "What is this? This is a tower defense game made in unity. It’s got quite a twist to it- it literaly evolves around you as you progress. Some of the features: 3 unique towers that shoot at enemies passing by in order, all in their own unique style 5 different worlds , that evolve with your play, just as enemies in each one do Tower upgrades An entire balance system with a shop to buy the upgrades A slot tower placement system that allows you to place the towers on any of the spots to your liking! A whole lore to the game All hand-painted assets , nothing here was ai generated! And so so much more! you can see the entire list in the readme file What was challenging? Well, this wasn’t my first game I’ve ever made (it’s the third..), but I really struggled with some things: The placement system . I’ve never made anything even similar to this system, so I had mostly no clue on how to make it. Once I got the hang of it, everything was fine, but it took me some real time to do it without bugs. The web version . I truly don’t get why this trivial thing was such a trouble, I had this terrible issue where no cutscenes would play in the web build, which stripped the game of a lot of it’s feel and lore. I seriously considered giving up many times as I just couldn’t fix it. But hey, I ended up solving it and now it works! Of course this entire project wouldn’t be possible without my friend @FishyDrawer , as she was the one behind all of the textures, so huge shoutout! What am I proud of? Not giving up in the tough times. It was really tempting to skip some things when they felt too difficult or overwhelming, but I ended up biting through each one and making it to the finish line. How can I try this? It’s quite simple really - just press the “Try project” button and press play on itch.io. If you can I reccomend to download the game, as the web version is not confirmed to be issue-less, but it worked fine in my case! I really hope you’ll enjoy playing and thanks for reading!", "repo": "https://github.com/Catmaster543/Evolution-game", "demo": "https://cat-master543.itch.io/boom-protector"}]...
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[{"post_id": 71913, "ts": "202 [{"post_id": 71913, "ts": "2026-09-21T19:17:50Z", "hours": 4.5586, "text": "Planned out new features, added custom font and added dialog box guide! Alright, before I write this devlog I’ve got some things to say first- Huge and I mean HUGE thanks to all the people that rated this project, not just for the overall amazing results, but moreover the incredible constructive feedback I received! The feedback I received was truly amazing, as people didn’t complain about some feature not being to their liking as it often happens, but instead with each issue a solution, or some sort of idea! Genuine thanks to the people who rated this! . To pay ya’ll back somehow I took my time and read through each and every single review in detail and wrote down all of the complaints and ideas. Also.. real thank you to the staff for marking this as a super star project, it truly made my day! Now… onto this devlog, yay! Read through all of the reviews, marked them down and did some thinking and planning. I dedicated almost an entire hour to make sure I won’t miss any ideas and pondered a bit about how could I possibly implement them to keep the game feel similar. Added custom font . This is something I’ve been reccomended for quite a while and totally got it, so now a custom font is in use, made once again by my dear friend @FishyDrawer , soo shoutout! Added a click guide/indicator in dialog box . I did not really thought of this ever before, but it kinda makes sense- from the reviews it was a little confusing for first time players to realize they should click on the dialog box to progress. So now after you don’t click for a longer time a small text telling you to click appears, pretty neat I think! Fixed the balance visuals in the first two levels. This is a complaint I got quite often and it was a bug, not an intended feature. But hey, now it shall be fixed Began work on upgrades . This probably took up the majority of this logged time, as it’s not really a joke to rewrite the old system to this new one. But hopefully I’ll be able to add this next time! Seeing this project for the first time? This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it today."}, {"post_id": 70329, "ts": "2026-09-18T23:21:14Z", "hours": 1.4536, "text": "Finally fixed the web version + ship preparations! Devlog #11 for “Boom” protector I am really glad for finally fixing this bug, that caused cutscenes to not work on the web version of the game. It was a real headscratcher to deal with to say the very least, but hey it works now :) I also prepared the project for shipping and next post shall be a ship, so see yall there! Seeing this project for the first time? This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it today."}, {"post_id": 70265, "ts": "2026-09-18T20:45:37Z", "hours": 5.7008, "text": "Added all of the sound design and polishing! Devlog #10 for “Boom” Protector As you can see there is quite a bit of time logged on this one and it’s all because of one thing- but I’ll get to it later. Anyways here are some of the changes: Added the entire sound design . Just when I thought that I could go ahead and begin finishing and polishing the game up I realized an awful thing - I still haven’t solved the sound at all . So now there’s: Bg/passive music in-game Tree shooting sound Tree placed sound Projectile hitting sound Shop clicking sound Added the quit button . Yeah very impressive, I know. I just felt like mentioning it, that’s the whole reason it’s here. Translated some stuff , as some things were in czech. Added visual clue of insufficient balance . Before you just had to guess what the numbers in shop meant, now if you lack the balance to purchase a tower, it will flash red. Many, many, many bugfixes . This was one of the main focus as of here and here are some that I fixed: Issues with different screen sizes . Whenever you were to use anything else than the 1080p the game was designed for, the entirety of the ui would fall apart. Now that’s fixed. Removed debug enemies . As far as I’ve said this like 10 times already, this time they are actually gone. The bg audio not playing . Despite the fact I added sound in this update, it was already broken. And last: Uploaded the game to a new itch page and published normal + web version . Anyways that’s all for this time I think, I’m pretty tired.. Seeing this project for the first time? This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it out one day."}, {"post_id": 69708, "ts": "2026-09-17T16:52:30Z", "hours": 4.3833, "text": "Added the end screen, improved the game tutorial and many bugfixes Devlog #9 for “Boom” protector Aight, since the last time I’ve made some pretty damn decently big changes, so let me go through them one by one: Added the end screen , a short cutscene with another dialog box and a choice (in the future maybe) to enter the endless mode Improved the tutorial - the interactive tutorial I’ve made last time is something I truly like, as it makes the game feel way less like a mess. Due to that I added a second part to this tutorial that tells you about the shop and how it works. Bugfixes Fade screen not covering the whole screen . A tiny stripe of whatever was underneath could be seen during the fading. This bug has been a real nerve for my eyes to look at, so I’ve decided to finally fix it. “Upgrading” towers over their max level . For whatever reason you could upgrade towers that were already at their maximum level, which would do exactly one thing: take it off your balance. No actual upgrade was done. So now this is finally patched. Skipping dialog before the game loads . I am quite unhappy with the system behind the splash screen, which is why it took me so long to patch this, but now you finally can’t skip the intro dialogue by accidentaly clicking during the splash screen. Enemies spawning before second tutorial is complete . Pretty self explanatory I think. Seeing this project for the first time? This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it out one day."}, {"post_id": 69063, "ts": "2026-09-16T09:49:18Z", "hours": 4.0606, "text": "Added the loading screen, pot unlocking, proper tutorial and so much more! Devlog #8 for “Boom” protector I’ll cut the slack this time and get straight to what I’ve added, as it is quite a bit! Loading (= Updating) screen in between worlds. This finally shows the player what is going on and makes the game feel way smoother and more polished. Proper tutorial - up until now you got a few very simple lines of text and good luck figuring out the rest. Now I’ve made it that the game actually teaches you a little bit before letting you play Pot unlocking - this has been something I’ve been a bit lazy to add, but now it’s finally in. Meaning that now trees unlock with levels you gain. Due to this some wave and enemies rebalancing will have to be done, but.. it’s fine. (still beatable, but way harder) Miniature trees to the shop pots - all pots in the shop now have their own little tree in them to make them easily distinguishible and look nicer Fixed many bugs such as shop prices increasing incorrectly And that’s about it I think, be sure to follow if you find this project cool."}, {"post_id": 68608, "ts": "2026-09-15T12:06:04Z", "hours": 2.5308, "text": "Patched a whole lot of bugs Devlog #7 for “Boom” protector Since last time’s release a completely insane and game breaking bugs, thus I spent this time patching as much of them as I could. The main two most important bugs I patched were: New tower spots would never disappear and you could click on the spots, which would decrease your balance while not placing anything down, cause there was a tree already. So now they behave correctly - they no longer show up when they shouldn’t. Null’s speech problem - In the last version if you clicked before null finished speaking, he would start speaking in a language unknown even to us developers. Now he just speaks normally."}, {"post_id": 67986, "ts": "2026-09-14T10:05:03Z", "hours": 4.1336, "text": "Added in the guide to show new players around, the main menu and intro, as well as many bugfixes Devlog #6 for “Boom” Protector Since last time a lot has changed - I added quite some UI to the game, which includes Main menu, the intro and the gameover screen . Outside the UI I also patched out a lots and lots of various bugs . Also an ambient music track to play in the bg to shift up the mood quite a bit. To top it all off, many waves of enemies have been added, making the game prototype near complete. And to celebrate the game has been uploaded to itch.io . In order to match these new changes I’ve updated the projects information. If you find this game just a little curious be sure to follow!"}, {"post_id": 67232, "ts": "2026-09-13T09:13:01Z", "hours": 5.6844, "text": "Added tower upgrades and began working on main menu! Devlog #5 for Evolution game So this time I finally added the tree/towers upgrades, which took a hellish time to implement, but it works now, hey? Outside that I also added all of the worlds for the game, so now they’re complete. I also added a small settable cooldown between worlds, so it does not feel so instant and sudden. Many enemies have been added as well. And I also added all of the three trees and their stages . To top it all off I also added range for towers , just forgot to log these changes, so they’re now all in this one big chunk together."}, {"post_id": 66839, "ts": "2026-09-12T19:13:13Z", "hours": 2.4753, "text": "Added purchaseable trees in the shop + the tower placement system and more! Devlog #4 for Evolution game Since last time I added added working shop items , the entire tower placement system , auto price writing to the label and also a few bugfixes. Outside that not much added really, but this was a real head-scratcher to deal with, as I’ve never made anything like this."}, {"post_id": 66645, "ts": "2026-09-12T14:34:20Z", "hours": 3.7775, "text": "Added the first test shop UI, second world, the transitioner for it and so much more! Devlog #3 for Evolution game It’s been another while, thus it’s time to report. As of this time I added in first and basic test shop UI that gets shown at the right time and can be updated through scripts quite easily. Enemies now also despawn when they reach the end , as well as the projectiles to prevent lag over time. Along these I made some several smaller changes, but these are not all that important to mention here."}, {"post_id": 66449, "ts": "2026-09-12T09:02:27Z", "hours": 2.0083, "text": "Added first tower with projectiles, player hp and first real map Devlog #2 for Evolution game Since last time quite some changes have been made, such as adding the first test tower with working aim and projectiles that actually damage the enemies and will pick the “first” enemy. I also added Hp to the player and enemies now actually damage you if you let them pass . That’s about it for this devlog, maybe cya another time."}, {"post_id": 66215, "ts": "2026-09-11T21:57:11Z", "hours": 4.8561, "text": "Set up the project, added test enemies, added test map, added simple wave system and so much more! Devlog #1 for Evolution game Alrighty, this is a new project, so I had to spend quite a bit of time setting basic things, such as dependencies and required plugins up. Outside that I also made the github repo for the project, as well as set it up here on stardance . In this time I also managed to make the test enemy , test map with working spline and a pretty simple, yet working wave system** with a very intuitive unity ui to make the waves (which work) and things like spawning a certain amount of enemies nice and easy. I think that is about it for this one, be sure to stick around by following if you find this interesting and maybe cya sometime."}]...
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Title: "Boom" Protector by @Fiskerz | Star Title: "Boom" Protector by @Fiskerz | Stardance
Devlogs:
Set up the project, added test enemies, added test map, added simple wave system and so much more! Devlog #1 for Evolution game Alrighty, this is a new project, so I had to spend quite a bit of time setting basic things, such as dependencies and required plugins up. Outside that I also made the github repo for the project, as well as set it up here on stardance . In this time I also managed to make the test enemy , test map with working spline and a pretty simple, yet working wave system** with a very intuitive unity ui to make the waves (which work) and things like spawning a certain amount of enemies nice and easy. I think that is about it for this one, be sure to stick around by following if you find this interesting and maybe cya sometime.
Added first tower with projectiles, player hp and first real map Devlog #2 for Evolution game Since last time quite some changes have been made, such as adding the first test tower with working aim and projectiles that actually damage the enemies and will pick the “first” enemy. I also added Hp to the player and enemies now actually damage you if you let them pass . That’s about it for this devlog, maybe cya another time.
Added the first test shop UI, second world, the transitioner for it and so much more! Devlog #3 for Evolution game It’s been another while, thus it’s time to report. As of this time I added in first and basic test shop UI that gets shown at the right time and can be updated through scripts quite easily. Enemies now also despawn when they reach the end , as well as the projectiles to prevent lag over time. Along these I made some several smaller changes, but these are not all that important to mention here.
Added purchaseable trees in the shop + the tower placement system and more! Devlog #4 for Evolution game Since last time I added added working shop items , the entire tower placement system , auto price writing to the label and also a few bugfixes. Outside that not much added really, but this was a real head-scratcher to deal with, as I’ve never made anything like this.
Added tower upgrades and began working on main menu! Devlog #5 for Evolution game So this time I finally added the tree/towers upgrades, which took a hellish time to implement, but it works now, hey? Outside that I also added all of the worlds for the game, so now they’re complete. I also added a small settable cooldown between worlds, so it does not feel so instant and sudden. Many enemies have been added as well. And I also added all of the three trees and their stages . To top it all off I also added range for towers , just forgot to log these changes, so they’re now all in this one big chunk together.
Added in the guide to show new players around, the main menu and intro, as well as many bugfixes Devlog #6 for “Boom” Protector Since last time a lot has changed - I added quite some UI to the game, which includes Main menu, the intro and the gameover screen . Outside the UI I also patched out a lots and lots of various bugs . Also an ambient music track to play in the bg to shift up the mood quite a bit. To top it all off, many waves of enemies have been added, making the game prototype near complete. And to celebrate the game has been uploaded to itch.io . In order to match these new changes I’ve updated the projects information. If you find this game just a little curious be sure to follow!
Patched a whole lot of bugs Devlog #7 for “Boom” protector Since last time’s release a completely insane and game breaking bugs, thus I spent this time patching as much of them as I could. The main two most important bugs I patched were: New tower spots would never disappear and you could click on the spots, which would decrease your balance while not placing anything down, cause there was a tree already. So now they behave correctly - they no longer show up when they shouldn’t. Null’s speech problem - In the last version if you clicked before null finished speaking, he would start speaking in a language unknown even to us developers. Now he just speaks normally.
Added the loading screen, pot unlocking, proper tutorial and so much more! Devlog #8 for “Boom” protector I’ll cut the slack this time and get straight to what I’ve added, as it is quite a bit! Loading (= Updating) screen in between worlds. This finally shows the player what is going on and makes the game feel way smoother and more polished. Proper tutorial - up until now you got a few very simple lines of text and good luck figuring out the rest. Now I’ve made it that the game actually teaches you a little bit before letting you play Pot unlocking - this has been something I’ve been a bit lazy to add, but now it’s finally in. Meaning that now trees unlock with levels you gain. Due to this some wave and enemies rebalancing will have to be done, but.. it’s fine. (still beatable, but way harder) Miniature trees to the shop pots - all pots in the shop now have their own little tree in them to make them easily distinguishible and look nicer Fixed many bugs such as shop prices increasing incorrectly And that’s about it I think, be sure to follow if you find this project cool.
Added the end screen, improved the game tutorial and many bugfixes Devlog #9 for “Boom” protector Aight, since the last time I’ve made some pretty damn decently big changes, so let me go through them one by one: Added the end screen , a short cutscene with another dialog box and a choice (in the future maybe) to enter the endless mode Improved the tutorial - the interactive tutorial I’ve made last time is something I truly like, as it makes the game feel way less like a mess. Due to that I added a second part to this tutorial that tells you about the shop and how it works. Bugfixes Fade screen not covering the whole screen . A tiny stripe of whatever was underneath could be seen during the fading. This bug has been a real nerve for my eyes to look at, so I’ve decided to finally fix it. “Upgrading” towers over their max level . For whatever reason you could upgrade towers that were already at their maximum level, which would do exactly one thing: take it off your balance. No actual upgrade was done. So now this is finally patched. Skipping dialog before the game loads . I am quite unhappy with the system behind the splash screen, which is why it took me so long to patch this, but now you finally can’t skip the intro dialogue by accidentaly clicking during the splash screen. Enemies spawning before second tutorial is complete . Pretty self explanatory I think. Seeing this project for the first time? This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it out one day.
Added all of the sound design and polishing! Devlog #10 for “Boom” Protector As you can see there is quite a bit of time logged on this one and it’s all because of one thing- but I’ll get to it later. Anyways here are some of the changes: Added the entire sound design . Just when I thought that I could go ahead and begin finishing and polishing the game up I realized an awful thing - I still haven’t solved the sound at all . So now there’s: Bg/passive music in-game Tree shooting sound Tree placed sound Projectile hitting sound Shop clicking sound Added the quit button . Yeah very impressive, I know. I just felt like mentioning it, that’s the whole reason it’s here. Translated some stuff , as some things were in czech. Added visual clue of insufficient balance . Before you just had to guess what the numbers in shop meant, now if you lack the balance to purchase a tower, it will flash red. Many, many, many bugfixes . This was one of the main focus as of here and here are some that I fixed: Issues with different screen sizes . Whenever you were to use anything else than the 1080p the game was designed for, the entirety of the ui would fall apart. Now that’s fixed. Removed debug enemies . As far as I’ve said this like 10 times already, this time they are actually gone. The bg audio not playing . Despite the fact I added sound in this update, it was already broken. And last: Uploaded the game to a new itch page and published normal + web version . Anyways that’s all for this time I think, I’m pretty tired.. Seeing this project for the first time? This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it out one day.
Finally fixed the web version + ship preparations! Devlog #11 for “Boom” protector I am really glad for finally fixing this bug, that caused cutscenes to not work on the web version of the game. It was a real headscratcher to deal with to say the very least, but hey it works now :) I also prepared the project for shipping and next post shall be a ship, so see yall there! Seeing this project for the first time? This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it today.
Planned out new features, added custom font and added dialog box guide! Alright, before I write this devlog I’ve got some things to say first- Huge and I mean HUGE thanks to all the people that rated this project, not just for the overall amazing results, but moreover the incredible constructive feedback I received! The feedback I received was truly amazing, as people didn’t complain about some feature not being to their liking as it often happens, but instead with each issue a solution, or some sort of idea! Genuine thanks to the people who rated this! . To pay ya’ll back somehow I took my time and read through each and every single review in detail and wrote down all of the complaints and ideas. Also.. real thank you to the staff for marking this as a super star project, it truly made my day! Now… onto this devlog, yay! Read through all of the reviews, marked them down and did some thinking and planning. I dedicated almost an entire hour to make sure I won’t miss any ideas and pondered a bit about how could I possibly implement them to keep the game feel similar. Added custom font . This is something I’ve been reccomended for quite a while and totally got it, so now a custom font is in use, made once again by my dear friend @FishyDrawer , soo shoutout! Added a click guide/indicator in dialog box . I did not really thought of this ever before, but it kinda makes sense- from the reviews it was a little confusing for first time players to realize they should click on the dialog box to progress. So now after you don’t click for a longer time a small text telling you to click appears, pretty neat I think! Fixed the balance visuals in the first two levels. This is a complaint I got quite often and it was a bug, not an intended feature. But hey, now it shall be fixed Began work on upgrades . This probably took up the majority of this logged time, as it’s not really a joke to rewrite the old system to this new one. But hopefully I’ll be able to add this next time! Seeing this project for the first time? This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it today.
Ships:
What is this? This is a tower defense game made in unity. It’s got quite a twist to it- it literaly evolves around you as you progress. Some of the features: 3 unique towers that shoot at enemies passing by in order, all in their own unique style 5 different worlds , that evolve with your play, just as enemies in each one do Tower upgrades An entire balance system with a shop to buy the upgrades A slot tower placement system that allows you to place the towers on any of the spots to your liking! A whole lore to the game All hand-painted assets , nothing here was ai generated! And so so much more! you can see the entire list in the readme file What was challenging? Well, this wasn’t my first game I’ve ever made (it’s the third..), but I really struggled with some things: The placement system . I’ve never made anything even similar to this system, so I had mostly no clue on how to make it. Once I got the hang of it, everything was fine, but it took me some real time to do it without bugs. The web version . I truly don’t get why this trivial thing was such a trouble, I had this terrible issue where no cutscenes would play in the web build, which stripped the game of a lot of it’s feel and lore. I seriously considered giving up many times as I just couldn’t fix it. But hey, I ended up solving it and now it works! Of course this entire project wouldn’t be possible without my friend @FishyDrawer , as she was the one behind all of the textures, so huge shoutout! What am I proud of? Not giving up in the tough times. It was really tempting to skip some things when they felt too difficult or overwhelming, but I ended up biting through each one and making it to the finish line. How can I try this? It’s quite simple really - just press the “Try project” button and press play on itch.io. If you can I reccomend to download the game, as the web version is not confirmed to be issue-less, but it worked fine in my case! I really hope you’ll enjoy playing and thanks for reading!...
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1793206608.6876535
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1793293008.6876535
|
|
60947
|
Hack Club Mobile by @pauljako | Stardance
|
pauljako
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T19:25:26Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Hack Club Mobile! It is a phone App for Stardance. The most difficult part was probably trying to make it more interactive, as almost all POST-Request require and authenticity_token. I eventually gave up on that. Hack Club Mobile can browse the Stardance Feed so you can discover cool new projects! It is written in native Kotlin Multiplatform making it completely native on Android while still keeping iOS functionality. I was already familiar with this framework so the UI-Part was actually quite easy (except the Infinite-Scrolling, I never done that before.) I really want to continue this but sadly, Stardance is ending soon. I just started to late :c", "repo": "https://codeberg.org/pauljako/hackclub-mobile", "demo": "https://codeberg.org/pauljako/hackclub-mobile/releases/download/v1.0/androidApp-release.apk"}]...
|
[{"post_id": 71916, "ts": "202 [{"post_id": 71916, "ts": "2026-09-21T19:20:26Z", "hours": 0.77, "text": "I added a README and done some small changes before shipping. I did not come up with a logo though so the Default Android one should be enough for now… I have a lot more Ideas but sadly, Stardance is ending soon…"}, {"post_id": 70497, "ts": "2026-09-19T08:55:30Z", "hours": 0.4789, "text": "I added iOS-Support! The Share-Sheet behaves a bit weirdly and only worked in the iOS Simulator. Hopefully it will work on real devices but I only have an iPad to test with. The IPA is also unsigned because there is no world where I will pay Apple 100€ every year! But yeah, it works well enough…"}, {"post_id": 70248, "ts": "2026-09-18T19:59:13Z", "hours": 1.9478, "text": "Various small changes have been made. The Project View now has a back button and stats and Devlogs now have a Share button! The most time however, was spent on figuring out rememberSaveable() . It is a Composable that saves its state across reloads, such as when going back or when rotating the Screen. Not having to load the Feed again when going back from a project is a lot smoother and looks better. However, I had quite some trouble with the Saver. I ended up just wrapping stuff inside a list, as that appeared to work. However, the App now crashes completely when closing it (or turning off the screen)…"}, {"post_id": 69717, "ts": "2026-09-17T17:15:39Z", "hours": 2.4128, "text": "Okay, didn’t Devlog in a while. I first added the Like-Count at the bottom of a Devlog. It worked quite well! But when I tried to actually make it interactable, I failed miserably. For some reason, Stardance requires an authenticity_token on POST-Requests which is just inside the HTML as well. While I could have probably just acquired that as well, I just felt too dumb. Who thought, that this would solve any kind of Security-Problem? It is not comparable to a CAPTCHA! Anyways, I now started on implementing a Project-Screen which is already looking pretty okay! (I just used the same Feed-View as from the other Parts, lol)"}, {"post_id": 68113, "ts": "2026-09-14T15:15:03Z", "hours": 1.3081, "text": "I added Tabs on the Explore Page and Statistics on the User Account Page. I am not quite sure, if I like the Fact, that the Tabs are a bit overloaded and the “Following” Text is wrapped into a new line. But that is of course dependent on the Screen Size. Same with the Facts on the Account Page: I originally also wanted to show the Follower/Following Count there but that ended up being too much. I am, however, quite happy about this layout! Next Objective is bringing more Interactivity: Liking Posts, seeing Comments etc."}, {"post_id": 67312, "ts": "2026-09-13T11:48:29Z", "hours": 0.3417, "text": "I tried adding Browser support but it doesn’t really work. Stardance does not do CORS correctly so I first had to build a custom Proxy for it (which means that Rate-Limits will be reached much faster). After that, I noticed that Images would still not load because I would somehow need to rewrite the src Attribute. Additionally, logging in is not possible because I can’t really set the Cookie Header… Yeah, I am going to leave this as is…"}, {"post_id": 67237, "ts": "2026-09-13T09:18:10Z", "hours": 3.3825, "text": "I have implemented an Account Page! The Design, especially the Padding still has to be refined but I like the general layout of it! Unfortunately, I did not find a better way for the User to authenticate than pasting a Cookie inside the App. This is not very User-Friendly but for now should(tm) work…"}, {"post_id": 66206, "ts": "2026-09-11T21:45:11Z", "hours": 2.58, "text": "Quite a few changes have been made. First: I am now using the MultiplatformMaterialYou -Library to theme the App. This will make it sync to your System Theme on both iOS and Android and even to your Wallpaper Colors on Android 12+. Second: Images now render thanks to Coil. Sometimes they are a bit too big though… And not to forget: Authentication theoretically works as well now! There is just no UI for it yet…"}, {"post_id": 65960, "ts": "2026-09-11T13:32:27Z", "hours": 1.3928, "text": "We can now display a very basic Version of the Feed with Infinite Scrolling! This took longer than I wanted because the way Compose works can often be really confusing. It is very hacky because I just load more when the LazyColumn requests it… Anyways, Rendering Images and Authentication will be the next goals…"}, {"post_id": 65877, "ts": "2026-09-11T09:56:07Z", "hours": 1.1383, "text": "I am building Hack Club Mobile, a Smartphone App for Stardance (and hopefully other YSWS’s in the future). When I first had the Idea of creating this, I thought: “Oh yeah, should be easy. Just call some JSON APIs and you’re done.” Oh how wrong I was. These stupid c***kheads from Hack Club who cant write a Single line of working Code use HTML Templating. Making it very hard to build stuff like this. Thankfully I found ksoup which allows me to parse HTML in Kotlin. Speaking of Kotlin: I am building this App with Kotlin Multiplatform and Kotlin Compose. This will make the App work and look native on Android and also work (maybe not as good though) on iOS. I am already quite familiar with it as I build multiple Apps using it. Lets just hope I don’t give up this early because I think it could get really useful… For now, the Focus is on viewing the Feed (what you see in the Stardance Home-Tab) which already works… kinda… somewhat…"}]...
|
Title: Hack Club Mobile by @pauljako | Stardance
Title: Hack Club Mobile by @pauljako | Stardance
Devlogs:
I am building Hack Club Mobile, a Smartphone App for Stardance (and hopefully other YSWS’s in the future). When I first had the Idea of creating this, I thought: “Oh yeah, should be easy. Just call some JSON APIs and you’re done.” Oh how wrong I was. These stupid c***kheads from Hack Club who cant write a Single line of working Code use HTML Templating. Making it very hard to build stuff like this. Thankfully I found ksoup which allows me to parse HTML in Kotlin. Speaking of Kotlin: I am building this App with Kotlin Multiplatform and Kotlin Compose. This will make the App work and look native on Android and also work (maybe not as good though) on iOS. I am already quite familiar with it as I build multiple Apps using it. Lets just hope I don’t give up this early because I think it could get really useful… For now, the Focus is on viewing the Feed (what you see in the Stardance Home-Tab) which already works… kinda… somewhat…
We can now display a very basic Version of the Feed with Infinite Scrolling! This took longer than I wanted because the way Compose works can often be really confusing. It is very hacky because I just load more when the LazyColumn requests it… Anyways, Rendering Images and Authentication will be the next goals…
Quite a few changes have been made. First: I am now using the MultiplatformMaterialYou -Library to theme the App. This will make it sync to your System Theme on both iOS and Android and even to your Wallpaper Colors on Android 12+. Second: Images now render thanks to Coil. Sometimes they are a bit too big though… And not to forget: Authentication theoretically works as well now! There is just no UI for it yet…
I have implemented an Account Page! The Design, especially the Padding still has to be refined but I like the general layout of it! Unfortunately, I did not find a better way for the User to authenticate than pasting a Cookie inside the App. This is not very User-Friendly but for now should(tm) work…
I tried adding Browser support but it doesn’t really work. Stardance does not do CORS correctly so I first had to build a custom Proxy for it (which means that Rate-Limits will be reached much faster). After that, I noticed that Images would still not load because I would somehow need to rewrite the src Attribute. Additionally, logging in is not possible because I can’t really set the Cookie Header… Yeah, I am going to leave this as is…
I added Tabs on the Explore Page and Statistics on the User Account Page. I am not quite sure, if I like the Fact, that the Tabs are a bit overloaded and the “Following” Text is wrapped into a new line. But that is of course dependent on the Screen Size. Same with the Facts on the Account Page: I originally also wanted to show the Follower/Following Count there but that ended up being too much. I am, however, quite happy about this layout! Next Objective is bringing more Interactivity: Liking Posts, seeing Comments etc.
Okay, didn’t Devlog in a while. I first added the Like-Count at the bottom of a Devlog. It worked quite well! But when I tried to actually make it interactable, I failed miserably. For some reason, Stardance requires an authenticity_token on POST-Requests which is just inside the HTML as well. While I could have probably just acquired that as well, I just felt too dumb. Who thought, that this would solve any kind of Security-Problem? It is not comparable to a CAPTCHA! Anyways, I now started on implementing a Project-Screen which is already looking pretty okay! (I just used the same Feed-View as from the other Parts, lol)
Various small changes have been made. The Project View now has a back button and stats and Devlogs now have a Share button! The most time however, was spent on figuring out rememberSaveable() . It is a Composable that saves its state across reloads, such as when going back or when rotating the Screen. Not having to load the Feed again when going back from a project is a lot smoother and looks better. However, I had quite some trouble with the Saver. I ended up just wrapping stuff inside a list, as that appeared to work. However, the App now crashes completely when closing it (or turning off the screen)…
I added iOS-Support! The Share-Sheet behaves a bit weirdly and only worked in the iOS Simulator. Hopefully it will work on real devices but I only have an iPad to test with. The IPA is also unsigned because there is no world where I will pay Apple 100€ every year! But yeah, it works well enough…
I added a README and done some small changes before shipping. I did not come up with a logo though so the Default Android one should be enough for now… I have a lot more Ideas but sadly, Stardance is ending soon…
Ships:
I made Hack Club Mobile! It is a phone App for Stardance. The most difficult part was probably trying to make it more interactive, as almost all POST-Request require and authenticity_token. I eventually gave up on that. Hack Club Mobile can browse the Stardance Feed so you can discover cool new projects! It is written in native Kotlin Multiplatform making it completely native on Android while still keeping iOS functionality. I was already familiar with this framework so the UI-Part was actually quite easy (except the Infinite-Scrolling, I never done that before.) I really want to continue this but sadly, Stardance is ending soon. I just started to late :c...
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1793206589.3206792
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1793292989.3206792
|
|
64579
|
Spark Gap Flyback-Driver by @Alperen | Stardance
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Alperen
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0
|
0.68
|
0
|
[]
|
[{"post_id": 71924, "ts": "202 [{"post_id": 71924, "ts": "2026-09-21T19:43:47Z", "hours": 0.6772, "text": "I designed a Spark Gap tesla Coil today- it looks cool! It uses a zvs driver, a flyback transformer and a capacitor bank for loading huge amounts of charge into one huge arc shot. it also has a primary and secondary coil just like a real tesla coil. hope i can build this!"}]...
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Title: Spark Gap Flyback-Driver by @Alperen | Star Title: Spark Gap Flyback-Driver by @Alperen | Stardance
Devlogs:
I designed a Spark Gap tesla Coil today- it looks cool! It uses a zvs driver, a flyback transformer and a capacitor bank for loading huge amounts of charge into one huge arc shot. it also has a primary and secondary coil just like a real tesla coil. hope i can build this!...
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1793065758.1655383
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1793670558.1655383
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57945
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KBoard by @yakshith_kommineni | Stardance
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yakshith_kommineni
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0
|
18.2
|
0
|
[]
|
[{"post_id": 71927, "ts": "202 [{"post_id": 71927, "ts": "2026-09-21T19:47:04Z", "hours": 3.1342, "text": "worked on final design, changed to tray mount, finalized casing and firmware"}, {"post_id": 69851, "ts": "2026-09-17T22:17:01Z", "hours": 15.0656, "text": "Worked on the symbol -> pcb -> CAD. Biggest challenge was choosing MCU, i went back and forth a bunch and ultimatialy decided to just put an rp2040 on the board itself."}]...
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Title: KBoard by @yakshith_kommineni | Stardance
Title: KBoard by @yakshith_kommineni | Stardance
Devlogs:
Worked on the symbol -> pcb -> CAD. Biggest challenge was choosing MCU, i went back and forth a bunch and ultimatialy decided to just put an rp2040 on the board itself.
worked on final design, changed to tray mount, finalized casing and firmware...
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1792730928.8611872
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1793335728.8611872
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14541
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PetalPomodoro by @mallory22 | Stardance
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mallory22
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0
|
1.09
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0
|
[]
|
[{"post_id": 7193, "ts": "2026 [{"post_id": 7193, "ts": "2026-06-12T00:25:32Z", "hours": 1.0864, "text": "Devlog #1: PetalPomodoto Hello everyone! I am working on creating my first web app, currently it is titled petalpomodoro. The main idea is to help with productivity through time-management, while letting users grow flowers while they work! I created a similar concept for school before, and now am re-creating it with entirely new design, features, etc. Aside from the main function, you will be able to take notes in the app, schedule sessions/important dates using a calendar, upload your own materials, and more! So far, I have been working on creating a basic layout of the main features in html, and what I have is shown in the screenshot below. The emojis are just stand ins for my own designs that I will add later, and the large amount of empty space will be filled with more features in the future! Additionally, I have been working on creating the timer mechanism, and updating the flower-growth stages as it progresses in javascript. Thank you for reading my first devlog! -Mallory"}]...
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Title: PetalPomodoro by @mallory22 | Stardance
De Title: PetalPomodoro by @mallory22 | Stardance
Devlogs:
Devlog #1: PetalPomodoto Hello everyone! I am working on creating my first web app, currently it is titled petalpomodoro. The main idea is to help with productivity through time-management, while letting users grow flowers while they work! I created a similar concept for school before, and now am re-creating it with entirely new design, features, etc. Aside from the main function, you will be able to take notes in the app, schedule sessions/important dates using a calendar, upload your own materials, and more! So far, I have been working on creating a basic layout of the main features in html, and what I have is shown in the screenshot below. The emojis are just stand ins for my own designs that I will add later, and the large amount of empty space will be filled with more features in the future! Additionally, I have been working on creating the timer mechanism, and updating the flower-growth stages as it progresses in javascript. Thank you for reading my first devlog! -Mallory...
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1793210204.0569198
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1793815004.0569198
|
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62473
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TheoryMap by @Geki | Stardance
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Geki
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0
|
4.24
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0
|
[]
|
[{"post_id": 71932, "ts": "202 [{"post_id": 71932, "ts": "2026-09-21T20:09:55Z", "hours": 2.1328, "text": "Made the Node tool, made it clickable and it spawn a node and the node is draggable only within the grid."}, {"post_id": 71388, "ts": "2026-09-20T18:43:31Z", "hours": 2.11, "text": "Very first template for the website and a lot of features are yet to come and a lot of hours left to spend . Sadly I don’t think its possible to finish it before the end of Stardance, it is what it is."}]...
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Title: TheoryMap by @Geki | Stardance
Devlogs:
Ve Title: TheoryMap by @Geki | Stardance
Devlogs:
Very first template for the website and a lot of features are yet to come and a lot of hours left to spend . Sadly I don’t think its possible to finish it before the end of Stardance, it is what it is.
Made the Node tool, made it clickable and it spawn a node and the node is draggable only within the grid....
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1793044443.2276194
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1793649243.2276194
|
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62908
|
Sudoku Arcade by @Divij | Stardance
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Divij
|
0
|
3.11
|
0
|
[]
|
[{"post_id": 71937, "ts": "202 [{"post_id": 71937, "ts": "2026-09-21T20:22:08Z", "hours": 0.4283, "text": "Updated the Sudoku game. It now allows users to play the game themself. The other option is to watch the bot solver using the algorithm described in the previous devlog. The next option is to race against the bot. The last option is to quit the game."}, {"post_id": 69296, "ts": "2026-09-16T19:18:54Z", "hours": 2.6822, "text": "Ultimate Sudoku Suite I first built a Sudoku game using Python and Pygame. Sudoku is a number-based logic puzzle played on a 9x9 grid where the goal is to fill every row, column, and 3x3 section with numbers 1 through 9 without repeating any digit. The Rules of Sudoku The Grid: The board has 81 total squares divided into nine 3x3 blocks (or boxes). No Repeats: Each number from 1 to 9 can only appear once in every individual row, column, and 3x3 block. Givens: Puzzles start with some numbers already filled in as clues. Harder puzzles give you fewer starting numbers. No Math Needed: You do not use arithmetic or math skills; success relies entirely on logic and pattern recognition. How My Solver Bot Works To make the computer solve puzzles automatically, I built a backtracking solver. Think of the bot like a person walking through a maze. Since it can’t see the whole maze at once, it has to remember every step it takes. My two stacks ( stack_empty and stack_av ) act like a trail of breadcrumbs and a list of backup choices at every fork in the road. Here is how the logic works step-by-step: Taking a Step Forward: The bot looks for an empty spot, checks what numbers are allowed using the valid function, and picks the first legal number. Stack action: It drops a breadcrumb ( stack_empty ) with the spot’s location, and saves its leftover backup numbers in a pocket ( stack_av ). Hitting a Dead End: Sometimes, the bot fills up the board, but a later spot gets completely stuck because no numbers are legal. Stack action: The bot says, “Oops, this path is wrong,” and erases the failed spot back to 0 . Backtracking (Rewinding): It looks at its last breadcrumb ( stack_empty ) and checks its backup pocket ( stack_av ) to see if it has any untried numbers left for that spot. If that spot is also out of options, it deletes it, erases it back to 0 , and steps back even further up the stack. Once it finds a spot that still has a backup number waiting, it plays that new number and starts moving forward again. In short, the stacks let the bot undo its mistakes one step at a time instead of starting over from scratch!"}]...
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Title: Sudoku Arcade by @Divij | Stardance
Devlog Title: Sudoku Arcade by @Divij | Stardance
Devlogs:
Ultimate Sudoku Suite I first built a Sudoku game using Python and Pygame. Sudoku is a number-based logic puzzle played on a 9x9 grid where the goal is to fill every row, column, and 3x3 section with numbers 1 through 9 without repeating any digit. The Rules of Sudoku The Grid: The board has 81 total squares divided into nine 3x3 blocks (or boxes). No Repeats: Each number from 1 to 9 can only appear once in every individual row, column, and 3x3 block. Givens: Puzzles start with some numbers already filled in as clues. Harder puzzles give you fewer starting numbers. No Math Needed: You do not use arithmetic or math skills; success relies entirely on logic and pattern recognition. How My Solver Bot Works To make the computer solve puzzles automatically, I built a backtracking solver. Think of the bot like a person walking through a maze. Since it can’t see the whole maze at once, it has to remember every step it takes. My two stacks ( stack_empty and stack_av ) act like a trail of breadcrumbs and a list of backup choices at every fork in the road. Here is how the logic works step-by-step: Taking a Step Forward: The bot looks for an empty spot, checks what numbers are allowed using the valid function, and picks the first legal number. Stack action: It drops a breadcrumb ( stack_empty ) with the spot’s location, and saves its leftover backup numbers in a pocket ( stack_av ). Hitting a Dead End: Sometimes, the bot fills up the board, but a later spot gets completely stuck because no numbers are legal. Stack action: The bot says, “Oops, this path is wrong,” and erases the failed spot back to 0 . Backtracking (Rewinding): It looks at its last breadcrumb ( stack_empty ) and checks its backup pocket ( stack_av ) to see if it has any untried numbers left for that spot. If that spot is also out of options, it deletes it, erases it back to 0 , and steps back even further up the stack. Once it finds a spot that still has a backup number waiting, it plays that new number and starts moving forward again. In short, the stacks let the bot undo its mistakes one step at a time instead of starting over from scratch!
Updated the Sudoku game. It now allows users to play the game themself. The other option is to watch the bot solver using the algorithm described in the previous devlog. The next option is to race against the bot. The last option is to quit the game....
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1793047869.4911165
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1793652669.4911165
|
|
16141
|
Elusive by @Sealflux | Stardance
|
Sealflux
|
0
|
1.38
|
0
|
[]
|
[{"post_id": 7194, "ts": "2026 [{"post_id": 7194, "ts": "2026-06-12T00:29:25Z", "hours": 1.3808, "text": "I’ve been compiling all the components that I think I will need for the project. I’ve also began starting drawing rule areas for the schematic."}]...
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Title: Elusive by @Sealflux | Stardance
Devlogs:
Title: Elusive by @Sealflux | Stardance
Devlogs:
I’ve been compiling all the components that I think I will need for the project. I’ve also began starting drawing rule areas for the schematic....
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1792745512.1563835
|
1793350312.1563835
|
|
48721
|
Ai-Voice-Assistant by @mateoLuc | Stardance
|
mateoLuc
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T17:35:51Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a voice assistant from scratch that can answer a variety of questions, such as math questions, finding out weather information, and answering any question using APIs. At the same time, the stage of what is happening is outputted through audio and displayed on a screen with cool animations. I would say the hardest part was the learning curve of understanding all of the specific libraries I would have to use, as well as where and how to use them. As simple as it sounds, I am very proud of how well it works. It always displays its status through animations and outputs audio at the same time. Just being able to see that it works and being able to use it makes me proud. I tried to make it relatively simple to use, but I also provided more in-depth instructions in my README. I hope you guys enjoy this project!!!", "repo": "https://github.com/MatLuch/Voice-Assistant", "demo": ""}]...
|
[{"post_id": 71948, "ts": "202 [{"post_id": 71948, "ts": "2026-09-21T20:37:23Z", "hours": 5.9519, "text": "Over the past days i have added a screen that will display the status of what is currently happening along with a cool little animations such as if its listening or processing the info when outputting the info it also has a cool type writing animation. Along with that i have also revamped my code making it faster and adding new features by optimizing code and creating more sub functions. Under i will attack a couple photos showing some of the features."}, {"post_id": 52699, "ts": "2026-08-22T23:59:57Z", "hours": 2.0719, "text": "Today I debugged some of my code, but along with that, I redid all of my weather features. Instead of only getting the temperature, you can individually ask for the temperature, rain forecast, and cloud coverage. If you ask for the weather, it automatically gives you all three."}, {"post_id": 51222, "ts": "2026-08-20T19:12:50Z", "hours": 1.0297, "text": "Now i have added feature where in order to activate the assistance you must say Hey Jarvis, it uses the pre trained openwakeworld model for detection."}, {"post_id": 50724, "ts": "2026-08-20T02:06:49Z", "hours": 6.6308, "text": "Over the past few hours, I have created the base code for it to perform calculations, check the weather, and use a Gemini API to answer questions. It then uses the built-in voices from your laptop to speak the answers out loud. I plan to add memory, timers, and stopwatches, along with a small physical cube powered by a Raspberry Pi with a screen for animations. It will also have a feature where you can activate it by simply saying “Hey” followed by its chosen name. All of the voice recognition is handled by Google’s AI, so it can run on any laptop or Raspberry Pi. Finally i also plan to add more weather features including future forecast and precipitation."}]...
|
Title: Ai-Voice-Assistant by @mateoLuc | Stardance Title: Ai-Voice-Assistant by @mateoLuc | Stardance
Devlogs:
Over the past few hours, I have created the base code for it to perform calculations, check the weather, and use a Gemini API to answer questions. It then uses the built-in voices from your laptop to speak the answers out loud. I plan to add memory, timers, and stopwatches, along with a small physical cube powered by a Raspberry Pi with a screen for animations. It will also have a feature where you can activate it by simply saying “Hey” followed by its chosen name. All of the voice recognition is handled by Google’s AI, so it can run on any laptop or Raspberry Pi. Finally i also plan to add more weather features including future forecast and precipitation.
Now i have added feature where in order to activate the assistance you must say Hey Jarvis, it uses the pre trained openwakeworld model for detection.
Today I debugged some of my code, but along with that, I redid all of my weather features. Instead of only getting the temperature, you can individually ask for the temperature, rain forecast, and cloud coverage. If you ask for the weather, it automatically gives you all three.
Over the past days i have added a screen that will display the status of what is currently happening along with a cool little animations such as if its listening or processing the info when outputting the info it also has a cool type writing animation. Along with that i have also revamped my code making it faster and adding new features by optimizing code and creating more sub functions. Under i will attack a couple photos showing some of the features.
Ships:
I created a voice assistant from scratch that can answer a variety of questions, such as math questions, finding out weather information, and answering any question using APIs. At the same time, the stage of what is happening is outputted through audio and displayed on a screen with cool animations. I would say the hardest part was the learning curve of understanding all of the specific libraries I would have to use, as well as where and how to use them. As simple as it sounds, I am very proud of how well it works. It always displays its status through animations and outputs audio at the same time. Just being able to see that it works and being able to use it makes me proud. I tried to make it relatively simple to use, but I also provided more in-depth instructions in my README. I hope you guys enjoy this project!!!...
|
1793339705.17815
|
1793426105.17815
|
|
64594
|
HippoType by @MuhammadDawood | Stardance
|
MuhammadDawood
|
1
|
4.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T21:35:46Z", "hours": 4.0, "multiplier": 1.26, "payout": 3, "blessing": "neutral", "text": "I have made a Typing per minute testing app that give your final score of the text you type give under 30 seconds. The difficult task is definitely the JavaScript part as it’s really difficult to make the user detect user input and compare it with the given words and match if they are right or wrong. You guys should try it to test your typing speed just type the given paragraph as fast as you can. Good Luck :)", "repo": "https://github.com/DAVIDX-004/HippoTypingGame", "demo": "https://davidx-004.github.io/HippoTypingGame/"}]...
|
[{"post_id": 71965, "ts": "202 [{"post_id": 71965, "ts": "2026-09-21T21:32:01Z", "hours": 1.0494, "text": "It’s Finally here Now Go to the given Link and test your Typing Speed: https://davidx-004.github.io/HippoTypingGame/"}, {"post_id": 71929, "ts": "2026-09-21T20:03:01Z", "hours": 2.9747, "text": "I am working on a typing speed testing cool word game. Have completed mostly the HTML section now working on JavaScript Hopefully you guys will like it when its ready."}]...
|
Title: HippoType by @MuhammadDawood | Stardance
D Title: HippoType by @MuhammadDawood | Stardance
Devlogs:
I am working on a typing speed testing cool word game. Have completed mostly the HTML section now working on JavaScript Hopefully you guys will like it when its ready.
It’s Finally here Now Go to the given Link and test your Typing Speed: https://davidx-004.github.io/HippoTypingGame/
Ships:
I have made a Typing per minute testing app that give your final score of the text you type give under 30 seconds. The difficult task is definitely the JavaScript part as it’s really difficult to make the user detect user input and compare it with the given words and match if they are right or wrong. You guys should try it to test your typing speed just type the given paragraph as fast as you can. Good Luck :)...
|
1793213612.2882686
|
1793300012.2882686
|
|
61535
|
Hoverboard Onewheel by @squiddy | Stardance
|
squiddy
|
0
|
21.17
|
0
|
[]
|
[{"post_id": 71967, "ts": "202 [{"post_id": 71967, "ts": "2026-09-21T21:37:29Z", "hours": 11.9172, "text": "assembling 3d printed parts, realizing current pcb structure(dual board) won’t work because it uses two gyros"}, {"post_id": 69874, "ts": "2026-09-17T23:44:05Z", "hours": 9.2519, "text": "Turning a hoverboard into a Onewheel part 1: cad stuff and measuring, prototyping"}]...
|
Title: Hoverboard Onewheel by @squiddy | Stardance Title: Hoverboard Onewheel by @squiddy | Stardance
Devlogs:
Turning a hoverboard into a Onewheel part 1: cad stuff and measuring, prototyping
assembling 3d printed parts, realizing current pcb structure(dual board) won’t work because it uses two gyros...
|
1793040676.9509008
|
1793645476.9509008
|
|
58749
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VulpeculaOS by @AuraMonster | Stardance
|
AuraMonster
|
1
|
23.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T21:42:54Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made VulpeculaOS, a desktop app that is an OS but has a creepy twist to it. It is actually a horror game! (Of course, I am not going to spoil it for you, so it is up to figure it out!). Also, explore a lot and be patient, since this is meant to be 20 minutes long.", "repo": "https://github.com/mdmutahhar24-pixel/VulpeculaOS", "demo": "https://github.com/mdmutahhar24-pixel/VulpeculaOS/releases"}]...
|
[{"post_id": 71969, "ts": "202 [{"post_id": 71969, "ts": "2026-09-21T21:40:38Z", "hours": 1.7475, "text": "Seventh and Final Devlog for VulpeculaOS What is VulpeculaOS Really? VulpeculaOS is an OS that is actually a horror game. And no, this is not the webOS mission, since it is a desktop app. There will be several anomalies that the user goes through. If the user attempts to ask Vulp about it, Vulp is supposed to respond in a weird way. New Features: Debugged some stuff Added Vulp Text-To-Speech Updated some Horror events to actually give out vibes Ship will be coming soon!"}, {"post_id": 71453, "ts": "2026-09-20T21:11:48Z", "hours": 2.3394, "text": "Sixth Devlog for VulpeculaOS New Features: OS now has a start up Screen! [REDACTED] Happiness system was finished Calculator finished Browser Finished Vulp ? Finished Scrapped: Settings EXPECT NEXT DEVLOG TO BE FINAL **ERROR: VULP is slowly being taken over by… static ** NOTE: the truth about this OS will be revealed… in the next devlog and the ship."}, {"post_id": 69967, "ts": "2026-09-18T04:24:16Z", "hours": 6.5525, "text": "Fifth Devlog for VulpeculaOS New Features: SFX for UI In Progress: [REDACTED] happiness events Vulp Reactions Easter Eggs Smth idk Browser Planned Features (Subject to Change): More apps to store Settings Calculator Content Vulp is acting pretty strange today…"}, {"post_id": 65498, "ts": "2026-09-10T17:59:32Z", "hours": 5.0594, "text": "Fourth Devlog for VulpeculaOS New Features: You can now Maximize and Minimize windows OS System Error: AI: VULP has gained access to app window control In Progress: Store Browser [REDACTED] Happiness level Revamp of current OS Planned Features: Settings More apps in the store Actually being able to open a webpage inside of VulpeculaOS. (* static *) Too late to turn back"}, {"post_id": 63913, "ts": "2026-09-07T23:04:25Z", "hours": 2.1544, "text": "Third Devlog For VelpeculaOS New Features: Notes App completed Terminal, Files, and Notes are now all completely intertwined Command Menu added OS SYSTEM BREACH: VULP HAS GAINED THE ABILITY OF SPEECH Work in Progress: Vulp being able to Warn modify files Planned Features (Subject to change): [Redacted] level Settings You open Vulpecula OS again…Vulp has something to tell you. You were shocked by the next words Vulp said."}, {"post_id": 63750, "ts": "2026-09-07T18:23:12Z", "hours": 2.7758, "text": "Second Devlog for Vulpecula OS New Features: Terminal Complete Added a filesystem to keep track of you of your files Added Local Date In Progress: Notes Feature Vulp, your personal {REDACTED} assistant Planned Features (Subject to change): {REDACTED} level Command (like the windows button) As you keep exploring the OS, you notice something off… It’s nothing right?"}, {"post_id": 63120, "ts": "2026-09-06T19:03:19Z", "hours": 2.0158, "text": "Vulpecula OS First Devlog What is VulpeculaOS? Vulpecula OS is a [REDACTED] totally Normal OS on a Desktop App. Users are put through [REDACTED] normal OS stuff. New Features: Added Windows Added Time Added Background Future Features (Subject to Change): Your personal [REDACTED] Vulp Assistant Command [REDACTED] level More… OS System Error: He is already after you. It is too late, you know too much - Vulp"}]...
|
Title: VulpeculaOS by @AuraMonster | Stardance
De Title: VulpeculaOS by @AuraMonster | Stardance
Devlogs:
Vulpecula OS First Devlog What is VulpeculaOS? Vulpecula OS is a [REDACTED] totally Normal OS on a Desktop App. Users are put through [REDACTED] normal OS stuff. New Features: Added Windows Added Time Added Background Future Features (Subject to Change): Your personal [REDACTED] Vulp Assistant Command [REDACTED] level More… OS System Error: He is already after you. It is too late, you know too much - Vulp
Second Devlog for Vulpecula OS New Features: Terminal Complete Added a filesystem to keep track of you of your files Added Local Date In Progress: Notes Feature Vulp, your personal {REDACTED} assistant Planned Features (Subject to change): {REDACTED} level Command (like the windows button) As you keep exploring the OS, you notice something off… It’s nothing right?
Third Devlog For VelpeculaOS New Features: Notes App completed Terminal, Files, and Notes are now all completely intertwined Command Menu added OS SYSTEM BREACH: VULP HAS GAINED THE ABILITY OF SPEECH Work in Progress: Vulp being able to Warn modify files Planned Features (Subject to change): [Redacted] level Settings You open Vulpecula OS again…Vulp has something to tell you. You were shocked by the next words Vulp said.
Fourth Devlog for VulpeculaOS New Features: You can now Maximize and Minimize windows OS System Error: AI: VULP has gained access to app window control In Progress: Store Browser [REDACTED] Happiness level Revamp of current OS Planned Features: Settings More apps in the store Actually being able to open a webpage inside of VulpeculaOS. (* static *) Too late to turn back
Fifth Devlog for VulpeculaOS New Features: SFX for UI In Progress: [REDACTED] happiness events Vulp Reactions Easter Eggs Smth idk Browser Planned Features (Subject to Change): More apps to store Settings Calculator Content Vulp is acting pretty strange today…
Sixth Devlog for VulpeculaOS New Features: OS now has a start up Screen! [REDACTED] Happiness system was finished Calculator finished Browser Finished Vulp ? Finished Scrapped: Settings EXPECT NEXT DEVLOG TO BE FINAL **ERROR: VULP is slowly being taken over by… static ** NOTE: the truth about this OS will be revealed… in the next devlog and the ship.
Seventh and Final Devlog for VulpeculaOS What is VulpeculaOS Really? VulpeculaOS is an OS that is actually a horror game. And no, this is not the webOS mission, since it is a desktop app. There will be several anomalies that the user goes through. If the user attempts to ask Vulp about it, Vulp is supposed to respond in a weird way. New Features: Debugged some stuff Added Vulp Text-To-Speech Updated some Horror events to actually give out vibes Ship will be coming soon!
Ships:
I made VulpeculaOS, a desktop app that is an OS but has a creepy twist to it. It is actually a horror game! (Of course, I am not going to spoil it for you, so it is up to figure it out!). Also, explore a lot and be patient, since this is meant to be 20 minutes long....
|
1793350556.7758634
|
1793436956.7758634
|
|
63904
|
PyFi Exterminator by @VEX | Stardance
|
VEX
|
0
|
1.12
|
0
|
[]
|
[{"post_id": 71970, "ts": "202 [{"post_id": 71970, "ts": "2026-09-21T21:42:27Z", "hours": 1.1169, "text": "Devlog #1 I am currently working on a project which is like an automatic file deleter I am making it because for devices that have very little storage often times they may have folders that are filled up with windows tmeporary stuff which are not that important. What it will do is that it will go through all of those directories and delete every single component inside of them. For now I tried to make a file management system because this project will store its information and path in a .json file"}]...
|
Title: PyFi Exterminator by @VEX | Stardance
Devl Title: PyFi Exterminator by @VEX | Stardance
Devlogs:
Devlog #1 I am currently working on a project which is like an automatic file deleter I am making it because for devices that have very little storage often times they may have folders that are filled up with windows tmeporary stuff which are not that important. What it will do is that it will go through all of those directories and delete every single component inside of them. For now I tried to make a file management system because this project will store its information and path in a .json file...
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1793055167.1361108
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1793659967.1361108
|
|
63641
|
TempSwitch by @jworden | Stardance
|
jworden
|
0
|
0.93
|
0
|
[]
|
[{"post_id": 71975, "ts": "202 [{"post_id": 71975, "ts": "2026-09-21T21:47:28Z", "hours": 0.9314, "text": "Honestly forgot to dev log, only took me a few minutes though. simple temperature converter"}]...
|
Title: TempSwitch by @jworden | Stardance
Devlogs Title: TempSwitch by @jworden | Stardance
Devlogs:
Honestly forgot to dev log, only took me a few minutes though. simple temperature converter...
|
1793051722.8403773
|
1793656522.8403773
|
|
51115
|
Sakura.dev by @sp6k | Stardance
|
sp6k
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T22:28:36Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Sakura.dev, A Minecraft utility useful for: Sharing Texture Packs, Mods, Resources and many more!. What problem does this solve? It solves having many different tools spread across different pages and apps, put cleanly into 1. Over 9 months have been put into this project, (Only 4 hours here because Im new here :/) Peer-reviewed by many different people so suggestions and ideas are always welcome Any questions and complaints can be routed to my discord @sp6k or the official discord server found at the bottom of the sites! Thank you so so much for your support! -Hyper (Chris)", "repo": "https://github.com/vHyp3r/sakura.xyz", "demo": "https://sakura-xyz.onrender.com/"}]...
|
[{"post_id": 71981, "ts": "202 [{"post_id": 71981, "ts": "2026-09-21T21:56:33Z", "hours": 0.9108, "text": "Shop updates shopRefresh has been defined now and fixes to the sites have been coming"}, {"post_id": 68039, "ts": "2026-09-14T12:44:55Z", "hours": 0.6078, "text": "New Admin Panel Created adminPanel and adminVar"}, {"post_id": 65947, "ts": "2026-09-11T12:52:15Z", "hours": 0.3694, "text": "New Shop Update! shopRotation1 and shopRotationX the main shop will rotate weekly and special shop items rotated either biweekly and/or monthly"}, {"post_id": 65370, "ts": "2026-09-10T13:47:19Z", "hours": 0.4675, "text": "Site Overhaul in Progress, and new variables userConfig and renderDev"}, {"post_id": 64839, "ts": "2026-09-09T15:08:42Z", "hours": 0.2606, "text": "Pack System Overhaul! packSchema now has been made recursive"}, {"post_id": 64820, "ts": "2026-09-09T14:31:50Z", "hours": 0.8075, "text": "Working strong right now!"}, {"post_id": 60805, "ts": "2026-09-03T12:27:52Z", "hours": 0.7397, "text": "updated ui!"}, {"post_id": 59514, "ts": "2026-09-01T11:50:18Z", "hours": 0.3247, "text": "Reworking ui as of right now"}]...
|
Title: Sakura.dev by @sp6k | Stardance
Devlogs:
R Title: Sakura.dev by @sp6k | Stardance
Devlogs:
Reworking ui as of right now
updated ui!
Working strong right now!
Pack System Overhaul! packSchema now has been made recursive
Site Overhaul in Progress, and new variables userConfig and renderDev
New Shop Update! shopRotation1 and shopRotationX the main shop will rotate weekly and special shop items rotated either biweekly and/or monthly
New Admin Panel Created adminPanel and adminVar
Shop updates shopRefresh has been defined now and fixes to the sites have been coming
Ships:
Sakura.dev, A Minecraft utility useful for: Sharing Texture Packs, Mods, Resources and many more!. What problem does this solve? It solves having many different tools spread across different pages and apps, put cleanly into 1. Over 9 months have been put into this project, (Only 4 hours here because Im new here :/) Peer-reviewed by many different people so suggestions and ideas are always welcome Any questions and complaints can be routed to my discord @sp6k or the official discord server found at the bottom of the sites! Thank you so so much for your support! -Hyper (Chris)...
|
1793346756.8327584
|
1793433156.8327584
|
|
17737
|
Hangman by @elisa_hang_10 | Stardance
|
elisa_hang_10
|
1
|
9.19
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T18:13:25Z", "hours": 1.0, "multiplier": 1.1, "payout": 2, "blessing": "neutral", "text": "I made a digital version of Hangman! I got the inspiration from my brother. He said he also made hangman in code for a schoolproject with his friends. I liked the idea of that and decided to make it too. At first, I had some problems with the While-loop. It didn’t exit the loop even though it should with a if statement. Eventually, I found out that I needed to click on run Python file and not stay in the same terminal. It’s a short project but I learned lots about the logic of code!", "repo": "https://github.com/elisahang/hangman", "demo": "https://elisahang.github.io/hangman/"}]...
|
[{"post_id": 71985, "ts": "202 [{"post_id": 71985, "ts": "2026-09-21T22:20:26Z", "hours": 2.6714, "text": "I added quite some stuff extra. I made a beginning for a start screen, but I want it more beautiful but don’t really know how to for now. In the start screen, you have two options. You either start the game or read the tutorial. For now I only added some really short text in the tut but that’s just to test if it works. I also tried to make an end screen, but it has some bugs in it so I need to change that. I also changed the colors. Everything is now a brown or pastel tint. Next time, I’m gonna work on the end and start screen, and try to make the game more appealing."}, {"post_id": 65623, "ts": "2026-09-10T21:21:39Z", "hours": 1.1289, "text": "Today, I worked on seeing my correct letters if i clicked on the correct letter on the keyboard. Now if you choose the wrong letter, you see an extra line in the canvas. If you choose the correct letter, you see said letter instead of a line. I also added the sentence “Your guess is correct” and “Your guess is incorrect” after you choose a letter. Next time I want to code something so it choses a random word. Right now I only use the word “dog” just for simplification. And maybe make the website more appealing, but idk how for now"}, {"post_id": 59915, "ts": "2026-09-01T22:58:07Z", "hours": 2.0511, "text": "I made my keyboard more functional. Now if you click on a letter that isn’t in the chosen word, an extra line gets drawn. Before the player choses a letter, the structure is already drawn. The structure is the frame where the man hangs onto. Next time, I want to show the correct letter, if the player choses a correct letter. I also have no idea why 2h are logged, because today I coded for 1h."}, {"post_id": 53235, "ts": "2026-08-23T17:56:53Z", "hours": 1.6833, "text": "Today, I made my keyboard functional. But now it only hows wich are correct and which aren’t. I still need to add what happens after clicking a button. I also added lines for each letter of the word, so that you could see how many letter the word has. The box on the left side is the place where the hanging man comes, if you make any mistakes. The next time I want to make everything functional. Because now nothing works together yet."}, {"post_id": 50555, "ts": "2026-08-19T19:21:02Z", "hours": 0.6553, "text": "I started working on a website version of my Hangman game. It was originally made to be played in a terminal. I firstly did some research about HTML, CSS and js, because i’m not experienced in it. I then made a beginning of my keyboard. My plan is to also make that classic Hangman drawing. Where it begins with the head and everytime you guess a letter wrong, you get an extra line fo the drawing. I also want to make something so that you can see where your correct guesses are in the word. Also, thanks to everyone who rated my last ship and gave my advice on how to improve. It was really helpful!"}, {"post_id": 26722, "ts": "2026-07-11T17:58:10Z", "hours": 1.4736, "text": "This is my first and only devlog of this project because it is a small beginner project. I started with adding the main parts(chosing the word, printing the rules, while-loop). I later added extra stuff like checking if the input is correct or printing already used letters. I’m quite new with Hack Club and coding, so any feedback is appreciated:)"}]...
|
Title: Hangman by @elisa_hang_10 | Stardance
Devl Title: Hangman by @elisa_hang_10 | Stardance
Devlogs:
This is my first and only devlog of this project because it is a small beginner project. I started with adding the main parts(chosing the word, printing the rules, while-loop). I later added extra stuff like checking if the input is correct or printing already used letters. I’m quite new with Hack Club and coding, so any feedback is appreciated:)
I started working on a website version of my Hangman game. It was originally made to be played in a terminal. I firstly did some research about HTML, CSS and js, because i’m not experienced in it. I then made a beginning of my keyboard. My plan is to also make that classic Hangman drawing. Where it begins with the head and everytime you guess a letter wrong, you get an extra line fo the drawing. I also want to make something so that you can see where your correct guesses are in the word. Also, thanks to everyone who rated my last ship and gave my advice on how to improve. It was really helpful!
Today, I made my keyboard functional. But now it only hows wich are correct and which aren’t. I still need to add what happens after clicking a button. I also added lines for each letter of the word, so that you could see how many letter the word has. The box on the left side is the place where the hanging man comes, if you make any mistakes. The next time I want to make everything functional. Because now nothing works together yet.
I made my keyboard more functional. Now if you click on a letter that isn’t in the chosen word, an extra line gets drawn. Before the player choses a letter, the structure is already drawn. The structure is the frame where the man hangs onto. Next time, I want to show the correct letter, if the player choses a correct letter. I also have no idea why 2h are logged, because today I coded for 1h.
Today, I worked on seeing my correct letters if i clicked on the correct letter on the keyboard. Now if you choose the wrong letter, you see an extra line in the canvas. If you choose the correct letter, you see said letter instead of a line. I also added the sentence “Your guess is correct” and “Your guess is incorrect” after you choose a letter. Next time I want to code something so it choses a random word. Right now I only use the word “dog” just for simplification. And maybe make the website more appealing, but idk how for now
I added quite some stuff extra. I made a beginning for a start screen, but I want it more beautiful but don’t really know how to for now. In the start screen, you have two options. You either start the game or read the tutorial. For now I only added some really short text in the tut but that’s just to test if it works. I also tried to make an end screen, but it has some bugs in it so I need to change that. I also changed the colors. Everything is now a brown or pastel tint. Next time, I’m gonna work on the end and start screen, and try to make the game more appealing.
Ships:
I made a digital version of Hangman! I got the inspiration from my brother. He said he also made hangman in code for a schoolproject with his friends. I liked the idea of that and decided to make it too. At first, I had some problems with the While-loop. It didn’t exit the loop even though it should with a if statement. Eventually, I found out that I needed to click on run Python file and not stay in the same terminal. It’s a short project but I learned lots about the logic of code!...
|
1793256542.3017688
|
1793342942.3017688
|
|
52957
|
riskify by @evmaagca | Stardance
|
evmaagca
|
0
|
5.15
|
0
|
[]
|
[{"post_id": 71989, "ts": "202 [{"post_id": 71989, "ts": "2026-09-21T22:32:51Z", "hours": 5.1492, "text": "devlog 1: added the css style + the basic math for the grpahs + fixed like 3 bugs + readme done :(("}]...
|
Title: riskify by @evmaagca | Stardance
Devlogs:
Title: riskify by @evmaagca | Stardance
Devlogs:
devlog 1: added the css style + the basic math for the grpahs + fixed like 3 bugs + readme done :((...
|
1792731150.4049232
|
1793335950.4049232
|
|
63793
|
ThermoWheel by @Ilyas_r | Stardance
|
Ilyas_r
|
0
|
1.31
|
0
|
[]
|
[{"post_id": 71992, "ts": "202 [{"post_id": 71992, "ts": "2026-09-21T22:55:56Z", "hours": 1.315, "text": "i’m working on a systeme that can melt ice arround the wheels with specifique logique and a big systeme inside to drive hot air into wheels and intelligent logic that is controlled by the brain"}]...
|
Title: ThermoWheel by @Ilyas_r | Stardance
Devlog Title: ThermoWheel by @Ilyas_r | Stardance
Devlogs:
i’m working on a systeme that can melt ice arround the wheels with specifique logique and a big systeme inside to drive hot air into wheels and intelligent logic that is controlled by the brain...
|
1793055006.3541167
|
1793659806.3541167
|
|
64562
|
Adventure school by @Ilyas_r | Stardance
|
Ilyas_r
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T23:31:23Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I developed Adventure School, an interactive gamified web platform where children can learn independently and safely. It features adaptive quizzes across Mathematics, French, English, and Sciences tailored for different grade levels. Building a dynamic learning engine that automatically adjusts math difficulty—from primary basics up to Middle School concepts like Pythagoras’ theorem—was a key challenge, especially while integrating clear, step-by-step correction logic. I am particularly proud of creating a complete learning ecosystem with customizable avatars, XP levels, rewards, and detailed pedagogical explanations that keep children engaged and motivated. Please note that the platform is currently available in French, but English integration is coming very soon! To test it, simply pick a grade level, create an avatar, and start exploring the map.", "repo": "https://github.com/ilyasroch2011-hash/adventure-school", "demo": "https://ilyasroch2011-hash.github.io/adventure-school/"}]...
|
[{"post_id": 71995, "ts": "202 [{"post_id": 71995, "ts": "2026-09-21T23:20:21Z", "hours": 0.2678, "text": "I just finished developing a web page where you can learn using a dynamic method, so you can safely leave your children with it without worrying in french but soon it will be avaible english"}]...
|
Title: Adventure school by @Ilyas_r | Stardance
D Title: Adventure school by @Ilyas_r | Stardance
Devlogs:
I just finished developing a web page where you can learn using a dynamic method, so you can safely leave your children with it without worrying in french but soon it will be avaible english
Ships:
I developed Adventure School, an interactive gamified web platform where children can learn independently and safely. It features adaptive quizzes across Mathematics, French, English, and Sciences tailored for different grade levels. Building a dynamic learning engine that automatically adjusts math difficulty—from primary basics up to Middle School concepts like Pythagoras’ theorem—was a key challenge, especially while integrating clear, step-by-step correction logic. I am particularly proud of creating a complete learning ecosystem with customizable avatars, XP levels, rewards, and detailed pedagogical explanations that keep children engaged and motivated. Please note that the platform is currently available in French, but English integration is coming very soon! To test it, simply pick a grade level, create an avatar, and start exploring the map....
|
1793213604.5489357
|
1793300004.5489357
|
|
33463
|
My Personal site! by @GigiOP817 | Stardance
|
GigiOP817
|
2
|
20.0
|
13
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T00:33:27Z", "hours": 2.0, "multiplier": 8.54, "payout": 13, "blessing": "neutral", "text": "I coded a personal website using HTML, CSS, and a bit of JS. This website includes my hobbies, a short paragraph about me, and my interests. It also has a contacts page that leads you to my social media and my Github repository. Overall, this project was my first ever coding project and it was really fun to do. I did face obstacles throughout the entire making of this personal website, but I made sure to tackle them efficiently. Sometimes, I’d just delete the wrong code and mess up entire hours of work. It was sure a rough process fixing all the mistakes and restoring the old code back to normal. I am proud of finishing this website, so that now people can view it! When I look back on all the versions of my website from the very first in a workshop, to this final version that I am shipping, I get reminded on how much I’ve learned throughout this project. I did use help from AI because it was my first type coding, and I didn’t know how to turn my ideas into proper lines of code. All the ideas and everything else is completely original. If you do view my website, I would appreciate it if you can give me some feedback on my social media or anywhere else. Thank you! :D", "repo": "https://github.com/GigiOP817/MY-personal-Website", "demo": "https://gigiop817.github.io/MY-personal-Website/"}, {"ship_num": 2, "ts": "2026-09-19T23:52:17Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I coded a personal site that is great if you’d like to get to know me. It was a bit hard to kickstart the whole process since it was my first time coding. However, I had a lot of fun and learned so much about writing HTML and CSS along the way. It was quite a journey, and I love seeing how my website evolved from the initial workshop version to this final version that I’m shipping. I faced a lot of obstacles while creating this site. Sometimes the background wouldn’t appear on the page; other times, I’d make mistakes and change the wrong lines of code. There was even a time when I accidentally deleted a huge chunk of code and had to redo most of the pages. Even with all of these setbacks, I overcame them, and I’m happy that I can finally release this website for everyone to see. I did not use any AI to write my code, but I did use AI to fix the grammar and punctuation in this text. It would be awesome if you checked out my new website! :D", "repo": "https://github.com/GigiOP817/MY-personal-Website", "demo": "https://gigiop817.github.io/MY-personal-Website/"}]...
|
[{"post_id": 71996, "ts": "202 [{"post_id": 71996, "ts": "2026-09-21T23:21:32Z", "hours": 0.2594, "text": "I fixed up the problem of my other pages not opening from the Interests page. I just had to redo the code for that specific section."}, {"post_id": 71289, "ts": "2026-09-20T16:08:28Z", "hours": 0.9828, "text": "There were still some problems present since I didn’t change the code properly after moving the files, so I fixed those problems up. I also made sure that the demo link worked, and my project is ready to ship again! :D"}, {"post_id": 71160, "ts": "2026-09-20T11:32:08Z", "hours": 0.2758, "text": "I fixed up all the errors and deleted the unused photos in my files. I also made folders for all the files to make them look neat and organized."}, {"post_id": 70822, "ts": "2026-09-19T20:32:09Z", "hours": 1.0442, "text": "I’m finally done with my personal website and I just finished up the README. It was kind of complicated, but I was able to finish things up! This is just a little snippet, but there’s more to it below."}, {"post_id": 66933, "ts": "2026-09-12T22:10:04Z", "hours": 5.9147, "text": "I basically to a long break from coding and didn’t write any dev-logs for any of the work that I did, but now I’m basically done with my website. I fixed up all the bugs that were present through out the code and website. I also finished my contacts page just now, so all I have to do is review over everything and make a new read me."}, {"post_id": 47195, "ts": "2026-08-14T22:52:47Z", "hours": 1.3186, "text": "Devlog - 6 Today and yesterday, I decided to change up my about me page because it was looking too plain. I decided that I will add a button next to my OC and when you click it, the information about me will appear. I’m also planning on adding an audio file that will play when you click on the button. The audio file will read out the words in the text box. I changed the background of the page too. I did come across a problem though, no matter what I tried; the button is there, but when click it; it just disappears and no text comes on. I will work on this problem tomorrow."}, {"post_id": 44939, "ts": "2026-08-11T01:08:26Z", "hours": 2.165, "text": "Devlog - 5 Major work completed today! I finished the Interests Page on my personal website over the course of 2 days. (I forgot to write a devlog and commit yesterday). I was able to add a “Favorites” section where I would list some of my favorite things. I also created a “Hobbies” section which has photos of 6 of my hobbies. I did come a across a problem where changing a part of my code (the div) accidentally changed the box on another page. Once it looked good on one page, it changed everything opn the other because I forgot to label which page the box was in. I was bale to solve that problem by creating some new code for my about me page. Finishing the hobbies section wasn’t that hard beause I just had to add some photos and make sure they form a grid. Overall, very productive day."}, {"post_id": 43696, "ts": "2026-08-09T03:13:55Z", "hours": 2.0939, "text": "Devlog - 4 Today was a very productive day because I finished the About Me section of my website. I was able to add an image of my OC which was created by my best friend. I also added a div which would house the information for the about me section. I was having trouble adjusting the appearance of the content inside the div, but i was able to fix it with a bit of research. Another problem that I came across was changing the background because my code space was acting up whenever I’d input the URL for the image. I was also able to fix that problem, but I don’t know how I did it. Next up, I’ll be working on my interests page and tweaking my code up a bit more."}, {"post_id": 42735, "ts": "2026-08-07T16:29:40Z", "hours": 2.0211, "text": "I forgot to post a devlog yesterday. I made huge changes to my personal site, especially with the homepage and changed a lot of things up with the about me page. My homepage background looks great as well as the title. I added a navigation bar at the top that will take you to either the about me, interests, or contacts page. I was experimenting with the second page because I wanted there to be a split screen with one side have my oc and the having the info."}, {"post_id": 37337, "ts": "2026-07-30T00:02:55Z", "hours": 1.1786, "text": "It’s been about 2 weeks since I picked up my personal site, but now I’m back into the flow. Today, I decided to change a bunch of the looks for my site because it was looking too plain. I’ve decided to make 2 different pages: 1 homepage and 1 page that will house information about me. I changed the backgrounds of both pages, but couldn’t really finish, so I’ll pick it up tomorrow. I’m trying to make the pages more space themed to match the vibe. The background images are photos of outer space (one even from NASA). I will begin working on my homepage to include directions that will lead towards the About Me page. Tomorrow’s work mostly consists of CSS and making the site look appealing. :P"}, {"post_id": 29146, "ts": "2026-07-15T20:35:30Z", "hours": 1.9319, "text": "Today, I started working on a Personal Site which I begun during a Stardance workshop. This is my first time coding and trying to create a website so it’s a bit basic. I used index.html and CSS to build it. This is the first version of my personal site. :D"}]...
|
Title: My Personal site! by @GigiOP817 | Stardance Title: My Personal site! by @GigiOP817 | Stardance
Devlogs:
Today, I started working on a Personal Site which I begun during a Stardance workshop. This is my first time coding and trying to create a website so it’s a bit basic. I used index.html and CSS to build it. This is the first version of my personal site. :D
It’s been about 2 weeks since I picked up my personal site, but now I’m back into the flow. Today, I decided to change a bunch of the looks for my site because it was looking too plain. I’ve decided to make 2 different pages: 1 homepage and 1 page that will house information about me. I changed the backgrounds of both pages, but couldn’t really finish, so I’ll pick it up tomorrow. I’m trying to make the pages more space themed to match the vibe. The background images are photos of outer space (one even from NASA). I will begin working on my homepage to include directions that will lead towards the About Me page. Tomorrow’s work mostly consists of CSS and making the site look appealing. :P
I forgot to post a devlog yesterday. I made huge changes to my personal site, especially with the homepage and changed a lot of things up with the about me page. My homepage background looks great as well as the title. I added a navigation bar at the top that will take you to either the about me, interests, or contacts page. I was experimenting with the second page because I wanted there to be a split screen with one side have my oc and the having the info.
Devlog - 4 Today was a very productive day because I finished the About Me section of my website. I was able to add an image of my OC which was created by my best friend. I also added a div which would house the information for the about me section. I was having trouble adjusting the appearance of the content inside the div, but i was able to fix it with a bit of research. Another problem that I came across was changing the background because my code space was acting up whenever I’d input the URL for the image. I was also able to fix that problem, but I don’t know how I did it. Next up, I’ll be working on my interests page and tweaking my code up a bit more.
Devlog - 5 Major work completed today! I finished the Interests Page on my personal website over the course of 2 days. (I forgot to write a devlog and commit yesterday). I was able to add a “Favorites” section where I would list some of my favorite things. I also created a “Hobbies” section which has photos of 6 of my hobbies. I did come a across a problem where changing a part of my code (the div) accidentally changed the box on another page. Once it looked good on one page, it changed everything opn the other because I forgot to label which page the box was in. I was bale to solve that problem by creating some new code for my about me page. Finishing the hobbies section wasn’t that hard beause I just had to add some photos and make sure they form a grid. Overall, very productive day.
Devlog - 6 Today and yesterday, I decided to change up my about me page because it was looking too plain. I decided that I will add a button next to my OC and when you click it, the information about me will appear. I’m also planning on adding an audio file that will play when you click on the button. The audio file will read out the words in the text box. I changed the background of the page too. I did come across a problem though, no matter what I tried; the button is there, but when click it; it just disappears and no text comes on. I will work on this problem tomorrow.
I basically to a long break from coding and didn’t write any dev-logs for any of the work that I did, but now I’m basically done with my website. I fixed up all the bugs that were present through out the code and website. I also finished my contacts page just now, so all I have to do is review over everything and make a new read me.
I’m finally done with my personal website and I just finished up the README. It was kind of complicated, but I was able to finish things up! This is just a little snippet, but there’s more to it below.
I fixed up all the errors and deleted the unused photos in my files. I also made folders for all the files to make them look neat and organized.
There were still some problems present since I didn’t change the code properly after moving the files, so I fixed those problems up. I also made sure that the demo link worked, and my project is ready to ship again! :D
I fixed up the problem of my other pages not opening from the Interests page. I just had to redo the code for that specific section.
Ships:
I coded a personal site that is great if you’d like to get to know me. It was a bit hard to kickstart the whole process since it was my first time coding. However, I had a lot of fun and learned so much about writing HTML and CSS along the way. It was quite a journey, and I love seeing how my website evolved from the initial workshop version to this final version that I’m shipping. I faced a lot of obstacles while creating this site. Sometimes the background wouldn’t appear on the page; other times, I’d make mistakes and change the wrong lines of code. There was even a time when I accidentally deleted a huge chunk of code and had to redo most of the pages. Even with all of these setbacks, I overcame them, and I’m happy that I can finally release this website for everyone to see. I did not use any AI to write my code, but I did use AI to fix the grammar and punctuation in this text. It would be awesome if you checked out my new website! :D
I coded a personal website using HTML, CSS, and a bit of JS. This website includes my hobbies, a short paragraph about me, and my interests. It also has a contacts page that leads you to my social media and my Github repository. Overall, this project was my first ever coding project and it was really fun to do. I did face obstacles throughout the entire making of this personal website, but I made sure to tackle them efficiently. Sometimes, I’d just delete the wrong code and mess up entire hours of work. It was sure a rough process fixing all the mistakes and restoring the old code back to normal. I am proud of finishing this website, so that now people can view it! When I look back on all the versions of my website from the very first in a workshop, to this final version that I am shipping, I get reminded on how much I’ve learned throughout this project. I did use help from AI because it was my first type coding, and I didn’t know how to turn my ideas into proper lines of code. All the ideas and everything else is completely original. If you do view my website, I would appreciate it if you can give me some feedback on my social media or anywhere else. Thank you! :D...
|
1793346808.6981583
|
1793433208.6981583
|
|
50008
|
Polymarket Bot by @epr | Stardance
|
epr
|
0
|
31.24
|
0
|
[]
|
[{"post_id": 72001, "ts": "202 [{"post_id": 72001, "ts": "2026-09-21T23:38:02Z", "hours": 9.8947, "text": "Actually in the thick of it right now ngl. Lowkey kinda getting closer to have a actual working v1 I can feel it in my britches. Currently working on the interface for polymarket api to connect to so the bot has multi-exchange capability. Yeah I know cool as biscuits I guess ¯ _ (ツ)_/¯"}, {"post_id": 59960, "ts": "2026-09-02T01:10:12Z", "hours": 8.6428, "text": "Working on the websocket currently, I fully coded the websocket for the global api instead of the US based polymarket endpoint so I have to create another websocket for people located in the US."}, {"post_id": 51435, "ts": "2026-08-21T04:24:17Z", "hours": 12.7025, "text": "validation program up and running!"}]...
|
Title: Polymarket Bot by @epr | Stardance
Devlogs Title: Polymarket Bot by @epr | Stardance
Devlogs:
validation program up and running!
Working on the websocket currently, I fully coded the websocket for the global api instead of the US based polymarket endpoint so I have to create another websocket for people located in the US.
Actually in the thick of it right now ngl. Lowkey kinda getting closer to have a actual working v1 I can feel it in my britches. Currently working on the interface for polymarket api to connect to so the bot has multi-exchange capability. Yeah I know cool as biscuits I guess ¯ _ (ツ)_/¯...
|
1793318102.5606096
|
1793922902.5606096
|
|
19984
|
FRC Rebuilt inspired robot by @Carson | Stardance
|
Carson
|
1
|
73.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T00:36:13Z", "hours": 73.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is the cad for an FRC bot I designed for this years game Rebuilt one in which you shoot as many balls as you can into a big basket. I’m really proud of the whole thing honestly, its the first large and cohesive thing I’ve ever designed and I think it turned out pretty well. I’m especially proud of the shooter, scoring manipulators are always fun to make! I will say the process did not go without its hiccups, to be honest I only discovered the derrived tool like halfway through, that was rough but I finished it none the less and if you want to try it out just click the button below.", "repo": "https://github.com/CKFlare/FRC-Rebuilt-robot-CAD", "demo": "https://cad.onshape.com/documents/ef90526955e2c1079c0c9faf/w/03993b2fa40710a1deb74a90/e/58e238fa26bdce46de7e348d?renderMode=0&uiState=6aa8a33892df8e4b39a6d890"}]...
|
[{"post_id": 72006, "ts": "202 [{"post_id": 72006, "ts": "2026-09-22T00:09:47Z", "hours": 5.7989, "text": "Devlog 10 I have done a lot since the last devlog and this is my final log before shipping, I’m very exited. completed pocketed everything assigned materials to a few things I missed finished organizing every part studio used in the final assembly prepared my repository and wrote a readme a bunch of other random stuff created an assembly to display balls in the path they would take from the intake to the shooter Sadly the robot is still way overweight, its like 200 pounds but I’m just going to leave it for now. its just a pet project. Stardance has been AWESOME and I’m really glad I was able to participate, thank you everyone!! Until next time Hack Clubbers!"}, {"post_id": 66957, "ts": "2026-09-12T22:59:45Z", "hours": 8.2739, "text": "Devlog 9 Completed re-added power chain to design added hopper element to cover power chain added camera mounts that work on the robot added belt between feeding path and conveyor belt because apparently it previousley had no way to spin went through half of the part studios and asemblys to organize them them added material and appearence to all parts without them. added radio and RSL (robot safety light) issues its very boring sifting through everything you’ve done, naming and grouping it all the cover for the power chain clips through the power chain’s pulley I’ve worked on it most of today and honestly Its come very far, I think I’m finally almost done."}, {"post_id": 63954, "ts": "2026-09-08T01:29:06Z", "hours": 7.5053, "text": "Devlog 8 completed I added mounts for all floating parts added a wall to funnel balls into the main feeding path added all timing belts to roller floor created baseplate and added main electronics added fasteners fixed miscelaneous issues issues my load times are taking longer and longer honestly the sticky streak has really motivated me, for the past 8 days i’ve managed to squeeze in at least 15 minutes each night."}, {"post_id": 46915, "ts": "2026-08-14T13:37:44Z", "hours": 6.6797, "text": "Devlog 7 completed made a cover for the PIcam I would use for PhotonVision, changed a few things on shooter to reduce height many odd jobs that I honestly cant remember Issues I keep getting this “Operation failed because it would create cyclical references : Part Studio 2 Copy 1 <- Part Studio 1.” error while trying to derive my reference sketch from another document and I honestly don’t know how to fix it I’ve had to go for multiple weeks without working on this project because I didn’t have access to a computer and now I’m struggling to get any real progress done, I’m almost done though I mainly just have to do a bunch more annoying jobs like pocketing all of the sheets, adding the electronics and designing a hopper, which shouldn’t be too bad, its just a few sheets of polycarbonate"}, {"post_id": 30307, "ts": "2026-07-17T19:19:03Z", "hours": 12.6442, "text": "devlog 6 completed redid turret mounting plate reworked feeding path make base of roller floor indexer miscelaneous changes It really doesn’t look like much but, I’ve done a lot, I’ve been focusing on making something very simple that would work, I’m creating most of the parts that will be used and just not pocketing them or fully doing the assemblies or even adding mounting holes tbh, but I am making sure nothing clips and that all of the subsystems fit together and work in tandem."}, {"post_id": 26152, "ts": "2026-07-10T19:36:49Z", "hours": 9.0636, "text": "Devlog 5 completed added energy chain for turret created basic intake started mount for intake Issues I’m kind of scatter brained and did not complete last logs to due list before starting the intake I’m extending about .05 further from my robot perimeter than is allowed, its finneeeee I think the intake wont actually be able to come back into the robot because the kicker bar descends too low while being stowed it weighs WAY too much the intake is very simple a rack and pinion sends it out then the kicker bars drop down because there will be a piece of surgical tubing tensioning them, pulling it down. then whenever the driver presses the assigned button two neo vortex’s will spin a set of rollers that will grab the balls press them against the kicker bars and shoot them into the hopper. it is just shy of a 5 ball wide intake which should allow for pretty high throughput. the energy chain assembly for the turret is also very simple. there is a freely spinning constant force spring attached to a bracket which pulls the bracket away from the shooter, the energy chain just loops through the bracket. total current weight with bumpers: 129 lbs"}, {"post_id": 24938, "ts": "2026-07-08T20:24:44Z", "hours": 4.61, "text": "Devlog 4 completed added structural support removed problem of turret scraping feeding path plates added indexing roller to top of belt sandwich entrance, will connect via belt to main indexing system added all fasteners to the superstructure, bolts, nuts, rivets etc fixed random errors changed which side the belts are located on the feeding path to allow for better packaging assigned materials and appearances to parts organized and named features in assemblies and part studios issues my pocketing feature script is tweaking out, I still heven’t a clue what the problem is clipping, per usual I didnt account for the size of another part and they ended up occupying the same space, to be honest I just chamfered the edge of a plate to remove one of these issues. but hey it worked. I have no time :( its been ages since I’ve been able to seroiusley spend time on this project, my summer has been really busy, there was one week where I cadded not even for 1 minute D: today was honestly really boring I was mostly just polishing up previous work, I’m almost done with the superstructure. the only things left to do is to implement a system to keep my power chain out of the way from tangling, that will be very simple, I also would like to add a set of compliant wheels to that vertical shaft on the right to funnel the balls from that side into the turret, then I think I just need to tighten it up before I will move onto either the intake or main indexer. until next time!"}, {"post_id": 14055, "ts": "2026-06-23T01:10:26Z", "hours": 8.9728, "text": "Devlog 3 -changed the backplate on shooter - fixed clipping - created a very rudimentary feeding path, needs a LOT more work i wasted a lot of time on the feeding path, changing belt positions ironing out belt lengths and pitch, I originally was using 5 mm but I couldn’t get the right lengths so I switched to 3mm. I also didn’t now how I was going to mount it so I spent a while figuring that out. I’m using a belt on the top and bottom of the balls to funnel them into an array of compliant wheels that sends it up into the shooter"}, {"post_id": 11503, "ts": "2026-06-18T19:59:30Z", "hours": 4.0336, "text": "Yesterday I quickly knocked out the chassis and timelapsed me planning out the superstructure on paper. Today I designed the turret and I modified the shooter such that it can be mounted to the turret, this took longer than anticipated but oh well. my Laptop is so slow that Onshape crashed the whole computer like 3 times while making the turret, I suppose I have to keep my documents small. I’ve decided on a 30’’ by 25” chassis for this robot. This is to allow an intake about as wide as 5 balls, as well I did a rough estimate of my ball capacity based on rough numbers and it should be able to hold a maximum of about 80 balls. The drivetrain consists of SDS MK5Is powered by 8 Neo Vortexes."}, {"post_id": 10224, "ts": "2026-06-16T21:04:49Z", "hours": 5.6606, "text": "over the past few days I worked on my launcher for this years game piece, fuel (little yellow balls). I spent about an hour designing a carriage style hood so “it would be packaged better” but then realized it would add about 2 inches to the back and be heavier, so I reworked how the hood moves up and down by moving the rack onto the dynamic portion and the pinion onto the static part. the hood has an adjustable angle of about 25 degrees up to 60 degrees so weather we’re passing from the other alliance zone or butted against the hub we should be able to shoot. combined the 2 neo vortexes powering the flywheel achieve about 13,000 RPM so it can really lob balls."}]...
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Title: FRC Rebuilt inspired robot by @Carson | Sta Title: FRC Rebuilt inspired robot by @Carson | Stardance
Devlogs:
over the past few days I worked on my launcher for this years game piece, fuel (little yellow balls). I spent about an hour designing a carriage style hood so “it would be packaged better” but then realized it would add about 2 inches to the back and be heavier, so I reworked how the hood moves up and down by moving the rack onto the dynamic portion and the pinion onto the static part. the hood has an adjustable angle of about 25 degrees up to 60 degrees so weather we’re passing from the other alliance zone or butted against the hub we should be able to shoot. combined the 2 neo vortexes powering the flywheel achieve about 13,000 RPM so it can really lob balls.
Yesterday I quickly knocked out the chassis and timelapsed me planning out the superstructure on paper. Today I designed the turret and I modified the shooter such that it can be mounted to the turret, this took longer than anticipated but oh well. my Laptop is so slow that Onshape crashed the whole computer like 3 times while making the turret, I suppose I have to keep my documents small. I’ve decided on a 30’’ by 25” chassis for this robot. This is to allow an intake about as wide as 5 balls, as well I did a rough estimate of my ball capacity based on rough numbers and it should be able to hold a maximum of about 80 balls. The drivetrain consists of SDS MK5Is powered by 8 Neo Vortexes.
Devlog 3 -changed the backplate on shooter - fixed clipping - created a very rudimentary feeding path, needs a LOT more work i wasted a lot of time on the feeding path, changing belt positions ironing out belt lengths and pitch, I originally was using 5 mm but I couldn’t get the right lengths so I switched to 3mm. I also didn’t now how I was going to mount it so I spent a while figuring that out. I’m using a belt on the top and bottom of the balls to funnel them into an array of compliant wheels that sends it up into the shooter
Devlog 4 completed added structural support removed problem of turret scraping feeding path plates added indexing roller to top of belt sandwich entrance, will connect via belt to main indexing system added all fasteners to the superstructure, bolts, nuts, rivets etc fixed random errors changed which side the belts are located on the feeding path to allow for better packaging assigned materials and appearances to parts organized and named features in assemblies and part studios issues my pocketing feature script is tweaking out, I still heven’t a clue what the problem is clipping, per usual I didnt account for the size of another part and they ended up occupying the same space, to be honest I just chamfered the edge of a plate to remove one of these issues. but hey it worked. I have no time :( its been ages since I’ve been able to seroiusley spend time on this project, my summer has been really busy, there was one week where I cadded not even for 1 minute D: today was honestly really boring I was mostly just polishing up previous work, I’m almost done with the superstructure. the only things left to do is to implement a system to keep my power chain out of the way from tangling, that will be very simple, I also would like to add a set of compliant wheels to that vertical shaft on the right to funnel the balls from that side into the turret, then I think I just need to tighten it up before I will move onto either the intake or main indexer. until next time!
Devlog 5 completed added energy chain for turret created basic intake started mount for intake Issues I’m kind of scatter brained and did not complete last logs to due list before starting the intake I’m extending about .05 further from my robot perimeter than is allowed, its finneeeee I think the intake wont actually be able to come back into the robot because the kicker bar descends too low while being stowed it weighs WAY too much the intake is very simple a rack and pinion sends it out then the kicker bars drop down because there will be a piece of surgical tubing tensioning them, pulling it down. then whenever the driver presses the assigned button two neo vortex’s will spin a set of rollers that will grab the balls press them against the kicker bars and shoot them into the hopper. it is just shy of a 5 ball wide intake which should allow for pretty high throughput. the energy chain assembly for the turret is also very simple. there is a freely spinning constant force spring attached to a bracket which pulls the bracket away from the shooter, the energy chain just loops through the bracket. total current weight with bumpers: 129 lbs
devlog 6 completed redid turret mounting plate reworked feeding path make base of roller floor indexer miscelaneous changes It really doesn’t look like much but, I’ve done a lot, I’ve been focusing on making something very simple that would work, I’m creating most of the parts that will be used and just not pocketing them or fully doing the assemblies or even adding mounting holes tbh, but I am making sure nothing clips and that all of the subsystems fit together and work in tandem.
Devlog 7 completed made a cover for the PIcam I would use for PhotonVision, changed a few things on shooter to reduce height many odd jobs that I honestly cant remember Issues I keep getting this “Operation failed because it would create cyclical references : Part Studio 2 Copy 1 <- Part Studio 1.” error while trying to derive my reference sketch from another document and I honestly don’t know how to fix it I’ve had to go for multiple weeks without working on this project because I didn’t have access to a computer and now I’m struggling to get any real progress done, I’m almost done though I mainly just have to do a bunch more annoying jobs like pocketing all of the sheets, adding the electronics and designing a hopper, which shouldn’t be too bad, its just a few sheets of polycarbonate
Devlog 8 completed I added mounts for all floating parts added a wall to funnel balls into the main feeding path added all timing belts to roller floor created baseplate and added main electronics added fasteners fixed miscelaneous issues issues my load times are taking longer and longer honestly the sticky streak has really motivated me, for the past 8 days i’ve managed to squeeze in at least 15 minutes each night.
Devlog 9 Completed re-added power chain to design added hopper element to cover power chain added camera mounts that work on the robot added belt between feeding path and conveyor belt because apparently it previousley had no way to spin went through half of the part studios and asemblys to organize them them added material and appearence to all parts without them. added radio and RSL (robot safety light) issues its very boring sifting through everything you’ve done, naming and grouping it all the cover for the power chain clips through the power chain’s pulley I’ve worked on it most of today and honestly Its come very far, I think I’m finally almost done.
Devlog 10 I have done a lot since the last devlog and this is my final log before shipping, I’m very exited. completed pocketed everything assigned materials to a few things I missed finished organizing every part studio used in the final assembly prepared my repository and wrote a readme a bunch of other random stuff created an assembly to display balls in the path they would take from the intake to the shooter Sadly the robot is still way overweight, its like 200 pounds but I’m just going to leave it for now. its just a pet project. Stardance has been AWESOME and I’m really glad I was able to participate, thank you everyone!! Until next time Hack Clubbers!
Ships:
This is the cad for an FRC bot I designed for this years game Rebuilt one in which you shoot as many balls as you can into a big basket. I’m really proud of the whole thing honestly, its the first large and cohesive thing I’ve ever designed and I think it turned out pretty well. I’m especially proud of the shooter, scoring manipulators are always fun to make! I will say the process did not go without its hiccups, to be honest I only discovered the derrived tool like halfway through, that was rough but I finished it none the less and if you want to try it out just click the button below....
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1793350529.4937358
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1793436929.4937358
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16269
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MediaBit by @hoshik | Stardance
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hoshik
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0
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1.0
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0
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[]
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[{"post_id": 7201, "ts": "2026 [{"post_id": 7201, "ts": "2026-06-12T00:52:53Z", "hours": 0.0, "text": "MICROBIT SETUP: This is the starting point of my MediaBit project and so far, it’s been research and light coding. This first checkpoint aka my devlog :) is all about setting up the environment for developing this project further. It took me longer than usual to figure out the libraries because I ran into some issues importing them. It was a bit of struggle to figure them out because of how rusty I was with the commands. Some minor misconfigs on git too but I got them sorted out with the help of copilot. On the brightside I got some coding on developing the basic logic for the microbit. here is a 25 minute prog session in 23 seconds: https://lapse.hackclub.com/timelapse/_FFAEa7uCVi0"}, {"post_id": 11081, "ts": "2026-06-18T03:42:20Z", "hours": 1.0, "text": "Devlog - 2 Major progress with the microbit over the past 2 days. At the initial stage of programming the microbit, I struggled with planning an optimal logic that the application and the microbit script would follow to ensure minimal load on the operating system. My initial setup was based on using exisiting python libraries that access the media stream of the device and do the calculations necessary to display visuals on the microbit. One library that I experimented with is winmedia_controller, but the library was outdated and called enough dependencies to defeat the purpose of being a lightweight application. __ So for the implementations I have made so far, I decided that I will program the calculation logic using primitive methods and efficient libraries like numpy and use the windows SDK libraries to pull live media streams. This should make the application even more lightweight and still send reliable data to the microbit. __ Today, I focused on implenting the serial communication between the application and the microbit itself and I also programmed the buttons to control the media being played on the laptop. The microbit would jumble up the commands when I tested the connection at first, I spent a lot of time surfing through many websites and gpt conversation to find the route cause of this issue, only to find that 2 IDEs (one for microbit scripting, one for the application handling visuals) were fighting to listen to the same serial stream which glitched the serial output the microbit was giving. Thats a lesson learnt, ensure that the micrbit is strictly connected to one serial stream when playing with serial connections. __ Enjoy the timelapses :)"}]...
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Title: MediaBit by @hoshik | Stardance
Devlogs:
D Title: MediaBit by @hoshik | Stardance
Devlogs:
Devlog - 2 Major progress with the microbit over the past 2 days. At the initial stage of programming the microbit, I struggled with planning an optimal logic that the application and the microbit script would follow to ensure minimal load on the operating system. My initial setup was based on using exisiting python libraries that access the media stream of the device and do the calculations necessary to display visuals on the microbit. One library that I experimented with is winmedia_controller, but the library was outdated and called enough dependencies to defeat the purpose of being a lightweight application. __ So for the implementations I have made so far, I decided that I will program the calculation logic using primitive methods and efficient libraries like numpy and use the windows SDK libraries to pull live media streams. This should make the application even more lightweight and still send reliable data to the microbit. __ Today, I focused on implenting the serial communication between the application and the microbit itself and I also programmed the buttons to control the media being played on the laptop. The microbit would jumble up the commands when I tested the connection at first, I spent a lot of time surfing through many websites and gpt conversation to find the route cause of this issue, only to find that 2 IDEs (one for microbit scripting, one for the application handling visuals) were fighting to listen to the same serial stream which glitched the serial output the microbit was giving. Thats a lesson learnt, ensure that the micrbit is strictly connected to one serial stream when playing with serial connections. __ Enjoy the timelapses :)
MICROBIT SETUP: This is the starting point of my MediaBit project and so far, it’s been research and light coding. This first checkpoint aka my devlog :) is all about setting up the environment for developing this project further. It took me longer than usual to figure out the libraries because I ran into some issues importing them. It was a bit of struggle to figure them out because of how rusty I was with the commands. Some minor misconfigs on git too but I got them sorted out with the help of copilot. On the brightside I got some coding on developing the basic logic for the microbit. here is a 25 minute prog session in 23 seconds: https://lapse.hackclub.com/timelapse/_FFAEa7uCVi0...
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1792946915.403804
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1793810915.403804
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19331
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Platformer Game by @Livvy | Stardance
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Livvy
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3
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15.0
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188
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T00:51:31Z", "hours": 10.0, "multiplier": 9.82, "payout": 121, "blessing": "neutral", "text": "I completed a game where you jump through obstacles and change gravity to move through each level. As an astronaut, you use a paint gun to change your gravity based on the corresponding color. I’m proud of this being my first big project in java and HTML and CSS, and that this was my first time using VS Code. Also the paint mechanics working was a big accomplishment. A struggle was getting the flag to work after something I added along the way caused a bug and I didn’t realize to way later. It took a while but I got it working! I hope everyone enjoys the project.", "repo": "https://github.com/oliviasophia67/Paint-Gravity-Platformer", "demo": "https://oliviasophia67.github.io/Paint-Gravity-Platformer/"}, {"ship_num": 2, "ts": "2026-07-13T20:43:26Z", "hours": 0.0, "multiplier": 17.21, "payout": 7, "blessing": "neutral", "text": "I made a Platformer Game where you are an astronaut and must navigate through caves to reach the flag. I’m very proud of the graphics and how much I’ve learned when it comes to coding in javascript, html, and css. I am also happy that this finally forced me to get better at using github to place the project into and make it easier to submit into stardance.", "repo": "https://github.com/oliviasophia67/Paint-Gravity-Platformer", "demo": "https://oliviasophia67.github.io/Paint-Gravity-Platformer/"}, {"ship_num": 3, "ts": "2026-06-29T21:09:31Z", "hours": 5.0, "multiplier": 13.29, "payout": 60, "blessing": "neutral", "text": "The project I worked on was a platformer game where you are an astronaut that paints to flip gravity by walking on it, to make its way out of a alien cave. Challenges for this project were honestly finding a way to start the project, as this was one of my first coding projects in JavaScript. Also part of what I struggled with was connecting the project to Hackatime and github to connect it to Stardance. Another thing that was difficult was adding in a level selection and menu with a tracker to keep track of the stars collected on each level. A couple things that I think went very well with this project was the graphics such as the astronauts paint gun, and the background along with the flag. I’m also happy about how the paint turned out with flipping gravity and its graphics.", "repo": "https://github.com/oliviasophia67/Paint-Gravity-Platformer", "demo": "https://oliviasophia67.github.io/Paint-Gravity-Platformer/"}]...
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[{"post_id": 72014, "ts": "202 [{"post_id": 72014, "ts": "2026-09-22T00:36:16Z", "hours": 4.8328, "text": "Final Devlog Number 9!!! :) So this is the final devlog for the game, all bugs are fixed and the game is finished (for now) I may still work on some things in my spare time but since school started up it been hard to find the time to work on it. It is completed with levels, star completion, ghost racing, achievements, and smooth gameplay. I hope that all of you enjoy the project. I enjoyed working on this a lot. Thanks for all the support I got in the process!"}, {"post_id": 33175, "ts": "2026-07-22T20:49:21Z", "hours": 1.8244, "text": "Devlog 8 - Fixed All Issues! So like I described in my last devlog, I had a major issue that was continuing to pop up, and no matter what I did it was still there. Pretty much the issue was that the whole game froze when touching the flag, and it was caused because I forgot to define one of my variables correctly. The problem was that once I finally fixed this, I had to fix the issues I cause in the process of fixing this, such as the timer no longer working. Besides this I spent some time starting to make an achievements page, to show progress throughout the game."}, {"post_id": 32673, "ts": "2026-07-21T23:51:49Z", "hours": 2.5392, "text": "Bad News :( Devlog 7……. So I have spent the last day none stop working on a bug that I accidently made I think when adding in the timer, but honestly nothing I’ve tried has worked yet. I tried so many different ideas and asked anyone who knows coding but nothing has worked. pretty much the issue is that the astronaut freezes when touching the flag and nothing in the game works. I tried adding in a try …… catch function around the code where it shows what happens when you touch the flag and exactly what error happened, but for this nothing showed up, and in any debugger I try it sees nothing wrong with the code. I’ll add in a screenshot of what it looks like when it freezes, (ignore some parts at the top, I know they overlap) If anyone has an idea of what’s wrong I could really use it. Thanks y’all!"}, {"post_id": 31969, "ts": "2026-07-20T19:56:53Z", "hours": 1.0725, "text": "Paint Gravity Game Devlog! progress I made was I fixed the trajectory lines to show where the paint will end up going, along with this I worked on the tracking for the stars that you collect each level. Now there is a counter along with the total amount of possible stars, to show the progress made in the game. next i’m gonna make the grpahics on the menu and start menu much better."}, {"post_id": 27903, "ts": "2026-07-13T20:34:52Z", "hours": 0.3642, "text": "Another Devlog! I already have shipped this project once, and probably will again soon, but for now heres an update on what I worked on. Not much time was physically spent in the project, but in learning more about coding in java (which is what this project was for me), which for today took me more like an hour than what was logged. Specifically I learned more about the way to make the gun follow the mouse, and working on some of the graphics, such as the background behind the cave walls move. I also tried to think of more ideas, maybe a trajectory dots to show where the paint will go, I would like some advice or commets of what to add."}, {"post_id": 18660, "ts": "2026-06-29T20:59:57Z", "hours": 0.3661, "text": "This is now officially the last devlog I shall post for this project. First off I made most of the additions I said I would, specifically added in the waterfalls to remove paint, and worked on graphics, especially the background. Now I shall ship the project for rating, as well I added in a demo url to the info so people can now officially try it! I will start working on a new project soon, hopefully a longer and harder one."}, {"post_id": 14105, "ts": "2026-06-23T02:36:31Z", "hours": 0.5003, "text": "One of the last devlogs (hopefully) for this project. this will be a fairly short log, just describing the updates I’ve made to my game. Firstly, the changes I made was I added in a main menu with a title page and a way to go to level selection, to access levels as you unlock them. I also fixed some graphics such as the paint gun and the tutorial on the first and second levels to play the game. I made the paint even better as now it drips onto the ceiling, instead of the paint being the same anywhere it is. In this project I have been using HTML and JavaScript in VS code, so here’s an overview of what the code is composed of and what I used to program the game. Major types of functions that will be needed for coding this type of game is a draw function, which as it describes, draws the map, the game loop function and the load level function. Each of these or general loading for the game, along with functions that derive from variables. Making sure variables were defined correctly was also a main part of it. Only other thing I would like is some smaller details to add into the game. Some I was thinking of is maybe instead of just spikes have mini spikes fly across the amp in a timely order, maybe add a waterfall to some levels that when paint is shot through it it washes away, maybe a star rating system or stars to collect in the level, along with possibly making the background more fun and engaging. I would love some other ideas too!"}, {"post_id": 12936, "ts": "2026-06-21T05:28:28Z", "hours": 2.4497, "text": "This is another devlog I’ve posted for this project and I’m almost finished. I definitely fixed the graphics for the game, turning the white box into an astronaut, turning green half circles to plants, and made the theme of a alien cave (or tried to). Here’s the list of what I worked on recently: Obviously I mainly worked on graphics including the change to a pixel art theme, creating the flag and aura around it, made the paint drip to make it look more like paint gravity, and added a tutorial to learn the game along with controls at the top. Another main thing was the death mechanisms. I made spikes into the the levels that increase in difficulty as the levels continue, along with adding a reset button. At first the levels were also slightly simple as there was no limit to the ammo, which I now added to keep the levels hard, and make the game into a puzzle. There is a couple more things I need to add before posting this project for rating which is just to make the astronaut hold a paint gun (which I somehow forgot) and to add a menu for the levels of the game."}, {"post_id": 12300, "ts": "2026-06-20T02:06:08Z", "hours": 1.2378, "text": "First Devlog! So I just recently started working on this new platformer game in VS Code, and here’s what I’ve coded so far. Main thing I began were the basics. I set up the controls for the player, and added an ending goal to bring the player to the next level. I also added in platforms to jump on, and the animation for a paint gun that the player will shoot to win levels. Next I will be adding, gravity mechanics to the paint to change the gravity, making the spikes kill the player and force them to restart the level, and lastly work on the scene and art of the game."}]...
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Title: Platformer Game by @Livvy | Stardance
Devl Title: Platformer Game by @Livvy | Stardance
Devlogs:
First Devlog! So I just recently started working on this new platformer game in VS Code, and here’s what I’ve coded so far. Main thing I began were the basics. I set up the controls for the player, and added an ending goal to bring the player to the next level. I also added in platforms to jump on, and the animation for a paint gun that the player will shoot to win levels. Next I will be adding, gravity mechanics to the paint to change the gravity, making the spikes kill the player and force them to restart the level, and lastly work on the scene and art of the game.
This is another devlog I’ve posted for this project and I’m almost finished. I definitely fixed the graphics for the game, turning the white box into an astronaut, turning green half circles to plants, and made the theme of a alien cave (or tried to). Here’s the list of what I worked on recently: Obviously I mainly worked on graphics including the change to a pixel art theme, creating the flag and aura around it, made the paint drip to make it look more like paint gravity, and added a tutorial to learn the game along with controls at the top. Another main thing was the death mechanisms. I made spikes into the the levels that increase in difficulty as the levels continue, along with adding a reset button. At first the levels were also slightly simple as there was no limit to the ammo, which I now added to keep the levels hard, and make the game into a puzzle. There is a couple more things I need to add before posting this project for rating which is just to make the astronaut hold a paint gun (which I somehow forgot) and to add a menu for the levels of the game.
One of the last devlogs (hopefully) for this project. this will be a fairly short log, just describing the updates I’ve made to my game. Firstly, the changes I made was I added in a main menu with a title page and a way to go to level selection, to access levels as you unlock them. I also fixed some graphics such as the paint gun and the tutorial on the first and second levels to play the game. I made the paint even better as now it drips onto the ceiling, instead of the paint being the same anywhere it is. In this project I have been using HTML and JavaScript in VS code, so here’s an overview of what the code is composed of and what I used to program the game. Major types of functions that will be needed for coding this type of game is a draw function, which as it describes, draws the map, the game loop function and the load level function. Each of these or general loading for the game, along with functions that derive from variables. Making sure variables were defined correctly was also a main part of it. Only other thing I would like is some smaller details to add into the game. Some I was thinking of is maybe instead of just spikes have mini spikes fly across the amp in a timely order, maybe add a waterfall to some levels that when paint is shot through it it washes away, maybe a star rating system or stars to collect in the level, along with possibly making the background more fun and engaging. I would love some other ideas too!
This is now officially the last devlog I shall post for this project. First off I made most of the additions I said I would, specifically added in the waterfalls to remove paint, and worked on graphics, especially the background. Now I shall ship the project for rating, as well I added in a demo url to the info so people can now officially try it! I will start working on a new project soon, hopefully a longer and harder one.
Another Devlog! I already have shipped this project once, and probably will again soon, but for now heres an update on what I worked on. Not much time was physically spent in the project, but in learning more about coding in java (which is what this project was for me), which for today took me more like an hour than what was logged. Specifically I learned more about the way to make the gun follow the mouse, and working on some of the graphics, such as the background behind the cave walls move. I also tried to think of more ideas, maybe a trajectory dots to show where the paint will go, I would like some advice or commets of what to add.
Paint Gravity Game Devlog! progress I made was I fixed the trajectory lines to show where the paint will end up going, along with this I worked on the tracking for the stars that you collect each level. Now there is a counter along with the total amount of possible stars, to show the progress made in the game. next i’m gonna make the grpahics on the menu and start menu much better.
Bad News :( Devlog 7……. So I have spent the last day none stop working on a bug that I accidently made I think when adding in the timer, but honestly nothing I’ve tried has worked yet. I tried so many different ideas and asked anyone who knows coding but nothing has worked. pretty much the issue is that the astronaut freezes when touching the flag and nothing in the game works. I tried adding in a try …… catch function around the code where it shows what happens when you touch the flag and exactly what error happened, but for this nothing showed up, and in any debugger I try it sees nothing wrong with the code. I’ll add in a screenshot of what it looks like when it freezes, (ignore some parts at the top, I know they overlap) If anyone has an idea of what’s wrong I could really use it. Thanks y’all!
Devlog 8 - Fixed All Issues! So like I described in my last devlog, I had a major issue that was continuing to pop up, and no matter what I did it was still there. Pretty much the issue was that the whole game froze when touching the flag, and it was caused because I forgot to define one of my variables correctly. The problem was that once I finally fixed this, I had to fix the issues I cause in the process of fixing this, such as the timer no longer working. Besides this I spent some time starting to make an achievements page, to show progress throughout the game.
Final Devlog Number 9!!! :) So this is the final devlog for the game, all bugs are fixed and the game is finished (for now) I may still work on some things in my spare time but since school started up it been hard to find the time to work on it. It is completed with levels, star completion, ghost racing, achievements, and smooth gameplay. I hope that all of you enjoy the project. I enjoyed working on this a lot. Thanks for all the support I got in the process!
Ships:
The project I worked on was a platformer game where you are an astronaut that paints to flip gravity by walking on it, to make its way out of a alien cave. Challenges for this project were honestly finding a way to start the project, as this was one of my first coding projects in JavaScript. Also part of what I struggled with was connecting the project to Hackatime and github to connect it to Stardance. Another thing that was difficult was adding in a level selection and menu with a tracker to keep track of the stars collected on each level. A couple things that I think went very well with this project was the graphics such as the astronauts paint gun, and the background along with the flag. I’m also happy about how the paint turned out with flipping gravity and its graphics.
I made a Platformer Game where you are an astronaut and must navigate through caves to reach the flag. I’m very proud of the graphics and how much I’ve learned when it comes to coding in javascript, html, and css. I am also happy that this finally forced me to get better at using github to place the project into and make it easier to submit into stardance.
I completed a game where you jump through obstacles and change gravity to move through each level. As an astronaut, you use a paint gun to change your gravity based on the corresponding color. I’m proud of this being my first big project in java and HTML and CSS, and that this was my first time using VS Code. Also the paint mechanics working was a big accomplishment. A struggle was getting the flag to work after something I added along the way caused a bug and I didn’t realize to way later. It took a while but I got it working! I hope everyone enjoys the project....
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1793260399.7317204
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1793346799.7317204
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31175
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LAUNCHR by @DinoNuggetLord | Stardance
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DinoNuggetLord
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0
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3.66
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0
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[]
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[{"post_id": 72017, "ts": "202 [{"post_id": 72017, "ts": "2026-09-22T00:41:45Z", "hours": 3.0578, "text": "1 month of work and moving houses later- I’ve figured out the basic visuals for the simulation. Physics can now calculate max_x and max_height, represented by grey lines. I’m currently working on adding a curve that smoothly represents trajectory, allowing for better visualisation."}, {"post_id": 33889, "ts": "2026-07-24T05:21:31Z", "hours": 0.6014, "text": "What’s up guys! I have a basic calculator that can calculate how long something will take to hit the ground made in python using the math library! Next, I will try to link this up to a basic graphical UI that shows the path!"}]...
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Title: LAUNCHR by @DinoNuggetLord | Stardance
Dev Title: LAUNCHR by @DinoNuggetLord | Stardance
Devlogs:
What’s up guys! I have a basic calculator that can calculate how long something will take to hit the ground made in python using the math library! Next, I will try to link this up to a basic graphical UI that shows the path!
1 month of work and moving houses later- I’ve figured out the basic visuals for the simulation. Physics can now calculate max_x and max_height, represented by grey lines. I’m currently working on adding a curve that smoothly represents trajectory, allowing for better visualisation....
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1793141257.51878
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1793746057.51878
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64133
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Hackpad by @jovanovicv529 | Stardance
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jovanovicv529
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0
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1.27
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0
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[]
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[{"post_id": 72020, "ts": "202 [{"post_id": 72020, "ts": "2026-09-22T00:46:50Z", "hours": 0.7578, "text": "Finished the case for the HackPad!"}, {"post_id": 71513, "ts": "2026-09-20T23:44:36Z", "hours": 0.5133, "text": "Finished the PCB for my Hackpad macropad! It’s a [3]-key design built around a Seeed XIAO RP2040. In KiCad I wired [3] switches to the XIAO’s pins and ground, then assigned footprints and routed the traces on the back layer. The XIAO is flipped to the bottom side, so it gets soldered from below. Last, I drew the board outline and measured it at [X] x [Y] mm, which I’ll use for the case. Next up is the case in Fusion 360, then the QMK firmware."}]...
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Title: Hackpad by @jovanovicv529 | Stardance
Devl Title: Hackpad by @jovanovicv529 | Stardance
Devlogs:
Finished the PCB for my Hackpad macropad! It’s a [3]-key design built around a Seeed XIAO RP2040. In KiCad I wired [3] switches to the XIAO’s pins and ground, then assigned footprints and routed the traces on the back layer. The XIAO is flipped to the bottom side, so it gets soldered from below. Last, I drew the board outline and measured it at [X] x [Y] mm, which I’ll use for the case. Next up is the case in Fusion 360, then the QMK firmware.
Finished the case for the HackPad!...
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1793058674.5197198
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1793663474.5197198
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15785
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BPE Tokenizer by @william_a_stella | Stardance
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william_a_stella
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0
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1.79
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0
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[]
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[{"post_id": 7203, "ts": "2026 [{"post_id": 7203, "ts": "2026-06-12T00:55:10Z", "hours": 1.7925, "text": "I’ve been working on a BPE tokenizer to make my own LLM from scratch. Basically what this does is it splits the original input text for the LLM into “tokens” that the LLM does computations on and trains on for future steps. It works by creating an initial vocabulary of characters (256 using UTF-8), and then adds to the vocabulary by finding common pairs of characters and adding the most common pair into its vocabulary as a new independent token. I made the initial vocabulary and did “pre-tokenization” which is a method that allows you to compute the most common pairs of characters fast."}]...
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Title: BPE Tokenizer by @william_a_stella | Starda Title: BPE Tokenizer by @william_a_stella | Stardance
Devlogs:
I’ve been working on a BPE tokenizer to make my own LLM from scratch. Basically what this does is it splits the original input text for the LLM into “tokens” that the LLM does computations on and trains on for future steps. It works by creating an initial vocabulary of characters (256 using UTF-8), and then adds to the vocabulary by finding common pairs of characters and adding the most common pair into its vocabulary as a new independent token. I made the initial vocabulary and did “pre-tokenization” which is a method that allows you to compute the most common pairs of characters fast....
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1793307553.3343587
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1793912353.3343587
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63922
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miniaturity's personal website by @miniaturity miniaturity's personal website by @miniaturity | Stardance...
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miniaturity
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0
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8.36
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0
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[]
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[{"post_id": 72031, "ts": "202 [{"post_id": 72031, "ts": "2026-09-22T01:08:41Z", "hours": 5.1069, "text": "starting work on homepage made a cool ripple background that inverts. cards revolve around the center in a circle added dialogue that appears when you hover over certain areas added lastfm component (gets my last track through cloudflare workers) it looks real empty.. just for now"}, {"post_id": 71127, "ts": "2026-09-20T10:27:25Z", "hours": 1.9581, "text": "my favorite pokemon + titlecard added my favorite pokemon card! it’s an interactable full-art that shines as you hover over it! added my name + some logos"}, {"post_id": 70906, "ts": "2026-09-20T00:23:18Z", "hours": 1.2947, "text": "first devlog: interactive sine-wave foreground created a sine-wave foreground element that reacts to your mouses position. using the distance from the mouse to each element, i increased the amplitude of the wave the closer the pointer is. also has (pseudo) random animated sine waves flowing through."}]...
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Title: miniaturity's personal website by @mini Title: miniaturity's personal website by @miniaturity | Stardance
Devlogs:
first devlog: interactive sine-wave foreground created a sine-wave foreground element that reacts to your mouses position. using the distance from the mouse to each element, i increased the amplitude of the wave the closer the pointer is. also has (pseudo) random animated sine waves flowing through.
my favorite pokemon + titlecard added my favorite pokemon card! it’s an interactable full-art that shines as you hover over it! added my name + some logos
starting work on homepage made a cool ripple background that inverts. cards revolve around the center in a circle added dialogue that appears when you hover over certain areas added lastfm component (gets my last track through cloudflare workers) it looks real empty.. just for now...
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1793055198.827013
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1793659998.827013
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51709
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NeoXalle by @rekirxs | Stardance
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rekirxs
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0
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3.0
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0
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[]
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[{"post_id": 72034, "ts": "202 [{"post_id": 72034, "ts": "2026-09-22T01:15:24Z", "hours": 1.5839, "text": "Soldered more important modulles and components, such as the Esp32c3 u1, which all of these are smd, took me some time"}, {"post_id": 53255, "ts": "2026-08-23T18:12:32Z", "hours": 1.4161, "text": "PCB Assembly, working on first time soldering SMD components by hand, with no heat bed or heat gun, just a soldering iron, really hard but got the touch to it now."}]...
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Title: NeoXalle by @rekirxs | Stardance
Devlogs:
Title: NeoXalle by @rekirxs | Stardance
Devlogs:
PCB Assembly, working on first time soldering SMD components by hand, with no heat bed or heat gun, just a soldering iron, really hard but got the touch to it now.
Soldered more important modulles and components, such as the Esp32c3 u1, which all of these are smd, took me some time...
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1792680873.0019486
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1793285673.0019486
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55493
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NeoXalle Hardware by @rekirxs | Stardance
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rekirxs
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0
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11.69
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0
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[]
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[{"post_id": 72036, "ts": "202 [{"post_id": 72036, "ts": "2026-09-22T01:17:12Z", "hours": 0.4325, "text": "Worked on adding new 4w 3ohm speakers and replacing the 8ohm 0.5w ones, now it sounds louder and cleaner"}, {"post_id": 57350, "ts": "2026-08-29T13:57:41Z", "hours": 2.3558, "text": "Worked on fixing all of the pods Magnetic pogos, the ones used for a symultaneous charging thru a tower system, every pod is connected thru a bottom and top magnetic pogo pin that need t be aligned for them to charge properly, some pogos had magnetic opposition for some reason, some were tilted which didnt let the connections go smoothly and others just desoldered, after checking everysingle position and order of the pods while charging, I can safely say that it charges correctly now"}, {"post_id": 56947, "ts": "2026-08-28T23:53:03Z", "hours": 8.905, "text": "Maintenance, Adding Audio, New TPU rubbers and more, recorded a lot of time working on these, did a new design on the CAD side, switching to ASA, trying ASA-CF, adding audio in one pod adding grils so the speaker has space to sound, gluing the rubber side on the bottom of each pad, 2 grey 2 white, adding a new deadswitch on the bottom as well so I dont have to open the pod everysingle time I want to turn it on or off, adding interrupt pins of some acelerometers to test intead of always checking SCL and SDA and way more."}]...
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Title: NeoXalle Hardware by @rekirxs | Stardance
Title: NeoXalle Hardware by @rekirxs | Stardance
Devlogs:
Maintenance, Adding Audio, New TPU rubbers and more, recorded a lot of time working on these, did a new design on the CAD side, switching to ASA, trying ASA-CF, adding audio in one pod adding grils so the speaker has space to sound, gluing the rubber side on the bottom of each pad, 2 grey 2 white, adding a new deadswitch on the bottom as well so I dont have to open the pod everysingle time I want to turn it on or off, adding interrupt pins of some acelerometers to test intead of always checking SCL and SDA and way more.
Worked on fixing all of the pods Magnetic pogos, the ones used for a symultaneous charging thru a tower system, every pod is connected thru a bottom and top magnetic pogo pin that need t be aligned for them to charge properly, some pogos had magnetic opposition for some reason, some were tilted which didnt let the connections go smoothly and others just desoldered, after checking everysingle position and order of the pods while charging, I can safely say that it charges correctly now
Worked on adding new 4w 3ohm speakers and replacing the 8ohm 0.5w ones, now it sounds louder and cleaner...
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1793163135.078454
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1793767935.078454
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64646
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personal website by @aashvik | Stardance
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aashvik
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T01:41:31Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I make? I made my main personal website page with my Mii, info, links, and time zone clock What was challenging? Getting the custom cursor and CSS to work consistently lol", "repo": "https://github.com/koditra/personal-website", "demo": "https://koditra.github.io/personal-website/"}]...
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[{"post_id": 72037, "ts": "202 [{"post_id": 72037, "ts": "2026-09-22T01:20:39Z", "hours": 0.2944, "text": "Main page + custom cursor!!! I finished the main page for my personal website!!! :D I reused the same custom mouse CSS from my projects page, and I also used my favorite CSS that i learned from a friend. The main page has my Mii, a little about me, my projects link, GitHub, and a San Jose clock! Im done!!!! Oh also ig i made a readme too"}, {"post_id": 72028, "ts": "2026-09-22T00:58:15Z", "hours": 0.4411, "text": "I made the css and code for my projects page!!! :D"}]...
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Title: personal website by @aashvik | Stardance
D Title: personal website by @aashvik | Stardance
Devlogs:
I made the css and code for my projects page!!! :D
Main page + custom cursor!!! I finished the main page for my personal website!!! :D I reused the same custom mouse CSS from my projects page, and I also used my favorite CSS that i learned from a friend. The main page has my Mii, a little about me, my projects link, GitHub, and a San Jose clock! Im done!!!! Oh also ig i made a readme too
Ships:
What did I make? I made my main personal website page with my Mii, info, links, and time zone clock What was challenging? Getting the custom cursor and CSS to work consistently lol...
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1793213620.1988502
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1793300020.1988502
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64660
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Some dumb thing by @sometimesmycodeworks | Stardan Some dumb thing by @sometimesmycodeworks | Stardance...
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sometimesmycodeworks
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T01:49:58Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made absolutely nothing. I needed a ship (pending is okay) in unified for auditing an app Hack CLub is running, so I put this here. I might DM a SW to kindly ask them to reject this project sometime, but until then DON’T review this.", "repo": "", "demo": ""}]...
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[{"post_id": 72040, "ts": "202 [{"post_id": 72040, "ts": "2026-09-22T01:47:08Z", "hours": 0.9147, "text": "Did absolutely nothing"}]...
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Title: Some dumb thing by @sometimesmycodeworks | Title: Some dumb thing by @sometimesmycodeworks | Stardance
Devlogs:
Did absolutely nothing
Ships:
I made absolutely nothing. I needed a ship (pending is okay) in unified for auditing an app Hack CLub is running, so I put this here. I might DM a SW to kindly ask them to reject this project sometime, but until then DON’T review this....
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1793213622.1148632
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1793300022.1148632
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48809
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PrasinoPad by @ArtemD | Stardance
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ArtemD
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0
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10.25
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0
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[]
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[{"post_id": 72047, "ts": "202 [{"post_id": 72047, "ts": "2026-09-22T02:00:54Z", "hours": 2.8756, "text": "Today I implemented an OLED Screen, finished the Model, PCB, and Project Files for my Hackpad. Here is specifically what I did: Added the OLED Screen Cutout to the Case Cut the Window for the 0.91-inch OLED Display in Fusion 360 Centered the Switches and Rotary Encoder along a Construction Centerline Removed Conflicting Constraints and Badges to fix Over-Constrained Sketch Errors Moved the Case USB Cutout to the Open End to prevent Collision with the Switches Fixed the Extrude Cut Profile to fully penetrate the Wall Configured and Compiled the QMK Firmware Added the Display Code to show “PrasinoPad” in the File keymap.c Fixed Typo and Syntax Errors in the File keymap.c Resolved ChibiOS Hardware I2C Compilation Errors Created the Configuration Files config.h , halconf.h , and mcuconf.h Cleaned the Redundant I2C Definitions in the File keyboard.json Compiled the Firmware to generate firmware.uf2 Updated the Schematic and PCB in KiCad Removed Floating Matrix Diodes for Direct Pin Routing Added the 4-Pin OLED Connector Header Corrected the Pin Wiring for the Switches, Encoder, and OLED Screen Added a PWR_FLAG and No-Connect Flags to clear ERC Errors Assigned Footprints for the Switches, Encoder, and OLED Header Imported the CAD DXF Layout to align the Footprints Cleared Old Matrix Tracks and repositioned the Microcontroller Routed Front Copper Traces and filled the Bottom Ground Plane Ran DRC with 0 Errors and 0 Unconnected Items Created Production Files and Organized the Repository Exported Gerbers and NC Drill Files into gerbers.zip Exported the Assembled STEP File and Individual Case STL Files Structured the Project into CAD, PCB, Firmware, and production Folders Created the File README.md with the BOM and Screenshot References Fixed WSL and Git Path Errors Published a ship post to #hackpad-ships on Slack Notes on today’s session: It was frustrating. My goal for today was to make an OLED screen that says “Prasinopad, “ finish the model, the PCB and all the other files files, complete the hackpad itself and prepare to ship it. In Fusion 360, when I went to make the hole for the screen, I noticed that the switches and knob from last time weren’t centered properly, so I had to align everything to the center and deal with lots of over-constrained sketch errors. Additionally, the initial place where I put the OLED screen cutout was in the way of the place where the USB port is, so I had to move the screen cutout to the top. While doing so, the sketch would not expand where I wanted it to and the cutout for the screen was divided into a part which cut through the case and another one which did not. In KiCad, my schematic had extra diodes that weren’t needed, and the pins were wired incorrectly. I rewired everything, added power flags, updated the footprint placements, and routed new tracks with a ground fill until DRC had zero errors. In QMK, compiling failed at first because of typos in keymap.c and missing hardware I2C definitions for the RP2040, but after creating config.h , halconf.h , and mcuconf.h , the firmware was successfully compiled. Lastly, organizing all the CAD, PCB, Firmware, and production folders to match the Hackpad guide and dealing with WSL and Git paths took lots of time. To sum up, there were lots of errors and they all were eventually solved, and the whole project is now organized and complete. I pushed everything on GitHub, made my ship post in #hackpad-ships on Slack, and will soon fill out the Hackpad submission form."}, {"post_id": 63316, "ts": "2026-09-07T02:08:29Z", "hours": 2.3067, "text": "Today I implemented a Rotary Encoder for my Hackpad. Here is specifically what I did today: Rebuilt the Case Adapted My Model to the PCB plate Precisely made Holes for the Keys Made Screw Holes at the Edges of the Case Assembled the Electrical Trace Pin Assignments Fixed Errors Fixed the Schematic Connection Fixed the Foorprint Errors for the Rotary Encoder Expanded the Case to resolve the Error of the Tracks and Pads being outside It Created the Configuration Files Solved the QMK Errors Overwrote the URL key in the File ‘keyboard.json’ with an actual GitHub Repository Link Fixed many Excess Attributes Corrected the Layout’s Coordinates by Changing the ‘x’ value to 0 (was 1) Replaced the QMK Template Tokens in the file ‘readme.md’ Added a SPDX License Identifier Header to the File ‘keymap.c’ Overcame the Missing SDK Header Errors Injected Board Definitions Added USB Identifiers Fixed Linker Errors Compiled the Project (to test if I did everything right) Notes on today’s session: Today was kind of tough. My goal for today was to make a rotary encoder, which I did make, but with lots of time put into the process. The process of making the PCB was mostly okay, but the case was harder to make (which sounds strange). In short, I compared the PCB and the case, and realized the case did not match the PCB. The case was one big model so I couldn’t place the PCB in it, but also that the holes for the keys and the knob weren’t accurate. So, I decided to redo the model from scratch. After the process, I was quite amazed of how the case was now neat, accurate, and tidy. The holes matched the keys and the knob, and the case now has two separate parts, meaning I could place the PCB in and close it with the top part. Lastly, I compiled the whole project to see if it works. And, in short, there were lots of errors. But, they all were eventually solved and the project was successfully compiled. Notes on the next session: Next time, I will build the RGB lights or the OLED screen."}, {"post_id": 57066, "ts": "2026-08-29T04:46:39Z", "hours": 2.0167, "text": "Today I added an extra key to my Hackpad. Here is specifically what I did: Made a Plan for how the Hackpad should look Configured Hardware Constraints Updated the KiCad Schematic to work with the new key Routed 4 key PCB Layout Passed the DRC Verification Edited the Model in 360 Fusion Added the Functionality of the New Key in the files ‘keyboard.json’ and ‘keymap.c’ Notes on today’s session: This session took more time than I expected. I usually have my devlogs after an hour of working, but today is the double of that. I thought adding another key to my Hackpad would be easy, but it was definitely not when placed in such a position. However, I did not just work on the part of adding a new key today. I also drew a plan for the whole Hackpad to guide myself and know how the final result should look. Notes on the next session: Next time, I think I will work on the part of adding a know. Since I know better how everything is done from today’s experience, I might even start doing the next part of the Hackpad, the OLED screen."}, {"post_id": 52079, "ts": "2026-08-22T04:45:47Z", "hours": 1.5003, "text": "Today I finally completed the Hackpad guide. Here is specifically what I’ve done today: Placed the plate correctly where it should be and extruded it Made the USB cutout. Set up QMK on my WSL (Lots of errors, lots of time spent) Cloned QMK Firmware and the Submodules Installed the Compiler Tools and Dependencies for my Environment Verified the Environment with a Test Build Created the keyboard in the terminal Fixed Permissions and Configuration Errors Compiled the Firmware Notes on the usage of AI: I have used AI to explain steps I could not do when trying, and breaking down steps in the guide that were not making sense. Additionally, I used AI when building the firmware because I don’t know much about building firmware. I did not fully rely on it, and I tried to analyze and understand everything it said so I can do whatever I asked by myself next time. There is actually a funny moment that happened today. When I was editing the code (files ‘keyboard.json’ and ‘keymap.c’), I copied some lines of code the AI had told be to write. Then, at the top I wrote code starting with the word ‘cat’, and I got an error when I tried to run the code. I read what it sent again and realized that line of code was meant to be written into the terminal to write the code through it, not straight into the code. Overall, I tried my best not to rely on Artificial Intelligence and understand what it replies with. Notes on today’s session: This was a pretty long one I must say. I estimated I would finish this in 30-45 minutes, but it took me 90 minutes, with 150 minutes total (with all the setting up/fixing WSL’s errors). A lot of today was downloading all the compiler tools and fixing bugs/errors. When I was downloading the compiler tools, there was one tool that took alone more than 25 minutes to download! I mean, it didn’t finish after 25 minutes, but I just couldn’t wait any longer and found a command which downloaded it in roughly 15 minutes. Also, there were a lot of WSL errors. I use windows and don’t have Linux, so I used WSL, which I thankfully had already installed. The most common errors were about missing and outdated tools for compiling and libraries of my WSL. It took me about 5 commands to fix these errors, and combine that with how long they download, that’s a lot of time! Although generally, I am happy with today’s session as I am finished with the guide and ready to add my custom features. Notes on the next session: Next time, I will start adding some basic custom features and stuff to my hackpad. I am thinking of LEDs."}, {"post_id": 50108, "ts": "2026-08-19T05:31:45Z", "hours": 1.0333, "text": "I completed most of the ‘making the case’ part of the Hackpad guide. Here is what I specifically implemented today: Downloaded and set up the Fusion 360 application Created a base for the case Extruded different parts of the initial sketch Made the plate using ai03’s plate generator with this pasted into the website: [“”,””,””], Importer the plate into my project Notes: Today was quite a frustrating day. The part of making the case is done through a program called fusion 360, but I never heard of it. The interface and buttons really confused me, and I was clueless how to make the holes properly, the outer rectangle, nor how to extrude both rectangles of the sketch (since when I tried to extrude one of the rectangles, the other one disappeared, and they would merge in one shape if I extruded them both). So I asked and AI to explain me how to do each step in the guide, step by step. The AI’s guidance really helped me, as I spent only 30 minutes not knowing what I was doing, not 3 hours. Notes on the next devlog: Next time, I will try to finish the guide and maybe start making my first adjustments to the keyboard."}, {"post_id": 47917, "ts": "2026-08-16T05:55:59Z", "hours": 0.5167, "text": "Today I took my first steps toward building my own Hackpad. Here is specifically what I did: Downloaded the KiCad application Set up the files/footprint libraries Designed my PCB Drew the schematic Routed the PCB Checked the PCB for malfunctioning (And fixed any mistakes made) Notes: I enjoyed today’s lesson. It was short, but exciting. I look forward into fully completing this guide and making a function Hackpad. Comments for the next session: Next time, I will continue going through the guide, just like today. A little longer I think."}]...
|
Title: PrasinoPad by @ArtemD | Stardance
Devlogs: Title: PrasinoPad by @ArtemD | Stardance
Devlogs:
Today I took my first steps toward building my own Hackpad. Here is specifically what I did: Downloaded the KiCad application Set up the files/footprint libraries Designed my PCB Drew the schematic Routed the PCB Checked the PCB for malfunctioning (And fixed any mistakes made) Notes: I enjoyed today’s lesson. It was short, but exciting. I look forward into fully completing this guide and making a function Hackpad. Comments for the next session: Next time, I will continue going through the guide, just like today. A little longer I think.
I completed most of the ‘making the case’ part of the Hackpad guide. Here is what I specifically implemented today: Downloaded and set up the Fusion 360 application Created a base for the case Extruded different parts of the initial sketch Made the plate using ai03’s plate generator with this pasted into the website: [“”,””,””], Importer the plate into my project Notes: Today was quite a frustrating day. The part of making the case is done through a program called fusion 360, but I never heard of it. The interface and buttons really confused me, and I was clueless how to make the holes properly, the outer rectangle, nor how to extrude both rectangles of the sketch (since when I tried to extrude one of the rectangles, the other one disappeared, and they would merge in one shape if I extruded them both). So I asked and AI to explain me how to do each step in the guide, step by step. The AI’s guidance really helped me, as I spent only 30 minutes not knowing what I was doing, not 3 hours. Notes on the next devlog: Next time, I will try to finish the guide and maybe start making my first adjustments to the keyboard.
Today I finally completed the Hackpad guide. Here is specifically what I’ve done today: Placed the plate correctly where it should be and extruded it Made the USB cutout. Set up QMK on my WSL (Lots of errors, lots of time spent) Cloned QMK Firmware and the Submodules Installed the Compiler Tools and Dependencies for my Environment Verified the Environment with a Test Build Created the keyboard in the terminal Fixed Permissions and Configuration Errors Compiled the Firmware Notes on the usage of AI: I have used AI to explain steps I could not do when trying, and breaking down steps in the guide that were not making sense. Additionally, I used AI when building the firmware because I don’t know much about building firmware. I did not fully rely on it, and I tried to analyze and understand everything it said so I can do whatever I asked by myself next time. There is actually a funny moment that happened today. When I was editing the code (files ‘keyboard.json’ and ‘keymap.c’), I copied some lines of code the AI had told be to write. Then, at the top I wrote code starting with the word ‘cat’, and I got an error when I tried to run the code. I read what it sent again and realized that line of code was meant to be written into the terminal to write the code through it, not straight into the code. Overall, I tried my best not to rely on Artificial Intelligence and understand what it replies with. Notes on today’s session: This was a pretty long one I must say. I estimated I would finish this in 30-45 minutes, but it took me 90 minutes, with 150 minutes total (with all the setting up/fixing WSL’s errors). A lot of today was downloading all the compiler tools and fixing bugs/errors. When I was downloading the compiler tools, there was one tool that took alone more than 25 minutes to download! I mean, it didn’t finish after 25 minutes, but I just couldn’t wait any longer and found a command which downloaded it in roughly 15 minutes. Also, there were a lot of WSL errors. I use windows and don’t have Linux, so I used WSL, which I thankfully had already installed. The most common errors were about missing and outdated tools for compiling and libraries of my WSL. It took me about 5 commands to fix these errors, and combine that with how long they download, that’s a lot of time! Although generally, I am happy with today’s session as I am finished with the guide and ready to add my custom features. Notes on the next session: Next time, I will start adding some basic custom features and stuff to my hackpad. I am thinking of LEDs.
Today I added an extra key to my Hackpad. Here is specifically what I did: Made a Plan for how the Hackpad should look Configured Hardware Constraints Updated the KiCad Schematic to work with the new key Routed 4 key PCB Layout Passed the DRC Verification Edited the Model in 360 Fusion Added the Functionality of the New Key in the files ‘keyboard.json’ and ‘keymap.c’ Notes on today’s session: This session took more time than I expected. I usually have my devlogs after an hour of working, but today is the double of that. I thought adding another key to my Hackpad would be easy, but it was definitely not when placed in such a position. However, I did not just work on the part of adding a new key today. I also drew a plan for the whole Hackpad to guide myself and know how the final result should look. Notes on the next session: Next time, I think I will work on the part of adding a know. Since I know better how everything is done from today’s experience, I might even start doing the next part of the Hackpad, the OLED screen.
Today I implemented a Rotary Encoder for my Hackpad. Here is specifically what I did today: Rebuilt the Case Adapted My Model to the PCB plate Precisely made Holes for the Keys Made Screw Holes at the Edges of the Case Assembled the Electrical Trace Pin Assignments Fixed Errors Fixed the Schematic Connection Fixed the Foorprint Errors for the Rotary Encoder Expanded the Case to resolve the Error of the Tracks and Pads being outside It Created the Configuration Files Solved the QMK Errors Overwrote the URL key in the File ‘keyboard.json’ with an actual GitHub Repository Link Fixed many Excess Attributes Corrected the Layout’s Coordinates by Changing the ‘x’ value to 0 (was 1) Replaced the QMK Template Tokens in the file ‘readme.md’ Added a SPDX License Identifier Header to the File ‘keymap.c’ Overcame the Missing SDK Header Errors Injected Board Definitions Added USB Identifiers Fixed Linker Errors Compiled the Project (to test if I did everything right) Notes on today’s session: Today was kind of tough. My goal for today was to make a rotary encoder, which I did make, but with lots of time put into the process. The process of making the PCB was mostly okay, but the case was harder to make (which sounds strange). In short, I compared the PCB and the case, and realized the case did not match the PCB. The case was one big model so I couldn’t place the PCB in it, but also that the holes for the keys and the knob weren’t accurate. So, I decided to redo the model from scratch. After the process, I was quite amazed of how the case was now neat, accurate, and tidy. The holes matched the keys and the knob, and the case now has two separate parts, meaning I could place the PCB in and close it with the top part. Lastly, I compiled the whole project to see if it works. And, in short, there were lots of errors. But, they all were eventually solved and the project was successfully compiled. Notes on the next session: Next time, I will build the RGB lights or the OLED screen.
Today I implemented an OLED Screen, finished the Model, PCB, and Project Files for my Hackpad. Here is specifically what I did: Added the OLED Screen Cutout to the Case Cut the Window for the 0.91-inch OLED Display in Fusion 360 Centered the Switches and Rotary Encoder along a Construction Centerline Removed Conflicting Constraints and Badges to fix Over-Constrained Sketch Errors Moved the Case USB Cutout to the Open End to prevent Collision with the Switches Fixed the Extrude Cut Profile to fully penetrate the Wall Configured and Compiled the QMK Firmware Added the Display Code to show “PrasinoPad” in the File keymap.c Fixed Typo and Syntax Errors in the File keymap.c Resolved ChibiOS Hardware I2C Compilation Errors Created the Configuration Files config.h , halconf.h , and mcuconf.h Cleaned the Redundant I2C Definitions in the File keyboard.json Compiled the Firmware to generate firmware.uf2 Updated the Schematic and PCB in KiCad Removed Floating Matrix Diodes for Direct Pin Routing Added the 4-Pin OLED Connector Header Corrected the Pin Wiring for the Switches, Encoder, and OLED Screen Added a PWR_FLAG and No-Connect Flags to clear ERC Errors Assigned Footprints for the Switches, Encoder, and OLED Header Imported the CAD DXF Layout to align the Footprints Cleared Old Matrix Tracks and repositioned the Microcontroller Routed Front Copper Traces and filled the Bottom Ground Plane Ran DRC with 0 Errors and 0 Unconnected Items Created Production Files and Organized the Repository Exported Gerbers and NC Drill Files into gerbers.zip Exported the Assembled STEP File and Individual Case STL Files Structured the Project into CAD, PCB, Firmware, and production Folders Created the File README.md with the BOM and Screenshot References Fixed WSL and Git Path Errors Published a ship post to #hackpad-ships on Slack Notes on today’s session: It was frustrating. My goal for today was to make an OLED screen that says “Prasinopad, “ finish the model, the PCB and all the other files files, complete the hackpad itself and prepare to ship it. In Fusion 360, when I went to make the hole for the screen, I noticed that the switches and knob from last time weren’t centered properly, so I had to align everything to the center and deal with lots of over-constrained sketch errors. Additionally, the initial place where I put the OLED screen cutout was in the way of the place where the USB port is, so I had to move the screen cutout to the top. While doing so, the sketch would not expand where I wanted it to and the cutout for the screen was divided into a part which cut through the case and another one which did not. In KiCad, my schematic had extra diodes that weren’t needed, and the pins were wired incorrectly. I rewired everything, added power flags, updated the footprint placements, and routed new tracks with a ground fill until DRC had zero errors. In QMK, compiling failed at first because of typos in keymap.c and missing hardware I2C definitions for the RP2040, but after creating config.h , halconf.h , and mcuconf.h , the firmware was successfully compiled. Lastly, organizing all the CAD, PCB, Firmware, and production folders to match the Hackpad guide and dealing with WSL and Git paths took lots of time. To sum up, there were lots of errors and they all were eventually solved, and the whole project is now organized and complete. I pushed everything on GitHub, made my ship post in #hackpad-ships on Slack, and will soon fill out the Hackpad submission form....
|
1793249232.6749456
|
1793854032.6749456
|
|
3022
|
matthew.heng.org by @Hengtime787 | Stardance
|
Hengtime787
|
1
|
8.38
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T07:32:29Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website, to display updates on me, my projects, and anything that I find interesting. The custom styling was difficult, especially with weird blur propertiesm as was Javascript at the start, to toggle the custom responsive navigation bar. Overall, I think I created a unique website that is a little weird, just like me.", "repo": "https://github.com/Hengtime787/Astra", "demo": "https://matthew.heng.org"}]...
|
[{"post_id": 72051, "ts": "202 [{"post_id": 72051, "ts": "2026-09-22T02:38:54Z", "hours": 0.3775, "text": "Just updated the super small readme with a bunch of stuff. ps – whoever invented the .md file; thank you so much."}, {"post_id": 71037, "ts": "2026-09-20T07:29:06Z", "hours": 0.6561, "text": "Hi everyone! matthew.heng.org is ready for shipping! It’s my personal website that I post my current project info on. I like tinkering with the styling and layout every now and then, and stardance was a great chance to do a bit more. If it sounds interesting do you, feel free to drop by at https://matthew.heng.org . Thanks for reading!"}, {"post_id": 64059, "ts": "2026-09-08T06:02:51Z", "hours": 1.0256, "text": "Hi! My website is mostly ready for shipping! https://matthew.heng.org (may not be up to date because of filezilla manual transfers). I use it for posting updates of my latest projects, random stuff about me, and just as a platform for testing things out. A few more things to implement before I ship. 1 - a reliable posting system, almost like a blog and these sorts of devlogs. 2- Nav bar spinner to indicate weather the navigation menu is opened or closed, like that found on https://asus-linux.org (I’m not affiliated! Just love their web design). I lost about 39 minutes of coding time because when I came back from vacation, my git repo was out of sync with my local (computer at home one), which I had a few changes on, so I just nuked the local dir, and restarted which is fine, because I did coding on vacation. Then I realised that I had renamed the folder, so in Code -OSS, Hackatime thought that I was working on a different project. Theres a few issues with Hackatime and how a lot of platforms don’t support it, as displayed in my Atlas devlogs. I did some digging too, and this isn’t really Hack Club’s fault. The fact that they made such a comprehensive tracking plugin (albeit on the shoulders of Wakatime), is pretty cool already. For editors like SPCK, the one I used on my phone on vacation just don’t have a way to make the plugin available to it. Totally fine, just maybe something cool to be fixed? Anyways, ramble aside, Thank you for reading this enourmous log written at exactly 23:59 in the morning. And thanks Hack Club! – ps, in the screenshot I have like three panes in code oss. I don’t code like that, that would fry my brain. –"}, {"post_id": 49342, "ts": "2026-08-18T03:30:49Z", "hours": 6.1972, "text": "Been working on a few projects coding off my phone on vacation. Sadly hacktime isn’t supported by spck editor, so my new Atlas project is under the radar, as is my recent website changes. Can still post to github though, so that’s cool. Anyways, website has been updated with better fonts and less jank."}, {"post_id": 631, "ts": "2026-06-02T04:34:59Z", "hours": 0.5153, "text": "My (Slightly Self Centred) Website. Started it a while ago and now I’m actually updating it."}]...
|
Title: matthew.heng.org by @Hengtime787 | Stardanc Title: matthew.heng.org by @Hengtime787 | Stardance
Devlogs:
My (Slightly Self Centred) Website. Started it a while ago and now I’m actually updating it.
Been working on a few projects coding off my phone on vacation. Sadly hacktime isn’t supported by spck editor, so my new Atlas project is under the radar, as is my recent website changes. Can still post to github though, so that’s cool. Anyways, website has been updated with better fonts and less jank.
Hi! My website is mostly ready for shipping! https://matthew.heng.org (may not be up to date because of filezilla manual transfers). I use it for posting updates of my latest projects, random stuff about me, and just as a platform for testing things out. A few more things to implement before I ship. 1 - a reliable posting system, almost like a blog and these sorts of devlogs. 2- Nav bar spinner to indicate weather the navigation menu is opened or closed, like that found on https://asus-linux.org (I’m not affiliated! Just love their web design). I lost about 39 minutes of coding time because when I came back from vacation, my git repo was out of sync with my local (computer at home one), which I had a few changes on, so I just nuked the local dir, and restarted which is fine, because I did coding on vacation. Then I realised that I had renamed the folder, so in Code -OSS, Hackatime thought that I was working on a different project. Theres a few issues with Hackatime and how a lot of platforms don’t support it, as displayed in my Atlas devlogs. I did some digging too, and this isn’t really Hack Club’s fault. The fact that they made such a comprehensive tracking plugin (albeit on the shoulders of Wakatime), is pretty cool already. For editors like SPCK, the one I used on my phone on vacation just don’t have a way to make the plugin available to it. Totally fine, just maybe something cool to be fixed? Anyways, ramble aside, Thank you for reading this enourmous log written at exactly 23:59 in the morning. And thanks Hack Club! – ps, in the screenshot I have like three panes in code oss. I don’t code like that, that would fry my brain. –
Hi everyone! matthew.heng.org is ready for shipping! It’s my personal website that I post my current project info on. I like tinkering with the styling and layout every now and then, and stardance was a great chance to do a bit more. If it sounds interesting do you, feel free to drop by at https://matthew.heng.org . Thanks for reading!
Just updated the super small readme with a bunch of stuff. ps – whoever invented the .md file; thank you so much.
Ships:
I made a personal website, to display updates on me, my projects, and anything that I find interesting. The custom styling was difficult, especially with weird blur propertiesm as was Javascript at the start, to toggle the custom responsive navigation bar. Overall, I think I created a unique website that is a little weird, just like me....
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1793353640.334526
|
1793440040.334526
|
|
55569
|
Codsworth by @Coffe404 | Stardance
|
Coffe404
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T03:13:45Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a little Slack Bot created for curiosity and learning. Since this was my first time trying to run something in Nest and running it 24/7 it was difficult to me to get all of the keys and stf. I loved making this out because it gave me some ideas for JARVIS and running it from every place. That’s oll for my project! :D PD: Take a walk sir!", "repo": "https://github.com/SovietCoffe404/SlackBot-Codsworth-HC-project", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 72053, "ts": "202 [{"post_id": 72053, "ts": "2026-09-22T02:49:05Z", "hours": 0.3219, "text": "Hii! Well, this is my 1st Devlog for the Bot. This project is so fun and also it gave me an idea for my JARVIS project ;D This bot only has basic stuff but I think it’s funny Some of the functions are this : /codsworth-help /codsworth-joke /codsworth-ping /codsworth-catfact That’s all folks! Hope this isn’t my last devlog for stardance🥀🥀 Love u guys! Stay tuned"}]...
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Title: Codsworth by @Coffe404 | Stardance
Devlogs Title: Codsworth by @Coffe404 | Stardance
Devlogs:
Hii! Well, this is my 1st Devlog for the Bot. This project is so fun and also it gave me an idea for my JARVIS project ;D This bot only has basic stuff but I think it’s funny Some of the functions are this : /codsworth-help /codsworth-joke /codsworth-ping /codsworth-catfact That’s all folks! Hope this isn’t my last devlog for stardance🥀🥀 Love u guys! Stay tuned
Ships:
This is a little Slack Bot created for curiosity and learning. Since this was my first time trying to run something in Nest and running it 24/7 it was difficult to me to get all of the keys and stf. I loved making this out because it gave me some ideas for JARVIS and running it from every place. That’s oll for my project! :D PD: Take a walk sir!...
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1793336124.3890054
|
1793422524.3890054
|
|
26001
|
Project Muniris by @shbebeek | Stardance
|
shbebeek
|
1
|
120.2
|
1013
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T05:31:47Z", "hours": 119.0, "multiplier": 8.54, "payout": 1013, "blessing": "neutral", "text": "This is my first ever fully finished Unity game, named Muniris! It is a 2-player action adventure game that combines RPG and shooter-based mechanics to make for dynamic and differentiating playstyles for everyone. Each player has a left and right hand that control different purposes: the left hand performs magic attacks/items, and the right hand shoots whatever gun you have equipped. Each player can choose their own loadout and upgrade their items along the way. To check out the project take a look at the README of my GitHub repo, as it contains info on which version you can play depending on your operating system. Enjoy!", "repo": "https://github.com/shbebeek/Muniris", "demo": "https://gamejolt.com/games/muniris-online/1100476"}]...
|
[{"post_id": 72059, "ts": "202 [{"post_id": 72059, "ts": "2026-09-22T03:03:44Z", "hours": 1.2, "text": "Another quick update, I made another build of the game that is includes compatibility with Windows, where the player starts off with a couple of items and a bit farther ahead in the game. I thought that the browser version would work for non-Mac users but I realize now that the servers really can’t run Muniris very well. Thanks for your patience everyone!"}, {"post_id": 69953, "ts": "2026-09-18T03:55:04Z", "hours": 5.1333, "text": "Hi guys, one last quick log. I’ve been working to ship Munirism over the last couple of days and ran into a bunch of computer issues due to itch.io not being able to take files more than 1 gb in size (and my computer kept crashing every time I tried to build the game). Thankfully, I got a working link to play on a browser and a link to the Mac download of the project for people who would like better frame rate optimizations. Since I can’t submit 2 test links, I’ll give the Mac download here: https://gamejolt.com/games/muniris/1100442 . Thanks everyone!"}, {"post_id": 68963, "ts": "2026-09-16T03:50:51Z", "hours": 9.4, "text": "Good evening fellow coders, this is my final devlog for Project Muniris! I added in all of the mechanics that I wanted to into this final portion of the game and it is finally ready to be shipped. To summarize what I did, I made a bite-size castle area where there is a HUGE enemy gauntlet, which contains a final climb to the top of the hourglass that has been tantalizing the player ever since they entered the game. Since the castle is so high up that you can see past the boundary walls, I added a dense fog at the bottom of the castle that respawns you if you fall just in case the player fails any of the challenges. I created one final enemy type, that being an RPG turret, which essentially can shoot tons of missiles that seek out the players. Additionally, the last gun, the sniper rifle, was a fun time to speed develop since I realized that the mouse sensitivity was WAY too high for the player to reliably shoot when the rifle was zoomed in all the way. Due to this observation, I tweaked the mouse sensitivity via scripting so that when the camera is not zoomed in, it has a greater mouse sensitivity than when it is. Furthermore, I finally added a bunch of musical/sound assets into the game! All of the bullets from enemy and player fire have sound effects added to them. Each area also has a unique track to it, making them stand out from one another. While each track may not be musical, I made sure to find a bunch of immersive sound effects to increase the player’s auditory connection with the game. All in all, it feels very bittersweet writing this devlog, as it is the capstone to one of my longest and most passionate projects ever. I’m really thankful to the Stardance team for creating this program, as the community it developed really helped motivate me along the way. Most of all, thank you to you guys as well! Reading your comments and seeing what other people are doing has been really fun the past couple of months. Best of luck everyone!"}, {"post_id": 67858, "ts": "2026-09-14T04:19:41Z", "hours": 6.0667, "text": "Hey everyone, this is probably going to be one of my last devlogs for this project, as it is nearing completion. For starters, I finished the tundra area today, which combined my original idea of 2 separate mountain and “heavy weather” areas. It is a much more open area that the player is free to explore, but requires the double jump and dash to get into. At this point in time, all I really have left to do is create a quick ending area in the form of a castle, where the player will infiltrate the area and get to a giant hourglass at the end marking the finale of the game. I still have to create a new gun for the ending, and I’m leaning towards a sniper rifle. Since the player will have had tons of experience with the right-hand guns for a while, I’m thinking of making the sniper a bit harder to aim but having lots of damage as a tradeoff. Additionally, I added a bunch of snow particles falling from the sky to simulate a snowstorm, and it actually turned out pretty well! Due to occlusion culling, the framerate can actually survive all the snow being generated, and allowed me to create a lot it. Lastly, I added a tiny script that changed the skybox when you enter the area so that it seems cloudy instead of sunny, just so that the snow doesn’t seem like it’s appearing out of nowhere. As a personal anecdote, this project has been really fun to create the past couple of months, and has seriously boosted my design/programming skills (and time management). There will probably be one more devlog before I ship Project Muniris, but in any case I just wanted to share my thoughts on my journey through Stardance here."}, {"post_id": 67111, "ts": "2026-09-13T05:25:35Z", "hours": 8.3, "text": "Hi again fellow devs, over the course of the week I have been working on a bunch of stuff that I am excited to share. First off, I finished up the mine mini dungeon, where the player has to hit switches in order to unlock gates and progress throughout the area. It isn’t the most complex of puzzles but it gets the job done in a 3d platformer/shooter. Secondly, I added in 2 new abilities: the double jump and the dash. Essentially, via giving each player an extra jump whenever they’re in the air, I can enable them to double jump, and when they dash I simply set the non-vertical movement speed very high for a quick moment. I initially had some problems with the dash where it could send you flying upward if you collided with terrain/obstacles, but I mitigated how far up it can send you when you collide with other objects. Past these abilities, I am currently in the middle of a snowfield area, where the players will have to use both of their new movement abilities to traverse the area and make it to their final destination, the castle. I’ve decided to make it so that any currency you collected along the way in the game will be displayed at the end, and you will be able to see both your completion percentage and your total run time. I don’t think the game should take too long to beat, so I’m trying to make it have some replay value along the way. One last thing I forgot to mention was that I spent a bunch of time fixing the jump, since the coyote time would make your jump seem to blast off in the air super high. I know I said I fixed this problem in my past devlogs, but it seemed to keep coming back for whatever reason. Now though, I am happy to say that I fixed the error via taking a deeper look at when the coyote time should reset back to 0.2 seconds (any time above 0 means you can still jump after you fall off a ledge). In total, this game is almost finished, I just have to add 1 more area and give it a thorough run-through!"}, {"post_id": 65758, "ts": "2026-09-11T03:24:26Z", "hours": 5.7667, "text": "Hi developers, I just finished the base layout for the mine system that I am developing as one of the final areas of the game. At this point in time, I am trying to finish the mine area, create a quick mountain area, and make a short castle segment that acts as the final challenge of the game. Since the game is open world, little hints and clues as to where items might be located are scattered around the world now. Additionally, I worked on some post-processing effects for the mine area, which is why it is so dark on the right side of the screen compared to the left side; I will eventually add post-processing for all areas once I finish all the other parts of the game. In terms of item adjustments, I made it so that the chakram has a point light attached to it that can act as a miniature burst of light in dark areas. My last thing for now is a little issue that I ran into while adjusting the lighting for the game. Essentially, I switched from baking lighting back to generating realtime lighting because I realized that my computer can’t really handle baking lighting for so many objects in the scene, so I wanted to just generate it all in realtime to make things easier. After I tweaked these settings and generated the new lighting, I pressed play and the game totally nuked itself. Every game object had broken out of its hierarchy and 75% of them were straight up missing/deleted (all they left behind were empty transforms). I tried for a while to recover the scene but nothing was working, and eventually I had to force quit Unity due to it having stopped responding to my inputs. After I reopened Unity, the scene was back to normal! All in all, lesson learned to not panic when all seems lost and to not upset grumpy old Unity about lighting anymore."}, {"post_id": 64589, "ts": "2026-09-09T03:06:19Z", "hours": 3.2667, "text": "Hello everyone, today I worked on fixing the player UI and coded the chakram left-hand item I’ve been working on. After seeing that at different screen sizes/resolutions the UI would change shape and position, I adjusted the anchors of each UI element and made sure that they looked nice together no matter the screen size. The chakram ability turned out very nice, as with the additional fire/spark fx it feels pretty cool to throw around. I made it so that the chakram will interact with any physics object, meaning that it can bounce around a bunch before returning to the player. Looking ahead to the next area, I am thinking of a maze-like mine segment where the player will get either a new gun or the dash ability. See you all next time!"}, {"post_id": 63978, "ts": "2026-09-08T02:19:27Z", "hours": 8.8, "text": "Hello fellow devs, writing this now I realize that this game has gotten to a pretty large scale and I might not have time to finish everything I wanted to do with this game before I ship it. HOWEVER, I will be working my hardest to make sure that this game still contains the core aspects of what I wanted it to be. Speaking of, I made a whole new “forest hideout” area where there are a lot of enemies and slight platforming challenges. I coded in moving platforms that essentially just move around using an animation, and when the player jumps on one their parent transform is linked to the platform so that the camera doesn’t fall off. Furthermore, I finally added locked doors to the game, so the player has to first find some keys before they can open certain doors in this area. At the end of the hideout, I am working on a chakram left-hand ability that will be able to return to the player after being thrown, acting sort of like a boomerang. During the middle of the development of this area, the framerate dropped like CRAZY and I had to take a whole bunch of time to fix the parameters of the game so that it could run better. To sum up all the changes I made, I added occlusion culling, baked lighting for static objects, and tweaked the rendering distance for terrain like trees and grass. Lastly, I tuned up the player’s jump because it was getting really random jump heights and I wanted to make it more consistent. All in all, this project is going great and I can’t wait to ship it to all of you!"}, {"post_id": 62548, "ts": "2026-09-06T00:11:13Z", "hours": 8.6, "text": "Hey guys, I just finished up the left-hand healing item that I’ve been hinting at in my recent devlogs. It is a magic bottle that will heal you up at the cost of magic. I used a special visual fx in order to make the heal seem more “magical.” I also heavily tweaked the enemy vision system so that the enemies can see the secondary player and choose to aim at them instead of just the primary player. Currently I am trying to fix a problem where the UI will go crazy if you resize the screen, so I will be working on that from now on. Other than that, I also fixed an error where only the secondary player’s health ui would update, leading to both the primary player’s health and game over screen being stuck on the wrong camera. Best of luck everyone!"}, {"post_id": 58491, "ts": "2026-08-30T22:13:10Z", "hours": 6.2667, "text": "Hey everyone, long time since I posted here. Last week I realized that inside of my areas, there are not a lot of rewards given to the player in terms of their stats. So, instead of developing that new left-hand item I talked about in my last devlog, I decided to make an upgrade system where the player can receive health, magic, or stamina upgrades scattered around chests throughout the world. I also added a little series of clues to get the key and the eventual healing item hidden in the lake of this region through visual cues (ex. a heart-shaped rock formation) and text written on the walls of certain shelters. See you guys next time!"}, {"post_id": 53431, "ts": "2026-08-23T23:40:01Z", "hours": 3.7667, "text": "Hi guys! Today I finished up the code and tuning for both the rpg and mech enemy that I have been designing the past couple of days. I added a cool explosion to the gun whenever the bullet collides with an object, which creates some really cool visual effects. However, the bullet will still explode underwater; since I’m thinking of having a feature of being underwater that your guns misfire anyways, I’ll just keep this effect for now. With the new gun item and enemies all finished up, I am excited to say that I am almost done with this lake area. I am proud to say that it is of a much better quality than the tutorial area and is heavily focused on platforming, which will hopefully generate some fun chaos with 2 people playing at the same time. The last thing I have to do with this area is give it a proper “final upgrade.” I’m thinking of it being a healing item you can use with your left hand that takes a lot of magic but slowly heals you up. See you all later!"}, {"post_id": 51974, "ts": "2026-08-21T23:36:52Z", "hours": 3.3, "text": "Hey guys, quick update here. Lately I’ve been working on a heat-seeking missile, and although I encountered a lot of different bugs today I finished the weapon up (kind of). I’m using a software called Linq to filter out enemies and get the closest one to the missile, but a problem I encountered is that the algorithm doesn’t account for colliders between the missile and the enemy. I’ve tried a bunch of stuff such as raycasting and Physics.linecast, but nothing seems to be working. I’m gonna take a break for today and come back tomorrow with a fresh mindset. Other than that, I also am finishing up a “mech” enemy that has different pieces of it you have to destroy in order to kill it. I’ll give a bigger explanation of this enemy when I finish it. Thanks for reading!"}, {"post_id": 51426, "ts": "2026-08-21T03:53:02Z", "hours": 8.7333, "text": "Greetings fellow developers, as of right now I have been furthering development on the lake area of the game right outside the tutorial. Development is progressing well, and I am just about finished with the overall design of the area. On the programming side, I have been working on “heat-seeking” missiles that will be the reward for the player in the form of a new right-handed weapon at the end of the area. I’m thinking of having a key to a chest being hidden at the top of the area and the player has to dive down to the deepest part of the lake to open the chest in order to make the area loop in on itself. If anybody has any ideas for left-handed items let me know!"}, {"post_id": 47900, "ts": "2026-08-16T05:25:50Z", "hours": 4.7, "text": "What’s up everyone, over the last couple of days I’ve been working towards finishing up the lake area. This area is mainly focusing on platforming and refining the platforming that is seen inside of the tutorial area, as I feel as if that area has some janky features. I will eventually add enemies and some mini-bosses to fight while you are jumping from rock to rock, but as said before this is mainly for the spectacle and the platforming. I am thinking about adding some sort of a movement ability at the end of this area to reward the player, but I do not want to overpower the player too much at the beginning of the game. If you have any ideas please comment them down below, they would be well appreciated!"}, {"post_id": 46897, "ts": "2026-08-14T13:19:17Z", "hours": 5.1, "text": "Hey everyone, quick update here. I’m currently in the process of making a beach area to highlight the water effect that I developed over the past couple of days. I added a bunch of different terrain textures and tree assets, so the area itself should look a little different than the typical forest/grassy area of the tutorial. I hope to add some post-processing for outside of the water eventually as well."}, {"post_id": 45235, "ts": "2026-08-11T16:04:46Z", "hours": 8.5333, "text": "Today I finished up a new ladder system and the water post-processing effects, alongside a much-needed tuning of base speeds, maximum velocities, and the different forces added to the player (for example the jumping force). I noticed that in the vertical platforming sections I did not add shortcuts to get back up in case the player fell all the way back down, so I decided to add a ladder system that will extend down when the player reaches a certain spot. Furthermore, with the water system being finished up, I can now focus on making more unique areas of the map and creating engaging gameplay instead of just tutorial and test areas. See you guys soon!"}, {"post_id": 42060, "ts": "2026-08-06T16:50:40Z", "hours": 4.0333, "text": "Hey everyone, it’s been a while. Currently I am trying to implement a water mechanic inside of the game where players can enter the water and swim freely without the effects of gravity. Mechanics are working well to my surprise, and the only thing left to really work on is the post-processing for when you dive in. Unfortunately, I realized that the jump mechanic has to be kind of reworked due to the fact that the player does not have control over their momentum after they jump, making platforming way harder. All in all, development is trucking along."}, {"post_id": 37917, "ts": "2026-07-30T22:28:39Z", "hours": 3.8667, "text": "At this point in time, I finished fixing up the UI system so that the 2 different players are both able to control their separate canvases, while there remains a large canvas that encompasses the entirety of the screen. This can be utilized through the time slower item, for example, as the entire screen is scene through a blue lens when the item is used. Furthermore, I added a house next to a dry lake (at the moment), and will figure out how to add a water mechanic to the game that will require certain items for the players to swim across. Lastly, in order to enter the first eventual “dungeon” of the game, players will need to get the attention of the big dragon in the sky that was added recently. It currently just roams around from point to point but when the players get to a specific point they will need to utilize its positioning."}, {"post_id": 36110, "ts": "2026-07-28T00:09:04Z", "hours": 2.5, "text": "Currently I am working on making a UI system that can fit both players. I have 3 separate canvases all controlled by a main UI Manager script. Basically, there is 1 canvas for each player and then there is 1 canvas that covers both players’ screens."}, {"post_id": 33509, "ts": "2026-07-23T14:54:08Z", "hours": 1.5667, "text": "I just finished integrating the second player’s movement and UI into the game. I made it so that the 2 players share a common magic meter, which is a circular ring in the center of the screen. I try to make the gameplay require cooperation as much as possible via having both players share certain game mechanics such as their magic. With that, I have also finished the enemy tutorial area!"}, {"post_id": 32678, "ts": "2026-07-22T00:03:43Z", "hours": 2.8, "text": "I am currently working on the 2-player functionality of the code for this game. Since some of Unity’s canvas assets are not built for 2-player unless you update them in a certain way, I have to manually go in and update my scripts to make the world objects function as expected. All in all, development is rocky but progressing."}, {"post_id": 31768, "ts": "2026-07-20T12:38:29Z", "hours": 4.4667, "text": "I just finished the chest system as well as the coin system. Taps are the standard currency and joules are a rare currency that can net you cool items that wouldn’t be available normally."}, {"post_id": 23766, "ts": "2026-07-06T21:56:29Z", "hours": 3.5333, "text": "Just finished the enemy code to track down the player and try to shoot the player, it has been a little rough with the balancing but development is going well on the programming side."}]...
|
Title: Project Muniris by @shbebeek | Stardance
D Title: Project Muniris by @shbebeek | Stardance
Devlogs:
Just finished the enemy code to track down the player and try to shoot the player, it has been a little rough with the balancing but development is going well on the programming side.
I just finished the chest system as well as the coin system. Taps are the standard currency and joules are a rare currency that can net you cool items that wouldn’t be available normally.
I am currently working on the 2-player functionality of the code for this game. Since some of Unity’s canvas assets are not built for 2-player unless you update them in a certain way, I have to manually go in and update my scripts to make the world objects function as expected. All in all, development is rocky but progressing.
I just finished integrating the second player’s movement and UI into the game. I made it so that the 2 players share a common magic meter, which is a circular ring in the center of the screen. I try to make the gameplay require cooperation as much as possible via having both players share certain game mechanics such as their magic. With that, I have also finished the enemy tutorial area!
Currently I am working on making a UI system that can fit both players. I have 3 separate canvases all controlled by a main UI Manager script. Basically, there is 1 canvas for each player and then there is 1 canvas that covers both players’ screens.
At this point in time, I finished fixing up the UI system so that the 2 different players are both able to control their separate canvases, while there remains a large canvas that encompasses the entirety of the screen. This can be utilized through the time slower item, for example, as the entire screen is scene through a blue lens when the item is used. Furthermore, I added a house next to a dry lake (at the moment), and will figure out how to add a water mechanic to the game that will require certain items for the players to swim across. Lastly, in order to enter the first eventual “dungeon” of the game, players will need to get the attention of the big dragon in the sky that was added recently. It currently just roams around from point to point but when the players get to a specific point they will need to utilize its positioning.
Hey everyone, it’s been a while. Currently I am trying to implement a water mechanic inside of the game where players can enter the water and swim freely without the effects of gravity. Mechanics are working well to my surprise, and the only thing left to really work on is the post-processing for when you dive in. Unfortunately, I realized that the jump mechanic has to be kind of reworked due to the fact that the player does not have control over their momentum after they jump, making platforming way harder. All in all, development is trucking along.
Today I finished up a new ladder system and the water post-processing effects, alongside a much-needed tuning of base speeds, maximum velocities, and the different forces added to the player (for example the jumping force). I noticed that in the vertical platforming sections I did not add shortcuts to get back up in case the player fell all the way back down, so I decided to add a ladder system that will extend down when the player reaches a certain spot. Furthermore, with the water system being finished up, I can now focus on making more unique areas of the map and creating engaging gameplay instead of just tutorial and test areas. See you guys soon!
Hey everyone, quick update here. I’m currently in the process of making a beach area to highlight the water effect that I developed over the past couple of days. I added a bunch of different terrain textures and tree assets, so the area itself should look a little different than the typical forest/grassy area of the tutorial. I hope to add some post-processing for outside of the water eventually as well.
What’s up everyone, over the last couple of days I’ve been working towards finishing up the lake area. This area is mainly focusing on platforming and refining the platforming that is seen inside of the tutorial area, as I feel as if that area has some janky features. I will eventually add enemies and some mini-bosses to fight while you are jumping from rock to rock, but as said before this is mainly for the spectacle and the platforming. I am thinking about adding some sort of a movement ability at the end of this area to reward the player, but I do not want to overpower the player too much at the beginning of the game. If you have any ideas please comment them down below, they would be well appreciated!
Greetings fellow developers, as of right now I have been furthering development on the lake area of the game right outside the tutorial. Development is progressing well, and I am just about finished with the overall design of the area. On the programming side, I have been working on “heat-seeking” missiles that will be the reward for the player in the form of a new right-handed weapon at the end of the area. I’m thinking of having a key to a chest being hidden at the top of the area and the player has to dive down to the deepest part of the lake to open the chest in order to make the area loop in on itself. If anybody has any ideas for left-handed items let me know!
Hey guys, quick update here. Lately I’ve been working on a heat-seeking missile, and although I encountered a lot of different bugs today I finished the weapon up (kind of). I’m using a software called Linq to filter out enemies and get the closest one to the missile, but a problem I encountered is that the algorithm doesn’t account for colliders between the missile and the enemy. I’ve tried a bunch of stuff such as raycasting and Physics.linecast, but nothing seems to be working. I’m gonna take a break for today and come back tomorrow with a fresh mindset. Other than that, I also am finishing up a “mech” enemy that has different pieces of it you have to destroy in order to kill it. I’ll give a bigger explanation of this enemy when I finish it. Thanks for reading!
Hi guys! Today I finished up the code and tuning for both the rpg and mech enemy that I have been designing the past couple of days. I added a cool explosion to the gun whenever the bullet collides with an object, which creates some really cool visual effects. However, the bullet will still explode underwater; since I’m thinking of having a feature of being underwater that your guns misfire anyways, I’ll just keep this effect for now. With the new gun item and enemies all finished up, I am excited to say that I am almost done with this lake area. I am proud to say that it is of a much better quality than the tutorial area and is heavily focused on platforming, which will hopefully generate some fun chaos with 2 people playing at the same time. The last thing I have to do with this area is give it a proper “final upgrade.” I’m thinking of it being a healing item you can use with your left hand that takes a lot of magic but slowly heals you up. See you all later!
Hey everyone, long time since I posted here. Last week I realized that inside of my areas, there are not a lot of rewards given to the player in terms of their stats. So, instead of developing that new left-hand item I talked about in my last devlog, I decided to make an upgrade system where the player can receive health, magic, or stamina upgrades scattered around chests throughout the world. I also added a little series of clues to get the key and the eventual healing item hidden in the lake of this region through visual cues (ex. a heart-shaped rock formation) and text written on the walls of certain shelters. See you guys next time!
Hey guys, I just finished up the left-hand healing item that I’ve been hinting at in my recent devlogs. It is a magic bottle that will heal you up at the cost of magic. I used a special visual fx in order to make the heal seem more “magical.” I also heavily tweaked the enemy vision system so that the enemies can see the secondary player and choose to aim at them instead of just the primary player. Currently I am trying to fix a problem where the UI will go crazy if you resize the screen, so I will be working on that from now on. Other than that, I also fixed an error where only the secondary player’s health ui would update, leading to both the primary player’s health and game over screen being stuck on the wrong camera. Best of luck everyone!
Hello fellow devs, writing this now I realize that this game has gotten to a pretty large scale and I might not have time to finish everything I wanted to do with this game before I ship it. HOWEVER, I will be working my hardest to make sure that this game still contains the core aspects of what I wanted it to be. Speaking of, I made a whole new “forest hideout” area where there are a lot of enemies and slight platforming challenges. I coded in moving platforms that essentially just move around using an animation, and when the player jumps on one their parent transform is linked to the platform so that the camera doesn’t fall off. Furthermore, I finally added locked doors to the game, so the player has to first find some keys before they can open certain doors in this area. At the end of the hideout, I am working on a chakram left-hand ability that will be able to return to the player after being thrown, acting sort of like a boomerang. During the middle of the development of this area, the framerate dropped like CRAZY and I had to take a whole bunch of time to fix the parameters of the game so that it could run better. To sum up all the changes I made, I added occlusion culling, baked lighting for static objects, and tweaked the rendering distance for terrain like trees and grass. Lastly, I tuned up the player’s jump because it was getting really random jump heights and I wanted to make it more consistent. All in all, this project is going great and I can’t wait to ship it to all of you!
Hello everyone, today I worked on fixing the player UI and coded the chakram left-hand item I’ve been working on. After seeing that at different screen sizes/resolutions the UI would change shape and position, I adjusted the anchors of each UI element and made sure that they looked nice together no matter the screen size. The chakram ability turned out very nice, as with the additional fire/spark fx it feels pretty cool to throw around. I made it so that the chakram will interact with any physics object, meaning that it can bounce around a bunch before returning to the player. Looking ahead to the next area, I am thinking of a maze-like mine segment where the player will get either a new gun or the dash ability. See you all next time!
Hi developers, I just finished the base layout for the mine system that I am developing as one of the final areas of the game. At this point in time, I am trying to finish the mine area, create a quick mountain area, and make a short castle segment that acts as the final challenge of the game. Since the game is open world, little hints and clues as to where items might be located are scattered around the world now. Additionally, I worked on some post-processing effects for the mine area, which is why it is so dark on the right side of the screen compared to the left side; I will eventually add post-processing for all areas once I finish all the other parts of the game. In terms of item adjustments, I made it so that the chakram has a point light attached to it that can act as a miniature burst of light in dark areas. My last thing for now is a little issue that I ran into while adjusting the lighting for the game. Essentially, I switched from baking lighting back to generating realtime lighting because I realized that my computer can’t really handle baking lighting for so many objects in the scene, so I wanted to just generate it all in realtime to make things easier. After I tweaked these settings and generated the new lighting, I pressed play and the game totally nuked itself. Every game object had broken out of its hierarchy and 75% of them were straight up missing/deleted (all they left behind were empty transforms). I tried for a while to recover the scene but nothing was working, and eventually I had to force quit Unity due to it having stopped responding to my inputs. After I reopened Unity, the scene was back to normal! All in all, lesson learned to not panic when all seems lost and to not upset grumpy old Unity about lighting anymore.
Hi again fellow devs, over the course of the week I have been working on a bunch of stuff that I am excited to share. First off, I finished up the mine mini dungeon, where the player has to hit switches in order to unlock gates and progress throughout the area. It isn’t the most complex of puzzles but it gets the job done in a 3d platformer/shooter. Secondly, I added in 2 new abilities: the double jump and the dash. Essentially, via giving each player an extra jump whenever they’re in the air, I can enable them to double jump, and when they dash I simply set the non-vertical movement speed very high for a quick moment. I initially had some problems with the dash where it could send you flying upward if you collided with terrain/obstacles, but I mitigated how far up it can send you when you collide with other objects. Past these abilities, I am currently in the middle of a snowfield area, where the players will have to use both of their new movement abilities to traverse the area and make it to their final destination, the castle. I’ve decided to make it so that any currency you collected along the way in the game will be displayed at the end, and you will be able to see both your completion percentage and your total run time. I don’t think the game should take too long to beat, so I’m trying to make it have some replay value along the way. One last thing I forgot to mention was that I spent a bunch of time fixing the jump, since the coyote time would make your jump seem to blast off in the air super high. I know I said I fixed this problem in my past devlogs, but it seemed to keep coming back for whatever reason. Now though, I am happy to say that I fixed the error via taking a deeper look at when the coyote time should reset back to 0.2 seconds (any time above 0 means you can still jump after you fall off a ledge). In total, this game is almost finished, I just have to add 1 more area and give it a thorough run-through!
Hey everyone, this is probably going to be one of my last devlogs for this project, as it is nearing completion. For starters, I finished the tundra area today, which combined my original idea of 2 separate mountain and “heavy weather” areas. It is a much more open area that the player is free to explore, but requires the double jump and dash to get into. At this point in time, all I really have left to do is create a quick ending area in the form of a castle, where the player will infiltrate the area and get to a giant hourglass at the end marking the finale of the game. I still have to create a new gun for the ending, and I’m leaning towards a sniper rifle. Since the player will have had tons of experience with the right-hand guns for a while, I’m thinking of making the sniper a bit harder to aim but having lots of damage as a tradeoff. Additionally, I added a bunch of snow particles falling from the sky to simulate a snowstorm, and it actually turned out pretty well! Due to occlusion culling, the framerate can actually survive all the snow being generated, and allowed me to create a lot it. Lastly, I added a tiny script that changed the skybox when you enter the area so that it seems cloudy instead of sunny, just so that the snow doesn’t seem like it’s appearing out of nowhere. As a personal anecdote, this project has been really fun to create the past couple of months, and has seriously boosted my design/programming skills (and time management). There will probably be one more devlog before I ship Project Muniris, but in any case I just wanted to share my thoughts on my journey through Stardance here.
Good evening fellow coders, this is my final devlog for Project Muniris! I added in all of the mechanics that I wanted to into this final portion of the game and it is finally ready to be shipped. To summarize what I did, I made a bite-size castle area where there is a HUGE enemy gauntlet, which contains a final climb to the top of the hourglass that has been tantalizing the player ever since they entered the game. Since the castle is so high up that you can see past the boundary walls, I added a dense fog at the bottom of the castle that respawns you if you fall just in case the player fails any of the challenges. I created one final enemy type, that being an RPG turret, which essentially can shoot tons of missiles that seek out the players. Additionally, the last gun, the sniper rifle, was a fun time to speed develop since I realized that the mouse sensitivity was WAY too high for the player to reliably shoot when the rifle was zoomed in all the way. Due to this observation, I tweaked the mouse sensitivity via scripting so that when the camera is not zoomed in, it has a greater mouse sensitivity than when it is. Furthermore, I finally added a bunch of musical/sound assets into the game! All of the bullets from enemy and player fire have sound effects added to them. Each area also has a unique track to it, making them stand out from one another. While each track may not be musical, I made sure to find a bunch of immersive sound effects to increase the player’s auditory connection with the game. All in all, it feels very bittersweet writing this devlog, as it is the capstone to one of my longest and most passionate projects ever. I’m really thankful to the Stardance team for creating this program, as the community it developed really helped motivate me along the way. Most of all, thank you to you guys as well! Reading your comments and seeing what other people are doing has been really fun the past couple of months. Best of luck everyone!
Hi guys, one last quick log. I’ve been working to ship Munirism over the last couple of days and ran into a bunch of computer issues due to itch.io not being able to take files more than 1 gb in size (and my computer kept crashing every time I tried to build the game). Thankfully, I got a working link to play on a browser and a link to the Mac download of the project for people who would like better frame rate optimizations. Since I can’t submit 2 test links, I’ll give the Mac download here: https://gamejolt.com/games/muniris/1100442 . Thanks everyone!
Another quick update, I made another build of the game that is includes compatibility with Windows, where the player starts off with a couple of items and a bit farther ahead in the game. I thought that the browser version would work for non-Mac users but I realize now that the servers really can’t run Muniris very well. Thanks for your patience everyone!
Ships:
This is my first ever fully finished Unity game, named Muniris! It is a 2-player action adventure game that combines RPG and shooter-based mechanics to make for dynamic and differentiating playstyles for everyone. Each player has a left and right hand that control different purposes: the left hand performs magic attacks/items, and the right hand shoots whatever gun you have equipped. Each player can choose their own loadout and upgrade their items along the way. To check out the project take a look at the README of my GitHub repo, as it contains info on which version you can play depending on your operating system. Enjoy!...
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1793350689.7654078
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1793437089.7654078
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14773
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Time on Screen by @Matthew | Stardance
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Matthew
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1
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6.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T01:22:37Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a basic digital clock for the Arduino GIGA R1 WiFi Display! It has the time from the Network Time Protocol, Light and dark mode, display of a home assistant sensor, and support for 24 hour time! I was originally going to use the National Weather Service API, however, I ran in to some security issues and instead decided to go with Home Assistant. To use it, you have to download the repository and open it in the Arduino IDE, then upload it from there.", "repo": "https://github.com/matthew0112/timeOnScreen", "demo": ""}]...
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[{"post_id": 7206, "ts": "2026 [{"post_id": 7206, "ts": "2026-06-12T01:08:56Z", "hours": 1.1281, "text": "I added my final touches to my digital clock! Here is what I Improved: Centered Text on the Screen Military time support The ability to disable the home assistant sensor And documentation"}, {"post_id": 6666, "ts": "2026-06-11T05:30:17Z", "hours": 2.8503, "text": "I added the date and temperature. I sadly could not get the National Weather Service API working, so I switched to the Home Assistant API to get the value of a sensor. I also added light mode support, alongside dark mode."}, {"post_id": 6341, "ts": "2026-06-10T17:51:40Z", "hours": 1.1325, "text": "I got the local RTC time working and centered the text"}, {"post_id": 6070, "ts": "2026-06-10T06:14:04Z", "hours": 1.35, "text": "I added basic support for getting the time from the Network Time API, and then display it on the screen. I still want to add Support for: The local Real Time Clock (RTC) and adding a small weather “widget” below the time via the National weather service API"}]...
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Title: Time on Screen by @Matthew | Stardance
Dev Title: Time on Screen by @Matthew | Stardance
Devlogs:
I added basic support for getting the time from the Network Time API, and then display it on the screen. I still want to add Support for: The local Real Time Clock (RTC) and adding a small weather “widget” below the time via the National weather service API
I got the local RTC time working and centered the text
I added the date and temperature. I sadly could not get the National Weather Service API working, so I switched to the Home Assistant API to get the value of a sensor. I also added light mode support, alongside dark mode.
I added my final touches to my digital clock! Here is what I Improved: Centered Text on the Screen Military time support The ability to disable the home assistant sensor And documentation
Ships:
I made a basic digital clock for the Arduino GIGA R1 WiFi Display! It has the time from the Network Time Protocol, Light and dark mode, display of a home assistant sensor, and support for 24 hour time! I was originally going to use the National Weather Service API, however, I ran in to some security issues and instead decided to go with Home Assistant. To use it, you have to download the repository and open it in the Arduino IDE, then upload it from there....
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1793274614.9471285
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1793361014.9471285
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56000
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Raylibstein by @syntaxbrew_dev | Stardance
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syntaxbrew_dev
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1
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21.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T03:24:07Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Wolfenstein-inspired 3D raycaster built from scratch using C++ and Raylib! I personally found the math and geometry behind the 3D rendering logic the most complicated portion of the project, but it certainly felt rewarding when my code actually worked and didn’t crash! I’m proud of the fact that while creating this project, I was simultaneously improving my C++ knowledge, graphics programming concepts, and low level programming skills, all in one month. I’m also proud of how I still persevered even when things were confusing or didn’t make sense. To test my project, people can simply use the web-playable version. If they want to run it locally, they must clone the repo, install CMake, Ninja, use a valid C++ compiler, and build/run the project.", "repo": "https://github.com/SyntaxBrew/raylibstein", "demo": "https://syntaxbrew.github.io/raylibstein/"}]...
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[{"post_id": 72064, "ts": "202 [{"post_id": 72064, "ts": "2026-09-22T03:13:15Z", "hours": 1.9558, "text": "Today’s the day I ship, I finally released a web-port version of my raycasting engine, and created a detailed README on the Github repo. To do this, I had to use a tool called emsdk which allowed me to convert all my C++/raylib code into Web Assembly + HTML code! I now have live web page up and running using GitHub pages & actions, and I debugged any issues that arose (such as the mouse not properly locking to the screen)"}, {"post_id": 71515, "ts": "2026-09-20T23:47:53Z", "hours": 6.0028, "text": "This took a while, but I successfully added texture rendering to walls, alongside solid roof and floor colors. To do this, I created my own MapTexture class which extracted pixel data from a loaded image.For each ray that fired, its final hit position was mapped to a specific pixel from that texture. (using some row and column calcuations) Some things I also did: Added support for multiple wall types Added noclip toggle, zooming in/out controls Optimized shading calculations for walls Fixed raycasting bug dealing with negative coordinates"}, {"post_id": 60019, "ts": "2026-09-02T03:44:58Z", "hours": 6.4308, "text": "Today I finished implementing the core rendering loop for my 3D C++ raycasting engine and also added player-wall collision detction! In summary, for every column of your screen, a ray is fired to draw a single vertical strip of a specific size based on how far that ray travels. Then all these strips are combined to form a 3D scene. I also added shading to specific sides of walls. I then learned how to fix edge distortions (fish-eye correction) and uneven ray distributions using math + geometry. I also spent ALOT OF MY TIME trying to fix a bug where the player could clip into a corner and get stuck inside, which got very annoying to debug. But I eventually solved it by checking for wall overlaps across the player’s every possible movement position."}, {"post_id": 58293, "ts": "2026-08-30T17:49:25Z", "hours": 6.3406, "text": "I have started working on my new pseudo-3D raycaster project. Using raylib and C++, so far I have created the basic boilerplate code for the main window rendering loop for a basic 2D map. But most importantly during this first session, I created a basic, but working raycasting system which used an algorithm called DDA. (grid-traversal algorithm)To implement it, I worked through the underlying math and logic behind the algorithm, and went through some examples before implementing the code myself. I faced many bugs while coding it and it took a lot of trial and error before I finally had it working.. . The CastRay() function I created allows rays to traverse efficiently across grid cells, skipping over unnecessary positions and without missing any collisions. For the next dev log, I hope to have completed the actual Player object + movement + collision detection, and implement the 3D rendering loop that constructs the 3D scene using my CastRay function."}]...
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Title: Raylibstein by @syntaxbrew_dev | Stardance
Title: Raylibstein by @syntaxbrew_dev | Stardance
Devlogs:
I have started working on my new pseudo-3D raycaster project. Using raylib and C++, so far I have created the basic boilerplate code for the main window rendering loop for a basic 2D map. But most importantly during this first session, I created a basic, but working raycasting system which used an algorithm called DDA. (grid-traversal algorithm)To implement it, I worked through the underlying math and logic behind the algorithm, and went through some examples before implementing the code myself. I faced many bugs while coding it and it took a lot of trial and error before I finally had it working.. . The CastRay() function I created allows rays to traverse efficiently across grid cells, skipping over unnecessary positions and without missing any collisions. For the next dev log, I hope to have completed the actual Player object + movement + collision detection, and implement the 3D rendering loop that constructs the 3D scene using my CastRay function.
Today I finished implementing the core rendering loop for my 3D C++ raycasting engine and also added player-wall collision detction! In summary, for every column of your screen, a ray is fired to draw a single vertical strip of a specific size based on how far that ray travels. Then all these strips are combined to form a 3D scene. I also added shading to specific sides of walls. I then learned how to fix edge distortions (fish-eye correction) and uneven ray distributions using math + geometry. I also spent ALOT OF MY TIME trying to fix a bug where the player could clip into a corner and get stuck inside, which got very annoying to debug. But I eventually solved it by checking for wall overlaps across the player’s every possible movement position.
This took a while, but I successfully added texture rendering to walls, alongside solid roof and floor colors. To do this, I created my own MapTexture class which extracted pixel data from a loaded image.For each ray that fired, its final hit position was mapped to a specific pixel from that texture. (using some row and column calcuations) Some things I also did: Added support for multiple wall types Added noclip toggle, zooming in/out controls Optimized shading calculations for walls Fixed raycasting bug dealing with negative coordinates
Today’s the day I ship, I finally released a web-port version of my raycasting engine, and created a detailed README on the Github repo. To do this, I had to use a tool called emsdk which allowed me to convert all my C++/raylib code into Web Assembly + HTML code! I now have live web page up and running using GitHub pages & actions, and I debugged any issues that arose (such as the mouse not properly locking to the screen)
Ships:
I made a Wolfenstein-inspired 3D raycaster built from scratch using C++ and Raylib! I personally found the math and geometry behind the 3D rendering logic the most complicated portion of the project, but it certainly felt rewarding when my code actually worked and didn’t crash! I’m proud of the fact that while creating this project, I was simultaneously improving my C++ knowledge, graphics programming concepts, and low level programming skills, all in one month. I’m also proud of how I still persevered even when things were confusing or didn’t make sense. To test my project, people can simply use the web-playable version. If they want to run it locally, they must clone the repo, install CMake, Ninja, use a valid C++ compiler, and build/run the project....
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1793346683.039878
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1793433083.039878
|
|
62034
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Stock Predictor by @royg51 | Stardance
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royg51
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0
|
6.92
|
0
|
[]
|
[{"post_id": 72069, "ts": "202 [{"post_id": 72069, "ts": "2026-09-22T03:22:39Z", "hours": 6.9203, "text": "Devlog #1 I started Stock Predictor as a project to explore how financial analysis tools actually work under the hood. Instead of trying to build another app that claims to predict stock prices, I wanted to focus on historical analysis, technical indicators, risk metrics, backtesting, and portfolio simulation. I built the application with a React/TypeScript frontend and FastAPI/Python backend, then gradually added features like historical pattern detection, ETF exploration, comparisons, and an educational Learn section. A major part of the project has also been making the methodology transparent and avoiding misleading conclusions. The public demo now runs on synthetic data so it can be shared publicly without redistributing market data without the necessary licensing rights. There is still more I want to improve, but getting the project from an idea into a fully tested, publicly accessible application has been the biggest milestone so far."}]...
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Title: Stock Predictor by @royg51 | Stardance
Dev Title: Stock Predictor by @royg51 | Stardance
Devlogs:
Devlog #1 I started Stock Predictor as a project to explore how financial analysis tools actually work under the hood. Instead of trying to build another app that claims to predict stock prices, I wanted to focus on historical analysis, technical indicators, risk metrics, backtesting, and portfolio simulation. I built the application with a React/TypeScript frontend and FastAPI/Python backend, then gradually added features like historical pattern detection, ETF exploration, comparisons, and an educational Learn section. A major part of the project has also been making the methodology transparent and avoiding misleading conclusions. The public demo now runs on synthetic data so it can be shared publicly without redistributing market data without the necessary licensing rights. There is still more I want to improve, but getting the project from an idea into a fully tested, publicly accessible application has been the biggest milestone so far....
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1793044150.751278
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1793648950.751278
|