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25723
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ADeck by @Aashish | Stardance
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Aashish
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0
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28.98
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0
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[]
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[{"post_id": 79999, "ts": "202 [{"post_id": 79999, "ts": "2026-10-15T20:45:17Z", "hours": 0.9408, "text": "worked on the tft rotation feature added 4 rotation modes like monitor orientation and connected the web app controls to the physical tft fixed the layout issues at 180 and 270 degrees so the icons and labels align properly fixed the web preview so it actually rotates with the selected orientation instead of looking the same and moved the rotate button below the background colour section to keep the ui clean i was gonna work on the remaining 3 themes next but felt like this feature was more imp rn so worked on it first"}, {"post_id": 79827, "ts": "2026-10-15T15:41:57Z", "hours": 1.3206, "text": "changed the key colours to custom background colours instead of separate box colours so the app icons blend in better. now the key bg automatically picks the dominant colour of the selected app icon, like orange for brave, so the colours actually match the apps added the first theme called space with a dark bg and floating stars tweaked the star animations to make them smoother and more natural, fixed stars getting stuck together and slightly increased their count cleaned up the theme preview by removing unnecessary labels and fixing the heading sizes. still got 3 more themes to build, will update them as i work on them"}, {"post_id": 79626, "ts": "2026-10-14T18:59:21Z", "hours": 1.6972, "text": "resized tft display app icons , themes and codecleanup made the icons on the physical tft a bit bigger so they’re easier to recognize and use at a glance. they might look a lil pixelated up close bczz of the display resolution, but the goal was to make them more usable cleaned up the code in a few places and removing unnecessary comments and organizing things that had become a bit messy while developing also added the theme selection and save ui to the web app with 4 preset themes planned for now. the idea is that whichever theme you select should also show up on the physical display. the web side is done, but the actual theme implementation is still in progress. starting with a nothing-inspired black and white theme, while the other themes are still being planned and i have also added a subtle, minimal animation on click, so it feels more responsive and gives you that little visual feedback that the click actually registered. Looks pretty good tbh"}, {"post_id": 68832, "ts": "2026-09-15T20:32:47Z", "hours": 1.4953, "text": "the installed app picker is now connected with the physical tft display so when an app is selected, its windows icon can be used on that specific adeck key and the icon data is now going through the web app, python backend and arduino firmware instead of being only part of the web side so the actual logo can be rendered on the display added the icon data flow from the selected app config to the backend and then to the arduino, converted the windows icons into a tft compatible format and added the firmware side code to receive and draw the icon on the correct key tested the icon rendering with different installed apps and checked that each icon stays with its selected key while normal commands like git and npm still use the normal command flow still need to polish the app part so the logos look better and text below them fits properly and the box colors and backgrounds look cleaner on the display"}, {"post_id": 60451, "ts": "2026-09-02T19:45:49Z", "hours": 1.0867, "text": "added automatic installed app detection to the adeck app which makes setting up app shortcuts much easier now since adeck can find installed apps from the pc and most of the setup happens automatically before this i had to find and paste exe paths manually, so i added an installed apps list to make this easier i kept installed apps separate from normal commands like git and npm so both dont get mixed together and the app list was getting pretty long, so i also added search to quickly find the app i want after getting it working i tested it with different apps and also checked normal commands to make sure both still work properly now when i select an app, its name and launch path are added to the selected key automatically"}, {"post_id": 60235, "ts": "2026-09-02T13:57:15Z", "hours": 0.6928, "text": "now i can install ADeck from the browser and use it more like a normal desktop app instead of opening the project files manually every time bczz i made adeck into an actual installable web app instead of having to open the html files manually every time added the web app manifest so ADeck can be installed like a normal app added the adeck app icons in different sizes including the maskable one added the service worker for the installed web app and connected the new setup with the existing adeck web interface without changing the main layout tested the installed version and checked that it opens as its own app instead of just another browser tab and also checked the existing profiles, settings and hardware preview after installing it so the old stuff still works"}, {"post_id": 60169, "ts": "2026-09-02T11:52:23Z", "hours": 1.275, "text": "cut minimise and open added and fixed the app relaunch option in settings, Now we can choose what happens when the same app is pressed again, either open another window, minimize or restore the same app, or close it I also made sure this only applies to app opening commands. Things like git commands and other normal commands still work the same way Tested all three options and the app now behaves correctly based on the selected setting"}, {"post_id": 58818, "ts": "2026-08-31T12:24:04Z", "hours": 6.3956, "text": "worked on the local backend this update was mainly about taking the web app i made earlier and actually connecting it with the ADeck board and my pc. the web part was already getting pretty complete with profiles, slots, themes and local storage so now i started working on the python side and making the whole thing actually work with the board made the main deck.py file for the local python backend connected the web app with the uno r4 wifi through the serial connection and added auto detection for the board and its COM port so i dont have to keep changing the port manually added the firmware install part using Arduino CLI so the board can be setup from the project itself added the ping pong check so the backend can make sure the correct adeck firmware is actually responding added saving of the profiles and button settings on the pc so the data stays there even after restarting connected the save button with the real TFT so changing a label or color in the web app also changes it on the physical adeck added command support so now a button on the adeck can run things on my pc and tested this with vs code, Notepad, Calculator and Paint, also i had a small problem where the apps were opening in the background instead of coming in front. had to change the windows command launching part in deck.py and test it again with different apps made adeck_control.py for controlling the backend from the terminal and added the small ADeck-Control.bat menu where i can use options like 1 start, **2 **check system, 3 install or repair, 4 firmware, 5 logs, 6 stop, 7 errors and 8 status fixed the problem where starting adeck again while it was already running was causing another backend to start and show an error changed the setup so it checks if ADeck is already healthy and reuses it instead of starting another one and added the Setup ADeck.bat and Start ADeck.bat files so setup and normal starting can be done without typing all the python commands every time added test_reliability.py and used it to check the main startup and recovery cases tested stopping and starting the backend again and also tested removing and reconnecting the board and added .gitignore so things like .venv , .build and other generated files dont get pushed to github there were quite a few small problems while connecting everything together but now the web app, python backend, pc commands and the physical adeck are all working together. the next part will be more testing and adding more things on top of this sorry for those irritating lines on the TFT display🥀🥲 i guess some moisture messed it up a bit and thats why those lines showed up"}, {"post_id": 55520, "ts": "2026-08-27T13:01:17Z", "hours": 2.4714, "text": "i mostly worked on fixing those small things which were making ADeck feel more like a website than an actual app replaced the normal browser popups with custom ones for creating renaming and deleting profiles. now everything opens inside the adeck ui itself and matches the rest of the design much better and also fixed a small annoying thing where clicking anywhere outside the popup was closing it even if i was typing something. now it only closes when i actually press cancel or complete the action worked more on the profile system and duplicate profile stuff. also fixed the alerts bczz before if multiple actions happened the alerts could stack on each other. now only one alert stays there and when a new one comes the old one goes away first with a small simple animation dark mode needed some work too bczz light mode was looking pretty good but some parts in dark mode were feeling kinda weird and uncomfortable. fixed the contrast in those areas and also removed a lot of unnecessary yellow accent lines. now they are only used in places where they actually need to be changed Day and Night to Light and Dark and made the theme change a little smoother instead of instantly switching like befor cleaned up the color section too. there was an extra dropdown showing the same colors again which was honestly looking useless so removed that and kept the cleaner color list. also added a custom color picker so now im not limited to only the few preset colors also changed the display label from the old short 2.4 inch TFT text to the proper 2.4-inch TFT LCD Display ILI9341 name so it matches the actual hardware properly now"}, {"post_id": 48488, "ts": "2026-08-16T21:10:59Z", "hours": 2.7536, "text": "it was just a blank dashed wireframe box before but now i mapped out the colored 6-slot hardware grid in the dom to match the physical deck. major update this time is local storage logic bczz losing data on every refresh was getting anoying. getting the dom elements to talk to each other and sync state purely in vanilla js is coming together interactive 6-slot grid: swapped the empty black TFT placeholder with an actual css grid of 6 keys. whatever u set in the editor like colors (slate or signal) and labels instantly renders here dynamic slot editor: hooked up basic click events so if u tap a button like slot 03 it gets an active class. the right inspector panel dynamically updates to show u are editing that specific key’s command and hex code wrote basic data persistence using localStorage.setItem and JSON.stringify() . so when u hit + to add a profile or edit a key it pushes to the state array and saves it locally added top nav & status bar, actual pages for Settings and About. the topbar nw has a working day/night toggle and a live clock ticking via setInterval. bottom status bar finally tracks the active profile and save status instead of being static text added a raw css variable based theme switcher. hooked up the day/night button in the topbar to flip the data-theme attribute on the body so it switches between light and dark modes instantly still got work left to do on the python bridge side but the web config layout is getting there tbh."}, {"post_id": 47097, "ts": "2026-08-14T18:51:33Z", "hours": 2.1056, "text": "finally started making the ui feel like an actual tool instead of just a basic prototype added the top menu with Dashboard Profiles Settings and About and changed the hardware preview from the old empty box to a proper 6 slot layout added the right side editor where i can edit the selected slot and also added profile search and buttons for rename duplicate export import and delete added the bottom status bar to show save status profile and other basic info and the day mode and device status part in the top but yeaahh, still have few things left to do"}, {"post_id": 46506, "ts": "2026-08-13T19:42:21Z", "hours": 1.4283, "text": "before it was just a blank dashed wireframe box but now i actually mapped out the 6-slot hardware grid in the dom to match the physical deck the major update this time is the local storage logic bczz losing data n every refresh was getting annoying. wrote simple loadState() and saveState() functions using localStorage.setItem and JSON.stringify() , so now when u hit the +new profile button it actually pushes to the state array and saves it permanetly and also added the third panel on the right for the action editor. hoked up basic click events so if u tap a button like slot 05 it gets an active class and the right panel dynamically updates to show u are editing that specific slot. getting the dom elements to talk to each other and sync state purely in vanilla js is actually working out perfectly"}, {"post_id": 46387, "ts": "2026-08-13T15:44:57Z", "hours": 2.1756, "text": "so moving away from the hardware headache for a bit and starting the actual web app configurator for Adeck decided to keep it completely vanilla with just html css and js instead of bloating it with react or anything heavy. first goal was just getting the basic ui skeleton ready so it doesn’t look like a blank screen built the main dashboard using a standard css grid layout to divide it into zone-a for the profiles list and zone-b for the hardware preview set up basic css variables for the themes and threw in the doto font which is heavily Nothing inspired so the whole interface feels raw and industrial right from the start wrote the initial js boilerplate with a simple state object tracking things like activeProfileId and activeSlotIndex and hooked up some basic dom refs using document.getElementById() just to make sure the base is solid btw right now this is just a super basic placeholder layout… still got a ton of work left to do on this page"}, {"post_id": 30641, "ts": "2026-07-18T11:34:32Z", "hours": 0.92, "text": "thought the hardware phase was over but my old TFT screen died 🤡 so i had to order a replacement. it looked exactly the same from outside but internally it behaved completely differently. because of that the whole project got delayed for a bit and i had to go back into hardware debugging again instead of continuing the software side got a replacement that looked identical but touch refused to work. turns out these cheap screens have different internal wiring depending on the batch. wrote a diagnostic script and figured out the pins were different. had to swap XP and YM to digital pins 8 and 9 and route XM and YP to analog A2 and A3 to wake it up once it was alive it started reading garbage noise with the Z axis pressure hitting crazy numbers like -13681 . added strict MINPRESSURE 5 and MAXPRESSURE 3500 limits in the C++ code to filter out the fake inputs.then realized the manufacturer slapped the touch digitizer upside down. tapping top left opened the bottom right app. just inverted the coordinates in the Arduino map() function and flipped the Y axis completely through software.i have also pushed all the changes made for the new display in this commit if you want to compare what changed after replacing the hardware you can check it here Commit after recalibrating everything on the new display the hardware is finally back to the same stage as before. now the touch feels accurate again the bridge is stable and i can finally continue building the actual UI instead of fighting the hardware 😭"}, {"post_id": 22169, "ts": "2026-07-04T14:22:08Z", "hours": 1.3522, "text": "today was mostly about connecting the hardware with the PC and making the whole bridge actually usable. the UI side was already working but getting Arduino and Python to talk properly and now the deck can actually trigger apps on the computer instead of just opening test screens. fixed a weird glitch where apps were automatically closing or returning back to the home screen after a few seconds even when i was not touching anything increased the touch sensitivity by tuning the MINPRESSURE value so random touches are ignored and only proper presses get detected built the first working Arduino to Python bridge so touch events from the TFT can directly control apps on the PC nd fixed touch mapping and serial communication bkzz wrong apps were opening due to incorrect touch coordinates and unstable data tested different app launch methods for Windows until browser apps desktop apps and installed apps all started opening correctly from the touchscreen now the deck can actually trigger apps on the computer instead of just opening test screens. (by the way ignore that poor flickering display recording🙃)"}, {"post_id": 15858, "ts": "2026-06-25T19:44:38Z", "hours": 0.8653, "text": "started building the main touchscreen interface using the same Arduino UNO R4 WiFi and 2.4 inch TFT display setup that i already used before. instead of jumping into the PC side first i wanted to get the hardware feeling right because if touch detection itself is not reliable then the whole project falls apart. so i first made a simple landscape UI with six app tiles and started testing how every touch was actually getting mapped on the screen. the biggest issue was touch calibration. the display was rendering everything perfectly but the resistive touch layer was returning different raw values than expected. while mapping p.x and p.y using the map() function and checking each app boundary with the apps[i].x, apps[i].y, bw and bh values i noticed the touch coordinates were not lining up with the actual grid. because of that pressing one app was opening another one and some buttons only responded with extra pressure. spent most of the time tuning the MINPRESSURE threshold recalibrating the raw touch range and matching the mapped coordinates with the display rotation until every touch area finally started responding to the correct app."}]...
|
Title: ADeck by @Aashish | Stardance
Devlogs:
sta Title: ADeck by @Aashish | Stardance
Devlogs:
started building the main touchscreen interface using the same Arduino UNO R4 WiFi and 2.4 inch TFT display setup that i already used before. instead of jumping into the PC side first i wanted to get the hardware feeling right because if touch detection itself is not reliable then the whole project falls apart. so i first made a simple landscape UI with six app tiles and started testing how every touch was actually getting mapped on the screen. the biggest issue was touch calibration. the display was rendering everything perfectly but the resistive touch layer was returning different raw values than expected. while mapping p.x and p.y using the map() function and checking each app boundary with the apps[i].x, apps[i].y, bw and bh values i noticed the touch coordinates were not lining up with the actual grid. because of that pressing one app was opening another one and some buttons only responded with extra pressure. spent most of the time tuning the MINPRESSURE threshold recalibrating the raw touch range and matching the mapped coordinates with the display rotation until every touch area finally started responding to the correct app.
today was mostly about connecting the hardware with the PC and making the whole bridge actually usable. the UI side was already working but getting Arduino and Python to talk properly and now the deck can actually trigger apps on the computer instead of just opening test screens. fixed a weird glitch where apps were automatically closing or returning back to the home screen after a few seconds even when i was not touching anything increased the touch sensitivity by tuning the MINPRESSURE value so random touches are ignored and only proper presses get detected built the first working Arduino to Python bridge so touch events from the TFT can directly control apps on the PC nd fixed touch mapping and serial communication bkzz wrong apps were opening due to incorrect touch coordinates and unstable data tested different app launch methods for Windows until browser apps desktop apps and installed apps all started opening correctly from the touchscreen now the deck can actually trigger apps on the computer instead of just opening test screens. (by the way ignore that poor flickering display recording🙃)
thought the hardware phase was over but my old TFT screen died 🤡 so i had to order a replacement. it looked exactly the same from outside but internally it behaved completely differently. because of that the whole project got delayed for a bit and i had to go back into hardware debugging again instead of continuing the software side got a replacement that looked identical but touch refused to work. turns out these cheap screens have different internal wiring depending on the batch. wrote a diagnostic script and figured out the pins were different. had to swap XP and YM to digital pins 8 and 9 and route XM and YP to analog A2 and A3 to wake it up once it was alive it started reading garbage noise with the Z axis pressure hitting crazy numbers like -13681 . added strict MINPRESSURE 5 and MAXPRESSURE 3500 limits in the C++ code to filter out the fake inputs.then realized the manufacturer slapped the touch digitizer upside down. tapping top left opened the bottom right app. just inverted the coordinates in the Arduino map() function and flipped the Y axis completely through software.i have also pushed all the changes made for the new display in this commit if you want to compare what changed after replacing the hardware you can check it here Commit after recalibrating everything on the new display the hardware is finally back to the same stage as before. now the touch feels accurate again the bridge is stable and i can finally continue building the actual UI instead of fighting the hardware 😭
so moving away from the hardware headache for a bit and starting the actual web app configurator for Adeck decided to keep it completely vanilla with just html css and js instead of bloating it with react or anything heavy. first goal was just getting the basic ui skeleton ready so it doesn’t look like a blank screen built the main dashboard using a standard css grid layout to divide it into zone-a for the profiles list and zone-b for the hardware preview set up basic css variables for the themes and threw in the doto font which is heavily Nothing inspired so the whole interface feels raw and industrial right from the start wrote the initial js boilerplate with a simple state object tracking things like activeProfileId and activeSlotIndex and hooked up some basic dom refs using document.getElementById() just to make sure the base is solid btw right now this is just a super basic placeholder layout… still got a ton of work left to do on this page
before it was just a blank dashed wireframe box but now i actually mapped out the 6-slot hardware grid in the dom to match the physical deck the major update this time is the local storage logic bczz losing data n every refresh was getting annoying. wrote simple loadState() and saveState() functions using localStorage.setItem and JSON.stringify() , so now when u hit the +new profile button it actually pushes to the state array and saves it permanetly and also added the third panel on the right for the action editor. hoked up basic click events so if u tap a button like slot 05 it gets an active class and the right panel dynamically updates to show u are editing that specific slot. getting the dom elements to talk to each other and sync state purely in vanilla js is actually working out perfectly
finally started making the ui feel like an actual tool instead of just a basic prototype added the top menu with Dashboard Profiles Settings and About and changed the hardware preview from the old empty box to a proper 6 slot layout added the right side editor where i can edit the selected slot and also added profile search and buttons for rename duplicate export import and delete added the bottom status bar to show save status profile and other basic info and the day mode and device status part in the top but yeaahh, still have few things left to do
it was just a blank dashed wireframe box before but now i mapped out the colored 6-slot hardware grid in the dom to match the physical deck. major update this time is local storage logic bczz losing data on every refresh was getting anoying. getting the dom elements to talk to each other and sync state purely in vanilla js is coming together interactive 6-slot grid: swapped the empty black TFT placeholder with an actual css grid of 6 keys. whatever u set in the editor like colors (slate or signal) and labels instantly renders here dynamic slot editor: hooked up basic click events so if u tap a button like slot 03 it gets an active class. the right inspector panel dynamically updates to show u are editing that specific key’s command and hex code wrote basic data persistence using localStorage.setItem and JSON.stringify() . so when u hit + to add a profile or edit a key it pushes to the state array and saves it locally added top nav & status bar, actual pages for Settings and About. the topbar nw has a working day/night toggle and a live clock ticking via setInterval. bottom status bar finally tracks the active profile and save status instead of being static text added a raw css variable based theme switcher. hooked up the day/night button in the topbar to flip the data-theme attribute on the body so it switches between light and dark modes instantly still got work left to do on the python bridge side but the web config layout is getting there tbh.
i mostly worked on fixing those small things which were making ADeck feel more like a website than an actual app replaced the normal browser popups with custom ones for creating renaming and deleting profiles. now everything opens inside the adeck ui itself and matches the rest of the design much better and also fixed a small annoying thing where clicking anywhere outside the popup was closing it even if i was typing something. now it only closes when i actually press cancel or complete the action worked more on the profile system and duplicate profile stuff. also fixed the alerts bczz before if multiple actions happened the alerts could stack on each other. now only one alert stays there and when a new one comes the old one goes away first with a small simple animation dark mode needed some work too bczz light mode was looking pretty good but some parts in dark mode were feeling kinda weird and uncomfortable. fixed the contrast in those areas and also removed a lot of unnecessary yellow accent lines. now they are only used in places where they actually need to be changed Day and Night to Light and Dark and made the theme change a little smoother instead of instantly switching like befor cleaned up the color section too. there was an extra dropdown showing the same colors again which was honestly looking useless so removed that and kept the cleaner color list. also added a custom color picker so now im not limited to only the few preset colors also changed the display label from the old short 2.4 inch TFT text to the proper 2.4-inch TFT LCD Display ILI9341 name so it matches the actual hardware properly now
worked on the local backend this update was mainly about taking the web app i made earlier and actually connecting it with the ADeck board and my pc. the web part was already getting pretty complete with profiles, slots, themes and local storage so now i started working on the python side and making the whole thing actually work with the board made the main deck.py file for the local python backend connected the web app with the uno r4 wifi through the serial connection and added auto detection for the board and its COM port so i dont have to keep changing the port manually added the firmware install part using Arduino CLI so the board can be setup from the project itself added the ping pong check so the backend can make sure the correct adeck firmware is actually responding added saving of the profiles and button settings on the pc so the data stays there even after restarting connected the save button with the real TFT so changing a label or color in the web app also changes it on the physical adeck added command support so now a button on the adeck can run things on my pc and tested this with vs code, Notepad, Calculator and Paint, also i had a small problem where the apps were opening in the background instead of coming in front. had to change the windows command launching part in deck.py and test it again with different apps made adeck_control.py for controlling the backend from the terminal and added the small ADeck-Control.bat menu where i can use options like 1 start, **2 **check system, 3 install or repair, 4 firmware, 5 logs, 6 stop, 7 errors and 8 status fixed the problem where starting adeck again while it was already running was causing another backend to start and show an error changed the setup so it checks if ADeck is already healthy and reuses it instead of starting another one and added the Setup ADeck.bat and Start ADeck.bat files so setup and normal starting can be done without typing all the python commands every time added test_reliability.py and used it to check the main startup and recovery cases tested stopping and starting the backend again and also tested removing and reconnecting the board and added .gitignore so things like .venv , .build and other generated files dont get pushed to github there were quite a few small problems while connecting everything together but now the web app, python backend, pc commands and the physical adeck are all working together. the next part will be more testing and adding more things on top of this sorry for those irritating lines on the TFT display🥀🥲 i guess some moisture messed it up a bit and thats why those lines showed up
cut minimise and open added and fixed the app relaunch option in settings, Now we can choose what happens when the same app is pressed again, either open another window, minimize or restore the same app, or close it I also made sure this only applies to app opening commands. Things like git commands and other normal commands still work the same way Tested all three options and the app now behaves correctly based on the selected setting
now i can install ADeck from the browser and use it more like a normal desktop app instead of opening the project files manually every time bczz i made adeck into an actual installable web app instead of having to open the html files manually every time added the web app manifest so ADeck can be installed like a normal app added the adeck app icons in different sizes including the maskable one added the service worker for the installed web app and connected the new setup with the existing adeck web interface without changing the main layout tested the installed version and checked that it opens as its own app instead of just another browser tab and also checked the existing profiles, settings and hardware preview after installing it so the old stuff still works
added automatic installed app detection to the adeck app which makes setting up app shortcuts much easier now since adeck can find installed apps from the pc and most of the setup happens automatically before this i had to find and paste exe paths manually, so i added an installed apps list to make this easier i kept installed apps separate from normal commands like git and npm so both dont get mixed together and the app list was getting pretty long, so i also added search to quickly find the app i want after getting it working i tested it with different apps and also checked normal commands to make sure both still work properly now when i select an app, its name and launch path are added to the selected key automatically
the installed app picker is now connected with the physical tft display so when an app is selected, its windows icon can be used on that specific adeck key and the icon data is now going through the web app, python backend and arduino firmware instead of being only part of the web side so the actual logo can be rendered on the display added the icon data flow from the selected app config to the backend and then to the arduino, converted the windows icons into a tft compatible format and added the firmware side code to receive and draw the icon on the correct key tested the icon rendering with different installed apps and checked that each icon stays with its selected key while normal commands like git and npm still use the normal command flow still need to polish the app part so the logos look better and text below them fits properly and the box colors and backgrounds look cleaner on the display
resized tft display app icons , themes and codecleanup made the icons on the physical tft a bit bigger so they’re easier to recognize and use at a glance. they might look a lil pixelated up close bczz of the display resolution, but the goal was to make them more usable cleaned up the code in a few places and removing unnecessary comments and organizing things that had become a bit messy while developing also added the theme selection and save ui to the web app with 4 preset themes planned for now. the idea is that whichever theme you select should also show up on the physical display. the web side is done, but the actual theme implementation is still in progress. starting with a nothing-inspired black and white theme, while the other themes are still being planned and i have also added a subtle, minimal animation on click, so it feels more responsive and gives you that little visual feedback that the click actually registered. Looks pretty good tbh
changed the key colours to custom background colours instead of separate box colours so the app icons blend in better. now the key bg automatically picks the dominant colour of the selected app icon, like orange for brave, so the colours actually match the apps added the first theme called space with a dark bg and floating stars tweaked the star animations to make them smoother and more natural, fixed stars getting stuck together and slightly increased their count cleaned up the theme preview by removing unnecessary labels and fixing the heading sizes. still got 3 more themes to build, will update them as i work on them
worked on the tft rotation feature added 4 rotation modes like monitor orientation and connected the web app controls to the physical tft fixed the layout issues at 180 and 270 degrees so the icons and labels align properly fixed the web preview so it actually rotates with the selected orientation instead of looking the same and moved the rotate button below the background colour section to keep the ui clean i was gonna work on the remaining 3 themes next but felt like this feature was more imp rn so worked on it first...
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1792785192.6882958
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1793389992.6882958
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69396
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EpicSlackBot by @Epicninja3 | Stardance
|
Epicninja3
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0
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3.04
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0
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[]
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[{"post_id": 80005, "ts": "202 [{"post_id": 80005, "ts": "2026-10-15T22:50:00Z", "hours": 3.0439, "text": "First Commands! Along with the default joke and help commands, I added a new command that shows today’s NASA Astronomy Picture of the Day and the weather! APOD Returns today’s APOD image and the explanation Weather Asks for city input using a modal Returns: Current temperature High and low temperature Precipitation and wind information Sunrise and Sunset timings"}]...
|
Title: EpicSlackBot by @Epicninja3 | Stardance
De Title: EpicSlackBot by @Epicninja3 | Stardance
Devlogs:
First Commands! Along with the default joke and help commands, I added a new command that shows today’s NASA Astronomy Picture of the Day and the weather! APOD Returns today’s APOD image and the explanation Weather Asks for city input using a modal Returns: Current temperature High and low temperature Precipitation and wind information Sunrise and Sunset timings...
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1792810372.5354855
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1793415172.5354855
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7250
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PCA9685 Debugging Panel by @xk | Stardance
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xk
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1
|
7.56
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19
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T16:20:20Z", "hours": 6.0, "multiplier": 3.44, "payout": 19, "blessing": "neutral", "text": "This is a web-based remote-control panel for debugging PCA9685 servo drivers on robots. The first problem I encountered was the accessibility of the hardware. Sometimes I want to debug the UI and API, but I don’t have a PCA9685 board nearby. So, I co-op with Deepseek to develop the mock mode, enabling the robot to “pretend that it has established an I2C connection to a PCA9685 driver”. If you are using the PCA9685 on your robot, you can easily debug it by simply installing this package via pip on the robot. Even if you don’t have the corresponding hardware, you can also use the mock mode to observe how the UI works. I hope this will inspire you. I’m still working on this project, and I hope it to become a “de facto standard” sometime.", "repo": "https://github.com/xiaokai-lyk/PCA9685-debugging-panel", "demo": "https://pypi.org/project/pca9685-debugging-panel/"}]...
|
[{"post_id": 8001, "ts": "2026 [{"post_id": 8001, "ts": "2026-06-13T10:52:09Z", "hours": 1.5586, "text": "V 0.2.0 now available! ✨ New Features: Action Recording & Replay Internationalization (i18n) Debug Mode (–debug) Clear Cache 💅 Improvements JS-fail overlay Accessibility Enhanced action buttons See GitHub release below for more infomation: https://github.com/xiaokai-lyk/PCA9685-debugging-panel/releases/tag/v0.2.0"}, {"post_id": 2199, "ts": "2026-06-04T15:50:08Z", "hours": 5.5567, "text": "v0.1.0 — Initial Release 🎉 Basic functions are now available and it has been published to PyPi~ Co-authed by Claude-code (used Deepseek as LLM) Visit the Github repo for more demonstrations~"}]...
|
Title: PCA9685 Debugging Panel by @xk | Stardance
Title: PCA9685 Debugging Panel by @xk | Stardance
Devlogs:
v0.1.0 — Initial Release 🎉 Basic functions are now available and it has been published to PyPi~ Co-authed by Claude-code (used Deepseek as LLM) Visit the Github repo for more demonstrations~
V 0.2.0 now available! ✨ New Features: Action Recording & Replay Internationalization (i18n) Debug Mode (–debug) Clear Cache 💅 Improvements JS-fail overlay Accessibility Enhanced action buttons See GitHub release below for more infomation: https://github.com/xiaokai-lyk/PCA9685-debugging-panel/releases/tag/v0.2.0
Ships:
This is a web-based remote-control panel for debugging PCA9685 servo drivers on robots. The first problem I encountered was the accessibility of the hardware. Sometimes I want to debug the UI and API, but I don’t have a PCA9685 board nearby. So, I co-op with Deepseek to develop the mock mode, enabling the robot to “pretend that it has established an I2C connection to a PCA9685 driver”. If you are using the PCA9685 on your robot, you can easily debug it by simply installing this package via pip on the robot. Even if you don’t have the corresponding hardware, you can also use the mock mode to observe how the UI works. I hope this will inspire you. I’m still working on this project, and I hope it to become a “de facto standard” sometime....
|
1793054950.0646834
|
1793141350.0646834
|
|
68354
|
Archery by @Sadiya | Stardance
|
Sadiya
|
1
|
2.0
|
13
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T21:46:55Z", "hours": 2.0, "multiplier": 5.17, "payout": 13, "blessing": "neutral", "text": "I made Archery where the player use their touchpad to shoot at a moving target. The goal is to earn as many points as possible before the timer runs out or the player gets three misses and the game is over. A challenge was getting the JS to work such as the canvas to make the arrows and target. I am proud of being able to finally ship this project since it took me awhile because of school.", "repo": "https://github.com/sadiyameem/archery", "demo": "https://sadiyameem.github.io/archery/"}]...
|
[{"post_id": 80013, "ts": "202 [{"post_id": 80013, "ts": "2026-10-15T23:40:34Z", "hours": 0.4144, "text": "I have finished this project and I plan on writing a readme but haven’t gotten the time to (main reason is school) so hopefully I can get it done as so as I can so I can ship this project. Here is a video of how it looks."}, {"post_id": 79191, "ts": "2026-10-12T23:34:06Z", "hours": 0.8489, "text": "So far I have improved this by fixing the errors in my JS and changing things in my CSS and it is looking betters than before. Here is a video showing how it is so far."}, {"post_id": 78824, "ts": "2026-10-11T18:12:51Z", "hours": 1.2189, "text": "This is what I have so far and it does not look how I expect it to look so I know there are issues, so I will be looking into that but this is what I have so far as of writing all of the code."}]...
|
Title: Archery by @Sadiya | Stardance
Devlogs:
Th Title: Archery by @Sadiya | Stardance
Devlogs:
This is what I have so far and it does not look how I expect it to look so I know there are issues, so I will be looking into that but this is what I have so far as of writing all of the code.
So far I have improved this by fixing the errors in my JS and changing things in my CSS and it is looking betters than before. Here is a video showing how it is so far.
I have finished this project and I plan on writing a readme but haven’t gotten the time to (main reason is school) so hopefully I can get it done as so as I can so I can ship this project. Here is a video of how it looks.
Ships:
I made Archery where the player use their touchpad to shoot at a moving target. The goal is to earn as many points as possible before the timer runs out or the player gets three misses and the game is over. A challenge was getting the JS to work such as the canvas to make the arrows and target. I am proud of being able to finally ship this project since it took me awhile because of school....
|
1793008285.3575761
|
1793094685.3575761
|
|
67952
|
Personal Website by @daval | Stardance
|
daval
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T00:04:09Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I completed the Personal Site mission. I made a personal website with zero AI, right now it’s only one page, but I am planning on adding a lot more, specially using the code I made to connect with Last.fm, and adding my Digital Portfolio would be cool. I really enjoyed the flashcard theme, I didn’t know there was a way to make something look 3D in HTML before, guess we learn something new each day.", "repo": "https://github.com/davalanisv1/daval", "demo": "https://davalanisv1.github.io/daval/index.html"}]...
|
[{"post_id": 80017, "ts": "202 [{"post_id": 80017, "ts": "2026-10-16T00:01:47Z", "hours": 1.4389, "text": "Added a bunch of stuff, like a grid system that organizes the flashcards better. I made the flashcards change sizes depending on the content inside them, and then made the flashcards be the same size as the biggest card. Added some particles in the back along with animations in the navigation tab (making the links lighten up when hovered)"}, {"post_id": 78899, "ts": "2026-10-11T23:06:22Z", "hours": 3.8836, "text": "Rest is for the weak I got started on a less formal website, I’ll probably use this one for like, social media and stuff, and keep the first one for more profesional environments… I’ll have to adapt it though, maybe change the pictures and information in it… Whatever. This time I’m going for a more playful style, my Physics test is coming in two days, so I was doing some flashcards, hence the idea, the hardest part was definetly making the flashcards flip when hovered on and making the lines align with the text. I did not use AI! (except for debugging because I’m too lazy to do that myself) but after a bunch of Youtube tutorials and a couple Wikihow searches I managed to do this by hand!"}]...
|
Title: Personal Website by @daval | Stardance
Dev Title: Personal Website by @daval | Stardance
Devlogs:
Rest is for the weak I got started on a less formal website, I’ll probably use this one for like, social media and stuff, and keep the first one for more profesional environments… I’ll have to adapt it though, maybe change the pictures and information in it… Whatever. This time I’m going for a more playful style, my Physics test is coming in two days, so I was doing some flashcards, hence the idea, the hardest part was definetly making the flashcards flip when hovered on and making the lines align with the text. I did not use AI! (except for debugging because I’m too lazy to do that myself) but after a bunch of Youtube tutorials and a couple Wikihow searches I managed to do this by hand!
Added a bunch of stuff, like a grid system that organizes the flashcards better. I made the flashcards change sizes depending on the content inside them, and then made the flashcards be the same size as the biggest card. Added some particles in the back along with animations in the navigation tab (making the links lighten up when hovered)
Ships:
I completed the Personal Site mission. I made a personal website with zero AI, right now it’s only one page, but I am planning on adding a lot more, specially using the code I made to connect with Last.fm, and adding my Digital Portfolio would be cool. I really enjoyed the flashcard theme, I didn’t know there was a way to make something look 3D in HTML before, guess we learn something new each day....
|
1792857185.3541932
|
1793721185.3541932
|
|
62555
|
Ftc biobuzz season by @AvianAlloy | Stardance
|
AvianAlloy
|
0
|
15.91
|
0
|
[]
|
[{"post_id": 80020, "ts": "202 [{"post_id": 80020, "ts": "2026-10-16T00:14:27Z", "hours": 0.3439, "text": "Idk it just accumulated this, I dont even know what ive done in an hour 😭 so heres a picture of one of my cats"}, {"post_id": 80007, "ts": "2026-10-15T23:06:59Z", "hours": 5.9022, "text": "OMG I DIDNT REALIZE MY STUFF DIDNT LOAD D: anyway… Ive been working on more computer vision! Im making more stuff while the hardware team works on building the robot… So, ive got processors like color blob, new tag cluster detections, and ive even started to poke at threading and future/optional stuff (I still dont understand). Once my Huskylens2 comes though, we can load a real model I made onto it from roboflow! (That blue box is what the model thinks is a robot)"}, {"post_id": 72977, "ts": "2026-09-24T04:35:41Z", "hours": 1.3664, "text": "Okay! my stuff doesnt work… I tried but like all the hardware map stuff just didnt work 😭 so Im gonna try and work on it over our work weekend and maybe hopefully itll work! (it wont) But Im also working on filtering blob detection. Shadows give us some ~30 detections when theres literally nothing there, so thats an issue… :P I have nothing good so lemme find a random photo from my downloads… Ehh I guess this work? A photo from our robot pov to do color calib (yes those are decode pieces with tape on them)"}, {"post_id": 72083, "ts": "2026-09-22T04:16:58Z", "hours": 3.66, "text": "Yipee!! Much more work got done today, I added a bunch of new features! All of whom using new found computer vision code and processors. Auto_TURN: It automatically turns to face a game piece, put it in the center of the game piece, and it will track it! AUTO_FORWARD: Pretty self explanitory, but it will automatically drive toward a game piece, using PID too! FULL_AUTO: Also pretty self explanitory, it automatically does both, drives forward AND rotates, effectively just going to the piece itself MANUAL: Its full driver control… (Image 1: Auto rotate controller; Image 2: Drive controller; Image 3: Enum and drive managing; Image 4: just drive mode switching)"}, {"post_id": 69495, "ts": "2026-09-17T05:30:42Z", "hours": 1.2089, "text": "Okay did some more vision work, got color (circle & rectangle) detection working, and I figured out I can stack color processors??? Anyway, apparently FIRST rewrote the vision stuff for BioBuzz, all about new metadata and clusters -_- I get it for the hive, but even the examples didnt work!! (the update came out four days ago I gotta chill) but now Im working on not just taking the example opmode, and actually writing my own vision stuff. Also apparently we’re gonna get a limelight 3a soon?! peak, Im so excited (Again, this picture isnt mine ) [Ooh they got round AND circular??]"}, {"post_id": 68742, "ts": "2026-09-15T17:35:48Z", "hours": 3.4336, "text": "Okay, so the start of the FTC season was just a few days ago, and our team finally got apriltag detection working! We were able to detect all of the ftc decode tags, but none of the biobuzz ones, yet. I think its an sdk issue, I dont really know :/ (Also this isnt our robot, this is just a picture I found because the robot isnt here) But anyway, we got a limelight 3a ordered so hopefully that comes in handy and makes our code faster…"}]...
|
Title: Ftc biobuzz season by @AvianAlloy | Stardan Title: Ftc biobuzz season by @AvianAlloy | Stardance
Devlogs:
Okay, so the start of the FTC season was just a few days ago, and our team finally got apriltag detection working! We were able to detect all of the ftc decode tags, but none of the biobuzz ones, yet. I think its an sdk issue, I dont really know :/ (Also this isnt our robot, this is just a picture I found because the robot isnt here) But anyway, we got a limelight 3a ordered so hopefully that comes in handy and makes our code faster…
Okay did some more vision work, got color (circle & rectangle) detection working, and I figured out I can stack color processors??? Anyway, apparently FIRST rewrote the vision stuff for BioBuzz, all about new metadata and clusters -_- I get it for the hive, but even the examples didnt work!! (the update came out four days ago I gotta chill) but now Im working on not just taking the example opmode, and actually writing my own vision stuff. Also apparently we’re gonna get a limelight 3a soon?! peak, Im so excited (Again, this picture isnt mine ) [Ooh they got round AND circular??]
Yipee!! Much more work got done today, I added a bunch of new features! All of whom using new found computer vision code and processors. Auto_TURN: It automatically turns to face a game piece, put it in the center of the game piece, and it will track it! AUTO_FORWARD: Pretty self explanitory, but it will automatically drive toward a game piece, using PID too! FULL_AUTO: Also pretty self explanitory, it automatically does both, drives forward AND rotates, effectively just going to the piece itself MANUAL: Its full driver control… (Image 1: Auto rotate controller; Image 2: Drive controller; Image 3: Enum and drive managing; Image 4: just drive mode switching)
Okay! my stuff doesnt work… I tried but like all the hardware map stuff just didnt work 😭 so Im gonna try and work on it over our work weekend and maybe hopefully itll work! (it wont) But Im also working on filtering blob detection. Shadows give us some ~30 detections when theres literally nothing there, so thats an issue… :P I have nothing good so lemme find a random photo from my downloads… Ehh I guess this work? A photo from our robot pov to do color calib (yes those are decode pieces with tape on them)
OMG I DIDNT REALIZE MY STUFF DIDNT LOAD D: anyway… Ive been working on more computer vision! Im making more stuff while the hardware team works on building the robot… So, ive got processors like color blob, new tag cluster detections, and ive even started to poke at threading and future/optional stuff (I still dont understand). Once my Huskylens2 comes though, we can load a real model I made onto it from roboflow! (That blue box is what the model thinks is a robot)
Idk it just accumulated this, I dont even know what ive done in an hour 😭 so heres a picture of one of my cats...
|
1793044505.8787994
|
1793649305.8787994
|
|
17528
|
My very own WebOS by @Samhita | Stardance
|
Samhita
|
0
|
3.71
|
0
|
[]
|
[{"post_id": 80022, "ts": "202 [{"post_id": 80022, "ts": "2026-10-16T00:17:15Z", "hours": 0.31, "text": "I tried making the window movable, but for some reason it is not working, I am currently in the process of debugging."}, {"post_id": 79348, "ts": "2026-10-13T16:14:43Z", "hours": 0.9344, "text": "I transferred the JavaScript code into its own file, and encountered an error with the time again. It turned out to be because I wrote “scr” instead of “src”. After that I started writing additional code in that script.js to make the windows movable, but its not working right now. I will work on fixing that next time."}, {"post_id": 78472, "ts": "2026-10-10T21:39:19Z", "hours": 0.4839, "text": "I got the time DIV to update on its own because last time I had to write the time and it wouldn’t change. I also improved the spacing between the flex DIVs. I also added a blur as the background instead of a solid white background."}, {"post_id": 67831, "ts": "2026-09-14T02:49:28Z", "hours": 0.3147, "text": "Added another DIV for the time and added a desktop background."}, {"post_id": 66335, "ts": "2026-09-12T03:22:45Z", "hours": 0.4189, "text": "I added a double line border and rounded the corners. I also set the position of the div and added style to the div. I set the top and left positions, translated it, added padding, added a border, and changed the width."}, {"post_id": 65772, "ts": "2026-09-11T04:18:14Z", "hours": 0.3183, "text": "Rounded the corners of the image and played around with the fonts and colours. I had a few syntax errors with the quotation marks that I had to fix. Added more to the style tags in the headers 1 & 2 and first paragraph."}, {"post_id": 44987, "ts": "2026-08-11T03:39:07Z", "hours": 0.3644, "text": "I learned how to add different colors and add different styles such as margins, background colors, text colors, text fonts, etc."}, {"post_id": 44367, "ts": "2026-08-10T02:37:16Z", "hours": 0.5653, "text": "Created the project on GitHub and learned basic coding in HTML. Created an outline and added an image."}]...
|
Title: My very own WebOS by @Samhita | Stardance
Title: My very own WebOS by @Samhita | Stardance
Devlogs:
Created the project on GitHub and learned basic coding in HTML. Created an outline and added an image.
I learned how to add different colors and add different styles such as margins, background colors, text colors, text fonts, etc.
Rounded the corners of the image and played around with the fonts and colours. I had a few syntax errors with the quotation marks that I had to fix. Added more to the style tags in the headers 1 & 2 and first paragraph.
I added a double line border and rounded the corners. I also set the position of the div and added style to the div. I set the top and left positions, translated it, added padding, added a border, and changed the width.
Added another DIV for the time and added a desktop background.
I got the time DIV to update on its own because last time I had to write the time and it wouldn’t change. I also improved the spacing between the flex DIVs. I also added a blur as the background instead of a solid white background.
I transferred the JavaScript code into its own file, and encountered an error with the time again. It turned out to be because I wrote “scr” instead of “src”. After that I started writing additional code in that script.js to make the windows movable, but its not working right now. I will work on fixing that next time.
I tried making the window movable, but for some reason it is not working, I am currently in the process of debugging....
|
1792691534.753224
|
1793296334.753224
|
|
37469
|
Trolley Chaos by @benMakesStuff | Stardance
|
benMakesStuff
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T10:42:43Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a game innitially for one key but i didnt have the time to finish it properly so i have worked on it in stardance. You are a kid in a trolly running away from dogs and thats basically the whole game but if u read the readme u can see what im working on to make it better and im only shipping rn cus its in a good testing state but i dont want my hours wasted (like in terms of hackclub)", "repo": "https://github.com/benvelzul/Trolley-Chaos", "demo": "https://benvelzul.itch.io/trolley-chaos"}]...
|
[{"post_id": 80023, "ts": "202 [{"post_id": 80023, "ts": "2026-10-16T00:24:39Z", "hours": 2.1394, "text": "Im finnaly locking in for this project cus i wanna finish it and ive got like 100000000000000000000000 million ideas so ye. I started with the map and i it will have a park, buildings, roads, and alleys and there is going to be like 3 more enemies u can see, u will need to pickup some stuff and then go to ur house (at the other side of the map) and once u get there u are rated depending how long u took to get there how many thing u got (groceries) and ye."}, {"post_id": 67865, "ts": "2026-09-14T04:34:27Z", "hours": 3.4139, "text": "I added the main page animation and everything to look better, and i also added a little sprite that moves from side to side."}, {"post_id": 32069, "ts": "2026-07-20T23:37:06Z", "hours": 4.9311, "text": "Made the game over screen, collisions with the dog, added score and high score and i also made my own font for it"}, {"post_id": 31562, "ts": "2026-07-20T02:17:04Z", "hours": 3.7867, "text": "Made the basic movement, obstacles, dog chasing and finished pixel art (looks amazing)"}]...
|
Title: Trolley Chaos by @benMakesStuff | Stardance Title: Trolley Chaos by @benMakesStuff | Stardance
Devlogs:
Made the basic movement, obstacles, dog chasing and finished pixel art (looks amazing)
Made the game over screen, collisions with the dog, added score and high score and i also made my own font for it
I added the main page animation and everything to look better, and i also added a little sprite that moves from side to side.
Im finnaly locking in for this project cus i wanna finish it and ive got like 100000000000000000000000 million ideas so ye. I started with the map and i it will have a park, buildings, roads, and alleys and there is going to be like 3 more enemies u can see, u will need to pickup some stuff and then go to ur house (at the other side of the map) and once u get there u are rated depending how long u took to get there how many thing u got (groceries) and ye.
Ships:
I made a game innitially for one key but i didnt have the time to finish it properly so i have worked on it in stardance. You are a kid in a trolly running away from dogs and thats basically the whole game but if u read the readme u can see what im working on to make it better and im only shipping rn cus its in a good testing state but i dont want my hours wasted (like in terms of hackclub)...
|
1793008329.1613057
|
1793094729.1613057
|
|
55565
|
THE 9TH WAVE: APOCALYPSE by @jdaviddg077 | Stardan THE 9TH WAVE: APOCALYPSE by @jdaviddg077 | Stardance...
|
jdaviddg077
|
0
|
59.3
|
0
|
[]
|
[{"post_id": 80024, "ts": "202 [{"post_id": 80024, "ts": "2026-10-16T00:25:09Z", "hours": 5.3261, "text": "Hi! We’ve been fixing up more things in the game; it’s turning out really epic."}, {"post_id": 73816, "ts": "2026-09-26T02:41:18Z", "hours": 5.6961, "text": "Hi! Today we were adding the monsters and several other things."}, {"post_id": 73435, "ts": "2026-09-25T02:37:09Z", "hours": 5.6336, "text": "Hello! Today we set the scene and started working with the monsters."}, {"post_id": 72846, "ts": "2026-09-23T21:09:45Z", "hours": 6.4003, "text": "Hi, today we were fixing bugs and working on sounds and atmosphere."}, {"post_id": 72511, "ts": "2026-09-23T03:18:04Z", "hours": 6.4108, "text": "Hi, today we were working on the game’s atmosphere and recording audio as well."}, {"post_id": 72290, "ts": "2026-09-22T16:24:00Z", "hours": 0.8, "text": "Hi! Today we were editing the project’s ambient sounds to make it more immersive."}, {"post_id": 70412, "ts": "2026-09-19T04:29:31Z", "hours": 6.3008, "text": "Hello, today we had some problems, I can’t upload videos to the studio, what do I have to do to record audio for the setting?"}, {"post_id": 68891, "ts": "2026-09-15T23:39:00Z", "hours": 4.6731, "text": "Hello we’ve further improved the lighting, and we’ve also added spaces for you to explore and discover the stories hidden within."}, {"post_id": 65150, "ts": "2026-09-10T02:51:08Z", "hours": 6.0111, "text": "Hi! Today we were modeling and tweaking the map a bit more, and we added a flashlight with batteries."}, {"post_id": 61943, "ts": "2026-09-05T03:49:27Z", "hours": 4.9172, "text": "Hi, we got quite a bit of work done today; we modeled interiors and some lighting.d"}, {"post_id": 59997, "ts": "2026-09-02T02:45:14Z", "hours": 5.2836, "text": "Log 2: Today we worked a bit more on the map and on some creature animations."}, {"post_id": 57037, "ts": "2026-08-29T03:30:10Z", "hours": 1.8503, "text": "Hi! Today we were working on the game terrain and the streets."}]...
|
Title: THE 9TH WAVE: APOCALYPSE by @jdaviddg077 | Title: THE 9TH WAVE: APOCALYPSE by @jdaviddg077 | Stardance
Devlogs:
Hi! Today we were working on the game terrain and the streets.
Log 2: Today we worked a bit more on the map and on some creature animations.
Hi, we got quite a bit of work done today; we modeled interiors and some lighting.d
Hi! Today we were modeling and tweaking the map a bit more, and we added a flashlight with batteries.
Hello we’ve further improved the lighting, and we’ve also added spaces for you to explore and discover the stories hidden within.
Hello, today we had some problems, I can’t upload videos to the studio, what do I have to do to record audio for the setting?
Hi! Today we were editing the project’s ambient sounds to make it more immersive.
Hi, today we were working on the game’s atmosphere and recording audio as well.
Hi, today we were fixing bugs and working on sounds and atmosphere.
Hello! Today we set the scene and started working with the monsters.
Hi! Today we were adding the monsters and several other things.
Hi! We’ve been fixing up more things in the game; it’s turning out really epic....
|
1792500789.8067887
|
1793105589.8067887
|
|
68724
|
Havoc Labs by @MangoMasterX | Stardance
|
MangoMasterX
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-21T01:39:22Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website about me (not too personal) and about my goals for Havoc Labs and things in general. What was challenging was getting Cursor set up and understanding how to use because it can be a little confusing at the start. However as the project went on I began to familiarize myself with it’s UI and really lock in. It was pretty fun to code again (I haven’t coded in a while).", "repo": "https://github.com/MangoMasterX/HackClubPersonalWebsite", "demo": "https://mangomasterx.github.io/HackClubPersonalWebsite/"}]...
|
[{"post_id": 80028, "ts": "202 [{"post_id": 80028, "ts": "2026-10-16T00:54:26Z", "hours": 0.2736, "text": "Code (not fully updated)"}, {"post_id": 80019, "ts": "2026-10-16T00:06:31Z", "hours": 0.9844, "text": "Repo"}]...
|
Title: Havoc Labs by @MangoMasterX | Stardance
De Title: Havoc Labs by @MangoMasterX | Stardance
Devlogs:
Repo
Code (not fully updated)
Ships:
I made a personal website about me (not too personal) and about my goals for Havoc Labs and things in general. What was challenging was getting Cursor set up and understanding how to use because it can be a little confusing at the start. However as the project went on I began to familiarize myself with it’s UI and really lock in. It was pretty fun to code again (I haven’t coded in a while)....
|
1793123634.1198714
|
1793210034.1198714
|
|
19911
|
Hackpad-V1 by @ajay | Stardance
|
ajay
|
0
|
7.43
|
0
|
[]
|
[{"post_id": 80034, "ts": "202 [{"post_id": 80034, "ts": "2026-10-16T01:15:53Z", "hours": 0.6625, "text": "Making a few last min changes for PCB making. ahh yea this was for making a few changes and I had spent a day check and rechecking my PCB for it to get rejected by the manufacturer 2 two times and only then I got to know that I had to use another extension."}, {"post_id": 73803, "ts": "2026-09-26T01:32:07Z", "hours": 0.3261, "text": "BOM FIXEDD!!!!!!!!!!!! so my BOM renders correctly now on github, yayy"}, {"post_id": 72710, "ts": "2026-09-23T15:46:58Z", "hours": 0.8858, "text": "Update I just updated the project’s README to fit ship requirements and reorganized for the same, so yayy, how it gets approved:) P.S.: \"minor changes\""}, {"post_id": 60397, "ts": "2026-09-02T18:14:05Z", "hours": 0.6914, "text": "PROJECT DONEE!!!! readme done, pushed to github, all done, only pending is that I need to submit, Imma submit bye!!"}, {"post_id": 60262, "ts": "2026-09-02T14:59:00Z", "hours": 1.0625, "text": "Almost done yayy I have completed the full project and pushed it to github, athough I have just the readme to complete, I guess I’ll do it today, may the lord bless me with the motivation and knowledge for it. things done: remodelled the case to fit my rotary encoder fixed sm issues in pcb comitted all the files to git things left to do: write README push to github submit(yayayayay)"}, {"post_id": 59323, "ts": "2026-09-01T01:33:03Z", "hours": 0.6156, "text": "Firmware done yayayay so i just completed the firmware for today, like reading the docs killed me, hence I did the most sensible decision: took a lil bit of help from AI, like i didn’t want to drag this project for a loong time, but hey knowing python helped A LOT in understanding C. Ok that’s all for now, the rest will prolly be js me submitting. Byee:)"}, {"post_id": 57792, "ts": "2026-08-30T02:46:30Z", "hours": 0.6006, "text": "Added a rotary switch so I spent………..idk like 45-60mins on reading the documentation and I’ve added and routed the rotary switch and now the major thing pending is just that I need to write or configure the firmware, until then bye bye!!"}, {"post_id": 57706, "ts": "2026-08-29T23:06:40Z", "hours": 1.4839, "text": "FINALY FINISHED MY CAD AAAAA!!!!!!!! after numerous crashes and cad software changes and driver issues, I finally completed my cad(basic), although I may improve this by adding a bluetooth module and/or a rotatory switch as I’m planning to control music this #Blender is best"}, {"post_id": 54610, "ts": "2026-08-25T17:08:35Z", "hours": 1.1003, "text": "Designing PCB is fun, I js designed the pcb from the guide and later tomorrow I’m planning to convert it to a mini-keeb which can let me traverse through workspaces on my hyprland rice or js control music, I’m always open to ideas. I use arch btw:) https://cdn.hackclub.com/01a03942-5b6f-7a40-afdb-92d1d3d9e873/hackpad-v1.kicad_pcb"}]...
|
Title: Hackpad-V1 by @ajay | Stardance
Devlogs:
D Title: Hackpad-V1 by @ajay | Stardance
Devlogs:
Designing PCB is fun, I js designed the pcb from the guide and later tomorrow I’m planning to convert it to a mini-keeb which can let me traverse through workspaces on my hyprland rice or js control music, I’m always open to ideas. I use arch btw:) https://cdn.hackclub.com/01a03942-5b6f-7a40-afdb-92d1d3d9e873/hackpad-v1.kicad_pcb
FINALY FINISHED MY CAD AAAAA!!!!!!!! after numerous crashes and cad software changes and driver issues, I finally completed my cad(basic), although I may improve this by adding a bluetooth module and/or a rotatory switch as I’m planning to control music this #Blender is best
Added a rotary switch so I spent………..idk like 45-60mins on reading the documentation and I’ve added and routed the rotary switch and now the major thing pending is just that I need to write or configure the firmware, until then bye bye!!
Firmware done yayayay so i just completed the firmware for today, like reading the docs killed me, hence I did the most sensible decision: took a lil bit of help from AI, like i didn’t want to drag this project for a loong time, but hey knowing python helped A LOT in understanding C. Ok that’s all for now, the rest will prolly be js me submitting. Byee:)
Almost done yayy I have completed the full project and pushed it to github, athough I have just the readme to complete, I guess I’ll do it today, may the lord bless me with the motivation and knowledge for it. things done: remodelled the case to fit my rotary encoder fixed sm issues in pcb comitted all the files to git things left to do: write README push to github submit(yayayayay)
PROJECT DONEE!!!! readme done, pushed to github, all done, only pending is that I need to submit, Imma submit bye!!
Update I just updated the project’s README to fit ship requirements and reorganized for the same, so yayy, how it gets approved:) P.S.: "minor changes"
BOM FIXEDD!!!!!!!!!!!! so my BOM renders correctly now on github, yayy
Making a few last min changes for PCB making. ahh yea this was for making a few changes and I had spent a day check and rechecking my PCB for it to get rejected by the manufacturer 2 two times and only then I got to know that I had to use another extension....
|
1792586939.7008543
|
1793191739.7008543
|
|
69430
|
My very own WebOS by @kevgar1810 | Stardance
|
kevgar1810
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T01:25:54Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made this to see if stuff like this is something I want to continue or do", "repo": "https://github.com/kevgar1810-design/OS", "demo": "https://kevgar1810-design.github.io/OS/"}]...
|
[{"post_id": 80035, "ts": "202 [{"post_id": 80035, "ts": "2026-10-16T01:18:37Z", "hours": 0.9983, "text": "I finished the note taking app i am finished with my os for now"}, {"post_id": 79666, "ts": "2026-10-15T00:43:50Z", "hours": 0.9072, "text": "Im working on getting an app started although i am having troubles with the fragging and closing function i need help"}, {"post_id": 79440, "ts": "2026-10-14T00:23:33Z", "hours": 1.0311, "text": "I added a drag function and made it so you can close and open the window"}, {"post_id": 79204, "ts": "2026-10-13T01:03:07Z", "hours": 1.0797, "text": "I created a background,enter,screen and working clock element."}]...
|
Title: My very own WebOS by @kevgar1810 | Stardanc Title: My very own WebOS by @kevgar1810 | Stardance
Devlogs:
I created a background,enter,screen and working clock element.
I added a drag function and made it so you can close and open the window
Im working on getting an app started although i am having troubles with the fragging and closing function i need help
I finished the note taking app i am finished with my os for now
Ships:
I made this to see if stuff like this is something I want to continue or do...
|
1793084127.733706
|
1793170527.733706
|
|
20886
|
Study helper by @dakshesh236 | Stardance
|
dakshesh236
|
0
|
0.5
|
0
|
[]
|
[{"post_id": 80037, "ts": "202 [{"post_id": 80037, "ts": "2026-10-16T01:28:19Z", "hours": 0.5, "text": "I am so dumb , I have already finished creating this project months back but really, idk how to post this lol any way I found out today and did it…"}]...
|
Title: Study helper by @dakshesh236 | Stardance
D Title: Study helper by @dakshesh236 | Stardance
Devlogs:
I am so dumb , I have already finished creating this project months back but really, idk how to post this lol any way I found out today and did it…...
|
1792590925.8706887
|
1793195725.8706887
|
|
58209
|
Wait, How Does That Work? by @Domenica | Stardance
|
Domenica
|
0
|
3.12
|
0
|
[]
|
[{"post_id": 80039, "ts": "202 [{"post_id": 80039, "ts": "2026-10-16T01:38:26Z", "hours": 0.4406, "text": "Hello there! I’m happy to announce that I’ve just finished the Index.html of my site. Check out the pictures! I finished the courses’ part by making 3 rectangles that let you hover on top of them. Later, I’m thinking of creating a separate html file for each course and inside it, add separate files for each question I decide to answer within the area of knowledge. Moreover, I created a section with the next courses I’m thinking of adding. Now I’m looking forward on actually investigating content that is useful for those using the website. Actually, if you have a random question regarding your understanding of the world or anything related to the proposed subjects, comment below and I’ll look for the answer and add it as part of one course. Hope you like it!"}, {"post_id": 79697, "ts": "2026-10-15T03:02:28Z", "hours": 0.9311, "text": "Hello there! I’ve started coding the body of the site, and I have to say I’m really excited. As you can see in the pictures, just like I did in the Alimentae website, I wanted to put something new on the start of page. This time I decided to make some rectangles with fancy colours that provide you some info about the page. Later on, I started with the courses section. I made a search bar and put some info. Hope you like it!"}, {"post_id": 75753, "ts": "2026-09-30T23:47:10Z", "hours": 0.9106, "text": "Hello there! I’m happy to comment that I’ve successfully finished all the style section of the index.html of the website. When I created the logo, I didn’t really thought about brand colors, but rather the core idea: getting to discover the questions that don’t let you sleep (that’s why the question mark from the magnifying glass). Well then, I thought about white, blueish and tealish colors to get the brand identity. Idk, it just felt right this time. Now, I’m thinking on starting to investigate about stuff that we use or see on our daily life, but we really don’t know how does it actually work. See ya!"}, {"post_id": 71554, "ts": "2026-09-21T01:42:27Z", "hours": 0.8333, "text": "Hello there! So for starters, I’m creating a new website called “Wait, How Does That Work?” which aims to teach you how things you see in your daily life actually work. In short, I’m gonna learn what’s behind things and teach them to you on the website. Based on that, I made my logo drawing. Im gonna make it better later, but this is the general idea. Check out the process in Lapse! Hope you like it!"}]...
|
Title: Wait, How Does That Work? by @Domenica | St Title: Wait, How Does That Work? by @Domenica | Stardance
Devlogs:
Hello there! So for starters, I’m creating a new website called “Wait, How Does That Work?” which aims to teach you how things you see in your daily life actually work. In short, I’m gonna learn what’s behind things and teach them to you on the website. Based on that, I made my logo drawing. Im gonna make it better later, but this is the general idea. Check out the process in Lapse! Hope you like it!
Hello there! I’m happy to comment that I’ve successfully finished all the style section of the index.html of the website. When I created the logo, I didn’t really thought about brand colors, but rather the core idea: getting to discover the questions that don’t let you sleep (that’s why the question mark from the magnifying glass). Well then, I thought about white, blueish and tealish colors to get the brand identity. Idk, it just felt right this time. Now, I’m thinking on starting to investigate about stuff that we use or see on our daily life, but we really don’t know how does it actually work. See ya!
Hello there! I’ve started coding the body of the site, and I have to say I’m really excited. As you can see in the pictures, just like I did in the Alimentae website, I wanted to put something new on the start of page. This time I decided to make some rectangles with fancy colours that provide you some info about the page. Later on, I started with the courses section. I made a search bar and put some info. Hope you like it!
Hello there! I’m happy to announce that I’ve just finished the Index.html of my site. Check out the pictures! I finished the courses’ part by making 3 rectangles that let you hover on top of them. Later, I’m thinking of creating a separate html file for each course and inside it, add separate files for each question I decide to answer within the area of knowledge. Moreover, I created a section with the next courses I’m thinking of adding. Now I’m looking forward on actually investigating content that is useful for those using the website. Actually, if you have a random question regarding your understanding of the world or anything related to the proposed subjects, comment below and I’ll look for the answer and add it as part of one course. Hope you like it!...
|
1792741917.16994
|
1793346717.16994
|
|
28429
|
Hackpad by @darshini_raghavendra | Stardance
|
darshini_raghavendra
|
0
|
0.71
|
0
|
[]
|
[{"post_id": 80041, "ts": "202 [{"post_id": 80041, "ts": "2026-10-16T01:43:54Z", "hours": 0.34, "text": "I made the pcb design for my hackpad! It took a while to get it routed and minimize the errors/warnings, but I somehow got it done!"}, {"post_id": 80033, "ts": "2026-10-16T01:13:12Z", "hours": 0.3719, "text": "I made the schematic design for my hackpad! It has 6 key switches, a rotary encoder, 6 LEDs, and an OLED display."}]...
|
Title: Hackpad by @darshini_raghavendra | Stardanc Title: Hackpad by @darshini_raghavendra | Stardance
Devlogs:
I made the schematic design for my hackpad! It has 6 key switches, a rotary encoder, 6 LEDs, and an OLED display.
I made the pcb design for my hackpad! It took a while to get it routed and minimize the errors/warnings, but I somehow got it done!...
|
1792604882.782878
|
1793209682.782878
|
|
68268
|
Quantum tunneling project by @dakshesh236 | Starda Quantum tunneling project by @dakshesh236 | Stardance...
|
dakshesh236
|
0
|
0.5
|
0
|
[]
|
[{"post_id": 80042, "ts": "202 [{"post_id": 80042, "ts": "2026-10-16T01:45:46Z", "hours": 0.5, "text": "The most recent part I did is to make a website to visualise the diagrams and graphs , I also with ai wrote a latex paper you can download that from my website, go to my GitHub…"}]...
|
Title: Quantum tunneling project by @dakshesh236 | Title: Quantum tunneling project by @dakshesh236 | Stardance
Devlogs:
The most recent part I did is to make a website to visualise the diagrams and graphs , I also with ai wrote a latex paper you can download that from my website, go to my GitHub…...
|
1793119887.7299068
|
1793724687.7299068
|
|
43292
|
Outreach DB by @mrnullone | Stardance
|
mrnullone
|
0
|
15.15
|
0
|
[]
|
[{"post_id": 80044, "ts": "202 [{"post_id": 80044, "ts": "2026-10-16T01:56:47Z", "hours": 5.2636, "text": "Since the last update, I’ve added a map that shows teams where they can find outreach opportunities, and improved the individual event page. The map was hard because I needed to learn about leaflet and how to style it, and make it work cleanly with svelte."}, {"post_id": 39868, "ts": "2026-08-03T04:09:49Z", "hours": 9.8892, "text": "Working on this project for my FIRST robotics team that indexes outreach opportunities (opportunities to help out within the community and beyond). Right now it’s just a basic “create events” and “view events” with rather crude styling, but as it develops it’ll have much more features. At some point, it’ll feature cloudflare web scraping to automatically find events."}]...
|
Title: Outreach DB by @mrnullone | Stardance
Devl Title: Outreach DB by @mrnullone | Stardance
Devlogs:
Working on this project for my FIRST robotics team that indexes outreach opportunities (opportunities to help out within the community and beyond). Right now it’s just a basic “create events” and “view events” with rather crude styling, but as it develops it’ll have much more features. At some point, it’ll feature cloudflare web scraping to automatically find events.
Since the last update, I’ve added a map that shows teams where they can find outreach opportunities, and improved the individual event page. The map was hard because I needed to learn about leaflet and how to style it, and make it work cleanly with svelte....
|
1792540407.5401096
|
1793145207.5401096
|
|
69413
|
Gamepad by @reyaanshgadia | Stardance
|
reyaanshgadia
|
0
|
0.79
|
0
|
[]
|
[{"post_id": 80046, "ts": "202 [{"post_id": 80046, "ts": "2026-10-16T02:10:36Z", "hours": 0.7936, "text": "I’ve been learning how to effectively use Kicad, with the micro controller provided by hackpad. Making some progress!!! (Still trying to learn how to implement QMK firmware)"}]...
|
Title: Gamepad by @reyaanshgadia | Stardance
Devl Title: Gamepad by @reyaanshgadia | Stardance
Devlogs:
I’ve been learning how to effectively use Kicad, with the micro controller provided by hackpad. Making some progress!!! (Still trying to learn how to implement QMK firmware)...
|
1792814036.8693042
|
1793418836.8693042
|
|
43548
|
Cheesebox by @Grodzia91 | Stardance
|
Grodzia91
|
0
|
33.25
|
0
|
[]
|
[{"post_id": 80047, "ts": "202 [{"post_id": 80047, "ts": "2026-10-16T02:16:18Z", "hours": 4.255, "text": "DEVLOG 9: I updated my BOM and README as requested, and I changed the chips around to get more cost-effective ones. Also, some of my original chips were obsolete so I replaced them with newer ones."}, {"post_id": 74069, "ts": "2026-09-26T16:50:23Z", "hours": 0.4047, "text": "DEVLOG 8: To be more cost-effective, I turned the 8-layer PCB into a 6-layer PCB. This cuts the price from like ~$100 USD to ~$50 USD."}, {"post_id": 72528, "ts": "2026-09-23T04:20:14Z", "hours": 2.3444, "text": "DEVLOG 7: I finished up the DRC and my case design, and I’m pretty proud of it. It looks cool, works great (in theory), and is small enough to print on an A1 Mini. The large red piece is the button that goes through the hole at the top. It won’t be red in the final version. The smaller red pieces are SSD standoffs that limit how far down you can secure the SSD with a screw. There are three because I don’t know exactly how tall they need to be for the SSD to sit completely flat."}, {"post_id": 72084, "ts": "2026-09-22T04:17:25Z", "hours": 5.4956, "text": "DEVLOG 6: I accidently crashed Kicad without saving while I was adding the 3d models for the external ports, so I had to do the whole board over again. Other than that, its been smooth sailing. I added a standoff hole for a 2242 NVMe drive, I got the models for the rest of the external IO and now need to start doing ERC checks."}, {"post_id": 71335, "ts": "2026-09-20T17:26:25Z", "hours": 3.1978, "text": "DEVLOG 5: I did a TON of rewiring to fix the 5V and GND plane issue. I also finished wiring the front IO to the CM5, like two USB ports and one Type-C port, along with other miscellaneous wiring."}, {"post_id": 70849, "ts": "2026-09-19T21:18:44Z", "hours": 1.4167, "text": "DEVLOG 4: I FINALY figured out what was wrong with my board. There was a single wire that was connecting 5V and GND in a capacitor setup for my USB port hub. I have since fixed it and started working again on wiring things up"}, {"post_id": 50291, "ts": "2026-08-19T13:23:48Z", "hours": 5.805, "text": "DEVLOG 3: I finished wiring the audio jack (I realized later that this was the physical plug and not the port for it), rewired the fan header and did the ERC checks. Along with that, I realized that the m.2 slot was not a slot, it was actually a male header to go into a m.2 slot. So, I had to find a new footprint. There is also an issue with the GND plane. For some reason all of the GND pins say they are +5V. I looked and I couldn’t find any place where they connect so that might be a good 2 hours of my next timelapse just trying to debug that… https://lapse.hackclub.com/timelapse/gL8ZBrI2DDL1"}, {"post_id": 48611, "ts": "2026-08-17T02:29:28Z", "hours": 8.84, "text": "DEVLOG 2: At this point I started wiring up all of the internal and external headers and ports including An NVMe m.2 slot A Magjack ethernet port A HDMI port Two USB A 3.0 ports Another USBC port A microSD card slot And an internal 4pin fan header I still want to wire up a few things like a 3.5 mm audio jack."}, {"post_id": 45954, "ts": "2026-08-12T19:31:39Z", "hours": 1.4922, "text": "DEVLOG 1: I placed the CM5 chip symbol down and the USBC port to power it. Then I proceeded to try and make a voltage regulator/buck converter to make the power input always 5V 5A. But then I realized that USBC already delivered 5V and that I never had to regulate the voltage in the first place, and it is highly unlikely that anyone will accidentally input anything higher than 5A and if they input anything drastically low, the CM5 will just throw a low power error anyway. https://lapse.hackclub.com/timelapse/_2j6yBSqNBtB https://lapse.hackclub.com/timelapse/_eZ7KOj5F4mC"}]...
|
Title: Cheesebox by @Grodzia91 | Stardance
Devlog Title: Cheesebox by @Grodzia91 | Stardance
Devlogs:
DEVLOG 1: I placed the CM5 chip symbol down and the USBC port to power it. Then I proceeded to try and make a voltage regulator/buck converter to make the power input always 5V 5A. But then I realized that USBC already delivered 5V and that I never had to regulate the voltage in the first place, and it is highly unlikely that anyone will accidentally input anything higher than 5A and if they input anything drastically low, the CM5 will just throw a low power error anyway. https://lapse.hackclub.com/timelapse/_2j6yBSqNBtB https://lapse.hackclub.com/timelapse/_eZ7KOj5F4mC
DEVLOG 2: At this point I started wiring up all of the internal and external headers and ports including An NVMe m.2 slot A Magjack ethernet port A HDMI port Two USB A 3.0 ports Another USBC port A microSD card slot And an internal 4pin fan header I still want to wire up a few things like a 3.5 mm audio jack.
DEVLOG 3: I finished wiring the audio jack (I realized later that this was the physical plug and not the port for it), rewired the fan header and did the ERC checks. Along with that, I realized that the m.2 slot was not a slot, it was actually a male header to go into a m.2 slot. So, I had to find a new footprint. There is also an issue with the GND plane. For some reason all of the GND pins say they are +5V. I looked and I couldn’t find any place where they connect so that might be a good 2 hours of my next timelapse just trying to debug that… https://lapse.hackclub.com/timelapse/gL8ZBrI2DDL1
DEVLOG 4: I FINALY figured out what was wrong with my board. There was a single wire that was connecting 5V and GND in a capacitor setup for my USB port hub. I have since fixed it and started working again on wiring things up
DEVLOG 5: I did a TON of rewiring to fix the 5V and GND plane issue. I also finished wiring the front IO to the CM5, like two USB ports and one Type-C port, along with other miscellaneous wiring.
DEVLOG 6: I accidently crashed Kicad without saving while I was adding the 3d models for the external ports, so I had to do the whole board over again. Other than that, its been smooth sailing. I added a standoff hole for a 2242 NVMe drive, I got the models for the rest of the external IO and now need to start doing ERC checks.
DEVLOG 7: I finished up the DRC and my case design, and I’m pretty proud of it. It looks cool, works great (in theory), and is small enough to print on an A1 Mini. The large red piece is the button that goes through the hole at the top. It won’t be red in the final version. The smaller red pieces are SSD standoffs that limit how far down you can secure the SSD with a screw. There are three because I don’t know exactly how tall they need to be for the SSD to sit completely flat.
DEVLOG 8: To be more cost-effective, I turned the 8-layer PCB into a 6-layer PCB. This cuts the price from like ~$100 USD to ~$50 USD.
DEVLOG 9: I updated my BOM and README as requested, and I changed the chips around to get more cost-effective ones. Also, some of my original chips were obsolete so I replaced them with newer ones....
|
1792551044.2582467
|
1793155844.2582467
|
|
69960
|
XenoOS by @Xenoxx | Stardance
|
Xenoxx
|
0
|
22.44
|
0
|
[]
|
[{"post_id": 80049, "ts": "202 [{"post_id": 80049, "ts": "2026-10-16T02:25:48Z", "hours": 22.4422, "text": "My OS, uhh got a very high number so imma incearse it"}]...
|
Title: XenoOS by @Xenoxx | Stardance
Devlogs:
My Title: XenoOS by @Xenoxx | Stardance
Devlogs:
My OS, uhh got a very high number so imma incearse it...
|
1792957884.486915
|
1793821884.486915
|
|
13893
|
My very own WebOS by @codemaster | Stardance
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codemaster
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0
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1.24
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0
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[]
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[{"post_id": 8005, "ts": "2026 [{"post_id": 8005, "ts": "2026-06-13T11:07:35Z", "hours": 0.5428, "text": "added js, and css"}, {"post_id": 7980, "ts": "2026-06-13T09:46:18Z", "hours": 0.4075, "text": "Added styling"}, {"post_id": 7963, "ts": "2026-06-13T09:08:09Z", "hours": 0.2944, "text": "Basic Website"}]...
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Title: My very own WebOS by @codemaster | Stardanc Title: My very own WebOS by @codemaster | Stardance
Devlogs:
Basic Website
Added styling
added js, and css...
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1792644726.8648667
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1793249526.8648667
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62172
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simple-alarm by @Tawhidulh | Stardance
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Tawhidulh
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0
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10.12
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0
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[]
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[{"post_id": 80050, "ts": "202 [{"post_id": 80050, "ts": "2026-10-16T02:25:57Z", "hours": 3.9597, "text": "simple-alarm (blare) Devlog #3 (closing devlog) Phew, After a long month of on and off working on this project (due to school and life), I am happy to say that I “might” have finally finished this project. What I did I finished up the code for the alarm, this took a while as this is one of my first times working with c++, especially with hardware. I also separated the project into it’s respected structure (as described in the blare guide) Problems I’ve faced I did not really have any way to visualize the screen(other than like wokwi, but that was hard to work with). So I had to use AI to help me with this, without ai I feel like I would have taken much longer for this project. AI(or SI nowadays) is just a tool (just like wokwi) and I think some people are too harsh on it. Politics aside, I also faced some problems with splitting my parts in CAD into bottom and top, I ended up by just selecting the relevant bottom parts and exported it manually that way since my union for them were not working. Going forward I don’t have much further plans for this project but if I feel like it, I might add some cool functionality to this thing."}, {"post_id": 73163, "ts": "2026-09-24T14:52:45Z", "hours": 3.5789, "text": "simple-alarm (blare) Devlog #2 What I did I finished the 3d model for the alarm and updated the pcb a bit (mainly to fix the errors). Problems I dealt with When I was initially putting together the 3d model (I had zero experience with 3d models and cad) the pcb was not importing due to some errors. I asked ai what was happening and it told me to check for erros in kicad. I did that an it worked!. I also had many issues with using cad but I was able to learn them along the way with google and ai (you can see it in my lapse, they are all public) Also I had an issue with the model, when I uploaded the .step model to a random model viewer, it said It had issues with the model. If anyone reading this familliar with this please let me know if this is something to worry about when sending it: Some edges are shared by more than two facets, which leaves a slicer no single inside to fill. What’s next? I would assume programing is next. I hope this is more of a breeze as I have more of a programming background than a 3d modeler or a pcb designer (or whatever you call that). I have never programmed with arduino language but I learned that it is very similar to C and C++ so it should probably be fine."}, {"post_id": 69493, "ts": "2026-09-17T05:14:55Z", "hours": 2.5792, "text": "simple-alarm(blare) Devlog 1 What I did After 2 hours of messing around with my pcb and schematics I have finally completed the pcb and schematic!!! Problems I’ve faced I had issues many problems along the way (It was expected since this is my first ever pcb) I ran into issues with the ratsnest or whatever the blue and red lines were. Pretty much I was following the guide and pressing X to connect pads to pads, but I eventually ran into issues as I created a mess. Blue lines couldn’t reach their final destination. I later figured out how to use via by press V whilst figuring the path. Another issue I ran into was setting up kicad itself, I needed the kicad-library kicad-library-3d packages which I had missing. So I spent a while setting up kicad. Future plans I plan on deviating from the tutorial when I am building the 3d design for the alarm as I want to make it different from other projects, some of them were really interesting. Closing thought I am not 100% sure what programming language I need to use for this (I hope it’s not python) I learned alot from this, I might continue making pcbs after this project, If I end up finishing it. Any feedback is welcome! (please, I need it)"}]...
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Title: simple-alarm by @Tawhidulh | Stardance
Dev Title: simple-alarm by @Tawhidulh | Stardance
Devlogs:
simple-alarm(blare) Devlog 1 What I did After 2 hours of messing around with my pcb and schematics I have finally completed the pcb and schematic!!! Problems I’ve faced I had issues many problems along the way (It was expected since this is my first ever pcb) I ran into issues with the ratsnest or whatever the blue and red lines were. Pretty much I was following the guide and pressing X to connect pads to pads, but I eventually ran into issues as I created a mess. Blue lines couldn’t reach their final destination. I later figured out how to use via by press V whilst figuring the path. Another issue I ran into was setting up kicad itself, I needed the kicad-library kicad-library-3d packages which I had missing. So I spent a while setting up kicad. Future plans I plan on deviating from the tutorial when I am building the 3d design for the alarm as I want to make it different from other projects, some of them were really interesting. Closing thought I am not 100% sure what programming language I need to use for this (I hope it’s not python) I learned alot from this, I might continue making pcbs after this project, If I end up finishing it. Any feedback is welcome! (please, I need it)
simple-alarm (blare) Devlog #2 What I did I finished the 3d model for the alarm and updated the pcb a bit (mainly to fix the errors). Problems I dealt with When I was initially putting together the 3d model (I had zero experience with 3d models and cad) the pcb was not importing due to some errors. I asked ai what was happening and it told me to check for erros in kicad. I did that an it worked!. I also had many issues with using cad but I was able to learn them along the way with google and ai (you can see it in my lapse, they are all public) Also I had an issue with the model, when I uploaded the .step model to a random model viewer, it said It had issues with the model. If anyone reading this familliar with this please let me know if this is something to worry about when sending it: Some edges are shared by more than two facets, which leaves a slicer no single inside to fill. What’s next? I would assume programing is next. I hope this is more of a breeze as I have more of a programming background than a 3d modeler or a pcb designer (or whatever you call that). I have never programmed with arduino language but I learned that it is very similar to C and C++ so it should probably be fine.
simple-alarm (blare) Devlog #3 (closing devlog) Phew, After a long month of on and off working on this project (due to school and life), I am happy to say that I “might” have finally finished this project. What I did I finished up the code for the alarm, this took a while as this is one of my first times working with c++, especially with hardware. I also separated the project into it’s respected structure (as described in the blare guide) Problems I’ve faced I did not really have any way to visualize the screen(other than like wokwi, but that was hard to work with). So I had to use AI to help me with this, without ai I feel like I would have taken much longer for this project. AI(or SI nowadays) is just a tool (just like wokwi) and I think some people are too harsh on it. Politics aside, I also faced some problems with splitting my parts in CAD into bottom and top, I ended up by just selecting the relevant bottom parts and exported it manually that way since my union for them were not working. Going forward I don’t have much further plans for this project but if I feel like it, I might add some cool functionality to this thing....
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1793044248.1207976
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1793649048.1207976
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|
23786
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chicagOS by @isadora_M | Stardance
|
isadora_M
|
2
|
64.87
|
478
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T03:31:35Z", "hours": 51.0, "multiplier": 9.34, "payout": 478, "blessing": "neutral", "text": "chicagOS has finally reached completion! I have spent over a month working on this project, and I am really proud of what I have accomplished. While I enjoyed working on all aspects of this project, I had the most fun playing around with CSS and creating fun animated features for the OS. I am no expert in JS or CSS, so there were many learning curves associated with this project. The biggest challenge I faced was converting my file system from localStorage to indexedDB I made this change due to the limitations of localStorage, but indexedDB uses a very different framework, so I ended up needing to completely redo the code for some of my apps. I am really excited about all the new things I learned in this process, and happy to create a fun project themed around my hometown of Chicago!", "repo": "https://github.com/IsaJM111/chicagOS", "demo": "https://isajm111.github.io/chicagOS/"}, {"ship_num": 2, "ts": "2026-07-06T01:01:19Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is the Chicago-themed web OS I made for the WebOS 1 mission. I learned a lot about JS, HTML, and CSS. I have some experience with JS and HTML, but it is my first time using non-inline CSS, which has been fun. I had a great time designing the website and creating all of the features and apps. Some challenges included dealing with importing images, which took a very long time, and making certain UI elements look good.", "repo": "https://github.com/IsaJM111/chicagOS", "demo": "https://isajm111.github.io/chicagOS/"}]...
|
[{"post_id": 80052, "ts": "202 [{"post_id": 80052, "ts": "2026-10-16T02:36:27Z", "hours": 1.7725, "text": "chicagOS Devlog #20 - I have added the option to hide the taskbar, and I have also created a setting to toggle the taskbar from being on the bottom to being on the top. There are now 4 different options for the wallpaper, which I think makes the webpage even more fun! I changed some small things with the CSS, but soon I hope to add more fun small features that will make this OS even more useful."}, {"post_id": 78464, "ts": "2026-10-10T21:02:05Z", "hours": 1.0956, "text": "ChicagOS Devlog #19 - I’m reviving this project! I kept thinking of new things I could add to this project, so I will be starting work on this again after 2 months! The only real thing I did today was add new options for wallpapers, including this fun nighttime scene. Soon the first order of business will be getting better app icons, as currently they are just emojis, and adding a taskbar minimize."}, {"post_id": 49340, "ts": "2026-08-18T03:24:34Z", "hours": 1.0381, "text": "chicagOS Devlog #18 - Final devlog before shipping! Not many visual changes, as I have spent a lot of time cleaning up the code, removing unused classes from CSS, deleting temporary console.log() , removing unnecessary comments, etc. I cleaned up some animations in CSS, but other than that, none of the code has really changed. I’ve really enjoyed working on this OS project, but I’m definitely excited to start something new."}, {"post_id": 47842, "ts": "2026-08-16T02:02:58Z", "hours": 6.7161, "text": "chicagOS Devlog #17 - Lots of changes! I’m wrapping up this project soon, so I am putting some final touches on the UI and making some backend changes. The file system now runs entirely using indexedDB instead of localStorage which means all file types can be saved now. The music app and gallery app have been connected to the file system. I also added a small calendar popup when you click on the time element. My biggest visual change was adding a startup screen. It was made almost entirely in CSS, and a single function in JS. I’m not sure if I’m going to add any more features before shipping, so if anyone has any suggestions lmk,"}, {"post_id": 44975, "ts": "2026-08-11T02:54:46Z", "hours": 1.4706, "text": "chicagOS Devlog #16 - I am still being indecisive about possibly adding a new app, so I decided to spruce up one of my simplest apps so far, Gallery. I mainly wanted to change how the photos were displayed, which wasn’t too difficult. The only real new feature I added was the ability to add custom photos, which was pretty easy because I used direct input from the computer. I also added the ability for grid view. At first I tried rebuilding the HTML for grid view, but I decided it would be easier to just have an invisible <div> that contained the grid layout. I don’t have any ideas for other apps to update, so if anyone has new app ideas, lmk cause I ran out days ago."}, {"post_id": 42816, "ts": "2026-08-07T18:48:02Z", "hours": 4.9344, "text": "chicagOS Devlog #15 - I have created the Music player app! You can upload any audio file from your computer and queue it in the playlist on the right. There is volume control, a time slider, play/pause, and skip/reverse. It will automatically load the name of the song, artist, and cover art if it is known. I originally planned on integrating this app with the existing file system, but it turns out audio files cannot be stored in localStorage so I had to scrap that idea. Currently, the playlist is just an array, which means it unfortunately does not save once the page is reloaded. But trust me, I’m going to update the file system so it can store all file types soon! I don’t really know what apps I’m going to add next, so I guess we will see where the wind takes me."}, {"post_id": 38597, "ts": "2026-08-01T02:30:53Z", "hours": 4.5422, "text": "chicagOS- Devlog 14 I’ve added a lot more functionality to the file system. Now you can add new folders, delete folders, and rename folders. You can also drag to reorder the folders in the sidebar. I also added a custom alert/notification center, so alerts such as “cannot delete system folders,” etc will be displayed, along with any other possible notification features I might add. Next, I plan on making a music app."}, {"post_id": 37322, "ts": "2026-07-29T22:57:39Z", "hours": 4.6961, "text": "chicagOS Devlog 13- I have created the file explorer app, and built the new file system. Now, instead of each app being connected directly to localStorage, they all use the same newFile() and getFile() functions from a central file system. Each app has a dedicated folder within the system. Next up, I hope to make a music player app, with the ability to add audio files."}, {"post_id": 35563, "ts": "2026-07-27T02:55:29Z", "hours": 4.02, "text": "chicagOS #Devlog 12- Terminal app is pretty much done! Obviously, I will add new commands as the OS gets more features, but I have some basic commands done! I also added a switch to toggle the quotes visibility in the settings app. Next, I plan on adding a file explorer which will connect all the apps into a single file system!"}, {"post_id": 33291, "ts": "2026-07-23T02:33:15Z", "hours": 4.455, "text": "chicagOS Devlog 11- The Header has been turned into a dock! I tried to reuse my existing code to open apps, but I couldn’t get it to work, so I had to end up redoing it twice. I also added some JS so that when you click on an open window it is put into focus. This is what the dynamic background is looking like so far, hopefully I can improve it more. Next I plan on adding some more apps, possibly including a terminal and a file explorer."}, {"post_id": 30993, "ts": "2026-07-19T00:40:37Z", "hours": 3.1639, "text": "chicagOS Devlog 10- Dynamic wallpaper is done! (kinda) I’ve been having issues trying to use images that have the background removed, so if anyone knows how that works, please lmk! I created a settings app to choose between the classic wallpaper (non-animated) and the dynamic wallpaper (many animated parts). The dynamic wallpaper will probably change once I can figure out the images I’m using. Next up, I am planning on turning the header into a dock! I will probably move the quotes to a widget."}, {"post_id": 28973, "ts": "2026-07-15T16:21:10Z", "hours": 3.5811, "text": "chicagOS Devlog 9- The Mind Map app is finally working! all of the nodes are draggable, and you can zoom in and out. Turns out the issue was that new nodes coordinates were being calculated from the root node instead of their parent node, so the line drawing function couldn’t find the new nodes. Also, I expanded the notes app! Before you could not save notes, but now you can! I added a side bar to display the saved notes, and also added the ability to remove saved notes. Next I plan to make some more UI improvements, maybe even a dynamic background?"}, {"post_id": 27808, "ts": "2026-07-13T18:07:26Z", "hours": 3.3197, "text": "chicagOS Devlog #8 - Browser app is completed! I used i-frame to display the browser window. The search bar takes web addresses, and if what is entered is not a valid web address, it automatically inputs it as a Google search prompt instead. I also added some bookmarked web pages, and forward and backward buttons that work by storing the web history. Next, I want to add more functionality to the notes app, including the ability to save and delete notes."}, {"post_id": 26810, "ts": "2026-07-11T20:20:04Z", "hours": 4.0203, "text": "chicagOS Devlog 7- The Paint app is mostly done! I added functionality to the save and load paintings button. I also updated the UI of the toolbar. I created the UI for the browser app, which currently doesn’t have any functionality. I plan to use an iframe to display webpages and also provide some bookmarked websites."}, {"post_id": 25020, "ts": "2026-07-08T23:01:48Z", "hours": 5.1878, "text": "chicagOS Devlog 6- A lot of progress has been made! I’ve been waiting for my ship to be approved for WebOS1, which it just was! Yay! But in the last 4 days, I have made a lot of changes, so prepare yourselves. #1 - The UI has had major improvements! I went down the W3Schools rabbit hole and added a bunch of things to make the UI look cleaner, including the first animated element of the UI! #2- Paint app! - I added the paint app, and it currently has pretty basic functionality. You can draw, change colors, change brush size, erase, and clear the canvas. I plan to add a save feature soon. (The button currently doesn’t do anything.) #3- I WILL FIGURE OUT THIS MIND MAP APP! I fixed a few things, but some things still aren’t working. Currently, lines don’t get drawn past the root node, and I think it has something to do with the ID hierarchy? We will see. #4- I added a feature of the desktop header that rotates through quotes about Chicago! It has the same animated background as the welcome window. That’s it for now; hopefully I can continue to improve the UI and the paint app!"}, {"post_id": 22565, "ts": "2026-07-05T02:36:53Z", "hours": 0.5222, "text": "chicagOS Devlog #5- Getting ready to complete the guide for WebOS 1! I cleaned up a few things with the UI, and I have decided that the Mind Map app will not be included in this first ship :( But trust, when I get smarter it will be coming back!"}, {"post_id": 16634, "ts": "2026-06-27T01:52:28Z", "hours": 3.0778, "text": "chicagOS devlog #4- Not that much progress recently! Turns out working with images is very frustrating. I created the gallery app, which had its surprising challenges. I figured that the JS logic for cycling between the photos and looping back to the first image would be easy, but I was severely mistaken. I spent at least an hours trying to stop the images from taking up the whole window, repeating, stretching, somehow being mirrored, just about every issue you can imagine. All of these had very simple fixes, but I couldn’t figure out what I should put in the CSS file, and which needed to be in-line (spoiler alert- pretty much none of it). But either way, the images act like normal images now! Yay! More functionality in the notes app is what I have planned next."}, {"post_id": 15389, "ts": "2026-06-25T00:52:48Z", "hours": 3.4053, "text": "chicagOS devlog #3 - Alright so I have changed a few things recently. #1 - I rethemed the whole OS, but later I might add a way to choose a theme in a setting app? idk I haven’t decided yet. // #2, I started working on the Mind Map App, but I quickly realized that its actually more complicated than I originally thought, and since I’m not that good at this I decided that I will come back to that app later. // #3 I made a calculator app, which is fully functioning and (as far as i’m aware) doesn’t have any bugs. // #4 I finished the notes app, but I might add more functionality later. // Thats it in terms of new features, my future plans include possibly some sort of settings app, finishing the Mind Map App, and I would like to add some sort of photo gallery app, which is what I plan to work on next."}, {"post_id": 14041, "ts": "2026-06-23T00:46:53Z", "hours": 2.2753, "text": "chicagOS log 2 - I have since added the actual window for the notes app, and basic functionality including adding notes and writing in them. I plan to add a save feature, and the ability to have multiple notes open at the same time. While working through the guide, it told me to make a “mind map” using paper for brainstorming. I thought about how I didn’t want to get up to grab a piece of paper, and I knew what my next app would be: a Mind Map app! now I will never have to get up again. I haven’t added any functionality to this app yet, but it should be relatively simple. (currently the app icons are placeholders from google, I promise they will be better eventually!)"}, {"post_id": 13747, "ts": "2026-06-22T15:12:35Z", "hours": 1.2672, "text": "The basics of the webOS are done! It is Chicago themed, and all the apps will be useful to someone who lives/is visiting Chicago. I actually sent more time on this project but I couldn’t figure out hackatime :( Regardless, I finished the background, top bar, and welcome screen that is draggable and able to be opened and closed. I plan to work on the first app soon, which will likely be a notes type app."}]...
|
Title: chicagOS by @isadora_M | Stardance
Devlogs Title: chicagOS by @isadora_M | Stardance
Devlogs:
The basics of the webOS are done! It is Chicago themed, and all the apps will be useful to someone who lives/is visiting Chicago. I actually sent more time on this project but I couldn’t figure out hackatime :( Regardless, I finished the background, top bar, and welcome screen that is draggable and able to be opened and closed. I plan to work on the first app soon, which will likely be a notes type app.
chicagOS log 2 - I have since added the actual window for the notes app, and basic functionality including adding notes and writing in them. I plan to add a save feature, and the ability to have multiple notes open at the same time. While working through the guide, it told me to make a “mind map” using paper for brainstorming. I thought about how I didn’t want to get up to grab a piece of paper, and I knew what my next app would be: a Mind Map app! now I will never have to get up again. I haven’t added any functionality to this app yet, but it should be relatively simple. (currently the app icons are placeholders from google, I promise they will be better eventually!)
chicagOS devlog #3 - Alright so I have changed a few things recently. #1 - I rethemed the whole OS, but later I might add a way to choose a theme in a setting app? idk I haven’t decided yet. // #2, I started working on the Mind Map App, but I quickly realized that its actually more complicated than I originally thought, and since I’m not that good at this I decided that I will come back to that app later. // #3 I made a calculator app, which is fully functioning and (as far as i’m aware) doesn’t have any bugs. // #4 I finished the notes app, but I might add more functionality later. // Thats it in terms of new features, my future plans include possibly some sort of settings app, finishing the Mind Map App, and I would like to add some sort of photo gallery app, which is what I plan to work on next.
chicagOS devlog #4- Not that much progress recently! Turns out working with images is very frustrating. I created the gallery app, which had its surprising challenges. I figured that the JS logic for cycling between the photos and looping back to the first image would be easy, but I was severely mistaken. I spent at least an hours trying to stop the images from taking up the whole window, repeating, stretching, somehow being mirrored, just about every issue you can imagine. All of these had very simple fixes, but I couldn’t figure out what I should put in the CSS file, and which needed to be in-line (spoiler alert- pretty much none of it). But either way, the images act like normal images now! Yay! More functionality in the notes app is what I have planned next.
chicagOS Devlog #5- Getting ready to complete the guide for WebOS 1! I cleaned up a few things with the UI, and I have decided that the Mind Map app will not be included in this first ship :( But trust, when I get smarter it will be coming back!
chicagOS Devlog 6- A lot of progress has been made! I’ve been waiting for my ship to be approved for WebOS1, which it just was! Yay! But in the last 4 days, I have made a lot of changes, so prepare yourselves. #1 - The UI has had major improvements! I went down the W3Schools rabbit hole and added a bunch of things to make the UI look cleaner, including the first animated element of the UI! #2- Paint app! - I added the paint app, and it currently has pretty basic functionality. You can draw, change colors, change brush size, erase, and clear the canvas. I plan to add a save feature soon. (The button currently doesn’t do anything.) #3- I WILL FIGURE OUT THIS MIND MAP APP! I fixed a few things, but some things still aren’t working. Currently, lines don’t get drawn past the root node, and I think it has something to do with the ID hierarchy? We will see. #4- I added a feature of the desktop header that rotates through quotes about Chicago! It has the same animated background as the welcome window. That’s it for now; hopefully I can continue to improve the UI and the paint app!
chicagOS Devlog 7- The Paint app is mostly done! I added functionality to the save and load paintings button. I also updated the UI of the toolbar. I created the UI for the browser app, which currently doesn’t have any functionality. I plan to use an iframe to display webpages and also provide some bookmarked websites.
chicagOS Devlog #8 - Browser app is completed! I used i-frame to display the browser window. The search bar takes web addresses, and if what is entered is not a valid web address, it automatically inputs it as a Google search prompt instead. I also added some bookmarked web pages, and forward and backward buttons that work by storing the web history. Next, I want to add more functionality to the notes app, including the ability to save and delete notes.
chicagOS Devlog 9- The Mind Map app is finally working! all of the nodes are draggable, and you can zoom in and out. Turns out the issue was that new nodes coordinates were being calculated from the root node instead of their parent node, so the line drawing function couldn’t find the new nodes. Also, I expanded the notes app! Before you could not save notes, but now you can! I added a side bar to display the saved notes, and also added the ability to remove saved notes. Next I plan to make some more UI improvements, maybe even a dynamic background?
chicagOS Devlog 10- Dynamic wallpaper is done! (kinda) I’ve been having issues trying to use images that have the background removed, so if anyone knows how that works, please lmk! I created a settings app to choose between the classic wallpaper (non-animated) and the dynamic wallpaper (many animated parts). The dynamic wallpaper will probably change once I can figure out the images I’m using. Next up, I am planning on turning the header into a dock! I will probably move the quotes to a widget.
chicagOS Devlog 11- The Header has been turned into a dock! I tried to reuse my existing code to open apps, but I couldn’t get it to work, so I had to end up redoing it twice. I also added some JS so that when you click on an open window it is put into focus. This is what the dynamic background is looking like so far, hopefully I can improve it more. Next I plan on adding some more apps, possibly including a terminal and a file explorer.
chicagOS #Devlog 12- Terminal app is pretty much done! Obviously, I will add new commands as the OS gets more features, but I have some basic commands done! I also added a switch to toggle the quotes visibility in the settings app. Next, I plan on adding a file explorer which will connect all the apps into a single file system!
chicagOS Devlog 13- I have created the file explorer app, and built the new file system. Now, instead of each app being connected directly to localStorage, they all use the same newFile() and getFile() functions from a central file system. Each app has a dedicated folder within the system. Next up, I hope to make a music player app, with the ability to add audio files.
chicagOS- Devlog 14 I’ve added a lot more functionality to the file system. Now you can add new folders, delete folders, and rename folders. You can also drag to reorder the folders in the sidebar. I also added a custom alert/notification center, so alerts such as “cannot delete system folders,” etc will be displayed, along with any other possible notification features I might add. Next, I plan on making a music app.
chicagOS Devlog #15 - I have created the Music player app! You can upload any audio file from your computer and queue it in the playlist on the right. There is volume control, a time slider, play/pause, and skip/reverse. It will automatically load the name of the song, artist, and cover art if it is known. I originally planned on integrating this app with the existing file system, but it turns out audio files cannot be stored in localStorage so I had to scrap that idea. Currently, the playlist is just an array, which means it unfortunately does not save once the page is reloaded. But trust me, I’m going to update the file system so it can store all file types soon! I don’t really know what apps I’m going to add next, so I guess we will see where the wind takes me.
chicagOS Devlog #16 - I am still being indecisive about possibly adding a new app, so I decided to spruce up one of my simplest apps so far, Gallery. I mainly wanted to change how the photos were displayed, which wasn’t too difficult. The only real new feature I added was the ability to add custom photos, which was pretty easy because I used direct input from the computer. I also added the ability for grid view. At first I tried rebuilding the HTML for grid view, but I decided it would be easier to just have an invisible <div> that contained the grid layout. I don’t have any ideas for other apps to update, so if anyone has new app ideas, lmk cause I ran out days ago.
chicagOS Devlog #17 - Lots of changes! I’m wrapping up this project soon, so I am putting some final touches on the UI and making some backend changes. The file system now runs entirely using indexedDB instead of localStorage which means all file types can be saved now. The music app and gallery app have been connected to the file system. I also added a small calendar popup when you click on the time element. My biggest visual change was adding a startup screen. It was made almost entirely in CSS, and a single function in JS. I’m not sure if I’m going to add any more features before shipping, so if anyone has any suggestions lmk,
chicagOS Devlog #18 - Final devlog before shipping! Not many visual changes, as I have spent a lot of time cleaning up the code, removing unused classes from CSS, deleting temporary console.log() , removing unnecessary comments, etc. I cleaned up some animations in CSS, but other than that, none of the code has really changed. I’ve really enjoyed working on this OS project, but I’m definitely excited to start something new.
ChicagOS Devlog #19 - I’m reviving this project! I kept thinking of new things I could add to this project, so I will be starting work on this again after 2 months! The only real thing I did today was add new options for wallpapers, including this fun nighttime scene. Soon the first order of business will be getting better app icons, as currently they are just emojis, and adding a taskbar minimize.
chicagOS Devlog #20 - I have added the option to hide the taskbar, and I have also created a setting to toggle the taskbar from being on the bottom to being on the top. There are now 4 different options for the wallpaper, which I think makes the webpage even more fun! I changed some small things with the CSS, but soon I hope to add more fun small features that will make this OS even more useful.
Ships:
This is the Chicago-themed web OS I made for the WebOS 1 mission. I learned a lot about JS, HTML, and CSS. I have some experience with JS and HTML, but it is my first time using non-inline CSS, which has been fun. I had a great time designing the website and creating all of the features and apps. Some challenges included dealing with importing images, which took a very long time, and making certain UI elements look good.
chicagOS has finally reached completion! I have spent over a month working on this project, and I am really proud of what I have accomplished. While I enjoyed working on all aspects of this project, I had the most fun playing around with CSS and creating fun animated features for the OS. I am no expert in JS or CSS, so there were many learning curves associated with this project. The biggest challenge I faced was converting my file system from localStorage to indexedDB I made this change due to the limitations of localStorage, but indexedDB uses a very different framework, so I ended up needing to completely redo the code for some of my apps. I am really excited about all the new things I learned in this process, and happy to create a fun project themed around my hometown of Chicago!...
|
1793137686.222532
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1793224086.222532
|
|
67243
|
Soal a Q and A Bot by @dilesh596 | Stardance
|
dilesh596
|
1
|
15.91
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T18:14:02Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make an AI-Assistant which can work online as well as offline. The challenging part was that I wanted to make it more powerful that it is like I wanted to use the model like gemma4:e2b but my laptop has a RAM problem and so that was the problem. I saw many students struggling to use the AI because of their expensive subscriptions so this project is for my fellow students. I am also a student so I can understand the problems that student face. You need nothing to use this app it only use some ram of your device. Then it is good to go.", "repo": "https://github.com/dilesh596/soul-qa-bot-ai-assistant/blob/main/README.md", "demo": "https://youtu.be/Ngq9Llm6L7E?si=4-5bmeA5ESNwQ54y"}]...
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[{"post_id": 80053, "ts": "202 [{"post_id": 80053, "ts": "2026-10-16T02:39:48Z", "hours": 1.9114, "text": "Hello folks we meet again and now I am building the app called Farmer’s Crop Advisor and iit is so cool. It can work without any internet and can give any advice to farmers as long as it is related to crops and farming. Ok so see you in the next devlog where we will discuss about this project. Till then fair well."}, {"post_id": 77634, "ts": "2026-10-07T18:05:52Z", "hours": 0.7486, "text": "Ok so this is it for this project we will see in the next project either a farmer AI or a website"}, {"post_id": 77480, "ts": "2026-10-07T05:25:15Z", "hours": 2.6489, "text": "Devlog #3: Mission Accomplished! 🚀 What I Built, What I Gained, and What’s NextHi everyone! Dilesh Zingare here, wrapping up my final devlog for the Hack Club Stardance hackathon! 🌟If you caught my last two updates, you know I set out to build an affordable, hybrid online/offline AI assistant to help students who face high internet costs or limited data plans. Powered by the lightweight gemma3:1b model running right on the user’s local machine, it provides instant support even with zero internet connectivity, while seamlessly pulling live web data whenever a connection is available.I am thrilled to announce that the project is officially built, tested, and submitted to the Stardance Arcade! 🎉What I Gained from This JourneyBuilding this hybrid system wasn’t just about writing code; it was a massive learning experience that helped me grow as an aspiring Developer Advocate:• Edge Computing Skills: Figuring out how to optimize and run a model as compact as gemma3:1b efficiently on everyday consumer hardware.• Smart Routing Logic: Designing a seamless fallback system that instantly switches between local inference and live API scraping depending on the user’s network status.• User-Centric Design: Learning how to build developer tools with empathy, ensuring that students with limited resources aren’t left behind in the AI revolution.• The Hack Club Spirit: Earning awesome arcade tickets while building something that genuinely solves a real-world problem for my peers.What’s Next?Just because the hackathon is ending doesn’t mean the project is! I plan to keep optimizing the local response times and look into adding specialized fine-tuned models for specific student subjects like math and coding.Thank you so much to the Hack Club community for the incredible support, the inspiration, and the motivation to push my boundaries.Come on, ask me anything—online or offline, this AI is ready to help!"}, {"post_id": 77014, "ts": "2026-10-05T11:30:50Z", "hours": 2.485, "text": "Hello and welcome to my 2nd devlog! 🚀 Previously we saw why I built this AI-Assistant, and now we are going to see how it works and what it needs.What it needs: Absolutely nothing! A working system is enough for it to work. No internet? No problem! Come on, ask me anything.How it works: Exactly like other AI-Assistants. If it has no internet, you will get information that is stored locally in the gemma3:1b model. If you have internet, no problem—it will pull live information for you!Wait for the next devlog where we will see what I gained after submitting this. This is my 2nd devlog!"}, {"post_id": 76692, "ts": "2026-10-04T11:01:52Z", "hours": 8.5831, "text": "🚀 Devlog #1: Building an Affordable, Hybrid Online/Offline AI for StudentsHi everyone! I am Dilesh Zingare, an aspiring Developer Advocate from Pune, India.I am building an AI assistant that can work both online and offline. I noticed that many people, especially students, want to use AI for their studies but cannot afford expensive internet recharges or data plans. On top of that, many major AI brands are now limiting their free tiers. This project is dedicated to everyone who cannot afford to spend large amounts of money just to access AI.As interesting as it sounds, it will work exactly as envisioned! Support me, wish me luck, and stay tuned for my 2nd devlog, where I will explain exactly how it works under the hood and what it can do."}]...
|
Title: Soal a Q and A Bot by @dilesh596 | Stardanc Title: Soal a Q and A Bot by @dilesh596 | Stardance
Devlogs:
🚀 Devlog #1: Building an Affordable, Hybrid Online/Offline AI for StudentsHi everyone! I am Dilesh Zingare, an aspiring Developer Advocate from Pune, India.I am building an AI assistant that can work both online and offline. I noticed that many people, especially students, want to use AI for their studies but cannot afford expensive internet recharges or data plans. On top of that, many major AI brands are now limiting their free tiers. This project is dedicated to everyone who cannot afford to spend large amounts of money just to access AI.As interesting as it sounds, it will work exactly as envisioned! Support me, wish me luck, and stay tuned for my 2nd devlog, where I will explain exactly how it works under the hood and what it can do.
Hello and welcome to my 2nd devlog! 🚀 Previously we saw why I built this AI-Assistant, and now we are going to see how it works and what it needs.What it needs: Absolutely nothing! A working system is enough for it to work. No internet? No problem! Come on, ask me anything.How it works: Exactly like other AI-Assistants. If it has no internet, you will get information that is stored locally in the gemma3:1b model. If you have internet, no problem—it will pull live information for you!Wait for the next devlog where we will see what I gained after submitting this. This is my 2nd devlog!
Devlog #3: Mission Accomplished! 🚀 What I Built, What I Gained, and What’s NextHi everyone! Dilesh Zingare here, wrapping up my final devlog for the Hack Club Stardance hackathon! 🌟If you caught my last two updates, you know I set out to build an affordable, hybrid online/offline AI assistant to help students who face high internet costs or limited data plans. Powered by the lightweight gemma3:1b model running right on the user’s local machine, it provides instant support even with zero internet connectivity, while seamlessly pulling live web data whenever a connection is available.I am thrilled to announce that the project is officially built, tested, and submitted to the Stardance Arcade! 🎉What I Gained from This JourneyBuilding this hybrid system wasn’t just about writing code; it was a massive learning experience that helped me grow as an aspiring Developer Advocate:• Edge Computing Skills: Figuring out how to optimize and run a model as compact as gemma3:1b efficiently on everyday consumer hardware.• Smart Routing Logic: Designing a seamless fallback system that instantly switches between local inference and live API scraping depending on the user’s network status.• User-Centric Design: Learning how to build developer tools with empathy, ensuring that students with limited resources aren’t left behind in the AI revolution.• The Hack Club Spirit: Earning awesome arcade tickets while building something that genuinely solves a real-world problem for my peers.What’s Next?Just because the hackathon is ending doesn’t mean the project is! I plan to keep optimizing the local response times and look into adding specialized fine-tuned models for specific student subjects like math and coding.Thank you so much to the Hack Club community for the incredible support, the inspiration, and the motivation to push my boundaries.Come on, ask me anything—online or offline, this AI is ready to help!
Ok so this is it for this project we will see in the next project either a farmer AI or a website
Hello folks we meet again and now I am building the app called Farmer’s Crop Advisor and iit is so cool. It can work without any internet and can give any advice to farmers as long as it is related to crops and farming. Ok so see you in the next devlog where we will discuss about this project. Till then fair well.
Ships:
I make an AI-Assistant which can work online as well as offline. The challenging part was that I wanted to make it more powerful that it is like I wanted to use the model like gemma4:e2b but my laptop has a RAM problem and so that was the problem. I saw many students struggling to use the AI because of their expensive subscriptions so this project is for my fellow students. I am also a student so I can understand the problems that student face. You need nothing to use this app it only use some ram of your device. Then it is good to go....
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1793062244.0031407
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1793148644.0031407
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69889
|
Touchless by @JoonHyuk | Stardance
|
JoonHyuk
|
0
|
24.46
|
0
|
[]
|
[{"post_id": 80057, "ts": "202 [{"post_id": 80057, "ts": "2026-10-16T03:01:05Z", "hours": 1.5667, "text": "#Started thinking more about dimensions and stuff ##All I did was checking the measurements so I will attach a photo of the same acrylic panel"}, {"post_id": 79833, "ts": "2026-10-15T15:52:19Z", "hours": 22.8894, "text": "Devlog #1: From “just project it” to building my own projector I wanted a Raspberry Pi display that doesn’t look like a normal monitor: an image that floats on an acrylic board. My first plan was the obvious one: point a projector down at an 880 x 300 mm acrylic board and call it a day. That fell apart fast. Clear acrylic doesn’t show a projected image because the light goes straight through, so I’d need frosted or white acrylic. The board’s shape was also a problem. 880 x 300 is about 2.9:1, while projectors output 16:9, so around 40% of the pixels would land off the board. And a normal projector needs to sit about a meter above it. Pivot: Pepper’s ghost So I switched to a Pepper’s ghost setup: a hidden screen above, and clear acrylic at 45° that reflects it toward you, so the image looks like it’s floating. Much cooler. The catch is that the floating image is exactly the size of the screen, so filling the board meant a huge, heavy, expensive monitor hanging overhead. Not happening on a Hack Club budget. Building my own projector What I actually wanted was to take a small screen and magnify it . I looked at a Fresnel lens over a screen, but the physics doesn’t work: a magnifier only makes the screen look bigger from one spot. It can’t put a sharp image onto a surface. The only thing that does that is a projector. So instead of buying one, I’m building one from parts : 5.5” 2K LCD panel + HDMI driver board 100W LED A pair of Fresnel lenses A multi-element projection lens The Pi just sees it as an HDMI monitor. The rest of the system OS: Arch Linux ARM. Hard mode, but I’ll actually understand the whole system. Input: a global-shutter camera running MediaPipe hand tracking, so the display works like a touchscreen without a touch sensor. I skipped YOLO; it’s object detection and overkill for tracking fingertips. Two Pis: Pi A runs the display and UI, and Pi B only does camera and hand tracking, then sends fingertip positions to Pi A. Splitting by workload means neither one stutters. Failover: planned for later. If Pi A dies, Pi B takes over the whole system. The budget fight The hardest part so far was the budget . Hack Club grants are capped at $600 and you only get one submission, so everything had to fit now. My first parts list came to $661, before shipping. I trimmed it line by line: Storage: microSD instead of NVMe for now. Keyboard projector: I’ll fund the second projector myself. Lens: kept the good multi-element one. That’s the one place I refused to cut, because it decides whether the image looks sharp or muddy. Frame: 3D-printed brackets instead of an aluminum extrusion frame. Then I checked every link and price, and found the Pi 5 had gotten a lot more expensive this year because of the RAM shortage. More rebalancing, but the final list fits. Next: CAD for the ghost box."}]...
|
Title: Touchless by @JoonHyuk | Stardance
Devlogs Title: Touchless by @JoonHyuk | Stardance
Devlogs:
Devlog #1: From “just project it” to building my own projector I wanted a Raspberry Pi display that doesn’t look like a normal monitor: an image that floats on an acrylic board. My first plan was the obvious one: point a projector down at an 880 x 300 mm acrylic board and call it a day. That fell apart fast. Clear acrylic doesn’t show a projected image because the light goes straight through, so I’d need frosted or white acrylic. The board’s shape was also a problem. 880 x 300 is about 2.9:1, while projectors output 16:9, so around 40% of the pixels would land off the board. And a normal projector needs to sit about a meter above it. Pivot: Pepper’s ghost So I switched to a Pepper’s ghost setup: a hidden screen above, and clear acrylic at 45° that reflects it toward you, so the image looks like it’s floating. Much cooler. The catch is that the floating image is exactly the size of the screen, so filling the board meant a huge, heavy, expensive monitor hanging overhead. Not happening on a Hack Club budget. Building my own projector What I actually wanted was to take a small screen and magnify it . I looked at a Fresnel lens over a screen, but the physics doesn’t work: a magnifier only makes the screen look bigger from one spot. It can’t put a sharp image onto a surface. The only thing that does that is a projector. So instead of buying one, I’m building one from parts : 5.5” 2K LCD panel + HDMI driver board 100W LED A pair of Fresnel lenses A multi-element projection lens The Pi just sees it as an HDMI monitor. The rest of the system OS: Arch Linux ARM. Hard mode, but I’ll actually understand the whole system. Input: a global-shutter camera running MediaPipe hand tracking, so the display works like a touchscreen without a touch sensor. I skipped YOLO; it’s object detection and overkill for tracking fingertips. Two Pis: Pi A runs the display and UI, and Pi B only does camera and hand tracking, then sends fingertip positions to Pi A. Splitting by workload means neither one stutters. Failover: planned for later. If Pi A dies, Pi B takes over the whole system. The budget fight The hardest part so far was the budget . Hack Club grants are capped at $600 and you only get one submission, so everything had to fit now. My first parts list came to $661, before shipping. I trimmed it line by line: Storage: microSD instead of NVMe for now. Keyboard projector: I’ll fund the second projector myself. Lens: kept the good multi-element one. That’s the one place I refused to cut, because it decides whether the image looks sharp or muddy. Frame: 3D-printed brackets instead of an aluminum extrusion frame. Then I checked every link and price, and found the Pi 5 had gotten a lot more expensive this year because of the RAM shortage. More rebalancing, but the final list fits. Next: CAD for the ghost box.
#Started thinking more about dimensions and stuff ##All I did was checking the measurements so I will attach a photo of the same acrylic panel...
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1792918143.4570282
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1793522943.4570282
|
|
9976
|
Timeline view in portfolio website by @M_Ahmed | S Timeline view in portfolio website by @M_Ahmed | Stardance...
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M_Ahmed
|
1
|
5.0
|
12
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T11:32:47Z", "hours": 5.0, "multiplier": 2.57, "payout": 12, "blessing": "neutral", "text": "I Made an Animated Timeline Section in my portfolio website which showcases all my updates and learning over years. It was very challenging to align the items in mobile screen because the animated vertical line was not fitting but i just managed it out.", "repo": "https://github.com/Ak-Web-Dev/ak-dev", "demo": "https://ak-dev.is-a.dev"}]...
|
[{"post_id": 8006, "ts": "2026 [{"post_id": 8006, "ts": "2026-06-13T11:09:29Z", "hours": 3.1986, "text": "Project completed! The timeline section of my portfolio is now finally completed. I Completed all remaining CSS styling and optimized for mobile screens. I also animated the cards and added a nice background image too. I also used JS to trigger the animated line of .timeline::after only when in viewport. The overall features of the timeline are: -> Showcase my web development advancements over the years in animated cards. -> The cards appear side by side with an animated line in middle for desktop screens. -> The cards are on right side with the animated line on left for mobile screens. -> Have icons and pictures of projects in timeline. -> A nice background image to complete the feel. -> Optimized to be responsive enough to fit on a smartwatch’s (SWR50) screen similar to rest of the website. Try it now at my website and tell what you think: https://ak-dev.is-a.dev Plus, you can also review me about the rest of the website as well."}, {"post_id": 5667, "ts": "2026-06-09T15:25:10Z", "hours": 1.0425, "text": "Completed styling for Timeline cards with css adn added an animated vertical line in middle. The whole thing is still under-progress for further refinement and UI tweaks."}, {"post_id": 3630, "ts": "2026-06-06T17:23:59Z", "hours": 0.3225, "text": "I am making a timeline view for my portfolio website. i have just started making the structure. i will make an AOS animation powered tiles to appear side by side to make a timeline showing my progress in web development."}]...
|
Title: Timeline view in portfolio website by @M_Ah Title: Timeline view in portfolio website by @M_Ahmed | Stardance
Devlogs:
I am making a timeline view for my portfolio website. i have just started making the structure. i will make an AOS animation powered tiles to appear side by side to make a timeline showing my progress in web development.
Completed styling for Timeline cards with css adn added an animated vertical line in middle. The whole thing is still under-progress for further refinement and UI tweaks.
Project completed! The timeline section of my portfolio is now finally completed. I Completed all remaining CSS styling and optimized for mobile screens. I also animated the cards and added a nice background image too. I also used JS to trigger the animated line of .timeline::after only when in viewport. The overall features of the timeline are: -> Showcase my web development advancements over the years in animated cards. -> The cards appear side by side with an animated line in middle for desktop screens. -> The cards are on right side with the animated line on left for mobile screens. -> Have icons and pictures of projects in timeline. -> A nice background image to complete the feel. -> Optimized to be responsive enough to fit on a smartwatch’s (SWR50) screen similar to rest of the website. Try it now at my website and tell what you think: https://ak-dev.is-a.dev Plus, you can also review me about the rest of the website as well.
Ships:
I Made an Animated Timeline Section in my portfolio website which showcases all my updates and learning over years. It was very challenging to align the items in mobile screen because the animated vertical line was not fitting but i just managed it out....
|
1793134038.5826826
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1793220438.5826826
|
|
66265
|
Manhunt Mod by @aayushbashyal92 | Stardance
|
aayushbashyal92
|
1
|
41.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T15:48:41Z", "hours": 41.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Manhunt — A Minecraft Fabric Mod Manhunt is a Minecraft mod I made to bring the classic Runner vs. Hunters game mode into Minecraft with my own features and systems. The idea is simple: one player becomes the Runner and tries to defeat the Ender Dragon, while the Hunters try to find and stop them before they succeed. I wanted to make it easier to play Manhunt with friends without having to manage everything manually. I built features like a player selection screen, different player roles, a tracking compass for Hunters, a match timer HUD, and spectator controls. The mod also handles match rules, including when the chase begins and how the game ends. Spectators can switch between players to follow the action, while the Runner and Hunters focus on their own objectives. I built this project using Java and the Fabric modding API. While working on it, I learned more about Minecraft’s systems, user interfaces, networking, game logic, and how different parts of a mod work together. Debugging errors and testing features in-game were also important parts of the process. This project started as a way for me to learn Minecraft modding by making something I would actually enjoy playing. I’m still learning and improving my skills, and this mod is a step forward in understanding how to turn an idea into a working game experience.", "repo": "https://github.com/Aayush-Bashyal/Manhunt", "demo": "https://www.curseforge.com/minecraft/mc-mods/manhunt-finalchase"}]...
|
[{"post_id": 80060, "ts": "202 [{"post_id": 80060, "ts": "2026-10-16T03:36:50Z", "hours": 3.455, "text": "the manhunt mod is being polished and is now ready to publish after a final test"}, {"post_id": 79550, "ts": "2026-10-14T15:51:11Z", "hours": 6.2919, "text": "Today, I continued working on my Minecraft Manhunt mod. I reviewed the main game code, tracker, and commands to check the existing features and find possible bugs. I confirmed that the automatic start system already checks the 15-block distance between the runner and hunters. I also worked on improving the manual start command so the game cannot start without a selected runner and at least one hunter. I’m reviewing the code file by file to make the mod more stable and fix any remaining issues."}, {"post_id": 79260, "ts": "2026-10-13T07:31:08Z", "hours": 1.9378, "text": "Today, I worked on saving the selected roles in the Manhunt mod. I created payloads to request and send the saved runner, hunters, and spectators between the server and client. I also added the networking code so that when the admin reopens the Player Selection screen, the previously assigned roles can be loaded again."}, {"post_id": 78384, "ts": "2026-10-10T16:42:29Z", "hours": 5.2286, "text": "Today, I continued working on my Minecraft Manhunt mod, focusing on the player selection UI and spectator system! Player Selection UI Improved the customized player selection screen.Organized the Runner, Hunter, and Spectator roles into separate sections.Worked on making the role selection interface cleaner and easier to use.Added support for selecting spectators alongside Runners and Hunters. Spectator SystemCreated a spectator target manager to track the Runner and Hunters.Added [ and ] keybindings to switch between players’ POVs.Updated the networking system to send player targets to spectators. Current ProgressI’m fixing a duplicate packet registration issue before testing the spectator system in-game.One step closer to making the Manhunt experience more polished and enjoyable! #Minecraft #FabricMC #Java #MinecraftModding #HackClub #GameDev"}, {"post_id": 77842, "ts": "2026-10-08T14:25:14Z", "hours": 0.5203, "text": "Today I continued improving the Manhunt admin system and GUI. I added an admin-only Player Selection button to the pause menu and connected it to the player selection screen. I also worked on matching the button’s size and position with the vanilla Minecraft pause-menu buttons. I spent some time working with Mixins and Minecraft 26.1’s GUI methods to get everything working correctly."}, {"post_id": 77616, "ts": "2026-10-07T17:22:02Z", "hours": 2.5767, "text": "Today I worked on improving the Manhunt mod’s admin system and GUI. I added admin status networking so the client knows whether the current player is an admin. I also made the Player Selection button appear only for admins on the Manhunt start screen. I started working on adding a Player Selection button to the Minecraft pause menu, but I still need to finish the mixin part. and i have a lot more to do"}, {"post_id": 77323, "ts": "2026-10-06T15:21:24Z", "hours": 1.5125, "text": "Solving all the problems and errors and making the mod fully functional."}, {"post_id": 76654, "ts": "2026-10-04T08:36:34Z", "hours": 2.8006, "text": "Today I worked on improving my Minecraft Manhunt mod.I fixed the compass tracking when the runner changes dimensions and made it track the portal properly. I also fixed the compass after hunter respawns and made it disappear when the game ends.I improved the HUD to make it smaller and cleaner, showing only the Manhunt title and timer.Also improved /manhunt status to show the runner, hunters, time, winner, and final time with better formatting.Slowly getting the mod closer to being fully playable! 🚀"}, {"post_id": 76296, "ts": "2026-10-03T03:23:46Z", "hours": 1.5119, "text": "I worked mainly on the player selection system for my Manhunt mod.I improved the starting GUI and made the flow more organized:Added the “LET’S PLAY MANHUNT” starting screen.Added Open LAN World and Start Manhunt buttons.Made the LAN screen return to the player selection screen after opening the world.Created a new Select Players screen.Added separate RUNNER and HUNTERS sections.Players can now be selected using checkbox-style buttons like [ ] and [✓].Only one player can be selected as the Runner.Multiple players can be selected as Hunters.A selected Runner cannot also be selected as a Hunter.Added the ability to unselect the Runner or Hunters.Made the player list update when players join or leave.Started converting the selected player names into their UUIDs.Created the ManhuntRoleSelectionPayload to prepare for sending the selected roles from the client to the server.The next step is connecting this selection system to the server so the selected Runner and Hunters actually become the roles used by the Manhunt game.Slowly getting the full Manhunt system together! 🚀"}, {"post_id": 75923, "ts": "2026-10-01T16:48:53Z", "hours": 1.5508, "text": "Today I worked mainly on the GUI system for my Minecraft Manhunt mod.What I worked onAdded the “LET’S PLAY MANHUNT” starting screen.Added an OPEN LAN WORLD button so the host can open the world to other players.Added a START MANHUNT button that opens the player selection screen.Created a new SELECT PLAYERS GUI.Designed the player selection screen with a centered panel and separate RUNNER and HUNTERS sections.Improved the GUI layout and changed the player buttons to a smaller size so they don’t take up too much space.Added detection of players currently connected to the world using the client connection.Started implementing runner selection by turning connected player names into clickable buttons.Added a selectedRunner variable to keep track of the selected runner.Tested the GUI and confirmed that clicking a player can register them as the selected runner.Cleaned up some of the selection code and layout.Current GUI flowMinecraft World ↓ LET’S PLAY MANHUNT ↓ [ OPEN LAN WORLD ] [ START MANHUNT ] ↓ SELECT PLAYERS ↓ RUNNER [ Player ] HUNTERS [ Player ] [ Player ] [ DONE ]The GUI is still being developed. The next step is to properly separate Runner selection from Hunter selection, allow multiple hunters, and then send the selected roles to the server to actually start the Manhunt.Overall, today was mostly about building the foundation of the custom Manhunt GUI and getting player selection started."}, {"post_id": 75775, "ts": "2026-10-01T02:09:42Z", "hours": 1.5614, "text": "i did all the fixing work that my mod was missing . i figured out the problems and sloved them"}, {"post_id": 75076, "ts": "2026-09-29T02:28:59Z", "hours": 12.2078, "text": "Manhunt Mod where i have made Manhunt simpler and more interesting"}]...
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Title: Manhunt Mod by @aayushbashyal92 | Stardance Title: Manhunt Mod by @aayushbashyal92 | Stardance
Devlogs:
Manhunt Mod where i have made Manhunt simpler and more interesting
i did all the fixing work that my mod was missing . i figured out the problems and sloved them
Today I worked mainly on the GUI system for my Minecraft Manhunt mod.What I worked onAdded the “LET’S PLAY MANHUNT” starting screen.Added an OPEN LAN WORLD button so the host can open the world to other players.Added a START MANHUNT button that opens the player selection screen.Created a new SELECT PLAYERS GUI.Designed the player selection screen with a centered panel and separate RUNNER and HUNTERS sections.Improved the GUI layout and changed the player buttons to a smaller size so they don’t take up too much space.Added detection of players currently connected to the world using the client connection.Started implementing runner selection by turning connected player names into clickable buttons.Added a selectedRunner variable to keep track of the selected runner.Tested the GUI and confirmed that clicking a player can register them as the selected runner.Cleaned up some of the selection code and layout.Current GUI flowMinecraft World ↓ LET’S PLAY MANHUNT ↓ [ OPEN LAN WORLD ] [ START MANHUNT ] ↓ SELECT PLAYERS ↓ RUNNER [ Player ] HUNTERS [ Player ] [ Player ] [ DONE ]The GUI is still being developed. The next step is to properly separate Runner selection from Hunter selection, allow multiple hunters, and then send the selected roles to the server to actually start the Manhunt.Overall, today was mostly about building the foundation of the custom Manhunt GUI and getting player selection started.
I worked mainly on the player selection system for my Manhunt mod.I improved the starting GUI and made the flow more organized:Added the “LET’S PLAY MANHUNT” starting screen.Added Open LAN World and Start Manhunt buttons.Made the LAN screen return to the player selection screen after opening the world.Created a new Select Players screen.Added separate RUNNER and HUNTERS sections.Players can now be selected using checkbox-style buttons like [ ] and [✓].Only one player can be selected as the Runner.Multiple players can be selected as Hunters.A selected Runner cannot also be selected as a Hunter.Added the ability to unselect the Runner or Hunters.Made the player list update when players join or leave.Started converting the selected player names into their UUIDs.Created the ManhuntRoleSelectionPayload to prepare for sending the selected roles from the client to the server.The next step is connecting this selection system to the server so the selected Runner and Hunters actually become the roles used by the Manhunt game.Slowly getting the full Manhunt system together! 🚀
Today I worked on improving my Minecraft Manhunt mod.I fixed the compass tracking when the runner changes dimensions and made it track the portal properly. I also fixed the compass after hunter respawns and made it disappear when the game ends.I improved the HUD to make it smaller and cleaner, showing only the Manhunt title and timer.Also improved /manhunt status to show the runner, hunters, time, winner, and final time with better formatting.Slowly getting the mod closer to being fully playable! 🚀
Solving all the problems and errors and making the mod fully functional.
Today I worked on improving the Manhunt mod’s admin system and GUI. I added admin status networking so the client knows whether the current player is an admin. I also made the Player Selection button appear only for admins on the Manhunt start screen. I started working on adding a Player Selection button to the Minecraft pause menu, but I still need to finish the mixin part. and i have a lot more to do
Today I continued improving the Manhunt admin system and GUI. I added an admin-only Player Selection button to the pause menu and connected it to the player selection screen. I also worked on matching the button’s size and position with the vanilla Minecraft pause-menu buttons. I spent some time working with Mixins and Minecraft 26.1’s GUI methods to get everything working correctly.
Today, I continued working on my Minecraft Manhunt mod, focusing on the player selection UI and spectator system! Player Selection UI Improved the customized player selection screen.Organized the Runner, Hunter, and Spectator roles into separate sections.Worked on making the role selection interface cleaner and easier to use.Added support for selecting spectators alongside Runners and Hunters. Spectator SystemCreated a spectator target manager to track the Runner and Hunters.Added [ and ] keybindings to switch between players’ POVs.Updated the networking system to send player targets to spectators. Current ProgressI’m fixing a duplicate packet registration issue before testing the spectator system in-game.One step closer to making the Manhunt experience more polished and enjoyable! #Minecraft #FabricMC #Java #MinecraftModding #HackClub #GameDev
Today, I worked on saving the selected roles in the Manhunt mod. I created payloads to request and send the saved runner, hunters, and spectators between the server and client. I also added the networking code so that when the admin reopens the Player Selection screen, the previously assigned roles can be loaded again.
Today, I continued working on my Minecraft Manhunt mod. I reviewed the main game code, tracker, and commands to check the existing features and find possible bugs. I confirmed that the automatic start system already checks the 15-block distance between the runner and hunters. I also worked on improving the manual start command so the game cannot start without a selected runner and at least one hunter. I’m reviewing the code file by file to make the mod more stable and fix any remaining issues.
the manhunt mod is being polished and is now ready to publish after a final test
Ships:
Manhunt — A Minecraft Fabric Mod Manhunt is a Minecraft mod I made to bring the classic Runner vs. Hunters game mode into Minecraft with my own features and systems. The idea is simple: one player becomes the Runner and tries to defeat the Ender Dragon, while the Hunters try to find and stop them before they succeed. I wanted to make it easier to play Manhunt with friends without having to manage everything manually. I built features like a player selection screen, different player roles, a tracking compass for Hunters, a match timer HUD, and spectator controls. The mod also handles match rules, including when the chase begins and how the game ends. Spectators can switch between players to follow the action, while the Runner and Hunters focus on their own objectives. I built this project using Java and the Fabric modding API. While working on it, I learned more about Minecraft’s systems, user interfaces, networking, game logic, and how different parts of a mod work together. Debugging errors and testing features in-game were also important parts of the process. This project started as a way for me to learn Minecraft modding by making something I would actually enjoy playing. I’m still learning and improving my skills, and this mod is a step forward in understanding how to turn an idea into a working game experience....
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1793098120.8393428
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1793184520.8393428
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63696
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EepyAlarm by @sjpark01 | Stardance
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sjpark01
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2
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20.62
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184
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T19:46:47Z", "hours": 12.0, "multiplier": 12.17, "payout": 144, "blessing": "neutral", "text": "V2.0 Version 2.0 of the EepyAlarm brings several, major improvements: Installer GUI for setup automatic run on system startup Custom icons! A much nicer alarm With these changes, EepyAlarm is much closer to a real application than just a program!", "repo": "https://github.com/Alex-SJuice/EepyAlarm", "demo": "https://github.com/Alex-SJuice/EepyAlarm/releases/tag/v2.2.0"}, {"ship_num": 2, "ts": "2026-09-28T07:08:19Z", "hours": 8.0, "multiplier": 5.18, "payout": 40, "blessing": "neutral", "text": "V1: Minimum Viable Product (not sure if I’m using that term correctly) This is the first, fully functional version of the EepyAlarm! It’s an alarm to help night-owls (like me) sleep earlier, a little bit at a time. Once initialized through the program itself, It will ring (display a text message) starting at the given starting time, progressing daily up to the target time! It runs in the background, so It won’t clutter up the task bar.", "repo": "https://github.com/Alex-SJuice/EepyAlarm", "demo": "https://github.com/Alex-SJuice/EepyAlarm/releases/tag/v2.2.0"}]...
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[{"post_id": 80061, "ts": "202 [{"post_id": 80061, "ts": "2026-10-16T03:40:06Z", "hours": 0.6181, "text": "Minor bug fixes I wouldn’t call some of these “minor” but… I’ve fixed several bugs in the program in the newest releases (2.1 & 2.2) The exact details are listed in the releases on github. If you’re one of the absolute legends that are actually using this program, PLEASE update asap! I call them minor, but these bugs (especially the one fixed in 2.1) completely brick the program!"}, {"post_id": 79133, "ts": "2026-10-12T19:41:54Z", "hours": 0.4272, "text": "Finishing touches before V2.0 release! Just commented some debugging code and recompiled everything for the V2.0 release. She’s ready!"}, {"post_id": 78980, "ts": "2026-10-12T07:48:45Z", "hours": 1.6414, "text": "A nicer alarm Check it out! Much nicer than a text box, don’t you agree? This means that V2.0 is finally ready to ship!!!! tomorrow it’s 2 rn ;-;"}, {"post_id": 78949, "ts": "2026-10-12T04:59:26Z", "hours": 5.2561, "text": "INSTALLER also the setup menu is working correctly now. Making the installer was SO EASY ITS INSANE people (windows devs) really need to do this more, It’s one of the easiest ways to make your little project feel more professional, like a real, big boy application, not just a silly program you made. SHOUT OUT TO INNO SETUP would not have been possible without it. It’s great, check it out! Drew orph myself btw :) 2.0 is so close, I can lick it! The only major feature left is a better alarm! yippee"}, {"post_id": 78028, "ts": "2026-10-09T07:35:22Z", "hours": 3.25, "text": "GUI config editor almost complete after much pain and memory wrangling, the config GUI is almost complete! I just need to fix a few save/load bugs. It looks very stripped down at the moment, but I’ll be sprucing it up soon, you’ll see. 1st 2.0 feature (almost) complete!"}, {"post_id": 76977, "ts": "2026-10-05T07:58:28Z", "hours": 1.2217, "text": "Improvement of UI WIP I’ve started work on improving the UI of the program, specifically the config setup, using Raylib! It’s going well so far, but I’m not quite done yet I’m really not looking forward to having to deal with keyboard input ;-;"}, {"post_id": 74777, "ts": "2026-09-28T06:58:18Z", "hours": 3.2581, "text": "V1 COMPLETE It actually happened! I implemented every feature I wanted for V1!!!!!!!!!!! of course, it looks pretty bad at the moment. But all of the core features are working. User input isn’t broken, it runs in the background, and it actually rings at the correct time. First ship, here I come!"}, {"post_id": 73868, "ts": "2026-09-26T07:03:47Z", "hours": 0.6842, "text": "Ok, I’m going to ship V1 in 2 days. Cuz I wanna be able to buy something from stardance here’s the plan: update readme finish user input make it run in the background (maybe) make sure it works Will this pan out? we’ll see."}, {"post_id": 70473, "ts": "2026-09-19T08:08:11Z", "hours": 3.725, "text": "Bare Bones functionality This project is migrating from Out To C, so this is a fairly large devlog. (I’m moving because I like the fact that stardance forces me to log my work, and I get a wider range of prizes) I’ve pretty much completed the bare bones functionality of the program. You can set your target time, and it will automatically store the settings and ring at the right time. There is still TONS to do, so stay tuned!"}]...
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Title: EepyAlarm by @sjpark01 | Stardance
Devlogs Title: EepyAlarm by @sjpark01 | Stardance
Devlogs:
Bare Bones functionality This project is migrating from Out To C, so this is a fairly large devlog. (I’m moving because I like the fact that stardance forces me to log my work, and I get a wider range of prizes) I’ve pretty much completed the bare bones functionality of the program. You can set your target time, and it will automatically store the settings and ring at the right time. There is still TONS to do, so stay tuned!
Ok, I’m going to ship V1 in 2 days. Cuz I wanna be able to buy something from stardance here’s the plan: update readme finish user input make it run in the background (maybe) make sure it works Will this pan out? we’ll see.
V1 COMPLETE It actually happened! I implemented every feature I wanted for V1!!!!!!!!!!! of course, it looks pretty bad at the moment. But all of the core features are working. User input isn’t broken, it runs in the background, and it actually rings at the correct time. First ship, here I come!
Improvement of UI WIP I’ve started work on improving the UI of the program, specifically the config setup, using Raylib! It’s going well so far, but I’m not quite done yet I’m really not looking forward to having to deal with keyboard input ;-;
GUI config editor almost complete after much pain and memory wrangling, the config GUI is almost complete! I just need to fix a few save/load bugs. It looks very stripped down at the moment, but I’ll be sprucing it up soon, you’ll see. 1st 2.0 feature (almost) complete!
INSTALLER also the setup menu is working correctly now. Making the installer was SO EASY ITS INSANE people (windows devs) really need to do this more, It’s one of the easiest ways to make your little project feel more professional, like a real, big boy application, not just a silly program you made. SHOUT OUT TO INNO SETUP would not have been possible without it. It’s great, check it out! Drew orph myself btw :) 2.0 is so close, I can lick it! The only major feature left is a better alarm! yippee
A nicer alarm Check it out! Much nicer than a text box, don’t you agree? This means that V2.0 is finally ready to ship!!!! tomorrow it’s 2 rn ;-;
Finishing touches before V2.0 release! Just commented some debugging code and recompiled everything for the V2.0 release. She’s ready!
Minor bug fixes I wouldn’t call some of these “minor” but… I’ve fixed several bugs in the program in the newest releases (2.1 & 2.2) The exact details are listed in the releases on github. If you’re one of the absolute legends that are actually using this program, PLEASE update asap! I call them minor, but these bugs (especially the one fixed in 2.1) completely brick the program!
Ships:
V1: Minimum Viable Product (not sure if I’m using that term correctly) This is the first, fully functional version of the EepyAlarm! It’s an alarm to help night-owls (like me) sleep earlier, a little bit at a time. Once initialized through the program itself, It will ring (display a text message) starting at the given starting time, progressing daily up to the target time! It runs in the background, so It won’t clutter up the task bar.
V2.0 Version 2.0 of the EepyAlarm brings several, major improvements: Installer GUI for setup automatic run on system startup Custom icons! A much nicer alarm With these changes, EepyAlarm is much closer to a real application than just a program!...
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1793058796.9732542
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1793145196.9732542
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66648
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One Tiny Delivery by @RobbieMa | Stardance
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RobbieMa
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1
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51.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T06:10:10Z", "hours": 51.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is “One Tiny Delivery” made this in around 4 weeks. It is a complete small exploration game about going around delivering packages on an island. The hardest part of this project from a technical perspective would be optimization. I tried all the ways to optimize my game and it finally came out to a steady 100 fps on my laptop. It gave me a lot of new knowledge how Unity renders scenes and how batching and the new resident drawer feature can boost FPS. The hardest thing from a non-technical perspective would be the music. I am NOT a composer, i have no music theory, the only instrument i play is the flute, i don’t know what sounds good or not i can only guess and check. Making this project has been really fun, see yall on the next one!", "repo": "https://github.com/lamp-dude/One-Tiny-Delivery1/", "demo": "https://lamp-dude.itch.io/one-tiny-delivery"}]...
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[{"post_id": 80063, "ts": "202 [{"post_id": 80063, "ts": "2026-10-16T03:47:25Z", "hours": 1.0853, "text": "BUILDS COMPLETED i had to fix some final build bugs but two builds have finally successfully completed! both windows and mac builds have been uploaded to itch.io!"}, {"post_id": 80032, "ts": "2026-10-16T01:07:06Z", "hours": 3.4142, "text": "FINAL DEVLOG!! THE GAME HAS BEEN BUILT. I built it for both mac and windows and now i am gonna try and see if it can also build on webGL. I have added the following features in these two hours. Pause menu End credits New keybinds Changes to prologue Loading optimization (with some major help using AI to help me figure out how to solve lag spikes)"}, {"post_id": 79982, "ts": "2026-10-15T18:46:10Z", "hours": 1.2328, "text": "Devlog 32: working on menu music, ending music theme variations. after that the project would be completed with just building the game and editing player settings making it ready to be played and published to the public"}, {"post_id": 79723, "ts": "2026-10-15T07:01:25Z", "hours": 0.3736, "text": "Devlog 31 I made it so that the prologue preloads terrain, this why gameplay is smooth and there is no such thing as a loading time! As the player is always doing something. I also made each terrain have it’s own grass renderer so the unnesscary ones dont have to be rendered at the very beginning"}, {"post_id": 79719, "ts": "2026-10-15T06:36:22Z", "hours": 2.58, "text": "Devlog 30: The main menu has been completed with all pages working! i’ve made sure that each resolution works and every button works too. did some fun camera effects for the background then i screenshotted it and added a panel overlay for where the “menu” part resides. I have also added a prologue (that i wont show for spoilers) and an ending. now is just left for the credits!"}, {"post_id": 79679, "ts": "2026-10-15T01:27:49Z", "hours": 1.2225, "text": "Devlog 29 finally added in a driver! finished up prologue (i won’t spoil it) and started on a menu! the second image is the background subject to change. the final few devlogs and this project will be over!"}, {"post_id": 79662, "ts": "2026-10-14T23:46:04Z", "hours": 2.3153, "text": "Devlog 28 The project is like 98% done. all that is left is main menu and ending scene. players can now restart a mission if their load falls off the bed or if they get stuck. I have also added ambient sound zones and more sound effects. various easter eggs have been added, more sound effects, and more polish has been done to the handling of the vehicle. I have also started on the prologue of the game."}, {"post_id": 79644, "ts": "2026-10-14T20:18:39Z", "hours": 1.1378, "text": "Devlog 27 Getting animations in! Maximo is a savior, very easy alsmot drag and drop animations into unity. (of course there more than that but it’s easy for my case) There are more that i won’t spoil! all there is left is to add MUSIC, MENU, ENDING!!!"}, {"post_id": 79622, "ts": "2026-10-14T18:54:44Z", "hours": 2.1094, "text": "Devlog 26 Polish. Polish. Polish. So much polish, bugtesting and just the most fun yet boring parts of the game! I had to do like 9 full run throughs of the game which is really hard because i designed it so that players are gonna have to go slow on the roads to avoid falling off the mountain or loosing the load. I optimized the flowers more, overhauled the dialogue visuals with a new font and animation, and changed some dialogue. The work is very close to being finished!"}, {"post_id": 79538, "ts": "2026-10-14T14:44:50Z", "hours": 0.435, "text": "Devlog 25 Since i can’t track my time on garage band, only 26 minutes for this… but i spent my entire morning completely redoing the theme for the game. it now looks like this and sounds loads better than the other one. It has some simple cords and a simple but pretty melody and i made it a waltz-like piece. This melody is probably gonna be repeated a lot through the game with variations so it’s short, memorable, and easily looped."}, {"post_id": 79465, "ts": "2026-10-14T04:40:49Z", "hours": 1.9589, "text": "Devlog 24 Adding MUSIC to the game! (AND A NEW LOCATION!!) using garage band, i’ve cooked up a theme for the game, the piece is mostly piano and it is very simple with lots of repetition. I’m gonna see if i can use my inner music composing skills to make this sound better and incorporate it into the game somehow. I have also added a new location! the TEMPLE! it acts as the second to last place to stop and offers a great view. This is where the final mission happens. There are a lot of polishing to do before release but i am almost there!"}, {"post_id": 79442, "ts": "2026-10-14T00:41:19Z", "hours": 0.3667, "text": "Devlog 23: The story is almost done! i’ve optimized the systems better and improved some graphics. Look at that fog! isn’t that just absolute eye candy? There are some weird shadow bugs becuase i turned the resolution down but the cell-shading helps a lot with that so it doesnt look TOO bad."}, {"post_id": 79438, "ts": "2026-10-14T00:00:13Z", "hours": 1.1219, "text": "Devlog 22: Working on the story, added a new location, a hiker’s tent half way up the mountain acting as the midpoint for the journey up the mountain. Or i’m thinking of adding a temple thing near the top of the mountain for more variation so the player doesn’t get bored. I have also started to add more deliverables and worked on the story more"}, {"post_id": 79388, "ts": "2026-10-13T19:28:22Z", "hours": 0.3861, "text": "Devlog 21:: More storyline adding! Making the story takes up a lot of time and thinking, i’m trying to make them all feel smoothly integrated and made with care."}, {"post_id": 79350, "ts": "2026-10-13T16:30:07Z", "hours": 1.9183, "text": "Devlog 20: The delivery system is fully completed with my own custom script-writing UI for the editor! Before i had this problem of the editor being REALLY slow due to all the voice lines I have but I have fixed that making script writing much more enjoyable and easy to look at/change things. i have completed the first mission which is very easy and acts like a guide for new players. the cubes are placeholders for actual characters that I will actually import when i get done with the main systems and story."}, {"post_id": 79228, "ts": "2026-10-13T03:40:04Z", "hours": 0.7667, "text": "devlog 19: Revamping the different packages so it isn’t just cubes anymore. First delivery will be apples and apple juice!"}, {"post_id": 79221, "ts": "2026-10-13T02:35:52Z", "hours": 2.1008, "text": "Devlog 18: Almost done with the storyline! Stay tuned! after storyline the game will be mostly complete. The remaining story line will probably take not much time using the system i made to streamline the process. Each delivery is unique but follows the same steps. Start, arrival, return dialogue for both, start new delivery, repeat."}, {"post_id": 79164, "ts": "2026-10-12T21:02:54Z", "hours": 1.2075, "text": "Devlog 18: Working on the story line and FLOWERS!!! The flowers use the same system as the grass does, I just make some different textures (the flowers dont even have stems because it will just spawn on top of the grass that acts like its stem to save performance). I probably have to tune them more so they dont spawn as much on mountains, make them more fluid and natural spawning and not just in circles, and scale them better. It already looks like a huge glowup for the field so that is nice!"}, {"post_id": 78944, "ts": "2026-10-12T03:35:02Z", "hours": 2.6322, "text": "Devlog 17: Optimizations, optimizations, optimizations. that my friends is the summary of what I have done in these near 3 hours. lowering shadow quality, lowering reflection quality, batching, and just testing with a variety of different settings, it finally runs at a stable ~100 fps. before, the terrain were way too detailed, each point of the terrain casting a bunch of very high quality shadows, now, they still cast shadows because i cant lower resolution of the terrain since that would erase the terrain data, BUT i could lower the shadows resolution which gave me a huge performance boost."}, {"post_id": 78890, "ts": "2026-10-11T21:47:58Z", "hours": 1.7333, "text": "Devlog 16: FINALLY COMPLETED THE ROUTE!!! The route is now fully complete from the fields, to the forests, and to the mountains. The journey to the top of this mountain is NOT easy, and would probably require a lot of skill to complete the journey without falling off. Though there is a great award tho… a wonderful view that i will not spoil. Thanks you unity’s additional terrain tools, it wasn’t as hard sculpting roads out of the mountain but it WAS hard getting those roads to be easy for the player to access since the player’s vehicle is quite limited in torque and speed."}, {"post_id": 78780, "ts": "2026-10-11T16:15:18Z", "hours": 0.3667, "text": "Devlog 15: Becuase of the uneven terrain, staying upright is almost impossible say less about keeping the delivery on the bed of the truck! It isn’t supposed to be a ragebait game so I made a feature in the script so that when the player holds down shift, the player will keep grounded and go along with the terrain angles."}, {"post_id": 78519, "ts": "2026-10-11T02:16:52Z", "hours": 1.5433, "text": "Devlog 14 Slowly but surely making my way up the mountain… Terrain sculpting takes so much time!!"}, {"post_id": 78481, "ts": "2026-10-10T22:25:22Z", "hours": 1.2, "text": "Devlog 13: Starting on the ascent to the peak of the mountain! Hopefully all goes well, it is the hardest part of the map design part because of how hard it is to flatten steep hills and cliffs to make it drivable and look natural. The player’s car does not provide a lot of torque so the changes in incline have to be very gradual. I will see how this goes! I have made a lot of progress on the storyline aspect of the game, i made it so players can choose to go on side quests or stick to the main objective whihc takes a shorter amount of time."}, {"post_id": 77733, "ts": "2026-10-08T03:53:57Z", "hours": 2.755, "text": "Devlog 13: I have started making the delivery system script! GOt some basic dialogue interaction system using trigger colliders. I’m going to try to make it really customizable because this is going to be the main gameplay mechanic for the rest of the game. Going on, I won’t leak too much of the story making process, that would kinda ruin it. But there will be updates on all the other stuff!"}, {"post_id": 77423, "ts": "2026-10-06T22:30:18Z", "hours": 1.3033, "text": "Devlog 12: Added a gas station (complete with a great view of the ocean thats probably gonna be covered up with trees in the near future)! And expanded the forest complete with LODs and more optimization features like decreasing shadow distance and quality. how it runs at a locked and stead 60 FPS which should be good for most people,"}, {"post_id": 77181, "ts": "2026-10-05T23:27:51Z", "hours": 2.0072, "text": "Devlog 11 Got some more env design up! I have made a lake a completed the river (maybe in the future i’ll add a waterfall and more branches like a delta) and also made a gravel road! I have also edited the mountains a little so the scale seems bigger and started to plan out possible routes up the mountain! Many more are planned for more possible delivery locations, stay tuned!"}, {"post_id": 76928, "ts": "2026-10-05T03:20:44Z", "hours": 0.7667, "text": "MOUNTAINS!!! Devlog 10 Using unity’s terrain extended tools, I got some very nice looking mountains up in a short amount of time. For painting the cliffs and the snow, I wrote up a custom editor tool to help me paint the grey texture at certain incline angles and to check the altitude and add a noise variation to the snow. Looks pretty nice, the hard part will just be designing the details on it."}, {"post_id": 76885, "ts": "2026-10-04T22:43:39Z", "hours": 2.2297, "text": "Devlog 9 Fixed up the terrain. Unity terrain is a PAIN to get right.. there are so many numbers you can mess up on that gets your terrain data wiped and have to redo it again.. guess what i did. I got the numbers wrong. The map was WAY too big, so I scaled it down. When i scaled it down the resolution was WAY too high (since all of them somehow were auto set to 4k resolution) and CRASHED my laptop with 32gb ram.. Scary times. But i got it over with and now we have a nice little map with in WIP forest"}, {"post_id": 76638, "ts": "2026-10-04T07:28:36Z", "hours": 1.1333, "text": "Devlog 8 Got the rough map layout done! Took me a lot of remakes and editing but the general sizing of it should be the final map’s sizing. It is pretty big, it is 1.5km in length and 1km in width. Thought that ight sound small, the bigness comes from the vehicle speed and i’m tinking of adding lakes, rivers, and a final mountain on this map. It will constantly be editing as I go. I also made a new little cozy area! It will be the first delivery mission destination"}, {"post_id": 76586, "ts": "2026-10-04T02:03:52Z", "hours": 0.9333, "text": "Devlog 7.5 Adding more things and lowering the density of the grass! (Gives an FPS boost ykyk)"}, {"post_id": 76571, "ts": "2026-10-04T00:28:38Z", "hours": 1.2333, "text": "Devlog 7 The making of the starting area! added a house and a path for the player to go through, my idea for this starting point is like a coastal plain, not very rough terrain, fairly easy for players to start off without losing any cargo and designed for them to learn the controls."}, {"post_id": 76047, "ts": "2026-10-02T05:28:06Z", "hours": 0.4, "text": "Devlog 6 added a water shader from a old project and painting terrain! Since I’m using neighboring terrain system from unity, I had to use some clever artistic covering up seams form the previous terrain (since colors weren’t even, they were all handpainted), and flatten each terrain in the terrain inspector. This will allow me to add rivers or lakes or mountains in the future. Pretty cool stuff! The water shader was just taken from a project from 4 years ago, I’m surprised it works without a flaw in Unity 6! Its got simplistic reflections (just planer reflections), waves, color, and foam!"}, {"post_id": 76038, "ts": "2026-10-02T04:41:26Z", "hours": 0.4667, "text": "trying out to see if Unity’s terrain system will suit my needs, I have concluded it does! Trying to get an idea for the map now.."}, {"post_id": 75756, "ts": "2026-09-30T23:52:20Z", "hours": 0.49, "text": "Devlog 5.5 Made the grass system support multiple terrains since I plan on using Unity’s neighboring terrain system to make my big overall map. It grabs each terrain color correctly and the grass appears normally."}, {"post_id": 75465, "ts": "2026-09-30T05:26:11Z", "hours": 1.1458, "text": "Devlog 5 Overhauling terrain and grass! I decided to use the base of a old stylized grass shader I had and repurposed it into a more ghibli-like feel. I made it more optimized by splitting it into chunks and made it blend in with the terrain by removing any light rendering on the grass and made it render after Ambient Occlusion. Now it looks completely blended in with the terrain colors. After adding terrain colors it looks very ghibli-like!"}, {"post_id": 75414, "ts": "2026-09-30T01:00:07Z", "hours": 0.4, "text": "Devlog 4 Graphics update!! Did you know that unity3D has a hidden feature that allows for some awsome out-of-the-box cell shading and outlines? To hide up my bad models in the future, I’m gonna use toon shading and other effects to make my game look more stylized so my models don’t have to be really realistic or high poly. What do you think? Does it look good? Help me out here…"}, {"post_id": 75408, "ts": "2026-09-30T00:21:06Z", "hours": 0.2667, "text": "Devlog 3 We have sound!!! I felt like a good game always needs sound, I avoid sound in most of my other games because I am NOT the best at it. The main thing that hard is seamless looping of audio. I cannot figure it out. After spending some time in the browser, I found some tools that helped me, especially this crossfade adder. After that, I added a simple engine sound system that increases the pitch/speed of the sound as I get faster and faster"}, {"post_id": 75404, "ts": "2026-09-29T23:37:53Z", "hours": 0.5006, "text": "Devlog 2.5 Polished up the camera, angled it for a isometric- perspective view, and just made the overall camera smoother. You can now rotate the camera with your right mouse button! It also smoothly auto rotates if you turn the car every 90 degrees."}, {"post_id": 75082, "ts": "2026-09-29T02:56:41Z", "hours": 1.2917, "text": "Devlog 2 The basic Car Controller is ready! It is a very simple raycast based controller using 3 rays and unity wheel colliders. It works pretty well, no known issues. It works as expected, WASD movement, space is handbrake. Cargo load also works. I also grabbed a old camera controller from another project that had a simlar prespective, I was a bit afraid maybe something changed with the versions because it is a older script from 2022 but it worked perfectly fine with soem fine tuning of vaules!"}, {"post_id": 75033, "ts": "2026-09-28T22:40:52Z", "hours": 0.3667, "text": "Devlog 1 Made the player truck model!! Its a 3 wheeler inspired by a rather italian design I found on google. I’ve changed the design a lot, drawn it on procreate first, then modeled it in blender by myself I am kinda proud of this little thing, I couldn’t track my hours in blender nor procreate which was kinda shame. I’ve since dragged it in unity, and it looks great! NO AI WAS USED!!"}]...
|
Title: One Tiny Delivery by @RobbieMa | Stardance
Title: One Tiny Delivery by @RobbieMa | Stardance
Devlogs:
Devlog 1 Made the player truck model!! Its a 3 wheeler inspired by a rather italian design I found on google. I’ve changed the design a lot, drawn it on procreate first, then modeled it in blender by myself I am kinda proud of this little thing, I couldn’t track my hours in blender nor procreate which was kinda shame. I’ve since dragged it in unity, and it looks great! NO AI WAS USED!!
Devlog 2 The basic Car Controller is ready! It is a very simple raycast based controller using 3 rays and unity wheel colliders. It works pretty well, no known issues. It works as expected, WASD movement, space is handbrake. Cargo load also works. I also grabbed a old camera controller from another project that had a simlar prespective, I was a bit afraid maybe something changed with the versions because it is a older script from 2022 but it worked perfectly fine with soem fine tuning of vaules!
Devlog 2.5 Polished up the camera, angled it for a isometric- perspective view, and just made the overall camera smoother. You can now rotate the camera with your right mouse button! It also smoothly auto rotates if you turn the car every 90 degrees.
Devlog 3 We have sound!!! I felt like a good game always needs sound, I avoid sound in most of my other games because I am NOT the best at it. The main thing that hard is seamless looping of audio. I cannot figure it out. After spending some time in the browser, I found some tools that helped me, especially this crossfade adder. After that, I added a simple engine sound system that increases the pitch/speed of the sound as I get faster and faster
Devlog 4 Graphics update!! Did you know that unity3D has a hidden feature that allows for some awsome out-of-the-box cell shading and outlines? To hide up my bad models in the future, I’m gonna use toon shading and other effects to make my game look more stylized so my models don’t have to be really realistic or high poly. What do you think? Does it look good? Help me out here…
Devlog 5 Overhauling terrain and grass! I decided to use the base of a old stylized grass shader I had and repurposed it into a more ghibli-like feel. I made it more optimized by splitting it into chunks and made it blend in with the terrain by removing any light rendering on the grass and made it render after Ambient Occlusion. Now it looks completely blended in with the terrain colors. After adding terrain colors it looks very ghibli-like!
Devlog 5.5 Made the grass system support multiple terrains since I plan on using Unity’s neighboring terrain system to make my big overall map. It grabs each terrain color correctly and the grass appears normally.
trying out to see if Unity’s terrain system will suit my needs, I have concluded it does! Trying to get an idea for the map now..
Devlog 6 added a water shader from a old project and painting terrain! Since I’m using neighboring terrain system from unity, I had to use some clever artistic covering up seams form the previous terrain (since colors weren’t even, they were all handpainted), and flatten each terrain in the terrain inspector. This will allow me to add rivers or lakes or mountains in the future. Pretty cool stuff! The water shader was just taken from a project from 4 years ago, I’m surprised it works without a flaw in Unity 6! Its got simplistic reflections (just planer reflections), waves, color, and foam!
Devlog 7 The making of the starting area! added a house and a path for the player to go through, my idea for this starting point is like a coastal plain, not very rough terrain, fairly easy for players to start off without losing any cargo and designed for them to learn the controls.
Devlog 7.5 Adding more things and lowering the density of the grass! (Gives an FPS boost ykyk)
Devlog 8 Got the rough map layout done! Took me a lot of remakes and editing but the general sizing of it should be the final map’s sizing. It is pretty big, it is 1.5km in length and 1km in width. Thought that ight sound small, the bigness comes from the vehicle speed and i’m tinking of adding lakes, rivers, and a final mountain on this map. It will constantly be editing as I go. I also made a new little cozy area! It will be the first delivery mission destination
Devlog 9 Fixed up the terrain. Unity terrain is a PAIN to get right.. there are so many numbers you can mess up on that gets your terrain data wiped and have to redo it again.. guess what i did. I got the numbers wrong. The map was WAY too big, so I scaled it down. When i scaled it down the resolution was WAY too high (since all of them somehow were auto set to 4k resolution) and CRASHED my laptop with 32gb ram.. Scary times. But i got it over with and now we have a nice little map with in WIP forest
MOUNTAINS!!! Devlog 10 Using unity’s terrain extended tools, I got some very nice looking mountains up in a short amount of time. For painting the cliffs and the snow, I wrote up a custom editor tool to help me paint the grey texture at certain incline angles and to check the altitude and add a noise variation to the snow. Looks pretty nice, the hard part will just be designing the details on it.
Devlog 11 Got some more env design up! I have made a lake a completed the river (maybe in the future i’ll add a waterfall and more branches like a delta) and also made a gravel road! I have also edited the mountains a little so the scale seems bigger and started to plan out possible routes up the mountain! Many more are planned for more possible delivery locations, stay tuned!
Devlog 12: Added a gas station (complete with a great view of the ocean thats probably gonna be covered up with trees in the near future)! And expanded the forest complete with LODs and more optimization features like decreasing shadow distance and quality. how it runs at a locked and stead 60 FPS which should be good for most people,
Devlog 13: I have started making the delivery system script! GOt some basic dialogue interaction system using trigger colliders. I’m going to try to make it really customizable because this is going to be the main gameplay mechanic for the rest of the game. Going on, I won’t leak too much of the story making process, that would kinda ruin it. But there will be updates on all the other stuff!
Devlog 13: Starting on the ascent to the peak of the mountain! Hopefully all goes well, it is the hardest part of the map design part because of how hard it is to flatten steep hills and cliffs to make it drivable and look natural. The player’s car does not provide a lot of torque so the changes in incline have to be very gradual. I will see how this goes! I have made a lot of progress on the storyline aspect of the game, i made it so players can choose to go on side quests or stick to the main objective whihc takes a shorter amount of time.
Devlog 14 Slowly but surely making my way up the mountain… Terrain sculpting takes so much time!!
Devlog 15: Becuase of the uneven terrain, staying upright is almost impossible say less about keeping the delivery on the bed of the truck! It isn’t supposed to be a ragebait game so I made a feature in the script so that when the player holds down shift, the player will keep grounded and go along with the terrain angles.
Devlog 16: FINALLY COMPLETED THE ROUTE!!! The route is now fully complete from the fields, to the forests, and to the mountains. The journey to the top of this mountain is NOT easy, and would probably require a lot of skill to complete the journey without falling off. Though there is a great award tho… a wonderful view that i will not spoil. Thanks you unity’s additional terrain tools, it wasn’t as hard sculpting roads out of the mountain but it WAS hard getting those roads to be easy for the player to access since the player’s vehicle is quite limited in torque and speed.
Devlog 17: Optimizations, optimizations, optimizations. that my friends is the summary of what I have done in these near 3 hours. lowering shadow quality, lowering reflection quality, batching, and just testing with a variety of different settings, it finally runs at a stable ~100 fps. before, the terrain were way too detailed, each point of the terrain casting a bunch of very high quality shadows, now, they still cast shadows because i cant lower resolution of the terrain since that would erase the terrain data, BUT i could lower the shadows resolution which gave me a huge performance boost.
Devlog 18: Working on the story line and FLOWERS!!! The flowers use the same system as the grass does, I just make some different textures (the flowers dont even have stems because it will just spawn on top of the grass that acts like its stem to save performance). I probably have to tune them more so they dont spawn as much on mountains, make them more fluid and natural spawning and not just in circles, and scale them better. It already looks like a huge glowup for the field so that is nice!
Devlog 18: Almost done with the storyline! Stay tuned! after storyline the game will be mostly complete. The remaining story line will probably take not much time using the system i made to streamline the process. Each delivery is unique but follows the same steps. Start, arrival, return dialogue for both, start new delivery, repeat.
devlog 19: Revamping the different packages so it isn’t just cubes anymore. First delivery will be apples and apple juice!
Devlog 20: The delivery system is fully completed with my own custom script-writing UI for the editor! Before i had this problem of the editor being REALLY slow due to all the voice lines I have but I have fixed that making script writing much more enjoyable and easy to look at/change things. i have completed the first mission which is very easy and acts like a guide for new players. the cubes are placeholders for actual characters that I will actually import when i get done with the main systems and story.
Devlog 21:: More storyline adding! Making the story takes up a lot of time and thinking, i’m trying to make them all feel smoothly integrated and made with care.
Devlog 22: Working on the story, added a new location, a hiker’s tent half way up the mountain acting as the midpoint for the journey up the mountain. Or i’m thinking of adding a temple thing near the top of the mountain for more variation so the player doesn’t get bored. I have also started to add more deliverables and worked on the story more
Devlog 23: The story is almost done! i’ve optimized the systems better and improved some graphics. Look at that fog! isn’t that just absolute eye candy? There are some weird shadow bugs becuase i turned the resolution down but the cell-shading helps a lot with that so it doesnt look TOO bad.
Devlog 24 Adding MUSIC to the game! (AND A NEW LOCATION!!) using garage band, i’ve cooked up a theme for the game, the piece is mostly piano and it is very simple with lots of repetition. I’m gonna see if i can use my inner music composing skills to make this sound better and incorporate it into the game somehow. I have also added a new location! the TEMPLE! it acts as the second to last place to stop and offers a great view. This is where the final mission happens. There are a lot of polishing to do before release but i am almost there!
Devlog 25 Since i can’t track my time on garage band, only 26 minutes for this… but i spent my entire morning completely redoing the theme for the game. it now looks like this and sounds loads better than the other one. It has some simple cords and a simple but pretty melody and i made it a waltz-like piece. This melody is probably gonna be repeated a lot through the game with variations so it’s short, memorable, and easily looped.
Devlog 26 Polish. Polish. Polish. So much polish, bugtesting and just the most fun yet boring parts of the game! I had to do like 9 full run throughs of the game which is really hard because i designed it so that players are gonna have to go slow on the roads to avoid falling off the mountain or loosing the load. I optimized the flowers more, overhauled the dialogue visuals with a new font and animation, and changed some dialogue. The work is very close to being finished!
Devlog 27 Getting animations in! Maximo is a savior, very easy alsmot drag and drop animations into unity. (of course there more than that but it’s easy for my case) There are more that i won’t spoil! all there is left is to add MUSIC, MENU, ENDING!!!
Devlog 28 The project is like 98% done. all that is left is main menu and ending scene. players can now restart a mission if their load falls off the bed or if they get stuck. I have also added ambient sound zones and more sound effects. various easter eggs have been added, more sound effects, and more polish has been done to the handling of the vehicle. I have also started on the prologue of the game.
Devlog 29 finally added in a driver! finished up prologue (i won’t spoil it) and started on a menu! the second image is the background subject to change. the final few devlogs and this project will be over!
Devlog 30: The main menu has been completed with all pages working! i’ve made sure that each resolution works and every button works too. did some fun camera effects for the background then i screenshotted it and added a panel overlay for where the “menu” part resides. I have also added a prologue (that i wont show for spoilers) and an ending. now is just left for the credits!
Devlog 31 I made it so that the prologue preloads terrain, this why gameplay is smooth and there is no such thing as a loading time! As the player is always doing something. I also made each terrain have it’s own grass renderer so the unnesscary ones dont have to be rendered at the very beginning
Devlog 32: working on menu music, ending music theme variations. after that the project would be completed with just building the game and editing player settings making it ready to be played and published to the public
FINAL DEVLOG!! THE GAME HAS BEEN BUILT. I built it for both mac and windows and now i am gonna try and see if it can also build on webGL. I have added the following features in these two hours. Pause menu End credits New keybinds Changes to prologue Loading optimization (with some major help using AI to help me figure out how to solve lag spikes)
BUILDS COMPLETED i had to fix some final build bugs but two builds have finally successfully completed! both windows and mac builds have been uploaded to itch.io!
Ships:
This is “One Tiny Delivery” made this in around 4 weeks. It is a complete small exploration game about going around delivering packages on an island. The hardest part of this project from a technical perspective would be optimization. I tried all the ways to optimize my game and it finally came out to a steady 100 fps on my laptop. It gave me a lot of new knowledge how Unity renders scenes and how batching and the new resident drawer feature can boost FPS. The hardest thing from a non-technical perspective would be the music. I am NOT a composer, i have no music theory, the only instrument i play is the flute, i don’t know what sounds good or not i can only guess and check. Making this project has been really fun, see yall on the next one!...
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1793008266.04218
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1793094666.04218
|
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68710
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Personal Website by @leonardo_da_kimchi | Stardanc Personal Website by @leonardo_da_kimchi | Stardance...
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leonardo_da_kimchi
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0
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0.53
|
0
|
[]
|
[{"post_id": 80064, "ts": "202 [{"post_id": 80064, "ts": "2026-10-16T03:53:19Z", "hours": 0.5278, "text": "Working on website. Learned a few html functions and worked on seting the folder and repository and stuff. i can run a basic page, but plan to change it later."}]...
|
Title: Personal Website by @leonardo_da_kimchi | S Title: Personal Website by @leonardo_da_kimchi | Stardance
Devlogs:
Working on website. Learned a few html functions and worked on seting the folder and repository and stuff. i can run a basic page, but plan to change it later....
|
1793123618.5424573
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1793728418.5424573
|
|
69869
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Portfolio website by @dakshesh236 | Stardance
|
dakshesh236
|
1
|
1.58
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T01:38:15Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi just made a portfolio website about myself and I’m it is so late based on my who am I and my projects and I have devoted my time for that project all the back all the coding works are done with artificial intelligence I have designed the UI and as that I only use my mobile to do all this because I don’t have a laptop or PC I don’t need it to because I was my phone termux run local AI also cloud ai about this project I took me around 7 days I guess but I did know how to post that devlog time in this and I learnt it after I know completing the project now and proud of this project because the UI I devoted lot of time to kiss and the UI it is great looking I feel you can check it out thank you I had many errors building the aligning the site I didn’t I don’t know how to I liner properly and the and animation not summer I fixed it and here it is..", "repo": "https://github.com/dakshesh123-rgb/portfolio", "demo": "https://dakshesh-portfolio.pages.dev"}]...
|
[{"post_id": 80066, "ts": "202 [{"post_id": 80066, "ts": "2026-10-16T04:15:45Z", "hours": 0.5833, "text": "Done writing myself the readme"}, {"post_id": 80031, "ts": "2026-10-16T01:03:22Z", "hours": 0.5953, "text": "Sadly I had already made this website, artificial intelligence did the code works ,I had just my phone termux and antigravity, I designed the UI and I believe its good… Please do see it"}]...
|
Title: Portfolio website by @dakshesh236 | Stardan Title: Portfolio website by @dakshesh236 | Stardance
Devlogs:
Sadly I had already made this website, artificial intelligence did the code works ,I had just my phone termux and antigravity, I designed the UI and I believe its good… Please do see it
Done writing myself the readme
Ships:
Hi just made a portfolio website about myself and I’m it is so late based on my who am I and my projects and I have devoted my time for that project all the back all the coding works are done with artificial intelligence I have designed the UI and as that I only use my mobile to do all this because I don’t have a laptop or PC I don’t need it to because I was my phone termux run local AI also cloud ai about this project I took me around 7 days I guess but I did know how to post that devlog time in this and I learnt it after I know completing the project now and proud of this project because the UI I devoted lot of time to kiss and the UI it is great looking I feel you can check it out thank you I had many errors building the aligning the site I didn’t I don’t know how to I liner properly and the and animation not summer I fixed it and here it is.....
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1793008472.6388934
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1793094872.6388934
|
|
69808
|
the nothing tab by @seiafunayama | Stardance
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seiafunayama
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1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T00:42:03Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "im pretty proud of the design as a whole, I think I was able to replicate the aesthetic quite well", "repo": "https://github.com/seia00/nothingtab", "demo": "https://nothingtab.vercel.app"}]...
|
[{"post_id": 80071, "ts": "202 [{"post_id": 80071, "ts": "2026-10-16T04:47:40Z", "hours": 1.6525, "text": "FIRST DEVLOG, introducing the nothingtab1"}]...
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Title: the nothing tab by @seiafunayama | Stardanc Title: the nothing tab by @seiafunayama | Stardance
Devlogs:
FIRST DEVLOG, introducing the nothingtab1
Ships:
im pretty proud of the design as a whole, I think I was able to replicate the aesthetic quite well...
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1793008358.5498178
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1793094758.5498178
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68432
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My WebOS 1 by @ellie_wood | Stardance
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ellie_wood
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1
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7.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T06:36:55Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a webOS styled around a simple and clean rainy vibe. The challenge for this project was just making the decision of what I wanted to do. That along with some of the JS that I had some problem with along the way. Otherwise it was a fun project to make and I am decently happy with how it came out.", "repo": "https://github.com/elliewoodward2024-ops/WebOS", "demo": "https://elliewoodward2024-ops.github.io/WebOS/"}]...
|
[{"post_id": 80073, "ts": "202 [{"post_id": 80073, "ts": "2026-10-16T05:01:59Z", "hours": 1.6408, "text": "Didn’t like the previous design so scrapped it and started again (this is the 5th time I have redesigned so it very well could happen again). Also fixed most of the JS, so the note app and calculator are now both working. Added resizing to the windows as well."}, {"post_id": 80030, "ts": "2026-10-16T01:01:07Z", "hours": 2.7794, "text": "Added some apps/plans for them. I still need to the most of the JS as well as fix most of the styling but slightly better than what I had before."}, {"post_id": 78966, "ts": "2026-10-12T06:43:38Z", "hours": 2.2406, "text": "Ok so that did not go smoothly. Don’t know what happened but brain just was not functioning at all. Absolutely no processing happening in my brain. There were so many stupid errors involved, so I restarted twice… anyway finally got a base at least. I will be adding more and styling later. Looks quite bland at the moment, not the vibes."}]...
|
Title: My WebOS 1 by @ellie_wood | Stardance
Devl Title: My WebOS 1 by @ellie_wood | Stardance
Devlogs:
Ok so that did not go smoothly. Don’t know what happened but brain just was not functioning at all. Absolutely no processing happening in my brain. There were so many stupid errors involved, so I restarted twice… anyway finally got a base at least. I will be adding more and styling later. Looks quite bland at the moment, not the vibes.
Added some apps/plans for them. I still need to the most of the JS as well as fix most of the styling but slightly better than what I had before.
Didn’t like the previous design so scrapped it and started again (this is the 5th time I have redesigned so it very well could happen again). Also fixed most of the JS, so the note app and calculator are now both working. Added resizing to the windows as well.
Ships:
I made a webOS styled around a simple and clean rainy vibe. The challenge for this project was just making the decision of what I wanted to do. That along with some of the JS that I had some problem with along the way. Otherwise it was a fun project to make and I am decently happy with how it came out....
|
1793008287.373701
|
1793094687.373701
|
|
69443
|
Galaxy-Bot by @Dhruvin_07 | Stardance
|
Dhruvin_07
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T05:26:00Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built GalaxyBot, an interactive 24/7 Slack bot for the Hack Club workspace using Node.js, @slack /bolt, and Slack Socket Mode. What was challenging: Figuring out the 24/7 cloud hosting. I originally planned to host it on Nest, but with queues backed up, I switched to Render. Because Socket Mode doesn’t require public webhook endpoints, Render’s free tier kept going to sleep after 15 minutes. To fix this, I built a lightweight HTTP health-check server alongside Bolt and set up keep-alive monitoring so it never disconnects. What I’m proud of: Getting the bot completely independent from my local machine so it stays alive 24/7 in Hack Club Slack, with instant response times across all 5 slash commands. How to test it in Slack: Run any of these commands in any channel or DM: /dh-ping — Checks bot responsiveness and live timestamp /dh-dice [sides] — Rolls a custom die (try /dh-dice 20) /dh-quote — Fetches a random developer quote /dh-uptime — Shows live container uptime /dh-help — Displays the full command menu", "repo": "https://github.com/Dhruvinp07/galaxy-slackbot", "demo": "https://hackclub.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 80077, "ts": "202 [{"post_id": 80077, "ts": "2026-10-16T05:18:34Z", "hours": 0.3597, "text": "My bot is online 24/7 anyone can use it in hackclub slack app."}]...
|
Title: Galaxy-Bot by @Dhruvin_07 | Stardance
Devl Title: Galaxy-Bot by @Dhruvin_07 | Stardance
Devlogs:
My bot is online 24/7 anyone can use it in hackclub slack app.
Ships:
I built GalaxyBot, an interactive 24/7 Slack bot for the Hack Club workspace using Node.js, @slack /bolt, and Slack Socket Mode. What was challenging: Figuring out the 24/7 cloud hosting. I originally planned to host it on Nest, but with queues backed up, I switched to Render. Because Socket Mode doesn’t require public webhook endpoints, Render’s free tier kept going to sleep after 15 minutes. To fix this, I built a lightweight HTTP health-check server alongside Bolt and set up keep-alive monitoring so it never disconnects. What I’m proud of: Getting the bot completely independent from my local machine so it stays alive 24/7 in Hack Club Slack, with instant response times across all 5 slash commands. How to test it in Slack: Run any of these commands in any channel or DM: /dh-ping — Checks bot responsiveness and live timestamp /dh-dice [sides] — Rolls a custom die (try /dh-dice 20) /dh-quote — Fetches a random developer quote /dh-uptime — Shows live container uptime /dh-help — Displays the full command menu...
|
1793116520.6596575
|
1793202920.6596575
|
|
44107
|
Pitch by @mincych | Stardance
|
mincych
|
0
|
157.54
|
0
|
[]
|
[{"post_id": 80080, "ts": "202 [{"post_id": 80080, "ts": "2026-10-16T05:40:23Z", "hours": 9.7833, "text": "pure hell of trial and error I am actually unsure if this will even work properly now. But fear not freinds, “BECAUSE I AM HERE” mha reference btw. I will actually take it a bit slow now, and ship in 10 days. Promise, no more delays."}, {"post_id": 79144, "ts": "2026-10-12T20:04:48Z", "hours": 9.1331, "text": "bug fixing session, no exciting updates, the more i think im coming close oto finishing it, more the work remains."}, {"post_id": 75106, "ts": "2026-09-29T04:40:22Z", "hours": 10.2189, "text": "Progres Report Simulated a hand from data in 2d space X axis is found from TDOA cross-correlation Y axis is found from doppler shift and EMA decay integration. -It’s not the best, but it works 70% of the time. The project is almost finished, but i’m not happy with the accuracy, so ill work on making it better. As good as it can be."}, {"post_id": 74329, "ts": "2026-09-27T05:38:08Z", "hours": 11.3422, "text": "#Code is not working. After the last post, I made some changes, and maybe messed up. Now something is wrong and im not able to figure it out. Since no AI is used in this project, this is becoming really hard."}, {"post_id": 73313, "ts": "2026-09-24T20:41:58Z", "hours": 13.1786, "text": "Progress Update Tried moving hand towards and away from laptop at known velocities. Tried to receive doppler shifted audio from the movement of hand. Extracted frequency shift from each tone independently using FFT. Did some more math and started losing my brain because it wasn’t working at the start. Now i’ll fuse methods, and get x and y coordinates for the plane."}, {"post_id": 72339, "ts": "2026-09-22T18:15:44Z", "hours": 6.7961, "text": "#Progress so far played a short pulse first from left speaker alone, then right one. Measured the angles of arrival, then calculated distance of how far apart these speaker and microphones are. This system can be used for any laptop, allowing for a general approach to be taken further. Yea next ill just verify two tone doppler separation."}, {"post_id": 71901, "ts": "2026-09-21T18:54:05Z", "hours": 7.9728, "text": "JUST WAIT FOR THE PROGRESS REPORT A BIT MORE, IM HAVING TROUBLE WITH THIS LAPTOP SPEAKER SEPERATION DETECTION. WHY IS THIS STUFF SO HARD"}, {"post_id": 71407, "ts": "2026-09-20T19:22:26Z", "hours": 15.3811, "text": "I was in the middle of making the distance calculator. So i’ll complete it and post my next devpost explaining it, this time limit of 10h is kinda annoying tbh. lol"}, {"post_id": 70197, "ts": "2026-09-18T18:00:14Z", "hours": 11.1686, "text": "Tried to merge FFT and doppler shift implementations finally Yea….. This is the only thing done in past 10 hours of work, but lemme explain how hard it is. This will be a weird analogy but hear me out. Imagine a robot, it can use sonar to keep a map of things around it and use the change in reflections and finally knows its own change in position. It’s absolute for knowing the surroundings around you, but it drifts overtime. Meanwhile a simple tracker using wheel can tell you change in location. But you can’t get information about surroundings. So they both are merged so that the drifting of sonar is stopped. I’m applying doppler shift in the same way, since it detects only the change, we can use it to correct the positions acquired by FFT implementation. Hope you all get it, ofcourse its not correctly working right now, so i’ll work on it."}, {"post_id": 68475, "ts": "2026-09-15T05:27:53Z", "hours": 21.5444, "text": "Updates : Heres another fun photo actually Actually tested with multiple laptops to see how much differently the same signals behave. A little bit different yes. Tested with 2 other ways just in case they were better. No and kinda?? 2/3 FFT implementation done Yes i am doing that doppler shift thing too now"}, {"post_id": 65776, "ts": "2026-09-11T04:26:53Z", "hours": 8.3614, "text": "Hardware obstacle faced btw heres a cool monster can gun i made in my free time ive been testing with sounds all this time. But i didnt realise that different laptops have different sound systems. Like downwards firing speakers and upwards firing speakers. So i have decided that this wont be able to be made for all laptops. So i definitely will have to create a video for this. lol. Im on fire!"}, {"post_id": 64028, "ts": "2026-09-08T04:24:03Z", "hours": 9.3717, "text": "THIS IS HELL I have nothing new to show, since im still working on the same thing for 2 devposts now. So heres a cool photo Anyway, after successfully implementing this FFT, I’ll move on to integrate doppler shift as well, like those robots that although have a lidar, still have that internal tracking system. Since lidar drifts, the internal tracking system corrects it. Atleast thats the vision. And implementing doppler shift isnt easy AT ALL, atleast for left to right motion. im actually tired of failing and trying some solution without using AI. It would have made it a lot easier but, I’m kinda stupid and egoistic ig?"}, {"post_id": 63139, "ts": "2026-09-06T19:33:16Z", "hours": 9.9097, "text": "Made significant progress on FFT implementation I’m maybe 1/3rd the way to implement FFT ig? This is getting pretty hard. I’m spending most of the time just writing, running and testing the code of this implementation. As it turns out laptops arent really the best at this stuff. And stuff like this being done by actual companies, makes sense now. It’s way too difficult."}, {"post_id": 53968, "ts": "2026-08-24T17:57:15Z", "hours": 6.7728, "text": "Worked more on the implementation of FFT The picture attached is just when there is forward or backward movement of hand, it glows brighter. Cus I tested with doppler shift a little. So, I learnt a few more concepts required to make this. Applied FFT a bit more nicely and neatly. ALSO I LEARNT COMPLEX FFT WHICH IS AMAZING TBH. Yea, so far its just applying what I’m learning. Not easy for a 16 year old to do college shit."}, {"post_id": 51177, "ts": "2026-08-20T17:57:49Z", "hours": 6.6025, "text": "Implemented a basic distance detector using laptop speaker and microphones Tbh all these difficult concepts, you understand them, do their maths, and then boom, you just implement it using a library. WHY DID I SPEND SO MUCH TIME UNDERSTANDING THEM IN THE FIRST PLACE. I AM A 16 YEAR OLD, ITS REALLY HARD FOR ME TO UNDERSTAND COLLEGE LEVEL SIGNAL PROCESSING, I STILL HAVE FFT AND TO UNDERSTAND!!!! anyway I’ve been working on a project that basically sees without seeing. So far, i’ve understood concepts like convolution, sampling rate, correlation, stuff to basically find a sound we want from a sample. I then wrote a code to send out a linear increasing list of frequencies from 10000 to 15000. Then do a convolution of the recieved sound with the target sample to detect where in the recieved sound lies the target sample."}]...
|
Title: Pitch by @mincych | Stardance
Devlogs:
Imp Title: Pitch by @mincych | Stardance
Devlogs:
Implemented a basic distance detector using laptop speaker and microphones Tbh all these difficult concepts, you understand them, do their maths, and then boom, you just implement it using a library. WHY DID I SPEND SO MUCH TIME UNDERSTANDING THEM IN THE FIRST PLACE. I AM A 16 YEAR OLD, ITS REALLY HARD FOR ME TO UNDERSTAND COLLEGE LEVEL SIGNAL PROCESSING, I STILL HAVE FFT AND TO UNDERSTAND!!!! anyway I’ve been working on a project that basically sees without seeing. So far, i’ve understood concepts like convolution, sampling rate, correlation, stuff to basically find a sound we want from a sample. I then wrote a code to send out a linear increasing list of frequencies from 10000 to 15000. Then do a convolution of the recieved sound with the target sample to detect where in the recieved sound lies the target sample.
Worked more on the implementation of FFT The picture attached is just when there is forward or backward movement of hand, it glows brighter. Cus I tested with doppler shift a little. So, I learnt a few more concepts required to make this. Applied FFT a bit more nicely and neatly. ALSO I LEARNT COMPLEX FFT WHICH IS AMAZING TBH. Yea, so far its just applying what I’m learning. Not easy for a 16 year old to do college shit.
Made significant progress on FFT implementation I’m maybe 1/3rd the way to implement FFT ig? This is getting pretty hard. I’m spending most of the time just writing, running and testing the code of this implementation. As it turns out laptops arent really the best at this stuff. And stuff like this being done by actual companies, makes sense now. It’s way too difficult.
THIS IS HELL I have nothing new to show, since im still working on the same thing for 2 devposts now. So heres a cool photo Anyway, after successfully implementing this FFT, I’ll move on to integrate doppler shift as well, like those robots that although have a lidar, still have that internal tracking system. Since lidar drifts, the internal tracking system corrects it. Atleast thats the vision. And implementing doppler shift isnt easy AT ALL, atleast for left to right motion. im actually tired of failing and trying some solution without using AI. It would have made it a lot easier but, I’m kinda stupid and egoistic ig?
Hardware obstacle faced btw heres a cool monster can gun i made in my free time ive been testing with sounds all this time. But i didnt realise that different laptops have different sound systems. Like downwards firing speakers and upwards firing speakers. So i have decided that this wont be able to be made for all laptops. So i definitely will have to create a video for this. lol. Im on fire!
Updates : Heres another fun photo actually Actually tested with multiple laptops to see how much differently the same signals behave. A little bit different yes. Tested with 2 other ways just in case they were better. No and kinda?? 2/3 FFT implementation done Yes i am doing that doppler shift thing too now
Tried to merge FFT and doppler shift implementations finally Yea….. This is the only thing done in past 10 hours of work, but lemme explain how hard it is. This will be a weird analogy but hear me out. Imagine a robot, it can use sonar to keep a map of things around it and use the change in reflections and finally knows its own change in position. It’s absolute for knowing the surroundings around you, but it drifts overtime. Meanwhile a simple tracker using wheel can tell you change in location. But you can’t get information about surroundings. So they both are merged so that the drifting of sonar is stopped. I’m applying doppler shift in the same way, since it detects only the change, we can use it to correct the positions acquired by FFT implementation. Hope you all get it, ofcourse its not correctly working right now, so i’ll work on it.
I was in the middle of making the distance calculator. So i’ll complete it and post my next devpost explaining it, this time limit of 10h is kinda annoying tbh. lol
JUST WAIT FOR THE PROGRESS REPORT A BIT MORE, IM HAVING TROUBLE WITH THIS LAPTOP SPEAKER SEPERATION DETECTION. WHY IS THIS STUFF SO HARD
#Progress so far played a short pulse first from left speaker alone, then right one. Measured the angles of arrival, then calculated distance of how far apart these speaker and microphones are. This system can be used for any laptop, allowing for a general approach to be taken further. Yea next ill just verify two tone doppler separation.
Progress Update Tried moving hand towards and away from laptop at known velocities. Tried to receive doppler shifted audio from the movement of hand. Extracted frequency shift from each tone independently using FFT. Did some more math and started losing my brain because it wasn’t working at the start. Now i’ll fuse methods, and get x and y coordinates for the plane.
#Code is not working. After the last post, I made some changes, and maybe messed up. Now something is wrong and im not able to figure it out. Since no AI is used in this project, this is becoming really hard.
Progres Report Simulated a hand from data in 2d space X axis is found from TDOA cross-correlation Y axis is found from doppler shift and EMA decay integration. -It’s not the best, but it works 70% of the time. The project is almost finished, but i’m not happy with the accuracy, so ill work on making it better. As good as it can be.
bug fixing session, no exciting updates, the more i think im coming close oto finishing it, more the work remains.
pure hell of trial and error I am actually unsure if this will even work properly now. But fear not freinds, “BECAUSE I AM HERE” mha reference btw. I will actually take it a bit slow now, and ship in 10 days. Promise, no more delays....
|
1792572841.2805002
|
1793177641.2805002
|
|
69885
|
Blog website by @dakshesh236 | Stardance
|
dakshesh236
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T06:41:32Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Very simple me and my own essays and opinions and philosophical insights, has a encrypted key to upload a remove an essay", "repo": "https://github.com/dakshesh123-rgb/essay-blog", "demo": "https://essay-blog-3ne.pages.dev/"}]...
|
[{"post_id": 80082, "ts": "202 [{"post_id": 80082, "ts": "2026-10-16T05:42:17Z", "hours": 1.0583, "text": "Now you can publish or remove essays if you have the encrypted keyy"}]...
|
Title: Blog website by @dakshesh236 | Stardance
D Title: Blog website by @dakshesh236 | Stardance
Devlogs:
Now you can publish or remove essays if you have the encrypted keyy
Ships:
Very simple me and my own essays and opinions and philosophical insights, has a encrypted key to upload a remove an essay...
|
1793008473.7665725
|
1793094873.7665725
|
|
69355
|
INTRO by @wnxvra011 | Stardance
|
wnxvra011
|
0
|
2.13
|
0
|
[]
|
[{"post_id": 80088, "ts": "202 [{"post_id": 80088, "ts": "2026-10-16T06:12:29Z", "hours": 2.1333, "text": "hey!! guy’s this is the start btw,lets work hard"}]...
|
Title: INTRO by @wnxvra011 | Stardance
Devlogs:
h Title: INTRO by @wnxvra011 | Stardance
Devlogs:
hey!! guy’s this is the start btw,lets work hard...
|
1793130926.6826358
|
1793735726.6826358
|
|
69972
|
Orbit Survivor by @Ankit_7 | Stardance
|
Ankit_7
|
1
|
5.0
|
3
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T07:58:02Z", "hours": 5.0, "multiplier": 1.38, "payout": 3, "blessing": "neutral", "text": "I have make Aafast-paced sci-fi survival game where you pilot a lone spacecraft trapped in a collapsing star system. Use planetary gravity to slingshot through space, dodge deadly hazards, gather resources, and survive as long as possible. Learing about Godot was interesting. I am proud that i have been able to make a game. to test the project just simply go to the link that i have provided …or click on this link : https://ankit-7.itch.io/orbit-survivor", "repo": "https://github.com/Ankit-dev-7/Orbit__Survivor", "demo": "https://ankit-7.itch.io/orbit-survivor"}]...
|
[{"post_id": 80091, "ts": "202 [{"post_id": 80091, "ts": "2026-10-16T06:22:08Z", "hours": 4.6794, "text": "A fast-paced sci-fi survival game where you pilot a lone spacecraft trapped in a collapsing star system. Use planetary gravity to slingshot through space, dodge deadly hazards, gather resources, and survive as long as possible."}]...
|
Title: Orbit Survivor by @Ankit_7 | Stardance
Dev Title: Orbit Survivor by @Ankit_7 | Stardance
Devlogs:
A fast-paced sci-fi survival game where you pilot a lone spacecraft trapped in a collapsing star system. Use planetary gravity to slingshot through space, dodge deadly hazards, gather resources, and survive as long as possible.
Ships:
I have make Aafast-paced sci-fi survival game where you pilot a lone spacecraft trapped in a collapsing star system. Use planetary gravity to slingshot through space, dodge deadly hazards, gather resources, and survive as long as possible. Learing about Godot was interesting. I am proud that i have been able to make a game. to test the project just simply go to the link that i have provided …or click on this link : https://ankit-7.itch.io/orbit-survivor...
|
1793047981.8433368
|
1793134381.8433368
|
|
6208
|
Space Janitor by @bawad2 | Stardance
|
bawad2
|
1
|
51.42
|
376
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T09:38:21Z", "hours": 51.0, "multiplier": 7.31, "payout": 376, "blessing": "neutral", "text": "This is the first project I will ship for Hackclub. It was originally supposed to be shipped after i fully finished it. But slowly i started losing attachment to the project and now i dont want to work on it anymore. So, since it has a working loop for gameplay already im gonna ship it here. That game has a playable demo in itch at https://bawad2.itch.io/space-janitors Also in the repo there is a file called “Hourly logs” in that file I have been writing down what i was working on what my plan is and what my thought process is from day one, I think it will be a interesting thing for you to check out. I hope you find my 53 hours interesting at the very least.", "repo": "https://github.com/Bawad2/Space-Janitors", "demo": "https://bawad2.itch.io/space-janitors"}]...
|
[{"post_id": 80092, "ts": "202 [{"post_id": 80092, "ts": "2026-10-16T06:25:10Z", "hours": 0.4167, "text": "I fixed the things i was told to fix :D"}, {"post_id": 77517, "ts": "2026-10-07T09:35:31Z", "hours": 2.6994, "text": "did some final work on the game and decided to give up and just ship it. Made some upgrades to the main menu"}, {"post_id": 58897, "ts": "2026-08-31T13:50:06Z", "hours": 1.3658, "text": "not much really i just studied GML for a while and also worked on a bunch of UI stuff"}, {"post_id": 50582, "ts": "2026-08-19T19:42:45Z", "hours": 1.6197, "text": "DevLog 23 Iv been real busy lately This devlog is boil down of maybe like a week or so of work. I have been so busy that there wasnt a single day this week that I worked before 12AM. Anyways some of the stuff that I made in this logged time includes: A functional game over screen. yep thats it. It was really hard to make tho. I had to figure out a bunch of stuff such as how to make the stats show in the UI layer and a bunch of other stuff I hope I wont be as busy as this anymore"}, {"post_id": 46264, "ts": "2026-08-13T11:43:46Z", "hours": 0.5503, "text": "DevLog #22 Fixed up my repo and also fixed a fatal bug within my repo I basically had a bug which made me unable to push to origin. I ended up resorting to ai to help me fix this bug. But in the end even the ai failed but the things I learned for the ai ended up helping me fixing it myself. I also rewrote the Readme. And sent new version of the game to itch."}, {"post_id": 45500, "ts": "2026-08-12T01:21:32Z", "hours": 2.0303, "text": "DevLog #21 Random miscellaneous stuff I also threw out the timer sprite Made it so new rocks spawn when old ones are broken. Also made a Fuel meter sprite to use instead of the timer. Made the code for the fuel meter as a timer work.( It was a bunch of hard math.) And of course I had to spend like 1 whole hour debugging all this. Check out the [game](Space Janitors by Bawad2 ) I updated it in itch again."}, {"post_id": 43445, "ts": "2026-08-08T18:13:13Z", "hours": 1.6792, "text": "DevLog #20 PAINLOG #1 Repetition is the worst form of torture. (Also I hate myself) Even if every single one of my trillions of cells had the word “ Pain ” written on them 100 times, It wouldn’t even come close to representing the sheer amount of pain I had to go throw to to finish this sprite. I know there was better ways to do this then to spend nearly 2 hours drawing 180 frames by hand, but I was the one who brought this upon myself. I have no one to blame but me. I hope the pain ends now."}, {"post_id": 41282, "ts": "2026-08-05T12:16:15Z", "hours": 3.1014, "text": "DevLog #19 Productivity just sky-rocketed(Pun intended) I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket I did a real lot of stuff today . Finished the new shop menu and its fully working Started work on the health system for the rocket and realized the many things i need to work on I have made the rocket upgradable. Now the logged time includes the pain from the clock sprite but that is a story for the next log"}, {"post_id": 40848, "ts": "2026-08-04T17:09:27Z", "hours": 2.4, "text": "DevLog #18 Well this is a long one. I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket Well, I did a lot of stuff today. Finished Implementing click to move everywhere Made it so the sprites are highLighted when you hover you mouse over them. This took me a lot of time to figure out -# I used chatgpt for a hint during this part. I worked on a sprite for the research lab where you buy upgrades for you rocket This took me like almost the whole hour. Made the basics for the shop menu. I just need to draw a few buttons for the upgrades and it will be done. I used up a lot of the time I was supposed to be studying today to work so im lwk cooked."}, {"post_id": 40246, "ts": "2026-08-03T17:27:02Z", "hours": 0.8933, "text": "Devlog #17 Money works and I got rid of the character I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket Money system I fixed the bug with the money counter. Now your money is properly shown. It also goes up when you break asteroids, so you can earn money . Point and click system I also started work on the click and move system . All the things I need to make for it are complete but I just need to implement them everywhere now. life update Im still quite busy with my studies so I have a bit less time to work on the game. Thats why development is slowing down."}, {"post_id": 39574, "ts": "2026-08-02T17:06:58Z", "hours": 1.3411, "text": "DevLog #16 Finally doing some real stuff again! I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket This day wasn’t that productive because I had school for like 9 hours of the day. But I still manged to add some stuff I basically added a money system in to the game and made the HUD elements. For now you can only see how much money you have and not earn any. I ran into bug( not a bug just a coding mistake) which drove me nuts. Basically I was drawing the HUD on the top left side of the room instead of the screen. It took me a while to figure out. But alas I’m out of time so I cant fix it today D:"}, {"post_id": 38818, "ts": "2026-08-01T11:48:51Z", "hours": 1.0, "text": "Devlog #15 I Finally made a proper plan for the game!! I was making a game where you do a bunch of stuff like climbing the corporate ladder and shi but now i changed my mind I have finally made a proper game plan for myself to follow so i can make the game more easily. Basically I used a planning software named milanote to properly plan out all my stuff. These are what I have made the plan for now: IDEAS Make a day system where every day has a set amount of time you earn money by destroying asteroids you upgrade the rocket so you can break more asteroids faster As more days pass increase the difficulty of the game. Make it so the character has to do spend money to in his house for stuff like water bill, food bill, electricity which gives him nerfs if he doesn’t buy these. GET RID OF ANY VISIBLE CHARACTER make it feel kinda like a visual novel type shi when the rocket runs out of health the day ends early and you are fined. GAMEPLAY LOOP(INTENDED) Player wakes up at home goes outside takes a car to go to the rocket launch site transfer to the rocket launch screen(the upgrades can be accessed from here) flys the rocket earns money by breaking asteroids (Bigger asteroid pay more and are harder to break) when time ends he is returned home he decides whether he wants to pay his bills or not sleeps and repeat game ends when he maxs out the rocket also make sure to check out the current state of the game"}, {"post_id": 38108, "ts": "2026-07-31T10:11:25Z", "hours": 0.7, "text": "DEVLOG 14 After a long long time IM FINALLY BACK Basically I had a exam for the whole month and now its finally over. That being said coming back after a long time, I realize that there are some things I really need to change about the game. First of all Im changing what this game is about This is no longer about some corporate ladder bs Im just gonna make a arcade simulator type thing. im gonna make the scope of the game smaller . I realize i dont have much time rn so i will try to work daily but in small amounts! Also I finished some work today. Like finally fixing the HTML issue . Turns out instead of fixing it I just needed to not export to HTML. Also started work on a game over screen. That all for today!! also check out the Game"}, {"post_id": 20637, "ts": "2026-07-02T08:52:25Z", "hours": 0.7, "text": "tried to fix the issues with the html5 export( failed miserably )"}, {"post_id": 19138, "ts": "2026-06-30T11:51:25Z", "hours": 0.4311, "text": "i worked on rearranging my files inside the game. Not worth a full devlog"}, {"post_id": 15740, "ts": "2026-06-25T16:47:17Z", "hours": 0.9833, "text": "Devlog #13 WE ARE SO BACK!! I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. for the past week I have been really busy with school and stuff so I could really work much or at all . So, I have’nt worked on the game for an entire week. But today I decided to change that. So cus Im coming back after a bit of time i decided to not do to much work. So all the things I did today was make a car sprite."}, {"post_id": 10831, "ts": "2026-06-17T19:30:31Z", "hours": 1.5683, "text": "DevLog #12 It actually took me this long to make the player take a nap . I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I spent this whole time figuring out how to make the player animate when laying down and animate again when getting out of bed. It actually took me 3 different approach to finally find one that works, and even after that when I exported the game to itch for some reason it stops working. It works perfectly fine in the windows build though. I plan on working on fixing this things that happen only on itch tmrw."}, {"post_id": 10152, "ts": "2026-06-16T19:25:28Z", "hours": 1.77, "text": "Devlog #11 You can now play the game yourself🎉!! I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I did a bunch of stuff in the logged time and the most notable one of the bunch is that i finally made a itch page . i also worked on a few other stuff such as: Made a animation of the player getting in bed ( have’nt implemented it yet tho ) -Work on fixing the bugs that come with making a executable for you game. -Also fix some ui related bugs Please check out the game"}, {"post_id": 9754, "ts": "2026-06-16T05:42:52Z", "hours": 1.2594, "text": "DevLog #10 I spent a ton of time re writing the past devlogs to make them more voter friendly. I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I basically went back and re-did all my devlogs and added the new markdown formatting stuff I learnt thanks to a hint from @tongyu . You can see the before and after <–– Here I also plan on working on my repo today but I have school in an hour now so I cant do that now :("}, {"post_id": 9428, "ts": "2026-06-15T19:49:04Z", "hours": 1.2389, "text": "Devlog #9 I worked on a pause menu and bunch of other UI stuff. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. Adding a pause menu is quite a easy task and should not have taken this long. But alas I ran into a bug that took me 30 mins to solve. And the worst part is that fact that it was because of a misplaced “!” symbol. I also re worked on some of the sprites to add some small tweaks. Well the pause menu is still lackluster but I will expand upon it later. Also there is a bug still in the game that makes it so you cant close out of the menu."}, {"post_id": 9180, "ts": "2026-06-15T12:24:39Z", "hours": 1.1825, "text": "DevLog #8 The game now has a Main Menu!! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. This may not feel like much but with this I have laid all the groundwork needed for the rest of the UI . Now I can complete all the UI stuff in no time. I also lwk need to touch up on the sprites"}, {"post_id": 8731, "ts": "2026-06-14T14:47:21Z", "hours": 3.29, "text": "Devlog #7 Worked on a bunch of stuff in the logged time. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. The most notable ones would be : New Tileset to match the palette A bunch of other remade sprites (the bed and the sofa) Started Work on UI Drew the Title sprite and quite a bit more. I have been busy with school lately so the devlog frequency has dropped D:"}, {"post_id": 6881, "ts": "2026-06-11T15:16:09Z", "hours": 1.6881, "text": "DevLog #6 Decided to select a style / palette for my game. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. Took me a bit of time to find a concrete palette for my game. And after a while I found a good palette. Then I decide to re-remake the character . Also I decided to make the artstyle for the game low-res"}, {"post_id": 5654, "ts": "2026-06-09T15:10:33Z", "hours": 1.5761, "text": "Devlog #5 I Started work on some Juicy juicy lore. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship.( This may be subject to change ) I’m not gonna spoil any of the lore here but just know that I did work on it. I also remade the main player sprite ( This time lore accurate ) and also worked on a few bugs"}, {"post_id": 4945, "ts": "2026-06-08T16:02:09Z", "hours": 1.1394, "text": "Devlog #4 The player can now board upon the rocket! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. And now the two parts of the game are finally connected. Now the player can walk out of his house , then go to the launch site and board on the rocket. I did run into a bunch of problems when trying to implement this. At first I was trying to do all the work on the boarder object but then I realized it would be much easier if I just did that in the player instead. So it works now."}, {"post_id": 4253, "ts": "2026-06-07T14:33:13Z", "hours": 1.0903, "text": "Made the final sprite for the rocket launch site! Usually I get the artwork for my game done by teammates. But since I dont have any teammates this time I decided to start learning pixel art myself! Since I’m just starting now even the simple things take me quite a long time. The entire time logged here was spent working on this one sprite ( This doesn’t include the time spent on the rocket btw)"}, {"post_id": 3606, "ts": "2026-06-06T16:38:54Z", "hours": 0.8453, "text": "Remade the rocket sprite. Definitely the best artwork of my life. I will happily take any advice you guys have."}, {"post_id": 3479, "ts": "2026-06-06T13:06:17Z", "hours": 2.8403, "text": "DEVLOG #3 You can now TOUCH GRASS! not really tho. I added the inside of a house and outside portion to the game. The character can now walk out of his house and then walk over to the rocket launch station and then fly the rocket I also made a few sprites for decoration inside of the house"}, {"post_id": 2704, "ts": "2026-06-05T12:38:40Z", "hours": 1.2025, "text": "Drew and implemented a tileset for the main house of the game The tileset will be used to line the inside of the house so you can tell the wall apart from the void"}, {"post_id": 2668, "ts": "2026-06-05T10:42:41Z", "hours": 1.5236, "text": "Made a new sprite for the main character"}, {"post_id": 1984, "ts": "2026-06-04T07:49:07Z", "hours": 3.0933, "text": "DEVLOG #2 The rocket🚀 can now reach space🌌! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. As you can probably tell I added space to my game. I also : drew a bunch of janky looking stars🌠 and added them to the game. I also added 2 types of clouds , Normal and storm clouds . The storm clouds🌩️ make your rocket blow up if you crash into it and normal clouds☁️ are only for cosmetic purposes . I also fixed up a fix bugs👾 with the throttle system for the rocket. btw you can click on the underlined words to see the sprites"}, {"post_id": 1373, "ts": "2026-06-03T11:17:05Z", "hours": 4.6692, "text": "DevLog #1 Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. So far I have added quite a lot of stuff and am only now realizing that i should have made devlogs earlier. So this devlog gonna be a bit long . The things I have added are : a moveable character . the rocket . I finished the dynamic thrust system ( controlling the thrust of the rocket using the scroll wheel ) . On day 2 I started work on making the rocket tilt so it can move side to side. When doing this I ran into a problem due to the way I made the rocket fly. Basically I was increasing the “Y” value of the rocket to make it fly but that doesnt work with the way I want to tilt the rocket so I scraped that and used a method thats already built-into GMS2. Then I made the rocket explode if it hit a surface too hard ( I wasted 30 mins on the explosion sprite ). Check out the sprite I added so the rocket can actually shoot I also added breakable rocks that you can shoot down. Then I spent the next hour on making a teleport system so the rocket can move from one stage from to another. On my way to make this I broke the thrust system so I spent 30 mins trying to figure it out only for it to be the fault of a “-” sign instead of a “+” sign. I plan on working on new sprites for the character later"}]...
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Title: Space Janitor by @bawad2 | Stardance
Devlo Title: Space Janitor by @bawad2 | Stardance
Devlogs:
DevLog #1 Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. So far I have added quite a lot of stuff and am only now realizing that i should have made devlogs earlier. So this devlog gonna be a bit long . The things I have added are : a moveable character . the rocket . I finished the dynamic thrust system ( controlling the thrust of the rocket using the scroll wheel ) . On day 2 I started work on making the rocket tilt so it can move side to side. When doing this I ran into a problem due to the way I made the rocket fly. Basically I was increasing the “Y” value of the rocket to make it fly but that doesnt work with the way I want to tilt the rocket so I scraped that and used a method thats already built-into GMS2. Then I made the rocket explode if it hit a surface too hard ( I wasted 30 mins on the explosion sprite ). Check out the sprite I added so the rocket can actually shoot I also added breakable rocks that you can shoot down. Then I spent the next hour on making a teleport system so the rocket can move from one stage from to another. On my way to make this I broke the thrust system so I spent 30 mins trying to figure it out only for it to be the fault of a “-” sign instead of a “+” sign. I plan on working on new sprites for the character later
DEVLOG #2 The rocket🚀 can now reach space🌌! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. As you can probably tell I added space to my game. I also : drew a bunch of janky looking stars🌠 and added them to the game. I also added 2 types of clouds , Normal and storm clouds . The storm clouds🌩️ make your rocket blow up if you crash into it and normal clouds☁️ are only for cosmetic purposes . I also fixed up a fix bugs👾 with the throttle system for the rocket. btw you can click on the underlined words to see the sprites
Made a new sprite for the main character
Drew and implemented a tileset for the main house of the game The tileset will be used to line the inside of the house so you can tell the wall apart from the void
DEVLOG #3 You can now TOUCH GRASS! not really tho. I added the inside of a house and outside portion to the game. The character can now walk out of his house and then walk over to the rocket launch station and then fly the rocket I also made a few sprites for decoration inside of the house
Remade the rocket sprite. Definitely the best artwork of my life. I will happily take any advice you guys have.
Made the final sprite for the rocket launch site! Usually I get the artwork for my game done by teammates. But since I dont have any teammates this time I decided to start learning pixel art myself! Since I’m just starting now even the simple things take me quite a long time. The entire time logged here was spent working on this one sprite ( This doesn’t include the time spent on the rocket btw)
Devlog #4 The player can now board upon the rocket! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. And now the two parts of the game are finally connected. Now the player can walk out of his house , then go to the launch site and board on the rocket. I did run into a bunch of problems when trying to implement this. At first I was trying to do all the work on the boarder object but then I realized it would be much easier if I just did that in the player instead. So it works now.
Devlog #5 I Started work on some Juicy juicy lore. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship.( This may be subject to change ) I’m not gonna spoil any of the lore here but just know that I did work on it. I also remade the main player sprite ( This time lore accurate ) and also worked on a few bugs
DevLog #6 Decided to select a style / palette for my game. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. Took me a bit of time to find a concrete palette for my game. And after a while I found a good palette. Then I decide to re-remake the character . Also I decided to make the artstyle for the game low-res
Devlog #7 Worked on a bunch of stuff in the logged time. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. The most notable ones would be : New Tileset to match the palette A bunch of other remade sprites (the bed and the sofa) Started Work on UI Drew the Title sprite and quite a bit more. I have been busy with school lately so the devlog frequency has dropped D:
DevLog #8 The game now has a Main Menu!! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. This may not feel like much but with this I have laid all the groundwork needed for the rest of the UI . Now I can complete all the UI stuff in no time. I also lwk need to touch up on the sprites
Devlog #9 I worked on a pause menu and bunch of other UI stuff. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. Adding a pause menu is quite a easy task and should not have taken this long. But alas I ran into a bug that took me 30 mins to solve. And the worst part is that fact that it was because of a misplaced “!” symbol. I also re worked on some of the sprites to add some small tweaks. Well the pause menu is still lackluster but I will expand upon it later. Also there is a bug still in the game that makes it so you cant close out of the menu.
DevLog #10 I spent a ton of time re writing the past devlogs to make them more voter friendly. I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I basically went back and re-did all my devlogs and added the new markdown formatting stuff I learnt thanks to a hint from @tongyu . You can see the before and after <–– Here I also plan on working on my repo today but I have school in an hour now so I cant do that now :(
Devlog #11 You can now play the game yourself🎉!! I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I did a bunch of stuff in the logged time and the most notable one of the bunch is that i finally made a itch page . i also worked on a few other stuff such as: Made a animation of the player getting in bed ( have’nt implemented it yet tho ) -Work on fixing the bugs that come with making a executable for you game. -Also fix some ui related bugs Please check out the game
DevLog #12 It actually took me this long to make the player take a nap . I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I spent this whole time figuring out how to make the player animate when laying down and animate again when getting out of bed. It actually took me 3 different approach to finally find one that works, and even after that when I exported the game to itch for some reason it stops working. It works perfectly fine in the windows build though. I plan on working on fixing this things that happen only on itch tmrw.
Devlog #13 WE ARE SO BACK!! I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. for the past week I have been really busy with school and stuff so I could really work much or at all . So, I have’nt worked on the game for an entire week. But today I decided to change that. So cus Im coming back after a bit of time i decided to not do to much work. So all the things I did today was make a car sprite.
i worked on rearranging my files inside the game. Not worth a full devlog
tried to fix the issues with the html5 export( failed miserably )
DEVLOG 14 After a long long time IM FINALLY BACK Basically I had a exam for the whole month and now its finally over. That being said coming back after a long time, I realize that there are some things I really need to change about the game. First of all Im changing what this game is about This is no longer about some corporate ladder bs Im just gonna make a arcade simulator type thing. im gonna make the scope of the game smaller . I realize i dont have much time rn so i will try to work daily but in small amounts! Also I finished some work today. Like finally fixing the HTML issue . Turns out instead of fixing it I just needed to not export to HTML. Also started work on a game over screen. That all for today!! also check out the Game
Devlog #15 I Finally made a proper plan for the game!! I was making a game where you do a bunch of stuff like climbing the corporate ladder and shi but now i changed my mind I have finally made a proper game plan for myself to follow so i can make the game more easily. Basically I used a planning software named milanote to properly plan out all my stuff. These are what I have made the plan for now: IDEAS Make a day system where every day has a set amount of time you earn money by destroying asteroids you upgrade the rocket so you can break more asteroids faster As more days pass increase the difficulty of the game. Make it so the character has to do spend money to in his house for stuff like water bill, food bill, electricity which gives him nerfs if he doesn’t buy these. GET RID OF ANY VISIBLE CHARACTER make it feel kinda like a visual novel type shi when the rocket runs out of health the day ends early and you are fined. GAMEPLAY LOOP(INTENDED) Player wakes up at home goes outside takes a car to go to the rocket launch site transfer to the rocket launch screen(the upgrades can be accessed from here) flys the rocket earns money by breaking asteroids (Bigger asteroid pay more and are harder to break) when time ends he is returned home he decides whether he wants to pay his bills or not sleeps and repeat game ends when he maxs out the rocket also make sure to check out the current state of the game
DevLog #16 Finally doing some real stuff again! I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket This day wasn’t that productive because I had school for like 9 hours of the day. But I still manged to add some stuff I basically added a money system in to the game and made the HUD elements. For now you can only see how much money you have and not earn any. I ran into bug( not a bug just a coding mistake) which drove me nuts. Basically I was drawing the HUD on the top left side of the room instead of the screen. It took me a while to figure out. But alas I’m out of time so I cant fix it today D:
Devlog #17 Money works and I got rid of the character I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket Money system I fixed the bug with the money counter. Now your money is properly shown. It also goes up when you break asteroids, so you can earn money . Point and click system I also started work on the click and move system . All the things I need to make for it are complete but I just need to implement them everywhere now. life update Im still quite busy with my studies so I have a bit less time to work on the game. Thats why development is slowing down.
DevLog #18 Well this is a long one. I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket Well, I did a lot of stuff today. Finished Implementing click to move everywhere Made it so the sprites are highLighted when you hover you mouse over them. This took me a lot of time to figure out -# I used chatgpt for a hint during this part. I worked on a sprite for the research lab where you buy upgrades for you rocket This took me like almost the whole hour. Made the basics for the shop menu. I just need to draw a few buttons for the upgrades and it will be done. I used up a lot of the time I was supposed to be studying today to work so im lwk cooked.
DevLog #19 Productivity just sky-rocketed(Pun intended) I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket I did a real lot of stuff today . Finished the new shop menu and its fully working Started work on the health system for the rocket and realized the many things i need to work on I have made the rocket upgradable. Now the logged time includes the pain from the clock sprite but that is a story for the next log
DevLog #20 PAINLOG #1 Repetition is the worst form of torture. (Also I hate myself) Even if every single one of my trillions of cells had the word “ Pain ” written on them 100 times, It wouldn’t even come close to representing the sheer amount of pain I had to go throw to to finish this sprite. I know there was better ways to do this then to spend nearly 2 hours drawing 180 frames by hand, but I was the one who brought this upon myself. I have no one to blame but me. I hope the pain ends now.
DevLog #21 Random miscellaneous stuff I also threw out the timer sprite Made it so new rocks spawn when old ones are broken. Also made a Fuel meter sprite to use instead of the timer. Made the code for the fuel meter as a timer work.( It was a bunch of hard math.) And of course I had to spend like 1 whole hour debugging all this. Check out the [game](Space Janitors by Bawad2 ) I updated it in itch again.
DevLog #22 Fixed up my repo and also fixed a fatal bug within my repo I basically had a bug which made me unable to push to origin. I ended up resorting to ai to help me fix this bug. But in the end even the ai failed but the things I learned for the ai ended up helping me fixing it myself. I also rewrote the Readme. And sent new version of the game to itch.
DevLog 23 Iv been real busy lately This devlog is boil down of maybe like a week or so of work. I have been so busy that there wasnt a single day this week that I worked before 12AM. Anyways some of the stuff that I made in this logged time includes: A functional game over screen. yep thats it. It was really hard to make tho. I had to figure out a bunch of stuff such as how to make the stats show in the UI layer and a bunch of other stuff I hope I wont be as busy as this anymore
not much really i just studied GML for a while and also worked on a bunch of UI stuff
did some final work on the game and decided to give up and just ship it. Made some upgrades to the main menu
I fixed the things i was told to fix :D
Ships:
This is the first project I will ship for Hackclub. It was originally supposed to be shipped after i fully finished it. But slowly i started losing attachment to the project and now i dont want to work on it anymore. So, since it has a working loop for gameplay already im gonna ship it here. That game has a playable demo in itch at https://bawad2.itch.io/space-janitors Also in the repo there is a file called “Hourly logs” in that file I have been writing down what i was working on what my plan is and what my thought process is from day one, I think it will be a interesting thing for you to check out. I hope you find my 53 hours interesting at the very least....
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1793152441.6150627
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1793238841.6150627
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69786
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smiski hackpad by @chlocolatess | Stardance
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chlocolatess
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0
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0.87
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0
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[]
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[{"post_id": 80094, "ts": "202 [{"post_id": 80094, "ts": "2026-10-16T06:29:26Z", "hours": 0.8689, "text": "my initial goal with this project was to create a cute hackpad that is smiski themed! with the hackpad tutorial, i was guided through on the schematics, pcb design, and the cad. although for NOW i am simply following the tutorial, i plan to add additional components and parts to this project!"}]...
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Title: smiski hackpad by @chlocolatess | Stardance Title: smiski hackpad by @chlocolatess | Stardance
Devlogs:
my initial goal with this project was to create a cute hackpad that is smiski themed! with the hackpad tutorial, i was guided through on the schematics, pcb design, and the cad. although for NOW i am simply following the tutorial, i plan to add additional components and parts to this project!...
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1792860456.6375413
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1793465256.6375413
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69897
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J.A.R.V.I.S by @mail4reyansh | Stardance
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mail4reyansh
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0
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0.39
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0
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[]
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[{"post_id": 80096, "ts": "202 [{"post_id": 80096, "ts": "2026-10-16T06:38:35Z", "hours": 0.385, "text": "Hey, everyone, I am working on a J.A.R.V.I.S. project, which I am trying to make as realistic as possible. I don’t have much to show yet, but I will post updates soon, hopefully!"}]...
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Title: J.A.R.V.I.S by @mail4reyansh | Stardance
D Title: J.A.R.V.I.S by @mail4reyansh | Stardance
Devlogs:
Hey, everyone, I am working on a J.A.R.V.I.S. project, which I am trying to make as realistic as possible. I don’t have much to show yet, but I will post updates soon, hopefully!...
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1792918153.5193877
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1793522953.5193877
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11806
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vsprocessing by @ilovesilverwolf | Stardance
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ilovesilverwolf
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1
|
45.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T07:06:26Z", "hours": 45.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "VS Processing is a fork of Code - OSS customized to deliver a near-native browser-based development experience. It adds support for writing, compiling, and running Processing & Java code directly in the browser, plus IntelliSense for all supported languages, a virtual file system, and GitHub integration (pull & push directly to GitHub!) VS Processing is designed specifically for Advanced Placement Computer Science A (AP CSA) classrooms to enable students to develop and run Java/Processing programs without installing any local software. We also found it useful in teaching Java to new members of our FIRST robotics team.", "repo": "https://github.com/CloudTronUSA/vsprocessing", "demo": "https://vsp.cloudtron.us/"}]...
|
[{"post_id": 80098, "ts": "202 [{"post_id": 80098, "ts": "2026-10-16T06:56:42Z", "hours": 6.8725, "text": "added github support - experimental"}, {"post_id": 8687, "ts": "2026-06-14T13:06:32Z", "hours": 2.0592, "text": "added online assignment fetching"}, {"post_id": 7820, "ts": "2026-06-13T01:44:38Z", "hours": 7.47, "text": "added assignments; updated java runtime to support more features, fixed mismatch between official java and our implementation; updated language server; updated vsp ui."}, {"post_id": 7199, "ts": "2026-06-12T00:47:01Z", "hours": 8.7086, "text": "implemented a filesystem that can read and write files from vscode and other places using fetch and java coroutine; fixed processing graphics implementation."}, {"post_id": 6143, "ts": "2026-06-10T10:21:05Z", "hours": 1.4119, "text": "fixed minor issues."}, {"post_id": 6102, "ts": "2026-06-10T08:13:23Z", "hours": 4.5678, "text": "added reference guides; worked on buildding system; deployed to vercel"}, {"post_id": 5463, "ts": "2026-06-09T08:08:26Z", "hours": 8.2408, "text": "added linting, fixed EVIL SAFARI stuff."}, {"post_id": 4645, "ts": "2026-06-08T01:35:19Z", "hours": 5.4681, "text": "optimizing error trace"}]...
|
Title: vsprocessing by @ilovesilverwolf | Stardanc Title: vsprocessing by @ilovesilverwolf | Stardance
Devlogs:
optimizing error trace
added linting, fixed EVIL SAFARI stuff.
added reference guides; worked on buildding system; deployed to vercel
fixed minor issues.
implemented a filesystem that can read and write files from vscode and other places using fetch and java coroutine; fixed processing graphics implementation.
added assignments; updated java runtime to support more features, fixed mismatch between official java and our implementation; updated language server; updated vsp ui.
added online assignment fetching
added github support - experimental
Ships:
VS Processing is a fork of Code - OSS customized to deliver a near-native browser-based development experience. It adds support for writing, compiling, and running Processing & Java code directly in the browser, plus IntelliSense for all supported languages, a virtual file system, and GitHub integration (pull & push directly to GitHub!) VS Processing is designed specifically for Advanced Placement Computer Science A (AP CSA) classrooms to enable students to develop and run Java/Processing programs without installing any local software. We also found it useful in teaching Java to new members of our FIRST robotics team....
|
1793051290.621545
|
1793137690.621545
|
|
66367
|
Myco OS by @adwitya | Stardance
|
adwitya
|
0
|
5.68
|
0
|
[]
|
[{"post_id": 80099, "ts": "202 [{"post_id": 80099, "ts": "2026-10-16T06:57:57Z", "hours": 5.1186, "text": "After setting up the initial project the next step was to figure out how to approach the firmware without making the first prototype unnecessarily complicated Ai assistance was used as a reference for choosing a firmware folder structure and planning a simple architecture . The idea was to keep the code separated into modules so that individual component could be changed later without having to rewrite the entire system. the initial structure uses PlatformIO with the Arduino framework for the ESP32 . The Sensor-related files were placed in a separate sensor folder , with for climate control , power management and controller logic as the project develops. The First piece of firmware work was the sensor abstraction . A common Sensor interface and a SensorData structure were created , along with two sensor implementation : FakeSensor and Sht31Sensor The fake senor returns fixed temperature and humidity values which makes it possible to develop the basic firmware without having the physical sensor connected . The Sh31 implementation is intended to read actual temperature and humidity measurement using Adafruit SH31 library. The initial main.cpp was written to select a sensor, initialize it and print its reading through the serial monitor . This gives the project a starting point for checking the senor interface before moving on to climate control. There is still issue to resolve with Sh31 Library being recognized by VS Code .The Physical sensor has not yet been tested with the ESP32(due to lack of funding) ,so real reading have not been verified. Fan Control , humidification and automatic humidity regulation are also pending . For now the focus is on getting the sensor layer working reliably before adding more features. Once the ESP32 can read actual environmental data , the next step will be to start building the control logic"}, {"post_id": 74668, "ts": "2026-09-27T23:16:50Z", "hours": 0.56, "text": "Devlog-1~Project Foundation Overview today i laid the foundation of Myco OS , an open source ecosystem planned for low cost mushroom cultivation. The objective is to build a system that is inexpensive , reliable , scalable, and fully repairable using commodity hardware I’m trying to integrate my engineering skills will my passion of farming to make a functional project which may really make an impact on my life and other activity Principles Cheap Reliable Scalable Open These Priciple will guide every hardware and software decision through development Task Repository The GitHub Repo was initialized with the Mit License, CERN open hardware License . The repo structure was planned for firmware hardware cad dashboard doc Scope the first prototype will focus on the core environmental controller: Esp32 temp and humidity sensing Automatic Humidity control(kinda tough) fan control Local optimaztion Easy Integration Features for next release QR Tracking, Multi Chamber networking and ‘’’.myco’’’ will be planned and worked upon after the first release Why Existing cultivation system are often expensive , proprietary, or difficult to repair .MycoOS Aims to Provide reproducibly open hardware Alternative that anyone can build modify and maintain Next Step Finalize Hardware Select exact Component Design Wiring diagram Begin firmware development"}]...
|
Title: Myco OS by @adwitya | Stardance
Devlogs:
D Title: Myco OS by @adwitya | Stardance
Devlogs:
Devlog-1~Project Foundation Overview today i laid the foundation of Myco OS , an open source ecosystem planned for low cost mushroom cultivation. The objective is to build a system that is inexpensive , reliable , scalable, and fully repairable using commodity hardware I’m trying to integrate my engineering skills will my passion of farming to make a functional project which may really make an impact on my life and other activity Principles Cheap Reliable Scalable Open These Priciple will guide every hardware and software decision through development Task Repository The GitHub Repo was initialized with the Mit License, CERN open hardware License . The repo structure was planned for firmware hardware cad dashboard doc Scope the first prototype will focus on the core environmental controller: Esp32 temp and humidity sensing Automatic Humidity control(kinda tough) fan control Local optimaztion Easy Integration Features for next release QR Tracking, Multi Chamber networking and ‘’’.myco’’’ will be planned and worked upon after the first release Why Existing cultivation system are often expensive , proprietary, or difficult to repair .MycoOS Aims to Provide reproducibly open hardware Alternative that anyone can build modify and maintain Next Step Finalize Hardware Select exact Component Design Wiring diagram Begin firmware development
After setting up the initial project the next step was to figure out how to approach the firmware without making the first prototype unnecessarily complicated Ai assistance was used as a reference for choosing a firmware folder structure and planning a simple architecture . The idea was to keep the code separated into modules so that individual component could be changed later without having to rewrite the entire system. the initial structure uses PlatformIO with the Arduino framework for the ESP32 . The Sensor-related files were placed in a separate sensor folder , with for climate control , power management and controller logic as the project develops. The First piece of firmware work was the sensor abstraction . A common Sensor interface and a SensorData structure were created , along with two sensor implementation : FakeSensor and Sht31Sensor The fake senor returns fixed temperature and humidity values which makes it possible to develop the basic firmware without having the physical sensor connected . The Sh31 implementation is intended to read actual temperature and humidity measurement using Adafruit SH31 library. The initial main.cpp was written to select a sensor, initialize it and print its reading through the serial monitor . This gives the project a starting point for checking the senor interface before moving on to climate control. There is still issue to resolve with Sh31 Library being recognized by VS Code .The Physical sensor has not yet been tested with the ESP32(due to lack of funding) ,so real reading have not been verified. Fan Control , humidification and automatic humidity regulation are also pending . For now the focus is on getting the sensor layer working reliably before adding more features. Once the ESP32 can read actual environmental data , the next step will be to start building the control logic...
|
1793098263.938873
|
1793703063.938873
|
|
67654
|
wake up!!! by @Brokie | Stardance
|
Brokie
|
0
|
10.19
|
0
|
[]
|
[{"post_id": 80101, "ts": "202 [{"post_id": 80101, "ts": "2026-10-16T07:09:33Z", "hours": 1.1867, "text": "so made some changes both in pcb and cad readjusted everything in place"}, {"post_id": 79746, "ts": "2026-10-15T08:34:45Z", "hours": 1.5653, "text": "made sum further changes with the alarm clock added more button in 2*3 matrix and some other stuff"}, {"post_id": 79486, "ts": "2026-10-14T08:16:46Z", "hours": 1.5947, "text": "continued the cad design of my alarm clock added back plate and cutout for usb c cable and added some screw holes for pcb"}, {"post_id": 78063, "ts": "2026-10-09T12:48:41Z", "hours": 1.6267, "text": "so i wanted to create an alarm clock that resembled the brick phone from 90s so i was trying to create the body the clock in fusion"}, {"post_id": 77546, "ts": "2026-10-07T12:18:13Z", "hours": 1.6206, "text": "So i finished the pcb added sum stickers on it and started working on the case for it rn i have only made a simple layout for the case i will work on the case tomorrow"}, {"post_id": 77010, "ts": "2026-10-05T11:09:30Z", "hours": 0.7, "text": "currently working on my alarm clocks pcb layout"}, {"post_id": 76400, "ts": "2026-10-03T12:58:48Z", "hours": 1.8958, "text": "i started blare challenge and i created the schematic of my pcb today"}]...
|
Title: wake up!!! by @Brokie | Stardance
Devlogs: Title: wake up!!! by @Brokie | Stardance
Devlogs:
i started blare challenge and i created the schematic of my pcb today
currently working on my alarm clocks pcb layout
So i finished the pcb added sum stickers on it and started working on the case for it rn i have only made a simple layout for the case i will work on the case tomorrow
so i wanted to create an alarm clock that resembled the brick phone from 90s so i was trying to create the body the clock in fusion
continued the cad design of my alarm clock added back plate and cutout for usb c cable and added some screw holes for pcb
made sum further changes with the alarm clock added more button in 2*3 matrix and some other stuff
so made some changes both in pcb and cad readjusted everything in place...
|
1793112745.5048783
|
1793717545.5048783
|
|
4074
|
Project Luminescence by @vindognz | Stardance
|
vindognz
|
1
|
5.45
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T23:04:15Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom heart-shaped PCB with 10 LEDs and 3 modes (ON, breathing, OFF). It’s a birthday gift for my girlfriend! Making the trimpot voltage divider took some iteration, but breadboard testing saved me big time. I’m super proud of the entire architecture, as this is my first completed hardware project. Thanks for voting!", "repo": "https://github.com/vindognz/project-luminescence", "demo": ""}]...
|
[{"post_id": 80102, "ts": "202 [{"post_id": 80102, "ts": "2026-10-16T07:11:24Z", "hours": 1.4517, "text": "[Friday, Oct 16] - Tweaks before review Almost exactly two months since my last devlog.. I spent this entire devlog polishing my README, reorganising, reformatting my BOM.csv, etc. to ensure Project Luminescence is ready for review!"}, {"post_id": 29945, "ts": "2026-07-17T04:06:01Z", "hours": 0.4667, "text": "[Friday, July 17] - Hardware Assembly Complete Okay so… it’s been a month since my last devlog. I ordered the PCBs June 16th, and they arrived while I was on holiday, but we’re finally back to building! The PCBs arrived absolutely beautiful. The heart shape clean, and the blue solder mask + white silkscreen looks fabulous. Soldering was a journey… I got every component on except the battery holder with relative ease (forgot to track the time 🫠). I tested the complete board using an Arduino as a PSU and everything worked perfectly! There was a lot of residual flux left around the joints (looked like someone sneezed on my board) which I cleaned with an old toothbrush and some hand sanitiser 💀 Next: Solder battery holder, cut the LED legs, then ship!"}, {"post_id": 12846, "ts": "2026-06-21T01:07:36Z", "hours": 0.8319, "text": "[Tuesday, Jun 16] - Analog Brightness + PCB Finalized Firmware is DONE! Got trimpot brightness control working - turn the knob, watch the LED respond beautifully. Hardware: Rerouted the whole back to fit the trimpot voltage divider properly, added a power switch to toggle it on/off (goodbye battery drain anxiety!). PCB is ready to manufacture! After many firmware bugs, all three pieces are finally working together: smooth fading firmware + trimpot brightness control + clean power management. Next: Export Gerbers and ship this to JLCPCB!"}, {"post_id": 9572, "ts": "2026-06-15T23:00:36Z", "hours": 0.4061, "text": "[Tuesday, Jun 16] - Smooth fading and PCB polishing. Firmware: I got the smooth PWM fading working with gamma corrected brightness. The breathing effect is absolutely GORGEOUS and way better than the old blinking. Hardware: Did some PCB cleaning up. Rescaled the silkscreen text to be bigger and more readable, and repositioned everything to look cleaner on the front. Both parts are coming together nicely! Firmware is almost done (just need trimpot brightness control), and the PCB design is ready to order soon! Next up: Integrate analog brightness control from the trimpot."}, {"post_id": 3228, "ts": "2026-06-06T01:49:43Z", "hours": 0.8261, "text": "[Saturday, Jun 6th] - Mode cycling and debouncing. Core firmware structure updated. Button debouncing is solid (50ms), and mode cycling is working cleanly through OFF, ON and FADE. Right now, the fade is just blinking, but that’s next on the list. Once I add smooth PWM fading with gamma correction, the breathing effect will be 🤌 Git log (attached) shows my iteration. We’re getting close to ordering our PCBs!"}, {"post_id": 3085, "ts": "2026-06-05T23:55:03Z", "hours": 0.4589, "text": "[Saturday, Jun 6th] - Core Firmware. Got the basic firmware working. Just simple button press turns LED on/off. Nothing fancy yet, but big things are in the near future. Next up: Debouncing, mode cycling (off, on, breathe), and trimpot brightness control. But for now, the core loop works and proves my ATtiny85 isn’t fried lol."}, {"post_id": 2716, "ts": "2026-06-05T13:17:46Z", "hours": 1.0261, "text": "[Friday, Jun 5th] - PCB Designed. My first devlog! I got my first prototype of the board completed, designed so all the ugly components are on the back. This design features: ATTINY85 microcontroller A CR2032 battery holder 10x 5mm red LEDs A trimmer potentiometer from Aliexpress 💀 A button for switching modes"}]...
|
Title: Project Luminescence by @vindognz | Stardan Title: Project Luminescence by @vindognz | Stardance
Devlogs:
[Friday, Jun 5th] - PCB Designed. My first devlog! I got my first prototype of the board completed, designed so all the ugly components are on the back. This design features: ATTINY85 microcontroller A CR2032 battery holder 10x 5mm red LEDs A trimmer potentiometer from Aliexpress 💀 A button for switching modes
[Saturday, Jun 6th] - Core Firmware. Got the basic firmware working. Just simple button press turns LED on/off. Nothing fancy yet, but big things are in the near future. Next up: Debouncing, mode cycling (off, on, breathe), and trimpot brightness control. But for now, the core loop works and proves my ATtiny85 isn’t fried lol.
[Saturday, Jun 6th] - Mode cycling and debouncing. Core firmware structure updated. Button debouncing is solid (50ms), and mode cycling is working cleanly through OFF, ON and FADE. Right now, the fade is just blinking, but that’s next on the list. Once I add smooth PWM fading with gamma correction, the breathing effect will be 🤌 Git log (attached) shows my iteration. We’re getting close to ordering our PCBs!
[Tuesday, Jun 16] - Smooth fading and PCB polishing. Firmware: I got the smooth PWM fading working with gamma corrected brightness. The breathing effect is absolutely GORGEOUS and way better than the old blinking. Hardware: Did some PCB cleaning up. Rescaled the silkscreen text to be bigger and more readable, and repositioned everything to look cleaner on the front. Both parts are coming together nicely! Firmware is almost done (just need trimpot brightness control), and the PCB design is ready to order soon! Next up: Integrate analog brightness control from the trimpot.
[Tuesday, Jun 16] - Analog Brightness + PCB Finalized Firmware is DONE! Got trimpot brightness control working - turn the knob, watch the LED respond beautifully. Hardware: Rerouted the whole back to fit the trimpot voltage divider properly, added a power switch to toggle it on/off (goodbye battery drain anxiety!). PCB is ready to manufacture! After many firmware bugs, all three pieces are finally working together: smooth fading firmware + trimpot brightness control + clean power management. Next: Export Gerbers and ship this to JLCPCB!
[Friday, July 17] - Hardware Assembly Complete Okay so… it’s been a month since my last devlog. I ordered the PCBs June 16th, and they arrived while I was on holiday, but we’re finally back to building! The PCBs arrived absolutely beautiful. The heart shape clean, and the blue solder mask + white silkscreen looks fabulous. Soldering was a journey… I got every component on except the battery holder with relative ease (forgot to track the time 🫠). I tested the complete board using an Arduino as a PSU and everything worked perfectly! There was a lot of residual flux left around the joints (looked like someone sneezed on my board) which I cleaned with an old toothbrush and some hand sanitiser 💀 Next: Solder battery holder, cut the LED legs, then ship!
[Friday, Oct 16] - Tweaks before review Almost exactly two months since my last devlog.. I spent this entire devlog polishing my README, reorganising, reformatting my BOM.csv, etc. to ensure Project Luminescence is ready for review!
Ships:
I made a custom heart-shaped PCB with 10 LEDs and 3 modes (ON, breathing, OFF). It’s a birthday gift for my girlfriend! Making the trimpot voltage divider took some iteration, but breadboard testing saved me big time. I’m super proud of the entire architecture, as this is my first completed hardware project. Thanks for voting!...
|
1793127015.8531847
|
1793213415.8531847
|
|
58518
|
HackerOS by @XeroDay | Stardance
|
XeroDay
|
0
|
3.24
|
0
|
[]
|
[{"post_id": 80110, "ts": "202 [{"post_id": 80110, "ts": "2026-10-16T08:06:57Z", "hours": 0.8436, "text": "Devlog #3 - HackerOS I built a Web Browser inside my WebOS - HackerOS! So this website doesn’t load youtube.com cuz of same origin policy, I can’t youtube.com into the frame cuz it won’t allow me to and also due to same origin policy I can’t serve any of it’s data on to my browser. But example.com loads successfully!!"}, {"post_id": 62224, "ts": "2026-09-05T14:14:56Z", "hours": 1.0258, "text": "Devlog #2 - HackerOS I’ve Done it!! I’ve built a Virtual File System in my Web OS - Hacker OS!! Now you can save and delete files and it will be persistent!! It was pretty messy at the start but I did it!"}, {"post_id": 62168, "ts": "2026-09-05T13:02:07Z", "hours": 1.3725, "text": "Devlog #1 - HackerOS I am building Hacker-OS, because I am a cybersecurity enthusiast"}]...
|
Title: HackerOS by @XeroDay | Stardance
Devlogs:
Title: HackerOS by @XeroDay | Stardance
Devlogs:
Devlog #1 - HackerOS I am building Hacker-OS, because I am a cybersecurity enthusiast
Devlog #2 - HackerOS I’ve Done it!! I’ve built a Virtual File System in my Web OS - Hacker OS!! Now you can save and delete files and it will be persistent!! It was pretty messy at the start but I did it!
Devlog #3 - HackerOS I built a Web Browser inside my WebOS - HackerOS! So this website doesn’t load youtube.com cuz of same origin policy, I can’t youtube.com into the frame cuz it won’t allow me to and also due to same origin policy I can’t serve any of it’s data on to my browser. But example.com loads successfully!!...
|
1792756056.3243177
|
1793360856.3243177
|
|
67649
|
CharliePet by @CharlieCatMeow | Stardance
|
CharlieCatMeow
|
1
|
5.0
|
28
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T09:10:12Z", "hours": 5.0, "multiplier": 6.22, "payout": 28, "blessing": "neutral", "text": "CharliePet A cat that lives inside your computer. It can follow your cursor, stretch, look around and if you don’t move your mouse for 8 seconds it goes to sleep. All art is drawn by me, it’s meant to resemble my cat Charlie. (Look at my profile picture) (This only works on Windows so if you don’t use Windows please skip)", "repo": "https://github.com/CharlieTheCatMeow/CharliePet", "demo": "https://charliecatmeow.itch.io/charliepet"}]...
|
[{"post_id": 80112, "ts": "202 [{"post_id": 80112, "ts": "2026-10-16T08:37:23Z", "hours": 1.0853, "text": "CharliePet Devlog #4 Basically finished now! I made it stay in one place if you click it. It also meows. The cat now has a wake up animation (just the going to sleep animation but reversed) The README and demo is done now. Also fixed a couple of small bugs"}, {"post_id": 79038, "ts": "2026-10-12T13:47:20Z", "hours": 1.0478, "text": "Charlie Pet Devlog #3 Animations and stuff! The el gato now follows your cursor. If it gets close it may play a short animation. If you don’t move for too long it will get tired and go to sleep. Uh yeah"}, {"post_id": 78779, "ts": "2026-10-11T16:14:45Z", "hours": 1.4336, "text": "Charlie Pet Devlog #2 Charlie! This is what I drew in 1.5 hours. It is supposed to resemble the cat seen in my profile picture. I added a couple animations that Charlie does. This is also my first time using Aseprite so it took me a while to figure out."}, {"post_id": 78699, "ts": "2026-10-11T10:48:35Z", "hours": 0.9836, "text": "Charlie Pet It works? I just used the Crow Assets for now. I followed the guide and it works now. It bounces like a DVD logo, though it is a bit broken."}]...
|
Title: CharliePet by @CharlieCatMeow | Stardance
Title: CharliePet by @CharlieCatMeow | Stardance
Devlogs:
Charlie Pet It works? I just used the Crow Assets for now. I followed the guide and it works now. It bounces like a DVD logo, though it is a bit broken.
Charlie Pet Devlog #2 Charlie! This is what I drew in 1.5 hours. It is supposed to resemble the cat seen in my profile picture. I added a couple animations that Charlie does. This is also my first time using Aseprite so it took me a while to figure out.
Charlie Pet Devlog #3 Animations and stuff! The el gato now follows your cursor. If it gets close it may play a short animation. If you don’t move for too long it will get tired and go to sleep. Uh yeah
CharliePet Devlog #4 Basically finished now! I made it stay in one place if you click it. It also meows. The cat now has a wake up animation (just the going to sleep animation but reversed) The README and demo is done now. Also fixed a couple of small bugs
Ships:
CharliePet A cat that lives inside your computer. It can follow your cursor, stretch, look around and if you don’t move your mouse for 8 seconds it goes to sleep. All art is drawn by me, it’s meant to resemble my cat Charlie. (Look at my profile picture) (This only works on Windows so if you don’t use Windows please skip)...
|
1793008275.8327994
|
1793094675.8327994
|
|
55446
|
Blare thing i guess by @CharlieCatMeow | Stardance
|
CharlieCatMeow
|
0
|
6.35
|
0
|
[]
|
[{"post_id": 80113, "ts": "202 [{"post_id": 80113, "ts": "2026-10-16T08:40:48Z", "hours": 2.6056, "text": "Blare Devlog #5 Finished building it now! This is my second time soldering so it went a lot faster than last time. I fixed a couple bugs with the screen not working, it’s kind of weird. Everything works now though, but I don’t have any complex functionality programmed yet."}, {"post_id": 60909, "ts": "2026-09-03T15:54:08Z", "hours": 0.3836, "text": "Blare Devlog #4 I was wrong. Turns out I still had to do the firmware. So here it is. It’s not much, but it should suffice. I can always work on it later but for now I’ll leave it like that so that I can make sure the screen works first once I get the parts."}, {"post_id": 59749, "ts": "2026-09-01T17:57:33Z", "hours": 1.5397, "text": "Blare Devlog #3 Decorated the case a bit I added some things to the case. I don’t know if it looks good but it looks like that now. Also the PCB I added a bunch of SVG’s to the silkscreen. Forgot a picture. That should be all, I should be able to submit now, once I organize the repo a bit and write a README."}, {"post_id": 57411, "ts": "2026-08-29T15:39:06Z", "hours": 1.0061, "text": "Blare Devlog #2 Rewiring the PCB and making the case I had to rewire the PCB since I forgot to flip some parts. Also finished creating the case in the guide. I can move on to decorating the thing now :D"}, {"post_id": 56765, "ts": "2026-08-28T17:34:26Z", "hours": 0.8186, "text": "Blare Devlog #1 I made the PCB. There’s nothing special about it yet. I haven’t added any designs. Yeah thats it I already did a lot on the hackpad mission so this wasn’t really that hard."}]...
|
Title: Blare thing i guess by @CharlieCatMeow | St Title: Blare thing i guess by @CharlieCatMeow | Stardance
Devlogs:
Blare Devlog #1 I made the PCB. There’s nothing special about it yet. I haven’t added any designs. Yeah thats it I already did a lot on the hackpad mission so this wasn’t really that hard.
Blare Devlog #2 Rewiring the PCB and making the case I had to rewire the PCB since I forgot to flip some parts. Also finished creating the case in the guide. I can move on to decorating the thing now :D
Blare Devlog #3 Decorated the case a bit I added some things to the case. I don’t know if it looks good but it looks like that now. Also the PCB I added a bunch of SVG’s to the silkscreen. Forgot a picture. That should be all, I should be able to submit now, once I organize the repo a bit and write a README.
Blare Devlog #4 I was wrong. Turns out I still had to do the firmware. So here it is. It’s not much, but it should suffice. I can always work on it later but for now I’ll leave it like that so that I can make sure the screen works first once I get the parts.
Blare Devlog #5 Finished building it now! This is my second time soldering so it went a lot faster than last time. I fixed a couple bugs with the screen not working, it’s kind of weird. Everything works now though, but I don’t have any complex functionality programmed yet....
|
1792496924.479102
|
1793101724.479102
|
|
69979
|
RiddleBot by @avycado13 | Stardance
|
avycado13
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T19:37:07Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made riddlebot. A bot to riddel you.!", "repo": "https://github.com/avycado13/riddlebot", "demo": "https://hackclub.enterprise.slack.com/archives/C0C9GCQ4LUX"}]...
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[{"post_id": 80117, "ts": "202 [{"post_id": 80117, "ts": "2026-10-16T08:52:01Z", "hours": 0.6928, "text": "I finished up the README and also the systemd unit to run on my nixos server"}, {"post_id": 80109, "ts": "2026-10-16T08:06:09Z", "hours": 0.4189, "text": "I wrote a basic slack app in socket mode using bolt to send riddles when a slash command is recieved. I tried using bun for this but turns out. that bun’s undici wrapper is super stupid and fails so good old node and pnpm worked instead"}]...
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Title: RiddleBot by @avycado13 | Stardance
Devlog Title: RiddleBot by @avycado13 | Stardance
Devlogs:
I wrote a basic slack app in socket mode using bolt to send riddles when a slash command is recieved. I tried using bun for this but turns out. that bun’s undici wrapper is super stupid and fails so good old node and pnpm worked instead
I finished up the README and also the systemd unit to run on my nixos server
Ships:
I made riddlebot. A bot to riddel you.!...
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1793047995.0353262
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1793134395.0353262
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69540
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dumb bot by @Aarjav_3 | Stardance
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Aarjav_3
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T08:59:59Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a slack bot that replies to ur commands hosting it on nest was a bit challenging Slack bot hosted 24/7 on Nest. Test with /dumb-bot-ping, /dumb-bot-catfact, and /dumb-bot-help in #bot-spam.", "repo": "https://github.com/aarjavjain-in/slack-bot", "demo": "https://hackclub.com/slack/"}]...
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[{"post_id": 80118, "ts": "202 [{"post_id": 80118, "ts": "2026-10-16T08:53:24Z", "hours": 0.2736, "text": "deployed slcak bot to nest so tht it can work 24/7"}, {"post_id": 79854, "ts": "2026-10-15T16:52:54Z", "hours": 0.3428, "text": "made a slack bot tht replies to ur commands"}]...
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Title: dumb bot by @Aarjav_3 | Stardance
Devlogs: Title: dumb bot by @Aarjav_3 | Stardance
Devlogs:
made a slack bot tht replies to ur commands
deployed slcak bot to nest so tht it can work 24/7
Ships:
i made a slack bot that replies to ur commands hosting it on nest was a bit challenging Slack bot hosted 24/7 on Nest. Test with /dumb-bot-ping, /dumb-bot-catfact, and /dumb-bot-help in #bot-spam....
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1793008247.3282568
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1793094647.3282568
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