|
66740
|
Python Ollama Chatbot by @GoodAron | Stardance
|
GoodAron
|
0
|
1.46
|
0
|
[]
|
[{"post_id": 75313, "ts": "202 [{"post_id": 75313, "ts": "2026-09-29T18:36:46Z", "hours": 1.1025, "text": "made the ai into a web app, starting now with tool calling setup based on ollama docs"}, {"post_id": 75167, "ts": "2026-09-29T11:03:38Z", "hours": 0.3583, "text": "got started with the project"}]...
|
Title: Python Ollama Chatbot by @GoodAron | Starda Title: Python Ollama Chatbot by @GoodAron | Stardance
Devlogs:
got started with the project
made the ai into a web app, starting now with tool calling setup based on ollama docs...
|
1793101921.9777637
|
1793706721.9777637
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18811
|
Frutiger OS by @ondy | Stardance
|
ondy
|
2
|
33.0
|
256
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T19:00:33Z", "hours": 23.0, "multiplier": 11.03, "payout": 256, "blessing": "neutral", "text": "A web-based operating system based on the infamous Frutiger Aero aesthetic of the mid 00s to early 10s. The reason i made this is that im big fan of this era and skeuomorphism, which i feel got killed by minimalism. some of the cool features: -working desktop environment(dragging apps, selection box, time, taskbar, window management…) -nostalgic boot animation and login -old stylized browser with nostalgic websites -og paint and notes programs -the nostalgic frutiger music player skins we all liked(i wasnt alive back then lol) -parody xbox app where you can play some of the popular games from back then I dont know what else to write here if you are interested check out the github readme.", "repo": "https://github.com/0ndyy/frutiger-os", "demo": "https://0ndyy.github.io/frutiger-os/"}, {"ship_num": 2, "ts": "2026-07-08T21:33:08Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Web based OS inspired by the Frutiger Aero aesthetic during 10s. I really enjoyed tweaking the CSS values to get the aesthetic just right, it was really fun and i implemented modular system for easy creation of new apps/elements, so i am planning on expanding this inti WebOS 2. If you want you can try it out here - https://0ndyy.github.io/frutiger-os/", "repo": "https://github.com/0ndyy/frutiger-os", "demo": "https://0ndyy.github.io/frutiger-os/"}]...
|
[{"post_id": 75315, "ts": "202 [{"post_id": 75315, "ts": "2026-09-29T18:52:06Z", "hours": 2.4547, "text": "Frutiger OS(Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 8(final) This is going to be the final devlog before finally shipping this thing, its been great and i learnt a lot especially how to actually get div where i want it😭 Since ast devlog i added some cool new desktop behaviour, web browser and boot animation, you can check it out all in the final video…"}, {"post_id": 75001, "ts": "2026-09-28T20:19:43Z", "hours": 3.3958, "text": "Frutiger OS(Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 7 I finally made the most fun part, games yall. Its basically a parody of xbox, i know some of the games are newer and not from the frutiger era but it still fun to mess around with. The games are saved as .swf files and run through ruffle."}, {"post_id": 73315, "ts": "2026-09-24T20:51:13Z", "hours": 4.4122, "text": "Frutiger OS (Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 6 For the past couple weeks i havent made much progress since i have been busy with life n stuff, but atleast i managed to make another music player skin. I feel like this one really fits with the whole aquatic/frutiger aero style - what do you think? Some of the time was also spent on making a new games app - stay tuned, hopefully i can finish this in time😭😭 As always, you can try the live demo on the github linked under the project or here - https://github.com/0ndyy/frutiger-os/tree/main"}, {"post_id": 45429, "ts": "2026-08-11T21:19:13Z", "hours": 4.8044, "text": "Frutiger OS (Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 5 For the past week i have been working on bringing the og windows media player skins into my os. It was quite a hassle, but eventually i managed to get a modular system working where i can add more skins in the future(stay tuned). For those who want to know how i pulled this off: there is a website - https://wmpskinsarchive.neocities.org/ with all the og skins in their original .wmz format. As it turns out the .wmz is basically just renamed .zip containing all the assets, although the assets are a mess - there is like 30+ images in .bmp format, some scripts, and magenta masks so you have to manually assemble it in photoshop remove the masks and get it to look good. Then you have to play for a while with your css file to correctly position and scale all of the buttons n stuff and thats it. I dont recommend anyone trying this shi😭 note: the reason some of the songs sound weird is because i used bitmap version not to mess with copyright scanning bots"}, {"post_id": 42582, "ts": "2026-08-07T12:24:29Z", "hours": 4.4, "text": "Frutiger OS (Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 4 I kinda forgot that im supposted to posts devlogs here, but long story short a lot new things happen since last devlog. I created a new logo, you can actually see it in the background, its a knock off of the old windows logo but HEXAGON, because hexagons are the bestagons. I made(found) a paint app, i actually didnt code the whole thing it uses a cool project called JSPaint, check it out - https://jspaint.app/ Which fits the aesthetic i was going for really well."}, {"post_id": 26894, "ts": "2026-07-11T22:57:53Z", "hours": 3.4314, "text": "Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 3 Today i created a windows 7 inspired working Control Panel app, you can currently -change wallpaper -disable some elements(menubar, taskbar, icons) I really enjoyed tuning some of the CSS components especially buttons and switches(since i implemented the modular system for the main windows in the last devlog) Im stil trying to submit my ship for WebOS 1 but they still wont accept it😭🙏. Appparently it looks like every othe AI slop and has no personality, i really dont understand how could they say something like this, anyway wish me luck."}, {"post_id": 25996, "ts": "2026-07-10T15:28:36Z", "hours": 0.2947, "text": "After first failed ship i realised i completelt forgot about me README.md. Im not too sure why its needed since this project cant be voted yet but its good to start earlt righ? You can check it out here - https://github.com/0ndyy/frutiger-os/blob/main/README.md"}, {"post_id": 24983, "ts": "2026-07-08T21:28:27Z", "hours": 2.0272, "text": "Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 2 My most recent addition was the taskbar, its heavily inspired by windows 7 era and i find it kind of sleek, it was actually way easier to implement than i originally thought. I also created a new settings/control panel app which was pretty quick using the css classes made in last devlog. If you wanna try it out, its avalible at - https://0ndyy.github.io/frutiger-os/"}, {"post_id": 21062, "ts": "2026-07-02T20:50:37Z", "hours": 3.1067, "text": "Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 1 In this devlog i developen my first proper app, its basically a simple notepad, i developed my own system for app creation in css so i can easily add different sizes of windows, sidebars, topbars, buttons exct. and reuse them all. Its still a little rought around the edges and i might need to start handling the performance issue, since the css blur is pretty resource intensive, but we will see what happens."}, {"post_id": 16585, "ts": "2026-06-26T23:36:04Z", "hours": 4.7756, "text": "Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 0 I implemented the basic steps from the tutorial, though since i didnt like some of the solutions i designed a lot of things to be more modular and future proof, let the video speak for itself. Its been quite fun so far, especially playing with the different css elements of the frutiger aesthetic."}]...
|
Title: Frutiger OS by @ondy | Stardance
Devlogs:
Title: Frutiger OS by @ondy | Stardance
Devlogs:
Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 0 I implemented the basic steps from the tutorial, though since i didnt like some of the solutions i designed a lot of things to be more modular and future proof, let the video speak for itself. Its been quite fun so far, especially playing with the different css elements of the frutiger aesthetic.
Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 1 In this devlog i developen my first proper app, its basically a simple notepad, i developed my own system for app creation in css so i can easily add different sizes of windows, sidebars, topbars, buttons exct. and reuse them all. Its still a little rought around the edges and i might need to start handling the performance issue, since the css blur is pretty resource intensive, but we will see what happens.
Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 2 My most recent addition was the taskbar, its heavily inspired by windows 7 era and i find it kind of sleek, it was actually way easier to implement than i originally thought. I also created a new settings/control panel app which was pretty quick using the css classes made in last devlog. If you wanna try it out, its avalible at - https://0ndyy.github.io/frutiger-os/
After first failed ship i realised i completelt forgot about me README.md. Im not too sure why its needed since this project cant be voted yet but its good to start earlt righ? You can check it out here - https://github.com/0ndyy/frutiger-os/blob/main/README.md
Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 3 Today i created a windows 7 inspired working Control Panel app, you can currently -change wallpaper -disable some elements(menubar, taskbar, icons) I really enjoyed tuning some of the CSS components especially buttons and switches(since i implemented the modular system for the main windows in the last devlog) Im stil trying to submit my ship for WebOS 1 but they still wont accept it😭🙏. Appparently it looks like every othe AI slop and has no personality, i really dont understand how could they say something like this, anyway wish me luck.
Frutiger OS (Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 4 I kinda forgot that im supposted to posts devlogs here, but long story short a lot new things happen since last devlog. I created a new logo, you can actually see it in the background, its a knock off of the old windows logo but HEXAGON, because hexagons are the bestagons. I made(found) a paint app, i actually didnt code the whole thing it uses a cool project called JSPaint, check it out - https://jspaint.app/ Which fits the aesthetic i was going for really well.
Frutiger OS (Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 5 For the past week i have been working on bringing the og windows media player skins into my os. It was quite a hassle, but eventually i managed to get a modular system working where i can add more skins in the future(stay tuned). For those who want to know how i pulled this off: there is a website - https://wmpskinsarchive.neocities.org/ with all the og skins in their original .wmz format. As it turns out the .wmz is basically just renamed .zip containing all the assets, although the assets are a mess - there is like 30+ images in .bmp format, some scripts, and magenta masks so you have to manually assemble it in photoshop remove the masks and get it to look good. Then you have to play for a while with your css file to correctly position and scale all of the buttons n stuff and thats it. I dont recommend anyone trying this shi😭 note: the reason some of the songs sound weird is because i used bitmap version not to mess with copyright scanning bots
Frutiger OS (Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 6 For the past couple weeks i havent made much progress since i have been busy with life n stuff, but atleast i managed to make another music player skin. I feel like this one really fits with the whole aquatic/frutiger aero style - what do you think? Some of the time was also spent on making a new games app - stay tuned, hopefully i can finish this in time😭😭 As always, you can try the live demo on the github linked under the project or here - https://github.com/0ndyy/frutiger-os/tree/main
Frutiger OS(Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 7 I finally made the most fun part, games yall. Its basically a parody of xbox, i know some of the games are newer and not from the frutiger era but it still fun to mess around with. The games are saved as .swf files and run through ruffle.
Frutiger OS(Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 8(final) This is going to be the final devlog before finally shipping this thing, its been great and i learnt a lot especially how to actually get div where i want it😭 Since ast devlog i added some cool new desktop behaviour, web browser and boot animation, you can check it out all in the final video…
Ships:
Web based OS inspired by the Frutiger Aero aesthetic during 10s. I really enjoyed tweaking the CSS values to get the aesthetic just right, it was really fun and i implemented modular system for easy creation of new apps/elements, so i am planning on expanding this inti WebOS 2. If you want you can try it out here - https://0ndyy.github.io/frutiger-os/
A web-based operating system based on the infamous Frutiger Aero aesthetic of the mid 00s to early 10s. The reason i made this is that im big fan of this era and skeuomorphism, which i feel got killed by minimalism. some of the cool features: -working desktop environment(dragging apps, selection box, time, taskbar, window management…) -nostalgic boot animation and login -old stylized browser with nostalgic websites -og paint and notes programs -the nostalgic frutiger music player skins we all liked(i wasnt alive back then lol) -parody xbox app where you can play some of the popular games from back then I dont know what else to write here if you are interested check out the github readme....
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1793303650.9417076
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1793390050.9417076
|
|
14288
|
YashOS by @jasiu25 | Stardance
|
jasiu25
|
0
|
3.98
|
0
|
[]
|
[{"post_id": 7532, "ts": "2026 [{"post_id": 7532, "ts": "2026-06-12T16:03:18Z", "hours": 1.9781, "text": "I’ve redesigned the UI and added the second draggable window!"}, {"post_id": 6107, "ts": "2026-06-10T08:37:37Z", "hours": 2.0022, "text": "I’ve done basic UI and closable window."}]...
|
Title: YashOS by @jasiu25 | Stardance
Devlogs:
I’ Title: YashOS by @jasiu25 | Stardance
Devlogs:
I’ve done basic UI and closable window.
I’ve redesigned the UI and added the second draggable window!...
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1793195603.015764
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1793800403.015764
|
|
66858
|
SIFT by @GoldenGhost | Stardance
|
GoldenGhost
|
0
|
1.25
|
0
|
[]
|
[{"post_id": 75325, "ts": "202 [{"post_id": 75325, "ts": "2026-09-29T19:10:05Z", "hours": 1.2475, "text": "Devlog #1 — INTRO & Scaffold and drive scanner HEY PEOPLE, your days of managing storage are over with SIFT What I built now - Project structure with a virtual environment and Git repo Central config file with folders Sift will never touch (VERRY IMP) SQLite database with a table that stores every file’s size and dates A scanner that walks a folder, skips system folders and half-downloaded files, and saves everything to the database A command that prints the 10 biggest files, plus a first automated test What I learned: How os.walk works and how to make it skip folders Why SQL should use placeholders Why try/execute is important Problems I hit: I hit various small syntax and defination problems in almost every file nothing major Next: a journal/log that records every change so any action can be undone."}]...
|
Title: SIFT by @GoldenGhost | Stardance
Devlogs:
Title: SIFT by @GoldenGhost | Stardance
Devlogs:
Devlog #1 — INTRO & Scaffold and drive scanner HEY PEOPLE, your days of managing storage are over with SIFT What I built now - Project structure with a virtual environment and Git repo Central config file with folders Sift will never touch (VERRY IMP) SQLite database with a table that stores every file’s size and dates A scanner that walks a folder, skips system folders and half-downloaded files, and saves everything to the database A command that prints the 10 biggest files, plus a first automated test What I learned: How os.walk works and how to make it skip folders Why SQL should use placeholders Why try/execute is important Problems I hit: I hit various small syntax and defination problems in almost every file nothing major Next: a journal/log that records every change so any action can be undone....
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1793102084.4874704
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1793706884.4874704
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64516
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Programme ERIZON by @nejenabinupa | Stardance
|
nejenabinupa
|
0
|
31.12
|
0
|
[]
|
[{"post_id": 75327, "ts": "202 [{"post_id": 75327, "ts": "2026-09-29T19:17:37Z", "hours": 1.7819, "text": "Did the final stuff and it’s ready"}, {"post_id": 74832, "ts": "2026-09-28T12:15:02Z", "hours": 7.9736, "text": "i added textures and martials to the ship and looking good so far need to make sum things and all good"}, {"post_id": 74044, "ts": "2026-09-26T16:14:11Z", "hours": 14.6467, "text": "i make a space ship thing and its look good so far"}, {"post_id": 72200, "ts": "2026-09-22T13:24:15Z", "hours": 6.7183, "text": "Make the earth modle using earth texture NASA have"}]...
|
Title: Programme ERIZON by @nejenabinupa | Stardan Title: Programme ERIZON by @nejenabinupa | Stardance
Devlogs:
Make the earth modle using earth texture NASA have
i make a space ship thing and its look good so far
i added textures and martials to the ship and looking good so far need to make sum things and all good
Did the final stuff and it’s ready...
|
1793065665.668396
|
1793670465.668396
|
|
40695
|
Agamemnon Armor From The Odyssey by @nejenabinupa Agamemnon Armor From The Odyssey by @nejenabinupa | Stardance...
|
nejenabinupa
|
1
|
46.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T22:14:49Z", "hours": 46.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "my Agamemnon Armor From The Odyssey that i make in 3d, all of the details are in the readme", "repo": "https://github.com/binupax6699/AGEMENMNON-ARMOR-3D-MODLE", "demo": "https://sketchfab.com/3d-models/agemenmnon-armor-3d-modle-ddb5b8fa0023412498e85a3ae109d622"}]...
|
[{"post_id": 75331, "ts": "202 [{"post_id": 75331, "ts": "2026-09-29T19:24:31Z", "hours": 3.1283, "text": "Finsh up the stuff and it’s good to go"}, {"post_id": 43114, "ts": "2026-08-08T06:24:45Z", "hours": 1.4717, "text": "Remake the textures with depth and more realistic colors,next will be baking the textures"}, {"post_id": 41351, "ts": "2026-08-05T14:41:59Z", "hours": 4.1028, "text": "I added a Sword to the armor set and make sum tweaks to the rig and now it’s good for animation"}, {"post_id": 38695, "ts": "2026-08-01T06:46:28Z", "hours": 10.6783, "text": "It took around 15h my addon got deactivated for no reason and that 5h got lost 😞, but i completed the armor and the rigging part fully need to add sum normal maps to give it sum small details for everything."}, {"post_id": 37106, "ts": "2026-07-29T16:12:54Z", "hours": 10.58, "text": "After long long time make thing much progress on making the body, now just need to clone up sum polygons Make the face from sculpting because of that there’s around 400k + faces and vertices but make the body light and have only 8.5 K faces and vertices"}, {"post_id": 36401, "ts": "2026-07-28T14:18:30Z", "hours": 9.4525, "text": "Agamemnon Helmet Cleaned up the helmet topology and cheek guards, Added the vertebrae spine, I optimization hair without a particle hair but with a custom alpha png images to make it fast And I Applied the final satin black metal, gold filigree trim. Now moving to the body and armor"}, {"post_id": 35922, "ts": "2026-07-27T17:52:20Z", "hours": 6.6144, "text": "Agamemnon Helmet Complete Base Mesh modeling for the Agamemnon helmet. "}]...
|
Title: Agamemnon Armor From The Odyssey by @nejena Title: Agamemnon Armor From The Odyssey by @nejenabinupa | Stardance
Devlogs:
Agamemnon Helmet Complete Base Mesh modeling for the Agamemnon helmet.
Agamemnon Helmet Cleaned up the helmet topology and cheek guards, Added the vertebrae spine, I optimization hair without a particle hair but with a custom alpha png images to make it fast And I Applied the final satin black metal, gold filigree trim. Now moving to the body and armor
After long long time make thing much progress on making the body, now just need to clone up sum polygons Make the face from sculpting because of that there’s around 400k + faces and vertices but make the body light and have only 8.5 K faces and vertices
It took around 15h my addon got deactivated for no reason and that 5h got lost 😞, but i completed the armor and the rigging part fully need to add sum normal maps to give it sum small details for everything.
I added a Sword to the armor set and make sum tweaks to the rig and now it’s good for animation
Remake the textures with depth and more realistic colors,next will be baking the textures
Finsh up the stuff and it’s good to go
Ships:
my Agamemnon Armor From The Odyssey that i make in 3d, all of the details are in the readme...
|
1793152532.8751
|
1793238932.8751
|
|
16385
|
Desktop Buddy by @Lightfury | Stardance
|
Lightfury
|
0
|
20.28
|
0
|
[]
|
[{"post_id": 75333, "ts": "202 [{"post_id": 75333, "ts": "2026-09-29T19:28:11Z", "hours": 0.9261, "text": "Integrated the custom and pomodoro timer with the main car finally donee!"}, {"post_id": 72770, "ts": "2026-09-23T18:26:35Z", "hours": 8.3636, "text": "⏱️ TimerAdded Pomodoro and Custom timer modes. Implemented countdown, start/pause, work/break phases, and completion alerts. -Added custom duration input with validation. -Added timer selection screen with Pomodoro/Custom options. -Added custom timer UI with background, fonts, and styling. -Implemented draggable timer windows. -Currently working on the right-click Exit menu for the timer window."}, {"post_id": 28836, "ts": "2026-07-15T10:47:32Z", "hours": 4.1825, "text": "Devlog 2 Cinder now slowly wags his tail Looks at what you do as you move your cursor Blinks his eyes periodically Displays different messages when you start using Cinder, based on the time of day Sleeps after 10+ minutes of inactivity In Development: To-do list integration Reminders integration Water reminders integration"}, {"post_id": 22975, "ts": "2026-07-05T17:35:21Z", "hours": 6.8122, "text": "Hi! Making a cute lil cat desktop buddy. Meet Cinder y’all !!!"}]...
|
Title: Desktop Buddy by @Lightfury | Stardance
De Title: Desktop Buddy by @Lightfury | Stardance
Devlogs:
Hi! Making a cute lil cat desktop buddy. Meet Cinder y’all !!!
Devlog 2 Cinder now slowly wags his tail Looks at what you do as you move your cursor Blinks his eyes periodically Displays different messages when you start using Cinder, based on the time of day Sleeps after 10+ minutes of inactivity In Development: To-do list integration Reminders integration Water reminders integration
⏱️ TimerAdded Pomodoro and Custom timer modes. Implemented countdown, start/pause, work/break phases, and completion alerts. -Added custom duration input with validation. -Added timer selection screen with Pomodoro/Custom options. -Added custom timer UI with background, fonts, and styling. -Implemented draggable timer windows. -Currently working on the right-click Exit menu for the timer window.
Integrated the custom and pomodoro timer with the main car finally donee!...
|
1792788546.8229952
|
1793393346.8229952
|
|
22612
|
RC car by @Sked | Stardance
|
Sked
|
1
|
58.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T21:57:08Z", "hours": 58.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own RC car in 1/10 scale because i always wanted one! When i was younger I always liked the idea of vehicles that you can control yourself So i decided to built one. I knew that this is going to be hard because this is my very first project like this and i was ready. It was really hard to start because i didnt know where and how. I used only to find good electronics and hardware for this project. I was deeply inspired by Robak 2 project. I took some ideas from it but every 3d model was made by me. I am very proud of myself because at the start i thought that i am not going to finish this project but i actually did. When i started building it i didn’t know about StarDance so i was building it for myself but now i released all 3D CAD files. It will be very hard to understand and built this car. I know that there is a lot of things that you can modify to make it better but for now i think its fine. I had a lot of fun building this RC car", "repo": "https://github.com/Sked777/RC-car-", "demo": ""}]...
|
[{"post_id": 75338, "ts": "202 [{"post_id": 75338, "ts": "2026-09-29T19:39:10Z", "hours": 10.6006, "text": "I am actually finishing this project. This is the last devlog. I finally printed the body and assembled it."}, {"post_id": 73990, "ts": "2026-09-26T14:07:47Z", "hours": 12.8336, "text": "This car needs a lot of work. one day everything broke and i spent like a week reprinting and reassembling everything. Also differentials were leaking so i took them apart, cleaned everything and reassembled"}, {"post_id": 69735, "ts": "2026-09-17T17:51:13Z", "hours": 10.0503, "text": "still working on the car. fixing a lot of things"}, {"post_id": 65335, "ts": "2026-09-10T12:41:51Z", "hours": 9.7836, "text": "I made it work but it keeps breaking, so Im constantly changing and reprinting a lot of parts. The battery is now fixed in place. I still Dont know what kind of body to give it"}, {"post_id": 59479, "ts": "2026-09-01T10:48:26Z", "hours": 11.0289, "text": "still working on my RC car! soon finishing it but i lost some parts and now im waiting for new ones and also i finally figured out suspension."}, {"post_id": 19577, "ts": "2026-06-30T22:24:11Z", "hours": 1.3336, "text": "I keep working on my car Today i did lower rear arm and it has holes for mounting shocks It will be a double wishbone suspension"}, {"post_id": 17888, "ts": "2026-06-28T20:30:44Z", "hours": 0.8167, "text": "Today i did an upper suspension arm for my RC car cant wait to complete this project and finally drive it"}, {"post_id": 17201, "ts": "2026-06-27T22:12:20Z", "hours": 1.2503, "text": "I am making my own RC car in approximately 1/10 scale i did base of the car before i found out of the Stardance challenge but now i am making rest of the car Today i started making wheel hubs and soon will be making suspension arms"}]...
|
Title: RC car by @Sked | Stardance
Devlogs:
I am Title: RC car by @Sked | Stardance
Devlogs:
I am making my own RC car in approximately 1/10 scale i did base of the car before i found out of the Stardance challenge but now i am making rest of the car Today i started making wheel hubs and soon will be making suspension arms
Today i did an upper suspension arm for my RC car cant wait to complete this project and finally drive it
I keep working on my car Today i did lower rear arm and it has holes for mounting shocks It will be a double wishbone suspension
still working on my RC car! soon finishing it but i lost some parts and now im waiting for new ones and also i finally figured out suspension.
I made it work but it keeps breaking, so Im constantly changing and reprinting a lot of parts. The battery is now fixed in place. I still Dont know what kind of body to give it
still working on the car. fixing a lot of things
This car needs a lot of work. one day everything broke and i spent like a week reprinting and reassembling everything. Also differentials were leaking so i took them apart, cleaned everything and reassembled
I am actually finishing this project. This is the last devlog. I finally printed the body and assembled it.
Ships:
I made my own RC car in 1/10 scale because i always wanted one! When i was younger I always liked the idea of vehicles that you can control yourself So i decided to built one. I knew that this is going to be hard because this is my very first project like this and i was ready. It was really hard to start because i didnt know where and how. I used only to find good electronics and hardware for this project. I was deeply inspired by Robak 2 project. I took some ideas from it but every 3d model was made by me. I am very proud of myself because at the start i thought that i am not going to finish this project but i actually did. When i started building it i didn’t know about StarDance so i was building it for myself but now i released all 3D CAD files. It will be very hard to understand and built this car. I know that there is a lot of things that you can modify to make it better but for now i think its fine. I had a lot of fun building this RC car...
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1793152066.933572
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1793238466.933572
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27764
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my hyprland dots by @Kristiyan | Stardance
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Kristiyan
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1
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30.47
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T20:31:15Z", "hours": 28.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "uhh, i just tried ricing hyprland, it includes for hyprland (ofc) swaync, waybar, fastfetch, kitty, rofi, starship, and wlogout, i dont know if the scripts work but i did mention i was bad at scripting, but to my knowledge the switcher.sh and install.sh(for arch users only my bad) should work fine but anyway yeah, that’s all i have for now", "repo": "https://github.com/KristiyanCodes/hyprland-dots", "demo": "https://raw.githubusercontent.com/KristiyanCodes/hyprland-dots/main/install.sh"}]...
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[{"post_id": 75345, "ts": "202 [{"post_id": 75345, "ts": "2026-09-29T19:59:08Z", "hours": 2.4667, "text": "uhh so my ship got denied so i’m gonna just post this devlog real quick to say that i significantly improved the install.sh"}, {"post_id": 69803, "ts": "2026-09-17T20:19:46Z", "hours": 1.0989, "text": "added a simple waybar switcher, didnt manage to do mutch, im not good at scripting :("}, {"post_id": 65030, "ts": "2026-09-09T20:43:57Z", "hours": 2.2372, "text": "finished starship config, it definitely took me some time to understand at first, but in the end i thing i got it pretty clean next thing im gonna do is try to make a theme switcher and add themes to switch to though they might be generic(ofc)"}, {"post_id": 61043, "ts": "2026-09-03T19:09:18Z", "hours": 2.0, "text": "so i finished the kitty config, now i’m gonna tinker and mess around with starship until i get something i like, i don’t know how long it’ll take so if your actually following this (which i don’t really think anyone is for now) just have patience if i take long"}, {"post_id": 59808, "ts": "2026-09-01T19:17:48Z", "hours": 8.0606, "text": "finished fastfetch config, from a blank file because i don’t like the ones “fastfetch –gen-config” provides, i also made it fit in half a terminal also switched from alacritty to kitty, idk what else to say, i might add a a kitty config now"}, {"post_id": 46494, "ts": "2026-08-13T19:00:39Z", "hours": 11.0997, "text": "so i kind forgot to devlog but apart from that lets get into what changed, last devlog we were working on waybar, now waybar is fully finished, and we also added wlogout, swaync, rofi(i decided to switch from wofi to rofi), and alacritty configurations, i also added a install.sh which only works on arch for now(because im not that good at shell scripts) and my wallpaper, we also improved the README.md quite a bit (i think), and currently im working on the fastfetch configuration"}, {"post_id": 22810, "ts": "2026-07-05T12:14:37Z", "hours": 1.1997, "text": "worked on waybar’s style.css and made some changes to config.jsonc"}, {"post_id": 20407, "ts": "2026-07-02T00:21:12Z", "hours": 2.3508, "text": "mostly finished hyprland configs, all i plan to add in the future is wlogout, started working on waybar configs"}]...
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Title: my hyprland dots by @Kristiyan | Stardance
Title: my hyprland dots by @Kristiyan | Stardance
Devlogs:
mostly finished hyprland configs, all i plan to add in the future is wlogout, started working on waybar configs
worked on waybar’s style.css and made some changes to config.jsonc
so i kind forgot to devlog but apart from that lets get into what changed, last devlog we were working on waybar, now waybar is fully finished, and we also added wlogout, swaync, rofi(i decided to switch from wofi to rofi), and alacritty configurations, i also added a install.sh which only works on arch for now(because im not that good at shell scripts) and my wallpaper, we also improved the README.md quite a bit (i think), and currently im working on the fastfetch configuration
finished fastfetch config, from a blank file because i don’t like the ones “fastfetch –gen-config” provides, i also made it fit in half a terminal also switched from alacritty to kitty, idk what else to say, i might add a a kitty config now
so i finished the kitty config, now i’m gonna tinker and mess around with starship until i get something i like, i don’t know how long it’ll take so if your actually following this (which i don’t really think anyone is for now) just have patience if i take long
finished starship config, it definitely took me some time to understand at first, but in the end i thing i got it pretty clean next thing im gonna do is try to make a theme switcher and add themes to switch to though they might be generic(ofc)
added a simple waybar switcher, didnt manage to do mutch, im not good at scripting :(
uhh so my ship got denied so i’m gonna just post this devlog real quick to say that i significantly improved the install.sh
Ships:
uhh, i just tried ricing hyprland, it includes for hyprland (ofc) swaync, waybar, fastfetch, kitty, rofi, starship, and wlogout, i dont know if the scripts work but i did mention i was bad at scripting, but to my knowledge the switcher.sh and install.sh(for arch users only my bad) should work fine but anyway yeah, that’s all i have for now...
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1793152503.0650988
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1793238903.0650988
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66446
|
Orbital Chaos by @sadman | Stardance
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sadman
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0
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3.39
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0
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[]
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[{"post_id": 75346, "ts": "202 [{"post_id": 75346, "ts": "2026-09-29T20:04:44Z", "hours": 0.5064, "text": "hi. i js built custom Web Audio API synths for pitch shifting launch sweeps and sub bass collision impacts without having to use any external mp3 files. also updated the physics loop with inelastic collision detection so planets smash, merge mass and conserve momentum instead of overlapping. these damn typos are so annoying man"}, {"post_id": 75328, "ts": "2026-09-29T19:17:38Z", "hours": 0.3475, "text": "finally got orbital pathing working so planets stop teleporting around like ghost vectors and actually leave some cool glowing motion trails on the canvas. i put a trail: [] history array onto every body, clamped the recording to 30 frames inside the physics loop so the canvas doesnt lag into oblivion, drew gradient opacity falloff (ctx.globalAlpha) for every path segment so trails fade out smoothly. also wired up a clean trails toggle in the telemetry sidebar to clear visual clutter whenever it gets too chaotic. the website is still quite laggy and everything just flies away for some reason. gotta fix it."}, {"post_id": 75029, "ts": "2026-09-28T22:21:42Z", "hours": 0.7711, "text": "its 4:18 am and im tired asl. added some more features and now gonna go sleep. added an interactive payload palette directly into the telemetry sidebar so you can toggle between launching standard planets, high-mass stars, and supermassive black holes. also built a purge reset button to wipe the grid clean whenever things get out of hand. ran into some very frustrating layout bugs where vite’s default CSS was locking #root to a fixed width and clipping the UI. reset it completely so now the radar monitor scales edge to edge. goodnight yall <3"}, {"post_id": 75019, "ts": "2026-09-28T21:22:46Z", "hours": 0.9536, "text": "gave orbital chaos a total UI overhaul! swapped out the generic dark background for a clean green telemetry radar layout type thing. added a side panel to track active bodies in real time. oh and also swapped the canvas grid for concentric radar circles + crosshairs. updated all typography to fit the theme of monospace. quite proud of the new design compared to what it was before"}, {"post_id": 74970, "ts": "2026-09-28T18:48:30Z", "hours": 0.8139, "text": "HELLO THIS IS MY FIRST DEVLOG ON MY NEW PROJECT! Got the core 2D N-body gravity simulation up and running in react and html5 canvas! built the physics loop from scratch so the planets pull on each other naturally tho its not quite implemented yet, having sm troubles. added a custom click-and-drag mechanic with trajectory previews so u can slingshot planets straight into orbit. ran into a few annoying typos and bugs while setting up bug controls but got em all sorted out. thinking of adding different object types like stars and black holes next! please let me know what you think of the idea guys, would really appreciate it!"}]...
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Title: Orbital Chaos by @sadman | Stardance
Devlo Title: Orbital Chaos by @sadman | Stardance
Devlogs:
HELLO THIS IS MY FIRST DEVLOG ON MY NEW PROJECT! Got the core 2D N-body gravity simulation up and running in react and html5 canvas! built the physics loop from scratch so the planets pull on each other naturally tho its not quite implemented yet, having sm troubles. added a custom click-and-drag mechanic with trajectory previews so u can slingshot planets straight into orbit. ran into a few annoying typos and bugs while setting up bug controls but got em all sorted out. thinking of adding different object types like stars and black holes next! please let me know what you think of the idea guys, would really appreciate it!
gave orbital chaos a total UI overhaul! swapped out the generic dark background for a clean green telemetry radar layout type thing. added a side panel to track active bodies in real time. oh and also swapped the canvas grid for concentric radar circles + crosshairs. updated all typography to fit the theme of monospace. quite proud of the new design compared to what it was before
its 4:18 am and im tired asl. added some more features and now gonna go sleep. added an interactive payload palette directly into the telemetry sidebar so you can toggle between launching standard planets, high-mass stars, and supermassive black holes. also built a purge reset button to wipe the grid clean whenever things get out of hand. ran into some very frustrating layout bugs where vite’s default CSS was locking #root to a fixed width and clipping the UI. reset it completely so now the radar monitor scales edge to edge. goodnight yall <3
finally got orbital pathing working so planets stop teleporting around like ghost vectors and actually leave some cool glowing motion trails on the canvas. i put a trail: [] history array onto every body, clamped the recording to 30 frames inside the physics loop so the canvas doesnt lag into oblivion, drew gradient opacity falloff (ctx.globalAlpha) for every path segment so trails fade out smoothly. also wired up a clean trails toggle in the telemetry sidebar to clear visual clutter whenever it gets too chaotic. the website is still quite laggy and everything just flies away for some reason. gotta fix it.
hi. i js built custom Web Audio API synths for pitch shifting launch sweeps and sub bass collision impacts without having to use any external mp3 files. also updated the physics loop with inelastic collision detection so planets smash, merge mass and conserve momentum instead of overlapping. these damn typos are so annoying man...
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1793098380.932702
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1793703180.932702
|
|
53309
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Infrared AC Schedular by @Ibrahim-Sayed | Stardanc Infrared AC Schedular by @Ibrahim-Sayed | Stardance...
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Ibrahim-Sayed
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1
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24.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T21:15:31Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a smart AC controller that is a standalone device that can clone your orignal ac remote signals then you can use the device to control it as a remote with daily schedules,one time events,a global webapp, a offline webapp, emergency cooling system and much more, i had difficulty with hardware as the biggest issue was the IR signals having soo little range, and turns out i plugged in my 2n2222 transistor wrong,and then i decreased the resistance values and set the transistor in correct posistion this time,then added a S8050 transistor in a darlington pair and now the range is more that a orignal remote’s! and CAD designing for the pcb enclosure was also super hard", "repo": "https://github.com/NINJA311-CODE/SMART-INFRARED_AC_SCHEDULER", "demo": ""}]...
|
[{"post_id": 75353, "ts": "202 [{"post_id": 75353, "ts": "2026-09-29T20:26:05Z", "hours": 0.3844, "text": "Devlog#6 THE PCB ARRIVED,but even though i looked forward to it,i decided to test it then the esp32 wont turn on even though all connections seemed fine on pcb,i even checked with multimeter continuity mode,then i checked the standalone esp32 then it worked, so i checked gnd and other connection in continuity mode, MANY DATA PINS WERE LITERALLY SHORTING WITH GND AND FEW OTHER TRACES LIKE 3V3! 😭😭😭😭 i was hoping to finally present it here on stardance,but i have to present the prototype as redesign pcb would take 10 days to arrrive!😭😭 i guess all thats left is to ship my project here’s the protoype working demo: https://youtu.be/KKiCB_PlKlA"}, {"post_id": 68846, "ts": "2026-09-15T21:08:31Z", "hours": 4.525, "text": "Devlog#5 I FINALLY COMPLETED THE HARDEST PART Once it arrives ,i gotta quicly assemble it then test it! im quite excited,this gonna be so cool Next devlog: gonna post a vid of my prototype,as im gonna disassemble it and assemble those parts onto the pcb."}, {"post_id": 63189, "ts": "2026-09-06T21:09:18Z", "hours": 3.5503, "text": "Devlog#4 SO FINALLY after constantly adjusting dimensions and having 0 xp in this kinda cad work and taking help with gemini,i completed 60% of my first ever cad model! which is a great feeling,the gap between the screw holes and pcb edge was troublesome! now i have to make cutouts for the display,ir led,vs1838b receiver and power cable. Now in the next devlog,I MUST COMPLETE THE CAD MODEL AND PLACE THE ORDER! wish me luck for completing this quick, later i gotta assemble everything and show ya’ll the protype vid before that! comment what improvements to add to my product,read the project details on my page as i didnt make any readme file yet."}, {"post_id": 57588, "ts": "2026-08-29T19:38:42Z", "hours": 8.1497, "text": "DEVLOG#3 i was learning to create the enclosure from yt,then i thought of exporting the 3d pcb model with the components from easyeda,when i viewed the pcb on the easyeda,I realised i made quite a fatal miastake that wouldve been a disaster,my dimension calculations were wrong! SO AFTER HOURS OF HEADACHE OF RE-DESIGNING THE PCB LAYOUT ON A COMPLETELY NEW UI OF EASYEDA PRO! I FINALLY ADDED IT INTO THE CART THEN TO CONTINUE THE HEADACHE OF DESIGNING THE ENCLOSURE WITH 0 KNOWLEDGE,took much help from gemini for the pcb re design on the new non-familiar pro version,then yt for some cad modelling,becuz of easyeda pro,i burnt so much time D: TIP: DONT TRUST THE CALCULATIONS OF MODULES U WILL SOLDER ON UR PCB,CROSS-CHECK WITH 3D VIEW IG in the next devlog i’d complete the plastic enclosure atlast!"}, {"post_id": 55201, "ts": "2026-08-26T18:34:17Z", "hours": 2.6669, "text": "Devlog#2 So i have successfully completed phase 2 of designing my pcb,from my previous devlog my design with smt assembly had reached 52$ which was overpriced,so i re-designed the pcb by removing the separate battery holder,resistors,decoupling caps and that expensive RTC chip. since i should be soldering everything myself, i decided to solder all the components from my breadboard onto the pcb which felt like a genius idea! so i updated the footprints so i can solder the ds3231 module directly on the back of the board and the tactile button footprints as well. IDK why designing pcbs gets me nervous that i might make a mistake thatll waste the money and bcuz of tht the process takes hours! so after completing the layout and saving the 5 bare boards in cart with a coupon,NOW THE TOTAL IS 8.7$..AWSOME! :D with that,phase 2 is complete,IN the next devlog i will have completed the CAD design of the outer cover that i will order from the same vendor,unfortunately i had to remove the buzzer from the schematics of my breadboard here cuz i had no space! i wonder how engineers even remember part numbers cuz i have to get all the components infos from gemini"}, {"post_id": 54648, "ts": "2026-08-25T17:58:11Z", "hours": 5.1381, "text": "I shouldve joined stardance before i made the prototype Why I Built This A month ago I was prepping for a 25-day summer vacation, and every time I leave my house, my room literally turns into an oven. Leaving the AC running 24/7 destroys the electricity bill, but turning it completely off means returning to melted stuff, fried electronics, and dead room plants. So I built a smart ESP32 IR controller to manage the AC automatically while I was away—you just plug it into any regular 5V wall adapter to keep it powered continuously, and let it do its thing! Coding the Firmware w/ Claude Since the firmware needed to handle real-time MQTT, an OLED menu, schedule tracking, and saving IR codes, I used Claude to generate and structure the C++/Arduino code.Universal IR Remote Cloning: It has a “Register New AC” option right on the OLED. You point any factory remote at it, it decodes the IR pulses, and saves them straight to flash memory so it stays saved even after a reboot.Global App + Offline Buttons: I built a phone web app using Lovable + MQTT so I can check room temp and toggle settings from anywhere in the world. If the internet drops, there’s a 6-button physical menu on the device to control everything offline. Auto Emergency Cooling: If the room temp hits 33°C, the ESP32 automatically kicks the AC on by itself so things don’t boil. Hardware Fix: The Darlington Pair Boost: During early testing, the IR LEDs couldn’t reach the AC unit across the room. After debugging the circuit w/ Gemini, I found out my transistor wiring was off. I fixed it by pairing the original 2N2222 with an S8050 to make a Darlington Pair. The extra current boost made the IR signal blast even further than the original factory remote! 25-Day Vacation Test & The $16 Price Shock I left this messy breadboard setup plugged into a 5V phone adapter and running unattended for 25 straight days while on vacation, and it worked flawlessly without crashing once.Now I’m turning the prototype into an actual polished PCB (upgrading the cheap DHT11 to an SHT40) and was working for some hours on it and asked the component stock infos from gemini. But right when I went to order, the standalone RTC chip spiked the total bill by $16 cuz of component pricing! Next log: fixing the schematic w/ a cheaper RTC chip and starting the 3D printed case! in the future devlogs,i will post a vid which shows almost all the functions of the prototype."}]...
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Title: Infrared AC Schedular by @Ibrahim-Sayed | S Title: Infrared AC Schedular by @Ibrahim-Sayed | Stardance
Devlogs:
I shouldve joined stardance before i made the prototype Why I Built This A month ago I was prepping for a 25-day summer vacation, and every time I leave my house, my room literally turns into an oven. Leaving the AC running 24/7 destroys the electricity bill, but turning it completely off means returning to melted stuff, fried electronics, and dead room plants. So I built a smart ESP32 IR controller to manage the AC automatically while I was away—you just plug it into any regular 5V wall adapter to keep it powered continuously, and let it do its thing! Coding the Firmware w/ Claude Since the firmware needed to handle real-time MQTT, an OLED menu, schedule tracking, and saving IR codes, I used Claude to generate and structure the C++/Arduino code.Universal IR Remote Cloning: It has a “Register New AC” option right on the OLED. You point any factory remote at it, it decodes the IR pulses, and saves them straight to flash memory so it stays saved even after a reboot.Global App + Offline Buttons: I built a phone web app using Lovable + MQTT so I can check room temp and toggle settings from anywhere in the world. If the internet drops, there’s a 6-button physical menu on the device to control everything offline. Auto Emergency Cooling: If the room temp hits 33°C, the ESP32 automatically kicks the AC on by itself so things don’t boil. Hardware Fix: The Darlington Pair Boost: During early testing, the IR LEDs couldn’t reach the AC unit across the room. After debugging the circuit w/ Gemini, I found out my transistor wiring was off. I fixed it by pairing the original 2N2222 with an S8050 to make a Darlington Pair. The extra current boost made the IR signal blast even further than the original factory remote! 25-Day Vacation Test & The $16 Price Shock I left this messy breadboard setup plugged into a 5V phone adapter and running unattended for 25 straight days while on vacation, and it worked flawlessly without crashing once.Now I’m turning the prototype into an actual polished PCB (upgrading the cheap DHT11 to an SHT40) and was working for some hours on it and asked the component stock infos from gemini. But right when I went to order, the standalone RTC chip spiked the total bill by $16 cuz of component pricing! Next log: fixing the schematic w/ a cheaper RTC chip and starting the 3D printed case! in the future devlogs,i will post a vid which shows almost all the functions of the prototype.
Devlog#2 So i have successfully completed phase 2 of designing my pcb,from my previous devlog my design with smt assembly had reached 52$ which was overpriced,so i re-designed the pcb by removing the separate battery holder,resistors,decoupling caps and that expensive RTC chip. since i should be soldering everything myself, i decided to solder all the components from my breadboard onto the pcb which felt like a genius idea! so i updated the footprints so i can solder the ds3231 module directly on the back of the board and the tactile button footprints as well. IDK why designing pcbs gets me nervous that i might make a mistake thatll waste the money and bcuz of tht the process takes hours! so after completing the layout and saving the 5 bare boards in cart with a coupon,NOW THE TOTAL IS 8.7$..AWSOME! :D with that,phase 2 is complete,IN the next devlog i will have completed the CAD design of the outer cover that i will order from the same vendor,unfortunately i had to remove the buzzer from the schematics of my breadboard here cuz i had no space! i wonder how engineers even remember part numbers cuz i have to get all the components infos from gemini
DEVLOG#3 i was learning to create the enclosure from yt,then i thought of exporting the 3d pcb model with the components from easyeda,when i viewed the pcb on the easyeda,I realised i made quite a fatal miastake that wouldve been a disaster,my dimension calculations were wrong! SO AFTER HOURS OF HEADACHE OF RE-DESIGNING THE PCB LAYOUT ON A COMPLETELY NEW UI OF EASYEDA PRO! I FINALLY ADDED IT INTO THE CART THEN TO CONTINUE THE HEADACHE OF DESIGNING THE ENCLOSURE WITH 0 KNOWLEDGE,took much help from gemini for the pcb re design on the new non-familiar pro version,then yt for some cad modelling,becuz of easyeda pro,i burnt so much time D: TIP: DONT TRUST THE CALCULATIONS OF MODULES U WILL SOLDER ON UR PCB,CROSS-CHECK WITH 3D VIEW IG in the next devlog i’d complete the plastic enclosure atlast!
Devlog#4 SO FINALLY after constantly adjusting dimensions and having 0 xp in this kinda cad work and taking help with gemini,i completed 60% of my first ever cad model! which is a great feeling,the gap between the screw holes and pcb edge was troublesome! now i have to make cutouts for the display,ir led,vs1838b receiver and power cable. Now in the next devlog,I MUST COMPLETE THE CAD MODEL AND PLACE THE ORDER! wish me luck for completing this quick, later i gotta assemble everything and show ya’ll the protype vid before that! comment what improvements to add to my product,read the project details on my page as i didnt make any readme file yet.
Devlog#5 I FINALLY COMPLETED THE HARDEST PART Once it arrives ,i gotta quicly assemble it then test it! im quite excited,this gonna be so cool Next devlog: gonna post a vid of my prototype,as im gonna disassemble it and assemble those parts onto the pcb.
Devlog#6 THE PCB ARRIVED,but even though i looked forward to it,i decided to test it then the esp32 wont turn on even though all connections seemed fine on pcb,i even checked with multimeter continuity mode,then i checked the standalone esp32 then it worked, so i checked gnd and other connection in continuity mode, MANY DATA PINS WERE LITERALLY SHORTING WITH GND AND FEW OTHER TRACES LIKE 3V3! 😭😭😭😭 i was hoping to finally present it here on stardance,but i have to present the prototype as redesign pcb would take 10 days to arrrive!😭😭 i guess all thats left is to ship my project here’s the protoype working demo: https://youtu.be/KKiCB_PlKlA
Ships:
i made a smart AC controller that is a standalone device that can clone your orignal ac remote signals then you can use the device to control it as a remote with daily schedules,one time events,a global webapp, a offline webapp, emergency cooling system and much more, i had difficulty with hardware as the biggest issue was the IR signals having soo little range, and turns out i plugged in my 2n2222 transistor wrong,and then i decreased the resistance values and set the transistor in correct posistion this time,then added a S8050 transistor in a darlington pair and now the range is more that a orignal remote’s! and CAD designing for the pcb enclosure was also super hard...
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1793152381.1923623
|
1793238781.1923623
|
|
66590
|
Mini Keyboard by @Finley | Stardance
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Finley
|
0
|
1.77
|
0
|
[]
|
[{"post_id": 75355, "ts": "202 [{"post_id": 75355, "ts": "2026-09-29T20:35:50Z", "hours": 1.7658, "text": "Completed: 1st PCB + 3D Design! :)"}]...
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Title: Mini Keyboard by @Finley | Stardance
Devlo Title: Mini Keyboard by @Finley | Stardance
Devlogs:
Completed: 1st PCB + 3D Design! :)...
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1793101704.937592
|
1793706504.937592
|
|
46730
|
Perigee 3D Printer by @reyansh_tyagi12 | Stardance
|
reyansh_tyagi12
|
0
|
33.65
|
0
|
[]
|
[{"post_id": 75358, "ts": "202 [{"post_id": 75358, "ts": "2026-09-29T20:50:23Z", "hours": 1.2167, "text": "Oops… So I forgot to add an important part to my project which was the PSU, but all done now and I am ONCE AGAIN ready to submit. Also added wiring diagrams"}, {"post_id": 71444, "ts": "2026-09-20T20:40:22Z", "hours": 5.3672, "text": "This is even more awkward… Finally submitted after ages but its fine. Fingers crossed they say yes. Kept forgetting parts I needed for my BOM"}, {"post_id": 70668, "ts": "2026-09-19T15:43:29Z", "hours": 10.0489, "text": "NEW NAME I’ve decided to rebrand to Umbris becasue it’s linked to the stars and stuff so I thought it would be more on brand. Well, this is embarassing… So I still haven’t submitted for funding because I spent AGES working on my movement system and now on my BOM but I’m ABOUT to finish I swear. I just need to wrap up what I’m doing rn and submit my design so fingers crossed they approve. Seriously this time, it might be my last ever devlog if I don’t get funds for it. Thanks so much to everyone for the support, especially for my first ever hackclub event"}, {"post_id": 62840, "ts": "2026-09-06T11:29:02Z", "hours": 12.3778, "text": "RIP CUBE What I’ve done So I’m super close to being done now and my project is finally about to leave the CAD phase but I need to log my time because apparently only 10 hours will actually be counted. Anyways so, I’ve removed the frame which I spent 3 hours on 😢 but it’s fine cuz it’s all coming together. I decided on the Apogee FAT toolhead after about 3 hours of debate and I’m pretty happy with how it turned out. Literally all I have left is making the belts and pulleys to move my gantry and choosing a mobo. Thanks again for reading through this, and maybe goodbye, because I don’t know if I’m gonna get approved for my funding. In case I don’t, it’s been great working on this project and I’m really happy I got the chance to try something like this."}, {"post_id": 59477, "ts": "2026-09-01T10:46:01Z", "hours": 3.0175, "text": "CAD IS HARD Devlog 3 I didnt expect this to take so long but the outer frame is FINALLY done. Now I just need to work on adding the hardware which could take another 3-6 hours 😅. What I actually did Pretty self explanatory but I built the frame which my 3d printer will fit in and also did a little research into how I can fit the extrusions together. (Yes, I KNOW I SPENT 3 HOURS MAKING A CUBE, I’m still new to CAD so I haven’t got the hang of it yet) What I’m gonna do I’ll try finish it later today and collect my bill of materials to get my parts in. P.S. Does anyone know if writing a Bill of Materials can be recorded as extra time or not? I’m not sure why it wouldn’t be but I just wanna be careful. Thanks for reading, if you could follow, i’d be insanely grateful and it would really help me stay motivated and speed through this project."}, {"post_id": 54381, "ts": "2026-08-25T11:09:25Z", "hours": 1.0503, "text": "Devlog 2 What I’ve been up to I’ve been REALLY lazy with this project and haven’t done a lot because I can’t be bothered to learn CAD. BUT TRUST ME I’M LOCKED IN NOW. I’ve started to motivate myself a bit more and I’m finally picking up speed. I’ve been using onshape and until 10 minutes ago didnt really get how it worked. I’ve finally figured out the huge mistake I was making which was stopping me from selecting my sketches and I’m really embarrassed that such a big problem came from me not dragging one component down. What I’ve gotta do before next devlog I need to make the frame for outlining my build and figure out how I’ll be connecting everything together. Thanks for everyone reading through all of this and if you have make sure to HIT THAT HEART AND FOLLOW! Okay that was corny… just forget that happened. but seriously please make sure to follow my project, I would be over the moon. Or should I say… over the stars. By the way, BEHOLD THE FRUITS OF MY 1 HOUR OF LABOUR. A SINGLE ALUMINIUM EXTRUSION. Okay seriously done now."}, {"post_id": 45788, "ts": "2026-08-12T14:31:13Z", "hours": 0.5669, "text": "Devlog 1 Intro This is my first devlog of hopefully many as I start work on my design for a 3D Printer. I’ve had this idea for a while now and I’m really excited to finally get the chance to bring this into the real world. I’ve spent a lot of time before joining stardance researching about types of 3d printers and their movement systems for this project which has definitely involved lot of just bouncing my ideas off Gemini to see why it might fail. I also know that AI isn’t the best place to get ideas and a lot of the time it can make mistakes which is why I’d be super grateful if someone more experienced could point out any problems and mistakes I might have made as well as anything I forgot to think about. What I’ve been up to Recently I’ve been working on figuring out how I can attach my lead screws for my Z Axis to the rest of my frame. While I’m still not completely sure about it, I did manage to find a 3D model for a lead screw to linear rail “converter”. If anybody who sees this knows anything about a simpler way to do this, please give a quick reply to this post because that would save my life. I hope I didn’t bore you guys and thanks for reading through all this. Note -I don’t think I can post this without a picture so I’ve attached a super quick design from tinkercad. I need to install the cooling system back in my laptop so haven’t been able to use any CAD software until that’s done."}]...
|
Title: Perigee 3D Printer by @reyansh_tyagi12 | St Title: Perigee 3D Printer by @reyansh_tyagi12 | Stardance
Devlogs:
Devlog 1 Intro This is my first devlog of hopefully many as I start work on my design for a 3D Printer. I’ve had this idea for a while now and I’m really excited to finally get the chance to bring this into the real world. I’ve spent a lot of time before joining stardance researching about types of 3d printers and their movement systems for this project which has definitely involved lot of just bouncing my ideas off Gemini to see why it might fail. I also know that AI isn’t the best place to get ideas and a lot of the time it can make mistakes which is why I’d be super grateful if someone more experienced could point out any problems and mistakes I might have made as well as anything I forgot to think about. What I’ve been up to Recently I’ve been working on figuring out how I can attach my lead screws for my Z Axis to the rest of my frame. While I’m still not completely sure about it, I did manage to find a 3D model for a lead screw to linear rail “converter”. If anybody who sees this knows anything about a simpler way to do this, please give a quick reply to this post because that would save my life. I hope I didn’t bore you guys and thanks for reading through all this. Note -I don’t think I can post this without a picture so I’ve attached a super quick design from tinkercad. I need to install the cooling system back in my laptop so haven’t been able to use any CAD software until that’s done.
Devlog 2 What I’ve been up to I’ve been REALLY lazy with this project and haven’t done a lot because I can’t be bothered to learn CAD. BUT TRUST ME I’M LOCKED IN NOW. I’ve started to motivate myself a bit more and I’m finally picking up speed. I’ve been using onshape and until 10 minutes ago didnt really get how it worked. I’ve finally figured out the huge mistake I was making which was stopping me from selecting my sketches and I’m really embarrassed that such a big problem came from me not dragging one component down. What I’ve gotta do before next devlog I need to make the frame for outlining my build and figure out how I’ll be connecting everything together. Thanks for everyone reading through all of this and if you have make sure to HIT THAT HEART AND FOLLOW! Okay that was corny… just forget that happened. but seriously please make sure to follow my project, I would be over the moon. Or should I say… over the stars. By the way, BEHOLD THE FRUITS OF MY 1 HOUR OF LABOUR. A SINGLE ALUMINIUM EXTRUSION. Okay seriously done now.
CAD IS HARD Devlog 3 I didnt expect this to take so long but the outer frame is FINALLY done. Now I just need to work on adding the hardware which could take another 3-6 hours 😅. What I actually did Pretty self explanatory but I built the frame which my 3d printer will fit in and also did a little research into how I can fit the extrusions together. (Yes, I KNOW I SPENT 3 HOURS MAKING A CUBE, I’m still new to CAD so I haven’t got the hang of it yet) What I’m gonna do I’ll try finish it later today and collect my bill of materials to get my parts in. P.S. Does anyone know if writing a Bill of Materials can be recorded as extra time or not? I’m not sure why it wouldn’t be but I just wanna be careful. Thanks for reading, if you could follow, i’d be insanely grateful and it would really help me stay motivated and speed through this project.
RIP CUBE What I’ve done So I’m super close to being done now and my project is finally about to leave the CAD phase but I need to log my time because apparently only 10 hours will actually be counted. Anyways so, I’ve removed the frame which I spent 3 hours on 😢 but it’s fine cuz it’s all coming together. I decided on the Apogee FAT toolhead after about 3 hours of debate and I’m pretty happy with how it turned out. Literally all I have left is making the belts and pulleys to move my gantry and choosing a mobo. Thanks again for reading through this, and maybe goodbye, because I don’t know if I’m gonna get approved for my funding. In case I don’t, it’s been great working on this project and I’m really happy I got the chance to try something like this.
NEW NAME I’ve decided to rebrand to Umbris becasue it’s linked to the stars and stuff so I thought it would be more on brand. Well, this is embarassing… So I still haven’t submitted for funding because I spent AGES working on my movement system and now on my BOM but I’m ABOUT to finish I swear. I just need to wrap up what I’m doing rn and submit my design so fingers crossed they approve. Seriously this time, it might be my last ever devlog if I don’t get funds for it. Thanks so much to everyone for the support, especially for my first ever hackclub event
This is even more awkward… Finally submitted after ages but its fine. Fingers crossed they say yes. Kept forgetting parts I needed for my BOM
Oops… So I forgot to add an important part to my project which was the PSU, but all done now and I am ONCE AGAIN ready to submit. Also added wiring diagrams...
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1793145365.2607782
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1793750165.2607782
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51327
|
rinnieOS by @erin3 | Stardance
|
erin3
|
2
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T20:58:44Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a WebOS for the WebOS mission, with a bookmarker app for reading notes, a calculator, settings, a calendar, and a small weather feature. It was so fun to make and I have learnt so much!", "repo": "https://github.com/rinnie3/rinnieOS", "demo": "https://rinnie3.github.io/rinnieOS/"}, {"ship_num": 2, "ts": "2026-08-21T18:26:19Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a WebOS for the first time, with 3 apps and some customisable features! I had some difficulty with using CSS for the styles, but overall, I enjoyed making my OS :D.", "repo": "https://github.com/rinnie3/rinnieOS", "demo": "https://rinnie3.github.io/rinnieOS/"}]...
|
[{"post_id": 75360, "ts": "202 [{"post_id": 75360, "ts": "2026-09-29T20:50:29Z", "hours": 3.6728, "text": "I am now finished my OS! I added a calendar app, and on the taskbar, it now shows which apps are open and is a shortcut to access each one (i am not sure how useful this is but I wanted to add a new feature)."}, {"post_id": 74571, "ts": "2026-09-27T17:29:34Z", "hours": 5.0453, "text": "I fixed many problems (which I discovered eventually) on my OS and developed the apps: bookmarker app - I added a search feature, and an edit feature to edit past notes. I also developed the calculator by changing the order of the numbers - i don’t know why I hadn’t already because the numbers were descending from 9 strangely, but… and I also added a percentage and negative/positive number function. In the settings app, I made the window colour editable as an appearance option. I want to add a few more apps, now that I have gotten the hang of creating and developing them but I hope I get it finished before Stardance challenge finishes ><"}, {"post_id": 51789, "ts": "2026-08-21T17:06:32Z", "hours": 3.0625, "text": "I now have three working apps! And a weather/calendar feature. I tried to make it more customisable by adding a settings feature where you can change the background colour, font, and whether or not to have translucent windows for the welcome and calendar windows (as even I wasn’t sure about the translucent ;D). I think I have finished my first OS! I am glad I got to code in 3 different languages as well."}, {"post_id": 50852, "ts": "2026-08-20T09:16:48Z", "hours": 2.0339, "text": "I added my first app! (it doesn’t work yet though…) I also found some problems like when I dragged the window, it kept changing size but I managed to fix them. I also made the background of the window slightly transparent, although I am not completely sure that I like it. :D"}, {"post_id": 50314, "ts": "2026-08-19T14:05:27Z", "hours": 1.0508, "text": "Continuing to improve my OS: I managed to add a door handle and a window header, but I’m not quite sure what the door handle is for… I think the window header makes it look much neater however. (^v^) I also added a close button but for some reason I can’t add an open on the window as well, so I made it come out of the rinnieOS label on the top bar."}, {"post_id": 50249, "ts": "2026-08-19T12:20:46Z", "hours": 1.6039, "text": "Making my first OS: The guide was very helpful so I have been able to develop it. I am glad I was able to work out how to use the dragging feature on my window and get the time to work. I am still working on trying to add a handle and to get it to open and close - I hope I can do it! :D"}]...
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Title: rinnieOS by @erin3 | Stardance
Devlogs:
Ma Title: rinnieOS by @erin3 | Stardance
Devlogs:
Making my first OS: The guide was very helpful so I have been able to develop it. I am glad I was able to work out how to use the dragging feature on my window and get the time to work. I am still working on trying to add a handle and to get it to open and close - I hope I can do it! :D
Continuing to improve my OS: I managed to add a door handle and a window header, but I’m not quite sure what the door handle is for… I think the window header makes it look much neater however. (^v^) I also added a close button but for some reason I can’t add an open on the window as well, so I made it come out of the rinnieOS label on the top bar.
I added my first app! (it doesn’t work yet though…) I also found some problems like when I dragged the window, it kept changing size but I managed to fix them. I also made the background of the window slightly transparent, although I am not completely sure that I like it. :D
I now have three working apps! And a weather/calendar feature. I tried to make it more customisable by adding a settings feature where you can change the background colour, font, and whether or not to have translucent windows for the welcome and calendar windows (as even I wasn’t sure about the translucent ;D). I think I have finished my first OS! I am glad I got to code in 3 different languages as well.
I fixed many problems (which I discovered eventually) on my OS and developed the apps: bookmarker app - I added a search feature, and an edit feature to edit past notes. I also developed the calculator by changing the order of the numbers - i don’t know why I hadn’t already because the numbers were descending from 9 strangely, but… and I also added a percentage and negative/positive number function. In the settings app, I made the window colour editable as an appearance option. I want to add a few more apps, now that I have gotten the hang of creating and developing them but I hope I get it finished before Stardance challenge finishes ><
I am now finished my OS! I added a calendar app, and on the taskbar, it now shows which apps are open and is a shortcut to access each one (i am not sure how useful this is but I wanted to add a new feature).
Ships:
I made a WebOS for the first time, with 3 apps and some customisable features! I had some difficulty with using CSS for the styles, but overall, I enjoyed making my OS :D.
I made a WebOS for the WebOS mission, with a bookmarker app for reading notes, a calculator, settings, a calendar, and a small weather feature. It was so fun to make and I have learnt so much!...
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1793264075.9895957
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1793350475.9895957
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21678
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PyDesk by @Gooderswills | Stardance
|
Gooderswills
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3
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13.0
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52
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T21:38:04Z", "hours": 7.0, "multiplier": 4.22, "payout": 28, "blessing": "neutral", "text": "This has been a massive improvement to PyDesk, I have added an itch.io page, a website, many dev features (contributing guide, ticket stats) and a whole load of minor improvements, bug fixes and enhancements, check the github commit history for the full details or check the last devlogs, please look at the website and contributing guide if you want to help.", "repo": "https://github.com/Gooderswills/PyDesk", "demo": "https://github.com/Gooderswills/PyDesk/releases"}, {"ship_num": 2, "ts": "2026-09-13T17:21:08Z", "hours": 3.0, "multiplier": 4.32, "payout": 15, "blessing": "neutral", "text": "I have spent a lot of time over the past days/maybe a week adding features and enhancing the overall game. Some of the stand out features are adding saving and loading of the game, clearing the terminal so it looks more organised, enhancing the readme, adding lots more tickets (around 20 more) and fixing varius bugs. To see the full list of updates checkout the github commits or just look at my previous devlogs. In summary I have enhanced the game and added more features so it is better to play. If you are going to play it then go to the github releases (or click try project below) and download the latest release zip, then extract it and run the exe. It will make a json file containing your save. Hope you enjoy the latest updates!", "repo": "https://github.com/Gooderswills/PyDesk", "demo": "https://github.com/Gooderswills/PyDesk/releases"}, {"ship_num": 3, "ts": "2026-08-01T21:06:38Z", "hours": 3.0, "multiplier": 2.73, "payout": 9, "blessing": "neutral", "text": "This is the initial release of PyDesk, a text based IT simulator, at the moment you can play through one day in the game with a variety of tickets. Hope you enjoy the game. To play go to the github release and follow the instructions there.", "repo": "https://github.com/Gooderswills/PyDesk", "demo": "https://github.com/Gooderswills/PyDesk/releases"}]...
|
[{"post_id": 75374, "ts": "202 [{"post_id": 75374, "ts": "2026-09-29T21:32:32Z", "hours": 3.2956, "text": "I have been back at it again, I have added a contributing guide so now you can help out with PyDesk , I added a stats file for developers/me (with the help of gemini), fixed minor bugs/typos, implemented day logic that saves,added over 15 new tickets so now over 45 tickets in the game. Now one of the biggest updated PyDesk now has a website and an itch.io Store page. On the website you can try out a ticket in the game and many more minor improvements/fixes."}, {"post_id": 72769, "ts": "2026-09-23T18:24:22Z", "hours": 1.4369, "text": "I have been working hard again, here is what I have done. I have added 4 more tickets and added a stats.py file to display how many tickets there are and more! (Gemini helped with this) I also updated the python to exe guide, updated the tickets to display their ID now in the game (major oversight by me) and I have added a contributing guide so if you want to help me make this game then please do! contributing.md"}, {"post_id": 70716, "ts": "2026-09-19T17:17:05Z", "hours": 1.9847, "text": "Over the past couple of days I have been busy, I have added 5 new tickets to the database, fixed a few minor bugs and also attempted to get PyDesk running in the web, this doesn’t work as of now, but I have done something better, we are now on itch.io! https://gooderswills.itch.io/pydesk Please check it out and let me know what you think, see you soon for another devlog coming up soon!"}, {"post_id": 67513, "ts": "2026-09-13T17:08:18Z", "hours": 0.3108, "text": "I have added a guide on how to convert a python file to an exe for anyone that wants to read it, it is also for me so I don’t forget how to do it later lol"}, {"post_id": 67499, "ts": "2026-09-13T16:46:22Z", "hours": 2.1683, "text": "I have been doing a lot over the past couple days/ maybe a week. I have added 17 new tickets to the database, I fixed a case sensitive bug, added an end/close message to the game, updated the clear terminal command because the old one was outdated, I fixed typos in some of the tickets (hopefully all of them) and I also fixed a few minor bugs and added a few quality of life improvements. All these new features are now in the latest release on github so you can play it now. If you do play it make sure to extract the zip before playing so that the game functions correctly and also so that your game can progress and save."}, {"post_id": 60140, "ts": "2026-09-02T10:04:04Z", "hours": 0.4208, "text": "I updated the readme, as I added an image to it and I added a link to my website so people can view more of my work, I then added more tickets to the tickets database and then I made a new release so that the most recent updates are reflected on the github release and so people can play the latest version of PyDesk."}, {"post_id": 55227, "ts": "2026-08-26T21:04:01Z", "hours": 0.5467, "text": "I added saving to a json file so that players can save progress through different playthroughs, I also added so that after every ticket it clears the terminal this is so that it is less cluttered and looks more organised"}, {"post_id": 38902, "ts": "2026-08-01T14:15:27Z", "hours": 1.0564, "text": "I added shift time to the game so that each ticket takes a certain amount of time and in a day you have 8 hours so you have to see how many tickets you can get through in the time, I restructured the ticketing randomiser system so that now there are no repeats, when you get a ticket wrong, now it takes off £5 from your paycheck, I added more summaries to the menus, after your shift is over one big summary, added a random load time between tickets to make it feel more realistic. Getting close to release now, just need to add a few more tickets and maybe a day system and a saving system. :)"}, {"post_id": 29489, "ts": "2026-07-16T13:44:02Z", "hours": 0.3636, "text": "I changed the name of the game so that it is better and sounds more professional. I also added input validation to the main python file to prevent the game breaking if you accidentally type the wrong character. I added another ticket as well. Overall the game is coming together nicely and I just need to add more tickets and maybe tweak the gameplay loop a bit so that it functions better."}, {"post_id": 20851, "ts": "2026-07-02T15:51:09Z", "hours": 0.6531, "text": "I added two more tickets, added a priority level to each ticket to add more depth to game, corrected readme. I also made the game fully functional by ensuring the gameplay loop worked, added score and money so it is more fun and done some playtests to ensure it works as expected"}, {"post_id": 20252, "ts": "2026-07-01T19:59:33Z", "hours": 0.7517, "text": "I realised that custom tkinter is too hard lol so I will just be doing a text based game for now, I might expand to having ui in the future. I also added the ticket file so that the ticket options can be seperate from the rest of the code. I implemented the random ticket functionality so that the game is playable. I added .gitignore so that the pycache is not pushed to github. Tweaked the readme to reflect changes and ensured game has basic functionality."}, {"post_id": 16516, "ts": "2026-06-26T21:23:52Z", "hours": 0.2794, "text": "I have done some research and instead of doing a text based game, I am going to use custom tkinter to have some ui in the game, this will make the game much better and make it look better. I installed custom tkinter and reflected the changes in the read me so that people know how to play the game."}, {"post_id": 16252, "ts": "2026-06-26T12:29:33Z", "hours": 0.3331, "text": "I have started the intro for the game and written the readme so people know how to use it. Basis of the game, still got a long way to go lol"}]...
|
Title: PyDesk by @Gooderswills | Stardance
Devlog Title: PyDesk by @Gooderswills | Stardance
Devlogs:
I have started the intro for the game and written the readme so people know how to use it. Basis of the game, still got a long way to go lol
I have done some research and instead of doing a text based game, I am going to use custom tkinter to have some ui in the game, this will make the game much better and make it look better. I installed custom tkinter and reflected the changes in the read me so that people know how to play the game.
I realised that custom tkinter is too hard lol so I will just be doing a text based game for now, I might expand to having ui in the future. I also added the ticket file so that the ticket options can be seperate from the rest of the code. I implemented the random ticket functionality so that the game is playable. I added .gitignore so that the pycache is not pushed to github. Tweaked the readme to reflect changes and ensured game has basic functionality.
I added two more tickets, added a priority level to each ticket to add more depth to game, corrected readme. I also made the game fully functional by ensuring the gameplay loop worked, added score and money so it is more fun and done some playtests to ensure it works as expected
I changed the name of the game so that it is better and sounds more professional. I also added input validation to the main python file to prevent the game breaking if you accidentally type the wrong character. I added another ticket as well. Overall the game is coming together nicely and I just need to add more tickets and maybe tweak the gameplay loop a bit so that it functions better.
I added shift time to the game so that each ticket takes a certain amount of time and in a day you have 8 hours so you have to see how many tickets you can get through in the time, I restructured the ticketing randomiser system so that now there are no repeats, when you get a ticket wrong, now it takes off £5 from your paycheck, I added more summaries to the menus, after your shift is over one big summary, added a random load time between tickets to make it feel more realistic. Getting close to release now, just need to add a few more tickets and maybe a day system and a saving system. :)
I added saving to a json file so that players can save progress through different playthroughs, I also added so that after every ticket it clears the terminal this is so that it is less cluttered and looks more organised
I updated the readme, as I added an image to it and I added a link to my website so people can view more of my work, I then added more tickets to the tickets database and then I made a new release so that the most recent updates are reflected on the github release and so people can play the latest version of PyDesk.
I have been doing a lot over the past couple days/ maybe a week. I have added 17 new tickets to the database, I fixed a case sensitive bug, added an end/close message to the game, updated the clear terminal command because the old one was outdated, I fixed typos in some of the tickets (hopefully all of them) and I also fixed a few minor bugs and added a few quality of life improvements. All these new features are now in the latest release on github so you can play it now. If you do play it make sure to extract the zip before playing so that the game functions correctly and also so that your game can progress and save.
I have added a guide on how to convert a python file to an exe for anyone that wants to read it, it is also for me so I don’t forget how to do it later lol
Over the past couple of days I have been busy, I have added 5 new tickets to the database, fixed a few minor bugs and also attempted to get PyDesk running in the web, this doesn’t work as of now, but I have done something better, we are now on itch.io! https://gooderswills.itch.io/pydesk Please check it out and let me know what you think, see you soon for another devlog coming up soon!
I have been working hard again, here is what I have done. I have added 4 more tickets and added a stats.py file to display how many tickets there are and more! (Gemini helped with this) I also updated the python to exe guide, updated the tickets to display their ID now in the game (major oversight by me) and I have added a contributing guide so if you want to help me make this game then please do! contributing.md
I have been back at it again, I have added a contributing guide so now you can help out with PyDesk , I added a stats file for developers/me (with the help of gemini), fixed minor bugs/typos, implemented day logic that saves,added over 15 new tickets so now over 45 tickets in the game. Now one of the biggest updated PyDesk now has a website and an itch.io Store page. On the website you can try out a ticket in the game and many more minor improvements/fixes.
Ships:
This is the initial release of PyDesk, a text based IT simulator, at the moment you can play through one day in the game with a variety of tickets. Hope you enjoy the game. To play go to the github release and follow the instructions there.
I have spent a lot of time over the past days/maybe a week adding features and enhancing the overall game. Some of the stand out features are adding saving and loading of the game, clearing the terminal so it looks more organised, enhancing the readme, adding lots more tickets (around 20 more) and fixing varius bugs. To see the full list of updates checkout the github commits or just look at my previous devlogs. In summary I have enhanced the game and added more features so it is better to play. If you are going to play it then go to the github releases (or click try project below) and download the latest release zip, then extract it and run the exe. It will make a json file containing your save. Hope you enjoy the latest updates!
This has been a massive improvement to PyDesk, I have added an itch.io page, a website, many dev features (contributing guide, ticket stats) and a whole load of minor improvements, bug fixes and enhancements, check the github commit history for the full details or check the last devlogs, please look at the website and contributing guide if you want to help....
|
1793138307.2895672
|
1793224707.2895672
|
|
66875
|
isInBibleBot by @siemvk | Stardance
|
siemvk
|
0
|
0.79
|
0
|
[]
|
[{"post_id": 75375, "ts": "202 [{"post_id": 75375, "ts": "2026-09-29T21:33:19Z", "hours": 0.7892, "text": "I got a bible imported! i would make a better screenshot but my macos screenshot tool broke"}]...
|
Title: isInBibleBot by @siemvk | Stardance
Devlog Title: isInBibleBot by @siemvk | Stardance
Devlogs:
I got a bible imported! i would make a better screenshot but my macos screenshot tool broke...
|
1793105327.4883914
|
1793710127.4883914
|
|
66394
|
Domus by @siemvk | Stardance
|
siemvk
|
0
|
3.06
|
0
|
[]
|
[{"post_id": 75376, "ts": "202 [{"post_id": 75376, "ts": "2026-09-29T21:35:56Z", "hours": 0.8083, "text": "It now imports pages from the app/modules/modulename/pages/ dir (screenshot sucks, macos broke )"}, {"post_id": 74873, "ts": "2026-09-28T14:13:41Z", "hours": 0.4614, "text": "added the navbar"}, {"post_id": 74669, "ts": "2026-09-27T23:17:22Z", "hours": 1.795, "text": "got auth and stuff"}]...
|
Title: Domus by @siemvk | Stardance
Devlogs:
got Title: Domus by @siemvk | Stardance
Devlogs:
got auth and stuff
added the navbar
It now imports pages from the app/modules/modulename/pages/ dir (screenshot sucks, macos broke )...
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1793098299.643536
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1793703099.643536
|
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60379
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Ashfall by @x3 | Stardance
|
x3
|
0
|
7.93
|
0
|
[]
|
[{"post_id": 75377, "ts": "202 [{"post_id": 75377, "ts": "2026-09-29T21:37:22Z", "hours": 1.2733, "text": "2 weeks later…. ashfall is finally taking shape It’s been about 2 weeks since my last devlog, and through this time period, I had been contemplating about my decisions and future while things in my irl life were overwhelming me. After coming back from this break, I realised the foundation of ashfall wasnt at all how i imagined it initially when first creating ashfall in stardance. So….. I present to you: Ashfall v2 Whats new: revamp of project architecture built world/zone/location JSON database structure made data.py to dynamically load location data Loading mechanic, and improved error handling At this point most of Ashfall is just a skeleton of what it’s meant to be since almost all the data driven architecture consists of empty JSON files, with a singular populated JSON file for testing loading Getting the loader to work was hellish too… I kept on being unable to return the data within the populated JSON file from the data.py loader, this recurring error “path doesn’t exist?: Errno….” just kept on coming back to haunt me firstly, it was the construction of the file path with the parameters passed into the JSON loader within data.py 🥀 I spent way too long tryna figure out exactly why my game loop couldnt find a file that was literally within my project but after fixing the path post brainstorming, i managed to get the JSON data returned properly as a dictionary instead of ‘None’ it was a small fix but seeing my data.open_location(\"world1\", \"blackwatch\", \"armoury\") actually retrun data felt euphoric for some reason"}, {"post_id": 68853, "ts": "2026-09-15T21:29:04Z", "hours": 2.2411, "text": "4 days. One inventory system. The first real system, ashfall grows Whats new: Persistent inventory storage inventory mechanics Autosaving I seriously thought I had the inventory system sorted on my first commit, until I realised the inventory dictionary was only being changed in memory and wasnt actually being persisted to the JSON save file. Ngl, this whole thing really showed me that just knowing python syntax and how python works isnt enough. That lowkey sent me through a 4 day spiral of hell of figuring out how my game state actually flows between main.py, game_loop.py, and inventory.py, functions, dictionaries and the save files. Once I built a mental model of the data moving through the program everything lowkey just started clicking- I could finally understand why things werent doing running the way they were supposed to instead of changing code and hoping I ended up implemented inventory persistence, item inspection and some basic error handling which also made debugging way easier when i figured out i mismatched parameters somewhere Honestly, this was probably the biggest learning chunk I’ve had with Ashfall so far. I’m starting to feel like I’m actually understanding the architecture behind the game rather than just making individual features work, and I’m proud of that Now i want to keep building it piece by piece until theres an actual playable RPG here truly then i can be hella crazy with the lore and story this is exhilarating, get excited"}, {"post_id": 66213, "ts": "2026-09-11T21:55:34Z", "hours": 2.3925, "text": "What’s new hooked up lootdrops() to fetch a randomised amount of random drops from items.json added a while game loop with an action menu so the game stays running until you quit The current system You pick a class, set up your character with stats based on your class, save your progress to a JSON file, from there you explore the world starting with the outskirts, check your stats, and interact with an NPC. Next steps adding inventory mechanics"}, {"post_id": 65011, "ts": "2026-09-09T20:05:07Z", "hours": 2.0267, "text": "This is my first project, my first devlog. TL;DR : I created a main menu action system, where players can create their characters or load them, characters can have their own classes, and each class has their stats, character stats are stored in a JSON file. lil bit of backstory : I’m learning basic python in school, and for a while I’ve always asked myself “What’s stopping me from being better than everyone else here?”, So after I spent countless hours with that short fuelled motivation in tutorial hell, where i relentlessly watched videos on “how to start my dev journey” etc., while not actually implementing anything, and as a result I didn’t really retain knowledge. So with Stardance, I plan actually doing something productive this time For the past 2 -3 days I’ve been trying to get my head around game loops and file handling and code structure. Honestly, this has probably been the hardest part so far (even though I didnt get far), because I’m starting to realise there’s a big difference between knowing programming concepts than actually putting them into a project 😭😭😭😭😭😭 I had to search a lot of things up, and figure out how to move forward, and for a while, I’ve had this bug where the main action menu would keep looping and after realising it was all because a couple of logic errors. This is only the beginning of Ashfall, Expect a lot better from me soon"}]...
|
Title: Ashfall by @x3 | Stardance
Devlogs:
This i Title: Ashfall by @x3 | Stardance
Devlogs:
This is my first project, my first devlog. TL;DR : I created a main menu action system, where players can create their characters or load them, characters can have their own classes, and each class has their stats, character stats are stored in a JSON file. lil bit of backstory : I’m learning basic python in school, and for a while I’ve always asked myself “What’s stopping me from being better than everyone else here?”, So after I spent countless hours with that short fuelled motivation in tutorial hell, where i relentlessly watched videos on “how to start my dev journey” etc., while not actually implementing anything, and as a result I didn’t really retain knowledge. So with Stardance, I plan actually doing something productive this time For the past 2 -3 days I’ve been trying to get my head around game loops and file handling and code structure. Honestly, this has probably been the hardest part so far (even though I didnt get far), because I’m starting to realise there’s a big difference between knowing programming concepts than actually putting them into a project 😭😭😭😭😭😭 I had to search a lot of things up, and figure out how to move forward, and for a while, I’ve had this bug where the main action menu would keep looping and after realising it was all because a couple of logic errors. This is only the beginning of Ashfall, Expect a lot better from me soon
What’s new hooked up lootdrops() to fetch a randomised amount of random drops from items.json added a while game loop with an action menu so the game stays running until you quit The current system You pick a class, set up your character with stats based on your class, save your progress to a JSON file, from there you explore the world starting with the outskirts, check your stats, and interact with an NPC. Next steps adding inventory mechanics
4 days. One inventory system. The first real system, ashfall grows Whats new: Persistent inventory storage inventory mechanics Autosaving I seriously thought I had the inventory system sorted on my first commit, until I realised the inventory dictionary was only being changed in memory and wasnt actually being persisted to the JSON save file. Ngl, this whole thing really showed me that just knowing python syntax and how python works isnt enough. That lowkey sent me through a 4 day spiral of hell of figuring out how my game state actually flows between main.py, game_loop.py, and inventory.py, functions, dictionaries and the save files. Once I built a mental model of the data moving through the program everything lowkey just started clicking- I could finally understand why things werent doing running the way they were supposed to instead of changing code and hoping I ended up implemented inventory persistence, item inspection and some basic error handling which also made debugging way easier when i figured out i mismatched parameters somewhere Honestly, this was probably the biggest learning chunk I’ve had with Ashfall so far. I’m starting to feel like I’m actually understanding the architecture behind the game rather than just making individual features work, and I’m proud of that Now i want to keep building it piece by piece until theres an actual playable RPG here truly then i can be hella crazy with the lore and story this is exhilarating, get excited
2 weeks later…. ashfall is finally taking shape It’s been about 2 weeks since my last devlog, and through this time period, I had been contemplating about my decisions and future while things in my irl life were overwhelming me. After coming back from this break, I realised the foundation of ashfall wasnt at all how i imagined it initially when first creating ashfall in stardance. So….. I present to you: Ashfall v2 Whats new: revamp of project architecture built world/zone/location JSON database structure made data.py to dynamically load location data Loading mechanic, and improved error handling At this point most of Ashfall is just a skeleton of what it’s meant to be since almost all the data driven architecture consists of empty JSON files, with a singular populated JSON file for testing loading Getting the loader to work was hellish too… I kept on being unable to return the data within the populated JSON file from the data.py loader, this recurring error “path doesn’t exist?: Errno….” just kept on coming back to haunt me firstly, it was the construction of the file path with the parameters passed into the JSON loader within data.py 🥀 I spent way too long tryna figure out exactly why my game loop couldnt find a file that was literally within my project but after fixing the path post brainstorming, i managed to get the JSON data returned properly as a dictionary instead of ‘None’ it was a small fix but seeing my data.open_location("world1", "blackwatch", "armoury") actually retrun data felt euphoric for some reason...
|
1793033456.0330114
|
1793638256.0330114
|
|
61921
|
imposter by @taco_taim | Stardance
|
taco_taim
|
1
|
34.45
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T19:10:40Z", "hours": 34.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "imposter is a color reaction game made in python. every level has 3 elements rectangles or circles. one of the elements is in a different color, you need to pick your suspect with a time limit. i managed to make a script to read the level files. and a cool tutorial in pygame (its not easy) and I’m really proud of it :3 to play the game you will need to clone the repo ‘git clone https://github.com/thearmadiliking/imposter ’, install python and pygame. to run it run main.py. and don’t forget to give the repo a star :3", "repo": "https://github.com/thearmadiliking/imposter", "demo": "https://github.com/thearmadiliking/imposter/releases"}]...
|
[{"post_id": 75380, "ts": "202 [{"post_id": 75380, "ts": "2026-09-29T21:43:49Z", "hours": 0.4522, "text": "i added a release…."}, {"post_id": 74094, "ts": "2026-09-26T17:38:30Z", "hours": 8.9014, "text": "i did all of the polishing for the game and I’m ready to ship!!!"}, {"post_id": 73302, "ts": "2026-09-24T20:07:01Z", "hours": 1.6467, "text": "i finished the tutorial animation the only thing left for it is the voiceover."}, {"post_id": 73245, "ts": "2026-09-24T17:33:58Z", "hours": 2.9456, "text": "i started working on the totorial"}, {"post_id": 73075, "ts": "2026-09-24T10:12:05Z", "hours": 11.3025, "text": "i added a lvl picker and polished the overall game loop (and repairing the ship)"}, {"post_id": 70785, "ts": "2026-09-19T19:18:20Z", "hours": 1.2122, "text": "making a tui setup menu"}, {"post_id": 70736, "ts": "2026-09-19T17:49:10Z", "hours": 2.8361, "text": "i added the gameplay after you lode the level."}, {"post_id": 70610, "ts": "2026-09-19T13:30:40Z", "hours": 5.5264, "text": "i made a level reading test that takes a .lvl file and extracts the info and format it."}]...
|
Title: imposter by @taco_taim | Stardance
Devlogs Title: imposter by @taco_taim | Stardance
Devlogs:
i made a level reading test that takes a .lvl file and extracts the info and format it.
i added the gameplay after you lode the level.
making a tui setup menu
i added a lvl picker and polished the overall game loop (and repairing the ship)
i started working on the totorial
i finished the tutorial animation the only thing left for it is the voiceover.
i did all of the polishing for the game and I’m ready to ship!!!
i added a release….
Ships:
imposter is a color reaction game made in python. every level has 3 elements rectangles or circles. one of the elements is in a different color, you need to pick your suspect with a time limit. i managed to make a script to read the level files. and a cool tutorial in pygame (its not easy) and I’m really proud of it :3 to play the game you will need to clone the repo ‘git clone https://github.com/thearmadiliking/imposter ’, install python and pygame. to run it run main.py. and don’t forget to give the repo a star :3...
|
1793209854.8127825
|
1793296254.8127825
|
|
59857
|
The Code of the Universe by @Luna1818 | Stardance
|
Luna1818
|
0
|
43.16
|
0
|
[]
|
[{"post_id": 75384, "ts": "202 [{"post_id": 75384, "ts": "2026-09-29T21:58:18Z", "hours": 6.5808, "text": "Today I FINALLY got StellarQuiz fully working!! YAYYY It took me way longer than expected because I had to rework part of the Gemini API integration. The main problem was the 503 error, which kept showing up constantly whenever Gemini was temporarily unavailable or overloaded, plus a few other API-related issues that I had to figure out along the way. So I had to spend some time improving the error (boriiing). It can now recognize different API responses, automatically retry when Gemini is temporarily unavailable, and handle the daily Gemini usage limit separately. If that limit is reached, the user gets a custom screen instead of a random technical error. I also separated StellarQuiz into its own Gemini API project, so the whole system is much more organized and reliable now. Soooo StellarQuiz is officially done!! yippie yippie yippie Extra to that, I already started working on the Space Culture section. It’s actually almost finished tbh, I’m mainly missing the multimedia part and some content before I can call it complete. Later today I’ll show you guys the result of the Missions section too! That one is going to require a little bit of research first because I want the information and structure to actually make sense instead of just filling the page with random stuff lolll Once I work on it, I’ll update you guys on how it went and explain the logic I decided to use for Missions. Getting REEEALLY close to finishing the entire project now let’s goooo"}, {"post_id": 74751, "ts": "2026-09-28T04:23:54Z", "hours": 3.0125, "text": "Today I FINALLY finished uploading and organizing all the images for the STEAM sections, and I also got StellarQuiz working!! Btw, StellarQuiz is the interactive quiz section of the website, where users can answer questions from different STEAM topics, get randomized answer choices, and see their results at the end. P.S. StellarQuiz has definitely been the most complicated part of the project so far 😭 so I did need some help from AI while figuring out parts of the programming, but I still had to test everything, fix bugs, and understand how it all worked. I still want to improve the aesthetics a little, but I’m honestly really happy with the progress. Definitely learned something new today lolllll. I wish I could give you guys a preview of how StellarQuiz looks when it displays the quiz itself, but I ran out of tokens for the free version of Gemini, which is the API I’m currently using for StellarQuiz and Rovertita (the website’s AI space assistant that answers any questions users have about space). So overall, I’m now only missing two sections of my website, Missions section and Space Culture, which I’ll later update about them (tomorrow lol)."}, {"post_id": 74343, "ts": "2026-09-27T06:29:01Z", "hours": 4.1633, "text": "Still working on all the images for the STEAM sections. I’ve been uploading, organizing, and fixing the visual content so everything looks polished. It’s taking forever lol, but I’m finally getting really close to finishing this part (I hope so)"}, {"post_id": 73832, "ts": "2026-09-26T03:43:35Z", "hours": 2.4617, "text": "Today I’ve been working on uploading and organizing the images for the STEAM content sections, which took way longer than I expected, but I’m almost done with them now. The website is finally looking way more complete and everything is starting to come together (wish me luck lol)"}, {"post_id": 72497, "ts": "2026-09-23T02:34:35Z", "hours": 26.9444, "text": "Been working a lot on The Code of the Universe lately, I’ve been improving the website in VS Code, fixing bugs, working on the STEAM sections, animations, navigation, responsive design, and the quiz area. Some parts are taking way longer than expected lol, but the project is finally starting to come together and I’m really happy with the progress :)"}]...
|
Title: The Code of the Universe by @Luna1818 | Sta Title: The Code of the Universe by @Luna1818 | Stardance
Devlogs:
Been working a lot on The Code of the Universe lately, I’ve been improving the website in VS Code, fixing bugs, working on the STEAM sections, animations, navigation, responsive design, and the quiz area. Some parts are taking way longer than expected lol, but the project is finally starting to come together and I’m really happy with the progress :)
Today I’ve been working on uploading and organizing the images for the STEAM content sections, which took way longer than I expected, but I’m almost done with them now. The website is finally looking way more complete and everything is starting to come together (wish me luck lol)
Still working on all the images for the STEAM sections. I’ve been uploading, organizing, and fixing the visual content so everything looks polished. It’s taking forever lol, but I’m finally getting really close to finishing this part (I hope so)
Today I FINALLY finished uploading and organizing all the images for the STEAM sections, and I also got StellarQuiz working!! Btw, StellarQuiz is the interactive quiz section of the website, where users can answer questions from different STEAM topics, get randomized answer choices, and see their results at the end. P.S. StellarQuiz has definitely been the most complicated part of the project so far 😭 so I did need some help from AI while figuring out parts of the programming, but I still had to test everything, fix bugs, and understand how it all worked. I still want to improve the aesthetics a little, but I’m honestly really happy with the progress. Definitely learned something new today lolllll. I wish I could give you guys a preview of how StellarQuiz looks when it displays the quiz itself, but I ran out of tokens for the free version of Gemini, which is the API I’m currently using for StellarQuiz and Rovertita (the website’s AI space assistant that answers any questions users have about space). So overall, I’m now only missing two sections of my website, Missions section and Space Culture, which I’ll later update about them (tomorrow lol).
Today I FINALLY got StellarQuiz fully working!! YAYYY It took me way longer than expected because I had to rework part of the Gemini API integration. The main problem was the 503 error, which kept showing up constantly whenever Gemini was temporarily unavailable or overloaded, plus a few other API-related issues that I had to figure out along the way. So I had to spend some time improving the error (boriiing). It can now recognize different API responses, automatically retry when Gemini is temporarily unavailable, and handle the daily Gemini usage limit separately. If that limit is reached, the user gets a custom screen instead of a random technical error. I also separated StellarQuiz into its own Gemini API project, so the whole system is much more organized and reliable now. Soooo StellarQuiz is officially done!! yippie yippie yippie Extra to that, I already started working on the Space Culture section. It’s actually almost finished tbh, I’m mainly missing the multimedia part and some content before I can call it complete. Later today I’ll show you guys the result of the Missions section too! That one is going to require a little bit of research first because I want the information and structure to actually make sense instead of just filling the page with random stuff lolll Once I work on it, I’ll update you guys on how it went and explain the logic I decided to use for Missions. Getting REEEALLY close to finishing the entire project now let’s goooo...
|
1793029940.630324
|
1793634740.630324
|
|
62642
|
Procrastination OS by @gdev | Stardance
|
gdev
|
1
|
12.75
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T17:35:18Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "FINAL DEVLOG This project took me a long time and really stretched my skills to the limit. I learned a LOT making this, and I really feel good about my webOS. I really like how it looks. I really tried with the CSS on this; you can really tell I wrote a lot more than I thought I would for this lol. I would really like to hear what you guys think about my website, and I can’t wait for webOS 2, where I plan to really make this come to life. I added a new app (not shown in the screenshot) that is for feedback, so you guys can send me feedback on the project.", "repo": "https://github.com/galaxydevvv/ProcrastinationOS", "demo": "https://galaxydevvv.github.io/ProcrastinationOS/"}]...
|
[{"post_id": 75386, "ts": "202 [{"post_id": 75386, "ts": "2026-09-29T22:02:32Z", "hours": 1.4375, "text": "DEVLOG #9 Wow it’s been a while since my last devlog I have been working on a bunch of bug fixes (I never knew there could be so many lol) and other small things as I build up to the big main feature I am working on a big feature that I am releasing soon is the browser! I am working on a working custom made ProSearch browser for the webos. Follow me for more updates!"}, {"post_id": 73680, "ts": "2026-09-25T17:55:52Z", "hours": 0.9969, "text": "DEVLOG #8 It’s been a little while lol, but I have been working on small little things while I work on some bigger updates, and so far I have added a weather tracker on the taskbar and fixed a TON of bugs in the code."}, {"post_id": 72775, "ts": "2026-09-23T18:39:57Z", "hours": 0.3197, "text": "Quick devlog to show new feedback app, please use this so I can know what to improve about the website or just your thoughts on it."}, {"post_id": 72719, "ts": "2026-09-23T16:17:33Z", "hours": 1.0897, "text": "DAILY DEVLOG #6 This is going to be the last devlog before I ship, so I can get started on webOS 2, where I will be expanding this heavily and adding a lot more apps with more complex features. With this devlog, I’ll make the demo public so you can come try out my webOS! I hope you guys enjoy it :D Overall, this log is mostly light bug fixes, finishing the notes app, and a simple new app: my personal website embedded in an iframe in a ProcrastionOS window lol. Also, I wrote a README.md for GitHub. Sadly, I don’t know why my updates on Github are not going through, so on the demo the website is broken, so please stand by as I fix this, Thankss!"}, {"post_id": 72538, "ts": "2026-09-23T05:06:10Z", "hours": 2.3547, "text": "DAILY DEVLOG #5 Technically this would be the 7th devlog but I didn’t want to make one yesterday because I wanted to push all the new changes as one big update and I am writing this at midnight so technically its already the next day so I missed two devlogs in a row lol but anyway I added a bunch of new patches and bug fixes and also finished the onboarding guide (for now) and the easter egg as been tested and works and I made the first app, ProNotes! or ProcrastinationNotes if you wanna get technical but anyway I haven’t finished the app yet :< But that’s going to be the next feature, and I also made it so that if you close the onboarding guide but wanna view it again, you can now press the start button to reopen the ui. (wow I really need to learn markdown to make this look pretty )"}, {"post_id": 71535, "ts": "2026-09-21T00:55:46Z", "hours": 1.4472, "text": "DAILY DEVLOG #4 Today I didn’t know what to work on so I added window dragging and wrote some pages of the guide and also I added a secret Easter egg, follow me so you know when the website gets released so you can try your luck at finding it! :D"}, {"post_id": 71023, "ts": "2026-09-20T06:57:46Z", "hours": 0.5692, "text": "DEVLOG #3 Today I didn’t have very much time so I just worked on my websites looks and writing the “productivity” guide for when you startup the website I also changed the ui for the windows to make it look nicer and gave it a dark theme."}, {"post_id": 70356, "ts": "2026-09-19T01:10:05Z", "hours": 3.9711, "text": "DEVLOG #2 Today I worked on the front desktop screen I worked on this for a while so I think it looks really good it took forever to get the UI to look just how I wanted it and I had some issues finding a good background that would look good and getting the CSS to look good and work. I am going to focus on design first then do the functions and “productive” features last in my next devlog I think I am going to work on the boot page some more because I think it now looks really ugly compared to the rest of the website"}, {"post_id": 68982, "ts": "2026-09-16T04:59:18Z", "hours": 1.0531, "text": "DEVLOG #1 The start of a great project! Today the internet is full of tools to help you stay productive and hard-working so I decided why not do the opposite and so I created ProcrastinationOS to make everyday tasks so much harder than they really are LOL. Today I made the entrance page to my web-OS and with the help of AI made was able to fix my cool terminal loading system! DEMO URL PUBLIC SOON! FOLLOW FOR UPDATES! …or do it later :|"}]...
|
Title: Procrastination OS by @gdev | Stardance
De Title: Procrastination OS by @gdev | Stardance
Devlogs:
DEVLOG #1 The start of a great project! Today the internet is full of tools to help you stay productive and hard-working so I decided why not do the opposite and so I created ProcrastinationOS to make everyday tasks so much harder than they really are LOL. Today I made the entrance page to my web-OS and with the help of AI made was able to fix my cool terminal loading system! DEMO URL PUBLIC SOON! FOLLOW FOR UPDATES! …or do it later :|
DEVLOG #2 Today I worked on the front desktop screen I worked on this for a while so I think it looks really good it took forever to get the UI to look just how I wanted it and I had some issues finding a good background that would look good and getting the CSS to look good and work. I am going to focus on design first then do the functions and “productive” features last in my next devlog I think I am going to work on the boot page some more because I think it now looks really ugly compared to the rest of the website
DEVLOG #3 Today I didn’t have very much time so I just worked on my websites looks and writing the “productivity” guide for when you startup the website I also changed the ui for the windows to make it look nicer and gave it a dark theme.
DAILY DEVLOG #4 Today I didn’t know what to work on so I added window dragging and wrote some pages of the guide and also I added a secret Easter egg, follow me so you know when the website gets released so you can try your luck at finding it! :D
DAILY DEVLOG #5 Technically this would be the 7th devlog but I didn’t want to make one yesterday because I wanted to push all the new changes as one big update and I am writing this at midnight so technically its already the next day so I missed two devlogs in a row lol but anyway I added a bunch of new patches and bug fixes and also finished the onboarding guide (for now) and the easter egg as been tested and works and I made the first app, ProNotes! or ProcrastinationNotes if you wanna get technical but anyway I haven’t finished the app yet :< But that’s going to be the next feature, and I also made it so that if you close the onboarding guide but wanna view it again, you can now press the start button to reopen the ui. (wow I really need to learn markdown to make this look pretty )
DAILY DEVLOG #6 This is going to be the last devlog before I ship, so I can get started on webOS 2, where I will be expanding this heavily and adding a lot more apps with more complex features. With this devlog, I’ll make the demo public so you can come try out my webOS! I hope you guys enjoy it :D Overall, this log is mostly light bug fixes, finishing the notes app, and a simple new app: my personal website embedded in an iframe in a ProcrastionOS window lol. Also, I wrote a README.md for GitHub. Sadly, I don’t know why my updates on Github are not going through, so on the demo the website is broken, so please stand by as I fix this, Thankss!
Quick devlog to show new feedback app, please use this so I can know what to improve about the website or just your thoughts on it.
DEVLOG #8 It’s been a little while lol, but I have been working on small little things while I work on some bigger updates, and so far I have added a weather tracker on the taskbar and fixed a TON of bugs in the code.
DEVLOG #9 Wow it’s been a while since my last devlog I have been working on a bunch of bug fixes (I never knew there could be so many lol) and other small things as I build up to the big main feature I am working on a big feature that I am releasing soon is the browser! I am working on a working custom made ProSearch browser for the webos. Follow me for more updates!
Ships:
FINAL DEVLOG This project took me a long time and really stretched my skills to the limit. I learned a LOT making this, and I really feel good about my webOS. I really like how it looks. I really tried with the CSS on this; you can really tell I wrote a lot more than I thought I would for this lol. I would really like to hear what you guys think about my website, and I can’t wait for webOS 2, where I plan to really make this come to life. I added a new app (not shown in the screenshot) that is for feedback, so you guys can send me feedback on the project....
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1793210058.6366465
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1793296458.6366465
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23624
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Spaceship Game by @joebracken | Stardance
|
joebracken
|
0
|
47.35
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0
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[]
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[{"post_id": 75389, "ts": "202 [{"post_id": 75389, "ts": "2026-09-29T22:11:22Z", "hours": 3.3747, "text": "It sure has been a while and I dont know when this thing even ends so I want to ship soon. All I have done was fix a minor bug that I have had since the game could work and make the UIs for the menu and level selection screens look better."}, {"post_id": 56826, "ts": "2026-08-28T19:18:23Z", "hours": 7.9139, "text": "I have done a lot since my last log. Most of my time was spent adding cracks to the asteroids depending on their health, this part was unreasonably hard. You would think it is as simple as adding lines from random points on the circumference to the centre, no. I had to have three different kinds of lines, create segments of each full crack using 2 or 3 kinds of lines, then only draw them depending on the health. Ok it does not sound as hard as it was, it took ages to get a good enough look. I then changed the ship movement so there is now a thrust and brake upgrade in ship upgrades. I also just added a pause feature while playing to exit back to the menu or just pause it I guess. Thats it for now gotta think of more ideas to add"}, {"post_id": 49849, "ts": "2026-08-18T19:59:52Z", "hours": 4.8997, "text": "I hate AI. I had decided to draw a background using polygons and lines, (very bad idea). I got a general layout done with about 100 lines of code and most of which was just variables of coordinates. Its get very confusing very quick. So I decided why not just give el gpt all of these coordinates and lines and get it to join them into one big polygon to simplify the code. AI sucks, I think I spent about 5 hours just typing prompts to get it to understand (it never did). So I decided to make the polygon myself and just get it to calculate coordinates, it could do them one at a time very easily, but any more and it would make points up. Desmos came to the rescue for intersection points. Other than those polygons I made the stars look better, added turn speed upgrade, made asteroids slower. I still need to finish the home screen and do the others."}, {"post_id": 46020, "ts": "2026-08-12T22:08:34Z", "hours": 3.6975, "text": "I have not been very consistant with coding recently so not much has been done. I started drawing the buttons in the level select screen with a for loop instead of individually. Got a new colour palette ready and some new fonts but have not yet decided on what I should use each colour and font on so the UI look terrible right now. What I spent most of the time on was make stars in the background. I spawn 200 stars randomly across the screen with a random depth as well(makes it look cool), I then calculate the speed using the depth as well and in the future I will make the stars twinkle so size and brightness will depend on depth. The stars look 3d when they move and I also make them move in the opposite direction to the ship when playing to make the ship look like its actually moving. I might change how the ship moves in the future. Sorry for typing so much I wasn’t bothered to think about what I was writing beforehand."}, {"post_id": 42947, "ts": "2026-08-07T22:42:55Z", "hours": 1.535, "text": "I haven’t coded in like a week so I dont remember what changed but I know I made the buy buttons in garage no longer all say max once I max one out."}, {"post_id": 37877, "ts": "2026-07-30T21:16:19Z", "hours": 1.0642, "text": "I changed how the asteroids spawn on the screen. It used to be they just spawn in a random place with a random angle and random speed (all with relevant parameters). Now they spawn at a set x but still the same random y, speed and angle and they spawn one at a time with intervals that change depending on the level. This did make the levels easier so I will be adding harder ones in the future"}, {"post_id": 37717, "ts": "2026-07-30T17:00:18Z", "hours": 3.0053, "text": "Well something happened with my last devlog and it just didn’t post it seems so this one covers me fixing the UI in garage and adding a new upgrade; fireRate. I change the way you shoot lasers. It is no longer click to shoot, you have to hold space and there is an interval between laser shots that gets reduced when you shoot. I was right though with the garage, I made zero changes to garage to make the new upgrade. Also finally added a way to get infinite money to make it easier for me to test."}, {"post_id": 35397, "ts": "2026-07-26T19:28:01Z", "hours": 4.1206, "text": "Ok I was wrong the rest has not been “more relaxing”. I knew I would have to optimise the code in garage but I didn’t know it would take so much effort. I combined the three upgrade states into one function that uses the screen name as the key to each section of the library to get the needed information. I also spent ages on a for loop to make blocks for each upgrade so adding them should be easier. The event handle function also works for every upgrade no more piles of if statements. Now I will be focusing on fixing the UI and adding upgrades."}, {"post_id": 33777, "ts": "2026-07-23T23:16:30Z", "hours": 1.7628, "text": "Upgrades finally work now so the rest should be more relaxing. I had to change all my vars into dictionaries so I could use them in the garage file without any circles. I then just added them into the handle events in a load of if statements which may not be the most optimal but I am lazy. Finally beat level 3 with max upgrades. Getting harder to test now so I might have to do something about that."}, {"post_id": 32533, "ts": "2026-07-21T19:28:27Z", "hours": 2.7306, "text": "Spent absolutely forever making the garage look better and made it capable to be updated with more upgrades. As of now I have the code sorted in garage and I like the design but it needs a lot of work still."}, {"post_id": 30706, "ts": "2026-07-18T14:34:46Z", "hours": 1.6528, "text": "Made buttons look cooler by fixing the colouring and making them slightly smaller when mouse is hovering over. Added a coins system that adds either 100, 200 or 500 for beating level 1, 2 or 3 and a fifth for losing. Still need to add some upgrades and make the game just look better"}, {"post_id": 29689, "ts": "2026-07-16T19:17:54Z", "hours": 2.0786, "text": "Ok I did what I said I was too lazy to do, I put each screen into its own file in a different folder inside the main one. Basically just copied the new functions I made over and I changed the way a new state is called slightly. now main looks very clean I got rid of a lot of functions just to write them again because I got confused. Turns out I didn’t need a whole function. Game finally works again now and hopefully I can just start adding features now."}, {"post_id": 28928, "ts": "2026-07-15T15:16:31Z", "hours": 1.4344, "text": "I have finally fixed all the functions and the layout of the code, game more or less works, need to finalise levels, update screens, and add more to the garage(upgrades). But I am now thinking cause the game is getting much bigger I could have different files for each screen, I probably should do that but I am too lazy."}, {"post_id": 28021, "ts": "2026-07-14T00:44:25Z", "hours": 2.7317, "text": "Fixed collision with the laser and asteroid so it detects the full laser polygon. I then realised I need to completely change the layout of my game again. So I deleted the whole running loop and put in what the layout should be. Now I am in the process of getting all the functions right which will take a while."}, {"post_id": 24901, "ts": "2026-07-08T19:08:45Z", "hours": 1.1375, "text": "the asteroids movement is better now I think, they move left to right with an allowance of 40 degrees up or down. Asteroids can now be shot by laser but only if the back coordinates intersect with the circles of the asteroids. Text displays the level, health and number of asteroids left now."}, {"post_id": 24753, "ts": "2026-07-08T15:10:21Z", "hours": 4.2119, "text": "Ok so I have been very busy with stardance problems so I was just coding when I could. I didn’t want to make a devlog till I had the general game started. I will be working on this game for quite some time and will keep improving the game. So far I have made a spaceship class and a spaceship that can fly and speeds up to a maximum speed and bounces of the walls. I have another asteroid class, there is an x amount of asteroids that fly around the screen from left to right and take 10 health away from the players 100 until they die. I am working on the asteroids getting destroyed now. I made the ship shoot lasers when you press space yesterday, this part probably took the longest cause I’m stupid."}]...
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Title: Spaceship Game by @joebracken | Stardance
Title: Spaceship Game by @joebracken | Stardance
Devlogs:
Ok so I have been very busy with stardance problems so I was just coding when I could. I didn’t want to make a devlog till I had the general game started. I will be working on this game for quite some time and will keep improving the game. So far I have made a spaceship class and a spaceship that can fly and speeds up to a maximum speed and bounces of the walls. I have another asteroid class, there is an x amount of asteroids that fly around the screen from left to right and take 10 health away from the players 100 until they die. I am working on the asteroids getting destroyed now. I made the ship shoot lasers when you press space yesterday, this part probably took the longest cause I’m stupid.
the asteroids movement is better now I think, they move left to right with an allowance of 40 degrees up or down. Asteroids can now be shot by laser but only if the back coordinates intersect with the circles of the asteroids. Text displays the level, health and number of asteroids left now.
Fixed collision with the laser and asteroid so it detects the full laser polygon. I then realised I need to completely change the layout of my game again. So I deleted the whole running loop and put in what the layout should be. Now I am in the process of getting all the functions right which will take a while.
I have finally fixed all the functions and the layout of the code, game more or less works, need to finalise levels, update screens, and add more to the garage(upgrades). But I am now thinking cause the game is getting much bigger I could have different files for each screen, I probably should do that but I am too lazy.
Ok I did what I said I was too lazy to do, I put each screen into its own file in a different folder inside the main one. Basically just copied the new functions I made over and I changed the way a new state is called slightly. now main looks very clean I got rid of a lot of functions just to write them again because I got confused. Turns out I didn’t need a whole function. Game finally works again now and hopefully I can just start adding features now.
Made buttons look cooler by fixing the colouring and making them slightly smaller when mouse is hovering over. Added a coins system that adds either 100, 200 or 500 for beating level 1, 2 or 3 and a fifth for losing. Still need to add some upgrades and make the game just look better
Spent absolutely forever making the garage look better and made it capable to be updated with more upgrades. As of now I have the code sorted in garage and I like the design but it needs a lot of work still.
Upgrades finally work now so the rest should be more relaxing. I had to change all my vars into dictionaries so I could use them in the garage file without any circles. I then just added them into the handle events in a load of if statements which may not be the most optimal but I am lazy. Finally beat level 3 with max upgrades. Getting harder to test now so I might have to do something about that.
Ok I was wrong the rest has not been “more relaxing”. I knew I would have to optimise the code in garage but I didn’t know it would take so much effort. I combined the three upgrade states into one function that uses the screen name as the key to each section of the library to get the needed information. I also spent ages on a for loop to make blocks for each upgrade so adding them should be easier. The event handle function also works for every upgrade no more piles of if statements. Now I will be focusing on fixing the UI and adding upgrades.
Well something happened with my last devlog and it just didn’t post it seems so this one covers me fixing the UI in garage and adding a new upgrade; fireRate. I change the way you shoot lasers. It is no longer click to shoot, you have to hold space and there is an interval between laser shots that gets reduced when you shoot. I was right though with the garage, I made zero changes to garage to make the new upgrade. Also finally added a way to get infinite money to make it easier for me to test.
I changed how the asteroids spawn on the screen. It used to be they just spawn in a random place with a random angle and random speed (all with relevant parameters). Now they spawn at a set x but still the same random y, speed and angle and they spawn one at a time with intervals that change depending on the level. This did make the levels easier so I will be adding harder ones in the future
I haven’t coded in like a week so I dont remember what changed but I know I made the buy buttons in garage no longer all say max once I max one out.
I have not been very consistant with coding recently so not much has been done. I started drawing the buttons in the level select screen with a for loop instead of individually. Got a new colour palette ready and some new fonts but have not yet decided on what I should use each colour and font on so the UI look terrible right now. What I spent most of the time on was make stars in the background. I spawn 200 stars randomly across the screen with a random depth as well(makes it look cool), I then calculate the speed using the depth as well and in the future I will make the stars twinkle so size and brightness will depend on depth. The stars look 3d when they move and I also make them move in the opposite direction to the ship when playing to make the ship look like its actually moving. I might change how the ship moves in the future. Sorry for typing so much I wasn’t bothered to think about what I was writing beforehand.
I hate AI. I had decided to draw a background using polygons and lines, (very bad idea). I got a general layout done with about 100 lines of code and most of which was just variables of coordinates. Its get very confusing very quick. So I decided why not just give el gpt all of these coordinates and lines and get it to join them into one big polygon to simplify the code. AI sucks, I think I spent about 5 hours just typing prompts to get it to understand (it never did). So I decided to make the polygon myself and just get it to calculate coordinates, it could do them one at a time very easily, but any more and it would make points up. Desmos came to the rescue for intersection points. Other than those polygons I made the stars look better, added turn speed upgrade, made asteroids slower. I still need to finish the home screen and do the others.
I have done a lot since my last log. Most of my time was spent adding cracks to the asteroids depending on their health, this part was unreasonably hard. You would think it is as simple as adding lines from random points on the circumference to the centre, no. I had to have three different kinds of lines, create segments of each full crack using 2 or 3 kinds of lines, then only draw them depending on the health. Ok it does not sound as hard as it was, it took ages to get a good enough look. I then changed the ship movement so there is now a thrust and brake upgrade in ship upgrades. I also just added a pause feature while playing to exit back to the menu or just pause it I guess. Thats it for now gotta think of more ideas to add
It sure has been a while and I dont know when this thing even ends so I want to ship soon. All I have done was fix a minor bug that I have had since the game could work and make the UIs for the menu and level selection screens look better....
|
1792727437.9712765
|
1793332237.9712765
|
|
42528
|
SLASH by @Ippia | Stardance
|
Ippia
|
0
|
31.15
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0
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[]
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[{"post_id": 75396, "ts": "202 [{"post_id": 75396, "ts": "2026-09-29T22:56:12Z", "hours": 3.8106, "text": "SLASH #10 - String player After more than a month, SLASH is back with plenty of work still to do and only 12 days left until the WRO! Today, I refined the overall aesthetics by applying the final color scheme and finally finishing the underside mechanism that plucks the strings using the small screen connected to the Raspberry Pi. All that remains is to complete the stand—which will hold the guitar upright and house all the electronics—and print everything out; then, the project will finally be ready for completion. Zagreb, here we come!"}, {"post_id": 50907, "ts": "2026-08-20T11:41:51Z", "hours": 3.8478, "text": "SLASH #9 - String Player I’ve adjusted the servos and linear actuators for each string based on the precise measurements needed for perfect playability; I’ve also started building the external housing, it looks pretty ugly right now, but the screen and various decorations are still missing (let’s just pretend to believe in it)."}, {"post_id": 50744, "ts": "2026-08-20T03:00:27Z", "hours": 3.4467, "text": "SLASH #8 - Guitar CAD remaking and string player I’ve finished the CAD model for the entire guitar, including the rest of the neck and the body, so I can get a full 1:1 view of the project. I also built a linear actuator from scratch for the MG90S servo used in the string-plucking mechanism; it works really well (I actually made a video of it but forgot to include it in the devlog lol) Now, I just need to finish the housing for the lower servos, adapt it to fit the Raspberry Pi screen, and complete the stand that holds the guitar upright while housing all the electronics."}, {"post_id": 49312, "ts": "2026-08-18T01:51:24Z", "hours": 1.8114, "text": "SLASH #7 - General adjustments I’ve made a few purely aesthetic adjustments to the system and loaded all the parts developed so far into Bambu Studio with the correct print settings to determine how much filament and how many hours of printing we’ll need (spoiler a lot)."}, {"post_id": 46620, "ts": "2026-08-14T00:26:13Z", "hours": 1.0506, "text": "SLASH #6 - Fret CAD Remaking I’ve also finished the mount for attaching the servo system to the guitar neck and made a few general adjustments; the first version of the upper section is now completely finished. Now it’s time for the lower section, the part that plays the strings, which should (in theory) be simpler to build."}, {"post_id": 46225, "ts": "2026-08-13T09:49:10Z", "hours": 7.8544, "text": "SLASH #5 - Fret CAD Remaking I’ve finished the first version of the servo housing unit. I aligned each servo individually to ensure the best possible positioning for pressing the keys. I built a sliding-tray enclosure system: the outer casing opens, allowing the entire assembly of servos to be slid out for maintenance or adjustments. I also created an alternative servo configuration to allow for stacking units on top of one another; I simply extended the piston and its travel range. The next step is to create a magnetic mount to attach the system to the guitar neck, and then to revamp the lower section on the guitar body that plays the strings."}, {"post_id": 46080, "ts": "2026-08-13T01:08:15Z", "hours": 3.7983, "text": "SLASH #4 - Fret CAD Remaking I have, I believe definitively (I hope), completed the connecting-rod-and-crank system for pressing the keys using MG90S servos. It was much more complicated than expected due to the precise, millimeter-scale measurements, but I managed it! Now “all” that remains is to adjust all the servos on the guitar’s 36 keys and build the support housing around them."}, {"post_id": 45536, "ts": "2026-08-12T02:50:53Z", "hours": 3.0375, "text": "SLASH #3 - Fret CAD Remaking I’ve started working on the new key-actuation system; the previous version used electromagnetic solenoids that didn’t generate enough force and were very noisy, so I decided to switch to MG90S servos using a desmodromic cam mechanism. I’ve finished the first version of the servo assembly, but it’s MASSIVE, and I haven’t yet tested whether it actually works in practice. Tomorrow, I plan to continue laying out the servos on the guitar fretboard and running some tests with the initial 3D printed parts."}, {"post_id": 45436, "ts": "2026-08-11T21:32:38Z", "hours": 1.4328, "text": "SLASH #2 - Guitar CAD Remaking I have finished the guitar neck by adding the frets and strings. Installing the strings was tricky because they vary in both height and curvature and they are not perpendicular to the neck. The next step will be to develop the desmodromic cam system to actuate the strings using MG90S servos and to mount all the new motors in their correct positions."}, {"post_id": 41015, "ts": "2026-08-04T22:16:43Z", "hours": 1.0639, "text": "SLASH #1 - Guitar CAD Remaking I remade the guitar neck; the measurements are all irregular, so I used cardboard to create templates to follow. I’m not entirely convinced by the result, but it should work. I’ve mapped out the measurements up to the seventh fret and think I’ll stop there, that’s all we’ll need for our project."}]...
|
Title: SLASH by @Ippia | Stardance
Devlogs:
SLASH Title: SLASH by @Ippia | Stardance
Devlogs:
SLASH #1 - Guitar CAD Remaking I remade the guitar neck; the measurements are all irregular, so I used cardboard to create templates to follow. I’m not entirely convinced by the result, but it should work. I’ve mapped out the measurements up to the seventh fret and think I’ll stop there, that’s all we’ll need for our project.
SLASH #2 - Guitar CAD Remaking I have finished the guitar neck by adding the frets and strings. Installing the strings was tricky because they vary in both height and curvature and they are not perpendicular to the neck. The next step will be to develop the desmodromic cam system to actuate the strings using MG90S servos and to mount all the new motors in their correct positions.
SLASH #3 - Fret CAD Remaking I’ve started working on the new key-actuation system; the previous version used electromagnetic solenoids that didn’t generate enough force and were very noisy, so I decided to switch to MG90S servos using a desmodromic cam mechanism. I’ve finished the first version of the servo assembly, but it’s MASSIVE, and I haven’t yet tested whether it actually works in practice. Tomorrow, I plan to continue laying out the servos on the guitar fretboard and running some tests with the initial 3D printed parts.
SLASH #4 - Fret CAD Remaking I have, I believe definitively (I hope), completed the connecting-rod-and-crank system for pressing the keys using MG90S servos. It was much more complicated than expected due to the precise, millimeter-scale measurements, but I managed it! Now “all” that remains is to adjust all the servos on the guitar’s 36 keys and build the support housing around them.
SLASH #5 - Fret CAD Remaking I’ve finished the first version of the servo housing unit. I aligned each servo individually to ensure the best possible positioning for pressing the keys. I built a sliding-tray enclosure system: the outer casing opens, allowing the entire assembly of servos to be slid out for maintenance or adjustments. I also created an alternative servo configuration to allow for stacking units on top of one another; I simply extended the piston and its travel range. The next step is to create a magnetic mount to attach the system to the guitar neck, and then to revamp the lower section on the guitar body that plays the strings.
SLASH #6 - Fret CAD Remaking I’ve also finished the mount for attaching the servo system to the guitar neck and made a few general adjustments; the first version of the upper section is now completely finished. Now it’s time for the lower section, the part that plays the strings, which should (in theory) be simpler to build.
SLASH #7 - General adjustments I’ve made a few purely aesthetic adjustments to the system and loaded all the parts developed so far into Bambu Studio with the correct print settings to determine how much filament and how many hours of printing we’ll need (spoiler a lot).
SLASH #8 - Guitar CAD remaking and string player I’ve finished the CAD model for the entire guitar, including the rest of the neck and the body, so I can get a full 1:1 view of the project. I also built a linear actuator from scratch for the MG90S servo used in the string-plucking mechanism; it works really well (I actually made a video of it but forgot to include it in the devlog lol) Now, I just need to finish the housing for the lower servos, adapt it to fit the Raspberry Pi screen, and complete the stand that holds the guitar upright while housing all the electronics.
SLASH #9 - String Player I’ve adjusted the servos and linear actuators for each string based on the precise measurements needed for perfect playability; I’ve also started building the external housing, it looks pretty ugly right now, but the screen and various decorations are still missing (let’s just pretend to believe in it).
SLASH #10 - String player After more than a month, SLASH is back with plenty of work still to do and only 12 days left until the WRO! Today, I refined the overall aesthetics by applying the final color scheme and finally finishing the underside mechanism that plucks the strings using the small screen connected to the Raspberry Pi. All that remains is to complete the stand—which will hold the guitar upright and house all the electronics—and print everything out; then, the project will finally be ready for completion. Zagreb, here we come!...
|
1793180957.088954
|
1793785757.088954
|
|
66640
|
My own site! by @CipherNull | Stardance
|
CipherNull
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T23:22:52Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website that tells people things about me, like my intrests, my future, my goals, etc.", "repo": "https://github.com/CipherNull0/Personal-Site", "demo": "https://ciphernull0.github.io/Personal-Site/"}]...
|
[{"post_id": 75399, "ts": "202 [{"post_id": 75399, "ts": "2026-09-29T23:15:58Z", "hours": 0.7611, "text": "Personal Site"}, {"post_id": 75350, "ts": "2026-09-29T20:15:55Z", "hours": 0.7072, "text": "My Personal Site"}]...
|
Title: My own site! by @CipherNull | Stardance
De Title: My own site! by @CipherNull | Stardance
Devlogs:
My Personal Site
Personal Site
Ships:
I made a personal website that tells people things about me, like my intrests, my future, my goals, etc....
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1793216987.4482281
|
1793303387.4482281
|
|
1076
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BAD SPACE UI LAUNCHER by @mrskeleton | Stardance
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mrskeleton
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T21:14:45Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Those look like the Stardance project description questions! Here’s what you can put: What did you make? A chaotic pygame game where you try to launch a rocket, but the entire UI is broken and misleading. Sliders are hypersensitive or move backwards, buttons are mislabeled, and a signal bar drifts on its own while you try to hold it steady. What was challenging? Making the controls feel genuinely frustrating without being impossible. Getting the sliders to feel chaotic but still technically winnable took a lot of tweaking. Also setting up Git and GitHub for the first time! What are you proud of? The signal slider that slowly drifts on its own — it makes the game way harder because you have to keep adjusting it while doing everything else at the same time. What should people know to test your project? Install Python and pygame first ( pip install pygame ). Then run rocket_launch.py . To actually launch the rocket: get fuel between 40-60%, pressure between 45-55%, hold the signal between 48-52%, flip both switches ON, press “ABORT MISSION” to arm systems, then press “DO NOT PRESS” to launch. Good luck! 😄", "repo": "https://github.com/I-luvstardance/BAD-SPACE-LAUNCHER-UI", "demo": "https://i-luvstardance.itch.io/bad-space-ui"}]...
|
[{"post_id": 754, "ts": "2026- [{"post_id": 754, "ts": "2026-06-02T12:00:13Z", "hours": 1.7525, "text": "I am working a on a space launcher where the UI is “broken” and you have to try to launch even though. Below is a little bit of my code."}]...
|
Title: BAD SPACE UI LAUNCHER by @mrskeleton | Star Title: BAD SPACE UI LAUNCHER by @mrskeleton | Stardance
Devlogs:
I am working a on a space launcher where the UI is “broken” and you have to try to launch even though. Below is a little bit of my code.
Ships:
Those look like the Stardance project description questions! Here’s what you can put: What did you make? A chaotic pygame game where you try to launch a rocket, but the entire UI is broken and misleading. Sliders are hypersensitive or move backwards, buttons are mislabeled, and a signal bar drifts on its own while you try to hold it steady. What was challenging? Making the controls feel genuinely frustrating without being impossible. Getting the sliders to feel chaotic but still technically winnable took a lot of tweaking. Also setting up Git and GitHub for the first time! What are you proud of? The signal slider that slowly drifts on its own — it makes the game way harder because you have to keep adjusting it while doing everything else at the same time. What should people know to test your project? Install Python and pygame first ( pip install pygame ). Then run rocket_launch.py . To actually launch the rocket: get fuel between 40-60%, pressure between 45-55%, hold the signal between 48-52%, flip both switches ON, press “ABORT MISSION” to arm systems, then press “DO NOT PRESS” to launch. Good luck! 😄...
|
1793267542.5691354
|
1793353942.5691354
|
|
14217
|
Slack Bot by @Roombla | Stardance
|
Roombla
|
1
|
1.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T17:53:51Z", "hours": 1.0, "multiplier": 2.15, "payout": 2, "blessing": "neutral", "text": "I created a very basic Slack Bot as my first project on Stardance. I faced several errors during coding, as this is my first project thats about to be shipped, but everything worked out. I’m proud that I understood almost everything while following the guide, and I only realized later that I underestimated myself. The bot is a Slack slash bot that runs 24/7 on Hack Club Nest. To test it, click the linked Demo URL to add the bot to your own Slack workspace, then try all 4 commands. The source code is available on GitHub, which is also linked along with Demo URL, GitHub URL and README URL.", "repo": "https://github.com/RoomblaDev/Miki-Slack-Bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0B9WFW9DN3"}]...
|
[{"post_id": 7540, "ts": "2026 [{"post_id": 7540, "ts": "2026-06-12T16:18:26Z", "hours": 0.8372, "text": "Slack bot devlog #1 I started coding in Stardance and picked a Slack bot as my first project. It runs on JavaScript and is hosted on a Nest server so it stays online 24/7. I managed to build the 4 standard commands: /miki-ping, /miki-help, /miki-joke, and /miki-catfact. Fetching the jokes and cat facts from APIs was pretty confusing at first, and I spent way too much time debugging why the server kept crashing because of silly typos. Another huge mistake I made during my first time coding a Stardance project, is that I forgot to install the time tracker extension in VSC, so I had to rewrite the code completely to get a similar amount of ‘minutes coded’ to my original attempt, but in the end, it finally works!"}]...
|
Title: Slack Bot by @Roombla | Stardance
Devlogs: Title: Slack Bot by @Roombla | Stardance
Devlogs:
Slack bot devlog #1 I started coding in Stardance and picked a Slack bot as my first project. It runs on JavaScript and is hosted on a Nest server so it stays online 24/7. I managed to build the 4 standard commands: /miki-ping, /miki-help, /miki-joke, and /miki-catfact. Fetching the jokes and cat facts from APIs was pretty confusing at first, and I spent way too much time debugging why the server kept crashing because of silly typos. Another huge mistake I made during my first time coding a Stardance project, is that I forgot to install the time tracker extension in VSC, so I had to rewrite the code completely to get a similar amount of ‘minutes coded’ to my original attempt, but in the end, it finally works!
Ships:
I created a very basic Slack Bot as my first project on Stardance. I faced several errors during coding, as this is my first project thats about to be shipped, but everything worked out. I’m proud that I understood almost everything while following the guide, and I only realized later that I underestimated myself. The bot is a Slack slash bot that runs 24/7 on Hack Club Nest. To test it, click the linked Demo URL to add the bot to your own Slack workspace, then try all 4 commands. The source code is available on GitHub, which is also linked along with Demo URL, GitHub URL and README URL....
|
1793245918.7435317
|
1793332318.7435317
|
|
60808
|
KeyClock by @NotSuspiciousProgrammer | Stardance
|
NotSuspiciousProgrammer
|
0
|
1.81
|
0
|
[]
|
[{"post_id": 75407, "ts": "202 [{"post_id": 75407, "ts": "2026-09-29T23:50:24Z", "hours": 1.5306, "text": "Finished the PCB!! I’m new to hardware, so I had a hard time figuring out how to use KiCad, but I’m happy that it’s complete."}, {"post_id": 75084, "ts": "2026-09-29T03:11:08Z", "hours": 0.2819, "text": "Schematic Complete! I had a hard time figuring out how to use KiCad, and then for some reason my computer stopped recording (and I didn’t notice), so most of the time I spent working on my schematic wasn’t logged to my Hackatime project through Lapse. Oh well… at least my schematic is completed!"}]...
|
Title: KeyClock by @NotSuspiciousProgrammer | Star Title: KeyClock by @NotSuspiciousProgrammer | Stardance
Devlogs:
Schematic Complete! I had a hard time figuring out how to use KiCad, and then for some reason my computer stopped recording (and I didn’t notice), so most of the time I spent working on my schematic wasn’t logged to my Hackatime project through Lapse. Oh well… at least my schematic is completed!
Finished the PCB!! I’m new to hardware, so I had a hard time figuring out how to use KiCad, but I’m happy that it’s complete....
|
1793037041.8181915
|
1793641841.8181915
|
|
51109
|
Shooting with Shapes by @thecatsmeow | Stardance
|
thecatsmeow
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T22:30:56Z", "hours": 20.0, "multiplier": 14.4, "payout": 0, "blessing": "neutral", "text": "This is an arcade-style top-down shooter where the player must defend their ship from approaching enemies. The enemies all have one of six shapes, and the player must bring the corresponding shape to the corresponding launcher to shoot at and defeat them. As the game progresses, more types of enemies appear, which require more effort to defeat. I started this game before the summer, so this project specifically adds the new enemy types and onwards (see the git history for more info). The most challenging part of this project was teaching new players how to play. I say that because I obviously know the game better than anyone else, so it was hard for me to tell what new players would struggle with. One example is the NOT enemy, which has to be hit with the wrong shape before being hit with the right one. I spent a long time trying to figure out how to convey this concept to the player without interrupting the flow of gameplay, and eventually settled on a way to explain it with the design of the enemy, as well as an enemy reference page as a backup. Another example is the overall difficulty of the game, which some players found too difficult and others too easy. To avoid the hassle and potential negative feelings of having players manually change their difficulty, I created a dynamic difficulty system which learns from the player’s win rate to make the game easier or harder. I think I’m the proudest of the “juice” (sound and video effects, music, etc.) I added to the project. The programming and logic side of game development has always appealed to me more than the more creative side, such as choosing/making assets, so I was worried I wouldn’t get the game to look or feel good. However, after a fair amount of effort, I was able to get that aspect of the game to a place that I’m happy with, which was a good learning experience. To play the game, you can simply go to the demo link below. It’s a Unity WebGL project hosted on itch.io, so it should run on any device. Keep in mind that the game is meant to be played with a keyboard and mouse, so it may not work or be an enjoyable experience if you try it without those. Thanks, and I hope you enjoy!", "repo": "https://github.com/luke-p28/Shooting-with-Shapes", "demo": "https://thecatsmeow47.itch.io/shooting-with-shapes"}]...
|
[{"post_id": 75409, "ts": "202 [{"post_id": 75409, "ts": "2026-09-30T00:35:29Z", "hours": 10.1594, "text": "Adding JUICE In this session, I focused on making the game feel good to play by adding sound effects, screen shake, and music, among other things. Background music I added five background music tracks, with one being for the ending cutscene, three alternating ones for normal gameplay, and a fifth for menu scenes. Sound effects, screen flash, particle effects, and camera shake I spruced up the game by adding a screen flash when an enemy hits the ship, particle effects when enemies are killed, a camera shake when an explosion happens or an enemy hits the ship, and sound effects for all of those events (plus clicking buttons in menus) Difficulty updates I had noticed that some players struggled with the first levels, while others breezed through them. To help with this, I added a dynamic difficulty system to make the game a bit easier for players on a losing streak and a bit harder for players who are getting comfortable. I also discouraged players from letting the tougher enemies through by making the special enemies do two damage and the boss enemy take away all three hearts. Lastly, I made enemies more likely to spawn close to each other to maximize the satisfaction of taking out two at once. UI additions To help better communicate with the player, I added a progress bar to indicate what fraction of the level’s enemies have spawned, as well as a reference page with information on all the different enemy types. Debugging Finally, I fixed a multitude of bugs, such as the player respawning at the wrong Z position when falling off the map or a second music player being created when the user returned to the title screen."}, {"post_id": 66958, "ts": "2026-09-12T22:59:49Z", "hours": 4.5903, "text": "Spawner and Boss Enemies and Final Level Spawner Enemy Added the spawner enemy, which splits into two normal enemies of the same type when killed, and appears on level 18. Boss Enemy Added the boss enemy, which splits into two spawner enemies of random types once killed, and appears on level 24 (the last level) Final Level Tweaked the weights and enemy count for the last level so that one boss enemy would appear right at the end Playtesting Finished testing all the levels of the game and adjusted the weights and speeds of enemies to make later levels easier Debugging Fixed an issue where killing any spawned enemy would result in winning the level prematurely, and fixed the tutorial level, which had broken after recent changes QoL Updates Updated the checkmark asset to a better version, added an exit button to the main menu, and made enemies stop spawning after the count has been reached"}, {"post_id": 52648, "ts": "2026-08-22T21:46:13Z", "hours": 4.9881, "text": "I had been working on this game previously and gotten feedback on its alpha stage, but had stopped working on it recently. After I picked up the project again, my first main goal was to implement the feedback I had received on the alpha version, namely adding more enemy types. In my game, the player is on a small spaceship and must pick up ammo in geometric shapes to bring it to the corresponding launcher and use it to fend off the corresponding shape of enemy. As of now, I have added two out of four planned types. The first is the NOT enemy, which needs to be hit with any shape that is not its, then needs to be hit with its shape. The second is the hardy enemy, which simply needs to be hit twice. It’s worth noting that there was previously only one type of enemy, so I also added a weighted probability system for different types of enemies. I also made a fair amount of QoL updates, such as making new ammo spawn at a more intuitive time and adding offsets to different RNG instances to make the game seem more random (by preventing enemy placement from predicting enemy type, for example)."}]...
|
Title: Shooting with Shapes by @thecatsmeow | Star Title: Shooting with Shapes by @thecatsmeow | Stardance
Devlogs:
I had been working on this game previously and gotten feedback on its alpha stage, but had stopped working on it recently. After I picked up the project again, my first main goal was to implement the feedback I had received on the alpha version, namely adding more enemy types. In my game, the player is on a small spaceship and must pick up ammo in geometric shapes to bring it to the corresponding launcher and use it to fend off the corresponding shape of enemy. As of now, I have added two out of four planned types. The first is the NOT enemy, which needs to be hit with any shape that is not its, then needs to be hit with its shape. The second is the hardy enemy, which simply needs to be hit twice. It’s worth noting that there was previously only one type of enemy, so I also added a weighted probability system for different types of enemies. I also made a fair amount of QoL updates, such as making new ammo spawn at a more intuitive time and adding offsets to different RNG instances to make the game seem more random (by preventing enemy placement from predicting enemy type, for example).
Spawner and Boss Enemies and Final Level Spawner Enemy Added the spawner enemy, which splits into two normal enemies of the same type when killed, and appears on level 18. Boss Enemy Added the boss enemy, which splits into two spawner enemies of random types once killed, and appears on level 24 (the last level) Final Level Tweaked the weights and enemy count for the last level so that one boss enemy would appear right at the end Playtesting Finished testing all the levels of the game and adjusted the weights and speeds of enemies to make later levels easier Debugging Fixed an issue where killing any spawned enemy would result in winning the level prematurely, and fixed the tutorial level, which had broken after recent changes QoL Updates Updated the checkmark asset to a better version, added an exit button to the main menu, and made enemies stop spawning after the count has been reached
Adding JUICE In this session, I focused on making the game feel good to play by adding sound effects, screen shake, and music, among other things. Background music I added five background music tracks, with one being for the ending cutscene, three alternating ones for normal gameplay, and a fifth for menu scenes. Sound effects, screen flash, particle effects, and camera shake I spruced up the game by adding a screen flash when an enemy hits the ship, particle effects when enemies are killed, a camera shake when an explosion happens or an enemy hits the ship, and sound effects for all of those events (plus clicking buttons in menus) Difficulty updates I had noticed that some players struggled with the first levels, while others breezed through them. To help with this, I added a dynamic difficulty system to make the game a bit easier for players on a losing streak and a bit harder for players who are getting comfortable. I also discouraged players from letting the tougher enemies through by making the special enemies do two damage and the boss enemy take away all three hearts. Lastly, I made enemies more likely to spawn close to each other to maximize the satisfaction of taking out two at once. UI additions To help better communicate with the player, I added a progress bar to indicate what fraction of the level’s enemies have spawned, as well as a reference page with information on all the different enemy types. Debugging Finally, I fixed a multitude of bugs, such as the player respawning at the wrong Z position when falling off the map or a second music player being created when the user returned to the title screen.
Ships:
This is an arcade-style top-down shooter where the player must defend their ship from approaching enemies. The enemies all have one of six shapes, and the player must bring the corresponding shape to the corresponding launcher to shoot at and defeat them. As the game progresses, more types of enemies appear, which require more effort to defeat. I started this game before the summer, so this project specifically adds the new enemy types and onwards (see the git history for more info). The most challenging part of this project was teaching new players how to play. I say that because I obviously know the game better than anyone else, so it was hard for me to tell what new players would struggle with. One example is the NOT enemy, which has to be hit with the wrong shape before being hit with the right one. I spent a long time trying to figure out how to convey this concept to the player without interrupting the flow of gameplay, and eventually settled on a way to explain it with the design of the enemy, as well as an enemy reference page as a backup. Another example is the overall difficulty of the game, which some players found too difficult and others too easy. To avoid the hassle and potential negative feelings of having players manually change their difficulty, I created a dynamic difficulty system which learns from the player’s win rate to make the game easier or harder. I think I’m the proudest of the “juice” (sound and video effects, music, etc.) I added to the project. The programming and logic side of game development has always appealed to me more than the more creative side, such as choosing/making assets, so I was worried I wouldn’t get the game to look or feel good. However, after a fair amount of effort, I was able to get that aspect of the game to a place that I’m happy with, which was a good learning experience. To play the game, you can simply go to the demo link below. It’s a Unity WebGL project hosted on itch.io, so it should run on any device. Keep in mind that the game is meant to be played with a keyboard and mouse, so it may not work or be an enjoyable experience if you try it without those. Thanks, and I hope you enjoy!...
|
1793152048.543215
|
1793238448.543215
|
|
17783
|
PepperPeople by @ThatFairyFijia | Stardance
|
ThatFairyFijia
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T00:39:39Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first blog– PepperPeople! I’m really proud of this being my first fully fleshed out ship, and while it may not look the prettiest sometimes, it’s something I’ve poured heart, soul, and interest into and finished until the end. Maybe I’ll even keep up the project later on. Though please note, the gardening tips sections are still works in progress for later on. This ship is primarily for the work I’ve done on the home page and pepper species.", "repo": "https://github.com/ZoomingLightningbugGirl/PepperBlog", "demo": "https://zoominglightningbuggirl.github.io/PepperBlog/"}]...
|
[{"post_id": 75410, "ts": "202 [{"post_id": 75410, "ts": "2026-09-30T00:35:41Z", "hours": 0.9111, "text": "Primarily quality of life fixes, as I’ve been working on improving my home page and landing page"}, {"post_id": 22573, "ts": "2026-07-05T03:05:09Z", "hours": 3.3794, "text": "Essentially, this is a website I made while I was still fresh as a developer. I’ve primarily been going through this old site and debugging it and replacing it with more sophisticated coding practices. I also intend to make it more robust and styled better (my color palette picking was NOT the best, back then). I anticipate I will also apply some JavaScript into this project. So far, I’ve replaced non-semantic elements like with more semantic elements like to help with screen readers and SEO. I also have been deleting all the elements I put in while I didn’t know what the margin attribute was… yikes O.O I also coded an image carousel that I’ll be implementing on some of the variety pages soon, and I’m looking to code a new feature that creates a drop-down on the maintenance page for each topic. This would be mainly organizational."}]...
|
Title: PepperPeople by @ThatFairyFijia | Stardance Title: PepperPeople by @ThatFairyFijia | Stardance
Devlogs:
Essentially, this is a website I made while I was still fresh as a developer. I’ve primarily been going through this old site and debugging it and replacing it with more sophisticated coding practices. I also intend to make it more robust and styled better (my color palette picking was NOT the best, back then). I anticipate I will also apply some JavaScript into this project. So far, I’ve replaced non-semantic elements like with more semantic elements like to help with screen readers and SEO. I also have been deleting all the elements I put in while I didn’t know what the margin attribute was… yikes O.O I also coded an image carousel that I’ll be implementing on some of the variety pages soon, and I’m looking to code a new feature that creates a drop-down on the maintenance page for each topic. This would be mainly organizational.
Primarily quality of life fixes, as I’ve been working on improving my home page and landing page
Ships:
I made my first blog– PepperPeople! I’m really proud of this being my first fully fleshed out ship, and while it may not look the prettiest sometimes, it’s something I’ve poured heart, soul, and interest into and finished until the end. Maybe I’ll even keep up the project later on. Though please note, the gardening tips sections are still works in progress for later on. This ship is primarily for the work I’ve done on the home page and pepper species....
|
1793145331.540866
|
1793231731.540866
|
|
66634
|
My awesome macropad! by @Hanhyel | Stardance
|
Hanhyel
|
0
|
0.81
|
0
|
[]
|
[{"post_id": 75413, "ts": "202 [{"post_id": 75413, "ts": "2026-09-30T00:53:23Z", "hours": 0.5075, "text": "Decided to make my personal hackpad a numpad continuing from the guide. After I followed the guide and made the case for the 3key pad, I sketched my idea out and I’m currently trying to draw a schematic out for it."}, {"post_id": 75035, "ts": "2026-09-28T22:51:22Z", "hours": 0.3067, "text": "Hackpad - Devlog #1: So far, just following instructions"}]...
|
Title: My awesome macropad! by @Hanhyel | Stardanc Title: My awesome macropad! by @Hanhyel | Stardance
Devlogs:
Hackpad - Devlog #1: So far, just following instructions
Decided to make my personal hackpad a numpad continuing from the guide. After I followed the guide and made the case for the 3key pad, I sketched my idea out and I’m currently trying to draw a schematic out for it....
|
1793101772.9140403
|
1793706572.9140403
|
|
58746
|
Creating a program for floriography ciphered messa Creating a program for floriography ciphered messages by @Mj1536 | Stardance...
|
Mj1536
|
1
|
31.28
|
156
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T23:04:42Z", "hours": 31.0, "multiplier": 5.12, "payout": 156, "blessing": "neutral", "text": "A project on the C language to decipher and create floriography messages This is a project written with the C language to decipher and create florigraphy messages. Nowadays, living among teenagers, it has become relatively common to notice people struggling to express themselves, especially about their feelings. The project came as a way to introduce people to floriography and provide another way, more indirect, to express themselves and their feelings with this beautiful cipher.", "repo": "https://github.com/Mj1536/A-project-to-decipher-and-create-floriography-messages", "demo": "https://floriografia.dino.icu/"}]...
|
[{"post_id": 75415, "ts": "202 [{"post_id": 75415, "ts": "2026-09-30T01:06:29Z", "hours": 0.2772, "text": "It is also available on OnlineGDB https://onlinegdb.com/v-gqiS9SV"}, {"post_id": 75368, "ts": "2026-09-29T21:10:28Z", "hours": 5.1086, "text": "Finished. Finished making the second part, allowing to get flowers for a specific meaning, debugging it, and correcting grammar."}, {"post_id": 74778, "ts": "2026-09-28T06:59:49Z", "hours": 2.1333, "text": "Doing some grammar correction and organization"}, {"post_id": 74748, "ts": "2026-09-28T04:12:38Z", "hours": 0.7333, "text": "Finishing debbuging"}, {"post_id": 74735, "ts": "2026-09-28T02:55:15Z", "hours": 1.1, "text": "Finishing adding the meanings"}, {"post_id": 74711, "ts": "2026-09-28T01:25:44Z", "hours": 4.8667, "text": "Adding the meanings! Unfortunately, I had to remove the combinations due to copyright laws"}, {"post_id": 72447, "ts": "2026-09-23T00:01:05Z", "hours": 5.3667, "text": "Finishing making the flower combinations and fixing some smaller problems"}, {"post_id": 72049, "ts": "2026-09-22T02:15:48Z", "hours": 1.6333, "text": "Continuing the flower combination system"}, {"post_id": 71038, "ts": "2026-09-20T07:29:19Z", "hours": 3.8, "text": "Two new flowers, and preparation for combination of flowers creating new meanings"}, {"post_id": 70942, "ts": "2026-09-20T02:38:55Z", "hours": 2.2333, "text": "Changed the if for switch for better performance and organization"}, {"post_id": 70902, "ts": "2026-09-20T00:03:30Z", "hours": 1.1, "text": "Organizing and making some changes on the code"}, {"post_id": 70882, "ts": "2026-09-19T22:52:58Z", "hours": 0.7, "text": "Finished adding flowers for now"}, {"post_id": 70869, "ts": "2026-09-19T22:03:36Z", "hours": 1.0019, "text": "Just adding some flowers"}, {"post_id": 68860, "ts": "2026-09-15T21:53:12Z", "hours": 0.7381, "text": "A first draft"}]...
|
Title: Creating a program for floriography ciphere Title: Creating a program for floriography ciphered messages by @Mj1536 | Stardance
Devlogs:
A first draft
Just adding some flowers
Finished adding flowers for now
Organizing and making some changes on the code
Changed the if for switch for better performance and organization
Two new flowers, and preparation for combination of flowers creating new meanings
Continuing the flower combination system
Finishing making the flower combinations and fixing some smaller problems
Adding the meanings! Unfortunately, I had to remove the combinations due to copyright laws
Finishing adding the meanings
Finishing debbuging
Doing some grammar correction and organization
Finished. Finished making the second part, allowing to get flowers for a specific meaning, debugging it, and correcting grammar.
It is also available on OnlineGDB https://onlinegdb.com/v-gqiS9SV
Ships:
A project on the C language to decipher and create floriography messages This is a project written with the C language to decipher and create florigraphy messages. Nowadays, living among teenagers, it has become relatively common to notice people struggling to express themselves, especially about their feelings. The project came as a way to introduce people to floriography and provide another way, more indirect, to express themselves and their feelings with this beautiful cipher....
|
1793152474.0659056
|
1793238874.0659056
|
|
30157
|
Own web page: Alimentae by @Domenica | Stardance
|
Domenica
|
2
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T01:51:18Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ALIMENTAE I built an interactive and responsive demo website for Alimentae, my food rescue initiative alongside my friends. The platform is divided into two files with multiple sections within both. On the one hand there’s the index.html which covers the general introduction to Alimentae, gives facts and stats, quotes and most importantly, a call to action section to invite the reader to take part. On the other hand, I developed the somos.html which focuses on introducing the team as it contains more detailed info about Alimentae’s creators. Finally, the last addition to the website ahs been the accion.html, which focuses on the merch of Alimentae (featuring hoddies, t-shirts and tote bags). As with any project, there were challenges to overcome. I believe that the hardest challenge I had to overcome was managing to make the site easy to view regardless of the device being used. Secondly, making the navigation smooth and finally, establishing a clear visual hierarchy while maintaining the brand identity so it remained legible and appealing. With practice, it has become easier to overcome this challenges. I’m really proud of creating a website which has a clear branding aesthetic and manages to give an interactive experience for anyone using it. Moreover, I believe I succesfully represented my project’s core ideas. Finally, when opening the website you won’t need to do anything other than click the link. Hope you like it!", "repo": "https://github.com/Domenica-Santayana/alimentae.pe/", "demo": "https://alimentae.netlify.app/"}, {"ship_num": 2, "ts": "2026-08-06T17:42:02Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ALIMENTAE I built an interactive and responsive demo website for Alimentae, my food rescue initiative alongside my friends. The platform is divided into two files with multiple sections within both. On the one hand there’s the index.html which covers the general introduction to Alimentae, gives facts and stats, quotes and most importantly, a call to action section to invite the reader to take part. On the other hand, I developed the somos.html which focuses on introducing the team as it contains more detailed info about Alimentae’s creators. As with any project, there were challenges to overcome. I believe that the hardest challenge I had to overcome was managing to make the site easy to view regardless of the device being used. Secondly, making the navigation smooth and finally, establishing a clear visual hierarchy while maintaining the brand identity so it remained legible and appealing. I’m really proud of creating a website which has a clear branding aesthetic and manages to give an interactive experience for anyone using it. Moreover, I believe I succesfully represented my project’s core ideas. Finally, when opening the website you won’t need to do anything other than click the link. Hope you like it!", "repo": "https://github.com/Domenica-Santayana/alimentae.pe/", "demo": "https://alimentae.netlify.app/"}]...
|
[{"post_id": 75419, "ts": "202 [{"post_id": 75419, "ts": "2026-09-30T01:33:41Z", "hours": 1.38, "text": "Hello there! So, I’ve managed to accomplish the final page of Alimentae. I did it quite fast considering I copied part of the code of the index and the somos.html. When I was working on it, at first I put all the products and all its ways of looking at them, but I didn’t like it. That’s when I thought, hey, what if I search for Gucci’s way of doing so. That’s what inspired me on doing the thing with the arrows in the section of gallery. As well, I kinda copied the same design of the cta of the index, but I managed to discover how to put it some movement. Check out the new changes. Hope you like it!"}, {"post_id": 75091, "ts": "2026-09-29T04:11:01Z", "hours": 1.1436, "text": "Hello there! So I kinda decide to change some things. Well, you know I was working on the action.html. Well, let’s say I keep working on it but with a new goal: merch. I’ve manage to make mockups of the products and start coding. See you!"}, {"post_id": 63254, "ts": "2026-09-06T23:45:36Z", "hours": 0.4986, "text": "Hello there! So, I was thinking, what if I add something else to Alimentae’s site. I mean, there are 3 colours, blue for the index, white for the somos.html, but what about yellow? Inspired by that idea and my belief that I can make Alimentae much better, I decided to create the accion.html file. See you!"}, {"post_id": 42075, "ts": "2026-08-06T17:10:31Z", "hours": 2.4147, "text": "Hello there! Great News! I’ve just finished the demo website for Alimentae. I made some changes in the headers, added information to the somos page, bigger brand logos and so on. Try it now! Hope you like it!"}, {"post_id": 40476, "ts": "2026-08-04T01:10:34Z", "hours": 0.3856, "text": "Hello there! In the last devlog, I commented that I managed to get on with the Somos page, yet when I was in the Index page, I found it “odd” that by clicking on “somos” it took you directly to the new html when there’s also a description in the index page as well. Soooo, I decided to make some changes. Now, clicking on “Somos” redirects you to the section in the index page, and in that same section, you’lll find a “Read more” that takes you to the somos.html file. Check it out!"}, {"post_id": 39030, "ts": "2026-08-01T18:15:54Z", "hours": 1.0808, "text": "Hello there! So, I’ve been working on the Somos site. As you can see, I managed to link it with the Index site, I added some buttons in the nav bar to redirect to each part of the Somos page: Inicio goes back to the index, Historia goes to the nuestra historia section, Sé parte del cambio redirects back to the Index html to the section of calling to action. Hope you like it!"}, {"post_id": 38365, "ts": "2026-07-31T18:26:42Z", "hours": 1.2278, "text": "Hello there! I’ve been working on the “Somos” site and I managed to set up the main structure. So, my biggest accomplishments on this time working were my finished header (logo + nav bar) plus the introductory “hero section” with the main message and action buttons. I also built a sidebar card in order to summarize Alimentae’s current activities. Moreover, I was able to work on the CSS general variables for colors and typography for the following sections. Now, I’m looking foward to making a section more connected to the team behind Alimentae."}, {"post_id": 34353, "ts": "2026-07-24T23:37:33Z", "hours": 0.9706, "text": "Right now I’m working on a new separate HTML file for the section “Somos” of my website. This new page will allow for a more in depth presentation of Alimentae’s identity, including our mission, vision, values, and story, without overcrowding the index page."}]...
|
Title: Own web page: Alimentae by @Domenica | Star Title: Own web page: Alimentae by @Domenica | Stardance
Devlogs:
Right now I’m working on a new separate HTML file for the section “Somos” of my website. This new page will allow for a more in depth presentation of Alimentae’s identity, including our mission, vision, values, and story, without overcrowding the index page.
Hello there! I’ve been working on the “Somos” site and I managed to set up the main structure. So, my biggest accomplishments on this time working were my finished header (logo + nav bar) plus the introductory “hero section” with the main message and action buttons. I also built a sidebar card in order to summarize Alimentae’s current activities. Moreover, I was able to work on the CSS general variables for colors and typography for the following sections. Now, I’m looking foward to making a section more connected to the team behind Alimentae.
Hello there! So, I’ve been working on the Somos site. As you can see, I managed to link it with the Index site, I added some buttons in the nav bar to redirect to each part of the Somos page: Inicio goes back to the index, Historia goes to the nuestra historia section, Sé parte del cambio redirects back to the Index html to the section of calling to action. Hope you like it!
Hello there! In the last devlog, I commented that I managed to get on with the Somos page, yet when I was in the Index page, I found it “odd” that by clicking on “somos” it took you directly to the new html when there’s also a description in the index page as well. Soooo, I decided to make some changes. Now, clicking on “Somos” redirects you to the section in the index page, and in that same section, you’lll find a “Read more” that takes you to the somos.html file. Check it out!
Hello there! Great News! I’ve just finished the demo website for Alimentae. I made some changes in the headers, added information to the somos page, bigger brand logos and so on. Try it now! Hope you like it!
Hello there! So, I was thinking, what if I add something else to Alimentae’s site. I mean, there are 3 colours, blue for the index, white for the somos.html, but what about yellow? Inspired by that idea and my belief that I can make Alimentae much better, I decided to create the accion.html file. See you!
Hello there! So I kinda decide to change some things. Well, you know I was working on the action.html. Well, let’s say I keep working on it but with a new goal: merch. I’ve manage to make mockups of the products and start coding. See you!
Hello there! So, I’ve managed to accomplish the final page of Alimentae. I did it quite fast considering I copied part of the code of the index and the somos.html. When I was working on it, at first I put all the products and all its ways of looking at them, but I didn’t like it. That’s when I thought, hey, what if I search for Gucci’s way of doing so. That’s what inspired me on doing the thing with the arrows in the section of gallery. As well, I kinda copied the same design of the cta of the index, but I managed to discover how to put it some movement. Check out the new changes. Hope you like it!
Ships:
ALIMENTAE I built an interactive and responsive demo website for Alimentae, my food rescue initiative alongside my friends. The platform is divided into two files with multiple sections within both. On the one hand there’s the index.html which covers the general introduction to Alimentae, gives facts and stats, quotes and most importantly, a call to action section to invite the reader to take part. On the other hand, I developed the somos.html which focuses on introducing the team as it contains more detailed info about Alimentae’s creators. As with any project, there were challenges to overcome. I believe that the hardest challenge I had to overcome was managing to make the site easy to view regardless of the device being used. Secondly, making the navigation smooth and finally, establishing a clear visual hierarchy while maintaining the brand identity so it remained legible and appealing. I’m really proud of creating a website which has a clear branding aesthetic and manages to give an interactive experience for anyone using it. Moreover, I believe I succesfully represented my project’s core ideas. Finally, when opening the website you won’t need to do anything other than click the link. Hope you like it!
ALIMENTAE I built an interactive and responsive demo website for Alimentae, my food rescue initiative alongside my friends. The platform is divided into two files with multiple sections within both. On the one hand there’s the index.html which covers the general introduction to Alimentae, gives facts and stats, quotes and most importantly, a call to action section to invite the reader to take part. On the other hand, I developed the somos.html which focuses on introducing the team as it contains more detailed info about Alimentae’s creators. Finally, the last addition to the website ahs been the accion.html, which focuses on the merch of Alimentae (featuring hoddies, t-shirts and tote bags). As with any project, there were challenges to overcome. I believe that the hardest challenge I had to overcome was managing to make the site easy to view regardless of the device being used. Secondly, making the navigation smooth and finally, establishing a clear visual hierarchy while maintaining the brand identity so it remained legible and appealing. With practice, it has become easier to overcome this challenges. I’m really proud of creating a website which has a clear branding aesthetic and manages to give an interactive experience for anyone using it. Moreover, I believe I succesfully represented my project’s core ideas. Finally, when opening the website you won’t need to do anything other than click the link. Hope you like it!...
|
1793252975.8627267
|
1793339375.8627267
|
|
54441
|
Ukii by @TomNook | Stardance
|
TomNook
|
0
|
40.09
|
0
|
[]
|
[{"post_id": 75421, "ts": "202 [{"post_id": 75421, "ts": "2026-09-30T01:40:30Z", "hours": 1.2461, "text": "Made it overall look more like my concepts and added hero/background support with a supa rad fade in/out animation!"}, {"post_id": 75354, "ts": "2026-09-29T20:31:01Z", "hours": 2.5089, "text": "GREATLY improved scraping! (instead of freezing every time you scrape something i use multiple cpu threads to scrape something which prevents it from freezing) also moved to love 12 and fixed some bugs with the keyboard"}, {"post_id": 72405, "ts": "2026-09-22T21:02:19Z", "hours": 7.6775, "text": "TRYING to implement an on-screen keyboard (already have hardware keyboard input working and yes i know it looks horrible atm), fixed some ui bugs, added a dynamic battery icon, added game renaming support, and overall made things look smoother!"}, {"post_id": 69467, "ts": "2026-09-17T03:53:37Z", "hours": 1.8244, "text": "Add toggle switch with JUICYYYYY ANIMATIONS and fix background scaling bugs when resizing the window!"}, {"post_id": 66975, "ts": "2026-09-12T23:36:19Z", "hours": 3.505, "text": "Added scraping via steamgriddb! the image results arent the best and the code is an absolute mess but it WORKS AHAHAHAHAHAHA"}, {"post_id": 66226, "ts": "2026-09-11T22:29:51Z", "hours": 4.93, "text": "OH MY GOSH I GOT GAME LAUNCHING WORKING!!!! also have game icon loading and stuff BUT THATS NOT IMPORTANT OHMYGOSH I GOT IT TO WORK AJHSDFUYHFAGYUEYGHUYGDERYGHYGEDRGYEDRGFYUUYHGETFRDGT"}, {"post_id": 59910, "ts": "2026-09-01T22:52:20Z", "hours": 0.6608, "text": "Added a custom animation to the game selection menu and fixed a ui bug concerning hitting the end of elements"}, {"post_id": 59369, "ts": "2026-09-01T04:05:34Z", "hours": 1.6142, "text": "Made it so focusable ui elements do something when you hover them (instead of just drawing a rectangle) and added some juiciness to elements! (will probably get rid of some of the rotation effects tho)"}, {"post_id": 59156, "ts": "2026-08-31T19:45:44Z", "hours": 3.8633, "text": "I GOT INPUT WORKING YESSSSSSSSS idk if the video works or not but i cant believe input is workinggggg, i just made a table/array where you put each item in and then you navigate/index the table with the arrow keys (theres probably a much better way to handle navigation but like its the only way i could figure out bc i have smooth brain). also, ive been working more on window scaling so i can just make the ui elements however i want in pixel scaling and it automatically scales everything to the right size without me having to worry about making panels resizable or wtvr ALSO i figured out a name for it! (no it wasnt piku) i shall now call my baby CHISAI (which means tiny in japanese) because this frontend is supposed to be a mini version of another launcher i want to make! (think of it like the dsi and wii) TLDR: input, sizing, and new name"}, {"post_id": 56310, "ts": "2026-08-28T01:26:02Z", "hours": 2.9864, "text": "Mostly been refining the ui system more, cleaning up my code (it was rly messy lol), and stuff like that (sorry this devlog isnt as detailed im a bit drained)"}, {"post_id": 55184, "ts": "2026-08-26T18:07:11Z", "hours": 1.4758, "text": "Been mostly refining the ui MORE (agh help me aghhhhh ouuuuu) and added a highlight flag for panels/text (need to add more options for custom cases and stuff tho) you can see it on the pokemon emerald version thing"}, {"post_id": 54918, "ts": "2026-08-26T04:28:12Z", "hours": 2.3719, "text": "Mostly been improving my ui system, TRYING to make a decent shadow effect for the ui (decided to settle for just a non-blur version for performance reasons) and now im just trying to clean up my code (impossible ofc) and make it look a bit more like my mockups!"}, {"post_id": 54845, "ts": "2026-08-26T00:49:22Z", "hours": 5.4256, "text": "Been working on ui hell TwT, man making a ui system from scratch is a PAIN!!! well i added simple layout features and its a parent/child based ui system which is pretty nice! also theming works nice which is nice ik the ui looks pretty meh rn but ITLL LOOK MUCH BETTER LATER I SWEAR AGH"}]...
|
Title: Ukii by @TomNook | Stardance
Devlogs:
Been Title: Ukii by @TomNook | Stardance
Devlogs:
Been working on ui hell TwT, man making a ui system from scratch is a PAIN!!! well i added simple layout features and its a parent/child based ui system which is pretty nice! also theming works nice which is nice ik the ui looks pretty meh rn but ITLL LOOK MUCH BETTER LATER I SWEAR AGH
Mostly been improving my ui system, TRYING to make a decent shadow effect for the ui (decided to settle for just a non-blur version for performance reasons) and now im just trying to clean up my code (impossible ofc) and make it look a bit more like my mockups!
Been mostly refining the ui MORE (agh help me aghhhhh ouuuuu) and added a highlight flag for panels/text (need to add more options for custom cases and stuff tho) you can see it on the pokemon emerald version thing
Mostly been refining the ui system more, cleaning up my code (it was rly messy lol), and stuff like that (sorry this devlog isnt as detailed im a bit drained)
I GOT INPUT WORKING YESSSSSSSSS idk if the video works or not but i cant believe input is workinggggg, i just made a table/array where you put each item in and then you navigate/index the table with the arrow keys (theres probably a much better way to handle navigation but like its the only way i could figure out bc i have smooth brain). also, ive been working more on window scaling so i can just make the ui elements however i want in pixel scaling and it automatically scales everything to the right size without me having to worry about making panels resizable or wtvr ALSO i figured out a name for it! (no it wasnt piku) i shall now call my baby CHISAI (which means tiny in japanese) because this frontend is supposed to be a mini version of another launcher i want to make! (think of it like the dsi and wii) TLDR: input, sizing, and new name
Made it so focusable ui elements do something when you hover them (instead of just drawing a rectangle) and added some juiciness to elements! (will probably get rid of some of the rotation effects tho)
Added a custom animation to the game selection menu and fixed a ui bug concerning hitting the end of elements
OH MY GOSH I GOT GAME LAUNCHING WORKING!!!! also have game icon loading and stuff BUT THATS NOT IMPORTANT OHMYGOSH I GOT IT TO WORK AJHSDFUYHFAGYUEYGHUYGDERYGHYGEDRGYEDRGFYUUYHGETFRDGT
Added scraping via steamgriddb! the image results arent the best and the code is an absolute mess but it WORKS AHAHAHAHAHAHA
Add toggle switch with JUICYYYYY ANIMATIONS and fix background scaling bugs when resizing the window!
TRYING to implement an on-screen keyboard (already have hardware keyboard input working and yes i know it looks horrible atm), fixed some ui bugs, added a dynamic battery icon, added game renaming support, and overall made things look smoother!
GREATLY improved scraping! (instead of freezing every time you scrape something i use multiple cpu threads to scrape something which prevents it from freezing) also moved to love 12 and fixed some bugs with the keyboard
Made it overall look more like my concepts and added hero/background support with a supa rad fade in/out animation!...
|
1792792047.6379056
|
1793396847.6379056
|
|
48293
|
PlutoXL by @Eli_Mendez | Stardance
|
Eli_Mendez
|
0
|
21.58
|
0
|
[]
|
[{"post_id": 75422, "ts": "202 [{"post_id": 75422, "ts": "2026-09-30T01:41:05Z", "hours": 1.3225, "text": "I just finished the reworking of PLUTOXL. I was very underknowledged on how to make a keyboard. Therefore, I am taking a step back and working on a large macropad that will help my everyday work. I hope to get this project wrapped up soon"}, {"post_id": 72465, "ts": "2026-09-23T00:58:53Z", "hours": 2.7314, "text": "PLUTOXL: I have no clue what im doing. I tried to make the pcb but all the traces were wrong and I decided to get rid of the nets and pins and just do it freehand. I highly doubt what I did was right and don’t think that I can get this project done before the program ends. I’m gonna try but it looks impossible."}, {"post_id": 72045, "ts": "2026-09-22T01:53:40Z", "hours": 3.2611, "text": "PLUTOXL: Left PCB done now i have to route traces and do it on the Right side. This is a big milestone in this project. Now I can start moving along. I did run into some problems with schematic drawing and so I switched back to Ergogen and finished it up from there. I made many adjustments to all the component and I am pretty happy with it. Tomorrow I will work on the right side"}, {"post_id": 71533, "ts": "2026-09-21T00:52:27Z", "hours": 4.2222, "text": "PLUTOXL: I am designing the pcb myself because ergogens footprints were pretty bad and I don’t think a lot of the traces right. I’m doing it myself now. However, I am struggling finding the right footprints that I need. I should hopefully get the PCB done in the next few days. I am crunching to get this done by the 30th. Wish me luck"}, {"post_id": 70977, "ts": "2026-09-20T04:38:24Z", "hours": 7.6067, "text": "PlutoXL: I learned how to use Ergogen and configured my keyboard. I need to get my PCB done in the next two days. I was able to complete the layout and outline. But I am struggling to configure the file on the desktop version of Ergogen. That part is very vague to me."}, {"post_id": 70305, "ts": "2026-09-18T22:06:19Z", "hours": 2.4322, "text": "PlutoXL: this is a split keyboard specifically for me and for for this time I worked on planning for the parts I’m going to use. This was also the time that I started thinking how my keyboard would look like. I’m still curious on how all of it will come together and since I don’t have the funds for this on my own if I’m going to be able to get sufficient funds for this project. Next will be the layout for the PCB"}]...
|
Title: PlutoXL by @Eli_Mendez | Stardance
Devlogs Title: PlutoXL by @Eli_Mendez | Stardance
Devlogs:
PlutoXL: this is a split keyboard specifically for me and for for this time I worked on planning for the parts I’m going to use. This was also the time that I started thinking how my keyboard would look like. I’m still curious on how all of it will come together and since I don’t have the funds for this on my own if I’m going to be able to get sufficient funds for this project. Next will be the layout for the PCB
PlutoXL: I learned how to use Ergogen and configured my keyboard. I need to get my PCB done in the next two days. I was able to complete the layout and outline. But I am struggling to configure the file on the desktop version of Ergogen. That part is very vague to me.
PLUTOXL: I am designing the pcb myself because ergogens footprints were pretty bad and I don’t think a lot of the traces right. I’m doing it myself now. However, I am struggling finding the right footprints that I need. I should hopefully get the PCB done in the next few days. I am crunching to get this done by the 30th. Wish me luck
PLUTOXL: Left PCB done now i have to route traces and do it on the Right side. This is a big milestone in this project. Now I can start moving along. I did run into some problems with schematic drawing and so I switched back to Ergogen and finished it up from there. I made many adjustments to all the component and I am pretty happy with it. Tomorrow I will work on the right side
PLUTOXL: I have no clue what im doing. I tried to make the pcb but all the traces were wrong and I decided to get rid of the nets and pins and just do it freehand. I highly doubt what I did was right and don’t think that I can get this project done before the program ends. I’m gonna try but it looks impossible.
I just finished the reworking of PLUTOXL. I was very underknowledged on how to make a keyboard. Therefore, I am taking a step back and working on a large macropad that will help my everyday work. I hope to get this project wrapped up soon...
|
1793220913.678639
|
1793825713.678639
|
|
65963
|
Downloads Runner by @ahmedaakif2013 | Stardance
|
ahmedaakif2013
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T13:24:41Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is the downlead heaven you run away from he user before he deletes you", "repo": "https://github.com/iceleftplayz/AIR-OS-Ahmed-Stardance", "demo": "https://orange-couscous-p7w755vwv775crgxw-3000.app.github.dev/https://orange-couscous-p7w755vwv775crgxw-3000.app.github.dev/https://orange-couscous-p7w755vwv775crgxw-3000.app.github.dev/https://orange-couscous-p7w755vwv775crgxw-3000.app.github.dev/"}]...
|
[{"post_id": 75423, "ts": "202 [{"post_id": 75423, "ts": "2026-09-30T01:42:03Z", "hours": 7.5933, "text": "I finished the game"}, {"post_id": 74433, "ts": "2026-09-27T11:27:12Z", "hours": 2.0842, "text": "Im working on the Terrain. I need to make the background better. Can someone tell me if this project is good??"}]...
|
Title: Downloads Runner by @ahmedaakif2013 | Stard Title: Downloads Runner by @ahmedaakif2013 | Stardance
Devlogs:
Im working on the Terrain. I need to make the background better. Can someone tell me if this project is good??
I finished the game
Ships:
This is the downlead heaven you run away from he user before he deletes you...
|
1793216864.2889647
|
1793303264.2889647
|
|
60430
|
gearbox solarsystem cad by @XmanuX | Stardance
|
XmanuX
|
0
|
4.13
|
0
|
[]
|
[{"post_id": 75427, "ts": "202 [{"post_id": 75427, "ts": "2026-09-30T02:03:58Z", "hours": 4.1325, "text": "I started a new project yay, right I wanted to learn cad so my main goal was to build a gear box showing the planets orbits but the gear ratios are horrendous so for now I’m only doing Mercurys, I also spent a lot of time doing mini projects to learn and get used to onshore because I am very much new, idk if that’s against the rules I’m pretty sure it isnt, also idk how to put the vid on this but I copied the link to it I hop that’s enough. https://lapse.hackclub.com/timelapse/6kVyzlXmKuFh anyways that was fun, il try and finish it tmr"}]...
|
Title: gearbox solarsystem cad by @XmanuX | Starda Title: gearbox solarsystem cad by @XmanuX | Stardance
Devlogs:
I started a new project yay, right I wanted to learn cad so my main goal was to build a gear box showing the planets orbits but the gear ratios are horrendous so for now I’m only doing Mercurys, I also spent a lot of time doing mini projects to learn and get used to onshore because I am very much new, idk if that’s against the rules I’m pretty sure it isnt, also idk how to put the vid on this but I copied the link to it I hop that’s enough. https://lapse.hackclub.com/timelapse/6kVyzlXmKuFh anyways that was fun, il try and finish it tmr...
|
1793033493.6912713
|
1793638293.6912713
|
|
66925
|
Digital Camera!! by @thuglas | Stardance
|
thuglas
|
0
|
0.36
|
0
|
[]
|
[{"post_id": 75430, "ts": "202 [{"post_id": 75430, "ts": "2026-09-30T02:22:37Z", "hours": 0.3569, "text": "Working on making a baby digital camera (pocket-sized)"}]...
|
Title: Digital Camera!! by @thuglas | Stardance
D Title: Digital Camera!! by @thuglas | Stardance
Devlogs:
Working on making a baby digital camera (pocket-sized)...
|
1793105401.779475
|
1793710201.779475
|
|
22029
|
Sentinel: Autonomous Exploration Rover by @Sriyan Sentinel: Autonomous Exploration Rover by @Sriyan | Stardance...
|
Sriyan
|
1
|
146.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T03:15:27Z", "hours": 146.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a robot controller and the code responding for it although I couldn’t finish the robot itself I feel like this Is worth the effort I put into it thanks, Sriyan", "repo": "https://github.com/BigestBrainestbozo/Sentinal-robot-website-and-code", "demo": ""}]...
|
[{"post_id": 75433, "ts": "202 [{"post_id": 75433, "ts": "2026-09-30T02:29:18Z", "hours": 20.4072, "text": "Devlog — Motor Control System Time: ~7 Hours I wasn’t able to finish building the physical robot, so this year I’ve been focusing more on the coding side of the project. During these 7 hours, I worked on the robot’s motor control system, including movement, motor power, direction, and stopping. I also spent time testing and debugging the code so that when I return to the physical robot, I’ll already have a stronger software foundation ready. Next I’m going to keep developing and improving the code this year, and eventually return to finishing and integrating it with the physical robot."}, {"post_id": 55358, "ts": "2026-08-27T04:21:04Z", "hours": 5.8667, "text": "––Devlog 17–– Continuing Sentinel’s Retrace System Today I continued working on Sentinel’s autonomous retrace system. The goal of this system is to give it a way to recover when autonomous navigation leads it into a bad situation. Instead of stopping, it will eventually be able to remember its recent route, retrace it, look for another path, and only return control to the user if autonomous recovery fails. Recording Autonomous Movement I continued connecting it’s existing autonomous navigation to the movement-history system. it can store recent movements using: rememberMovement ()"}, {"post_id": 54250, "ts": "2026-08-25T04:19:16Z", "hours": 14.075, "text": "––Devlog 16–– Testing Sentinel in the Real World Yesterday I focused on just testing it over obstacles I’ve spent a lot of recent sessions improving the autonomous navigation system, failsafe logic, sensor handling, mission statistics, and the beginning of the retrace system. Physical Testing I spent the session working with Sentinel’s real hardware and observing how the different systems behave outside of the Arduino IDE. I focused on: Motor movement Servo movement Ultrasonic sensor behavior Sensor positioning Current wiring Rover movement Existing manual controls Existing autonomous behavior"}, {"post_id": 52469, "ts": "2026-08-22T16:24:33Z", "hours": 4.9, "text": "––Devlog 15–– Remembering its Path Today I started working on a much more advanced recovery system for the rover. Until now, FAILSAFE has mainly been designed to stop the rover when autonomous navigation runs into a serious problem. I don’t want stopping to always be the rovers first and only solution. Instead, I want Sentinel to eventually remember where it came from, retrace part of its path, and search for another route. The New Recovery Idea The recovery system I’m building is designed to eventually work like this: Dead End? I v FAILSAFE I v Retrace Recent Path I v Scan Surroundings Again I v Try Another Route I v No Safe Route? I v Switch to Manual Mode"}, {"post_id": 51305, "ts": "2026-08-20T21:38:39Z", "hours": 5.5142, "text": "—Devlog 14— Making it more reliable today I continue improving the autonomous navigation system work better by making a better failsafe. Sensor Failures I improved sentinels ultrasonic sensor failure handling/ the rover now treats different situations respectively not just backing up when sensor failsafe now it will retrace its path and go a different way if there is no other way the rover will automatically switch to manual mode and your device will do a cool animation change in the schedule since school started I am trying hard to balance 6 hours of school and 5 hours of work each day, so now physical and catch up days are on weekends due to having no school."}, {"post_id": 45366, "ts": "2026-08-11T19:31:55Z", "hours": 4.9944, "text": "–Devlog 13– Finishing Sentinel’s Failsafe System Today I continued working on Sentinel’s autonomous safety system. The main goal was to make FAILSAFE more useful instead of having it simply stop the rover without explaining what happened."}, {"post_id": 44450, "ts": "2026-08-10T06:23:59Z", "hours": 13.1775, "text": "––Devlog 12–– Making Sentinel Safer Today I focused on improving autonomous navigation and making the rover safer when something goes maybe might go wrong. A lot of today’s work was about making sure Sentinel doesn’t just assume that every sensor reading is correct or that every direction is safe. Smarter Path Decisions I added a minimum turning clearance to the rover’s settings. Before this, Sentinel could scan both directions and simply choose whichever side had more space. For example: left: 8 cm right: 12 cm the right side has more space, but 12 cm still isn’t enough room to safely turn. Now it checks whether a direction actually has enough clearance before choosing it. If both directions are clear, it chooses the side with more room. If only one direction is clear, it chooses that direction. If neither direction is clear, it knows that it needs to try something else. gn"}, {"post_id": 43773, "ts": "2026-08-09T06:19:22Z", "hours": 7.4453, "text": "———––Devlog 11———— I made it to Colorado yeah Failsafe I decided to make the autonomous mode safer rather than faster. the purpose of the failsafe is if something is to ever go wrong it will know what to do. Smart Path Decision well you heard the title, well basically what I did is that it can tell the difference between: A clear path A path that is too close to an obstacle A failed sensor reading Both paths being blocked I also added a minimum turning distance so it doesn’t choose one side for being like 1 cm better than the other. Example: left: 11cm right 12cm"}, {"post_id": 42656, "ts": "2026-08-07T14:31:52Z", "hours": 5.2392, "text": "———––Devlog 10———— Improving Sentinel’s Brain And Hardware Today I finally did a hardware and software day I spent the digital part fixing my devlogs and coding the place holder awareness. Software Progress I continued working on the autonomous navigation system like: Tracking servo current position Improved logic for left, center, and right Remembering sensor readings Physical Work My solder wire is leaded im cooked I didnt like my solder work so I tried again but this time I watched a video and it said leaded is dangerous so yeah but I connected 1 wire cut in half\\ Important Info im going to colorado today for 10 days but 3 of them Im going to be in mountain so no work Thanks for following Project Sentinel!"}, {"post_id": 41798, "ts": "2026-08-06T06:53:25Z", "hours": 7.4844, "text": "———––Devlog 09———— Sentinel’s Software Gets Smarter Today I focused mainly on improving Sentinel’s software and project documentation . The rover is not physically ready for full testing yet, so I used the digital work session to organize the code, fix errors, add useful debugging features, and improve how I present the project. Software Progress I expanded Sentinel’s Arduino Mega code with several new systems: Manual and autonomous driving modes Emergency stop command Configurable rover settings Obstacle detection and stopping Reverse-and-turn behavior Servo-based left, center, and right scanning Mission statistics Current rover status reporting Structured communication messages TB6612 motor-driver control functions The autonomous system is designed to follow this sequence: Drive forward Detect an obstacle Stop Reverse Scan left, center, and right Compare the available paths Choose the clearer direction Turn Continue driving Mission Statistics I added a command that can report information such as: Mission runtime Number of obstacles detected Number of left turns Number of right turns Number of successful distance readings I also added a current-status command so I can check Sentinel’s mode, state, movement command, and latest sensor reading while debugging. 📡 Communication Protocol I standardized the messages Sentinel sends through the Serial Monitor. Examples include: MODE:MANUAL MODE:AUTONOMOUS STATE:DRIVING STATE:REVERSING STATE:SCANNING_LEFT CMD:FORWARD CMD:STOP DIST:32.4"}, {"post_id": 40925, "ts": "2026-08-04T19:19:32Z", "hours": 14.7436, "text": "———––Devlog 08———— Making The Navigation Brain Toda I focused on the software for Sentinel. instead of working on hardware all day I switch to digital to make the user interface easy and intuitive for everyone(me) to use without any brain power. What I coded I added code for : The stop distance before obstacles Sensor-reading interval duration for turning and reversing and movement speed changes I got these from looking at my robot vac believe it or not. Preparations I began preparing for the motors because i have to solder them to the Arduino and im a noob at it so i made self drving mode and manual mode with placeholders What I Learned those little disks roaming around houses are hard to code kudos to the engineers, but I think that I learned that sensor awarness is hard and that anyways, Thanks for listening to my thing and following my project."}, {"post_id": 39172, "ts": "2026-08-01T23:01:50Z", "hours": 10.3956, "text": "———––Devlog 07———— Sentinel’s Web Controller Is Fixed Today I fixed a major part of the website which was the mobile part not being able to work properly Desktop Controls On a computer, sentinel can be controlled using the keyboard. The main controls are (for now): W - Forward A - Left S - Backward D - Right Mobile Controls For phones, I designed a different interface, instead of trying to use small buttons to control I made a joystick . Device Detection The website automatically provides better control method depending on what device you are using. Thanks for following Project Sentinel ! We’re getting closer to actually driving this thing."}, {"post_id": 37934, "ts": "2026-07-30T23:16:10Z", "hours": 9.9833, "text": "—————— Devlog 06 —————— Building Sentinel’s Eyes & Control Center Over the past few days, I worked on both the physical rover and its control system. What I Finished I completed the custom mount for Sentinel’s ultrasonic sensors. The mount holds the sensors securely and prepares them to be mounted on the servo, allowing Sentinel to scan left, center, and right while navigating. Website Progress I also spent time building Sentinel’s web controller. So far I have created: 🖥️ Desktop version Mobile version Both versions are coming together nicely. The only problem is that the mobile version isn’t displaying correctly on my phone yet, so I’ll show it off in the next devlog after I fix it. What I Learned This project is becoming much bigger than just building a rover. I’m now working on: CAD 3D printing Web development C++ Electronics Hardware integration It’s exciting seeing all of these skills come together in one project. Next Mission Fix the mobile website layout Finish the web controller Mount the ultrasonic sensor onto the servo Continue building Sentinel’s autonomous navigation system Thanks for following Project Sentinel ! Every update gets me one step closer to bringing Sentinel to life."}, {"post_id": 36717, "ts": "2026-07-28T23:13:11Z", "hours": 4.4978, "text": "———––Devlog 05———— Learning CAD - Day 2 Today I continued learning CAD so I eventually design custom parts for Sentinel . What I Learned Its hard. also refined my skills and made some medium difficulty items. Thanks for following Project Sentinel!"}, {"post_id": 36078, "ts": "2026-07-27T22:48:14Z", "hours": 11.8211, "text": "———––Devlog 04———— Learning CAD After being away for a while, I finally made it home! Now that I access to all my hardware again, I decided to make a mount for my servo and sensor and for the battery. Why I’m Learning CAD The rover needs some mount for: Ultrasonic Sensor Servo Battery Other electronics What I’m Working On My first goal is to design a bracket that can mount the ultrasonic sensor on top of the servo. That setup will allow Sentinel to: Look left Look forward Look right Compare distances Choose the best path What I’m Learning This is my first time trying a 3d modeling software, so Im going to start off with the basics. Target for tomorrow Make simple 3d shapes Build a servo mount Maybe print Thanks for following Project Sentinel!"}, {"post_id": 33733, "ts": "2026-07-23T21:42:37Z", "hours": 4.36, "text": "———––Devlog 03———— Information It’s definitely been longer than I planned since my last update . I was on vacation for a while, and I honestly lost more time than I wanted to. Instead of letting that stop the project, I decided to get back on track by focusing on something that will help Sentinel in the long run: learning C++ . What I’ve Been Doing While I haven’t been home to work on the hardware, I’ve been spending my time learning the fundamentals of C++. Some of the topics I’ve been working through includes: Variables Loops Functions Enums Classes General programming concepts I’ve attached a few screenshots showing what I’ve been learning. The Plan Since I lost some time during vacay, I going to have to do 4 hours and 32 minutes a day until I reach my goal. It won’t be easy, but I know it’ll be worth it when Sentinel finally comes together. Progress Even though there hasn’t been much hardware progress yet, I believe learning C++ now will save me a lot of time later because I’ll be writing and understanding my own rover software instead of relying on tutorials. Next Mission Continue learning C++ Return home Start assembling Sentinel Begin writing the rover’s software Thanks for following Project Sentinel. The build will finally start picking up speed soon!"}, {"post_id": 14189, "ts": "2026-06-23T05:44:45Z", "hours": 1.0669, "text": "———––Devlog 02———— Preparing For Sentinel Welcome back to another devlog! While I’m still waiting for the rest of Sentinel’s parts to arrive (they should be here by the end of June), I’ve decided to spend this time learning C++ . Instead of relying only on the Arduino examples and documentation, I want to understand how everything works so I can build different project by myself. Current Plan While waiting for the hardware, I’m focusing on learning: Variables Functions Loops Classes Enums General C++ programming My goal is to write as much of Sentinel’s software myself as possible instead of just copying code. Hardware Update As I said before Most of the remaining parts are expected to arrive near the end of June . Once everything arrives, I’ll be able to start assembling the rover and putting everything I’ve learned into practice. Target For Tomorrow -Continue learning C++ Wait for the remaining hardware Begin assembling Sentinel when the parts arrive Thanks so much for following Project Sentinel! Every bit of support motivates me to keep improving."}, {"post_id": 14046, "ts": "2026-06-23T00:51:47Z", "hours": 0.3708, "text": "———––Devlog 01———— Giving Sentinel Its Eyes Today I connect the ultrasonic sensors that will act as the eyes of Sentinel What I Added Ultrasonic distance sensors Front-facing sensor layout Very basic obstacle detection software Why Ultrasonic Sensors? I considered using cameras, but they were outside my budget and would have made the project more complicated. Target for tomorrow Test distance readings Connect the sensor to the Arduino Mega Start obstacle-avoidance log"}]...
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Title: Sentinel: Autonomous Exploration Rover by @ Title: Sentinel: Autonomous Exploration Rover by @Sriyan | Stardance
Devlogs:
———––Devlog 01———— Giving Sentinel Its Eyes Today I connect the ultrasonic sensors that will act as the eyes of Sentinel What I Added Ultrasonic distance sensors Front-facing sensor layout Very basic obstacle detection software Why Ultrasonic Sensors? I considered using cameras, but they were outside my budget and would have made the project more complicated. Target for tomorrow Test distance readings Connect the sensor to the Arduino Mega Start obstacle-avoidance log
———––Devlog 02———— Preparing For Sentinel Welcome back to another devlog! While I’m still waiting for the rest of Sentinel’s parts to arrive (they should be here by the end of June), I’ve decided to spend this time learning C++ . Instead of relying only on the Arduino examples and documentation, I want to understand how everything works so I can build different project by myself. Current Plan While waiting for the hardware, I’m focusing on learning: Variables Functions Loops Classes Enums General C++ programming My goal is to write as much of Sentinel’s software myself as possible instead of just copying code. Hardware Update As I said before Most of the remaining parts are expected to arrive near the end of June . Once everything arrives, I’ll be able to start assembling the rover and putting everything I’ve learned into practice. Target For Tomorrow -Continue learning C++ Wait for the remaining hardware Begin assembling Sentinel when the parts arrive Thanks so much for following Project Sentinel! Every bit of support motivates me to keep improving.
———––Devlog 03———— Information It’s definitely been longer than I planned since my last update . I was on vacation for a while, and I honestly lost more time than I wanted to. Instead of letting that stop the project, I decided to get back on track by focusing on something that will help Sentinel in the long run: learning C++ . What I’ve Been Doing While I haven’t been home to work on the hardware, I’ve been spending my time learning the fundamentals of C++. Some of the topics I’ve been working through includes: Variables Loops Functions Enums Classes General programming concepts I’ve attached a few screenshots showing what I’ve been learning. The Plan Since I lost some time during vacay, I going to have to do 4 hours and 32 minutes a day until I reach my goal. It won’t be easy, but I know it’ll be worth it when Sentinel finally comes together. Progress Even though there hasn’t been much hardware progress yet, I believe learning C++ now will save me a lot of time later because I’ll be writing and understanding my own rover software instead of relying on tutorials. Next Mission Continue learning C++ Return home Start assembling Sentinel Begin writing the rover’s software Thanks for following Project Sentinel. The build will finally start picking up speed soon!
———––Devlog 04———— Learning CAD After being away for a while, I finally made it home! Now that I access to all my hardware again, I decided to make a mount for my servo and sensor and for the battery. Why I’m Learning CAD The rover needs some mount for: Ultrasonic Sensor Servo Battery Other electronics What I’m Working On My first goal is to design a bracket that can mount the ultrasonic sensor on top of the servo. That setup will allow Sentinel to: Look left Look forward Look right Compare distances Choose the best path What I’m Learning This is my first time trying a 3d modeling software, so Im going to start off with the basics. Target for tomorrow Make simple 3d shapes Build a servo mount Maybe print Thanks for following Project Sentinel!
———––Devlog 05———— Learning CAD - Day 2 Today I continued learning CAD so I eventually design custom parts for Sentinel . What I Learned Its hard. also refined my skills and made some medium difficulty items. Thanks for following Project Sentinel!
—————— Devlog 06 —————— Building Sentinel’s Eyes & Control Center Over the past few days, I worked on both the physical rover and its control system. What I Finished I completed the custom mount for Sentinel’s ultrasonic sensors. The mount holds the sensors securely and prepares them to be mounted on the servo, allowing Sentinel to scan left, center, and right while navigating. Website Progress I also spent time building Sentinel’s web controller. So far I have created: 🖥️ Desktop version Mobile version Both versions are coming together nicely. The only problem is that the mobile version isn’t displaying correctly on my phone yet, so I’ll show it off in the next devlog after I fix it. What I Learned This project is becoming much bigger than just building a rover. I’m now working on: CAD 3D printing Web development C++ Electronics Hardware integration It’s exciting seeing all of these skills come together in one project. Next Mission Fix the mobile website layout Finish the web controller Mount the ultrasonic sensor onto the servo Continue building Sentinel’s autonomous navigation system Thanks for following Project Sentinel ! Every update gets me one step closer to bringing Sentinel to life.
———––Devlog 07———— Sentinel’s Web Controller Is Fixed Today I fixed a major part of the website which was the mobile part not being able to work properly Desktop Controls On a computer, sentinel can be controlled using the keyboard. The main controls are (for now): W - Forward A - Left S - Backward D - Right Mobile Controls For phones, I designed a different interface, instead of trying to use small buttons to control I made a joystick . Device Detection The website automatically provides better control method depending on what device you are using. Thanks for following Project Sentinel ! We’re getting closer to actually driving this thing.
———––Devlog 08———— Making The Navigation Brain Toda I focused on the software for Sentinel. instead of working on hardware all day I switch to digital to make the user interface easy and intuitive for everyone(me) to use without any brain power. What I coded I added code for : The stop distance before obstacles Sensor-reading interval duration for turning and reversing and movement speed changes I got these from looking at my robot vac believe it or not. Preparations I began preparing for the motors because i have to solder them to the Arduino and im a noob at it so i made self drving mode and manual mode with placeholders What I Learned those little disks roaming around houses are hard to code kudos to the engineers, but I think that I learned that sensor awarness is hard and that anyways, Thanks for listening to my thing and following my project.
———––Devlog 09———— Sentinel’s Software Gets Smarter Today I focused mainly on improving Sentinel’s software and project documentation . The rover is not physically ready for full testing yet, so I used the digital work session to organize the code, fix errors, add useful debugging features, and improve how I present the project. Software Progress I expanded Sentinel’s Arduino Mega code with several new systems: Manual and autonomous driving modes Emergency stop command Configurable rover settings Obstacle detection and stopping Reverse-and-turn behavior Servo-based left, center, and right scanning Mission statistics Current rover status reporting Structured communication messages TB6612 motor-driver control functions The autonomous system is designed to follow this sequence: Drive forward Detect an obstacle Stop Reverse Scan left, center, and right Compare the available paths Choose the clearer direction Turn Continue driving Mission Statistics I added a command that can report information such as: Mission runtime Number of obstacles detected Number of left turns Number of right turns Number of successful distance readings I also added a current-status command so I can check Sentinel’s mode, state, movement command, and latest sensor reading while debugging. 📡 Communication Protocol I standardized the messages Sentinel sends through the Serial Monitor. Examples include: MODE:MANUAL MODE:AUTONOMOUS STATE:DRIVING STATE:REVERSING STATE:SCANNING_LEFT CMD:FORWARD CMD:STOP DIST:32.4
———––Devlog 10———— Improving Sentinel’s Brain And Hardware Today I finally did a hardware and software day I spent the digital part fixing my devlogs and coding the place holder awareness. Software Progress I continued working on the autonomous navigation system like: Tracking servo current position Improved logic for left, center, and right Remembering sensor readings Physical Work My solder wire is leaded im cooked I didnt like my solder work so I tried again but this time I watched a video and it said leaded is dangerous so yeah but I connected 1 wire cut in half\ Important Info im going to colorado today for 10 days but 3 of them Im going to be in mountain so no work Thanks for following Project Sentinel!
———––Devlog 11———— I made it to Colorado yeah Failsafe I decided to make the autonomous mode safer rather than faster. the purpose of the failsafe is if something is to ever go wrong it will know what to do. Smart Path Decision well you heard the title, well basically what I did is that it can tell the difference between: A clear path A path that is too close to an obstacle A failed sensor reading Both paths being blocked I also added a minimum turning distance so it doesn’t choose one side for being like 1 cm better than the other. Example: left: 11cm right 12cm
––Devlog 12–– Making Sentinel Safer Today I focused on improving autonomous navigation and making the rover safer when something goes maybe might go wrong. A lot of today’s work was about making sure Sentinel doesn’t just assume that every sensor reading is correct or that every direction is safe. Smarter Path Decisions I added a minimum turning clearance to the rover’s settings. Before this, Sentinel could scan both directions and simply choose whichever side had more space. For example: left: 8 cm right: 12 cm the right side has more space, but 12 cm still isn’t enough room to safely turn. Now it checks whether a direction actually has enough clearance before choosing it. If both directions are clear, it chooses the side with more room. If only one direction is clear, it chooses that direction. If neither direction is clear, it knows that it needs to try something else. gn
–Devlog 13– Finishing Sentinel’s Failsafe System Today I continued working on Sentinel’s autonomous safety system. The main goal was to make FAILSAFE more useful instead of having it simply stop the rover without explaining what happened.
—Devlog 14— Making it more reliable today I continue improving the autonomous navigation system work better by making a better failsafe. Sensor Failures I improved sentinels ultrasonic sensor failure handling/ the rover now treats different situations respectively not just backing up when sensor failsafe now it will retrace its path and go a different way if there is no other way the rover will automatically switch to manual mode and your device will do a cool animation change in the schedule since school started I am trying hard to balance 6 hours of school and 5 hours of work each day, so now physical and catch up days are on weekends due to having no school.
––Devlog 15–– Remembering its Path Today I started working on a much more advanced recovery system for the rover. Until now, FAILSAFE has mainly been designed to stop the rover when autonomous navigation runs into a serious problem. I don’t want stopping to always be the rovers first and only solution. Instead, I want Sentinel to eventually remember where it came from, retrace part of its path, and search for another route. The New Recovery Idea The recovery system I’m building is designed to eventually work like this: Dead End? I v FAILSAFE I v Retrace Recent Path I v Scan Surroundings Again I v Try Another Route I v No Safe Route? I v Switch to Manual Mode
––Devlog 16–– Testing Sentinel in the Real World Yesterday I focused on just testing it over obstacles I’ve spent a lot of recent sessions improving the autonomous navigation system, failsafe logic, sensor handling, mission statistics, and the beginning of the retrace system. Physical Testing I spent the session working with Sentinel’s real hardware and observing how the different systems behave outside of the Arduino IDE. I focused on: Motor movement Servo movement Ultrasonic sensor behavior Sensor positioning Current wiring Rover movement Existing manual controls Existing autonomous behavior
––Devlog 17–– Continuing Sentinel’s Retrace System Today I continued working on Sentinel’s autonomous retrace system. The goal of this system is to give it a way to recover when autonomous navigation leads it into a bad situation. Instead of stopping, it will eventually be able to remember its recent route, retrace it, look for another path, and only return control to the user if autonomous recovery fails. Recording Autonomous Movement I continued connecting it’s existing autonomous navigation to the movement-history system. it can store recent movements using: rememberMovement ()
Devlog — Motor Control System Time: ~7 Hours I wasn’t able to finish building the physical robot, so this year I’ve been focusing more on the coding side of the project. During these 7 hours, I worked on the robot’s motor control system, including movement, motor power, direction, and stopping. I also spent time testing and debugging the code so that when I return to the physical robot, I’ll already have a stronger software foundation ready. Next I’m going to keep developing and improving the code this year, and eventually return to finishing and integrating it with the physical robot.
Ships:
I made a robot controller and the code responding for it although I couldn’t finish the robot itself I feel like this Is worth the effort I put into it thanks, Sriyan...
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1793148752.2995584
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1793235152.2995584
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65537
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NeonOS by @CadenO | Stardance
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CadenO
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0
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2.6
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0
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[]
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[{"post_id": 75434, "ts": "202 [{"post_id": 75434, "ts": "2026-09-30T02:35:30Z", "hours": 2.605, "text": "Yes, I know. It’s another web OS. NeonOS so far has basic functionality working, such as a loading screen, opening/closing apps, and a top bar. Now I just have to make apps."}]...
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Title: NeonOS by @CadenO | Stardance
Devlogs:
Yes Title: NeonOS by @CadenO | Stardance
Devlogs:
Yes, I know. It’s another web OS. NeonOS so far has basic functionality working, such as a loading screen, opening/closing apps, and a top bar. Now I just have to make apps....
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1793087669.5740275
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1793692469.5740275
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66467
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LoadZone by @dexrn | Stardance
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dexrn
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0
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5.01
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0
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[]
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[{"post_id": 75435, "ts": "202 [{"post_id": 75435, "ts": "2026-09-30T02:37:35Z", "hours": 3.2125, "text": "Ported it to Beta 1.2_02-20110517 (the deobfuscated dev build) With two companion mods I wrote, it makes the game use the zone format, and doesn’t force the player into SecretMode inside TitleScreen.init . Making a logo for NotSoSecret and then a post will be made about the two other mods incase anyone wants to use it on b1.2_02-20110517, then this project will be pretty much complete. NOTE: slight flashing lights warning cuz of Notch’s rotting ScreenSizeCalculator code (had to compress to upload here, to see full quality: https://www.youtube.com/watch?v=rOqPT0zQ4dg )"}, {"post_id": 74836, "ts": "2026-09-28T12:29:17Z", "hours": 0.3669, "text": "Marker file works"}, {"post_id": 74830, "ts": "2026-09-28T12:07:26Z", "hours": 0.9831, "text": "added a little warning screen"}, {"post_id": 74811, "ts": "2026-09-28T10:30:27Z", "hours": 0.4522, "text": "It works™️"}]...
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Title: LoadZone by @dexrn | Stardance
Devlogs:
It Title: LoadZone by @dexrn | Stardance
Devlogs:
It works™️
added a little warning screen
Marker file works
Ported it to Beta 1.2_02-20110517 (the deobfuscated dev build) With two companion mods I wrote, it makes the game use the zone format, and doesn’t force the player into SecretMode inside TitleScreen.init . Making a logo for NotSoSecret and then a post will be made about the two other mods incase anyone wants to use it on b1.2_02-20110517, then this project will be pretty much complete. NOTE: slight flashing lights warning cuz of Notch’s rotting ScreenSizeCalculator code (had to compress to upload here, to see full quality: https://www.youtube.com/watch?v=rOqPT0zQ4dg )...
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1793098414.5119467
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1793703214.5119467
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44309
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SnowPad by @leonjohns | Stardance
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leonjohns
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T02:53:28Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a macropad named the snowpad, which consists of 12 keys, an OLED display and an RGB backlight. The challenging part of this project was definitely getting the measurement right the first time; I had to check the measurement of screws, switches and other components through many sources. I am proud to have gained valuable experience in KiCad and Fusion 360 while working on this project. After shipping this project, I plan to expand the firmware to support a built in timer.", "repo": "https://github.com/leonjohns-dev/SnowPad", "demo": ""}]...
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[{"post_id": 75436, "ts": "202 [{"post_id": 75436, "ts": "2026-09-30T02:44:18Z", "hours": 0.4161, "text": "Finished After week of waiting my parts came through and I have finished assembling it, it was a bit bad as my MCU that came with the kit stopped working half way through so I had to switch to another one but it turned out pretty cool."}, {"post_id": 45934, "ts": "2026-08-12T18:37:04Z", "hours": 1.0503, "text": "Entry #4 -I am finally done with the PCB and the CAD for the pad -I tried creating the code for the pad. I first tried using QMK, which proved really difficult since there is no keyboard layout that matches my board -Now I am switching to KMK, but KMK through the POG configurator requires a board with CircuitPython, which I currently don’t have"}, {"post_id": 45522, "ts": "2026-08-12T02:04:06Z", "hours": 10.9767, "text": "Entry #3 I have continued my work on the macro pad, in these hours I have redone the wiring for the pcb as I had not used the copper pour for gnd, now the wiring is not that messy I have also started on my case on fusion 360"}, {"post_id": 42356, "ts": "2026-08-07T01:11:30Z", "hours": 6.6561, "text": "Entry #2 I have finished the pcb"}, {"post_id": 41539, "ts": "2026-08-05T20:12:32Z", "hours": 1.4022, "text": "Entry #1 I have made the schematic for my hackpad. I have come to a setup with a 4 by 3 switch matrix, RGB light, OLED display and a rotary encoder. This setup uses the max GPIO available on the Xiao, now onto the PCB"}]...
|
Title: SnowPad by @leonjohns | Stardance
Devlogs: Title: SnowPad by @leonjohns | Stardance
Devlogs:
Entry #1 I have made the schematic for my hackpad. I have come to a setup with a 4 by 3 switch matrix, RGB light, OLED display and a rotary encoder. This setup uses the max GPIO available on the Xiao, now onto the PCB
Entry #2 I have finished the pcb
Entry #3 I have continued my work on the macro pad, in these hours I have redone the wiring for the pcb as I had not used the copper pour for gnd, now the wiring is not that messy I have also started on my case on fusion 360
Entry #4 -I am finally done with the PCB and the CAD for the pad -I tried creating the code for the pad. I first tried using QMK, which proved really difficult since there is no keyboard layout that matches my board -Now I am switching to KMK, but KMK through the POG configurator requires a board with CircuitPython, which I currently don’t have
Finished After week of waiting my parts came through and I have finished assembling it, it was a bit bad as my MCU that came with the kit stopped working half way through so I had to switch to another one but it turned out pretty cool.
Ships:
I have made a macropad named the snowpad, which consists of 12 keys, an OLED display and an RGB backlight. The challenging part of this project was definitely getting the measurement right the first time; I had to check the measurement of screws, switches and other components through many sources. I am proud to have gained valuable experience in KiCad and Fusion 360 while working on this project. After shipping this project, I plan to expand the firmware to support a built in timer....
|
1793148642.4831069
|
1793235042.4831069
|
|
66522
|
CalcAmAlatoR by @Grodzia91 | Stardance
|
Grodzia91
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T19:40:44Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Version 1.0 First release of the CalcAmAlatoR!!! Dependencies Python (preferably the latest; You can get it ) sympy Use Just download the zip in the Github repo and run the “Main_v1.0.py” file using Python", "repo": "https://github.com/CHeesee69/CalcAmAlatoR", "demo": "https://github.com/CHeesee69/CalcAmAlatoR/releases/tag/Release"}]...
|
[{"post_id": 75456, "ts": "202 [{"post_id": 75456, "ts": "2026-09-30T04:43:08Z", "hours": 2.1253, "text": "DEVLOG 1: CalcAmAlatoR v1.0 is ready. Currently, I have a few separate scripts with four different functions. Basic arithmetic (1+1 stuff) Geometric shapes (area, volume, etc) Trigonometry (sin, cos, etc) Basic algebra (y=mx+b stuff) I am planning to realese at least 10, while also brushing up on the current ones"}]...
|
Title: CalcAmAlatoR by @Grodzia91 | Stardance
Dev Title: CalcAmAlatoR by @Grodzia91 | Stardance
Devlogs:
DEVLOG 1: CalcAmAlatoR v1.0 is ready. Currently, I have a few separate scripts with four different functions. Basic arithmetic (1+1 stuff) Geometric shapes (area, volume, etc) Trigonometry (sin, cos, etc) Basic algebra (y=mx+b stuff) I am planning to realese at least 10, while also brushing up on the current ones
Ships:
Version 1.0 First release of the CalcAmAlatoR!!! Dependencies Python (preferably the latest; You can get it ) sympy Use Just download the zip in the Github repo and run the “Main_v1.0.py” file using Python...
|
1793216970.1795156
|
1793303370.1795156
|
|
60818
|
TUI Pitch Detector by @EclipseShadow | Stardance
|
EclipseShadow
|
1
|
54.0
|
449
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T05:00:14Z", "hours": 54.0, "multiplier": 10.89, "payout": 449, "blessing": "neutral", "text": "Well, it’s, kind of, sort of, maybe, complete now! I have a lot of things I want to add, but I don’t know if the motivation will keep up for that long lol. I started this project as just a way to learn Rust by doing, and it turned into a project that I am really happy with! Something reviewers should note is that the Two-Way Mismatch algorithm is completely broken and unusable, which I did try to fix but I wasn’t able to. I added it more to show off the right column of the UI updating to show new parameters. If you can make it actually stable and usable via changing the parameters (which I don’t think is the issue, but maybe?), please open a GitHub Issue and I’ll look into it. Something challenging was working with some of the tooling around Rust, especially the compilation because that is not something I was used to. I am proud of how it ended up, with a very clean UI if I do say so myself, and with (most of) it working exactly as I want. In the future, I would like fix the issues with the TWM algorithm, add a GUI (using Tauri), and mostly just incorporate this knowledge into future bigger and better projects!", "repo": "https://github.com/EclipseShadow55/RustLocalPitch", "demo": "https://github.com/EclipseShadow55/RustLocalPitch/releases/tag/v0.1.0-alpha"}]...
|
[{"post_id": 75459, "ts": "202 [{"post_id": 75459, "ts": "2026-09-30T04:51:25Z", "hours": 6.0264, "text": "Switched ‘R’ key to reset currently selected parameter, Added ‘P’ key to reset all parameters, Switch hide cursor key from Space to Backspace Added Tooltip Descriptions for every selectable item Completed documentation for this release. Compiled release versions using cross and cargo-make."}, {"post_id": 74761, "ts": "2026-09-28T05:17:47Z", "hours": 8.7286, "text": "Added navigating and selecting items and shifting selected parameters Fixed bug in CyclicParam that caused subtractions past bounds, breaking unsigned types if the lower bound was zero Added Tooltips with info about selected item (descriptions to come) Note: Two-way mismatch, appears to be highly unstable and generally incorrect (one semitone above actual), tried debugging but no success."}, {"post_id": 73851, "ts": "2026-09-26T05:24:12Z", "hours": 2.6619, "text": "Created Smart Parameters and UI for Two-Way Mismatch. Added a volume meter, shows green when audio is past volume filter."}, {"post_id": 72437, "ts": "2026-09-22T23:00:11Z", "hours": 8.4528, "text": "Added detection parameters to the UI (changes with detection mode), and implemented Two-Way Mismatch detection algorithm (parameters not implemented yet). Also finally remembered to commit to the git repo (oops)."}, {"post_id": 66955, "ts": "2026-09-12T22:56:21Z", "hours": 5.4067, "text": "Added base parameters (min frequency, max frequency, noise filter, detection mode) to the TUI, also increased size of the main pitch display."}, {"post_id": 65634, "ts": "2026-09-10T21:53:46Z", "hours": 22.8811, "text": "Backend Processing Loop - read & process inbox (process audio chunks & respond with frequency frames, process & confirm parameter updates, respond to metadata requests, and shutdown) Backend Thread Starter Method CLI Main Loop - read & process inbox (process new frequency frames, process parameter update confirmations, process shutdown confirmations), update TUI with new note, read & process keypresses (temporary hotkeys for testing) (I wasn’t planning on submitting this to Stardance, so I’ve done a lot of work on it. Future devlogs will be smaller)"}]...
|
Title: TUI Pitch Detector by @EclipseShadow | Star Title: TUI Pitch Detector by @EclipseShadow | Stardance
Devlogs:
Backend Processing Loop - read & process inbox (process audio chunks & respond with frequency frames, process & confirm parameter updates, respond to metadata requests, and shutdown) Backend Thread Starter Method CLI Main Loop - read & process inbox (process new frequency frames, process parameter update confirmations, process shutdown confirmations), update TUI with new note, read & process keypresses (temporary hotkeys for testing) (I wasn’t planning on submitting this to Stardance, so I’ve done a lot of work on it. Future devlogs will be smaller)
Added base parameters (min frequency, max frequency, noise filter, detection mode) to the TUI, also increased size of the main pitch display.
Added detection parameters to the UI (changes with detection mode), and implemented Two-Way Mismatch detection algorithm (parameters not implemented yet). Also finally remembered to commit to the git repo (oops).
Created Smart Parameters and UI for Two-Way Mismatch. Added a volume meter, shows green when audio is past volume filter.
Added navigating and selecting items and shifting selected parameters Fixed bug in CyclicParam that caused subtractions past bounds, breaking unsigned types if the lower bound was zero Added Tooltips with info about selected item (descriptions to come) Note: Two-way mismatch, appears to be highly unstable and generally incorrect (one semitone above actual), tried debugging but no success.
Switched ‘R’ key to reset currently selected parameter, Added ‘P’ key to reset all parameters, Switch hide cursor key from Space to Backspace Added Tooltip Descriptions for every selectable item Completed documentation for this release. Compiled release versions using cross and cargo-make.
Ships:
Well, it’s, kind of, sort of, maybe, complete now! I have a lot of things I want to add, but I don’t know if the motivation will keep up for that long lol. I started this project as just a way to learn Rust by doing, and it turned into a project that I am really happy with! Something reviewers should note is that the Two-Way Mismatch algorithm is completely broken and unusable, which I did try to fix but I wasn’t able to. I added it more to show off the right column of the UI updating to show new parameters. If you can make it actually stable and usable via changing the parameters (which I don’t think is the issue, but maybe?), please open a GitHub Issue and I’ll look into it. Something challenging was working with some of the tooling around Rust, especially the compilation because that is not something I was used to. I am proud of how it ended up, with a very clean UI if I do say so myself, and with (most of) it working exactly as I want. In the future, I would like fix the issues with the TWM algorithm, add a GUI (using Tauri), and mostly just incorporate this knowledge into future bigger and better projects!...
|
1793206534.430207
|
1793292934.430207
|
|
6666
|
Starpad by @Grodzia91 | Stardance
|
Grodzia91
|
0
|
5.73
|
0
|
[]
|
[{"post_id": 75460, "ts": "202 [{"post_id": 75460, "ts": "2026-09-30T04:56:30Z", "hours": 1.7864, "text": "Um, never mind. JLCPCB literally delivered the board the very next morning, so that was fun. I am sorry JLCPCB, get better tracking tho… I finished up all of the soldering and put it in the case. Then when I tried to put KMK firmware on it, it had like 1 mb too little flash to hold it. There is a way to get it down to a more manageable size for the RP 2040, but it involves decrying YML files and that exceeds my knowledge. If anyone knows about that kind of stuff, plz help…"}, {"post_id": 75047, "ts": "2026-09-29T00:07:29Z", "hours": 0.8606, "text": "First building devlog!!! My case arrived, and I started to put things into it. I still don’t have my PCB (curse you JLCPCB…). it wont come until stardance is almost over, so i might not post another devlog."}, {"post_id": 32067, "ts": "2026-07-20T23:32:03Z", "hours": 2.7433, "text": "Added some text to the exposed area of the pcb next to the encoder wheel and fixed a few bugs in the code"}, {"post_id": 7241, "ts": "2026-06-12T02:33:42Z", "hours": 0.3397, "text": "I finished the PCB layout, case, and firmware. I couldn’t get Hacatime to work before I started."}]...
|
Title: Starpad by @Grodzia91 | Stardance
Devlogs: Title: Starpad by @Grodzia91 | Stardance
Devlogs:
I finished the PCB layout, case, and firmware. I couldn’t get Hacatime to work before I started.
Added some text to the exposed area of the pcb next to the encoder wheel and fixed a few bugs in the code
First building devlog!!! My case arrived, and I started to put things into it. I still don’t have my PCB (curse you JLCPCB…). it wont come until stardance is almost over, so i might not post another devlog.
Um, never mind. JLCPCB literally delivered the board the very next morning, so that was fun. I am sorry JLCPCB, get better tracking tho… I finished up all of the soldering and put it in the case. Then when I tried to put KMK firmware on it, it had like 1 mb too little flash to hold it. There is a way to get it down to a more manageable size for the RP 2040, but it involves decrying YML files and that exceeds my knowledge. If anyone knows about that kind of stuff, plz help…...
|
1793209668.6847885
|
1793814468.6847885
|
|
66018
|
RailBoard by @vertriwayz | Stardance
|
vertriwayz
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T05:34:39Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made RailBoard, which is a departure board which is built to suit a browser, and contains live train data and such using open-source train data sourced from Transport Victoria, and even has an interactive map that shows these colourful dots on the map that are the various trains. It was challenging getting the train dots to work because originally the dots were very inaccurate and they were clipping over the map and all over the place, but I managed to find a better api/dataset which suits the map. I’m proud of my newfound knowledge of API fetching, Leaflet, and also designing a snazzy departure board that looks straight out of an old retro train station with those flipping time boards. Feel free to visit https://railboard.onrender.com to see the map in action. I haven’t really configured for the maps to work entirely for all of Australia yet, as it would be such a collossal file/api for me to use, and it might crash the site with so many requests going from the api, but I might try in the future to do so. Right now, it’s currently configured to my home state, Victoria, Australia.", "repo": "https://github.com/VihaanVinoth/railboard", "demo": "https://railboard.onrender.com/"}]...
|
[{"post_id": 75463, "ts": "202 [{"post_id": 75463, "ts": "2026-09-30T05:02:47Z", "hours": 1.1744, "text": "Devlog 2: Building Railboard So I basically fixed the map since it was pixelated, as Leaflet.js is very basic but doesn’t have as good and crisp as Stadia Maps. I also had a problem with the timings as I didn’t realise that there were more than one code for the train station (like GWY for Glen Waverley, but there is also GWV). After I did some train research and figured out that Transport Victoria (State Department of Transportation in Victoria, Australia), had hidden codes for trains and the API was using those, so after adding them into the code, they actually started appearing fine. Next, I also configured categories, like a Metro and V/Line tab respectively, and one tab with all mixed. I originally intended to get platform data, but I quickly realised that Transport Victoria wouldn’t simply give out platform data, so I removed that column. Additionally, I noticed how the dots (the live train positions) were actually going all over the place and not on their respective roads, so I found a better API run by the same Transport Victoria that gathered all the train positions, so that was resolved, and I also added this cool fly-in feature that when you select from one of the trains that is running (not the ones on time), the map will fly from whatever position it is in to a smooth transition to the station. Overall I am proud of this result so far for the map."}, {"post_id": 74391, "ts": "2026-09-27T09:50:59Z", "hours": 2.9933, "text": "Devlog 1: Building RailBoard So I am currently working on RailBoard, which will be this cool app which allows people to see the trains currently in my state (Victoria, Australia). There are currently limitations with data and stuff, which is why I am only focusing on my state’s train data. Best of all, it’s completely open-source ! Here’s a summary of what I’ve done: Created this snazzy train board that looks as if you’re in a vintage train station A dynamic map that actually shows the positions of trains LIVE Most importantly, a board which is complete with all the times (you can even click on one and it will fly you in the map to the train’s position!) Categories for Metro (More Metropolitan and closer to Melbourne, capital of Victoria), and V/Line (Rural towns and cities in Victoria that are outside Melbourne) Right now i’m working on Fixing the map since I want it to not look very dark but bright, colourful, and also be crisp and load instantly Other stuff Shipping I’ve got yet to work more :D"}]...
|
Title: RailBoard by @vertriwayz | Stardance
Devlo Title: RailBoard by @vertriwayz | Stardance
Devlogs:
Devlog 1: Building RailBoard So I am currently working on RailBoard, which will be this cool app which allows people to see the trains currently in my state (Victoria, Australia). There are currently limitations with data and stuff, which is why I am only focusing on my state’s train data. Best of all, it’s completely open-source ! Here’s a summary of what I’ve done: Created this snazzy train board that looks as if you’re in a vintage train station A dynamic map that actually shows the positions of trains LIVE Most importantly, a board which is complete with all the times (you can even click on one and it will fly you in the map to the train’s position!) Categories for Metro (More Metropolitan and closer to Melbourne, capital of Victoria), and V/Line (Rural towns and cities in Victoria that are outside Melbourne) Right now i’m working on Fixing the map since I want it to not look very dark but bright, colourful, and also be crisp and load instantly Other stuff Shipping I’ve got yet to work more :D
Devlog 2: Building Railboard So I basically fixed the map since it was pixelated, as Leaflet.js is very basic but doesn’t have as good and crisp as Stadia Maps. I also had a problem with the timings as I didn’t realise that there were more than one code for the train station (like GWY for Glen Waverley, but there is also GWV). After I did some train research and figured out that Transport Victoria (State Department of Transportation in Victoria, Australia), had hidden codes for trains and the API was using those, so after adding them into the code, they actually started appearing fine. Next, I also configured categories, like a Metro and V/Line tab respectively, and one tab with all mixed. I originally intended to get platform data, but I quickly realised that Transport Victoria wouldn’t simply give out platform data, so I removed that column. Additionally, I noticed how the dots (the live train positions) were actually going all over the place and not on their respective roads, so I found a better API run by the same Transport Victoria that gathered all the train positions, so that was resolved, and I also added this cool fly-in feature that when you select from one of the trains that is running (not the ones on time), the map will fly from whatever position it is in to a smooth transition to the station. Overall I am proud of this result so far for the map.
Ships:
I made RailBoard, which is a departure board which is built to suit a browser, and contains live train data and such using open-source train data sourced from Transport Victoria, and even has an interactive map that shows these colourful dots on the map that are the various trains. It was challenging getting the train dots to work because originally the dots were very inaccurate and they were clipping over the map and all over the place, but I managed to find a better api/dataset which suits the map. I’m proud of my newfound knowledge of API fetching, Leaflet, and also designing a snazzy departure board that looks straight out of an old retro train station with those flipping time boards. Feel free to visit https://railboard.onrender.com to see the map in action. I haven’t really configured for the maps to work entirely for all of Australia yet, as it would be such a collossal file/api for me to use, and it might crash the site with so many requests going from the api, but I might try in the future to do so. Right now, it’s currently configured to my home state, Victoria, Australia....
|
1793216874.530455
|
1793303274.530455
|
|
44349
|
CGM Pattern Analyzer by @tripathi_saumil | Stardan CGM Pattern Analyzer by @tripathi_saumil | Stardance...
|
tripathi_saumil
|
1
|
2.71
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T07:45:35Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a completely free continuous glucose monitor analyzing device that is compatible with data from a Dexcom G6 and G7. This project is able to closely analyze trends and identify phenomena found commonly in said trends. Honestly, the most challenging part was definitely getting the API to work. Lots of the other things weren’t easy but they definitely weren’t as hard and API key installation. I would say I’m most proud of that honestly. One major thing to know about this project is that I’m using only free resources, so I kind of don’t have a lot of calls available on my API per day. It should be able to work at least 5-8 times depending on how much data is used.", "repo": "https://github.com/SaumilT67/cgm_pattern_analyzer", "demo": "https://cgm-pattern-analyzer-mb3c.vercel.app"}]...
|
[{"post_id": 75469, "ts": "202 [{"post_id": 75469, "ts": "2026-09-30T05:41:33Z", "hours": 1.46, "text": "Changed a lot of the html to give it a better look. I think it looks way better since I did it myself. The creme and teal color way is kind of nice honestly, and new button on the top bar to reset everything is also pretty sick. It’s supposed to be like a drop of blood to represent like a finger prick. I plan to do improve the prompt calling in the future because it’s a little bare right now. I also need to somehow make the API calling faster because the wait time is quire slow. Honestly I think I need to spend money for that. I realized a lot of people can’t really use this either so I might need to make a mock CSV and add it so people can try it out. Next update I’ll probably add a downloadable one people can use."}, {"post_id": 68384, "ts": "2026-09-15T01:13:45Z", "hours": 0.2508, "text": "Changed up the HTML a little to make it less AI"}, {"post_id": 43142, "ts": "2026-08-08T07:40:57Z", "hours": 0.4389, "text": "Finally got this up on a demo url that works with my API #lesguooooooo"}, {"post_id": 43108, "ts": "2026-08-08T06:12:29Z", "hours": 1.0294, "text": "This is my CGM Pattern Analyzer. Basically what it does is that it uses an API to analyze lots of data (and I mean a lot like 24/7 data from 90 days that records every 5 minutes (for any non-cgm wearers ;))). I’ve used it with my own data and it works well. It makes sure not to diagnose patients because that would be kinda bad, but it helps analyze patterns and common phenomena with diabetic patients. It took lots of work but we did it!"}]...
|
Title: CGM Pattern Analyzer by @tripathi_saumil | Title: CGM Pattern Analyzer by @tripathi_saumil | Stardance
Devlogs:
This is my CGM Pattern Analyzer. Basically what it does is that it uses an API to analyze lots of data (and I mean a lot like 24/7 data from 90 days that records every 5 minutes (for any non-cgm wearers ;))). I’ve used it with my own data and it works well. It makes sure not to diagnose patients because that would be kinda bad, but it helps analyze patterns and common phenomena with diabetic patients. It took lots of work but we did it!
Finally got this up on a demo url that works with my API #lesguooooooo
Changed up the HTML a little to make it less AI
Changed a lot of the html to give it a better look. I think it looks way better since I did it myself. The creme and teal color way is kind of nice honestly, and new button on the top bar to reset everything is also pretty sick. It’s supposed to be like a drop of blood to represent like a finger prick. I plan to do improve the prompt calling in the future because it’s a little bare right now. I also need to somehow make the API calling faster because the wait time is quire slow. Honestly I think I need to spend money for that. I realized a lot of people can’t really use this either so I might need to make a mock CSV and add it so people can try it out. Next update I’ll probably add a downloadable one people can use.
Ships:
I made a completely free continuous glucose monitor analyzing device that is compatible with data from a Dexcom G6 and G7. This project is able to closely analyze trends and identify phenomena found commonly in said trends. Honestly, the most challenging part was definitely getting the API to work. Lots of the other things weren’t easy but they definitely weren’t as hard and API key installation. I would say I’m most proud of that honestly. One major thing to know about this project is that I’m using only free resources, so I kind of don’t have a lot of calls available on my API per day. It should be able to work at least 5-8 times depending on how much data is used....
|
1793249435.5036354
|
1793335835.5036354
|
|
16916
|
My very own WebOS by @vikesh_bhondave | Stardance
|
vikesh_bhondave
|
0
|
0.31
|
0
|
[]
|
[{"post_id": 7547, "ts": "2026 [{"post_id": 7547, "ts": "2026-06-12T16:38:33Z", "hours": 0.3144, "text": "Working on my Boilerplate!"}]...
|
Title: My very own WebOS by @vikesh_bhondave | Sta Title: My very own WebOS by @vikesh_bhondave | Stardance
Devlogs:
Working on my Boilerplate!...
|
1793314549.8097456
|
1793919349.8097456
|
|
4677
|
AutoPot by @OriVersal | Stardance
|
OriVersal
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T13:19:56Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finally finished the project!!! The project was about a pot that has all the features of other smart planters. In other words, the ultimate smart planter. It does everything from watering the plant to giving it sunshine with the option for automatic use as well. The remote access is also pretty neat. I’d say the most difficult part of the project was me. I was procrastinating a lot and couldn’t keep up consistent progress. Eventually, I locked in and went all out. I am super proud of the project and I can definitely say that every part and thing about it makes me proud. If you were to test it or build it yourself the thing you would prolly have to know is that the space inside the component cabinet is pretty small, so the parts are basically air tight. I am thankful for this opportunity. The end", "repo": "https://github.com/Oriprogram/AutoPot", "demo": ""}]...
|
[{"post_id": 75472, "ts": "202 [{"post_id": 75472, "ts": "2026-09-30T05:51:51Z", "hours": 1.5089, "text": "Just workin Basically I am almost finisheddd yayy"}, {"post_id": 67344, "ts": "2026-09-13T12:48:01Z", "hours": 7.9831, "text": "So as you might of guessed, this is a collection of multiple days. Man I am kinda losing motivation to do my project. It feels bland and boring to do. I am almost done finishing it. The only thing left is the software part. Idk how I am going to do the 3d printing part since its super expensive and my financial situation wont allow that much money spending. The circuit is done 100% and my 3d model is done. I believe I could ship it but I wouldnt have a working model to showcase but in theory everything works correctly. Anyways yeah."}, {"post_id": 65140, "ts": "2026-09-10T02:19:05Z", "hours": 8.2356, "text": "So this is another collection of multiple days I didnt know creating 3D CAD models would be this difficult. First I had to learn how to do this and then I had to actually model it myself. Along the way there were several things I encountered that I added that arent in the sketch: I added holes for air circulation in the place where water is taken from the tray since I realized that there needs to be air for water to effectively be removed from the dirt. I made the component compartment a bit shorter and the plant compartment taller for plant height since it need a good height for healthy roots. I added the holes and the pipe for the plastic flexible pipe. I added the tray for water storage and I think it turned out pretty good. Of course I also had to do the model it self but yk. Because of my slow laptop doing anything was HELL."}, {"post_id": 60728, "ts": "2026-09-03T09:10:33Z", "hours": 8.0167, "text": "Helloooo So this is a collection of multiple days of work since I was too lazy to publish them. Since I hit almost 10 hours I decided to post this. In these couple of project days I was able to do a lot of stuff that I wanted to do!!! I fully integrated my project onto Obsidian. And let me tell you, Obsidian is the Goat. It is so easy to use and so comfortable. I was able to get the sketch done on it and I was also able to put all the components that I needed to but onto it as well!! Additionally the whiteboard and canvas feature really helped me. Using these features I mapped out the circuit of my project! I chose all the components that I needed and bought everything that I needed. In total it cost me around ~2000 kgrz som which is about 25 dollars. By the time the components arrive, I started the app. I am not good with building apps so I had to vibe code it. I am pretty proud with the design that I chose so its pretty good. However it still needs further testing. I was able to draw the icon for the app and the face expressions for the pot itself. There were multiple issues that I faced while doing this tho. My first issue stems from the water source. My trivia was how I was going to get the water: combine it with the pot and make it sleek or make it a separate printable water bottle you can place on the ground? At the end I chose to do the water bottle method since this will allow me to store more water for future use and it will be less of a pain to print. My second issue came when I was choosing which LED strip to buy. I was stuck between the purple ones and the COD ones. Although both are similar I did not like the Purple color that was radiating from the Purple strips. Because of that I just chose to do the COD ones."}, {"post_id": 35849, "ts": "2026-07-27T15:38:40Z", "hours": 1.0833, "text": "Day #5 Ok day 5 was a pretty short day however I was able to connect the circuit that I had in the wowki website to my blynk “app”. So my first problem came when I was trying to open the blynk website. I came to realize that blynk wouldnt open in my country so I just used a vpn and it worked perfectly right (in the first attempt) so yeah. After that I was able to open a project and then some datastreams for my values and then I copied the 3 lines of code for connecting with my project. After that I went and downloaded the blynk app itself and created a very simple UI for the project. There I also had to assign the datastreams to like gauges or buttons like you can see in the screenshot. After that I searched up how I can translate values from the ESP32 into the blynk app and it was pretty simple. You just had to use VirtualWrite and some other stuff. At the end I was able to a very simple app test and data test. In the future sessions I hope to add more features."}, {"post_id": 33546, "ts": "2026-07-23T16:11:13Z", "hours": 2.3336, "text": "Day #3-4 These days were quite the progressive ones. I had a lot of trouble trying to understand how I could simulate the circuitry of my project accurate enough. First I was thinking of using TinkerCard. It was pretty useful. I was able to use it to learn and practice circuitry using arduino. But it was very limiting and didnt have the components I was looking for (ESP32) While in my search I was able to find wokwi. Wokwi is incredible, let me tell you that. There I just could do everything. There wasnt all the components I needed but I was able to find a replacement for them (temporary). At the end I had a: Relay modul (for the water pump) Relay modul (for the LED lights) ILI9341 2.8” screen (for the screen) Potentio meter (as a replacement for soil moisture sensor) Potentio meter (as another replacement for soil PH sensor) DHT22 (for air quality) BreadBoard (will be replaced later) ESP32 S3 (prolly use another version of the ESP32 but I will use it for now.) Thankfully I was able to kinda have a demo at the end as well. These two sessions had a lot more success than I thought it would. I thought I would just be spending time learning, but I was able to create a demo."}, {"post_id": 16837, "ts": "2026-06-27T10:26:17Z", "hours": 1.1667, "text": "Day #2. So today I just messed around with what components I would be using for my pot. Since I lack severe knowledge required for the pot I just did what I could and used what knowledge I had. Of course most of the components that I did choose are placeholders. I mean if they work I will prolly keep em. So here are the components that I have currently chosen: An LED flourescent light that helps the plant photosynthesize. DTH22 Temperature sensor Capacitive dirt moisture sensor Moisture sensor A 6V DC water pump ESP32 chip MP1584 resistor 12V 2 channel Relay Module MAX485 Module Temporary: jumper wire + breadboard. So these are all the components that I currently think I will need. I will try and learn how to actually wire these in tomorrows session most likely? And I will prolly use some simulators for it too. And thats all for today."}, {"post_id": 15720, "ts": "2026-06-25T16:02:14Z", "hours": 1.5003, "text": "Day #1. So today was the day I created the idea for the pot. I had the idea of an AutoPot before but I didnt really have a vivid picture of it, so yeah. Today I mapped out an example sketch of it. At first I was anxious. I thought that my idea was too overpopulated, there were like a lot of ideas earily similar to mine. So I started to become less motivated. But then, I started noticing a pattern. Not a single one of the pots had all the features and ideas of MY version of the AutoPan. So I started to note down all the features of my Pot and add features that I didnt have. So collectively I had the ultimate autopot. Here are all the features. Features: Comes in 3 different sizes (you have 3 different sized models) An LED flourescent light that helps the plant photosynthesize. Sensors to sense the temperature, moisture, quality of the dirt. A pump for watering preferrably from an external source. An app connected to your Wi-Fi, in which you can choose what plant is inside of the pot and based on your choice the app will recommend and adject its features (LED, Water), or give you a recommendation (swap out dirt or too hot). Maybe be a screen for the Plant (optional idk for now, because it might increase price too much)"}]...
|
Title: AutoPot by @OriVersal | Stardance
Devlogs: Title: AutoPot by @OriVersal | Stardance
Devlogs:
Day #1. So today was the day I created the idea for the pot. I had the idea of an AutoPot before but I didnt really have a vivid picture of it, so yeah. Today I mapped out an example sketch of it. At first I was anxious. I thought that my idea was too overpopulated, there were like a lot of ideas earily similar to mine. So I started to become less motivated. But then, I started noticing a pattern. Not a single one of the pots had all the features and ideas of MY version of the AutoPan. So I started to note down all the features of my Pot and add features that I didnt have. So collectively I had the ultimate autopot. Here are all the features. Features: Comes in 3 different sizes (you have 3 different sized models) An LED flourescent light that helps the plant photosynthesize. Sensors to sense the temperature, moisture, quality of the dirt. A pump for watering preferrably from an external source. An app connected to your Wi-Fi, in which you can choose what plant is inside of the pot and based on your choice the app will recommend and adject its features (LED, Water), or give you a recommendation (swap out dirt or too hot). Maybe be a screen for the Plant (optional idk for now, because it might increase price too much)
Day #2. So today I just messed around with what components I would be using for my pot. Since I lack severe knowledge required for the pot I just did what I could and used what knowledge I had. Of course most of the components that I did choose are placeholders. I mean if they work I will prolly keep em. So here are the components that I have currently chosen: An LED flourescent light that helps the plant photosynthesize. DTH22 Temperature sensor Capacitive dirt moisture sensor Moisture sensor A 6V DC water pump ESP32 chip MP1584 resistor 12V 2 channel Relay Module MAX485 Module Temporary: jumper wire + breadboard. So these are all the components that I currently think I will need. I will try and learn how to actually wire these in tomorrows session most likely? And I will prolly use some simulators for it too. And thats all for today.
Day #3-4 These days were quite the progressive ones. I had a lot of trouble trying to understand how I could simulate the circuitry of my project accurate enough. First I was thinking of using TinkerCard. It was pretty useful. I was able to use it to learn and practice circuitry using arduino. But it was very limiting and didnt have the components I was looking for (ESP32) While in my search I was able to find wokwi. Wokwi is incredible, let me tell you that. There I just could do everything. There wasnt all the components I needed but I was able to find a replacement for them (temporary). At the end I had a: Relay modul (for the water pump) Relay modul (for the LED lights) ILI9341 2.8” screen (for the screen) Potentio meter (as a replacement for soil moisture sensor) Potentio meter (as another replacement for soil PH sensor) DHT22 (for air quality) BreadBoard (will be replaced later) ESP32 S3 (prolly use another version of the ESP32 but I will use it for now.) Thankfully I was able to kinda have a demo at the end as well. These two sessions had a lot more success than I thought it would. I thought I would just be spending time learning, but I was able to create a demo.
Day #5 Ok day 5 was a pretty short day however I was able to connect the circuit that I had in the wowki website to my blynk “app”. So my first problem came when I was trying to open the blynk website. I came to realize that blynk wouldnt open in my country so I just used a vpn and it worked perfectly right (in the first attempt) so yeah. After that I was able to open a project and then some datastreams for my values and then I copied the 3 lines of code for connecting with my project. After that I went and downloaded the blynk app itself and created a very simple UI for the project. There I also had to assign the datastreams to like gauges or buttons like you can see in the screenshot. After that I searched up how I can translate values from the ESP32 into the blynk app and it was pretty simple. You just had to use VirtualWrite and some other stuff. At the end I was able to a very simple app test and data test. In the future sessions I hope to add more features.
Helloooo So this is a collection of multiple days of work since I was too lazy to publish them. Since I hit almost 10 hours I decided to post this. In these couple of project days I was able to do a lot of stuff that I wanted to do!!! I fully integrated my project onto Obsidian. And let me tell you, Obsidian is the Goat. It is so easy to use and so comfortable. I was able to get the sketch done on it and I was also able to put all the components that I needed to but onto it as well!! Additionally the whiteboard and canvas feature really helped me. Using these features I mapped out the circuit of my project! I chose all the components that I needed and bought everything that I needed. In total it cost me around ~2000 kgrz som which is about 25 dollars. By the time the components arrive, I started the app. I am not good with building apps so I had to vibe code it. I am pretty proud with the design that I chose so its pretty good. However it still needs further testing. I was able to draw the icon for the app and the face expressions for the pot itself. There were multiple issues that I faced while doing this tho. My first issue stems from the water source. My trivia was how I was going to get the water: combine it with the pot and make it sleek or make it a separate printable water bottle you can place on the ground? At the end I chose to do the water bottle method since this will allow me to store more water for future use and it will be less of a pain to print. My second issue came when I was choosing which LED strip to buy. I was stuck between the purple ones and the COD ones. Although both are similar I did not like the Purple color that was radiating from the Purple strips. Because of that I just chose to do the COD ones.
So this is another collection of multiple days I didnt know creating 3D CAD models would be this difficult. First I had to learn how to do this and then I had to actually model it myself. Along the way there were several things I encountered that I added that arent in the sketch: I added holes for air circulation in the place where water is taken from the tray since I realized that there needs to be air for water to effectively be removed from the dirt. I made the component compartment a bit shorter and the plant compartment taller for plant height since it need a good height for healthy roots. I added the holes and the pipe for the plastic flexible pipe. I added the tray for water storage and I think it turned out pretty good. Of course I also had to do the model it self but yk. Because of my slow laptop doing anything was HELL.
So as you might of guessed, this is a collection of multiple days. Man I am kinda losing motivation to do my project. It feels bland and boring to do. I am almost done finishing it. The only thing left is the software part. Idk how I am going to do the 3d printing part since its super expensive and my financial situation wont allow that much money spending. The circuit is done 100% and my 3d model is done. I believe I could ship it but I wouldnt have a working model to showcase but in theory everything works correctly. Anyways yeah.
Just workin Basically I am almost finisheddd yayy
Ships:
I finally finished the project!!! The project was about a pot that has all the features of other smart planters. In other words, the ultimate smart planter. It does everything from watering the plant to giving it sunshine with the option for automatic use as well. The remote access is also pretty neat. I’d say the most difficult part of the project was me. I was procrastinating a lot and couldn’t keep up consistent progress. Eventually, I locked in and went all out. I am super proud of the project and I can definitely say that every part and thing about it makes me proud. If you were to test it or build it yourself the thing you would prolly have to know is that the space inside the component cabinet is pretty small, so the parts are basically air tight. I am thankful for this opportunity. The end...
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1793199249.7574906
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1793285649.7574906
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66471
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archpheus by @Erox | Stardance
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Erox
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1
|
1.38
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T14:34:30Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Archpheus is a slack bot , based on node.js , it is a arch user version of orpheus thts roasts errs , segfaults and says I use arch btw", "repo": "https://github.com/Erox-02/archpheus", "demo": "https://app.slack.com/client/E09V59WQY1E/C0C4WJWP3HU"}]...
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[{"post_id": 75479, "ts": "202 [{"post_id": 75479, "ts": "2026-09-30T06:31:05Z", "hours": 0.3789, "text": "Bruh they literally returned it because it wasnt a ing frm working bot but the pfp of the bot , ok i respect your decision hereby i change the banner"}, {"post_id": 75207, "ts": "2026-09-29T14:19:52Z", "hours": 0.2667, "text": "done hosted on nest and it works fine on slack too . o n the way it wasnt working , i tried all sorts of methods , systemd , the one it etc , pm2 but it didnt work and at last i saw in ssh idh the .env . next is to ship it and write a good enough readme ."}, {"post_id": 74971, "ts": "2026-09-28T18:50:46Z", "hours": 0.3467, "text": "asked for ssh in nest , tried the bot a lot of times , it works fine now waitin for review of nest ."}, {"post_id": 74828, "ts": "2026-09-28T12:03:06Z", "hours": 0.3592, "text": "successfully got its first run good , now gonna add some more things"}, {"post_id": 74817, "ts": "2026-09-28T11:36:11Z", "hours": 0.3903, "text": "followed the guide and made the bot work atleast , next gonna make it troll people"}]...
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Title: archpheus by @Erox | Stardance
Devlogs:
fo Title: archpheus by @Erox | Stardance
Devlogs:
followed the guide and made the bot work atleast , next gonna make it troll people
successfully got its first run good , now gonna add some more things
asked for ssh in nest , tried the bot a lot of times , it works fine now waitin for review of nest .
done hosted on nest and it works fine on slack too . o n the way it wasnt working , i tried all sorts of methods , systemd , the one it etc , pm2 but it didnt work and at last i saw in ssh idh the .env . next is to ship it and write a good enough readme .
Bruh they literally returned it because it wasnt a ing frm working bot but the pfp of the bot , ok i respect your decision hereby i change the banner
Ships:
Archpheus is a slack bot , based on node.js , it is a arch user version of orpheus thts roasts errs , segfaults and says I use arch btw...
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1793216957.5899289
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1793303357.5899289
|
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13307
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My very own WebOS by @Shiladitya | Stardance
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Shiladitya
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1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T05:08:40Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i build a super cute webos for me first time , i am just a beginner with coding so i took help of claude to understand how to build it and then build it . Guys please check it out .", "repo": "https://github.com/Bappaditya-kuilya/Edios", "demo": "https://edios.netlify.app/"}]...
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[{"post_id": 7548, "ts": "2026 [{"post_id": 7548, "ts": "2026-06-12T16:39:19Z", "hours": 0.395, "text": "My first build with hacktime #EDIOS ."}]...
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Title: My very own WebOS by @Shiladitya | Stardanc Title: My very own WebOS by @Shiladitya | Stardance
Devlogs:
My first build with hacktime #EDIOS .
Ships:
i build a super cute webos for me first time , i am just a beginner with coding so i took help of claude to understand how to build it and then build it . Guys please check it out ....
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1793274755.3070502
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1793361155.3070502
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