|
68025
|
Custom Hackpad by @raycoding | Stardance
|
raycoding
|
0
|
3.88
|
0
|
[]
|
[{"post_id": 77101, "ts": "202 [{"post_id": 77101, "ts": "2026-10-05T17:14:23Z", "hours": 3.8772, "text": "First Devlog: Still figuring out FreeCAD"}]...
|
Title: Custom Hackpad by @raycoding | Stardance
D Title: Custom Hackpad by @raycoding | Stardance
Devlogs:
First Devlog: Still figuring out FreeCAD...
|
1793116362.6199858
|
1793721162.6199858
|
|
47412
|
AmateurPad by @amateur_tech_guy | Stardance
|
amateur_tech_guy
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T17:18:51Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "AmateurPad This is a 3x3 Hackpad that has a lot of necessary shortcuts, it is a custom macropad powered by a Seed Xiao RP2040 microcontroller and QMK Firmware allowing it to be fully customizable and compact, it also helps you adjust the volume at night without looking for the volume up and volume down button with its rotary encoder! The hardest part of it was the CAD as it was my first time making a CAD and connecting the components in the PCB it was HELLL but fortunately I did it!!", "repo": "https://github.com/amateurtechguy/AmateurPad", "demo": ""}]...
|
[{"post_id": 77102, "ts": "202 [{"post_id": 77102, "ts": "2026-10-05T17:14:44Z", "hours": 0.8833, "text": "Just finished building my hackpad!! Let’s gooo!!"}, {"post_id": 50731, "ts": "2026-08-20T02:27:25Z", "hours": 1.2386, "text": "Devlog #11: The firmware guide was surprisingly easy, the only reason I took so long on it was because of the compiling wait time and the setup was taking long anyways im done for now all i need to do is flash it!!"}, {"post_id": 50530, "ts": "2026-08-19T18:31:45Z", "hours": 2.9061, "text": "devlog #10: guess who finally finished his design LETS GOOOOOOOOOOO now all that’s left for me to do is to code the firmware and i’ll be done with this but ill try completing it tonight cause ive been on this project for about a week now and it irritated me ill be honest i tried making a red and black combo for the keycaps but they just wouldnt change colors so ill just let it be cause ive been at it for way too long imo"}, {"post_id": 50040, "ts": "2026-08-19T02:12:50Z", "hours": 2.1881, "text": "devlog #9: I FINALLY FOUND THE COMPONENTS, no one realizes how hard they were to find holy….but anyways I added the components’ footprints and now my PCB looks better, less dry. And then I imported the PCB onto fusion360 so I can add it to my case!!:D almost gave up cause ive been at this for 30 hours literally but I realized i’ve spent too much time on this to just “Give up” so here I am still going"}, {"post_id": 49866, "ts": "2026-08-18T20:20:01Z", "hours": 3.6422, "text": "devlog #8:Im having trouble setting up the firmware can anyone offer some tips?"}, {"post_id": 49125, "ts": "2026-08-17T19:17:12Z", "hours": 3.7767, "text": "devlog #7: today i added the top plate and connected the two screw holes together, all thats left is to add a USB port and design it however i like and then ill move on to the final step, the firmware!"}, {"post_id": 48430, "ts": "2026-08-16T19:36:19Z", "hours": 4.1208, "text": "devlog #6: alright guys today i made some good progress that im REALLY proud of, i finally understand how the PCBs work and stuff now my PCB has 0 errors and my I also understood how matrix works so i made it 3x3 again and started a bit on the 3D design im so happy guys:D"}, {"post_id": 47654, "ts": "2026-08-15T18:10:05Z", "hours": 2.4, "text": "devlog #5: so i ended up redesigning my schematic cause i started getting confused, but after some thorough research I ended up designing the PCB as a 3 key macropad, 4 if you include the rotary encoder cause im still a beginner and i got way too ahead of myself when i thought i couldve done a 3x3 macropad. anyways i finally finished with the design now my next step is to design a case!"}, {"post_id": 47026, "ts": "2026-08-14T16:52:42Z", "hours": 0.5836, "text": "devlog #4: this is what im working with so far, not the best but eh im not good at this kind of stuff I just copied someone’s design in hopes of understanding what the hell im making but i might redesign it and make it simpler"}, {"post_id": 46929, "ts": "2026-08-14T14:23:10Z", "hours": 8.5844, "text": "devlog #3: Imo making a pcb and a schematic as a first timer is hell, I took inspo from someone cause the guide only showed 3 switches and no rotary switch whatsoever, anyways this is what i have for now,might change it sometime soon"}, {"post_id": 46615, "ts": "2026-08-13T23:52:36Z", "hours": 2.25, "text": "devlog #2: not much intel today, i finally downloaded the symbol library file and the footprint ones aswell so that gave me access to the module, anyways i finished drawing the schematic for now after I wake up ill start on the pcb and then brainstorm a design for it!"}, {"post_id": 46422, "ts": "2026-08-13T16:45:45Z", "hours": 2.2333, "text": "devlog #1: I can tell this is going to be a long project, I learned more about hackpads today and stuff like that for Kicad on youtube and normally people’s first steps would be to start making the PCBs but I’m struggling with the extra symbol libraries, that’s all for this devlog. See you all on the next one!!"}]...
|
Title: AmateurPad by @amateur_tech_guy | Stardance Title: AmateurPad by @amateur_tech_guy | Stardance
Devlogs:
devlog #1: I can tell this is going to be a long project, I learned more about hackpads today and stuff like that for Kicad on youtube and normally people’s first steps would be to start making the PCBs but I’m struggling with the extra symbol libraries, that’s all for this devlog. See you all on the next one!!
devlog #2: not much intel today, i finally downloaded the symbol library file and the footprint ones aswell so that gave me access to the module, anyways i finished drawing the schematic for now after I wake up ill start on the pcb and then brainstorm a design for it!
devlog #3: Imo making a pcb and a schematic as a first timer is hell, I took inspo from someone cause the guide only showed 3 switches and no rotary switch whatsoever, anyways this is what i have for now,might change it sometime soon
devlog #4: this is what im working with so far, not the best but eh im not good at this kind of stuff I just copied someone’s design in hopes of understanding what the hell im making but i might redesign it and make it simpler
devlog #5: so i ended up redesigning my schematic cause i started getting confused, but after some thorough research I ended up designing the PCB as a 3 key macropad, 4 if you include the rotary encoder cause im still a beginner and i got way too ahead of myself when i thought i couldve done a 3x3 macropad. anyways i finally finished with the design now my next step is to design a case!
devlog #6: alright guys today i made some good progress that im REALLY proud of, i finally understand how the PCBs work and stuff now my PCB has 0 errors and my I also understood how matrix works so i made it 3x3 again and started a bit on the 3D design im so happy guys:D
devlog #7: today i added the top plate and connected the two screw holes together, all thats left is to add a USB port and design it however i like and then ill move on to the final step, the firmware!
devlog #8:Im having trouble setting up the firmware can anyone offer some tips?
devlog #9: I FINALLY FOUND THE COMPONENTS, no one realizes how hard they were to find holy….but anyways I added the components’ footprints and now my PCB looks better, less dry. And then I imported the PCB onto fusion360 so I can add it to my case!!:D almost gave up cause ive been at this for 30 hours literally but I realized i’ve spent too much time on this to just “Give up” so here I am still going
devlog #10: guess who finally finished his design LETS GOOOOOOOOOOO now all that’s left for me to do is to code the firmware and i’ll be done with this but ill try completing it tonight cause ive been on this project for about a week now and it irritated me ill be honest i tried making a red and black combo for the keycaps but they just wouldnt change colors so ill just let it be cause ive been at it for way too long imo
Devlog #11: The firmware guide was surprisingly easy, the only reason I took so long on it was because of the compiling wait time and the setup was taking long anyways im done for now all i need to do is flash it!!
Just finished building my hackpad!! Let’s gooo!!
Ships:
AmateurPad This is a 3x3 Hackpad that has a lot of necessary shortcuts, it is a custom macropad powered by a Seed Xiao RP2040 microcontroller and QMK Firmware allowing it to be fully customizable and compact, it also helps you adjust the volume at night without looking for the volume up and volume down button with its rotary encoder! The hardest part of it was the CAD as it was my first time making a CAD and connecting the components in the PCB it was HELLL but fortunately I did it!!...
|
1793145262.565916
|
1793231662.565916
|
|
58079
|
ESP32 car autonomous rover by @sidharthS | Stardan ESP32 car autonomous rover by @sidharthS | Stardance...
|
sidharthS
|
0
|
13.03
|
0
|
[]
|
[{"post_id": 77119, "ts": "202 [{"post_id": 77119, "ts": "2026-10-05T18:00:52Z", "hours": 0.5831, "text": "sorry guys for the long break i had school stuff and i thought this had ended. so i have had the follow function of the car which is the autonomous part of the car. i also added a button into the webpage to select between manual and auto mode. with that all the major coding is done i think ofc the debugging remains. Also i was thinking of maybe adding a ultrasonic sensor to it what is your guys thought on that."}, {"post_id": 70655, "ts": "2026-09-19T15:05:44Z", "hours": 2.4, "text": "finally got the two board to connect to each other via esp now protocole. now the second board is sending its RSSI value to the main board to calculate the direction of the phone."}, {"post_id": 69167, "ts": "2026-09-16T14:52:40Z", "hours": 2.4742, "text": "hey, my code for the motor driver was buggy so solved most of those also made the second file in platformIO to code for the second esp32, which is to act as an antenna for the follow function"}, {"post_id": 67590, "ts": "2026-09-13T18:56:04Z", "hours": 0.4878, "text": "finished the logic for the l298n motor driver"}, {"post_id": 67444, "ts": "2026-09-13T15:33:14Z", "hours": 3.4678, "text": "finally got the value from the webpage to convert into an int value that i can use. I had to parse the data since the value from page is comming as text and with a comma in the middle of the two value for two sides. i hope to use the two sliders to control the car like a tank , iam not sure how easy it would be to control it but lets find out i guess. I havent yet started on the follow function because i have some doubts on how i would go about doing it."}, {"post_id": 66535, "ts": "2026-09-12T11:41:58Z", "hours": 1.2703, "text": "just finished the web site for the controller. i re did the entire code i wasnt happy with other because i used to much ai so i learnde enough of web dev and made it myself but still had help, this is my first website so pls forgive me for using ai even though its only for some helping. Anyway, i thought i would add the follow feature later. The code seem to have some bugs especially the resetslider dont work and some css issue. i will solve that next."}, {"post_id": 66065, "ts": "2026-09-11T17:07:20Z", "hours": 2.3483, "text": "HEY iam trying to make a esp32 based car that is controlled by a web based remote that is hosted by the esp. i am thinking of using a WebSocket protocol to minimize lag . also i want to add a follow mode where it follows you around by using the wifi signal strength of your phone. i taught of this idea when i heard somewhere that you could use wifi signal to see through walls, if it can see through wall why not make it hunt you. i am not a experienced programmer i am a beginner but i heard somewhere that doing is the best way to learn. I need all your help and feedback so wish me luck."}]...
|
Title: ESP32 car autonomous rover by @sidharthS | Title: ESP32 car autonomous rover by @sidharthS | Stardance
Devlogs:
HEY iam trying to make a esp32 based car that is controlled by a web based remote that is hosted by the esp. i am thinking of using a WebSocket protocol to minimize lag . also i want to add a follow mode where it follows you around by using the wifi signal strength of your phone. i taught of this idea when i heard somewhere that you could use wifi signal to see through walls, if it can see through wall why not make it hunt you. i am not a experienced programmer i am a beginner but i heard somewhere that doing is the best way to learn. I need all your help and feedback so wish me luck.
just finished the web site for the controller. i re did the entire code i wasnt happy with other because i used to much ai so i learnde enough of web dev and made it myself but still had help, this is my first website so pls forgive me for using ai even though its only for some helping. Anyway, i thought i would add the follow feature later. The code seem to have some bugs especially the resetslider dont work and some css issue. i will solve that next.
finally got the value from the webpage to convert into an int value that i can use. I had to parse the data since the value from page is comming as text and with a comma in the middle of the two value for two sides. i hope to use the two sliders to control the car like a tank , iam not sure how easy it would be to control it but lets find out i guess. I havent yet started on the follow function because i have some doubts on how i would go about doing it.
finished the logic for the l298n motor driver
hey, my code for the motor driver was buggy so solved most of those also made the second file in platformIO to code for the second esp32, which is to act as an antenna for the follow function
finally got the two board to connect to each other via esp now protocole. now the second board is sending its RSSI value to the main board to calculate the direction of the phone.
sorry guys for the long break i had school stuff and i thought this had ended. so i have had the follow function of the car which is the autonomous part of the car. i also added a button into the webpage to select between manual and auto mode. with that all the major coding is done i think ofc the debugging remains. Also i was thinking of maybe adding a ultrasonic sensor to it what is your guys thought on that....
|
1792734770.3496294
|
1793339570.3496294
|
|
15848
|
Simple macropad by @bondo105 | Stardance
|
bondo105
|
0
|
2.09
|
0
|
[]
|
[{"post_id": 7712, "ts": "2026 [{"post_id": 7712, "ts": "2026-06-12T21:32:21Z", "hours": 1.6183, "text": "Devlog #2 Designed and routed the PCB I’m done with my PCB. It was honestly a bit easier than the schematic, but I still encountered some problems. The biggest one was obviously routing pins across the whole board. In the process, I changed the layout a lot of times, flipped the microcontroller a bunch of times, and most notably removed one of the switches. One of my main goals was to make this PCB(and the whole hackpad) pretty compact, and I think I achieved that. The next step is 3D-modelling the case, which I think I will do in Blender, as I have some experience with it. P.S. I noticed the 90 degree angle in my PCB and fixed it."}, {"post_id": 6998, "ts": "2026-06-11T19:04:19Z", "hours": 0.4747, "text": "Devlog #1 Created the schematic for my macropad. My macropad will feature a 3x2 grid of switches, and a knob alongside an OLED display. It’s my first stardance project and my first time designing a pcb, so I didn’t wanna do something too complex. The rotary encoder and switch matrix were pretty simple, especially after looking at some projects from other people. But the OLED display is what I had the most trouble with. After running ERC, the same two error kept popping up. I forgot exactly what they said but it was something along the lines of “VCC isn’t connected to a power source” and the same message for GND(for some obscure reason??). I tried renaming the labels(before I switched to the 3V3 thingy, I just had labels wired to VCC and pin 12 of XIAO), switching them to different pins, changing the labels to 3V3s, etc. Turns out, all I had to do was add a PWR_FLAG to let KiCad know that there is power running there. After that, ERC showed no errors and i was satisfied with my schematic. Next on the checklist is routing the PCB. P.S. I forgot to run kicad-hackatime from the start, so that’s why there is so little time logged."}]...
|
Title: Simple macropad by @bondo105 | Stardance
D Title: Simple macropad by @bondo105 | Stardance
Devlogs:
Devlog #1 Created the schematic for my macropad. My macropad will feature a 3x2 grid of switches, and a knob alongside an OLED display. It’s my first stardance project and my first time designing a pcb, so I didn’t wanna do something too complex. The rotary encoder and switch matrix were pretty simple, especially after looking at some projects from other people. But the OLED display is what I had the most trouble with. After running ERC, the same two error kept popping up. I forgot exactly what they said but it was something along the lines of “VCC isn’t connected to a power source” and the same message for GND(for some obscure reason??). I tried renaming the labels(before I switched to the 3V3 thingy, I just had labels wired to VCC and pin 12 of XIAO), switching them to different pins, changing the labels to 3V3s, etc. Turns out, all I had to do was add a PWR_FLAG to let KiCad know that there is power running there. After that, ERC showed no errors and i was satisfied with my schematic. Next on the checklist is routing the PCB. P.S. I forgot to run kicad-hackatime from the start, so that’s why there is so little time logged.
Devlog #2 Designed and routed the PCB I’m done with my PCB. It was honestly a bit easier than the schematic, but I still encountered some problems. The biggest one was obviously routing pins across the whole board. In the process, I changed the layout a lot of times, flipped the microcontroller a bunch of times, and most notably removed one of the switches. One of my main goals was to make this PCB(and the whole hackpad) pretty compact, and I think I achieved that. The next step is 3D-modelling the case, which I think I will do in Blender, as I have some experience with it. P.S. I noticed the 90 degree angle in my PCB and fixed it....
|
1792673418.5261304
|
1793278218.5261304
|
|
53602
|
Language Diffusion Model Experiment w/ Sudoku by @ Language Diffusion Model Experiment w/ Sudoku by @arushg | Stardance...
|
arushg
|
1
|
34.99
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T18:46:01Z", "hours": 31.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built an end-to-end experiment comparing diffusion language models with autoregressive models on Sudoku. I learned that confidence-guided, out of order unmasking is well suited to constraint-solving tasks: fine-tuned iLLaDA substantially outperformed much larger models on harder puzzles. The biggest challenge was GPU resources.. bro I need an H100 rack at home", "repo": "https://github.com/arush-garg/SudokuDiffusion", "demo": "https://huggingface.co/spaces/Techno03/sudoku-diffusion"}]...
|
[{"post_id": 77125, "ts": "202 [{"post_id": 77125, "ts": "2026-10-05T18:37:11Z", "hours": 0.6444, "text": "Added a demo on HF Spaces"}, {"post_id": 59113, "ts": "2026-08-31T18:57:40Z", "hours": 1.1283, "text": "Again I got feedback that the code and README looked too AI generated so this is Attempt 3 at restructuring and rewriting the README. Idk what to put for the image so I put the README, which is now 100% written by me (I changed it to sort of match the Stardance format)"}, {"post_id": 56834, "ts": "2026-08-28T19:39:49Z", "hours": 1.3022, "text": "Writing code myself for the first time to refactor the codebase (jk I did write most of it myself the first time… but we obey the orders of the Shipwrights)"}, {"post_id": 55625, "ts": "2026-08-27T16:18:10Z", "hours": 0.9153, "text": "Cleaning up code"}, {"post_id": 53998, "ts": "2026-08-24T18:43:38Z", "hours": 0.5886, "text": "Generating output example"}, {"post_id": 53929, "ts": "2026-08-24T17:07:20Z", "hours": 4.3217, "text": "Cleaned up training and eval code"}, {"post_id": 53548, "ts": "2026-08-24T04:31:45Z", "hours": 25.91, "text": "Results from my experiment – with fine-tuning, diffusion models can beat pre-trained models almost 9 times larger, and autoregressive fine-tuned models 1.5 times larger"}]...
|
Title: Language Diffusion Model Experiment w/ Sudo Title: Language Diffusion Model Experiment w/ Sudoku by @arushg | Stardance
Devlogs:
Results from my experiment – with fine-tuning, diffusion models can beat pre-trained models almost 9 times larger, and autoregressive fine-tuned models 1.5 times larger
Cleaned up training and eval code
Generating output example
Cleaning up code
Writing code myself for the first time to refactor the codebase (jk I did write most of it myself the first time… but we obey the orders of the Shipwrights)
Again I got feedback that the code and README looked too AI generated so this is Attempt 3 at restructuring and rewriting the README. Idk what to put for the image so I put the README, which is now 100% written by me (I changed it to sort of match the Stardance format)
Added a demo on HF Spaces
Ships:
I built an end-to-end experiment comparing diffusion language models with autoregressive models on Sudoku. I learned that confidence-guided, out of order unmasking is well suited to constraint-solving tasks: fine-tuned iLLaDA substantially outperformed much larger models on harder puzzles. The biggest challenge was GPU resources.. bro I need an H100 rack at home...
|
1793084110.9911494
|
1793170510.9911494
|
|
10183
|
MarinosBot by @thanlan | Stardance
|
thanlan
|
0
|
5.75
|
0
|
[]
|
[{"post_id": 7713, "ts": "2026 [{"post_id": 7713, "ts": "2026-06-12T21:32:59Z", "hours": 1.5158, "text": "Hello all! MarinosBot now has a player embed built with discord.js’ new V2 components! It allows you to quickly play, pause, stop, change volume (or mute) and shuffle modes directly, easily. It also updates the progress each time you click one of the buttons. Personally I really like how this looks. Theres more to come!"}, {"post_id": 6841, "ts": "2026-06-11T14:14:40Z", "hours": 3.1197, "text": "MarinosBot Finished with basic music commands Hello all! MarinosBot is finally mostly functional, and is able to play, stop, pause, change volume and also queue multiple songs and play them! I greatly expanded the /play command, adding autocomplete support. You can search for a song directly, and the bot will attempt to pull the best match on YouTube using youtube-sr . The queue command displays up to 8 songs per page, and it has built-in pagination so you can add as many songs to the queue as you want. Next on my To-Do list is to add a command that shows the currently-playing song with info, and also a player embed that allows you to quickly pause, play, change volume and skip a song. Thank you all!"}, {"post_id": 5228, "ts": "2026-06-08T22:48:23Z", "hours": 1.1161, "text": "MarinosBot Originally, MarinosBot was created so my friends and I could easily play music on our Discord server as background noise while we were talking, as we didn’t want to rely on 3rd-party solutions, or have to deal with daily limits. The first prototype was rushed and written entirely in JavaScript, which led to frequent crashes due to poor error handling. These issues were mainly caused by the DisTube library itself, as yt-dlp exposed warnings on stdout that weren’t handled correctly. To work around this, I initially used patch-package and patched it, and then submitted an issue on GitHub , to help resolve it upstream. Yesterday, I decided it was finally time to re-write the project completely. This time, I’m writing it using TypeScript, and I’m trying to make it feel more like an actual, proper bot than something random. Today, I finished the barebones of the new project. So far, I’ve added the initial typings, event handling system and the first of many-commands-to-come, the /play command. To keep the codebase organised, I also created a custom AudioManager that interfaces DisTube. It currently has few methods and no accessors, but it will gradually evolve as more functionality is needed. My long-term goal is to make MarinosBot an all-in-one Discord bot. Instead of relying on multiple bots that each handle a small subset of features, I want a single bot that can provide music playback, moderation tools, utility, fun commands…. and whatever else in one place. I currently host it locally on my Raspberry Pi. I’m attaching the current tree of the project, the start of it anyway."}]...
|
Title: MarinosBot by @thanlan | Stardance
Devlogs Title: MarinosBot by @thanlan | Stardance
Devlogs:
MarinosBot Originally, MarinosBot was created so my friends and I could easily play music on our Discord server as background noise while we were talking, as we didn’t want to rely on 3rd-party solutions, or have to deal with daily limits. The first prototype was rushed and written entirely in JavaScript, which led to frequent crashes due to poor error handling. These issues were mainly caused by the DisTube library itself, as yt-dlp exposed warnings on stdout that weren’t handled correctly. To work around this, I initially used patch-package and patched it, and then submitted an issue on GitHub , to help resolve it upstream. Yesterday, I decided it was finally time to re-write the project completely. This time, I’m writing it using TypeScript, and I’m trying to make it feel more like an actual, proper bot than something random. Today, I finished the barebones of the new project. So far, I’ve added the initial typings, event handling system and the first of many-commands-to-come, the /play command. To keep the codebase organised, I also created a custom AudioManager that interfaces DisTube. It currently has few methods and no accessors, but it will gradually evolve as more functionality is needed. My long-term goal is to make MarinosBot an all-in-one Discord bot. Instead of relying on multiple bots that each handle a small subset of features, I want a single bot that can provide music playback, moderation tools, utility, fun commands…. and whatever else in one place. I currently host it locally on my Raspberry Pi. I’m attaching the current tree of the project, the start of it anyway.
MarinosBot Finished with basic music commands Hello all! MarinosBot is finally mostly functional, and is able to play, stop, pause, change volume and also queue multiple songs and play them! I greatly expanded the /play command, adding autocomplete support. You can search for a song directly, and the bot will attempt to pull the best match on YouTube using youtube-sr . The queue command displays up to 8 songs per page, and it has built-in pagination so you can add as many songs to the queue as you want. Next on my To-Do list is to add a command that shows the currently-playing song with info, and also a player embed that allows you to quickly pause, play, change volume and skip a song. Thank you all!
Hello all! MarinosBot now has a player embed built with discord.js’ new V2 components! It allows you to quickly play, pause, stop, change volume (or mute) and shuffle modes directly, easily. It also updates the progress each time you click one of the buttons. Personally I really like how this looks. Theres more to come!...
|
1792702213.8445685
|
1793307013.8445685
|
|
65203
|
robot arm by @chrif | Stardance
|
chrif
|
0
|
8.39
|
0
|
[]
|
[{"post_id": 77130, "ts": "202 [{"post_id": 77130, "ts": "2026-10-05T18:50:54Z", "hours": 5.2839, "text": "i’m almost finished with the design in cad, i already designed all the joints and the servo motor spots but i still havent put down the battery and the microcontrollers and path for the cables, i also started trying to code for the stm32 but i couldnt understand any of the software(cube ide) and i also have been learning how inverse kinematics works off camera just for this project"}, {"post_id": 74962, "ts": "2026-09-28T18:18:43Z", "hours": 3.1061, "text": "I started with mapping out the whole project and I also finished the wiring and the schematics and started experimenting with joints in fusion360 because I want to make the model move in cad (so if you have any tips please let me know in the comments) and i also have been watching videos about reverse kinematics on my own time to figure out how im gonna make the code without relying on ai."}]...
|
Title: robot arm by @chrif | Stardance
Devlogs:
I Title: robot arm by @chrif | Stardance
Devlogs:
I started with mapping out the whole project and I also finished the wiring and the schematics and started experimenting with joints in fusion360 because I want to make the model move in cad (so if you have any tips please let me know in the comments) and i also have been watching videos about reverse kinematics on my own time to figure out how im gonna make the code without relying on ai.
i’m almost finished with the design in cad, i already designed all the joints and the servo motor spots but i still havent put down the battery and the microcontrollers and path for the cables, i also started trying to code for the stm32 but i couldnt understand any of the software(cube ide) and i also have been learning how inverse kinematics works off camera just for this project...
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1793084088.5574603
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1793688888.5574603
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65240
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Restaurant by @Kinza | Stardance
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Kinza
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2
|
9.0
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22
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-26T13:00:45Z", "hours": 3.0, "multiplier": 1.38, "payout": 4, "blessing": "neutral", "text": "The Restaurant game! How to play! So, basically egg customer will come and give you order. You just need to drag the food and give to the customer that is asking for. But there is a twist! You will have 15 second to complete the order and also take money from the customer before the times runs out.", "repo": "https://github.com/KinzaSyedHussain/Restaurant", "demo": "https://restaurant-theta-coral.vercel.app/"}, {"ship_num": 2, "ts": "2026-10-01T17:51:51Z", "hours": 6.0, "multiplier": 2.83, "payout": 18, "blessing": "neutral", "text": "The Restaurant game! How to play! So, basically egg customer will come and give you order. You just need to drag the food and give to the customer that is asking for. But there is a twist! You will have 15 second to complete the order and also take money from the customer before the times runs out.", "repo": "https://github.com/KinzaSyedHussain/Restaurant", "demo": "https://restaurant-theta-coral.vercel.app/"}]...
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[{"post_id": 77132, "ts": "202 [{"post_id": 77132, "ts": "2026-10-05T18:58:25Z", "hours": 1.9364, "text": "Just change the UI! I added the terminal on the counter screen instead of terminal above the counter screen. Before, I take the help from AI to make counter working. But now, I make changes by myself, now it’s looking even better!!! ( ̄︶ ̄)"}, {"post_id": 76475, "ts": "2026-10-03T17:13:24Z", "hours": 0.62, "text": "Just made some changes! I add instruction so who don’t where to put the things. It is now easier for people what do next instead the times runs out( ̄︶ ̄) Edit Just fix typo mistake “drag the items to that(the) customer”"}, {"post_id": 75938, "ts": "2026-10-01T17:34:02Z", "hours": 6.2956, "text": "The Restaurant game! How to play! So, basically egg customer will come and give you order. You just need to drag the food and give to the customer that is asking for. But there is a twist! You will have 15 second to complete the order and also take money from the customer before the times runs out. Let me know! What more things, I need to add!"}]...
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Title: Restaurant by @Kinza | Stardance
Devlogs:
Title: Restaurant by @Kinza | Stardance
Devlogs:
The Restaurant game! How to play! So, basically egg customer will come and give you order. You just need to drag the food and give to the customer that is asking for. But there is a twist! You will have 15 second to complete the order and also take money from the customer before the times runs out. Let me know! What more things, I need to add!
Just made some changes! I add instruction so who don’t where to put the things. It is now easier for people what do next instead the times runs out( ̄︶ ̄) Edit Just fix typo mistake “drag the items to that(the) customer”
Just change the UI! I added the terminal on the counter screen instead of terminal above the counter screen. Before, I take the help from AI to make counter working. But now, I make changes by myself, now it’s looking even better!!! ( ̄︶ ̄)
Ships:
The Restaurant game! How to play! So, basically egg customer will come and give you order. You just need to drag the food and give to the customer that is asking for. But there is a twist! You will have 15 second to complete the order and also take money from the customer before the times runs out.
The Restaurant game! How to play! So, basically egg customer will come and give you order. You just need to drag the food and give to the customer that is asking for. But there is a twist! You will have 15 second to complete the order and also take money from the customer before the times runs out....
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1793062088.0566137
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1793148488.0566137
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68079
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wordle clone by @tanishka | Stardance
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tanishka
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0
|
0.95
|
0
|
[]
|
[{"post_id": 77138, "ts": "202 [{"post_id": 77138, "ts": "2026-10-05T19:08:42Z", "hours": 0.9544, "text": "wordle grid that looks super ugly D: it does somewhat work, it lets you type letters in a single row and enter to go to the next one :D"}]...
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Title: wordle clone by @tanishka | Stardance
Devl Title: wordle clone by @tanishka | Stardance
Devlogs:
wordle grid that looks super ugly D: it does somewhat work, it lets you type letters in a single row and enter to go to the next one :D...
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1793116433.034953
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1793721233.034953
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13341
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Racing simulator button box by @lukewalsh11234 | S Racing simulator button box by @lukewalsh11234 | Stardance...
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lukewalsh11234
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1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T15:43:37Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a universal button box powered by a raspberry pi pico. It can be used with basically anything however I will be using it for my racing simulator for games. It has 14 adressable inputs which can do whatever I want to assign to them. I think that the biggest challenge for me was the coding side of this project because I have little experience in coding but have more experience in cad and hardware . Coding is definitely a thing I want to become better at and improve in the future. I found the whole experience really cool documenting my progress and finding ways to improve my project along the way. I learned how to use GitHub and Uploaded my first 3d model to printables while tackling a problem that I had. 😁", "repo": "https://github.com/luke-walsh1/Sim-Racing-Button-Box", "demo": ""}]...
|
[{"post_id": 7714, "ts": "2026 [{"post_id": 7714, "ts": "2026-06-12T21:34:58Z", "hours": 0.5992, "text": "Dev Blog 5 I decided to switch from Dahl DDC to the Arduino Joystick library for ease of use and having the possibility to use it outside of simhub. I 3D printed the enclousre and it fits without any problems. All holes are perfect size for the buttons and screws and the spacing for the aluminium extrusion mount is correct. Exess pace for the components is also a feature to fit the pico and all wires."}, {"post_id": 6921, "ts": "2026-06-11T16:26:49Z", "hours": 0.5036, "text": "Dev Blog 4 I printed the body and front plate however i accidently ran out of fillament with about a hour left😑 in a 10 hour print. Optimised the body to print faster and use less material also fixed issues with the front plate with the screw holes and holes for rotary switch and square buttons. Time to print V2."}, {"post_id": 6287, "ts": "2026-06-10T15:54:52Z", "hours": 0.5217, "text": "Dev blog 3 Cad model is finalized and ready for 3d printing, next i will make a wiring diagram and 3d print then solder all connections and use Dahl Design DDC paired with simhub to turn the raspberry pi pico into a hid device over usb. Next steps : 3d print enclousre, flash pi with code, wiring diagram, solder connections and assembly."}, {"post_id": 6244, "ts": "2026-06-10T14:26:32Z", "hours": 0.78, "text": "Dev Blog 2 Layout finalised and rough 3d model made. Next i need to figure out how i will mount it exactly to my 4080 aluminium extrusion."}, {"post_id": 5769, "ts": "2026-06-09T17:53:24Z", "hours": 0.2683, "text": "Dev Blog 1 When thinking of doing a new project i alwaus try to think of 2 things : a problem and a way to solve it. The What Why and How always come in mind when brainstorming ideas. A good project is always the best foundation but you also have to have an idea how you will overcome said problem. I found a problem and that was in my racing simulator where i didnt have enough inputs on my wheel and had to go over to my keyboard by my desk each time i wanted to do something such as press escape or connect and disconect my trailer in euro truck simulator. First thing i did was find the needed hardware for something like this so rotary encoders switches and buttons come in mind. I had to choose what inputs i was needing the most so when i chose those inputs i picked what hardware would be best for that. I ended up with 4 push buttons a 2 way switch and a 8 way rotary encoder. Next i made a blueprint on paper and measured all mounting holes and made a prototype drawring to see how the layout will look. With there being 14 total inputs i also have to choose a microcontroller and i think i will choose the rp-pico for this task. Next step : cad design in onshape."}]...
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Title: Racing simulator button box by @lukewalsh11 Title: Racing simulator button box by @lukewalsh11234 | Stardance
Devlogs:
Dev Blog 1 When thinking of doing a new project i alwaus try to think of 2 things : a problem and a way to solve it. The What Why and How always come in mind when brainstorming ideas. A good project is always the best foundation but you also have to have an idea how you will overcome said problem. I found a problem and that was in my racing simulator where i didnt have enough inputs on my wheel and had to go over to my keyboard by my desk each time i wanted to do something such as press escape or connect and disconect my trailer in euro truck simulator. First thing i did was find the needed hardware for something like this so rotary encoders switches and buttons come in mind. I had to choose what inputs i was needing the most so when i chose those inputs i picked what hardware would be best for that. I ended up with 4 push buttons a 2 way switch and a 8 way rotary encoder. Next i made a blueprint on paper and measured all mounting holes and made a prototype drawring to see how the layout will look. With there being 14 total inputs i also have to choose a microcontroller and i think i will choose the rp-pico for this task. Next step : cad design in onshape.
Dev Blog 2 Layout finalised and rough 3d model made. Next i need to figure out how i will mount it exactly to my 4080 aluminium extrusion.
Dev blog 3 Cad model is finalized and ready for 3d printing, next i will make a wiring diagram and 3d print then solder all connections and use Dahl Design DDC paired with simhub to turn the raspberry pi pico into a hid device over usb. Next steps : 3d print enclousre, flash pi with code, wiring diagram, solder connections and assembly.
Dev Blog 4 I printed the body and front plate however i accidently ran out of fillament with about a hour left😑 in a 10 hour print. Optimised the body to print faster and use less material also fixed issues with the front plate with the screw holes and holes for rotary switch and square buttons. Time to print V2.
Dev Blog 5 I decided to switch from Dahl DDC to the Arduino Joystick library for ease of use and having the possibility to use it outside of simhub. I 3D printed the enclousre and it fits without any problems. All holes are perfect size for the buttons and screws and the spacing for the aluminium extrusion mount is correct. Exess pace for the components is also a feature to fit the pico and all wires.
Ships:
I made a universal button box powered by a raspberry pi pico. It can be used with basically anything however I will be using it for my racing simulator for games. It has 14 adressable inputs which can do whatever I want to assign to them. I think that the biggest challenge for me was the coding side of this project because I have little experience in coding but have more experience in cad and hardware . Coding is definitely a thing I want to become better at and improve in the future. I found the whole experience really cool documenting my progress and finding ways to improve my project along the way. I learned how to use GitHub and Uploaded my first 3d model to printables while tackling a problem that I had. 😁...
|
1793051708.6926901
|
1793138108.6926901
|
|
53878
|
Kiko(Focusing app) by @Davonys | Stardance
|
Davonys
|
1
|
23.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T19:35:49Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Kiko is a productivity web application designed to help you stay focused. You can create both one-time and recurring tasks to manage your schedule. To keep you company, Kiko features an interactive character that works, studies, and relaxes with you. Stay motivated by competing on the leaderboard—but be careful! If you miss a deadline, your virtual garden will begin to wither.", "repo": "https://github.com/davitkhlghatyan2010-afk/Kiko", "demo": "https://kiko-frontend-eta.vercel.app/"}]...
|
[{"post_id": 77143, "ts": "202 [{"post_id": 77143, "ts": "2026-10-05T19:32:00Z", "hours": 3.2706, "text": "So, I fixed some mechanics and added interactivity!"}, {"post_id": 57324, "ts": "2026-08-29T13:17:17Z", "hours": 5.7256, "text": "I have already finished website and now I will work mostly on documentatin!1"}, {"post_id": 54702, "ts": "2026-08-25T19:31:46Z", "hours": 14.4011, "text": "I have done design and documentation(PRD)!!!"}]...
|
Title: Kiko(Focusing app) by @Davonys | Stardance
Title: Kiko(Focusing app) by @Davonys | Stardance
Devlogs:
I have done design and documentation(PRD)!!!
I have already finished website and now I will work mostly on documentatin!1
So, I fixed some mechanics and added interactivity!
Ships:
Kiko is a productivity web application designed to help you stay focused. You can create both one-time and recurring tasks to manage your schedule. To keep you company, Kiko features an interactive character that works, studies, and relaxes with you. Stay motivated by competing on the leaderboard—but be careful! If you miss a deadline, your virtual garden will begin to wither....
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1793152485.3072057
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1793238885.3072057
|
|
4884
|
Spottr by @BrunoGG | Stardance
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BrunoGG
|
1
|
49.59
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T18:36:43Z", "hours": 47.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SPOTTR is an open-source indoor presence tracking system built on ESP32-C3 and Bluetooth Low Energy. Wear a badge, walk into a room, show up on the map.", "repo": "https://github.com/BrunoGG69/Spottr", "demo": ""}]...
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[{"post_id": 77148, "ts": "202 [{"post_id": 77148, "ts": "2026-10-05T19:42:35Z", "hours": 2.5883, "text": "DEVLOG #9 - BADGE CASE REDESIGNED, PRINTED AND ASSEMBLED Website : https://spottr.brunogg.in Work Done: Redesigned the badge enclosure from scratch in Fusion 360 to fit the new battery, which got thicker but smaller in footprint while the badge had to stay credit-card sized at 86 x 54 mm Made the whole model parametric , so every dimension falls out of a handful of named values and the next component change is a one-number edit instead of another rebuild Added the Spottr logo embossed on the lid and a USB-C cutout sized off the actual connector Got it printed through #printing-legion and it came out clean Assembled the hardware into it : XIAO ESP32-C3, LiPo and status LED all sit flat in the cavity with the lid seating properly on top"}, {"post_id": 48356, "ts": "2026-08-16T17:46:13Z", "hours": 5.61, "text": "DEVLOG #8 - MQTT AUTH, POWER-FAILURE RECOVERY, DASHBOARD REDESIGNED FROM SCRATCH Website : https://spottr.brunogg.in Work Done: Added MQTT username and password support across the whole stack. The captive portal now has optional auth fields, the credentials save to NVS with the rest of the config, and the pi-bridge authenticates the same way. Leaving them blank keeps the old anonymous behaviour, so nothing broke for existing setups Fixed a bug where every scanner broadcast the same setup network name . The AP name is built from the last two bytes of the device MAC, but it was being read from the WiFi driver before the interface existed, so every board came up as Spottr-Scanner-0000 . Reading the MAC directly from efuse fixed it, and each scanner now shows its real suffix, unique per device and stable across reboots Fixed a power-failure recovery bug that only showed up in the real deployment. When the power came back, the scanners booted in about two seconds but the router took closer to a minute, so the scanners found no network, assumed they were unconfigured, and dropped into the config portal. Every node had to be manually restarted. The logic was treating “can’t connect right now” as “isn’t set up”. Now a scanner with credentials in NVS retries WiFi indefinitely and only ever opens the portal if there are genuinely no credentials or the command is given over serial Added a WiFi watchdog to the main loop, so a dropout during normal operation reconnects on its own instead of leaving the scanner stuck retrying MQTT over a dead network Fixed the OTA status LED never actually animating . ledSet() only records the state, and the pin write happens in ledUpdate() , which runs from the main loop, but the OTA download blocks that loop entirely. So the LED just froze at whatever brightness it had. Driving it from httpUpdate ’s progress callback fixed it, and the pattern is twice as fast now so a quick update is still visible Redesigned the dashboard from scratch. Went for a design language closer to Nothing and Apple’s dark mode, so the whole thing is monochrome with mono uppercase labels, thin tabular numerals and a lot of empty space. Stripped out the animated gradient orbs, the dot-grid background and the glassmorphism, since that look is everywhere now and reads as generic. Cards are visible because they’re lighter than the page rather than because they have a border, and colour only appears where it means something, so a room lighting up when someone walks in is the only saturated thing on screen Rebuilt the Overview page as three columns, with stats and occupied rooms on the left, the floor map in the middle, and a badge rail on the right where every badge can be searched, edited, disabled or deleted without leaving the page. Added pan and zoom to the map Fixed a bug where any badge added through the dashboard would never show a location. New badges were saved with an uppercase MAC while the pi-bridge writes location keys in lowercase, so the two never matched. Pulled the MAC handling into a shared module so both pages normalise the same way Replaced the component-library sidebar with a custom animated one , and moved the shared liveness and badge logic into lib/status.js and lib/badges.js . The duplicated copies of that logic are exactly what let the floor map and the overview page drift apart and disagree about which scanners were online Future Work Build the Scanners Management page to assign rooms to auto-registered scanners and a Logs Page to view the history of every action performed Add offline buffering to the scanner firmware so badge detections aren’t lost if WiFi drops, and flush them once reconnected Add checksum verification to the OTA process so a corrupted download can’t be flashed to a scanner"}, {"post_id": 30368, "ts": "2026-07-17T20:52:22Z", "hours": 7.6561, "text": "DEVLOG #7 - OTA FULLY IMPLEMENTED WITH AUTO-UPDATES, CAPTIVE PORTAL ADDED, FIRMWARE REFACTORED & STATUS LED Website : https://spottr.brunogg.in Work Done: Fully implemented Over-The-Air (OTA) updates for the scanner nodes. The pi-bridge watches Firebase for a new firmware version and publishes it over MQTT, each scanner compares it against its own version and only updates if it’s newer, then downloads, flashes and reboots itself. The version check runs on each scanner, so one publish updates every outdated node automatically Set up automatic releases using a GitHub Action, so publishing a new release on GitHub writes the version and download URL to Firebase on its own, which then cascades down to every scanner. Now a single release publish updates the whole fleet with no manual steps Added a WiFi captive portal for first-time scanner setup. On first boot the scanner hosts its own network and serves a 4-step wizard (name the room, connect WiFi, set the broker, confirm) styled to match the website. Config is saved to NVS after every step and the portal won’t let a scanner boot into normal mode until setup is fully complete, so one firmware image now works for every scanner without editing code Refactored the scanner firmware from one large file into separate modules ( config , portal , scanner , ota , led and globals ) for cleaner, more maintainable code Added a status LED on the scanner so its state can be read at a glance without a serial monitor - blinking while connecting, solid when online, a slow breathing fade while in the config portal, and a distinct pattern during an OTA update Fixed a bug where the dashboard counted an offline scanner as online, by trusting the health status set by the pi-bridge instead of guessing from the last-seen timestamp Future Work Build the Scanners Management page to assign rooms to auto-registered scanners and a Logs Page to view the history of every action performed Add offline buffering to the scanner firmware so badge detections aren’t lost if WiFi drops, and flush them once reconnected Add checksum verification to the OTA process so a corrupted download can’t be flashed to a scanner"}, {"post_id": 17080, "ts": "2026-06-27T18:48:35Z", "hours": 7.1619, "text": "DEVLOG #6 - SCANNER HEALTH CHECKS IMPLEMENTED, IDENTIFY SCANNERS VIA MAC, BADGE MANAGEMENT & OTA GROUNDWORK SET Website : https://spottr.brunogg.in Work Done: Built an active scanner health-check system - pi-bridge pings each scanner every 15s over MQTT, scanner replies with a pong , and a missed pong marks it offline within a few seconds. This replaced the old passive system where the scanner sent a heartbeat every 30 seconds to update its status Switched scanner identity to its MAC Address . with the pi-bridge verifying each scanner’s MAC and registering unknown scanners into Firebase as unassigned Refactored pi-bridge from one single large file into multiple sub-files ( config.py , handlers.py , health.py , presence.py , registry.py , state.py and main.py ) Started work on the Badges Management Page where the admin can add, edit, delete or enable/disable badges , where each row shows the live status of each badge as online/offline and current room, along with confirmation dialog boxes for destructive actions like deletion or disabling badges Laid the groundwork for OTA firmware updates for the scanner nodes, where I switched the scanner partition table to support two app slots, added semantic version tracking and comparison, and wrote the OTA update function (yet to be implemented properly) Future Work Fully implement the OTA function where the pi-bridge triggers the update by publishing the new firmware version over MQTT and automatically flash it to the scanners Add a captive portal where the scanners can be configured (Adding WiFi and Scanner IDs) without editing the code Build the Scanners Management page to assign rooms to auto-registered scanners and Logs Page to view history of every action performed"}, {"post_id": 12997, "ts": "2026-06-21T07:48:49Z", "hours": 5.1617, "text": "DEVLOG #5 — STARTED WORK ON ADMIN DASHBOARD, IMPLEMENTED LIVE FLOOR MAP Website: https://spottr.brunogg.in Work Done: Started work on the admin dashboard Built the floor map feature and made it show in which room a badge is currently in Live badge dots render directly on the floor map, positioned in the room they were last detected in Added StatCards to the Overview page -> Badges Online, Scanners Online, Rooms Occupied, Total Badges Future Work Add dynamically updating status for scanners where pi-bridge sends a heartbeat and scanner-node responds to it Add sections to admin dashboard to add, remove or manage badges and scanners, along with a logs section to log any changes"}, {"post_id": 9494, "ts": "2026-06-15T20:54:45Z", "hours": 5.8011, "text": "DEVLOG #4 - LOGIN PAGE, BUG FIXES AND OVERHALL BADGE AND SCANNER FIRMWARE ALONG WITH CHANGES IN PI-BRIDGE Website: https://spottr.brunogg.in Work Done: Implemented a login page with Firebase Auth which supports but Google Sign-In as well as via Email & Password (Added a test user with its credentials posted on login page for future testing and for public showcase of the project) Added Protected routes - dashboard will remain inaccessible without logging in Switched the badge identification from using device_id ex. SPOTTR_BADGE_0XX to a MAC Address based identification coz its much more reliable and harder to spook Fixed some major and minor bugs Worked on the pi-bridge code to get readings of MAC Address . Set up Firebase RTDB badges/ node — each badge registered by MAC address with label, owner name and active status. This will be used in the dashboard to display owner names instead of raw MAC addresses and also used to assign a badge to a user and block or allow access Future Work: Build the admin dashboard with live floor map giving location data for each badge user Continue work on the landing page"}, {"post_id": 7635, "ts": "2026-06-12T19:12:56Z", "hours": 6.6208, "text": "DEVLOG #3 — WEBSITE POLISH + PI BRIDGE COMPLETE Website: https://spottr.brunogg.in Work Done Built floating navbar with sliding hover pill animation on desktop Added hamburger menu for mobile with smooth open/close animations and click-outside-to-close Logo centers on mobile, left-aligns on desktop Fixed SPOTTR intro animation to be properly centered on all screen sizes Made hero section fully responsive for mobile Pi Bridge now pushes live badge locations to Firebase RTDB and logs history to Firestore Added online/offline detection for both scanner nodes and badges with 60 second timeout Future Work Build admin dashboard with live floor map pulling from Firebase RTDB Add How It Works, Hardware and Software sections to landing page Add Firebase Auth to protect the dashboard Flash second scanner node and test strongest-signal room detection across multiple rooms Deep sleep badge firmware for battery life"}, {"post_id": 4817, "ts": "2026-06-08T10:04:57Z", "hours": 4.1131, "text": "DEVLOG #2 — HARDWARE ARRIVES, FIRMWARE WORK BEGINS Finally the hardware arrived and I started work straight away… First time diving into this deep of C++ programming… Dam it was tough fr Website: https://spottr.brunogg.in/ Work Done Set up PlatformIO in VS Code for programming the ESP32 Boards Flashed badge firmware on ESP32-C3 to continuously advertise via BLE with ID SPOTTR_BADGE_0XX Built scanner node firmware for ESP32-C6 to scan for BLE Devices with ID starting from SPOTTR_ Set up Raspberry Pi OS and installed MQTT broker Improved Scanner Node range by using antennas salvaged from old WiFi routers Added 30 second heartbeat from scanner to monitor online/offline status Future Work Write code for Python Pi Bridge to receive MQTT data and push to Firebase Continue work on landing page of the website"}, {"post_id": 2951, "ts": "2026-06-05T21:10:53Z", "hours": 4.8175, "text": "DEVLOG #1 — WEBSITE WORK BEGINS Note: Hardware arrives on 7th June, the real work starts then Website: https://spottr.brunogg.in Work Done Designed a model for the badge using Fusion 360 and logo using Canva Got Hero Section working Added 3D model of the product in website using React Three Fiber Added Intro animation to the website using AceternityUI where the SPOTTR text draws itself across the full screen with color gradient stroke on load, then fades to reveal the hero content. (Took alot longer to perfect and get timings as well as colors right 💀) Future Work Start hardware work the moment it arrives on 7th June Get the Pi Bridge system up and collecting RSSI data from scanner nodes"}]...
|
Title: Spottr by @BrunoGG | Stardance
Devlogs:
DE Title: Spottr by @BrunoGG | Stardance
Devlogs:
DEVLOG #1 — WEBSITE WORK BEGINS Note: Hardware arrives on 7th June, the real work starts then Website: https://spottr.brunogg.in Work Done Designed a model for the badge using Fusion 360 and logo using Canva Got Hero Section working Added 3D model of the product in website using React Three Fiber Added Intro animation to the website using AceternityUI where the SPOTTR text draws itself across the full screen with color gradient stroke on load, then fades to reveal the hero content. (Took alot longer to perfect and get timings as well as colors right 💀) Future Work Start hardware work the moment it arrives on 7th June Get the Pi Bridge system up and collecting RSSI data from scanner nodes
DEVLOG #2 — HARDWARE ARRIVES, FIRMWARE WORK BEGINS Finally the hardware arrived and I started work straight away… First time diving into this deep of C++ programming… Dam it was tough fr Website: https://spottr.brunogg.in/ Work Done Set up PlatformIO in VS Code for programming the ESP32 Boards Flashed badge firmware on ESP32-C3 to continuously advertise via BLE with ID SPOTTR_BADGE_0XX Built scanner node firmware for ESP32-C6 to scan for BLE Devices with ID starting from SPOTTR_ Set up Raspberry Pi OS and installed MQTT broker Improved Scanner Node range by using antennas salvaged from old WiFi routers Added 30 second heartbeat from scanner to monitor online/offline status Future Work Write code for Python Pi Bridge to receive MQTT data and push to Firebase Continue work on landing page of the website
DEVLOG #3 — WEBSITE POLISH + PI BRIDGE COMPLETE Website: https://spottr.brunogg.in Work Done Built floating navbar with sliding hover pill animation on desktop Added hamburger menu for mobile with smooth open/close animations and click-outside-to-close Logo centers on mobile, left-aligns on desktop Fixed SPOTTR intro animation to be properly centered on all screen sizes Made hero section fully responsive for mobile Pi Bridge now pushes live badge locations to Firebase RTDB and logs history to Firestore Added online/offline detection for both scanner nodes and badges with 60 second timeout Future Work Build admin dashboard with live floor map pulling from Firebase RTDB Add How It Works, Hardware and Software sections to landing page Add Firebase Auth to protect the dashboard Flash second scanner node and test strongest-signal room detection across multiple rooms Deep sleep badge firmware for battery life
DEVLOG #4 - LOGIN PAGE, BUG FIXES AND OVERHALL BADGE AND SCANNER FIRMWARE ALONG WITH CHANGES IN PI-BRIDGE Website: https://spottr.brunogg.in Work Done: Implemented a login page with Firebase Auth which supports but Google Sign-In as well as via Email & Password (Added a test user with its credentials posted on login page for future testing and for public showcase of the project) Added Protected routes - dashboard will remain inaccessible without logging in Switched the badge identification from using device_id ex. SPOTTR_BADGE_0XX to a MAC Address based identification coz its much more reliable and harder to spook Fixed some major and minor bugs Worked on the pi-bridge code to get readings of MAC Address . Set up Firebase RTDB badges/ node — each badge registered by MAC address with label, owner name and active status. This will be used in the dashboard to display owner names instead of raw MAC addresses and also used to assign a badge to a user and block or allow access Future Work: Build the admin dashboard with live floor map giving location data for each badge user Continue work on the landing page
DEVLOG #5 — STARTED WORK ON ADMIN DASHBOARD, IMPLEMENTED LIVE FLOOR MAP Website: https://spottr.brunogg.in Work Done: Started work on the admin dashboard Built the floor map feature and made it show in which room a badge is currently in Live badge dots render directly on the floor map, positioned in the room they were last detected in Added StatCards to the Overview page -> Badges Online, Scanners Online, Rooms Occupied, Total Badges Future Work Add dynamically updating status for scanners where pi-bridge sends a heartbeat and scanner-node responds to it Add sections to admin dashboard to add, remove or manage badges and scanners, along with a logs section to log any changes
DEVLOG #6 - SCANNER HEALTH CHECKS IMPLEMENTED, IDENTIFY SCANNERS VIA MAC, BADGE MANAGEMENT & OTA GROUNDWORK SET Website : https://spottr.brunogg.in Work Done: Built an active scanner health-check system - pi-bridge pings each scanner every 15s over MQTT, scanner replies with a pong , and a missed pong marks it offline within a few seconds. This replaced the old passive system where the scanner sent a heartbeat every 30 seconds to update its status Switched scanner identity to its MAC Address . with the pi-bridge verifying each scanner’s MAC and registering unknown scanners into Firebase as unassigned Refactored pi-bridge from one single large file into multiple sub-files ( config.py , handlers.py , health.py , presence.py , registry.py , state.py and main.py ) Started work on the Badges Management Page where the admin can add, edit, delete or enable/disable badges , where each row shows the live status of each badge as online/offline and current room, along with confirmation dialog boxes for destructive actions like deletion or disabling badges Laid the groundwork for OTA firmware updates for the scanner nodes, where I switched the scanner partition table to support two app slots, added semantic version tracking and comparison, and wrote the OTA update function (yet to be implemented properly) Future Work Fully implement the OTA function where the pi-bridge triggers the update by publishing the new firmware version over MQTT and automatically flash it to the scanners Add a captive portal where the scanners can be configured (Adding WiFi and Scanner IDs) without editing the code Build the Scanners Management page to assign rooms to auto-registered scanners and Logs Page to view history of every action performed
DEVLOG #7 - OTA FULLY IMPLEMENTED WITH AUTO-UPDATES, CAPTIVE PORTAL ADDED, FIRMWARE REFACTORED & STATUS LED Website : https://spottr.brunogg.in Work Done: Fully implemented Over-The-Air (OTA) updates for the scanner nodes. The pi-bridge watches Firebase for a new firmware version and publishes it over MQTT, each scanner compares it against its own version and only updates if it’s newer, then downloads, flashes and reboots itself. The version check runs on each scanner, so one publish updates every outdated node automatically Set up automatic releases using a GitHub Action, so publishing a new release on GitHub writes the version and download URL to Firebase on its own, which then cascades down to every scanner. Now a single release publish updates the whole fleet with no manual steps Added a WiFi captive portal for first-time scanner setup. On first boot the scanner hosts its own network and serves a 4-step wizard (name the room, connect WiFi, set the broker, confirm) styled to match the website. Config is saved to NVS after every step and the portal won’t let a scanner boot into normal mode until setup is fully complete, so one firmware image now works for every scanner without editing code Refactored the scanner firmware from one large file into separate modules ( config , portal , scanner , ota , led and globals ) for cleaner, more maintainable code Added a status LED on the scanner so its state can be read at a glance without a serial monitor - blinking while connecting, solid when online, a slow breathing fade while in the config portal, and a distinct pattern during an OTA update Fixed a bug where the dashboard counted an offline scanner as online, by trusting the health status set by the pi-bridge instead of guessing from the last-seen timestamp Future Work Build the Scanners Management page to assign rooms to auto-registered scanners and a Logs Page to view the history of every action performed Add offline buffering to the scanner firmware so badge detections aren’t lost if WiFi drops, and flush them once reconnected Add checksum verification to the OTA process so a corrupted download can’t be flashed to a scanner
DEVLOG #8 - MQTT AUTH, POWER-FAILURE RECOVERY, DASHBOARD REDESIGNED FROM SCRATCH Website : https://spottr.brunogg.in Work Done: Added MQTT username and password support across the whole stack. The captive portal now has optional auth fields, the credentials save to NVS with the rest of the config, and the pi-bridge authenticates the same way. Leaving them blank keeps the old anonymous behaviour, so nothing broke for existing setups Fixed a bug where every scanner broadcast the same setup network name . The AP name is built from the last two bytes of the device MAC, but it was being read from the WiFi driver before the interface existed, so every board came up as Spottr-Scanner-0000 . Reading the MAC directly from efuse fixed it, and each scanner now shows its real suffix, unique per device and stable across reboots Fixed a power-failure recovery bug that only showed up in the real deployment. When the power came back, the scanners booted in about two seconds but the router took closer to a minute, so the scanners found no network, assumed they were unconfigured, and dropped into the config portal. Every node had to be manually restarted. The logic was treating “can’t connect right now” as “isn’t set up”. Now a scanner with credentials in NVS retries WiFi indefinitely and only ever opens the portal if there are genuinely no credentials or the command is given over serial Added a WiFi watchdog to the main loop, so a dropout during normal operation reconnects on its own instead of leaving the scanner stuck retrying MQTT over a dead network Fixed the OTA status LED never actually animating . ledSet() only records the state, and the pin write happens in ledUpdate() , which runs from the main loop, but the OTA download blocks that loop entirely. So the LED just froze at whatever brightness it had. Driving it from httpUpdate ’s progress callback fixed it, and the pattern is twice as fast now so a quick update is still visible Redesigned the dashboard from scratch. Went for a design language closer to Nothing and Apple’s dark mode, so the whole thing is monochrome with mono uppercase labels, thin tabular numerals and a lot of empty space. Stripped out the animated gradient orbs, the dot-grid background and the glassmorphism, since that look is everywhere now and reads as generic. Cards are visible because they’re lighter than the page rather than because they have a border, and colour only appears where it means something, so a room lighting up when someone walks in is the only saturated thing on screen Rebuilt the Overview page as three columns, with stats and occupied rooms on the left, the floor map in the middle, and a badge rail on the right where every badge can be searched, edited, disabled or deleted without leaving the page. Added pan and zoom to the map Fixed a bug where any badge added through the dashboard would never show a location. New badges were saved with an uppercase MAC while the pi-bridge writes location keys in lowercase, so the two never matched. Pulled the MAC handling into a shared module so both pages normalise the same way Replaced the component-library sidebar with a custom animated one , and moved the shared liveness and badge logic into lib/status.js and lib/badges.js . The duplicated copies of that logic are exactly what let the floor map and the overview page drift apart and disagree about which scanners were online Future Work Build the Scanners Management page to assign rooms to auto-registered scanners and a Logs Page to view the history of every action performed Add offline buffering to the scanner firmware so badge detections aren’t lost if WiFi drops, and flush them once reconnected Add checksum verification to the OTA process so a corrupted download can’t be flashed to a scanner
DEVLOG #9 - BADGE CASE REDESIGNED, PRINTED AND ASSEMBLED Website : https://spottr.brunogg.in Work Done: Redesigned the badge enclosure from scratch in Fusion 360 to fit the new battery, which got thicker but smaller in footprint while the badge had to stay credit-card sized at 86 x 54 mm Made the whole model parametric , so every dimension falls out of a handful of named values and the next component change is a one-number edit instead of another rebuild Added the Spottr logo embossed on the lid and a USB-C cutout sized off the actual connector Got it printed through #printing-legion and it came out clean Assembled the hardware into it : XIAO ESP32-C3, LiPo and status LED all sit flat in the cavity with the lid seating properly on top
Ships:
SPOTTR is an open-source indoor presence tracking system built on ESP32-C3 and Bluetooth Low Energy. Wear a badge, walk into a room, show up on the map....
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1793098074.0191033
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1793184474.0191033
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67591
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hackpad by @yaseenmb11 | Stardance
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yaseenmb11
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0
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3.11
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0
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[]
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[{"post_id": 77151, "ts": "202 [{"post_id": 77151, "ts": "2026-10-05T19:51:16Z", "hours": 3.1069, "text": "A really simple hackpad with lots of functionality from all its layers"}]...
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Title: hackpad by @yaseenmb11 | Stardance
Devlogs Title: hackpad by @yaseenmb11 | Stardance
Devlogs:
A really simple hackpad with lots of functionality from all its layers...
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1793112659.7238402
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1793717459.7238402
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66902
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AeroSim by @DP | Stardance
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DP
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0
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7.21
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0
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[]
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[{"post_id": 77159, "ts": "202 [{"post_id": 77159, "ts": "2026-10-05T20:41:45Z", "hours": 4.1717, "text": "AeroSim! Update 2! At the moment I had to learn some CSS. I’m not the best and that part, only reason why it isn’t really that much code, but it is a lot of time just cause of trial and error. The style for the AeroSim is a just different blues and it kind of looks like OnShape it has the 3D plane in the middle of it and the sides just have the things that you can change stuff. You can change viscosity and the pressure. What I am going to do is to work on the JS part which is the worse part probably and I haven’t even typed a character in there so basically everything that I have coded relies on the JS and if that doesn’t work in the end. I’m cooked. This will take a good amount of time so well, ya, happy coding and trial and error."}, {"post_id": 75993, "ts": "2026-10-01T22:43:15Z", "hours": 3.0419, "text": "AeroSim! This is a wind tunnel simulator that will hopefully run on GitHub pages. In the screenshot down below, I am currently working on the HTML portion and will soon transition to the JS and CSS part after I finish. The reason for why I was interested in doing this project was because I really like Aerospace and I thought it would be a neat idea to create this project. What it includes: you can import CAD models into the website to then import your own CAD models to try it out, it comes preset with a NACA (yes NACA not NASA) airfoil so you can see how it works. This airfoil is optimized to maximize the amount of lift that can be created and decrease the amount of drag. The website also has different fluids and at different pressure levels (sea and high alt). From this the simulator will derive lift, drag, lift coefficient and drag coefficient. Later I also might make it get lift to drag ratio, but you can simply do that by doing lift by drag (lift/drag). So yes, this is how much I have done, and I am yet to the JS and CSS."}]...
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Title: AeroSim by @DP | Stardance
Devlogs:
AeroSi Title: AeroSim by @DP | Stardance
Devlogs:
AeroSim! This is a wind tunnel simulator that will hopefully run on GitHub pages. In the screenshot down below, I am currently working on the HTML portion and will soon transition to the JS and CSS part after I finish. The reason for why I was interested in doing this project was because I really like Aerospace and I thought it would be a neat idea to create this project. What it includes: you can import CAD models into the website to then import your own CAD models to try it out, it comes preset with a NACA (yes NACA not NASA) airfoil so you can see how it works. This airfoil is optimized to maximize the amount of lift that can be created and decrease the amount of drag. The website also has different fluids and at different pressure levels (sea and high alt). From this the simulator will derive lift, drag, lift coefficient and drag coefficient. Later I also might make it get lift to drag ratio, but you can simply do that by doing lift by drag (lift/drag). So yes, this is how much I have done, and I am yet to the JS and CSS.
AeroSim! Update 2! At the moment I had to learn some CSS. I’m not the best and that part, only reason why it isn’t really that much code, but it is a lot of time just cause of trial and error. The style for the AeroSim is a just different blues and it kind of looks like OnShape it has the 3D plane in the middle of it and the sides just have the things that you can change stuff. You can change viscosity and the pressure. What I am going to do is to work on the JS part which is the worse part probably and I haven’t even typed a character in there so basically everything that I have coded relies on the JS and if that doesn’t work in the end. I’m cooked. This will take a good amount of time so well, ya, happy coding and trial and error....
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1793105371.0876963
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1793710171.0876963
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15446
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zap by @bernardq | Stardance
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bernardq
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2
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46.68
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338
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T19:23:17Z", "hours": 24.0, "multiplier": 7.58, "payout": 182, "blessing": "neutral", "text": "So, I built a package manager in Python. The biggest challenge I experienced was organizing my code, debugging, and building complex features. I’m proud that it works, and I’m proud of all the time I spent coding it. My project documentation is on GitHub, which is the best place I have to write and maintain it. Zap can install, remove, and download packages without installing them, as well as update packages and perform other features. Try out my project, and if you want to add your projects to the Zap repository, contact me on Slack or GitHub. Thanks for Reading!", "repo": "https://github.com/Bkner3/zap", "demo": "https://github.com/Bkner3/zap/releases"}, {"ship_num": 2, "ts": "2026-07-11T21:53:33Z", "hours": 16.0, "multiplier": 9.85, "payout": 156, "blessing": "neutral", "text": "Hello everyone! My project is a package manager built entirely in Python. I challenged myself to create something simple for everyone—both for the people creating the repository and for those who will use it. I am really proud of myself for dedicating so much effort to this project. ⚠️ Project Status & Requirements Please note that this project is currently in Beta and some commands might not be fully functional or ready yet. System Requirements: Python 3.0 or higher is required. To run the project in script mode, you must install the following dependencies: requests, colorama, and tqdm. Current Limitations: The tools inside repo-tools (used for creating repositories) are currently disabled while they undergo updates. In the meantime, if you want to create a repository, you can use the example index provided in the GitHub README and simply replace the package and file names with your own. If you have any questions or run into issues, please feel free to open an issue or ask here on GitHub. I am more than happy to help!", "repo": "https://github.com/Bkner3/zap", "demo": "https://github.com/Bkner3/zap/releases"}]...
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[{"post_id": 77160, "ts": "202 [{"post_id": 77160, "ts": "2026-10-05T20:41:48Z", "hours": 1.8519, "text": "Devlog #32 I’m tired of working on this, I try one thing and it doesn’t work I try another even worse but I’m working to launch the zap for linux I just don’t have test packages or packages to release if any wants to launch their package on the zap let me know."}, {"post_id": 76875, "ts": "2026-10-04T21:59:26Z", "hours": 1.7056, "text": "Devlog #31 After some time, I finally had time to work on ZAP again. Today I started fixing some bugs in ZAP, tested the installation script, and added the installation instructions to the README on the main page. ZAP is still in beta, and I know some things don’t work yet, but I want to sleep. I tested the installer on Debian-based systems, but I haven’t tested it on Arch, Alpine, or other obscure distros yet. My linux test PC specs are shown above, and the error is also shown above."}, {"post_id": 74178, "ts": "2026-09-26T21:04:57Z", "hours": 1.0075, "text": "#Devlog #30 Updating the zap web page for the new version."}, {"post_id": 73050, "ts": "2026-09-24T08:47:09Z", "hours": 0.6928, "text": "Devlog #29 Today I finally finished the Linux installation script!"}, {"post_id": 72864, "ts": "2026-09-23T21:50:36Z", "hours": 0.6369, "text": "Devlog #28 So today, I started writing the installation script for Linux. Sorry if I don’t give many updates school just started today!"}, {"post_id": 70055, "ts": "2026-09-18T11:18:17Z", "hours": 0.3489, "text": "Devlog #27 Today, I run zap on Linux and lost my sanity with the complexity of using Linux on an old PC and all the configuration. The hello test package will be available this afternoon. Thanks for reading!"}, {"post_id": 69672, "ts": "2026-09-17T15:29:16Z", "hours": 0.4408, "text": "Devlog #26 Today, I changed the code so that ZAP can have a Linux version. I spent an hour trying to install pip on my Linux PC, but I couldn’t get it to work. I switched to another PC, and now I’m going to test it."}, {"post_id": 69197, "ts": "2026-09-16T15:56:48Z", "hours": 3.8558, "text": "Devlog #25 Making small changes to the code in the past days to launch the version 0.7.0-beta."}, {"post_id": 66646, "ts": "2026-09-12T14:35:05Z", "hours": 0.7144, "text": "Devlog #24 Today, I made some small changes to the project. The next thing I’m going to add is a system to check whether the local index is outdated and update it if necessary."}, {"post_id": 66005, "ts": "2026-09-11T15:00:04Z", "hours": 0.9475, "text": "Devlog #23 Today, I correct a error in the launcher system code and I tried to create a 3 packages to show who it works but they don’t work."}, {"post_id": 65639, "ts": "2026-09-10T22:10:37Z", "hours": 3.4558, "text": "Devlog #22 Today, yesterday I added a function that checks if all packages / dependencies are in the list to be downloaded, also adding the author variable to the database, and some minor changes. Thanks for reading! 😊"}, {"post_id": 64327, "ts": "2026-09-08T16:48:39Z", "hours": 1.4808, "text": "Devlog #21 Updating the README so I can release version 0.7 tomorrow!"}, {"post_id": 63686, "ts": "2026-09-07T16:52:05Z", "hours": 1.5267, "text": "Devlog #20 Today, with the help of ChatGPT, I created the dependency system. The ZAP can now resolve package dependencies and find the correct versions required by each package. It can also handle multiple versions of the same dependency and create launchers with the required dependencies added to the PATH. This means different packages can use different versions of the same dependency without conflicts."}, {"post_id": 61833, "ts": "2026-09-04T22:52:52Z", "hours": 0.6039, "text": "Devlog #19 Today, with the help of ChatGPT, I created a system to check if a dependency’s version is compatible with the program. For example, if a dependency is specified as dependency@>=1.0.0 , the system will analyze the required version and check whether the available version is compatible."}, {"post_id": 58496, "ts": "2026-08-30T22:28:18Z", "hours": 1.8736, "text": "Devlog #18 Today, I added a new parameter to the database for dependencies, and I started working on the dependency system. I don’t know if I mentioned it in the previous devlog, but I also created the confirmation button. Thanks for reading! And if you want to launch your project on Zap, please contact me. Thanks for reading!"}, {"post_id": 54778, "ts": "2026-08-25T21:48:08Z", "hours": 1.4942, "text": "Devlog #17 Hello! Today I finally started working on the scary part of a package manager: dependencies ⛈️⛈️. Warning Today I only worked on the system that grabs the dependencies. The way dependencies will work is through the .cmd launchers stored in: C:/Users/Your_User/AppData/Local/Zap/sl Each package will have its own launcher, and that launcher will be responsible for setting up the environment required by that package. For example, imagine your program uses lib_a version 1.0 , while another program uses lib_a version 2.0 . Instead of putting everything in the same place and causing conflicts, each .cmd launcher will temporarily add the required dependencies to the PATH . This means that both versions can coexist without interfering with each other. Dependencies can also have their own dependencies. When one package depends on another package, its launcher can create its own environment with the dependencies it requires. This creates a kind of lightweight sandbox for each package. The goal is to keep dependencies isolated while keeping the system simple and transparent. This is definitely one of the more complicated parts of the package manager, but I’m finally starting to figure out the architecture. Warning This changes are not avaiable yet!"}, {"post_id": 51693, "ts": "2026-08-21T14:52:13Z", "hours": 2.9186, "text": "Devlog #16 Today, I changed the way you configure Zap. The example below shows how to hide the logo. Before: zap config hl Now: zap config set show_logo true Previously, you couldn’t view the configuration from the program. Now, zap config list shows the current configuration. Warning The configuration is currently only used to enable, disable, or change the logo and debug settings. I’m also finally using Python’s virtual environment to work on the project. These changes will be included in the next release. For now, they are available in the dev branch. And thank you to everyone who has checked out the project and given feedback. If anyone wants to publish their projects and make them available in the Zap repository, please leave a comment or try to contact me."}, {"post_id": 40270, "ts": "2026-08-03T18:11:13Z", "hours": 2.7706, "text": "Devlog #15 Today, I re-write the Readme, launch a release (v0.6.5-beta), I created a official repository and add a test package named hello."}, {"post_id": 32531, "ts": "2026-07-21T19:25:58Z", "hours": 0.7503, "text": "Devlog #14 Today I separated repo-tools from the Zap parser and started developing it in its own branch."}, {"post_id": 30730, "ts": "2026-07-18T15:33:21Z", "hours": 0.9061, "text": "Devlog #13 Adding the info commmad."}, {"post_id": 28369, "ts": "2026-07-14T16:15:58Z", "hours": 0.7253, "text": "adding a gitignore and deleting the repo-tools to start from zero."}, {"post_id": 26852, "ts": "2026-07-11T21:29:51Z", "hours": 1.3656, "text": "Devlog #11 - Now I added upgrades to the zap website but I down publish yet. Sorry for my robotic English."}, {"post_id": 26585, "ts": "2026-07-11T14:33:30Z", "hours": 2.1264, "text": "Devlog #10 Today I added the repo-remove command, which removes a repository URL from the index file. I also made some small improvements to the project’s directory structure."}, {"post_id": 24630, "ts": "2026-07-08T10:54:59Z", "hours": 1.2447, "text": "Devlog - 09 Today I added a base_url parameter to the index configuration, allowing the domain to be changed more easily without having to manually update all links. I also fixed issues in the Makefile that were causing broken executables with no output. Finally, I merged my work from the GitHub dev branch into the GitHub main branch."}, {"post_id": 22463, "ts": "2026-07-04T22:40:05Z", "hours": 1.1542, "text": "Devlog - 08 Starting to create an installation script and configure my VS Code for another computer."}, {"post_id": 17617, "ts": "2026-06-28T14:21:40Z", "hours": 1.2869, "text": "Devlog - 07 Today, I added an upgrade feature to update ZAP to the latest version. The code is untested because I have to return my school laptop and move everything over to my dad’s computer. I don’t know when I will be back to active development."}, {"post_id": 17010, "ts": "2026-06-27T16:37:05Z", "hours": 1.5008, "text": "Devlog - 06. Today I added a function to check if a package is compatible with the operating system where the program is running."}, {"post_id": 11987, "ts": "2026-06-19T15:47:52Z", "hours": 1.6478, "text": "Devlog - 05 Beginning of the creation of the repo-tools that will be used to create and edit an index."}, {"post_id": 11537, "ts": "2026-06-18T20:43:38Z", "hours": 0.5406, "text": "Devlog - 04 Today I added a SHA-256 integrity verification system. The package manager now generates and compares file hashes to validate downloaded files and prevent corrupted or modified packages from being installed."}, {"post_id": 9316, "ts": "2026-06-15T17:01:19Z", "hours": 1.1847, "text": "Devlog - 03 Today I created and finished the update command."}, {"post_id": 6876, "ts": "2026-06-11T15:04:47Z", "hours": 2.6628, "text": "Devlog - 02 Today I finished the logging system and started updating the README. What’s new: Complete activity logging README improvements and setup guide Next step: polishing the project documentation and create a better structure for the packages."}, {"post_id": 6340, "ts": "2026-06-10T17:51:33Z", "hours": 1.0964, "text": "Now I am implementing the log system."}]...
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Title: zap by @bernardq | Stardance
Devlogs:
Now Title: zap by @bernardq | Stardance
Devlogs:
Now I am implementing the log system.
Devlog - 02 Today I finished the logging system and started updating the README. What’s new: Complete activity logging README improvements and setup guide Next step: polishing the project documentation and create a better structure for the packages.
Devlog - 03 Today I created and finished the update command.
Devlog - 04 Today I added a SHA-256 integrity verification system. The package manager now generates and compares file hashes to validate downloaded files and prevent corrupted or modified packages from being installed.
Devlog - 05 Beginning of the creation of the repo-tools that will be used to create and edit an index.
Devlog - 06. Today I added a function to check if a package is compatible with the operating system where the program is running.
Devlog - 07 Today, I added an upgrade feature to update ZAP to the latest version. The code is untested because I have to return my school laptop and move everything over to my dad’s computer. I don’t know when I will be back to active development.
Devlog - 08 Starting to create an installation script and configure my VS Code for another computer.
Devlog - 09 Today I added a base_url parameter to the index configuration, allowing the domain to be changed more easily without having to manually update all links. I also fixed issues in the Makefile that were causing broken executables with no output. Finally, I merged my work from the GitHub dev branch into the GitHub main branch.
Devlog #10 Today I added the repo-remove command, which removes a repository URL from the index file. I also made some small improvements to the project’s directory structure.
Devlog #11 - Now I added upgrades to the zap website but I down publish yet. Sorry for my robotic English.
adding a gitignore and deleting the repo-tools to start from zero.
Devlog #13 Adding the info commmad.
Devlog #14 Today I separated repo-tools from the Zap parser and started developing it in its own branch.
Devlog #15 Today, I re-write the Readme, launch a release (v0.6.5-beta), I created a official repository and add a test package named hello.
Devlog #16 Today, I changed the way you configure Zap. The example below shows how to hide the logo. Before: zap config hl Now: zap config set show_logo true Previously, you couldn’t view the configuration from the program. Now, zap config list shows the current configuration. Warning The configuration is currently only used to enable, disable, or change the logo and debug settings. I’m also finally using Python’s virtual environment to work on the project. These changes will be included in the next release. For now, they are available in the dev branch. And thank you to everyone who has checked out the project and given feedback. If anyone wants to publish their projects and make them available in the Zap repository, please leave a comment or try to contact me.
Devlog #17 Hello! Today I finally started working on the scary part of a package manager: dependencies ⛈️⛈️. Warning Today I only worked on the system that grabs the dependencies. The way dependencies will work is through the .cmd launchers stored in: C:/Users/Your_User/AppData/Local/Zap/sl Each package will have its own launcher, and that launcher will be responsible for setting up the environment required by that package. For example, imagine your program uses lib_a version 1.0 , while another program uses lib_a version 2.0 . Instead of putting everything in the same place and causing conflicts, each .cmd launcher will temporarily add the required dependencies to the PATH . This means that both versions can coexist without interfering with each other. Dependencies can also have their own dependencies. When one package depends on another package, its launcher can create its own environment with the dependencies it requires. This creates a kind of lightweight sandbox for each package. The goal is to keep dependencies isolated while keeping the system simple and transparent. This is definitely one of the more complicated parts of the package manager, but I’m finally starting to figure out the architecture. Warning This changes are not avaiable yet!
Devlog #18 Today, I added a new parameter to the database for dependencies, and I started working on the dependency system. I don’t know if I mentioned it in the previous devlog, but I also created the confirmation button. Thanks for reading! And if you want to launch your project on Zap, please contact me. Thanks for reading!
Devlog #19 Today, with the help of ChatGPT, I created a system to check if a dependency’s version is compatible with the program. For example, if a dependency is specified as dependency@>=1.0.0 , the system will analyze the required version and check whether the available version is compatible.
Devlog #20 Today, with the help of ChatGPT, I created the dependency system. The ZAP can now resolve package dependencies and find the correct versions required by each package. It can also handle multiple versions of the same dependency and create launchers with the required dependencies added to the PATH. This means different packages can use different versions of the same dependency without conflicts.
Devlog #21 Updating the README so I can release version 0.7 tomorrow!
Devlog #22 Today, yesterday I added a function that checks if all packages / dependencies are in the list to be downloaded, also adding the author variable to the database, and some minor changes. Thanks for reading! 😊
Devlog #23 Today, I correct a error in the launcher system code and I tried to create a 3 packages to show who it works but they don’t work.
Devlog #24 Today, I made some small changes to the project. The next thing I’m going to add is a system to check whether the local index is outdated and update it if necessary.
Devlog #25 Making small changes to the code in the past days to launch the version 0.7.0-beta.
Devlog #26 Today, I changed the code so that ZAP can have a Linux version. I spent an hour trying to install pip on my Linux PC, but I couldn’t get it to work. I switched to another PC, and now I’m going to test it.
Devlog #27 Today, I run zap on Linux and lost my sanity with the complexity of using Linux on an old PC and all the configuration. The hello test package will be available this afternoon. Thanks for reading!
Devlog #28 So today, I started writing the installation script for Linux. Sorry if I don’t give many updates school just started today!
Devlog #29 Today I finally finished the Linux installation script!
#Devlog #30 Updating the zap web page for the new version.
Devlog #31 After some time, I finally had time to work on ZAP again. Today I started fixing some bugs in ZAP, tested the installation script, and added the installation instructions to the README on the main page. ZAP is still in beta, and I know some things don’t work yet, but I want to sleep. I tested the installer on Debian-based systems, but I haven’t tested it on Arch, Alpine, or other obscure distros yet. My linux test PC specs are shown above, and the error is also shown above.
Devlog #32 I’m tired of working on this, I try one thing and it doesn’t work I try another even worse but I’m working to launch the zap for linux I just don’t have test packages or packages to release if any wants to launch their package on the zap let me know.
Ships:
Hello everyone! My project is a package manager built entirely in Python. I challenged myself to create something simple for everyone—both for the people creating the repository and for those who will use it. I am really proud of myself for dedicating so much effort to this project. ⚠️ Project Status & Requirements Please note that this project is currently in Beta and some commands might not be fully functional or ready yet. System Requirements: Python 3.0 or higher is required. To run the project in script mode, you must install the following dependencies: requests, colorama, and tqdm. Current Limitations: The tools inside repo-tools (used for creating repositories) are currently disabled while they undergo updates. In the meantime, if you want to create a repository, you can use the example index provided in the GitHub README and simply replace the package and file names with your own. If you have any questions or run into issues, please feel free to open an issue or ask here on GitHub. I am more than happy to help!
So, I built a package manager in Python. The biggest challenge I experienced was organizing my code, debugging, and building complex features. I’m proud that it works, and I’m proud of all the time I spent coding it. My project documentation is on GitHub, which is the best place I have to write and maintain it. Zap can install, remove, and download packages without installing them, as well as update packages and perform other features. Try out my project, and if you want to add your projects to the Zap repository, contact me on Slack or GitHub. Thanks for Reading!...
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1793105608.2457697
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1793192008.2457697
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67831
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Geeked by @TheGeekachu | Stardance
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TheGeekachu
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T17:57:40Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Geeked, a blog for geeks and engineering enthusiasts! Thanks for being here, reading my devlogs, and putting up with my terrible coding skills! Implemented with Better Auth and MongoDB, using the same CSS styling as my personal site. I had to do a bit of unorthodox stuff, but overall, I like this blog! Enjoy!", "repo": "https://github.com/TheGeekachu/geeked-blog", "demo": "https://geeked-blog.vercel.app/"}]...
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[{"post_id": 77165, "ts": "202 [{"post_id": 77165, "ts": "2026-10-05T21:06:37Z", "hours": 1.0158, "text": "I did a bunch of security stuff. I know it says 1 hour but it’s more like 3, because of Vercel and Better Auth being jerks. Anyway, Vercel and Better Auth and MongoDB weren’t playing nice with each other, each saying the others had unsafe settings and refusing to talk to my deployed app, problems I didn’t have on my dev server. So, with a lot of Gemini, I finally fixed it, and got a Better Auth dashboard up and running!"}, {"post_id": 76844, "ts": "2026-10-04T20:04:40Z", "hours": 1.9433, "text": "I finished most of th blog, some final bugs exist, but apart from an unwritten README, we’re ready to ship! Re-used CSS from my personal site."}]...
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Title: Geeked by @TheGeekachu | Stardance
Devlogs Title: Geeked by @TheGeekachu | Stardance
Devlogs:
I finished most of th blog, some final bugs exist, but apart from an unwritten README, we’re ready to ship! Re-used CSS from my personal site.
I did a bunch of security stuff. I know it says 1 hour but it’s more like 3, because of Vercel and Better Auth being jerks. Anyway, Vercel and Better Auth and MongoDB weren’t playing nice with each other, each saying the others had unsafe settings and refusing to talk to my deployed app, problems I didn’t have on my dev server. So, with a lot of Gemini, I finally fixed it, and got a Better Auth dashboard up and running!
Ships:
I made Geeked, a blog for geeks and engineering enthusiasts! Thanks for being here, reading my devlogs, and putting up with my terrible coding skills! Implemented with Better Auth and MongoDB, using the same CSS styling as my personal site. I had to do a bit of unorthodox stuff, but overall, I like this blog! Enjoy!...
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1793116099.6128407
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1793202499.6128407
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66123
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Botrr by @Vojtik8IT | Stardance
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Vojtik8IT
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0
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1.19
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0
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[]
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[{"post_id": 77173, "ts": "202 [{"post_id": 77173, "ts": "2026-10-05T22:20:49Z", "hours": 1.19, "text": "Updated: Added ping command to ping the bots response time and a help command to see the command and its functions."}]...
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Title: Botrr by @Vojtik8IT | Stardance
Devlogs:
U Title: Botrr by @Vojtik8IT | Stardance
Devlogs:
Updated: Added ping command to ping the bots response time and a help command to see the command and its functions....
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1793094717.6519506
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1793699517.6519506
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57952
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CodeWare by @tyleruploads | Stardance
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tyleruploads
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1
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51.0
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1013
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T21:03:58Z", "hours": 51.0, "multiplier": 16.45, "payout": 1013, "blessing": "neutral", "text": "I created CodeWare, a WarioWare-style video game where you have to complete various minigames, written in Godot. I originally had it under the WarioWare game mission, but I eventually decided I should detach it from it due to the sheer complexity of this game, which is way above the beginner mission. In the game, players are put through what is currently 12 minigames. Each minigame has a strict timer limit, whether it be losing a life or progressing to the next minigame once it strikes 0. In case you are confused, the way they win a life at the end is if the purpose of the minigame is to survive a certain amount of time against computer-generated obstacles, like arrows or orbs (essentially meteors). The very interesting thing about this game is the two endings: the ending you get when you complete all the minigames with lives to spare, and the one when you lose all of your five lives. These endings, which I will not explain in detail (so it is not spoiled for you!), highlight the eternity of automatically generated code files. The opening scene of the game is the Tyleruploads Mountain Range, which shows many mountains connected via bridges. The suspension for those bridges is the game’s logo turned into a bunch of small links. Metaphysically, the game’s goal is to cross these bridges. Many parts of this project were extremely challenging for me. For one, I had never set foot in Godot at all before embarking on this project. I was also a complete newcomer to any sort of game development. I encountered many errors caused by my being just introduced to GDScript and game development, such as not knowing that scripts continue after changing the scene, the absence of a deferred call causing the game to go completely grey, losing a lot of work in video editing software while making the gameplay trailer video, and many more small and large things. In every ship message for prior Stardance projects, I have said something like “Wow! Before I started, I really didn’t think I could do something this complex. I really just transformed my coding abilities.” But this time, I am not going to repeat that basic fib without any supporting arguments. My previous Stardance projects were nowhere near this length. So, I would like to make a new claim now. That claim is that while I have not become a completely new developer or graphic designer or anything, I have dipped into a new path of development that I will have the choice to either continue to pursue or to reap the benefits of the mindset associated with it as I enter high school. For these reasons, along with the fact that I was able to sit down and write quality code for one project for 51 hours, I am very proud of myself. My viewpoint of “sit down and make a decent project and leave it” has been greatly diminished outside of specific contexts.", "repo": "https://github.com/tyleruploads/code-ware", "demo": "https://tyleruploads.itch.io/codeware"}]...
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[{"post_id": 77174, "ts": "202 [{"post_id": 77174, "ts": "2026-10-05T22:22:21Z", "hours": 1.2811, "text": "This marks v1.0.0! This is my FINAL devlog for CodeWare (at least the first ship)! It has really been a great project that has significantly pushed what I think about my development capabilities. But I will explain that more in the ship message! The main change made over the time of this devlog was a complete revamp of the README! Here is a summary of the changes made to it: The following shields have been added: Play on GitHub Pages, Made with Godot, GitHub Release (version number), and GitHub Commit Activity The hero image near the top of the README, depicting the title screen, has been replaced with a gameplay video for the game, with a hero of minigame 6 (Unintelligent Arrows) The minigames section has been moved to near the bottom of the README to make the start of the README a better hook. And the minigame descriptions and hero images inside the section have been put inside a spoiler notice, so the game can not be easily spoiled for players. And the hero images in the minigame section have been converted from Markdown tags to HTML tags in order to enforce a specific width."}, {"post_id": 76860, "ts": "2026-10-04T21:10:06Z", "hours": 2.3425, "text": "This will be one of my very last devlogs before I ship CodeWare! I just created the gameplay trailer, which is a huge accomplishment! This is my first time making any sort of video for anything I make in the computer world, and I think it actually turned out very well! The video shows potential players what the game will look like and gives a glimpse of its unexpected win-and-lose endings. I also put the video on the game’s Itch.io page, which will be made public very soon. You can view the video on YouTube here: CodeWare - Official Gameplay Video"}, {"post_id": 75987, "ts": "2026-10-01T21:19:32Z", "hours": 0.7008, "text": "I just created the twelfth mingame of CodeWare, “Catch the Falling Orbs!” In it, you have 45 seconds to catch 35 falling orbs by moving left and right with your keyboard."}, {"post_id": 75387, "ts": "2026-09-29T22:05:18Z", "hours": 1.7511, "text": "In the Newspaper department at my summer sleepaway camp this year, they always said, “If the number is less than 11, spell it out.” CodeWare has officially surpassed this guideline in the number of its minigames. Minigame 11 of CodeWare is titled “Type the Strings,” and players must type 15 five-character strings provided to them in less than one minute. The string is generated from a pool of characters with lookalikes (i.e., Z and 2, S and 5, O and 0, I and l, etc.) removed to ensure it is completely fair for the user. This was definitely one of the easier minigames to code, but it wasn’t the easiest thing ever. I still ran into some issues, like the vertical alignment of a RichTextLabel being a bit too low when dynamically updating its content in GDScript to show a custom notice to the user (I fixed it by changing it to a normal Label, after troubleshooting for way too long)."}, {"post_id": 74691, "ts": "2026-09-28T00:28:50Z", "hours": 3.545, "text": "I just did a lot of asset updating and linting! The part I think would be most interesting to you is obviously the asset updates. I changed the assets in Minigame 1, 3, 4, and 9! I also updated the gallery, accessible in the extras menu, to include new assets I’ve forgotten to put in there for a while now. I’ll just show you how minigame one looks now; no need for a detailed explanation of everything. Now, I have to address the boring part, which took most of the three and a half hours. That would be linting! It’s pretty self-explanatory: I went through and made the scenes and scripts adhere to style guidelines."}, {"post_id": 74561, "ts": "2026-09-27T17:10:27Z", "hours": 2.3617, "text": "I just made the tenth minigame for CodeWare! It is named “RGB Skills.” In the minigame, there are two colors: one generated automatically by the code, and one controlled by manual RGB Sliders. It validates the user’s guess using the GDScript method Vector3.distance_to() . The method uses the 3D Pythagorean theorem to calculate the Euclidean Distance between the RGB values, as if they were plotted in a 3D space. This works because the red value represents the x-axis, the green value represents the y-axis, and the blue value represents the z-axis on a 3D graph. This was very interesting for me to discover, since I only learned the 2D Pythagorean theorem last year (in seventh grade). The game also starts the sliders at the furthest possible points from the target color, which makes the minigame harder. If the player clicks the submit button without making any changes, they will not pass. And yes, I know they could easily invert the colors to find the right one. The only thing is, they probably didn’t read this devlog. So, they’ll have no clue of the fact the sliders were placed at the inversion of the target color."}, {"post_id": 74200, "ts": "2026-09-26T22:13:25Z", "hours": 2.3222, "text": "I just made the ninth minigame for CodeWare, “The Maze!” In the minigame, the user needs to get to the center of the maze in less than 18 seconds! They move a mini tyleruploads texture with arrow keys and WASD to eventually get to the bigger one in the middle! I had a lot of trouble with physics here, hence the 2 hours! And, I’ve never made any sort of maze before, so this is a first!"}, {"post_id": 74111, "ts": "2026-09-26T18:21:01Z", "hours": 1.9775, "text": "I just made version v0.14.0 of CodeWare! In this version, I added the eighth minigame, “Choose the Boxes!” The user has 30 seconds to choose 20 boxes by clicking on the one matching the color of the center box. I also went through and removed unnecessary log statements and unused variables."}, {"post_id": 72912, "ts": "2026-09-24T00:48:33Z", "hours": 2.9286, "text": "I just released version v0.13.0 of CodeWare! In this version, I have completely changed the sound environment of the game! I will explain it with two basic pseudocode (or Python) logic statements! prev_sound = sound in v0.12.0 curr_sound = sound in v0.13.0 print(prev_sound, curr_sound) # False, True What I’m trying to illustrate here is that there was absolutely no sound before, and now there is! There is a background ticking noise playing (forever) through an autoload and sound effects corresponding to in-minigame events. Feel free to test it at https://tyleruploads.itch.io/codeware?secret=CDZUB2MTxYCmNQ70VRagItDLSTg ! Send any feedback in the comments!"}, {"post_id": 71345, "ts": "2026-09-20T17:48:01Z", "hours": 0.7083, "text": "I just made two new assets for CodeWare! They are the players in minigames 4 and 6. Here is a photo of one of them."}, {"post_id": 70807, "ts": "2026-09-19T19:51:11Z", "hours": 0.8956, "text": "After receiving feedback from the Hack Club community, I have made these changes to CodeWare. The icon has been updated to increase contrast and to look better at small resolutions Minigame 6, “Unintelligent Arrows,” has been balanced to be easier for users to complete WASD Movement has been added to all games Support for held jumps has been added to the first minigame, “Orb Collection Platformer” An ambiguity in the README about the objective has been corrected"}, {"post_id": 70237, "ts": "2026-09-18T19:29:20Z", "hours": 0.94, "text": "I just balanced minigame 6, “Unintelligent Arrows,” after feedback from Hack Club members. I made users have more time to react before getting hit by the arrows. I have not released this update yet; once I apply some other suggestions from the community, I will release it as v0.11.0."}, {"post_id": 69877, "ts": "2026-09-17T23:54:31Z", "hours": 2.5408, "text": "I just created the sixth minigame, “Unintelligent Arrows,” in CodeWare! In the minigame, users have to dodge countless arrows that are described as unintelligent purely based on their inability to change paths once shot. If you weren’t already guessing, I am planning on making an intelligent-arrow-themed minigame in the future, possibly inspired by 1948 in some ways. This game is actually getting nice and long, way longer than I thought it would be at the start. When I shared it with people a while ago, it was very short. Now, it’s decently long! Once I add a lot more minigames, I will consider making them go in random order and giving them difficulty tags to determine when they should be shown."}, {"post_id": 69387, "ts": "2026-09-16T23:12:21Z", "hours": 1.0319, "text": "I just completely refactored, everything! I made many new directories in order to organize the entire repository much better! This took an hour because of the debugging and other related changes to the code associated with a complete structural refactor. It definitely was not a calm, easy hour."}, {"post_id": 69337, "ts": "2026-09-16T20:42:37Z", "hours": 2.45, "text": "I just added two minigames to CodeWare! The first minigame I just added, minigame 4, titled “Dodge the Flying Balls,” has users dodge flying balls (referred to as meteors in the code) for 45 seconds. Each hit takes away 10% of the user’s health. It can actually be pretty hard. A good strategy to stay alive is moving from side to side and never stopping, because there are really fast ones that come before you can even react. The second minigame I just added, minigame 5, titled “Click Very Fast,” has the user click on a big circular button in the middle 100 times in less than 20 seconds. I have tested it many times, and it is just the right time (at least for now). You can play the game at https://tyleruploads.github.io/code-ware/"}, {"post_id": 68302, "ts": "2026-09-14T21:48:29Z", "hours": 0.3142, "text": "This is a short one! I just integrated it with the Itch.io Butler API, so it will automatically update its Itch.io game whenever I make a new release! Currently, it is a draft on Itch.io. You can view the draft at https://tyleruploads.itch.io/codeware?secret=CDZUB2MTxYCmNQ70VRagItDLSTg . Sometime before I ship, I will make the Itch.io page public, which may bring in some players."}, {"post_id": 67752, "ts": "2026-09-14T00:02:19Z", "hours": 0.4536, "text": "I just put CodeWare on GitHub pages! You can view it at https://tyleruploads.github.io/code-ware/ ! I also upped the time for a minigame after a web playtest determined the amount of time given was not enough to complete the task at hand."}, {"post_id": 66971, "ts": "2026-09-12T23:32:31Z", "hours": 1.4353, "text": "I just added the third minigame to CodeWare! It is titled “Hit the Circles.” In the minigame, you start with a balance of -15, and each circle you hit, you get +1 balance! It is kindove like Whack-a-Mole (don’t sue me Mattel.) This marks version 0.6.0 of the game!"}, {"post_id": 66187, "ts": "2026-09-11T21:03:31Z", "hours": 1.0183, "text": "I just made some nice changes to CodeWare! I added pause, unpause, and reset functionality. This was in the README as coming soon for a while. I relocated script locations and removed ambiguity from a script named ‘self_timer.gd’ by renaming it ‘minigame_1_timer.gd,’ which makes it not look wrong when next to ‘minigame_2_timer.gd.’ And, I added the version number to the title menu!"}, {"post_id": 65647, "ts": "2026-09-10T22:37:05Z", "hours": 8.2886, "text": "Wow! 8 hours is a lot of time! Here’s what I did! Create all new assets. I made a new icon and background for the title screen and both minigames. The icon features an infinity symbol cut in half but connected with the parts in between them in a bit of a 3D-like arrangement, symbolizing two sides of eternity connected by small paths. The first minigame background and the title scene background contain a mountain range, a sunset, and one or multiple bridges. The second minigame background is two eyes in many perfectly aligned rectangles. Make death scene. Previously, I only had a win screen in the game (a very anticlimactic one at best, in a purposeful way). Now, I added a death scene too! The death scene links with the idea of the two sides of eternity (or infinity) connected by a small path because the user is showed specific text by automatic vertical scrolling, then they click a button to get thrown right back to the first minigame, as if nothing happened. They can do this as many times as they want; the bridges between the two halves of eternity represented by infinity are very strong, the same bridges connecting the mountains. Replace unused settings button with extras. The main menu used to contain a button labeled “Settings,” which would take the user to a blank scene with no way to get back. It has now been replaced with an “Extras” button, which contains an Asset Gallery that allows users to look at the beautiful game assets and obviously, a credits section. Universal back buttons. Now, users can always get back to some point in the game (including the title screen), even if they are in the infinite end scene."}, {"post_id": 63976, "ts": "2026-09-08T02:12:04Z", "hours": 2.1261, "text": "I JUST MADE THE END SCENE! It is very complex. But, I can’t spoil it! Here’s the code. It’s your choice to go line by line and spoil it for yourself."}, {"post_id": 63904, "ts": "2026-09-07T22:50:03Z", "hours": 0.75, "text": "Well, that was very silly. I spent 45 minutes adding automatic cross-compilation via GitHub actions! The main issue was: macOS! I now officially hate macOS. I essentially spent 12 commits trying to fix macOS, and 1 commit removing macOS. The commits mentioning Windows or Linux? They were never the issue. It was only macOS. Heres my commit history for this devlog: Add basic src/export_presets.cfg 1 file changed, 431 insertions(+) Make publishing workflow to compile 1 file changed, 66 insertions(+) Fix Linux export in export_presets.cfg to work with workflow 1 file changed, 2 insertions(+), 2 deletions(-) Set project directory in workflow 1 file changed, 4 insertions(+), 4 deletions(-) Remove export_path for windows in export_presents.cfg to fix CI/CD 1 file changed, 1 insertion(+), 1 deletion(-) Hopefully fixes CI/CD 1 file changed, 6 insertions(+), 9 deletions(-) Make macOS only support x86_64 to fix CI/CD issue 1 file changed, 2 insertions(+), 2 deletions(-) Add bundle identifier for macOS (why does it have to be such a pain?) 1 file changed, 2 insertions(+), 2 deletions(-) The mac strikes back: import ETC2 ASTC compession for macOS 1 file changed, 1 insertion(+) Add initial project import step to CI/CD 1 file changed, 4 insertions(+) Cd into src before initializing godot 2 files changed, 2 insertions(+), 1 deletion(-) Remove cding into src and add export_templates_path 1 file changed, 5 insertions(+), 1 deletion(-) The mac struck back yet again: emancipated 1 file changed, 1 insertion(+), 4 deletions(-) I rebased it to “Add support for every OS; remove support for macOS (it struck back, like starwars)”"}, {"post_id": 63853, "ts": "2026-09-07T20:42:56Z", "hours": 2.5025, "text": "This is going to be my second to last devlog before I ship, assuming everything goes well! In these two and a half hours, I did SO MANY THINGS! The most obvious change has to be how I added the second minigame, the clicker! In the minigame, you have 12 seconds to collect 18 tyleruploads circles! Each circle is randomly placed on the screen, which makes it so you can’t just memorize it! I also added a license to the project. It contains five sections for different types of content. And, I updated the SECURITY.md so it is completed. Another nice thing I added is action and description messages before each minigame. It tells the player what to do, so they aren’t losing any time when it starts! I also fixed the text it shows you when you win, before it takes you to the win screen I am going to make soon. I also revamped the README! It is way better now! Check out the README on GitHub if you want! I also set up and configured GitHub Discussions!"}, {"post_id": 62147, "ts": "2026-09-05T12:25:32Z", "hours": 0.2619, "text": "I just did some play testing, added some comments, and made a basic README! Nothing much!"}, {"post_id": 61866, "ts": "2026-09-05T00:12:04Z", "hours": 6.3597, "text": "I just created the basic blueprint for my very own WarioWare style video game, CodeWare! In CodeWare, you are playing as GitHub, and for the first minigame, you are trying to capture 7 of me (that’s just a nice image I had available—I might consider changing it later). The time constraints are actually pretty balanced, you’ll generally finish right in the nick of time. There is still a lot more remaining. The reason there was so much time in this devlog is because of error correction. This is my first time using Godot—everything’s not meant to be correct the first time around. A lot of the error correction was silly stuff like scaling, timer pixelation, text getting cropped off (without me knowing), and etc. You jump on those little box thingeys to get to the mini-mes in order to collect. In order to get to the one near the big wall barrier, you need to make a big jump from one near it (NOT TO THE RIGHT!!). And, once you go to get the last ones on the very right, there’s no coming out! Hopefully, you got the other ones first!"}]...
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Title: CodeWare by @tyleruploads | Stardance
Devl Title: CodeWare by @tyleruploads | Stardance
Devlogs:
I just created the basic blueprint for my very own WarioWare style video game, CodeWare! In CodeWare, you are playing as GitHub, and for the first minigame, you are trying to capture 7 of me (that’s just a nice image I had available—I might consider changing it later). The time constraints are actually pretty balanced, you’ll generally finish right in the nick of time. There is still a lot more remaining. The reason there was so much time in this devlog is because of error correction. This is my first time using Godot—everything’s not meant to be correct the first time around. A lot of the error correction was silly stuff like scaling, timer pixelation, text getting cropped off (without me knowing), and etc. You jump on those little box thingeys to get to the mini-mes in order to collect. In order to get to the one near the big wall barrier, you need to make a big jump from one near it (NOT TO THE RIGHT!!). And, once you go to get the last ones on the very right, there’s no coming out! Hopefully, you got the other ones first!
I just did some play testing, added some comments, and made a basic README! Nothing much!
This is going to be my second to last devlog before I ship, assuming everything goes well! In these two and a half hours, I did SO MANY THINGS! The most obvious change has to be how I added the second minigame, the clicker! In the minigame, you have 12 seconds to collect 18 tyleruploads circles! Each circle is randomly placed on the screen, which makes it so you can’t just memorize it! I also added a license to the project. It contains five sections for different types of content. And, I updated the SECURITY.md so it is completed. Another nice thing I added is action and description messages before each minigame. It tells the player what to do, so they aren’t losing any time when it starts! I also fixed the text it shows you when you win, before it takes you to the win screen I am going to make soon. I also revamped the README! It is way better now! Check out the README on GitHub if you want! I also set up and configured GitHub Discussions!
Well, that was very silly. I spent 45 minutes adding automatic cross-compilation via GitHub actions! The main issue was: macOS! I now officially hate macOS. I essentially spent 12 commits trying to fix macOS, and 1 commit removing macOS. The commits mentioning Windows or Linux? They were never the issue. It was only macOS. Heres my commit history for this devlog: Add basic src/export_presets.cfg 1 file changed, 431 insertions(+) Make publishing workflow to compile 1 file changed, 66 insertions(+) Fix Linux export in export_presets.cfg to work with workflow 1 file changed, 2 insertions(+), 2 deletions(-) Set project directory in workflow 1 file changed, 4 insertions(+), 4 deletions(-) Remove export_path for windows in export_presents.cfg to fix CI/CD 1 file changed, 1 insertion(+), 1 deletion(-) Hopefully fixes CI/CD 1 file changed, 6 insertions(+), 9 deletions(-) Make macOS only support x86_64 to fix CI/CD issue 1 file changed, 2 insertions(+), 2 deletions(-) Add bundle identifier for macOS (why does it have to be such a pain?) 1 file changed, 2 insertions(+), 2 deletions(-) The mac strikes back: import ETC2 ASTC compession for macOS 1 file changed, 1 insertion(+) Add initial project import step to CI/CD 1 file changed, 4 insertions(+) Cd into src before initializing godot 2 files changed, 2 insertions(+), 1 deletion(-) Remove cding into src and add export_templates_path 1 file changed, 5 insertions(+), 1 deletion(-) The mac struck back yet again: emancipated 1 file changed, 1 insertion(+), 4 deletions(-) I rebased it to “Add support for every OS; remove support for macOS (it struck back, like starwars)”
I JUST MADE THE END SCENE! It is very complex. But, I can’t spoil it! Here’s the code. It’s your choice to go line by line and spoil it for yourself.
Wow! 8 hours is a lot of time! Here’s what I did! Create all new assets. I made a new icon and background for the title screen and both minigames. The icon features an infinity symbol cut in half but connected with the parts in between them in a bit of a 3D-like arrangement, symbolizing two sides of eternity connected by small paths. The first minigame background and the title scene background contain a mountain range, a sunset, and one or multiple bridges. The second minigame background is two eyes in many perfectly aligned rectangles. Make death scene. Previously, I only had a win screen in the game (a very anticlimactic one at best, in a purposeful way). Now, I added a death scene too! The death scene links with the idea of the two sides of eternity (or infinity) connected by a small path because the user is showed specific text by automatic vertical scrolling, then they click a button to get thrown right back to the first minigame, as if nothing happened. They can do this as many times as they want; the bridges between the two halves of eternity represented by infinity are very strong, the same bridges connecting the mountains. Replace unused settings button with extras. The main menu used to contain a button labeled “Settings,” which would take the user to a blank scene with no way to get back. It has now been replaced with an “Extras” button, which contains an Asset Gallery that allows users to look at the beautiful game assets and obviously, a credits section. Universal back buttons. Now, users can always get back to some point in the game (including the title screen), even if they are in the infinite end scene.
I just made some nice changes to CodeWare! I added pause, unpause, and reset functionality. This was in the README as coming soon for a while. I relocated script locations and removed ambiguity from a script named ‘self_timer.gd’ by renaming it ‘minigame_1_timer.gd,’ which makes it not look wrong when next to ‘minigame_2_timer.gd.’ And, I added the version number to the title menu!
I just added the third minigame to CodeWare! It is titled “Hit the Circles.” In the minigame, you start with a balance of -15, and each circle you hit, you get +1 balance! It is kindove like Whack-a-Mole (don’t sue me Mattel.) This marks version 0.6.0 of the game!
I just put CodeWare on GitHub pages! You can view it at https://tyleruploads.github.io/code-ware/ ! I also upped the time for a minigame after a web playtest determined the amount of time given was not enough to complete the task at hand.
This is a short one! I just integrated it with the Itch.io Butler API, so it will automatically update its Itch.io game whenever I make a new release! Currently, it is a draft on Itch.io. You can view the draft at https://tyleruploads.itch.io/codeware?secret=CDZUB2MTxYCmNQ70VRagItDLSTg . Sometime before I ship, I will make the Itch.io page public, which may bring in some players.
I just added two minigames to CodeWare! The first minigame I just added, minigame 4, titled “Dodge the Flying Balls,” has users dodge flying balls (referred to as meteors in the code) for 45 seconds. Each hit takes away 10% of the user’s health. It can actually be pretty hard. A good strategy to stay alive is moving from side to side and never stopping, because there are really fast ones that come before you can even react. The second minigame I just added, minigame 5, titled “Click Very Fast,” has the user click on a big circular button in the middle 100 times in less than 20 seconds. I have tested it many times, and it is just the right time (at least for now). You can play the game at https://tyleruploads.github.io/code-ware/
I just completely refactored, everything! I made many new directories in order to organize the entire repository much better! This took an hour because of the debugging and other related changes to the code associated with a complete structural refactor. It definitely was not a calm, easy hour.
I just created the sixth minigame, “Unintelligent Arrows,” in CodeWare! In the minigame, users have to dodge countless arrows that are described as unintelligent purely based on their inability to change paths once shot. If you weren’t already guessing, I am planning on making an intelligent-arrow-themed minigame in the future, possibly inspired by 1948 in some ways. This game is actually getting nice and long, way longer than I thought it would be at the start. When I shared it with people a while ago, it was very short. Now, it’s decently long! Once I add a lot more minigames, I will consider making them go in random order and giving them difficulty tags to determine when they should be shown.
I just balanced minigame 6, “Unintelligent Arrows,” after feedback from Hack Club members. I made users have more time to react before getting hit by the arrows. I have not released this update yet; once I apply some other suggestions from the community, I will release it as v0.11.0.
After receiving feedback from the Hack Club community, I have made these changes to CodeWare. The icon has been updated to increase contrast and to look better at small resolutions Minigame 6, “Unintelligent Arrows,” has been balanced to be easier for users to complete WASD Movement has been added to all games Support for held jumps has been added to the first minigame, “Orb Collection Platformer” An ambiguity in the README about the objective has been corrected
I just made two new assets for CodeWare! They are the players in minigames 4 and 6. Here is a photo of one of them.
I just released version v0.13.0 of CodeWare! In this version, I have completely changed the sound environment of the game! I will explain it with two basic pseudocode (or Python) logic statements! prev_sound = sound in v0.12.0 curr_sound = sound in v0.13.0 print(prev_sound, curr_sound) # False, True What I’m trying to illustrate here is that there was absolutely no sound before, and now there is! There is a background ticking noise playing (forever) through an autoload and sound effects corresponding to in-minigame events. Feel free to test it at https://tyleruploads.itch.io/codeware?secret=CDZUB2MTxYCmNQ70VRagItDLSTg ! Send any feedback in the comments!
I just made version v0.14.0 of CodeWare! In this version, I added the eighth minigame, “Choose the Boxes!” The user has 30 seconds to choose 20 boxes by clicking on the one matching the color of the center box. I also went through and removed unnecessary log statements and unused variables.
I just made the ninth minigame for CodeWare, “The Maze!” In the minigame, the user needs to get to the center of the maze in less than 18 seconds! They move a mini tyleruploads texture with arrow keys and WASD to eventually get to the bigger one in the middle! I had a lot of trouble with physics here, hence the 2 hours! And, I’ve never made any sort of maze before, so this is a first!
I just made the tenth minigame for CodeWare! It is named “RGB Skills.” In the minigame, there are two colors: one generated automatically by the code, and one controlled by manual RGB Sliders. It validates the user’s guess using the GDScript method Vector3.distance_to() . The method uses the 3D Pythagorean theorem to calculate the Euclidean Distance between the RGB values, as if they were plotted in a 3D space. This works because the red value represents the x-axis, the green value represents the y-axis, and the blue value represents the z-axis on a 3D graph. This was very interesting for me to discover, since I only learned the 2D Pythagorean theorem last year (in seventh grade). The game also starts the sliders at the furthest possible points from the target color, which makes the minigame harder. If the player clicks the submit button without making any changes, they will not pass. And yes, I know they could easily invert the colors to find the right one. The only thing is, they probably didn’t read this devlog. So, they’ll have no clue of the fact the sliders were placed at the inversion of the target color.
I just did a lot of asset updating and linting! The part I think would be most interesting to you is obviously the asset updates. I changed the assets in Minigame 1, 3, 4, and 9! I also updated the gallery, accessible in the extras menu, to include new assets I’ve forgotten to put in there for a while now. I’ll just show you how minigame one looks now; no need for a detailed explanation of everything. Now, I have to address the boring part, which took most of the three and a half hours. That would be linting! It’s pretty self-explanatory: I went through and made the scenes and scripts adhere to style guidelines.
In the Newspaper department at my summer sleepaway camp this year, they always said, “If the number is less than 11, spell it out.” CodeWare has officially surpassed this guideline in the number of its minigames. Minigame 11 of CodeWare is titled “Type the Strings,” and players must type 15 five-character strings provided to them in less than one minute. The string is generated from a pool of characters with lookalikes (i.e., Z and 2, S and 5, O and 0, I and l, etc.) removed to ensure it is completely fair for the user. This was definitely one of the easier minigames to code, but it wasn’t the easiest thing ever. I still ran into some issues, like the vertical alignment of a RichTextLabel being a bit too low when dynamically updating its content in GDScript to show a custom notice to the user (I fixed it by changing it to a normal Label, after troubleshooting for way too long).
I just created the twelfth mingame of CodeWare, “Catch the Falling Orbs!” In it, you have 45 seconds to catch 35 falling orbs by moving left and right with your keyboard.
This will be one of my very last devlogs before I ship CodeWare! I just created the gameplay trailer, which is a huge accomplishment! This is my first time making any sort of video for anything I make in the computer world, and I think it actually turned out very well! The video shows potential players what the game will look like and gives a glimpse of its unexpected win-and-lose endings. I also put the video on the game’s Itch.io page, which will be made public very soon. You can view the video on YouTube here: CodeWare - Official Gameplay Video
This marks v1.0.0! This is my FINAL devlog for CodeWare (at least the first ship)! It has really been a great project that has significantly pushed what I think about my development capabilities. But I will explain that more in the ship message! The main change made over the time of this devlog was a complete revamp of the README! Here is a summary of the changes made to it: The following shields have been added: Play on GitHub Pages, Made with Godot, GitHub Release (version number), and GitHub Commit Activity The hero image near the top of the README, depicting the title screen, has been replaced with a gameplay video for the game, with a hero of minigame 6 (Unintelligent Arrows) The minigames section has been moved to near the bottom of the README to make the start of the README a better hook. And the minigame descriptions and hero images inside the section have been put inside a spoiler notice, so the game can not be easily spoiled for players. And the hero images in the minigame section have been converted from Markdown tags to HTML tags in order to enforce a specific width.
Ships:
I created CodeWare, a WarioWare-style video game where you have to complete various minigames, written in Godot. I originally had it under the WarioWare game mission, but I eventually decided I should detach it from it due to the sheer complexity of this game, which is way above the beginner mission. In the game, players are put through what is currently 12 minigames. Each minigame has a strict timer limit, whether it be losing a life or progressing to the next minigame once it strikes 0. In case you are confused, the way they win a life at the end is if the purpose of the minigame is to survive a certain amount of time against computer-generated obstacles, like arrows or orbs (essentially meteors). The very interesting thing about this game is the two endings: the ending you get when you complete all the minigames with lives to spare, and the one when you lose all of your five lives. These endings, which I will not explain in detail (so it is not spoiled for you!), highlight the eternity of automatically generated code files. The opening scene of the game is the Tyleruploads Mountain Range, which shows many mountains connected via bridges. The suspension for those bridges is the game’s logo turned into a bunch of small links. Metaphysically, the game’s goal is to cross these bridges. Many parts of this project were extremely challenging for me. For one, I had never set foot in Godot at all before embarking on this project. I was also a complete newcomer to any sort of game development. I encountered many errors caused by my being just introduced to GDScript and game development, such as not knowing that scripts continue after changing the scene, the absence of a deferred call causing the game to go completely grey, losing a lot of work in video editing software while making the gameplay trailer video, and many more small and large things. In every ship message for prior Stardance projects, I have said something like “Wow! Before I started, I really didn’t think I could do something this complex. I really just transformed my coding abilities.” But this time, I am not going to repeat that basic fib without any supporting arguments. My previous Stardance projects were nowhere near this length. So, I would like to make a new claim now. That claim is that while I have not become a completely new developer or graphic designer or anything, I have dipped into a new path of development that I will have the choice to either continue to pursue or to reap the benefits of the mindset associated with it as I enter high school. For these reasons, along with the fact that I was able to sit down and write quality code for one project for 51 hours, I am very proud of myself. My viewpoint of “sit down and make a decent project and leave it” has been greatly diminished outside of specific contexts....
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1793238732.5505183
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14218
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MilkyWay Cookie OS! by @Chronos | Stardance
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Chronos
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0
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21.15
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0
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[]
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[{"post_id": 77176, "ts": "202 [{"post_id": 77176, "ts": "2026-10-05T22:32:23Z", "hours": 14.2447, "text": "Devlog! The Milkyway cookie Reminders are done! And so is the welcome tabs! (( yes there are two of them )) What’s left to do now? I have to go fix the analog clock and see what’s causing it to act weirdly with the other divs, and make the music player actually playable, and add notification buttons that are buttonable and of course the flashcards to be able to flip. Welp off I go I guess!"}, {"post_id": 65542, "ts": "2026-09-10T19:03:40Z", "hours": 2.9431, "text": "Finally actually finalized the drafting! Annddddd everything is spinning wow- ok alexa play centrifudge from phm- Being honest I am very very slow lamaoooo It looks more like a wiki page / blog than a webos QWQ ( HOPEFULLY IT WILL TRUST IN TEH PROCESS- ) If I’m being honest, I just input the spinning for ONE thing that was supposed to be like on a seperate tab and window that pops out BUT LIKE EVERYTHING IS SPINNING NOW SO I HAVE TOO FIGGURE OUT WHY IS EVERYTHING SPIINNING AND HOW TO ONLY LET ONE THING SPIN SOBS So uh if I’m being honest, the multiple things spinning ALL AT ONCE is not intentional, it was supposed to be the one thing spinning on A SEPERATE WINDOW POPUP NO LESS QWQ ( great now I have to figure out a way on how to make everything less spinning and only one thing spin on click- )"}, {"post_id": 64364, "ts": "2026-09-08T17:49:02Z", "hours": 3.3342, "text": "I am REALLLYYYYY slow… Ok! So! I’ve made some art for it (!!!!) and planned out what I want to do! However i am really slow lamaoo Now I just have to make like the uhh background art for when you open the applications and make the clock art aughhdsmnmdshjks ( Also I will have to like draw DreamJelly cookie some time hahaaaaaaa ( Yeahhh I’ll change the charmed umbrella project name thing in a bit or two.. )"}, {"post_id": 29158, "ts": "2026-07-15T21:21:25Z", "hours": 0.6325, "text": "I am so tired but excited at this point. Very excited to see how this could go, everything is still a mess and I still have a long way to go before I can fully flesh out everything that I have been planning. Hopefully I have the capabilities to bring what I want into the real world.( and as you can tell… this is just straight up I learn the path with what I wanna make first- )"}]...
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Title: MilkyWay Cookie OS! by @Chronos | Stardance Title: MilkyWay Cookie OS! by @Chronos | Stardance
Devlogs:
I am so tired but excited at this point. Very excited to see how this could go, everything is still a mess and I still have a long way to go before I can fully flesh out everything that I have been planning. Hopefully I have the capabilities to bring what I want into the real world.( and as you can tell… this is just straight up I learn the path with what I wanna make first- )
I am REALLLYYYYY slow… Ok! So! I’ve made some art for it (!!!!) and planned out what I want to do! However i am really slow lamaoo Now I just have to make like the uhh background art for when you open the applications and make the clock art aughhdsmnmdshjks ( Also I will have to like draw DreamJelly cookie some time hahaaaaaaa ( Yeahhh I’ll change the charmed umbrella project name thing in a bit or two.. )
Finally actually finalized the drafting! Annddddd everything is spinning wow- ok alexa play centrifudge from phm- Being honest I am very very slow lamaoooo It looks more like a wiki page / blog than a webos QWQ ( HOPEFULLY IT WILL TRUST IN TEH PROCESS- ) If I’m being honest, I just input the spinning for ONE thing that was supposed to be like on a seperate tab and window that pops out BUT LIKE EVERYTHING IS SPINNING NOW SO I HAVE TOO FIGGURE OUT WHY IS EVERYTHING SPIINNING AND HOW TO ONLY LET ONE THING SPIN SOBS So uh if I’m being honest, the multiple things spinning ALL AT ONCE is not intentional, it was supposed to be the one thing spinning on A SEPERATE WINDOW POPUP NO LESS QWQ ( great now I have to figure out a way on how to make everything less spinning and only one thing spin on click- )
Devlog! The Milkyway cookie Reminders are done! And so is the welcome tabs! (( yes there are two of them )) What’s left to do now? I have to go fix the analog clock and see what’s causing it to act weirdly with the other divs, and make the music player actually playable, and add notification buttons that are buttonable and of course the flashcards to be able to flip. Welp off I go I guess!...
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1792640896.3145587
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1793245696.3145587
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65552
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Ping Pong Game by @Sadiya | Stardance
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Sadiya
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1
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3.0
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3
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T01:59:51Z", "hours": 3.0, "multiplier": 1.11, "payout": 3, "blessing": "neutral", "text": "I made a browser based game where players can control bars that are on opposite sides of the bar and try to keep the ball from getting past the bars. A challenge I faced was getting the JS to work and debugging. I am proud of being able to finish this project despite having a huge schedule and facing personal life.", "repo": "https://github.com/sadiyameem/ping-pong-game", "demo": "https://sadiyameem.github.io/ping-pong-game/"}]...
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[{"post_id": 77177, "ts": "202 [{"post_id": 77177, "ts": "2026-10-05T22:36:40Z", "hours": 1.7719, "text": "This has taken me sometime because I was sick (still currently am) and I was trying to balance college but I was able to finish it and it now works the way that it should."}, {"post_id": 74565, "ts": "2026-09-27T17:20:51Z", "hours": 1.1158, "text": "I have been working on this and as I was doing this I realized that I did something similar like this when I did GWC on Replit now I am making this project on VScode and I close to being done I have the HTML and CSS but the JS was not working so I am putting my focus on that right now."}]...
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Title: Ping Pong Game by @Sadiya | Stardance
Devl Title: Ping Pong Game by @Sadiya | Stardance
Devlogs:
I have been working on this and as I was doing this I realized that I did something similar like this when I did GWC on Replit now I am making this project on VScode and I close to being done I have the HTML and CSS but the JS was not working so I am putting my focus on that right now.
This has taken me sometime because I was sick (still currently am) and I was trying to balance college but I was able to finish it and it now works the way that it should.
Ships:
I made a browser based game where players can control bars that are on opposite sides of the bar and try to keep the ball from getting past the bars. A challenge I faced was getting the JS to work and debugging. I am proud of being able to finish this project despite having a huge schedule and facing personal life....
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1793062119.8173099
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1793148519.8173099
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53985
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Charlie's Terminal Game Compendium by @Charlie Charlie's Terminal Game Compendium by @Charlie_Coder | Stardance...
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Charlie_Coder
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1
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14.29
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20
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T05:41:25Z", "hours": 14.0, "multiplier": 1.38, "payout": 20, "blessing": "neutral", "text": "I have made a simple game compendium which runs in the terminal and is text based. It is a python based compendium, which stores data in text files, and is installed using pip (instructions on the pypi project). There are three games: Connect 4, Tic Tac Toe, and Number Guesser. These games challenged my abilities in coding, as this was a very challenging game to code. I have only very basic knowledge of python coding. However, number guesser was noticeably easier as it was single lines, rather than me trying to invent a way to store the data of where various tokens were positioned. Overall, I put a lot of effort and time into this game compendium. While I am a beginner coder, and while it is only text based, I am proud of what I have managed to create, and that it can now be installed with pip. I hope you enjoy this game :)", "repo": "https://github.com/CharlieLindsay/charlie-s-game-compendium", "demo": "https://pypi.org/project/charlie-game-compendium/"}]...
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[{"post_id": 77179, "ts": "202 [{"post_id": 77179, "ts": "2026-10-05T23:02:53Z", "hours": 0.2889, "text": "My last shipment failed because I was getting the user to manually state when they win. While this was intentional, as in real life, part of Connect 4 and Tic Tac Toe (noughts and crosses) is keeping track. However, I like the suggestion, and the 2 games that didn’t have win detection now do. Now I believe I am ready to ship. This project was supposed to be a small code I was writing for me to learn Python skills, but it has turned out much bigger than I expected, and now I am proud of that implementation, so I am going to ship again :)"}, {"post_id": 70994, "ts": "2026-09-20T05:35:19Z", "hours": 0.5897, "text": "Hopefully time to ship! I have done some of the final touches, and I got it on pypi, so it can now be installed using pip command: pip install charlie-game-compendium and run using: charlie-games"}, {"post_id": 69773, "ts": "2026-09-17T19:19:40Z", "hours": 1.5142, "text": "I have completed the tic tac toe game and leaderboard. The overall shell of the game is complete :)"}, {"post_id": 69023, "ts": "2026-09-16T07:36:00Z", "hours": 2.2769, "text": "I have fixed lots of the problems with the game failing on bad values, and have started the Tic Tac Toe game (and the number guesser which is very easy compared to the others), which works in a similar way to the Connect 4 game."}, {"post_id": 68480, "ts": "2026-09-15T06:10:56Z", "hours": 8.4733, "text": "I completely forgot to do development logs!! So frustrated but I will try to name my progress over the 8 hours of work. I have recorded what the game does now, it doesn’t work on most boundary cases and there are a lot of ways to break it, such as saying a number too high in Connect 4 creates an uncaught IndexError. However, I am just proud to get a Connect 4 board that renders the positions of the tokens, and makes sure they fall to the bottom. It also stores the leaderboard in a text file in a slightly weird looking syntax I created. Also, the user name is saved."}, {"post_id": 59888, "ts": "2026-09-01T21:32:29Z", "hours": 1.4994, "text": "I’ve got the basics sorted, a laid out plan and have started the menu. My main highlight so far has been getting the file checking working, so it greets the user by it’s name if they have it stored in the user data file and otherwise it catches it rather than crashing on FileNotFoundError."}]...
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Title: Charlie's Terminal Game Compendium by @ Title: Charlie's Terminal Game Compendium by @Charlie_Coder | Stardance
Devlogs:
I’ve got the basics sorted, a laid out plan and have started the menu. My main highlight so far has been getting the file checking working, so it greets the user by it’s name if they have it stored in the user data file and otherwise it catches it rather than crashing on FileNotFoundError.
I completely forgot to do development logs!! So frustrated but I will try to name my progress over the 8 hours of work. I have recorded what the game does now, it doesn’t work on most boundary cases and there are a lot of ways to break it, such as saying a number too high in Connect 4 creates an uncaught IndexError. However, I am just proud to get a Connect 4 board that renders the positions of the tokens, and makes sure they fall to the bottom. It also stores the leaderboard in a text file in a slightly weird looking syntax I created. Also, the user name is saved.
I have fixed lots of the problems with the game failing on bad values, and have started the Tic Tac Toe game (and the number guesser which is very easy compared to the others), which works in a similar way to the Connect 4 game.
I have completed the tic tac toe game and leaderboard. The overall shell of the game is complete :)
Hopefully time to ship! I have done some of the final touches, and I got it on pypi, so it can now be installed using pip command: pip install charlie-game-compendium and run using: charlie-games
My last shipment failed because I was getting the user to manually state when they win. While this was intentional, as in real life, part of Connect 4 and Tic Tac Toe (noughts and crosses) is keeping track. However, I like the suggestion, and the 2 games that didn’t have win detection now do. Now I believe I am ready to ship. This project was supposed to be a small code I was writing for me to learn Python skills, but it has turned out much bigger than I expected, and now I am proud of that implementation, so I am going to ship again :)
Ships:
I have made a simple game compendium which runs in the terminal and is text based. It is a python based compendium, which stores data in text files, and is installed using pip (instructions on the pypi project). There are three games: Connect 4, Tic Tac Toe, and Number Guesser. These games challenged my abilities in coding, as this was a very challenging game to code. I have only very basic knowledge of python coding. However, number guesser was noticeably easier as it was single lines, rather than me trying to invent a way to store the data of where various tokens were positioned. Overall, I put a lot of effort and time into this game compendium. While I am a beginner coder, and while it is only text based, I am proud of what I have managed to create, and that it can now be installed with pip. I hope you enjoy this game :)...
|
1793152520.0840333
|
1793238920.0840333
|
|
16876
|
EmberCrow OS by @ghita | Stardance
|
ghita
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T21:45:09Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "what i made embercrow os - a hacker themed desktop that runs in the browser, no install. retro boot sequence, draggable windows, five apps (terminal, files, notes, music, about), and a living ascii mascot with a glowing eye that tracks your cursor and reacts to what you’re doing. what was challenging getting the mascot’s behavior (eye tracking, blinking, idle reactions) to feel natural while keeping the logic separate from the dom and testable. what i’m proud of it actually feels alive, and the core logic is all unit tested despite being a no-framework, no-build-step project. skip the boot with any key (or watch it once), open some apps, try the [*] theme button in the taskbar, and sit still for 30 seconds to see the crow react", "repo": "https://github.com/AndreiRazvanGhita/embercrowos-stardance", "demo": "https://andreirazvanghita.github.io/embercrowos-stardance/"}]...
|
[{"post_id": 7718, "ts": "2026 [{"post_id": 7718, "ts": "2026-06-12T21:38:21Z", "hours": 0.6606, "text": "last one for this round, added a theme switcher to the desktop. there’s a new [*] button in the taskbar that cycles through three color schemes: ember (the original orange, default), phosphor (green, classic crt terminal look), and cyber (blue). clicking it swaps the accent color across the whole desktop. window borders, highlights, the terminal cursor, and even the living mascot’s glowing eye all shift to match, since they were already built on a shared accent variable. it resets back to ember on reload, so you always start from the default look. architecture-wise this was a clean one to slot in. the theme logic is a small standalone module (just a list of themes and a “next theme” function), same pattern as the window manager and mascot logic, so it’s unit tested without needing a browser."}, {"post_id": 7686, "ts": "2026-06-12T20:43:52Z", "hours": 0.6206, "text": "quick one - made the repo public today and set up a live demo, so now you can actually try embercrow os in the browser instead of cloning it. demo: https://andreirazvanghita.github.io/embercrowos-stardance/ repo: https://github.com/AndreiRazvanGhita/embercrowos-stardance it deploys automatically through github actions, so whenever i push to master the live version updates within a minute or two. nothing new functionality-wise, just wanted it accessible for anyone who wants to poke around without setting up a local server."}, {"post_id": 7649, "ts": "2026-06-12T19:47:38Z", "hours": 3.5114, "text": "ok so this is my webos mission entry. theme is basically “what if a hacker terminal and a desktop os had a baby” - black and white everything, one accent color (ember orange), monospace fonts, the works. no frameworks, just html/css/js because i wanted to actually understand every line of this thing. got the core stuff working: window manager - you can drag windows around, focus them (the active one gets a glowy orange outline, felt very “hacker movie” to me), minimize to the taskbar, close them. double click an icon and it spawns a new window, slightly offset so they don’t all stack exactly on top of each other. apps - went with 5: a terminal you can actually type into (help, whoami, ls, etc, plus a hidden crow command that prints an ascii bird because why not) a fake file explorer with a little folder tree (there’s a secrets.txt in there, very serious business) an “about” app that’s basically neofetch but for my os, shows uptime and stuff a notes app that saves to localStorage so your notes survive a refresh a music player with a little audio visualizer using the web audio api - this one took way longer than expected the boot sequence - probably my favorite part. when you load the page you get a fake terminal boot log scrolling by ([ ok ] mounting //embercrow/root… type stuff), then this big ascii bird silhouette fades in with a glowing orange eye, then a fake login prompt types itself out and “logs you in” (no actual password, it’s all for show), then it does a crt scanline transition into the desktop. you can skip it by pressing any key if you don’t want to sit through it every time. the mascot is “the embercrow” - giant bird of prey made out of dots/ascii blocks with one glowing eye. shows up in the boot sequence and as a little taskbar icon. architecture-wise i kept the window manager totally dumb/generic - it doesn’t know anything about specific apps, each app just registers itself with a title, icon, and a function that builds its content. made it way easier to build each app on its own and test it in isolation. todo mostly polish at this point - tweaking the boot sequence timing, maybe a couple more terminal easter eggs. core stuff is done and working."}]...
|
Title: EmberCrow OS by @ghita | Stardance
Devlogs Title: EmberCrow OS by @ghita | Stardance
Devlogs:
ok so this is my webos mission entry. theme is basically “what if a hacker terminal and a desktop os had a baby” - black and white everything, one accent color (ember orange), monospace fonts, the works. no frameworks, just html/css/js because i wanted to actually understand every line of this thing. got the core stuff working: window manager - you can drag windows around, focus them (the active one gets a glowy orange outline, felt very “hacker movie” to me), minimize to the taskbar, close them. double click an icon and it spawns a new window, slightly offset so they don’t all stack exactly on top of each other. apps - went with 5: a terminal you can actually type into (help, whoami, ls, etc, plus a hidden crow command that prints an ascii bird because why not) a fake file explorer with a little folder tree (there’s a secrets.txt in there, very serious business) an “about” app that’s basically neofetch but for my os, shows uptime and stuff a notes app that saves to localStorage so your notes survive a refresh a music player with a little audio visualizer using the web audio api - this one took way longer than expected the boot sequence - probably my favorite part. when you load the page you get a fake terminal boot log scrolling by ([ ok ] mounting //embercrow/root… type stuff), then this big ascii bird silhouette fades in with a glowing orange eye, then a fake login prompt types itself out and “logs you in” (no actual password, it’s all for show), then it does a crt scanline transition into the desktop. you can skip it by pressing any key if you don’t want to sit through it every time. the mascot is “the embercrow” - giant bird of prey made out of dots/ascii blocks with one glowing eye. shows up in the boot sequence and as a little taskbar icon. architecture-wise i kept the window manager totally dumb/generic - it doesn’t know anything about specific apps, each app just registers itself with a title, icon, and a function that builds its content. made it way easier to build each app on its own and test it in isolation. todo mostly polish at this point - tweaking the boot sequence timing, maybe a couple more terminal easter eggs. core stuff is done and working.
quick one - made the repo public today and set up a live demo, so now you can actually try embercrow os in the browser instead of cloning it. demo: https://andreirazvanghita.github.io/embercrowos-stardance/ repo: https://github.com/AndreiRazvanGhita/embercrowos-stardance it deploys automatically through github actions, so whenever i push to master the live version updates within a minute or two. nothing new functionality-wise, just wanted it accessible for anyone who wants to poke around without setting up a local server.
last one for this round, added a theme switcher to the desktop. there’s a new [*] button in the taskbar that cycles through three color schemes: ember (the original orange, default), phosphor (green, classic crt terminal look), and cyber (blue). clicking it swaps the accent color across the whole desktop. window borders, highlights, the terminal cursor, and even the living mascot’s glowing eye all shift to match, since they were already built on a shared accent variable. it resets back to ember on reload, so you always start from the default look. architecture-wise this was a clean one to slot in. the theme logic is a small standalone module (just a list of themes and a “next theme” function), same pattern as the window manager and mascot logic, so it’s unit tested without needing a browser.
Ships:
what i made embercrow os - a hacker themed desktop that runs in the browser, no install. retro boot sequence, draggable windows, five apps (terminal, files, notes, music, about), and a living ascii mascot with a glowing eye that tracks your cursor and reacts to what you’re doing. what was challenging getting the mascot’s behavior (eye tracking, blinking, idle reactions) to feel natural while keeping the logic separate from the dom and testable. what i’m proud of it actually feels alive, and the core logic is all unit tested despite being a no-framework, no-build-step project. skip the boot with any key (or watch it once), open some apps, try the [*] theme button in the taskbar, and sit still for 30 seconds to see the crow react...
|
1793112924.019504
|
1793199324.019504
|
|
68197
|
Adamite by @Vojtik8IT | Stardance
|
Vojtik8IT
|
0
|
0.66
|
0
|
[]
|
[{"post_id": 77184, "ts": "202 [{"post_id": 77184, "ts": "2026-10-05T23:37:21Z", "hours": 0.6617, "text": "Hello everyone! Im starting building my new project called Adamite, it will use NASAs APOD and it will be like a space them browser! Today i setuped the project and started building: README.md -> Long Desc. for Adamite main.js -> Main script, was very buggy :( style.css -> styles of the page, spaced themed ofc! index.html -> Main web file main.yml -> Structure for the Github Page thingie! Thats all for today, tommorow i will go fully focus on the browser!"}]...
|
Title: Adamite by @Vojtik8IT | Stardance
Devlogs: Title: Adamite by @Vojtik8IT | Stardance
Devlogs:
Hello everyone! Im starting building my new project called Adamite, it will use NASAs APOD and it will be like a space them browser! Today i setuped the project and started building: README.md -> Long Desc. for Adamite main.js -> Main script, was very buggy :( style.css -> styles of the page, spaced themed ofc! index.html -> Main web file main.yml -> Structure for the Github Page thingie! Thats all for today, tommorow i will go fully focus on the browser!...
|
1793119789.0361087
|
1793724589.0361087
|
|
62568
|
hackpad by @Dimeji | Stardance
|
Dimeji
|
0
|
11.58
|
0
|
[]
|
[{"post_id": 77186, "ts": "202 [{"post_id": 77186, "ts": "2026-10-05T23:59:20Z", "hours": 1.1158, "text": "Finally got to the firmware and decided to calm myself down and take a break. Took a good while to figure out a lick of what the stuff means on here and I’m still not sure I perfectly get it, But its something which beats nothing"}, {"post_id": 73615, "ts": "2026-09-25T14:12:51Z", "hours": 3.7903, "text": "Can you believe I had to completely redesign this from the beginning, but at least it looks a lot better now, I forgot to activate lapse quite a few times so a good bit wasnt recorded but we move, I just need to figure out the firmware"}, {"post_id": 70831, "ts": "2026-09-19T20:48:54Z", "hours": 1.7614, "text": "Took me genuinely FOREVER to find the SW_CHERRY_MX_1.00U.step file, also really tricky with the usb c hole for the case"}, {"post_id": 70518, "ts": "2026-09-19T09:53:14Z", "hours": 3.6419, "text": "Mostly done making the case, am curious tho whether the usb cutout is supposed to be for a specific usb port, the guide is NOT clear at all"}, {"post_id": 69884, "ts": "2026-09-18T00:17:54Z", "hours": 1.2694, "text": "built the PCB yesterday and had a bit of trouble figuring out the offset thing for the rectangle. I gotta figure out how to put the accomodating holes tho"}]...
|
Title: hackpad by @Dimeji | Stardance
Devlogs:
bu Title: hackpad by @Dimeji | Stardance
Devlogs:
built the PCB yesterday and had a bit of trouble figuring out the offset thing for the rectangle. I gotta figure out how to put the accomodating holes tho
Mostly done making the case, am curious tho whether the usb cutout is supposed to be for a specific usb port, the guide is NOT clear at all
Took me genuinely FOREVER to find the SW_CHERRY_MX_1.00U.step file, also really tricky with the usb c hole for the case
Can you believe I had to completely redesign this from the beginning, but at least it looks a lot better now, I forgot to activate lapse quite a few times so a good bit wasnt recorded but we move, I just need to figure out the firmware
Finally got to the firmware and decided to calm myself down and take a break. Took a good while to figure out a lick of what the stuff means on here and I’m still not sure I perfectly get it, But its something which beats nothing...
|
1793044514.8905432
|
1793649314.8905432
|
|
126
|
Exterstellar by @Sabio | Stardance
|
Sabio
|
0
|
22.3
|
0
|
[]
|
[{"post_id": 7719, "ts": "2026 [{"post_id": 7719, "ts": "2026-06-12T21:38:27Z", "hours": 4.2303, "text": "Exterstellar indev-8 The Onboarding update (so peak) New Feature(s) Onboarding Bug Fix(es) Fix the Firefox configuration import button unfocusing the popup and causing it to not register by creating a separate page dedicated to importing configuration. Changelog fix(importer): fix firefox config import by making a new page for importing configs ( 7ee1b2a ) feat: onboarding ( 3faa741 )"}, {"post_id": 5650, "ts": "2026-06-09T15:03:49Z", "hours": 3.9678, "text": "Exterstellar indev-7 The TypeScript Migration update. Refactors All plugins and core JavaScript files are now using TypeScript. New Features Import / Export configuration system. Changelog feat: import/export system! ( be9ea28 ) refactor: Change everything into typescript + update readme + update workflows ( f5c5980 )"}, {"post_id": 3520, "ts": "2026-06-06T14:29:58Z", "hours": 0.7978, "text": "Exterstellar indev-6 Smallest update (yet)! New Features Add Plugin Manager Settings, where you can customize font size and the width of the manager! New Bug Fix(es) Fix comment text in the textarea not rendering due to conflicts with the native comment markdown system. Removed Plugin(s) Comment Markdown (now natively available!) Changelog fix(comments): remove comment md as its natively implemented ( f9389b2 ) feat: add plugin manager settings ( e8c4b99 )"}, {"post_id": 2977, "ts": "2026-06-05T22:01:42Z", "hours": 5.7128, "text": "Exterstellar indev-5 ΩΜΞGΛ SiGMΛ+++++++++++ DΞLUXΞ update for Exterstellar! New Plugin(s) Shop Goal Enhanced Completely revamps the shop goal system! (This took so long…) New Dev Stuff Plugin Exports API something something something plugins can now export functions for other plugins to use (PΞΛK) Changelog feat: add plugin exports API + comment markdown now uses devlog formatter and md preview ( 78e369c ) added Sidebar Reorder ( 0d6c2d2 ) added Sidebar Hotkeys ( ee3926e ) added Devlog Formatter ( 85b8d4d ) added Comment Markdown ( acef3ac ) added Oneko ( aa59ccd ) Shop Goals Enhanced plugin! ( e493f54 ) Merge branch ‘main’ of https://github.com/Team-Exterstellar/Exterstellar ( 82688a4 )"}, {"post_id": 1610, "ts": "2026-06-03T19:02:49Z", "hours": 1.2808, "text": "Exterstellar indev-4 Introducing that one update where its larger than usual! (only slightly larger :3) New Plugin(s) Comment Markdown Adds markdown to comments (exclusive to Exterstellar users) . You can also select a config that allows you to help advertise and support Exterstellar! Updated Plugin(s) Markdown Preview Added Line Break. Devlog Formatter Bar Added Line Break. Changelog devlog formatter: “remove image formatting”, devlog changelog: “default to using commit-rang selector” ( 156c09e ) initialize NPM + comment markdown plugin ( b3b14cb ) comment markdown: “advertise config” ( 79f5923 ) Add line break to markdown preview & devlog formatter bar ( 6fb254f ) md preview: “fix break line offsetting textarea” ( 47e0c67 )"}, {"post_id": 1076, "ts": "2026-06-02T21:50:11Z", "hours": 2.5008, "text": "Exterstellar indev-3 Introducing your 600+ LoC plugin (help my sanity) for this week! New Plugin(s) Add changelog plugin (Adds your GitHub OR GitLab commits to your devlog!) Changelog feat: add oneko plugin ( a5f7542 ) Merge pull request #1 from GizzyUwU/main ( aa0bb71 ) fix(oneko): work over page change ( c6e7452 ) Merge pull request #2 from GizzyUwU/main ( fd83d40 ) Devlog changelog plugin! ( 02bcf5c )"}, {"post_id": 445, "ts": "2026-06-01T21:22:07Z", "hours": 1.1653, "text": "Exterstellar indev-2h introducing your 1 hour bug fix for the day (tm) p.s. next time i discover a bug i’m going to eat myself smh Bug Fix(es) The Live Markdown Preview plugin now supports the devlog composer menu overflowing! (a.k.a. scrolling [this took way too long]) yes that’s it because the Stardance website hates me smh"}, {"post_id": 329, "ts": "2026-06-01T17:03:31Z", "hours": 1.2644, "text": "Exterstellar indev-2 Introducing a new feature and significant improvement to the plugin system! New Feature(s) Live Markdown Rendering Plugin (not a new panel, or tab, just straight up displayed!) Plugin Live Changes (no refresh needed!)"}, {"post_id": 89, "ts": "2026-05-31T17:44:35Z", "hours": 1.3811, "text": "Exterstellar indev-1 Introducing your underrated browser extension for Stardance : Exterstellar by Sabio (that’s me!) & @Flux3tor (pretty much a major contributor-) . Features Toggleable Plugins (which are basically features the extension adds!) A lot (and I mean a LOT… ) of configurations available for all plugins (plugin configs!) Can be used to support MANY mini-extensions with our easy-to-use plugin development tool and documentation¹. Plugins Better Sidebar Custom Font Custom Scrollbar Devlog Formatter Sidebar Hotkeys Sidebar Reordering Themes ( @Gizzy certified btw :3) +more already in the works! (please comment plugin ideas if you have suggestions!) Join #exterstellar now! ¹ The documentation is in the works."}]...
|
Title: Exterstellar by @Sabio | Stardance
Devlogs Title: Exterstellar by @Sabio | Stardance
Devlogs:
Exterstellar indev-1 Introducing your underrated browser extension for Stardance : Exterstellar by Sabio (that’s me!) & @Flux3tor (pretty much a major contributor-) . Features Toggleable Plugins (which are basically features the extension adds!) A lot (and I mean a LOT… ) of configurations available for all plugins (plugin configs!) Can be used to support MANY mini-extensions with our easy-to-use plugin development tool and documentation¹. Plugins Better Sidebar Custom Font Custom Scrollbar Devlog Formatter Sidebar Hotkeys Sidebar Reordering Themes ( @Gizzy certified btw :3) +more already in the works! (please comment plugin ideas if you have suggestions!) Join #exterstellar now! ¹ The documentation is in the works.
Exterstellar indev-2 Introducing a new feature and significant improvement to the plugin system! New Feature(s) Live Markdown Rendering Plugin (not a new panel, or tab, just straight up displayed!) Plugin Live Changes (no refresh needed!)
Exterstellar indev-2h introducing your 1 hour bug fix for the day (tm) p.s. next time i discover a bug i’m going to eat myself smh Bug Fix(es) The Live Markdown Preview plugin now supports the devlog composer menu overflowing! (a.k.a. scrolling [this took way too long]) yes that’s it because the Stardance website hates me smh
Exterstellar indev-3 Introducing your 600+ LoC plugin (help my sanity) for this week! New Plugin(s) Add changelog plugin (Adds your GitHub OR GitLab commits to your devlog!) Changelog feat: add oneko plugin ( a5f7542 ) Merge pull request #1 from GizzyUwU/main ( aa0bb71 ) fix(oneko): work over page change ( c6e7452 ) Merge pull request #2 from GizzyUwU/main ( fd83d40 ) Devlog changelog plugin! ( 02bcf5c )
Exterstellar indev-4 Introducing that one update where its larger than usual! (only slightly larger :3) New Plugin(s) Comment Markdown Adds markdown to comments (exclusive to Exterstellar users) . You can also select a config that allows you to help advertise and support Exterstellar! Updated Plugin(s) Markdown Preview Added Line Break. Devlog Formatter Bar Added Line Break. Changelog devlog formatter: “remove image formatting”, devlog changelog: “default to using commit-rang selector” ( 156c09e ) initialize NPM + comment markdown plugin ( b3b14cb ) comment markdown: “advertise config” ( 79f5923 ) Add line break to markdown preview & devlog formatter bar ( 6fb254f ) md preview: “fix break line offsetting textarea” ( 47e0c67 )
Exterstellar indev-5 ΩΜΞGΛ SiGMΛ+++++++++++ DΞLUXΞ update for Exterstellar! New Plugin(s) Shop Goal Enhanced Completely revamps the shop goal system! (This took so long…) New Dev Stuff Plugin Exports API something something something plugins can now export functions for other plugins to use (PΞΛK) Changelog feat: add plugin exports API + comment markdown now uses devlog formatter and md preview ( 78e369c ) added Sidebar Reorder ( 0d6c2d2 ) added Sidebar Hotkeys ( ee3926e ) added Devlog Formatter ( 85b8d4d ) added Comment Markdown ( acef3ac ) added Oneko ( aa59ccd ) Shop Goals Enhanced plugin! ( e493f54 ) Merge branch ‘main’ of https://github.com/Team-Exterstellar/Exterstellar ( 82688a4 )
Exterstellar indev-6 Smallest update (yet)! New Features Add Plugin Manager Settings, where you can customize font size and the width of the manager! New Bug Fix(es) Fix comment text in the textarea not rendering due to conflicts with the native comment markdown system. Removed Plugin(s) Comment Markdown (now natively available!) Changelog fix(comments): remove comment md as its natively implemented ( f9389b2 ) feat: add plugin manager settings ( e8c4b99 )
Exterstellar indev-7 The TypeScript Migration update. Refactors All plugins and core JavaScript files are now using TypeScript. New Features Import / Export configuration system. Changelog feat: import/export system! ( be9ea28 ) refactor: Change everything into typescript + update readme + update workflows ( f5c5980 )
Exterstellar indev-8 The Onboarding update (so peak) New Feature(s) Onboarding Bug Fix(es) Fix the Firefox configuration import button unfocusing the popup and causing it to not register by creating a separate page dedicated to importing configuration. Changelog fix(importer): fix firefox config import by making a new page for importing configs ( 7ee1b2a ) feat: onboarding ( 3faa741 )...
|
1792745510.9977374
|
1793350310.9977374
|
|
6101
|
VisionArch by @raslanyossif | Stardance
|
raslanyossif
|
1
|
117.23
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T06:45:42Z", "hours": 101.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "VisionArch is an AI-based architectural design software that allows users to upload 2D floor plans on the platform or draw them manually before receiving an instantaneous top-down 3D photo rendering of the plan. The new changes fixed the bug of the bar displaying incorrect progress, added an authentication blocker that prevents unauthorized users from causing backend errors, created a worker keep alive ping so there are no cold start CORS failures, and repaired missing environment variables, making API calls possible. To try it out, go to vision-arch-two.vercel.app, register using Puter, upload the floor plan, or use the Draw mode to draw the floor plan. After that, just hit Generate 3D Render. You can also share your renderings with other users and rate their projects in return.", "repo": "https://github.com/Yossifraslan/VisionArch", "demo": "https://vision-arch-two.vercel.app/"}]...
|
[{"post_id": 77190, "ts": "202 [{"post_id": 77190, "ts": "2026-10-06T00:37:05Z", "hours": 6.6897, "text": "I decided to change the complete look of this website to something that feels a bit more housy vibe. and made the dark mode into green colored. fixed a bug for generating because each user has a limit, so this time once you reach your limit you will get a message."}, {"post_id": 55500, "ts": "2026-08-27T12:01:14Z", "hours": 7.67, "text": "Spent this session tracking down a login bug that had been bugging me - turns out a security header on my site was quietly blocking the auth popup from talking back to the app, so users had to refresh after signing in for it to actually register. Fixed that, then made the upload box actually prompt you to sign in instead of just… doing nothing when you’re logged out. After that I gave the whole site a real visual identity instead of the generic AI-startup look it had - leaned into a blueprint/drafting theme since it fits an architecture tool, ditched the soft gradient blobs for a grid background, and rebuilt all the buttons with a chunky neo brutalist shadow style. Also added dark mode from scratch - toggle in the navbar, remembers your preference, styled across every page - and caught a dumb bug along the way where one page’s card was using the wrong color variable and turned into an unreadable white blob in dark mode. Fun catch."}, {"post_id": 51522, "ts": "2026-08-21T09:04:00Z", "hours": 1.8747, "text": "What was broken: Login/upload silently failed for signed-out users, and after signing in, the UI wouldn’t reflect it until a manual refresh. What you found: Console showed Cross-Origin-Opener-Policy policy would block the window.closed call - the site’s COOP header was preventing Puter’s auth popup from reporting back to the app. The fix: Added vercel.json with Cross-Origin-Opener-Policy: unsafe-none, plus made the upload dropzone and “Get Started” button properly prompt/guard sign-in instead of failing silently. Verified: Signed in -> UI updated instantly, no refresh -> uploaded a floor plan -> rendered correctly end-to-end."}, {"post_id": 39911, "ts": "2026-08-03T06:41:10Z", "hours": 8.8069, "text": "TIME FOR DEVLOG :> For VisionArch you can test it/ generate 4-5 times then you hit limit and need to wait for your limit to reset. Resolved issues regarding the progress bar which was working incorrectly. Introduced a new authorization guard to prevent unauthorized people from causing authentication issues upon webpage loading. Added a silent worker ping to ensure that the Puter worker is awake prior to requests and thereby eliminate cold starts with multiple CORS errors and 404s during access of community pages. Corrected the missing environment variables in local configuration and Vercel dashboard."}, {"post_id": 18248, "ts": "2026-06-29T10:08:25Z", "hours": 9.4314, "text": "TIME FOR DEVLOG> was busy so I slowed down. Fixed: The Puter consent popup was getting shown to all visitors, instantly Discovered that the getCurrentUser() function is executing puter.auth.getUser() every time the page loads, for every single visitor, including those who haven’t signed in at all. This was triggering the Puter consent modal asking whether the user consents to seeing “this site uses Puter”. Fixed by adding an additional call to puter.auth.isSignedIn(), a synchronous function that doesn’t require network access, which checks if a session already exists. Users who aren’t logged in get directed straight to the homepage now. Fixed: Regeneration with a different style required a refresh. This was due to double invocation of the setCurrentImage() method, which overrode the just-completed AI-rendered image with the stored hosted URL. Removed the redundant call, so that the UI respects the freshly generated image. Improved the “no text in renders” requirement. Some renders featured room labels like “Bathroom” or “Bedroom”. Re-wrote the prompt to the AI, putting text-removal above all other rules, emphasizing that the room label informs furniture choices but should not be present itself, and instructing the AI to include the self-check step in the result. Added README Credits, features, tech stack, architecture notes, local development instructions, Vercel deployment instructions. Next: going through the whole app end-to-end once more - code and UI - before calling this fully submitted"}, {"post_id": 14959, "ts": "2026-06-24T09:16:23Z", "hours": 9.4006, "text": "WHAT’S NEW Projects no longer have to stay stuck as “Residence 1239812737128.” Now you can simply click the title in the visualizer, and it becomes editable, just edit and hit enter to save. I also added a Floor plan template on draw page because not everyone wants to start from a blank canvas, so I added 5 starter templates (Studio, 1-Bedroom, 2-Bedroom, Open Loft, Family Home) built with tldraw’s shape API. One click loads a labeled room layout onto the canvas, which you can edit and all before generating the 3D render. Additionally, I added a hint for new users, so they immediately understand that they need to draw and generate instead of just thinking it’s blank canvas not knowing what to do. Fixed: logged-out visitors couldn’t see Community at all This is an issue that had a greater depth than it appeared to be. All calls made through the workers.exec() of Puter’s automatically attach the user’s session to the call. Although, this thoroughly works for authenticated actions, any calls made by un-logged-in users will not execute properly, even on routes that are not required to be authenticated on the server side. The read-only endpoints (public project list, and comments) were switched to plain fetch() calls, as they do not require a user session to execute in any way. Therefore, un-logged-in users can now browse the Community and view designs. Fixed: voting did nothing when logged out Similar to the above issue, there were simply no active buttons for guests to ‘vote’ at all. Now, when an un-logged-in visitor clicks on the Upvote / Downvote button (or tries to comment), it now brings up the Puter sign-in pop-up automatically. So, it allows for a real call to action rather than a ‘dead click’."}, {"post_id": 12934, "ts": "2026-06-21T05:24:55Z", "hours": 9.4869, "text": "WHAT’S NEW: Not everyone has a floor plan image lying around, so I added a full drawing canvas using tldraw. You can now sketch a layout freehand, with shapes and text, then hit “Generate 3D Render” and it feeds straight into the same AI pipeline as an uploaded image. I recently discovered that my style picker feature (Modern/Minimalist/Industrial/Luxury) created random styled images as opposed to rendering the correct object from the actual floor plan and thus would just replace my existing prompt with a new one capable of producing an appropriate render. To remedy this issue, I created short style modifiers that will all be appending themselves to a single base prompt. As a result, there are now clear differences between Modern/Industrial/Luxury styles, and the base wall geometric shapes are maintained no matter which style is used. Still need to improve upon the Minimalist-style image as it still looks so close to the other styles due to its similarity with the original base aesthetic."}, {"post_id": 11827, "ts": "2026-06-19T08:24:22Z", "hours": 9.5761, "text": "It’s been a TOUGH coding day :> WHAT’ NEW: Share/unshare system allows users to share files from their local ‘Storage’ with other users and vice versa. I learned that Puter’s data model has separate user (for their own files) and me (for shared/app files), which has taken me a number of attempts to understand. Added a confirmation dialog with custom styling to the delete function instead of a boring confirmation dialog. In the works are an upvote/downvote and threaded comment feature to allow users to vote on designs in the community similar to Reddit’s. Biggest debugging lesson of the day: CORS preflight requests need to define OPTIONS handlers on all routes, not just those that need CORS. One example was an attempt to resolve a CORS Access-Control-Allow-Methods header, which took so long to debug."}, {"post_id": 10453, "ts": "2026-06-17T05:45:25Z", "hours": 9.7019, "text": "The pull request adds image export functionality and a before/after comparison slider to the visualizer route, expands WebP upload support, and introduces the react-compare-slider dependency. Configuration files and memory tracking are updated accordingly. Changes: Image Export & Comparison UI - Added HandleExport function to trigger PNG downloads of currentImage; introduced ReactCompareSlider UI panel to display before (sourceimage) and after (currentimage) comparison with conditional rendering; added react-compare-slider dependency. Upload Enchantment - Expanded accepted file types to include .webp format alongside existing .jpg, jpeg, and .png support. Workspace & Development Tracking - Rebalanced IDE ChangeListManager entries; added two new trajectory analysis entries documenting plans for handling sensitive env file history and cross-origin image downloads."}, {"post_id": 9100, "ts": "2026-06-15T06:38:33Z", "hours": 9.4303, "text": "This pull request introduces a backend project management system via a new Puter worker module that provides REST APIs for persisting, listing, and retrieving design projects. The frontend is updated to load projects on startup, handle project creation with persistence, and enable navigation between project visualization with stateful project data. Next, I’m planning on doing a comparison between before and after."}, {"post_id": 7962, "ts": "2026-06-13T09:02:05Z", "hours": 9.8583, "text": "A new AI-powered 3D visualization feature is introduced with fetchAsDataUrl and generate3DView functions in lib/ai/action.ts that integrate with puter.ai for image generation. The Visualizer route is enhanced with state management, automatic generation flow, and a complete UI redesign including navigation, project metadata render area and loading states."}, {"post_id": 6209, "ts": "2026-06-10T12:53:25Z", "hours": 9.5592, "text": "I Implemented project persistence and retrieval functionality by introducing hosting utilities for image uploads, a project creation action that prepares and saves project data with hosted assets, enables dynamic project listing on the home page, and updates the visualizer to consume project state from router navigation. I faced multiple Errors where when I drag n drop a PNG file the loading freezes which took time to fix but made it work. The goal is to create a whole 3D architectural render of this boring 2D design. and also design this page itself and make it nicer."}, {"post_id": 4133, "ts": "2026-06-07T10:27:01Z", "hours": 8.3689, "text": "Added a Projects list section, so everything is saved under that. I’ve been dealing with a bunch of errors that I’m fixing, took me time to find that specific error. Working on Hosting-Images in a branch and thinking of other ideas to come up with. This is my first big project that I did, so that may be the reason I’m facing many problems. However, everything is going good so far. Hope it becomes good when I have the end webpage."}, {"post_id": 2628, "ts": "2026-06-05T08:17:18Z", "hours": 5.5428, "text": "In the video, I’ve made it to be able to upload your floor plan by drag and drop or simply clicking like what was shown in the video. I’ve faced some errors with branches mixing up. Also, next step will be hosting images."}, {"post_id": 2013, "ts": "2026-06-04T09:16:29Z", "hours": 2.0736, "text": "I’m working on an architectural 3D design where you can upload your floor plan and edit it. Currently I did the Homepage and I’m working on being able to upload your floor plan."}]...
|
Title: VisionArch by @raslanyossif | Stardance
De Title: VisionArch by @raslanyossif | Stardance
Devlogs:
I’m working on an architectural 3D design where you can upload your floor plan and edit it. Currently I did the Homepage and I’m working on being able to upload your floor plan.
In the video, I’ve made it to be able to upload your floor plan by drag and drop or simply clicking like what was shown in the video. I’ve faced some errors with branches mixing up. Also, next step will be hosting images.
Added a Projects list section, so everything is saved under that. I’ve been dealing with a bunch of errors that I’m fixing, took me time to find that specific error. Working on Hosting-Images in a branch and thinking of other ideas to come up with. This is my first big project that I did, so that may be the reason I’m facing many problems. However, everything is going good so far. Hope it becomes good when I have the end webpage.
I Implemented project persistence and retrieval functionality by introducing hosting utilities for image uploads, a project creation action that prepares and saves project data with hosted assets, enables dynamic project listing on the home page, and updates the visualizer to consume project state from router navigation. I faced multiple Errors where when I drag n drop a PNG file the loading freezes which took time to fix but made it work. The goal is to create a whole 3D architectural render of this boring 2D design. and also design this page itself and make it nicer.
A new AI-powered 3D visualization feature is introduced with fetchAsDataUrl and generate3DView functions in lib/ai/action.ts that integrate with puter.ai for image generation. The Visualizer route is enhanced with state management, automatic generation flow, and a complete UI redesign including navigation, project metadata render area and loading states.
This pull request introduces a backend project management system via a new Puter worker module that provides REST APIs for persisting, listing, and retrieving design projects. The frontend is updated to load projects on startup, handle project creation with persistence, and enable navigation between project visualization with stateful project data. Next, I’m planning on doing a comparison between before and after.
The pull request adds image export functionality and a before/after comparison slider to the visualizer route, expands WebP upload support, and introduces the react-compare-slider dependency. Configuration files and memory tracking are updated accordingly. Changes: Image Export & Comparison UI - Added HandleExport function to trigger PNG downloads of currentImage; introduced ReactCompareSlider UI panel to display before (sourceimage) and after (currentimage) comparison with conditional rendering; added react-compare-slider dependency. Upload Enchantment - Expanded accepted file types to include .webp format alongside existing .jpg, jpeg, and .png support. Workspace & Development Tracking - Rebalanced IDE ChangeListManager entries; added two new trajectory analysis entries documenting plans for handling sensitive env file history and cross-origin image downloads.
It’s been a TOUGH coding day :> WHAT’ NEW: Share/unshare system allows users to share files from their local ‘Storage’ with other users and vice versa. I learned that Puter’s data model has separate user (for their own files) and me (for shared/app files), which has taken me a number of attempts to understand. Added a confirmation dialog with custom styling to the delete function instead of a boring confirmation dialog. In the works are an upvote/downvote and threaded comment feature to allow users to vote on designs in the community similar to Reddit’s. Biggest debugging lesson of the day: CORS preflight requests need to define OPTIONS handlers on all routes, not just those that need CORS. One example was an attempt to resolve a CORS Access-Control-Allow-Methods header, which took so long to debug.
WHAT’S NEW: Not everyone has a floor plan image lying around, so I added a full drawing canvas using tldraw. You can now sketch a layout freehand, with shapes and text, then hit “Generate 3D Render” and it feeds straight into the same AI pipeline as an uploaded image. I recently discovered that my style picker feature (Modern/Minimalist/Industrial/Luxury) created random styled images as opposed to rendering the correct object from the actual floor plan and thus would just replace my existing prompt with a new one capable of producing an appropriate render. To remedy this issue, I created short style modifiers that will all be appending themselves to a single base prompt. As a result, there are now clear differences between Modern/Industrial/Luxury styles, and the base wall geometric shapes are maintained no matter which style is used. Still need to improve upon the Minimalist-style image as it still looks so close to the other styles due to its similarity with the original base aesthetic.
WHAT’S NEW Projects no longer have to stay stuck as “Residence 1239812737128.” Now you can simply click the title in the visualizer, and it becomes editable, just edit and hit enter to save. I also added a Floor plan template on draw page because not everyone wants to start from a blank canvas, so I added 5 starter templates (Studio, 1-Bedroom, 2-Bedroom, Open Loft, Family Home) built with tldraw’s shape API. One click loads a labeled room layout onto the canvas, which you can edit and all before generating the 3D render. Additionally, I added a hint for new users, so they immediately understand that they need to draw and generate instead of just thinking it’s blank canvas not knowing what to do. Fixed: logged-out visitors couldn’t see Community at all This is an issue that had a greater depth than it appeared to be. All calls made through the workers.exec() of Puter’s automatically attach the user’s session to the call. Although, this thoroughly works for authenticated actions, any calls made by un-logged-in users will not execute properly, even on routes that are not required to be authenticated on the server side. The read-only endpoints (public project list, and comments) were switched to plain fetch() calls, as they do not require a user session to execute in any way. Therefore, un-logged-in users can now browse the Community and view designs. Fixed: voting did nothing when logged out Similar to the above issue, there were simply no active buttons for guests to ‘vote’ at all. Now, when an un-logged-in visitor clicks on the Upvote / Downvote button (or tries to comment), it now brings up the Puter sign-in pop-up automatically. So, it allows for a real call to action rather than a ‘dead click’.
TIME FOR DEVLOG> was busy so I slowed down. Fixed: The Puter consent popup was getting shown to all visitors, instantly Discovered that the getCurrentUser() function is executing puter.auth.getUser() every time the page loads, for every single visitor, including those who haven’t signed in at all. This was triggering the Puter consent modal asking whether the user consents to seeing “this site uses Puter”. Fixed by adding an additional call to puter.auth.isSignedIn(), a synchronous function that doesn’t require network access, which checks if a session already exists. Users who aren’t logged in get directed straight to the homepage now. Fixed: Regeneration with a different style required a refresh. This was due to double invocation of the setCurrentImage() method, which overrode the just-completed AI-rendered image with the stored hosted URL. Removed the redundant call, so that the UI respects the freshly generated image. Improved the “no text in renders” requirement. Some renders featured room labels like “Bathroom” or “Bedroom”. Re-wrote the prompt to the AI, putting text-removal above all other rules, emphasizing that the room label informs furniture choices but should not be present itself, and instructing the AI to include the self-check step in the result. Added README Credits, features, tech stack, architecture notes, local development instructions, Vercel deployment instructions. Next: going through the whole app end-to-end once more - code and UI - before calling this fully submitted
TIME FOR DEVLOG :> For VisionArch you can test it/ generate 4-5 times then you hit limit and need to wait for your limit to reset. Resolved issues regarding the progress bar which was working incorrectly. Introduced a new authorization guard to prevent unauthorized people from causing authentication issues upon webpage loading. Added a silent worker ping to ensure that the Puter worker is awake prior to requests and thereby eliminate cold starts with multiple CORS errors and 404s during access of community pages. Corrected the missing environment variables in local configuration and Vercel dashboard.
What was broken: Login/upload silently failed for signed-out users, and after signing in, the UI wouldn’t reflect it until a manual refresh. What you found: Console showed Cross-Origin-Opener-Policy policy would block the window.closed call - the site’s COOP header was preventing Puter’s auth popup from reporting back to the app. The fix: Added vercel.json with Cross-Origin-Opener-Policy: unsafe-none, plus made the upload dropzone and “Get Started” button properly prompt/guard sign-in instead of failing silently. Verified: Signed in -> UI updated instantly, no refresh -> uploaded a floor plan -> rendered correctly end-to-end.
Spent this session tracking down a login bug that had been bugging me - turns out a security header on my site was quietly blocking the auth popup from talking back to the app, so users had to refresh after signing in for it to actually register. Fixed that, then made the upload box actually prompt you to sign in instead of just… doing nothing when you’re logged out. After that I gave the whole site a real visual identity instead of the generic AI-startup look it had - leaned into a blueprint/drafting theme since it fits an architecture tool, ditched the soft gradient blobs for a grid background, and rebuilt all the buttons with a chunky neo brutalist shadow style. Also added dark mode from scratch - toggle in the navbar, remembers your preference, styled across every page - and caught a dumb bug along the way where one page’s card was using the wrong color variable and turned into an unreadable white blob in dark mode. Fun catch.
I decided to change the complete look of this website to something that feels a bit more housy vibe. and made the dark mode into green colored. fixed a bug for generating because each user has a limit, so this time once you reach your limit you will get a message.
Ships:
VisionArch is an AI-based architectural design software that allows users to upload 2D floor plans on the platform or draw them manually before receiving an instantaneous top-down 3D photo rendering of the plan. The new changes fixed the bug of the bar displaying incorrect progress, added an authentication blocker that prevents unauthorized users from causing backend errors, created a worker keep alive ping so there are no cold start CORS failures, and repaired missing environment variables, making API calls possible. To try it out, go to vision-arch-two.vercel.app, register using Puter, upload the floor plan, or use the Draw mode to draw the floor plan. After that, just hit Generate 3D Render. You can also share your renderings with other users and rate their projects in return....
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RIZO by @Andresiwi | Stardance
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Andresiwi
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0
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58.39
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0
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[]
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[{"post_id": 77191, "ts": "202 [{"post_id": 77191, "ts": "2026-10-06T00:39:12Z", "hours": 0.8964, "text": "RIZO V2.7.2 RENDERR!!!!!!!!!!! Any opinions?"}, {"post_id": 76922, "ts": "2026-10-05T02:52:14Z", "hours": 8.1131, "text": "HOLIWISSSSSSSSSS!!!!!!!, today I finished version 2.7.2, and I also happened to come across the very first version of RIZO. It’s crazy to see how much I’ve learned in just five months since I first installed Fusion 360. It really was a wild ride—looking back at my early projects, the very first thing I did after installing the software was build a Formula SAE chassis. I tend to be a bit over-ambitious and jump straight into the hardest tasks, but now, with just five months of experience, I’m able to build a robot."}, {"post_id": 75782, "ts": "2026-10-01T03:31:11Z", "hours": 5.3253, "text": "HOLIWISSS FRIENDSSS! Today I put a lot of work into the new body for RIZO (version 2.7). I significantly improved its durability, made the robot much lighter, and made it easier to handle. I took the time to custom-fit everything so that components like the motors, BTS7960 drivers, and 18650 batteries fit perfectly. Just a few small details remain before moving on to version 2.8—and the near-final version 2.9. We’re getting very close to 2.9, so stay tuned! Thanks for the support; to all my followers, you truly inspire me to make this project a reality. Thanks for everything—I hope you like the final result."}, {"post_id": 75391, "ts": "2026-09-29T22:21:24Z", "hours": 0.9581, "text": "RIZO V2.7 is finally here—from every angle. HOLIWISS FRIENDS!! My star project has finally reached version 2.7, friends, and it’s truly impressive. Aesthetically, it looks a bit simple, so I’m going to add some style without sacrificing functionality—which is one of the hardest parts of my job. As you know, RIZO is an ambitious project that is gradually taking shape; it has changed a lot across the various versions. I’ve prioritized a compact size and low weight, and this version won’t fall short in that regard, with some further weight reductions still in the works. That’s all for now; I’ll keep working on RIZO so you can see further progress."}, {"post_id": 73424, "ts": "2026-09-25T02:02:17Z", "hours": 4.6544, "text": "こんにちは、みんな (hello everyone)! Today I’m sharing an upgrade for RIZO. We’re currently on version 2.6.2, and to optimize the weight, I wanted to blend an open, adaptable design style with a touch of generative design—getting the best of both worlds. This is the preliminary design to house the Raspberry Pi 3B+, camera, servos, and ESP32-S3, as well as a screen where RIZO can display its beautiful little face. Thanks to everyone for your unwavering support and for making RIZO a REAL project."}, {"post_id": 72855, "ts": "2026-09-23T21:33:19Z", "hours": 0.6533, "text": "LET’S KEEP WORKING ON RIZO!!!!!!!! Guys, this post originally said I was moving the project to a different platform, but since Stardance is staying up for a few more days, I’ll continue posting RIZO here. Thanks for everything, guys—love you all.❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️"}, {"post_id": 72503, "ts": "2026-09-23T03:00:32Z", "hours": 3.8928, "text": "HOLIWWWISSS everyone, we’re back with daily updates. This time, as is customary for the project, I decided to redesign the robot to make it easier to print. I hope you like it; this is version 2.6.1."}, {"post_id": 72075, "ts": "2026-09-22T03:37:48Z", "hours": 1.8014, "text": "HOLAAA AMIGOS, I took some time to build the camera system for the RIZO robot. I hope you like it."}, {"post_id": 72016, "ts": "2026-09-22T00:40:19Z", "hours": 0.8278, "text": "HOliWisSs, it’s been a while since I posted any updates. I was tired, but I’m back now. You’re looking at OpenCV and how the robot’s camera detects objects."}, {"post_id": 69465, "ts": "2026-09-17T03:50:51Z", "hours": 0.8653, "text": "HOLIWISSS! Today I worked on the mount for my laptop motherboard, which will serve as the new brain for my robot. In case anyone is wondering which laptop it is: it’s a 2019 HP Pavilion with a Ryzen 5 processor, 12GB of RAM, and Vega 8 graphics. I’d love to hear any recommendations on how to keep the motherboard stable, as I’m not quite sure how to power it within my UGV."}, {"post_id": 69332, "ts": "2026-09-16T20:30:19Z", "hours": 1.775, "text": "Who is this? 😭😭😭😭😭😭"}, {"post_id": 68868, "ts": "2026-09-15T22:25:56Z", "hours": 0.7089, "text": "Hi everyone, how are you doing? To be honest, I’m getting a bit tired of posting updates. I’ll try to post one today, but uploading 3D modeling content every day is becoming mentally draining. I hope I can keep up the pace and not let you down. If I don’t post a major update tomorrow, I hope you can still appreciate the hard work involved. Anyway, I hope you like my project; follow me for future updates, as I’ll be sharing news about the robot soon."}, {"post_id": 68458, "ts": "2026-09-15T04:40:58Z", "hours": 5.2892, "text": "HOLIWISS GUYSS !!!!!!! RIZO V2.5.3 — Development Update 🚀 I think this has officially become a habit. Today, I’m introducing RIZO V2.5.3 . For this iteration, I redesigned the body and separated it into two main sections , aiming to improve the robot’s overall stability and flexibility. Since RIZO doesn’t use a conventional suspension system, I’m using generative design to shape the chassis around the way the robot actually interacts with the terrain. It’s still a work in progress, but the structure is slowly starting to take shape. What’s new: 🛠️ Two-part body design for improved stability 🧩 Generative-designed chassis 📐 Ongoing structural optimization 📡 Sensor mounting points coming next 🔌 Dedicated ESP32-S3 mount to be added 📷 Pan-and-tilt mount for the Raspberry Pi Camera Module 3 in development There’s still a lot to refine, but each iteration is getting RIZO a little closer to the final design. RIZO V2.5.3—still building, still iterating."}, {"post_id": 67877, "ts": "2026-09-14T05:23:01Z", "hours": 9.9606, "text": "HOLIWISSSSSSSS everyone! It took me a while to bring you new updates, but here I am. Today, I created so many versions of the Rizo body using generative design to find the best one, and this is how it turned out: it weighs just 466 grams and can support loads of up to 6 kilograms—or even a bit more. Please let me know if you have any questions, and if you like the project, feel free to leave a comment or hit the like button. That’s all for now—good luck with your own projects!❤️❤️❤️❤️❤️❤️❤️❤️"}, {"post_id": 67113, "ts": "2026-09-13T05:28:44Z", "hours": 1.5167, "text": "HOLIWISS ,I’m back again with an update. I’ve installed some of the hardware: a Raspberry Pi 3B+ and its camera module, along with servos for movement and some yellow TT motors BYEEEE."}, {"post_id": 66405, "ts": "2026-09-12T06:53:38Z", "hours": 7.6739, "text": "DEVLOG 3: Hi! Today I used generative design to make the chassis lighter and stronger, thereby reducing printing time. I’d love for you to leave comments with suggestions on how to improve it."}, {"post_id": 65668, "ts": "2026-09-10T23:34:10Z", "hours": 1.4172, "text": "DEVLOG 2: Hi everyone! For those following the progress on my little robot: I’ve made it lighter. I wanted to show you my work and hopefully get some advice. In my previous post, people mentioned I should change the proportions, but the robot has size limitations, so I’m working within a somewhat small frame."}, {"post_id": 65152, "ts": "2026-09-10T02:59:14Z", "hours": 2.0608, "text": "DEVLOG 1: Any opinions on the model? I’d like some feedback on the model: I am building the chassis for a robot designed to help address the global problem of pests destroying crops worldwide. The robot aims to tackle this issue by monitoring crops to detect signs of infestation and alerting the farmer."}]...
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Title: RIZO by @Andresiwi | Stardance
Devlogs:
DE Title: RIZO by @Andresiwi | Stardance
Devlogs:
DEVLOG 1: Any opinions on the model? I’d like some feedback on the model: I am building the chassis for a robot designed to help address the global problem of pests destroying crops worldwide. The robot aims to tackle this issue by monitoring crops to detect signs of infestation and alerting the farmer.
DEVLOG 2: Hi everyone! For those following the progress on my little robot: I’ve made it lighter. I wanted to show you my work and hopefully get some advice. In my previous post, people mentioned I should change the proportions, but the robot has size limitations, so I’m working within a somewhat small frame.
DEVLOG 3: Hi! Today I used generative design to make the chassis lighter and stronger, thereby reducing printing time. I’d love for you to leave comments with suggestions on how to improve it.
HOLIWISS ,I’m back again with an update. I’ve installed some of the hardware: a Raspberry Pi 3B+ and its camera module, along with servos for movement and some yellow TT motors BYEEEE.
HOLIWISSSSSSSS everyone! It took me a while to bring you new updates, but here I am. Today, I created so many versions of the Rizo body using generative design to find the best one, and this is how it turned out: it weighs just 466 grams and can support loads of up to 6 kilograms—or even a bit more. Please let me know if you have any questions, and if you like the project, feel free to leave a comment or hit the like button. That’s all for now—good luck with your own projects!❤️❤️❤️❤️❤️❤️❤️❤️
HOLIWISS GUYSS !!!!!!! RIZO V2.5.3 — Development Update 🚀 I think this has officially become a habit. Today, I’m introducing RIZO V2.5.3 . For this iteration, I redesigned the body and separated it into two main sections , aiming to improve the robot’s overall stability and flexibility. Since RIZO doesn’t use a conventional suspension system, I’m using generative design to shape the chassis around the way the robot actually interacts with the terrain. It’s still a work in progress, but the structure is slowly starting to take shape. What’s new: 🛠️ Two-part body design for improved stability 🧩 Generative-designed chassis 📐 Ongoing structural optimization 📡 Sensor mounting points coming next 🔌 Dedicated ESP32-S3 mount to be added 📷 Pan-and-tilt mount for the Raspberry Pi Camera Module 3 in development There’s still a lot to refine, but each iteration is getting RIZO a little closer to the final design. RIZO V2.5.3—still building, still iterating.
Hi everyone, how are you doing? To be honest, I’m getting a bit tired of posting updates. I’ll try to post one today, but uploading 3D modeling content every day is becoming mentally draining. I hope I can keep up the pace and not let you down. If I don’t post a major update tomorrow, I hope you can still appreciate the hard work involved. Anyway, I hope you like my project; follow me for future updates, as I’ll be sharing news about the robot soon.
Who is this? 😭😭😭😭😭😭
HOLIWISSS! Today I worked on the mount for my laptop motherboard, which will serve as the new brain for my robot. In case anyone is wondering which laptop it is: it’s a 2019 HP Pavilion with a Ryzen 5 processor, 12GB of RAM, and Vega 8 graphics. I’d love to hear any recommendations on how to keep the motherboard stable, as I’m not quite sure how to power it within my UGV.
HOliWisSs, it’s been a while since I posted any updates. I was tired, but I’m back now. You’re looking at OpenCV and how the robot’s camera detects objects.
HOLAAA AMIGOS, I took some time to build the camera system for the RIZO robot. I hope you like it.
HOLIWWWISSS everyone, we’re back with daily updates. This time, as is customary for the project, I decided to redesign the robot to make it easier to print. I hope you like it; this is version 2.6.1.
LET’S KEEP WORKING ON RIZO!!!!!!!! Guys, this post originally said I was moving the project to a different platform, but since Stardance is staying up for a few more days, I’ll continue posting RIZO here. Thanks for everything, guys—love you all.❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️
こんにちは、みんな (hello everyone)! Today I’m sharing an upgrade for RIZO. We’re currently on version 2.6.2, and to optimize the weight, I wanted to blend an open, adaptable design style with a touch of generative design—getting the best of both worlds. This is the preliminary design to house the Raspberry Pi 3B+, camera, servos, and ESP32-S3, as well as a screen where RIZO can display its beautiful little face. Thanks to everyone for your unwavering support and for making RIZO a REAL project.
RIZO V2.7 is finally here—from every angle. HOLIWISS FRIENDS!! My star project has finally reached version 2.7, friends, and it’s truly impressive. Aesthetically, it looks a bit simple, so I’m going to add some style without sacrificing functionality—which is one of the hardest parts of my job. As you know, RIZO is an ambitious project that is gradually taking shape; it has changed a lot across the various versions. I’ve prioritized a compact size and low weight, and this version won’t fall short in that regard, with some further weight reductions still in the works. That’s all for now; I’ll keep working on RIZO so you can see further progress.
HOLIWISSS FRIENDSSS! Today I put a lot of work into the new body for RIZO (version 2.7). I significantly improved its durability, made the robot much lighter, and made it easier to handle. I took the time to custom-fit everything so that components like the motors, BTS7960 drivers, and 18650 batteries fit perfectly. Just a few small details remain before moving on to version 2.8—and the near-final version 2.9. We’re getting very close to 2.9, so stay tuned! Thanks for the support; to all my followers, you truly inspire me to make this project a reality. Thanks for everything—I hope you like the final result.
HOLIWISSSSSSSSSS!!!!!!!, today I finished version 2.7.2, and I also happened to come across the very first version of RIZO. It’s crazy to see how much I’ve learned in just five months since I first installed Fusion 360. It really was a wild ride—looking back at my early projects, the very first thing I did after installing the software was build a Formula SAE chassis. I tend to be a bit over-ambitious and jump straight into the hardest tasks, but now, with just five months of experience, I’m able to build a robot.
RIZO V2.7.2 RENDERR!!!!!!!!!!! Any opinions?...
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1793033349.7645714
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1793638149.7645714
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33732
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Gridfinity tape dispenser by @diynotaguy | Stardan Gridfinity tape dispenser by @diynotaguy | Stardance...
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diynotaguy
|
0
|
18.24
|
0
|
[]
|
[{"post_id": 77192, "ts": "202 [{"post_id": 77192, "ts": "2026-10-06T01:12:39Z", "hours": 5.0978, "text": "Working on a ratchet system to allow the measuring cylinder to reset I last posted a devlog aaaageeess ago (~3 months). Here’s a refresh: I am making a mechanical tape dispenser that fits in 2 tiles of a gridfinity base. If attached properly, it will allow the user to dispense tape with one hand. The main selling point, however, is that it measures the length of the piece of tape as you’re pulling it out . I haven’t yet tested this system, as it kind of requires having all of the design finished, so fingers crossed my ~18 hrs of work thus far won’t be wasted. See img 1 for initial sketch I did manage to test one part of the system though. This was what I talked about in my first devlog: I made a test rig to test my custom chain and sprocket design which is integral to the overall mechanics. The result was quite satisfying and I ended up posting it on mkw and printables But that’s all in the past. More recently…. I’ve been focusing on how the measuring system will work on the user interface end. This included making a number cylinder/prism which increases by 1 when its rotated 1cm. The rest of the time has been spent trying (and mostly failing) to figure out how to reset the number cylinder to 0 when the user breaks the tape. I started with an overcomplex design which involved a linear screw, telescoping axle, and more, and after a while realised it would be very inefficient and unreliable. Ratchet design I’ve now pivoted to a design involving a ratchet , however it’s still very much in the early stages, so it’s difficult to tell if it’ll be the right solution. Since I’ve never designed a ratchet before , I’m going to do a very similar thing to what I did with the chain: I’m going to isolate the ratchet and make a temporary test rig for it so that I can test it properly. My main concern for the ratchet is that it is very space-constrained . I.e. I’ve had to make walls thin and dimensions small wherever possible to even fit the mechanism inside the space. This has meant that it’ll be difficult to implement a spring into the ratchet, or at least difficult to use a 3D-printed screw. Once I can test the design, I’ll have a better idea of this."}, {"post_id": 27427, "ts": "2026-07-12T23:55:34Z", "hours": 13.1456, "text": "Hello, welcome to my first devlog on HackClub! :D I’m working on a tape dispenser that’s inbuilt into a Gridfinity tray with a dial that automatically measures the tape length as you pull it out. The design features two sprockets and a chain, and since I couldn’t find any tutorials on designing a chain for 3D printing, a decent chunk of my time has been spent making and tweaking gear and chain designs. To test the designs properly, I also designed a test rig (shown in the picture), which actually turned out to be really fun to fiddle with. I’m currently testing different tolerances for the chain, but when I have the perfect one, I’m going to upload it as a separate model. This will hopefully happen tomorrow, so stay tuned! Thanks for reading! P.S. Please could someone clarify the markdown syntax for headings - I tried a bunch of different combinations of what the syntax is supposed to be but I still couldn’t get it to work :’}"}]...
|
Title: Gridfinity tape dispenser by @diynotaguy | Title: Gridfinity tape dispenser by @diynotaguy | Stardance
Devlogs:
Hello, welcome to my first devlog on HackClub! :D I’m working on a tape dispenser that’s inbuilt into a Gridfinity tray with a dial that automatically measures the tape length as you pull it out. The design features two sprockets and a chain, and since I couldn’t find any tutorials on designing a chain for 3D printing, a decent chunk of my time has been spent making and tweaking gear and chain designs. To test the designs properly, I also designed a test rig (shown in the picture), which actually turned out to be really fun to fiddle with. I’m currently testing different tolerances for the chain, but when I have the perfect one, I’m going to upload it as a separate model. This will hopefully happen tomorrow, so stay tuned! Thanks for reading! P.S. Please could someone clarify the markdown syntax for headings - I tried a bunch of different combinations of what the syntax is supposed to be but I still couldn’t get it to work :’}
Working on a ratchet system to allow the measuring cylinder to reset I last posted a devlog aaaageeess ago (~3 months). Here’s a refresh: I am making a mechanical tape dispenser that fits in 2 tiles of a gridfinity base. If attached properly, it will allow the user to dispense tape with one hand. The main selling point, however, is that it measures the length of the piece of tape as you’re pulling it out . I haven’t yet tested this system, as it kind of requires having all of the design finished, so fingers crossed my ~18 hrs of work thus far won’t be wasted. See img 1 for initial sketch I did manage to test one part of the system though. This was what I talked about in my first devlog: I made a test rig to test my custom chain and sprocket design which is integral to the overall mechanics. The result was quite satisfying and I ended up posting it on mkw and printables But that’s all in the past. More recently…. I’ve been focusing on how the measuring system will work on the user interface end. This included making a number cylinder/prism which increases by 1 when its rotated 1cm. The rest of the time has been spent trying (and mostly failing) to figure out how to reset the number cylinder to 0 when the user breaks the tape. I started with an overcomplex design which involved a linear screw, telescoping axle, and more, and after a while realised it would be very inefficient and unreliable. Ratchet design I’ve now pivoted to a design involving a ratchet , however it’s still very much in the early stages, so it’s difficult to tell if it’ll be the right solution. Since I’ve never designed a ratchet before , I’m going to do a very similar thing to what I did with the chain: I’m going to isolate the ratchet and make a temporary test rig for it so that I can test it properly. My main concern for the ratchet is that it is very space-constrained . I.e. I’ve had to make walls thin and dimensions small wherever possible to even fit the mechanism inside the space. This has meant that it’ll be difficult to implement a spring into the ratchet, or at least difficult to use a 3D-printed screw. Once I can test the design, I’ll have a better idea of this....
|
1792702515.7206492
|
1793307315.7206492
|
|
66663
|
Bukus VS Beans by @Al_Lee | Stardance
|
Al_Lee
|
1
|
22.0
|
403
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T01:44:40Z", "hours": 22.0, "multiplier": 18.45, "payout": 403, "blessing": "neutral", "text": "I made a game where you play as a brave buku, and your job is to shoot down the ship and the beans while dodging attacks. I found challenging learning godot’s scripting, since this is my first game on a actual game engine (scratch doesnt count). I am really proud of how my game came together, it looks so polished for my first game. Others should read the controls in the README or Itch.io page and be aware that it takes a few attempts to beat the boss", "repo": "https://github.com/alchoilee-lgtm/The-Bukan-War", "demo": "https://inzpire.itch.io/the-bukan-war"}]...
|
[{"post_id": 77193, "ts": "202 [{"post_id": 77193, "ts": "2026-10-06T01:13:34Z", "hours": 2.5953, "text": "The Bukan War is offically DONE :) I’ve made it possible to skip the story I added extra polish, to the win screen, and got rid of some exploits Made the game more fun by adjusting difficulty The YAP: To detect the story skip thing, I just whipped up a simple script that, when space bar is pressed, makes a clone of the transition and swaps scenes. There was an exploit (thanks @Ethen for finding it), that if you go behind the boss, you can just avoid the attacks and just win. I patched this by putting a Staticbody2D, so that it blocks the player from going behind the boss. Also, for the difficulty, I made the player AND the boss have more health, and made it that you can HEAL heath when you shoot Beans and your health bar is full. The extra health is a GENIUS, 100IQ effort to get players to play my game longer while also making it a bit easier with those struggling with the game (like me). OH yeah, to the win screen, I just added rainbow coloured particles coming out from the bottom middle of the screen. I just made the colour curve light red, and made the hue variation as MAXED as possible for rainbow colour :)"}, {"post_id": 76916, "ts": "2026-10-05T02:28:02Z", "hours": 9.5928, "text": "IM DONEEEEEEEEE A bit more playtesting and polishing, and I’ll be done What I’ve Done Made a text-to-bullet function for a boss attack. This took SOOOOO long, probably the most technical thing the project. To simplify a lot, its a 5x5 bitmap code shot out with a function to create text Made a shockwave attack. It shoots in a semi circle pattern with some gaps in it Made a bunch of art Added voicelines done by family, which was sped up for less cracking and cuz the voice seemed a but weird Fixed a bunch of bugs Made menu, and made buttons whiter when hovered and darker when clicked Made ded and win screen"}, {"post_id": 76101, "ts": "2026-10-02T10:09:57Z", "hours": 4.3194, "text": "I got a bit done :) Today I managed to add 2/5 boss attacks as well as soundtrack (from pixabay) and some SFX from JSFXR (they really are the best SFX website lol) What I have left: Make 3 more boss attacks Not get cooked up by the boss in my own game Do voice lines for dramatic story Fix 50 trillion bugs Make some actual art for the bullets Make a Main Menu Since I dont know a lot of Godot coding, my progress is a bit slow, but at least I get more hours in lol :D"}, {"post_id": 75448, "ts": "2026-09-30T03:54:04Z", "hours": 4.2678, "text": "2nd Devlog of Bukus vs Beans I added a ship that the player has to shoot at, I added randomly moving “drunk” beans, so that the player can shoot for ammo/energy for their gun. The beans just pick a direction and move in a direction for some time, and they keep doing that I also added shoot particles and background particles which, I think, looks quite nice :) It look like quite a while getting hang of the particle system, but I can now confidently use it :) Shoutout to @hedgehog81 for helping me with the particles and other stuff"}, {"post_id": 75161, "ts": "2026-09-29T10:30:49Z", "hours": 1.0744, "text": "I’m making a boss game, where the Bukus have to shoot down the Bean’s ship. The lore: The beans and bukus have been fighting for 10 years now, and both sides are tired of it. A buku buku called “Bukuysses” comes up with a genius idea. They get a statue, for the Beanthena, and they choose one strong buku buku to go inside it. They leave it floating in space, and the Beans protector ship ( which is a bean pod), collect the statue :) The warriors inside the ship get drunk celebrating and go back to they planet, and the brave warrior comes out, of the spaceship and starts shooting at the spaceship. the problem is, he forgot to bring the correct gun, so he has to use Bean Energy, which you get by killing the beans. The beans bounce around the screen randomly because they are drunk and they get vaporized into energy in 1 shot. The ship has this “defence mechanism”, that acts as the boss fight (I got inspired by The Odyssey plz dont sue me)"}]...
|
Title: Bukus VS Beans by @Al_Lee | Stardance
Devl Title: Bukus VS Beans by @Al_Lee | Stardance
Devlogs:
I’m making a boss game, where the Bukus have to shoot down the Bean’s ship. The lore: The beans and bukus have been fighting for 10 years now, and both sides are tired of it. A buku buku called “Bukuysses” comes up with a genius idea. They get a statue, for the Beanthena, and they choose one strong buku buku to go inside it. They leave it floating in space, and the Beans protector ship ( which is a bean pod), collect the statue :) The warriors inside the ship get drunk celebrating and go back to they planet, and the brave warrior comes out, of the spaceship and starts shooting at the spaceship. the problem is, he forgot to bring the correct gun, so he has to use Bean Energy, which you get by killing the beans. The beans bounce around the screen randomly because they are drunk and they get vaporized into energy in 1 shot. The ship has this “defence mechanism”, that acts as the boss fight (I got inspired by The Odyssey plz dont sue me)
2nd Devlog of Bukus vs Beans I added a ship that the player has to shoot at, I added randomly moving “drunk” beans, so that the player can shoot for ammo/energy for their gun. The beans just pick a direction and move in a direction for some time, and they keep doing that I also added shoot particles and background particles which, I think, looks quite nice :) It look like quite a while getting hang of the particle system, but I can now confidently use it :) Shoutout to @hedgehog81 for helping me with the particles and other stuff
I got a bit done :) Today I managed to add 2/5 boss attacks as well as soundtrack (from pixabay) and some SFX from JSFXR (they really are the best SFX website lol) What I have left: Make 3 more boss attacks Not get cooked up by the boss in my own game Do voice lines for dramatic story Fix 50 trillion bugs Make some actual art for the bullets Make a Main Menu Since I dont know a lot of Godot coding, my progress is a bit slow, but at least I get more hours in lol :D
IM DONEEEEEEEEE A bit more playtesting and polishing, and I’ll be done What I’ve Done Made a text-to-bullet function for a boss attack. This took SOOOOO long, probably the most technical thing the project. To simplify a lot, its a 5x5 bitmap code shot out with a function to create text Made a shockwave attack. It shoots in a semi circle pattern with some gaps in it Made a bunch of art Added voicelines done by family, which was sped up for less cracking and cuz the voice seemed a but weird Fixed a bunch of bugs Made menu, and made buttons whiter when hovered and darker when clicked Made ded and win screen
The Bukan War is offically DONE :) I’ve made it possible to skip the story I added extra polish, to the win screen, and got rid of some exploits Made the game more fun by adjusting difficulty The YAP: To detect the story skip thing, I just whipped up a simple script that, when space bar is pressed, makes a clone of the transition and swaps scenes. There was an exploit (thanks @Ethen for finding it), that if you go behind the boss, you can just avoid the attacks and just win. I patched this by putting a Staticbody2D, so that it blocks the player from going behind the boss. Also, for the difficulty, I made the player AND the boss have more health, and made it that you can HEAL heath when you shoot Beans and your health bar is full. The extra health is a GENIUS, 100IQ effort to get players to play my game longer while also making it a bit easier with those struggling with the game (like me). OH yeah, to the win screen, I just added rainbow coloured particles coming out from the bottom middle of the screen. I just made the colour curve light red, and made the hue variation as MAXED as possible for rainbow colour :)
Ships:
I made a game where you play as a brave buku, and your job is to shoot down the ship and the beans while dodging attacks. I found challenging learning godot’s scripting, since this is my first game on a actual game engine (scratch doesnt count). I am really proud of how my game came together, it looks so polished for my first game. Others should read the controls in the README or Itch.io page and be aware that it takes a few attempts to beat the boss...
|
1793062209.3810985
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1793148609.3810985
|
|
52113
|
SV-Deck by @SiddhantVerma_04 | Stardance
|
SiddhantVerma_04
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T00:30:20Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SV - Deck This is my very own HackPad, SV - Deck. SV - Deck has a XIAO RP2040, 4 SK6812MINI-E LEDs, 9 switches, and an OLED display. I made this macropad mainly for gaming and simple shortcuts that I use regularly. I made the PCB in KiCad, the firmware using QMK, and the case with Onshape. It was pretty challenging because this is my first real hardware project, making things . But I got through it and I’m very happy with the outcome. It was a really great experience, thank you!", "repo": "https://github.com/siddhantverma04/My-HackPad", "demo": ""}]...
|
[{"post_id": 77199, "ts": "202 [{"post_id": 77199, "ts": "2026-10-06T02:13:40Z", "hours": 2.2836, "text": "Finally done with the HackPad! So I finished soldering the PCB and everything works fine! I also printed the case and put everything together. I just need to ship now!"}, {"post_id": 66899, "ts": "2026-09-12T21:02:12Z", "hours": 2.2378, "text": "Devlog 7 Ready to submit! I finished the firmware, and I’m ready to submit. I also decided to add some diodes to the PCB for each key. So I had to change a lot, including the case. But I am done now and everything is set up in my Github repository for submiting."}, {"post_id": 62473, "ts": "2026-09-05T20:36:22Z", "hours": 0.9383, "text": "Devlog 6 Made the basic firware for the hackpad. Started to make the firmware in VSCode. So far I have made a version with just the keys coded. Still need to add the LEDs and OLED screen."}, {"post_id": 58540, "ts": "2026-08-30T23:44:29Z", "hours": 2.1694, "text": "Devlog 5 Finished the case. Made a simple case for then PCB to sit in. Added a cutout for the USB, OLED screen and the keys. Might still add a design or something in the top right above the microcontroller. Need to code firmware now."}, {"post_id": 57106, "ts": "2026-08-29T06:30:40Z", "hours": 2.4258, "text": "Devlog 4 Big update. I’m now fully done with the PCB! I added LEDs, and and OLED screen. Finished wiring everything too. Hopefully I just need to code firmware now and design the case."}, {"post_id": 53492, "ts": "2026-08-24T02:05:17Z", "hours": 0.6436, "text": "Devlog 3 Made my PCB Made my PCB following the guide but then I decided to change it to be my own. So I scrapped everything and started again. I added 9 keys and wired it all. I left space for an OLED screen or something on the top left, that I’m going to add later."}, {"post_id": 52652, "ts": "2026-08-22T21:56:37Z", "hours": 1.5719, "text": "Devlog 2 Worked on the cad part of my hackpad. I made the case for the hackpad using Onshape. I know that I have to make it my own, but I’m just following the guide for now, and I’m going to change stuff later."}, {"post_id": 51982, "ts": "2026-08-21T23:51:50Z", "hours": 1.0978, "text": "Devlog 1 Finished schematic and imports. This is the start of me making my very own hack pad! I imported the care package and installed KiCad, Lapse, and lookout, so everything is working smoothly now. I had some trouble with the default KiCad files but I managed to import all of them manually. Going to start working on the PCB now!"}]...
|
Title: SV-Deck by @SiddhantVerma_04 | Stardance
D Title: SV-Deck by @SiddhantVerma_04 | Stardance
Devlogs:
Devlog 1 Finished schematic and imports. This is the start of me making my very own hack pad! I imported the care package and installed KiCad, Lapse, and lookout, so everything is working smoothly now. I had some trouble with the default KiCad files but I managed to import all of them manually. Going to start working on the PCB now!
Devlog 2 Worked on the cad part of my hackpad. I made the case for the hackpad using Onshape. I know that I have to make it my own, but I’m just following the guide for now, and I’m going to change stuff later.
Devlog 3 Made my PCB Made my PCB following the guide but then I decided to change it to be my own. So I scrapped everything and started again. I added 9 keys and wired it all. I left space for an OLED screen or something on the top left, that I’m going to add later.
Devlog 4 Big update. I’m now fully done with the PCB! I added LEDs, and and OLED screen. Finished wiring everything too. Hopefully I just need to code firmware now and design the case.
Devlog 5 Finished the case. Made a simple case for then PCB to sit in. Added a cutout for the USB, OLED screen and the keys. Might still add a design or something in the top right above the microcontroller. Need to code firmware now.
Devlog 6 Made the basic firware for the hackpad. Started to make the firmware in VSCode. So far I have made a version with just the keys coded. Still need to add the LEDs and OLED screen.
Devlog 7 Ready to submit! I finished the firmware, and I’m ready to submit. I also decided to add some diodes to the PCB for each key. So I had to change a lot, including the case. But I am done now and everything is set up in my Github repository for submiting.
Finally done with the HackPad! So I finished soldering the PCB and everything works fine! I also printed the case and put everything together. I just need to ship now!
Ships:
SV - Deck This is my very own HackPad, SV - Deck. SV - Deck has a XIAO RP2040, 4 SK6812MINI-E LEDs, 9 switches, and an OLED display. I made this macropad mainly for gaming and simple shortcuts that I use regularly. I made the PCB in KiCad, the firmware using QMK, and the case with Onshape. It was pretty challenging because this is my first real hardware project, making things . But I got through it and I’m very happy with the outcome. It was a really great experience, thank you!...
|
1793048129.4898148
|
1793134529.4898148
|
|
10218
|
Customizable Macropad by @Cunning07 | Stardance
|
Cunning07
|
0
|
34.06
|
0
|
[]
|
[{"post_id": 77203, "ts": "202 [{"post_id": 77203, "ts": "2026-10-06T02:41:45Z", "hours": 3.9433, "text": "Major Oversight when designing the pcb and case i forgot one key aspect about what a keyboard should do, the buttons have to move. See the button and screen sat on the same board with the screen being on top of the button and before hand i just attach wires to the screen to allow for it to have height which in theory should let it move. unfortunately when i actually tested it out on a protoboard with a mini case, the press felt inconsistent and uneven, and in some cases the screen would fall off the button. This together simply creates an unpleasant experience so i have spent the last week and a half to resolve this issue. For one the original design seperated a top and bottom half of the case with the bottom housing the pcb and the top essentially just going on top. the new design extends the top halfs circle to essentially lock the screen in place ensuring it is a consistent down press, in addition ive added 3 places for potential springs to be placed which can create an even more consistent press which does complicate manufacturing. As well as insert after the screen has been in place to further lock the motion of the screen press to be consistent motion. Below i will list the photos of the new case in addition i will adjust my repo to show the changes"}, {"post_id": 44350, "ts": "2026-08-10T01:46:03Z", "hours": 10.6711, "text": "This is exciting Accomplishments: Pc->Microcontroller transmission + synchronized queue Robust event handler allowing interrupts such as button activation command center control allowing user autonomy over decisions Next steps With a majority of the software design done to ensure that the system both does what i intended it to do while also ensuring it is future proof and handles interrupts while also allowing it to be complex, i can begin to finalize the PCB design while also designed a case it can go in. I will start by finishing the PCB design this should be fairly simple and quick, which afterwords i will first work on a case for my two display example as a prototype for pitching and then work on the actual case, from here i will hopefully get advise from some people here on making the design better or fundamental changes to the code. I know for a fact there is still many things i need to do on the software to truly make it customer proof, for one the image streaming is mad slow, Ive got ideas on ways to make it faster but im already like 20+ hours into the software. with the last step being to actually add the button effects this will likely be done by calling external user generated files from the pc which will execute whatever command is asked. i will put minimal effort into this as i think its best to allow users to have full control over what they want their system to do Media Content Video showing startup + command center pushing commands - https://drive.google.com/file/d/1EwXH8NIr_JrQyhY4JUQBOq_f5trCF-37/view?usp=sharing (couldnt link it here) Cool image of the display prototype Sneak peek of case design"}, {"post_id": 30384, "ts": "2026-07-17T21:19:15Z", "hours": 10.2625, "text": "Its been a long time Sorry for my absence i have been stuck in the hell that is queues. In this devlog i will cover how to communicate through serial I am by no means a good software dev but after many long nights of banging my head against the wall i think i have somewhat of a decent system and understanding of this topic Speaking Serial In my last devlog i mentioned the idea of running complex programs on toaster level components by using a wire and a computer, this wire is communicating through a serial bus, which is simply a pathway that communicates information or bits through a single channel, emphasize on the idea of the single channel. So first we have to establish the serial and how its gonna operate. During this entire log all info will be in c++ and python. Arduino Section(c++) #include <Arduino.h> #include <SPI.h> void setup() { Serial.begin(115200); } Pc Side(python) from serial import Serial import time def connect(port): try: serial = Serial(port.device, baudrate=115200, timeout=1) time.sleep(3) So some things to note, set the baud rate for both connections the exact same. Baudrate is essentially the speed of transfer a higher baudrate means faster communication, which in turn needs a stronger wire/cpu to process more info faster. in addition ensure on the pc side after opening the serial connection to add a delay you need to let the micro controller reset and settle its connection. Communication From here you need a way to actually communicate, say you have a simple keyboard and its connected to your computer and a user presses a button which is gonna open steam, unfortunately its not smart to just send a serial message to open steam as each character/Letter depending on the encoding can contain multiple bits which each need to be streamed through the serial and received by the pc. So its best to setup a pallet of commands both sides know what each command is and the command is simply just a single bit. Commands Arduino enum Command : uint8_t { CMD_HANDSHAKE = 0x00, CMD_HANDSHAKE_ACK = 0x01, CMD_HEARTBEAT = 0x02, CMD_DRAW_IMAGE = 0x03 }; To differentiate commands: void resolveCMD(uint8_t cmd, uint8_t display) { switch (cmd) { case CMD_DRAW_IMAGE: #code case CMD_HANDSHAKE: #code } } Commands can be expanded up to 256 different types, with each one still taking one byte. Now in this scope the computer or arduino send the command through the serial and the other side just does it, heavy lifting stuff is typically done on the pc for example loading and storing the images i want to display (here’s the snippet for that): from PIL import Image img = Image.open(base_dir / folder / img_filename) width, height = img.size pixels - img.load() while True: #check for arduino ready state packet = bytearray() #append display, width, height to packet self.manager.write(packet) buffer = bytearray() for y in range(height): for x in (width): r,g,b = pixels[x,y] rgb565 = (((r & 0xF8)<<8|((g & 0xFC) <<3\\(b >> 3)) buffer.extend(rgb565.to_bytes(2, \"big\") #when buffer is above 512 len send to arduino Unfortunately i am close to the character limit and i hate reading long stuff so i dont want to go on a yapathon. If this is the type of devlogs people like my next one will go heavy in to depth on running a good queue, which plays in turn with the serial, making it more efficient and allowing a more complex system. Check out my git hub ( https://github.com/Cunning077/HackPad ) as well, all the code for this project is there im terrible at documentation but if it can provide a example or help or if you want to help me i would be very grateful. Enjoy Summer"}, {"post_id": 20954, "ts": "2026-07-02T18:03:47Z", "hours": 6.1942, "text": "Weekly Devlog #3 Even a toaster can run minecraft This weeks primary focus was software and turning 2 blank display screens into actually functional and usable keypads. To start i need to define the limitations, for one in the final version of this project there will be 6 240x240 displays, each display having 57,600 pixels, which amounts to around about 1.105 Mib, for reference the Arduino Uno has 32Kb of flash. So i definitely cant just send raw c files for the pixels and simply load then through the Arduino, But why don’t i just load the c files onto a SD card and simply just have the Arduino stream the pixels from the SD card to the display, well i can but who wants to deal with the hassle of loading a SD card and putting it back into whatever contraption i come up with for a case, One of the main pillars of this project was to make it as easy as possible to customize what you want the hackpad to do and i find it to risky to assume anyone can find the SD card and load it properly without problem, i for one cant stand SD cards especially the breakout board readers. So here’s where i reveal the big solution, the world changing revolutionary problem solving out of this world solution: Im gonna stream the data through serial. Essentially the Arduino (or whatever micro controller i use) will simply be a receiver and the host computer will be a sender. Now this introduces some limitations for example you can only send data so fast especially when your wire is bad, additionally im not sure what type of strain this will put on the hosts computer, while im also not sure how im gonna handle multiple events, but indue time i will flush out these problems and implement something that will surely make sense. This Log is way shorter than my last and doesn’t really offer any insight or helpful information so i apologize but if you haven’t read my last one i attempted to instruct how to build the prototype displays i think its very informative and also maybe you can steal this project and actually make it good. I promise next week i wont disappoint :) Im late on this one because the displays refused to print images so it took me a day to get the image 😔 **"}, {"post_id": 13881, "ts": "2026-06-22T19:07:06Z", "hours": 2.2547, "text": "Weekly Devlog #2 This week i started prototyping the design decisions i had made with the PCB to ensure before manufacturing it works. So i wanted to simulate most of the important factors like the 74HC138 circuit i would use to control the 6 TFT display boards, while also checking whether 3.3v would properly power the board, in addition i plan to run tests to see in the current design how much power pull will be pulled from the computer to power the hackpad. Included in this is also instructions on how to build the full protoboard which can very easily be expanded to include up to 8 TFT displays. This prototype version doesnt include switches which will be next weeks addition including building the foundational code for the entire board. Instructions To begin i first put in each component of the board: 2x TFT 1.28 inch Display 1x 74HC138N circuit 1x Arduino Uno R3 Each component besides the Arduino can be found in the first accompanying image with the round board being the TFT display and the rectangle box being the 74HC138N circuit, not shown is the Arudino Uno i believe any mainstream microcontroller can be used for this, just follow the pins. Power Management From there its best to start on power management utilizing the rails on the breadboard i connect the Arduino Unos 3v3 pin and any gnd pin to the respective holes on the board. In total i use 5 positive wires and 6 negative wires. The TFT boards power management setup is straight forward follow the writing on the board, however the more difficult section is the 74HC138 which in total needs 4 separate power wires. To start wiring it find the tiny hole on the actual circuit itself its a little divot in the box, 3 pins down from the top pin on the side of the divot is E0, which the next two pins below it is E1 and E2. These control the setting of the controller, to achieve the setting we want we need to wire E0 as low or GND E1 as low and E2 as high or 3V3, from E2 skip the next pin going down from E2 and the final pin on the left side of the controller is the GND pin. Finally the last pin needed is the pin to the right of the little divot mentioned earlier this is the VCC. TFT Logic The next step is where the wiring gets almost unbearable (jumper cables am i right), this is the logic section where the tft boards pins will all be filled up. To start in a section of the breadboard where the is no other connections to the column of holes we need to create our own bus. We need 4: RST DC SDA (SCK) SCL (MOSI) To create the bus just connect 3 wires in the same column these wires will now share the same electrons. from there simply connect the the first wire of the column doesnt matter which direction it just is best to make sure its the first one in that column. The pin for the arduino is as follows: RST - Reset DC - 9 SDA - 11 SCL - 13 Make sure to connect the wires in that bus to the pin of the tft board it corresponds to 74HC138 Logic The final step is the logic for the 74HC138 circuit which requires 3 digital pins which handle the selection of the outgoing pin to the CS. To start the 2nd pin on the left of the divet in the circuit is A0 the next 2 pins are A1 and A2 each of these pins need to be given a digital pin i wired it to pin 7, 6 and 5 i believe any pin would do. Lastly the 6 pins below the VCC and the pin above GND are the actual output pins these can be wired to the cs of the tft displays to allow information to flow and commands. Simply wire Y0 and Y1 which are the first two pins below the VCC to one displays CS and the other to another CS. Conclusion Now you have a working multi display breadboard, in my GitHub i will link the code for the prototype board. In addition each section has picture linked which are shown in order of the instructions sections, if my instructions suck simply look at the photos and hopefully it will clear any confusion"}, {"post_id": 8853, "ts": "2026-06-14T18:48:20Z", "hours": 0.7333, "text": "Weekly Devblog #1 This week marked the beginning of the Hackpad project. The primary goal of the project is to expand my skills in hardware design and embedded systems development. Since I had no prior experience designing custom PCBs or working with CAD software, much of this week was spent learning the fundamentals and overcoming the challenges involved in creating a functional board layout. The main focus was PCB design, which proved to be one of the more difficult aspects of the project so far. Learning the workflow, component placement, routing, and design constraints required a significant amount of research and iteration, the final schematic linked is my 5th version. Despite the learning curve, I was able to make steady progress and gain a much better understanding of the PCB development process. In parallel, I began analyzing the bill of materials and estimating hardware costs. Based on current pricing, the prototype is expected to cost approximately $37 per unit. The largest contributor to this cost is the set of six TFT display modules. Since these displays are readily available in bulk quantities, there is potential to significantly reduce manufacturing costs, with projected per-unit costs falling below $25 in larger production runs. Overall, this week was focused on establishing the project’s foundation, learning new tools, and creating the initial hardware design while beginning to evaluate the project’s long-term production costs."}]...
|
Title: Customizable Macropad by @Cunning07 | Stard Title: Customizable Macropad by @Cunning07 | Stardance
Devlogs:
Weekly Devblog #1 This week marked the beginning of the Hackpad project. The primary goal of the project is to expand my skills in hardware design and embedded systems development. Since I had no prior experience designing custom PCBs or working with CAD software, much of this week was spent learning the fundamentals and overcoming the challenges involved in creating a functional board layout. The main focus was PCB design, which proved to be one of the more difficult aspects of the project so far. Learning the workflow, component placement, routing, and design constraints required a significant amount of research and iteration, the final schematic linked is my 5th version. Despite the learning curve, I was able to make steady progress and gain a much better understanding of the PCB development process. In parallel, I began analyzing the bill of materials and estimating hardware costs. Based on current pricing, the prototype is expected to cost approximately $37 per unit. The largest contributor to this cost is the set of six TFT display modules. Since these displays are readily available in bulk quantities, there is potential to significantly reduce manufacturing costs, with projected per-unit costs falling below $25 in larger production runs. Overall, this week was focused on establishing the project’s foundation, learning new tools, and creating the initial hardware design while beginning to evaluate the project’s long-term production costs.
Weekly Devlog #2 This week i started prototyping the design decisions i had made with the PCB to ensure before manufacturing it works. So i wanted to simulate most of the important factors like the 74HC138 circuit i would use to control the 6 TFT display boards, while also checking whether 3.3v would properly power the board, in addition i plan to run tests to see in the current design how much power pull will be pulled from the computer to power the hackpad. Included in this is also instructions on how to build the full protoboard which can very easily be expanded to include up to 8 TFT displays. This prototype version doesnt include switches which will be next weeks addition including building the foundational code for the entire board. Instructions To begin i first put in each component of the board: 2x TFT 1.28 inch Display 1x 74HC138N circuit 1x Arduino Uno R3 Each component besides the Arduino can be found in the first accompanying image with the round board being the TFT display and the rectangle box being the 74HC138N circuit, not shown is the Arudino Uno i believe any mainstream microcontroller can be used for this, just follow the pins. Power Management From there its best to start on power management utilizing the rails on the breadboard i connect the Arduino Unos 3v3 pin and any gnd pin to the respective holes on the board. In total i use 5 positive wires and 6 negative wires. The TFT boards power management setup is straight forward follow the writing on the board, however the more difficult section is the 74HC138 which in total needs 4 separate power wires. To start wiring it find the tiny hole on the actual circuit itself its a little divot in the box, 3 pins down from the top pin on the side of the divot is E0, which the next two pins below it is E1 and E2. These control the setting of the controller, to achieve the setting we want we need to wire E0 as low or GND E1 as low and E2 as high or 3V3, from E2 skip the next pin going down from E2 and the final pin on the left side of the controller is the GND pin. Finally the last pin needed is the pin to the right of the little divot mentioned earlier this is the VCC. TFT Logic The next step is where the wiring gets almost unbearable (jumper cables am i right), this is the logic section where the tft boards pins will all be filled up. To start in a section of the breadboard where the is no other connections to the column of holes we need to create our own bus. We need 4: RST DC SDA (SCK) SCL (MOSI) To create the bus just connect 3 wires in the same column these wires will now share the same electrons. from there simply connect the the first wire of the column doesnt matter which direction it just is best to make sure its the first one in that column. The pin for the arduino is as follows: RST - Reset DC - 9 SDA - 11 SCL - 13 Make sure to connect the wires in that bus to the pin of the tft board it corresponds to 74HC138 Logic The final step is the logic for the 74HC138 circuit which requires 3 digital pins which handle the selection of the outgoing pin to the CS. To start the 2nd pin on the left of the divet in the circuit is A0 the next 2 pins are A1 and A2 each of these pins need to be given a digital pin i wired it to pin 7, 6 and 5 i believe any pin would do. Lastly the 6 pins below the VCC and the pin above GND are the actual output pins these can be wired to the cs of the tft displays to allow information to flow and commands. Simply wire Y0 and Y1 which are the first two pins below the VCC to one displays CS and the other to another CS. Conclusion Now you have a working multi display breadboard, in my GitHub i will link the code for the prototype board. In addition each section has picture linked which are shown in order of the instructions sections, if my instructions suck simply look at the photos and hopefully it will clear any confusion
Weekly Devlog #3 Even a toaster can run minecraft This weeks primary focus was software and turning 2 blank display screens into actually functional and usable keypads. To start i need to define the limitations, for one in the final version of this project there will be 6 240x240 displays, each display having 57,600 pixels, which amounts to around about 1.105 Mib, for reference the Arduino Uno has 32Kb of flash. So i definitely cant just send raw c files for the pixels and simply load then through the Arduino, But why don’t i just load the c files onto a SD card and simply just have the Arduino stream the pixels from the SD card to the display, well i can but who wants to deal with the hassle of loading a SD card and putting it back into whatever contraption i come up with for a case, One of the main pillars of this project was to make it as easy as possible to customize what you want the hackpad to do and i find it to risky to assume anyone can find the SD card and load it properly without problem, i for one cant stand SD cards especially the breakout board readers. So here’s where i reveal the big solution, the world changing revolutionary problem solving out of this world solution: Im gonna stream the data through serial. Essentially the Arduino (or whatever micro controller i use) will simply be a receiver and the host computer will be a sender. Now this introduces some limitations for example you can only send data so fast especially when your wire is bad, additionally im not sure what type of strain this will put on the hosts computer, while im also not sure how im gonna handle multiple events, but indue time i will flush out these problems and implement something that will surely make sense. This Log is way shorter than my last and doesn’t really offer any insight or helpful information so i apologize but if you haven’t read my last one i attempted to instruct how to build the prototype displays i think its very informative and also maybe you can steal this project and actually make it good. I promise next week i wont disappoint :) Im late on this one because the displays refused to print images so it took me a day to get the image 😔 **
Its been a long time Sorry for my absence i have been stuck in the hell that is queues. In this devlog i will cover how to communicate through serial I am by no means a good software dev but after many long nights of banging my head against the wall i think i have somewhat of a decent system and understanding of this topic Speaking Serial In my last devlog i mentioned the idea of running complex programs on toaster level components by using a wire and a computer, this wire is communicating through a serial bus, which is simply a pathway that communicates information or bits through a single channel, emphasize on the idea of the single channel. So first we have to establish the serial and how its gonna operate. During this entire log all info will be in c++ and python. Arduino Section(c++) #include <Arduino.h> #include <SPI.h> void setup() { Serial.begin(115200); } Pc Side(python) from serial import Serial import time def connect(port): try: serial = Serial(port.device, baudrate=115200, timeout=1) time.sleep(3) So some things to note, set the baud rate for both connections the exact same. Baudrate is essentially the speed of transfer a higher baudrate means faster communication, which in turn needs a stronger wire/cpu to process more info faster. in addition ensure on the pc side after opening the serial connection to add a delay you need to let the micro controller reset and settle its connection. Communication From here you need a way to actually communicate, say you have a simple keyboard and its connected to your computer and a user presses a button which is gonna open steam, unfortunately its not smart to just send a serial message to open steam as each character/Letter depending on the encoding can contain multiple bits which each need to be streamed through the serial and received by the pc. So its best to setup a pallet of commands both sides know what each command is and the command is simply just a single bit. Commands Arduino enum Command : uint8_t { CMD_HANDSHAKE = 0x00, CMD_HANDSHAKE_ACK = 0x01, CMD_HEARTBEAT = 0x02, CMD_DRAW_IMAGE = 0x03 }; To differentiate commands: void resolveCMD(uint8_t cmd, uint8_t display) { switch (cmd) { case CMD_DRAW_IMAGE: #code case CMD_HANDSHAKE: #code } } Commands can be expanded up to 256 different types, with each one still taking one byte. Now in this scope the computer or arduino send the command through the serial and the other side just does it, heavy lifting stuff is typically done on the pc for example loading and storing the images i want to display (here’s the snippet for that): from PIL import Image img = Image.open(base_dir / folder / img_filename) width, height = img.size pixels - img.load() while True: #check for arduino ready state packet = bytearray() #append display, width, height to packet self.manager.write(packet) buffer = bytearray() for y in range(height): for x in (width): r,g,b = pixels[x,y] rgb565 = (((r & 0xF8)<<8|((g & 0xFC) <<3\(b >> 3)) buffer.extend(rgb565.to_bytes(2, "big") #when buffer is above 512 len send to arduino Unfortunately i am close to the character limit and i hate reading long stuff so i dont want to go on a yapathon. If this is the type of devlogs people like my next one will go heavy in to depth on running a good queue, which plays in turn with the serial, making it more efficient and allowing a more complex system. Check out my git hub ( https://github.com/Cunning077/HackPad ) as well, all the code for this project is there im terrible at documentation but if it can provide a example or help or if you want to help me i would be very grateful. Enjoy Summer
This is exciting Accomplishments: Pc->Microcontroller transmission + synchronized queue Robust event handler allowing interrupts such as button activation command center control allowing user autonomy over decisions Next steps With a majority of the software design done to ensure that the system both does what i intended it to do while also ensuring it is future proof and handles interrupts while also allowing it to be complex, i can begin to finalize the PCB design while also designed a case it can go in. I will start by finishing the PCB design this should be fairly simple and quick, which afterwords i will first work on a case for my two display example as a prototype for pitching and then work on the actual case, from here i will hopefully get advise from some people here on making the design better or fundamental changes to the code. I know for a fact there is still many things i need to do on the software to truly make it customer proof, for one the image streaming is mad slow, Ive got ideas on ways to make it faster but im already like 20+ hours into the software. with the last step being to actually add the button effects this will likely be done by calling external user generated files from the pc which will execute whatever command is asked. i will put minimal effort into this as i think its best to allow users to have full control over what they want their system to do Media Content Video showing startup + command center pushing commands - https://drive.google.com/file/d/1EwXH8NIr_JrQyhY4JUQBOq_f5trCF-37/view?usp=sharing (couldnt link it here) Cool image of the display prototype Sneak peek of case design
Major Oversight when designing the pcb and case i forgot one key aspect about what a keyboard should do, the buttons have to move. See the button and screen sat on the same board with the screen being on top of the button and before hand i just attach wires to the screen to allow for it to have height which in theory should let it move. unfortunately when i actually tested it out on a protoboard with a mini case, the press felt inconsistent and uneven, and in some cases the screen would fall off the button. This together simply creates an unpleasant experience so i have spent the last week and a half to resolve this issue. For one the original design seperated a top and bottom half of the case with the bottom housing the pcb and the top essentially just going on top. the new design extends the top halfs circle to essentially lock the screen in place ensuring it is a consistent down press, in addition ive added 3 places for potential springs to be placed which can create an even more consistent press which does complicate manufacturing. As well as insert after the screen has been in place to further lock the motion of the screen press to be consistent motion. Below i will list the photos of the new case in addition i will adjust my repo to show the changes...
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1792785164.7077887
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1793389964.7077887
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67768
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Arduino Uno Potentiometer/Servo by @Bhav | Stardan Arduino Uno Potentiometer/Servo by @Bhav | Stardance...
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Bhav
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0
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0.5
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0
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[]
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[{"post_id": 77210, "ts": "202 [{"post_id": 77210, "ts": "2026-10-06T03:15:07Z", "hours": 0.5003, "text": "Completed test on Tinkercad Circuits and built actual circuit on breadboard"}]...
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Title: Arduino Uno Potentiometer/Servo by @Bhav | Title: Arduino Uno Potentiometer/Servo by @Bhav | Stardance
Devlogs:
Completed test on Tinkercad Circuits and built actual circuit on breadboard...
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1793112928.6521444
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1793717728.6521444
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68187
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Dodge the blocks by @Omm | Stardance
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Omm
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T03:38:22Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple video game where the players have to dodge falling rocks and survive for as long as possible. The biggest difficulty I faced was when i completely messed by the most important file and had to rebuilt it from scratch. I’m proud of myself for making a game from scratch. To test it, open the demo link and use the controls shown in the game to move the player and dodge the rocks.", "repo": "https://github.com/kingom1818/dodge-the-blocks", "demo": "https://kingom1818.github.io/dodge-the-blocks/"}]...
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[{"post_id": 77211, "ts": "202 [{"post_id": 77211, "ts": "2026-10-06T03:32:41Z", "hours": 0.9183, "text": "Finally! End of the project. Goodbye!"}, {"post_id": 77200, "ts": "2026-10-06T02:19:23Z", "hours": 1.7797, "text": "Its 10:15pm. Im gonna try to complete the game before going to bed. Who would have imagined that my first project is taking me like a million hours to build. Btw i had to start over again because i don’t know what i did with my first main file. Most of it had to be re-written. Hope that’s okay! Anyways gotta get to work now."}, {"post_id": 77188, "ts": "2026-10-06T00:17:18Z", "hours": 1.3331, "text": "Working on the backend of the code. I believe there is some problem with it, don’t know what it is but we’ll figure it out!"}]...
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Title: Dodge the blocks by @Omm | Stardance
Devlo Title: Dodge the blocks by @Omm | Stardance
Devlogs:
Working on the backend of the code. I believe there is some problem with it, don’t know what it is but we’ll figure it out!
Its 10:15pm. Im gonna try to complete the game before going to bed. Who would have imagined that my first project is taking me like a million hours to build. Btw i had to start over again because i don’t know what i did with my first main file. Most of it had to be re-written. Hope that’s okay! Anyways gotta get to work now.
Finally! End of the project. Goodbye!
Ships:
I made a simple video game where the players have to dodge falling rocks and survive for as long as possible. The biggest difficulty I faced was when i completely messed by the most important file and had to rebuilt it from scratch. I’m proud of myself for making a game from scratch. To test it, open the demo link and use the controls shown in the game to move the player and dodge the rocks....
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1793062306.2895913
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1793148706.2895913
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67220
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My Personal Site by @lanhoamanh | Stardance
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lanhoamanh
|
1
|
8.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:48:47Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a personal website that reflects my own identity, featuring three sections centered on my life: projects, academics, and daily life. I found it challenging to align the images and content properly so that the images wouldn’t overflow the screen or become pixelated. I am proud to have built this personal site and to showcase who I am.", "repo": "https://github.com/lanhoamanh/My-personal-site", "demo": "https://mps-delta.vercel.app/"}]...
|
[{"post_id": 77217, "ts": "202 [{"post_id": 77217, "ts": "2026-10-06T04:05:32Z", "hours": 3.6333, "text": "Hi there! I’ve finally finished the “School” and “Daily Life” sections. I’ve added a few photos to each section to illustrate the content—yes, those are real photos from my own life. I hope you enjoy the website."}, {"post_id": 76436, "ts": "2026-10-03T14:37:17Z", "hours": 2.3061, "text": "Hi, I’m back to provide an update on my progress. I’ve finished the “projects” section. Here, I talk about two projects I’ve worked on and include images and some videos of them."}, {"post_id": 76073, "ts": "2026-10-02T08:07:48Z", "hours": 1.99, "text": "Hi there! I’m working on the “My Personal Site” project. I’ve finished the HTML structure and added CSS to create the layout. I ran into a few issues while tweaking the design—specifically, images were pixelated and overflowing the screen—but I managed to sort it all out. Next up, I’ll be coding three more sections: Projects, School, and Daily Life."}]...
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Title: My Personal Site by @lanhoamanh | Stardance Title: My Personal Site by @lanhoamanh | Stardance
Devlogs:
Hi there! I’m working on the “My Personal Site” project. I’ve finished the HTML structure and added CSS to create the layout. I ran into a few issues while tweaking the design—specifically, images were pixelated and overflowing the screen—but I managed to sort it all out. Next up, I’ll be coding three more sections: Projects, School, and Daily Life.
Hi, I’m back to provide an update on my progress. I’ve finished the “projects” section. Here, I talk about two projects I’ve worked on and include images and some videos of them.
Hi there! I’ve finally finished the “School” and “Daily Life” sections. I’ve added a few photos to each section to illustrate the content—yes, those are real photos from my own life. I hope you enjoy the website.
Ships:
I created a personal website that reflects my own identity, featuring three sections centered on my life: projects, academics, and daily life. I found it challenging to align the images and content properly so that the images wouldn’t overflow the screen or become pixelated. I am proud to have built this personal site and to showcase who I am....
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1793008388.4328735
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1793872388.4328735
|
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48821
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TECJAY MACROPAD by @yuyuthsav | Stardance
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yuyuthsav
|
0
|
0.95
|
0
|
[]
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[{"post_id": 77219, "ts": "202 [{"post_id": 77219, "ts": "2026-10-06T04:12:08Z", "hours": 0.9475, "text": "Just finished the schematics for tecjay macropad"}]...
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Title: TECJAY MACROPAD by @yuyuthsav | Stardance
Title: TECJAY MACROPAD by @yuyuthsav | Stardance
Devlogs:
Just finished the schematics for tecjay macropad...
|
1792568963.896624
|
1793173763.896624
|
|
68219
|
Very Simple BlackJack by @Fluxion | Stardance
|
Fluxion
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T04:41:52Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was a just very simple game for me to see how hackclub works.", "repo": "https://github.com/thefluxion/bj", "demo": "https://rawcdn.githack.com/thefluxion/bj/c1547c83f902b26cd14d30b1347172f90b7b774a/index.html"}]...
|
[{"post_id": 77222, "ts": "202 [{"post_id": 77222, "ts": "2026-10-06T04:36:28Z", "hours": 0.2667, "text": "Done!"}]...
|
Title: Very Simple BlackJack by @Fluxion | Stardan Title: Very Simple BlackJack by @Fluxion | Stardance
Devlogs:
Done!
Ships:
This was a just very simple game for me to see how hackclub works....
|
1793062307.4466047
|
1793148707.4466047
|
|
9931
|
ChatPatches by @obro1984 | Stardance
|
obro1984
|
1
|
83.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T05:39:03Z", "hours": 83.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Chat Patches! I’m gonna cut to the chase and explain the process of developing recently because everything about the mod is on the GitHub readme, in the changelog, and in these devlogs. Recently I’ve found time management difficult and as a result I’ve had to be more efficient and creative about how I’m spending my time developing. There’s been an influx in community contributions via PR which has been quite helpful, but most is still left up to me. However, one benefit of not having as much time to work on things is that issues I can’t seem to solve have more time for me to simmer and ponder to come up with solutions. however, this has postponed some big features i’ve already been putting off even more… hopefully i can get around to those and find some breakthrough point to pull myself through. anyways, in terms of changes, most of it has been bugfixes, but there have been a handful of additions recently, especially related to new configuration options (compact-safe messages, human-readable time format, cleaner context menu, etc.) - of course with plans to add many more. i’m proud of all these features and how far the mod has come, and frankly i’m surprised im even still developing it. i hope i can get the bigger stuff done soon so i can move on to bigger things, though. to test the mod, just set up fabricmc as explained on their website or via literally any modded minecraft tutorial - i recommend using a third-party launcher such as PrismLauncher as it keeps track of everything for you and wraps it in a nice interface. once your installation is ready simply add chat patches and its dependencies (again, using a launcher will help as it will add the deps for you!) and run the game! i hope your experience is bettered and you make the chat feel as personalized as you like :D", "repo": "https://github.com/mrbuilder1961/ChatPatches", "demo": "https://modrinth.com/mod/chatpatches/gallery"}]...
|
[{"post_id": 77225, "ts": "202 [{"post_id": 77225, "ts": "2026-10-06T05:21:48Z", "hours": 7.6692, "text": "8.0.0 released! yes, it’s been done! chat patches has been in alpha for a year and the better part of another? all because i finally impl’d the omnivers-stonecutter buildscript and additionally wanted more large-scale changes (test suite, neoforge support, DFU migration codec) ((of which are still planned… eventually!!)) … but then i just never took it off. well, you can’t wait around forever. also, this update is perfect for releasing as a whopping TEN issue reports were closed upon release, with countless others fixed soundlessly! credit where it’s due, there was a fair amount of community support via PRs for this release, but that doesn’t take away from the benefit we as a community experience from it being added! while we’re out here celebrating these crushed bugs, new features, and the return to release-channel versions, i think it’s safe to say chat patches is worthy of shipping too! i hope you’ve enjoyed using chat patches and it’s bettered your minecraft experience - and if you haven’t used it, i hope you’ll give it a try and let me know what you think. thanks again to everyone who contributed and cheers to even more fixes and features in the future! 🎉🥳💃🎈"}, {"post_id": 72734, "ts": "2026-09-23T16:44:23Z", "hours": 12.9153, "text": "i’ve been very busy with university starting, but recently there has been an influx in PRs fixing bugs, which is awesome! so i’ve been monitoring those and slowly merging them into the main branch. additionally, i’ve been chipping away at fixes and suggestion implementations here and there; specifically: excluding specific messages from being compacted updating to 26.3 actually uploading signature files (now that Modrinth officially supports them) fixing chat auto scrolling while duplicate messages are being received adding fallbacks for the chat log’s codec provider in case the current one fails/doesn’t exist ..and more!! i hope to add more stuff soon and publish a release, but i have about 4 free minutes per week and unfortunately, i end up not wanting to spend it on largely unpaid labor. nevertheless, my aspirations remain and my hopes are high!"}, {"post_id": 46725, "ts": "2026-08-14T05:34:29Z", "hours": 5.3536, "text": "i’ve been SUPER busy as of late, and will probably continue to be for at least another week or two if not longer, but i’m starting to begin to wrap up unit testing. i finally pushed the existing tests and framework to github on a separate branch, but bc i’m so bad at Git, IntelliJ is fucking up my other changes i’m currently working on (updating the main omnivers branch to 26.3-snapshot-8 )… so hopefully i can fix that soon. unfortunately i don’t know when the unit testing will be finished, as it takes a longggg time to figure out the little edge cases, and i prefer to avoid AI everywhere possible (although there’s only so much ethical struggling i can endure before i need to ask for help)."}, {"post_id": 29224, "ts": "2026-07-16T00:17:47Z", "hours": 10.7325, "text": "Unit Testing! yup, that’s what’s been taking so long. i actually got past the gradle setup part pretty quick, i just wasn’t expecting current code to be so… dysfunctional. i’ve done a lot of rewriting and test formatting and sometimes it just gets really brain numbing so i put on a youtube video in the background and then its been 45 minutes and i havent changed anything… but i just achieved my first all-passing test milestone! so i’ll be pushing it soon and then i’ll the changes that make everything pass will follow soon after. currently I’m targeting TextUtil , where the most edge-cases take place, in the form of String <-> Component transformations. ultimiately i’d like to also do E2E testing in the form of Fabric’s ClientGameTest , but those can only be done on the most recent version due to FAPI not backporting changes (it’s probably for the best anyway) - so i’ll be doing that last. that’s it for now! i can’t wait for everyone (especially me), to benefit from this when future releases are checked before releasing! yayyyy!!!"}, {"post_id": 21584, "ts": "2026-07-03T16:47:26Z", "hours": 22.8564, "text": "hey chat! i’ve finished up some of that stuff from before. most notably: publishMods now works again! turns out Modrinth just recently (i.e. this week) allowed attaching signatures to builds so it’s not currently supported with MPP also, turns out the whole checksum thing was kinda useless because Modrinth has provided file hashes via their API this whole time - so… i think i’m gonna table that idea for now and use that later i published a new version ( alpha.11 ) that fixes the teensy-eensy little problem that incomplete mixins were accidentally included in the jar uploaded to CF and MR as alpha.10 . whoops! version parsing is now much more robust and typically requires only one gradle property to be specified! for newer releases you can override the FMJ version (ex. w/ ~26.2 for the 26.2 subproject) and the rest is handled automatically. i’m also waiting on MPP#116 to see if this can be consolidated entirely, with no need for an extra override! the classtweaker is now stone-cut so it’s a bit easier to see what is applied to where cleaned up the buildscript more (it is perpetually dirty :/) fixed a handful of bugs and impl’d a couple suggestions! and now, i get to move on to one of the most daunting but hopefully most rewarding things: drumroll please…. ztzttstz.z.t..z….. unit testing!!! you’re probably thinking, chat patches hasn’t had any unit tests this WHOLE time!??! and you’d be right! idk how there aren’t more bugs. but now i’m putting everything else (chat patches wise, at least) on hold to get this done. bc if i don’t do it now, it will never get done. ik this isn’t very pretty but you gotta do what you gotta do."}, {"post_id": 15214, "ts": "2026-06-24T18:36:47Z", "hours": 23.2442, "text": "i’ve been doing what feels like a lot but isn’t overall much. i’ve been refactoring the Kotlin Gradle buildscript, which i’m notoriously bad at so it’s taking a really long time. some of my (attempted) changes include: generating signatures and checksums with published builds (2/3 done) simplified stonecutter replacements and swaps assessed what will need to change to transition to the new modstitch-toolkit minorly updated mod-publish-plugin and started planning for new version range parsing and functionality in other things, i’ve: fixed the context menu deletion option resetting the scroll pos removed the entirely unused option table in the README better utilized classtweakers in the context menu implemented annotation-based constraints for config options replaced the dual-impl option validation system with a unified one via codecs (now used in the YACL config, with one annoying side effect) future-proofed the module-based fabric api importing so that it only loads what’s necessary (and it should work with neoforge when i eventually impl that!) updated mod functionality to 26.2 (despite being unable to publish everything at once 😑)"}]...
|
Title: ChatPatches by @obro1984 | Stardance
Devlo Title: ChatPatches by @obro1984 | Stardance
Devlogs:
i’ve been doing what feels like a lot but isn’t overall much. i’ve been refactoring the Kotlin Gradle buildscript, which i’m notoriously bad at so it’s taking a really long time. some of my (attempted) changes include: generating signatures and checksums with published builds (2/3 done) simplified stonecutter replacements and swaps assessed what will need to change to transition to the new modstitch-toolkit minorly updated mod-publish-plugin and started planning for new version range parsing and functionality in other things, i’ve: fixed the context menu deletion option resetting the scroll pos removed the entirely unused option table in the README better utilized classtweakers in the context menu implemented annotation-based constraints for config options replaced the dual-impl option validation system with a unified one via codecs (now used in the YACL config, with one annoying side effect) future-proofed the module-based fabric api importing so that it only loads what’s necessary (and it should work with neoforge when i eventually impl that!) updated mod functionality to 26.2 (despite being unable to publish everything at once 😑)
hey chat! i’ve finished up some of that stuff from before. most notably: publishMods now works again! turns out Modrinth just recently (i.e. this week) allowed attaching signatures to builds so it’s not currently supported with MPP also, turns out the whole checksum thing was kinda useless because Modrinth has provided file hashes via their API this whole time - so… i think i’m gonna table that idea for now and use that later i published a new version ( alpha.11 ) that fixes the teensy-eensy little problem that incomplete mixins were accidentally included in the jar uploaded to CF and MR as alpha.10 . whoops! version parsing is now much more robust and typically requires only one gradle property to be specified! for newer releases you can override the FMJ version (ex. w/ ~26.2 for the 26.2 subproject) and the rest is handled automatically. i’m also waiting on MPP#116 to see if this can be consolidated entirely, with no need for an extra override! the classtweaker is now stone-cut so it’s a bit easier to see what is applied to where cleaned up the buildscript more (it is perpetually dirty :/) fixed a handful of bugs and impl’d a couple suggestions! and now, i get to move on to one of the most daunting but hopefully most rewarding things: drumroll please…. ztzttstz.z.t..z….. unit testing!!! you’re probably thinking, chat patches hasn’t had any unit tests this WHOLE time!??! and you’d be right! idk how there aren’t more bugs. but now i’m putting everything else (chat patches wise, at least) on hold to get this done. bc if i don’t do it now, it will never get done. ik this isn’t very pretty but you gotta do what you gotta do.
Unit Testing! yup, that’s what’s been taking so long. i actually got past the gradle setup part pretty quick, i just wasn’t expecting current code to be so… dysfunctional. i’ve done a lot of rewriting and test formatting and sometimes it just gets really brain numbing so i put on a youtube video in the background and then its been 45 minutes and i havent changed anything… but i just achieved my first all-passing test milestone! so i’ll be pushing it soon and then i’ll the changes that make everything pass will follow soon after. currently I’m targeting TextUtil , where the most edge-cases take place, in the form of String <-> Component transformations. ultimiately i’d like to also do E2E testing in the form of Fabric’s ClientGameTest , but those can only be done on the most recent version due to FAPI not backporting changes (it’s probably for the best anyway) - so i’ll be doing that last. that’s it for now! i can’t wait for everyone (especially me), to benefit from this when future releases are checked before releasing! yayyyy!!!
i’ve been SUPER busy as of late, and will probably continue to be for at least another week or two if not longer, but i’m starting to begin to wrap up unit testing. i finally pushed the existing tests and framework to github on a separate branch, but bc i’m so bad at Git, IntelliJ is fucking up my other changes i’m currently working on (updating the main omnivers branch to 26.3-snapshot-8 )… so hopefully i can fix that soon. unfortunately i don’t know when the unit testing will be finished, as it takes a longggg time to figure out the little edge cases, and i prefer to avoid AI everywhere possible (although there’s only so much ethical struggling i can endure before i need to ask for help).
i’ve been very busy with university starting, but recently there has been an influx in PRs fixing bugs, which is awesome! so i’ve been monitoring those and slowly merging them into the main branch. additionally, i’ve been chipping away at fixes and suggestion implementations here and there; specifically: excluding specific messages from being compacted updating to 26.3 actually uploading signature files (now that Modrinth officially supports them) fixing chat auto scrolling while duplicate messages are being received adding fallbacks for the chat log’s codec provider in case the current one fails/doesn’t exist ..and more!! i hope to add more stuff soon and publish a release, but i have about 4 free minutes per week and unfortunately, i end up not wanting to spend it on largely unpaid labor. nevertheless, my aspirations remain and my hopes are high!
8.0.0 released! yes, it’s been done! chat patches has been in alpha for a year and the better part of another? all because i finally impl’d the omnivers-stonecutter buildscript and additionally wanted more large-scale changes (test suite, neoforge support, DFU migration codec) ((of which are still planned… eventually!!)) … but then i just never took it off. well, you can’t wait around forever. also, this update is perfect for releasing as a whopping TEN issue reports were closed upon release, with countless others fixed soundlessly! credit where it’s due, there was a fair amount of community support via PRs for this release, but that doesn’t take away from the benefit we as a community experience from it being added! while we’re out here celebrating these crushed bugs, new features, and the return to release-channel versions, i think it’s safe to say chat patches is worthy of shipping too! i hope you’ve enjoyed using chat patches and it’s bettered your minecraft experience - and if you haven’t used it, i hope you’ll give it a try and let me know what you think. thanks again to everyone who contributed and cheers to even more fixes and features in the future! 🎉🥳💃🎈
Ships:
This is Chat Patches! I’m gonna cut to the chase and explain the process of developing recently because everything about the mod is on the GitHub readme, in the changelog, and in these devlogs. Recently I’ve found time management difficult and as a result I’ve had to be more efficient and creative about how I’m spending my time developing. There’s been an influx in community contributions via PR which has been quite helpful, but most is still left up to me. However, one benefit of not having as much time to work on things is that issues I can’t seem to solve have more time for me to simmer and ponder to come up with solutions. however, this has postponed some big features i’ve already been putting off even more… hopefully i can get around to those and find some breakthrough point to pull myself through. anyways, in terms of changes, most of it has been bugfixes, but there have been a handful of additions recently, especially related to new configuration options (compact-safe messages, human-readable time format, cleaner context menu, etc.) - of course with plans to add many more. i’m proud of all these features and how far the mod has come, and frankly i’m surprised im even still developing it. i hope i can get the bigger stuff done soon so i can move on to bigger things, though. to test the mod, just set up fabricmc as explained on their website or via literally any modded minecraft tutorial - i recommend using a third-party launcher such as PrismLauncher as it keeps track of everything for you and wraps it in a nice interface. once your installation is ready simply add chat patches and its dependencies (again, using a launcher will help as it will add the deps for you!) and run the game! i hope your experience is bettered and you make the chat feel as personalized as you like :D...
|
1793152239.8973565
|
1793238639.8973565
|
|
67592
|
IF - Rudyard Kipling by @cosmic79conqueror | Stard IF - Rudyard Kipling by @cosmic79conqueror | Stardance...
|
cosmic79conqueror
|
1
|
2.33
|
8
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T07:55:52Z", "hours": 2.0, "multiplier": 4.23, "payout": 8, "blessing": "neutral", "text": "This is my attempt to try to create those awesome 3d websites using spline 3d models it turned out not so cool but i will try again after some time……. well plan scraped and is put on hiatus i guess. i am having some trouble and a bit of frustration over this here. it didnt really turn out the way i hoped but i made it workable with a little help. i even forgot to commit it on time so that i could go back now the code seems too big (it isnt i’m too lazy) to change anything especially when the exams are coming in relaly close i think i’ll keep this project here and do some small projects to get the certificate and focus on ym studies and ill focus fully after exams. here is the previedw:", "repo": "https://github.com/Abhrajit-Gogoi/spline-trial", "demo": "https://abhrajit-gogoi.github.io/spline-trial/"}]...
|
[{"post_id": 77230, "ts": "202 [{"post_id": 77230, "ts": "2026-10-06T05:56:10Z", "hours": 0.3272, "text": "updated readme The ship was rejected because of the short readme so i updated it…. I hope it gets accepted now"}, {"post_id": 76336, "ts": "2026-10-03T07:41:25Z", "hours": 0.3869, "text": "ahhhhhhhhhhhhhhhh!!!!! now this is hell i got the code all messed up and even forogt to commit it………… i want to go back but alas and it broke somewhere i asked ai to help fix it but it just made it working not in the intended way. this is quite the ragebaith and my exams are comming ahhhhhhhhhhhhhhhhhh i think im dropping htis and do something else… only the starting page looks as intended :( 😭😭"}, {"post_id": 76330, "ts": "2026-10-03T07:00:16Z", "hours": 0.9747, "text": "added the poem and ui along with loading logic and tried to implement a glassmorphism styled cursor but failed miserably and wasted a lot of time :(("}, {"post_id": 76287, "ts": "2026-10-03T02:45:35Z", "hours": 0.5556, "text": "created the starting page loaded the css and js and made the loding page of the project this is going to me a scroll website for if mostly to help me try out 3d stuff. ill be using spline for 3d models"}]...
|
Title: IF - Rudyard Kipling by @cosmic79conqueror Title: IF - Rudyard Kipling by @cosmic79conqueror | Stardance
Devlogs:
created the starting page loaded the css and js and made the loding page of the project this is going to me a scroll website for if mostly to help me try out 3d stuff. ill be using spline for 3d models
added the poem and ui along with loading logic and tried to implement a glassmorphism styled cursor but failed miserably and wasted a lot of time :((
ahhhhhhhhhhhhhhhh!!!!! now this is hell i got the code all messed up and even forogt to commit it………… i want to go back but alas and it broke somewhere i asked ai to help fix it but it just made it working not in the intended way. this is quite the ragebaith and my exams are comming ahhhhhhhhhhhhhhhhhh i think im dropping htis and do something else… only the starting page looks as intended :( 😭😭
updated readme The ship was rejected because of the short readme so i updated it…. I hope it gets accepted now
Ships:
This is my attempt to try to create those awesome 3d websites using spline 3d models it turned out not so cool but i will try again after some time……. well plan scraped and is put on hiatus i guess. i am having some trouble and a bit of frustration over this here. it didnt really turn out the way i hoped but i made it workable with a little help. i even forgot to commit it on time so that i could go back now the code seems too big (it isnt i’m too lazy) to change anything especially when the exams are coming in relaly close i think i’ll keep this project here and do some small projects to get the certificate and focus on ym studies and ill focus fully after exams. here is the previedw:...
|
1793062263.012182
|
1793148663.012182
|
|
57474
|
Wilderness YSWS by @Carlson | Stardance
|
Carlson
|
0
|
13.43
|
0
|
[]
|
[{"post_id": 77231, "ts": "202 [{"post_id": 77231, "ts": "2026-10-06T05:58:29Z", "hours": 3.3047, "text": "New Audit Page + overview with cool stats The new audit page records all meaningful actions like hackatime connections, manually adjusting log balances, who did it and what they did it to. There are filters for certain events such as Project changes, Log changes, internal admin changes and shop changes. All manual log changes have a note for explanation and auditing. Project approval and rejection is also mentioned in detail and can be visible to admins Several bug fixes and improvements, and a ton of debugging"}, {"post_id": 71378, "ts": "2026-09-20T18:31:47Z", "hours": 5.7828, "text": "New admin user detail page + payouts for logs Admins now can see full details about a user, such as their slack id, email, projects, streak and other toggles The users list now has a “View” button to make it neater and easier for admins Admins can grant/take logs (the currency) from a user, along with statistics on the overall wilderness program, which are all audited with users and timestamps Renamed several references to tent as project to make it more formal"}, {"post_id": 63634, "ts": "2026-09-07T15:41:56Z", "hours": 0.8436, "text": "Regions and behind the scenes admin changes Users can now select individual regions for shop items, and I’ve fixed several issues with the previous shop implementation, such as lack of persistence, and lint failing"}, {"post_id": 62985, "ts": "2026-09-06T15:36:01Z", "hours": 3.5011, "text": "Shop + admin version The shop is based around a new data model, and theres a new /admin/shop panel providing full management like creating and editing items, setting regional prices, toggling visibility, and adjusting stock. The user facing shop is now operational, with images being ready to show. Checks to ensure users can’t see hidden items discreetly"}]...
|
Title: Wilderness YSWS by @Carlson | Stardance
De Title: Wilderness YSWS by @Carlson | Stardance
Devlogs:
Shop + admin version The shop is based around a new data model, and theres a new /admin/shop panel providing full management like creating and editing items, setting regional prices, toggling visibility, and adjusting stock. The user facing shop is now operational, with images being ready to show. Checks to ensure users can’t see hidden items discreetly
Regions and behind the scenes admin changes Users can now select individual regions for shop items, and I’ve fixed several issues with the previous shop implementation, such as lack of persistence, and lint failing
New admin user detail page + payouts for logs Admins now can see full details about a user, such as their slack id, email, projects, streak and other toggles The users list now has a “View” button to make it neater and easier for admins Admins can grant/take logs (the currency) from a user, along with statistics on the overall wilderness program, which are all audited with users and timestamps Renamed several references to tent as project to make it more formal
New Audit Page + overview with cool stats The new audit page records all meaningful actions like hackatime connections, manually adjusting log balances, who did it and what they did it to. There are filters for certain events such as Project changes, Log changes, internal admin changes and shop changes. All manual log changes have a note for explanation and auditing. Project approval and rejection is also mentioned in detail and can be visible to admins Several bug fixes and improvements, and a ton of debugging...
|
1792709317.7587798
|
1793314117.7587798
|
|
10873
|
GALAXY SIMULATION by @BIG_JO | Stardance
|
BIG_JO
|
1
|
20.09
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T17:27:32Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Galaxy Simulation, basically a small physics simulation where you can mess around with planets, gravity, orbits and collisions. You can add planets, change their properties, click on them to see their information and experiment with how gravity affects everything. The hardest part was definitely getting the physics to actually work properly. At first I was just trying to make the planets orbit the sun, but once I started adding gravity and collisions things got way more complicated. I had quite a few bugs where planets would do completely unexpected things, and I also had to work on performance because having too many objects could make it lag. I’m most proud of how much the project developed over time. The first version was really basic compared to what it is now, so seeing the progression through all my devlogs is probably my favourite part. To test it, just add some planets and experiment with their positions, sizes and gravity. Try making normal orbits, unstable orbits and just seeing what happens when planets get too close to each other. There isn’t really one “correct” way to use it — half the fun is breaking the simulation and seeing what happens.", "repo": "https://github.com/joseph777-e/GALAXY-SIMULATION", "demo": "https://galaxy-simulation.vercel.app/"}]...
|
[{"post_id": 77232, "ts": "202 [{"post_id": 77232, "ts": "2026-10-06T06:03:54Z", "hours": 1.1569, "text": "so today i spent most of my time tryin to rewrite all the whle css file and i got to go to scool so i will continue later"}, {"post_id": 67945, "ts": "2026-09-14T08:28:13Z", "hours": 0.7372, "text": "today i was just rewriting some parts of my java script code cause apparently it got more than 30 percent ai usage but like how should u expect me to write a whole physics movement in javascript like bro i genuinly suck at it"}, {"post_id": 62305, "ts": "2026-09-05T16:37:40Z", "hours": 1.1922, "text": "jus realised there was something wrong with the roche limit and had to be fixed i think the comets were very close to the sun so i made them go a bitt further… and i also truly despise javascript :)"}, {"post_id": 59055, "ts": "2026-08-31T17:23:40Z", "hours": 2.1892, "text": "so am finally done with the polishing of this website its not too complicated actually ts simple but can help visually represent gravity and how it work in space with diferrent bodies and like it might not be too much accurate but it still work and is not too laggy as some physics websites tend to be it work on literally any device if it laggs tho it might be becaus too many bodies are show"}, {"post_id": 50241, "ts": "2026-08-19T11:58:25Z", "hours": 1.0178, "text": "so i was checking for buggs and trying to add some features but i think the project is just done and neeeds nothing more or less and its been time i end it so i can concentrate on other projects that i want to finalise too."}, {"post_id": 40222, "ts": "2026-08-03T17:01:04Z", "hours": 1.5722, "text": "so its been long since i made a devlog today i tried to fix the old solar system problem by making them more spaced out and it kinda worked a bitt am still trying to get how to make it really work illbe working onn it with the help of some AI cause am genuinly lost rn"}, {"post_id": 20050, "ts": "2026-07-01T15:43:01Z", "hours": 2.0194, "text": "here is some updates for today i am trying to make the planets orbit the sun correctly in solar system mode without eventually crashing into the sun too quick. and i didnt post a devlog kinda for too long i actually kinda lazy to post them and i always forget about them"}, {"post_id": 9765, "ts": "2026-06-16T06:20:01Z", "hours": 3.2556, "text": "so i am currently working on the bodies limit creation and so far, it’s not going well…. everything lags when the body limit hits and i really don’t know why i think this day will be long but at least am done with the exams so i can spend as much time as i need…btw if u see where the problem is dont hesitate to comment it 😭"}, {"post_id": 8095, "ts": "2026-06-13T14:50:40Z", "hours": 2.9064, "text": "so it been a while since i posted a devlog there was a bug in my java code that was making everything to not work or display but i was finally able to get it and fix it and am also in my exam period so i cant stay on the project for too long unfortunately and yeah. i added some new features too a spawn body limit becuse the more bodies are made the more laggy its and it might even make the animation to stop depends on your computer like mine it was really lagging alot and i had to add that features anyways i hope ill soon be able to finish it and launch it …btw the body limit doesnt work too well just yet i just wanted to make a devlog and infrom of my progress."}, {"post_id": 4835, "ts": "2026-06-08T11:03:50Z", "hours": 2.7894, "text": "you can now click on the bodies and displays their information and can chnage their gravity individually"}, {"post_id": 4158, "ts": "2026-06-07T11:25:30Z", "hours": 1.2694, "text": "i just started, it’s basically a space simulation u can add planets and make black holes with 2stars colliding with gravity effects and stuff"}]...
|
Title: GALAXY SIMULATION by @BIG_JO | Stardance
D Title: GALAXY SIMULATION by @BIG_JO | Stardance
Devlogs:
i just started, it’s basically a space simulation u can add planets and make black holes with 2stars colliding with gravity effects and stuff
you can now click on the bodies and displays their information and can chnage their gravity individually
so it been a while since i posted a devlog there was a bug in my java code that was making everything to not work or display but i was finally able to get it and fix it and am also in my exam period so i cant stay on the project for too long unfortunately and yeah. i added some new features too a spawn body limit becuse the more bodies are made the more laggy its and it might even make the animation to stop depends on your computer like mine it was really lagging alot and i had to add that features anyways i hope ill soon be able to finish it and launch it …btw the body limit doesnt work too well just yet i just wanted to make a devlog and infrom of my progress.
so i am currently working on the bodies limit creation and so far, it’s not going well…. everything lags when the body limit hits and i really don’t know why i think this day will be long but at least am done with the exams so i can spend as much time as i need…btw if u see where the problem is dont hesitate to comment it 😭
here is some updates for today i am trying to make the planets orbit the sun correctly in solar system mode without eventually crashing into the sun too quick. and i didnt post a devlog kinda for too long i actually kinda lazy to post them and i always forget about them
so its been long since i made a devlog today i tried to fix the old solar system problem by making them more spaced out and it kinda worked a bitt am still trying to get how to make it really work illbe working onn it with the help of some AI cause am genuinly lost rn
so i was checking for buggs and trying to add some features but i think the project is just done and neeeds nothing more or less and its been time i end it so i can concentrate on other projects that i want to finalise too.
so am finally done with the polishing of this website its not too complicated actually ts simple but can help visually represent gravity and how it work in space with diferrent bodies and like it might not be too much accurate but it still work and is not too laggy as some physics websites tend to be it work on literally any device if it laggs tho it might be becaus too many bodies are show
jus realised there was something wrong with the roche limit and had to be fixed i think the comets were very close to the sun so i made them go a bitt further… and i also truly despise javascript :)
today i was just rewriting some parts of my java script code cause apparently it got more than 30 percent ai usage but like how should u expect me to write a whole physics movement in javascript like bro i genuinly suck at it
so today i spent most of my time tryin to rewrite all the whle css file and i got to go to scool so i will continue later
Ships:
I made Galaxy Simulation, basically a small physics simulation where you can mess around with planets, gravity, orbits and collisions. You can add planets, change their properties, click on them to see their information and experiment with how gravity affects everything. The hardest part was definitely getting the physics to actually work properly. At first I was just trying to make the planets orbit the sun, but once I started adding gravity and collisions things got way more complicated. I had quite a few bugs where planets would do completely unexpected things, and I also had to work on performance because having too many objects could make it lag. I’m most proud of how much the project developed over time. The first version was really basic compared to what it is now, so seeing the progression through all my devlogs is probably my favourite part. To test it, just add some planets and experiment with their positions, sizes and gravity. Try making normal orbits, unstable orbits and just seeing what happens when planets get too close to each other. There isn’t really one “correct” way to use it — half the fun is breaking the simulation and seeing what happens....
|
1793123720.6755798
|
1793210120.6755798
|
|
65685
|
player-pad by @taco_taim | Stardance
|
taco_taim
|
0
|
12.35
|
0
|
[]
|
[{"post_id": 77233, "ts": "202 [{"post_id": 77233, "ts": "2026-10-06T06:28:43Z", "hours": 0.65, "text": "i finished working on the case"}, {"post_id": 76525, "ts": "2026-10-03T20:24:14Z", "hours": 2.3669, "text": "i started working on the case :3"}, {"post_id": 75893, "ts": "2026-10-01T14:58:23Z", "hours": 4.2003, "text": "i made the routing and painted the pcb - routing i routed the pcb twice - painting i took a screenshot of the pcb and imported it to krita for painting"}, {"post_id": 73773, "ts": "2026-09-25T22:38:19Z", "hours": 5.1336, "text": "making a schematic i made a schematic for a 3x2 metrix a screen and a rfid reader"}]...
|
Title: player-pad by @taco_taim | Stardance
Devlo Title: player-pad by @taco_taim | Stardance
Devlogs:
making a schematic i made a schematic for a 3x2 metrix a screen and a rfid reader
i made the routing and painted the pcb - routing i routed the pcb twice - painting i took a screenshot of the pcb and imported it to krita for painting
i started working on the case :3
i finished working on the case...
|
1793090975.076302
|
1793695775.076302
|
|
51600
|
My own site! by @Mahmoud_Mohamed | Stardance
|
Mahmoud_Mohamed
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:12:57Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve made a personal web-site for me . it has 3 sections ,first section is a small brief about me second section has my previous projects and the third has my contact data. The most Challenging part of this project was css specially flex (some thing in css used to align the web-site) , anyone wants to test this project should know basic HTML , and some advenced CSS Concepts).", "repo": "https://github.com/MahmoudMohamed99-AI/My-website", "demo": "https://mahmoudmohamed99-ai.github.io/My-website/"}]...
|
[{"post_id": 77240, "ts": "202 [{"post_id": 77240, "ts": "2026-10-06T07:53:41Z", "hours": 0.5925, "text": "My presonal web-site"}, {"post_id": 51109, "ts": "2026-08-20T16:36:00Z", "hours": 0.3628, "text": "This my personal website . I hope to like it! if you have any tips to improve it , please write them in the comments ☺️"}]...
|
Title: My own site! by @Mahmoud_Mohamed | Stardanc Title: My own site! by @Mahmoud_Mohamed | Stardance
Devlogs:
This my personal website . I hope to like it! if you have any tips to improve it , please write them in the comments ☺️
My presonal web-site
Ships:
I’ve made a personal web-site for me . it has 3 sections ,first section is a small brief about me second section has my previous projects and the third has my contact data. The most Challenging part of this project was css specially flex (some thing in css used to align the web-site) , anyone wants to test this project should know basic HTML , and some advenced CSS Concepts)....
|
1793152149.2430046
|
1793238549.2430046
|
|
9269
|
My website by @Blxm | Stardance
|
Blxm
|
1
|
11.0
|
20
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:19:18Z", "hours": 11.0, "multiplier": 1.71, "payout": 20, "blessing": "neutral", "text": "I made my website Admidditally, not my best work, but dosn’t matter. What did i build? I built a simple portfolio website using svelte, and tailwind. Challenges This was my first project i used svelte, and tailwind in, so it’s basically to get my feet wet in both svelte and tailwind.", "repo": "https://github.com/BlxCode/blxmwebsitev4", "demo": "https://blxm.me/"}]...
|
[{"post_id": 77243, "ts": "202 [{"post_id": 77243, "ts": "2026-10-06T08:12:16Z", "hours": 0.4228, "text": "Changed languages stats board Changed the languages stas board from being hackatime to github stats"}, {"post_id": 74648, "ts": "2026-09-27T20:56:44Z", "hours": 0.6978, "text": "Added about me and stats Added an about me, and hackatime & github stats"}, {"post_id": 74230, "ts": "2026-09-27T00:35:09Z", "hours": 0.3431, "text": "Added languages I know section Alright… so i added a section where i list langueges i know."}, {"post_id": 73842, "ts": "2026-09-26T04:47:14Z", "hours": 1.3631, "text": "Added a Projects component to the website ALright, projects. It’s quite simple. just a new svelte file and some more tailwind. Nothing that much tbh"}, {"post_id": 73024, "ts": "2026-09-24T07:20:00Z", "hours": 2.3736, "text": "Added A body to the website alright, so last dev log there was litterally nothing in my website, just a header. Today, I added some things inside the website, like a carousel for an about me, and a contact me page!"}, {"post_id": 72553, "ts": "2026-09-23T06:17:34Z", "hours": 6.2411, "text": "Experimenting W/ Svelte (I need a mousepad lol) Ok, so why am I experimenting? well. My current website, which I had already taken down just loooks old, and unprofetional. Especially with the yellow background. Hense, why I took it down, and I’m going to replace it with a new one! It’ll be quite similar to my other website project, but this one would be more cooler. This is actually my first project with svelte, and tailwind! It’ll be fun figruing out svelte, tailwind, and eventually vite, cuz i gotta ship this for stardust you know… I need a mousepad. Tailwind imo is just more powerful than bootstrap, and because I used bootstrap to make my old website, tailwind should be quite easy to grasp."}]...
|
Title: My website by @Blxm | Stardance
Devlogs:
E Title: My website by @Blxm | Stardance
Devlogs:
Experimenting W/ Svelte (I need a mousepad lol) Ok, so why am I experimenting? well. My current website, which I had already taken down just loooks old, and unprofetional. Especially with the yellow background. Hense, why I took it down, and I’m going to replace it with a new one! It’ll be quite similar to my other website project, but this one would be more cooler. This is actually my first project with svelte, and tailwind! It’ll be fun figruing out svelte, tailwind, and eventually vite, cuz i gotta ship this for stardust you know… I need a mousepad. Tailwind imo is just more powerful than bootstrap, and because I used bootstrap to make my old website, tailwind should be quite easy to grasp.
Added A body to the website alright, so last dev log there was litterally nothing in my website, just a header. Today, I added some things inside the website, like a carousel for an about me, and a contact me page!
Added a Projects component to the website ALright, projects. It’s quite simple. just a new svelte file and some more tailwind. Nothing that much tbh
Added languages I know section Alright… so i added a section where i list langueges i know.
Added about me and stats Added an about me, and hackatime & github stats
Changed languages stats board Changed the languages stas board from being hackatime to github stats
Ships:
I made my website Admidditally, not my best work, but dosn’t matter. What did i build? I built a simple portfolio website using svelte, and tailwind. Challenges This was my first project i used svelte, and tailwind in, so it’s basically to get my feet wet in both svelte and tailwind....
|
1793145253.6156244
|
1793231653.6156244
|
|
68176
|
My_site by @SCAMMARAS | Stardance
|
SCAMMARAS
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:23:12Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a self inturdaction website that also has a small story in it. I found challenging to make letters apear slowly so i used ai to help me with that. Overall it was a great activity for my boring Monday evening", "repo": "https://github.com/Nikolaossamaras/My_Website", "demo": "https://nikolaossamaras.github.io/My_Website/"}]...
|
[{"post_id": 77248, "ts": "202 [{"post_id": 77248, "ts": "2026-10-06T08:19:41Z", "hours": 0.8125, "text": "Devlog 1 | Today i started this mission . I created a small 3paged website with html css and a little bit of javascript. In my site i describe myself and it has a short story to keep the visitor enterntained. With javascript i made the buttons to work and the text to appear over time (made it with ai). Well i also published the site with github."}]...
|
Title: My_site by @SCAMMARAS | Stardance
Devlogs: Title: My_site by @SCAMMARAS | Stardance
Devlogs:
Devlog 1 | Today i started this mission . I created a small 3paged website with html css and a little bit of javascript. In my site i describe myself and it has a short story to keep the visitor enterntained. With javascript i made the buttons to work and the text to appear over time (made it with ai). Well i also published the site with github.
Ships:
I made a self inturdaction website that also has a small story in it. I found challenging to make letters apear slowly so i used ai to help me with that. Overall it was a great activity for my boring Monday evening...
|
1793062305.113229
|
1793148705.113229
|
|
68235
|
Hackpad v2 by @nirbhikbabu | Stardance
|
nirbhikbabu
|
0
|
0.72
|
0
|
[]
|
[{"post_id": 77249, "ts": "202 [{"post_id": 77249, "ts": "2026-10-06T08:22:06Z", "hours": 0.7167, "text": "I almost finished up the schematics for the hackpad. I am also adding the leds and a rotary encoder in this hackpad as compared to my previous version."}]...
|
Title: Hackpad v2 by @nirbhikbabu | Stardance
Dev Title: Hackpad v2 by @nirbhikbabu | Stardance
Devlogs:
I almost finished up the schematics for the hackpad. I am also adding the leds and a rotary encoder in this hackpad as compared to my previous version....
|
1793119853.094638
|
1793724653.094638
|
|
68244
|
My website by @shogunxfortnite | Stardance
|
shogunxfortnite
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:41:43Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website saying what I like", "repo": "https://github.com/shogunxfortnite-cyber/My-website", "demo": "https://mywebsiteforhackclub.edgeone.dev/"}]...
|
[{"post_id": 77251, "ts": "202 [{"post_id": 77251, "ts": "2026-10-06T08:40:08Z", "hours": 0.3136, "text": "I am working on my website and the things I like"}]...
|
Title: My website by @shogunxfortnite | Stardance
Title: My website by @shogunxfortnite | Stardance
Devlogs:
I am working on my website and the things I like
Ships:
I made a website saying what I like...
|
1793062310.6443403
|
1793148710.6443403
|
|
66523
|
Stong by @MaWo31 | Stardance
|
MaWo31
|
0
|
8.16
|
0
|
[]
|
[{"post_id": 77259, "ts": "202 [{"post_id": 77259, "ts": "2026-10-06T09:58:22Z", "hours": 8.1597, "text": "Stong - Devblog #1 What is Stong? Stong is a roguelite Balatro/Breakout fusion where the main idea is that the player has bricks they can place on the map for the ball to break. Bricks will have different properties. One might just increase your score by 1, another could double your score, and another could refill the ball’s limited bounces. Originally, Stong was supposed to be a scaling clicker game with the typical “me see big number, me happy” gameplay which felt bit boring. But then I thought about Balatro, and that’s how the roguelite idea started. Have I done something yet? I’m making this game in Godot using GDScript as the programming language. So far, I’ve made: Ball movement, A grid for placing bricks, A basic score counter It’s still pretty early, but the basic foundation is there and I can finally start building the actual gameplay around it."}]...
|
Title: Stong by @MaWo31 | Stardance
Devlogs:
Ston Title: Stong by @MaWo31 | Stardance
Devlogs:
Stong - Devblog #1 What is Stong? Stong is a roguelite Balatro/Breakout fusion where the main idea is that the player has bricks they can place on the map for the ball to break. Bricks will have different properties. One might just increase your score by 1, another could double your score, and another could refill the ball’s limited bounces. Originally, Stong was supposed to be a scaling clicker game with the typical “me see big number, me happy” gameplay which felt bit boring. But then I thought about Balatro, and that’s how the roguelite idea started. Have I done something yet? I’m making this game in Godot using GDScript as the programming language. So far, I’ve made: Ball movement, A grid for placing bricks, A basic score counter It’s still pretty early, but the basic foundation is there and I can finally start building the actual gameplay around it....
|
1793098509.57457
|
1793703309.57457
|
|
68069
|
My own site! by @MOHD_FAIZAN | Stardance
|
MOHD_FAIZAN
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T05:20:22Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first ever personal site. IN this journey i started with stardance guide and apart from that i search for many things try to learn them, i have maded many mistakes but at the end i always get to learn something new. I’m feeling proud of it because this helps me to learn many new things but i know this is not that good in looking but everything need a start and that’s my start. Thanks stardance for such a great experience,", "repo": "https://github.com/fazzystorm/My-site", "demo": "https://fazzystorm.github.io/My-site/"}]...
|
[{"post_id": 77260, "ts": "202 [{"post_id": 77260, "ts": "2026-10-06T10:09:21Z", "hours": 2.4408, "text": "I style my page with css and added a social handle section. In css i come to this point after many experiments and i know it is not that well but main this is a part of journey and i hope journey will be very awesome. I made lots of mistake and learnt many things and right now i am going to ship my first project. I try to do my best and that’s it ."}]...
|
Title: My own site! by @MOHD_FAIZAN | Stardance
D Title: My own site! by @MOHD_FAIZAN | Stardance
Devlogs:
I style my page with css and added a social handle section. In css i come to this point after many experiments and i know it is not that well but main this is a part of journey and i hope journey will be very awesome. I made lots of mistake and learnt many things and right now i am going to ship my first project. I try to do my best and that’s it .
Ships:
I made my first ever personal site. IN this journey i started with stardance guide and apart from that i search for many things try to learn them, i have maded many mistakes but at the end i always get to learn something new. I’m feeling proud of it because this helps me to learn many new things but i know this is not that good in looking but everything need a start and that’s my start. Thanks stardance for such a great experience,...
|
1793062302.2612767
|
1793148702.2612767
|
|
67887
|
Hackpad by @eman-abdulrauf | Stardance
|
eman-abdulrauf
|
0
|
1.97
|
0
|
[]
|
[{"post_id": 77262, "ts": "202 [{"post_id": 77262, "ts": "2026-10-06T10:21:19Z", "hours": 0.3333, "text": "Setup Read the Hack Club Hackpad guide and chose a 3-key design to learn on first. Installed KiCad as an AppImage, with a launcher. Added the Hack Club XIAO and SK6812 symbol libraries and the footprint library. Schematic and PCB (KiCad) Drew the schematic: a XIAO and three switches on D10, D9 and D8, each also going to GND. Assigned footprints: MX switch footprints and the XIAO footprint. Imported the parts into the PCB editor, flipped the XIAO to the back, spaced the switches 19.05 mm apart and routed all the traces. Fixed a split ground connection. Drew the board outline on Edge.Cuts (65 × 64 mm) and ran the DRC. Case Built a tray (85.8 × 84.8 mm, 13 mm tall, 3 mm floor) and a switch plate with three 14 mm holes in Onshape, after fixing the inch and millimeter problem. Generated both parts as STEP files with a CadQuery script, then added a USB notch in the back wall. Built one assembled hackpad.step, with a blank PCB inside, for the CAD folder. Firmware Wrote the KMK main.py for the three pins. Production files and repo Arranged the project into CAD, PCB, Firmware, production and images. Exported the gerbers and drill files into gerbers.zip. Took the screenshots, wrote README.md and bom.csv, and pushed everything to github.com/ema-rauf/hackpad."}, {"post_id": 76997, "ts": "2026-10-05T09:28:32Z", "hours": 1.0833, "text": "Today I started my Hackpad macropad. I followed the Hack Club guide and built a simple 3-key version first, so I can learn each tool before adding a knob or LEDs. What I did Installed KiCad on Linux as an AppImage and made a launcher for it. Added the Hack Club symbol and footprint libraries (XIAO and SK6812) to KiCad. Drew the schematic: a Seeed XIAO and three switches, each wired to one pin (D10, D9 and D8) and to GND. Assigned footprints: MX switch footprints for the three keys, and the XIAO footprint from the Hack Club library. Opened the PCB editor, imported the parts, flipped the XIAO to the back, and spaced the switches 19.05 mm apart. Routed all the traces and joined the ground connections. Drew the board outline on Edge.Cuts, which came out at 65 × 64 mm. Ran the Design Rules Checker until it showed 0 violations and nothing left unconnected. Started the case in Onshape, so I can export a STEP file. What went wrong KiCad has separate library managers for symbols, footprints and design blocks, and at first I added the footprints to the wrong one. The XIAO footprint didn’t appear until I fixed that. The checker kept reporting a missing GND connection. I had two ground wires that crossed but didn’t touch. Joining them on the back layer fixed it. The board outline was missing until I drew it, which gave a “malformed outline” error. What I learned A schematic defines the connections, and the PCB is where those connections become physical copper. The thin blue lines (ratsnest) show where a wire is still missing. The checker is useful for finding mistakes you can’t see by eye. Next Finish the case in Onshape (base, switch plate, USB cutout). Set up the firmware. Put everything in a GitHub repo with a README and a bill of materials."}, {"post_id": 76891, "ts": "2026-10-04T22:57:18Z", "hours": 0.5547, "text": "Read the guide and chose the plan: build the simple 3-key example first, then add extras (knob, LEDs, OLED) for your real submission. Downloaded and unzipped the Hack Club KiCad libraries (kicad_care_package), then moved them to ~/kicad-libs/. Installed KiCad as an AppImage at ~/.local/bin/kicad. It opens. Created the KiCad project hackpad. Placed the XIAO symbol in the schematic and hid the drawing sheet border."}]...
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Title: Hackpad by @eman-abdulrauf | Stardance
Dev Title: Hackpad by @eman-abdulrauf | Stardance
Devlogs:
Read the guide and chose the plan: build the simple 3-key example first, then add extras (knob, LEDs, OLED) for your real submission. Downloaded and unzipped the Hack Club KiCad libraries (kicad_care_package), then moved them to ~/kicad-libs/. Installed KiCad as an AppImage at ~/.local/bin/kicad. It opens. Created the KiCad project hackpad. Placed the XIAO symbol in the schematic and hid the drawing sheet border.
Today I started my Hackpad macropad. I followed the Hack Club guide and built a simple 3-key version first, so I can learn each tool before adding a knob or LEDs. What I did Installed KiCad on Linux as an AppImage and made a launcher for it. Added the Hack Club symbol and footprint libraries (XIAO and SK6812) to KiCad. Drew the schematic: a Seeed XIAO and three switches, each wired to one pin (D10, D9 and D8) and to GND. Assigned footprints: MX switch footprints for the three keys, and the XIAO footprint from the Hack Club library. Opened the PCB editor, imported the parts, flipped the XIAO to the back, and spaced the switches 19.05 mm apart. Routed all the traces and joined the ground connections. Drew the board outline on Edge.Cuts, which came out at 65 × 64 mm. Ran the Design Rules Checker until it showed 0 violations and nothing left unconnected. Started the case in Onshape, so I can export a STEP file. What went wrong KiCad has separate library managers for symbols, footprints and design blocks, and at first I added the footprints to the wrong one. The XIAO footprint didn’t appear until I fixed that. The checker kept reporting a missing GND connection. I had two ground wires that crossed but didn’t touch. Joining them on the back layer fixed it. The board outline was missing until I drew it, which gave a “malformed outline” error. What I learned A schematic defines the connections, and the PCB is where those connections become physical copper. The thin blue lines (ratsnest) show where a wire is still missing. The checker is useful for finding mistakes you can’t see by eye. Next Finish the case in Onshape (base, switch plate, USB cutout). Set up the firmware. Put everything in a GitHub repo with a README and a bill of materials.
Setup Read the Hack Club Hackpad guide and chose a 3-key design to learn on first. Installed KiCad as an AppImage, with a launcher. Added the Hack Club XIAO and SK6812 symbol libraries and the footprint library. Schematic and PCB (KiCad) Drew the schematic: a XIAO and three switches on D10, D9 and D8, each also going to GND. Assigned footprints: MX switch footprints and the XIAO footprint. Imported the parts into the PCB editor, flipped the XIAO to the back, spaced the switches 19.05 mm apart and routed all the traces. Fixed a split ground connection. Drew the board outline on Edge.Cuts (65 × 64 mm) and ran the DRC. Case Built a tray (85.8 × 84.8 mm, 13 mm tall, 3 mm floor) and a switch plate with three 14 mm holes in Onshape, after fixing the inch and millimeter problem. Generated both parts as STEP files with a CadQuery script, then added a USB notch in the back wall. Built one assembled hackpad.step, with a blank PCB inside, for the CAD folder. Firmware Wrote the KMK main.py for the three pins. Production files and repo Arranged the project into CAD, PCB, Firmware, production and images. Exported the gerbers and drill files into gerbers.zip. Took the screenshots, wrote README.md and bom.csv, and pushed everything to github.com/ema-rauf/hackpad....
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1793116165.5675786
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1793720965.5675786
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33669
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study app by @mayaO | Stardance
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mayaO
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0
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5.32
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0
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[]
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[{"post_id": 77263, "ts": "202 [{"post_id": 77263, "ts": "2026-10-06T10:27:23Z", "hours": 3.5028, "text": "ive been working on the front end and it’s looking good!!!!!! - i dont have any good photos"}, {"post_id": 29589, "ts": "2026-07-16T16:59:07Z", "hours": 1.4217, "text": "working on the frontend"}, {"post_id": 29366, "ts": "2026-07-16T08:29:30Z", "hours": 0.3969, "text": "working on a study project"}]...
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Title: study app by @mayaO | Stardance
Devlogs:
w Title: study app by @mayaO | Stardance
Devlogs:
working on a study project
working on the frontend
ive been working on the front end and it’s looking good!!!!!! - i dont have any good photos...
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1792579746.7311645
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1793184546.7311645
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