|
15486
|
Personal Website by @sapu | Stardance
|
sapu
|
1
|
28.0
|
412
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T08:13:40Z", "hours": 28.0, "multiplier": 15.56, "payout": 412, "blessing": "neutral", "text": "It’s a personal also a portfolio website that I’m really proud of that I’m trying to achieve a game-like feel with the design, and the challenging part was making everything responsive and getting the layouts to work on different screen sizes while learning React :p", "repo": "https://github.com/savwicak/savwicak.github.io", "demo": "https://savwicak.github.io"}]...
|
[{"post_id": 72572, "ts": "202 [{"post_id": 72572, "ts": "2026-09-23T08:09:20Z", "hours": 7.5636, "text": "Added more data and made the design responsive! I’m having trouble fixing some elements so they fit properly on mobile, so I also cross-checked it on different phones :p"}, {"post_id": 71739, "ts": "2026-09-21T13:01:19Z", "hours": 8.9267, "text": "FINAL UPDATE My personal web is doneee!!! YYAYAY but I need some changes to the data. I still use dummy data to test things out (so it’s not the real one ok)"}, {"post_id": 69020, "ts": "2026-09-16T07:10:38Z", "hours": 11.0742, "text": "Hello it’s kinda late, anyway i’m posting my progress for my personal website, so i can share my experience in blog and share my favorite project, and i can organize it better, before i use bento.me for all links but suddenly the website is down so i cant acsses no more ;( THATS why i want to make my own website :D It kinda motivated me to build the project lolol. I’m trying to make a game-like UI and layout, and hopefully it looks like one. I really love this kind of UI when there are a lot of borders and outlines, like cartoon u_U, because I love games! And I want to put a lot of animation here. SORRY FOR BAD POST STRUCTURE, REALLY, I don’t know how to post devlog cleanly hehe so there are 6 pages home will appear when you enter the website, like some short introduction, projects, blogs, PHOTOS! yes, I love photography, so I will put my photos here, but I need a website to store my photos so I can use a link in the image tag, but idk which one is better :l, and the last one is a profile for more about me, like certificates and experience, something like that and I’ve done 3 pages for now (I’m really bad at deciding which final design I should use ;) ) in project, blog, and home(I’m not sure abt this one, and I will change some layout later cuz I didn’t like it) my favorite is the navigation that I made, and you need to use the TAB button then it will appear. I think that’s interesting btw, for the blog, I use Markdown. I know it’s not the best practice, but I just want to share my stories, and I use react for this project, and I’m not used to code in react and am trying to learn more thank you really"}]...
|
Title: Personal Website by @sapu | Stardance
Devl Title: Personal Website by @sapu | Stardance
Devlogs:
Hello it’s kinda late, anyway i’m posting my progress for my personal website, so i can share my experience in blog and share my favorite project, and i can organize it better, before i use bento.me for all links but suddenly the website is down so i cant acsses no more ;( THATS why i want to make my own website :D It kinda motivated me to build the project lolol. I’m trying to make a game-like UI and layout, and hopefully it looks like one. I really love this kind of UI when there are a lot of borders and outlines, like cartoon u_U, because I love games! And I want to put a lot of animation here. SORRY FOR BAD POST STRUCTURE, REALLY, I don’t know how to post devlog cleanly hehe so there are 6 pages home will appear when you enter the website, like some short introduction, projects, blogs, PHOTOS! yes, I love photography, so I will put my photos here, but I need a website to store my photos so I can use a link in the image tag, but idk which one is better :l, and the last one is a profile for more about me, like certificates and experience, something like that and I’ve done 3 pages for now (I’m really bad at deciding which final design I should use ;) ) in project, blog, and home(I’m not sure abt this one, and I will change some layout later cuz I didn’t like it) my favorite is the navigation that I made, and you need to use the TAB button then it will appear. I think that’s interesting btw, for the blog, I use Markdown. I know it’s not the best practice, but I just want to share my stories, and I use react for this project, and I’m not used to code in react and am trying to learn more thank you really
FINAL UPDATE My personal web is doneee!!! YYAYAY but I need some changes to the data. I still use dummy data to test things out (so it’s not the real one ok)
Added more data and made the design responsive! I’m having trouble fixing some elements so they fit properly on mobile, so I also cross-checked it on different phones :p
Ships:
It’s a personal also a portfolio website that I’m really proud of that I’m trying to achieve a game-like feel with the design, and the challenging part was making everything responsive and getting the layouts to work on different screen sizes while learning React :p...
|
1793008048.9678998
|
1793094448.9678998
|
|
53025
|
Hand Tracker by @javin_wittig | Stardance
|
javin_wittig
|
1
|
16.19
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T13:21:54Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a real-time Hand Tracker using a Raspberry Pi 4, two servo motors, and MediaPipe! It tracks my hand movement live through a camera and mimics it using a physical paper hand mounted on two servos. The biggest challenge: Running MediaPipe directly on the Pi 4 overheated it fast. To fix this, I now run MediaPipe on my PC. Now, the Pi streams the video feed to my PC, which calculates the coordinates and sends them back to the Rasperry PI,which then controls the two servos to mimic my hands movement. What I’m proud of: Solving the overheating issue using network streaming and seeing the mechanical hand follow my movements live! I also built a website: https://javinwittig.github.io/hand_tracker_website/ I made 3 Github Repos, one for the Rasperry PI, one for the backend on my PC, where MediaPipe is running and another for the website, which I hosted using Github Pages", "repo": "https://github.com/javinwittig/hand_tracker", "demo": ""}]...
|
[{"post_id": 80382, "ts": "202 [{"post_id": 80382, "ts": "2026-10-17T13:54:39Z", "hours": 1.1889, "text": "3D modeling my handtracker"}, {"post_id": 69620, "ts": "2026-09-17T13:05:18Z", "hours": 0.8253, "text": "Building a Website for my project in HTML and hosting it on Github Pages"}, {"post_id": 65233, "ts": "2026-09-10T07:07:23Z", "hours": 6.1083, "text": "Im finally ready to ship everything"}, {"post_id": 52585, "ts": "2026-08-22T19:34:19Z", "hours": 7.7164, "text": "I’m building a laser turret with a Raspberry Pi, two servo motors, a laser pointer, and a camera that tracks my hand movement live and steers the laser accordingly. The Pi is already set up (Python/VS Code), but since local MediaPipe tracking overheats the Pi 4 too much, I’ve decided to offload the tracking to my PC with an RTX 5070 — the Pi just streams the camera feed to the PC, which sends back target coordinates for the Pi to steer the servos. I’m also keeping a local website with a live video stream"}]...
|
Title: Hand Tracker by @javin_wittig | Stardance
Title: Hand Tracker by @javin_wittig | Stardance
Devlogs:
I’m building a laser turret with a Raspberry Pi, two servo motors, a laser pointer, and a camera that tracks my hand movement live and steers the laser accordingly. The Pi is already set up (Python/VS Code), but since local MediaPipe tracking overheats the Pi 4 too much, I’ve decided to offload the tracking to my PC with an RTX 5070 — the Pi just streams the camera feed to the PC, which sends back target coordinates for the Pi to steer the servos. I’m also keeping a local website with a live video stream
Im finally ready to ship everything
Building a Website for my project in HTML and hosting it on Github Pages
3D modeling my handtracker
Ships:
I built a real-time Hand Tracker using a Raspberry Pi 4, two servo motors, and MediaPipe! It tracks my hand movement live through a camera and mimics it using a physical paper hand mounted on two servos. The biggest challenge: Running MediaPipe directly on the Pi 4 overheated it fast. To fix this, I now run MediaPipe on my PC. Now, the Pi streams the video feed to my PC, which calculates the coordinates and sends them back to the Rasperry PI,which then controls the two servos to mimic my hands movement. What I’m proud of: Solving the overheating issue using network streaming and seeing the mechanical hand follow my movements live! I also built a website: https://javinwittig.github.io/hand_tracker_website/ I made 3 Github Repos, one for the Rasperry PI, one for the backend on my PC, where MediaPipe is running and another for the website, which I hosted using Github Pages...
|
1793008050.0823977
|
1793094450.0823977
|
|
58033
|
Nexus Escape by @raslanyossif | Stardance
|
raslanyossif
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T05:36:31Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I developed a game called NEXUS-09: Neon Escape, which is a cyberpunk-style escape room game that involves solving four puzzles to get fragments of access and run away before time is up. This game consists of a security code puzzle, a signal sequence challenge, and a memory matching game. The biggest difficulties were creating separate puzzle systems combined into one, handling the running of the countdown and game states simultaneously, and coming up with a graphical animated interface. It was also extremely important to track all progress, mistakes, sounds, transitions, and final results during the gameplay. I feel proud of the atmosphere and presentation of the game in general. The neon design of the game, glitch effects, particle background, scanlines, sound feedback, progress tracking, and ranking system are what I am especially satisfied with. What should you know before testing: Solve the terminal puzzle first, then complete the signal, memory, and reactor core challenges. The goal is to collect all four fragments before the timer reaches zero. You can’t access or do core challenge until you complete all the other 3 challenges then core unlocks.", "repo": "https://github.com/Yossifraslan/Nexus-Escape", "demo": "https://yossifraslan.github.io/Nexus-Escape/"}]...
|
[{"post_id": 65257, "ts": "202 [{"post_id": 65257, "ts": "2026-09-10T08:10:37Z", "hours": 9.8864, "text": "DEVLOG TIMEEEE:» NEXUS-09 // Neon Escape Built a browser escape room game - vanilla HTML/CSS/JS, no frameworks, no libraries. Just a single index.html , style.css , and script.js . the pitch You’re trapped inside a failing machine intelligence called NEXUS-09. You’ve got 5 minutes to recover 4 access fragments and get out before containment seals the partition. Cyberpunk/hacker terminal aesthetic - scanlines, glitch text, a particle field background, screen shake, the works. the four puzzles - Terminal - crack a 4-digit auth code using deduced clues (first digit > 3, second digit = cores online, third = flagged subsystems, last digit = double the first, wrapping past 9). Signal - a Simon-says style sequence of 4 symbols flashed on a fake oscilloscope canvas, played back and then repeated by the player. 3 mistakes and the transmission resets. Memory - classic 8-pair matching grid, but themed as a “memory lattice” with glyph tiles. Core - locked until the other 3 fragments are secured. Three concentric SVG rings, each rotated independently in 90° steps until all align - a synchronization puzzle to trigger the final breach. Once all 4 are collected, the game unlocks a shutdown/escape sequence with a progress bar and a scored results screen (time remaining, mistakes, puzzles completed → rank from Rookie Hacker up to System Breaker), with high score saved locally. some of the fun technical bits Web Audio, zero audio files. Every sound -clicks, errors, alarms, victory chime - is a synthesized oscillator tone (sine/square/triangle/sawtooth) with gain envelopes and frequency sweeps. No .mp3 / .wav anywhere. Canvas particle field in the background: ~70 points drift around and draw connecting lines when close to each other, classic constellation effect, capped by screen area so it doesn’t die on big displays. Fake system telemetry running the whole time you play - a live clock, CPU/security bars wiggling via sine waves + noise, a scrolling log of believable-sounding system messages, a random hex string ticking over. Purely cosmetic, but it sells the “you’re inside a machine” feeling. Screen shake is just a CSS class toggled on/off (forcing a reflow with offsetWidth so it can retrigger), fired on mistakes, fragment pickups, and timer milestones. Countdown timer flips into warning (⚠️ orange) and critical (🔴 red) states at 3 minutes and 1 minute left, with an alarm tone + shake at each threshold. Structure Everything is organized into small classes - AudioEngine , ParticleField , Telemetry , CountdownTimer , one class per puzzle ( TerminalPuzzle , SignalPuzzle , MemoryPuzzle , CorePuzzle ), and a top-level Game class that owns state (which fragments are collected, mistakes, current view) and wires everything together. Screens are just <section> elements toggled with an active class — boot log → start screen → game → final access → escape sequence → win/lose."}]...
|
Title: Nexus Escape by @raslanyossif | Stardance
Title: Nexus Escape by @raslanyossif | Stardance
Devlogs:
DEVLOG TIMEEEE:» NEXUS-09 // Neon Escape Built a browser escape room game - vanilla HTML/CSS/JS, no frameworks, no libraries. Just a single index.html , style.css , and script.js . the pitch You’re trapped inside a failing machine intelligence called NEXUS-09. You’ve got 5 minutes to recover 4 access fragments and get out before containment seals the partition. Cyberpunk/hacker terminal aesthetic - scanlines, glitch text, a particle field background, screen shake, the works. the four puzzles - Terminal - crack a 4-digit auth code using deduced clues (first digit > 3, second digit = cores online, third = flagged subsystems, last digit = double the first, wrapping past 9). Signal - a Simon-says style sequence of 4 symbols flashed on a fake oscilloscope canvas, played back and then repeated by the player. 3 mistakes and the transmission resets. Memory - classic 8-pair matching grid, but themed as a “memory lattice” with glyph tiles. Core - locked until the other 3 fragments are secured. Three concentric SVG rings, each rotated independently in 90° steps until all align - a synchronization puzzle to trigger the final breach. Once all 4 are collected, the game unlocks a shutdown/escape sequence with a progress bar and a scored results screen (time remaining, mistakes, puzzles completed → rank from Rookie Hacker up to System Breaker), with high score saved locally. some of the fun technical bits Web Audio, zero audio files. Every sound -clicks, errors, alarms, victory chime - is a synthesized oscillator tone (sine/square/triangle/sawtooth) with gain envelopes and frequency sweeps. No .mp3 / .wav anywhere. Canvas particle field in the background: ~70 points drift around and draw connecting lines when close to each other, classic constellation effect, capped by screen area so it doesn’t die on big displays. Fake system telemetry running the whole time you play - a live clock, CPU/security bars wiggling via sine waves + noise, a scrolling log of believable-sounding system messages, a random hex string ticking over. Purely cosmetic, but it sells the “you’re inside a machine” feeling. Screen shake is just a CSS class toggled on/off (forcing a reflow with offsetWidth so it can retrigger), fired on mistakes, fragment pickups, and timer milestones. Countdown timer flips into warning (⚠️ orange) and critical (🔴 red) states at 3 minutes and 1 minute left, with an alarm tone + shake at each threshold. Structure Everything is organized into small classes - AudioEngine , ParticleField , Telemetry , CountdownTimer , one class per puzzle ( TerminalPuzzle , SignalPuzzle , MemoryPuzzle , CorePuzzle ), and a top-level Game class that owns state (which fragments are collected, mistakes, current view) and wires everything together. Screens are just <section> elements toggled with an active class — boot log → start screen → game → final access → escape sequence → win/lose.
Ships:
I developed a game called NEXUS-09: Neon Escape, which is a cyberpunk-style escape room game that involves solving four puzzles to get fragments of access and run away before time is up. This game consists of a security code puzzle, a signal sequence challenge, and a memory matching game. The biggest difficulties were creating separate puzzle systems combined into one, handling the running of the countdown and game states simultaneously, and coming up with a graphical animated interface. It was also extremely important to track all progress, mistakes, sounds, transitions, and final results during the gameplay. I feel proud of the atmosphere and presentation of the game in general. The neon design of the game, glitch effects, particle background, scanlines, sound feedback, progress tracking, and ranking system are what I am especially satisfied with. What should you know before testing: Solve the terminal puzzle first, then complete the signal, memory, and reactor core challenges. The goal is to collect all four fragments before the timer reaches zero. You can’t access or do core challenge until you complete all the other 3 challenges then core unlocks....
|
1793008051.2124875
|
1793094451.2124875
|
|
58038
|
StudyPilot AI by @aadhyachoudhary012 | Stardance
|
aadhyachoudhary012
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T18:15:20Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built StudyPilot AI because I wanted a study planner that actually adapts to the student instead of giving everyone the same timetable. The main challenge was connecting the different parts together — Gemini, MongoDB, student performance, and Google Calendar — so that the study recommendations actually change based on what the student needs. I’m most proud of the adaptive learning idea: quiz → analyze performance → find weak topics → study → re-test → adapt. You can test the project by creating an account, adding subjects/topics, trying the quiz features, and exploring the dashboard. I’d especially love feedback on the adaptive recommendations! 🚀", "repo": "https://github.com/webadda1401/studyPolitAI", "demo": "https://studypolitai.onrender.com/"}]...
|
[{"post_id": 68171, "ts": "202 [{"post_id": 68171, "ts": "2026-09-14T17:14:47Z", "hours": 2.0147, "text": "i have created a studyPolitAi in which student can track thier study.make plan to study . set priority subject and exam"}]...
|
Title: StudyPilot AI by @aadhyachoudhary012 | Star Title: StudyPilot AI by @aadhyachoudhary012 | Stardance
Devlogs:
i have created a studyPolitAi in which student can track thier study.make plan to study . set priority subject and exam
Ships:
I built StudyPilot AI because I wanted a study planner that actually adapts to the student instead of giving everyone the same timetable. The main challenge was connecting the different parts together — Gemini, MongoDB, student performance, and Google Calendar — so that the study recommendations actually change based on what the student needs. I’m most proud of the adaptive learning idea: quiz → analyze performance → find weak topics → study → re-test → adapt. You can test the project by creating an account, adding subjects/topics, trying the quiz features, and exploring the dashboard. I’d especially love feedback on the adaptive recommendations! 🚀...
|
1793008052.3692539
|
1793094452.3692539
|
|
27346
|
shadow less light by @flyingfish | Stardance
|
flyingfish
|
1
|
200.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T21:59:09Z", "hours": 200.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is a desk lamp inspired my surgery lights this is my first time ever doing a pcb or smd soldering i learned a ton it was super fun", "repo": "https://github.com/dinotiger01/shadowless-light", "demo": ""}]...
|
[{"post_id": 71477, "ts": "202 [{"post_id": 71477, "ts": "2026-09-20T21:56:22Z", "hours": 7.8586, "text": "https://youtu.be/H-r51vnOVfs everything is done i can ship now there wasnt a lot of stuff to say in the midle of development so the devlogs got kinda bad around the middle"}, {"post_id": 69984, "ts": "2026-09-18T05:47:32Z", "hours": 6.7189, "text": "i have the video on my phone but i dont have wifi rn so you can have this i assembed every thing and starded the covumantation"}, {"post_id": 68285, "ts": "2026-09-14T20:58:58Z", "hours": 7.6081, "text": "100% done with 3d modeling it just takes a long time to proint everything"}, {"post_id": 66330, "ts": "2026-09-12T03:15:51Z", "hours": 8.2417, "text": "um i have done almost everything besides the case servos were breaking everything so aparently even if you dont use a servo on pin 10 0r 9 the servo lobrary still disables it but i uses those for red and green so i will need to figure that out later all panels and the main board are soldered and wired controlls when you click on the rotary encoder it changes what value you are changeing white - white lights red - red lights green - green lights blue - blue lights yellow - servos (not working) purple - turns on uv on main pannel"}, {"post_id": 65764, "ts": "2026-09-11T03:41:50Z", "hours": 4.5517, "text": "i started soldering everything over to the mother board i was able to dim the lights but i broke also its like green idk but most of the fir ware is done"}, {"post_id": 65105, "ts": "2026-09-10T00:33:09Z", "hours": 2.18, "text": "i have finished most of the soldering the rest is just small stuff"}, {"post_id": 64596, "ts": "2026-09-09T03:20:50Z", "hours": 5.7506, "text": "i am at 7/9 sooo close"}, {"post_id": 64439, "ts": "2026-09-08T20:21:40Z", "hours": 2.9669, "text": "i just made a a panel i am at 5/8 i am going to try to finish the other 3 today also"}, {"post_id": 64073, "ts": "2026-09-08T07:05:34Z", "hours": 3.8169, "text": "i got the uv lights all soldered up and made another panel i have made 4/8 panels i was going to meanchen how i have posted 3 devlogs today but i just noticed it became tomorrow during my last recording"}, {"post_id": 63995, "ts": "2026-09-08T03:05:37Z", "hours": 7.0836, "text": "i did the big one and every single light acualy works this time my back is in extreme consent pain i am almost don with soldering though my eyes i have been staring in to these lights for like 7 hr"}, {"post_id": 63665, "ts": "2026-09-07T16:29:00Z", "hours": 2.4503, "text": "i am starting to get the hang of things i lowered my chair and now i dont have insane back pain"}, {"post_id": 63304, "ts": "2026-09-07T01:49:15Z", "hours": 2.8169, "text": "i got some new stuff for soldering um and my back hurts sooo bad"}, {"post_id": 63218, "ts": "2026-09-06T22:02:36Z", "hours": 5.0336, "text": "yooo"}, {"post_id": 62617, "ts": "2026-09-06T02:45:23Z", "hours": 5.6875, "text": "so like i think i poisoned my self or somthing i wasnt able to get mech work done i am like on the verge of passing out like constently ill do a lot more tomarow"}, {"post_id": 61747, "ts": "2026-09-04T20:03:13Z", "hours": 7.3389, "text": "it works"}, {"post_id": 36826, "ts": "2026-07-29T04:02:13Z", "hours": 6.045, "text": "3d modeling and i hate windows i have finish all the 3dmodling i need to do for now and am now just waiting foe the pcbs to ship in the mean tim i wall be here https://stardance.hackclub.com/projects/41354 clips i added clips on the bottom of the outer pieaces they wew to small on the first print so i made them bigger poles i did almost a com pleat overhaul on the poles i made them connect stronger by making them go deeper in logo * i added the loo to everything because it looks cool control i add a control panel it is at the base of the main light and just kinda sits there idea i have a another idea but i am way to tired to add it rn so i am not adding it till later the idea is to have a light conecten to a pole so i can pull it off to like press it up against things rn i also want to add a uv light to it so i can cure things better"}, {"post_id": 35555, "ts": "2026-07-27T02:13:05Z", "hours": 9.48, "text": "windows is soo slow i am making this because i have been modeling for 10hr and more then 10hr doesn’t log to star dance will make a longer devlog in a bit"}, {"post_id": 33887, "ts": "2026-07-24T05:20:04Z", "hours": 4.9367, "text": "alright i got the pcbs 100% done for real this time UV i fully implemented the UV lights IR i gave the option to attach a it receiver so i can do that in the futor if i want to logo i added the updated logo silkscreen i went through the silkscreen and fixed all there errors check i want through literately every since trace and footprint on these boards to make sure i am actually done designing thease"}, {"post_id": 33673, "ts": "2026-07-23T19:40:16Z", "hours": 5.7425, "text": "so turns out i was not done with the pcbs i redesigned the logo i gave it this outline and added a gear to the light bulb uv i had the idea to add uv light to the light for like idk i will probably never use it but its fun the best use i can think of is curing resen witch is really cool i added them in to the pcb redesign so while adding the uv i realized i didnt use the vertion of the foot print ment for hand a soldering so i made sure to fix that hopfully they are done for real this time"}, {"post_id": 32810, "ts": "2026-07-22T06:19:52Z", "hours": 9.4156, "text": "logo i got everything done to get the pcbs orderd Logo i made a logo so i could add it to the silkscreen for some extra style mother board the mother board is basically an Arduino what directly plugs in to 36 outputs so it can control all 9 boards controll to make the controller i have desided it is going to be comprised of 3 componest the indicator a rotary encoder and a switch indicator it is passively a relay small since wrgb controller so i can do a small display type out but it is also nice because i have extra of all the components so this will make them easy to use for other components jlc is goofy so if you have sevral break away bords in one they charge you for all of them witch is like a lot and the work around is if you split all of them in to there own file it only cost like $2 per board so instead of paying $20 for for board i paid $8 for the same amount this is what i split everything in to fin_right fin_left indicator mother_board main_light"}, {"post_id": 32122, "ts": "2026-07-21T02:09:02Z", "hours": 6.1692, "text": "uh i am so tired i did like 6hr of work while fighting to stay awake split i split the pcb in to 2 100mm sections becouse it is like a lot cheaper. i have no mony to connect between panels i come up with an idea that is rather guineas or it is going to be the biggest mistake in the entire project i put 5 pads on the sides of each board and i am planing to aline the boards then bridge the gap with solder this should electrically connect the 2 boards and hold them together at least a bit net i finished the net on the main pcb i finished the not on the fins flip just like yesterday i flipped the pcb so that the leds work"}, {"post_id": 31867, "ts": "2026-07-20T16:31:24Z", "hours": 7.3906, "text": "data sheet uh resistors i moved the resistors like 5mm apart because i have plenty of space and it will be like X400 easier so solder i am blind i was testing the led so i can make sure every thing works the led is like really small so i was leaning in so that i can see the pins so i can try and turn it on… so like it is super bright and i burned a little dot in my eye data sheet so when i was testing the led i noticed that you need to power it from the left side and i assumed that it was powered from the right side i was curious as to why i got it backwards because i reference the data sheet like all the time. so apparently the schematic counted clockwise. while everything else on the data sheet is counter-clockwise like look at pg 15 and you can see why i assumed the power went from right to left not left to right https://downloads.cree-led.com/files/ds/h/HB-CLW6A-TKW.pdf the flip so i needed to flip the entire pcb becouse the power is on the wrong side i would have just rotated it around but scene the resistors are specific to the pins that wouldn’t work and the leds would burn out i also learned that you cant mirror footprints on kicad so what i did was set the center of my pcb to (0,0) then went through and switch the sign on every x value on the pcb"}, {"post_id": 31021, "ts": "2026-07-19T02:34:27Z", "hours": 6.3408, "text": "i am making things small small i have decided to find some way to fit everything in to 100 mm pieces the old deign would have costed like $30 idk why but pcb manufacturers really like 100mm x 100mm and each only cost like 1 dollar"}, {"post_id": 30448, "ts": "2026-07-18T00:20:00Z", "hours": 4.9019, "text": "pcb are really time consuming i have found (expetaly if you have never used any kinda pcb editor) bigger trace the traces on my pcb before were a bit to small and there was a good chance they would but each light pulls 20mA witch is 0.02A there is 25 lights and each has 4 light in side because RGBW witch means this could potently run at 2 amps and the 0.2 mm traces can only handle like 0.5A(i forgot but it is a smaller number) so i mad most things bigger lets hope it doesn’t explode"}, {"post_id": 29907, "ts": "2026-07-17T02:32:06Z", "hours": 4.6172, "text": "pcbs are like really expenceve so turns out most pcb manufatuers only sell 5 panels at a time so i shrunk my design down to just 2 so i get 10 in total also all the components arrived from mouser because i assumed it would take waaaay longer for them to ship"}, {"post_id": 29262, "ts": "2026-07-16T02:11:59Z", "hours": 6.4558, "text": "i think i got scamed idk why but like a lot of my time just didnt get logged i am working on it fins are done i put the finishing toutches on the fin lights mainly changing out the mosfets and stuff net so i had no clue what net is and aparently i was sposed to be lableing what everything is sposed to canect to so it can auto check for shorts so i spent like 2 hrs individualy assining a value to all the pads on the pcb panalization i was doing a lot of stuff trying to figure out panzatoin its almost done i think"}, {"post_id": 28654, "ts": "2026-07-15T01:16:48Z", "hours": 10.5153, "text": "so i had to go to my grand parents over the week end so i want able to get much work done but i figured out how to use kicad on my laptop so it was funny in the car while we driving i was working and then kicad crashed before i saved and i had to restart and then after i had done it all a second time i saved and turns out my kicad was out of date so i had to restart all i did was sett up the main pcb that has the 25 lights as seen below the zig zag pattern is because all the lights need to be connected in parallel the really weird pattern in the middle right was because the light was too close to the side so i had to move things and that is that only way i could find that things fit new mosfets i just changed the mosfets for fun idk"}, {"post_id": 26330, "ts": "2026-07-11T01:59:42Z", "hours": 10.4356, "text": "i did a lot of work on the pcb and Um idk i burnt my hand RGBW to i decided i would have 10 per segment and 25 on the core 105 in total witch end up at 8 amps and 1050 lumins resistors i decided to giv every pin its own resistor witch ends up with 420 resistor is need to solder i have never hand solder a smd component this is going to be a learning expireence mostfets i think i was high earlier it is like realy easy to fin smd mosfets i added smd mosfets i have in idea regarding the stand i didnt like the crane becouse it was really bulky and i feel like it wont move how i want it to and i wanted like a standered desk lamp where it can me moved easy but it is too wide for that to work well so what if i take the same mechonisum as the desk arm and just mount it to the wall"}, {"post_id": 24530, "ts": "2026-07-08T04:31:37Z", "hours": 5.7922, "text": "so i have to delete all of the pcb work i had before . i learned that making white light with RGB sucks and causes eye strain and it wont be brite enough RGBW i switched to RGBW leds witch is the same but with a dedicated white led the white light fixes both problems the pure white light wont cause eye strain and they are about 4x brighter then the old ones however it took me like 3 hours to figure out how to add a footprint to my library"}, {"post_id": 23669, "ts": "2026-07-06T19:38:41Z", "hours": 4.6003, "text": "so i managed to not save and lost all my progress again pcb rgb so the rgb have common anode(+) witch means yo just need to power the one pin then short witch color you want to turn on i learned how to us the seconded layer in order to hook all the cathodes(-) together mosfet the plan is to use the mosfets to switch each color on using a arduino idk why i couldn’t find any smd mosfets so i added tht mosfets and put them in backward to i can add a heatsink with out it getting in the way of the light resistors idk man its a resistor its not that exiting"}, {"post_id": 23003, "ts": "2026-07-05T18:22:30Z", "hours": 4.7006, "text": "so uh i worked for a long time then a black out hit and i lost all of it"}, {"post_id": 21865, "ts": "2026-07-04T01:07:06Z", "hours": 4.8339, "text": "i finished the crane for the case matirials i decided to make part of the crane out of pvc pipe because idk i don’t know anything better *changeable i made a simple pole connector to hole the thing on so that the crane can hold any future projects if needed *motor i have been debating whether it is worth it to make it motorized at the moment it is set up to be but idk"}, {"post_id": 20491, "ts": "2026-07-02T02:58:40Z", "hours": 4.2003, "text": "so this is the first time i have ever used kicad there is not a lot to say here i just spent like 4 trying to make a pcb and nothing happend execpt things turned green every so often and idk why"}, {"post_id": 19714, "ts": "2026-07-01T03:18:51Z", "hours": 4.7839, "text": "i worked on the core model servo i made places for the servos to sit in the core *the servos will push and pull the control poles to tilt the segments *poles the poles i printed earlier finished and i though i could get away with just 2 servos but i am going to need 4 other then that is seems to work as expected for now *RGB *ngl i just think it would be funny to add RGB and it could help with very specific tasked i gouess *general so i feel kinda dumb but i realized i could add lights on the bottom of the core too so that is something i am working on now i did a lot of general changes to the design mainly getting rid of unneeded plastic witch makes it look cooler"}, {"post_id": 17315, "ts": "2026-06-28T01:16:37Z", "hours": 9.3347, "text": "so i want to make a desk lamp that works the same way that surgery lamps so there is no shadows constraints: bright: i want to be able to use it to see no shadows: i don’t want shadows alright this is the model so far: it has 8 segments : place to mount a pcb a hole with a pole that lets it swivel a second hole to have a pole that can control it moving in and out(see more farther down) each has 2 brackets that hold the swivel pole to the center control poles like the segments there are 8 of these each of them have a hole and a pole the idea is you thread the pole part thought the hole of another one till it comes all the way around then if one is pusher out it should push all of them out i am currently printing some small versions to see if the concept workes center it is curtly just a block with slits for the brackest i am sure there will be more on it latter"}]...
|
Title: shadow less light by @flyingfish | Stardanc Title: shadow less light by @flyingfish | Stardance
Devlogs:
so i want to make a desk lamp that works the same way that surgery lamps so there is no shadows constraints: bright: i want to be able to use it to see no shadows: i don’t want shadows alright this is the model so far: it has 8 segments : place to mount a pcb a hole with a pole that lets it swivel a second hole to have a pole that can control it moving in and out(see more farther down) each has 2 brackets that hold the swivel pole to the center control poles like the segments there are 8 of these each of them have a hole and a pole the idea is you thread the pole part thought the hole of another one till it comes all the way around then if one is pusher out it should push all of them out i am currently printing some small versions to see if the concept workes center it is curtly just a block with slits for the brackest i am sure there will be more on it latter
i worked on the core model servo i made places for the servos to sit in the core *the servos will push and pull the control poles to tilt the segments *poles the poles i printed earlier finished and i though i could get away with just 2 servos but i am going to need 4 other then that is seems to work as expected for now *RGB *ngl i just think it would be funny to add RGB and it could help with very specific tasked i gouess *general so i feel kinda dumb but i realized i could add lights on the bottom of the core too so that is something i am working on now i did a lot of general changes to the design mainly getting rid of unneeded plastic witch makes it look cooler
so this is the first time i have ever used kicad there is not a lot to say here i just spent like 4 trying to make a pcb and nothing happend execpt things turned green every so often and idk why
i finished the crane for the case matirials i decided to make part of the crane out of pvc pipe because idk i don’t know anything better *changeable i made a simple pole connector to hole the thing on so that the crane can hold any future projects if needed *motor i have been debating whether it is worth it to make it motorized at the moment it is set up to be but idk
so uh i worked for a long time then a black out hit and i lost all of it
so i managed to not save and lost all my progress again pcb rgb so the rgb have common anode(+) witch means yo just need to power the one pin then short witch color you want to turn on i learned how to us the seconded layer in order to hook all the cathodes(-) together mosfet the plan is to use the mosfets to switch each color on using a arduino idk why i couldn’t find any smd mosfets so i added tht mosfets and put them in backward to i can add a heatsink with out it getting in the way of the light resistors idk man its a resistor its not that exiting
so i have to delete all of the pcb work i had before . i learned that making white light with RGB sucks and causes eye strain and it wont be brite enough RGBW i switched to RGBW leds witch is the same but with a dedicated white led the white light fixes both problems the pure white light wont cause eye strain and they are about 4x brighter then the old ones however it took me like 3 hours to figure out how to add a footprint to my library
i did a lot of work on the pcb and Um idk i burnt my hand RGBW to i decided i would have 10 per segment and 25 on the core 105 in total witch end up at 8 amps and 1050 lumins resistors i decided to giv every pin its own resistor witch ends up with 420 resistor is need to solder i have never hand solder a smd component this is going to be a learning expireence mostfets i think i was high earlier it is like realy easy to fin smd mosfets i added smd mosfets i have in idea regarding the stand i didnt like the crane becouse it was really bulky and i feel like it wont move how i want it to and i wanted like a standered desk lamp where it can me moved easy but it is too wide for that to work well so what if i take the same mechonisum as the desk arm and just mount it to the wall
so i had to go to my grand parents over the week end so i want able to get much work done but i figured out how to use kicad on my laptop so it was funny in the car while we driving i was working and then kicad crashed before i saved and i had to restart and then after i had done it all a second time i saved and turns out my kicad was out of date so i had to restart all i did was sett up the main pcb that has the 25 lights as seen below the zig zag pattern is because all the lights need to be connected in parallel the really weird pattern in the middle right was because the light was too close to the side so i had to move things and that is that only way i could find that things fit new mosfets i just changed the mosfets for fun idk
i think i got scamed idk why but like a lot of my time just didnt get logged i am working on it fins are done i put the finishing toutches on the fin lights mainly changing out the mosfets and stuff net so i had no clue what net is and aparently i was sposed to be lableing what everything is sposed to canect to so it can auto check for shorts so i spent like 2 hrs individualy assining a value to all the pads on the pcb panalization i was doing a lot of stuff trying to figure out panzatoin its almost done i think
pcbs are like really expenceve so turns out most pcb manufatuers only sell 5 panels at a time so i shrunk my design down to just 2 so i get 10 in total also all the components arrived from mouser because i assumed it would take waaaay longer for them to ship
pcb are really time consuming i have found (expetaly if you have never used any kinda pcb editor) bigger trace the traces on my pcb before were a bit to small and there was a good chance they would but each light pulls 20mA witch is 0.02A there is 25 lights and each has 4 light in side because RGBW witch means this could potently run at 2 amps and the 0.2 mm traces can only handle like 0.5A(i forgot but it is a smaller number) so i mad most things bigger lets hope it doesn’t explode
i am making things small small i have decided to find some way to fit everything in to 100 mm pieces the old deign would have costed like $30 idk why but pcb manufacturers really like 100mm x 100mm and each only cost like 1 dollar
data sheet uh resistors i moved the resistors like 5mm apart because i have plenty of space and it will be like X400 easier so solder i am blind i was testing the led so i can make sure every thing works the led is like really small so i was leaning in so that i can see the pins so i can try and turn it on… so like it is super bright and i burned a little dot in my eye data sheet so when i was testing the led i noticed that you need to power it from the left side and i assumed that it was powered from the right side i was curious as to why i got it backwards because i reference the data sheet like all the time. so apparently the schematic counted clockwise. while everything else on the data sheet is counter-clockwise like look at pg 15 and you can see why i assumed the power went from right to left not left to right https://downloads.cree-led.com/files/ds/h/HB-CLW6A-TKW.pdf the flip so i needed to flip the entire pcb becouse the power is on the wrong side i would have just rotated it around but scene the resistors are specific to the pins that wouldn’t work and the leds would burn out i also learned that you cant mirror footprints on kicad so what i did was set the center of my pcb to (0,0) then went through and switch the sign on every x value on the pcb
uh i am so tired i did like 6hr of work while fighting to stay awake split i split the pcb in to 2 100mm sections becouse it is like a lot cheaper. i have no mony to connect between panels i come up with an idea that is rather guineas or it is going to be the biggest mistake in the entire project i put 5 pads on the sides of each board and i am planing to aline the boards then bridge the gap with solder this should electrically connect the 2 boards and hold them together at least a bit net i finished the net on the main pcb i finished the not on the fins flip just like yesterday i flipped the pcb so that the leds work
logo i got everything done to get the pcbs orderd Logo i made a logo so i could add it to the silkscreen for some extra style mother board the mother board is basically an Arduino what directly plugs in to 36 outputs so it can control all 9 boards controll to make the controller i have desided it is going to be comprised of 3 componest the indicator a rotary encoder and a switch indicator it is passively a relay small since wrgb controller so i can do a small display type out but it is also nice because i have extra of all the components so this will make them easy to use for other components jlc is goofy so if you have sevral break away bords in one they charge you for all of them witch is like a lot and the work around is if you split all of them in to there own file it only cost like $2 per board so instead of paying $20 for for board i paid $8 for the same amount this is what i split everything in to fin_right fin_left indicator mother_board main_light
so turns out i was not done with the pcbs i redesigned the logo i gave it this outline and added a gear to the light bulb uv i had the idea to add uv light to the light for like idk i will probably never use it but its fun the best use i can think of is curing resen witch is really cool i added them in to the pcb redesign so while adding the uv i realized i didnt use the vertion of the foot print ment for hand a soldering so i made sure to fix that hopfully they are done for real this time
alright i got the pcbs 100% done for real this time UV i fully implemented the UV lights IR i gave the option to attach a it receiver so i can do that in the futor if i want to logo i added the updated logo silkscreen i went through the silkscreen and fixed all there errors check i want through literately every since trace and footprint on these boards to make sure i am actually done designing thease
windows is soo slow i am making this because i have been modeling for 10hr and more then 10hr doesn’t log to star dance will make a longer devlog in a bit
3d modeling and i hate windows i have finish all the 3dmodling i need to do for now and am now just waiting foe the pcbs to ship in the mean tim i wall be here https://stardance.hackclub.com/projects/41354 clips i added clips on the bottom of the outer pieaces they wew to small on the first print so i made them bigger poles i did almost a com pleat overhaul on the poles i made them connect stronger by making them go deeper in logo * i added the loo to everything because it looks cool control i add a control panel it is at the base of the main light and just kinda sits there idea i have a another idea but i am way to tired to add it rn so i am not adding it till later the idea is to have a light conecten to a pole so i can pull it off to like press it up against things rn i also want to add a uv light to it so i can cure things better
it works
so like i think i poisoned my self or somthing i wasnt able to get mech work done i am like on the verge of passing out like constently ill do a lot more tomarow
yooo
i got some new stuff for soldering um and my back hurts sooo bad
i am starting to get the hang of things i lowered my chair and now i dont have insane back pain
i did the big one and every single light acualy works this time my back is in extreme consent pain i am almost don with soldering though my eyes i have been staring in to these lights for like 7 hr
i got the uv lights all soldered up and made another panel i have made 4/8 panels i was going to meanchen how i have posted 3 devlogs today but i just noticed it became tomorrow during my last recording
i just made a a panel i am at 5/8 i am going to try to finish the other 3 today also
i am at 7/9 sooo close
i have finished most of the soldering the rest is just small stuff
i started soldering everything over to the mother board i was able to dim the lights but i broke also its like green idk but most of the fir ware is done
um i have done almost everything besides the case servos were breaking everything so aparently even if you dont use a servo on pin 10 0r 9 the servo lobrary still disables it but i uses those for red and green so i will need to figure that out later all panels and the main board are soldered and wired controlls when you click on the rotary encoder it changes what value you are changeing white - white lights red - red lights green - green lights blue - blue lights yellow - servos (not working) purple - turns on uv on main pannel
100% done with 3d modeling it just takes a long time to proint everything
i have the video on my phone but i dont have wifi rn so you can have this i assembed every thing and starded the covumantation
https://youtu.be/H-r51vnOVfs everything is done i can ship now there wasnt a lot of stuff to say in the midle of development so the devlogs got kinda bad around the middle
Ships:
this is a desk lamp inspired my surgery lights this is my first time ever doing a pcb or smd soldering i learned a ton it was super fun...
|
1793008053.2502232
|
1793094453.2502232
|
|
2013
|
Grocery Price Tracker by @Draaal | Stardance
|
Draaal
|
1
|
12.51
|
45
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T15:40:56Z", "hours": 11.0, "multiplier": 4.22, "payout": 45, "blessing": "neutral", "text": "I structured this a bit like a FAQ so you don’t have to read everything; read whatever sections you find interesting TLDR A website with live data about products from the austrian grocery store “SPAR”. You can search filter, … It was my first time touching react and I learned quite a bit about docker. I also used some new rust libraries for serialization and hosing api endpoints Troubleshooting The server is a bit unstable, it might be unreachable if it hasn’t been accessed in a while and need a few minutes to start back up again. I don’t have a SSL certificate, so the browser might show something like “The connection is insecure. Are you sure you want to proceed?”. This is fine, it just means that the traffic between you and the serve is not encrypted. Just don’t put your bank credentials there, okay? What is this? You can use this to view prices of SPAR (a austrian grocery store). It has live data (unless I forget to start the update) and some nice search filters. Currently only products from one brand, but the design allows easy addition of further brands. Why are some parts of the website in german? Since SPAR is an austrian vendor, the product names are of course in german and the legal stuff is in german too for that reason. The rest is in english so you guys don’t need a translator. My experience So first I wanted to do this project to do some web dev again, after only doing local (mostly cli) stuff for a while. But this time in rust. First I struggeled a bit with Docker, because my AI was halluzinating again (thats on me though for using the trashy free model), but the implementation of the web scraping was pretty and db insertion was not too difficult, if I remember correctly after 3 months. Then I used react for frontend, which I knew nothing about, but after our Chatty gave me some hints on how to make things work it was fine. I also have to confess the html is ai-generated, because thats the part I really don’t care about. Price tracker ? It is called a price tracker, but it really isn’t. Once upon a time it was intended to be one, I ditched that feature in favor of storm (my other project). I never changed the name though…", "repo": "https://github.com/andraaal/price-tracker", "demo": "https://products.draaal.dpdns.org/"}]...
|
[{"post_id": 76267, "ts": "202 [{"post_id": 76267, "ts": "2026-10-03T00:09:57Z", "hours": 0.7756, "text": "Mods: The proejct description and the ship still say that it may have startup times. This is no longer true. Could someone remove that as I can’t do that any longer? Fixing shiping #2 Now we have proper hosting without any cold starts. Additionally we now also have cloudflare caching for that extra performance. And while I was at it I added a very simple favicon too"}, {"post_id": 75876, "ts": "2026-10-01T13:31:24Z", "hours": 0.7381, "text": "Whoops! I forgot the README. Now its there."}, {"post_id": 75602, "ts": "2026-09-30T15:12:27Z", "hours": 0.6042, "text": "#6 Devlog (now for real) I had almost given up when I rebuildt the container on my potato server for the 5th time, because I used local builds for the server. But then it just worked!!! It is still a miracle to me how there was nothing that went wrong, but it seems for once the server I set up works properly. Yay!!! Now is really time for shipping"}, {"post_id": 75567, "ts": "2026-09-30T13:45:46Z", "hours": 0.755, "text": "#6 Devlog (not really) Almost forgot to ship this; and I was kinda panicing because the server was broken. Was a quick fix at least. But now I found that the search system is a bit whacky and I am really scared to fix it. Let’s hope I don’t break the server, because it has been some time since I set it up and I have no idea on how to fix it if it breaks."}, {"post_id": 25934, "ts": "2026-07-10T13:08:24Z", "hours": 2.5278, "text": "Devlog #5: Final upload After I finally finished uploading everything to the server and fetching all of the 22K products they have, I noticed that the page is kinda laggy if you try displaying all of them at once (who would have thought). So I implemented paging and downloaded everything AGAIN, because idk?. There is db persistence across builds, but I do it on startup anyways. And all of that with 1s delay between requests to avoid getting rate-limited by their server. It took sooo long. Anyways, it is ready for shipping, I hope you enjoy it!"}, {"post_id": 22077, "ts": "2026-07-04T10:16:40Z", "hours": 0.9444, "text": "Devlog #4: Setting up a server So for the last day or so I’ve been working on setting up an online server. Getting the OCI (Oracle) Free Tier account took forever and then actually aquiring a machine too; They’re always out of resources, unless you upgrade to pay as you go. The one hour logged here is mainly me creating new Dockerfiles, that don’t have any of the build tools in the live server. Idk what to show, here is some screenshot from the server I set up:"}, {"post_id": 21068, "ts": "2026-07-02T20:55:28Z", "hours": 1.6758, "text": "Devlog #3: The frontend I restructured my project a bit, so I could have a simple web UI for my project. Nothing fancy yet, but it proofs that everything works. Still, quite interesting, since I have never used React before and I see why so many people like it (Also got a fair bit of help from AI with the design; that’s not really my cup of tea). Since all of the base features are implemented now, I think I will ship it soon, but before that, I want to make a few more adjustments (to not get rate-limited) and polish the UI a bit. Below you see the first UI draft"}, {"post_id": 20783, "ts": "2026-07-02T14:07:51Z", "hours": 1.9867, "text": "Devlog #2: Data Expansion After I got everything set up last devlog I now added some real data collection capabilities. We now track: name brand vendor price of one unit size of one unit (The thing in the image, not necessarily 1 kg/L/etc) image URL reference price (How much does 1 kg/L/etc cost?) tags like “organic”, “gluten-free”, etc I also restructured some of the code to make it easier to add new vendors, befor we were kinda fixed on SPAR. That’s all for now, I will now go and create a frontend so that next time I can show you more than some db schema."}, {"post_id": 19920, "ts": "2026-07-01T11:05:56Z", "hours": 2.1147, "text": "Deblog #1: New Project The end goal is to have an app that can compare prices between different grocery stores and can tell you where you can get your items the cheapest. I have set up a basic project in Docker with Rust and Postgres. Current capabilities are loading product data from SPAR deserializing, structuring and storing it in the db. There is no UI yet, but thats the next step."}]...
|
Title: Grocery Price Tracker by @Draaal | Stardanc Title: Grocery Price Tracker by @Draaal | Stardance
Devlogs:
Deblog #1: New Project The end goal is to have an app that can compare prices between different grocery stores and can tell you where you can get your items the cheapest. I have set up a basic project in Docker with Rust and Postgres. Current capabilities are loading product data from SPAR deserializing, structuring and storing it in the db. There is no UI yet, but thats the next step.
Devlog #2: Data Expansion After I got everything set up last devlog I now added some real data collection capabilities. We now track: name brand vendor price of one unit size of one unit (The thing in the image, not necessarily 1 kg/L/etc) image URL reference price (How much does 1 kg/L/etc cost?) tags like “organic”, “gluten-free”, etc I also restructured some of the code to make it easier to add new vendors, befor we were kinda fixed on SPAR. That’s all for now, I will now go and create a frontend so that next time I can show you more than some db schema.
Devlog #3: The frontend I restructured my project a bit, so I could have a simple web UI for my project. Nothing fancy yet, but it proofs that everything works. Still, quite interesting, since I have never used React before and I see why so many people like it (Also got a fair bit of help from AI with the design; that’s not really my cup of tea). Since all of the base features are implemented now, I think I will ship it soon, but before that, I want to make a few more adjustments (to not get rate-limited) and polish the UI a bit. Below you see the first UI draft
Devlog #4: Setting up a server So for the last day or so I’ve been working on setting up an online server. Getting the OCI (Oracle) Free Tier account took forever and then actually aquiring a machine too; They’re always out of resources, unless you upgrade to pay as you go. The one hour logged here is mainly me creating new Dockerfiles, that don’t have any of the build tools in the live server. Idk what to show, here is some screenshot from the server I set up:
Devlog #5: Final upload After I finally finished uploading everything to the server and fetching all of the 22K products they have, I noticed that the page is kinda laggy if you try displaying all of them at once (who would have thought). So I implemented paging and downloaded everything AGAIN, because idk?. There is db persistence across builds, but I do it on startup anyways. And all of that with 1s delay between requests to avoid getting rate-limited by their server. It took sooo long. Anyways, it is ready for shipping, I hope you enjoy it!
#6 Devlog (not really) Almost forgot to ship this; and I was kinda panicing because the server was broken. Was a quick fix at least. But now I found that the search system is a bit whacky and I am really scared to fix it. Let’s hope I don’t break the server, because it has been some time since I set it up and I have no idea on how to fix it if it breaks.
#6 Devlog (now for real) I had almost given up when I rebuildt the container on my potato server for the 5th time, because I used local builds for the server. But then it just worked!!! It is still a miracle to me how there was nothing that went wrong, but it seems for once the server I set up works properly. Yay!!! Now is really time for shipping
Whoops! I forgot the README. Now its there.
Mods: The proejct description and the ship still say that it may have startup times. This is no longer true. Could someone remove that as I can’t do that any longer? Fixing shiping #2 Now we have proper hosting without any cold starts. Additionally we now also have cloudflare caching for that extra performance. And while I was at it I added a very simple favicon too
Ships:
I structured this a bit like a FAQ so you don’t have to read everything; read whatever sections you find interesting TLDR A website with live data about products from the austrian grocery store “SPAR”. You can search filter, … It was my first time touching react and I learned quite a bit about docker. I also used some new rust libraries for serialization and hosing api endpoints Troubleshooting The server is a bit unstable, it might be unreachable if it hasn’t been accessed in a while and need a few minutes to start back up again. I don’t have a SSL certificate, so the browser might show something like “The connection is insecure. Are you sure you want to proceed?”. This is fine, it just means that the traffic between you and the serve is not encrypted. Just don’t put your bank credentials there, okay? What is this? You can use this to view prices of SPAR (a austrian grocery store). It has live data (unless I forget to start the update) and some nice search filters. Currently only products from one brand, but the design allows easy addition of further brands. Why are some parts of the website in german? Since SPAR is an austrian vendor, the product names are of course in german and the legal stuff is in german too for that reason. The rest is in english so you guys don’t need a translator. My experience So first I wanted to do this project to do some web dev again, after only doing local (mostly cli) stuff for a while. But this time in rust. First I struggeled a bit with Docker, because my AI was halluzinating again (thats on me though for using the trashy free model), but the implementation of the web scraping was pretty and db insertion was not too difficult, if I remember correctly after 3 months. Then I used react for frontend, which I knew nothing about, but after our Chatty gave me some hints on how to make things work it was fine. I also have to confess the html is ai-generated, because thats the part I really don’t care about. Price tracker ? It is called a price tracker, but it really isn’t. Once upon a time it was intended to be one, I ditched that feature in favor of storm (my other project). I never changed the name though…...
|
1793008054.588253
|
1793094454.588253
|
|
58056
|
Financemanager by @javin_wittig | Stardance
|
javin_wittig
|
1
|
5.52
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T11:07:57Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a Python command-line application for managing personal finances. On first use, it creates a local account (username/password stored in a JSON file). Users can log custom income and expense transactions with a date, amount, category, and description, and generate summaries, total income, total expenses, and savings over a custom date range. All transactions are continuously saved to a CSV file. Everything you need to know about how to use it is explained in the README", "repo": "https://github.com/javinwittig/Financemanager", "demo": "https://github.com/javinwittig/Financemanager/releases/tag/v1.0.1"}]...
|
[{"post_id": 74479, "ts": "202 [{"post_id": 74479, "ts": "2026-09-27T14:04:58Z", "hours": 0.5153, "text": "Final changes"}, {"post_id": 65234, "ts": "2026-09-10T07:10:06Z", "hours": 4.9311, "text": "I am building a Finance Tracker in the Terminal"}]...
|
Title: Financemanager by @javin_wittig | Stardance Title: Financemanager by @javin_wittig | Stardance
Devlogs:
I am building a Finance Tracker in the Terminal
Final changes
Ships:
I built a Python command-line application for managing personal finances. On first use, it creates a local account (username/password stored in a JSON file). Users can log custom income and expense transactions with a date, amount, category, and description, and generate summaries, total income, total expenses, and savings over a custom date range. All transactions are continuously saved to a CSV file. Everything you need to know about how to use it is explained in the README...
|
1793008056.3052838
|
1793094456.3052838
|
|
58062
|
Personal Site by @BigBrainNevin | Stardance
|
BigBrainNevin
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T16:32:41Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website. I know it doesn’t look as polished but I hope to improve it one day and make it seem more beautiful. The most challenging part was the CSS. There is so much stuff in CSS I did eventually use the documentation so that’s a W. But of course there is a bunch to learn!", "repo": "https://github.com/Nevin-Thomas1810/Personal-Website", "demo": "https://nevin-thomas1810.github.io/Personal-Website/"}]...
|
[{"post_id": 66378, "ts": "202 [{"post_id": 66378, "ts": "2026-09-12T05:28:54Z", "hours": 0.2533, "text": "Gonna ship my project i know it doesnt look good but i dont know css and i dont know how to have those cool layouts and stuff"}, {"post_id": 64190, "ts": "2026-09-08T12:46:43Z", "hours": 1.6139, "text": "I am writing a personal website"}]...
|
Title: Personal Site by @BigBrainNevin | Stardance Title: Personal Site by @BigBrainNevin | Stardance
Devlogs:
I am writing a personal website
Gonna ship my project i know it doesnt look good but i dont know css and i dont know how to have those cool layouts and stuff
Ships:
I made a personal website. I know it doesn’t look as polished but I hope to improve it one day and make it seem more beautiful. The most challenging part was the CSS. There is so much stuff in CSS I did eventually use the documentation so that’s a W. But of course there is a bunch to learn!...
|
1793008057.1870997
|
1793094457.1870997
|
|
53120
|
Tab Grab by @ImBatman | Stardance
|
ImBatman
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T02:52:29Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Overall I made a Bookmarking tool, that enhances the features that I always wished bookmarking and tab grouping had, which includes auto organization and easily and quick bookmarking without much user labor. I always wanted to look at tutorials and articles and videos that I always found interesting. But I never really had the attention span to look at them at that moment, and proceed to doomscroll. However, as I kept on adding more and more tabs into my tab space my browser would get messy. Obviously people’s first approach would be to bookmark and group tabs, my biggest problem with bookmarking and grouping tabs were that it required so much more user labor and especially for bookmarking you needed much more labor to organize it into individual folders. So overall made this extension to enhance the easiness of organizing tabs you want to go back to. I like to call it Bookmarking+.This project overall was a great learning experience as it was the first time i ever really used HTML/CSS/JS and other APIs. Overall I was able to make it so that my extension could automatically AI organize(Gemini api key) every single tab sent to your tab dashboard. Overall I am really proud of this because even though it may not seem special I find lots of use in this since it really answers to problems I always dealt with browsing the web. Though my biggest hassle with the project was managing all my ideas. Over this project I had many ideas, but the biggest problem was that I started working on this project so late. There were 2 big ideas that I badly wanted to implement but never found the time to do so. I wanted to add a tab flow chart connection network(similar to notes for obsidian) and a chatbot to help you with things. But overall, this was a great learning experience.and I feel like I made something worth remembering and being proud of!", "repo": "https://github.com/ReallyBADatWritingCode/TabGrab", "demo": "https://github.com/ReallyBADatWritingCode/TabGrab/releases/tag/v1.0.0"}]...
|
[{"post_id": 73479, "ts": "202 [{"post_id": 73479, "ts": "2026-09-25T06:35:01Z", "hours": 13.4164, "text": "Hi its been a long time since i last logged my development! My journey is almost at an end I’m hoping to finish in these the next 2 days but i have overall done plenty. Last time I posted a devlog I finished styling my V1 popup, however lots has changed. In my tab organization/saving extension I wanted to overall make it so that you could either manually send in tabs that you wanted to be saved or it would automatically send it in after a tab had been open for a certain amount of time. After lots of thinking, I didn’t see the use of the automatically sending in since there was a chance that a tab that you wouldn’t want to be closed could be closed and it would overall cause more stress for the user. I still wanted to play with the idea, so I vibecoded a version of this idea into my extension. As expected it didn’t’ seem to provide any use. This feature is still in app, since I feel like its just cool to have in any scenario the user is in, but it is disabled on default. Next the main point of this extension was so I could send in tabs and have it be auto organized by topic or whatever, so that I could always look back at the tabs whenever I wanted to. So I created this menu when a tab is right clicked called Send To Dashboard, sending tabs to the code. However, at that point this extension is no different from bookmarking. I wanted to put an emphasis on organization. However the easiest way to do organize was by domain, which itself wasn’t very organized. The user would refer to the tab they are looking for not by a random url, but by a topic. However, in order to do this you would need an AI to easily guestimate a good topic name for a folder that would be created for the tab to be stored in. So I used an old Gemini model api(free) and created a server.js where I’d create an asynchronous function that all I had to do was import the API and then use the functions of it to give it a prompt(ex. Asking to return a topic based on the tab details, URL, TITLE, etc.) and based off that result it would create a folder based on that name. However, I would need to transmitt these functions throughout files. This caused lots of export errors for me whenever I tried. So what I did was I posted a new POST route(ex. /organize) and then in the corresponding file i needed it in I would fetch that URL and call the async function. However I would constantly need to go into my terminal and individually call the command: node server.js. So I did some research and found a web service hosting platform called render where I could upload my git repo and it would run these API requests I needed!(These requests included, Organizing tabs into folders, Generating a summary for each tab, integrating a chat-bot(will get into later), and an obsidian like flow-chart(will get into later). Though since I am running on Render free, the requests are somewhat slow. Now overall the extension is basically done, it serves its purpose of being bookmarking pro, as it auto organizes your tabs making it easy for you to go back on things you want to look at and isn’t as cramped as normal bookmarking, or grouping tabs, which requires manual labor while this extension automatically organizes your tabs for you. However I felt like this wasn’t enough emphasis on the organization part I felt like I could add more. So obviously I did. So far it has been 2 weeks into this journey to make the extension better as I approach the deadline. My 3 main ideas were to 1) Generate a summary for each tab in a side bar 2) Integrate a chat-bot to make looking for tabs of related topics easier 3) I wanted to make a obsidian like flow-chart that connects tabs with lines based on relevance and color codes relevance. So far I have completely finished summaries for each tabs, the chat-bot works but needs some fine tuning, and gotten the base of the obsidian like flow-chart done, as it connects tabs based on relevance. Overall heavy polish is needed now."}, {"post_id": 52769, "ts": "2026-08-23T03:32:57Z", "hours": 6.8894, "text": "Finished Pop-Up! So basically this past week I have been looking at an extensions tutorial to create gain experience with HTML/CSS/JS and the extension I am planning to make will help store and view old links that you wish to view sooner or later, but just don’t have the time or will to look at it currently. Overall, I struggled with this problem a lot, I was interested in all these things but never had the attention span to look at them, which made me have a lot of tabs open all the time. I always closed the tabs and bookmarked them but it got increasingly messy similar to my tabs. So I was planning on making an extension that could handle all these tabs. It would overall either automatically close these tabs after a period of time or you could manually close them and it would auto sort into another web page with into sub folders related to each topic so you could easily look back at these links and tabs you wanted to look at earlier. It may not be an amazing idea but I think its a great start for where I am at, and so far I have finished the Pop-Up Panel for the extension!"}]...
|
Title: Tab Grab by @ImBatman | Stardance
Devlogs: Title: Tab Grab by @ImBatman | Stardance
Devlogs:
Finished Pop-Up! So basically this past week I have been looking at an extensions tutorial to create gain experience with HTML/CSS/JS and the extension I am planning to make will help store and view old links that you wish to view sooner or later, but just don’t have the time or will to look at it currently. Overall, I struggled with this problem a lot, I was interested in all these things but never had the attention span to look at them, which made me have a lot of tabs open all the time. I always closed the tabs and bookmarked them but it got increasingly messy similar to my tabs. So I was planning on making an extension that could handle all these tabs. It would overall either automatically close these tabs after a period of time or you could manually close them and it would auto sort into another web page with into sub folders related to each topic so you could easily look back at these links and tabs you wanted to look at earlier. It may not be an amazing idea but I think its a great start for where I am at, and so far I have finished the Pop-Up Panel for the extension!
Hi its been a long time since i last logged my development! My journey is almost at an end I’m hoping to finish in these the next 2 days but i have overall done plenty. Last time I posted a devlog I finished styling my V1 popup, however lots has changed. In my tab organization/saving extension I wanted to overall make it so that you could either manually send in tabs that you wanted to be saved or it would automatically send it in after a tab had been open for a certain amount of time. After lots of thinking, I didn’t see the use of the automatically sending in since there was a chance that a tab that you wouldn’t want to be closed could be closed and it would overall cause more stress for the user. I still wanted to play with the idea, so I vibecoded a version of this idea into my extension. As expected it didn’t’ seem to provide any use. This feature is still in app, since I feel like its just cool to have in any scenario the user is in, but it is disabled on default. Next the main point of this extension was so I could send in tabs and have it be auto organized by topic or whatever, so that I could always look back at the tabs whenever I wanted to. So I created this menu when a tab is right clicked called Send To Dashboard, sending tabs to the code. However, at that point this extension is no different from bookmarking. I wanted to put an emphasis on organization. However the easiest way to do organize was by domain, which itself wasn’t very organized. The user would refer to the tab they are looking for not by a random url, but by a topic. However, in order to do this you would need an AI to easily guestimate a good topic name for a folder that would be created for the tab to be stored in. So I used an old Gemini model api(free) and created a server.js where I’d create an asynchronous function that all I had to do was import the API and then use the functions of it to give it a prompt(ex. Asking to return a topic based on the tab details, URL, TITLE, etc.) and based off that result it would create a folder based on that name. However, I would need to transmitt these functions throughout files. This caused lots of export errors for me whenever I tried. So what I did was I posted a new POST route(ex. /organize) and then in the corresponding file i needed it in I would fetch that URL and call the async function. However I would constantly need to go into my terminal and individually call the command: node server.js. So I did some research and found a web service hosting platform called render where I could upload my git repo and it would run these API requests I needed!(These requests included, Organizing tabs into folders, Generating a summary for each tab, integrating a chat-bot(will get into later), and an obsidian like flow-chart(will get into later). Though since I am running on Render free, the requests are somewhat slow. Now overall the extension is basically done, it serves its purpose of being bookmarking pro, as it auto organizes your tabs making it easy for you to go back on things you want to look at and isn’t as cramped as normal bookmarking, or grouping tabs, which requires manual labor while this extension automatically organizes your tabs for you. However I felt like this wasn’t enough emphasis on the organization part I felt like I could add more. So obviously I did. So far it has been 2 weeks into this journey to make the extension better as I approach the deadline. My 3 main ideas were to 1) Generate a summary for each tab in a side bar 2) Integrate a chat-bot to make looking for tabs of related topics easier 3) I wanted to make a obsidian like flow-chart that connects tabs with lines based on relevance and color codes relevance. So far I have completely finished summaries for each tabs, the chat-bot works but needs some fine tuning, and gotten the base of the obsidian like flow-chart done, as it connects tabs based on relevance. Overall heavy polish is needed now.
Ships:
Overall I made a Bookmarking tool, that enhances the features that I always wished bookmarking and tab grouping had, which includes auto organization and easily and quick bookmarking without much user labor. I always wanted to look at tutorials and articles and videos that I always found interesting. But I never really had the attention span to look at them at that moment, and proceed to doomscroll. However, as I kept on adding more and more tabs into my tab space my browser would get messy. Obviously people’s first approach would be to bookmark and group tabs, my biggest problem with bookmarking and grouping tabs were that it required so much more user labor and especially for bookmarking you needed much more labor to organize it into individual folders. So overall made this extension to enhance the easiness of organizing tabs you want to go back to. I like to call it Bookmarking+.This project overall was a great learning experience as it was the first time i ever really used HTML/CSS/JS and other APIs. Overall I was able to make it so that my extension could automatically AI organize(Gemini api key) every single tab sent to your tab dashboard. Overall I am really proud of this because even though it may not seem special I find lots of use in this since it really answers to problems I always dealt with browsing the web. Though my biggest hassle with the project was managing all my ideas. Over this project I had many ideas, but the biggest problem was that I started working on this project so late. There were 2 big ideas that I badly wanted to implement but never found the time to do so. I wanted to add a tab flow chart connection network(similar to notes for obsidian) and a chatbot to help you with things. But overall, this was a great learning experience.and I feel like I made something worth remembering and being proud of!...
|
1793008058.0544107
|
1793094458.0544107
|
|
14359
|
AuraCare CRM by @AuraZod | Stardance
|
AuraZod
|
1
|
55.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T13:45:13Z", "hours": 55.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built AuraCare CRM — a fast, lightweight healthcare and clinic management system. Most hospital software is clunky, slow, and painful to look at, so I wanted to make something modern that actually feels good to use for daily clinic rounds. It’s split into an Express.js REST API hosted on a Linux VPS behind a Cloudflare tunnel, a React 18 + Vite dashboard with Tailwind CSS and Radix UI primitives, and packaged as an Electron desktop app for clinic workstations. It covers the complete clinical flow across 6 roles (Super Admin, Admin, Doctor, Receptionist, Pharmacy, and Diagnostics) — from patient check-in and live queues to digital prescriptions, lab orders, inventory management, and PDF invoices. The most challenging part was session management and granular RBAC. In real clinics, doctors get interrupted constantly; standard 15-minute JWT timeouts were kicking them out mid-consultation. I built a 30-day extended session architecture with rolling token renewals and inactivity tracking, while ensuring cross-department data (like an Rx immediately updating pharmacy stock and billing) flows seamlessly. I’m most proud of the UI responsiveness — it switches views instantly and feels smooth, even with dark mode and live charts. To test it out: Open the live web app: https://auracare-gamma.vercel.app On the login page, click the “Sandbox Demo Login” button — you can pick any role (Doctor, Receptionist, Admin, etc.) to jump straight in without signing up! Windows desktop installer is also available in the GitHub releases: https://github.com/AuraZod/AuraCare-CRM/releases", "repo": "https://github.com/AuraZod/AuraCare-CRM", "demo": "https://auracare-gamma.vercel.app"}]...
|
[{"post_id": 66544, "ts": "202 [{"post_id": 66544, "ts": "2026-09-12T12:00:34Z", "hours": 22.8506, "text": "I had medical issues and couldn’t post more devlogs moving forward, neither I was able to finish the entire project to be supported in multiple platforms, but i’ve still made the web and desktop version of this project…….."}, {"post_id": 8123, "ts": "2026-06-13T15:48:23Z", "hours": 6.5056, "text": "Devlog 9 finally done. literally coding until my fingers are numb. completed the entire crm frontend and the desktop wrapper is fully functional. no more mock gaps or missing files. here is the breakdown of what happened: frontend modules (crmfrontend): finished the pharmacy inventory page (pharmacyinventory.tsx). it handles full batch tracking, manufacturing/expiry dates, cost/selling price margins, gst calculation (5%, 12%, 18%), and hsn codes. also threw in reorder level alerts when stock drops below threshold. built out pharmacybilling.tsx from scratch. doctors write rx, pharmacist pulls it, builds the bill with automatic gst and prints receipt. made pharmacycustomers.tsx to track loyalty points, lifetime spend, and outstanding balances. has a quick reminder trigger. wrote pharmacyprescriptions.tsx to handle the incoming doctor prescription queues. pharmacists can do complete or partial dispensing if we are short on stock. added pharmacypurchase.tsx for restock orders and supplier inventory ingestion. built pharmacyreports.tsx for tracking medicine usage patterns and monthly sales dashboards. all routes are auth-locked in app.tsx using role-based routing policies (doctor, pharmacist, receptionist, admin, super-admin). styling is built using vanilla tailwind classes alongside shadcn UI components like dialogs, tables, and dropdown menus for layout consistency. data fetching is managed using tanstack react-query to cache active lists and handles state mutators for adding/editing items. toast notifications via sonner trigger real-time updates for pharmacy sales completions and out of stock warnings. integrated standard currency formatters to display indian rupee values properly in all tables. desktop wrapper (auracaredesktop): spun up electron setup. main.js manages window dimensions (1400x900 min, resizable) and ipc communication channels. preload.js sets up contextbridge and ipcrenderer exposing window controls safely without opening nodeintegration. connection strategy: in dev, package.json uses concurrently and wait-on to launch the frontend dev server on port 8080 and then point the electron browser window loadurl to localhost:8080. for prod, we run electron-builder which bundles our assets. npm build script builds the react frontend, copies dist to desktop/frontend-dist, and main.js loads it locally via loadfile. configured cross-platform packaging target options for windows (nsis installer, portable executables), mac (dmg, zip), and linux (appimage, deb) in package.json. added native OS window hooks for minimized, maximized, and close events so client-side buttons in the custom titlebar work. added shell handler for opening external web links in native browser instead of electron window. assets folder holds local icons configured for specific OS packing rules (ico, icns, png). how it connects: the desktop shell is just a container running our react client, which talks to the node/express backend via api client calls to VITE_API_URL. ipc communication checks the app version and process platform. window actions (minimize, maximize, close) are wired back to the ipcMain handler. if backend is unreachable, the API services default to local mock fallback data so the app does not freeze. auth tokens are saved in localstorage inside the web view which carries over across app launches. took way too long to align the dist copy paths in the build script. had a dumb bug where frontend-dist was missing and loading a blank screen, but fixed the cp target path. compilation is completely green now. going to collapse."}, {"post_id": 7129, "ts": "2026-06-11T22:13:59Z", "hours": 9.46, "text": "Devlog 8 coded for 10 hours straight. brain is absolutely fried but got most of the core pages done. the lopsided progress is finally balancing out. frontend is starting to talk to the backend client. made some serious headway: user-management.tsx: admin controls, user activity graphs, and session tracking. shows average response times and role badges. billing-finance.tsx: invoice lists, revenue breakdowns (upi, cash, card), stats, and mock trends. pharmacy/pharmacy-customers.tsx: mapped patients to pharmacy profiles. tracked loyalty points and total amount spent, plus warning badges for outstanding dues. app.tsx: wired up all the protected routes and role permissions. admins, doctors, pharmacists all see different stuff now. what’s left: pharmacy-inventory.tsx is half-baked. literally stopped at line 65 state declaration because i needed a break. need to add medicine batch dialogs, GST calculations, and stock levels. missing pharmacy-prescriptions.tsx, pharmacy-purchase.tsx, and pharmacy-reports.tsx files completely. they’re imported in app.tsx but the files don’t exist on disk yet. build will crash if i try to compile right now. actual integrations testing with the express backend. right now it falls back to mock data if the local server isn’t running. need to build the electron wrapper for desktop and expo for mobile later. everything is coming together. the app finally feels like a real crm instead of just a bunch of empty files. going to sleep now. Project Screenshot The attached screenshot is ai generated as the final devlog will contain demo link to try website yourselves."}, {"post_id": 6673, "ts": "2026-06-11T05:40:01Z", "hours": 4.5169, "text": "Devlog 7 Worked a lot more on it and progress so far : Chart Checkbox Collapsible Command Context menu Dialog Drawer Dropdown Menu Form Hover Card Input otp Input Label Menubar Navigation Menu Pagination Popover Progress Radio Group Resizable Scroll Area Select Separator Sheet Sidebar, Skeleton, Slider, Sonnar, Switch, Table Tabs, Text Area, Toast, Toaster, Toggle-Group, toggle, Tooltip Use toast, Roles, auth context, use mobile, use toasts, use debounce Api, utils, Analytics, appointments billing, billing finances, compliance security."}, {"post_id": 6172, "ts": "2026-06-10T11:41:12Z", "hours": 1.4475, "text": "Devlog 6 So far so good, made a whole lot of progress : Overall Dashboard Layout completed Header, Sidebar, Accordion created Alert Dialog, Alerts & Aspect ratio completed. Avatar, Badge, Breadcrumbs Buttons Calendar Cards Carousel. around 20% frontend work finished."}, {"post_id": 6138, "ts": "2026-06-10T10:13:18Z", "hours": 1.2061, "text": "Devlog 5 Progress so far : Finished Doctor Dashboard Pharmacy Dashboard Receptionist Dashboard SuperAdmin Dashboard (In progress)"}, {"post_id": 6115, "ts": "2026-06-10T09:00:37Z", "hours": 1.4219, "text": "Devlog 4 Okay so progress so far : Built the login system flow. Defined the different variations of dashboard based on role. Admin Dashboard menu. Controls for each role seperately divided. Functionalities : added search patients functionality. Appointments list design and function. Modules overview Quick Actions Revenue Charts StatsCard Upcoming reminders Admin Dashboard Diagnostic Dashboard Doctor Dashboard For now everything is just plain frontend that contains mock data and no actual working. will take more work to finish this."}, {"post_id": 6091, "ts": "2026-06-10T07:36:38Z", "hours": 1.64, "text": "Devlog 3 Looking so far so good. worked for about 1 & half hour now and it’s looking promising. worked on login page and menu design and style (will improve more with theme customization). Worked on role management and how each role will be handled differently. Found out bugs here and there, will fix after i’m done with creating the dashboard menu and style. It still needs about 10-15hrs of code based on the speed i’m working with (not sure if it’s less or more). Debugging and implementing new features will also require time."}, {"post_id": 6059, "ts": "2026-06-10T05:44:12Z", "hours": 4.1136, "text": "Devlog 2 Been Working for whole night with backend. I have made quite a lot of progress, so far so good. Almost everything that backend will need to operate is done and what’s left of it is to actually test it out. Now after a few more checks i’ll get ahead to code the actual frontend and the design of site. After the frontend is entirely created, i’ll test out all the backend functions and see if those works or not & if needed I might’ve to work on backend too as I go along this road……….."}, {"post_id": 5758, "ts": "2026-06-09T17:36:17Z", "hours": 1.6689, "text": "Devlog 1 Needed a crm that actually works for hospitals without the usual bloat. decided to split it into clean micro-services: node/express backend, react front, electron for desktop, and expo for mobile. most of the core structure is there but progress is pretty lopsided. spent a bit of time spinning up the backend and database routes, barely touched the actual frontend pages. focus is to get all the backend api endpoints and role validations completely solid before moving on to the ui. cross-device communication is just going to be rest calls to the centralized node server."}]...
|
Title: AuraCare CRM by @AuraZod | Stardance
Devlo Title: AuraCare CRM by @AuraZod | Stardance
Devlogs:
Devlog 1 Needed a crm that actually works for hospitals without the usual bloat. decided to split it into clean micro-services: node/express backend, react front, electron for desktop, and expo for mobile. most of the core structure is there but progress is pretty lopsided. spent a bit of time spinning up the backend and database routes, barely touched the actual frontend pages. focus is to get all the backend api endpoints and role validations completely solid before moving on to the ui. cross-device communication is just going to be rest calls to the centralized node server.
Devlog 2 Been Working for whole night with backend. I have made quite a lot of progress, so far so good. Almost everything that backend will need to operate is done and what’s left of it is to actually test it out. Now after a few more checks i’ll get ahead to code the actual frontend and the design of site. After the frontend is entirely created, i’ll test out all the backend functions and see if those works or not & if needed I might’ve to work on backend too as I go along this road………..
Devlog 3 Looking so far so good. worked for about 1 & half hour now and it’s looking promising. worked on login page and menu design and style (will improve more with theme customization). Worked on role management and how each role will be handled differently. Found out bugs here and there, will fix after i’m done with creating the dashboard menu and style. It still needs about 10-15hrs of code based on the speed i’m working with (not sure if it’s less or more). Debugging and implementing new features will also require time.
Devlog 4 Okay so progress so far : Built the login system flow. Defined the different variations of dashboard based on role. Admin Dashboard menu. Controls for each role seperately divided. Functionalities : added search patients functionality. Appointments list design and function. Modules overview Quick Actions Revenue Charts StatsCard Upcoming reminders Admin Dashboard Diagnostic Dashboard Doctor Dashboard For now everything is just plain frontend that contains mock data and no actual working. will take more work to finish this.
Devlog 5 Progress so far : Finished Doctor Dashboard Pharmacy Dashboard Receptionist Dashboard SuperAdmin Dashboard (In progress)
Devlog 6 So far so good, made a whole lot of progress : Overall Dashboard Layout completed Header, Sidebar, Accordion created Alert Dialog, Alerts & Aspect ratio completed. Avatar, Badge, Breadcrumbs Buttons Calendar Cards Carousel. around 20% frontend work finished.
Devlog 7 Worked a lot more on it and progress so far : Chart Checkbox Collapsible Command Context menu Dialog Drawer Dropdown Menu Form Hover Card Input otp Input Label Menubar Navigation Menu Pagination Popover Progress Radio Group Resizable Scroll Area Select Separator Sheet Sidebar, Skeleton, Slider, Sonnar, Switch, Table Tabs, Text Area, Toast, Toaster, Toggle-Group, toggle, Tooltip Use toast, Roles, auth context, use mobile, use toasts, use debounce Api, utils, Analytics, appointments billing, billing finances, compliance security.
Devlog 8 coded for 10 hours straight. brain is absolutely fried but got most of the core pages done. the lopsided progress is finally balancing out. frontend is starting to talk to the backend client. made some serious headway: user-management.tsx: admin controls, user activity graphs, and session tracking. shows average response times and role badges. billing-finance.tsx: invoice lists, revenue breakdowns (upi, cash, card), stats, and mock trends. pharmacy/pharmacy-customers.tsx: mapped patients to pharmacy profiles. tracked loyalty points and total amount spent, plus warning badges for outstanding dues. app.tsx: wired up all the protected routes and role permissions. admins, doctors, pharmacists all see different stuff now. what’s left: pharmacy-inventory.tsx is half-baked. literally stopped at line 65 state declaration because i needed a break. need to add medicine batch dialogs, GST calculations, and stock levels. missing pharmacy-prescriptions.tsx, pharmacy-purchase.tsx, and pharmacy-reports.tsx files completely. they’re imported in app.tsx but the files don’t exist on disk yet. build will crash if i try to compile right now. actual integrations testing with the express backend. right now it falls back to mock data if the local server isn’t running. need to build the electron wrapper for desktop and expo for mobile later. everything is coming together. the app finally feels like a real crm instead of just a bunch of empty files. going to sleep now. Project Screenshot The attached screenshot is ai generated as the final devlog will contain demo link to try website yourselves.
Devlog 9 finally done. literally coding until my fingers are numb. completed the entire crm frontend and the desktop wrapper is fully functional. no more mock gaps or missing files. here is the breakdown of what happened: frontend modules (crmfrontend): finished the pharmacy inventory page (pharmacyinventory.tsx). it handles full batch tracking, manufacturing/expiry dates, cost/selling price margins, gst calculation (5%, 12%, 18%), and hsn codes. also threw in reorder level alerts when stock drops below threshold. built out pharmacybilling.tsx from scratch. doctors write rx, pharmacist pulls it, builds the bill with automatic gst and prints receipt. made pharmacycustomers.tsx to track loyalty points, lifetime spend, and outstanding balances. has a quick reminder trigger. wrote pharmacyprescriptions.tsx to handle the incoming doctor prescription queues. pharmacists can do complete or partial dispensing if we are short on stock. added pharmacypurchase.tsx for restock orders and supplier inventory ingestion. built pharmacyreports.tsx for tracking medicine usage patterns and monthly sales dashboards. all routes are auth-locked in app.tsx using role-based routing policies (doctor, pharmacist, receptionist, admin, super-admin). styling is built using vanilla tailwind classes alongside shadcn UI components like dialogs, tables, and dropdown menus for layout consistency. data fetching is managed using tanstack react-query to cache active lists and handles state mutators for adding/editing items. toast notifications via sonner trigger real-time updates for pharmacy sales completions and out of stock warnings. integrated standard currency formatters to display indian rupee values properly in all tables. desktop wrapper (auracaredesktop): spun up electron setup. main.js manages window dimensions (1400x900 min, resizable) and ipc communication channels. preload.js sets up contextbridge and ipcrenderer exposing window controls safely without opening nodeintegration. connection strategy: in dev, package.json uses concurrently and wait-on to launch the frontend dev server on port 8080 and then point the electron browser window loadurl to localhost:8080. for prod, we run electron-builder which bundles our assets. npm build script builds the react frontend, copies dist to desktop/frontend-dist, and main.js loads it locally via loadfile. configured cross-platform packaging target options for windows (nsis installer, portable executables), mac (dmg, zip), and linux (appimage, deb) in package.json. added native OS window hooks for minimized, maximized, and close events so client-side buttons in the custom titlebar work. added shell handler for opening external web links in native browser instead of electron window. assets folder holds local icons configured for specific OS packing rules (ico, icns, png). how it connects: the desktop shell is just a container running our react client, which talks to the node/express backend via api client calls to VITE_API_URL. ipc communication checks the app version and process platform. window actions (minimize, maximize, close) are wired back to the ipcMain handler. if backend is unreachable, the API services default to local mock fallback data so the app does not freeze. auth tokens are saved in localstorage inside the web view which carries over across app launches. took way too long to align the dist copy paths in the build script. had a dumb bug where frontend-dist was missing and loading a blank screen, but fixed the cp target path. compilation is completely green now. going to collapse.
I had medical issues and couldn’t post more devlogs moving forward, neither I was able to finish the entire project to be supported in multiple platforms, but i’ve still made the web and desktop version of this project……..
Ships:
I built AuraCare CRM — a fast, lightweight healthcare and clinic management system. Most hospital software is clunky, slow, and painful to look at, so I wanted to make something modern that actually feels good to use for daily clinic rounds. It’s split into an Express.js REST API hosted on a Linux VPS behind a Cloudflare tunnel, a React 18 + Vite dashboard with Tailwind CSS and Radix UI primitives, and packaged as an Electron desktop app for clinic workstations. It covers the complete clinical flow across 6 roles (Super Admin, Admin, Doctor, Receptionist, Pharmacy, and Diagnostics) — from patient check-in and live queues to digital prescriptions, lab orders, inventory management, and PDF invoices. The most challenging part was session management and granular RBAC. In real clinics, doctors get interrupted constantly; standard 15-minute JWT timeouts were kicking them out mid-consultation. I built a 30-day extended session architecture with rolling token renewals and inactivity tracking, while ensuring cross-department data (like an Rx immediately updating pharmacy stock and billing) flows seamlessly. I’m most proud of the UI responsiveness — it switches views instantly and feels smooth, even with dark mode and live charts. To test it out: Open the live web app: https://auracare-gamma.vercel.app On the login page, click the “Sandbox Demo Login” button — you can pick any role (Doctor, Receptionist, Admin, etc.) to jump straight in without signing up! Windows desktop installer is also available in the GitHub releases: https://github.com/AuraZod/AuraCare-CRM/releases...
|
1793008059.1638594
|
1793094459.1638594
|
|
53153
|
PoseiOS by @Visott | Stardance
|
Visott
|
1
|
27.07
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T12:57:54Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is PoseiOS v1. What did I make? PoseiOS is a WebOS based around the Greek god of the sea: Poseidon. The website includes books/info about Poseidon, and a notes app that saves notes locally so refreshing the site won’t cause you to lose your notes! Challenges The most challenging part was implementing the window dragging using JS and also using JS to program the app’s functionality. I had to do a lot of debugging, finding typos in class names, and constantly had to check the developer mode in chrome. What I love about PoseiOS I am very proud of the glassmorphic design since it looks very futuristic and cool. I am also proud of the notes app and the details in the project that make it work well (like how app windows focus on click or how click on the desktop deselects any selected app icon). Before Testing This website was made mainly for a desktop screen, although it is responsive so it should work on mobile screens as well. I hope you enjoy surfing around PoseiOS :)", "repo": "https://github.com/VITNT/PoseiOS", "demo": "https://posei-os.vercel.app/"}]...
|
[{"post_id": 73000, "ts": "202 [{"post_id": 73000, "ts": "2026-09-24T06:06:28Z", "hours": 8.0772, "text": "Devlog #9 New Apps! I added two new apps: a timer app and a simple browser. The timer app currently only supports 5 minutes. It has a start, pause, and reset button. Initially, I got this funny glitch where the water height was decreasing upwards (see video) instead of downwards. I fixed this by giving the water div a position of absolute and setting bottom to 3px. I also accidentally named id of the timer text to be the same as the id of the top-bar time, which caused the timer to display on the top-bar instead The browser was somewhat easier to implement. I set up a input box and a button, and programmed the button to open the link or search query that was inputted into the search box. I’m planning on adding an iframe to showcase the website directly on the OS instead of opening a new tab! Some other changes I also split my css and js into separate files for each app to make future development more organized. PoseiOS now has a dock which you can run apps from!"}, {"post_id": 71742, "ts": "2026-09-21T13:11:00Z", "hours": 2.9928, "text": "Devlog #7 CSS and JS changes I rewrote some of my Javascript to make it more readable and understandable. I reworked the UI in PoseiOS to make it more blue-ish/sea themed. The top-bar is more transparent and only has pill shaped background for the elements. The apps have new highlight/hover aesthetics and selected notes/books will now have a blue shadow, giving it a comic-looking theme. The background of the apps was also changed, now having more of a greenish teal tone to it. The display or heading font for PoseiOS is now Zarathustra."}, {"post_id": 69685, "ts": "2026-09-17T16:03:39Z", "hours": 4.5261, "text": "Devlog #6 Changes Restructure CSS to be more scalable by using classes and css root variables. I added a new app called Books which is essentially a library catalog of Poseidon/greek fantasy books that I thought was an interesting and great read. I added content to the books app. I spent around 15 minutes tweaking the color palette and finding colors to improve the UI of PoseiOS. I finished writing the first good version of my README. Bug Fixes Bug where selecting 3 app mean one will inevitably be opened and cant be unselected. Fix by allowing to only select one app at a time. So when an app is selected and another app is clicked on, the currently selected app would be deselected and the new app icon would be selected. Fixed a bug where it said the title was undefined since when the loop finished, i = 2 which is more than the object index which had only 0 and 1 (before I added more to the object). To fix this, I changed “var” to “let” and it worked again. I learned that let allows i to have it own value every iteration. So I basically implemented the for loop wrong in Javascript (I thought that var and let would do the same thing, turns out it has its differences!). PoseiOS V1 is finally complete!!!"}, {"post_id": 66447, "ts": "2026-09-12T08:54:33Z", "hours": 6.5875, "text": "Devlog #5 It’s been a while since my last devlog. Most of the time was spent trying to fix a bunch of bugs in the javascript code. Bug Fixes Spent 2 hours trying to fix bug where you could drag windows out of frame and never see them back. Trying to limit the drag based on viewport was very confusing. I fixed this bug by creating a new function clampWindowPos() that would determine the max x and y offset that the windows could have in order to stay in the viewport. The function calculates this by calculating half of the width and height of the window (since the window has transform: translate(-50%, -50%); which causes the center to be at half the width/height). Then, it calculates the minimum left value and the maximum left value that the window could move to and did the same for the top value. Finally the function return those values. Changes & More Fixes Added a feature where clicking on the desktop window deselects the currently selected app by letting the body listen for a mouse down event and deselecting the icon if the mouse-down location is not on an app icon. Added poseidon.md, my first app! It took a whole 3 hours to style and get the app to function. Chrome dev tools was my best friend 🤩. It helped me spot few typos in variable names and find out javascript code that wasn’t working. I first started by trying out the javascript code show in the hack club workshop. It didn’t really work so I browsed through other WebOS shipped projects to see how they made the app. A really useful project I found was Blackbird OS, which I took inspiration from for coding my poseidon.md notes app. I began by implementing a local storage that didn’t really work so I left it for last and went to work on the other features like adding, deleting, and editing notes. After finishing these features, I came back to fix the local storage bug. The issue was that I directly accessed the storedNotes object in my Javascript functions instead of the note objects stored in the local browser. To fix this, I created a variable content and set it to equal loadNotes() so that this new variable would be an updated object with all of the saved notes. What’s Next I’m going to polish poseidon.md’s UI a bit and then start working on more apps for the WebOS."}, {"post_id": 62794, "ts": "2026-09-06T09:46:50Z", "hours": 2.4394, "text": "Devlog #4 What I learned Learned how to use arrow functions and how to add classes to an HTML element via element.classList.add(\"...\"); Learned width: fit-content so that I don’t have to guess the width of my div. Changes & Bug Fixes Aesthetic tweak: Changed cursor grab to only show when hovering over handle instead of showing over the whole window). Reduced repetition and improved scalability by turning open/close window into a generalized function that works for all windows, so I can call the function for future apps. A lot of bugs and back-and-forth and commenting out code to add open-close function for the apps. I found out that I needed 2 parameters for the functions closeWindowOnClick and openWindowOnClick. First parameter is used for checking if the open button (app icon) or close button was selected/tapped, and second parameter is used for targeting the specific window that should be opened/closed. The parameters made me very confused because I would sometimes misinterpret the element as the button when the element parameter being passed was linked to the window. Added an icon and CSS styling for my first app: poseidon.md Added attributions to my README, for the bg image and the icons. Programming Decisions Called addWindowTapHandler() on line 19 instead of calling addWindowTapHandler() for each window directly to reduce redundancy. Chose mousedown instead of click for event listener so that the window auto-focus when it is tapped immediately (if click is used then the window will only focus after mouse is up). What’s Next? More README tweaks coming soon! More apps and content about Poseidon within each app."}, {"post_id": 61519, "ts": "2026-09-04T13:57:13Z", "hours": 0.8361, "text": "Devlog #3 Some New Features! Add open and close window functions. You can open by clicking “PoseiOS” in the topbar, and close by clicking the “x” button. Add left & right padding on top bar. Bug Fixes Fix text being highlighted when dragging windows by using user-select: none; cursor: grab; I encountered a bug where u can drag window by selecting any part of it. I fixed this by changing the id to include “-handle” so that the javascript could recognize it (before the javascript was looking for “handle” instead of “-handle” which created the bug)."}, {"post_id": 60639, "ts": "2026-09-03T03:54:39Z", "hours": 0.7353, "text": "Devlog #2 Implement some JavaScript for draggable windows and a real-time clock on the top bar. I added a glass design for the windows and top-bar using backdrop-blur and background-color: rgba(255, 255, 255, 0.1); I learned how to center a div using position absolute and transform. At first, I ran into a problem where the top left corner of the welcome window was centered, but the window wasn’t centered correctly. I found out that this was because I didn’t use transform: translate(-50%, -50%);"}, {"post_id": 60044, "ts": "2026-09-02T04:43:09Z", "hours": 0.9728, "text": "Devlog #1: I started off with some boilerplate code, creating and linking the HTML, CSS, and JS files. I added some content on the webpage. I added a background wallpaper for the WebOS. I styled the site using CSS, but I haven’t added any Javascript yet. I imported the Inter Font from Google fonts. A new tag that I learned was using background-position in order to crop/position the background image so that it fit my preferences."}]...
|
Title: PoseiOS by @Visott | Stardance
Devlogs:
De Title: PoseiOS by @Visott | Stardance
Devlogs:
Devlog #1: I started off with some boilerplate code, creating and linking the HTML, CSS, and JS files. I added some content on the webpage. I added a background wallpaper for the WebOS. I styled the site using CSS, but I haven’t added any Javascript yet. I imported the Inter Font from Google fonts. A new tag that I learned was using background-position in order to crop/position the background image so that it fit my preferences.
Devlog #2 Implement some JavaScript for draggable windows and a real-time clock on the top bar. I added a glass design for the windows and top-bar using backdrop-blur and background-color: rgba(255, 255, 255, 0.1); I learned how to center a div using position absolute and transform. At first, I ran into a problem where the top left corner of the welcome window was centered, but the window wasn’t centered correctly. I found out that this was because I didn’t use transform: translate(-50%, -50%);
Devlog #3 Some New Features! Add open and close window functions. You can open by clicking “PoseiOS” in the topbar, and close by clicking the “x” button. Add left & right padding on top bar. Bug Fixes Fix text being highlighted when dragging windows by using user-select: none; cursor: grab; I encountered a bug where u can drag window by selecting any part of it. I fixed this by changing the id to include “-handle” so that the javascript could recognize it (before the javascript was looking for “handle” instead of “-handle” which created the bug).
Devlog #4 What I learned Learned how to use arrow functions and how to add classes to an HTML element via element.classList.add("..."); Learned width: fit-content so that I don’t have to guess the width of my div. Changes & Bug Fixes Aesthetic tweak: Changed cursor grab to only show when hovering over handle instead of showing over the whole window). Reduced repetition and improved scalability by turning open/close window into a generalized function that works for all windows, so I can call the function for future apps. A lot of bugs and back-and-forth and commenting out code to add open-close function for the apps. I found out that I needed 2 parameters for the functions closeWindowOnClick and openWindowOnClick. First parameter is used for checking if the open button (app icon) or close button was selected/tapped, and second parameter is used for targeting the specific window that should be opened/closed. The parameters made me very confused because I would sometimes misinterpret the element as the button when the element parameter being passed was linked to the window. Added an icon and CSS styling for my first app: poseidon.md Added attributions to my README, for the bg image and the icons. Programming Decisions Called addWindowTapHandler() on line 19 instead of calling addWindowTapHandler() for each window directly to reduce redundancy. Chose mousedown instead of click for event listener so that the window auto-focus when it is tapped immediately (if click is used then the window will only focus after mouse is up). What’s Next? More README tweaks coming soon! More apps and content about Poseidon within each app.
Devlog #5 It’s been a while since my last devlog. Most of the time was spent trying to fix a bunch of bugs in the javascript code. Bug Fixes Spent 2 hours trying to fix bug where you could drag windows out of frame and never see them back. Trying to limit the drag based on viewport was very confusing. I fixed this bug by creating a new function clampWindowPos() that would determine the max x and y offset that the windows could have in order to stay in the viewport. The function calculates this by calculating half of the width and height of the window (since the window has transform: translate(-50%, -50%); which causes the center to be at half the width/height). Then, it calculates the minimum left value and the maximum left value that the window could move to and did the same for the top value. Finally the function return those values. Changes & More Fixes Added a feature where clicking on the desktop window deselects the currently selected app by letting the body listen for a mouse down event and deselecting the icon if the mouse-down location is not on an app icon. Added poseidon.md, my first app! It took a whole 3 hours to style and get the app to function. Chrome dev tools was my best friend 🤩. It helped me spot few typos in variable names and find out javascript code that wasn’t working. I first started by trying out the javascript code show in the hack club workshop. It didn’t really work so I browsed through other WebOS shipped projects to see how they made the app. A really useful project I found was Blackbird OS, which I took inspiration from for coding my poseidon.md notes app. I began by implementing a local storage that didn’t really work so I left it for last and went to work on the other features like adding, deleting, and editing notes. After finishing these features, I came back to fix the local storage bug. The issue was that I directly accessed the storedNotes object in my Javascript functions instead of the note objects stored in the local browser. To fix this, I created a variable content and set it to equal loadNotes() so that this new variable would be an updated object with all of the saved notes. What’s Next I’m going to polish poseidon.md’s UI a bit and then start working on more apps for the WebOS.
Devlog #6 Changes Restructure CSS to be more scalable by using classes and css root variables. I added a new app called Books which is essentially a library catalog of Poseidon/greek fantasy books that I thought was an interesting and great read. I added content to the books app. I spent around 15 minutes tweaking the color palette and finding colors to improve the UI of PoseiOS. I finished writing the first good version of my README. Bug Fixes Bug where selecting 3 app mean one will inevitably be opened and cant be unselected. Fix by allowing to only select one app at a time. So when an app is selected and another app is clicked on, the currently selected app would be deselected and the new app icon would be selected. Fixed a bug where it said the title was undefined since when the loop finished, i = 2 which is more than the object index which had only 0 and 1 (before I added more to the object). To fix this, I changed “var” to “let” and it worked again. I learned that let allows i to have it own value every iteration. So I basically implemented the for loop wrong in Javascript (I thought that var and let would do the same thing, turns out it has its differences!). PoseiOS V1 is finally complete!!!
Devlog #7 CSS and JS changes I rewrote some of my Javascript to make it more readable and understandable. I reworked the UI in PoseiOS to make it more blue-ish/sea themed. The top-bar is more transparent and only has pill shaped background for the elements. The apps have new highlight/hover aesthetics and selected notes/books will now have a blue shadow, giving it a comic-looking theme. The background of the apps was also changed, now having more of a greenish teal tone to it. The display or heading font for PoseiOS is now Zarathustra.
Devlog #9 New Apps! I added two new apps: a timer app and a simple browser. The timer app currently only supports 5 minutes. It has a start, pause, and reset button. Initially, I got this funny glitch where the water height was decreasing upwards (see video) instead of downwards. I fixed this by giving the water div a position of absolute and setting bottom to 3px. I also accidentally named id of the timer text to be the same as the id of the top-bar time, which caused the timer to display on the top-bar instead The browser was somewhat easier to implement. I set up a input box and a button, and programmed the button to open the link or search query that was inputted into the search box. I’m planning on adding an iframe to showcase the website directly on the OS instead of opening a new tab! Some other changes I also split my css and js into separate files for each app to make future development more organized. PoseiOS now has a dock which you can run apps from!
Ships:
This is PoseiOS v1. What did I make? PoseiOS is a WebOS based around the Greek god of the sea: Poseidon. The website includes books/info about Poseidon, and a notes app that saves notes locally so refreshing the site won’t cause you to lose your notes! Challenges The most challenging part was implementing the window dragging using JS and also using JS to program the app’s functionality. I had to do a lot of debugging, finding typos in class names, and constantly had to check the developer mode in chrome. What I love about PoseiOS I am very proud of the glassmorphic design since it looks very futuristic and cool. I am also proud of the notes app and the details in the project that make it work well (like how app windows focus on click or how click on the desktop deselects any selected app icon). Before Testing This website was made mainly for a desktop screen, although it is responsive so it should work on mobile screens as well. I hope you enjoy surfing around PoseiOS :)...
|
1793008060.3579245
|
1793094460.3579245
|
|
53171
|
a blackjack game by @sanjaysatheesh417 | Stardance
|
sanjaysatheesh417
|
1
|
2.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T06:22:24Z", "hours": 2.0, "multiplier": 1.12, "payout": 3, "blessing": "neutral", "text": "i created a simple blackjack game using CSS ,html and javascript. i have used AI to add the images for the cards and improved styling.", "repo": "https://github.com/sanjaysatheesh417-cyber/blackjackgame", "demo": "https://blackjackgame-6gp8.onrender.com/"}]...
|
[{"post_id": 67139, "ts": "202 [{"post_id": 67139, "ts": "2026-09-13T06:20:48Z", "hours": 0.2656, "text": "enhanced the game by adding images for cards and improved style using ai."}, {"post_id": 67122, "ts": "2026-09-13T05:42:05Z", "hours": 1.4964, "text": "i just added the working algorithm of a blackjack game. using objects to display the player name and his credits, rendering random numbers that indicate the cards, css buttons to let you start the game or draw a new card and the logic where it tells u if you have gotten blackjack or not."}, {"post_id": 52841, "ts": "2026-08-23T06:14:00Z", "hours": 0.7069, "text": "a simple playable blackjack game using html, css and javascript. initial styling done!!"}]...
|
Title: a blackjack game by @sanjaysatheesh417 | St Title: a blackjack game by @sanjaysatheesh417 | Stardance
Devlogs:
a simple playable blackjack game using html, css and javascript. initial styling done!!
i just added the working algorithm of a blackjack game. using objects to display the player name and his credits, rendering random numbers that indicate the cards, css buttons to let you start the game or draw a new card and the logic where it tells u if you have gotten blackjack or not.
enhanced the game by adding images for cards and improved style using ai.
Ships:
i created a simple blackjack game using CSS ,html and javascript. i have used AI to add the images for the cards and improved styling....
|
1793008061.5847216
|
1793094461.5847216
|
|
58180
|
SSwipy-Movie rating website by @mohithkumar | Star SSwipy-Movie rating website by @mohithkumar | Stardance...
|
mohithkumar
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T15:53:53Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SSwipy-Movie rating website, The website was originally designed in Figma and used AI to convert into CSS. Since API for movie data cost money (which i couldn’t afford) so I used AI to get me a list of 50 movies. This Website main focus and inspiration was dating apps, I thought why not swipe and rate movies the same way we match couples, Thank for stardance for providing me this opportunity to present this to u.", "repo": "https://github.com/mohithkumar-kry/Sswipt", "demo": "https://mohithkumar-kry.github.io/Sswipt/"}]...
|
[{"post_id": 69676, "ts": "202 [{"post_id": 69676, "ts": "2026-09-17T15:44:55Z", "hours": 3.4367, "text": "Fixed some bugs"}, {"post_id": 64917, "ts": "2026-09-09T17:09:06Z", "hours": 0.3358, "text": "Sswipy , The website where u rate movies with swipe features. Actually the website is completed in another pc where hackatime isn’t installed, so it shows only 20 mins has been recorded but the website itself took me 4+ hr to create. I used AI to create 50+ movies name and rating for each one , i even used AI to create a custom photo card for each movie card. I first designed the website in figma which took 1 + hr as i am not that good in design. I am honestly shocked if u managed to read all the message, as myself i consider the above passage as yapping. Finally do try the website for urself!"}]...
|
Title: SSwipy-Movie rating website by @mohithkumar Title: SSwipy-Movie rating website by @mohithkumar | Stardance
Devlogs:
Sswipy , The website where u rate movies with swipe features. Actually the website is completed in another pc where hackatime isn’t installed, so it shows only 20 mins has been recorded but the website itself took me 4+ hr to create. I used AI to create 50+ movies name and rating for each one , i even used AI to create a custom photo card for each movie card. I first designed the website in figma which took 1 + hr as i am not that good in design. I am honestly shocked if u managed to read all the message, as myself i consider the above passage as yapping. Finally do try the website for urself!
Fixed some bugs
Ships:
SSwipy-Movie rating website, The website was originally designed in Figma and used AI to convert into CSS. Since API for movie data cost money (which i couldn’t afford) so I used AI to get me a list of 50 movies. This Website main focus and inspiration was dating apps, I thought why not swipe and rate movies the same way we match couples, Thank for stardance for providing me this opportunity to present this to u....
|
1793008062.4709473
|
1793094462.4709473
|
|
58238
|
DARPA ENGINEERING by @darmigan2011 | Stardance
|
darmigan2011
|
1
|
6.75
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T16:12:57Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I worked on a new website for DARPA Engineering in Hosur. The main goal was to present the company and its engineering work in a much more modern way instead of having a basic company website. I worked on the layout, sections, images, service information and overall design. I wanted the site to feel professional but still have some of my own design style in it. One of the challenging parts was figuring out how to organise a lot of company information without making the website feel too crowded. Getting the different sections to look good together also took quite a bit of testing. I’m proud of how the final website brings the manufacturing side of DARPA Engineering together with a more modern web design. People can test it by going through the different sections of the website, checking the services and company information, and trying the contact section.", "repo": "https://github.com/darmigan2011-ops/darpa-engineering", "demo": "https://darmigan2011-ops.github.io/darpa-engineering/"}]...
|
[{"post_id": 82364, "ts": "202 [{"post_id": 82364, "ts": "2026-10-24T17:05:02Z", "hours": 0.3042, "text": "Devlog — Working on the DARPA Engineering website Another project I’ve been working on is the website for DARPA Engineering. Since the company works with sheet metal stampings and non-ferrous castings, I wanted the website to feel professional and reflect the actual work the company does. I’ve been working on the layout, product showcase, navigation, and overall visual design. One thing I focused on was presenting the manufactured components clearly instead of making the website feel like a generic company template. There’s still room to improve, but I’m happy with how the product section is coming together. You can check it out here: 🔗 https://darmigan2011-ops.github.io/darpa-engineering/ I’ve attached a screenshot of the product showcase. Would love to hear what you think or what you’d improve!"}, {"post_id": 78315, "ts": "2026-10-10T12:09:05Z", "hours": 2.4472, "text": "I finally modified the new website I was working on for DARPA Engineering. I wanted this one to feel different from the usual manufacturing websites. Instead of adding too many effects and making it look futuristic, I tried to keep it clean, industrial and focused on the actual work. I rebuilt the site around the three main areas — Stampings, Non-ferrous Castings and Tooling. I also added sections for the stamping process, robotics/welding, product gallery, casting details and an interactive tooling section. A lot of the content and images are based on the actual company information and products. I spent quite a bit of time making the small interactions work properly instead of just making them look good in a screenshot. I also tested the mobile layout, different screen sizes, keyboard interactions and reduced-motion behavior. After all that, I finally pushed it to GitHub and deployed it with GitHub Pages."}, {"post_id": 76656, "ts": "2026-10-04T08:52:20Z", "hours": 3.8408, "text": "I worked on the new version of the DARPA Engineering website. I already had an older version of the site, but instead of completely throwing it away, I decided to keep that one as a backup and rebuild the project from the existing code. This time I wanted the website to feel more like an actual engineering company website and less like a normal template. I worked on the overall layout, hero section, manufacturing capabilities, company section, services, process, industries, gallery, testimonials, articles, FAQ and the contact section. I’m also trying to add more animation and interaction, but I’m being careful with it. I don’t want every section moving just for the sake of animation. The idea is to make the website feel premium while still keeping it professional and easy to use. One thing I found during the rebuild was that the old website had quite a few things that needed fixing, especially around performance, accessibility, deployment and some of the content. The current version is looking much closer to what I had in mind. There is still a lot to improve — especially the animations, mobile version, performance and final polishing. I’ll keep working on it and hopefully get the final version deployed soon. Day by day, the website is getting closer to what I actually imagined."}]...
|
Title: DARPA ENGINEERING by @darmigan2011 | Starda Title: DARPA ENGINEERING by @darmigan2011 | Stardance
Devlogs:
I worked on the new version of the DARPA Engineering website. I already had an older version of the site, but instead of completely throwing it away, I decided to keep that one as a backup and rebuild the project from the existing code. This time I wanted the website to feel more like an actual engineering company website and less like a normal template. I worked on the overall layout, hero section, manufacturing capabilities, company section, services, process, industries, gallery, testimonials, articles, FAQ and the contact section. I’m also trying to add more animation and interaction, but I’m being careful with it. I don’t want every section moving just for the sake of animation. The idea is to make the website feel premium while still keeping it professional and easy to use. One thing I found during the rebuild was that the old website had quite a few things that needed fixing, especially around performance, accessibility, deployment and some of the content. The current version is looking much closer to what I had in mind. There is still a lot to improve — especially the animations, mobile version, performance and final polishing. I’ll keep working on it and hopefully get the final version deployed soon. Day by day, the website is getting closer to what I actually imagined.
I finally modified the new website I was working on for DARPA Engineering. I wanted this one to feel different from the usual manufacturing websites. Instead of adding too many effects and making it look futuristic, I tried to keep it clean, industrial and focused on the actual work. I rebuilt the site around the three main areas — Stampings, Non-ferrous Castings and Tooling. I also added sections for the stamping process, robotics/welding, product gallery, casting details and an interactive tooling section. A lot of the content and images are based on the actual company information and products. I spent quite a bit of time making the small interactions work properly instead of just making them look good in a screenshot. I also tested the mobile layout, different screen sizes, keyboard interactions and reduced-motion behavior. After all that, I finally pushed it to GitHub and deployed it with GitHub Pages.
Devlog — Working on the DARPA Engineering website Another project I’ve been working on is the website for DARPA Engineering. Since the company works with sheet metal stampings and non-ferrous castings, I wanted the website to feel professional and reflect the actual work the company does. I’ve been working on the layout, product showcase, navigation, and overall visual design. One thing I focused on was presenting the manufactured components clearly instead of making the website feel like a generic company template. There’s still room to improve, but I’m happy with how the product section is coming together. You can check it out here: 🔗 https://darmigan2011-ops.github.io/darpa-engineering/ I’ve attached a screenshot of the product showcase. Would love to hear what you think or what you’d improve!
Ships:
I worked on a new website for DARPA Engineering in Hosur. The main goal was to present the company and its engineering work in a much more modern way instead of having a basic company website. I worked on the layout, sections, images, service information and overall design. I wanted the site to feel professional but still have some of my own design style in it. One of the challenging parts was figuring out how to organise a lot of company information without making the website feel too crowded. Getting the different sections to look good together also took quite a bit of testing. I’m proud of how the final website brings the manufacturing side of DARPA Engineering together with a more modern web design. People can test it by going through the different sections of the website, checking the services and company information, and trying the contact section....
|
1793008063.3616512
|
1793094463.3616512
|
|
58239
|
JainilOS by @jainilgringlani | Stardance
|
jainilgringlani
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T06:34:01Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "“I have made my own personal web-based OS. My OS consists of a file manager, a recycle bin, notes, and a terminal. I am very proud that I can now use my own OS.”", "repo": "https://github.com/jainilgringlani499-cloud/JainilOS", "demo": "https://jainilgringlani499-cloud.github.io/JainilOS/"}]...
|
[{"post_id": 70568, "ts": "202 [{"post_id": 70568, "ts": "2026-09-19T11:37:49Z", "hours": 0.7114, "text": "Just to make a newer version of my os version 3"}, {"post_id": 68099, "ts": "2026-09-14T14:47:54Z", "hours": 4.3222, "text": "I am working on my project to make it more good I am improving it."}, {"post_id": 61994, "ts": "2026-09-05T06:16:32Z", "hours": 0.2581, "text": "I am working on my personal OS. JainilOS"}]...
|
Title: JainilOS by @jainilgringlani | Stardance
D Title: JainilOS by @jainilgringlani | Stardance
Devlogs:
I am working on my personal OS. JainilOS
I am working on my project to make it more good I am improving it.
Just to make a newer version of my os version 3
Ships:
“I have made my own personal web-based OS. My OS consists of a file manager, a recycle bin, notes, and a terminal. I am very proud that I can now use my own OS.”...
|
1793008064.4908671
|
1793094464.4908671
|
|
58248
|
Darmigan by @darmigan2011 | Stardance
|
darmigan2011
|
1
|
15.04
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T11:10:33Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a personal portfolio website to showcase my work in 3D printing, AI, IoT and engineering. I wanted it to feel more like a real personal website instead of a basic school project, so I spent time working on the dark futuristic design, animations, navigation and project sections. One of the challenging parts was getting everything deployed properly on GitHub Pages and making sure the website worked outside localhost. I also had to figure out Git and deal with some merge issues while deploying it. I’m most proud of how the final site brings my different interests together in one place. I also included my Flash Force 3D Printing business and some of my engineering projects. To test it, open the deployed website and try the navigation, especially the 3D Printing section and the different project/contact sections.", "repo": "https://github.com/darmigan2011-ops/-personal-profile-for-my-business-", "demo": "https://darmigan2011-ops.github.io/-personal-profile-for-my-business-/"}]...
|
[{"post_id": 82333, "ts": "202 [{"post_id": 82333, "ts": "2026-10-24T16:22:01Z", "hours": 2.6378, "text": "Devlog — Finally finished my portfolio website! I’ve been working on my personal website for a while, and I’ve finally got it to a point where I’m happy with how it looks. I didn’t want to make another basic portfolio with the usual template, so I went with a dark theme, cyan accents, and a minimal design. I also made a separate projects page where I can showcase the things I’ve been working on. The website brings together my work in web development, AI, IoT, and 3D printing. There’s still room for improvement, but getting the design and all the different sections together was a fun experience. Here’s how it looks right now 👇 Website: https://darmigan2011-ops.github.io/-personal-profile-for-my-business-/projects.html I’d love to hear what you think! Is there anything you would change or improve?"}, {"post_id": 77046, "ts": "2026-10-05T14:07:35Z", "hours": 1.4014, "text": "I finally got this one into a working website. I started with a simple visual idea — a dark, cinematic portfolio with a strong hero section — and slowly turned it into an actual interactive website. The main focus was making it feel like me, not just another developer portfolio. I worked on: The cinematic hero section Smooth scrolling and animations 3D / interactive elements AI, IoT and 3D printing sections Project showcase Responsive design The overall dark + cyan visual style One thing I really enjoyed was seeing the design go from an image/reference in my head to something I could actually open in the browser and interact with. It still isn’t “finished” in my mind — there are definitely more things I want to improve, especially the 3D interactions and some of the scroll animations."}, {"post_id": 76620, "ts": "2026-10-04T06:13:34Z", "hours": 10.9781, "text": "Finally got my personal website to a point where I can share it . I’ve been working on this for a while and I wanted to build something that was more than just a normal portfolio. I wanted it to actually show what I’m interested in and what I’m building. The site now has sections for my 3D printing work, AI/computer vision projects, IoT experiments, skills, projects and ways to contact me. I also spent a lot of time working on the UI — dark theme, cyan/blue highlights, cards, animations, responsive sections and all the small details that make the site feel better. Some of the projects shown are things I’ve actually worked on, like my JARVIS voice assistant, computer vision/object tracking, IoT systems and 3D printing projects. It’s definitely not finished yet. I still want to add more interactions, animations and improve some sections. But I’m finally happy with how far it has come, so I wanted to post the current version. More updates coming as I keep building."}]...
|
Title: Darmigan by @darmigan2011 | Stardance
Devl Title: Darmigan by @darmigan2011 | Stardance
Devlogs:
Finally got my personal website to a point where I can share it . I’ve been working on this for a while and I wanted to build something that was more than just a normal portfolio. I wanted it to actually show what I’m interested in and what I’m building. The site now has sections for my 3D printing work, AI/computer vision projects, IoT experiments, skills, projects and ways to contact me. I also spent a lot of time working on the UI — dark theme, cyan/blue highlights, cards, animations, responsive sections and all the small details that make the site feel better. Some of the projects shown are things I’ve actually worked on, like my JARVIS voice assistant, computer vision/object tracking, IoT systems and 3D printing projects. It’s definitely not finished yet. I still want to add more interactions, animations and improve some sections. But I’m finally happy with how far it has come, so I wanted to post the current version. More updates coming as I keep building.
I finally got this one into a working website. I started with a simple visual idea — a dark, cinematic portfolio with a strong hero section — and slowly turned it into an actual interactive website. The main focus was making it feel like me, not just another developer portfolio. I worked on: The cinematic hero section Smooth scrolling and animations 3D / interactive elements AI, IoT and 3D printing sections Project showcase Responsive design The overall dark + cyan visual style One thing I really enjoyed was seeing the design go from an image/reference in my head to something I could actually open in the browser and interact with. It still isn’t “finished” in my mind — there are definitely more things I want to improve, especially the 3D interactions and some of the scroll animations.
Devlog — Finally finished my portfolio website! I’ve been working on my personal website for a while, and I’ve finally got it to a point where I’m happy with how it looks. I didn’t want to make another basic portfolio with the usual template, so I went with a dark theme, cyan accents, and a minimal design. I also made a separate projects page where I can showcase the things I’ve been working on. The website brings together my work in web development, AI, IoT, and 3D printing. There’s still room for improvement, but getting the design and all the different sections together was a fun experience. Here’s how it looks right now 👇 Website: https://darmigan2011-ops.github.io/-personal-profile-for-my-business-/projects.html I’d love to hear what you think! Is there anything you would change or improve?
Ships:
I built a personal portfolio website to showcase my work in 3D printing, AI, IoT and engineering. I wanted it to feel more like a real personal website instead of a basic school project, so I spent time working on the dark futuristic design, animations, navigation and project sections. One of the challenging parts was getting everything deployed properly on GitHub Pages and making sure the website worked outside localhost. I also had to figure out Git and deal with some merge issues while deploying it. I’m most proud of how the final site brings my different interests together in one place. I also included my Flash Force 3D Printing business and some of my engineering projects. To test it, open the deployed website and try the navigation, especially the 3D Printing section and the different project/contact sections....
|
1793008065.399607
|
1793094465.399607
|
|
53300
|
Hypocycloid by @abhineet881 | Stardance
|
abhineet881
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T18:54:09Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a tool to draw out hypocycloids. my interest was piqued when i used a spirograph and it drew cool new shapes completely with 2 circles. after which i delved into the rabbit holes of mathematical shapes like this and finally coded it up in javascript and then made a html and css frontend for it", "repo": "https://github.com/coder-hardware881/projects-881", "demo": "https://projects-881.web.app/hypocycloid/"}]...
|
[{"post_id": 59095, "ts": "202 [{"post_id": 59095, "ts": "2026-08-31T18:32:53Z", "hours": 0.4158, "text": "A website that draws hypocycloids and animates the process too"}]...
|
Title: Hypocycloid by @abhineet881 | Stardance
De Title: Hypocycloid by @abhineet881 | Stardance
Devlogs:
A website that draws hypocycloids and animates the process too
Ships:
I made a tool to draw out hypocycloids. my interest was piqued when i used a spirograph and it drew cool new shapes completely with 2 circles. after which i delved into the rabbit holes of mathematical shapes like this and finally coded it up in javascript and then made a html and css frontend for it...
|
1793008066.5071583
|
1793094466.5071583
|
|
53309
|
Infrared AC Schedular by @Ibrahim-Sayed | Stardanc Infrared AC Schedular by @Ibrahim-Sayed | Stardance...
|
Ibrahim-Sayed
|
1
|
24.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T21:15:31Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a smart AC controller that is a standalone device that can clone your orignal ac remote signals then you can use the device to control it as a remote with daily schedules,one time events,a global webapp, a offline webapp, emergency cooling system and much more, i had difficulty with hardware as the biggest issue was the IR signals having soo little range, and turns out i plugged in my 2n2222 transistor wrong,and then i decreased the resistance values and set the transistor in correct posistion this time,then added a S8050 transistor in a darlington pair and now the range is more that a orignal remote’s! and CAD designing for the pcb enclosure was also super hard", "repo": "https://github.com/NINJA311-CODE/SMART-INFRARED_AC_SCHEDULER", "demo": ""}]...
|
[{"post_id": 75353, "ts": "202 [{"post_id": 75353, "ts": "2026-09-29T20:26:05Z", "hours": 0.3844, "text": "Devlog#6 THE PCB ARRIVED,but even though i looked forward to it,i decided to test it then the esp32 wont turn on even though all connections seemed fine on pcb,i even checked with multimeter continuity mode,then i checked the standalone esp32 then it worked, so i checked gnd and other connection in continuity mode, MANY DATA PINS WERE LITERALLY SHORTING WITH GND AND FEW OTHER TRACES LIKE 3V3! 😭😭😭😭 i was hoping to finally present it here on stardance,but i have to present the prototype as redesign pcb would take 10 days to arrrive!😭😭 i guess all thats left is to ship my project here’s the protoype working demo: https://youtu.be/KKiCB_PlKlA"}, {"post_id": 68846, "ts": "2026-09-15T21:08:31Z", "hours": 4.525, "text": "Devlog#5 I FINALLY COMPLETED THE HARDEST PART Once it arrives ,i gotta quicly assemble it then test it! im quite excited,this gonna be so cool Next devlog: gonna post a vid of my prototype,as im gonna disassemble it and assemble those parts onto the pcb."}, {"post_id": 63189, "ts": "2026-09-06T21:09:18Z", "hours": 3.5503, "text": "Devlog#4 SO FINALLY after constantly adjusting dimensions and having 0 xp in this kinda cad work and taking help with gemini,i completed 60% of my first ever cad model! which is a great feeling,the gap between the screw holes and pcb edge was troublesome! now i have to make cutouts for the display,ir led,vs1838b receiver and power cable. Now in the next devlog,I MUST COMPLETE THE CAD MODEL AND PLACE THE ORDER! wish me luck for completing this quick, later i gotta assemble everything and show ya’ll the protype vid before that! comment what improvements to add to my product,read the project details on my page as i didnt make any readme file yet."}, {"post_id": 57588, "ts": "2026-08-29T19:38:42Z", "hours": 8.1497, "text": "DEVLOG#3 i was learning to create the enclosure from yt,then i thought of exporting the 3d pcb model with the components from easyeda,when i viewed the pcb on the easyeda,I realised i made quite a fatal miastake that wouldve been a disaster,my dimension calculations were wrong! SO AFTER HOURS OF HEADACHE OF RE-DESIGNING THE PCB LAYOUT ON A COMPLETELY NEW UI OF EASYEDA PRO! I FINALLY ADDED IT INTO THE CART THEN TO CONTINUE THE HEADACHE OF DESIGNING THE ENCLOSURE WITH 0 KNOWLEDGE,took much help from gemini for the pcb re design on the new non-familiar pro version,then yt for some cad modelling,becuz of easyeda pro,i burnt so much time D: TIP: DONT TRUST THE CALCULATIONS OF MODULES U WILL SOLDER ON UR PCB,CROSS-CHECK WITH 3D VIEW IG in the next devlog i’d complete the plastic enclosure atlast!"}, {"post_id": 55201, "ts": "2026-08-26T18:34:17Z", "hours": 2.6669, "text": "Devlog#2 So i have successfully completed phase 2 of designing my pcb,from my previous devlog my design with smt assembly had reached 52$ which was overpriced,so i re-designed the pcb by removing the separate battery holder,resistors,decoupling caps and that expensive RTC chip. since i should be soldering everything myself, i decided to solder all the components from my breadboard onto the pcb which felt like a genius idea! so i updated the footprints so i can solder the ds3231 module directly on the back of the board and the tactile button footprints as well. IDK why designing pcbs gets me nervous that i might make a mistake thatll waste the money and bcuz of tht the process takes hours! so after completing the layout and saving the 5 bare boards in cart with a coupon,NOW THE TOTAL IS 8.7$..AWSOME! :D with that,phase 2 is complete,IN the next devlog i will have completed the CAD design of the outer cover that i will order from the same vendor,unfortunately i had to remove the buzzer from the schematics of my breadboard here cuz i had no space! i wonder how engineers even remember part numbers cuz i have to get all the components infos from gemini"}, {"post_id": 54648, "ts": "2026-08-25T17:58:11Z", "hours": 5.1381, "text": "I shouldve joined stardance before i made the prototype Why I Built This A month ago I was prepping for a 25-day summer vacation, and every time I leave my house, my room literally turns into an oven. Leaving the AC running 24/7 destroys the electricity bill, but turning it completely off means returning to melted stuff, fried electronics, and dead room plants. So I built a smart ESP32 IR controller to manage the AC automatically while I was away—you just plug it into any regular 5V wall adapter to keep it powered continuously, and let it do its thing! Coding the Firmware w/ Claude Since the firmware needed to handle real-time MQTT, an OLED menu, schedule tracking, and saving IR codes, I used Claude to generate and structure the C++/Arduino code.Universal IR Remote Cloning: It has a “Register New AC” option right on the OLED. You point any factory remote at it, it decodes the IR pulses, and saves them straight to flash memory so it stays saved even after a reboot.Global App + Offline Buttons: I built a phone web app using Lovable + MQTT so I can check room temp and toggle settings from anywhere in the world. If the internet drops, there’s a 6-button physical menu on the device to control everything offline. Auto Emergency Cooling: If the room temp hits 33°C, the ESP32 automatically kicks the AC on by itself so things don’t boil. Hardware Fix: The Darlington Pair Boost: During early testing, the IR LEDs couldn’t reach the AC unit across the room. After debugging the circuit w/ Gemini, I found out my transistor wiring was off. I fixed it by pairing the original 2N2222 with an S8050 to make a Darlington Pair. The extra current boost made the IR signal blast even further than the original factory remote! 25-Day Vacation Test & The $16 Price Shock I left this messy breadboard setup plugged into a 5V phone adapter and running unattended for 25 straight days while on vacation, and it worked flawlessly without crashing once.Now I’m turning the prototype into an actual polished PCB (upgrading the cheap DHT11 to an SHT40) and was working for some hours on it and asked the component stock infos from gemini. But right when I went to order, the standalone RTC chip spiked the total bill by $16 cuz of component pricing! Next log: fixing the schematic w/ a cheaper RTC chip and starting the 3D printed case! in the future devlogs,i will post a vid which shows almost all the functions of the prototype."}]...
|
Title: Infrared AC Schedular by @Ibrahim-Sayed | S Title: Infrared AC Schedular by @Ibrahim-Sayed | Stardance
Devlogs:
I shouldve joined stardance before i made the prototype Why I Built This A month ago I was prepping for a 25-day summer vacation, and every time I leave my house, my room literally turns into an oven. Leaving the AC running 24/7 destroys the electricity bill, but turning it completely off means returning to melted stuff, fried electronics, and dead room plants. So I built a smart ESP32 IR controller to manage the AC automatically while I was away—you just plug it into any regular 5V wall adapter to keep it powered continuously, and let it do its thing! Coding the Firmware w/ Claude Since the firmware needed to handle real-time MQTT, an OLED menu, schedule tracking, and saving IR codes, I used Claude to generate and structure the C++/Arduino code.Universal IR Remote Cloning: It has a “Register New AC” option right on the OLED. You point any factory remote at it, it decodes the IR pulses, and saves them straight to flash memory so it stays saved even after a reboot.Global App + Offline Buttons: I built a phone web app using Lovable + MQTT so I can check room temp and toggle settings from anywhere in the world. If the internet drops, there’s a 6-button physical menu on the device to control everything offline. Auto Emergency Cooling: If the room temp hits 33°C, the ESP32 automatically kicks the AC on by itself so things don’t boil. Hardware Fix: The Darlington Pair Boost: During early testing, the IR LEDs couldn’t reach the AC unit across the room. After debugging the circuit w/ Gemini, I found out my transistor wiring was off. I fixed it by pairing the original 2N2222 with an S8050 to make a Darlington Pair. The extra current boost made the IR signal blast even further than the original factory remote! 25-Day Vacation Test & The $16 Price Shock I left this messy breadboard setup plugged into a 5V phone adapter and running unattended for 25 straight days while on vacation, and it worked flawlessly without crashing once.Now I’m turning the prototype into an actual polished PCB (upgrading the cheap DHT11 to an SHT40) and was working for some hours on it and asked the component stock infos from gemini. But right when I went to order, the standalone RTC chip spiked the total bill by $16 cuz of component pricing! Next log: fixing the schematic w/ a cheaper RTC chip and starting the 3D printed case! in the future devlogs,i will post a vid which shows almost all the functions of the prototype.
Devlog#2 So i have successfully completed phase 2 of designing my pcb,from my previous devlog my design with smt assembly had reached 52$ which was overpriced,so i re-designed the pcb by removing the separate battery holder,resistors,decoupling caps and that expensive RTC chip. since i should be soldering everything myself, i decided to solder all the components from my breadboard onto the pcb which felt like a genius idea! so i updated the footprints so i can solder the ds3231 module directly on the back of the board and the tactile button footprints as well. IDK why designing pcbs gets me nervous that i might make a mistake thatll waste the money and bcuz of tht the process takes hours! so after completing the layout and saving the 5 bare boards in cart with a coupon,NOW THE TOTAL IS 8.7$..AWSOME! :D with that,phase 2 is complete,IN the next devlog i will have completed the CAD design of the outer cover that i will order from the same vendor,unfortunately i had to remove the buzzer from the schematics of my breadboard here cuz i had no space! i wonder how engineers even remember part numbers cuz i have to get all the components infos from gemini
DEVLOG#3 i was learning to create the enclosure from yt,then i thought of exporting the 3d pcb model with the components from easyeda,when i viewed the pcb on the easyeda,I realised i made quite a fatal miastake that wouldve been a disaster,my dimension calculations were wrong! SO AFTER HOURS OF HEADACHE OF RE-DESIGNING THE PCB LAYOUT ON A COMPLETELY NEW UI OF EASYEDA PRO! I FINALLY ADDED IT INTO THE CART THEN TO CONTINUE THE HEADACHE OF DESIGNING THE ENCLOSURE WITH 0 KNOWLEDGE,took much help from gemini for the pcb re design on the new non-familiar pro version,then yt for some cad modelling,becuz of easyeda pro,i burnt so much time D: TIP: DONT TRUST THE CALCULATIONS OF MODULES U WILL SOLDER ON UR PCB,CROSS-CHECK WITH 3D VIEW IG in the next devlog i’d complete the plastic enclosure atlast!
Devlog#4 SO FINALLY after constantly adjusting dimensions and having 0 xp in this kinda cad work and taking help with gemini,i completed 60% of my first ever cad model! which is a great feeling,the gap between the screw holes and pcb edge was troublesome! now i have to make cutouts for the display,ir led,vs1838b receiver and power cable. Now in the next devlog,I MUST COMPLETE THE CAD MODEL AND PLACE THE ORDER! wish me luck for completing this quick, later i gotta assemble everything and show ya’ll the protype vid before that! comment what improvements to add to my product,read the project details on my page as i didnt make any readme file yet.
Devlog#5 I FINALLY COMPLETED THE HARDEST PART Once it arrives ,i gotta quicly assemble it then test it! im quite excited,this gonna be so cool Next devlog: gonna post a vid of my prototype,as im gonna disassemble it and assemble those parts onto the pcb.
Devlog#6 THE PCB ARRIVED,but even though i looked forward to it,i decided to test it then the esp32 wont turn on even though all connections seemed fine on pcb,i even checked with multimeter continuity mode,then i checked the standalone esp32 then it worked, so i checked gnd and other connection in continuity mode, MANY DATA PINS WERE LITERALLY SHORTING WITH GND AND FEW OTHER TRACES LIKE 3V3! 😭😭😭😭 i was hoping to finally present it here on stardance,but i have to present the prototype as redesign pcb would take 10 days to arrrive!😭😭 i guess all thats left is to ship my project here’s the protoype working demo: https://youtu.be/KKiCB_PlKlA
Ships:
i made a smart AC controller that is a standalone device that can clone your orignal ac remote signals then you can use the device to control it as a remote with daily schedules,one time events,a global webapp, a offline webapp, emergency cooling system and much more, i had difficulty with hardware as the biggest issue was the IR signals having soo little range, and turns out i plugged in my 2n2222 transistor wrong,and then i decreased the resistance values and set the transistor in correct posistion this time,then added a S8050 transistor in a darlington pair and now the range is more that a orignal remote’s! and CAD designing for the pcb enclosure was also super hard...
|
1793008067.632414
|
1793094467.632414
|
|
53325
|
Slack bot by @Adhyan | Stardance
|
Adhyan
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T17:26:12Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a slack bot which responds to basic commands. The most challenging part of making this was that i am doing something like this for the first time and the instructions are super hard to follow especially when you don’t know anything related to it. i am most proud of the fact that in the 14 yrs of my existence i finally made something of my own. to test my project please click on the demo URL provided and type /the-bot-help to see all the available commands and what do they do and from there you can execute any of the commands available. thank for checking this project out.", "repo": "https://github.com/AdhyanAgarwal/my_first_slack_bot-D", "demo": "https://hackclub.enterprise.slack.com/archives/C0C19Q7SP53"}]...
|
[{"post_id": 65295, "ts": "202 [{"post_id": 65295, "ts": "2026-09-10T10:28:02Z", "hours": 0.495, "text": "Just completed section 6 of the guide i am trying to verify my identity to continue from section 7. the bot runs locally because i don’t yet have a nest account :( It responds to simple command:)"}]...
|
Title: Slack bot by @Adhyan | Stardance
Devlogs:
Title: Slack bot by @Adhyan | Stardance
Devlogs:
Just completed section 6 of the guide i am trying to verify my identity to continue from section 7. the bot runs locally because i don’t yet have a nest account :( It responds to simple command:)
Ships:
I made a slack bot which responds to basic commands. The most challenging part of making this was that i am doing something like this for the first time and the instructions are super hard to follow especially when you don’t know anything related to it. i am most proud of the fact that in the 14 yrs of my existence i finally made something of my own. to test my project please click on the demo URL provided and type /the-bot-help to see all the available commands and what do they do and from there you can execute any of the commands available. thank for checking this project out....
|
1793008069.968916
|
1793094469.968916
|
|
58262
|
MY PORTFOLIO WEBSITE by @Tejveer | Stardance
|
Tejveer
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T13:31:07Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "so i make a website for my portfolio and add very much cool things like animations and other things i due use ai for somethings but all the written part is mine where ever i got stuck i got help from my mama ji ya thats how i made the website", "repo": "https://github.com/Flexodin/personal-site-2", "demo": "https://tejveer-portfolio.netlify.app"}]...
|
[{"post_id": 66593, "ts": "202 [{"post_id": 66593, "ts": "2026-09-12T13:19:58Z", "hours": 0.9347, "text": "just added a pop up of the advancement made The end? and the form so any one can message me and become friends also added some minecraft grass and a respawn button that will get u back to the top also add the sound on the pop up"}, {"post_id": 66345, "ts": "2026-09-12T03:35:52Z", "hours": 4.3664, "text": "i just know added dark theme and my logo in the corner"}]...
|
Title: MY PORTFOLIO WEBSITE by @Tejveer | Stardanc Title: MY PORTFOLIO WEBSITE by @Tejveer | Stardance
Devlogs:
i just know added dark theme and my logo in the corner
just added a pop up of the advancement made The end? and the form so any one can message me and become friends also added some minecraft grass and a respawn button that will get u back to the top also add the sound on the pop up
Ships:
so i make a website for my portfolio and add very much cool things like animations and other things i due use ai for somethings but all the written part is mine where ever i got stuck i got help from my mama ji ya thats how i made the website...
|
1793008070.8830736
|
1793094470.8830736
|
|
19113
|
AcademiaOS by @aminoacid | Stardance
|
aminoacid
|
2
|
28.0
|
88
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T15:37:31Z", "hours": 10.0, "multiplier": 8.46, "payout": 88, "blessing": "neutral", "text": "I completed the WebOS 2 mission. In the updated WebOS, I added: pomodoro app weather app clock widget animated cat widget During this project I learned how to retrieve data using javascript for the weather app and how to animate in libresprite. Figuring out how to rotate the clock hands was challenging, but the hardest part of the project was to manage it with my school work and SAT exams.", "repo": "https://github.com/909aminoacid909/AcademiaOS", "demo": "https://909aminoacid909.github.io/AcademiaOS/"}, {"ship_num": 2, "ts": "2026-09-12T11:57:20Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Completed my second Stardance Project! AcademiaOS is my web based operating system inspired by a dark academia aesthetic. I built a notes app, a calculator, a record player and a browser. The most difficult part of this project was definitely the javascript for opening, closing and dragging tabs. Since this is my first project with Javascript, the functionality is quite simple. This project did familiarize me with the basics of the language, and once I’ve learned more I might attempt to work on WebOS 2. I’m very proud of the design of the record player app and all the square buttons; I made sure everything would be cohesive and fit well into the theme.", "repo": "https://github.com/909aminoacid909/AcademiaOS", "demo": "https://909aminoacid909.github.io/AcademiaOS/"}]...
|
[{"post_id": 78092, "ts": "202 [{"post_id": 78092, "ts": "2026-10-09T15:23:22Z", "hours": 0.7172, "text": "Completed the updated README!"}, {"post_id": 78058, "ts": "2026-10-09T12:18:20Z", "hours": 2.4817, "text": "Added an Antique Clock and cat widget. Getting the clock hands to work definitely took me some time. I animated the cat in libresprite."}, {"post_id": 74211, "ts": "2026-09-26T22:25:01Z", "hours": 7.2367, "text": "Finished the pomodoro and the weather app. I designed the logos for the apps and the all the weather icons too in libresprite. Work’s been slow since the SAT date is coming up rip T-T"}, {"post_id": 66537, "ts": "2026-09-12T11:43:46Z", "hours": 0.8903, "text": "Devlog#6 Finished the README file. This project took me forever T-T."}, {"post_id": 66478, "ts": "2026-09-12T09:57:41Z", "hours": 2.9394, "text": "Devlog#5 Completed the browser and the notes app. The javascript for the notes app was the hardest for me to figure out smh. Now I’m going to write a README and submit it."}, {"post_id": 63191, "ts": "2026-09-06T21:11:07Z", "hours": 1.0447, "text": "Devlog#4 Completed most of the record player app. Just have a bit of the javascript left."}, {"post_id": 59825, "ts": "2026-09-01T20:01:27Z", "hours": 2.8883, "text": "Devlog#3 Finished the calculator and a bit of the notes app."}, {"post_id": 47216, "ts": "2026-08-14T23:56:25Z", "hours": 7.3244, "text": "Devlog#2 Ok so during the past week i worked on the: app icon, closing and opening windows, and app selection. It took me a ridiculous amount of time to make the app div change class in response to a click. I disabled pointer events on the background but that just turned it off for all the other windows too. Eventually, i found out i could enable pointer events for everything but the background using the *:not(#background) in css and it FINALLY worked. This was my first time using Javascript, so now that I’ve had some exposure hopefully its easier to work on the individual apps T-T. I made all the icons myself using libresprite."}, {"post_id": 41889, "ts": "2026-08-06T12:05:42Z", "hours": 2.6789, "text": "Devlog#1 Decided to make a pixel background and learned how to use libresprite. Took WAY longer than i thought-"}]...
|
Title: AcademiaOS by @aminoacid | Stardance
Devlo Title: AcademiaOS by @aminoacid | Stardance
Devlogs:
Devlog#1 Decided to make a pixel background and learned how to use libresprite. Took WAY longer than i thought-
Devlog#2 Ok so during the past week i worked on the: app icon, closing and opening windows, and app selection. It took me a ridiculous amount of time to make the app div change class in response to a click. I disabled pointer events on the background but that just turned it off for all the other windows too. Eventually, i found out i could enable pointer events for everything but the background using the *:not(#background) in css and it FINALLY worked. This was my first time using Javascript, so now that I’ve had some exposure hopefully its easier to work on the individual apps T-T. I made all the icons myself using libresprite.
Devlog#3 Finished the calculator and a bit of the notes app.
Devlog#4 Completed most of the record player app. Just have a bit of the javascript left.
Devlog#5 Completed the browser and the notes app. The javascript for the notes app was the hardest for me to figure out smh. Now I’m going to write a README and submit it.
Devlog#6 Finished the README file. This project took me forever T-T.
Finished the pomodoro and the weather app. I designed the logos for the apps and the all the weather icons too in libresprite. Work’s been slow since the SAT date is coming up rip T-T
Added an Antique Clock and cat widget. Getting the clock hands to work definitely took me some time. I animated the cat in libresprite.
Completed the updated README!
Ships:
Completed my second Stardance Project! AcademiaOS is my web based operating system inspired by a dark academia aesthetic. I built a notes app, a calculator, a record player and a browser. The most difficult part of this project was definitely the javascript for opening, closing and dragging tabs. Since this is my first project with Javascript, the functionality is quite simple. This project did familiarize me with the basics of the language, and once I’ve learned more I might attempt to work on WebOS 2. I’m very proud of the design of the record player app and all the square buttons; I made sure everything would be cohesive and fit well into the theme.
I completed the WebOS 2 mission. In the updated WebOS, I added: pomodoro app weather app clock widget animated cat widget During this project I learned how to retrieve data using javascript for the weather app and how to animate in libresprite. Figuring out how to rotate the clock hands was challenging, but the hardest part of the project was to manage it with my school work and SAT exams....
|
1793008074.2626548
|
1793094474.2626548
|
|
27788
|
Self balancing robot- QuadCat by @MaxMadeGG | Star Self balancing robot- QuadCat by @MaxMadeGG | Stardance...
|
MaxMadeGG
|
1
|
0.32
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T08:57:47Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The project is now shipped due that the event ends soon and that my ESP32 is dead and the new one arrives too late so i decided to submit what i have, which is the main thing…the working PCB with the FOC loop i created so you can still build the robot because there is basically everything in the repo just the code isn’t done and tuned. Have fun! Made :)", "repo": "https://github.com/MaxMadeGG/Self-balancing-robot--QuadCat", "demo": ""}]...
|
[{"post_id": 72741, "ts": "202 [{"post_id": 72741, "ts": "2026-09-23T17:03:51Z", "hours": 0.3189, "text": "Thank you for the great decision of Hack club and if you guys want to continue following my self balancing robot go to> https://stardance.hackclub.com/projects/65148"}, {"post_id": 70581, "ts": "2026-09-19T12:03:35Z", "hours": 1.5503, "text": "fixed the body and sending to the printer to print it again and i will enjoy two hours changing the filament for color T_T i don’t have the AMS lite thingy XD"}, {"post_id": 70096, "ts": "2026-09-18T13:25:27Z", "hours": 1.4169, "text": "finished the body now printing and let’s hope it works :D"}, {"post_id": 69670, "ts": "2026-09-17T15:26:47Z", "hours": 5.1669, "text": "The new PCB arrived so i was soldering for 2hrs then started making the motors work and after 2hrs i finally managed to make work one then after 1hr i found out that in1 was swapped with EN in the code so that’s why it wasn’t working then made work the servos which worked immediately then made run motors and servos at the same time which worked so wonderful! then started finishing the body-shell which i will finish tomorrow and send to the printer and then i will assemble all and solder all permanently :D hyped for tomorrow"}, {"post_id": 68733, "ts": "2026-09-15T17:16:18Z", "hours": 1.1003, "text": "I made a completely new design(why? check out previous posts)…it’s kinda a box which is not what i wanted but it looks good even not finished :D Btw reminds me of a star-wars robot it wasn’t intentional…still waiting for the new PCB fingers crossed that it arrives before the end of Stardance"}, {"post_id": 68050, "ts": "2026-09-14T13:03:29Z", "hours": 0.4669, "text": "So i’m still making the body and still thinking of how to put the laser sensor at the front that it doesn’t look odd…if you have any ideas then please feel free to tell me in comments :D (this design at the base wasn’t thought that there will be a laser sensor)"}, {"post_id": 67460, "ts": "2026-09-13T15:57:30Z", "hours": 0.5836, "text": "Thinking about how to implement the laser sensors into the body-shell design that it isn’t odd and fixing some stuff in Fusion. I also made a small wooden table next to my desk that i can have more place for my projects. Still waiting for the v2.0 PCB and idk if i will have time to finish this robot before the end of stardance but at least i think i will have a working PCB which is the main thing of the robot"}, {"post_id": 65337, "ts": "2026-09-10T12:42:50Z", "hours": 0.2833, "text": "I unsoldered everything and unplugged. Now waiting that the new PCB v2.0 arrives—–––> if you want to know more: https://youtu.be/JHu94_pjOXo"}, {"post_id": 64916, "ts": "2026-09-09T17:09:01Z", "hours": 0.8167, "text": "After too much problems making the motor want to spin and finding other problems i decided to make a new PCB with all the stuff fixed and reviewed hundreds of times —––> if you want to know more: https://youtu.be/JHu94_pjOXo"}, {"post_id": 63618, "ts": "2026-09-07T15:22:32Z", "hours": 1.5503, "text": "Ok this is funny…i’ve been trying to make work my motors with the custom PCB for 3days and now i found out that the motor i was testing was using the encoder of the other motor that i wasn’t using so yeah pretty stupid lol…and look at the video what i can do with it, i can make spin the other motor by turning one by hand. Anyway i did manage to make work one motor perfectly but the other one is another story and now the battery is dead so i’m charging 😭"}, {"post_id": 60929, "ts": "2026-09-03T16:31:38Z", "hours": 3.6669, "text": "Ok so i finished soldering the stuff on the PCB…i basically was soldering and soldering and soldering…for 3hrs almost 4…ehm anyway now i will code the thing and then let’s see if the PCB works…ah you’re lucky i forgot to post this so you will know if the PCB works…and like yes it works but i have to fix some little problems :)"}, {"post_id": 60362, "ts": "2026-09-02T17:29:39Z", "hours": 0.9667, "text": "The PCB has finally arrived so i started soldering the stuff but it’s late rn so i will finsih tomorrow"}, {"post_id": 59641, "ts": "2026-09-01T15:41:52Z", "hours": 0.3503, "text": "Ok so bad and good news…i have the laser sensors but i destroyed one a little like he works but the small chip is a little cooked so it reads stuff at only max 7cm of it which could work anyway…the bad news…uhh the PCB is stuck somewhere due to douane stuff so it will arrive in one week for the best so it could arrive in one month(next time i order a PCB somewhere in EU never again in china…sorry jlcpcb or pcbway if you wanted to sponsor me)….anyway now i made the part for my robot leg and it’s currently printing so we will see :D"}, {"post_id": 59618, "ts": "2026-09-01T15:14:12Z", "hours": 0.9169, "text": "Hi this is a old thing i have made but because it didn’t sync due to some Hackatime problems i’m posting it today after one week…tho i don’t remember what i did so yeah😅 anyway now i’m gonna model a part in Fusion for my leg and you will know more in the next post!🙃"}, {"post_id": 54497, "ts": "2026-08-25T14:49:47Z", "hours": 2.2503, "text": "So as i said i will make my own FOC controller which turned into a blowed up ESP32…jk jk in fact it worked super nicely it actually works! So now just waiting that the PCB arrives and the laser sensors for wall avidance. and the breakdown of today is: i’m happy https://youtu.be/9f9dHl2CsRY?si=nJjeVBc7lghW3pOh"}, {"post_id": 53839, "ts": "2026-08-24T15:10:11Z", "hours": 0.5333, "text": "Hi guys has been a while since, right? But today i’m back with a new idea for my robot which is adding laser sensors!🌟 For wall avoidance…anyway today i upgraded my PCB to the max fixed all small things that could be a problem and then tried to make the motor spin with simple FOC library but didn’t work 😭yeah didn’t :( after trying to make it work for 4hrs no wait 5hrs i decided that i will make my own thing…we will see in next episode if it will work or not…oh wait i forgot that i managed to make the motors spin without the FOC!!! which was wonderful to see🎉 the code that worked was this one: void setup() { ledcAttach(16, 20000, 8); ledcAttach(17, 20000, 8); ledcAttach(18, 20000, 8); pinMode(33, OUTPUT); digitalWrite(33, HIGH); } void loop() { static int a = 0; ledcWrite(16, 128 + 100 * sin(a * 0.01)); ledcWrite(17, 128 + 100 * sin(a * 0.01 + 2.09)); ledcWrite(18, 128 + 100 * sin(a * 0.01 + 4.19)); a++; delayMicroseconds(200); } also i have a YT and a VID will drop soon so please be sure to sub, thx: https://www.youtube.com/@Made-g4u"}, {"post_id": 43147, "ts": "2026-08-08T07:59:02Z", "hours": 0.6333, "text": "ok i plugged all and i also changed the voltage of the boost converter and it didn’t blow up so that’s great…and now i’m gonna write some code(claude) to test the motor…uhh just for the final complete code i will write it myself. Also if you want to support more my 💩 projects https://www.youtube.com/@Made-g4u"}, {"post_id": 41237, "ts": "2026-08-05T10:04:09Z", "hours": 1.4169, "text": "Updated🛠️ my custom PCB that it fits inside the body. Also next i might fix the model of the body because there are some minor faults that i did. I might maybe retry tomorrow the boost converter with a multimeter that i will buy…uhh yea i don’t have a multimeter😅 anyway if it blows up💥 again😤 after changing the Voltage then the board might have another problem than the Voltage that was wrong…🚮"}, {"post_id": 40722, "ts": "2026-08-04T13:15:47Z", "hours": 2.6675, "text": "Made the body, now it will go to the printer lets hope it works. Also i might finish testing the stuff on the bread board next week or in 1-2 weeks. Tomorrow i will make the wheels i think"}, {"post_id": 39962, "ts": "2026-08-03T09:23:45Z", "hours": 1.0167, "text": "uhh ok this is nice…idk why but the boost converter blow up after i finished plugging all together, no polarity reverse or stuff i just plugged and then after 2 secs pshh 💥pow big 💨smoke going off…so yeah interesting🤔, i will try to change the V of the boost to 10V and then if my other boost converter blows up💥 again then it must be a cheap, low quality one that i bought…this project is the most unlucky one i’m working on so far😢…wish me luck🙏. Below photo of almost all plugged(without the boost)."}, {"post_id": 39362, "ts": "2026-08-02T09:17:57Z", "hours": 0.2669, "text": "prepared stuff that i can start making the main body later because now i wont be at home for some time"}, {"post_id": 38710, "ts": "2026-08-01T07:49:11Z", "hours": 0.3503, "text": "I made a part that i forgot to do."}, {"post_id": 38134, "ts": "2026-07-31T11:13:59Z", "hours": 0.7336, "text": "finishing legs for the robot, next have to make the body and other stuff so lets hope the legs work. Btw i blew up my controller 😅 and found out i forgot to buy smth XD"}, {"post_id": 37506, "ts": "2026-07-30T09:34:58Z", "hours": 0.55, "text": "I created my own Dupont wires because yesterday my wiring wasn’t pretty nice and it didn’t work so lets hope it works now! :D btw it’s pretty a mess all these wires"}, {"post_id": 36994, "ts": "2026-07-29T13:25:37Z", "hours": 0.2833, "text": "soldering and cliping all on a breadboard, i also printed a holder for the motor that i can test all next will finish clip all and then program it"}, {"post_id": 36351, "ts": "2026-07-28T12:28:46Z", "hours": 0.4167, "text": "I’ve made a pcb holder stand that i can weld stuff without headaches. Btw all the parts have arrived so i can continue!"}, {"post_id": 29500, "ts": "2026-07-16T14:04:08Z", "hours": 3.1667, "text": "I was making the pcb that i didn’t finish yet i’m taking a little pause of this stupid unresponsive PC and easyEDA. this is the only screenshot i can show you, i have made more but this…PC doesn’t work i can’t do even ctrl+v or take a screenshot"}, {"post_id": 28858, "ts": "2026-07-15T12:31:18Z", "hours": 0.3675, "text": "i started fixing the body but then realized that i don’t have the physical parts yet so i don’t know the size of them and if i fix it now then i will maybe need to fix it again so it would be a waste of time. So i will wait that the parts arrive and then continue making the body"}, {"post_id": 28788, "ts": "2026-07-15T09:05:55Z", "hours": 0.7508, "text": "I’ve been finalizing the legs a little then looking if it all fits and unfortunately i did some calculation fault somewhere because the body is a little too big like maybe too much. Next i will finish the parts and fix the body size and fix that it’s not all at the front because if you noticed the body is too much at the front so too much weight."}, {"post_id": 27553, "ts": "2026-07-13T07:15:45Z", "hours": 0.6342, "text": "again 3D modeling- almost finished the body"}, {"post_id": 21550, "ts": "2026-07-03T15:54:00Z", "hours": 0.5339, "text": "a little of modeling the body"}, {"post_id": 21504, "ts": "2026-07-03T14:29:36Z", "hours": 0.6667, "text": "i have been modeling the leg parts and a little the main body"}, {"post_id": 20768, "ts": "2026-07-02T13:46:14Z", "hours": 1.8325, "text": "Brainstorming, thinking and a lot of 3D modeling mostly fighting with painful Fusion 360 lolll tired"}]...
|
Title: Self balancing robot- QuadCat by @MaxMadeGG Title: Self balancing robot- QuadCat by @MaxMadeGG | Stardance
Devlogs:
Brainstorming, thinking and a lot of 3D modeling mostly fighting with painful Fusion 360 lolll tired
i have been modeling the leg parts and a little the main body
a little of modeling the body
again 3D modeling- almost finished the body
I’ve been finalizing the legs a little then looking if it all fits and unfortunately i did some calculation fault somewhere because the body is a little too big like maybe too much. Next i will finish the parts and fix the body size and fix that it’s not all at the front because if you noticed the body is too much at the front so too much weight.
i started fixing the body but then realized that i don’t have the physical parts yet so i don’t know the size of them and if i fix it now then i will maybe need to fix it again so it would be a waste of time. So i will wait that the parts arrive and then continue making the body
I was making the pcb that i didn’t finish yet i’m taking a little pause of this stupid unresponsive PC and easyEDA. this is the only screenshot i can show you, i have made more but this…PC doesn’t work i can’t do even ctrl+v or take a screenshot
I’ve made a pcb holder stand that i can weld stuff without headaches. Btw all the parts have arrived so i can continue!
soldering and cliping all on a breadboard, i also printed a holder for the motor that i can test all next will finish clip all and then program it
I created my own Dupont wires because yesterday my wiring wasn’t pretty nice and it didn’t work so lets hope it works now! :D btw it’s pretty a mess all these wires
finishing legs for the robot, next have to make the body and other stuff so lets hope the legs work. Btw i blew up my controller 😅 and found out i forgot to buy smth XD
I made a part that i forgot to do.
prepared stuff that i can start making the main body later because now i wont be at home for some time
uhh ok this is nice…idk why but the boost converter blow up after i finished plugging all together, no polarity reverse or stuff i just plugged and then after 2 secs pshh 💥pow big 💨smoke going off…so yeah interesting🤔, i will try to change the V of the boost to 10V and then if my other boost converter blows up💥 again then it must be a cheap, low quality one that i bought…this project is the most unlucky one i’m working on so far😢…wish me luck🙏. Below photo of almost all plugged(without the boost).
Made the body, now it will go to the printer lets hope it works. Also i might finish testing the stuff on the bread board next week or in 1-2 weeks. Tomorrow i will make the wheels i think
Updated🛠️ my custom PCB that it fits inside the body. Also next i might fix the model of the body because there are some minor faults that i did. I might maybe retry tomorrow the boost converter with a multimeter that i will buy…uhh yea i don’t have a multimeter😅 anyway if it blows up💥 again😤 after changing the Voltage then the board might have another problem than the Voltage that was wrong…🚮
ok i plugged all and i also changed the voltage of the boost converter and it didn’t blow up so that’s great…and now i’m gonna write some code(claude) to test the motor…uhh just for the final complete code i will write it myself. Also if you want to support more my 💩 projects https://www.youtube.com/@Made-g4u
Hi guys has been a while since, right? But today i’m back with a new idea for my robot which is adding laser sensors!🌟 For wall avoidance…anyway today i upgraded my PCB to the max fixed all small things that could be a problem and then tried to make the motor spin with simple FOC library but didn’t work 😭yeah didn’t :( after trying to make it work for 4hrs no wait 5hrs i decided that i will make my own thing…we will see in next episode if it will work or not…oh wait i forgot that i managed to make the motors spin without the FOC!!! which was wonderful to see🎉 the code that worked was this one: void setup() { ledcAttach(16, 20000, 8); ledcAttach(17, 20000, 8); ledcAttach(18, 20000, 8); pinMode(33, OUTPUT); digitalWrite(33, HIGH); } void loop() { static int a = 0; ledcWrite(16, 128 + 100 * sin(a * 0.01)); ledcWrite(17, 128 + 100 * sin(a * 0.01 + 2.09)); ledcWrite(18, 128 + 100 * sin(a * 0.01 + 4.19)); a++; delayMicroseconds(200); } also i have a YT and a VID will drop soon so please be sure to sub, thx: https://www.youtube.com/@Made-g4u
So as i said i will make my own FOC controller which turned into a blowed up ESP32…jk jk in fact it worked super nicely it actually works! So now just waiting that the PCB arrives and the laser sensors for wall avidance. and the breakdown of today is: i’m happy https://youtu.be/9f9dHl2CsRY?si=nJjeVBc7lghW3pOh
Hi this is a old thing i have made but because it didn’t sync due to some Hackatime problems i’m posting it today after one week…tho i don’t remember what i did so yeah😅 anyway now i’m gonna model a part in Fusion for my leg and you will know more in the next post!🙃
Ok so bad and good news…i have the laser sensors but i destroyed one a little like he works but the small chip is a little cooked so it reads stuff at only max 7cm of it which could work anyway…the bad news…uhh the PCB is stuck somewhere due to douane stuff so it will arrive in one week for the best so it could arrive in one month(next time i order a PCB somewhere in EU never again in china…sorry jlcpcb or pcbway if you wanted to sponsor me)….anyway now i made the part for my robot leg and it’s currently printing so we will see :D
The PCB has finally arrived so i started soldering the stuff but it’s late rn so i will finsih tomorrow
Ok so i finished soldering the stuff on the PCB…i basically was soldering and soldering and soldering…for 3hrs almost 4…ehm anyway now i will code the thing and then let’s see if the PCB works…ah you’re lucky i forgot to post this so you will know if the PCB works…and like yes it works but i have to fix some little problems :)
Ok this is funny…i’ve been trying to make work my motors with the custom PCB for 3days and now i found out that the motor i was testing was using the encoder of the other motor that i wasn’t using so yeah pretty stupid lol…and look at the video what i can do with it, i can make spin the other motor by turning one by hand. Anyway i did manage to make work one motor perfectly but the other one is another story and now the battery is dead so i’m charging 😭
After too much problems making the motor want to spin and finding other problems i decided to make a new PCB with all the stuff fixed and reviewed hundreds of times —––> if you want to know more: https://youtu.be/JHu94_pjOXo
I unsoldered everything and unplugged. Now waiting that the new PCB v2.0 arrives—–––> if you want to know more: https://youtu.be/JHu94_pjOXo
Thinking about how to implement the laser sensors into the body-shell design that it isn’t odd and fixing some stuff in Fusion. I also made a small wooden table next to my desk that i can have more place for my projects. Still waiting for the v2.0 PCB and idk if i will have time to finish this robot before the end of stardance but at least i think i will have a working PCB which is the main thing of the robot
So i’m still making the body and still thinking of how to put the laser sensor at the front that it doesn’t look odd…if you have any ideas then please feel free to tell me in comments :D (this design at the base wasn’t thought that there will be a laser sensor)
I made a completely new design(why? check out previous posts)…it’s kinda a box which is not what i wanted but it looks good even not finished :D Btw reminds me of a star-wars robot it wasn’t intentional…still waiting for the new PCB fingers crossed that it arrives before the end of Stardance
The new PCB arrived so i was soldering for 2hrs then started making the motors work and after 2hrs i finally managed to make work one then after 1hr i found out that in1 was swapped with EN in the code so that’s why it wasn’t working then made work the servos which worked immediately then made run motors and servos at the same time which worked so wonderful! then started finishing the body-shell which i will finish tomorrow and send to the printer and then i will assemble all and solder all permanently :D hyped for tomorrow
finished the body now printing and let’s hope it works :D
fixed the body and sending to the printer to print it again and i will enjoy two hours changing the filament for color T_T i don’t have the AMS lite thingy XD
Thank you for the great decision of Hack club and if you guys want to continue following my self balancing robot go to> https://stardance.hackclub.com/projects/65148
Ships:
The project is now shipped due that the event ends soon and that my ESP32 is dead and the new one arrives too late so i decided to submit what i have, which is the main thing…the working PCB with the FOC loop i created so you can still build the robot because there is basically everything in the repo just the code isn’t done and tuned. Have fun! Made :)...
|
1793008075.9323466
|
1793094475.9323466
|
|
53361
|
FreeDomain by @theskriptkid | Stardance
|
theskriptkid
|
1
|
27.21
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T13:52:33Z", "hours": 26.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Free SUbdomain Hosting plattform! Anyone can get a Free subdomain of the *.freedomain.meme domain, as long as its only per account. Please Note while testing: The domain May (or may not?) take up to 30-60 minutes to come up, this is because of Namecheap and I cant do anything about it! You can Only make 1 Domain per Useraccount You need an 2 Factor app on your phone You can Not change your password, we generated it for you. On the TEST Ip, you WILL GET an Certificate warning. If this were not our test IP, you would be able to use certbot or similar programms that allow you to generate an Certificate for your site. However, as we Don’t know your subdomain name, we cant do that and because of that there is an Warning (should be skippable, goto show more and then continue to site)", "repo": "https://github.com/TherealONE12/FreeDomain", "demo": "https://freedomain.meme"}]...
|
[{"post_id": 82925, "ts": "202 [{"post_id": 82925, "ts": "2026-10-26T08:32:04Z", "hours": 0.8281, "text": "Okay, so hopefully everything works now… LOL Fixxed a lot of bugs, including that one of the packages from pip didnt work anymore, and i had to migrate evrrything to a new package. Then I tested everything and hopefully now it works… Also I have added a test site for you guys to test it out, as many of the other sites block acsess from unknown domains"}, {"post_id": 80617, "ts": "2026-10-18T09:58:52Z", "hours": 0.3808, "text": "fixxed stuff, clarified in readme ai usage, Redeployed everything."}, {"post_id": 75800, "ts": "2026-10-01T05:48:53Z", "hours": 2.5833, "text": "fixxed (All?) Bugss, gonna ship Now!"}, {"post_id": 69787, "ts": "2026-09-17T19:51:14Z", "hours": 1.0708, "text": "I wanted to Ship today but YAY DEBUGGING DAY! Well, thanks to zsharpminor (sorry, I only know your dc name ) and two of my real Live friends We found some bugs. And afther an hour or so of fixing stuff, There are still Bugs. Well, Gonna ship another Day! (And btw, YAY Day 20 Of 21 of Code everyday for a Pluschi!!!)"}, {"post_id": 69597, "ts": "2026-09-17T11:52:51Z", "hours": 0.8467, "text": "Deployed The Website! But Wait, why Isnt this the ship Message? Because, I sadly found a few bugs and wrong Grammar/text on the website, wich I will Fix Today a bit later, and then, it goes to one last round of Beta Testing and then I will ship (Hopefully no bugs emerge)! Im pretty hyped, as I can see the end of this Projekt!! Cant wait to share what I build!!"}, {"post_id": 68791, "ts": "2026-09-15T19:18:31Z", "hours": 2.8333, "text": "debugged, fixxed and removed useless stuff. Began on recommenting and added an (empty) readme file"}, {"post_id": 67919, "ts": "2026-09-14T07:06:43Z", "hours": 3.4039, "text": "Made the HTML sites more dynamic, and added MINIMAL logic to the code to make the HTML sites more dynamic and yeah. They still look no good, but i dont know css or html soooooo i will need some more time… (Wich is good because more time = more stardust ;) ) It broke everything existing. I dont know why or how. But heyyyyy, thats gonna be fine or something"}, {"post_id": 66082, "ts": "2026-09-11T17:30:54Z", "hours": 1.7911, "text": "Added The Admin System (Well the Logging part) I Made varius different types of logs. One for New Domains, one for varius stuff, one for Bans, etc. And They look pretty Okay!"}, {"post_id": 65810, "ts": "2026-09-11T06:10:11Z", "hours": 0.7681, "text": "Secured the Homepage, added that the real A level names get pulled from the DNS server (Namecheap) instead of just the safed entries in the database, so that it “auto-syncs” on each new request the names from the dns provider and my personal entries dont get overwritten. The next step would be to either add an small website scraper to verify the connected websites that they are sfw and dont do bad stuff (cause thats still my domain and I am getting to jail if smth happens) Or add more different html error/sucsess types so that they are acutally usefull Or to Make the Admin integrations for (un) Banning members, (re)setting the domains or smth Or to enhance the sites with some css/better html styling cause I think my rating is getting obliverated if I let them how they are right now…"}, {"post_id": 65351, "ts": "2026-09-10T13:13:27Z", "hours": 3.9522, "text": "fixxed the problem with namecheap, added support to make domains, added mayor Commenting for interested people to understand what my thoughts are on why stuff what made that way"}, {"post_id": 63803, "ts": "2026-09-07T19:27:19Z", "hours": 1.7511, "text": "Finalised and tested OTP/login/register flow, added support for subdomain-creation and added the m,ethodes to interact with namecheap api. Sadly namecheap is currently blocking all requests and idk why… Even though I added the correct api key AND the correct ip…. gotta see what I can do."}, {"post_id": 62437, "ts": "2026-09-05T19:39:20Z", "hours": 2.8569, "text": "Added background system for domain registration, and a new auth system so that you dont have to input an topt code every 10s"}, {"post_id": 59084, "ts": "2026-08-31T18:11:07Z", "hours": 4.1478, "text": "I have made some cool Progress! I added an register flow (with db) and account code generation. There are still some “minor” bugs, but its good enough for the 1. devlog."}]...
|
Title: FreeDomain by @theskriptkid | Stardance
De Title: FreeDomain by @theskriptkid | Stardance
Devlogs:
I have made some cool Progress! I added an register flow (with db) and account code generation. There are still some “minor” bugs, but its good enough for the 1. devlog.
Added background system for domain registration, and a new auth system so that you dont have to input an topt code every 10s
Finalised and tested OTP/login/register flow, added support for subdomain-creation and added the m,ethodes to interact with namecheap api. Sadly namecheap is currently blocking all requests and idk why… Even though I added the correct api key AND the correct ip…. gotta see what I can do.
fixxed the problem with namecheap, added support to make domains, added mayor Commenting for interested people to understand what my thoughts are on why stuff what made that way
Secured the Homepage, added that the real A level names get pulled from the DNS server (Namecheap) instead of just the safed entries in the database, so that it “auto-syncs” on each new request the names from the dns provider and my personal entries dont get overwritten. The next step would be to either add an small website scraper to verify the connected websites that they are sfw and dont do bad stuff (cause thats still my domain and I am getting to jail if smth happens) Or add more different html error/sucsess types so that they are acutally usefull Or to Make the Admin integrations for (un) Banning members, (re)setting the domains or smth Or to enhance the sites with some css/better html styling cause I think my rating is getting obliverated if I let them how they are right now…
Added The Admin System (Well the Logging part) I Made varius different types of logs. One for New Domains, one for varius stuff, one for Bans, etc. And They look pretty Okay!
Made the HTML sites more dynamic, and added MINIMAL logic to the code to make the HTML sites more dynamic and yeah. They still look no good, but i dont know css or html soooooo i will need some more time… (Wich is good because more time = more stardust ;) ) It broke everything existing. I dont know why or how. But heyyyyy, thats gonna be fine or something
debugged, fixxed and removed useless stuff. Began on recommenting and added an (empty) readme file
Deployed The Website! But Wait, why Isnt this the ship Message? Because, I sadly found a few bugs and wrong Grammar/text on the website, wich I will Fix Today a bit later, and then, it goes to one last round of Beta Testing and then I will ship (Hopefully no bugs emerge)! Im pretty hyped, as I can see the end of this Projekt!! Cant wait to share what I build!!
I wanted to Ship today but YAY DEBUGGING DAY! Well, thanks to zsharpminor (sorry, I only know your dc name ) and two of my real Live friends We found some bugs. And afther an hour or so of fixing stuff, There are still Bugs. Well, Gonna ship another Day! (And btw, YAY Day 20 Of 21 of Code everyday for a Pluschi!!!)
fixxed (All?) Bugss, gonna ship Now!
fixxed stuff, clarified in readme ai usage, Redeployed everything.
Okay, so hopefully everything works now… LOL Fixxed a lot of bugs, including that one of the packages from pip didnt work anymore, and i had to migrate evrrything to a new package. Then I tested everything and hopefully now it works… Also I have added a test site for you guys to test it out, as many of the other sites block acsess from unknown domains
Ships:
I made a Free SUbdomain Hosting plattform! Anyone can get a Free subdomain of the *.freedomain.meme domain, as long as its only per account. Please Note while testing: The domain May (or may not?) take up to 30-60 minutes to come up, this is because of Namecheap and I cant do anything about it! You can Only make 1 Domain per Useraccount You need an 2 Factor app on your phone You can Not change your password, we generated it for you. On the TEST Ip, you WILL GET an Certificate warning. If this were not our test IP, you would be able to use certbot or similar programms that allow you to generate an Certificate for your site. However, as we Don’t know your subdomain name, we cant do that and because of that there is an Warning (should be skippable, goto show more and then continue to site)...
|
1793008078.9222183
|
1793094478.9222183
|
|
39530
|
Ship Talkers by @SeradedStripes | Stardance
|
SeradedStripes
|
1
|
44.69
|
676
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T09:59:54Z", "hours": 41.0, "multiplier": 13.61, "payout": 676, "blessing": "neutral", "text": "I made shiptalkers! A bot that originally allows you to compare your slack time to hackatime time. Previously it was shut down, but I have revived it! With many additions as well. It features a website with a bunch of aggregated stats, a cool api and sweet leaderboards. Even a search system! It processes all messages in hack club slack to calculate slack time. Although if you opt in to it storing your messages as well, it will be way more accurate and will stay updated faster.", "repo": "https://github.com/SeradedStripes/shiptalkers", "demo": "https://shiptalkers.kirze.de"}]...
|
[{"post_id": 75302, "ts": "202 [{"post_id": 75302, "ts": "2026-09-29T18:01:58Z", "hours": 1.6317, "text": "Updates Quite a bit this time that are important. First up I added a link to the github in the header and fixed the bot to actually follow slack rate limtis. Added a board for linked accounts page. Big thing now. Added consent gated slack scraping. Basically fd told me i need people to opt in. And finally the last big thing I added channel blacklisting as a shipwright and a goi linked through OAuth so I had to blacklist all sw channels and goi channel as they have sensitive messages in them"}, {"post_id": 74418, "ts": "2026-09-27T11:00:42Z", "hours": 2.0608, "text": "Update time Been quite a bit since ship and i decided because of the stardance extension I’m going to do more devlogs. Mainly i added an opt out feature and realized the new defaults for scraping speeds were shit so i undid them. I then decided that because there were channels with fucking 3000 thread roots, i lowered the age limit of threads to 7 days instead of 30 days. I nuked opt out/opt in and nuked the manual apps needed for scraping. There is now an OAuth system with slack, you can link your account and it will scrape your messages in private channels you are in. works without this though. Added a max scraping per minute variable so i dont strain my internet connection a bunch. And finally I also added the [PRIVATE] and [ARCHIVED] badges to channels"}, {"post_id": 69557, "ts": "2026-09-17T09:48:52Z", "hours": 2.6625, "text": "Updates Should be final update before I ship Added all users and all channels boards Renamed Leaderboards to just Boards Normalized colum widths for those boards and added pagination We were hammering hackatime, it now has a hard limit of 50k hackatime reqs/day and 1req/sec Massive update to stats page so it displays more info and is more relevant. Changed total time to total hours where the time was hours and added total time in format of years/months/ etc. as well We sped up docker builds a bunch We retry known private hackatime users ever 30 days now Fixed a shared message-scrape lock The response when you ask the bot for time now includes a link to your/person your checking time ofs stats page I think thats about it"}, {"post_id": 68061, "ts": "2026-09-14T13:34:14Z", "hours": 3.9675, "text": "Updates Quite a bunch of updates this time, a lot of work has been done, and i feel like I was nearly killed by fd. Okay so Shiptalkers is now opt in. Most of this devlogs time was spent: Adding a message locator system, basically maps out where every message is instead of storing content of it Process messages without storing message content Backfill message content for users who opt in Add a custom shiptalkers id assigned to messages so we dont store sender id of each message. To opt in you can send “Opt In” in the shiptalkers channel Apart from that I migrated from in file SQL to a proper migrations system. General updates Added mobile support Massive cleanup of AGENTS.md 0 Full fetch and scrape all messages run in parrallel now. Archived channels card for stats page. Now persists thread rescans, added a thread timestamp index, persisted thread high-water marks. Reduced repeated history-wide scans Added durable consent backfill progress and fixed backfills blocking fresh message checks Fixed a per message update of the shared database counter row. It now updates per statement Score recomputation is now hourly instead of passly. I think thats about it. Main point of this is that we got scraping to be way faster, and we got opt in requirement."}, {"post_id": 64872, "ts": "2026-09-09T15:53:56Z", "hours": 2.1342, "text": "Updates Bunch of API related things this time Added api docs API key section in account tab and APIT key account endpoints Added CSRF support (lmao i dont know why i didnt have it before) Made the api key response be a popup in account page and centered it in a later commit Added Stats API endpoint Added Max Age to cookies Website and slack bot now share 1 source of truth for stats (stupid that i didnt have it like this already) Added granting perms to other api keys New user joins are now picked up in real time. Thats about it"}, {"post_id": 62009, "ts": "2026-09-05T06:41:19Z", "hours": 0.9625, "text": "Updates Really short devlog this time. Added Error logging for session_query Resumable channel sweeps Use a new action for build & deploys Workflows are also greatly increased with speed"}, {"post_id": 60402, "ts": "2026-09-02T18:19:48Z", "hours": 3.8992, "text": "Alot of updates this time Updates Brand new scraper crate separate from app, dk if I have mentioned it before in devlogs. It does slack and hackatime scraping all in one so we can have the main app deploys not interrupt scrapes. Updates^2 Added “a” keyword - Alias for “all time” Updated settings.rs and example.env to fit new defaults Fixed refresh_daily_stats failing on a second Fixed a bunch of ::bigint needing to be everywhere a sum() was decoded switched scraper to mimalloc allocator Replaced ts with real message_tis / 1000000 (I dont know if i put enough/too many zeros here) Fixed slack time recomputing in new postgredb Precomputes page stats now Removed a useless half-hourly job ON CONFLICT now only fires when counts actually change Added DB available probe to tests Better logging (disabled timestamps in logger) Added a mark_seen dedupe Updated hackatime sync logging to be less taking up all logs Added zstd + drop duplicate tables Removed zstd as postgre18-alpine does not come with it and I am not rescraping slack Only the scraper can init tables now I don’t think im missing anything else i did, If I am though then sorry gois Also see in one of the images below is total ram and cpu usage. somehow the postgre db is using over 4.5G of ram"}, {"post_id": 55696, "ts": "2026-08-27T17:39:34Z", "hours": 2.3453, "text": "Updates Mighta lowkey forgot to be doing devlogs again… Anyway Updates^2 Basically any keyword for time works now Cargo Chef is now used for docker Updated AGENTS.md No longer requires hackatime data to display slack time data. Ported everything from clickhouse to postgresql but havent deployed that yet You can now mention other people to get their stats I think thats it Might be wrong on that tho. Anyway I got better from being sick last week and im sick again Also used @mahad in screenshot below, def not an excuse just for a random pung"}, {"post_id": 50981, "ts": "2026-08-20T13:52:57Z", "hours": 1.0983, "text": "Updates We still sick (not much better today) but i got some work done Updates^2 Split a bunch of existing code into separate files for maintainability added font caching parallel resyncs (hackatime) More memory/CPU optimizations in the code (I lowkey forgot what i changed for this Thats it for now"}, {"post_id": 50495, "ts": "2026-08-19T17:34:53Z", "hours": 1.4911, "text": "A decent length devlog this time So recently I have been sick so i got less time. (Wish me to get better soon) Anyway enough of that, on to the changes: Updates Fixed authless hackatime syncing Using the spans api of hackatime so we get all data for time specific commands fix SQL and rust helper dividing by 1000000 Wrapped the entire sum(if(…)) in toUInt64(), which fixed the slack bot reporting wrong time from public hackatime syncing change. It makes it so clickhouse sees a single output type regardless of what it infers inside. Thats about it"}, {"post_id": 47761, "ts": "2026-08-15T22:05:51Z", "hours": 1.8011, "text": "Updates We swapped aws-lc-rs for ring futures swapped for futures-util nuked tower crate & lowered what is pulled for tokio Brought back dependabot auto merge Added cool charts Nuked cool charts Stats page changed again (wip) Broke hackatime time syncing when i tried to make it not need auth (tmrw me problem) Added page streaming and incremantal word totals"}, {"post_id": 47444, "ts": "2026-08-15T11:36:12Z", "hours": 2.1614, "text": "Updates improving my devlog to hour ratio Anyway.. New db scrape is completed! Major changes Top words leaderboard Leaderboard search system Updated stats page (see below) Added a combined leaderboard (hackatime + slack time) Added backups in coolify Minor repo restructure (moved shiptalkers-app to its own shiptalkers-app/ dir) Added gzip support for slack api scrapers im lowkey running out of things to add… Drop any suggestions in the comments"}, {"post_id": 45844, "ts": "2026-08-12T15:56:53Z", "hours": 2.9381, "text": "Updates Tad bit of time that i forgot to log progressively. Anyway DB got corrupted We rescraping dis shi rn Added a whole new formula (multiple times actually) Added tests for formula Did a bunch of fixes to try and save corrupted db Afterwards i just nuked it and we started rescraping yesterday Made ini_tables probe slack_messages_by_user first Added default clickhouse values into the rust app Now recomputes stats page cache every 30s Fixed UNKNOWN_IDENTIFIER: ‘chars’ (Yeah i had claude do this one) Added a better system to add new slack keys to the env, instead of 1 big env var, its now, SLACK_BOT_TOKEN_X=xoxb…. Where X is token number made it a shared work queue instead of static round robin sharding for scraper Switched to a mimalloc allocator from glibc It now does backfills for channels and users in parallel Added a system for incase hackatime goes down Did a commit for one new keyboard being “last 2 months” It also now scrapes reactions"}, {"post_id": 43402, "ts": "2026-08-08T16:58:43Z", "hours": 2.14, "text": "Updates Added proper test system More keywords Heavily sped up per user pages & stats page Updates stats ui to mostly show 5 decs for db size in gib added a display load time in ms to footer Nuked the admin panel Dependabot & PR labeler system(s) We now use alpine base for docker We got a tests system now I think thats it, idk tho"}, {"post_id": 43170, "ts": "2026-08-08T09:04:47Z", "hours": 3.83, "text": "Updates May have forgot to be doing devlogs Anyway Actual thread scanning and actually scraping its replies Recconect system for run_socket so the slack bot part stops dying Added an admin panel Is bot and Is Deleted acc tags to make leaderboard better Slack_app_creation script (to scrape with more tokens.. faster) Added error support from slack Proper slack stats time computation for in channel image Scan older threads support (up to 30 days) If slack stops sending periodic pings then slack bot auto reconnects Displays coding time as hours and minutes instead of just minutes DB schema updates"}, {"post_id": 40194, "ts": "2026-08-03T16:25:15Z", "hours": 3.8114, "text": "Oops, forgot to devlog for a bit Anyway Updates its online it works Round robin support for multiple tokens for > speed it replies in channel (ship-talkers channel) downgraded clickhouse to 26.4 for my older server added a proper health check endpoint Optimized slack messages daily Realized conversations.history supports 999 per request instead of just 100 msgs Auto deploy system Limited resources for clickhouse Consistant rescrape checks w/ round robin support ofc Thats about it i think Oh yeah it finished the full slack scrape Next up Changing scrape system for privacy reasons (maybe) more scrape accs QOL features Idk gang"}, {"post_id": 39345, "ts": "2026-08-02T08:05:59Z", "hours": 1.7075, "text": "Updates As usual we got a bunch of features Search system Channel search User Search Per user stats page Per channel stats page Hackatime/HCA login systems Header & Footer Added a cool banner at top of the page to show its scraping for initial scrape Fix docker failing due to forgeting to COPY templates for it Added scopes needed for everything to readme Switched out the purple for a soft pink Still not done scraping"}, {"post_id": 38890, "ts": "2026-08-01T13:41:10Z", "hours": 1.4708, "text": "Updates Docker stuff Better concurrency system Replaced hand rolled bucket Two queue system for need to be scraped and already scraped checking Show total db size in stats page Backfilling for already scraped channels Top chatters and top shiptalkers tables in stats page Move all styling to a css file Add the css file to the repo as i forgot to include it in the move all styling to css file commit Use askama crate for server side rendering to remove javascript in website remove dead code and dead crates Create AGENTS.md Syslink CLAUDE.md to AGENTS.md Create clippy.toml Create a justfile Create CONTRIBUTING.md Add expected environment to contributing file Realize slack api sucks for the millionth time Fix things that i was ignoring and just lint needed me to fix to not error outs Scraping is coming along good too over 1k channels done 14.8k to go"}, {"post_id": 38777, "ts": "2026-08-01T10:43:33Z", "hours": 1.6328, "text": "Updates Archived Channel ID scraping I then reverted that change 2 days later after how stupid it was No more infinite scan loops Message scraping support Auto dedupe Better scraping Better logging Thread Scraping Then better thread scraping Finally Thread reply scraping in background"}, {"post_id": 35126, "ts": "2026-07-26T11:24:54Z", "hours": 1.0536, "text": "Updates We got it scraping total channel count so far Proper list Link up stats page to clickhouse Fix it not pushing to clickhouse often enough Start off with scraping total channel count Docker compose stuff Fun Fact: There is a total of 15,958 channels in Hack Club Slack!"}, {"post_id": 35088, "ts": "2026-07-26T09:20:49Z", "hours": 0.275, "text": "Updates Basic project setup"}]...
|
Title: Ship Talkers by @SeradedStripes | Stardance Title: Ship Talkers by @SeradedStripes | Stardance
Devlogs:
Updates Basic project setup
Updates We got it scraping total channel count so far Proper list Link up stats page to clickhouse Fix it not pushing to clickhouse often enough Start off with scraping total channel count Docker compose stuff Fun Fact: There is a total of 15,958 channels in Hack Club Slack!
Updates Archived Channel ID scraping I then reverted that change 2 days later after how stupid it was No more infinite scan loops Message scraping support Auto dedupe Better scraping Better logging Thread Scraping Then better thread scraping Finally Thread reply scraping in background
Updates Docker stuff Better concurrency system Replaced hand rolled bucket Two queue system for need to be scraped and already scraped checking Show total db size in stats page Backfilling for already scraped channels Top chatters and top shiptalkers tables in stats page Move all styling to a css file Add the css file to the repo as i forgot to include it in the move all styling to css file commit Use askama crate for server side rendering to remove javascript in website remove dead code and dead crates Create AGENTS.md Syslink CLAUDE.md to AGENTS.md Create clippy.toml Create a justfile Create CONTRIBUTING.md Add expected environment to contributing file Realize slack api sucks for the millionth time Fix things that i was ignoring and just lint needed me to fix to not error outs Scraping is coming along good too over 1k channels done 14.8k to go
Updates As usual we got a bunch of features Search system Channel search User Search Per user stats page Per channel stats page Hackatime/HCA login systems Header & Footer Added a cool banner at top of the page to show its scraping for initial scrape Fix docker failing due to forgeting to COPY templates for it Added scopes needed for everything to readme Switched out the purple for a soft pink Still not done scraping
Oops, forgot to devlog for a bit Anyway Updates its online it works Round robin support for multiple tokens for > speed it replies in channel (ship-talkers channel) downgraded clickhouse to 26.4 for my older server added a proper health check endpoint Optimized slack messages daily Realized conversations.history supports 999 per request instead of just 100 msgs Auto deploy system Limited resources for clickhouse Consistant rescrape checks w/ round robin support ofc Thats about it i think Oh yeah it finished the full slack scrape Next up Changing scrape system for privacy reasons (maybe) more scrape accs QOL features Idk gang
Updates May have forgot to be doing devlogs Anyway Actual thread scanning and actually scraping its replies Recconect system for run_socket so the slack bot part stops dying Added an admin panel Is bot and Is Deleted acc tags to make leaderboard better Slack_app_creation script (to scrape with more tokens.. faster) Added error support from slack Proper slack stats time computation for in channel image Scan older threads support (up to 30 days) If slack stops sending periodic pings then slack bot auto reconnects Displays coding time as hours and minutes instead of just minutes DB schema updates
Updates Added proper test system More keywords Heavily sped up per user pages & stats page Updates stats ui to mostly show 5 decs for db size in gib added a display load time in ms to footer Nuked the admin panel Dependabot & PR labeler system(s) We now use alpine base for docker We got a tests system now I think thats it, idk tho
Updates Tad bit of time that i forgot to log progressively. Anyway DB got corrupted We rescraping dis shi rn Added a whole new formula (multiple times actually) Added tests for formula Did a bunch of fixes to try and save corrupted db Afterwards i just nuked it and we started rescraping yesterday Made ini_tables probe slack_messages_by_user first Added default clickhouse values into the rust app Now recomputes stats page cache every 30s Fixed UNKNOWN_IDENTIFIER: ‘chars’ (Yeah i had claude do this one) Added a better system to add new slack keys to the env, instead of 1 big env var, its now, SLACK_BOT_TOKEN_X=xoxb…. Where X is token number made it a shared work queue instead of static round robin sharding for scraper Switched to a mimalloc allocator from glibc It now does backfills for channels and users in parallel Added a system for incase hackatime goes down Did a commit for one new keyboard being “last 2 months” It also now scrapes reactions
Updates improving my devlog to hour ratio Anyway.. New db scrape is completed! Major changes Top words leaderboard Leaderboard search system Updated stats page (see below) Added a combined leaderboard (hackatime + slack time) Added backups in coolify Minor repo restructure (moved shiptalkers-app to its own shiptalkers-app/ dir) Added gzip support for slack api scrapers im lowkey running out of things to add… Drop any suggestions in the comments
Updates We swapped aws-lc-rs for ring futures swapped for futures-util nuked tower crate & lowered what is pulled for tokio Brought back dependabot auto merge Added cool charts Nuked cool charts Stats page changed again (wip) Broke hackatime time syncing when i tried to make it not need auth (tmrw me problem) Added page streaming and incremantal word totals
A decent length devlog this time So recently I have been sick so i got less time. (Wish me to get better soon) Anyway enough of that, on to the changes: Updates Fixed authless hackatime syncing Using the spans api of hackatime so we get all data for time specific commands fix SQL and rust helper dividing by 1000000 Wrapped the entire sum(if(…)) in toUInt64(), which fixed the slack bot reporting wrong time from public hackatime syncing change. It makes it so clickhouse sees a single output type regardless of what it infers inside. Thats about it
Updates We still sick (not much better today) but i got some work done Updates^2 Split a bunch of existing code into separate files for maintainability added font caching parallel resyncs (hackatime) More memory/CPU optimizations in the code (I lowkey forgot what i changed for this Thats it for now
Updates Mighta lowkey forgot to be doing devlogs again… Anyway Updates^2 Basically any keyword for time works now Cargo Chef is now used for docker Updated AGENTS.md No longer requires hackatime data to display slack time data. Ported everything from clickhouse to postgresql but havent deployed that yet You can now mention other people to get their stats I think thats it Might be wrong on that tho. Anyway I got better from being sick last week and im sick again Also used @mahad in screenshot below, def not an excuse just for a random pung
Alot of updates this time Updates Brand new scraper crate separate from app, dk if I have mentioned it before in devlogs. It does slack and hackatime scraping all in one so we can have the main app deploys not interrupt scrapes. Updates^2 Added “a” keyword - Alias for “all time” Updated settings.rs and example.env to fit new defaults Fixed refresh_daily_stats failing on a second Fixed a bunch of ::bigint needing to be everywhere a sum() was decoded switched scraper to mimalloc allocator Replaced ts with real message_tis / 1000000 (I dont know if i put enough/too many zeros here) Fixed slack time recomputing in new postgredb Precomputes page stats now Removed a useless half-hourly job ON CONFLICT now only fires when counts actually change Added DB available probe to tests Better logging (disabled timestamps in logger) Added a mark_seen dedupe Updated hackatime sync logging to be less taking up all logs Added zstd + drop duplicate tables Removed zstd as postgre18-alpine does not come with it and I am not rescraping slack Only the scraper can init tables now I don’t think im missing anything else i did, If I am though then sorry gois Also see in one of the images below is total ram and cpu usage. somehow the postgre db is using over 4.5G of ram
Updates Really short devlog this time. Added Error logging for session_query Resumable channel sweeps Use a new action for build & deploys Workflows are also greatly increased with speed
Updates Bunch of API related things this time Added api docs API key section in account tab and APIT key account endpoints Added CSRF support (lmao i dont know why i didnt have it before) Made the api key response be a popup in account page and centered it in a later commit Added Stats API endpoint Added Max Age to cookies Website and slack bot now share 1 source of truth for stats (stupid that i didnt have it like this already) Added granting perms to other api keys New user joins are now picked up in real time. Thats about it
Updates Quite a bunch of updates this time, a lot of work has been done, and i feel like I was nearly killed by fd. Okay so Shiptalkers is now opt in. Most of this devlogs time was spent: Adding a message locator system, basically maps out where every message is instead of storing content of it Process messages without storing message content Backfill message content for users who opt in Add a custom shiptalkers id assigned to messages so we dont store sender id of each message. To opt in you can send “Opt In” in the shiptalkers channel Apart from that I migrated from in file SQL to a proper migrations system. General updates Added mobile support Massive cleanup of AGENTS.md 0 Full fetch and scrape all messages run in parrallel now. Archived channels card for stats page. Now persists thread rescans, added a thread timestamp index, persisted thread high-water marks. Reduced repeated history-wide scans Added durable consent backfill progress and fixed backfills blocking fresh message checks Fixed a per message update of the shared database counter row. It now updates per statement Score recomputation is now hourly instead of passly. I think thats about it. Main point of this is that we got scraping to be way faster, and we got opt in requirement.
Updates Should be final update before I ship Added all users and all channels boards Renamed Leaderboards to just Boards Normalized colum widths for those boards and added pagination We were hammering hackatime, it now has a hard limit of 50k hackatime reqs/day and 1req/sec Massive update to stats page so it displays more info and is more relevant. Changed total time to total hours where the time was hours and added total time in format of years/months/ etc. as well We sped up docker builds a bunch We retry known private hackatime users ever 30 days now Fixed a shared message-scrape lock The response when you ask the bot for time now includes a link to your/person your checking time ofs stats page I think thats about it
Update time Been quite a bit since ship and i decided because of the stardance extension I’m going to do more devlogs. Mainly i added an opt out feature and realized the new defaults for scraping speeds were shit so i undid them. I then decided that because there were channels with fucking 3000 thread roots, i lowered the age limit of threads to 7 days instead of 30 days. I nuked opt out/opt in and nuked the manual apps needed for scraping. There is now an OAuth system with slack, you can link your account and it will scrape your messages in private channels you are in. works without this though. Added a max scraping per minute variable so i dont strain my internet connection a bunch. And finally I also added the [PRIVATE] and [ARCHIVED] badges to channels
Updates Quite a bit this time that are important. First up I added a link to the github in the header and fixed the bot to actually follow slack rate limtis. Added a board for linked accounts page. Big thing now. Added consent gated slack scraping. Basically fd told me i need people to opt in. And finally the last big thing I added channel blacklisting as a shipwright and a goi linked through OAuth so I had to blacklist all sw channels and goi channel as they have sensitive messages in them
Ships:
I made shiptalkers! A bot that originally allows you to compare your slack time to hackatime time. Previously it was shut down, but I have revived it! With many additions as well. It features a website with a bunch of aggregated stats, a cool api and sweet leaderboards. Even a search system! It processes all messages in hack club slack to calculate slack time. Although if you opt in to it storing your messages as well, it will be way more accurate and will stay updated faster....
|
1793008080.1337075
|
1793094480.1337075
|
|
53406
|
Iris by @Hamna | Stardance
|
Hamna
|
1
|
144.68
|
1521
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T22:02:27Z", "hours": 131.0, "multiplier": 13.36, "payout": 1521, "blessing": "neutral", "text": "This is my booking website for wellness (my family hotel). There’s a public site, online checkout, a Reception console and a Management console The most difficult part to stop double bookings btw the website and the front desk,I fixed this by making a hold time of 10 mints on suites I’m really so proud of this project as this was something I was planning to make for my family and it turned out to so amazing and I got to learn so much about security (P.S , This is my last project on Hackclub , I really had the cool experience here, This platform really motivated me to make this project)", "repo": "https://github.com/lilithCode/Iris_ChatBot", "demo": "https://iris-chat-bot-lac.vercel.app/"}]...
|
[{"post_id": 76064, "ts": "202 [{"post_id": 76064, "ts": "2026-10-02T07:21:18Z", "hours": 6.8922, "text": "Changed the UI a bit"}, {"post_id": 73916, "ts": "2026-09-26T09:52:32Z", "hours": 2.9411, "text": "There were some UI erros in the git pages file i made, so this is the last final verison for this project for the demo link: hope you’ll like this : )"}, {"post_id": 71239, "ts": "2026-09-20T14:41:31Z", "hours": 3.8447, "text": "Fixed it today! I replaced ChatInterface in the Space with a gr.Interface that takes the history as a JSON input, so the conversation actually reaches the model now. I also added a history count to the logs so I can see it arriving with every message. This fixes Amadeus too, since they share the same Space. Iris finally remembers what we’re talking about, and that feels like the right place to call this project complete"}, {"post_id": 70295, "ts": "2026-09-18T21:53:46Z", "hours": 4.7014, "text": "Spent today debugging the memory problem. The frontend was sending the chat history and the router was clearly using it, but the model was answering like every message was the first one. I asked “what did I just ask?” and got a totally random reply. Then I checked the Space’s API info and found the problem: Gradio 6’s ChatInterface hides the history from the API, so it was silently throwing the whole conversation away"}, {"post_id": 69607, "ts": "2026-09-17T12:20:33Z", "hours": 5.0708, "text": "Tested the new pipeline today. I asked “who won the last cricket world cup?” and it searched, found the facts and answered “Australia” correctly. Iris knowing current events feels like a huge upgrade. But while chatting normally I noticed something weird: it kept saying “Hai haii” to everything and had no idea what we’d been talking about"}, {"post_id": 69182, "ts": "2026-09-16T15:25:12Z", "hours": 4.86, "text": "Big backend day. I made Iris use the exact same backend as my other project, Amadeus: the same Hugging Face ZeroGPU Space, plus a RAG pipeline. Now a small router model on Hack Club AI rewrites the question, decides whether it needs a web search, and remembers facts about the user. If it needs current info, it searches the web with Exa and passes verified facts to the model. The UI stayed exactly the same"}, {"post_id": 67350, "ts": "2026-09-13T13:00:04Z", "hours": 8.9375, "text": "Tried Modal as another hosting option today, to compare it with ZeroGPU. I switched the route to call a Modal endpoint with an API key. It worked, but managing two setups for two projects (Iris and Amadeus) was getting messy, and I started thinking about putting both on the same backend"}, {"post_id": 66168, "ts": "2026-09-11T20:25:17Z", "hours": 11.0492, "text": "Came back to Iris after a while because responses were way too slow on free CPU hosting. Today I moved the model to Hugging Face ZeroGPU, so it actually runs on a GPU now. I rewrote the backend route to call the Space through the Gradio API, with retries and fallback messages in case something fail"}, {"post_id": 65771, "ts": "2026-09-11T04:17:48Z", "hours": 6.2706, "text": "Final UI touches today. I polished the About modal, updated the project links and rewrote the README with the whole training pipeline. Then I deployed it on Vercel. Iris is officially live and I shared the link with everyone"}, {"post_id": 65244, "ts": "2026-09-10T07:34:11Z", "hours": 8.7197, "text": "Today I connected the frontend to the real Hugging Face backend instead of the placeholder. Seeing Iris reply on my own website, in Senpai’s style, felt unreal. Responses were slow, but it was talking, and I spent way too long just chatting with it"}, {"post_id": 64336, "ts": "2026-09-08T17:12:01Z", "hours": 3.4358, "text": "I replaced the old playlist with songs that match the vibe better and made new covers for each track. Some of the song links broke right after, so I fixed those, and one mp3 was way too big, so I compressed it. Small stuff, but the radio station panel feels complete now"}, {"post_id": 64109, "ts": "2026-09-08T09:37:59Z", "hours": 4.6706, "text": "I didn’t like how the UI looked yesterday, so today I redesigned almost all of it. I went with a soft lavender pastel theme that feels more like Iris, removed the cyber cursor and added a cute Senpai avatar that pops up with little messages. I also made the whole thing responsive so it works on phones too"}, {"post_id": 63712, "ts": "2026-09-07T17:27:59Z", "hours": 9.7992, "text": "Started the frontend today with Next.js and Tailwind. I built the main layout: a chat panel in the middle, a music player on the left, and a side panel on the right. I also added a loading screen and little send/receive sound effects, because a chatbot without sounds feels lifeless. Pushed the first commit with the UI, routing and model connection all together"}, {"post_id": 62439, "ts": "2026-09-05T19:40:06Z", "hours": 11.1208, "text": "Training ran for 1000 steps today and I watched the loss drop from about 2.5 to 0.3. When I tested it, it replied with “Kk” and an eye roll emoji, and that’s literally how Senpai texts. I sent screenshots to my friends and they were all shocked. That was the best moment of the project so far"}, {"post_id": 61489, "ts": "2026-09-04T13:05:44Z", "hours": 22.205, "text": "Set up my Kaggle notebook today with Unsloth and Llama-3 8B as the base model. Most of the day went into fighting configs and memory errors on the T4 x2 GPUs. After a lot of trial and error I settled on a 2048 sequence length and a 5e-5 learning rate. It finally started training without crashing, and I almost cried"}, {"post_id": 59161, "ts": "2026-08-31T19:49:02Z", "hours": 12.4886, "text": "Today I turned the cleaned chats into proper training data. Senpai sends five short messages in a row instead of one long one, so I grouped consecutive messages together to keep that natural texting flow. I ended up with 12,613 dialogue samples. Seeing that number made it feel like a real project for the first time"}, {"post_id": 56717, "ts": "2026-08-28T16:11:34Z", "hours": 7.4811, "text": "Spent the whole day cleaning the WhatsApp export. It was around 81,000 lines of pure chaos: timestamps, “media omitted”, deleted messages, random links. I wrote a script to strip all the junk out and kept only the actual conversations. My eyes hurt, but the data finally looks usable"}, {"post_id": 54957, "ts": "2026-08-26T12:02:23Z", "hours": 9.8514, "text": "Today I finally started something I’d been thinking about for a while. Every AI chatbot I’ve used feels so polite and robotic, like it has zero aura. So I decided to make one that talks like a real person, specifically my friend “Senpai”. I exported our WhatsApp chats and just stared at them for a bit, wondering what I’d gotten myself into"}]...
|
Title: Iris by @Hamna | Stardance
Devlogs:
Today Title: Iris by @Hamna | Stardance
Devlogs:
Today I finally started something I’d been thinking about for a while. Every AI chatbot I’ve used feels so polite and robotic, like it has zero aura. So I decided to make one that talks like a real person, specifically my friend “Senpai”. I exported our WhatsApp chats and just stared at them for a bit, wondering what I’d gotten myself into
Spent the whole day cleaning the WhatsApp export. It was around 81,000 lines of pure chaos: timestamps, “media omitted”, deleted messages, random links. I wrote a script to strip all the junk out and kept only the actual conversations. My eyes hurt, but the data finally looks usable
Today I turned the cleaned chats into proper training data. Senpai sends five short messages in a row instead of one long one, so I grouped consecutive messages together to keep that natural texting flow. I ended up with 12,613 dialogue samples. Seeing that number made it feel like a real project for the first time
Set up my Kaggle notebook today with Unsloth and Llama-3 8B as the base model. Most of the day went into fighting configs and memory errors on the T4 x2 GPUs. After a lot of trial and error I settled on a 2048 sequence length and a 5e-5 learning rate. It finally started training without crashing, and I almost cried
Training ran for 1000 steps today and I watched the loss drop from about 2.5 to 0.3. When I tested it, it replied with “Kk” and an eye roll emoji, and that’s literally how Senpai texts. I sent screenshots to my friends and they were all shocked. That was the best moment of the project so far
Started the frontend today with Next.js and Tailwind. I built the main layout: a chat panel in the middle, a music player on the left, and a side panel on the right. I also added a loading screen and little send/receive sound effects, because a chatbot without sounds feels lifeless. Pushed the first commit with the UI, routing and model connection all together
I didn’t like how the UI looked yesterday, so today I redesigned almost all of it. I went with a soft lavender pastel theme that feels more like Iris, removed the cyber cursor and added a cute Senpai avatar that pops up with little messages. I also made the whole thing responsive so it works on phones too
I replaced the old playlist with songs that match the vibe better and made new covers for each track. Some of the song links broke right after, so I fixed those, and one mp3 was way too big, so I compressed it. Small stuff, but the radio station panel feels complete now
Today I connected the frontend to the real Hugging Face backend instead of the placeholder. Seeing Iris reply on my own website, in Senpai’s style, felt unreal. Responses were slow, but it was talking, and I spent way too long just chatting with it
Final UI touches today. I polished the About modal, updated the project links and rewrote the README with the whole training pipeline. Then I deployed it on Vercel. Iris is officially live and I shared the link with everyone
Came back to Iris after a while because responses were way too slow on free CPU hosting. Today I moved the model to Hugging Face ZeroGPU, so it actually runs on a GPU now. I rewrote the backend route to call the Space through the Gradio API, with retries and fallback messages in case something fail
Tried Modal as another hosting option today, to compare it with ZeroGPU. I switched the route to call a Modal endpoint with an API key. It worked, but managing two setups for two projects (Iris and Amadeus) was getting messy, and I started thinking about putting both on the same backend
Big backend day. I made Iris use the exact same backend as my other project, Amadeus: the same Hugging Face ZeroGPU Space, plus a RAG pipeline. Now a small router model on Hack Club AI rewrites the question, decides whether it needs a web search, and remembers facts about the user. If it needs current info, it searches the web with Exa and passes verified facts to the model. The UI stayed exactly the same
Tested the new pipeline today. I asked “who won the last cricket world cup?” and it searched, found the facts and answered “Australia” correctly. Iris knowing current events feels like a huge upgrade. But while chatting normally I noticed something weird: it kept saying “Hai haii” to everything and had no idea what we’d been talking about
Spent today debugging the memory problem. The frontend was sending the chat history and the router was clearly using it, but the model was answering like every message was the first one. I asked “what did I just ask?” and got a totally random reply. Then I checked the Space’s API info and found the problem: Gradio 6’s ChatInterface hides the history from the API, so it was silently throwing the whole conversation away
Fixed it today! I replaced ChatInterface in the Space with a gr.Interface that takes the history as a JSON input, so the conversation actually reaches the model now. I also added a history count to the logs so I can see it arriving with every message. This fixes Amadeus too, since they share the same Space. Iris finally remembers what we’re talking about, and that feels like the right place to call this project complete
There were some UI erros in the git pages file i made, so this is the last final verison for this project for the demo link: hope you’ll like this : )
Changed the UI a bit
Ships:
This is my booking website for wellness (my family hotel). There’s a public site, online checkout, a Reception console and a Management console The most difficult part to stop double bookings btw the website and the front desk,I fixed this by making a hold time of 10 mints on suites I’m really so proud of this project as this was something I was planning to make for my family and it turned out to so amazing and I got to learn so much about security (P.S , This is my last project on Hackclub , I really had the cool experience here, This platform really motivated me to make this project)...
|
1793008081.3630981
|
1793094481.3630981
|
|
53416
|
DuckDNS + Cloudflare Client by @vaito | Stardance
|
vaito
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T17:47:54Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a simple DuckDNS client mixed with some feature of Cloudflare. It allows you to: Update your DuckDNS record (IP4 and IP6) Use the updated IP from DuckDNS to update your Cloudflare DNS record. Also, this is implemented with Rust, which also the first time I use Rust. So this code is not considered as a well optimized code 😿", "repo": "https://git.vaito.dev/vaito/duckdns-client", "demo": "https://crates.io/crates/duckdns-client"}]...
|
[{"post_id": 70731, "ts": "202 [{"post_id": 70731, "ts": "2026-09-19T17:41:11Z", "hours": 3.1617, "text": "Quite a lots update and here is the summaries: I added the --filter with regex and exact equal mode for filtering domains I do some stuff to get ready for publishing to crates.io. I create a CICD pipeline for automating publish to crates.io and docker registry. Now you can use both method to use my app"}, {"post_id": 69651, "ts": "2026-09-17T14:39:03Z", "hours": 4.9475, "text": "I have removed the PTR update feature since I misunderstood how it work Also, some bugs related to batch update are fixed"}, {"post_id": 55100, "ts": "2026-08-26T15:39:20Z", "hours": 1.825, "text": "I have done the base for the Cloudflare client"}, {"post_id": 53175, "ts": "2026-08-23T16:47:05Z", "hours": 4.1144, "text": "The reason for 4-hr devlog is I forgot to create the Stardance project ;-; Btw, this is the first project I code using Rust I made this for auto updating the DuckDNS record and Cloudflare DNS record (especially PTR record) I have done the DuckDNS client and moving to Cloudflare side"}]...
|
Title: DuckDNS + Cloudflare Client by @vaito | Sta Title: DuckDNS + Cloudflare Client by @vaito | Stardance
Devlogs:
The reason for 4-hr devlog is I forgot to create the Stardance project ;-; Btw, this is the first project I code using Rust I made this for auto updating the DuckDNS record and Cloudflare DNS record (especially PTR record) I have done the DuckDNS client and moving to Cloudflare side
I have done the base for the Cloudflare client
I have removed the PTR update feature since I misunderstood how it work Also, some bugs related to batch update are fixed
Quite a lots update and here is the summaries: I added the --filter with regex and exact equal mode for filtering domains I do some stuff to get ready for publishing to crates.io. I create a CICD pipeline for automating publish to crates.io and docker registry. Now you can use both method to use my app
Ships:
This is a simple DuckDNS client mixed with some feature of Cloudflare. It allows you to: Update your DuckDNS record (IP4 and IP6) Use the updated IP from DuckDNS to update your Cloudflare DNS record. Also, this is implemented with Rust, which also the first time I use Rust. So this code is not considered as a well optimized code 😿...
|
1793008082.5665429
|
1793094482.5665429
|
|
12747
|
Hack-A-Gent by @to_aarav_g | Stardance
|
to_aarav_g
|
1
|
177.01
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T13:09:15Z", "hours": 141.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? Hack-A-Gent — an AI coding agent that can plan, write, test and fix code for a hackathon project. What was challenging? Getting the agent to fix its own mistakes without breaking existing code. Cross-file dependencies and keeping shared code safe were probably the hardest parts. What are you proud of? I got it to go beyond just generating code and actually test and repair what it creates. How do I run it? Clone the repo, run npm install , create a .env with your Gemini API key, then run npm run dev . Start with a small coding task and let the agent work through it.", "repo": "https://github.com/Theuser1211/Hack-A-Gent", "demo": "https://github.com/Theuser1211/Hack-A-Gent/releases/"}]...
|
[{"post_id": 77987, "ts": "202 [{"post_id": 77987, "ts": "2026-10-09T03:55:17Z", "hours": 3.6219, "text": "Greeting! I have made 1 bid decision and ported the whole hag to python scipt using external libraries instead of building every agent myself. But for this we need gemini-cli configured with a paid account(which I dont have!). Sad, but I am happy rest all of hag works without any issues"}, {"post_id": 76687, "ts": "2026-10-04T10:37:59Z", "hours": 3.055, "text": "Got 208/208 tests to pass. Also I have implemented the providor for LLM as Gemini(Primary) -> Openrouter -> NVIDIA. So that maximum success rates can be achived. Also for anyone to test out HAG, just use README.md from github to install HAG, then setup up your API keys in the .env (don’t worry it’s all local), and you are ready to go."}, {"post_id": 76124, "ts": "2026-10-02T12:50:50Z", "hours": 3.5364, "text": "Heyyy, I have updated my README.md and also fixed my failing tests by now. I guess I am ready to ship Hack-A-Gent for Ship#1"}, {"post_id": 75504, "ts": "2026-09-30T09:17:25Z", "hours": 25.7925, "text": "I have realised that using NVIDIA NIMS is the issue, my app is almost working. , but the providors is failing at this point. I will try using gemini and openrouter to chek if it will work or not. I guess I will not be able to. And I also need to update my README.md for some reason it looks like AI written, I will write it in a funny way now."}, {"post_id": 72689, "ts": "2026-09-23T14:43:47Z", "hours": 20.6364, "text": "Fixed a pretty annoying bug today. HAG can now actually reach Nemotron during auto-repair after NVIDIA 503s. One step closer to a full successful run."}, {"post_id": 42039, "ts": "2026-08-06T16:28:40Z", "hours": 8.8503, "text": "Major progress today! I completed the Phase 1 stabilization of Hack-A-Gent by resolving all remaining test and build issues (1721/1721 tests passing, clean TypeScript build). I also performed a deep forensic investigation into the AI generation pipeline and discovered a critical issue where the router was rejecting recoverable LLM responses before they reached the JSON extraction layer. With the core architecture now stable, the focus shifts to eliminating unnecessary template fallbacks and improving the quality of AI-generated hackathon projects."}, {"post_id": 41361, "ts": "2026-08-05T15:03:39Z", "hours": 13.7719, "text": "Today’s work focused on stabilizing Hack-A-Gent for a production-ready release. I fixed the Improvement Pass so it now completes the full critique -> patch -> build -> judge cycle with measurable score improvements, strengthened template fallback generation with complete project scaffolding and improved styling, added automatic generation of deployment assets like LICENSE and vercel.json, and implemented comprehensive child-process lifecycle management to ensure the CLI exits cleanly after execution. I also streamlined the interview flow by removing unnecessary prompts, improved validation, and verified the project with a clean TypeScript build and extensive unit and feature test coverage."}, {"post_id": 39997, "ts": "2026-08-03T10:51:49Z", "hours": 8.8792, "text": "This is session I added a better parser so I get almost 99% accuracy and also made many improvements in the code generation. Almost done and drained out from all this"}, {"post_id": 39011, "ts": "2026-08-01T17:39:57Z", "hours": 14.4528, "text": "Spent this session improving Hack-A-Gent’s reliability and generation pipeline. Fixed a major architectural issue where generated apps were being overwritten by fallback templates, allowing AI-generated pages to be preserved correctly. Also resolved several runtime and build issues, improved validation, and verified the full pipeline by generating, building, and running a real hackathon project successfully. The next focus is improving project quality so the generated apps are more original, context-aware, and competitive in real hackathons."}, {"post_id": 35101, "ts": "2026-07-26T09:58:01Z", "hours": 11.1589, "text": "Today was mostly about making Hack-A-Gent more reliable instead of adding new features. I finally tracked down a long-standing parser issue that turned out to be an architectural problem: the CLI and the analysis pipeline were using two completely different parsers. I merged everything into a single parser, updated the production build to include it, and verified that all parser regression tests and the full test suite still pass. After that, I confirmed the CLI now extracts real judging criteria like Impact and Innovation instead of mistakenly treating navigation links as judging criteria. With parsing in a much better place, I shifted focus toward hardening the overall pipeline by planning phased reliability work around generation, auto-repair, validation, and recovery so the goal is no longer just generating code, but consistently producing projects that typecheck, build, run, and are ready for submission."}, {"post_id": 33322, "ts": "2026-07-23T04:04:01Z", "hours": 8.9597, "text": "This week I focused on making Hack-A-Gent stable and release-ready instead of adding new features. I cleaned up dead code, removed unused files, improved CLI logging and error messages, and verified the project with a full build and test pass. The CLI now parses real hackathon pages, plans projects, and gracefully falls back when AI providers are unavailable. I also ran end-to-end tests on real hackathon URLs to identify the final issues before release. The remaining work is improving template fallback and validation so every generated project is immediately usable, bringing Hack-A-Gent closer to its first stable release."}, {"post_id": 27158, "ts": "2026-07-12T13:41:30Z", "hours": 6.4664, "text": "Might be on final stages, making sure the agent doesn’t blows up in users hands. Taking time but needs to be done, Hope I can ship it by this week"}, {"post_id": 26029, "ts": "2026-07-10T16:39:54Z", "hours": 22.7653, "text": "Spent today improving Hack-A-Gent’s long-term direction instead of just fixing bugs. I mapped out a roadmap to turn it into a real Devpost hackathon agent, including a hackathon qualification engine, real Devpost benchmark suite, autonomous repair loop, browser validation, and organizational learning. Also audited the current architecture to identify what already exists, what needs refactoring, and what should be built next before writing more code."}, {"post_id": 21958, "ts": "2026-07-04T05:04:47Z", "hours": 25.1944, "text": "Hack-A-Gent I built Hack-A-Gent , a CLI-based AI agent that helps developers turn a Devpost hackathon challenge into a working project in minutes. Simply paste a Devpost competition URL into the terminal, and Hack-A-Gent analyzes the challenge, extracts the judging criteria and submission requirements, plans an appropriate architecture, and generates a production-ready project scaffold. You bring your own LLM API key (Anthropic, OpenAI, Google Gemini, NVIDIA NIMs, Ollama, and more), and Hack-A-Gent orchestrates the rest—from understanding the hackathon prompt to generating code, documentation, and a submission-ready starting point. The goal isn’t to replace developers, but to eliminate the repetitive setup work so builders can spend more time refining their ideas, polishing their projects, and creating a great demo."}]...
|
Title: Hack-A-Gent by @to_aarav_g | Stardance
Dev Title: Hack-A-Gent by @to_aarav_g | Stardance
Devlogs:
Hack-A-Gent I built Hack-A-Gent , a CLI-based AI agent that helps developers turn a Devpost hackathon challenge into a working project in minutes. Simply paste a Devpost competition URL into the terminal, and Hack-A-Gent analyzes the challenge, extracts the judging criteria and submission requirements, plans an appropriate architecture, and generates a production-ready project scaffold. You bring your own LLM API key (Anthropic, OpenAI, Google Gemini, NVIDIA NIMs, Ollama, and more), and Hack-A-Gent orchestrates the rest—from understanding the hackathon prompt to generating code, documentation, and a submission-ready starting point. The goal isn’t to replace developers, but to eliminate the repetitive setup work so builders can spend more time refining their ideas, polishing their projects, and creating a great demo.
Spent today improving Hack-A-Gent’s long-term direction instead of just fixing bugs. I mapped out a roadmap to turn it into a real Devpost hackathon agent, including a hackathon qualification engine, real Devpost benchmark suite, autonomous repair loop, browser validation, and organizational learning. Also audited the current architecture to identify what already exists, what needs refactoring, and what should be built next before writing more code.
Might be on final stages, making sure the agent doesn’t blows up in users hands. Taking time but needs to be done, Hope I can ship it by this week
This week I focused on making Hack-A-Gent stable and release-ready instead of adding new features. I cleaned up dead code, removed unused files, improved CLI logging and error messages, and verified the project with a full build and test pass. The CLI now parses real hackathon pages, plans projects, and gracefully falls back when AI providers are unavailable. I also ran end-to-end tests on real hackathon URLs to identify the final issues before release. The remaining work is improving template fallback and validation so every generated project is immediately usable, bringing Hack-A-Gent closer to its first stable release.
Today was mostly about making Hack-A-Gent more reliable instead of adding new features. I finally tracked down a long-standing parser issue that turned out to be an architectural problem: the CLI and the analysis pipeline were using two completely different parsers. I merged everything into a single parser, updated the production build to include it, and verified that all parser regression tests and the full test suite still pass. After that, I confirmed the CLI now extracts real judging criteria like Impact and Innovation instead of mistakenly treating navigation links as judging criteria. With parsing in a much better place, I shifted focus toward hardening the overall pipeline by planning phased reliability work around generation, auto-repair, validation, and recovery so the goal is no longer just generating code, but consistently producing projects that typecheck, build, run, and are ready for submission.
Spent this session improving Hack-A-Gent’s reliability and generation pipeline. Fixed a major architectural issue where generated apps were being overwritten by fallback templates, allowing AI-generated pages to be preserved correctly. Also resolved several runtime and build issues, improved validation, and verified the full pipeline by generating, building, and running a real hackathon project successfully. The next focus is improving project quality so the generated apps are more original, context-aware, and competitive in real hackathons.
This is session I added a better parser so I get almost 99% accuracy and also made many improvements in the code generation. Almost done and drained out from all this
Today’s work focused on stabilizing Hack-A-Gent for a production-ready release. I fixed the Improvement Pass so it now completes the full critique -> patch -> build -> judge cycle with measurable score improvements, strengthened template fallback generation with complete project scaffolding and improved styling, added automatic generation of deployment assets like LICENSE and vercel.json, and implemented comprehensive child-process lifecycle management to ensure the CLI exits cleanly after execution. I also streamlined the interview flow by removing unnecessary prompts, improved validation, and verified the project with a clean TypeScript build and extensive unit and feature test coverage.
Major progress today! I completed the Phase 1 stabilization of Hack-A-Gent by resolving all remaining test and build issues (1721/1721 tests passing, clean TypeScript build). I also performed a deep forensic investigation into the AI generation pipeline and discovered a critical issue where the router was rejecting recoverable LLM responses before they reached the JSON extraction layer. With the core architecture now stable, the focus shifts to eliminating unnecessary template fallbacks and improving the quality of AI-generated hackathon projects.
Fixed a pretty annoying bug today. HAG can now actually reach Nemotron during auto-repair after NVIDIA 503s. One step closer to a full successful run.
I have realised that using NVIDIA NIMS is the issue, my app is almost working. , but the providors is failing at this point. I will try using gemini and openrouter to chek if it will work or not. I guess I will not be able to. And I also need to update my README.md for some reason it looks like AI written, I will write it in a funny way now.
Heyyy, I have updated my README.md and also fixed my failing tests by now. I guess I am ready to ship Hack-A-Gent for Ship#1
Got 208/208 tests to pass. Also I have implemented the providor for LLM as Gemini(Primary) -> Openrouter -> NVIDIA. So that maximum success rates can be achived. Also for anyone to test out HAG, just use README.md from github to install HAG, then setup up your API keys in the .env (don’t worry it’s all local), and you are ready to go.
Greeting! I have made 1 bid decision and ported the whole hag to python scipt using external libraries instead of building every agent myself. But for this we need gemini-cli configured with a paid account(which I dont have!). Sad, but I am happy rest all of hag works without any issues
Ships:
What did you make? Hack-A-Gent — an AI coding agent that can plan, write, test and fix code for a hackathon project. What was challenging? Getting the agent to fix its own mistakes without breaking existing code. Cross-file dependencies and keeping shared code safe were probably the hardest parts. What are you proud of? I got it to go beyond just generating code and actually test and repair what it creates. How do I run it? Clone the repo, run npm install , create a .env with your Gemini API key, then run npm run dev . Start with a small coding task and let the agent work through it....
|
1793008083.7202892
|
1793094483.7202892
|
|
58392
|
physics-minigame by @Rishav | Stardance
|
Rishav
|
1
|
5.0
|
23
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T04:19:26Z", "hours": 5.0, "multiplier": 4.24, "payout": 23, "blessing": "neutral", "text": "I had initially thought of creating the game using Godot software, and when the project didn’t work out, I grew frustrated after it actually crashed and I lost some of the resources I had hoped to use. After feeling somewhat bored, I found the motivation I needed to start writing some lines of code in order to develop a new physics minigame using Pygame. After I had completed my first 42 lines of code, I was pleasantly surprised to see my game move on. While pursuing this project, I also discovered just how crucial it is to follow the right indentation rules in Python programming, especially during debugging. Since then, I have successfully finished the game and added several different features to it, such as gravity, bouncing, many different kinds of balls, collision physics, a guessing game and two more minigames called Catch and Dodge.The accomplishment I am most proud of is the sports joke and milestone system. Real-life sports events provide meaning to the various levels of the score. I have tied the scores to various sports milestones such as RCB winning the 49-0 match, Barcelona losing to Bayern Munich, and Germany beating Brazil 7-1. Players will receive a message when a particular score is achieved, thus making the scoring system more interesting and unique. Another challenge was packing the entire game into an executable. I found out that I had two versions of Python installed on my PC. As a result, sometimes, pip and Python would be working with different installations. Even though Pygame was installed successfully, it kept disappearing when I was trying to compile the project. The issue was resolved by specifying the complete path of my command. What started as a failed attempt to make a Godot game turned into a finished Pygame project. While working on it, I have learned a lot about Python, debugging, physics, game making, and even solving the issues of packing the project into an executable.", "repo": "https://github.com/rishavjha8515-hub/physics-minigames", "demo": "https://github.com/rishavjha8515-hub/physics-minigames/releases/tag/v1.0.0"}]...
|
[{"post_id": 67852, "ts": "202 [{"post_id": 67852, "ts": "2026-09-14T04:05:56Z", "hours": 4.3267, "text": "In my second devlog, I have completed the entire game since my previous update. Various features have been implemented such as gravity, bouncing, different kinds of balls and collision physics, as well as determining the time needed for the guessing game, and two mini-games called Catch and Dodge. The most remarkable feature, in my opinion, is the sports joke/milestones system. In this system, I connected my scoring levels to real-life events, such as visiting RCB’s matches (49-10), Barcelona’s loss to Bayern Munich, and Germany’s win over Brazil (7-1). As a result, once a score has been reached, the game shows a related message. Packaging the whole game into an executable file was challenging, as I found out that I had two different Python installations on my computer. As a result, pip and Python send different signals according to the command, and pygame has installed successfully but has disappeared when I tried to build the project. I needed to use the full path to direct my commands to one Python installation."}, {"post_id": 65314, "ts": "2026-09-10T11:41:06Z", "hours": 1.105, "text": "First devlog Was going to make a game on gadot,but was unsuccessful,got fed up and steak was broken and stickers now lost which were upcoming.Gathered the courage to make a write few lines of codes for a new physics minigames i am working on since i was feeling pretty bored.wrote my first 42 lines of code and got this on pygame and learnt a lot of significance of the indentation during debugging"}]...
|
Title: physics-minigame by @Rishav | Stardance
De Title: physics-minigame by @Rishav | Stardance
Devlogs:
First devlog Was going to make a game on gadot,but was unsuccessful,got fed up and steak was broken and stickers now lost which were upcoming.Gathered the courage to make a write few lines of codes for a new physics minigames i am working on since i was feeling pretty bored.wrote my first 42 lines of code and got this on pygame and learnt a lot of significance of the indentation during debugging
In my second devlog, I have completed the entire game since my previous update. Various features have been implemented such as gravity, bouncing, different kinds of balls and collision physics, as well as determining the time needed for the guessing game, and two mini-games called Catch and Dodge. The most remarkable feature, in my opinion, is the sports joke/milestones system. In this system, I connected my scoring levels to real-life events, such as visiting RCB’s matches (49-10), Barcelona’s loss to Bayern Munich, and Germany’s win over Brazil (7-1). As a result, once a score has been reached, the game shows a related message. Packaging the whole game into an executable file was challenging, as I found out that I had two different Python installations on my computer. As a result, pip and Python send different signals according to the command, and pygame has installed successfully but has disappeared when I tried to build the project. I needed to use the full path to direct my commands to one Python installation.
Ships:
I had initially thought of creating the game using Godot software, and when the project didn’t work out, I grew frustrated after it actually crashed and I lost some of the resources I had hoped to use. After feeling somewhat bored, I found the motivation I needed to start writing some lines of code in order to develop a new physics minigame using Pygame. After I had completed my first 42 lines of code, I was pleasantly surprised to see my game move on. While pursuing this project, I also discovered just how crucial it is to follow the right indentation rules in Python programming, especially during debugging. Since then, I have successfully finished the game and added several different features to it, such as gravity, bouncing, many different kinds of balls, collision physics, a guessing game and two more minigames called Catch and Dodge.The accomplishment I am most proud of is the sports joke and milestone system. Real-life sports events provide meaning to the various levels of the score. I have tied the scores to various sports milestones such as RCB winning the 49-0 match, Barcelona losing to Bayern Munich, and Germany beating Brazil 7-1. Players will receive a message when a particular score is achieved, thus making the scoring system more interesting and unique. Another challenge was packing the entire game into an executable. I found out that I had two versions of Python installed on my PC. As a result, sometimes, pip and Python would be working with different installations. Even though Pygame was installed successfully, it kept disappearing when I was trying to compile the project. The issue was resolved by specifying the complete path of my command. What started as a failed attempt to make a Godot game turned into a finished Pygame project. While working on it, I have learned a lot about Python, debugging, physics, game making, and even solving the issues of packing the project into an executable....
|
1793008084.934783
|
1793094484.934783
|
|
14371
|
Archimedes Cube by @ncHammer | Stardance
|
ncHammer
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T18:40:08Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The Archimedes Cube is a modular, 3D-printable mechanical puzzle that merges the core mechanics of a traditional Rubik’s cube with an interactive marble maze. The internal mechanism utilizes a custom-designed core and six interlocking center swivels, while the outer layer consists of eight corner and twelve side pieces that slide together in a precise sequence. Rather than using traditional screws for tension, the parts rely on mechanical clasps to lock into place. Once fully assembled, a marble can travel continuously across all six faces of the outer shell via interconnected pathways and custom corner tunnels. Each face of the cube houses a separate maze track panel, and these paths connect at the seams through secondary edge framing pieces, which route the marble around the turning axes without interrupting the rotation of the cube layers.For customization, the center swivels feature interchangeable design slots, allowing builders to color-code faces in green, blue, orange, and red, or slide in personalized tile geometries. The yellow center segment acts as a dedicated marble garage, utilizing concealed internal magnets and a custom maze plug to hold the tracking marble in place when the puzzle is being solved or transported.Developing this project highlighted several mechanical constraints, particularly regarding friction and tolerances. Because fused deposition modeling (FDM) 3D printing layers introduce too much surface friction for a functional rotational mechanism, every single internal contact face requires manual sanding prior to assembly to prevent binding. Additionally, the assembly sequence must be exact; forcing a corner or edge piece into the final assembly slot easily shears the internal alignment channels. Instead, the mechanical loop must be completed by installing a center swivel piece last to properly distribute tension across the tracks. Finally, attaching the maze panels requires precise application of liquid superglue directly to the center swivels, ensuring no adhesive bleeds into the rotational seams, which would permanently lock the moving layers.", "repo": "https://github.com/noahcraig029-code/ArchimedesCube", "demo": "https://www.thingiverse.com/thing:7411782"}]...
|
[{"post_id": 70757, "ts": "202 [{"post_id": 70757, "ts": "2026-09-19T18:23:48Z", "hours": 2.4667, "text": "I’m finally finished! It’s 100% printed, assembled, and fully functional! I mainly used superglue to put it all together, and I’ve been messing around with it for hours. I hope y’all give it a chance and enjoy it! Happy cubing!"}, {"post_id": 46539, "ts": "2026-08-13T20:44:34Z", "hours": 2.6453, "text": "I’ve revamped the edge design for the marble maze, making a smoother tunnel that lines up perfectly with the panels fitting along the main cube pieces. The originals were a straight 90 degree angle, and the marble got stuck. The new model is a 45 degree curve that lets the marble flow from one face to another!"}, {"post_id": 37193, "ts": "2026-07-29T18:43:57Z", "hours": 5.0642, "text": "Bored of a regular Rubik’s Cube? I have a monstrosity for you then! The Archimedes Cube is a 5 cubed inch Rubik’s cube with a marble maze engraved onto the face. It has over 50 individually designed parts created on Onshape. I just finished designing and piecing a final assembly together that can be used to see what the project will look like when it’s fully completed! I’m planning on shipping it soon, so make sure you check it out when it’s done!"}, {"post_id": 29126, "ts": "2026-07-15T19:54:21Z", "hours": 0.8961, "text": "If you like puzzles check this project out! I’ve finally managed to create a cohesive printing guide, as well as a construction README that’s available once the Onshape doc is opened. I’m working on creating a 3D reference model inside the project so you don’t get lost during assembly. I’m also working on my own physical assembly, magnets and all! My next step is to complete building the cube in real life, as well as on Onshape."}, {"post_id": 28946, "ts": "2026-07-15T15:45:27Z", "hours": 1.1611, "text": "I’ve finally finished modeling all pieces for the cube and mazes! The last step I need to complete is to write and include a printing and construction guide. Shown below is the assembly PRINTING COLLECTION, which has everything you need to create your own Archimedes Cube at home, provided you have a 3D printer. Colors are not required, but heavily recommended. The Onshape link is included in the project, I hope you guys enjoy it! Any suggestions for cubit designs or alternate maze creations are welcome!"}]...
|
Title: Archimedes Cube by @ncHammer | Stardance
D Title: Archimedes Cube by @ncHammer | Stardance
Devlogs:
I’ve finally finished modeling all pieces for the cube and mazes! The last step I need to complete is to write and include a printing and construction guide. Shown below is the assembly PRINTING COLLECTION, which has everything you need to create your own Archimedes Cube at home, provided you have a 3D printer. Colors are not required, but heavily recommended. The Onshape link is included in the project, I hope you guys enjoy it! Any suggestions for cubit designs or alternate maze creations are welcome!
If you like puzzles check this project out! I’ve finally managed to create a cohesive printing guide, as well as a construction README that’s available once the Onshape doc is opened. I’m working on creating a 3D reference model inside the project so you don’t get lost during assembly. I’m also working on my own physical assembly, magnets and all! My next step is to complete building the cube in real life, as well as on Onshape.
Bored of a regular Rubik’s Cube? I have a monstrosity for you then! The Archimedes Cube is a 5 cubed inch Rubik’s cube with a marble maze engraved onto the face. It has over 50 individually designed parts created on Onshape. I just finished designing and piecing a final assembly together that can be used to see what the project will look like when it’s fully completed! I’m planning on shipping it soon, so make sure you check it out when it’s done!
I’ve revamped the edge design for the marble maze, making a smoother tunnel that lines up perfectly with the panels fitting along the main cube pieces. The originals were a straight 90 degree angle, and the marble got stuck. The new model is a 45 degree curve that lets the marble flow from one face to another!
I’m finally finished! It’s 100% printed, assembled, and fully functional! I mainly used superglue to put it all together, and I’ve been messing around with it for hours. I hope y’all give it a chance and enjoy it! Happy cubing!
Ships:
The Archimedes Cube is a modular, 3D-printable mechanical puzzle that merges the core mechanics of a traditional Rubik’s cube with an interactive marble maze. The internal mechanism utilizes a custom-designed core and six interlocking center swivels, while the outer layer consists of eight corner and twelve side pieces that slide together in a precise sequence. Rather than using traditional screws for tension, the parts rely on mechanical clasps to lock into place. Once fully assembled, a marble can travel continuously across all six faces of the outer shell via interconnected pathways and custom corner tunnels. Each face of the cube houses a separate maze track panel, and these paths connect at the seams through secondary edge framing pieces, which route the marble around the turning axes without interrupting the rotation of the cube layers.For customization, the center swivels feature interchangeable design slots, allowing builders to color-code faces in green, blue, orange, and red, or slide in personalized tile geometries. The yellow center segment acts as a dedicated marble garage, utilizing concealed internal magnets and a custom maze plug to hold the tracking marble in place when the puzzle is being solved or transported.Developing this project highlighted several mechanical constraints, particularly regarding friction and tolerances. Because fused deposition modeling (FDM) 3D printing layers introduce too much surface friction for a functional rotational mechanism, every single internal contact face requires manual sanding prior to assembly to prevent binding. Additionally, the assembly sequence must be exact; forcing a corner or edge piece into the final assembly slot easily shears the internal alignment channels. Instead, the mechanical loop must be completed by installing a center swivel piece last to properly distribute tension across the tracks. Finally, attaching the maze panels requires precise application of liquid superglue directly to the center swivels, ensuring no adhesive bleeds into the rotational seams, which would permanently lock the moving layers....
|
1793008086.039538
|
1793094486.039538
|
|
53468
|
MassCompose by @Iarush7 | Stardance
|
Iarush7
|
1
|
15.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T14:58:00Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am shipping Masscompose, a downloadable Python package that extends trimesh’s capabilities by allowing users to add point masses to existing STL meshes to calculate the center of mass and inertia tensors. This project initially came from the development of a UAV Unity simulation where I was exploring the importance of custom drone designs, and I used a trimesh-based Python backend to calculate the physical characteristics of the design for accurate flight. That backend has been rewritten to create masscompose! The hardest challenge was definitely testing the project as we were going on. I had to revisit my pytest and learn how to write tests that ensured the math was being done correctly. Also, uploading a package to PYPI feels like a developer milestone, and learning how to package it with twill was interesting as well.", "repo": "https://github.com/Iarush/MassCompose", "demo": "https://github.com/Iarush/masscompose/releases/tag/v.1.0.0"}]...
|
[{"post_id": 78080, "ts": "202 [{"post_id": 78080, "ts": "2026-10-09T14:41:30Z", "hours": 0.3653, "text": "The Python Package has been uploaded to PYPI by packaging it with twill. Additioanally, the demo is also up and running in the repo in the releases section where someone can download the zip file and run the run.py script to install the required dependencies and launch the demo program"}, {"post_id": 78008, "ts": "2026-10-09T05:14:45Z", "hours": 5.6217, "text": "Demo Python Application: To better showcase the abilities of Mass Compose and visualize it. I have also created a demo application. The demo is fully python and can be downloaded from GitHub. It uses PyVista for rendering the 3D meshes, NumPy for some basic error work, and then Pillow so images can be shown in Tkinter. Obviously, Tkinter is used for the UI ,and masscompose is the one doing all the math behind this app. Most importantly, the Mesh shows you the Center of Mass as well as the point mass. You can see how the point masses affect the COM."}, {"post_id": 53368, "ts": "2026-08-23T21:50:02Z", "hours": 8.6286, "text": "The initial mass composer script for UAV NeoSIM is done and bug free! This project started off as a small personal project targeted at adding a feature to UAV NeoSIM (A drone simulation created on Unity) where users can import their own custom drone models and fly them around. A python mass-properties script was created that takes in the imported stl, mass density, and specific point masses for objects such as the motors, the battery, and the computers to calculate the inertial tensors. Out of this working mass composing script evolved the larger idea to make a python package with a more general version of a masscompose function. The idea is to help out game and sim devs everywhere by giving them an easy way to create their own rigidbody physics objects that need the additonal of additional masses. mass-properties (The initial module) took advantage of the trimesh module to calculate the COM and the original inertial tensor from here. The parallel axis theorem was added to calculate the changed COM and inertial tensors with the addition of the point masses. This “backend” of sorts had three parts, the most important being udp_listener which communicated back and forth with unity to recieve coordinates and masses and sent coordinates and masses. This backend serves as the logical backbone that this python package can be finished."}]...
|
Title: MassCompose by @Iarush7 | Stardance
Devlog Title: MassCompose by @Iarush7 | Stardance
Devlogs:
The initial mass composer script for UAV NeoSIM is done and bug free! This project started off as a small personal project targeted at adding a feature to UAV NeoSIM (A drone simulation created on Unity) where users can import their own custom drone models and fly them around. A python mass-properties script was created that takes in the imported stl, mass density, and specific point masses for objects such as the motors, the battery, and the computers to calculate the inertial tensors. Out of this working mass composing script evolved the larger idea to make a python package with a more general version of a masscompose function. The idea is to help out game and sim devs everywhere by giving them an easy way to create their own rigidbody physics objects that need the additonal of additional masses. mass-properties (The initial module) took advantage of the trimesh module to calculate the COM and the original inertial tensor from here. The parallel axis theorem was added to calculate the changed COM and inertial tensors with the addition of the point masses. This “backend” of sorts had three parts, the most important being udp_listener which communicated back and forth with unity to recieve coordinates and masses and sent coordinates and masses. This backend serves as the logical backbone that this python package can be finished.
Demo Python Application: To better showcase the abilities of Mass Compose and visualize it. I have also created a demo application. The demo is fully python and can be downloaded from GitHub. It uses PyVista for rendering the 3D meshes, NumPy for some basic error work, and then Pillow so images can be shown in Tkinter. Obviously, Tkinter is used for the UI ,and masscompose is the one doing all the math behind this app. Most importantly, the Mesh shows you the Center of Mass as well as the point mass. You can see how the point masses affect the COM.
The Python Package has been uploaded to PYPI by packaging it with twill. Additioanally, the demo is also up and running in the repo in the releases section where someone can download the zip file and run the run.py script to install the required dependencies and launch the demo program
Ships:
I am shipping Masscompose, a downloadable Python package that extends trimesh’s capabilities by allowing users to add point masses to existing STL meshes to calculate the center of mass and inertia tensors. This project initially came from the development of a UAV Unity simulation where I was exploring the importance of custom drone designs, and I used a trimesh-based Python backend to calculate the physical characteristics of the design for accurate flight. That backend has been rewritten to create masscompose! The hardest challenge was definitely testing the project as we were going on. I had to revisit my pytest and learn how to write tests that ensured the math was being done correctly. Also, uploading a package to PYPI feels like a developer milestone, and learning how to package it with twill was interesting as well....
|
1793008087.179637
|
1793094487.179637
|
|
53492
|
Modeling Assets for City of the Forgotten (my proj Modeling Assets for City of the Forgotten (my project) by @Ling | Stardance...
|
Ling
|
1
|
27.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T01:51:43Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 3D Model for my Character For my Game City of the Forgotten I made The Texture the rig and the 3d model", "repo": "https://github.com/Miyamoto-web/Modeling-Assets-for-City-of-the-Forgotten-my-project-", "demo": "https://youtu.be/9ZU8_nbiwio"}]...
|
[{"post_id": 69409, "ts": "202 [{"post_id": 69409, "ts": "2026-09-17T00:18:21Z", "hours": 1.785, "text": "README"}, {"post_id": 68934, "ts": "2026-09-16T02:13:42Z", "hours": 0.4, "text": "Making README Currently explaning the creative process"}, {"post_id": 66637, "ts": "2026-09-12T14:21:00Z", "hours": 1.05, "text": "Finshed rig"}, {"post_id": 65707, "ts": "2026-09-11T01:20:15Z", "hours": 0.5839, "text": "Making rig"}, {"post_id": 65097, "ts": "2026-09-10T00:07:21Z", "hours": 9.3428, "text": "Character done making meta rig"}, {"post_id": 61916, "ts": "2026-09-05T02:46:41Z", "hours": 7.9033, "text": "Modeling protagonist coat"}, {"post_id": 58114, "ts": "2026-08-30T13:49:19Z", "hours": 2.9789, "text": "Finaly modeling the first part of the characther"}, {"post_id": 57726, "ts": "2026-08-29T23:59:45Z", "hours": 1.4169, "text": "Character Image reference editing (He is a noir detective ww2 vet)"}, {"post_id": 54142, "ts": "2026-08-24T23:40:12Z", "hours": 1.5181, "text": "Learning Blender"}]...
|
Title: Modeling Assets for City of the Forgotten ( Title: Modeling Assets for City of the Forgotten (my project) by @Ling | Stardance
Devlogs:
Learning Blender
Character Image reference editing (He is a noir detective ww2 vet)
Finaly modeling the first part of the characther
Modeling protagonist coat
Character done making meta rig
Making rig
Finshed rig
Making README Currently explaning the creative process
README
Ships:
I made a 3D Model for my Character For my Game City of the Forgotten I made The Texture the rig and the 3d model...
|
1793008088.3046248
|
1793094488.3046248
|
|
33733
|
Soulsyche by @andwoo | Stardance
|
andwoo
|
1
|
53.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T16:24:47Z", "hours": 53.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Soulsyche About A dungeon crawler bullet hell, where you have to clear all rooms of the dungeon in order to beat the game. ( Also, when the second bar appears when level 3 is reached, that is your ability bar. Pressing RMB while temporarily grant you your ability [ invincibility ], then the cooldown begins again. Features Procedurally generated dungeon rooms Multiple enemy types ( sniper, pistol, shotgun, assault rifle ) Different weapons with unique stats Soul ability system Enemy spawning and room clearing Chests with random loot Random loot drops Door and door connection system Controls WASD - Movement Mouse - Aiming Left Mouse Button - Shoot Right Mouse Button - Ability R - Reload Dash - Space Interact ( Open Chest ) - E Overview This game is heavily reliant on composition over inheritance, where several components and modules work together to make certain behaviours. Examples of these systems are: Player movement and combat Weapon management UI Room Generation Enemy spawning Health and damage Soul system Loot and item spawning Credits Developed by andwoo ( Andrew ) for Stardance 2026. Used ChatGPT for helping to plan out and design systems Future improvements Art and SFX More souls A boss fight", "repo": "https://github.com/xPuv/Soulsyche", "demo": "https://xpuv.itch.io/soulsyche"}]...
|
[{"post_id": 74537, "ts": "202 [{"post_id": 74537, "ts": "2026-09-27T16:21:27Z", "hours": 5.8858, "text": "Final commit added more enemies cleaned stuff up, making it playable"}, {"post_id": 63170, "ts": "2026-09-06T20:26:06Z", "hours": 5.4714, "text": "devlog 4 custom room generation algorithm random rooms"}, {"post_id": 52213, "ts": "2026-08-22T09:45:21Z", "hours": 12.0461, "text": "devlog 3 added souls ( buffs, u can ffind in runs) added ui began working on randomly generated rooms added doors that lock and unlock after beating the room"}, {"post_id": 46341, "ts": "2026-08-13T14:25:57Z", "hours": 10.1642, "text": "devlog 2 added enemies that can shoot chests with rng hit shader keys to unlock chests"}, {"post_id": 35708, "ts": "2026-07-27T09:50:33Z", "hours": 10.1531, "text": "devlog 1 added a shotgun ( the dawg ) added weapon switching added UI began working on enemy AI with patrol, chase and investigate behaviour being implemented added damaging enemies"}, {"post_id": 33996, "ts": "2026-07-24T12:00:14Z", "hours": 9.6122, "text": "DEVLOG 0 hello! recently i’ve been working on the my own roguelike, Soulsyche, which is going to be a top down shooter. In the time on the devlog, I’ve spent time implementing a modular gun system and basic player movement. Below is a list stating all the changes alongside a video of what I’ve done. ( also, if anyone has any advivce/can help with the bugfix of the weird jittering, would really be grateful! feel free to comment below ) added shooting added reloading added movement sprite polishes ( gun faces direction of mouse cursor ) adding dashing added vfx to dash"}]...
|
Title: Soulsyche by @andwoo | Stardance
Devlogs:
Title: Soulsyche by @andwoo | Stardance
Devlogs:
DEVLOG 0 hello! recently i’ve been working on the my own roguelike, Soulsyche, which is going to be a top down shooter. In the time on the devlog, I’ve spent time implementing a modular gun system and basic player movement. Below is a list stating all the changes alongside a video of what I’ve done. ( also, if anyone has any advivce/can help with the bugfix of the weird jittering, would really be grateful! feel free to comment below ) added shooting added reloading added movement sprite polishes ( gun faces direction of mouse cursor ) adding dashing added vfx to dash
devlog 1 added a shotgun ( the dawg ) added weapon switching added UI began working on enemy AI with patrol, chase and investigate behaviour being implemented added damaging enemies
devlog 2 added enemies that can shoot chests with rng hit shader keys to unlock chests
devlog 3 added souls ( buffs, u can ffind in runs) added ui began working on randomly generated rooms added doors that lock and unlock after beating the room
devlog 4 custom room generation algorithm random rooms
Final commit added more enemies cleaned stuff up, making it playable
Ships:
Soulsyche About A dungeon crawler bullet hell, where you have to clear all rooms of the dungeon in order to beat the game. ( Also, when the second bar appears when level 3 is reached, that is your ability bar. Pressing RMB while temporarily grant you your ability [ invincibility ], then the cooldown begins again. Features Procedurally generated dungeon rooms Multiple enemy types ( sniper, pistol, shotgun, assault rifle ) Different weapons with unique stats Soul ability system Enemy spawning and room clearing Chests with random loot Random loot drops Door and door connection system Controls WASD - Movement Mouse - Aiming Left Mouse Button - Shoot Right Mouse Button - Ability R - Reload Dash - Space Interact ( Open Chest ) - E Overview This game is heavily reliant on composition over inheritance, where several components and modules work together to make certain behaviours. Examples of these systems are: Player movement and combat Weapon management UI Room Generation Enemy spawning Health and damage Soul system Loot and item spawning Credits Developed by andwoo ( Andrew ) for Stardance 2026. Used ChatGPT for helping to plan out and design systems Future improvements Art and SFX More souls A boss fight...
|
1793008089.4777958
|
1793094489.4777958
|
|
58410
|
Bucket-List-for-a-Perfect-Day by @mian | Stardance
|
mian
|
1
|
7.0
|
47
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T08:16:05Z", "hours": 7.0, "multiplier": 6.34, "payout": 47, "blessing": "neutral", "text": "About This is a checklist that users can use to plan their day to ensure it’s the perfect day! It has a pixel theme differing from other normal checklists. Users are able to add, edit, and delete tasks. Completed tasks can be checked with the pixel star next to each activity. Challenge What I found a bit challenging was that I needed three files in different languages to make this work. This was my first time not making a static site, so although it’s normal to have an HTML, CSS, and JavaScript file when creating a website, I found it quite an unusual experience. I found that the majority of my bugs and issues came from forgetting to reference classes and IDs in my JavaScript code. Overall, this project was really fun to do, as I could see my work come to life as it became actually functional. What am I proud of? I am really, really proud that I was able to make a functional site with input. I am especially happy that there is local storage. It makes the website feel like a proper one. What should you guys know? This was the first time I’ve coded using JavaScript, so the coding is a bit messy and confusing. If there are any bugs or recommendations, please let me know! I will be very happy to improve this site. In the future, I plan to enable users to create multiple sticky notes around the page so all the tasks aren’t clumped in one area. I also hope to let people delete one task without having to delete them all at once.", "repo": "https://github.com/mianyay/Bucket-List-for-a-Perfect-Day", "demo": "https://mianyay.github.io/Bucket-List-for-a-Perfect-Day/"}]...
|
[{"post_id": 67197, "ts": "202 [{"post_id": 67197, "ts": "2026-09-13T07:58:35Z", "hours": 4.8008, "text": "I coded the javascript which made my website functional. There are floating bubbles in the background, which make the screen feel less still. You can add, delete, and edit tasks. I also wanted the website to look prettier, so I made it a pixel theme, all drawn by me! While coding this, I realised a lot of the functions were only known to be so I had to put some changing-colour hover animation over it to make it noticeable. The bubble animation was probably the hardest part here, as that was a whole step away from the guide I used. It involved a bit of math lol, and I realised I accidentally wrote .png instead of .PNG, which completely stopped the bubbles from appearing. However, as you can see in the image below, I wanted to make the to-do list my own, so I incorporated pixel elements. I chose to do a star as the checkbox instead to make it feel more like an achievement. Not to mention that the white box was really annoying to make, as I had to make it look pixelated, which was very hard. It took a long time of trial and error to get those pixel corners, but I managed in the end! :D"}, {"post_id": 65892, "ts": "2026-09-11T10:29:26Z", "hours": 2.6558, "text": "So I started my project and decided to do the HTML and CSS first (well, of course). I finished the basics of my HTML and CSS, so it looks like an average checklist. I would have included it in the picture below, but only one was allowed. Below, you can see my HTML code. What I learnt in this session was all the HTML shortcuts. I had no idea; honestly, I could just write div and enter and it would make all the <> for me. It saved so much time when I was coding. Currently, the website is a static website, but soon I’ll code the JavaScript, making it interactive! I am really excited to see my to-do list come to life. I hope to make some sort of animation in the background as the checklist is looking pretty plain"}]...
|
Title: Bucket-List-for-a-Perfect-Day by @mian | St Title: Bucket-List-for-a-Perfect-Day by @mian | Stardance
Devlogs:
So I started my project and decided to do the HTML and CSS first (well, of course). I finished the basics of my HTML and CSS, so it looks like an average checklist. I would have included it in the picture below, but only one was allowed. Below, you can see my HTML code. What I learnt in this session was all the HTML shortcuts. I had no idea; honestly, I could just write div and enter and it would make all the <> for me. It saved so much time when I was coding. Currently, the website is a static website, but soon I’ll code the JavaScript, making it interactive! I am really excited to see my to-do list come to life. I hope to make some sort of animation in the background as the checklist is looking pretty plain
I coded the javascript which made my website functional. There are floating bubbles in the background, which make the screen feel less still. You can add, delete, and edit tasks. I also wanted the website to look prettier, so I made it a pixel theme, all drawn by me! While coding this, I realised a lot of the functions were only known to be so I had to put some changing-colour hover animation over it to make it noticeable. The bubble animation was probably the hardest part here, as that was a whole step away from the guide I used. It involved a bit of math lol, and I realised I accidentally wrote .png instead of .PNG, which completely stopped the bubbles from appearing. However, as you can see in the image below, I wanted to make the to-do list my own, so I incorporated pixel elements. I chose to do a star as the checkbox instead to make it feel more like an achievement. Not to mention that the white box was really annoying to make, as I had to make it look pixelated, which was very hard. It took a long time of trial and error to get those pixel corners, but I managed in the end! :D
Ships:
About This is a checklist that users can use to plan their day to ensure it’s the perfect day! It has a pixel theme differing from other normal checklists. Users are able to add, edit, and delete tasks. Completed tasks can be checked with the pixel star next to each activity. Challenge What I found a bit challenging was that I needed three files in different languages to make this work. This was my first time not making a static site, so although it’s normal to have an HTML, CSS, and JavaScript file when creating a website, I found it quite an unusual experience. I found that the majority of my bugs and issues came from forgetting to reference classes and IDs in my JavaScript code. Overall, this project was really fun to do, as I could see my work come to life as it became actually functional. What am I proud of? I am really, really proud that I was able to make a functional site with input. I am especially happy that there is local storage. It makes the website feel like a proper one. What should you guys know? This was the first time I’ve coded using JavaScript, so the coding is a bit messy and confusing. If there are any bugs or recommendations, please let me know! I will be very happy to improve this site. In the future, I plan to enable users to create multiple sticky notes around the page so all the tasks aren’t clumped in one area. I also hope to let people delete one task without having to delete them all at once....
|
1793008090.610125
|
1793094490.610125
|
|
58419
|
WaveLens by @vertriwayz | Stardance
|
vertriwayz
|
1
|
12.14
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T12:41:50Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created Wavelens, which is a dashboard that is in your browser that fetches live WSPR and FT8 telemetry feeds, and even plots them into beautiful nodes on an interactive map, as well as a live bar known as a signal-to-noise ratio (aka SNR), and shows a list of active frequencies internationally (so epic!). It was challenging fetching the API because at some times in the day it would tap out and at some point I wanted to use a “mock frequencies list”, but I found a stronger API which could compute the SNR and telemetry feeds. I am proud of the web design, API and especially the colourful map. To run this project you have to clone it via GitHub, and you have to create a Render server (or local if you choose) to run the frequencies, and have an active instance of Python (>=3.14).", "repo": "https://github.com/VihaanVinoth/wavelens", "demo": ""}]...
|
[{"post_id": 72713, "ts": "202 [{"post_id": 72713, "ts": "2026-09-23T15:55:42Z", "hours": 2.7658, "text": "Another Devlog: Building WaveLens So I’ve decided to work on the site a little bit more, but this time it is more of the style, and adding more features. I’ve even added a cool wave logo I made in Canva! One major thing I have added is buttons in the frequency feed is the Update button which updates the frequencies to the latest version (by second), the clear button to erase, then repopulate the nodes, then CSV, which allows you to export the frequencies into a cool CSV file. I also wanted to reflect on the topography, and make it look much more minimalistic, so I wanted to put in this much smoother look. I like the nodes, and now when there is more receivers from a sender, their node grows bigger, showing like different levels in the map, and I worked on the navbar. I intended on putting a welcome page with a hero section, but I thought it was too chunky and decided to just do the map since it was already as amazing as it is already."}, {"post_id": 71939, "ts": "2026-09-21T20:23:49Z", "hours": 1.5081, "text": "Quick Devlog I had to rewrite the code again and I decided to add some flair and make the design like my personal website so it looks minimalistic and clean. This devlog is just an update and I have pretty much revamped everything and I am really proud of this result right now."}, {"post_id": 71894, "ts": "2026-09-21T18:31:22Z", "hours": 1.3969, "text": "Devlog #4: Rewriting Everything I think this was one of the most painful parts of the project, and that apparently my project mostly used AI, so despite that I had to rewrite most of my code and stuff, and I am proud to say that it looks really clean and much better now and now that I have done the README, the code, and the styling, it looks good and the nodes are working. This took some time to make, but I think it was worth it in the end, and I am really proud of this result."}, {"post_id": 71713, "ts": "2026-09-21T11:18:07Z", "hours": 0.6158, "text": "Devlog #3 - Fixing my README So a reason my project got returned was because my README was not fully informative and was a bit short, so I decided to tidy things up and introduce sections such as instructions as to how to install and run your own instance using a WSGI Gunicorn server, or using the Flask development server from the ground up, and I just added slightly more background to the already existing sections like the features, and blurb. So far the readme is looking much more presentable , and I think my project should be ready now to ship :D"}, {"post_id": 71610, "ts": "2026-09-21T05:00:07Z", "hours": 1.8508, "text": "Devlog #2 - Building WaveLens So as a quick update before I ship my project, it has taken me meticulous hours to bridge connectivity of Wavelens to the web. It was gruelling for the API which kept failing very frequently, leading me to choose one which didn’t require as much calls and was actually free , and I had to keep changing server providers, like Render, then Ngrok, and then finally Cloudflared, which allowed me to use my own subdomain (wavelens.vihaanvinoth.com), and now it is running peacefully, whereas previously you had to take the measures to download the whole project from GitHub, then find a suitable server to host, or locally, then you could run it. Feel free to check out the site at wavelens.vihaanvinoth.com - it’s really cool!"}, {"post_id": 66453, "ts": "2026-09-12T09:07:49Z", "hours": 3.9967, "text": "Devlog #1 + Final - Building WaveLens TL:DR As I haven’t yet put both devlogs into here, this is it. Devlog #1 : Alright, so this is the first devlog so far of building WaveLens, which is basically a web dashboard which can extract WSPR/FT8 telemetry feeds, and plots them onto a large node map mapping out the callsigns. So far i’ve run them using Flask, Gunicorn, and Render, however i’m waiting for approval from the admins to approve my Nest Linux server so that I can run the Python app onto the server and run my site. So far it is turning out great, and there might be more stuff to work on soon. The image attached is from my gunicorn application that is running it temporarily, but I will soon transition to a Linux Server interface. This is also my first time building a Radio-related application, and I think it has been really fun to make so far. Final Devlog : All right, so this is the final post that I am creating for WaveLens. It has been a very valuable project for me to create, and I hope to create more like this in the future. I was able to use my background of HTML, CSS, and JS, as well as some flask to build this web application."}]...
|
Title: WaveLens by @vertriwayz | Stardance
Devlog Title: WaveLens by @vertriwayz | Stardance
Devlogs:
Devlog #1 + Final - Building WaveLens TL:DR As I haven’t yet put both devlogs into here, this is it. Devlog #1 : Alright, so this is the first devlog so far of building WaveLens, which is basically a web dashboard which can extract WSPR/FT8 telemetry feeds, and plots them onto a large node map mapping out the callsigns. So far i’ve run them using Flask, Gunicorn, and Render, however i’m waiting for approval from the admins to approve my Nest Linux server so that I can run the Python app onto the server and run my site. So far it is turning out great, and there might be more stuff to work on soon. The image attached is from my gunicorn application that is running it temporarily, but I will soon transition to a Linux Server interface. This is also my first time building a Radio-related application, and I think it has been really fun to make so far. Final Devlog : All right, so this is the final post that I am creating for WaveLens. It has been a very valuable project for me to create, and I hope to create more like this in the future. I was able to use my background of HTML, CSS, and JS, as well as some flask to build this web application.
Devlog #2 - Building WaveLens So as a quick update before I ship my project, it has taken me meticulous hours to bridge connectivity of Wavelens to the web. It was gruelling for the API which kept failing very frequently, leading me to choose one which didn’t require as much calls and was actually free , and I had to keep changing server providers, like Render, then Ngrok, and then finally Cloudflared, which allowed me to use my own subdomain (wavelens.vihaanvinoth.com), and now it is running peacefully, whereas previously you had to take the measures to download the whole project from GitHub, then find a suitable server to host, or locally, then you could run it. Feel free to check out the site at wavelens.vihaanvinoth.com - it’s really cool!
Devlog #3 - Fixing my README So a reason my project got returned was because my README was not fully informative and was a bit short, so I decided to tidy things up and introduce sections such as instructions as to how to install and run your own instance using a WSGI Gunicorn server, or using the Flask development server from the ground up, and I just added slightly more background to the already existing sections like the features, and blurb. So far the readme is looking much more presentable , and I think my project should be ready now to ship :D
Devlog #4: Rewriting Everything I think this was one of the most painful parts of the project, and that apparently my project mostly used AI, so despite that I had to rewrite most of my code and stuff, and I am proud to say that it looks really clean and much better now and now that I have done the README, the code, and the styling, it looks good and the nodes are working. This took some time to make, but I think it was worth it in the end, and I am really proud of this result.
Quick Devlog I had to rewrite the code again and I decided to add some flair and make the design like my personal website so it looks minimalistic and clean. This devlog is just an update and I have pretty much revamped everything and I am really proud of this result right now.
Another Devlog: Building WaveLens So I’ve decided to work on the site a little bit more, but this time it is more of the style, and adding more features. I’ve even added a cool wave logo I made in Canva! One major thing I have added is buttons in the frequency feed is the Update button which updates the frequencies to the latest version (by second), the clear button to erase, then repopulate the nodes, then CSV, which allows you to export the frequencies into a cool CSV file. I also wanted to reflect on the topography, and make it look much more minimalistic, so I wanted to put in this much smoother look. I like the nodes, and now when there is more receivers from a sender, their node grows bigger, showing like different levels in the map, and I worked on the navbar. I intended on putting a welcome page with a hero section, but I thought it was too chunky and decided to just do the map since it was already as amazing as it is already.
Ships:
I created Wavelens, which is a dashboard that is in your browser that fetches live WSPR and FT8 telemetry feeds, and even plots them into beautiful nodes on an interactive map, as well as a live bar known as a signal-to-noise ratio (aka SNR), and shows a list of active frequencies internationally (so epic!). It was challenging fetching the API because at some times in the day it would tap out and at some point I wanted to use a “mock frequencies list”, but I found a stronger API which could compute the SNR and telemetry feeds. I am proud of the web design, API and especially the colourful map. To run this project you have to clone it via GitHub, and you have to create a Render server (or local if you choose) to run the frequencies, and have an active instance of Python (>=3.14)....
|
1793008091.734337
|
1793094491.734337
|
|
28654
|
Hyperlaunch by @byzann | Stardance
|
byzann
|
1
|
57.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T16:03:40Z", "hours": 57.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My own Minecraft launcher, Hyperlaunch, is in a good, usable state. It supports most versions of Minecraft, as well as having built in support for both the Fabric and NeoForge loaders. Additionally, it supports downloading mods from Modrinth. Installations are divided into ‘instances’ by default, keeping mod setups separated. If you choose to try it, I hope you enjoy it! (ultimately I have more I want to add to this project, but it’s in a very good state at the moment.)", "repo": "https://github.com/ByzantineProcess/hyperlaunch", "demo": "https://github.com/ByzantineProcess/hyperlaunch/releases/tag/v0.1-bugfix"}]...
|
[{"post_id": 71712, "ts": "202 [{"post_id": 71712, "ts": "2026-09-21T11:15:25Z", "hours": 6.7503, "text": "Hyperlaunch (Minecraft launcher) - devlog 7 last one! I’ve fixed a lot of launcher bugs and prepared a minimal GUI for trying the launcher out. Windows and Linux builds are functional and tested. I can’t confirm Mac builds work without bugs, but the launcher core itself was tested on a Mac Neo around a week ago. I hope anyone reading enjoys Hyperlaunch, even if the user interface is a bit clunky at the moment."}, {"post_id": 68684, "ts": "2026-09-15T15:17:18Z", "hours": 8.7233, "text": "Hyperlaunch (Minecraft launcher) - devlog 6 i lost my sticky streak NeoForge support is done for 26.1 and later. Added an instance command for rudimentary management of game instances, you can see a demo of the interface below. Modrinth support is good enough for a search -> download flow, as also shown below. Still improving over time."}, {"post_id": 65282, "ts": "2026-09-10T09:33:27Z", "hours": 9.8283, "text": "Hyperlaunch - devlog 5 Modrinth support Modrinth support is progressing nicely, and Hyperlaunch is now (technically) capable of doing more complex searches than Modrinth App allows. This means Hyperlaunch is better at using Modrinth than Modrinth itself. NeoForge support I’ve started work on supporting the NeoForge mod loader inside Hyperlaunch. This is harder than Fabric for a few reasons, but the main issue is that it requires directly patching Minecraft’s code. The NeoForge installer handles this all, but I want to bring the patching system inside Hyperlaunch. This is progressing nicely too. I’ve had to add a dependency on 7-Zip’s LZMA SDK as part of this. Issues spent like 3 hours diagnosing why decompressing the NeoForge patches was broken only for it to be an accidental cast from an int64 to an int32. writing JSON classes so Hyperlaunch can read Modrinth API responses is taking too long"}, {"post_id": 58118, "ts": "2026-08-30T13:53:14Z", "hours": 8.3553, "text": "Hyperlaunch - devlog 4. It’s been a month since my last devlog because I’ve just been unmotivated to continue working. I do really want to finish this though, so I’ll see it through. This update is mostly about bugfixes. There are no big new features done. Modrinth support I spent a good 3-5 hours building out a proper, full featured Modrinth search client, just for the API docs to be wrong, meaning I massively over-engineered a simple system. Really annoying. Bugfixes All the optimisations and big changes I made over the past few devlogs meant I had a lot of broken code on my hands. Won’t list everything here, but: Nearly all code bound to the UI was outdated/wrong Microsoft auth broke The code that handles downloading the client would not extract some necessary files Listing versions to download broke Small new features Hyperlaunch can now generate Java launch commands, handling downloads/logins/etc. automatically. That’s.. it. No video for this devlog, have some assorted screenshots from development on this devlog’s work."}, {"post_id": 36254, "ts": "2026-07-28T07:23:26Z", "hours": 9.1853, "text": "Hyperlaunch - devlog 3 Hyperlaunch now has the fastest download time of any Minecraft launcher I have tested! This is due to a number of optimisations done, mostly informed from app profiling (you can see a screenshot below.) Network activity is also more steady, and should start less connections overall. Hyperlaunch was slower because parts of the cache system & download system were reading and writing to a lot of files at once. I used the PerfView profiler to figure out how I could improve the download time after testing Modrinth App and Pandora Launcher and scoring twice as worse against both. I’ve attached a screenshot of PerfView below, but it’s very ugly to look at. Changes: Many syscall optimisations in the download handler & caching system Download workers no longer wait for a file to be written to disk before starting another download Started on Modrinth API client Some bugfixes in client manifest parsing"}, {"post_id": 24601, "ts": "2026-07-08T09:55:06Z", "hours": 7.7542, "text": "Hyperlaunch - devlog 2 Hyperlaunch is a Minecraft launcher that tries to be as efficient as possible without compromise. Progress Caching : I finally made a proper global caching system! Its purpose is minimising the network traffic, both for launch speeds and general efficiency. It can get big at times, so I also added compression, using the Brotli algorithm for speed. The cache sits in front of every network request. The cache will try to minimise the cost of the network request where possible. Often, it will just find a cached version instead of using the network. The cache works by URL. It splits the URL into domain name and resource. Take Hyperlaunch’s Stardance project page as an example; if it were to be cached, the directory would be stardance.hackclub.com , and the resource would be projects/28654 . The resource name is hashed with XxHash128, a hashing algorithm that’s not used for storing secrets, then the file at the URL is cached at .hyperlaunch/cache/<directory>/<resource hash> . If the file came with caching instructions (either ETag or Last-Modified HTTP headers), then those are stored alongside the cached file as separate files (see the image attached.) Parallelism : The launcher now handles each task at the same time, instead of in order. This is probably the biggest speedup so far. Instances : The launcher can now handle multiple installs as instances! This means multiple setups can coexist, and users can pick between them. Think MultiMC or PrismLauncher. CLI : Reworked a lot of the CLI as part of these changes. Difficulties Maybe I’m just new to C#, but I found a lot of the HTTP stuff confusing. One example is using the Last-Modified header . If you want to use this header, you need to access the response.Content.Headers variable. For all other headers, you access response.Headers . Brotli compression also seemed unusually difficult. It only works on Stream objects, and the syntax was strange which resulted in a few unintentional logic bugs that I just didn’t know how to spot. Video and some photos of the cache in action below. The cache in action"}, {"post_id": 22826, "ts": "2026-07-05T12:59:36Z", "hours": 6.5678, "text": "Hyperlaunch devlog 1 Hyperlaunch is a Minecraft launcher that tries to be as efficient as possible without compromising in any area. I started this project earlier this year, but I want to finish it under Stardance. Progress Started on instances system for managing multiple installs. Like PrismLauncher or MultiMC. Added to, cleaned up, and fixed multiple issues in the client manifest parsing system. The client manifest is what tells the launcher how to do its job, where to download everything, and how to start the game. Mojang sometimes changes the format. In the 4-month gap since last working on this, they changed how Java arguments are handled, and added a way for launch ingredients to only be considered on specific OS version ranges (for example, only allow a certain library on Windows versions newer than 22H2). Those were both really annoying to fix, mostly because the parsing code was messy. (Used AI to split classes across files.) Added the ability to automatically download and launch Fabric modded versions. (see a demo below) (i really hope the video works, a cdn link should be below otherwise) cdn video link"}]...
|
Title: Hyperlaunch by @byzann | Stardance
Devlogs Title: Hyperlaunch by @byzann | Stardance
Devlogs:
Hyperlaunch devlog 1 Hyperlaunch is a Minecraft launcher that tries to be as efficient as possible without compromising in any area. I started this project earlier this year, but I want to finish it under Stardance. Progress Started on instances system for managing multiple installs. Like PrismLauncher or MultiMC. Added to, cleaned up, and fixed multiple issues in the client manifest parsing system. The client manifest is what tells the launcher how to do its job, where to download everything, and how to start the game. Mojang sometimes changes the format. In the 4-month gap since last working on this, they changed how Java arguments are handled, and added a way for launch ingredients to only be considered on specific OS version ranges (for example, only allow a certain library on Windows versions newer than 22H2). Those were both really annoying to fix, mostly because the parsing code was messy. (Used AI to split classes across files.) Added the ability to automatically download and launch Fabric modded versions. (see a demo below) (i really hope the video works, a cdn link should be below otherwise) cdn video link
Hyperlaunch - devlog 2 Hyperlaunch is a Minecraft launcher that tries to be as efficient as possible without compromise. Progress Caching : I finally made a proper global caching system! Its purpose is minimising the network traffic, both for launch speeds and general efficiency. It can get big at times, so I also added compression, using the Brotli algorithm for speed. The cache sits in front of every network request. The cache will try to minimise the cost of the network request where possible. Often, it will just find a cached version instead of using the network. The cache works by URL. It splits the URL into domain name and resource. Take Hyperlaunch’s Stardance project page as an example; if it were to be cached, the directory would be stardance.hackclub.com , and the resource would be projects/28654 . The resource name is hashed with XxHash128, a hashing algorithm that’s not used for storing secrets, then the file at the URL is cached at .hyperlaunch/cache/<directory>/<resource hash> . If the file came with caching instructions (either ETag or Last-Modified HTTP headers), then those are stored alongside the cached file as separate files (see the image attached.) Parallelism : The launcher now handles each task at the same time, instead of in order. This is probably the biggest speedup so far. Instances : The launcher can now handle multiple installs as instances! This means multiple setups can coexist, and users can pick between them. Think MultiMC or PrismLauncher. CLI : Reworked a lot of the CLI as part of these changes. Difficulties Maybe I’m just new to C#, but I found a lot of the HTTP stuff confusing. One example is using the Last-Modified header . If you want to use this header, you need to access the response.Content.Headers variable. For all other headers, you access response.Headers . Brotli compression also seemed unusually difficult. It only works on Stream objects, and the syntax was strange which resulted in a few unintentional logic bugs that I just didn’t know how to spot. Video and some photos of the cache in action below. The cache in action
Hyperlaunch - devlog 3 Hyperlaunch now has the fastest download time of any Minecraft launcher I have tested! This is due to a number of optimisations done, mostly informed from app profiling (you can see a screenshot below.) Network activity is also more steady, and should start less connections overall. Hyperlaunch was slower because parts of the cache system & download system were reading and writing to a lot of files at once. I used the PerfView profiler to figure out how I could improve the download time after testing Modrinth App and Pandora Launcher and scoring twice as worse against both. I’ve attached a screenshot of PerfView below, but it’s very ugly to look at. Changes: Many syscall optimisations in the download handler & caching system Download workers no longer wait for a file to be written to disk before starting another download Started on Modrinth API client Some bugfixes in client manifest parsing
Hyperlaunch - devlog 4. It’s been a month since my last devlog because I’ve just been unmotivated to continue working. I do really want to finish this though, so I’ll see it through. This update is mostly about bugfixes. There are no big new features done. Modrinth support I spent a good 3-5 hours building out a proper, full featured Modrinth search client, just for the API docs to be wrong, meaning I massively over-engineered a simple system. Really annoying. Bugfixes All the optimisations and big changes I made over the past few devlogs meant I had a lot of broken code on my hands. Won’t list everything here, but: Nearly all code bound to the UI was outdated/wrong Microsoft auth broke The code that handles downloading the client would not extract some necessary files Listing versions to download broke Small new features Hyperlaunch can now generate Java launch commands, handling downloads/logins/etc. automatically. That’s.. it. No video for this devlog, have some assorted screenshots from development on this devlog’s work.
Hyperlaunch - devlog 5 Modrinth support Modrinth support is progressing nicely, and Hyperlaunch is now (technically) capable of doing more complex searches than Modrinth App allows. This means Hyperlaunch is better at using Modrinth than Modrinth itself. NeoForge support I’ve started work on supporting the NeoForge mod loader inside Hyperlaunch. This is harder than Fabric for a few reasons, but the main issue is that it requires directly patching Minecraft’s code. The NeoForge installer handles this all, but I want to bring the patching system inside Hyperlaunch. This is progressing nicely too. I’ve had to add a dependency on 7-Zip’s LZMA SDK as part of this. Issues spent like 3 hours diagnosing why decompressing the NeoForge patches was broken only for it to be an accidental cast from an int64 to an int32. writing JSON classes so Hyperlaunch can read Modrinth API responses is taking too long
Hyperlaunch (Minecraft launcher) - devlog 6 i lost my sticky streak NeoForge support is done for 26.1 and later. Added an instance command for rudimentary management of game instances, you can see a demo of the interface below. Modrinth support is good enough for a search -> download flow, as also shown below. Still improving over time.
Hyperlaunch (Minecraft launcher) - devlog 7 last one! I’ve fixed a lot of launcher bugs and prepared a minimal GUI for trying the launcher out. Windows and Linux builds are functional and tested. I can’t confirm Mac builds work without bugs, but the launcher core itself was tested on a Mac Neo around a week ago. I hope anyone reading enjoys Hyperlaunch, even if the user interface is a bit clunky at the moment.
Ships:
My own Minecraft launcher, Hyperlaunch, is in a good, usable state. It supports most versions of Minecraft, as well as having built in support for both the Fabric and NeoForge loaders. Additionally, it supports downloading mods from Modrinth. Installations are divided into ‘instances’ by default, keeping mod setups separated. If you choose to try it, I hope you enjoy it! (ultimately I have more I want to add to this project, but it’s in a very good state at the moment.)...
|
1793008092.8417156
|
1793094492.8417156
|
|
37114
|
Slack Bot with a Humor by @Sai_Shreyansh | Stardan Slack Bot with a Humor by @Sai_Shreyansh | Stardance...
|
Sai_Shreyansh
|
1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T06:42:09Z", "hours": 1.0, "multiplier": 1.37, "payout": 1, "blessing": "neutral", "text": "I made a Slack Bot, the difficult part was waiting for Nest to get approved for me and I’m happy that this came out good, as this is the first real project I’ve done. You can test this in the Slack bot-spam channel", "repo": "https://github.com/saishreyansh28-ux/Slack-Bot-Stardance", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?_gl=1*1d6g81a*_gcl_au*MjA4NTgwODU1Mi4xNzkwNjA3OTcw"}]...
|
[{"post_id": 75806, "ts": "202 [{"post_id": 75806, "ts": "2026-10-01T06:33:15Z", "hours": 0.3797, "text": "Completed the thing fully!"}, {"post_id": 74944, "ts": "2026-09-28T17:26:58Z", "hours": 0.5036, "text": "got the code part done"}]...
|
Title: Slack Bot with a Humor by @Sai_Shreyansh | Title: Slack Bot with a Humor by @Sai_Shreyansh | Stardance
Devlogs:
got the code part done
Completed the thing fully!
Ships:
I made a Slack Bot, the difficult part was waiting for Nest to get approved for me and I’m happy that this came out good, as this is the first real project I’ve done. You can test this in the Slack bot-spam channel...
|
1793008094.0406616
|
1793094494.0406616
|
|
58484
|
New Tab by @aarav_shrivastava | Stardance
|
aarav_shrivastava
|
1
|
6.3
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T16:05:32Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a custom new browser tab it has some shortcuts, month calendar, search bar, time & date and NASA’s image of the day background. I have first time used vite so it was difficult to do its setup. To try project just click “Try project” button below.", "repo": "https://github.com/aaravshrivastava4129/New-Tab", "demo": "https://aaravshrivastava4129.github.io/New-Tab/"}]...
|
[{"post_id": 67153, "ts": "202 [{"post_id": 67153, "ts": "2026-09-13T07:04:35Z", "hours": 0.3036, "text": "New Tab Added favicon and removed calendar. This is for the reviewer -> I have used AI only to get theme color and for making calendar. So I have removed calendar. Every other this is made my me. Edit- I forgot to change banner image and I have shipped it."}, {"post_id": 66695, "ts": "2026-09-12T15:59:32Z", "hours": 2.1214, "text": "New Tab Added calendar, settings and Image of the day article redirect on clicking info at bottom left."}, {"post_id": 66041, "ts": "2026-09-11T16:23:21Z", "hours": 3.5714, "text": "New Tab Added background image from NASA API, also added date, time, search bar and 4 shortcuts."}]...
|
Title: New Tab by @aarav_shrivastava | Stardance
Title: New Tab by @aarav_shrivastava | Stardance
Devlogs:
New Tab Added background image from NASA API, also added date, time, search bar and 4 shortcuts.
New Tab Added calendar, settings and Image of the day article redirect on clicking info at bottom left.
New Tab Added favicon and removed calendar. This is for the reviewer -> I have used AI only to get theme color and for making calendar. So I have removed calendar. Every other this is made my me. Edit- I forgot to change banner image and I have shipped it.
Ships:
I have made a custom new browser tab it has some shortcuts, month calendar, search bar, time & date and NASA’s image of the day background. I have first time used vite so it was difficult to do its setup. To try project just click “Try project” button below....
|
1793008094.9273882
|
1793094494.9273882
|
|
29990
|
Water Alarm by @nishadmulay | Stardance
|
nishadmulay
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T20:41:13Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Water Alarm is a project designed to detect the presence of water and trigger an alarm as soon as moisture is found. It can be used in places like bathrooms, basements, kitchens, near sinks, or around appliances where leaks may happen. This was such a fun project, and I truly enjoyed building it. I learned how to solder, use KiCad to create a PCBs, and make engineered drawings better. I learned how to create a GitHub repo and really strengthen my project. Soldering the MOSFET was incredibly challenging, as the solder couldn’t flow through all three pads, which were 1mm apart. If solder did flow, the alarm would false trigger every time the battery was connected. This was one of the most challenging parts, as I couldn’t identify this problem since I wasn’t aware of it. But overall, I enjoyed participating in Stardance as it gave me the purpose and motivation to work on my project.", "repo": "https://github.com/nishadhmulay/Water-Alarm-", "demo": ""}]...
|
[{"post_id": 66890, "ts": "202 [{"post_id": 66890, "ts": "2026-09-12T20:48:55Z", "hours": 7.0336, "text": "Last of the Last devlog for the water alarm project!! I know I said that the previous devlog would be the last one, but I had to work on the GitHub repo. The GitHub repo is officially finished, and everything is fully ready to ship. PLEASE check it out and star it, I’d really appreciate it. I had a lot of fun building this project. I’ve put everything I did for this project into my GitHub repo. It features Engineered drawings, pictures, PCB editor and schematics, CAD model, etc. GitHub Repo: https://github.com/nishadhmulay/Water-Alarm- I also added some pics the component being soldered."}, {"post_id": 64603, "ts": "2026-09-09T03:44:00Z", "hours": 8.5333, "text": "Last devlog for the project!! Kinda sad that this project is coming to an end, but I learned a lot about PCBs, electrical components, circuits and soldering. What took the most time was realizing that all three pads/pins of the mosfet can’t be soldered together or it will trigger the alarm whenever the battery gets plugged in. Either way, this was one one the most fulfilling projects ever and it was very fun doing this. I am finished with the project itself, but I still have to work on the GitHub repo and adding some final touches on that. Its also very satisfying to test this project on water and it triggering the alarm. I included some pics below that will go into my GitHub."}, {"post_id": 30547, "ts": "2026-07-18T06:34:03Z", "hours": 8.6169, "text": "Finished engineered drawings for the water alarm, which will soon go into my first repo! This is only my second time making engineered drawings. I made these on Autodesk Fusion and I learned a lot. I made an exploded drawing for the first time, and messing around with the animations in fusion was pretty fun. So far, I have received all of my parts except for the PCB itself. I guess DigiKey takes too long to ship those, but soldering will begin once they arrive. The next steps would also be to finish up the GitHub repo for this project and submitting a demo, before finally shipping it off."}, {"post_id": 25141, "ts": "2026-07-09T05:08:59Z", "hours": 3.65, "text": "The water alarm is finished on KiCAD! Some few changes and tweaks such as adding a name and picture to the PCB board. Everything was checked multiple times before uploading all the parts to DigiKey for printing. The next steps would be to place the order, create a GitHub repo, solder all the components, test the water alarm, and ship it off."}, {"post_id": 22567, "ts": "2026-07-05T02:42:42Z", "hours": 2.6167, "text": "I have been working on my first PCB using KiCad. It features a small water alarm that can be used in any place where water could flood, such as a sink. As of now, it uses a buzzer (BZ1), Transistor, specifically a Mosfet (Q1), two resistors (R1, R2), Capacitor (C1), main power input (J1), Sensor block (J2), and an LED (D2). Challenges: Using KiCad for the first time and learning what each tool does felt overwhelming at first. Some concepts and solutions for the water alarm weren’t covered in the tutorial which led to research and experimentation. For example, while running the design rules checker (DRC) on KiCad, I recieved 2 errors as I didn’t properly wire everything, so strictly following the tutorial wouldn’t always work. It also didn’t cover what footprints I needed to assign to the LED and how, let alone what LED I needed to select. Although a lot of time was spent on that, I gained the understanding of through hole technology (THT) and surface mount device (SMD) in LED’s as well as how to assign footprints in KiCad. btw I chose THT as they are durable and easy to solder. So far, I have spent 14 hours on this project, including research and learning the basics of electrical engineering. I learned many concepts that could be tied together in this simple water alarm. Whether it was learning the function of each part, such as a resistor, or learning something as simple as a volt or an AC/DC current, it truly helped me get a basic understanding of electronics. knowing the symbols for each electronic component allowed me to know what they are and how they work."}]...
|
Title: Water Alarm by @nishadmulay | Stardance
De Title: Water Alarm by @nishadmulay | Stardance
Devlogs:
I have been working on my first PCB using KiCad. It features a small water alarm that can be used in any place where water could flood, such as a sink. As of now, it uses a buzzer (BZ1), Transistor, specifically a Mosfet (Q1), two resistors (R1, R2), Capacitor (C1), main power input (J1), Sensor block (J2), and an LED (D2). Challenges: Using KiCad for the first time and learning what each tool does felt overwhelming at first. Some concepts and solutions for the water alarm weren’t covered in the tutorial which led to research and experimentation. For example, while running the design rules checker (DRC) on KiCad, I recieved 2 errors as I didn’t properly wire everything, so strictly following the tutorial wouldn’t always work. It also didn’t cover what footprints I needed to assign to the LED and how, let alone what LED I needed to select. Although a lot of time was spent on that, I gained the understanding of through hole technology (THT) and surface mount device (SMD) in LED’s as well as how to assign footprints in KiCad. btw I chose THT as they are durable and easy to solder. So far, I have spent 14 hours on this project, including research and learning the basics of electrical engineering. I learned many concepts that could be tied together in this simple water alarm. Whether it was learning the function of each part, such as a resistor, or learning something as simple as a volt or an AC/DC current, it truly helped me get a basic understanding of electronics. knowing the symbols for each electronic component allowed me to know what they are and how they work.
The water alarm is finished on KiCAD! Some few changes and tweaks such as adding a name and picture to the PCB board. Everything was checked multiple times before uploading all the parts to DigiKey for printing. The next steps would be to place the order, create a GitHub repo, solder all the components, test the water alarm, and ship it off.
Finished engineered drawings for the water alarm, which will soon go into my first repo! This is only my second time making engineered drawings. I made these on Autodesk Fusion and I learned a lot. I made an exploded drawing for the first time, and messing around with the animations in fusion was pretty fun. So far, I have received all of my parts except for the PCB itself. I guess DigiKey takes too long to ship those, but soldering will begin once they arrive. The next steps would also be to finish up the GitHub repo for this project and submitting a demo, before finally shipping it off.
Last devlog for the project!! Kinda sad that this project is coming to an end, but I learned a lot about PCBs, electrical components, circuits and soldering. What took the most time was realizing that all three pads/pins of the mosfet can’t be soldered together or it will trigger the alarm whenever the battery gets plugged in. Either way, this was one one the most fulfilling projects ever and it was very fun doing this. I am finished with the project itself, but I still have to work on the GitHub repo and adding some final touches on that. Its also very satisfying to test this project on water and it triggering the alarm. I included some pics below that will go into my GitHub.
Last of the Last devlog for the water alarm project!! I know I said that the previous devlog would be the last one, but I had to work on the GitHub repo. The GitHub repo is officially finished, and everything is fully ready to ship. PLEASE check it out and star it, I’d really appreciate it. I had a lot of fun building this project. I’ve put everything I did for this project into my GitHub repo. It features Engineered drawings, pictures, PCB editor and schematics, CAD model, etc. GitHub Repo: https://github.com/nishadhmulay/Water-Alarm- I also added some pics the component being soldered.
Ships:
Water Alarm is a project designed to detect the presence of water and trigger an alarm as soon as moisture is found. It can be used in places like bathrooms, basements, kitchens, near sinks, or around appliances where leaks may happen. This was such a fun project, and I truly enjoyed building it. I learned how to solder, use KiCad to create a PCBs, and make engineered drawings better. I learned how to create a GitHub repo and really strengthen my project. Soldering the MOSFET was incredibly challenging, as the solder couldn’t flow through all three pads, which were 1mm apart. If solder did flow, the alarm would false trigger every time the battery was connected. This was one of the most challenging parts, as I couldn’t identify this problem since I wasn’t aware of it. But overall, I enjoyed participating in Stardance as it gave me the purpose and motivation to work on my project....
|
1793008096.1168854
|
1793094496.1168854
|
|
58519
|
RX-hackpad by @AjoSubarjo | Stardance
|
AjoSubarjo
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T04:10:28Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i make a macropad and currently the function is just for media. i kinda want to custom for blender shortcut etc, and i lear alot from this project like soldering creating a schematic the hardest part is making the enclosure.", "repo": "https://github.com/Ajo-Subarjo/RX-pad", "demo": ""}]...
|
[{"post_id": 77972, "ts": "202 [{"post_id": 77972, "ts": "2026-10-09T02:05:24Z", "hours": 7.2689, "text": "finally done assembly"}, {"post_id": 65336, "ts": "2026-09-10T12:42:14Z", "hours": 2.1428, "text": "one devlog before submit"}, {"post_id": 64738, "ts": "2026-09-09T11:34:37Z", "hours": 18.9433, "text": "finishing the case/enclosure. and the pcb drc"}, {"post_id": 63037, "ts": "2026-09-06T16:38:19Z", "hours": 8.3175, "text": "fixing schematic and adding mounting hole"}, {"post_id": 62348, "ts": "2026-09-05T17:46:40Z", "hours": 1.4336, "text": "first schematic"}]...
|
Title: RX-hackpad by @AjoSubarjo | Stardance
Devl Title: RX-hackpad by @AjoSubarjo | Stardance
Devlogs:
first schematic
fixing schematic and adding mounting hole
finishing the case/enclosure. and the pcb drc
one devlog before submit
finally done assembly
Ships:
i make a macropad and currently the function is just for media. i kinda want to custom for blender shortcut etc, and i lear alot from this project like soldering creating a schematic the hardest part is making the enclosure....
|
1793008097.272056
|
1793094497.272056
|
|
58591
|
Kinetix by @saikaushilkatta | Stardance
|
saikaushilkatta
|
1
|
4.29
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T14:42:55Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Kinetix, a custom cyberpunk-themed new tab dashboard using vanilla HTML, CSS, and JS. The biggest challenge was wrangling CSS Flexbox to keep my widget grid perfectly aligned, along with debugging a bizarre GitHub Pages deployment issue that was corrupting my MP3 files. I am most proud of integrating the interactive 3D WebGL globe on the left side and building a persistent “Hacker Notepad” using the browser’s local storage API. To test the project, try clicking and dragging the globe to spin it, use your scroll wheel or trackpad pinch to zoom, play a synthwave track, and type a quick note in the bottom-right terminal log—if you refresh the page, your text will still be exactly where you left it!", "repo": "https://github.com/saikaushilkatta/pulse-new-tab", "demo": "https://saikaushilkatta.github.io/pulse-new-tab/"}]...
|
[{"post_id": 73843, "ts": "202 [{"post_id": 73843, "ts": "2026-09-26T04:48:53Z", "hours": 1.2881, "text": "Made some changes in CSS code and Readme"}, {"post_id": 68093, "ts": "2026-09-14T14:33:32Z", "hours": 0.3881, "text": "Mission Complete: Launching Kinetix V1 for the Stardance ChallengeWe finally made it to the finish line. After battling GitHub deployment bugs, Safari audio caching, and stubborn CSS flexbox layouts, Version 1 of Kinetix is officially live and fully functional. This project started as a way to build a custom cyberpunk-themed new tab page, but it evolved into a highly interactive dashboard that hits every requirement for the Stardance Challenge.In this final sprint, I added two major features to complete the command-center vibe:The Persistent Terminal Log: I built a custom scratchpad in the bottom right corner using a and JavaScript’s localStorage API. It instantly saves any text as I type, meaning I can open a new tab, jot down a quick note or hex code, close the browser, and my data is perfectly preserved when I return.Interactive 3D Globe: To balance the left column under the music player, I integrated Globe.gl. Getting this working was a puzzle of its own—I had to fight with HTML nesting to keep it from escaping its widget panel, track down a missing closing tag that accidentally trapped the 3D canvas inside the audio player, and manually configure the WebGL controls to allow mouse wheel and trackpad pinch-to-zoom. Now, there is a fully textured, auto-rotating, full-color Earth floating right on the dashboard."}, {"post_id": 68062, "ts": "2026-09-14T13:35:28Z", "hours": 1.3803, "text": "I just wrapped up V1 of Kinetix, a custom cyberpunk-themed new tab dashboard built with vanilla HTML, CSS, and JS featuring a live Open-Meteo weather widget, a dynamic calendar, and a custom HTML5 music player. The build went smoothly until deployment, where I ran into a gauntlet of bizarre bugs: GitHub’s web editor stripping my uploaded MP3s into corrupted 2-byte text files, Safari aggressively caching that broken audio, and CSS Flexbox stubbornly stretching my music widget across the entire screen. After dragging and dropping fresh binary files directly into the repo, forcing a hard cache clear, and overriding the global flex layout with a strict #music-panel ID, the layout finally snapped into place and the synthwave tracks are blasting perfectly."}, {"post_id": 65814, "ts": "2026-09-11T06:33:58Z", "hours": 0.7964, "text": "The Kinetix start page has officially evolved into a practical daily-driver dashboard with a clean, three-column layout. I anchored the center with a glowing “KINETIX” header, a functional search bar, and quick-link shortcuts to my most used sites. On the sides, I implemented CSS glassmorphism to create frosted, semi-transparent widget panels that will soon house a music player, weather tracker, and calendar. These UI updates sit seamlessly over the interactive canvas particle network, perfectly balancing everyday functionality with the core sci-fi aesthetic."}, {"post_id": 62833, "ts": "2026-09-06T11:18:20Z", "hours": 0.3856, "text": "Core Engine Online: Neon Clock & Particle Physics! The foundation for Kinetix is officially live. I’ve successfully implemented the core sci-fi aesthetic for this custom start page, completely replacing the standard default browser tab."}]...
|
Title: Kinetix by @saikaushilkatta | Stardance
De Title: Kinetix by @saikaushilkatta | Stardance
Devlogs:
Core Engine Online: Neon Clock & Particle Physics! The foundation for Kinetix is officially live. I’ve successfully implemented the core sci-fi aesthetic for this custom start page, completely replacing the standard default browser tab.
The Kinetix start page has officially evolved into a practical daily-driver dashboard with a clean, three-column layout. I anchored the center with a glowing “KINETIX” header, a functional search bar, and quick-link shortcuts to my most used sites. On the sides, I implemented CSS glassmorphism to create frosted, semi-transparent widget panels that will soon house a music player, weather tracker, and calendar. These UI updates sit seamlessly over the interactive canvas particle network, perfectly balancing everyday functionality with the core sci-fi aesthetic.
I just wrapped up V1 of Kinetix, a custom cyberpunk-themed new tab dashboard built with vanilla HTML, CSS, and JS featuring a live Open-Meteo weather widget, a dynamic calendar, and a custom HTML5 music player. The build went smoothly until deployment, where I ran into a gauntlet of bizarre bugs: GitHub’s web editor stripping my uploaded MP3s into corrupted 2-byte text files, Safari aggressively caching that broken audio, and CSS Flexbox stubbornly stretching my music widget across the entire screen. After dragging and dropping fresh binary files directly into the repo, forcing a hard cache clear, and overriding the global flex layout with a strict #music-panel ID, the layout finally snapped into place and the synthwave tracks are blasting perfectly.
Mission Complete: Launching Kinetix V1 for the Stardance ChallengeWe finally made it to the finish line. After battling GitHub deployment bugs, Safari audio caching, and stubborn CSS flexbox layouts, Version 1 of Kinetix is officially live and fully functional. This project started as a way to build a custom cyberpunk-themed new tab page, but it evolved into a highly interactive dashboard that hits every requirement for the Stardance Challenge.In this final sprint, I added two major features to complete the command-center vibe:The Persistent Terminal Log: I built a custom scratchpad in the bottom right corner using a and JavaScript’s localStorage API. It instantly saves any text as I type, meaning I can open a new tab, jot down a quick note or hex code, close the browser, and my data is perfectly preserved when I return.Interactive 3D Globe: To balance the left column under the music player, I integrated Globe.gl. Getting this working was a puzzle of its own—I had to fight with HTML nesting to keep it from escaping its widget panel, track down a missing closing tag that accidentally trapped the 3D canvas inside the audio player, and manually configure the WebGL controls to allow mouse wheel and trackpad pinch-to-zoom. Now, there is a fully textured, auto-rotating, full-color Earth floating right on the dashboard.
Made some changes in CSS code and Readme
Ships:
I built Kinetix, a custom cyberpunk-themed new tab dashboard using vanilla HTML, CSS, and JS. The biggest challenge was wrangling CSS Flexbox to keep my widget grid perfectly aligned, along with debugging a bizarre GitHub Pages deployment issue that was corrupting my MP3 files. I am most proud of integrating the interactive 3D WebGL globe on the left side and building a persistent “Hacker Notepad” using the browser’s local storage API. To test the project, try clicking and dragging the globe to spin it, use your scroll wheel or trackpad pinch to zoom, play a synthwave track, and type a quick note in the bottom-right terminal log—if you refresh the page, your text will still be exactly where you left it!...
|
1793008098.4222484
|
1793094498.4222484
|
|
6208
|
Space Janitor by @bawad2 | Stardance
|
bawad2
|
1
|
51.42
|
376
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T09:38:21Z", "hours": 51.0, "multiplier": 7.31, "payout": 376, "blessing": "neutral", "text": "This is the first project I will ship for Hackclub. It was originally supposed to be shipped after i fully finished it. But slowly i started losing attachment to the project and now i dont want to work on it anymore. So, since it has a working loop for gameplay already im gonna ship it here. That game has a playable demo in itch at https://bawad2.itch.io/space-janitors Also in the repo there is a file called “Hourly logs” in that file I have been writing down what i was working on what my plan is and what my thought process is from day one, I think it will be a interesting thing for you to check out. I hope you find my 53 hours interesting at the very least.", "repo": "https://github.com/Bawad2/Space-Janitors", "demo": "https://bawad2.itch.io/space-janitors"}]...
|
[{"post_id": 80092, "ts": "202 [{"post_id": 80092, "ts": "2026-10-16T06:25:10Z", "hours": 0.4167, "text": "I fixed the things i was told to fix :D"}, {"post_id": 77517, "ts": "2026-10-07T09:35:31Z", "hours": 2.6994, "text": "did some final work on the game and decided to give up and just ship it. Made some upgrades to the main menu"}, {"post_id": 58897, "ts": "2026-08-31T13:50:06Z", "hours": 1.3658, "text": "not much really i just studied GML for a while and also worked on a bunch of UI stuff"}, {"post_id": 50582, "ts": "2026-08-19T19:42:45Z", "hours": 1.6197, "text": "DevLog 23 Iv been real busy lately This devlog is boil down of maybe like a week or so of work. I have been so busy that there wasnt a single day this week that I worked before 12AM. Anyways some of the stuff that I made in this logged time includes: A functional game over screen. yep thats it. It was really hard to make tho. I had to figure out a bunch of stuff such as how to make the stats show in the UI layer and a bunch of other stuff I hope I wont be as busy as this anymore"}, {"post_id": 46264, "ts": "2026-08-13T11:43:46Z", "hours": 0.5503, "text": "DevLog #22 Fixed up my repo and also fixed a fatal bug within my repo I basically had a bug which made me unable to push to origin. I ended up resorting to ai to help me fix this bug. But in the end even the ai failed but the things I learned for the ai ended up helping me fixing it myself. I also rewrote the Readme. And sent new version of the game to itch."}, {"post_id": 45500, "ts": "2026-08-12T01:21:32Z", "hours": 2.0303, "text": "DevLog #21 Random miscellaneous stuff I also threw out the timer sprite Made it so new rocks spawn when old ones are broken. Also made a Fuel meter sprite to use instead of the timer. Made the code for the fuel meter as a timer work.( It was a bunch of hard math.) And of course I had to spend like 1 whole hour debugging all this. Check out the [game](Space Janitors by Bawad2 ) I updated it in itch again."}, {"post_id": 43445, "ts": "2026-08-08T18:13:13Z", "hours": 1.6792, "text": "DevLog #20 PAINLOG #1 Repetition is the worst form of torture. (Also I hate myself) Even if every single one of my trillions of cells had the word “ Pain ” written on them 100 times, It wouldn’t even come close to representing the sheer amount of pain I had to go throw to to finish this sprite. I know there was better ways to do this then to spend nearly 2 hours drawing 180 frames by hand, but I was the one who brought this upon myself. I have no one to blame but me. I hope the pain ends now."}, {"post_id": 41282, "ts": "2026-08-05T12:16:15Z", "hours": 3.1014, "text": "DevLog #19 Productivity just sky-rocketed(Pun intended) I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket I did a real lot of stuff today . Finished the new shop menu and its fully working Started work on the health system for the rocket and realized the many things i need to work on I have made the rocket upgradable. Now the logged time includes the pain from the clock sprite but that is a story for the next log"}, {"post_id": 40848, "ts": "2026-08-04T17:09:27Z", "hours": 2.4, "text": "DevLog #18 Well this is a long one. I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket Well, I did a lot of stuff today. Finished Implementing click to move everywhere Made it so the sprites are highLighted when you hover you mouse over them. This took me a lot of time to figure out -# I used chatgpt for a hint during this part. I worked on a sprite for the research lab where you buy upgrades for you rocket This took me like almost the whole hour. Made the basics for the shop menu. I just need to draw a few buttons for the upgrades and it will be done. I used up a lot of the time I was supposed to be studying today to work so im lwk cooked."}, {"post_id": 40246, "ts": "2026-08-03T17:27:02Z", "hours": 0.8933, "text": "Devlog #17 Money works and I got rid of the character I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket Money system I fixed the bug with the money counter. Now your money is properly shown. It also goes up when you break asteroids, so you can earn money . Point and click system I also started work on the click and move system . All the things I need to make for it are complete but I just need to implement them everywhere now. life update Im still quite busy with my studies so I have a bit less time to work on the game. Thats why development is slowing down."}, {"post_id": 39574, "ts": "2026-08-02T17:06:58Z", "hours": 1.3411, "text": "DevLog #16 Finally doing some real stuff again! I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket This day wasn’t that productive because I had school for like 9 hours of the day. But I still manged to add some stuff I basically added a money system in to the game and made the HUD elements. For now you can only see how much money you have and not earn any. I ran into bug( not a bug just a coding mistake) which drove me nuts. Basically I was drawing the HUD on the top left side of the room instead of the screen. It took me a while to figure out. But alas I’m out of time so I cant fix it today D:"}, {"post_id": 38818, "ts": "2026-08-01T11:48:51Z", "hours": 1.0, "text": "Devlog #15 I Finally made a proper plan for the game!! I was making a game where you do a bunch of stuff like climbing the corporate ladder and shi but now i changed my mind I have finally made a proper game plan for myself to follow so i can make the game more easily. Basically I used a planning software named milanote to properly plan out all my stuff. These are what I have made the plan for now: IDEAS Make a day system where every day has a set amount of time you earn money by destroying asteroids you upgrade the rocket so you can break more asteroids faster As more days pass increase the difficulty of the game. Make it so the character has to do spend money to in his house for stuff like water bill, food bill, electricity which gives him nerfs if he doesn’t buy these. GET RID OF ANY VISIBLE CHARACTER make it feel kinda like a visual novel type shi when the rocket runs out of health the day ends early and you are fined. GAMEPLAY LOOP(INTENDED) Player wakes up at home goes outside takes a car to go to the rocket launch site transfer to the rocket launch screen(the upgrades can be accessed from here) flys the rocket earns money by breaking asteroids (Bigger asteroid pay more and are harder to break) when time ends he is returned home he decides whether he wants to pay his bills or not sleeps and repeat game ends when he maxs out the rocket also make sure to check out the current state of the game"}, {"post_id": 38108, "ts": "2026-07-31T10:11:25Z", "hours": 0.7, "text": "DEVLOG 14 After a long long time IM FINALLY BACK Basically I had a exam for the whole month and now its finally over. That being said coming back after a long time, I realize that there are some things I really need to change about the game. First of all Im changing what this game is about This is no longer about some corporate ladder bs Im just gonna make a arcade simulator type thing. im gonna make the scope of the game smaller . I realize i dont have much time rn so i will try to work daily but in small amounts! Also I finished some work today. Like finally fixing the HTML issue . Turns out instead of fixing it I just needed to not export to HTML. Also started work on a game over screen. That all for today!! also check out the Game"}, {"post_id": 20637, "ts": "2026-07-02T08:52:25Z", "hours": 0.7, "text": "tried to fix the issues with the html5 export( failed miserably )"}, {"post_id": 19138, "ts": "2026-06-30T11:51:25Z", "hours": 0.4311, "text": "i worked on rearranging my files inside the game. Not worth a full devlog"}, {"post_id": 15740, "ts": "2026-06-25T16:47:17Z", "hours": 0.9833, "text": "Devlog #13 WE ARE SO BACK!! I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. for the past week I have been really busy with school and stuff so I could really work much or at all . So, I have’nt worked on the game for an entire week. But today I decided to change that. So cus Im coming back after a bit of time i decided to not do to much work. So all the things I did today was make a car sprite."}, {"post_id": 10831, "ts": "2026-06-17T19:30:31Z", "hours": 1.5683, "text": "DevLog #12 It actually took me this long to make the player take a nap . I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I spent this whole time figuring out how to make the player animate when laying down and animate again when getting out of bed. It actually took me 3 different approach to finally find one that works, and even after that when I exported the game to itch for some reason it stops working. It works perfectly fine in the windows build though. I plan on working on fixing this things that happen only on itch tmrw."}, {"post_id": 10152, "ts": "2026-06-16T19:25:28Z", "hours": 1.77, "text": "Devlog #11 You can now play the game yourself🎉!! I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I did a bunch of stuff in the logged time and the most notable one of the bunch is that i finally made a itch page . i also worked on a few other stuff such as: Made a animation of the player getting in bed ( have’nt implemented it yet tho ) -Work on fixing the bugs that come with making a executable for you game. -Also fix some ui related bugs Please check out the game"}, {"post_id": 9754, "ts": "2026-06-16T05:42:52Z", "hours": 1.2594, "text": "DevLog #10 I spent a ton of time re writing the past devlogs to make them more voter friendly. I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I basically went back and re-did all my devlogs and added the new markdown formatting stuff I learnt thanks to a hint from @tongyu . You can see the before and after <–– Here I also plan on working on my repo today but I have school in an hour now so I cant do that now :("}, {"post_id": 9428, "ts": "2026-06-15T19:49:04Z", "hours": 1.2389, "text": "Devlog #9 I worked on a pause menu and bunch of other UI stuff. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. Adding a pause menu is quite a easy task and should not have taken this long. But alas I ran into a bug that took me 30 mins to solve. And the worst part is that fact that it was because of a misplaced “!” symbol. I also re worked on some of the sprites to add some small tweaks. Well the pause menu is still lackluster but I will expand upon it later. Also there is a bug still in the game that makes it so you cant close out of the menu."}, {"post_id": 9180, "ts": "2026-06-15T12:24:39Z", "hours": 1.1825, "text": "DevLog #8 The game now has a Main Menu!! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. This may not feel like much but with this I have laid all the groundwork needed for the rest of the UI . Now I can complete all the UI stuff in no time. I also lwk need to touch up on the sprites"}, {"post_id": 8731, "ts": "2026-06-14T14:47:21Z", "hours": 3.29, "text": "Devlog #7 Worked on a bunch of stuff in the logged time. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. The most notable ones would be : New Tileset to match the palette A bunch of other remade sprites (the bed and the sofa) Started Work on UI Drew the Title sprite and quite a bit more. I have been busy with school lately so the devlog frequency has dropped D:"}, {"post_id": 6881, "ts": "2026-06-11T15:16:09Z", "hours": 1.6881, "text": "DevLog #6 Decided to select a style / palette for my game. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. Took me a bit of time to find a concrete palette for my game. And after a while I found a good palette. Then I decide to re-remake the character . Also I decided to make the artstyle for the game low-res"}, {"post_id": 5654, "ts": "2026-06-09T15:10:33Z", "hours": 1.5761, "text": "Devlog #5 I Started work on some Juicy juicy lore. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship.( This may be subject to change ) I’m not gonna spoil any of the lore here but just know that I did work on it. I also remade the main player sprite ( This time lore accurate ) and also worked on a few bugs"}, {"post_id": 4945, "ts": "2026-06-08T16:02:09Z", "hours": 1.1394, "text": "Devlog #4 The player can now board upon the rocket! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. And now the two parts of the game are finally connected. Now the player can walk out of his house , then go to the launch site and board on the rocket. I did run into a bunch of problems when trying to implement this. At first I was trying to do all the work on the boarder object but then I realized it would be much easier if I just did that in the player instead. So it works now."}, {"post_id": 4253, "ts": "2026-06-07T14:33:13Z", "hours": 1.0903, "text": "Made the final sprite for the rocket launch site! Usually I get the artwork for my game done by teammates. But since I dont have any teammates this time I decided to start learning pixel art myself! Since I’m just starting now even the simple things take me quite a long time. The entire time logged here was spent working on this one sprite ( This doesn’t include the time spent on the rocket btw)"}, {"post_id": 3606, "ts": "2026-06-06T16:38:54Z", "hours": 0.8453, "text": "Remade the rocket sprite. Definitely the best artwork of my life. I will happily take any advice you guys have."}, {"post_id": 3479, "ts": "2026-06-06T13:06:17Z", "hours": 2.8403, "text": "DEVLOG #3 You can now TOUCH GRASS! not really tho. I added the inside of a house and outside portion to the game. The character can now walk out of his house and then walk over to the rocket launch station and then fly the rocket I also made a few sprites for decoration inside of the house"}, {"post_id": 2704, "ts": "2026-06-05T12:38:40Z", "hours": 1.2025, "text": "Drew and implemented a tileset for the main house of the game The tileset will be used to line the inside of the house so you can tell the wall apart from the void"}, {"post_id": 2668, "ts": "2026-06-05T10:42:41Z", "hours": 1.5236, "text": "Made a new sprite for the main character"}, {"post_id": 1984, "ts": "2026-06-04T07:49:07Z", "hours": 3.0933, "text": "DEVLOG #2 The rocket🚀 can now reach space🌌! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. As you can probably tell I added space to my game. I also : drew a bunch of janky looking stars🌠 and added them to the game. I also added 2 types of clouds , Normal and storm clouds . The storm clouds🌩️ make your rocket blow up if you crash into it and normal clouds☁️ are only for cosmetic purposes . I also fixed up a fix bugs👾 with the throttle system for the rocket. btw you can click on the underlined words to see the sprites"}, {"post_id": 1373, "ts": "2026-06-03T11:17:05Z", "hours": 4.6692, "text": "DevLog #1 Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. So far I have added quite a lot of stuff and am only now realizing that i should have made devlogs earlier. So this devlog gonna be a bit long . The things I have added are : a moveable character . the rocket . I finished the dynamic thrust system ( controlling the thrust of the rocket using the scroll wheel ) . On day 2 I started work on making the rocket tilt so it can move side to side. When doing this I ran into a problem due to the way I made the rocket fly. Basically I was increasing the “Y” value of the rocket to make it fly but that doesnt work with the way I want to tilt the rocket so I scraped that and used a method thats already built-into GMS2. Then I made the rocket explode if it hit a surface too hard ( I wasted 30 mins on the explosion sprite ). Check out the sprite I added so the rocket can actually shoot I also added breakable rocks that you can shoot down. Then I spent the next hour on making a teleport system so the rocket can move from one stage from to another. On my way to make this I broke the thrust system so I spent 30 mins trying to figure it out only for it to be the fault of a “-” sign instead of a “+” sign. I plan on working on new sprites for the character later"}]...
|
Title: Space Janitor by @bawad2 | Stardance
Devlo Title: Space Janitor by @bawad2 | Stardance
Devlogs:
DevLog #1 Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. So far I have added quite a lot of stuff and am only now realizing that i should have made devlogs earlier. So this devlog gonna be a bit long . The things I have added are : a moveable character . the rocket . I finished the dynamic thrust system ( controlling the thrust of the rocket using the scroll wheel ) . On day 2 I started work on making the rocket tilt so it can move side to side. When doing this I ran into a problem due to the way I made the rocket fly. Basically I was increasing the “Y” value of the rocket to make it fly but that doesnt work with the way I want to tilt the rocket so I scraped that and used a method thats already built-into GMS2. Then I made the rocket explode if it hit a surface too hard ( I wasted 30 mins on the explosion sprite ). Check out the sprite I added so the rocket can actually shoot I also added breakable rocks that you can shoot down. Then I spent the next hour on making a teleport system so the rocket can move from one stage from to another. On my way to make this I broke the thrust system so I spent 30 mins trying to figure it out only for it to be the fault of a “-” sign instead of a “+” sign. I plan on working on new sprites for the character later
DEVLOG #2 The rocket🚀 can now reach space🌌! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. As you can probably tell I added space to my game. I also : drew a bunch of janky looking stars🌠 and added them to the game. I also added 2 types of clouds , Normal and storm clouds . The storm clouds🌩️ make your rocket blow up if you crash into it and normal clouds☁️ are only for cosmetic purposes . I also fixed up a fix bugs👾 with the throttle system for the rocket. btw you can click on the underlined words to see the sprites
Made a new sprite for the main character
Drew and implemented a tileset for the main house of the game The tileset will be used to line the inside of the house so you can tell the wall apart from the void
DEVLOG #3 You can now TOUCH GRASS! not really tho. I added the inside of a house and outside portion to the game. The character can now walk out of his house and then walk over to the rocket launch station and then fly the rocket I also made a few sprites for decoration inside of the house
Remade the rocket sprite. Definitely the best artwork of my life. I will happily take any advice you guys have.
Made the final sprite for the rocket launch site! Usually I get the artwork for my game done by teammates. But since I dont have any teammates this time I decided to start learning pixel art myself! Since I’m just starting now even the simple things take me quite a long time. The entire time logged here was spent working on this one sprite ( This doesn’t include the time spent on the rocket btw)
Devlog #4 The player can now board upon the rocket! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. And now the two parts of the game are finally connected. Now the player can walk out of his house , then go to the launch site and board on the rocket. I did run into a bunch of problems when trying to implement this. At first I was trying to do all the work on the boarder object but then I realized it would be much easier if I just did that in the player instead. So it works now.
Devlog #5 I Started work on some Juicy juicy lore. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship.( This may be subject to change ) I’m not gonna spoil any of the lore here but just know that I did work on it. I also remade the main player sprite ( This time lore accurate ) and also worked on a few bugs
DevLog #6 Decided to select a style / palette for my game. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. Took me a bit of time to find a concrete palette for my game. And after a while I found a good palette. Then I decide to re-remake the character . Also I decided to make the artstyle for the game low-res
Devlog #7 Worked on a bunch of stuff in the logged time. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. The most notable ones would be : New Tileset to match the palette A bunch of other remade sprites (the bed and the sofa) Started Work on UI Drew the Title sprite and quite a bit more. I have been busy with school lately so the devlog frequency has dropped D:
DevLog #8 The game now has a Main Menu!! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. This may not feel like much but with this I have laid all the groundwork needed for the rest of the UI . Now I can complete all the UI stuff in no time. I also lwk need to touch up on the sprites
Devlog #9 I worked on a pause menu and bunch of other UI stuff. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. Adding a pause menu is quite a easy task and should not have taken this long. But alas I ran into a bug that took me 30 mins to solve. And the worst part is that fact that it was because of a misplaced “!” symbol. I also re worked on some of the sprites to add some small tweaks. Well the pause menu is still lackluster but I will expand upon it later. Also there is a bug still in the game that makes it so you cant close out of the menu.
DevLog #10 I spent a ton of time re writing the past devlogs to make them more voter friendly. I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I basically went back and re-did all my devlogs and added the new markdown formatting stuff I learnt thanks to a hint from @tongyu . You can see the before and after <–– Here I also plan on working on my repo today but I have school in an hour now so I cant do that now :(
Devlog #11 You can now play the game yourself🎉!! I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I did a bunch of stuff in the logged time and the most notable one of the bunch is that i finally made a itch page . i also worked on a few other stuff such as: Made a animation of the player getting in bed ( have’nt implemented it yet tho ) -Work on fixing the bugs that come with making a executable for you game. -Also fix some ui related bugs Please check out the game
DevLog #12 It actually took me this long to make the player take a nap . I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I spent this whole time figuring out how to make the player animate when laying down and animate again when getting out of bed. It actually took me 3 different approach to finally find one that works, and even after that when I exported the game to itch for some reason it stops working. It works perfectly fine in the windows build though. I plan on working on fixing this things that happen only on itch tmrw.
Devlog #13 WE ARE SO BACK!! I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. for the past week I have been really busy with school and stuff so I could really work much or at all . So, I have’nt worked on the game for an entire week. But today I decided to change that. So cus Im coming back after a bit of time i decided to not do to much work. So all the things I did today was make a car sprite.
i worked on rearranging my files inside the game. Not worth a full devlog
tried to fix the issues with the html5 export( failed miserably )
DEVLOG 14 After a long long time IM FINALLY BACK Basically I had a exam for the whole month and now its finally over. That being said coming back after a long time, I realize that there are some things I really need to change about the game. First of all Im changing what this game is about This is no longer about some corporate ladder bs Im just gonna make a arcade simulator type thing. im gonna make the scope of the game smaller . I realize i dont have much time rn so i will try to work daily but in small amounts! Also I finished some work today. Like finally fixing the HTML issue . Turns out instead of fixing it I just needed to not export to HTML. Also started work on a game over screen. That all for today!! also check out the Game
Devlog #15 I Finally made a proper plan for the game!! I was making a game where you do a bunch of stuff like climbing the corporate ladder and shi but now i changed my mind I have finally made a proper game plan for myself to follow so i can make the game more easily. Basically I used a planning software named milanote to properly plan out all my stuff. These are what I have made the plan for now: IDEAS Make a day system where every day has a set amount of time you earn money by destroying asteroids you upgrade the rocket so you can break more asteroids faster As more days pass increase the difficulty of the game. Make it so the character has to do spend money to in his house for stuff like water bill, food bill, electricity which gives him nerfs if he doesn’t buy these. GET RID OF ANY VISIBLE CHARACTER make it feel kinda like a visual novel type shi when the rocket runs out of health the day ends early and you are fined. GAMEPLAY LOOP(INTENDED) Player wakes up at home goes outside takes a car to go to the rocket launch site transfer to the rocket launch screen(the upgrades can be accessed from here) flys the rocket earns money by breaking asteroids (Bigger asteroid pay more and are harder to break) when time ends he is returned home he decides whether he wants to pay his bills or not sleeps and repeat game ends when he maxs out the rocket also make sure to check out the current state of the game
DevLog #16 Finally doing some real stuff again! I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket This day wasn’t that productive because I had school for like 9 hours of the day. But I still manged to add some stuff I basically added a money system in to the game and made the HUD elements. For now you can only see how much money you have and not earn any. I ran into bug( not a bug just a coding mistake) which drove me nuts. Basically I was drawing the HUD on the top left side of the room instead of the screen. It took me a while to figure out. But alas I’m out of time so I cant fix it today D:
Devlog #17 Money works and I got rid of the character I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket Money system I fixed the bug with the money counter. Now your money is properly shown. It also goes up when you break asteroids, so you can earn money . Point and click system I also started work on the click and move system . All the things I need to make for it are complete but I just need to implement them everywhere now. life update Im still quite busy with my studies so I have a bit less time to work on the game. Thats why development is slowing down.
DevLog #18 Well this is a long one. I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket Well, I did a lot of stuff today. Finished Implementing click to move everywhere Made it so the sprites are highLighted when you hover you mouse over them. This took me a lot of time to figure out -# I used chatgpt for a hint during this part. I worked on a sprite for the research lab where you buy upgrades for you rocket This took me like almost the whole hour. Made the basics for the shop menu. I just need to draw a few buttons for the upgrades and it will be done. I used up a lot of the time I was supposed to be studying today to work so im lwk cooked.
DevLog #19 Productivity just sky-rocketed(Pun intended) I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket I did a real lot of stuff today . Finished the new shop menu and its fully working Started work on the health system for the rocket and realized the many things i need to work on I have made the rocket upgradable. Now the logged time includes the pain from the clock sprite but that is a story for the next log
DevLog #20 PAINLOG #1 Repetition is the worst form of torture. (Also I hate myself) Even if every single one of my trillions of cells had the word “ Pain ” written on them 100 times, It wouldn’t even come close to representing the sheer amount of pain I had to go throw to to finish this sprite. I know there was better ways to do this then to spend nearly 2 hours drawing 180 frames by hand, but I was the one who brought this upon myself. I have no one to blame but me. I hope the pain ends now.
DevLog #21 Random miscellaneous stuff I also threw out the timer sprite Made it so new rocks spawn when old ones are broken. Also made a Fuel meter sprite to use instead of the timer. Made the code for the fuel meter as a timer work.( It was a bunch of hard math.) And of course I had to spend like 1 whole hour debugging all this. Check out the [game](Space Janitors by Bawad2 ) I updated it in itch again.
DevLog #22 Fixed up my repo and also fixed a fatal bug within my repo I basically had a bug which made me unable to push to origin. I ended up resorting to ai to help me fix this bug. But in the end even the ai failed but the things I learned for the ai ended up helping me fixing it myself. I also rewrote the Readme. And sent new version of the game to itch.
DevLog 23 Iv been real busy lately This devlog is boil down of maybe like a week or so of work. I have been so busy that there wasnt a single day this week that I worked before 12AM. Anyways some of the stuff that I made in this logged time includes: A functional game over screen. yep thats it. It was really hard to make tho. I had to figure out a bunch of stuff such as how to make the stats show in the UI layer and a bunch of other stuff I hope I wont be as busy as this anymore
not much really i just studied GML for a while and also worked on a bunch of UI stuff
did some final work on the game and decided to give up and just ship it. Made some upgrades to the main menu
I fixed the things i was told to fix :D
Ships:
This is the first project I will ship for Hackclub. It was originally supposed to be shipped after i fully finished it. But slowly i started losing attachment to the project and now i dont want to work on it anymore. So, since it has a working loop for gameplay already im gonna ship it here. That game has a playable demo in itch at https://bawad2.itch.io/space-janitors Also in the repo there is a file called “Hourly logs” in that file I have been writing down what i was working on what my plan is and what my thought process is from day one, I think it will be a interesting thing for you to check out. I hope you find my 53 hours interesting at the very least....
|
1793008099.5897875
|
1793094499.5897875
|
|
58611
|
Personal-Site by @Duxredux | Stardance
|
Duxredux
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T16:28:23Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my very own Personal Website. It features a simple Linux terminal styled layout because I love Linux terminals. A few deatails about myself and a typewriter animation for the header line. It is pretty basic website made with HTML and CSS. Hope you like the design because I spent a lot of time personally to select all the colours and schemes. Used a bit of AI recommendation for the color schemes as I am really bad with colours and couldn’t find the exact colours", "repo": "https://github.com/Sohan-r07/Personal-Site", "demo": "https://sohan-r07.github.io/Personal-Site/"}]...
|
[{"post_id": 65440, "ts": "202 [{"post_id": 65440, "ts": "2026-09-10T16:01:58Z", "hours": 0.7661, "text": "Added the Footer styling and a projects section that displays all my ongoing projects. Pretty pleased with what I have come up with."}, {"post_id": 63685, "ts": "2026-09-07T16:51:19Z", "hours": 0.4728, "text": "Worked a lot on the UI, Changed it from looking like a generic website to a linux shell style because I like Linux shells a lot. A few more additions ill add later to finish it off. Logging off for the night!"}, {"post_id": 63589, "ts": "2026-09-07T14:46:38Z", "hours": 0.6728, "text": "Worked on the Basic Structure of the Website, Its still incomplete but the basic layout looks good"}]...
|
Title: Personal-Site by @Duxredux | Stardance
Dev Title: Personal-Site by @Duxredux | Stardance
Devlogs:
Worked on the Basic Structure of the Website, Its still incomplete but the basic layout looks good
Worked a lot on the UI, Changed it from looking like a generic website to a linux shell style because I like Linux shells a lot. A few more additions ill add later to finish it off. Logging off for the night!
Added the Footer styling and a projects section that displays all my ongoing projects. Pretty pleased with what I have come up with.
Ships:
This is my very own Personal Website. It features a simple Linux terminal styled layout because I love Linux terminals. A few deatails about myself and a typewriter animation for the header line. It is pretty basic website made with HTML and CSS. Hope you like the design because I spent a lot of time personally to select all the colours and schemes. Used a bit of AI recommendation for the color schemes as I am really bad with colours and couldn’t find the exact colours...
|
1793008100.872344
|
1793094500.872344
|
|
53709
|
oneglassOS by @Devadutt | Stardance
|
Devadutt
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T16:34:34Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a OS simulation that can work in web browser itself. It took me more time to understand the tutorial than writing the code because my English was not good, I used help of ai to understand the tutorial. The hardest part was creating my first app. Not to mention I don’t have any prior experience with java script", "repo": "https://github.com/Devadutt-11/ONEGLASS-OS", "demo": "https://devadutt-11.github.io/ONEGLASS-OS/"}]...
|
[{"post_id": 66712, "ts": "202 [{"post_id": 66712, "ts": "2026-09-12T16:29:32Z", "hours": 6.5564, "text": "I completed my project!"}, {"post_id": 54504, "ts": "2026-08-25T15:02:55Z", "hours": 1.9919, "text": "I made my window movable…!."}, {"post_id": 54330, "ts": "2026-08-25T09:06:04Z", "hours": 1.2308, "text": "I created a top bar displaying the time and date!."}]...
|
Title: oneglassOS by @Devadutt | Stardance
Devlog Title: oneglassOS by @Devadutt | Stardance
Devlogs:
I created a top bar displaying the time and date!.
I made my window movable…!.
I completed my project!
Ships:
I made a OS simulation that can work in web browser itself. It took me more time to understand the tutorial than writing the code because my English was not good, I used help of ai to understand the tutorial. The hardest part was creating my first app. Not to mention I don’t have any prior experience with java script...
|
1793008101.9696817
|
1793094501.9696817
|
|
58670
|
Enjoy OBAMIUM (and the universe) by @texudev | Sta Enjoy OBAMIUM (and the universe) by @texudev | Stardance...
|
texudev
|
1
|
30.0
|
203
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T00:37:30Z", "hours": 30.0, "multiplier": 8.44, "payout": 203, "blessing": "neutral", "text": "Hey everyone! 👋 After wrestling with OpenGL state machines and pure wrath, I just dropped the first official release of my completely unnecessary 3D project: Obamium: A Cosmic Experience 🌌🪐 There are no quests. There are no enemies. There is no inventory. There is only Obamium. What it features: 🌌 A full 3D universe skybox powered by HDRI maps. 🪐 A meticulously rendered, slowly rotating 3D model of Obamium in its full glory. 💡 Custom OpenGL shaders and real-time lighting. 🖥️ Written completely from scratch in C++ and OpenGL 4.6 (now officially banishing the ugly console window to the shadow realm). If you want to stare into the cosmos and appreciate the absolute peak of modern 3D graphics, you can grab the standalone Windows .rar directly from the releases page: Drop a star if the universe pleases you. ✨", "repo": "https://github.com/tiagotodescatto/Enjoy-Obamium-Simulator", "demo": "https://github.com/tiagotodescatto/Enjoy-Obamium-Simulator/releases/tag/Final-Release"}]...
|
[{"post_id": 68360, "ts": "202 [{"post_id": 68360, "ts": "2026-09-15T00:33:33Z", "hours": 1.3636, "text": "Finished the game."}, {"post_id": 67446, "ts": "2026-09-13T15:33:58Z", "hours": 0.8739, "text": "Added jumping and fixed the skybox borders"}, {"post_id": 66795, "ts": "2026-09-12T18:02:39Z", "hours": 5.0831, "text": "Added a beautiful skybox and some basic lighting!"}, {"post_id": 63638, "ts": "2026-09-07T15:46:55Z", "hours": 3.3578, "text": "Working on lights and movement! Made WASD and mouse movement, made speeds for crouching, running and walking."}, {"post_id": 63143, "ts": "2026-09-06T19:43:49Z", "hours": 3.3889, "text": "Almost lost my project but thanks to github I didn’t! remade the window and I’m going to make cleaner code from now on, next step is making the frag shader and vertex shader file"}, {"post_id": 62457, "ts": "2026-09-05T20:13:12Z", "hours": 15.6044, "text": "Game almost ready! I’ve spent more than 13 hours learning the OpenGL basics and experimenting so I can make this game, prepare for a legendary one!"}]...
|
Title: Enjoy OBAMIUM (and the universe) by @texude Title: Enjoy OBAMIUM (and the universe) by @texudev | Stardance
Devlogs:
Game almost ready! I’ve spent more than 13 hours learning the OpenGL basics and experimenting so I can make this game, prepare for a legendary one!
Almost lost my project but thanks to github I didn’t! remade the window and I’m going to make cleaner code from now on, next step is making the frag shader and vertex shader file
Working on lights and movement! Made WASD and mouse movement, made speeds for crouching, running and walking.
Added a beautiful skybox and some basic lighting!
Added jumping and fixed the skybox borders
Finished the game.
Ships:
Hey everyone! 👋 After wrestling with OpenGL state machines and pure wrath, I just dropped the first official release of my completely unnecessary 3D project: Obamium: A Cosmic Experience 🌌🪐 There are no quests. There are no enemies. There is no inventory. There is only Obamium. What it features: 🌌 A full 3D universe skybox powered by HDRI maps. 🪐 A meticulously rendered, slowly rotating 3D model of Obamium in its full glory. 💡 Custom OpenGL shaders and real-time lighting. 🖥️ Written completely from scratch in C++ and OpenGL 4.6 (now officially banishing the ugly console window to the shadow realm). If you want to stare into the cosmos and appreciate the absolute peak of modern 3D graphics, you can grab the standalone Windows .rar directly from the releases page: Drop a star if the universe pleases you. ✨...
|
1793008102.8814216
|
1793094502.8814216
|
|
58677
|
ChessOS by @BlueCheckmate | Stardance
|
BlueCheckmate
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T23:10:08Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Build an OS I said, It would be fun I said….. And it is!!…. after I completed it that is. It’s definitely not fun when you spend 2 hours wondering why your css code doesn’t work at all, or why your code can’t work cus there’s an extra e somewhere, and unlike PyCharm, VSC won’t really tell as much as to why it’s not working. But all things aside, this was a really nice project, I think it looks sick, background is epic, the gold/bronze colouring is amazing, and there will be more features to come! Just not in this YSWS", "repo": "https://github.com/checkmateman57/ChessOS", "demo": "https://checkmateman57.github.io/ChessOS/"}]...
|
[{"post_id": 68322, "ts": "202 [{"post_id": 68322, "ts": "2026-09-14T22:51:04Z", "hours": 0.4531, "text": "ReadME and a quick tweak to the code, and I am ready to ship! Lets get it out for the world to see!!!"}, {"post_id": 67848, "ts": "2026-09-14T03:50:30Z", "hours": 1.0092, "text": "IT’S DONE!!!! I added the window with a trophy gallery, WEBOS1, ready to get shipped. It was quite a journey, learned a lot of stuff, managed to understand css eventually, and it was overall fun designing it around a theme I like. I will add more features in the future, probably for a different YSWS, but I’m happy to have built this as I was in awe of these projects last YSWS thinking I couldn’t do this, but now I can!!! Thank you to the tutorial maker, couldn’t have done it without you. Now its just the ReadME and I’m done!!"}, {"post_id": 67804, "ts": "2026-09-14T01:55:19Z", "hours": 0.6972, "text": "Nearly there!!!! I added the minimize and maximize buttons (really minimize is basically just closing the window but keeping the icon act like its selected; not that hard)"}, {"post_id": 67096, "ts": "2026-09-13T04:40:55Z", "hours": 2.6522, "text": "WOWW ITS WORKING!!!! I added a terminal that is functioning and it was on the first try after a heap of code. Lets go. Imma add a gallery of all my trophies just to flex 💪 and then imma submit this cus I meet the requirements (which I already think I do) and get my 50 stardust ."}, {"post_id": 66313, "ts": "2026-09-12T02:25:13Z", "hours": 2.2961, "text": "Progress!!! After taking a break from this becoming more informed about html and javascript, I added a <iframe> where you can play a chess bot! 🤖 Very cool. It also took a surprisingly small amount of time to complete. It overall worked more smoothly and had less bugs. I also changed some font colours for the other things, and then I think I add one more app and call it a day for WebOS1, and collect my ( ), start racking up hours, and getting my sticker"}, {"post_id": 63819, "ts": "2026-09-07T19:50:31Z", "hours": 1.1183, "text": "Well I am progressing bit by bit . I now have a functional notes app, after its propertions kept getting scewed for a long time. So now that it works, I will not be touching it’s code for the remainder of this project … until I have to add minimize/maximize buttons oh well. And yeah I also made the top bar for the welcome screen a bit larger"}, {"post_id": 63377, "ts": "2026-09-07T05:13:45Z", "hours": 1.5839, "text": "“You have to know the rules before you can break them” I believe this is the saying. Well how fun that I’m already breaking them with almost zero coding experience So the guide was talking about selecting icon deselecting icon and it didn’t make sense. So instead of manning up and spend probably another 10 hours figuring out, I went to what already works, like the welcome screen, and did the same function there. But hey, it does work now so haha, lets go. I’ll probably encounter 50 other problems later on but at least I’m ending the day happy"}, {"post_id": 63259, "ts": "2026-09-06T23:53:50Z", "hours": 1.59, "text": "So despite it being a new day, I have 0 clue what’s going on with that style.css … So I decided to just ditch it From what I understood it’s basically an optimization but who needs that anyways it’s on the cloud so it ain’t taking up my storage space anyways. But basically I’d assign a class and everything goes haywire. I’m sure I’ll be fine without it and if I’m not I’ll cross that bridge when I get to it. After ditching, I did my welcome screen, made it draggable only at the top, and added a closing. Haven’t got to the minimize maximize yet so another bridge."}, {"post_id": 62587, "ts": "2026-09-06T01:37:14Z", "hours": 2.0058, "text": "So I got to point where I have no clue whats happening. It’s fine - I knew I’d get there somewhere, so this where we stop for today. It was the part with the CSS file and class names and a lot of things I dont understand. It’s been a hard day. On new things I’ve done include a draggable top bar, and an opening and closing welcome screen, very basic."}, {"post_id": 62500, "ts": "2026-09-05T21:59:56Z", "hours": 1.7119, "text": "So I worked on the second guide of this tutorial. It was a bit more challenging but overall easy. I now have a top bar, a background, and a clock. I was trying to format the top bar properly which took a lot of time and I still didnt figure it out . I wanted to shift the ChessOS and time a bit to the right but margin and padding made the top bar smaller or bigger, and other things didnt work, but it’s fine, im not dissapointed with that. I also don’t like how the word science is a bit unreadable because of the shard but ykw its fine."}, {"post_id": 62436, "ts": "2026-09-05T19:38:26Z", "hours": 0.8875, "text": "My first time coding in HTML! I don’t have that much of a clue what I’m doing, but I’m learning, and it actually seems relatively simple so far. Since I love chess, that’s what I’m doing. I understood <p>, <h#>, <img>, <a href> and the main structure. Figuring out styles was harder as there are so so sooooooooo many of them, but we are progressing. This is gonna be fun project!"}]...
|
Title: ChessOS by @BlueCheckmate | Stardance
Devl Title: ChessOS by @BlueCheckmate | Stardance
Devlogs:
My first time coding in HTML! I don’t have that much of a clue what I’m doing, but I’m learning, and it actually seems relatively simple so far. Since I love chess, that’s what I’m doing. I understood <p>, <h#>, <img>, <a href> and the main structure. Figuring out styles was harder as there are so so sooooooooo many of them, but we are progressing. This is gonna be fun project!
So I worked on the second guide of this tutorial. It was a bit more challenging but overall easy. I now have a top bar, a background, and a clock. I was trying to format the top bar properly which took a lot of time and I still didnt figure it out . I wanted to shift the ChessOS and time a bit to the right but margin and padding made the top bar smaller or bigger, and other things didnt work, but it’s fine, im not dissapointed with that. I also don’t like how the word science is a bit unreadable because of the shard but ykw its fine.
So I got to point where I have no clue whats happening. It’s fine - I knew I’d get there somewhere, so this where we stop for today. It was the part with the CSS file and class names and a lot of things I dont understand. It’s been a hard day. On new things I’ve done include a draggable top bar, and an opening and closing welcome screen, very basic.
So despite it being a new day, I have 0 clue what’s going on with that style.css … So I decided to just ditch it From what I understood it’s basically an optimization but who needs that anyways it’s on the cloud so it ain’t taking up my storage space anyways. But basically I’d assign a class and everything goes haywire. I’m sure I’ll be fine without it and if I’m not I’ll cross that bridge when I get to it. After ditching, I did my welcome screen, made it draggable only at the top, and added a closing. Haven’t got to the minimize maximize yet so another bridge.
“You have to know the rules before you can break them” I believe this is the saying. Well how fun that I’m already breaking them with almost zero coding experience So the guide was talking about selecting icon deselecting icon and it didn’t make sense. So instead of manning up and spend probably another 10 hours figuring out, I went to what already works, like the welcome screen, and did the same function there. But hey, it does work now so haha, lets go. I’ll probably encounter 50 other problems later on but at least I’m ending the day happy
Well I am progressing bit by bit . I now have a functional notes app, after its propertions kept getting scewed for a long time. So now that it works, I will not be touching it’s code for the remainder of this project … until I have to add minimize/maximize buttons oh well. And yeah I also made the top bar for the welcome screen a bit larger
Progress!!! After taking a break from this becoming more informed about html and javascript, I added a <iframe> where you can play a chess bot! 🤖 Very cool. It also took a surprisingly small amount of time to complete. It overall worked more smoothly and had less bugs. I also changed some font colours for the other things, and then I think I add one more app and call it a day for WebOS1, and collect my ( ), start racking up hours, and getting my sticker
WOWW ITS WORKING!!!! I added a terminal that is functioning and it was on the first try after a heap of code. Lets go. Imma add a gallery of all my trophies just to flex 💪 and then imma submit this cus I meet the requirements (which I already think I do) and get my 50 stardust .
Nearly there!!!! I added the minimize and maximize buttons (really minimize is basically just closing the window but keeping the icon act like its selected; not that hard)
IT’S DONE!!!! I added the window with a trophy gallery, WEBOS1, ready to get shipped. It was quite a journey, learned a lot of stuff, managed to understand css eventually, and it was overall fun designing it around a theme I like. I will add more features in the future, probably for a different YSWS, but I’m happy to have built this as I was in awe of these projects last YSWS thinking I couldn’t do this, but now I can!!! Thank you to the tutorial maker, couldn’t have done it without you. Now its just the ReadME and I’m done!!
ReadME and a quick tweak to the code, and I am ready to ship! Lets get it out for the world to see!!!
Ships:
Build an OS I said, It would be fun I said….. And it is!!…. after I completed it that is. It’s definitely not fun when you spend 2 hours wondering why your css code doesn’t work at all, or why your code can’t work cus there’s an extra e somewhere, and unlike PyCharm, VSC won’t really tell as much as to why it’s not working. But all things aside, this was a really nice project, I think it looks sick, background is epic, the gold/bronze colouring is amazing, and there will be more features to come! Just not in this YSWS...
|
1793008104.0218856
|
1793094504.0218856
|
|
27611
|
skywalk by @zhirkopro115 | Stardance
|
zhirkopro115
|
1
|
85.39
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T19:23:24Z", "hours": 82.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello dear tester i made this game cs i one time i stumbled across game like that that i liked but i wanted to add a phew things to it cs i liked it but it wasnt my game so i created my own with my own features. I am very proud that i made autopilot and guide i think that was the hardest things to do ( and physics od course like gravity and whatewer ). What do you need to know to play? i think you only need to know that arrow up it the throttle up and arrow down is throttle down and also you need to know that wars is the q and e buttoms map is m and you dont need to worry about autopilot doing strange things it will do it just don touch it cs it will turn off and remember that the starter rocket can fly to the moon but not back ( cs there is not enough fuel) so if you wanted to go back to earth you would need to build a larger rocket and i think thats all . good luck testing it and have a good morning/afternoon/evening/night bye :)", "repo": "https://github.com/zhirkoalexander-maker/ellipse", "demo": "https://zhirkoalexander-maker.github.io/ellipse/"}]...
|
[{"post_id": 75570, "ts": "202 [{"post_id": 75570, "ts": "2026-09-30T13:54:19Z", "hours": 3.3944, "text": "hello dear testers i wrote yes i wrote this game with help of ai but now i got 35 procent ai ( like the autopilot is ai and map is ai ( on map just planets)) everithing else i wrote myself with the help of my dad . Please may you stop rejecting my project again and again ( i am so sorry i cant do more of this cs i am in 8 grade ant only on this week i had 9 tests ( this includes piano that i play)) i just did everithing i could to this project sorry and bye"}, {"post_id": 74141, "ts": "2026-09-26T19:15:30Z", "hours": 5.6719, "text": "helloooo everyone and today i officially ended my project. jst added a new model of the rocket ( cs it looked bad in my opinion ) and in the start if you joined for the first time there will be a guide waiting for you ( kinda struggled on that one ) and added this legs that hold the rocket when it is about to launch. I very wanted to add more things about the game to this devlog but if i will be adding here every feature it would cost me like 8 h so sorry but you can always check it out yourself here https://zhirkoalexander-maker.github.io/ellipse/ oh and i changed the game name from ellipse to challanger ( yeah that spaceship that exploded back in 1990 (sorry dont know the real date)) cs the game with name ellipse alredy exsit bla bla bla. oookey this is the end so thanks every one for beeng here and buy ( for some one who is rating my game pls dont rate me hard i am a starter and my dad helped me a lot and i am jst so bad in english ) btw if anybody wanted to know i am saving up on a bambulab mini ok soo now its the real end so bye and see you later :)"}, {"post_id": 72370, "ts": "2026-09-22T19:29:54Z", "hours": 8.8811, "text": "hi everyone today i made this cool crash animation that shows up when you try to land on a planet faster than 30 m/s (i think i might change it to higher soon like to 70 m/s so it will be easier to land) and i am working on a landing porcess but it is so hard and idk what to do but i want to do it myself without ai so sorry if it will be trash and sorry for the rocket details i am just so bad at drawing especially 3d models (i trided hard)and thats all. Oh and i changed the warp a lil bit so it dosent take you 5 mins to fly to the jupiter (warp is q and e buttons) oh and i added sas (autopilot) so if you dont want to fly to the moon yourself ( its preery hard) you can just press sas and sellect the planet but still it is preety much a concepcion but il try my best to do it thnks for reading bye :)"}, {"post_id": 36662, "ts": "2026-07-28T21:18:14Z", "hours": 10.3414, "text": "hello. ehhhhh….. i dont think you know how much love and my life i gave to this game and this is the best i can do. when i add new things there are 2 new bugs and that was happening for more than a 100 times. i dont think i will end this game cs i and tired. sorry fellas.(dont judge my devlogs please cs i spend most time coding) sorry and see you in another 10 h"}, {"post_id": 29128, "ts": "2026-07-15T19:57:31Z", "hours": 8.8847, "text": "today added the sun and added the debug screen to see what wrong (debug was very hard even harder than the game(wasted 5 h on it)) and i think i am going to add the guide in the menu(there is help button but it dosnt work yet) soo i think i is all for today and have a good thms :)"}, {"post_id": 27670, "ts": "2026-07-13T13:21:13Z", "hours": 10.0064, "text": "today nothing special in this devlog i fixed some bugs that were glitching the game. and added so you can actualy see the rocket in the vehicle assembly and i am going to make this better. and if you want to know the bugs i fixed and what i added (bet you dont) but i am still going to write that cs it need to be in the devlog. soo i fixed thet the roket couldnt land properly on the planets and wasnt crashing if the speed was to fast (more than 30 m/s) also fixed that the earth gravity was to strong and you couldnt tke off cs your fuel was running yout to fast. also added that the rocket have weight so if your rocket is to heavy you cant lift od aaand i added the sun day and night. if you made it here i am impressed (pls follow?) ok ok i am joking by have a good day (or night or evening or lunch or morning or 1 oclock or 2 or clock or….) ok see ya :) (follow @paper_01 )"}, {"post_id": 26589, "ts": "2026-07-11T14:37:27Z", "hours": 8.4506, "text": "this is video of my gameplay of the game and i like it like this is what i wanted to create but there is more to presice like landing on other planets crashes and more. you can play it right now there https://zhirkoalexander-maker.github.io/ellipse/ the game isnt finshed yet but if you want to play here. :)"}, {"post_id": 24968, "ts": "2026-07-08T21:09:46Z", "hours": 8.3767, "text": "today nothing crazy i added a bunch of models and fixed a few bugs (like gravity was to strong) also i added crash to the game so if you go into the planet to fast you crash into it and i added a normal working menu yeah and also 3d recurces i took from here if you want https://science.nasa.gov/3d-resources/ (nasa 3d models)"}, {"post_id": 22045, "ts": "2026-07-04T09:22:41Z", "hours": 3.5458, "text": "today i added a better texture of the rocket and a degree meter so you know in what posytion are you right now also added a phew buttons (they were there but they werent working properly) and i think in the next update i will add a smoother landing see ya ;)"}, {"post_id": 20091, "ts": "2026-07-01T16:40:56Z", "hours": 2.6222, "text": "StarWeld v0.4: real textures + 3D terrain on all planets, KSC launch pad at real coords, terrain collision matches visual mountains, controls locked on pad until liftoff, compressed orbits (Moon 4Mm), fuel ×1.5, reentry heat, HUD. Fixed: Moon clipping, ocean spawn, mountain clipping, TS clean. sorry i was writing it like robot cs i dont have much time. ps it still sucks i will fix it toomorow"}, {"post_id": 19436, "ts": "2026-06-30T19:15:07Z", "hours": 9.2897, "text": "today didnt do much but added some buttons to menu fixed some bugs and added better texure of earth and now its time for physyk of the game and honestly …. ahhh i think i will need help of ai or if someone can help with it pls comment"}, {"post_id": 17607, "ts": "2026-06-28T14:06:37Z", "hours": 6.4111, "text": "i wanted to create game where you build and launch you rocket ship to planets in solar system here is my first work"}]...
|
Title: skywalk by @zhirkopro115 | Stardance
Devlo Title: skywalk by @zhirkopro115 | Stardance
Devlogs:
i wanted to create game where you build and launch you rocket ship to planets in solar system here is my first work
today didnt do much but added some buttons to menu fixed some bugs and added better texure of earth and now its time for physyk of the game and honestly …. ahhh i think i will need help of ai or if someone can help with it pls comment
StarWeld v0.4: real textures + 3D terrain on all planets, KSC launch pad at real coords, terrain collision matches visual mountains, controls locked on pad until liftoff, compressed orbits (Moon 4Mm), fuel ×1.5, reentry heat, HUD. Fixed: Moon clipping, ocean spawn, mountain clipping, TS clean. sorry i was writing it like robot cs i dont have much time. ps it still sucks i will fix it toomorow
today i added a better texture of the rocket and a degree meter so you know in what posytion are you right now also added a phew buttons (they were there but they werent working properly) and i think in the next update i will add a smoother landing see ya ;)
today nothing crazy i added a bunch of models and fixed a few bugs (like gravity was to strong) also i added crash to the game so if you go into the planet to fast you crash into it and i added a normal working menu yeah and also 3d recurces i took from here if you want https://science.nasa.gov/3d-resources/ (nasa 3d models)
this is video of my gameplay of the game and i like it like this is what i wanted to create but there is more to presice like landing on other planets crashes and more. you can play it right now there https://zhirkoalexander-maker.github.io/ellipse/ the game isnt finshed yet but if you want to play here. :)
today nothing special in this devlog i fixed some bugs that were glitching the game. and added so you can actualy see the rocket in the vehicle assembly and i am going to make this better. and if you want to know the bugs i fixed and what i added (bet you dont) but i am still going to write that cs it need to be in the devlog. soo i fixed thet the roket couldnt land properly on the planets and wasnt crashing if the speed was to fast (more than 30 m/s) also fixed that the earth gravity was to strong and you couldnt tke off cs your fuel was running yout to fast. also added that the rocket have weight so if your rocket is to heavy you cant lift od aaand i added the sun day and night. if you made it here i am impressed (pls follow?) ok ok i am joking by have a good day (or night or evening or lunch or morning or 1 oclock or 2 or clock or….) ok see ya :) (follow @paper_01 )
today added the sun and added the debug screen to see what wrong (debug was very hard even harder than the game(wasted 5 h on it)) and i think i am going to add the guide in the menu(there is help button but it dosnt work yet) soo i think i is all for today and have a good thms :)
hello. ehhhhh….. i dont think you know how much love and my life i gave to this game and this is the best i can do. when i add new things there are 2 new bugs and that was happening for more than a 100 times. i dont think i will end this game cs i and tired. sorry fellas.(dont judge my devlogs please cs i spend most time coding) sorry and see you in another 10 h
hi everyone today i made this cool crash animation that shows up when you try to land on a planet faster than 30 m/s (i think i might change it to higher soon like to 70 m/s so it will be easier to land) and i am working on a landing porcess but it is so hard and idk what to do but i want to do it myself without ai so sorry if it will be trash and sorry for the rocket details i am just so bad at drawing especially 3d models (i trided hard)and thats all. Oh and i changed the warp a lil bit so it dosent take you 5 mins to fly to the jupiter (warp is q and e buttons) oh and i added sas (autopilot) so if you dont want to fly to the moon yourself ( its preery hard) you can just press sas and sellect the planet but still it is preety much a concepcion but il try my best to do it thnks for reading bye :)
helloooo everyone and today i officially ended my project. jst added a new model of the rocket ( cs it looked bad in my opinion ) and in the start if you joined for the first time there will be a guide waiting for you ( kinda struggled on that one ) and added this legs that hold the rocket when it is about to launch. I very wanted to add more things about the game to this devlog but if i will be adding here every feature it would cost me like 8 h so sorry but you can always check it out yourself here https://zhirkoalexander-maker.github.io/ellipse/ oh and i changed the game name from ellipse to challanger ( yeah that spaceship that exploded back in 1990 (sorry dont know the real date)) cs the game with name ellipse alredy exsit bla bla bla. oookey this is the end so thanks every one for beeng here and buy ( for some one who is rating my game pls dont rate me hard i am a starter and my dad helped me a lot and i am jst so bad in english ) btw if anybody wanted to know i am saving up on a bambulab mini ok soo now its the real end so bye and see you later :)
hello dear testers i wrote yes i wrote this game with help of ai but now i got 35 procent ai ( like the autopilot is ai and map is ai ( on map just planets)) everithing else i wrote myself with the help of my dad . Please may you stop rejecting my project again and again ( i am so sorry i cant do more of this cs i am in 8 grade ant only on this week i had 9 tests ( this includes piano that i play)) i just did everithing i could to this project sorry and bye
Ships:
Hello dear tester i made this game cs i one time i stumbled across game like that that i liked but i wanted to add a phew things to it cs i liked it but it wasnt my game so i created my own with my own features. I am very proud that i made autopilot and guide i think that was the hardest things to do ( and physics od course like gravity and whatewer ). What do you need to know to play? i think you only need to know that arrow up it the throttle up and arrow down is throttle down and also you need to know that wars is the q and e buttoms map is m and you dont need to worry about autopilot doing strange things it will do it just don touch it cs it will turn off and remember that the starter rocket can fly to the moon but not back ( cs there is not enough fuel) so if you wanted to go back to earth you would need to build a larger rocket and i think thats all . good luck testing it and have a good morning/afternoon/evening/night bye :)...
|
1793008105.6720877
|
1793094505.6720877
|
|
19984
|
FRC Rebuilt inspired robot by @Carson | Stardance
|
Carson
|
1
|
73.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T00:36:13Z", "hours": 73.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is the cad for an FRC bot I designed for this years game Rebuilt one in which you shoot as many balls as you can into a big basket. I’m really proud of the whole thing honestly, its the first large and cohesive thing I’ve ever designed and I think it turned out pretty well. I’m especially proud of the shooter, scoring manipulators are always fun to make! I will say the process did not go without its hiccups, to be honest I only discovered the derrived tool like halfway through, that was rough but I finished it none the less and if you want to try it out just click the button below.", "repo": "https://github.com/CKFlare/FRC-Rebuilt-robot-CAD", "demo": "https://cad.onshape.com/documents/ef90526955e2c1079c0c9faf/w/03993b2fa40710a1deb74a90/e/58e238fa26bdce46de7e348d?renderMode=0&uiState=6aa8a33892df8e4b39a6d890"}]...
|
[{"post_id": 72006, "ts": "202 [{"post_id": 72006, "ts": "2026-09-22T00:09:47Z", "hours": 5.7989, "text": "Devlog 10 I have done a lot since the last devlog and this is my final log before shipping, I’m very exited. completed pocketed everything assigned materials to a few things I missed finished organizing every part studio used in the final assembly prepared my repository and wrote a readme a bunch of other random stuff created an assembly to display balls in the path they would take from the intake to the shooter Sadly the robot is still way overweight, its like 200 pounds but I’m just going to leave it for now. its just a pet project. Stardance has been AWESOME and I’m really glad I was able to participate, thank you everyone!! Until next time Hack Clubbers!"}, {"post_id": 66957, "ts": "2026-09-12T22:59:45Z", "hours": 8.2739, "text": "Devlog 9 Completed re-added power chain to design added hopper element to cover power chain added camera mounts that work on the robot added belt between feeding path and conveyor belt because apparently it previousley had no way to spin went through half of the part studios and asemblys to organize them them added material and appearence to all parts without them. added radio and RSL (robot safety light) issues its very boring sifting through everything you’ve done, naming and grouping it all the cover for the power chain clips through the power chain’s pulley I’ve worked on it most of today and honestly Its come very far, I think I’m finally almost done."}, {"post_id": 63954, "ts": "2026-09-08T01:29:06Z", "hours": 7.5053, "text": "Devlog 8 completed I added mounts for all floating parts added a wall to funnel balls into the main feeding path added all timing belts to roller floor created baseplate and added main electronics added fasteners fixed miscelaneous issues issues my load times are taking longer and longer honestly the sticky streak has really motivated me, for the past 8 days i’ve managed to squeeze in at least 15 minutes each night."}, {"post_id": 46915, "ts": "2026-08-14T13:37:44Z", "hours": 6.6797, "text": "Devlog 7 completed made a cover for the PIcam I would use for PhotonVision, changed a few things on shooter to reduce height many odd jobs that I honestly cant remember Issues I keep getting this “Operation failed because it would create cyclical references : Part Studio 2 Copy 1 <- Part Studio 1.” error while trying to derive my reference sketch from another document and I honestly don’t know how to fix it I’ve had to go for multiple weeks without working on this project because I didn’t have access to a computer and now I’m struggling to get any real progress done, I’m almost done though I mainly just have to do a bunch more annoying jobs like pocketing all of the sheets, adding the electronics and designing a hopper, which shouldn’t be too bad, its just a few sheets of polycarbonate"}, {"post_id": 30307, "ts": "2026-07-17T19:19:03Z", "hours": 12.6442, "text": "devlog 6 completed redid turret mounting plate reworked feeding path make base of roller floor indexer miscelaneous changes It really doesn’t look like much but, I’ve done a lot, I’ve been focusing on making something very simple that would work, I’m creating most of the parts that will be used and just not pocketing them or fully doing the assemblies or even adding mounting holes tbh, but I am making sure nothing clips and that all of the subsystems fit together and work in tandem."}, {"post_id": 26152, "ts": "2026-07-10T19:36:49Z", "hours": 9.0636, "text": "Devlog 5 completed added energy chain for turret created basic intake started mount for intake Issues I’m kind of scatter brained and did not complete last logs to due list before starting the intake I’m extending about .05 further from my robot perimeter than is allowed, its finneeeee I think the intake wont actually be able to come back into the robot because the kicker bar descends too low while being stowed it weighs WAY too much the intake is very simple a rack and pinion sends it out then the kicker bars drop down because there will be a piece of surgical tubing tensioning them, pulling it down. then whenever the driver presses the assigned button two neo vortex’s will spin a set of rollers that will grab the balls press them against the kicker bars and shoot them into the hopper. it is just shy of a 5 ball wide intake which should allow for pretty high throughput. the energy chain assembly for the turret is also very simple. there is a freely spinning constant force spring attached to a bracket which pulls the bracket away from the shooter, the energy chain just loops through the bracket. total current weight with bumpers: 129 lbs"}, {"post_id": 24938, "ts": "2026-07-08T20:24:44Z", "hours": 4.61, "text": "Devlog 4 completed added structural support removed problem of turret scraping feeding path plates added indexing roller to top of belt sandwich entrance, will connect via belt to main indexing system added all fasteners to the superstructure, bolts, nuts, rivets etc fixed random errors changed which side the belts are located on the feeding path to allow for better packaging assigned materials and appearances to parts organized and named features in assemblies and part studios issues my pocketing feature script is tweaking out, I still heven’t a clue what the problem is clipping, per usual I didnt account for the size of another part and they ended up occupying the same space, to be honest I just chamfered the edge of a plate to remove one of these issues. but hey it worked. I have no time :( its been ages since I’ve been able to seroiusley spend time on this project, my summer has been really busy, there was one week where I cadded not even for 1 minute D: today was honestly really boring I was mostly just polishing up previous work, I’m almost done with the superstructure. the only things left to do is to implement a system to keep my power chain out of the way from tangling, that will be very simple, I also would like to add a set of compliant wheels to that vertical shaft on the right to funnel the balls from that side into the turret, then I think I just need to tighten it up before I will move onto either the intake or main indexer. until next time!"}, {"post_id": 14055, "ts": "2026-06-23T01:10:26Z", "hours": 8.9728, "text": "Devlog 3 -changed the backplate on shooter - fixed clipping - created a very rudimentary feeding path, needs a LOT more work i wasted a lot of time on the feeding path, changing belt positions ironing out belt lengths and pitch, I originally was using 5 mm but I couldn’t get the right lengths so I switched to 3mm. I also didn’t now how I was going to mount it so I spent a while figuring that out. I’m using a belt on the top and bottom of the balls to funnel them into an array of compliant wheels that sends it up into the shooter"}, {"post_id": 11503, "ts": "2026-06-18T19:59:30Z", "hours": 4.0336, "text": "Yesterday I quickly knocked out the chassis and timelapsed me planning out the superstructure on paper. Today I designed the turret and I modified the shooter such that it can be mounted to the turret, this took longer than anticipated but oh well. my Laptop is so slow that Onshape crashed the whole computer like 3 times while making the turret, I suppose I have to keep my documents small. I’ve decided on a 30’’ by 25” chassis for this robot. This is to allow an intake about as wide as 5 balls, as well I did a rough estimate of my ball capacity based on rough numbers and it should be able to hold a maximum of about 80 balls. The drivetrain consists of SDS MK5Is powered by 8 Neo Vortexes."}, {"post_id": 10224, "ts": "2026-06-16T21:04:49Z", "hours": 5.6606, "text": "over the past few days I worked on my launcher for this years game piece, fuel (little yellow balls). I spent about an hour designing a carriage style hood so “it would be packaged better” but then realized it would add about 2 inches to the back and be heavier, so I reworked how the hood moves up and down by moving the rack onto the dynamic portion and the pinion onto the static part. the hood has an adjustable angle of about 25 degrees up to 60 degrees so weather we’re passing from the other alliance zone or butted against the hub we should be able to shoot. combined the 2 neo vortexes powering the flywheel achieve about 13,000 RPM so it can really lob balls."}]...
|
Title: FRC Rebuilt inspired robot by @Carson | Sta Title: FRC Rebuilt inspired robot by @Carson | Stardance
Devlogs:
over the past few days I worked on my launcher for this years game piece, fuel (little yellow balls). I spent about an hour designing a carriage style hood so “it would be packaged better” but then realized it would add about 2 inches to the back and be heavier, so I reworked how the hood moves up and down by moving the rack onto the dynamic portion and the pinion onto the static part. the hood has an adjustable angle of about 25 degrees up to 60 degrees so weather we’re passing from the other alliance zone or butted against the hub we should be able to shoot. combined the 2 neo vortexes powering the flywheel achieve about 13,000 RPM so it can really lob balls.
Yesterday I quickly knocked out the chassis and timelapsed me planning out the superstructure on paper. Today I designed the turret and I modified the shooter such that it can be mounted to the turret, this took longer than anticipated but oh well. my Laptop is so slow that Onshape crashed the whole computer like 3 times while making the turret, I suppose I have to keep my documents small. I’ve decided on a 30’’ by 25” chassis for this robot. This is to allow an intake about as wide as 5 balls, as well I did a rough estimate of my ball capacity based on rough numbers and it should be able to hold a maximum of about 80 balls. The drivetrain consists of SDS MK5Is powered by 8 Neo Vortexes.
Devlog 3 -changed the backplate on shooter - fixed clipping - created a very rudimentary feeding path, needs a LOT more work i wasted a lot of time on the feeding path, changing belt positions ironing out belt lengths and pitch, I originally was using 5 mm but I couldn’t get the right lengths so I switched to 3mm. I also didn’t now how I was going to mount it so I spent a while figuring that out. I’m using a belt on the top and bottom of the balls to funnel them into an array of compliant wheels that sends it up into the shooter
Devlog 4 completed added structural support removed problem of turret scraping feeding path plates added indexing roller to top of belt sandwich entrance, will connect via belt to main indexing system added all fasteners to the superstructure, bolts, nuts, rivets etc fixed random errors changed which side the belts are located on the feeding path to allow for better packaging assigned materials and appearances to parts organized and named features in assemblies and part studios issues my pocketing feature script is tweaking out, I still heven’t a clue what the problem is clipping, per usual I didnt account for the size of another part and they ended up occupying the same space, to be honest I just chamfered the edge of a plate to remove one of these issues. but hey it worked. I have no time :( its been ages since I’ve been able to seroiusley spend time on this project, my summer has been really busy, there was one week where I cadded not even for 1 minute D: today was honestly really boring I was mostly just polishing up previous work, I’m almost done with the superstructure. the only things left to do is to implement a system to keep my power chain out of the way from tangling, that will be very simple, I also would like to add a set of compliant wheels to that vertical shaft on the right to funnel the balls from that side into the turret, then I think I just need to tighten it up before I will move onto either the intake or main indexer. until next time!
Devlog 5 completed added energy chain for turret created basic intake started mount for intake Issues I’m kind of scatter brained and did not complete last logs to due list before starting the intake I’m extending about .05 further from my robot perimeter than is allowed, its finneeeee I think the intake wont actually be able to come back into the robot because the kicker bar descends too low while being stowed it weighs WAY too much the intake is very simple a rack and pinion sends it out then the kicker bars drop down because there will be a piece of surgical tubing tensioning them, pulling it down. then whenever the driver presses the assigned button two neo vortex’s will spin a set of rollers that will grab the balls press them against the kicker bars and shoot them into the hopper. it is just shy of a 5 ball wide intake which should allow for pretty high throughput. the energy chain assembly for the turret is also very simple. there is a freely spinning constant force spring attached to a bracket which pulls the bracket away from the shooter, the energy chain just loops through the bracket. total current weight with bumpers: 129 lbs
devlog 6 completed redid turret mounting plate reworked feeding path make base of roller floor indexer miscelaneous changes It really doesn’t look like much but, I’ve done a lot, I’ve been focusing on making something very simple that would work, I’m creating most of the parts that will be used and just not pocketing them or fully doing the assemblies or even adding mounting holes tbh, but I am making sure nothing clips and that all of the subsystems fit together and work in tandem.
Devlog 7 completed made a cover for the PIcam I would use for PhotonVision, changed a few things on shooter to reduce height many odd jobs that I honestly cant remember Issues I keep getting this “Operation failed because it would create cyclical references : Part Studio 2 Copy 1 <- Part Studio 1.” error while trying to derive my reference sketch from another document and I honestly don’t know how to fix it I’ve had to go for multiple weeks without working on this project because I didn’t have access to a computer and now I’m struggling to get any real progress done, I’m almost done though I mainly just have to do a bunch more annoying jobs like pocketing all of the sheets, adding the electronics and designing a hopper, which shouldn’t be too bad, its just a few sheets of polycarbonate
Devlog 8 completed I added mounts for all floating parts added a wall to funnel balls into the main feeding path added all timing belts to roller floor created baseplate and added main electronics added fasteners fixed miscelaneous issues issues my load times are taking longer and longer honestly the sticky streak has really motivated me, for the past 8 days i’ve managed to squeeze in at least 15 minutes each night.
Devlog 9 Completed re-added power chain to design added hopper element to cover power chain added camera mounts that work on the robot added belt between feeding path and conveyor belt because apparently it previousley had no way to spin went through half of the part studios and asemblys to organize them them added material and appearence to all parts without them. added radio and RSL (robot safety light) issues its very boring sifting through everything you’ve done, naming and grouping it all the cover for the power chain clips through the power chain’s pulley I’ve worked on it most of today and honestly Its come very far, I think I’m finally almost done.
Devlog 10 I have done a lot since the last devlog and this is my final log before shipping, I’m very exited. completed pocketed everything assigned materials to a few things I missed finished organizing every part studio used in the final assembly prepared my repository and wrote a readme a bunch of other random stuff created an assembly to display balls in the path they would take from the intake to the shooter Sadly the robot is still way overweight, its like 200 pounds but I’m just going to leave it for now. its just a pet project. Stardance has been AWESOME and I’m really glad I was able to participate, thank you everyone!! Until next time Hack Clubbers!
Ships:
This is the cad for an FRC bot I designed for this years game Rebuilt one in which you shoot as many balls as you can into a big basket. I’m really proud of the whole thing honestly, its the first large and cohesive thing I’ve ever designed and I think it turned out pretty well. I’m especially proud of the shooter, scoring manipulators are always fun to make! I will say the process did not go without its hiccups, to be honest I only discovered the derrived tool like halfway through, that was rough but I finished it none the less and if you want to try it out just click the button below....
|
1793008110.2275367
|
1793094510.2275367
|
|
53811
|
Glitch Runner by @thapar_smayan | Stardance
|
thapar_smayan
|
1
|
26.0
|
60
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T13:47:21Z", "hours": 26.0, "multiplier": 2.32, "payout": 60, "blessing": "neutral", "text": "I made an endless 2D runner game. You navigate through obstacles, speed surges and gravity flips as the difficulty increases. I have added 3 characters. Making the sprites on piskel, understanding godot and itch was challenging. I am proud of myself for escaping my comfort zone and making a full game. If you’re trying it out please read the ReadMe and have fun!", "repo": "https://github.com/thaparsmayan2011-ctrl/Glitch-Runner-2D", "demo": "https://kaazmo.itch.io/glitchrunner2d"}]...
|
[{"post_id": 71213, "ts": "202 [{"post_id": 71213, "ts": "2026-09-20T13:43:26Z", "hours": 3.4481, "text": "I have finished making the game, I’ve added the git repo and readme. Music and character selection menus are done. I’m gonna ship now."}, {"post_id": 70085, "ts": "2026-09-18T13:02:12Z", "hours": 6.0464, "text": "I have added 2 more characters, and I’ve added the bg music(mr blue sky). All thats left now is to polish the menus."}, {"post_id": 65807, "ts": "2026-09-11T05:59:22Z", "hours": 2.4708, "text": "I have started making the sprites on piskel. I have made the player sprite and another glitched player. Check it out:)"}, {"post_id": 61678, "ts": "2026-09-04T18:26:20Z", "hours": 6.2344, "text": "I am currently working on the final gimmicks of glitch runner. I have added a speed surge and gravity flip gimmick. I’ve also added a sound mute toggle option. Right now I am facing issues in the UI and the timing of the gimmicks. I am aiming to finish this project by next week. First I’ll refine the current features and then I’ll add the sprites and all. Please suggest some fun gimmicks for my game, I’m open to criticism(:"}, {"post_id": 58784, "ts": "2026-08-31T11:09:38Z", "hours": 4.5114, "text": "I have refined the game mechanics and graphics. Rn I’m having a bit of trouble with the graphics part of godot, but i’ll figure it out. I have started to code the glitch mechanics and I’ll be refining it for some more time, I’m aiming to make atleast 3 more skills and then i’ll make the final sprites."}, {"post_id": 54670, "ts": "2026-08-25T18:23:10Z", "hours": 3.1483, "text": "I’m starting a new Stardance project: Glitch Runner. It’s a 2D endless runner game made in Godot. In this game you run through a glitchy digital world and survive for as long as you can while the game gets harder and the rules shift with every change. So far, I’ve set up the core gameplay: player movement, gravity, jumping, scrolling ground, moving obstacles, obstacle spawning, and a score that increases over time."}]...
|
Title: Glitch Runner by @thapar_smayan | Stardance Title: Glitch Runner by @thapar_smayan | Stardance
Devlogs:
I’m starting a new Stardance project: Glitch Runner. It’s a 2D endless runner game made in Godot. In this game you run through a glitchy digital world and survive for as long as you can while the game gets harder and the rules shift with every change. So far, I’ve set up the core gameplay: player movement, gravity, jumping, scrolling ground, moving obstacles, obstacle spawning, and a score that increases over time.
I have refined the game mechanics and graphics. Rn I’m having a bit of trouble with the graphics part of godot, but i’ll figure it out. I have started to code the glitch mechanics and I’ll be refining it for some more time, I’m aiming to make atleast 3 more skills and then i’ll make the final sprites.
I am currently working on the final gimmicks of glitch runner. I have added a speed surge and gravity flip gimmick. I’ve also added a sound mute toggle option. Right now I am facing issues in the UI and the timing of the gimmicks. I am aiming to finish this project by next week. First I’ll refine the current features and then I’ll add the sprites and all. Please suggest some fun gimmicks for my game, I’m open to criticism(:
I have started making the sprites on piskel. I have made the player sprite and another glitched player. Check it out:)
I have added 2 more characters, and I’ve added the bg music(mr blue sky). All thats left now is to polish the menus.
I have finished making the game, I’ve added the git repo and readme. Music and character selection menus are done. I’m gonna ship now.
Ships:
I made an endless 2D runner game. You navigate through obstacles, speed surges and gravity flips as the difficulty increases. I have added 3 characters. Making the sprites on piskel, understanding godot and itch was challenging. I am proud of myself for escaping my comfort zone and making a full game. If you’re trying it out please read the ReadMe and have fun!...
|
1793008111.493003
|
1793094511.493003
|
|
53831
|
contrast by @a-fun-gi | Stardance
|
a-fun-gi
|
2
|
27.0
|
291
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T19:24:40Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is the second ship of the project, and the final ship to Stardance. I added most of the things people mentioned in review and a couple other things that will make development smoother in the future. I am planning on developing the full version of the game for another competition after stardance ends. Hopefully you guys had fun seeing this project evolve (ik i did :)) and follow my github or itch if you want to see how it goes!! Thank you!!", "repo": "https://github.com/a-fun-gi/contrast", "demo": "https://a-fun-gi.itch.io/contrast-demo"}, {"ship_num": 2, "ts": "2026-10-04T01:06:39Z", "hours": 24.0, "multiplier": 12.26, "payout": 291, "blessing": "neutral", "text": "Contrast Contrast is a monochrome metroidvania involving light, shadows, and getting lost in the dark built in Godot. The Idea I was once doodling in my journal and I made a cute little character that I liked. I was like, “hey I should put that into a video game!”. So I started to draw different iterations of it digitally, but one block I kept running into was that I wasn’t sure how to add color to it, because I always doodle in black and white. After thinking about that for quite a bit, I decided, “you know what? I don’t even need color, I’ll just make a completely monochrome game!” (not a real quote, but basically my train of thought). I eventually landed on a version that I drew in GIMP and animated using Skeleton2D in Godot. So at this point I had a character and… nothing else, but that was enough to build off of. The Development I knew I would be making the game in Godot from the start, because my computer would die if I tried running Unreal Engine, and I don’t know how to use Unity. After making the character I basically made the rest of the game as I went, adding bits of terrain, playing with shaders, and all of that fun stuff. What I learned Making this game felt very spiritual for me. I even started to have dreams set in the world of the game. And I learned SO MUCH. I feel like I was having to google something every other minute, but that’s okay because of the sheer amount of information I took in. Overall This was such an amazing journey and process, especially documenting my progress in Stardance. Whoever is reading this, thank you for rating my project!!!", "repo": "https://github.com/a-fun-gi/contrast", "demo": "https://a-fun-gi.itch.io/contrast-demo"}]...
|
[{"post_id": 80779, "ts": "202 [{"post_id": 80779, "ts": "2026-10-18T19:18:43Z", "hours": 2.5447, "text": "Devlog # 5: Hi, I’m back Hello everyone, back with another devlog!! I loved reading everyone’s feedback so thank you to whoever rated my project! In this iteration I was mainly fixing all of the bugs that the raters mentioned with a couple additions of my own. Bug Fixes: I removed the debug function that brings your health down when you press space. I realise that that’s probably super confusing for people so sorry for that. On that note I also updated the controls to be much more intuitive, most common configurations should work. The pause menu also works in the last level now. Improvements: I removed the LoopManager nodes and transferred all of their functionality to the GameManager, which is less confusing for me and hopefully others too. I also added a focus, which means you don’t have to use a mouse to click the buttons. Additions: There were a few requests for a tutorial, so I expanded the first level a little bit and added hints of what to do. There was also a suggestion to add an option menu, so I did. So far there is only volume and another thing there, but I will add more in the future. While I was making that, I decided to tackle saving, just to save the settings, but now that I have that framework lain it will be easier development later on. Other News I made a web playable version! Hopefully it works well. Also, to whoever did this review: It is a classical platformer story elements would make it more interesting but as you said it is a first demo, the addition of the light/inverted bar thingi makes it a bit more original but there is still a lot to add like lore. I would like to see future additions in story area especially ?horror?. … GIVE ME LOOOREE! :)… I hear your pleas for lore (loud and clear), but it appears that I have… writer’s block???!??! Basically I can’t think of anything, but my purpose of saying this is to let whoever’s reading this know that my DMs are very open and I NEED ideas!!!"}, {"post_id": 76572, "ts": "2026-10-04T00:37:49Z", "hours": 8.7278, "text": "Devlog # 4: Possibly the final devlog!! Wow, I apologized for the length of the last devlog, and here I am with a 7 hour one!! The time just keeps on ticking… A lot has changed since the last devlog so bear with me. Improvements: I’ve added a source button to the title screen that redirects to the Github . There is now a pause menu when you press escape that can quit to the main menu. I successfully made the “unstable zone”, so there is a bar at the top of the hud that moves back and forth depending on whether the player is inverted or not. The idea is that you have to balance between light and dark. If the bar gets to one end, you get damaged every one second. Additions: I added a death animation so death actually happens now instead of an error that says you can’t have negative health . I also added a portal to go between levels and a whole second level with gpu particle rain!! I also improved the GameManager’s level switching so it’s much more adaptive now. There is also now an end, as this is just a demo. Bug fixes: Most bugs I had to fix were from the new additions and didn’t exist in the previous version of the game. So idk In other news… I have the game published on itch.io !!!!! Pleasepleaseplease check it out and leave a nice comment if you are capable!! 🙏 expect a ship soon and i love all of you guys sosososo much thank you everyone for an amazing event ❤️ ❤️ ❤️"}, {"post_id": 70915, "ts": "2026-09-20T01:06:40Z", "hours": 5.0072, "text": "Devlog # 3: Visual fx galore Hello everyone! I apologize for doing such a long devlog, but those hours really slip by Without further ado: let’s jump into it Improvements: I’ve added a few more moving elements to the terrain, but I’ve been mostly focusing on gameplay instead of actual length at this point. I also made the title screen look better and the “quit” button actually quit. I made the life counter actually work , for now it only goes down when you fall off the edge of something. You reset to the last safe place you were standing. Additions: I was having fun playing with shaders and added a glitch effect to the character when you enter/exit an inverted zone I also added a ripple shader that has no purpose at the moment but it will don’t worry No bug fixes this time What’s Next: Next I am planning on using that ripple shader to make sort of a “unstable zone” where you have to balance between light and dark. Stardance is ending soon though so we’ll see how much is done when I ship peace"}, {"post_id": 63194, "ts": "2026-09-06T21:16:06Z", "hours": 4.1097, "text": "Devlog # 2: Terrain, shaders, and a really annoying bug Improvements: I made the terrain much more flexible by using seperate objects that I could just place wherever, instead of the tilemap, but that was really just for showing that the character worked. Also I made a moving element. Additions: I added a title screen, a life counter (not implemented yet, but it’s there ), and a shader that inverts colors. The shader will probably be involved in a gameplay thingy later, but for now, it’s just to look nice. Making the shader was really hard, actually even though it was really simple… Bug Fixes: Sooo I was going to post this devlog yesterday, but then I realised that my whole scene loading everything was horrible and some really weird things happened. SO I spent another hour and a half fixing it . HOWEVER I did also learn some valuable lessons, and made a GameManager, so I don’t think it was a complete waste What’s Next Next up will be making the title screen look more interesting, and I have some ideas for game mechanics and new characters that I will explore. Stay tuned! (or not )"}, {"post_id": 56889, "ts": "2026-08-28T21:37:23Z", "hours": 5.8878, "text": "Devlog # 1: Back With a New Project What’s up folks! I am back with another project, having shipped the vent alien. This is a monochrome metroidvania involving light, shadows, and getting lost in the dark . (Clearly still need to figure out some lore) However, I finished drawing, rigging, and animating the main character in this devlog. I also made some mediocre background graphics to show the character moving. What’s Next Mainly worldbuilding, which will take a while. I am also planning on making a neat banner for the project! stay tuned!!"}]...
|
Title: contrast by @a-fun-gi | Stardance
Devlogs: Title: contrast by @a-fun-gi | Stardance
Devlogs:
Devlog # 1: Back With a New Project What’s up folks! I am back with another project, having shipped the vent alien. This is a monochrome metroidvania involving light, shadows, and getting lost in the dark . (Clearly still need to figure out some lore) However, I finished drawing, rigging, and animating the main character in this devlog. I also made some mediocre background graphics to show the character moving. What’s Next Mainly worldbuilding, which will take a while. I am also planning on making a neat banner for the project! stay tuned!!
Devlog # 2: Terrain, shaders, and a really annoying bug Improvements: I made the terrain much more flexible by using seperate objects that I could just place wherever, instead of the tilemap, but that was really just for showing that the character worked. Also I made a moving element. Additions: I added a title screen, a life counter (not implemented yet, but it’s there ), and a shader that inverts colors. The shader will probably be involved in a gameplay thingy later, but for now, it’s just to look nice. Making the shader was really hard, actually even though it was really simple… Bug Fixes: Sooo I was going to post this devlog yesterday, but then I realised that my whole scene loading everything was horrible and some really weird things happened. SO I spent another hour and a half fixing it . HOWEVER I did also learn some valuable lessons, and made a GameManager, so I don’t think it was a complete waste What’s Next Next up will be making the title screen look more interesting, and I have some ideas for game mechanics and new characters that I will explore. Stay tuned! (or not )
Devlog # 3: Visual fx galore Hello everyone! I apologize for doing such a long devlog, but those hours really slip by Without further ado: let’s jump into it Improvements: I’ve added a few more moving elements to the terrain, but I’ve been mostly focusing on gameplay instead of actual length at this point. I also made the title screen look better and the “quit” button actually quit. I made the life counter actually work , for now it only goes down when you fall off the edge of something. You reset to the last safe place you were standing. Additions: I was having fun playing with shaders and added a glitch effect to the character when you enter/exit an inverted zone I also added a ripple shader that has no purpose at the moment but it will don’t worry No bug fixes this time What’s Next: Next I am planning on using that ripple shader to make sort of a “unstable zone” where you have to balance between light and dark. Stardance is ending soon though so we’ll see how much is done when I ship peace
Devlog # 4: Possibly the final devlog!! Wow, I apologized for the length of the last devlog, and here I am with a 7 hour one!! The time just keeps on ticking… A lot has changed since the last devlog so bear with me. Improvements: I’ve added a source button to the title screen that redirects to the Github . There is now a pause menu when you press escape that can quit to the main menu. I successfully made the “unstable zone”, so there is a bar at the top of the hud that moves back and forth depending on whether the player is inverted or not. The idea is that you have to balance between light and dark. If the bar gets to one end, you get damaged every one second. Additions: I added a death animation so death actually happens now instead of an error that says you can’t have negative health . I also added a portal to go between levels and a whole second level with gpu particle rain!! I also improved the GameManager’s level switching so it’s much more adaptive now. There is also now an end, as this is just a demo. Bug fixes: Most bugs I had to fix were from the new additions and didn’t exist in the previous version of the game. So idk In other news… I have the game published on itch.io !!!!! Pleasepleaseplease check it out and leave a nice comment if you are capable!! 🙏 expect a ship soon and i love all of you guys sosososo much thank you everyone for an amazing event ❤️ ❤️ ❤️
Devlog # 5: Hi, I’m back Hello everyone, back with another devlog!! I loved reading everyone’s feedback so thank you to whoever rated my project! In this iteration I was mainly fixing all of the bugs that the raters mentioned with a couple additions of my own. Bug Fixes: I removed the debug function that brings your health down when you press space. I realise that that’s probably super confusing for people so sorry for that. On that note I also updated the controls to be much more intuitive, most common configurations should work. The pause menu also works in the last level now. Improvements: I removed the LoopManager nodes and transferred all of their functionality to the GameManager, which is less confusing for me and hopefully others too. I also added a focus, which means you don’t have to use a mouse to click the buttons. Additions: There were a few requests for a tutorial, so I expanded the first level a little bit and added hints of what to do. There was also a suggestion to add an option menu, so I did. So far there is only volume and another thing there, but I will add more in the future. While I was making that, I decided to tackle saving, just to save the settings, but now that I have that framework lain it will be easier development later on. Other News I made a web playable version! Hopefully it works well. Also, to whoever did this review: It is a classical platformer story elements would make it more interesting but as you said it is a first demo, the addition of the light/inverted bar thingi makes it a bit more original but there is still a lot to add like lore. I would like to see future additions in story area especially ?horror?. … GIVE ME LOOOREE! :)… I hear your pleas for lore (loud and clear), but it appears that I have… writer’s block???!??! Basically I can’t think of anything, but my purpose of saying this is to let whoever’s reading this know that my DMs are very open and I NEED ideas!!!
Ships:
Contrast Contrast is a monochrome metroidvania involving light, shadows, and getting lost in the dark built in Godot. The Idea I was once doodling in my journal and I made a cute little character that I liked. I was like, “hey I should put that into a video game!”. So I started to draw different iterations of it digitally, but one block I kept running into was that I wasn’t sure how to add color to it, because I always doodle in black and white. After thinking about that for quite a bit, I decided, “you know what? I don’t even need color, I’ll just make a completely monochrome game!” (not a real quote, but basically my train of thought). I eventually landed on a version that I drew in GIMP and animated using Skeleton2D in Godot. So at this point I had a character and… nothing else, but that was enough to build off of. The Development I knew I would be making the game in Godot from the start, because my computer would die if I tried running Unreal Engine, and I don’t know how to use Unity. After making the character I basically made the rest of the game as I went, adding bits of terrain, playing with shaders, and all of that fun stuff. What I learned Making this game felt very spiritual for me. I even started to have dreams set in the world of the game. And I learned SO MUCH. I feel like I was having to google something every other minute, but that’s okay because of the sheer amount of information I took in. Overall This was such an amazing journey and process, especially documenting my progress in Stardance. Whoever is reading this, thank you for rating my project!!!
This is the second ship of the project, and the final ship to Stardance. I added most of the things people mentioned in review and a couple other things that will make development smoother in the future. I am planning on developing the full version of the game for another competition after stardance ends. Hopefully you guys had fun seeing this project evolve (ik i did :)) and follow my github or itch if you want to see how it goes!! Thank you!!...
|
1793008112.6112535
|
1793094512.6112535
|
|
10338
|
Liable For Damages by @wilson_brunner | Stardance
|
wilson_brunner
|
1
|
214.95
|
2560
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T17:08:06Z", "hours": 211.0, "multiplier": 13.61, "payout": 2560, "blessing": "neutral", "text": "I made something! This was my first time coding outside of Arduinos, and one of the biggest learning experiences of my life. There was stress, time crunches, and pain, but it all came down to the wire. The most challenging part was drawing, of course, I’m never going to do this again JUST because of the assets. Thanks for playing", "repo": "https://github.com/wilbot3000/Liable-For-Damages", "demo": "https://wilbot3000.itch.io/liable-for-damages"}]...
|
[{"post_id": 75085, "ts": "202 [{"post_id": 75085, "ts": "2026-09-29T03:15:45Z", "hours": 3.1931, "text": "Started working on Liable for Damages 2.0 Devlog #1 Started working on better settings, mostly just things for volume, fonhts, and scrolling things. Whipped up some basic sprites in aseprite and took a day to implement them and figure out bugs, which were very annoying, mostly just related to button sizing. Had to mess around with Godot’s “containers”, for the first time, and it was quite bad, I’ve got some more work to do before I can get the sliders to work, but I’m close! Next stuff’s: -format sliders -start creating settings related to different busses -create saves for the sliders -implement button to change font -make font-changed labels for all maps -do bum ahh drivers ed instead of W Stardance I’ll hopefully release 2.0 within October, and I’mma try and devlog more! ~Wil"}, {"post_id": 72459, "ts": "2026-09-23T00:48:57Z", "hours": 0.7572, "text": "devlog for projects i forgot to add, really just time from learning to export godot games, very annoying um, fun fact, if you create a web game, change the file to index.html, or it literally WON’T WORK!!! Play my game (now!)"}, {"post_id": 71208, "ts": "2026-09-20T13:27:09Z", "hours": 10.0756, "text": "Final Release (or close to it) Game will be out soon, I just gotta ship, but everythings done, I finished sounds, and the ending yesterday, like a 8 hour coding marathon, so i could get this out in time. PLEASE play it, it’s called Liable for Damages, I don’t know where I’ll post it yet, but It’ll probably be on Itch.io or just the game application file. It’s like 150,000 kilabytes, so it shouldn’t be too bad for any computer, hopefully (mines from like 2009 and it ran fine) P.S! Please, (if you do play), comment bugs, especially major things, EXCEPT: -Player dissapearing when opening menu in elevator (don’t try this, im not fixing it it’s funny) -Bugs on top of head, (js kill them) Anything else is bad and needs fix thanks. Also sorry no volume controls, I was crunching down to finish."}, {"post_id": 69943, "ts": "2026-09-18T03:13:43Z", "hours": 10.1883, "text": "SFX stuff, final thing before ending, just finishing sounds, really annoying though ngl. done soon, big update at end"}, {"post_id": 67708, "ts": "2026-09-13T22:09:54Z", "hours": 11.4017, "text": "FINAL STRETCH time to lock in please oh no Im finishing the last level, no time to talk, but got like 4 things to finish THINGS: -level -boss fight -sounds -ending -bugs"}, {"post_id": 59735, "ts": "2026-09-01T17:44:56Z", "hours": 10.84, "text": "WORKING ON MY FINAL STRETCH I’m going to be locked in for the next few days, school starts, so I’ll have less time, but I got a boss fight and then bug fixing and sound effects, hears a sneak peak and one of the many things ive worked on. Also, I came up for a name. Looked up the universal laws for space and saw something about how “Countries of Origin are Liable for Damages caused by their space debris” and said “dang, thas dope” so now i have a name. In my next log ill have a longer devlog like a lite trailer, but the games pretty short, more like a showcase of learning. Thanks!"}, {"post_id": 55339, "ts": "2026-08-27T02:45:42Z", "hours": 9.8842, "text": "quick stuff, nothing much Finished some updates, but I’m locked so don’t have time to write much"}, {"post_id": 53129, "ts": "2026-08-23T15:40:04Z", "hours": 10.67, "text": "Another devlog about levels. Started work on the second (this takes so long) I can’t say much for fear of spoilers, but just say this involves WAY to much code and sprites (I hate drawing so much)"}, {"post_id": 51334, "ts": "2026-08-20T22:46:55Z", "hours": 10.2436, "text": "quick devlog. I need to do this cause i got 10 hours, Im working on the level system and im so tired please why is htis so hard D: D: D: D: D: D: D: D: D: D: D: D:"}, {"post_id": 49718, "ts": "2026-08-18T17:06:16Z", "hours": 9.2325, "text": "keypads, doors, and beginning of the first level. Im actually making a game! contains spoilers First of many… keypads were really difficult, every button, when clicked, multiplies the correct number by a multiplier, and adds it to a “code” variable. the multiplier is chosen based on what step of the code you’re on, (e.g, 1: 10000, 2: 1000, 3: 100, 4: 10, 5: 1), when you click the green button, it cross checks another variable with the one you typed, and if they’re the same, it sends the function to open the doors, and if not, everything resets. The other terminals and what not just open things when clicked on, so it’s just an easier version of the keypad."}, {"post_id": 47241, "ts": "2026-08-15T01:07:13Z", "hours": 8.0058, "text": "Flying enemy is complete, in record time! wow, 8 hours for an enemy, how quick D: This was a challenge, but also really fun. This enemy is the flying one, which made it a little more difficult than just the copy and paste of old ones but still pretty cool. It works using a Navigation Agent, which is like Godot pathfinding. Fast forward three hours and a whole lot of troubleshooting, but that works. The enemy detects the player in the same fashion as the other enemies and then activates the nav-agent to being movement. It’ll follow the player through vents, passages and really anywhere. The fly has three main detection circles, the first one tells it to move towards the player, if the player enters the second one, it’ll freeze and stop moving, and if the player gets even closer, it’ll try to move away (by reversing the velocity var outputted by the nav-agent, iyc) the enemy’s one hit, acourse, but is really annoying to attack, (ill rework ground pounding to make this easier later). The enemy has a shooting attack, that is on a 6 second timer if it can see the player, otherwise it’s just on hold. its shots are pretty slow, so there easy to avoid, but in a crowded fight ya never know. The main quirk of this enemy is it has a really long forgetfulness timer, so even if it can’t see you, it’ll continue to follow for quite a long time, much longer than other enemies. Next:! -stationary, weird wall tentacle that shoots at you -egg spawner that hatches into 1 of three enemies (mystery ooh) -doors (ikr)"}, {"post_id": 44372, "ts": "2026-08-10T02:47:57Z", "hours": 2.9308, "text": "Enemy is complete: Chomper! Lot of work, but got it done. This is the, please avoid, very dangerous, you will die enemy. I haven’t balanced its health yet, and I’m not going to for a while, so it looks like an easy kill in the video. The weird quirks of this enemy are mostly in its charge attack, that rushes the player. It’s pretty easy to avoid, but once again i haven’t done attack balancing, so it may become harder later. The majority of the enemy works just like the lil guy, so idk read that devlog. But there is two major differences: LIST: gasp 1.!!!1! : idle stuff -really just a randomizer -if enemy is idling, starts a timer, and when it runs out of time, it does one of two things (using a randi() function) -if the outputs a 1, nothing happens, but if its a 2 it flips the enemy, thas all -the main reason for this is that since this enemy is so big, making it a tad more animated than the lil guy felt important to me, and also because the detection areas for the big guy are skewed towards the front, so him turning around makes the player sneaking up on him a little less common, it’s generally just for Q-O-l (slang btw) (only cool people understand) 2.!: dash -dear lord, why was hard so much D: -Wasn’t actually that difficult, I spent a lot of time trying stuff before realizing I just unleash my inner enginneer and do it step by step ’till it works, which it did. -first, theres three detection boxes, one for walking towards the player, one for the chomp, and one for dashing, if the player enters the dash-box, a timer will start -when the timer ends, the charge animation plays, which halfway through, activates a function too add velocity (actual charge part of charge) -If the enemy hits a wall, player, or box, it stops moving, but in the case of the player it plays a second animation (dash_hit) that looks like a chomp and kills the player if it hits them. Theres another If statement that sets velocity back to 0 when this happens also. OTHER CHANGES: -I removed the players health really, I like games that are one shot, because it’s subjectively more fun, I’ll make the player death a little more explosive if I have time. I’ll probably make them have three health but that’ll change when I do attack balancing -made the lil guys attack timer shorter, makes him more dangerous. NEXT TIME PLANS: -hopefully in one day (ima lock in rq) -gonna add a flying enemy, -literally just a tad fly, like 5x5 pixels, it’ll look at the player and fire acid that’ll kill you -i might change the death animation to be more BOOM (IYKWIM) :D -my goal is too complete the flying guy 100% tomorrow, but I got other stuff to do so we shall see -also it’ll be nice to not have to do major animating besides literally 6 pixels splaterring -if extra time, I’ll make a weird egg thing that turns into the fly THANKS FOR READING! as always (not really) go make some interesting, and uh learn something new every day please (P.S I made some changes after I took these videos so it still looks and feels kinda bad but not actually rn) ~Wilfred"}, {"post_id": 44000, "ts": "2026-08-09T14:18:20Z", "hours": 11.6767, "text": "Little enemy beginnings I haven’t actually finished anything yet, but I need to devlog anyways, but I have started to finish the second enemy, which is also the framework for more."}, {"post_id": 41460, "ts": "2026-08-05T17:57:18Z", "hours": 12.2908, "text": "player movement is complete!! went on vacation, so fell behind a bit, but finally got this done. I spent a lot of time thinking on how to make player movement good, and then thought of my BOTW playthroughs, where you can either hold your attack and have a powerful slash, or click fast and hit three in a row. First addition!: Ground pounds were pretty interesting, all it does is forces the player down hard if they attack in the air, decreases stamina, and then hits the ground, I added a dust cloud that explodes when he hits the ground, which just plays the animation and then disappears. I had to do some fenagling with this because the code knows when to start the animation because the player will be ground pounding and on the ground, which starts the poof and then stops ground pounding, which also keeps the animation from playing multiple times. SECOND: Annoying stupid player attacks. Tried to finish this in a day, so I was working till 11:00 at night, but I got the animations done and what not. When the player hits/holds the attack button, it starts a stopwatch that increases, when the player releases the button, depending on the time on this timer, it will either play the first of 3 quick attacks or the big attack, which does more damage. If the quick attacks are chosen, the first one will play, three things happen when thats starts, 2 timers start, and player velocity increases to 500. at the end of the attack, there are three things can happen, the player can wait until the animation ends, they can attack again, or they can walk to reset the attack earlier than waiting, the first timer forces the player to wait to cancel the attack by walking, and the second one stops their velocity so they jolt forward. at the end of the animation, a function is played that: starts the reset timer for the attack A variable increases that sets the next attack to be the second or third in the sequence, instead of the first and a if statement that resets the variable to 0 if it gets to 3. Theres some other details for weird situations, like falling off the edge and ground pounding while attacking, or the variable not resetting weirdly. But all of that was like an hour. Thanks for reading: Play my game when it comes out so I have a reason to finihs Also I need a name for the game (please, I suck at naming) and go play Legend of Zelda (or Just Cause 3) (or research operation Just Cause) #USinvadinglatinamericaAGAINfornoreason P.S (I was gonking on being up till eleven, but I did like 3 hours of animating and coding in like 30 minutes while being food deprived and barely awake because deadlines = lock in, so if you need to lock in just don’t sleep ig ) also, I’m technically not done ‘cause ma boy needs a sawed off before I’m done here Yee Haw"}, {"post_id": 35583, "ts": "2026-07-27T03:37:24Z", "hours": 1.1306, "text": "MOVEMENT PART # (3) les go took me short time, it’s ten o’clock im tired, pretty simple stuff. If player is sprinting and the crouch button is pressed, the normal function is overridden and a slide is activated, this just sets the animation to slide and the X velocity of the player to a high number. There’s some other code for just general quality of life, like stopping if you hit a wall and keeping you from changing directions, but the REALLLY cool part is jumping. Like in real life (trust), while sliding the player will jump further, which permits some cool movement combinations, like vaulting over gaps and climbing 4 block walls. I have to work out stamina changes depending on jump strength and stamina decrease for vaulting, but the movement getting pretty fleshed out. P.S, after I took the video, I changed the sprint stamina decrease to be a consistent decrease instead of being choppy like in the video, it’ll be in the next log, but it was just quality of life. NEXTS STUFFS: -dash -enemy lunge -stamina from hoisting and slide-jump stamina increase Thanks for reading!"}, {"post_id": 34965, "ts": "2026-07-26T03:00:51Z", "hours": 3.8936, "text": "Crouching! #2 in the player movement chronicles! Surprisingly, I also managed to create a whole new 5 animations! slide, crouch idle, crouch walk, and the sledge versions (not slide cause ya can’t sprint with sledge). I implemented all but the slide, which’ll take a long time, so I’m going to keep it off a bit. This was really straight forward to add, and for the first time in a long time, i had like only 1 problem . I really just had a piece of code that asks, “did ya click the crouch button?” and if so, it toggles crouch. IF (and only if!) the crouch is on (or “true”) the idle and walk animations are switched to their respective crouch variants, and the normal player hitbox is replaced by a shorter-er-est one. To bar the player from un-crouching in the midst of a tunnel, I added 2 new raycasts to the front and back of the players head facing up, these casts detect if there is a block above the player, and if either one of them detects anything, the player is unable to un-crouch until they are unshielded. Another quick thing I had to fix a bit was the raycasts detecting the player, which broke EVERYTHING so I just turned good ’ol collision mask/layer 20 into the super-cool (ALL-NEW !!) “player raycast collision!!!” which just only lets them interact with the floor and boxes, so yippee NEXT STEPeths!: -slide ): -enemy lunge -other player attacks (only hard attack right now which is bad)"}, {"post_id": 34347, "ts": "2026-07-24T23:18:41Z", "hours": 13.5214, "text": "Mantling and fixes Hi. I have had a very long week. I spent a lot of time working on sprites, mostly for the game 3rd level (no spoilers, (but that’s pretty boring) so heres the interesting part. I’ve been focusing on revamping player movement to make it feel more interesting and fun, and this is a good start. Mantling! if you don’t know what this is, it’s what you do when you get out of a pool without a ladder or staircase, pretty much just “pulling yourself up” The player does this by using raycasts, I added three, but one is for something else. One of them detects a wall in front of the player, and one detects a wall above. The code uses these casts to detect if the player is up against a wall, and if there is no wall above the player, pretty much checking if there is a mantalable ledge. If there is, the code says “you can mantle” Another line says: if you can mantle, and you are not on the ground, and if the player clicked space (Jump), then mantle. The annoying part was animations. When the player begins mantling, the hitbox and player position is frozen in space, and position is snapped to the nearest block to line up the animation. the only thing that moves during the animation is the player sprite, which means at the end of the animation, when the players position is finally changed, the player sprite needs to snap back at the EXACT same time, or it looks bad, which was hard. The other annoying part was the camera snapping randomly, as it moves with the player and not the sprite. I fixed this by just temporarily turning on the cameras position smoothing while the mantle is happening and then turning it off when the player moves again."}, {"post_id": 31003, "ts": "2026-07-19T01:34:03Z", "hours": 14.4064, "text": "sprites! done some stuff, mostly just game planning (sadly didn’t get time for because notes but I got a lot done, mostly just some serious drawing. I finished some tiles for the first and second levels, and some tiles for the next three."}, {"post_id": 26947, "ts": "2026-07-12T01:17:07Z", "hours": 4.2967, "text": "Quick hurt animations Main thing I added was animations for death and injury. I first added knockback when hit. It just takes the player’s scale.x (what i use for flipping the sprite) and multiplies it by 200 to the player velocity, since the scale is either 1 or -1, it changes the direction the player is thrown (in the future i’d like to make the scale the enemies direction, not the players, as if the player is flipped in the wrong direction, it could have knockback in the wrong direction (very bad) Theres was already a variable to detect if the player was being hit that was used for testing, so I just implemented that to play the injury animations. i also detected if the players health was zero or below after being hit, and if so it would make the player play the death animation instead of the injury. I have currently unimplemented animations for a before-death injured player, so after they are hit for the last time they will stand for a bit before collapsing. NEXT STUFF: (hast beeneth narrowed list) -add enemy knockback (only when injured, lok wierd when die) -fix player knockback thank yoh forth coming to my TED talk"}, {"post_id": 25010, "ts": "2026-07-08T22:32:29Z", "hours": 12.3911, "text": "I’m gonna start this by saying: I HATE animating! Aseprite made this so much easier, but GOD this was difficult… I think I had 5 situations this time around where the problem was the littlest change in the world, and I just needed to go to bed. I made 3 different walk cycles, before giving up and figuring out how to do it for real, it was only a little difficult after that. I have unused hurt, death, and push animations, and need to implement a shorter attack and smooth some things out still (jumping while attacking cough ) Almost all of these 12 hours was fixing stupid little problems and changing little pixels, probably some of the worst time ive spent on this project yet… (but still really interesting) NEXT STEPS::: -fix walk so it looks sensible (drifting) -make jumping illegal hwilst attacking -add short attack -customized tile map ????? Thank you for reading goodbye I want to stop animating"}, {"post_id": 21598, "ts": "2026-07-03T17:09:19Z", "hours": 4.0883, "text": "enemy attacks/better particles. This took some work, but not really… The enemy can now attack and hurt the player the codes really just the same as the player attacking the enemies. Theres a hurtbox in the player that gets hit by an area in the enemy that makes them take damage. The particles took some more difficult work. Godot has CPU and GPU particles, which apparently are different, it just depends on what in your computer renders them. I used GPU particles, because they run better and can collide with things. I whipped up a sprite sheet for the particles in Aseprite, which looked a lot better than the weird purple generic Godot things. The particles only collided with light occluders??, so I added an occlusion layer to the tile map, at some point I hope to create a better system for when they hit the ground, but thats not my priority right now. Next STEPS!!!!! -main thing is that the enemy has a lunge attack that I haven’t implemented yet, so thats next. -starting on the player sprites, this is a LOT of work, so its gonna take me a lot of time, but no time like the present"}, {"post_id": 20225, "ts": "2026-07-01T19:32:16Z", "hours": 5.3086, "text": "Some more enemy development! -first “enemy” in the game, a pretty basic little thing. -designed on Aseprite, took some time to set up with hakatime, but turns out I was using a version only used on Mac OS, so no kidding it was giving me trouble -I created unused animations for a lunge and whip attack animations that I will implement soon (?). NEXT STEPS :D : -stop the player from colliding with the enemy’s hitbox, it’s very annoying, and in the future will we a necessity for having many creatures in the same room -add the enemy attacks, I’ll probably just use a raycasy to see if the players close enough, and then make it hit, pretty simple… Also get Aseprite, it’s like 20 bucks but it’s a really good software, also it’s just really good for game making. gasp :D"}, {"post_id": 18857, "ts": "2026-06-30T01:51:26Z", "hours": 10.155, "text": "Basis of an enemy AI!!! the beginnings… I feel like ten hours is a little much for just this, but there was so much work to do. The main step began with a pretty simple area. It just detects if the player enters. The code uses the player position (or “target” position in the code), and subtracts it from the enemy position, if the numbers greater than 1 it moves one way and if less than -1 other. (The buffer in-between the 2 is just for smoothing) If the player is within the hitbox, the enemy shoots out a ray cast towards the player. If it touches the player, it lets the enemy move, if it hits a box or the ground first it doesn’t, pretty simple, till you realize what can go wrong… For clarification i have NO CLUE why any of what i did helped, but it did so yippee!!! The first problem was that the enemy would only detect the player if they were off the ground. I tried to fix this by forcing the ray cast to not interact with the Tile Map (which wouldn’t have worked anyways, because it still needs to so the objects can block the enemy’s sight). I set a piece of code to print what the enemy was interacting with, and it turns out it was the background? (I know, weird?) I seperated the background and collision ground into 2 tile layers, then turned of collisions for the back layer. After that there was some glitchy stuff which you can see in the video a bit, but I fixed almost all of it with literally one if statement that only lets the player become a target for the code (My code is a modified version from this website) / / / / / Godot 3.0: Visibility with Ray-casting · KCC Blog"}, {"post_id": 14832, "ts": "2026-06-24T02:59:54Z", "hours": 4.9869, "text": "Devlog #4? 3 big things this time, physics blocks, destructive blocks, and stamina upgrades. Physics!: -just a block but it’s a “rigid body”, so Godot gives it physics. -It uses some “borrowed code” to detect if the player is colliding with something and then add the players velocity to it.* -I had to change the hitbox of the floor to be a collision polygon, instead of one per block, which made the pushing kind of shotty.** Destruction!: -Really simple… just an enemy that can’t move or fight back. I added an animation so you can tell it’s getting hit but that’s the most complicated it got. Stamina! (it’s better): -I added 3 major things, though 2 of them are pretty small. First, I added a bar, Godot has a built-in progress bar node, so I just mapped the value from 0 - 10, and used the stamina value from the player as the value input -SECOND! I changed the recharge, instead of a variable that goes up when a timer ends, it now uses a move_toward() function to make the stamina tick up smoothly. -thirdibidily, a pause. Mainly because irl and in games you don’t just start recharging as soon as you stop moving. This uses a float that begins to tick up when the player starts moving, and when it surpasses a certain point, it allows the stamina to recharge. Final stuff!!! -I’ll start focusing on: -more indepth weapons -and maybe ai for enemies… probs something with raycasts……….."}, {"post_id": 13221, "ts": "2026-06-21T17:28:44Z", "hours": 1.7094, "text": "Sprinting! took a bit, but I finally got sprinting to work. Works pretty simply, the characters motion is determined by a speed variable, which just increases if the sprint button (shift) is held down. Here’s the code: if Input.is_action_just_pressed(“sprint”) and stamina >= 1: state_machine.travel(“sprint”) sprinting_timer.start() SPEED = 200 sprinting = true elif Input.is_action_just_released(“sprint”): SPEED = 75 sprinting = false sprinting_timer.stop() I’m using an animation_tree for my animations, instead of just a player, this helps the transitions from animations feel smoother, so thats what the “state_machine” is. The “sprinting” variable is used to force other animations (e.g, for idling and running) to check if the player is sprinting, and thus not override the animation (the sprinting animation currently is identical to running, but when I start designing the character i’ll change that). The timer is just on a .5 sec loop, and makes the stamina decrease when it ends, the second bit of code checks if you stopped sprinting, and returns the SPEED to normal and stops the timer loop. This code doesn’t actually fully work, as another if statement is needed. The extra “and” in the first check makes sure you can’t start sprinting if stamina is below one, but actually only checks once when you start sprinting, not constantly, so the sprinting doesn’t stop if stamina goes below 1 (like it should). if stamina < 1: SPEED = 75 sprinting_timer.stop() sprinting = false This code, unlike the first “if”, checks consistantly if stamina’s below one, and does the same job as if you let go of sprinting. This keeps stamina from going negative D: In the future I plan on adding a gradient to the effect, so the speed up isn’t as jarring, but this is a good start! Thanks to Brackeys for the current assets! (go watch his video on Godot, it’s very informative) ~wil"}, {"post_id": 12762, "ts": "2026-06-20T21:26:41Z", "hours": 13.1589, "text": "Finally started to develop a “game” made 3 things, Attacks, Stamina, and GUI Attacks: ->use hurtboxes detect if an area entered, if that area is_in_group(“attackarea”) the hurtbox takes a damage variable and applies it to the thing it’s attached too (Player, enemy, etc) Stamina: -> A timer slowly makes it tick upwards, starts at 10, and goes down if the player jumps or attacks, uses a Global Variable allow the GUI to display the stamina (there’s probably a better way but I’m lazy ¯ _ (ツ)_/¯) GUI: ->uses a canvas layer being displayed over a sub-viewport, which includes the coins and stamina, just displays text and then the quantities of each integer. next steps: ->destructible blocks ->physics blocks ->stamina bar (not integer) ->sprinting (and smoother movement. Thanks to Brackeys for the assets!"}, {"post_id": 5987, "ts": "2026-06-10T01:24:33Z", "hours": 4.8608, "text": "Finally done learning basic Godot!! My entire time has been dedicated to just learning how to use the software, and I’m glad to say I now have something to work off of. I still need to learn more, like GDscript, pixel art, and game design. Next Steps! -develop weapon (sledgehammer :D) -destructible terrain elements (fancy walls that get destroyed) -physics blocks -begin designing character and aliens"}]...
|
Title: Liable For Damages by @wilson_brunner | Sta Title: Liable For Damages by @wilson_brunner | Stardance
Devlogs:
Finally done learning basic Godot!! My entire time has been dedicated to just learning how to use the software, and I’m glad to say I now have something to work off of. I still need to learn more, like GDscript, pixel art, and game design. Next Steps! -develop weapon (sledgehammer :D) -destructible terrain elements (fancy walls that get destroyed) -physics blocks -begin designing character and aliens
Finally started to develop a “game” made 3 things, Attacks, Stamina, and GUI Attacks: ->use hurtboxes detect if an area entered, if that area is_in_group(“attackarea”) the hurtbox takes a damage variable and applies it to the thing it’s attached too (Player, enemy, etc) Stamina: -> A timer slowly makes it tick upwards, starts at 10, and goes down if the player jumps or attacks, uses a Global Variable allow the GUI to display the stamina (there’s probably a better way but I’m lazy ¯ _ (ツ)_/¯) GUI: ->uses a canvas layer being displayed over a sub-viewport, which includes the coins and stamina, just displays text and then the quantities of each integer. next steps: ->destructible blocks ->physics blocks ->stamina bar (not integer) ->sprinting (and smoother movement. Thanks to Brackeys for the assets!
Sprinting! took a bit, but I finally got sprinting to work. Works pretty simply, the characters motion is determined by a speed variable, which just increases if the sprint button (shift) is held down. Here’s the code: if Input.is_action_just_pressed(“sprint”) and stamina >= 1: state_machine.travel(“sprint”) sprinting_timer.start() SPEED = 200 sprinting = true elif Input.is_action_just_released(“sprint”): SPEED = 75 sprinting = false sprinting_timer.stop() I’m using an animation_tree for my animations, instead of just a player, this helps the transitions from animations feel smoother, so thats what the “state_machine” is. The “sprinting” variable is used to force other animations (e.g, for idling and running) to check if the player is sprinting, and thus not override the animation (the sprinting animation currently is identical to running, but when I start designing the character i’ll change that). The timer is just on a .5 sec loop, and makes the stamina decrease when it ends, the second bit of code checks if you stopped sprinting, and returns the SPEED to normal and stops the timer loop. This code doesn’t actually fully work, as another if statement is needed. The extra “and” in the first check makes sure you can’t start sprinting if stamina is below one, but actually only checks once when you start sprinting, not constantly, so the sprinting doesn’t stop if stamina goes below 1 (like it should). if stamina < 1: SPEED = 75 sprinting_timer.stop() sprinting = false This code, unlike the first “if”, checks consistantly if stamina’s below one, and does the same job as if you let go of sprinting. This keeps stamina from going negative D: In the future I plan on adding a gradient to the effect, so the speed up isn’t as jarring, but this is a good start! Thanks to Brackeys for the current assets! (go watch his video on Godot, it’s very informative) ~wil
Devlog #4? 3 big things this time, physics blocks, destructive blocks, and stamina upgrades. Physics!: -just a block but it’s a “rigid body”, so Godot gives it physics. -It uses some “borrowed code” to detect if the player is colliding with something and then add the players velocity to it.* -I had to change the hitbox of the floor to be a collision polygon, instead of one per block, which made the pushing kind of shotty.** Destruction!: -Really simple… just an enemy that can’t move or fight back. I added an animation so you can tell it’s getting hit but that’s the most complicated it got. Stamina! (it’s better): -I added 3 major things, though 2 of them are pretty small. First, I added a bar, Godot has a built-in progress bar node, so I just mapped the value from 0 - 10, and used the stamina value from the player as the value input -SECOND! I changed the recharge, instead of a variable that goes up when a timer ends, it now uses a move_toward() function to make the stamina tick up smoothly. -thirdibidily, a pause. Mainly because irl and in games you don’t just start recharging as soon as you stop moving. This uses a float that begins to tick up when the player starts moving, and when it surpasses a certain point, it allows the stamina to recharge. Final stuff!!! -I’ll start focusing on: -more indepth weapons -and maybe ai for enemies… probs something with raycasts………..
Basis of an enemy AI!!! the beginnings… I feel like ten hours is a little much for just this, but there was so much work to do. The main step began with a pretty simple area. It just detects if the player enters. The code uses the player position (or “target” position in the code), and subtracts it from the enemy position, if the numbers greater than 1 it moves one way and if less than -1 other. (The buffer in-between the 2 is just for smoothing) If the player is within the hitbox, the enemy shoots out a ray cast towards the player. If it touches the player, it lets the enemy move, if it hits a box or the ground first it doesn’t, pretty simple, till you realize what can go wrong… For clarification i have NO CLUE why any of what i did helped, but it did so yippee!!! The first problem was that the enemy would only detect the player if they were off the ground. I tried to fix this by forcing the ray cast to not interact with the Tile Map (which wouldn’t have worked anyways, because it still needs to so the objects can block the enemy’s sight). I set a piece of code to print what the enemy was interacting with, and it turns out it was the background? (I know, weird?) I seperated the background and collision ground into 2 tile layers, then turned of collisions for the back layer. After that there was some glitchy stuff which you can see in the video a bit, but I fixed almost all of it with literally one if statement that only lets the player become a target for the code (My code is a modified version from this website) / / / / / Godot 3.0: Visibility with Ray-casting · KCC Blog
Some more enemy development! -first “enemy” in the game, a pretty basic little thing. -designed on Aseprite, took some time to set up with hakatime, but turns out I was using a version only used on Mac OS, so no kidding it was giving me trouble -I created unused animations for a lunge and whip attack animations that I will implement soon (?). NEXT STEPS :D : -stop the player from colliding with the enemy’s hitbox, it’s very annoying, and in the future will we a necessity for having many creatures in the same room -add the enemy attacks, I’ll probably just use a raycasy to see if the players close enough, and then make it hit, pretty simple… Also get Aseprite, it’s like 20 bucks but it’s a really good software, also it’s just really good for game making. gasp :D
enemy attacks/better particles. This took some work, but not really… The enemy can now attack and hurt the player the codes really just the same as the player attacking the enemies. Theres a hurtbox in the player that gets hit by an area in the enemy that makes them take damage. The particles took some more difficult work. Godot has CPU and GPU particles, which apparently are different, it just depends on what in your computer renders them. I used GPU particles, because they run better and can collide with things. I whipped up a sprite sheet for the particles in Aseprite, which looked a lot better than the weird purple generic Godot things. The particles only collided with light occluders??, so I added an occlusion layer to the tile map, at some point I hope to create a better system for when they hit the ground, but thats not my priority right now. Next STEPS!!!!! -main thing is that the enemy has a lunge attack that I haven’t implemented yet, so thats next. -starting on the player sprites, this is a LOT of work, so its gonna take me a lot of time, but no time like the present
I’m gonna start this by saying: I HATE animating! Aseprite made this so much easier, but GOD this was difficult… I think I had 5 situations this time around where the problem was the littlest change in the world, and I just needed to go to bed. I made 3 different walk cycles, before giving up and figuring out how to do it for real, it was only a little difficult after that. I have unused hurt, death, and push animations, and need to implement a shorter attack and smooth some things out still (jumping while attacking cough ) Almost all of these 12 hours was fixing stupid little problems and changing little pixels, probably some of the worst time ive spent on this project yet… (but still really interesting) NEXT STEPS::: -fix walk so it looks sensible (drifting) -make jumping illegal hwilst attacking -add short attack -customized tile map ????? Thank you for reading goodbye I want to stop animating
Quick hurt animations Main thing I added was animations for death and injury. I first added knockback when hit. It just takes the player’s scale.x (what i use for flipping the sprite) and multiplies it by 200 to the player velocity, since the scale is either 1 or -1, it changes the direction the player is thrown (in the future i’d like to make the scale the enemies direction, not the players, as if the player is flipped in the wrong direction, it could have knockback in the wrong direction (very bad) Theres was already a variable to detect if the player was being hit that was used for testing, so I just implemented that to play the injury animations. i also detected if the players health was zero or below after being hit, and if so it would make the player play the death animation instead of the injury. I have currently unimplemented animations for a before-death injured player, so after they are hit for the last time they will stand for a bit before collapsing. NEXT STUFF: (hast beeneth narrowed list) -add enemy knockback (only when injured, lok wierd when die) -fix player knockback thank yoh forth coming to my TED talk
sprites! done some stuff, mostly just game planning (sadly didn’t get time for because notes but I got a lot done, mostly just some serious drawing. I finished some tiles for the first and second levels, and some tiles for the next three.
Mantling and fixes Hi. I have had a very long week. I spent a lot of time working on sprites, mostly for the game 3rd level (no spoilers, (but that’s pretty boring) so heres the interesting part. I’ve been focusing on revamping player movement to make it feel more interesting and fun, and this is a good start. Mantling! if you don’t know what this is, it’s what you do when you get out of a pool without a ladder or staircase, pretty much just “pulling yourself up” The player does this by using raycasts, I added three, but one is for something else. One of them detects a wall in front of the player, and one detects a wall above. The code uses these casts to detect if the player is up against a wall, and if there is no wall above the player, pretty much checking if there is a mantalable ledge. If there is, the code says “you can mantle” Another line says: if you can mantle, and you are not on the ground, and if the player clicked space (Jump), then mantle. The annoying part was animations. When the player begins mantling, the hitbox and player position is frozen in space, and position is snapped to the nearest block to line up the animation. the only thing that moves during the animation is the player sprite, which means at the end of the animation, when the players position is finally changed, the player sprite needs to snap back at the EXACT same time, or it looks bad, which was hard. The other annoying part was the camera snapping randomly, as it moves with the player and not the sprite. I fixed this by just temporarily turning on the cameras position smoothing while the mantle is happening and then turning it off when the player moves again.
Crouching! #2 in the player movement chronicles! Surprisingly, I also managed to create a whole new 5 animations! slide, crouch idle, crouch walk, and the sledge versions (not slide cause ya can’t sprint with sledge). I implemented all but the slide, which’ll take a long time, so I’m going to keep it off a bit. This was really straight forward to add, and for the first time in a long time, i had like only 1 problem . I really just had a piece of code that asks, “did ya click the crouch button?” and if so, it toggles crouch. IF (and only if!) the crouch is on (or “true”) the idle and walk animations are switched to their respective crouch variants, and the normal player hitbox is replaced by a shorter-er-est one. To bar the player from un-crouching in the midst of a tunnel, I added 2 new raycasts to the front and back of the players head facing up, these casts detect if there is a block above the player, and if either one of them detects anything, the player is unable to un-crouch until they are unshielded. Another quick thing I had to fix a bit was the raycasts detecting the player, which broke EVERYTHING so I just turned good ’ol collision mask/layer 20 into the super-cool (ALL-NEW !!) “player raycast collision!!!” which just only lets them interact with the floor and boxes, so yippee NEXT STEPeths!: -slide ): -enemy lunge -other player attacks (only hard attack right now which is bad)
MOVEMENT PART # (3) les go took me short time, it’s ten o’clock im tired, pretty simple stuff. If player is sprinting and the crouch button is pressed, the normal function is overridden and a slide is activated, this just sets the animation to slide and the X velocity of the player to a high number. There’s some other code for just general quality of life, like stopping if you hit a wall and keeping you from changing directions, but the REALLLY cool part is jumping. Like in real life (trust), while sliding the player will jump further, which permits some cool movement combinations, like vaulting over gaps and climbing 4 block walls. I have to work out stamina changes depending on jump strength and stamina decrease for vaulting, but the movement getting pretty fleshed out. P.S, after I took the video, I changed the sprint stamina decrease to be a consistent decrease instead of being choppy like in the video, it’ll be in the next log, but it was just quality of life. NEXTS STUFFS: -dash -enemy lunge -stamina from hoisting and slide-jump stamina increase Thanks for reading!
player movement is complete!! went on vacation, so fell behind a bit, but finally got this done. I spent a lot of time thinking on how to make player movement good, and then thought of my BOTW playthroughs, where you can either hold your attack and have a powerful slash, or click fast and hit three in a row. First addition!: Ground pounds were pretty interesting, all it does is forces the player down hard if they attack in the air, decreases stamina, and then hits the ground, I added a dust cloud that explodes when he hits the ground, which just plays the animation and then disappears. I had to do some fenagling with this because the code knows when to start the animation because the player will be ground pounding and on the ground, which starts the poof and then stops ground pounding, which also keeps the animation from playing multiple times. SECOND: Annoying stupid player attacks. Tried to finish this in a day, so I was working till 11:00 at night, but I got the animations done and what not. When the player hits/holds the attack button, it starts a stopwatch that increases, when the player releases the button, depending on the time on this timer, it will either play the first of 3 quick attacks or the big attack, which does more damage. If the quick attacks are chosen, the first one will play, three things happen when thats starts, 2 timers start, and player velocity increases to 500. at the end of the attack, there are three things can happen, the player can wait until the animation ends, they can attack again, or they can walk to reset the attack earlier than waiting, the first timer forces the player to wait to cancel the attack by walking, and the second one stops their velocity so they jolt forward. at the end of the animation, a function is played that: starts the reset timer for the attack A variable increases that sets the next attack to be the second or third in the sequence, instead of the first and a if statement that resets the variable to 0 if it gets to 3. Theres some other details for weird situations, like falling off the edge and ground pounding while attacking, or the variable not resetting weirdly. But all of that was like an hour. Thanks for reading: Play my game when it comes out so I have a reason to finihs Also I need a name for the game (please, I suck at naming) and go play Legend of Zelda (or Just Cause 3) (or research operation Just Cause) #USinvadinglatinamericaAGAINfornoreason P.S (I was gonking on being up till eleven, but I did like 3 hours of animating and coding in like 30 minutes while being food deprived and barely awake because deadlines = lock in, so if you need to lock in just don’t sleep ig ) also, I’m technically not done ‘cause ma boy needs a sawed off before I’m done here Yee Haw
Little enemy beginnings I haven’t actually finished anything yet, but I need to devlog anyways, but I have started to finish the second enemy, which is also the framework for more.
Enemy is complete: Chomper! Lot of work, but got it done. This is the, please avoid, very dangerous, you will die enemy. I haven’t balanced its health yet, and I’m not going to for a while, so it looks like an easy kill in the video. The weird quirks of this enemy are mostly in its charge attack, that rushes the player. It’s pretty easy to avoid, but once again i haven’t done attack balancing, so it may become harder later. The majority of the enemy works just like the lil guy, so idk read that devlog. But there is two major differences: LIST: gasp 1.!!!1! : idle stuff -really just a randomizer -if enemy is idling, starts a timer, and when it runs out of time, it does one of two things (using a randi() function) -if the outputs a 1, nothing happens, but if its a 2 it flips the enemy, thas all -the main reason for this is that since this enemy is so big, making it a tad more animated than the lil guy felt important to me, and also because the detection areas for the big guy are skewed towards the front, so him turning around makes the player sneaking up on him a little less common, it’s generally just for Q-O-l (slang btw) (only cool people understand) 2.!: dash -dear lord, why was hard so much D: -Wasn’t actually that difficult, I spent a lot of time trying stuff before realizing I just unleash my inner enginneer and do it step by step ’till it works, which it did. -first, theres three detection boxes, one for walking towards the player, one for the chomp, and one for dashing, if the player enters the dash-box, a timer will start -when the timer ends, the charge animation plays, which halfway through, activates a function too add velocity (actual charge part of charge) -If the enemy hits a wall, player, or box, it stops moving, but in the case of the player it plays a second animation (dash_hit) that looks like a chomp and kills the player if it hits them. Theres another If statement that sets velocity back to 0 when this happens also. OTHER CHANGES: -I removed the players health really, I like games that are one shot, because it’s subjectively more fun, I’ll make the player death a little more explosive if I have time. I’ll probably make them have three health but that’ll change when I do attack balancing -made the lil guys attack timer shorter, makes him more dangerous. NEXT TIME PLANS: -hopefully in one day (ima lock in rq) -gonna add a flying enemy, -literally just a tad fly, like 5x5 pixels, it’ll look at the player and fire acid that’ll kill you -i might change the death animation to be more BOOM (IYKWIM) :D -my goal is too complete the flying guy 100% tomorrow, but I got other stuff to do so we shall see -also it’ll be nice to not have to do major animating besides literally 6 pixels splaterring -if extra time, I’ll make a weird egg thing that turns into the fly THANKS FOR READING! as always (not really) go make some interesting, and uh learn something new every day please (P.S I made some changes after I took these videos so it still looks and feels kinda bad but not actually rn) ~Wilfred
Flying enemy is complete, in record time! wow, 8 hours for an enemy, how quick D: This was a challenge, but also really fun. This enemy is the flying one, which made it a little more difficult than just the copy and paste of old ones but still pretty cool. It works using a Navigation Agent, which is like Godot pathfinding. Fast forward three hours and a whole lot of troubleshooting, but that works. The enemy detects the player in the same fashion as the other enemies and then activates the nav-agent to being movement. It’ll follow the player through vents, passages and really anywhere. The fly has three main detection circles, the first one tells it to move towards the player, if the player enters the second one, it’ll freeze and stop moving, and if the player gets even closer, it’ll try to move away (by reversing the velocity var outputted by the nav-agent, iyc) the enemy’s one hit, acourse, but is really annoying to attack, (ill rework ground pounding to make this easier later). The enemy has a shooting attack, that is on a 6 second timer if it can see the player, otherwise it’s just on hold. its shots are pretty slow, so there easy to avoid, but in a crowded fight ya never know. The main quirk of this enemy is it has a really long forgetfulness timer, so even if it can’t see you, it’ll continue to follow for quite a long time, much longer than other enemies. Next:! -stationary, weird wall tentacle that shoots at you -egg spawner that hatches into 1 of three enemies (mystery ooh) -doors (ikr)
keypads, doors, and beginning of the first level. Im actually making a game! contains spoilers First of many… keypads were really difficult, every button, when clicked, multiplies the correct number by a multiplier, and adds it to a “code” variable. the multiplier is chosen based on what step of the code you’re on, (e.g, 1: 10000, 2: 1000, 3: 100, 4: 10, 5: 1), when you click the green button, it cross checks another variable with the one you typed, and if they’re the same, it sends the function to open the doors, and if not, everything resets. The other terminals and what not just open things when clicked on, so it’s just an easier version of the keypad.
quick devlog. I need to do this cause i got 10 hours, Im working on the level system and im so tired please why is htis so hard D: D: D: D: D: D: D: D: D: D: D: D:
Another devlog about levels. Started work on the second (this takes so long) I can’t say much for fear of spoilers, but just say this involves WAY to much code and sprites (I hate drawing so much)
quick stuff, nothing much Finished some updates, but I’m locked so don’t have time to write much
WORKING ON MY FINAL STRETCH I’m going to be locked in for the next few days, school starts, so I’ll have less time, but I got a boss fight and then bug fixing and sound effects, hears a sneak peak and one of the many things ive worked on. Also, I came up for a name. Looked up the universal laws for space and saw something about how “Countries of Origin are Liable for Damages caused by their space debris” and said “dang, thas dope” so now i have a name. In my next log ill have a longer devlog like a lite trailer, but the games pretty short, more like a showcase of learning. Thanks!
FINAL STRETCH time to lock in please oh no Im finishing the last level, no time to talk, but got like 4 things to finish THINGS: -level -boss fight -sounds -ending -bugs
SFX stuff, final thing before ending, just finishing sounds, really annoying though ngl. done soon, big update at end
Final Release (or close to it) Game will be out soon, I just gotta ship, but everythings done, I finished sounds, and the ending yesterday, like a 8 hour coding marathon, so i could get this out in time. PLEASE play it, it’s called Liable for Damages, I don’t know where I’ll post it yet, but It’ll probably be on Itch.io or just the game application file. It’s like 150,000 kilabytes, so it shouldn’t be too bad for any computer, hopefully (mines from like 2009 and it ran fine) P.S! Please, (if you do play), comment bugs, especially major things, EXCEPT: -Player dissapearing when opening menu in elevator (don’t try this, im not fixing it it’s funny) -Bugs on top of head, (js kill them) Anything else is bad and needs fix thanks. Also sorry no volume controls, I was crunching down to finish.
devlog for projects i forgot to add, really just time from learning to export godot games, very annoying um, fun fact, if you create a web game, change the file to index.html, or it literally WON’T WORK!!! Play my game (now!)
Started working on Liable for Damages 2.0 Devlog #1 Started working on better settings, mostly just things for volume, fonhts, and scrolling things. Whipped up some basic sprites in aseprite and took a day to implement them and figure out bugs, which were very annoying, mostly just related to button sizing. Had to mess around with Godot’s “containers”, for the first time, and it was quite bad, I’ve got some more work to do before I can get the sliders to work, but I’m close! Next stuff’s: -format sliders -start creating settings related to different busses -create saves for the sliders -implement button to change font -make font-changed labels for all maps -do bum ahh drivers ed instead of W Stardance I’ll hopefully release 2.0 within October, and I’mma try and devlog more! ~Wil
Ships:
I made something! This was my first time coding outside of Arduinos, and one of the biggest learning experiences of my life. There was stress, time crunches, and pain, but it all came down to the wire. The most challenging part was drawing, of course, I’m never going to do this again JUST because of the assets. Thanks for playing...
|
1793008113.762244
|
1793094513.762244
|