|
41918
|
Ball Pit Sim by @antekj_smalec | Stardance
|
antekj_smalec
|
1
|
11.0
|
146
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T12:34:37Z", "hours": 11.0, "multiplier": 13.32, "payout": 146, "blessing": "neutral", "text": "I made a simple 2d physics collison simulator. I originally intended to have complex polygon collisions but my circumstances didn’t allow me to work on this project for quite some time. Nonetheless I am happy with what I made and I hope you can appreciate it :)", "repo": "https://github.com/antekjsmalec/PySim/", "demo": "https://github.com/antekjsmalec/PySim/releases/tag/1.0"}]...
|
[{"post_id": 74449, "ts": "202 [{"post_id": 74449, "ts": "2026-09-27T12:10:08Z", "hours": 2.4414, "text": "I had to change the scope of the project cos im running out of time. It is only gonna have ball collisions now"}, {"post_id": 39474, "ts": "2026-08-02T13:18:58Z", "hours": 1.5694, "text": "Fixed the bug, took a little longer than i originally thought but also fixed some other things. add some usefull debug features. Anyway collisions for circles is done and pretty fun to play around with"}, {"post_id": 39199, "ts": "2026-08-02T00:07:16Z", "hours": 2.2575, "text": "Lot of work done today, and even more headaches. Changed Particle class to a ball class (still called particle tho). Balls have collision with walls and floor AND with eachother. The white board is for actually understanding the maths. There is a bug and I know what it is, but I need to sleep"}, {"post_id": 38505, "ts": "2026-07-31T22:41:53Z", "hours": 1.0119, "text": "Realised I messed up by diving straight into displaying squares, made a new gameplan and basically started from scratch. I added a Vector class to make the math easier to write later, and a particle class to make a single particle bounce off the floor."}, {"post_id": 37624, "ts": "2026-07-30T14:21:11Z", "hours": 3.6664, "text": "Learned the basics of pygame, and started work. Firstly, I found out that the pygame.Rect() function is pretty much only usefull for buttons in my use case, so i made a class to create four points around a centre point, and using some basic trig, got a square showing up that allowed for a lot more freedom that pygame.Rect(). I added gravity and am now working on collisions."}]...
|
Title: Ball Pit Sim by @antekj_smalec | Stardance
Title: Ball Pit Sim by @antekj_smalec | Stardance
Devlogs:
Learned the basics of pygame, and started work. Firstly, I found out that the pygame.Rect() function is pretty much only usefull for buttons in my use case, so i made a class to create four points around a centre point, and using some basic trig, got a square showing up that allowed for a lot more freedom that pygame.Rect(). I added gravity and am now working on collisions.
Realised I messed up by diving straight into displaying squares, made a new gameplan and basically started from scratch. I added a Vector class to make the math easier to write later, and a particle class to make a single particle bounce off the floor.
Lot of work done today, and even more headaches. Changed Particle class to a ball class (still called particle tho). Balls have collision with walls and floor AND with eachother. The white board is for actually understanding the maths. There is a bug and I know what it is, but I need to sleep
Fixed the bug, took a little longer than i originally thought but also fixed some other things. add some usefull debug features. Anyway collisions for circles is done and pretty fun to play around with
I had to change the scope of the project cos im running out of time. It is only gonna have ball collisions now
Ships:
I made a simple 2d physics collison simulator. I originally intended to have complex polygon collisions but my circumstances didn’t allow me to work on this project for quite some time. Nonetheless I am happy with what I made and I hope you can appreciate it :)...
|
1793336022.1923838
|
1793422422.1923838
|
|
16495
|
My awesome macropad! by @Noro | Stardance
|
Noro
|
0
|
2.74
|
0
|
[]
|
[{"post_id": 7445, "ts": "2026 [{"post_id": 7445, "ts": "2026-06-12T12:19:02Z", "hours": 1.1408, "text": "And were off making the CAD models for the case and plate. Overall not that difficult. I made the shape of the plate and case, inspiered by the cookie cat from Steven Universe and to stay on theme to the title of the macropad. Added an area for my own lipo and a tp4056 for chargin the lipo and the meowpad and now have do some slight polishing here and there and thats it (+ the work on github but besides that) Anyway, heres the final cad model(i hope):"}, {"post_id": 6899, "ts": "2026-06-11T15:48:14Z", "hours": 1.6, "text": "Heyoo, today I started work on a hackpad (a Meowpad™)following the guide for a hackpad. I started by drawing out the schematic and the rough pcb design which took lot more than expected but, overall was quite fun. The final hackpad, would have 3x3 grid matrix of diode+switches for optimal layout and 2 rotary encoders with 9 SK6812 mini-e RGB-LEDs one on each switch and cant forget the XIAO MCU too. Next up would be to polish the deisgn add some cool silkscreen while im at it and finish the debug the layout!"}]...
|
Title: My awesome macropad! by @Noro | Stardance
Title: My awesome macropad! by @Noro | Stardance
Devlogs:
Heyoo, today I started work on a hackpad (a Meowpad™)following the guide for a hackpad. I started by drawing out the schematic and the rough pcb design which took lot more than expected but, overall was quite fun. The final hackpad, would have 3x3 grid matrix of diode+switches for optimal layout and 2 rotary encoders with 9 SK6812 mini-e RGB-LEDs one on each switch and cant forget the XIAO MCU too. Next up would be to polish the deisgn add some cool silkscreen while im at it and finish the debug the layout!
And were off making the CAD models for the case and plate. Overall not that difficult. I made the shape of the plate and case, inspiered by the cookie cat from Steven Universe and to stay on theme to the title of the macropad. Added an area for my own lipo and a tp4056 for chargin the lipo and the meowpad and now have do some slight polishing here and there and thats it (+ the work on github but besides that) Anyway, heres the final cad model(i hope):...
|
1792702201.3585424
|
1793307001.3585424
|
|
61321
|
Spacy by @ubaid | Stardance
|
ubaid
|
1
|
15.0
|
15
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T13:22:30Z", "hours": 15.0, "multiplier": 1.51, "payout": 15, "blessing": "neutral", "text": "I make my first game and make it in python using pygame, im really proud of it and its cool. Because its a space game with dodging the astroids and cool background. The challenge is i never make anything like that and even first coding project so far but it was fun. Locking forward to get the good point so affor an good laptop..", "repo": "https://github.com/ubaid-uan/Spacy", "demo": "https://ubaid-uan.itch.io/spacy"}]...
|
[{"post_id": 74450, "ts": "202 [{"post_id": 74450, "ts": "2026-09-27T12:10:11Z", "hours": 15.045, "text": "I built an interactive 2D space arcade game using Python and the PyGame graphic rendering library. The application features customized physics loops, multi-asteroid collision boundaries, and randomized planet asset spawning."}]...
|
Title: Spacy by @ubaid | Stardance
Devlogs:
I bui Title: Spacy by @ubaid | Stardance
Devlogs:
I built an interactive 2D space arcade game using Python and the PyGame graphic rendering library. The application features customized physics loops, multi-asteroid collision boundaries, and randomized planet asset spawning.
Ships:
I make my first game and make it in python using pygame, im really proud of it and its cool. Because its a space game with dodging the astroids and cool background. The challenge is i never make anything like that and even first coding project so far but it was fun. Locking forward to get the good point so affor an good laptop.....
|
1793209706.790847
|
1793296106.790847
|
|
66087
|
Save the Earth by @SpaceYatri | Stardance
|
SpaceYatri
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T04:13:58Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I created the “Save the Earth” project. It is a clicker game that runs in your browser. Earth stands at the center of the screen while the dangers that our planet faces today, such as pollution, global warming, deforestation, plastic waste, appear around it and try to reach it. You have to click them and destroy before they get to Earth. Each successful threat reaching Earth decreases its health, and therefore players lose their score. The game contains the start screen with the instructions, live health bar and score counter, and the game-over screen with the restart button. What was challenging? HTML layout turned out to be more difficult than I anticipated – every time I ended up with the duplicated or nested divs. Threat movement calculations were a little complicated as well since I had to determine the direction and distance from every threat to Earth in every single frame. From the aesthetic side, my initial attempt looked quite generic/AI-template-ish (white pill buttons, circled emoji icons), which made me spend time redesigning the UI with a custom monospace font. What are you proud of? I am proud that instead of stereotypical aliens, “the enemies” are the actual problems which the environment faces. I also feel proud because now I have managed to implement the full cycle of the game: starting screen > gameplay > game over > restarting without requiring a page refresh. What do people need to know to play it? To start playing this game, one needs to click on the “Start Game” button. Threats will be coming to Earth from the corners of the screen and the player is supposed to click them before they reach Earth. In case a threat reaches Earth, then the health bar on top of the screen starts decreasing.", "repo": "https://github.com/himaldawadi11-sys/Save-the-Earth.", "demo": "https://himaldawadi11-sys.github.io/Save-the-Earth./"}]...
|
[{"post_id": 74453, "ts": "202 [{"post_id": 74453, "ts": "2026-09-27T12:23:58Z", "hours": 4.3847, "text": "Final Devlog: Save the Earth Wrapped up my “Save the Earth” project! Here’s the final rundown; The concept: Earth sits at the center of space while real-world threats; Pollution, Global Warming, Deforestation, and plastic waste spawn from the edge and drift toward it. Click them before they hit. Survive as long as you can and rack up your score. Was a fun way to combine a game mechanic with something I actually care about; climate/environment themes; instead of just building another generic dashboard."}, {"post_id": 74320, "ts": "2026-09-27T05:24:43Z", "hours": 1.0364, "text": "DEVLOG #1: Save the Earth Save the Earth is a browser-based game. Added Earth, which sits at the centre, a star field as the background, and a cool-looking title, “Save the Earth”."}]...
|
Title: Save the Earth by @SpaceYatri | Stardance
Title: Save the Earth by @SpaceYatri | Stardance
Devlogs:
DEVLOG #1: Save the Earth Save the Earth is a browser-based game. Added Earth, which sits at the centre, a star field as the background, and a cool-looking title, “Save the Earth”.
Final Devlog: Save the Earth Wrapped up my “Save the Earth” project! Here’s the final rundown; The concept: Earth sits at the center of space while real-world threats; Pollution, Global Warming, Deforestation, and plastic waste spawn from the edge and drift toward it. Click them before they hit. Survive as long as you can and rack up your score. Was a fun way to combine a game mechanic with something I actually care about; climate/environment themes; instead of just building another generic dashboard.
Ships:
What did you make? I created the “Save the Earth” project. It is a clicker game that runs in your browser. Earth stands at the center of the screen while the dangers that our planet faces today, such as pollution, global warming, deforestation, plastic waste, appear around it and try to reach it. You have to click them and destroy before they get to Earth. Each successful threat reaching Earth decreases its health, and therefore players lose their score. The game contains the start screen with the instructions, live health bar and score counter, and the game-over screen with the restart button. What was challenging? HTML layout turned out to be more difficult than I anticipated – every time I ended up with the duplicated or nested divs. Threat movement calculations were a little complicated as well since I had to determine the direction and distance from every threat to Earth in every single frame. From the aesthetic side, my initial attempt looked quite generic/AI-template-ish (white pill buttons, circled emoji icons), which made me spend time redesigning the UI with a custom monospace font. What are you proud of? I am proud that instead of stereotypical aliens, “the enemies” are the actual problems which the environment faces. I also feel proud because now I have managed to implement the full cycle of the game: starting screen > gameplay > game over > restarting without requiring a page refresh. What do people need to know to play it? To start playing this game, one needs to click on the “Start Game” button. Threats will be coming to Earth from the corners of the screen and the player is supposed to click them before they reach Earth. In case a threat reaches Earth, then the health bar on top of the screen starts decreasing....
|
1793216885.9449902
|
1793303285.9449902
|
|
39412
|
Cultivation Incremental by @RanDK | Stardance
|
RanDK
|
2
|
93.0
|
1329
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T14:06:11Z", "hours": 20.0, "multiplier": 17.26, "payout": 338, "blessing": "neutral", "text": "VERSION 0.1 Only 16+ can play the Game currently as any other new roblox game. I am glad to add more of the essentials mechanic of the Game! Now here is the List of Features i have added to the game since the last release: Added Onboarding/Tutorial! I see a lot of player gets confused when they first joined the game, so now i added a tutorial on the basic of the game. That is: Cultivate, Shop, and Quest. Added New Enemy : Goblin. Added More quests . Added Cultivating Animation! Added Gamepass! Now you can buy a gamepass to get a benefit and support me! + Gamepass badge on the bottom left of the screen when bought. And more! you can read all the devlogs to see the small changes. I still have some features not yet implemented, that is fighting enemy animation, weapons, and PVP . But i don’t really have the courage since the Stardance deadline is within 3 weeks (and its already extended), but i do have plan to continue the project later in December for my own personal project (close sourced, even though right now its already semi close source since the models, maps i used is not in the code but in the roblox studio file.). Thanks for everyone who have followed the game journey, albeit short i thank you guys for supporting me!! (Especially those who bought my gamepass!!) . I CANT BELIEVE I GOT MY FIRST ROBUX FROM MAKING A GAME HERE IN STARDANCE :DD THANK YOU SO MUCH!!! This Game is Made with the best of my Game Dev abilities .", "repo": "https://github.com/RKPYI/cultivation", "demo": "https://www.roblox.com/games/128506264671282/Cultivation-Incremental"}, {"ship_num": 2, "ts": "2026-08-17T03:44:11Z", "hours": 73.0, "multiplier": 13.89, "payout": 991, "blessing": "neutral", "text": "VERSION 0.0.1 Only 16+ can play the Game currently as any other new roblox game. I am glad to finish the essentials mechanic of the Game! Now here is the List of Features the game have: Cultivate, just stand on the existing zone (and make sure you have the required Realm) and you’ll gain Qi automatically Breakthrough, the moment the top bar is full, you can breakthrough to higher realm which increases your qi gain and boost movement speed and jump a little bit. Quest, you can talk to an NPC with a (!) to get the quest. After finishing a quest, you can talk to the NPC again to claim the quest rewards. Battle, you can walk to enemy and you’ll automatically deal damage to them! Shop, you can buy items in shopkeeper NPC with Spiritual Stones which you can get from defeating an enemy or finishing a quest. The feature is implemented, but its very simple and “unprofessional”. Lame excuse but its really because this is my first time making game and im still learning the basics. I’ll be adding more stuff and refine the core features in the future updates!! This game is made for the love of the game and genre :)", "repo": "https://github.com/RKPYI/cultivation", "demo": "https://www.roblox.com/games/128506264671282/Cultivation-Incremental"}]...
|
[{"post_id": 74457, "ts": "202 [{"post_id": 74457, "ts": "2026-09-27T12:35:39Z", "hours": 6.9819, "text": "[Devlog #29] The Last Devlog The Game New Contents Gamepass! Now you can buy a gamepass to get a benefit and support me! + Gamepass badge on the bottom left of the screen when bought. Add beam/arrow to the quest npc when you’re done with their given quest. Add equip best button in the inventory menu. Add dmg mult information in the inventory meny (item detail menu). Updates Fix some bugs, for example player able to move while cultivating. Optimize and remove unused leaderboards. ready to publish it! Thank you for the opportunity Hackclub for me to grow as a beginner roblox developer I appreciate the support from everyone although my game is far from “professional”, atleast its a fully working game! and Im happy with it."}, {"post_id": 68131, "ts": "2026-09-14T15:48:31Z", "hours": 1.1519, "text": "[Devlog #28] New Content Added “Aura” like particle effect when cultivating, its more like you “suck” the surrounding qi into the body. Update Update the collision system to be more robust, before theres a problem with the collision when i try adding the Aura Part inside the Player. Now it will independently calculate the spatial rather than touching. Nothing crazy, just some cool small detail."}, {"post_id": 66709, "ts": "2026-09-12T16:27:10Z", "hours": 2.3578, "text": "[Devlog #27] New Contents New Mobile Button to Cultivate New Shortcut UI to press “C” to Cultivate when entering a Zone they can cultivate in. New Tutorial Section to tell the player to press “C” to start cultivating and gathering qi. Update Player now can’t walk/jump when cultivating May need to revise the button for mobile since its very basic right now"}, {"post_id": 66071, "ts": "2026-09-11T17:16:34Z", "hours": 1.8178, "text": "[Devlog #26] New Content Added Cultivating Animation! Update Now you have to press “C” to cultivate rather than just automatically gain Qi just by entering the Qi Zone. Next one is to add button for mobile user, and also add UX feedback for when they’re able to press C to cultivate and when they can’t (outside zone & higher realm zone). Oh! also adding particle/aura when player is cultivating for more satisfying feel."}, {"post_id": 61661, "ts": "2026-09-04T18:08:47Z", "hours": 0.5442, "text": "[Devlog #25] Updates Added more quests Optimize NPCServiceUtils.Data JSON for NPC that gives Chained Quests. Mostly just optimizing the json by creating a helper so that making a quest is easier and less error prone."}, {"post_id": 60953, "ts": "2026-09-03T17:11:44Z", "hours": 3.1036, "text": "[Devlog #24] New Content Added Onboarding/Tutorial ! I see a lot of player gets confused when they first joined the game, so now i added a tutorial on the basic of the game. That is: Cultivate, Shop, and Quest . Im really happy with the result, i didn’t expect making the trail line to be so easy (using beam instance from roblox themself). And maybe i’ll add onboarding for fighting enemy and equipping items, but its not really neccessary (i think)."}, {"post_id": 60245, "ts": "2026-09-02T14:23:32Z", "hours": 2.5775, "text": "[Devlog #23] New Content Added refresh countdown on leaderboard UI. Updates Moved enemy overhead gui from server to client (not yet tested for the behaviour in multiplayer) for more personalization (point 2 is possible because of this change). Dynamic enemy name color, higher realm will be colored red and cannot be attacked no matter how high your dmg is until you reach their cultivation rank. Polishing the game :))"}, {"post_id": 59659, "ts": "2026-09-01T16:01:39Z", "hours": 1.0572, "text": "[Devlog #22] New Contents Added 1 more enemy, goblin. Update Remove the realm requirement in NPC Shop for buying an item (Cannot buy the item until realm req is fulfilled). The requirement now only active when trying to equip the item. Fixed quest id being duplicated. im back!! hopefully i can make some more stuff although i may not have as much free time as before. I’ll try to make some progress everyday though! Try it Now Game may not be up to date from the devlog Cultivation Incremental (16+)"}, {"post_id": 46405, "ts": "2026-08-13T16:13:06Z", "hours": 0.8792, "text": "[Devlog #21] Updates Added a proper README. Fixed some minor bugs. The next devlog will be for a published Game . Its not a professional Roblox game, but its my learning process from 0 to this. So i appreciate any type of critics and feedback for me to develop this game furthur, because i really love these type of games. So im literally making my dream game here! But its still lacking to my vision because of my lack of time and skills."}, {"post_id": 45814, "ts": "2026-08-12T15:17:53Z", "hours": 0.6147, "text": "[Devlog #20] Update Added 1 more quest New Assets Added Game Icon and Thumbnail Spent most of my time on figma designing the Icon and Thumbnail of the game, but the time is not getting tracked because i use the app instead from web . Not yet released, but i’ll be testing it first with a few friends first and maybe add some feature because ngl it feels bland right now, but maybe its just my opinion. So to get some feedback, ill be testing it with my friends tommorow and maybe catch some multiplayer bugs that i couldn’t find when playing alone. I really don’t want to publish a boring game, but the time is ticking and im getting more and more busy this month."}, {"post_id": 45161, "ts": "2026-08-11T14:03:07Z", "hours": 0.3044, "text": "[Devlog #19] Update New UI for Leaderboard! I’ll be polishing the game (for real) and release the first version tommorow (hopefully)… Im getting really busy"}, {"post_id": 44685, "ts": "2026-08-10T16:42:21Z", "hours": 3.5644, "text": "[Devlog #18] New Content Added Qi Mult Counter when entered a Zone. The fire has animation Added Leaderboard . (UI is In Progress) . Spent most of my time making UI Animation using sprite sheet and integrate DataStoreService for leaderboard"}, {"post_id": 44139, "ts": "2026-08-09T18:19:01Z", "hours": 0.3978, "text": "[Devlog #17] Update Make the Breakthrough bar slimmer and more compact. Im kinda busy today and havent done anything yet, so im just improving the ui a little bit. Also i wanna add a Current Qi Multiplier Counter at the Top Right Corner of the screen using the fire gif."}, {"post_id": 43367, "ts": "2026-08-08T15:57:22Z", "hours": 4.3803, "text": "[Devlog #16] New Content Added 5 new Items you can buy. Updates Implemented the Functionality of the NPC Shop. You can now buy items here. Updated the Shop UI, now it looks better compared to previous version. Spent most of my times debugging the UI since i reuse the modal component that the main menu uses. So yea, i integrate the npc shop inside it and that creates a lot of bugs and conflict . Well i fixed all the bug i found so thats good. Now that the main features is done the next step is to polish the map and adding the game content (More NPC, Quest & Items)"}, {"post_id": 42792, "ts": "2026-08-07T18:02:10Z", "hours": 1.4983, "text": "[Devlog #15] Update Added UI for NPC Shop Spent all of my time designing the UI… i still dont like the yellow box, but it’ll do for now. Next i’ll be making it dynamic and functionable."}, {"post_id": 41964, "ts": "2026-08-06T14:25:20Z", "hours": 2.245, "text": "[Devlog #14] New Content Added Shop NPC (no functionality yet) Updates Enemy now drops Spiritual Stones Bugfixes & Refactor Fix Quest bug, it needs some nil value check protection. Fix Zone bug when player quit/disconnect, have to stop a task gracefully when the player disconnect. Refactor Inventory UI Component to use useMemo and make the Item Display Panel its own component. Zone Detection now only detect the user HumanoidRootPart for reliability and no jittery detection. No major progress today, just bugfixing and refactoring. I think im getting close to finishing the main loop of the gameplay. Cultivate -> Breakthrough -> Fight stronger enemy -> Buy better item in shop -> Cultivate -> Repeat."}, {"post_id": 41418, "ts": "2026-08-05T16:45:14Z", "hours": 4.5714, "text": "[Devlog #13] New Contents Added Marks for NPC with Quest Combat and Enemy! (Its partially done) The combat is still barebone, you get close to the enemy, the enemy got damaged by 1, when its hp is 0, it’ll add to the player totalEnemyKilled +1. Thats the current implementation. I will polish the combat feature and integrate it with the quest feature so that it tracks the amount of “enemy” killed."}, {"post_id": 40786, "ts": "2026-08-04T15:21:08Z", "hours": 2.5389, "text": "[Devlog #12] New Content Added Spiritual Stone . a new currency with no functionality yet. I’ll be adding shop that uses Spiritual Stone as the currency. Updates Now, completing a quest gives reward . Currently, you can get spiritual stones or items from quests. Added Notification Badge in the inventory button UI for when player get a new item. Remodeled the Old Man to Mysterious Being . Next i’ll polish the npc interaction more by adding a “❓” for npc with quest, and “❗” for a finished quest. And maybe start building the next feature, that is herb collection/fighting enemy."}, {"post_id": 40130, "ts": "2026-08-03T15:06:52Z", "hours": 5.1494, "text": "[Devlog #11] New Contents Added Quest List UI on the right side of the screen. 2 New Sfx for Taking a quest and Completing a quest. Updates Improves NPC Dialog UI , look at Devlog #10 for comparison. Options in the dialog now have a keyboard shortcut with the corresponding number. For example: clicking 1 in keyboard will click the first option. Refactors Create a Close Button component for ease of use. Refactor Dialogue View UI by creating DialogueOptions component. I am very satisfied with the Quest List UI, its looking really clean and good. I also make another design for the dialogue rectangle, its subtle but there’s a pattern and gradient on the dialogue UI. Next work is adding more npc, quest, and actually adding the Quest Rewards . Im planning on adding Spiritual stones and shops for item that improves qi gain. And maybe adding weapon and enemy in the future."}, {"post_id": 39516, "ts": "2026-08-02T14:54:08Z", "hours": 3.6114, "text": "[Devlog #10] New Contents Added NPC Dialogs Added Quests Features Broo, this two thing is messing my brain especially with all the thing to consider… Atleast the ui is presentable and its functionality is basically done. Its quest progress is actually saved to the Player Data, but there is no progress update yet, and also i can repeatedly take this quest again and again… Ok the serverside makes the player to not be able to take same quest twice, so its safe. But the UI, there is not yet state/system to detect that the user already take the quest… My next work is probably: Updating UI so that it knows the player already took the Mission. Adding taken quest UI Update the quest progress, etc. OK everything i said sounds very confusing even to me . In conclusion, my next work is just finishing the quests features and polishing the UI."}, {"post_id": 38931, "ts": "2026-08-01T15:15:53Z", "hours": 5.4314, "text": "[Devlog #9] New Contents BIGGER MAP (Added more houses, trees, mountains, clouds, and floating island). Added 4 more Zones . Added Realm List Board beside Spawn, it has the Full list of All Realms level. Updates Qi Particle inside zone now have different color as qi multiplier gets higher. Color hierarchy: White –> Blue –> Purple –> Gold Increasing qi requirement for Realm 100+ (Immortals) [Kinda irrelevant right now, since its statistically impossible to get there]. Added better placeholder image for Item. Changed Item Background according to Whether player can equip it or not (Realm requirement met). Red for can’t equip, Blue for can equip, Green for equipped item. Refactors (Technical) Move Qi Breakthrough sfx from RealmService to the SoundService. Move Zone Detection to Serverside for security reason. I still haven’t refactored the Inventory UI yet and all the models is not made by me. The only model i made was the Realm Board List. But every UI is made by me! (except for the fire icon)."}, {"post_id": 38278, "ts": "2026-07-31T16:19:33Z", "hours": 4.4764, "text": "[Devlog #8] New Content Item !! You can get more Qi Multiplier from item. And theres also Realm Requirement for each item. Inventory UI is now working (except for Delete Button). Info For the UI, the Layout Order is prioritizing equipped item. If Player realm lower than requirement, the requirement text will be red. Implementing Inventory system was very complicated, especially the ui. So many state, maybe its because i put basically everything in one file. I’ll refactor that first before im adding new content, otherwise i’ll lose my mind editing that spaggeti code later down the line… Anyway, as you can see in the screenshot. I don’t have the asset for items yet. Maybe i’ll work on that later, though not the highest priority. My priority right now is to refactor the ui and implement the delete button and adding Equip Best button."}, {"post_id": 37660, "ts": "2026-07-30T15:33:17Z", "hours": 4.3217, "text": "[Devlog #7] New Content Added Background Music ! Added Music and Sfx toggle in Settings Added Walkspeed & Jump Boost from Realm level Added Sprint ! Press Left Shift to Sprint. Bug Fixes Fix Overhead Gui , Everyone now have the Overhead Gui, and the Realm Level is synced to the actual player Realm. P.S. Shop and Inventory is still empty… Its hard designing and actually implementing the UI… Also i have too much idea and at the end only think about it and dont know how to implement it"}, {"post_id": 37040, "ts": "2026-07-29T14:43:03Z", "hours": 3.4936, "text": "[Devlog #6] Update Force player to use R6 Model for simplicity. New Content Added a Forest around the map. Added Menu Button (Settings, Shop, Inventory) Added Modal UI Component (still empty) Added SFX for Button when clicked and hovered. P.S. Most of my time is spent on making the design for the Settings, Shop, and Inventory Icon. And also on the functionality of the button (open/closing modal). Next, i’ll probably work on adding more sfx and backsound for the game. And also make the gui of the shop and settings."}, {"post_id": 36378, "ts": "2026-07-28T13:36:41Z", "hours": 4.3125, "text": "[Devlog #5] Update Implemented zone Realm Requirement and Qi Multiplier . Updated the Map, Not Final! just want to make it look like a grass. New Content Added more Realm , i use the webnovel Top Tier Providence for reference of realm names. Added 3 New Zone ’s. Added Qi Popups where it shows how much qi you just gained with accumulation. Optimization Refactoring how the system detect player entering a zone . From Looping a function every frame to saving it to a State where if player enters a zone, it update the state to True and start giving qi every second. VERY EFFICIENT!! P.S. All the models (Houses & Waterfall) is NOT made by me, i got it from roblox creator store free assets"}, {"post_id": 35806, "ts": "2026-07-27T14:04:34Z", "hours": 0.8486, "text": "[Devlog #4] Update Balancing Qi realm requirement and Qi bonus from realm . New Content Added UI for Cultivating Area . The UI Contain the Realm Requirement to Cultivate there (If requirement is not met, you don’t get any qi), and Qi Multiplier for that Area (Multiply with the Qi bonus from realm ) P.S. The Cultivating Area UI is not yet dynamic, and the functionality of realm requirement and qi multiplier from area is not yet implemented. My next goal is to implement the Area functionality and add atleast 3 more area to cultivate."}, {"post_id": 35190, "ts": "2026-07-26T13:39:43Z", "hours": 5.6908, "text": "[Devlog #3] Update Implemented the functionality of the previous static UI. Now the progress bar UI and the overhead UI is dynamic following User Data. You now can Breakthrough to go to Higher Realm. Added SFX for breaking through. Info Realm increases player qi gains. The higher the realm, the higher the qi gains. P.S. The Overhead UI currently added above the current user (local), other player won’t have the Overhead UI for now. I’ll work for new feature first before fixing that."}, {"post_id": 34693, "ts": "2026-07-25T16:50:59Z", "hours": 2.9936, "text": "[Devlog #2] New Content Added New Progression Layer: Realm Added Progress Bar UI for Realm (Not yet dynamic) Added Overhead UI for Player Current Realm and Username (Not yet dynamic) Bugfixes Fix user detection enter an area (the big transparent box); The Box is an Area that gives qi per second when entered."}, {"post_id": 34378, "ts": "2026-07-25T01:26:07Z", "hours": 12.1419, "text": "[Devlog #1] I learned the basics of Roblox Studio, Plugins, making UI in Figma in this first 12 recorded hour. Theres not much yet because im just trying to set up the project and familiarize myself with the language. I use wally for depedency manager and github for versioning. I just wanna learn new stuff here, so don’t expect a fully polished game at the end. I Can only hope that i have the work ethics to finish this project (Having a proper game loop)."}]...
|
Title: Cultivation Incremental by @RanDK | Stardan Title: Cultivation Incremental by @RanDK | Stardance
Devlogs:
[Devlog #1] I learned the basics of Roblox Studio, Plugins, making UI in Figma in this first 12 recorded hour. Theres not much yet because im just trying to set up the project and familiarize myself with the language. I use wally for depedency manager and github for versioning. I just wanna learn new stuff here, so don’t expect a fully polished game at the end. I Can only hope that i have the work ethics to finish this project (Having a proper game loop).
[Devlog #2] New Content Added New Progression Layer: Realm Added Progress Bar UI for Realm (Not yet dynamic) Added Overhead UI for Player Current Realm and Username (Not yet dynamic) Bugfixes Fix user detection enter an area (the big transparent box); The Box is an Area that gives qi per second when entered.
[Devlog #3] Update Implemented the functionality of the previous static UI. Now the progress bar UI and the overhead UI is dynamic following User Data. You now can Breakthrough to go to Higher Realm. Added SFX for breaking through. Info Realm increases player qi gains. The higher the realm, the higher the qi gains. P.S. The Overhead UI currently added above the current user (local), other player won’t have the Overhead UI for now. I’ll work for new feature first before fixing that.
[Devlog #4] Update Balancing Qi realm requirement and Qi bonus from realm . New Content Added UI for Cultivating Area . The UI Contain the Realm Requirement to Cultivate there (If requirement is not met, you don’t get any qi), and Qi Multiplier for that Area (Multiply with the Qi bonus from realm ) P.S. The Cultivating Area UI is not yet dynamic, and the functionality of realm requirement and qi multiplier from area is not yet implemented. My next goal is to implement the Area functionality and add atleast 3 more area to cultivate.
[Devlog #5] Update Implemented zone Realm Requirement and Qi Multiplier . Updated the Map, Not Final! just want to make it look like a grass. New Content Added more Realm , i use the webnovel Top Tier Providence for reference of realm names. Added 3 New Zone ’s. Added Qi Popups where it shows how much qi you just gained with accumulation. Optimization Refactoring how the system detect player entering a zone . From Looping a function every frame to saving it to a State where if player enters a zone, it update the state to True and start giving qi every second. VERY EFFICIENT!! P.S. All the models (Houses & Waterfall) is NOT made by me, i got it from roblox creator store free assets
[Devlog #6] Update Force player to use R6 Model for simplicity. New Content Added a Forest around the map. Added Menu Button (Settings, Shop, Inventory) Added Modal UI Component (still empty) Added SFX for Button when clicked and hovered. P.S. Most of my time is spent on making the design for the Settings, Shop, and Inventory Icon. And also on the functionality of the button (open/closing modal). Next, i’ll probably work on adding more sfx and backsound for the game. And also make the gui of the shop and settings.
[Devlog #7] New Content Added Background Music ! Added Music and Sfx toggle in Settings Added Walkspeed & Jump Boost from Realm level Added Sprint ! Press Left Shift to Sprint. Bug Fixes Fix Overhead Gui , Everyone now have the Overhead Gui, and the Realm Level is synced to the actual player Realm. P.S. Shop and Inventory is still empty… Its hard designing and actually implementing the UI… Also i have too much idea and at the end only think about it and dont know how to implement it
[Devlog #8] New Content Item !! You can get more Qi Multiplier from item. And theres also Realm Requirement for each item. Inventory UI is now working (except for Delete Button). Info For the UI, the Layout Order is prioritizing equipped item. If Player realm lower than requirement, the requirement text will be red. Implementing Inventory system was very complicated, especially the ui. So many state, maybe its because i put basically everything in one file. I’ll refactor that first before im adding new content, otherwise i’ll lose my mind editing that spaggeti code later down the line… Anyway, as you can see in the screenshot. I don’t have the asset for items yet. Maybe i’ll work on that later, though not the highest priority. My priority right now is to refactor the ui and implement the delete button and adding Equip Best button.
[Devlog #9] New Contents BIGGER MAP (Added more houses, trees, mountains, clouds, and floating island). Added 4 more Zones . Added Realm List Board beside Spawn, it has the Full list of All Realms level. Updates Qi Particle inside zone now have different color as qi multiplier gets higher. Color hierarchy: White –> Blue –> Purple –> Gold Increasing qi requirement for Realm 100+ (Immortals) [Kinda irrelevant right now, since its statistically impossible to get there]. Added better placeholder image for Item. Changed Item Background according to Whether player can equip it or not (Realm requirement met). Red for can’t equip, Blue for can equip, Green for equipped item. Refactors (Technical) Move Qi Breakthrough sfx from RealmService to the SoundService. Move Zone Detection to Serverside for security reason. I still haven’t refactored the Inventory UI yet and all the models is not made by me. The only model i made was the Realm Board List. But every UI is made by me! (except for the fire icon).
[Devlog #10] New Contents Added NPC Dialogs Added Quests Features Broo, this two thing is messing my brain especially with all the thing to consider… Atleast the ui is presentable and its functionality is basically done. Its quest progress is actually saved to the Player Data, but there is no progress update yet, and also i can repeatedly take this quest again and again… Ok the serverside makes the player to not be able to take same quest twice, so its safe. But the UI, there is not yet state/system to detect that the user already take the quest… My next work is probably: Updating UI so that it knows the player already took the Mission. Adding taken quest UI Update the quest progress, etc. OK everything i said sounds very confusing even to me . In conclusion, my next work is just finishing the quests features and polishing the UI.
[Devlog #11] New Contents Added Quest List UI on the right side of the screen. 2 New Sfx for Taking a quest and Completing a quest. Updates Improves NPC Dialog UI , look at Devlog #10 for comparison. Options in the dialog now have a keyboard shortcut with the corresponding number. For example: clicking 1 in keyboard will click the first option. Refactors Create a Close Button component for ease of use. Refactor Dialogue View UI by creating DialogueOptions component. I am very satisfied with the Quest List UI, its looking really clean and good. I also make another design for the dialogue rectangle, its subtle but there’s a pattern and gradient on the dialogue UI. Next work is adding more npc, quest, and actually adding the Quest Rewards . Im planning on adding Spiritual stones and shops for item that improves qi gain. And maybe adding weapon and enemy in the future.
[Devlog #12] New Content Added Spiritual Stone . a new currency with no functionality yet. I’ll be adding shop that uses Spiritual Stone as the currency. Updates Now, completing a quest gives reward . Currently, you can get spiritual stones or items from quests. Added Notification Badge in the inventory button UI for when player get a new item. Remodeled the Old Man to Mysterious Being . Next i’ll polish the npc interaction more by adding a “❓” for npc with quest, and “❗” for a finished quest. And maybe start building the next feature, that is herb collection/fighting enemy.
[Devlog #13] New Contents Added Marks for NPC with Quest Combat and Enemy! (Its partially done) The combat is still barebone, you get close to the enemy, the enemy got damaged by 1, when its hp is 0, it’ll add to the player totalEnemyKilled +1. Thats the current implementation. I will polish the combat feature and integrate it with the quest feature so that it tracks the amount of “enemy” killed.
[Devlog #14] New Content Added Shop NPC (no functionality yet) Updates Enemy now drops Spiritual Stones Bugfixes & Refactor Fix Quest bug, it needs some nil value check protection. Fix Zone bug when player quit/disconnect, have to stop a task gracefully when the player disconnect. Refactor Inventory UI Component to use useMemo and make the Item Display Panel its own component. Zone Detection now only detect the user HumanoidRootPart for reliability and no jittery detection. No major progress today, just bugfixing and refactoring. I think im getting close to finishing the main loop of the gameplay. Cultivate -> Breakthrough -> Fight stronger enemy -> Buy better item in shop -> Cultivate -> Repeat.
[Devlog #15] Update Added UI for NPC Shop Spent all of my time designing the UI… i still dont like the yellow box, but it’ll do for now. Next i’ll be making it dynamic and functionable.
[Devlog #16] New Content Added 5 new Items you can buy. Updates Implemented the Functionality of the NPC Shop. You can now buy items here. Updated the Shop UI, now it looks better compared to previous version. Spent most of my times debugging the UI since i reuse the modal component that the main menu uses. So yea, i integrate the npc shop inside it and that creates a lot of bugs and conflict . Well i fixed all the bug i found so thats good. Now that the main features is done the next step is to polish the map and adding the game content (More NPC, Quest & Items)
[Devlog #17] Update Make the Breakthrough bar slimmer and more compact. Im kinda busy today and havent done anything yet, so im just improving the ui a little bit. Also i wanna add a Current Qi Multiplier Counter at the Top Right Corner of the screen using the fire gif.
[Devlog #18] New Content Added Qi Mult Counter when entered a Zone. The fire has animation Added Leaderboard . (UI is In Progress) . Spent most of my time making UI Animation using sprite sheet and integrate DataStoreService for leaderboard
[Devlog #19] Update New UI for Leaderboard! I’ll be polishing the game (for real) and release the first version tommorow (hopefully)… Im getting really busy
[Devlog #20] Update Added 1 more quest New Assets Added Game Icon and Thumbnail Spent most of my time on figma designing the Icon and Thumbnail of the game, but the time is not getting tracked because i use the app instead from web . Not yet released, but i’ll be testing it first with a few friends first and maybe add some feature because ngl it feels bland right now, but maybe its just my opinion. So to get some feedback, ill be testing it with my friends tommorow and maybe catch some multiplayer bugs that i couldn’t find when playing alone. I really don’t want to publish a boring game, but the time is ticking and im getting more and more busy this month.
[Devlog #21] Updates Added a proper README. Fixed some minor bugs. The next devlog will be for a published Game . Its not a professional Roblox game, but its my learning process from 0 to this. So i appreciate any type of critics and feedback for me to develop this game furthur, because i really love these type of games. So im literally making my dream game here! But its still lacking to my vision because of my lack of time and skills.
[Devlog #22] New Contents Added 1 more enemy, goblin. Update Remove the realm requirement in NPC Shop for buying an item (Cannot buy the item until realm req is fulfilled). The requirement now only active when trying to equip the item. Fixed quest id being duplicated. im back!! hopefully i can make some more stuff although i may not have as much free time as before. I’ll try to make some progress everyday though! Try it Now Game may not be up to date from the devlog Cultivation Incremental (16+)
[Devlog #23] New Content Added refresh countdown on leaderboard UI. Updates Moved enemy overhead gui from server to client (not yet tested for the behaviour in multiplayer) for more personalization (point 2 is possible because of this change). Dynamic enemy name color, higher realm will be colored red and cannot be attacked no matter how high your dmg is until you reach their cultivation rank. Polishing the game :))
[Devlog #24] New Content Added Onboarding/Tutorial ! I see a lot of player gets confused when they first joined the game, so now i added a tutorial on the basic of the game. That is: Cultivate, Shop, and Quest . Im really happy with the result, i didn’t expect making the trail line to be so easy (using beam instance from roblox themself). And maybe i’ll add onboarding for fighting enemy and equipping items, but its not really neccessary (i think).
[Devlog #25] Updates Added more quests Optimize NPCServiceUtils.Data JSON for NPC that gives Chained Quests. Mostly just optimizing the json by creating a helper so that making a quest is easier and less error prone.
[Devlog #26] New Content Added Cultivating Animation! Update Now you have to press “C” to cultivate rather than just automatically gain Qi just by entering the Qi Zone. Next one is to add button for mobile user, and also add UX feedback for when they’re able to press C to cultivate and when they can’t (outside zone & higher realm zone). Oh! also adding particle/aura when player is cultivating for more satisfying feel.
[Devlog #27] New Contents New Mobile Button to Cultivate New Shortcut UI to press “C” to Cultivate when entering a Zone they can cultivate in. New Tutorial Section to tell the player to press “C” to start cultivating and gathering qi. Update Player now can’t walk/jump when cultivating May need to revise the button for mobile since its very basic right now
[Devlog #28] New Content Added “Aura” like particle effect when cultivating, its more like you “suck” the surrounding qi into the body. Update Update the collision system to be more robust, before theres a problem with the collision when i try adding the Aura Part inside the Player. Now it will independently calculate the spatial rather than touching. Nothing crazy, just some cool small detail.
[Devlog #29] The Last Devlog The Game New Contents Gamepass! Now you can buy a gamepass to get a benefit and support me! + Gamepass badge on the bottom left of the screen when bought. Add beam/arrow to the quest npc when you’re done with their given quest. Add equip best button in the inventory menu. Add dmg mult information in the inventory meny (item detail menu). Updates Fix some bugs, for example player able to move while cultivating. Optimize and remove unused leaderboards. ready to publish it! Thank you for the opportunity Hackclub for me to grow as a beginner roblox developer I appreciate the support from everyone although my game is far from “professional”, atleast its a fully working game! and Im happy with it.
Ships:
VERSION 0.0.1 Only 16+ can play the Game currently as any other new roblox game. I am glad to finish the essentials mechanic of the Game! Now here is the List of Features the game have: Cultivate, just stand on the existing zone (and make sure you have the required Realm) and you’ll gain Qi automatically Breakthrough, the moment the top bar is full, you can breakthrough to higher realm which increases your qi gain and boost movement speed and jump a little bit. Quest, you can talk to an NPC with a (!) to get the quest. After finishing a quest, you can talk to the NPC again to claim the quest rewards. Battle, you can walk to enemy and you’ll automatically deal damage to them! Shop, you can buy items in shopkeeper NPC with Spiritual Stones which you can get from defeating an enemy or finishing a quest. The feature is implemented, but its very simple and “unprofessional”. Lame excuse but its really because this is my first time making game and im still learning the basics. I’ll be adding more stuff and refine the core features in the future updates!! This game is made for the love of the game and genre :)
VERSION 0.1 Only 16+ can play the Game currently as any other new roblox game. I am glad to add more of the essentials mechanic of the Game! Now here is the List of Features i have added to the game since the last release: Added Onboarding/Tutorial! I see a lot of player gets confused when they first joined the game, so now i added a tutorial on the basic of the game. That is: Cultivate, Shop, and Quest. Added New Enemy : Goblin. Added More quests . Added Cultivating Animation! Added Gamepass! Now you can buy a gamepass to get a benefit and support me! + Gamepass badge on the bottom left of the screen when bought. And more! you can read all the devlogs to see the small changes. I still have some features not yet implemented, that is fighting enemy animation, weapons, and PVP . But i don’t really have the courage since the Stardance deadline is within 3 weeks (and its already extended), but i do have plan to continue the project later in December for my own personal project (close sourced, even though right now its already semi close source since the models, maps i used is not in the code but in the roblox studio file.). Thanks for everyone who have followed the game journey, albeit short i thank you guys for supporting me!! (Especially those who bought my gamepass!!) . I CANT BELIEVE I GOT MY FIRST ROBUX FROM MAKING A GAME HERE IN STARDANCE :DD THANK YOU SO MUCH!!! This Game is Made with the best of my Game Dev abilities ....
|
1793300080.1345568
|
1793386480.1345568
|
|
7503
|
Pc parts lister by @Fiskerz | Stardance
|
Fiskerz
|
1
|
77.0
|
1286
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T13:41:56Z", "hours": 77.0, "multiplier": 19.41, "payout": 1286, "blessing": "neutral", "text": "What is this? You are currently looking at a native windows app , written entirely in C# & XAML . The main goal of this app is to make for a pc hardware person like me, keeping track of components I might happen to have laying around a lot easier and incredibly organized, without having to use endless and ugly excel tables. It is my first ever project of this kind, as I’ve been always making games, or mods, but not actual apps. What was challenging/I’m proud of As I said this was the first project of this type I’ve made ever so learning XAML took me some real time and effort. The expandible system and the mark-down style parser are the real “trophies” here, the amount of time and effort they took is just still horryfic to me. But I’m extremely proud of myself for biting through them. Features I’ll only go through some of the most important features, as there’s just many smaller things to cover. You can view all of the features in the github repository’s README file that took me a pretty long time to write and decorate. There are so many features that I can’t even fit them within this posts text limits. Adding, searching up, viewing, editing and deleting Components You can do all of these with any Component. Adding and searching up components is pretty simple, you just click on the gigantic buttons on the window that you will first see. And once you open the search window you can then view in detail, edit and delete the components from there using the dedicated buttons. Mark-down style description parser, writer and viewer. One of the most difficult things I’ve done in this project, as getting it to fully work was really difficult, even more so due to it being my first time having to solve an issue like this. But hey you can: Write in bold , italic , bold-italic and have two different headings styles. See what you’re writing in a preview box placed next to the description writer View the rendered descriptions in the detail window afterwards. Making your own Parameters, as well as editing default ones, or removing them entirely This is the most difficult thing I’ve dealt with throughout the entire project. As let me tell you - rewriting the entire app into architecture where the app itself has no idea what concrete step it’s doing is pure hell. I called this the Expandible system and it revolves mainly around being dynamic and expandable. Instead of having a Component that has a string value for its model, you now have a Component that may, or may not have a Model parameter assigned in its parameters. And that specific Model parameter can hold some value. And now try explaining this to the app. Just hell to deal with. But hey it works and I am super happy with how it turned out. Thanks to it you can: Add your own parameters . You yourself can make any of available rules for it, all using a pretty simply navigatable UI. Edit current parameters just as easily as you can add parameters, you can also edit any parameters and shape them into your liking. Or.. Delete any parameter you now dislike, or have no interest/use for. The UI scales and renders your parameters all throughout the app, based on what parameters you set up. Filtering Components Once again, from any of the parameters you’ve set up you can use them to filter out specific components, using any kind of parameter you decided to add in. Multi-language support In the app settings you can swap out between English (Default) and Czech. And the language is implemented all accross the app. So much so that even the default parameters will be generated in your selected language. Testing and using You can download the app from the latest release on github for Windows 10/11. There is unfortunately no other way to publish this app, since it’s a native windows app. For more detail follow the guide in the README file.", "repo": "https://github.com/Catmaster543/PC-Parts-Lister", "demo": "https://github.com/Catmaster543/PC-Parts-Lister/releases/tag/v1.0.2"}]...
|
[{"post_id": 74472, "ts": "202 [{"post_id": 74472, "ts": "2026-09-27T13:39:43Z", "hours": 5.5408, "text": "Added QOL features, README rewrite, bugfixes & shipping preparations! After all this time- the app is finally entering the final stretch (atleast for its first ship). A pretty thorough testing has been done and I am now quite confident that there’s not much missing. I got some feedback from a friend of mine and used it to add in some things he found missing, soo shoutout to him! Added many warnings and pop-ups throughout the app . In the app there are many settings that if you tweak at the wrong time, or incorrectly you can get yourself into quite some mess. With these warnings it should be more easily preventable. Completely rewrote the README , so that it now includes many images, gifs and most importantly very good documentation of the features. Added translations for more things , such as when parameters are regenerated it is done so in your chosen language. Added watermark text to the add window . Since I’ve heard it multiple times now, that the text box for components name is not intuitive to click on at all this should fix it. Fixed many issues , ranging from parameters saving as their opposite type, to the app crashing just from opening settings. You can read through these in detail in the respective github commits. Ship preparations . I took some time to deal with these things, such as making the app as humanly simple to run as possible, thourough testing, making github releases and writing the README as well as the ship description. And that is probably it here. This is likely the last devlog before shipping, so hopefully see you there! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!"}, {"post_id": 74151, "ts": "2026-09-26T19:39:02Z", "hours": 6.2444, "text": "Added multi-language support + settings + first README written! You might notice quite some time logged on this one. And let me tell you, you would not believe just how bad a simple mistake can be. I’ll get to this on the end of the devlog, for now let me tell you about the stuff that I’ve added. Added multi-language support . Now all text you see in the app is either dynamically generated based on the things you make, so that’s in your language, or use a key , which is then filled from the decently sized language tables I’ve written. Added English support . Up until now, the entirety of the app has been written in czech, my native language. But since I’ve now added the multi-language support I of course chose english as the first one to add. Now personally I will probably NOT be adding any other languages, as I don’t want to use google translate for them, since I know how choppy it can come out and personally don’t know any other languages on a tier high-enough to trust myself with writing the tables right. If anyone out there would be willing to translate the app into a language they can speak, I’m down! Added settings . Settings is actually a bit of a.. silly name to use here, as there’s only one setting there. Which is of course the language toggle. Written the first README . Now first clarifies only as first for this project, as I’ve written a few of these before, but this project is the largest one I’ve ever made, so it took me quite a bit of time to write this one. I’ll be improving it further, as it’s incomplete so far. And that’s it I think. The awful mistake I’ve made was forgetting to merge the github branches before starting this part and made an absolutely ridiculous amount of issues by that, such as the app mixing old and new codes and other terrible stuff. Outside these, I think that’s all for this one. I’m expecting this to finally be one of the last devlogs before the first ship, as there’s not much blocking me now from shipping. Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!"}, {"post_id": 73754, "ts": "2026-09-25T21:13:23Z", "hours": 2.4719, "text": "Added the custom settings from last time + custom parameters adding Devlog #9 for PC Parts Lister Soo as I said last time, I’ve now implemented the following: List option for string type parameters . This allows parameters to load as a selectable list of options, instead of just a text field. Allowing custom list entries . An extension to the list option, which when toggled also allows you to type out your own thing if none from the list suits your need. Custom numbers sufix . Just as I said last time- this enables you to set a custom sufix to number type parameters and will do one simple thing - wherever this parameter is displayed, your sufix will be displayed after the number, so instead of “Capacity: 500”, it will now be “Capacity: 500 GB”. That is ofc if you set the sufix to be GB. Adding custom parameters . Since you could edit current parameters last time, I now gave you the power to make your own parameters. Everything since I’ve began building the expandible system has been preparing for this moment and now it’s here. It took me just a few lines of code to add this, but thanks to the complex system I’ve built custom parameters are supported everywhere in the app. Bugfixes Fixed Possible parameters obtaining values . As simple and unimportant this sounds, Possible parameters act only ONLY as a sort of template. Thus no actual value should be assigned to them. And thanks to a bug in the code this was happening, which broke the app way more than I expected. Fixed filtering-related issues . There were issues where the filtering system would be unable to filter out correctly, despite everything being right. UI fixes , such as scrollbars in places that were missing. Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!"}, {"post_id": 73326, "ts": "2026-09-24T21:30:06Z", "hours": 5.9783, "text": "Added the parameters editing windows! Devlog #8 for PC Parts Lister Great day ya’ll. Added the edit parameters window , which features the following: See all current parameters Edit current parameters Delete current parameters Added the parameter edit window itself , which you can from the previous window and it allows you to: Change the parameter name Change the parameters ID Select if the parameter is either text, or a number Change the possible values in case of text Set if the parameter is supposed to be in a list in the case of text Set if the parameter can be edited, or just selected from set values in case of text Set a custom suffix to number type parameters, for example if you want to add a parameter for storage capacity it would be weird to have just “500”. 500 potatoes? You can use this to instead show “500 Gb”. Much better ain’t it? In cases of all these three new settings - they are only selectable here and the app saves them, but they are yet to be implemented! Added and edited the main window layout , adding the parameter settings button. And that is about it, hopefully se any one of you around! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!"}, {"post_id": 72368, "ts": "2026-09-22T19:27:35Z", "hours": 2.995, "text": "Finished migrating the filter window, added back category selection buttons, filtering by favorite and searching up components by name! Devlog #7 for PC Parts Lister Before I start - WHY THE HELL DOES THE REVIEW PROCESS ON MY OTHER PROJECT TAKE SOO LONG? My other project, the Sponsor system has been under review for OVER 12 DAYS now, anyone got any idea what’s up with that? Either way, to the actual devlog now- Soo since last time not any crazy time has passed, although I still did quite some work and want to write a devlog before heading onto the next parts that I assume will take a little while. Added searching components up by name back. Just like the other features, this has been implemented before already, but due to the migration to the expandible (= aka. dynamic) system has been broken. Added filtering by favorites back. Soo you can filter out all of your favorited components. Added back the category buttons . They behave just as before, you click on a category and see components under that category. Pretty neat, no? A whole lot of bugfixing and testing . Since last time I’ve discovered quite an insane amount of bugs and had to do patches almost constantly. Not to mention I had to pretty deeply test out all of the features to make sure there are not any holes I missed. But I believe not. Anyways I think that’s mostly it this time, I gotta say though that I should really hurry up with this project to finish it on time, soo cya! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!"}, {"post_id": 70833, "ts": "2026-09-19T20:56:29Z", "hours": 6.3892, "text": "Added support for filtering by numbers and text for the new system! Devlog #6 for PC Parts Lister Since last time I’ve began work on the expandible system quite some time has passed and I’ve worked on other projects in the meantime, but here am I now to hopefully finish this. Soo.. Added support to the filtering window for the new system, meaning it now generates the parameters dynamically, just like add window does Added back filtering by numbers , such as wattage and other number based parameters, with the old smaller/bigger/equal toggles Added back filtering by text so long story short - you can filter the other things that are not in numbers, such as names, series, subseries, etc. Added the reset filter button back . Pretty self explanatory I think, ain’t it? Many bugfixes . Since last time’s revert to the new system old things just keep on breaking and breaking and I have to constantly patch/disable features (temporarily) till I am able to fix them. Outside that I think that’s mostly it for this time, the main eater of time here was me really just spending a whole lot of time figuring out the architecture that would work for this whole system and let me tell you - it’s a real nightmare to think about. (wouldn’t be surprised if I had nightmares abt it tonight lol) Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also mz first time making anz kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to stick around and hit the follow, ty!"}, {"post_id": 64275, "ts": "2026-09-08T15:38:48Z", "hours": 6.49, "text": "Overhauled the Add window + started work on the expandible system! Devlog #5 for PC Parts Lister This is a change I’ve long anticipated and feared , but it should elevate the app by entire levels higher. Now what is the Expandible system? Up until now you could only use pre-specified, hardcoded parameters with very little flexibility to it. The expandible system aims to completely overhaul the way information is handled in the app , which will allow for custom parameters, parameter options, etc. etc. in the future. The biggest issue with that is the transfer from the current system. As of now I had to purposely break big chunks of the app for the sake of testing the basics and I will have to rebuild it back up, just with the expandible system. Overhaul of the Add window Since I’ve started the expandible system, the Add window, as one of the most outdated (both technically and visually) had to go first. Also this was due to me needing a way to add in components using the new system outside having to hard-code each tester. I think it is decent, but it is not finished yet, keep that in mind! A majority of the windows overhaul was technical , but I made sure to use the way more recent UI style from Detail and Edit windows that got updated recently to improve the visuals atleast a bit. I think there’s not all that much more I can specify as of right now, but when the system is done I’ll be sure to write some more about it, soo cya for now! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. If you find this project cool be sure to stick around and hit the follow, thx!"}, {"post_id": 43957, "ts": "2026-08-09T12:38:35Z", "hours": 8.3703, "text": "Improved the description by a whole new level! Devlog #4 This time I didn’t forget to post a devlog, so yay I don’t lose the payout on this one- Anyways my focus here was to make a pretty simple yet convenient description system, because the original one was… let’s say way too simple ( just plain text ). So to improve it I changed it into a Markdown-style system . So what did I add/change? An entire new renderer for the description in Detail Window . I had to write a custom parser for it in order for it to read bold, italic and other styles, more on them later though- An entirely new description editor in the Edit Window. Since I do not have the skill, time, or interest in making a live-preview editor that apps like obsidian have I chose a different approach. You have a regular text field with buttons for each function added (such as bold, etc.). On the other half you have a preview window that updates after you stop writing automatically (thus preventing lag) and displays a preview of what you wrote. Bold, Italic, BoldItalic, Heading & Small Heading are all the styles I added (maybe for now, maybe for good.). Each and every single one of these has a button, that either turns on or off that style. And that’s it for now I think. Seeing this project for the first time? This project is a windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. If you find this project cool be sure to stick around!"}, {"post_id": 24247, "ts": "2026-07-07T18:00:38Z", "hours": 17.6844, "text": "Devlog #3 for PC Parts Lister Alright, so I may, or may not have forgotten to post any updates in a while and quite a lot of things have been added, so here’s a small overview: Complete visual (and technical) overhaul of the Edit and Detail window . I improved their overall visuals, added a lot of new things, such as the photogallery, all while fixing some older bugs and issues. Addition of a whole new photogallery , to both edit and detail window. With it you can now have multiple different pictures for each component + a main picture. You can click on each picture to view them in a new window; in their full scale. You can also delete each picture, or in the case of the main picture you can also swap it out for a new one. In the full picture view you can also cycle between the components individual pictures, just like in most photogallery apps. Newly added description , it is very simple, but you can have a description at the very least. I am currently working on a whole new description system with MarkDown support, so you can make bold text , italic , or things like headings and paragraphs. Also I added the ability to favorite your favorite components and sort by that. It is quite a simple feature but in my opinion it is a nice to have feature. Alongside this I added the ability to filter components, so now you can easily separate your fav components. It is quite a lot of stuff to say the least and I’ll try my best from now on to do the devlogs in their respective times. See the 2 people who even read these in the next one!"}, {"post_id": 8651, "ts": "2026-06-14T11:35:07Z", "hours": 12.955, "text": "Devlog #2 for PC Parts Lister Main addition: Super specific and smart filtering system, allowing to seamlessly filter your components; by name, by type, even by things like amount! List of important changes: Added the smart filtering system window Added the amount value for components Re-used part of code from adding components Completely overhauled the re-used code, to be smarter, more effecient and way more easily expandable in the future Added a smart error reporting inside the filtering window, informing you if there’s something wrong Changed the way certain components values are stored Added and improved a few already existing button designs Improved certain behaviours of windows Fixed issues when opening the app in full-screen Fixed components saving with unrealistic values (for example having a SSD with the capacity “donkey”)"}, {"post_id": 2755, "ts": "2026-06-05T15:07:41Z", "hours": 1.7581, "text": "I just added the ability to search up by name"}]...
|
Title: Pc parts lister by @Fiskerz | Stardance
De Title: Pc parts lister by @Fiskerz | Stardance
Devlogs:
I just added the ability to search up by name
Devlog #2 for PC Parts Lister Main addition: Super specific and smart filtering system, allowing to seamlessly filter your components; by name, by type, even by things like amount! List of important changes: Added the smart filtering system window Added the amount value for components Re-used part of code from adding components Completely overhauled the re-used code, to be smarter, more effecient and way more easily expandable in the future Added a smart error reporting inside the filtering window, informing you if there’s something wrong Changed the way certain components values are stored Added and improved a few already existing button designs Improved certain behaviours of windows Fixed issues when opening the app in full-screen Fixed components saving with unrealistic values (for example having a SSD with the capacity “donkey”)
Devlog #3 for PC Parts Lister Alright, so I may, or may not have forgotten to post any updates in a while and quite a lot of things have been added, so here’s a small overview: Complete visual (and technical) overhaul of the Edit and Detail window . I improved their overall visuals, added a lot of new things, such as the photogallery, all while fixing some older bugs and issues. Addition of a whole new photogallery , to both edit and detail window. With it you can now have multiple different pictures for each component + a main picture. You can click on each picture to view them in a new window; in their full scale. You can also delete each picture, or in the case of the main picture you can also swap it out for a new one. In the full picture view you can also cycle between the components individual pictures, just like in most photogallery apps. Newly added description , it is very simple, but you can have a description at the very least. I am currently working on a whole new description system with MarkDown support, so you can make bold text , italic , or things like headings and paragraphs. Also I added the ability to favorite your favorite components and sort by that. It is quite a simple feature but in my opinion it is a nice to have feature. Alongside this I added the ability to filter components, so now you can easily separate your fav components. It is quite a lot of stuff to say the least and I’ll try my best from now on to do the devlogs in their respective times. See the 2 people who even read these in the next one!
Improved the description by a whole new level! Devlog #4 This time I didn’t forget to post a devlog, so yay I don’t lose the payout on this one- Anyways my focus here was to make a pretty simple yet convenient description system, because the original one was… let’s say way too simple ( just plain text ). So to improve it I changed it into a Markdown-style system . So what did I add/change? An entire new renderer for the description in Detail Window . I had to write a custom parser for it in order for it to read bold, italic and other styles, more on them later though- An entirely new description editor in the Edit Window. Since I do not have the skill, time, or interest in making a live-preview editor that apps like obsidian have I chose a different approach. You have a regular text field with buttons for each function added (such as bold, etc.). On the other half you have a preview window that updates after you stop writing automatically (thus preventing lag) and displays a preview of what you wrote. Bold, Italic, BoldItalic, Heading & Small Heading are all the styles I added (maybe for now, maybe for good.). Each and every single one of these has a button, that either turns on or off that style. And that’s it for now I think. Seeing this project for the first time? This project is a windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. If you find this project cool be sure to stick around!
Overhauled the Add window + started work on the expandible system! Devlog #5 for PC Parts Lister This is a change I’ve long anticipated and feared , but it should elevate the app by entire levels higher. Now what is the Expandible system? Up until now you could only use pre-specified, hardcoded parameters with very little flexibility to it. The expandible system aims to completely overhaul the way information is handled in the app , which will allow for custom parameters, parameter options, etc. etc. in the future. The biggest issue with that is the transfer from the current system. As of now I had to purposely break big chunks of the app for the sake of testing the basics and I will have to rebuild it back up, just with the expandible system. Overhaul of the Add window Since I’ve started the expandible system, the Add window, as one of the most outdated (both technically and visually) had to go first. Also this was due to me needing a way to add in components using the new system outside having to hard-code each tester. I think it is decent, but it is not finished yet, keep that in mind! A majority of the windows overhaul was technical , but I made sure to use the way more recent UI style from Detail and Edit windows that got updated recently to improve the visuals atleast a bit. I think there’s not all that much more I can specify as of right now, but when the system is done I’ll be sure to write some more about it, soo cya for now! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. If you find this project cool be sure to stick around and hit the follow, thx!
Added support for filtering by numbers and text for the new system! Devlog #6 for PC Parts Lister Since last time I’ve began work on the expandible system quite some time has passed and I’ve worked on other projects in the meantime, but here am I now to hopefully finish this. Soo.. Added support to the filtering window for the new system, meaning it now generates the parameters dynamically, just like add window does Added back filtering by numbers , such as wattage and other number based parameters, with the old smaller/bigger/equal toggles Added back filtering by text so long story short - you can filter the other things that are not in numbers, such as names, series, subseries, etc. Added the reset filter button back . Pretty self explanatory I think, ain’t it? Many bugfixes . Since last time’s revert to the new system old things just keep on breaking and breaking and I have to constantly patch/disable features (temporarily) till I am able to fix them. Outside that I think that’s mostly it for this time, the main eater of time here was me really just spending a whole lot of time figuring out the architecture that would work for this whole system and let me tell you - it’s a real nightmare to think about. (wouldn’t be surprised if I had nightmares abt it tonight lol) Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also mz first time making anz kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to stick around and hit the follow, ty!
Finished migrating the filter window, added back category selection buttons, filtering by favorite and searching up components by name! Devlog #7 for PC Parts Lister Before I start - WHY THE HELL DOES THE REVIEW PROCESS ON MY OTHER PROJECT TAKE SOO LONG? My other project, the Sponsor system has been under review for OVER 12 DAYS now, anyone got any idea what’s up with that? Either way, to the actual devlog now- Soo since last time not any crazy time has passed, although I still did quite some work and want to write a devlog before heading onto the next parts that I assume will take a little while. Added searching components up by name back. Just like the other features, this has been implemented before already, but due to the migration to the expandible (= aka. dynamic) system has been broken. Added filtering by favorites back. Soo you can filter out all of your favorited components. Added back the category buttons . They behave just as before, you click on a category and see components under that category. Pretty neat, no? A whole lot of bugfixing and testing . Since last time I’ve discovered quite an insane amount of bugs and had to do patches almost constantly. Not to mention I had to pretty deeply test out all of the features to make sure there are not any holes I missed. But I believe not. Anyways I think that’s mostly it this time, I gotta say though that I should really hurry up with this project to finish it on time, soo cya! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!
Added the parameters editing windows! Devlog #8 for PC Parts Lister Great day ya’ll. Added the edit parameters window , which features the following: See all current parameters Edit current parameters Delete current parameters Added the parameter edit window itself , which you can from the previous window and it allows you to: Change the parameter name Change the parameters ID Select if the parameter is either text, or a number Change the possible values in case of text Set if the parameter is supposed to be in a list in the case of text Set if the parameter can be edited, or just selected from set values in case of text Set a custom suffix to number type parameters, for example if you want to add a parameter for storage capacity it would be weird to have just “500”. 500 potatoes? You can use this to instead show “500 Gb”. Much better ain’t it? In cases of all these three new settings - they are only selectable here and the app saves them, but they are yet to be implemented! Added and edited the main window layout , adding the parameter settings button. And that is about it, hopefully se any one of you around! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!
Added the custom settings from last time + custom parameters adding Devlog #9 for PC Parts Lister Soo as I said last time, I’ve now implemented the following: List option for string type parameters . This allows parameters to load as a selectable list of options, instead of just a text field. Allowing custom list entries . An extension to the list option, which when toggled also allows you to type out your own thing if none from the list suits your need. Custom numbers sufix . Just as I said last time- this enables you to set a custom sufix to number type parameters and will do one simple thing - wherever this parameter is displayed, your sufix will be displayed after the number, so instead of “Capacity: 500”, it will now be “Capacity: 500 GB”. That is ofc if you set the sufix to be GB. Adding custom parameters . Since you could edit current parameters last time, I now gave you the power to make your own parameters. Everything since I’ve began building the expandible system has been preparing for this moment and now it’s here. It took me just a few lines of code to add this, but thanks to the complex system I’ve built custom parameters are supported everywhere in the app. Bugfixes Fixed Possible parameters obtaining values . As simple and unimportant this sounds, Possible parameters act only ONLY as a sort of template. Thus no actual value should be assigned to them. And thanks to a bug in the code this was happening, which broke the app way more than I expected. Fixed filtering-related issues . There were issues where the filtering system would be unable to filter out correctly, despite everything being right. UI fixes , such as scrollbars in places that were missing. Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!
Added multi-language support + settings + first README written! You might notice quite some time logged on this one. And let me tell you, you would not believe just how bad a simple mistake can be. I’ll get to this on the end of the devlog, for now let me tell you about the stuff that I’ve added. Added multi-language support . Now all text you see in the app is either dynamically generated based on the things you make, so that’s in your language, or use a key , which is then filled from the decently sized language tables I’ve written. Added English support . Up until now, the entirety of the app has been written in czech, my native language. But since I’ve now added the multi-language support I of course chose english as the first one to add. Now personally I will probably NOT be adding any other languages, as I don’t want to use google translate for them, since I know how choppy it can come out and personally don’t know any other languages on a tier high-enough to trust myself with writing the tables right. If anyone out there would be willing to translate the app into a language they can speak, I’m down! Added settings . Settings is actually a bit of a.. silly name to use here, as there’s only one setting there. Which is of course the language toggle. Written the first README . Now first clarifies only as first for this project, as I’ve written a few of these before, but this project is the largest one I’ve ever made, so it took me quite a bit of time to write this one. I’ll be improving it further, as it’s incomplete so far. And that’s it I think. The awful mistake I’ve made was forgetting to merge the github branches before starting this part and made an absolutely ridiculous amount of issues by that, such as the app mixing old and new codes and other terrible stuff. Outside these, I think that’s all for this one. I’m expecting this to finally be one of the last devlogs before the first ship, as there’s not much blocking me now from shipping. Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!
Added QOL features, README rewrite, bugfixes & shipping preparations! After all this time- the app is finally entering the final stretch (atleast for its first ship). A pretty thorough testing has been done and I am now quite confident that there’s not much missing. I got some feedback from a friend of mine and used it to add in some things he found missing, soo shoutout to him! Added many warnings and pop-ups throughout the app . In the app there are many settings that if you tweak at the wrong time, or incorrectly you can get yourself into quite some mess. With these warnings it should be more easily preventable. Completely rewrote the README , so that it now includes many images, gifs and most importantly very good documentation of the features. Added translations for more things , such as when parameters are regenerated it is done so in your chosen language. Added watermark text to the add window . Since I’ve heard it multiple times now, that the text box for components name is not intuitive to click on at all this should fix it. Fixed many issues , ranging from parameters saving as their opposite type, to the app crashing just from opening settings. You can read through these in detail in the respective github commits. Ship preparations . I took some time to deal with these things, such as making the app as humanly simple to run as possible, thourough testing, making github releases and writing the README as well as the ship description. And that is probably it here. This is likely the last devlog before shipping, so hopefully see you there! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!
Ships:
What is this? You are currently looking at a native windows app , written entirely in C# & XAML . The main goal of this app is to make for a pc hardware person like me, keeping track of components I might happen to have laying around a lot easier and incredibly organized, without having to use endless and ugly excel tables. It is my first ever project of this kind, as I’ve been always making games, or mods, but not actual apps. What was challenging/I’m proud of As I said this was the first project of this type I’ve made ever so learning XAML took me some real time and effort. The expandible system and the mark-down style parser are the real “trophies” here, the amount of time and effort they took is just still horryfic to me. But I’m extremely proud of myself for biting through them. Features I’ll only go through some of the most important features, as there’s just many smaller things to cover. You can view all of the features in the github repository’s README file that took me a pretty long time to write and decorate. There are so many features that I can’t even fit them within this posts text limits. Adding, searching up, viewing, editing and deleting Components You can do all of these with any Component. Adding and searching up components is pretty simple, you just click on the gigantic buttons on the window that you will first see. And once you open the search window you can then view in detail, edit and delete the components from there using the dedicated buttons. Mark-down style description parser, writer and viewer. One of the most difficult things I’ve done in this project, as getting it to fully work was really difficult, even more so due to it being my first time having to solve an issue like this. But hey you can: Write in bold , italic , bold-italic and have two different headings styles. See what you’re writing in a preview box placed next to the description writer View the rendered descriptions in the detail window afterwards. Making your own Parameters, as well as editing default ones, or removing them entirely This is the most difficult thing I’ve dealt with throughout the entire project. As let me tell you - rewriting the entire app into architecture where the app itself has no idea what concrete step it’s doing is pure hell. I called this the Expandible system and it revolves mainly around being dynamic and expandable. Instead of having a Component that has a string value for its model, you now have a Component that may, or may not have a Model parameter assigned in its parameters. And that specific Model parameter can hold some value. And now try explaining this to the app. Just hell to deal with. But hey it works and I am super happy with how it turned out. Thanks to it you can: Add your own parameters . You yourself can make any of available rules for it, all using a pretty simply navigatable UI. Edit current parameters just as easily as you can add parameters, you can also edit any parameters and shape them into your liking. Or.. Delete any parameter you now dislike, or have no interest/use for. The UI scales and renders your parameters all throughout the app, based on what parameters you set up. Filtering Components Once again, from any of the parameters you’ve set up you can use them to filter out specific components, using any kind of parameter you decided to add in. Multi-language support In the app settings you can swap out between English (Default) and Czech. And the language is implemented all accross the app. So much so that even the default parameters will be generated in your selected language. Testing and using You can download the app from the latest release on github for Windows 10/11. There is unfortunately no other way to publish this app, since it’s a native windows app. For more detail follow the guide in the README file....
|
1793336155.225003
|
1793422555.225003
|
|
40228
|
lstc by @static_noise | Stardance
|
static_noise
|
0
|
63.7
|
0
|
[]
|
[{"post_id": 74474, "ts": "202 [{"post_id": 74474, "ts": "2026-09-27T13:40:25Z", "hours": 4.2642, "text": "finished lexer YAY!!! so, lexer is done, one out of several parts of the compiler… used example for parsing: fn XD() -> none { return; } lexer works as intended, which is good, now I will have to write a parser for the lexer output, btw, I will not use AST, in my plans is to use 4 stages of IR to provide faster compiler speed (also, way less memory hungry because AST nodes are big, linear IR is slim), and, I will not use LLVM cuz of lack of control and always changing API"}, {"post_id": 73645, "ts": "2026-09-25T15:56:53Z", "hours": 25.3197, "text": "BRUH, I’m stuck on lexer, fking lexer, I have to do it, but somewhy I can’t, I need to finish it, I NEED TO FINISH IT, FINISH IT, also switched to nvim XD"}, {"post_id": 54034, "ts": "2026-08-24T19:48:51Z", "hours": 9.7186, "text": "fuck fuck fuck, I tried writing a lexer, this… piece of - code - doesn’t wanna work, gotta rewrite it (yes, I barely ever publish devblogs, this is why its near 10 hours)"}, {"post_id": 49865, "ts": "2026-08-18T20:19:28Z", "hours": 12.115, "text": "working on primitives, changed plans (now I won’t try to make the compiler super good from the start, just a carry to bootstrap) and so on"}, {"post_id": 37789, "ts": "2026-07-30T18:34:52Z", "hours": 2.5086, "text": "still stuck on asm, but finished more shit (I achieved independence from libc, still better than C++) overall cool, but should finish and pack up with the library and start lexer"}, {"post_id": 36956, "ts": "2026-07-29T11:30:11Z", "hours": 5.6811, "text": "went a bit crazy with primitives and asm (still working on them, but they’re starting to get shape, most still just stubs)"}, {"post_id": 36282, "ts": "2026-07-28T09:00:19Z", "hours": 1.5514, "text": "Tried to fix a bug, couldn’t, fuck C++, gonna try and rewrite everything in C (P.S. C++ is a pile of shitty compromises)"}, {"post_id": 35830, "ts": "2026-07-27T14:54:50Z", "hours": 2.1919, "text": "Added path expansion"}, {"post_id": 35315, "ts": "2026-07-26T17:12:29Z", "hours": 0.3506, "text": "starting project architecture and execution"}]...
|
Title: lstc by @static_noise | Stardance
Devlogs: Title: lstc by @static_noise | Stardance
Devlogs:
starting project architecture and execution
Added path expansion
Tried to fix a bug, couldn’t, fuck C++, gonna try and rewrite everything in C (P.S. C++ is a pile of shitty compromises)
went a bit crazy with primitives and asm (still working on them, but they’re starting to get shape, most still just stubs)
still stuck on asm, but finished more shit (I achieved independence from libc, still better than C++) overall cool, but should finish and pack up with the library and start lexer
working on primitives, changed plans (now I won’t try to make the compiler super good from the start, just a carry to bootstrap) and so on
fuck fuck fuck, I tried writing a lexer, this… piece of - code - doesn’t wanna work, gotta rewrite it (yes, I barely ever publish devblogs, this is why its near 10 hours)
BRUH, I’m stuck on lexer, fking lexer, I have to do it, but somewhy I can’t, I need to finish it, I NEED TO FINISH IT, FINISH IT, also switched to nvim XD
finished lexer YAY!!! so, lexer is done, one out of several parts of the compiler… used example for parsing: fn XD() -> none { return; } lexer works as intended, which is good, now I will have to write a parser for the lexer output, btw, I will not use AST, in my plans is to use 4 stages of IR to provide faster compiler speed (also, way less memory hungry because AST nodes are big, linear IR is slim), and, I will not use LLVM cuz of lack of control and always changing API...
|
1792684355.6723957
|
1793289155.6723957
|
|
7142
|
Spacer by @Systemic_speed | Stardance
|
Systemic_speed
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T14:12:56Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Spacer — Stardance ship Name: Spacer One-liner: I kept missing launches and solar storms, so I built one page that tracks all of it and lets me poke at it from Slack, Discord, my terminal, a desktop window, or the web. Field Value Demo https://spacer.systemic-speed.hackclub.app/ Code https://github.com/Gautham-rgb/Spacer README https://github.com/Gautham-rgb/Spacer/blob/main/README.md Stack Python · NiceGUI · discord.py · slack_sdk · Skyfield · Groq What it is: every front-end (web, Slack, Discord, CLI, desktop) just calls one get_events() . All the fetching and filtering live in one place, and everything else is basically a renderer. Live demo is deployed, so just click. Try it: https://spacer.systemic-speed.hackclub.app/ In the bot’s chat: !space weather , !space list probe_launch --limit 5 --name falcon , !space groq what is a coronal mass ejection? What it does pulls solar flare / K-index, launches, and flybys into one timeline same --limit / --name / --after / --before flags in chat, CLI, and the URL Groq assistant that remembers the conversation (in Slack, Discord, and web) desktop ping when something big is within the hour, optional webhook TTL cache so refreshes don’t hammer NOAA, plus a 63-test pytest suite Nerdy bits: dedup on (title, time) ; bots share one platform-neutral response so Slack/Discord never re-implement logic; pages render instantly and fetch in a side thread; long Groq answers get clamped so a big reply can’t fail to send. Data: NOAA SWPC, thespacedevs, JPL (DE421), Groq. Built for Stardance. Well, Happy Launching!!", "repo": "https://github.com/Gautham-rgb/Spacer", "demo": "https://app.slack.com/client/T0B9WS0J88P/C0BAFUQQCQ4"}]...
|
[{"post_id": 74477, "ts": "202 [{"post_id": 74477, "ts": "2026-09-27T13:57:13Z", "hours": 2.7111, "text": "Devlog 3: Spacer hey there, kinda caught up with exams, but I did get some hours in with this thing, and this is going to be the last devlog until ship (YAAYYYY), so here a few design decisions and some cool stuff WE GOT A LINK After trying to configure my nest container for like, 5 years, i finally got a link to use here it is , and the website is kinda AI generated (had to fit it in the schedule, thought the thing was gonna end on Sept 30 but now it is ending on Oct 31), but all in all, it was a good thing experimenting and learning about how people actually host websites We finally got slack and discord working so, after some tinkering (and some help form opencode) we finally got discord and slack channels for the bot to work in, just use !space in the slack and the discord channel, the links are on the website. we are removing the slack bot mission form this project since i want people to actually see this and say if it is good or not, i am removing the slack bot mission from my project, but at least you can see the website and the discord bot well, see ya at ship"}, {"post_id": 57900, "ts": "2026-08-30T07:16:24Z", "hours": 3.9772, "text": "Devlog 2: Spacer hey there, didn’t post for a long time, since i was focused on making Kerbal Gravity Program ( check it out ) so I didn’t have time for this, but now that it is shipped, i can have a little bit of rest and continue on my other projects for anyone new here, Spacer is a Slack/discord bot (yes i am getting it to discord) that can give you notifications like Rocket launches or CMEs that can destroy stuff, I will also get it into a cli, but that will wait for ship 2 What I did: Now, I got 3 main things up: the APIs and the way i am going to make the CLI/Bots A Nest container An understanding of Docker (I guess??) So, what I want is a docker container perpetually running with something like tmux stopping nest from stopping the processes in the container while i exit the nest container (TOOO many containers), but now i am currently fixing stuff with the code and the docker container, well, hope it can be fixed fast Next steps Now, I gotta: 1, figure out how to use tmux 2. how to prevent a certificate error that I keep getting no matter what well, see ya next time fellas ( going to be sometime until you guys can see an actual image )"}, {"post_id": 26513, "ts": "2026-07-11T11:13:57Z", "hours": 0.4983, "text": "Devlog 1: Spacer So, I’m working on Spacer—basically a CLI tool that doubles as a Slack/Discord bot for tracking space-related events. I didn’t post a devlog sooner because I was stuck in that “why is this not working” phase for way too long. But I finally got it to a point where I can see real results. I can now push data to webhooks via the CLI, though it was basically just a giant wall of text at first. Next up: fixing the layout so it actually looks like a professional app and not a terminal dump."}]...
|
Title: Spacer by @Systemic_speed | Stardance
Devl Title: Spacer by @Systemic_speed | Stardance
Devlogs:
Devlog 1: Spacer So, I’m working on Spacer—basically a CLI tool that doubles as a Slack/Discord bot for tracking space-related events. I didn’t post a devlog sooner because I was stuck in that “why is this not working” phase for way too long. But I finally got it to a point where I can see real results. I can now push data to webhooks via the CLI, though it was basically just a giant wall of text at first. Next up: fixing the layout so it actually looks like a professional app and not a terminal dump.
Devlog 2: Spacer hey there, didn’t post for a long time, since i was focused on making Kerbal Gravity Program ( check it out ) so I didn’t have time for this, but now that it is shipped, i can have a little bit of rest and continue on my other projects for anyone new here, Spacer is a Slack/discord bot (yes i am getting it to discord) that can give you notifications like Rocket launches or CMEs that can destroy stuff, I will also get it into a cli, but that will wait for ship 2 What I did: Now, I got 3 main things up: the APIs and the way i am going to make the CLI/Bots A Nest container An understanding of Docker (I guess??) So, what I want is a docker container perpetually running with something like tmux stopping nest from stopping the processes in the container while i exit the nest container (TOOO many containers), but now i am currently fixing stuff with the code and the docker container, well, hope it can be fixed fast Next steps Now, I gotta: 1, figure out how to use tmux 2. how to prevent a certificate error that I keep getting no matter what well, see ya next time fellas ( going to be sometime until you guys can see an actual image )
Devlog 3: Spacer hey there, kinda caught up with exams, but I did get some hours in with this thing, and this is going to be the last devlog until ship (YAAYYYY), so here a few design decisions and some cool stuff WE GOT A LINK After trying to configure my nest container for like, 5 years, i finally got a link to use here it is , and the website is kinda AI generated (had to fit it in the schedule, thought the thing was gonna end on Sept 30 but now it is ending on Oct 31), but all in all, it was a good thing experimenting and learning about how people actually host websites We finally got slack and discord working so, after some tinkering (and some help form opencode) we finally got discord and slack channels for the bot to work in, just use !space in the slack and the discord channel, the links are on the website. we are removing the slack bot mission form this project since i want people to actually see this and say if it is good or not, i am removing the slack bot mission from my project, but at least you can see the website and the discord bot well, see ya at ship
Ships:
Spacer — Stardance ship Name: Spacer One-liner: I kept missing launches and solar storms, so I built one page that tracks all of it and lets me poke at it from Slack, Discord, my terminal, a desktop window, or the web. Field Value Demo https://spacer.systemic-speed.hackclub.app/ Code https://github.com/Gautham-rgb/Spacer README https://github.com/Gautham-rgb/Spacer/blob/main/README.md Stack Python · NiceGUI · discord.py · slack_sdk · Skyfield · Groq What it is: every front-end (web, Slack, Discord, CLI, desktop) just calls one get_events() . All the fetching and filtering live in one place, and everything else is basically a renderer. Live demo is deployed, so just click. Try it: https://spacer.systemic-speed.hackclub.app/ In the bot’s chat: !space weather , !space list probe_launch --limit 5 --name falcon , !space groq what is a coronal mass ejection? What it does pulls solar flare / K-index, launches, and flybys into one timeline same --limit / --name / --after / --before flags in chat, CLI, and the URL Groq assistant that remembers the conversation (in Slack, Discord, and web) desktop ping when something big is within the hour, optional webhook TTL cache so refreshes don’t hammer NOAA, plus a 63-test pytest suite Nerdy bits: dedup on (title, time) ; bots share one platform-neutral response so Slack/Discord never re-implement logic; pages render instantly and fetch in a side thread; long Groq answers get clamped so a big reply can’t fail to send. Data: NOAA SWPC, thespacedevs, JPL (DE421), Groq. Built for Stardance. Well, Happy Launching!!...
|
1793148657.0301292
|
1793235057.0301292
|
|
58056
|
Financemanager by @javin_wittig | Stardance
|
javin_wittig
|
1
|
5.52
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T11:07:57Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a Python command-line application for managing personal finances. On first use, it creates a local account (username/password stored in a JSON file). Users can log custom income and expense transactions with a date, amount, category, and description, and generate summaries, total income, total expenses, and savings over a custom date range. All transactions are continuously saved to a CSV file. Everything you need to know about how to use it is explained in the README", "repo": "https://github.com/javinwittig/Financemanager", "demo": "https://github.com/javinwittig/Financemanager/releases/tag/v1.0.1"}]...
|
[{"post_id": 74479, "ts": "202 [{"post_id": 74479, "ts": "2026-09-27T14:04:58Z", "hours": 0.5153, "text": "Final changes"}, {"post_id": 65234, "ts": "2026-09-10T07:10:06Z", "hours": 4.9311, "text": "I am building a Finance Tracker in the Terminal"}]...
|
Title: Financemanager by @javin_wittig | Stardance Title: Financemanager by @javin_wittig | Stardance
Devlogs:
I am building a Finance Tracker in the Terminal
Final changes
Ships:
I built a Python command-line application for managing personal finances. On first use, it creates a local account (username/password stored in a JSON file). Users can log custom income and expense transactions with a date, amount, category, and description, and generate summaries, total income, total expenses, and savings over a custom date range. All transactions are continuously saved to a CSV file. Everything you need to know about how to use it is explained in the README...
|
1793152354.320113
|
1793238754.320113
|
|
65309
|
Cherry on top by @shyamks1828 | Stardance
|
shyamks1828
|
2
|
4.32
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T00:52:34Z", "hours": 0.0, "multiplier": 1.07, "payout": 0, "blessing": "neutral", "text": "helloo guyss. this is my warioware project. it is published on itchi.io. right now its only optimized for desktop or laptop play. or just hookup a keyboard to your phone. it has apoints system and 2 levels. i am in the process of adding hitpoint system and also enemies which damge the player. rn try out version 1 and lmk what to add or change. (note to shipwright - I am not shipping this for warioware ik i have clciked confirm but feel free to reject if u feel so. im just shipping this for ratings from the community)", "repo": "https://github.com/coderrcboy/Cherry-on-top-videogame", "demo": "https://proplayersaitama008.itch.io/cherry-on-top"}, {"ship_num": 2, "ts": "2026-09-24T11:32:02Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "hi, so i made a simple point collecting game called cherry on top. it uses wasd and arrow control for movememnt. it has 2 games. rather 2 parts. i made it from schratch no ai using godt engine. it was a very nice experience. i learned coding and drawing and controlling sprites with code. i will be making more devlopements to the game like more levles or maybe shop system to use the points. pls do go try it out!!", "repo": "https://github.com/coderrcboy/Cherry-on-top-videogame", "demo": "https://proplayersaitama008.itch.io/cherry-on-top"}]...
|
[{"post_id": 74480, "ts": "202 [{"post_id": 74480, "ts": "2026-09-27T14:07:29Z", "hours": 1.3228, "text": "helloo guyss. in this edit, i have added the following changes. i added a health bar i added enemies if u jump on the enemies theyll die if u hit the enemies form the side, youll get knockback and lose a life-there are 3 lives theres also a pause menu when u click escape. you can resume of go to main menu. also pls note, i have not updated those features in itch.io yet but feel free to try the existing version it is also nice. next update, ill add a secret level. c ya later"}, {"post_id": 74235, "ts": "2026-09-27T00:48:43Z", "hours": 0.3806, "text": "Helloo guyss, So i have started working on a hp system and am gonna add villains. i am waiting for the itch.io grant to be approved so i can download the texture pack and skins for the game. after that i will add enemies and related game physics too. keep an eye out for v2 of the game. if you havent played it yet chck it out now!"}, {"post_id": 73086, "ts": "2026-09-24T11:01:13Z", "hours": 0.715, "text": "guysss, first edition of game is over. i will be updating all my files and resources to github and linking itch.io to this project. for now it has 2 games/levels a main menu. a sprite collecting objects i.e cherries. rn if you fall somewhere u shudnt refresh page or close and open cos i havent configured it to respawn somewhere. aslo will be adding chckpoints, enemies and stuff next post. cya till then"}, {"post_id": 73070, "ts": "2026-09-24T10:05:20Z", "hours": 0.5003, "text": "so guyss.. added main menu with game name. each button directs you to diff games. charecters are mostly same for now in both games will work on that later"}, {"post_id": 73065, "ts": "2026-09-24T09:30:29Z", "hours": 1.1964, "text": "wassup guyss finished level 1 of the game. added collectible items. the cherries. i made the map very big but those are for next levels :). also added apoints system. every time you collect cherry you will get a point."}, {"post_id": 73023, "ts": "2026-09-24T07:19:52Z", "hours": 0.8031, "text": "halloo guys. started working on the game. referring ot a youtube tutorial who was kind enough to give download link for textures. rn still figuring out animation for movement. cu soon wtih more updates"}]...
|
Title: Cherry on top by @shyamks1828 | Stardance
Title: Cherry on top by @shyamks1828 | Stardance
Devlogs:
halloo guys. started working on the game. referring ot a youtube tutorial who was kind enough to give download link for textures. rn still figuring out animation for movement. cu soon wtih more updates
wassup guyss finished level 1 of the game. added collectible items. the cherries. i made the map very big but those are for next levels :). also added apoints system. every time you collect cherry you will get a point.
so guyss.. added main menu with game name. each button directs you to diff games. charecters are mostly same for now in both games will work on that later
guysss, first edition of game is over. i will be updating all my files and resources to github and linking itch.io to this project. for now it has 2 games/levels a main menu. a sprite collecting objects i.e cherries. rn if you fall somewhere u shudnt refresh page or close and open cos i havent configured it to respawn somewhere. aslo will be adding chckpoints, enemies and stuff next post. cya till then
Helloo guyss, So i have started working on a hp system and am gonna add villains. i am waiting for the itch.io grant to be approved so i can download the texture pack and skins for the game. after that i will add enemies and related game physics too. keep an eye out for v2 of the game. if you havent played it yet chck it out now!
helloo guyss. in this edit, i have added the following changes. i added a health bar i added enemies if u jump on the enemies theyll die if u hit the enemies form the side, youll get knockback and lose a life-there are 3 lives theres also a pause menu when u click escape. you can resume of go to main menu. also pls note, i have not updated those features in itch.io yet but feel free to try the existing version it is also nice. next update, ill add a secret level. c ya later
Ships:
hi, so i made a simple point collecting game called cherry on top. it uses wasd and arrow control for movememnt. it has 2 games. rather 2 parts. i made it from schratch no ai using godt engine. it was a very nice experience. i learned coding and drawing and controlling sprites with code. i will be making more devlopements to the game like more levles or maybe shop system to use the points. pls do go try it out!!
helloo guyss. this is my warioware project. it is published on itchi.io. right now its only optimized for desktop or laptop play. or just hookup a keyboard to your phone. it has apoints system and 2 levels. i am in the process of adding hitpoint system and also enemies which damge the player. rn try out version 1 and lmk what to add or change. (note to shipwright - I am not shipping this for warioware ik i have clciked confirm but feel free to reject if u feel so. im just shipping this for ratings from the community)...
|
1793213741.1334867
|
1793300141.1334867
|
|
65835
|
My own site! by @syedakhter | Stardance
|
syedakhter
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T21:46:21Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made this project about my self it was not challenging I want people to know that I spent 2 hr on it.", "repo": "https://github.com/8051987-eng/MY-website", "demo": "https://8051987-eng.github.io/MY-website/"}]...
|
[{"post_id": 74481, "ts": "202 [{"post_id": 74481, "ts": "2026-09-27T14:10:53Z", "hours": 2.0972, "text": "Im working on a website with html and CSS for a club project"}]...
|
Title: My own site! by @syedakhter | Stardance
De Title: My own site! by @syedakhter | Stardance
Devlogs:
Im working on a website with html and CSS for a club project
Ships:
I made this project about my self it was not challenging I want people to know that I spent 2 hr on it....
|
1793213814.124178
|
1793300214.124178
|
|
66120
|
Bank by @syedakhter | Stardance
|
syedakhter
|
1
|
2.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T15:17:44Z", "hours": 2.0, "multiplier": 1.0, "payout": 2, "blessing": "neutral", "text": "I made a bank system that does deposits and withdrawal for you when you add the amount you want to withdraw and deposit and I used GitHub ai for the subtraction and the addition because I am new to html everything else is real.", "repo": "https://github.com/8051987-eng/My-Bank", "demo": "https://8051987-eng.github.io/My-Bank/"}]...
|
[{"post_id": 74483, "ts": "202 [{"post_id": 74483, "ts": "2026-09-27T14:14:32Z", "hours": 1.665, "text": "I built a bank system but im still not done this is html and CSS so please give me some advice"}]...
|
Title: Bank by @syedakhter | Stardance
Devlogs:
I Title: Bank by @syedakhter | Stardance
Devlogs:
I built a bank system but im still not done this is html and CSS so please give me some advice
Ships:
I made a bank system that does deposits and withdrawal for you when you add the amount you want to withdraw and deposit and I used GitHub ai for the subtraction and the addition because I am new to html everything else is real....
|
1793216896.7382157
|
1793303296.7382157
|
|
66296
|
random bot by @irlight-1 | Stardance
|
irlight-1
|
0
|
0.32
|
0
|
[]
|
[{"post_id": 74486, "ts": "202 [{"post_id": 74486, "ts": "2026-09-27T14:21:25Z", "hours": 0.3197, "text": "finished the tutorial, surprised it worked since i suck at coding"}]...
|
Title: random bot by @irlight-1 | Stardance
Devlo Title: random bot by @irlight-1 | Stardance
Devlogs:
finished the tutorial, surprised it worked since i suck at coding...
|
1793098163.213285
|
1793702963.213285
|
|
58792
|
rememberance by @Tyo | Stardance
|
Tyo
|
1
|
25.0
|
331
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T14:28:52Z", "hours": 25.0, "multiplier": 13.41, "payout": 331, "blessing": "neutral", "text": "Remember me~ Oh shoot! Rememberance!~ Is a game I had in a dream!~ Imagine you had the biggest amnesia that you don’t even remember your name! Well then, 24 hours, find it, find other information about you and confront God!! Maybe?", "repo": "https://github.com/SteelyxEpic/Rememberance", "demo": "https://tyoepic.itch.io/rememberance"}]...
|
[{"post_id": 74487, "ts": "202 [{"post_id": 74487, "ts": "2026-09-27T14:23:34Z", "hours": 1.5094, "text": "It’s finally done! The ending, the VA, the everything! YESS, I can finally slep _"}, {"post_id": 73622, "ts": "2026-09-25T14:44:04Z", "hours": 8.2239, "text": "ARGHHHH, it’s been a week!~ and I’ve been busy adding all the voicelines and LOREEE into the gamee!~~~ All I need more is to do some more polishing and package it up into a sweet deal! p.s stardance is continuing until october! which means more time to finish this project!!! (I’m genuinely so burned out :p)"}, {"post_id": 69044, "ts": "2026-09-16T08:34:45Z", "hours": 2.3375, "text": "Quick break to add a lil bit of Sound effect!~~~ Okie that’s all, back to making the LOREEEE. Hehe~"}, {"post_id": 68951, "ts": "2026-09-16T03:12:18Z", "hours": 2.2036, "text": "The last room!!!! The last room has been added and therefore it’s now finally time to add contenttttt! Yey!~~~ <3 The plan is simple, you find notes, cassettes and other items to piece together who you are. Then when the day ends, God will ask for who you are, answer right and you wake from this nightmare. Answer wrong and you will dwell in eternity…. OMG I can’t wait to add all the LORE (if you can’t tell, I love game theory hehe~ :3) okie bai!"}, {"post_id": 67080, "ts": "2026-09-13T04:04:09Z", "hours": 1.5656, "text": "Hi Hi!~~~ Kinda small today but I just really wanna show you guys what I did!!!! I finally made the mirrors workinggggg!!!!! AND I LOVE IT <3 it’s exactly how I imagined the mirrors to act!!! Anyways, that’s all!~ I’m gonna go actually make the puzzles now. Bai~~"}, {"post_id": 66563, "ts": "2026-09-12T12:17:25Z", "hours": 3.0983, "text": "Woah! More kewl stuff!~ The lights are still out but I have reached an agreement, this game is like a rougelite, however the only thing carried over is information on yourself, and within 7 days, you have to have all the information about yourself. Yea! Keys are universal in this so it can unlock any type of door or other containers. That’s all, cya!~"}, {"post_id": 66002, "ts": "2026-09-11T14:56:46Z", "hours": 2.3408, "text": "Another day, another something I wanted to add! This time it’s the really cool Interaction circle. I thought it would be fun to add it and also allows me to be able to help in a lot of things like, using items in the future wink wink anyways that’s all! I think I wanna try my hands on something more extraterrestrial next, hehe~ cya! <3"}, {"post_id": 64612, "ts": "2026-09-09T04:08:46Z", "hours": 3.4489, "text": "Time for something new! I had this idea since I started godot while making the best minigame game ever (true to title :3) so I’m doing it now!~ I started off with this ominous little safe that took me much longer than I expected to make and also a bunch of artwork!~ (like 30 different drawings :p) hopefully the rest of the parts would be smooth sailing and I can finally make the game of my dreams (literally! Hehe~)"}]...
|
Title: rememberance by @Tyo | Stardance
Devlogs:
Title: rememberance by @Tyo | Stardance
Devlogs:
Time for something new! I had this idea since I started godot while making the best minigame game ever (true to title :3) so I’m doing it now!~ I started off with this ominous little safe that took me much longer than I expected to make and also a bunch of artwork!~ (like 30 different drawings :p) hopefully the rest of the parts would be smooth sailing and I can finally make the game of my dreams (literally! Hehe~)
Another day, another something I wanted to add! This time it’s the really cool Interaction circle. I thought it would be fun to add it and also allows me to be able to help in a lot of things like, using items in the future wink wink anyways that’s all! I think I wanna try my hands on something more extraterrestrial next, hehe~ cya! <3
Woah! More kewl stuff!~ The lights are still out but I have reached an agreement, this game is like a rougelite, however the only thing carried over is information on yourself, and within 7 days, you have to have all the information about yourself. Yea! Keys are universal in this so it can unlock any type of door or other containers. That’s all, cya!~
Hi Hi!~~~ Kinda small today but I just really wanna show you guys what I did!!!! I finally made the mirrors workinggggg!!!!! AND I LOVE IT <3 it’s exactly how I imagined the mirrors to act!!! Anyways, that’s all!~ I’m gonna go actually make the puzzles now. Bai~~
The last room!!!! The last room has been added and therefore it’s now finally time to add contenttttt! Yey!~~~ <3 The plan is simple, you find notes, cassettes and other items to piece together who you are. Then when the day ends, God will ask for who you are, answer right and you wake from this nightmare. Answer wrong and you will dwell in eternity…. OMG I can’t wait to add all the LORE (if you can’t tell, I love game theory hehe~ :3) okie bai!
Quick break to add a lil bit of Sound effect!~~~ Okie that’s all, back to making the LOREEEE. Hehe~
ARGHHHH, it’s been a week!~ and I’ve been busy adding all the voicelines and LOREEE into the gamee!~~~ All I need more is to do some more polishing and package it up into a sweet deal! p.s stardance is continuing until october! which means more time to finish this project!!! (I’m genuinely so burned out :p)
It’s finally done! The ending, the VA, the everything! YESS, I can finally slep _
Ships:
Remember me~ Oh shoot! Rememberance!~ Is a game I had in a dream!~ Imagine you had the biggest amnesia that you don’t even remember your name! Well then, 24 hours, find it, find other information about you and confront God!! Maybe?...
|
1793152497.9883711
|
1793238897.9883711
|
|
66307
|
EKG using arduino by @Nakul27 | Stardance
|
Nakul27
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T08:08:08Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an EKG using arduino uno and an ad8232 sensor. It wasnt that hard but the correct debugging in the arduino ide was required as it was too twitchy now its fixed. I hope a more advanced/more accurate version of this EKG can be made within this budget as I believe it can hepl people with low to no access to medical devices due to various things like wars ,famines etc. Thank you", "repo": "https://github.com/GLizzyGoose/Primitive-ekg", "demo": ""}]...
|
[{"post_id": 74489, "ts": "202 [{"post_id": 74489, "ts": "2026-09-27T14:27:38Z", "hours": 0.3064, "text": "im making a simple ekg using arduino. Today i made the base build tomorrow im making a shell or case . it works using an arduino uno,ad 8232, and a few wires and the output is shown in the arduino ide’s serial plotter will change it into a proccessing program"}]...
|
Title: EKG using arduino by @Nakul27 | Stardance
Title: EKG using arduino by @Nakul27 | Stardance
Devlogs:
im making a simple ekg using arduino. Today i made the base build tomorrow im making a shell or case . it works using an arduino uno,ad 8232, and a few wires and the output is shown in the arduino ide’s serial plotter will change it into a proccessing program
Ships:
I made an EKG using arduino uno and an ad8232 sensor. It wasnt that hard but the correct debugging in the arduino ide was required as it was too twitchy now its fixed. I hope a more advanced/more accurate version of this EKG can be made within this budget as I believe it can hepl people with low to no access to medical devices due to various things like wars ,famines etc. Thank you...
|
1793216931.8936245
|
1793303331.8936245
|
|
66124
|
before-you by @kaxokaze | Stardance
|
kaxokaze
|
0
|
0.83
|
0
|
[]
|
[{"post_id": 74491, "ts": "202 [{"post_id": 74491, "ts": "2026-09-27T14:30:29Z", "hours": 0.8325, "text": "added backend added admin page /admin audit of /found, /leave and much more the website is not production ready _ ran npm checks too GO CHECKOUT NOW!"}]...
|
Title: before-you by @kaxokaze | Stardance
Devlog Title: before-you by @kaxokaze | Stardance
Devlogs:
added backend added admin page /admin audit of /found, /leave and much more the website is not production ready _ ran npm checks too GO CHECKOUT NOW!...
|
1793094718.7503078
|
1793699518.7503078
|
|
65912
|
How much do I know? by @PahalDesai | Stardance
|
PahalDesai
|
1
|
4.0
|
25
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T14:36:48Z", "hours": 4.0, "multiplier": 11.07, "payout": 25, "blessing": "neutral", "text": "This is a quiz I made using html css and js. through this, I learnt some basic js and latex to render math. I also learnt that html has a tag which should be used instead of wasting time in latex. Anyways, this quiz consists of 3 subjects - maths, science and CS. science further has 3 parts - physics, chemistry and biology.", "repo": "https://github.com/pahal-desai/quiz", "demo": "https://pahal-desai.github.io/quiz/"}]...
|
[{"post_id": 74492, "ts": "202 [{"post_id": 74492, "ts": "2026-09-27T14:31:38Z", "hours": 1.4256, "text": "finished CS questions, added readme, wrote the evaluation logic (i did that side by side with the questions which i finished rn) and the result page. and added some funny and motivating gifs in the extreme one. and some memes in the result page. It’s ready to be shipped"}, {"post_id": 74416, "ts": "2026-09-27T10:47:40Z", "hours": 1.0603, "text": "just finished adding chemistry and biology questions for all levels. It took a long time to find chem questions and i had no choice other than to use ai for biology as i don’t study biology in 11th grade"}, {"post_id": 73935, "ts": "2026-09-26T11:06:06Z", "hours": 0.8269, "text": "Just finised adding all the levels for the physics part of science. and that latex thing was a pain in the ass. I did need to take help from ai for the extreme levels of maths and physics as the latex was too complicated."}, {"post_id": 73881, "ts": "2026-09-26T07:42:39Z", "hours": 1.1678, "text": "I started working on a simple html and js based quiz. It has 4 subjects, and 4 levels of each subject. today i made the home screen and added questions for all levels of maths. also i used mathjax for displying the fancy math way."}]...
|
Title: How much do I know? by @PahalDesai | Starda Title: How much do I know? by @PahalDesai | Stardance
Devlogs:
I started working on a simple html and js based quiz. It has 4 subjects, and 4 levels of each subject. today i made the home screen and added questions for all levels of maths. also i used mathjax for displying the fancy math way.
Just finised adding all the levels for the physics part of science. and that latex thing was a pain in the ass. I did need to take help from ai for the extreme levels of maths and physics as the latex was too complicated.
just finished adding chemistry and biology questions for all levels. It took a long time to find chem questions and i had no choice other than to use ai for biology as i don’t study biology in 11th grade
finished CS questions, added readme, wrote the evaluation logic (i did that side by side with the questions which i finished rn) and the result page. and added some funny and motivating gifs in the extreme one. and some memes in the result page. It’s ready to be shipped
Ships:
This is a quiz I made using html css and js. through this, I learnt some basic js and latex to render math. I also learnt that html has a tag which should be used instead of wasting time in latex. Anyways, this quiz consists of 3 subjects - maths, science and CS. science further has 3 parts - physics, chemistry and biology....
|
1793216840.3491616
|
1793303240.3491616
|
|
10313
|
Robotic Arm by @LeeZayneYong | Stardance
|
LeeZayneYong
|
0
|
1.04
|
0
|
[]
|
[{"post_id": 7450, "ts": "2026 [{"post_id": 7450, "ts": "2026-06-12T12:43:44Z", "hours": 1.0439, "text": "I have just created the prototype, just waiting on the materials to arrive and be shipped to me. https://www.tinkercad.com/things/kEbBSIsw5Ij-robotic-arm-prototype?sharecode=OmhdbQJYMc419Uc13iraAk9OIxihjOdm_UiNXSZLYOY"}]...
|
Title: Robotic Arm by @LeeZayneYong | Stardance
D Title: Robotic Arm by @LeeZayneYong | Stardance
Devlogs:
I have just created the prototype, just waiting on the materials to arrive and be shipped to me. https://www.tinkercad.com/things/kEbBSIsw5Ij-robotic-arm-prototype?sharecode=OmhdbQJYMc419Uc13iraAk9OIxihjOdm_UiNXSZLYOY...
|
1793195282.6786482
|
1793800082.6786482
|
|
64742
|
N-bodies by @safwanxd | Stardance
|
safwanxd
|
1
|
3.0
|
7
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T15:20:51Z", "hours": 3.0, "multiplier": 2.31, "payout": 7, "blessing": "neutral", "text": "I made an interactive N-body gravity simulator in pygame. You can choose masses and add them. The challenging part was getting the UI to work in sync with the rest of the program since pygame does not have a native UI system like the web. As such, I had to engineer my own input fields and buttons. Definitely was a fun one! :)", "repo": "https://github.com/sawfan1/n-bodies", "demo": "https://sawfan1.github.io/n-bodies/"}]...
|
[{"post_id": 74500, "ts": "202 [{"post_id": 74500, "ts": "2026-09-27T14:57:14Z", "hours": 0.2667, "text": "Finalized the project, looking to ship, but first I have to figure out how to run pygame on the web"}, {"post_id": 74478, "ts": "2026-09-27T13:59:24Z", "hours": 0.2667, "text": "The mass addition now works, refined the engine a bit more and added position limits to be inside the window."}, {"post_id": 74466, "ts": "2026-09-27T13:14:20Z", "hours": 0.5506, "text": "Switched to the zed editor, cause thats just better. Got the physics engine somewhat working, but it will need a bit more polish."}, {"post_id": 72224, "ts": "2026-09-22T14:15:02Z", "hours": 0.3522, "text": "Added colour and varying sizes to the masses"}, {"post_id": 72206, "ts": "2026-09-22T13:32:07Z", "hours": 0.6403, "text": "Got some point masses going, the UI is working and functional."}, {"post_id": 72183, "ts": "2026-09-22T12:34:51Z", "hours": 0.5325, "text": "Got some buttons and a panel up and running!"}, {"post_id": 72154, "ts": "2026-09-22T10:26:56Z", "hours": 0.2572, "text": "Got the text to render!"}, {"post_id": 72149, "ts": "2026-09-22T10:10:34Z", "hours": 0.3747, "text": "The screen and UI panel is slowly starting to come together"}]...
|
Title: N-bodies by @safwanxd | Stardance
Devlogs: Title: N-bodies by @safwanxd | Stardance
Devlogs:
The screen and UI panel is slowly starting to come together
Got the text to render!
Got some buttons and a panel up and running!
Got some point masses going, the UI is working and functional.
Added colour and varying sizes to the masses
Switched to the zed editor, cause thats just better. Got the physics engine somewhat working, but it will need a bit more polish.
The mass addition now works, refined the engine a bit more and added position limits to be inside the window.
Finalized the project, looking to ship, but first I have to figure out how to run pygame on the web
Ships:
I made an interactive N-body gravity simulator in pygame. You can choose masses and add them. The challenging part was getting the UI to work in sync with the rest of the program since pygame does not have a native UI system like the web. As such, I had to engineer my own input fields and buttons. Definitely was a fun one! :)...
|
1793213633.2827594
|
1793300033.2827594
|
|
48648
|
Pokemon Search Lib by @heitordecarvalhopessoa | St Pokemon Search Lib by @heitordecarvalhopessoa | Stardance...
|
heitordecarvalhopessoa
|
5
|
57.0
|
693
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T15:08:30Z", "hours": 15.0, "multiplier": 17.96, "payout": 271, "blessing": "neutral", "text": "More card collections have been added, and the filtering and comparison systems have been improved; additionally, the HUDs have been updated to enhance site performance.", "repo": "https://github.com/heitordecarvalhopessoa-debug/Pokemon-Search", "demo": "https://heitordecarvalhopessoa-debug.github.io/Pokemon-Search/"}, {"ship_num": 2, "ts": "2026-09-15T23:42:18Z", "hours": 13.0, "multiplier": 13.63, "payout": 178, "blessing": "neutral", "text": "More collections and cards have been added, and many HUDs have been swapped out and updated to improve site performance; various systems have been modified to make them easier for any user to understand.", "repo": "https://github.com/heitordecarvalhopessoa-debug/Pokemon-Search", "demo": "https://heitordecarvalhopessoa-debug.github.io/Pokemon-Search/"}, {"ship_num": 3, "ts": "2026-09-07T14:25:09Z", "hours": 10.0, "multiplier": 6.62, "payout": 69, "blessing": "neutral", "text": "More systems have been added, such as a card price comparison tool, and the search system has been updated; additionally, more collections have been completed, and new collections have been introduced.", "repo": "https://github.com/heitordecarvalhopessoa-debug/Pokemon-Search", "demo": "https://heitordecarvalhopessoa-debug.github.io/Pokemon-Search/"}, {"ship_num": 4, "ts": "2026-08-26T22:55:37Z", "hours": 10.0, "multiplier": 10.26, "payout": 103, "blessing": "neutral", "text": "Pokemon Search is a library for looking up Pokémon card prices; it includes only Pokémon cards—no Energy or Trainer cards. Some sets are currently incomplete but will be added soon.", "repo": "https://github.com/heitordecarvalhopessoa-debug/Pokemon-Search", "demo": "https://heitordecarvalhopessoa-debug.github.io/Pokemon-Search/"}, {"ship_num": 5, "ts": "2026-08-17T23:24:42Z", "hours": 9.0, "multiplier": 8.12, "payout": 72, "blessing": "neutral", "text": "POKÉMON SEARCH LIB A fan-made library featuring “beautiful” and “rare” Pokémon TCG cards; new cards will be added regularly as the site develops. Any feedback, as well as ideas for cards and collections to add, would be valuable for the site.", "repo": "https://github.com/heitordecarvalhopessoa-debug/Pokemon-Search", "demo": "https://heitordecarvalhopessoa-debug.github.io/Pokemon-Search/"}]...
|
[{"post_id": 74502, "ts": "202 [{"post_id": 74502, "ts": "2026-09-27T15:05:45Z", "hours": 3.6589, "text": "Version 1.18.0 Two Pokémon collection have already been add: 1. Mega Evolution: Phantasmal Fire 2. Mega Evolution: Ascended Heroes New 126 cards Filters Ui Changes Filter menu Card Template Update Data.js ReadMe.md Prices"}, {"post_id": 73351, "ts": "2026-09-24T23:32:40Z", "hours": 4.2108, "text": "Version 1.17.0 Twelve Pokémon collection have already been add: Ex: Emerald Ex: Unseen Forces Ex: Delta Species Ex: Legend Maker Ex: Holon Phantoms Ex: Crystal Guardians Ex: Dragon Frontiers Ex: Power Keepers XY: Primal Clash XY: Roaring Skies XY: Ancient Origins Celebrations 30th New 292 cards Regions Filter Filters: Type: RGB Type: Shiny Category: Star Region: Paldean Region: Hisuian Region: Galarian Region: Alolan Ui Changes Filter menu Compare.html hud Update Prices Some cards names Filters places"}, {"post_id": 71991, "ts": "2026-09-21T22:46:20Z", "hours": 2.1872, "text": "Version 1.16.0 I had to create a new folder, imgs2 , because GitHub only accepts 1,000 files per folder . Eight Pokémon collection have already been add: Ex: Ruby & Sapphire Ex: Sandstorm Ex: Dragon Ex: Team Magma vs Team Aqua Ex: Hidden Legends Ex: FireRed & LeafGreen Ex: Team Rocket Returns Ex: Deoxys New 79 cards Filters: Name Z-A Price Above 50 Price Between 21-200 Price Between 201-500 Price Between 501-1500 Price Above 1501 Ex Series Star Cards Category More credits Ui Changes Filter menu Search collections menu Collections menu Update Prices Some collections Names"}, {"post_id": 70867, "ts": "2026-09-19T21:54:41Z", "hours": 5.0539, "text": "Version 1.15.0 – Six Pokémon collection have already been completed: Rebel Clash Evolutions Unbroken Bonds Break Point Stellar Crown Ultra Prism New 109 cards Search Colection Ui Changes Colections menu Search menu Update Search system Prices All colections Names"}, {"post_id": 68890, "ts": "2026-09-15T23:36:43Z", "hours": 1.2878, "text": "Some bug fixes and more cards Sorry, I don’t have any free time these days :( More coins from different countries have also been added :)"}, {"post_id": 68336, "ts": "2026-09-14T23:24:27Z", "hours": 2.4978, "text": "Version 1.14.0 – Two Pokémon collection have already been completed: Flashfire Lost Origin New ?? cards I forgot to count them. Cards Menu Prices System Home pages Ui Changes Prices Options Menu Credits Menu Holographic Efect Update Search system Prices changes"}, {"post_id": 67585, "ts": "2026-09-13T18:48:34Z", "hours": 4.7533, "text": "Version 1.13.0 HUD UPDATE Two Pokémon collection have already been completed: Fusion Strike Sun & Moon (Base set) New 63 cards Card thumbnails next to their names in the search tab Ui Changes Buttons Home Page Pokemons Page Prices Menu Filter Menu Credits Menu Search Bar Update Prices of some cards Search system Prices changes"}, {"post_id": 65646, "ts": "2026-09-10T22:34:57Z", "hours": 4.5106, "text": "Version 1.12.0 Four Pokémon collection have already been completed: Darkness Ablaze Guardians Rising Burning Shadows Brilliant Stars News 138 cards Cards Menu Swapped Zoom system Swapped Update Prices of some cards Hud modals.css Collections system"}, {"post_id": 63570, "ts": "2026-09-07T14:20:05Z", "hours": 2.6225, "text": "Version 1.11.0 One Pokémon collection have already been completed: Twilight Masquerade News 58 cards Compare Cards system compare.html compare.js compare.css Update Ienes prices update Index carrosel Links Hud Search system Cards system"}, {"post_id": 63119, "ts": "2026-09-06T19:00:18Z", "hours": 2.8378, "text": "Version 1.10.0 Two Pokémon collections have already been completed: Caos Rising Pitch Black News 249 cards Prices Converter: Libras (UK) Iene (JPN) Dolar Australiano (AUS) Franco Suíço (CHF) Update Search system holographic.js Collections Table"}, {"post_id": 58228, "ts": "2026-08-30T16:11:28Z", "hours": 2.7058, "text": "Version 1.9.0 Two Pokémon collections have already been completed: Celebrations Evolving Skies News 181 cards Min. and Max. Prices filter 3D Holographic Efect Update Search system Pokemons page Pin colection data.js"}, {"post_id": 56226, "ts": "2026-08-27T21:59:26Z", "hours": 2.2678, "text": "Version 1.8.0 Three Pokémon collections have already been completed: Celestial Storm Team Up Champions Path News 98 cards Update Search system Pokemons page Pin colection data.js"}, {"post_id": 54030, "ts": "2026-08-24T19:39:40Z", "hours": 2.4872, "text": "Version 1.7.0 Three Pokémon collections have already been completed: Pokémon GO Shining Legends Scarlet & Violet: 151 The project will include only Full Art / EX / GX / V / VMAX / VSTAR / BREAK / V-UNION cards; Trainer and Energy cards will not be added, as the primary focus is exclusively on Pokémon (although previously added Trainer cards will not be removed). News 71 cards Update Search system Home page Pokemons page"}, {"post_id": 53408, "ts": "2026-08-23T23:00:11Z", "hours": 2.34, "text": "Version 1.6.0 News 51 cards Coins Carrosel Pin collection Update Collections system Search system Coins system Home page Collections Other Optimize data system Cards in their correct collections Correction of incorrect card art Currency conversion system (BRL, Dollar, Euro) correctly updated. Improvements to CSS code Small changes to the filtering system"}, {"post_id": 52695, "ts": "2026-08-22T23:45:19Z", "hours": 2.1908, "text": "Version 1.5.0 News 33 cards Collections Option Show the card collection New collections New CSS Update Pokemons Menu Other Optimize codes Change a little the UI"}, {"post_id": 51976, "ts": "2026-08-21T23:40:05Z", "hours": 3.0014, "text": "Version 1.4.0 BUGS FIXED News Coins See more cards option Optimize Show the card collection More cards Home page Cards page Coins page Update Hud Pokemons Menu Favorite System"}, {"post_id": 49250, "ts": "2026-08-17T22:50:40Z", "hours": 1.6881, "text": "Version 1.3.0 Please read all News 15 new pokemons Convert Money System BREAK Pokemons + Filter Web Icon Zoom pokemon card Update Hud Filter system Favorite Pokemons system Pokemons Menu Data Storage System Info The site is currently under development, and new Pokémon cards of various types will be added, such as: Tag Team V-UNION The conversion system may occasionally be inaccurate regarding EUR (Euro) and USD (US Dollar) values; therefore, comments and feedback are important to help ensure the cards reflect their actual market prices. Feel free to suggest cards to be added to the site."}, {"post_id": 48486, "ts": "2026-08-16T21:10:16Z", "hours": 2.2561, "text": "Version 1.2.0 News 23 new pokemons Favorite System Update Hud- Search system Filter system"}, {"post_id": 48306, "ts": "2026-08-16T16:46:40Z", "hours": 1.7733, "text": "** Version 1.1.0** News 31 new pokemons Filter System Vstar pokemons GX pokemons Vmax pokemons V pokemons Update Hud- Search system Pokemon values"}, {"post_id": 47822, "ts": "2026-08-16T01:10:41Z", "hours": 3.1025, "text": "Version 1.0.0 A Brazilian project focused on the Pokémon TCG, where you can check prices for Full Art, GX, and EX cards. The project is still under development, and we are adding more cards. Coming soon: Filter by card type Filter by set More cards Any feedback or ideas regarding the project will help us improve the site."}]...
|
Title: Pokemon Search Lib by @heitordecarvalhopess Title: Pokemon Search Lib by @heitordecarvalhopessoa | Stardance
Devlogs:
Version 1.0.0 A Brazilian project focused on the Pokémon TCG, where you can check prices for Full Art, GX, and EX cards. The project is still under development, and we are adding more cards. Coming soon: Filter by card type Filter by set More cards Any feedback or ideas regarding the project will help us improve the site.
** Version 1.1.0** News 31 new pokemons Filter System Vstar pokemons GX pokemons Vmax pokemons V pokemons Update Hud- Search system Pokemon values
Version 1.2.0 News 23 new pokemons Favorite System Update Hud- Search system Filter system
Version 1.3.0 Please read all News 15 new pokemons Convert Money System BREAK Pokemons + Filter Web Icon Zoom pokemon card Update Hud Filter system Favorite Pokemons system Pokemons Menu Data Storage System Info The site is currently under development, and new Pokémon cards of various types will be added, such as: Tag Team V-UNION The conversion system may occasionally be inaccurate regarding EUR (Euro) and USD (US Dollar) values; therefore, comments and feedback are important to help ensure the cards reflect their actual market prices. Feel free to suggest cards to be added to the site.
Version 1.4.0 BUGS FIXED News Coins See more cards option Optimize Show the card collection More cards Home page Cards page Coins page Update Hud Pokemons Menu Favorite System
Version 1.5.0 News 33 cards Collections Option Show the card collection New collections New CSS Update Pokemons Menu Other Optimize codes Change a little the UI
Version 1.6.0 News 51 cards Coins Carrosel Pin collection Update Collections system Search system Coins system Home page Collections Other Optimize data system Cards in their correct collections Correction of incorrect card art Currency conversion system (BRL, Dollar, Euro) correctly updated. Improvements to CSS code Small changes to the filtering system
Version 1.7.0 Three Pokémon collections have already been completed: Pokémon GO Shining Legends Scarlet & Violet: 151 The project will include only Full Art / EX / GX / V / VMAX / VSTAR / BREAK / V-UNION cards; Trainer and Energy cards will not be added, as the primary focus is exclusively on Pokémon (although previously added Trainer cards will not be removed). News 71 cards Update Search system Home page Pokemons page
Version 1.8.0 Three Pokémon collections have already been completed: Celestial Storm Team Up Champions Path News 98 cards Update Search system Pokemons page Pin colection data.js
Version 1.9.0 Two Pokémon collections have already been completed: Celebrations Evolving Skies News 181 cards Min. and Max. Prices filter 3D Holographic Efect Update Search system Pokemons page Pin colection data.js
Version 1.10.0 Two Pokémon collections have already been completed: Caos Rising Pitch Black News 249 cards Prices Converter: Libras (UK) Iene (JPN) Dolar Australiano (AUS) Franco Suíço (CHF) Update Search system holographic.js Collections Table
Version 1.11.0 One Pokémon collection have already been completed: Twilight Masquerade News 58 cards Compare Cards system compare.html compare.js compare.css Update Ienes prices update Index carrosel Links Hud Search system Cards system
Version 1.12.0 Four Pokémon collection have already been completed: Darkness Ablaze Guardians Rising Burning Shadows Brilliant Stars News 138 cards Cards Menu Swapped Zoom system Swapped Update Prices of some cards Hud modals.css Collections system
Version 1.13.0 HUD UPDATE Two Pokémon collection have already been completed: Fusion Strike Sun & Moon (Base set) New 63 cards Card thumbnails next to their names in the search tab Ui Changes Buttons Home Page Pokemons Page Prices Menu Filter Menu Credits Menu Search Bar Update Prices of some cards Search system Prices changes
Version 1.14.0 – Two Pokémon collection have already been completed: Flashfire Lost Origin New ?? cards I forgot to count them. Cards Menu Prices System Home pages Ui Changes Prices Options Menu Credits Menu Holographic Efect Update Search system Prices changes
Some bug fixes and more cards Sorry, I don’t have any free time these days :( More coins from different countries have also been added :)
Version 1.15.0 – Six Pokémon collection have already been completed: Rebel Clash Evolutions Unbroken Bonds Break Point Stellar Crown Ultra Prism New 109 cards Search Colection Ui Changes Colections menu Search menu Update Search system Prices All colections Names
Version 1.16.0 I had to create a new folder, imgs2 , because GitHub only accepts 1,000 files per folder . Eight Pokémon collection have already been add: Ex: Ruby & Sapphire Ex: Sandstorm Ex: Dragon Ex: Team Magma vs Team Aqua Ex: Hidden Legends Ex: FireRed & LeafGreen Ex: Team Rocket Returns Ex: Deoxys New 79 cards Filters: Name Z-A Price Above 50 Price Between 21-200 Price Between 201-500 Price Between 501-1500 Price Above 1501 Ex Series Star Cards Category More credits Ui Changes Filter menu Search collections menu Collections menu Update Prices Some collections Names
Version 1.17.0 Twelve Pokémon collection have already been add: Ex: Emerald Ex: Unseen Forces Ex: Delta Species Ex: Legend Maker Ex: Holon Phantoms Ex: Crystal Guardians Ex: Dragon Frontiers Ex: Power Keepers XY: Primal Clash XY: Roaring Skies XY: Ancient Origins Celebrations 30th New 292 cards Regions Filter Filters: Type: RGB Type: Shiny Category: Star Region: Paldean Region: Hisuian Region: Galarian Region: Alolan Ui Changes Filter menu Compare.html hud Update Prices Some cards names Filters places
Version 1.18.0 Two Pokémon collection have already been add: 1. Mega Evolution: Phantasmal Fire 2. Mega Evolution: Ascended Heroes New 126 cards Filters Ui Changes Filter menu Card Template Update Data.js ReadMe.md Prices
Ships:
POKÉMON SEARCH LIB A fan-made library featuring “beautiful” and “rare” Pokémon TCG cards; new cards will be added regularly as the site develops. Any feedback, as well as ideas for cards and collections to add, would be valuable for the site.
Pokemon Search is a library for looking up Pokémon card prices; it includes only Pokémon cards—no Energy or Trainer cards. Some sets are currently incomplete but will be added soon.
More systems have been added, such as a card price comparison tool, and the search system has been updated; additionally, more collections have been completed, and new collections have been introduced.
More collections and cards have been added, and many HUDs have been swapped out and updated to improve site performance; various systems have been modified to make them easier for any user to understand.
More card collections have been added, and the filtering and comparison systems have been improved; additionally, the HUDs have been updated to enhance site performance....
|
1793253045.2574658
|
1793339445.2574658
|
|
56864
|
Frutiger-tab by @Shaninja11 | Stardance
|
Shaninja11
|
0
|
10.92
|
0
|
[]
|
[{"post_id": 74517, "ts": "202 [{"post_id": 74517, "ts": "2026-09-27T15:27:23Z", "hours": 7.1494, "text": "I’ve decided on Frutiger-Tab ! A Frutiger-Aero themed search tab. Roadmap: Added an aesthetic design with subtle blurring Added a functional shortcuts system for four customisable shortcuts saved locally Add more wallpaper options Finalize usability and compatibility Give it a go at Frutiger-Tab ."}, {"post_id": 66770, "ts": "2026-09-12T17:35:30Z", "hours": 3.7728, "text": "I still haven’t chosen a name for the project yet, but after an embarrassing amount of time (and unfortunately a bit of AI help) I finally have a functional basic search bar with the ability switch providers. For search providers I chose: Ecosia (default) Startpage Brave search Qwant These may change in the future but I plan to move onto adding widgets and other features first."}]...
|
Title: Frutiger-tab by @Shaninja11 | Stardance
De Title: Frutiger-tab by @Shaninja11 | Stardance
Devlogs:
I still haven’t chosen a name for the project yet, but after an embarrassing amount of time (and unfortunately a bit of AI help) I finally have a functional basic search bar with the ability switch providers. For search providers I chose: Ecosia (default) Startpage Brave search Qwant These may change in the future but I plan to move onto adding widgets and other features first.
I’ve decided on Frutiger-Tab ! A Frutiger-Aero themed search tab. Roadmap: Added an aesthetic design with subtle blurring Added a functional shortcuts system for four customisable shortcuts saved locally Add more wallpaper options Finalize usability and compatibility Give it a go at Frutiger-Tab ....
|
1792680957.81095
|
1793285757.81095
|
|
65121
|
My HackPAD! by @Triso01 | Stardance
|
Triso01
|
0
|
7.89
|
0
|
[]
|
[{"post_id": 74519, "ts": "202 [{"post_id": 74519, "ts": "2026-09-27T15:31:56Z", "hours": 3.3503, "text": "Finished!! Only Github Repo is left to do!"}, {"post_id": 73853, "ts": "2026-09-26T05:55:46Z", "hours": 2.2836, "text": "DAMN IT! I hate CAD!"}, {"post_id": 73286, "ts": "2026-09-24T19:19:00Z", "hours": 0.7667, "text": "Hackpading again"}, {"post_id": 73251, "ts": "2026-09-24T17:55:12Z", "hours": 1.4906, "text": "Had to figure out how a matrix works"}]...
|
Title: My HackPAD! by @Triso01 | Stardance
Devlog Title: My HackPAD! by @Triso01 | Stardance
Devlogs:
Had to figure out how a matrix works
Hackpading again
DAMN IT! I hate CAD!
Finished!! Only Github Repo is left to do!...
|
1793083938.1928048
|
1793688738.1928048
|
|
19501
|
The Earth kept a record. Here it is! by @ShehmaAli The Earth kept a record. Here it is! by @ShehmaAli | Stardance...
|
ShehmaAli
|
1
|
41.4
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-22T05:49:54Z", "hours": 38.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an Interactive climate change dashboard using Streamlit and Plotly which visualized over 80 years of temperature data. Included 5 interactive graphs and one being a future temperature prediction model. The most chalenging thing for me was to learn streamlit as i have never made any application using that for the UI and another thing would be building a prediction model and making it work with the visualizations. I am proud to turn the raw climate data into something easy to explore. I am proud on completing my first full streamlit project and giving it a clean, interactive interface and also successfully deploying the project online. If people want to test my project they should: -Try both City and Country modes. -Test all 5 graph pages. -Use the Random buttons on comparison and heatmap pages. -Experiment with different years in the Future Prediction page. -The prediction graph is for educational purposes and is based on historical trends, not a scientific forecast.", "repo": "https://github.com/ShehmaAli/The-Earth-kept-a-record.-Here-it-is...", "demo": "https://the-earth-kept-a-record-here-it-is-vavg5teg69z5fpeqsqcren.streamlit.app/"}]...
|
[{"post_id": 74520, "ts": "202 [{"post_id": 74520, "ts": "2026-09-27T15:35:07Z", "hours": 0.5256, "text": "Change of all the plans 😭😭😭 So the thing is that my progess is falling apart and i want my 30 plus approved hours to be done inorder to get the certificate (I WANT IT PLS) and for this i want my dashboard to be in Flask HTML CSS and to be deployed in vercel But firstly gotta change the file directory!!!! So alot to do in pretty less time !!!! UGGGHHHH End of devlog # 8 See you in the next one !!! BYEEEE!!!!!!!"}, {"post_id": 34385, "ts": "2026-07-25T01:51:48Z", "hours": 2.87, "text": "HAD TO REDO THE README.md Well… I thought I was finally done. SOO now Welcome to the unexpected devlog # 7 Turns out my previous README had a bit too much AI in it, so I decided to rewrite almost the entire thing myself. It definitely took way longer than I expected, but now it actually feels like my project. At this point everything is finally done: ✅ UI ✅ Graphs ✅ Deployment ✅ Comments ✅ README Now hoping to not write another devlog now Byeeee!!!!"}, {"post_id": 32789, "ts": "2026-07-22T05:32:50Z", "hours": 3.5272, "text": "I DID THE FINAL STEPS Well almost all of it was done the remaining things were README.md file (half well) Comment of the entire files (I don’t like to do commenting 😭😭😭😭😭😭) WELLL WELLL Funny enough, commenting turned out to be the easier part. The real challenge was writing the README because I wanted it to actually explain the project properly instead of being just a few lines. End of devlog # 6 NOW GONNA SHIP THE PROJECT Everything is now ready… all that’s left is to hit Ship Project 🚀"}, {"post_id": 31015, "ts": "2026-07-19T02:24:57Z", "hours": 6.3275, "text": "UI UI UI ALL I DID WAS UI !!!!!! This update has been all about polishing the project. I’ve finally completed the UI for every single page , you all can see the before and the after in the screenshots of the UI. Besides this I had successfully deployed the application! despite the errors I faced while making it run smooth 😅 Looking back, it’s hard to believe this started as my first Streamlit project. I spent way more time tweaking layouts, colors, containers, and spacing than I ever expected, but it was worth it FINALLY!!!! Now the dashboard finally feels complete, and all that’s left is the final polish: cleaning up the code, adding comments, and finishing the README before I officially ship it. 🌍 The app is now live! If you’d like to explore 80+ years of climate data through interactive visualizations, give it a try: THE LINK TO THE PROJECT : https://the-earth-kept-a-record-here-it-is-vavg5teg69z5fpeqsqcren.streamlit.app/ Everyone do let me know about any improvements that you may seem that I can make before the shipping of this project This is the end of devlog # 5 See you all in devlog # 6 Byeeeeeee!"}, {"post_id": 27451, "ts": "2026-07-13T00:56:31Z", "hours": 5.5139, "text": "WHY DOES IT LOOK LIKE THAT????????? So, I was finally working on my last graph, the one that predicts future temperature anomalies for a city or country. I built the model, generated the predictions… and this is what I got. (the graph with almost a straight line) Honestly, I was disappointed. I expected something that looked more like a “prediction,” not just a line. So, I tried connecting the future with the historical data, changed a few things, and even wondered if I had done Polynomial Regression completely wrong. Turns out… the model wasn’t the problem. Regression doesn’t make random ups and downs, it simply learns the overall trend from the historical data and continues it into the future. In the end, I stopped trying to make the graph look dramatic and focused on making it accurate instead. What do you all think of this graph?? This is the end of devlog #4 See you all in devlog #5 Byeeeee"}, {"post_id": 24933, "ts": "2026-07-08T20:15:11Z", "hours": 14.7333, "text": "🚨 I USED THE WRONG DATA ALL ALONG… So Storytime!!!! When I almost like coded 3 out of 5 graphs, only then did I realise that I had the MAIN ingredient wrong: the data. To be exact, when I first downloaded the datasets, they seemed to have everything I needed: 🌡️ Temperatures from the 1940s to 2025 📅 Year-wise timeline 🌍 Data for cities and countries ❓Temperature anomaly (wait… what is this?) At first, I honestly thought Temperature Anomaly was just a fancy way of saying temperature change. Turns out I need to work a bit harder on both my SAT English and this project. 😅 Because when I looked into the csv in detail the Temperature anomaly was like in range of -0.000342 to 4.66247 and this was for like every single country each varing differently. After a bit of Googling and reading, I discovered that ** temperature anomaly is not the actual temperature**. Instead, it measures how much warmer or cooler a place is compared to its average temperature during a reference period. That meant I had a huge problem. My country data was already stored as temperature anomalies, but my city data contained actual temperatures. I was unknowingly comparing two completely different measurements in the same project. If I had continued like that, my comparisons would have been misleading, my rankings would have been unfair, and my prediction model would have been built on inconsistent data. So… I stopped everything. I went back, learned how temperature anomalies are calculated, converted all of my city datasets to use the same measurement, and rebuilt the affected parts of the project. It definitely wasn’t the plan, but I’m glad I caught the mistake before shipping the project. End of story……. Besides this I improved my horrible looking homepage (the simple screenshot) and now it definitely looks like something to look at (the attractive homepage) this also had me going through streamlit’s documentation and continuous learning…… which I am getting fed up of but again that is what coding means right?😅 Lastly I did also complete my 4 out of 5 graphs which is definitely a relief (pheww) and now all that’s left todo is Graph 5 Improved UI of all the graph pages About page Girls and Guys I would love to have your feedback for my project (PLZ PLZ PLZ suggest improvements 😭😭😭😭) Byeeee!!!!! See you in Devlog # 4 ✨ END of devlog # 3"}, {"post_id": 13967, "ts": "2026-06-22T22:33:14Z", "hours": 6.0975, "text": "Devlog # 2 Hi everyone! Hope you’re all doing well! 😊 Thankfully, I got out of the data cleaning phase. This week, I had my mind on the design and page layout of my web application, as well as the visualisations that will bring my idea to life. 🖥️ Planning the Website I thought my web application would have a structure like this: A Homepage 5 pages, each having a different graph type for each country An About page But everyone, the main challenge was that I had never worked with streamlit so in short, I had to learn it, and for me, tutorials almost never worked for me, so I had to go through documentation every single time, and this got me a lot of time spent on it instead of code. 🎨 Building the Homepage As I was trying to set up my homepage, I wanted something like this (this picture of the homepage is the inspo from ChatGPT ) So I started with the title and the choices, but when I wanted to take the user to that specific page of the graph, I got this error ( the picture with the error message). This had me stuck for almost an hour or so until I got it right, and FINALLY, my homepage was done. ( the homepage in black with the text “Earth Kept a record(in red), Here it is!!). Seeing this, **I was in the air!!!! YAAAAY!!!🎉🎉 ** 📈 First Graph first try I also started working on my first visualisation: the Temperature Trends Graph. This graph enables users to select a city or country and view how temperatures have evolved, utilising real climate data.To make it more visually appealing, I added a color-gradient effect to the graph. I did get some help from AI while experimenting with the design, but I’m really happy with how it turned out. It’s the first graph of the project, and I am gonna still work on it, and this progress makes me feel really GOOD.. 🌎(finally YAAAY YAAAY🎉🎉🎉) ✨That’s all for this week’s progress! See you in Devlog #3 🚀"}, {"post_id": 11006, "ts": "2026-06-18T01:02:50Z", "hours": 1.9433, "text": "Devlog #1 🌍 Hi everyone! I’m Shehma Ali, and welcome to my first devlog. Today I’ll be sharing what my project is and what I’ve done so far.🚀 •My Project Visualizes 80 years of climate change using real NASA and Copernicus climate data. •Lets users explore temperature trends for 10 cities from the 1940s to 2025. •Includes city trend graphs, global comparisons, warming rankings, and heatmaps. •Features future temperature predictions using linear regression with adjustable controls. •Built entirely in Python using Pandas, Plotly, and Streamlit. •Makes complex climate data simple and easy to understand. 🔨 Progress So Far To be completely honest, the data collection stage has been brutal. I first had to find city-level climate data from NASA and country-level climate data from Copernicus, which took a lot more searching than I expected. After gathering all the CSV files, I aligned them to the same year range and cleaned them so they could be used together in the project. With the datasets now prepared FINALLY, I’m ready to start building the visualisations and bringing the app to life. See you in the next devlog! 🌎✨"}]...
|
Title: The Earth kept a record. Here it is! by @Sh Title: The Earth kept a record. Here it is! by @ShehmaAli | Stardance
Devlogs:
Devlog #1 🌍 Hi everyone! I’m Shehma Ali, and welcome to my first devlog. Today I’ll be sharing what my project is and what I’ve done so far.🚀 •My Project Visualizes 80 years of climate change using real NASA and Copernicus climate data. •Lets users explore temperature trends for 10 cities from the 1940s to 2025. •Includes city trend graphs, global comparisons, warming rankings, and heatmaps. •Features future temperature predictions using linear regression with adjustable controls. •Built entirely in Python using Pandas, Plotly, and Streamlit. •Makes complex climate data simple and easy to understand. 🔨 Progress So Far To be completely honest, the data collection stage has been brutal. I first had to find city-level climate data from NASA and country-level climate data from Copernicus, which took a lot more searching than I expected. After gathering all the CSV files, I aligned them to the same year range and cleaned them so they could be used together in the project. With the datasets now prepared FINALLY, I’m ready to start building the visualisations and bringing the app to life. See you in the next devlog! 🌎✨
Devlog # 2 Hi everyone! Hope you’re all doing well! 😊 Thankfully, I got out of the data cleaning phase. This week, I had my mind on the design and page layout of my web application, as well as the visualisations that will bring my idea to life. 🖥️ Planning the Website I thought my web application would have a structure like this: A Homepage 5 pages, each having a different graph type for each country An About page But everyone, the main challenge was that I had never worked with streamlit so in short, I had to learn it, and for me, tutorials almost never worked for me, so I had to go through documentation every single time, and this got me a lot of time spent on it instead of code. 🎨 Building the Homepage As I was trying to set up my homepage, I wanted something like this (this picture of the homepage is the inspo from ChatGPT ) So I started with the title and the choices, but when I wanted to take the user to that specific page of the graph, I got this error ( the picture with the error message). This had me stuck for almost an hour or so until I got it right, and FINALLY, my homepage was done. ( the homepage in black with the text “Earth Kept a record(in red), Here it is!!). Seeing this, **I was in the air!!!! YAAAAY!!!🎉🎉 ** 📈 First Graph first try I also started working on my first visualisation: the Temperature Trends Graph. This graph enables users to select a city or country and view how temperatures have evolved, utilising real climate data.To make it more visually appealing, I added a color-gradient effect to the graph. I did get some help from AI while experimenting with the design, but I’m really happy with how it turned out. It’s the first graph of the project, and I am gonna still work on it, and this progress makes me feel really GOOD.. 🌎(finally YAAAY YAAAY🎉🎉🎉) ✨That’s all for this week’s progress! See you in Devlog #3 🚀
🚨 I USED THE WRONG DATA ALL ALONG… So Storytime!!!! When I almost like coded 3 out of 5 graphs, only then did I realise that I had the MAIN ingredient wrong: the data. To be exact, when I first downloaded the datasets, they seemed to have everything I needed: 🌡️ Temperatures from the 1940s to 2025 📅 Year-wise timeline 🌍 Data for cities and countries ❓Temperature anomaly (wait… what is this?) At first, I honestly thought Temperature Anomaly was just a fancy way of saying temperature change. Turns out I need to work a bit harder on both my SAT English and this project. 😅 Because when I looked into the csv in detail the Temperature anomaly was like in range of -0.000342 to 4.66247 and this was for like every single country each varing differently. After a bit of Googling and reading, I discovered that ** temperature anomaly is not the actual temperature**. Instead, it measures how much warmer or cooler a place is compared to its average temperature during a reference period. That meant I had a huge problem. My country data was already stored as temperature anomalies, but my city data contained actual temperatures. I was unknowingly comparing two completely different measurements in the same project. If I had continued like that, my comparisons would have been misleading, my rankings would have been unfair, and my prediction model would have been built on inconsistent data. So… I stopped everything. I went back, learned how temperature anomalies are calculated, converted all of my city datasets to use the same measurement, and rebuilt the affected parts of the project. It definitely wasn’t the plan, but I’m glad I caught the mistake before shipping the project. End of story……. Besides this I improved my horrible looking homepage (the simple screenshot) and now it definitely looks like something to look at (the attractive homepage) this also had me going through streamlit’s documentation and continuous learning…… which I am getting fed up of but again that is what coding means right?😅 Lastly I did also complete my 4 out of 5 graphs which is definitely a relief (pheww) and now all that’s left todo is Graph 5 Improved UI of all the graph pages About page Girls and Guys I would love to have your feedback for my project (PLZ PLZ PLZ suggest improvements 😭😭😭😭) Byeeee!!!!! See you in Devlog # 4 ✨ END of devlog # 3
WHY DOES IT LOOK LIKE THAT????????? So, I was finally working on my last graph, the one that predicts future temperature anomalies for a city or country. I built the model, generated the predictions… and this is what I got. (the graph with almost a straight line) Honestly, I was disappointed. I expected something that looked more like a “prediction,” not just a line. So, I tried connecting the future with the historical data, changed a few things, and even wondered if I had done Polynomial Regression completely wrong. Turns out… the model wasn’t the problem. Regression doesn’t make random ups and downs, it simply learns the overall trend from the historical data and continues it into the future. In the end, I stopped trying to make the graph look dramatic and focused on making it accurate instead. What do you all think of this graph?? This is the end of devlog #4 See you all in devlog #5 Byeeeee
UI UI UI ALL I DID WAS UI !!!!!! This update has been all about polishing the project. I’ve finally completed the UI for every single page , you all can see the before and the after in the screenshots of the UI. Besides this I had successfully deployed the application! despite the errors I faced while making it run smooth 😅 Looking back, it’s hard to believe this started as my first Streamlit project. I spent way more time tweaking layouts, colors, containers, and spacing than I ever expected, but it was worth it FINALLY!!!! Now the dashboard finally feels complete, and all that’s left is the final polish: cleaning up the code, adding comments, and finishing the README before I officially ship it. 🌍 The app is now live! If you’d like to explore 80+ years of climate data through interactive visualizations, give it a try: THE LINK TO THE PROJECT : https://the-earth-kept-a-record-here-it-is-vavg5teg69z5fpeqsqcren.streamlit.app/ Everyone do let me know about any improvements that you may seem that I can make before the shipping of this project This is the end of devlog # 5 See you all in devlog # 6 Byeeeeeee!
I DID THE FINAL STEPS Well almost all of it was done the remaining things were README.md file (half well) Comment of the entire files (I don’t like to do commenting 😭😭😭😭😭😭) WELLL WELLL Funny enough, commenting turned out to be the easier part. The real challenge was writing the README because I wanted it to actually explain the project properly instead of being just a few lines. End of devlog # 6 NOW GONNA SHIP THE PROJECT Everything is now ready… all that’s left is to hit Ship Project 🚀
HAD TO REDO THE README.md Well… I thought I was finally done. SOO now Welcome to the unexpected devlog # 7 Turns out my previous README had a bit too much AI in it, so I decided to rewrite almost the entire thing myself. It definitely took way longer than I expected, but now it actually feels like my project. At this point everything is finally done: ✅ UI ✅ Graphs ✅ Deployment ✅ Comments ✅ README Now hoping to not write another devlog now Byeeee!!!!
Change of all the plans 😭😭😭 So the thing is that my progess is falling apart and i want my 30 plus approved hours to be done inorder to get the certificate (I WANT IT PLS) and for this i want my dashboard to be in Flask HTML CSS and to be deployed in vercel But firstly gotta change the file directory!!!! So alot to do in pretty less time !!!! UGGGHHHH End of devlog # 8 See you in the next one !!! BYEEEE!!!!!!!
Ships:
I made an Interactive climate change dashboard using Streamlit and Plotly which visualized over 80 years of temperature data. Included 5 interactive graphs and one being a future temperature prediction model. The most chalenging thing for me was to learn streamlit as i have never made any application using that for the UI and another thing would be building a prediction model and making it work with the visualizations. I am proud to turn the raw climate data into something easy to explore. I am proud on completing my first full streamlit project and giving it a clean, interactive interface and also successfully deploying the project online. If people want to test my project they should: -Try both City and Country modes. -Test all 5 graph pages. -Use the Random buttons on comparison and heatmap pages. -Experiment with different years in the Future Prediction page. -The prediction graph is for educational purposes and is based on historical trends, not a scientific forecast....
|
1793314317.5458379
|
1793400717.5458379
|
|
47285
|
flyos by @Winny | Stardance
|
Winny
|
1
|
3.73
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T23:35:38Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make a OS called flyos where each state I fly to ( aka click on), it should pop out a function that is suitable for that states.", "repo": "https://github.com/WinnyT/flyos", "demo": "https://winnyt.github.io/flyos/"}]...
|
[{"post_id": 74525, "ts": "202 [{"post_id": 74525, "ts": "2026-09-27T15:44:20Z", "hours": 0.7333, "text": "Because the reviewer screen and my screen are not the same size, we have clicking conflict ( they can’t open the window at “that” states because it’s somewhere else). Therefore, I used css to fixed the pin and the map. The pin will depends on the map image instead of the screen."}, {"post_id": 73341, "ts": "2026-09-24T22:39:09Z", "hours": 0.5661, "text": "I just added the close button, and planning to have each states is a window. Currently, the welcome window is GA xD"}, {"post_id": 67025, "ts": "2026-09-13T02:06:49Z", "hours": 1.3292, "text": "Just completed the drag function but it doesn’t seems to work so well. Changed back ground photo and added top bar time"}, {"post_id": 46664, "ts": "2026-08-14T03:04:42Z", "hours": 0.8914, "text": "Flyos- The OS system that make you want to fly. I just go through 2 part of the tutorial and here is the result. Nothing fancy, just copy - paste cuz I still don’t know how to style my OS yet!"}]...
|
Title: flyos by @Winny | Stardance
Devlogs:
Flyos Title: flyos by @Winny | Stardance
Devlogs:
Flyos- The OS system that make you want to fly. I just go through 2 part of the tutorial and here is the result. Nothing fancy, just copy - paste cuz I still don’t know how to style my OS yet!
Just completed the drag function but it doesn’t seems to work so well. Changed back ground photo and added top bar time
I just added the close button, and planning to have each states is a window. Currently, the welcome window is GA xD
Because the reviewer screen and my screen are not the same size, we have clicking conflict ( they can’t open the window at “that” states because it’s somewhere else). Therefore, I used css to fixed the pin and the map. The pin will depends on the map image instead of the screen.
Ships:
I make a OS called flyos where each state I fly to ( aka click on), it should pop out a function that is suitable for that states....
|
1793336209.169079
|
1793422609.169079
|
|
37551
|
Roguelike by @Alexander_Wolf | Stardance
|
Alexander_Wolf
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T16:00:30Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So somehow I’ve finished this first level. Of course any things are missing and there are still issues, but please view this as a version 0.1 and not a finished v1.0. Interactions with the enemies and the goal coin work, but the visuals are buggy. The project is still in process, but I’m proud of what already exists", "repo": "https://github.com/Wolf-Alexander/Roguelike", "demo": "https://ciferwolf.itch.io/roguelike"}]...
|
[{"post_id": 74528, "ts": "202 [{"post_id": 74528, "ts": "2026-09-27T15:58:43Z", "hours": 6.045, "text": "Devlog #2 I’ve added enemys and a goal (a coin) to the game. You attack with X and it actually does knockback. I’m still improving on the game and adding some details"}, {"post_id": 31684, "ts": "2026-07-20T09:21:14Z", "hours": 5.5831, "text": "Devlog #1 I am working on a Roguelike game (Name will be decided later). The game will include a few dungeon levels, as well as a boss at the end. Currently I’m working on a prefab for the levels, as seen in the screenshot. I’ve also already created the character and wrote a PlayerMovement script. The Player also has animations. The Assets are from itch.io (I’ll drop the links to them in my README, once I’ve created it) My next task will be creating the mobs and in additon to that a sort of combat system"}]...
|
Title: Roguelike by @Alexander_Wolf | Stardance
D Title: Roguelike by @Alexander_Wolf | Stardance
Devlogs:
Devlog #1 I am working on a Roguelike game (Name will be decided later). The game will include a few dungeon levels, as well as a boss at the end. Currently I’m working on a prefab for the levels, as seen in the screenshot. I’ve also already created the character and wrote a PlayerMovement script. The Player also has animations. The Assets are from itch.io (I’ll drop the links to them in my README, once I’ve created it) My next task will be creating the mobs and in additon to that a sort of combat system
Devlog #2 I’ve added enemys and a goal (a coin) to the game. You attack with X and it actually does knockback. I’m still improving on the game and adding some details
Ships:
So somehow I’ve finished this first level. Of course any things are missing and there are still issues, but please view this as a version 0.1 and not a finished v1.0. Interactions with the enemies and the goal coin work, but the visuals are buggy. The project is still in process, but I’m proud of what already exists...
|
1793152178.6000414
|
1793238578.6000414
|
|
33733
|
Soulsyche by @andwoo | Stardance
|
andwoo
|
1
|
53.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T16:24:47Z", "hours": 53.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Soulsyche About A dungeon crawler bullet hell, where you have to clear all rooms of the dungeon in order to beat the game. ( Also, when the second bar appears when level 3 is reached, that is your ability bar. Pressing RMB while temporarily grant you your ability [ invincibility ], then the cooldown begins again. Features Procedurally generated dungeon rooms Multiple enemy types ( sniper, pistol, shotgun, assault rifle ) Different weapons with unique stats Soul ability system Enemy spawning and room clearing Chests with random loot Random loot drops Door and door connection system Controls WASD - Movement Mouse - Aiming Left Mouse Button - Shoot Right Mouse Button - Ability R - Reload Dash - Space Interact ( Open Chest ) - E Overview This game is heavily reliant on composition over inheritance, where several components and modules work together to make certain behaviours. Examples of these systems are: Player movement and combat Weapon management UI Room Generation Enemy spawning Health and damage Soul system Loot and item spawning Credits Developed by andwoo ( Andrew ) for Stardance 2026. Used ChatGPT for helping to plan out and design systems Future improvements Art and SFX More souls A boss fight", "repo": "https://github.com/xPuv/Soulsyche", "demo": "https://xpuv.itch.io/soulsyche"}]...
|
[{"post_id": 74537, "ts": "202 [{"post_id": 74537, "ts": "2026-09-27T16:21:27Z", "hours": 5.8858, "text": "Final commit added more enemies cleaned stuff up, making it playable"}, {"post_id": 63170, "ts": "2026-09-06T20:26:06Z", "hours": 5.4714, "text": "devlog 4 custom room generation algorithm random rooms"}, {"post_id": 52213, "ts": "2026-08-22T09:45:21Z", "hours": 12.0461, "text": "devlog 3 added souls ( buffs, u can ffind in runs) added ui began working on randomly generated rooms added doors that lock and unlock after beating the room"}, {"post_id": 46341, "ts": "2026-08-13T14:25:57Z", "hours": 10.1642, "text": "devlog 2 added enemies that can shoot chests with rng hit shader keys to unlock chests"}, {"post_id": 35708, "ts": "2026-07-27T09:50:33Z", "hours": 10.1531, "text": "devlog 1 added a shotgun ( the dawg ) added weapon switching added UI began working on enemy AI with patrol, chase and investigate behaviour being implemented added damaging enemies"}, {"post_id": 33996, "ts": "2026-07-24T12:00:14Z", "hours": 9.6122, "text": "DEVLOG 0 hello! recently i’ve been working on the my own roguelike, Soulsyche, which is going to be a top down shooter. In the time on the devlog, I’ve spent time implementing a modular gun system and basic player movement. Below is a list stating all the changes alongside a video of what I’ve done. ( also, if anyone has any advivce/can help with the bugfix of the weird jittering, would really be grateful! feel free to comment below ) added shooting added reloading added movement sprite polishes ( gun faces direction of mouse cursor ) adding dashing added vfx to dash"}]...
|
Title: Soulsyche by @andwoo | Stardance
Devlogs:
Title: Soulsyche by @andwoo | Stardance
Devlogs:
DEVLOG 0 hello! recently i’ve been working on the my own roguelike, Soulsyche, which is going to be a top down shooter. In the time on the devlog, I’ve spent time implementing a modular gun system and basic player movement. Below is a list stating all the changes alongside a video of what I’ve done. ( also, if anyone has any advivce/can help with the bugfix of the weird jittering, would really be grateful! feel free to comment below ) added shooting added reloading added movement sprite polishes ( gun faces direction of mouse cursor ) adding dashing added vfx to dash
devlog 1 added a shotgun ( the dawg ) added weapon switching added UI began working on enemy AI with patrol, chase and investigate behaviour being implemented added damaging enemies
devlog 2 added enemies that can shoot chests with rng hit shader keys to unlock chests
devlog 3 added souls ( buffs, u can ffind in runs) added ui began working on randomly generated rooms added doors that lock and unlock after beating the room
devlog 4 custom room generation algorithm random rooms
Final commit added more enemies cleaned stuff up, making it playable
Ships:
Soulsyche About A dungeon crawler bullet hell, where you have to clear all rooms of the dungeon in order to beat the game. ( Also, when the second bar appears when level 3 is reached, that is your ability bar. Pressing RMB while temporarily grant you your ability [ invincibility ], then the cooldown begins again. Features Procedurally generated dungeon rooms Multiple enemy types ( sniper, pistol, shotgun, assault rifle ) Different weapons with unique stats Soul ability system Enemy spawning and room clearing Chests with random loot Random loot drops Door and door connection system Controls WASD - Movement Mouse - Aiming Left Mouse Button - Shoot Right Mouse Button - Ability R - Reload Dash - Space Interact ( Open Chest ) - E Overview This game is heavily reliant on composition over inheritance, where several components and modules work together to make certain behaviours. Examples of these systems are: Player movement and combat Weapon management UI Room Generation Enemy spawning Health and damage Soul system Loot and item spawning Credits Developed by andwoo ( Andrew ) for Stardance 2026. Used ChatGPT for helping to plan out and design systems Future improvements Art and SFX More souls A boss fight...
|
1793152420.4291003
|
1793238820.4291003
|
|
50495
|
LME Luna Machine Executable by @redsimit | Stardan LME Luna Machine Executable by @redsimit | Stardance...
|
redsimit
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T16:47:45Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made my own compiler from scratch, called Luna Machine Executable (LME). Written in C++, compiles a tiny language with Turkish keywords into real x86-64 assembly, then assembles + links it with nasm/ld into an actual Linux binary. Right now it handles one statement: cik ; compiles to a binary that exits with that code. Full pipeline: tokenizer -> parser -> generator -> asm -> nasm -> ld -> binary. Hardest part was understanding how a parser turns tokens into a tree, and how the generator walks it. Never written a compiler before, so most time went into learning that. Proudest of getting it to run end to end with zero hand-patching, “cik 42;” in, real binary that exits 42 out. To test: download luna + test.lme, sudo apt install nasm binutils, chmod +x luna, ./luna test.lme && ./out && echo $?", "repo": "https://github.com/Simit6155/LME", "demo": "https://github.com/Simit6155/LME/releases/tag/v0.1.0"}]...
|
[{"post_id": 74544, "ts": "202 [{"post_id": 74544, "ts": "2026-09-27T16:31:42Z", "hours": 2.9511, "text": "LME My own Compiler Devlog #5 Finished the first real end-to-end version of Luna today. Wrote generation.h - takes the parse tree from the parser and walks it to spit out x86-64 NASM assembly. Right now it just handles the one node type I have (NodeExit) and generates the mov/syscall pair for exiting with a given code. Rewired main.cpp so it actually uses the tokenizer -> parser -> generator pipeline properly instead of skipping straight from tokens to asm like before. Cleaner flow now: source -> tokens -> parse tree -> asm -> nasm -> ld -> binary Tested it with: cik 42; Compiled clean, ran the output binary, echo $? gave 42. First time the whole pipeline worked end to end without me hand-patching anything. Also wrote a proper README and a .gitignore so I can actually put this on GitHub without dumping build folders and .idea junk into the repo. Still only supports one statement (cik ;), no variables or math yet. Next up: probably adding a second statement type so the parser/generator actually have to branch on something."}, {"post_id": 51674, "ts": "2026-08-21T14:07:47Z", "hours": 2.0042, "text": "DEVLOG #4 Took me allot to understand how a parse tree/Syntax tree works and how to programm it. So I will be using the recursive descent technique and making nodes for each production."}, {"post_id": 50468, "ts": "2026-08-19T17:07:49Z", "hours": 1.2317, "text": "Cleaned up code, made another file for the tokenization(lexer) almost at parsing tree ( [ SOURCE CODE ] │ ▼ LEXICAL ANALYSIS (Tokenizer) ◄─── finished here [ TOKEN STREAM ] │ ▼ SYNTAX ANALYSIS (Parser) [ ABSTRACT SYNTAX TREE (AST) ] │ ▼ SEMANTIC ANALYSIS (Type Checker) [ DECORATED AST ] │ ▼ INTERMEDIATE CODE GENERATION (IR) [ IR CODE ] (e.g., Three-Address Code, Bytecode) │ ▼ CODE OPTIMIZATION [ OPTIMIZED IR ] │ ▼ TARGET CODE GENERATION [ MACHINE CODE / ASSEMBLY ] (Final Executable) “there are two types of programmers - those who have written a compiler and those who haven’t” -Terry Davis"}, {"post_id": 49577, "ts": "2026-08-18T13:44:26Z", "hours": 0.5333, "text": "LME My own Compiler Devlog #2 I got the basic compiler pipeline working for Luna.I implemented a tokenizer that converts Luna source code into tokens, including:cik → exit token integers → integer literals; → semicolon token then added code generation that converts the tokens into x86-64 NASM assembly using the Linux exit syscall.For example: cik 42; gets compiled into assembly that exits the program with status code 42.I also fixed a bounds-checking bug in the token parser and verified that the generated executable runs correctly under Linux/WSL.The basic pipeline is now:Luna source → tokenizer → tokens → x86-64 assembly → executable Next step is the Parse Tree"}, {"post_id": 49538, "ts": "2026-08-18T12:42:59Z", "hours": 0.4053, "text": "Building my own compiler (vexa compiler) devlog #1 Semicolon based, whitespace does not matter. File ending will be .tr so main.tr. Syntax language will be turkish. Now writing the tokenization stuff "}]...
|
Title: LME Luna Machine Executable by @redsimit | Title: LME Luna Machine Executable by @redsimit | Stardance
Devlogs:
Building my own compiler (vexa compiler) devlog #1 Semicolon based, whitespace does not matter. File ending will be .tr so main.tr. Syntax language will be turkish. Now writing the tokenization stuff
LME My own Compiler Devlog #2 I got the basic compiler pipeline working for Luna.I implemented a tokenizer that converts Luna source code into tokens, including:cik → exit token integers → integer literals; → semicolon token then added code generation that converts the tokens into x86-64 NASM assembly using the Linux exit syscall.For example: cik 42; gets compiled into assembly that exits the program with status code 42.I also fixed a bounds-checking bug in the token parser and verified that the generated executable runs correctly under Linux/WSL.The basic pipeline is now:Luna source → tokenizer → tokens → x86-64 assembly → executable Next step is the Parse Tree
Cleaned up code, made another file for the tokenization(lexer) almost at parsing tree ( [ SOURCE CODE ] │ ▼ LEXICAL ANALYSIS (Tokenizer) ◄─── finished here [ TOKEN STREAM ] │ ▼ SYNTAX ANALYSIS (Parser) [ ABSTRACT SYNTAX TREE (AST) ] │ ▼ SEMANTIC ANALYSIS (Type Checker) [ DECORATED AST ] │ ▼ INTERMEDIATE CODE GENERATION (IR) [ IR CODE ] (e.g., Three-Address Code, Bytecode) │ ▼ CODE OPTIMIZATION [ OPTIMIZED IR ] │ ▼ TARGET CODE GENERATION [ MACHINE CODE / ASSEMBLY ] (Final Executable) “there are two types of programmers - those who have written a compiler and those who haven’t” -Terry Davis
DEVLOG #4 Took me allot to understand how a parse tree/Syntax tree works and how to programm it. So I will be using the recursive descent technique and making nodes for each production.
LME My own Compiler Devlog #5 Finished the first real end-to-end version of Luna today. Wrote generation.h - takes the parse tree from the parser and walks it to spit out x86-64 NASM assembly. Right now it just handles the one node type I have (NodeExit) and generates the mov/syscall pair for exiting with a given code. Rewired main.cpp so it actually uses the tokenizer -> parser -> generator pipeline properly instead of skipping straight from tokens to asm like before. Cleaner flow now: source -> tokens -> parse tree -> asm -> nasm -> ld -> binary Tested it with: cik 42; Compiled clean, ran the output binary, echo $? gave 42. First time the whole pipeline worked end to end without me hand-patching anything. Also wrote a proper README and a .gitignore so I can actually put this on GitHub without dumping build folders and .idea junk into the repo. Still only supports one statement (cik ;), no variables or math yet. Next up: probably adding a second statement type so the parser/generator actually have to branch on something.
Ships:
Made my own compiler from scratch, called Luna Machine Executable (LME). Written in C++, compiles a tiny language with Turkish keywords into real x86-64 assembly, then assembles + links it with nasm/ld into an actual Linux binary. Right now it handles one statement: cik ; compiles to a binary that exits with that code. Full pipeline: tokenizer -> parser -> generator -> asm -> nasm -> ld -> binary. Hardest part was understanding how a parser turns tokens into a tree, and how the generator walks it. Never written a compiler before, so most time went into learning that. Proudest of getting it to run end to end with zero hand-patching, “cik 42;” in, real binary that exits 42 out. To test: download luna + test.lme, sudo apt install nasm binutils, chmod +x luna, ./luna test.lme && ./out && echo $?...
|
1793148864.5268734
|
1793235264.5268734
|
|
57600
|
Microfreelance Hub by @hazypak | Stardance
|
hazypak
|
1
|
21.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T16:44:31Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a platform for students to post about their achivements , its like linkledin but focuses on students and helps them build their portfolio , this is ship one , I know there are errors but since my school started i cant fix them i am tooo busy , i hope it can ship and then i can work on it even after stardance hopefully", "repo": "https://github.com/hazypak/micro-freelance-hub", "demo": "https://micro-freelance-hub.vercel.app/"}]...
|
[{"post_id": 74546, "ts": "202 [{"post_id": 74546, "ts": "2026-09-27T16:39:59Z", "hours": 0.4222, "text": "Finalizied everything fixed google auth issue (hopefully)"}, {"post_id": 60601, "ts": "2026-09-03T01:52:06Z", "hours": 0.6581, "text": "updated the read me and fixed google login issues"}, {"post_id": 60488, "ts": "2026-09-02T21:06:42Z", "hours": 1.0914, "text": "just had to run clear on claude code to stop autocompact thrashing and save some tokens by only scanning the essential auth files for microfreelance hub completely revamped the ui to be super playful and widget based with soft rounded borders and cute micro interactions fixed the signup ux so it actually tells you to check your gmail for the activation link added google oauth through supabase so you can just one click sign in and threw cloudflare turnstile captcha on the forms to block bots also used the graphify skill to map it all out and squashed some typescript errors while i was at it finally coming together nicely cheerios (for some reason my claude was having a thinking crisis (if that exists lol))"}, {"post_id": 60367, "ts": "2026-09-02T17:36:13Z", "hours": 18.9314, "text": "Before I could even start building Microfreelance Hub, I had to configure my setup from scratch. I connected Claude Code using Omni Router and literally logged into 44 free providers just to stack enough tokens. Sorting out all the skills, plugins, and CLI configurations was easily the hardest part—first time for everything, lol!Once the environment was set up, I spent a full hour crafting and perfecting my prompt before hitting enter. Then I was actually ready.What followed was a 6-day saga of hitting rate limits, battling random API failures, and counting 27 separate 503 errors. But after grinding through all of that, the website is finally built and alive!Right now, I’m working through a quick deployment bug to get the live site running smoothly. School just started back up, so I’m juggling classes while sorting this out. I’ve built a bunch of projects before—like my game Pixel Planet Healers and my personal portfolio—but I’m pushing Claude Code to its absolute limits on this build.Here’s my first official devlog. Cheers to anyone reading this! :D"}]...
|
Title: Microfreelance Hub by @hazypak | Stardance
Title: Microfreelance Hub by @hazypak | Stardance
Devlogs:
Before I could even start building Microfreelance Hub, I had to configure my setup from scratch. I connected Claude Code using Omni Router and literally logged into 44 free providers just to stack enough tokens. Sorting out all the skills, plugins, and CLI configurations was easily the hardest part—first time for everything, lol!Once the environment was set up, I spent a full hour crafting and perfecting my prompt before hitting enter. Then I was actually ready.What followed was a 6-day saga of hitting rate limits, battling random API failures, and counting 27 separate 503 errors. But after grinding through all of that, the website is finally built and alive!Right now, I’m working through a quick deployment bug to get the live site running smoothly. School just started back up, so I’m juggling classes while sorting this out. I’ve built a bunch of projects before—like my game Pixel Planet Healers and my personal portfolio—but I’m pushing Claude Code to its absolute limits on this build.Here’s my first official devlog. Cheers to anyone reading this! :D
just had to run clear on claude code to stop autocompact thrashing and save some tokens by only scanning the essential auth files for microfreelance hub completely revamped the ui to be super playful and widget based with soft rounded borders and cute micro interactions fixed the signup ux so it actually tells you to check your gmail for the activation link added google oauth through supabase so you can just one click sign in and threw cloudflare turnstile captcha on the forms to block bots also used the graphify skill to map it all out and squashed some typescript errors while i was at it finally coming together nicely cheerios (for some reason my claude was having a thinking crisis (if that exists lol))
updated the read me and fixed google login issues
Finalizied everything fixed google auth issue (hopefully)
Ships:
I have made a platform for students to post about their achivements , its like linkledin but focuses on students and helps them build their portfolio , this is ship one , I know there are errors but since my school started i cant fix them i am tooo busy , i hope it can ship and then i can work on it even after stardance hopefully...
|
1793152289.9033036
|
1793238689.9033036
|
|
24750
|
Drive and Lift by @aayushg | Stardance
|
aayushg
|
1
|
41.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T17:06:06Z", "hours": 41.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project of mine is a basic drivetrain and lift mechanism. This taught me how to use motors, code in C++ and build basic robots. I am a slow build which is why it took longer.", "repo": "https://github.com/aayushg12/vex", "demo": ""}]...
|
[{"post_id": 74553, "ts": "202 [{"post_id": 74553, "ts": "2026-09-27T16:51:57Z", "hours": 5.9172, "text": "Finished the drive and lift mechanism. And fully coded and tested the drive!"}, {"post_id": 56975, "ts": "2026-08-29T00:52:35Z", "hours": 9.9981, "text": "Finally completed drivetrain and constructed lift. Just need to finish adding pulleys then will start working on the intake."}, {"post_id": 52036, "ts": "2026-08-22T02:18:14Z", "hours": 0.815, "text": "Coded basic 4 omni wheel drive train with 4 11w motors and imu"}, {"post_id": 50015, "ts": "2026-08-19T01:20:27Z", "hours": 4.7833, "text": "I have to rebuild the drivetrain because it was too long and wide. this is the difference. After fixing things up I am halfway done and I am saving 1 inch in vertical and 2 inches in horizontal space."}, {"post_id": 46070, "ts": "2026-08-13T00:46:52Z", "hours": 1.1, "text": "Began building intake so that it can be geared up and used pieces of polycarb for ramp"}, {"post_id": 44256, "ts": "2026-08-09T21:43:32Z", "hours": 3.8836, "text": "Found parts for my cascade lift and fixed the drive train spacing."}, {"post_id": 40399, "ts": "2026-08-03T21:19:06Z", "hours": 1.3669, "text": "Added intake roller and fixed/tested drivetrain"}, {"post_id": 16519, "ts": "2026-06-26T21:29:50Z", "hours": 1.2836, "text": "Almost finished the drivetrain just need to add a few more standoffs then code!"}, {"post_id": 16392, "ts": "2026-06-26T17:50:12Z", "hours": 1.9836, "text": "Removed old connections because they didn’t work and added new ones (really hard to add the new ones that’s why it took so long)"}, {"post_id": 15736, "ts": "2026-06-25T16:33:36Z", "hours": 2.2592, "text": "Attached both sides of the drivetrain. Added more connections to make it more stable. Next Steps: continue making it more secure and stable then start coding."}, {"post_id": 15376, "ts": "2026-06-25T00:23:31Z", "hours": 2.0503, "text": "Added gears and wheels to the drive train. Next step is to connect both pieces, add bracing, and code!"}, {"post_id": 15127, "ts": "2026-06-24T16:08:20Z", "hours": 1.9503, "text": "Tested all driving motors. Attached motors and completed frame of the drive base."}, {"post_id": 14781, "ts": "2026-06-24T00:40:34Z", "hours": 0.8669, "text": "Began the assembly and sorted all parts!"}, {"post_id": 14546, "ts": "2026-06-23T18:14:30Z", "hours": 2.7364, "text": "Building the drivetrain for the robot"}]...
|
Title: Drive and Lift by @aayushg | Stardance
Dev Title: Drive and Lift by @aayushg | Stardance
Devlogs:
Building the drivetrain for the robot
Began the assembly and sorted all parts!
Tested all driving motors. Attached motors and completed frame of the drive base.
Added gears and wheels to the drive train. Next step is to connect both pieces, add bracing, and code!
Attached both sides of the drivetrain. Added more connections to make it more stable. Next Steps: continue making it more secure and stable then start coding.
Removed old connections because they didn’t work and added new ones (really hard to add the new ones that’s why it took so long)
Almost finished the drivetrain just need to add a few more standoffs then code!
Added intake roller and fixed/tested drivetrain
Found parts for my cascade lift and fixed the drive train spacing.
Began building intake so that it can be geared up and used pieces of polycarb for ramp
I have to rebuild the drivetrain because it was too long and wide. this is the difference. After fixing things up I am halfway done and I am saving 1 inch in vertical and 2 inches in horizontal space.
Coded basic 4 omni wheel drive train with 4 11w motors and imu
Finally completed drivetrain and constructed lift. Just need to finish adding pulleys then will start working on the intake.
Finished the drive and lift mechanism. And fully coded and tested the drive!
Ships:
This project of mine is a basic drivetrain and lift mechanism. This taught me how to use motors, code in C++ and build basic robots. I am a slow build which is why it took longer....
|
1793155709.246501
|
1793242109.246501
|
|
65516
|
ControlPad by @rafail | Stardance
|
rafail
|
0
|
5.74
|
0
|
[]
|
[{"post_id": 74559, "ts": "202 [{"post_id": 74559, "ts": "2026-09-27T17:07:37Z", "hours": 4.1031, "text": "I’ve finished designing my pcb spending 3 hours on it idk if it this is fast but I am satisfied enough to export it and start on the case. So far I love the idea of the website and community thank god I found it from Linus tech tips."}, {"post_id": 74066, "ts": "2026-09-26T16:47:05Z", "hours": 1.6333, "text": "I started working on my macropad and I’ve managed to learn a lot of new things about hardware. I’ve decided to use 5 switches so I can use it for my 5 main applications like discord, spotify, visual studio, browser and extra slot if I need it. In the future I would love to add a mini oled display and design the pcb to look cool but now I have to finish it first."}]...
|
Title: ControlPad by @rafail | Stardance
Devlogs: Title: ControlPad by @rafail | Stardance
Devlogs:
I started working on my macropad and I’ve managed to learn a lot of new things about hardware. I’ve decided to use 5 switches so I can use it for my 5 main applications like discord, spotify, visual studio, browser and extra slot if I need it. In the future I would love to add a mini oled display and design the pcb to look cool but now I have to finish it first.
I’ve finished designing my pcb spending 3 hours on it idk if it this is fast but I am satisfied enough to export it and start on the case. So far I love the idea of the website and community thank god I found it from Linus tech tips....
|
1793087631.0883408
|
1793692431.0883408
|
|
65204
|
CalcX by @Chetan-boi | Stardance
|
Chetan-boi
|
0
|
2.05
|
0
|
[]
|
[{"post_id": 74566, "ts": "202 [{"post_id": 74566, "ts": "2026-09-27T17:21:00Z", "hours": 2.0544, "text": "Learning Shunting yard algorithms I am making a calculator like CalcX and for that i need to find a way to teach computer PEDMAS we think of 4 + 18/(9-3) as 4 + 18 / 6 4 + 3 7 But how will a computer decided it?? Thats where the Shunting yard Algorithm comes.. it utilises stack and queue.. that soo lit Qalc : MY inspiration"}]...
|
Title: CalcX by @Chetan-boi | Stardance
Devlogs:
Title: CalcX by @Chetan-boi | Stardance
Devlogs:
Learning Shunting yard algorithms I am making a calculator like CalcX and for that i need to find a way to teach computer PEDMAS we think of 4 + 18/(9-3) as 4 + 18 / 6 4 + 3 7 But how will a computer decided it?? Thats where the Shunting yard Algorithm comes.. it utilises stack and queue.. that soo lit Qalc : MY inspiration...
|
1793084090.319648
|
1793688890.319648
|
|
41895
|
Mew Version Control by @matteoduda | Stardance
|
matteoduda
|
1
|
19.28
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T11:36:04Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The screenshot shows the user’s projects. What was really challenging for me was communicating with the API, which is community maintained and not very well documented.", "repo": "https://www.github.com/gtx-lover-69/mew-version-control/", "demo": "https://github.com/gtx-lover-69/mew-version-control/releases/tag/stable"}]...
|
[{"post_id": 74568, "ts": "202 [{"post_id": 74568, "ts": "2026-09-27T17:22:54Z", "hours": 2.2792, "text": "i FINALLY managed to add support for private projects!! after a LOT of trial and error, both with scratch’s API, web responses, and my own (shitty) code, i finally managed to add support for private projects. users can now pull, edit, and commit their unshared projects locally!"}, {"post_id": 72402, "ts": "2026-09-22T20:56:55Z", "hours": 16.6714, "text": "using tldraw, I figured out the basic workflow of a user. I then built basic features around it and debugged. Using codes such as GPL (get project list) i could easily organise my code into dedicated functions. I also worked on making the CLI pretty."}]...
|
Title: Mew Version Control by @matteoduda | Starda Title: Mew Version Control by @matteoduda | Stardance
Devlogs:
using tldraw, I figured out the basic workflow of a user. I then built basic features around it and debugged. Using codes such as GPL (get project list) i could easily organise my code into dedicated functions. I also worked on making the CLI pretty.
i FINALLY managed to add support for private projects!! after a LOT of trial and error, both with scratch’s API, web responses, and my own (shitty) code, i finally managed to add support for private projects. users can now pull, edit, and commit their unshared projects locally!
Ships:
The screenshot shows the user’s projects. What was really challenging for me was communicating with the API, which is community maintained and not very well documented....
|
1793335993.9791577
|
1793422393.9791577
|
|
58682
|
Vocal Effect Matcher by @m-kouk | Stardance
|
m-kouk
|
0
|
21.91
|
0
|
[]
|
[{"post_id": 74573, "ts": "202 [{"post_id": 74573, "ts": "2026-09-27T17:33:32Z", "hours": 3.2858, "text": "Have the UI and the matching finished. Almost ready to ship"}, {"post_id": 67618, "ts": "2026-09-13T19:23:13Z", "hours": 3.4714, "text": "Working on the UI. It’ almost finished :)"}, {"post_id": 66641, "ts": "2026-09-12T14:23:11Z", "hours": 7.2458, "text": "Finally got the proof of concept working with a guitar note. It’s not perfect but it’ll do. Now I have to pollish it up and make a UI."}, {"post_id": 64865, "ts": "2026-09-09T15:38:57Z", "hours": 7.9083, "text": "I almost have the proof of concept working. I’m testing it on a guitar sound. It will be programed in python. The only thing i’m stuck on is getting the similarity of two wav files. I have it programed but it’s really slow."}]...
|
Title: Vocal Effect Matcher by @m-kouk | Stardance Title: Vocal Effect Matcher by @m-kouk | Stardance
Devlogs:
I almost have the proof of concept working. I’m testing it on a guitar sound. It will be programed in python. The only thing i’m stuck on is getting the similarity of two wav files. I have it programed but it’s really slow.
Finally got the proof of concept working with a guitar note. It’s not perfect but it’ll do. Now I have to pollish it up and make a UI.
Working on the UI. It’ almost finished :)
Have the UI and the matching finished. Almost ready to ship...
|
1792760034.2435408
|
1793364834.2435408
|
|
63771
|
ViniClock by @Vini_dev | Stardance
|
Vini_dev
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T01:16:03Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Throughout the development of this project, I had the opportunity to dive deep into various 3D modeling concepts and practical techniques. I gained hands-on experience with Fusion 360, particularly in mastering key workflows like sketching, extrusions, and secondary modeling features. Beyond the mechanical side, I also took the time to refine my skills in KiCad, polishing advanced features that I hadn’t fully mastered before. Looking ahead to future iterations, I aim to move away from relying heavily on labels and focus on cleaner, direct wiring connections to achieve a much more polished and organized overall setup.", "repo": "https://github.com/Developer-Vini/Blare-ViniClock-", "demo": ""}]...
|
[{"post_id": 74575, "ts": "202 [{"post_id": 74575, "ts": "2026-09-27T17:36:34Z", "hours": 1.6322, "text": "Now for the best part: submitting the project! Everything is ready, and I’m happy to have finished it. It was a project that challenged me to the extreme; I had to learn a lot of new things along the way, which is why it took me quite a while to complete."}, {"post_id": 74245, "ts": "2026-09-27T01:47:35Z", "hours": 2.0747, "text": "Writing the alarm clock firmware!"}, {"post_id": 74162, "ts": "2026-09-26T20:06:39Z", "hours": 0.8383, "text": "case closed! Only the firmware finalization is missing. Real talk, I had to spend a little time studying, the worst of all is knowing that I managed to learn the basics of 3D modeling in about 2 days, but I only learned because I dedicated myself, I can create several 3D models already, my goal is to build something really bigger, and take a little time to learn hardware construction, but each one at a time, it got kind of long hahaha, thank you to you who read."}, {"post_id": 73787, "ts": "2026-09-26T00:08:48Z", "hours": 0.3344, "text": "I put all the parts together—I thought it was better that way so I wouldn’t have to figure out where to put screws, haha—but I think it’ll work; I’m almost done."}, {"post_id": 73379, "ts": "2026-09-25T01:27:20Z", "hours": 0.6872, "text": "I’m really close to finishing; I studied hard, made the most of my free time at school, and managed to design something halfway decent (I think)—but there are still a few little things left to wrap it up."}, {"post_id": 72915, "ts": "2026-09-24T00:56:09Z", "hours": 1.6894, "text": "Man, I almost couldn’t get this case study done—my computer kept freezing and I tried everything, but I only managed to finish the bottom part :(. I’m going to do the rest; anyone want to give me a hand? If so, hit me up on Slack. pls, i love u. I decided to start over from scratch; I was getting a lot of errors, so I decided to keep it simple."}, {"post_id": 72330, "ts": "2026-09-22T17:52:59Z", "hours": 1.3367, "text": "Just finishing up the case—it looks a bit rough, so I’m thinking about redoing it."}, {"post_id": 71677, "ts": "2026-09-21T09:13:56Z", "hours": 0.3975, "text": "I’m almost finished with the 3D model."}, {"post_id": 71527, "ts": "2026-09-21T00:30:00Z", "hours": 1.9103, "text": "working on the case study for my project (Blare)"}, {"post_id": 71344, "ts": "2026-09-20T17:46:14Z", "hours": 2.7281, "text": "I’ve finished the complete PCB and fixed all the bugs I found; now I’m going to send it off."}, {"post_id": 70899, "ts": "2026-09-19T23:55:57Z", "hours": 5.1286, "text": "This one took a while, but I managed to finish the complete schematic. There are still a few bugs to fix, but not many—I’ll try to get to them today—but the project itself is already taking shape."}]...
|
Title: ViniClock by @Vini_dev | Stardance
Devlogs Title: ViniClock by @Vini_dev | Stardance
Devlogs:
This one took a while, but I managed to finish the complete schematic. There are still a few bugs to fix, but not many—I’ll try to get to them today—but the project itself is already taking shape.
I’ve finished the complete PCB and fixed all the bugs I found; now I’m going to send it off.
working on the case study for my project (Blare)
I’m almost finished with the 3D model.
Just finishing up the case—it looks a bit rough, so I’m thinking about redoing it.
Man, I almost couldn’t get this case study done—my computer kept freezing and I tried everything, but I only managed to finish the bottom part :(. I’m going to do the rest; anyone want to give me a hand? If so, hit me up on Slack. pls, i love u. I decided to start over from scratch; I was getting a lot of errors, so I decided to keep it simple.
I’m really close to finishing; I studied hard, made the most of my free time at school, and managed to design something halfway decent (I think)—but there are still a few little things left to wrap it up.
I put all the parts together—I thought it was better that way so I wouldn’t have to figure out where to put screws, haha—but I think it’ll work; I’m almost done.
case closed! Only the firmware finalization is missing. Real talk, I had to spend a little time studying, the worst of all is knowing that I managed to learn the basics of 3D modeling in about 2 days, but I only learned because I dedicated myself, I can create several 3D models already, my goal is to build something really bigger, and take a little time to learn hardware construction, but each one at a time, it got kind of long hahaha, thank you to you who read.
Writing the alarm clock firmware!
Now for the best part: submitting the project! Everything is ready, and I’m happy to have finished it. It was a project that challenged me to the extreme; I had to learn a lot of new things along the way, which is why it took me quite a while to complete.
Ships:
Throughout the development of this project, I had the opportunity to dive deep into various 3D modeling concepts and practical techniques. I gained hands-on experience with Fusion 360, particularly in mastering key workflows like sketching, extrusions, and secondary modeling features. Beyond the mechanical side, I also took the time to refine my skills in KiCad, polishing advanced features that I hadn’t fully mastered before. Looking ahead to future iterations, I aim to move away from relying heavily on labels and focus on cleaner, direct wiring connections to achieve a much more polished and organized overall setup....
|
1793213381.5465438
|
1793299781.5465438
|
|
5119
|
Sigma macropad by @Nimoseq | Stardance
|
Nimoseq
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T17:49:41Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom macropad for the Hackpad Challenge! The hardest part for me was writing the firmware and getting it all to work properly.", "repo": "https://github.com/N1mos3q/sigma-pad", "demo": ""}]...
|
[{"post_id": 74579, "ts": "202 [{"post_id": 74579, "ts": "2026-09-27T17:45:35Z", "hours": 0.2697, "text": "today i made little changes to the case"}, {"post_id": 26049, "ts": "2026-07-10T17:11:02Z", "hours": 4.6997, "text": "Hackpad name: Sigmapad GitHub Repo: https://github.com/N1mos3q/sigma-pad Description:custom-built 3x3 macropad powered by the Seeed Studio XIAO RP2040. Designed for productivity and gaming, it features a rotary encoder for precise volume control, a 0.91” OLED display for real-time status updates, and 8 addressable RGB LEDs for dynamic underglow lighting. Fully customizable via QMK firmware."}, {"post_id": 4385, "ts": "2026-06-07T18:18:46Z", "hours": 3.2008, "text": "I am making a macropad for a Hackpad mission. And i am currently working on the pcb."}]...
|
Title: Sigma macropad by @Nimoseq | Stardance
Dev Title: Sigma macropad by @Nimoseq | Stardance
Devlogs:
I am making a macropad for a Hackpad mission. And i am currently working on the pcb.
Hackpad name: Sigmapad GitHub Repo: https://github.com/N1mos3q/sigma-pad Description:custom-built 3x3 macropad powered by the Seeed Studio XIAO RP2040. Designed for productivity and gaming, it features a rotary encoder for precise volume control, a 0.91” OLED display for real-time status updates, and 8 addressable RGB LEDs for dynamic underglow lighting. Fully customizable via QMK firmware.
today i made little changes to the case
Ships:
I made a custom macropad for the Hackpad Challenge! The hardest part for me was writing the firmware and getting it all to work properly....
|
1793148723.8749108
|
1793235123.8749108
|
|
17278
|
My first slack bot! by @ItaloJDev | Stardance
|
ItaloJDev
|
0
|
0.77
|
0
|
[]
|
[{"post_id": 7458, "ts": "2026 [{"post_id": 7458, "ts": "2026-06-12T12:58:38Z", "hours": 0.7703, "text": "Hi guys i am new here! i working in slack bot mission rigth now."}]...
|
Title: My first slack bot! by @ItaloJDev | Stardan Title: My first slack bot! by @ItaloJDev | Stardance
Devlogs:
Hi guys i am new here! i working in slack bot mission rigth now....
|
1792716520.1474051
|
1793321320.1474051
|
|
53160
|
Robotic Arm by @sareen_aarav | Stardance
|
sareen_aarav
|
0
|
9.68
|
0
|
[]
|
[{"post_id": 74582, "ts": "202 [{"post_id": 74582, "ts": "2026-09-27T17:47:57Z", "hours": 0.7833, "text": "yo, uh like base done, now we add stuff"}, {"post_id": 71700, "ts": "2026-09-21T10:35:23Z", "hours": 1.0764, "text": "EXAMS ARE OVERRRRRRRRRRRRRRRRR, SIMPLY LOVELY . anyway i started the creation of like a normal movnig robot hand and will add in the sensors and all later in creation."}, {"post_id": 65967, "ts": "2026-09-11T13:46:51Z", "hours": 1.6658, "text": "scrapped the lego, whats even the point of building it. the end goal is functionable, and easy to use. so started the onshape designing. and uhm yes peace."}, {"post_id": 62662, "ts": "2026-09-06T04:15:16Z", "hours": 0.5456, "text": "just did some minor code debugging, and added a button to make it so that all servos go to a set position"}, {"post_id": 62317, "ts": "2026-09-05T16:56:21Z", "hours": 1.4, "text": "Du du du du Max Verstappen, sup. I made the base plate everything, created a box around the wires and lego box( which also added more weight so it doesnt flip over now), later i will add the next servo. Sadly 1 servo went kaboom and no longer works so will borrow on monday and ye. i also might get the big servos mg996r."}, {"post_id": 61979, "ts": "2026-09-05T05:44:57Z", "hours": 1.3144, "text": "Simply Lovely. hallo, i added a base for the place where the uno would go, i also got a small breadboard so that its easier to fit everything at one place. i widened the main body as the rod was not fully straight. however i need to find a viable way to connect the servo to the rod cuz rn the white thingy is not enough."}, {"post_id": 61689, "ts": "2026-09-04T18:40:03Z", "hours": 1.4592, "text": "Hey everyone, i am back now, I removed 1 potentiometer, connected the 2 servos which would be used from the base. and then i made it so that with 1 pot i can control both at once, i was so confused when one servo did not turn the way i wanted it to, made so many changes to the code. turns out i put it in the wrong position. anyway i found some mechanix lying around so i used that and i created a system that i can add the rest to later on. anyway peace."}, {"post_id": 54359, "ts": "2026-08-25T09:58:55Z", "hours": 0.6333, "text": "Hey all, this will be the last devlog for a week, i am going out. I started with the lego building. The jittering is still a problem BUT i fixed the part where when nothing is being held it moved, so now it doesnt anymore. Will see what to do for movement later."}, {"post_id": 53865, "ts": "2026-08-24T15:51:59Z", "hours": 0.4819, "text": "Hey, my friend supplied me the necessary items. I connected them all and everything seems to work great, there is one problem but i would get to that in a bit. One of the Servos was not working, so i tried opening it up and fixing it, but it turns out i just put it on the wrong side of the rail smh, anyway the problem i am facing right now is that the servos are jittering, even when i am not using the potentiometers to control them they start moving about, anyone has any ideas how to fix that?"}, {"post_id": 52858, "ts": "2026-08-23T07:02:14Z", "hours": 0.3169, "text": "I have started working on a robotic arm. The current goal is to build one using three servos, but for now I only have two servos and one potentiometer. I’ve asked a friend if they can spare some additional parts, so I’m waiting to see what I can get.Once I have the basic code working and the components, I’ll start experimenting with different ways to build the actual arm. I think i can use cardboard as a quick prototype. It should be easy to modify and would let me test whether the basic movement works before committing to a more permanent design. Another possibility is LEGO. I have some LEGO pieces from a few years ago, and they might work well. In the end I think ill try designing the arm in Onshape and then 3D printing the parts. For now, the main priority is getting the servos and potentiometer working together."}]...
|
Title: Robotic Arm by @sareen_aarav | Stardance
D Title: Robotic Arm by @sareen_aarav | Stardance
Devlogs:
I have started working on a robotic arm. The current goal is to build one using three servos, but for now I only have two servos and one potentiometer. I’ve asked a friend if they can spare some additional parts, so I’m waiting to see what I can get.Once I have the basic code working and the components, I’ll start experimenting with different ways to build the actual arm. I think i can use cardboard as a quick prototype. It should be easy to modify and would let me test whether the basic movement works before committing to a more permanent design. Another possibility is LEGO. I have some LEGO pieces from a few years ago, and they might work well. In the end I think ill try designing the arm in Onshape and then 3D printing the parts. For now, the main priority is getting the servos and potentiometer working together.
Hey, my friend supplied me the necessary items. I connected them all and everything seems to work great, there is one problem but i would get to that in a bit. One of the Servos was not working, so i tried opening it up and fixing it, but it turns out i just put it on the wrong side of the rail smh, anyway the problem i am facing right now is that the servos are jittering, even when i am not using the potentiometers to control them they start moving about, anyone has any ideas how to fix that?
Hey all, this will be the last devlog for a week, i am going out. I started with the lego building. The jittering is still a problem BUT i fixed the part where when nothing is being held it moved, so now it doesnt anymore. Will see what to do for movement later.
Hey everyone, i am back now, I removed 1 potentiometer, connected the 2 servos which would be used from the base. and then i made it so that with 1 pot i can control both at once, i was so confused when one servo did not turn the way i wanted it to, made so many changes to the code. turns out i put it in the wrong position. anyway i found some mechanix lying around so i used that and i created a system that i can add the rest to later on. anyway peace.
Simply Lovely. hallo, i added a base for the place where the uno would go, i also got a small breadboard so that its easier to fit everything at one place. i widened the main body as the rod was not fully straight. however i need to find a viable way to connect the servo to the rod cuz rn the white thingy is not enough.
Du du du du Max Verstappen, sup. I made the base plate everything, created a box around the wires and lego box( which also added more weight so it doesnt flip over now), later i will add the next servo. Sadly 1 servo went kaboom and no longer works so will borrow on monday and ye. i also might get the big servos mg996r.
just did some minor code debugging, and added a button to make it so that all servos go to a set position
scrapped the lego, whats even the point of building it. the end goal is functionable, and easy to use. so started the onshape designing. and uhm yes peace.
EXAMS ARE OVERRRRRRRRRRRRRRRRR, SIMPLY LOVELY . anyway i started the creation of like a normal movnig robot hand and will add in the sensors and all later in creation.
yo, uh like base done, now we add stuff...
|
1792738391.9572275
|
1793343191.9572275
|
|
59503
|
Learnware by @Dineatriz | Stardance
|
Dineatriz
|
0
|
12.62
|
0
|
[]
|
[{"post_id": 74590, "ts": "202 [{"post_id": 74590, "ts": "2026-09-27T18:12:23Z", "hours": 1.7086, "text": "This was probably the most technically dense update so far, as I restructured the Learn mode to be modular and implemented a much more powerful calculation engine. The Learn mode is no longer a single sequence of lessons but now has thematic modules (Ohm’s Law, Series vs. Parallel, and Multimeter in Practice (which is still to come)). Now, when entering Learn mode, you choose the module (1, 2, 3), and Esc always returns to the selection instead of exiting the entire mode. Until now, the simulator could only perceive a single closed series circuit; it couldn’t build real branches. So, I implemented a new serial/parallel reduction-based engine that can correctly calculate any combination of series and parallel resistors mounted on the screen, including switches and buttons as part of the network. This engine coexists with the old one, and when the circuit has an LED or Motor, it continues to use the series chain logic, but when it’s just a resistive network, it uses the new engine. But there is still a limitation, since “bridge” circuits (which would require Kirchhoff’s Laws) are not supported for now; the program warns when it detects this situation instead of giving an incorrect result. For now, the series and parallel module has 3 lessons: calculating total resistance in series, in parallel, and physically assembling two resistors in parallel to achieve a target current. I also fixed a layout problem where longer statements went off the panel; for this, I implemented automatic line breaks that adjust the panel height depending on the text."}, {"post_id": 74009, "ts": "2026-09-26T14:52:41Z", "hours": 0.7581, "text": "As I mentioned in the last devlog, I’m making changes to the learning method. In the last hour, I added things that were really missing from the simulator. I created a new type of lesson, “assemble_circuit,” where instead of typing a number, the user assembles the circuit on the screen and presses Enter for the program to automatically check if the assembled circuit meets the request (e.g., “achieves a current of ~15mA”). The verification uses the existing calculation engine, comparing the present components and the resulting current with what the lesson asks for, with a tolerance margin. While testing this, I noticed that there was still no way to adjust the component values after they were placed (the resistance always stayed at 1000Ω, the battery always at 9V), which made Lesson 5 impossible to complete as planned. Even though I wanted to include this function from the beginning of this project, I hadn’t yet taken the time to do it. So I finally added value editing with the mouse wheel; now hovering the mouse over a resistor or battery and rotating the wheel adjusts the value in real time. The current value now appears below the component name (e.g., “Resistance (470Ω)”) (I wish I could add a screen recording to show this working, but it seems that only screenshots are allowed). This ended up being a much bigger improvement than just “fixing” Lesson 5, since the simulator became much more realistic and experimentable, as before all components had fixed default values. I forgot to mention on the last devlog, but answers now have a 5% tolerance if your calculator gives a wierd number for some reason"}, {"post_id": 73984, "ts": "2026-09-26T13:45:07Z", "hours": 1.3306, "text": "In this devlog and the next, I will mainly work on the learning mode, because the idea of this simulator is precisely to teach people. Instead of a single fixed lesson, there is now a list of 4 Ohm’s Law lessons, with increasing difficulty. When you get a lesson right, pressing Enter again automatically advances to the next one. When you complete all of them, “All lessons completed!” appears and you exit Learning mode automatically. During the tests I did, I noticed that Lesson 4 asked to calculate the resistance (given the desired voltage and current), but the code only knew how to check current responses, that is, the lesson was structurally inconsistent with the question it asked. So I corrected the Lesson class to support two types of questions (“current” and “resistance”), each with its correct formula, tolerance, and unit. The answer box now shows “mA” or “Ω” depending on what the lesson asks for."}, {"post_id": 72754, "ts": "2026-09-23T17:45:53Z", "hours": 0.7856, "text": "In this devlog I only added things that I felt were missing. I implemented exporting the complete circuit to JSON for each component (type, position, color, inversion state) and specific properties (battery voltage, resistance value, switch state, multimeter mode), plus the wires and probes, all referenced by indexes so that everything can be reconstructed later quickly and without errors. I also implemented reverse loading; it reads the JSON, recreates all the components and ends first, then connects the wires between them in the correct order. Shortcuts I defined: S to save, L to load. I had left the saving and loading only sending an output to the terminal with print(), but I preferred to replace that with a visual notification on the screen itself. It’s basically a small box with a message that appears at the top saying “circuit saved” and “Circuit loaded” (in the printouts these messages still appear all in Portuguese because it’s my native language, but later in the project I intend to add support for other languages). This message disappears automatically after 2 seconds, so the user always knows that something has happened without having to look at the terminal. With this update, I think the simulator is getting a really well-made graphical interface. Now I’ll probably work on adding the “Learn” mode, which currently only exists in the “initial” phase, which is through the terminal."}, {"post_id": 71465, "ts": "2026-09-20T21:32:08Z", "hours": 2.5319, "text": "This devlog took longer than usual (I’ll try to make sure this doesn’t become the norm, even though the last one was already delayed), but at least it had a reason; this was the most technically demanding part of the project so far, especially because of the multimeter. I made several corrections and refinements, such as the multimeter probes, which previously looked rather unsightly floating and disconnected from the multimeter, but now have a visual wire that always connects them to the instrument body, even when it’s moved across the screen. I also added the ability to invert/mirror components with polarity, LEDs, and batteries; by pressing F while the component is selected, the component flips. This is useful for assembling circuits in a more natural and organized way, without being stuck with a single orientation (and it was annoying me having to have one cable crossing over another). I thought I would do this quickly and easily, but after some attempts, I still had a subtle bug: the electrical logic continued to assume the same orientation, ignoring the visual inversion. That is, even if, after inverting, the + appeared as -, the code still assumed that the polarities were in their original place and therefore did not correspond (I hope that makes sense). So, I had to correct it so that the pins were physically fixed and the… The logic “asking” if the component is reversed, instead of trying to move the pins. Now, the part that took the longest and also the last thing I did in the code, a multimeter with two modes. The multimeter was very “basic” and I wasn’t liking it very much, so I changed its appearance and decided to change its behavior as well. Now the multimeter has V mode (voltage, measured between two points without interfering with the circuit) and A mode (current, alternating with the M key). The A mode was the biggest challenge, since the two probes could now be part of the electrical circuit itself, that is, I cut a wire, connect each end to one side of the cut, and the multimeter measures the current that passes exactly there, just like a real ammeter. This forced me to rewrite the algorithm that traverses the circuit to know how to “pass through” the multimeter when it is in A mode, but ignore it (not interfere) when it is in V mode. This involved a lot of experimentation and some positioning bugs along the way. (The probes were placed in the wrong spot, inheriting the position of the palette instead of the position where they were dropped), but now everything is working as you would expect from a real multimeter."}, {"post_id": 70667, "ts": "2026-09-19T15:38:48Z", "hours": 3.1142, "text": "A lot has happened since the last devlog; this was the phase of making the simulator more complete and visually clear. (I apologize for adding so much time to a single devlog, but I kept having ideas and working on them, I didn’t even realize it had been 3 hours without any breakdown.) In terms of interface and usability, it’s now possible to delete components and wires with the right mouse button (deletes the component + connected wires, or just an isolated wire). The components are no longer generic rectangles: now they have real electrical symbols, a battery-style cell (with +/-), a zigzag resistor, an LED as a triangle + bar (also with +/-). (I used a bit of AI in this part of the element design to make sure it’s well done and with the correct symbols, since I sometimes get confused with the symbols.) I also added new components (and I still intend to add more): Switch, clickable, toggles between on (closed green line) and off (open, red); If switched off, the circuit shows “Open circuit”. Capacitor, symbolized by two parallel lines, currently “transparent” to the calculation (still without simulation of charge/discharge over time). Button, like a switch, but only stays on while the mouse holds it down. Motor, symbolized by a circle with “M”, treated as a series voltage consumer (like an LED, but without requiring polarity or current limit). The motor was what gave me the most trouble because I tried to use it with the same logic as the LED, but to do so I had to rewrite the motor calculation in my code. As I mentioned before, I rewrote the calculation engine to traverse the real circuit chain starting from the battery (instead of just grouping connected components), and this allowed the simulator to support multiple LEDs in series (summing the forward voltages of all of them), detect LEDs connected backwards (current entering through the cathode), with an explanatory warning, mix different types of “consumers” (LEDs and motors) in the same circuit (the problem that made me want to change this part of the code), and I fixed a bug where a circuit with only a motor (without an LED) showed no results. At this moment, the simulator already supports 7 different components (battery, resistor, LED, switch, button, capacitor, motor), all with their own symbols, pedagogical error detection, and a calculation engine that traverses the real circuit instead of always assuming the same fixed structure. Now I want to add a multimeter, which will be different from the others because it’s not another link in the chain, but a measuring instrument that connects to a point of your choice."}, {"post_id": 70098, "ts": "2026-09-18T13:35:48Z", "hours": 0.415, "text": "I consider this to be the most important milestone so far because I’ve connected the visual interface to the electrical logic. Until now, I had the two parts separate, the “brain” (calculations and warnings) and the interface (drag/drop), but now they work together. What changed: Each visual component now has a real electrical object associated below it (a Battery, Resistor, or LED). I implemented a simple grouping algorithm: it goes through all the wires and discovers which components are connected to each other (even indirectly). Each connected group is passed to the existing logic (SeriesCircuit), which validates and calculates the circuit. The result appears in a real-time panel in the corner of the screen: voltage, current, power, and status if everything is okay, or a red warning if there is insufficient resistance or excessive current. In other words, I can now drag a battery, resistor, and LED onto the screen, connect them with wires by clicking on the pins, and immediately see if the circuit is correct, and if not, understand why and how to fix it."}, {"post_id": 70024, "ts": "2026-09-18T09:35:48Z", "hours": 0.9931, "text": "Since the last devlog, I’ve started working on the graphical interface with pygame (I chose pygame instead of tkinter because it gives more control over drawing and mouse interaction). What’s already done: Base window working, with main loop and correct closing. Components represented as draggable rectangles with the mouse (VisualComponent). A fixed side palette with Battery, Resistor, and LED. When dragging from the palette to the main area, a copy is created, and the original is always available in the palette. Each component now has connection pins (left and right), visible as small circles. I implemented the wires: you click on one pin, then another, and draw a yellow line connecting the two components. That is, I can already drag a battery, a resistor, and an LED onto the screen and visually connect them with wires. Now I just need to make this visual connection “mean” something, combine it with the electrical logic I already had (voltage/current/power calculation and the pedagogical warnings)."}, {"post_id": 63865, "ts": "2026-09-07T21:06:20Z", "hours": 0.3522, "text": "Since the last devlog, I’ve focused on thoroughly finalizing the electrical logic before moving on to the visual interface. Since then, I’ve completed the circuit validation. Now, in addition to detecting when a resistor is missing, the program also detects when the chosen resistor is too low and the current would exceed the LED’s limit (always with an explanation and suggested value, never just “error”): “Current above LED limit With this resistor (100 Ω), the current would be 70.0 mA, but this LED can only handle up to 20 mA. 💡 Use a resistor of at least 350 Ω.” I also started the “Learn” mode, creating a Lesson class that generates a statement (e.g., “9V and 1kΩ, what is the current?”), accepts the user’s answer, checks it with a tolerance margin, and always explains the formula used: “You have a 9V source and a 1kΩ resistor. What will the current be? Your answer in mA: 9 ✅ You got it right! I = V / R = 9 / 1000 = 9.0 mA”"}, {"post_id": 63852, "ts": "2026-09-07T20:40:58Z", "hours": 0.6272, "text": "This project, Learnware, is intended to be an electrical circuit simulator in Python, designed to teach electronics interactively to those who want to work more with hardware, focusing on explaining the why of things, not just showing results. The ultimate goal is to have an area where you drag and drop components (batteries, LEDs, resistors, buttons, capacitors, motors, Arduino/ESP32, etc.), connect them with wires, and the program calculates everything in real time. There will also be a “Learn” mode with lessons, and later, connection to real hardware (ESP32/Arduino). So far I’ve created classes for the components (Battery, Resistor, LED) using dataclasses, a SeriesCircuit that connects battery + resistor + LED and calculates voltage, current and power, and the part I found most interesting is that, instead of just giving an “error” when the circuit is poorly assembled (e.g., LED connected without a resistor), the program explains the problem and suggests the correct resistor to use, such as: ⚠️ Excessive current This LED does not have a resistor to limit the current. In a real circuit, this can damage the LED. 💡 Try adding a 350 Ω resistor. And when the circuit is correct, it shows: Voltage: 9 V Current: 7.0 mA LED Power: 0.01 W Status: 🟢 Functional circuit (In the initial development phases, everything will be written in Portuguese from Portugal, but I plan to add support for more languages in future updates)"}]...
|
Title: Learnware by @Dineatriz | Stardance
Devlog Title: Learnware by @Dineatriz | Stardance
Devlogs:
This project, Learnware, is intended to be an electrical circuit simulator in Python, designed to teach electronics interactively to those who want to work more with hardware, focusing on explaining the why of things, not just showing results. The ultimate goal is to have an area where you drag and drop components (batteries, LEDs, resistors, buttons, capacitors, motors, Arduino/ESP32, etc.), connect them with wires, and the program calculates everything in real time. There will also be a “Learn” mode with lessons, and later, connection to real hardware (ESP32/Arduino). So far I’ve created classes for the components (Battery, Resistor, LED) using dataclasses, a SeriesCircuit that connects battery + resistor + LED and calculates voltage, current and power, and the part I found most interesting is that, instead of just giving an “error” when the circuit is poorly assembled (e.g., LED connected without a resistor), the program explains the problem and suggests the correct resistor to use, such as: ⚠️ Excessive current This LED does not have a resistor to limit the current. In a real circuit, this can damage the LED. 💡 Try adding a 350 Ω resistor. And when the circuit is correct, it shows: Voltage: 9 V Current: 7.0 mA LED Power: 0.01 W Status: 🟢 Functional circuit (In the initial development phases, everything will be written in Portuguese from Portugal, but I plan to add support for more languages in future updates)
Since the last devlog, I’ve focused on thoroughly finalizing the electrical logic before moving on to the visual interface. Since then, I’ve completed the circuit validation. Now, in addition to detecting when a resistor is missing, the program also detects when the chosen resistor is too low and the current would exceed the LED’s limit (always with an explanation and suggested value, never just “error”): “Current above LED limit With this resistor (100 Ω), the current would be 70.0 mA, but this LED can only handle up to 20 mA. 💡 Use a resistor of at least 350 Ω.” I also started the “Learn” mode, creating a Lesson class that generates a statement (e.g., “9V and 1kΩ, what is the current?”), accepts the user’s answer, checks it with a tolerance margin, and always explains the formula used: “You have a 9V source and a 1kΩ resistor. What will the current be? Your answer in mA: 9 ✅ You got it right! I = V / R = 9 / 1000 = 9.0 mA”
Since the last devlog, I’ve started working on the graphical interface with pygame (I chose pygame instead of tkinter because it gives more control over drawing and mouse interaction). What’s already done: Base window working, with main loop and correct closing. Components represented as draggable rectangles with the mouse (VisualComponent). A fixed side palette with Battery, Resistor, and LED. When dragging from the palette to the main area, a copy is created, and the original is always available in the palette. Each component now has connection pins (left and right), visible as small circles. I implemented the wires: you click on one pin, then another, and draw a yellow line connecting the two components. That is, I can already drag a battery, a resistor, and an LED onto the screen and visually connect them with wires. Now I just need to make this visual connection “mean” something, combine it with the electrical logic I already had (voltage/current/power calculation and the pedagogical warnings).
I consider this to be the most important milestone so far because I’ve connected the visual interface to the electrical logic. Until now, I had the two parts separate, the “brain” (calculations and warnings) and the interface (drag/drop), but now they work together. What changed: Each visual component now has a real electrical object associated below it (a Battery, Resistor, or LED). I implemented a simple grouping algorithm: it goes through all the wires and discovers which components are connected to each other (even indirectly). Each connected group is passed to the existing logic (SeriesCircuit), which validates and calculates the circuit. The result appears in a real-time panel in the corner of the screen: voltage, current, power, and status if everything is okay, or a red warning if there is insufficient resistance or excessive current. In other words, I can now drag a battery, resistor, and LED onto the screen, connect them with wires by clicking on the pins, and immediately see if the circuit is correct, and if not, understand why and how to fix it.
A lot has happened since the last devlog; this was the phase of making the simulator more complete and visually clear. (I apologize for adding so much time to a single devlog, but I kept having ideas and working on them, I didn’t even realize it had been 3 hours without any breakdown.) In terms of interface and usability, it’s now possible to delete components and wires with the right mouse button (deletes the component + connected wires, or just an isolated wire). The components are no longer generic rectangles: now they have real electrical symbols, a battery-style cell (with +/-), a zigzag resistor, an LED as a triangle + bar (also with +/-). (I used a bit of AI in this part of the element design to make sure it’s well done and with the correct symbols, since I sometimes get confused with the symbols.) I also added new components (and I still intend to add more): Switch, clickable, toggles between on (closed green line) and off (open, red); If switched off, the circuit shows “Open circuit”. Capacitor, symbolized by two parallel lines, currently “transparent” to the calculation (still without simulation of charge/discharge over time). Button, like a switch, but only stays on while the mouse holds it down. Motor, symbolized by a circle with “M”, treated as a series voltage consumer (like an LED, but without requiring polarity or current limit). The motor was what gave me the most trouble because I tried to use it with the same logic as the LED, but to do so I had to rewrite the motor calculation in my code. As I mentioned before, I rewrote the calculation engine to traverse the real circuit chain starting from the battery (instead of just grouping connected components), and this allowed the simulator to support multiple LEDs in series (summing the forward voltages of all of them), detect LEDs connected backwards (current entering through the cathode), with an explanatory warning, mix different types of “consumers” (LEDs and motors) in the same circuit (the problem that made me want to change this part of the code), and I fixed a bug where a circuit with only a motor (without an LED) showed no results. At this moment, the simulator already supports 7 different components (battery, resistor, LED, switch, button, capacitor, motor), all with their own symbols, pedagogical error detection, and a calculation engine that traverses the real circuit instead of always assuming the same fixed structure. Now I want to add a multimeter, which will be different from the others because it’s not another link in the chain, but a measuring instrument that connects to a point of your choice.
This devlog took longer than usual (I’ll try to make sure this doesn’t become the norm, even though the last one was already delayed), but at least it had a reason; this was the most technically demanding part of the project so far, especially because of the multimeter. I made several corrections and refinements, such as the multimeter probes, which previously looked rather unsightly floating and disconnected from the multimeter, but now have a visual wire that always connects them to the instrument body, even when it’s moved across the screen. I also added the ability to invert/mirror components with polarity, LEDs, and batteries; by pressing F while the component is selected, the component flips. This is useful for assembling circuits in a more natural and organized way, without being stuck with a single orientation (and it was annoying me having to have one cable crossing over another). I thought I would do this quickly and easily, but after some attempts, I still had a subtle bug: the electrical logic continued to assume the same orientation, ignoring the visual inversion. That is, even if, after inverting, the + appeared as -, the code still assumed that the polarities were in their original place and therefore did not correspond (I hope that makes sense). So, I had to correct it so that the pins were physically fixed and the… The logic “asking” if the component is reversed, instead of trying to move the pins. Now, the part that took the longest and also the last thing I did in the code, a multimeter with two modes. The multimeter was very “basic” and I wasn’t liking it very much, so I changed its appearance and decided to change its behavior as well. Now the multimeter has V mode (voltage, measured between two points without interfering with the circuit) and A mode (current, alternating with the M key). The A mode was the biggest challenge, since the two probes could now be part of the electrical circuit itself, that is, I cut a wire, connect each end to one side of the cut, and the multimeter measures the current that passes exactly there, just like a real ammeter. This forced me to rewrite the algorithm that traverses the circuit to know how to “pass through” the multimeter when it is in A mode, but ignore it (not interfere) when it is in V mode. This involved a lot of experimentation and some positioning bugs along the way. (The probes were placed in the wrong spot, inheriting the position of the palette instead of the position where they were dropped), but now everything is working as you would expect from a real multimeter.
In this devlog I only added things that I felt were missing. I implemented exporting the complete circuit to JSON for each component (type, position, color, inversion state) and specific properties (battery voltage, resistance value, switch state, multimeter mode), plus the wires and probes, all referenced by indexes so that everything can be reconstructed later quickly and without errors. I also implemented reverse loading; it reads the JSON, recreates all the components and ends first, then connects the wires between them in the correct order. Shortcuts I defined: S to save, L to load. I had left the saving and loading only sending an output to the terminal with print(), but I preferred to replace that with a visual notification on the screen itself. It’s basically a small box with a message that appears at the top saying “circuit saved” and “Circuit loaded” (in the printouts these messages still appear all in Portuguese because it’s my native language, but later in the project I intend to add support for other languages). This message disappears automatically after 2 seconds, so the user always knows that something has happened without having to look at the terminal. With this update, I think the simulator is getting a really well-made graphical interface. Now I’ll probably work on adding the “Learn” mode, which currently only exists in the “initial” phase, which is through the terminal.
In this devlog and the next, I will mainly work on the learning mode, because the idea of this simulator is precisely to teach people. Instead of a single fixed lesson, there is now a list of 4 Ohm’s Law lessons, with increasing difficulty. When you get a lesson right, pressing Enter again automatically advances to the next one. When you complete all of them, “All lessons completed!” appears and you exit Learning mode automatically. During the tests I did, I noticed that Lesson 4 asked to calculate the resistance (given the desired voltage and current), but the code only knew how to check current responses, that is, the lesson was structurally inconsistent with the question it asked. So I corrected the Lesson class to support two types of questions (“current” and “resistance”), each with its correct formula, tolerance, and unit. The answer box now shows “mA” or “Ω” depending on what the lesson asks for.
As I mentioned in the last devlog, I’m making changes to the learning method. In the last hour, I added things that were really missing from the simulator. I created a new type of lesson, “assemble_circuit,” where instead of typing a number, the user assembles the circuit on the screen and presses Enter for the program to automatically check if the assembled circuit meets the request (e.g., “achieves a current of ~15mA”). The verification uses the existing calculation engine, comparing the present components and the resulting current with what the lesson asks for, with a tolerance margin. While testing this, I noticed that there was still no way to adjust the component values after they were placed (the resistance always stayed at 1000Ω, the battery always at 9V), which made Lesson 5 impossible to complete as planned. Even though I wanted to include this function from the beginning of this project, I hadn’t yet taken the time to do it. So I finally added value editing with the mouse wheel; now hovering the mouse over a resistor or battery and rotating the wheel adjusts the value in real time. The current value now appears below the component name (e.g., “Resistance (470Ω)”) (I wish I could add a screen recording to show this working, but it seems that only screenshots are allowed). This ended up being a much bigger improvement than just “fixing” Lesson 5, since the simulator became much more realistic and experimentable, as before all components had fixed default values. I forgot to mention on the last devlog, but answers now have a 5% tolerance if your calculator gives a wierd number for some reason
This was probably the most technically dense update so far, as I restructured the Learn mode to be modular and implemented a much more powerful calculation engine. The Learn mode is no longer a single sequence of lessons but now has thematic modules (Ohm’s Law, Series vs. Parallel, and Multimeter in Practice (which is still to come)). Now, when entering Learn mode, you choose the module (1, 2, 3), and Esc always returns to the selection instead of exiting the entire mode. Until now, the simulator could only perceive a single closed series circuit; it couldn’t build real branches. So, I implemented a new serial/parallel reduction-based engine that can correctly calculate any combination of series and parallel resistors mounted on the screen, including switches and buttons as part of the network. This engine coexists with the old one, and when the circuit has an LED or Motor, it continues to use the series chain logic, but when it’s just a resistive network, it uses the new engine. But there is still a limitation, since “bridge” circuits (which would require Kirchhoff’s Laws) are not supported for now; the program warns when it detects this situation instead of giving an incorrect result. For now, the series and parallel module has 3 lessons: calculating total resistance in series, in parallel, and physically assembling two resistors in parallel to achieve a target current. I also fixed a layout problem where longer statements went off the panel; for this, I implemented automatic line breaks that adjust the panel height depending on the text....
|
1792803079.07797
|
1793407879.07797
|
|
46149
|
Weather Station by @lj6218732 | Stardance
|
lj6218732
|
0
|
23.01
|
0
|
[]
|
[{"post_id": 74592, "ts": "202 [{"post_id": 74592, "ts": "2026-09-27T18:14:30Z", "hours": 6.5836, "text": "|Drafted PCB Routing| In the many routing sessions, I was able to completely connect the components on the PCB to each other. The first thing I did was set the second layer to the ground plane in order for all components to have a reference layer. Then, I proceeded to route the power section. I used multiple power puddles, which is a new method that I am trying out. After the power section, I routed the MCU to the Sensors, and then did the RF section. For the RF section, I made sure to add tons of vias in order to protect the sensitive RF line from noise. When refining the routing, I had to reroute many things in order to make space; this is what took the most time of out the whole PCB routing session. All in all, I am ready to start finalizing the draft, and most likely, I am going to ship this project next session."}, {"post_id": 71365, "ts": "2026-09-20T18:09:59Z", "hours": 5.2736, "text": "|FINISHED PCB LAYOUT| In this session, I was able to lay out my PCB. I created a draft Layout and then a final Draft. I split the PCB into 3 sections: Sensors, Power, and RF + inputs. I tried my best to make the PCB visually pleasing while keeping it electrically stable."}, {"post_id": 70392, "ts": "2026-09-19T03:04:26Z", "hours": 4.4172, "text": "|FINISHED SCHEMATIC| Finishing the Schematic and assigning footprints took many sessions, which not all of them were logged. I added some Jumper points to be able to change some values for some of the ICs. Also, I chose actual parts for each component which was very time consuming. Next up is the PCB design."}, {"post_id": 64813, "ts": "2026-09-09T14:21:15Z", "hours": 4.3447, "text": "|FINISHED SCHEMTIC DRAFT| In the many session I put into getting a rough draft of my weather station, I changed some ICs, added new things, and connected everything up. First of all, I added ESD protection ICs to both USB-C ports, and swapped the GPS module I had before, for one with a already integrated GPS receiver. Also, I swapped the AMS1117 3.3V linear regulator for a MCP16362T buck converter that will convert high solar panel voltage to 3.3V more efficiently, therefore saving battery power. Furthermore, I added a cell balancing circuit to keep the battery cells balance to prevent any future damage to the battery cells."}, {"post_id": 57647, "ts": "2026-08-29T21:04:38Z", "hours": 1.0503, "text": "|Started BMS Schematic| In this session, I researched how to build the BMS system and implemented some of the circuitry needed to run the ICs."}, {"post_id": 54259, "ts": "2026-08-25T04:43:35Z", "hours": 0.3858, "text": "|Worked on schematic| In this session I added more of the the decoupling and power components to the ICs, and drafted wiring of USB functionality to both MCUs."}, {"post_id": 53304, "ts": "2026-08-23T19:25:45Z", "hours": 0.5167, "text": "|Organized Schematic| In this session, I added some new ICs and organized the schematic. It took a couple of days of research to start picking a good IC for the battery Management System, but I settled on the LTC4015 from Analog Devices. The LTC4015 supports LiFePO4 battery chemistry and includes built-in power-path circuitry and MPPT for solar panels. I decided on a 2S2P (2 batteries in series, with each series having 2 batteries in parallel) to get good voltage and capacity."}, {"post_id": 49380, "ts": "2026-08-18T05:18:14Z", "hours": 0.4336, "text": "|Started Project| This is my first Session designing my Weather station PCB. I am building a weather station to expand my knowledge of sensors, low-power systems, battery-powered systems, and RF. In this first session, I added most of the sensors that are being used in the weather station and the two MCUs. All in all, this was a quick session to layout all the components I want in my weather station."}]...
|
Title: Weather Station by @lj6218732 | Stardance
Title: Weather Station by @lj6218732 | Stardance
Devlogs:
|Started Project| This is my first Session designing my Weather station PCB. I am building a weather station to expand my knowledge of sensors, low-power systems, battery-powered systems, and RF. In this first session, I added most of the sensors that are being used in the weather station and the two MCUs. All in all, this was a quick session to layout all the components I want in my weather station.
|Organized Schematic| In this session, I added some new ICs and organized the schematic. It took a couple of days of research to start picking a good IC for the battery Management System, but I settled on the LTC4015 from Analog Devices. The LTC4015 supports LiFePO4 battery chemistry and includes built-in power-path circuitry and MPPT for solar panels. I decided on a 2S2P (2 batteries in series, with each series having 2 batteries in parallel) to get good voltage and capacity.
|Worked on schematic| In this session I added more of the the decoupling and power components to the ICs, and drafted wiring of USB functionality to both MCUs.
|Started BMS Schematic| In this session, I researched how to build the BMS system and implemented some of the circuitry needed to run the ICs.
|FINISHED SCHEMTIC DRAFT| In the many session I put into getting a rough draft of my weather station, I changed some ICs, added new things, and connected everything up. First of all, I added ESD protection ICs to both USB-C ports, and swapped the GPS module I had before, for one with a already integrated GPS receiver. Also, I swapped the AMS1117 3.3V linear regulator for a MCP16362T buck converter that will convert high solar panel voltage to 3.3V more efficiently, therefore saving battery power. Furthermore, I added a cell balancing circuit to keep the battery cells balance to prevent any future damage to the battery cells.
|FINISHED SCHEMATIC| Finishing the Schematic and assigning footprints took many sessions, which not all of them were logged. I added some Jumper points to be able to change some values for some of the ICs. Also, I chose actual parts for each component which was very time consuming. Next up is the PCB design.
|FINISHED PCB LAYOUT| In this session, I was able to lay out my PCB. I created a draft Layout and then a final Draft. I split the PCB into 3 sections: Sensors, Power, and RF + inputs. I tried my best to make the PCB visually pleasing while keeping it electrically stable.
|Drafted PCB Routing| In the many routing sessions, I was able to completely connect the components on the PCB to each other. The first thing I did was set the second layer to the ground plane in order for all components to have a reference layer. Then, I proceeded to route the power section. I used multiple power puddles, which is a new method that I am trying out. After the power section, I routed the MCU to the Sensors, and then did the RF section. For the RF section, I made sure to add tons of vias in order to protect the sensitive RF line from noise. When refining the routing, I had to reroute many things in order to make space; this is what took the most time of out the whole PCB routing session. All in all, I am ready to start finalizing the draft, and most likely, I am going to ship this project next session....
|
1792651872.2376623
|
1793256672.2376623
|
|
66366
|
Inanis by @august | Stardance
|
august
|
0
|
1.36
|
0
|
[]
|
[{"post_id": 74596, "ts": "202 [{"post_id": 74596, "ts": "2026-09-27T18:30:49Z", "hours": 1.3556, "text": "Apparently, I didn’t link this project to Stardance, even though I’m pretty sure I did. I started this in August as the final project for the CS50’s Introduction to Programming with Python course. It’s a lightweight text-based editor which currently supports .txt files and works on a Flask app. It also looks pretty awesome. Go and read my README.md, it has more details. I hope you can use it for yourself too!"}]...
|
Title: Inanis by @august | Stardance
Devlogs:
App Title: Inanis by @august | Stardance
Devlogs:
Apparently, I didn’t link this project to Stardance, even though I’m pretty sure I did. I started this in August as the final project for the CS50’s Introduction to Programming with Python course. It’s a lightweight text-based editor which currently supports .txt files and works on a Flask app. It also looks pretty awesome. Go and read my README.md, it has more details. I hope you can use it for yourself too!...
|
1793098262.2119825
|
1793703062.2119825
|
|
59131
|
Reaction Rate Lab by @Alyssa889 | Stardance
|
Alyssa889
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T15:26:04Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made a Reaction Rate Lab that simulates temperature, concentration, and catalyst", "repo": "https://github.com/alyssaelias/Reaction-Rate-Lab", "demo": "https://friendly-spoon-wv969r5vpgwvcg9v6.github.dev/"}]...
|
[{"post_id": 74601, "ts": "202 [{"post_id": 74601, "ts": "2026-09-27T18:57:19Z", "hours": 2.3022, "text": "Just finished the home page. onto the javascript"}, {"post_id": 70765, "ts": "2026-09-19T18:39:03Z", "hours": 0.3242, "text": "Getting the site header together"}, {"post_id": 70749, "ts": "2026-09-19T18:14:34Z", "hours": 0.3092, "text": "Starting my new project and getting the HTML files starte"}]...
|
Title: Reaction Rate Lab by @Alyssa889 | Stardance Title: Reaction Rate Lab by @Alyssa889 | Stardance
Devlogs:
Starting my new project and getting the HTML files starte
Getting the site header together
Just finished the home page. onto the javascript
Ships:
Made a Reaction Rate Lab that simulates temperature, concentration, and catalyst...
|
1793199354.4215112
|
1793285754.4215112
|
|
62145
|
Slacky by @Mando328 | Stardance
|
Mando328
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T19:16:39Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished the project. Had some problems with nest but managed to figure it all out. It was a nice experience", "repo": "https://github.com/Mando328/slackier", "demo": "https://hackclub.enterprise.slack.com/archives/C0CBSRE519U"}]...
|
[{"post_id": 74605, "ts": "202 [{"post_id": 74605, "ts": "2026-09-27T19:14:47Z", "hours": 0.3528, "text": "added a rejection code"}, {"post_id": 70553, "ts": "2026-09-19T11:12:23Z", "hours": 1.3203, "text": "added roulette and help and bal and ping commands, now making it run on nest and shiping it"}]...
|
Title: Slacky by @Mando328 | Stardance
Devlogs:
a Title: Slacky by @Mando328 | Stardance
Devlogs:
added roulette and help and bal and ping commands, now making it run on nest and shiping it
added a rejection code
Ships:
Finished the project. Had some problems with nest but managed to figure it all out. It was a nice experience...
|
1793209934.2066982
|
1793296334.2066982
|
|
17287
|
PawBuddy by @Toma_Kuchta | Stardance
|
Toma_Kuchta
|
0
|
13.38
|
0
|
[]
|
[{"post_id": 74607, "ts": "202 [{"post_id": 74607, "ts": "2026-09-27T19:19:42Z", "hours": 4.45, "text": "So this was pretty slow progress bc I’ve got way too stuck with the STM IC even thought a RAK module makes way more sense for my expertise. So yeah I’ve pivoted to the rak 4631 module. And after that I’ve started implementing some pheripherials. PS I also took inspiration from my previous devboard project."}, {"post_id": 64672, "ts": "2026-09-09T08:14:33Z", "hours": 3.0167, "text": "Another session of blank stares into a datasheet. First was the VBAT to 3V3 conversion, my first thought was the tps73020 because it’s super common in a lot of mesh builds. But even thought it’s alright it could be a bit smaller. We don’t need a stable 3V3 because the stm chip can do as low of 1.8V and 2.4V while vref and ADCs are active. So I went with a buck topology that also has 100% duty. UVLO is realized by a ti power management IC. Gemini helped me a bunch with choosing the right components. After that I need some kind of chager IC, it would be nice if the charger could also other chemistries, but I have only found one IC that would work great but that one wasn’t easily accessible on mouser so I’ve went with a LiIon only, which is fine for at least this devboard prototype. And started work on the peripheral page."}, {"post_id": 10608, "ts": "2026-06-17T13:32:31Z", "hours": 5.9128, "text": "Allright so this almost 6hr session was me just staring into a datasheet lol. And I still doesn’t understand the STM chip all that much So I’ve reverted to theft I mean I took inspo from other implementations of this chip. After that I’ve started thinking about the USB to UART convertor. My first thought was the cheap ch340 IC but after finding that it isn’t that available online, I’ve went with the CP2102N which also has good driver support. And also the converter is only going to be powered with just the USB to conserve powah."}]...
|
Title: PawBuddy by @Toma_Kuchta | Stardance
Devlo Title: PawBuddy by @Toma_Kuchta | Stardance
Devlogs:
Allright so this almost 6hr session was me just staring into a datasheet lol. And I still doesn’t understand the STM chip all that much So I’ve reverted to theft I mean I took inspo from other implementations of this chip. After that I’ve started thinking about the USB to UART convertor. My first thought was the cheap ch340 IC but after finding that it isn’t that available online, I’ve went with the CP2102N which also has good driver support. And also the converter is only going to be powered with just the USB to conserve powah.
Another session of blank stares into a datasheet. First was the VBAT to 3V3 conversion, my first thought was the tps73020 because it’s super common in a lot of mesh builds. But even thought it’s alright it could be a bit smaller. We don’t need a stable 3V3 because the stm chip can do as low of 1.8V and 2.4V while vref and ADCs are active. So I went with a buck topology that also has 100% duty. UVLO is realized by a ti power management IC. Gemini helped me a bunch with choosing the right components. After that I need some kind of chager IC, it would be nice if the charger could also other chemistries, but I have only found one IC that would work great but that one wasn’t easily accessible on mouser so I’ve went with a LiIon only, which is fine for at least this devboard prototype. And started work on the peripheral page.
So this was pretty slow progress bc I’ve got way too stuck with the STM IC even thought a RAK module makes way more sense for my expertise. So yeah I’ve pivoted to the rak 4631 module. And after that I’ve started implementing some pheripherials. PS I also took inspiration from my previous devboard project....
|
1792784913.9295728
|
1793389713.9295728
|
|
28680
|
Copy-Paste-Pad by @kallioderso | Stardance
|
kallioderso
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T19:25:51Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey there i created the Copy-Paste-Pad, a macropad able provide up to six clipboards at the same time. So 6x more than normaly possible under windows. For this you have a so called copy mode (left down button) and a paste mofe (right down button) after activating the specific mode each click at the remaining keys triggers an specific copy or paste event for the pressed key slot. This happenes in a laptop sided software, reacting on hid signals from the device to trigger strg + c or strg + p to copy something and than store it in one of the 6 Storage variables. Creating this laptop sided software was really challanging in comparison to the firmware for the macropad itself due to how hid events work and to copy something without loosing the original clipboard context. I really hope you all like this project as much as i do. I am really proud of the geberal design and look of everything", "repo": "https://github.com/kallioderso/Copy-Paste-Pad", "demo": ""}]...
|
[{"post_id": 74608, "ts": "202 [{"post_id": 74608, "ts": "2026-09-27T19:20:08Z", "hours": 0.5119, "text": "Finally finished everything and now ready for ship (had to fix the CAD files another time xD)"}, {"post_id": 74516, "ts": "2026-09-27T15:27:13Z", "hours": 2.7533, "text": "In this Build-devlog did i assembly everything (while destroying 2 of the 5 platines) and compiling everything. As well did i fix my CAD files, so that everything is now fine"}, {"post_id": 48075, "ts": "2026-08-16T11:18:09Z", "hours": 2.0358, "text": "Long time since i uploaded the last devlog. one thing i forgot to upload was these changes which includes a lot of code reworking and commenting everthing to make it more understandable. in the future i will create custom applications with UI using .net Maui. at least if i got enough time remaining :)"}, {"post_id": 22912, "ts": "2026-07-05T15:32:29Z", "hours": 0.4372, "text": "i finally fixed everything. because inside the last devlog did i commpletly forgot to update the Readme file and therefore every important piece of information towards the firmware xD. but i fixed it :) and as well added the .dxf files needed for CNC machining, in case someone would like to CNC machine his copy of my creation. (i did it as well)"}, {"post_id": 22893, "ts": "2026-07-05T15:05:29Z", "hours": 1.7742, "text": "with this devlog, i finally finished the entire firmware for the first ship of the Copy-Paste-Pad and all of its functions. unfortunatly is it so, that it took very long to compile the qmk, which is the reason why i as well included it inside github. so that others dont have to life trough the same struggle xD. apart from that, did i comment every single file and as well understood the things i wrote with the help of ai, so that i could rewritte and improve it inside the next ship or better sayed until the next ship. i tried as well to documentate everything as good as possible, so that it would be easy to understand and use. up to this point i as well made some little but nice improvements towards the casing and the pcb, as i accidently put the oled towards the 5V and a bunch of other small mistakes as well :P"}, {"post_id": 22822, "ts": "2026-07-05T12:47:21Z", "hours": 1.4356, "text": "I created the whole firmware, but sadly did i had to use ai for most of the .exe firmware part, there to solve the copying and pasting inside the computere, as it had to do with complicated librarys. But dont worry, before shipping will i fix the code and rewritte it, so that the ai aspect almost gets missing, just wanted a prove of concept. As well did i create a wood casing inside my stephfathers cnc mashine as i loved the idea of letting the Copy-Paste-Pad appear premium with wood, glas and so on."}, {"post_id": 22033, "ts": "2026-07-04T09:03:11Z", "hours": 2.4039, "text": "I Tryed my best to create the firmware, but i struggle so much : P"}, {"post_id": 20691, "ts": "2026-07-02T11:02:40Z", "hours": 0.8958, "text": "Creating the Github Repo (forgot to record all of it, like 45min) and polished the casing"}, {"post_id": 19275, "ts": "2026-06-30T15:27:02Z", "hours": 0.65, "text": "Created the entire Casing for the Copy-Paste-Board"}, {"post_id": 19238, "ts": "2026-06-30T14:32:57Z", "hours": 1.2906, "text": "Finalized the PCB and Schematic"}]...
|
Title: Copy-Paste-Pad by @kallioderso | Stardance
Title: Copy-Paste-Pad by @kallioderso | Stardance
Devlogs:
Finalized the PCB and Schematic
Created the entire Casing for the Copy-Paste-Board
Creating the Github Repo (forgot to record all of it, like 45min) and polished the casing
I Tryed my best to create the firmware, but i struggle so much : P
I created the whole firmware, but sadly did i had to use ai for most of the .exe firmware part, there to solve the copying and pasting inside the computere, as it had to do with complicated librarys. But dont worry, before shipping will i fix the code and rewritte it, so that the ai aspect almost gets missing, just wanted a prove of concept. As well did i create a wood casing inside my stephfathers cnc mashine as i loved the idea of letting the Copy-Paste-Pad appear premium with wood, glas and so on.
with this devlog, i finally finished the entire firmware for the first ship of the Copy-Paste-Pad and all of its functions. unfortunatly is it so, that it took very long to compile the qmk, which is the reason why i as well included it inside github. so that others dont have to life trough the same struggle xD. apart from that, did i comment every single file and as well understood the things i wrote with the help of ai, so that i could rewritte and improve it inside the next ship or better sayed until the next ship. i tried as well to documentate everything as good as possible, so that it would be easy to understand and use. up to this point i as well made some little but nice improvements towards the casing and the pcb, as i accidently put the oled towards the 5V and a bunch of other small mistakes as well :P
i finally fixed everything. because inside the last devlog did i commpletly forgot to update the Readme file and therefore every important piece of information towards the firmware xD. but i fixed it :) and as well added the .dxf files needed for CNC machining, in case someone would like to CNC machine his copy of my creation. (i did it as well)
Long time since i uploaded the last devlog. one thing i forgot to upload was these changes which includes a lot of code reworking and commenting everthing to make it more understandable. in the future i will create custom applications with UI using .net Maui. at least if i got enough time remaining :)
In this Build-devlog did i assembly everything (while destroying 2 of the 5 platines) and compiling everything. As well did i fix my CAD files, so that everything is now fine
Finally finished everything and now ready for ship (had to fix the CAD files another time xD)
Ships:
Hey there i created the Copy-Paste-Pad, a macropad able provide up to six clipboards at the same time. So 6x more than normaly possible under windows. For this you have a so called copy mode (left down button) and a paste mofe (right down button) after activating the specific mode each click at the remaining keys triggers an specific copy or paste event for the pressed key slot. This happenes in a laptop sided software, reacting on hid signals from the device to trigger strg + c or strg + p to copy something and than store it in one of the 6 Storage variables. Creating this laptop sided software was really challanging in comparison to the firmware for the macropad itself due to how hid events work and to copy something without loosing the original clipboard context. I really hope you all like this project as much as i do. I am really proud of the geberal design and look of everything...
|
1793148803.879294
|
1793235203.879294
|
|
36890
|
Mine and Dine - 26.2 Minecraft Mod by @RevComInter Mine and Dine - 26.2 Minecraft Mod by @RevComInteractives | Stardance...
|
RevComInteractives
|
2
|
86.0
|
1463
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T19:49:16Z", "hours": 29.0, "multiplier": 14.54, "payout": 420, "blessing": "neutral", "text": "Mine & Dine is a Minecraft mod that aims to overhaul the minecraft cooking system, because I always thought that it was a little bit shallow and lacked depth. Therefore I have set the goal for myself to transform the cooking system into something I always wanted. My mod adds six new blockentities and over 70 new items that do exactly that. (You can find a deeper explanation of the contents in my ReadMe) This mod is by far not finished but I think it’s gotten to a point where I would say it is playable and enjoyable, that’s why I decided to ship it now. Especially now that I’ve successfully ported it to version 26.2. What I’m especially proud of is how far my skills as a mod developer have come since I started this project. I have made a couple of smaller mods before the stardance challenge but never something quite like this. I was even able to upload it to Modrinth where the whole world can see it. (Modrinth is also the easiest way to play my mod btw) This step of shipping my final project for this challenge really feels like I’ve achieved something. Thanks in advance to everyone who plays my mod, I hope you’ll enjoy it. If you encounter any bugs (And its not unlikely you do) please report them on my github page. Anyways that’s everything I have to say for now, see you around!", "repo": "https://github.com/JhStudi0/MineAndDine-26.2", "demo": "https://modrinth.com/mod/mine-and-dine"}, {"ship_num": 2, "ts": "2026-09-01T19:51:42Z", "hours": 57.0, "multiplier": 18.17, "payout": 1043, "blessing": "neutral", "text": "Mine & Dine is a Minecraft mod that aims to overhaul the minecraft cooking system, because I always thought that it was a little bit shallow and lacked depth. Therefore I have set the goal for myself to transform the cooking system into something I always wanted. My mod adds five new blockentities and over 60 new items that do exactly that. (You can find a deeper explanation of the contents in my ReadMe) This mod is by far not finished but I think it’s gotten to a point where I would say it is playable and enjoyable, that’s why I decided to ship it now. What I’m especially proud of is how far my skills as a mod developer have come since I started this project. I have made a couple of smaller mods before the stardance challenge but never something quite like this. I was even able to upload it to Modrinth where the whole world can see it. (Modrinth is also the easiest way to play my mod) This step of shipping my first project really feels like I’ve achieved something. Thanks in advance to everyone who plays my mod, I hope you’ll enjoy it. If you encounter any bugs (And its not unlikely you do) please report them on my github page. Anyways that’s everything I have to say for now, see you around!", "repo": "https://github.com/JhStudi0/MineAndDine-26.2", "demo": "https://modrinth.com/mod/mine-and-dine"}]...
|
[{"post_id": 74612, "ts": "202 [{"post_id": 74612, "ts": "2026-09-27T19:38:37Z", "hours": 1.8344, "text": "Hi people! This will probably be my last update in this challenge as I have now finally fixed the bugs that were bothering me. The item renderers work now and have their actual colors. Also the progress arrow is now only one arrow and not 100. I’ll be shipping my project now in the hopes that it will get accepted and rated as well as the last time I shipped. By the way this doesn’t mean I’m done with the mod at all, I still think it could use more updates and improvements so my development is by no means finished. It’ll just happen outside of this challenge and maybe not as frequent as it did now. Anyways that’s all from me for now, I’ll hope to see you around!"}, {"post_id": 70876, "ts": "2026-09-19T22:15:59Z", "hours": 4.2711, "text": "Hi people! I’ve been busy the last couple of days and I can now announce that I can finally run my game again in Minecraft 26.2. So the majority of the update is finished! That being said there are some to be fair kind of funny bugs that I still need to fix (and honestly right now I don’t really have a clue how but oh well I guess we’ll have to see) One example is that somehow my progress arrow in my menu does this really weird thing where it just duplicates a couple times and stretches weirdly across my screen. I mean I don’t know what I did but I’m sure there’s a way to fix that. And the other thing is that for some to me unknown reason, my display items are just red. For example on my cutting board. They’re not at all supposed to look like that and the issue is consistent across all my item renders… Yeah honestly no clue why. Also the display doesnt dissapear when you craft and item but I already had that issue with the last version and I managed to fix that so I’m sure that won’t be a big problem. There are some minor bugs that I still have to resolve, like the item models of my blocks not loading in correctly or my item displays in the cooking pot not working but I’m sure that won’t be too difficult. Anyways that’s all from me for today, I’ll see you around!"}, {"post_id": 69362, "ts": "2026-09-16T21:54:54Z", "hours": 1.3753, "text": "Hi people! It’s looking a lot less red now, doesnt it? I’ve been able to update both the pan and the mixer to the newest version, and that leaves only the cutting board and the scraper before I’ll be able to finally run the game again (hopefully) So yeah I feel like I’m close to finally being finished with the update and then I can finally start working on actual new features. I want to add at least a little bit of actually new content before I ship again. Anyways that’s all from me for today, hope to see you around!"}, {"post_id": 68266, "ts": "2026-09-14T20:21:22Z", "hours": 2.2772, "text": "Hi people! My cooking pot is now working! (Hopefully) It took me longer than I expected because I had a lot of “fun” with the codec of the recipes. But thankfully now that that’s working I can recycle a lot of code for my pan and mixer which will hopefully make that part a lot easier. The cutting board and scraper will probably be another story though. But I’m positive that I’ll be able to finish everything by the ned of the week. That’s all from me for today see you around!"}, {"post_id": 67663, "ts": "2026-09-13T20:21:37Z", "hours": 2.4153, "text": "Hi people! My CornGrinderRecipeBuilder works again! That also means that I managed to get my corn grinder as a whole at least to a state where I would assume that it runs again. So yes, I have reworked both the custom block, teh block entity and the recipe handling. And let’s just say I wouldnt exactly say that I had fun… It’s just really annoying trying to find out why i cant refer to a method in another class only to then find out that I forgot that I forgot to rename one type. To apply that to what cost me the most time, I tried to call my tick() method from my block entity in the custom block (so the crafting actually progresses) but I forgot to change the type of my blockEntityType and it referred to the wrong blockentity. It took me forever to catch that problem. Anyways only five more crafting blockentities I have to port over frustrated scream . I just hope it will be easier since i now roughly know what I’m supposed to do. I can only hope now that school starts again for me… Anyways that’s everything from me today, see you around!"}, {"post_id": 66973, "ts": "2026-09-12T23:35:17Z", "hours": 6.5831, "text": "Hi people! I have been quiet for a few days now but trust me I’ve been busy. The port to the newest Minecraft version is almost complete so be on the lookout for that. Since I last posted a devlog I updated all the items, tags and the loottable modifiers. Also I updated the playerJoinEvent that gives you a cookbook when you first join into a world. Now to the places that still need updating: The ModBlocks, but just those with a blockentity with crafting functions. Therefore ModEntites and the custom recipe types and generators are obviously still missing too. And probably the least amount of work will be updating the missing recipes in my ModRecipeProvider class (It auto generates all my recipes) I have already updated the vanilla style recipes so the ones in a crafting table or oven but my custom recipes are still missing. And of course I gotta debug all my code when all that is done. Anyways I hope I’ll finish this update at some time next week so I can finally start adding some new stuff. That being said I don’t think I’ll be able to code as much starting from Monday, because where I live school is starting again so yeah… Anyways that’s all from me today, hope to see you around!"}, {"post_id": 64432, "ts": "2026-09-08T20:09:14Z", "hours": 2.0831, "text": "Hey people! So I decided to start porting my mod to 26.2 because I hate myself or something. This creenshot really captures my current state of mind quite well, and I’m really contemplating why I decided to do this. Well, it’s the next logical step that’s why I did it but it’s till so annoying. But seriously, why does Mojang have to change their code in every update? Anyways, by the time I uploaded this devlog, I was able to port most of the items plus the model generator which roughly leaves the blocks + their entities and screens and everything, the tag datagen, the cookbook pages (I dont want to) and all the recipes. Damn that’s a lot of work why did I sign up for this. Anyways that’s all from me today, see you around!"}, {"post_id": 64233, "ts": "2026-09-08T14:19:01Z", "hours": 8.0308, "text": "Hello people! I’ve been busy again. But before we dive into what I added I want to say thank you to everyone who rated my project so incredibly high. I couldn’t be happier with all the feedback you gave me. I want to address a few things though that I found which I think caused problems for some of the playtesters. I was under the assumption that the Modrinth version detection would work and therefor my mod was playable on all 1.21.X The problem is that the mod is only compatible with 1.21.1. As much as I would like to blame all of that on Modrinth I do have to admit that I could have just playtested it on the other versions. So to everyone who had problems with playing my mod I want to say a sorry and I hope that this fixes your issues. But now to what I’ve been doing the last couple of days: I’m from southern Germany and therefor I wanted to implement the most iconic dish from my region: Käsespätzle. Käsespätzle (something like cheese spaetzle in english) are like the german kind of noodles just baked with cheese. It may sound a but lame but trust me they are delicious. Now implementing them proved to be a bit more challenging than I had thought because I had no cheese whatsoever so I implemented that together with it’s aging mechanic. And furthermore spätzle are made on a special type of scraper which I also had to implement. It inserts the raw spätzle directly into the cooking pot. I’m currently also contemplating where I want to go with this mod. I’m not going to abandon it, that’s for sure but I just don’t know if i want to keep adding stuff in 1.21 or if I should migrate to the newest version of the game (that’s something that a lot of raters wanted) I’ll have to think about that a bit more but until then see you around!"}, {"post_id": 59779, "ts": "2026-09-01T18:30:25Z", "hours": 0.2781, "text": "Hello People! Today I just wanted to share a quick video with you. It shows how you make an apple pie in my mod. I thought it would be a good showcase for some of the mechanics my mod has to offer. And if the video quality isnt so good, I’m sorry but its the only way I could upload the video on this platform :( Anyways see you around!"}, {"post_id": 59078, "ts": "2026-08-31T18:05:33Z", "hours": 6.0342, "text": "Hi people! I’ve been busy the last couple of days and let me tell you I’m so close to shipping my first iteration of the mod. I’m so close to being done I just have a add a last few things and maybe film a few short showcases and then I’ll be ready to ship this thing. Anyways the most interesting additions that I added are a few new item (textures) and finally after weeks of them being untextured, my mixer and grinder have gotten their models. Anyways that’s all from me for today. The next time you’ll hear from me is probably with a ship so stay tuned. See you!"}, {"post_id": 54808, "ts": "2026-08-25T22:58:00Z", "hours": 2.2117, "text": "Hello people! As promised I have finished the cookbook (at least to a point where I’d say it’s complete enough) and I can now give you some sneakpeeks. Sadly I cant show you everything ‘cause I can only attach four pictures but I think I got a good selection. So the first picture you can see is the opening page of the cookbook, so just some general stuff. The second picture shows a segment of the contents list. All the pink things are links to the corresponding pages you can click on to quickly navigate through the book. And lastly you can see an extract from one of the recipes (in this case for an apple pie). I’m somewhat happy with the design but I’m especially happy with the display of the item on the corresponding page. It is defintely a pain to set up (at least the way I did it) but I think it’s well worth it. But I think that’s all from me for today. I’ll be adding the last textures and little things over the next few days so I can finally push out my first ship :) See you around!"}, {"post_id": 54153, "ts": "2026-08-24T23:55:27Z", "hours": 8.1442, "text": "Hello people! I havent posted anything in quite some time but trust me I’ve been busy. The reason why I’ve shown you so little is because there isn’t much that I could show you. I’ve added a lot of background stuff that I just had to add because I’m planning on shipping soon. One sneakpeak I can give you is this (see picture). Any idea what it is? Well I’ll tell you: It’s a cookbook. I think it’s nice for the immersion if you have a cookbook where you can find all the cooking recipes for my mod. I’ll show you more about it in the future once I’m done with it. Until then that’s all from me. Hope to see you around!"}, {"post_id": 50679, "ts": "2026-08-19T23:55:47Z", "hours": 1.1469, "text": "Hello people! You can now enjoy a nice apple pie at your farm because I have been busy. I added eight new items today to aid you on your cooking journey. First I added cinnamon sticks and powder. Right now you get cinnamon sticks from stripping jungle logs on a cutting board. I’m planning on adding actual cinnamon trees in the future but for now I figured jungle wood would be the most fitting since cinnamon is also a tropical plant. With the addtition of cinnamon I finally made it possible to craft pumpkin pie with the mechanics of my mod. That’s also why I added the middle row of items. On the left we have the pumkin slice which you can bake into the grilled pumpkin slice (middle). I’ll probably have to rework this texture in the future cause you can’t really tell the difference :P. And with that item you can then craft the unbaked pumpkin pie which, as the name suggests, can be baked into the minecraft pumpkin pie. The last three items I added are for my apple pie. First up we have apple chunks which you can then use to make the unbaked apple pie which of course can be baked into the finished apple pie. I hope you like my new additions and that’s also everything from me for today. See you around :)"}, {"post_id": 49899, "ts": "2026-08-18T21:16:14Z", "hours": 1.3992, "text": "Hi people! I’ve been doing a lot of background work today for future stuff so sadly I don’t have too much to show you today. I still coded some more things that I can already hsow you that are worth taking the look at. On the left is the new powdered sugar that you get by grinding sugar in the grinder. It is also used to craft the next item, the pie dough in the mixer. On the cutting board oyu can then transform the dough into the pie base. This item will be used later when making different kinds of pies. What I immediately have in mind is of course the oumpkin pie that is already in vanilla minecraft but also the apple pie and the sweet berry pie. Both of these fruits are of course already in the base game so I think the addition of a pie would make sense. I’m also planning on adding more fruit so I can add more pies. Anyways that’s all from me for today, see you around :)"}, {"post_id": 49262, "ts": "2026-08-17T23:15:11Z", "hours": 1.035, "text": "Hello People! I’ve worked a bit more on expanding the cutting board functionality. I’ve added another tool that can be used in the recipes and that’s the rolling pin (first pic, top left) It does exactly what it sounds like it flattens the ingredients, like for example with my tortilla dough (top right). You can see the process in the second picture. And because it would have felt weird to stop the production chain there, I added the function to put the raw torilla into my frying pan where it gets fired into a finished tortilla. I’m really looking forward on adding more recipes with my tortilla but for now I’m kind of missing some more ingredients, like red beans that I want to put in there. Anyways, that’s all I have time for today :( I’ll see you around :)"}, {"post_id": 48545, "ts": "2026-08-16T23:47:04Z", "hours": 1.04, "text": "Hi people! I’ve been putting my new block entities to some good use today. (From left to right) First of all I added the bun dough. You get it by cutting bread dough on the cutting board. Then there is the bun which you obviously get by smelting bun dough in a furnance. Next up is the cookie dough. You get it by mixing the needed ingredients for a cookie in a mixer. And last is the heavy cream. I’ve added the item a little while back but only now found the time and motivation (especially the latter XD) to make the texture and give it a proper crafting recipe. You get it by mixing milk and butter in the mixer. I believe that that is roughly how heavy cream is made in real life, at least after my five minute google research. I’ve also added crafting recipes for some other things but those aren’t anything special really just in a crafting table. Anyways that’s all from me today, see you around :)"}, {"post_id": 47737, "ts": "2026-08-15T21:06:10Z", "hours": 3.92, "text": "Okay damn I didn’t think that this would take me this long But hi people! I finally added a cutting board to my mod! It came up a while back as a suggestion for how to get my chicken legs and let me say I think it was a good suggestion. The cutting board just fits right in. It works pretty much as you may know it from farmer’s delight, where you put an item on it and then click on it with a tool in this case a knife (which I also added today but that was pretty simple) and it drops the outcome. I’m planning on adding onto that mechanic with more tools like a roling pin for example and definitely more recipes. I have to say now that it is in the game I really like it but damn was it annoying to implement. I mean it was my fault (I forgot one function so it didn’t work) but it nontheless send me down an existentiell crisis ‘cause there was no error message whatsoever. Don’t we love that XD Anyways that’s all from me for today, I’ll see you around :)"}, {"post_id": 47170, "ts": "2026-08-14T21:14:02Z", "hours": 0.7811, "text": "Hello people! I didn’t have a lot of time today since I’m currently renovating my new room :) and it takes a lot of time. Anyways I still managed to get something done today and that is working on the immersion of my mod. The cooking pot and pan now emit smoke when they are cooking. That’s all from me today and I’ll hopefully get back to you with more things :) See ya!"}, {"post_id": 46592, "ts": "2026-08-13T22:46:26Z", "hours": 1.5181, "text": "Hi People! Today I added another Block Entity: The mixer. It works similarly to the cooking pot and pan so I was able to copy a lot of that code. I just had to add the rest of the slots and remove the container slot. I’ll use the mixer as a way to make different kinds of doughs later but for now it can just make bread dough, you can bake into bread in a furnance. I’m really looking forward on making pasta dough and then expanding on that. I was kind of thinking of making a noodle press so you can make different kinds of pasta (I’m speaking spagetti, tortelini, etc.) I kind of want it to work like a stone cutter, where you put in the dough and then select one shape of noodle. But those are still thoughts for the future. Anyways that’s all from me today, see you next time :)"}, {"post_id": 46033, "ts": "2026-08-12T23:12:08Z", "hours": 1.6828, "text": "Hello people! I’ve been somewhat productive today: So first of all I added a provisional model for my pan. Its that orange thing next to the cooking pot. Then I’ve also reworked the crafting logic of my pan so it supports recipes that don’t need a bowl or similar, like you can see in the second picture. I feel like for the vanilla meat items that apporach makes the most sense. And I’ve added sunflower seeds, ground sunflower seeds and sunflower oil into my game. For now you just have to believe me, because I dont have any textures made for them just yet XD. In the third screenshot you can see how sunflower seeds are ground into ground sunflower seeds. In the last picture you can see the crafting recipe for sunflower oil fron ground sunflower seeds. It’s very simplified from the way one would actually make sunflower oil but it’s still just minecraft so I think it fits. Anyways that’s everything I have for you today, see you tomorrow!"}, {"post_id": 45458, "ts": "2026-08-11T22:46:37Z", "hours": 2.2208, "text": "Hi people! I’m back from my holidays in London so I can finally continue the project. It’s been a while so I felt motivated and decided to start adding a new block entity: the pan! So far the block entity already has a screen but there are still a few things missing, like the model/texture and a proper crafting system. So far I can only implement recipes with a container like a bowl or plate (since I recycled a lot of code from my cooking pot) but that wouldnt make a lot of sense if I just wanted to get e.g. the standard minecraft cooked beef since it has no container, so yeah, I’ll have to find a way to make that work. I also added a new decoravtive block: the counter. It’s the brick with a layer of polished deepslate at the top. And I’ve found out that it not only works well as a counter but also as the top of a brisk wall. Anyways that’s all I had time for today, see you tomorrow!"}, {"post_id": 40198, "ts": "2026-08-03T16:29:35Z", "hours": 1.3703, "text": "Hi people! This is probably the last devlog I’ll post before I leave for a week to go on vacation to London, unless I get a sudden sweep of motivation or somthing XD. Anyways I got some new stuff for you. So first you see the work of my boredom, my farm that I build. Then I finally added the stove with texture and everything so that’s done now. And to celebrate that I added the carrot soup that can be crafted in the cooking pot. And I’ve added the new garlic crop with seeds and the garlic itself of course. Not really sure yet what I’m going to do with that but better have it than not have it. Besides garlic bread is always an answer, am I right. Anyways that’s all from me for today, see you guys in a week or so :)"}, {"post_id": 39687, "ts": "2026-08-02T20:29:38Z", "hours": 2.6472, "text": "New Crop Alert! Meet the newest crop addition to Mine and Dine: The onion can now be grown. On my way to making my mod survival friendly this really helps quite a lot. The onion can, like the other seeds, be obtained through breaking grass. But to be honest texturing the growth stages of a crop will forever be the most annoying part of the process. I’ve also done some more tweaking, like adding sounds and map colors to my blocks. Plus a I added a German language pack to my mod. Here are some of my favourite (with that I mean wildest) translations: Vanilla Bean Seeds = Vanilleschotensamen Dark Chocolate covered Apple = Apfel mit Zartbitterschokoladenüberzug And the other ones sound kind of weird too, even though German is my mother tongue. Guess it really does’nt make a difference if you read the english version all the time without thinking of the translation XD Anyways have a good day and see you next time."}, {"post_id": 39187, "ts": "2026-08-01T23:47:08Z", "hours": 0.3183, "text": "Didn’t have time for much toady so all i did was finally create a loot table for my block entities and implemented their strength so they wouldn’t be instamine anymore. (I know the dropped cooking pot is a bit big but I’ll change that in the future.) See you next time :)"}, {"post_id": 38495, "ts": "2026-07-31T22:06:56Z", "hours": 0.8517, "text": "Here’s my devlog for toady :) So I played around a bit with my cooking pot and added the function that they only work, when they have a warm block underneath them, like the ones you can see below. What I’m working on next is probably something like a stove so you can have a nice looking block that gives off heat because all the warm blocks look a bit weird and I don’t think it would make sense to count a furnance that isn’t on as a warm block. I also made three new item models to complete them one after another. From left to right we now have the oinigiri, the salmon sushi, the cod sushi and an item model for my plate because i thought it would look better to have a 2d texture instead of the 3d model. Hope to see you in my next devlog :) and feel free to leave suggestions on what I could add to my mod."}, {"post_id": 37633, "ts": "2026-07-30T14:49:09Z", "hours": 3.5092, "text": "Now that the summer holidays have finally begun where I live I can finally show you the working cooking pot. While the model (the thing on the burning furnance) defintely needs a rework I’m pretty happy with the function. The most annoying part defintely was getting the screen (the menu) to run and look correctly. I currently have the crafting recipe for cooking rice and tomato sauce implemented and I’m working on adding the vanilla soup/stews but there are still a few textures missing until I want to show you those. Anyways feel free to leave some ideas on recipes to add in the comments, see you next time :)"}, {"post_id": 36571, "ts": "2026-07-28T19:40:24Z", "hours": 1.5392, "text": "Currently working on giving this little thing a proper function. For now it was just my earliest Block Entity experiement, but now I want to give my cooking pot an actual fuction. I want it to function similarly to Farmer’s Delight’s pot. So the crafting doesnt follow a shape, but is shapeless. I already have rewritten a lot like the custom block and block entity and I’ve written the cooking pot recipe (input). Thankfully I was able to recycle a lot of code from my grinder. The big task now is to rewrite the screen and screen handler and to make the whole thing work as a whole so I can finally craft everything I want :) Can’t wait to finish this! I’d love some suggestions on where to go on from the finished cooking pot. I’ve already thought about adding a frying pan, which would make sense in my head since you don’t cook everything in a pot."}, {"post_id": 35944, "ts": "2026-07-27T18:35:20Z", "hours": 0.7631, "text": "On my road to making my mod survival friendly, I have now added all my seeds to the loot table of short and tall grass.It took longer than I had hoped for because I may or may not have forgotten that silk touch has no effect on grass and I may or may not have tried to implement the silk touch exception regardless.Wasn’t exactly my brightest moments once i figured it out after like 20 minutes of wasting my time."}, {"post_id": 35214, "ts": "2026-07-26T14:30:57Z", "hours": 1.3289, "text": "It’s me again! My grinder now has a custom recipe type. It can now grind sugarcane into sugar as well as wheat into flour. That’s also the reason why I decided to rename it just into grinder. I think it fits the purpose a bit better. I even managed to add a way to get my recipes to get easily generated with the fabric data gen. And I added a grilled corn cib because I wanted to. Now my focus will probably shift towards making what I have survival friendly because for now the mod only work in creative. For the different kinds of seeds I think I’ll just add them to the loot table to grass, like wheat seeds. But I’m always open for better suggestions!"}, {"post_id": 34580, "ts": "2026-07-25T13:03:48Z", "hours": 1.4089, "text": "My Corn Grinder is now a Block Entity! It has an inventory now where you can input your wheat to get flour. Next I will add a custom recipe type so I can add more types of things to grind down. I was thinking about grinding corn seeds into corn flour for example so in the future I could add nachos or taco shells. I’d be open for more suggestions on what grinding recipes to add."}, {"post_id": 34344, "ts": "2026-07-24T23:15:12Z", "hours": 1.5892, "text": "So I didnt code a lot today that I can show you because it’s all still unfinished and doesnt work but I have other exciting news: My mod got approved on Modrinth so you can download it through the Modrinth Website now! Please keep in mind that I have a version from a few days back on there so it’s not perfectly up to date but it’s still a playable version (in creative, though I’m working on making it survival friendly) Here’s a screenshot of my mod’s page:"}, {"post_id": 33640, "ts": "2026-07-23T18:31:51Z", "hours": 0.6331, "text": "Hi people! Didn’t have time for much today, so all I did was restucture my Item Groups a bit to have them in a logical order. So now there are Seeds, Ingredients, finished Dishes and Utensils."}, {"post_id": 33102, "ts": "2026-07-22T18:31:45Z", "hours": 1.7647, "text": "I mentioned it in an earlier devlog and now here they are: the plates! They can be placed down to display you’re crafted dishes (and other items). The texture is still to be made properly."}, {"post_id": 32577, "ts": "2026-07-21T20:56:34Z", "hours": 0.3733, "text": "Didn’t have time for much so I just added two new items: chicken legs and onigiris. The latter already has a crafting recipe. For the chicken leg I still have to figure out how I want it to be obtainable."}, {"post_id": 31950, "ts": "2026-07-20T19:25:31Z", "hours": 2.7164, "text": "Hi guys, here’s my devlog for today. So down below you can see a few new items, some of which I havent textured yet (shame on me). (from left to right) A bowl of rice, yeast, fermented yeast, dough (which you can bake into bread) and sushi with cod and salmon. On the left you can also see that I experimented a bit with block entities and I think i will turn this conept into some sort of display plate that would also be used for crafting dishes in the future. Anyways hope you liked my little devlog for today, see you for the next one :)"}, {"post_id": 31441, "ts": "2026-07-19T20:12:44Z", "hours": 1.1936, "text": "Alright fixed it. Thankfully the mods running again and I even got the alpha-1.1 version up on modrinth for approval. I’ll keep you updated once its live."}, {"post_id": 31364, "ts": "2026-07-19T18:07:29Z", "hours": 2.9633, "text": "Currently fixing my modpack :( I tried to make it into a git repo and it broke and now I have to do it all again. Thankfully I can just copy over the code but it’s still really annoying. I’ll keep you updated. In the meantime enjoy a picture of an older 3d model of mine."}, {"post_id": 30779, "ts": "2026-07-18T17:32:00Z", "hours": 0.6333, "text": "It might not look like it but this is a custom block I programmed. It’s a grinder used for grinding down things like wheat into flour. The model’s obviously not made yet but I’m definitely going to do it at some point."}, {"post_id": 30726, "ts": "2026-07-18T15:28:41Z", "hours": 0.3822, "text": "Hi people this is the first devlog on my Minecraft cooking mod in which I aim to overhaul the cooking system in minecraft. attached are some screenshots on what I’ve been working on so far. I’ve added a couple new food items and there will be many more to come."}]...
|
Title: Mine and Dine - 26.2 Minecraft Mod by @RevC Title: Mine and Dine - 26.2 Minecraft Mod by @RevComInteractives | Stardance
Devlogs:
Hi people this is the first devlog on my Minecraft cooking mod in which I aim to overhaul the cooking system in minecraft. attached are some screenshots on what I’ve been working on so far. I’ve added a couple new food items and there will be many more to come.
It might not look like it but this is a custom block I programmed. It’s a grinder used for grinding down things like wheat into flour. The model’s obviously not made yet but I’m definitely going to do it at some point.
Currently fixing my modpack :( I tried to make it into a git repo and it broke and now I have to do it all again. Thankfully I can just copy over the code but it’s still really annoying. I’ll keep you updated. In the meantime enjoy a picture of an older 3d model of mine.
Alright fixed it. Thankfully the mods running again and I even got the alpha-1.1 version up on modrinth for approval. I’ll keep you updated once its live.
Hi guys, here’s my devlog for today. So down below you can see a few new items, some of which I havent textured yet (shame on me). (from left to right) A bowl of rice, yeast, fermented yeast, dough (which you can bake into bread) and sushi with cod and salmon. On the left you can also see that I experimented a bit with block entities and I think i will turn this conept into some sort of display plate that would also be used for crafting dishes in the future. Anyways hope you liked my little devlog for today, see you for the next one :)
Didn’t have time for much so I just added two new items: chicken legs and onigiris. The latter already has a crafting recipe. For the chicken leg I still have to figure out how I want it to be obtainable.
I mentioned it in an earlier devlog and now here they are: the plates! They can be placed down to display you’re crafted dishes (and other items). The texture is still to be made properly.
Hi people! Didn’t have time for much today, so all I did was restucture my Item Groups a bit to have them in a logical order. So now there are Seeds, Ingredients, finished Dishes and Utensils.
So I didnt code a lot today that I can show you because it’s all still unfinished and doesnt work but I have other exciting news: My mod got approved on Modrinth so you can download it through the Modrinth Website now! Please keep in mind that I have a version from a few days back on there so it’s not perfectly up to date but it’s still a playable version (in creative, though I’m working on making it survival friendly) Here’s a screenshot of my mod’s page:
My Corn Grinder is now a Block Entity! It has an inventory now where you can input your wheat to get flour. Next I will add a custom recipe type so I can add more types of things to grind down. I was thinking about grinding corn seeds into corn flour for example so in the future I could add nachos or taco shells. I’d be open for more suggestions on what grinding recipes to add.
It’s me again! My grinder now has a custom recipe type. It can now grind sugarcane into sugar as well as wheat into flour. That’s also the reason why I decided to rename it just into grinder. I think it fits the purpose a bit better. I even managed to add a way to get my recipes to get easily generated with the fabric data gen. And I added a grilled corn cib because I wanted to. Now my focus will probably shift towards making what I have survival friendly because for now the mod only work in creative. For the different kinds of seeds I think I’ll just add them to the loot table to grass, like wheat seeds. But I’m always open for better suggestions!
On my road to making my mod survival friendly, I have now added all my seeds to the loot table of short and tall grass.It took longer than I had hoped for because I may or may not have forgotten that silk touch has no effect on grass and I may or may not have tried to implement the silk touch exception regardless.Wasn’t exactly my brightest moments once i figured it out after like 20 minutes of wasting my time.
Currently working on giving this little thing a proper function. For now it was just my earliest Block Entity experiement, but now I want to give my cooking pot an actual fuction. I want it to function similarly to Farmer’s Delight’s pot. So the crafting doesnt follow a shape, but is shapeless. I already have rewritten a lot like the custom block and block entity and I’ve written the cooking pot recipe (input). Thankfully I was able to recycle a lot of code from my grinder. The big task now is to rewrite the screen and screen handler and to make the whole thing work as a whole so I can finally craft everything I want :) Can’t wait to finish this! I’d love some suggestions on where to go on from the finished cooking pot. I’ve already thought about adding a frying pan, which would make sense in my head since you don’t cook everything in a pot.
Now that the summer holidays have finally begun where I live I can finally show you the working cooking pot. While the model (the thing on the burning furnance) defintely needs a rework I’m pretty happy with the function. The most annoying part defintely was getting the screen (the menu) to run and look correctly. I currently have the crafting recipe for cooking rice and tomato sauce implemented and I’m working on adding the vanilla soup/stews but there are still a few textures missing until I want to show you those. Anyways feel free to leave some ideas on recipes to add in the comments, see you next time :)
Here’s my devlog for toady :) So I played around a bit with my cooking pot and added the function that they only work, when they have a warm block underneath them, like the ones you can see below. What I’m working on next is probably something like a stove so you can have a nice looking block that gives off heat because all the warm blocks look a bit weird and I don’t think it would make sense to count a furnance that isn’t on as a warm block. I also made three new item models to complete them one after another. From left to right we now have the oinigiri, the salmon sushi, the cod sushi and an item model for my plate because i thought it would look better to have a 2d texture instead of the 3d model. Hope to see you in my next devlog :) and feel free to leave suggestions on what I could add to my mod.
Didn’t have time for much toady so all i did was finally create a loot table for my block entities and implemented their strength so they wouldn’t be instamine anymore. (I know the dropped cooking pot is a bit big but I’ll change that in the future.) See you next time :)
New Crop Alert! Meet the newest crop addition to Mine and Dine: The onion can now be grown. On my way to making my mod survival friendly this really helps quite a lot. The onion can, like the other seeds, be obtained through breaking grass. But to be honest texturing the growth stages of a crop will forever be the most annoying part of the process. I’ve also done some more tweaking, like adding sounds and map colors to my blocks. Plus a I added a German language pack to my mod. Here are some of my favourite (with that I mean wildest) translations: Vanilla Bean Seeds = Vanilleschotensamen Dark Chocolate covered Apple = Apfel mit Zartbitterschokoladenüberzug And the other ones sound kind of weird too, even though German is my mother tongue. Guess it really does’nt make a difference if you read the english version all the time without thinking of the translation XD Anyways have a good day and see you next time.
Hi people! This is probably the last devlog I’ll post before I leave for a week to go on vacation to London, unless I get a sudden sweep of motivation or somthing XD. Anyways I got some new stuff for you. So first you see the work of my boredom, my farm that I build. Then I finally added the stove with texture and everything so that’s done now. And to celebrate that I added the carrot soup that can be crafted in the cooking pot. And I’ve added the new garlic crop with seeds and the garlic itself of course. Not really sure yet what I’m going to do with that but better have it than not have it. Besides garlic bread is always an answer, am I right. Anyways that’s all from me for today, see you guys in a week or so :)
Hi people! I’m back from my holidays in London so I can finally continue the project. It’s been a while so I felt motivated and decided to start adding a new block entity: the pan! So far the block entity already has a screen but there are still a few things missing, like the model/texture and a proper crafting system. So far I can only implement recipes with a container like a bowl or plate (since I recycled a lot of code from my cooking pot) but that wouldnt make a lot of sense if I just wanted to get e.g. the standard minecraft cooked beef since it has no container, so yeah, I’ll have to find a way to make that work. I also added a new decoravtive block: the counter. It’s the brick with a layer of polished deepslate at the top. And I’ve found out that it not only works well as a counter but also as the top of a brisk wall. Anyways that’s all I had time for today, see you tomorrow!
Hello people! I’ve been somewhat productive today: So first of all I added a provisional model for my pan. Its that orange thing next to the cooking pot. Then I’ve also reworked the crafting logic of my pan so it supports recipes that don’t need a bowl or similar, like you can see in the second picture. I feel like for the vanilla meat items that apporach makes the most sense. And I’ve added sunflower seeds, ground sunflower seeds and sunflower oil into my game. For now you just have to believe me, because I dont have any textures made for them just yet XD. In the third screenshot you can see how sunflower seeds are ground into ground sunflower seeds. In the last picture you can see the crafting recipe for sunflower oil fron ground sunflower seeds. It’s very simplified from the way one would actually make sunflower oil but it’s still just minecraft so I think it fits. Anyways that’s everything I have for you today, see you tomorrow!
Hi People! Today I added another Block Entity: The mixer. It works similarly to the cooking pot and pan so I was able to copy a lot of that code. I just had to add the rest of the slots and remove the container slot. I’ll use the mixer as a way to make different kinds of doughs later but for now it can just make bread dough, you can bake into bread in a furnance. I’m really looking forward on making pasta dough and then expanding on that. I was kind of thinking of making a noodle press so you can make different kinds of pasta (I’m speaking spagetti, tortelini, etc.) I kind of want it to work like a stone cutter, where you put in the dough and then select one shape of noodle. But those are still thoughts for the future. Anyways that’s all from me today, see you next time :)
Hello people! I didn’t have a lot of time today since I’m currently renovating my new room :) and it takes a lot of time. Anyways I still managed to get something done today and that is working on the immersion of my mod. The cooking pot and pan now emit smoke when they are cooking. That’s all from me today and I’ll hopefully get back to you with more things :) See ya!
Okay damn I didn’t think that this would take me this long But hi people! I finally added a cutting board to my mod! It came up a while back as a suggestion for how to get my chicken legs and let me say I think it was a good suggestion. The cutting board just fits right in. It works pretty much as you may know it from farmer’s delight, where you put an item on it and then click on it with a tool in this case a knife (which I also added today but that was pretty simple) and it drops the outcome. I’m planning on adding onto that mechanic with more tools like a roling pin for example and definitely more recipes. I have to say now that it is in the game I really like it but damn was it annoying to implement. I mean it was my fault (I forgot one function so it didn’t work) but it nontheless send me down an existentiell crisis ‘cause there was no error message whatsoever. Don’t we love that XD Anyways that’s all from me for today, I’ll see you around :)
Hi people! I’ve been putting my new block entities to some good use today. (From left to right) First of all I added the bun dough. You get it by cutting bread dough on the cutting board. Then there is the bun which you obviously get by smelting bun dough in a furnance. Next up is the cookie dough. You get it by mixing the needed ingredients for a cookie in a mixer. And last is the heavy cream. I’ve added the item a little while back but only now found the time and motivation (especially the latter XD) to make the texture and give it a proper crafting recipe. You get it by mixing milk and butter in the mixer. I believe that that is roughly how heavy cream is made in real life, at least after my five minute google research. I’ve also added crafting recipes for some other things but those aren’t anything special really just in a crafting table. Anyways that’s all from me today, see you around :)
Hello People! I’ve worked a bit more on expanding the cutting board functionality. I’ve added another tool that can be used in the recipes and that’s the rolling pin (first pic, top left) It does exactly what it sounds like it flattens the ingredients, like for example with my tortilla dough (top right). You can see the process in the second picture. And because it would have felt weird to stop the production chain there, I added the function to put the raw torilla into my frying pan where it gets fired into a finished tortilla. I’m really looking forward on adding more recipes with my tortilla but for now I’m kind of missing some more ingredients, like red beans that I want to put in there. Anyways, that’s all I have time for today :( I’ll see you around :)
Hi people! I’ve been doing a lot of background work today for future stuff so sadly I don’t have too much to show you today. I still coded some more things that I can already hsow you that are worth taking the look at. On the left is the new powdered sugar that you get by grinding sugar in the grinder. It is also used to craft the next item, the pie dough in the mixer. On the cutting board oyu can then transform the dough into the pie base. This item will be used later when making different kinds of pies. What I immediately have in mind is of course the oumpkin pie that is already in vanilla minecraft but also the apple pie and the sweet berry pie. Both of these fruits are of course already in the base game so I think the addition of a pie would make sense. I’m also planning on adding more fruit so I can add more pies. Anyways that’s all from me for today, see you around :)
Hello people! You can now enjoy a nice apple pie at your farm because I have been busy. I added eight new items today to aid you on your cooking journey. First I added cinnamon sticks and powder. Right now you get cinnamon sticks from stripping jungle logs on a cutting board. I’m planning on adding actual cinnamon trees in the future but for now I figured jungle wood would be the most fitting since cinnamon is also a tropical plant. With the addtition of cinnamon I finally made it possible to craft pumpkin pie with the mechanics of my mod. That’s also why I added the middle row of items. On the left we have the pumkin slice which you can bake into the grilled pumpkin slice (middle). I’ll probably have to rework this texture in the future cause you can’t really tell the difference :P. And with that item you can then craft the unbaked pumpkin pie which, as the name suggests, can be baked into the minecraft pumpkin pie. The last three items I added are for my apple pie. First up we have apple chunks which you can then use to make the unbaked apple pie which of course can be baked into the finished apple pie. I hope you like my new additions and that’s also everything from me for today. See you around :)
Hello people! I havent posted anything in quite some time but trust me I’ve been busy. The reason why I’ve shown you so little is because there isn’t much that I could show you. I’ve added a lot of background stuff that I just had to add because I’m planning on shipping soon. One sneakpeak I can give you is this (see picture). Any idea what it is? Well I’ll tell you: It’s a cookbook. I think it’s nice for the immersion if you have a cookbook where you can find all the cooking recipes for my mod. I’ll show you more about it in the future once I’m done with it. Until then that’s all from me. Hope to see you around!
Hello people! As promised I have finished the cookbook (at least to a point where I’d say it’s complete enough) and I can now give you some sneakpeeks. Sadly I cant show you everything ‘cause I can only attach four pictures but I think I got a good selection. So the first picture you can see is the opening page of the cookbook, so just some general stuff. The second picture shows a segment of the contents list. All the pink things are links to the corresponding pages you can click on to quickly navigate through the book. And lastly you can see an extract from one of the recipes (in this case for an apple pie). I’m somewhat happy with the design but I’m especially happy with the display of the item on the corresponding page. It is defintely a pain to set up (at least the way I did it) but I think it’s well worth it. But I think that’s all from me for today. I’ll be adding the last textures and little things over the next few days so I can finally push out my first ship :) See you around!
Hi people! I’ve been busy the last couple of days and let me tell you I’m so close to shipping my first iteration of the mod. I’m so close to being done I just have a add a last few things and maybe film a few short showcases and then I’ll be ready to ship this thing. Anyways the most interesting additions that I added are a few new item (textures) and finally after weeks of them being untextured, my mixer and grinder have gotten their models. Anyways that’s all from me for today. The next time you’ll hear from me is probably with a ship so stay tuned. See you!
Hello People! Today I just wanted to share a quick video with you. It shows how you make an apple pie in my mod. I thought it would be a good showcase for some of the mechanics my mod has to offer. And if the video quality isnt so good, I’m sorry but its the only way I could upload the video on this platform :( Anyways see you around!
Hello people! I’ve been busy again. But before we dive into what I added I want to say thank you to everyone who rated my project so incredibly high. I couldn’t be happier with all the feedback you gave me. I want to address a few things though that I found which I think caused problems for some of the playtesters. I was under the assumption that the Modrinth version detection would work and therefor my mod was playable on all 1.21.X The problem is that the mod is only compatible with 1.21.1. As much as I would like to blame all of that on Modrinth I do have to admit that I could have just playtested it on the other versions. So to everyone who had problems with playing my mod I want to say a sorry and I hope that this fixes your issues. But now to what I’ve been doing the last couple of days: I’m from southern Germany and therefor I wanted to implement the most iconic dish from my region: Käsespätzle. Käsespätzle (something like cheese spaetzle in english) are like the german kind of noodles just baked with cheese. It may sound a but lame but trust me they are delicious. Now implementing them proved to be a bit more challenging than I had thought because I had no cheese whatsoever so I implemented that together with it’s aging mechanic. And furthermore spätzle are made on a special type of scraper which I also had to implement. It inserts the raw spätzle directly into the cooking pot. I’m currently also contemplating where I want to go with this mod. I’m not going to abandon it, that’s for sure but I just don’t know if i want to keep adding stuff in 1.21 or if I should migrate to the newest version of the game (that’s something that a lot of raters wanted) I’ll have to think about that a bit more but until then see you around!
Hey people! So I decided to start porting my mod to 26.2 because I hate myself or something. This creenshot really captures my current state of mind quite well, and I’m really contemplating why I decided to do this. Well, it’s the next logical step that’s why I did it but it’s till so annoying. But seriously, why does Mojang have to change their code in every update? Anyways, by the time I uploaded this devlog, I was able to port most of the items plus the model generator which roughly leaves the blocks + their entities and screens and everything, the tag datagen, the cookbook pages (I dont want to) and all the recipes. Damn that’s a lot of work why did I sign up for this. Anyways that’s all from me today, see you around!
Hi people! I have been quiet for a few days now but trust me I’ve been busy. The port to the newest Minecraft version is almost complete so be on the lookout for that. Since I last posted a devlog I updated all the items, tags and the loottable modifiers. Also I updated the playerJoinEvent that gives you a cookbook when you first join into a world. Now to the places that still need updating: The ModBlocks, but just those with a blockentity with crafting functions. Therefore ModEntites and the custom recipe types and generators are obviously still missing too. And probably the least amount of work will be updating the missing recipes in my ModRecipeProvider class (It auto generates all my recipes) I have already updated the vanilla style recipes so the ones in a crafting table or oven but my custom recipes are still missing. And of course I gotta debug all my code when all that is done. Anyways I hope I’ll finish this update at some time next week so I can finally start adding some new stuff. That being said I don’t think I’ll be able to code as much starting from Monday, because where I live school is starting again so yeah… Anyways that’s all from me today, hope to see you around!
Hi people! My CornGrinderRecipeBuilder works again! That also means that I managed to get my corn grinder as a whole at least to a state where I would assume that it runs again. So yes, I have reworked both the custom block, teh block entity and the recipe handling. And let’s just say I wouldnt exactly say that I had fun… It’s just really annoying trying to find out why i cant refer to a method in another class only to then find out that I forgot that I forgot to rename one type. To apply that to what cost me the most time, I tried to call my tick() method from my block entity in the custom block (so the crafting actually progresses) but I forgot to change the type of my blockEntityType and it referred to the wrong blockentity. It took me forever to catch that problem. Anyways only five more crafting blockentities I have to port over frustrated scream . I just hope it will be easier since i now roughly know what I’m supposed to do. I can only hope now that school starts again for me… Anyways that’s everything from me today, see you around!
Hi people! My cooking pot is now working! (Hopefully) It took me longer than I expected because I had a lot of “fun” with the codec of the recipes. But thankfully now that that’s working I can recycle a lot of code for my pan and mixer which will hopefully make that part a lot easier. The cutting board and scraper will probably be another story though. But I’m positive that I’ll be able to finish everything by the ned of the week. That’s all from me for today see you around!
Hi people! It’s looking a lot less red now, doesnt it? I’ve been able to update both the pan and the mixer to the newest version, and that leaves only the cutting board and the scraper before I’ll be able to finally run the game again (hopefully) So yeah I feel like I’m close to finally being finished with the update and then I can finally start working on actual new features. I want to add at least a little bit of actually new content before I ship again. Anyways that’s all from me for today, hope to see you around!
Hi people! I’ve been busy the last couple of days and I can now announce that I can finally run my game again in Minecraft 26.2. So the majority of the update is finished! That being said there are some to be fair kind of funny bugs that I still need to fix (and honestly right now I don’t really have a clue how but oh well I guess we’ll have to see) One example is that somehow my progress arrow in my menu does this really weird thing where it just duplicates a couple times and stretches weirdly across my screen. I mean I don’t know what I did but I’m sure there’s a way to fix that. And the other thing is that for some to me unknown reason, my display items are just red. For example on my cutting board. They’re not at all supposed to look like that and the issue is consistent across all my item renders… Yeah honestly no clue why. Also the display doesnt dissapear when you craft and item but I already had that issue with the last version and I managed to fix that so I’m sure that won’t be a big problem. There are some minor bugs that I still have to resolve, like the item models of my blocks not loading in correctly or my item displays in the cooking pot not working but I’m sure that won’t be too difficult. Anyways that’s all from me for today, I’ll see you around!
Hi people! This will probably be my last update in this challenge as I have now finally fixed the bugs that were bothering me. The item renderers work now and have their actual colors. Also the progress arrow is now only one arrow and not 100. I’ll be shipping my project now in the hopes that it will get accepted and rated as well as the last time I shipped. By the way this doesn’t mean I’m done with the mod at all, I still think it could use more updates and improvements so my development is by no means finished. It’ll just happen outside of this challenge and maybe not as frequent as it did now. Anyways that’s all from me for now, I’ll hope to see you around!
Ships:
Mine & Dine is a Minecraft mod that aims to overhaul the minecraft cooking system, because I always thought that it was a little bit shallow and lacked depth. Therefore I have set the goal for myself to transform the cooking system into something I always wanted. My mod adds five new blockentities and over 60 new items that do exactly that. (You can find a deeper explanation of the contents in my ReadMe) This mod is by far not finished but I think it’s gotten to a point where I would say it is playable and enjoyable, that’s why I decided to ship it now. What I’m especially proud of is how far my skills as a mod developer have come since I started this project. I have made a couple of smaller mods before the stardance challenge but never something quite like this. I was even able to upload it to Modrinth where the whole world can see it. (Modrinth is also the easiest way to play my mod) This step of shipping my first project really feels like I’ve achieved something. Thanks in advance to everyone who plays my mod, I hope you’ll enjoy it. If you encounter any bugs (And its not unlikely you do) please report them on my github page. Anyways that’s everything I have to say for now, see you around!
Mine & Dine is a Minecraft mod that aims to overhaul the minecraft cooking system, because I always thought that it was a little bit shallow and lacked depth. Therefore I have set the goal for myself to transform the cooking system into something I always wanted. My mod adds six new blockentities and over 70 new items that do exactly that. (You can find a deeper explanation of the contents in my ReadMe) This mod is by far not finished but I think it’s gotten to a point where I would say it is playable and enjoyable, that’s why I decided to ship it now. Especially now that I’ve successfully ported it to version 26.2. What I’m especially proud of is how far my skills as a mod developer have come since I started this project. I have made a couple of smaller mods before the stardance challenge but never something quite like this. I was even able to upload it to Modrinth where the whole world can see it. (Modrinth is also the easiest way to play my mod btw) This step of shipping my final project for this challenge really feels like I’ve achieved something. Thanks in advance to everyone who plays my mod, I hope you’ll enjoy it. If you encounter any bugs (And its not unlikely you do) please report them on my github page. Anyways that’s everything I have to say for now, see you around!...
|
1793310545.5823631
|
1793396945.5823631
|
|
65123
|
fine by @vyn | Stardance
|
vyn
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T19:43:08Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made my first os for fun i like mac os so i tired to get that smooth look", "repo": "https://github.com/luismcshrimp-design/os", "demo": "https://luismcshrimp-design.github.io/os"}]...
|
[{"post_id": 74613, "ts": "202 [{"post_id": 74613, "ts": "2026-09-27T19:40:57Z", "hours": 0.6994, "text": "goofy os my first ship"}]...
|
Title: fine by @vyn | Stardance
Devlogs:
goofy os Title: fine by @vyn | Stardance
Devlogs:
goofy os my first ship
Ships:
i made my first os for fun i like mac os so i tired to get that smooth look...
|
1793213692.1717207
|
1793300092.1717207
|
|
66140
|
Portfolio by @RishitJain | Stardance
|
RishitJain
|
0
|
5.03
|
0
|
[]
|
[{"post_id": 74614, "ts": "202 [{"post_id": 74614, "ts": "2026-09-27T19:41:09Z", "hours": 1.2111, "text": "Devlog 3: I worked on the transition animation -I made the gradient last the full screen -I added a projects header -I created a bento box like system for projects to be organised in -I added a sample interests tab"}, {"post_id": 74513, "ts": "2026-09-27T15:21:04Z", "hours": 2.3864, "text": "Devlog 2 I worked on my personal website -created a custom cursor with animations when hovering over links -created scroll animations for gradient -created glassmorphic navigation bar"}, {"post_id": 74226, "ts": "2026-09-27T00:05:55Z", "hours": 1.4342, "text": "Devlog 1: I designed the portfolio home page in Figma, before trying to implement it into code in HTML, CSS and JS -I designed the UI -Started coding the HTML index page -Navigation bar -Transitioning Gradient -Name and bio (H1 and H2) -Fixed a bunch of errors with my CSS and the transitioning fade effect in JS"}]...
|
Title: Portfolio by @RishitJain | Stardance
Devlo Title: Portfolio by @RishitJain | Stardance
Devlogs:
Devlog 1: I designed the portfolio home page in Figma, before trying to implement it into code in HTML, CSS and JS -I designed the UI -Started coding the HTML index page -Navigation bar -Transitioning Gradient -Name and bio (H1 and H2) -Fixed a bunch of errors with my CSS and the transitioning fade effect in JS
Devlog 2 I worked on my personal website -created a custom cursor with animations when hovering over links -created scroll animations for gradient -created glassmorphic navigation bar
Devlog 3: I worked on the transition animation -I made the gradient last the full screen -I added a projects header -I created a bento box like system for projects to be organised in -I added a sample interests tab...
|
1793094743.2767243
|
1793699543.2767243
|
|
9888
|
Strawberry 🍓 by @Kubik | Stardance
|
Kubik
|
0
|
6.54
|
0
|
[]
|
[{"post_id": 74617, "ts": "202 [{"post_id": 74617, "ts": "2026-09-27T19:45:08Z", "hours": 6.5392, "text": "HI!!! worked on this hackpad for a bit now What did I do :) custom PCB, made with KiCad (that’s screenshot 1 and 2), it’s 3 keys for actions and 4 for movements, and maybe a screen to display something…. not coded anything yet… 3d case in the shape of a pixel strawberry (screenshot 3), i’ll paint it to make it look super awesome and firmware code to just recognize the keys, but i’ll test it when i have the real hackpad and now? i’ll try and order the hackpad to build it myself in real life! and finish coding to make it all work"}]...
|
Title: Strawberry 🍓 by @Kubik | Stardance
Devlogs Title: Strawberry 🍓 by @Kubik | Stardance
Devlogs:
HI!!! worked on this hackpad for a bit now What did I do :) custom PCB, made with KiCad (that’s screenshot 1 and 2), it’s 3 keys for actions and 4 for movements, and maybe a screen to display something…. not coded anything yet… 3d case in the shape of a pixel strawberry (screenshot 3), i’ll paint it to make it look super awesome and firmware code to just recognize the keys, but i’ll test it when i have the real hackpad and now? i’ll try and order the hackpad to build it myself in real life! and finish coding to make it all work...
|
1792712981.3612282
|
1793317781.3612282
|
|
65538
|
LightWare by @OneShot | Stardance
|
OneShot
|
0
|
1.99
|
0
|
[]
|
[{"post_id": 74622, "ts": "202 [{"post_id": 74622, "ts": "2026-09-27T19:51:45Z", "hours": 1.9894, "text": "Made a main menu with custom buttons and a start animation :D . Also made a level scene , the different lights are the different lives . Also thats supposed to be a prism the game is themed around light"}]...
|
Title: LightWare by @OneShot | Stardance
Devlogs: Title: LightWare by @OneShot | Stardance
Devlogs:
Made a main menu with custom buttons and a start animation :D . Also made a level scene , the different lights are the different lives . Also thats supposed to be a prism the game is themed around light...
|
1793087671.5836174
|
1793692471.5836174
|
|
60054
|
KSYK Maps by @juusojuusto | Stardance
|
juusojuusto
|
1
|
15.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T20:08:21Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made KSYK Maps, a navigation app designed for Kulosaaren Yhteiskoulu in Helsinki, Finland. The idea is simple: ever get lost at school or not know where your next lesson is? KSYK Maps helps students and guests find their classrooms and navigate around the school using an interactive map. The project includes: Interactive school maps Classroom and room information Schedule integration Navigation between rooms Android app Admin tools Analytics and error logging Finnish and English support.", "repo": "https://github.com/JuusoJuusto/ksyk-maps", "demo": "https://ksykmaps.fi"}]...
|
[{"post_id": 74624, "ts": "202 [{"post_id": 74624, "ts": "2026-09-27T19:54:07Z", "hours": 15.0444, "text": "Ever get lost at school? KSYK Maps is built to solve exactly that. Developped for Kulosaaren Yhteiskoulu, KSYK Maps is a modern school navigation app designed to help students and guests find classrooms, navigate the school and stay on track with their schedules."}]...
|
Title: KSYK Maps by @juusojuusto | Stardance
Devl Title: KSYK Maps by @juusojuusto | Stardance
Devlogs:
Ever get lost at school? KSYK Maps is built to solve exactly that. Developped for Kulosaaren Yhteiskoulu, KSYK Maps is a modern school navigation app designed to help students and guests find classrooms, navigate the school and stay on track with their schedules.
Ships:
I made KSYK Maps, a navigation app designed for Kulosaaren Yhteiskoulu in Helsinki, Finland. The idea is simple: ever get lost at school or not know where your next lesson is? KSYK Maps helps students and guests find their classrooms and navigate around the school using an interactive map. The project includes: Interactive school maps Classroom and room information Schedule integration Navigation between rooms Android app Admin tools Analytics and error logging Finnish and English support....
|
1793206321.9049625
|
1793292721.9049625
|