|
17913
|
P5esqueOS by @miminstrels | Stardance
|
miminstrels
|
0
|
5.79
|
0
|
[]
|
[{"post_id": 72310, "ts": "202 [{"post_id": 72310, "ts": "2026-09-22T17:11:46Z", "hours": 1.1825, "text": "javascript is like my nightmare.. although it’s pretty easy to understand. but this took so longgg because for some reasons it was still undraggable. all of the sudden tho it js worked… and i’m still studying on what i tweaked in order for it to work.."}, {"post_id": 72259, "ts": "2026-09-22T15:21:44Z", "hours": 2.8503, "text": "did the second part from the guide. there’s a separate css page cus i thought it would get really cramped putting everything on the html file."}, {"post_id": 71767, "ts": "2026-09-21T14:23:15Z", "hours": 1.76, "text": "i kinda know a thing or two about html and css, it wasn’t super confusing… granted i struggled so much on adding custom fonts (because of some silly minor mistake) but either way i have a vision. im planning on drawing images and whatnot."}]...
|
Title: P5esqueOS by @miminstrels | Stardance
Devl Title: P5esqueOS by @miminstrels | Stardance
Devlogs:
i kinda know a thing or two about html and css, it wasn’t super confusing… granted i struggled so much on adding custom fonts (because of some silly minor mistake) but either way i have a vision. im planning on drawing images and whatnot.
did the second part from the guide. there’s a separate css page cus i thought it would get really cramped putting everything on the html file.
javascript is like my nightmare.. although it’s pretty easy to understand. but this took so longgg because for some reasons it was still undraggable. all of the sudden tho it js worked… and i’m still studying on what i tweaked in order for it to work.....
|
1792669861.11649
|
1793274661.11649
|
|
60720
|
atom ctrl by @adityaaaa | Stardance
|
adityaaaa
|
0
|
48.36
|
0
|
[]
|
[{"post_id": 72312, "ts": "202 [{"post_id": 72312, "ts": "2026-09-22T17:14:51Z", "hours": 48.3586, "text": "hey guys, i’ve been working on my startup’s site. It’s completely open source and i did a design in the past 2 weeks or so. i would love to hear your thoughts on this. thanks.."}]...
|
Title: atom ctrl by @adityaaaa | Stardance
Devlog Title: atom ctrl by @adityaaaa | Stardance
Devlogs:
hey guys, i’ve been working on my startup’s site. It’s completely open source and i did a design in the past 2 weeks or so. i would love to hear your thoughts on this. thanks.....
|
1793036976.6365466
|
1793641776.6365466
|
|
63339
|
My own site! by @Proxy | Stardance
|
Proxy
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T17:51:58Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "made my first website in my life don’t how good it came out but it was fun the js was the hardest for me lets see what all think", "repo": "https://github.com/AsfahanAnsari/first-site", "demo": "https://asfahanansari.github.io/first-site/"}]...
|
[{"post_id": 72319, "ts": "202 [{"post_id": 72319, "ts": "2026-09-22T17:35:20Z", "hours": 0.4775, "text": "working on js"}, {"post_id": 71392, "ts": "2026-09-20T18:54:58Z", "hours": 2.3669, "text": "stared the make HTML structure but not getting the idea what design should i make like which color to use etc."}]...
|
Title: My own site! by @Proxy | Stardance
Devlogs Title: My own site! by @Proxy | Stardance
Devlogs:
stared the make HTML structure but not getting the idea what design should i make like which color to use etc.
working on js
Ships:
made my first website in my life don’t how good it came out but it was fun the js was the hardest for me lets see what all think...
|
1793213291.1128857
|
1793299691.1128857
|
|
62511
|
WrebOS by @AjoSubarjo | Stardance
|
AjoSubarjo
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T01:38:21Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i make a web base os or a web that looks like os, it has a feature like app, taskbar, minimize, close, login logout etc, the most challenging part is the react vite and thats also the reason i create this website is to learn about react and tenary usage", "repo": "https://github.com/Ajo-Subarjo/WrebOS", "demo": "https://ajo-subarjo.github.io/WrebOS/"}]...
|
[{"post_id": 72325, "ts": "202 [{"post_id": 72325, "ts": "2026-09-22T17:48:58Z", "hours": 6.4469, "text": "adding ui update: -Wallpaper -Icon -Time and Date adding credits app to give credit to the icons and wallpapers i use adding login logout function event thought its just show simple welcove screen"}, {"post_id": 70711, "ts": "2026-09-19T17:12:04Z", "hours": 0.5969, "text": "adding notepad app but its cant saved yet, another hackatime error on zed 😔 and i noticed it like after 2 hour and need to restart the extension"}, {"post_id": 70164, "ts": "2026-09-18T16:34:32Z", "hours": 0.6194, "text": "adding calculator and the bad news the hackatime is error so im not log all of my time ; ("}, {"post_id": 69700, "ts": "2026-09-17T16:37:32Z", "hours": 3.8858, "text": "early build got the basic system working like the draggable, opean app and focus window"}]...
|
Title: WrebOS by @AjoSubarjo | Stardance
Devlogs: Title: WrebOS by @AjoSubarjo | Stardance
Devlogs:
early build got the basic system working like the draggable, opean app and focus window
adding calculator and the bad news the hackatime is error so im not log all of my time ; (
adding notepad app but its cant saved yet, another hackatime error on zed 😔 and i noticed it like after 2 hour and need to restart the extension
adding ui update: -Wallpaper -Icon -Time and Date adding credits app to give credit to the icons and wallpapers i use adding login logout function event thought its just show simple welcove screen
Ships:
i make a web base os or a web that looks like os, it has a feature like app, taskbar, minimize, close, login logout etc, the most challenging part is the react vite and thats also the reason i create this website is to learn about react and tenary usage...
|
1793210042.541355
|
1793296442.541355
|
|
46465
|
SolariStudy by @MathBty | Stardance
|
MathBty
|
1
|
18.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T18:27:10Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi! I created SolariStudy, basically a specialised study platform and productivity app (I built it with React Native, Expo and Supabase). The app addreses a problem which I face a lot every day and a lot of students preparing for rigorous exams and olympiads face it too: standard AI tools tipically just generate big quizzes in a MCQ format or just give immediate solutions that kind of ruin the learning process (also cluttering interfaces with unorganized chat logs). My idea for this app was to try a dual-mode engine which features SolariLearn for normal tutoring (just perfect for going through study materials or books) and SolariSolve for strict, timed problem sessions (very useful for Olympiad preparation especially). Here I introduced major QoL improvements that structure the revision workflow, including organizing sessions into dedicated, isolated subject folders (like Mathematics, Physics, Linguistics, Astronomy etc.) to prevent the cluttering of chats (one of the problems mentioned earlier, which is solved by a few AI’s, but the process of organizing is not automated). The app also implements automated worksheet ingestion to extract and prepare textbook problems, introducing exam focus sprint timers to enforce accountability. By using the SolariSolve mode, you are able to get step-by-step scorecards with streak and accuracy tracking. The most challenging tech hurdle was engineering the streaming AI pipeline (faced a lot of bugs here and did not really know where to start from), but also mathematical rendering ragebaited me at the end… Resolving API dropouts and rate limits required me to implement an exponential backoff with a dynamic model fallback system, alongside the real-time latex rendering to display the math formulas (which were essential for physics, math and astronomy so I couldnt just use normal text). I am proudest of turning this small concept into a functional , working cross-platform project that I feel balances an unstimulating focus environment with rigorous grading (which is objectively done by the AI tool). Now, for testing, you should know that while a compiled Android APK is abvailable for mobile testing, running the web version locally on pc is kinda my own recommendation :) since the mobile part was more of an experimental preview which can still receive UI polishing in the future. Most of the instructions are in the READme, but I can paste them here again. Local setup required node.js, cloning the repository, running npm install, supplying supabase and gemini api keys in an .env file and launching the project by entering in terminal npx expo start -w to test the engine directly in a web browser. I really hope you like this project and that you can maybe use it for your own personal use.", "repo": "https://github.com/MateiBt/solaristudy", "demo": "https://mateibt.github.io/solaristudy/"}]...
|
[{"post_id": 72336, "ts": "202 [{"post_id": 72336, "ts": "2026-09-22T18:06:32Z", "hours": 1.7706, "text": "5th and last SolariStudy devlog - This was it… finally over. Even though I thought I was close to finishing 2 days ago, I faced a serious bug with latex rendering, also found out that the AI model I was using in the code was 3.5-flash instead of 3.5-flash-lite which is very limited in terms of number of messages so I was hitting rate limits on the app a lot. Thankfully I made it out through them and also made a READme with some help from a github readme which I found (i credited him in my github READme). You can guys actually try my app. (I tried to do as much as I could, but the lack of tutorials online made the Android version of the app being partially functional, you can test it and return to me with some bugs, but it will be quite hard to fix them, so for the moment I will go with the fully functional web app). Thank you for all the attention and support, and let’s go on with the next project!"}, {"post_id": 71254, "ts": "2026-09-20T15:10:53Z", "hours": 2.0711, "text": "4th SolariStudy devlog - Here we are with the completed project I can say (everything that is left to do is just some app icons, maybe touch up on some things related to the design andd the readme, of course). What I’m most proud of is that the app finally works on android, and it can be downloaded (I’ll prolly put the link/qr code in the readme). It’s been a long journey, but I am really happy of what I achieved here and maybe the app can be even launched publicly on appstore one day. See you tomorrow guys"}, {"post_id": 69232, "ts": "2026-09-16T16:54:29Z", "hours": 2.6781, "text": "3rd SolariStudy devlog - Again a long week has passed and school kind of made me lose a lot of precious time. Although here we are anhd lemme tell you what I’ve done this week: - I added a stale-while-revalidate caching pattern for study folder, sessions and global leaderboards so that reads work seamlessly without internet, then I built a write-side mutation queue to capture offline actions (like creating folders, updating timer solve stages and logging session details), also integrated a bg network listener to automatically detect reconnects and flush the queued mutations back to supabase. After working on this I though it would be nice to stabilize the end-to-end chat and polish the study session lifecycle. Also worked a little on the security of the app. I hope to do more these couple of days and maybe get closer to launching this app :) Cya in the next devlog guys"}, {"post_id": 64976, "ts": "2026-09-09T18:52:05Z", "hours": 7.7342, "text": "2nd SolariStudy devlog - Hellooo, I believe a week passed since my last devlog on this project… uhm yeah also the time logged is way longer than usual since I tried to do as much as possible to make the app functional. I will say some things about what I added in the meantime. I replaced all the placeholders with real , live data (also added a custom postgresql function that aggregates score dynamically across chat sessions and messages without duplicates), I wrote some trigers that automatically calculate the total problems solved and accuracy percentages whenever a study session finishes or a message is graded, ran a migration and onetime backfill query so that historical data stays in sync. I finished the architecture in db.ts, where I have now folder nesting, scoped session filtering, message grading accuracy toggles, global search and daily activity streak. (I want to say this is the first time I felt like giving up on a project (ok I know it is just my 2nd project, but I feel its kind of a serious step from my 1st one). I learned a lot like writing functions in sql editor (using supabase), using react native state and doing the UI sync, making the AI worflow and many others. It really was a lot but thankfully I got through the most of it. Sadly I also get the same problem as for the last project, because I plan my code beforehand, the time registered I feel doesn’t reflect at all my work on this project. I think I spent over 30h brainstorming, learning and planning the code, only for around 10h to be logged in which is basically the hard coding time. Well, either way, my main goal is to make the most out of this project, not log as much time as possible, however it would’ve been nice to see exactly how much effort was put into this). There is a lot more to do like a lot of testing to see if the app can be improved, to touch up on some things and maybe then I can present the finished app soon. Cya in the next devlog"}, {"post_id": 60406, "ts": "2026-09-02T18:23:57Z", "hours": 3.3744, "text": "1st SolariStudy devlog - Here is my new project, a project meant to be a better study app. Current AI tools for studying are pretty boring and have very few functions. Topics like mathematics and physics can’t be learned by memorizing or taking quizzes, but by solving as many problems as possible. After more than 3h of trial and error I think I got an UI that I like (i found it on dribbble) and planned a few of the functions I want to add onto the site. I am very open to suggestions/ideas if you have some, or even a like :). (If you wanna continue reading, here are some things I wanna say: first, I finally returned to stardance. I was quite busy with personal study and activities and I sadly neglected this activity. However, I am eager to finish this project and start a few more to reach some stardust goals (like the small shark :) ). secondly, the current site is just frontend, no backend made yet and for that reason i added placeholders to have an idea of how everything would look on the site. third, I really appreciate your guys support from the personal site project and together with you I can maybe ship and pursue more projects in this amazing first hackathon for me). Here are some photos:"}]...
|
Title: SolariStudy by @MathBty | Stardance
Devlog Title: SolariStudy by @MathBty | Stardance
Devlogs:
1st SolariStudy devlog - Here is my new project, a project meant to be a better study app. Current AI tools for studying are pretty boring and have very few functions. Topics like mathematics and physics can’t be learned by memorizing or taking quizzes, but by solving as many problems as possible. After more than 3h of trial and error I think I got an UI that I like (i found it on dribbble) and planned a few of the functions I want to add onto the site. I am very open to suggestions/ideas if you have some, or even a like :). (If you wanna continue reading, here are some things I wanna say: first, I finally returned to stardance. I was quite busy with personal study and activities and I sadly neglected this activity. However, I am eager to finish this project and start a few more to reach some stardust goals (like the small shark :) ). secondly, the current site is just frontend, no backend made yet and for that reason i added placeholders to have an idea of how everything would look on the site. third, I really appreciate your guys support from the personal site project and together with you I can maybe ship and pursue more projects in this amazing first hackathon for me). Here are some photos:
2nd SolariStudy devlog - Hellooo, I believe a week passed since my last devlog on this project… uhm yeah also the time logged is way longer than usual since I tried to do as much as possible to make the app functional. I will say some things about what I added in the meantime. I replaced all the placeholders with real , live data (also added a custom postgresql function that aggregates score dynamically across chat sessions and messages without duplicates), I wrote some trigers that automatically calculate the total problems solved and accuracy percentages whenever a study session finishes or a message is graded, ran a migration and onetime backfill query so that historical data stays in sync. I finished the architecture in db.ts, where I have now folder nesting, scoped session filtering, message grading accuracy toggles, global search and daily activity streak. (I want to say this is the first time I felt like giving up on a project (ok I know it is just my 2nd project, but I feel its kind of a serious step from my 1st one). I learned a lot like writing functions in sql editor (using supabase), using react native state and doing the UI sync, making the AI worflow and many others. It really was a lot but thankfully I got through the most of it. Sadly I also get the same problem as for the last project, because I plan my code beforehand, the time registered I feel doesn’t reflect at all my work on this project. I think I spent over 30h brainstorming, learning and planning the code, only for around 10h to be logged in which is basically the hard coding time. Well, either way, my main goal is to make the most out of this project, not log as much time as possible, however it would’ve been nice to see exactly how much effort was put into this). There is a lot more to do like a lot of testing to see if the app can be improved, to touch up on some things and maybe then I can present the finished app soon. Cya in the next devlog
3rd SolariStudy devlog - Again a long week has passed and school kind of made me lose a lot of precious time. Although here we are anhd lemme tell you what I’ve done this week: - I added a stale-while-revalidate caching pattern for study folder, sessions and global leaderboards so that reads work seamlessly without internet, then I built a write-side mutation queue to capture offline actions (like creating folders, updating timer solve stages and logging session details), also integrated a bg network listener to automatically detect reconnects and flush the queued mutations back to supabase. After working on this I though it would be nice to stabilize the end-to-end chat and polish the study session lifecycle. Also worked a little on the security of the app. I hope to do more these couple of days and maybe get closer to launching this app :) Cya in the next devlog guys
4th SolariStudy devlog - Here we are with the completed project I can say (everything that is left to do is just some app icons, maybe touch up on some things related to the design andd the readme, of course). What I’m most proud of is that the app finally works on android, and it can be downloaded (I’ll prolly put the link/qr code in the readme). It’s been a long journey, but I am really happy of what I achieved here and maybe the app can be even launched publicly on appstore one day. See you tomorrow guys
5th and last SolariStudy devlog - This was it… finally over. Even though I thought I was close to finishing 2 days ago, I faced a serious bug with latex rendering, also found out that the AI model I was using in the code was 3.5-flash instead of 3.5-flash-lite which is very limited in terms of number of messages so I was hitting rate limits on the app a lot. Thankfully I made it out through them and also made a READme with some help from a github readme which I found (i credited him in my github READme). You can guys actually try my app. (I tried to do as much as I could, but the lack of tutorials online made the Android version of the app being partially functional, you can test it and return to me with some bugs, but it will be quite hard to fix them, so for the moment I will go with the fully functional web app). Thank you for all the attention and support, and let’s go on with the next project!
Ships:
Hi! I created SolariStudy, basically a specialised study platform and productivity app (I built it with React Native, Expo and Supabase). The app addreses a problem which I face a lot every day and a lot of students preparing for rigorous exams and olympiads face it too: standard AI tools tipically just generate big quizzes in a MCQ format or just give immediate solutions that kind of ruin the learning process (also cluttering interfaces with unorganized chat logs). My idea for this app was to try a dual-mode engine which features SolariLearn for normal tutoring (just perfect for going through study materials or books) and SolariSolve for strict, timed problem sessions (very useful for Olympiad preparation especially). Here I introduced major QoL improvements that structure the revision workflow, including organizing sessions into dedicated, isolated subject folders (like Mathematics, Physics, Linguistics, Astronomy etc.) to prevent the cluttering of chats (one of the problems mentioned earlier, which is solved by a few AI’s, but the process of organizing is not automated). The app also implements automated worksheet ingestion to extract and prepare textbook problems, introducing exam focus sprint timers to enforce accountability. By using the SolariSolve mode, you are able to get step-by-step scorecards with streak and accuracy tracking. The most challenging tech hurdle was engineering the streaming AI pipeline (faced a lot of bugs here and did not really know where to start from), but also mathematical rendering ragebaited me at the end… Resolving API dropouts and rate limits required me to implement an exponential backoff with a dynamic model fallback system, alongside the real-time latex rendering to display the math formulas (which were essential for physics, math and astronomy so I couldnt just use normal text). I am proudest of turning this small concept into a functional , working cross-platform project that I feel balances an unstimulating focus environment with rigorous grading (which is objectively done by the AI tool). Now, for testing, you should know that while a compiled Android APK is abvailable for mobile testing, running the web version locally on pc is kinda my own recommendation :) since the mobile part was more of an experimental preview which can still receive UI polishing in the future. Most of the instructions are in the READme, but I can paste them here again. Local setup required node.js, cloning the repository, running npm install, supplying supabase and gemini api keys in an .env file and launching the project by entering in terminal npx expo start -w to test the engine directly in a web browser. I really hope you like this project and that you can maybe use it for your own personal use....
|
1793346842.7025468
|
1793433242.7025468
|
|
2521
|
Principia by @jakeportnoi | Stardance
|
jakeportnoi
|
0
|
3.93
|
0
|
[]
|
[{"post_id": 72340, "ts": "202 [{"post_id": 72340, "ts": "2026-09-22T18:17:37Z", "hours": 3.9281, "text": "I finished my project, completely forgot about this and just remembered!"}]...
|
Title: Principia by @jakeportnoi | Stardance
Devl Title: Principia by @jakeportnoi | Stardance
Devlogs:
I finished my project, completely forgot about this and just remembered!...
|
1792687652.4960039
|
1793292452.4960039
|
|
814
|
Roblox Zombie Game by @evansuri20 | Stardance
|
evansuri20
|
0
|
10.26
|
0
|
[]
|
[{"post_id": 7235, "ts": "2026 [{"post_id": 7235, "ts": "2026-06-12T02:21:37Z", "hours": 2.2006, "text": "Zombie Code still working on how to make zombies not attack eachother"}, {"post_id": 5974, "ts": "2026-06-10T00:36:46Z", "hours": 0.9669, "text": "Zombie Game I have been working on the code for the zombies learning how to do it but I am running into problems. I have made a similar building to this one but there is a secret there so I won’t reveal it yet!"}, {"post_id": 4958, "ts": "2026-06-08T16:24:13Z", "hours": 3.3375, "text": "Zombie Empire This will be a location to explore whilst fighting Zombies!"}, {"post_id": 2433, "ts": "2026-06-04T22:28:12Z", "hours": 1.6278, "text": "Zombie Game Tower"}, {"post_id": 1948, "ts": "2026-06-04T06:09:39Z", "hours": 2.1247, "text": "ZOMBIE GAME IN ROBLOX SMALL PHOTO LEAK"}]...
|
Title: Roblox Zombie Game by @evansuri20 | Stardan Title: Roblox Zombie Game by @evansuri20 | Stardance
Devlogs:
ZOMBIE GAME IN ROBLOX SMALL PHOTO LEAK
Zombie Game Tower
Zombie Empire This will be a location to explore whilst fighting Zombies!
Zombie Game I have been working on the code for the zombies learning how to do it but I am running into problems. I have made a similar building to this one but there is a secret there so I won’t reveal it yet!
Zombie Code still working on how to make zombies not attack eachother...
|
1792669850.8619323
|
1793274650.8619323
|
|
64877
|
arc reactor decorative by @Bhavyadeep | Stardance
|
Bhavyadeep
|
0
|
0.93
|
0
|
[]
|
[{"post_id": 72357, "ts": "202 [{"post_id": 72357, "ts": "2026-09-22T19:03:00Z", "hours": 0.9336, "text": "This is a 3d printed arc reactor decorative for my friends birth day in these 56min i completed the entire planning of the project"}]...
|
Title: arc reactor decorative by @Bhavyadeep | Sta Title: arc reactor decorative by @Bhavyadeep | Stardance
Devlogs:
This is a 3d printed arc reactor decorative for my friends birth day in these 56min i completed the entire planning of the project...
|
1793069324.4815462
|
1793674124.4815462
|
|
14020
|
Astrolens by @rishe | Stardance
|
rishe
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T02:27:47Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built AstroLens - a real-time space dashboard where you can explore what’s literally happening in space right now. It pulls live data from 5 NASA APIs and uses an AI to explain everything in plain English. What I made: 6 pages - today’s NASA astronomy image with AI explanation, a JWST gallery where you click any space image and AI tells you what you’re looking at, live asteroid tracker showing every rock passing Earth today with hazard assessment, solar flare monitor, Deep Space Network live feed showing which spacecraft NASA is talking to right now, and a persistent AI chat you can open from any page. What was challenging: Getting the AI working on Vercel was brutal. It worked perfectly on localhost but completely died in production because the Vite dev proxy doesn’t exist after deployment. Had to build a custom serverless function at /api/ai to proxy requests to Hack Club AI. Also accidentally committed my API keys to git history — GitHub blocked every push for hours until I wiped the entire git history and started clean. What I’m proud of: The DSN live feed updates every 5 seconds with real NASA data — you can literally watch NASA communicate with Voyager or Perseverance in real time. And the AI context injection — when you ask about an asteroid, the AI actually knows today’s real distance and speed data, not just generic space facts. To test it: Open the live URL, check today’s APOD image and hit “Explain with AI”, then go to Asteroids and click “Ask AI” on any rock. Open the 🤖 chat button bottom right and ask “what is NASA tracking right now?”", "repo": "https://github.com/RisheS26/astrolens", "demo": "https://astrolens-star.vercel.app/"}]...
|
[{"post_id": 7236, "ts": "2026 [{"post_id": 7236, "ts": "2026-06-12T02:23:43Z", "hours": 2.2656, "text": "Finally the v1 of the Astrolens is working great for my aspect, hosted in vercel( https://astrolens-star.vercel.app/ ) check it out bros!"}, {"post_id": 6749, "ts": "2026-06-11T09:30:44Z", "hours": 1.8478, "text": "🚀 Devlog Update: Conquering the Vercel Production Proxy The Goal: Get the AstroLens AI explainer working in production. Everything ran perfectly on localhost, but the live Vercel deployment was throwing immediate API connection errors. The Struggle: Two massive deployment gotchas hit at the same time: Missing Keys: Vercel doesn’t have access to the local .env file because it is strictly ignored by Git. The live server was trying to authenticate with undefined. The Proxy Mirage: The Vite proxy configuration (/ai-api/…) is a local development feature. Once compiled and deployed, that proxy evaporates. Vercel had no idea where to route the AI requests, causing the chat feature to completely flatline. The Fix: I had to bridge the gap between local development and production infrastructure by injecting the environment variables manually and building a dedicated Vercel Serverless Function to handle the CORS and routing securely. Injecting the Environment Variables Navigated to the Vercel Dashboard → Project Settings → Environment Variables. I manually added both VITE_NASA_API_KEY and VITE_HACKCLUB_AI_KEY, ensuring they were applied across Production, Preview, and Development environments. Building the Serverless Proxy I created an api/ai.js file at the root level. Vercel automatically treats anything in the /api directory as a serverless backend function. This handles the actual request to the Hack Club AI proxy so the frontend doesn’t have to deal with CORS. Dynamic Frontend Routing I updated the frontend API call to dynamically switch its endpoint depending on where the code is running. If import.meta.env.DEV is true, it uses the local Vite proxy. If false (production), it hits the new Vercel serverless function. The Result: Pushed the code (git commit -m “fix: vercel serverless AI proxy + env vars”) and triggered a Vercel redeploy. The architecture is now bulletproof. The NASA data loads instantly, and the AI explainer successfully reaches out to the Qwen model via the serverless function, returning plain-English translations of the space data right on the live URL."}, {"post_id": 6307, "ts": "2026-06-10T16:42:52Z", "hours": 3.2981, "text": "This is an excellent update to AstroLens. Adding the AI explanation feature elevates the project from a simple data viewer to an interactive learning tool, which hits the “Technicality” and “Storytelling” marks the Stardance Shipwrights are looking for. Here is a Devlog entry detailing the AI integration, structured to clearly show progress, technical implementation, and the user experience. 🚀 Devlog Update: The AI Knows Space! (Integrating the Hack Club AI Proxy) The Goal: The raw NASA APIs (like APOD and DONKI) are amazing, but the data is often incredibly dense and full of scientific jargon. I wanted AstroLens to not just show space data, but explain it. The goal was to build a persistent AI Chat layer that uses real-time NASA data as context to answer user questions simply. The Implementation: I integrated Hack Club’s free AI API (ai.hackclub.com/proxy/v1/chat/completions) directly into the React frontend. The API Route: I created a dedicated ai.js service file to handle the fetch request to the proxy, passing my VITE_HACKCLUB_AI_KEY securely via the Authorization header. Context Injection: The real magic is in the context. When a user clicks “Explain with AI” on the Asteroid page, the code doesn’t just ask the AI a generic question. It programmatically injects the live data array (e.g., “There are 12 asteroids passing Earth today, 2 are hazardous…”) into the hidden system prompt before asking the user’s question. Model Selection: After some testing with gemini-2.5-flash, I found that the qwen/qwen3-32b model returned slightly faster and more concise plain-English explanations for the astronomy queries, so I locked that in as the primary model. The Struggle (and the Fix): Getting this working locally was smooth, but deploying it to Vercel completely broke the AI feature—it just threw a generic “AI unavailable” error. It took some debugging, but I realized the issue was my .env file. I correctly had .env listed in .gitignore (security first!), which meant the API key never pushed to GitHub. Since Vercel pulls from GitHub, it had no key. I fixed it by manually adding VITE_HACKCLUB_AI_KEY to the Vercel project’s Environment Variables dashboard and running a fresh redeploy. The Result: AstroLens now features a working “🤖 Explain with AI” button on the data pages. If you look at an APOD image of a Wolf-Rayet star and don’t know what that means, the AI will now break it down into simple terms, right there in the dashboard."}, {"post_id": 5532, "ts": "2026-06-09T10:45:05Z", "hours": 4.1056, "text": "Day 1 - First live NASA data in AstroLens Set up the full project from scratch - Vite, React, Tailwind, NASA API. First attempt had a broken folder structure, debugged it, restarted clean. Within a few hours, got live NASA APOD data rendering in the browser. The image today is Thor’s Helmet Nebula - NGC 2359, 15,000 light years away. Tomorrow: building the full multi-page dashboard with asteroids, space weather, and JWST gallery."}]...
|
Title: Astrolens by @rishe | Stardance
Devlogs:
D Title: Astrolens by @rishe | Stardance
Devlogs:
Day 1 - First live NASA data in AstroLens Set up the full project from scratch - Vite, React, Tailwind, NASA API. First attempt had a broken folder structure, debugged it, restarted clean. Within a few hours, got live NASA APOD data rendering in the browser. The image today is Thor’s Helmet Nebula - NGC 2359, 15,000 light years away. Tomorrow: building the full multi-page dashboard with asteroids, space weather, and JWST gallery.
This is an excellent update to AstroLens. Adding the AI explanation feature elevates the project from a simple data viewer to an interactive learning tool, which hits the “Technicality” and “Storytelling” marks the Stardance Shipwrights are looking for. Here is a Devlog entry detailing the AI integration, structured to clearly show progress, technical implementation, and the user experience. 🚀 Devlog Update: The AI Knows Space! (Integrating the Hack Club AI Proxy) The Goal: The raw NASA APIs (like APOD and DONKI) are amazing, but the data is often incredibly dense and full of scientific jargon. I wanted AstroLens to not just show space data, but explain it. The goal was to build a persistent AI Chat layer that uses real-time NASA data as context to answer user questions simply. The Implementation: I integrated Hack Club’s free AI API (ai.hackclub.com/proxy/v1/chat/completions) directly into the React frontend. The API Route: I created a dedicated ai.js service file to handle the fetch request to the proxy, passing my VITE_HACKCLUB_AI_KEY securely via the Authorization header. Context Injection: The real magic is in the context. When a user clicks “Explain with AI” on the Asteroid page, the code doesn’t just ask the AI a generic question. It programmatically injects the live data array (e.g., “There are 12 asteroids passing Earth today, 2 are hazardous…”) into the hidden system prompt before asking the user’s question. Model Selection: After some testing with gemini-2.5-flash, I found that the qwen/qwen3-32b model returned slightly faster and more concise plain-English explanations for the astronomy queries, so I locked that in as the primary model. The Struggle (and the Fix): Getting this working locally was smooth, but deploying it to Vercel completely broke the AI feature—it just threw a generic “AI unavailable” error. It took some debugging, but I realized the issue was my .env file. I correctly had .env listed in .gitignore (security first!), which meant the API key never pushed to GitHub. Since Vercel pulls from GitHub, it had no key. I fixed it by manually adding VITE_HACKCLUB_AI_KEY to the Vercel project’s Environment Variables dashboard and running a fresh redeploy. The Result: AstroLens now features a working “🤖 Explain with AI” button on the data pages. If you look at an APOD image of a Wolf-Rayet star and don’t know what that means, the AI will now break it down into simple terms, right there in the dashboard.
🚀 Devlog Update: Conquering the Vercel Production Proxy The Goal: Get the AstroLens AI explainer working in production. Everything ran perfectly on localhost, but the live Vercel deployment was throwing immediate API connection errors. The Struggle: Two massive deployment gotchas hit at the same time: Missing Keys: Vercel doesn’t have access to the local .env file because it is strictly ignored by Git. The live server was trying to authenticate with undefined. The Proxy Mirage: The Vite proxy configuration (/ai-api/…) is a local development feature. Once compiled and deployed, that proxy evaporates. Vercel had no idea where to route the AI requests, causing the chat feature to completely flatline. The Fix: I had to bridge the gap between local development and production infrastructure by injecting the environment variables manually and building a dedicated Vercel Serverless Function to handle the CORS and routing securely. Injecting the Environment Variables Navigated to the Vercel Dashboard → Project Settings → Environment Variables. I manually added both VITE_NASA_API_KEY and VITE_HACKCLUB_AI_KEY, ensuring they were applied across Production, Preview, and Development environments. Building the Serverless Proxy I created an api/ai.js file at the root level. Vercel automatically treats anything in the /api directory as a serverless backend function. This handles the actual request to the Hack Club AI proxy so the frontend doesn’t have to deal with CORS. Dynamic Frontend Routing I updated the frontend API call to dynamically switch its endpoint depending on where the code is running. If import.meta.env.DEV is true, it uses the local Vite proxy. If false (production), it hits the new Vercel serverless function. The Result: Pushed the code (git commit -m “fix: vercel serverless AI proxy + env vars”) and triggered a Vercel redeploy. The architecture is now bulletproof. The NASA data loads instantly, and the AI explainer successfully reaches out to the Qwen model via the serverless function, returning plain-English translations of the space data right on the live URL.
Finally the v1 of the Astrolens is working great for my aspect, hosted in vercel( https://astrolens-star.vercel.app/ ) check it out bros!
Ships:
Built AstroLens - a real-time space dashboard where you can explore what’s literally happening in space right now. It pulls live data from 5 NASA APIs and uses an AI to explain everything in plain English. What I made: 6 pages - today’s NASA astronomy image with AI explanation, a JWST gallery where you click any space image and AI tells you what you’re looking at, live asteroid tracker showing every rock passing Earth today with hazard assessment, solar flare monitor, Deep Space Network live feed showing which spacecraft NASA is talking to right now, and a persistent AI chat you can open from any page. What was challenging: Getting the AI working on Vercel was brutal. It worked perfectly on localhost but completely died in production because the Vite dev proxy doesn’t exist after deployment. Had to build a custom serverless function at /api/ai to proxy requests to Hack Club AI. Also accidentally committed my API keys to git history — GitHub blocked every push for hours until I wiped the entire git history and started clean. What I’m proud of: The DSN live feed updates every 5 seconds with real NASA data — you can literally watch NASA communicate with Voyager or Perseverance in real time. And the AI context injection — when you ask about an asteroid, the AI actually knows today’s real distance and speed data, not just generic space facts. To test it: Open the live URL, check today’s APOD image and hit “Explain with AI”, then go to Asteroids and click “Ask AI” on any rock. Open the 🤖 chat button bottom right and ask “what is NASA tracking right now?”...
|
1793245925.399043
|
1793332325.399043
|
|
64881
|
my new website by @stefanellinicolas72 | Stardance
|
stefanellinicolas72
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T19:11:49Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a website that tellls about me, it explains my hobbies and who i am. it wasn’t that challenging to make, since i watched many, and i mean MANY youtube videos to try and make something beautiful!", "repo": "https://github.com/stefanellinicolas72-glitch/my-website-2", "demo": "https://stefanellinicolas72-glitch.github.io/my-website-2/"}]...
|
[{"post_id": 72361, "ts": "202 [{"post_id": 72361, "ts": "2026-09-22T19:08:35Z", "hours": 0.4856, "text": "a website about me. my portfolio"}]...
|
Title: my new website by @stefanellinicolas72 | St Title: my new website by @stefanellinicolas72 | Stardance
Devlogs:
a website about me. my portfolio
Ships:
i made a website that tellls about me, it explains my hobbies and who i am. it wasn’t that challenging to make, since i watched many, and i mean MANY youtube videos to try and make something beautiful!...
|
1793213656.5010822
|
1793300056.5010822
|
|
64708
|
Useless Website by @silvonik | Stardance
|
silvonik
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T19:42:00Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website that is a very useless website that wastes your time on it, it has random gifs and pranks and a old windows 98 style. It has features like; Home/Intro, Useless Gallery, Useless Button which you should definitely press, Very Cool THING, Old Windows Vibe, A bunch of GIFs. I didn’t encounter any Challenges on the way, but it was my first time making a website with GIFs and the old windows vibe so I had to study the design of old windows and learn how to add GIFs to websites (It was pretty easy to add GIFs).", "repo": "https://github.com/Silvonik/MyStardanceWebsite", "demo": "https://silvonik.github.io/MyStardanceWebsite/"}]...
|
[{"post_id": 72371, "ts": "202 [{"post_id": 72371, "ts": "2026-09-22T19:32:03Z", "hours": 1.0467, "text": "#Devlog 1: Finished the CSS and I am ready to ship the website! I decided to go with a retro windows vibe because I thought it would be funny!"}, {"post_id": 72344, "ts": "2026-09-22T18:23:25Z", "hours": 0.6856, "text": "#Devlog 0: I’m making a website that is USELESS and has no reason for anyone to use it.. So far I made the HTML and next I will work on the CSS. It took me pretty long to find all of the GIFs."}]...
|
Title: Useless Website by @silvonik | Stardance
D Title: Useless Website by @silvonik | Stardance
Devlogs:
#Devlog 0: I’m making a website that is USELESS and has no reason for anyone to use it.. So far I made the HTML and next I will work on the CSS. It took me pretty long to find all of the GIFs.
#Devlog 1: Finished the CSS and I am ready to ship the website! I decided to go with a retro windows vibe because I thought it would be funny!
Ships:
I made a website that is a very useless website that wastes your time on it, it has random gifs and pranks and a old windows 98 style. It has features like; Home/Intro, Useless Gallery, Useless Button which you should definitely press, Very Cool THING, Old Windows Vibe, A bunch of GIFs. I didn’t encounter any Challenges on the way, but it was my first time making a website with GIFs and the old windows vibe so I had to study the design of old windows and learn how to add GIFs to websites (It was pretty easy to add GIFs)....
|
1793213629.1448915
|
1793300029.1448915
|
|
34521
|
StarTV by @Zaloguj12 | Stardance
|
Zaloguj12
|
1
|
7.0
|
24
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T19:49:50Z", "hours": 7.0, "multiplier": 2.81, "payout": 24, "blessing": "neutral", "text": "StarTV is a basic video streaming site, it uses direct file serving using FastAPI with an R2 Bucket Storage, it is deployed using Vercel. For now there are only 12 videos with more coming in the future, since it serves the videos directly it can be worse on slower internet or metered connections. It is a fun simple project to learn how APIs work and to learn how video streaming works. This was a fun project. I will maintain this for as long as I will be able to.", "repo": "https://github.com/zaloguj12/StarTV", "demo": "https://star-tv-ten.vercel.app/"}]...
|
[{"post_id": 72372, "ts": "202 [{"post_id": 72372, "ts": "2026-09-22T19:37:40Z", "hours": 0.4114, "text": "added a few videos"}, {"post_id": 63033, "ts": "2026-09-06T16:34:07Z", "hours": 0.58, "text": "i added a button to view every video as a json, and i updated the readme"}, {"post_id": 49950, "ts": "2026-08-18T22:57:06Z", "hours": 0.56, "text": "i added a quick fox section to the side to fill in the space that was left on the right. i added the invertocat github icon leading to the source. will probably focus on adding more videos before shipping"}, {"post_id": 49933, "ts": "2026-08-18T22:03:10Z", "hours": 0.3319, "text": "i scrapped the like and dislike buttons, i replaced them with a suggest button leading to my github pages issues. i added a few more videos to the site from my yt homepage. if you have any ideas to add as the videos then feel free to drop them in the comments or at https://github.com/zaloguj12/StarTV/issues"}, {"post_id": 44772, "ts": "2026-08-10T19:30:38Z", "hours": 0.5736, "text": "so dont have any reveleant screenshots, but moved storage to r2 and deployment is now by vercel"}, {"post_id": 42622, "ts": "2026-08-07T13:20:49Z", "hours": 2.3411, "text": "another dev log? i decided to use fastapi static files to “send” the videos to the users, now also each video and info about it is stored in a videos.json having its own id, title and file path, an http GET is sent to the api, to fetch a video selected with random.choice , the json is loaded and then serves valuable info that JS uses to update the src of the video player, but also to update <p></p> for title displaying, now also the whole server can be started from a single terminal so no need for 2 anymore. next up i think about implementing a system for liking/disliking videos, based on the reddit upvote/downvote system, so instead of two counters, there will be one. the little problem is still the videos/ folder being local which means, each user has to get their own .mp4 files but also update the videos.json with any new/updated info, i will look forward to making this system easier in the future"}, {"post_id": 30427, "ts": "2026-07-17T23:21:59Z", "hours": 2.2364, "text": "i started with a basic site, just a logo, and a video player. basic test are going good so far. but im not looking forward to implementing the random video feature as it will require JS🤢"}]...
|
Title: StarTV by @Zaloguj12 | Stardance
Devlogs:
Title: StarTV by @Zaloguj12 | Stardance
Devlogs:
i started with a basic site, just a logo, and a video player. basic test are going good so far. but im not looking forward to implementing the random video feature as it will require JS🤢
another dev log? i decided to use fastapi static files to “send” the videos to the users, now also each video and info about it is stored in a videos.json having its own id, title and file path, an http GET is sent to the api, to fetch a video selected with random.choice , the json is loaded and then serves valuable info that JS uses to update the src of the video player, but also to update <p></p> for title displaying, now also the whole server can be started from a single terminal so no need for 2 anymore. next up i think about implementing a system for liking/disliking videos, based on the reddit upvote/downvote system, so instead of two counters, there will be one. the little problem is still the videos/ folder being local which means, each user has to get their own .mp4 files but also update the videos.json with any new/updated info, i will look forward to making this system easier in the future
so dont have any reveleant screenshots, but moved storage to r2 and deployment is now by vercel
i scrapped the like and dislike buttons, i replaced them with a suggest button leading to my github pages issues. i added a few more videos to the site from my yt homepage. if you have any ideas to add as the videos then feel free to drop them in the comments or at https://github.com/zaloguj12/StarTV/issues
i added a quick fox section to the side to fill in the space that was left on the right. i added the invertocat github icon leading to the source. will probably focus on adding more videos before shipping
i added a button to view every video as a json, and i updated the readme
added a few videos
Ships:
StarTV is a basic video streaming site, it uses direct file serving using FastAPI with an R2 Bucket Storage, it is deployed using Vercel. For now there are only 12 videos with more coming in the future, since it serves the videos directly it can be worse on slower internet or metered connections. It is a fun simple project to learn how APIs work and to learn how video streaming works. This was a fun project. I will maintain this for as long as I will be able to....
|
1793339843.7537162
|
1793426243.7537162
|
|
62877
|
binary hackpad by @tsellios | Stardance
|
tsellios
|
0
|
7.0
|
0
|
[]
|
[{"post_id": 72376, "ts": "202 [{"post_id": 72376, "ts": "2026-09-22T19:47:28Z", "hours": 1.2333, "text": "3rd times the charm ;) Ok, so this is the third case I had to make, but I think that everything is ready. The case was pretty easy to make, since I have learned how to make cases for hackpads by heart at this point . To be fair, I think this one looks the best from the three, but im biased. I think maybe the code needs a last looking over and I’ll be ready to ask for the parts to build this. I hope that they arrive sooner that later. Thats all."}, {"post_id": 71247, "ts": "2026-09-20T14:58:31Z", "hours": 1.5333, "text": "I completed the qmk code Downloading QMK was a nightmare, thank god for tutorials and youtube. The coding part was easy i guess. However the time i spent coding on vscode with hackatime was added to the qmk_firmware file and not this project which sucks. I also realised that I forgot to add an “enter” button, which I will either do today or tomorrow."}, {"post_id": 70588, "ts": "2026-09-19T12:20:52Z", "hours": 2.0333, "text": "Redesigned EVERYTHING! I thought that what I had made until this point was, well, very much basic and nothing significant, so I had the idea, to make a keyboard that types in binary. One keycap for 0, one for 1, one for space, one for delete. I redid the kicad pcb, and remade the case. Now I need to figure out how this is even coded. Is this going to be a revolutionary invention that will change how humans type? No. Will it help me learn binary? Maybe."}, {"post_id": 70510, "ts": "2026-09-19T09:32:34Z", "hours": 0.3333, "text": "Finished the case with cutouts for the keycaps. I dont think Ill add anything else, ill just ship it. I think for my first pcb its pretty ok"}, {"post_id": 69720, "ts": "2026-09-17T17:24:08Z", "hours": 1.0833, "text": "Built the pcb and the case for the hackpad I started with finishing the pcb, which was relatively ok. Then I did the case, but the plate couldn’t load, so I built one from scratch instead. I would assume that the project is pretty much finished. Ill see what other things need to be done and ship tmrw"}, {"post_id": 69308, "ts": "2026-09-16T19:33:34Z", "hours": 0.7833, "text": "Started with kicad and the hackpad I downloaded kicad, and, following the tutorial, I had to download the libraries, which I had trouble doing so. To be honest I had diffucilties with a lot of things. But in the end I got this result and Im proud!"}]...
|
Title: binary hackpad by @tsellios | Stardance
De Title: binary hackpad by @tsellios | Stardance
Devlogs:
Started with kicad and the hackpad I downloaded kicad, and, following the tutorial, I had to download the libraries, which I had trouble doing so. To be honest I had diffucilties with a lot of things. But in the end I got this result and Im proud!
Built the pcb and the case for the hackpad I started with finishing the pcb, which was relatively ok. Then I did the case, but the plate couldn’t load, so I built one from scratch instead. I would assume that the project is pretty much finished. Ill see what other things need to be done and ship tmrw
Finished the case with cutouts for the keycaps. I dont think Ill add anything else, ill just ship it. I think for my first pcb its pretty ok
Redesigned EVERYTHING! I thought that what I had made until this point was, well, very much basic and nothing significant, so I had the idea, to make a keyboard that types in binary. One keycap for 0, one for 1, one for space, one for delete. I redid the kicad pcb, and remade the case. Now I need to figure out how this is even coded. Is this going to be a revolutionary invention that will change how humans type? No. Will it help me learn binary? Maybe.
I completed the qmk code Downloading QMK was a nightmare, thank god for tutorials and youtube. The coding part was easy i guess. However the time i spent coding on vscode with hackatime was added to the qmk_firmware file and not this project which sucks. I also realised that I forgot to add an “enter” button, which I will either do today or tomorrow.
3rd times the charm ;) Ok, so this is the third case I had to make, but I think that everything is ready. The case was pretty easy to make, since I have learned how to make cases for hackpads by heart at this point . To be fair, I think this one looks the best from the three, but im biased. I think maybe the code needs a last looking over and I’ll be ready to ask for the parts to build this. I hope that they arrive sooner that later. Thats all....
|
1793047855.6045012
|
1793652655.6045012
|
|
64911
|
Aerial distant by @zenzei | Stardance
|
zenzei
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T20:00:00Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This extension will help you by measuring something in the eligible webpage. I built this only for my personal interest and it works!", "repo": "https://github.com/hossainmahmudchowdhury-boop/Aerial-distant", "demo": "https://drive.google.com/file/d/13Yn1YQs_hjLjwIHfo9xWpXV76m8uTQEV/view?usp=sharing"}]...
|
[{"post_id": 72379, "ts": "202 [{"post_id": 72379, "ts": "2026-09-22T19:56:35Z", "hours": 1.2144, "text": "I have done my displacement extension ."}]...
|
Title: Aerial distant by @zenzei | Stardance
Devl Title: Aerial distant by @zenzei | Stardance
Devlogs:
I have done my displacement extension .
Ships:
This extension will help you by measuring something in the eligible webpage. I built this only for my personal interest and it works!...
|
1793213660.31757
|
1794077660.31757
|
|
61059
|
My awesome macropad! by @efeg | Stardance
|
efeg
|
0
|
14.0
|
0
|
[]
|
[{"post_id": 72390, "ts": "202 [{"post_id": 72390, "ts": "2026-09-22T20:12:35Z", "hours": 1.3442, "text": "Macropad 4. Devlog 22.09 Fixed the plate. And made the whole thing more interesting instead of just a box. Now i need to figure out how to do it with the screws. becouse my plates are only 3mm and I need 4mm for Heat inserts, maybe from the top to the bottom and then i cover the top but we will see."}, {"post_id": 71472, "ts": "2026-09-20T21:50:48Z", "hours": 4.2161, "text": "Macropad 3. Devlog 20.09.26 Made a massive mistake I realized that my plate for the switches sits far to high and i didnt had to design the opening for the OLED and make it as big as the whole Casing. I am to lazy to fix that today so i will call it a day and fix it another time."}, {"post_id": 68790, "ts": "2026-09-15T19:16:51Z", "hours": 7.6861, "text": "Macropad 2. Devlog 15.09.26 I worked on the PCB did a complete redesign. I have an OLED and Potentiometer Switch now. rn I am making a 3d file but its actually a lot harder then expected. Especially aligning different components."}, {"post_id": 66050, "ts": "2026-09-11T16:43:54Z", "hours": 0.7522, "text": "Macropad 1. Devlog 11.09.2026 Today i read the beginning of the tutorial on how to do the PCB and copied it (will change later for my own needs). It was fairly easy but I think I made a mistake at some point becouse in the tutorial the pads were golden but mine are red (could be purely cosmetic) I don’t know. But all in all it is steady progress I only worked 45min. Later i will probably start the Fusion360 part, hopefully I can finish the tutorial today and start modifying it into my personal project."}]...
|
Title: My awesome macropad! by @efeg | Stardance
Title: My awesome macropad! by @efeg | Stardance
Devlogs:
Macropad 1. Devlog 11.09.2026 Today i read the beginning of the tutorial on how to do the PCB and copied it (will change later for my own needs). It was fairly easy but I think I made a mistake at some point becouse in the tutorial the pads were golden but mine are red (could be purely cosmetic) I don’t know. But all in all it is steady progress I only worked 45min. Later i will probably start the Fusion360 part, hopefully I can finish the tutorial today and start modifying it into my personal project.
Macropad 2. Devlog 15.09.26 I worked on the PCB did a complete redesign. I have an OLED and Potentiometer Switch now. rn I am making a 3d file but its actually a lot harder then expected. Especially aligning different components.
Macropad 3. Devlog 20.09.26 Made a massive mistake I realized that my plate for the switches sits far to high and i didnt had to design the opening for the OLED and make it as big as the whole Casing. I am to lazy to fix that today so i will call it a day and fix it another time.
Macropad 4. Devlog 22.09 Fixed the plate. And made the whole thing more interesting instead of just a box. Now i need to figure out how to do it with the screws. becouse my plates are only 3mm and I need 4mm for Heat inserts, maybe from the top to the bottom and then i cover the top but we will see....
|
1793037189.4678984
|
1793641989.4678984
|
|
60145
|
slack bot by @gandalf | Stardance
|
gandalf
|
0
|
0.49
|
0
|
[]
|
[{"post_id": 72391, "ts": "202 [{"post_id": 72391, "ts": "2026-09-22T20:15:04Z", "hours": 0.4861, "text": "Waiting for my Nest application to be approved so I can finally host this…"}]...
|
Title: slack bot by @gandalf | Stardance
Devlogs: Title: slack bot by @gandalf | Stardance
Devlogs:
Waiting for my Nest application to be approved so I can finally host this…...
|
1793033280.4669828
|
1793638080.4669828
|
|
36028
|
randomgenerals AI by @imrxne1 | Stardance
|
imrxne1
|
1
|
16.93
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T19:42:20Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A chat, coding, image and diagram assistant running on one free Oracle VM — two ARM cores, 11.9 GB RAM, no GPU. Routes between Groq, OpenRouter and local Ollama so one channel being rate-limited is a degradation, not an outage. Includes accounts with two-factor auth, a sandboxed Python runner, web search, file and image reading, and an installable PWA.", "repo": "https://github.com/imraneadib1-dot/randomgenerals", "demo": "https://randomgenerals.com"}]...
|
[{"post_id": 72403, "ts": "202 [{"post_id": 72403, "ts": "2026-09-22T20:59:32Z", "hours": 5.9989, "text": "so far so good i am seeing some results"}, {"post_id": 66648, "ts": "2026-09-12T14:36:31Z", "hours": 0.9278, "text": "my AI may not be the best, but it is also free and good"}, {"post_id": 64994, "ts": "2026-09-09T19:23:31Z", "hours": 2.9472, "text": "need a free ai to help ya? gotchu checck random generals AI free and a good companion and also it was a pain in the abs to make, still fixing some bugs but pliz make sure to check it out :)"}, {"post_id": 64259, "ts": "2026-09-08T15:07:24Z", "hours": 6.8839, "text": "groq rate limit almost killed my whole app so i built randomgenerals.com. its an ai assistant, chat + code + image gen + diagrams. runs on a free oracle vm, 2 arm cores no gpu. flask app that does the website, the pwa and the backend for the desktop version. accounts, credits, emails, dashboard, all of it. ok so the bug. groq free tier is 8000 tokens per minute. not per request. per minute. for the entire key. every single user on my site sharing that. and it counts your prompt AND the reply you asked for as one number together. i wasnt checking that anywhere lol so if a chat got long enough (like 5400 tokens) it would just stop working. forever. you hit retry and it builds the same too big request and gets refused again. same error every time. only way out was starting a new chat and nobody knows to do that. my first idea was just make the replies shorter. bad idea. thats the thing people actually came for. so now it drops old messages first and only shortens the reply if that wasnt enough. forgetting what you said 6 messages ago is annoying. not getting an answer is worse. then i found another one. i was never checking finish_reason so when a reply hit the token limit it just stopped mid sentence and looked completely normal. and the api returned 200 every time so my logs were clean. no clue how long that had been happening ngl 126 commits so far. randomgenerals.com"}]...
|
Title: randomgenerals AI by @imrxne1 | Stardance
Title: randomgenerals AI by @imrxne1 | Stardance
Devlogs:
groq rate limit almost killed my whole app so i built randomgenerals.com. its an ai assistant, chat + code + image gen + diagrams. runs on a free oracle vm, 2 arm cores no gpu. flask app that does the website, the pwa and the backend for the desktop version. accounts, credits, emails, dashboard, all of it. ok so the bug. groq free tier is 8000 tokens per minute. not per request. per minute. for the entire key. every single user on my site sharing that. and it counts your prompt AND the reply you asked for as one number together. i wasnt checking that anywhere lol so if a chat got long enough (like 5400 tokens) it would just stop working. forever. you hit retry and it builds the same too big request and gets refused again. same error every time. only way out was starting a new chat and nobody knows to do that. my first idea was just make the replies shorter. bad idea. thats the thing people actually came for. so now it drops old messages first and only shortens the reply if that wasnt enough. forgetting what you said 6 messages ago is annoying. not getting an answer is worse. then i found another one. i was never checking finish_reason so when a reply hit the token limit it just stopped mid sentence and looked completely normal. and the api returned 200 every time so my logs were clean. no clue how long that had been happening ngl 126 commits so far. randomgenerals.com
need a free ai to help ya? gotchu checck random generals AI free and a good companion and also it was a pain in the abs to make, still fixing some bugs but pliz make sure to check it out :)
my AI may not be the best, but it is also free and good
so far so good i am seeing some results
Ships:
A chat, coding, image and diagram assistant running on one free Oracle VM — two ARM cores, 11.9 GB RAM, no GPU. Routes between Groq, OpenRouter and local Ollama so one channel being rate-limited is a degradation, not an outage. Includes accounts with two-factor auth, a sandboxed Python runner, web search, file and image reading, and an installable PWA....
|
1793335700.8229246
|
1793422100.8229246
|
|
64647
|
Updates to Spaces! by @Eternal | Stardance
|
Eternal
|
1
|
7.0
|
61
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T01:32:28Z", "hours": 7.0, "multiplier": 8.38, "payout": 61, "blessing": "neutral", "text": "Introduced two quality of life changes: Safari users get warned that Safari is not recommended/supported and users that want to use the VSCode server no longer have to type in the password manually", "repo": "https://github.com/hackclub/spaces", "demo": "https://spaces.hackclub.com"}]...
|
[{"post_id": 72406, "ts": "202 [{"post_id": 72406, "ts": "2026-09-22T21:02:43Z", "hours": 7.265, "text": "I wanted to submit it to Live YSWS but I decided to submit it to Stardance instead. I added a popup that warns people that Safari is not a supported browser and helped Wally remove the requirement when opening VSCode spaces where you have to enter the password."}]...
|
Title: Updates to Spaces! by @Eternal | Stardance
Title: Updates to Spaces! by @Eternal | Stardance
Devlogs:
I wanted to submit it to Live YSWS but I decided to submit it to Stardance instead. I added a popup that warns people that Safari is not a supported browser and helped Wally remove the requirement when opening VSCode spaces where you have to enter the password.
Ships:
Introduced two quality of life changes: Safari users get warned that Safari is not recommended/supported and users that want to use the VSCode server no longer have to type in the password manually...
|
1793213621.1436782
|
1793300021.1436782
|
|
64923
|
evil ass website by @e | Stardance
|
e
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T21:48:38Z", "hours": 0.0, "multiplier": 1.0, "payout": 0, "blessing": "neutral", "text": "very evil website standout feature: cat standout feature 2: resizeable cat standout feature 3: advertisement for my other project please multiply and starfruit", "repo": "https://github.com/emmameowss/evil-ass-website", "demo": "https://emmameowss.github.io/evil-ass-website/"}]...
|
[{"post_id": 72418, "ts": "202 [{"post_id": 72418, "ts": "2026-09-22T21:47:30Z", "hours": 0.2656, "text": "evil ass website done it is very good feature: you can resize the cat that is all please good rating and good feedback so big multiplier"}]...
|
Title: evil ass website by @e | Stardance
Devlogs Title: evil ass website by @e | Stardance
Devlogs:
evil ass website done it is very good feature: you can resize the cat that is all please good rating and good feedback so big multiplier
Ships:
very evil website standout feature: cat standout feature 2: resizeable cat standout feature 3: advertisement for my other project please multiply and starfruit...
|
1793213667.7307086
|
1793300067.7307086
|
|
47907
|
Supra Tooler Custom Shortcut MacOS Application by Supra Tooler Custom Shortcut MacOS Application by @SaathvikSowmyanarayanan | Stardance...
|
SaathvikSowmyanarayanan
|
1
|
7.4
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T23:46:27Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom python shortcuts application. Using simple shortucts, this application is meant for those on MacOS devices who use a external keyboard. If you don’t know the function keys, and some others are glitched out and don’t properly work on external keyboards on mac. There for I created simple cursor-moving shortucts that give the function keys a use. Thanks so much for reviewing my project.", "repo": "https://github.com/SupraSilvr/Gold-Shell", "demo": "https://github.com/SupraSilvr/Gold-Shell/releases/tag/v2.1.0"}]...
|
[{"post_id": 72429, "ts": "202 [{"post_id": 72429, "ts": "2026-09-22T22:41:16Z", "hours": 0.4047, "text": "Fixed changes that the reviews asked me to do. I fixed the broken images in my github README file, and I changed the banner image of my project to the icon."}, {"post_id": 68340, "ts": "2026-09-14T23:43:00Z", "hours": 0.3264, "text": "Made the 3 shortcuts that my application was designed to run. After that, I packaged my python script as a MacOS Application using Pyinstaller. I tested if it works, it does :). Lastly I posted a release on github and updated all of the files. I’m so happy for the end of this project. It was so fun and I hoped you enjoyed watching my journey. I wasn’t able to focus on this project as much as I wanted to, but I finished it. With that, I saw thanks. Thank you so much, Stardance for giving me this opportunity. :)"}, {"post_id": 65147, "ts": "2026-09-10T02:46:43Z", "hours": 0.8206, "text": "I found out the error in the bug. It was the little piece of code, that was to try to run the shortcuts. It was not indented properly into a function. After fixing it, I created 3 working functions, one that goes to the top bar, to see the battery, the volume, and the time. The hotkey for this is the function 1 key. The second functions, goes to the bottom of your screen where you can easily chose an app. This is fun from pressing function 2. The third and last function moves your mouse to the area with the options to close, minimize, and go into the application. I am very happy with my work today. Also renamed the file to da1.9.py (development application 1.9) :)"}, {"post_id": 61226, "ts": "2026-09-04T01:51:57Z", "hours": 0.4469, "text": "Worked on dividing on the pynput syntax to test the bug. I had a lot of trouble with the yanking with vim. If you don’t know yanking is copying in vim. Vim told me that the yanking was successful, but it didn’t paste the correct lines. I managed to find the bug. It says keyboard is not defined, which indicates some missing definition for the class. I will fix this bug soon, now that I have found the error. :)"}, {"post_id": 60567, "ts": "2026-09-03T00:01:52Z", "hours": 0.2567, "text": "After much trouble shooting, I determined that the bug is not from pyautogui ( the library that moves your mouse). Its from the pynput input recognition. Thats about all of the work I did today. I do want to talk about my coding editor. I use a editor called vim. It’s a terminal based editor that is very fast and has many shortcuts to optimize your coding experience. I am not a experianced dev, but I’m practicing it. Hope you give it a try too. :) Link to Vim https://www.vim.org"}, {"post_id": 59911, "ts": "2026-09-01T22:52:35Z", "hours": 0.7111, "text": "I realized the SupraTooler1.0.py file didn’t actually work. It seems that the terminal lost the accesability permisions or the syntax was changed. I started debuging this and temporarily disabled the startup sequence function when I develop. I’m not going to update the github repo until I fixed this bug. I also created new line of code so that if i delete a line it removes disables the startup sequence. This can be useful in the future when bugs occur. the image below is the function and the code to disable it."}, {"post_id": 47124, "ts": "2026-08-14T19:42:53Z", "hours": 4.0639, "text": "Supra Tooler 1.0 has been released. This is the first version of the python script. It has keyboard shortcuts that move the mousecursor to useful locations like top info bar on Mac to check the time. Also has other life changing features. Must be run in terminal, since I haven’t packaged it with pyinstaller yet. It may or may not run, if this problem occurs, run with sudo access or check system settings. There go to input monitering and accessibility settings and approve both for the terminal. I didn’t package this version as an application because the starting screen was still in development and would not run in terminal if it was an app. The file to look at is SupraTooler1.0.py. The other supra.py file is the development stage of SupraTooler2.0. I’m planning on adding a popup when you start the application in customtkinter, but i found out that macos isn’t fully supporting it anymore and can remove it in any update so i want to use pygame. This is a lot more difficult and has unnecessary features but should still work. Also I am adding other shortcuts. So yeah, that wraps it up. Thanks for looking at my project, feel free to try it out. :)"}]...
|
Title: Supra Tooler Custom Shortcut MacOS Applicat Title: Supra Tooler Custom Shortcut MacOS Application by @SaathvikSowmyanarayanan | Stardance
Devlogs:
Supra Tooler 1.0 has been released. This is the first version of the python script. It has keyboard shortcuts that move the mousecursor to useful locations like top info bar on Mac to check the time. Also has other life changing features. Must be run in terminal, since I haven’t packaged it with pyinstaller yet. It may or may not run, if this problem occurs, run with sudo access or check system settings. There go to input monitering and accessibility settings and approve both for the terminal. I didn’t package this version as an application because the starting screen was still in development and would not run in terminal if it was an app. The file to look at is SupraTooler1.0.py. The other supra.py file is the development stage of SupraTooler2.0. I’m planning on adding a popup when you start the application in customtkinter, but i found out that macos isn’t fully supporting it anymore and can remove it in any update so i want to use pygame. This is a lot more difficult and has unnecessary features but should still work. Also I am adding other shortcuts. So yeah, that wraps it up. Thanks for looking at my project, feel free to try it out. :)
I realized the SupraTooler1.0.py file didn’t actually work. It seems that the terminal lost the accesability permisions or the syntax was changed. I started debuging this and temporarily disabled the startup sequence function when I develop. I’m not going to update the github repo until I fixed this bug. I also created new line of code so that if i delete a line it removes disables the startup sequence. This can be useful in the future when bugs occur. the image below is the function and the code to disable it.
After much trouble shooting, I determined that the bug is not from pyautogui ( the library that moves your mouse). Its from the pynput input recognition. Thats about all of the work I did today. I do want to talk about my coding editor. I use a editor called vim. It’s a terminal based editor that is very fast and has many shortcuts to optimize your coding experience. I am not a experianced dev, but I’m practicing it. Hope you give it a try too. :) Link to Vim https://www.vim.org
Worked on dividing on the pynput syntax to test the bug. I had a lot of trouble with the yanking with vim. If you don’t know yanking is copying in vim. Vim told me that the yanking was successful, but it didn’t paste the correct lines. I managed to find the bug. It says keyboard is not defined, which indicates some missing definition for the class. I will fix this bug soon, now that I have found the error. :)
I found out the error in the bug. It was the little piece of code, that was to try to run the shortcuts. It was not indented properly into a function. After fixing it, I created 3 working functions, one that goes to the top bar, to see the battery, the volume, and the time. The hotkey for this is the function 1 key. The second functions, goes to the bottom of your screen where you can easily chose an app. This is fun from pressing function 2. The third and last function moves your mouse to the area with the options to close, minimize, and go into the application. I am very happy with my work today. Also renamed the file to da1.9.py (development application 1.9) :)
Made the 3 shortcuts that my application was designed to run. After that, I packaged my python script as a MacOS Application using Pyinstaller. I tested if it works, it does :). Lastly I posted a release on github and updated all of the files. I’m so happy for the end of this project. It was so fun and I hoped you enjoyed watching my journey. I wasn’t able to focus on this project as much as I wanted to, but I finished it. With that, I saw thanks. Thank you so much, Stardance for giving me this opportunity. :)
Fixed changes that the reviews asked me to do. I fixed the broken images in my github README file, and I changed the banner image of my project to the icon.
Ships:
I made a custom python shortcuts application. Using simple shortucts, this application is meant for those on MacOS devices who use a external keyboard. If you don’t know the function keys, and some others are glitched out and don’t properly work on external keyboards on mac. There for I created simple cursor-moving shortucts that give the function keys a use. Thanks so much for reviewing my project....
|
1793339397.590793
|
1793425797.590793
|
|
46834
|
Website for my Mom by @idrinkgrass | Stardance
|
idrinkgrass
|
1
|
5.0
|
7
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T22:58:35Z", "hours": 5.0, "multiplier": 1.37, "payout": 7, "blessing": "neutral", "text": "Hello, I made a website for my Mom, because she asked me to. It was hard making it look good because I’m not very good at coding even more with CSS. Another way I struggled is school taking away 3/4ths of my time so I didn’t have much time to work on this ╥_╥ . I’m proud that I still finished this project even with school taking away most of my time and still finding time to do it after school and sometimes during class 😭 . There isn’t much that you need to know before testing out my project but the red and blue things at the top right corner are buttons to my moms stuff. I hope that I get at least 15 stardust so I can afford the campfire shirt in the stardance shop 😭 .", "repo": "https://github.com/iDrinkGrass/Website-for-my-Mom", "demo": "https://idrinkgrass.github.io/Website-for-my-Mom/"}]...
|
[{"post_id": 72431, "ts": "202 [{"post_id": 72431, "ts": "2026-09-22T22:47:38Z", "hours": 0.3581, "text": "Read me I added the read me because when I was abt to press ship it said that 21 min would be lost if i didn’t because of the time I spent on the read me so yeah, I added the readme."}, {"post_id": 72404, "ts": "2026-09-22T21:02:10Z", "hours": 0.6017, "text": "I’m currently in art class writing this dev log Hi, i’m in art class writing this devlog rn 😭, I think if i add anymore to this website I won’t finish it in time before stardance ends. So i’m going to ship after I finish my readme and stuff. I hope that I get enough stardust to get the Campfire shirt (I alr have 50 stardust from my WebOS) ps. Try Barch Linux on my Hack Club or Github. New stuff! I moved the Contact Me section to the top right corner, and fixed the Experiences Titles."}, {"post_id": 70442, "ts": "2026-09-19T06:25:00Z", "hours": 1.2197, "text": "I lwk locked in after school Hello, for those who don’t already know I am making a website for my mom so no this is not me 😭. Last dev log I said that school and extracurriculars have been taking up WAY TO MUCH TIME. But, I decided that I have to LOCK IN before stardance ends. So I went to the study hall after school (For like 4 hours ) and added a bunch of new stuff, (Not a lot 😭) hope you like it! New Stuff Contact Me I added a Contact Me section with buttons that take you to my mom’s Linkedin or email. Experiences Section I made a section with all of my mom’s stuff in her portfolio. :D Tab title and icon Exactly what you think it is… Also ty to @Blxm for helping me after school."}, {"post_id": 69921, "ts": "2026-09-18T02:21:14Z", "hours": 2.9394, "text": "Devlog #1 Started a website for my mom Hi, I haven’t made much progress because school and extracurriculars have been TAKING AWAY 4/5THS OF MY TIME , but I hope I can finish this website before stardance ends. I’m trying to make this website good enough so I can get 14 more stardust to get one of those shirts in the shop (I need this ). I am going to try to put a lot more effort and put a lot more of my time into this website so I hope I can make this good."}]...
|
Title: Website for my Mom by @idrinkgrass | Starda Title: Website for my Mom by @idrinkgrass | Stardance
Devlogs:
Devlog #1 Started a website for my mom Hi, I haven’t made much progress because school and extracurriculars have been TAKING AWAY 4/5THS OF MY TIME , but I hope I can finish this website before stardance ends. I’m trying to make this website good enough so I can get 14 more stardust to get one of those shirts in the shop (I need this ). I am going to try to put a lot more effort and put a lot more of my time into this website so I hope I can make this good.
I lwk locked in after school Hello, for those who don’t already know I am making a website for my mom so no this is not me 😭. Last dev log I said that school and extracurriculars have been taking up WAY TO MUCH TIME. But, I decided that I have to LOCK IN before stardance ends. So I went to the study hall after school (For like 4 hours ) and added a bunch of new stuff, (Not a lot 😭) hope you like it! New Stuff Contact Me I added a Contact Me section with buttons that take you to my mom’s Linkedin or email. Experiences Section I made a section with all of my mom’s stuff in her portfolio. :D Tab title and icon Exactly what you think it is… Also ty to @Blxm for helping me after school.
I’m currently in art class writing this dev log Hi, i’m in art class writing this devlog rn 😭, I think if i add anymore to this website I won’t finish it in time before stardance ends. So i’m going to ship after I finish my readme and stuff. I hope that I get enough stardust to get the Campfire shirt (I alr have 50 stardust from my WebOS) ps. Try Barch Linux on my Hack Club or Github. New stuff! I moved the Contact Me section to the top right corner, and fixed the Experiences Titles.
Read me I added the read me because when I was abt to press ship it said that 21 min would be lost if i didn’t because of the time I spent on the read me so yeah, I added the readme.
Ships:
Hello, I made a website for my Mom, because she asked me to. It was hard making it look good because I’m not very good at coding even more with CSS. Another way I struggled is school taking away 3/4ths of my time so I didn’t have much time to work on this ╥_╥ . I’m proud that I still finished this project even with school taking away most of my time and still finding time to do it after school and sometimes during class 😭 . There isn’t much that you need to know before testing out my project but the red and blue things at the top right corner are buttons to my moms stuff. I hope that I get at least 15 stardust so I can afford the campfire shirt in the stardance shop 😭 ....
|
1793336004.1276228
|
1793422404.1276228
|
|
52974
|
B.T.T! Defense by @Overlodegamer | Stardance
|
Overlodegamer
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T22:35:31Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am making a computer vison AI tracking desk turret! hope you like it, this phase is just the AI and computer vison code but I plan on making the hardware soon after submitting for funding!", "repo": "https://github.com/Brocadile7/B.D.T", "demo": "https://github.com/Brocadile7/B.D.T/releases/latest"}]...
|
[{"post_id": 72432, "ts": "202 [{"post_id": 72432, "ts": "2026-09-22T22:50:46Z", "hours": 2.1758, "text": "Computer vision turret prototype that tracks people in real time using YOLOv8. Chest‑aiming, sticky tracking, and red‑hat filtering included (so you can put on a red cap and not be shot!). Just the body tracking right now but i plan on making the full turret soon!"}, {"post_id": 68895, "ts": "2026-09-15T23:55:56Z", "hours": 1.9931, "text": "I’m working on making a body tracking defense turret! (Still coding so no images of it yet!)"}]...
|
Title: B.T.T! Defense by @Overlodegamer | Stardanc Title: B.T.T! Defense by @Overlodegamer | Stardance
Devlogs:
I’m working on making a body tracking defense turret! (Still coding so no images of it yet!)
Computer vision turret prototype that tracks people in real time using YOLOv8. Chest‑aiming, sticky tracking, and red‑hat filtering included (so you can put on a red cap and not be shot!). Just the body tracking right now but i plan on making the full turret soon!
Ships:
I am making a computer vison AI tracking desk turret! hope you like it, this phase is just the AI and computer vison code but I plan on making the hardware soon after submitting for funding!...
|
1793350304.4920847
|
1793436704.4920847
|
|
64921
|
Dice Game by @ldhaq_6 | Stardance
|
ldhaq_6
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T23:21:20Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built the classic Dice Game using Java. It is text based, and lets you play against a computer and gable fake Money! Enjoy!", "repo": "https://github.com/Qbot6768/DiceGame", "demo": "https://onecompiler.com/java/4542ua2yz"}]...
|
[{"post_id": 72436, "ts": "202 [{"post_id": 72436, "ts": "2026-09-22T22:59:09Z", "hours": 0.6542, "text": "Just finished the DiceGame.java now moving on to Commands.java, which will be the hub for accessing everything."}, {"post_id": 72425, "ts": "2026-09-22T22:16:22Z", "hours": 0.3467, "text": "Currently have set up scanner and the dice rolling, and giving the user an option to forfeit, double their bet, or keep their bet the same based on the first roll."}]...
|
Title: Dice Game by @ldhaq_6 | Stardance
Devlogs: Title: Dice Game by @ldhaq_6 | Stardance
Devlogs:
Currently have set up scanner and the dice rolling, and giving the user an option to forfeit, double their bet, or keep their bet the same based on the first roll.
Just finished the DiceGame.java now moving on to Commands.java, which will be the hub for accessing everything.
Ships:
I built the classic Dice Game using Java. It is text based, and lets you play against a computer and gable fake Money! Enjoy!...
|
1793213663.9442434
|
1793300063.9442434
|
|
469
|
access web browser by @JD | Stardance
|
JD
|
1
|
11.42
|
153
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T19:32:52Z", "hours": 11.0, "multiplier": 14.16, "payout": 153, "blessing": "neutral", "text": "I made a web browser focused on accessibility it features build in talk back and is intended for users who can’t read or have a hard time reading or seeing such as someone in my family they are the main reason i started this project so they could access the internet easier i asked them what their dream browser was and they said a browser with built in accessibility features such as talk back so i added built in accessibility features that was probably the hardest part but then i let them try it they said it was good and they enjoyed it i hope this project can help many others and not just one person", "repo": "https://github.com/JDjump12345/Acsess-Web", "demo": "https://github.com/JDjump12345/Acsess-Web/releases"}]...
|
[{"post_id": 72439, "ts": "202 [{"post_id": 72439, "ts": "2026-09-22T23:16:34Z", "hours": 0.4233, "text": "Hey! After a while I came back to this, but I looked at the feedback, and it helped a lot I fixed the bug of clicking go button opening 2 tabs and I made each action button different in color so it’s easier to tell them apart I haven’t done a lot of coding since last devlog (so for a while) so I am a bit rusty but I am going to start working on this and try to make it way better"}, {"post_id": 3719, "ts": "2026-06-06T19:26:10Z", "hours": 0.9675, "text": "Added downloads and made first build! removed cookies button from menu as it did not work but cookies do"}, {"post_id": 564, "ts": "2026-06-02T01:51:29Z", "hours": 0.3989, "text": "Made UI for settings and url bar WAY better (they are in the menu button in the taskbar) but this is a huge update for UI and i think i fixed Talkback imgs support crashing the app (idk if it even works rn tbh)"}, {"post_id": 501, "ts": "2026-06-01T23:42:06Z", "hours": 1.3539, "text": "No Visual changes but i added it so imgs are able to be read with tts my next steps are optimizing the system and adding downloads and loading things"}, {"post_id": 434, "ts": "2026-06-01T20:44:41Z", "hours": 2.2444, "text": "Got TTS working (but its always enabled) probably gonna skip the magnifying glass because it is not as easy as i thought it would be but tts almost fully works"}, {"post_id": 178, "ts": "2026-06-01T05:45:22Z", "hours": 1.1819, "text": "Got this so it kinda works"}, {"post_id": 166, "ts": "2026-06-01T02:03:34Z", "hours": 2.8019, "text": "Added settings page AND a thing to save and load settings"}, {"post_id": 117, "ts": "2026-05-31T20:25:49Z", "hours": 1.1747, "text": "Got bookmarks and tabs done (for the most part) i still need to polish it a bit more but so far so good!"}, {"post_id": 99, "ts": "2026-05-31T18:33:46Z", "hours": 0.7303, "text": "Got webview added and a working URL bar! next step is adding downloads and bookmarks (and the stuff a browser needs) then adding stuff like screen reader and stuff like that"}]...
|
Title: access web browser by @JD | Stardance
Devl Title: access web browser by @JD | Stardance
Devlogs:
Got webview added and a working URL bar! next step is adding downloads and bookmarks (and the stuff a browser needs) then adding stuff like screen reader and stuff like that
Got bookmarks and tabs done (for the most part) i still need to polish it a bit more but so far so good!
Added settings page AND a thing to save and load settings
Got this so it kinda works
Got TTS working (but its always enabled) probably gonna skip the magnifying glass because it is not as easy as i thought it would be but tts almost fully works
No Visual changes but i added it so imgs are able to be read with tts my next steps are optimizing the system and adding downloads and loading things
Made UI for settings and url bar WAY better (they are in the menu button in the taskbar) but this is a huge update for UI and i think i fixed Talkback imgs support crashing the app (idk if it even works rn tbh)
Added downloads and made first build! removed cookies button from menu as it did not work but cookies do
Hey! After a while I came back to this, but I looked at the feedback, and it helped a lot I fixed the bug of clicking go button opening 2 tabs and I made each action button different in color so it’s easier to tell them apart I haven’t done a lot of coding since last devlog (so for a while) so I am a bit rusty but I am going to start working on this and try to make it way better
Ships:
I made a web browser focused on accessibility it features build in talk back and is intended for users who can’t read or have a hard time reading or seeing such as someone in my family they are the main reason i started this project so they could access the internet easier i asked them what their dream browser was and they said a browser with built in accessibility features such as talk back so i added built in accessibility features that was probably the hardest part but then i let them try it they said it was good and they enjoyed it i hope this project can help many others and not just one person...
|
1793249595.8166115
|
1793335995.8166115
|
|
4862
|
sabretooth hydrogen rocket by @toulounmarios | Sta sabretooth hydrogen rocket by @toulounmarios | Stardance...
|
toulounmarios
|
0
|
1.66
|
0
|
[]
|
[{"post_id": 72440, "ts": "202 [{"post_id": 72440, "ts": "2026-09-22T23:17:47Z", "hours": 1.6594, "text": "isp and phi analysis , aswell as fuel mix re-assessment. i found the optimal fuel to oxidiser ratio for the butane part of the combustion. im looking into switching to a 2 step combustion system where i use both butane and hydrogen instead of just hydrogen, that way increasing stability and efficiency, while also loweing risk of flashback and damage to the parts"}]...
|
Title: sabretooth hydrogen rocket by @toulounmario Title: sabretooth hydrogen rocket by @toulounmarios | Stardance
Devlogs:
isp and phi analysis , aswell as fuel mix re-assessment. i found the optimal fuel to oxidiser ratio for the butane part of the combustion. im looking into switching to a 2 step combustion system where i use both butane and hydrogen instead of just hydrogen, that way increasing stability and efficiency, while also loweing risk of flashback and damage to the parts...
|
1793192140.6531289
|
1793796940.6531289
|
|
2014
|
Superorbital by @orivio | Stardance
|
orivio
|
1
|
40.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T00:50:07Z", "hours": 40.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SUPERORBITAL: The Quest of the Anomaly After months of hard work, Obe Dot and I finally present to you SUPERORBITAL. What on earth is a SUPERORBITAL? SUPERORBITAL is a 2D platformer where you play as Vitri, the only human born without gravity. After years of being ostracized by society, Vitri sets out on a mission to change things for the better. He decides to take a gamble on a popular story that’s been spreading about all planets having tangible gravity cores at their centers, and decides to find one for himself. Accompanied only by his robot assistant, G.R.A.V. (Great Robot Assistant of Vitri), Vitri flies out into deep space and lands on a planet named Zeta-C5, where he uses special abilities, such as turning gravity on and off, to explore and make his way towards the planet’s core. Difficult obstacles and even unexpected foes block his way, but he’s got to get through no matter what. Dev Messages: orivio: SUPERORBITAL has been a really fun introduction to Godot! Though challenging at times, designing the levels around our unique mechanics was pretty fun, and I think overall the game turned out pretty great! Obviously it is only an alpha release, so I plan on working together with Obe Dot to polish it a ton, in terms of artwork, music, story, etc. Expect lots more content to come! Obe Dot: Developing this game has been an amazing experience. This is my first big gamedev project, and I’ve learned so much. I really hope to work more on this project in the future, while also improving my art and programming skills. Much appreciation to Hack Club for creating this event! Try out the game on our itch, or watch the provided gameplay footage and/or trailer! Trailer: https://www.youtube.com/watch?v=5WPKXYqy1FI Gameplay: https://youtu.be/-zq8ps87daI?si=sUK4_9BedT1OdXU8", "repo": "https://github.com/orivio/super_orbital", "demo": "https://obedh.itch.io/superorbital"}]...
|
[{"post_id": 72445, "ts": "202 [{"post_id": 72445, "ts": "2026-09-22T23:55:43Z", "hours": 1.5869, "text": "SUPERORBITAL Mini Devlog # 10.5: Just clearing out the last hour and a half I got from working on the trailer. We’re gonna be shipping in just a few minutes! Here are a few clips used in the trailer:"}, {"post_id": 71480, "ts": "2026-09-20T22:02:36Z", "hours": 5.2728, "text": "SUPERORBITAL DEVLOG #10: The End? You can watch a full playthrough of the intro segment here: https://youtu.be/-zq8ps87daI After a plethora of bugfixing (see attached for a few examples lol), we did it! The Alpha, as far as we can tell, is done! Gameplay/Story: Intro and outro cutscene have been implemented, though not polished fully yet. Lots of level redesign. Levels have been shifted to reduce the difficulty curve and also introduce dash/antigrav earlier. Sad Guy and Assistant now have actual names: Vitri and G.R.A.V. Music/Art: Old intro song, which ended up scrapped, is now in the credits Buzzsaw texture Dev Note: This was such an exciting intro to full game development! The game is really fun to play in my opinion. Even though it’s buggy and unpolished in some aspects, we’ve got a ton of time to work on that in the future. Enjoy it once it’s shipped!!"}, {"post_id": 66822, "ts": "2026-09-12T18:39:15Z", "hours": 1.5464, "text": "SUPERORBITAL DEVLOG #9: Bugs bugs bugs!!!! Gameplay/Story: We’ve been working on a lot of bug fixing, ranging from removing tiny skips/deaths to entire game-crashing bugs Music/Art: We added sound effects for collisions, wrench throwing, etc Music has a new system in the level directory and has been readded Todo/Dev Notes: We’re getting ready to ship soon! The plan is to finish up with bugfixing, playtest a bit, and then ship before the 20th! We have to figure out how to fix a bug where you get wiped out of existence when in antigrav and colliding We have to implement the cutscenes UI fixes/polishing coming soon!"}, {"post_id": 64464, "ts": "2026-09-08T21:28:54Z", "hours": 3.2047, "text": "SUPERORBITAL DEVLOG #8 Gameplay/Story: Lots of level polishing has been added New obstacles Started work on intro/final cutscene Music/Art: New black hole shader!!! It looks so cool Some new sprites in the tileset to make it look nicer Overall more decoration Things to do: Level polishing, tileset shading Add intro/final cutscene (full implementation) File organization Bugfixing for black holes Developer Note: You might notice that some bits of the attached recording are really weird/buggy looking. Part of that is cuz I accidentally did some work in the wrong branch that was meant to fix some things (like the music and some other issues), and this is on another branch. Hopefully we can resolve any conflicts and fix things up soon!"}, {"post_id": 51919, "ts": "2026-08-21T20:43:29Z", "hours": 8.8186, "text": "SUPERORBITAL Devlog # 7 Gameplay/Story: There are dialogues for every section that we’ve made so far. Almost every section of the Alpha is finished so far! New black hole implementation Overall polishing for many bugs Music and Art: New spritework for the Assistant Polished state-based animation bugs Things to do: Implement intro cutscene Implement final cutscene Dialogue polishing Tileset partial redesign"}, {"post_id": 33703, "ts": "2026-07-23T20:35:26Z", "hours": 6.6292, "text": "SUPERORBITAL Devlog #6 Gameplay/Story: Initial dialogue has been finished. Robo-Guy appears to give tutorial dialogue throughout the game. There is full dialogue for every section that we have made so far. Wrench has been re-implemented for the learn_wrench section of the game WIP black hole redesign Music and Art: I made a new, fairly crappy black hole for the game icon. Hoping to redo it with a drawing tablet once this project gets shipped (so exciting!!!) OST tracks 2 (Lone Traveler) and 3 (Martian Overture) have been finished AND implemented into the game! That’s right, we have a working (though messy) system to implement music! Things to do: Polish icon and banner Hopefully polish and re-organize code (It’s really messy right now, and very clearly the product of summertime boredom, lol) Sad Guy sprites Redesign of other sprites (new tiles, some proportional fixing for Robo-Guy and Sad Guy) Cutscene system and intro implementation"}, {"post_id": 32076, "ts": "2026-07-20T23:55:33Z", "hours": 2.4614, "text": "Superorbital Devlog #5 Progress: first OST has been made! it was originally called Space Parade, but we immediately renamed it to Quest of the Anomaly. it’ll be used for the intro cutscene some progress with gravity and timescale implementation with black holes work done on options menu and keybind settings. all inputs are bindable, and there are also presets based on the controls of Celeste and Hollow Knight (more to be added, maybe) Things we’re trying to do soon: there’s this annoying bug where sometimes you randomly dash without ANY input at all. after bugtesting, Obed found that godot genuinely thinks someone is inputting the dash keybind… for some reason. Obed’s been trying really hard to fix it new sprites for Sad Guy. instead of a colored stickman, we’re going to add a cool astronaut robot thing Robot Assistant to help with tutorial, instead of text just appearing on screen. it’ll follow you around and help. it’ll also give you the ability to move the camera to look ahead in the level, similar to Terraria’s binoculars intro cutscene. this’ll give more details about the story game icon and stardance banner"}, {"post_id": 31059, "ts": "2026-07-19T04:47:58Z", "hours": 2.6797, "text": "LET’S GOOO! Obed has successfully started to implement black holes, and we’re starting on the level set for them! I also finished up the final level restructures, they’re looking amazing now. Also here’s Obed’s rework of the title screen I forgot to post before."}, {"post_id": 29713, "ts": "2026-07-16T20:06:01Z", "hours": 3.8092, "text": "Wow, it’s been FOREVER since I’ve gotten to update this. Summer’s been busy, and Obed’s put a lot of work into Superorbital. He re-did the tileset, animated a new character, and polished a lot of the levels. I’ve been bugtesting and I also started on a full cosmetic restructure of every level to make it look less geometric and more natural. After we polish what we have so far, I hope to add the black holes and finish the game up! The Halfway Mark Has Been Attained (kind of)"}, {"post_id": 7572, "ts": "2026-06-12T17:38:40Z", "hours": 2.0533, "text": "Lots of progress has been made! Wrench throwing has been fixed and is now omnidirectional. Another tutorial level has been added to introduce gravity switching. The main menu was reworked to look cooler too! New black hole sprite. Bugs with going between rooms have been fixed too, and you can no longer spam antigrav to skip rooms (now antigrav gets turned off when you enter a new room). Things are going swimmingly, dearest friends!"}, {"post_id": 5180, "ts": "2026-06-08T21:29:27Z", "hours": 2.1033, "text": "First functions are going well so far! Gravity switching and wrench throwing work (mostly), and the black hole is coded in but not implemented yet. Don’t mind Obed’s goated placeholder"}]...
|
Title: Superorbital by @orivio | Stardance
Devlog Title: Superorbital by @orivio | Stardance
Devlogs:
First functions are going well so far! Gravity switching and wrench throwing work (mostly), and the black hole is coded in but not implemented yet. Don’t mind Obed’s goated placeholder
Lots of progress has been made! Wrench throwing has been fixed and is now omnidirectional. Another tutorial level has been added to introduce gravity switching. The main menu was reworked to look cooler too! New black hole sprite. Bugs with going between rooms have been fixed too, and you can no longer spam antigrav to skip rooms (now antigrav gets turned off when you enter a new room). Things are going swimmingly, dearest friends!
Wow, it’s been FOREVER since I’ve gotten to update this. Summer’s been busy, and Obed’s put a lot of work into Superorbital. He re-did the tileset, animated a new character, and polished a lot of the levels. I’ve been bugtesting and I also started on a full cosmetic restructure of every level to make it look less geometric and more natural. After we polish what we have so far, I hope to add the black holes and finish the game up! The Halfway Mark Has Been Attained (kind of)
LET’S GOOO! Obed has successfully started to implement black holes, and we’re starting on the level set for them! I also finished up the final level restructures, they’re looking amazing now. Also here’s Obed’s rework of the title screen I forgot to post before.
Superorbital Devlog #5 Progress: first OST has been made! it was originally called Space Parade, but we immediately renamed it to Quest of the Anomaly. it’ll be used for the intro cutscene some progress with gravity and timescale implementation with black holes work done on options menu and keybind settings. all inputs are bindable, and there are also presets based on the controls of Celeste and Hollow Knight (more to be added, maybe) Things we’re trying to do soon: there’s this annoying bug where sometimes you randomly dash without ANY input at all. after bugtesting, Obed found that godot genuinely thinks someone is inputting the dash keybind… for some reason. Obed’s been trying really hard to fix it new sprites for Sad Guy. instead of a colored stickman, we’re going to add a cool astronaut robot thing Robot Assistant to help with tutorial, instead of text just appearing on screen. it’ll follow you around and help. it’ll also give you the ability to move the camera to look ahead in the level, similar to Terraria’s binoculars intro cutscene. this’ll give more details about the story game icon and stardance banner
SUPERORBITAL Devlog #6 Gameplay/Story: Initial dialogue has been finished. Robo-Guy appears to give tutorial dialogue throughout the game. There is full dialogue for every section that we have made so far. Wrench has been re-implemented for the learn_wrench section of the game WIP black hole redesign Music and Art: I made a new, fairly crappy black hole for the game icon. Hoping to redo it with a drawing tablet once this project gets shipped (so exciting!!!) OST tracks 2 (Lone Traveler) and 3 (Martian Overture) have been finished AND implemented into the game! That’s right, we have a working (though messy) system to implement music! Things to do: Polish icon and banner Hopefully polish and re-organize code (It’s really messy right now, and very clearly the product of summertime boredom, lol) Sad Guy sprites Redesign of other sprites (new tiles, some proportional fixing for Robo-Guy and Sad Guy) Cutscene system and intro implementation
SUPERORBITAL Devlog # 7 Gameplay/Story: There are dialogues for every section that we’ve made so far. Almost every section of the Alpha is finished so far! New black hole implementation Overall polishing for many bugs Music and Art: New spritework for the Assistant Polished state-based animation bugs Things to do: Implement intro cutscene Implement final cutscene Dialogue polishing Tileset partial redesign
SUPERORBITAL DEVLOG #8 Gameplay/Story: Lots of level polishing has been added New obstacles Started work on intro/final cutscene Music/Art: New black hole shader!!! It looks so cool Some new sprites in the tileset to make it look nicer Overall more decoration Things to do: Level polishing, tileset shading Add intro/final cutscene (full implementation) File organization Bugfixing for black holes Developer Note: You might notice that some bits of the attached recording are really weird/buggy looking. Part of that is cuz I accidentally did some work in the wrong branch that was meant to fix some things (like the music and some other issues), and this is on another branch. Hopefully we can resolve any conflicts and fix things up soon!
SUPERORBITAL DEVLOG #9: Bugs bugs bugs!!!! Gameplay/Story: We’ve been working on a lot of bug fixing, ranging from removing tiny skips/deaths to entire game-crashing bugs Music/Art: We added sound effects for collisions, wrench throwing, etc Music has a new system in the level directory and has been readded Todo/Dev Notes: We’re getting ready to ship soon! The plan is to finish up with bugfixing, playtest a bit, and then ship before the 20th! We have to figure out how to fix a bug where you get wiped out of existence when in antigrav and colliding We have to implement the cutscenes UI fixes/polishing coming soon!
SUPERORBITAL DEVLOG #10: The End? You can watch a full playthrough of the intro segment here: https://youtu.be/-zq8ps87daI After a plethora of bugfixing (see attached for a few examples lol), we did it! The Alpha, as far as we can tell, is done! Gameplay/Story: Intro and outro cutscene have been implemented, though not polished fully yet. Lots of level redesign. Levels have been shifted to reduce the difficulty curve and also introduce dash/antigrav earlier. Sad Guy and Assistant now have actual names: Vitri and G.R.A.V. Music/Art: Old intro song, which ended up scrapped, is now in the credits Buzzsaw texture Dev Note: This was such an exciting intro to full game development! The game is really fun to play in my opinion. Even though it’s buggy and unpolished in some aspects, we’ve got a ton of time to work on that in the future. Enjoy it once it’s shipped!!
SUPERORBITAL Mini Devlog # 10.5: Just clearing out the last hour and a half I got from working on the trailer. We’re gonna be shipping in just a few minutes! Here are a few clips used in the trailer:
Ships:
SUPERORBITAL: The Quest of the Anomaly After months of hard work, Obe Dot and I finally present to you SUPERORBITAL. What on earth is a SUPERORBITAL? SUPERORBITAL is a 2D platformer where you play as Vitri, the only human born without gravity. After years of being ostracized by society, Vitri sets out on a mission to change things for the better. He decides to take a gamble on a popular story that’s been spreading about all planets having tangible gravity cores at their centers, and decides to find one for himself. Accompanied only by his robot assistant, G.R.A.V. (Great Robot Assistant of Vitri), Vitri flies out into deep space and lands on a planet named Zeta-C5, where he uses special abilities, such as turning gravity on and off, to explore and make his way towards the planet’s core. Difficult obstacles and even unexpected foes block his way, but he’s got to get through no matter what. Dev Messages: orivio: SUPERORBITAL has been a really fun introduction to Godot! Though challenging at times, designing the levels around our unique mechanics was pretty fun, and I think overall the game turned out pretty great! Obviously it is only an alpha release, so I plan on working together with Obe Dot to polish it a ton, in terms of artwork, music, story, etc. Expect lots more content to come! Obe Dot: Developing this game has been an amazing experience. This is my first big gamedev project, and I’ve learned so much. I really hope to work more on this project in the future, while also improving my art and programming skills. Much appreciation to Hack Club for creating this event! Try out the game on our itch, or watch the provided gameplay footage and/or trailer! Trailer: https://www.youtube.com/watch?v=5WPKXYqy1FI Gameplay: https://youtu.be/-zq8ps87daI?si=sUK4_9BedT1OdXU8...
|
1793336173.7371721
|
1793422573.7371721
|
|
63590
|
Contact School by @gabriela_reche09 | Stardance
|
gabriela_reche09
|
0
|
0.67
|
0
|
[]
|
[{"post_id": 72449, "ts": "202 [{"post_id": 72449, "ts": "2026-09-23T00:22:58Z", "hours": 0.6744, "text": "Reviewing and Improving the Code StructureToday I reviewed the base structure of my project and went through the existing code to better understand how the different parts are organized. I also identified some points that could be improved and made adjustments to make the code structure cleaner and more organized.This review helped me better understand the foundation of the project and prepare the codebase for the next features and improvements I plan to implement."}]...
|
Title: Contact School by @gabriela_reche09 | Stard Title: Contact School by @gabriela_reche09 | Stardance
Devlogs:
Reviewing and Improving the Code StructureToday I reviewed the base structure of my project and went through the existing code to better understand how the different parts are organized. I also identified some points that could be improved and made adjustments to make the code structure cleaner and more organized.This review helped me better understand the foundation of the project and prepare the codebase for the next features and improvements I plan to implement....
|
1793051630.2547584
|
1793656430.2547584
|
|
2129
|
SuperOrbital by @obedot | Stardance
|
obedot
|
1
|
183.0
|
2657
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T00:50:05Z", "hours": 183.0, "multiplier": 14.57, "payout": 2657, "blessing": "neutral", "text": "SUPERORBITAL: The Quest of the Anomaly After months of hard work, @orivio and I finally present to you SUPERORBITAL. What on earth is a SUPERORBITAL? SUPERORBITAL is a 2D platformer where you play as Vitri, the only human born without gravity. After years of being ostracized by society, Vitri sets out on a mission to change things for the better. He decides to take a gamble on a popular story that’s been spreading about all planets having tangible gravity cores at their centers, and decides to find one for himself. Accompanied only by his robot assistant, G.R.A.V. (Great Robot Assistant of Vitri), Vitri flies out into deep space and lands on a planet named Zeta-C5, where he uses special abilities, such as turning gravity on and off, to explore and make his way towards the planet’s core. Difficult obstacles and even unexpected foes block his way, but he’s got to get through no matter what. Dev Messages: orivio: SUPERORBITAL has been a really fun introduction to Godot! Though challenging at times, designing the levels around our unique mechanics was pretty fun, and I think overall the game turned out pretty great! Obviously it is only an alpha release, so I plan on working together with Obe Dot to polish it a ton, in terms of artwork, music, story, etc. Expect lots more content to come! Obe Dot: Developing this game has been an amazing experience. This is my first big gamedev project, and I’ve learned so much. I really hope to work more on this project in the future, while also improving my art and programming skills. Much appreciation to Hack Club for creating this event! Try out the game on our itch, or watch the provided gameplay footage and/or trailer! Trailer: https://www.youtube.com/watch?v=5WPKXYqy1FI Gameplay: https://youtu.be/-zq8ps87daI?si=sUK4_9BedT1OdXU8", "repo": "https://github.com/orivio/super_orbital", "demo": "https://obedh.itch.io/superorbital"}]...
|
[{"post_id": 72452, "ts": "202 [{"post_id": 72452, "ts": "2026-09-23T00:34:22Z", "hours": 3.1192, "text": "Finished Up the GitHub Readme, Game Trailer, and Itch.io page! I did all the last remaining steps to finishing the game before shipping. I made a trailer of about 1 minute, and wrote a section of the GitHub Readme about the making of SuperOrbital. I’m going to ship now!"}, {"post_id": 71290, "ts": "2026-09-20T16:09:42Z", "hours": 4.3556, "text": "FINALLY fixed an annoying physics bug, improved the intro cutscene, and made the black holes look better I’m very happy to say that the dash/platform bug I was experiencing previously has now been solved. The player used to clip out of bounds if you dashed into a moving platform, but now, the player will get teleported back to where they were before. I also did some work on the intro cutscene, and while it isn’t yet finalized, I think it looks much better. Also, I made the center of the black hole a perfect circle now."}, {"post_id": 69415, "ts": "2026-09-17T00:28:27Z", "hours": 4.0075, "text": "THE FINISHING TOUCHES Yo yo yo, I am very close to shipping my game. I only have a little bit more to do. I’ve been working on improving the cutscenes, for example, making the colors look better and improving the perspective. I still have more work to do though, of course. Next up, I’m going to polish some of the movement mechanics some more, and then I’ll get some friends to playtest it."}, {"post_id": 65675, "ts": "2026-09-10T23:59:06Z", "hours": 9.0878, "text": "Greatly Improved Sound and Level Design I found it suprisingly easy to make good sound effects for my game. I dropped a rock on the ground and recorded it, and now, that’s the sound that plays when the player lands on rocky terrain after falling. I took a screwdriver and hit it against a bunch of things until I found something that sounded good. It’s a fun process! I also worked more on level design, by balancing everything so that the progression felt natural. I am almost finished with the final level, which I hope will challenging but fun."}, {"post_id": 63535, "ts": "2026-09-07T13:31:33Z", "hours": 1.2772, "text": "Added checkpoints to the levels If you find that the game is too challenging, you can turn on checkpoints in the settings menu. This lets you respawn at the nearest checkpoint after dying, instead of starting the whole level over again. I hope that this option can make my game playable by more people of different skill levels."}, {"post_id": 63220, "ts": "2026-09-06T22:04:35Z", "hours": 5.6608, "text": "Redesigned Old Levels to Work Better With New Player Movement With player movement out of the way, I can get to making even better levels. This one in particular, which you can see below, is a level I’m quite proud of. I took inspiration from Hollow Knight’s Path of Pain a little bit. I don’t have much left to do, but I definitely want to add some better sound effects."}, {"post_id": 62481, "ts": "2026-09-05T21:00:44Z", "hours": 5.6092, "text": "Finishing the Movement and Experimenting with Dynamic Lighting I finally got all the movement mechanics down. I still might refine the black holes a little bit, but first I want to redesign some of the earlier levels. My teammate suggested dynamic lighting for our game, and while it looks cool, it seems to difficult to set up completely for our Stardance release."}, {"post_id": 61134, "ts": "2026-09-03T21:52:29Z", "hours": 2.725, "text": "Greatly improved the Level Select screen by making animated level buttons I used Godot’s Tweens to make the level select buttons rotate and pop when you select them. The effect isn’t perfect yet, but it’s getting there. What do think of the effect?"}, {"post_id": 60806, "ts": "2026-09-03T12:28:16Z", "hours": 0.8911, "text": "Fixed a Tricky Level Transition Bug I was experiencing this frustrating bug where, if you try to run back and forth between levels too fast, you can fall off the map. I expanded the camera boundaries to see what was happening better, and slowed down the game a bit using Godot’s awesome tools. I solved the bug by reordering the level transition code. On the first slide, you can see the original bug, and on the third slide, you can see the fixed version."}, {"post_id": 60543, "ts": "2026-09-02T23:03:33Z", "hours": 1.2192, "text": "Refined the Gravity Switch Shockwave Even More It made the shockwave effect go by faster, and be properly centered on the player. This makes the shockwave feel just right when playing the game, and gives the gravity switch the perfect amount of impact."}, {"post_id": 60497, "ts": "2026-09-02T21:24:04Z", "hours": 7.9831, "text": "Improved Game Juice and Improved Visual Effects Game Juice I started working on adding the little details to the movement that make the game way more fun to play. I added a few freeze frames when starting a dash, which was inspired by Celeste. I also added a bit of camera shake to give the player even more feedback on their movement. Visual Effects This part was really satisfying. I made a shockwave warp effect around the player when they perform a gravity switch, which looks great. Then I made the black holes look better by distorting the background. Frustrating Bugs I’ve been having a lot of movement bugs that are tricky and inconsistent to replicate, and I can’t figure them out yet. Next Steps I still need to get the AnimationTree to work, but that should really be quite easy. I still have to redesign some levels."}, {"post_id": 59189, "ts": "2026-08-31T20:47:27Z", "hours": 4.8492, "text": "Added more to the opening cutscene I don’t want to give away the intro until the game is ready, but I’ll share parts of what I made. This first frame took me the longest, over 2 hours. I planned to animate the guy standing up and walking, but I now realize that that’s probably not feasible. I think it will look great anyway though. I might improve some little parts of the drawing. Creating a cutscene manager in Godot I set up an AnimationPlayer to direct the cutscene, and it’s actually quite easy. I do need to align my crossfades correctly and sync everything with the music."}, {"post_id": 58502, "ts": "2026-08-30T22:41:57Z", "hours": 6.7444, "text": "Created a rough draft of the intro cutscene, and composed music for it The intro cutscene/storyboard I used libresprite to make a basic idea of what the intro cutscene should look like. I still have more to add, and as you can tell, the text is practically illegible. Yeah, libresprite doesn’t have a text tool. But I’ll fix it soon and it’ll look awesome. The intro music I made this song using FamiStudio with the EPSM expansion and FamiStudio’s default instrument pack. This let me use the instruments I wanted while still sounding retro-ish. My brother helped me work on the song, because he’s way better at music than I am. I still need to revise the song more, this is more of a first draft. Any feedback would be appreciated lol"}, {"post_id": 57575, "ts": "2026-08-29T19:17:53Z", "hours": 2.8072, "text": "Redoing the Player Movement I remade the player movement system from scratch, because my previous implementation just wasn’t working. It was buggy, and the movement didn’t feel good to play. My new movement system is not entirely complete, but it already feels much better. For one thing, the variable jump height is much smoother, and stopping a jump midair doesn’t feel as abrupt. I added coyote time, jump buffering, air friction, and faster falling for game juice. I still need to fine tune the settings, and get some more people to playtest the movement. There are more movement mechanics I need to add, such as dashing, but I want to get the basic movement completely down first."}, {"post_id": 56888, "ts": "2026-08-28T21:33:33Z", "hours": 3.1403, "text": "Started refactoring the player movement script. I’m starting from scratch, so I only have basic horizontal movement yet. I added an input sequence recorder to make it easier to replicate bugs, so you can record a sequence of inputs and then play them back again."}, {"post_id": 56307, "ts": "2026-08-28T01:19:58Z", "hours": 3.0025, "text": "Fully refactored the level manager. After a few hours, I have finally cleaned up all the code for level transitions. Now, the code is easier to understand and maintain, and adding new levels takes significantly less time and effort. I added comments on all the related code to make it even easier to read. I also fixed a few bugs in the process. For example, trying to open the menu during a level transition used to put the game in a glitched state, but I fixed that now. I moved towards a cleaner architecture where the scene root (play.tscn) manages the game state, and the pause menu asks the play scene to open the menu, instead of just going ahead and doing it. It’s possible that this refactor may have broken some other aspects of the game, so I’ll have to look over everything later, but right now, it seems to be working fine."}, {"post_id": 54818, "ts": "2026-08-25T23:28:18Z", "hours": 1.6025, "text": "Polished the levels even more, added new art assets, and fixed some minor tile inconsistencies. I also drew this boulder, which currently doesn’t look that great, but I’ll improve it later and add it somewhere where it fits in the game. I showed this game to my grandma, and she was able to figure out the controls pretty quickly, so I see that as a win."}, {"post_id": 54128, "ts": "2026-08-24T23:06:45Z", "hours": 4.1431, "text": "Greatly improved the facility’s tileset by adding details and more background elements."}, {"post_id": 47770, "ts": "2026-08-15T22:44:25Z", "hours": 5.9028, "text": "Well, I tried to refactor the entire world system, but I gave up. It was just taking way too long. I guess I’ll just have to deal with the spaghetti code for now. I did finish the level select screen, and I think it looks pretty good. I just have to rename some of the levels because they are named very generic things."}, {"post_id": 47113, "ts": "2026-08-14T19:20:03Z", "hours": 9.8889, "text": "I’m redoing the level system to clean up the spaghetti code situation. My teammate redesigned one of the characters, and I added it to the game."}, {"post_id": 44826, "ts": "2026-08-10T21:02:18Z", "hours": 9.2131, "text": "I’m bettering my backgrounds, bettering my visuals, bettering my levels!"}, {"post_id": 43535, "ts": "2026-08-08T21:13:55Z", "hours": 5.8183, "text": "Added some more levels to my platformer game, and pretty much done-iffied the player sprite and sound effects"}, {"post_id": 39099, "ts": "2026-08-01T20:07:54Z", "hours": 9.0683, "text": "I’ve added a few more challenging levels. I also almost finished up the sprite work on the protagonist."}, {"post_id": 36431, "ts": "2026-07-28T15:36:26Z", "hours": 3.005, "text": "Made new run, idle, and jump animations and added the final layer"}, {"post_id": 35254, "ts": "2026-07-26T15:39:00Z", "hours": 1.1678, "text": "Added some great audio settings"}, {"post_id": 35153, "ts": "2026-07-26T12:07:00Z", "hours": 9.5392, "text": "Added a save file system"}, {"post_id": 32506, "ts": "2026-07-21T18:48:48Z", "hours": 10.2469, "text": "I added input control remapping for my platformer game. We also added more dialogue."}, {"post_id": 31328, "ts": "2026-07-19T17:03:06Z", "hours": 9.1842, "text": "I tried adding a parallax effect, but it didn’t turn out how I wanted. I fixed a bug with the camera scale not being a whole number ratio. I’m starting to add the last few mechanics to the game, which involve Black Holes."}, {"post_id": 27351, "ts": "2026-07-12T20:49:33Z", "hours": 6.6386, "text": "I just finished a new tileset for my 2d platformer."}, {"post_id": 20330, "ts": "2026-07-01T22:08:11Z", "hours": 6.9336, "text": "I made better running and jumping animations for my 2D platformer."}, {"post_id": 15865, "ts": "2026-06-25T19:51:18Z", "hours": 7.995, "text": "I made this cool background for my game’s menu. I learned about shaders from the book “The Book of Shaders” by Patricio Gonzalez Vivo and Jen Lowe, and some of my shaders were inspired by the content in that book. The star effect was inspired by this very helpful reddit post: https://www.reddit.com/r/godot/comments/1m0czqd/starry_background_in_this_many_lines_of_shader/"}, {"post_id": 12686, "ts": "2026-06-20T18:43:02Z", "hours": 2.7389, "text": "I added another level with a lot of spikes, platforms and timing!"}, {"post_id": 12003, "ts": "2026-06-19T16:14:06Z", "hours": 1.7231, "text": "I added a level that teaches you the jump cutting mechanic in my 2D platformer game. I’m also experimenting with new character sprites."}, {"post_id": 11513, "ts": "2026-06-18T20:06:11Z", "hours": 4.5739, "text": "I added Jump Cutting, Jump Buffering, and Death to my platformer"}, {"post_id": 5261, "ts": "2026-06-08T23:43:38Z", "hours": 6.7183, "text": "Setting up basic movement and levels for my platformer (guys I KNOW the sprites look bad)"}]...
|
Title: SuperOrbital by @obedot | Stardance
Devlog Title: SuperOrbital by @obedot | Stardance
Devlogs:
Setting up basic movement and levels for my platformer (guys I KNOW the sprites look bad)
I added Jump Cutting, Jump Buffering, and Death to my platformer
I added a level that teaches you the jump cutting mechanic in my 2D platformer game. I’m also experimenting with new character sprites.
I added another level with a lot of spikes, platforms and timing!
I made this cool background for my game’s menu. I learned about shaders from the book “The Book of Shaders” by Patricio Gonzalez Vivo and Jen Lowe, and some of my shaders were inspired by the content in that book. The star effect was inspired by this very helpful reddit post: https://www.reddit.com/r/godot/comments/1m0czqd/starry_background_in_this_many_lines_of_shader/
I made better running and jumping animations for my 2D platformer.
I just finished a new tileset for my 2d platformer.
I tried adding a parallax effect, but it didn’t turn out how I wanted. I fixed a bug with the camera scale not being a whole number ratio. I’m starting to add the last few mechanics to the game, which involve Black Holes.
I added input control remapping for my platformer game. We also added more dialogue.
Added a save file system
Added some great audio settings
Made new run, idle, and jump animations and added the final layer
I’ve added a few more challenging levels. I also almost finished up the sprite work on the protagonist.
Added some more levels to my platformer game, and pretty much done-iffied the player sprite and sound effects
I’m bettering my backgrounds, bettering my visuals, bettering my levels!
I’m redoing the level system to clean up the spaghetti code situation. My teammate redesigned one of the characters, and I added it to the game.
Well, I tried to refactor the entire world system, but I gave up. It was just taking way too long. I guess I’ll just have to deal with the spaghetti code for now. I did finish the level select screen, and I think it looks pretty good. I just have to rename some of the levels because they are named very generic things.
Greatly improved the facility’s tileset by adding details and more background elements.
Polished the levels even more, added new art assets, and fixed some minor tile inconsistencies. I also drew this boulder, which currently doesn’t look that great, but I’ll improve it later and add it somewhere where it fits in the game. I showed this game to my grandma, and she was able to figure out the controls pretty quickly, so I see that as a win.
Fully refactored the level manager. After a few hours, I have finally cleaned up all the code for level transitions. Now, the code is easier to understand and maintain, and adding new levels takes significantly less time and effort. I added comments on all the related code to make it even easier to read. I also fixed a few bugs in the process. For example, trying to open the menu during a level transition used to put the game in a glitched state, but I fixed that now. I moved towards a cleaner architecture where the scene root (play.tscn) manages the game state, and the pause menu asks the play scene to open the menu, instead of just going ahead and doing it. It’s possible that this refactor may have broken some other aspects of the game, so I’ll have to look over everything later, but right now, it seems to be working fine.
Started refactoring the player movement script. I’m starting from scratch, so I only have basic horizontal movement yet. I added an input sequence recorder to make it easier to replicate bugs, so you can record a sequence of inputs and then play them back again.
Redoing the Player Movement I remade the player movement system from scratch, because my previous implementation just wasn’t working. It was buggy, and the movement didn’t feel good to play. My new movement system is not entirely complete, but it already feels much better. For one thing, the variable jump height is much smoother, and stopping a jump midair doesn’t feel as abrupt. I added coyote time, jump buffering, air friction, and faster falling for game juice. I still need to fine tune the settings, and get some more people to playtest the movement. There are more movement mechanics I need to add, such as dashing, but I want to get the basic movement completely down first.
Created a rough draft of the intro cutscene, and composed music for it The intro cutscene/storyboard I used libresprite to make a basic idea of what the intro cutscene should look like. I still have more to add, and as you can tell, the text is practically illegible. Yeah, libresprite doesn’t have a text tool. But I’ll fix it soon and it’ll look awesome. The intro music I made this song using FamiStudio with the EPSM expansion and FamiStudio’s default instrument pack. This let me use the instruments I wanted while still sounding retro-ish. My brother helped me work on the song, because he’s way better at music than I am. I still need to revise the song more, this is more of a first draft. Any feedback would be appreciated lol
Added more to the opening cutscene I don’t want to give away the intro until the game is ready, but I’ll share parts of what I made. This first frame took me the longest, over 2 hours. I planned to animate the guy standing up and walking, but I now realize that that’s probably not feasible. I think it will look great anyway though. I might improve some little parts of the drawing. Creating a cutscene manager in Godot I set up an AnimationPlayer to direct the cutscene, and it’s actually quite easy. I do need to align my crossfades correctly and sync everything with the music.
Improved Game Juice and Improved Visual Effects Game Juice I started working on adding the little details to the movement that make the game way more fun to play. I added a few freeze frames when starting a dash, which was inspired by Celeste. I also added a bit of camera shake to give the player even more feedback on their movement. Visual Effects This part was really satisfying. I made a shockwave warp effect around the player when they perform a gravity switch, which looks great. Then I made the black holes look better by distorting the background. Frustrating Bugs I’ve been having a lot of movement bugs that are tricky and inconsistent to replicate, and I can’t figure them out yet. Next Steps I still need to get the AnimationTree to work, but that should really be quite easy. I still have to redesign some levels.
Refined the Gravity Switch Shockwave Even More It made the shockwave effect go by faster, and be properly centered on the player. This makes the shockwave feel just right when playing the game, and gives the gravity switch the perfect amount of impact.
Fixed a Tricky Level Transition Bug I was experiencing this frustrating bug where, if you try to run back and forth between levels too fast, you can fall off the map. I expanded the camera boundaries to see what was happening better, and slowed down the game a bit using Godot’s awesome tools. I solved the bug by reordering the level transition code. On the first slide, you can see the original bug, and on the third slide, you can see the fixed version.
Greatly improved the Level Select screen by making animated level buttons I used Godot’s Tweens to make the level select buttons rotate and pop when you select them. The effect isn’t perfect yet, but it’s getting there. What do think of the effect?
Finishing the Movement and Experimenting with Dynamic Lighting I finally got all the movement mechanics down. I still might refine the black holes a little bit, but first I want to redesign some of the earlier levels. My teammate suggested dynamic lighting for our game, and while it looks cool, it seems to difficult to set up completely for our Stardance release.
Redesigned Old Levels to Work Better With New Player Movement With player movement out of the way, I can get to making even better levels. This one in particular, which you can see below, is a level I’m quite proud of. I took inspiration from Hollow Knight’s Path of Pain a little bit. I don’t have much left to do, but I definitely want to add some better sound effects.
Added checkpoints to the levels If you find that the game is too challenging, you can turn on checkpoints in the settings menu. This lets you respawn at the nearest checkpoint after dying, instead of starting the whole level over again. I hope that this option can make my game playable by more people of different skill levels.
Greatly Improved Sound and Level Design I found it suprisingly easy to make good sound effects for my game. I dropped a rock on the ground and recorded it, and now, that’s the sound that plays when the player lands on rocky terrain after falling. I took a screwdriver and hit it against a bunch of things until I found something that sounded good. It’s a fun process! I also worked more on level design, by balancing everything so that the progression felt natural. I am almost finished with the final level, which I hope will challenging but fun.
THE FINISHING TOUCHES Yo yo yo, I am very close to shipping my game. I only have a little bit more to do. I’ve been working on improving the cutscenes, for example, making the colors look better and improving the perspective. I still have more work to do though, of course. Next up, I’m going to polish some of the movement mechanics some more, and then I’ll get some friends to playtest it.
FINALLY fixed an annoying physics bug, improved the intro cutscene, and made the black holes look better I’m very happy to say that the dash/platform bug I was experiencing previously has now been solved. The player used to clip out of bounds if you dashed into a moving platform, but now, the player will get teleported back to where they were before. I also did some work on the intro cutscene, and while it isn’t yet finalized, I think it looks much better. Also, I made the center of the black hole a perfect circle now.
Finished Up the GitHub Readme, Game Trailer, and Itch.io page! I did all the last remaining steps to finishing the game before shipping. I made a trailer of about 1 minute, and wrote a section of the GitHub Readme about the making of SuperOrbital. I’m going to ship now!
Ships:
SUPERORBITAL: The Quest of the Anomaly After months of hard work, @orivio and I finally present to you SUPERORBITAL. What on earth is a SUPERORBITAL? SUPERORBITAL is a 2D platformer where you play as Vitri, the only human born without gravity. After years of being ostracized by society, Vitri sets out on a mission to change things for the better. He decides to take a gamble on a popular story that’s been spreading about all planets having tangible gravity cores at their centers, and decides to find one for himself. Accompanied only by his robot assistant, G.R.A.V. (Great Robot Assistant of Vitri), Vitri flies out into deep space and lands on a planet named Zeta-C5, where he uses special abilities, such as turning gravity on and off, to explore and make his way towards the planet’s core. Difficult obstacles and even unexpected foes block his way, but he’s got to get through no matter what. Dev Messages: orivio: SUPERORBITAL has been a really fun introduction to Godot! Though challenging at times, designing the levels around our unique mechanics was pretty fun, and I think overall the game turned out pretty great! Obviously it is only an alpha release, so I plan on working together with Obe Dot to polish it a ton, in terms of artwork, music, story, etc. Expect lots more content to come! Obe Dot: Developing this game has been an amazing experience. This is my first big gamedev project, and I’ve learned so much. I really hope to work more on this project in the future, while also improving my art and programming skills. Much appreciation to Hack Club for creating this event! Try out the game on our itch, or watch the provided gameplay footage and/or trailer! Trailer: https://www.youtube.com/watch?v=5WPKXYqy1FI Gameplay: https://youtu.be/-zq8ps87daI?si=sUK4_9BedT1OdXU8...
|
1793339914.4174778
|
1793426314.4174778
|
|
16965
|
My Website by @Luke42 | Stardance
|
Luke42
|
1
|
9.0
|
55
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T00:48:39Z", "hours": 9.0, "multiplier": 6.34, "payout": 55, "blessing": "neutral", "text": "I’ve been wanting to make a website for myself for awhile without AI, so without further ado, here it is! I designed this like a command line because I thought it would be cool. I don’t have that much experience in frontend web dev, so I learned a lot over the course of making this. This was fully made on HC spaces on my school chromebook during my free time in school lol Sorry for the massive devlog I didn’t know which program I wanted to ship this to and I picked this 6 hrs in I hope you guys like it!", "repo": "https://github.com/GoatTech-42/my-website/", "demo": "https://lukeevanson.com"}]...
|
[{"post_id": 72455, "ts": "202 [{"post_id": 72455, "ts": "2026-09-23T00:38:59Z", "hours": 0.3314, "text": "Just finished up the project and finalized readme and stuff and added secret commands disclaimer thingy in help command"}, {"post_id": 72392, "ts": "2026-09-22T20:17:10Z", "hours": 1.0061, "text": "FIXED CUSTOM CURSOR and also like added more comments for code readibility and stuff and also did a ton of fixes i know you cant see the custom cursor but im coding this on a school chromebook in school so the screenshot tool is buns for instance i fixed css styles that i broke and stuff"}, {"post_id": 72274, "ts": "2026-09-22T15:47:42Z", "hours": 0.8889, "text": "I removed the glow effect cause my friend said it looked ai generated, I added up and down command history, and added the sources thingy"}, {"post_id": 71885, "ts": "2026-09-21T18:11:33Z", "hours": 6.4519, "text": "Ok so basically, I did almost the whole site. For the first hour, I got the background set up and the CSS border and container created. I also imported the custom cmd terminal font. I also worked for like forever on making the colors change based on the seasons and particles (this is worked on progressively throughout the project). The second hour, I created the heading and the placeholders for the typing area, along with starting on the typing input blinking underscore thingy. The third hour, I finished the blinking caret underscore thing and started sending inputs to the javascript. I also created the output field. The 4th hour, I created the typing animation for the output box with a JS function and CSS. The 5th hour, I got a ton of commands working, and found some random website with a good css glow effect. The last bit of time I spent quite a bit getting some games working because I’m addicted, and a little more CSS. (sorry I lowk was working on this just for a new website’s sake but decided to submit it)"}]...
|
Title: My Website by @Luke42 | Stardance
Devlogs: Title: My Website by @Luke42 | Stardance
Devlogs:
Ok so basically, I did almost the whole site. For the first hour, I got the background set up and the CSS border and container created. I also imported the custom cmd terminal font. I also worked for like forever on making the colors change based on the seasons and particles (this is worked on progressively throughout the project). The second hour, I created the heading and the placeholders for the typing area, along with starting on the typing input blinking underscore thingy. The third hour, I finished the blinking caret underscore thing and started sending inputs to the javascript. I also created the output field. The 4th hour, I created the typing animation for the output box with a JS function and CSS. The 5th hour, I got a ton of commands working, and found some random website with a good css glow effect. The last bit of time I spent quite a bit getting some games working because I’m addicted, and a little more CSS. (sorry I lowk was working on this just for a new website’s sake but decided to submit it)
I removed the glow effect cause my friend said it looked ai generated, I added up and down command history, and added the sources thingy
FIXED CUSTOM CURSOR and also like added more comments for code readibility and stuff and also did a ton of fixes i know you cant see the custom cursor but im coding this on a school chromebook in school so the screenshot tool is buns for instance i fixed css styles that i broke and stuff
Just finished up the project and finalized readme and stuff and added secret commands disclaimer thingy in help command
Ships:
I’ve been wanting to make a website for myself for awhile without AI, so without further ado, here it is! I designed this like a command line because I thought it would be cool. I don’t have that much experience in frontend web dev, so I learned a lot over the course of making this. This was fully made on HC spaces on my school chromebook during my free time in school lol Sorry for the massive devlog I didn’t know which program I wanted to ship this to and I picked this 6 hrs in I hope you guys like it!...
|
1793350691.0492282
|
1793437091.0492282
|
|
62943
|
Portfolio 2.0 by @N1kamaro | Stardance
|
N1kamaro
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T01:47:52Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created my second portfolio; the first one was made during the Horizons event. As I developed more projects over time, I managed to improve my CSS and HTML skills, and this time I decided to take a chance on JavaScript. I decided to try building a portfolio again — one that was more complete, truly reflected my personal style, and displayed my projects correctly without breaking on mobile phones or other computers. I struggled quite a bit at the start, but I stuck to my vision: a black background that matched the aesthetic I had chosen. Without a doubt, the hardest part was JavaScript — a language I had barely used before. Seeing the final result is truly amazing! I should be upfront about one thing, though: I used AI solely to understand how to write certain JavaScript code, learn exactly how it works, and fix bugs along the way. Why am I mentioning this? I showed the site to my friends and asked if they thought I had used AI to build it. Guess what? They did. At first, that surprised me, but I ended up taking it as a compliment. I had managed to build something polished enough that they didn’t expect me to have made it myself. It makes me incredibly proud and motivates me to keep moving forward. Anyone testing my site should know that every little detail matters. For instance, the terminal is fully functional and even includes two simple games that run smoothly. Building a portfolio is a really cool project. It’s like having your own little corner of the internet that reflects your personality and can be customized however you like. So, don’t be afraid — just go for it! Thanks for reading!", "repo": "https://github.com/N1kamaro/n1kamaro-portfolio", "demo": "https://n1kamaro.github.io/n1kamaro-portfolio/"}]...
|
[{"post_id": 72470, "ts": "202 [{"post_id": 72470, "ts": "2026-09-23T01:08:56Z", "hours": 4.7831, "text": "IT IS FINALLY ALIVE!!!!! After more than 20 hours of developing this project, fixing all the bugs. MY PORTFOLIO REV.02 IS OFFICIALY ONLINE!! Today i finished the last details, cleaned up the code, fixed the remaining bugs, pushed everything to github and deployed the site with the Github pages! AAAND i also tested it on mobile and, somehow, IT ACTUALLY LOOKS GOOD, NO BUGS, NO OVERSIZED STUFF….NOTHING! So .. this was supposed to be just a portfolio, but it ended up becoming an site with my personality mixed up. No template, no framework- just html, css, javascript and a lot of time spent. Soooo thats it, thanks for reading! REV.02//ONLINE🟢"}, {"post_id": 71586, "ts": "2026-09-21T03:24:55Z", "hours": 6.7814, "text": "THE PORTFOLIO IS BASICALLY DONE!!! After a LOT of work, I can finally say that the portfolio is basically finished :D Today I finished the projects section! (I MADE GAMES TOO!!) Now every project has its own ID, status, image and GitHub, and you can click on them to open a little PROJECT FILE with more information. I also added some of my old projects, including my first portfolio, which is really funny to see inside my new portfolio KKKKK There are still some small things to fix, but that’s basically it. I FINISHED IT!!!"}, {"post_id": 70951, "ts": "2026-09-20T03:00:11Z", "hours": 4.3203, "text": "YEAAAH THE PORTFOLIO HAVE A RADIO NOW!! Today i worked mostly on improving some parts of my portfolio, especially the “NOW.PLAYING” panel, at first, it was supposed to be just a simple button to access my Spotify playlist… but well, things escalated REALLY quickly. I wanted the panel to actually show some music, so i created a small playlist with some songs i like and built a random track system using JavaScript! Now, every time the site starts, it randomly selects one of the songs and displays its name, artist and album cover. but yeah, it wasn’t enough, not even close. Each song also has its real duration stored in the system, so i made an ASCII playback bar: PLAYBACK [|||||||||………….] The timer progresses while the song is being displayed, and when it reaches the end, the site automatically chooses another random song and starts everything again! I also made sure that the same song can’t be selected twice in a row :D We originally tried using the Spotify API to automatically get the playlist data, but Spotify’s current requirements made that unnecessarily complicated for what i wanted to do. Sooooo… i just made my own little system instead KKKKKKKK ( Brazilian laugh) After that, i spent some time improving the design: smaller typography, album covers with a thin green border, rounded corners, better spacing, centered controls and a bunch of tiny adjustments until everything finally looked right. So now this tiny panel has: RANDOM TRACK SELECTION, ALBUM ART, REAL TRACK DURATIONS, ASCII PLAYBACK, AUTOMATIC TRACK SWITCHING, SPOTIFY PLAYLIST ACCESS….And somehow this all started because i thought: “wouldn’t it be cool if NOW.PLAYING opened Spotify?” …yeah. I also prepared the GitHub repository for the portfolio and kept improving some of the site’s links and general design today. There are still a LOT of things i want to build here — and i may or may not already have an idea involving the LOG.TERMINAL and some tiny games… But that’s a problem for tomorrow :D See ya!"}, {"post_id": 70386, "ts": "2026-09-19T02:49:17Z", "hours": 4.4394, "text": "Actually im developing my second portfolio cs i thought that the first one wasn’t cool enough YAAAAY! I started doing it smth like 2 days before my test week, and kind of abandoned it ’till 2 days ago, with some simple ideas: Surpass the last Portfolio design; Creative design; Interactive Menu; show my project details; AND BE COOL. Im gonna be honest, i am kinda a fan of that retro terminal aesthetic, brutalism, and that kind of style. SOOOOOOO LETS START!!! To start making my site i had some ideas: Adding a main panel, and inside of it (on the right side) a panel where i have sum things abt me, decoration ones, (now on the left side of the panel), a big decoration with 2 accesses, one to my github, and the other to show my other projects. The main image will work like a slide, changing itself after sum minutes to another image of another project. im planning to add more things here, improve some design ideas, and things like that! soooo thats it, hope u enjoy the idea, i personally think that we need to be bolder, and build things like this. so stop thinking about it. - DO IT. see ya!"}]...
|
Title: Portfolio 2.0 by @N1kamaro | Stardance
Dev Title: Portfolio 2.0 by @N1kamaro | Stardance
Devlogs:
Actually im developing my second portfolio cs i thought that the first one wasn’t cool enough YAAAAY! I started doing it smth like 2 days before my test week, and kind of abandoned it ’till 2 days ago, with some simple ideas: Surpass the last Portfolio design; Creative design; Interactive Menu; show my project details; AND BE COOL. Im gonna be honest, i am kinda a fan of that retro terminal aesthetic, brutalism, and that kind of style. SOOOOOOO LETS START!!! To start making my site i had some ideas: Adding a main panel, and inside of it (on the right side) a panel where i have sum things abt me, decoration ones, (now on the left side of the panel), a big decoration with 2 accesses, one to my github, and the other to show my other projects. The main image will work like a slide, changing itself after sum minutes to another image of another project. im planning to add more things here, improve some design ideas, and things like that! soooo thats it, hope u enjoy the idea, i personally think that we need to be bolder, and build things like this. so stop thinking about it. - DO IT. see ya!
YEAAAH THE PORTFOLIO HAVE A RADIO NOW!! Today i worked mostly on improving some parts of my portfolio, especially the “NOW.PLAYING” panel, at first, it was supposed to be just a simple button to access my Spotify playlist… but well, things escalated REALLY quickly. I wanted the panel to actually show some music, so i created a small playlist with some songs i like and built a random track system using JavaScript! Now, every time the site starts, it randomly selects one of the songs and displays its name, artist and album cover. but yeah, it wasn’t enough, not even close. Each song also has its real duration stored in the system, so i made an ASCII playback bar: PLAYBACK [|||||||||………….] The timer progresses while the song is being displayed, and when it reaches the end, the site automatically chooses another random song and starts everything again! I also made sure that the same song can’t be selected twice in a row :D We originally tried using the Spotify API to automatically get the playlist data, but Spotify’s current requirements made that unnecessarily complicated for what i wanted to do. Sooooo… i just made my own little system instead KKKKKKKK ( Brazilian laugh) After that, i spent some time improving the design: smaller typography, album covers with a thin green border, rounded corners, better spacing, centered controls and a bunch of tiny adjustments until everything finally looked right. So now this tiny panel has: RANDOM TRACK SELECTION, ALBUM ART, REAL TRACK DURATIONS, ASCII PLAYBACK, AUTOMATIC TRACK SWITCHING, SPOTIFY PLAYLIST ACCESS….And somehow this all started because i thought: “wouldn’t it be cool if NOW.PLAYING opened Spotify?” …yeah. I also prepared the GitHub repository for the portfolio and kept improving some of the site’s links and general design today. There are still a LOT of things i want to build here — and i may or may not already have an idea involving the LOG.TERMINAL and some tiny games… But that’s a problem for tomorrow :D See ya!
THE PORTFOLIO IS BASICALLY DONE!!! After a LOT of work, I can finally say that the portfolio is basically finished :D Today I finished the projects section! (I MADE GAMES TOO!!) Now every project has its own ID, status, image and GitHub, and you can click on them to open a little PROJECT FILE with more information. I also added some of my old projects, including my first portfolio, which is really funny to see inside my new portfolio KKKKK There are still some small things to fix, but that’s basically it. I FINISHED IT!!!
IT IS FINALLY ALIVE!!!!! After more than 20 hours of developing this project, fixing all the bugs. MY PORTFOLIO REV.02 IS OFFICIALY ONLINE!! Today i finished the last details, cleaned up the code, fixed the remaining bugs, pushed everything to github and deployed the site with the Github pages! AAAND i also tested it on mobile and, somehow, IT ACTUALLY LOOKS GOOD, NO BUGS, NO OVERSIZED STUFF….NOTHING! So .. this was supposed to be just a portfolio, but it ended up becoming an site with my personality mixed up. No template, no framework- just html, css, javascript and a lot of time spent. Soooo thats it, thanks for reading! REV.02//ONLINE🟢
Ships:
I created my second portfolio; the first one was made during the Horizons event. As I developed more projects over time, I managed to improve my CSS and HTML skills, and this time I decided to take a chance on JavaScript. I decided to try building a portfolio again — one that was more complete, truly reflected my personal style, and displayed my projects correctly without breaking on mobile phones or other computers. I struggled quite a bit at the start, but I stuck to my vision: a black background that matched the aesthetic I had chosen. Without a doubt, the hardest part was JavaScript — a language I had barely used before. Seeing the final result is truly amazing! I should be upfront about one thing, though: I used AI solely to understand how to write certain JavaScript code, learn exactly how it works, and fix bugs along the way. Why am I mentioning this? I showed the site to my friends and asked if they thought I had used AI to build it. Guess what? They did. At first, that surprised me, but I ended up taking it as a compliment. I had managed to build something polished enough that they didn’t expect me to have made it myself. It makes me incredibly proud and motivates me to keep moving forward. Anyone testing my site should know that every little detail matters. For instance, the terminal is fully functional and even includes two simple games that run smoothly. Building a portfolio is a really cool project. It’s like having your own little corner of the internet that reflects your personality and can be customized however you like. So, don’t be afraid — just go for it! Thanks for reading!...
|
1793210152.769938
|
1793296552.769938
|
|
64934
|
My very own WebOS by @KrishnaDeoli | Stardance
|
KrishnaDeoli
|
0
|
0.26
|
0
|
[]
|
[{"post_id": 72477, "ts": "202 [{"post_id": 72477, "ts": "2026-09-23T01:21:27Z", "hours": 0.2644, "text": "Look! I am building my OWN WEB OS(Operating system) Named as Nova Web OS. I hope you all check it out and help me to update it by your suggestion."}]...
|
Title: My very own WebOS by @KrishnaDeoli | Starda Title: My very own WebOS by @KrishnaDeoli | Stardance
Devlogs:
Look! I am building my OWN WEB OS(Operating system) Named as Nova Web OS. I hope you all check it out and help me to update it by your suggestion....
|
1793069453.6037233
|
1793674253.6037233
|
|
25495
|
18 DOF Hexapod by @FranklinW | Stardance
|
FranklinW
|
0
|
82.38
|
0
|
[]
|
[{"post_id": 72483, "ts": "202 [{"post_id": 72483, "ts": "2026-09-23T01:56:43Z", "hours": 4.6183, "text": "The hexapod is assembled! While I am sad that my initial goal of having it walking is unfortunately not complete, I am at the stage that all is left is programming. The last month has been hectic, but I have now started university. Over the next few months, I aim to bring the hexapod to a demo-worthy state, finding gaps of time between my engineering workload. Anyone who is interested in this project, please feel free to check out the GitHub! It, like this project, is a work in progress, but work will be made (I need this project done before my first Co-op term, lol). I’ve attached an image of the assembled hexapod. Over the next little bit, CAD files will make their way over to the repo, in case anyone is looking to build it. As this is likely my last devlog, I wanted to extend a sincere thank you to the organizers of Stardance. Being able to spend the summer working on a genuinely exciting project, while being surrounded with many others doing the same thing, is an amazing experience. I feel like having this organization helped me make real progress on my project. Good luck to all makers, and watch the GitHub for any (non-regular) updates I manage to fit in! ( https://github.com/franklin-warren/18DOF-Mobile-Hexapod )"}, {"post_id": 46001, "ts": "2026-08-12T21:03:56Z", "hours": 10.145, "text": "The Hexapod’s CAD is DONE! Or at least V1 is finished. I integrated the PCBs into the main shell, added a battery component, put in a bunch of sensors and LEDs, and generally finished up the CAD. This is a pretty big milestone, as I can now 3D print, assemble, program, and test my creation. Over the next few days, I will be taking this guy from the screen into the real world. It’s been a journey, from initial planning, leg design and prototyping, PCB design, and finally outer shell appearance and sensor integration. The most challenging part of the mechanical CAD was making everything fit! The robot is pretty compact, and the electronics take up a ton of space. I ended up hanging the Pi from the top of the robot to get everything to fit. I think I will have enough space for wiring, but it will be close. That is the main reason why every PCB trace is overspecced, so I should, in theory, have minimal temperature rise."}, {"post_id": 39938, "ts": "2026-08-03T08:20:21Z", "hours": 6.7219, "text": "Finished both PCBs and consolidated into THE STACK. This separates high power servos from my sensors. I have DuPont connectors and screw terminals to connect the two boards. I managed to fit the whole thing into the robot and align it such that the IMU is centered in the robot along both the x and y axis. That should help to simplify my data later. While the board intersects right now with the body I will fix that, so it just drops in and screws down. everything has headers and can easily be popped out if something goes wrong."}, {"post_id": 38941, "ts": "2026-08-01T15:37:43Z", "hours": 9.9839, "text": "Started cooking up the PCB routing of the ‘pod. I’ve just about finished up the top board PCB. I would say this is the most complex PCB I’ve done, and Fusion free limits me to 2 layers. I’ve tried to preserve as much of the bottom layer as possible to use as a giant anti-IIC-noise ground plane. Some bottom layer traces are I believe unavoidable, just due to the size constraints (both from the ‘pod’s shell but also the fact that I don’t want to give JLCPBC like $100) that you can see in blue. Design for the robot is slowly wrapping up, there is a slight possibility initial design is completed by the end of the long weekend! Then it’s assembly and as much programming as I can fit in. If you have any name suggestions for this guy, please comment them!"}, {"post_id": 36808, "ts": "2026-07-29T03:10:12Z", "hours": 10.0672, "text": "Finished the schematic for the top board of the PCB. To make the best use of space, I’m splitting the board into two 80x80mm boards, stacked vertically. The top board houses all the sensor/sensor mounts, and the bottom will be purely for servo and PCAs. In an attempt to make my schematic readable, I’ve subdivided it into subareas. Because I only have time for one shot at the board, I’ve exposed pads for each extra GPIO pin on the ESP, as well as adding solder pads for the address select on the sensors. This will allow me to change the IIC address of each sensor if needed. I’ve also included 10 extra GND, 3V3, and simply “blank” header pins for future expansion. The Lidar will be handled by a chassis-mounted Raspberry Pi Zero W, which will also handle real-time IK, cycloidial calculations, and step planning (using the equations I’ve derived earlier)."}, {"post_id": 33946, "ts": "2026-07-24T08:51:12Z", "hours": 10.2347, "text": "Back to the CAD grind. I started making the robot body, before looking at how much time I had left and switching gears to the PCB so it can be ordered. I still have a bunch of work to do on the body, but I used a chunk of time to make some custom footprints and layouts/schematics in fusion electronics (very very annoying and finicky but i got it working). I got STEP files for the microcontrollers from grabCAD and manufacture pages, then placed my footprints around them. Note that the PCB is not how it will go together, I just put all the components down to show the footprints I’ve finished."}, {"post_id": 26426, "ts": "2026-07-11T06:36:02Z", "hours": 9.5647, "text": "Made some good progress. Firstly, I finally fixed the legs. They now move in straight lines, so that the robot can move forward. Turns out I had to rotate by (or to?) 150 degrees for a -30 and 135 for a -45 (off by 180 degrees, which is interesting). I will include my best guess of what is going on, but to be completely honest, my code should not be doing that and I don’t know why it is. To figure this out, I had the very high tech strategy of taping a whiteboard marker to the leg, and tracing the path it drew in stance phase. Long story short, I have validated (on two configurations) that it works (and on the last tests I got super straight, vertical lines, as if my robot had a ruler), and have to get PCBs manufactured so it’s time to move on. I moved to the main body and housing, and got my spider design cooking up. After Fusion “lol nope”d all my loft plans, I made a very sketchy completely blue sketch and divided the loft profile into 4. It worked so I will clean it up tomorrow, then plan electronics mounts. PCB design next week, fingers crossed. Anyway, enjoy a preview of the robot running at you, and some images of a first draft for what it might look like (hopefully not too much like a cybertruck, lol)"}, {"post_id": 25051, "ts": "2026-07-09T00:27:41Z", "hours": 0.795, "text": "As promised, here’s a video of the two legs working together. Interestingly, the middle leg is off by 30 degrees almost exactly, which would explain the “correct” forward legs at zero offset. I have to scour the program though, because I’m still not sure where it is coming from. As far as I know, the inverse kinematics have been working fine."}, {"post_id": 25017, "ts": "2026-07-08T22:53:17Z", "hours": 10.7186, "text": "Currently trying to test a simple walk for interference. I realized when slicing a leg that my MG996R servos would have way too little torque, so I upgraded them to 40kg servos. I settled on a 375mm long robot, with the front leg on a 30 degree angle. I set up a matrix revolve function so that the robot wouldn’t push itself sideways (see very beautiful sketch). However, that revolve function did absolutely horrendous. My robot’s leg traced a ln(x) function in the x, y, and I have genuinely no idea why. Then I tried a very simple coxa offset, and that didn’t work either. I taped a pen to the robot’s leg so that I could see the path that it was walking, and found that for some reason, a zero degree offset produced a straight y (“straight”, the experiment held error). Again, I have genuinely no idea why, as the code I’ve set up should make that test path the red line in my sketch. If you see something I don’t please let me know. Anyway, I wrapped up the 10h by putting together the second leg. I’ll post another devlog shortly (hopefully) that shows (hopefully) a working step gait."}, {"post_id": 23964, "ts": "2026-07-07T06:17:20Z", "hours": 0.3803, "text": "The servo “broke” :(. I started testing different step configurations to allow my robot to not hit itself while walking (kinda important). During this (and of course while I was demoing it walking), my MG996R decided to shut down. I disassembled the leg and opened up the servo, expecting a blown internal circuit, only to see nothing weird. I then tried the same (previously failed command), and it worked. I did some googling and found the culprit was likely thermal overload, and the driver/motor shut itself down so it wouldnt break. The one piece of good news is I now have an excuse to swap in a slightly refined femur backing, and that a leg swap can be completed in under 15 minutes."}, {"post_id": 23648, "ts": "2026-07-06T18:48:03Z", "hours": 7.0069, "text": "It’s Alive! Did way too much math. I got the inverse kinematics fully working, allowing me to get the leg to any (z, y, z) in reach. Then I used python to generate 870 000 points it could reach and plotted a point cloud in CloudCompare. I then derived and implemented a composite cycloid trajectory to have smooth(ish) steps. By the end, I got my test leg to take its very first steps! One video shows a walk mode (there is some shake due to backlash, although I think it will be reduced with ground pressure) and the second shows “run mode”."}, {"post_id": 20312, "ts": "2026-07-01T21:35:52Z", "hours": 2.1481, "text": "Finally got my robot leg V2 done in cad. going to test tonight or tomorrow when the 3d print finishes up. I wired up a test for one leg (three servos, PCA9685 and ESP32). I then coded the configuration for the robot legs, and wrote a quick servo centring program so I could assemble."}]...
|
Title: 18 DOF Hexapod by @FranklinW | Stardance
D Title: 18 DOF Hexapod by @FranklinW | Stardance
Devlogs:
Finally got my robot leg V2 done in cad. going to test tonight or tomorrow when the 3d print finishes up. I wired up a test for one leg (three servos, PCA9685 and ESP32). I then coded the configuration for the robot legs, and wrote a quick servo centring program so I could assemble.
It’s Alive! Did way too much math. I got the inverse kinematics fully working, allowing me to get the leg to any (z, y, z) in reach. Then I used python to generate 870 000 points it could reach and plotted a point cloud in CloudCompare. I then derived and implemented a composite cycloid trajectory to have smooth(ish) steps. By the end, I got my test leg to take its very first steps! One video shows a walk mode (there is some shake due to backlash, although I think it will be reduced with ground pressure) and the second shows “run mode”.
The servo “broke” :(. I started testing different step configurations to allow my robot to not hit itself while walking (kinda important). During this (and of course while I was demoing it walking), my MG996R decided to shut down. I disassembled the leg and opened up the servo, expecting a blown internal circuit, only to see nothing weird. I then tried the same (previously failed command), and it worked. I did some googling and found the culprit was likely thermal overload, and the driver/motor shut itself down so it wouldnt break. The one piece of good news is I now have an excuse to swap in a slightly refined femur backing, and that a leg swap can be completed in under 15 minutes.
Currently trying to test a simple walk for interference. I realized when slicing a leg that my MG996R servos would have way too little torque, so I upgraded them to 40kg servos. I settled on a 375mm long robot, with the front leg on a 30 degree angle. I set up a matrix revolve function so that the robot wouldn’t push itself sideways (see very beautiful sketch). However, that revolve function did absolutely horrendous. My robot’s leg traced a ln(x) function in the x, y, and I have genuinely no idea why. Then I tried a very simple coxa offset, and that didn’t work either. I taped a pen to the robot’s leg so that I could see the path that it was walking, and found that for some reason, a zero degree offset produced a straight y (“straight”, the experiment held error). Again, I have genuinely no idea why, as the code I’ve set up should make that test path the red line in my sketch. If you see something I don’t please let me know. Anyway, I wrapped up the 10h by putting together the second leg. I’ll post another devlog shortly (hopefully) that shows (hopefully) a working step gait.
As promised, here’s a video of the two legs working together. Interestingly, the middle leg is off by 30 degrees almost exactly, which would explain the “correct” forward legs at zero offset. I have to scour the program though, because I’m still not sure where it is coming from. As far as I know, the inverse kinematics have been working fine.
Made some good progress. Firstly, I finally fixed the legs. They now move in straight lines, so that the robot can move forward. Turns out I had to rotate by (or to?) 150 degrees for a -30 and 135 for a -45 (off by 180 degrees, which is interesting). I will include my best guess of what is going on, but to be completely honest, my code should not be doing that and I don’t know why it is. To figure this out, I had the very high tech strategy of taping a whiteboard marker to the leg, and tracing the path it drew in stance phase. Long story short, I have validated (on two configurations) that it works (and on the last tests I got super straight, vertical lines, as if my robot had a ruler), and have to get PCBs manufactured so it’s time to move on. I moved to the main body and housing, and got my spider design cooking up. After Fusion “lol nope”d all my loft plans, I made a very sketchy completely blue sketch and divided the loft profile into 4. It worked so I will clean it up tomorrow, then plan electronics mounts. PCB design next week, fingers crossed. Anyway, enjoy a preview of the robot running at you, and some images of a first draft for what it might look like (hopefully not too much like a cybertruck, lol)
Back to the CAD grind. I started making the robot body, before looking at how much time I had left and switching gears to the PCB so it can be ordered. I still have a bunch of work to do on the body, but I used a chunk of time to make some custom footprints and layouts/schematics in fusion electronics (very very annoying and finicky but i got it working). I got STEP files for the microcontrollers from grabCAD and manufacture pages, then placed my footprints around them. Note that the PCB is not how it will go together, I just put all the components down to show the footprints I’ve finished.
Finished the schematic for the top board of the PCB. To make the best use of space, I’m splitting the board into two 80x80mm boards, stacked vertically. The top board houses all the sensor/sensor mounts, and the bottom will be purely for servo and PCAs. In an attempt to make my schematic readable, I’ve subdivided it into subareas. Because I only have time for one shot at the board, I’ve exposed pads for each extra GPIO pin on the ESP, as well as adding solder pads for the address select on the sensors. This will allow me to change the IIC address of each sensor if needed. I’ve also included 10 extra GND, 3V3, and simply “blank” header pins for future expansion. The Lidar will be handled by a chassis-mounted Raspberry Pi Zero W, which will also handle real-time IK, cycloidial calculations, and step planning (using the equations I’ve derived earlier).
Started cooking up the PCB routing of the ‘pod. I’ve just about finished up the top board PCB. I would say this is the most complex PCB I’ve done, and Fusion free limits me to 2 layers. I’ve tried to preserve as much of the bottom layer as possible to use as a giant anti-IIC-noise ground plane. Some bottom layer traces are I believe unavoidable, just due to the size constraints (both from the ‘pod’s shell but also the fact that I don’t want to give JLCPBC like $100) that you can see in blue. Design for the robot is slowly wrapping up, there is a slight possibility initial design is completed by the end of the long weekend! Then it’s assembly and as much programming as I can fit in. If you have any name suggestions for this guy, please comment them!
Finished both PCBs and consolidated into THE STACK. This separates high power servos from my sensors. I have DuPont connectors and screw terminals to connect the two boards. I managed to fit the whole thing into the robot and align it such that the IMU is centered in the robot along both the x and y axis. That should help to simplify my data later. While the board intersects right now with the body I will fix that, so it just drops in and screws down. everything has headers and can easily be popped out if something goes wrong.
The Hexapod’s CAD is DONE! Or at least V1 is finished. I integrated the PCBs into the main shell, added a battery component, put in a bunch of sensors and LEDs, and generally finished up the CAD. This is a pretty big milestone, as I can now 3D print, assemble, program, and test my creation. Over the next few days, I will be taking this guy from the screen into the real world. It’s been a journey, from initial planning, leg design and prototyping, PCB design, and finally outer shell appearance and sensor integration. The most challenging part of the mechanical CAD was making everything fit! The robot is pretty compact, and the electronics take up a ton of space. I ended up hanging the Pi from the top of the robot to get everything to fit. I think I will have enough space for wiring, but it will be close. That is the main reason why every PCB trace is overspecced, so I should, in theory, have minimal temperature rise.
The hexapod is assembled! While I am sad that my initial goal of having it walking is unfortunately not complete, I am at the stage that all is left is programming. The last month has been hectic, but I have now started university. Over the next few months, I aim to bring the hexapod to a demo-worthy state, finding gaps of time between my engineering workload. Anyone who is interested in this project, please feel free to check out the GitHub! It, like this project, is a work in progress, but work will be made (I need this project done before my first Co-op term, lol). I’ve attached an image of the assembled hexapod. Over the next little bit, CAD files will make their way over to the repo, in case anyone is looking to build it. As this is likely my last devlog, I wanted to extend a sincere thank you to the organizers of Stardance. Being able to spend the summer working on a genuinely exciting project, while being surrounded with many others doing the same thing, is an amazing experience. I feel like having this organization helped me make real progress on my project. Good luck to all makers, and watch the GitHub for any (non-regular) updates I manage to fit in! ( https://github.com/franklin-warren/18DOF-Mobile-Hexapod )...
|
1792706021.9642422
|
1793310821.9642422
|
|
44355
|
AeroForge: AI-Powered Aerospace Design Simulator b AeroForge: AI-Powered Aerospace Design Simulator by @tripathi_saumil | Stardance...
|
tripathi_saumil
|
0
|
0.85
|
0
|
[]
|
[{"post_id": 72484, "ts": "202 [{"post_id": 72484, "ts": "2026-09-23T02:00:04Z", "hours": 0.8478, "text": "So far I put some math in. It looks super Ai because I just needed an html to see all the stuff. It takes in all the stuff you put and then calculates it and makes graphs. My next goals are to make the html look better, make the UI better and simpler, and then later to add in API LLM to explain what’s going on. Maybe some simulation of the rocket too, but stick to simple goals for now."}]...
|
Title: AeroForge: AI-Powered Aerospace Design Simu Title: AeroForge: AI-Powered Aerospace Design Simulator by @tripathi_saumil | Stardance
Devlogs:
So far I put some math in. It looks super Ai because I just needed an html to see all the stuff. It takes in all the stuff you put and then calculates it and makes graphs. My next goals are to make the html look better, make the UI better and simpler, and then later to add in API LLM to explain what’s going on. Maybe some simulation of the rocket too, but stick to simple goals for now....
|
1793271055.6893687
|
1793875855.6893687
|
|
63768
|
PyJack by @ConsciousBone | Stardance
|
ConsciousBone
|
0
|
2.51
|
0
|
[]
|
[{"post_id": 72485, "ts": "202 [{"post_id": 72485, "ts": "2026-09-23T02:03:23Z", "hours": 1.7403, "text": "Basically finished the main Blackjack game! A lot of work since last devlog yes indeed; all that’s left now is the stats and config menu! I might also add a GUI and/or a money system later since I got through that so fast…"}, {"post_id": 72427, "ts": "2026-09-22T22:22:18Z", "hours": 0.7733, "text": "Made a (very) simple main menu w/ some fancy ASCII art!"}]...
|
Title: PyJack by @ConsciousBone | Stardance
Devlo Title: PyJack by @ConsciousBone | Stardance
Devlogs:
Made a (very) simple main menu w/ some fancy ASCII art!
Basically finished the main Blackjack game! A lot of work since last devlog yes indeed; all that’s left now is the stats and config menu! I might also add a GUI and/or a money system later since I got through that so fast…...
|
1793054977.3620222
|
1793659777.3620222
|
|
33582
|
air by @dylankaru | Stardance
|
dylankaru
|
2
|
62.0
|
968
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T08:42:38Z", "hours": 25.0, "multiplier": 17.33, "payout": 426, "blessing": "neutral", "text": "air is a lightweight macOS dashboard that collapses your morning routine into one glance. There’s no more opening five different apps just to check the weather, news, and what’s on today. Genuinely made organising my day so much easier since now I have a place I can easily access to see what I have left in the day and just stats about the day in general. Version 2.0.0 is here. Yay! I’ve added a bunch of new cards, those being the list generator, world clock, unit converter, RNG generator, public IP viewer, and a QR code generator. I’ve also added a few new features, those being temporary cards which let you view a single card as a floating overlay without adding it permanently to your dashboard; and spaces which act as separate card lists which support different themes. It was pretty difficult doing figuring out the QR code generator but I eventually made it work well. Air v2 now supports a minimum of macOS Sonoma (14), which is earlier than previous versions so that’s a good thing too. A project demo video will be available to watch on the projects ReadMe if you can’t/don’t want to download it :)", "repo": "https://github.com/dylankaru/air", "demo": "https://github.com/dylankaru/air/releases/tag/v1.0.1"}, {"ship_num": 2, "ts": "2026-08-26T04:01:39Z", "hours": 37.0, "multiplier": 14.95, "payout": 542, "blessing": "neutral", "text": "air is a lightweight macOS dashboard that collapses your morning routine into one glance. There’s no more opening five different apps just to check the weather, news, and what’s on today. Genuinely made organising my day so much easier since now I have a place I can easily access to see what I have left in the day and just stats about the day in general. The audio player was definitely the hardest part, having to quickly rundown on AppleScript and then also learn how to interact with macOS’s Now Playing system. I ended up finding an external CLI tool called nowplaying-cli by Kirtan Shah and others to pull metadata from it. I’m very, very happy with how this entire project turned, this is to date the best Swift project I’ve ever made by far, but I only plan to improve from here. Air requires a computer running at least macOS 26 and using an arm processor (so Apple Silicon) to run. macOS may also show a security warning on first launch, if it does just right-click the app and choose open to get past it.", "repo": "https://github.com/dylankaru/air", "demo": "https://github.com/dylankaru/air/releases/tag/v1.0.1"}]...
|
[{"post_id": 72490, "ts": "202 [{"post_id": 72490, "ts": "2026-09-23T02:25:22Z", "hours": 2.6056, "text": "Ive finished spaces, which have configurable keybinds that let users navigate through different layouts of cards. Different spaces can have different names, use different themes and have different cards. Adding this actually let me fix a few bugs that I didn’t know I had, mainly with the keybind recorder where after a keybind was set, if a valid keybind was still typed on the keyboard (after the alleged recording state was over) it would rebind it anyway."}, {"post_id": 72116, "ts": "2026-09-22T06:15:24Z", "hours": 3.6028, "text": "I finally got around to adding things to air, since im also doing another ysws thing, but I’ve finally got around to making the temporary card system; it basically acts as a overlay over the normal UI and can be opened using Cmd + K . There’s a search bar to search thru all registered cards. I plan to add spaces either tonight and tomorrow, and then air will be ready to ship again :)"}, {"post_id": 68010, "ts": "2026-09-14T11:31:44Z", "hours": 3.9642, "text": "Ive added two new both pretty simple cards, an IP card that shows your public ipv4 (and 6 if available) and a qr code generator card for any reachable web address. It took a while to figure out how to generate the qr code but coreimage has a way to help me render it. I’m not really sure how else to add to the IP card, but the QR code card has a bunch of customisability features including changing the colour and style of elements in the qr code whilst still being readable. The card can also export the code as a png :)"}, {"post_id": 65198, "ts": "2026-09-10T05:02:34Z", "hours": 2.4389, "text": "So I’ve made new cards now, an RNG card because why not and a configurable world clock. Nothing really too hard with these, tbh they are very simple cards; but they are meant to be so that’s most likely gonna be good for a future update iykwim ;)"}, {"post_id": 64057, "ts": "2026-09-08T05:54:40Z", "hours": 1.1375, "text": "Hi I’ve created a unit conversion card. I initially created my own conversion system which I thought was alright but then I found out that Foundation has built in conversions so I remodelled it to just be a UI front."}, {"post_id": 62854, "ts": "2026-09-06T11:55:24Z", "hours": 1.0897, "text": "Hello I’ve added swipe and click gestures to the news card to make it possible to navigate thru the different news articles, which was a good feature that my friend suggested so thanks to him. I’ve also decided what I want to do for v1.2 and possibly even a v2 since it seems like a large enough deal to release a new version 😱 Here’s what i’m thinking: for v1.2: – unit converter – world clock – public ip – random number generator – countdown – calc – qr code generator/link shortener (maybe) – colour picker – word of the day so basically more cards, but theres a reason: for v2 – spaces, basically different layouts of cards that can have different cards – temporary cards, summoning and focusing cards for sort amounts of time and then dismissing them I think this might be a good roadmap for air. I hope you will enjoy using the new air app as much as I will enjoy making it :)"}, {"post_id": 62129, "ts": "2026-09-05T11:47:24Z", "hours": 5.3814, "text": "This one took a while. I made a list generator card because I needed a way to actually remember what exercises to do, but it can be generalised for any sort of random list generation that you may need to do consistently. The hard part was making rules, which basically tell the generator when to change the odds of any specific category or item in general. Initially I was going to make it so that the user would have to use Swift to do it themselves, but that would make it inaccessible to an extent so I decided to just add rules as block based components, though they are now much more restricted."}, {"post_id": 60202, "ts": "2026-09-02T13:00:08Z", "hours": 2.9028, "text": "I’ve gotten feedback from the ship (tysm for all the feedback) and based off it I’ve made some changes to air and am also planning to change more. First of alll the to do card is now called the notes card since you can add multiple pages for different kinds of notes you may want to quickly jot down, this was my own volition not any feedback. I think the most useful feedback I got was setting the minimum deployment too high i.e. macos 26, and yes that was just because I was too lazy to change all the glass elements, but it turns it was ez (adding themes was harder) so now the minimum deployment is probably 14, though idk how to actually test it on an older os. I just made a new modifier that checked the version once rather than running the check in every single instance of the glass elements.."}, {"post_id": 57344, "ts": "2026-08-29T13:53:47Z", "hours": 1.4575, "text": "After taking a day off, I took a look at air, which at the time I was very proud off, but now I realise that it’s horrenda(saurus rex, those who know).. Today I added a new velvet style (might change the colours of this one but I need a second opinion) and spent the rest of the time just fixed some padding inconsistencies, minor UX upgrades, and a few other bugs; mainly the eyesore caused by the lack of proper colouring of non-text elements using the text colour, dividers looking out of place and bad in general, and the bugs with the to do list, being that overflow extended the card and non-multiline entries. The reason I thought it was ready to ship is because I had no idea what else to put, but now I have many ideas to that will hopefully improve the UX of the app. In the coming days I’m thinking of added a few new cards, adding new features to existing cards to make them more useful, and fixing other bugs that I’ve noticed."}, {"post_id": 54886, "ts": "2026-08-26T03:07:20Z", "hours": 10.5944, "text": "Hi So finally I added resizing the cards with a draggable UI gesture, and added themes thanks to skue’s suggestion (ty kind soul 😁) and a system stats card as well as a website/app shortcuts card because I had no idea what else to add. I added a dark, green, brown, blue and pink theme which differ to the original light (which is technically beige) theme, my personal favourite is the brown."}, {"post_id": 52191, "ts": "2026-08-22T08:57:46Z", "hours": 5.1172, "text": "Well hello there Ive added a clipboard manager because my raycast beta broke and i cannot be bothered reinstalling, also this ones easier to access so imo its a lot better. I also revamped the calendar card and internet speed test. I am thinking of adding more the to speed test like ping, but idk what else to add in the space but its daijyoubu i will find something to put there. I also revamped the news card so the text wasnt cut off, a couple of my friends noticed it and told me. Idk if i mentioned this in the previous devlog but i also changed the settings view instantiation so that if someone (myself too) can have an easier time adding a settings page for a card, as they are passed through at the same time so ye. Thanks for reading"}, {"post_id": 49368, "ts": "2026-08-18T04:40:24Z", "hours": 5.6594, "text": "Hello I’ve added 3 new cards: a pomodoro style timer card with adjustable time lengths, a calendar access card that (after granting permission) retrieves your next closest event, and a network card that checks your internet speed. I plan to add a few more cards, but most importantly (to me at least) is adding two features: A layout customiser that lets you change the organisational layout of the cards A guide on how to (theoretically) add one’s own cards, granted said person knows basic SwiftUI Thanks for reading :)"}, {"post_id": 46918, "ts": "2026-08-14T13:51:06Z", "hours": 8.9567, "text": "Hello again I’ve added a few more features since last time so yay that’s good. I’ve created a settings page where configuration of the existing cards is possible, for example atm u can change the info the weather card shows, and settings to configure the streak (i nearly spelt it configurate lol). I’ll be honest, I’m mostly proud of the audio player, since that took a very long time and it was a suggestion from a friend. It’s actually kinda handy coz even if spotify/music isnt open it will still start playing from it, and it can also control video sources from youtube from your browser yk, that took a long time to figure out."}, {"post_id": 45042, "ts": "2026-08-11T08:54:20Z", "hours": 6.5256, "text": "Hello Hi, this is my first devlog, I don’t really know what to put here so I’ll be brief. I’ve finished setting up the basic infrastructure for the cards, so now all that’s left to do is make more cards and add customisation features. I’ve currently done a greeting panel that uses cards to do so, also a weather card, news card and to do card, though they all need improvement and polishing of the design. I’ve also set up a backend api on a server of mine to run all my api requests to groq (for greeting), weatherapi.com (for calculating the time, what else would i do with this 😡) and newsdata.io without exposing my api keys Thanks"}]...
|
Title: air by @dylankaru | Stardance
Devlogs:
Hel Title: air by @dylankaru | Stardance
Devlogs:
Hello Hi, this is my first devlog, I don’t really know what to put here so I’ll be brief. I’ve finished setting up the basic infrastructure for the cards, so now all that’s left to do is make more cards and add customisation features. I’ve currently done a greeting panel that uses cards to do so, also a weather card, news card and to do card, though they all need improvement and polishing of the design. I’ve also set up a backend api on a server of mine to run all my api requests to groq (for greeting), weatherapi.com (for calculating the time, what else would i do with this 😡) and newsdata.io without exposing my api keys Thanks
Hello again I’ve added a few more features since last time so yay that’s good. I’ve created a settings page where configuration of the existing cards is possible, for example atm u can change the info the weather card shows, and settings to configure the streak (i nearly spelt it configurate lol). I’ll be honest, I’m mostly proud of the audio player, since that took a very long time and it was a suggestion from a friend. It’s actually kinda handy coz even if spotify/music isnt open it will still start playing from it, and it can also control video sources from youtube from your browser yk, that took a long time to figure out.
Hello I’ve added 3 new cards: a pomodoro style timer card with adjustable time lengths, a calendar access card that (after granting permission) retrieves your next closest event, and a network card that checks your internet speed. I plan to add a few more cards, but most importantly (to me at least) is adding two features: A layout customiser that lets you change the organisational layout of the cards A guide on how to (theoretically) add one’s own cards, granted said person knows basic SwiftUI Thanks for reading :)
Well hello there Ive added a clipboard manager because my raycast beta broke and i cannot be bothered reinstalling, also this ones easier to access so imo its a lot better. I also revamped the calendar card and internet speed test. I am thinking of adding more the to speed test like ping, but idk what else to add in the space but its daijyoubu i will find something to put there. I also revamped the news card so the text wasnt cut off, a couple of my friends noticed it and told me. Idk if i mentioned this in the previous devlog but i also changed the settings view instantiation so that if someone (myself too) can have an easier time adding a settings page for a card, as they are passed through at the same time so ye. Thanks for reading
Hi So finally I added resizing the cards with a draggable UI gesture, and added themes thanks to skue’s suggestion (ty kind soul 😁) and a system stats card as well as a website/app shortcuts card because I had no idea what else to add. I added a dark, green, brown, blue and pink theme which differ to the original light (which is technically beige) theme, my personal favourite is the brown.
After taking a day off, I took a look at air, which at the time I was very proud off, but now I realise that it’s horrenda(saurus rex, those who know).. Today I added a new velvet style (might change the colours of this one but I need a second opinion) and spent the rest of the time just fixed some padding inconsistencies, minor UX upgrades, and a few other bugs; mainly the eyesore caused by the lack of proper colouring of non-text elements using the text colour, dividers looking out of place and bad in general, and the bugs with the to do list, being that overflow extended the card and non-multiline entries. The reason I thought it was ready to ship is because I had no idea what else to put, but now I have many ideas to that will hopefully improve the UX of the app. In the coming days I’m thinking of added a few new cards, adding new features to existing cards to make them more useful, and fixing other bugs that I’ve noticed.
I’ve gotten feedback from the ship (tysm for all the feedback) and based off it I’ve made some changes to air and am also planning to change more. First of alll the to do card is now called the notes card since you can add multiple pages for different kinds of notes you may want to quickly jot down, this was my own volition not any feedback. I think the most useful feedback I got was setting the minimum deployment too high i.e. macos 26, and yes that was just because I was too lazy to change all the glass elements, but it turns it was ez (adding themes was harder) so now the minimum deployment is probably 14, though idk how to actually test it on an older os. I just made a new modifier that checked the version once rather than running the check in every single instance of the glass elements..
This one took a while. I made a list generator card because I needed a way to actually remember what exercises to do, but it can be generalised for any sort of random list generation that you may need to do consistently. The hard part was making rules, which basically tell the generator when to change the odds of any specific category or item in general. Initially I was going to make it so that the user would have to use Swift to do it themselves, but that would make it inaccessible to an extent so I decided to just add rules as block based components, though they are now much more restricted.
Hello I’ve added swipe and click gestures to the news card to make it possible to navigate thru the different news articles, which was a good feature that my friend suggested so thanks to him. I’ve also decided what I want to do for v1.2 and possibly even a v2 since it seems like a large enough deal to release a new version 😱 Here’s what i’m thinking: for v1.2: – unit converter – world clock – public ip – random number generator – countdown – calc – qr code generator/link shortener (maybe) – colour picker – word of the day so basically more cards, but theres a reason: for v2 – spaces, basically different layouts of cards that can have different cards – temporary cards, summoning and focusing cards for sort amounts of time and then dismissing them I think this might be a good roadmap for air. I hope you will enjoy using the new air app as much as I will enjoy making it :)
Hi I’ve created a unit conversion card. I initially created my own conversion system which I thought was alright but then I found out that Foundation has built in conversions so I remodelled it to just be a UI front.
So I’ve made new cards now, an RNG card because why not and a configurable world clock. Nothing really too hard with these, tbh they are very simple cards; but they are meant to be so that’s most likely gonna be good for a future update iykwim ;)
Ive added two new both pretty simple cards, an IP card that shows your public ipv4 (and 6 if available) and a qr code generator card for any reachable web address. It took a while to figure out how to generate the qr code but coreimage has a way to help me render it. I’m not really sure how else to add to the IP card, but the QR code card has a bunch of customisability features including changing the colour and style of elements in the qr code whilst still being readable. The card can also export the code as a png :)
I finally got around to adding things to air, since im also doing another ysws thing, but I’ve finally got around to making the temporary card system; it basically acts as a overlay over the normal UI and can be opened using Cmd + K . There’s a search bar to search thru all registered cards. I plan to add spaces either tonight and tomorrow, and then air will be ready to ship again :)
Ive finished spaces, which have configurable keybinds that let users navigate through different layouts of cards. Different spaces can have different names, use different themes and have different cards. Adding this actually let me fix a few bugs that I didn’t know I had, mainly with the keybind recorder where after a keybind was set, if a valid keybind was still typed on the keyboard (after the alleged recording state was over) it would rebind it anyway.
Ships:
air is a lightweight macOS dashboard that collapses your morning routine into one glance. There’s no more opening five different apps just to check the weather, news, and what’s on today. Genuinely made organising my day so much easier since now I have a place I can easily access to see what I have left in the day and just stats about the day in general. The audio player was definitely the hardest part, having to quickly rundown on AppleScript and then also learn how to interact with macOS’s Now Playing system. I ended up finding an external CLI tool called nowplaying-cli by Kirtan Shah and others to pull metadata from it. I’m very, very happy with how this entire project turned, this is to date the best Swift project I’ve ever made by far, but I only plan to improve from here. Air requires a computer running at least macOS 26 and using an arm processor (so Apple Silicon) to run. macOS may also show a security warning on first launch, if it does just right-click the app and choose open to get past it.
air is a lightweight macOS dashboard that collapses your morning routine into one glance. There’s no more opening five different apps just to check the weather, news, and what’s on today. Genuinely made organising my day so much easier since now I have a place I can easily access to see what I have left in the day and just stats about the day in general. Version 2.0.0 is here. Yay! I’ve added a bunch of new cards, those being the list generator, world clock, unit converter, RNG generator, public IP viewer, and a QR code generator. I’ve also added a few new features, those being temporary cards which let you view a single card as a floating overlay without adding it permanently to your dashboard; and spaces which act as separate card lists which support different themes. It was pretty difficult doing figuring out the QR code generator but I eventually made it work well. Air v2 now supports a minimum of macOS Sonoma (14), which is earlier than previous versions so that’s a good thing too. A project demo video will be available to watch on the projects ReadMe if you can’t/don’t want to download it :)...
|
1793303772.1288097
|
1793390172.1288097
|
|
16768
|
Ellery AI by @Ishaan_Jha | Stardance
|
Ishaan_Jha
|
1
|
27.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T04:55:09Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Ellery is being shipped. I spent the last stretch cleaning up the codebase, removing unused features, tightening the documentation, and making the reasoning behind each finding easier to verify. The goal was never just to make charts. It’s to help people understand what their data actually says, and trace every conclusion back to its evidence. The goal is to simplify the messy data.", "repo": "https://github.com/IJai-code/storydata-ai", "demo": "https://ijai-code.github.io/storydata-ai/"}]...
|
[{"post_id": 72498, "ts": "202 [{"post_id": 72498, "ts": "2026-09-23T02:34:51Z", "hours": 2.2061, "text": "Cleaned up the site, fixed some very minor bugs, but the core of the site is set in stone. As stardance wraps up I want to make final minor tweaks, let claude scan through to find any bugs (dw i am under 30 percent ai, i just spent more than 30 percent of time on it with ai, but the code itself is def written more by me.) ready to ship soon –– also kept a changelog, so it has its own mini devlog list within. btw it will prob be in early access when shipped because i dont think it is at the level where it is worthy of a cost/payment, not even close, but it isn’t a bad app itself… i hope :)"}, {"post_id": 41175, "ts": "2026-08-05T06:40:12Z", "hours": 7.5186, "text": "Devlog - how I accidentally almost shipped a lie detector that couldn’t detect lies: So Ellery already told you what was true about your data. Findings, plain English, click one and it peels open down to the exact rows. Nice. The problem was how it did that.Every finding carried a loose bag of numbers called evidence. And then, three separate times, a file called pull.js squinted at that bag and tried to reverse-engineer what the detector had been thinking. Three parallel switch (detector) statements. One to figure out which rows mattered, one to write the explanation sentence, one to write the derivation. Add a detector, edit four files, pray. Worst part: to figure out which rows a finding covered, pull.js re-ran the detector’s filter from scratch. Two copies of the same logic, living in different files, free to disagree. The finding says “3 records are low on stock,” the highlight lights up 4, and nobody notices for six months.The fix, and the part where I was wrongReplace the bag of numbers with an actual graph. Each finding now carries the computation that made it - max over a column, count over classified statuses - as nodes that hash to their own content, bottoming out at fingerprinted cells.I’d designed the graph nodes to include their computed value in their identity. Claude pushed back: separate identity from evaluation. The node names the computation; the value is what you get when you run it against data. Fine, sure, whatever - except it turns out that’s the entire ballgame, because now you get two fingerprints. One for the reasoning, one for the reasoning-applied-to-this-data. Which means the app can now tell you “your numbers changed but the logic didn’t” versus “the logic itself moved.” That’s a genuinely different product capability and it fell out of a definition change.Second thing I got wrong: I’d let the graph carry rowIndices. Row indices! In the evidence layer! That’s render state wearing a trenchcoat. Now it carries a witness - records addressed by content fingerprint - and the renderer figures out where they currently sit. Also, a haunting: Spent a solid while convinced the trace had 1,200px of unreachable content. Built a control experiment. Scrolling was fine. The real culprit was scroll-behavior: smooth - I was setting the scroll position and reading it back mid-animation, watching it clamp at 61.5px, and concluding the layout was broken. There was no bug. I nearly “fixed” a phantom. Small indignity: While all this was happening we discovered npm run lint was pointed at public/js, a directory that hasn’t existed since the frontend moved to the repo root. It had been linting nothing. For a while. Repointed it, and it immediately snitched on a pile of dead imports. Shipped: the derivation graph, two-fingerprint identity, a verify button that can actually say no, golden tests over the whole truth path, and a linter that lints. Deleted: more than I added, where it counted."}, {"post_id": 31658, "ts": "2026-07-20T07:33:01Z", "hours": 5.3633, "text": "Devlog #3 - Making the app more open and dynamic: I am working on making the app feel less claustrophobic, adding/updating engines like the research engine, and making the UI more professional and multipage. Not commited and running yet, but almost there."}, {"post_id": 24484, "ts": "2026-07-08T01:49:29Z", "hours": 3.9758, "text": "Ellery Devlog #2 - This time wasn’t about adding new features. Instead, I spent the time refining Ellery from the ground up. I removed over 600 lines of UI code, simplified the interface, rewrote much of the copy, and cut away anything that distracted from the actual purpose of the product. The biggest lesson I’ve learned so far is that good software isn’t just about what you build, but it’s also about what you’re willing to remove. Every animation, button, label, and panel has to earn its place. Ellery feels much calmer now. The interface gets out of the way, and the focus stays where it should: understanding your data. Next up is a new demo video, and after that I’ll be taking on the first Stardance software challenge by building my own web operating system."}, {"post_id": 16019, "ts": "2026-06-26T00:27:08Z", "hours": 8.2911, "text": "Ellery AI - Devlog #1 I kept watching people open a spreadsheet, stare at it, and just… give up. The story was in there. They just couldn’t see it. So I started building Ellery to fix that. Honestly, I started where everyone starts: AI that summarizes your data. But I never trusted it. The summary sounded confident, changed every time I asked, and I could never tell if it was actually true. That’s useless if you’re about to put it in front of your boss.So I went visual instead - timelines, rank boards, an insight map. They looked great. But a pretty chart still makes you do the thinking. I’d basically built a nicer haystack.The thing that actually clicked was the Discovery Engine. Before anything gets drawn, Ellery reads your data and pulls out what matters - top items, outliers, what’s out of stock - as plain findings, each one traceable back to the exact rows it came from. No model, no guessing. Same data, same answers, every time.That changed everything downstream. Now the visualizations explain themselves, and you can export the whole thing to a slide in one click.Next up: turning those findings into recommendations, then a real narrative - and pointing it at NASA telemetry to see if it holds up beyond retail.It’s early, and I’m building it in the open. Follow along if that sounds like your kind of thing."}]...
|
Title: Ellery AI by @Ishaan_Jha | Stardance
Devlo Title: Ellery AI by @Ishaan_Jha | Stardance
Devlogs:
Ellery AI - Devlog #1 I kept watching people open a spreadsheet, stare at it, and just… give up. The story was in there. They just couldn’t see it. So I started building Ellery to fix that. Honestly, I started where everyone starts: AI that summarizes your data. But I never trusted it. The summary sounded confident, changed every time I asked, and I could never tell if it was actually true. That’s useless if you’re about to put it in front of your boss.So I went visual instead - timelines, rank boards, an insight map. They looked great. But a pretty chart still makes you do the thinking. I’d basically built a nicer haystack.The thing that actually clicked was the Discovery Engine. Before anything gets drawn, Ellery reads your data and pulls out what matters - top items, outliers, what’s out of stock - as plain findings, each one traceable back to the exact rows it came from. No model, no guessing. Same data, same answers, every time.That changed everything downstream. Now the visualizations explain themselves, and you can export the whole thing to a slide in one click.Next up: turning those findings into recommendations, then a real narrative - and pointing it at NASA telemetry to see if it holds up beyond retail.It’s early, and I’m building it in the open. Follow along if that sounds like your kind of thing.
Ellery Devlog #2 - This time wasn’t about adding new features. Instead, I spent the time refining Ellery from the ground up. I removed over 600 lines of UI code, simplified the interface, rewrote much of the copy, and cut away anything that distracted from the actual purpose of the product. The biggest lesson I’ve learned so far is that good software isn’t just about what you build, but it’s also about what you’re willing to remove. Every animation, button, label, and panel has to earn its place. Ellery feels much calmer now. The interface gets out of the way, and the focus stays where it should: understanding your data. Next up is a new demo video, and after that I’ll be taking on the first Stardance software challenge by building my own web operating system.
Devlog #3 - Making the app more open and dynamic: I am working on making the app feel less claustrophobic, adding/updating engines like the research engine, and making the UI more professional and multipage. Not commited and running yet, but almost there.
Devlog - how I accidentally almost shipped a lie detector that couldn’t detect lies: So Ellery already told you what was true about your data. Findings, plain English, click one and it peels open down to the exact rows. Nice. The problem was how it did that.Every finding carried a loose bag of numbers called evidence. And then, three separate times, a file called pull.js squinted at that bag and tried to reverse-engineer what the detector had been thinking. Three parallel switch (detector) statements. One to figure out which rows mattered, one to write the explanation sentence, one to write the derivation. Add a detector, edit four files, pray. Worst part: to figure out which rows a finding covered, pull.js re-ran the detector’s filter from scratch. Two copies of the same logic, living in different files, free to disagree. The finding says “3 records are low on stock,” the highlight lights up 4, and nobody notices for six months.The fix, and the part where I was wrongReplace the bag of numbers with an actual graph. Each finding now carries the computation that made it - max over a column, count over classified statuses - as nodes that hash to their own content, bottoming out at fingerprinted cells.I’d designed the graph nodes to include their computed value in their identity. Claude pushed back: separate identity from evaluation. The node names the computation; the value is what you get when you run it against data. Fine, sure, whatever - except it turns out that’s the entire ballgame, because now you get two fingerprints. One for the reasoning, one for the reasoning-applied-to-this-data. Which means the app can now tell you “your numbers changed but the logic didn’t” versus “the logic itself moved.” That’s a genuinely different product capability and it fell out of a definition change.Second thing I got wrong: I’d let the graph carry rowIndices. Row indices! In the evidence layer! That’s render state wearing a trenchcoat. Now it carries a witness - records addressed by content fingerprint - and the renderer figures out where they currently sit. Also, a haunting: Spent a solid while convinced the trace had 1,200px of unreachable content. Built a control experiment. Scrolling was fine. The real culprit was scroll-behavior: smooth - I was setting the scroll position and reading it back mid-animation, watching it clamp at 61.5px, and concluding the layout was broken. There was no bug. I nearly “fixed” a phantom. Small indignity: While all this was happening we discovered npm run lint was pointed at public/js, a directory that hasn’t existed since the frontend moved to the repo root. It had been linting nothing. For a while. Repointed it, and it immediately snitched on a pile of dead imports. Shipped: the derivation graph, two-fingerprint identity, a verify button that can actually say no, golden tests over the whole truth path, and a linter that lints. Deleted: more than I added, where it counted.
Cleaned up the site, fixed some very minor bugs, but the core of the site is set in stone. As stardance wraps up I want to make final minor tweaks, let claude scan through to find any bugs (dw i am under 30 percent ai, i just spent more than 30 percent of time on it with ai, but the code itself is def written more by me.) ready to ship soon –– also kept a changelog, so it has its own mini devlog list within. btw it will prob be in early access when shipped because i dont think it is at the level where it is worthy of a cost/payment, not even close, but it isn’t a bad app itself… i hope :)
Ships:
Ellery is being shipped. I spent the last stretch cleaning up the codebase, removing unused features, tightening the documentation, and making the reasoning behind each finding easier to verify. The goal was never just to make charts. It’s to help people understand what their data actually says, and trace every conclusion back to its evidence. The goal is to simplify the messy data....
|
1793296430.347687
|
1793382830.347687
|
|
12071
|
Matrix Encoder by @Silvend | Stardance
|
Silvend
|
1
|
11.0
|
131
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T01:53:10Z", "hours": 11.0, "multiplier": 12.37, "payout": 131, "blessing": "neutral", "text": "Hello, I am Eli, and I created a decoder/encoder that utilizes matrices! The encoder works by assigning each letter of your input text a numerical value. Then, the numbers are arranged into pairs like this: [8 5][12 12][15 0]. Finally, these small matrices are multiplied by a key matrix. This multiplication gives you the final result for the encoded message. The decoder works by taking numerical input and transforming it into a decoded message. The numerical input is also arranged into pairs. These pairs are then multiplied by the inverse of the key matrix. Finally, using the numbers you calculate for, you translate into their alphabetical equivalent. Did that make no sense? Do not worry! My website also includes a page explaining the process behind using matrices in cryptography. It does not only include text, but also little silly graphics to help you understand better. The goal isn’t just to have decoder, but also to spread my love of math to others!! Challenges: The biggest challenge I went through was that my code was not working according to my math. Instead of multiplying my pairs by the key matrix, it was multiplying them in the incorrect order. This caused the resulting output to be very off. Thankfully, was able to determine what to swap to make my encoder work. The best part: my favorite part of this project was creating the graphics. Even if they are not a major part of my project, they still add a cute whimsy to it!", "repo": "https://github.com/SILVENDz/matrixencoder", "demo": "https://silvendz.github.io/matrixencoder/"}]...
|
[{"post_id": 72502, "ts": "202 [{"post_id": 72502, "ts": "2026-09-23T02:54:19Z", "hours": 1.5458, "text": "Devlog #10: Hello! I have finalized the last couple of updates to my project. It’s been so fun! I added a new page that explains the basics of matrices(such as multiplication, finding the determinant, and solving for inverse matrices) in addition to the key page. Additionally, I just made a couple of CSS changes to the images, buttons, and lists in order for it to not look as cluttered. After this, my project should be ready to ship for approval!!"}, {"post_id": 68442, "ts": "2026-09-15T03:57:54Z", "hours": 0.6228, "text": "Devlog #9 : Hello! I apologize for the short devlog, I recently began my Third-Space project so it became kinda hard to manage both of my projects at the same time. Today, I focused mostly on simple CSS updates. I wanted to make my website a bit more “dynamic” even if the changes were minimal. You know, a little goes a long way. I just set up space for future explanations, made some dividers smaller by adding a scrolling feature, and added hover background-color change to all of the buttons!"}, {"post_id": 67739, "ts": "2026-09-13T23:31:01Z", "hours": 0.9078, "text": "Devlog #8 : Hello! I finalized the decoder!! Now, my website can both encode and decode messages. It took a while cuz I kept misspelling a bunch of stuff, but it works at last! Technically, my project is done, but I still want to add more information about matrices and cryptography for those who are also interested."}, {"post_id": 66935, "ts": "2026-09-12T22:12:45Z", "hours": 0.9322, "text": "Devlog #7: Hi! Today I revised my code to ensure that it was working according to my mathematical process. For my javascript, I just switched around the vector and matrix and defined spaces as zeros. Before, the values were not being multiplied in the correct order and a space was numerically identified as 27 rather than zero, which altered the final message by A LOT. After these fixes, the encoded message given by my code and by my math were the same!! (See images below) I’m really happy to see this project starting to work like intended. My next update will be on the decoder"}, {"post_id": 66309, "ts": "2026-09-12T02:17:19Z", "hours": 1.0292, "text": "Devlog #6: Hi! Today, I was able to get started on the actual encoder! I used a bit ai to help me understand the javascript code as well as where I could modify it in order to make it fit my matrix key. However, I ran the code through several trials and encoded the text manually, and it seems that there must be something wrong with my code. The response I got from my encoder and from my own math were pretty different… Therefore, I will try to look for what went wrong and hopefully fix it so that it works according to plan!! Once that is settled, I look forward to also adding a matrix decoder using inverse matrices."}, {"post_id": 65746, "ts": "2026-09-11T03:07:59Z", "hours": 1.3411, "text": "Devlog #5: Hi! Today I was able to work more on explaining how encoding with matrices actually works. Alongside the steps, I also included cute visual representations for the matrices. Currently, I am only missing one more visual for my explanation. I also made the containers scrollable (using overflow.y: auto) because it was slightlyyyy overwhelming without it. Now, this page is a little more organized. After I finish visually demonstrating how matrices are multiplied, I will move on to the actual encoder (the scary part) 。°(°¯᷄◠¯᷅°)°。 Also, don’t mind my kaomoji overuse.."}, {"post_id": 65149, "ts": "2026-09-10T02:47:34Z", "hours": 1.1711, "text": "Devlog #4: Hi again! Today, I was able to work more on explaining how matrices allow you to encode messages. So far, I only have my key for each letter as well as the matrix key I will be using to encode the messages. I will, more than likely, rearrange the way the images are placed on the website. Additionally, I’ll explain how messages are transformed into smaller matrices that are multiplied by the given matrix key. I’ll also explain how inverse matrices can be used to decode those messages!"}, {"post_id": 64583, "ts": "2026-09-09T02:52:11Z", "hours": 0.6175, "text": "Devlog #3: Hello! This is a tiny devlog, mainly just css updates, sorryyy. Basically, I updated the “How?” page in order for it to look like the home page. Now, both of them have marquees and placeholder divs for the input, output, explanation, and some images! I took away the lettering I did, I didn’t really like it that muchh (╥﹏╥). I will TRY to actually get started on the explanation tomorrow (beware, I’m very passionate about matrices)"}, {"post_id": 63985, "ts": "2026-09-08T02:32:42Z", "hours": 1.595, "text": "Deblog #2 : Hello again! Today, I did some text for the navigation section using Ibis paint and lapse to track my time. They came out a little lopsided, but it adds to personality of the website, in a way… I’m currently trying to make it cool using CSS. (yes, I’m trying to delay doing the actual javascript code for the encoder…) Just for detail, I did a marquee container in order for the welcome text to scroll. I plan on doing my matrix explanation next under the “HOW” section"}, {"post_id": 63328, "ts": "2026-09-07T02:56:23Z", "hours": 0.7994, "text": "Devlog #1: Hello! This is a new project I am working on called “Matrix Encoder.” The goal is for users to be able to input any message they wish to encode and the software will turn it into a list of numbers. Currently, I only plan to make an encoder, but hopefully I am able to also include decoding capabilities. So far, I started with the website layout using HTML and CSS. I included two pages using the nav tag. One will be the actual encoder and the second one will be a (NOT)small explanation of how matrices are used in cryptography! I look forward to creating art that fits the website’s terminal-esque aesthetic!"}]...
|
Title: Matrix Encoder by @Silvend | Stardance
Dev Title: Matrix Encoder by @Silvend | Stardance
Devlogs:
Devlog #1: Hello! This is a new project I am working on called “Matrix Encoder.” The goal is for users to be able to input any message they wish to encode and the software will turn it into a list of numbers. Currently, I only plan to make an encoder, but hopefully I am able to also include decoding capabilities. So far, I started with the website layout using HTML and CSS. I included two pages using the nav tag. One will be the actual encoder and the second one will be a (NOT)small explanation of how matrices are used in cryptography! I look forward to creating art that fits the website’s terminal-esque aesthetic!
Deblog #2 : Hello again! Today, I did some text for the navigation section using Ibis paint and lapse to track my time. They came out a little lopsided, but it adds to personality of the website, in a way… I’m currently trying to make it cool using CSS. (yes, I’m trying to delay doing the actual javascript code for the encoder…) Just for detail, I did a marquee container in order for the welcome text to scroll. I plan on doing my matrix explanation next under the “HOW” section
Devlog #3: Hello! This is a tiny devlog, mainly just css updates, sorryyy. Basically, I updated the “How?” page in order for it to look like the home page. Now, both of them have marquees and placeholder divs for the input, output, explanation, and some images! I took away the lettering I did, I didn’t really like it that muchh (╥﹏╥). I will TRY to actually get started on the explanation tomorrow (beware, I’m very passionate about matrices)
Devlog #4: Hi again! Today, I was able to work more on explaining how matrices allow you to encode messages. So far, I only have my key for each letter as well as the matrix key I will be using to encode the messages. I will, more than likely, rearrange the way the images are placed on the website. Additionally, I’ll explain how messages are transformed into smaller matrices that are multiplied by the given matrix key. I’ll also explain how inverse matrices can be used to decode those messages!
Devlog #5: Hi! Today I was able to work more on explaining how encoding with matrices actually works. Alongside the steps, I also included cute visual representations for the matrices. Currently, I am only missing one more visual for my explanation. I also made the containers scrollable (using overflow.y: auto) because it was slightlyyyy overwhelming without it. Now, this page is a little more organized. After I finish visually demonstrating how matrices are multiplied, I will move on to the actual encoder (the scary part) 。°(°¯᷄◠¯᷅°)°。 Also, don’t mind my kaomoji overuse..
Devlog #6: Hi! Today, I was able to get started on the actual encoder! I used a bit ai to help me understand the javascript code as well as where I could modify it in order to make it fit my matrix key. However, I ran the code through several trials and encoded the text manually, and it seems that there must be something wrong with my code. The response I got from my encoder and from my own math were pretty different… Therefore, I will try to look for what went wrong and hopefully fix it so that it works according to plan!! Once that is settled, I look forward to also adding a matrix decoder using inverse matrices.
Devlog #7: Hi! Today I revised my code to ensure that it was working according to my mathematical process. For my javascript, I just switched around the vector and matrix and defined spaces as zeros. Before, the values were not being multiplied in the correct order and a space was numerically identified as 27 rather than zero, which altered the final message by A LOT. After these fixes, the encoded message given by my code and by my math were the same!! (See images below) I’m really happy to see this project starting to work like intended. My next update will be on the decoder
Devlog #8 : Hello! I finalized the decoder!! Now, my website can both encode and decode messages. It took a while cuz I kept misspelling a bunch of stuff, but it works at last! Technically, my project is done, but I still want to add more information about matrices and cryptography for those who are also interested.
Devlog #9 : Hello! I apologize for the short devlog, I recently began my Third-Space project so it became kinda hard to manage both of my projects at the same time. Today, I focused mostly on simple CSS updates. I wanted to make my website a bit more “dynamic” even if the changes were minimal. You know, a little goes a long way. I just set up space for future explanations, made some dividers smaller by adding a scrolling feature, and added hover background-color change to all of the buttons!
Devlog #10: Hello! I have finalized the last couple of updates to my project. It’s been so fun! I added a new page that explains the basics of matrices(such as multiplication, finding the determinant, and solving for inverse matrices) in addition to the key page. Additionally, I just made a couple of CSS changes to the images, buttons, and lists in order for it to not look as cluttered. After this, my project should be ready to ship for approval!!
Ships:
Hello, I am Eli, and I created a decoder/encoder that utilizes matrices! The encoder works by assigning each letter of your input text a numerical value. Then, the numbers are arranged into pairs like this: [8 5][12 12][15 0]. Finally, these small matrices are multiplied by a key matrix. This multiplication gives you the final result for the encoded message. The decoder works by taking numerical input and transforming it into a decoded message. The numerical input is also arranged into pairs. These pairs are then multiplied by the inverse of the key matrix. Finally, using the numbers you calculate for, you translate into their alphabetical equivalent. Did that make no sense? Do not worry! My website also includes a page explaining the process behind using matrices in cryptography. It does not only include text, but also little silly graphics to help you understand better. The goal isn’t just to have decoder, but also to spread my love of math to others!! Challenges: The biggest challenge I went through was that my code was not working according to my math. Instead of multiplying my pairs by the key matrix, it was multiplying them in the incorrect order. This caused the resulting output to be very off. Thankfully, was able to determine what to swap to make my encoder work. The best part: my favorite part of this project was creating the graphics. Even if they are not a major part of my project, they still add a cute whimsy to it!...
|
1793339298.9634924
|
1793425698.9634924
|
|
61152
|
The Clicking clock by @nirbhikbabu | Stardance
|
nirbhikbabu
|
0
|
7.12
|
0
|
[]
|
[{"post_id": 72526, "ts": "202 [{"post_id": 72526, "ts": "2026-09-23T04:18:22Z", "hours": 3.0425, "text": "I finished it. Jist redid the pcb and changed the pcb to invert the buzzer to the otherside. I also, refined up the CAD so that the pcb actually fits and I completely finished up the github repo that I needed to do."}, {"post_id": 68785, "ts": "2026-09-15T19:02:36Z", "hours": 1.4875, "text": "Devlog. I finally finished the case for the alarm clock. I am finally done. Now, the only thing left is to make the firmware then, I’m done!!"}, {"post_id": 68212, "ts": "2026-09-14T18:18:12Z", "hours": 0.9944, "text": "Devlog-3 Today, I finally finished the pcb and added some designs. Now, all that is left is the case and the firmware."}, {"post_id": 66799, "ts": "2026-09-12T18:03:57Z", "hours": 0.7089, "text": "Second Devlog! So, I just polished the pcb, and where every component will go, took a bit of tinkering, but now only the graphics portion for it and the cad is remaining. Then I’ll be done!"}, {"post_id": 66237, "ts": "2026-09-11T22:55:55Z", "hours": 0.8833, "text": "I downloaded the newest version of Kicad, and followed the guide and hopefully have finished the pc portion for the clock. Well, I still need to refine the pcb, but I am almost done at least."}]...
|
Title: The Clicking clock by @nirbhikbabu | Starda Title: The Clicking clock by @nirbhikbabu | Stardance
Devlogs:
I downloaded the newest version of Kicad, and followed the guide and hopefully have finished the pc portion for the clock. Well, I still need to refine the pcb, but I am almost done at least.
Second Devlog! So, I just polished the pcb, and where every component will go, took a bit of tinkering, but now only the graphics portion for it and the cad is remaining. Then I’ll be done!
Devlog-3 Today, I finally finished the pcb and added some designs. Now, all that is left is the case and the firmware.
Devlog. I finally finished the case for the alarm clock. I am finally done. Now, the only thing left is to make the firmware then, I’m done!!
I finished it. Jist redid the pcb and changed the pcb to invert the buzzer to the otherside. I also, refined up the CAD so that the pcb actually fits and I completely finished up the github repo that I needed to do....
|
1793037238.8053148
|
1793642038.8053148
|
|
51195
|
Sol Mk. I: A flight computer by @aaravw2001 | Star Sol Mk. I: A flight computer by @aaravw2001 | Stardance...
|
aaravw2001
|
0
|
13.92
|
0
|
[]
|
[{"post_id": 72529, "ts": "202 [{"post_id": 72529, "ts": "2026-09-23T04:27:20Z", "hours": 0.9167, "text": "Devlog 8 So I was working on the PCB, and now I am stuck with my space constraint problem. On one hand, I need it to be very compact, but on the other, it will require a pretty big redesign to fix this."}, {"post_id": 71590, "ts": "2026-09-21T03:40:26Z", "hours": 1.3167, "text": "Devlog 7 I finally figured out headers, was really embarassing before. Also I started wiring up the battery charger, and am close to finishing that, and will probably start the 3.3v line afterwards."}, {"post_id": 70874, "ts": "2026-09-19T22:12:00Z", "hours": 1.5503, "text": "H1 Devlog 6 I worked more on the pcb, and added the large ground plane and did some planning. The ground plane will be on layer 2, while the power plane will be on layer 3. I also learned how to use vias to supplement my smd based design."}, {"post_id": 68994, "ts": "2026-09-16T05:44:22Z", "hours": 2.2172, "text": "H1 Devlog 5 I assigned all the footprints to each symbol, and finally got started on the PCB. This is definitely my hardest project to date, and am working towards finishing this! I have barely wired up the PCB, only the USB protector so far."}, {"post_id": 67108, "ts": "2026-09-13T05:18:07Z", "hours": 2.1333, "text": "H1 Devlog 4: FINALLY I am almost done with this schematic. I still have the whole PCB design left after this, and I am very inexperienced. Wish me luck!"}, {"post_id": 66809, "ts": "2026-09-12T18:27:05Z", "hours": 1.4214, "text": "H1 Devlog #3 So I finished wiring up this battery charger on this flight computer. Because I am using all LCSC parts, it looks like a mess, plan to clean up near the end of this."}, {"post_id": 64508, "ts": "2026-09-08T23:25:20Z", "hours": 3.0336, "text": "H1 Sol Mk. I Devlog 2 Had to restart the schematic design as it was using some of the wrong components, and used LCSC components for resistors and capacitors, so when ordering parts, it becomes much easier to do so. I started wiring up the battery charger and wired up the USB shield as well."}, {"post_id": 62301, "ts": "2026-09-05T16:33:45Z", "hours": 1.3333, "text": "Started PCB cad for the flight computer. So far, power distribution from USBC port is confirmed."}]...
|
Title: Sol Mk. I: A flight computer by @aaravw2001 Title: Sol Mk. I: A flight computer by @aaravw2001 | Stardance
Devlogs:
Started PCB cad for the flight computer. So far, power distribution from USBC port is confirmed.
H1 Sol Mk. I Devlog 2 Had to restart the schematic design as it was using some of the wrong components, and used LCSC components for resistors and capacitors, so when ordering parts, it becomes much easier to do so. I started wiring up the battery charger and wired up the USB shield as well.
H1 Devlog #3 So I finished wiring up this battery charger on this flight computer. Because I am using all LCSC parts, it looks like a mess, plan to clean up near the end of this.
H1 Devlog 4: FINALLY I am almost done with this schematic. I still have the whole PCB design left after this, and I am very inexperienced. Wish me luck!
H1 Devlog 5 I assigned all the footprints to each symbol, and finally got started on the PCB. This is definitely my hardest project to date, and am working towards finishing this! I have barely wired up the PCB, only the USB protector so far.
H1 Devlog 6 I worked more on the pcb, and added the large ground plane and did some planning. The ground plane will be on layer 2, while the power plane will be on layer 3. I also learned how to use vias to supplement my smd based design.
Devlog 7 I finally figured out headers, was really embarassing before. Also I started wiring up the battery charger, and am close to finishing that, and will probably start the 3.3v line afterwards.
Devlog 8 So I was working on the PCB, and now I am stuck with my space constraint problem. On one hand, I need it to be very compact, but on the other, it will require a pretty big redesign to fix this....
|
1792659202.726623
|
1793264002.726623
|
|
60547
|
HackerBot by @akshay369 | Stardance
|
akshay369
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T04:49:48Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Hackerbot, which simulates the features of a hackerbot. No, it is not able to hack any machine. It has basic features like getting a live vulnerability and a passcheck functionality", "repo": "https://github.com/akshaykpillai369-max/hackerbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0B96QM14UR"}]...
|
[{"post_id": 72532, "ts": "202 [{"post_id": 72532, "ts": "2026-09-23T04:46:53Z", "hours": 0.2975, "text": "My nest account is not yet approved, so I hosted in on another PC.Now it is live"}, {"post_id": 71658, "ts": "2026-09-21T08:03:51Z", "hours": 0.5275, "text": "Added functionality of password check, now we can check the strength of the password using hackbot-passcheck"}, {"post_id": 71646, "ts": "2026-09-21T07:20:57Z", "hours": 0.4103, "text": "Added the command to get a vulnerability . Now we can get a live vulnerability from hackerbot-vuln"}, {"post_id": 71644, "ts": "2026-09-21T06:48:03Z", "hours": 0.2864, "text": "Added the joke command, now /hackerbot-joke gives a random joke"}, {"post_id": 71630, "ts": "2026-09-21T06:16:13Z", "hours": 0.2617, "text": "I completed the tutorial and am now waiting for the approval of the Nest account. Added basic commands from the tutorial like ping, catfact and help My Bot Name is HackerBot. I continue to make it look like a bot for hackers. Stay tuned"}]...
|
Title: HackerBot by @akshay369 | Stardance
Devlog Title: HackerBot by @akshay369 | Stardance
Devlogs:
I completed the tutorial and am now waiting for the approval of the Nest account. Added basic commands from the tutorial like ping, catfact and help My Bot Name is HackerBot. I continue to make it look like a bot for hackers. Stay tuned
Added the joke command, now /hackerbot-joke gives a random joke
Added the command to get a vulnerability . Now we can get a live vulnerability from hackerbot-vuln
Added functionality of password check, now we can check the strength of the password using hackbot-passcheck
My nest account is not yet approved, so I hosted in on another PC.Now it is live
Ships:
I made a Hackerbot, which simulates the features of a hackerbot. No, it is not able to hack any machine. It has basic features like getting a live vulnerability and a passcheck functionality...
|
1793206452.8772092
|
1793292852.8772092
|
|
52630
|
Joke teller by @Triter12hi | Stardance
|
Triter12hi
|
1
|
6.0
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T21:35:52Z", "hours": 6.0, "multiplier": 1.37, "payout": 9, "blessing": "neutral", "text": "v1.0.0 ok guys if you click Try project it will take you to a github page there you will find Joke_teller.exe (that’s the executable i made) click on it then when downloaded just run it. I am so happy that my project is finally shipped i hope you guys enjoy it(btw i might ship this again sometime) ;D", "repo": "https://github.com/lenacalgary-bit/Joke-Teller", "demo": "https://github.com/lenacalgary-bit/Joke-Teller/releases/tag/Stardance"}]...
|
[{"post_id": 72534, "ts": "202 [{"post_id": 72534, "ts": "2026-09-23T04:47:31Z", "hours": 0.4939, "text": "v0.11 ok guys i might ship this on the 23 cause i don’t have much more to add except adding jokes so ill ship it, add all the jokes found in Just Joking btw all the tongue twisters found in Just Joking are in the program (warning i was trying to get my file usable on the web but it didn’t work so you guys might have to download it) there are 21 q & a jokes, 39 knock knock jokes, 45 tongue twisters, andddd 11 puns = 116 jokes in total"}, {"post_id": 71601, "ts": "2026-09-21T04:12:29Z", "hours": 0.3453, "text": "v0.10, Changes! Well I had to save my streak but… We got more puns! Also v0.8 had an exit button but i removed it so when i will make my program usable on web it won’t cause glitches Spoiler Alert! (if you don’t want to get spoiled don’t look at pic) btw if you guys want to vote for me to count all the jokes currently in my program please do so in the comments(trust me its more than 30 at least)"}, {"post_id": 70950, "ts": "2026-09-20T02:53:58Z", "hours": 0.98, "text": "v0.9 plz help me guys i seem to can’t get a good color for the joke buttons also i repositioned the buttons and added puns"}, {"post_id": 69358, "ts": "2026-09-16T21:33:17Z", "hours": 0.6792, "text": "v0.8 shifted the text in buttons and and added all the tongue twisters found in Just Joking"}, {"post_id": 67687, "ts": "2026-09-13T21:16:24Z", "hours": 0.9492, "text": "Ok v0.7 has now tongue twisters along with a few more tweaks, let me know in the comments about what jokes i should add"}, {"post_id": 65811, "ts": "2026-09-11T06:11:52Z", "hours": 0.3061, "text": "idk what to say v0.6 thats all"}, {"post_id": 65161, "ts": "2026-09-10T03:22:53Z", "hours": 0.3147, "text": "v0.5 ok ok i did that just so i wouldnt lose my streak but hey i added 10 more knock knock jokes"}, {"post_id": 64505, "ts": "2026-09-08T23:13:07Z", "hours": 0.6339, "text": "v0.4! finally you have a choice of the types of jokes! i know the last two devlogs were kinda lousy so i decided it was time to change things up"}, {"post_id": 64046, "ts": "2026-09-08T05:33:35Z", "hours": 0.3186, "text": "v0.3 uoh v0.2 had a serious bug! thankfully it is fixed and now there are now 21 jokes! but there are many jokes out there as soon as i have a free afternoon i will post a devlog with many added jokes"}, {"post_id": 63345, "ts": "2026-09-07T03:31:58Z", "hours": 0.2667, "text": "v0.2 added 8 more jokes"}, {"post_id": 61776, "ts": "2026-09-04T21:03:03Z", "hours": 1.0019, "text": "Basicly v0.1 it is simple but i will continue to add jokes and features. Hope you guys like it :)"}]...
|
Title: Joke teller by @Triter12hi | Stardance
Dev Title: Joke teller by @Triter12hi | Stardance
Devlogs:
Basicly v0.1 it is simple but i will continue to add jokes and features. Hope you guys like it :)
v0.2 added 8 more jokes
v0.3 uoh v0.2 had a serious bug! thankfully it is fixed and now there are now 21 jokes! but there are many jokes out there as soon as i have a free afternoon i will post a devlog with many added jokes
v0.4! finally you have a choice of the types of jokes! i know the last two devlogs were kinda lousy so i decided it was time to change things up
v0.5 ok ok i did that just so i wouldnt lose my streak but hey i added 10 more knock knock jokes
idk what to say v0.6 thats all
Ok v0.7 has now tongue twisters along with a few more tweaks, let me know in the comments about what jokes i should add
v0.8 shifted the text in buttons and and added all the tongue twisters found in Just Joking
v0.9 plz help me guys i seem to can’t get a good color for the joke buttons also i repositioned the buttons and added puns
v0.10, Changes! Well I had to save my streak but… We got more puns! Also v0.8 had an exit button but i removed it so when i will make my program usable on web it won’t cause glitches Spoiler Alert! (if you don’t want to get spoiled don’t look at pic) btw if you guys want to vote for me to count all the jokes currently in my program please do so in the comments(trust me its more than 30 at least)
v0.11 ok guys i might ship this on the 23 cause i don’t have much more to add except adding jokes so ill ship it, add all the jokes found in Just Joking btw all the tongue twisters found in Just Joking are in the program (warning i was trying to get my file usable on the web but it didn’t work so you guys might have to download it) there are 21 q & a jokes, 39 knock knock jokes, 45 tongue twisters, andddd 11 puns = 116 jokes in total
Ships:
v1.0.0 ok guys if you click Try project it will take you to a github page there you will find Joke_teller.exe (that’s the executable i made) click on it then when downloaded just run it. I am so happy that my project is finally shipped i hope you guys enjoy it(btw i might ship this again sometime) ;D...
|
1793350200.8275278
|
1793436600.8275278
|
|
16159
|
captcha slover by @azure | Stardance
|
azure
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T06:05:08Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a captcha solver using yolo and pyautogui. one of the biggest challenges was compute, i don’t own a GPU so trying to run the model locally wasn’t possible but google collab was giving me issues even when tunnels worked sometimes it wouldn’t bind to port. I’m proud of how it turned out in the end not the most accurate project but a fun make. you’ll need to clone the project and put notebook into google collab or modify it for local use when the notebook works just copy the 1st link you see and paste it into the URL in the autocaptcha.py", "repo": "https://github.com/BraedynL0530/autocaptcha", "demo": "https://github.com/BraedynL0530/autocaptcha/tree/master"}]...
|
[{"post_id": 7254, "ts": "2026 [{"post_id": 7254, "ts": "2026-06-12T03:07:18Z", "hours": 1.1364, "text": "devlog 2 fixxing ocr and double click cordinates. I realized that it wasnt a traing issue most of the time rather the ocr just sucks so i cropped the header to help. and i also had client side cordinates for the header so ocr was bugging i fixxed it by adjusting for its pov. same with click cordinates. also for some reason it clicks the same square twice to i decied to filter out over lapping classes to fix it using iou. it has improved the accuracy but still not as accurate as id like"}, {"post_id": 6624, "ts": "2026-06-11T03:30:24Z", "hours": 1.1469, "text": "devlog 1 adding on fixxing the tunnel not connecting to port 8000/ 502 gateway error i needed a time .sleep after debugging with curl, also. ocr struggles with all the text so i cropped it for purely ocr, with a test script to find each corner and the width/height of it. need to fine tune model for more items as of now it doesnt know what to click and is only good at items in dataset and the full item not pieces of it."}]...
|
Title: captcha slover by @azure | Stardance
Devlo Title: captcha slover by @azure | Stardance
Devlogs:
devlog 1 adding on fixxing the tunnel not connecting to port 8000/ 502 gateway error i needed a time .sleep after debugging with curl, also. ocr struggles with all the text so i cropped it for purely ocr, with a test script to find each corner and the width/height of it. need to fine tune model for more items as of now it doesnt know what to click and is only good at items in dataset and the full item not pieces of it.
devlog 2 fixxing ocr and double click cordinates. I realized that it wasnt a traing issue most of the time rather the ocr just sucks so i cropped the header to help. and i also had client side cordinates for the header so ocr was bugging i fixxed it by adjusting for its pov. same with click cordinates. also for some reason it clicks the same square twice to i decied to filter out over lapping classes to fix it using iou. it has improved the accuracy but still not as accurate as id like
Ships:
i made a captcha solver using yolo and pyautogui. one of the biggest challenges was compute, i don’t own a GPU so trying to run the model locally wasn’t possible but google collab was giving me issues even when tunnels worked sometimes it wouldn’t bind to port. I’m proud of how it turned out in the end not the most accurate project but a fun make. you’ll need to clone the project and put notebook into google collab or modify it for local use when the notebook works just copy the 1st link you see and paste it into the URL in the autocaptcha.py...
|
1792878705.9697392
|
1793742705.9697392
|
|
57915
|
Hot Potato Catch by @NJstechnigames | Stardance
|
NJstechnigames
|
1
|
7.73
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T19:14:43Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I shall declare this project Finished! Also the password to the devmode is “RaspberryPi1234” (dont use this to cheat)", "repo": "https://github.com/njstechnigames-afk/Hot-Potato-Catch-v1", "demo": "https://njs-technigames.itch.io/the-hot-potato-catch-game"}]...
|
[{"post_id": 72545, "ts": "202 [{"post_id": 72545, "ts": "2026-09-23T05:36:02Z", "hours": 1.0194, "text": "NEW UPDATE: I have redone the textures for the buttons for mobile. As well as that, I’ve added a pause system."}, {"post_id": 71871, "ts": "2026-09-21T17:55:01Z", "hours": 0.7075, "text": "NEW UPDATE!!! the game can now be played on a mobile phone by enabling the mobile phone mode in the settings menu :)"}, {"post_id": 71401, "ts": "2026-09-20T19:12:00Z", "hours": 1.7492, "text": "Added a few new features like a dev mode, (Although i will reveal the password after i ship it :))"}, {"post_id": 69768, "ts": "2026-09-17T19:10:31Z", "hours": 1.165, "text": "finally finished the minigames. time for the lose screen."}, {"post_id": 69710, "ts": "2026-09-17T16:54:24Z", "hours": 2.4069, "text": "i am currently working on the first minigame mechanics."}, {"post_id": 61062, "ts": "2026-09-03T19:38:05Z", "hours": 0.2703, "text": "Created menu screen. And github crashed so the respiratory isn’t linked :("}]...
|
Title: Hot Potato Catch by @NJstechnigames | Stard Title: Hot Potato Catch by @NJstechnigames | Stardance
Devlogs:
Created menu screen. And github crashed so the respiratory isn’t linked :(
i am currently working on the first minigame mechanics.
finally finished the minigames. time for the lose screen.
Added a few new features like a dev mode, (Although i will reveal the password after i ship it :))
NEW UPDATE!!! the game can now be played on a mobile phone by enabling the mobile phone mode in the settings menu :)
NEW UPDATE: I have redone the textures for the buttons for mobile. As well as that, I’ve added a pause system.
Ships:
I shall declare this project Finished! Also the password to the devmode is “RaspberryPi1234” (dont use this to cheat)...
|
1793350291.8042603
|
1793436691.8042603
|
|
55313
|
fermion by @henry1155 | Stardance
|
henry1155
|
0
|
14.96
|
0
|
[]
|
[{"post_id": 72547, "ts": "202 [{"post_id": 72547, "ts": "2026-09-23T05:54:42Z", "hours": 0.2697, "text": "9/21/2026 - 12th Update! You couldn’t build a printer in a week. You can’t build a printer in a week. Yeah, I know. You’ve got eight or so days left. And you spent the last three grinding Geometry Dash. Yeah, 158% on nine paws, woo! And you’re not at all concerned about the time? The what? welcome back! it’s 12:08 AM on the morning of 9/22/2026, and boy did i realize the entire weekend and the extra day off disappeared in a blink of an eye. yes, i finally beat the level, now moving on to something way more difficult, but first, it’s time to address the bigger issue in the room. yes, technically fermion, but also time. pause the music, it’s getting a bit serious here. we have a solid 8 or so days left. we didnt spend the weekend well, i didn’t spend the weekend well. but hey, we can’t get that time back. what a mindset, instead, i gotta start actually spending my time efficiently. yes, i beat the level, but now, i need to take a break. not because of exhaustion, but because we literally don’t have enough time to play gd at the same time. its just not able to fit there. It’s not meant to be easy, you know. who is that guy in italics? idk, they’re kinda weird. anyways, question is, what now? 8 days. lock in. if we cant get this done by the end of stardance, id probably look into exporting this to a similar ysws, hopefully to finish it there in time for the winter season, because that’s a pretty fun time to build stuff before build season starts, and when college applications are mostly over! that said, back to the cad… ok, we need to sort out the motor support first, one second. ok, that should be good, ok, ive got a plan. but it requires the tool head to be both unbalanced, weirdly shaped, and quite low. of course, that’s if we’re still going with the small tool idea, we can always just slap three extra motors and call it a day, but thats too easy and probably more sane. theres no avoiding it, gotta get designing that now mfw 8.8cm for the available tool space (horiziontally) at that point might as well just have two tool heads that swap out with the motor and all at the front im thinking of a ton of possible configurations, lets write them out idea 1 z motors are in the front, belted to the lead screws corexy motors move to the side still doesnt solve the issue that the tool head areas front does look cooler no neat place to put the tool head idea 2 similar to the first idea in the the z motors and lead screws are belted together, but the z motor is above, facing backwards, belted to the lead screw, so that it can be at an angle (getting this to the other side would be wonky, but perhaps doable) this should move the lead screws closer to the sides, giving more space! (also look into different things that move on the t screw that are smaller, perhaps smaller than T8 lead screws?) huh. i seem to have forgotten to add yesterdays log to the website. oops. well, that just got added, some weird time stuff but yeah. well yeah, it’s 1:17 AM, and i think i like the second idea. checking the cad, it’s probably possible to fit this (its gonna be close?), so thats cool! anyways, yeah, good night!"}, {"post_id": 72098, "ts": "2026-09-22T05:14:03Z", "hours": 2.2067, "text": "9/20/2026 - 11th Update! missed one day, but miss two? i dont think so. anyways, dramatic opening aside, it is 11:25 PM, just celebrated cake day (a couple days late but still great :D), so yeah, in celebration of becoming yet another year older (my foot hurts), time to get cadding! (brb) ok, it’s 11:50 PM, might need to lock in, in other news, doggie just got 97% (again) and 91% on grief tonight! might want to tune in (if youre reading this from the future, today’s stream 390) anyways, first things first, we need to find a stepper motor ideally with lead screws built in (those exist?) (yeah, apparently so) ok, it’s 11:58 PM, gonna go watch a movie, brb! ok ive returned at 1:30 AM to focus on two things at once (i gotta get the sticker streak continuing), so yeah ok now what are the heights of mgn7c rails… why does no one have cad models for mgn7c rails that arent filled with other stuff… ok 1:46 AM and now im actually gonna be fully focused so, this might not be the most ideal setup. currently the motors really far in the back, however, theres no real mounting solution going on here, so here’s the dilemma. the motors too big. like. too big. additionally, this means that it kinda pokes through the back, or in a weird way. anyway this happens isnt very good, since the gearing has to go through the extrusion. obviously, we can do a hex adapter and do a spark here, but that’s not a good idea for obvious reasons (re: spark ) do we actually have to look into pancake motors? yeah, i think we do… also, one more thing, it might be a good idea to split the belts to be on both sides instead of just one, just to balance things out a bit got a little distracted with compact hotends , but yeah, went down a rabbit hole, we need ptfe tubes (spark did not have these), wow, theres a lot to do turns out, sourcing these things is super annoying! looked for nema 11s with integrated lead screws, all of them are mad expensive, probably just gonna use a shaft coupler, yep certainly am. anyways, lets do some math, the 45mm motors have (allegedly) 10Ncm of torque, should be enough with a T8 screw and having two of them (additionally, to help with lower layers, an idea that came across the other day was adding springs at the bottom) uh idt this is gonna reach the full range… anyways, it’s 2:43 AM, mostly a bunch of research and small adjustments, nothing too big today, hopefully more stuff tomorrow? that said, it’s 2:44 AM, good night!"}, {"post_id": 71588, "ts": "2026-09-21T03:27:26Z", "hours": 1.0172, "text": "9/18/2026 - 10th Update! it’s like 1:43 AM, wasnt gonna write a log for today, but might as well? anyways, added a stack, hopefully i remember to make those actually tensioners later 6.540 cm vs 5.162 cm, we should be able to tension up to 1 cm with this setup? hmm i really dont know how to do this setup, with two rods here? anyways, the corexy belts are added, just trying to get the tool base profile working? considering maybe using a linear rail here, or maybe even v wheels for the extrusion? (idk) mfw looking for MGN9C models and the specs dont include data on the screw hole size for some reason yeah uh the screw hole is bigger than the middle section of the extrusion, might have to use MGN7C at this point well, after a bunch of research, i think using the rail is the method, though, im not sure exactly how we should use it. mounting it above an extrusion is probably the best setup here, except 10mm x 10mm rails are like super niche or something since basically no one sells them (pla t nuts cant be too bad… right?) welp, not sure, not much cad updates today, mostly research? also, the reason i didnt start earlier today was because i sorta fell asleep today for four hours in the afternoon after coming back from school, oops, anyways, it’s 2:42 AM now and yeah, good night!"}, {"post_id": 70430, "ts": "2026-09-19T05:31:59Z", "hours": 1.6281, "text": "9/17/2026 - 9th Update! ok, we’re back! it’s 12:47 AM, enough talking, let’s get back to cad work! looking at the todo list, i think we want to finish the corexy definitions (mostly just the motor positions), i think im gonna try to add the belt paths in my free period tomorrow in school, tool base work needs to get started today, gotta consider a configuration, still considering if doing a tool changer by only switching the filament and the tool is the move (as in, if its the most feasible) anyways, cad time! (also, friendly reminder that we need to put a motor on the gantry somewhere) (how does one even start here?) so ive been thinking, uh, nvm, not that great of an idea. basically, what if we move the docking/tool area to the front, so that we can have the motor pointing towards the back (where the corexy motors are) for better storage. it’ll probably work, but that’s kinda a nightmare for supports? unless, of course, its super light hmm im actually seriously considering this, since its such a nice geometry (it also moves the printing area to the center, which should theoretically let us print there instead of aiming to print in the very outside/front area) (also, in theory, the back is heavy enough with two whole motors to balance things out, if needed, weights can also be added, but i dont think thats necessary) (insert fun geometry change montage) (why does my leg hurt) ok, so stuff has been updated and fixed, the idea is the motor points, you know what, lemme just cad it also, note, we kinda dont have a second linear rod for the purpose of, you know, cancelling our rotation, might have to add that soon ok, since we’re here, im thinking of using 6mm rods because 8mm might be unnecessary because we have the rods in pairs (specifically, the cantilever side of the lifted part), so we get that benefit fun fact, it might be possible to stash all the motors in the back. yeah its not necessary but it would be cool :p actually, i dont think im gonna do that, its also probably better to just keep the z motors at the front since we can actually have a belt path that way… new issue! if we place it in the front theres basically no space to put the tools for the tool changing ok, idk if the belt can even fit like that, but lets say it can (basically, it has to go under the corexy motors)… unless it doesnt… ngl it might be easier to have 3 motors for this, since they funnily enough perfectly slot in (maybe? not sure but its an idea) ok, so not too much done today, mostly just design changes and stuff, yeah, a good amount of fixes here and there hopefully tomorrow i can start earlier (since its friday and no after school stuff is planned for tomorrow?), that said, it’s 2:21 AM and yeah, good night!"}, {"post_id": 69973, "ts": "2026-09-18T04:46:58Z", "hours": 1.6919, "text": "9/16/2026 - 8th Update! hey! it’s 12:22 AM, we are back earlier than yesterday but not as early as i would’ve hoped, but that’s alright! ok, yesterday’s updatelog has been moved over, time to get to the cad! a quick check on what we need to work on: MOST - base and side heights (obviously) MOST - z lift (what!) (since this is super influential in the amount of space we get) SOME - corexy (upper layer stuff) (needed before tool stuff) motor positions! (this influences docking area spaces) NONE - tool base and docking area NONE - compact SOME - main electronics area well, let’s get to it! ok, i need to think of what the belt path looks like, we have the switch back stuff towards the front, of course, but for the back? i guess id probably just use a bearing to push it to the center, since i do need to consider im trying to fit this in a really tight space can we just put the bearings inside the motors shafts (shh) (not a bad idea except its probably a bad idea) so uh. we have a ton of geometry fixes to do. right now, theres not enough space in the middle, and the only real way to fix that is to stack the corexy stuff on top of the linear rods, not to the side (there literally just isnt enough space at that point.) it might sacrifice a bit of height but it’ll be able to have around 2.6cm extra space on the x direction seems like it’ll sacrifice roughly 0.7cm? but again, the stuff would be higher up so that might also cancel things out so uh. i think i gotta just redesign the whole thing at this point i think i might use thinner rods for this, idk, just a thought so uh, on second thought, how am i gonna make the belt go through a rod… (you go around it!) very good news! turns out, the calculations were a bit wonky, and now we should have like 9cm of height? maybe? this looks pretty decent for the pulleys? so yeah, that’s the current status of things! sorted out the lift stuff (i think?), and did some of the pulley stuff (so that we can add belts pretty quickly)! after that is probably tool base work? just remembered that the belts on a different layer (as in, its above), so fixed that and made it a bit more compact! reminder to self to add a tensioner at some point ok, stuff got updated, not too much changed, mostly just small fixes and changes here and there well, it’s 2:08 AM, a decent amount of stuff done today, i don’t think that we’re exactly done yet, so we are now technically falling behind schedule, but we’ll see how much can get done by the end of saturday? anyways, yeah, that said, good night!"}, {"post_id": 69479, "ts": "2026-09-17T04:24:14Z", "hours": 0.8528, "text": "9/15/2026 - 7th Update! uh, it’s even later than yesterday, it’s actually 1:37 AM right now. anyways, you think id miss an updatelog :p (no, this isnt a continuation of yesterday’s session, its actually been a whole 24 hours) not much talking, i want to get at least half an hour of cad done today! ok, so for the rods on the z lift, we need to have limits, and we gotta define the ending blocks at this point… also, we’re gonna be using whatever screws the motors use (unless theyre somehow too big for our purposes), just because its, well, optimial i guess my sourcing adventures have told me about the F4-9M thrust bearing. idk. so uh, imma ignore that and try to solve it, one second ok, good news, we now have a solid 5cm of build height (in the worst case scenario, how low the tools are is the biggest influence for this, this statistic assumes the worst case that the tool reaches the very bottom). yeah. so. we do need to optimize the scissor lift bit to squeeze more height in ok, so it’s 2:27 AM, did a bit of z and corexy work today. yeah, we’re running pretty close to deadline, ill see what i can do tomorrow, hopefully with an earlier start? also, another note, the build plate representation was done yesterday (but i just put it below the rollback bar for things to be more accessible while working on it) so yeah! it’s 2:30 AM, so yeah, good night!"}, {"post_id": 68992, "ts": "2026-09-16T05:39:42Z", "hours": 1.2497, "text": "9/14/2026 - 6th Update! ok, ill admit, it’s pretty late, it’s currently 12:22 AM on 9/15/2026 (but that doesnt mean progress cant happen!) quick glance at the schedule 9/13/2026 - 9/19/2026 Mastersketch (3-4 days) Physics Work (1 day) Subsystems (Basic) (2-3 days) i doubt that itll be possible to finish the mastersketch in two more days (not counting today), considering the meetings and stuff, so mastersketch work might take up the entire week, but also, making all the subsystems in a week was also super unrealistic anyways, may the cad resume! so, ive been thinking about the structural integrity, what does the extrusion actually do (other than forming some sort of support structure)? it would be more compact to just have two rods with the belts running on the side, which should offer the same level of support (the only worry i have with that is basically the back would have to be pretty strong) basically, a C shaped structure of that size (with the gap being the front) has the potential to be wobbly (as exemplified by the early assembly of the spark frame). ngl, i can’t really remember if it was super bad, i think after tightening the screws it was actually pretty strong anyways, point is that it might be worth it to have an extra extrusion on the front (though, i dont think it’ll be necessary given the amount of gussets and stuff at the back) now, how will the rods be installed? on spark, it was basically friction fit, except it wasnt really a fun experience (fun fact, to install the z rods i had to put all my weight on the part, yes, i also had to add the bearings by jumping on the parts). this is not optimal. obviously. one solution can just be using heat inserts and just driving the screw to clamp it, or just use a giant clamp. idk which one i like more, im personally not a big fan of having massive blocks at the ends with screws sticking out, so i think it’ll be more of a clamp style thing theres no way i listened to two full albums tonight, one second… ok, so enough chit chat, let’s get to the mastersketch! so uh, linear bearings are actually massive, gonna expand height to 7.5cm why am i actually locked in (why is this also appearing deceivingly straightforward), anyways, need to find some motors, then gonna end it there! nema11 31mm length nema11 45mm length anyways, gotta decide on one of those, then the cursed geometry to combine the stepper motor, linear rods, and aluminum extrusions together ok, so we just have one of the pivots being stationary, i think? probably the back corner? and then the sliding one does the force and yeah well, that’s about it for today! lots of planning, but also a good amount of cad work (at least for around 1.25 hours of work!)! well yeah, hopefully i can start working on this earlier tomorrow (had to get home today by train, probably not the best move), but yeah! it’s 1:37 AM, so yeah, good night!"}, {"post_id": 67866, "ts": "2026-09-14T04:41:28Z", "hours": 1.7453, "text": "9/13/2026 - 5th Update! it’s 9:44 PM, im back! hope you didnt think i was gonna miss today :p ok, so the reason why i cant really start working, and im really stumped, is that fermion’s more of a packaging problem. for spark, the whole thing was easily tunable (as in, heights were changed a BUNCH during the end, which being parametric really helped out), but fermion has to “work”, of course not first try, but the order we do things really does make stuff work out or be super painful later on i think im not gonna use linear rails again (what!) because, well, i really dont enjoy having to import random parts from outside, and working around them is a real nuisance (along with the fact they are really pricey sometimes, given that we would need like 3 for the corexy and 4 for the scissor lift) hmm it might be best for me to start with front facing points instead of side heights, basically a front facing profile first, well, let’s go then! (instead of locking in, the narrator went straight to catching up on messages and quite some time has passed (10:01 PM and now its 10:14 PM)) so uh, the whole things gotta be mirrored right quick check that t nuts for 1010 sorry had to quickly get rid of an insect, anyways, why are 1010 extrusions intrepreted in inches??? im gonna implode (onshape doesnt have 1010 profiles) good news is that 10x10mm extrusions do exist on amazon, except theres no standard for them shoutout to this thing on amazon, first place with actual decent drawings for this ok, good news, the profile is now in onshape, most details are in, just except for the fillets (the listing thing doesnt provide that information, and onshape doesnt want it to exist). however, this is probably for the best for performance (cope) ok, for the sake of clarity, let’s name the parts: central: the part that remains stationary to the ground, so the electronics and the build plate build plate: the build plate, which sits above the electronics z scissor lift: the part that makes the z move, but NOT the subject itself (basically, the scissor mechanism) upper platform: the subject that gets moved, so the corexy and tool bay tool/docking bay: the docking bay for the tools shouldnt be that hard? yeah, fairly straightforward. anyways, thats the standard i guess im gonna use for the cad woo 3mm gt2 belts actually exist! found some here on aliexpress anyways, for this corexy setup (no, we arent cadding it yet, im working on side heights right now), we’re NOT gonna be fitting the belts inside/between the rods (did i mention that already? i think i did, we’re using rods), but instead we’ll make them side by side, one second a little doodling later, here’s what i mean! ok, so here’s the order we should mastersketch in, since ive been twirling around the cad for like a good couple minutes now base and side heights (obviously) z lift (what!) (since this is super influential in the amount of space we get) corexy (upper layer stuff) (needed before tool stuff) motor positions! (this influences docking area spaces) tool base and docking area compact main electronics area so uh, how does one even have a scissor lift with a screw in the middle? i forgot to press record. well, yeah, its been a bit, i took a bit of a break, it’s 12:38 AM, i think im gonna stop here for today! of course, there’s still lots to do, but yeah, seems like a good place to stop for today! it’s 12:39 AM, and yeah, good night!"}, {"post_id": 67801, "ts": "2026-09-14T01:46:34Z", "hours": 2.6792, "text": "9/12/2026 - 4th Update! hey hey hey it’s 3:52 PM on saturday, and happy to say that we’re barely following schedule! after 9/9/2026’s update talking about shipping river, got back to work and wrapped it up and shipped it across 9/10/2026 and 9/11/2026! it’s submitted for review, so i theoretically dont need to do much about it now (maybe some firmware stuff but not much), so yeah, time to focus on this now! the goal for the end of today is to have a krayoncad and refine to concept, so that we actually have something in 3d to look at the linkages and stuff! well, brb, one second, back at 4:06 PM, let’s go! yeah so we basically have a 200mm x 200mm space to work with, with like 3mm of wiggle room, with 7 (ish) centimeters vertically (im measuring a polymaker spool box btw) idk why onshapes a bit slow today ok, if the motors are on the front, it lets a little place in the front which would be neat but that shifts all the weight to the front which isnt really good, but if the tools are in the back, thatll help with the load but its still goofy, but what if we just move the scissor lift to the back? well that just reverses the entire printer, its the same thing as moving our tool bay to the front, which would shift the space to the back but not be very nice with balance idk, text blob of thinking well, this is what i have so far! it’s not exactly the best, theres a lot of goofy stuff (and stuff i havent considered, specifically where the z motors are gonna go), but i think its a good start? ok, heres a list of all the issues i currently have with this z axis what??? (like seriously what is going on here) need to have an actual concept for the motion currently is just a “linear rail” and a lead screw (represented by the belt) in that orientation tool area the tool size is kinda unrealistic but still maybe possible? its probably better to have a fan on the tool bay area that stays there than have one that moves as in, fans on the tool for the cold end, then a fan per tool in the docking area, not one that moves across tool base theres no space for the stepper motor (at all) theres a very low chance all the gearing will fit but we’ll see dimensions are unrealistic unless the rails are the actual supports (probably will need 1cm x 1cm extrusions, need to look into the structure and support stuff), the widths are not correct z scissor lift the z scissor lift is kinda goofy in numbers (expected, since we cant really do that yet) ok, it’s 5:42 PM, brb… (quick commit) (bro yapped too much, the middle part of this updatelog is in the first screenshot) yeah kinda tired right now, idk, ok, 11:25 PM now, gonna go watch a movie, see ya! ok, 1:20 AM now, i think this is a good start, gonna sleep on it for tonight and hopefully refine the idea overnight? idk, letting the idea process for a bit usually helps out! that said, good night!"}, {"post_id": 66859, "ts": "2026-09-12T19:52:01Z", "hours": 0.5467, "text": "9/9/2026 - 3rd Update! It’s 11:31 PM. It’s been a full month since Fermion was announced to the infinite depths of the internet. It’s the night before the first day of school, senior year. The final year. The start of the end. If you had less than a year with the stuff you’ve grown up with for the past three years, what would you do? If everything changes, what would you do? What would I do? welcome back and yeah, it’s the day before the start of my senior year. fermion would be quite a way to kick it off :D, there hasn’t been much progress on this at all, and im very sorry for this. after all, a bunch of unkept promises, unfulfilled dreams, you get the idea, isn’t really plesant. so, stardance ends in 21 days. i have multiple essays and applications to finish up. 21 days, somewhere around 500 hours, probably less. how am i gonna split up my time? the goal, at least for the rest of september is to first finish river by the end of the week (its only cleanup and updates at this point), and to submit it! then, for the rest of the month, i’ll work on trying to, well, cad the whole thing in two and a half weeks where have i heard this before? oh yeah, i dont have much confidence i could do it by the end of stardance, and that’s fine. well, it actually isnt, but hey, hopefully moving projects works by the end of it all? (ill still aim to finish) of course, ill do last minute stuff after the deadline, probably the day after (like the wiring diagram), but lets not think that far yet! bzz yep! first photo, that’s currently my ideas for now. there’s no way to actually scuplt or imagine it in 3d (i mean, i can sketch, its just gonna be messy with so many iterations), so it’ll have to be a krayoncad (yes we’re using that again!). it’ll probably be some mashup of random stuff, but it’s just to get a conceptually idea, of course, then we’ll hopefully start mastersketching by next week. speaking of which, how do you balance this with school? lemme reference the spark logs… bad news guys, uhh… last time i tried doing this in a month, it became six months (not counting research), with the time before being a one week attempt (which got nowhere). so, we got stuff to do 9/10/2026 - 9/12/2026 Finish and submit river KrayonCAD and refine ideas Idea Refining (1 day) 9/13/2026 - 9/19/2026 Mastersketch (3-4 days) Physics Work (1 day) Subsystems (Basic) (2-3 days) 9/20/2026 - 9/26/2026 Subsystems (Detailed) (5-6 days) Fixes (1 day) BOM Assembly (1 day) 9/27/2026 - 9/30/2026 Electrical (1 day) BOM Assembly (1 day) Buffer (1 day) But that’s impossible! It’s basically constant work and unrealistic scheduling, with almost zero free time. yeah, that’s the issue. to pull this off, i (quite literally) need to work everyday on this, along with balancing school, essays and applications, homework, and robotics (woo), so this is quite truly a challenge. but hey, no one got anywhere stay in their comfort zone, and, frankly, ive been in mine for far too long (the second half of this summer) so, see you on friday? or saturday, idk anyways, it’s 11:57 PM, here’s to ambition and the will to challenge, and yeah, good night!"}, {"post_id": 65167, "ts": "2026-09-10T03:31:05Z", "hours": 0.755, "text": "8/27/2026 - 2nd Update! well, it’s actually 1:31 AM on 8/28/2026 (yes, i just finished up the river bom stuff for today)… also, seems like, similar to spark , the strange gaps in time also exist (no ill stop disappearing for weeks. i think.) anyways, i need to lock in on avarious things before school starts, this being one of them. my goal’s to start sometime in the september, preferably before school starts, though no promises! anyways, today’s gonna be yet another yap session, what do i have in store today? ive been researching! at least, as far as youtube videos gets you… but yeah, lots of ideas recently! last time we talked about the overall structure itself (scissor lift z axis, corexy, similar belting), but this time i want to talk about tool changing! here we go! spark tool changing barely “worked” the latch system had WAY too many parts (some fell off during transport lel) the latch system required rubber bands that did not exist or could possibly exist (it needs to be kept in the middle of the track) the only way it worked was if the latch had a default state in the middle (which, as just mentioned, it did not) the tools were MASSIVE well, they’re pretty normal sized, but still, it’s not ideal they also break stuff when they fell, and they were not fun to assemble please no more impossible screws that need to be hand turned the single motor idea was pretty nice however, functioning nicely is… yeah essentially, tool changing did not really work as well as i envisioned (which was expected!). so, what’s gonna change? well, one really nice idea, as noted above, was only having a single motor, as that saved on both price and tool size. however, the sacrifices it made was not really great (this was also partially due to a bad extrusion gearing)… but what if the filament path was its own tool? im gonna be a bit honest here, i was inspired by the INDX project, but im gonna take my own spin on it! (as in, imma still design everything myself, the only thing im borrowing is the idea of sharing the filament gearing). to be clear, the idea im borrowing is the gearing releasing the filament, swapping to the next tool, and grabbing it again (with wired, not passive heaters!) of course, that’s a design challenge in of itself (were also probably still gonna use PLA). also during this time, ive been looking at various extruders, i came across this from triangle lab again, but im not sure if i want to stick with it, the main goal is to have a hotend that’s both compact and can get easily blasted by fans! speaking of fans… we still need to decide on that, i havent done much research into it, but having one for each tool sound about right? anyways, the goal is still the same as spark, with 3 tools (maybe well add more if it makes sense and space allows), and maybe even a z probe? (ill be a switch lel) anyways, for docking, we’re probably gonna use magnets. yeah, for real this time? anyways, to detach, it’ll probably be a simple latch hook- WOAH WOAH WOAH. what i meant by that is the tool going into, sliding on a screw, and detaching! (see the rest of the logs in the image! yeah, im sorry i yap a lot lol) anyways, it’s 2:17 AM, so yeah, for now, good night!"}, {"post_id": 56411, "ts": "2026-08-28T05:26:22Z", "hours": 0.3183, "text": "8/10/2026 - 1st Update! yes, im sure you have tons of questions lol disregarding the overarching question that every first log has to solve (what is this?), i do know that river is incomplete as of now. i havent really had any motivation to finish it, but i do plan on it, sometime this week. but for now (and a while now), i feel like its progress is currently slowing us down a bit. regardless, im gonna complete it, but i have a ton of ideas i want to write down and document, so that i actually have a readable progress update, instead of coming in with a full design (because, after all, that’s not as interesting or as educational as seeing designs converge into an idea!) one more note, it’s currently 2:03 AM on 8/11/2026 right now, but i’ll push this for 8/10/2026! so, the question you’re probably wondering now, what is fermion? well, it’s technically a successor to spark, which was more of a learning opportunity, looking at it retrospectively, and it’s not easy or expected to get everything correct first try, so here we go, spark v2! with, a different name! ok, skip that, we got branding made already (yes ive been busy lol) similarly to last time, after just around 2 weeks, i have returned to present you the raw concepts of fermion, tihs being arc 3 of year 3, following spark (build) and river ! here we go compact. like, really compact way back when, i came across alex’s (qcoral) project neutrino , which i later discovered was inspired by positron! both are meant to be compact printers that fit in a standard filament spool box spark needed a whole new suitcase to travel to open sauce it was also a huge suitcase and would barely close unless the top bit was moved and held in a certain way basically, not very convenient to travel with tool changing of course, with such a small form factor, this is gonna be the bulk of the issues, aka, smart and compact design just like spark, triple nozzle is the plan, maybe a fourth tool for z probing, which we should try to get this thing, if those two are done, might make this the world’s smallest (to my knowledge) folding (ill get to this) tool changing 3d printer, which would be insane (it might also be the first to fit in a filament box upon compacted) of course, im getting ahead of myself (cant wait to realize the overscope), how are we pulling this off? that’s for the next commit to answer lol ok so im back after a quick second, this time on github mobile, so where was i? oh right, the architecture! whatever we do, we have to have an incredibly compact extruder setup and xyz motion. unfortunately, i dont have all my ideas anymore, but heres the roguh process. (im actually out of words, see the picture!) now, a quick search shows that this idea has been done before, which is a good sign (both because of design convergence and that it’s been proven to be possible). yes, its a little sad that it’s not super unique of an idea, but hey, corexy isnt exactly a new idea, the innovation comes in execution! (and the idea of course) (additionally, there arent many scissor lift 3d printers antways) point is, imo this is the best way to compact it, espexcially because of size constraints. only issue i have is that the design needs to be very rigid somehow… anyways, electronics go below the build plate, tools on the top in a row, gantry can fold there (hold on theres no way it can get there, actually nvm), dokcing areas are there too, print area is more of a rectangle, scissor lifts on the side exact numbers and more ideas soon, just scribbling stuff down, but it’s 3:01 AM, so yeah, good night!"}]...
|
Title: fermion by @henry1155 | Stardance
Devlogs: Title: fermion by @henry1155 | Stardance
Devlogs:
8/10/2026 - 1st Update! yes, im sure you have tons of questions lol disregarding the overarching question that every first log has to solve (what is this?), i do know that river is incomplete as of now. i havent really had any motivation to finish it, but i do plan on it, sometime this week. but for now (and a while now), i feel like its progress is currently slowing us down a bit. regardless, im gonna complete it, but i have a ton of ideas i want to write down and document, so that i actually have a readable progress update, instead of coming in with a full design (because, after all, that’s not as interesting or as educational as seeing designs converge into an idea!) one more note, it’s currently 2:03 AM on 8/11/2026 right now, but i’ll push this for 8/10/2026! so, the question you’re probably wondering now, what is fermion? well, it’s technically a successor to spark, which was more of a learning opportunity, looking at it retrospectively, and it’s not easy or expected to get everything correct first try, so here we go, spark v2! with, a different name! ok, skip that, we got branding made already (yes ive been busy lol) similarly to last time, after just around 2 weeks, i have returned to present you the raw concepts of fermion, tihs being arc 3 of year 3, following spark (build) and river ! here we go compact. like, really compact way back when, i came across alex’s (qcoral) project neutrino , which i later discovered was inspired by positron! both are meant to be compact printers that fit in a standard filament spool box spark needed a whole new suitcase to travel to open sauce it was also a huge suitcase and would barely close unless the top bit was moved and held in a certain way basically, not very convenient to travel with tool changing of course, with such a small form factor, this is gonna be the bulk of the issues, aka, smart and compact design just like spark, triple nozzle is the plan, maybe a fourth tool for z probing, which we should try to get this thing, if those two are done, might make this the world’s smallest (to my knowledge) folding (ill get to this) tool changing 3d printer, which would be insane (it might also be the first to fit in a filament box upon compacted) of course, im getting ahead of myself (cant wait to realize the overscope), how are we pulling this off? that’s for the next commit to answer lol ok so im back after a quick second, this time on github mobile, so where was i? oh right, the architecture! whatever we do, we have to have an incredibly compact extruder setup and xyz motion. unfortunately, i dont have all my ideas anymore, but heres the roguh process. (im actually out of words, see the picture!) now, a quick search shows that this idea has been done before, which is a good sign (both because of design convergence and that it’s been proven to be possible). yes, its a little sad that it’s not super unique of an idea, but hey, corexy isnt exactly a new idea, the innovation comes in execution! (and the idea of course) (additionally, there arent many scissor lift 3d printers antways) point is, imo this is the best way to compact it, espexcially because of size constraints. only issue i have is that the design needs to be very rigid somehow… anyways, electronics go below the build plate, tools on the top in a row, gantry can fold there (hold on theres no way it can get there, actually nvm), dokcing areas are there too, print area is more of a rectangle, scissor lifts on the side exact numbers and more ideas soon, just scribbling stuff down, but it’s 3:01 AM, so yeah, good night!
8/27/2026 - 2nd Update! well, it’s actually 1:31 AM on 8/28/2026 (yes, i just finished up the river bom stuff for today)… also, seems like, similar to spark , the strange gaps in time also exist (no ill stop disappearing for weeks. i think.) anyways, i need to lock in on avarious things before school starts, this being one of them. my goal’s to start sometime in the september, preferably before school starts, though no promises! anyways, today’s gonna be yet another yap session, what do i have in store today? ive been researching! at least, as far as youtube videos gets you… but yeah, lots of ideas recently! last time we talked about the overall structure itself (scissor lift z axis, corexy, similar belting), but this time i want to talk about tool changing! here we go! spark tool changing barely “worked” the latch system had WAY too many parts (some fell off during transport lel) the latch system required rubber bands that did not exist or could possibly exist (it needs to be kept in the middle of the track) the only way it worked was if the latch had a default state in the middle (which, as just mentioned, it did not) the tools were MASSIVE well, they’re pretty normal sized, but still, it’s not ideal they also break stuff when they fell, and they were not fun to assemble please no more impossible screws that need to be hand turned the single motor idea was pretty nice however, functioning nicely is… yeah essentially, tool changing did not really work as well as i envisioned (which was expected!). so, what’s gonna change? well, one really nice idea, as noted above, was only having a single motor, as that saved on both price and tool size. however, the sacrifices it made was not really great (this was also partially due to a bad extrusion gearing)… but what if the filament path was its own tool? im gonna be a bit honest here, i was inspired by the INDX project, but im gonna take my own spin on it! (as in, imma still design everything myself, the only thing im borrowing is the idea of sharing the filament gearing). to be clear, the idea im borrowing is the gearing releasing the filament, swapping to the next tool, and grabbing it again (with wired, not passive heaters!) of course, that’s a design challenge in of itself (were also probably still gonna use PLA). also during this time, ive been looking at various extruders, i came across this from triangle lab again, but im not sure if i want to stick with it, the main goal is to have a hotend that’s both compact and can get easily blasted by fans! speaking of fans… we still need to decide on that, i havent done much research into it, but having one for each tool sound about right? anyways, the goal is still the same as spark, with 3 tools (maybe well add more if it makes sense and space allows), and maybe even a z probe? (ill be a switch lel) anyways, for docking, we’re probably gonna use magnets. yeah, for real this time? anyways, to detach, it’ll probably be a simple latch hook- WOAH WOAH WOAH. what i meant by that is the tool going into, sliding on a screw, and detaching! (see the rest of the logs in the image! yeah, im sorry i yap a lot lol) anyways, it’s 2:17 AM, so yeah, for now, good night!
9/9/2026 - 3rd Update! It’s 11:31 PM. It’s been a full month since Fermion was announced to the infinite depths of the internet. It’s the night before the first day of school, senior year. The final year. The start of the end. If you had less than a year with the stuff you’ve grown up with for the past three years, what would you do? If everything changes, what would you do? What would I do? welcome back and yeah, it’s the day before the start of my senior year. fermion would be quite a way to kick it off :D, there hasn’t been much progress on this at all, and im very sorry for this. after all, a bunch of unkept promises, unfulfilled dreams, you get the idea, isn’t really plesant. so, stardance ends in 21 days. i have multiple essays and applications to finish up. 21 days, somewhere around 500 hours, probably less. how am i gonna split up my time? the goal, at least for the rest of september is to first finish river by the end of the week (its only cleanup and updates at this point), and to submit it! then, for the rest of the month, i’ll work on trying to, well, cad the whole thing in two and a half weeks where have i heard this before? oh yeah, i dont have much confidence i could do it by the end of stardance, and that’s fine. well, it actually isnt, but hey, hopefully moving projects works by the end of it all? (ill still aim to finish) of course, ill do last minute stuff after the deadline, probably the day after (like the wiring diagram), but lets not think that far yet! bzz yep! first photo, that’s currently my ideas for now. there’s no way to actually scuplt or imagine it in 3d (i mean, i can sketch, its just gonna be messy with so many iterations), so it’ll have to be a krayoncad (yes we’re using that again!). it’ll probably be some mashup of random stuff, but it’s just to get a conceptually idea, of course, then we’ll hopefully start mastersketching by next week. speaking of which, how do you balance this with school? lemme reference the spark logs… bad news guys, uhh… last time i tried doing this in a month, it became six months (not counting research), with the time before being a one week attempt (which got nowhere). so, we got stuff to do 9/10/2026 - 9/12/2026 Finish and submit river KrayonCAD and refine ideas Idea Refining (1 day) 9/13/2026 - 9/19/2026 Mastersketch (3-4 days) Physics Work (1 day) Subsystems (Basic) (2-3 days) 9/20/2026 - 9/26/2026 Subsystems (Detailed) (5-6 days) Fixes (1 day) BOM Assembly (1 day) 9/27/2026 - 9/30/2026 Electrical (1 day) BOM Assembly (1 day) Buffer (1 day) But that’s impossible! It’s basically constant work and unrealistic scheduling, with almost zero free time. yeah, that’s the issue. to pull this off, i (quite literally) need to work everyday on this, along with balancing school, essays and applications, homework, and robotics (woo), so this is quite truly a challenge. but hey, no one got anywhere stay in their comfort zone, and, frankly, ive been in mine for far too long (the second half of this summer) so, see you on friday? or saturday, idk anyways, it’s 11:57 PM, here’s to ambition and the will to challenge, and yeah, good night!
9/12/2026 - 4th Update! hey hey hey it’s 3:52 PM on saturday, and happy to say that we’re barely following schedule! after 9/9/2026’s update talking about shipping river, got back to work and wrapped it up and shipped it across 9/10/2026 and 9/11/2026! it’s submitted for review, so i theoretically dont need to do much about it now (maybe some firmware stuff but not much), so yeah, time to focus on this now! the goal for the end of today is to have a krayoncad and refine to concept, so that we actually have something in 3d to look at the linkages and stuff! well, brb, one second, back at 4:06 PM, let’s go! yeah so we basically have a 200mm x 200mm space to work with, with like 3mm of wiggle room, with 7 (ish) centimeters vertically (im measuring a polymaker spool box btw) idk why onshapes a bit slow today ok, if the motors are on the front, it lets a little place in the front which would be neat but that shifts all the weight to the front which isnt really good, but if the tools are in the back, thatll help with the load but its still goofy, but what if we just move the scissor lift to the back? well that just reverses the entire printer, its the same thing as moving our tool bay to the front, which would shift the space to the back but not be very nice with balance idk, text blob of thinking well, this is what i have so far! it’s not exactly the best, theres a lot of goofy stuff (and stuff i havent considered, specifically where the z motors are gonna go), but i think its a good start? ok, heres a list of all the issues i currently have with this z axis what??? (like seriously what is going on here) need to have an actual concept for the motion currently is just a “linear rail” and a lead screw (represented by the belt) in that orientation tool area the tool size is kinda unrealistic but still maybe possible? its probably better to have a fan on the tool bay area that stays there than have one that moves as in, fans on the tool for the cold end, then a fan per tool in the docking area, not one that moves across tool base theres no space for the stepper motor (at all) theres a very low chance all the gearing will fit but we’ll see dimensions are unrealistic unless the rails are the actual supports (probably will need 1cm x 1cm extrusions, need to look into the structure and support stuff), the widths are not correct z scissor lift the z scissor lift is kinda goofy in numbers (expected, since we cant really do that yet) ok, it’s 5:42 PM, brb… (quick commit) (bro yapped too much, the middle part of this updatelog is in the first screenshot) yeah kinda tired right now, idk, ok, 11:25 PM now, gonna go watch a movie, see ya! ok, 1:20 AM now, i think this is a good start, gonna sleep on it for tonight and hopefully refine the idea overnight? idk, letting the idea process for a bit usually helps out! that said, good night!
9/13/2026 - 5th Update! it’s 9:44 PM, im back! hope you didnt think i was gonna miss today :p ok, so the reason why i cant really start working, and im really stumped, is that fermion’s more of a packaging problem. for spark, the whole thing was easily tunable (as in, heights were changed a BUNCH during the end, which being parametric really helped out), but fermion has to “work”, of course not first try, but the order we do things really does make stuff work out or be super painful later on i think im not gonna use linear rails again (what!) because, well, i really dont enjoy having to import random parts from outside, and working around them is a real nuisance (along with the fact they are really pricey sometimes, given that we would need like 3 for the corexy and 4 for the scissor lift) hmm it might be best for me to start with front facing points instead of side heights, basically a front facing profile first, well, let’s go then! (instead of locking in, the narrator went straight to catching up on messages and quite some time has passed (10:01 PM and now its 10:14 PM)) so uh, the whole things gotta be mirrored right quick check that t nuts for 1010 sorry had to quickly get rid of an insect, anyways, why are 1010 extrusions intrepreted in inches??? im gonna implode (onshape doesnt have 1010 profiles) good news is that 10x10mm extrusions do exist on amazon, except theres no standard for them shoutout to this thing on amazon, first place with actual decent drawings for this ok, good news, the profile is now in onshape, most details are in, just except for the fillets (the listing thing doesnt provide that information, and onshape doesnt want it to exist). however, this is probably for the best for performance (cope) ok, for the sake of clarity, let’s name the parts: central: the part that remains stationary to the ground, so the electronics and the build plate build plate: the build plate, which sits above the electronics z scissor lift: the part that makes the z move, but NOT the subject itself (basically, the scissor mechanism) upper platform: the subject that gets moved, so the corexy and tool bay tool/docking bay: the docking bay for the tools shouldnt be that hard? yeah, fairly straightforward. anyways, thats the standard i guess im gonna use for the cad woo 3mm gt2 belts actually exist! found some here on aliexpress anyways, for this corexy setup (no, we arent cadding it yet, im working on side heights right now), we’re NOT gonna be fitting the belts inside/between the rods (did i mention that already? i think i did, we’re using rods), but instead we’ll make them side by side, one second a little doodling later, here’s what i mean! ok, so here’s the order we should mastersketch in, since ive been twirling around the cad for like a good couple minutes now base and side heights (obviously) z lift (what!) (since this is super influential in the amount of space we get) corexy (upper layer stuff) (needed before tool stuff) motor positions! (this influences docking area spaces) tool base and docking area compact main electronics area so uh, how does one even have a scissor lift with a screw in the middle? i forgot to press record. well, yeah, its been a bit, i took a bit of a break, it’s 12:38 AM, i think im gonna stop here for today! of course, there’s still lots to do, but yeah, seems like a good place to stop for today! it’s 12:39 AM, and yeah, good night!
9/14/2026 - 6th Update! ok, ill admit, it’s pretty late, it’s currently 12:22 AM on 9/15/2026 (but that doesnt mean progress cant happen!) quick glance at the schedule 9/13/2026 - 9/19/2026 Mastersketch (3-4 days) Physics Work (1 day) Subsystems (Basic) (2-3 days) i doubt that itll be possible to finish the mastersketch in two more days (not counting today), considering the meetings and stuff, so mastersketch work might take up the entire week, but also, making all the subsystems in a week was also super unrealistic anyways, may the cad resume! so, ive been thinking about the structural integrity, what does the extrusion actually do (other than forming some sort of support structure)? it would be more compact to just have two rods with the belts running on the side, which should offer the same level of support (the only worry i have with that is basically the back would have to be pretty strong) basically, a C shaped structure of that size (with the gap being the front) has the potential to be wobbly (as exemplified by the early assembly of the spark frame). ngl, i can’t really remember if it was super bad, i think after tightening the screws it was actually pretty strong anyways, point is that it might be worth it to have an extra extrusion on the front (though, i dont think it’ll be necessary given the amount of gussets and stuff at the back) now, how will the rods be installed? on spark, it was basically friction fit, except it wasnt really a fun experience (fun fact, to install the z rods i had to put all my weight on the part, yes, i also had to add the bearings by jumping on the parts). this is not optimal. obviously. one solution can just be using heat inserts and just driving the screw to clamp it, or just use a giant clamp. idk which one i like more, im personally not a big fan of having massive blocks at the ends with screws sticking out, so i think it’ll be more of a clamp style thing theres no way i listened to two full albums tonight, one second… ok, so enough chit chat, let’s get to the mastersketch! so uh, linear bearings are actually massive, gonna expand height to 7.5cm why am i actually locked in (why is this also appearing deceivingly straightforward), anyways, need to find some motors, then gonna end it there! nema11 31mm length nema11 45mm length anyways, gotta decide on one of those, then the cursed geometry to combine the stepper motor, linear rods, and aluminum extrusions together ok, so we just have one of the pivots being stationary, i think? probably the back corner? and then the sliding one does the force and yeah well, that’s about it for today! lots of planning, but also a good amount of cad work (at least for around 1.25 hours of work!)! well yeah, hopefully i can start working on this earlier tomorrow (had to get home today by train, probably not the best move), but yeah! it’s 1:37 AM, so yeah, good night!
9/15/2026 - 7th Update! uh, it’s even later than yesterday, it’s actually 1:37 AM right now. anyways, you think id miss an updatelog :p (no, this isnt a continuation of yesterday’s session, its actually been a whole 24 hours) not much talking, i want to get at least half an hour of cad done today! ok, so for the rods on the z lift, we need to have limits, and we gotta define the ending blocks at this point… also, we’re gonna be using whatever screws the motors use (unless theyre somehow too big for our purposes), just because its, well, optimial i guess my sourcing adventures have told me about the F4-9M thrust bearing. idk. so uh, imma ignore that and try to solve it, one second ok, good news, we now have a solid 5cm of build height (in the worst case scenario, how low the tools are is the biggest influence for this, this statistic assumes the worst case that the tool reaches the very bottom). yeah. so. we do need to optimize the scissor lift bit to squeeze more height in ok, so it’s 2:27 AM, did a bit of z and corexy work today. yeah, we’re running pretty close to deadline, ill see what i can do tomorrow, hopefully with an earlier start? also, another note, the build plate representation was done yesterday (but i just put it below the rollback bar for things to be more accessible while working on it) so yeah! it’s 2:30 AM, so yeah, good night!
9/16/2026 - 8th Update! hey! it’s 12:22 AM, we are back earlier than yesterday but not as early as i would’ve hoped, but that’s alright! ok, yesterday’s updatelog has been moved over, time to get to the cad! a quick check on what we need to work on: MOST - base and side heights (obviously) MOST - z lift (what!) (since this is super influential in the amount of space we get) SOME - corexy (upper layer stuff) (needed before tool stuff) motor positions! (this influences docking area spaces) NONE - tool base and docking area NONE - compact SOME - main electronics area well, let’s get to it! ok, i need to think of what the belt path looks like, we have the switch back stuff towards the front, of course, but for the back? i guess id probably just use a bearing to push it to the center, since i do need to consider im trying to fit this in a really tight space can we just put the bearings inside the motors shafts (shh) (not a bad idea except its probably a bad idea) so uh. we have a ton of geometry fixes to do. right now, theres not enough space in the middle, and the only real way to fix that is to stack the corexy stuff on top of the linear rods, not to the side (there literally just isnt enough space at that point.) it might sacrifice a bit of height but it’ll be able to have around 2.6cm extra space on the x direction seems like it’ll sacrifice roughly 0.7cm? but again, the stuff would be higher up so that might also cancel things out so uh. i think i gotta just redesign the whole thing at this point i think i might use thinner rods for this, idk, just a thought so uh, on second thought, how am i gonna make the belt go through a rod… (you go around it!) very good news! turns out, the calculations were a bit wonky, and now we should have like 9cm of height? maybe? this looks pretty decent for the pulleys? so yeah, that’s the current status of things! sorted out the lift stuff (i think?), and did some of the pulley stuff (so that we can add belts pretty quickly)! after that is probably tool base work? just remembered that the belts on a different layer (as in, its above), so fixed that and made it a bit more compact! reminder to self to add a tensioner at some point ok, stuff got updated, not too much changed, mostly just small fixes and changes here and there well, it’s 2:08 AM, a decent amount of stuff done today, i don’t think that we’re exactly done yet, so we are now technically falling behind schedule, but we’ll see how much can get done by the end of saturday? anyways, yeah, that said, good night!
9/17/2026 - 9th Update! ok, we’re back! it’s 12:47 AM, enough talking, let’s get back to cad work! looking at the todo list, i think we want to finish the corexy definitions (mostly just the motor positions), i think im gonna try to add the belt paths in my free period tomorrow in school, tool base work needs to get started today, gotta consider a configuration, still considering if doing a tool changer by only switching the filament and the tool is the move (as in, if its the most feasible) anyways, cad time! (also, friendly reminder that we need to put a motor on the gantry somewhere) (how does one even start here?) so ive been thinking, uh, nvm, not that great of an idea. basically, what if we move the docking/tool area to the front, so that we can have the motor pointing towards the back (where the corexy motors are) for better storage. it’ll probably work, but that’s kinda a nightmare for supports? unless, of course, its super light hmm im actually seriously considering this, since its such a nice geometry (it also moves the printing area to the center, which should theoretically let us print there instead of aiming to print in the very outside/front area) (also, in theory, the back is heavy enough with two whole motors to balance things out, if needed, weights can also be added, but i dont think thats necessary) (insert fun geometry change montage) (why does my leg hurt) ok, so stuff has been updated and fixed, the idea is the motor points, you know what, lemme just cad it also, note, we kinda dont have a second linear rod for the purpose of, you know, cancelling our rotation, might have to add that soon ok, since we’re here, im thinking of using 6mm rods because 8mm might be unnecessary because we have the rods in pairs (specifically, the cantilever side of the lifted part), so we get that benefit fun fact, it might be possible to stash all the motors in the back. yeah its not necessary but it would be cool :p actually, i dont think im gonna do that, its also probably better to just keep the z motors at the front since we can actually have a belt path that way… new issue! if we place it in the front theres basically no space to put the tools for the tool changing ok, idk if the belt can even fit like that, but lets say it can (basically, it has to go under the corexy motors)… unless it doesnt… ngl it might be easier to have 3 motors for this, since they funnily enough perfectly slot in (maybe? not sure but its an idea) ok, so not too much done today, mostly just design changes and stuff, yeah, a good amount of fixes here and there hopefully tomorrow i can start earlier (since its friday and no after school stuff is planned for tomorrow?), that said, it’s 2:21 AM and yeah, good night!
9/18/2026 - 10th Update! it’s like 1:43 AM, wasnt gonna write a log for today, but might as well? anyways, added a stack, hopefully i remember to make those actually tensioners later 6.540 cm vs 5.162 cm, we should be able to tension up to 1 cm with this setup? hmm i really dont know how to do this setup, with two rods here? anyways, the corexy belts are added, just trying to get the tool base profile working? considering maybe using a linear rail here, or maybe even v wheels for the extrusion? (idk) mfw looking for MGN9C models and the specs dont include data on the screw hole size for some reason yeah uh the screw hole is bigger than the middle section of the extrusion, might have to use MGN7C at this point well, after a bunch of research, i think using the rail is the method, though, im not sure exactly how we should use it. mounting it above an extrusion is probably the best setup here, except 10mm x 10mm rails are like super niche or something since basically no one sells them (pla t nuts cant be too bad… right?) welp, not sure, not much cad updates today, mostly research? also, the reason i didnt start earlier today was because i sorta fell asleep today for four hours in the afternoon after coming back from school, oops, anyways, it’s 2:42 AM now and yeah, good night!
9/20/2026 - 11th Update! missed one day, but miss two? i dont think so. anyways, dramatic opening aside, it is 11:25 PM, just celebrated cake day (a couple days late but still great :D), so yeah, in celebration of becoming yet another year older (my foot hurts), time to get cadding! (brb) ok, it’s 11:50 PM, might need to lock in, in other news, doggie just got 97% (again) and 91% on grief tonight! might want to tune in (if youre reading this from the future, today’s stream 390) anyways, first things first, we need to find a stepper motor ideally with lead screws built in (those exist?) (yeah, apparently so) ok, it’s 11:58 PM, gonna go watch a movie, brb! ok ive returned at 1:30 AM to focus on two things at once (i gotta get the sticker streak continuing), so yeah ok now what are the heights of mgn7c rails… why does no one have cad models for mgn7c rails that arent filled with other stuff… ok 1:46 AM and now im actually gonna be fully focused so, this might not be the most ideal setup. currently the motors really far in the back, however, theres no real mounting solution going on here, so here’s the dilemma. the motors too big. like. too big. additionally, this means that it kinda pokes through the back, or in a weird way. anyway this happens isnt very good, since the gearing has to go through the extrusion. obviously, we can do a hex adapter and do a spark here, but that’s not a good idea for obvious reasons (re: spark ) do we actually have to look into pancake motors? yeah, i think we do… also, one more thing, it might be a good idea to split the belts to be on both sides instead of just one, just to balance things out a bit got a little distracted with compact hotends , but yeah, went down a rabbit hole, we need ptfe tubes (spark did not have these), wow, theres a lot to do turns out, sourcing these things is super annoying! looked for nema 11s with integrated lead screws, all of them are mad expensive, probably just gonna use a shaft coupler, yep certainly am. anyways, lets do some math, the 45mm motors have (allegedly) 10Ncm of torque, should be enough with a T8 screw and having two of them (additionally, to help with lower layers, an idea that came across the other day was adding springs at the bottom) uh idt this is gonna reach the full range… anyways, it’s 2:43 AM, mostly a bunch of research and small adjustments, nothing too big today, hopefully more stuff tomorrow? that said, it’s 2:44 AM, good night!
9/21/2026 - 12th Update! You couldn’t build a printer in a week. You can’t build a printer in a week. Yeah, I know. You’ve got eight or so days left. And you spent the last three grinding Geometry Dash. Yeah, 158% on nine paws, woo! And you’re not at all concerned about the time? The what? welcome back! it’s 12:08 AM on the morning of 9/22/2026, and boy did i realize the entire weekend and the extra day off disappeared in a blink of an eye. yes, i finally beat the level, now moving on to something way more difficult, but first, it’s time to address the bigger issue in the room. yes, technically fermion, but also time. pause the music, it’s getting a bit serious here. we have a solid 8 or so days left. we didnt spend the weekend well, i didn’t spend the weekend well. but hey, we can’t get that time back. what a mindset, instead, i gotta start actually spending my time efficiently. yes, i beat the level, but now, i need to take a break. not because of exhaustion, but because we literally don’t have enough time to play gd at the same time. its just not able to fit there. It’s not meant to be easy, you know. who is that guy in italics? idk, they’re kinda weird. anyways, question is, what now? 8 days. lock in. if we cant get this done by the end of stardance, id probably look into exporting this to a similar ysws, hopefully to finish it there in time for the winter season, because that’s a pretty fun time to build stuff before build season starts, and when college applications are mostly over! that said, back to the cad… ok, we need to sort out the motor support first, one second. ok, that should be good, ok, ive got a plan. but it requires the tool head to be both unbalanced, weirdly shaped, and quite low. of course, that’s if we’re still going with the small tool idea, we can always just slap three extra motors and call it a day, but thats too easy and probably more sane. theres no avoiding it, gotta get designing that now mfw 8.8cm for the available tool space (horiziontally) at that point might as well just have two tool heads that swap out with the motor and all at the front im thinking of a ton of possible configurations, lets write them out idea 1 z motors are in the front, belted to the lead screws corexy motors move to the side still doesnt solve the issue that the tool head areas front does look cooler no neat place to put the tool head idea 2 similar to the first idea in the the z motors and lead screws are belted together, but the z motor is above, facing backwards, belted to the lead screw, so that it can be at an angle (getting this to the other side would be wonky, but perhaps doable) this should move the lead screws closer to the sides, giving more space! (also look into different things that move on the t screw that are smaller, perhaps smaller than T8 lead screws?) huh. i seem to have forgotten to add yesterdays log to the website. oops. well, that just got added, some weird time stuff but yeah. well yeah, it’s 1:17 AM, and i think i like the second idea. checking the cad, it’s probably possible to fit this (its gonna be close?), so thats cool! anyways, yeah, good night!...
|
1793159294.6561189
|
1793764094.6561189
|
|
6806
|
My awesome macropad! by @TheAbsoluteMin | Stardanc My awesome macropad! by @TheAbsoluteMin | Stardance...
|
TheAbsoluteMin
|
0
|
13.58
|
0
|
[]
|
[{"post_id": 7255, "ts": "2026 [{"post_id": 7255, "ts": "2026-06-12T03:09:05Z", "hours": 4.3678, "text": "6.9.2026 - Hackpad CAD Design It was my first time using Autodesk Fusion for CAD, and I immediately learned that the tools greatly differed from Tinkercad. After about 4 hours, I finally began to adapt to the new tools, and I almost completed my hackpad case! I still need to figure out how to add 16mm screws in a case only about 14mm tall… Here is the timelapse: https://lapse.hackclub.com/timelapse/mBvQilO03y46 . Until then, TheAbsoluteMin out!"}, {"post_id": 4692, "ts": "2026-06-08T03:30:38Z", "hours": 0.9986, "text": "6.7.2026 - Minor PCB Parts Adjustments Hi! After referencing passive buzzer guides I realized that I needed resistors, not diodes, for it, so I updated the schematics and PCB. I figured out the errors were simply because of the LED holes, which were made by default of the LED library, so after dismissing them, I was ready to move on to designing the hackpad case! As always, you can view the timelapse here: https://lapse.hackclub.com/timelapse/TkbHmnJH4lMN . Until then, TheAbsoluteMin out!"}, {"post_id": 3643, "ts": "2026-06-06T17:42:01Z", "hours": 3.5272, "text": "6.6.2026 - Hackpad PCB Design Hello! Today, in additon to adding a passive buzzer to my hackpad, I spent a good portion of time working on the PCB design and routing. It was especially challenging and time consuming as I had to determine the routing for so many components! You can view the timelapse here: https://lapse.hackclub.com/timelapse/R-Lok60rAeRo With that, I am pleased to share with you that I have decided on the purpose of my hackpad… …I am hoping to turn it into a custom Pocket Operator! Now, I just have to figure out how to solve the 32 errors and 31 warnings the KiCad DRC flagged… Until then, TheAbsoluteMin out!"}, {"post_id": 3222, "ts": "2026-06-06T01:42:06Z", "hours": 2.5486, "text": "6.5.2026 - Adjusting Schematics Hi again! After some research and reading, I decided to update my schematics for my hackpad. This included using global variables to replace the messy wiring I had previously for easy future reference. I have always been fascinated with backlit LEDs, so I decided to implement them in my design. However, I ran into many symbol and footprint library conflicts along the way. Since I did not have the actual switches nor LEDs, I had to rely on numerous inconsistent old references. In the end, I ended up using the original switch footprint! You can view my LED and switch struggles here: https://lapse.hackclub.com/timelapse/jnHnmRvD6uzY After some time thinking, I decided to use a different library which promised a different approach. I changed the LEDs’ footprints (again!). Unrelated but important, I decided to follow standard schematics wiring for power global variables so I could translate the increased wiring thickness for the LED powerlines to the PCB. You can see part two of the timelapse here: https://lapse.hackclub.com/timelapse/bM4HrjNb66xa Until then, TheAbsoluteMin out!"}, {"post_id": 2461, "ts": "2026-06-04T23:25:45Z", "hours": 2.1389, "text": "6.4.2026 - My 1st devlog - Beginning of a Hackpad Hello! This is the beginning of… … my Hack Club journey … my Stardance journey … my Hackpad journey As it was my first time using KiCad and I had ambitious plans, I ran into many problems including pinout conflicts and some trouble with wiring and footprints for each symbol. However, after roughly 2 hours of designing the schematics and changing my button matrix from 4x4 to 3x3 to 3x3 that included a rotary encoder switch, I updated my PCB to see my progress. I have yet to discover a purpose for my hackpad… Here is my timelapse: https://lapse.hackclub.com/timelapse/FC_v2vy3fczr Until then, TheAbsoluteMin out!"}]...
|
Title: My awesome macropad! by @TheAbsoluteMin | S Title: My awesome macropad! by @TheAbsoluteMin | Stardance
Devlogs:
6.4.2026 - My 1st devlog - Beginning of a Hackpad Hello! This is the beginning of… … my Hack Club journey … my Stardance journey … my Hackpad journey As it was my first time using KiCad and I had ambitious plans, I ran into many problems including pinout conflicts and some trouble with wiring and footprints for each symbol. However, after roughly 2 hours of designing the schematics and changing my button matrix from 4x4 to 3x3 to 3x3 that included a rotary encoder switch, I updated my PCB to see my progress. I have yet to discover a purpose for my hackpad… Here is my timelapse: https://lapse.hackclub.com/timelapse/FC_v2vy3fczr Until then, TheAbsoluteMin out!
6.5.2026 - Adjusting Schematics Hi again! After some research and reading, I decided to update my schematics for my hackpad. This included using global variables to replace the messy wiring I had previously for easy future reference. I have always been fascinated with backlit LEDs, so I decided to implement them in my design. However, I ran into many symbol and footprint library conflicts along the way. Since I did not have the actual switches nor LEDs, I had to rely on numerous inconsistent old references. In the end, I ended up using the original switch footprint! You can view my LED and switch struggles here: https://lapse.hackclub.com/timelapse/jnHnmRvD6uzY After some time thinking, I decided to use a different library which promised a different approach. I changed the LEDs’ footprints (again!). Unrelated but important, I decided to follow standard schematics wiring for power global variables so I could translate the increased wiring thickness for the LED powerlines to the PCB. You can see part two of the timelapse here: https://lapse.hackclub.com/timelapse/bM4HrjNb66xa Until then, TheAbsoluteMin out!
6.6.2026 - Hackpad PCB Design Hello! Today, in additon to adding a passive buzzer to my hackpad, I spent a good portion of time working on the PCB design and routing. It was especially challenging and time consuming as I had to determine the routing for so many components! You can view the timelapse here: https://lapse.hackclub.com/timelapse/R-Lok60rAeRo With that, I am pleased to share with you that I have decided on the purpose of my hackpad… …I am hoping to turn it into a custom Pocket Operator! Now, I just have to figure out how to solve the 32 errors and 31 warnings the KiCad DRC flagged… Until then, TheAbsoluteMin out!
6.7.2026 - Minor PCB Parts Adjustments Hi! After referencing passive buzzer guides I realized that I needed resistors, not diodes, for it, so I updated the schematics and PCB. I figured out the errors were simply because of the LED holes, which were made by default of the LED library, so after dismissing them, I was ready to move on to designing the hackpad case! As always, you can view the timelapse here: https://lapse.hackclub.com/timelapse/TkbHmnJH4lMN . Until then, TheAbsoluteMin out!
6.9.2026 - Hackpad CAD Design It was my first time using Autodesk Fusion for CAD, and I immediately learned that the tools greatly differed from Tinkercad. After about 4 hours, I finally began to adapt to the new tools, and I almost completed my hackpad case! I still need to figure out how to add 16mm screws in a case only about 14mm tall… Here is the timelapse: https://lapse.hackclub.com/timelapse/mBvQilO03y46 . Until then, TheAbsoluteMin out!...
|
1792684268.5243864
|
1793289068.5243864
|
|
32485
|
SpideyOs by @Ari001 | Stardance
|
Ari001
|
1
|
13.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:29:25Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "so i finalized my webOs it meets all the requirement for the mission not only that it also has a very good readme file that you can read as well as it has several features that you spider man fanz will absolutely like and also can get a lil bit sad it has a lot of features some of them are still under construction tho i am shipping it and i will polish it on the next webOs2 mission . thanks for reading . Demo link - https://arpan832.github.io/SpideyOs/", "repo": "https://github.com/arpan832/SpideyOs", "demo": "https://arpan832.github.io/SpideyOs/"}]...
|
[{"post_id": 72552, "ts": "202 [{"post_id": 72552, "ts": "2026-09-23T06:07:25Z", "hours": 1.0567, "text": "update !!! its version (2.0) here i added multiple draggable windows with custom covers and also music player and a cool boot up screen and a lil mascot of spider man also a pop up screen on the left of the screen and now the webos 1 is done i spend nearly 2 months on this and now finally its here and i am going to ship it … thanks for reading"}, {"post_id": 72519, "ts": "2026-09-23T03:44:16Z", "hours": 1.3867, "text": "so update i nearly completed my spidey os its more than done i added daily bugle , notes app , settings app a terminal those are under construction but yeah i did that not only that i also added niomorphism style and the best part a Daily Bugle app where you can read news on your os"}, {"post_id": 32892, "ts": "2026-07-22T10:58:27Z", "hours": 2.425, "text": "So update!! i changed the whole ui and made it SpiderOs instead of ProtonOs i am very big fan of spiderman and it is inspired by that only i am working on this Os FEATURES - so i added two apps one calculator and a notepad the notepad is underconstruction i am writing this code from hand without using ai much so it would be helpful if you tell me how it looks Features to add next - A file manager and a taskbar is what i will head for the next time ( Thanks for reading, peace!!)"}, {"post_id": 32500, "ts": "2026-07-21T18:35:10Z", "hours": 3.9672, "text": "update on ProtonOS So today I finally made my first app a calculator for my OS. OMG, it was so hard and long to make a app i dont know how people are making os this fast oww … i am not using ai that much so it should take time haha .. well thanks for reading this devlog here is a nice picture of how the calculator looks"}, {"post_id": 31777, "ts": "2026-07-20T13:15:24Z", "hours": 2.1142, "text": "ProtonOS Update (v-6.5) Added a clean top bar with a live clock and date. Created a lightweight Calculator app using Flexbox. Added smooth Y-axis animations for UI elements. Learned and implemented CSS pseudo-elements and @keyframes animations. Standardized the app UI—future apps will reuse the same interface, with only layout positions and underlying logic changing. looking forward to (v-7.0)"}, {"post_id": 27832, "ts": "2026-07-13T18:31:40Z", "hours": 0.865, "text": "ProtonOS hit phase 0.6; I just added the boot screen, and after that I added a small top bar where you can see the time and also a cute desktop wallpaper. Now I will add apps and VFS (Virtual File system) for my OS … looking forward to phase 0.7"}, {"post_id": 26062, "ts": "2026-07-10T17:29:02Z", "hours": 1.1008, "text": "So i am working on my ProtonOS, and today i completed the phase 0.5 (THE BOOT ) section Resolutions – So for phase 1, I am thinking of adding wallpaper, a few apps with proper functions and a taskbar more and that will be the core of my phase 1 Current Situation — so for now its a boot section that when youe Browser window loads you can see the the name PROTON on the screen and it uses Typewriting logic and then when you click it a top bar with time appears fn it is the phase 0.5"}]...
|
Title: SpideyOs by @Ari001 | Stardance
Devlogs:
S Title: SpideyOs by @Ari001 | Stardance
Devlogs:
So i am working on my ProtonOS, and today i completed the phase 0.5 (THE BOOT ) section Resolutions – So for phase 1, I am thinking of adding wallpaper, a few apps with proper functions and a taskbar more and that will be the core of my phase 1 Current Situation — so for now its a boot section that when youe Browser window loads you can see the the name PROTON on the screen and it uses Typewriting logic and then when you click it a top bar with time appears fn it is the phase 0.5
ProtonOS hit phase 0.6; I just added the boot screen, and after that I added a small top bar where you can see the time and also a cute desktop wallpaper. Now I will add apps and VFS (Virtual File system) for my OS … looking forward to phase 0.7
ProtonOS Update (v-6.5) Added a clean top bar with a live clock and date. Created a lightweight Calculator app using Flexbox. Added smooth Y-axis animations for UI elements. Learned and implemented CSS pseudo-elements and @keyframes animations. Standardized the app UI—future apps will reuse the same interface, with only layout positions and underlying logic changing. looking forward to (v-7.0)
update on ProtonOS So today I finally made my first app a calculator for my OS. OMG, it was so hard and long to make a app i dont know how people are making os this fast oww … i am not using ai that much so it should take time haha .. well thanks for reading this devlog here is a nice picture of how the calculator looks
So update!! i changed the whole ui and made it SpiderOs instead of ProtonOs i am very big fan of spiderman and it is inspired by that only i am working on this Os FEATURES - so i added two apps one calculator and a notepad the notepad is underconstruction i am writing this code from hand without using ai much so it would be helpful if you tell me how it looks Features to add next - A file manager and a taskbar is what i will head for the next time ( Thanks for reading, peace!!)
so update i nearly completed my spidey os its more than done i added daily bugle , notes app , settings app a terminal those are under construction but yeah i did that not only that i also added niomorphism style and the best part a Daily Bugle app where you can read news on your os
update !!! its version (2.0) here i added multiple draggable windows with custom covers and also music player and a cool boot up screen and a lil mascot of spider man also a pop up screen on the left of the screen and now the webos 1 is done i spend nearly 2 months on this and now finally its here and i am going to ship it … thanks for reading
Ships:
so i finalized my webOs it meets all the requirement for the mission not only that it also has a very good readme file that you can read as well as it has several features that you spider man fanz will absolutely like and also can get a lil bit sad it has a lot of features some of them are still under construction tho i am shipping it and i will polish it on the next webOs2 mission . thanks for reading . Demo link - https://arpan832.github.io/SpideyOs/...
|
1793339650.1300952
|
1793426050.1300952
|
|
64358
|
Debate Timer by @FloppyBirdFly | Stardance
|
FloppyBirdFly
|
0
|
3.85
|
0
|
[]
|
[{"post_id": 72554, "ts": "202 [{"post_id": 72554, "ts": "2026-09-23T06:20:51Z", "hours": 2.88, "text": "Debate Timer Devlog 3 I finished the schematics and component layout today, now I just have to route the traces and I’ll be done with PCB stuff!!!! I feel like the real problem is going to be the programming though, since I have no idea how to write in C++ I spent a ton of time trying to figure out how to arranging the components though, and it was all while lapse was running and because I’m not a scammer, I’ve attached the final sketch of the arrangement that I made. This didn’t end up being the final layout I used because it turned out there was a more space efficient way to arrange them"}, {"post_id": 71635, "ts": "2026-09-21T06:30:10Z", "hours": 0.9714, "text": "Debate timer: devlog 1 What is the debate timer? It’s a very very overkill timer for competitive debate. It shows the current time, and the time for different speeches. Most people use regular kitchen timers, I wanted to build something special. Also just wanted to learn some PCB design and C++. Started working on the schematic for the PCB today. I got really confused (like a lot of confused). Tried my best, didn’t get to finishing it and something is probably wrong here."}]...
|
Title: Debate Timer by @FloppyBirdFly | Stardance
Title: Debate Timer by @FloppyBirdFly | Stardance
Devlogs:
Debate timer: devlog 1 What is the debate timer? It’s a very very overkill timer for competitive debate. It shows the current time, and the time for different speeches. Most people use regular kitchen timers, I wanted to build something special. Also just wanted to learn some PCB design and C++. Started working on the schematic for the PCB today. I got really confused (like a lot of confused). Tried my best, didn’t get to finishing it and something is probably wrong here.
Debate Timer Devlog 3 I finished the schematics and component layout today, now I just have to route the traces and I’ll be done with PCB stuff!!!! I feel like the real problem is going to be the programming though, since I have no idea how to write in C++ I spent a ton of time trying to figure out how to arranging the components though, and it was all while lapse was running and because I’m not a scammer, I’ve attached the final sketch of the arrangement that I made. This didn’t end up being the final layout I used because it turned out there was a more space efficient way to arrange them...
|
1793062368.182328
|
1793667168.182328
|
|
64984
|
Abovetale by @Dat-One-Dev | Stardance
|
Dat-One-Dev
|
0
|
0.31
|
0
|
[]
|
[{"post_id": 72558, "ts": "202 [{"post_id": 72558, "ts": "2026-09-23T06:49:54Z", "hours": 0.31, "text": "ABOVETALE DEVLOG 1 Setup of godot and aseprite with hackatime is done, I made some pixel art in meanwhile too as follows"}]...
|
Title: Abovetale by @Dat-One-Dev | Stardance
Devl Title: Abovetale by @Dat-One-Dev | Stardance
Devlogs:
ABOVETALE DEVLOG 1 Setup of godot and aseprite with hackatime is done, I made some pixel art in meanwhile too as follows...
|
1793083666.3118975
|
1793688466.3118975
|
|
3535
|
Piano transcriber by @chunhwee | Stardance
|
chunhwee
|
0
|
18.7
|
0
|
[]
|
[{"post_id": 72565, "ts": "202 [{"post_id": 72565, "ts": "2026-09-23T07:21:12Z", "hours": 1.3344, "text": "The transcriber itself is finished. This project took a very long time. From last time, I continued to improve the vibrato fixing algorithm, minimizing the number of micro-short notes that make parts of the sheet sound bad. I also added a music title and composer feature where you can type in the name of the artist and composer, and it will show up on the sheet. Lastly, I improved the rhythm detection algorithm. WIth the song I was testing, I noticed how some sections sounded much faster than others. The issue was that the amount of measures in the sheet music didn’t end up being equal to the duration of the entire song, leading to some parts sounding compressed. I resolved this issue mainly by making the rhythm detection algorithm look for one steady pulse of beat that goes throughout the entire song, and build the sheet off of it. The transcriber’s first version is complete!"}, {"post_id": 41557, "ts": "2026-08-05T20:58:00Z", "hours": 7.7706, "text": "It has definitely been a while. Alot of progress has been made and this project is finalized. After nailing the mapping of the bass clef onto the treble clef, I went on to make the following changes. First I added different variations to the bass clef based on the “liveliness” of a song. Then I also added a seed feature that purposely varies not only the way the bass clef is built but also the rhythm in the treble clef by offsetting it by a miniscule amount. The users have the option to regenerate sheets with random seeds and different variations if they are unsatisfied with their results. Then I added multiple clean-up stages to the introduction and conclusion, and also added clean-up logic to get rid of unnecessary micro-notes, sharps, and ultra high/low notes. I tested this model on 3 different songs, all of them produced satisfactory results."}, {"post_id": 16101, "ts": "2026-06-26T05:31:50Z", "hours": 5.0558, "text": "Made a ton of progress. The chord extractor is perfected and so is the bass clef. It took a while to get the bass clef finally aligned with the treble clef. Now I am trying to clean up the rhythm in the treble clef so that it is accurate to the actual song. I have created numerous different versions with different approaches to test which one would work the best. Currently got the pitch, readability, and alignment nailed down, been spending a lot more time on the rhythm."}, {"post_id": 9497, "ts": "2026-06-15T21:01:15Z", "hours": 3.8194, "text": "Created a mostly functional and working vocal transcription system. It is mostly accurate both pitch and rhythm-wise, and now I will be working on aligning the accompaniments (the bass-clef)."}, {"post_id": 1306, "ts": "2026-06-03T06:53:12Z", "hours": 0.7181, "text": "Working on perfecting the transcription of vocals. Before I tried to transcribe vocals directly from the vocals audio file, but now I am using a different approach, using the drums, bass, and non-vocal sounds as a reference for the vocal transcription."}]...
|
Title: Piano transcriber by @chunhwee | Stardance
Title: Piano transcriber by @chunhwee | Stardance
Devlogs:
Working on perfecting the transcription of vocals. Before I tried to transcribe vocals directly from the vocals audio file, but now I am using a different approach, using the drums, bass, and non-vocal sounds as a reference for the vocal transcription.
Created a mostly functional and working vocal transcription system. It is mostly accurate both pitch and rhythm-wise, and now I will be working on aligning the accompaniments (the bass-clef).
Made a ton of progress. The chord extractor is perfected and so is the bass clef. It took a while to get the bass clef finally aligned with the treble clef. Now I am trying to clean up the rhythm in the treble clef so that it is accurate to the actual song. I have created numerous different versions with different approaches to test which one would work the best. Currently got the pitch, readability, and alignment nailed down, been spending a lot more time on the rhythm.
It has definitely been a while. Alot of progress has been made and this project is finalized. After nailing the mapping of the bass clef onto the treble clef, I went on to make the following changes. First I added different variations to the bass clef based on the “liveliness” of a song. Then I also added a seed feature that purposely varies not only the way the bass clef is built but also the rhythm in the treble clef by offsetting it by a miniscule amount. The users have the option to regenerate sheets with random seeds and different variations if they are unsatisfied with their results. Then I added multiple clean-up stages to the introduction and conclusion, and also added clean-up logic to get rid of unnecessary micro-notes, sharps, and ultra high/low notes. I tested this model on 3 different songs, all of them produced satisfactory results.
The transcriber itself is finished. This project took a very long time. From last time, I continued to improve the vibrato fixing algorithm, minimizing the number of micro-short notes that make parts of the sheet sound bad. I also added a music title and composer feature where you can type in the name of the artist and composer, and it will show up on the sheet. Lastly, I improved the rhythm detection algorithm. WIth the song I was testing, I noticed how some sections sounded much faster than others. The issue was that the amount of measures in the sheet music didn’t end up being equal to the duration of the entire song, leading to some parts sounding compressed. I resolved this issue mainly by making the rhythm detection algorithm look for one steady pulse of beat that goes throughout the entire song, and build the sheet off of it. The transcriber’s first version is complete!...
|
1792756506.6498783
|
1793361306.6498783
|
|
64370
|
Palm OS by @Mystic_moods_x | Stardance
|
Mystic_moods_x
|
0
|
13.01
|
0
|
[]
|
[{"post_id": 72567, "ts": "202 [{"post_id": 72567, "ts": "2026-09-23T07:26:33Z", "hours": 3.295, "text": "Finally a use full terminal and a system resource manger…"}, {"post_id": 72313, "ts": "2026-09-22T17:18:34Z", "hours": 1.3156, "text": "Finally we have a scientific calculator….."}, {"post_id": 72271, "ts": "2026-09-22T15:41:58Z", "hours": 5.0625, "text": "Now you can open your favourite pictures and video along side a simple calculator."}, {"post_id": 71780, "ts": "2026-09-21T15:14:12Z", "hours": 1.9231, "text": "Finally got notepad, settings and terminal up in running."}, {"post_id": 71657, "ts": "2026-09-21T07:55:04Z", "hours": 1.4147, "text": "wanna give your old PC a second life???"}]...
|
Title: Palm OS by @Mystic_moods_x | Stardance
Dev Title: Palm OS by @Mystic_moods_x | Stardance
Devlogs:
wanna give your old PC a second life???
Finally got notepad, settings and terminal up in running.
Now you can open your favourite pictures and video along side a simple calculator.
Finally we have a scientific calculator…..
Finally a use full terminal and a system resource manger…...
|
1793062391.1919973
|
1793667191.1919973
|