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37345
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Last.Fm Python Terminal App by @Malingen | Stardan Last.Fm Python Terminal App by @Malingen | Stardance...
|
Malingen
|
1
|
8.29
|
69
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T19:03:34Z", "hours": 8.0, "multiplier": 8.69, "payout": 69, "blessing": "neutral", "text": "This was my first Python application, which helped me learn how to create my first CLI app. It’s a small search client that requests the Last.Fm API, a music tracking service, and provides info to the user. You can download it off PIP at “PIP-lastfm-python-lule345”", "repo": "https://github.com/lule345/lastfmPython2", "demo": "https://pypi.org/project/PIP-lastfm-python-lule345/"}]...
|
[{"post_id": 37703, "ts": "202 [{"post_id": 37703, "ts": "2026-07-30T16:34:51Z", "hours": 0.2919, "text": "I believe the bug where the command would be executed twice should be fixed. Update with pipx upgrade PIP-lastfm-python-lule345"}, {"post_id": 32488, "ts": "2026-07-21T18:24:13Z", "hours": 0.7017, "text": "shipping application now! beware that the demo URL may not work, and that the application should be ran in your own terminal."}, {"post_id": 32448, "ts": "2026-07-21T17:20:50Z", "hours": 0.6336, "text": "track, album, artist search completed! onto top tracks/albums/artists"}, {"post_id": 32429, "ts": "2026-07-21T16:37:49Z", "hours": 1.3053, "text": "finished working on track searching, including 256 ascii display (thx climage)"}, {"post_id": 32035, "ts": "2026-07-20T22:11:10Z", "hours": 1.2072, "text": "three down, five more to go!"}, {"post_id": 32002, "ts": "2026-07-20T20:54:52Z", "hours": 0.3656, "text": "now constructing the details of the command"}, {"post_id": 31987, "ts": "2026-07-20T20:30:25Z", "hours": 1.3886, "text": "fixed the problem i had: needed change from whatever i was doing to a dedicated config file"}, {"post_id": 31492, "ts": "2026-07-19T22:10:39Z", "hours": 1.1619, "text": "encountering a problem with writing to temp files; will hold for today and work on tomorrow"}, {"post_id": 31431, "ts": "2026-07-19T19:56:40Z", "hours": 0.3611, "text": "getting started on HTTP stuff!"}, {"post_id": 31420, "ts": "2026-07-19T19:29:53Z", "hours": 0.6575, "text": "working on getpass process"}, {"post_id": 31394, "ts": "2026-07-19T18:40:23Z", "hours": 0.2789, "text": "slowly learning python"}]...
|
Title: Last.Fm Python Terminal App by @Malingen | Title: Last.Fm Python Terminal App by @Malingen | Stardance
Devlogs:
slowly learning python
working on getpass process
getting started on HTTP stuff!
encountering a problem with writing to temp files; will hold for today and work on tomorrow
fixed the problem i had: needed change from whatever i was doing to a dedicated config file
now constructing the details of the command
three down, five more to go!
finished working on track searching, including 256 ascii display (thx climage)
track, album, artist search completed! onto top tracks/albums/artists
shipping application now! beware that the demo URL may not work, and that the application should be ran in your own terminal.
I believe the bug where the command would be executed twice should be fixed. Update with pipx upgrade PIP-lastfm-python-lule345
Ships:
This was my first Python application, which helped me learn how to create my first CLI app. It’s a small search client that requests the Last.Fm API, a music tracking service, and provides info to the user. You can download it off PIP at “PIP-lastfm-python-lule345”...
|
1793724760.3125668
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1793811160.3125668
|
|
19548
|
Bingo!: My First Slack Bot by @yankobzarenko | Sta Bingo!: My First Slack Bot by @yankobzarenko | Stardance...
|
yankobzarenko
|
1
|
3.6
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T21:06:06Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple Slack Bot that has a couple of useful commands. It is called Bingo!, and there are currently six unique commands that you can use. I found it creating the command for a weather forecast the most difficult because it was far more complex to create compared to any of the other commands. To test Bingo!, you can take a look at the channel I made in Hack Club’s Slack.", "repo": "https://github.com/yankobzarenko/bingoslackbot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BCT7AR06P"}]...
|
[{"post_id": 15382, "ts": "202 [{"post_id": 15382, "ts": "2026-06-25T00:36:30Z", "hours": 1.5967, "text": "Devlog #2: So this time, I decided to add a new command based on the suggestion someone left me: a command that allows you to convert your current time to another time zone of your choosing. It took me a while to get it working, which was mainly due to the fact that I had very little idea how to do it. However, I did get it after some time. The next issue came when it was time to update Bingo!, and I spent a good 30 to 45 minutes just trying to figure that out, but this was mostly me not reading the guide properly. Also, I decided to revamp my color palette command because the original command looked very basic to me. However, I was not prepared for how difficult it would be to update. Originally, I just tried using Slack’s Block Kit Builder, which worked okay, but it didn’t quite give me what I was looking for. All of the color swatches were tiny, and what I wanted was to have those images with all of the colors neatly arranged. So, after searching for a while, I ended up using QuickChart to generate a custom bar chart using the hex codes for the colors. Even then, I encountered a lot of bugs that took me a while to fix, and most of the time, it was usually me forgetting to add some syntax to the code. What do you think I should add next?"}, {"post_id": 14644, "ts": "2026-06-23T20:33:27Z", "hours": 2.1867, "text": "Starting Out: Okay, so I think this is the first dev log I have ever made and also the first time I’m using JavaScript, so forgive me if my code looks very messy. So far in my slack bot, I have six commands currently available: help, ping, catfact, forecast, colorpallete, and joke. Forecast took me an absurdly long time to make because I had no idea what I was doing. It took me like halfway through making it to realize that I could just use console.log() to help debug, which made it a whole lot easier to see what went wrong. An example of the command is attached to this post. I’m not sure what else to add or work on for the slack bot, so it would be great if I could get some suggestions. Also, some advice in regard to JavaScript would be amazing because I still know very little about the language."}]...
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Title: Bingo!: My First Slack Bot by @yankobzarenk Title: Bingo!: My First Slack Bot by @yankobzarenko | Stardance
Devlogs:
Starting Out: Okay, so I think this is the first dev log I have ever made and also the first time I’m using JavaScript, so forgive me if my code looks very messy. So far in my slack bot, I have six commands currently available: help, ping, catfact, forecast, colorpallete, and joke. Forecast took me an absurdly long time to make because I had no idea what I was doing. It took me like halfway through making it to realize that I could just use console.log() to help debug, which made it a whole lot easier to see what went wrong. An example of the command is attached to this post. I’m not sure what else to add or work on for the slack bot, so it would be great if I could get some suggestions. Also, some advice in regard to JavaScript would be amazing because I still know very little about the language.
Devlog #2: So this time, I decided to add a new command based on the suggestion someone left me: a command that allows you to convert your current time to another time zone of your choosing. It took me a while to get it working, which was mainly due to the fact that I had very little idea how to do it. However, I did get it after some time. The next issue came when it was time to update Bingo!, and I spent a good 30 to 45 minutes just trying to figure that out, but this was mostly me not reading the guide properly. Also, I decided to revamp my color palette command because the original command looked very basic to me. However, I was not prepared for how difficult it would be to update. Originally, I just tried using Slack’s Block Kit Builder, which worked okay, but it didn’t quite give me what I was looking for. All of the color swatches were tiny, and what I wanted was to have those images with all of the colors neatly arranged. So, after searching for a while, I ended up using QuickChart to generate a custom bar chart using the hex codes for the colors. Even then, I encountered a lot of bugs that took me a while to fix, and most of the time, it was usually me forgetting to add some syntax to the code. What do you think I should add next?
Ships:
I made a simple Slack Bot that has a couple of useful commands. It is called Bingo!, and there are currently six unique commands that you can use. I found it creating the command for a weather forecast the most difficult because it was far more complex to create compared to any of the other commands. To test Bingo!, you can take a look at the channel I made in Hack Club’s Slack....
|
1793724761.5151727
|
1793811161.5151727
|
|
33406
|
Orbit Desk by @sirius | Stardance
|
sirius
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T05:03:37Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Orbit Desk is a custom new-tab mission-control dashboard built with plain HTML, CSS, and JavaScript. I am proud of the live clock, 25-minute focus timer, persistent localStorage priorities, responsive layout, and accessible interaction states. The main challenge was keeping the interface useful and calm while making every feature work without external dependencies. Test it by starting and resetting the timer, adding and completing priorities, reloading to confirm they persist, and trying the search and launch links.", "repo": "https://github.com/SiriusW823/orbit-desk", "demo": "https://siriusw823.github.io/orbit-desk/"}]...
|
[{"post_id": 26384, "ts": "202 [{"post_id": 26384, "ts": "2026-07-11T04:30:06Z", "hours": 0.2756, "text": "Orbit Desk is live! I turned a blank browser tab into a calm personal mission-control dashboard. Live local clock and time-aware greeting 25-minute focus timer with pause and reset Priorities saved with localStorage Responsive layout, keyboard focus, and reduced-motion support Built with plain HTML, CSS, and JavaScript, then browser-tested end to end. The public repo and GitHub Pages deployment are ready for review. Demo: https://siriusw823.github.io/orbit-desk/ Source: https://github.com/SiriusW823/orbit-desk"}]...
|
Title: Orbit Desk by @sirius | Stardance
Devlogs: Title: Orbit Desk by @sirius | Stardance
Devlogs:
Orbit Desk is live! I turned a blank browser tab into a calm personal mission-control dashboard. Live local clock and time-aware greeting 25-minute focus timer with pause and reset Priorities saved with localStorage Responsive layout, keyboard focus, and reduced-motion support Built with plain HTML, CSS, and JavaScript, then browser-tested end to end. The public repo and GitHub Pages deployment are ready for review. Demo: https://siriusw823.github.io/orbit-desk/ Source: https://github.com/SiriusW823/orbit-desk
Ships:
Orbit Desk is a custom new-tab mission-control dashboard built with plain HTML, CSS, and JavaScript. I am proud of the live clock, 25-minute focus timer, persistent localStorage priorities, responsive layout, and accessible interaction states. The main challenge was keeping the interface useful and calm while making every feature work without external dependencies. Test it by starting and resetting the timer, adding and completing priorities, reloading to confirm they persist, and trying the search and launch links....
|
1793724762.6365988
|
1793811162.6365988
|
|
29968
|
My own site! by @StarCoder | Stardance
|
StarCoder
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T18:31:16Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Personal Website This is my first ship for the personal website mission. It has multiple sections, including a home, which is just a title for now, am about me section, a projects section which contains only one project for now, and a contact section. The project section contains two buttons, one lets you try out the project, the other opens a new page with additional info about the project. I did this mission to try to learn a bit more about HTML and CSS, and I think I did learn a lot. No AI was used in this project (other than the AI overview sometimes opening up when searching for some syntax). Thanks! Github link: https://github.com/StarCoder369/personal-website Demo link: https://starcoder369.github.io/personal-website/", "repo": "https://github.com/StarCoder369/personal-website", "demo": "https://starcoder369.github.io/personal-website/"}]...
|
[{"post_id": 29012, "ts": "202 [{"post_id": 29012, "ts": "2026-07-15T17:39:48Z", "hours": 3.3139, "text": "Personal Website This is my first devlog for the personal website. Features The website currently has a home section, an about section, a projects section, and a contact section. The project sections only contains a single project for now, and has a more info and a view project button. The more info button takes the user into a new page with more info. The view project button redirects to the project link. That’s basically it, hopefully it gets accepted, since I’m going to ship it now. Thanks!"}]...
|
Title: My own site! by @StarCoder | Stardance
Dev Title: My own site! by @StarCoder | Stardance
Devlogs:
Personal Website This is my first devlog for the personal website. Features The website currently has a home section, an about section, a projects section, and a contact section. The project sections only contains a single project for now, and has a more info and a view project button. The more info button takes the user into a new page with more info. The view project button redirects to the project link. That’s basically it, hopefully it gets accepted, since I’m going to ship it now. Thanks!
Ships:
Personal Website This is my first ship for the personal website mission. It has multiple sections, including a home, which is just a title for now, am about me section, a projects section which contains only one project for now, and a contact section. The project section contains two buttons, one lets you try out the project, the other opens a new page with additional info about the project. I did this mission to try to learn a bit more about HTML and CSS, and I think I did learn a lot. No AI was used in this project (other than the AI overview sometimes opening up when searching for some syntax). Thanks! Github link: https://github.com/StarCoder369/personal-website Demo link: https://starcoder369.github.io/personal-website/...
|
1793724763.771843
|
1793811163.771843
|
|
25584
|
The Ultimate Writer's Deck by @blueheart | Sta The Ultimate Writer's Deck by @blueheart | Stardance...
|
blueheart
|
1
|
10.26
|
52
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T04:34:59Z", "hours": 10.0, "multiplier": 5.0, "payout": 52, "blessing": "neutral", "text": "From writer to CAD designer (CADder? something-er?) this was such a FUN journey!!!! One of the hardest parts of making this deck / kit was designing all of the patterns by hand, then redesigning in Fusion 360. But that was my favorite part (well, the one I’m most proud of!) and I hope you love the curly + bookish designs as much as I loved making them! Between losing my wifi, and then losing my sanity, to screaming with joy at 1AM over a working file, this project was an incredible test to my writing and CAD skills. But it all worked out! (sort of) (excluding the 100-something times I had to restart my computer because my designs crashed) (or 20-something times my wifi went out) (or the 50-something times I redesigned each prototype in my notebook, Procreate, and Fusion 360) If you want to test out the project, check out my repo, follow assembly instructions (if there are any), follow print settings, print, and enjoy! From one writer to another! MUCH LOVE, HACKERS! Keep shining :D PS. Below is my favorite part of the project :3 the wheel deal, which inspired me to make this whole kit!", "repo": "https://github.com/arislam-cs28/ult-writer-materials", "demo": ""}]...
|
[{"post_id": 56296, "ts": "202 [{"post_id": 56296, "ts": "2026-08-28T00:43:14Z", "hours": 0.2628, "text": "DEVLOG #7: in which i revise and reship wassup hackers!!!! ya girl got her project shipped back to her, so it’s time for some well-needed modifications! i added a BOM.csv to the project so that people don’t miss the fine print saying “this is what you need.” this includes the item, its quantity, and a description. i also added details to the README.md that were missing before, yay! here, you can see more advice from me on how to make sure that your prints don’t go out of wack hehe peace out, hackers!"}, {"post_id": 18964, "ts": "2026-06-30T04:26:19Z", "hours": 0.6744, "text": "DEVLOG #6: the final devlog before i explode (aka the first ship!) wassup hackers!!! it’s been years (no, just an hour) since my last devlog!!! i just created the demo video of me playing with the parts of my ultimate writer’s kit! it’s about 8 minutes long, but i had fun! check my ship to watch the project and go onto the GitHub repo to download the files! i also took finalized photos of all of the physical prototypes. i’ll attach my FAVs here for you to see too! WHAT I’VE LEARNED the point spline tool is the BEST tool to fluidly draw with in Fusion take advantage of the mirror tool, it seriously speeds up the work process remember to close those lines. or else you can’t extrude… rectangular and circular pattern tools are helpful if you’re doing designs with repetition! KEEP WRITING! so long, hackers! time to put these STL files to USE! hopefully i can get the coaster printed eventually"}, {"post_id": 18912, "ts": "2026-06-30T03:05:56Z", "hours": 2.7903, "text": "DEVLOG #5: writing this as i stare at my not-working 3D printer in pure devastation (a broken heart, torn wires, and my lament on the sorrows of lost internet at the end of a vital project) wassup hackers!!! the internet wires in my house broke, so guess what? i can’t quite print the last part of my ULTIMATE WRITER’S GUIDE prototype 1 … so now, we wait. and stare at the sad lonely STL files. and maybe do the first ship. on the bright side, we’ve gotten a lot done since the ID holder. i started off by making a 3-part spinner with two sides: one to roll nonfiction genres and another to roll fiction genres! to flip sides, you just remove the spin indicator from the stand, and flip the wheel. this piece took a TON (when i say ton, i mean a crap ton) of trial-and-error. first, the wheel was too heavy. then too small. then not small enough. text alignment for even weight distribution was the hardest part! but it ended up OK in the final print. then i made the pen holder. it was initially supposed to look like an inkwell, but after many redesigns, i went for something that was supposed to look like an ancient battleground / battle ring / temple. :> the quote at its base is one of my own!!!! can’t wait to show y’all. PLEASE check the README once I’ve shipped my biggest struggle with this piece was actually learning how to use rectangular alignment in Fusion, but it ended up working out? i should have enabled supports though :( I ended up with a stringy print instead, with drooping filament… ouch. now, for my grandest tragedy. i couldn’t print the coaster, when it was one of the most detail-heavy parts. my printer won’t be back up for several days, so i’ll add the STL file to the repo and ship it off. i’ll print the official coaster and add it to the README once i have internet again. but that will take a long, long time… i’ll be back (soon) for my last devlog (before my first ship) in a century (in like 20 minutes after finishing the README). you guys will see the official printed models then! goodbye, hackers!"}, {"post_id": 18086, "ts": "2026-06-29T02:35:24Z", "hours": 1.3589, "text": "DEVLOG #4: in which i tweak out over my second failed ID holder prototype (i was sad) (i really was) wassup hackers!!! this devlog was certainly a ride. a ride in which i made a NEW detailed ID holder nothing like my old failed prototype… and it still failed anyways. the steps to making my sad fumbly prototype? measure your ID card (should be default size) make the base holder in Fusion 360 cut out a window to actually SEE the card add pretty details to the back so the ID holder was for writers to use in case they ever went to conferences and needed something swaggy and shiny and sturdy too. sounds chill, but then i pulled out my school ID, and i sorta scratched the hell out of that. oops i also forgot to make a separate pulling-out-the-card mechanism, in all my excitement to make the back detailing… ouch. hopefully this prints out well enough to push the ID in and out safely. “at least the back looks nice, though, arisha!” you might say. but yeah, nope, i put it into my printer’s slicer… and my designs got cut off. so i redesigned for the third time! turns out the initial feather bits were too thin. i also tried a new print orientation! instead of horizontal, i’m printing vertically, so that should HYPOTHETICALLY work better in reducing print stringiness. so long, stars! time to actually finish this project… eventually. keep shining :D"}, {"post_id": 17309, "ts": "2026-06-28T01:09:04Z", "hours": 1.2667, "text": "DEVLOG 3: the unexpected devlog (in which i fumble to make a single die) (and then succeed) (sort of) wassup hackers!!! wasn’t really planning on doing a devlog after just one hour of work, but this die is so glorious i feel alive again every writer faces the decision: should i write poetry, a novel, a short story, etc. etc… so why don’t we roll on it! this one took a bit of trial and error. i started by making 6 side designs for my die, but the designs took a while to decide on. i ended up drafting: gavel: journalism / article mask: play / scriptwriting pages: short story book: novel quotation marks: essay inkwell + quill: poetry then it was time to Fusion again. once again, extrude, point spline, and line tool were the LOMLs. but i used box for the base shape my biggest worry with this design was uneven weight distribution + difficulty with small gaps + supports when printing though! we want our writer choices to be unbiased and easy to set up so instead of going with my initial plan—to extrude the designs outwards—i decided to cut inward. it looks cleaner, prints cleaner, and is overall more even in weight, i find. dunno how that works, but it does? anyways, peace! onto the next part of the kit…"}, {"post_id": 17068, "ts": "2026-06-27T18:29:47Z", "hours": 2.0669, "text": "DEVLOG #2: drafting + creating the Reader’s Bookmark wassup, hackers! (x2) we just went from ONE bookmark to TWO!!! i mean, my hand is cramped from Fusion 360’s point spline + extrude tools, but we made it! every writer had to be a reader before they started writing, so i decided to make the reader’s bookmark today, for writer’s to use when reading for inspo or looking through their manuscript! i started by first drawing out the basic floral design i wanted, in Procreate Pocket—it was meant to be sorta flower-y, fantasy-like, and just elegant to look at and sleek to hold. i refined the drawing, then pushed it into Fusion to build. in Fusion, i had a crisis trying to maneuver point spline. I swear, that tool has something against me. i redrew the florals + swirls, added a moon-sun-stars window, and extruded the design however my writer/artist heart felt. had to redraw a few lines that were too thin to extrude or overlapped. (this was my first time using the mirror tool, WHOA!) we ended up pretty good! meet the reader’s bookmark below"}, {"post_id": 16683, "ts": "2026-06-27T03:43:34Z", "hours": 2.3208, "text": "DEVLOG #1: drafting the “Ultimate Writer’s Deck” + creating the Writer’s Bookmark wassup, hackers! ya girl went from blank desk + blank head, to Fusion 360-built bookmark (albeit after fighting Fusion’s extrude tool for 2 hours). guess which writer sat down with NO motivation to write! you guessed right, me! so i decided to build a catalog of trinkets for writers to use if they needed inspiration, or items to make work more fun. drafted a list of ~10 items for the “ULTIMATE WRITER’s DECK.” i then sketched out the first part—the writer’s bookmark—meant to have tabs, corner designs, and line guides that are good for manuscript edits. then, Fusion 360!!! lwk wrestled against the extrude tool. it took me 20 minutes just to make one fancy corner design… before deleting it entirely. but i learned how to use the “Break” tool and fixed up line issues, then remade all of the designs! came out pretty solid time to push this into the big Bambu Lab A1, bubs! :0"}]...
|
Title: The Ultimate Writer's Deck by @bluehear Title: The Ultimate Writer's Deck by @blueheart | Stardance
Devlogs:
DEVLOG #1: drafting the “Ultimate Writer’s Deck” + creating the Writer’s Bookmark wassup, hackers! ya girl went from blank desk + blank head, to Fusion 360-built bookmark (albeit after fighting Fusion’s extrude tool for 2 hours). guess which writer sat down with NO motivation to write! you guessed right, me! so i decided to build a catalog of trinkets for writers to use if they needed inspiration, or items to make work more fun. drafted a list of ~10 items for the “ULTIMATE WRITER’s DECK.” i then sketched out the first part—the writer’s bookmark—meant to have tabs, corner designs, and line guides that are good for manuscript edits. then, Fusion 360!!! lwk wrestled against the extrude tool. it took me 20 minutes just to make one fancy corner design… before deleting it entirely. but i learned how to use the “Break” tool and fixed up line issues, then remade all of the designs! came out pretty solid time to push this into the big Bambu Lab A1, bubs! :0
DEVLOG #2: drafting + creating the Reader’s Bookmark wassup, hackers! (x2) we just went from ONE bookmark to TWO!!! i mean, my hand is cramped from Fusion 360’s point spline + extrude tools, but we made it! every writer had to be a reader before they started writing, so i decided to make the reader’s bookmark today, for writer’s to use when reading for inspo or looking through their manuscript! i started by first drawing out the basic floral design i wanted, in Procreate Pocket—it was meant to be sorta flower-y, fantasy-like, and just elegant to look at and sleek to hold. i refined the drawing, then pushed it into Fusion to build. in Fusion, i had a crisis trying to maneuver point spline. I swear, that tool has something against me. i redrew the florals + swirls, added a moon-sun-stars window, and extruded the design however my writer/artist heart felt. had to redraw a few lines that were too thin to extrude or overlapped. (this was my first time using the mirror tool, WHOA!) we ended up pretty good! meet the reader’s bookmark below
DEVLOG 3: the unexpected devlog (in which i fumble to make a single die) (and then succeed) (sort of) wassup hackers!!! wasn’t really planning on doing a devlog after just one hour of work, but this die is so glorious i feel alive again every writer faces the decision: should i write poetry, a novel, a short story, etc. etc… so why don’t we roll on it! this one took a bit of trial and error. i started by making 6 side designs for my die, but the designs took a while to decide on. i ended up drafting: gavel: journalism / article mask: play / scriptwriting pages: short story book: novel quotation marks: essay inkwell + quill: poetry then it was time to Fusion again. once again, extrude, point spline, and line tool were the LOMLs. but i used box for the base shape my biggest worry with this design was uneven weight distribution + difficulty with small gaps + supports when printing though! we want our writer choices to be unbiased and easy to set up so instead of going with my initial plan—to extrude the designs outwards—i decided to cut inward. it looks cleaner, prints cleaner, and is overall more even in weight, i find. dunno how that works, but it does? anyways, peace! onto the next part of the kit…
DEVLOG #4: in which i tweak out over my second failed ID holder prototype (i was sad) (i really was) wassup hackers!!! this devlog was certainly a ride. a ride in which i made a NEW detailed ID holder nothing like my old failed prototype… and it still failed anyways. the steps to making my sad fumbly prototype? measure your ID card (should be default size) make the base holder in Fusion 360 cut out a window to actually SEE the card add pretty details to the back so the ID holder was for writers to use in case they ever went to conferences and needed something swaggy and shiny and sturdy too. sounds chill, but then i pulled out my school ID, and i sorta scratched the hell out of that. oops i also forgot to make a separate pulling-out-the-card mechanism, in all my excitement to make the back detailing… ouch. hopefully this prints out well enough to push the ID in and out safely. “at least the back looks nice, though, arisha!” you might say. but yeah, nope, i put it into my printer’s slicer… and my designs got cut off. so i redesigned for the third time! turns out the initial feather bits were too thin. i also tried a new print orientation! instead of horizontal, i’m printing vertically, so that should HYPOTHETICALLY work better in reducing print stringiness. so long, stars! time to actually finish this project… eventually. keep shining :D
DEVLOG #5: writing this as i stare at my not-working 3D printer in pure devastation (a broken heart, torn wires, and my lament on the sorrows of lost internet at the end of a vital project) wassup hackers!!! the internet wires in my house broke, so guess what? i can’t quite print the last part of my ULTIMATE WRITER’S GUIDE prototype 1 … so now, we wait. and stare at the sad lonely STL files. and maybe do the first ship. on the bright side, we’ve gotten a lot done since the ID holder. i started off by making a 3-part spinner with two sides: one to roll nonfiction genres and another to roll fiction genres! to flip sides, you just remove the spin indicator from the stand, and flip the wheel. this piece took a TON (when i say ton, i mean a crap ton) of trial-and-error. first, the wheel was too heavy. then too small. then not small enough. text alignment for even weight distribution was the hardest part! but it ended up OK in the final print. then i made the pen holder. it was initially supposed to look like an inkwell, but after many redesigns, i went for something that was supposed to look like an ancient battleground / battle ring / temple. :> the quote at its base is one of my own!!!! can’t wait to show y’all. PLEASE check the README once I’ve shipped my biggest struggle with this piece was actually learning how to use rectangular alignment in Fusion, but it ended up working out? i should have enabled supports though :( I ended up with a stringy print instead, with drooping filament… ouch. now, for my grandest tragedy. i couldn’t print the coaster, when it was one of the most detail-heavy parts. my printer won’t be back up for several days, so i’ll add the STL file to the repo and ship it off. i’ll print the official coaster and add it to the README once i have internet again. but that will take a long, long time… i’ll be back (soon) for my last devlog (before my first ship) in a century (in like 20 minutes after finishing the README). you guys will see the official printed models then! goodbye, hackers!
DEVLOG #6: the final devlog before i explode (aka the first ship!) wassup hackers!!! it’s been years (no, just an hour) since my last devlog!!! i just created the demo video of me playing with the parts of my ultimate writer’s kit! it’s about 8 minutes long, but i had fun! check my ship to watch the project and go onto the GitHub repo to download the files! i also took finalized photos of all of the physical prototypes. i’ll attach my FAVs here for you to see too! WHAT I’VE LEARNED the point spline tool is the BEST tool to fluidly draw with in Fusion take advantage of the mirror tool, it seriously speeds up the work process remember to close those lines. or else you can’t extrude… rectangular and circular pattern tools are helpful if you’re doing designs with repetition! KEEP WRITING! so long, hackers! time to put these STL files to USE! hopefully i can get the coaster printed eventually
DEVLOG #7: in which i revise and reship wassup hackers!!!! ya girl got her project shipped back to her, so it’s time for some well-needed modifications! i added a BOM.csv to the project so that people don’t miss the fine print saying “this is what you need.” this includes the item, its quantity, and a description. i also added details to the README.md that were missing before, yay! here, you can see more advice from me on how to make sure that your prints don’t go out of wack hehe peace out, hackers!
Ships:
From writer to CAD designer (CADder? something-er?) this was such a FUN journey!!!! One of the hardest parts of making this deck / kit was designing all of the patterns by hand, then redesigning in Fusion 360. But that was my favorite part (well, the one I’m most proud of!) and I hope you love the curly + bookish designs as much as I loved making them! Between losing my wifi, and then losing my sanity, to screaming with joy at 1AM over a working file, this project was an incredible test to my writing and CAD skills. But it all worked out! (sort of) (excluding the 100-something times I had to restart my computer because my designs crashed) (or 20-something times my wifi went out) (or the 50-something times I redesigned each prototype in my notebook, Procreate, and Fusion 360) If you want to test out the project, check out my repo, follow assembly instructions (if there are any), follow print settings, print, and enjoy! From one writer to another! MUCH LOVE, HACKERS! Keep shining :D PS. Below is my favorite part of the project :3 the wheel deal, which inspired me to make this whole kit!...
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1793724764.969253
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1793811164.969253
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24297
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AdmitPredictAI by @sira | Stardance
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sira
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T17:31:07Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an AI powered college admissions website, check it out! Feedback is expected too!", "repo": "https://github.com/aryasira/AdmitPredictAI", "demo": "https://admit-predict-ai.vercel.app"}]...
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[{"post_id": 14004, "ts": "202 [{"post_id": 14004, "ts": "2026-06-22T23:51:36Z", "hours": 0.3358, "text": "Backend logic"}]...
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Title: AdmitPredictAI by @sira | Stardance
Devlog Title: AdmitPredictAI by @sira | Stardance
Devlogs:
Backend logic
Ships:
I made an AI powered college admissions website, check it out! Feedback is expected too!...
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1793724766.218879
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1793811166.218879
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27762
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Expense Tracker API by @Zz315 | Stardance
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Zz315
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1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T14:25:40Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Expense Tracker using RESTAPI and flask there was a lot of bugs but I used AI to help me fix them", "repo": "https://github.com/razielhefer1234-cell/Expense-Tracker-API", "demo": "https://github.com/razielhefer1234-cell/Expense-Tracker-API/releases/tag/Backend"}]...
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[{"post_id": 19280, "ts": "202 [{"post_id": 19280, "ts": "2026-06-30T15:33:18Z", "hours": 7.1983, "text": "💰 Expense Tracker REST API"}]...
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Title: Expense Tracker API by @Zz315 | Stardance
Title: Expense Tracker API by @Zz315 | Stardance
Devlogs:
💰 Expense Tracker REST API
Ships:
I made a Expense Tracker using RESTAPI and flask there was a lot of bugs but I used AI to help me fix them...
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1793724767.1342216
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1793811167.1342216
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21514
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3D Sniper by @Ettihad | Stardance
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Ettihad
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1
|
0.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T19:36:21Z", "hours": 0.0, "multiplier": 2.15, "payout": 1, "blessing": "neutral", "text": "Step into the future of browser gaming! 3D Shooter is an immersive, high-octane 3D target arcade built on state-of-the-art Web Computer Vision (CV). Use your webcam to turn your actual index finger into a laser cannon, or swap back to a high-speed mouse configuration for classic click-and-destroy action. Blast glowing cosmic targets, beat the countdown, and dominate the leaderboard! 🚀 Why You’ll Love 3D Shooter : No Equipment Needed: Zero expensive VR/AR gear required. Just your device’s standard webcam and any clear background. Insanely Responsive Control: Features advanced AI hand-joint smoothing to filter out micro-shakes, ensuring highly responsive and satisfying drift-free tracking. Immersive Arcade Vibe: Clean, cyberpunk modern aesthetics with crisp typography, glowing neon laser trails, dynamic sound cues, and exploding target particle systems. Dual-Input Freedom: Swap seamlessly between futuristic hand-gesture tracking and lightning-fast classic mouse aim on the fly. 🎮 Core Game Modes: Whether you have 30 seconds or want a prolonged survival run, there is a gameplay mode tailored for you: Instant Shooting The perfect warm-up arena! Blast popping targets as rapidly as they appear and study target trajectories with no ticking countdown. 60s Time Attack An action-packed race against the clock. Blast as many targets as possible inside a tense 60-second limit. Accuracy and sheer hand speed are key. Time Survival (Ultimate Challenge): Survival of the quickest. You start with a ticking clock; successfully hitting targets rewards you with extra seconds, while missing targets drains precious seconds. How long can you survive the heat? 🔍 How It Works (The Functions): Tip Tracking: The computer vision engine targets the floating crosshair directly over your index finger tip (Landmark 8) for natural 1:1 aiming. The Firing Pinch: Ready to blast? Simply pinch your index finger and thumb together in a quick motion, then release to fire a laser shot! Global Leaderboards: Log your custom Ranger name locally to log high scores, view historic accuracy statistics, and track your aiming improvement over multiple sessions. Custom Calibration: Built-in tracker HUD shows real-time tracking FPS, camera quality status, and aiming sensitivity controls (Responsive, Balanced, Classic) right in the options panel.", "repo": "https://github.com/Ettihad/3D-Sniper", "demo": "https://service-3d-shooter-336798175667.asia-southeast1.run.app"}]...
|
[{"post_id": 11483, "ts": "202 [{"post_id": 11483, "ts": "2026-06-18T19:18:04Z", "hours": 0.2531, "text": "First time writing a devlog. So I made a 3D Shooting game which uses camera detection. One day I was scrolling and found this reel about hand tracking. So I decided to make a game out of it. I got to work, spending a lot of time on this game. Basically all you do is use your index to aim and pinch index and thumb to shoot. I hope you all have fun playing it as it’s my first project :) You can try it out here: https://service-3d-shooter-336798175667.asia-southeast1.run.app"}]...
|
Title: 3D Sniper by @Ettihad | Stardance
Devlogs: Title: 3D Sniper by @Ettihad | Stardance
Devlogs:
First time writing a devlog. So I made a 3D Shooting game which uses camera detection. One day I was scrolling and found this reel about hand tracking. So I decided to make a game out of it. I got to work, spending a lot of time on this game. Basically all you do is use your index to aim and pinch index and thumb to shoot. I hope you all have fun playing it as it’s my first project :) You can try it out here: https://service-3d-shooter-336798175667.asia-southeast1.run.app
Ships:
Step into the future of browser gaming! 3D Shooter is an immersive, high-octane 3D target arcade built on state-of-the-art Web Computer Vision (CV). Use your webcam to turn your actual index finger into a laser cannon, or swap back to a high-speed mouse configuration for classic click-and-destroy action. Blast glowing cosmic targets, beat the countdown, and dominate the leaderboard! 🚀 Why You’ll Love 3D Shooter : No Equipment Needed: Zero expensive VR/AR gear required. Just your device’s standard webcam and any clear background. Insanely Responsive Control: Features advanced AI hand-joint smoothing to filter out micro-shakes, ensuring highly responsive and satisfying drift-free tracking. Immersive Arcade Vibe: Clean, cyberpunk modern aesthetics with crisp typography, glowing neon laser trails, dynamic sound cues, and exploding target particle systems. Dual-Input Freedom: Swap seamlessly between futuristic hand-gesture tracking and lightning-fast classic mouse aim on the fly. 🎮 Core Game Modes: Whether you have 30 seconds or want a prolonged survival run, there is a gameplay mode tailored for you: Instant Shooting The perfect warm-up arena! Blast popping targets as rapidly as they appear and study target trajectories with no ticking countdown. 60s Time Attack An action-packed race against the clock. Blast as many targets as possible inside a tense 60-second limit. Accuracy and sheer hand speed are key. Time Survival (Ultimate Challenge): Survival of the quickest. You start with a ticking clock; successfully hitting targets rewards you with extra seconds, while missing targets drains precious seconds. How long can you survive the heat? 🔍 How It Works (The Functions): Tip Tracking: The computer vision engine targets the floating crosshair directly over your index finger tip (Landmark 8) for natural 1:1 aiming. The Firing Pinch: Ready to blast? Simply pinch your index finger and thumb together in a quick motion, then release to fire a laser shot! Global Leaderboards: Log your custom Ranger name locally to log high scores, view historic accuracy statistics, and track your aiming improvement over multiple sessions. Custom Calibration: Built-in tracker HUD shows real-time tracking FPS, camera quality status, and aiming sensitivity controls (Responsive, Balanced, Classic) right in the options panel....
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1793724768.058373
|
1793811168.058373
|
|
24568
|
Simple C CLI Bot by @Qazi | Stardance
|
Qazi
|
1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T16:52:07Z", "hours": 1.0, "multiplier": 1.11, "payout": 1, "blessing": "neutral", "text": "A simple CLI bot using C. The most challenging part was coding on a phone and fighting with UI. The bot is very easy to use.", "repo": "https://github.com/Qazi-01/Simple-C-CLI-Bot", "demo": "https://github.com/Qazi-01/Simple-C-CLI-Bot/releases/tag/v1.0.0"}]...
|
[{"post_id": 15695, "ts": "202 [{"post_id": 15695, "ts": "2026-06-25T14:54:41Z", "hours": 1.1819, "text": "I just built a very simple cli bot with 3 functions in C."}]...
|
Title: Simple C CLI Bot by @Qazi | Stardance
Devl Title: Simple C CLI Bot by @Qazi | Stardance
Devlogs:
I just built a very simple cli bot with 3 functions in C.
Ships:
A simple CLI bot using C. The most challenging part was coding on a phone and fighting with UI. The bot is very easy to use....
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1793724769.1935942
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1793811169.1935942
|
|
6225
|
DecisionDesk by @PixelDecoder | Stardance
|
PixelDecoder
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T10:38:38Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a web app that helps people organize their thoughts when making decisions by comparing different options in one place. The most challenging part was building the logic myself instead of following a tutorial and figuring out React state management along the way. I’m proud that I turned a real problem I personally face a working project. To test it, simply add a decision and a few options, then interact with the app to see how it helps structure choices. But I would say that plz don’t rely on this as it is made for learning purpose..", "repo": "https://github.com/SrishtiOnGit/DecisionDesk", "demo": "https://decision-desk-india.vercel.app/"}]...
|
[{"post_id": 2040, "ts": "2026 [{"post_id": 2040, "ts": "2026-06-04T10:13:18Z", "hours": 0.7533, "text": "Yay! Built the first working version of Decision Desk today. Users can add and remove options dynamically using React state. It looks simple, but figuring out array updates and rendering lists helped me understand React much better. Also, now it doesn’t give any of the correct answer as it is not based on the scores as I don’t know how to do those, I am a total beginner but I will learn it and add in the next version but for now I think this is enough for this version. I am learning and in future I will add backend also."}, {"post_id": 1452, "ts": "2026-06-03T14:28:03Z", "hours": 0.9383, "text": "First page of DecisionDesk is up. This color combination looked simple in my head… in reality it took a lot of “why does this look ugly” moments before it started clicking. Spent most of the time fixing spacing between cards either everything was floating or everything was suffocating, no middle ground. I think it’s messy, but it finally feels like something I can build on lol!! Though the ss uploaded isn’t the full bcz Idk why my laptop was not capturing the whole page.."}, {"post_id": 1376, "ts": "2026-06-03T11:24:53Z", "hours": 0.2878, "text": "Started building DecisionDesk today . After spending days bouncing between project ideas, I realized I was doing exactly what my app is supposed to solve: struggling to make decisions. 😅 DecisionDesk helps users compare options, score important factors, and organize their thoughts before making a choice. Today I finalized the concept, chose the color palette , and started setting up the React project. Next step is building the homepage. So, let’s get started."}]...
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Title: DecisionDesk by @PixelDecoder | Stardance
Title: DecisionDesk by @PixelDecoder | Stardance
Devlogs:
Started building DecisionDesk today . After spending days bouncing between project ideas, I realized I was doing exactly what my app is supposed to solve: struggling to make decisions. 😅 DecisionDesk helps users compare options, score important factors, and organize their thoughts before making a choice. Today I finalized the concept, chose the color palette , and started setting up the React project. Next step is building the homepage. So, let’s get started.
First page of DecisionDesk is up. This color combination looked simple in my head… in reality it took a lot of “why does this look ugly” moments before it started clicking. Spent most of the time fixing spacing between cards either everything was floating or everything was suffocating, no middle ground. I think it’s messy, but it finally feels like something I can build on lol!! Though the ss uploaded isn’t the full bcz Idk why my laptop was not capturing the whole page..
Yay! Built the first working version of Decision Desk today. Users can add and remove options dynamically using React state. It looks simple, but figuring out array updates and rendering lists helped me understand React much better. Also, now it doesn’t give any of the correct answer as it is not based on the scores as I don’t know how to do those, I am a total beginner but I will learn it and add in the next version but for now I think this is enough for this version. I am learning and in future I will add backend also.
Ships:
I built a web app that helps people organize their thoughts when making decisions by comparing different options in one place. The most challenging part was building the logic myself instead of following a tutorial and figuring out React state management along the way. I’m proud that I turned a real problem I personally face a working project. To test it, simply add a decision and a few options, then interact with the app to see how it helps structure choices. But I would say that plz don’t rely on this as it is made for learning purpose.....
|
1793724770.3115623
|
1793811170.3115623
|
|
71073
|
Piano Sonic by @lunois_vee | Stardance
|
lunois_vee
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T18:34:31Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finally shipping my project PIANO SONIC! Piano Sonic is a fully playable, interactive virtual piano built for web browsers with a butter yellow background and interactive UI/UX. Features I’ve added: controls using keyboard keys volume slider “show keys” toggle responsive layout I’m super proud of pulling this off in 6 hours and I really really love the UI/UX since I’ve worked a lot to make it look engaging and interactive!! More features like song notes coming soon. Do give it a try and let me know about your experience Made with love", "repo": "https://github.com/vunshikaaaa/piano", "demo": "https://vunshikaaaa.github.io/piano"}]...
|
[{"post_id": 83101, "ts": "202 [{"post_id": 83101, "ts": "2026-10-26T21:38:20Z", "hours": 0.2981, "text": "i just inspected the website and it wasn’t responsive. so i made it responsive real quick.."}, {"post_id": 83089, "ts": "2026-10-26T21:03:01Z", "hours": 0.2933, "text": "the volume slider and show keys toggle button are finallyy working!! ..which means…. the project is finallyyy complete!! now i’ll just be looking for some final additions/changes to make just to touch up the project before shipping!!"}, {"post_id": 83080, "ts": "2026-10-26T20:25:49Z", "hours": 2.0825, "text": "finally coded the piano so it’s playable and functionable!! although the volume slider and show key toggle aren’t working yet. alsooo im so annoyed because i just spent half an hour rechecking my entire code because it wasn’t working. guess why? i made a tiny typo. aghh!! anyway, enough with the rant let’s get back to work see yaaa"}, {"post_id": 82727, "ts": "2026-10-25T17:58:39Z", "hours": 0.8044, "text": "just completed making the basic piano structure. i love how it turned it out. the keys are interactive which means when i click them they look like they’re actually being pressed. that’s all for now. let’s get back to work. see yaa"}, {"post_id": 82458, "ts": "2026-10-24T21:31:57Z", "hours": 2.5892, "text": "heyy people!! i’m working on making a web piano. I named it Piano Sonic (i really love the ring this name has). So I spent a while searching for inspiration on the internet, watching a few YouTube tutorials, exploring existing online piano websites. Then I started making the basic layout for my own. I want the design to be classy and minimalist, so I went for a butter yellow shade for the background. I added a volume slider and a toggle button to show keys. One thing I realllyyy reallly LOVE about what I’ve made till yet is the show keys toggle button. I really love interactive it looks when i click it, the circle turns white and when its off, its grey. That’s it for now. Let’s get back to work. See ya!"}]...
|
Title: Piano Sonic by @lunois_vee | Stardance
Dev Title: Piano Sonic by @lunois_vee | Stardance
Devlogs:
heyy people!! i’m working on making a web piano. I named it Piano Sonic (i really love the ring this name has). So I spent a while searching for inspiration on the internet, watching a few YouTube tutorials, exploring existing online piano websites. Then I started making the basic layout for my own. I want the design to be classy and minimalist, so I went for a butter yellow shade for the background. I added a volume slider and a toggle button to show keys. One thing I realllyyy reallly LOVE about what I’ve made till yet is the show keys toggle button. I really love interactive it looks when i click it, the circle turns white and when its off, its grey. That’s it for now. Let’s get back to work. See ya!
just completed making the basic piano structure. i love how it turned it out. the keys are interactive which means when i click them they look like they’re actually being pressed. that’s all for now. let’s get back to work. see yaa
finally coded the piano so it’s playable and functionable!! although the volume slider and show key toggle aren’t working yet. alsooo im so annoyed because i just spent half an hour rechecking my entire code because it wasn’t working. guess why? i made a tiny typo. aghh!! anyway, enough with the rant let’s get back to work see yaaa
the volume slider and show keys toggle button are finallyy working!! ..which means…. the project is finallyyy complete!! now i’ll just be looking for some final additions/changes to make just to touch up the project before shipping!!
i just inspected the website and it wasn’t responsive. so i made it responsive real quick..
Ships:
Finally shipping my project PIANO SONIC! Piano Sonic is a fully playable, interactive virtual piano built for web browsers with a butter yellow background and interactive UI/UX. Features I’ve added: controls using keyboard keys volume slider “show keys” toggle responsive layout I’m super proud of pulling this off in 6 hours and I really really love the UI/UX since I’ve worked a lot to make it look engaging and interactive!! More features like song notes coming soon. Do give it a try and let me know about your experience Made with love...
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1793724771.4913356
|
1793811171.4913356
|
|
70389
|
Physics & Chemistry Sandbox by @Nimax | Starda Physics & Chemistry Sandbox by @Nimax | Stardance...
|
Nimax
|
1
|
66.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T10:26:28Z", "hours": 66.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I make? A 2D interactive physics and chemistry sandbox (simulations) written only in Python and based on Newtonian mechanics, optics, fluid mechanics, thermodynamics, molecular dynamics and more! What was challenging? Packaging the project. In fact, it took me 4 hours and more than 10 deleted launcher tests to make everything work as an .exe file. What am I proud of? The fact that I managed to achieve the launcher and simulation look that I wanted (for reference, that early Windows 8 - Vista and ImGUI look) with the Segoe UI font and light theme. Moreover, I’m proud of the fact that every simulation works correctly with the launcher and that they are based on real physical and chemical properties by using real equations. What should you know so that you can test the project? Just open the demo link of the project page in Stardance and follow the instructions to download the project for Windows only. You can also visit the GitHub repository and open the download link there (bold link). Also, some simulations have not been made (Fluid Simulation and the Chemistry Simulations that are not accessible).", "repo": "https://github.com/NimaxDevs/physics-chemistry-sandbox", "demo": "https://github.com/NimaxDevs/physics-chemistry-sandbox/releases/tag/v0.0.1"}]...
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[{"post_id": 85397, "ts": "202 [{"post_id": 85397, "ts": "2026-10-31T08:26:44Z", "hours": 1.4356, "text": "Devlog 13 Hey, this devlog is the last; I’ve packaged the project into an .exe file and wrote the README. Here’s a picture of it: Thanks for having followed me through my journey, it has really been a pleasure."}, {"post_id": 85236, "ts": "2026-10-31T00:23:29Z", "hours": 8.5753, "text": "Devlog 12 (last before shipping) Well, I think that we’ve come to the end of the project journey; in fact, I finished everything concerning the launcher and the simulations and the only things left to do now are redacting the README file, exporting the project and shipping it. Don’t worry, here’s the detailed list of what I’ve done today: added launcher performance settings (FPS cap, V-Sync) added the credits tab (assets used such as images, thumbnails, sounds, fonts, external libraries, special thanks) added UI sounds (when clicking and hovering the launcher buttons) updated every font (launcher and simulations) to Segoe UI for that Windows Vista - 8 look by creating a folder with it created an icon for the launcher and simulation windows changed the launcher to light mode (I think that it looks better like that) added safety checks and backups for EVERY file of the project (if a file is missing, the launcher and simulations will still work) added some comments on every simulation and launcher As of now, I think that the whole project contains ~7890 lines of code and represents 64h of work (without including the README writing, shipping and project description yet). It has really been a wonderful journey to participate in this challenge and I’ll probably try to get involved in more Hack Club events. As for the future of the project: I already said that I was going to continue it after Stardance ends to ensure that you can have the whole thing. Lastly: thanks, as always, for all the support that you’ve given to me."}, {"post_id": 84610, "ts": "2026-10-29T22:18:46Z", "hours": 3.8631, "text": "Devlog 11 Well, we are really getting to the end of the project and Stardance; tomorrow might be the last devlog (if not, then saturday) but however, it has really been a pleasure to share my work with you guys. As I said yesterday, I managed to finish all the launcher-simulation interfaces and added actual images to the whole launcher (thumbnails and simulation previews). Only the launcher settings, credits tab and all the shipping procedure things (adding some comments on the code, README, packaging, project description) will be left to do. I am going to keep the devlog short, so here’s the list of what I’ve done today: finished the launcher-simulation interfaces for the remaining simulations by using the same method as the previous ones added a folder containing all the images of the launcher (simulation thumbnails as well as their previews) fixed some data conversion bugs on the simulation .py files The only thing that made me lose a bit of time was, as yesterday, the bugs concerning data conversion and formatting from the simulation configuration values .json file but: I managed to get everything working. Thanks, as always, for reading my devlogs; I really appreciate it."}, {"post_id": 83935, "ts": "2026-10-28T22:32:23Z", "hours": 6.6208, "text": "Devlog 10 I am really proud of what I’ve achieved today; in fact, I managed to establish the interface between the first 4 physics simulations and the launcher. If I am this proud, it’s because the Planet Orbits simulation works pretty good and it was the hardest one to make, so: the remaining interfaces will actually be easy . The end of Stardance is approaching, so I’ll keep the devlogs very short in order to work on the final touches of the launcher but they will still be complete. If you want to see what I’ve done in detail today, here’s the list: created a .json file storing all the configurator values of the simulations added labels in each simulation describing the values of the sliders added the interfaces between those simulations and the launcher through the “Launch” button events I really had to fix a lot of bugs concerning the extraction and conversion of the data from the .json file, especially for the Planet Orbits simulation. However, I managed to make everything work correctly. I’ll try to finish the interfaces left and get to the final fixes of the launcher to ship the project as soon as possible. Thanks for reading my devlogs, it really means a lot to me."}, {"post_id": 83275, "ts": "2026-10-27T16:04:26Z", "hours": 5.1222, "text": "Devlog 9 I think that a lot of progress has been made today; in fact, I’ve managed to finish the Solution Maker simulation and only 3 molecules are left for the Molecular Lab. We are really getting to the end of Stardance, so I’ll try to finish the molecules left as fast as possible and work on the launcher-simulation interface, README file, refining the overall launcher as well as exporting it. With the time left, I doubt that the 4 other chemistry simulations (for reference, the Reaction Lab, Combustion, Smoke and Atom Collision simulations) and the Fluid Simulation will be made because they require a lot of time. With everything said, here is the detailed list of the things that I’ve done today that I summarized to keep it short: added the variables describing the chemical properties of the solutes and solvents selected in the launcher added a solubility matrix to check which solutes and solvents can go together defined functions to create the solute, update the position of the particles and draw them on the screen but also the solvent (which changes color depending on the solute mass and the solvent volume) added labels to read the values of the mass and molar concentrations of the solution created the .py file for the Molecular Lab as well as 3 molecules (Carbon Dioxide, Glucose and Ethanol) I really had to do a lot of debugging today (functions to change the alpha channel value of the solute particles) but hey, it works now. Don’t worry about the future of this project; even if Stardance ends really soon, I’ll keep working on it to make it better and offer the whole thing. Thanks for taking the time to read these devlogs, it really means a lot to me."}, {"post_id": 83120, "ts": "2026-10-26T23:10:59Z", "hours": 3.2039, "text": "Devlog 8 Today, I didn’t have as much time as the previous days but I still managed to finish a chemistry simulation (for reference, the Bohr Atomic Representation simulation). Since this is the only simulation that I’ve made today, there will not be a lot of things to say so I’ll try to make it short for you. If you want to see the things that I’ve done in detail, here is, as always, the list: defined some variables containing a lot of informations such as the atomic properties variables (atom name, mass, proton, neutron and electron number), lists to store each atomic element created (protons, neutrons, electrons) as well as the electron shells (1s, 2s, 2p, 3s, 3p), some other “art” variables (colors, fonts, screen radii for the atomic elements) and trigonometry variables (the inital electron angle because, as I’ll explain later, their motion has to be simulated according to the unit circle) defined a lot of functions so as to create the atomic elements mentioned above (protons, neutrons, electrons and electron shells) by creating dictionaries (a kind of variable that can store different types of values which can be retrieved through a key; take Excel tables as an example) containing their initial position, angles for the electrons, their rotation speed and their current shell, check the number of electron shells that have to be simulated (by checking the number of electrons of the simulated atom), add the said atomic elements to their respective lists and draw them on the screen and lastly, a function to update the position of the electrons by calculating their sine and cosine values on the unit circle previously mentioned added labels describing the atomic values of the simulated atom as well as the simulation title I think that I’ll finish the chemistry simulations and the Fluid Simulation tomorrow to get started on the launcher-simulation interface and fixing some features. After doing that, only the Place and the other launcher buttons (maybe other fixes) will be left to make. Thanks for taking the time to read my devlogs, I really appreciate it."}, {"post_id": 82783, "ts": "2026-10-25T20:22:22Z", "hours": 4.8719, "text": "Devlog 7 As always, a lot of work has been done around the physics simulations; in fact, I’ve finished them all (except the Fluid Simulation for reasons that I’ll explain here). The simulations finished today are the Refraction and Temperature Simulations. If you are interested in the work that has been done, here is the list: created a function in the Refraction Simulation .py file to calculate the value of the refracted angle based on the initial incidence angle as well as the refractive indexes of the mediums by using Snell-Descartes Law and some trigonometry to change the x and y positions of the refracted light ray as well as the main ray defined some lists that contain real life physical values (refractive indexes of air, water, glass, ethanol, diamond and plastic as well as their color) created the .py file for the Temperature Simulation calculated some physics formulae to simulate the entropy (or increase in disorder) of the particles in a gas (in this case, your regular air) by using the Stokes-Einstein equation to calculate the diffusion coefficient for each particle (how fast the particle spreads) as well as Sutherland’s Law to calculate the dynamic viscosity of the air mentioned above added a damping factor when calculating the dynamic viscosity of the air containing the particles because Sutherland’s Law tends to break when reaching absolute zero (for reference, -273.15°C or 0°K) added a function to simulate Brownian Motion for the particles based on the values calculated before as well as functions to create those particles and draw them on the screen fixed some physics bugs on the first Projectile Simulation created the .py file for the Bohr Atomic Simulation If I didn’t make the Fluid Simulation as of now, it’s because I don’t know if I’m going to use the simple method (springs connected to each other to simulate waves propagating) or the complex method (using Navier-Stokes equations to simulate the fluid’s motion, pressure, diffusion and external forces ). I will see how much time I can allocate for this simulation and decide. Again and as always, thanks for taking the time to read my devlogs and supporting me."}, {"post_id": 82418, "ts": "2026-10-24T19:12:38Z", "hours": 6.5842, "text": "Devlog 6 Today, I got a lot of work done around the physics simulations; in fact, I managed to finish the Spring Simulation, the Planet Orbits Simulation, the Gravity Simulation and started working on the Refraction Simulation. This means that only 2 (or 2 and a half) physics simulation are left (for reference, a little bit of the Refraction Simulation as well as the Fluid and Temperature Simulation). The simulations made today being a little bit more complex than the previous ones, albeit very fun to make, I will summarize everything to make it as simple as possible. Enough talking, here is the list: created the .py files for the Spring Simulation, Planet Orbits, Gravity Simulation as well as the Refraction Simulation added the values of the physical properties extracted from the launcher (still didn’t implement the interface between the launcher and the simulations, that will come later) calculated the physical formulae needed to make every simulation possible ( for the Spring Simulation: calculated the “spring” force using Hooke’s Law and another variables such as the stiffness and damping coefficient of the spring and this time, I used the Pygame.Vector2 which made everything more simple; for the Planet Orbits: the solution to the N-body problem to be able to simulate more than 2 planets interacting upon each other by using a function to integrate the result values numerically with Euler’s Method; for the Gravity Simulation: the simple f = mg formula as well as the drag force formula taking a lot of variables into account such as the air density, surface area of the simulated object, its mass and the drag coefficient but also the restitution coefficient to make the object bounce when it collides with the ground; for the Refraction Simulation: still haven’t implemented the Snell-Descartes Law needed to calculate the angle of the refracted light ray) modified some values in the Projectile Simulation (physical properties) For those that might be asking: I did not use OOP for the planet creation function in the Planet Orbits simulation because I didn’t want to use it for this project. I hope to finish the physics simulations tomorrow and start working on the chemistry ones. As always, thanks for supporting my project; it really means a lot."}, {"post_id": 82094, "ts": "2026-10-23T20:56:56Z", "hours": 5.1125, "text": "Devlog 5 Yesterday, I hoped to finish the configuration tabs of the last chemistry simulations but guess what? I didn’t finish them. You might be asking yourself: “Why?” Well, I decided to start working on the simulations in Pygame rather than spending more time on the last 4 configuration tabs; I think that it is more efficient and less time consuming . In fact, I’ve finished the 2 first physics simulations (for reference, the Projectile and Pendulum simulations) and the result is actually pretty neat ; the simulations are based on real physical properties and they seem to work really good. If you want to see the things that I’ve done in detail today, here is, as always, the list: created a new folder in the GitHub repository for the physics simulations created an “ init .py” file to be able to access the functions of the physics simulations from the launcher finished the Projectile and Pendulum simulations by defining some physical variables whose values will be extracted from the launcher calculated some physics formulae (x and y components for the velocities , drag force formula based on the air density, surface area, drag coefficient and the total velocity of the projectile squared by using Euler’s Method to integrate these values numerically for both the Projectile and Pendulum simulations in order to update their respective x and y positions but also the angular velocity and angle of the pendulum by using the same method previously mentioned ) created some functions to draw the projectile and the pendulum mass (or bob) added labels to track the values of the physical properties for the simulations mentioned above changed the position of these labels as well as their font weight (actually their size) to make everything look more uniform added the color palette of the launcher to the simulations I have to admit that I stumbled across a lot of bugs today when trying to implement the 2D vectors for the first simulation (velocity, gravity, total force which is equal to the sum of the gravity and drag force) so I decided to use another method without these vectors. However, I will probably implement the vectors in the future (as you can see on a comment of the code) because they are simpler to use. Finally, I will continue working on the simulations and after finishing them, the 4 configuration tabs left will be done. I really appreciate the support received by reading the devlogs that I post and liking them; I hope that you, the person reading this, know that it means a lot for me."}, {"post_id": 81834, "ts": "2026-10-22T17:49:46Z", "hours": 4.5803, "text": "Devlog 4 As I said yesterday, I hoped to finish the configuration tabs for all the physics and chemistry simulations. Well, guess what? I almost managed to finish them all; in fact, only 4 of them are left (Reaction Lab, Combustion Simulation, Smoke Simulation and Atom Collision). I have to admit that making the configuration tabs takes a lot of time, but I guarantee that it will be worth the wait. If you want to see what I did in detail today, here’s the list: added the frames for each element in the Fluid & Temperature simulations, Bohr Representation, Solution Maker and Molecular Lab configuration tabs (frames for the simulation preview image, title, description and instructions on how to setup the simulation, configurators as well as the “Launch” button) filled those frames with their respective elements (placeholder image of an atom that you can literally see on every tab of the app , text labels for the titles, descriptions and instructions as well as some configurators such as sliders, option menus, buttons and switches) rescaled the sliders of the first physics simulation configuration tabs to make everything more uniform and clean This time, I stumbled across some minor bugs that were irritating (having to move multiple elements by a fraction of a pixel just to align them) I am actually surprised that I didn’t have any considerable bugs or inconveniences to fix but: I really hope to finish the configuration tabs of every simulation tomorrow once for all in order to get started with the making of those simulations. In the future, I will also add labels describing the initial and final values of the sliders as well as labels to monitor their values. As always, thanks for spending a bit of your time to read my devlog, I really appreciate it."}, {"post_id": 81608, "ts": "2026-10-21T18:55:28Z", "hours": 6.0803, "text": "Devlog 3 I think that today has also been very productive; in fact, I finished 6/8 configuration tabs (or windows) for the physics simulations. In addition, I also managed to get more things done (even if making the configuration tabs is long, I really appreciate the process) that I summarized in this list: added the frames for each element of the 6 first physics simulation config. tabs filled those said frames with placeholder images, titles of each simulation, their respective descriptions and instructions in order to make their configuration easy, sliders representing physical properties that can be seen on the video (velocity, angular velocity, mass, gravitational acceleration, damping, stiffness, etc…), entries to enter custom values for those properties, option menus (for example, to choose the color of the light ray in the Refraction Simulation tab) and switches (on/off options such as the “Show Orbit Trail” option) added the frames (but not their content) for each element of the chemistry simulation config. tabs rescaled the labels describing the configurators of the simulations (“Initial Damping”, etc…) Something that made me waste a bit of my time today was the fact that I didn’t use a method (fancy word for a function in Python) correctly. Besides that, I hope to finish the configuration tabs for the last two physics simulations as well as the chemistry ones tomorrow to finally get started on the making of the simulations. Thanks for taking the time to read this, it really means a lot for me to know that my work is being taken into consideration."}, {"post_id": 81341, "ts": "2026-10-20T21:49:23Z", "hours": 6.0458, "text": "Devlog 2 I worked on a lot of core features to the launcher of the sandbox today; here is what I did in detail: added placeholder images for each simulation (physics and chemistry) added titles for each simulation of the sandbox added descriptions to each simulation so as to make them understandable and let the user choose before clicking on one added the logic of the buttons in order to be able to select them added individual windows for every physics and chemistry simulation added configurators (sliders, checkboxes) representing some physical properties (initial velocity, angle, gravitational acceleration, mass, diameter and drag coefficient) for the first physics simulation (Projectile Simulation) as well as its launch button added a placeholder image to preview the simulation mentioned above I didn’t have to fight against a bug today, but we’ll see tomorrow. Thanks for taking the time to read this."}, {"post_id": 81087, "ts": "2026-10-19T20:07:47Z", "hours": 3.4219, "text": "Devlog 1 Hello everyone, first time writing here. What did I do today? Well, I began working on the launcher of my sandbox-simulator. To sum everything up, these are the things that I’ve worked on: creating the main window of the launcher with CustomTkinter loading a custom theme for the launcher making the buttons, frames and tabs of each category of the sandbox (physics, chemistry, the Place, the launcher settings and credits) adding the events (interaction logic) for each button Even if I spent some time trying to get the buttons to change the tabs without display bugs , the core of the launcher has been made. Last but not least: why did I make a launcher for the sandbox? I always liked the “ImGUI” style interfaces for custom C++ apps (for example, the modded versions of some games) because of their simplicity. Thanks for stopping by to read this and see you on the next devlog."}]...
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Title: Physics & Chemistry Sandbox by @Nimax | Title: Physics & Chemistry Sandbox by @Nimax | Stardance
Devlogs:
Devlog 1 Hello everyone, first time writing here. What did I do today? Well, I began working on the launcher of my sandbox-simulator. To sum everything up, these are the things that I’ve worked on: creating the main window of the launcher with CustomTkinter loading a custom theme for the launcher making the buttons, frames and tabs of each category of the sandbox (physics, chemistry, the Place, the launcher settings and credits) adding the events (interaction logic) for each button Even if I spent some time trying to get the buttons to change the tabs without display bugs , the core of the launcher has been made. Last but not least: why did I make a launcher for the sandbox? I always liked the “ImGUI” style interfaces for custom C++ apps (for example, the modded versions of some games) because of their simplicity. Thanks for stopping by to read this and see you on the next devlog.
Devlog 2 I worked on a lot of core features to the launcher of the sandbox today; here is what I did in detail: added placeholder images for each simulation (physics and chemistry) added titles for each simulation of the sandbox added descriptions to each simulation so as to make them understandable and let the user choose before clicking on one added the logic of the buttons in order to be able to select them added individual windows for every physics and chemistry simulation added configurators (sliders, checkboxes) representing some physical properties (initial velocity, angle, gravitational acceleration, mass, diameter and drag coefficient) for the first physics simulation (Projectile Simulation) as well as its launch button added a placeholder image to preview the simulation mentioned above I didn’t have to fight against a bug today, but we’ll see tomorrow. Thanks for taking the time to read this.
Devlog 3 I think that today has also been very productive; in fact, I finished 6/8 configuration tabs (or windows) for the physics simulations. In addition, I also managed to get more things done (even if making the configuration tabs is long, I really appreciate the process) that I summarized in this list: added the frames for each element of the 6 first physics simulation config. tabs filled those said frames with placeholder images, titles of each simulation, their respective descriptions and instructions in order to make their configuration easy, sliders representing physical properties that can be seen on the video (velocity, angular velocity, mass, gravitational acceleration, damping, stiffness, etc…), entries to enter custom values for those properties, option menus (for example, to choose the color of the light ray in the Refraction Simulation tab) and switches (on/off options such as the “Show Orbit Trail” option) added the frames (but not their content) for each element of the chemistry simulation config. tabs rescaled the labels describing the configurators of the simulations (“Initial Damping”, etc…) Something that made me waste a bit of my time today was the fact that I didn’t use a method (fancy word for a function in Python) correctly. Besides that, I hope to finish the configuration tabs for the last two physics simulations as well as the chemistry ones tomorrow to finally get started on the making of the simulations. Thanks for taking the time to read this, it really means a lot for me to know that my work is being taken into consideration.
Devlog 4 As I said yesterday, I hoped to finish the configuration tabs for all the physics and chemistry simulations. Well, guess what? I almost managed to finish them all; in fact, only 4 of them are left (Reaction Lab, Combustion Simulation, Smoke Simulation and Atom Collision). I have to admit that making the configuration tabs takes a lot of time, but I guarantee that it will be worth the wait. If you want to see what I did in detail today, here’s the list: added the frames for each element in the Fluid & Temperature simulations, Bohr Representation, Solution Maker and Molecular Lab configuration tabs (frames for the simulation preview image, title, description and instructions on how to setup the simulation, configurators as well as the “Launch” button) filled those frames with their respective elements (placeholder image of an atom that you can literally see on every tab of the app , text labels for the titles, descriptions and instructions as well as some configurators such as sliders, option menus, buttons and switches) rescaled the sliders of the first physics simulation configuration tabs to make everything more uniform and clean This time, I stumbled across some minor bugs that were irritating (having to move multiple elements by a fraction of a pixel just to align them) I am actually surprised that I didn’t have any considerable bugs or inconveniences to fix but: I really hope to finish the configuration tabs of every simulation tomorrow once for all in order to get started with the making of those simulations. In the future, I will also add labels describing the initial and final values of the sliders as well as labels to monitor their values. As always, thanks for spending a bit of your time to read my devlog, I really appreciate it.
Devlog 5 Yesterday, I hoped to finish the configuration tabs of the last chemistry simulations but guess what? I didn’t finish them. You might be asking yourself: “Why?” Well, I decided to start working on the simulations in Pygame rather than spending more time on the last 4 configuration tabs; I think that it is more efficient and less time consuming . In fact, I’ve finished the 2 first physics simulations (for reference, the Projectile and Pendulum simulations) and the result is actually pretty neat ; the simulations are based on real physical properties and they seem to work really good. If you want to see the things that I’ve done in detail today, here is, as always, the list: created a new folder in the GitHub repository for the physics simulations created an “ init .py” file to be able to access the functions of the physics simulations from the launcher finished the Projectile and Pendulum simulations by defining some physical variables whose values will be extracted from the launcher calculated some physics formulae (x and y components for the velocities , drag force formula based on the air density, surface area, drag coefficient and the total velocity of the projectile squared by using Euler’s Method to integrate these values numerically for both the Projectile and Pendulum simulations in order to update their respective x and y positions but also the angular velocity and angle of the pendulum by using the same method previously mentioned ) created some functions to draw the projectile and the pendulum mass (or bob) added labels to track the values of the physical properties for the simulations mentioned above changed the position of these labels as well as their font weight (actually their size) to make everything look more uniform added the color palette of the launcher to the simulations I have to admit that I stumbled across a lot of bugs today when trying to implement the 2D vectors for the first simulation (velocity, gravity, total force which is equal to the sum of the gravity and drag force) so I decided to use another method without these vectors. However, I will probably implement the vectors in the future (as you can see on a comment of the code) because they are simpler to use. Finally, I will continue working on the simulations and after finishing them, the 4 configuration tabs left will be done. I really appreciate the support received by reading the devlogs that I post and liking them; I hope that you, the person reading this, know that it means a lot for me.
Devlog 6 Today, I got a lot of work done around the physics simulations; in fact, I managed to finish the Spring Simulation, the Planet Orbits Simulation, the Gravity Simulation and started working on the Refraction Simulation. This means that only 2 (or 2 and a half) physics simulation are left (for reference, a little bit of the Refraction Simulation as well as the Fluid and Temperature Simulation). The simulations made today being a little bit more complex than the previous ones, albeit very fun to make, I will summarize everything to make it as simple as possible. Enough talking, here is the list: created the .py files for the Spring Simulation, Planet Orbits, Gravity Simulation as well as the Refraction Simulation added the values of the physical properties extracted from the launcher (still didn’t implement the interface between the launcher and the simulations, that will come later) calculated the physical formulae needed to make every simulation possible ( for the Spring Simulation: calculated the “spring” force using Hooke’s Law and another variables such as the stiffness and damping coefficient of the spring and this time, I used the Pygame.Vector2 which made everything more simple; for the Planet Orbits: the solution to the N-body problem to be able to simulate more than 2 planets interacting upon each other by using a function to integrate the result values numerically with Euler’s Method; for the Gravity Simulation: the simple f = mg formula as well as the drag force formula taking a lot of variables into account such as the air density, surface area of the simulated object, its mass and the drag coefficient but also the restitution coefficient to make the object bounce when it collides with the ground; for the Refraction Simulation: still haven’t implemented the Snell-Descartes Law needed to calculate the angle of the refracted light ray) modified some values in the Projectile Simulation (physical properties) For those that might be asking: I did not use OOP for the planet creation function in the Planet Orbits simulation because I didn’t want to use it for this project. I hope to finish the physics simulations tomorrow and start working on the chemistry ones. As always, thanks for supporting my project; it really means a lot.
Devlog 7 As always, a lot of work has been done around the physics simulations; in fact, I’ve finished them all (except the Fluid Simulation for reasons that I’ll explain here). The simulations finished today are the Refraction and Temperature Simulations. If you are interested in the work that has been done, here is the list: created a function in the Refraction Simulation .py file to calculate the value of the refracted angle based on the initial incidence angle as well as the refractive indexes of the mediums by using Snell-Descartes Law and some trigonometry to change the x and y positions of the refracted light ray as well as the main ray defined some lists that contain real life physical values (refractive indexes of air, water, glass, ethanol, diamond and plastic as well as their color) created the .py file for the Temperature Simulation calculated some physics formulae to simulate the entropy (or increase in disorder) of the particles in a gas (in this case, your regular air) by using the Stokes-Einstein equation to calculate the diffusion coefficient for each particle (how fast the particle spreads) as well as Sutherland’s Law to calculate the dynamic viscosity of the air mentioned above added a damping factor when calculating the dynamic viscosity of the air containing the particles because Sutherland’s Law tends to break when reaching absolute zero (for reference, -273.15°C or 0°K) added a function to simulate Brownian Motion for the particles based on the values calculated before as well as functions to create those particles and draw them on the screen fixed some physics bugs on the first Projectile Simulation created the .py file for the Bohr Atomic Simulation If I didn’t make the Fluid Simulation as of now, it’s because I don’t know if I’m going to use the simple method (springs connected to each other to simulate waves propagating) or the complex method (using Navier-Stokes equations to simulate the fluid’s motion, pressure, diffusion and external forces ). I will see how much time I can allocate for this simulation and decide. Again and as always, thanks for taking the time to read my devlogs and supporting me.
Devlog 8 Today, I didn’t have as much time as the previous days but I still managed to finish a chemistry simulation (for reference, the Bohr Atomic Representation simulation). Since this is the only simulation that I’ve made today, there will not be a lot of things to say so I’ll try to make it short for you. If you want to see the things that I’ve done in detail, here is, as always, the list: defined some variables containing a lot of informations such as the atomic properties variables (atom name, mass, proton, neutron and electron number), lists to store each atomic element created (protons, neutrons, electrons) as well as the electron shells (1s, 2s, 2p, 3s, 3p), some other “art” variables (colors, fonts, screen radii for the atomic elements) and trigonometry variables (the inital electron angle because, as I’ll explain later, their motion has to be simulated according to the unit circle) defined a lot of functions so as to create the atomic elements mentioned above (protons, neutrons, electrons and electron shells) by creating dictionaries (a kind of variable that can store different types of values which can be retrieved through a key; take Excel tables as an example) containing their initial position, angles for the electrons, their rotation speed and their current shell, check the number of electron shells that have to be simulated (by checking the number of electrons of the simulated atom), add the said atomic elements to their respective lists and draw them on the screen and lastly, a function to update the position of the electrons by calculating their sine and cosine values on the unit circle previously mentioned added labels describing the atomic values of the simulated atom as well as the simulation title I think that I’ll finish the chemistry simulations and the Fluid Simulation tomorrow to get started on the launcher-simulation interface and fixing some features. After doing that, only the Place and the other launcher buttons (maybe other fixes) will be left to make. Thanks for taking the time to read my devlogs, I really appreciate it.
Devlog 9 I think that a lot of progress has been made today; in fact, I’ve managed to finish the Solution Maker simulation and only 3 molecules are left for the Molecular Lab. We are really getting to the end of Stardance, so I’ll try to finish the molecules left as fast as possible and work on the launcher-simulation interface, README file, refining the overall launcher as well as exporting it. With the time left, I doubt that the 4 other chemistry simulations (for reference, the Reaction Lab, Combustion, Smoke and Atom Collision simulations) and the Fluid Simulation will be made because they require a lot of time. With everything said, here is the detailed list of the things that I’ve done today that I summarized to keep it short: added the variables describing the chemical properties of the solutes and solvents selected in the launcher added a solubility matrix to check which solutes and solvents can go together defined functions to create the solute, update the position of the particles and draw them on the screen but also the solvent (which changes color depending on the solute mass and the solvent volume) added labels to read the values of the mass and molar concentrations of the solution created the .py file for the Molecular Lab as well as 3 molecules (Carbon Dioxide, Glucose and Ethanol) I really had to do a lot of debugging today (functions to change the alpha channel value of the solute particles) but hey, it works now. Don’t worry about the future of this project; even if Stardance ends really soon, I’ll keep working on it to make it better and offer the whole thing. Thanks for taking the time to read these devlogs, it really means a lot to me.
Devlog 10 I am really proud of what I’ve achieved today; in fact, I managed to establish the interface between the first 4 physics simulations and the launcher. If I am this proud, it’s because the Planet Orbits simulation works pretty good and it was the hardest one to make, so: the remaining interfaces will actually be easy . The end of Stardance is approaching, so I’ll keep the devlogs very short in order to work on the final touches of the launcher but they will still be complete. If you want to see what I’ve done in detail today, here’s the list: created a .json file storing all the configurator values of the simulations added labels in each simulation describing the values of the sliders added the interfaces between those simulations and the launcher through the “Launch” button events I really had to fix a lot of bugs concerning the extraction and conversion of the data from the .json file, especially for the Planet Orbits simulation. However, I managed to make everything work correctly. I’ll try to finish the interfaces left and get to the final fixes of the launcher to ship the project as soon as possible. Thanks for reading my devlogs, it really means a lot to me.
Devlog 11 Well, we are really getting to the end of the project and Stardance; tomorrow might be the last devlog (if not, then saturday) but however, it has really been a pleasure to share my work with you guys. As I said yesterday, I managed to finish all the launcher-simulation interfaces and added actual images to the whole launcher (thumbnails and simulation previews). Only the launcher settings, credits tab and all the shipping procedure things (adding some comments on the code, README, packaging, project description) will be left to do. I am going to keep the devlog short, so here’s the list of what I’ve done today: finished the launcher-simulation interfaces for the remaining simulations by using the same method as the previous ones added a folder containing all the images of the launcher (simulation thumbnails as well as their previews) fixed some data conversion bugs on the simulation .py files The only thing that made me lose a bit of time was, as yesterday, the bugs concerning data conversion and formatting from the simulation configuration values .json file but: I managed to get everything working. Thanks, as always, for reading my devlogs; I really appreciate it.
Devlog 12 (last before shipping) Well, I think that we’ve come to the end of the project journey; in fact, I finished everything concerning the launcher and the simulations and the only things left to do now are redacting the README file, exporting the project and shipping it. Don’t worry, here’s the detailed list of what I’ve done today: added launcher performance settings (FPS cap, V-Sync) added the credits tab (assets used such as images, thumbnails, sounds, fonts, external libraries, special thanks) added UI sounds (when clicking and hovering the launcher buttons) updated every font (launcher and simulations) to Segoe UI for that Windows Vista - 8 look by creating a folder with it created an icon for the launcher and simulation windows changed the launcher to light mode (I think that it looks better like that) added safety checks and backups for EVERY file of the project (if a file is missing, the launcher and simulations will still work) added some comments on every simulation and launcher As of now, I think that the whole project contains ~7890 lines of code and represents 64h of work (without including the README writing, shipping and project description yet). It has really been a wonderful journey to participate in this challenge and I’ll probably try to get involved in more Hack Club events. As for the future of the project: I already said that I was going to continue it after Stardance ends to ensure that you can have the whole thing. Lastly: thanks, as always, for all the support that you’ve given to me.
Devlog 13 Hey, this devlog is the last; I’ve packaged the project into an .exe file and wrote the README. Here’s a picture of it: Thanks for having followed me through my journey, it has really been a pleasure.
Ships:
What did I make? A 2D interactive physics and chemistry sandbox (simulations) written only in Python and based on Newtonian mechanics, optics, fluid mechanics, thermodynamics, molecular dynamics and more! What was challenging? Packaging the project. In fact, it took me 4 hours and more than 10 deleted launcher tests to make everything work as an .exe file. What am I proud of? The fact that I managed to achieve the launcher and simulation look that I wanted (for reference, that early Windows 8 - Vista and ImGUI look) with the Segoe UI font and light theme. Moreover, I’m proud of the fact that every simulation works correctly with the launcher and that they are based on real physical and chemical properties by using real equations. What should you know so that you can test the project? Just open the demo link of the project page in Stardance and follow the instructions to download the project for Windows only. You can also visit the GitHub repository and open the download link there (bold link). Also, some simulations have not been made (Fluid Simulation and the Chemistry Simulations that are not accessible)....
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1793724772.6762993
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1793811172.6762993
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70397
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Tapping ball by @Rithanyaa | Stardance
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Rithanyaa
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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": "2026-10-29T16:33:00Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "it’s a very simple game we have to tap on the ball till reach a specific point", "repo": "https://github.com/rithanyaasivasamy/regex-dojo", "demo": "https://rithanyaasivasamy.github.io/regex-dojo/"}]...
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[{"post_id": 81848, "ts": "202 [{"post_id": 81848, "ts": "2026-10-22T18:31:03Z", "hours": 0.9258, "text": "i was working on a very simple and a basic project since this mu first project i created a game where the ball has to be tapped repeatedly to win"}]...
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Title: Tapping ball by @Rithanyaa | Stardance
Dev Title: Tapping ball by @Rithanyaa | Stardance
Devlogs:
i was working on a very simple and a basic project since this mu first project i created a game where the ball has to be tapped repeatedly to win
Ships:
it’s a very simple game we have to tap on the ball till reach a specific point...
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1793724773.910163
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1793811173.910163
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70411
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TJHSST Q Lab Website by @tonymac129 | Stardance
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tonymac129
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1
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8.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T15:24:24Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I updated my school’s website for our quantum physics research lab to add new features, apply a redesign with new color schemes and layout styles, as well as improving the user experience and the admin management panel. Visitors can easily browse and view students’ projects and detailed information, and students can edit, upload, and manage their own research papers. This website was already built by some alumni a few years ago, so I mostly just added these quality of life features and updating some packages to make the site faster and easier to use.", "repo": "https://github.com/tonymac129/q-lab", "demo": "https://qlab.sites.tjhsst.edu"}]...
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[{"post_id": 84363, "ts": "202 [{"post_id": 84363, "ts": "2026-10-29T15:21:32Z", "hours": 0.4783, "text": "Quick devlog before shipping Added some new fields for university affiliations and sponsors, as well as new admin management features for looking up users and keywords to improve the usability Updated some styling and display"}, {"post_id": 80864, "ts": "2026-10-19T02:45:40Z", "hours": 7.2286, "text": "Q Lab Website Updates As a sysadmin for my school, I’m responsible for making, updating, and maintaining some of the school’s websites, including the Q Lab website, which has projects, information, and other stuff about our quantum physics senior research lab! Some alumni of the lab already made most of the website, so in this update I just focused on adding some quality of life features and applying a redesign Added new darker colors and some UI improvements, as well as new icons, logos, layouts, and content throughout the platform Added project keywords and search to better explore and browse through different projects Added options to delete and edit project assets Fixed a few bugs related to the UI and updated the admin panel Note that some of the admin/management features require our internal auth, but most of the stuff is publicly viewable Since the entire website was written in Django (one of my least favorite frameworks) like 6 years ago, I spent a ton of time setting up a local dev env because of compatibility issues and refamiliarizing myself with the framework again, so I thought why not also put it on stardance now that I’ve accumulated quite some hours"}]...
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Title: TJHSST Q Lab Website by @tonymac129 | Stard Title: TJHSST Q Lab Website by @tonymac129 | Stardance
Devlogs:
Q Lab Website Updates As a sysadmin for my school, I’m responsible for making, updating, and maintaining some of the school’s websites, including the Q Lab website, which has projects, information, and other stuff about our quantum physics senior research lab! Some alumni of the lab already made most of the website, so in this update I just focused on adding some quality of life features and applying a redesign Added new darker colors and some UI improvements, as well as new icons, logos, layouts, and content throughout the platform Added project keywords and search to better explore and browse through different projects Added options to delete and edit project assets Fixed a few bugs related to the UI and updated the admin panel Note that some of the admin/management features require our internal auth, but most of the stuff is publicly viewable Since the entire website was written in Django (one of my least favorite frameworks) like 6 years ago, I spent a ton of time setting up a local dev env because of compatibility issues and refamiliarizing myself with the framework again, so I thought why not also put it on stardance now that I’ve accumulated quite some hours
Quick devlog before shipping Added some new fields for university affiliations and sponsors, as well as new admin management features for looking up users and keywords to improve the usability Updated some styling and display
Ships:
I updated my school’s website for our quantum physics research lab to add new features, apply a redesign with new color schemes and layout styles, as well as improving the user experience and the admin management panel. Visitors can easily browse and view students’ projects and detailed information, and students can edit, upload, and manage their own research papers. This website was already built by some alumni a few years ago, so I mostly just added these quality of life features and updating some packages to make the site faster and easier to use....
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1793724774.8322403
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1793811174.8322403
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4108
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Macropad by @Dishman | Stardance
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Dishman
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1
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0.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T02:09:30Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a Macropad! I know its one of the basic projects but I’m glad I took the time to do it (even if there might be some issues) because I got a good understanding of KICAD and Fustion360 in which I had no prior knowledge. I had the most amount of trouble in actually building my case and checking if it could line up with my PCB. I’m glad I did this project because it gave me a lot of confidence to build more projects. I know I haven’t done much of the devlogs (which was fully my fault because i wasn’t fully aware on how everything works) but I understand what I have to do now! I have another project in mind which I really wanted to do for awhile which I will definitely have devlogs.", "repo": "https://github.com/dish-glitch/Macropad", "demo": ""}]...
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[{"post_id": 6474, "ts": "2026 [{"post_id": 6474, "ts": "2026-06-10T21:48:47Z", "hours": 0.3172, "text": "I have currently just made the PCB and the case for my Macropad. This is my first time using KICAD and 360, this project was just so i can get used to KICAD and 360 :)"}]...
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Title: Macropad by @Dishman | Stardance
Devlogs:
Title: Macropad by @Dishman | Stardance
Devlogs:
I have currently just made the PCB and the case for my Macropad. This is my first time using KICAD and 360, this project was just so i can get used to KICAD and 360 :)
Ships:
I have made a Macropad! I know its one of the basic projects but I’m glad I took the time to do it (even if there might be some issues) because I got a good understanding of KICAD and Fustion360 in which I had no prior knowledge. I had the most amount of trouble in actually building my case and checking if it could line up with my PCB. I’m glad I did this project because it gave me a lot of confidence to build more projects. I know I haven’t done much of the devlogs (which was fully my fault because i wasn’t fully aware on how everything works) but I understand what I have to do now! I have another project in mind which I really wanted to do for awhile which I will definitely have devlogs....
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1793724775.9850712
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1793811175.9850712
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26304
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My very own WebOS by @zayalan | Stardance
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zayalan
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1
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10.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T11:47:08Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is the first version of ZayalanOS. It has a calculator and a currency converter It is made using dan da dan theme.", "repo": "https://github.com/sasukeop108/ZayalanOS", "demo": "https://zayalan-os.vercel.app/"}]...
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[{"post_id": 17548, "ts": "202 [{"post_id": 17548, "ts": "2026-06-28T11:39:49Z", "hours": 2.7153, "text": "Today, I worked on styling the currency converter and i completed the project in whole. I deployed it on vercel."}, {"post_id": 17013, "ts": "2026-06-27T16:48:55Z", "hours": 5.7267, "text": "Today, I worked on making the welcome screen movable, added calculator and aligned the icons at the bottom."}, {"post_id": 16245, "ts": "2026-06-26T11:53:24Z", "hours": 0.7097, "text": "I worked on the top menu bar,background image and i centered the welcome box."}, {"post_id": 16209, "ts": "2026-06-26T10:36:11Z", "hours": 0.6044, "text": "Today, I wanted to start making some more software project so i came upon making a webos. I saw the guides and i completed the welcome screen of my webos."}]...
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Title: My very own WebOS by @zayalan | Stardance
Title: My very own WebOS by @zayalan | Stardance
Devlogs:
Today, I wanted to start making some more software project so i came upon making a webos. I saw the guides and i completed the welcome screen of my webos.
I worked on the top menu bar,background image and i centered the welcome box.
Today, I worked on making the welcome screen movable, added calculator and aligned the icons at the bottom.
Today, I worked on styling the currency converter and i completed the project in whole. I deployed it on vercel.
Ships:
This is the first version of ZayalanOS. It has a calculator and a currency converter It is made using dan da dan theme....
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1793724777.1533043
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1793811177.1533043
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70423
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pomodoro timer thing by @benMakesStuff | Stardance
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benMakesStuff
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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": "2026-10-26T19:56:32Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a pomodoro timer that also gives u tips using a tips API and it looks cool so ye.", "repo": "https://github.com/benvelzul/pomodoro-timer", "demo": "https://benvelzul.github.io/pomodoro-timer/"}]...
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[{"post_id": 82835, "ts": "202 [{"post_id": 82835, "ts": "2026-10-25T23:53:37Z", "hours": 0.3781, "text": "i deployed and finished the website including the timer and it work alright so its really good now. Im going to ship today hopefully i just need to finish some of my ratings and done."}, {"post_id": 81948, "ts": "2026-10-23T04:22:04Z", "hours": 1.0719, "text": "I made the basic UI for it, and also made it connect to the api that gives u tips (including tips about vampire protection) and ye its cool since its something i actually wrote (and not ai) and it works and im rlly proud cus its like in javascript and i understand it"}]...
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Title: pomodoro timer thing by @benMakesStuff | St Title: pomodoro timer thing by @benMakesStuff | Stardance
Devlogs:
I made the basic UI for it, and also made it connect to the api that gives u tips (including tips about vampire protection) and ye its cool since its something i actually wrote (and not ai) and it works and im rlly proud cus its like in javascript and i understand it
i deployed and finished the website including the timer and it work alright so its really good now. Im going to ship today hopefully i just need to finish some of my ratings and done.
Ships:
I made a pomodoro timer that also gives u tips using a tips API and it looks cool so ye....
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1793724778.3164225
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1793811178.3164225
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37349
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T"eXpress" - TeXt it. Express it. by @ImLu T"eXpress" - TeXt it. Express it. by @ImLuke | Stardance...
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ImLuke
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1
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2.43
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T16:55:53Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hii guys! I’m Luke, and this is T”eXpress” (a little wordplay between “TeX” and “Express” kinda cool, right? 😄). T”eXpress” is a Slack bot that helps you render TeX formulas into beautiful images, making them easier to understand and more visually appealing. You can quickly add these formulas to your homework, reports, or presentations in a clean and professional way! Besides rendering formulas, it can also help you solve equations with unknowns, making it easier to check whether your solutions are correct and whether you have found all possible answers. And when you’re bored, you can explore different mathematical formulas and discover the “beauty of mathematics” 😅. The biggest challenge of this project was probably the image rendering process. I had to do a lot of research with Google and ChatGPT to figure out how to properly render LaTeX formulas into images. Other parts were relatively familiar to me since I already had experience with Python. The thing I’m most proud of about this project is that it can make learning easier for students. I believe it can be a really useful tool for subjects like Math, Physics, and Chemistry, where complex formulas appear frequently and need to be presented clearly. IF YOU WANT TO TRY MY PROJECT On the Stardance Hack Club Slack, you can join the #texpress-bot channel or invite my bot using: /invite @TeXpress /texpress Example: /texpress \\frac{a+b}{c} → Renders your TeX formula into an image. You can also choose between dark mode, light mode, and transparent mode depending on your preference. /tsolve Example: /tsolve (x-67)*(x+67)=0 → Helps you solve equations and find all possible values of x, no matter how many solutions there are. /trandom → Helps you explore interesting mathematical formulas and applications that you might not know yet, such as the Mean of a Poisson Distribution or Sample Variance. (Some of them were new discoveries for me too! 😄)", "repo": "https://github.com/nploc1209/TeXpress", "demo": "https://hackclub.enterprise.slack.com/archives/C0BJWDPNTKK"}]...
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[{"post_id": 32383, "ts": "202 [{"post_id": 32383, "ts": "2026-07-21T15:00:52Z", "hours": 0.4272, "text": "TeXpress - Version 1.1.0 - Changes Request Update I have changed the banner and also rewrite README.md and GUIDE.md for easier for everyone to read."}, {"post_id": 31847, "ts": "2026-07-20T15:42:35Z", "hours": 0.8239, "text": "TeXpress - Version 0.3.0 - The Interface Update I improved the bot’s response interface and also added dark mode and transparent mode."}, {"post_id": 31472, "ts": "2026-07-19T21:07:24Z", "hours": 0.6117, "text": "TeXpress - Version 0.2.0 - Core Infrastructure Update I’ve built a solid, working codebase that will make future upgrades much easier!"}, {"post_id": 31446, "ts": "2026-07-19T20:18:17Z", "hours": 0.4794, "text": "TeXpress - Version 0.1.0 - Greetings from TeXpress"}]...
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Title: T"eXpress" - TeXt it. Express it. b Title: T"eXpress" - TeXt it. Express it. by @ImLuke | Stardance
Devlogs:
TeXpress - Version 0.1.0 - Greetings from TeXpress
TeXpress - Version 0.2.0 - Core Infrastructure Update I’ve built a solid, working codebase that will make future upgrades much easier!
TeXpress - Version 0.3.0 - The Interface Update I improved the bot’s response interface and also added dark mode and transparent mode.
TeXpress - Version 1.1.0 - Changes Request Update I have changed the banner and also rewrite README.md and GUIDE.md for easier for everyone to read.
Ships:
Hii guys! I’m Luke, and this is T”eXpress” (a little wordplay between “TeX” and “Express” kinda cool, right? 😄). T”eXpress” is a Slack bot that helps you render TeX formulas into beautiful images, making them easier to understand and more visually appealing. You can quickly add these formulas to your homework, reports, or presentations in a clean and professional way! Besides rendering formulas, it can also help you solve equations with unknowns, making it easier to check whether your solutions are correct and whether you have found all possible answers. And when you’re bored, you can explore different mathematical formulas and discover the “beauty of mathematics” 😅. The biggest challenge of this project was probably the image rendering process. I had to do a lot of research with Google and ChatGPT to figure out how to properly render LaTeX formulas into images. Other parts were relatively familiar to me since I already had experience with Python. The thing I’m most proud of about this project is that it can make learning easier for students. I believe it can be a really useful tool for subjects like Math, Physics, and Chemistry, where complex formulas appear frequently and need to be presented clearly. IF YOU WANT TO TRY MY PROJECT On the Stardance Hack Club Slack, you can join the #texpress-bot channel or invite my bot using: /invite @TeXpress /texpress Example: /texpress \frac{a+b}{c} → Renders your TeX formula into an image. You can also choose between dark mode, light mode, and transparent mode depending on your preference. /tsolve Example: /tsolve (x-67)*(x+67)=0 → Helps you solve equations and find all possible values of x, no matter how many solutions there are. /trandom → Helps you explore interesting mathematical formulas and applications that you might not know yet, such as the Mean of a Poisson Distribution or Sample Variance. (Some of them were new discoveries for me too! 😄)...
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1793724779.4874158
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1793811179.4874158
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34509
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VoiceBot by @egraich | Stardance
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egraich
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1
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5.0
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20
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T23:55:05Z", "hours": 5.0, "multiplier": 3.83, "payout": 20, "blessing": "neutral", "text": "Hey everyone! Just shipped Stenograf — a Telegram bot that turns voice messages, video notes, and even huge video files into text. Honestly, I got so fed up with Telegram locking basic voice-to-text behind their Premium paywall. If a friend sends a 3-minute rambling voice note while you’re in class or a noisy room, you’re basically forced to pay monthly or just suffer. So I built my own bot to bypass this for free. The coolest part is that you don’t even need to forward everything manually. You can just drop @egvoicebot into a group chat, and it’ll automatically reply to any audio/video with a compact “Show text” button so it doesn’t spam the chat. Tech-wise, it runs on Groq API with Whisper Large v3. Groq is ridiculously fast — a 1-minute audio takes like under one second to transcribe. Also, I’m running a local Telegram API server on Nest, which lets the bot bypass the usual limits and download files up to 2GB almost instantly. Honestly, with Nest’s internet speeds, you’ll probably get the transcription faster than you can even download the video yourself lol. Since Groq has a massive free tier (8 hours of audio/day), I was able to set a 1-hour daily limit per user. Now anyone can transcribe endless group chat spam without paying a single cent to Telegram :D", "repo": "https://github.com/egraich/voicebot", "demo": "https://t.me/egvoicebot"}]...
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[{"post_id": 32667, "ts": "202 [{"post_id": 32667, "ts": "2026-07-21T23:35:45Z", "hours": 0.5389, "text": "Today I got the bot completely ready for shipping! I took a screenshot of it in action, beefed up the README, and did a final test of the CI/CD pipeline on my Nest server. Now, all I have to do is push the code, and my Nest server handles the rest automatically :D"}, {"post_id": 32104, "ts": "2026-07-21T01:17:21Z", "hours": 1.3847, "text": "I finally fully deployed my VoiceBot on the Nest server along with the local telegram-api-server, which lets me process videos up to 2GB! The database is also fully up and running now, starting to collect data. Basically, anyone can now look up @egvoicebot on Telegram, add it to their group, and it’ll just work :D (Btw, Groq gives me an 8-hour audio processing limit for free!)"}, {"post_id": 31882, "ts": "2026-07-20T17:08:42Z", "hours": 1.8578, "text": "Today I decided to add the official telegram-api-server to my Nest project. Why? Because this way my bot will be able to handle videos up to 2GB instead of the generic 20MB limit. Honestly, this project is teaching me how to work with docker-compose files way better than any of my previous projects :)"}, {"post_id": 30999, "ts": "2026-07-19T01:13:09Z", "hours": 1.435, "text": "I decided to build VoiceBot — a Telegram bot that extracts and transcribes audio from video files, video notes , and standard voice messages. It’s a pure QoL tool built for that one painfully relatable situation: when your friend refuses to use their keyboard and bombards you with 3-minute voice notes while you are stuck in a meeting, a loud train, or just plain hate listening to audio. Funnily enough, Telegram actually has this feature built-in… but only if you pay for Telegram Premium :D"}]...
|
Title: VoiceBot by @egraich | Stardance
Devlogs:
Title: VoiceBot by @egraich | Stardance
Devlogs:
I decided to build VoiceBot — a Telegram bot that extracts and transcribes audio from video files, video notes , and standard voice messages. It’s a pure QoL tool built for that one painfully relatable situation: when your friend refuses to use their keyboard and bombards you with 3-minute voice notes while you are stuck in a meeting, a loud train, or just plain hate listening to audio. Funnily enough, Telegram actually has this feature built-in… but only if you pay for Telegram Premium :D
Today I decided to add the official telegram-api-server to my Nest project. Why? Because this way my bot will be able to handle videos up to 2GB instead of the generic 20MB limit. Honestly, this project is teaching me how to work with docker-compose files way better than any of my previous projects :)
I finally fully deployed my VoiceBot on the Nest server along with the local telegram-api-server, which lets me process videos up to 2GB! The database is also fully up and running now, starting to collect data. Basically, anyone can now look up @egvoicebot on Telegram, add it to their group, and it’ll just work :D (Btw, Groq gives me an 8-hour audio processing limit for free!)
Today I got the bot completely ready for shipping! I took a screenshot of it in action, beefed up the README, and did a final test of the CI/CD pipeline on my Nest server. Now, all I have to do is push the code, and my Nest server handles the rest automatically :D
Ships:
Hey everyone! Just shipped Stenograf — a Telegram bot that turns voice messages, video notes, and even huge video files into text. Honestly, I got so fed up with Telegram locking basic voice-to-text behind their Premium paywall. If a friend sends a 3-minute rambling voice note while you’re in class or a noisy room, you’re basically forced to pay monthly or just suffer. So I built my own bot to bypass this for free. The coolest part is that you don’t even need to forward everything manually. You can just drop @egvoicebot into a group chat, and it’ll automatically reply to any audio/video with a compact “Show text” button so it doesn’t spam the chat. Tech-wise, it runs on Groq API with Whisper Large v3. Groq is ridiculously fast — a 1-minute audio takes like under one second to transcribe. Also, I’m running a local Telegram API server on Nest, which lets the bot bypass the usual limits and download files up to 2GB almost instantly. Honestly, with Nest’s internet speeds, you’ll probably get the transcription faster than you can even download the video yourself lol. Since Groq has a massive free tier (8 hours of audio/day), I was able to set a 1-hour daily limit per user. Now anyone can transcribe endless group chat spam without paying a single cent to Telegram :D...
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1793724780.6646981
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1793811180.6646981
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4543
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Webinar Hosting Site by @harpeet_singh | Stardance
|
harpeet_singh
|
1
|
13.44
|
42
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T17:04:36Z", "hours": 12.0, "multiplier": 3.47, "payout": 42, "blessing": "neutral", "text": "What I Made & How to Test It - I built a Webinar Hosting Website demo to learn the fundamentals of Next.js. *Live Demo: You can test the live project directly by clicking the “Try project” button below, or via: https://hackclubwebinardemo.vercel.app/ *Features: It includes a fully functional user authentication flow implemented using Clerk, with all user and session data stored securely in a Neon database. For this initial learning phase, I focused entirely on perfecting the Home Page and core authentication. Challenges & Pride - The main challenge was getting comfortable with the core architecture of Next.js, routing, and integrating third-party authentication with a cloud database. I’m proud of successfully wiring up Clerk and Neon to create a secure, working foundation!", "repo": "https://github.com/harpreet1796/webinardemo_/tree/hackclub", "demo": "https://hackclubwebinardemo-q5twb7t16-twyfthq.vercel.app/"}]...
|
[{"post_id": 15534, "ts": "202 [{"post_id": 15534, "ts": "2026-06-25T07:25:14Z", "hours": 1.44, "text": "Coded the other pages for the site"}, {"post_id": 14402, "ts": "2026-06-23T14:57:07Z", "hours": 2.8789, "text": "Adding final touches"}, {"post_id": 1975, "ts": "2026-06-04T07:19:58Z", "hours": 2.305, "text": "Worked on creating the create webinar flow"}, {"post_id": 1354, "ts": "2026-06-03T09:54:15Z", "hours": 1.7869, "text": "Worked on the Home Page of my SaaS project"}, {"post_id": 796, "ts": "2026-06-02T13:53:37Z", "hours": 5.3331, "text": "Started my project today. Figured out authentication and routing with a bit of Prisma and Neon for DB"}]...
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Title: Webinar Hosting Site by @harpeet_singh | St Title: Webinar Hosting Site by @harpeet_singh | Stardance
Devlogs:
Started my project today. Figured out authentication and routing with a bit of Prisma and Neon for DB
Worked on the Home Page of my SaaS project
Worked on creating the create webinar flow
Adding final touches
Coded the other pages for the site
Ships:
What I Made & How to Test It - I built a Webinar Hosting Website demo to learn the fundamentals of Next.js. *Live Demo: You can test the live project directly by clicking the “Try project” button below, or via: https://hackclubwebinardemo.vercel.app/ *Features: It includes a fully functional user authentication flow implemented using Clerk, with all user and session data stored securely in a Neon database. For this initial learning phase, I focused entirely on perfecting the Home Page and core authentication. Challenges & Pride - The main challenge was getting comfortable with the core architecture of Next.js, routing, and integrating third-party authentication with a cloud database. I’m proud of successfully wiring up Clerk and Neon to create a secure, working foundation!...
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1793724781.8100495
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1793811181.8100495
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20462
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FocusMate by @Ishanth | Stardance
|
Ishanth
|
1
|
4.7
|
36
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T20:54:31Z", "hours": 3.0, "multiplier": 10.69, "payout": 36, "blessing": "neutral", "text": "I created FocusMate, an AI-powered study assistant that uses computer vision and NLP to monitor focus, generate personalized quizzes, and improve study sessions. The most challenging part was integrating multiple AI technologies and designing accurate focus-tracking features while keeping the platform user-friendly. I am proud of building a system that combines real-time engagement analysis with personalized learning tools, and users can test it by exploring the quiz generation, study tracking, and productivity features on the platform.", "repo": "https://github.com/Ishanthr1/FocusMate", "demo": "https://focus-mate-gamma.vercel.app/"}]...
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[{"post_id": 13043, "ts": "202 [{"post_id": 13043, "ts": "2026-06-21T10:19:50Z", "hours": 1.6956, "text": "Just made some edits.. the UI is fully upgraded and the music bar is easier to use. The site now also fully functions in most browsers (It was only chrome originally)."}, {"post_id": 12144, "ts": "2026-06-19T20:52:48Z", "hours": 3.3603, "text": "FocusMate FocusMate, an AI-powered study assistant designed to improve learning efficiency through computer vision and natural language processing. Built features that analyze webcam input to track user focus, posture, and study engagement in real time. Implemented AI-driven study tools that generate personalized quizzes and summaries based on learning materials. Designed functionality to support both individual and group study sessions with progress tracking and performance insights. Integrated multiple technologies, including machine learning, computer vision, and web development frameworks, to create a comprehensive educational platform."}]...
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Title: FocusMate by @Ishanth | Stardance
Devlogs: Title: FocusMate by @Ishanth | Stardance
Devlogs:
FocusMate FocusMate, an AI-powered study assistant designed to improve learning efficiency through computer vision and natural language processing. Built features that analyze webcam input to track user focus, posture, and study engagement in real time. Implemented AI-driven study tools that generate personalized quizzes and summaries based on learning materials. Designed functionality to support both individual and group study sessions with progress tracking and performance insights. Integrated multiple technologies, including machine learning, computer vision, and web development frameworks, to create a comprehensive educational platform.
Just made some edits.. the UI is fully upgraded and the music bar is easier to use. The site now also fully functions in most browsers (It was only chrome originally).
Ships:
I created FocusMate, an AI-powered study assistant that uses computer vision and NLP to monitor focus, generate personalized quizzes, and improve study sessions. The most challenging part was integrating multiple AI technologies and designing accurate focus-tracking features while keeping the platform user-friendly. I am proud of building a system that combines real-time engagement analysis with personalized learning tools, and users can test it by exploring the quiz generation, study tracking, and productivity features on the platform....
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1793724782.9609468
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1793811182.9609468
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33371
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My first WebOS in HTML by @Rez_ | Stardance
|
Rez_
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T16:53:01Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am proud of my resilience making this, this was my first time learning and utilising HTML to make a website. I did about 4 hours of YouTube tutorials before hand that sadly weren’t logged however!", "repo": "https://github.com/Reziqs/WebOS", "demo": "https://reziqs.github.io/WebOS/"}]...
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[{"post_id": 26680, "ts": "202 [{"post_id": 26680, "ts": "2026-07-11T16:49:31Z", "hours": 0.455, "text": "I think I’m done! (for now) Really happy with how it came out, if you guys have any suggestions of what to add let me know because I have no inspiration haha."}, {"post_id": 26649, "ts": "2026-07-11T16:15:56Z", "hours": 0.7419, "text": "WOOHOO! Finished Part 2 of the tutorial. I’m really loving how it’s looking at the moment. Got some help from Gemini and a friend because I was struggling a lot with the Javascript ^o^"}, {"post_id": 26030, "ts": "2026-07-10T16:42:56Z", "hours": 0.2803, "text": "15 minutes in, and I am starting to get to grips with how to code in HTML! I went a bit off tutorial and taught myself how to resize an image because the image was originally SO big I had to scroll to see the other side haha. Overall happy with the progress and looking forward to seeing where this takes me!"}]...
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Title: My first WebOS in HTML by @Rez_ | Stardance Title: My first WebOS in HTML by @Rez_ | Stardance
Devlogs:
15 minutes in, and I am starting to get to grips with how to code in HTML! I went a bit off tutorial and taught myself how to resize an image because the image was originally SO big I had to scroll to see the other side haha. Overall happy with the progress and looking forward to seeing where this takes me!
WOOHOO! Finished Part 2 of the tutorial. I’m really loving how it’s looking at the moment. Got some help from Gemini and a friend because I was struggling a lot with the Javascript ^o^
I think I’m done! (for now) Really happy with how it came out, if you guys have any suggestions of what to add let me know because I have no inspiration haha.
Ships:
I am proud of my resilience making this, this was my first time learning and utilising HTML to make a website. I did about 4 hours of YouTube tutorials before hand that sadly weren’t logged however!...
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1793724786.8576057
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1793811186.8576057
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35409
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pepsi.nekoweb.org by @penelopoison | Stardance
|
penelopoison
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1
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1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T05:01:44Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a personal website! i’m very proud of the minimal look and the serenity that the blue sky gives me. i took that picture on may 11, 2025 and i think it provides an unpretentious elegance. too many sites throw divs and classes all around without any regard for the user’s experience, instead choosing to prioritize fluff and extra kilobytes. i have chosen to go in the opposite direction. as everyone knows, web design is a nightmare held together by duct tape. even parcel, my build tool, gave me trouble at first. tailwind css is marvelous but a total hack job. no matter. it is a beautiful site and i hope you enjoy perusing it.", "repo": "https://github.com/hideyosh1/hack-dimension", "demo": "https://pepsi.nekoweb.org"}]...
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[{"post_id": 28721, "ts": "202 [{"post_id": 28721, "ts": "2026-07-15T04:41:46Z", "hours": 0.5839, "text": "i switched my site over to server-side includes, just making it easier for me to add new pages for new chapters of my scanlation projects"}]...
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Title: pepsi.nekoweb.org by @penelopoison | Starda Title: pepsi.nekoweb.org by @penelopoison | Stardance
Devlogs:
i switched my site over to server-side includes, just making it easier for me to add new pages for new chapters of my scanlation projects
Ships:
i made a personal website! i’m very proud of the minimal look and the serenity that the blue sky gives me. i took that picture on may 11, 2025 and i think it provides an unpretentious elegance. too many sites throw divs and classes all around without any regard for the user’s experience, instead choosing to prioritize fluff and extra kilobytes. i have chosen to go in the opposite direction. as everyone knows, web design is a nightmare held together by duct tape. even parcel, my build tool, gave me trouble at first. tailwind css is marvelous but a total hack job. no matter. it is a beautiful site and i hope you enjoy perusing it....
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1793724788.052573
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1793811188.052573
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47057
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My portfolio by @bernardq | Stardance
|
bernardq
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1
|
3.68
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T14:11:58Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So my portfolio is on version 1.0 I will add some fings but to me the project is good. So this have 4 parts: About Me, Projects, Current Learning and Contact.", "repo": "https://github.com/Bkner3/portfolio", "demo": "https://bkner3.github.io/portfolio/"}]...
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[{"post_id": 55477, "ts": "202 [{"post_id": 55477, "ts": "2026-08-27T10:53:36Z", "hours": 1.6756, "text": "DevLog #2 Today I cooked on this README."}, {"post_id": 46361, "ts": "2026-08-13T15:11:57Z", "hours": 2.1794, "text": "Devlog #1 So you can see this is my portfolio."}]...
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Title: My portfolio by @bernardq | Stardance
Devl Title: My portfolio by @bernardq | Stardance
Devlogs:
Devlog #1 So you can see this is my portfolio.
DevLog #2 Today I cooked on this README.
Ships:
So my portfolio is on version 1.0 I will add some fings but to me the project is good. So this have 4 parts: About Me, Projects, Current Learning and Contact....
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1793724789.2011945
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1793811189.2011945
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6392
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My first slack bot! by @twinx | Stardance
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twinx
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1
|
1.29
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T02:42:43Z", "hours": 1.0, "multiplier": 3.34, "payout": 4, "blessing": "neutral", "text": "I made a slack bot using JavaScript. The challenging part was to find api that are available for free and without any login. To test my bot you can use /y-help in slack to get a help msg from the bot.", "repo": "https://github.com/Philast-015/Bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BBJCZ79RN"}]...
|
[{"post_id": 9306, "ts": "2026 [{"post_id": 9306, "ts": "2026-06-15T16:57:44Z", "hours": 0.2883, "text": "Made few changes in README.md that helps user read it more clearly and re-shiping because previous one got rejected due to demo url."}, {"post_id": 6582, "ts": "2026-06-11T01:49:25Z", "hours": 0.5919, "text": "Added more commands such as coin-flip , random choice , jokes , quotes , cat-facts .etc"}, {"post_id": 1501, "ts": "2026-06-03T15:57:46Z", "hours": 0.5175, "text": "Made 3 commands i.e. status , art and joke"}]...
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Title: My first slack bot! by @twinx | Stardance
Title: My first slack bot! by @twinx | Stardance
Devlogs:
Made 3 commands i.e. status , art and joke
Added more commands such as coin-flip , random choice , jokes , quotes , cat-facts .etc
Made few changes in README.md that helps user read it more clearly and re-shiping because previous one got rejected due to demo url.
Ships:
I made a slack bot using JavaScript. The challenging part was to find api that are available for free and without any login. To test my bot you can use /y-help in slack to get a help msg from the bot....
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1793724790.375645
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1793811190.375645
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30594
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Roobiks - A 3d software rasterizer by @arkaive19 | Roobiks - A 3d software rasterizer by @arkaive19 | Stardance...
|
arkaive19
|
1
|
30.0
|
512
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-14T17:38:21Z", "hours": 30.0, "multiplier": 17.09, "payout": 512, "blessing": "neutral", "text": "I made a 3d rasterizer in Javascript using the HTML5 canvas API! This whole project was inspired by TScoding’s projection formula. The name roobik’s just happened to be there. The rubiks cube is NOT my project, i repeat the rubiks cube is NOT my project. Its just a demonstration of a renderable Mesh, (Alongside the penguin model too)", "repo": "https://github.com/Arkaive19/roobiks", "demo": "https://arkaive19.is-a.dev/roobiks"}]...
|
[{"post_id": 28418, "ts": "202 [{"post_id": 28418, "ts": "2026-07-14T17:32:06Z", "hours": 1.3117, "text": "I finally added the last bit of optimization with some binary color storing and magic tricking, i think this is the end of the line for my project as i see no further addition than some ui/ux which i dont wanna do for a project thats already this complex. i spent a LOT of time documenting everything, so that anyone reading the source code gets an idea of whats going on. Also added comic sans for a jolly effect with a HUD."}, {"post_id": 28251, "ts": "2026-07-14T12:21:31Z", "hours": 1.0325, "text": "The first (incomplete) demo is now up and ready! headover to https://arkaive19.is-a.dev/roobiks to see the magic for yourself!"}, {"post_id": 27286, "ts": "2026-07-12T18:46:48Z", "hours": 2.9397, "text": "I finally implemented a better UX system, with customizable keybinds, actually usable buttons! (yay), a fps bar and also HUGE optimization change. (i just found out the bayecentric coordinates could be incremented instead of manual addition), the renderer is now comfortably rendering a complex penguin at ~60fps which has 323 vertices and 625 faces."}, {"post_id": 26732, "ts": "2026-07-11T18:11:37Z", "hours": 1.9194, "text": "external assets can be loaded! (ive only tested it for this penguin asset for now, but i will test more in the near future)"}, {"post_id": 26469, "ts": "2026-07-11T08:52:50Z", "hours": 3.1028, "text": "I implemented a wireframe drawing method to my software rasterizer and also implemented front face culling (front face culling too a LOOONG time to implement due to the tedious maths) ive also documented how everything works so anyone can understand whats going on. With the drawWireframe theres this weird ghostly effect going on and thats what im hoping on solving next"}, {"post_id": 26096, "ts": "2026-07-10T18:00:44Z", "hours": 1.0175, "text": "I added some buttons for a better user experience, with keybinds and such. also i implemented a scrambling technique which generates a 20 move based random assortment. The ive also optimized frame waiting, with delay based Promises which wait check every frame before inputting the move to be displayed with solve or scramble. (i tested if user interruption changes anything and gladly it did not for scramble, but i have to fix the unsolvable problem if user interrupts when solving the cube)"}, {"post_id": 25964, "ts": "2026-07-10T14:26:43Z", "hours": 2.9481, "text": "Ive finally added some rubiks cube qol features like resetting the cube and solving it! (for now im just reversing the users steps as using an actual alogrithm would be out of scope of this project.), and im planning on documenting the remaining parts"}, {"post_id": 24874, "ts": "2026-07-08T18:41:20Z", "hours": 3.0894, "text": "Hello everyone, Ive upgraded my code to work with canvas to use the canvas method .putImageData, as ive now implemented triangle rasterization, and something very interesting called as z-indexing. Basically, every frame all pixels of the canvas are being controlled by the renderer to draw stuff instead of relying on the canvas methods like fillRect, etc! Ive also optimized the entire renderer to work well and fix any buggy areas too, but some more optimization is possible, and im thinking of continuing from there. I think im gonna add some UI/UX components later on but for right now im gonna optimize the renderer more! also, the live demo is up and running! check the current progress out at: ++++++++++++++++++++++++++++++++ https://arkaive19.is-a.dev/roobiks/ ++++++++++++++++++++++++++++++++ have a nice day and stay tuned for the next update!"}, {"post_id": 23646, "ts": "2026-07-06T18:40:08Z", "hours": 3.4439, "text": "I finally finished the rotation cycle and documented the entire process inside my scripts. The rubiks cube works and also animates now! also i fixed the backface culling issue, and the animations are fixed and crisp! I think im gonna add some qol features like enhance my current camera reframe to also reset the cube and make it a general reset, and also add some physical buttons or sum like that. With the current state of things i might wrap it as a electron app as its not designed to be mobile friendly."}, {"post_id": 22773, "ts": "2026-07-05T11:13:20Z", "hours": 0.5333, "text": "I finally implemented PROPER mesh rendering. before i had to flatmap and insert each model vertices, edges and faces in 1 giant pile for computation but not anymore. it does that internally so all i need to do is renderer.startFrame(); renderer.drawMesh(cat); renderer.drawMesh(dog); renderer.drawMesh(bug); renderer.endFrame(); Bug fixing was really tough because of optimization errors and whatnot, but changing basically all my arrays to Float32Arrays gave me an extra 100 frames 💔🥀🥀"}, {"post_id": 22703, "ts": "2026-07-05T08:25:39Z", "hours": 2.0628, "text": "Ive made some changes to the 3d graphics changer where the painters alogorithm stopped working with multiple meshes. For now, ive flatmapped all points edges and faces of the multi meshes so its just 1 giant mesh that has to be rendered! (I think my system will break if i use another instance of drawMesh() somewhere else as theyre not flatmapped. I think thats the problem ill try to solve next)"}, {"post_id": 22309, "ts": "2026-07-04T18:21:28Z", "hours": 2.1708, "text": "I recently learnt and implemented about Depth Based Rendering. Basically, make faces closer to u render last so they can appear more lifelike than a static order or rendering which often breaks with freecam"}, {"post_id": 22205, "ts": "2026-07-04T15:45:51Z", "hours": 4.5167, "text": "Ive been wanting to learn how 3d renderers have worked for the longest time, and recently i thought of making an app for it. Roobiks is an freecam 3d space rubix cube sandbox like software, that is built ENTIRELY on a 2d canvas using nothing but pure mathematics, and HTML5 canvas properties."}]...
|
Title: Roobiks - A 3d software rasterizer by @arka Title: Roobiks - A 3d software rasterizer by @arkaive19 | Stardance
Devlogs:
Ive been wanting to learn how 3d renderers have worked for the longest time, and recently i thought of making an app for it. Roobiks is an freecam 3d space rubix cube sandbox like software, that is built ENTIRELY on a 2d canvas using nothing but pure mathematics, and HTML5 canvas properties.
I recently learnt and implemented about Depth Based Rendering. Basically, make faces closer to u render last so they can appear more lifelike than a static order or rendering which often breaks with freecam
Ive made some changes to the 3d graphics changer where the painters alogorithm stopped working with multiple meshes. For now, ive flatmapped all points edges and faces of the multi meshes so its just 1 giant mesh that has to be rendered! (I think my system will break if i use another instance of drawMesh() somewhere else as theyre not flatmapped. I think thats the problem ill try to solve next)
I finally implemented PROPER mesh rendering. before i had to flatmap and insert each model vertices, edges and faces in 1 giant pile for computation but not anymore. it does that internally so all i need to do is renderer.startFrame(); renderer.drawMesh(cat); renderer.drawMesh(dog); renderer.drawMesh(bug); renderer.endFrame(); Bug fixing was really tough because of optimization errors and whatnot, but changing basically all my arrays to Float32Arrays gave me an extra 100 frames 💔🥀🥀
I finally finished the rotation cycle and documented the entire process inside my scripts. The rubiks cube works and also animates now! also i fixed the backface culling issue, and the animations are fixed and crisp! I think im gonna add some qol features like enhance my current camera reframe to also reset the cube and make it a general reset, and also add some physical buttons or sum like that. With the current state of things i might wrap it as a electron app as its not designed to be mobile friendly.
Hello everyone, Ive upgraded my code to work with canvas to use the canvas method .putImageData, as ive now implemented triangle rasterization, and something very interesting called as z-indexing. Basically, every frame all pixels of the canvas are being controlled by the renderer to draw stuff instead of relying on the canvas methods like fillRect, etc! Ive also optimized the entire renderer to work well and fix any buggy areas too, but some more optimization is possible, and im thinking of continuing from there. I think im gonna add some UI/UX components later on but for right now im gonna optimize the renderer more! also, the live demo is up and running! check the current progress out at: ++++++++++++++++++++++++++++++++ https://arkaive19.is-a.dev/roobiks/ ++++++++++++++++++++++++++++++++ have a nice day and stay tuned for the next update!
Ive finally added some rubiks cube qol features like resetting the cube and solving it! (for now im just reversing the users steps as using an actual alogrithm would be out of scope of this project.), and im planning on documenting the remaining parts
I added some buttons for a better user experience, with keybinds and such. also i implemented a scrambling technique which generates a 20 move based random assortment. The ive also optimized frame waiting, with delay based Promises which wait check every frame before inputting the move to be displayed with solve or scramble. (i tested if user interruption changes anything and gladly it did not for scramble, but i have to fix the unsolvable problem if user interrupts when solving the cube)
I implemented a wireframe drawing method to my software rasterizer and also implemented front face culling (front face culling too a LOOONG time to implement due to the tedious maths) ive also documented how everything works so anyone can understand whats going on. With the drawWireframe theres this weird ghostly effect going on and thats what im hoping on solving next
external assets can be loaded! (ive only tested it for this penguin asset for now, but i will test more in the near future)
I finally implemented a better UX system, with customizable keybinds, actually usable buttons! (yay), a fps bar and also HUGE optimization change. (i just found out the bayecentric coordinates could be incremented instead of manual addition), the renderer is now comfortably rendering a complex penguin at ~60fps which has 323 vertices and 625 faces.
The first (incomplete) demo is now up and ready! headover to https://arkaive19.is-a.dev/roobiks to see the magic for yourself!
I finally added the last bit of optimization with some binary color storing and magic tricking, i think this is the end of the line for my project as i see no further addition than some ui/ux which i dont wanna do for a project thats already this complex. i spent a LOT of time documenting everything, so that anyone reading the source code gets an idea of whats going on. Also added comic sans for a jolly effect with a HUD.
Ships:
I made a 3d rasterizer in Javascript using the HTML5 canvas API! This whole project was inspired by TScoding’s projection formula. The name roobik’s just happened to be there. The rubiks cube is NOT my project, i repeat the rubiks cube is NOT my project. Its just a demonstration of a renderable Mesh, (Alongside the penguin model too)...
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1793724791.525734
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1793811191.525734
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5754
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My first slack bot! by @Izzy | Stardance
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Izzy
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1
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1.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T20:00:56Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a slack bot that responds to simple commands on slack like getting ip address, tells a joke and some other functions There was little to no challenge thanks to the Stardance guide and my knowlegde in javascript I’m proud cause This is my first bot since i started learning javascript and it made me understand bot creation better The command is /izzy- whatever you want to run e.g /izzy-ip, /izzy-joke, and some others just tyoe /izzy-help and you’ll see the list of commands altough not through adding all but will soon be Thanks😊", "repo": "https://github.com/IzzyCodeX/izzy-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C088DT8P7B8"}]...
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[{"post_id": 1165, "ts": "2026 [{"post_id": 1165, "ts": "2026-06-03T00:37:06Z", "hours": 0.5339, "text": "My first slack bot!"}]...
|
Title: My first slack bot! by @Izzy | Stardance
D Title: My first slack bot! by @Izzy | Stardance
Devlogs:
My first slack bot!
Ships:
I created a slack bot that responds to simple commands on slack like getting ip address, tells a joke and some other functions There was little to no challenge thanks to the Stardance guide and my knowlegde in javascript I’m proud cause This is my first bot since i started learning javascript and it made me understand bot creation better The command is /izzy- whatever you want to run e.g /izzy-ip, /izzy-joke, and some others just tyoe /izzy-help and you’ll see the list of commands altough not through adding all but will soon be Thanks😊...
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1793724792.766354
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1793811192.766354
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6278
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Card it! by @Potyi | Stardance
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Potyi
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1
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78.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T14:58:37Z", "hours": 78.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So it’s a card game where you have to make a deck and defeat your enemys. There ARE bugs but now i don’t have the time to fix all of them, anyway if you find some, and there isn’t a console command to fix them, please let me know and i try to fix them.", "repo": "https://github.com/kostyalpeter/card-game", "demo": "https://kostyalpeter.itch.io/card-it"}]...
|
[{"post_id": 85556, "ts": "202 [{"post_id": 85556, "ts": "2026-10-31T14:17:44Z", "hours": 6.1333, "text": "added new icons, a lot of bug fixes, deck building bug fixed, card descriptions added"}, {"post_id": 81268, "ts": "2026-10-20T15:25:56Z", "hours": 2.9333, "text": "a lot of bug fix, added difficulties easy - 5 discards medium - 3 discards hard - 1 discard started working on music"}, {"post_id": 70654, "ts": "2026-09-19T15:02:50Z", "hours": 3.8, "text": "added more sounds, click sound, settings menu added, bug fixes"}, {"post_id": 65949, "ts": "2026-09-11T12:52:58Z", "hours": 8.2, "text": "added sounds to almost everything, a lot of big mug fixes, card animation added"}, {"post_id": 62363, "ts": "2026-09-05T18:08:43Z", "hours": 4.5667, "text": "added a console where you can control a lot of stuff with commands, more commands will come later made some bug fixes and completly reworked how the card playing mechanic worked so its now more stable and you can select cards instead of instant playing them out, wil add animation to that later"}, {"post_id": 60842, "ts": "2026-09-03T13:53:49Z", "hours": 4.4667, "text": "Added animation to the non attack cards after they played, some bug fixes"}, {"post_id": 57603, "ts": "2026-08-29T20:10:40Z", "hours": 5.2, "text": "added different types of card effects, card menu, great animation to the card menu"}, {"post_id": 52624, "ts": "2026-08-22T20:54:40Z", "hours": 5.1667, "text": "added new attack animation, fixed bugs like you can play out a card after u just played out one, and enemy now attacks and the game cycles"}, {"post_id": 47527, "ts": "2026-08-15T14:25:42Z", "hours": 5.6, "text": "i added animations to the attacks"}, {"post_id": 33664, "ts": "2026-07-23T19:20:57Z", "hours": 8.4667, "text": "-A lot of bug fixes -enemylevel based enemy damage, the bigger the level of the enemy is, the more damage it deals -levelup -shop where you can buy card level ups -gold earning -game cycle -timer -you can defeat the enemy if the timer runs out and you have more hp or killing, if you have less hp when the timer runs out you lose, or if it kills you, if you have same hp when the timer runs out then plus 30sec -started making animations for the attacks sorry i only uploaded a picture of the shop but i wasnt able to post a video (if you have any idea that would make the game more fun please tell me it)"}, {"post_id": 25257, "ts": "2026-07-09T12:34:18Z", "hours": 3.6333, "text": "i added animations to all the characters, and the animations play during the game on interact (yet only the attack animation works but later i add all)"}, {"post_id": 16997, "ts": "2026-06-27T16:05:46Z", "hours": 3.0, "text": "some bug fixes and added that if you start to fight with an enemy the chosen enemy will spawn"}, {"post_id": 14324, "ts": "2026-06-23T12:40:15Z", "hours": 3.0333, "text": "i added a new ui for when you start a run as you can see you can only play with the enemies that you unlocked"}, {"post_id": 7673, "ts": "2026-06-12T20:24:06Z", "hours": 3.9, "text": "Using bug fixed, after you use a card you get a new one i know it took long but i just didnt knew how to do it and spent hours finding out what even is the problem"}, {"post_id": 4144, "ts": "2026-06-07T10:56:13Z", "hours": 3.4, "text": "a debugged the the menu and added that you can start the game, and the deck shuffles and gives you the first two cards from it, and you can “use” those cards"}, {"post_id": 3404, "ts": "2026-06-06T09:56:42Z", "hours": 2.6333, "text": "i added that you can move anything on the screen and interact with them, and started making the ui i know it took me a long time but i learned how to do it while making it so yea"}, {"post_id": 2733, "ts": "2026-06-05T14:20:16Z", "hours": 0.9, "text": "i added new use cards"}, {"post_id": 2314, "ts": "2026-06-04T18:55:16Z", "hours": 1.5333, "text": "i added use card designs and made a simple drag and drop system but thats temporary so i dont post it yet"}, {"post_id": 2123, "ts": "2026-06-04T13:33:41Z", "hours": 1.4, "text": "i added new character cards, that will be shown during fight"}, {"post_id": 1580, "ts": "2026-06-03T18:00:38Z", "hours": 0.3333, "text": "i made a template card that later i can easily modify to other versions"}]...
|
Title: Card it! by @Potyi | Stardance
Devlogs:
i Title: Card it! by @Potyi | Stardance
Devlogs:
i made a template card that later i can easily modify to other versions
i added new character cards, that will be shown during fight
i added use card designs and made a simple drag and drop system but thats temporary so i dont post it yet
i added new use cards
i added that you can move anything on the screen and interact with them, and started making the ui i know it took me a long time but i learned how to do it while making it so yea
a debugged the the menu and added that you can start the game, and the deck shuffles and gives you the first two cards from it, and you can “use” those cards
Using bug fixed, after you use a card you get a new one i know it took long but i just didnt knew how to do it and spent hours finding out what even is the problem
i added a new ui for when you start a run as you can see you can only play with the enemies that you unlocked
some bug fixes and added that if you start to fight with an enemy the chosen enemy will spawn
i added animations to all the characters, and the animations play during the game on interact (yet only the attack animation works but later i add all)
-A lot of bug fixes -enemylevel based enemy damage, the bigger the level of the enemy is, the more damage it deals -levelup -shop where you can buy card level ups -gold earning -game cycle -timer -you can defeat the enemy if the timer runs out and you have more hp or killing, if you have less hp when the timer runs out you lose, or if it kills you, if you have same hp when the timer runs out then plus 30sec -started making animations for the attacks sorry i only uploaded a picture of the shop but i wasnt able to post a video (if you have any idea that would make the game more fun please tell me it)
i added animations to the attacks
added new attack animation, fixed bugs like you can play out a card after u just played out one, and enemy now attacks and the game cycles
added different types of card effects, card menu, great animation to the card menu
Added animation to the non attack cards after they played, some bug fixes
added a console where you can control a lot of stuff with commands, more commands will come later made some bug fixes and completly reworked how the card playing mechanic worked so its now more stable and you can select cards instead of instant playing them out, wil add animation to that later
added sounds to almost everything, a lot of big mug fixes, card animation added
added more sounds, click sound, settings menu added, bug fixes
a lot of bug fix, added difficulties easy - 5 discards medium - 3 discards hard - 1 discard started working on music
added new icons, a lot of bug fixes, deck building bug fixed, card descriptions added
Ships:
So it’s a card game where you have to make a deck and defeat your enemys. There ARE bugs but now i don’t have the time to fix all of them, anyway if you find some, and there isn’t a console command to fix them, please let me know and i try to fix them....
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1793724793.901618
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1793811193.901618
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33462
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Basic Movie Finder by @-Sophie- | Stardance
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-Sophie-
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1
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2.0
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8
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T17:08:05Z", "hours": 2.0, "multiplier": 3.83, "payout": 8, "blessing": "neutral", "text": "This is a basic movie searcher made with simple HTML, CSS, and JS. You type in the name of a movie and the title, date of release, and a corresponding poster appears. You can also search with a keyword to get 10 related movies back in the same format in a grid. I’m proud of building this because I used an external web API for the first time (OMDb) and I made an async/await function for the first time as well. I’m getting more comfortable with the concept of Promises, Requests/Responses and I’m very comfortable with DOM manipulation now :D To test my project just go to the README of the github repo; the link to the deployed project is there.", "repo": "https://github.com/gwak-amole/basic-movie-finder", "demo": "https://gwak-amole.github.io/basic-movie-finder/"}]...
|
[{"post_id": 26226, "ts": "202 [{"post_id": 26226, "ts": "2026-07-10T21:53:19Z", "hours": 0.4697, "text": "I added the search 10 at a time feature so now you get a grid of movies that are related to some kind of key word. It was basically the same thing as the title search thing but you use s= instead of t= for omdb look up, and also you have to iterate through the array that the search feature returns (which is inside a parent obj 😅)"}, {"post_id": 26208, "ts": "2026-07-10T21:23:13Z", "hours": 0.5178, "text": "Added a second page for movie searching but by 10s based on the omdb option to search 10 (s=) instead of searching just by title (t=); made sure that dark mode still works on this page and applied all necessary styling. Also added a navbar. Also made buttons more clickable with cursor: pointer; and like a transform: translateY(-2px); styling like that"}, {"post_id": 26183, "ts": "2026-07-10T20:43:48Z", "hours": 1.2122, "text": "I kinda forgot to do a lot of devlogs but I created a basic movie finder. This was my first time using a web API (omdb) and using async/await functions, dabbling in promises, fetch API, etc in JS. It was a lot of fun!"}]...
|
Title: Basic Movie Finder by @-Sophie- | Stardance Title: Basic Movie Finder by @-Sophie- | Stardance
Devlogs:
I kinda forgot to do a lot of devlogs but I created a basic movie finder. This was my first time using a web API (omdb) and using async/await functions, dabbling in promises, fetch API, etc in JS. It was a lot of fun!
Added a second page for movie searching but by 10s based on the omdb option to search 10 (s=) instead of searching just by title (t=); made sure that dark mode still works on this page and applied all necessary styling. Also added a navbar. Also made buttons more clickable with cursor: pointer; and like a transform: translateY(-2px); styling like that
I added the search 10 at a time feature so now you get a grid of movies that are related to some kind of key word. It was basically the same thing as the title search thing but you use s= instead of t= for omdb look up, and also you have to iterate through the array that the search feature returns (which is inside a parent obj 😅)
Ships:
This is a basic movie searcher made with simple HTML, CSS, and JS. You type in the name of a movie and the title, date of release, and a corresponding poster appears. You can also search with a keyword to get 10 related movies back in the same format in a grid. I’m proud of building this because I used an external web API for the first time (OMDb) and I made an async/await function for the first time as well. I’m getting more comfortable with the concept of Promises, Requests/Responses and I’m very comfortable with DOM manipulation now :D To test my project just go to the README of the github repo; the link to the deployed project is there....
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1793724795.1387632
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1793811195.1387632
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34394
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The WebBook by @Shaninja11 | Stardance
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Shaninja11
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1
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8.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T21:01:26Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A Gothic style webOS inspired by Deathnote. My first project working with HTML, CSS and JavaScript so very fun learning to use them. The webOS has a working demo link complete with: An entrance page Multiple windows (a gallery and a notepad) A topbar with the time and app menu My unique feature (The background can be drawn on) Give it a try!", "repo": "https://github.com/Shaninja11/The-Webbook", "demo": "https://shaninja11.github.io/The-Webbook"}]...
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[{"post_id": 57605, "ts": "202 [{"post_id": 57605, "ts": "2026-08-29T20:13:59Z", "hours": 2.8244, "text": "Finally completed The WebBook. A gothic webOS inspired by deathnote featuring: Header with time and app menu Background that can be draw on Notepad window for writing text in Gallery window showing a slideshow of 4 gothic photos from unsplash"}, {"post_id": 32047, "ts": "2026-07-20T22:40:03Z", "hours": 3.6514, "text": "The WebBook For my Deathnote inspired gothic style webos I have: - [x] Added draggable windows to the main page - [x] Added a top bar with time and app list to open windows - [ ] Need to add content to app windows - [ ] Need to make ui more interesting"}, {"post_id": 29480, "ts": "2026-07-16T13:34:58Z", "hours": 1.5533, "text": "Attempting to design a webos that’s like a gothic pegboard/journal. Sort of inspired by Deathnote. As this is my first html project I will be focusing more on aesthetics and design than features. Super basic currently but splash screen is now functional and working on main page functionality now."}]...
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Title: The WebBook by @Shaninja11 | Stardance
Dev Title: The WebBook by @Shaninja11 | Stardance
Devlogs:
Attempting to design a webos that’s like a gothic pegboard/journal. Sort of inspired by Deathnote. As this is my first html project I will be focusing more on aesthetics and design than features. Super basic currently but splash screen is now functional and working on main page functionality now.
The WebBook For my Deathnote inspired gothic style webos I have: - [x] Added draggable windows to the main page - [x] Added a top bar with time and app list to open windows - [ ] Need to add content to app windows - [ ] Need to make ui more interesting
Finally completed The WebBook. A gothic webOS inspired by deathnote featuring: Header with time and app menu Background that can be draw on Notepad window for writing text in Gallery window showing a slideshow of 4 gothic photos from unsplash
Ships:
A Gothic style webOS inspired by Deathnote. My first project working with HTML, CSS and JavaScript so very fun learning to use them. The webOS has a working demo link complete with: An entrance page Multiple windows (a gallery and a notepad) A topbar with the time and app menu My unique feature (The background can be drawn on) Give it a try!...
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1793724796.3078127
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1793811196.3078127
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71585
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Frictionless by @maztardo | Stardance
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maztardo
|
0
|
0.0
|
0
|
[]
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[]
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Title: Frictionless by @maztardo | Stardance
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1793724797.4920776
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1794329597.4920776
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17432
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Sleepy OS by @sriyank | Stardance
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sriyank
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1
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2.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T16:28:49Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a os that is personalized to me i chose a hobby that i like to do sleeping and based the theme of that, as you can see i have also used js for the logic behind the dragging of the windows and pictures thank you.", "repo": "https://github.com/SasukeUchiha12309876/Sleepy-OS", "demo": "https://sleepy-os.vercel.app/"}]...
|
[{"post_id": 8146, "ts": "2026 [{"post_id": 8146, "ts": "2026-06-13T16:15:35Z", "hours": 0.5328, "text": "i believe that i am done i dont think i will go all out for this project though i will slowly gget into the flow but for now i will submit what i habve the update i made today is a dragable window and closable windo of a picture"}, {"post_id": 7869, "ts": "2026-06-13T03:52:03Z", "hours": 0.9389, "text": "Now i made some good progress with a app and a taskbar"}, {"post_id": 7689, "ts": "2026-06-12T20:51:11Z", "hours": 0.4464, "text": "Right now i just finished on the background for the os now i am going to start on the taskbar"}]...
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Title: Sleepy OS by @sriyank | Stardance
Devlogs: Title: Sleepy OS by @sriyank | Stardance
Devlogs:
Right now i just finished on the background for the os now i am going to start on the taskbar
Now i made some good progress with a app and a taskbar
i believe that i am done i dont think i will go all out for this project though i will slowly gget into the flow but for now i will submit what i habve the update i made today is a dragable window and closable windo of a picture
Ships:
I created a os that is personalized to me i chose a hobby that i like to do sleeping and based the theme of that, as you can see i have also used js for the logic behind the dragging of the windows and pictures thank you....
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1793724798.358795
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1793811198.358795
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71586
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Digilingo Translate by @Sid7219m | Stardance
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Sid7219m
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0
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0.0
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0
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[]
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[]
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Title: Digilingo Translate by @Sid7219m | Stardanc Title: Digilingo Translate by @Sid7219m | Stardance...
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1793724799.542521
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1794329599.542521
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71587
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Frictionless by @saumyaaa | Stardance
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saumyaaa
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0
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0.0
|
0
|
[]
|
[]
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Title: Frictionless by @saumyaaa | Stardance
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1793724800.4080038
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1794329600.4080038
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18041
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columbus by @sivaprakashkrp | Stardance
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sivaprakashkrp
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1
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3.0
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36
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T11:49:38Z", "hours": 3.0, "multiplier": 12.09, "payout": 36, "blessing": "neutral", "text": "I worked on columbus which is a GUI like TUI file manager. I worked on implementing custom colour themes in columbus. With that, I refactored some code, fixed some bugs and released the stable version of columbus.", "repo": "https://github.com/sivaprakashkrp/columbus", "demo": "https://github.com/sivaprakashkrp/columbus/releases/latest"}]...
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[{"post_id": 9333, "ts": "2026 [{"post_id": 9333, "ts": "2026-06-15T17:34:34Z", "hours": 2.1806, "text": "Implemented a way to customize color theme through a color_theme.toml file. Fixed some bugs that caused compilation errors in Linux. Added columbus to the awesome-ratatui list repository. Released 2 move versions of columbus in crates.io because the first release had a bug. Released the latest version to the AUR."}, {"post_id": 8121, "ts": "2026-06-13T15:43:04Z", "hours": 0.7953, "text": "Added “/” to the end of directory names in the Explorer. Added confirmation for delete feature. Refactored some old code."}]...
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Title: columbus by @sivaprakashkrp | Stardance
De Title: columbus by @sivaprakashkrp | Stardance
Devlogs:
Added “/” to the end of directory names in the Explorer. Added confirmation for delete feature. Refactored some old code.
Implemented a way to customize color theme through a color_theme.toml file. Fixed some bugs that caused compilation errors in Linux. Added columbus to the awesome-ratatui list repository. Released 2 move versions of columbus in crates.io because the first release had a bug. Released the latest version to the AUR.
Ships:
I worked on columbus which is a GUI like TUI file manager. I worked on implementing custom colour themes in columbus. With that, I refactored some code, fixed some bugs and released the stable version of columbus....
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1793724801.290713
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1793811201.290713
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22678
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Cosmic habitable planet classifier by @Rikimii | S Cosmic habitable planet classifier by @Rikimii | Stardance...
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Rikimii
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3
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41.0
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275
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T03:12:05Z", "hours": 5.0, "multiplier": 17.76, "payout": 44, "blessing": "neutral", "text": "In version 1.2 I added: A liquid Methane Zone ASCII Scrambling to Information Block A option to change the host star type. other than that, fixed bugs like planet summary not matching the ML results, Graph was not updating, ASCII Scrambling for going on forever and 3D space not working.", "repo": "https://github.com/shipdrop/Cosmic-habitable-planet-classifier", "demo": "https://shipdrop.github.io/Cosmic-habitable-planet-classifier/"}, {"ship_num": 2, "ts": "2026-09-30T04:33:53Z", "hours": 31.0, "multiplier": 11.03, "payout": 169, "blessing": "neutral", "text": "The Cosmic habitable planet classifier V1.1 is an interactive simulation designed to analyze planetary habitability using real-time astrophysical calculations and machine learning predictions. Used Three.js for the 3D visual elements. Basically, this can be used by teachers, students and researchers who want to test their theories by making their your custom planet and see their research hypothesis was true or not.", "repo": "https://github.com/shipdrop/Cosmic-habitable-planet-classifier", "demo": "https://shipdrop.github.io/Cosmic-habitable-planet-classifier/"}, {"ship_num": 3, "ts": "2026-08-16T01:01:43Z", "hours": 5.0, "multiplier": 12.31, "payout": 62, "blessing": "neutral", "text": "A basically made a website where you can make your own planet and compare it to our earth to see if your planet is a bum where no creature can survive or we can go to it to inhabit it one day.", "repo": "https://github.com/shipdrop/Cosmic-habitable-planet-classifier", "demo": "https://shipdrop.github.io/Cosmic-habitable-planet-classifier/"}]...
|
[{"post_id": 82857, "ts": "202 [{"post_id": 82857, "ts": "2026-10-26T01:40:07Z", "hours": 1.7125, "text": "Update v1.2 Added Core and Atmospheric composition. Added Liquid Methane Zone. Countered Bugs in the ML calculations and in both Gravity / Atmosphere and habitability score. still haven’t solved them / was not able to. will solve them trmw."}, {"post_id": 80844, "ts": "2026-10-19T00:15:36Z", "hours": 0.935, "text": "Update (v1.2) added ASCII scrambling to make the info block not look bland. planned to add a option to change host star type as a suggestion from reviews. more coming this week!"}, {"post_id": 76029, "ts": "2026-10-02T03:35:05Z", "hours": 2.2269, "text": "Update: working on v1.2 changed the info section to a little more sci-fi to match the theme. more features coming up (hint: ASCII scrambling)."}, {"post_id": 75453, "ts": "2026-09-30T04:29:17Z", "hours": 3.5103, "text": "UPDATE (v1.1) I read the review and here is what I have referenced from those reviews from the ship: Habitability UI breakdown UI. 3d Goldilocks overlay that automatically resizes based on stellar temp. added astrophysical ML safety guardrails to not miscalculate result. Real-time Physics & updateSimulation pipline. Fixed Planet profile matching."}, {"post_id": 75072, "ts": "2026-09-29T02:08:23Z", "hours": 1.7892, "text": "Last Update for V1.0: Implemented Mobile Touch Controls Optimized Rendering Performance -Configured Open-Source Repository if you guys want to add more features and shii. PLS check out my github Repo."}, {"post_id": 74767, "ts": "2026-09-28T06:17:41Z", "hours": 5.5292, "text": "HUGE UPDATE: Try it out now (probly my second-last devolog) Finally added the refined the whole graph. added a summary box (not complete yet). Fixed all the bugs with controls."}, {"post_id": 74246, "ts": "2026-09-27T01:49:06Z", "hours": 2.4108, "text": "Update: go test it right now! Finally solved the graph overlapping with the simulation. the simulation starfield contines as the the background for graph and analytics section ( which will be added trmw!)."}, {"post_id": 73438, "ts": "2026-09-25T02:53:49Z", "hours": 2.2033, "text": "Huge Update: added scatter plot to show where your customized sits besides other exoplanets using NASA’s exoplanet archive data. it is a little buggy right now, I will fix it trmw (since I have to sleep now)."}, {"post_id": 72945, "ts": "2026-09-24T02:53:24Z", "hours": 1.5056, "text": "Update: removed Changing Planet Texture because its not right to theorize of how it would like. added camera movement when computing model data."}, {"post_id": 72025, "ts": "2026-09-22T00:53:19Z", "hours": 1.0839, "text": "Update: added different planet texture depending on the result (theory on what would it look like) try it out now!."}, {"post_id": 71516, "ts": "2026-09-20T23:48:06Z", "hours": 1.2964, "text": "Update: added SFX to results and buttons on the site."}, {"post_id": 70913, "ts": "2026-09-20T00:57:19Z", "hours": 2.9081, "text": "Hello yall, today are some bug fixes and updates: Fixed Javascript Reference & Scope errors. Fixed Focus Planet camera preset (you can try it out now!). Fixed starfield rotation and alignment. Upgraded Stars Graphics and Shape. More features coming soon!"}, {"post_id": 69473, "ts": "2026-09-17T04:02:57Z", "hours": 2.1344, "text": "GOT A LOT DONE TODAY but… A bug came on the focus camera preset (which i will fix trmw) Changed the default positioning and added cool animations before showing the result in bottom left. P.S- if you are trying out, PLEASE do not click on the focus planet camera preset."}, {"post_id": 67789, "ts": "2026-09-14T01:14:56Z", "hours": 1.9178, "text": "I finally fixed the UI crash error (it was a api error) and refined it later on, You guys can try it right now!! here is the before and after refinements and more coming throughout this week!!."}, {"post_id": 66982, "ts": "2026-09-12T23:57:56Z", "hours": 0.6708, "text": "Done with setting up the models and Drag controls next devlog will be posted when i fix the UI CDN crash :) see yall soon!"}, {"post_id": 62574, "ts": "2026-09-06T01:04:30Z", "hours": 0.7236, "text": "doing the interface again so I can remove the error and fix the 3D UI crashing :) (planning to add to it more)"}, {"post_id": 61271, "ts": "2026-09-04T03:50:13Z", "hours": 0.8394, "text": "so i started the website, but the 3D models due to Three.js errors through CDN. I will fix it this weekend because of multiple tests lined up in school, wish me luck."}, {"post_id": 53470, "ts": "2026-08-24T01:15:18Z", "hours": 2.0592, "text": "I decided to Redo the UI and here is the list of what I will add: (not done yet) 3d Planets and lighting Real-time Orbit animation Interactive camera controls Orbital Path Ring will complete all this points by trmw and Update here!"}, {"post_id": 29230, "ts": "2026-07-16T00:34:07Z", "hours": 0.5619, "text": "Added comparison to earth subtle background changes if you can see them (its halftones)."}, {"post_id": 29185, "ts": "2026-07-15T22:23:34Z", "hours": 4.4792, "text": "tryna fix this page error right for the past 10 mins. I found the problem right now and fix it. btw how does the UI look? Iam going to add more things like comparing it to the real planets in its category. This is it for the first devlog for the spider-man coded planet classifier!"}]...
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Title: Cosmic habitable planet classifier by @Riki Title: Cosmic habitable planet classifier by @Rikimii | Stardance
Devlogs:
tryna fix this page error right for the past 10 mins. I found the problem right now and fix it. btw how does the UI look? Iam going to add more things like comparing it to the real planets in its category. This is it for the first devlog for the spider-man coded planet classifier!
Added comparison to earth subtle background changes if you can see them (its halftones).
I decided to Redo the UI and here is the list of what I will add: (not done yet) 3d Planets and lighting Real-time Orbit animation Interactive camera controls Orbital Path Ring will complete all this points by trmw and Update here!
so i started the website, but the 3D models due to Three.js errors through CDN. I will fix it this weekend because of multiple tests lined up in school, wish me luck.
doing the interface again so I can remove the error and fix the 3D UI crashing :) (planning to add to it more)
Done with setting up the models and Drag controls next devlog will be posted when i fix the UI CDN crash :) see yall soon!
I finally fixed the UI crash error (it was a api error) and refined it later on, You guys can try it right now!! here is the before and after refinements and more coming throughout this week!!.
GOT A LOT DONE TODAY but… A bug came on the focus camera preset (which i will fix trmw) Changed the default positioning and added cool animations before showing the result in bottom left. P.S- if you are trying out, PLEASE do not click on the focus planet camera preset.
Hello yall, today are some bug fixes and updates: Fixed Javascript Reference & Scope errors. Fixed Focus Planet camera preset (you can try it out now!). Fixed starfield rotation and alignment. Upgraded Stars Graphics and Shape. More features coming soon!
Update: added SFX to results and buttons on the site.
Update: added different planet texture depending on the result (theory on what would it look like) try it out now!.
Update: removed Changing Planet Texture because its not right to theorize of how it would like. added camera movement when computing model data.
Huge Update: added scatter plot to show where your customized sits besides other exoplanets using NASA’s exoplanet archive data. it is a little buggy right now, I will fix it trmw (since I have to sleep now).
Update: go test it right now! Finally solved the graph overlapping with the simulation. the simulation starfield contines as the the background for graph and analytics section ( which will be added trmw!).
HUGE UPDATE: Try it out now (probly my second-last devolog) Finally added the refined the whole graph. added a summary box (not complete yet). Fixed all the bugs with controls.
Last Update for V1.0: Implemented Mobile Touch Controls Optimized Rendering Performance -Configured Open-Source Repository if you guys want to add more features and shii. PLS check out my github Repo.
UPDATE (v1.1) I read the review and here is what I have referenced from those reviews from the ship: Habitability UI breakdown UI. 3d Goldilocks overlay that automatically resizes based on stellar temp. added astrophysical ML safety guardrails to not miscalculate result. Real-time Physics & updateSimulation pipline. Fixed Planet profile matching.
Update: working on v1.2 changed the info section to a little more sci-fi to match the theme. more features coming up (hint: ASCII scrambling).
Update (v1.2) added ASCII scrambling to make the info block not look bland. planned to add a option to change host star type as a suggestion from reviews. more coming this week!
Update v1.2 Added Core and Atmospheric composition. Added Liquid Methane Zone. Countered Bugs in the ML calculations and in both Gravity / Atmosphere and habitability score. still haven’t solved them / was not able to. will solve them trmw.
Ships:
A basically made a website where you can make your own planet and compare it to our earth to see if your planet is a bum where no creature can survive or we can go to it to inhabit it one day.
The Cosmic habitable planet classifier V1.1 is an interactive simulation designed to analyze planetary habitability using real-time astrophysical calculations and machine learning predictions. Used Three.js for the 3D visual elements. Basically, this can be used by teachers, students and researchers who want to test their theories by making their your custom planet and see their research hypothesis was true or not.
In version 1.2 I added: A liquid Methane Zone ASCII Scrambling to Information Block A option to change the host star type. other than that, fixed bugs like planet summary not matching the ML results, Graph was not updating, ASCII Scrambling for going on forever and 3D space not working....
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1793724802.4437733
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1793811202.4437733
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21939
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Astro Leap by @akshayK | Stardance
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akshayK
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1
|
8.0
|
18
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T22:55:19Z", "hours": 8.0, "multiplier": 2.18, "payout": 18, "blessing": "neutral", "text": "I made the game, Astro Leap. This is an infinite platformer style game, where you can control an alien as it jumps from platform to platform. For this game, I hand-drew the assets on a piece of paper and cut them out using a sprite sheet cutter software. I’m proud of this project, because it is one of my first games using Godot, and the player script was hard to code. Some trouble I ran into was exporting the project, because it wouldn’t run after the export was compiled, so I spent a few days on trying different ways to get it to work. It finally worked when I downloaded the export libraries from the Godot website and used them instead of automatically installing them. Overall, I learned a lot from making this project and enjoyed making the game and drawing the assets. Hope you like it as well!", "repo": "https://github.com/AkshayK-960/AstroLeap", "demo": "https://akshay960.itch.io/astro-leap"}]...
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[{"post_id": 21805, "ts": "202 [{"post_id": 21805, "ts": "2026-07-03T22:41:47Z", "hours": 3.8228, "text": "DEVLOG 2 This is my second devlog, and I finally added my hand-drawn assets! Another thing was, continuing on my previous devlog, I fixed a bug in my physics where the player would float and not actually jump. I added a monospace font for all the text, centered the score and changed the colors of the font so the text is more readable. I also drew some background images and added a parallax effect to them, so it looked more immersive. However, one issue I ran into was that they looked too bright, especially when the screen and player dims (because it looks like it is a higher altitude), so i made everything under one node and made it proportional to the dimming of the sky. I published my project on itch.io, and you can play it here: https://akshay960.itch.io/astro-leap"}, {"post_id": 11552, "ts": "2026-06-18T20:55:51Z", "hours": 4.3272, "text": "Devlog 1 - Astro Leap I’m making an infinite platformer in Godot, and I just finished coding the player logic for jumping and moving. I added acceleration and friction to the code, so it would move smoothly and make the game more challenging. I also make it so you can jump onto a platform directly from under it, and land on the platform. Although this was a bit tricky to implement, I found that using the one way collisions in Godot helped me solve this problem. I’m currently using placeholder images, and I will change them in the future."}]...
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Title: Astro Leap by @akshayK | Stardance
Devlogs Title: Astro Leap by @akshayK | Stardance
Devlogs:
Devlog 1 - Astro Leap I’m making an infinite platformer in Godot, and I just finished coding the player logic for jumping and moving. I added acceleration and friction to the code, so it would move smoothly and make the game more challenging. I also make it so you can jump onto a platform directly from under it, and land on the platform. Although this was a bit tricky to implement, I found that using the one way collisions in Godot helped me solve this problem. I’m currently using placeholder images, and I will change them in the future.
DEVLOG 2 This is my second devlog, and I finally added my hand-drawn assets! Another thing was, continuing on my previous devlog, I fixed a bug in my physics where the player would float and not actually jump. I added a monospace font for all the text, centered the score and changed the colors of the font so the text is more readable. I also drew some background images and added a parallax effect to them, so it looked more immersive. However, one issue I ran into was that they looked too bright, especially when the screen and player dims (because it looks like it is a higher altitude), so i made everything under one node and made it proportional to the dimming of the sky. I published my project on itch.io, and you can play it here: https://akshay960.itch.io/astro-leap
Ships:
I made the game, Astro Leap. This is an infinite platformer style game, where you can control an alien as it jumps from platform to platform. For this game, I hand-drew the assets on a piece of paper and cut them out using a sprite sheet cutter software. I’m proud of this project, because it is one of my first games using Godot, and the player script was hard to code. Some trouble I ran into was exporting the project, because it wouldn’t run after the export was compiled, so I spent a few days on trying different ways to get it to work. It finally worked when I downloaded the export libraries from the Godot website and used them instead of automatically installing them. Overall, I learned a lot from making this project and enjoyed making the game and drawing the assets. Hope you like it as well!...
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1793724805.1956728
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1793811205.1956728
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4653
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Office simulator by @babybuddy | Stardance
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babybuddy
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1
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3.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T02:51:24Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a game which allows you to hire workers to increase your gold, but you must take care of them so they dont burn out.", "repo": "https://github.com/babybuddy8/Code", "demo": "https://babybuddy8.github.io/Code/"}]...
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[{"post_id": 2546, "ts": "2026 [{"post_id": 2546, "ts": "2026-06-05T02:49:47Z", "hours": 0.9, "text": "fixed some bugs where buttons did not work"}, {"post_id": 1801, "ts": "2026-06-04T00:42:54Z", "hours": 0.9314, "text": "Completed logic and added a currency system"}, {"post_id": 1228, "ts": "2026-06-03T02:41:56Z", "hours": 0.9467, "text": "Wrote some backend logic for an office game"}]...
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Title: Office simulator by @babybuddy | Stardance
Title: Office simulator by @babybuddy | Stardance
Devlogs:
Wrote some backend logic for an office game
Completed logic and added a currency system
fixed some bugs where buttons did not work
Ships:
I made a game which allows you to hire workers to increase your gold, but you must take care of them so they dont burn out....
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1793724806.950876
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1793811206.950876
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57714
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Vines Sans Showcase Website by @Visott | Stardance
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Visott
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1
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4.0
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33
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-03T13:40:08Z", "hours": 4.0, "multiplier": 7.56, "payout": 33, "blessing": "neutral", "text": "I made a website to showcase my Vines themed font! It has a marquee feature, a editable text box where you can tryout the font, and a grid to showcase all the glyphs that the font supports!", "repo": "https://github.com/VITNT/Vines-Sans", "demo": "https://vines-sans.vercel.app/"}]...
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[{"post_id": 60828, "ts": "202 [{"post_id": 60828, "ts": "2026-09-03T13:35:00Z", "hours": 4.3697, "text": "Devlog #1 Context & What I built I made a website to showcase a font I drew using Calligraphr and ibis Paint. Unfortunately I didn’t use Lapse to record my font drawing process 😭 so I am unable to publish the font itself as a project. Process I learned how to add a editable text block using contenteditable=\"true\" within the div. I also learned how to add a coding snippet using <pre><code>...</code></pre>. Marquee Feature Since the marquee tag was deprecated, I built a marquee of text using an animation keyframe that I defined in CSS. I used white-space: no-wrap in order to stop the text in the marquee from wrapping and instead flow on one horizontal line. overflow-x: auto was used to fix a bug where the text would overflow to the right side of the screen. Bugs I ran into an issue where the vines background image in hero section was distracting and made the font unreadable. I fixed this by adding the linear gradient property to background in CSS. I initially deployed the website using Github pages, but I ran into a https issue that I wasn’t sure how to fix, so I decided to switch to Vercel deployment instead which was a lot more convenient and straightforward. Aesthetics I made the website transition from green (at the hero section) to brown (at the footer) to resemble the green grass and brown soil. I plan to make more fonts in the future!"}]...
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Title: Vines Sans Showcase Website by @Visott | St Title: Vines Sans Showcase Website by @Visott | Stardance
Devlogs:
Devlog #1 Context & What I built I made a website to showcase a font I drew using Calligraphr and ibis Paint. Unfortunately I didn’t use Lapse to record my font drawing process 😭 so I am unable to publish the font itself as a project. Process I learned how to add a editable text block using contenteditable="true" within the div. I also learned how to add a coding snippet using <pre><code>...</code></pre>. Marquee Feature Since the marquee tag was deprecated, I built a marquee of text using an animation keyframe that I defined in CSS. I used white-space: no-wrap in order to stop the text in the marquee from wrapping and instead flow on one horizontal line. overflow-x: auto was used to fix a bug where the text would overflow to the right side of the screen. Bugs I ran into an issue where the vines background image in hero section was distracting and made the font unreadable. I fixed this by adding the linear gradient property to background in CSS. I initially deployed the website using Github pages, but I ran into a https issue that I wasn’t sure how to fix, so I decided to switch to Vercel deployment instead which was a lot more convenient and straightforward. Aesthetics I made the website transition from green (at the hero section) to brown (at the footer) to resemble the green grass and brown soil. I plan to make more fonts in the future!
Ships:
I made a website to showcase my Vines themed font! It has a marquee feature, a editable text box where you can tryout the font, and a grid to showcase all the glyphs that the font supports!...
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1793724808.2235403
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1793811208.2235403
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39451
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Olympus Mons: The Voyage by @AfdalFavas | Stardanc Olympus Mons: The Voyage by @AfdalFavas | Stardance...
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AfdalFavas
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2
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63.0
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975
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T20:40:11Z", "hours": 3.0, "multiplier": 16.95, "payout": 55, "blessing": "neutral", "text": "This is ship 2, I have drastically improved the README.md file, improved the overall game optimization. This isn’t a big ship, everything was mostly bug-fixing and working on feedback, and also improving my README file. Here are the controls: WASD - Move Space Bar - Reset Rotation, you will use this a lot, the Mars environment is annoying Left Shift - Brake, Don’t try using S, that is for reversing only E - Open in-game menu If there is anything wrong with the game, please include that in the feedback specifically and which rating component was affected by it. README is in Github Repo To try the game click “Try Project” below, which will redirect you to tich.io, from there you can play it. It might load for some time.", "repo": "https://github.com/afdal-f/Olympus-Mons-The-Voyage", "demo": "https://afdal-f.itch.io/olympus-mons-the-voyage"}, {"ship_num": 2, "ts": "2026-08-23T10:45:50Z", "hours": 60.0, "multiplier": 15.88, "payout": 920, "blessing": "neutral", "text": "So this project is a project in which you drive a rover, attempt dodging rocks from your spawn to a checkpoint which is the Caldera of Olympus Mons. The game is set on Olympus Mons the Solar System’s largest mountain. There are four checkpoints with the last one being the final Point (Caldera). There are a few phenomena you will experience like dust devils, which are basically harmless mini tornadoes, and dust storms, which actually do have wind effects and you will need to drive through it. A dust storm is spawned where you are at the spawn, so you will have to struggle initially. Be fast too, otherwise a dust storm is spawned every…. about 500 seconds. Once you reach the final Point, your rank will be shown, which is calculated based on how quickly you reached the final point. WASD - Movement E - Open inventory C - Close inventory Space Bar - reset movement and rotation (you will find yourself using this a lot because of Mars’s gravity. Left Shift - Brake", "repo": "https://github.com/afdal-f/Olympus-Mons-The-Voyage", "demo": "https://afdal-f.itch.io/olympus-mons-the-voyage"}]...
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[{"post_id": 56799, "ts": "202 [{"post_id": 56799, "ts": "2026-08-28T18:32:00Z", "hours": 3.2736, "text": "Devlog 10 v.1.1.0 So this is probably my last last devlog; this is the last devlog (I think) before my second ship. The second ship is essentially based on feedback from people who rated my first. Changes since v.1.0.0 Added settings for volume. Improved rover stability. Optimized performance. Things I was hoping to add More settings that edit a lot of the values available, like the amount of rocks being spawned; the rocks might get too annoying for some people. Multiplayer modes More feature-packed things I’m probably not going to add this to the project because after this I have exams, and then more exams, so yeah. Challenges I had to overcome Learning Unity by myself for the first time Learning Blender by myself for the first time Having to learn C#, though this was easier because I already know C++ Things I learnt Game development is NOT easy You can’t make Forza Horizon 5 in a month Things exist outside of school Thanks to everyone who rated my first ship. I didn’t realize how much people rated projects, and I was losing hope I’d get any good feedback, but the feedback I got was amazing, pointed out exactly what the problem was and how they would like it fixed, exactly what they liked about my project, etc. Below is the complete playthrough of the game, from getting out of that dust storm to getting to the final point and falling down the Caldera of Olympus Mons."}, {"post_id": 52960, "ts": "2026-08-23T10:39:36Z", "hours": 6.2783, "text": "Devlog 09 v.1.0.0 This is the last devlog for this project, and I did NOT have enough time because school came by way faster than i thought. But it is what is is"}, {"post_id": 51828, "ts": "2026-08-21T18:01:20Z", "hours": 11.9369, "text": "DUST STORMMSSSS Devlog 08 v.0.3.0 I’m gonna make this short… I added dust storms, Music, a way better UI, and better vehicle physics. I attempted a better camera movement feature and failed miserably. I added a cool in game menu:"}, {"post_id": 50197, "ts": "2026-08-19T10:23:55Z", "hours": 3.9958, "text": "Devlog 07 v.0.2.0 So the last devlog was v.0.1.0; this is just the less-buggy, actually normal-looking UI version. Anyway, I just realized I have only 2 days to finish my project because I am going back to the UAE. My summer vacay in India is over, and in the UAE I’ll be way too busy with school stuff. At least it was nice while it lasted. I’m gonna have to pull all-nighters smhw … But honestly, I’m happy about the project till now; for a first game, I think it looks gud. Changes since v.0.1.0 Added a smarter particle system. Added way better UI, all made in Canva. I lowk spent too much time on the credits. I added ambient music Things I need for v.0.3.0 or at least v.0.5.0 Actual land structures Dust dust devils Clouds"}, {"post_id": 48845, "ts": "2026-08-17T12:07:48Z", "hours": 10.4806, "text": "Devlog 06 So basically, this is probably going to be the alpha version of my project… It is very under-polished, especially the UI, but I hope it is good enough for playtesting! I want to upload it on itch.io for feedback before I start polishing and adding finishing touches and features. But I have no idea if uploading to itch.io is allowed. Changes: Added UI, including the main menu, credits, and HUD. Added particle effects to the rover. Added a better mesh I made in Blender. Added lights and a cool backlight when you click the brakes Added checkpoints; there are four of them, with the fourth being called the finalPoint. Added a pointer object that points you in the right direction for the next checkpoint. Things I need to add: The checkpoints being actually visible, instead of just boring nothingness. A way better UI; currently it’s just text and primitive white squares. Better particle effects More Mars phenomena, like land structures, dust devils, clouds (I need to research them first), etc. Add a lander next to the rover for the lore, which is explained below: Basically, the lore is just that the Lander messes up and lands on the wrong crater, so the rover has to go by itself from the crater to the actual mountain “opening” called the Caldera; the journey is shown in a picture below. The reason I chose to only make the journey from that crater to the caldera instead of the whole mountain is just that Olympus Mons is HUGE. 600km wide and 21km tall, so even in a slightly scaled down version of the mountain, it still is going to take way too long and be way too boring to be playable. But anyway, I am really happy that this has actually reached a stage where it can be considered a game… even if it is classified as “barebones”"}, {"post_id": 41939, "ts": "2026-08-06T13:57:47Z", "hours": 8.3486, "text": "Devlog 05 (I think… I lost count) The video below is the complete playthrough of the game till now, btw. So today I just optimised things, made the code better, etc etc. I added rock spawning, and some actual feel of speed by increasing the FOV with higher speeds. Here are all the changes I made and what I need to do: Changes I added a script that increases the FOV of the camera when the speed increases… I tried making the FOV increase with acceleration, but that ended up really bad I added a script that spawns rocks in a 1000 x 1000 area, so if you get to the edge of that spawned square of land, it spawns rocks at the next square. This is temporary because it gets very glitchy when you get to the edge of the spawned square, and you can see the rocks spawning, which isn’t very polished. I added way better suspension, but it still rolls over pretty fast… any Unity devs here know what to do? The vehicle is 1500 kg with 8 wheels… (ignore my out of context accomplishment but I am very proud of it) I defeated my cousin in badminton 7 - 3… Yeah, nothing else lol… That’s that… now let’s get into things I plan on doing Things I plan on doing: I got to get that rock spawning thing better… I’m thinking of slowly spawning a huge area when the game is loading… I just have to figure out how… I need a good skybox; the main objective of the game is to make people fall in love with Mars (currently they’ll just get pissed at it for the annoying rocks…) I need some actual UI; currently, it is really bare-bones I need to add particle effects I also need something to keep people from getting bored… driving around a crater is not gonna cut it… And yeah… That is what I have done till now. The stupid thing is that I had studied Unity specifically for this project… I only knew C++ and Unreal Engine would bake my pc alive… So I had to learn Unity from scratch (help)"}, {"post_id": 40863, "ts": "2026-08-04T17:38:44Z", "hours": 4.5983, "text": "Devlog 04: So this devlog has added VERY unstable features… You usually see devlogs where the features are perfect and polished, but I really need to sleep, so I’ll figure the bugs out tomorrow. Firstly, I made this rock spawner; previously, it was a plain land of absolute nothingness… You couldn’t really see anything, in fact; when you were driving fast, all you would be able to see was an almost flat landscape, so you genuinely had almost no idea whether you were going fast or just not moving at all… The rocks removed that; our brain needs something passing by to judge the speed… Secondly, I made this thing where the FOV increases based on the speed… It was a good addition except it was concerningly shaky… I tried to move it all into LateUpdate(), but that did absolutely nothing at all whatsoever;t it would be really cool once I get it to be smooth. Thirdly I TRIED to add a rock spawning mechanism where the rocks spawn based on your location… It worked but only when you are at the edge of the already spawned chunk of land… I tried to make it spawn a bit earlier… (That is what you can see based on the following video ) Anyway, I use a potato, so I hope the one frame per next Christmas video recording doesn’t irritate you."}, {"post_id": 40126, "ts": "2026-08-03T14:58:04Z", "hours": 1.1603, "text": "slightlyyyyyy crashed unity hehe"}, {"post_id": 39940, "ts": "2026-08-03T08:29:02Z", "hours": 4.7933, "text": "Devlog 03 So this was a headache… until now, everything was relatively easy. I had conveniently forgotten to save the project, so I had to recode the movement system. I added wheel colliders… (I gave up on using my own wheel models because you can barely see the wheels anyway; I thought it would be better to get some work done on other things…) I made an e-brake option and a reset option in case you get stuck… But now I am stuck with this weird bug… does anyone know how to make wheel meshes follow the wheel collider? Because whatever I did is messing up my wheels… Well, after this (after fixing this bug, I hope…) I’m going to be adding a soul to the mountain because currently it’s just a plane modified using a heightmap… I got some cool rocks from Sketchfab so I can add some roughness to the current plane mountain, and then I need to do some other things, which I will think about later… I also need to add the actual game other than the physical stuff (I hope ToT); I need to add the main menu, and a hell lot of stuff before this competition ends… (I’m fried) NOTE: I just realized how bad the video recording is, sorry guys"}, {"post_id": 37431, "ts": "2026-07-30T05:00:59Z", "hours": 1.1381, "text": "Devlog 02 So basically… Wheel colliders were way too scary, so I decided to make my own wheel colliders from scratch cuz I can (no I cant). Hope I can actually get this project done in time, but this wheel collider issue is NOT helping… I have an emergency plan but that involves a very boring looking wheel… Anyway if you want you can analyze the bug below… I call it ‘The dance of wheels’ (ill try smth more creative next time)"}, {"post_id": 37047, "ts": "2026-07-29T14:49:08Z", "hours": 7.6333, "text": "Devlog 01 So basically I am trying to create a small little simulator which allows people to experience driving in another planet, I first had to find a DEM somewhere. A DEM is just a heightmap of a place. I wanted the DEM of Olympus Mons, the mountain the game is set at. It was a headache but I found it at some USGS website, I went into websites way too sketchy for my liking but I found it. After that I had to import it into Blender and then turn it into an actual model. So that is over, what I am working on right now is the rover itself… I made the model in Blender, and to call the model low-poly is an overstatement, but I am proud of it (somewhat). I was focusing on physics anyway ;-; Now the goals I have for the game is getting the physics and wheels to work. Unity did have wheel colliders but after a few hours of the wheel colliders appearing always somewhere random except where its supposed to be itself, I decided to somehow make my own wheel system… Wish me luck! (im so fried…)"}]...
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Title: Olympus Mons: The Voyage by @AfdalFavas | S Title: Olympus Mons: The Voyage by @AfdalFavas | Stardance
Devlogs:
Devlog 01 So basically I am trying to create a small little simulator which allows people to experience driving in another planet, I first had to find a DEM somewhere. A DEM is just a heightmap of a place. I wanted the DEM of Olympus Mons, the mountain the game is set at. It was a headache but I found it at some USGS website, I went into websites way too sketchy for my liking but I found it. After that I had to import it into Blender and then turn it into an actual model. So that is over, what I am working on right now is the rover itself… I made the model in Blender, and to call the model low-poly is an overstatement, but I am proud of it (somewhat). I was focusing on physics anyway ;-; Now the goals I have for the game is getting the physics and wheels to work. Unity did have wheel colliders but after a few hours of the wheel colliders appearing always somewhere random except where its supposed to be itself, I decided to somehow make my own wheel system… Wish me luck! (im so fried…)
Devlog 02 So basically… Wheel colliders were way too scary, so I decided to make my own wheel colliders from scratch cuz I can (no I cant). Hope I can actually get this project done in time, but this wheel collider issue is NOT helping… I have an emergency plan but that involves a very boring looking wheel… Anyway if you want you can analyze the bug below… I call it ‘The dance of wheels’ (ill try smth more creative next time)
Devlog 03 So this was a headache… until now, everything was relatively easy. I had conveniently forgotten to save the project, so I had to recode the movement system. I added wheel colliders… (I gave up on using my own wheel models because you can barely see the wheels anyway; I thought it would be better to get some work done on other things…) I made an e-brake option and a reset option in case you get stuck… But now I am stuck with this weird bug… does anyone know how to make wheel meshes follow the wheel collider? Because whatever I did is messing up my wheels… Well, after this (after fixing this bug, I hope…) I’m going to be adding a soul to the mountain because currently it’s just a plane modified using a heightmap… I got some cool rocks from Sketchfab so I can add some roughness to the current plane mountain, and then I need to do some other things, which I will think about later… I also need to add the actual game other than the physical stuff (I hope ToT); I need to add the main menu, and a hell lot of stuff before this competition ends… (I’m fried) NOTE: I just realized how bad the video recording is, sorry guys
slightlyyyyyy crashed unity hehe
Devlog 04: So this devlog has added VERY unstable features… You usually see devlogs where the features are perfect and polished, but I really need to sleep, so I’ll figure the bugs out tomorrow. Firstly, I made this rock spawner; previously, it was a plain land of absolute nothingness… You couldn’t really see anything, in fact; when you were driving fast, all you would be able to see was an almost flat landscape, so you genuinely had almost no idea whether you were going fast or just not moving at all… The rocks removed that; our brain needs something passing by to judge the speed… Secondly, I made this thing where the FOV increases based on the speed… It was a good addition except it was concerningly shaky… I tried to move it all into LateUpdate(), but that did absolutely nothing at all whatsoever;t it would be really cool once I get it to be smooth. Thirdly I TRIED to add a rock spawning mechanism where the rocks spawn based on your location… It worked but only when you are at the edge of the already spawned chunk of land… I tried to make it spawn a bit earlier… (That is what you can see based on the following video ) Anyway, I use a potato, so I hope the one frame per next Christmas video recording doesn’t irritate you.
Devlog 05 (I think… I lost count) The video below is the complete playthrough of the game till now, btw. So today I just optimised things, made the code better, etc etc. I added rock spawning, and some actual feel of speed by increasing the FOV with higher speeds. Here are all the changes I made and what I need to do: Changes I added a script that increases the FOV of the camera when the speed increases… I tried making the FOV increase with acceleration, but that ended up really bad I added a script that spawns rocks in a 1000 x 1000 area, so if you get to the edge of that spawned square of land, it spawns rocks at the next square. This is temporary because it gets very glitchy when you get to the edge of the spawned square, and you can see the rocks spawning, which isn’t very polished. I added way better suspension, but it still rolls over pretty fast… any Unity devs here know what to do? The vehicle is 1500 kg with 8 wheels… (ignore my out of context accomplishment but I am very proud of it) I defeated my cousin in badminton 7 - 3… Yeah, nothing else lol… That’s that… now let’s get into things I plan on doing Things I plan on doing: I got to get that rock spawning thing better… I’m thinking of slowly spawning a huge area when the game is loading… I just have to figure out how… I need a good skybox; the main objective of the game is to make people fall in love with Mars (currently they’ll just get pissed at it for the annoying rocks…) I need some actual UI; currently, it is really bare-bones I need to add particle effects I also need something to keep people from getting bored… driving around a crater is not gonna cut it… And yeah… That is what I have done till now. The stupid thing is that I had studied Unity specifically for this project… I only knew C++ and Unreal Engine would bake my pc alive… So I had to learn Unity from scratch (help)
Devlog 06 So basically, this is probably going to be the alpha version of my project… It is very under-polished, especially the UI, but I hope it is good enough for playtesting! I want to upload it on itch.io for feedback before I start polishing and adding finishing touches and features. But I have no idea if uploading to itch.io is allowed. Changes: Added UI, including the main menu, credits, and HUD. Added particle effects to the rover. Added a better mesh I made in Blender. Added lights and a cool backlight when you click the brakes Added checkpoints; there are four of them, with the fourth being called the finalPoint. Added a pointer object that points you in the right direction for the next checkpoint. Things I need to add: The checkpoints being actually visible, instead of just boring nothingness. A way better UI; currently it’s just text and primitive white squares. Better particle effects More Mars phenomena, like land structures, dust devils, clouds (I need to research them first), etc. Add a lander next to the rover for the lore, which is explained below: Basically, the lore is just that the Lander messes up and lands on the wrong crater, so the rover has to go by itself from the crater to the actual mountain “opening” called the Caldera; the journey is shown in a picture below. The reason I chose to only make the journey from that crater to the caldera instead of the whole mountain is just that Olympus Mons is HUGE. 600km wide and 21km tall, so even in a slightly scaled down version of the mountain, it still is going to take way too long and be way too boring to be playable. But anyway, I am really happy that this has actually reached a stage where it can be considered a game… even if it is classified as “barebones”
Devlog 07 v.0.2.0 So the last devlog was v.0.1.0; this is just the less-buggy, actually normal-looking UI version. Anyway, I just realized I have only 2 days to finish my project because I am going back to the UAE. My summer vacay in India is over, and in the UAE I’ll be way too busy with school stuff. At least it was nice while it lasted. I’m gonna have to pull all-nighters smhw … But honestly, I’m happy about the project till now; for a first game, I think it looks gud. Changes since v.0.1.0 Added a smarter particle system. Added way better UI, all made in Canva. I lowk spent too much time on the credits. I added ambient music Things I need for v.0.3.0 or at least v.0.5.0 Actual land structures Dust dust devils Clouds
DUST STORMMSSSS Devlog 08 v.0.3.0 I’m gonna make this short… I added dust storms, Music, a way better UI, and better vehicle physics. I attempted a better camera movement feature and failed miserably. I added a cool in game menu:
Devlog 09 v.1.0.0 This is the last devlog for this project, and I did NOT have enough time because school came by way faster than i thought. But it is what is is
Devlog 10 v.1.1.0 So this is probably my last last devlog; this is the last devlog (I think) before my second ship. The second ship is essentially based on feedback from people who rated my first. Changes since v.1.0.0 Added settings for volume. Improved rover stability. Optimized performance. Things I was hoping to add More settings that edit a lot of the values available, like the amount of rocks being spawned; the rocks might get too annoying for some people. Multiplayer modes More feature-packed things I’m probably not going to add this to the project because after this I have exams, and then more exams, so yeah. Challenges I had to overcome Learning Unity by myself for the first time Learning Blender by myself for the first time Having to learn C#, though this was easier because I already know C++ Things I learnt Game development is NOT easy You can’t make Forza Horizon 5 in a month Things exist outside of school Thanks to everyone who rated my first ship. I didn’t realize how much people rated projects, and I was losing hope I’d get any good feedback, but the feedback I got was amazing, pointed out exactly what the problem was and how they would like it fixed, exactly what they liked about my project, etc. Below is the complete playthrough of the game, from getting out of that dust storm to getting to the final point and falling down the Caldera of Olympus Mons.
Ships:
So this project is a project in which you drive a rover, attempt dodging rocks from your spawn to a checkpoint which is the Caldera of Olympus Mons. The game is set on Olympus Mons the Solar System’s largest mountain. There are four checkpoints with the last one being the final Point (Caldera). There are a few phenomena you will experience like dust devils, which are basically harmless mini tornadoes, and dust storms, which actually do have wind effects and you will need to drive through it. A dust storm is spawned where you are at the spawn, so you will have to struggle initially. Be fast too, otherwise a dust storm is spawned every…. about 500 seconds. Once you reach the final Point, your rank will be shown, which is calculated based on how quickly you reached the final point. WASD - Movement E - Open inventory C - Close inventory Space Bar - reset movement and rotation (you will find yourself using this a lot because of Mars’s gravity. Left Shift - Brake
This is ship 2, I have drastically improved the README.md file, improved the overall game optimization. This isn’t a big ship, everything was mostly bug-fixing and working on feedback, and also improving my README file. Here are the controls: WASD - Move Space Bar - Reset Rotation, you will use this a lot, the Mars environment is annoying Left Shift - Brake, Don’t try using S, that is for reversing only E - Open in-game menu If there is anything wrong with the game, please include that in the feedback specifically and which rating component was affected by it. README is in Github Repo To try the game click “Try Project” below, which will redirect you to tich.io, from there you can play it. It might load for some time....
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1793724809.3365424
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1793811209.3365424
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56503
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Smiski Youtube Thumbnail takeover by @yukthasingh Smiski Youtube Thumbnail takeover by @yukthasingh | Stardance...
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yukthasingh
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1
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7.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-03T20:08:09Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Chrome extension called Smisk-tube that randomly adds Smiskis to YouTube thumbnails. The most challenging part was getting it to work with YouTube’s constantly changing thumbnail structure and figuring out why my original selectors weren’t detecting anything. I’m most proud that I took it from an idea to a working extension that other people can actually install. It’s been submitted to the Google Chrome Web Store for review! To test it: install the extension, open YouTube, and scroll through your feed to find the Smiskis on every thumbnail in a randomized order!", "repo": "https://github.com/yukthasingh/Smiski-Thumbnails", "demo": "https://chromewebstore.google.com/detail/smisk-tube/fdabkciglfohhnkdgeifkoldjjchgjjc?authuser=0&hl=en"}]...
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[{"post_id": 60556, "ts": "202 [{"post_id": 60556, "ts": "2026-09-02T23:47:01Z", "hours": 4.5036, "text": "Smiski YouTube Thumbnail Takeover — Warmup Project Devlog #3 Overview Smisk-tube is finished! What started as a simple idea to put random Smiskis on YouTube thumbnails turned into a surprisingly challenging project. I learned a lot about Chrome extensions, JavaScript, DOM manipulation, and debugging dynamic websites. What I accomplished Thumbnail Detection : Updated the extension to work with YouTube’s newer thumbnail structure. Smiski Overlays : Added randomized Smiskis with different sizes and positions. Dynamic Loading : Made Smiskis appear on newly loaded thumbnails while scrolling. Popup Controls : Finished the enable/disable button and persistent settings. Debugging : Spent a lot of time figuring out why the thumbnails weren’t being detected and finally got the extension working. Chrome Web Store : Completed the store listing, permissions, privacy information, and submitted Smisk-tube for review! 🚀 Final Thoughts This project was definitely more difficult than I expected for something so simple, but it was a really fun introduction to building something that other people can actually install and use. Now all that’s left is to wait for Google to review it and then I can ship this! Project: COMPLETE Chrome Web Store: Submitted Until next time :D"}, {"post_id": 59143, "ts": "2026-08-31T19:27:33Z", "hours": 1.2581, "text": "Smiski YouTube Thumbnail Takeover — Warmup Project Devlog #2 Overview I continued working on this small project. Although it looks small, the schematics behind it feel very big for me. There were a lot of ups and downs in this hour, but I think I did what I wanted to accomplish today. What I accomplished today Asset Sourcing & Processing : Downloaded new Smiski images to expand the overlay library. Renamed all source assets following the standardized s_1.png , s_2.png , s_3.png naming convention for easy script referencing. Popup UI : Made three new files, popup in .html, .css, .js. Essentially, it makes the popup window for the extension when the user wants to turn the smiskis off or on. Storage Integration : Connected the popup button to chrome.storage.local to persist the extension’s enabled/disabled state across browser sessions. Real-time Event Handling : Implemented chrome.storage.onChanged inside content.js so YouTube updates dynamically when settings change. Local testing : I got to “unpack” what I developed locally on my Chrome browser. When I click on my Smiski icon, I have my popup show up, yay! Current bugs and frustrations Although I have the images named the way I want them to be named, their backgrounds won’t be removed, which is very frustrating. I might have to resort to Pinterest, download their images, and get their backgrounds removed one by one instead of having it in bulk. As of right now tho, those images are uploaded and committed to GitHub as a backup. If anyone knows a way to remove the backgrounds from multiple images at the same time, a comment would help! The button text in the popup window won’t change words. The smiskis don’t show up on the youtube thumbnails. Maybe I’ll get to that later today. Next steps! Get better photos, I guess. Debug popup.js event listeners Hopefully finish coding and debugging by tomorrow, getting it on the chrome web store, and shipping it! Until next time :D"}, {"post_id": 58581, "ts": "2026-08-31T01:34:59Z", "hours": 1.1839, "text": "Smiski YouTube Thumbnail takeover - warm-up project devlog #1 To ease back into coding, I wanted to do something fun and kind of laid-back. I’ve always lacked motivation and creativity when it came to coding projects, so maybe if I scrolled through youtube videos of random stuff, maybe I’ll get some inspiration. I’m a big Jschlatt fan, and in one of his older videos, one of his fans made a youtube extension where Jschlatt’s cat, Jambo, would become the thumbnail of every youtube video. I thought that was pretty cool and funny, so I took inspo from that and did that with Smiskis, funny green figures that have monotone face expressions and do random poses. But anyway, here is what I got done today! Extension architecture : Set up Chrome manifest V3 in my manifest.json and configured the permissions to inject content scripts specifically into YouTube URLs. It will only work on YouTube thumbnails DOM Manipulation : Built a JS content script (content.js) that targets YouTube thumbnail containers (ytd-thumbnail) when the user scrolls on the YT page Randomized spawning logic : If the Smiskis are the same image, in the same position, and the same size, that’s lowkey boring. In this script, Smiskis are chosen randomly via a random number generator, and more random number generators are called to determine the positioning on each thumbnail and the Smiski’s size. Infinite scroll handling : Integrated a MutationObserver to watch the DOM and its continuous updates, ensuring new thumbnails get a Smiski when you scroll down Git setup : Made a git repo, cloned it into VS Code, broke it, made it again, committed and pushed any changes made Next steps: I need to actually add the images into my folders; there is no known website where you can just get Smiski images with no extra text. So, scrolling through wiki pages I go! VS Code gave me a random error that I’m missing a comma, but I can’t find the error, so I’ll have to go hunting for that discrepancy on my next day of coding. I need to launch this project onto the Google Web Store Add a popup toggle switch so users can switch the extension off and on without having to disable the extension entirely Update the README; I hate making READMEs. That’s all I got for today!! Until next time :D"}]...
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Title: Smiski Youtube Thumbnail takeover by @yukth Title: Smiski Youtube Thumbnail takeover by @yukthasingh | Stardance
Devlogs:
Smiski YouTube Thumbnail takeover - warm-up project devlog #1 To ease back into coding, I wanted to do something fun and kind of laid-back. I’ve always lacked motivation and creativity when it came to coding projects, so maybe if I scrolled through youtube videos of random stuff, maybe I’ll get some inspiration. I’m a big Jschlatt fan, and in one of his older videos, one of his fans made a youtube extension where Jschlatt’s cat, Jambo, would become the thumbnail of every youtube video. I thought that was pretty cool and funny, so I took inspo from that and did that with Smiskis, funny green figures that have monotone face expressions and do random poses. But anyway, here is what I got done today! Extension architecture : Set up Chrome manifest V3 in my manifest.json and configured the permissions to inject content scripts specifically into YouTube URLs. It will only work on YouTube thumbnails DOM Manipulation : Built a JS content script (content.js) that targets YouTube thumbnail containers (ytd-thumbnail) when the user scrolls on the YT page Randomized spawning logic : If the Smiskis are the same image, in the same position, and the same size, that’s lowkey boring. In this script, Smiskis are chosen randomly via a random number generator, and more random number generators are called to determine the positioning on each thumbnail and the Smiski’s size. Infinite scroll handling : Integrated a MutationObserver to watch the DOM and its continuous updates, ensuring new thumbnails get a Smiski when you scroll down Git setup : Made a git repo, cloned it into VS Code, broke it, made it again, committed and pushed any changes made Next steps: I need to actually add the images into my folders; there is no known website where you can just get Smiski images with no extra text. So, scrolling through wiki pages I go! VS Code gave me a random error that I’m missing a comma, but I can’t find the error, so I’ll have to go hunting for that discrepancy on my next day of coding. I need to launch this project onto the Google Web Store Add a popup toggle switch so users can switch the extension off and on without having to disable the extension entirely Update the README; I hate making READMEs. That’s all I got for today!! Until next time :D
Smiski YouTube Thumbnail Takeover — Warmup Project Devlog #2 Overview I continued working on this small project. Although it looks small, the schematics behind it feel very big for me. There were a lot of ups and downs in this hour, but I think I did what I wanted to accomplish today. What I accomplished today Asset Sourcing & Processing : Downloaded new Smiski images to expand the overlay library. Renamed all source assets following the standardized s_1.png , s_2.png , s_3.png naming convention for easy script referencing. Popup UI : Made three new files, popup in .html, .css, .js. Essentially, it makes the popup window for the extension when the user wants to turn the smiskis off or on. Storage Integration : Connected the popup button to chrome.storage.local to persist the extension’s enabled/disabled state across browser sessions. Real-time Event Handling : Implemented chrome.storage.onChanged inside content.js so YouTube updates dynamically when settings change. Local testing : I got to “unpack” what I developed locally on my Chrome browser. When I click on my Smiski icon, I have my popup show up, yay! Current bugs and frustrations Although I have the images named the way I want them to be named, their backgrounds won’t be removed, which is very frustrating. I might have to resort to Pinterest, download their images, and get their backgrounds removed one by one instead of having it in bulk. As of right now tho, those images are uploaded and committed to GitHub as a backup. If anyone knows a way to remove the backgrounds from multiple images at the same time, a comment would help! The button text in the popup window won’t change words. The smiskis don’t show up on the youtube thumbnails. Maybe I’ll get to that later today. Next steps! Get better photos, I guess. Debug popup.js event listeners Hopefully finish coding and debugging by tomorrow, getting it on the chrome web store, and shipping it! Until next time :D
Smiski YouTube Thumbnail Takeover — Warmup Project Devlog #3 Overview Smisk-tube is finished! What started as a simple idea to put random Smiskis on YouTube thumbnails turned into a surprisingly challenging project. I learned a lot about Chrome extensions, JavaScript, DOM manipulation, and debugging dynamic websites. What I accomplished Thumbnail Detection : Updated the extension to work with YouTube’s newer thumbnail structure. Smiski Overlays : Added randomized Smiskis with different sizes and positions. Dynamic Loading : Made Smiskis appear on newly loaded thumbnails while scrolling. Popup Controls : Finished the enable/disable button and persistent settings. Debugging : Spent a lot of time figuring out why the thumbnails weren’t being detected and finally got the extension working. Chrome Web Store : Completed the store listing, permissions, privacy information, and submitted Smisk-tube for review! 🚀 Final Thoughts This project was definitely more difficult than I expected for something so simple, but it was a really fun introduction to building something that other people can actually install and use. Now all that’s left is to wait for Google to review it and then I can ship this! Project: COMPLETE Chrome Web Store: Submitted Until next time :D
Ships:
I made a Chrome extension called Smisk-tube that randomly adds Smiskis to YouTube thumbnails. The most challenging part was getting it to work with YouTube’s constantly changing thumbnail structure and figuring out why my original selectors weren’t detecting anything. I’m most proud that I took it from an idea to a working extension that other people can actually install. It’s been submitted to the Google Chrome Web Store for review! To test it: install the extension, open YouTube, and scroll through your feed to find the Smiskis on every thumbnail in a randomized order!...
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1793724810.5987964
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1794588810.5987964
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68288
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My first slack bot! by @lim_jing_yew | Stardance
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lim_jing_yew
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-21T14:57:36Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "first project, just getting started! i made a beginner slack bot that replies to basic commands, live 24/7. havent coded in over 3 years, so this was a big refresher for me. its nothing much, but surpisingly a lot of work was put into this. respect to all engineers and software coders! also provided cool insights on how bots on platforms like discord are made lol.", "repo": "https://github.com/ivelobreadjy/jy-junior-slack-bot", "demo": "https://ivelobreadjy.github.io/jy-junior-slack-bot/"}]...
|
[{"post_id": 81505, "ts": "202 [{"post_id": 81505, "ts": "2026-10-21T14:54:29Z", "hours": 0.2525, "text": "so much troubleshooting, had to change many codes and add new insertions. finally after ~40 mins it worked"}, {"post_id": 81265, "ts": "2026-10-20T15:04:28Z", "hours": 0.4317, "text": "made a index.html for the demo url, hopefully i can ship and complete this project"}, {"post_id": 80985, "ts": "2026-10-19T14:47:01Z", "hours": 0.4033, "text": "added some new quote thing (im just trying to make the bot do more things, i might have some plans to integrate the bot into other platforms, hopefully more advanced stuff)"}, {"post_id": 80407, "ts": "2026-10-17T15:35:38Z", "hours": 0.5083, "text": "i had a wonderful idea inspired by claude ai, to create a command such that the bot would display and elaborate on NASA’s daily astronomy picture of the day (apod). having some minor issues right now, like the picture not loading and only displaying the nasa icon. gonna continue tommorrow"}, {"post_id": 80308, "ts": "2026-10-17T07:06:05Z", "hours": 0.4928, "text": "added some new, simple commands 8ball, random advice and dice roll"}]...
|
Title: My first slack bot! by @lim_jing_yew | Star Title: My first slack bot! by @lim_jing_yew | Stardance
Devlogs:
added some new, simple commands 8ball, random advice and dice roll
i had a wonderful idea inspired by claude ai, to create a command such that the bot would display and elaborate on NASA’s daily astronomy picture of the day (apod). having some minor issues right now, like the picture not loading and only displaying the nasa icon. gonna continue tommorrow
added some new quote thing (im just trying to make the bot do more things, i might have some plans to integrate the bot into other platforms, hopefully more advanced stuff)
made a index.html for the demo url, hopefully i can ship and complete this project
so much troubleshooting, had to change many codes and add new insertions. finally after ~40 mins it worked
Ships:
first project, just getting started! i made a beginner slack bot that replies to basic commands, live 24/7. havent coded in over 3 years, so this was a big refresher for me. its nothing much, but surpisingly a lot of work was put into this. respect to all engineers and software coders! also provided cool insights on how bots on platforms like discord are made lol....
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1793724811.4748654
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1793811211.4748654
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|
26802
|
Perfect Circle by @Joschi | Stardance
|
Joschi
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1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T08:27:01Z", "hours": 1.0, "multiplier": 1.11, "payout": 1, "blessing": "neutral", "text": "I asked myself, it is possible to get a nearly perfect circle in neal.fun’s pefect circle challenge. With this tool 99,8% are no problem anymore. Because the project has quite little code, it was not a problem.", "repo": "https://github.com/JKfromHMS/Perfect-Circle", "demo": "https://github.com/JKfromHMS/Perfect-Circle/releases/tag/Tools"}]...
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[{"post_id": 16786, "ts": "202 [{"post_id": 16786, "ts": "2026-06-27T07:55:46Z", "hours": 0.5656, "text": "Created the whole tool."}]...
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Title: Perfect Circle by @Joschi | Stardance
Devl Title: Perfect Circle by @Joschi | Stardance
Devlogs:
Created the whole tool.
Ships:
I asked myself, it is possible to get a nearly perfect circle in neal.fun’s pefect circle challenge. With this tool 99,8% are no problem anymore. Because the project has quite little code, it was not a problem....
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1793724812.6587796
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1793811212.6587796
|
|
25975
|
Flamebringer by @hippoprogrammer | Stardance
|
hippoprogrammer
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1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T19:11:27Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It’s really basic, but its a Discord poll bot. It does really specific things, but I find it cool x3 Unfortunately due to its codebase one must self-host it - its just a Docker Compose project so the usual commands will get it going.", "repo": "https://github.com/HippoProgrammer/flamebringer", "demo": "https://github.com/HippoProgrammer/flamebringer/releases"}]...
|
[{"post_id": 15838, "ts": "202 [{"post_id": 15838, "ts": "2026-06-25T19:09:43Z", "hours": 2.6314, "text": "Initial release! This bot allows for customisable poll lengths in Discord, removing the preset time limits. Admittedly, it is completely locked to the specific use-case: namely providing polls for the “Halls of Solaris” - a simulated legislature in the NationStates region of Starlight."}]...
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Title: Flamebringer by @hippoprogrammer | Stardanc Title: Flamebringer by @hippoprogrammer | Stardance
Devlogs:
Initial release! This bot allows for customisable poll lengths in Discord, removing the preset time limits. Admittedly, it is completely locked to the specific use-case: namely providing polls for the “Halls of Solaris” - a simulated legislature in the NationStates region of Starlight.
Ships:
It’s really basic, but its a Discord poll bot. It does really specific things, but I find it cool x3 Unfortunately due to its codebase one must self-host it - its just a Docker Compose project so the usual commands will get it going....
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1793724813.8174448
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1793811213.8174448
|
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12164
|
SIMOND the HackPad by @dylankchristel | Stardance
|
dylankchristel
|
1
|
7.0
|
43
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T18:49:41Z", "hours": 7.0, "multiplier": 5.0, "payout": 43, "blessing": "neutral", "text": "This ship is just for the design and assembly of SIMOND, not the final product yet. SIMOND is a hackpad made with a rotary encoder, 5 buttons, 4 LEDs, and an OLED controlled by a xiao rp2040. I intentionally used a diverse set of parts so that I could learn as many different branches of PCB design as possible. I started SIMOND during blueprint but didn’t get the parts until stardance started, so he’s a continuation project. I probably spent 15+20 hours on him before stardance while learning the process.", "repo": "https://github.com/dylankchristel-sudo/SIMON_the_HackPad", "demo": ""}]...
|
[{"post_id": 13751, "ts": "202 [{"post_id": 13751, "ts": "2026-06-22T15:18:22Z", "hours": 1.4692, "text": "I got around the broken mircontroller by changing the cable and some code. Then I tried to solder it to fix the orginal issue(the board doesn’t stay connected constantly). Long story short, now the board doesn’t even turn on. I think I cooked it when I was soldering."}, {"post_id": 13435, "ts": "2026-06-22T00:32:42Z", "hours": 3.2203, "text": "Tried to fix soldering issue that came up while I was writing the firmware. Ended up breaking the mirco controller in the process. But the code hypothetically works. New parts are on the way :("}, {"post_id": 7638, "ts": "2026-06-12T19:19:02Z", "hours": 2.5614, "text": "Assembled and soldered SIMOND. Also redid part of the case in Onshape"}]...
|
Title: SIMOND the HackPad by @dylankchristel | Sta Title: SIMOND the HackPad by @dylankchristel | Stardance
Devlogs:
Assembled and soldered SIMOND. Also redid part of the case in Onshape
Tried to fix soldering issue that came up while I was writing the firmware. Ended up breaking the mirco controller in the process. But the code hypothetically works. New parts are on the way :(
I got around the broken mircontroller by changing the cable and some code. Then I tried to solder it to fix the orginal issue(the board doesn’t stay connected constantly). Long story short, now the board doesn’t even turn on. I think I cooked it when I was soldering.
Ships:
This ship is just for the design and assembly of SIMOND, not the final product yet. SIMOND is a hackpad made with a rotary encoder, 5 buttons, 4 LEDs, and an OLED controlled by a xiao rp2040. I intentionally used a diverse set of parts so that I could learn as many different branches of PCB design as possible. I started SIMOND during blueprint but didn’t get the parts until stardance started, so he’s a continuation project. I probably spent 15+20 hours on him before stardance while learning the process....
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1793724814.9589863
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1793811214.9589863
|
|
35340
|
Website :D by @edda | Stardance
|
edda
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T14:36:50Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is just a small website I made :D I love to yap so. there’s quite a lot of words on here, plus some of my art and some links to my Tumblr and Artfight. The time thing is wrong because Wakatime failed to initialize when I was coding it :/ and then I fixed it like right when I was done. So. Yay for that Anyways this wasn’t too hard, I’ve actually made a website before, but that one isn’t currently up anymore. Twas fun though!! Couldn’t get a screenshot of the full website (obviously) so have like the first chunk XD", "repo": "https://github.com/rosierosierosebud/Stardance-Website-Project", "demo": "https://rosierosierosebud.github.io/Stardance-Website-Project/"}]...
|
[{"post_id": 28898, "ts": "202 [{"post_id": 28898, "ts": "2026-07-15T14:30:41Z", "hours": 0.2914, "text": "finally got wakatime to recognize my project… after it was mostly done lol. anyways. :D it has been completed yay. i can’t really screenshot the whole website so like have this small chunk then??"}]...
|
Title: Website :D by @edda | Stardance
Devlogs:
f Title: Website :D by @edda | Stardance
Devlogs:
finally got wakatime to recognize my project… after it was mostly done lol. anyways. :D it has been completed yay. i can’t really screenshot the whole website so like have this small chunk then??
Ships:
This is just a small website I made :D I love to yap so. there’s quite a lot of words on here, plus some of my art and some links to my Tumblr and Artfight. The time thing is wrong because Wakatime failed to initialize when I was coding it :/ and then I fixed it like right when I was done. So. Yay for that Anyways this wasn’t too hard, I’ve actually made a website before, but that one isn’t currently up anymore. Twas fun though!! Couldn’t get a screenshot of the full website (obviously) so have like the first chunk XD...
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1793724816.107418
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1793811216.107418
|
|
28157
|
Meowoshka Task Manager (mockup) by @Maria_Kore | S Meowoshka Task Manager (mockup) by @Maria_Kore | Stardance...
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Maria_Kore
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T16:11:33Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I want to make a full Task Manager, so it’s cute and themed after my favorite stuffed animal cat Meowoshka ^_^ before diving into my first such large project, I made a mockup site of how it’s going to look like, so I have a layout and won’t be so overwhelmed :)", "repo": "https://github.com/MariaKore/html-mockup-of-Meowoshka-Task-Manager", "demo": "https://mariakore.github.io/html-mockup-of-Meowoshka-Task-Manager/"}]...
|
[{"post_id": 18427, "ts": "202 [{"post_id": 18427, "ts": "2026-06-29T16:08:22Z", "hours": 1.1269, "text": "Coding the site :) for Meowoshka Task Manager (mockup)"}]...
|
Title: Meowoshka Task Manager (mockup) by @Maria_K Title: Meowoshka Task Manager (mockup) by @Maria_Kore | Stardance
Devlogs:
Coding the site :) for Meowoshka Task Manager (mockup)
Ships:
I want to make a full Task Manager, so it’s cute and themed after my favorite stuffed animal cat Meowoshka ^_^ before diving into my first such large project, I made a mockup site of how it’s going to look like, so I have a layout and won’t be so overwhelmed :)...
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1793724817.293501
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1793811217.293501
|
|
9915
|
Excel-Price-Processor by @jonathanrobin13 | Starda Excel-Price-Processor by @jonathanrobin13 | Stardance...
|
jonathanrobin13
|
1
|
5.37
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T20:53:27Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This program runs through an excel file that has a products with prices and creates a new column with a discount. It can also find the minimum and maximum of the products. In this product I learned about classes and unpacking in python. It was a challenge to debug, but most of the time the errors were value errors. I learned how to use github more properly too.", "repo": "https://github.com/jonathanrobin13/excel-price-processor", "demo": "https://drive.google.com/file/d/1_B390cGpyapJW47LVg37Di8I5Rl5yaLo/view?usp=sharing"}]...
|
[{"post_id": 22406, "ts": "202 [{"post_id": 22406, "ts": "2026-07-04T21:25:11Z", "hours": 0.3711, "text": "Made code more organized"}, {"post_id": 11531, "ts": "2026-06-18T20:36:43Z", "hours": 3.5681, "text": "Min/Max function Made a new function that finds the minimum and maximum of the data. How it works The program asks the user to type 0 or 1 for min/max The program uses a for loop and goes through each row finding the maximum and minimum or what the user chose. In each cell in the sheet, the program checks if that cell is less/greater than the current min/max using the min()/max() function. The function then returns a tuple of the price of the product that was the min/max and the name of that product. The result is printed using a formatted string. Debugging While creating the function, there was some errors with the if statement. The if statement checks if the user typed 0 or 1, but the user input was not converted into an int. So the min max function was skipped. The function started to return the minimum price but the name of that product was different. The fix was simple - there was an if statement that checked if the min/max was the current cell but the part where it assigns the product_name was not indented, so it was out of this if statement Had a few errors with unpacking, but the changes were made to fix it"}, {"post_id": 3845, "ts": "2026-06-06T22:11:06Z", "hours": 0.4764, "text": "Now users can type in letters that represent each column instead of typing numbers"}, {"post_id": 3806, "ts": "2026-06-06T21:10:03Z", "hours": 0.3433, "text": "Edit README"}, {"post_id": 3712, "ts": "2026-06-06T19:21:07Z", "hours": 1.0761, "text": "A class for functions"}]...
|
Title: Excel-Price-Processor by @jonathanrobin13 | Title: Excel-Price-Processor by @jonathanrobin13 | Stardance
Devlogs:
A class for functions
Edit README
Now users can type in letters that represent each column instead of typing numbers
Min/Max function Made a new function that finds the minimum and maximum of the data. How it works The program asks the user to type 0 or 1 for min/max The program uses a for loop and goes through each row finding the maximum and minimum or what the user chose. In each cell in the sheet, the program checks if that cell is less/greater than the current min/max using the min()/max() function. The function then returns a tuple of the price of the product that was the min/max and the name of that product. The result is printed using a formatted string. Debugging While creating the function, there was some errors with the if statement. The if statement checks if the user typed 0 or 1, but the user input was not converted into an int. So the min max function was skipped. The function started to return the minimum price but the name of that product was different. The fix was simple - there was an if statement that checked if the min/max was the current cell but the part where it assigns the product_name was not indented, so it was out of this if statement Had a few errors with unpacking, but the changes were made to fix it
Made code more organized
Ships:
This program runs through an excel file that has a products with prices and creates a new column with a discount. It can also find the minimum and maximum of the products. In this product I learned about classes and unpacking in python. It was a challenge to debug, but most of the time the errors were value errors. I learned how to use github more properly too....
|
1793724821.316159
|
1793811221.316159
|
|
903
|
CyberShield Academy by @Paul | Stardance
|
Paul
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-01T21:36:17Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a web-based cybersecurity training platform designed to help students and young professionals build real-world digital defence skills. The platform tackles the problem of inaccessible, overly theoretical cybersecurity education by combining structured course modules, hands-on hacking labs, timed live events, and a dual-portal system — all wrapped in a sleek, professional interface. It wasn’t really easy, to compile and make everything work perfectly, but with time and concentration, I was able, it’s also true that I am not completely done with the Project, but will keep on doing changes until the project is fully developed", "repo": "https://github.com/DevNdehPaul/CyberShield-Academy", "demo": "https://cybershield-academy.onrender.com/"}]...
|
[{"post_id": 443, "ts": "2026- [{"post_id": 443, "ts": "2026-06-01T21:13:08Z", "hours": 1.1417, "text": "I just finished coding the Student’s Training Courses & Labs Page, which contains the different courses the student can enroll and learn the skills from"}, {"post_id": 391, "ts": "2026-06-01T19:17:50Z", "hours": 1.4456, "text": "I just finish coding the student and admin dashboard, where they student can track its Progress in his different enrolled courses, and the admin can monitor the system thoroughly"}, {"post_id": 298, "ts": "2026-06-01T15:28:20Z", "hours": 2.0061, "text": "I just finished adding the contact us, about us and login/signup pages to the Project, now I am planning on working on the other pages, starting with the dashboard Page"}, {"post_id": 198, "ts": "2026-06-01T07:31:06Z", "hours": 0.7375, "text": "I am currently working on a website called CyberShield Academy, which will be able to help students and young professionals learn cybersecurity and digital forensics through interactive, hands-on modules."}]...
|
Title: CyberShield Academy by @Paul | Stardance
D Title: CyberShield Academy by @Paul | Stardance
Devlogs:
I am currently working on a website called CyberShield Academy, which will be able to help students and young professionals learn cybersecurity and digital forensics through interactive, hands-on modules.
I just finished adding the contact us, about us and login/signup pages to the Project, now I am planning on working on the other pages, starting with the dashboard Page
I just finish coding the student and admin dashboard, where they student can track its Progress in his different enrolled courses, and the admin can monitor the system thoroughly
I just finished coding the Student’s Training Courses & Labs Page, which contains the different courses the student can enroll and learn the skills from
Ships:
I built a web-based cybersecurity training platform designed to help students and young professionals build real-world digital defence skills. The platform tackles the problem of inaccessible, overly theoretical cybersecurity education by combining structured course modules, hands-on hacking labs, timed live events, and a dual-portal system — all wrapped in a sleek, professional interface. It wasn’t really easy, to compile and make everything work perfectly, but with time and concentration, I was able, it’s also true that I am not completely done with the Project, but will keep on doing changes until the project is fully developed...
|
1793724822.557261
|
1793811222.557261
|
|
32895
|
QuickTab by @NotSap | Stardance
|
NotSap
|
1
|
3.26
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T22:44:35Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom new tab page with a search bar, shortcuts, and a to-do list. The hardest part was getting the to-do list to save tasks with localStorage, figuring that out took a bit. I’m most proud that the to-do list actually saves everything so tasks don’t disappear when you close the tab. To test it, just open the live link, try the search bar, click the shortcuts, and add some tasks to the list, close and reopen the tab to see they’re still there because of localStorage. Everything works on phone or computer.", "repo": "https://github.com/NotSap/new-tab-page", "demo": "https://notsap.github.io/my-new-tab-page/"}]...
|
[{"post_id": 26953, "ts": "202 [{"post_id": 26953, "ts": "2026-07-12T01:26:41Z", "hours": 0.2614, "text": "Devlog - QuickTab I renamed the project from ‘New Tab’ to ‘QuickTab’ to give it a more unique name. I also rewrote the README because the first one was written using AI since I wasn’t aware I had to write it myself. The project runs live on github pages and you can download the index.html file and double click it to run it locally. Link to the project: https://notsap.github.io/my-new-tab-page/"}, {"post_id": 26253, "ts": "2026-07-10T22:36:13Z", "hours": 2.7492, "text": "Devlog – My Custom New Tab Page So I made this custom new tab page for the Hackclub challenge. It’s basically a new tab page with shortcuts for easy access to stuff like Google, YouTube, Gmail, and GitHub. First I set up the HTML – just the basic layout. I added a big “Search” heading at the top, a clock that shows the time, a search bar, shortcut buttons, and a to-do list section. Then I worked on the CSS to make it look clean. CSS was used for the Styling & Dark Mode Theme. For the JavaScript, I made the clock update every second so it actually shows the current time. I got the search bar working too. If you type something in, it searches Google, but if you paste a URL, it just goes straight to that site. The to-do list was the main feature. You can add tasks and delete them when you’re done. I used localStorage to save everything, which means if you close the tab and come back later, your tasks are still there. After I got everything working on my computer, I pushed it all to GitHub and used GitHub Pages to get a live link so anyone can see it. You can try the demo here: notsap.github.io/my-new-tab-page/ Thanks for your time."}]...
|
Title: QuickTab by @NotSap | Stardance
Devlogs:
D Title: QuickTab by @NotSap | Stardance
Devlogs:
Devlog – My Custom New Tab Page So I made this custom new tab page for the Hackclub challenge. It’s basically a new tab page with shortcuts for easy access to stuff like Google, YouTube, Gmail, and GitHub. First I set up the HTML – just the basic layout. I added a big “Search” heading at the top, a clock that shows the time, a search bar, shortcut buttons, and a to-do list section. Then I worked on the CSS to make it look clean. CSS was used for the Styling & Dark Mode Theme. For the JavaScript, I made the clock update every second so it actually shows the current time. I got the search bar working too. If you type something in, it searches Google, but if you paste a URL, it just goes straight to that site. The to-do list was the main feature. You can add tasks and delete them when you’re done. I used localStorage to save everything, which means if you close the tab and come back later, your tasks are still there. After I got everything working on my computer, I pushed it all to GitHub and used GitHub Pages to get a live link so anyone can see it. You can try the demo here: notsap.github.io/my-new-tab-page/ Thanks for your time.
Devlog - QuickTab I renamed the project from ‘New Tab’ to ‘QuickTab’ to give it a more unique name. I also rewrote the README because the first one was written using AI since I wasn’t aware I had to write it myself. The project runs live on github pages and you can download the index.html file and double click it to run it locally. Link to the project: https://notsap.github.io/my-new-tab-page/
Ships:
I made a custom new tab page with a search bar, shortcuts, and a to-do list. The hardest part was getting the to-do list to save tasks with localStorage, figuring that out took a bit. I’m most proud that the to-do list actually saves everything so tasks don’t disappear when you close the tab. To test it, just open the live link, try the search bar, click the shortcuts, and add some tasks to the list, close and reopen the tab to see they’re still there because of localStorage. Everything works on phone or computer....
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1793724823.7431211
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1793811223.7431211
|