|
68968
|
LINKSTATE by @Duskled | Stardance
|
Duskled
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T12:02:36Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I shipped Linkstate Browser, which lets you generate links for websites, open them offline and download their source files. Normally you have to host websites or send multiple files, but Linkstate packs everything into one link or .onestate file, making it much faster to share projects. The hardest part was making everything work together, and I’m proud of building the whole system. Download it from https://linkstate.xyz or https://github.com/Duskled/LinkState---Browser . Open Linkstate Browser, add your website files to generate a link or .onestate file, then share it with anyone. They can open it in the browser and download the source files too. Currently, only HTML, CSS and JS files are supported, so please test it with those file types only.", "repo": "https://github.com/Duskled/LinkState---Browser", "demo": "https://linkstate.xyz/"}]...
|
[{"post_id": 78305, "ts": "202 [{"post_id": 78305, "ts": "2026-10-10T11:31:42Z", "hours": 8.6369, "text": "Normally sharing a website means hosting it or sending multiple files. Linkstate packs HTML, CSS and JS into one link or .onestate file, and Linkstate Browser lets you open these projects offline and extract their source files."}]...
|
Title: LINKSTATE by @Duskled | Stardance
Devlogs: Title: LINKSTATE by @Duskled | Stardance
Devlogs:
Normally sharing a website means hosting it or sending multiple files. Linkstate packs HTML, CSS and JS into one link or .onestate file, and Linkstate Browser lets you open these projects offline and extract their source files.
Ships:
I shipped Linkstate Browser, which lets you generate links for websites, open them offline and download their source files. Normally you have to host websites or send multiple files, but Linkstate packs everything into one link or .onestate file, making it much faster to share projects. The hardest part was making everything work together, and I’m proud of building the whole system. Download it from https://linkstate.xyz or https://github.com/Duskled/LinkState---Browser . Open Linkstate Browser, add your website files to generate a link or .onestate file, then share it with anyone. They can open it in the browser and download the source files too. Currently, only HTML, CSS and JS files are supported, so please test it with those file types only....
|
1793062372.408334
|
1793148772.408334
|
|
50594
|
bloobalistick test by @sofiia | Stardance
|
sofiia
|
0
|
4.84
|
0
|
[]
|
[{"post_id": 78306, "ts": "202 [{"post_id": 78306, "ts": "2026-10-10T11:40:26Z", "hours": 1.6919, "text": "I FINISHED IT! It seems like a really easy project and didn’t take that much time but I could only commit 20 minutes a day so it’s a big improvement!"}, {"post_id": 74996, "ts": "2026-09-28T20:09:44Z", "hours": 1.0631, "text": "Added a background and an enemy"}, {"post_id": 74190, "ts": "2026-09-26T21:42:03Z", "hours": 2.0875, "text": "Added coins and a killzone. At first placed them wrong so coins started moving like a platform"}]...
|
Title: bloobalistick test by @sofiia | Stardance
Title: bloobalistick test by @sofiia | Stardance
Devlogs:
Added coins and a killzone. At first placed them wrong so coins started moving like a platform
Added a background and an enemy
I FINISHED IT! It seems like a really easy project and didn’t take that much time but I could only commit 20 minutes a day so it’s a big improvement!...
|
1792634049.4362807
|
1793238849.4362807
|
|
65944
|
xX_Obsolete_Sky_Lab_Xx by @Asta_does_stuff | Stard xX_Obsolete_Sky_Lab_Xx by @Asta_does_stuff | Stardance...
|
Asta_does_stuff
|
1
|
8.5
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T03:48:12Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Its the starting point of a big software project which showcase NASA’s old instrument or the one that is still running This devlog I just add essential stuff like funcitons! (open/close, minimize, footer, header) Currently it only have 2 apps (calculator and welcome page) Feel free to suggest other related app! I’m planning to give users the ability to open NASA’s instrument 3D model, their history, missions and other data", "repo": "https://github.com/aryasatyaardy-cell/xX_Obsolete_Sky_Lab_Xx", "demo": "https://obsolete-skylab.netlify.app/"}]...
|
[{"post_id": 78310, "ts": "202 [{"post_id": 78310, "ts": "2026-10-10T11:51:30Z", "hours": 0.4361, "text": "Fixing buggy app"}, {"post_id": 76351, "ts": "2026-10-03T08:44:47Z", "hours": 1.6631, "text": "Changed almost everything So the old one is just hide and set a style of a div to “open” and “close” it, this one actually open it By opening it, js copy and delete it, and js reopen it when a button pressed"}, {"post_id": 76314, "ts": "2026-10-03T05:12:43Z", "hours": 2.3989, "text": "Added and fixed an app Added credits and filling the “about this site”"}, {"post_id": 74274, "ts": "2026-09-27T03:33:57Z", "hours": 1.2556, "text": "Finished WebOS 1 Added a working calculator app (cba to code it so I use Iframe) Added a footer to preview minimized tab"}, {"post_id": 74224, "ts": "2026-09-26T23:35:34Z", "hours": 0.7764, "text": "What I’ve added Welcome loading screen in 8 different langguages (if I’m not mistaken) A tab that is draggable and can be closed and opened"}, {"post_id": 74021, "ts": "2026-09-26T15:24:57Z", "hours": 0.6806, "text": "added window"}, {"post_id": 73997, "ts": "2026-09-26T14:28:12Z", "hours": 0.3311, "text": "Added a cool transition when pressing space"}, {"post_id": 73921, "ts": "2026-09-26T10:15:29Z", "hours": 0.5672, "text": "Made the header lol"}]...
|
Title: xX_Obsolete_Sky_Lab_Xx by @Asta_does_stuff Title: xX_Obsolete_Sky_Lab_Xx by @Asta_does_stuff | Stardance
Devlogs:
Made the header lol
Added a cool transition when pressing space
added window
What I’ve added Welcome loading screen in 8 different langguages (if I’m not mistaken) A tab that is draggable and can be closed and opened
Finished WebOS 1 Added a working calculator app (cba to code it so I use Iframe) Added a footer to preview minimized tab
Added and fixed an app Added credits and filling the “about this site”
Changed almost everything So the old one is just hide and set a style of a div to “open” and “close” it, this one actually open it By opening it, js copy and delete it, and js reopen it when a button pressed
Fixing buggy app
Ships:
Its the starting point of a big software project which showcase NASA’s old instrument or the one that is still running This devlog I just add essential stuff like funcitons! (open/close, minimize, footer, header) Currently it only have 2 apps (calculator and welcome page) Feel free to suggest other related app! I’m planning to give users the ability to open NASA’s instrument 3D model, their history, missions and other data...
|
1793062148.9886396
|
1793148548.9886396
|
|
68970
|
MP3 Player by @Ishu | Stardance
|
Ishu
|
0
|
0.92
|
0
|
[]
|
[{"post_id": 78312, "ts": "202 [{"post_id": 78312, "ts": "2026-10-10T12:03:07Z", "hours": 0.9214, "text": "Sorted out all the hardware and connections!! Next step is to add an sdcard, write the code and debug :D"}]...
|
Title: MP3 Player by @Ishu | Stardance
Devlogs:
S Title: MP3 Player by @Ishu | Stardance
Devlogs:
Sorted out all the hardware and connections!! Next step is to add an sdcard, write the code and debug :D...
|
1793127273.349645
|
1793732073.349645
|
|
68100
|
Soul the Restro Website by @dilesh596 | Stardance
|
dilesh596
|
0
|
0.27
|
0
|
[]
|
[{"post_id": 78313, "ts": "202 [{"post_id": 78313, "ts": "2026-10-10T12:04:17Z", "hours": 0.2722, "text": "This is the website made for fun while learning how to write code or how to program it has some flaws but anyways I am posting it please tell me what you thing about this website. To make this website I only use HTML and CSS nothing more nothing less. As you have probably guessed it, It dosen’t has any history record or something like that just pure interface. I hope you would like it and wait for the next project that i am working on It called as The Farmer’s AI-Advisor. And it is pretty cool. See you next time…."}]...
|
Title: Soul the Restro Website by @dilesh596 | Sta Title: Soul the Restro Website by @dilesh596 | Stardance
Devlogs:
This is the website made for fun while learning how to write code or how to program it has some flaws but anyways I am posting it please tell me what you thing about this website. To make this website I only use HTML and CSS nothing more nothing less. As you have probably guessed it, It dosen’t has any history record or something like that just pure interface. I hope you would like it and wait for the next project that i am working on It called as The Farmer’s AI-Advisor. And it is pretty cool. See you next time…....
|
1793116466.0947561
|
1793721266.0947561
|
|
63352
|
AI-Image-Generator by @Divij | Stardance
|
Divij
|
0
|
13.29
|
0
|
[]
|
[{"post_id": 78317, "ts": "202 [{"post_id": 78317, "ts": "2026-10-10T12:13:43Z", "hours": 4.5947, "text": "imporved UI unforently code vanished and got delted still process of fixing"}, {"post_id": 76243, "ts": "2026-10-02T20:30:30Z", "hours": 0.5558, "text": "AI Study Assistant — Development Log Overview A local AI study assistant built with Python, Flask, Hugging Face Transformers and FLAN-T5 . The project can: Answer questions from study material Generate summaries and revision notes Create flashcards Generate practice questions Process uploaded documents using RAG Development The project uses a web-based UI built with Flask, HTML, CSS and JavaScript, allowing the AI features to be accessed through a simple interface. I also reused and improved flashcard-generation code I had previously built before Stardance existed , rather than rebuilding the feature from scratch. This earlier work became the foundation for the current AI flashcard system. Local AI The project uses: google/flan-t5-base through Hugging Face Transformers. The model runs locally, meaning the application does not require a paid AI API. Flashcards The flashcard system was improved by: Splitting documents into smaller chunks Generating cards from each chunk Parsing QUESTION: / ANSWER: output Removing duplicate questions Adding fallback handling for inconsistent AI output Current Structure AI Study Assistant │ ├── Flask UI ├── Document Processing ├── RAG Retrieval ├── Local FLAN-T5 AI └── Study Tools ├── Q&A ├── Summaries ├── Notes ├── Flashcards └── Practice Questions Next Step The next stage is integrating the AI system into Frictionless , combining its AI study features with productivity, scheduling and task management."}, {"post_id": 71393, "ts": "2026-09-20T18:56:02Z", "hours": 0.4322, "text": "Updated the application to include low CPU memory usage and safety checker options. Below is an image for prompt : make a picture of math student doing math on whiteboard"}, {"post_id": 71355, "ts": "2026-09-20T17:57:02Z", "hours": 0.5783, "text": "I have edited the code to now include options to edit the generated image. This has been neatly printed in the command line. The image below is the image generated by the AI. The prompt was to make a Pokémon character"}, {"post_id": 71312, "ts": "2026-09-20T16:40:00Z", "hours": 7.125, "text": "I coded an app called Frictionless. It was an integrated modular life management platform combining AI calendar scheduling, habit tracking, Notion-style block editors, quick link folders, a gamified shopping store, loan tracking, and multi-tiered progress objectives. However, currently the app only works for me in the calendar, but by tomorrow, users will be able to set up their own integration with Google Calendar."}]...
|
Title: AI-Image-Generator by @Divij | Stardance
D Title: AI-Image-Generator by @Divij | Stardance
Devlogs:
I coded an app called Frictionless. It was an integrated modular life management platform combining AI calendar scheduling, habit tracking, Notion-style block editors, quick link folders, a gamified shopping store, loan tracking, and multi-tiered progress objectives. However, currently the app only works for me in the calendar, but by tomorrow, users will be able to set up their own integration with Google Calendar.
I have edited the code to now include options to edit the generated image. This has been neatly printed in the command line. The image below is the image generated by the AI. The prompt was to make a Pokémon character
Updated the application to include low CPU memory usage and safety checker options. Below is an image for prompt : make a picture of math student doing math on whiteboard
AI Study Assistant — Development Log Overview A local AI study assistant built with Python, Flask, Hugging Face Transformers and FLAN-T5 . The project can: Answer questions from study material Generate summaries and revision notes Create flashcards Generate practice questions Process uploaded documents using RAG Development The project uses a web-based UI built with Flask, HTML, CSS and JavaScript, allowing the AI features to be accessed through a simple interface. I also reused and improved flashcard-generation code I had previously built before Stardance existed , rather than rebuilding the feature from scratch. This earlier work became the foundation for the current AI flashcard system. Local AI The project uses: google/flan-t5-base through Hugging Face Transformers. The model runs locally, meaning the application does not require a paid AI API. Flashcards The flashcard system was improved by: Splitting documents into smaller chunks Generating cards from each chunk Parsing QUESTION: / ANSWER: output Removing duplicate questions Adding fallback handling for inconsistent AI output Current Structure AI Study Assistant │ ├── Flask UI ├── Document Processing ├── RAG Retrieval ├── Local FLAN-T5 AI └── Study Tools ├── Q&A ├── Summaries ├── Notes ├── Flashcards └── Practice Questions Next Step The next stage is integrating the AI system into Frictionless , combining its AI study features with productivity, scheduling and task management.
imporved UI unforently code vanished and got delted still process of fixing...
|
1793051373.2355642
|
1793656173.2355642
|
|
55035
|
Personal Website by @devanksinghchaudhary | Starda Personal Website by @devanksinghchaudhary | Stardance...
|
devanksinghchaudhary
|
1
|
2.98
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T03:28:39Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my personal website. With all my writings, I wanted to make a place where I could write all my thoughts, ideas, vision and have a archive and people could also read it. I finally did it. Checkout on: https://devanksinghchaudhary.github.io/about", "repo": "https://github.com/devanksinghchaudhary/devanksinghchaudhary.github.io", "demo": "https://devanksinghchaudhary.github.io"}]...
|
[{"post_id": 78321, "ts": "202 [{"post_id": 78321, "ts": "2026-10-10T12:20:59Z", "hours": 0.98, "text": "Improved I guess Photo below has nothing to do with website"}, {"post_id": 57808, "ts": "2026-08-30T03:23:58Z", "hours": 1.5742, "text": "Wrote some good sections of my site; https://devanksinghchaudhary.github.io"}, {"post_id": 55539, "ts": "2026-08-27T13:40:24Z", "hours": 0.6464, "text": "Now working on the writing part of the website ;)"}]...
|
Title: Personal Website by @devanksinghchaudhary | Title: Personal Website by @devanksinghchaudhary | Stardance
Devlogs:
Now working on the writing part of the website ;)
Wrote some good sections of my site; https://devanksinghchaudhary.github.io
Improved I guess Photo below has nothing to do with website
Ships:
This is my personal website. With all my writings, I wanted to make a place where I could write all my thoughts, ideas, vision and have a archive and people could also read it. I finally did it. Checkout on: https://devanksinghchaudhary.github.io/about...
|
1793108890.113748
|
1793195290.113748
|
|
59781
|
Astronomical CNN by @RedPanda | Stardance
|
RedPanda
|
1
|
19.0
|
287
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T20:14:40Z", "hours": 19.0, "multiplier": 15.48, "payout": 287, "blessing": "neutral", "text": "ITS THE FINAL DEVLOG!!!!!! This project tests whether small datasets can be used to train CNN and AI models effectively. I use image augmentation to see which level of image variation affects the final result. To show that this can be done on my own principles, the project uses only open data from NASA and ESO, so no one’s work is used without permission. Check out the website (here)[https://pratyush-m-code.github.io/Basic-AI/]! Check out the Dataset (here)[https://zenodo.org/records/23287441?token=eyJhbGciOiJIUzUxMiJ9.eyJpZCI6ImEzN2NkYWFiLWQ2M2UtNDQ3ZC04M2M2LTMwNGI3YzhmNzk0MyIsImRhdGEiOnt9LCJyYW5kb20iOiIzYmI0ZTFiNDg0NTFlZDNjMjViYzg5OGJkMGJlN2U4MCJ9.GpXlO0vDV-MJe3aFGRJuTAim7Iuxs3wpL4-BY8u8GdQnvdKFwgvUiyiS1Oy0C5o-5pbJc8zXYqKGhH89W0f1Og]!", "repo": "https://github.com/Pratyush-M-code/Basic-AI", "demo": "https://pratyush-m-code.github.io/Basic-AI/"}]...
|
[{"post_id": 78324, "ts": "202 [{"post_id": 78324, "ts": "2026-10-10T12:58:33Z", "hours": 0.7536, "text": "Devlog <we’re so close> ReadMe Updated GETTING CLOSE TO SHIPPING THIS IM SOO PUMPED"}, {"post_id": 78250, "ts": "2026-10-10T04:36:05Z", "hours": 2.1536, "text": "Devlog 12 (penultimate) Model Architecture, Results Interactive Chart, Github Page Learned SVG for the first time and made the model architecture pages; I mostly copied what worked and didn’t play around with CSS, but in the future, I’ll make the code easier to parse. My actual pride and joy is the results section, where I completed the SVG, uploaded it to GitHub, got the graph, and promptly added it to my code. This section is the only (minor) part that was made with the help of AI, as I could not figure out the logic (it’s too much). Also added a link and instructions for the GitHub page!"}, {"post_id": 77905, "ts": "2026-10-08T18:25:01Z", "hours": 1.1144, "text": "Devlog 11 (I’m losing my sanity.) Added Photo Elements and Update Images Last we left off, I finally finished with the buttons. Now I’ve done the logic for displaying the images and overwriting them every time. The border and CSS files were also correct to reflect these changes. I also added the augmentation files that the website pulls from to display the images along with alt text for each one. ps did i also mention that it SCALES TO THE DEVICE? <chef’s kiss>"}, {"post_id": 77373, "ts": "2026-10-06T18:10:45Z", "hours": 2.0014, "text": "Devlog 10 (FINALLY) Header and Footer. Fixed the header to make it look more professional as well as add navigation buttons with small quirky animations. I also added the footer, finally removing the ever-present tester h1 tag and replacing it with my bog-standard footer. I also animated the icon to make them jump when you hover over them!"}, {"post_id": 76689, "ts": "2026-10-04T10:48:38Z", "hours": 1.6047, "text": "Devlog 9 Buttons for Demo Finally completed the button designs for the demo part of the website when I show what augmentations I use for every model. Added hover animations and a (I assume) novel way of tracking the active state of buttons on Javascript. It uses an active class and assigns it to the clicked button by removing it from all others, ensuring that 2 buttons of the same class are not selected together. I have also made the website=> This is a test website and is subject to changes p.s. If the link seems broken check the project page!"}, {"post_id": 76639, "ts": "2026-10-04T07:32:33Z", "hours": 1.4444, "text": "Devlog 8 Section 1 and Pixelated Borders Created and wrote the first section with the problem statement and a short description of the project and my motivations. I also added the pixelated corners of my website to continue with the pixel art theme. I am going to start working on the augmentation tester and model architecture next."}, {"post_id": 76125, "ts": "2026-10-02T12:51:43Z", "hours": 1.1747, "text": "Devlog 7 Background Star Twinkle and Base Sections. I changed the JavaScript section to have random timings, size and positions of the stars in the script. I also changed the css to reflect the same and also added the transform command to the keyframe. I also set up the font (pixl sans) and also made the headers and base divs for the sections."}, {"post_id": 75560, "ts": "2026-09-30T13:10:22Z", "hours": 1.3617, "text": "Devlog 6 Small explanatory website. Working on making an explanation for this project to help in shipping and also to show to people. I have started working on the base HTML and CSS, but I have also added small twinkling stars in the background."}, {"post_id": 74444, "ts": "2026-09-27T11:59:14Z", "hours": 1.7075, "text": "Devlog 5 Early stopping + Test Function Added early stopping to prevent the model from overfitting and to preserve the best values. Added scikit-learn to work on the testing side and to help with storing the data for the multiple runs I do. The be-all and end-all will be running the model multiple times with different augment values and to see the sweet spot where the augmentation of the dataset starts to help generate more accurate results."}, {"post_id": 71882, "ts": "2026-09-21T18:07:29Z", "hours": 1.0164, "text": "Devlog 4 Added Augment Number and Seed, Added Validation Test Set and introduced CSV files for proper attribution. In Augment.py I finally bit the bullet and changed the script to work with titles like the name of the file. It will now also generate reproducible random results based on a seed function and number augments needed. In the Main.py I added validation data step to more clearly see where the model was over fitting. Also added the 2 data CSV files."}, {"post_id": 68780, "ts": "2026-09-15T18:53:39Z", "hours": 1.2878, "text": "Devlog 3 Ok, so I just finished with the testing data set and logging all the data in the csv files, I hope to automate this in the future, but currently I’m working on making the data augmentation pipeline faster."}, {"post_id": 68163, "ts": "2026-09-14T17:02:13Z", "hours": 1.655, "text": "Added Validation and History for Tracking. I removed the dataset from git status updates and will update it to another website or upload it git in the last commit. I added a validation dataset (splitting) and added it to model.fit. On top of that to track the model, I added history and charts to track the model."}, {"post_id": 67936, "ts": "2026-09-14T07:58:15Z", "hours": 1.2464, "text": "Devlog 1 Augmented the Data. Fixed file structure again, making it more cleaner and using .gitignore properly. Fixed the augment.py to work with the entire file at once instead of needing to select each file seperately. Fixed the Readme file to have a format, will update it as and when I complete said project. To-do Input changes to the CNN for effective learning Adding a test/train split Documenting the changes that occur when Batch Size/Epochs are changed. (not really sure on this one)"}]...
|
Title: Astronomical CNN by @RedPanda | Stardance
Title: Astronomical CNN by @RedPanda | Stardance
Devlogs:
Devlog 1 Augmented the Data. Fixed file structure again, making it more cleaner and using .gitignore properly. Fixed the augment.py to work with the entire file at once instead of needing to select each file seperately. Fixed the Readme file to have a format, will update it as and when I complete said project. To-do Input changes to the CNN for effective learning Adding a test/train split Documenting the changes that occur when Batch Size/Epochs are changed. (not really sure on this one)
Added Validation and History for Tracking. I removed the dataset from git status updates and will update it to another website or upload it git in the last commit. I added a validation dataset (splitting) and added it to model.fit. On top of that to track the model, I added history and charts to track the model.
Devlog 3 Ok, so I just finished with the testing data set and logging all the data in the csv files, I hope to automate this in the future, but currently I’m working on making the data augmentation pipeline faster.
Devlog 4 Added Augment Number and Seed, Added Validation Test Set and introduced CSV files for proper attribution. In Augment.py I finally bit the bullet and changed the script to work with titles like the name of the file. It will now also generate reproducible random results based on a seed function and number augments needed. In the Main.py I added validation data step to more clearly see where the model was over fitting. Also added the 2 data CSV files.
Devlog 5 Early stopping + Test Function Added early stopping to prevent the model from overfitting and to preserve the best values. Added scikit-learn to work on the testing side and to help with storing the data for the multiple runs I do. The be-all and end-all will be running the model multiple times with different augment values and to see the sweet spot where the augmentation of the dataset starts to help generate more accurate results.
Devlog 6 Small explanatory website. Working on making an explanation for this project to help in shipping and also to show to people. I have started working on the base HTML and CSS, but I have also added small twinkling stars in the background.
Devlog 7 Background Star Twinkle and Base Sections. I changed the JavaScript section to have random timings, size and positions of the stars in the script. I also changed the css to reflect the same and also added the transform command to the keyframe. I also set up the font (pixl sans) and also made the headers and base divs for the sections.
Devlog 8 Section 1 and Pixelated Borders Created and wrote the first section with the problem statement and a short description of the project and my motivations. I also added the pixelated corners of my website to continue with the pixel art theme. I am going to start working on the augmentation tester and model architecture next.
Devlog 9 Buttons for Demo Finally completed the button designs for the demo part of the website when I show what augmentations I use for every model. Added hover animations and a (I assume) novel way of tracking the active state of buttons on Javascript. It uses an active class and assigns it to the clicked button by removing it from all others, ensuring that 2 buttons of the same class are not selected together. I have also made the website=> This is a test website and is subject to changes p.s. If the link seems broken check the project page!
Devlog 10 (FINALLY) Header and Footer. Fixed the header to make it look more professional as well as add navigation buttons with small quirky animations. I also added the footer, finally removing the ever-present tester h1 tag and replacing it with my bog-standard footer. I also animated the icon to make them jump when you hover over them!
Devlog 11 (I’m losing my sanity.) Added Photo Elements and Update Images Last we left off, I finally finished with the buttons. Now I’ve done the logic for displaying the images and overwriting them every time. The border and CSS files were also correct to reflect these changes. I also added the augmentation files that the website pulls from to display the images along with alt text for each one. ps did i also mention that it SCALES TO THE DEVICE? <chef’s kiss>
Devlog 12 (penultimate) Model Architecture, Results Interactive Chart, Github Page Learned SVG for the first time and made the model architecture pages; I mostly copied what worked and didn’t play around with CSS, but in the future, I’ll make the code easier to parse. My actual pride and joy is the results section, where I completed the SVG, uploaded it to GitHub, got the graph, and promptly added it to my code. This section is the only (minor) part that was made with the help of AI, as I could not figure out the logic (it’s too much). Also added a link and instructions for the GitHub page!
Devlog <we’re so close> ReadMe Updated GETTING CLOSE TO SHIPPING THIS IM SOO PUMPED
Ships:
ITS THE FINAL DEVLOG!!!!!! This project tests whether small datasets can be used to train CNN and AI models effectively. I use image augmentation to see which level of image variation affects the final result. To show that this can be done on my own principles, the project uses only open data from NASA and ESO, so no one’s work is used without permission. Check out the website (here)[https://pratyush-m-code.github.io/Basic-AI/]! Check out the Dataset (here)[https://zenodo.org/records/23287441?token=eyJhbGciOiJIUzUxMiJ9.eyJpZCI6ImEzN2NkYWFiLWQ2M2UtNDQ3ZC04M2M2LTMwNGI3YzhmNzk0MyIsImRhdGEiOnt9LCJyYW5kb20iOiIzYmI0ZTFiNDg0NTFlZDNjMjViYzg5OGJkMGJlN2U4MCJ9.GpXlO0vDV-MJe3aFGRJuTAim7Iuxs3wpL4-BY8u8GdQnvdKFwgvUiyiS1Oy0C5o-5pbJc8zXYqKGhH89W0f1Og]!...
|
1793055079.7120044
|
1793141479.7120044
|
|
40217
|
JishAtlas by @JishnuDutta | Stardance
|
JishnuDutta
|
1
|
13.26
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T19:26:46Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made JishAtlas v0.1.0-alpha, an AI-powered file organizer that runs through a CLI — it currently does not have a GUI. It detects projects, analyzes files, and creates organization plans using Local AI or Gemini. The hardest part was building the AI organization pipeline and getting the Windows EXE/MSIX packaging working reliably. I’m proud that it’s now a usable Windows app with a public alpha release.", "repo": "https://github.com/jishnudutta/JishAtlas", "demo": "https://jishatlas.jishworks.in/"}]...
|
[{"post_id": 78325, "ts": "202 [{"post_id": 78325, "ts": "2026-10-10T13:03:41Z", "hours": 1.2589, "text": "Made major bug fixes and some changes in UI."}, {"post_id": 45116, "ts": "2026-08-11T12:15:11Z", "hours": 7.6053, "text": "JishAtlas Devlog #2 From Prototype to a Usable File Organizer Since the first devlog, JishAtlas has grown from a basic AI prototype into a much more complete file organization tool. What I Built Added project detection for common software projects such as Python, React, C++, and other project types. Improved the scanner with project roots, file information, content analysis, and passthrough directories . Added Local AI using a quantized Qwen model through llama.cpp . Added automatic Hugging Face model downloading and local model storage in %LOCALAPPDATA%\\JishAtlas\\models\\ . Improved the AI prompt and JSON output for more consistent organization. Added stronger handling of Windows paths and filesystem errors . Improved Organized Copy and Organize in Place modes. Expanded the Rich terminal interface with better previews, loading states, and summaries. Added local Gemini API-key configuration using .env . Started packaging JishAtlas into a standalone Windows executable with PyInstaller. The Pipeline Now Scan ↓ Project Detection ↓ Content Analysis ↓ Local AI / Gemini ↓ Organization Plan ↓ Validation ↓ Preview ↓ Apply JishAtlas Devlog #3 Website, Packaging & Microsoft Store JishAtlas has now moved from a development project toward a public release. Website Built and refined the official JishAtlas website with a professional product-focused design. Added: Product introduction and feature sections Getting started guidance Documentation structure Interactive learning elements Direct EXE download option Microsoft Store download path for the upcoming Store release SmartScreen guidance for the standalone alpha release JishAtlas branding and product information Developer and GitHub project information Windows Packaging Packaged the PyInstaller build into an MSIX package using the Windows App Development CLI and Windows SDK tools. The package includes: JishAtlas executable Windows application manifest Microsoft Store package identity Application assets and icons JishWorks publisher identity Full-trust desktop application configuration The package was rebuilt after correcting the Microsoft Store package identity and publisher information. Microsoft Store Prepared JishAtlas for Microsoft Store distribution. Completed: Created the JishAtlas Store product Reserved the product identity Configured publisher information Uploaded the MSIX package Completed pricing and availability settings Completed app properties Completed the IARC age-rating questionnaire Added Store listing information Added developer attribution Added restricted capability justification Prepared privacy policy information Submitted the application for certification Release The first public alpha is available as: JishAtlas v0.1.0-alpha The standalone Windows executable is distributed through the official GitHub release while the Microsoft Store submission is undergoing certification. Next Steps The next focus is completing the Microsoft Store release, improving the installation and update experience, gathering feedback from early users, and preparing future JishAtlas releases."}, {"post_id": 35977, "ts": "2026-07-27T19:32:16Z", "hours": 4.0525, "text": "JishAtlas Devlog #1 Building the First AI Organization Engine I started building JishAtlas with a simple goal: create a tool that can look at a messy folder and suggest a more logical way to organize it. The first version focuses on getting the core pipeline working from end to end rather than trying to solve every edge case immediately. First AI Pipeline The initial AI organization pipeline is now working with Google Gemini. JishAtlas can provide Gemini with information about the files and existing folders in a directory and receive an organization plan containing suggested folders, moves, and filenames. This establishes the basic foundation of JishAtlas: Folder ↓ Scanner ↓ File information ↓ Gemini ↓ Organization plan"}]...
|
Title: JishAtlas by @JishnuDutta | Stardance
Devl Title: JishAtlas by @JishnuDutta | Stardance
Devlogs:
JishAtlas Devlog #1 Building the First AI Organization Engine I started building JishAtlas with a simple goal: create a tool that can look at a messy folder and suggest a more logical way to organize it. The first version focuses on getting the core pipeline working from end to end rather than trying to solve every edge case immediately. First AI Pipeline The initial AI organization pipeline is now working with Google Gemini. JishAtlas can provide Gemini with information about the files and existing folders in a directory and receive an organization plan containing suggested folders, moves, and filenames. This establishes the basic foundation of JishAtlas: Folder ↓ Scanner ↓ File information ↓ Gemini ↓ Organization plan
JishAtlas Devlog #2 From Prototype to a Usable File Organizer Since the first devlog, JishAtlas has grown from a basic AI prototype into a much more complete file organization tool. What I Built Added project detection for common software projects such as Python, React, C++, and other project types. Improved the scanner with project roots, file information, content analysis, and passthrough directories . Added Local AI using a quantized Qwen model through llama.cpp . Added automatic Hugging Face model downloading and local model storage in %LOCALAPPDATA%\JishAtlas\models\ . Improved the AI prompt and JSON output for more consistent organization. Added stronger handling of Windows paths and filesystem errors . Improved Organized Copy and Organize in Place modes. Expanded the Rich terminal interface with better previews, loading states, and summaries. Added local Gemini API-key configuration using .env . Started packaging JishAtlas into a standalone Windows executable with PyInstaller. The Pipeline Now Scan ↓ Project Detection ↓ Content Analysis ↓ Local AI / Gemini ↓ Organization Plan ↓ Validation ↓ Preview ↓ Apply JishAtlas Devlog #3 Website, Packaging & Microsoft Store JishAtlas has now moved from a development project toward a public release. Website Built and refined the official JishAtlas website with a professional product-focused design. Added: Product introduction and feature sections Getting started guidance Documentation structure Interactive learning elements Direct EXE download option Microsoft Store download path for the upcoming Store release SmartScreen guidance for the standalone alpha release JishAtlas branding and product information Developer and GitHub project information Windows Packaging Packaged the PyInstaller build into an MSIX package using the Windows App Development CLI and Windows SDK tools. The package includes: JishAtlas executable Windows application manifest Microsoft Store package identity Application assets and icons JishWorks publisher identity Full-trust desktop application configuration The package was rebuilt after correcting the Microsoft Store package identity and publisher information. Microsoft Store Prepared JishAtlas for Microsoft Store distribution. Completed: Created the JishAtlas Store product Reserved the product identity Configured publisher information Uploaded the MSIX package Completed pricing and availability settings Completed app properties Completed the IARC age-rating questionnaire Added Store listing information Added developer attribution Added restricted capability justification Prepared privacy policy information Submitted the application for certification Release The first public alpha is available as: JishAtlas v0.1.0-alpha The standalone Windows executable is distributed through the official GitHub release while the Microsoft Store submission is undergoing certification. Next Steps The next focus is completing the Microsoft Store release, improving the installation and update experience, gathering feedback from early users, and preparing future JishAtlas releases.
Made major bug fixes and some changes in UI.
Ships:
I made JishAtlas v0.1.0-alpha, an AI-powered file organizer that runs through a CLI — it currently does not have a GUI. It detects projects, analyzes files, and creates organization plans using Local AI or Gemini. The hardest part was building the AI organization pipeline and getting the Windows EXE/MSIX packaging working reliably. I’m proud that it’s now a usable Windows app with a public alpha release....
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1793130936.4891665
|
1793217336.4891665
|
|
68983
|
UnityCorner by @twinx | Stardance
|
twinx
|
0
|
8.57
|
0
|
[]
|
[{"post_id": 78326, "ts": "202 [{"post_id": 78326, "ts": "2026-10-10T13:10:31Z", "hours": 8.5664, "text": "So far i have added this ollama chat interface i know it looks like claude but will change later for a minimal look. What is this ? You will be asking what is this , actually this a project i made to replace most stuffs that requires 5-10 tools and in different places like notes , ollama chatting , system configuration , devlogs and much more all in a single place and secured by default."}]...
|
Title: UnityCorner by @twinx | Stardance
Devlogs: Title: UnityCorner by @twinx | Stardance
Devlogs:
So far i have added this ollama chat interface i know it looks like claude but will change later for a minimal look. What is this ? You will be asking what is this , actually this a project i made to replace most stuffs that requires 5-10 tools and in different places like notes , ollama chatting , system configuration , devlogs and much more all in a single place and secured by default....
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1793127309.4145598
|
1793732109.4145598
|
|
68847
|
a smart remote controlled car by @hillelarieli | S a smart remote controlled car by @hillelarieli | Stardance...
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hillelarieli
|
0
|
1.58
|
0
|
[]
|
[{"post_id": 78328, "ts": "202 [{"post_id": 78328, "ts": "2026-10-10T13:40:53Z", "hours": 1.5786, "text": "a smart car with lots of sensors with an unloking fecher"}]...
|
Title: a smart remote controlled car by @hillelari Title: a smart remote controlled car by @hillelarieli | Stardance
Devlogs:
a smart car with lots of sensors with an unloking fecher...
|
1793127023.02859
|
1793731823.02859
|
|
67863
|
YUI Dashboard MUI by @KIRITO07 | Stardance
|
KIRITO07
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T14:46:21Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "YUI is a personal productivity assistant built with Python, combining tasks, study, fitness, notes, and a focus timer in one dashboard, the challenging part would be my pc as it is old and can’t run fast enough for my projects, but i overcame it and want to win a Macbook which could support me for future projects", "repo": "https://github.com/kirito-lab-xpd/YUI-Personal-Command-Center", "demo": "https://yui-kirito.streamlit.app/"}]...
|
[{"post_id": 78340, "ts": "202 [{"post_id": 78340, "ts": "2026-10-10T14:34:08Z", "hours": 3.4072, "text": "YUI V1 is finally availabe to try i’ll still work on this project and add more applications to use"}, {"post_id": 77896, "ts": "2026-10-08T18:04:26Z", "hours": 2.03, "text": "I’m planning to add a smarter AI assistant, fitness tracking, notes, progress analytics, voice interaction, and a more polished futuristic UI — turning YUI into a complete personal command centre"}]...
|
Title: YUI Dashboard MUI by @KIRITO07 | Stardance
Title: YUI Dashboard MUI by @KIRITO07 | Stardance
Devlogs:
I’m planning to add a smarter AI assistant, fitness tracking, notes, progress analytics, voice interaction, and a more polished futuristic UI — turning YUI into a complete personal command centre
YUI V1 is finally availabe to try i’ll still work on this project and add more applications to use
Ships:
YUI is a personal productivity assistant built with Python, combining tasks, study, fitness, notes, and a focus timer in one dashboard, the challenging part would be my pc as it is old and can’t run fast enough for my projects, but i overcame it and want to win a Macbook which could support me for future projects...
|
1793062284.0669184
|
1793148684.0669184
|
|
67016
|
My awesome macropad! by @jyotishmanpathak | Starda My awesome macropad! by @jyotishmanpathak | Stardance...
|
jyotishmanpathak
|
0
|
0.3
|
0
|
[]
|
[{"post_id": 78341, "ts": "202 [{"post_id": 78341, "ts": "2026-10-10T14:38:52Z", "hours": 0.3, "text": "I am currently working on the micropad project"}]...
|
Title: My awesome macropad! by @jyotishmanpathak | Title: My awesome macropad! by @jyotishmanpathak | Stardance
Devlogs:
I am currently working on the micropad project...
|
1793105549.4991186
|
1793710349.4991186
|
|
64496
|
Spaceboard by @alepar_cs | Stardance
|
alepar_cs
|
1
|
32.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T14:58:08Z", "hours": 32.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is spaceboard. A really cool TUI dashboard to visualize data about NEOs (Near Earth Objects) with NASA API keys. Is my first project for Hack Club and my first Python package. I know it isn’t perfect, but I’m working on a V2. I’m really proud of this because I didn’t only learn a lot of new things about how to code better - but also how to ship a project and how it feels to make part of an amazing community, that helped me when I had problems. View more on: https://github.com/alessioparolini2011/spaceboard", "repo": "https://github.com/alessioparolini2011/spaceboard", "demo": "https://pypi.org/project/spaceboard/"}]...
|
[{"post_id": 78346, "ts": "202 [{"post_id": 78346, "ts": "2026-10-10T14:50:05Z", "hours": 2.5511, "text": "spaceboard V1.1.8 is done and ready for shipping! Use “pip install spaceboard” and then “spaceboard” to use it! I know isn’t perfect, but the V2 development is moved into “Terra” event. I hope you’ll enjoy it!"}, {"post_id": 77872, "ts": "2026-10-08T16:51:12Z", "hours": 0.7636, "text": "Ready for shipping! I add the pyproject.toml for a easier use and installation, and create a GitHub release for the DEMO."}, {"post_id": 77314, "ts": "2026-10-06T15:02:12Z", "hours": 5.0161, "text": "Final devlog! I finished the MVP, now I’ll work on a v2 with a better file structure, a easier scalable architecture and more features!"}, {"post_id": 76256, "ts": "2026-10-02T22:26:21Z", "hours": 3.8028, "text": "Finished MVP! Now you can move between days and change the metric system smoothly! I’ve optmized the logic and fixed some graphical errors. Next steps: add error handling and improve onboarding and requets."}, {"post_id": 75984, "ts": "2026-10-01T20:43:52Z", "hours": 6.0408, "text": "Now you can move through the days. Need to add a label to see the current day on the screen. Really close to ship!"}, {"post_id": 74924, "ts": "2026-09-28T16:31:57Z", "hours": 3.3128, "text": "Improved logic and CLI! Now the datatables are created only one time and reused. Now CLI is more readable."}, {"post_id": 74119, "ts": "2026-09-26T18:30:52Z", "hours": 1.8628, "text": "Now works with double system Metric/US! Fixed also some little bugs. Stay tuned, soon will be added date changes!"}, {"post_id": 73702, "ts": "2026-09-25T18:54:24Z", "hours": 2.1567, "text": "Finished the MVP! Now works with current day and can refresh data!"}, {"post_id": 73176, "ts": "2026-09-24T15:10:59Z", "hours": 3.3806, "text": "Added CLI and implemented it in the main file!"}, {"post_id": 72664, "ts": "2026-09-23T13:34:08Z", "hours": 0.6333, "text": "Implementing classes to store NEOs stats"}, {"post_id": 72651, "ts": "2026-09-23T12:46:54Z", "hours": 2.0164, "text": "Successfully gets data from NASA API! Now Working on store datas correctly"}]...
|
Title: Spaceboard by @alepar_cs | Stardance
Devlo Title: Spaceboard by @alepar_cs | Stardance
Devlogs:
Successfully gets data from NASA API! Now Working on store datas correctly
Implementing classes to store NEOs stats
Added CLI and implemented it in the main file!
Finished the MVP! Now works with current day and can refresh data!
Now works with double system Metric/US! Fixed also some little bugs. Stay tuned, soon will be added date changes!
Improved logic and CLI! Now the datatables are created only one time and reused. Now CLI is more readable.
Now you can move through the days. Need to add a label to see the current day on the screen. Really close to ship!
Finished MVP! Now you can move between days and change the metric system smoothly! I’ve optmized the logic and fixed some graphical errors. Next steps: add error handling and improve onboarding and requets.
Final devlog! I finished the MVP, now I’ll work on a v2 with a better file structure, a easier scalable architecture and more features!
Ready for shipping! I add the pyproject.toml for a easier use and installation, and create a GitHub release for the DEMO.
spaceboard V1.1.8 is done and ready for shipping! Use “pip install spaceboard” and then “spaceboard” to use it! I know isn’t perfect, but the V2 development is moved into “Terra” event. I hope you’ll enjoy it!
Ships:
This is spaceboard. A really cool TUI dashboard to visualize data about NEOs (Near Earth Objects) with NASA API keys. Is my first project for Hack Club and my first Python package. I know it isn’t perfect, but I’m working on a V2. I’m really proud of this because I didn’t only learn a lot of new things about how to code better - but also how to ship a project and how it feels to make part of an amazing community, that helped me when I had problems. View more on: https://github.com/alessioparolini2011/spaceboard...
|
1793058951.949526
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1793145351.949526
|
|
43649
|
FT4232HL Multi BUS Adapter by @Luka | Stardance
|
Luka
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T15:10:37Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 4 Port (1 Port dedicated JTAG headder) USB multi BUS adapter , it wasnt hard but , i mean it was build in an all nighter and just needet a simple optional tester Code . It uses a FT4342H and USB-C ….", "repo": "https://github.com/Luka-io/FT4232H-USB-C-DONGLE", "demo": ""}]...
|
[{"post_id": 78350, "ts": "202 [{"post_id": 78350, "ts": "2026-10-10T15:04:53Z", "hours": 0.5833, "text": "I started by connecting the adapter , it worked first try , then i flashed some config to the eeprom with FT_PROG, afterwards I connected a second uart adapter and made a small serial blaster python file . Then python was missing and as i didnt want to fix the windows path hell i just reinstalled it and did some other work while that happend … Then i started going to my favorite(not) place (stackoverflow hell ) and did plan to make a auto discover wich gipos are wich com port , yeah i ran into some errors and stuff did a little AI help and after some coding the script works and I will now publish it to Github… Yeah the adapter works great !"}, {"post_id": 40562, "ts": "2026-08-04T06:12:43Z", "hours": 3.4861, "text": "So i started by copying the ft4232h part i already made and then i addet some ldos for the ic power and logik power , with that i also addet 3 logic converters wich can be set to 1.8 or 3.3v . i addet 3 gipo headers and a 10pin jtag adapter . A led indicator for power is necessary xD . I laid out the layout and saw the mess , the connector and logic converter ics werent really good to route as they were like an X ;) .. so i remade that 2 TIMESSS . but then i layed the pcb out , routed it all , and did a quick check . After some hours of datasheet hell and lcsc shopping the design was done . You can connect usb-c , then you get 3 buses capable of eg. UART , RS232 , SWD , JTAG …etc .. And an dedicated Jtag port ! .. This was a nice all nighter with @Marco_da_mechanic , he made the case after i gave him the pcb 3d model and it looks faboulus !!"}]...
|
Title: FT4232HL Multi BUS Adapter by @Luka | Stard Title: FT4232HL Multi BUS Adapter by @Luka | Stardance
Devlogs:
So i started by copying the ft4232h part i already made and then i addet some ldos for the ic power and logik power , with that i also addet 3 logic converters wich can be set to 1.8 or 3.3v . i addet 3 gipo headers and a 10pin jtag adapter . A led indicator for power is necessary xD . I laid out the layout and saw the mess , the connector and logic converter ics werent really good to route as they were like an X ;) .. so i remade that 2 TIMESSS . but then i layed the pcb out , routed it all , and did a quick check . After some hours of datasheet hell and lcsc shopping the design was done . You can connect usb-c , then you get 3 buses capable of eg. UART , RS232 , SWD , JTAG …etc .. And an dedicated Jtag port ! .. This was a nice all nighter with @Marco_da_mechanic , he made the case after i gave him the pcb 3d model and it looks faboulus !!
I started by connecting the adapter , it worked first try , then i flashed some config to the eeprom with FT_PROG, afterwards I connected a second uart adapter and made a small serial blaster python file . Then python was missing and as i didnt want to fix the windows path hell i just reinstalled it and did some other work while that happend … Then i started going to my favorite(not) place (stackoverflow hell ) and did plan to make a auto discover wich gipos are wich com port , yeah i ran into some errors and stuff did a little AI help and after some coding the script works and I will now publish it to Github… Yeah the adapter works great !
Ships:
I made a 4 Port (1 Port dedicated JTAG headder) USB multi BUS adapter , it wasnt hard but , i mean it was build in an all nighter and just needet a simple optional tester Code . It uses a FT4342H and USB-C …....
|
1793148531.771831
|
1793234931.771831
|
|
68730
|
Straw by @shivakaushal | Stardance
|
shivakaushal
|
0
|
0.74
|
0
|
[]
|
[{"post_id": 78351, "ts": "202 [{"post_id": 78351, "ts": "2026-10-10T15:09:07Z", "hours": 0.74, "text": "So right now I am working on Straw, this is a mission so i am making related to it, and opening the guide just beside the codespace. finally I have worked on the environment, i had also host it on vercel, the guides shows github pages, but didn’t use that."}]...
|
Title: Straw by @shivakaushal | Stardance
Devlogs Title: Straw by @shivakaushal | Stardance
Devlogs:
So right now I am working on Straw, this is a mission so i am making related to it, and opening the guide just beside the codespace. finally I have worked on the environment, i had also host it on vercel, the guides shows github pages, but didn’t use that....
|
1792472110.2617476
|
1793336110.2617476
|
|
40622
|
My own site! by @Pilot | Stardance
|
Pilot
|
0
|
2.33
|
0
|
[]
|
[{"post_id": 78364, "ts": "202 [{"post_id": 78364, "ts": "2026-10-10T15:46:54Z", "hours": 1.1608, "text": "Wah so much time not logged. i worked in it a lot at school and i didn’t have hack time installed but i made it look a lot better and am still figuring stuff outs"}, {"post_id": 39263, "ts": "2026-08-02T03:48:13Z", "hours": 1.1675, "text": "This is what my website looks like after going through the main mission guide and some of the w3schools CSS guide. it definitely needs a ton of work but I’m proud i was able to make it this far! i cant wait to see how far i can go."}]...
|
Title: My own site! by @Pilot | Stardance
Devlogs Title: My own site! by @Pilot | Stardance
Devlogs:
This is what my website looks like after going through the main mission guide and some of the w3schools CSS guide. it definitely needs a ton of work but I’m proud i was able to make it this far! i cant wait to see how far i can go.
Wah so much time not logged. i worked in it a lot at school and i didn’t have hack time installed but i made it look a lot better and am still figuring stuff outs...
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1792723898.323342
|
1793328698.323342
|
|
68824
|
SikeyyOS by @Sikeyyy | Stardance
|
Sikeyyy
|
0
|
0.89
|
0
|
[]
|
[{"post_id": 78372, "ts": "202 [{"post_id": 78372, "ts": "2026-10-10T16:24:10Z", "hours": 0.8853, "text": "Working on my first stardance mission section where im tasked to make a webos that runsin the web"}]...
|
Title: SikeyyOS by @Sikeyyy | Stardance
Devlogs:
Title: SikeyyOS by @Sikeyyy | Stardance
Devlogs:
Working on my first stardance mission section where im tasked to make a webos that runsin the web...
|
1793126982.9635854
|
1793731782.9635854
|
|
50540
|
Custom Minecraft Server Scaffolding by @Sabrina | Custom Minecraft Server Scaffolding by @Sabrina | Stardance...
|
Sabrina
|
0
|
45.23
|
0
|
[]
|
[{"post_id": 78377, "ts": "202 [{"post_id": 78377, "ts": "2026-10-10T16:33:57Z", "hours": 1.0547, "text": "Chunk Cache Center + small bug fix I have made it so the server will finally send the SetChunkCacheCenter packet whenever you move, just like the vanilla server. Previously this was only send on login, and seemingly stalled my server for no reason when I tried to send it continuously. I found out that the issue was in my WriteVarInt function, where negative values lead to an infinite loop. Now that this is fixed I can send that packet anytime now!!"}, {"post_id": 78158, "ts": "2026-10-09T20:28:39Z", "hours": 4.2464, "text": "Readme, prepping for ship, and some other changes I made some more packets for moving in a vehicle, paddling a boat, and player right click interations. Just 3 more packets towards feature completeness. Once again they’re just for reading them and telling the world about them, it is up to the user to implement them (kinda) I also made the readme (for the most part) and corrected my writeup on where i got the registries from and fixed my requirements.txt"}, {"post_id": 67651, "ts": "2026-09-13T20:07:12Z", "hours": 1.6339, "text": "Rewrote data reader + writers I have rewrote all of the code that wrote and read the packet data. now reading uses a reader class that can just call readbool, readint, etc etc one after another instead of needing to chop off data after each read. Simillarly for the writer I made it so that you can just make a writer and call .writeInt, writebool. etc etc w/o needing to do a += on a bytes object. Next Now that my code is cleaned up quite a bit, I want to clean it up some more by moving all of the writing functions into their packet class so you can call something like: StatusResponse_ClientBound.write(PARAMS) to make the code much nicer. after that I will add more play packets to get more feature complete"}, {"post_id": 67518, "ts": "2026-09-13T17:12:39Z", "hours": 4.1989, "text": "Working towards being feature complete! I implemented some more play packets. While they are not 100% functional the server can recognize them and forward it to the world to be handled/implemented later when the times comes. The client is now a subclass of the entity class, making things a bit easier. As mentioned above, the client, when receiving a packet response from handling a packet, it could be of a server packet response type, which then the client routes it’s responses directly to the server/world for handling. Also now on startup we print out the completeness of the server. It just measures how many of the server bound packets we have implemented. I will work on making a client bound completeness print after finishing (mostly) the server bound ones, but I assume by time i get there many will be implemented already due to the handling of server bound packets Up next I want to continue implementing more play packets to become more feature complete, also for one of the packets I wrote a write method that took in parameters and returned a fully completed packet, I might need to do that w/ some other packets like the login and player joining ones to make my code smaller on the world.py end and more appropriate on the packets.py end"}, {"post_id": 66745, "ts": "2026-09-12T17:14:24Z", "hours": 2.4939, "text": "Automatically loading chunks Chunks now automatically load when you walk by them. its based on the render distance so when i move it tries to send all the chunks in a radius around the player to them. I also fixed a niche bug, that when there is 1 byte left in a packet after reading it could cause the packet to say it is fine with reading the rest & drop off the last byte, but now it is fixed! Next I want to import the definitions for a bunch of the play packets (mostly server bound packets) and then polish up my code and do any todo items and then ship. after shipping ill make a fork and work on my lce minigame server"}, {"post_id": 57450, "ts": "2026-08-29T16:28:19Z", "hours": 0.29, "text": "Caching tags works! Sub 5 second loading times now! (after the pregeneration is done that is) I moved the tag generation into a class inside of Registry.py and it caches. So after everything generates for the first time loading into the world takes less than 5 seconds!! I’m very proud of how this has turned out so far. I gonna work on some play packets, write a readme, then ship"}, {"post_id": 57426, "ts": "2026-08-29T15:57:23Z", "hours": 3.4022, "text": "Migrated to SyncedRegistry instead of clientObj.registries So I’ve make a SyncedRegistry class and had it do all the wonderful things client.generateAndSendRegistryData would create for them, I then removed the client.registries and make all references to it use Registry.getSyncedRegistry() and if they needed to get the all the entries and not just one specific one, they can call .getEntries() on that synced register This change will improve load times & syncability between players. All players will have the same registry data so I can save the chunk packet bytes for that. (it also means i can generate chunk packet bytes w/o needing a reference player and STILL get the biome data correct) The world on init preloads all the required registries needed and that improves join time. Next I need to do the same for the tags data because that is the one that takes up the most time, and caching that would be so great. Also i want to resolve more PLAY packets so my server can be more feature complete, but rn it looks very good and I might ship it and use it for my minigame server soon"}, {"post_id": 56361, "ts": "2026-08-28T03:31:44Z", "hours": 1.8853, "text": "Cached chunk packets After a chunk is requested into a packet i cache it for later. This system is prone to breaking if the synced registries for each player aren’t the same but im hoping to make sure they are the same. (I also want to precompute these and or cache them) I experimented with a bunch of precomputing and caching and seemingly for now just saving the packet data after computing it once on load seems to work just fine for me right now"}, {"post_id": 55337, "ts": "2026-08-27T02:37:18Z", "hours": 1.2508, "text": "Real chunks decoded & rendering!! I have managed to decode a bunch of chunks!(pictued is a 3x3 area rendered because of a 5x5 area thats loaded) I still have set the blocklight and skylight to all 15s and i will probably need to go and fix that in a bit later, but for now it just copies over the palette from the global block state palette, copies over the longs for the biome data + palette. For the most part it just copies over the nbt data into bytes and packages it up. It also makes up data, like it also says theres 16^3 (the maximum) blocks in each subchunk. This is to prevent it from unrendering when breaking stuff Todo: I want to load a bunch more chunks to make it more seamless I want to properly give the lighting data, but ill do that later as it works fine for right this second I want to make sending synchronized registries faster and possibly cache the packets that send them"}, {"post_id": 55250, "ts": "2026-08-26T22:15:30Z", "hours": 3.7433, "text": "FINALLY GOT CHUNKS LOADING Okay so i figured out what the heck bit sets were (they’re arrays of bits, or i saved them as an array of bools) and so I was able to make the lighting data needed to render stuff, and that also fixed my player not rendering! When loading just 1 chunk it doesn’t render, it needs to be surrounded by other chunks so here is me loading a 3x3 chunk area, and as you can see the middle one has rendered. The chunks right now are all stone and FULL 15 brightness on blocks & skylight everywhere. I soon will import the actual light data and the actual block data, i just need to figure out where the global block state palette is and not the global block palette!"}, {"post_id": 53465, "ts": "2026-08-24T01:12:40Z", "hours": 6.0419, "text": "misc preloaded into world packets I made the server send a bunch of packets for extra info about the world before loading in. I also make a region file handler to get chunk & subchunk data in nbt format. Issues Currently idk how to write the level_chunk_with_light packet and it always says 14KB or 22KB of extra data, i need to look into it Also for some reason the player’s game crashes when they move (but not look around) due to ticking entity or something. I will also need to investigate this I’mma take a break from this as school has started recently, ive been spending so much time on this, and the chunk roadblock makes me very demotivated"}, {"post_id": 50709, "ts": "2026-08-20T01:18:44Z", "hours": 3.6006, "text": "2 main threads, Server.py and World.py I have now made a main.py that spawns server.py and has it run all the same code as before, connecting clients, and IOing the packets in and out. But now there is World.py which is a class that runs the world, accept player connections, and will do all of the packet creation and queuing after the client fully connects to the world More packets I added a bunch more optional packets for extra info, and more will be on the way"}, {"post_id": 50083, "ts": "2026-08-19T04:29:23Z", "hours": 0.8431, "text": "Play setup is almost done After the server sends the login packet it sends a whole bunch of packets to the client to finalize some things to make sure everything is good. It adds player datas, teleport the player somewhere, preps the client for chunk loading, sets the time, etc After all that finishes then the client will say that it has loaded and then we can exchange packets of interacting with the environment, and loading new chunks, etc"}, {"post_id": 50066, "ts": "2026-08-19T03:36:50Z", "hours": 2.1181, "text": "Connecting state finished! I have finished the connecting/configuring part of the connection. Now when a client tries to connect it goes all the way through the configuring state, which includes the registry & tagged registry packets (which there are a lot of) and then the client accepts all of them then transfers into the playing state! Now all is left to do is make the actual playing server instead of connection hell"}, {"post_id": 49999, "ts": "2026-08-19T00:59:04Z", "hours": 4.8989, "text": "Update Tags Packet I HATE YOU MOJANG, TAG PACKETS ARE THE BANE OF MY EXISTANCE For those of you lucky enough to not have needed to make a minecraft server from scratch, this is evil and fucked up. You have to send a bunch of registries and the tags that they reference. And they can reference other tags, and it is very confusing to make. Also there are built in registries that aren’t exposed to you that you sometimes have to use. So I had to extract those from server.jar Anyways im till working though that stuff so it isn’t done yet…"}, {"post_id": 49670, "ts": "2026-08-18T15:40:14Z", "hours": 3.5292, "text": "TCP Server and Packets I got a TCP Socket server running and receiving bytes from a minecraft client. I also created a bunch of packets that are a subclass of the Packet class. This allows me to create any packet type I want w/ client or serverbound properties and what id they have. It’ll make it easier to change the IDs when they eventually change in future updates. The server works by spawning a clientHandler thread when a client connects to the tcp server It keeps reading bytes until the client ends the connection Everytime we receive bytes from the client we decode as much as we can, and then we handle each of them in a FIFO style."}]...
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Title: Custom Minecraft Server Scaffolding by @Sab Title: Custom Minecraft Server Scaffolding by @Sabrina | Stardance
Devlogs:
TCP Server and Packets I got a TCP Socket server running and receiving bytes from a minecraft client. I also created a bunch of packets that are a subclass of the Packet class. This allows me to create any packet type I want w/ client or serverbound properties and what id they have. It’ll make it easier to change the IDs when they eventually change in future updates. The server works by spawning a clientHandler thread when a client connects to the tcp server It keeps reading bytes until the client ends the connection Everytime we receive bytes from the client we decode as much as we can, and then we handle each of them in a FIFO style.
Update Tags Packet I HATE YOU MOJANG, TAG PACKETS ARE THE BANE OF MY EXISTANCE For those of you lucky enough to not have needed to make a minecraft server from scratch, this is evil and fucked up. You have to send a bunch of registries and the tags that they reference. And they can reference other tags, and it is very confusing to make. Also there are built in registries that aren’t exposed to you that you sometimes have to use. So I had to extract those from server.jar Anyways im till working though that stuff so it isn’t done yet…
Connecting state finished! I have finished the connecting/configuring part of the connection. Now when a client tries to connect it goes all the way through the configuring state, which includes the registry & tagged registry packets (which there are a lot of) and then the client accepts all of them then transfers into the playing state! Now all is left to do is make the actual playing server instead of connection hell
Play setup is almost done After the server sends the login packet it sends a whole bunch of packets to the client to finalize some things to make sure everything is good. It adds player datas, teleport the player somewhere, preps the client for chunk loading, sets the time, etc After all that finishes then the client will say that it has loaded and then we can exchange packets of interacting with the environment, and loading new chunks, etc
2 main threads, Server.py and World.py I have now made a main.py that spawns server.py and has it run all the same code as before, connecting clients, and IOing the packets in and out. But now there is World.py which is a class that runs the world, accept player connections, and will do all of the packet creation and queuing after the client fully connects to the world More packets I added a bunch more optional packets for extra info, and more will be on the way
misc preloaded into world packets I made the server send a bunch of packets for extra info about the world before loading in. I also make a region file handler to get chunk & subchunk data in nbt format. Issues Currently idk how to write the level_chunk_with_light packet and it always says 14KB or 22KB of extra data, i need to look into it Also for some reason the player’s game crashes when they move (but not look around) due to ticking entity or something. I will also need to investigate this I’mma take a break from this as school has started recently, ive been spending so much time on this, and the chunk roadblock makes me very demotivated
FINALLY GOT CHUNKS LOADING Okay so i figured out what the heck bit sets were (they’re arrays of bits, or i saved them as an array of bools) and so I was able to make the lighting data needed to render stuff, and that also fixed my player not rendering! When loading just 1 chunk it doesn’t render, it needs to be surrounded by other chunks so here is me loading a 3x3 chunk area, and as you can see the middle one has rendered. The chunks right now are all stone and FULL 15 brightness on blocks & skylight everywhere. I soon will import the actual light data and the actual block data, i just need to figure out where the global block state palette is and not the global block palette!
Real chunks decoded & rendering!! I have managed to decode a bunch of chunks!(pictued is a 3x3 area rendered because of a 5x5 area thats loaded) I still have set the blocklight and skylight to all 15s and i will probably need to go and fix that in a bit later, but for now it just copies over the palette from the global block state palette, copies over the longs for the biome data + palette. For the most part it just copies over the nbt data into bytes and packages it up. It also makes up data, like it also says theres 16^3 (the maximum) blocks in each subchunk. This is to prevent it from unrendering when breaking stuff Todo: I want to load a bunch more chunks to make it more seamless I want to properly give the lighting data, but ill do that later as it works fine for right this second I want to make sending synchronized registries faster and possibly cache the packets that send them
Cached chunk packets After a chunk is requested into a packet i cache it for later. This system is prone to breaking if the synced registries for each player aren’t the same but im hoping to make sure they are the same. (I also want to precompute these and or cache them) I experimented with a bunch of precomputing and caching and seemingly for now just saving the packet data after computing it once on load seems to work just fine for me right now
Migrated to SyncedRegistry instead of clientObj.registries So I’ve make a SyncedRegistry class and had it do all the wonderful things client.generateAndSendRegistryData would create for them, I then removed the client.registries and make all references to it use Registry.getSyncedRegistry() and if they needed to get the all the entries and not just one specific one, they can call .getEntries() on that synced register This change will improve load times & syncability between players. All players will have the same registry data so I can save the chunk packet bytes for that. (it also means i can generate chunk packet bytes w/o needing a reference player and STILL get the biome data correct) The world on init preloads all the required registries needed and that improves join time. Next I need to do the same for the tags data because that is the one that takes up the most time, and caching that would be so great. Also i want to resolve more PLAY packets so my server can be more feature complete, but rn it looks very good and I might ship it and use it for my minigame server soon
Caching tags works! Sub 5 second loading times now! (after the pregeneration is done that is) I moved the tag generation into a class inside of Registry.py and it caches. So after everything generates for the first time loading into the world takes less than 5 seconds!! I’m very proud of how this has turned out so far. I gonna work on some play packets, write a readme, then ship
Automatically loading chunks Chunks now automatically load when you walk by them. its based on the render distance so when i move it tries to send all the chunks in a radius around the player to them. I also fixed a niche bug, that when there is 1 byte left in a packet after reading it could cause the packet to say it is fine with reading the rest & drop off the last byte, but now it is fixed! Next I want to import the definitions for a bunch of the play packets (mostly server bound packets) and then polish up my code and do any todo items and then ship. after shipping ill make a fork and work on my lce minigame server
Working towards being feature complete! I implemented some more play packets. While they are not 100% functional the server can recognize them and forward it to the world to be handled/implemented later when the times comes. The client is now a subclass of the entity class, making things a bit easier. As mentioned above, the client, when receiving a packet response from handling a packet, it could be of a server packet response type, which then the client routes it’s responses directly to the server/world for handling. Also now on startup we print out the completeness of the server. It just measures how many of the server bound packets we have implemented. I will work on making a client bound completeness print after finishing (mostly) the server bound ones, but I assume by time i get there many will be implemented already due to the handling of server bound packets Up next I want to continue implementing more play packets to become more feature complete, also for one of the packets I wrote a write method that took in parameters and returned a fully completed packet, I might need to do that w/ some other packets like the login and player joining ones to make my code smaller on the world.py end and more appropriate on the packets.py end
Rewrote data reader + writers I have rewrote all of the code that wrote and read the packet data. now reading uses a reader class that can just call readbool, readint, etc etc one after another instead of needing to chop off data after each read. Simillarly for the writer I made it so that you can just make a writer and call .writeInt, writebool. etc etc w/o needing to do a += on a bytes object. Next Now that my code is cleaned up quite a bit, I want to clean it up some more by moving all of the writing functions into their packet class so you can call something like: StatusResponse_ClientBound.write(PARAMS) to make the code much nicer. after that I will add more play packets to get more feature complete
Readme, prepping for ship, and some other changes I made some more packets for moving in a vehicle, paddling a boat, and player right click interations. Just 3 more packets towards feature completeness. Once again they’re just for reading them and telling the world about them, it is up to the user to implement them (kinda) I also made the readme (for the most part) and corrected my writeup on where i got the registries from and fixed my requirements.txt
Chunk Cache Center + small bug fix I have made it so the server will finally send the SetChunkCacheCenter packet whenever you move, just like the vanilla server. Previously this was only send on login, and seemingly stalled my server for no reason when I tried to send it continuously. I found out that the issue was in my WriteVarInt function, where negative values lead to an infinite loop. Now that this is fixed I can send that packet anytime now!!...
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1792633702.7109745
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1793238502.7109745
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13229
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Helix by @arjpeg | Stardance
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arjpeg
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0
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2.4
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0
|
[]
|
[{"post_id": 7838, "ts": "2026 [{"post_id": 7838, "ts": "2026-06-13T02:25:34Z", "hours": 1.8961, "text": "Compiler Kickoff Started working on a bytecode compiler today which is a pretty big deal for the project. Up until now Helix has just been walking the AST directly to run code, but the goal is to eventually compile programs down to bytecode and run them on a virtual machine instead, which should be way faster and more interesting to build. The first thing that actually works is arithmetic. You can write something like 1 + 2 * 3 and it’ll go through the compiler and come out as a sequence of opcodes. Also threw in a disassembler so you can actually see what bytecode gets generated, which is super useful for debugging. Next up is getting variables and control flow working through the compiler, and then eventually building the VM that’ll run all of it."}, {"post_id": 5037, "ts": "2026-06-08T18:13:00Z", "hours": 0.5028, "text": "Reduced source tracking overhead by introducing SourceHandle indirection I replaced direct Source pointers throughout the compiler with 2-byte SourceHandle indices into a global source map. Each handle resolves to a Source entry (2 pointers) on lookup, eliminating redundant pointer storage across the codebase."}]...
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Title: Helix by @arjpeg | Stardance
Devlogs:
Redu Title: Helix by @arjpeg | Stardance
Devlogs:
Reduced source tracking overhead by introducing SourceHandle indirection I replaced direct Source pointers throughout the compiler with 2-byte SourceHandle indices into a global source map. Each handle resolves to a Source entry (2 pointers) on lookup, eliminating redundant pointer storage across the codebase.
Compiler Kickoff Started working on a bytecode compiler today which is a pretty big deal for the project. Up until now Helix has just been walking the AST directly to run code, but the goal is to eventually compile programs down to bytecode and run them on a virtual machine instead, which should be way faster and more interesting to build. The first thing that actually works is arithmetic. You can write something like 1 + 2 * 3 and it’ll go through the compiler and come out as a sequence of opcodes. Also threw in a disassembler so you can actually see what bytecode gets generated, which is super useful for debugging. Next up is getting variables and control flow working through the compiler, and then eventually building the VM that’ll run all of it....
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1793166662.7148323
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1793771462.7148323
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66041
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Personal Website by @lt_882013 | Stardance
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lt_882013
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4
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4.0
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8
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T16:38:34Z", "hours": 1.0, "multiplier": 1.18, "payout": 1, "blessing": "neutral", "text": "Update V4.0 I added a new weather app where you can type in your city and check your temprature, humidity and wind speed!", "repo": "https://github.com/maali666000-ctrl/personal-website", "demo": "http://lightsabersite.org"}, {"ship_num": 2, "ts": "2026-10-02T17:18:09Z", "hours": 1.0, "multiplier": 4.21, "payout": 6, "blessing": "neutral", "text": "Update V3.0 I added the Pong minigame which you can play with friends. I have not yet added mobile support which I will add soon in update 4. I also saw many people complain about the css so I updated it a lot!", "repo": "https://github.com/maali666000-ctrl/personal-website", "demo": "http://lightsabersite.org"}, {"ship_num": 3, "ts": "2026-09-30T16:02:31Z", "hours": 1.0, "multiplier": 1.11, "payout": 1, "blessing": "neutral", "text": "I added a Minigame button on the website including a minigame website section. The minigame i added is flappy bird. a classic game where you are a bird flying trying to dodge pipes and get the most score. Try out the website! https://maali666000-ctrl.github.io/personal-website/", "repo": "https://github.com/maali666000-ctrl/personal-website", "demo": "http://lightsabersite.org"}, {"ship_num": 4, "ts": "2026-09-28T17:36:31Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website about me and my 2 friends and who we are! check out the website! https://maali666000-ctrl.github.io/personal-website/", "repo": "https://github.com/maali666000-ctrl/personal-website", "demo": "http://lightsabersite.org"}]...
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[{"post_id": 78380, "ts": "202 [{"post_id": 78380, "ts": "2026-10-10T16:37:07Z", "hours": 0.8753, "text": "Update 4.0 My friend gave me the code for the new weather app we just made!"}, {"post_id": 76198, "ts": "2026-10-02T17:17:42Z", "hours": 1.0853, "text": "Update V3.0 I added the Pong minigame which you can play with friends. I have not yet added mobile support which I will add soon in update 4. I also saw many people complain about the css so I updated it a lot!"}, {"post_id": 75911, "ts": "2026-10-01T16:05:01Z", "hours": 0.3503, "text": "Version V2.1 Decided to update the css with my friends code (damn im useless) and i added some more animations to make it more smooth and clean"}, {"post_id": 75620, "ts": "2026-09-30T16:00:05Z", "hours": 1.2561, "text": "I just added a flappy bird minigame (gonna add more in the future). my friend gave me css and js for the flappy bird game but i made the buttons and canvas for the actual game and the minigames section."}, {"post_id": 74947, "ts": "2026-09-28T17:31:11Z", "hours": 0.4203, "text": "Finally finished the website! theres a problem with the image but i dont really mind"}, {"post_id": 74593, "ts": "2026-09-27T18:18:04Z", "hours": 0.4542, "text": "We continued and kind of finished the html! We also finished a bit of the css and added an image about us. I wasn’t able to commit everything onto GitHub though because my friend had to go. I’ll upload everything tomorrow! Oh yea we also added the description of the other member of the team!"}, {"post_id": 74016, "ts": "2026-09-26T15:19:08Z", "hours": 0.5014, "text": "Finished almost half of the website! We are gonna start on the css and js soon"}]...
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Title: Personal Website by @lt_882013 | Stardance
Title: Personal Website by @lt_882013 | Stardance
Devlogs:
Finished almost half of the website! We are gonna start on the css and js soon
We continued and kind of finished the html! We also finished a bit of the css and added an image about us. I wasn’t able to commit everything onto GitHub though because my friend had to go. I’ll upload everything tomorrow! Oh yea we also added the description of the other member of the team!
Finally finished the website! theres a problem with the image but i dont really mind
I just added a flappy bird minigame (gonna add more in the future). my friend gave me css and js for the flappy bird game but i made the buttons and canvas for the actual game and the minigames section.
Version V2.1 Decided to update the css with my friends code (damn im useless) and i added some more animations to make it more smooth and clean
Update V3.0 I added the Pong minigame which you can play with friends. I have not yet added mobile support which I will add soon in update 4. I also saw many people complain about the css so I updated it a lot!
Update 4.0 My friend gave me the code for the new weather app we just made!
Ships:
I made a website about me and my 2 friends and who we are! check out the website! https://maali666000-ctrl.github.io/personal-website/
I added a Minigame button on the website including a minigame website section. The minigame i added is flappy bird. a classic game where you are a bird flying trying to dodge pipes and get the most score. Try out the website! https://maali666000-ctrl.github.io/personal-website/
Update V3.0 I added the Pong minigame which you can play with friends. I have not yet added mobile support which I will add soon in update 4. I also saw many people complain about the css so I updated it a lot!
Update V4.0 I added a new weather app where you can type in your city and check your temprature, humidity and wind speed!...
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1793062158.1084237
|
1793148558.1084237
|
|
67826
|
Orion Desktop Pet by @KibbTheFox | Stardance
|
KibbTheFox
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1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T17:03:24Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Desktop Pet Ship! Download here: Itch Github Github Repo I have an OC named Orion who is a cat so I thought it’d be fun to make a desktop pet of them for this ysws! Orion is 15 year old cat. She is very sweet, but is often stressed out by something. She likes thunder, winter, and tea, and thinks that white isn’t a color. Working with moving the window was a huge challenge, due to the mouse’s relative position to the window and also the fact that the mouse position is x2 compared to the window (i think ) I didn’t really follow the guide so I had to figure most of this out myself. (I hope its a unique project because I didn’t follow the guide) The art was made by me in procreate and pixlr. I did the outline on my ipad in procreate and colored it in pixlr later on into development. (I was unsure if I wanted to make them my fursona Kibb or Orion) I didn’t really track the time spent on art", "repo": "https://github.com/kibbthefox/Orion-Desktop-Pet", "demo": "https://corgtheporg.itch.io/orion-desktop-pet"}]...
|
[{"post_id": 78383, "ts": "202 [{"post_id": 78383, "ts": "2026-10-10T16:39:24Z", "hours": 0.7956, "text": "Desktop Pet Devlog 5: Release!!! Added fade out to pet counter Made the README Released the project I forgot how tweening worked so I had to reference the code from another project I made It was pretty easy with the reference tho. I also worked on exporting the project since I’m about done. README wasn’t too complicated to add, I just did what I’ve done before."}, {"post_id": 78254, "ts": "2026-10-10T04:56:18Z", "hours": 0.4989, "text": "Desktop Pet Devlog 4 Added petting/meowing w/ a counter Added new art I didn’t have much trouble implenting this. The main hurdle was just distinguishing when I was petting the cat and when I was grabbing it. I decided to game-ify it a little with the counter."}, {"post_id": 78249, "ts": "2026-10-10T04:00:16Z", "hours": 0.9711, "text": "Desktop Pet Devlog 3 Added dragging This was way hard than expected. I spent a while figuring out the equation to make the window to go to the mouse cursor, since the mouse cursor’s position was relative to the window. Eventually I figured that out, but then I had to figure out the cursor type because that broke in the process too. I got it all fixed tho! Hopefully I can start adding some better art next devlog."}, {"post_id": 77154, "ts": "2026-10-05T20:10:06Z", "hours": 0.7475, "text": "Desktop Pet Devlog 2 Added cursor changes/system Removed movement I got rid of the movement of the pet because I want to do some other system instead. I want to make it so you can click and drag them. I coded a simple version of this with only the cursor changing but then the mouse would jitter on the edges of the area you could grab so I had to write a little more complicated code to fix this. Next update I plan to add the grab and drag feature!"}, {"post_id": 76815, "ts": "2026-10-04T17:48:00Z", "hours": 0.8056, "text": "Desktop Pet Devlog 1 Created base sprite Adding following the cursor (tho it is broken) mouse position does not equal window position in measure or something so when my mouse gets to the edge of the screen, the window is still towards the middle."}]...
|
Title: Orion Desktop Pet by @KibbTheFox | Stardanc Title: Orion Desktop Pet by @KibbTheFox | Stardance
Devlogs:
Desktop Pet Devlog 1 Created base sprite Adding following the cursor (tho it is broken) mouse position does not equal window position in measure or something so when my mouse gets to the edge of the screen, the window is still towards the middle.
Desktop Pet Devlog 2 Added cursor changes/system Removed movement I got rid of the movement of the pet because I want to do some other system instead. I want to make it so you can click and drag them. I coded a simple version of this with only the cursor changing but then the mouse would jitter on the edges of the area you could grab so I had to write a little more complicated code to fix this. Next update I plan to add the grab and drag feature!
Desktop Pet Devlog 3 Added dragging This was way hard than expected. I spent a while figuring out the equation to make the window to go to the mouse cursor, since the mouse cursor’s position was relative to the window. Eventually I figured that out, but then I had to figure out the cursor type because that broke in the process too. I got it all fixed tho! Hopefully I can start adding some better art next devlog.
Desktop Pet Devlog 4 Added petting/meowing w/ a counter Added new art I didn’t have much trouble implenting this. The main hurdle was just distinguishing when I was petting the cat and when I was grabbing it. I decided to game-ify it a little with the counter.
Desktop Pet Devlog 5: Release!!! Added fade out to pet counter Made the README Released the project I forgot how tweening worked so I had to reference the code from another project I made It was pretty easy with the reference tho. I also worked on exporting the project since I’m about done. README wasn’t too complicated to add, I just did what I’ve done before.
Ships:
Desktop Pet Ship! Download here: Itch Github Github Repo I have an OC named Orion who is a cat so I thought it’d be fun to make a desktop pet of them for this ysws! Orion is 15 year old cat. She is very sweet, but is often stressed out by something. She likes thunder, winter, and tea, and thinks that white isn’t a color. Working with moving the window was a huge challenge, due to the mouse’s relative position to the window and also the fact that the mouse position is x2 compared to the window (i think ) I didn’t really follow the guide so I had to figure most of this out myself. (I hope its a unique project because I didn’t follow the guide) The art was made by me in procreate and pixlr. I did the outline on my ipad in procreate and colored it in pixlr later on into development. (I was unsure if I wanted to make them my fursona Kibb or Orion) I didn’t really track the time spent on art...
|
1793062277.6072807
|
1793148677.6072807
|
|
63790
|
nfc card keychain by @HCT | Stardance
|
HCT
|
0
|
6.86
|
0
|
[]
|
[{"post_id": 78392, "ts": "202 [{"post_id": 78392, "ts": "2026-10-10T17:06:52Z", "hours": 4.4633, "text": "I finally finished now i just want to ship it but i just want the hours because i want the certificate"}, {"post_id": 70641, "ts": "2026-09-19T14:31:36Z", "hours": 2.3969, "text": "I started the keychain but there was a LOT errors so i crashed out"}]...
|
Title: nfc card keychain by @HCT | Stardance
Devl Title: nfc card keychain by @HCT | Stardance
Devlogs:
I started the keychain but there was a LOT errors so i crashed out
I finally finished now i just want to ship it but i just want the hours because i want the certificate...
|
1793055004.3209171
|
1793659804.3209171
|
|
61780
|
Cosmic Space by @hackman | Stardance
|
hackman
|
0
|
10.04
|
0
|
[]
|
[{"post_id": 78394, "ts": "202 [{"post_id": 78394, "ts": "2026-10-10T17:09:13Z", "hours": 1.1494, "text": "changed my idea too many times and now the final complted produst is Neko. i will post the last delog in few hours . it is build by 98% AI"}, {"post_id": 73914, "ts": "2026-09-26T09:44:07Z", "hours": 8.0953, "text": "N.E.K.O and personal ai wifeu style assistant , i will post more progress later"}, {"post_id": 69084, "ts": "2026-09-16T10:43:29Z", "hours": 0.7969, "text": "gonna change my idea to making a ai remote ecosytemsimille rto grok bot"}]...
|
Title: Cosmic Space by @hackman | Stardance
Devlo Title: Cosmic Space by @hackman | Stardance
Devlogs:
gonna change my idea to making a ai remote ecosytemsimille rto grok bot
N.E.K.O and personal ai wifeu style assistant , i will post more progress later
changed my idea too many times and now the final complted produst is Neko. i will post the last delog in few hours . it is build by 98% AI...
|
1793040847.204788
|
1793645647.204788
|
|
68820
|
prometheusOS by @akshat_singh1738 | Stardance
|
akshat_singh1738
|
0
|
10.46
|
0
|
[]
|
[{"post_id": 78397, "ts": "202 [{"post_id": 78397, "ts": "2026-10-10T17:13:28Z", "hours": 1.9, "text": "devlog 8 the first build of prometheusOS is almost done :) okay!! so after working on the desktop and setting up the account screen and building the different apps im finally publishing the first build of prometheusOS!! this started as an idea to build my own desktop environment in the browser inspired by macos and theme was the idea of computers being a path towards the future rn it has a desktop with draggable windows, a dock, a menu bar, a local account system and a few apps of its own. theres “Notes” for writing stuff down , “Terminal” for running basic commands and opening apps,“About This Computer” to explain the idea behind the project, “My Projects” to explore the stuff ive built and wanna build, and “Formula1” for checking race results and championship standings. obviously this is still an early build and theres a lot more i wanna do but thats kinda the point of this release cos its a starting point that i can keep building on and adding features and figuring out what works along the way. ive just got a few tiny tweaks to do and then ill ship this project thanks for checking it out!!"}, {"post_id": 78330, "ts": "2026-10-10T13:52:41Z", "hours": 1.4506, "text": "devlog 7 — formula1 ALRIGHT!!! now im building some real stuff so before i talked about making this app (first devlog i think) and i wasnt sure if i was gonna do it or not but i ended up doing it anyways! I really really like racing and this app is something ive wanted to build for quite some time so , enjoy!! :) so this is the Formula1 app inside the OS. I bsaically wanted a place where i could check out the latest race results and championship standings without having to jump between different websites this app uses the Jolpica-F1 API to fetch Formula 1 data like race results annd driver standings and constructor standings and so on and also theres also a refresh button so you can request updated data i kept the ui pretty simple cos the data is the important part here but i have a feeling i might work on it later so rn its focused on published results and championship standings and not live telemetry or real time lap timing cos thats something that would need a different data source this is actualy one of the apps im prolly most excited about cos i genuinely love racing and theres a lot more features i would like to add eventually"}, {"post_id": 78320, "ts": "2026-10-10T12:19:47Z", "hours": 0.4986, "text": "devlog 6: my projects okayy now stuff gets interesting!!! so i basically wanted bring my personal website into the OS as an app but i didnt want to just embed the entire website inside a window cos thats boring instead i made “My Projects” which brings the content into its own app while still using the normal prometheusOS window ui it has a section for projects ive already worked on like trading terminal, simple antivirus, breadboard console, smoke detector and smart parking system and theres also a section for things i wanna build and learn about like stock prediction ai, local ai devices, computer architecture and hardware efficiency. the items are clickable so you can open a project and read more about it instead of just looking at a static list and where ive got source code available ive also included links to the github repositories. theres also a link at the top to visit my actual website if you wanna check that out. the main thing that i wanted here was to make my website feel like part of the OS rather than a separate website running inside it though the ui is pretty similar , the original ui of the page just didnt feel right so i chnaged it up a bit"}, {"post_id": 78309, "ts": "2026-10-10T11:49:38Z", "hours": 0.8817, "text": "devlog 5: building the terminal :) okay so this is probably one of the more interesting parts of my OS cos i wanted to make it feel a little more like an actual computer environment So the terminal currently supports basic commands like help , date and clear but i also added the ability to open apps by typing their names. for example you can type open notes and itll open that app for you this means you dont always have to go around clicking desktop icons to get where you want to go which is pretty nice obv this isnt a real system terminal that can run real shell commands or anything itsjust a terminal built specifically for prometheusOS so the commands interact with the apps in the system i actaully wanna expand this over time and give it some more useful commands but for now this is the starting point"}, {"post_id": 78293, "ts": "2026-10-10T10:00:43Z", "hours": 0.7, "text": "devlog 4 : notes app soooo im back and i wanted to add something useful to the OS that wasnt just there for the sake of looking like an operating system so i made a Notes app!! its a simple text editor that lets you type stuff into it and it can remember it too so the notes are saved locally in the browser its not rly meant to compete with some massive note taking app or anything like i just wanted something lightweight that fits into the system and does what it needs to do later on im pretty sure i might add more stuff to it, but for now simple is kinda the whole point cya soon :)"}, {"post_id": 78280, "ts": "2026-10-10T08:29:02Z", "hours": 0.5933, "text": "devlog 3: about this computer okay so this one’s pretty simple but it explains the idea behind prometheusOS. so i wanted a place inside the system where i could explain why im building this and what the project is supposed to be about the idea comes fromlike prometheus bringing fire to humanity and then allowing it to advance forward and i kinda see computers the same way like as something that helps us understand more and build new things and move towards the future its pretty simple and its not meant to be like a massive app with loads of features, just a small place to explain the project itself! :)"}, {"post_id": 78272, "ts": "2026-10-10T07:29:54Z", "hours": 0.5089, "text": "devlog 2 : the account system So i wanted my OS to have an actual starting screen instead of like just throwing you straight into the desktop and i added a create account screen where you can like set up an account and then use those details to log in and once youre in you get access to the desktop and all of the apps the account details are stored locally in the browser so this isnt a proper online account system with a server or a database yet but its just enough to make the experience feel wayyy more complete for this second update ive got a couple of ideas like an about me app and maybe an F1 tracker type app . Idk i might do them."}, {"post_id": 78264, "ts": "2026-10-10T06:24:40Z", "hours": 3.9244, "text": "devlog 1 : building the desktop environment So i wanted the ui to be simple and clean and kinda inspired by macos with a top bar some desktop icons and windows and the dock like nothing too crazy for now because i wanted the actual apps to be the focus instead of having like a million different things going on at once You can open apps from the desktop and move windows around and use the window controls to manage them also , i also added a right click menu for the desktop icons because like why not lol the wallpaper is a mountain landscape which i liked and has been my wallpaper for like the last 6 months so like this is still the first build and theres definitely more that i wanna do with the desktop itself but for now its a base for everything else thats im planning to build"}]...
|
Title: prometheusOS by @akshat_singh1738 | Stardan Title: prometheusOS by @akshat_singh1738 | Stardance
Devlogs:
devlog 1 : building the desktop environment So i wanted the ui to be simple and clean and kinda inspired by macos with a top bar some desktop icons and windows and the dock like nothing too crazy for now because i wanted the actual apps to be the focus instead of having like a million different things going on at once You can open apps from the desktop and move windows around and use the window controls to manage them also , i also added a right click menu for the desktop icons because like why not lol the wallpaper is a mountain landscape which i liked and has been my wallpaper for like the last 6 months so like this is still the first build and theres definitely more that i wanna do with the desktop itself but for now its a base for everything else thats im planning to build
devlog 2 : the account system So i wanted my OS to have an actual starting screen instead of like just throwing you straight into the desktop and i added a create account screen where you can like set up an account and then use those details to log in and once youre in you get access to the desktop and all of the apps the account details are stored locally in the browser so this isnt a proper online account system with a server or a database yet but its just enough to make the experience feel wayyy more complete for this second update ive got a couple of ideas like an about me app and maybe an F1 tracker type app . Idk i might do them.
devlog 3: about this computer okay so this one’s pretty simple but it explains the idea behind prometheusOS. so i wanted a place inside the system where i could explain why im building this and what the project is supposed to be about the idea comes fromlike prometheus bringing fire to humanity and then allowing it to advance forward and i kinda see computers the same way like as something that helps us understand more and build new things and move towards the future its pretty simple and its not meant to be like a massive app with loads of features, just a small place to explain the project itself! :)
devlog 4 : notes app soooo im back and i wanted to add something useful to the OS that wasnt just there for the sake of looking like an operating system so i made a Notes app!! its a simple text editor that lets you type stuff into it and it can remember it too so the notes are saved locally in the browser its not rly meant to compete with some massive note taking app or anything like i just wanted something lightweight that fits into the system and does what it needs to do later on im pretty sure i might add more stuff to it, but for now simple is kinda the whole point cya soon :)
devlog 5: building the terminal :) okay so this is probably one of the more interesting parts of my OS cos i wanted to make it feel a little more like an actual computer environment So the terminal currently supports basic commands like help , date and clear but i also added the ability to open apps by typing their names. for example you can type open notes and itll open that app for you this means you dont always have to go around clicking desktop icons to get where you want to go which is pretty nice obv this isnt a real system terminal that can run real shell commands or anything itsjust a terminal built specifically for prometheusOS so the commands interact with the apps in the system i actaully wanna expand this over time and give it some more useful commands but for now this is the starting point
devlog 6: my projects okayy now stuff gets interesting!!! so i basically wanted bring my personal website into the OS as an app but i didnt want to just embed the entire website inside a window cos thats boring instead i made “My Projects” which brings the content into its own app while still using the normal prometheusOS window ui it has a section for projects ive already worked on like trading terminal, simple antivirus, breadboard console, smoke detector and smart parking system and theres also a section for things i wanna build and learn about like stock prediction ai, local ai devices, computer architecture and hardware efficiency. the items are clickable so you can open a project and read more about it instead of just looking at a static list and where ive got source code available ive also included links to the github repositories. theres also a link at the top to visit my actual website if you wanna check that out. the main thing that i wanted here was to make my website feel like part of the OS rather than a separate website running inside it though the ui is pretty similar , the original ui of the page just didnt feel right so i chnaged it up a bit
devlog 7 — formula1 ALRIGHT!!! now im building some real stuff so before i talked about making this app (first devlog i think) and i wasnt sure if i was gonna do it or not but i ended up doing it anyways! I really really like racing and this app is something ive wanted to build for quite some time so , enjoy!! :) so this is the Formula1 app inside the OS. I bsaically wanted a place where i could check out the latest race results and championship standings without having to jump between different websites this app uses the Jolpica-F1 API to fetch Formula 1 data like race results annd driver standings and constructor standings and so on and also theres also a refresh button so you can request updated data i kept the ui pretty simple cos the data is the important part here but i have a feeling i might work on it later so rn its focused on published results and championship standings and not live telemetry or real time lap timing cos thats something that would need a different data source this is actualy one of the apps im prolly most excited about cos i genuinely love racing and theres a lot more features i would like to add eventually
devlog 8 the first build of prometheusOS is almost done :) okay!! so after working on the desktop and setting up the account screen and building the different apps im finally publishing the first build of prometheusOS!! this started as an idea to build my own desktop environment in the browser inspired by macos and theme was the idea of computers being a path towards the future rn it has a desktop with draggable windows, a dock, a menu bar, a local account system and a few apps of its own. theres “Notes” for writing stuff down , “Terminal” for running basic commands and opening apps,“About This Computer” to explain the idea behind the project, “My Projects” to explore the stuff ive built and wanna build, and “Formula1” for checking race results and championship standings. obviously this is still an early build and theres a lot more i wanna do but thats kinda the point of this release cos its a starting point that i can keep building on and adding features and figuring out what works along the way. ive just got a few tiny tweaks to do and then ill ship this project thanks for checking it out!!...
|
1793126974.49442
|
1793731774.49442
|
|
55572
|
YSH OS " by @Yousuff | Stardance
|
Yousuff
|
2
|
10.0
|
3
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T17:29:52Z", "hours": 2.0, "multiplier": 2.33, "payout": 3, "blessing": "neutral", "text": "YSH WEB OS 2 - YSH Terminal - with several useful commands like whatsup and run ! ; Pulse NASA APOD web Portal ; Cool Calculator - works like a Calculator; System Settings - was important; Multiple Wallpapers!!!! ; ARC - Brower for browsing like wht else ; Notes ; and more !!!! - NEW THEMES AND WALLPAPER , AND TASK AMANGER WITH ‘FOCUS’ & ‘END’ buttons !", "repo": "https://github.com/YousufProjs-exe/YSH-OS-Web", "demo": "https://yousufprojs-exe.github.io/YSH-OS-Web/"}, {"ship_num": 2, "ts": "2026-09-22T18:14:05Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "YSH OS Web is live. Built this one from scratch with plain HTML, CSS and JavaScript. It has a desktop, draggable windows, a small YSH terminal, Notes, an in-window Google browser and a working Task Manager. Kept the UI simple and stuck to the YSH style instead of trying to make it look like another OS.", "repo": "https://github.com/YousufProjs-exe/YSH-OS-Web", "demo": "https://yousufprojs-exe.github.io/YSH-OS-Web/"}]...
|
[{"post_id": 78401, "ts": "202 [{"post_id": 78401, "ts": "2026-10-10T17:25:42Z", "hours": 2.3258, "text": "YSH WEB OS 2 - added Pulse - NASA APOD web portal , System Settings, Cool Calculator, Nice Calendar and run / open commands to YSH Terminal!"}, {"post_id": 72334, "ts": "2026-09-22T17:59:56Z", "hours": 0.5514, "text": "YSH OS - done all polish. YSH OS is ready to use ! try the special YSH inspired mini terminal and ARC inspired Browser."}, {"post_id": 72311, "ts": "2026-09-22T17:13:50Z", "hours": 1.3617, "text": "YSH OS Web — Started working on YSH OS Web today. The goal was pretty simple: make a small web OS that actually feels like YSH. Got the desktop, live clock, draggable windows, user setup, terminal, notes, browser and task manager working. Kept the UI simple and used the same space wallpaper from the YSH style. Built everything with plain HTML, CSS and JS. This took way longer than the ~3 hours I expected 💀 but WebOS 1 is finally done. Next → WebOS 2"}, {"post_id": 72272, "ts": "2026-09-22T15:42:42Z", "hours": 0.8928, "text": "Desktop is progress !"}, {"post_id": 72229, "ts": "2026-09-22T14:22:52Z", "hours": 5.5619, "text": "YSH OS - Done welcome page with welcome message , my github and YSH visit buttons and click anywhere to start!"}]...
|
Title: YSH OS " by @Yousuff | Stardance
Devlo Title: YSH OS " by @Yousuff | Stardance
Devlogs:
YSH OS - Done welcome page with welcome message , my github and YSH visit buttons and click anywhere to start!
Desktop is progress !
YSH OS Web — Started working on YSH OS Web today. The goal was pretty simple: make a small web OS that actually feels like YSH. Got the desktop, live clock, draggable windows, user setup, terminal, notes, browser and task manager working. Kept the UI simple and used the same space wallpaper from the YSH style. Built everything with plain HTML, CSS and JS. This took way longer than the ~3 hours I expected 💀 but WebOS 1 is finally done. Next → WebOS 2
YSH OS - done all polish. YSH OS is ready to use ! try the special YSH inspired mini terminal and ARC inspired Browser.
YSH WEB OS 2 - added Pulse - NASA APOD web portal , System Settings, Cool Calculator, Nice Calendar and run / open commands to YSH Terminal!
Ships:
YSH OS Web is live. Built this one from scratch with plain HTML, CSS and JavaScript. It has a desktop, draggable windows, a small YSH terminal, Notes, an in-window Google browser and a working Task Manager. Kept the UI simple and stuck to the YSH style instead of trying to make it look like another OS.
YSH WEB OS 2 - YSH Terminal - with several useful commands like whatsup and run ! ; Pulse NASA APOD web Portal ; Cool Calculator - works like a Calculator; System Settings - was important; Multiple Wallpapers!!!! ; ARC - Brower for browsing like wht else ; Notes ; and more !!!! - NEW THEMES AND WALLPAPER , AND TASK AMANGER WITH ‘FOCUS’ & ‘END’ buttons !...
|
1793145189.69248
|
1793231589.69248
|
|
68833
|
PRIKU by @Rits | Stardance
|
Rits
|
0
|
0.82
|
0
|
[]
|
[{"post_id": 78402, "ts": "202 [{"post_id": 78402, "ts": "2026-10-10T17:25:43Z", "hours": 0.8219, "text": "I’ve made an code to make the pet follow my cursor , IK its basic thing will try to add more things in it. Theres a “its a feature not a bug” thing in it too when its done following your cursor walks in reverse im calling it moonwalk crow"}]...
|
Title: PRIKU by @Rits | Stardance
Devlogs:
I’ve m Title: PRIKU by @Rits | Stardance
Devlogs:
I’ve made an code to make the pet follow my cursor , IK its basic thing will try to add more things in it. Theres a “its a feature not a bug” thing in it too when its done following your cursor walks in reverse im calling it moonwalk crow...
|
1793126998.629685
|
1793731798.629685
|
|
68870
|
Sonar by @LeonOMO | Stardance
|
LeonOMO
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T17:40:31Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A sonar with a MAX 8x8 Display with a small case for the HR SR04 and a attachment for the SG99 (The attachment is not selfmade i got it from grabcad). A small project to help me get used to the MAX7219 and HC SR04 Sonar.", "repo": "https://github.com/LeonOmo/Sonar", "demo": ""}]...
|
[{"post_id": 78405, "ts": "202 [{"post_id": 78405, "ts": "2026-10-10T17:34:13Z", "hours": 0.2833, "text": "Devlog #2 Sonar. Finished the Project with a bigger housing and tested it well it works. Fun little side project so i can get my mind abit off my flightcontroller."}, {"post_id": 78192, "ts": "2026-10-09T22:40:13Z", "hours": 3.15, "text": "Devlog #1 Sonar. Today I built a sonar scanning system using an Arduino Uno, an HC-SR04 ultrasonic sensor, an SG99 micro servo and an 8x8 MAX LED. Compared to some of my bigger builds, this was a much easier project this time around but it was super fun to put together and see working so quickly! Mounted the HC sensor and SG99 servo onto a custom 3D printed (modeled in Onshape). Programmed a continuous 0° to 180° servo sweep in Arduino C++. Mapping angle sweeps across the 8 matrix rows and distance measurements across the 8 matrix rows. Created a GitHub repository with everything and it was almost done only thing left is abit of refining the Case for the HC"}]...
|
Title: Sonar by @LeonOMO | Stardance
Devlogs:
Dev Title: Sonar by @LeonOMO | Stardance
Devlogs:
Devlog #1 Sonar. Today I built a sonar scanning system using an Arduino Uno, an HC-SR04 ultrasonic sensor, an SG99 micro servo and an 8x8 MAX LED. Compared to some of my bigger builds, this was a much easier project this time around but it was super fun to put together and see working so quickly! Mounted the HC sensor and SG99 servo onto a custom 3D printed (modeled in Onshape). Programmed a continuous 0° to 180° servo sweep in Arduino C++. Mapping angle sweeps across the 8 matrix rows and distance measurements across the 8 matrix rows. Created a GitHub repository with everything and it was almost done only thing left is abit of refining the Case for the HC
Devlog #2 Sonar. Finished the Project with a bigger housing and tested it well it works. Fun little side project so i can get my mind abit off my flightcontroller.
Ships:
A sonar with a MAX 8x8 Display with a small case for the HR SR04 and a attachment for the SG99 (The attachment is not selfmade i got it from grabcad). A small project to help me get used to the MAX7219 and HC SR04 Sonar....
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1793062363.8321187
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1793148763.8321187
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68885
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Garden-tab by @chisomdoc157 | Stardance
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chisomdoc157
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0
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1.4
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0
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[]
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[{"post_id": 78406, "ts": "202 [{"post_id": 78406, "ts": "2026-10-10T17:36:39Z", "hours": 0.9236, "text": "In refrence to what i logged before; I added a search bar button for mobile users and also pc users. I added a JavaScript command that fetches the date and sends a greeting at the appropriate time(e.g, Morrning, Afternoon and Night/Evening). I’m going onto creating the commands for the quick link section."}, {"post_id": 78228, "ts": "2026-10-10T01:13:44Z", "hours": 0.4792, "text": "An interactive design i named ‘Garden-Tab’. I already built the HTML file, things i did; I added a clock width. I added a search bar and designed it. I added some headers, input fields and buttons"}]...
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Title: Garden-tab by @chisomdoc157 | Stardance
De Title: Garden-tab by @chisomdoc157 | Stardance
Devlogs:
An interactive design i named ‘Garden-Tab’. I already built the HTML file, things i did; I added a clock width. I added a search bar and designed it. I added some headers, input fields and buttons
In refrence to what i logged before; I added a search bar button for mobile users and also pc users. I added a JavaScript command that fetches the date and sends a greeting at the appropriate time(e.g, Morrning, Afternoon and Night/Evening). I’m going onto creating the commands for the quick link section....
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1793127103.9832604
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1793731903.9832604
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9850
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Cadpad by @Alexx | Stardance
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Alexx
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1
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4.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T20:33:42Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished the Cadpad! had to debug the code to get it working properly, and it works amazingly.", "repo": "https://github.com/xuealex2010-blip/hackpad-alex", "demo": ""}]...
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[{"post_id": 78411, "ts": "202 [{"post_id": 78411, "ts": "2026-10-10T18:16:17Z", "hours": 3.7167, "text": "Built and created the Cadpad! After waiting for what felt like way too long for everything to arrive, I got everything and built the design. Soldering was a bit tricky, but I got it all done."}, {"post_id": 56798, "ts": "2026-08-28T18:30:00Z", "hours": 1.0333, "text": "QMK code finally compiled. Hopefully when I get to flashing it will work. I spent a lot of time sorting through the compiling errors that I was being given, many of which did not make sense, but seemed to resolve themselves when other issues were fixed. After a few hours, I was able to get the code set up for the encoders and special tap dance features compiled, and hopefully functional."}, {"post_id": 56227, "ts": "2026-08-27T22:00:10Z", "hours": 1.6878, "text": "QMK troubles: I began creating the code for the cadpad and hit my first issue when the output was a .hex file rather than the .uf2 needed, I figured out that this was due to the controller or bootloader not being supported by uf2. I tried to create a new one to set my own configuration. However, when I tried to compile it, I got a bunch of errors that I still haven’t solved (File errors such as missing keyboard name). I have also read much of the documentation to figure out how to implement tap dance, and encoders to make the most use out of the cadpad. While I am not done, progress is moving."}, {"post_id": 54800, "ts": "2026-08-25T22:38:14Z", "hours": 0.85, "text": "Starting QMK code, I have never used QMK before, and I was really confused when the guide to set it up was seemingly not working, turns out it just takes a long time. I’m still not sure exactly what I am doing, but I hope that trial and error and maybe a few tutorials will get me there in the end."}, {"post_id": 53897, "ts": "2026-08-24T16:27:39Z", "hours": 2.3206, "text": "Updating 3D models for the Cadpad, added a cool decal on the top, and fixed some errors that I had with the PCB, and collisions between the case. I had some trouble with KiCad exports causing some errors, but they ended up being non-critical. Also made sure that the PCB is very versatile, implementing a dual SMD and THT footprint so that if I want to learn how to solder some SMD components, I will have a great way to practice and get another cadpad! (Makes a great gift)"}, {"post_id": 53478, "ts": "2026-08-24T01:35:24Z", "hours": 3.35, "text": "Refining the 3D Models, I made a few revisions to the PCB earlier to ensure it fits the switches nicely, which required me to update the 3d models, I also took the time to refine them and get close to a final candidate. I also think that a great use for the rotary encoder for cad will be to implement it for arrow key navigation. Since its a dual layer numpad / macropad, using the knob for text navigation gives the Cadpad even more features!"}, {"post_id": 51968, "ts": "2026-08-21T23:17:23Z", "hours": 2.95, "text": "Learned a bit into KiCad footprint editing, my plan is to make a footprint that supports 2 major keyswitch types, Choc and MX style. The hope for this is to be able to not have the 5 PCBs in a typical MOQ to go to waste. So far it looks good, I had some trouble with the initial Choc footprint not lining up, as well as clearance under the SEEED XIAO, but a few tweaks were able to get me into CAD to see how the switches fit."}, {"post_id": 51362, "ts": "2026-08-20T23:51:51Z", "hours": 2.8833, "text": "Initial Planning: My first devblog, I am experimenting with ways to make the PCB more reliable, since I dont want the other 4 from the set of 5 to go to waste! I am not sure if this will eventually turn out into something usable, but willing to try."}]...
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Title: Cadpad by @Alexx | Stardance
Devlogs:
Init Title: Cadpad by @Alexx | Stardance
Devlogs:
Initial Planning: My first devblog, I am experimenting with ways to make the PCB more reliable, since I dont want the other 4 from the set of 5 to go to waste! I am not sure if this will eventually turn out into something usable, but willing to try.
Learned a bit into KiCad footprint editing, my plan is to make a footprint that supports 2 major keyswitch types, Choc and MX style. The hope for this is to be able to not have the 5 PCBs in a typical MOQ to go to waste. So far it looks good, I had some trouble with the initial Choc footprint not lining up, as well as clearance under the SEEED XIAO, but a few tweaks were able to get me into CAD to see how the switches fit.
Refining the 3D Models, I made a few revisions to the PCB earlier to ensure it fits the switches nicely, which required me to update the 3d models, I also took the time to refine them and get close to a final candidate. I also think that a great use for the rotary encoder for cad will be to implement it for arrow key navigation. Since its a dual layer numpad / macropad, using the knob for text navigation gives the Cadpad even more features!
Updating 3D models for the Cadpad, added a cool decal on the top, and fixed some errors that I had with the PCB, and collisions between the case. I had some trouble with KiCad exports causing some errors, but they ended up being non-critical. Also made sure that the PCB is very versatile, implementing a dual SMD and THT footprint so that if I want to learn how to solder some SMD components, I will have a great way to practice and get another cadpad! (Makes a great gift)
Starting QMK code, I have never used QMK before, and I was really confused when the guide to set it up was seemingly not working, turns out it just takes a long time. I’m still not sure exactly what I am doing, but I hope that trial and error and maybe a few tutorials will get me there in the end.
QMK troubles: I began creating the code for the cadpad and hit my first issue when the output was a .hex file rather than the .uf2 needed, I figured out that this was due to the controller or bootloader not being supported by uf2. I tried to create a new one to set my own configuration. However, when I tried to compile it, I got a bunch of errors that I still haven’t solved (File errors such as missing keyboard name). I have also read much of the documentation to figure out how to implement tap dance, and encoders to make the most use out of the cadpad. While I am not done, progress is moving.
QMK code finally compiled. Hopefully when I get to flashing it will work. I spent a lot of time sorting through the compiling errors that I was being given, many of which did not make sense, but seemed to resolve themselves when other issues were fixed. After a few hours, I was able to get the code set up for the encoders and special tap dance features compiled, and hopefully functional.
Built and created the Cadpad! After waiting for what felt like way too long for everything to arrive, I got everything and built the design. Soldering was a bit tricky, but I got it all done.
Ships:
Finished the Cadpad! had to debug the code to get it working properly, and it works amazingly....
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1793148473.799607
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1793234873.799607
|
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62132
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Hermes by @Sreeni | Stardance
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Sreeni
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0
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10.87
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0
|
[]
|
[{"post_id": 78413, "ts": "202 [{"post_id": 78413, "ts": "2026-10-10T18:29:18Z", "hours": 2.0217, "text": "So Today I finalized my BOM and my cad, I tried out blender for a while and realized that I was just not made for it, I’ll try and learn it but it will take a while probably, for the pcb I was able to bring the cost down to around $250 which puts me within the budget and I also made a stencil on google slides which I will paint onto the rocket as like a livery to make it look nicer, Other than that I finished some small drc errors on the pcb and thats it I’m going to be submitting and hoping!"}, {"post_id": 72033, "ts": "2026-09-22T01:14:29Z", "hours": 3.7836, "text": "So today I mainly worked on my pcb and Bom, I first started by making the BOM for the project and finding the cost of everything I would need, The main cost for this project are for the main flight computer which is around $400 which is crazy but I have someone who works at jlcpcb who sponsored an old project of mine and could help me with this, Other than that I need around $270 for the main rocket but I think I can bring that cost down. Also after asking for help in a reddit rocketry channel I was recomended to use an off the shelf flight computer because it wouldn’t be a good idea to put a brand new flight computer in charge of pyrotechnics. For that I chose the Eggtimer Quantum which is a cheap $40 flight computer which will control the pyro charges. I also worked on the pcb and solved some drc errors, and finished routing some small resistors and whatnot, I still havent heard anything about the missing lapse for the pcb but we will see, For now the final things will be to finalize the BOM wrap everything up."}, {"post_id": 71569, "ts": "2026-09-21T02:16:41Z", "hours": 2.5836, "text": "I’m actually about to end it all, I began pcb design and routing, and I did around 3 days of work totalling 19 hours, But I being lazy did all the work on one lapse, and I finished this pcb work pretty late into the night, so I decided to save the lapse and journal everything in the morning. Next morning I wake up and I go to lapse to sync my lapse with the project but then something happens. I open lapse and normally the old lapse shows up automatically, but it didnt. I then start panicking and try searching around, I look through my old lapses on the Lookout app and couldn’t find it, I kept looking and never found it even though I remeber saving it in lookout the night before. I’ve asked for a help in the stardance help channel and I’m hoping we can find it? if not i quit. Other than I did work on my cad and layed out how everything will work. I’m going to use u bolts to hold all the parachute lines together, and for the avionics bay I’m going to use 3/8 threaded rods and 0.5in bulkhead made of wood. Other than that I just have to finalize the BOM for the project and then submit and hopefully fix the whole pcb issue."}, {"post_id": 69382, "ts": "2026-09-16T22:56:42Z", "hours": 1.2836, "text": "So today I mainly worked on the CAD model, I modeled all the body tubes centering rings and started work on the avionics bay , I’m going to use around 1/4in wood as bulkheads and use 3/8th threaded rods that hold everything together + 2x 3/8 steel u bolt to attach the parachute lines too. The main avionics sled will be 3d printed and will hold the flight computer. Now After though I decided to make a new flight computer for this rocket because the previous one is more tailored toward my TVC rocket and doesnt have things like telemetry which I need. I main reused a lot of the schematic from the first version of the computer but I switched to an STM32H743VIT6 which was a bunch more gpio pins which I need, I also added a Ra-02 for telemtry, and has an ATGM336 gps, the imu and barometer is still the same as my old one, and it has multiple pyro and servo channels. Other than that I’m going to start doing to routing tmrw and I might do some to today maybe? Other than that I’m going to start making the BOM and finalizing the Cad."}, {"post_id": 68425, "ts": "2026-09-15T03:04:33Z", "hours": 1.2003, "text": "So today I planned out my overall idea for my rocket, I named it Hermes and this rocket will be used for both my L1 and L2 certifications. It is 1.7m in length, has a 34mm motor mount to hold a variety of motors and uses a dual deploy system. A dual depoly system basically means that instead of releasing just on big parachute at apoggee and letting the rocket drift for that time, there initally is something called a drogue chute which is a small chute that only slow the rocket down adn minimzes drift, and after the rocket reaches a lower altitude it depolys the main parachutes(close to 100-120m). The parachutes will be deployed using pyrotechnics, and will be timed with an onboard flight computer. Now I already have built a flight computer in the past that I could use for this flight, But that computer is still in the testing stages, so in the coming day’s im going to decide wheter I should just use that flight computer or get another seperate flight computer for redundancy. The rocket will be made of a cardboard airframe and strengthened with an extra layer of fiberglass, This will probably be only for the main body and not the nose cone but I might also do it for the nose cone in the future. Beside that I’m going to have to figure out the flight computer dilema work more on bringing my stability caliber closer to 0 and beginning the Cad, and ya thats it."}]...
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Title: Hermes by @Sreeni | Stardance
Devlogs:
So Title: Hermes by @Sreeni | Stardance
Devlogs:
So today I planned out my overall idea for my rocket, I named it Hermes and this rocket will be used for both my L1 and L2 certifications. It is 1.7m in length, has a 34mm motor mount to hold a variety of motors and uses a dual deploy system. A dual depoly system basically means that instead of releasing just on big parachute at apoggee and letting the rocket drift for that time, there initally is something called a drogue chute which is a small chute that only slow the rocket down adn minimzes drift, and after the rocket reaches a lower altitude it depolys the main parachutes(close to 100-120m). The parachutes will be deployed using pyrotechnics, and will be timed with an onboard flight computer. Now I already have built a flight computer in the past that I could use for this flight, But that computer is still in the testing stages, so in the coming day’s im going to decide wheter I should just use that flight computer or get another seperate flight computer for redundancy. The rocket will be made of a cardboard airframe and strengthened with an extra layer of fiberglass, This will probably be only for the main body and not the nose cone but I might also do it for the nose cone in the future. Beside that I’m going to have to figure out the flight computer dilema work more on bringing my stability caliber closer to 0 and beginning the Cad, and ya thats it.
So today I mainly worked on the CAD model, I modeled all the body tubes centering rings and started work on the avionics bay , I’m going to use around 1/4in wood as bulkheads and use 3/8th threaded rods that hold everything together + 2x 3/8 steel u bolt to attach the parachute lines too. The main avionics sled will be 3d printed and will hold the flight computer. Now After though I decided to make a new flight computer for this rocket because the previous one is more tailored toward my TVC rocket and doesnt have things like telemetry which I need. I main reused a lot of the schematic from the first version of the computer but I switched to an STM32H743VIT6 which was a bunch more gpio pins which I need, I also added a Ra-02 for telemtry, and has an ATGM336 gps, the imu and barometer is still the same as my old one, and it has multiple pyro and servo channels. Other than that I’m going to start doing to routing tmrw and I might do some to today maybe? Other than that I’m going to start making the BOM and finalizing the Cad.
I’m actually about to end it all, I began pcb design and routing, and I did around 3 days of work totalling 19 hours, But I being lazy did all the work on one lapse, and I finished this pcb work pretty late into the night, so I decided to save the lapse and journal everything in the morning. Next morning I wake up and I go to lapse to sync my lapse with the project but then something happens. I open lapse and normally the old lapse shows up automatically, but it didnt. I then start panicking and try searching around, I look through my old lapses on the Lookout app and couldn’t find it, I kept looking and never found it even though I remeber saving it in lookout the night before. I’ve asked for a help in the stardance help channel and I’m hoping we can find it? if not i quit. Other than I did work on my cad and layed out how everything will work. I’m going to use u bolts to hold all the parachute lines together, and for the avionics bay I’m going to use 3/8 threaded rods and 0.5in bulkhead made of wood. Other than that I just have to finalize the BOM for the project and then submit and hopefully fix the whole pcb issue.
So today I mainly worked on my pcb and Bom, I first started by making the BOM for the project and finding the cost of everything I would need, The main cost for this project are for the main flight computer which is around $400 which is crazy but I have someone who works at jlcpcb who sponsored an old project of mine and could help me with this, Other than that I need around $270 for the main rocket but I think I can bring that cost down. Also after asking for help in a reddit rocketry channel I was recomended to use an off the shelf flight computer because it wouldn’t be a good idea to put a brand new flight computer in charge of pyrotechnics. For that I chose the Eggtimer Quantum which is a cheap $40 flight computer which will control the pyro charges. I also worked on the pcb and solved some drc errors, and finished routing some small resistors and whatnot, I still havent heard anything about the missing lapse for the pcb but we will see, For now the final things will be to finalize the BOM wrap everything up.
So Today I finalized my BOM and my cad, I tried out blender for a while and realized that I was just not made for it, I’ll try and learn it but it will take a while probably, for the pcb I was able to bring the cost down to around $250 which puts me within the budget and I also made a stencil on google slides which I will paint onto the rocket as like a livery to make it look nicer, Other than that I finished some small drc errors on the pcb and thats it I’m going to be submitting and hoping!...
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1793044219.9059665
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1793649019.9059665
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29322
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Pokemon Shiny Hunter by @Taxalottle | Stardance
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Taxalottle
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0
|
43.27
|
0
|
[]
|
[{"post_id": 78420, "ts": "202 [{"post_id": 78420, "ts": "2026-10-10T19:11:00Z", "hours": 3.3639, "text": "Devlog: Automatic Calibration! I added automatic calibration to my Pokemon Shiny Hunter! Previously, I had to make a new file and change the timings in it, but now the system calculates everything automatically! It just needs to do a calibration run but then everything is good to go! How It Works: The new system runs through the usual sequence of events, and assumes that it finds a non shiny. This is a safe assumption, but there is a double check screen just in case. It saves the time from this and then hunts based on this knowledge. What’s Next? There are a handful of things I want to improve. Some parts aren’t as fast as I like and there are some inefficiencies. I also want to implement this same system for the legendary pokemon. This should streamline things a bit. I also want to condense my files down. Right now there are many similar files that I want to get rid of. Till next time!"}, {"post_id": 70845, "ts": "2026-09-19T21:07:37Z", "hours": 2.2647, "text": "I completely revamped the UI! I reworked all of the UI using CTK instead of TK, and it looks a lot better now. I also imported some custom fonts and changed up some things. The biggest annoyance of the day was how I was making an 80x80 image, but it was actually 92x80??? Anyways I couldn’t find a fix and then resized my image to be 80x92, leading to it becoming a 92x92 image, which works for me. I also started running it again after a while! I haven’t shiny hunted anything in a bit but I just kicked off a Regice run. This Shiny Hunter is really coming together!"}, {"post_id": 70687, "ts": "2026-09-19T16:22:49Z", "hours": 8.3836, "text": "I’m working on improving the UI! I’m putting in some custom fonts and recentering the buttons and things like that. For some reason the buttons are still a little off center, but we’ll get there soon. I also removed anything that isn’t actually coded into the thing yet, making it more robust. I need to add a custom mode where you can make your own for something I haven’t added in yet, but we’ll get there, as always. I also finally got around to making a bash file, so it is a lot quicker to run the thing now! I only have to press the up arrow and enter!"}, {"post_id": 29475, "ts": "2026-07-16T13:27:03Z", "hours": 4.3144, "text": "Updated UI and Game Implementation Welcome back to another development update! Here’s what I’ve been working on recently. UI Improvements I updated the UI by using CustomTkinter instead of normal Tkinter. This made it really easy to add outlines and rounded corners, and I think the overall look is a lot better now. The only weird issue I’ve run into is that things don’t seem to be the size they say they are. For example, a button that’s supposed to be 100×100 ends up looking rectangular instead, so who knows what’s going on there. Shining Pearl Support I also put together the UI for Shining Pearl . It includes all of the version-exclusive Legendary Pokémon and the other important encounters. There isn’t any implementation behind it yet, but the groundwork is there, and I’ll be hooking everything up as development continues. Pokémon Progress I’ve also made some more progress on my Sword copy, so I have a few more Pokémon to add. Current plan: Add Regice and Regieleki to finish the Regis. Move on to the Swords of Justice . Finally, tackle the Fossil Pokémon . The fossils will probably be the trickiest to integrate since they don’t fit very well into my current system, but I’ll figure something out when I get there. That’s It for This Devlog That’s all for this update! Stay tuned for more cool things coming!"}, {"post_id": 26942, "ts": "2026-07-12T01:00:51Z", "hours": 2.2247, "text": "Improved UI and Another Shiny! I got the implementation for shiny Regirock added and let it run while I went downtown. When I came back, I had a shiny Regirock waiting for me! It was very fun to see that. Improved Game Selection UI I split the Pokémon games into their own separate buttons. Originally, there was just a Sword/Shield option, but now Sword and Shield each have their own buttons. The stats for each hunt are also saved specifically to the game that the hunt was performed in. Discord Webhook Improvements I added functionality for the webhook to send a screenshot to my Discord whenever it finds a shiny. Previously, I had to ask my brother to check the machine for me, but now I can simply look at Discord to see when a shiny is found. This is a really nice quality-of-life improvement. Next Shiny Implementation I added the code for Regidrago on the Switch 2, as it was the next Pokémon on the list. I should be finishing that implementation soon. After the regis and the swords of justice, I will be moving on to fossil restoration shiny hunting, which should be interesting. Fossils do not have the animation that I currently rely on, so I will need to implement color recognition instead. Future Improvements I still need to create the dynamic timing system so the program can run as efficiently as possible on both Switch 1 and Switch 2. That’s it for this devlog. I will see you in the next one!"}, {"post_id": 26537, "ts": "2026-07-11T12:32:54Z", "hours": 4.6653, "text": "It Worked!!! We Got a Shiny!!! I let this run all night, and I woke up to a shiny notification in my Discord! I checked the game, and sure enough… it was there! After a whopping 6,045 resets and over 3 full days of hunting, the wait is finally over. It was definitely a grind, but I absolutely love this shiny. The green looks so good! What’s Next? Now that the shiny hunt is complete, I made a version of the setup for the Nintendo Switch 1 as well! I borrowed my mom’s Switch to increase my hunting output, so I also designed and printed a box for it. It’s currently hunting Giratina in Pokémon Brilliant Diamond . Improving Compatibility One thing I discovered is that the Switch 1 and Switch 2 run at different processing speeds. Because of that, the timing in my current code isn’t perfectly universal. I’m going to be working on a better solution that automatically handles these differences, so the code: Works on both Switch 1 and Switch 2 Doesn’t require manual timing adjustments Is more reliable for everyone using it Stay Tuned! I have a lot of cool ideas planned for future updates, so this is only the beginning. Thanks for following along, and stay tuned for more!"}, {"post_id": 24304, "ts": "2026-07-07T19:47:28Z", "hours": 2.0317, "text": "Shiny Regirock + Discord Webhook! I put it compatibility for Regirock! It was basically the same code, but it is slightly slower. I didn’t catch registeel yet, but started working on something else for a minute. I put in a Discord Webhook! All logs are sent to various channels on my discord server! This makes it easy to see what is happening from anywhere I am! It gives a status and a timestamp so I can see if it is still running. I’ll add more pokemon hunting later! I gotta get one of these guys soon, right?"}, {"post_id": 23830, "ts": "2026-07-07T00:15:12Z", "hours": 1.7522, "text": "Improved Aesthetics and Reliability I changed the visuals of the program a lot. It looks more visually pleasing in my opinion. I changed up and added more status texts so they are more informative at a glance. Added in timeout counters if inputs were taking too long. This is an issue on load sometimes, but hasn’t been present since I implemented it. I will devlog catching this guy!"}, {"post_id": 23573, "ts": "2026-07-06T16:39:25Z", "hours": 1.9533, "text": "I put in checks, data, and sped up the process! Before this update, if anything went wrong my whole system would be cooked. There is now 3 checks, besides the shiny check. One makes sure that the encounter was initialized, another makes sure we made it home, and another one makes sure we booted up the game. If any of these go wrong, it will fix them. I put it some more data such as how much time this machine has spent hunting this pokemon in its lifetime, as well as the total amount of resets. Another cool piece of data is the time per reset. That was how long the last go-through went. This is cool for estimating how long it will take to find the shiny pokemon. Finally, I sped it up. Before this encounters would take 42 or 43 seconds, but now they are consistently faster that 36 seconds. because I have yet to find the shiny charm, my math says that this will save me hours. Looking forward to seeing how this project goes and expanding it for other pokemon soon."}, {"post_id": 23161, "ts": "2026-07-05T23:08:27Z", "hours": 2.7744, "text": "I made it detect a shiny pokemon! I haven’t found a shiny yet, but we are getting there. It checks to see if a menu chunk is there to know if it is shiny or not. The shiny plays an animations that delays the menu from popping up. Pretty cool stuff so far. It is actually running as a write this devlog!"}, {"post_id": 22219, "ts": "2026-07-04T16:08:46Z", "hours": 2.9286, "text": "I made it so the pi can control my switch and start hunting! While there is no image recognition to see if it is shiny yet, it is able to get the encounter to spawn, which is pretty neat. This is done through using a tool called Nxbt, which emulates a nintendo switch pro controller. This is all being run with a pi4 and a capture card hooked up to my switch 2. The next steps are to hook up shiny recognition and get this machine chugging!"}, {"post_id": 21651, "ts": "2026-07-03T18:35:45Z", "hours": 3.1628, "text": "I got my box all printed and started working on functionality! I finished designing my box after tweaking for a bigger screen, and got it all printed off. I assembled everything this morning and starting working on the software today. There is no actual shiny hunting yet, but we are getting there."}, {"post_id": 20150, "ts": "2026-07-01T18:10:32Z", "hours": 3.4492, "text": "I made the whole box! Unless there is something I need to tweak later, this is it for the box. It houses the switch two, the rpi, and everything else needed to shiny hunt pokemon! This will use a tool called nxbt to control the switch via bluetooth, and it will use a capture card to view the screen. It will output its results to the external screen and that will also be a menu of sorts. Now I need to 3D print this and start writing the accompanying software!"}]...
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Title: Pokemon Shiny Hunter by @Taxalottle | Stard Title: Pokemon Shiny Hunter by @Taxalottle | Stardance
Devlogs:
I made the whole box! Unless there is something I need to tweak later, this is it for the box. It houses the switch two, the rpi, and everything else needed to shiny hunt pokemon! This will use a tool called nxbt to control the switch via bluetooth, and it will use a capture card to view the screen. It will output its results to the external screen and that will also be a menu of sorts. Now I need to 3D print this and start writing the accompanying software!
I got my box all printed and started working on functionality! I finished designing my box after tweaking for a bigger screen, and got it all printed off. I assembled everything this morning and starting working on the software today. There is no actual shiny hunting yet, but we are getting there.
I made it so the pi can control my switch and start hunting! While there is no image recognition to see if it is shiny yet, it is able to get the encounter to spawn, which is pretty neat. This is done through using a tool called Nxbt, which emulates a nintendo switch pro controller. This is all being run with a pi4 and a capture card hooked up to my switch 2. The next steps are to hook up shiny recognition and get this machine chugging!
I made it detect a shiny pokemon! I haven’t found a shiny yet, but we are getting there. It checks to see if a menu chunk is there to know if it is shiny or not. The shiny plays an animations that delays the menu from popping up. Pretty cool stuff so far. It is actually running as a write this devlog!
I put in checks, data, and sped up the process! Before this update, if anything went wrong my whole system would be cooked. There is now 3 checks, besides the shiny check. One makes sure that the encounter was initialized, another makes sure we made it home, and another one makes sure we booted up the game. If any of these go wrong, it will fix them. I put it some more data such as how much time this machine has spent hunting this pokemon in its lifetime, as well as the total amount of resets. Another cool piece of data is the time per reset. That was how long the last go-through went. This is cool for estimating how long it will take to find the shiny pokemon. Finally, I sped it up. Before this encounters would take 42 or 43 seconds, but now they are consistently faster that 36 seconds. because I have yet to find the shiny charm, my math says that this will save me hours. Looking forward to seeing how this project goes and expanding it for other pokemon soon.
Improved Aesthetics and Reliability I changed the visuals of the program a lot. It looks more visually pleasing in my opinion. I changed up and added more status texts so they are more informative at a glance. Added in timeout counters if inputs were taking too long. This is an issue on load sometimes, but hasn’t been present since I implemented it. I will devlog catching this guy!
Shiny Regirock + Discord Webhook! I put it compatibility for Regirock! It was basically the same code, but it is slightly slower. I didn’t catch registeel yet, but started working on something else for a minute. I put in a Discord Webhook! All logs are sent to various channels on my discord server! This makes it easy to see what is happening from anywhere I am! It gives a status and a timestamp so I can see if it is still running. I’ll add more pokemon hunting later! I gotta get one of these guys soon, right?
It Worked!!! We Got a Shiny!!! I let this run all night, and I woke up to a shiny notification in my Discord! I checked the game, and sure enough… it was there! After a whopping 6,045 resets and over 3 full days of hunting, the wait is finally over. It was definitely a grind, but I absolutely love this shiny. The green looks so good! What’s Next? Now that the shiny hunt is complete, I made a version of the setup for the Nintendo Switch 1 as well! I borrowed my mom’s Switch to increase my hunting output, so I also designed and printed a box for it. It’s currently hunting Giratina in Pokémon Brilliant Diamond . Improving Compatibility One thing I discovered is that the Switch 1 and Switch 2 run at different processing speeds. Because of that, the timing in my current code isn’t perfectly universal. I’m going to be working on a better solution that automatically handles these differences, so the code: Works on both Switch 1 and Switch 2 Doesn’t require manual timing adjustments Is more reliable for everyone using it Stay Tuned! I have a lot of cool ideas planned for future updates, so this is only the beginning. Thanks for following along, and stay tuned for more!
Improved UI and Another Shiny! I got the implementation for shiny Regirock added and let it run while I went downtown. When I came back, I had a shiny Regirock waiting for me! It was very fun to see that. Improved Game Selection UI I split the Pokémon games into their own separate buttons. Originally, there was just a Sword/Shield option, but now Sword and Shield each have their own buttons. The stats for each hunt are also saved specifically to the game that the hunt was performed in. Discord Webhook Improvements I added functionality for the webhook to send a screenshot to my Discord whenever it finds a shiny. Previously, I had to ask my brother to check the machine for me, but now I can simply look at Discord to see when a shiny is found. This is a really nice quality-of-life improvement. Next Shiny Implementation I added the code for Regidrago on the Switch 2, as it was the next Pokémon on the list. I should be finishing that implementation soon. After the regis and the swords of justice, I will be moving on to fossil restoration shiny hunting, which should be interesting. Fossils do not have the animation that I currently rely on, so I will need to implement color recognition instead. Future Improvements I still need to create the dynamic timing system so the program can run as efficiently as possible on both Switch 1 and Switch 2. That’s it for this devlog. I will see you in the next one!
Updated UI and Game Implementation Welcome back to another development update! Here’s what I’ve been working on recently. UI Improvements I updated the UI by using CustomTkinter instead of normal Tkinter. This made it really easy to add outlines and rounded corners, and I think the overall look is a lot better now. The only weird issue I’ve run into is that things don’t seem to be the size they say they are. For example, a button that’s supposed to be 100×100 ends up looking rectangular instead, so who knows what’s going on there. Shining Pearl Support I also put together the UI for Shining Pearl . It includes all of the version-exclusive Legendary Pokémon and the other important encounters. There isn’t any implementation behind it yet, but the groundwork is there, and I’ll be hooking everything up as development continues. Pokémon Progress I’ve also made some more progress on my Sword copy, so I have a few more Pokémon to add. Current plan: Add Regice and Regieleki to finish the Regis. Move on to the Swords of Justice . Finally, tackle the Fossil Pokémon . The fossils will probably be the trickiest to integrate since they don’t fit very well into my current system, but I’ll figure something out when I get there. That’s It for This Devlog That’s all for this update! Stay tuned for more cool things coming!
I’m working on improving the UI! I’m putting in some custom fonts and recentering the buttons and things like that. For some reason the buttons are still a little off center, but we’ll get there soon. I also removed anything that isn’t actually coded into the thing yet, making it more robust. I need to add a custom mode where you can make your own for something I haven’t added in yet, but we’ll get there, as always. I also finally got around to making a bash file, so it is a lot quicker to run the thing now! I only have to press the up arrow and enter!
I completely revamped the UI! I reworked all of the UI using CTK instead of TK, and it looks a lot better now. I also imported some custom fonts and changed up some things. The biggest annoyance of the day was how I was making an 80x80 image, but it was actually 92x80??? Anyways I couldn’t find a fix and then resized my image to be 80x92, leading to it becoming a 92x92 image, which works for me. I also started running it again after a while! I haven’t shiny hunted anything in a bit but I just kicked off a Regice run. This Shiny Hunter is really coming together!
Devlog: Automatic Calibration! I added automatic calibration to my Pokemon Shiny Hunter! Previously, I had to make a new file and change the timings in it, but now the system calculates everything automatically! It just needs to do a calibration run but then everything is good to go! How It Works: The new system runs through the usual sequence of events, and assumes that it finds a non shiny. This is a safe assumption, but there is a double check screen just in case. It saves the time from this and then hunts based on this knowledge. What’s Next? There are a handful of things I want to improve. Some parts aren’t as fast as I like and there are some inefficiencies. I also want to implement this same system for the legendary pokemon. This should streamline things a bit. I also want to condense my files down. Right now there are many similar files that I want to get rid of. Till next time!...
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1792536593.2764134
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1793141393.2764134
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9883
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THE WEBB by @Synt-0 | Stardance
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Synt-0
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1
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22.0
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209
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T19:51:11Z", "hours": 22.0, "multiplier": 9.67, "payout": 209, "blessing": "neutral", "text": "I made an interactive website that shows the journey of the James Webb Space Telescope through the universe! I had a lot of trouble with alignment and other things, but at last, I finished it. This is actually my “first website”, and I learned everything through YouTube and other resources. I’m genuinely proud to have made something of my own and I’m happy to finally share it I recommend visiting the website on a computer *, as it is more optimized for desktop and offers a fuller experience.", "repo": "https://github.com/Synt-0/The-WEBB", "demo": "https://synt-0.github.io/The-WEBB/"}]...
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[{"post_id": 78426, "ts": "202 [{"post_id": 78426, "ts": "2026-10-10T19:35:32Z", "hours": 2.7153, "text": "FINISHED THE WEBSITE! and will be deployed in a few mins i gave the star icon a api gave the webb a font and all"}, {"post_id": 78137, "ts": "2026-10-09T18:27:32Z", "hours": 5.9328, "text": "THE WEBSITE IS ALMOST OVER! I’ve worked on the popups, the timeline dots, and almost everything else, except for the random image button, the NASA api, and a few related things. But I think I’ll be able to ship it tmw! Honestly, I’m pretty happy with how it’s turning out so far. hopefully you all like it too . i still have to make it reactive and a few more things also can i use brittany font like i downloaded it from a site but it said its for personal use only so can i implement it ? . ANYWAYS YOU CAN SEE THE WEBSITE TMW I BELIEVE"}, {"post_id": 77116, "ts": "2026-10-05T17:42:00Z", "hours": 3.77, "text": "I did the stars , more like i got the code from this site (actually ) https://codepen.io/rkuai/pen/ExLbPWG/ had to do a bit of tweeking to the code to make it work with my own stuff but its good. thank rena (owner of the site ) . and i also am starting to make the popup box for the dots etc did some code for it and broke some things but fixed it . when i started to do js , i found it too complicated and stff . btw after 2 to 3 dev post i will finish the project hopefully i get a good amount of sd/h .. ( funfact - i first started of and aimed for the macbook neo cause my pc is a dell aio with Pentium5405U with 12gb ram <its ddr3 not 5 or 4 > now i have downgraded and downgraded to get mabe the huion tablet [idk why i want it i dont draw]i dont have much time so i am quiting after oct 10th cause i am in 10th and well got a lot to study and my internet access is also getting restricted sometimes ( since my pc use i very high so ya thats it ) . i do have to fix viewport stuff in css since i used px at first and its like calibrated to my screen (not reactive to other screens or brakes on other screens and stuff)"}, {"post_id": 71877, "ts": "2026-09-21T18:02:07Z", "hours": 1.2653, "text": "i worked on aligning the pictures of earth and the jwst . Now the site is actually coming along as like in my design and well still have some issues with the alignment but will figure it out tmw . the issue is there is excess vertical height and its scroll-able to the bottom which has nothing"}, {"post_id": 70208, "ts": "2026-09-18T18:19:47Z", "hours": 2.1378, "text": "This time i worked on the css and a bit in html and i have done the top controls now and need to do the rest tmw. when i did one thing like, formatting another thing breaks and so on .i think i spend 30min on on fixing the mistakes i made and well i have made some progress i have also fixed the top controls after a bit of struggle . i have also formatted the bottom parts a bit too .well thats for it now i guess."}, {"post_id": 66346, "ts": "2026-09-12T03:43:12Z", "hours": 0.8767, "text": "today i finished my html fully now i need to learn css and use it to style my website . i am not going to learn css properly cause i am having less time but i will study the basics from YT and go on with a AI to teach me what all code i need to study for doing my site specifically ."}, {"post_id": 65481, "ts": "2026-09-10T17:21:24Z", "hours": 0.835, "text": "so i worked on the main things of the website today from the dots to a bit of footer . i still have to implement imgs and some other things but it is enough for today i think .for data i am thinking of placing it in js"}, {"post_id": 64926, "ts": "2026-09-09T17:23:40Z", "hours": 2.7072, "text": "I learned a html (not fully) and a bit of css . since i am new to coding i am using AI to teach myself coding but the code above is a bit ai written the “span” code but it did it to make me understand . and i think the website i wanted to make is does getting a bit of its shape i think.."}, {"post_id": 7505, "ts": "2026-06-12T14:52:13Z", "hours": 1.355, "text": "I started learning HTML about a few day ago, and logged my hour. I am thinking to make a website which shows the Earth in the left side, and the James Webb Telescope in the right, and a line connecting both which has dots. Which, when pressed, show the picture that was taken on that day and a bit of info about the pic and other things. So, I am starting off with HTML , and it’s not much. I learned a bit. and here is a sample rough sketch done in canva"}]...
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Title: THE WEBB by @Synt-0 | Stardance
Devlogs:
I Title: THE WEBB by @Synt-0 | Stardance
Devlogs:
I started learning HTML about a few day ago, and logged my hour. I am thinking to make a website which shows the Earth in the left side, and the James Webb Telescope in the right, and a line connecting both which has dots. Which, when pressed, show the picture that was taken on that day and a bit of info about the pic and other things. So, I am starting off with HTML , and it’s not much. I learned a bit. and here is a sample rough sketch done in canva
I learned a html (not fully) and a bit of css . since i am new to coding i am using AI to teach myself coding but the code above is a bit ai written the “span” code but it did it to make me understand . and i think the website i wanted to make is does getting a bit of its shape i think..
so i worked on the main things of the website today from the dots to a bit of footer . i still have to implement imgs and some other things but it is enough for today i think .for data i am thinking of placing it in js
today i finished my html fully now i need to learn css and use it to style my website . i am not going to learn css properly cause i am having less time but i will study the basics from YT and go on with a AI to teach me what all code i need to study for doing my site specifically .
This time i worked on the css and a bit in html and i have done the top controls now and need to do the rest tmw. when i did one thing like, formatting another thing breaks and so on .i think i spend 30min on on fixing the mistakes i made and well i have made some progress i have also fixed the top controls after a bit of struggle . i have also formatted the bottom parts a bit too .well thats for it now i guess.
i worked on aligning the pictures of earth and the jwst . Now the site is actually coming along as like in my design and well still have some issues with the alignment but will figure it out tmw . the issue is there is excess vertical height and its scroll-able to the bottom which has nothing
I did the stars , more like i got the code from this site (actually ) https://codepen.io/rkuai/pen/ExLbPWG/ had to do a bit of tweeking to the code to make it work with my own stuff but its good. thank rena (owner of the site ) . and i also am starting to make the popup box for the dots etc did some code for it and broke some things but fixed it . when i started to do js , i found it too complicated and stff . btw after 2 to 3 dev post i will finish the project hopefully i get a good amount of sd/h .. ( funfact - i first started of and aimed for the macbook neo cause my pc is a dell aio with Pentium5405U with 12gb ram <its ddr3 not 5 or 4 > now i have downgraded and downgraded to get mabe the huion tablet [idk why i want it i dont draw]i dont have much time so i am quiting after oct 10th cause i am in 10th and well got a lot to study and my internet access is also getting restricted sometimes ( since my pc use i very high so ya thats it ) . i do have to fix viewport stuff in css since i used px at first and its like calibrated to my screen (not reactive to other screens or brakes on other screens and stuff)
THE WEBSITE IS ALMOST OVER! I’ve worked on the popups, the timeline dots, and almost everything else, except for the random image button, the NASA api, and a few related things. But I think I’ll be able to ship it tmw! Honestly, I’m pretty happy with how it’s turning out so far. hopefully you all like it too . i still have to make it reactive and a few more things also can i use brittany font like i downloaded it from a site but it said its for personal use only so can i implement it ? . ANYWAYS YOU CAN SEE THE WEBSITE TMW I BELIEVE
FINISHED THE WEBSITE! and will be deployed in a few mins i gave the star icon a api gave the webb a font and all
Ships:
I made an interactive website that shows the journey of the James Webb Space Telescope through the universe! I had a lot of trouble with alignment and other things, but at last, I finished it. This is actually my “first website”, and I learned everything through YouTube and other resources. I’m genuinely proud to have made something of my own and I’m happy to finally share it I recommend visiting the website on a computer *, as it is more optimized for desktop and offers a fuller experience....
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1793148763.7280834
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1793235163.7280834
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54651
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Warren’s Sci-Fi & Pop Culture Archive by @PXLS Warren’s Sci-Fi & Pop Culture Archive by @PXLS | Stardance...
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PXLS
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2
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33.0
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341
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T14:16:54Z", "hours": 3.0, "multiplier": 5.17, "payout": 15, "blessing": "neutral", "text": "I made some updates to Warren’s Sci-Fi and Pop-Culture Archive, such as changing the background and adding a new font. My goal was to enhance the Frutiger Aero aesthetic, which fits much better with the new design. Overall, the project combines music, movies, sci-fi, and plenty of Easter eggs. Hope you guys enjoy it!", "repo": "https://github.com/PXLS-png/stardance-archive", "demo": "https://pxls-png.github.io/stardance-archive/"}, {"ship_num": 2, "ts": "2026-10-09T13:10:53Z", "hours": 30.0, "multiplier": 10.91, "payout": 326, "blessing": "neutral", "text": "“For every action, there’s a reaction.” That’s a line from Life is Strange, and honestly it’s the best way to describe how this project started: one obsession led to another, and somehow I ended up building a whole website about it. Over the last few months, I’ve been working on a project that truly fascinates me: Warren’s Sci-Fi & Pop Culture Archive. My main source of inspiration was my love for the video game Life is Strange, which contains a character, Warren, who is totally obsessed with sci-fi and science. That made me wonder: how could I create a website that combines movies with in-game references, a cool aesthetic, and easter eggs? In the end, this aspiration turned into the archive I’m proud to present. This is my first project for Hack Club, and even though I ran into a few bugs, especially with the timezone logic, I’m glad I made it this far. Feel free to test my project on desktop or mobile, just open the webpage!", "repo": "https://github.com/PXLS-png/stardance-archive", "demo": "https://pxls-png.github.io/stardance-archive/"}]...
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[{"post_id": 78427, "ts": "202 [{"post_id": 78427, "ts": "2026-10-10T19:38:24Z", "hours": 2.9583, "text": "Hey, today I rewrote README with project background and credits, rewrote description and declaration, deleted and rewrote code sections, added a background image with license attribution (Public Domain Mark 1.0) and a new font that fits the Frutiger Aero aesthetic better. I also added a Curator’s Note in the code documenting the manual curation process for the 400+ movie list, cleaned up text, code and added a full legal disclaimer, and updated the screenshot link in README"}, {"post_id": 78064, "ts": "2026-10-09T12:51:02Z", "hours": 7.6728, "text": "Over the last few days, I’ve been working on the final version of the archive. I looked for duplicates in the movie list, did some debugging, made my repo public, tested the live URL, deleted some movies, cleaned up the code, made the top 5 cards keyboard-accessible, and tested the website on different browsers and devices. I also finished the README, checked for typos, checked the movie selection logic, activated GitHub Pages, refined some features, added easter eggs, added comments, and made sure the favicon works. I think I’m ready to ship!"}, {"post_id": 71914, "ts": "2026-09-21T19:19:09Z", "hours": 8.5761, "text": "Hey guys! This is gonna be a lot, because I had to lock in and the Stardance Challenge is slowly coming to an end. Here’s what I’ve been working on: -I created a “Warren’s Top 5 Picks” section consisting of glossy movie cards that open the IMDb page of the movie it’s about when clicked -I did some research on in game quotes from various characters with movie and/or pop culture references and added quotes to the movies that matched them. -In the end, I chose the following 5 movies: Planet of the Apes, LOTR, Blade Runner, Back to the Future, Twilight -I made sure that every card has a real IMDb link that opens in a brand new tab -I created “The Dual Clock” which is basically a glassy clock widget in the bottom-right corner with two timelines -Warren’s time (Oregon) and the user’s time (wherever you are) -I thought of this as a small nod to the time-travel theme of the game -I made sure that it updates every second -I created “The Eclipse Easter Egg” -Now this is one of my favorite features, consisting of an animated eclipse that only appears on October 8th (the day it happens in game in the end of Episode 2) -The Moon slides across the sun in an 8-second loop -If you click it you’ll be directed to a window with a Warren quote (quite literally what he says when he sees the eclipse before the episode ends) and a YouTube link to the song that was playing during that scene -After some debugging this works seamlessly now! -I cleaned up my repo and deleted my old messy prototype file -I added a disclaimer in the top-left (fan-project, all rights to Dontnod/Square Enix) -I added more movies (for the huge list the “Movie of the Day” is randomly chosen from) -Pushed to git ofc -Fixed some CSS typos If you read all of this, thanks for sticking around :) That’s it for now!"}, {"post_id": 63155, "ts": "2026-09-06T20:05:29Z", "hours": 2.7878, "text": "Hey guys! Here’s what I’ve been working on: -Built an Easter Egg that reveals secret messages (see down below) -Tested and polished the Easter egg -Debugged and fixed typos -Fixed heading readability (white font on a white background wasn’t my brightest idea, quite literally) -Added glass reflections -Added Aero window controls -Added a top glass glow -Adjusted shadows -Cleaned up my code That’s it for now :)"}, {"post_id": 61792, "ts": "2026-09-04T21:27:41Z", "hours": 1.3478, "text": "Unfortunately, I was kinda busy over the last few days, but here’s a quick update: I’ve been adding more movies to the Movie of The Day section! Here’s a sneak peek at the latest additions:"}, {"post_id": 59806, "ts": "2026-09-01T19:10:28Z", "hours": 3.5353, "text": "Hey guys! Quick update about the project! Since my last devlog, I’ve been working on the following: -Enhancing the Frutiger Aero style -Finishing the Movie of the Day movie list -Adding release years to the movies -Making the Movie of the Day change every 24h based on Pacific Time (since the game it’s inspired by takes place in OR) -Adding a well-hidden Easter egg -Making floating bubbles interactive + a pop effect anytime the bubbles are clicked! That’s all for today :)"}, {"post_id": 56857, "ts": "2026-08-28T20:18:24Z", "hours": 2.0628, "text": "Okay… my second devlog, and I somewhat changed the plan. Lol. While working on the website, I realized it became way more complicated than I initially expected, and seemed to drift away from my original design and the project I genuinely wanted to create. Since the vibe felt off, but I wanted the core idea to stay, I aimed for something more whimsical, nostalgic, playful, and fun. You might’ve guessed it, yes, I’m moving toward a Frutiger Aero-inspired look, and this definitely increased my overall fun and excitement about the project! Today, I mainly redesigned the front page (pic attached below)! Stay tuned for the next update :)"}, {"post_id": 56192, "ts": "2026-08-27T20:44:36Z", "hours": 3.9069, "text": "Welcome to my first devlog! I’ve been working on Warrens Sci-Fi & Pop Culture Archive, a project inspired by the Life is Strange character Warren Graham! I’ve recently added an interactive flash drive interface, an animated spiral loading screen with interesting (and random) science facts, and my first classic movie to the collection: Planet of the Apes. I’ve also added metadata and fan-made review notes written from his POV, along with a pixel-art grid system. Ironically, for someone named PXLS, the pixel-art grid isn’t looking quite right yet. I’m planning to fix that issue soon!"}]...
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Title: Warren’s Sci-Fi & Pop Culture Archive b Title: Warren’s Sci-Fi & Pop Culture Archive by @PXLS | Stardance
Devlogs:
Welcome to my first devlog! I’ve been working on Warrens Sci-Fi & Pop Culture Archive, a project inspired by the Life is Strange character Warren Graham! I’ve recently added an interactive flash drive interface, an animated spiral loading screen with interesting (and random) science facts, and my first classic movie to the collection: Planet of the Apes. I’ve also added metadata and fan-made review notes written from his POV, along with a pixel-art grid system. Ironically, for someone named PXLS, the pixel-art grid isn’t looking quite right yet. I’m planning to fix that issue soon!
Okay… my second devlog, and I somewhat changed the plan. Lol. While working on the website, I realized it became way more complicated than I initially expected, and seemed to drift away from my original design and the project I genuinely wanted to create. Since the vibe felt off, but I wanted the core idea to stay, I aimed for something more whimsical, nostalgic, playful, and fun. You might’ve guessed it, yes, I’m moving toward a Frutiger Aero-inspired look, and this definitely increased my overall fun and excitement about the project! Today, I mainly redesigned the front page (pic attached below)! Stay tuned for the next update :)
Hey guys! Quick update about the project! Since my last devlog, I’ve been working on the following: -Enhancing the Frutiger Aero style -Finishing the Movie of the Day movie list -Adding release years to the movies -Making the Movie of the Day change every 24h based on Pacific Time (since the game it’s inspired by takes place in OR) -Adding a well-hidden Easter egg -Making floating bubbles interactive + a pop effect anytime the bubbles are clicked! That’s all for today :)
Unfortunately, I was kinda busy over the last few days, but here’s a quick update: I’ve been adding more movies to the Movie of The Day section! Here’s a sneak peek at the latest additions:
Hey guys! Here’s what I’ve been working on: -Built an Easter Egg that reveals secret messages (see down below) -Tested and polished the Easter egg -Debugged and fixed typos -Fixed heading readability (white font on a white background wasn’t my brightest idea, quite literally) -Added glass reflections -Added Aero window controls -Added a top glass glow -Adjusted shadows -Cleaned up my code That’s it for now :)
Hey guys! This is gonna be a lot, because I had to lock in and the Stardance Challenge is slowly coming to an end. Here’s what I’ve been working on: -I created a “Warren’s Top 5 Picks” section consisting of glossy movie cards that open the IMDb page of the movie it’s about when clicked -I did some research on in game quotes from various characters with movie and/or pop culture references and added quotes to the movies that matched them. -In the end, I chose the following 5 movies: Planet of the Apes, LOTR, Blade Runner, Back to the Future, Twilight -I made sure that every card has a real IMDb link that opens in a brand new tab -I created “The Dual Clock” which is basically a glassy clock widget in the bottom-right corner with two timelines -Warren’s time (Oregon) and the user’s time (wherever you are) -I thought of this as a small nod to the time-travel theme of the game -I made sure that it updates every second -I created “The Eclipse Easter Egg” -Now this is one of my favorite features, consisting of an animated eclipse that only appears on October 8th (the day it happens in game in the end of Episode 2) -The Moon slides across the sun in an 8-second loop -If you click it you’ll be directed to a window with a Warren quote (quite literally what he says when he sees the eclipse before the episode ends) and a YouTube link to the song that was playing during that scene -After some debugging this works seamlessly now! -I cleaned up my repo and deleted my old messy prototype file -I added a disclaimer in the top-left (fan-project, all rights to Dontnod/Square Enix) -I added more movies (for the huge list the “Movie of the Day” is randomly chosen from) -Pushed to git ofc -Fixed some CSS typos If you read all of this, thanks for sticking around :) That’s it for now!
Over the last few days, I’ve been working on the final version of the archive. I looked for duplicates in the movie list, did some debugging, made my repo public, tested the live URL, deleted some movies, cleaned up the code, made the top 5 cards keyboard-accessible, and tested the website on different browsers and devices. I also finished the README, checked for typos, checked the movie selection logic, activated GitHub Pages, refined some features, added easter eggs, added comments, and made sure the favicon works. I think I’m ready to ship!
Hey, today I rewrote README with project background and credits, rewrote description and declaration, deleted and rewrote code sections, added a background image with license attribution (Public Domain Mark 1.0) and a new font that fits the Frutiger Aero aesthetic better. I also added a Curator’s Note in the code documenting the manual curation process for the 400+ movie list, cleaned up text, code and added a full legal disclaimer, and updated the screenshot link in README
Ships:
“For every action, there’s a reaction.” That’s a line from Life is Strange, and honestly it’s the best way to describe how this project started: one obsession led to another, and somehow I ended up building a whole website about it. Over the last few months, I’ve been working on a project that truly fascinates me: Warren’s Sci-Fi & Pop Culture Archive. My main source of inspiration was my love for the video game Life is Strange, which contains a character, Warren, who is totally obsessed with sci-fi and science. That made me wonder: how could I create a website that combines movies with in-game references, a cool aesthetic, and easter eggs? In the end, this aspiration turned into the archive I’m proud to present. This is my first project for Hack Club, and even though I ran into a few bugs, especially with the timezone logic, I’m glad I made it this far. Feel free to test my project on desktop or mobile, just open the webpage!
I made some updates to Warren’s Sci-Fi and Pop-Culture Archive, such as changing the background and adding a new font. My goal was to enhance the Frutiger Aero aesthetic, which fits much better with the new design. Overall, the project combines music, movies, sci-fi, and plenty of Easter eggs. Hope you guys enjoy it!...
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1793155679.8043573
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1793242079.8043573
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68269
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PyMaster by @Siyam | Stardance
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Siyam
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2
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3.0
|
7
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T20:04:28Z", "hours": 2.0, "multiplier": 2.32, "payout": 6, "blessing": "neutral", "text": "PyMaster is a sleek, web-based quiz game designed to make practicing Python fun, fast, and interactive. Built using pure HTML5, Tailwind CSS, and vanilla JavaScript, it features dark-mode aesthetics, custom particle animations, and syntax-highlighted code snippets to help you master Python concepts through real-time challenges.", "repo": "https://github.com/Tanzil-Alam/PyMaster", "demo": "https://tanzil-alam.github.io/PyMaster/"}, {"ship_num": 2, "ts": "2026-10-06T17:13:03Z", "hours": 1.0, "multiplier": 1.07, "payout": 1, "blessing": "neutral", "text": "PyMaster is a sleek, web-based quiz game designed to make practicing Python fun, fast, and interactive. Built using pure HTML5, Tailwind CSS, and vanilla JavaScript, it features dark-mode aesthetics, custom particle animations, and syntax-highlighted code snippets to help you master Python concepts through real-time challenges.", "repo": "https://github.com/Tanzil-Alam/PyMaster", "demo": "https://tanzil-alam.github.io/PyMaster/"}]...
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[{"post_id": 78433, "ts": "202 [{"post_id": 78433, "ts": "2026-10-10T19:54:15Z", "hours": 0.2758, "text": "Swapped out the background visual and updated the button labels to give the navigation a more conversational feel. Key updates include renaming “START” to “Try to do it”, “Quiet” to “Leave”, and “Next question” to “Let’s Go”."}, {"post_id": 78107, "ts": "2026-10-09T15:59:48Z", "hours": 0.3111, "text": "Re-writed the CSS and added Comments in every css line to prove that, i writed it…."}, {"post_id": 77663, "ts": "2026-10-07T19:23:09Z", "hours": 1.3247, "text": "Re-Writed the code, because old code was not accepted. here is what i changed, *The Background Image *Removed Particle animation *Made the Py Card transparent *Keept Simple Javascript"}, {"post_id": 77541, "ts": "2026-10-07T12:07:43Z", "hours": 0.5339, "text": "I changed the README and The button color to blue. Now i Will Ship the Project."}, {"post_id": 77349, "ts": "2026-10-06T17:09:57Z", "hours": 1.4381, "text": "PyMaster is a sleek, web-based quiz game designed to make practicing Python fun, fast, and interactive. Built using pure HTML5, Tailwind CSS, and vanilla JavaScript, it features dark-mode aesthetics, custom particle animations, and syntax-highlighted code snippets to help you master Python concepts through real-time challenges. You all can play it here = Click Me"}]...
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Title: PyMaster by @Siyam | Stardance
Devlogs:
Py Title: PyMaster by @Siyam | Stardance
Devlogs:
PyMaster is a sleek, web-based quiz game designed to make practicing Python fun, fast, and interactive. Built using pure HTML5, Tailwind CSS, and vanilla JavaScript, it features dark-mode aesthetics, custom particle animations, and syntax-highlighted code snippets to help you master Python concepts through real-time challenges. You all can play it here = Click Me
I changed the README and The button color to blue. Now i Will Ship the Project.
Re-Writed the code, because old code was not accepted. here is what i changed, *The Background Image *Removed Particle animation *Made the Py Card transparent *Keept Simple Javascript
Re-writed the CSS and added Comments in every css line to prove that, i writed it….
Swapped out the background visual and updated the button labels to give the navigation a more conversational feel. Key updates include renaming “START” to “Try to do it”, “Quiet” to “Leave”, and “Next question” to “Let’s Go”.
Ships:
PyMaster is a sleek, web-based quiz game designed to make practicing Python fun, fast, and interactive. Built using pure HTML5, Tailwind CSS, and vanilla JavaScript, it features dark-mode aesthetics, custom particle animations, and syntax-highlighted code snippets to help you master Python concepts through real-time challenges.
PyMaster is a sleek, web-based quiz game designed to make practicing Python fun, fast, and interactive. Built using pure HTML5, Tailwind CSS, and vanilla JavaScript, it features dark-mode aesthetics, custom particle animations, and syntax-highlighted code snippets to help you master Python concepts through real-time challenges....
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1793065783.3314424
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1793152183.3314424
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55635
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Silly macropad :3 by @Lawnard | Stardance
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Lawnard
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T20:09:07Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is just what i did for the macropad mission", "repo": "https://github.com/LawrnardKerman/mymacropad", "demo": ""}]...
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[{"post_id": 78434, "ts": "202 [{"post_id": 78434, "ts": "2026-10-10T19:56:54Z", "hours": 1.9714, "text": "ITS ALIVE!!"}, {"post_id": 61181, "ts": "2026-09-03T23:57:25Z", "hours": 0.4561, "text": "gng, how long does it usually take for the people at hackclub hq to review a design, i really want to ship something during stardance(btw, my slack isnt working, thats why im posting here)(the image is of the final version of the pcb)"}, {"post_id": 58917, "ts": "2026-08-31T14:17:07Z", "hours": 1.0356, "text": "alr gng, i finished the firmware! yeppi yay :3"}, {"post_id": 58125, "ts": "2026-08-30T14:10:44Z", "hours": 1.2333, "text": "i set up the github page and made the BOM and CPL file because i am not going to hand solder those tiny smd componets"}, {"post_id": 58042, "ts": "2026-08-30T12:03:24Z", "hours": 1.805, "text": "i got done with the cad the final design has 5 cherry mx switched, 1 rotary encoder, and 1 led now i just have to make the firmware i redid the traces again because one of my friends called it “horrible” and they said it was so bad that they would “do it for me”"}, {"post_id": 57700, "ts": "2026-08-29T22:50:55Z", "hours": 2.2589, "text": "im having so much fun bro im gonna abandon all my other projects for like a week so i can actually ship something during stardance, im almost done with cad(pcb design is so fun) i also redid all the traces because it looked like spagetti. I’m DREADING the firmware though ps: rn i have no motivation for my other projects, im still riding the high from starting a new project"}, {"post_id": 57319, "ts": "2026-08-29T13:07:02Z", "hours": 2.1817, "text": "i finished the case & the pcb i have 6 switches and 3 leds i feel so much more motivation for this project tbh"}]...
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Title: Silly macropad :3 by @Lawnard | Stardance
Title: Silly macropad :3 by @Lawnard | Stardance
Devlogs:
i finished the case & the pcb i have 6 switches and 3 leds i feel so much more motivation for this project tbh
im having so much fun bro im gonna abandon all my other projects for like a week so i can actually ship something during stardance, im almost done with cad(pcb design is so fun) i also redid all the traces because it looked like spagetti. I’m DREADING the firmware though ps: rn i have no motivation for my other projects, im still riding the high from starting a new project
i got done with the cad the final design has 5 cherry mx switched, 1 rotary encoder, and 1 led now i just have to make the firmware i redid the traces again because one of my friends called it “horrible” and they said it was so bad that they would “do it for me”
i set up the github page and made the BOM and CPL file because i am not going to hand solder those tiny smd componets
alr gng, i finished the firmware! yeppi yay :3
gng, how long does it usually take for the people at hackclub hq to review a design, i really want to ship something during stardance(btw, my slack isnt working, thats why im posting here)(the image is of the final version of the pcb)
ITS ALIVE!!
Ships:
This is just what i did for the macropad mission...
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1793148840.8900254
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1793235240.8900254
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14480
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emp by @ataullah154 | Stardance
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ataullah154
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0
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5.84
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0
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[]
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[{"post_id": 78437, "ts": "202 [{"post_id": 78437, "ts": "2026-10-10T20:02:46Z", "hours": 5.8358, "text": "i am working on a automatically closing door device"}]...
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Title: emp by @ataullah154 | Stardance
Devlogs:
i Title: emp by @ataullah154 | Stardance
Devlogs:
i am working on a automatically closing door device...
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1792572589.1562004
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1793177389.1562004
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68324
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Anamnesis by @Eclipse | Stardance
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Eclipse
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0
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5.36
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0
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[]
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[{"post_id": 78441, "ts": "202 [{"post_id": 78441, "ts": "2026-10-10T20:13:21Z", "hours": 2.0125, "text": "Anamnesis: Phase-1 (The Beginning) As the title suggests, I’m done with phase 0, aka some prep and basic backbone of the project. . Tho I tried adding a graph using matplotlib, but it looked quite bland n didn’t serve any useful purpose… so I’ve kept the UI for the end ( at least for now ), and removed the existing graph… . So, from now on, I shall be working on phase-1, which includes: Protein sequence collection Phylogenetic reconstruction Ancestral sequence reconstruction Evolutionary uncertainty Ancient protein candidates And that, ladies and gentlemen, is the real beginning of Anamnesis… . P.S. Till now development was slower as I needed to focus on my studies and stuff, but from now on, things should be swifter…. :)"}, {"post_id": 77799, "ts": "2026-10-08T10:54:36Z", "hours": 3.3478, "text": "Anamnesis: The Beginning This project shall serve as my endgame. . This idea of Anamnesis is simple: Reconstruct ancestral proteins from hundreds of millions of years ago, reconstruct their structures, simulate their molecular dynamics, and trace how mutations transformed their stability, flexibility, and function. Then extend the evolutionary framework to cancer: model how mutations reshape cellular dynamics and search for previously overlooked dynamical states that may make cancer cells unusually vulnerable. . And as you can tell by the time I’ve logged this, I’ve already started working on the basics, that is, I’m still a newbie at biology, and need to learn quite a few things while building it. . Either way, the program can now read the protein, its data and its individual amino acids while knowing which letter corresponds to which amino acid… . A weird incident, that is, I literally wrote my own parser start to end, to read the data related to protein,, only to then realize I could’ve used Biopython instead…. (genius Ik 🥀) . But yeah,, I’ll try to develop the project as fast as I can while learning the biology underneath it (a rare moment in life where you genuinely feel thankful for naturally being a really quick learner). . Soo… that’s it for today? Have a great evening..! 🕯️"}]...
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Title: Anamnesis by @Eclipse | Stardance
Devlogs: Title: Anamnesis by @Eclipse | Stardance
Devlogs:
Anamnesis: The Beginning This project shall serve as my endgame. . This idea of Anamnesis is simple: Reconstruct ancestral proteins from hundreds of millions of years ago, reconstruct their structures, simulate their molecular dynamics, and trace how mutations transformed their stability, flexibility, and function. Then extend the evolutionary framework to cancer: model how mutations reshape cellular dynamics and search for previously overlooked dynamical states that may make cancer cells unusually vulnerable. . And as you can tell by the time I’ve logged this, I’ve already started working on the basics, that is, I’m still a newbie at biology, and need to learn quite a few things while building it. . Either way, the program can now read the protein, its data and its individual amino acids while knowing which letter corresponds to which amino acid… . A weird incident, that is, I literally wrote my own parser start to end, to read the data related to protein,, only to then realize I could’ve used Biopython instead…. (genius Ik 🥀) . But yeah,, I’ll try to develop the project as fast as I can while learning the biology underneath it (a rare moment in life where you genuinely feel thankful for naturally being a really quick learner). . Soo… that’s it for today? Have a great evening..! 🕯️
Anamnesis: Phase-1 (The Beginning) As the title suggests, I’m done with phase 0, aka some prep and basic backbone of the project. . Tho I tried adding a graph using matplotlib, but it looked quite bland n didn’t serve any useful purpose… so I’ve kept the UI for the end ( at least for now ), and removed the existing graph… . So, from now on, I shall be working on phase-1, which includes: Protein sequence collection Phylogenetic reconstruction Ancestral sequence reconstruction Evolutionary uncertainty Ancient protein candidates And that, ladies and gentlemen, is the real beginning of Anamnesis… . P.S. Till now development was slower as I needed to focus on my studies and stuff, but from now on, things should be swifter…. :)...
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1792471801.0470006
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1793335801.0470006
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27198
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APT-Gcode by @karlo_ugrin | Stardance
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karlo_ugrin
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1
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123.61
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25
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T08:32:16Z", "hours": 4.0, "multiplier": 5.86, "payout": 25, "blessing": "neutral", "text": "CAM post processor, so far its only suitable for CatiaV5 intoISO 6983, it’s still in development, there are a few non finished commands, but since there is no actual documentation for CATIA APT1.0 it works really good. erm yeah. at some point im going to make work on the web the rest is pretty much written on Git.", "repo": "https://github.com/karlo-c277/ATP-Gcode", "demo": "http://karlougrin.com/apt_gcode-web/index-apt.html"}]...
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[{"post_id": 78445, "ts": "202 [{"post_id": 78445, "ts": "2026-10-10T20:15:53Z", "hours": 9.4358, "text": "DEVLOG 24 NEW STUFF the parseline v3 is going relatively fast tomorrow it is probablly going to be finished currently the only left syntacs from v2 is to complete cycles, rawG, PSIS, INDIRV, MAXSPNDL, $$, CUTCOM, change tool rework on the SPINDLE syntacs is needed bc i compicated some stuff there and to make a value check by giving a +variable, then if it wasn’t a number it is going to be a NaN which is a false meaning i can make if (+variable) LEFTOVER STUFF (Not in the parseline v3) to do a guide on how to make your own output general overview on the program"}, {"post_id": 77376, "ts": "2026-10-06T18:19:18Z", "hours": 6.9919, "text": "DEVLOG 23 NEW STUFF so the parselinev2 build is working (not on the web but in the git) the parselinev3 build is on the way, why? Because I realized how much the v2 build is leaking the performance and optimisation, so it would be simpler to re-do and make it with more brain this time HOW WILL IT WORK simple, for each command in Catia, there will be a case (switch case stuff) then each switch case will call a function that will do all the work for that case that function will call other function do math etc. the user will simply select a document from which the function will get called therefore giving a different syntacs and thats pretty much it"}, {"post_id": 76514, "ts": "2026-10-03T19:46:21Z", "hours": 10.2128, "text": "DEVLOG 22 New stuff re edited the KK guide so it is written in .md and I SWEAR it looks so much better and it is easier to read rawG new command this one is to be written in the APT or added as an additional command and it bypasses both layers of translation rawKK new command this one is to be written in the APT and it bypasses the first layer of translation (line written in KK) Bug fixes I saw a few bugs in the rapto section of the goto and godlta pretty much all, still haven’t had time to test this changes but it seems to be working ok Leftover stuff make a guide on how to use Catia and CATIA.pptable make an explanation of this program how it works and other and i have written about 3 pages of stuff in catia that i have no idea what that meas and what does it do so research those improve with like code block suggestions for manual code writing BUGS for some reason now the costum panel wint show"}, {"post_id": 69275, "ts": "2026-09-16T18:30:53Z", "hours": 10.2019, "text": "DEVLOG 21 New stuff Catia PPTable so it turns out I can modify the APT output for some commands, which had not only helped in the post processor more accurate but now I understand more stuff so I made the PPtable and it seems to work more on that some other time Logic since I now know what is to be expected for some commands I was able to shave off roughly 200 lines of code which is great COMPENSATION defines what tool correction register is being redefined, what quadrant is the cutting end, xyz corrections, and nose radius END OF PROGRAM is now single meaning CIRCLE output looks like this kk(\"ARCH/CENTER, \"+centar_x+\", \"+centar_y+\", \"+centar_z); kk(\"ARCH/AXIS\"); kk(\"ARCH/TANGENT, \"+this.ls_i+\", \"+this.ls_j+\", \"+this.ls_k); kk(\"ARCH/INFO, \"+radius+\", \"+movement+\", \"+angle); kk(\"ARCH/END, \"+kraj_x+\", \"+kraj_y+\", \"+kraj_z); CYLINDR or sinusoidal movement like this kk(\"SINUS/CENTER, \"+centar_x+\", \"+centar_y+\", \"+centar_z); kk(\"SINUS/AXIS\"); kk(\"SINUS/INFO, \"+amplitude); kk(\"SINUS/TANGENT, \"+this.ls_i+\", \"+this.ls_j+\", \"+this.ls_k); kk(\"SINUS/END,\"+kraj_x+\", \"+kraj_y+\", \"+kraj_z); helix (in APT) HELICAL/CENTER, %MFG_HELICAL_X_CENTER, %MFG_HELICAL_Y_CENTER, %MFG_HELICAL_Z_CENTER HELICAL/TANGENT, %MFG_HELICAL_INDIRV_I, %MFG_HELICAL_INDIRV_J, %MFG_HELICAL_INDIRV_K HELICAL/AXIS, %MFG_HELICAL_I_AXIS, %MFG_HELICAL_J_AXIS, %MFG_HELICAL_K_AXIS HELICAL/INFO, %MFG_HELICAL_PITCH, %MFG_HELICAL_RADIUS, %MFG_HELICAL_HEIGHT, %MFG_HELICAL_ROUND HELICAL/END, %MFG_HELICAL_X_END, %MFG_HELICAL_Y_END, %MFG_HELICAL_Z_END SPINDL is now simply defined FEDRAT is now simply defined COOLANT on the other hand, apparently the coolant is set while defining the tool, which i have accounted on and then just coolant on off, but it seems a bit like it doesn’t make sense that way what if different coolant is wanted??, also the actual syntacs is quite unknown for the coolant sooo yeah DELAY is now simply defined CYCLE now got major upgrades by manipulating the APT lost like a 75 lines of code there spindle rotation limit is now settable CUTCOM pensation is now uncovered but I genuenly have no idea what the stuff means NORMDS or NORMPS, maybe normal to drive / prat surface God knows the answer that I am sure BUGS Yes - I haven’t had a chance to test it yet so I dunno I got the background loading path wrong so that is corrected STUFF LEFT TO DO Make a function for the line split into 3, 4, 5, 6 Rework G-coder to output accordingly to the reworked parser Play with the PPTable The rest of the TO-DO list SUM-UP Found out that I can modify the APT output via PPTable, made a PPTable, now I know much more about The APT, made the parser more precise and thus more correct"}, {"post_id": 62918, "ts": "2026-09-06T13:40:40Z", "hours": 3.5292, "text": "V1.0 is now DEVLOG 20 New stuff Logic now both APT reader and G-code output are in switch case this makes processing much faster, and takes less memory line splitting is now done before actually going into the switch case for both reader and writer, mainly because then element zero in this case is basically line.startsWith, and then later in code I shaved of like 14 line splits invalid cycles are now rejected and aren’t even translated into KK Bug fixes since I switched from line.startsWith I need only the word in the variable, and there is like a $$*CATIA0 in every file and I hadn’t put line split with * so it registered as and error I have had left the incomplete cycles to be completely written causing an undefined variable to be written in KK and forwarded into G-code What if’s? What if I was supposed to like make CYLINDR output 300 points in G-code I honestly don’t wanna do that?"}, {"post_id": 60226, "ts": "2026-09-02T13:46:14Z", "hours": 2.4911, "text": "DEVLOG 19 New stuff Logic helical interpolation in g-coder g-coder now remembers the last coordinate, because CATIA gives, the center, radius, direction, 2D vector for direction of movement, end point and pitch, but WinNC that reads the g-code takes end point center and number of full turns and cw or ccw, so number of turns is calculated speciffically inside the class Bug fixes yes What if’s??? No"}, {"post_id": 58937, "ts": "2026-08-31T14:35:08Z", "hours": 4.0992, "text": "DEVLOG 18 New stuff Input now the default value for APT input is CatiaV5 but only for development and it is not written that it is it just is default value for for G-code output is WinNC Sinumerik Logic added logic for CYLINDR which is essentially just a sinusoidal path, not just one period pr it but can be multiple or just a part of one logic for PSIS which is supposed to be like a sign that the CYLINDR is to be defined and that it starts at this coordinates and then some random vector that defines that the movement will be projected in a PLANE that does not contain that vector logic for ROTABL is incomplete but here I would need to look into it but it seems like it is used in MULTI axial machines, but only when it does 3 axis work idk it is a bit emptly defined TLON,GOFWD is now the new definition for circular movement, so it takes the line in the correct logic for both CIRCLE and CYLINDR I undiscovered what CUTTER with 7 tool data defines but for now it just outputs it as 7 comments Bug fixes for SWITCH or setting tool compensation had .trim instead of .trim() same thing happened on the g coder side for some reason maybe a bad commit, the text enter pop-up window didn’t pop-up, resolved What if’s??? What if the sinusoidal movement isn’t horizontal yet at an angle what would happen then? The angle isn’t specified, but I do have the circle center and the first point that is on that circle Note that the path is on the surface of the cylinder this is a sinusoide What if the sinusoide isn’t set in 2D? since 3D circular intepolation is off it should be just a set of close points What if there was no AI that could by pass the main page and end up to a sub-page that isn’t locked to me, unlike the main page? -Would I be ******?"}, {"post_id": 56696, "ts": "2026-08-28T15:40:08Z", "hours": 8.2294, "text": "NEW VERSION INCOMING once I get to it v0.9 is going to be official and running on my website DEVLOG 17 New stuff Visual re-organised quick settings fine tuned the spacing’s inside and between blocks Input now you can manually write code to test how output would look like mostly for me for developing so I can have some APT code loaded in keyboard cache for Ctrl + v comes with a pop-up text box for a nicer visual Solved bugs Rapid logic is renewed by hand I literally have a page in a notebook filled with possible logic combinations and solutions for it (in APT, RAPID is only for the next line, in G code however it is on until set to work in cutting motion ) some other issues where it would save CYCLE the wrong way, it would have saved 2 number with out spacing I have forgotten that x y z in cycle aren’t always saved as just numbers but rather 2 of em had X Y or Z before written so it would have double letters"}, {"post_id": 55447, "ts": "2026-08-27T09:09:44Z", "hours": 10.4814, "text": "DEVLOG 16 New stuff For Catia TLAXIS now defines which way does the tool need to go to complete the cutting motion MULTAX defines this is a multi axial process SWITCH defines a change in tool compensation *see under DOCUMENTATIONS - Images - Image.png Complete cycle support some cycles are excluded from support due to a possible bug causing to have incomplete information about the cycle GOTO/GODLTA between CYCLE start and the CYCLE/OFF log the coords in a variable CYCLE/ON activates the function to start collecting coords CYCLE/OFF puts out all of collected data for that cycle WinNC Sinum counting that you can set it in ISO-Mode Complete canned cycles for the cycles that are matching with Catias idea how the cycle should look like MULTAX support TLAXIS support Added a fall-back for CYCLES that are not matching, except this one can use any format of the given CYCLE Errors I did AI’s job, which is making sloppy code, and instead of sectioning Catias TLAXIS I replaced the commas, and replaced / with : causing mayhem, i got empty strings a string that contains double data I tought I could use Autodesk,s logic for parsing, They might be onto something but I have no idea what is going on there soo I made ChatGPT quit (I just wanted him to help me with finding out why was I getting bugged lines fed to my g-coder (it was magically fixed I still have no idea what had been happening))"}, {"post_id": 54420, "ts": "2026-08-25T12:57:05Z", "hours": 8.5297, "text": "DEVLOG 15 New stuff Nothing much just did some documentation on Catias apt output Added a few guides on how to set up the APT correctly very likely prone to changes SWITCH As it turns out SWITCH means a change on tools compensation look at image.png in DOCUMENTATIONS Completed output for the g-code on that switch but I think that it might cause problems bc in WinNC sinumerik it look like it doesn’t do that sooo yeah Fun fact, *picture, this is what you get when you set a random curve as a tool path Found out that https://archive.org/details/numericalcontrpol0000stan is tottaly right about every single bit of stuff that I tought wasn’t in Catia so yeah"}, {"post_id": 53297, "ts": "2026-08-23T19:14:03Z", "hours": 5.1833, "text": "I added a background So i have been tinkering with ChatGPT on what to do to up the looks on my project, and I had some ideas for the background but my CSS and JS skill are beyond wanted so he helped to find https://neat.firecms.co/ And it is a MUST have for any project, it just looks SOOO good. But with every edit there are bugs, so erm yeah. CYCLE SYNTACS It is going to be a long one since CATIA V5R21 likes to vary and I feel like an archeologist uncovering this secrets"}, {"post_id": 52268, "ts": "2026-08-22T11:31:00Z", "hours": 3.0536, "text": "Finished editing and preparations for a Ship and launched it on http://karlougrin.com/apt_gcode-web/index-apt.html"}, {"post_id": 39944, "ts": "2026-08-03T08:43:39Z", "hours": 1.72, "text": "Completed some needed bugs and excess output I should prolly add some fire background (any suggestions??)"}, {"post_id": 39569, "ts": "2026-08-02T17:01:22Z", "hours": 4.1064, "text": "Another 4 hours down the drain Pretty much just destroying my brains out why it didn’t want to make an output file, then why it didn’t write anything down<"}, {"post_id": 35418, "ts": "2026-07-26T20:11:41Z", "hours": 5.1631, "text": "DEBUGGING FOR 5 HOURS <(Writing code for +/-9min)>"}, {"post_id": 34642, "ts": "2026-07-25T15:16:16Z", "hours": 7.6756, "text": "I REVERSE ENGINEERED CAM APT CODE So basically what I needed to do was to like just make up my own kind of universal data tranfer standard via JSON so I can translate from different APT into different G-code, and so I made up KK (Karlov Kod). To make it a first ship just need to write another 400 lines but Hey!, this part at least has some documentation. (Unlike CATIA APT1.0)"}, {"post_id": 33534, "ts": "2026-07-23T15:55:30Z", "hours": 2.9978, "text": "Edited the CSS it looks so fire, just need to finish my website firstly. Then there goes the first ship!!"}, {"post_id": 32277, "ts": "2026-07-21T10:46:20Z", "hours": 8.9172, "text": "OH! MY! WORD! (it finnaly works after trouble shooting for 4 hours)"}, {"post_id": 31236, "ts": "2026-07-19T14:15:13Z", "hours": 6.5864, "text": "Made it to display ts, just left to translate like 600 pyhton lines into JavaScript. YAAY cant wait for allat.(lowkey hidden menus wont show up but its ok)"}, {"post_id": 28825, "ts": "2026-07-15T10:14:33Z", "hours": 1.1894, "text": "I did it, rapto comand now works!!>’*’<"}, {"post_id": 28521, "ts": "2026-07-14T20:41:00Z", "hours": 0.8669, "text": "adding code so i might get rapto to work"}, {"post_id": 28410, "ts": "2026-07-14T17:26:50Z", "hours": 1.1178, "text": "The last one before first shipping."}, {"post_id": 28349, "ts": "2026-07-14T15:39:43Z", "hours": 0.7244, "text": "I may or may not have renamed the git repo so i kinda lost some minor time but- a lot left to do"}, {"post_id": 28295, "ts": "2026-07-14T13:41:40Z", "hours": 0.3261, "text": "Yess, finnaly got the wakatime running, exept i have spent like 40hours of my life on this beafore i installed waka. And it says that i used more ai than actual code, not true (bc of those 40h)."}]...
|
Title: APT-Gcode by @karlo_ugrin | Stardance
Devl Title: APT-Gcode by @karlo_ugrin | Stardance
Devlogs:
Yess, finnaly got the wakatime running, exept i have spent like 40hours of my life on this beafore i installed waka. And it says that i used more ai than actual code, not true (bc of those 40h).
I may or may not have renamed the git repo so i kinda lost some minor time but- a lot left to do
The last one before first shipping.
adding code so i might get rapto to work
I did it, rapto comand now works!!>’*’<
Made it to display ts, just left to translate like 600 pyhton lines into JavaScript. YAAY cant wait for allat.(lowkey hidden menus wont show up but its ok)
OH! MY! WORD! (it finnaly works after trouble shooting for 4 hours)
Edited the CSS it looks so fire, just need to finish my website firstly. Then there goes the first ship!!
I REVERSE ENGINEERED CAM APT CODE So basically what I needed to do was to like just make up my own kind of universal data tranfer standard via JSON so I can translate from different APT into different G-code, and so I made up KK (Karlov Kod). To make it a first ship just need to write another 400 lines but Hey!, this part at least has some documentation. (Unlike CATIA APT1.0)
DEBUGGING FOR 5 HOURS <(Writing code for +/-9min)>
Another 4 hours down the drain Pretty much just destroying my brains out why it didn’t want to make an output file, then why it didn’t write anything down<
Completed some needed bugs and excess output I should prolly add some fire background (any suggestions??)
Finished editing and preparations for a Ship and launched it on http://karlougrin.com/apt_gcode-web/index-apt.html
I added a background So i have been tinkering with ChatGPT on what to do to up the looks on my project, and I had some ideas for the background but my CSS and JS skill are beyond wanted so he helped to find https://neat.firecms.co/ And it is a MUST have for any project, it just looks SOOO good. But with every edit there are bugs, so erm yeah. CYCLE SYNTACS It is going to be a long one since CATIA V5R21 likes to vary and I feel like an archeologist uncovering this secrets
DEVLOG 15 New stuff Nothing much just did some documentation on Catias apt output Added a few guides on how to set up the APT correctly very likely prone to changes SWITCH As it turns out SWITCH means a change on tools compensation look at image.png in DOCUMENTATIONS Completed output for the g-code on that switch but I think that it might cause problems bc in WinNC sinumerik it look like it doesn’t do that sooo yeah Fun fact, *picture, this is what you get when you set a random curve as a tool path Found out that https://archive.org/details/numericalcontrpol0000stan is tottaly right about every single bit of stuff that I tought wasn’t in Catia so yeah
DEVLOG 16 New stuff For Catia TLAXIS now defines which way does the tool need to go to complete the cutting motion MULTAX defines this is a multi axial process SWITCH defines a change in tool compensation *see under DOCUMENTATIONS - Images - Image.png Complete cycle support some cycles are excluded from support due to a possible bug causing to have incomplete information about the cycle GOTO/GODLTA between CYCLE start and the CYCLE/OFF log the coords in a variable CYCLE/ON activates the function to start collecting coords CYCLE/OFF puts out all of collected data for that cycle WinNC Sinum counting that you can set it in ISO-Mode Complete canned cycles for the cycles that are matching with Catias idea how the cycle should look like MULTAX support TLAXIS support Added a fall-back for CYCLES that are not matching, except this one can use any format of the given CYCLE Errors I did AI’s job, which is making sloppy code, and instead of sectioning Catias TLAXIS I replaced the commas, and replaced / with : causing mayhem, i got empty strings a string that contains double data I tought I could use Autodesk,s logic for parsing, They might be onto something but I have no idea what is going on there soo I made ChatGPT quit (I just wanted him to help me with finding out why was I getting bugged lines fed to my g-coder (it was magically fixed I still have no idea what had been happening))
NEW VERSION INCOMING once I get to it v0.9 is going to be official and running on my website DEVLOG 17 New stuff Visual re-organised quick settings fine tuned the spacing’s inside and between blocks Input now you can manually write code to test how output would look like mostly for me for developing so I can have some APT code loaded in keyboard cache for Ctrl + v comes with a pop-up text box for a nicer visual Solved bugs Rapid logic is renewed by hand I literally have a page in a notebook filled with possible logic combinations and solutions for it (in APT, RAPID is only for the next line, in G code however it is on until set to work in cutting motion ) some other issues where it would save CYCLE the wrong way, it would have saved 2 number with out spacing I have forgotten that x y z in cycle aren’t always saved as just numbers but rather 2 of em had X Y or Z before written so it would have double letters
DEVLOG 18 New stuff Input now the default value for APT input is CatiaV5 but only for development and it is not written that it is it just is default value for for G-code output is WinNC Sinumerik Logic added logic for CYLINDR which is essentially just a sinusoidal path, not just one period pr it but can be multiple or just a part of one logic for PSIS which is supposed to be like a sign that the CYLINDR is to be defined and that it starts at this coordinates and then some random vector that defines that the movement will be projected in a PLANE that does not contain that vector logic for ROTABL is incomplete but here I would need to look into it but it seems like it is used in MULTI axial machines, but only when it does 3 axis work idk it is a bit emptly defined TLON,GOFWD is now the new definition for circular movement, so it takes the line in the correct logic for both CIRCLE and CYLINDR I undiscovered what CUTTER with 7 tool data defines but for now it just outputs it as 7 comments Bug fixes for SWITCH or setting tool compensation had .trim instead of .trim() same thing happened on the g coder side for some reason maybe a bad commit, the text enter pop-up window didn’t pop-up, resolved What if’s??? What if the sinusoidal movement isn’t horizontal yet at an angle what would happen then? The angle isn’t specified, but I do have the circle center and the first point that is on that circle Note that the path is on the surface of the cylinder this is a sinusoide What if the sinusoide isn’t set in 2D? since 3D circular intepolation is off it should be just a set of close points What if there was no AI that could by pass the main page and end up to a sub-page that isn’t locked to me, unlike the main page? -Would I be ******?
DEVLOG 19 New stuff Logic helical interpolation in g-coder g-coder now remembers the last coordinate, because CATIA gives, the center, radius, direction, 2D vector for direction of movement, end point and pitch, but WinNC that reads the g-code takes end point center and number of full turns and cw or ccw, so number of turns is calculated speciffically inside the class Bug fixes yes What if’s??? No
V1.0 is now DEVLOG 20 New stuff Logic now both APT reader and G-code output are in switch case this makes processing much faster, and takes less memory line splitting is now done before actually going into the switch case for both reader and writer, mainly because then element zero in this case is basically line.startsWith, and then later in code I shaved of like 14 line splits invalid cycles are now rejected and aren’t even translated into KK Bug fixes since I switched from line.startsWith I need only the word in the variable, and there is like a $$*CATIA0 in every file and I hadn’t put line split with * so it registered as and error I have had left the incomplete cycles to be completely written causing an undefined variable to be written in KK and forwarded into G-code What if’s? What if I was supposed to like make CYLINDR output 300 points in G-code I honestly don’t wanna do that?
DEVLOG 21 New stuff Catia PPTable so it turns out I can modify the APT output for some commands, which had not only helped in the post processor more accurate but now I understand more stuff so I made the PPtable and it seems to work more on that some other time Logic since I now know what is to be expected for some commands I was able to shave off roughly 200 lines of code which is great COMPENSATION defines what tool correction register is being redefined, what quadrant is the cutting end, xyz corrections, and nose radius END OF PROGRAM is now single meaning CIRCLE output looks like this kk("ARCH/CENTER, "+centar_x+", "+centar_y+", "+centar_z); kk("ARCH/AXIS"); kk("ARCH/TANGENT, "+this.ls_i+", "+this.ls_j+", "+this.ls_k); kk("ARCH/INFO, "+radius+", "+movement+", "+angle); kk("ARCH/END, "+kraj_x+", "+kraj_y+", "+kraj_z); CYLINDR or sinusoidal movement like this kk("SINUS/CENTER, "+centar_x+", "+centar_y+", "+centar_z); kk("SINUS/AXIS"); kk("SINUS/INFO, "+amplitude); kk("SINUS/TANGENT, "+this.ls_i+", "+this.ls_j+", "+this.ls_k); kk("SINUS/END,"+kraj_x+", "+kraj_y+", "+kraj_z); helix (in APT) HELICAL/CENTER, %MFG_HELICAL_X_CENTER, %MFG_HELICAL_Y_CENTER, %MFG_HELICAL_Z_CENTER HELICAL/TANGENT, %MFG_HELICAL_INDIRV_I, %MFG_HELICAL_INDIRV_J, %MFG_HELICAL_INDIRV_K HELICAL/AXIS, %MFG_HELICAL_I_AXIS, %MFG_HELICAL_J_AXIS, %MFG_HELICAL_K_AXIS HELICAL/INFO, %MFG_HELICAL_PITCH, %MFG_HELICAL_RADIUS, %MFG_HELICAL_HEIGHT, %MFG_HELICAL_ROUND HELICAL/END, %MFG_HELICAL_X_END, %MFG_HELICAL_Y_END, %MFG_HELICAL_Z_END SPINDL is now simply defined FEDRAT is now simply defined COOLANT on the other hand, apparently the coolant is set while defining the tool, which i have accounted on and then just coolant on off, but it seems a bit like it doesn’t make sense that way what if different coolant is wanted??, also the actual syntacs is quite unknown for the coolant sooo yeah DELAY is now simply defined CYCLE now got major upgrades by manipulating the APT lost like a 75 lines of code there spindle rotation limit is now settable CUTCOM pensation is now uncovered but I genuenly have no idea what the stuff means NORMDS or NORMPS, maybe normal to drive / prat surface God knows the answer that I am sure BUGS Yes - I haven’t had a chance to test it yet so I dunno I got the background loading path wrong so that is corrected STUFF LEFT TO DO Make a function for the line split into 3, 4, 5, 6 Rework G-coder to output accordingly to the reworked parser Play with the PPTable The rest of the TO-DO list SUM-UP Found out that I can modify the APT output via PPTable, made a PPTable, now I know much more about The APT, made the parser more precise and thus more correct
DEVLOG 22 New stuff re edited the KK guide so it is written in .md and I SWEAR it looks so much better and it is easier to read rawG new command this one is to be written in the APT or added as an additional command and it bypasses both layers of translation rawKK new command this one is to be written in the APT and it bypasses the first layer of translation (line written in KK) Bug fixes I saw a few bugs in the rapto section of the goto and godlta pretty much all, still haven’t had time to test this changes but it seems to be working ok Leftover stuff make a guide on how to use Catia and CATIA.pptable make an explanation of this program how it works and other and i have written about 3 pages of stuff in catia that i have no idea what that meas and what does it do so research those improve with like code block suggestions for manual code writing BUGS for some reason now the costum panel wint show
DEVLOG 23 NEW STUFF so the parselinev2 build is working (not on the web but in the git) the parselinev3 build is on the way, why? Because I realized how much the v2 build is leaking the performance and optimisation, so it would be simpler to re-do and make it with more brain this time HOW WILL IT WORK simple, for each command in Catia, there will be a case (switch case stuff) then each switch case will call a function that will do all the work for that case that function will call other function do math etc. the user will simply select a document from which the function will get called therefore giving a different syntacs and thats pretty much it
DEVLOG 24 NEW STUFF the parseline v3 is going relatively fast tomorrow it is probablly going to be finished currently the only left syntacs from v2 is to complete cycles, rawG, PSIS, INDIRV, MAXSPNDL, $$, CUTCOM, change tool rework on the SPINDLE syntacs is needed bc i compicated some stuff there and to make a value check by giving a +variable, then if it wasn’t a number it is going to be a NaN which is a false meaning i can make if (+variable) LEFTOVER STUFF (Not in the parseline v3) to do a guide on how to make your own output general overview on the program
Ships:
CAM post processor, so far its only suitable for CatiaV5 intoISO 6983, it’s still in development, there are a few non finished commands, but since there is no actual documentation for CATIA APT1.0 it works really good. erm yeah. at some point im going to make work on the web the rest is pretty much written on Git....
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1793119819.3629115
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1793206219.3629115
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69050
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Old West Study Blog by @howdyysheriff | Stardance
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howdyysheriff
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0
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0.32
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0
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[]
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[{"post_id": 78447, "ts": "202 [{"post_id": 78447, "ts": "2026-10-10T20:20:02Z", "hours": 0.3214, "text": "first devlog! well, howdy Hack Club! this is my first devlog for my first H project for my first blog and first time coding with ZERO AI. yes, im challenging myself here XD. well, this was just a beggining, so it has the semantics, color pallete and a name. i still have a lot to figure tho lol. well, here is my first hello world in my new blog!"}]...
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Title: Old West Study Blog by @howdyysheriff | Sta Title: Old West Study Blog by @howdyysheriff | Stardance
Devlogs:
first devlog! well, howdy Hack Club! this is my first devlog for my first H project for my first blog and first time coding with ZERO AI. yes, im challenging myself here XD. well, this was just a beggining, so it has the semantics, color pallete and a name. i still have a lot to figure tho lol. well, here is my first hello world in my new blog!...
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1793130476.6725068
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1793735276.6725068
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44009
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Multiversal Remote by @antellij | Stardance
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antellij
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1
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41.2
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T01:35:17Z", "hours": 39.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A project aimed at replicating IR signals for media communication while also being able to act as a Bluetooth keyboard (Can do media controls and keystrokes), with the ability to be (fairly) easily extensible for more profiles and devices.", "repo": "https://github.com/antelliJ/Universal-Remote", "demo": ""}]...
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[{"post_id": 78449, "ts": "202 [{"post_id": 78449, "ts": "2026-10-10T20:25:14Z", "hours": 0.725, "text": "Added a BOM and STEP file to the repository, so it should become a lot more clear on how to reproduce the project, and should help prepare for shipping."}, {"post_id": 64470, "ts": "2026-09-08T21:54:07Z", "hours": 1.4783, "text": "Actually started designing something to make it look nice in, and something to hold down the microcontroller and other components. That means you don’t need to touch the main board when plugging in power (novel). The wiring has been cleaned up a little (still looks terrible), so it should be far easier to repair / replace any parts that aren’t working. I have now actually been able to use the 8 buttons of the shift register due to this. I cut some grooves for necessary IO sensors and for the power, added a filet to the corners to make it more ergonomic and comfortable to hold. There is now also a back panel so you can rest your hands there instead of pulling out a wire. I also designed a 3d version of this just incase it was necessary."}, {"post_id": 56312, "ts": "2026-08-28T01:29:34Z", "hours": 1.6631, "text": "Devlog 7.1 Was just about to ship when I realized there was a bug that I somehow never noticed before that would mean you couldn’t functionally use more than a single page of profiles (4), which would be quite detrimental to anyone wishing to turn on more than a set of lights"}, {"post_id": 55369, "ts": "2026-08-27T04:50:28Z", "hours": 1.7567, "text": "Devlog 7 While I could at leas try to make something pretty, I’ll just say I’m a pragmatist and don’t need extra fluff. The casing is just a wooden frame that I drilled holes for the buttons and screen, and the final and basically only functional button is just taped on at the top, but with that being said, it does do what I want it to do, and I think that that is enough. I’ve decided this project has set its sail and is about to roam the open waters of the shipyard. I’ve taken some fine looking photos to attach to the top of the github repository, shined up the README to make proper installation instructions, and am just about ready to ship what I have."}, {"post_id": 54557, "ts": "2026-08-25T16:04:53Z", "hours": 6.6308, "text": "Devlog 6 I might just be the most oblivious person I know Since my shift register wasn’t registering, I went ahead to continuity check every connection from each input pin to the register, then form the register to the microcontroller, then to just about every other pin, and cross referencing with the schematic, fixing minor issues and repeat like 5 times, but to no avail. I seemed to believe I was Terry Davis or something because I was convinced it was a hardware issue and didn’t check any of the software, only the code that checks the inputs, which theoretically should have worked. I assumed at some point I catastrophically ruined the IC So I desoldered all register related components and just used a single button for debugging. Just for fun I tested the IC on another breadboard with an ESP32 that I know was working and it functioned properly. Odd. When I’m rewriting the code to work for a single button I was trying to alter the logic for the register setup, it was at this moment I realized the setup function wasn’t called - gasp one line – registerSetup(); would have made everything work. While I could put everything back together, I don’t want to deal with the glob just yet, I’ll wait to get a socket (in case the IC does actually break at some point) I’ll also begin writing the README for the project on github since the major parts of the project are done PS - I just realized I missed devlog 3 - welp there’s no going back now"}, {"post_id": 52768, "ts": "2026-08-23T03:32:44Z", "hours": 5.8708, "text": "Devlog 5 I’ve done a bit of soldering at this point, but I will say it is definitely not pretty. It is a rats nest of floating wires that probably won’t short or disconnect if I’m lucky, and all the power lines are held together with massive blobs of solder (or wires connecting the blobs since the blobs don’t stay together if they get too large) In all my genius I also used solid core wire, which means they are more stiff, and more likely to break off from my weak solder points than flex, so I had to do a lot of reattachment. Magically, it appears a lot of things are working, just not the shift register and its hard to say why. Perhaps I burned it and ruined the internal ICs, I’m not sure. I think I’ll disconnect it and reattach a singular button just to make sure everything else works (and I at least have some feasible product at the end of this)."}, {"post_id": 50723, "ts": "2026-08-20T02:04:22Z", "hours": 3.6953, "text": "Devlog 4 I’ve been working on some light soldering, but the most interesting part was the work on the woodwork for the actual remote chassis since I don’t have a 3d printer. I used an old wooden frame i had around. Maybe its the calm before the storm, but I found this part really relaxing. I would drill and chip away bit by bit, and eventually things would go in and fit flushly, and was really rewarding. During the timelapse you can see each hit as the camera moves, and I think its really satisfying cleaning the workbench, making progress, and the cleanup. Feeling the buttons and rotary encoder firmly in place made me realize I quite like the tactile feel, and I might want to implement some games, maybe like a memory game so I can use all the buttons or a space invaders replica."}, {"post_id": 49180, "ts": "2026-08-17T20:24:29Z", "hours": 7.9239, "text": "Devlog 2 Now that I have the bluetooth and IR functionality working together, the ir demo is attached in the video. I’ve also created a schematic, which was done as my first time ever using KiCad, so I first followed the web tutorial to get the basics, then went in. While I don’t need to get a pcb since I plan on just soldering everything directly, it does make visualizing the connections easier. That is especially imoprtant since I’m running very tight on applicable GPIO pins. I need 10 total IO pins for everything (screen I2C, shift register, rotary encoder, IR receiver and transmitter). The board I’m using (ESP32 C3 super-mini) has 16 pins, 13 for GPIO. But of that 13, 3 are strapping pins (required to be in particular states at boot), and 2 are for UART transmission. Leaving only 8 fully open pins. Theoretically I could just stack shift registers for everything input and only use like 5 pins, but that sounds overcomplicated, and I thought it would be a fun challenge to get everything to work. I went through the datasheets to figure out which state would be safest and would logically not be a worry, for instance pin 8 should be low at boot, but afterwards it acts an output to the internal LED, that meant I could safely connect that to the IR since it would never need to be pulled high unless it was being used, and having a visual indicator of when the IR was transmitting seemed like a fun inclusion. I’m sure the final schematic is not the most tidy thing, but I think it works for what it needs to be. I attached it to the end of the video"}, {"post_id": 45873, "ts": "2026-08-12T16:41:02Z", "hours": 3.1183, "text": "Devlog 1 I seem to be very good at getting lost. I realized that I couldn’t safely handle Bluetooth or IR commands since all the logic uses the base class (that makes switching between them easy). The only problem is when I actually have to use the specific properties of each. So I went into a rabbit hole trying to get variants, and implementing some of the bluetooth protocols as I passed by that file, and when I remembered what was actually trying to fix I realized I could just force it to recognize it based on the state (the property that I had set up at the start). At least working on the bluetooth media part did make me realize that I only had the foresight to add character presses into my structs, and not necessarily media keys. So I’ll need to figure that out… Since I’ll be getting my proper board with some other necessary components soon, I think I’ll also start to work on a schematic and readme as I’m getting closer to actually finishing (and shipping) this project"}, {"post_id": 44303, "ts": "2026-08-09T23:29:14Z", "hours": 8.5378, "text": "Devlog 0 yap yap A whole lot of things today are built on being convenient and therefore wireless, but sometimes things are too convenient that they end up creating an annoyance. Case being the amount of remotes that powers an LED strip at most once a month and then hides away collecting dust ready to be forgotten, and it being the only way to power these devices makes them quite necessary. I wanted to solve this by creating my own IR remote, which can read any signal and proceed to save it so that I only need one remote for LEDs, TVs, or other IR devices. Using the beloved ESP32, I also have bluetooth functionality and thought it would be good to bring the idea of a universal remote into a modern age by allowing it to also connect and give wireless commands through bluetooth. This allows it to pause/play/skip media, act as a shutter for a phone’s camera, become a macro pad, all through the various profiles that you can set up for your own needs. what I’ve actually done Now with all these lofty ideas requires a strong foundation, so after testing all the libraries and components individually I needed to bring these all together gracefully (at least to the best of my ability). So I started creating a framework for all of the components and how they will relate to each other without having the ability to cause direct harm to the other parts of the system should I mess up (which is likely). I’ve done enough coding to get my way around and find what I need, but I wouldn’t be able to name what approach I’m using at the top of my head, and maybe putting everything in header files isn’t the best idea long term but that’s a problem for later. Component wise I’m using an esp32-c3 with a standard OLED module, a rotary encoder, several buttons, and a shift register. Apparently the shift register is rated for 5v logic only, but it appears to be working during my tests so I’m assuming its fine. Anyways actually creating a derived class and propagating the values of the current state of the program was a bit more involved than I thought, so I needed to spend time debugging that while I was setting up the screen logic at the same time. It currently works by showing the title of the current profile, the available 8 commands (which would map to the 8 buttons), and whether there are more commands that can be scrolled to using the rotary encoder. Video stuff Attached is the video that shows the first 8 commands of a profile being drawn step by step. Afterwards is a showcase of some of the planning and code (terribly written I’m sure) that I’ve done so far"}]...
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Title: Multiversal Remote by @antellij | Stardance Title: Multiversal Remote by @antellij | Stardance
Devlogs:
Devlog 0 yap yap A whole lot of things today are built on being convenient and therefore wireless, but sometimes things are too convenient that they end up creating an annoyance. Case being the amount of remotes that powers an LED strip at most once a month and then hides away collecting dust ready to be forgotten, and it being the only way to power these devices makes them quite necessary. I wanted to solve this by creating my own IR remote, which can read any signal and proceed to save it so that I only need one remote for LEDs, TVs, or other IR devices. Using the beloved ESP32, I also have bluetooth functionality and thought it would be good to bring the idea of a universal remote into a modern age by allowing it to also connect and give wireless commands through bluetooth. This allows it to pause/play/skip media, act as a shutter for a phone’s camera, become a macro pad, all through the various profiles that you can set up for your own needs. what I’ve actually done Now with all these lofty ideas requires a strong foundation, so after testing all the libraries and components individually I needed to bring these all together gracefully (at least to the best of my ability). So I started creating a framework for all of the components and how they will relate to each other without having the ability to cause direct harm to the other parts of the system should I mess up (which is likely). I’ve done enough coding to get my way around and find what I need, but I wouldn’t be able to name what approach I’m using at the top of my head, and maybe putting everything in header files isn’t the best idea long term but that’s a problem for later. Component wise I’m using an esp32-c3 with a standard OLED module, a rotary encoder, several buttons, and a shift register. Apparently the shift register is rated for 5v logic only, but it appears to be working during my tests so I’m assuming its fine. Anyways actually creating a derived class and propagating the values of the current state of the program was a bit more involved than I thought, so I needed to spend time debugging that while I was setting up the screen logic at the same time. It currently works by showing the title of the current profile, the available 8 commands (which would map to the 8 buttons), and whether there are more commands that can be scrolled to using the rotary encoder. Video stuff Attached is the video that shows the first 8 commands of a profile being drawn step by step. Afterwards is a showcase of some of the planning and code (terribly written I’m sure) that I’ve done so far
Devlog 1 I seem to be very good at getting lost. I realized that I couldn’t safely handle Bluetooth or IR commands since all the logic uses the base class (that makes switching between them easy). The only problem is when I actually have to use the specific properties of each. So I went into a rabbit hole trying to get variants, and implementing some of the bluetooth protocols as I passed by that file, and when I remembered what was actually trying to fix I realized I could just force it to recognize it based on the state (the property that I had set up at the start). At least working on the bluetooth media part did make me realize that I only had the foresight to add character presses into my structs, and not necessarily media keys. So I’ll need to figure that out… Since I’ll be getting my proper board with some other necessary components soon, I think I’ll also start to work on a schematic and readme as I’m getting closer to actually finishing (and shipping) this project
Devlog 2 Now that I have the bluetooth and IR functionality working together, the ir demo is attached in the video. I’ve also created a schematic, which was done as my first time ever using KiCad, so I first followed the web tutorial to get the basics, then went in. While I don’t need to get a pcb since I plan on just soldering everything directly, it does make visualizing the connections easier. That is especially imoprtant since I’m running very tight on applicable GPIO pins. I need 10 total IO pins for everything (screen I2C, shift register, rotary encoder, IR receiver and transmitter). The board I’m using (ESP32 C3 super-mini) has 16 pins, 13 for GPIO. But of that 13, 3 are strapping pins (required to be in particular states at boot), and 2 are for UART transmission. Leaving only 8 fully open pins. Theoretically I could just stack shift registers for everything input and only use like 5 pins, but that sounds overcomplicated, and I thought it would be a fun challenge to get everything to work. I went through the datasheets to figure out which state would be safest and would logically not be a worry, for instance pin 8 should be low at boot, but afterwards it acts an output to the internal LED, that meant I could safely connect that to the IR since it would never need to be pulled high unless it was being used, and having a visual indicator of when the IR was transmitting seemed like a fun inclusion. I’m sure the final schematic is not the most tidy thing, but I think it works for what it needs to be. I attached it to the end of the video
Devlog 4 I’ve been working on some light soldering, but the most interesting part was the work on the woodwork for the actual remote chassis since I don’t have a 3d printer. I used an old wooden frame i had around. Maybe its the calm before the storm, but I found this part really relaxing. I would drill and chip away bit by bit, and eventually things would go in and fit flushly, and was really rewarding. During the timelapse you can see each hit as the camera moves, and I think its really satisfying cleaning the workbench, making progress, and the cleanup. Feeling the buttons and rotary encoder firmly in place made me realize I quite like the tactile feel, and I might want to implement some games, maybe like a memory game so I can use all the buttons or a space invaders replica.
Devlog 5 I’ve done a bit of soldering at this point, but I will say it is definitely not pretty. It is a rats nest of floating wires that probably won’t short or disconnect if I’m lucky, and all the power lines are held together with massive blobs of solder (or wires connecting the blobs since the blobs don’t stay together if they get too large) In all my genius I also used solid core wire, which means they are more stiff, and more likely to break off from my weak solder points than flex, so I had to do a lot of reattachment. Magically, it appears a lot of things are working, just not the shift register and its hard to say why. Perhaps I burned it and ruined the internal ICs, I’m not sure. I think I’ll disconnect it and reattach a singular button just to make sure everything else works (and I at least have some feasible product at the end of this).
Devlog 6 I might just be the most oblivious person I know Since my shift register wasn’t registering, I went ahead to continuity check every connection from each input pin to the register, then form the register to the microcontroller, then to just about every other pin, and cross referencing with the schematic, fixing minor issues and repeat like 5 times, but to no avail. I seemed to believe I was Terry Davis or something because I was convinced it was a hardware issue and didn’t check any of the software, only the code that checks the inputs, which theoretically should have worked. I assumed at some point I catastrophically ruined the IC So I desoldered all register related components and just used a single button for debugging. Just for fun I tested the IC on another breadboard with an ESP32 that I know was working and it functioned properly. Odd. When I’m rewriting the code to work for a single button I was trying to alter the logic for the register setup, it was at this moment I realized the setup function wasn’t called - gasp one line – registerSetup(); would have made everything work. While I could put everything back together, I don’t want to deal with the glob just yet, I’ll wait to get a socket (in case the IC does actually break at some point) I’ll also begin writing the README for the project on github since the major parts of the project are done PS - I just realized I missed devlog 3 - welp there’s no going back now
Devlog 7 While I could at leas try to make something pretty, I’ll just say I’m a pragmatist and don’t need extra fluff. The casing is just a wooden frame that I drilled holes for the buttons and screen, and the final and basically only functional button is just taped on at the top, but with that being said, it does do what I want it to do, and I think that that is enough. I’ve decided this project has set its sail and is about to roam the open waters of the shipyard. I’ve taken some fine looking photos to attach to the top of the github repository, shined up the README to make proper installation instructions, and am just about ready to ship what I have.
Devlog 7.1 Was just about to ship when I realized there was a bug that I somehow never noticed before that would mean you couldn’t functionally use more than a single page of profiles (4), which would be quite detrimental to anyone wishing to turn on more than a set of lights
Actually started designing something to make it look nice in, and something to hold down the microcontroller and other components. That means you don’t need to touch the main board when plugging in power (novel). The wiring has been cleaned up a little (still looks terrible), so it should be far easier to repair / replace any parts that aren’t working. I have now actually been able to use the 8 buttons of the shift register due to this. I cut some grooves for necessary IO sensors and for the power, added a filet to the corners to make it more ergonomic and comfortable to hold. There is now also a back panel so you can rest your hands there instead of pulling out a wire. I also designed a 3d version of this just incase it was necessary.
Added a BOM and STEP file to the repository, so it should become a lot more clear on how to reproduce the project, and should help prepare for shipping.
Ships:
A project aimed at replicating IR signals for media communication while also being able to act as a Bluetooth keyboard (Can do media controls and keystrokes), with the ability to be (fairly) easily extensible for more profiles and devices....
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1793138089.783648
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1793224489.783648
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17010
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RawOS by @wojtek | Stardance
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wojtek
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0
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1.7
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0
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[]
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[{"post_id": 7845, "ts": "2026 [{"post_id": 7845, "ts": "2026-06-13T02:45:25Z", "hours": 0.9983, "text": "I made entering (web)OS animation with autotyped login :3."}, {"post_id": 7237, "ts": "2026-06-12T02:25:53Z", "hours": 0.7003, "text": "I’ve made a simple landing page, instead of using css like in the tutorial, I went with tailwind cuz im more comfortable with it and i really dislike css"}]...
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Title: RawOS by @wojtek | Stardance
Devlogs:
I’ve Title: RawOS by @wojtek | Stardance
Devlogs:
I’ve made a simple landing page, instead of using css like in the tutorial, I went with tailwind cuz im more comfortable with it and i really dislike css
I made entering (web)OS animation with autotyped login :3....
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1792929024.2697852
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1793793024.2697852
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66761
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Openport by @xenoaitham | Stardance
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xenoaitham
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1
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47.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T20:37:25Z", "hours": 47.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made OpenPorts, an attack surface monitor for small companies: you add a domain, prove you own it by publishing one TXT record at _openports.<yourdomain> , and a scanner that lives inside the web app itself sweeps the 100 most common TCP ports, has one short conversation with every open port, reads the TLS certificate on 443 and the mail ports, and checks SPF, DMARC, MX, HSTS, the http to https redirect and the server header. Every scan is diffed against the previous one, changes are held unconfirmed until a second scan agrees, and verified targets are rescanned every six hours without anyone pressing anything. The whole product is one process and one SQLite file: no redis, no docker, no queue service, two commands to run. The hardest bug was one I inflicted on myself. The scheduler’s due query used ORM column objects inside a raw SQL fragment, the ORM rendered them unqualified, and inside a correlated subquery a bare id resolved to the wrong table, so the query compared every scan against itself and concluded the target was due on every two second tick. The worker scanned the demo host seventeen times in three minutes before I noticed. The fix was hand qualifying the table names and pinning the generated SQL in tests, so the next person who makes that mistake fails a test instead of discovering it from a host’s point of view. The second hard part was honesty under a flapping network: the demo host’s port 80 gives different answers to different conversations seconds apart, so a naive monitor would cry wolf on every run. Changes now announce immediately, tagged unconfirmed, and only confirm when two of the last three scans agree. I am proud that nothing on screen is faked. Findings are never staged; every number in the report came off the wire, including the disagreements, which the report prints instead of hiding. And I am proud of the gate: nothing is ever scanned until ownership is proven, the worker rechecks verification before touching the network, and the single exception is scanme.nmap.org, which the Nmap project runs for exactly this purpose. To test: open https://emotions-finger-earthquake-hints.trycloudflare.com in a browser, nothing to install. Click run scan again on the target and watch a real scan finish in about four seconds, then expand raw scan output to see what actually came off the wire. Or run it locally: npm install, npm run dev, then open http://localhost:4310.", "repo": "https://github.com/xenoaitham/openports", "demo": "https://openports-live-xenoaitham.web.app/"}]...
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[{"post_id": 78451, "ts": "202 [{"post_id": 78451, "ts": "2026-10-10T20:30:44Z", "hours": 3.3769, "text": "022: v1.0 stamped, the gap priced a fourteenth time One headline: stamp v1.0. Not new scope, just a clean stamp on what already works, so a stranger can clone, install, run, add a domain, publish one TXT record, and get real reports every six hours. The owner added one rule above everything else: commit nothing and push nothing until they say the word, so every git step is prepared and held. The box rebooted again, the fifth pickup like it, and both handoff processes died with it. Restoring them took one command each. The database wasn’t empty this time, since the owner had seeded two scans, and that led to the best surprise: the seed had made the target six hours stale, so on boot the scheduler enqueued a scan by itself. First scheduled rescan on the real clock since the cadence was proven, no rewind, no hand-inserted row, no request in the log before it. Four independent sightings of the due branch now. The scratch got cleared: four places, thirteen lines, all dead comments, a duplicate export and an unused constant, with the test count at 56 before and after. The README got read as a stranger would read it, every claim checked against the code, and none lied. One omission fixed: a single line naming the Node version. The domain question got priced again, and the baseline held on every corner. The cloud CLI lists thirteen projects, and every one answered that the DNS API is disabled. Enabling it and creating a zone is a billable action nobody takes on their own behalf, so two targets on one cadence and two scans at once stay pinned by a race test instead of watched live. A fresh set of twelve screenshots came out clean, though the browser cache was gone again and had to be refetched. The changes feed still has never shown a populated state on live data: seven done scans, every diff empty, nothing staged to force one. The release steps are queued in order, waiting for the word: scratch commit, README commit, version stamp, tag, push, release."}, {"post_id": 78295, "ts": "2026-10-10T10:14:48Z", "hours": 7.8275, "text": "007: the cadence on the real clock, and the gap that stands The oldest open question in the project closed: the six hour cadence fired on the real clock, no rewind, nothing inserted by hand. The scheduled scan appeared about a second after the mark, got claimed seven milliseconds later, finished in under four seconds, and stored the same empty diff as the one before it. Both feeds stayed honestly quiet. Every process watching it had died and the machine had been rebuilt around them, which didn’t matter, since the clock reads the database, not any process. One small decision along the way: the politeness check stays on one stored address per target. Matching every address would need an address history table inside the claim, real machinery for round-robin hosts a small company rarely has, and politeness is a courtesy, not a correctness property. Two lessons for the watching kit. Wiping the database with rm deafens any watcher, since it keeps polling the deleted file and the log just stops with no error, so restart it after every wipe, and after the migrate. And the production server doesn’t migrate, only dev does. The gap that stands: two owned targets sharing the cadence, and two scans running at once, still pinned by a race test instead of watched live. Two more runs checked, and the second went deeper. No DNS credentials anywhere, then a cloud CLI turned up with two accounts, one with a dead token and one that sees ten projects with the DNS service disabled on every one. There’s a difference between no panel and a panel one billable step away, and enabling it is a purchase on someone’s account, not something to do unprompted. Meanwhile the loop held every time: add the public test target, scan it, same four findings, port 80 splitting its personality between a 200 on the banner grab and a refused connection on the redirect check. It never flapped, so the populated changes feed has still never been seen on live data, and nothing was staged to force it."}, {"post_id": 78014, "ts": "2026-10-09T06:27:59Z", "hours": 6.2281, "text": "006: the pool, the bound, and the storm that never got to happen Three jobs landed: a small worker pool with an atomic claim, retention finally observed deleting past its bound on a real run, and a decision about targets that never succeed. Still no second owned domain, so two scans running at once is pinned by a race test instead of watched live. The pool is three workers, one plain constant. The whole design is the claim: one SQL statement picks a queued row and flips it to running in the same breath, so two workers can never take the same row. A test runs two real processes over one database file with twelve queued rows, and together they claimed all twelve, no duplicates. A politeness rule rides on top: a queued scan waits while any scan of the same target, or any target at the same address, is running, so one host never gets swept by two workers at once. Watched it live: a burst of four scans on one host ran strictly one at a time, each starting within a millisecond of the previous finish. Boot recovery marked several stranded running rows failed at once, and a real kill mid-sweep recovered cleanly, the next queued scan picking up seconds later. Retention had never deleted anything, since the real bound is a hundred. Lowered it to five for a soak, then restored it. The prune deleted exactly the five oldest done rows in the same instant, findings and diffs went with them through the cascade, failed rows were untouched, and neither feed noticed. The never-succeeded decision: a target whose scans always fail used to be requeued every two seconds, forever, hammering a host that’s already failing. Now any finished scan resets the cadence, so a failing target is retried once per cadence like a healthy one. Cost, written down: a failed manual scan delays the next scheduled one. One tooling incident: leftover watchers went deaf partway through, and my cleanup matched its own command line and killed a mix of shells and watchers. Watchers get a pidfile now."}, {"post_id": 77487, "ts": "2026-10-07T06:06:47Z", "hours": 9.1194, "text": "005: the window armed, and the run that went dark Planned three things: catch the scheduler firing against a real clock, get a photo of a populated changes feed, and if there was room, add a retention limit to the scans table. The retention part landed clean. The clock-watching part did not, since the whole attempt crashed unexpectedly partway through and came back much later with only a partial trail left behind. Retention is simple and real: keep the last hundred completed scans per target, prune right after a scan finishes, never let a failed cleanup corrupt a scan that actually succeeded. Deleting an old scan correctly drags its stored history with it, since nothing on screen ever looks back further than the limit already allows anyway. The near miss is worth writing down. A log line looked exactly like proof the real scheduler behavior had finally been caught live. It was not, a different unrelated row fired for an unrelated reason, and it nearly got written up as the real finding before a second look caught it. Worse, the machine’s own clock had been wrong for the entire stretch, quietly off by a meaningful margin, so no timing claim from that window can be trusted. Every timing tool now stamps both the wall clock and a separate monotonic clock side by side, so drift shows up honestly instead of lying silently. Someone else picked up the real observation properly, on a trustworthy clock, the same day. One real bug got caught and fixed regardless: a visual check of the live pages turned up literal broken source text rendering in production on every page, leftover from unrelated commits, plus a stray constant pasted into the middle of an unrelated import. Both fixed and disclosed rather than skipped past. The actual lesson: the product held up fine through all of it. The environment around it, crashes, clock errors, lost caches, was what actually failed this time."}, {"post_id": 77153, "ts": "2026-10-05T20:04:08Z", "hours": 5.2897, "text": "004: the feed and the clock Two real jobs this time, since a monitor that rescans itself is useless if nobody can see what changed without opening every target by hand. Gave the changes feed a real home across all targets at once, and then verified the scheduler against an actual running clock instead of just faking the passage of time. The feed now lives on the dashboard as one shared section instead of being buried per target. The part that actually matters: both the per-target view and the new dashboard view call the exact same underlying function with the same inputs, so there’s no way for them to ever quietly disagree, a test pins that guarantee directly. Then watched the scheduler live instead of trusting it on paper. Queued three scans back to back and watched a live monitor poll the database every tenth of a second: each one started within a millisecond of the previous finishing, strictly one at a time, exactly as claimed. Let the scheduler run untouched for a few minutes after and it correctly saw nothing was due yet, zero extra scans fired. Then did a real crash test, killed the server mid-scan for real, and on restart the interrupted scan correctly recorded itself as failed with an honest reason and a real timestamp, while the next queued scan picked up normally right after. Nothing stalled, nothing doubled up. Also added a small “last changed” column to the main table, reading how long ago a target last actually recorded a real change, falling back to an honest dash instead of a false zero when there’s simply no history to look back through. Honest gaps left standing: the scheduler’s actual auto-triggered scan path still hasn’t fired against a real clock, since nothing happened to go stale during this run, and the fully populated version of the new feed has never actually been seen live, since the test target just didn’t flap this time."}, {"post_id": 75862, "ts": "2026-10-01T11:37:09Z", "hours": 5.3144, "text": "003: the monitor runs on its own Three things landed, and one caught a real bug in the tool itself. Targets now get rescanned automatically on a fixed cadence instead of only when someone manually triggers one, with guards so a slow scan never piles another behind it and a crash-interrupted scan gets marked failed on restart instead of stalling the cadence forever. The bug lived in that scheduler. A raw SQL fragment had a column reference that wasn’t properly scoped, so inside a nested subquery it silently matched against the wrong table entirely, meaning every tick thought every target was already stale and due again. The worker rescanned the test target seventeen times in about three minutes before anyone noticed. Killed it, fixed the query by hand, and pinned the actual generated SQL in a test so the same mistake fails loudly next time instead of quietly hammering a shared target. That accidental storm also proved the flap-detection design works for real: the scheduled runs watched the flaky test port close three times, catch it opening once with exactly the single expected unconfirmed alert, then stay quiet through seven more scans that all agreed. One honest announcement, then silence, no crying wolf. Extended certificate checking from just the main port to the mail ports too, and testing it against a real mail server caught another real bug, the handshake was sending the resolved IP address as the server name instead of the actual domain, so every check failed with a false hostname mismatch on a certificate that was actually fine. Fixed to match what a real browser does, and the same server that falsely failed a minute earlier came back clean. Also did another full visual pass and caught a few smaller things left over: red still marking a normal state, a decorative pulsing dot next to text that already said the same thing, inconsistent spacing across tables, and a rare timing mismatch between server-rendered and client-rendered relative timestamps."}, {"post_id": 75721, "ts": "2026-09-30T21:06:20Z", "hours": 4.35, "text": "002: the ui rework The scanner works and the loop is honest, but the frontend read like it came off an assembly line. Screenshotted every page with real data and judged each one as a skeptical stranger: does one person’s point of view show here, or does it pattern-match a template. Verdict: every shot patterned. Terminal-cosplay monospace headline, a numbered marketing-style “how it works” section, prose before any real output, tinted pill badges doing what a plain word could do, a green accent spent purely on decoration. That same review caught two real bugs, not the code review. Findings rendered worst-last instead of worst-first, so the most important result sat at the bottom. And a completely expected, normal state rendered in alarm red, exactly the thing that trains people to ignore red. Rebuilt around one stance: paper, not a dashboard. Off-white background, no rounded corners, no shadows, no gradients. Tables are the interface. Monospace only for actual data, ports, tokens, timestamps. Color appears exactly once, for severity, nothing else. The landing page now shows a real report pulled live from the database instead of marketing copy. Shipped port banner grabbing too, so an open port says what’s listening instead of a bare number. One real security call won along the way: a first draft quietly disabled certificate validation to read self-signed certs, and that got reverted, since a self-signed cert is exactly what a monitoring tool should flag, not quietly read through. Also added a real diff feed between scans. A flaky test target’s port flips open and closed between runs, so announcing every change instantly would be worthless noise. Settled on showing a change immediately but marked unconfirmed until two of the last three scans agree, resolving a one-scan flap back to its real state too. Still missing: scheduled rescans, so the feed only moves when someone manually triggers a scan, and mail TLS ports are identified but not checked for certificate expiry yet."}, {"post_id": 75473, "ts": "2026-09-30T05:53:13Z", "hours": 5.0386, "text": "001: the first loop works OpenPorts watches a domain from the outside and reports what it exposes: open ports, TLS certificates on their way out, mail records that let anyone spoof you, headers that give away the stack. The first full loop went end to end: add a domain, publish one TXT record to prove you own it, then the scanner runs. No record, no scan, one exception for the public test target Nmap itself runs for scanner builders. The scanner stays deliberately modest: one connect sweep over the hundred most likely ports, a TLS handshake to read the certificate, a few DNS lookups for spoofing protection, and three small HTTP checks. Nothing sends a payload, nothing probes services. A full scan takes under three seconds. Two real bugs worth writing down. First, the hand-assembled port list was just wrong, missing port 3389 entirely, so the single highest-severity finding in the whole catalog could never actually fire. A boring test that just checks a list of numbers felt like pure ceremony right up until it caught exactly that. Second, the test target’s port 80 turned out flaky in the worst way for a monitoring product: sometimes it answers fully, sometimes the connection opens but the request just hangs until timeout, and reported findings silently change between runs though nothing on the customer’s end did anything. Now recording exactly what the network said instead of pretending every check came back clean; confirming a change twice before reporting it is next. Architecture choices so far: a simple embedded database instead of a separate one to babysit, and one plain interval-based worker in the main process instead of real job infrastructure, the least moving parts that still survives a restart without double-scanning. What doesn’t work yet: no service identification on open ports, TLS only checked when the main web port answers, and only one scan at a time. Next: naming what’s running on each open port, scheduled rescans, and diffing between scans, since “this port showed up since yesterday” is the real product."}]...
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Title: Openport by @xenoaitham | Stardance
Devlog Title: Openport by @xenoaitham | Stardance
Devlogs:
001: the first loop works OpenPorts watches a domain from the outside and reports what it exposes: open ports, TLS certificates on their way out, mail records that let anyone spoof you, headers that give away the stack. The first full loop went end to end: add a domain, publish one TXT record to prove you own it, then the scanner runs. No record, no scan, one exception for the public test target Nmap itself runs for scanner builders. The scanner stays deliberately modest: one connect sweep over the hundred most likely ports, a TLS handshake to read the certificate, a few DNS lookups for spoofing protection, and three small HTTP checks. Nothing sends a payload, nothing probes services. A full scan takes under three seconds. Two real bugs worth writing down. First, the hand-assembled port list was just wrong, missing port 3389 entirely, so the single highest-severity finding in the whole catalog could never actually fire. A boring test that just checks a list of numbers felt like pure ceremony right up until it caught exactly that. Second, the test target’s port 80 turned out flaky in the worst way for a monitoring product: sometimes it answers fully, sometimes the connection opens but the request just hangs until timeout, and reported findings silently change between runs though nothing on the customer’s end did anything. Now recording exactly what the network said instead of pretending every check came back clean; confirming a change twice before reporting it is next. Architecture choices so far: a simple embedded database instead of a separate one to babysit, and one plain interval-based worker in the main process instead of real job infrastructure, the least moving parts that still survives a restart without double-scanning. What doesn’t work yet: no service identification on open ports, TLS only checked when the main web port answers, and only one scan at a time. Next: naming what’s running on each open port, scheduled rescans, and diffing between scans, since “this port showed up since yesterday” is the real product.
002: the ui rework The scanner works and the loop is honest, but the frontend read like it came off an assembly line. Screenshotted every page with real data and judged each one as a skeptical stranger: does one person’s point of view show here, or does it pattern-match a template. Verdict: every shot patterned. Terminal-cosplay monospace headline, a numbered marketing-style “how it works” section, prose before any real output, tinted pill badges doing what a plain word could do, a green accent spent purely on decoration. That same review caught two real bugs, not the code review. Findings rendered worst-last instead of worst-first, so the most important result sat at the bottom. And a completely expected, normal state rendered in alarm red, exactly the thing that trains people to ignore red. Rebuilt around one stance: paper, not a dashboard. Off-white background, no rounded corners, no shadows, no gradients. Tables are the interface. Monospace only for actual data, ports, tokens, timestamps. Color appears exactly once, for severity, nothing else. The landing page now shows a real report pulled live from the database instead of marketing copy. Shipped port banner grabbing too, so an open port says what’s listening instead of a bare number. One real security call won along the way: a first draft quietly disabled certificate validation to read self-signed certs, and that got reverted, since a self-signed cert is exactly what a monitoring tool should flag, not quietly read through. Also added a real diff feed between scans. A flaky test target’s port flips open and closed between runs, so announcing every change instantly would be worthless noise. Settled on showing a change immediately but marked unconfirmed until two of the last three scans agree, resolving a one-scan flap back to its real state too. Still missing: scheduled rescans, so the feed only moves when someone manually triggers a scan, and mail TLS ports are identified but not checked for certificate expiry yet.
003: the monitor runs on its own Three things landed, and one caught a real bug in the tool itself. Targets now get rescanned automatically on a fixed cadence instead of only when someone manually triggers one, with guards so a slow scan never piles another behind it and a crash-interrupted scan gets marked failed on restart instead of stalling the cadence forever. The bug lived in that scheduler. A raw SQL fragment had a column reference that wasn’t properly scoped, so inside a nested subquery it silently matched against the wrong table entirely, meaning every tick thought every target was already stale and due again. The worker rescanned the test target seventeen times in about three minutes before anyone noticed. Killed it, fixed the query by hand, and pinned the actual generated SQL in a test so the same mistake fails loudly next time instead of quietly hammering a shared target. That accidental storm also proved the flap-detection design works for real: the scheduled runs watched the flaky test port close three times, catch it opening once with exactly the single expected unconfirmed alert, then stay quiet through seven more scans that all agreed. One honest announcement, then silence, no crying wolf. Extended certificate checking from just the main port to the mail ports too, and testing it against a real mail server caught another real bug, the handshake was sending the resolved IP address as the server name instead of the actual domain, so every check failed with a false hostname mismatch on a certificate that was actually fine. Fixed to match what a real browser does, and the same server that falsely failed a minute earlier came back clean. Also did another full visual pass and caught a few smaller things left over: red still marking a normal state, a decorative pulsing dot next to text that already said the same thing, inconsistent spacing across tables, and a rare timing mismatch between server-rendered and client-rendered relative timestamps.
004: the feed and the clock Two real jobs this time, since a monitor that rescans itself is useless if nobody can see what changed without opening every target by hand. Gave the changes feed a real home across all targets at once, and then verified the scheduler against an actual running clock instead of just faking the passage of time. The feed now lives on the dashboard as one shared section instead of being buried per target. The part that actually matters: both the per-target view and the new dashboard view call the exact same underlying function with the same inputs, so there’s no way for them to ever quietly disagree, a test pins that guarantee directly. Then watched the scheduler live instead of trusting it on paper. Queued three scans back to back and watched a live monitor poll the database every tenth of a second: each one started within a millisecond of the previous finishing, strictly one at a time, exactly as claimed. Let the scheduler run untouched for a few minutes after and it correctly saw nothing was due yet, zero extra scans fired. Then did a real crash test, killed the server mid-scan for real, and on restart the interrupted scan correctly recorded itself as failed with an honest reason and a real timestamp, while the next queued scan picked up normally right after. Nothing stalled, nothing doubled up. Also added a small “last changed” column to the main table, reading how long ago a target last actually recorded a real change, falling back to an honest dash instead of a false zero when there’s simply no history to look back through. Honest gaps left standing: the scheduler’s actual auto-triggered scan path still hasn’t fired against a real clock, since nothing happened to go stale during this run, and the fully populated version of the new feed has never actually been seen live, since the test target just didn’t flap this time.
005: the window armed, and the run that went dark Planned three things: catch the scheduler firing against a real clock, get a photo of a populated changes feed, and if there was room, add a retention limit to the scans table. The retention part landed clean. The clock-watching part did not, since the whole attempt crashed unexpectedly partway through and came back much later with only a partial trail left behind. Retention is simple and real: keep the last hundred completed scans per target, prune right after a scan finishes, never let a failed cleanup corrupt a scan that actually succeeded. Deleting an old scan correctly drags its stored history with it, since nothing on screen ever looks back further than the limit already allows anyway. The near miss is worth writing down. A log line looked exactly like proof the real scheduler behavior had finally been caught live. It was not, a different unrelated row fired for an unrelated reason, and it nearly got written up as the real finding before a second look caught it. Worse, the machine’s own clock had been wrong for the entire stretch, quietly off by a meaningful margin, so no timing claim from that window can be trusted. Every timing tool now stamps both the wall clock and a separate monotonic clock side by side, so drift shows up honestly instead of lying silently. Someone else picked up the real observation properly, on a trustworthy clock, the same day. One real bug got caught and fixed regardless: a visual check of the live pages turned up literal broken source text rendering in production on every page, leftover from unrelated commits, plus a stray constant pasted into the middle of an unrelated import. Both fixed and disclosed rather than skipped past. The actual lesson: the product held up fine through all of it. The environment around it, crashes, clock errors, lost caches, was what actually failed this time.
006: the pool, the bound, and the storm that never got to happen Three jobs landed: a small worker pool with an atomic claim, retention finally observed deleting past its bound on a real run, and a decision about targets that never succeed. Still no second owned domain, so two scans running at once is pinned by a race test instead of watched live. The pool is three workers, one plain constant. The whole design is the claim: one SQL statement picks a queued row and flips it to running in the same breath, so two workers can never take the same row. A test runs two real processes over one database file with twelve queued rows, and together they claimed all twelve, no duplicates. A politeness rule rides on top: a queued scan waits while any scan of the same target, or any target at the same address, is running, so one host never gets swept by two workers at once. Watched it live: a burst of four scans on one host ran strictly one at a time, each starting within a millisecond of the previous finish. Boot recovery marked several stranded running rows failed at once, and a real kill mid-sweep recovered cleanly, the next queued scan picking up seconds later. Retention had never deleted anything, since the real bound is a hundred. Lowered it to five for a soak, then restored it. The prune deleted exactly the five oldest done rows in the same instant, findings and diffs went with them through the cascade, failed rows were untouched, and neither feed noticed. The never-succeeded decision: a target whose scans always fail used to be requeued every two seconds, forever, hammering a host that’s already failing. Now any finished scan resets the cadence, so a failing target is retried once per cadence like a healthy one. Cost, written down: a failed manual scan delays the next scheduled one. One tooling incident: leftover watchers went deaf partway through, and my cleanup matched its own command line and killed a mix of shells and watchers. Watchers get a pidfile now.
007: the cadence on the real clock, and the gap that stands The oldest open question in the project closed: the six hour cadence fired on the real clock, no rewind, nothing inserted by hand. The scheduled scan appeared about a second after the mark, got claimed seven milliseconds later, finished in under four seconds, and stored the same empty diff as the one before it. Both feeds stayed honestly quiet. Every process watching it had died and the machine had been rebuilt around them, which didn’t matter, since the clock reads the database, not any process. One small decision along the way: the politeness check stays on one stored address per target. Matching every address would need an address history table inside the claim, real machinery for round-robin hosts a small company rarely has, and politeness is a courtesy, not a correctness property. Two lessons for the watching kit. Wiping the database with rm deafens any watcher, since it keeps polling the deleted file and the log just stops with no error, so restart it after every wipe, and after the migrate. And the production server doesn’t migrate, only dev does. The gap that stands: two owned targets sharing the cadence, and two scans running at once, still pinned by a race test instead of watched live. Two more runs checked, and the second went deeper. No DNS credentials anywhere, then a cloud CLI turned up with two accounts, one with a dead token and one that sees ten projects with the DNS service disabled on every one. There’s a difference between no panel and a panel one billable step away, and enabling it is a purchase on someone’s account, not something to do unprompted. Meanwhile the loop held every time: add the public test target, scan it, same four findings, port 80 splitting its personality between a 200 on the banner grab and a refused connection on the redirect check. It never flapped, so the populated changes feed has still never been seen on live data, and nothing was staged to force it.
022: v1.0 stamped, the gap priced a fourteenth time One headline: stamp v1.0. Not new scope, just a clean stamp on what already works, so a stranger can clone, install, run, add a domain, publish one TXT record, and get real reports every six hours. The owner added one rule above everything else: commit nothing and push nothing until they say the word, so every git step is prepared and held. The box rebooted again, the fifth pickup like it, and both handoff processes died with it. Restoring them took one command each. The database wasn’t empty this time, since the owner had seeded two scans, and that led to the best surprise: the seed had made the target six hours stale, so on boot the scheduler enqueued a scan by itself. First scheduled rescan on the real clock since the cadence was proven, no rewind, no hand-inserted row, no request in the log before it. Four independent sightings of the due branch now. The scratch got cleared: four places, thirteen lines, all dead comments, a duplicate export and an unused constant, with the test count at 56 before and after. The README got read as a stranger would read it, every claim checked against the code, and none lied. One omission fixed: a single line naming the Node version. The domain question got priced again, and the baseline held on every corner. The cloud CLI lists thirteen projects, and every one answered that the DNS API is disabled. Enabling it and creating a zone is a billable action nobody takes on their own behalf, so two targets on one cadence and two scans at once stay pinned by a race test instead of watched live. A fresh set of twelve screenshots came out clean, though the browser cache was gone again and had to be refetched. The changes feed still has never shown a populated state on live data: seven done scans, every diff empty, nothing staged to force one. The release steps are queued in order, waiting for the word: scratch commit, README commit, version stamp, tag, push, release.
Ships:
I made OpenPorts, an attack surface monitor for small companies: you add a domain, prove you own it by publishing one TXT record at _openports.<yourdomain> , and a scanner that lives inside the web app itself sweeps the 100 most common TCP ports, has one short conversation with every open port, reads the TLS certificate on 443 and the mail ports, and checks SPF, DMARC, MX, HSTS, the http to https redirect and the server header. Every scan is diffed against the previous one, changes are held unconfirmed until a second scan agrees, and verified targets are rescanned every six hours without anyone pressing anything. The whole product is one process and one SQLite file: no redis, no docker, no queue service, two commands to run. The hardest bug was one I inflicted on myself. The scheduler’s due query used ORM column objects inside a raw SQL fragment, the ORM rendered them unqualified, and inside a correlated subquery a bare id resolved to the wrong table, so the query compared every scan against itself and concluded the target was due on every two second tick. The worker scanned the demo host seventeen times in three minutes before I noticed. The fix was hand qualifying the table names and pinning the generated SQL in tests, so the next person who makes that mistake fails a test instead of discovering it from a host’s point of view. The second hard part was honesty under a flapping network: the demo host’s port 80 gives different answers to different conversations seconds apart, so a naive monitor would cry wolf on every run. Changes now announce immediately, tagged unconfirmed, and only confirm when two of the last three scans agree. I am proud that nothing on screen is faked. Findings are never staged; every number in the report came off the wire, including the disagreements, which the report prints instead of hiding. And I am proud of the gate: nothing is ever scanned until ownership is proven, the worker rechecks verification before touching the network, and the single exception is scanme.nmap.org, which the Nmap project runs for exactly this purpose. To test: open https://emotions-finger-earthquake-hints.trycloudflare.com in a browser, nothing to install. Click run scan again on the target and watch a real scan finish in about four seconds, then expand raw scan output to see what actually came off the wire. Or run it locally: npm install, npm run dev, then open http://localhost:4310....
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Eiffel tower by @B754a | Stardance
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B754a
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1
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9.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T03:27:56Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my project Eiffel Tower!!! What is this project about? This project is about my journey from making my project Eiffel tower, This was a very cool project it took me a lot of time to learn about the Eiffel tower like how to Eiffel tower used to be a different color that it actually is. But it was fun to learn about the Eiffel tower and also learning more Onshape controls. Why did I want to make this? I wanted to make this project because I want more stardust so I can buy the keyboard in the shop, I’m very close so I thought that I could finish this before the deadline (before the deadline expanded) How hard was it to make? It was pretty hard to make, Ill give you some examples like the actual shape of the Eiffel tower. The shape is very hard to perfect like the beams ; there is the triangle pattern to make the beams stronger . The next one was color because the color did not match, but I will follow it up more in challenges. Challenges Some of the challenges where colors (follow up) the colors where very hard to do because I wasn’t sure what the Eiffel tower looked like (color) so I colored it all grey but when I looed it up it was a copper color so I had to change it back that took me 40 minutes to do but now it looks very nice. Another challenge was the shape of the structure. The Eiffel tower has a very unique shape it has all theses curves sharp edges and little details I had to implement I didn’t add all the little details but I did the best I could and I think it looks pretty realistic. Conclusion In all, this was one of the funniest projects I made! I really enjoyed working on it and it make me learn about real structures like the Eiffel tower. so in conclusion I think this was a great learning experience and a fun experience! The pictures at the bottom is the finished result.", "repo": "https://github.com/B754a-Dev/Eiffel-Tower", "demo": "https://makerworld.com/en/models/3421357-eiffel-tower"}]...
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[{"post_id": 78458, "ts": "202 [{"post_id": 78458, "ts": "2026-10-10T20:48:30Z", "hours": 0.6908, "text": "Eiffel Tower done!!!!! This is what the Eiffel Tower looks like now . I fixed the colors of the Eiffel Tower to be more realistic like the real thing. Challenges The one challenge that I had was coloring everything because some of the colors did not look realistic at all compared to the real Eiffel Tower, so I had to change the colors like halfway through, but I got it to work out! Conclusion This was super fun and exciting to make. I really liked learning all the features of Onshape, and I had a really good time doing this . I would recommend this."}, {"post_id": 74598, "ts": "2026-09-27T18:38:23Z", "hours": 3.3272, "text": "Hello, I’m currently making the Eiffel tower with onshape. This is what its looking like right now! What I’m working on rn I’m trying to improve the detail of the Eiffel tower such as the supports and the Gard rails. I also want to improve the top of the Eiffel tower as that is the most detailed part of it What has been done(new list) -All 3 layers -crossbeams -beams (up and down) Challenges I have had many challenges such as the Eiffel tower had 4 floors instead of 3 so I had to make the beams bigger to close it off. The size was hard to do because some pillars have to be the same size exactly so that was a challenge. Conclusion this project is very fun and I’m almost done I can wait to keep you guys updated!"}, {"post_id": 41696, "ts": "2026-08-06T02:39:22Z", "hours": 3.3167, "text": "Hi, I am making the Eiffel tower with onshape, this is what it looks like right now! this part was painful but worth it! Challenges There was many challenges such as the Corner Column (The green part) This one was very hard, because I couldn’t extrude it to make it filled in so it wasn’t paper thin but it didn’t work so I had to work around it by making a box then extruding it then cutting off the access pieces I didn’t need (such as the pieces that hang out) so I had to make a sketch to outline and cut it the final result looks very clean now! I also did have troubles on the Decorative Arch (Arch Rib / Spandrel Arch and the yellow one) This was hard because it was such a unique shape that I had to sketch something new for each one then the cutouts didn’t work on each side (It didn’t fit correctly) so I had to make it custom for each one this was one of the longer edits. Then I did have to shrink the Decorative Arch because it didn’t fit correctly (this piece was thin) the pattern was also hard but all I did was did a quick sketch to make it looks like the real thing. My last thing was the Rivet (The red circle) the rivet mirrored good but it didn’t mirror in the right spot so I had to transform it so it would move then I had to mirror it one the other side, this was the real challenge because it didn’t rotate correct. What I had to do to fix it was easy. All I had to do was make a sketch and make it vertical this way I could make it rotate properly. Process What I will do is add the detail first this will make it so when I change it its better to fix all the errors first then later on because you might forget some. I will go layer by layer for detail (fist layer ill try to do as much detail as I can). What I need to work on I will also not have the same amount of Rivet that the Eiffel tower has just because the Eiffel tower has about 2.5 million Rivets. More Detail I will need some work on the truss Platforms (1st, 2nd, and 3rd Levels) Railings Observation Deck Tower Shaft Broadcast Antenna adding more Rivets Conclusion I cant wait to show your more on this project I feel really happy on how this turned out and exited to see how it will turn out."}, {"post_id": 36802, "ts": "2026-07-29T02:59:40Z", "hours": 1.7331, "text": "I’m working on the Eiffel tower right now, I need to add more to it but these are the thing I have right now What I’ve added Foundation (the foundation is the blue part) The main legs or the Pylons (4 large angled pieces) Arched Braces / Arches (Curved pieces between legs) Rim / Guard Rail / Trim (The yellow strip at the top, and blue, and orange) Support Beams / Columns ( Vertical pieces supporting the platform) Cross Braces ( Small pieces connecting the legs) Corner Cap / Connector (The blue, yellow, light blue and white pieces on the corner) What I Want to add (veg) More details to the body such as the grid support, also have the guardrail have holes in it adding the rest of the base and and coloring it to the correct color. Some of the challenges was making the arches because the arch has such a weird shape to it and this was hard to sketch it out but eventually I found the right tool. Another problem was when I tried to mirror it, it wasn’t faced the right way, I overcame this challenge by using the transform tool to rotate it into place then used the same tool to move it into place. this will be a very fun project to make, This is my second cad project and of course I will try to make it look more alike the real thing but so far its looking good!"}]...
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Title: Eiffel tower by @B754a | Stardance
Devlogs Title: Eiffel tower by @B754a | Stardance
Devlogs:
I’m working on the Eiffel tower right now, I need to add more to it but these are the thing I have right now What I’ve added Foundation (the foundation is the blue part) The main legs or the Pylons (4 large angled pieces) Arched Braces / Arches (Curved pieces between legs) Rim / Guard Rail / Trim (The yellow strip at the top, and blue, and orange) Support Beams / Columns ( Vertical pieces supporting the platform) Cross Braces ( Small pieces connecting the legs) Corner Cap / Connector (The blue, yellow, light blue and white pieces on the corner) What I Want to add (veg) More details to the body such as the grid support, also have the guardrail have holes in it adding the rest of the base and and coloring it to the correct color. Some of the challenges was making the arches because the arch has such a weird shape to it and this was hard to sketch it out but eventually I found the right tool. Another problem was when I tried to mirror it, it wasn’t faced the right way, I overcame this challenge by using the transform tool to rotate it into place then used the same tool to move it into place. this will be a very fun project to make, This is my second cad project and of course I will try to make it look more alike the real thing but so far its looking good!
Hi, I am making the Eiffel tower with onshape, this is what it looks like right now! this part was painful but worth it! Challenges There was many challenges such as the Corner Column (The green part) This one was very hard, because I couldn’t extrude it to make it filled in so it wasn’t paper thin but it didn’t work so I had to work around it by making a box then extruding it then cutting off the access pieces I didn’t need (such as the pieces that hang out) so I had to make a sketch to outline and cut it the final result looks very clean now! I also did have troubles on the Decorative Arch (Arch Rib / Spandrel Arch and the yellow one) This was hard because it was such a unique shape that I had to sketch something new for each one then the cutouts didn’t work on each side (It didn’t fit correctly) so I had to make it custom for each one this was one of the longer edits. Then I did have to shrink the Decorative Arch because it didn’t fit correctly (this piece was thin) the pattern was also hard but all I did was did a quick sketch to make it looks like the real thing. My last thing was the Rivet (The red circle) the rivet mirrored good but it didn’t mirror in the right spot so I had to transform it so it would move then I had to mirror it one the other side, this was the real challenge because it didn’t rotate correct. What I had to do to fix it was easy. All I had to do was make a sketch and make it vertical this way I could make it rotate properly. Process What I will do is add the detail first this will make it so when I change it its better to fix all the errors first then later on because you might forget some. I will go layer by layer for detail (fist layer ill try to do as much detail as I can). What I need to work on I will also not have the same amount of Rivet that the Eiffel tower has just because the Eiffel tower has about 2.5 million Rivets. More Detail I will need some work on the truss Platforms (1st, 2nd, and 3rd Levels) Railings Observation Deck Tower Shaft Broadcast Antenna adding more Rivets Conclusion I cant wait to show your more on this project I feel really happy on how this turned out and exited to see how it will turn out.
Hello, I’m currently making the Eiffel tower with onshape. This is what its looking like right now! What I’m working on rn I’m trying to improve the detail of the Eiffel tower such as the supports and the Gard rails. I also want to improve the top of the Eiffel tower as that is the most detailed part of it What has been done(new list) -All 3 layers -crossbeams -beams (up and down) Challenges I have had many challenges such as the Eiffel tower had 4 floors instead of 3 so I had to make the beams bigger to close it off. The size was hard to do because some pillars have to be the same size exactly so that was a challenge. Conclusion this project is very fun and I’m almost done I can wait to keep you guys updated!
Eiffel Tower done!!!!! This is what the Eiffel Tower looks like now . I fixed the colors of the Eiffel Tower to be more realistic like the real thing. Challenges The one challenge that I had was coloring everything because some of the colors did not look realistic at all compared to the real Eiffel Tower, so I had to change the colors like halfway through, but I got it to work out! Conclusion This was super fun and exciting to make. I really liked learning all the features of Onshape, and I had a really good time doing this . I would recommend this.
Ships:
This is my project Eiffel Tower!!! What is this project about? This project is about my journey from making my project Eiffel tower, This was a very cool project it took me a lot of time to learn about the Eiffel tower like how to Eiffel tower used to be a different color that it actually is. But it was fun to learn about the Eiffel tower and also learning more Onshape controls. Why did I want to make this? I wanted to make this project because I want more stardust so I can buy the keyboard in the shop, I’m very close so I thought that I could finish this before the deadline (before the deadline expanded) How hard was it to make? It was pretty hard to make, Ill give you some examples like the actual shape of the Eiffel tower. The shape is very hard to perfect like the beams ; there is the triangle pattern to make the beams stronger . The next one was color because the color did not match, but I will follow it up more in challenges. Challenges Some of the challenges where colors (follow up) the colors where very hard to do because I wasn’t sure what the Eiffel tower looked like (color) so I colored it all grey but when I looed it up it was a copper color so I had to change it back that took me 40 minutes to do but now it looks very nice. Another challenge was the shape of the structure. The Eiffel tower has a very unique shape it has all theses curves sharp edges and little details I had to implement I didn’t add all the little details but I did the best I could and I think it looks pretty realistic. Conclusion In all, this was one of the funniest projects I made! I really enjoyed working on it and it make me learn about real structures like the Eiffel tower. so in conclusion I think this was a great learning experience and a fun experience! The pictures at the bottom is the finished result....
|
1793152139.7215273
|
1793238539.7215273
|
|
20767
|
Gatecrash by @Nutties | Stardance
|
Nutties
|
0
|
18.93
|
0
|
[]
|
[{"post_id": 78463, "ts": "202 [{"post_id": 78463, "ts": "2026-10-10T21:01:49Z", "hours": 10.4275, "text": "Gatecrash - Devlog 3 Wow, a lot of time has passed, it’s already school time so time for coding is always limited but I’ve been working on this a bit and plan to ship this ASAP! This time around I implemented probably the coolest thing I’ve programmed in my life which is the ball projectile that blinds you! Made a cool custom trail for it too! (it took a lot of time) Things I did: Custom entity bounce logic Blindside projectile Custom entity trail renderer Basic Clone entity As always, building things one block at a time ."}, {"post_id": 29436, "ts": "2026-07-16T11:48:15Z", "hours": 3.0594, "text": "Gatecrash - Devlog 2 After making the Dimensional Drift ability I decided to tackle the blinding orb. Since it’s mostly just Post Processing it was a pain to work with, I’m really bad at rendering and especially shaders. However the end result came out decent enough that I can consider moving to the next features. Things I did: Custom shader As always, building things one block at a time ."}, {"post_id": 13065, "ts": "2026-06-21T11:31:46Z", "hours": 5.4472, "text": "Gatecrash - Devlog 1 Setting up a multiloader project with the Lodestone library dependency was pain but I managed to do it. Started working on the “easiest” part of the project which is the ultimate ability Dimensional Drift . Things I did: Basic post processing Custom status effect As always, building things one block at a time ."}]...
|
Title: Gatecrash by @Nutties | Stardance
Devlogs: Title: Gatecrash by @Nutties | Stardance
Devlogs:
Gatecrash - Devlog 1 Setting up a multiloader project with the Lodestone library dependency was pain but I managed to do it. Started working on the “easiest” part of the project which is the ultimate ability Dimensional Drift . Things I did: Basic post processing Custom status effect As always, building things one block at a time .
Gatecrash - Devlog 2 After making the Dimensional Drift ability I decided to tackle the blinding orb. Since it’s mostly just Post Processing it was a pain to work with, I’m really bad at rendering and especially shaders. However the end result came out decent enough that I can consider moving to the next features. Things I did: Custom shader As always, building things one block at a time .
Gatecrash - Devlog 3 Wow, a lot of time has passed, it’s already school time so time for coding is always limited but I’ve been working on this a bit and plan to ship this ASAP! This time around I implemented probably the coolest thing I’ve programmed in my life which is the ball projectile that blinds you! Made a cool custom trail for it too! (it took a lot of time) Things I did: Custom entity bounce logic Blindside projectile Custom entity trail renderer Basic Clone entity As always, building things one block at a time ....
|
1792518871.449906
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1793123671.449906
|
|
35978
|
Quick, Timer's UP! by @ishanmeher09 | Stardanc Quick, Timer's UP! by @ishanmeher09 | Stardance...
|
ishanmeher09
|
2
|
31.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T22:25:11Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a collection of fast paced minigames. And this is my second version. The first version had two minigames, a platformer game and a clicker game, but for my second version, I added two more, and they’re a bit more interesting. I added a seesaw game, and it has blocks that randomly spawn at different locations on the plank, and the player has to select a weight and click at different spots to balance it out. Before there was a way to exploit how it works, and click below the plank so the plank would never hit the ground, but you can’t do that anymore. Basically the plank can’t touch the ground until the timer ends. I then added a launcher game, and it has a target that moves back and forth, and the player needs to click and hold or hold spacebar to settle on a power for the shot, and use the mouse to aim the barrel. They need to hit the target before the timer ends. Also, now the timer doesn’t start until the one word instructions on each game fade. Those are the main differences, along with the pause menu, and yeah!", "repo": "https://github.com/whatisupyo12/WarioWareGame/", "demo": "https://2002-2.itch.io/quick-timers-up"}, {"ship_num": 2, "ts": "2026-09-29T23:41:25Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a collection of fast paced minigames, but added my own personal design choices and sprites I made too. It took me a while, because I had a lot of bugs that needed fixing, but it works now. I added a player sprite that has animations, and also worked on my finished screen so it has confetti (yay). My death screen’s pretty basic though. In general for now, it works, and I’ll probably be adding more soon.", "repo": "https://github.com/whatisupyo12/WarioWareGame/", "demo": "https://2002-2.itch.io/quick-timers-up"}]...
|
[{"post_id": 78475, "ts": "202 [{"post_id": 78475, "ts": "2026-10-10T21:59:29Z", "hours": 7.7939, "text": "I finished my fourth minigame and final, a launcher minigame, where the player has to hold down click or space while aiming the cannon, in order to hit the target and win. I also completed third minigame too, the balancing one (I forgot to devlog it, oops). It’s a seesaw minigame, and basically weights fall and how have to balance the seesaw by selecting different weights and dropping them. It now has weight labels which it didnt have earlier, and weights automatically spawn now, when initially it just had two blocks that would cause a tilt."}, {"post_id": 77117, "ts": "2026-10-05T17:43:48Z", "hours": 2.83, "text": "Worked on a functional pause screen that goes back to menu or can resume game, took a while since I wasnt able to figure out why I couldn’t do some of the functions to hide the pause panel within one function, but if it works, it works."}, {"post_id": 75403, "ts": "2026-09-29T23:37:30Z", "hours": 1.675, "text": "I finished tweaking all the bugs, and my game is ready to ship with my two current minigames."}, {"post_id": 75222, "ts": "2026-09-29T14:43:25Z", "hours": 7.9036, "text": "Finished an ending/lose scene, and finished all minigames, I’m probably just going to start working on more minigames now."}, {"post_id": 74906, "ts": "2026-09-28T15:57:57Z", "hours": 7.665, "text": "Finished both minigames and now I’ll be working on the final ending scene as in a custom win/loss"}, {"post_id": 73432, "ts": "2026-09-25T02:33:21Z", "hours": 2.5306, "text": "Working on Game UI, and its functional and works now, also made sprites"}]...
|
Title: Quick, Timer's UP! by @ishanmeher09 | S Title: Quick, Timer's UP! by @ishanmeher09 | Stardance
Devlogs:
Working on Game UI, and its functional and works now, also made sprites
Finished both minigames and now I’ll be working on the final ending scene as in a custom win/loss
Finished an ending/lose scene, and finished all minigames, I’m probably just going to start working on more minigames now.
I finished tweaking all the bugs, and my game is ready to ship with my two current minigames.
Worked on a functional pause screen that goes back to menu or can resume game, took a while since I wasnt able to figure out why I couldn’t do some of the functions to hide the pause panel within one function, but if it works, it works.
I finished my fourth minigame and final, a launcher minigame, where the player has to hold down click or space while aiming the cannon, in order to hit the target and win. I also completed third minigame too, the balancing one (I forgot to devlog it, oops). It’s a seesaw minigame, and basically weights fall and how have to balance the seesaw by selecting different weights and dropping them. It now has weight labels which it didnt have earlier, and weights automatically spawn now, when initially it just had two blocks that would cause a tilt.
Ships:
I made a collection of fast paced minigames, but added my own personal design choices and sprites I made too. It took me a while, because I had a lot of bugs that needed fixing, but it works now. I added a player sprite that has animations, and also worked on my finished screen so it has confetti (yay). My death screen’s pretty basic though. In general for now, it works, and I’ll probably be adding more soon.
I made a collection of fast paced minigames. And this is my second version. The first version had two minigames, a platformer game and a clicker game, but for my second version, I added two more, and they’re a bit more interesting. I added a seesaw game, and it has blocks that randomly spawn at different locations on the plank, and the player has to select a weight and click at different spots to balance it out. Before there was a way to exploit how it works, and click below the plank so the plank would never hit the ground, but you can’t do that anymore. Basically the plank can’t touch the ground until the timer ends. I then added a launcher game, and it has a target that moves back and forth, and the player needs to click and hold or hold spacebar to settle on a power for the shot, and use the mouse to aim the barrel. They need to hit the target before the timer ends. Also, now the timer doesn’t start until the one word instructions on each game fade. Those are the main differences, along with the pause menu, and yeah!...
|
1793148871.5041335
|
1793235271.5041335
|
|
68694
|
Percent tracker by @MariaC | Stardance
|
MariaC
|
0
|
0.78
|
0
|
[]
|
[{"post_id": 78477, "ts": "202 [{"post_id": 78477, "ts": "2026-10-10T22:07:43Z", "hours": 0.7775, "text": "I’m working on a progress ring to track different data from the user"}]...
|
Title: Percent tracker by @MariaC | Stardance
Dev Title: Percent tracker by @MariaC | Stardance
Devlogs:
I’m working on a progress ring to track different data from the user...
|
1793123596.9231665
|
1793728396.9231665
|
|
65137
|
CHESS 2.0 by @OrderDanie | Stardance
|
OrderDanie
|
0
|
4.59
|
0
|
[]
|
[{"post_id": 78485, "ts": "202 [{"post_id": 78485, "ts": "2026-10-10T22:36:27Z", "hours": 1.0089, "text": "forgor to make main.ts , BLODDY 400 LINES OF CODE FOR THE SHOP AND CHESS PIECES, im sure there is a better optimized way and that im just dum, but hey at least i try right?"}, {"post_id": 75935, "ts": "2026-10-01T17:25:49Z", "hours": 0.9681, "text": "added all pieces price, desc, type, ability, and much more"}, {"post_id": 74108, "ts": "2026-09-26T18:09:30Z", "hours": 0.8222, "text": "some o these are just messed up, but hey i think they look good so idgf"}, {"post_id": 73125, "ts": "2026-09-24T13:19:20Z", "hours": 0.3692, "text": "working on transforming math functions to drawings, by stacking up layers, and making the lines thicker and more woblly, so they look drawen"}, {"post_id": 72898, "ts": "2026-09-23T23:49:29Z", "hours": 0.7286, "text": "prototype now works,yay"}, {"post_id": 72724, "ts": "2026-09-23T16:23:19Z", "hours": 0.6925, "text": "HEAR ME OUT,What if chess,was a tbs tactical war game? Yeaaaa that’s chess 2"}]...
|
Title: CHESS 2.0 by @OrderDanie | Stardance
Devlo Title: CHESS 2.0 by @OrderDanie | Stardance
Devlogs:
HEAR ME OUT,What if chess,was a tbs tactical war game? Yeaaaa that’s chess 2
prototype now works,yay
working on transforming math functions to drawings, by stacking up layers, and making the lines thicker and more woblly, so they look drawen
some o these are just messed up, but hey i think they look good so idgf
added all pieces price, desc, type, ability, and much more
forgor to make main.ts , BLODDY 400 LINES OF CODE FOR THE SHOP AND CHESS PIECES, im sure there is a better optimized way and that im just dum, but hey at least i try right?...
|
1793083964.4334393
|
1793688764.4334393
|
|
68467
|
WebOS1 by @brunalp | Stardance
|
brunalp
|
0
|
20.44
|
0
|
[]
|
[{"post_id": 78488, "ts": "202 [{"post_id": 78488, "ts": "2026-10-10T22:59:12Z", "hours": 9.2853, "text": "DEVLOG 6 : So this afternoon till now I was building my advanced app. I coded a lot today to be able to finish this app and it came whit a lot of challenges for example setting the images to be able so if fitted the cube, I also made a wheel and it was really difficult whit the random settings… but I manage to do it all. I add an idea in mind, did a sketch and build it. I think it can still be better but as a beginner project I think/hope I did really good.(sorry couldn’t upload a video demonstrating it was to must space)"}, {"post_id": 78294, "ts": "2026-10-10T10:13:45Z", "hours": 1.3042, "text": "Hello!! DEVLOG 5: This morning I reorganized my app page so It’s way more interactive now and colorful, I found it easy doing this changes even though it took me an hour and a half but making what I had in my imagination into reality was really fun and the sensation of achievement is the best feeling in the world."}, {"post_id": 78211, "ts": "2026-10-09T23:50:41Z", "hours": 4.1781, "text": "Hi everyone hope you are doing great. So today I spent hours working fixing some small problems but especially working on my app build, so I recommend the content you decide to put on it is something you like cause because of that I really enjoyed building mine. However I had some troubles putting my subjects on my side bar and still haven’t figured it out so hopefully tomorrow whit more brainstorming I’ll get it cause I wanted to make 4 buttons so you can read the text form my different projects it still works but to make it more clean it should me on the side bar. I am still thinking about ideas for the background of the app text so if you have any ideas fell free to say thanks."}, {"post_id": 77944, "ts": "2026-10-08T21:54:15Z", "hours": 2.2392, "text": "Hiiii everybody so today I did the movement of the window so now I can drag wherever I want, by holding the header and moving it but when I made this I could move were I couldn’t see the header anymore by the sides , up and down was the worst part as each time I tried to go forward down it allowed me so it was like endles and that took a lot of time to figure out how. I also added the close button to close the window and the open button in the top bar to open the window, however I created the style.css file and I am going to add some things tomorow but I find it really complicating because I started it but it’s so confusing as I have to remove a lot of things in my html and put on the css … and I am starting to get lost but tomorow I’ll put all my energy into it and manage to do it."}, {"post_id": 77798, "ts": "2026-10-08T10:50:59Z", "hours": 2.3642, "text": "Hi everyone, today I finished my welcome page and turned it into a window I also added the top bar which I had some dificulis to how to make it more original but managed to find a solution. I also tried to challenge myself by adding a gif as the background but it took me a lot of time to figure how to make it fit into the screen. Finally I added the live clock which cause a little problem to figure out how to make the five line command into tree challenge, those how are in the same project know hahah good luck I know wall can make it ."}, {"post_id": 77690, "ts": "2026-10-07T22:18:33Z", "hours": 1.0661, "text": "Today I started working on my first project of the stardance program. I decided to start by making my WebOS page and had some dificulty at first cause i knew nothing about html so I had to do quit some reaserch by seeing a lot of videos and explanation. So I also saw the guide and started whit the part one, making my welcome page, i didnt wet finish cause i have some struggles but i have a really good idea on mind but for now i just did a quick description."}]...
|
Title: WebOS1 by @brunalp | Stardance
Devlogs:
To Title: WebOS1 by @brunalp | Stardance
Devlogs:
Today I started working on my first project of the stardance program. I decided to start by making my WebOS page and had some dificulty at first cause i knew nothing about html so I had to do quit some reaserch by seeing a lot of videos and explanation. So I also saw the guide and started whit the part one, making my welcome page, i didnt wet finish cause i have some struggles but i have a really good idea on mind but for now i just did a quick description.
Hi everyone, today I finished my welcome page and turned it into a window I also added the top bar which I had some dificulis to how to make it more original but managed to find a solution. I also tried to challenge myself by adding a gif as the background but it took me a lot of time to figure how to make it fit into the screen. Finally I added the live clock which cause a little problem to figure out how to make the five line command into tree challenge, those how are in the same project know hahah good luck I know wall can make it .
Hiiii everybody so today I did the movement of the window so now I can drag wherever I want, by holding the header and moving it but when I made this I could move were I couldn’t see the header anymore by the sides , up and down was the worst part as each time I tried to go forward down it allowed me so it was like endles and that took a lot of time to figure out how. I also added the close button to close the window and the open button in the top bar to open the window, however I created the style.css file and I am going to add some things tomorow but I find it really complicating because I started it but it’s so confusing as I have to remove a lot of things in my html and put on the css … and I am starting to get lost but tomorow I’ll put all my energy into it and manage to do it.
Hi everyone hope you are doing great. So today I spent hours working fixing some small problems but especially working on my app build, so I recommend the content you decide to put on it is something you like cause because of that I really enjoyed building mine. However I had some troubles putting my subjects on my side bar and still haven’t figured it out so hopefully tomorrow whit more brainstorming I’ll get it cause I wanted to make 4 buttons so you can read the text form my different projects it still works but to make it more clean it should me on the side bar. I am still thinking about ideas for the background of the app text so if you have any ideas fell free to say thanks.
Hello!! DEVLOG 5: This morning I reorganized my app page so It’s way more interactive now and colorful, I found it easy doing this changes even though it took me an hour and a half but making what I had in my imagination into reality was really fun and the sensation of achievement is the best feeling in the world.
DEVLOG 6 : So this afternoon till now I was building my advanced app. I coded a lot today to be able to finish this app and it came whit a lot of challenges for example setting the images to be able so if fitted the cube, I also made a wheel and it was really difficult whit the random settings… but I manage to do it all. I add an idea in mind, did a sketch and build it. I think it can still be better but as a beginner project I think/hope I did really good.(sorry couldn’t upload a video demonstrating it was to must space)...
|
1792471907.388018
|
1793335907.388018
|
|
68849
|
WarioGame by @reaue | Stardance
|
reaue
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T23:17:50Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make ? I created a godot game composed of two mini-games, one platformer and one clicker, both are limited by a timer, you have three lives, and the goal it’s to finish bot mini-games before you lose all your hearts. What was challenging? The challenging part, was the coding in GDscript, it was my first time on it. So I used a lot of google research to help me on fixing bug or adding nex features. What are you proud of? I’m proud of learning a new programing language. It’s every time a great and enriching experience. What should people know so they can test your project? The project is published here , so let’s test it !", "repo": "https://github.com/reaue/WarioWareGame", "demo": "https://reaue.itch.io/minigame"}]...
|
[{"post_id": 78489, "ts": "202 [{"post_id": 78489, "ts": "2026-10-10T23:09:32Z", "hours": 2.4797, "text": "Devlog 3 - The final one ! I added the death and winning screen, for the winnig one, I created from zero two different animated fireworks ! Then I also wrote the README file to ship this project."}, {"post_id": 78375, "ts": "2026-10-10T16:31:22Z", "hours": 1.0819, "text": "Devlog 2 - Adding the second miniGame ! I implemented the second game where you need to click on each orbs, in less than 5 seconds, to win the game. Now, I still need to implement the wining and losing screen and then write the README file for the shipping."}, {"post_id": 78333, "ts": "2026-10-10T14:01:09Z", "hours": 3.2128, "text": "Devlog 1 - Working on the first minigame of my WarioWareGame ! I started following the tuto and add some nice 2D pixel art found on internet. I’m very happy with the actual artistic direction."}]...
|
Title: WarioGame by @reaue | Stardance
Devlogs:
D Title: WarioGame by @reaue | Stardance
Devlogs:
Devlog 1 - Working on the first minigame of my WarioWareGame ! I started following the tuto and add some nice 2D pixel art found on internet. I’m very happy with the actual artistic direction.
Devlog 2 - Adding the second miniGame ! I implemented the second game where you need to click on each orbs, in less than 5 seconds, to win the game. Now, I still need to implement the wining and losing screen and then write the README file for the shipping.
Devlog 3 - The final one ! I added the death and winning screen, for the winnig one, I created from zero two different animated fireworks ! Then I also wrote the README file to ship this project.
Ships:
What did you make ? I created a godot game composed of two mini-games, one platformer and one clicker, both are limited by a timer, you have three lives, and the goal it’s to finish bot mini-games before you lose all your hearts. What was challenging? The challenging part, was the coding in GDscript, it was my first time on it. So I used a lot of google research to help me on fixing bug or adding nex features. What are you proud of? I’m proud of learning a new programing language. It’s every time a great and enriching experience. What should people know so they can test your project? The project is published here , so let’s test it !...
|
1793062360.0583062
|
1793148760.0583062
|