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4018
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Celestial Capitalist by @idi0cy | Stardance
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idi0cy
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1
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109.0
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2005
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T08:45:07Z", "hours": 109.0, "multiplier": 18.79, "payout": 2005, "blessing": "neutral", "text": "Celestial Capitalist is a simulation game where the player simultaneously builds and ascends the corporate ladder from the bottom of the street to the self-built throne at the top of the cosmos. Beg your way from homelessness, run a lemonade stand, scam grandmas on the internet, start a cult, play union-buster tower defence, and generally just have a grand stupid time while the world slowly bends to your will. Coding is mighty stupid, and I had a lot of trouble patching all of the many bugs. With all that out of the way, I hope you enjoy Celestial Capitalist!", "repo": "https://github.com/idi0cy/Celestial-Capitalist", "demo": "https://ratseerofrattesse.itch.io/celestial-capitalist"}]...
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[{"post_id": 70009, "ts": "202 [{"post_id": 70009, "ts": "2026-09-18T08:29:54Z", "hours": 2.7947, "text": "Finished The first stage, and therefor the shipped version of Celestial Capitalist (all rights reserved) is completed! I just spent over four hours in a voice call with @Ratseer patching all the bugs and balancing all the minigames. Audio settings work, but only on the editor version. The only forum post we found with a possible answer just told us they fixed but don’t know how, so our questions were not answered. Minigames were balanced, the sort. Very, very stupid code was fixed (more than I remember writing). More importantly, they sell soy sauce by the buckets and they also have deluxe versions worth hundreds of dollars. This fact was found out after I realized we priced soy sauce at $45. All the items were subsequently revalued. Celestial Capitalist Finally (but not fully) developed by @Ratseer and @idi0cy . Thank you for your patience."}, {"post_id": 67502, "ts": "2026-09-13T16:58:21Z", "hours": 7.8861, "text": "Polishing and Suffering Celestial capitalist is nearing it’s completion, so over the past week or so I’ve just been polishing everything. Fixing bugs, balancing minigames, and small changes that make the game less buggy. My friend @Ratseer has been working on a couple of these mechanics, including revamping a goofy tutorial blob I wrote. Sound Effects A big change to note was the sound effects, and this is where the suffering comes in. I had to make a global script with a button signal that each button would send, which would cause a sound to play. After a big of debugging, I hooked up pressing a button to the signal, and it worked. Almost. The signal was sending, and it was telling the AudioStreamPlayer to play the sound, but for some reason it wasn’t. We testing using an input to play the sound, and that worked perfectly fine. I tried using another proxy function for no reason, and it didn’t work either. We even tried having both the input and the signal change the same variable to true, where the sound would play then it set to false again. This didn’t work. To this day, I’m not sure why nothing worked, and I’m not sure I’ll ever find out. But it was fine, since we eventually just made a new global script and for some reason everything worked totally normally after that. The image attached below depicts the setup we used for this coding conundrum. Celestial Capitalist Shrewdly developed by @Ratseer and @idi0cy ."}, {"post_id": 65218, "ts": "2026-09-10T06:08:55Z", "hours": 4.8753, "text": "Title Screen and a Heftier Quota I did a couple things, starting with an upgrade to the title screen system. Now, you can read a bit about your role in this game before you’re thrown into the deep end. I wrote up a quick explanation, but it might get changed in the future based on vibes. The other big change is that I added more quota requirements. Instead of just making 500 bucks, you gotta do some more work like sell items, or gain skill points. There are three right now, and I plan to keep it that way. Bug Fixes Since CC is about ready to ship any time now, we’re doing some final bug patches and implementations to the game. I fixed a counting error on the fake injury game mode, as well as a bad gameplay mechanic in the sell minigame that caused targets to spawn on top of each other. Celestial Capitalist Treacherously developed by @Ratseer and @idi0cy"}, {"post_id": 60923, "ts": "2026-09-03T16:11:15Z", "hours": 5.8194, "text": "Random Events It’s another day where I’ve actually done some coding work, and I completed the random events function of this game. Every 180 seconds a randomly selected random event occurs, and a popup shows up telling you what happened. Get robbed, find money on the floor, get robbed again, anything could happen. Each event has a different “weight” to it, which determines how likely it is to happen. In this recording, I changed the weight of losing an item to 2000, giving it a practically guaranteed chance of being picked. Event log will probably be removed, since it isn’t actually useful. Celestial Capitalist Legally developed by @Ratseer and @idi0cy ."}, {"post_id": 55575, "ts": "2026-08-27T14:47:16Z", "hours": 2.4314, "text": "Title Screen Functionality For the longest time, the title screen has been completely non-functional. That ends today, when I do some actually easy coding and give functionality* to all of the buttons I put onto the title screen. Start game initiates a loading popup before loading the next scene. Credits gives the same text each time, with the exception of the green highlighted text, which chooses a random adjective each time the credits button is pressed. The settings are a lie. Celestial Capitalist var wordBank = [\"debatably\", \"demonstrably\", \"woefully\"] var msg = str(wordBank[randi_range(0, len(wordBank) - 1]) + \" developed by @idi0cy and @Ratseer\" print(msg)"}, {"post_id": 44708, "ts": "2026-08-10T17:24:52Z", "hours": 3.9619, "text": "Skill Point System Completed I’m back, with more consistent developing time. The skills system has been completed, and its relatively simple which is actually a nice break. Typing minigame nearly killed me. You have certain attributes that you can divest your skill points into. A lot of these are the typical DnD stats, but some of them are different. Every three minutes you gain a skill point, which might be changed for balancing. Every time you complete a minigame from the get money section, you have the chance to get a skill point. Certain skills help with certain minigames, and the more you have the more positive modifiers you get for that minigame. This is all pretty intuitive. There are some parts not yet filled out, since I don’t know at all how the scavenge code works because my friend made that and not me. Celestial Capitalist Inconsistently developed by @idi0cy and @Ratseer ."}, {"post_id": 38635, "ts": "2026-08-01T04:08:07Z", "hours": 4.4667, "text": "Quota Function Completed I’ve been on just a bit of a hiatus. The steal function has been fully completed, with a strength minigame based off both aim training and also timing. Also, I have a functioning quota system. You have certain tasks to complete before moving on to the next “level”, which definitely won’t be programmed very soon at the exponentially decaying rate that I’m moving at. I’m going to start looking at returning to daily contribution, all for those ikea sharks. You can focus the progress bar on certain tasks to complete, such as the cash requirement which is the only one right now. It fills in automatically, and has a nice texture. See the video for how it works. Thank you for viewing celestial capitalist, its not abandoned quite yet. Debatably developed by @idi0cy and @Ratseer ."}, {"post_id": 25608, "ts": "2026-07-09T23:53:01Z", "hours": 9.0775, "text": "Steal Function In Progress Of course, there needs to be an option to rob people. Hence, stealing. I’ve programmed the stealth minigame into the stealing function of the game, and it works perfectly fine. The strength one, well not so much. Going to have to give a bit more of a wait on that one. Heavily inspired by Stardew Valley’s fishing minigame. I have to log these hours before I reach ten, because I just found out that stardance does NOT do overtime pay. Celestial Capitalist Greedily developed by @idi0cy and @Ratseer ."}, {"post_id": 18522, "ts": "2026-06-29T18:19:15Z", "hours": 12.1594, "text": "Con Minigame Completed It’s been nine days, and I’ve worked on one minigame for 12 hours. The typing based minigame for conning strangers is now complete! When you con someone, you choose how you want to con them, for example a fake business opportunity, magical exorcism, or maybe even an unwinnable game to bet money on. You then type out a randomly picked prompt that was premade, and you are scored on your speed and accuracy. This determines how likely you are to succeed. You can also decide how much stakes you want to give the con, so that’s something. When you get something wrong, it highlights what was supposed to be typed red, unless you got it wrong on a space, in which it puts in what character you typed in red highlight where you typed it.. I won’t lie, it’s a bit unpolished. There are some weird text wrapping bugs that are unpleasant to look at, but it should be fine for the most part. This kinda took way too long, but whatever. We take what we can get. Meanwhile, at the Legion of Doom… My associate who is also working on this project, @Ratseer has gotten strangers new sprites, names, and all that, along with a brand new scavenging system which I recommend you check out on all his devlogs. Formatting still sucks The preview function is great, thank you Stardance team. But still, now the ctrl Z shortcut is wonky, it’s harder to put in more line breaks when pressing the enter key, and also I tried uploading this earlier with the video and it said the video size was too large, and deleted the entire devlog, so now I’m writing this again. Features for thought. Celestial Capitalist Thank you for checking in with Celestial Capitalist, developed by @idi0cy and @Ratseer ."}, {"post_id": 12623, "ts": "2026-06-20T16:58:09Z", "hours": 7.315, "text": "I’m Bad at Coding Recently, I’ve been trying to code a typing minigame where you do a type test to increase your chances of success. This is for the con action of Celestial Capitalist, where you just scam people. A couple of revelations have been made while I’ve been working on this, the first of which is that I’m bad at coding. As you can hopefully observe in the game, it’s supposed to be structured after a typing test like monkeytype. Each time you get it right, it highlights white. When you get a word wrong, it highlights it red. When you get it wrong on a space, a new letter is appended where you got it wrong. The most basic elements of this are working, such as getting the text correct and getting the normal non-space error text working. You know what’s not working? The other parts. Each time I try to do the error after a space, it bugs out because the backspace option doesn’t go well with it. When a word only autowraps after it’s completed, such as when I type “because” in the video, it only goes to where it should be after it’s done, which looks ugly. The indexing is wrong, little things work, and you can all see it in the video. I think I’ve also made some of the most inefficient code ever designed. I’ll keep toiling away at the minigame, and then toil away some more to actually integrate it into the minigame. These bugs will drive me to insanity. Well Well Well Would you look at that? They added a preview section. Where you can preview all of your markdown formatting. Y’know when that could have been useful? I sure do wonder. Markdown formatting is now my enemy."}, {"post_id": 10459, "ts": "2026-06-17T05:58:21Z", "hours": 3.2919, "text": "Blackmail and a Broken Clavicle You can now fake an injury, and demand blackmail to keep quiet about it and not make a fuss. In the true spirit of Reigen Arataka, you can pretend your clavicle is broken too. All of you should watch mob psycho. The recording attached better be the right one. . I’m still doing the backslashes. I’ve given up. I might try new formatting another day, but I’m tired. . Alright, so the minigame for faking an injury is pretty simple, its an fnf like rhythm game that is so unbalanced it’s insane. You are deducted points for pushing any button, and are given points for if you hit a note. You will be able to tell if you hit a note because it will expand like a balloon and fade away like my employment opportunities. You are given more points if the note is closer to the filling the center cavity of the button. . The point of this is to reward actually hitting them on time, and not just spamming. Missing notes deducts points. Severity of injury being faked determines game difficulty. Minigame performance has certain weight on how successful you are in getting money. If you perform in a negative fashion, it’s over. After blackmailing a stranger (successful or not), they will never talk to you again (kinda). They are removed from your current roster of strangers, but they might come back when reroll happens since we only have so much stranger types so far. . This thing is so heinously unbalanced, it’s insane. All the values need to be tweaked, and I haven’t done enough playtesting to know if it is fair or not. I’m hoping tweaking the values will be easy, but it might be hard to polish. That’s for another day. . Update on friendship My friend is working on actually interesting randomized dialogue, so that should be something to look forward to. Check out Ratseer’s stuff."}, {"post_id": 9974, "ts": "2026-06-16T14:41:33Z", "hours": 4.9433, "text": "Nothing is working I’m trying out on making the fake injury option, and it is not working as intended. It’s supposed to have a rhythm based minigame, sort of like friday night funkin even though i’ve never played that before, but it clearly isn’t working. \\ All the icons are sideways, there are too much notes, and for the longest time none of them would scale correctly because I forgot to assign the new scale to the scale property. \\ Markdown, again Okay I think I got it this time. If I just leave the backslashes alone…"}, {"post_id": 8518, "ts": "2026-06-14T05:11:10Z", "hours": 3.1353, "text": "Beg The beg minigame has been completed, meaning you can now get on your knees and start praying for money. I also did some polishing work, but I have absolutely no recollection of that. Frontotemporal dementia is simply a wonder, isn’t it? \\ I’m also trying some new mark down. Let’s see if my paragraphs space properly. \\ When you beg to someone, you get “dialogue options”. The options are based off the three methods of persuasion, Ethos, Logos, and Pathos. Pathos is appealing to human emotions like empathy, logos is using logic, and ethos is using authority to prove an argument. Each stranger will have a different reception to the persuasion types, based off data values stored in the code. \\ You have 8 chances to beg. I think. I might have changed the value. Again, frontotemporal dementia. \\ Everything is ledger compatible. If you get less than 25 progress somehow, which I might change to make it more difficult, you are rejected and cannot approach the stranger again (until strangers refresh). The more you use one strategy of persuasion, the less effective it gets. I plan to make this effect more pronounced when balancing. \\ That’s it. Please let this markdown formatting succeed."}, {"post_id": 8155, "ts": "2026-06-13T16:27:06Z", "hours": 2.9306, "text": "Polishing 0 Couple of polishing points that I put into the game to freshen things up and solve all the bugs that haggling made. Items are removed from inventory after selling, strangers walk away after you fail a sell attempt with them, and I fixed an integer division error that led to fearmongering being physically impossible to complete when you select it as a minigame. While I was working on the sell items minigame, my friend Ratseer has been working on the ledger which tracks all the finances. I’m too lazy to link him, but you should check it out over at his profile, if he devlogged it. I’ll put a video of it working here, but that’s just because I don’t think I can post this without a media element."}, {"post_id": 7287, "ts": "2026-06-12T04:34:09Z", "hours": 8.3356, "text": "Sell me this pen I finished the minigame for selling/haggling your items away. My markdown formatting is going to downgrade because I’m honestly not that motivated this feature took way too long to program, and i’m not very energetic right now. A couple things. After you talk to the person, you select which item you want to sell, and then sell it. There are dialogue options, and the safer ones like recommend make the minigame easier but you make less progress towards convincing them each time you succeed in clicking the button, but the riskier options like fearmonger are high reward types. After that, you can give a highball or lowball offer on a scale. The game calculates your chances of succeeded by combining pure randomness, your progress towards convincing them, and how much you priced your item in comparison to it’s actual value. Ignore the system text that says “five tries remaining”, that is vestigial and I forgot to remove it after redoing the whole minigame design. I can’t believe I spent 8 hours on this, and it isn’t even polished. Cool New Art Yes, as you can see, my friend is an absolute lifesaver when it comes to me trying to not lose my soul to krita. Lots of great sprite art here that makes the game look much better. I’ll have to clarify some text elements to make them more legible but it should be fine for now. Circle of ignorance If knowledge was a circle of light in a dark 2D plane, ignorance would be the darkness. We only reveal how much of it we find ourselves in by seeing the circumference of our small circle of knowledge. The more knowledge we obtain, the more unknown we must face. I’ve become bluntly aware of my own little ignorance circle. I’ve only done one of the five actions, and it’s unpolished, and it took me 8 hours, and the money isn’t even tracked because the ledger hasn’t been programmed yet, and I can only feel the great abyss devouring my spirit slightly more by the day. Watch the attached video to see how it works. I know, it isn’t that visually appealing, and I’ll probably spam lerp functions again to make it look smoother, but IT IS WHAT IT IS."}, {"post_id": 5980, "ts": "2026-06-10T01:07:53Z", "hours": 3.3317, "text": "Action Screen and the Power of Friendship For actual game development, the main progress made was continuing to develop the action screen. After you approach a stranger, you can now see their sprite art in a zoomed in fashion, and click on some actions. As you can see in the video, after the first part where I flex my new sprite art, clicking on an action gives a description of what it will do, and clicking the take action button to confirm that has the terminal display some fun text before the mini-game starts. I don’t believe I ran into too much bugs while developing this, and I haven’t gotten to the actually much harder part, which are the actual mini-games. I solved that previously devlogged bug with like five lines of code it was so infuriatingly easy. New Sprites You may be asking, “idi0cy, I saw your water bottle sprites, and I find myself confounded as to how you have managed to improve so much in your art.” Your suspicions are correct. I’m not making that art, my friend Ratseer is, because I got them on the project. They probably won’t code a lot for now since they still need to decipher the horrendous logic I used in the making of this game. It is very strange knowing that there is likely nobody actually reading this except for said friend, and now the acknowledgement of said fact might have just made it more awkward."}, {"post_id": 5164, "ts": "2026-06-08T20:57:07Z", "hours": 0.8678, "text": "Crushed buble emoji. Knowledgeable thoughts cannot describe my disappointment."}, {"post_id": 4655, "ts": "2026-06-08T01:56:35Z", "hours": 4.9778, "text": "Social Interaction Studies show I am not fond of it, but I’m still programming all of that into my game. This is the beginning of the sell function, where you are able to sell off your goods to strangers on the street. Having it be named “Sell” is a bit misleading, since the general game mechanic is a bit more broad than that. When you approach a stranger, you will be able to initiate a sales pitch, beg, steal, fake an injury, and tons of more fun options for making money. I’m still thinking of what I want as minigames for all of those, as I’m not sure if there will be separate minigames for each one. Each action you perform will have differing chances of success depending on game performance and the person you approach. For example, shouting into a crowd that a kid just injured you and demanding payment from said kid will have a zero percent chance of success. As of now, it still needs polishing, and while I’ve gotten the big obvious bugs out of the way (nothing rendering, nothing rendering after I click another button and go back, nothing rendering once more), I’m sure more await me. Next devlog will likely be on polishing the UI for the sell window. Finally using that clock Depending on what time of day it is, you are likely to find more/less strangers. If it’s rush hour, more people will be on the street in comparison to at 1 AM. Sprite art strikes back Everything was fine when I was drawing water bottles or whatever, but people are too much. In the meantime, I’ve substituted the human appearance with a sprite that in no way alludes to my mental state at the time of drawing. As soon as my friend who can actually draw is freed from the shackles of crunching at the end of school, I am selling their soul to the sprite art directory. Don’t tell them I said that."}, {"post_id": 3826, "ts": "2026-06-06T21:42:03Z", "hours": 0.5472, "text": "Timer Created a time variable to count in game time of day, and a time button/counter for the player to tell what time it is. I plan to have different minigames operate with separate loot-tables or success chances depending on what time of day it is. Pretty short devlog, but I’ll have to integrate this time variable into a LOT of different features that I don’t completely look forward to. New and improved markdown superpowers I think I’ve figured it out. Hopefully I no longer fumble all my markdown. But then again I still have no way of telling."}, {"post_id": 3654, "ts": "2026-06-06T18:06:08Z", "hours": 4.9564, "text": "Inventory Inventory system that displays all the items you currently possess. Upon clicking on one of the items in your possession, information on the item such as quality, value, and item name will be displayed. More information is planned to be available to the player, however that has not been developed yet. Unfortunately, the item icons for the inventory do not have the same smooth lerp scaling that I was able to use for the buttons, as texture buttons do not have a proper scale function. I could theoretically group a texture button with a sprite2D node, however the gridbox I’m using to organize all the items is unlikely to cooperate. All the item’s values are spaced out automatically so they have room and aren’t too close together. Each item has different information, and it’s only bestowed to them each time the inventory opens, since that is when the icons are generated. This forced me to do some weird signal connection logic in the scripts, but it worked out. ##Sprite Art Sprite art is overrated, and I want to stop doing it. All my hours are being spent drawing water bottles and pencils in krita, just to never be logged. I offloaded one of the sprite arts to my friend because they were bored, and he produced the hamburger sprite. Note that the hamburger sprite icon does NOT have the same colour as all of the other icons, because said friend is unable to use the colour picker tool for whatever reason. ##New Markdown Superpowers I learned how you format these, and I’m hoping it ends up looking good upon posting. I don’t really have a way of telling as of writing, however. ##Way too ambitions Me and associates started actually being interested in developing the game. In the near future, I plan to involve my associates as collaborators for the project, since we have a lot more planned than I originally thought. “Union Buster Tower Defense” might be a game feature that we actually consider making."}, {"post_id": 2559, "ts": "2026-06-05T03:26:38Z", "hours": 4.4472, "text": "How in the world do people format these to look nice? Is it markdown? something . Can’t tell if that worked. Doesn’t show me in the writing box. Progress for the day includes creating the first “stage” or area of the game. It’s themed after a sidewalk, as you are currently broke and probably living on one. Central cavity will be able to display UI for certain mini-games/elements related to tasks such as buying or selling items. All the buttons have been reformatted, since they didn’t look that good the first time I made them. Clicking the buttons has more response now since it gets smaller upon button press. I wasted so much time re-doing pixel art."}, {"post_id": 1878, "ts": "2026-06-04T02:55:48Z", "hours": 2.3606, "text": "Hopefully, the video that I attached will display properly, though I have no indication of whether it will as of writing. Progress today includes finishing the title screen for the player to start the game. There are currently three buttons with un-programmed functionalities, including a “Start Game”, “Credits”, and “Settings” button. There is also a large title for the game, which took me a bit too much unlogged hours to create for what it’s worth. Each element “flies” onto the screen, title from the right, and buttons from the left. Movement is generated using lerp() for fluidity."}, {"post_id": 1630, "ts": "2026-06-03T19:18:55Z", "hours": 3.9267, "text": "Making a 2D based semi idle game. Like any generic game in the genre, it starts with a button, so I just made that so far. Each button has an icon that can display pixel art, and a textbox for text. The original plan was to have a border that could grow/shrink independently of the main body of the button, however it was hard to create a general button function I could use for various purposes, as it didn’t scale properly to ensure a constant padding throughout. Settled on this type of button, that expands slightly when hovering over it so you can more visibly see the purple background. Might have to make other types in the future, but it should be fine for now. Button uses lerp function to smoothly expand the background sprite through time. Images show the button normally, and the button when hovering over it with the cursor. Also made some title screen art that will definitely be changed."}]...
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Title: Celestial Capitalist by @idi0cy | Stardance Title: Celestial Capitalist by @idi0cy | Stardance
Devlogs:
Making a 2D based semi idle game. Like any generic game in the genre, it starts with a button, so I just made that so far. Each button has an icon that can display pixel art, and a textbox for text. The original plan was to have a border that could grow/shrink independently of the main body of the button, however it was hard to create a general button function I could use for various purposes, as it didn’t scale properly to ensure a constant padding throughout. Settled on this type of button, that expands slightly when hovering over it so you can more visibly see the purple background. Might have to make other types in the future, but it should be fine for now. Button uses lerp function to smoothly expand the background sprite through time. Images show the button normally, and the button when hovering over it with the cursor. Also made some title screen art that will definitely be changed.
Hopefully, the video that I attached will display properly, though I have no indication of whether it will as of writing. Progress today includes finishing the title screen for the player to start the game. There are currently three buttons with un-programmed functionalities, including a “Start Game”, “Credits”, and “Settings” button. There is also a large title for the game, which took me a bit too much unlogged hours to create for what it’s worth. Each element “flies” onto the screen, title from the right, and buttons from the left. Movement is generated using lerp() for fluidity.
How in the world do people format these to look nice? Is it markdown? something . Can’t tell if that worked. Doesn’t show me in the writing box. Progress for the day includes creating the first “stage” or area of the game. It’s themed after a sidewalk, as you are currently broke and probably living on one. Central cavity will be able to display UI for certain mini-games/elements related to tasks such as buying or selling items. All the buttons have been reformatted, since they didn’t look that good the first time I made them. Clicking the buttons has more response now since it gets smaller upon button press. I wasted so much time re-doing pixel art.
Inventory Inventory system that displays all the items you currently possess. Upon clicking on one of the items in your possession, information on the item such as quality, value, and item name will be displayed. More information is planned to be available to the player, however that has not been developed yet. Unfortunately, the item icons for the inventory do not have the same smooth lerp scaling that I was able to use for the buttons, as texture buttons do not have a proper scale function. I could theoretically group a texture button with a sprite2D node, however the gridbox I’m using to organize all the items is unlikely to cooperate. All the item’s values are spaced out automatically so they have room and aren’t too close together. Each item has different information, and it’s only bestowed to them each time the inventory opens, since that is when the icons are generated. This forced me to do some weird signal connection logic in the scripts, but it worked out. ##Sprite Art Sprite art is overrated, and I want to stop doing it. All my hours are being spent drawing water bottles and pencils in krita, just to never be logged. I offloaded one of the sprite arts to my friend because they were bored, and he produced the hamburger sprite. Note that the hamburger sprite icon does NOT have the same colour as all of the other icons, because said friend is unable to use the colour picker tool for whatever reason. ##New Markdown Superpowers I learned how you format these, and I’m hoping it ends up looking good upon posting. I don’t really have a way of telling as of writing, however. ##Way too ambitions Me and associates started actually being interested in developing the game. In the near future, I plan to involve my associates as collaborators for the project, since we have a lot more planned than I originally thought. “Union Buster Tower Defense” might be a game feature that we actually consider making.
Timer Created a time variable to count in game time of day, and a time button/counter for the player to tell what time it is. I plan to have different minigames operate with separate loot-tables or success chances depending on what time of day it is. Pretty short devlog, but I’ll have to integrate this time variable into a LOT of different features that I don’t completely look forward to. New and improved markdown superpowers I think I’ve figured it out. Hopefully I no longer fumble all my markdown. But then again I still have no way of telling.
Social Interaction Studies show I am not fond of it, but I’m still programming all of that into my game. This is the beginning of the sell function, where you are able to sell off your goods to strangers on the street. Having it be named “Sell” is a bit misleading, since the general game mechanic is a bit more broad than that. When you approach a stranger, you will be able to initiate a sales pitch, beg, steal, fake an injury, and tons of more fun options for making money. I’m still thinking of what I want as minigames for all of those, as I’m not sure if there will be separate minigames for each one. Each action you perform will have differing chances of success depending on game performance and the person you approach. For example, shouting into a crowd that a kid just injured you and demanding payment from said kid will have a zero percent chance of success. As of now, it still needs polishing, and while I’ve gotten the big obvious bugs out of the way (nothing rendering, nothing rendering after I click another button and go back, nothing rendering once more), I’m sure more await me. Next devlog will likely be on polishing the UI for the sell window. Finally using that clock Depending on what time of day it is, you are likely to find more/less strangers. If it’s rush hour, more people will be on the street in comparison to at 1 AM. Sprite art strikes back Everything was fine when I was drawing water bottles or whatever, but people are too much. In the meantime, I’ve substituted the human appearance with a sprite that in no way alludes to my mental state at the time of drawing. As soon as my friend who can actually draw is freed from the shackles of crunching at the end of school, I am selling their soul to the sprite art directory. Don’t tell them I said that.
Crushed buble emoji. Knowledgeable thoughts cannot describe my disappointment.
Action Screen and the Power of Friendship For actual game development, the main progress made was continuing to develop the action screen. After you approach a stranger, you can now see their sprite art in a zoomed in fashion, and click on some actions. As you can see in the video, after the first part where I flex my new sprite art, clicking on an action gives a description of what it will do, and clicking the take action button to confirm that has the terminal display some fun text before the mini-game starts. I don’t believe I ran into too much bugs while developing this, and I haven’t gotten to the actually much harder part, which are the actual mini-games. I solved that previously devlogged bug with like five lines of code it was so infuriatingly easy. New Sprites You may be asking, “idi0cy, I saw your water bottle sprites, and I find myself confounded as to how you have managed to improve so much in your art.” Your suspicions are correct. I’m not making that art, my friend Ratseer is, because I got them on the project. They probably won’t code a lot for now since they still need to decipher the horrendous logic I used in the making of this game. It is very strange knowing that there is likely nobody actually reading this except for said friend, and now the acknowledgement of said fact might have just made it more awkward.
Sell me this pen I finished the minigame for selling/haggling your items away. My markdown formatting is going to downgrade because I’m honestly not that motivated this feature took way too long to program, and i’m not very energetic right now. A couple things. After you talk to the person, you select which item you want to sell, and then sell it. There are dialogue options, and the safer ones like recommend make the minigame easier but you make less progress towards convincing them each time you succeed in clicking the button, but the riskier options like fearmonger are high reward types. After that, you can give a highball or lowball offer on a scale. The game calculates your chances of succeeded by combining pure randomness, your progress towards convincing them, and how much you priced your item in comparison to it’s actual value. Ignore the system text that says “five tries remaining”, that is vestigial and I forgot to remove it after redoing the whole minigame design. I can’t believe I spent 8 hours on this, and it isn’t even polished. Cool New Art Yes, as you can see, my friend is an absolute lifesaver when it comes to me trying to not lose my soul to krita. Lots of great sprite art here that makes the game look much better. I’ll have to clarify some text elements to make them more legible but it should be fine for now. Circle of ignorance If knowledge was a circle of light in a dark 2D plane, ignorance would be the darkness. We only reveal how much of it we find ourselves in by seeing the circumference of our small circle of knowledge. The more knowledge we obtain, the more unknown we must face. I’ve become bluntly aware of my own little ignorance circle. I’ve only done one of the five actions, and it’s unpolished, and it took me 8 hours, and the money isn’t even tracked because the ledger hasn’t been programmed yet, and I can only feel the great abyss devouring my spirit slightly more by the day. Watch the attached video to see how it works. I know, it isn’t that visually appealing, and I’ll probably spam lerp functions again to make it look smoother, but IT IS WHAT IT IS.
Polishing 0 Couple of polishing points that I put into the game to freshen things up and solve all the bugs that haggling made. Items are removed from inventory after selling, strangers walk away after you fail a sell attempt with them, and I fixed an integer division error that led to fearmongering being physically impossible to complete when you select it as a minigame. While I was working on the sell items minigame, my friend Ratseer has been working on the ledger which tracks all the finances. I’m too lazy to link him, but you should check it out over at his profile, if he devlogged it. I’ll put a video of it working here, but that’s just because I don’t think I can post this without a media element.
Beg The beg minigame has been completed, meaning you can now get on your knees and start praying for money. I also did some polishing work, but I have absolutely no recollection of that. Frontotemporal dementia is simply a wonder, isn’t it? \ I’m also trying some new mark down. Let’s see if my paragraphs space properly. \ When you beg to someone, you get “dialogue options”. The options are based off the three methods of persuasion, Ethos, Logos, and Pathos. Pathos is appealing to human emotions like empathy, logos is using logic, and ethos is using authority to prove an argument. Each stranger will have a different reception to the persuasion types, based off data values stored in the code. \ You have 8 chances to beg. I think. I might have changed the value. Again, frontotemporal dementia. \ Everything is ledger compatible. If you get less than 25 progress somehow, which I might change to make it more difficult, you are rejected and cannot approach the stranger again (until strangers refresh). The more you use one strategy of persuasion, the less effective it gets. I plan to make this effect more pronounced when balancing. \ That’s it. Please let this markdown formatting succeed.
Nothing is working I’m trying out on making the fake injury option, and it is not working as intended. It’s supposed to have a rhythm based minigame, sort of like friday night funkin even though i’ve never played that before, but it clearly isn’t working. \ All the icons are sideways, there are too much notes, and for the longest time none of them would scale correctly because I forgot to assign the new scale to the scale property. \ Markdown, again Okay I think I got it this time. If I just leave the backslashes alone…
Blackmail and a Broken Clavicle You can now fake an injury, and demand blackmail to keep quiet about it and not make a fuss. In the true spirit of Reigen Arataka, you can pretend your clavicle is broken too. All of you should watch mob psycho. The recording attached better be the right one. . I’m still doing the backslashes. I’ve given up. I might try new formatting another day, but I’m tired. . Alright, so the minigame for faking an injury is pretty simple, its an fnf like rhythm game that is so unbalanced it’s insane. You are deducted points for pushing any button, and are given points for if you hit a note. You will be able to tell if you hit a note because it will expand like a balloon and fade away like my employment opportunities. You are given more points if the note is closer to the filling the center cavity of the button. . The point of this is to reward actually hitting them on time, and not just spamming. Missing notes deducts points. Severity of injury being faked determines game difficulty. Minigame performance has certain weight on how successful you are in getting money. If you perform in a negative fashion, it’s over. After blackmailing a stranger (successful or not), they will never talk to you again (kinda). They are removed from your current roster of strangers, but they might come back when reroll happens since we only have so much stranger types so far. . This thing is so heinously unbalanced, it’s insane. All the values need to be tweaked, and I haven’t done enough playtesting to know if it is fair or not. I’m hoping tweaking the values will be easy, but it might be hard to polish. That’s for another day. . Update on friendship My friend is working on actually interesting randomized dialogue, so that should be something to look forward to. Check out Ratseer’s stuff.
I’m Bad at Coding Recently, I’ve been trying to code a typing minigame where you do a type test to increase your chances of success. This is for the con action of Celestial Capitalist, where you just scam people. A couple of revelations have been made while I’ve been working on this, the first of which is that I’m bad at coding. As you can hopefully observe in the game, it’s supposed to be structured after a typing test like monkeytype. Each time you get it right, it highlights white. When you get a word wrong, it highlights it red. When you get it wrong on a space, a new letter is appended where you got it wrong. The most basic elements of this are working, such as getting the text correct and getting the normal non-space error text working. You know what’s not working? The other parts. Each time I try to do the error after a space, it bugs out because the backspace option doesn’t go well with it. When a word only autowraps after it’s completed, such as when I type “because” in the video, it only goes to where it should be after it’s done, which looks ugly. The indexing is wrong, little things work, and you can all see it in the video. I think I’ve also made some of the most inefficient code ever designed. I’ll keep toiling away at the minigame, and then toil away some more to actually integrate it into the minigame. These bugs will drive me to insanity. Well Well Well Would you look at that? They added a preview section. Where you can preview all of your markdown formatting. Y’know when that could have been useful? I sure do wonder. Markdown formatting is now my enemy.
Con Minigame Completed It’s been nine days, and I’ve worked on one minigame for 12 hours. The typing based minigame for conning strangers is now complete! When you con someone, you choose how you want to con them, for example a fake business opportunity, magical exorcism, or maybe even an unwinnable game to bet money on. You then type out a randomly picked prompt that was premade, and you are scored on your speed and accuracy. This determines how likely you are to succeed. You can also decide how much stakes you want to give the con, so that’s something. When you get something wrong, it highlights what was supposed to be typed red, unless you got it wrong on a space, in which it puts in what character you typed in red highlight where you typed it.. I won’t lie, it’s a bit unpolished. There are some weird text wrapping bugs that are unpleasant to look at, but it should be fine for the most part. This kinda took way too long, but whatever. We take what we can get. Meanwhile, at the Legion of Doom… My associate who is also working on this project, @Ratseer has gotten strangers new sprites, names, and all that, along with a brand new scavenging system which I recommend you check out on all his devlogs. Formatting still sucks The preview function is great, thank you Stardance team. But still, now the ctrl Z shortcut is wonky, it’s harder to put in more line breaks when pressing the enter key, and also I tried uploading this earlier with the video and it said the video size was too large, and deleted the entire devlog, so now I’m writing this again. Features for thought. Celestial Capitalist Thank you for checking in with Celestial Capitalist, developed by @idi0cy and @Ratseer .
Steal Function In Progress Of course, there needs to be an option to rob people. Hence, stealing. I’ve programmed the stealth minigame into the stealing function of the game, and it works perfectly fine. The strength one, well not so much. Going to have to give a bit more of a wait on that one. Heavily inspired by Stardew Valley’s fishing minigame. I have to log these hours before I reach ten, because I just found out that stardance does NOT do overtime pay. Celestial Capitalist Greedily developed by @idi0cy and @Ratseer .
Quota Function Completed I’ve been on just a bit of a hiatus. The steal function has been fully completed, with a strength minigame based off both aim training and also timing. Also, I have a functioning quota system. You have certain tasks to complete before moving on to the next “level”, which definitely won’t be programmed very soon at the exponentially decaying rate that I’m moving at. I’m going to start looking at returning to daily contribution, all for those ikea sharks. You can focus the progress bar on certain tasks to complete, such as the cash requirement which is the only one right now. It fills in automatically, and has a nice texture. See the video for how it works. Thank you for viewing celestial capitalist, its not abandoned quite yet. Debatably developed by @idi0cy and @Ratseer .
Skill Point System Completed I’m back, with more consistent developing time. The skills system has been completed, and its relatively simple which is actually a nice break. Typing minigame nearly killed me. You have certain attributes that you can divest your skill points into. A lot of these are the typical DnD stats, but some of them are different. Every three minutes you gain a skill point, which might be changed for balancing. Every time you complete a minigame from the get money section, you have the chance to get a skill point. Certain skills help with certain minigames, and the more you have the more positive modifiers you get for that minigame. This is all pretty intuitive. There are some parts not yet filled out, since I don’t know at all how the scavenge code works because my friend made that and not me. Celestial Capitalist Inconsistently developed by @idi0cy and @Ratseer .
Title Screen Functionality For the longest time, the title screen has been completely non-functional. That ends today, when I do some actually easy coding and give functionality* to all of the buttons I put onto the title screen. Start game initiates a loading popup before loading the next scene. Credits gives the same text each time, with the exception of the green highlighted text, which chooses a random adjective each time the credits button is pressed. The settings are a lie. Celestial Capitalist var wordBank = ["debatably", "demonstrably", "woefully"] var msg = str(wordBank[randi_range(0, len(wordBank) - 1]) + " developed by @idi0cy and @Ratseer" print(msg)
Random Events It’s another day where I’ve actually done some coding work, and I completed the random events function of this game. Every 180 seconds a randomly selected random event occurs, and a popup shows up telling you what happened. Get robbed, find money on the floor, get robbed again, anything could happen. Each event has a different “weight” to it, which determines how likely it is to happen. In this recording, I changed the weight of losing an item to 2000, giving it a practically guaranteed chance of being picked. Event log will probably be removed, since it isn’t actually useful. Celestial Capitalist Legally developed by @Ratseer and @idi0cy .
Title Screen and a Heftier Quota I did a couple things, starting with an upgrade to the title screen system. Now, you can read a bit about your role in this game before you’re thrown into the deep end. I wrote up a quick explanation, but it might get changed in the future based on vibes. The other big change is that I added more quota requirements. Instead of just making 500 bucks, you gotta do some more work like sell items, or gain skill points. There are three right now, and I plan to keep it that way. Bug Fixes Since CC is about ready to ship any time now, we’re doing some final bug patches and implementations to the game. I fixed a counting error on the fake injury game mode, as well as a bad gameplay mechanic in the sell minigame that caused targets to spawn on top of each other. Celestial Capitalist Treacherously developed by @Ratseer and @idi0cy
Polishing and Suffering Celestial capitalist is nearing it’s completion, so over the past week or so I’ve just been polishing everything. Fixing bugs, balancing minigames, and small changes that make the game less buggy. My friend @Ratseer has been working on a couple of these mechanics, including revamping a goofy tutorial blob I wrote. Sound Effects A big change to note was the sound effects, and this is where the suffering comes in. I had to make a global script with a button signal that each button would send, which would cause a sound to play. After a big of debugging, I hooked up pressing a button to the signal, and it worked. Almost. The signal was sending, and it was telling the AudioStreamPlayer to play the sound, but for some reason it wasn’t. We testing using an input to play the sound, and that worked perfectly fine. I tried using another proxy function for no reason, and it didn’t work either. We even tried having both the input and the signal change the same variable to true, where the sound would play then it set to false again. This didn’t work. To this day, I’m not sure why nothing worked, and I’m not sure I’ll ever find out. But it was fine, since we eventually just made a new global script and for some reason everything worked totally normally after that. The image attached below depicts the setup we used for this coding conundrum. Celestial Capitalist Shrewdly developed by @Ratseer and @idi0cy .
Finished The first stage, and therefor the shipped version of Celestial Capitalist (all rights reserved) is completed! I just spent over four hours in a voice call with @Ratseer patching all the bugs and balancing all the minigames. Audio settings work, but only on the editor version. The only forum post we found with a possible answer just told us they fixed but don’t know how, so our questions were not answered. Minigames were balanced, the sort. Very, very stupid code was fixed (more than I remember writing). More importantly, they sell soy sauce by the buckets and they also have deluxe versions worth hundreds of dollars. This fact was found out after I realized we priced soy sauce at $45. All the items were subsequently revalued. Celestial Capitalist Finally (but not fully) developed by @Ratseer and @idi0cy . Thank you for your patience.
Ships:
Celestial Capitalist is a simulation game where the player simultaneously builds and ascends the corporate ladder from the bottom of the street to the self-built throne at the top of the cosmos. Beg your way from homelessness, run a lemonade stand, scam grandmas on the internet, start a cult, play union-buster tower defence, and generally just have a grand stupid time while the world slowly bends to your will. Coding is mighty stupid, and I had a lot of trouble patching all of the many bugs. With all that out of the way, I hope you enjoy Celestial Capitalist!...
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1793674288.1857824
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1793760688.1857824
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64384
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My very own WebOS by @sundayonsaturday | Stardance
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sundayonsaturday
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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: My very own WebOS by @sundayonsaturday | St Title: My very own WebOS by @sundayonsaturday | Stardance...
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1793674289.43332
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1794279089.43332
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23040
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rhythm crossing by @alyah | Stardance
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alyah
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1
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7.63
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T22:10:22Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Rhythm Crossing, an adaptation of the VR and XBox game Beat Sabers. It currently only runs locally, so check out the latest release at https://github.com/lyri3aly/rhythm-crossing/releases/tag/v.1 . It runs by connecting a phone (as the console) to a laptop and utilizing its IMU sensors. This was my first time working with concepts such as using the browser’s DeviceMotionEvent / DeviceOrientationEvent APIs, so everything was very new to me. After a lot trial and error and prayers, the game finally works properly without any (known) bugs and I’m very proud of how it turned out!", "repo": "https://github.com/lyri3aly/rhythm-crossing", "demo": "https://rhythm-crossing.dino.icu/"}]...
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[{"post_id": 83278, "ts": "202 [{"post_id": 83278, "ts": "2026-10-27T16:26:12Z", "hours": 0.3108, "text": "finally deployed via nest! this took so long and I had to apply to both nest and dino.icu, but it finally works at: https://rhythm-crossing.dino.icu . TO THOSE TRYING OUT MY GAME: YOU MUST JAB YOUR PHONE FORWARD, NOT JUST TILT TO SWITCH LANES."}, {"post_id": 70932, "ts": "2026-09-20T02:07:33Z", "hours": 0.3236, "text": "update: SOOO STARDANCE HATES ME AND RENDER ISN’T ALLOWED EITHER. WILL BE MOVING TO HACK CLUB NEST.. apparently ships require a web-access link, so I’ve FINALLY made the game available on the web. it is deployed through render (my first time using it and it’s on a free plan so I’m not sure how well it will work). to those rating my project: please ignore the info on my ship about releases and use the following link insetad! if it doesn’t work uhh… that’s not supposed to happen… https://rhythm-crossing.onrender.com/ also ignore the laginess at the start of the gameplay in my attached video, the screen recorder was bugging it out but it returns back to the actual resolution in a few seconds!"}, {"post_id": 70865, "ts": "2026-09-19T21:50:44Z", "hours": 6.6031, "text": "for some reason, I recall devlogging things by nothing is showing? guys I might just be schizo… anyway, I made rhythm crossing! this was a project I made with my friends, personally spening 6 hours on! it’s meant to be a replication of beat saber, the vr game where you slice blocks coming towards you in time to the beat. the ui is inspired by animal crossing :)"}]...
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Title: rhythm crossing by @alyah | Stardance
Devl Title: rhythm crossing by @alyah | Stardance
Devlogs:
for some reason, I recall devlogging things by nothing is showing? guys I might just be schizo… anyway, I made rhythm crossing! this was a project I made with my friends, personally spening 6 hours on! it’s meant to be a replication of beat saber, the vr game where you slice blocks coming towards you in time to the beat. the ui is inspired by animal crossing :)
update: SOOO STARDANCE HATES ME AND RENDER ISN’T ALLOWED EITHER. WILL BE MOVING TO HACK CLUB NEST.. apparently ships require a web-access link, so I’ve FINALLY made the game available on the web. it is deployed through render (my first time using it and it’s on a free plan so I’m not sure how well it will work). to those rating my project: please ignore the info on my ship about releases and use the following link insetad! if it doesn’t work uhh… that’s not supposed to happen… https://rhythm-crossing.onrender.com/ also ignore the laginess at the start of the gameplay in my attached video, the screen recorder was bugging it out but it returns back to the actual resolution in a few seconds!
finally deployed via nest! this took so long and I had to apply to both nest and dino.icu, but it finally works at: https://rhythm-crossing.dino.icu . TO THOSE TRYING OUT MY GAME: YOU MUST JAB YOUR PHONE FORWARD, NOT JUST TILT TO SWITCH LANES.
Ships:
I made Rhythm Crossing, an adaptation of the VR and XBox game Beat Sabers. It currently only runs locally, so check out the latest release at https://github.com/lyri3aly/rhythm-crossing/releases/tag/v.1 . It runs by connecting a phone (as the console) to a laptop and utilizing its IMU sensors. This was my first time working with concepts such as using the browser’s DeviceMotionEvent / DeviceOrientationEvent APIs, so everything was very new to me. After a lot trial and error and prayers, the game finally works properly without any (known) bugs and I’m very proud of how it turned out!...
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1793674290.327296
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1793760690.327296
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700
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Void Strike by @JudeW | Stardance
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JudeW
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1
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103.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T15:27:38Z", "hours": 103.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi! The project I’ve been working on is called Void Strike. It’s a space shooter game in which the player controls a spaceship and must survive hordes of enemy waves. The reason why I chose to create this game is that I thought it would be easy. Since I’ve never really used Godot, I thought I should start simple. By the end of working on it, I can confidently say that I’ve learned at least the basics of the engine. That’s all anyway. Have Fun! Also, last night when I was trying to add it to Itch.io, I accidentally overwrote LITERALLY ALL of my files and everything, so the only thing I have left is the HTML export, and the entire project on my Godot account is just gone, and I can’t recover it, so if there is anything a little buggy, that’s probably why. And I can’t do anything about it, sorry. I just decided to ship it as it currently is instead of not shipping it at all, since I’ve already spent too much of my time on this. Once more, I’m sorry.", "repo": "https://github.com/judeweibley-cell/Void-Strike", "demo": "https://ludew.itch.io/void-strike"}]...
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[{"post_id": 73757, "ts": "202 [{"post_id": 73757, "ts": "2026-09-25T21:24:54Z", "hours": 2.5992, "text": "Finally finished the game!!! Just posting a quick devlog before shipping. I added satellites and space junk that can fly in from the right side of your screen, which adds an extra obstacle. The only hard part about it was figuring out some physics equations with Newton’s Law of Universal Gravitation. After that, it was finished. Here’s my code if you want to look at it(GDScript): extends Node2D var item = 0 var active_node: Node2D = null var velocity := Vector2.ZERO var rotation_speed := 0.0 var spawning_enabled := true const MIN_SPAWN_TIME = 10.0 const MAX_SPAWN_TIME = 15.0 const PLANET_POSITION = Vector2(300, 1500) const GRAVITY_STRENGTH = 450000.0 @onready var timer = $Timer @onready var small_satellite = $“Small satelltite” @onready var large_satellite = $“Large satellite” @onready var scrap = $Scrap func _ready() -> void: randomize_next_spawn_time() func _process(delta: float) -> void: if active_node and active_node.visible: var vector_to_planet = PLANET_POSITION - active_node.global_position var distance = vector_to_planet.length() var direction = vector_to_planet.normalized() var gravity_force = direction * (GRAVITY_STRENGTH / (distance * distance)) velocity += gravity_force * delta active_node.global_position += velocity * delta active_node.rotation += rotation_speed * delta if active_node.global_position.x < -150: disable_active_node() func _on_timer_timeout() -> void: randomize_next_spawn_time() if not spawning_enabled: return item = randi_range(1, 3) if item == 1: pick_small() elif item == 2: pick_large() else: pick_scrap() func randomize_next_spawn_time() -> void: if timer: timer.wait_time = randf_range(MIN_SPAWN_TIME, MAX_SPAWN_TIME) timer.start() func reset_and_launch(node: Node2D): disable_active_node() small_satellite.hide() large_satellite.hide() scrap.hide() node.show() node.global_position = Vector2(600, randi_range(0, 960)) velocity = Vector2(-150, -45) rotation_speed = randf_range(-1.5, 1.5) if node.has_method(\"set_deferred\"): node.set_deferred(\"monitoring\", true) node.set_deferred(\"monitorable\", true) active_node = node func disable_active_node(): if active_node: active_node.hide() if active_node.has_method(“set_deferred”): active_node.set_deferred(“monitoring”, false) active_node.set_deferred(“monitorable”, false) func stop_spawning() -> void: spawning_enabled = false timer.stop() func start_spawning() -> void: spawning_enabled = true randomize_next_spawn_time() func pick_small(): reset_and_launch(small_satellite) func pick_large(): reset_and_launch(large_satellite) func pick_scrap(): reset_and_launch(scrap) func _on_scrap_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node() func _on_large_satellite_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node() func _on_small_satelltite_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node()"}, {"post_id": 73337, "ts": "2026-09-24T22:14:34Z", "hours": 10.0881, "text": "Lately I’ve just been polishing the game. Nothing super interesting. I fixed the keybindings because when you selected a key with a long name like RightBracket, the label would expand into the button and overlap. I just made a better layout for it and made it so the text would be aligned on the right side, making it expand to the left instead. Then I worked on cleaning up some of my code since I’m planning on shipping tomorrow. Then I added a TON of polish to the main menu. I added a little rotating tip at the bottom and displayed your high score and highest wave at the top of the menu, which was easy enough. I still want to log at least two more hours, so if anyone has ideas, please let me know, because I’m out of ideas. Also, in the pictures, if the text looks sideways, it’s because I rotated it as a little animation. I think the current total for lines of code is 3005, if you’re interested, btw."}, {"post_id": 67665, "ts": "2026-09-13T20:25:53Z", "hours": 5.2769, "text": "I’ve just been working on adding some finishing touches lately, most of which include working with the new log feature. Inside of it I have three different tabs Enemies which is just a list of all of the different enemies and their stats like hp and speed. The second one is for achievements. I have ten so far, which include: First Orbit, earned by playing for 15 mins. Deep Space Transit for 30 minutes, and Time Flies for an hour. Atmosphere Cleared for getting to wave 5. Flight Lieutenant for wave 15. Squadron Leader for wave 30, and Cosmic Anomaly for 50. Just Getting Warm for killing a thousand enemies. Determined I for dying 50 times and Determined II for dying 100 times. I also added some progress bars to visually show your progress towards the achievements. For the stats menu, all I changed was adding a darker panel behind all the stats to add some detail; other than that, that’s all I did. Also, the scrolling menus were almost my downfall."}, {"post_id": 66787, "ts": "2026-09-12T17:48:29Z", "hours": 3.1139, "text": "This morning, I’ve been working on adding a statistics menu to the menu, which keeps track of stuff like your highest wave or how many power-ups you’ve bought. All of the things are saved after closing the window, so not much has been added, but it’s something."}, {"post_id": 66317, "ts": "2026-09-12T02:32:23Z", "hours": 6.9156, "text": "Fairly large update!!! Over the past few days, I’ve been working and have gotten quite a lot done. Recent changes include A new bomber enemy who appears on wave 15, dropping bombs as it passes through. Bombs have 3 seconds before exploding and deal the standard 1 HP. Then I polished the menu so that instead of having ugly buttons down at the bottom of the screen, I now have large transparent buttons right in the middle of the screen. I also made the buttons feel really juicy, changing color and playing a short clicking sound when hovered over with the mouse. I changed up the settings panel by adding some darker panels for detail and organization. Instead of the set WASD and arrow keys, I now have key binding as an option. I don’t know what other controls players would use, but just in case, and it also makes the game feel more polished. I think right now I plan on adding a stats page in the menu next that can showcase stuff like your highest wave, how many attempts, and enemies killed. But I think I’m going to save that for tomorrow. So for now, I’ll see you in the next devlog. :)"}, {"post_id": 62492, "ts": "2026-09-05T21:34:48Z", "hours": 9.9294, "text": "🎉🎉Major Update🎉🎉 After a little bit of playtesting, I came to the conclusion that the game needed to be much harder because it came up as a problem more often than not. I was already planning to add a few more enemy types, so it didn’t really matter. New Enemy Types 1) A horde of diver enemies 2) A large tank enemy that has double shots 3) A Suicider enemy which pathfinds to the player 4) An asteroid field that can spawn I also plan on adding a bomber enemy with explosions, and a flame thrower enemy which will deal more damage the longer you are in the flames and will burn your fuel. But because I was so close to the 10-hour limit, I have to make a devlog before continuing on it. I also decreased the wavelength from 30 seconds to just 20 because it made for a much faster-paced game and was easier on the player. In the future, I plan on adding a keybind option to the settings, which might take a while to figure out, bosses, which probably won’t happen, and a ton more polish to the menu because it looks terrible."}, {"post_id": 57756, "ts": "2026-08-30T01:10:30Z", "hours": 0.6822, "text": "Small Update: I just added a notes and acknowledgements page to replace the old broken leaderboard page. It just includes some writing and a link to my new Discord Page. If you want to join early to the launch, here’s the link: https://discord.gg/ccgyRZArYm"}, {"post_id": 57724, "ts": "2026-08-29T23:55:41Z", "hours": 8.8753, "text": "🎉🎉MAJOR UPDATE🎉🎉: For the past few days I’ve been working on a few updates, which include finishing and balancing the new Super Nova feature. When you max out all 3 power-up upgrades, it allows you to super charge. One of them includes Double Shot, 2x score on top of 2x score, and buffs for a short amount of time after your shield breaks. I made waves infinitely and made them progressively harder with each passing wave. I added a slight amount of polish to the menu where a little click sound plays when you toggle settings or press a button. I realized that when the player got hit it wasn’t very noticeable since it played the same sound as when an enemy got hit, so I added screen shake which was something I wanted to add for a while but procrastinated it because the way I made my scrolling background with a Parallax background that had a Parallax layer and sprite 2D as a child so when I added the camera 2D node it stopped the background from scrolling so I had to delete all of that and update it with the newer method. But after an hour or so, I got it looking clean and was happy with it, so now when the player takes damage, there is a very noticeable shake to the screen, which helps indicate that you got hit. I also added this to the enemy, but you have to build up a fairly large consecutive hit counter to really notice it. I did start to work on a new tank enemy since all of the existing ones are relatively weak, so this one will have 5 HP, which is half of an asteroid, and will shoot double-shot bullets, which will be punishing if the player gets hit by it. Speaking of HP, instead of healing the player’s hearts back to their maximum amount despite the current amount, it now only heals you by one heart. Now normally, I would have a video to showcase all of these new features, but my thing is weird and will only take images, not videos, so sorry if it’s missing, like all of the updates."}, {"post_id": 48557, "ts": "2026-08-17T00:20:01Z", "hours": 10.9817, "text": "Major Update: Over the past few days, I’ve added a lot of features that will have a significant impact on the game. The first of which is a new shop where the player can purchase upgrades, including a +5% speed increase (limit of 25%), a +5% fire rate upgrade (limit of 25%), and, lastly, a refuel upgrade, which will refill 5% for the cost of 1 coin. The player now has 3 lives instead of just 1, which will allow the player to progress through the game more. In the shop the player can upgrade the amount of lives they have(max of 5). After each wave their health returns to it’s maximum, but fuel will remain the same. In the power-ups tab, the player can increase the duration of each power-up by a maximum of 5 seconds. Once the player maxes out all 3 power-ups, they will unlock a feature called Super Nova were they can select one of the three power-ups to gain a new feature that will help the player survive new waves. Speaking of waves, the next change includes breaking up the game into multiple waves. This change allows the player to get a break between waves to upgrade their ship in the shop. This also makes the player feel like they are progressing through the game more."}, {"post_id": 45996, "ts": "2026-08-12T20:45:30Z", "hours": 5.9294, "text": "Large Update: Last night and this morning, I’ve been working on some new features, including a new fuel tank that slowly depletes, and the only way to refill it is by collecting fuel canisters. This change also allows the player to hold down Shift to get a 50% speed increase, but the fuel tank goes down twice as fast. I also added a new fire particle effect that follows the player, making the game feel much livelier. Coins are also a new feature that have a 10% drop rate on the death of an enemy. Right now, coins do nothing, but in the future I have plans to add a shop/upgrade feature. The player now has three lives instead of one; this makes the game feel more forgiving, but when you lose a heart, your fuel tank decreases by 20%, making fuel a much bigger problem than before. When your fuel tank hits 0, the game is over regardless of how many hearts the player has."}, {"post_id": 45420, "ts": "2026-08-11T21:06:05Z", "hours": 2.1111, "text": "Today’s changes include adding a new power-up, which is a shield that protects the player from one hit for 10 seconds. There is a shield Icon which follows the player around, acting as a visual indicator for the power-up. I also made the player movement much smoother by making the player accelerate in a direction instead of moving at a flat rate, which makes the game overall feel much more “alive”."}, {"post_id": 44986, "ts": "2026-08-11T03:37:37Z", "hours": 9.8844, "text": "Major update: as you can tell from me logging in more than 9 hours, I made a lot of changes, which include two new enemies because I realized as long as you don’t actively try to die, you can live forever, so we have two new enemies, both of which fire bullets at the player, so you have something that poses a threat unlike the old enemies. One is quick, has a fast firing speed, and is small, but only has 1 hp. It also provides more points than its much slower partner, who has 2 hp, a slower firing rate, and a bigger hitbox. I also added two power-ups, randomly selected from the two as collectable items: the first doubles your shoot cooldown for 5 seconds, and the second doubles your score income for 15 seconds. When you collect a power-up, a bar appears at the bottom of your screen, showing how much time remains on your power-up. That’s all that I did for this week, and more features are on their way. Thanks! p.s. I can’t add a video containing the update because my thing is weird and only lets me upload images to Stardance. Sorry about the inconvenience😭"}, {"post_id": 41458, "ts": "2026-08-05T17:55:55Z", "hours": 3.8344, "text": "These past few days, I worked on adding polish, bug fixes, and a new load screen. The load screen GUI is just a placeholder until I can polish it off. I might have to scrap an online leaderboard because I’m new to Godot and know very little GD script, so I can’t use SilentWolf. I’ve been working on implementing Talo, but I can’t find any tutorials, and Google can’t help me with it. Unless I can get it working I don’t think I can add an online leader board."}, {"post_id": 38325, "ts": "2026-07-31T17:27:19Z", "hours": 1.1819, "text": "I need help. I did finally fix the one bug that stopped enemies from spawning, but my next goal was to make a leaderboard, so I set up all of the UI for it, and when I realized I had no idea what I was doing, I ultimately looked up a YouTube tutorial. I didn’t realize that I needed to use a plugin to create an online server for my game. And when I tried to download Silent Wolf, it wouldn’t let me because I was still using version 4.4, and I didn’t want to update it in case it broke my game. So do I scrap leaderboards, or is there some other way?"}, {"post_id": 38211, "ts": "2026-07-31T14:41:42Z", "hours": 5.3556, "text": "Lately I’ve been working on adding a settings feature that includes options for music, sound effects, and a reset data button. While working on this feature, I managed to break my entire game, so fingers crossed I can fix it. I plan on adding an online leaderboard (If I can fix the game)."}, {"post_id": 35191, "ts": "2026-07-26T13:44:00Z", "hours": 4.8325, "text": "Void Strike is a space shooter-type game in which the player must test their skills by trying to survive for as long as possible while gaining points by killing enemies. Changelog: Added an asteroid, which is a new obstacle that has a lot of HP and permits the enemies to advance closer to the player. Bug fixes I haven’t posted a devlog because I’ve been on vacation so I’m very behind on my project."}, {"post_id": 3278, "ts": "2026-06-06T04:13:02Z", "hours": 6.4203, "text": "Void Strike is a space shooter-type game in which the player must test their skills by trying to survive for as long as possible while gaining points by killing enemies. I haven’t posted a Dev-log for a while, but I’ve added a lot of features in that time. Changelog Scrolling background and particle effects Sound effects On-screen score counter High-score Game over screen Player Balancing Difficulty increases over time My next steps will be to add a main menu, possibly a shop and a currency to buy player upgrades, and a competitive global scoreboard. P.S. I would take a video, but my internet keeps showing an error, so I’ve taken a photo instead. Believe me, I added what I said I did."}, {"post_id": 1829, "ts": "2026-06-04T01:27:56Z", "hours": 1.7686, "text": "Void Strike is a simple space shooter type game that I’m working on. I know it’s a little simple, but I’m inexperienced with Godot. Changelog You can hold down space to shoot 2 new enemies (1 fast, and 1 slow) Randomized enemy spawning"}, {"post_id": 1748, "ts": "2026-06-03T22:43:16Z", "hours": 2.7453, "text": "Void Strike, which is a space shooter I just started working on. It will be on the simpler side, because I’m new to using Godot. So far I have the player movement, and shooting working. I plan to add a lot more in the future."}]...
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Title: Void Strike by @JudeW | Stardance
Devlogs: Title: Void Strike by @JudeW | Stardance
Devlogs:
Void Strike, which is a space shooter I just started working on. It will be on the simpler side, because I’m new to using Godot. So far I have the player movement, and shooting working. I plan to add a lot more in the future.
Void Strike is a simple space shooter type game that I’m working on. I know it’s a little simple, but I’m inexperienced with Godot. Changelog You can hold down space to shoot 2 new enemies (1 fast, and 1 slow) Randomized enemy spawning
Void Strike is a space shooter-type game in which the player must test their skills by trying to survive for as long as possible while gaining points by killing enemies. I haven’t posted a Dev-log for a while, but I’ve added a lot of features in that time. Changelog Scrolling background and particle effects Sound effects On-screen score counter High-score Game over screen Player Balancing Difficulty increases over time My next steps will be to add a main menu, possibly a shop and a currency to buy player upgrades, and a competitive global scoreboard. P.S. I would take a video, but my internet keeps showing an error, so I’ve taken a photo instead. Believe me, I added what I said I did.
Void Strike is a space shooter-type game in which the player must test their skills by trying to survive for as long as possible while gaining points by killing enemies. Changelog: Added an asteroid, which is a new obstacle that has a lot of HP and permits the enemies to advance closer to the player. Bug fixes I haven’t posted a devlog because I’ve been on vacation so I’m very behind on my project.
Lately I’ve been working on adding a settings feature that includes options for music, sound effects, and a reset data button. While working on this feature, I managed to break my entire game, so fingers crossed I can fix it. I plan on adding an online leaderboard (If I can fix the game).
I need help. I did finally fix the one bug that stopped enemies from spawning, but my next goal was to make a leaderboard, so I set up all of the UI for it, and when I realized I had no idea what I was doing, I ultimately looked up a YouTube tutorial. I didn’t realize that I needed to use a plugin to create an online server for my game. And when I tried to download Silent Wolf, it wouldn’t let me because I was still using version 4.4, and I didn’t want to update it in case it broke my game. So do I scrap leaderboards, or is there some other way?
These past few days, I worked on adding polish, bug fixes, and a new load screen. The load screen GUI is just a placeholder until I can polish it off. I might have to scrap an online leaderboard because I’m new to Godot and know very little GD script, so I can’t use SilentWolf. I’ve been working on implementing Talo, but I can’t find any tutorials, and Google can’t help me with it. Unless I can get it working I don’t think I can add an online leader board.
Major update: as you can tell from me logging in more than 9 hours, I made a lot of changes, which include two new enemies because I realized as long as you don’t actively try to die, you can live forever, so we have two new enemies, both of which fire bullets at the player, so you have something that poses a threat unlike the old enemies. One is quick, has a fast firing speed, and is small, but only has 1 hp. It also provides more points than its much slower partner, who has 2 hp, a slower firing rate, and a bigger hitbox. I also added two power-ups, randomly selected from the two as collectable items: the first doubles your shoot cooldown for 5 seconds, and the second doubles your score income for 15 seconds. When you collect a power-up, a bar appears at the bottom of your screen, showing how much time remains on your power-up. That’s all that I did for this week, and more features are on their way. Thanks! p.s. I can’t add a video containing the update because my thing is weird and only lets me upload images to Stardance. Sorry about the inconvenience😭
Today’s changes include adding a new power-up, which is a shield that protects the player from one hit for 10 seconds. There is a shield Icon which follows the player around, acting as a visual indicator for the power-up. I also made the player movement much smoother by making the player accelerate in a direction instead of moving at a flat rate, which makes the game overall feel much more “alive”.
Large Update: Last night and this morning, I’ve been working on some new features, including a new fuel tank that slowly depletes, and the only way to refill it is by collecting fuel canisters. This change also allows the player to hold down Shift to get a 50% speed increase, but the fuel tank goes down twice as fast. I also added a new fire particle effect that follows the player, making the game feel much livelier. Coins are also a new feature that have a 10% drop rate on the death of an enemy. Right now, coins do nothing, but in the future I have plans to add a shop/upgrade feature. The player now has three lives instead of one; this makes the game feel more forgiving, but when you lose a heart, your fuel tank decreases by 20%, making fuel a much bigger problem than before. When your fuel tank hits 0, the game is over regardless of how many hearts the player has.
Major Update: Over the past few days, I’ve added a lot of features that will have a significant impact on the game. The first of which is a new shop where the player can purchase upgrades, including a +5% speed increase (limit of 25%), a +5% fire rate upgrade (limit of 25%), and, lastly, a refuel upgrade, which will refill 5% for the cost of 1 coin. The player now has 3 lives instead of just 1, which will allow the player to progress through the game more. In the shop the player can upgrade the amount of lives they have(max of 5). After each wave their health returns to it’s maximum, but fuel will remain the same. In the power-ups tab, the player can increase the duration of each power-up by a maximum of 5 seconds. Once the player maxes out all 3 power-ups, they will unlock a feature called Super Nova were they can select one of the three power-ups to gain a new feature that will help the player survive new waves. Speaking of waves, the next change includes breaking up the game into multiple waves. This change allows the player to get a break between waves to upgrade their ship in the shop. This also makes the player feel like they are progressing through the game more.
🎉🎉MAJOR UPDATE🎉🎉: For the past few days I’ve been working on a few updates, which include finishing and balancing the new Super Nova feature. When you max out all 3 power-up upgrades, it allows you to super charge. One of them includes Double Shot, 2x score on top of 2x score, and buffs for a short amount of time after your shield breaks. I made waves infinitely and made them progressively harder with each passing wave. I added a slight amount of polish to the menu where a little click sound plays when you toggle settings or press a button. I realized that when the player got hit it wasn’t very noticeable since it played the same sound as when an enemy got hit, so I added screen shake which was something I wanted to add for a while but procrastinated it because the way I made my scrolling background with a Parallax background that had a Parallax layer and sprite 2D as a child so when I added the camera 2D node it stopped the background from scrolling so I had to delete all of that and update it with the newer method. But after an hour or so, I got it looking clean and was happy with it, so now when the player takes damage, there is a very noticeable shake to the screen, which helps indicate that you got hit. I also added this to the enemy, but you have to build up a fairly large consecutive hit counter to really notice it. I did start to work on a new tank enemy since all of the existing ones are relatively weak, so this one will have 5 HP, which is half of an asteroid, and will shoot double-shot bullets, which will be punishing if the player gets hit by it. Speaking of HP, instead of healing the player’s hearts back to their maximum amount despite the current amount, it now only heals you by one heart. Now normally, I would have a video to showcase all of these new features, but my thing is weird and will only take images, not videos, so sorry if it’s missing, like all of the updates.
Small Update: I just added a notes and acknowledgements page to replace the old broken leaderboard page. It just includes some writing and a link to my new Discord Page. If you want to join early to the launch, here’s the link: https://discord.gg/ccgyRZArYm
🎉🎉Major Update🎉🎉 After a little bit of playtesting, I came to the conclusion that the game needed to be much harder because it came up as a problem more often than not. I was already planning to add a few more enemy types, so it didn’t really matter. New Enemy Types 1) A horde of diver enemies 2) A large tank enemy that has double shots 3) A Suicider enemy which pathfinds to the player 4) An asteroid field that can spawn I also plan on adding a bomber enemy with explosions, and a flame thrower enemy which will deal more damage the longer you are in the flames and will burn your fuel. But because I was so close to the 10-hour limit, I have to make a devlog before continuing on it. I also decreased the wavelength from 30 seconds to just 20 because it made for a much faster-paced game and was easier on the player. In the future, I plan on adding a keybind option to the settings, which might take a while to figure out, bosses, which probably won’t happen, and a ton more polish to the menu because it looks terrible.
Fairly large update!!! Over the past few days, I’ve been working and have gotten quite a lot done. Recent changes include A new bomber enemy who appears on wave 15, dropping bombs as it passes through. Bombs have 3 seconds before exploding and deal the standard 1 HP. Then I polished the menu so that instead of having ugly buttons down at the bottom of the screen, I now have large transparent buttons right in the middle of the screen. I also made the buttons feel really juicy, changing color and playing a short clicking sound when hovered over with the mouse. I changed up the settings panel by adding some darker panels for detail and organization. Instead of the set WASD and arrow keys, I now have key binding as an option. I don’t know what other controls players would use, but just in case, and it also makes the game feel more polished. I think right now I plan on adding a stats page in the menu next that can showcase stuff like your highest wave, how many attempts, and enemies killed. But I think I’m going to save that for tomorrow. So for now, I’ll see you in the next devlog. :)
This morning, I’ve been working on adding a statistics menu to the menu, which keeps track of stuff like your highest wave or how many power-ups you’ve bought. All of the things are saved after closing the window, so not much has been added, but it’s something.
I’ve just been working on adding some finishing touches lately, most of which include working with the new log feature. Inside of it I have three different tabs Enemies which is just a list of all of the different enemies and their stats like hp and speed. The second one is for achievements. I have ten so far, which include: First Orbit, earned by playing for 15 mins. Deep Space Transit for 30 minutes, and Time Flies for an hour. Atmosphere Cleared for getting to wave 5. Flight Lieutenant for wave 15. Squadron Leader for wave 30, and Cosmic Anomaly for 50. Just Getting Warm for killing a thousand enemies. Determined I for dying 50 times and Determined II for dying 100 times. I also added some progress bars to visually show your progress towards the achievements. For the stats menu, all I changed was adding a darker panel behind all the stats to add some detail; other than that, that’s all I did. Also, the scrolling menus were almost my downfall.
Lately I’ve just been polishing the game. Nothing super interesting. I fixed the keybindings because when you selected a key with a long name like RightBracket, the label would expand into the button and overlap. I just made a better layout for it and made it so the text would be aligned on the right side, making it expand to the left instead. Then I worked on cleaning up some of my code since I’m planning on shipping tomorrow. Then I added a TON of polish to the main menu. I added a little rotating tip at the bottom and displayed your high score and highest wave at the top of the menu, which was easy enough. I still want to log at least two more hours, so if anyone has ideas, please let me know, because I’m out of ideas. Also, in the pictures, if the text looks sideways, it’s because I rotated it as a little animation. I think the current total for lines of code is 3005, if you’re interested, btw.
Finally finished the game!!! Just posting a quick devlog before shipping. I added satellites and space junk that can fly in from the right side of your screen, which adds an extra obstacle. The only hard part about it was figuring out some physics equations with Newton’s Law of Universal Gravitation. After that, it was finished. Here’s my code if you want to look at it(GDScript): extends Node2D var item = 0 var active_node: Node2D = null var velocity := Vector2.ZERO var rotation_speed := 0.0 var spawning_enabled := true const MIN_SPAWN_TIME = 10.0 const MAX_SPAWN_TIME = 15.0 const PLANET_POSITION = Vector2(300, 1500) const GRAVITY_STRENGTH = 450000.0 @onready var timer = $Timer @onready var small_satellite = $“Small satelltite” @onready var large_satellite = $“Large satellite” @onready var scrap = $Scrap func _ready() -> void: randomize_next_spawn_time() func _process(delta: float) -> void: if active_node and active_node.visible: var vector_to_planet = PLANET_POSITION - active_node.global_position var distance = vector_to_planet.length() var direction = vector_to_planet.normalized() var gravity_force = direction * (GRAVITY_STRENGTH / (distance * distance)) velocity += gravity_force * delta active_node.global_position += velocity * delta active_node.rotation += rotation_speed * delta if active_node.global_position.x < -150: disable_active_node() func _on_timer_timeout() -> void: randomize_next_spawn_time() if not spawning_enabled: return item = randi_range(1, 3) if item == 1: pick_small() elif item == 2: pick_large() else: pick_scrap() func randomize_next_spawn_time() -> void: if timer: timer.wait_time = randf_range(MIN_SPAWN_TIME, MAX_SPAWN_TIME) timer.start() func reset_and_launch(node: Node2D): disable_active_node() small_satellite.hide() large_satellite.hide() scrap.hide() node.show() node.global_position = Vector2(600, randi_range(0, 960)) velocity = Vector2(-150, -45) rotation_speed = randf_range(-1.5, 1.5) if node.has_method("set_deferred"): node.set_deferred("monitoring", true) node.set_deferred("monitorable", true) active_node = node func disable_active_node(): if active_node: active_node.hide() if active_node.has_method(“set_deferred”): active_node.set_deferred(“monitoring”, false) active_node.set_deferred(“monitorable”, false) func stop_spawning() -> void: spawning_enabled = false timer.stop() func start_spawning() -> void: spawning_enabled = true randomize_next_spawn_time() func pick_small(): reset_and_launch(small_satellite) func pick_large(): reset_and_launch(large_satellite) func pick_scrap(): reset_and_launch(scrap) func _on_scrap_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node() func _on_large_satellite_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node() func _on_small_satelltite_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node()
Ships:
Hi! The project I’ve been working on is called Void Strike. It’s a space shooter game in which the player controls a spaceship and must survive hordes of enemy waves. The reason why I chose to create this game is that I thought it would be easy. Since I’ve never really used Godot, I thought I should start simple. By the end of working on it, I can confidently say that I’ve learned at least the basics of the engine. That’s all anyway. Have Fun! Also, last night when I was trying to add it to Itch.io, I accidentally overwrote LITERALLY ALL of my files and everything, so the only thing I have left is the HTML export, and the entire project on my Godot account is just gone, and I can’t recover it, so if there is anything a little buggy, that’s probably why. And I can’t do anything about it, sorry. I just decided to ship it as it currently is instead of not shipping it at all, since I’ve already spent too much of my time on this. Once more, I’m sorry....
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1793674291.5008924
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1793760691.5008924
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64386
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BLARE by @kangx | Stardance
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kangx
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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: BLARE by @kangx | Stardance
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1793674292.6917467
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1794279092.6917467
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52434
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Chatbot by @aliraza | Stardance
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aliraza
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1
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37.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T06:51:46Z", "hours": 37.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Sylqora AI, a study companion that helps students understand topics, practice with quizzes and flashcards and ask question about study material. The PDFs gave me PTSD especially scanned PDFs that needed OCR. Getting AI responses to stream also was a lot of debugging. In the end I did manage to turn idea into working app with advanced AI features like PDF uploads, OCR, quizzes, flashcards, streaming messages and chat history. Try asking Sylqora a study question, then try Explain mode, Flashcards, Quiz mode. You can also upload PDF and ask about it but length should be 3 pages and less", "repo": "https://github.com/aliraza-glitch/Sylqora.AI", "demo": "https://sylqora-2tjpakhfw-aliraza-glitch.vercel.app/"}]...
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[{"post_id": 76376, "ts": "202 [{"post_id": 76376, "ts": "2026-10-03T10:37:26Z", "hours": 0.9631, "text": "OK so I improved the main chattin page. It looked plain before but now mwah. I added a subtle purple glow behing the welcome text and also fixed some scaling problems. The structure of entire CSS file was changed to :root since it is more convinient and easy to handle. I made the send button glow rather than stay rigid purple. Also the sidebar was fixed too.I also added mobile responsiveness. Check it out at https://sylqora-b80j2x291-aliraza-glitch.vercel.app/"}, {"post_id": 76333, "ts": "2026-10-03T07:22:13Z", "hours": 0.2978, "text": "Fixed the mobile responsiveness, The about section cards were leaking out making them look messy and get started button was weird overall page composition was trash and not good at all so I fixed it for mobile users. Try it out at https://sylqora-6eww0xam9-aliraza-glitch.vercel.app/"}, {"post_id": 76229, "ts": "2026-10-02T19:31:48Z", "hours": 2.7119, "text": "I prettied up the landing page. Sylqora is now getting it’s finishing touches. Just aesthetic really! I converted the landing page from previous flat version of it to a more sleek, modern and professional version using advanced CSS concepts like :root etc. The landing page is fully purple themed and I also changed size of texts at different places and gave a glow behind main heading. The nav bar is transparent glass type and the get started button is also much much better. But it still looks ugly on phone so I will fix that tomorrow I mean I am writing this at midnight. The overall landing page is so cool but who am I to brag check it out for yourselves on desktop at https://sylqora-evmi55cgw-aliraza-glitch.vercel.app/"}, {"post_id": 74891, "ts": "2026-09-28T15:09:11Z", "hours": 2.2025, "text": "I enabled streaming in the request of Sylqora so now the messages are streamed instead of a block just appearing on the screen. which means that it now generates responses in real time. I changed the front end and backend to handle streaming. I also added an Abort Controller which means that user can cancel their requests. Try Sylqora yourself at https://sylqora-78fvmrxhz-aliraza-glitch.vercel.app/"}, {"post_id": 70810, "ts": "2026-09-19T19:55:57Z", "hours": 2.0689, "text": "I am excited to announce that Sylqora can now read text files uploaded to it and answer questions related to it. The attach file button is a paperclip but there are limitation such as the content should be plain text and not a scanned image or OCR. Pdf with text only can be read and well processed by Sylqora. File chip showing file’s name and the ability to cancel the upload is also included. I am planning on connecting ability to read files in modes such as quiz mode and explain mode so it doesn’t just sit there. It is also possible that I add the feature to read OCR and scanned image. I will also make the input bar sticky so it doesn’t get lost while scrolling. Check Sylqora out at https://sylqora-cod6nfhx5-aliraza-glitch.vercel.app/"}, {"post_id": 68575, "ts": "2026-09-15T10:38:29Z", "hours": 1.5392, "text": "Improved the UI and UX so much and its 100 times better. The annoying sidebar is now closable like a drawer. The Bot message bubble is gone and now it only shows clean text on screen which looks neat and aesthetic. I also learned about SVG and implemented it which took most of my time. The SVG is just too complex but I got the hang of it. The sidebar open and close icons are SVG. I also improved the way it renders equations. I also coded it to keep response length reasonable and short. The 3 modes work very fine. I also added responsiveness for phones and now Mobile phone users can also use Sylqora without a crashing interface. Try it yourself at https://sylqora-2g4j7b8o9-aliraza-glitch.vercel.app/"}, {"post_id": 66396, "ts": "2026-09-12T06:41:11Z", "hours": 1.5786, "text": "Ok so I just finished making Flashcard mode. Once the user clicks on the flashcard mode on the suggestions menu, Sylqora asks in input place name of the topic and once topic name is entered, the flashcards are generated. The proportions of the flashcard mimick the actual card. The Reveal Answer button is also present to check whether you remember or forgot. The Next Card button generates Next flash card not same as previous one. While a card is being generated, a neat Loading Card message is shown on a screen. It’s literally a banger get amongst it! https://sylqora-rcf3kmb64-aliraza-glitch.vercel.app/"}, {"post_id": 66089, "ts": "2026-09-11T17:45:29Z", "hours": 1.4408, "text": "So I refined the Quiz mode even more. Explain Mode was also upgraded. The topic heading of Explain Mode. And termination of Explain mode once another chat is opened. Explained paragraph is also well formatted since I enhanced markdown even more like It is so neat and professional. I also increased max tokens and restricted the LaTex notation making the ## and – appear in responses. Explain Mode is finished. I am now making flashcards mode. Try it on https://sylqora-e1txs56h0-aliraza-glitch.vercel.app/"}, {"post_id": 63646, "ts": "2026-09-07T15:51:41Z", "hours": 1.4519, "text": "Made the heading for Quiz mode It only asks 5 questions. The heading appears up showing topic of quiz when it is in quizmode and keeps locked in place until 5 questions are asked and then displays score and heading is gone too. Going to the New Chat disbles the quiz mode. Try it yourself at https://sylqora-o6vwi4ha6-aliraza-glitch.vercel.app/"}, {"post_id": 63045, "ts": "2026-09-06T16:50:47Z", "hours": 1.4414, "text": "I added a feature for sidebar to change height incase of large messages by user to improve readability. I also made the Quiz mode. Once the quiz mode is pressed, It asks on the placeholder what topic should the quiz be on. So user just names the topic and sends and the rest of the prompt is generated automatically and sent. I also modified the Quiz mode. It can now ask you 5 questions in a quiz and tells you the score for the quiz. Check it out at https://sylqora-f0r4pa9ur-aliraza-glitch.vercel.app/"}, {"post_id": 62260, "ts": "2026-09-05T15:26:44Z", "hours": 0.3106, "text": "Finished Sylqora version 1. Had to give final touches to the bot such as the Sylqora is thinking was light mode whereas rest of the site is dark mode so I just changed the message’s theme. Also changed number of max tokens again. Gave the feature of highlight current chat in the sidebar so user isn’t confused. Also handled the chats overflow and title overflow in the sidebar. Try Sylqora at https://sylqora-fd08yehag-aliraza-glitch.vercel.app/"}, {"post_id": 62174, "ts": "2026-09-05T13:10:43Z", "hours": 2.3347, "text": "Done styling the chat box. I realized it was way too plain and boring. But now everything is alive. I changed the send button to an arrow. Added heading and subtitle in the sidebar. Improved the New Chat button. I also created a welcome screen that comes with options. If you click on Explain me a topic it automatically types “Explain “ and you have to complete it with what ever you want same goes with with Quiz me one. I also changed the input to a proper professional Chatgpt style input area. I also changed the dimensions of messages so that it looks like a dialogue box rather than a rectangle. I thought that was all true but then script.js threw a barrage of errors. One time it would load previous chat’s response in New chat. Then it just stopped working. Then I realized I was running activechatid before autosave which ruined the whole program and caused the message to not render on the screen. Test Sylqora yourself at https://sylqora-l9bzpy2gn-aliraza-glitch.vercel.app/"}, {"post_id": 61783, "ts": "2026-09-04T21:11:33Z", "hours": 2.3183, "text": "I added a sidebar and made it so that it can start a new chat and switch between chats. Not as complex and hellish but wasn’t easy either. The clickable chats and resolving errors was a major change. I also learned a lot in this such as duplication of an array, dealing with localStorage, pushing the right objects and elements into the functions. Overall a great session I’d say. Try it yourself at https://sylqora-qle4c0c7x-aliraza-glitch.vercel.app/"}, {"post_id": 60874, "ts": "2026-09-03T14:58:54Z", "hours": 1.3014, "text": "I have done giving Sylqora memory. Now it doesn’t just forget what you just told it and keep greeting you like a very smart person. Something funny also happened. I kept debugging and writing code so confused what was wrong. The landing page opened but when I clicked on Get Started it just didn’t have memory when tested. So then I realised that Get Started was pointing to older version of Sylqora and URL wasn’t refreshed to newer version so I then linked it to app.html and boooom it worked!"}, {"post_id": 60449, "ts": "2026-09-02T19:45:12Z", "hours": 1.8067, "text": "Ok i finished the landing page, improved nav bar, made it so that the links in navbar lead to the sections. I also added the feature that animation of the features and about section is triggered only when user scrolls down to them. I also added animations for hero section and navbar and now it looks so cool"}, {"post_id": 59579, "ts": "2026-09-01T14:14:50Z", "hours": 1.625, "text": "I just made the landing page for Sylqora so that user first lands on the page and then when Get Started is clicked, it leads to the main app. I made use of all the CSS knowledge I possessed and managed to make it and it was the easiest thing I ever did for Sylqora. You can look at the website at https://aliraza-glitch.github.io/Sylqora.AI/"}, {"post_id": 59081, "ts": "2026-08-31T18:07:48Z", "hours": 2.5072, "text": "So I cleaned up all the coded mess. Sylqora is now intelligent and has a personality. The textContent was changed to innerHTML and the model was also changed. I also changed the UI and added a Sylqora is thinking box. I removed the Check Server button Since it was annoying and unnecessary. The inner HTML part was difficult. The HTML escaping and Markdown parsing were easy to understand but difficult to write. Also I had to deal with Sylqora just dumping infomation and unnecessary gibberish by limiting max tokens to 400 and also begged it in the role to not give unnecessary details. Do try Sylqora and tell how good it is in the comments. Sylqora is live at https://sylqora-b5h77ipua-aliraza-glitch.vercel.app/"}, {"post_id": 57976, "ts": "2026-08-30T09:44:58Z", "hours": 0.8425, "text": "Finally! It can recieve and reply. A major milestone. I used Groq API key and vercel. The coding wasn’t much but dealing with errors again and again was very discouraging but in the end I updated the script.js and got it right. But still needs work with formatting the messages, UI and giving it a personality. Test Sylqora yourself at https://sylqora-5w8pp1mrn-aliraza-glitch.vercel.app/"}, {"post_id": 57472, "ts": "2026-08-29T17:00:00Z", "hours": 2.1475, "text": "Pure sweat and blood for deployment of Sylqora AI like using vercel for this was so confusing. Although the code is a mess and way too unorgainzed but it did work. I changed the structure and stuff so vercel can run it and now the backend is live. Though the logic and responses are almost the same but we are getting close to adding API key. Anyways Sylqora is live at https://sylqora-ai-git-master-aliraza-glitch.vercel.app/ only ask questions containg acceleration, momenum and hello and what in lower case only"}, {"post_id": 53185, "ts": "2026-08-23T16:58:35Z", "hours": 2.1283, "text": "Today was HELL! It was so confusing and frustrating the front and backend were so humiliating. I was literally in tears referring again and again to tutorials. Anyways, I made a front end that only sends message to backend, a backend at a local host. Today theory and understanding took most of the time making me dizzy. I learned a lot of new things such as JSON, headers, stringify, await, async, fetch, req and res along with HTTP server making, making CORS and connecting frontend and backend. Right now the immediate issue is [object Object] is printed whenever write anything. No actual AI responds but the terminal is smart enough to show me what I typed so I guess that’s it for today."}, {"post_id": 52336, "ts": "2026-08-22T13:23:03Z", "hours": 1.2025, "text": "Today was a hassle. I just kept experimenting with stuff and learned about a lot of new things in JavaScript. At first I made it so it only answer commands word to word. But then I made the user input case insensitive and then I used includes function. It also has some sarcasm making it feel less like a teacher and more like a study buddy. For testing it, the acceptance data includes acceleration, momentum and hello greeting. It doesn’t have an API integration yet but that is something I will be working on in the near future. The bot is live at https://aliraza-glitch.github.io/Sylqora.AI/"}, {"post_id": 51728, "ts": "2026-08-21T15:40:51Z", "hours": 2.8689, "text": "I just made a User Interface for study companion “Sylqora” using HTML, CSS and I also wrote the function for sending messages in Java Script. Though the CSS part was way too frustrating but it is solved now"}]...
|
Title: Chatbot by @aliraza | Stardance
Devlogs:
I Title: Chatbot by @aliraza | Stardance
Devlogs:
I just made a User Interface for study companion “Sylqora” using HTML, CSS and I also wrote the function for sending messages in Java Script. Though the CSS part was way too frustrating but it is solved now
Today was a hassle. I just kept experimenting with stuff and learned about a lot of new things in JavaScript. At first I made it so it only answer commands word to word. But then I made the user input case insensitive and then I used includes function. It also has some sarcasm making it feel less like a teacher and more like a study buddy. For testing it, the acceptance data includes acceleration, momentum and hello greeting. It doesn’t have an API integration yet but that is something I will be working on in the near future. The bot is live at https://aliraza-glitch.github.io/Sylqora.AI/
Today was HELL! It was so confusing and frustrating the front and backend were so humiliating. I was literally in tears referring again and again to tutorials. Anyways, I made a front end that only sends message to backend, a backend at a local host. Today theory and understanding took most of the time making me dizzy. I learned a lot of new things such as JSON, headers, stringify, await, async, fetch, req and res along with HTTP server making, making CORS and connecting frontend and backend. Right now the immediate issue is [object Object] is printed whenever write anything. No actual AI responds but the terminal is smart enough to show me what I typed so I guess that’s it for today.
Pure sweat and blood for deployment of Sylqora AI like using vercel for this was so confusing. Although the code is a mess and way too unorgainzed but it did work. I changed the structure and stuff so vercel can run it and now the backend is live. Though the logic and responses are almost the same but we are getting close to adding API key. Anyways Sylqora is live at https://sylqora-ai-git-master-aliraza-glitch.vercel.app/ only ask questions containg acceleration, momenum and hello and what in lower case only
Finally! It can recieve and reply. A major milestone. I used Groq API key and vercel. The coding wasn’t much but dealing with errors again and again was very discouraging but in the end I updated the script.js and got it right. But still needs work with formatting the messages, UI and giving it a personality. Test Sylqora yourself at https://sylqora-5w8pp1mrn-aliraza-glitch.vercel.app/
So I cleaned up all the coded mess. Sylqora is now intelligent and has a personality. The textContent was changed to innerHTML and the model was also changed. I also changed the UI and added a Sylqora is thinking box. I removed the Check Server button Since it was annoying and unnecessary. The inner HTML part was difficult. The HTML escaping and Markdown parsing were easy to understand but difficult to write. Also I had to deal with Sylqora just dumping infomation and unnecessary gibberish by limiting max tokens to 400 and also begged it in the role to not give unnecessary details. Do try Sylqora and tell how good it is in the comments. Sylqora is live at https://sylqora-b5h77ipua-aliraza-glitch.vercel.app/
I just made the landing page for Sylqora so that user first lands on the page and then when Get Started is clicked, it leads to the main app. I made use of all the CSS knowledge I possessed and managed to make it and it was the easiest thing I ever did for Sylqora. You can look at the website at https://aliraza-glitch.github.io/Sylqora.AI/
Ok i finished the landing page, improved nav bar, made it so that the links in navbar lead to the sections. I also added the feature that animation of the features and about section is triggered only when user scrolls down to them. I also added animations for hero section and navbar and now it looks so cool
I have done giving Sylqora memory. Now it doesn’t just forget what you just told it and keep greeting you like a very smart person. Something funny also happened. I kept debugging and writing code so confused what was wrong. The landing page opened but when I clicked on Get Started it just didn’t have memory when tested. So then I realised that Get Started was pointing to older version of Sylqora and URL wasn’t refreshed to newer version so I then linked it to app.html and boooom it worked!
I added a sidebar and made it so that it can start a new chat and switch between chats. Not as complex and hellish but wasn’t easy either. The clickable chats and resolving errors was a major change. I also learned a lot in this such as duplication of an array, dealing with localStorage, pushing the right objects and elements into the functions. Overall a great session I’d say. Try it yourself at https://sylqora-qle4c0c7x-aliraza-glitch.vercel.app/
Done styling the chat box. I realized it was way too plain and boring. But now everything is alive. I changed the send button to an arrow. Added heading and subtitle in the sidebar. Improved the New Chat button. I also created a welcome screen that comes with options. If you click on Explain me a topic it automatically types “Explain “ and you have to complete it with what ever you want same goes with with Quiz me one. I also changed the input to a proper professional Chatgpt style input area. I also changed the dimensions of messages so that it looks like a dialogue box rather than a rectangle. I thought that was all true but then script.js threw a barrage of errors. One time it would load previous chat’s response in New chat. Then it just stopped working. Then I realized I was running activechatid before autosave which ruined the whole program and caused the message to not render on the screen. Test Sylqora yourself at https://sylqora-l9bzpy2gn-aliraza-glitch.vercel.app/
Finished Sylqora version 1. Had to give final touches to the bot such as the Sylqora is thinking was light mode whereas rest of the site is dark mode so I just changed the message’s theme. Also changed number of max tokens again. Gave the feature of highlight current chat in the sidebar so user isn’t confused. Also handled the chats overflow and title overflow in the sidebar. Try Sylqora at https://sylqora-fd08yehag-aliraza-glitch.vercel.app/
I added a feature for sidebar to change height incase of large messages by user to improve readability. I also made the Quiz mode. Once the quiz mode is pressed, It asks on the placeholder what topic should the quiz be on. So user just names the topic and sends and the rest of the prompt is generated automatically and sent. I also modified the Quiz mode. It can now ask you 5 questions in a quiz and tells you the score for the quiz. Check it out at https://sylqora-f0r4pa9ur-aliraza-glitch.vercel.app/
Made the heading for Quiz mode It only asks 5 questions. The heading appears up showing topic of quiz when it is in quizmode and keeps locked in place until 5 questions are asked and then displays score and heading is gone too. Going to the New Chat disbles the quiz mode. Try it yourself at https://sylqora-o6vwi4ha6-aliraza-glitch.vercel.app/
So I refined the Quiz mode even more. Explain Mode was also upgraded. The topic heading of Explain Mode. And termination of Explain mode once another chat is opened. Explained paragraph is also well formatted since I enhanced markdown even more like It is so neat and professional. I also increased max tokens and restricted the LaTex notation making the ## and – appear in responses. Explain Mode is finished. I am now making flashcards mode. Try it on https://sylqora-e1txs56h0-aliraza-glitch.vercel.app/
Ok so I just finished making Flashcard mode. Once the user clicks on the flashcard mode on the suggestions menu, Sylqora asks in input place name of the topic and once topic name is entered, the flashcards are generated. The proportions of the flashcard mimick the actual card. The Reveal Answer button is also present to check whether you remember or forgot. The Next Card button generates Next flash card not same as previous one. While a card is being generated, a neat Loading Card message is shown on a screen. It’s literally a banger get amongst it! https://sylqora-rcf3kmb64-aliraza-glitch.vercel.app/
Improved the UI and UX so much and its 100 times better. The annoying sidebar is now closable like a drawer. The Bot message bubble is gone and now it only shows clean text on screen which looks neat and aesthetic. I also learned about SVG and implemented it which took most of my time. The SVG is just too complex but I got the hang of it. The sidebar open and close icons are SVG. I also improved the way it renders equations. I also coded it to keep response length reasonable and short. The 3 modes work very fine. I also added responsiveness for phones and now Mobile phone users can also use Sylqora without a crashing interface. Try it yourself at https://sylqora-2g4j7b8o9-aliraza-glitch.vercel.app/
I am excited to announce that Sylqora can now read text files uploaded to it and answer questions related to it. The attach file button is a paperclip but there are limitation such as the content should be plain text and not a scanned image or OCR. Pdf with text only can be read and well processed by Sylqora. File chip showing file’s name and the ability to cancel the upload is also included. I am planning on connecting ability to read files in modes such as quiz mode and explain mode so it doesn’t just sit there. It is also possible that I add the feature to read OCR and scanned image. I will also make the input bar sticky so it doesn’t get lost while scrolling. Check Sylqora out at https://sylqora-cod6nfhx5-aliraza-glitch.vercel.app/
I enabled streaming in the request of Sylqora so now the messages are streamed instead of a block just appearing on the screen. which means that it now generates responses in real time. I changed the front end and backend to handle streaming. I also added an Abort Controller which means that user can cancel their requests. Try Sylqora yourself at https://sylqora-78fvmrxhz-aliraza-glitch.vercel.app/
I prettied up the landing page. Sylqora is now getting it’s finishing touches. Just aesthetic really! I converted the landing page from previous flat version of it to a more sleek, modern and professional version using advanced CSS concepts like :root etc. The landing page is fully purple themed and I also changed size of texts at different places and gave a glow behind main heading. The nav bar is transparent glass type and the get started button is also much much better. But it still looks ugly on phone so I will fix that tomorrow I mean I am writing this at midnight. The overall landing page is so cool but who am I to brag check it out for yourselves on desktop at https://sylqora-evmi55cgw-aliraza-glitch.vercel.app/
Fixed the mobile responsiveness, The about section cards were leaking out making them look messy and get started button was weird overall page composition was trash and not good at all so I fixed it for mobile users. Try it out at https://sylqora-6eww0xam9-aliraza-glitch.vercel.app/
OK so I improved the main chattin page. It looked plain before but now mwah. I added a subtle purple glow behing the welcome text and also fixed some scaling problems. The structure of entire CSS file was changed to :root since it is more convinient and easy to handle. I made the send button glow rather than stay rigid purple. Also the sidebar was fixed too.I also added mobile responsiveness. Check it out at https://sylqora-b80j2x291-aliraza-glitch.vercel.app/
Ships:
I made Sylqora AI, a study companion that helps students understand topics, practice with quizzes and flashcards and ask question about study material. The PDFs gave me PTSD especially scanned PDFs that needed OCR. Getting AI responses to stream also was a lot of debugging. In the end I did manage to turn idea into working app with advanced AI features like PDF uploads, OCR, quizzes, flashcards, streaming messages and chat history. Try asking Sylqora a study question, then try Explain mode, Flashcards, Quiz mode. You can also upload PDF and ask about it but length should be 3 pages and less...
|
1793674293.606116
|
1793760693.606116
|
|
57492
|
AmateurCar by @amateur_tech_guy | Stardance
|
amateur_tech_guy
|
1
|
19.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T13:24:18Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "AmateurCar PLEASE READ THIS!! hey guys i am currently shipping this project because i spent 35 hours on the last one and only got 200 stardust:( anyways disclaimer i paid for everything shown here with my last bit of money so please give me good ratings guys i need it!! AmateurCar is just a car powered by arduino an L298N driver module and an HC05!! it was extremely difficult to make because one wrong move and then you will have to unfortunately do everything all over again by yourself which SUCKS, there is NO AI used in this whatsoever, you guys can see the project in the devlogs and see how it progressed:0 Honestly it isnt very useable but it is a good template for someone who wants to make it honestly, they could just use this as the base and the 42hr work will be done in 10! Thank you all to anyone who gives out a good rating, it really will do alot for me:)", "repo": "https://github.com/amateurtechguy/AmateurCar", "demo": ""}]...
|
[{"post_id": 69125, "ts": "202 [{"post_id": 69125, "ts": "2026-09-16T13:02:59Z", "hours": 10.4, "text": "Devlog #10: UPDATE it finally works, I changed the firmware and the car actually works!! I had a lot of issues like the mantler breaking and the wheels falling off the paint wearing off, but we did it! This is probably the last time I touch it before it breaks haha! It was super fun to make tho no matter how frustrating it was it’s always been fun:) also i think my HC05 is fake idk"}, {"post_id": 68829, "ts": "2026-09-15T20:26:02Z", "hours": 0.4667, "text": "Devlog #9: just added the arduino board and made my L298N work! Don’t get me wrong the screwing part is so hard bc the wires just did NOT want to come together but hey, progress"}, {"post_id": 65923, "ts": "2026-09-11T11:53:32Z", "hours": 4.35, "text": "Devlog #8: so bad news, the wheels weren’t wired correctly so they couldn’t really move, I had to do the whole redesign and I accidentally froze the switch in place by using glue to stick it to the platform bad idea aswell, so I just swapped it out with a new one, now I’m debating whether I should change the microcontroller from arduino to esp32 but I’m prob gonna use arduino since I spent more money on the esp32 and I might need it for more important projects"}, {"post_id": 64945, "ts": "2026-09-09T17:55:43Z", "hours": 2.1458, "text": "Devlog #7: almost done with the car, I burned myself I had hot solder fall on my leg and I lost some skin I also cut myself on accident because hardware is FRUSTRATING boy I better get good reviews on this cause HOLY I did not expect it to be this hard"}, {"post_id": 64490, "ts": "2026-09-08T22:28:21Z", "hours": 1.65, "text": "Devlog #6: time to start with the assembly process I’m so exciteddd finallyyyyy"}, {"post_id": 63768, "ts": "2026-09-07T18:45:24Z", "hours": 1.2167, "text": "Devlog #5: just started painting the wheels and motors red, next step is the assembly"}, {"post_id": 62365, "ts": "2026-09-05T18:09:09Z", "hours": 1.8644, "text": "devlog #4: I can’t believe this is only my 4th devlog on this project! anyways I finished the firmware, now tomorrow or maybe the day after, i’ll go buy the necessary parts and then i’ll 100% make this project come to life in person and post devlogs about it!"}, {"post_id": 60858, "ts": "2026-09-03T14:17:45Z", "hours": 1.3122, "text": "devlog #3: since i spent hours earlier on the CAD, it wasn’t that hard to finish it:) anyways I’m done with the CAD now, ill be working on the firmware in a bit and then i’ll go buy the stuff tomorrow from a shop and start building PS: if anyone needs any of these parts as stp files, feel free to get them from my github repo in the CAD folder:D"}, {"post_id": 60810, "ts": "2026-09-03T12:53:39Z", "hours": 13.4742, "text": "devlog #2: so i logged 14 hours but unfortunetly only 10 count, either way, ive been working on th eCAD and learning more about it im almost done now but i made this myself but in person ill make the car wheels and motors red"}, {"post_id": 60391, "ts": "2026-09-02T18:09:13Z", "hours": 5.6086, "text": "devlog #1: hey guys! today ive decided to work a bit on an Arduino powered 4WD RC car that is controlled by Bluetooth for movement, i had the schematic i did more research on hardware and now im working on the CAD:)"}]...
|
Title: AmateurCar by @amateur_tech_guy | Stardance Title: AmateurCar by @amateur_tech_guy | Stardance
Devlogs:
devlog #1: hey guys! today ive decided to work a bit on an Arduino powered 4WD RC car that is controlled by Bluetooth for movement, i had the schematic i did more research on hardware and now im working on the CAD:)
devlog #2: so i logged 14 hours but unfortunetly only 10 count, either way, ive been working on th eCAD and learning more about it im almost done now but i made this myself but in person ill make the car wheels and motors red
devlog #3: since i spent hours earlier on the CAD, it wasn’t that hard to finish it:) anyways I’m done with the CAD now, ill be working on the firmware in a bit and then i’ll go buy the stuff tomorrow from a shop and start building PS: if anyone needs any of these parts as stp files, feel free to get them from my github repo in the CAD folder:D
devlog #4: I can’t believe this is only my 4th devlog on this project! anyways I finished the firmware, now tomorrow or maybe the day after, i’ll go buy the necessary parts and then i’ll 100% make this project come to life in person and post devlogs about it!
Devlog #5: just started painting the wheels and motors red, next step is the assembly
Devlog #6: time to start with the assembly process I’m so exciteddd finallyyyyy
Devlog #7: almost done with the car, I burned myself I had hot solder fall on my leg and I lost some skin I also cut myself on accident because hardware is FRUSTRATING boy I better get good reviews on this cause HOLY I did not expect it to be this hard
Devlog #8: so bad news, the wheels weren’t wired correctly so they couldn’t really move, I had to do the whole redesign and I accidentally froze the switch in place by using glue to stick it to the platform bad idea aswell, so I just swapped it out with a new one, now I’m debating whether I should change the microcontroller from arduino to esp32 but I’m prob gonna use arduino since I spent more money on the esp32 and I might need it for more important projects
Devlog #9: just added the arduino board and made my L298N work! Don’t get me wrong the screwing part is so hard bc the wires just did NOT want to come together but hey, progress
Devlog #10: UPDATE it finally works, I changed the firmware and the car actually works!! I had a lot of issues like the mantler breaking and the wheels falling off the paint wearing off, but we did it! This is probably the last time I touch it before it breaks haha! It was super fun to make tho no matter how frustrating it was it’s always been fun:) also i think my HC05 is fake idk
Ships:
AmateurCar PLEASE READ THIS!! hey guys i am currently shipping this project because i spent 35 hours on the last one and only got 200 stardust:( anyways disclaimer i paid for everything shown here with my last bit of money so please give me good ratings guys i need it!! AmateurCar is just a car powered by arduino an L298N driver module and an HC05!! it was extremely difficult to make because one wrong move and then you will have to unfortunately do everything all over again by yourself which SUCKS, there is NO AI used in this whatsoever, you guys can see the project in the devlogs and see how it progressed:0 Honestly it isnt very useable but it is a good template for someone who wants to make it honestly, they could just use this as the base and the 42hr work will be done in 10! Thank you all to anyone who gives out a good rating, it really will do alot for me:)...
|
1793674294.8277662
|
1793760694.8277662
|
|
64387
|
Keyboard by @kangx | Stardance
|
kangx
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Keyboard by @kangx | Stardance
|
1793674296.0142827
|
1794279096.0142827
|
|
57505
|
BlockGen Unity3d by @Rohit_Biswas | Stardance
|
Rohit_Biswas
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T15:07:28Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made procedural block generation game. I made this with my self no help from AI but i used stackoverflow and internert.I learned block culling , block rendering , chunk generation and octave noise system.If you want to modify my project you can download unity 2022.3.", "repo": "https://github.com/BlooPlanet/BlockGen-Unity3d/tree/dev", "demo": "https://blooplanet.itch.io/blockgen-test"}]...
|
[{"post_id": 64912, "ts": "202 [{"post_id": 64912, "ts": "2026-09-09T17:06:37Z", "hours": 0.2753, "text": "I made terrain generation and nice transparent water"}, {"post_id": 64212, "ts": "2026-09-08T13:27:08Z", "hours": 3.0925, "text": "Today, I made block generation and chunk load/unload system."}, {"post_id": 62054, "ts": "2026-09-05T09:03:31Z", "hours": 4.7456, "text": "today, i work on player model and player skin system. i made skin graber system in unity with using minotar api that provide me official minecraft user skins."}]...
|
Title: BlockGen Unity3d by @Rohit_Biswas | Stardan Title: BlockGen Unity3d by @Rohit_Biswas | Stardance
Devlogs:
today, i work on player model and player skin system. i made skin graber system in unity with using minotar api that provide me official minecraft user skins.
Today, I made block generation and chunk load/unload system.
I made terrain generation and nice transparent water
Ships:
I made procedural block generation game. I made this with my self no help from AI but i used stackoverflow and internert.I learned block culling , block rendering , chunk generation and octave noise system.If you want to modify my project you can download unity 2022.3....
|
1793674296.8782842
|
1793760696.8782842
|
|
64388
|
my APOD site by @Iwantmackbook | Stardance
|
Iwantmackbook
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: my APOD site by @Iwantmackbook | Stardance
|
1793674298.0233958
|
1794279098.0233958
|
|
57508
|
SWAG Tab by @berragurlesin | Stardance
|
berragurlesin
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T20:02:49Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a new tab page that is fully customizable and allows everyone to reflect their own style. It’s called SWAG tab! From stickers you can add, remove, and resize to a box where you can write your name, from daily APOD space updates from NASA to a motivational note box… many things you can think of. I learned the basics by following the guide and fetched the APOD from NASA. Afterwards I added the features I would want for my new tab page one by one as they came to mind. Adjusting the sticker sizes was a big struggle, but I finally managed it! Overall, I really enjoyed working on this project. If you’d like to have a cool new tab page yourself, or want to learn more please read the README first, and then try the project. I would love to hear your thoughts!", "repo": "https://github.com/berragurlesin/My-Swag-Tab", "demo": "https://berragurlesin.github.io/My-Swag-Tab/"}]...
|
[{"post_id": 70243, "ts": "202 [{"post_id": 70243, "ts": "2026-09-18T19:38:35Z", "hours": 1.6725, "text": "devlog #13 it seems like SWAG tab is finally done! We can now adjust the sticker sizes. And I wrote the project README so you can get a handle on the details. I’d be absolutely happy if you could take a look and share your feedback"}, {"post_id": 69281, "ts": "2026-09-16T18:39:59Z", "hours": 2.3558, "text": "devlog #12 hii, being motivated is important and as people with goals we need it. That’s why there’s now a motivational note box in SWAG Tab! I’ll also be working on adding default options (plus, you can move this box wherever you like and it works AWESOME) Also, NASA sent a video a few days ago but it gave an error again, it seems to be a permissions issue. So I added a button that links directly to the NASA APOD page, that way the video can be watched! I hadn’t been able to share a devlog but if another video comes through I’ll show it. Ooh, and I also made it possible to drag the NASA photo box!"}, {"post_id": 66682, "ts": "2026-09-12T15:38:38Z", "hours": 1.6697, "text": "devlog#11 hey everyone! you can now write a name using ransom note letters inside the “my name is” tag (I’m thinking of changing this style or adding different options later) I added three font size levels, the letters shrink as the word gets longer, so it looks betterrr. ooh, and also since I was used to it I was entering Turkish characters, so I added a function to convert them (though adding different characters directly later on might be better)"}, {"post_id": 66583, "ts": "2026-09-12T12:53:38Z", "hours": 0.5464, "text": "devlog#10 heelloo, I was getting an error when a video came from NASA, so I had to write the code to handle both scenarios. But then I realized there was a conflict because the image wasn’t being hidden when the video appeared. I also learned that YouTube links etc. can come through as well, so I added a parameter to account for those cases too. Insallah, this solves the problem!"}, {"post_id": 64987, "ts": "2026-09-09T19:13:41Z", "hours": 2.0233, "text": "devlog#09 hiyaa, I spent a long time trying to add a function to adjust sticker sizes, but once I added it other features stopped working properly…I couldn’t add or drag stickers, and so on :( If you have any ideas on how to fix this, please lmk. BUUUT I did add something I really love, a cute label where you can write your name! I made it stick out a bit, adjusted the angle and placement etc. though I’m going to try changing the text to a different font. Also, a problem show up with the image/video coming from NASA today. I think it is a video for today and the issue occurs from that, I’m gonna try to fix it now"}, {"post_id": 63554, "ts": "2026-09-07T13:58:29Z", "hours": 2.2025, "text": "devlog#08 Hi guyss! There is a super important update, SWAG Tab is now even more customizable! I’ve coded the sticker adding feature I’ve had in mind from the very beginning (some parts were really tricky :D) First, I loaded default stickers and set their positions. I decided that two of them shouldn’t be deletable (the star near the search bar and the limited edition sticker. I used “canBeDeleted” boolean variable to ensure those set to false couldn’t be removed) though their positions can still be changed by user. (actually, you can move any sticker wherever you want, though there are a few bugs I still need to fix) In the video, I clear the local storage and show the default positions. Also, all of the user’s edits are saved locally. In short, the user can now add and remove stickers and move them anywhere they want on the page. However, the sizes of the stickers need to be adjustable, the next devlog might be about that! If you’ve read this far, lmk what do you think about stickers!"}, {"post_id": 63158, "ts": "2026-09-06T20:06:42Z", "hours": 1.3919, "text": "devlog #07 we can now change the backgroundd I’ve added a few options that match the theme, but you can also select your own file if you want. I designed the icon for the background settings myself, I didn’t want a normal settings icon, so I added the star to it, I think it looks good now!"}, {"post_id": 62483, "ts": "2026-09-05T21:04:39Z", "hours": 2.6047, "text": "devlog #06 hey there! SWAG tab is progressing. I thought that if I am building a tab I need to add shortcuts, and I’ve spent the last three hours working on this. Now there’s a box that we can add our fav shortcuts. I put a lot of thought into the design, and this is the result! I used Google favicon fetcher to get the app icons (otherwise they look pretty bad) and I added a button to delete them if needed, make them match to the overall theme. I also applied a glittery background to the box that I really like. As the next step, I’m thinking of adding a feature to change the background color (the blue one), because I’m already itching to see some different colors! :D"}, {"post_id": 61444, "ts": "2026-09-04T11:23:46Z", "hours": 1.0986, "text": "devlog #05 now, I can fetch images from NASA! I added a api key and used it by following the steps in the guide. I learned that NASA sometimes uploads videos for APOD, so I wrote an if statement and make sure nothing breaks when a video loads. I also customized the styling!"}, {"post_id": 61030, "ts": "2026-09-03T18:45:26Z", "hours": 0.3783, "text": "devlog #04 standard fonts didn’t give me the vibe I was looking for, so I cropped the numbers I mentioned in my previous devlog, made them all the same size and removed their backgrounds. Got them working on the clock! made the images cycle through in order every second. How is it going?"}, {"post_id": 60959, "ts": "2026-09-03T17:18:01Z", "hours": 0.6617, "text": "devlog #03 hii, I created a live digital clock that updates itself using JS’s date object and the setInterval function. I wanna change this clock with numbers in my own style (I found a font!) now I’m going to look into how to do that"}, {"post_id": 60462, "ts": "2026-09-02T20:00:11Z", "hours": 0.37, "text": "devlog #02 I found these colors on pinterest (I added the reference) and applied that blue color to my background, I also added a google search bar and adjusted its colors as well"}, {"post_id": 60210, "ts": "2026-09-02T13:12:10Z", "hours": 0.2778, "text": "devlog #01 hey everyone, I followed the steps in the mission guide and I think I’ve got the basics down (yup!) next up is customizing my own tab"}]...
|
Title: SWAG Tab by @berragurlesin | Stardance
Dev Title: SWAG Tab by @berragurlesin | Stardance
Devlogs:
devlog #01 hey everyone, I followed the steps in the mission guide and I think I’ve got the basics down (yup!) next up is customizing my own tab
devlog #02 I found these colors on pinterest (I added the reference) and applied that blue color to my background, I also added a google search bar and adjusted its colors as well
devlog #03 hii, I created a live digital clock that updates itself using JS’s date object and the setInterval function. I wanna change this clock with numbers in my own style (I found a font!) now I’m going to look into how to do that
devlog #04 standard fonts didn’t give me the vibe I was looking for, so I cropped the numbers I mentioned in my previous devlog, made them all the same size and removed their backgrounds. Got them working on the clock! made the images cycle through in order every second. How is it going?
devlog #05 now, I can fetch images from NASA! I added a api key and used it by following the steps in the guide. I learned that NASA sometimes uploads videos for APOD, so I wrote an if statement and make sure nothing breaks when a video loads. I also customized the styling!
devlog #06 hey there! SWAG tab is progressing. I thought that if I am building a tab I need to add shortcuts, and I’ve spent the last three hours working on this. Now there’s a box that we can add our fav shortcuts. I put a lot of thought into the design, and this is the result! I used Google favicon fetcher to get the app icons (otherwise they look pretty bad) and I added a button to delete them if needed, make them match to the overall theme. I also applied a glittery background to the box that I really like. As the next step, I’m thinking of adding a feature to change the background color (the blue one), because I’m already itching to see some different colors! :D
devlog #07 we can now change the backgroundd I’ve added a few options that match the theme, but you can also select your own file if you want. I designed the icon for the background settings myself, I didn’t want a normal settings icon, so I added the star to it, I think it looks good now!
devlog#08 Hi guyss! There is a super important update, SWAG Tab is now even more customizable! I’ve coded the sticker adding feature I’ve had in mind from the very beginning (some parts were really tricky :D) First, I loaded default stickers and set their positions. I decided that two of them shouldn’t be deletable (the star near the search bar and the limited edition sticker. I used “canBeDeleted” boolean variable to ensure those set to false couldn’t be removed) though their positions can still be changed by user. (actually, you can move any sticker wherever you want, though there are a few bugs I still need to fix) In the video, I clear the local storage and show the default positions. Also, all of the user’s edits are saved locally. In short, the user can now add and remove stickers and move them anywhere they want on the page. However, the sizes of the stickers need to be adjustable, the next devlog might be about that! If you’ve read this far, lmk what do you think about stickers!
devlog#09 hiyaa, I spent a long time trying to add a function to adjust sticker sizes, but once I added it other features stopped working properly…I couldn’t add or drag stickers, and so on :( If you have any ideas on how to fix this, please lmk. BUUUT I did add something I really love, a cute label where you can write your name! I made it stick out a bit, adjusted the angle and placement etc. though I’m going to try changing the text to a different font. Also, a problem show up with the image/video coming from NASA today. I think it is a video for today and the issue occurs from that, I’m gonna try to fix it now
devlog#10 heelloo, I was getting an error when a video came from NASA, so I had to write the code to handle both scenarios. But then I realized there was a conflict because the image wasn’t being hidden when the video appeared. I also learned that YouTube links etc. can come through as well, so I added a parameter to account for those cases too. Insallah, this solves the problem!
devlog#11 hey everyone! you can now write a name using ransom note letters inside the “my name is” tag (I’m thinking of changing this style or adding different options later) I added three font size levels, the letters shrink as the word gets longer, so it looks betterrr. ooh, and also since I was used to it I was entering Turkish characters, so I added a function to convert them (though adding different characters directly later on might be better)
devlog #12 hii, being motivated is important and as people with goals we need it. That’s why there’s now a motivational note box in SWAG Tab! I’ll also be working on adding default options (plus, you can move this box wherever you like and it works AWESOME) Also, NASA sent a video a few days ago but it gave an error again, it seems to be a permissions issue. So I added a button that links directly to the NASA APOD page, that way the video can be watched! I hadn’t been able to share a devlog but if another video comes through I’ll show it. Ooh, and I also made it possible to drag the NASA photo box!
devlog #13 it seems like SWAG tab is finally done! We can now adjust the sticker sizes. And I wrote the project README so you can get a handle on the details. I’d be absolutely happy if you could take a look and share your feedback
Ships:
I created a new tab page that is fully customizable and allows everyone to reflect their own style. It’s called SWAG tab! From stickers you can add, remove, and resize to a box where you can write your name, from daily APOD space updates from NASA to a motivational note box… many things you can think of. I learned the basics by following the guide and fetched the APOD from NASA. Afterwards I added the features I would want for my new tab page one by one as they came to mind. Adjusting the sticker sizes was a big struggle, but I finally managed it! Overall, I really enjoyed working on this project. If you’d like to have a cool new tab page yourself, or want to learn more please read the README first, and then try the project. I would love to hear your thoughts!...
|
1793674298.8931823
|
1793760698.8931823
|
|
57512
|
Page Turner-32 by @antellij | Stardance
|
antellij
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T02:58:18Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A fairly simple DIY E-reader built using the ESP32-S3 devboard, storing epub files in the flash (can be updated through wifi) and displays the output to an E-paper display. Built reusing an old dvd player as the shell and the remote for navigation.", "repo": "https://github.com/antelliJ/EPUB-Ereader", "demo": ""}]...
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[{"post_id": 67032, "ts": "202 [{"post_id": 67032, "ts": "2026-09-13T02:14:01Z", "hours": 1.8692, "text": "I’ve been taking the time to work on the README and demo vid for this project, cleaning up some code and prepping everything for release"}, {"post_id": 60474, "ts": "2026-09-02T20:26:13Z", "hours": 0.4628, "text": "The ereader project is something that I was working on before stardance and builds upon the incredible work of people who have implemented the libraries and tools that allowed this project to be quite expansive. I hermit-crabbed an old portable dvd player to be the shell, and learned how to intercept its remote to work with my project, reviving some life into the old hardware. I didn’t quite get to figuring out sd card storage (just because I’m using all the cards I have and don’t feel like buying more), so everything is on the board’s 16 Mb flash storage (less than that due to program size). But it is usually enough to hold some books and easy enough to wirelessly connect and update the library that is stored. (just go to ereader.local when connected and all the options appear) Atomic14 on github made an epub reading repo using the espressif framework, but since I am more familiar with Arduino I remodeled a lot of the functionality to work with it and with the hardware that I had available, among other additions to fit my usage. I hope to maybe make the project more accessible with some good installation and customization, and potentially even a utility to make uploading content onto the flash even easier."}]...
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Title: Page Turner-32 by @antellij | Stardance
De Title: Page Turner-32 by @antellij | Stardance
Devlogs:
The ereader project is something that I was working on before stardance and builds upon the incredible work of people who have implemented the libraries and tools that allowed this project to be quite expansive. I hermit-crabbed an old portable dvd player to be the shell, and learned how to intercept its remote to work with my project, reviving some life into the old hardware. I didn’t quite get to figuring out sd card storage (just because I’m using all the cards I have and don’t feel like buying more), so everything is on the board’s 16 Mb flash storage (less than that due to program size). But it is usually enough to hold some books and easy enough to wirelessly connect and update the library that is stored. (just go to ereader.local when connected and all the options appear) Atomic14 on github made an epub reading repo using the espressif framework, but since I am more familiar with Arduino I remodeled a lot of the functionality to work with it and with the hardware that I had available, among other additions to fit my usage. I hope to maybe make the project more accessible with some good installation and customization, and potentially even a utility to make uploading content onto the flash even easier.
I’ve been taking the time to work on the README and demo vid for this project, cleaning up some code and prepping everything for release
Ships:
A fairly simple DIY E-reader built using the ESP32-S3 devboard, storing epub files in the flash (can be updated through wifi) and displays the output to an E-paper display. Built reusing an old dvd player as the shell and the remote for navigation....
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1793674300.0564466
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1793760700.0564466
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64389
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My Very Own Site by @damiankingsnaire | Stardance
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damiankingsnaire
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0
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3.04
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0
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[]
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[{"post_id": 72630, "ts": "202 [{"post_id": 72630, "ts": "2026-09-23T11:53:47Z", "hours": 3.035, "text": "Just finished the hero section after spending 2 hours learning about css and html!! That image is kinda cool tho. Its looking a bit simple, but I will work on it to make it more interesting."}]...
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Title: My Very Own Site by @damiankingsnaire | Sta Title: My Very Own Site by @damiankingsnaire | Stardance
Devlogs:
Just finished the hero section after spending 2 hours learning about css and html!! That image is kinda cool tho. Its looking a bit simple, but I will work on it to make it more interesting....
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1793674301.197639
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1794279101.197639
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57535
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Atom Simulator by @Rezz | Stardance
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Rezz
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1
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67.08
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1350
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T13:44:19Z", "hours": 65.0, "multiplier": 17.4, "payout": 1350, "blessing": "neutral", "text": "ATOM SIMULATOR!! Simulate an atom by adding subatomic particles manually or selecting elements directly from the periodic table and learn about every ground state isotope humanity has ever discovered! When I was starting this project I wanted to make something that I could show to others and be proud of it and this is what I have made! You can add any amount of subatomic particles and see the details of the isotope you have created. (Trust me there are many surprising combinations which actually exist). There are 3588 isotopes which exist in ground state and all are in the database of this project. This is a great opportunity to learn about the properties of every isotope in a fun and interactive way! What I built: :> The main canvas with the simulation of the atom. :> The element panel shows the information of the element you have created. :> The isotope panel gives you all the information about the current isotope you created and also visually highlights invalid isotopes, :> The control buttons let you ADD/REMOVE subatomic particles with full control. :> The periodic table with all the elements with proper buttons to jump to elements. :> Proper animation of the atom in the canvas. How I made it easy to use: :>Deployed it to GitHub pages so that anyone can easily access it without having to clone the repository. :> +10/-10 button help users to jump between atoms easily as well as see a satisfying animation. :> Added the ability to type in the desired number of subatomic particles for even more accessibility. :> The periodic table lets people jump to any desired element they want, so they do not have to struggle to reach any desired element. :> Made it so that the periodic table pops up with one click and disappears instantly when the user clicks an element or outside the table for a smooth and fast user experience. :> Colour coded each element in the periodic table depending on their types. :> If the user creates an invalid isotope, the isotope panels visually highlight it so that the user does not get confused. Technicalities A lot of things have been used in this project I have listed the things I learnt below: HTML5 Canvas Canvas Drawing Canvas Coordinate Systems requestAnimationFrame() Graphics / Animation Loops Mathematical Animation Polar / Circular Positioning Trigonometry in Programming Canvas Transformations 2.5D / Depth Illusion Painter’s Algorithm / Draw Order Dynamic Geometry State-Driven Graphics Data-Driven Application Design Managing Dynamic Object Collections Animation State Interpolated Animation Dynamic Numbers of Animated Objects Dynamic Shell Allocation UI State I am currently learning web development and these are my early steps. This is my first time using canvas so I gave it my best. The project may look very long in itself but it would have been way longer if you add the time spent reading documentation and watching videos about canvas Api. Since I started in stardance I have gone from not even knowing html syntax to here and I plan to further improve my understanding of canvas by making a game next. So, wish me luck. Please read the README for detailed explanation of my project!", "repo": "https://github.com/KartikeyaMishra-Ark/Atom-Simulation", "demo": "https://kartikeyamishra-ark.github.io/Atom-Simulation/"}]...
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[{"post_id": 70719, "ts": "202 [{"post_id": 70719, "ts": "2026-09-19T17:27:55Z", "hours": 2.0822, "text": "Complete UI change!! The shipwrights told me my theme was very generic and looked very AI generated so I changed it into the theme of star charts used by astronomers in 17th-18th centuries. Renamed the periodic table to the atlas and over all made everything look like a diagram made on parchment. Also added a trail to the electrons to make it look a little bit more unique. My project is based on the Bohr model which was based on astronomy of that time which emerged from these star charts so I decided to use this theme to have a little personality and originality. Thanks for reading!!"}, {"post_id": 70545, "ts": "2026-09-19T10:33:05Z", "hours": 0.8514, "text": "Final Devlog is here guys after so many hours!! I have redone the UI to look less generic and a little more unique. The canvas is now having invisible borders so it blends in with the background. Added a header. Added red colour in case of invalid isotope and moved status to the to for better user experience. Also set the cap to 118 on both electrons and protons. Fixed the plus 10 button so it goes up to 118 instead of stopping if there is less than 10 electrons left to 118. That will be all I will ship this and other features will come in future updates like exit animations and ion panel. There is a lot more I could do but I have refined everything I made in this and that will be all for now as adding new things will create an unrefined product. I have set the default atom to chromium-24 just because it is not too small and not too big to help the users go lower and upward pretty quick. It was a long run and genuinely tough project. The amount of documentation I had to read was unreal. Thanks for reading!!!!!!!!!!!!!!"}, {"post_id": 70489, "ts": "2026-09-19T08:45:53Z", "hours": 5.8706, "text": "I have completed the animation now. The other electrons now move slowly into their new positions and make space for the incoming electron. I also made it so that it is fluid for +10 electrons as well. I also am moving towards my final UI so everything is black now instead of blue and I plan on making it more space like. Now comes the part where I tell you my struggles. I spent a lot of time trying to perfect the animation. To do this I had to make changes in a lot of my functions and I finally was at the end of my struggles after about 3 hours of work and there was just one bug I was unable to fix which was that whenever I spam added electrons they would go into one place and then teleport into their dedicated locations. To fix that I made a lot of changes. The problem was that the canvas was not giving new space assignment to the electron when it was being spam added and foolish me without committing decided to fix it and broke everything. I managed to break it so bad that program broke when adding a new shell. And because I had made so many changes I was not gonna spend another 3 hours fixing them one by one so I had no choice but to delete everything since the last commit which was my last devlog. and then I had to remake it from there. Lesson learnt. Thanks for reading!!!"}, {"post_id": 69615, "ts": "2026-09-17T12:54:50Z", "hours": 3.5044, "text": "I have finally added an animation to the addition of the electrons!! You can see in the video I have made it so that every added electron comes from outside the canvas and takes its place in the orbit. It is far from perfect right now but it’s the first step. The biggest problem in this was making sure it came in at the proper angle so it feels smooth and injects itself properly. I am thinking of animating the other electrons to slowly move and make space for the new electron so it doesn’t look like a flicker every electron added. The nucleus is still the same I am leaving it alone I will fix it in the end it’s too much for me. Also did a lot of CSS changes in the periodic table and the isotope panel and the control buttons. I am trying to make it look like an instrument more Than a button so hopefully it can happen. The next move is refining this animation and once it’s done I will redo the entire CSS to a space, science, observatory theme. Thanks for reading!!"}, {"post_id": 69163, "ts": "2026-09-16T14:35:00Z", "hours": 5.3294, "text": "This is making me give up guys. I cannot fix this nucleus this just isn’t working. I have been spending so many hours on this I used to do so much more daily but I just rage quit when I can’t fix this. You can see in the video is is still working in a sequence I cannot fix it. I did fix the flicker which happens every time a particle is added so it is very smooth now. also I added rotation to the shells by adjusting my already existing drawshell function. I made some changes in css though they are not noticable in the video as I removed most of them because the light theme didn’t suit the project. I am trying to make the theme more space and science like more like an observatory. I really wanna start on animations but I am holding it off for everything else to start working first. Thanks for reading!!"}, {"post_id": 68152, "ts": "2026-09-14T16:32:40Z", "hours": 6.3133, "text": "I am so freaking done with this!! I have been sitting here for so many hours trying to fix the nucleus and for some reason it is never working. I have created multiple new functions deleted those, changed those and one time is became a spiral pattern. Then I tried to randomise it and it became like a random splash. then the neutrons disappeared. then the count got messed up so every ten neutrons added get on screen. Then neutrons did not show up until we reached 24 of them. I tried every different way I could think of solving this but this is not working. At last I thought I should just go back to my old configuration because it was good enough but now it became like this and is overlapping into the first shell. I guess I deleted my old function where I had set its parameter to not overlap the inner shell but here we are. Also I found a way to make the periodic table work properly. It now pops up on screen so the user doesn’t have to scroll and disappears with th user input or if the user clicks the background. I will make it transparent in the future. Also I hope I can fix this nucleus this is so not it. Thanks for reading."}, {"post_id": 67356, "ts": "2026-09-13T13:10:52Z", "hours": 4.5983, "text": "COMPLETE CSS OVERHAUL. I have redone the entire CSS to make it look WAYYY better and you can see the results. I am adopting a dark theme. I do want it to look more like space but I will see to it later. I added a toggle function for the periodic table. It looks kind of useless now but what I wanna do is make it appear on the screen instead of appearing below so that the use can select without having to scroll. Also the nucleus must be catching your eye. I tried to randomise it but for some reason it is randomising every frame so I have to figure out how to fix it. I am pretty sure it is a very simple fix that I am wasting so much time on. Also changed the colour of the shell, electrons and nucleus and gave the particles a little glow for dramatic effect. Also gave the elements in the periodic table colours according to their categories like Alkali metals, noble gases etc. Next I am going to fix the nucleus. Make the periodic table appear on screen and try to make the UI look better. I am also thing of any features I can add. Thanks for reading!!"}, {"post_id": 66047, "ts": "2026-09-11T16:36:57Z", "hours": 8.6878, "text": "Sorry for so long undevlogged hours. First time I got a warning. I really procrastinate on devlogs. There are many changes I made, the first being the addition of radioactive/stable status, half-life, decay mode, spin/parity, and atomic mass into the isotope tab. My vision is that I want people to explore the isotopes when they play around manually with the subatomic particles. This increased my database for isotopes to 45k lines, hopefully the person who told me it’s ok to use AI for data collection was true. And for enhanced UX I added +10 and -10 buttons as well as the ability to type the number of electrons in. And the biggest and the most obvious update was the periodic table. I spent so long figuring it out. At first I tried doing the entire thing in CSS, but thankfully the array of elements with so many seemingly useless information I created at the start helped out and I was able to assign each of them groups and periods to look like a periodic table through JavaScript, but La and Ac were acting up because they kept going down to the f block. I moved them up but it still looks not as good. I then added each element on the table to be clickable and the user would instantly move to the desired element and be able to test what isotopes it has and also all their properties. Also I removed the configuration because I am making the Bohr model visible so it’s inaccurate to have the Aufbau configuration. I am 1000% going to do frequent devlogs please forgive me for my past 3 devlogs. Also I made sure the most commonly used isotope is there by default on the isotope panel when the periodic table is clicked. I think I will look how to make the UI better first as the periodic table being on the bottom feels so weird and bad UI because the user needs to scroll to see the change. I’ll think for a fix. Thanks for reading!!!!!"}, {"post_id": 63762, "ts": "2026-09-07T18:39:18Z", "hours": 8.0033, "text": "Now this is a big one! I have spent hours trying different ways to add isotopes to this. I thought I would add some common isotopes and not let the user make any other atom. Then I ditched it and tried to just say not in data. Then I tried to reduce the number of elements then I thought that how many isotopes can I actually add? So Iooked up on how many isotopes exist of all known elements I found a study of NUBASE in 2022 with 3588 ground state isotopes in their website. It had a lot of detail. I have used clause to parse it into a json file and it has 25k lines. I have asked the shipwrights and they said it’s fine so I did it. So now I have each possible ground state isotope and its basic properties in my project so I just linked it to javascript and then decided I wanted an entire window dedicated to isotopes and as my project had been bad for so long so I redid the html and finally touched css. Didn’t take me too long it has become very easy to create basic cards after my last project. Then I created a few functions for the isotopes which basically act as a validator which I made previously for protons. Also I deleted a lot of my code. So as seen in the video, Isotopes are divided into stable, radioactive and invalid. Any isotope which my database doesn’t have does not exist in ground state which is way bigger of a scale I was thinking about so I am proud of it. Also the name and symbol have been changed as well. the css looks very bad as I just did it very fast so that it at least looks like it is real. Next is redoing the nucleus to increase the randomisation and maybe I am thinking of redoing the isotopes window and the UI. Mostly thinking of working on UI now but idk what I do tomorrow. Thanks for reading!!"}, {"post_id": 62851, "ts": "2026-09-06T11:40:28Z", "hours": 6.7181, "text": "Very long devlog here. I have added a lot of stuff and have failed to add a lot of stuff too. The first task at my hand was making the nucleus into individual particles.The problem I ran into was when there were less than 14 nuclear particles they were too far away from each other. So I made a few if statements for better alignment in lower atomic number elements. Then I added colours for identification I will change them in the future. After adding colour I saw that the protons and neutrons aren’t mixing and are forming rings instead and so far I cannot fix it. Next thing I added was electronic configuration. I have used Aufbau’s principle for the electronic configuration which is kinda inaccurate as my model doesn’t use it but I added it because I can. Also I have not added all the exceptions like chromium. The next step was adding ions and isotopes. I spent so much time adding isotopes and failed terribly but the ions have been working out. Currently they are also inaccurate because I have yet to add a block for impossible structures and also the names just add ion instead of saying oxide or chloride. There is a type section currently because I first added just anion neutral and cation detector but then decided I want all ions and isotopes as well. The most amount of time spent this time is for sure the failure of my isotopes addition. Also I have been tweaking the tilts to make them look better. My devlog makes it look simple but it took so much freaking trial and error to do all this I am seriously burned out now. But it’s too fun for me to stop. Thanks for reading!!"}, {"post_id": 62205, "ts": "2026-09-05T13:55:38Z", "hours": 2.9883, "text": "I have now added buttons for user to add and remove subatomic particles. The neutrons are kind of useless because I have currently linked it to the periodic table I added to the code (yes I added all the elements as mentioned in previous devlogs). So the atomic mass is hardcoded for every element but in the future I will switch back to mass number when I add isotopes to the this. And now the most obvious change. I have added a tilt to all the electron paths and the shells so that I can have a 3d effect. I looked up on how to make this 3d and decided it was wayyy too out of my league, though what I am doing is already out of it, but I decided I will try a 2.5d style and this is as far as I have gotten. I have also made it so that the outer shells move faster than inner ones for better effect. It looks kinda ugly as I have neglected css but I am waiting for a general structure to be finished before I do that. I have to say that canvas is very complicated. And I am having to use a lot of loops and I am having difficulty understanding my own code. I hope by moving forwards I can get more comfortable with all this. Thanks for reading!!"}, {"post_id": 62052, "ts": "2026-09-05T08:52:41Z", "hours": 2.5119, "text": "I have added functions to calculate the mass number and the charge on each configuration. Then I have added the properties of each element in the periodic table into the code and made a div so that it can be seen in the web page. In the video below I am changing the number of electrons and protons to showcase it working I am yet to add an input on the screen. Also for each element I have added its atomic number, symbol, name, atomic mass, period, group and category. I believe it will prove useful in the future when I add a proper description. I am also going to add isotopes in the future. It was very boring to copy all the elements from he periodic table though. Thanks for reading!! edit: I just noticed a bug. I am not changing the number of neutrons so the mass number is wrong in every case. As I set the detection of each element by the number of protons I didn’t realise it. Sorry for the error"}, {"post_id": 61724, "ts": "2026-09-04T19:24:00Z", "hours": 2.265, "text": "The visual difference in this update may not look a lot but the code has changed a lot. Previously all of the stuff was just hardcoded values and now I have turned them all into proper dynamic values. I have given it a configuration to accommodate all 118 elements properly. Also made it so that the increasing number of shells reduces the spacing so the shells don’t clip out of bounds. Also having lesser shells spreads them out more so it looks zoomed in. All seems to work fine now. Almost all hardcoded values are turned into functions so I am going to try to add a way so the user can directly add an electron to the system. I am yet to touch the protons it’s still just balls revolving in a certain configuration, far from my vision. Thanks for reading!!"}, {"post_id": 61588, "ts": "2026-09-04T16:00:47Z", "hours": 4.2703, "text": "So I redid all the code of the javascript. I created different functions for the shells, nucleus and the electrons. After that I made a loop for the electrons so that they spawn in the shell structure of 2,8,8 and don’t overlap and another loop inside that to make sure that they all are revolving around the nucleus in their own shells. Then I made a loop for the shells with the same calculation of the radius so that they form properly along the revolving electrons. And damn was all of that hard to understand and create. In my previous projects I had not worked much with loops so I had to learn all about them and damn does this project use a lot of maths. It’s lowkey kind of fun playing with numbers and seeing varying results on screen. I think I will have to ditch these functions in the future because my end goal is to get all the 118 elements in there but this is an important learning step for me. Thanks for reading!!"}, {"post_id": 61336, "ts": "2026-09-04T06:26:06Z", "hours": 0.7969, "text": "Finally figured out how to move the electron along the path. Had to use Sine and Cosines to designate the movement. One problem which came up was that the new frame was not erasing the previous position of the electron so I did a clearRect so erase the previous frame but it currently is clearing everything including the shell and the nucleus. I am going to re write everything into separate functions to fix it."}, {"post_id": 61172, "ts": "2026-09-03T23:32:27Z", "hours": 1.9469, "text": "This project is kind of ambitious for me as it is a complicated one, but as a science. student I have always wanted to build something like this. I just spent a couple of hours experimenting and learning about canvas. First time using it. I really love that I have to use maths, physics and chemistry to make a project. The vision I have with this project is having a way to add electrons and protons and neutrons to make different elements and their isotopes. I will try to get then entire periodic table. And as my previous projects I don’t know how I will do it. I will learn as I build. This is very fun so far and I hope it doesn’t take as long as the last one. Thanks for reading!!"}]...
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Title: Atom Simulator by @Rezz | Stardance
Devlog Title: Atom Simulator by @Rezz | Stardance
Devlogs:
This project is kind of ambitious for me as it is a complicated one, but as a science. student I have always wanted to build something like this. I just spent a couple of hours experimenting and learning about canvas. First time using it. I really love that I have to use maths, physics and chemistry to make a project. The vision I have with this project is having a way to add electrons and protons and neutrons to make different elements and their isotopes. I will try to get then entire periodic table. And as my previous projects I don’t know how I will do it. I will learn as I build. This is very fun so far and I hope it doesn’t take as long as the last one. Thanks for reading!!
Finally figured out how to move the electron along the path. Had to use Sine and Cosines to designate the movement. One problem which came up was that the new frame was not erasing the previous position of the electron so I did a clearRect so erase the previous frame but it currently is clearing everything including the shell and the nucleus. I am going to re write everything into separate functions to fix it.
So I redid all the code of the javascript. I created different functions for the shells, nucleus and the electrons. After that I made a loop for the electrons so that they spawn in the shell structure of 2,8,8 and don’t overlap and another loop inside that to make sure that they all are revolving around the nucleus in their own shells. Then I made a loop for the shells with the same calculation of the radius so that they form properly along the revolving electrons. And damn was all of that hard to understand and create. In my previous projects I had not worked much with loops so I had to learn all about them and damn does this project use a lot of maths. It’s lowkey kind of fun playing with numbers and seeing varying results on screen. I think I will have to ditch these functions in the future because my end goal is to get all the 118 elements in there but this is an important learning step for me. Thanks for reading!!
The visual difference in this update may not look a lot but the code has changed a lot. Previously all of the stuff was just hardcoded values and now I have turned them all into proper dynamic values. I have given it a configuration to accommodate all 118 elements properly. Also made it so that the increasing number of shells reduces the spacing so the shells don’t clip out of bounds. Also having lesser shells spreads them out more so it looks zoomed in. All seems to work fine now. Almost all hardcoded values are turned into functions so I am going to try to add a way so the user can directly add an electron to the system. I am yet to touch the protons it’s still just balls revolving in a certain configuration, far from my vision. Thanks for reading!!
I have added functions to calculate the mass number and the charge on each configuration. Then I have added the properties of each element in the periodic table into the code and made a div so that it can be seen in the web page. In the video below I am changing the number of electrons and protons to showcase it working I am yet to add an input on the screen. Also for each element I have added its atomic number, symbol, name, atomic mass, period, group and category. I believe it will prove useful in the future when I add a proper description. I am also going to add isotopes in the future. It was very boring to copy all the elements from he periodic table though. Thanks for reading!! edit: I just noticed a bug. I am not changing the number of neutrons so the mass number is wrong in every case. As I set the detection of each element by the number of protons I didn’t realise it. Sorry for the error
I have now added buttons for user to add and remove subatomic particles. The neutrons are kind of useless because I have currently linked it to the periodic table I added to the code (yes I added all the elements as mentioned in previous devlogs). So the atomic mass is hardcoded for every element but in the future I will switch back to mass number when I add isotopes to the this. And now the most obvious change. I have added a tilt to all the electron paths and the shells so that I can have a 3d effect. I looked up on how to make this 3d and decided it was wayyy too out of my league, though what I am doing is already out of it, but I decided I will try a 2.5d style and this is as far as I have gotten. I have also made it so that the outer shells move faster than inner ones for better effect. It looks kinda ugly as I have neglected css but I am waiting for a general structure to be finished before I do that. I have to say that canvas is very complicated. And I am having to use a lot of loops and I am having difficulty understanding my own code. I hope by moving forwards I can get more comfortable with all this. Thanks for reading!!
Very long devlog here. I have added a lot of stuff and have failed to add a lot of stuff too. The first task at my hand was making the nucleus into individual particles.The problem I ran into was when there were less than 14 nuclear particles they were too far away from each other. So I made a few if statements for better alignment in lower atomic number elements. Then I added colours for identification I will change them in the future. After adding colour I saw that the protons and neutrons aren’t mixing and are forming rings instead and so far I cannot fix it. Next thing I added was electronic configuration. I have used Aufbau’s principle for the electronic configuration which is kinda inaccurate as my model doesn’t use it but I added it because I can. Also I have not added all the exceptions like chromium. The next step was adding ions and isotopes. I spent so much time adding isotopes and failed terribly but the ions have been working out. Currently they are also inaccurate because I have yet to add a block for impossible structures and also the names just add ion instead of saying oxide or chloride. There is a type section currently because I first added just anion neutral and cation detector but then decided I want all ions and isotopes as well. The most amount of time spent this time is for sure the failure of my isotopes addition. Also I have been tweaking the tilts to make them look better. My devlog makes it look simple but it took so much freaking trial and error to do all this I am seriously burned out now. But it’s too fun for me to stop. Thanks for reading!!
Now this is a big one! I have spent hours trying different ways to add isotopes to this. I thought I would add some common isotopes and not let the user make any other atom. Then I ditched it and tried to just say not in data. Then I tried to reduce the number of elements then I thought that how many isotopes can I actually add? So Iooked up on how many isotopes exist of all known elements I found a study of NUBASE in 2022 with 3588 ground state isotopes in their website. It had a lot of detail. I have used clause to parse it into a json file and it has 25k lines. I have asked the shipwrights and they said it’s fine so I did it. So now I have each possible ground state isotope and its basic properties in my project so I just linked it to javascript and then decided I wanted an entire window dedicated to isotopes and as my project had been bad for so long so I redid the html and finally touched css. Didn’t take me too long it has become very easy to create basic cards after my last project. Then I created a few functions for the isotopes which basically act as a validator which I made previously for protons. Also I deleted a lot of my code. So as seen in the video, Isotopes are divided into stable, radioactive and invalid. Any isotope which my database doesn’t have does not exist in ground state which is way bigger of a scale I was thinking about so I am proud of it. Also the name and symbol have been changed as well. the css looks very bad as I just did it very fast so that it at least looks like it is real. Next is redoing the nucleus to increase the randomisation and maybe I am thinking of redoing the isotopes window and the UI. Mostly thinking of working on UI now but idk what I do tomorrow. Thanks for reading!!
Sorry for so long undevlogged hours. First time I got a warning. I really procrastinate on devlogs. There are many changes I made, the first being the addition of radioactive/stable status, half-life, decay mode, spin/parity, and atomic mass into the isotope tab. My vision is that I want people to explore the isotopes when they play around manually with the subatomic particles. This increased my database for isotopes to 45k lines, hopefully the person who told me it’s ok to use AI for data collection was true. And for enhanced UX I added +10 and -10 buttons as well as the ability to type the number of electrons in. And the biggest and the most obvious update was the periodic table. I spent so long figuring it out. At first I tried doing the entire thing in CSS, but thankfully the array of elements with so many seemingly useless information I created at the start helped out and I was able to assign each of them groups and periods to look like a periodic table through JavaScript, but La and Ac were acting up because they kept going down to the f block. I moved them up but it still looks not as good. I then added each element on the table to be clickable and the user would instantly move to the desired element and be able to test what isotopes it has and also all their properties. Also I removed the configuration because I am making the Bohr model visible so it’s inaccurate to have the Aufbau configuration. I am 1000% going to do frequent devlogs please forgive me for my past 3 devlogs. Also I made sure the most commonly used isotope is there by default on the isotope panel when the periodic table is clicked. I think I will look how to make the UI better first as the periodic table being on the bottom feels so weird and bad UI because the user needs to scroll to see the change. I’ll think for a fix. Thanks for reading!!!!!
COMPLETE CSS OVERHAUL. I have redone the entire CSS to make it look WAYYY better and you can see the results. I am adopting a dark theme. I do want it to look more like space but I will see to it later. I added a toggle function for the periodic table. It looks kind of useless now but what I wanna do is make it appear on the screen instead of appearing below so that the use can select without having to scroll. Also the nucleus must be catching your eye. I tried to randomise it but for some reason it is randomising every frame so I have to figure out how to fix it. I am pretty sure it is a very simple fix that I am wasting so much time on. Also changed the colour of the shell, electrons and nucleus and gave the particles a little glow for dramatic effect. Also gave the elements in the periodic table colours according to their categories like Alkali metals, noble gases etc. Next I am going to fix the nucleus. Make the periodic table appear on screen and try to make the UI look better. I am also thing of any features I can add. Thanks for reading!!
I am so freaking done with this!! I have been sitting here for so many hours trying to fix the nucleus and for some reason it is never working. I have created multiple new functions deleted those, changed those and one time is became a spiral pattern. Then I tried to randomise it and it became like a random splash. then the neutrons disappeared. then the count got messed up so every ten neutrons added get on screen. Then neutrons did not show up until we reached 24 of them. I tried every different way I could think of solving this but this is not working. At last I thought I should just go back to my old configuration because it was good enough but now it became like this and is overlapping into the first shell. I guess I deleted my old function where I had set its parameter to not overlap the inner shell but here we are. Also I found a way to make the periodic table work properly. It now pops up on screen so the user doesn’t have to scroll and disappears with th user input or if the user clicks the background. I will make it transparent in the future. Also I hope I can fix this nucleus this is so not it. Thanks for reading.
This is making me give up guys. I cannot fix this nucleus this just isn’t working. I have been spending so many hours on this I used to do so much more daily but I just rage quit when I can’t fix this. You can see in the video is is still working in a sequence I cannot fix it. I did fix the flicker which happens every time a particle is added so it is very smooth now. also I added rotation to the shells by adjusting my already existing drawshell function. I made some changes in css though they are not noticable in the video as I removed most of them because the light theme didn’t suit the project. I am trying to make the theme more space and science like more like an observatory. I really wanna start on animations but I am holding it off for everything else to start working first. Thanks for reading!!
I have finally added an animation to the addition of the electrons!! You can see in the video I have made it so that every added electron comes from outside the canvas and takes its place in the orbit. It is far from perfect right now but it’s the first step. The biggest problem in this was making sure it came in at the proper angle so it feels smooth and injects itself properly. I am thinking of animating the other electrons to slowly move and make space for the new electron so it doesn’t look like a flicker every electron added. The nucleus is still the same I am leaving it alone I will fix it in the end it’s too much for me. Also did a lot of CSS changes in the periodic table and the isotope panel and the control buttons. I am trying to make it look like an instrument more Than a button so hopefully it can happen. The next move is refining this animation and once it’s done I will redo the entire CSS to a space, science, observatory theme. Thanks for reading!!
I have completed the animation now. The other electrons now move slowly into their new positions and make space for the incoming electron. I also made it so that it is fluid for +10 electrons as well. I also am moving towards my final UI so everything is black now instead of blue and I plan on making it more space like. Now comes the part where I tell you my struggles. I spent a lot of time trying to perfect the animation. To do this I had to make changes in a lot of my functions and I finally was at the end of my struggles after about 3 hours of work and there was just one bug I was unable to fix which was that whenever I spam added electrons they would go into one place and then teleport into their dedicated locations. To fix that I made a lot of changes. The problem was that the canvas was not giving new space assignment to the electron when it was being spam added and foolish me without committing decided to fix it and broke everything. I managed to break it so bad that program broke when adding a new shell. And because I had made so many changes I was not gonna spend another 3 hours fixing them one by one so I had no choice but to delete everything since the last commit which was my last devlog. and then I had to remake it from there. Lesson learnt. Thanks for reading!!!
Final Devlog is here guys after so many hours!! I have redone the UI to look less generic and a little more unique. The canvas is now having invisible borders so it blends in with the background. Added a header. Added red colour in case of invalid isotope and moved status to the to for better user experience. Also set the cap to 118 on both electrons and protons. Fixed the plus 10 button so it goes up to 118 instead of stopping if there is less than 10 electrons left to 118. That will be all I will ship this and other features will come in future updates like exit animations and ion panel. There is a lot more I could do but I have refined everything I made in this and that will be all for now as adding new things will create an unrefined product. I have set the default atom to chromium-24 just because it is not too small and not too big to help the users go lower and upward pretty quick. It was a long run and genuinely tough project. The amount of documentation I had to read was unreal. Thanks for reading!!!!!!!!!!!!!!
Complete UI change!! The shipwrights told me my theme was very generic and looked very AI generated so I changed it into the theme of star charts used by astronomers in 17th-18th centuries. Renamed the periodic table to the atlas and over all made everything look like a diagram made on parchment. Also added a trail to the electrons to make it look a little bit more unique. My project is based on the Bohr model which was based on astronomy of that time which emerged from these star charts so I decided to use this theme to have a little personality and originality. Thanks for reading!!
Ships:
ATOM SIMULATOR!! Simulate an atom by adding subatomic particles manually or selecting elements directly from the periodic table and learn about every ground state isotope humanity has ever discovered! When I was starting this project I wanted to make something that I could show to others and be proud of it and this is what I have made! You can add any amount of subatomic particles and see the details of the isotope you have created. (Trust me there are many surprising combinations which actually exist). There are 3588 isotopes which exist in ground state and all are in the database of this project. This is a great opportunity to learn about the properties of every isotope in a fun and interactive way! What I built: :> The main canvas with the simulation of the atom. :> The element panel shows the information of the element you have created. :> The isotope panel gives you all the information about the current isotope you created and also visually highlights invalid isotopes, :> The control buttons let you ADD/REMOVE subatomic particles with full control. :> The periodic table with all the elements with proper buttons to jump to elements. :> Proper animation of the atom in the canvas. How I made it easy to use: :>Deployed it to GitHub pages so that anyone can easily access it without having to clone the repository. :> +10/-10 button help users to jump between atoms easily as well as see a satisfying animation. :> Added the ability to type in the desired number of subatomic particles for even more accessibility. :> The periodic table lets people jump to any desired element they want, so they do not have to struggle to reach any desired element. :> Made it so that the periodic table pops up with one click and disappears instantly when the user clicks an element or outside the table for a smooth and fast user experience. :> Colour coded each element in the periodic table depending on their types. :> If the user creates an invalid isotope, the isotope panels visually highlight it so that the user does not get confused. Technicalities A lot of things have been used in this project I have listed the things I learnt below: HTML5 Canvas Canvas Drawing Canvas Coordinate Systems requestAnimationFrame() Graphics / Animation Loops Mathematical Animation Polar / Circular Positioning Trigonometry in Programming Canvas Transformations 2.5D / Depth Illusion Painter’s Algorithm / Draw Order Dynamic Geometry State-Driven Graphics Data-Driven Application Design Managing Dynamic Object Collections Animation State Interpolated Animation Dynamic Numbers of Animated Objects Dynamic Shell Allocation UI State I am currently learning web development and these are my early steps. This is my first time using canvas so I gave it my best. The project may look very long in itself but it would have been way longer if you add the time spent reading documentation and watching videos about canvas Api. Since I started in stardance I have gone from not even knowing html syntax to here and I plan to further improve my understanding of canvas by making a game next. So, wish me luck. Please read the README for detailed explanation of my project!...
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grth by @Bandit | Stardance
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Title: grth by @Bandit | Stardance
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1793674303.3356836
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DIY Solder Fume Extractor + Air Quality Sensor by DIY Solder Fume Extractor + Air Quality Sensor by @james-lian | Stardance...
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T00:57:44Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a small hobbyist solder fume extractor complete with an air quality sensor for soldering applications. Features include: powered by a 12V DC power supply 0.91inch OLED SSD1306 LM2596-3.3 buck converter for 3V3 supply ENS160+AHT21 sensor to detect VOCs and eCO2 ESP-01S microcontroller custom 3d-printed casing 12V desk fan which pulls solder fumes through an activated carbon filter flip flop switch circuit + MOSFET to control the fan, flyback diode to prevent MOSFET damage A challenge that pushed the project’s completion date back was a manufacturing error that occurred on my PCB. The specific buck converter I ordered from JLCPCB assembly was the LM2596-3.3, but the first batch that was sent to me had the LM2596-ADJ, which output the default ~1.3V instead of 3V3. I only found out about this after soldering on both PCB boards, which meant I had wasted time, effort, and some good usable components which I failed to desolder.", "repo": "https://github.com/James-Lian/Solder-Fume-Extractor", "demo": ""}]...
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[{"post_id": 71524, "ts": "202 [{"post_id": 71524, "ts": "2026-09-21T00:25:53Z", "hours": 3.2508, "text": "Devlog #7: Completion The replacement PCB board from JLCPCB arrived today, and I spent a couple hours resoldering all the components. Finally, it’s done!"}, {"post_id": 59947, "ts": "2026-09-02T00:32:00Z", "hours": 5.5417, "text": "Devlog #6: Getting throttled Attempting to complete my PCBs, and I’m going through it, fr. Fried transistors + attempted fixes After receiving my PCBs, I got to work to solder my components. I had ordered PCBA for any components I didn’t have, such as inductors, the barrel jack connection, etc., but I was planning to save money by hand-soldering components I DID already have, such as transistors and my entire MCU system. This also gave me the added benefit of testing these components beforehand, and it allowed me to go through several iterations of code on the ESP-01S. The first issue I encountered with hand-soldering was with soldering the tiny, microscopic transistor holes (it was my first time doing so). The copper pads for my PN2222 breadboard transistors are super close together, and with my shaky hands, I accidentally whiffed, put too much solder, and left a solder connection between all three pads. Whoops! I eventually managed to fix it with a solder sucker. But after soldering, I decided to test the transistors with a multimeter to check if they were damaged, and both transistors were duds. I probably spent too long trying to fix it with the soldering iron and ended up frying them both. After this, I attempted to salvage the project by desoldering some of the more expensive components from the board and using it on the second backup PCBA I ordered from JLCPCB. I managed to salvage the OLED screen, but while desoldering the ESP-01S, I broke off several pins, essentially leaving the chip unusable. I decided not to salvage the bigger chips (e.g. ESP-01S, ENS160+AHT21), and decided to just reorder some components instead for the second attempt. New attempt: flip-flop switch fix + MCU not working I managed to solder all components to the second PCB cleanly, without any hiccups. However, on trying my project out, I encountered two issues: The flip flop switch turns on the fan, but it doesn’t turn it off. The 3.3V MCU system (including the OLED, ESP-01S, and ENS160+AHT21 sensor) doesn’t seem to turn on. The first issue was relatively easy to fix. Turns out, I had forgotten to add a pull-up resistor near the bottom of the flip-flop switch, and thus my steering capacitors had no path to VCC to “refill” (reset) their charge after the initial button press. I quickly soldered a pull-up resistor to VCC to fix it. The second issue stumped me for a while. I found out that I had forgotten to connect pin 4 (EN) of the ESP-01S to 3V3, so I quickly soldered a connection, but it still wasn’t working. Eventually, I took a look with my multimeter and found the problem: my 3V3 logic chips were actually running on 1.23V for some reason. It turns out, JLCPCB had sent me PCBA’s with the WRONG BUCK CONVERTER. I had ordered an TDSEMIC LM2596S-3.3, which would normally work perfectly, but JLCPCB had sent me PCBA’s with TDSEMIC LM2596S-ADJ instead. I’ll have to either contact JLCPCB for a refund, or attempt to salvage the PCB myself by modding it. I’ve burnt enough allowance on this ;-; Below: desoldering fail, attempted fixes (2), close-up of LM2596S-ADJ vs what I actually ordered ( https://www.lcsc.com/product-detail/C42421958.html?s_z=n_q_C42421958&globalKeyword=C42421958 )"}, {"post_id": 54994, "ts": "2026-08-26T12:52:38Z", "hours": 5.3325, "text": "Devlog #5 CAD Modeling With the code and PCB done, I needed a frame to hold all of the hardware together. Therefore, I spent a couple hours designing two cases in Fusion360 - one to house the PCB, and one to house the fan and the carbon filter I was using. PCB Case This PCB case is a little different than the ones I’ve designed so far. For one, the MOSFET and the capacitor that arrived on the PCB assembly I ordered from JLCPCB were much larger than I’d imagined, so I needed to design holes in my casing to accommodate for their size. Additionally, the ENS160 + AHT21 sensor needs generous access to air in order to provide accurate readings. I couldn’t encase them in the casing entirely, so I needed several unusual holes in my design so as not to interfere with the placements on my PCB board. I ended up designing a snap-fit housing with two parts - top and bottom (my first time designing a snap-fit joint!). The top part has several holes to ensure enough spacing for PCB components such as the OLED screen and keyswitch. It’s not air tight, but I really only need it to keep the PCB isolated and make things more presentable. Fan Holder Case I also needed to model a CAD case for the desktop fan to hold it and the active carbon filter in place. The fan case itself is actually a very simple design - three separate “panels” held in place with 4 screws and heat inserts."}, {"post_id": 54243, "ts": "2026-08-25T04:02:06Z", "hours": 3.2061, "text": "Devlog #4 Finalizing MCU program I used the breadboard prototype I had from Devlog #1 to finalize a working version of the ENS160 + AHT21 sensor program on the ESP-01S. I use the Adafruit libraries for these components to extract their readings, and then display it on a scrolling background on my 0.91 inch OLED SSD1306. This program is the final step before I solder the remaining components onto my PCB, which conveniently arrived as I was on vacation. It displays the following information: Line 1: Temp (deg C), Temp (deg F), Humidity (relative %) Line 2: Air Quality Index (AQI), Total Volatile Organic Compounds (ppb - TVOC), eCO2 (ppm - estimated CO2)"}, {"post_id": 31068, "ts": "2026-07-19T05:01:26Z", "hours": 1.7156, "text": "Devlog #3 - PCB design Once I had the design finalized from the schematic, it was straightforward enough to convert it into a PCB. I spent some time rearranging components to try and use as little space as possible. I had to leave some extra space for the ENS160+AHT21 air quality sensor, as it doesn’t work without consistent exposure to air."}, {"post_id": 30977, "ts": "2026-07-19T00:12:45Z", "hours": 1.6228, "text": "Devlog #2 - schematic design After confirming that the ESP-01S was a viable microcontroller for this project, I continued with designing the schematic for the PCB. Power Management ESP-01S is a 3.3V native controller, and the ENS160+AHT21 and the I2C OLED both use 3.3V logic. If I plug my 12V DC adapter directly into the ESP-01S, I’ll fry all my MCU components. Thus, I’m using an LM2596 buck converter to step-down some of the charge to 3.3V. Air Quality Sensor + MCU This section contains the sensor components and MCU. The air quality sensors and the OLED both share the same SCL/SDA I2C communication pins, which we established was possible in the previous devlog. Flip-Flop Switch + MOSFET Since the pins on the ESP-01S are being used, I decided to try exploring other options to turn my fan ON/OFF. I decided to use a flip-flop switch circuit. This allows me to persistently alter the fan’s ON/OFF state by simply clicking one pushbutton. The flip-flop switch circuit is a bistable multivibrator. It has two stable states where it can output a persistent signal (either 0 or 1), thus why we say it can represent a single bit of information. One of the states (transistors) is connected to a MOSFET (STP55NF06L), a heavy-duty voltage-controlled component which handles heavy loads much better than a simple transistor. The MOSFET helps control the fan. I attached a flyback diode in parallel to the fan. Because a fan is fundamentally wire coiled around magnets (an inductor), when the flip-flop switch suddenly turns off, the magnetic field of the fan collapses, converting back into an extremely high-voltage electric signal that, if not protected against, could instantly fry my MOSFET. The flyback diode allows the current to loop back around through the inductor until it is harmlessly dissipated as heat. Power-On Circuit On its own, the flip-flop switch’s initial state is hard to control . It’s based on chance, and small manufacturing differences between identical resistors and capacitors used in the circuit. To ensure the flip-flop switch always initializes to an OFF state, I added a tiny 10nF capacitor to one of the transistors. This makes one of the transistors slightly slower, thus ensuring the other one will always “win” the race condition. Next, I’ll be designing the PCB and programming the ESP-01S!"}, {"post_id": 30435, "ts": "2026-07-17T23:44:14Z", "hours": 0.7667, "text": "Devlog #1 - breadboard prototype I’ve been soldering a lot more recently thanks to starting a variety of electronics projects, and I’m starting to feel the need to get a fume extractor and some sort of air quality sensor to monitor my workspace. After some consideration, I decided making my own fume extractor would be a fun project idea, and also a great way to use up some electronics components that I have lying around. Components To make this project, I ordered some cheap $6 12V cooling fans meant for PC setups. For the microcontroller, I’ll be using an ESP-01S, an ENS160+AHT21 (which can measure air quality and VOCs), and an I2C 0.91 inch OLED display, all components I already have. I spent some time desoldering the OLED display from an older PCB project to reuse it in this one. Breadboarding The ESP-01S is an incredibly small controller, with only two pins (GPIO0 and GPIO2) available as digital pins (apart from RX and TX, but I plan to use those for debugging). Since both the OLED and the ENS160+AHT21 are I2C components that communicate with Serial Data (SDA) and Serial Clock (SCL), theoretically these components could share GPIO0 and GPIO2 as SDA and SCL pins if they had different device addresses. However, to be sure, I breadboarded and flashed a quick program to output the addresses and confirm that I had three separate, unique identifiers. Now that I have this information, I’m ready to design the PCB next."}]...
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Title: DIY Solder Fume Extractor + Air Quality Sen Title: DIY Solder Fume Extractor + Air Quality Sensor by @james-lian | Stardance
Devlogs:
Devlog #1 - breadboard prototype I’ve been soldering a lot more recently thanks to starting a variety of electronics projects, and I’m starting to feel the need to get a fume extractor and some sort of air quality sensor to monitor my workspace. After some consideration, I decided making my own fume extractor would be a fun project idea, and also a great way to use up some electronics components that I have lying around. Components To make this project, I ordered some cheap $6 12V cooling fans meant for PC setups. For the microcontroller, I’ll be using an ESP-01S, an ENS160+AHT21 (which can measure air quality and VOCs), and an I2C 0.91 inch OLED display, all components I already have. I spent some time desoldering the OLED display from an older PCB project to reuse it in this one. Breadboarding The ESP-01S is an incredibly small controller, with only two pins (GPIO0 and GPIO2) available as digital pins (apart from RX and TX, but I plan to use those for debugging). Since both the OLED and the ENS160+AHT21 are I2C components that communicate with Serial Data (SDA) and Serial Clock (SCL), theoretically these components could share GPIO0 and GPIO2 as SDA and SCL pins if they had different device addresses. However, to be sure, I breadboarded and flashed a quick program to output the addresses and confirm that I had three separate, unique identifiers. Now that I have this information, I’m ready to design the PCB next.
Devlog #2 - schematic design After confirming that the ESP-01S was a viable microcontroller for this project, I continued with designing the schematic for the PCB. Power Management ESP-01S is a 3.3V native controller, and the ENS160+AHT21 and the I2C OLED both use 3.3V logic. If I plug my 12V DC adapter directly into the ESP-01S, I’ll fry all my MCU components. Thus, I’m using an LM2596 buck converter to step-down some of the charge to 3.3V. Air Quality Sensor + MCU This section contains the sensor components and MCU. The air quality sensors and the OLED both share the same SCL/SDA I2C communication pins, which we established was possible in the previous devlog. Flip-Flop Switch + MOSFET Since the pins on the ESP-01S are being used, I decided to try exploring other options to turn my fan ON/OFF. I decided to use a flip-flop switch circuit. This allows me to persistently alter the fan’s ON/OFF state by simply clicking one pushbutton. The flip-flop switch circuit is a bistable multivibrator. It has two stable states where it can output a persistent signal (either 0 or 1), thus why we say it can represent a single bit of information. One of the states (transistors) is connected to a MOSFET (STP55NF06L), a heavy-duty voltage-controlled component which handles heavy loads much better than a simple transistor. The MOSFET helps control the fan. I attached a flyback diode in parallel to the fan. Because a fan is fundamentally wire coiled around magnets (an inductor), when the flip-flop switch suddenly turns off, the magnetic field of the fan collapses, converting back into an extremely high-voltage electric signal that, if not protected against, could instantly fry my MOSFET. The flyback diode allows the current to loop back around through the inductor until it is harmlessly dissipated as heat. Power-On Circuit On its own, the flip-flop switch’s initial state is hard to control . It’s based on chance, and small manufacturing differences between identical resistors and capacitors used in the circuit. To ensure the flip-flop switch always initializes to an OFF state, I added a tiny 10nF capacitor to one of the transistors. This makes one of the transistors slightly slower, thus ensuring the other one will always “win” the race condition. Next, I’ll be designing the PCB and programming the ESP-01S!
Devlog #3 - PCB design Once I had the design finalized from the schematic, it was straightforward enough to convert it into a PCB. I spent some time rearranging components to try and use as little space as possible. I had to leave some extra space for the ENS160+AHT21 air quality sensor, as it doesn’t work without consistent exposure to air.
Devlog #4 Finalizing MCU program I used the breadboard prototype I had from Devlog #1 to finalize a working version of the ENS160 + AHT21 sensor program on the ESP-01S. I use the Adafruit libraries for these components to extract their readings, and then display it on a scrolling background on my 0.91 inch OLED SSD1306. This program is the final step before I solder the remaining components onto my PCB, which conveniently arrived as I was on vacation. It displays the following information: Line 1: Temp (deg C), Temp (deg F), Humidity (relative %) Line 2: Air Quality Index (AQI), Total Volatile Organic Compounds (ppb - TVOC), eCO2 (ppm - estimated CO2)
Devlog #5 CAD Modeling With the code and PCB done, I needed a frame to hold all of the hardware together. Therefore, I spent a couple hours designing two cases in Fusion360 - one to house the PCB, and one to house the fan and the carbon filter I was using. PCB Case This PCB case is a little different than the ones I’ve designed so far. For one, the MOSFET and the capacitor that arrived on the PCB assembly I ordered from JLCPCB were much larger than I’d imagined, so I needed to design holes in my casing to accommodate for their size. Additionally, the ENS160 + AHT21 sensor needs generous access to air in order to provide accurate readings. I couldn’t encase them in the casing entirely, so I needed several unusual holes in my design so as not to interfere with the placements on my PCB board. I ended up designing a snap-fit housing with two parts - top and bottom (my first time designing a snap-fit joint!). The top part has several holes to ensure enough spacing for PCB components such as the OLED screen and keyswitch. It’s not air tight, but I really only need it to keep the PCB isolated and make things more presentable. Fan Holder Case I also needed to model a CAD case for the desktop fan to hold it and the active carbon filter in place. The fan case itself is actually a very simple design - three separate “panels” held in place with 4 screws and heat inserts.
Devlog #6: Getting throttled Attempting to complete my PCBs, and I’m going through it, fr. Fried transistors + attempted fixes After receiving my PCBs, I got to work to solder my components. I had ordered PCBA for any components I didn’t have, such as inductors, the barrel jack connection, etc., but I was planning to save money by hand-soldering components I DID already have, such as transistors and my entire MCU system. This also gave me the added benefit of testing these components beforehand, and it allowed me to go through several iterations of code on the ESP-01S. The first issue I encountered with hand-soldering was with soldering the tiny, microscopic transistor holes (it was my first time doing so). The copper pads for my PN2222 breadboard transistors are super close together, and with my shaky hands, I accidentally whiffed, put too much solder, and left a solder connection between all three pads. Whoops! I eventually managed to fix it with a solder sucker. But after soldering, I decided to test the transistors with a multimeter to check if they were damaged, and both transistors were duds. I probably spent too long trying to fix it with the soldering iron and ended up frying them both. After this, I attempted to salvage the project by desoldering some of the more expensive components from the board and using it on the second backup PCBA I ordered from JLCPCB. I managed to salvage the OLED screen, but while desoldering the ESP-01S, I broke off several pins, essentially leaving the chip unusable. I decided not to salvage the bigger chips (e.g. ESP-01S, ENS160+AHT21), and decided to just reorder some components instead for the second attempt. New attempt: flip-flop switch fix + MCU not working I managed to solder all components to the second PCB cleanly, without any hiccups. However, on trying my project out, I encountered two issues: The flip flop switch turns on the fan, but it doesn’t turn it off. The 3.3V MCU system (including the OLED, ESP-01S, and ENS160+AHT21 sensor) doesn’t seem to turn on. The first issue was relatively easy to fix. Turns out, I had forgotten to add a pull-up resistor near the bottom of the flip-flop switch, and thus my steering capacitors had no path to VCC to “refill” (reset) their charge after the initial button press. I quickly soldered a pull-up resistor to VCC to fix it. The second issue stumped me for a while. I found out that I had forgotten to connect pin 4 (EN) of the ESP-01S to 3V3, so I quickly soldered a connection, but it still wasn’t working. Eventually, I took a look with my multimeter and found the problem: my 3V3 logic chips were actually running on 1.23V for some reason. It turns out, JLCPCB had sent me PCBA’s with the WRONG BUCK CONVERTER. I had ordered an TDSEMIC LM2596S-3.3, which would normally work perfectly, but JLCPCB had sent me PCBA’s with TDSEMIC LM2596S-ADJ instead. I’ll have to either contact JLCPCB for a refund, or attempt to salvage the PCB myself by modding it. I’ve burnt enough allowance on this ;-; Below: desoldering fail, attempted fixes (2), close-up of LM2596S-ADJ vs what I actually ordered ( https://www.lcsc.com/product-detail/C42421958.html?s_z=n_q_C42421958&globalKeyword=C42421958 )
Devlog #7: Completion The replacement PCB board from JLCPCB arrived today, and I spent a couple hours resoldering all the components. Finally, it’s done!
Ships:
I made a small hobbyist solder fume extractor complete with an air quality sensor for soldering applications. Features include: powered by a 12V DC power supply 0.91inch OLED SSD1306 LM2596-3.3 buck converter for 3V3 supply ENS160+AHT21 sensor to detect VOCs and eCO2 ESP-01S microcontroller custom 3d-printed casing 12V desk fan which pulls solder fumes through an activated carbon filter flip flop switch circuit + MOSFET to control the fan, flyback diode to prevent MOSFET damage A challenge that pushed the project’s completion date back was a manufacturing error that occurred on my PCB. The specific buck converter I ordered from JLCPCB assembly was the LM2596-3.3, but the first batch that was sent to me had the LM2596-ADJ, which output the default ~1.3V instead of 3V3. I only found out about this after soldering on both PCB boards, which meant I had wasted time, effort, and some good usable components which I failed to desolder....
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1793674304.2196746
|
1793760704.2196746
|
|
64391
|
My awesome macropad! by @Eectric | Stardance
|
Eectric
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Eectric | Stardanc Title: My awesome macropad! by @Eectric | Stardance...
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1793674305.3660846
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1794279105.3660846
|
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64392
|
grth by @Bandit | Stardance
|
Bandit
|
0
|
0.0
|
0
|
[]
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[]
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Title: grth by @Bandit | Stardance
|
1793674306.2301857
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1794279106.2301857
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27377
|
AI-Powered Adventure Text Game by @jeremyngai | St AI-Powered Adventure Text Game by @jeremyngai | Stardance...
|
jeremyngai
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1
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31.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T08:27:12Z", "hours": 31.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is an AI-powered text adventure device using an ESP32, an e-paper display and a rotary encoder. It is powered by Gemini to generate infinite stories and choices. It uses ESP32-C3 microcontroller to connect to WiFi and query the Gemini API. Gemini generates an interactive story segment and choices for the player in JSON format. Then the text is shown on the e-paper display. The user can use the rotary encoder to scroll through the text and select their next action. Each choice is returned to the history buffer on the ESP32 and is sent back to Gemini to generate the next story segment. Personally the most enjoyable part is when the PCB worked after i soldered them, however the coding part is hell cuz i sucks at coding lol. It haven’t got an enclosure yet, i will work on it soon! Now I can play this in my free time!", "repo": "https://github.com/Jeremy-Ngai-Sew-Poh/InkQuest", "demo": ""}]...
|
[{"post_id": 74300, "ts": "202 [{"post_id": 74300, "ts": "2026-09-27T04:39:13Z", "hours": 1.6014, "text": "I worked on the game loop system so the story is infinite. after you selected your choice your response will be sent back to gemini api to generate next story! now its actually infinite loop"}, {"post_id": 38642, "ts": "2026-08-01T04:29:45Z", "hours": 4.8872, "text": "Spent the last few days implementing gemini api into the code and formatting json data like text, choice into the e paper display :) I’ll take a break from this project as i have joined other competition. so stay tuned!"}, {"post_id": 31150, "ts": "2026-07-19T10:08:00Z", "hours": 2.8883, "text": "GAH DAMN MY PCB IS WORKING!!! Timelapse below! I spent the last few hours carefully soldering my new PCB. I decided to use 0805 for all smd component cuz in my last project, I used 0603 ones and it was PURE TORTURE to solder them all lol. lessen learnt! Overall, I absolutely love the pcb outcome its nicer than I expected especially the ws2812b led and all those smd resistor (they look so sci-fi xD). However there was one flaw, I forgot about the ESP32 antenna. I’m forced to awkwardly fit the antenna on the pcb back (right beside my Great Wave silkscreen print). Luckily it didn’t block it lol. This is something I needa keep in mind the next time! You might be wondering what’s that tiny pin header I used there. It’s just a pin header, but for the design, I wanted it to be ultra slim, so I designed a PCB sandwich layout. The battery fits perfectly between the e-paper pcb and my pcb. However the problem with normal pin headers is that they are super chunky, they have like 9mm gap. That instantly ruin the whole vibe… So after hours of digging in aliexpress, I found those low profile pin header. They are SUPER PERFECT for my project (6mm gap), which is exactly my battery thickness!!! Anyways the low profile pin header was NOT CHEAP at all… well at least its so worth it. Other than soldering the PCB, I did a few adjustment to the firmware, including: rotary encoder logic improvement - I used interrupt pin logic to read it, they place the rotary encoder at the toppest priority (if theres any changes in pin state, the esp32 instantly ignore everything and focus on the encoder). That’s all for now, stay tuned! its so fun"}, {"post_id": 30648, "ts": "2026-07-18T12:04:16Z", "hours": 1.4833, "text": "Today I worked on a WiFi prompt to let user choose whether they want to connect to a different wifi or existing one, because this device is supposed to be portable, working anywhere, so this is very important. However, I’m still figuring out how to show the WiFi name… wm.getWiFiSSID() didn’t work though. Btw, all my hardware had already arrived just now!! (after slow ahh aliexpress) I can’t wait to solder them, so stay tuned lol XD"}, {"post_id": 30125, "ts": "2026-07-17T13:25:32Z", "hours": 4.3369, "text": "In the last few days, I made a few changes to my project: I decided to switch the idea from the initial quiz game concept into a choice-based adventure text game, it’s basically an infinite “choose your own adventure” concept. I feel like it’s way more fun! I worked with the WiFiManager library to make the wifi setup more accessible and easy. We now don’t need to hardcode wifi password into the code, the device will launch a hotspot captive portal and you can just connect any of your device to setup wifi at anytime anywhere. portable, isn’t it? Since this game concept will need the e-paper display to show a long text, I used a serif font and coded an automatic text wrapping and an adaptive scroll bar at the side so you can know the length of the text I also added a low battery and data parsing error page for the user alongside with an ok button to shutdown the device. What’s next? After the text formatting is stable, i’ll be focusing on text generation and choice logic!! xD"}, {"post_id": 27138, "ts": "2026-07-12T12:49:33Z", "hours": 2.3742, "text": "Added automatic text wrapping, improved code logic and added low battery screen"}, {"post_id": 26595, "ts": "2026-07-11T14:50:08Z", "hours": 0.6044, "text": "Sent PCB design to JLCPCB for manufacturing (the silkscreen boutta look fire!!)"}, {"post_id": 26395, "ts": "2026-07-11T05:00:22Z", "hours": 1.8842, "text": "Finalised PCB schematics and tested with breadboard. PCB is ready to be manufactured!!"}, {"post_id": 24655, "ts": "2026-07-08T11:42:57Z", "hours": 1.2667, "text": "Added WS2812B Neopixel on the PCB and rerouted PCB"}, {"post_id": 22722, "ts": "2026-07-05T09:35:39Z", "hours": 2.0708, "text": "Finalised schematics circuit, now starting PCB layout!!"}, {"post_id": 22147, "ts": "2026-07-04T13:36:10Z", "hours": 0.4381, "text": "Updated UI interface to fit longer question and answer"}, {"post_id": 21968, "ts": "2026-07-04T05:52:14Z", "hours": 1.4556, "text": "Designed first schematics for custom PCB"}, {"post_id": 21501, "ts": "2026-07-03T14:21:54Z", "hours": 0.3519, "text": "Added ADC reading from battery pin to calculate percentage"}, {"post_id": 19185, "ts": "2026-06-30T13:32:47Z", "hours": 0.3486, "text": "I implemented random seed for Gemini and reinforced the prompt because the AI keep generating the same question and answer over and over again"}, {"post_id": 19168, "ts": "2026-06-30T12:51:47Z", "hours": 1.8264, "text": "Finally implemented Gemini 3.1 Flash Lite into my e-paper ai quiz! Took a long long time debugging errors. Next I’m gonna optimise the ui"}, {"post_id": 18247, "ts": "2026-06-29T10:07:48Z", "hours": 0.7272, "text": "Removed variable dummy placeholder to prepare for API implementation. Also fixed navigation bug when switching pages."}, {"post_id": 17501, "ts": "2026-06-28T09:50:58Z", "hours": 0.6828, "text": "Added hourglass loading screen and improved code logic"}, {"post_id": 17459, "ts": "2026-06-28T07:44:51Z", "hours": 0.7906, "text": "Implemented full quiz logic in Arduino IDE (Gemini API yet to do)"}, {"post_id": 17431, "ts": "2026-06-28T06:34:17Z", "hours": 0.5061, "text": "Added logic pages system using partial refresh in Arduino IDE"}, {"post_id": 17370, "ts": "2026-06-28T04:02:32Z", "hours": 0.4453, "text": "Initialise e-paper screen and wifi in Arduino IDE"}, {"post_id": 17359, "ts": "2026-06-28T03:34:17Z", "hours": 0.3494, "text": "UI Design for quiz interface"}]...
|
Title: AI-Powered Adventure Text Game by @jeremyng Title: AI-Powered Adventure Text Game by @jeremyngai | Stardance
Devlogs:
UI Design for quiz interface
Initialise e-paper screen and wifi in Arduino IDE
Added logic pages system using partial refresh in Arduino IDE
Implemented full quiz logic in Arduino IDE (Gemini API yet to do)
Added hourglass loading screen and improved code logic
Removed variable dummy placeholder to prepare for API implementation. Also fixed navigation bug when switching pages.
Finally implemented Gemini 3.1 Flash Lite into my e-paper ai quiz! Took a long long time debugging errors. Next I’m gonna optimise the ui
I implemented random seed for Gemini and reinforced the prompt because the AI keep generating the same question and answer over and over again
Added ADC reading from battery pin to calculate percentage
Designed first schematics for custom PCB
Updated UI interface to fit longer question and answer
Finalised schematics circuit, now starting PCB layout!!
Added WS2812B Neopixel on the PCB and rerouted PCB
Finalised PCB schematics and tested with breadboard. PCB is ready to be manufactured!!
Sent PCB design to JLCPCB for manufacturing (the silkscreen boutta look fire!!)
Added automatic text wrapping, improved code logic and added low battery screen
In the last few days, I made a few changes to my project: I decided to switch the idea from the initial quiz game concept into a choice-based adventure text game, it’s basically an infinite “choose your own adventure” concept. I feel like it’s way more fun! I worked with the WiFiManager library to make the wifi setup more accessible and easy. We now don’t need to hardcode wifi password into the code, the device will launch a hotspot captive portal and you can just connect any of your device to setup wifi at anytime anywhere. portable, isn’t it? Since this game concept will need the e-paper display to show a long text, I used a serif font and coded an automatic text wrapping and an adaptive scroll bar at the side so you can know the length of the text I also added a low battery and data parsing error page for the user alongside with an ok button to shutdown the device. What’s next? After the text formatting is stable, i’ll be focusing on text generation and choice logic!! xD
Today I worked on a WiFi prompt to let user choose whether they want to connect to a different wifi or existing one, because this device is supposed to be portable, working anywhere, so this is very important. However, I’m still figuring out how to show the WiFi name… wm.getWiFiSSID() didn’t work though. Btw, all my hardware had already arrived just now!! (after slow ahh aliexpress) I can’t wait to solder them, so stay tuned lol XD
GAH DAMN MY PCB IS WORKING!!! Timelapse below! I spent the last few hours carefully soldering my new PCB. I decided to use 0805 for all smd component cuz in my last project, I used 0603 ones and it was PURE TORTURE to solder them all lol. lessen learnt! Overall, I absolutely love the pcb outcome its nicer than I expected especially the ws2812b led and all those smd resistor (they look so sci-fi xD). However there was one flaw, I forgot about the ESP32 antenna. I’m forced to awkwardly fit the antenna on the pcb back (right beside my Great Wave silkscreen print). Luckily it didn’t block it lol. This is something I needa keep in mind the next time! You might be wondering what’s that tiny pin header I used there. It’s just a pin header, but for the design, I wanted it to be ultra slim, so I designed a PCB sandwich layout. The battery fits perfectly between the e-paper pcb and my pcb. However the problem with normal pin headers is that they are super chunky, they have like 9mm gap. That instantly ruin the whole vibe… So after hours of digging in aliexpress, I found those low profile pin header. They are SUPER PERFECT for my project (6mm gap), which is exactly my battery thickness!!! Anyways the low profile pin header was NOT CHEAP at all… well at least its so worth it. Other than soldering the PCB, I did a few adjustment to the firmware, including: rotary encoder logic improvement - I used interrupt pin logic to read it, they place the rotary encoder at the toppest priority (if theres any changes in pin state, the esp32 instantly ignore everything and focus on the encoder). That’s all for now, stay tuned! its so fun
Spent the last few days implementing gemini api into the code and formatting json data like text, choice into the e paper display :) I’ll take a break from this project as i have joined other competition. so stay tuned!
I worked on the game loop system so the story is infinite. after you selected your choice your response will be sent back to gemini api to generate next story! now its actually infinite loop
Ships:
This is an AI-powered text adventure device using an ESP32, an e-paper display and a rotary encoder. It is powered by Gemini to generate infinite stories and choices. It uses ESP32-C3 microcontroller to connect to WiFi and query the Gemini API. Gemini generates an interactive story segment and choices for the player in JSON format. Then the text is shown on the e-paper display. The user can use the rotary encoder to scroll through the text and select their next action. Each choice is returned to the history buffer on the ESP32 and is sent back to Gemini to generate the next story segment. Personally the most enjoyable part is when the PCB worked after i soldered them, however the coding part is hell cuz i sucks at coding lol. It haven’t got an enclosure yet, i will work on it soon! Now I can play this in my free time!...
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1793674307.072949
|
1793760707.072949
|
|
64393
|
My awesome macropad! by @him28292009 | Stardance
|
him28292009
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @him28292009 | Star Title: My awesome macropad! by @him28292009 | Stardance...
|
1793674308.3766022
|
1794279108.3766022
|
|
64394
|
Untitled project by @benek_czerwinski | Stardance
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benek_czerwinski
|
0
|
0.0
|
0
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[]
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[]
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Title: Untitled project by @benek_czerwinski | Sta Title: Untitled project by @benek_czerwinski | Stardance...
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1793674309.2607458
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1794279109.2607458
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52537
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MySite by @K_muistaa501 | Stardance
|
K_muistaa501
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T11:03:06Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Its alive!!! This was a great mission!!!! thank you for going on the site, enjoy doing homework :D Its not much, but pls enjoy", "repo": "https://github.com/K-muistaa501/New-Proj--PS26-", "demo": "https://k-muistaa501.github.io/New-Proj--PS26-/"}]...
|
[{"post_id": 60473, "ts": "202 [{"post_id": 60473, "ts": "2026-09-02T20:25:47Z", "hours": 0.3592, "text": "Part 5: Buttons, part 2…. I redesigned the buttons for the site, because i thought they look boring"}, {"post_id": 59856, "ts": "2026-09-01T20:38:20Z", "hours": 0.3678, "text": "Part 4 laziest upload ever… redesigned some elements"}, {"post_id": 59111, "ts": "2026-08-31T18:56:09Z", "hours": 1.0925, "text": "Part 3 just updating…"}, {"post_id": 58178, "ts": "2026-08-30T15:13:39Z", "hours": 1.5464, "text": "Part 2 Did the ascii font, used TAAG by patorjk and added BUTTONS"}, {"post_id": 57278, "ts": "2026-08-29T11:54:59Z", "hours": 1.5503, "text": "Part 1 I’m trying to make a frutiger aero style window. Kinda tricky as the sections are weirdly formatted"}]...
|
Title: MySite by @K_muistaa501 | Stardance
Devlog Title: MySite by @K_muistaa501 | Stardance
Devlogs:
Part 1 I’m trying to make a frutiger aero style window. Kinda tricky as the sections are weirdly formatted
Part 2 Did the ascii font, used TAAG by patorjk and added BUTTONS
Part 3 just updating…
Part 4 laziest upload ever… redesigned some elements
Part 5: Buttons, part 2…. I redesigned the buttons for the site, because i thought they look boring
Ships:
Its alive!!! This was a great mission!!!! thank you for going on the site, enjoy doing homework :D Its not much, but pls enjoy...
|
1793674310.1366382
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1793760710.1366382
|
|
64395
|
My first slack bot! by @Rondie | Stardance
|
Rondie
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Rondie | Stardance
|
1793674311.3509178
|
1794279111.3509178
|
|
64396
|
My own site! by @Jeevitesh | Stardance
|
Jeevitesh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @Jeevitesh | Stardance
|
1793674312.2178345
|
1794279112.2178345
|
|
64397
|
BLARE by @Deka | Stardance
|
Deka
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: BLARE by @Deka | Stardance
|
1793674313.0880063
|
1794279113.0880063
|
|
64398
|
Idk by @riohoanglong15 | Stardance
|
riohoanglong15
|
0
|
0.0
|
0
|
[]
|
[]
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Title: Idk by @riohoanglong15 | Stardance
|
1793674313.9516592
|
1794279113.9516592
|
|
57569
|
nano_code by @wilrakov | Stardance
|
wilrakov
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T13:06:28Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I did a small bytecode in pure x64 assembly. I am proud of it since it was my first assembly project. It only works on Linux, and you should know a little about asm to test it. I mean, the programming language for my bytecode is really close to assembly. It’s complex to test, I know, but I hope you’ll find out! Thanks a lot for all the event!!!", "repo": "https://github.com/wilrak0v/nano_code", "demo": "https://github.com/wilrak0v/nano_code/releases/tag/Stardance"}]...
|
[{"post_id": 72653, "ts": "202 [{"post_id": 72653, "ts": "2026-09-23T12:56:37Z", "hours": 2.2403, "text": "I think I am done with this project… I hope it´s fine to ship it."}, {"post_id": 69148, "ts": "2026-09-16T14:06:41Z", "hours": 3.0778, "text": "Okay so I finished the bytecode, all is working great! I started a language for it which is closer to assembly. I do it with customASM. On the image you can see the Fibonacci algorithm"}, {"post_id": 66681, "ts": "2026-09-12T15:34:32Z", "hours": 1.4653, "text": "Okay so I added memory operations from 8 bits to 32 bits. I also did the syscall system but for now I just have one syscall which is print (the same as the write syscall on linux)."}, {"post_id": 66448, "ts": "2026-09-12T08:56:33Z", "hours": 2.4089, "text": "All operations on registers are done. It´s faster than JVM for 100 numbers of Fibonacci. So now I just have to make the memory operations and the syscall system. Then the core will be done."}, {"post_id": 64895, "ts": "2026-09-09T16:31:19Z", "hours": 3.5192, "text": "Last three days I added a lot of instructions. We can perform arithmetic expressions and jump with and without conditions. So I think my VM is turing complete isn´t it? Today I did a fibonacci test and I beat the JVM."}, {"post_id": 60307, "ts": "2026-09-02T16:15:17Z", "hours": 4.63, "text": "First devlog Last days I worked on a small and simple project called nano_code. It´s a bytecode written in pure assembly and designed to be fast. I hope I can beat the JVM on modern PC. So what did I do? Actually I did the hardest part of this project by making the loop (fetch-decode-execute). Now I just need to implement the instructions one by one. Oh and I don´t load bytecode from a file for now so I have to implement it later. I already implemented movr and movi (r = register and i = immediate), and I am currently making the arithmetic operations like add, sub, mul, div, and mod which is modulo of course. All of these instructions have two version : one with a register and an immediate value and the other one with two register as the operands. Of course in the future I will need to make a small assembler to write easily code for that VM. Thanks for reading, see you soon."}]...
|
Title: nano_code by @wilrakov | Stardance
Devlogs Title: nano_code by @wilrakov | Stardance
Devlogs:
First devlog Last days I worked on a small and simple project called nano_code. It´s a bytecode written in pure assembly and designed to be fast. I hope I can beat the JVM on modern PC. So what did I do? Actually I did the hardest part of this project by making the loop (fetch-decode-execute). Now I just need to implement the instructions one by one. Oh and I don´t load bytecode from a file for now so I have to implement it later. I already implemented movr and movi (r = register and i = immediate), and I am currently making the arithmetic operations like add, sub, mul, div, and mod which is modulo of course. All of these instructions have two version : one with a register and an immediate value and the other one with two register as the operands. Of course in the future I will need to make a small assembler to write easily code for that VM. Thanks for reading, see you soon.
Last three days I added a lot of instructions. We can perform arithmetic expressions and jump with and without conditions. So I think my VM is turing complete isn´t it? Today I did a fibonacci test and I beat the JVM.
All operations on registers are done. It´s faster than JVM for 100 numbers of Fibonacci. So now I just have to make the memory operations and the syscall system. Then the core will be done.
Okay so I added memory operations from 8 bits to 32 bits. I also did the syscall system but for now I just have one syscall which is print (the same as the write syscall on linux).
Okay so I finished the bytecode, all is working great! I started a language for it which is closer to assembly. I do it with customASM. On the image you can see the Fibonacci algorithm
I think I am done with this project… I hope it´s fine to ship it.
Ships:
I did a small bytecode in pure x64 assembly. I am proud of it since it was my first assembly project. It only works on Linux, and you should know a little about asm to test it. I mean, the programming language for my bytecode is really close to assembly. It’s complex to test, I know, but I hope you’ll find out! Thanks a lot for all the event!!!...
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1793674317.6671221
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1793760717.6671221
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64399
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Untitled project by @LunarVDev | Stardance
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LunarVDev
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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: Untitled project by @LunarVDev | Stardance
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1793674318.8211663
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1794279118.8211663
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57584
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First Slack bot by @Danou | Stardance
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Danou
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T19:23:50Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello everyone here my first projet and i decided to start by creating my first Slack bot. I decided at first to create a versatile bot who can do pretty much everything but the reality was different many was the api problem ,the lantency issue of different commands, code which work 1/2 etc.The first challenge that i encountered during my dev session was the dict command of my bot to make it more clear i wanted to do a system of randomization of words and their description when the user type -R but there is the problem how can i random a dictionary api ? You will discover on my github repo i will not spoil . I’m proud of myself for did something and how i pasted throught all of the problem which i tell you above and how i founded the problem of the dictionary. If anyone want to test it keep in mind that the dictionary command could work 1/2 sometimes it will tell you that it couldn’t fetch the word even if the word exist in the dictionary (english) when i did my test the latency of the response was insanely long soo i don’t know if it will work great. Thank you for reading and have fun !!!", "repo": "https://github.com/Danou-lua/My-first-Slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
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[{"post_id": 65633, "ts": "202 [{"post_id": 65633, "ts": "2026-09-10T21:51:50Z", "hours": 0.6467, "text": "Devlog #6 Is it currently 11pm and i had a hard journey i tryed to do some code without doing much here i have just add a new command to show a random advice for whole day life. I will not git commit it now i will make more other stuff do commit a whole block and not just little parts"}, {"post_id": 63840, "ts": "2026-09-07T20:23:42Z", "hours": 0.4033, "text": "Devlog #5 Today i have not achieve something special and i’m pretty exhausted due to school so i have just worked on the problem i had yesterday. To make it more clear i had a issue where the random functions won’t work and today i pass throught this issue but i now is like i don’t want to work anymore on this project (the errors of the api start to make me crazy) the bot respond too late or make error that don’t happen when i do it locally. I think i will add 1 or 2 new functions and i will ship it to start a better project.I’m not really enjoyed with what i have did today maybe tomorrow?"}, {"post_id": 63071, "ts": "2026-09-06T17:42:44Z", "hours": 1.3461, "text": "Dev DEVLOG#4 Today i add a little thingh who can pass the problem that i have yesterday for the random option to make it more clear i added a random option where you can pick and the bot send you a random word and its description from the dictionary the only one problem is that how can i make it more automatic , soo i add something that when a user search a message to view a the definition of a word the script analyse a json file to search if the word exist if yes it just send the informations if not the script add the word into the wordlist soo when a user will decide to have a random word the script will choose a word which was attached by i user. Just need to improve the random option tomorrow because today it won’t work."}, {"post_id": 62514, "ts": "2026-09-05T22:28:16Z", "hours": 1.7994, "text": "Devlog #3 Juts finished an addtionnal function of my bot searching for a word and its definition and choosing an option for a random word (i will need to extend the list of words of an another api or with a json file which all words can be there) i’m pretty glad for what i did today even with the doomscrolling and i got bored all the day. But half of my work was with the help of chatgpt (he mainly explain the structure of js and how i could done a great api call but i promise i don’t did vibecoding)"}, {"post_id": 61700, "ts": "2026-09-04T18:57:33Z", "hours": 0.6839, "text": "Devlog #2 This one is my second devlog about my slack bot honestly i don’t have other idea so i will pass on another project and i will end this one (yeah very fast) in this devlog or this time i added a new command that lists information about linux command (the main ones not all until i found an api for make it more simple and more efficient) i have a new project in mind but due to the little time who remains to me for the end of stardance i’m scared for no having stardust to buy something cool (and because i have joined the event very late) if you have idea or something that i can add you can tell me. Thank’s"}, {"post_id": 60907, "ts": "2026-09-03T15:49:34Z", "hours": 1.5669, "text": "Just finished the body of my slack bot i have recently discovered problem to using program or problem with the fact that slackbot into the slack app send me message that my bot don’t want to work but after 5 sec there are output from it, and i want to ask if there are anyone who can give me idea of command to because i’m out of idea and i really want to improve it with more functions. Please don’t hesitate to give me idea or tell me what to change and what to add . Thank’s.If there are a person who can help me with this problem thank’s to tell me how you encountered it."}]...
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Title: First Slack bot by @Danou | Stardance
Devl Title: First Slack bot by @Danou | Stardance
Devlogs:
Just finished the body of my slack bot i have recently discovered problem to using program or problem with the fact that slackbot into the slack app send me message that my bot don’t want to work but after 5 sec there are output from it, and i want to ask if there are anyone who can give me idea of command to because i’m out of idea and i really want to improve it with more functions. Please don’t hesitate to give me idea or tell me what to change and what to add . Thank’s.If there are a person who can help me with this problem thank’s to tell me how you encountered it.
Devlog #2 This one is my second devlog about my slack bot honestly i don’t have other idea so i will pass on another project and i will end this one (yeah very fast) in this devlog or this time i added a new command that lists information about linux command (the main ones not all until i found an api for make it more simple and more efficient) i have a new project in mind but due to the little time who remains to me for the end of stardance i’m scared for no having stardust to buy something cool (and because i have joined the event very late) if you have idea or something that i can add you can tell me. Thank’s
Devlog #3 Juts finished an addtionnal function of my bot searching for a word and its definition and choosing an option for a random word (i will need to extend the list of words of an another api or with a json file which all words can be there) i’m pretty glad for what i did today even with the doomscrolling and i got bored all the day. But half of my work was with the help of chatgpt (he mainly explain the structure of js and how i could done a great api call but i promise i don’t did vibecoding)
Dev DEVLOG#4 Today i add a little thingh who can pass the problem that i have yesterday for the random option to make it more clear i added a random option where you can pick and the bot send you a random word and its description from the dictionary the only one problem is that how can i make it more automatic , soo i add something that when a user search a message to view a the definition of a word the script analyse a json file to search if the word exist if yes it just send the informations if not the script add the word into the wordlist soo when a user will decide to have a random word the script will choose a word which was attached by i user. Just need to improve the random option tomorrow because today it won’t work.
Devlog #5 Today i have not achieve something special and i’m pretty exhausted due to school so i have just worked on the problem i had yesterday. To make it more clear i had a issue where the random functions won’t work and today i pass throught this issue but i now is like i don’t want to work anymore on this project (the errors of the api start to make me crazy) the bot respond too late or make error that don’t happen when i do it locally. I think i will add 1 or 2 new functions and i will ship it to start a better project.I’m not really enjoyed with what i have did today maybe tomorrow?
Devlog #6 Is it currently 11pm and i had a hard journey i tryed to do some code without doing much here i have just add a new command to show a random advice for whole day life. I will not git commit it now i will make more other stuff do commit a whole block and not just little parts
Ships:
Hello everyone here my first projet and i decided to start by creating my first Slack bot. I decided at first to create a versatile bot who can do pretty much everything but the reality was different many was the api problem ,the lantency issue of different commands, code which work 1/2 etc.The first challenge that i encountered during my dev session was the dict command of my bot to make it more clear i wanted to do a system of randomization of words and their description when the user type -R but there is the problem how can i random a dictionary api ? You will discover on my github repo i will not spoil . I’m proud of myself for did something and how i pasted throught all of the problem which i tell you above and how i founded the problem of the dictionary. If anyone want to test it keep in mind that the dictionary command could work 1/2 sometimes it will tell you that it couldn’t fetch the word even if the word exist in the dictionary (english) when i did my test the latency of the response was insanely long soo i don’t know if it will work great. Thank you for reading and have fun !!!...
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1793674319.6970305
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1793760719.6970305
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57589
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Neptune 🔵 by @ibrahimthegoat | Stardance
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ibrahimthegoat
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T11:19:03Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built Neptune-2.0, an AI-powered Slack bot integrated with Groq API and run 24/7 on a Hack Club Nest container via PM2. Configuring secure environment variables and managing persistent background process uptime on the server. Achieving stable 24/7 deployment with instant, lightning-fast AI responses inside Slack.It uses Socket Mode for real-time event handling and dynamic Groq models for instant developer assistance.", "repo": "https://github.com/ibrahimahsan954-eng/Neptune-2.0", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
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[{"post_id": 72613, "ts": "202 [{"post_id": 72613, "ts": "2026-09-23T10:55:24Z", "hours": 2.3314, "text": "the bot wasnt responding to slash commands and just completely wasnt working so i did so much modifications and now its finally working!"}, {"post_id": 70057, "ts": "2026-09-18T11:22:45Z", "hours": 1.0522, "text": "the bot didnt respond to me no matter what i typed and now its finally responding (yayy!) so now im adding the slash commands."}, {"post_id": 64124, "ts": "2026-09-08T10:11:41Z", "hours": 0.5056, "text": "im posting the bot in nest so i can run it 24/7! i was running through some issues but now they are good and the bot is ready to go!"}, {"post_id": 61446, "ts": "2026-09-04T11:28:33Z", "hours": 0.5508, "text": "currently running through some errors so when a user says: “hello” it tells the user its intro and if a user says i dont like your ideas it again, tells its intro."}, {"post_id": 61026, "ts": "2026-09-03T18:42:30Z", "hours": 0.39, "text": "I’m currently building this bot (not just any bot) his name is Neptune. he suggests ideas for your projects which will win you hackathons, I generated a free API key from Groq and pasted it into the code and used Claude Code to refine it further"}]...
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Title: Neptune 🔵 by @ibrahimthegoat | Stardance
D Title: Neptune 🔵 by @ibrahimthegoat | Stardance
Devlogs:
I’m currently building this bot (not just any bot) his name is Neptune. he suggests ideas for your projects which will win you hackathons, I generated a free API key from Groq and pasted it into the code and used Claude Code to refine it further
currently running through some errors so when a user says: “hello” it tells the user its intro and if a user says i dont like your ideas it again, tells its intro.
im posting the bot in nest so i can run it 24/7! i was running through some issues but now they are good and the bot is ready to go!
the bot didnt respond to me no matter what i typed and now its finally responding (yayy!) so now im adding the slash commands.
the bot wasnt responding to slash commands and just completely wasnt working so i did so much modifications and now its finally working!
Ships:
Built Neptune-2.0, an AI-powered Slack bot integrated with Groq API and run 24/7 on a Hack Club Nest container via PM2. Configuring secure environment variables and managing persistent background process uptime on the server. Achieving stable 24/7 deployment with instant, lightning-fast AI responses inside Slack.It uses Socket Mode for real-time event handling and dynamic Groq models for instant developer assistance....
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1793674320.8229692
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1793760720.8229692
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64402
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My awesome macropad! by @Jayz | Stardance
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Jayz
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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: My awesome macropad! by @Jayz | Stardance
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1793674321.9611032
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1794279121.9611032
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64404
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My awesome macropad! by @Noxirious | Stardance
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Noxirious
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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: My awesome macropad! by @Noxirious | Starda Title: My awesome macropad! by @Noxirious | Stardance...
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1793674322.8740432
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1794279122.8740432
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11169
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SupplyChains by @Thijmen | Stardance
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Thijmen
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1
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313.73
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T19:48:03Z", "hours": 307.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Supply Chains Supply Chains is a game inspired by Transport Fever and Mindustry, centered around building road networks and logistics chains for construction and mining operations. Features Vehicles, trailers and a garage Route system: pick a source, a destination and a resource, then assign it to a vehicle Multi-step production chains Construction sites, trading, generated terrain, and A* pathfinding with road weights Controls: WASD camera, 1-5 build, right click remove, space pause. Everything else is in HELP.md . Known limitations I’m a solo dev, so some things aren’t finished. The full list is in the README. Hope you enjoy it!", "repo": "https://github.com/thijmenb1/roadbalencer", "demo": "https://github.com/thijmenb1/SupplyChains/releases/tag/v0.1.3"}]...
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[{"post_id": 80746, "ts": "202 [{"post_id": 80746, "ts": "2026-10-18T18:11:49Z", "hours": 6.7261, "text": "Devlog 27: Tutorial: After feadback I have dicided to make a tutorial and made a couple quality of live updates that made the game easier to understand."}, {"post_id": 76500, "ts": "2026-10-03T19:24:02Z", "hours": 16.3356, "text": "Devlog 26: Last devlog I’ve officially finished the game. It’s been an incredible journey, and I’m pretty happy with the end result. excavator The excavator is now fully functional. You can use it to create mines, which automatically convert into factories once placed. a lot of small things I have done a lot of small things to optimse the game and fix things i coudend test till now Release This is the last devlog I’ll be writing for this project. I want to thank you all for the support. I hope you enjoy playing the game."}, {"post_id": 75365, "ts": "2026-09-29T21:04:49Z", "hours": 9.8742, "text": "Devlog 25: Planes and saving! I’ve locked in over the last 2 days and finished the final 2 of the 3 major systems. I’ve completed the planes (which now spawn when you accept an order) and finished the saving system. Planes/order system I’ve finished the order system, when you accept an order, a plane now spawns a couple thousand pixels out. It flies to the airstrip, loads up at the end of the runway, turns around, and flies away. It doesn’t taxi all the way to the terminal because I just don’t have time for that, but it looks good enough for now. Saving You can now save 3 worlds in the game. Everything gets encrypted and saves all the world values. It was pretty difficult converting some of the arrays filled with instances into dictionaries and back again, but it works on both PC and on the web. whats left: The only things left are the excavator and some smaller things. I’m finishing that all tomorrow, and that will be the last devlog for my ship. The main gameplay loop should be finished by end of day tomorrow. If I can’t finish everything, so be it, I dont have time to work on it anymore if I also want to continu in third space, but I’m happy with how it works now and what I have learned along the way."}, {"post_id": 74558, "ts": "2026-09-27T17:07:31Z", "hours": 10.1058, "text": "Devlog 24: Construction finished and start secunce made I’ve finished the construction system and made the start sequence actually playable by adding a resource box containing 10 iron bars needed to build a terminal. It’s been 2 weeks since my last devlog school and commitments to Third Space have kept me busier, so I’m not 100% certain I’ve captured everything that’s changed. Construction system The construction system now generates building routes that you can assign vehicles to. Resources must be delivered to a building site before construction begins, making the resource system meaningful in actual gameplay. Starting secunce The starting secunce now has a couple of steps: Place the resource box Place a runway Place a terminal Conect the runway with the terminal with a taxiway Place 4 base tiles for the vehicle to spawn on What has to be done: Mine/excavator system ~3h Finish trade system ~3h Save system ~2h Documentation ~2h"}, {"post_id": 67659, "ts": "2026-09-13T20:19:08Z", "hours": 10.0428, "text": "Devlog 23: Vehicle pathfinding and construction I have fixed the vehicle pathfinding (mostly) and I have made the construction system. Vehicle pathfinding I have fixed the vehicle pathfinding and it works now mostly. I say mostly because it breaks when a trailer is equipped, but that is a way smaller thing to fix. Construction system It’s almost done. The system makes it so the resources actually have a function and you now need to deliver resources to a building site before the factory can get built. Still not done I know I said it would be done this weekend and it still isn’t, but it’s almost there. What I still have to do: The mine/excavator ~5h Finishing a couple of systems (like the construction and trade system) ~5h Make a savegame system ~5h Small things ~2h Documentation ~2h So 2 devlogs left, and otherwise I will just ship incomplete because I don’t have time anymore."}, {"post_id": 66739, "ts": "2026-09-12T17:07:44Z", "hours": 10.2911, "text": "Devlog 22: Factory UI and Finished base building I’ve finished base building and am now working on the factory UI. Factory UI I’m working on the factory UI, where you can see the factory’s storage and change its recipe. It’s almost finished. Base building Base building is finished you can now make taxiways and build a warehouse. I’ve also put these into a UI like the factory’s, so it only takes one button. Vehicle physics/pathfinding I’ve spent yet another hour on vehicle physics/pathfinding, and I’ve narrowed it down to a bug in the handoff to the prebaked paths of the factories. Timeline I’m pretty sure I am gooing tho finish it this weekend. What’s left: Vehicle physics ~3h Mines/excavators ~5h Building construction (will reuse most of the factory logic) ~2h Random bugs and small things ~5h"}, {"post_id": 65022, "ts": "2026-09-09T20:33:42Z", "hours": 9.9275, "text": "Devlog 21: Trading Finished, but I’m Stuck I’ve finished the trading system! Trading System The trading system is done. Orders are generated, you can accept them, and accepted trades show up in the UI. The only thing left is adding the planes, but that depends on finishing the base-building system first. Base Building I’ve started working on base building. It’s pretty simple and mostly uses systems that already exist, so it should only take around an hour to fully implement. Stuck Development has been going way slower than I hoped because my codebase is currently a bunch of bandaids stacked on top of each other. I also need to ship this week since Thirdspace starts next week, which means I probably won’t have time to add much polish.So I need your opinion: is it worth delaying the game for another week? 😭 Or should I just ship it? Do you think I’ll still be able to afford the Framework 13 if I release it now? My current plan is to focus on getting the core systems working, fix any major bugs, and leave extra polish and construction vehicles for a post-launch update."}, {"post_id": 62429, "ts": "2026-09-05T19:31:29Z", "hours": 9.9097, "text": "Devlog 20: UI and Trading Got the backend for the trading system done and overhauled the UI to go with it. Trading System I made a trading system. It generates contracts with the recipient’s name, the resource being traded, and the price. Basically the foundation for the aircraft system. UI Redesigned the time and date display because it looked kinda rough. Also switched the economy back to money instead of the resource, makes way more sense for trading. Oh, and vehicles now actually speed up when you speed up time, which is pretty cool. What’s Shipping vs Later I’m not including construction vehicles in the initial release because that’s like 40+ more hours of work and I want to actually finish this before Thirdspace starts (I’m gonna compete too). So yeah, that’s going to a post-launch update. Still gotta do: Get the excavators working (mines) ~5h Finish the trading system ~3h Fix vehicle physics again 😭~5h Random bugs and polish ~5h Hope I can get that done this week. Tryna hit at least 14sd/h so I can hopfuly buy that Framework 13 lol"}, {"post_id": 55609, "ts": "2026-08-27T16:01:00Z", "hours": 4.3333, "text": "Devlog 19: Busy School has started again and I have been geting busy and my motivation is also not that high right now because things take alot longer and dont work like i want to. I think I will delay release to septembere 12th."}, {"post_id": 50634, "ts": "2026-08-19T21:45:22Z", "hours": 9.9061, "text": "Devlog 18: Pre-baked docking paths I’ve implemented pre-baked docking paths for factory entrances to solve some pathfinding issues with vehicle physics. Pre-baked paths The A* pathfinding system was struggling to navigate the sharp corners around factory entrances. When the trailer tried to find its own path through these tight spaces, it would instantly jackknife, not ideal. Rather than spend 50+ hours refining the vehicle physics, I decided to pre-bake specific docking paths to each factory. It’s not a perfect solution visually, but it’s functional and gets the job done. I can always refine this for a post-launch update if needed. I’m still wrapping up the final details of the docking path system before moving on. Mines My next major task is implementing mine logic, which includes the excavator logic and ore detection and depletion. Aircraft After the mining logic I will add the last vital gameplay system the aircraft system which will be responsible trade and contracts with other villages. Release I’m currently deciding whether to push construction vehicle implementation to a post-beta update or delay the release by a week to include them. Construction vehicles aren’t vital to core gameplay, but they would add a lot of polish. I’m still on the fence about this one, it depends on how the mine logic implementation goes."}, {"post_id": 49170, "ts": "2026-08-17T20:13:08Z", "hours": 9.9731, "text": "Devlog 17: Factory placement I’ve built a system for placing factories in the world. Factory placement Turns out it’s an absolute pain in the ass to place objects that are multiple tiles big while also having them connect to multiple Godot terrains. So I had to write a whole system that places every tile separately and keeps track of which tiles are occupied. Roads I also had to rework how roads are placed. Originally, every road type was its own terrain, but that doesn’t work if you want them all to connect to factories and to each other. So now they’re all just one terrain, and a script gives each tile the correct color for its road type. This only works because all the road types are identical in shape just different colors. Aircraft sprites I’ve added several new aircraft sprites: the Bo 105, the Twin Otter, the PC-6, and the H225. I’m planning to add the Chinook and the A400M next, which will round out the aircraft lineup for the beta launch. Release It’s going to be close. I’m not sure I’ll hit my self-imposed deadline, since some things took a lot longer than expected but I might still make it. Either way, I’m not going to rush it. I’d rather ship a week late than release something that gets 5 SD/h because it isn’t polished."}, {"post_id": 47570, "ts": "2026-08-15T15:24:06Z", "hours": 9.8719, "text": "Devlog 16: Factorys and aircraft I’ve reworked the factory sprites and added aircraft. Factory sprites I have made new sprites for every factory execpt the concrete mixing plant. the sprites are now 2x2 or larger so vehicles can realisticly unload there. Aircraft I’ve decided to add aircraft, which will serve as a trading terminal so you can trade with other villages, get contracts, and earn money. Aircraft fit well for this since no other villages spawn in the world. they let you trade with other vilages without them needing to exist in the world. I still need to add alot to make this work but currently I have a working runway building mecanic Next: Factories Next, I still need to build out the factory logic. I plan to make them with custom resources, just like vehicles. I made the new sprites first because I needed to know where (un)loading would need to happen before I could design the logic around it."}, {"post_id": 46516, "ts": "2026-08-13T19:56:21Z", "hours": 10.2989, "text": "Devlog #15: Vehicle rework I’ve completely restructured how vehicles work under the hood. The main goal was to break down the code into readable, reusable pieces. Vehicle componentization The vehicle script had become too large to work with, so I split it into five scripts: vehicleBody.gd , drivetrainComponent.gd , path_movement_component.gd , CargoComponent.gd and attachment_component.gd . This makes the code easier to maintain and reduces the chance of bugs when adding new vehicle types. Vehicle data I have converted the nested Dictionaries into custom resources which makes it easier to add vehicles and less error prone. Pathfinding improvements I tweaked how the pathfinding works by chamfering the corners so vehicles navigate them more smoothly. It doesn’t look quite as I want yet, but combined with animations, it should look acceptable for now. This is something I’ll have to find a more permanent solution for later. Release I’m targeting version 1.0.0 for Saturday, August 22nd. There’s still quite a bit to do, but I think I can make it. I set this deadline because I’ll have less time once school starts."}, {"post_id": 45126, "ts": "2026-08-11T12:41:38Z", "hours": 9.745, "text": "Devlog #14.2: Route system The route system is now done Route sytem The route system turned out to be more complicated than initially expected. I restructured it so the route is calculated centrally in the Global script, and every instance using it reads from there. This keeps things synchronized and maintainable. For now, the system has one mode implemented: a ping-pong mode where vehicles travel back and forth between two set points. Vehicle physics There’s a persistent issue with vehicle physics where they cut corners and miss checkpoints, requiring them to turn around. I’ve set this aside for now to focus on other features, but it’s something I’ll need to fix down the line. I realy have no idea how though I cant seem to find the issue. Whats next The last major things before release are: Linking factories to vehicles so they can load and unload cargo Animating the excavators at the mine Building out the construction system"}, {"post_id": 43506, "ts": "2026-08-08T20:31:23Z", "hours": 10.0922, "text": "Devlog #14: Route UI and system I am currently working on the route ui and the route system. Route UI The route UI is almost done I only need to link it to the route system. Route system I am almost finished with the route system I only have to connect it to the vehicle and rewrite the factory system a bit so it works with the route system. there will be multiple modes distribution of one factory based on demand or a ping pong mode where it drives back and forward between 2 set points. You also will be able to assign vehicles to construction projects but this will come later. Trailer UI The trailer UI is finised you can connect trailers to vehicles via it."}, {"post_id": 41554, "ts": "2026-08-05T20:48:09Z", "hours": 9.8542, "text": "Devlog #13: Vehicles in the world I’ve connected the vehicle systems to the world and to the UI. Vehicle manager I’ve made a vehilce manager script. This manager stores and retrieves vehicle data efficiently by ID, making it easy for the UI and other systems to access vehicle information. Vehicle UI I’ve made a UI where you can see the fuel, total weigth, health and engine load of the vehicle by clicking on it. There are also 2 buttons 1 for selecting a route and the other for coupling a trailer. Spauwing When you buy a vehicle it gets assigned a base tile you now need a base tile per vehicle. Last things Next, I need to implement the route selection and trailer coupling buttons to complete the vehicle system integration as far as I can right now."}, {"post_id": 40212, "ts": "2026-08-03T16:52:56Z", "hours": 10.0389, "text": "Devlog #12: Planing I’ve put together a roadmap for the rest of development. Roadmap I’m planning to release the game in 3 weeks and have laid out a plan accordingly. Vehicle physics I’ve spent about half my time since the last devlog tweaking vehicle physics, and I’ve decided to compromise on a few things — for example, when the trailer jackknifes and gets stuck, it’ll just clip through the vehicle. Shop rework I am almost finished with reworking the shop it now displays all the stats that the vehicle uses"}, {"post_id": 38143, "ts": "2026-07-31T11:37:38Z", "hours": 9.9372, "text": "Devlog #11.2: Trailer Logic and Pathfinding I’ve almost finished all the vehicle logic. Pathfinding A working pathfinding system is now in place using AStarGrid2D . This system works with vehicles both with and without trailers, and handles both on-road and off-road navigation. Trailers Trailers can now couple to vehicles with the correct hitch and follow them around in a realistic manner. The coupling mechanics work as they would in real life. Finishing Touches The vehicle logic still needs some fine-tuning, and I haven’t tested it yet with every vehicle type. I still need to implement the articulation system for the articulated dump truck."}, {"post_id": 37056, "ts": "2026-07-29T15:06:21Z", "hours": 9.8997, "text": "Devlog #11: Vehicle logic I am currently working on the vehcile logic Vehicle logic There are alot of variables now that determain the behavier off the vehicles like engine and weight Sprite scaling I have fixed the scaling of the sprites. Last things for the vehicle logic I still need to implement the trailer logic and pathfinding."}, {"post_id": 35794, "ts": "2026-07-27T13:37:20Z", "hours": 8.4642, "text": "Devlog #10: Factory logic Just returnt from vacation, and i forgot to make a devlog before i went so i dont fully know anymore what i changed. Factory logic I have implemented the core factory system. Factories can now receive resources, process them and output the procesed resource. I haven’t fully tested the logic yet since the UI and vehicle systems ( needed for input/output) aren’t complete. More I have probebly done more but i dont know anymore because i have been a way for a week. What is next My next priority is implementing vehicle logic, but first i need to fix vehicle sprite scaling. Currently all vehicles are 11px wide, which makes a dump truck as wide as a car. I want to make everything a consistent scale (probably 5px = 1m) and update all sprites accordingly for a more realistic appearance."}, {"post_id": 29417, "ts": "2026-07-16T11:03:02Z", "hours": 10.1492, "text": "Devlog #9: Supplychain Been working on the supplychain structere last 2 days, including new sprites Factorys I have made new factory sprites. All sprites are new i am not realy happy with how the steel and wire mill look but the rest look prety good i think. Resources I have also added a couple new resources their are 4 resource types now: copper, coal, gold, iron. The resources spauwn in mixed vains on the map determent by a NoiseTexture2D . What next I am now gooing to work on the logic for the factorys and i want to take a nother look at shadows because the didnt work last time but i have found a otherway to do it i want to try."}, {"post_id": 28327, "ts": "2026-07-14T14:40:52Z", "hours": 9.6725, "text": "Devlog #8.1: UI and lighting Today i have been focesing on the inviorment UI I have now linked up the hole UI. In the last devlog I had already shown the ui but now it also linked up properly with the game. Day Night cycle I am currently implementation a dynamic day/night cycle. Right now, the timing and transitions aren’t lining up the way I want them to, so i still need to do some fine tuning . Shaders / shadows This is where I’ve been strugeling. I’ve been trying to figure out how to implement proper 2D shadows. The issue is that the built in directional shadows in Godot aren’t really designed for top-down games. They make the sun’s shadows look infinitely long and completely distort the perspective. Every custom solution I’ve tried so far looks terrible. I’ve easily spent about 5 hours making custom shaders making a static shadow, but I’m still stuck. If you have any experience with top down 2D lighting or custom shadow shaders in Godot, please let me know in the comments! I could really use some help right now. The biggest problem is that the fastNoiseLite texture doesnt calculate the same in the shader as via the cpu which is also the thing that is hindering me in the ovelays."}, {"post_id": 27357, "ts": "2026-07-12T21:00:50Z", "hours": 9.8522, "text": "Devlog #8: Made UI Been working on the UI this weekend. its nothing special yet but it is good enough for now. Garage menu I have made a menu where you can see all your vehicles. It is pretty simple but i need it for programming the vehicles. Shop UI I have made a shop ui where you can buy the actual vehicles. The are sorted by type. You can see the stats and capabilities and you can decide if you want to buy the vehicles or if you want to finance it. Exstended selected tile UI I have also made some improvments and additions to the selected tile ui, you can now choose a variant if the selceted tiles has them like the factory. You can also see what number is connected to what if you hover over the ui. Overlay I am also working on a overlay so you can see the height, temperature and humidity I am doing this with a shader but it is not working how i expected at the moment because the shader doesn’t line up with my terrain."}, {"post_id": 26555, "ts": "2026-07-11T13:18:41Z", "hours": 5.2389, "text": "Devlog #7: Fresh foundation As i mentioned in devlog #6, i am rebuilding the game in godot. I am almost done with the essentials and development has already almost doubled in speed. World generation I have build a biome system using three noise textures to determine temperature, altitude, and humidity. Each tile uses these values to determine which biome gets drawn. This means the world has natural variation and will hopefully look less boring. It also sets up the foundation for biome specific resources and mechanics down the line forcing players to make a bigger network. Road placement System You can now place roads this works with terrainSets which makes it easyer to draw roads. Roads are the only thing you can place for now. Vehicle Pathfinding I’ve also made a simple pathfinding script using the built-in NavigationAgent2D. The destinations are hardcoded for now. I’ve heard AStarGrid2D might be better suited for grid-based pathfinding in my case, so I’ll be researching how to implement that. What i still have to add Before I’m back where I was with the Greenfoot version, I still need to add: The factorys and their system The trailers physics The garage menu A couple small things"}, {"post_id": 25816, "ts": "2026-07-10T08:51:36Z", "hours": 9.5967, "text": "devlog #6.1 Terrain I am almost finnished with the prosidural generation of the map which is gooing to make for way more variation in the game and beter planing were to place youre base."}, {"post_id": 24611, "ts": "2026-07-08T10:10:39Z", "hours": 31.0889, "text": "Develog #6: switching engines Spent the last week trying to fix the UI and physics in Greenfoot, and honestly? It’s just not happening. Greenfoot wasn’t really built for games like this the UI support is basically non-existent, and getting clickable buttons to work properly is way more of a pain than it should be. And i decided it was no longer wordt fighting for. So I’m switching to Godot. I’ve made some prototypes in it before, so at least I know the basics, and it’s way better suited for what I’m trying to build. The downside is development is gonna be paused for about a week while I set everything back up and rewrite some stuff. But after that? Should be able to move way faster, which will hopefully make up for the lost time."}, {"post_id": 20941, "ts": "2026-07-02T17:53:03Z", "hours": 21.3453, "text": "Devlog #5: Major System Overhaul—Resource Economy & Vehicle Expansion it has been a bit since my last devlog i have some major changes this version. It is nowhere near done yet but it is almost playable. here is what changed: Added two new resources I have added sand and gravel that are used in multiple new recipes Changed the economy: from currency to resources I got rid of the money system because it gave the ability of players just focusing on one resource. Now players need to use all the resources like iron ore, copper ore, sulfer ore, sand, gravel and many more. You have to mine all resources and process them This forces the player to actually spent time making a supplychain with diffrent mines and factories. This way it feels less as a idle and more like a managing game. Added new factories I have added new factories using the factory system i made last time these factories all require two or more inputs. Some factories make concrete from gravel and sand, others make PCBs and other compilicated stuff. I plan to add more in the future but for now it is way beter than before. Added a bunch of vehicles I have added multiple new vehicles: Bulk carriers - Can move ore and loose materials Flatbed trucks - Move finished products (pallets ore IBCs) Trailers - These can attach to diffrent vehicles and extend capacity Concrete truck - Transports concrete Construction Vehicles Dozer - Removes the building Excavator - Now needed for quarries Asphalt Paver - Changes roads from gravel to asphalt I am planing to add more construction vehicles so that every building needs a construction vehicle to build instead of the building just appearing out of nowere. Rebuilt the UI The old ui didnt fit anymore there where to many tiles and the route tab did not support construction equipment, so i made a new tile ui that groupes the tiles in road, factory and mines. I have also made a new vehicle ui which i call the garage this shows The vehicles you own The vehicle shop The abilities of the vehicle: It can hook a trailer It can carry bulk cargo It can carry flatbed cargo It can go offroad It can destroy building It can pave roads It can mine it’s way better than before but you currently cant buy the vehicles yet Roads have levels now Roads can be upgraded: gravel -> cement -> asphalt. Gravel roads are cheap but slow, asphalt is fast but expensive. Upgrading is expensive but can speed up your production or reduce the number of vehicles required to keep the factory full. The road level doesnt effect offroad vehicles and some vehicles may get a max speed in the futer What i still need to do It is the same as last time because i had to many new ideas and no motivation to implent mutch backend stuff Levels / progresion - It is just a sand box now Beter end goal - There is not realy a endgoal A tutorial - The game becomes increasingly complicated so hard without any guidance"}, {"post_id": 13898, "ts": "2026-06-22T19:41:09Z", "hours": 3.8419, "text": "Devlog #4 Finised the factory system Finised the factory ui / recipie ui that now tracks input output and procesing time Added new sprites for the vehicles now have 2 types a dumptruck form the drill and a flatbed to the sellpoint Stil need to add Change detection system Levels / progresion Beter end goal A tutorial Known bugs When you edit the route it deletes it self When you delete a route it doesnt delete the vehicles"}, {"post_id": 12159, "ts": "2026-06-19T21:21:22Z", "hours": 3.4008, "text": "Devlog #3 Added a factory system it is not fully done but there is a basic factory system now so you cant just infinatly take recources from the factroy to the sell point"}, {"post_id": 7675, "ts": "2026-06-12T20:25:33Z", "hours": 12.4575, "text": "Devlog #2 Finshed the game I have finnished the main gameplay loop I still want to add: A tutorial Levels / Progresion More recources and factorys / recipes Better end goal there is nothing to save for right now failsave for when you delete the path with vehicle on it"}, {"post_id": 4420, "ts": "2026-06-07T18:55:50Z", "hours": 1.8458, "text": "Devlog #1 I have made some improvements on the game i am curently making in greenfoot (java engine) i am using this engine because i have used it before for school"}]...
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Title: SupplyChains by @Thijmen | Stardance
Devlo Title: SupplyChains by @Thijmen | Stardance
Devlogs:
Devlog #1 I have made some improvements on the game i am curently making in greenfoot (java engine) i am using this engine because i have used it before for school
Devlog #2 Finshed the game I have finnished the main gameplay loop I still want to add: A tutorial Levels / Progresion More recources and factorys / recipes Better end goal there is nothing to save for right now failsave for when you delete the path with vehicle on it
Devlog #3 Added a factory system it is not fully done but there is a basic factory system now so you cant just infinatly take recources from the factroy to the sell point
Devlog #4 Finised the factory system Finised the factory ui / recipie ui that now tracks input output and procesing time Added new sprites for the vehicles now have 2 types a dumptruck form the drill and a flatbed to the sellpoint Stil need to add Change detection system Levels / progresion Beter end goal A tutorial Known bugs When you edit the route it deletes it self When you delete a route it doesnt delete the vehicles
Devlog #5: Major System Overhaul—Resource Economy & Vehicle Expansion it has been a bit since my last devlog i have some major changes this version. It is nowhere near done yet but it is almost playable. here is what changed: Added two new resources I have added sand and gravel that are used in multiple new recipes Changed the economy: from currency to resources I got rid of the money system because it gave the ability of players just focusing on one resource. Now players need to use all the resources like iron ore, copper ore, sulfer ore, sand, gravel and many more. You have to mine all resources and process them This forces the player to actually spent time making a supplychain with diffrent mines and factories. This way it feels less as a idle and more like a managing game. Added new factories I have added new factories using the factory system i made last time these factories all require two or more inputs. Some factories make concrete from gravel and sand, others make PCBs and other compilicated stuff. I plan to add more in the future but for now it is way beter than before. Added a bunch of vehicles I have added multiple new vehicles: Bulk carriers - Can move ore and loose materials Flatbed trucks - Move finished products (pallets ore IBCs) Trailers - These can attach to diffrent vehicles and extend capacity Concrete truck - Transports concrete Construction Vehicles Dozer - Removes the building Excavator - Now needed for quarries Asphalt Paver - Changes roads from gravel to asphalt I am planing to add more construction vehicles so that every building needs a construction vehicle to build instead of the building just appearing out of nowere. Rebuilt the UI The old ui didnt fit anymore there where to many tiles and the route tab did not support construction equipment, so i made a new tile ui that groupes the tiles in road, factory and mines. I have also made a new vehicle ui which i call the garage this shows The vehicles you own The vehicle shop The abilities of the vehicle: It can hook a trailer It can carry bulk cargo It can carry flatbed cargo It can go offroad It can destroy building It can pave roads It can mine it’s way better than before but you currently cant buy the vehicles yet Roads have levels now Roads can be upgraded: gravel -> cement -> asphalt. Gravel roads are cheap but slow, asphalt is fast but expensive. Upgrading is expensive but can speed up your production or reduce the number of vehicles required to keep the factory full. The road level doesnt effect offroad vehicles and some vehicles may get a max speed in the futer What i still need to do It is the same as last time because i had to many new ideas and no motivation to implent mutch backend stuff Levels / progresion - It is just a sand box now Beter end goal - There is not realy a endgoal A tutorial - The game becomes increasingly complicated so hard without any guidance
Develog #6: switching engines Spent the last week trying to fix the UI and physics in Greenfoot, and honestly? It’s just not happening. Greenfoot wasn’t really built for games like this the UI support is basically non-existent, and getting clickable buttons to work properly is way more of a pain than it should be. And i decided it was no longer wordt fighting for. So I’m switching to Godot. I’ve made some prototypes in it before, so at least I know the basics, and it’s way better suited for what I’m trying to build. The downside is development is gonna be paused for about a week while I set everything back up and rewrite some stuff. But after that? Should be able to move way faster, which will hopefully make up for the lost time.
devlog #6.1 Terrain I am almost finnished with the prosidural generation of the map which is gooing to make for way more variation in the game and beter planing were to place youre base.
Devlog #7: Fresh foundation As i mentioned in devlog #6, i am rebuilding the game in godot. I am almost done with the essentials and development has already almost doubled in speed. World generation I have build a biome system using three noise textures to determine temperature, altitude, and humidity. Each tile uses these values to determine which biome gets drawn. This means the world has natural variation and will hopefully look less boring. It also sets up the foundation for biome specific resources and mechanics down the line forcing players to make a bigger network. Road placement System You can now place roads this works with terrainSets which makes it easyer to draw roads. Roads are the only thing you can place for now. Vehicle Pathfinding I’ve also made a simple pathfinding script using the built-in NavigationAgent2D. The destinations are hardcoded for now. I’ve heard AStarGrid2D might be better suited for grid-based pathfinding in my case, so I’ll be researching how to implement that. What i still have to add Before I’m back where I was with the Greenfoot version, I still need to add: The factorys and their system The trailers physics The garage menu A couple small things
Devlog #8: Made UI Been working on the UI this weekend. its nothing special yet but it is good enough for now. Garage menu I have made a menu where you can see all your vehicles. It is pretty simple but i need it for programming the vehicles. Shop UI I have made a shop ui where you can buy the actual vehicles. The are sorted by type. You can see the stats and capabilities and you can decide if you want to buy the vehicles or if you want to finance it. Exstended selected tile UI I have also made some improvments and additions to the selected tile ui, you can now choose a variant if the selceted tiles has them like the factory. You can also see what number is connected to what if you hover over the ui. Overlay I am also working on a overlay so you can see the height, temperature and humidity I am doing this with a shader but it is not working how i expected at the moment because the shader doesn’t line up with my terrain.
Devlog #8.1: UI and lighting Today i have been focesing on the inviorment UI I have now linked up the hole UI. In the last devlog I had already shown the ui but now it also linked up properly with the game. Day Night cycle I am currently implementation a dynamic day/night cycle. Right now, the timing and transitions aren’t lining up the way I want them to, so i still need to do some fine tuning . Shaders / shadows This is where I’ve been strugeling. I’ve been trying to figure out how to implement proper 2D shadows. The issue is that the built in directional shadows in Godot aren’t really designed for top-down games. They make the sun’s shadows look infinitely long and completely distort the perspective. Every custom solution I’ve tried so far looks terrible. I’ve easily spent about 5 hours making custom shaders making a static shadow, but I’m still stuck. If you have any experience with top down 2D lighting or custom shadow shaders in Godot, please let me know in the comments! I could really use some help right now. The biggest problem is that the fastNoiseLite texture doesnt calculate the same in the shader as via the cpu which is also the thing that is hindering me in the ovelays.
Devlog #9: Supplychain Been working on the supplychain structere last 2 days, including new sprites Factorys I have made new factory sprites. All sprites are new i am not realy happy with how the steel and wire mill look but the rest look prety good i think. Resources I have also added a couple new resources their are 4 resource types now: copper, coal, gold, iron. The resources spauwn in mixed vains on the map determent by a NoiseTexture2D . What next I am now gooing to work on the logic for the factorys and i want to take a nother look at shadows because the didnt work last time but i have found a otherway to do it i want to try.
Devlog #10: Factory logic Just returnt from vacation, and i forgot to make a devlog before i went so i dont fully know anymore what i changed. Factory logic I have implemented the core factory system. Factories can now receive resources, process them and output the procesed resource. I haven’t fully tested the logic yet since the UI and vehicle systems ( needed for input/output) aren’t complete. More I have probebly done more but i dont know anymore because i have been a way for a week. What is next My next priority is implementing vehicle logic, but first i need to fix vehicle sprite scaling. Currently all vehicles are 11px wide, which makes a dump truck as wide as a car. I want to make everything a consistent scale (probably 5px = 1m) and update all sprites accordingly for a more realistic appearance.
Devlog #11: Vehicle logic I am currently working on the vehcile logic Vehicle logic There are alot of variables now that determain the behavier off the vehicles like engine and weight Sprite scaling I have fixed the scaling of the sprites. Last things for the vehicle logic I still need to implement the trailer logic and pathfinding.
Devlog #11.2: Trailer Logic and Pathfinding I’ve almost finished all the vehicle logic. Pathfinding A working pathfinding system is now in place using AStarGrid2D . This system works with vehicles both with and without trailers, and handles both on-road and off-road navigation. Trailers Trailers can now couple to vehicles with the correct hitch and follow them around in a realistic manner. The coupling mechanics work as they would in real life. Finishing Touches The vehicle logic still needs some fine-tuning, and I haven’t tested it yet with every vehicle type. I still need to implement the articulation system for the articulated dump truck.
Devlog #12: Planing I’ve put together a roadmap for the rest of development. Roadmap I’m planning to release the game in 3 weeks and have laid out a plan accordingly. Vehicle physics I’ve spent about half my time since the last devlog tweaking vehicle physics, and I’ve decided to compromise on a few things — for example, when the trailer jackknifes and gets stuck, it’ll just clip through the vehicle. Shop rework I am almost finished with reworking the shop it now displays all the stats that the vehicle uses
Devlog #13: Vehicles in the world I’ve connected the vehicle systems to the world and to the UI. Vehicle manager I’ve made a vehilce manager script. This manager stores and retrieves vehicle data efficiently by ID, making it easy for the UI and other systems to access vehicle information. Vehicle UI I’ve made a UI where you can see the fuel, total weigth, health and engine load of the vehicle by clicking on it. There are also 2 buttons 1 for selecting a route and the other for coupling a trailer. Spauwing When you buy a vehicle it gets assigned a base tile you now need a base tile per vehicle. Last things Next, I need to implement the route selection and trailer coupling buttons to complete the vehicle system integration as far as I can right now.
Devlog #14: Route UI and system I am currently working on the route ui and the route system. Route UI The route UI is almost done I only need to link it to the route system. Route system I am almost finished with the route system I only have to connect it to the vehicle and rewrite the factory system a bit so it works with the route system. there will be multiple modes distribution of one factory based on demand or a ping pong mode where it drives back and forward between 2 set points. You also will be able to assign vehicles to construction projects but this will come later. Trailer UI The trailer UI is finised you can connect trailers to vehicles via it.
Devlog #14.2: Route system The route system is now done Route sytem The route system turned out to be more complicated than initially expected. I restructured it so the route is calculated centrally in the Global script, and every instance using it reads from there. This keeps things synchronized and maintainable. For now, the system has one mode implemented: a ping-pong mode where vehicles travel back and forth between two set points. Vehicle physics There’s a persistent issue with vehicle physics where they cut corners and miss checkpoints, requiring them to turn around. I’ve set this aside for now to focus on other features, but it’s something I’ll need to fix down the line. I realy have no idea how though I cant seem to find the issue. Whats next The last major things before release are: Linking factories to vehicles so they can load and unload cargo Animating the excavators at the mine Building out the construction system
Devlog #15: Vehicle rework I’ve completely restructured how vehicles work under the hood. The main goal was to break down the code into readable, reusable pieces. Vehicle componentization The vehicle script had become too large to work with, so I split it into five scripts: vehicleBody.gd , drivetrainComponent.gd , path_movement_component.gd , CargoComponent.gd and attachment_component.gd . This makes the code easier to maintain and reduces the chance of bugs when adding new vehicle types. Vehicle data I have converted the nested Dictionaries into custom resources which makes it easier to add vehicles and less error prone. Pathfinding improvements I tweaked how the pathfinding works by chamfering the corners so vehicles navigate them more smoothly. It doesn’t look quite as I want yet, but combined with animations, it should look acceptable for now. This is something I’ll have to find a more permanent solution for later. Release I’m targeting version 1.0.0 for Saturday, August 22nd. There’s still quite a bit to do, but I think I can make it. I set this deadline because I’ll have less time once school starts.
Devlog 16: Factorys and aircraft I’ve reworked the factory sprites and added aircraft. Factory sprites I have made new sprites for every factory execpt the concrete mixing plant. the sprites are now 2x2 or larger so vehicles can realisticly unload there. Aircraft I’ve decided to add aircraft, which will serve as a trading terminal so you can trade with other villages, get contracts, and earn money. Aircraft fit well for this since no other villages spawn in the world. they let you trade with other vilages without them needing to exist in the world. I still need to add alot to make this work but currently I have a working runway building mecanic Next: Factories Next, I still need to build out the factory logic. I plan to make them with custom resources, just like vehicles. I made the new sprites first because I needed to know where (un)loading would need to happen before I could design the logic around it.
Devlog 17: Factory placement I’ve built a system for placing factories in the world. Factory placement Turns out it’s an absolute pain in the ass to place objects that are multiple tiles big while also having them connect to multiple Godot terrains. So I had to write a whole system that places every tile separately and keeps track of which tiles are occupied. Roads I also had to rework how roads are placed. Originally, every road type was its own terrain, but that doesn’t work if you want them all to connect to factories and to each other. So now they’re all just one terrain, and a script gives each tile the correct color for its road type. This only works because all the road types are identical in shape just different colors. Aircraft sprites I’ve added several new aircraft sprites: the Bo 105, the Twin Otter, the PC-6, and the H225. I’m planning to add the Chinook and the A400M next, which will round out the aircraft lineup for the beta launch. Release It’s going to be close. I’m not sure I’ll hit my self-imposed deadline, since some things took a lot longer than expected but I might still make it. Either way, I’m not going to rush it. I’d rather ship a week late than release something that gets 5 SD/h because it isn’t polished.
Devlog 18: Pre-baked docking paths I’ve implemented pre-baked docking paths for factory entrances to solve some pathfinding issues with vehicle physics. Pre-baked paths The A* pathfinding system was struggling to navigate the sharp corners around factory entrances. When the trailer tried to find its own path through these tight spaces, it would instantly jackknife, not ideal. Rather than spend 50+ hours refining the vehicle physics, I decided to pre-bake specific docking paths to each factory. It’s not a perfect solution visually, but it’s functional and gets the job done. I can always refine this for a post-launch update if needed. I’m still wrapping up the final details of the docking path system before moving on. Mines My next major task is implementing mine logic, which includes the excavator logic and ore detection and depletion. Aircraft After the mining logic I will add the last vital gameplay system the aircraft system which will be responsible trade and contracts with other villages. Release I’m currently deciding whether to push construction vehicle implementation to a post-beta update or delay the release by a week to include them. Construction vehicles aren’t vital to core gameplay, but they would add a lot of polish. I’m still on the fence about this one, it depends on how the mine logic implementation goes.
Devlog 19: Busy School has started again and I have been geting busy and my motivation is also not that high right now because things take alot longer and dont work like i want to. I think I will delay release to septembere 12th.
Devlog 20: UI and Trading Got the backend for the trading system done and overhauled the UI to go with it. Trading System I made a trading system. It generates contracts with the recipient’s name, the resource being traded, and the price. Basically the foundation for the aircraft system. UI Redesigned the time and date display because it looked kinda rough. Also switched the economy back to money instead of the resource, makes way more sense for trading. Oh, and vehicles now actually speed up when you speed up time, which is pretty cool. What’s Shipping vs Later I’m not including construction vehicles in the initial release because that’s like 40+ more hours of work and I want to actually finish this before Thirdspace starts (I’m gonna compete too). So yeah, that’s going to a post-launch update. Still gotta do: Get the excavators working (mines) ~5h Finish the trading system ~3h Fix vehicle physics again 😭~5h Random bugs and polish ~5h Hope I can get that done this week. Tryna hit at least 14sd/h so I can hopfuly buy that Framework 13 lol
Devlog 21: Trading Finished, but I’m Stuck I’ve finished the trading system! Trading System The trading system is done. Orders are generated, you can accept them, and accepted trades show up in the UI. The only thing left is adding the planes, but that depends on finishing the base-building system first. Base Building I’ve started working on base building. It’s pretty simple and mostly uses systems that already exist, so it should only take around an hour to fully implement. Stuck Development has been going way slower than I hoped because my codebase is currently a bunch of bandaids stacked on top of each other. I also need to ship this week since Thirdspace starts next week, which means I probably won’t have time to add much polish.So I need your opinion: is it worth delaying the game for another week? 😭 Or should I just ship it? Do you think I’ll still be able to afford the Framework 13 if I release it now? My current plan is to focus on getting the core systems working, fix any major bugs, and leave extra polish and construction vehicles for a post-launch update.
Devlog 22: Factory UI and Finished base building I’ve finished base building and am now working on the factory UI. Factory UI I’m working on the factory UI, where you can see the factory’s storage and change its recipe. It’s almost finished. Base building Base building is finished you can now make taxiways and build a warehouse. I’ve also put these into a UI like the factory’s, so it only takes one button. Vehicle physics/pathfinding I’ve spent yet another hour on vehicle physics/pathfinding, and I’ve narrowed it down to a bug in the handoff to the prebaked paths of the factories. Timeline I’m pretty sure I am gooing tho finish it this weekend. What’s left: Vehicle physics ~3h Mines/excavators ~5h Building construction (will reuse most of the factory logic) ~2h Random bugs and small things ~5h
Devlog 23: Vehicle pathfinding and construction I have fixed the vehicle pathfinding (mostly) and I have made the construction system. Vehicle pathfinding I have fixed the vehicle pathfinding and it works now mostly. I say mostly because it breaks when a trailer is equipped, but that is a way smaller thing to fix. Construction system It’s almost done. The system makes it so the resources actually have a function and you now need to deliver resources to a building site before the factory can get built. Still not done I know I said it would be done this weekend and it still isn’t, but it’s almost there. What I still have to do: The mine/excavator ~5h Finishing a couple of systems (like the construction and trade system) ~5h Make a savegame system ~5h Small things ~2h Documentation ~2h So 2 devlogs left, and otherwise I will just ship incomplete because I don’t have time anymore.
Devlog 24: Construction finished and start secunce made I’ve finished the construction system and made the start sequence actually playable by adding a resource box containing 10 iron bars needed to build a terminal. It’s been 2 weeks since my last devlog school and commitments to Third Space have kept me busier, so I’m not 100% certain I’ve captured everything that’s changed. Construction system The construction system now generates building routes that you can assign vehicles to. Resources must be delivered to a building site before construction begins, making the resource system meaningful in actual gameplay. Starting secunce The starting secunce now has a couple of steps: Place the resource box Place a runway Place a terminal Conect the runway with the terminal with a taxiway Place 4 base tiles for the vehicle to spawn on What has to be done: Mine/excavator system ~3h Finish trade system ~3h Save system ~2h Documentation ~2h
Devlog 25: Planes and saving! I’ve locked in over the last 2 days and finished the final 2 of the 3 major systems. I’ve completed the planes (which now spawn when you accept an order) and finished the saving system. Planes/order system I’ve finished the order system, when you accept an order, a plane now spawns a couple thousand pixels out. It flies to the airstrip, loads up at the end of the runway, turns around, and flies away. It doesn’t taxi all the way to the terminal because I just don’t have time for that, but it looks good enough for now. Saving You can now save 3 worlds in the game. Everything gets encrypted and saves all the world values. It was pretty difficult converting some of the arrays filled with instances into dictionaries and back again, but it works on both PC and on the web. whats left: The only things left are the excavator and some smaller things. I’m finishing that all tomorrow, and that will be the last devlog for my ship. The main gameplay loop should be finished by end of day tomorrow. If I can’t finish everything, so be it, I dont have time to work on it anymore if I also want to continu in third space, but I’m happy with how it works now and what I have learned along the way.
Devlog 26: Last devlog I’ve officially finished the game. It’s been an incredible journey, and I’m pretty happy with the end result. excavator The excavator is now fully functional. You can use it to create mines, which automatically convert into factories once placed. a lot of small things I have done a lot of small things to optimse the game and fix things i coudend test till now Release This is the last devlog I’ll be writing for this project. I want to thank you all for the support. I hope you enjoy playing the game.
Devlog 27: Tutorial: After feadback I have dicided to make a tutorial and made a couple quality of live updates that made the game easier to understand.
Ships:
Supply Chains Supply Chains is a game inspired by Transport Fever and Mindustry, centered around building road networks and logistics chains for construction and mining operations. Features Vehicles, trailers and a garage Route system: pick a source, a destination and a resource, then assign it to a vehicle Multi-step production chains Construction sites, trading, generated terrain, and A* pathfinding with road weights Controls: WASD camera, 1-5 build, right click remove, space pause. Everything else is in HELP.md . Known limitations I’m a solo dev, so some things aren’t finished. The full list is in the README. Hope you enjoy it!...
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1793674323.7520914
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1793760723.7520914
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64405
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My awesome macropad! by @Nirvana | Stardance
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Nirvana
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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: My awesome macropad! by @Nirvana | Stardanc Title: My awesome macropad! by @Nirvana | Stardance...
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1793674325.0036798
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1794279125.0036798
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64407
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BLARE by @peso | Stardance
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peso
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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: BLARE by @peso | Stardance
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1793674327.1961164
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1794279127.1961164
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52596
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My first slack bot! - Blackreaper by @DaviSilva | My first slack bot! - Blackreaper by @DaviSilva | Stardance...
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DaviSilva
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T01:02:51Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I built I made a Slack bot called BlackReaper. It has a few different commands like ping, help, cat facts, jokes, dice, coin flip, and random dog photos. Some of them also use APIs, like the cat fact, joke, and dog photo commands. I also added the three extra commands that were required for the challenge. They are all in my code, but for some reason the three new ones aren’t showing up in Slack. I’m not really sure what happened with the configuration, but I’m still shipping the project since the commands are already in the code. If someone knows what I did wrong or can help me get them working in Slack, I’d really appreciate it. What was challenging I started this project basically knowing nothing about JavaScript, so there was definitely a lot to figure out. The setup was probably the hardest part for me, especially VS Code and the Nest configuration. I ran into a bunch of problems and had to use AI to help me figure some of them out, but I also learned from fixing those problems. What I’m proud of I’m really proud that I actually finished the project. This is my first project on StarDance, and I started it without really knowing JavaScript or how to make a bot. Seeing everything actually work after all the problems I had was really cool. What people should know I put a lot of time and effort into this project and made it with a lot of care. The main commands are working, and the three extra commands are already in the code. The only thing I’m still trying to figure out is why those new commands aren’t showing up in Slack. If someone can help me fix that, I’d really appreciate it!", "repo": "https://github.com/X-BlackScythe/BlackReaper---First-Slack-Bot-", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
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[{"post_id": 71534, "ts": "202 [{"post_id": 71534, "ts": "2026-09-21T00:54:33Z", "hours": 0.35, "text": "So for this new version I added 4 new commands, the joke example from the mission guide, roll a dice, flip a coin and dog photo, Idk if I have to restart something or what but on the VsCode the code for the commands is there but when I try using them on Slack they do not appear…. I’ll ship the project because IDK what to do now, But I did my work with everything that I have :)"}, {"post_id": 62372, "ts": "2026-09-05T18:18:48Z", "hours": 0.3969, "text": "Almost done! - First Slack Bot. Today I made my nest account and got to put my bot (BlackReaper) to work 24/7, I had some problems along the way and had the help of AI to explain it to me, the biggest problem that I had was with the name Index.js hahahaha, I was trying to run it by writing “ node index.js” and it wasn’t working because I had to write “ node Index.js” with the big “i”, I spent 5 minutes just to notice this. I want to add at least 1 more command with API before finishing the project. I also added in the GitHub repository the “README.ms”. Thanks for reading!"}, {"post_id": 54788, "ts": "2026-08-25T22:04:23Z", "hours": 0.4278, "text": "(DevLog #01) First Slack Bot - Blackreaper Until yesterday I didn’t know anything about a slack bot, but today I got to make one and put it to work! I named it Blackreaper, it main purpose its to respond commands in the channel #bot-spam on (Hack Club - Slack) , it has the commands /blackreaper-ping /blackreaper-help and /blackreaper-catfacts ( The last one use an API to get the facts!), I got some problems with VsCode Git and NodeJS but nothing seriously just some configurations, I want to add more commands that uses API’s in the future. That is my first DevLog! Thanks!"}]...
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Title: My first slack bot! - Blackreaper by @DaviS Title: My first slack bot! - Blackreaper by @DaviSilva | Stardance
Devlogs:
(DevLog #01) First Slack Bot - Blackreaper Until yesterday I didn’t know anything about a slack bot, but today I got to make one and put it to work! I named it Blackreaper, it main purpose its to respond commands in the channel #bot-spam on (Hack Club - Slack) , it has the commands /blackreaper-ping /blackreaper-help and /blackreaper-catfacts ( The last one use an API to get the facts!), I got some problems with VsCode Git and NodeJS but nothing seriously just some configurations, I want to add more commands that uses API’s in the future. That is my first DevLog! Thanks!
Almost done! - First Slack Bot. Today I made my nest account and got to put my bot (BlackReaper) to work 24/7, I had some problems along the way and had the help of AI to explain it to me, the biggest problem that I had was with the name Index.js hahahaha, I was trying to run it by writing “ node index.js” and it wasn’t working because I had to write “ node Index.js” with the big “i”, I spent 5 minutes just to notice this. I want to add at least 1 more command with API before finishing the project. I also added in the GitHub repository the “README.ms”. Thanks for reading!
So for this new version I added 4 new commands, the joke example from the mission guide, roll a dice, flip a coin and dog photo, Idk if I have to restart something or what but on the VsCode the code for the commands is there but when I try using them on Slack they do not appear…. I’ll ship the project because IDK what to do now, But I did my work with everything that I have :)
Ships:
What I built I made a Slack bot called BlackReaper. It has a few different commands like ping, help, cat facts, jokes, dice, coin flip, and random dog photos. Some of them also use APIs, like the cat fact, joke, and dog photo commands. I also added the three extra commands that were required for the challenge. They are all in my code, but for some reason the three new ones aren’t showing up in Slack. I’m not really sure what happened with the configuration, but I’m still shipping the project since the commands are already in the code. If someone knows what I did wrong or can help me get them working in Slack, I’d really appreciate it. What was challenging I started this project basically knowing nothing about JavaScript, so there was definitely a lot to figure out. The setup was probably the hardest part for me, especially VS Code and the Nest configuration. I ran into a bunch of problems and had to use AI to help me figure some of them out, but I also learned from fixing those problems. What I’m proud of I’m really proud that I actually finished the project. This is my first project on StarDance, and I started it without really knowing JavaScript or how to make a bot. Seeing everything actually work after all the problems I had was really cool. What people should know I put a lot of time and effort into this project and made it with a lot of care. The main commands are working, and the three extra commands are already in the code. The only thing I’m still trying to figure out is why those new commands aren’t showing up in Slack. If someone can help me fix that, I’d really appreciate it!...
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1793674328.6730242
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1793760728.6730242
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64408
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My awesome macropad! by @Yun_ZhiT | Stardance
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Yun_ZhiT
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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: My awesome macropad! by @Yun_ZhiT | Stardan Title: My awesome macropad! by @Yun_ZhiT | Stardance...
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1793674329.838456
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1794279129.838456
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38768
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Stardew calc by @hrushal | Stardance
|
hrushal
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1
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18.29
|
157
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T16:31:39Z", "hours": 18.0, "multiplier": 8.57, "payout": 157, "blessing": "neutral", "text": "Starcalc YES THIS IS ANOTHER STARDEW CALCULATOR The problem i wanted to solve w this was making important information thats slighly harder to find on the wiki and requires a lot of clicks like gold/day for each crop, which monster drops what and how to make some artisanal goods be shown upfront so instead of just going down rabbit holes of reddit and wiki i could just open the website and check what things i can do w a specific item and which equipment to use The website has 4 core functions rn which are Crops Monsters Artisanal goods Animals The information is laid in simple to read cards with a image and clear description and the important numbers are highlighted and to avoid clutter produce etc is grouped under a dropdown so you arent bombarded with information you dont need I had a lot of trouble w finalizing the design AND WORST OF ALL TSPARTICLES and then making card components for every page cuz the data is diff for everything and i decided individual components would speed it up", "repo": "https://github.com/Hrushal-Nikhare/star", "demo": "https://star-xi-seven.vercel.app/"}]...
|
[{"post_id": 72637, "ts": "202 [{"post_id": 72637, "ts": "2026-09-23T12:29:59Z", "hours": 0.2906, "text": "Fixed readme with images and website had no title 😭"}, {"post_id": 71390, "ts": "2026-09-20T18:52:44Z", "hours": 3.7192, "text": "WE ARE BACK W IT AND WE FINSIHED THE PROJECT ported the card component to every single sub page and made sure it works shifted sm styles into global.css removed the search route and slug to make it static render able also cuz i didnt find a use for it l8r DEPOLYED ON VERCEL https://star-xi-seven.vercel.app/ added back to home button and mobile compatibility THANK YOU EVERYONE"}, {"post_id": 70150, "ts": "2026-09-18T15:46:19Z", "hours": 1.6047, "text": "DONE W CARD COMPONENT THEY LOOK SO GOOD took 1.5hrs but it looks good atleast 😭"}, {"post_id": 69233, "ts": "2026-09-16T16:57:19Z", "hours": 3.8619, "text": "New homepage and then made a card component for showing the animals (for now) Learnt about how logic in svelte is done w {#} and {/} and then also components and nested objects were pmo i have to make the cards pretty and then if conditionals on prices and dropdown for the produce and tags and then layout too so thanks for reading"}, {"post_id": 60396, "ts": "2026-09-02T18:13:51Z", "hours": 3.5, "text": "NEW NOT SO PLAIN BACKDROP tldr: basically i gave up so i wanted the plans and the wine bottle to have this cute colored circles to ‘splash’ out when you click it But then i look for svelte particle libraries and its only tsparticles which is FINE BUT HOLY DEBUGGING so i went on a side quest to learn it DECENTLY and thats how we have a background ik its not fancy or anything or a lot of added code but the debugging uh let not also shifted to bun for everything and had some issues w vite asw also bun has great support for this stuff crazy"}, {"post_id": 40874, "ts": "2026-08-04T17:53:29Z", "hours": 2.5747, "text": "Redeigned the home page cuz it looked really boring and life less and nothing like stardew spent an hr making the ui and then aft clg started has a urge to redesign the ui so um here we are (feedback and logo help appreciated) Tried three diff styles to see which one i like some of them were: Notebook flipping ish Purple heatmap ahh Cool png animation stuff ( gave up before trying bc couldnt find assets) THE title above is currently in the works of making the A a Star cuz hehe stardew starcalc The Pngs will hopefully have a transition animation where the coffee plant sheds the berries and it swoops to the crops page animals has egg particles artisanal has a foam jet or smth and the slime for moster loses his color and becomes the resource now ill have to ditch all of my programming of the previous ui and start all over again but lowk worth it i need it to be pretty cuz i said so. added both old and new ui for yall to rate and tell pls help me i suck at ui"}, {"post_id": 36960, "ts": "2026-07-29T11:48:44Z", "hours": 3.1017, "text": "Season and Professions Mocked up in Figma purple color scheme Handmade font/icons 2.Chose svelte for no reason (other than to learn) 3. Made Gemni write a data.json to Prototype w (eventually will nosql/sqllite it) 4. Season Select using radios that look like buttons w functioning hover and select colors ( took alot of time and help NO AI THO ALL DOCS) 5. Profession Select drafted but need to Read and add the perks to the data/process in js"}]...
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Title: Stardew calc by @hrushal | Stardance
Devlo Title: Stardew calc by @hrushal | Stardance
Devlogs:
Season and Professions Mocked up in Figma purple color scheme Handmade font/icons 2.Chose svelte for no reason (other than to learn) 3. Made Gemni write a data.json to Prototype w (eventually will nosql/sqllite it) 4. Season Select using radios that look like buttons w functioning hover and select colors ( took alot of time and help NO AI THO ALL DOCS) 5. Profession Select drafted but need to Read and add the perks to the data/process in js
Redeigned the home page cuz it looked really boring and life less and nothing like stardew spent an hr making the ui and then aft clg started has a urge to redesign the ui so um here we are (feedback and logo help appreciated) Tried three diff styles to see which one i like some of them were: Notebook flipping ish Purple heatmap ahh Cool png animation stuff ( gave up before trying bc couldnt find assets) THE title above is currently in the works of making the A a Star cuz hehe stardew starcalc The Pngs will hopefully have a transition animation where the coffee plant sheds the berries and it swoops to the crops page animals has egg particles artisanal has a foam jet or smth and the slime for moster loses his color and becomes the resource now ill have to ditch all of my programming of the previous ui and start all over again but lowk worth it i need it to be pretty cuz i said so. added both old and new ui for yall to rate and tell pls help me i suck at ui
NEW NOT SO PLAIN BACKDROP tldr: basically i gave up so i wanted the plans and the wine bottle to have this cute colored circles to ‘splash’ out when you click it But then i look for svelte particle libraries and its only tsparticles which is FINE BUT HOLY DEBUGGING so i went on a side quest to learn it DECENTLY and thats how we have a background ik its not fancy or anything or a lot of added code but the debugging uh let not also shifted to bun for everything and had some issues w vite asw also bun has great support for this stuff crazy
New homepage and then made a card component for showing the animals (for now) Learnt about how logic in svelte is done w {#} and {/} and then also components and nested objects were pmo i have to make the cards pretty and then if conditionals on prices and dropdown for the produce and tags and then layout too so thanks for reading
DONE W CARD COMPONENT THEY LOOK SO GOOD took 1.5hrs but it looks good atleast 😭
WE ARE BACK W IT AND WE FINSIHED THE PROJECT ported the card component to every single sub page and made sure it works shifted sm styles into global.css removed the search route and slug to make it static render able also cuz i didnt find a use for it l8r DEPOLYED ON VERCEL https://star-xi-seven.vercel.app/ added back to home button and mobile compatibility THANK YOU EVERYONE
Fixed readme with images and website had no title 😭
Ships:
Starcalc YES THIS IS ANOTHER STARDEW CALCULATOR The problem i wanted to solve w this was making important information thats slighly harder to find on the wiki and requires a lot of clicks like gold/day for each crop, which monster drops what and how to make some artisanal goods be shown upfront so instead of just going down rabbit holes of reddit and wiki i could just open the website and check what things i can do w a specific item and which equipment to use The website has 4 core functions rn which are Crops Monsters Artisanal goods Animals The information is laid in simple to read cards with a image and clear description and the important numbers are highlighted and to avoid clutter produce etc is grouped under a dropdown so you arent bombarded with information you dont need I had a lot of trouble w finalizing the design AND WORST OF ALL TSPARTICLES and then making card components for every page cuz the data is diff for everything and i decided individual components would speed it up...
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1793674330.7439694
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1793760730.7439694
|
|
64409
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DTA Emulator by @anchith | Stardance
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anchith
|
1
|
61.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-11-01T03:59:37Z", "hours": 61.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple DTA emulator!", "repo": "https://github.com/koino2/DTA-Emulator", "demo": "https://github.com/koino2/DTA-CPU/releases/tag/release"}]...
|
[{"post_id": 86177, "ts": "202 [{"post_id": 86177, "ts": "2026-11-01T03:35:47Z", "hours": 7.3458, "text": "More GUI stuff, assets, and shipping First, I would like to apologize for the ragebait that is the previous devlog. But anyway, in this devlog I refined the GUI a lot, did debugging and got ready to ship! The previous version of the UI was kind of scuffed and was missing a lot of features. The new UI fixes most of these and adds more stuff: Devce Selection UI Now you can actually add devices and see their specific UIs within the UI! this took way too long to implement More debug text Performance Improvements Now the UI doesn’t update every clock cycle (Quite a lot at 500,000 hertz ) A lot of other improvements! I also made some assets like a project banner, icon, and readmes too. This devlog is kind of short because I need to ship and stardance ends in about 20 minutes I have to still do some small stuff like packaging the app into a real exe, writing more of the readme and making tutorials maybe."}, {"post_id": 83270, "ts": "2026-10-27T15:56:51Z", "hours": 1.175, "text": "Read more"}, {"post_id": 82361, "ts": "2026-10-24T16:58:40Z", "hours": 12.0136, "text": "GUI So far the entire interface for the project is just a terminal with some print statements and sometimes a display window so I finally made some frontend GUI! stuff The idea for this was a full window showing everything that the processor is currently doing, including the various subsystems and components of the emulated CPU, the registers, pins, settings and other stuff It also has a cool section for programming it, with which you can write code or import programs, assemble them, load them into the CPU and run them with only a few clicks. With the new GUI you also can modify everything in the CPU however you wish so you can change register values (even the read only ones ), fire pins, change processor settings and other execution stuff, and also see and interact with the GUIs for devices! (gui inside gui ) netbeans believe it or not, netbeans , out of all IDEs, has an amazing form editor, which is basically a UI designing thing for java, and that’s what I used to make the UI for this. All you have to do is drag and drop stuff into the canvas and try not to crash out over its idiotic paranoid auto scale system, and it automagically generates all the layout code for you! if only it magically made all the UI work too See the design lapse here: https://lapse.hackclub.com/timelapse/j9cZMZqsB7Ia flatlaf uhh so the default GUI looks horrendous because it uses Java’s built in Swing UI elements and designs, which is fine, but it makes it look like its from 2009 BUT i can change it’s look using a different “Look and Feel”, which is basically defines how UI elements should look. and feel. For this project I decided to use the FlatLaf look and feel which made it look a lot more modern and also made it a bit nicer to use. I didn’t use maven for this because I have trauma from when i used maven a long time ago and it uninstalled my entire project with no backups also java yum making the ui work this is the hard part Okay now the UI looks nice and all but it does nothing and is useless because it’s not linked to the backend Anyway I wrote a lot of messy code and linked up the processor backend and the assembler to the UI, and also wired up all 28 registers, 8 pins and a bunch of settings, initialization and assembling stuff to the backend. The thing is, I need to update the backend from the frontend and the frontend from the backend, and if that happens incorrectly or in the wrong order, which it does a lot , wrong or invalid information can be fed to the backend (and the frontend) which ruins the entire execution flow. There were so many problems with the UI and backend not matching up, like: Sometimes the clock would say it started in the frontend but didn’t in the backend even though all signs say that it did Sometimes the program wouldn’t even be written to the memory properly because the memory settings were incorrect in the backend only Sometimes two clock threads would start ticking simultaneously, which misaligns the PC because it’s only supposed to be multiples of 3 and a lot of other bugs After consuming all of the remaining bugs and testing it a lot, I finally had a UI that worked and synced with the backend properly… mostly. This is a prototype and I still need to change a lot of stuff, but here’s a screenshot of the finished UI while executing the previous 3D renderer thing"}, {"post_id": 77538, "ts": "2026-10-07T11:36:09Z", "hours": 5.5311, "text": "3D RENDERER I finally got the 3D renderer to work It took SO long ( 18+ hours in total? ) but it’s so cool and really shows the capabilities of this tiny CPU It took so long to make because I had to write everything in assembly with 🚫 no functions, 🚫 no control structures and 🚫no variables Obviously trying to program this CPU with such a tiny ISA and a stupid assembler is borderline impossible - you have to manually deal with register/pin addresses and memory addresses for jumps, so adding a single line changes everything after it and breaks your jumps. That’s why I added a few features to the assembler to make my life easier, namely address markers and constants . Address markers allow you to mark instructions and use those marker names within the program to refer to that instruction, which makes conditional stuff, jumps and other stuff much easier. Constants are… well, constants. With them I can assign names to memory addresses. (especially useful when you have more than 120 addresses ) Additionally, I also introduced a dynamic constants thing in the assembler, which basically just reserves memory addresses and stuff for constants on it’s own, so now I don’t even need to think about those addresses. new ALU stuff I added a new ALU (Arithmetic & Logic Unit) function in the CPU for comparisons between two numbers. The new COMP ALU operation compares the two values in ALU_A and ALU_B and sets the output to: 1 if A > B 2 of A < B 0 if A = B Trying to make a 3D renderer without these functions is impossible renderererer Ok, now onto how the renderer actually works. The renderer is just one big program (1300+ lines of assembly) that does a bunch of stuff to try and render a spinning cube on the display. Basically all it does is: Initialize the cube vertices Make the edge table for the lines of the cube Rotate all the points of the cube by a set amount every frame using a lot of scary math 📽️ Project the new rotated 3D points of the cube into 2D points using even more math Draw all the lines of the cube and refresh the display Repeat from step 3 Here’s a very simplified explanation of the entire program: The initial positions of the points is hardcoded into the code, and there’s also a getVertex function to get the X, Y and Z coordinates for a specific vertex number. To rotate the points, you need to do some matrix multiplication on each of the points, with a rotation matrix thingy and magically rotation happens. I don’t actually know what sin/cos is, they didn’t teach us in school yet as far as I know it’s something to do with the angles of a right angle triangle or whatever who cares To find the rotated points, it takes each of the coordinates and multiplies X by cos theta + Z * sin theta, and multiplies Z by -X * sin theta + Z * cos theta, where theta is the value it is being rotated by. Sin and Cos values for values 0-90 degrees are hardcoded into the program because it’s very hard to calculate Then the program takes those rotated points, and projects them into 2D points. Those equations are much easier: Projected X = (X * FocalLength)/(Z+FocalLength) and similarly, Projected Y = (Y * FocalLength)/(Z+FocalLength) Then it draws the lines between the points using a hardcoded edge table and bresenham’s line drawing algorithm. It then releases the pixel buffer and gets ready to draw another frame! And after a lot of debugging, it’s finally finished! (The video is at 500 kilohertz btw )"}, {"post_id": 76078, "ts": "2026-10-02T08:35:19Z", "hours": 13.6392, "text": "3D Renderer Line drawer So I was working on a 3D rendering program Writing a whole 3D render in assembly was slightly overambitious I think. It took thousands of lines of code and hundreds of memory allocations, functions and random stuff. It is supposed to be able to do rotation, projection, and wireframe drawing, and I tried making it draw a simple cube. As of right now it doesn’t work. Debugging DTA assembly is hard especially when you have 1400 lines of it. ( i thought of splitting it up into several files, but the way that it’s assembled and stuff makes it difficult, I still do have many files but I merge them all before assembling ) There’s some problems with the math and conditional stuff and if i try to run the whole renderer the screen just shows one pixel at coordinates (0, 0) flickering. But I was able to program a functional line drawing algorithm based on generalized Bresenham’s line drawing algorithm! (see picture) It basically works by taking two start and end coordinates, and adjusting the x towards the end coordinate, while measuring the error of the y-coordinate from the ideal line and adjusting for it. idk im bad at explaining things. I’ll probably write more about this in detail once I get the 3D renderer fully working."}, {"post_id": 73912, "ts": "2026-09-26T09:43:17Z", "hours": 5.3272, "text": "Assembler I made an assembler now so that I don’t have to write the raw ROM bytes to write programs! You can now just write code in assembly and it will magically generate the perfect ROM values! It can do a lot of cool stuff like: Replacing the names of instructions, registers and pins with their actual values Labels let you mark specific instructions and use the label name instead of figuring out the instruction’s address! Now you can just use set pc, bruh to jump to the instruction you labelled “bruh” for some reason Comments!! Tomfoolery detection The label thing is especially useful because I don’t need to rewrite a bunch of stuff just to add some code, and I don’t need to think about instruction addresses at all now because it all happens automagically with the assembler! I also created a bunch of new programs using this assembler, that use some of the new device stuff as well. speaking of device stuff, new device stuff I changed the architecture of the DSC a lot and now there are separate pulse pins that you can use to talk to the device. This makes working with devices a little bit easier and uses lesser code as well! With the new architecture I made some new devices as well, like: A colour GPU Now you can draw pixels to the screen that aren’t black and white! It actually includes all 0-255 values for red, green and blue, like all modern gpus and displays have I’m also working on some 3D rendering stuff too Work in progress text renderer terminal thing Power Management Thing™ so that programs can view and adjust the processors clock speed I also made one of those cool GPU test gradient things for the new GPU It does a lot of math and loop stuff to figure out which color should be at which position. I wrote it in like 80 lines of assembly using the new assembler and it takes about 16 seconds to finish at 10 kilohertz. This is the picture of the output:"}, {"post_id": 73515, "ts": "2026-09-25T09:07:27Z", "hours": 5.6569, "text": "It works I worked on the backend of the emulator a lot. I coded the remaining parts of all of the components, then I made a clock and finally put everything together to make the working emulator. The processor can now execute all three DTA instructions properly: COPY , SET , and PULSE The instruction decoder reads the instruction words, figures out what operation needs to happen, and the processor performs it through the appropriate registers and pins. There were also a bunch of weird bugs like components not being able to update their own read-only registers and memory size limits A processor isn’t very useful without any output devices so I made a GPU device to output pictures. It has a 64x64 pixel screen to which the processor can write pixels to. It has only black and white pixels because… i was lazy ig I then tried running some programs on it! Like one that continuously tries to write to read-only registers and throws infinite errors! ok that one was for testing I tried making a program that actually uses the screen, and I thought of just drawing a checkerboard pattern on the screen. Unfortunately I was too ambitious and it didn’t work. at all. So i tried just drawing one pixel to the screen and WOW IT WORKED ! no it didnt it still did nothing I did a bunch of backend debugging stuff which is really boring and complicated and I had to move the device register update code in the DSC to its own pin and trigger method and akcgcrwqajhxte tldr a bunch of confusing stuff Finally i got the pixels to work! There was now one white pixel on the screen! exciting! I had to do a lot more debugging for the checkerboard thing to work. I didn’t make an assembler as of now, so I had to write all the machine code myself (Literally writing with numbers) And catching bugs was impossible because again, you’re looking at a bunch of numbers. Anything as simple as adding a line of code was a pain because it shifts the memory addresses of all the lines of code after that, which messes with jump conditions and stuff. Despite all that IT WORKED it does run quite slow because its more than 30 instructions for each iteration of the loop, it takes a few seconds for it to finish the image at a clock speed of 10 kilohertz. This is basically how the program works: Initialize the DSC and GPU on device 0 Set up the variables in memory for X and Y coordinates And then start running an infinite loop in which all this happens: Increment X by 2 Then check if X is 64, if it is, increment Y by 1 and set X to 1 Check if X is 63, if it is, increment Y by 1 and set X to 0. Write the PIXEL instruction, X coordinate, Y coordinate and pixel colour to the GPU via the DSC. Repeat until heat death of the universe All that generates this cool checkerboard pattern on the screen. (This is 44 lines of assembly ) Anyway look at this picture:"}, {"post_id": 73001, "ts": "2026-09-24T06:07:32Z", "hours": 10.2547, "text": "DTA Emulator I’m making an emulator for a processor! It’s supposed to be a very simple minimal instruction set computer, with only 3 instructions. I mostly worked on the ISA in these hours and also did a bit of backend work for the emulator. The instruction set for the processor has only 3 instructions: Copy Set Pulse The entire processor can be controlled just by changing the values in registers and pulsing stuff. Copy copies the value of one register to another Set directly sets the value of a register to something Pulse pulses a pin (This is also why it’s called DTA - Data Transfer Architecture) With these simple instructions, you can manipulate registers and therefore control various parts of the processor! Designing the processor ISA was very hard because there are a bunch of problems that arise from having only three instructions. For example, this is how you would write a program to add two numbers from the memory and save it back to the memory.: SET READADDR 1 COPY READOUT, ALU_A SET READADDR 2 COPY READOUT, ALU_B SET ALU_OP, ADD SET WRITEADDR 3 COPY ALU_OUT, WRITEVAL PULSE WRITE This code first sets the read address to 1, causing the register bank’s read output to provide the value stored at address 1. That value is then copied into ALU_A . The read address is then set to 2, and the value at that address is copied into ALU_B . ALU_OP is set to ADD. Finally, the write address is set to 3. The ALU output is copied into WRITEVAL , and the write operation is pulsed, storing the result at address 3 in the register bank. So basically, at a high level, it reads 2 values from the memory, copies them to the ALU input values, sets the ALU operation to addition, then saves the output back into the memory. The memory reading and ALU output is combinational, ie it works continuously, and does not need a pulse for it to work. Meanwhile writing stuff to the memory can’t just be on forever, that would create problems. So we need to pulse it when it’s ready to write. You can think of pulses like triggering something Hopefully you’re understanding The parts of the CPU are: Working memory ALU (Arithmetic and Logic Unit) RAM interface Program Counter Device Controller Control Unit (this took way too long 🤦 ) That’s about it for the ISA. I also started working on the backend of the actual emulator by implementing all of these components individually in Java (java peak ) A picture of all the registers and pins:"}]...
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Title: DTA Emulator by @anchith | Stardance
Devlo Title: DTA Emulator by @anchith | Stardance
Devlogs:
DTA Emulator I’m making an emulator for a processor! It’s supposed to be a very simple minimal instruction set computer, with only 3 instructions. I mostly worked on the ISA in these hours and also did a bit of backend work for the emulator. The instruction set for the processor has only 3 instructions: Copy Set Pulse The entire processor can be controlled just by changing the values in registers and pulsing stuff. Copy copies the value of one register to another Set directly sets the value of a register to something Pulse pulses a pin (This is also why it’s called DTA - Data Transfer Architecture) With these simple instructions, you can manipulate registers and therefore control various parts of the processor! Designing the processor ISA was very hard because there are a bunch of problems that arise from having only three instructions. For example, this is how you would write a program to add two numbers from the memory and save it back to the memory.: SET READADDR 1 COPY READOUT, ALU_A SET READADDR 2 COPY READOUT, ALU_B SET ALU_OP, ADD SET WRITEADDR 3 COPY ALU_OUT, WRITEVAL PULSE WRITE This code first sets the read address to 1, causing the register bank’s read output to provide the value stored at address 1. That value is then copied into ALU_A . The read address is then set to 2, and the value at that address is copied into ALU_B . ALU_OP is set to ADD. Finally, the write address is set to 3. The ALU output is copied into WRITEVAL , and the write operation is pulsed, storing the result at address 3 in the register bank. So basically, at a high level, it reads 2 values from the memory, copies them to the ALU input values, sets the ALU operation to addition, then saves the output back into the memory. The memory reading and ALU output is combinational, ie it works continuously, and does not need a pulse for it to work. Meanwhile writing stuff to the memory can’t just be on forever, that would create problems. So we need to pulse it when it’s ready to write. You can think of pulses like triggering something Hopefully you’re understanding The parts of the CPU are: Working memory ALU (Arithmetic and Logic Unit) RAM interface Program Counter Device Controller Control Unit (this took way too long 🤦 ) That’s about it for the ISA. I also started working on the backend of the actual emulator by implementing all of these components individually in Java (java peak ) A picture of all the registers and pins:
It works I worked on the backend of the emulator a lot. I coded the remaining parts of all of the components, then I made a clock and finally put everything together to make the working emulator. The processor can now execute all three DTA instructions properly: COPY , SET , and PULSE The instruction decoder reads the instruction words, figures out what operation needs to happen, and the processor performs it through the appropriate registers and pins. There were also a bunch of weird bugs like components not being able to update their own read-only registers and memory size limits A processor isn’t very useful without any output devices so I made a GPU device to output pictures. It has a 64x64 pixel screen to which the processor can write pixels to. It has only black and white pixels because… i was lazy ig I then tried running some programs on it! Like one that continuously tries to write to read-only registers and throws infinite errors! ok that one was for testing I tried making a program that actually uses the screen, and I thought of just drawing a checkerboard pattern on the screen. Unfortunately I was too ambitious and it didn’t work. at all. So i tried just drawing one pixel to the screen and WOW IT WORKED ! no it didnt it still did nothing I did a bunch of backend debugging stuff which is really boring and complicated and I had to move the device register update code in the DSC to its own pin and trigger method and akcgcrwqajhxte tldr a bunch of confusing stuff Finally i got the pixels to work! There was now one white pixel on the screen! exciting! I had to do a lot more debugging for the checkerboard thing to work. I didn’t make an assembler as of now, so I had to write all the machine code myself (Literally writing with numbers) And catching bugs was impossible because again, you’re looking at a bunch of numbers. Anything as simple as adding a line of code was a pain because it shifts the memory addresses of all the lines of code after that, which messes with jump conditions and stuff. Despite all that IT WORKED it does run quite slow because its more than 30 instructions for each iteration of the loop, it takes a few seconds for it to finish the image at a clock speed of 10 kilohertz. This is basically how the program works: Initialize the DSC and GPU on device 0 Set up the variables in memory for X and Y coordinates And then start running an infinite loop in which all this happens: Increment X by 2 Then check if X is 64, if it is, increment Y by 1 and set X to 1 Check if X is 63, if it is, increment Y by 1 and set X to 0. Write the PIXEL instruction, X coordinate, Y coordinate and pixel colour to the GPU via the DSC. Repeat until heat death of the universe All that generates this cool checkerboard pattern on the screen. (This is 44 lines of assembly ) Anyway look at this picture:
Assembler I made an assembler now so that I don’t have to write the raw ROM bytes to write programs! You can now just write code in assembly and it will magically generate the perfect ROM values! It can do a lot of cool stuff like: Replacing the names of instructions, registers and pins with their actual values Labels let you mark specific instructions and use the label name instead of figuring out the instruction’s address! Now you can just use set pc, bruh to jump to the instruction you labelled “bruh” for some reason Comments!! Tomfoolery detection The label thing is especially useful because I don’t need to rewrite a bunch of stuff just to add some code, and I don’t need to think about instruction addresses at all now because it all happens automagically with the assembler! I also created a bunch of new programs using this assembler, that use some of the new device stuff as well. speaking of device stuff, new device stuff I changed the architecture of the DSC a lot and now there are separate pulse pins that you can use to talk to the device. This makes working with devices a little bit easier and uses lesser code as well! With the new architecture I made some new devices as well, like: A colour GPU Now you can draw pixels to the screen that aren’t black and white! It actually includes all 0-255 values for red, green and blue, like all modern gpus and displays have I’m also working on some 3D rendering stuff too Work in progress text renderer terminal thing Power Management Thing™ so that programs can view and adjust the processors clock speed I also made one of those cool GPU test gradient things for the new GPU It does a lot of math and loop stuff to figure out which color should be at which position. I wrote it in like 80 lines of assembly using the new assembler and it takes about 16 seconds to finish at 10 kilohertz. This is the picture of the output:
3D Renderer Line drawer So I was working on a 3D rendering program Writing a whole 3D render in assembly was slightly overambitious I think. It took thousands of lines of code and hundreds of memory allocations, functions and random stuff. It is supposed to be able to do rotation, projection, and wireframe drawing, and I tried making it draw a simple cube. As of right now it doesn’t work. Debugging DTA assembly is hard especially when you have 1400 lines of it. ( i thought of splitting it up into several files, but the way that it’s assembled and stuff makes it difficult, I still do have many files but I merge them all before assembling ) There’s some problems with the math and conditional stuff and if i try to run the whole renderer the screen just shows one pixel at coordinates (0, 0) flickering. But I was able to program a functional line drawing algorithm based on generalized Bresenham’s line drawing algorithm! (see picture) It basically works by taking two start and end coordinates, and adjusting the x towards the end coordinate, while measuring the error of the y-coordinate from the ideal line and adjusting for it. idk im bad at explaining things. I’ll probably write more about this in detail once I get the 3D renderer fully working.
3D RENDERER I finally got the 3D renderer to work It took SO long ( 18+ hours in total? ) but it’s so cool and really shows the capabilities of this tiny CPU It took so long to make because I had to write everything in assembly with 🚫 no functions, 🚫 no control structures and 🚫no variables Obviously trying to program this CPU with such a tiny ISA and a stupid assembler is borderline impossible - you have to manually deal with register/pin addresses and memory addresses for jumps, so adding a single line changes everything after it and breaks your jumps. That’s why I added a few features to the assembler to make my life easier, namely address markers and constants . Address markers allow you to mark instructions and use those marker names within the program to refer to that instruction, which makes conditional stuff, jumps and other stuff much easier. Constants are… well, constants. With them I can assign names to memory addresses. (especially useful when you have more than 120 addresses ) Additionally, I also introduced a dynamic constants thing in the assembler, which basically just reserves memory addresses and stuff for constants on it’s own, so now I don’t even need to think about those addresses. new ALU stuff I added a new ALU (Arithmetic & Logic Unit) function in the CPU for comparisons between two numbers. The new COMP ALU operation compares the two values in ALU_A and ALU_B and sets the output to: 1 if A > B 2 of A < B 0 if A = B Trying to make a 3D renderer without these functions is impossible renderererer Ok, now onto how the renderer actually works. The renderer is just one big program (1300+ lines of assembly) that does a bunch of stuff to try and render a spinning cube on the display. Basically all it does is: Initialize the cube vertices Make the edge table for the lines of the cube Rotate all the points of the cube by a set amount every frame using a lot of scary math 📽️ Project the new rotated 3D points of the cube into 2D points using even more math Draw all the lines of the cube and refresh the display Repeat from step 3 Here’s a very simplified explanation of the entire program: The initial positions of the points is hardcoded into the code, and there’s also a getVertex function to get the X, Y and Z coordinates for a specific vertex number. To rotate the points, you need to do some matrix multiplication on each of the points, with a rotation matrix thingy and magically rotation happens. I don’t actually know what sin/cos is, they didn’t teach us in school yet as far as I know it’s something to do with the angles of a right angle triangle or whatever who cares To find the rotated points, it takes each of the coordinates and multiplies X by cos theta + Z * sin theta, and multiplies Z by -X * sin theta + Z * cos theta, where theta is the value it is being rotated by. Sin and Cos values for values 0-90 degrees are hardcoded into the program because it’s very hard to calculate Then the program takes those rotated points, and projects them into 2D points. Those equations are much easier: Projected X = (X * FocalLength)/(Z+FocalLength) and similarly, Projected Y = (Y * FocalLength)/(Z+FocalLength) Then it draws the lines between the points using a hardcoded edge table and bresenham’s line drawing algorithm. It then releases the pixel buffer and gets ready to draw another frame! And after a lot of debugging, it’s finally finished! (The video is at 500 kilohertz btw )
GUI So far the entire interface for the project is just a terminal with some print statements and sometimes a display window so I finally made some frontend GUI! stuff The idea for this was a full window showing everything that the processor is currently doing, including the various subsystems and components of the emulated CPU, the registers, pins, settings and other stuff It also has a cool section for programming it, with which you can write code or import programs, assemble them, load them into the CPU and run them with only a few clicks. With the new GUI you also can modify everything in the CPU however you wish so you can change register values (even the read only ones ), fire pins, change processor settings and other execution stuff, and also see and interact with the GUIs for devices! (gui inside gui ) netbeans believe it or not, netbeans , out of all IDEs, has an amazing form editor, which is basically a UI designing thing for java, and that’s what I used to make the UI for this. All you have to do is drag and drop stuff into the canvas and try not to crash out over its idiotic paranoid auto scale system, and it automagically generates all the layout code for you! if only it magically made all the UI work too See the design lapse here: https://lapse.hackclub.com/timelapse/j9cZMZqsB7Ia flatlaf uhh so the default GUI looks horrendous because it uses Java’s built in Swing UI elements and designs, which is fine, but it makes it look like its from 2009 BUT i can change it’s look using a different “Look and Feel”, which is basically defines how UI elements should look. and feel. For this project I decided to use the FlatLaf look and feel which made it look a lot more modern and also made it a bit nicer to use. I didn’t use maven for this because I have trauma from when i used maven a long time ago and it uninstalled my entire project with no backups also java yum making the ui work this is the hard part Okay now the UI looks nice and all but it does nothing and is useless because it’s not linked to the backend Anyway I wrote a lot of messy code and linked up the processor backend and the assembler to the UI, and also wired up all 28 registers, 8 pins and a bunch of settings, initialization and assembling stuff to the backend. The thing is, I need to update the backend from the frontend and the frontend from the backend, and if that happens incorrectly or in the wrong order, which it does a lot , wrong or invalid information can be fed to the backend (and the frontend) which ruins the entire execution flow. There were so many problems with the UI and backend not matching up, like: Sometimes the clock would say it started in the frontend but didn’t in the backend even though all signs say that it did Sometimes the program wouldn’t even be written to the memory properly because the memory settings were incorrect in the backend only Sometimes two clock threads would start ticking simultaneously, which misaligns the PC because it’s only supposed to be multiples of 3 and a lot of other bugs After consuming all of the remaining bugs and testing it a lot, I finally had a UI that worked and synced with the backend properly… mostly. This is a prototype and I still need to change a lot of stuff, but here’s a screenshot of the finished UI while executing the previous 3D renderer thing
Read more
More GUI stuff, assets, and shipping First, I would like to apologize for the ragebait that is the previous devlog. But anyway, in this devlog I refined the GUI a lot, did debugging and got ready to ship! The previous version of the UI was kind of scuffed and was missing a lot of features. The new UI fixes most of these and adds more stuff: Devce Selection UI Now you can actually add devices and see their specific UIs within the UI! this took way too long to implement More debug text Performance Improvements Now the UI doesn’t update every clock cycle (Quite a lot at 500,000 hertz ) A lot of other improvements! I also made some assets like a project banner, icon, and readmes too. This devlog is kind of short because I need to ship and stardance ends in about 20 minutes I have to still do some small stuff like packaging the app into a real exe, writing more of the readme and making tutorials maybe.
Ships:
I made a simple DTA emulator!...
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1793674331.9023988
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1793760731.9023988
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57600
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Microfreelance Hub by @hazypak | Stardance
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hazypak
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1
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21.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T16:44:31Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a platform for students to post about their achivements , its like linkledin but focuses on students and helps them build their portfolio , this is ship one , I know there are errors but since my school started i cant fix them i am tooo busy , i hope it can ship and then i can work on it even after stardance hopefully", "repo": "https://github.com/hazypak/micro-freelance-hub", "demo": "https://micro-freelance-hub.vercel.app/"}]...
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[{"post_id": 74546, "ts": "202 [{"post_id": 74546, "ts": "2026-09-27T16:39:59Z", "hours": 0.4222, "text": "Finalizied everything fixed google auth issue (hopefully)"}, {"post_id": 60601, "ts": "2026-09-03T01:52:06Z", "hours": 0.6581, "text": "updated the read me and fixed google login issues"}, {"post_id": 60488, "ts": "2026-09-02T21:06:42Z", "hours": 1.0914, "text": "just had to run clear on claude code to stop autocompact thrashing and save some tokens by only scanning the essential auth files for microfreelance hub completely revamped the ui to be super playful and widget based with soft rounded borders and cute micro interactions fixed the signup ux so it actually tells you to check your gmail for the activation link added google oauth through supabase so you can just one click sign in and threw cloudflare turnstile captcha on the forms to block bots also used the graphify skill to map it all out and squashed some typescript errors while i was at it finally coming together nicely cheerios (for some reason my claude was having a thinking crisis (if that exists lol))"}, {"post_id": 60367, "ts": "2026-09-02T17:36:13Z", "hours": 18.9314, "text": "Before I could even start building Microfreelance Hub, I had to configure my setup from scratch. I connected Claude Code using Omni Router and literally logged into 44 free providers just to stack enough tokens. Sorting out all the skills, plugins, and CLI configurations was easily the hardest part—first time for everything, lol!Once the environment was set up, I spent a full hour crafting and perfecting my prompt before hitting enter. Then I was actually ready.What followed was a 6-day saga of hitting rate limits, battling random API failures, and counting 27 separate 503 errors. But after grinding through all of that, the website is finally built and alive!Right now, I’m working through a quick deployment bug to get the live site running smoothly. School just started back up, so I’m juggling classes while sorting this out. I’ve built a bunch of projects before—like my game Pixel Planet Healers and my personal portfolio—but I’m pushing Claude Code to its absolute limits on this build.Here’s my first official devlog. Cheers to anyone reading this! :D"}]...
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Title: Microfreelance Hub by @hazypak | Stardance
Title: Microfreelance Hub by @hazypak | Stardance
Devlogs:
Before I could even start building Microfreelance Hub, I had to configure my setup from scratch. I connected Claude Code using Omni Router and literally logged into 44 free providers just to stack enough tokens. Sorting out all the skills, plugins, and CLI configurations was easily the hardest part—first time for everything, lol!Once the environment was set up, I spent a full hour crafting and perfecting my prompt before hitting enter. Then I was actually ready.What followed was a 6-day saga of hitting rate limits, battling random API failures, and counting 27 separate 503 errors. But after grinding through all of that, the website is finally built and alive!Right now, I’m working through a quick deployment bug to get the live site running smoothly. School just started back up, so I’m juggling classes while sorting this out. I’ve built a bunch of projects before—like my game Pixel Planet Healers and my personal portfolio—but I’m pushing Claude Code to its absolute limits on this build.Here’s my first official devlog. Cheers to anyone reading this! :D
just had to run clear on claude code to stop autocompact thrashing and save some tokens by only scanning the essential auth files for microfreelance hub completely revamped the ui to be super playful and widget based with soft rounded borders and cute micro interactions fixed the signup ux so it actually tells you to check your gmail for the activation link added google oauth through supabase so you can just one click sign in and threw cloudflare turnstile captcha on the forms to block bots also used the graphify skill to map it all out and squashed some typescript errors while i was at it finally coming together nicely cheerios (for some reason my claude was having a thinking crisis (if that exists lol))
updated the read me and fixed google login issues
Finalizied everything fixed google auth issue (hopefully)
Ships:
I have made a platform for students to post about their achivements , its like linkledin but focuses on students and helps them build their portfolio , this is ship one , I know there are errors but since my school started i cant fix them i am tooo busy , i hope it can ship and then i can work on it even after stardance hopefully...
|
1793674333.0960014
|
1793760733.0960014
|
|
52630
|
Joke teller by @Triter12hi | Stardance
|
Triter12hi
|
1
|
6.0
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T21:35:52Z", "hours": 6.0, "multiplier": 1.37, "payout": 9, "blessing": "neutral", "text": "v1.0.0 ok guys if you click Try project it will take you to a github page there you will find Joke_teller.exe (that’s the executable i made) click on it then when downloaded just run it. I am so happy that my project is finally shipped i hope you guys enjoy it(btw i might ship this again sometime) ;D", "repo": "https://github.com/lenacalgary-bit/Joke-Teller", "demo": "https://github.com/lenacalgary-bit/Joke-Teller/releases/tag/Stardance"}]...
|
[{"post_id": 72534, "ts": "202 [{"post_id": 72534, "ts": "2026-09-23T04:47:31Z", "hours": 0.4939, "text": "v0.11 ok guys i might ship this on the 23 cause i don’t have much more to add except adding jokes so ill ship it, add all the jokes found in Just Joking btw all the tongue twisters found in Just Joking are in the program (warning i was trying to get my file usable on the web but it didn’t work so you guys might have to download it) there are 21 q & a jokes, 39 knock knock jokes, 45 tongue twisters, andddd 11 puns = 116 jokes in total"}, {"post_id": 71601, "ts": "2026-09-21T04:12:29Z", "hours": 0.3453, "text": "v0.10, Changes! Well I had to save my streak but… We got more puns! Also v0.8 had an exit button but i removed it so when i will make my program usable on web it won’t cause glitches Spoiler Alert! (if you don’t want to get spoiled don’t look at pic) btw if you guys want to vote for me to count all the jokes currently in my program please do so in the comments(trust me its more than 30 at least)"}, {"post_id": 70950, "ts": "2026-09-20T02:53:58Z", "hours": 0.98, "text": "v0.9 plz help me guys i seem to can’t get a good color for the joke buttons also i repositioned the buttons and added puns"}, {"post_id": 69358, "ts": "2026-09-16T21:33:17Z", "hours": 0.6792, "text": "v0.8 shifted the text in buttons and and added all the tongue twisters found in Just Joking"}, {"post_id": 67687, "ts": "2026-09-13T21:16:24Z", "hours": 0.9492, "text": "Ok v0.7 has now tongue twisters along with a few more tweaks, let me know in the comments about what jokes i should add"}, {"post_id": 65811, "ts": "2026-09-11T06:11:52Z", "hours": 0.3061, "text": "idk what to say v0.6 thats all"}, {"post_id": 65161, "ts": "2026-09-10T03:22:53Z", "hours": 0.3147, "text": "v0.5 ok ok i did that just so i wouldnt lose my streak but hey i added 10 more knock knock jokes"}, {"post_id": 64505, "ts": "2026-09-08T23:13:07Z", "hours": 0.6339, "text": "v0.4! finally you have a choice of the types of jokes! i know the last two devlogs were kinda lousy so i decided it was time to change things up"}, {"post_id": 64046, "ts": "2026-09-08T05:33:35Z", "hours": 0.3186, "text": "v0.3 uoh v0.2 had a serious bug! thankfully it is fixed and now there are now 21 jokes! but there are many jokes out there as soon as i have a free afternoon i will post a devlog with many added jokes"}, {"post_id": 63345, "ts": "2026-09-07T03:31:58Z", "hours": 0.2667, "text": "v0.2 added 8 more jokes"}, {"post_id": 61776, "ts": "2026-09-04T21:03:03Z", "hours": 1.0019, "text": "Basicly v0.1 it is simple but i will continue to add jokes and features. Hope you guys like it :)"}]...
|
Title: Joke teller by @Triter12hi | Stardance
Dev Title: Joke teller by @Triter12hi | Stardance
Devlogs:
Basicly v0.1 it is simple but i will continue to add jokes and features. Hope you guys like it :)
v0.2 added 8 more jokes
v0.3 uoh v0.2 had a serious bug! thankfully it is fixed and now there are now 21 jokes! but there are many jokes out there as soon as i have a free afternoon i will post a devlog with many added jokes
v0.4! finally you have a choice of the types of jokes! i know the last two devlogs were kinda lousy so i decided it was time to change things up
v0.5 ok ok i did that just so i wouldnt lose my streak but hey i added 10 more knock knock jokes
idk what to say v0.6 thats all
Ok v0.7 has now tongue twisters along with a few more tweaks, let me know in the comments about what jokes i should add
v0.8 shifted the text in buttons and and added all the tongue twisters found in Just Joking
v0.9 plz help me guys i seem to can’t get a good color for the joke buttons also i repositioned the buttons and added puns
v0.10, Changes! Well I had to save my streak but… We got more puns! Also v0.8 had an exit button but i removed it so when i will make my program usable on web it won’t cause glitches Spoiler Alert! (if you don’t want to get spoiled don’t look at pic) btw if you guys want to vote for me to count all the jokes currently in my program please do so in the comments(trust me its more than 30 at least)
v0.11 ok guys i might ship this on the 23 cause i don’t have much more to add except adding jokes so ill ship it, add all the jokes found in Just Joking btw all the tongue twisters found in Just Joking are in the program (warning i was trying to get my file usable on the web but it didn’t work so you guys might have to download it) there are 21 q & a jokes, 39 knock knock jokes, 45 tongue twisters, andddd 11 puns = 116 jokes in total
Ships:
v1.0.0 ok guys if you click Try project it will take you to a github page there you will find Joke_teller.exe (that’s the executable i made) click on it then when downloaded just run it. I am so happy that my project is finally shipped i hope you guys enjoy it(btw i might ship this again sometime) ;D...
|
1793674334.3091667
|
1793760734.3091667
|
|
64410
|
Spectrometr by @Oky | Stardance
|
Oky
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Spectrometr by @Oky | Stardance
|
1793674335.461278
|
1794279135.461278
|
|
64411
|
SmolPadV1 by @mandeepswami | Stardance
|
mandeepswami
|
0
|
20.53
|
0
|
[]
|
[{"post_id": 81291, "ts": "202 [{"post_id": 81291, "ts": "2026-10-20T17:44:09Z", "hours": 1.8058, "text": "made a final hole for knob"}, {"post_id": 77536, "ts": "2026-10-07T11:14:10Z", "hours": 1.1169, "text": "Changed footprints as they were diffrent from the ones used in hacpad kit"}, {"post_id": 76607, "ts": "2026-10-04T04:53:11Z", "hours": 4.3603, "text": "Yeah i forgot to record half of the case , the firmware and the readme and BOM . Lost lot of time but i used Visual Studio code for the firmware and reame , bom so i didnt lose that time but now the project is complete and is looking good and now i will ship it"}, {"post_id": 73982, "ts": "2026-09-26T13:37:43Z", "hours": 3.3003, "text": "The case is almost complete just the backside is left and i am thingking of a adding a hackclub logo"}, {"post_id": 73548, "ts": "2026-09-25T11:25:27Z", "hours": 1.5836, "text": "Completed Routing"}, {"post_id": 73173, "ts": "2026-09-24T15:09:29Z", "hours": 2.8781, "text": "Currently routing copper traces"}, {"post_id": 72704, "ts": "2026-09-23T15:20:06Z", "hours": 1.2669, "text": "https://www.youtube.com/watch?v=8WXpGTIbxlQ using his guide to make it"}, {"post_id": 72648, "ts": "2026-09-23T12:45:04Z", "hours": 1.5669, "text": "Finnally started on my own hackpad . using https://wiki.ai03.com/books/pcb-design/page/pcb-guide-part-3---creating-the-mcu-schematic guide"}, {"post_id": 72304, "ts": "2026-09-22T16:58:58Z", "hours": 1.6147, "text": "Creating my case"}, {"post_id": 71845, "ts": "2026-09-21T17:11:04Z", "hours": 1.0333, "text": "Almost completed Designing your pcb part but there is a error i am currently fixing . am using ai to help me"}]...
|
Title: SmolPadV1 by @mandeepswami | Stardance
Dev Title: SmolPadV1 by @mandeepswami | Stardance
Devlogs:
Almost completed Designing your pcb part but there is a error i am currently fixing . am using ai to help me
Creating my case
Finnally started on my own hackpad . using https://wiki.ai03.com/books/pcb-design/page/pcb-guide-part-3---creating-the-mcu-schematic guide
https://www.youtube.com/watch?v=8WXpGTIbxlQ using his guide to make it
Currently routing copper traces
Completed Routing
The case is almost complete just the backside is left and i am thingking of a adding a hackclub logo
Yeah i forgot to record half of the case , the firmware and the readme and BOM . Lost lot of time but i used Visual Studio code for the firmware and reame , bom so i didnt lose that time but now the project is complete and is looking good and now i will ship it
Changed footprints as they were diffrent from the ones used in hacpad kit
made a final hole for knob...
|
1793674336.3478534
|
1794279136.3478534
|
|
57660
|
Program Framework by @Wiiwhbfidow | Stardance
|
Wiiwhbfidow
|
1
|
25.29
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T00:15:56Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple framework that builds on the Single DirectMedia Library (an existing library) which helps to take care of some boilerplate and streamline programming projects. I finished the basics like rendering and a component system, but I plan to add more soon! Attached is a rough design diagram (made in Microsoft Paint)", "repo": "https://github.com/User-Name54321/BPFramework", "demo": "https://github.com/User-Name54321/BPFramework/releases"}]...
|
[{"post_id": 82832, "ts": "202 [{"post_id": 82832, "ts": "2026-10-25T23:44:12Z", "hours": 1.1975, "text": "Today, I polished the library a bit more and expanded the demo. First, I thought about how “game logic” would be executed and tied to the existing framework’s clock. I decided that the easiest way for me to implement this was to create a function pointer which is called every “tick” (a moment in which you want to execute updates, with an ideally constant step time). Second, I removed my reporting/logging implementation. I don’t think it’s worth it to reinvent the wheel for this right now, but in the future, I might pull in libraries like spdlog. I also updated the demo to show how input can result in movement. Uhh, I also fixed a memory leak in which I never cleared the list of sprites to be rendered after each frame, so memory usage would slowly climb, and my fps would slowly drop. That’s an issue no more!"}, {"post_id": 82806, "ts": "2026-10-25T21:26:32Z", "hours": 2.4167, "text": "Yesterday, I worked on setting up a Linux build for BPF. SDL is largely designed to be compatible for a variety of different platforms, so I thought that not at least trying* to do so would be a bit of a waste. I spent way too long tracking down dependencies and setting up WSL, but I finally have a working binary for Linux (minor caveat: the audio wrapper which uses SDL_Mixer may or may not work; I can’t tell if there’s an issue with my virtual environment or with my code."}, {"post_id": 81136, "ts": "2026-10-20T01:04:45Z", "hours": 3.3481, "text": "New functioning audio system In the past few days, I have been working on implementing an audio system that relies on SDL_Mixer, a separate library from SDL. I decided to use SDL_Mixer because I did not want to manually manage the mixing of sounds and management of the different audio streams, like that of which I would need to do if I used SDL’s built in audio tools. I also dropped SDL_image from the library right now because it adds too many dependencies, and I don’t think the additional overhead is needed for my intended functionality right now. In the future, I was looking into incorporating WUFFS, which is a programming language that is built to guarantee memory safety when loading files. (link: https://github.com/google/wuffs ) I wasn’t really sure of what to put for my image, so I put an image of me stepping through and debugging my code to troubleshoot nothing being played. (Spoiler alert: I flipped an operator)"}, {"post_id": 78910, "ts": "2026-10-12T00:30:07Z", "hours": 4.3239, "text": "First, I worked a bit more on my observer system under the hood. Instead of relying on observer objects, the subject just takes a reference to a callback which is intended to be called on the subject’s notify(). The picture is a demo where anytime I press a key it prints “test.” I also went through my code and tried to leave comments which clarify the functions and usage of certain things, which should help to make it more usable. Also, my Git connection keeps breaking, which is enraging!"}, {"post_id": 73362, "ts": "2026-09-25T00:05:25Z", "hours": 0.5894, "text": "I finished wiring up a simple test render which uses the framework’s systems. I also worked a bit on cleaning up some of the code and labelling my intentions/future plans. I also verified that my build configurations were ok, and made sure I had no more memory issues."}, {"post_id": 72486, "ts": "2026-09-23T02:07:10Z", "hours": 6.6931, "text": "I cobbled together a component system which allows for the creation of two types of containers. One strictly contains data, while the other one is slower but can also contain references to other components and functions. I based quite a bit of this on some of the patterns I read in “Game Programming Patterns” by Robert Nystrom, and I really recommend it if you are interested. In addition to that, I had a “small” (massive) memory leak which resulted from me misunderstanding the way SDL handles rendering, so I got it to render stuff and clear the command queue which fixed that. I also started a little bit on a logging system which also uses SDL, but I want to make it more natural to use and more fitting with the way I designed this library."}, {"post_id": 69876, "ts": "2026-09-17T23:50:57Z", "hours": 6.8017, "text": "Started basic window management, input systems, and texture rendering. More soon!"}]...
|
Title: Program Framework by @Wiiwhbfidow | Stardan Title: Program Framework by @Wiiwhbfidow | Stardance
Devlogs:
Started basic window management, input systems, and texture rendering. More soon!
I cobbled together a component system which allows for the creation of two types of containers. One strictly contains data, while the other one is slower but can also contain references to other components and functions. I based quite a bit of this on some of the patterns I read in “Game Programming Patterns” by Robert Nystrom, and I really recommend it if you are interested. In addition to that, I had a “small” (massive) memory leak which resulted from me misunderstanding the way SDL handles rendering, so I got it to render stuff and clear the command queue which fixed that. I also started a little bit on a logging system which also uses SDL, but I want to make it more natural to use and more fitting with the way I designed this library.
I finished wiring up a simple test render which uses the framework’s systems. I also worked a bit on cleaning up some of the code and labelling my intentions/future plans. I also verified that my build configurations were ok, and made sure I had no more memory issues.
First, I worked a bit more on my observer system under the hood. Instead of relying on observer objects, the subject just takes a reference to a callback which is intended to be called on the subject’s notify(). The picture is a demo where anytime I press a key it prints “test.” I also went through my code and tried to leave comments which clarify the functions and usage of certain things, which should help to make it more usable. Also, my Git connection keeps breaking, which is enraging!
New functioning audio system In the past few days, I have been working on implementing an audio system that relies on SDL_Mixer, a separate library from SDL. I decided to use SDL_Mixer because I did not want to manually manage the mixing of sounds and management of the different audio streams, like that of which I would need to do if I used SDL’s built in audio tools. I also dropped SDL_image from the library right now because it adds too many dependencies, and I don’t think the additional overhead is needed for my intended functionality right now. In the future, I was looking into incorporating WUFFS, which is a programming language that is built to guarantee memory safety when loading files. (link: https://github.com/google/wuffs ) I wasn’t really sure of what to put for my image, so I put an image of me stepping through and debugging my code to troubleshoot nothing being played. (Spoiler alert: I flipped an operator)
Yesterday, I worked on setting up a Linux build for BPF. SDL is largely designed to be compatible for a variety of different platforms, so I thought that not at least trying* to do so would be a bit of a waste. I spent way too long tracking down dependencies and setting up WSL, but I finally have a working binary for Linux (minor caveat: the audio wrapper which uses SDL_Mixer may or may not work; I can’t tell if there’s an issue with my virtual environment or with my code.
Today, I polished the library a bit more and expanded the demo. First, I thought about how “game logic” would be executed and tied to the existing framework’s clock. I decided that the easiest way for me to implement this was to create a function pointer which is called every “tick” (a moment in which you want to execute updates, with an ideally constant step time). Second, I removed my reporting/logging implementation. I don’t think it’s worth it to reinvent the wheel for this right now, but in the future, I might pull in libraries like spdlog. I also updated the demo to show how input can result in movement. Uhh, I also fixed a memory leak in which I never cleared the list of sprites to be rendered after each frame, so memory usage would slowly climb, and my fps would slowly drop. That’s an issue no more!
Ships:
I made a simple framework that builds on the Single DirectMedia Library (an existing library) which helps to take care of some boilerplate and streamline programming projects. I finished the basics like rendering and a component system, but I plan to add more soon! Attached is a rough design diagram (made in Microsoft Paint)...
|
1793674337.4988904
|
1793760737.4988904
|
|
64412
|
My awesome macropad! by @ghost_raven | Stardance
|
ghost_raven
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @ghost_raven | Star Title: My awesome macropad! by @ghost_raven | Stardance...
|
1793674338.67643
|
1794279138.67643
|
|
57671
|
LEDBLE controller by @shurayh | Stardance
|
shurayh
|
2
|
17.0
|
97
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T12:34:44Z", "hours": 2.0, "multiplier": 1.99, "payout": 3, "blessing": "neutral", "text": "What’s new: Added a demo mode for people that don’t have a BLE controller laying around. LEDBLE CONTROLLER is a web app that allows you to control various functions of your led light strips. It uses the Bluetooth webAPI to connect to your device and let’s you adjust brightness, set specific rgb values and create presets.", "repo": "https://github.com/Shu-rayh/Led-strip-controller", "demo": "https://starlit-lolly-326867.netlify.app"}, {"ship_num": 2, "ts": "2026-09-16T16:40:44Z", "hours": 15.0, "multiplier": 6.41, "payout": 94, "blessing": "neutral", "text": "LEDBLE CONTROLLER is a web app that allows you to control various functions of your led light strips. It uses the Bluetooth webAPI to connect to your device and let’s you adjust brightness, set specific rgb values and create presets.", "repo": "https://github.com/Shu-rayh/Led-strip-controller", "demo": "https://starlit-lolly-326867.netlify.app"}]...
|
[{"post_id": 70358, "ts": "202 [{"post_id": 70358, "ts": "2026-09-19T01:15:48Z", "hours": 1.6114, "text": "Dev log #10: worked on the things that were requested from me after I shipped. So it got rejected because there was no way for the shipwrights to test it even though i added a video demo I made, so I had to come up with an emulator and add it TwT. I also worked towards rewriting my ai code but that is a bit tricky because its only css I used ai in and how do I re-write it? I also added a feature where it scales the green and blue input values down so it matches the actual red strength on my strips because the red operates 50% dimmer than the other colors so if I select white in the web app what gets displayed irl is like a light blue color. Oh yes and I added the changes to my readme and explained how the emulator works. Lets hope I don’t get rejected again TwT"}, {"post_id": 69213, "ts": "2026-09-16T16:31:41Z", "hours": 1.1344, "text": "Dev log #9: Good news I debugged the code turns out the number inpits were not styling at all because i put a semicolon at the end of this line of code by mistake TwT. input[type=\"range\"]::-webkit-slider-thumb:hover{transform:scale(1.15);}; . I also optimized it for mobile display. I also worked on the Readme and recorded my demo video, I think im finally ready to ship :)"}, {"post_id": 68703, "ts": "2026-09-15T16:01:20Z", "hours": 2.2225, "text": "Dev log #8: Hi guys, Today was a productive day I finished most of the css , just the number input boxes aren’t styling at all for some reason and I need to optimise it for mobile. I also added a footer to let people know what browsers support web bluetooth so this web app can work. Bellow are some images of the webapp on mobile and on desktop."}, {"post_id": 67554, "ts": "2026-09-13T18:09:58Z", "hours": 1.1906, "text": "Dev log #7: I Sketched out the web apps ui design and started coding it, I also decided on a color pallet: #222831 #31363F #76ABAE #EEEEEE"}, {"post_id": 66970, "ts": "2026-09-12T23:27:07Z", "hours": 2.1267, "text": "Dev log #6: Today i started working on the final bits, I reworked the html so its easier to style. So not looking forward to battling with css tomorrow TwT"}, {"post_id": 66262, "ts": "2026-09-12T00:08:03Z", "hours": 1.79, "text": "Dev log #5: Finally got the preset feature working you can now save presets, edit them and delete and everything works when connected to the actually light strips 🥳 (again i apologize for the many pictures i still don’t know how to delete things TwT)"}, {"post_id": 66057, "ts": "2026-09-11T17:00:23Z", "hours": 2.21, "text": "Dev log #4: Im adding a new feature where you can create, edit and delete presets so all you need to do to set it to your favorite color is click on that preset. Unfortunately i haven’t gotten it working as yet will give it another go later today. (also i apologize for the repeated pictures it duplicated for some reason and i cant delete it)"}, {"post_id": 64997, "ts": "2026-09-09T19:28:08Z", "hours": 2.0125, "text": "Dev log #3: Color preview swatch works Hi guys I spent quite some time debugging and trying to figure out why my css for the swatch wasn’t working only to realize that I forgot to put a # in front of a div id number TwT. Everything is working with the BLE ."}, {"post_id": 63282, "ts": "2026-09-07T01:01:51Z", "hours": 0.7719, "text": "Dev log #2: Today I spent a good half an hour trying to figure out why it wasn’t working and why it doesn’t connect only to realise I copied and pasted a few repeated lines (so i don’t need to type it all over again TwT) and forgot to change certain values. Everythings working now though ^^"}, {"post_id": 63249, "ts": "2026-09-06T23:30:11Z", "hours": 1.2656, "text": "Dev log #1: A little bit of background to this project: Hello world! So I have these led light strips that came with a Bluetooth controller, unfortunately the app it came with is unresponsive and doesn’t always work, so I decided to build one myself. So far the website can connect to the light strips, I’m working on it being able to turn the strips on and off, set the rgb values and adjust brightness."}]...
|
Title: LEDBLE controller by @shurayh | Stardance
Title: LEDBLE controller by @shurayh | Stardance
Devlogs:
Dev log #1: A little bit of background to this project: Hello world! So I have these led light strips that came with a Bluetooth controller, unfortunately the app it came with is unresponsive and doesn’t always work, so I decided to build one myself. So far the website can connect to the light strips, I’m working on it being able to turn the strips on and off, set the rgb values and adjust brightness.
Dev log #2: Today I spent a good half an hour trying to figure out why it wasn’t working and why it doesn’t connect only to realise I copied and pasted a few repeated lines (so i don’t need to type it all over again TwT) and forgot to change certain values. Everythings working now though ^^
Dev log #3: Color preview swatch works Hi guys I spent quite some time debugging and trying to figure out why my css for the swatch wasn’t working only to realize that I forgot to put a # in front of a div id number TwT. Everything is working with the BLE .
Dev log #4: Im adding a new feature where you can create, edit and delete presets so all you need to do to set it to your favorite color is click on that preset. Unfortunately i haven’t gotten it working as yet will give it another go later today. (also i apologize for the repeated pictures it duplicated for some reason and i cant delete it)
Dev log #5: Finally got the preset feature working you can now save presets, edit them and delete and everything works when connected to the actually light strips 🥳 (again i apologize for the many pictures i still don’t know how to delete things TwT)
Dev log #6: Today i started working on the final bits, I reworked the html so its easier to style. So not looking forward to battling with css tomorrow TwT
Dev log #7: I Sketched out the web apps ui design and started coding it, I also decided on a color pallet: #222831 #31363F #76ABAE #EEEEEE
Dev log #8: Hi guys, Today was a productive day I finished most of the css , just the number input boxes aren’t styling at all for some reason and I need to optimise it for mobile. I also added a footer to let people know what browsers support web bluetooth so this web app can work. Bellow are some images of the webapp on mobile and on desktop.
Dev log #9: Good news I debugged the code turns out the number inpits were not styling at all because i put a semicolon at the end of this line of code by mistake TwT. input[type="range"]::-webkit-slider-thumb:hover{transform:scale(1.15);}; . I also optimized it for mobile display. I also worked on the Readme and recorded my demo video, I think im finally ready to ship :)
Dev log #10: worked on the things that were requested from me after I shipped. So it got rejected because there was no way for the shipwrights to test it even though i added a video demo I made, so I had to come up with an emulator and add it TwT. I also worked towards rewriting my ai code but that is a bit tricky because its only css I used ai in and how do I re-write it? I also added a feature where it scales the green and blue input values down so it matches the actual red strength on my strips because the red operates 50% dimmer than the other colors so if I select white in the web app what gets displayed irl is like a light blue color. Oh yes and I added the changes to my readme and explained how the emulator works. Lets hope I don’t get rejected again TwT
Ships:
LEDBLE CONTROLLER is a web app that allows you to control various functions of your led light strips. It uses the Bluetooth webAPI to connect to your device and let’s you adjust brightness, set specific rgb values and create presets.
What’s new: Added a demo mode for people that don’t have a BLE controller laying around. LEDBLE CONTROLLER is a web app that allows you to control various functions of your led light strips. It uses the Bluetooth webAPI to connect to your device and let’s you adjust brightness, set specific rgb values and create presets....
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1793674339.5699196
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1793760739.5699196
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64413
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making an easy thread k10 mulri color by @jorispes making an easy thread k10 mulri color by @jorispeschke | Stardance...
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jorispeschke
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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: making an easy thread k10 mulri color by @j Title: making an easy thread k10 mulri color by @jorispeschke | Stardance...
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1793674340.811584
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1794279140.811584
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57680
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NTHS Website by @Summer22 | Stardance
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Summer22
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1
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15.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T03:41:28Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website for my high school’s NTHS (National Technical Honor Society) Chapter. I am very proud of how it turned out. The challenging part was probably getting the pictures to work, as I don’t use pictures in code much, so I didn’t know how to use them and had to work around the text and the picture overlapping.", "repo": "", "demo": ""}]...
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[{"post_id": 74259, "ts": "202 [{"post_id": 74259, "ts": "2026-09-27T02:44:13Z", "hours": 1.0072, "text": "I finally finished the project"}, {"post_id": 73782, "ts": "2026-09-25T23:26:36Z", "hours": 2.1922, "text": "I added Javascript to the code to make it so that the people trying to join the club could see if they are eligable."}, {"post_id": 73614, "ts": "2026-09-25T14:12:39Z", "hours": 5.295, "text": "Ive forgotten to log in a while but I have completed the leadership and membership pages and got rid of the resources and events pages."}, {"post_id": 64599, "ts": "2026-09-09T03:30:59Z", "hours": 2.525, "text": "Added a logo and completed more visual aspects"}, {"post_id": 63333, "ts": "2026-09-07T03:03:25Z", "hours": 1.3142, "text": "I started the visual aspects of the about page"}, {"post_id": 62650, "ts": "2026-09-06T03:35:52Z", "hours": 0.2875, "text": "I have started creating the next page (the about page) on the website"}, {"post_id": 61301, "ts": "2026-09-04T04:26:55Z", "hours": 0.6758, "text": "I was able to add 2 sections to the project."}, {"post_id": 60622, "ts": "2026-09-03T02:29:54Z", "hours": 0.7806, "text": "I was able to fade some of the color together and add some extra sections"}, {"post_id": 60579, "ts": "2026-09-03T01:02:38Z", "hours": 1.2456, "text": "So far I have made a navigation bar, set the color scheme, and made the main header"}]...
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Title: NTHS Website by @Summer22 | Stardance
Devl Title: NTHS Website by @Summer22 | Stardance
Devlogs:
So far I have made a navigation bar, set the color scheme, and made the main header
I was able to fade some of the color together and add some extra sections
I was able to add 2 sections to the project.
I have started creating the next page (the about page) on the website
I started the visual aspects of the about page
Added a logo and completed more visual aspects
Ive forgotten to log in a while but I have completed the leadership and membership pages and got rid of the resources and events pages.
I added Javascript to the code to make it so that the people trying to join the club could see if they are eligable.
I finally finished the project
Ships:
I made a website for my high school’s NTHS (National Technical Honor Society) Chapter. I am very proud of how it turned out. The challenging part was probably getting the pictures to work, as I don’t use pictures in code much, so I didn’t know how to use them and had to work around the text and the picture overlapping....
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1793674341.6822348
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1793760741.6822348
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57684
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My First Site =D by @Kaori | Stardance
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Kaori
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T13:48:27Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a website about myself! It has three pages: Home, where I talk about myself, My Art, where I share my drawings, and Projects, where I’ll put my projects (I only have one right now, so hopefully there’ll be more in the future). The hardest part for me was CSS, because honestly, none of it makes sense to me haha. But I’m really proud of my drawings =) and also proud that I managed to make the website!", "repo": "https://github.com/HeyBochechinha/MyFirstSite", "demo": "https://heybochechinha.github.io/MyFirstSite/"}]...
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[{"post_id": 68065, "ts": "202 [{"post_id": 68065, "ts": "2026-09-14T13:44:01Z", "hours": 0.2572, "text": "I made my README! It’s pretty simple since there isn’t really much to say about my site, so I think it’s good enough."}, {"post_id": 68059, "ts": "2026-09-14T13:23:27Z", "hours": 0.4478, "text": "I made the Projects section! Honestly, this was a little harder (but not that much). It was pretty quick in my opinion, probably because it’s just one card. I still need to understand how some things work, though. The tutorial doesn’t really explain them very well."}, {"post_id": 68046, "ts": "2026-09-14T12:54:36Z", "hours": 0.5614, "text": "Hi! Well, I finished the drawings part on the site."}, {"post_id": 64534, "ts": "2026-09-09T00:52:42Z", "hours": 0.3444, "text": "I just discovered you can make these little cards ;-; I think I’m gonna use them for my drawings."}, {"post_id": 64530, "ts": "2026-09-09T00:30:32Z", "hours": 0.9133, "text": "I watched a few tutorials and started taking parts that I thought were cool and adding them to my website hehe. I discovered that you can change the font and the colors of so many things on a website, and I really liked how it turned out!I also want to thank my brother for teaching me a few things hehe. Anyway, I hope I can keep learning and improving. I also draw, so I’ll be adding my drawings to the “My Art” section!"}, {"post_id": 62542, "ts": "2026-09-05T23:53:00Z", "hours": 0.6786, "text": "I wrote a description, changed the background color, and tried to add an image."}, {"post_id": 62526, "ts": "2026-09-05T23:05:15Z", "hours": 1.1269, "text": "I’m learning HTML; I find it a bit difficult, but I’ll learn it. I just need to understand the logic and the meaning of everything, but I’ll manage."}]...
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Title: My First Site =D by @Kaori | Stardance
Dev Title: My First Site =D by @Kaori | Stardance
Devlogs:
I’m learning HTML; I find it a bit difficult, but I’ll learn it. I just need to understand the logic and the meaning of everything, but I’ll manage.
I wrote a description, changed the background color, and tried to add an image.
I watched a few tutorials and started taking parts that I thought were cool and adding them to my website hehe. I discovered that you can change the font and the colors of so many things on a website, and I really liked how it turned out!I also want to thank my brother for teaching me a few things hehe. Anyway, I hope I can keep learning and improving. I also draw, so I’ll be adding my drawings to the “My Art” section!
I just discovered you can make these little cards ;-; I think I’m gonna use them for my drawings.
Hi! Well, I finished the drawings part on the site.
I made the Projects section! Honestly, this was a little harder (but not that much). It was pretty quick in my opinion, probably because it’s just one card. I still need to understand how some things work, though. The tutorial doesn’t really explain them very well.
I made my README! It’s pretty simple since there isn’t really much to say about my site, so I think it’s good enough.
Ships:
I created a website about myself! It has three pages: Home, where I talk about myself, My Art, where I share my drawings, and Projects, where I’ll put my projects (I only have one right now, so hopefully there’ll be more in the future). The hardest part for me was CSS, because honestly, none of it makes sense to me haha. But I’m really proud of my drawings =) and also proud that I managed to make the website!...
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1793674342.8223221
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1793760742.8223221
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64414
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XOC BRAIN by @XOC | Stardance
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XOC
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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: XOC BRAIN by @XOC | Stardance
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1793674343.9553545
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1794279143.9553545
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