|
47093
|
CyberTab by @tanzeemrockz | Stardance
|
tanzeemrockz
|
1
|
3.39
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T11:29:19Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a nice and futuristic new tab page using HTML, Tailwind CSS, and JS with features like AI, YT, GitHub, And DDGS.", "repo": "https://github.com/tanzeemrockz/CyberTab/", "demo": "https://cyber-tab-mu.vercel.app/"}]...
|
[{"post_id": 47013, "ts": "202 [{"post_id": 47013, "ts": "2026-08-14T16:21:39Z", "hours": 1.3886, "text": "I just added bookmarks (which were a pain cuz i got lots of the syntax wrong lol) and a search engine switcher between Google, Bing, and DDGS (DuckDuckGo Search)."}, {"post_id": 46398, "ts": "2026-08-13T16:03:50Z", "hours": 1.7561, "text": "First version of CyberTab"}]...
|
Title: CyberTab by @tanzeemrockz | Stardance
Devl Title: CyberTab by @tanzeemrockz | Stardance
Devlogs:
First version of CyberTab
I just added bookmarks (which were a pain cuz i got lots of the syntax wrong lol) and a search engine switcher between Google, Bing, and DDGS (DuckDuckGo Search).
Ships:
I made a nice and futuristic new tab page using HTML, Tailwind CSS, and JS with features like AI, YT, GitHub, And DDGS....
|
1793432899.6187143
|
1793519299.6187143
|
|
47108
|
ip-port-scanner by @quinten6780 | Stardance
|
quinten6780
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T16:44:52Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "use this tool to scan for open ports, you can choose to scan your own ip or a custom ip how to use: start the tool select a scan modus select an ip", "repo": "https://github.com/quinten6780/Port-scanner", "demo": "https://huggingface.co/spaces/quinten6780/my-port-scanner/tree/main"}]...
|
[{"post_id": 45856, "ts": "202 [{"post_id": 45856, "ts": "2026-08-12T16:07:58Z", "hours": 0.3308, "text": "fixed small bug, socket wasn’t stoping"}]...
|
Title: ip-port-scanner by @quinten6780 | Stardance Title: ip-port-scanner by @quinten6780 | Stardance
Devlogs:
fixed small bug, socket wasn’t stoping
Ships:
use this tool to scan for open ports, you can choose to scan your own ip or a custom ip how to use: start the tool select a scan modus select an ip...
|
1793436819.725604
|
1793523219.725604
|
|
47159
|
Exoplanet Finder by @kingvon | Stardance
|
kingvon
|
1
|
18.0
|
307
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:48:09Z", "hours": 18.0, "multiplier": 14.49, "payout": 307, "blessing": "neutral", "text": "a smol app that searches NASA Kepler telescope data for signs of an exoplanet. it takes a star catalog ID and fetches years worth of brightness data, cleans and detrends the signal and runs a built from scratch Box Least Square algorithm to look for periodic dimmings that indicate a exoplanet passed in front of its host star. and from that dip it calculates more data like orbital period, transit duration, physical size relative to earth, and also flags the confident of detection. and PLEASE, i am begging you if you dont understand how any of this works just test against the given “try these” lol, and have patience while it loads since its a built-from-scratch scientific algorithm made for learning purposes.", "repo": "https://github.com/pratiksingh94/exoplanet-finder", "demo": "https://exoplanet.pratiksingh.xyz/"}]...
|
[{"post_id": 61789, "ts": "202 [{"post_id": 61789, "ts": "2026-09-04T21:25:09Z", "hours": 1.1606, "text": "TESS and K2 missions dont work, i am sorry its been 5 days i didnt get time to code properly but what i know is that i cannot add support for TESS and K2 for now. _ i tried everything which i can for now, K2 fires its thrusters every 6 hours to correct its position and that thruster fire overpowers the star transit, i tried increasing period_min and increasing it enough did lead to getting correct period but that was only posible cuz i already knew the period of the star i was testing on, from what it looks like i think just rolling median in detrending isnt enough for K2 mission stars, and i am not planning to implement the corrections it requires for now _ TESS had 2mins candence so it had over 1 million data points and in multiple loops it lead to taking hours to analyse, and my BLS double pass scales too much with data points, but i binned it like i did for the plot but even with that it took around 18 minutes to run and produced a 24x period which was an alias, idk how the alias array didnt even include the normal alias, maybe because the period is less than 1 day and my algo searches between period_min and max and min was set to 1. that tells about the problem but it kinda proves that my system finds period based on what you feed into it in some values which i need to work on, cuz some stars can be weird, and wont lie i am giving up on it for now."}, {"post_id": 58240, "ts": "2026-08-30T16:31:16Z", "hours": 0.6033, "text": "Advanced options in search finally added period min, period max, and mission selection in search, ez but looks like i should use shadcn buttons instead the advanced options button doesnt look like a button lowk"}, {"post_id": 57652, "ts": "2026-08-29T21:18:45Z", "hours": 1.3597, "text": "Result card rework shiii i made it hella good now it has a nice border and tooltips for each metric, and a verdict explaination in a details summary tag also remved the basic confidence display cuz it wasnt telling anything, now it has explaination"}, {"post_id": 53090, "ts": "2026-08-23T14:56:15Z", "hours": 1.5681, "text": "Better scoring and Confidence levels pain in ASS bro so i started from a normal scoring system which worked fine for finding periods but it wasnt good for confidence factors cuz it scales with dataset, so a bigger data set despite having no period will still have better score than a smaller data set with a period, so i need a better scoring system Signal-to-Noise Ratio this idea came while i was soldering a jammer i am working on lol so i measured the ratio and replaced the basic system with depth / (noise / sqrt(n_in)) it is not the perfect SNR system but it works nice enough. _ so i tested it against KIC 8462852 which does not have any exoplanet, and the signal was still wrong cuz this star (Tabby’s star) is a bit weird and it has large periodic dimming events and it was long enough on a single candence on various points to score high enough on SNR and look like a strong signal, so that made it clear that SNR isnt alone enough Coverage-Ratio check THIS finally passed every test, it clusters in transit points between time gaps so a bigger time gap will make a new occurence, and it counts those occurances, the tabby’s star had only 2 so i made the limit 5, the “transit” must occur more than 5 times to be qualified for SNR check, which worked good and finally i got WEAK signal on that star check."}, {"post_id": 51869, "ts": "2026-08-21T19:02:22Z", "hours": 2.2372, "text": "Minimal UI work (functional) made this very simple search thingy, it was easy asf i used recharts to plot that, which was the real pain cuz the data has 60k+ points to plot and it was taking too long but most of those points werent nececssary so i made smaller bins of those points and plotted them which worked fine __ i am yet to work on the confidence score, i dont have enough observations to decide on a “good enough high score” so thats a todo for now __ and variables like mission, period min, and period max are also a todo for now :3"}, {"post_id": 49783, "ts": "2026-08-18T18:28:52Z", "hours": 1.1842, "text": "/api/search made API route for analysis it runs the pipeline scripts in order: ingest -> detrend -> analysis and all that takes ton of time, so there is a cached/ file and it creates files of star’s ingestion and detrended data. analysis however is re-run everytime cuz period min and max can change"}, {"post_id": 48959, "ts": "2026-08-17T15:17:15Z", "hours": 0.5639, "text": "Initialized nextjs app just that, initalized nextjs app and picked a nice color scheme from tweakcn.com"}, {"post_id": 48442, "ts": "2026-08-16T19:49:09Z", "hours": 6.9469, "text": "Analysis script holy rupnil judgement so if you dont know in this project i am just getting the light curve data from a library, other than that i am doing EVERYTHING from scratch, so this is the 7 hour dev log of what i did in my analysis script. bls.py most time was spent here trying to write Box Least Square algorithm from scratch, it will be used to find the orbital period of the planet from the folded data, i wrote various versions in order to find the correct and best way to do it and had to fix shit ton of bugs, which i wrote down for this dev log (check below) analysis.py after lot of rough work focused around Kepler 8 star in bls.py i transfered the BLS and other refining functions to analysis script for a proper cli, it takes detrended data json file and outputs: orbital period of planet confidence score (calculated from depth of transit) duration of transit (calculated two different ways) phase start hella problems i faced performance in BLS algo: the very first version i wrote had a triple loop, it was like 2+ billion operations so it was taking like 7 minutes to complete and give wrong orbital period, then i switched to numpy to use vectorization and it made it hella fast, dropped the time to just 60 seconds “aliases”: later i found out that i was not getting wrong orbital period it was just different multiples of the period, so i had to make a function check_aliases which gets the first 4 values of period it could find and the aliases[0] is the best one with highest score precision: the values were never precise and the reason was that the BLS seach wasnt enough, what i needed to do was a coarse search and get a general idea of transt and do a more precise search on top of the coarse values which i did with a function i made bls_search_two_pass who’s period was then correct but with lower score and another multiple was still with higher score, so after hella digging i found that it was a like chicken and egg problem yk, see the BLS search needs duration to calculate stuff better and we dont know that duration, we can get the duration by doing some calculations on period but to get period we need to do BLS search, so at first i used a constant value 0.4 of duration after some manual experimenting, which works as a decent enough heuristic at first, then after we get a nice period i use the refine_duration function which then digs in and calculates the best duration value, which is THEN used to run another BLS search this time with proper suitable duration. so it went like: bls coarse search -> bls precise search -> bls alias calculation -> duration refining -> anoher precise search and then we come to proper orbital period with highest score, FINALLY. this dev log was MUCH bigger but got deleted cuz it wasnt saved and this fucking error deleted it, now i am too frustrated and idc enough to write it completey again this is all i had saved"}, {"post_id": 46415, "ts": "2026-08-13T16:37:48Z", "hours": 0.9556, "text": "Data cleaning and Detrending removing outliers made a simple z score calculation, just removes values 3 standard deviations away, got a “nice enough” result and removed like ~2000 values from ~64000 values (4 years of data) lmao detrending why: this was important, cuz the telescope moves around to protect its instruments from the sun and various other reasons, so there can be gaps which look like a transit but they arent, they are slow and long in transition unlike a real exoplanet between the star and the telescope, that transit will be like an instant sharp dip, so i had to smooth out those false values __ used a basic moving window median to divide out those values, you can see the before and after of detrending in first two pics and this is how the script runs: python detrend.py --input lightcurve.json --output detrended.json --window 50"}, {"post_id": 45972, "ts": "2026-08-12T20:05:26Z", "hours": 1.0861, "text": "Some exploration and Light Curve ingestion first dev log lightkurve library so i spent some of the time messing around with this library exploring and plotting random things, this library can fetch public data from telescope missions like Kepler, K2, and TESS and it makes getting that data and normalising some values a bit easy so i tested those things and i plotted this in matplotlib this is one light curve of Kepler-8, you can see the gap in the data that MIGHT be an exoplanet lmao, who knows ingestion script so i will make different scripts for differnet stuff and make a single pipeline later ig, the current script runs like: python ingest.py --star \"KIC 6922244\" --output lightcurve.json it takes the star name output as file name or json output in stdin, and then it downloads a HUGE file (check screenshot lightcurve.json ) full of the timestamp and flux values (which are basically brightness of the star at that timestamp) further analysis will be done on the output of ts script."}]...
|
Title: Exoplanet Finder by @kingvon | Stardance
D Title: Exoplanet Finder by @kingvon | Stardance
Devlogs:
Some exploration and Light Curve ingestion first dev log lightkurve library so i spent some of the time messing around with this library exploring and plotting random things, this library can fetch public data from telescope missions like Kepler, K2, and TESS and it makes getting that data and normalising some values a bit easy so i tested those things and i plotted this in matplotlib this is one light curve of Kepler-8, you can see the gap in the data that MIGHT be an exoplanet lmao, who knows ingestion script so i will make different scripts for differnet stuff and make a single pipeline later ig, the current script runs like: python ingest.py --star "KIC 6922244" --output lightcurve.json it takes the star name output as file name or json output in stdin, and then it downloads a HUGE file (check screenshot lightcurve.json ) full of the timestamp and flux values (which are basically brightness of the star at that timestamp) further analysis will be done on the output of ts script.
Data cleaning and Detrending removing outliers made a simple z score calculation, just removes values 3 standard deviations away, got a “nice enough” result and removed like ~2000 values from ~64000 values (4 years of data) lmao detrending why: this was important, cuz the telescope moves around to protect its instruments from the sun and various other reasons, so there can be gaps which look like a transit but they arent, they are slow and long in transition unlike a real exoplanet between the star and the telescope, that transit will be like an instant sharp dip, so i had to smooth out those false values __ used a basic moving window median to divide out those values, you can see the before and after of detrending in first two pics and this is how the script runs: python detrend.py --input lightcurve.json --output detrended.json --window 50
Analysis script holy rupnil judgement so if you dont know in this project i am just getting the light curve data from a library, other than that i am doing EVERYTHING from scratch, so this is the 7 hour dev log of what i did in my analysis script. bls.py most time was spent here trying to write Box Least Square algorithm from scratch, it will be used to find the orbital period of the planet from the folded data, i wrote various versions in order to find the correct and best way to do it and had to fix shit ton of bugs, which i wrote down for this dev log (check below) analysis.py after lot of rough work focused around Kepler 8 star in bls.py i transfered the BLS and other refining functions to analysis script for a proper cli, it takes detrended data json file and outputs: orbital period of planet confidence score (calculated from depth of transit) duration of transit (calculated two different ways) phase start hella problems i faced performance in BLS algo: the very first version i wrote had a triple loop, it was like 2+ billion operations so it was taking like 7 minutes to complete and give wrong orbital period, then i switched to numpy to use vectorization and it made it hella fast, dropped the time to just 60 seconds “aliases”: later i found out that i was not getting wrong orbital period it was just different multiples of the period, so i had to make a function check_aliases which gets the first 4 values of period it could find and the aliases[0] is the best one with highest score precision: the values were never precise and the reason was that the BLS seach wasnt enough, what i needed to do was a coarse search and get a general idea of transt and do a more precise search on top of the coarse values which i did with a function i made bls_search_two_pass who’s period was then correct but with lower score and another multiple was still with higher score, so after hella digging i found that it was a like chicken and egg problem yk, see the BLS search needs duration to calculate stuff better and we dont know that duration, we can get the duration by doing some calculations on period but to get period we need to do BLS search, so at first i used a constant value 0.4 of duration after some manual experimenting, which works as a decent enough heuristic at first, then after we get a nice period i use the refine_duration function which then digs in and calculates the best duration value, which is THEN used to run another BLS search this time with proper suitable duration. so it went like: bls coarse search -> bls precise search -> bls alias calculation -> duration refining -> anoher precise search and then we come to proper orbital period with highest score, FINALLY. this dev log was MUCH bigger but got deleted cuz it wasnt saved and this fucking error deleted it, now i am too frustrated and idc enough to write it completey again this is all i had saved
Initialized nextjs app just that, initalized nextjs app and picked a nice color scheme from tweakcn.com
/api/search made API route for analysis it runs the pipeline scripts in order: ingest -> detrend -> analysis and all that takes ton of time, so there is a cached/ file and it creates files of star’s ingestion and detrended data. analysis however is re-run everytime cuz period min and max can change
Minimal UI work (functional) made this very simple search thingy, it was easy asf i used recharts to plot that, which was the real pain cuz the data has 60k+ points to plot and it was taking too long but most of those points werent nececssary so i made smaller bins of those points and plotted them which worked fine __ i am yet to work on the confidence score, i dont have enough observations to decide on a “good enough high score” so thats a todo for now __ and variables like mission, period min, and period max are also a todo for now :3
Better scoring and Confidence levels pain in ASS bro so i started from a normal scoring system which worked fine for finding periods but it wasnt good for confidence factors cuz it scales with dataset, so a bigger data set despite having no period will still have better score than a smaller data set with a period, so i need a better scoring system Signal-to-Noise Ratio this idea came while i was soldering a jammer i am working on lol so i measured the ratio and replaced the basic system with depth / (noise / sqrt(n_in)) it is not the perfect SNR system but it works nice enough. _ so i tested it against KIC 8462852 which does not have any exoplanet, and the signal was still wrong cuz this star (Tabby’s star) is a bit weird and it has large periodic dimming events and it was long enough on a single candence on various points to score high enough on SNR and look like a strong signal, so that made it clear that SNR isnt alone enough Coverage-Ratio check THIS finally passed every test, it clusters in transit points between time gaps so a bigger time gap will make a new occurence, and it counts those occurances, the tabby’s star had only 2 so i made the limit 5, the “transit” must occur more than 5 times to be qualified for SNR check, which worked good and finally i got WEAK signal on that star check.
Result card rework shiii i made it hella good now it has a nice border and tooltips for each metric, and a verdict explaination in a details summary tag also remved the basic confidence display cuz it wasnt telling anything, now it has explaination
Advanced options in search finally added period min, period max, and mission selection in search, ez but looks like i should use shadcn buttons instead the advanced options button doesnt look like a button lowk
TESS and K2 missions dont work, i am sorry its been 5 days i didnt get time to code properly but what i know is that i cannot add support for TESS and K2 for now. _ i tried everything which i can for now, K2 fires its thrusters every 6 hours to correct its position and that thruster fire overpowers the star transit, i tried increasing period_min and increasing it enough did lead to getting correct period but that was only posible cuz i already knew the period of the star i was testing on, from what it looks like i think just rolling median in detrending isnt enough for K2 mission stars, and i am not planning to implement the corrections it requires for now _ TESS had 2mins candence so it had over 1 million data points and in multiple loops it lead to taking hours to analyse, and my BLS double pass scales too much with data points, but i binned it like i did for the plot but even with that it took around 18 minutes to run and produced a 24x period which was an alias, idk how the alias array didnt even include the normal alias, maybe because the period is less than 1 day and my algo searches between period_min and max and min was set to 1. that tells about the problem but it kinda proves that my system finds period based on what you feed into it in some values which i need to work on, cuz some stars can be weird, and wont lie i am giving up on it for now.
Ships:
a smol app that searches NASA Kepler telescope data for signs of an exoplanet. it takes a star catalog ID and fetches years worth of brightness data, cleans and detrends the signal and runs a built from scratch Box Least Square algorithm to look for periodic dimmings that indicate a exoplanet passed in front of its host star. and from that dip it calculates more data like orbital period, transit duration, physical size relative to earth, and also flags the confident of detection. and PLEASE, i am begging you if you dont understand how any of this works just test against the given “try these” lol, and have patience while it loads since its a built-from-scratch scientific algorithm made for learning purposes....
|
1793336177.8571415
|
1793422577.8571415
|
|
47164
|
apple hunter by @omartsubki | Stardance
|
omartsubki
|
1
|
4.63
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T12:49:43Z", "hours": 4.0, "multiplier": 1.08, "payout": 4, "blessing": "neutral", "text": "2d platformer game my challenge to making collision accurate", "repo": "https://github.com/TimRumble/hunt-apple", "demo": "https://mhmd242.itch.io/apple-hunter?secret=vLGBhvq9tIf4TDywsjdgUEaAlBQ"}]...
|
[{"post_id": 64764, "ts": "202 [{"post_id": 64764, "ts": "2026-09-09T12:40:50Z", "hours": 0.3003, "text": "apple hunter day 3 - make the snail jump"}, {"post_id": 64499, "ts": "2026-09-08T22:56:38Z", "hours": 0.3333, "text": "apple hunter day2 - making double jump"}, {"post_id": 46289, "ts": "2026-08-13T12:39:47Z", "hours": 3.5203, "text": "a platformer game that made with godot and depend on collecting apples"}]...
|
Title: apple hunter by @omartsubki | Stardance
De Title: apple hunter by @omartsubki | Stardance
Devlogs:
a platformer game that made with godot and depend on collecting apples
apple hunter day2 - making double jump
apple hunter day 3 - make the snail jump
Ships:
2d platformer game my challenge to making collision accurate...
|
1793447289.399976
|
1793533689.399976
|
|
47175
|
cool new tab by @ibrahim- | Stardance
|
ibrahim-
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T21:31:51Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A custom new tab page, nothing too special. I designed it for my own needs. random pixel art bg with source adding/removing bookmarks changing search engine dawn news rss feed (just to keep up with what is happening in the country) current weather (with temperature and relative humidity cus i keep plants)", "repo": "https://github.com/ibfactor/cnt", "demo": "https://newtab.ibfactor.com"}]...
|
[{"post_id": 46553, "ts": "202 [{"post_id": 46553, "ts": "2026-08-13T21:28:24Z", "hours": 0.3269, "text": "Ended up adding a weather api (temperature & relative humidity) with the javascript geolocation api also added a news rss feed :)"}, {"post_id": 45990, "ts": "2026-08-12T20:36:38Z", "hours": 0.4503, "text": "finally done adding custom search engines and bookmarks + backgrounds are randomised"}, {"post_id": 45951, "ts": "2026-08-12T19:28:19Z", "hours": 0.6089, "text": "Finally like the ui now after some trial and error, just need to make it functional now. Changing/adding search engines/bookmarks will definitely be implemented, will consider other customisation options"}]...
|
Title: cool new tab by @ibrahim- | Stardance
Devl Title: cool new tab by @ibrahim- | Stardance
Devlogs:
Finally like the ui now after some trial and error, just need to make it functional now. Changing/adding search engines/bookmarks will definitely be implemented, will consider other customisation options
finally done adding custom search engines and bookmarks + backgrounds are randomised
Ended up adding a weather api (temperature & relative humidity) with the javascript geolocation api also added a news rss feed :)
Ships:
A custom new tab page, nothing too special. I designed it for my own needs. random pixel art bg with source adding/removing bookmarks changing search engine dawn news rss feed (just to keep up with what is happening in the country) current weather (with temperature and relative humidity cus i keep plants)...
|
1793447299.0097163
|
1793533699.0097163
|
|
47178
|
CircuitOS by @CircuitPhantom | Stardance
|
CircuitPhantom
|
1
|
6.35
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T17:33:06Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own WebOS called CircuitOS. It has a modern looking design with a topbar and an app called ToDoS which is a To-Do list app. Also there is a feature that lets you change the wallpaper (the button on the bottom left).", "repo": "https://github.com/CircuitPhantom/CircuitOS", "demo": "https://circuitphantom.github.io/CircuitOS/"}]...
|
[{"post_id": 46576, "ts": "202 [{"post_id": 46576, "ts": "2026-08-13T22:10:16Z", "hours": 0.3536, "text": "Devlog 4: Added custom wallpaper image feature! Just click on the button on the bottom right and upload your image."}, {"post_id": 46434, "ts": "2026-08-13T17:10:09Z", "hours": 1.7161, "text": "Devlog 3: Added my first app: ToDoS! It is basically an app for To-Do lists"}, {"post_id": 46271, "ts": "2026-08-13T12:12:49Z", "hours": 2.4967, "text": "Devlog 2: Looks much more beautiful isn’t it? I added new features such as draggable window, opening/closing a window, a topbar with live clock and date on it. And, as you can notice, worked on overall looks."}, {"post_id": 46013, "ts": "2026-08-12T21:50:21Z", "hours": 1.4533, "text": "Devlog 1: Starting my WebOS project, CircuitOS! Currently I just finished part 1 of the guide and made this page which already took 1.5 hours… Centering the div is the hardest part obviously -_- Anyways I will still be working on it, would love to hear your recommendations and feedbacks! (I am planning to add a background image or animation and make this page a loading screen or something like that.)"}]...
|
Title: CircuitOS by @CircuitPhantom | Stardance
D Title: CircuitOS by @CircuitPhantom | Stardance
Devlogs:
Devlog 1: Starting my WebOS project, CircuitOS! Currently I just finished part 1 of the guide and made this page which already took 1.5 hours… Centering the div is the hardest part obviously -_- Anyways I will still be working on it, would love to hear your recommendations and feedbacks! (I am planning to add a background image or animation and make this page a loading screen or something like that.)
Devlog 2: Looks much more beautiful isn’t it? I added new features such as draggable window, opening/closing a window, a topbar with live clock and date on it. And, as you can notice, worked on overall looks.
Devlog 3: Added my first app: ToDoS! It is basically an app for To-Do lists
Devlog 4: Added custom wallpaper image feature! Just click on the button on the bottom right and upload your image.
Ships:
I made my own WebOS called CircuitOS. It has a modern looking design with a topbar and an app called ToDoS which is a To-Do list app. Also there is a feature that lets you change the wallpaper (the button on the bottom left)....
|
1793447302.0718548
|
1793533702.0718548
|
|
47181
|
HTTRPG by @kelp | Stardance
|
kelp
|
1
|
22.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T14:12:50Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "HTTTRPG!! simple VTT with a server written in python and a client written in c++ includes many funny features such as: a multidimensional array map where every “tile” is a number that you can inspect to see what it is! a message system that lets you see messages sent by other players dice rolling! non Oauth authentication because Oauth scares me! the demo is just the release files, i dont have the money to host an actual demo so you will have to test it yourself! sorry! two different ways to configure the client! other features its an OK at best free alternative to VTTs which from what ive seen are typically fairly expensive", "repo": "https://github.com/mildly-kelpish/Httrpg", "demo": "https://github.com/mildly-kelpish/Httrpg/releases/tag/v1"}]...
|
[{"post_id": 64523, "ts": "202 [{"post_id": 64523, "ts": "2026-09-09T00:09:30Z", "hours": 5.7114, "text": "and so it is finished wow i really didnt post much in the way of devlogs, i had more but i couldnt really port them well, im sure the reviewers will be able to see the macondo ones… /j either way, i finished up the client and the server, so now they are finally done (at least, to the extent that i have tested. which is mostly on linux) this took so long and i am excited to attempt to use it for the dnd sessions i run for my family (and maybe more if i spend a bit of money on a cheap vps)"}, {"post_id": 45947, "ts": "2026-08-12T19:16:02Z", "hours": 15.8667, "text": "well i have pretty much ran out of time with macondo (if i fail this next drivers test there is no way i can get an id to verify my age before it ends) so now im moving HTTRPG to here! it was originally supposed to work through telnet but then i realized telnet wouldnt work very well so i just kept going through protocols and decided on http. anyway it has been going pretty well, i have written (/ are writing) the server in python, and am writing the client in c++20 (mostly so i can compile it with cosmopolitan libc because its really cool imo) anyway yeah devlog because i cant just port them from macondo unfortunately :("}]...
|
Title: HTTRPG by @kelp | Stardance
Devlogs:
well Title: HTTRPG by @kelp | Stardance
Devlogs:
well i have pretty much ran out of time with macondo (if i fail this next drivers test there is no way i can get an id to verify my age before it ends) so now im moving HTTRPG to here! it was originally supposed to work through telnet but then i realized telnet wouldnt work very well so i just kept going through protocols and decided on http. anyway it has been going pretty well, i have written (/ are writing) the server in python, and am writing the client in c++20 (mostly so i can compile it with cosmopolitan libc because its really cool imo) anyway yeah devlog because i cant just port them from macondo unfortunately :(
and so it is finished wow i really didnt post much in the way of devlogs, i had more but i couldnt really port them well, im sure the reviewers will be able to see the macondo ones… /j either way, i finished up the client and the server, so now they are finally done (at least, to the extent that i have tested. which is mostly on linux) this took so long and i am excited to attempt to use it for the dnd sessions i run for my family (and maybe more if i spend a bit of money on a cheap vps)
Ships:
HTTTRPG!! simple VTT with a server written in python and a client written in c++ includes many funny features such as: a multidimensional array map where every “tile” is a number that you can inspect to see what it is! a message system that lets you see messages sent by other players dice rolling! non Oauth authentication because Oauth scares me! the demo is just the release files, i dont have the money to host an actual demo so you will have to test it yourself! sorry! two different ways to configure the client! other features its an OK at best free alternative to VTTs which from what ive seen are typically fairly expensive...
|
1793336180.918075
|
1793422580.918075
|
|
47199
|
ScholarPath by @ArnavKumar | Stardance
|
ArnavKumar
|
1
|
40.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T20:31:09Z", "hours": 40.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built ScholarPath, an app that helps international students find scholarships/colleges and gives them an AI counselor (Nova) to help with essays and deadlines. Hardest part was actually a bug hunt: some users weren’t getting their verification email, and it turned out my site’s login setup was accidentally sending people to localhost instead of the real site lol. Took a while to track down but felt really good once I found it and confirmed a real signup actually worked end to end. Proud I didn’t just patch it and hope, I checked the logs and proved it. Try it at scholarpaths.org, both email and Google sign-in work now!", "repo": "https://github.com/thedude1215/Student_Counselor", "demo": "https://scholarpaths.org/"}]...
|
[{"post_id": 45983, "ts": "202 [{"post_id": 45983, "ts": "2026-08-12T20:25:31Z", "hours": 39.5292, "text": "I am working on a AI admissions counseling"}]...
|
Title: ScholarPath by @ArnavKumar | Stardance
Dev Title: ScholarPath by @ArnavKumar | Stardance
Devlogs:
I am working on a AI admissions counseling
Ships:
Built ScholarPath, an app that helps international students find scholarships/colleges and gives them an AI counselor (Nova) to help with essays and deadlines. Hardest part was actually a bug hunt: some users weren’t getting their verification email, and it turned out my site’s login setup was accidentally sending people to localhost instead of the real site lol. Took a while to track down but felt really good once I found it and confirmed a real signup actually worked end to end. Proud I didn’t just patch it and hope, I checked the logs and proved it. Try it at scholarpaths.org, both email and Google sign-in work now!...
|
1793447314.2714384
|
1793533714.2714384
|
|
47215
|
Gotcha - Clip what Happened by @Shaarav4795 | Star Gotcha - Clip what Happened by @Shaarav4795 | Stardance...
|
Shaarav4795
|
1
|
25.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T07:41:27Z", "hours": 25.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Gotcha, an app for iOS that allows users to clip and record what has already happened. The user leaves the app open and when they hear something they want to record they simply tap the button and it clips it. Then they can edit it (add subtitles, caption, pictures, etc) and then export or share. The most challenging part was definitely the clip editor as there were so many bugs and the UI was annoying to make. To use the app just click on the TestFlight URL and then you can download the app.", "repo": "https://github.com/Shaarav4795/Gotcha", "demo": "https://testflight.apple.com/join/nvfjcUC5"}]...
|
[{"post_id": 62034, "ts": "202 [{"post_id": 62034, "ts": "2026-09-05T08:00:40Z", "hours": 1.5417, "text": "I’m officially done!!! I added the README and uploaded to Testflight! This took around 50% longer than it should have for a few reasons 1) there were a few bugs when I tested on my dad’s iphone compared to my phone 2) app store connect was being finnicky regarding the rules… But now I’m done and very very happy with the result!"}, {"post_id": 60121, "ts": "2026-09-02T09:18:24Z", "hours": 1.7131, "text": "I’m now officially done with the app! I added an onboarding flow so the app can prompt for mic perms… I also added a dark mode cos I didn’t want any low light ppl (looking at you fellow raters) to feel like they saw the sun… I also added the app icon (i should have added it before but I kinda forgot) which I made in Canva super easily and then imported to Icon Composer… Now I just need to make a README, publish to Testflight and I’ll be done"}, {"post_id": 58792, "ts": "2026-08-31T11:31:15Z", "hours": 3.6333, "text": "I implemented Shortcuts into the app! This was relatively straightforward in terms of the scope… However I really enjoyed adding this as it made the app feel “complete” as every app has shortcuts…"}, {"post_id": 55457, "ts": "2026-08-27T10:00:16Z", "hours": 3.4306, "text": "I implemented a live activity feature to the app. So basically now in the dynamic island it shows you a live activity from Gotcha so you can quickly capture. The same goes for the lock screen. I found it really fun to add these features in as I’ve never implemented live activities before."}, {"post_id": 53710, "ts": "2026-08-24T11:51:06Z", "hours": 1.1875, "text": "I got the sharing feature to work now so you can actually do something with your recordings :) theres not much else to say here apart from now the app is basically an MVP and now i’m just gonna add nice to have features…"}, {"post_id": 53596, "ts": "2026-08-24T06:48:32Z", "hours": 5.1922, "text": "I made the clips editor work!!! After a lot of work and a bunch of time I managed to finally do the impossible. It genuinely was so difficult to make anything at all work such as the subtitles not working until I figured out you have to test on real device, the waveform looking weird, the app either feeling slow, laggy or jittery and the fact that the trimming logic wasn’t working. Anyways, now that I finished, I’m really happy with how it feels to use now and even more so now that I added features I wasn’t planning to add (like the volume boost feature and the dragging element feature)…"}, {"post_id": 50173, "ts": "2026-08-19T08:58:49Z", "hours": 3.6322, "text": "I made the tap to capture button work. The app uses up to 90MB of RAM when idle (the audio file itslef taking up up to 30MB) and it keeps a rolling 1, 2 or 3 minute buffer period. So after the time that the user sets (default 2 mins) old audio is discarded. When the suer feels they have caught a moment they wanna clip, they just open the app and press capture. Then the app saves it as a wav file. It was a bit tricky to get background audio and lock screen recording working (so that means you can have the app open in the background while you are doing something else). I also made it so when the app is out of focus it displays a huge message on the screen telling the user not to quit the app from the app switcher otherwise it won’t record. Overall I feel I made a lot of progress in this session and now I need to make the clip editor work (the part I’m dreading) and add some nice to have features…. but yeah for now the app works!"}, {"post_id": 48757, "ts": "2026-08-17T09:04:31Z", "hours": 5.1097, "text": "I scaffolded the UI for the project. First I initialised the Xcode project for iOS and then I made the home screen UI page. I went for a big button with a waveform inside (which doesn’t work rn). But after that it felt plain so I added like a recent clips list under it to make it more interesting and I added 2 stats as well. I also made the full Clips page and I designed the clips editor. This part took the longest cos I didnt wanna overcommit myself but I wanted to still challenge myself so I added like 5 tools that should not be tooo difficult to add. I also designed the settings page with setting that will be added and thats pretty much it :) comment (if anyone sees) if the UI looks good or not."}]...
|
Title: Gotcha - Clip what Happened by @Shaarav4795 Title: Gotcha - Clip what Happened by @Shaarav4795 | Stardance
Devlogs:
I scaffolded the UI for the project. First I initialised the Xcode project for iOS and then I made the home screen UI page. I went for a big button with a waveform inside (which doesn’t work rn). But after that it felt plain so I added like a recent clips list under it to make it more interesting and I added 2 stats as well. I also made the full Clips page and I designed the clips editor. This part took the longest cos I didnt wanna overcommit myself but I wanted to still challenge myself so I added like 5 tools that should not be tooo difficult to add. I also designed the settings page with setting that will be added and thats pretty much it :) comment (if anyone sees) if the UI looks good or not.
I made the tap to capture button work. The app uses up to 90MB of RAM when idle (the audio file itslef taking up up to 30MB) and it keeps a rolling 1, 2 or 3 minute buffer period. So after the time that the user sets (default 2 mins) old audio is discarded. When the suer feels they have caught a moment they wanna clip, they just open the app and press capture. Then the app saves it as a wav file. It was a bit tricky to get background audio and lock screen recording working (so that means you can have the app open in the background while you are doing something else). I also made it so when the app is out of focus it displays a huge message on the screen telling the user not to quit the app from the app switcher otherwise it won’t record. Overall I feel I made a lot of progress in this session and now I need to make the clip editor work (the part I’m dreading) and add some nice to have features…. but yeah for now the app works!
I made the clips editor work!!! After a lot of work and a bunch of time I managed to finally do the impossible. It genuinely was so difficult to make anything at all work such as the subtitles not working until I figured out you have to test on real device, the waveform looking weird, the app either feeling slow, laggy or jittery and the fact that the trimming logic wasn’t working. Anyways, now that I finished, I’m really happy with how it feels to use now and even more so now that I added features I wasn’t planning to add (like the volume boost feature and the dragging element feature)…
I got the sharing feature to work now so you can actually do something with your recordings :) theres not much else to say here apart from now the app is basically an MVP and now i’m just gonna add nice to have features…
I implemented a live activity feature to the app. So basically now in the dynamic island it shows you a live activity from Gotcha so you can quickly capture. The same goes for the lock screen. I found it really fun to add these features in as I’ve never implemented live activities before.
I implemented Shortcuts into the app! This was relatively straightforward in terms of the scope… However I really enjoyed adding this as it made the app feel “complete” as every app has shortcuts…
I’m now officially done with the app! I added an onboarding flow so the app can prompt for mic perms… I also added a dark mode cos I didn’t want any low light ppl (looking at you fellow raters) to feel like they saw the sun… I also added the app icon (i should have added it before but I kinda forgot) which I made in Canva super easily and then imported to Icon Composer… Now I just need to make a README, publish to Testflight and I’ll be done
I’m officially done!!! I added the README and uploaded to Testflight! This took around 50% longer than it should have for a few reasons 1) there were a few bugs when I tested on my dad’s iphone compared to my phone 2) app store connect was being finnicky regarding the rules… But now I’m done and very very happy with the result!
Ships:
I made Gotcha, an app for iOS that allows users to clip and record what has already happened. The user leaves the app open and when they hear something they want to record they simply tap the button and it clips it. Then they can edit it (add subtitles, caption, pictures, etc) and then export or share. The most challenging part was definitely the clip editor as there were so many bugs and the UI was annoying to make. To use the app just click on the TestFlight URL and then you can download the app....
|
1793336192.6906316
|
1793422592.6906316
|
|
47235
|
Dittosite by @Ditto | Stardance
|
Ditto
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T02:00:23Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a simple self-introduction website using HTML and CSS. Afterwards, I plan to obtain a personal domain through a domain subsidy, change the domain, and then use JS to make it more visually appealing.", "repo": "https://github.com/d08835149-prog/dittosite", "demo": "https://d08835149-prog.github.io/dittosite/#home"}]...
|
[{"post_id": 46096, "ts": "202 [{"post_id": 46096, "ts": "2026-08-13T01:57:57Z", "hours": 0.9642, "text": "I created a very simple website introducing myself using HTML and CSS."}]...
|
Title: Dittosite by @Ditto | Stardance
Devlogs:
I Title: Dittosite by @Ditto | Stardance
Devlogs:
I created a very simple website introducing myself using HTML and CSS.
Ships:
I created a simple self-introduction website using HTML and CSS. Afterwards, I plan to obtain a personal domain through a domain subsidy, change the domain, and then use JS to make it more visually appealing....
|
1793458197.8335667
|
1793544597.8335667
|
|
47236
|
Firsta-bot by @Winny | Stardance
|
Winny
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T14:30:13Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a slack bot that when people meet each other for the first time, they can break the ice easily and have a chat history so when the event like a hackathon is over, they can still be online friend.", "repo": "https://github.com/WinnyT/firsta", "demo": "https://hackclub.enterprise.slack.com/archives/C0BRADEN3LM"}]...
|
[{"post_id": 46891, "ts": "202 [{"post_id": 46891, "ts": "2026-08-14T13:07:05Z", "hours": 0.4664, "text": "finished my 1st bot called Firsta . There are 3 command: 1. firsta-quest: a silly question to debate on the first day. 2. firsta-dare: a dare task that you can’t go back. 3 firsta-wyr: would you rather…, start another debate."}]...
|
Title: Firsta-bot by @Winny | Stardance
Devlogs:
Title: Firsta-bot by @Winny | Stardance
Devlogs:
finished my 1st bot called Firsta . There are 3 command: 1. firsta-quest: a silly question to debate on the first day. 2. firsta-dare: a dare task that you can’t go back. 3 firsta-wyr: would you rather…, start another debate.
Ships:
I made a slack bot that when people meet each other for the first time, they can break the ice easily and have a chat history so when the event like a hackathon is over, they can still be online friend....
|
1793458200.131725
|
1793544600.131725
|
|
47239
|
What the Monad? by @staneko | Stardance
|
staneko
|
1
|
3.0
|
21
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T04:07:21Z", "hours": 3.0, "multiplier": 7.07, "payout": 21, "blessing": "neutral", "text": "I’ve written a write-up on what monads, as in the CS concept, actually are, how to use them, how to work with them, and how to appreciate them. I haven’t used any JS framework; the site is just static HTML with a bit of CSS. I’m pretty proud of my work so far, the site looks nice, and I believe I’ve also included a fair bit of additional reading for the interested.", "repo": "https://github.com/stanekondrej/what-the-monad", "demo": "https://wtm.stanek.lol"}]...
|
[{"post_id": 46118, "ts": "202 [{"post_id": 46118, "ts": "2026-08-13T03:58:39Z", "hours": 3.0006, "text": "What the Monad? - the first version I’ve just finished the first version of my write-up, “What the Monad?” (do i put an exclamation mark here after the quotes or what) Monads are something that is super interesting to me and actually made me want to study theoretical mathematics and category theory specifically in the future. They are one of the reasons I’ve fallen in love with Haskell; However, when I first encountered them very early on in my journey to Learn Me Some Haskell For Great Good, they baffled me. They seemed like an impenetrable, incomprehensible concept, but after I got familiar with them, I realized that they are actually not only pretty great, but also not too hard to grasp (at least as a CS concept… the category theory is still beyond me :D) I’ve seen many articles on this topic and even some videos on YouTube, but none of them explain them in quite the way I would like it. So, I’ve written this little write-up. It’s a simple static website with a sprinkle of CSS to make it easier to read. I will improve the examples in the write-up incrementally, but this is my first kind of “release” that I’m more or less content with."}]...
|
Title: What the Monad? by @staneko | Stardance
De Title: What the Monad? by @staneko | Stardance
Devlogs:
What the Monad? - the first version I’ve just finished the first version of my write-up, “What the Monad?” (do i put an exclamation mark here after the quotes or what) Monads are something that is super interesting to me and actually made me want to study theoretical mathematics and category theory specifically in the future. They are one of the reasons I’ve fallen in love with Haskell; However, when I first encountered them very early on in my journey to Learn Me Some Haskell For Great Good, they baffled me. They seemed like an impenetrable, incomprehensible concept, but after I got familiar with them, I realized that they are actually not only pretty great, but also not too hard to grasp (at least as a CS concept… the category theory is still beyond me :D) I’ve seen many articles on this topic and even some videos on YouTube, but none of them explain them in quite the way I would like it. So, I’ve written this little write-up. It’s a simple static website with a sprinkle of CSS to make it easier to read. I will improve the examples in the write-up incrementally, but this is my first kind of “release” that I’m more or less content with.
Ships:
I’ve written a write-up on what monads, as in the CS concept, actually are, how to use them, how to work with them, and how to appreciate them. I haven’t used any JS framework; the site is just static HTML with a bit of CSS. I’m pretty proud of my work so far, the site looks nice, and I believe I’ve also included a fair bit of additional reading for the interested....
|
1793458202.4765086
|
1793544602.4765086
|
|
47258
|
Deck - The idea dumpster by @benMakesStuff | Stard Deck - The idea dumpster by @benMakesStuff | Stardance...
|
benMakesStuff
|
1
|
3.0
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T22:25:26Z", "hours": 3.0, "multiplier": 1.26, "payout": 4, "blessing": "neutral", "text": "I made an app that u just input ur ideas and it saves them and u can just check them and ye. Ive always had problems remembering my ideas so i made this kinda idea dumpster and i have not used it for that long but it has defenitly helped in me not reling on google docs as idea dumpsters.", "repo": "https://github.com/benvelzul/Deck", "demo": "https://benvelzul.github.io/Deck/"}]...
|
[{"post_id": 70491, "ts": "202 [{"post_id": 70491, "ts": "2026-09-19T08:48:02Z", "hours": 1.7625, "text": "I finished the things that needed fixing, did the edit button, the search up bar and deployed it. I knwo this project was small but it was just a tool that is fast to do and also to use and i just really want to finish off some projects before stardance ends."}, {"post_id": 69861, "ts": "2026-09-17T23:00:25Z", "hours": 1.1853, "text": "I started the idea and it starts looking a little how i want it. And if u dont know what im doing, im doing a page where u can just make a project idea and then have it there and just keep it there cus i always have like 100000000 ideas but by the time i have free time for them i have already forgot the 99% of the ideas i had. sp i made an idea dumpster and then i can search up an idea and everything."}]...
|
Title: Deck - The idea dumpster by @benMakesStuff Title: Deck - The idea dumpster by @benMakesStuff | Stardance
Devlogs:
I started the idea and it starts looking a little how i want it. And if u dont know what im doing, im doing a page where u can just make a project idea and then have it there and just keep it there cus i always have like 100000000 ideas but by the time i have free time for them i have already forgot the 99% of the ideas i had. sp i made an idea dumpster and then i can search up an idea and everything.
I finished the things that needed fixing, did the edit button, the search up bar and deployed it. I knwo this project was small but it was just a tool that is fast to do and also to use and i just really want to finish off some projects before stardance ends.
Ships:
I made an app that u just input ur ideas and it saves them and u can just check them and ye. Ive always had problems remembering my ideas so i made this kinda idea dumpster and i have not used it for that long but it has defenitly helped in me not reling on google docs as idea dumpsters....
|
1793336203.1224427
|
1793422603.1224427
|
|
47259
|
Open Door Star Tracker by @Advay | Stardance
|
Advay
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T01:28:03Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello! I have spent the past month designing and developing an ultra-low-cost astrophotography star tracker called the OpenDoor Star Tracker because it is fully open-source. It features many upgrades over a traditional, cheap barn door star tracker, as it uses an ESP32 to create a Wi-Fi-controlled webpage that allows for completely hands-off control, which makes astrophotography much, much easier while actually making the cost even lower when compared to an Arduino Nano. I chose this ESP32, as it would allow me to make this web controller without any additional cost, only the development time. The tracker uses a 28BYJ stepper motor, which is very cheap, to spin a cheap 1/4” threaded rod in exactly the opposite way that the Earth rotates, effectively cancelling out the spin of the Earth. This allows me to take long exposure photos of things, particularly our own galaxy. This long exposure is required, as light pollution plagues our world, and longer exposure times and photo stacking allow for some great photos with DSLR cameras. I really learned a huge amount with this project, particularly with the difficulties of making a truly fully open-source project, and having to write and make a fully public GitHub and BOM myself. It was a great engineering challenge as well, as it truly brings down the cost of astrophotography for so many people; at a price point of $30 for this level of control in a star tracker is simply unheard of and does not exist on the open-source market. Thanks to all of the people at Stardance for encouraging teens to make all of these amazingly cool projects!", "repo": "https://github.com/Advay-K-byte/OpenDoorStarTracker", "demo": ""}]...
|
[{"post_id": 68916, "ts": "202 [{"post_id": 68916, "ts": "2026-09-16T01:16:25Z", "hours": 1.4, "text": "FINAL DEVLOG 009! I finished up the Google Sheet and the final edits of the CAD and code for publication. This involved finalizing the details of the code and just general small detail editing, mostly on the GitHub page. I also spent a long time filming and editing the demo video, which is not being counted for this. I also did lots of testing on this rig, and got around 30 minutes of exposure using the tracker on themilky way, so get some actual truthful validation that this tracker works. This time is also not being counted for this."}, {"post_id": 61834, "ts": "2026-09-04T22:57:35Z", "hours": 4.6633, "text": "DEVLOG 008 I worked on a large portion of the main program, which is nearing completion now. The main parts I worked on were the automatic slewing, automatic tracker reset, and live-updating speed adjustments. This means that when I press the track button, it starts at position zero, and it measures the number of millimeters it travels over time, and you can see it live-updating on the position number on the HTML webpage. This took me a while to code, as I initially used a blocking code, which used the delay() function to send individual number of steps to the motor, and then change the number afterwards, but it was not a very professional setup, so I made it much better by using globals like trackingState, or resetState, that allow me to simply turn them on and off, and use the in built microseconds timer, to make the motor take each step at the correct time, to get the correct speed. The slewing commands were also upgraded to use this general, fully non-blocking system throughout the entire code. I also removed the night mode feature as it wouldn’t help block much of the light either way, so I will encourage users to use a filter on their main phone. I got the set zero position button to work easily, as well as the reset button. I also managed to use the preferences library on the ESP32 to permanently store any speed changes, so that if the speed is adjusted, you do not have to recode it or change the number manually again. Overall, I truly believe I learned so much over this huge period of time, and I am much better at using this kind of ESP32 webpage setup, as well as C++, HTML, JavaScript, and CSS, much, much more. This should be the second-to-last DEVLOG, as I really have only small amounts of things left to code, and for the next DEVLOG, I will just do a lot of final publication stuff and film the YouTube demo video. These coding things include: Autonomous safety stop at max angle A time estimate feature that tells me roughly how much time I have before I have to reset it. And a few more. There are a few things I wish to add in the future, like a dew heater and temperature monitor system, but those are large projects and will take a while to get working correctly, so I will likely make them at a later time. The Arduino code is up to 500 lines, with the HTML page being around 200 lines of it."}, {"post_id": 59898, "ts": "2026-09-01T22:11:21Z", "hours": 0.8728, "text": "DEVLOG 007 I worked on the CAD model for the wedge design of the camera mount. I struggled to figure out how to use the stl file given by the original creator of the camera mount, but I still managed to my own planes in onshape and do some sketches and extrusions and craft out the 40 degree angle for my latitude. I also added in four small hooks that will embed themselves into the wood when tightened, eliminating any chances of it spinning around and breaking a camera. I will print this with many extra walls, maybe nearly 7 to 6 walls, and then add my screw in very tightly, as it will dig into the plastic quite deeply and strongly. Also, since the whole bottom post is attached to this wedge in one piece, it eliminates the need for any additional screws than before, and also gets rid of any motion in the bottom system, allowing the user to spin the top frame that has the tightening screw to any possible angle for safe adjustment of the camera angles. I also moved up the position to allow even more camera freedom, as well as balancing out the CG more, since the camera is the heaviest part of the whole tracker setup. Next time, I will make this CAD model parametric, so it can adjust to any angle the user wants. I will also try to fully complete another huge section of the coding, sending the position feedback and constantly updating that and storing it, as well as the tracking speed permanent saves using the esp32 preferences library, to store it permanently. I also hope to finish up the code, specifically the HTML site, and by that I mean completely wrap up the details and comment through every part of the code, and eliminate any unnecessary parts to prepare it to be made public. I will assign full CSS to each HTML object and text, so that on all devices it looks seamless. Finally then, to continue to wrap up this project, I will finish the GitHub page, write the assembly and code instructions, and then do some rigorous final accuracy and periodic error testing, really pushing it to the limit of what focal length and how long exposures it can get."}, {"post_id": 58376, "ts": "2026-08-30T19:44:54Z", "hours": 4.0836, "text": "DEVLOG 006 I worked on the code for the controller app. It is very complicated, and it took me some time to understand it and the way that the code functions. I specifically added the slewing and position functions, along with it updating the position right when the webpage is opened, so that if the tracker is running and you exit and come back to the page, it saves it. The slewing function also works, but I also changed the motion system to a much more raw format, which sends signals to each pin correctly, to control each step more accurately. This will allow me to use the adjust speed function on the fly, rather than trying to adjust the microseconds and then reuploading the code many times. I now have to change the slewing function to rotate exactly a certain number of steps, either for 5mm or 1mm, as well as some kind of progress bar, because it only spins at 3x the tracking rate, at roughly 15 rpm. Then, I have to add the position sending values to be able to accurately view the position, as well as a time calculator that sends a warning if it is running out of room, and also stops automatically in a safe zone. Finally, I still have to add the night mode function to change the colors and fix the general html css. I also did a test run the night that I finished this slewing code, with my Olympus OMD EM10 camera, at roughly 24mm zoom, and using the program called Camera Control, made for Olympus cameras. I was able to fully remotely operate the entire rig with my laptop using the program and my phone for the tracker. I got around 30 minutes of 20-second exposures, with very good tracking and not much error at all. I likely could have gotten up to 30-second subs, but decided to just test it out. I sadly did forget to take dark or bias frames, so the final image has many hot pixels, and bad streaking, but the total image has many stars in it. I hope to also add a wedge that lifts the camera out of the angle, allowing me to aim it better to zenith, and towards the south, where sagitarrius and the milky way core is. After implementing all of these, final features, and completing the whole program, I hope to take the rig out to a nearby park, and get up to an hour of good exposure on the sagitarrius area of the milky way, without any of the house lights, and also take flat frames as well."}, {"post_id": 56850, "ts": "2026-08-28T20:07:44Z", "hours": 1.7353, "text": "DEVLOG 005 I worked on finishing up the mounting and printing of the electronics bay. I printed four versions, because each one, had incorrect hole spacing, and other similar issues. I finally got it perfected, so the stepper wire fits through its hole perfectly, the esp32 grips onto the mount, with the correct amount of grip to hold it in place, without many screws, and the usb wire connects to the esp32 easily. I also cadded the electronics bay case, which has the open door star tracker printed on it, with silver sharpie to highlight it well."}, {"post_id": 52763, "ts": "2026-08-23T03:15:12Z", "hours": 2.7006, "text": "DEVLOG 004 I worked on finishing up the major new cad that I have to do like creating the electronics bay that houses the esp32, stepper driver, and extra stepper motor wire. I think I did quite well when I cadded it, as I am getting much better at CAD after practicing so much about it. I also mounted this box to the main assembly, added the stepper motor to the main assembly, as well as the main screw. I now have only a few things left to add to the main assembly including the camera ball head, the 5:1 gears, the door hinge wood pieces, and the electronics bay lid. After that, I switched over to finishing up the software side of this project, and worked a lot on understanding deeply how I can use the esp32 to control this system wirelessly. I now know the different possible control methods include station mode, which I have previously used in another project, which requires internet connection, and also access point mode, in which the esp makes its own wifi network, and you can join it without the internet, because it sends data over its own wifi connection, rather than through the interconnected internet. I have chosen right now, to go with AP mode, as many people will use this remotely, but I definetly will make a system, where you can change between either mode, or possibly use both modes at once, so if you usually use the tracker at home, you can connect to it from anywhere in your house, but if you take it outside somewhere, it switches to AP mode, and acts as a solo wifi station. I then worked on the frontend of the html mostly, making a neatly organized web control software with many buttons and labels. I included controls that I though were helpful, but if this becomes successful, than I am extremely open to any additional suggestions, as I might even add on a simple red led on the outside of the tracker, to use as a flashlight, to see the ground without ruining your night vision. This led could also be used as a quick indicator, which tells you if it is actively tracking, or if there is some error with the system, then it would start blinking rapidly. I can probably use the pwm pins to control this and allow easy dimming controls through the webpage. Another possible thing I can add is a dew heater with a thermistor to read the outside temperature, and camera temperature, and then automatically turn it on when it hits a certain temperature, or just manually control the temperature through a pwm loop. I also added a small amount of the frontend’s backend; by that I mean the JavaScript portion, in which I added the ability to turn on and off tracking, and it switches the CSS of the button to say either ON in white letters or OFF in red letters, with a black background. By then, the print for the electronics bay was finished, and I was elated to discover that the whole ESP32 and stepper driver setup didn’t even fit in it. I must have measured horribly wrong, as it is a whole roughly 4mm too small in one dimension. but I also tested the fit of the stepper wire through its slot, which fits well, as well as the fitment of the esp32 pins, which sadly do not fit very well as they are way too small to fit, so I will make them much bigger."}, {"post_id": 51935, "ts": "2026-08-21T21:22:21Z", "hours": 1.4797, "text": "DEVLOG 003 I worked on soldering the esp32 and the stepper motor driver together using a simple perfboard. It was my first time soldering a perfboard and it was incredibly difficult and frustrating! I eventually got better, and figured out that I did not have to use so much solder, and was able to control the flow better by removing excess solder with solder wick. I often used my multimeter to check continuity with each pin, and to check that no pins were accidentally over lapping at the solder, which many were, and I had to fix. I eventually resorted to using a small xacto knife to cut the very tiny bridges at the base of the point, where the soldering iron could not reach by itself, without messing up the surrounding solder. It was very frustrating, and I really wanted to quit around half way through when all of the solder got stuck in a big blob, as I thought it simply was not possible to make this kind of perfboard soldering with my setup, but I kept trying and it worked! The esp32 mounts to one side of the perfboard, and four of the pins in a row were aligned with the same pins on the driver, very simply, and then also very simply, the ground connection was perfboarded over similarly using a much more separated single line, and the 5v pin was not even on the perfboard, so i very simply used a small black wire to connect it to the perfboard, and then connected it with solder like usual. For the official guide of this, I have chosen not to make a pcb for this, even though it would be incredibly easy to make, and would be way simpler to solder the esp32 and driver to, as many people who make this type of ultra budget tracker, likely wont even have a soldering iron, so in the official github repo, I will show the different methods that you can do this, either with some incredibly simple standard arduino dupont wires, or this simple, slightly more compact, perfboard version. In the future, if this becomes popular, I will definitely consider making a simple, modular PCB, and getting them in bulk and selling them for very cheap and shipping for very cheap, so that more people have access to it. I then got the program to work, because it did not initially work, because the wires must have been flipped when I used the jumper wires, so since it is just some basic logic pins, I can very easily change the pins on the code, without any change to the performance. I will now work on the box that will mount this setup to the bottom of the tracker, with some storage space for all of the extra stepper motor wires, along with easy accessibility to the other I/O pins for expandability, like adding a dew heater or small red LEDs for convenience I will also work on completing the full cad model, as well as the advanced webpage controller system. Very fun session, and I am incredibly excited to design the webpage and finally get to make this project look better on the outside."}, {"post_id": 50027, "ts": "2026-08-19T01:45:31Z", "hours": 1.8133, "text": "DEVLOG 002 I worked on the full cad model, as this is a fully open source project, and I want to have all possible dimensions available in cad. I also worked in real life to mount the 3d printed eq wedge as well as the curved screw, stepper motor and things like that to the actual mount. I also roughly mounted the polar scope to it, but I hope to improve upon it in the future, by adding precise polar scope adjustment, as well as focuser locking, as the telescope I used does not lock in place. The curve that I roughly bent the screw too, is not incredibly accurate, as it rubs against the top board when moving, specifically when the boards are closer together, but for around 75 percent of the curve, it is accurate enough for the stepper motor to mesh the gears. I also did a very basic test program of running the stepper motor ar 5 rpm, which works well. I will be testing the accuracy of the general speed soon, and polishing up the rest of the features."}, {"post_id": 46086, "ts": "2026-08-13T01:35:13Z", "hours": 0.7722, "text": "DEVLOG 001 I worked on making the initial accurate and precisely movable EQ wedge base, to allow for quick and simple polar aligment when using the polar scope as well. I also made an initial google sheet, and had to work around how to properly mount the base to the tripod using a central screw, and having two separate screws for the part that mounts to the wooden base of the tracker. In the next few sessions, I hope to size the screws correctly and 3d print this part out, and mount everything to the base of the current wooden frame. I also hope to buy the steel threaded rod, and bend it to the proper curve, and then mount and begin coding a simple ESP 32 control system."}]...
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Title: Open Door Star Tracker by @Advay | Stardanc Title: Open Door Star Tracker by @Advay | Stardance
Devlogs:
DEVLOG 001 I worked on making the initial accurate and precisely movable EQ wedge base, to allow for quick and simple polar aligment when using the polar scope as well. I also made an initial google sheet, and had to work around how to properly mount the base to the tripod using a central screw, and having two separate screws for the part that mounts to the wooden base of the tracker. In the next few sessions, I hope to size the screws correctly and 3d print this part out, and mount everything to the base of the current wooden frame. I also hope to buy the steel threaded rod, and bend it to the proper curve, and then mount and begin coding a simple ESP 32 control system.
DEVLOG 002 I worked on the full cad model, as this is a fully open source project, and I want to have all possible dimensions available in cad. I also worked in real life to mount the 3d printed eq wedge as well as the curved screw, stepper motor and things like that to the actual mount. I also roughly mounted the polar scope to it, but I hope to improve upon it in the future, by adding precise polar scope adjustment, as well as focuser locking, as the telescope I used does not lock in place. The curve that I roughly bent the screw too, is not incredibly accurate, as it rubs against the top board when moving, specifically when the boards are closer together, but for around 75 percent of the curve, it is accurate enough for the stepper motor to mesh the gears. I also did a very basic test program of running the stepper motor ar 5 rpm, which works well. I will be testing the accuracy of the general speed soon, and polishing up the rest of the features.
DEVLOG 003 I worked on soldering the esp32 and the stepper motor driver together using a simple perfboard. It was my first time soldering a perfboard and it was incredibly difficult and frustrating! I eventually got better, and figured out that I did not have to use so much solder, and was able to control the flow better by removing excess solder with solder wick. I often used my multimeter to check continuity with each pin, and to check that no pins were accidentally over lapping at the solder, which many were, and I had to fix. I eventually resorted to using a small xacto knife to cut the very tiny bridges at the base of the point, where the soldering iron could not reach by itself, without messing up the surrounding solder. It was very frustrating, and I really wanted to quit around half way through when all of the solder got stuck in a big blob, as I thought it simply was not possible to make this kind of perfboard soldering with my setup, but I kept trying and it worked! The esp32 mounts to one side of the perfboard, and four of the pins in a row were aligned with the same pins on the driver, very simply, and then also very simply, the ground connection was perfboarded over similarly using a much more separated single line, and the 5v pin was not even on the perfboard, so i very simply used a small black wire to connect it to the perfboard, and then connected it with solder like usual. For the official guide of this, I have chosen not to make a pcb for this, even though it would be incredibly easy to make, and would be way simpler to solder the esp32 and driver to, as many people who make this type of ultra budget tracker, likely wont even have a soldering iron, so in the official github repo, I will show the different methods that you can do this, either with some incredibly simple standard arduino dupont wires, or this simple, slightly more compact, perfboard version. In the future, if this becomes popular, I will definitely consider making a simple, modular PCB, and getting them in bulk and selling them for very cheap and shipping for very cheap, so that more people have access to it. I then got the program to work, because it did not initially work, because the wires must have been flipped when I used the jumper wires, so since it is just some basic logic pins, I can very easily change the pins on the code, without any change to the performance. I will now work on the box that will mount this setup to the bottom of the tracker, with some storage space for all of the extra stepper motor wires, along with easy accessibility to the other I/O pins for expandability, like adding a dew heater or small red LEDs for convenience I will also work on completing the full cad model, as well as the advanced webpage controller system. Very fun session, and I am incredibly excited to design the webpage and finally get to make this project look better on the outside.
DEVLOG 004 I worked on finishing up the major new cad that I have to do like creating the electronics bay that houses the esp32, stepper driver, and extra stepper motor wire. I think I did quite well when I cadded it, as I am getting much better at CAD after practicing so much about it. I also mounted this box to the main assembly, added the stepper motor to the main assembly, as well as the main screw. I now have only a few things left to add to the main assembly including the camera ball head, the 5:1 gears, the door hinge wood pieces, and the electronics bay lid. After that, I switched over to finishing up the software side of this project, and worked a lot on understanding deeply how I can use the esp32 to control this system wirelessly. I now know the different possible control methods include station mode, which I have previously used in another project, which requires internet connection, and also access point mode, in which the esp makes its own wifi network, and you can join it without the internet, because it sends data over its own wifi connection, rather than through the interconnected internet. I have chosen right now, to go with AP mode, as many people will use this remotely, but I definetly will make a system, where you can change between either mode, or possibly use both modes at once, so if you usually use the tracker at home, you can connect to it from anywhere in your house, but if you take it outside somewhere, it switches to AP mode, and acts as a solo wifi station. I then worked on the frontend of the html mostly, making a neatly organized web control software with many buttons and labels. I included controls that I though were helpful, but if this becomes successful, than I am extremely open to any additional suggestions, as I might even add on a simple red led on the outside of the tracker, to use as a flashlight, to see the ground without ruining your night vision. This led could also be used as a quick indicator, which tells you if it is actively tracking, or if there is some error with the system, then it would start blinking rapidly. I can probably use the pwm pins to control this and allow easy dimming controls through the webpage. Another possible thing I can add is a dew heater with a thermistor to read the outside temperature, and camera temperature, and then automatically turn it on when it hits a certain temperature, or just manually control the temperature through a pwm loop. I also added a small amount of the frontend’s backend; by that I mean the JavaScript portion, in which I added the ability to turn on and off tracking, and it switches the CSS of the button to say either ON in white letters or OFF in red letters, with a black background. By then, the print for the electronics bay was finished, and I was elated to discover that the whole ESP32 and stepper driver setup didn’t even fit in it. I must have measured horribly wrong, as it is a whole roughly 4mm too small in one dimension. but I also tested the fit of the stepper wire through its slot, which fits well, as well as the fitment of the esp32 pins, which sadly do not fit very well as they are way too small to fit, so I will make them much bigger.
DEVLOG 005 I worked on finishing up the mounting and printing of the electronics bay. I printed four versions, because each one, had incorrect hole spacing, and other similar issues. I finally got it perfected, so the stepper wire fits through its hole perfectly, the esp32 grips onto the mount, with the correct amount of grip to hold it in place, without many screws, and the usb wire connects to the esp32 easily. I also cadded the electronics bay case, which has the open door star tracker printed on it, with silver sharpie to highlight it well.
DEVLOG 006 I worked on the code for the controller app. It is very complicated, and it took me some time to understand it and the way that the code functions. I specifically added the slewing and position functions, along with it updating the position right when the webpage is opened, so that if the tracker is running and you exit and come back to the page, it saves it. The slewing function also works, but I also changed the motion system to a much more raw format, which sends signals to each pin correctly, to control each step more accurately. This will allow me to use the adjust speed function on the fly, rather than trying to adjust the microseconds and then reuploading the code many times. I now have to change the slewing function to rotate exactly a certain number of steps, either for 5mm or 1mm, as well as some kind of progress bar, because it only spins at 3x the tracking rate, at roughly 15 rpm. Then, I have to add the position sending values to be able to accurately view the position, as well as a time calculator that sends a warning if it is running out of room, and also stops automatically in a safe zone. Finally, I still have to add the night mode function to change the colors and fix the general html css. I also did a test run the night that I finished this slewing code, with my Olympus OMD EM10 camera, at roughly 24mm zoom, and using the program called Camera Control, made for Olympus cameras. I was able to fully remotely operate the entire rig with my laptop using the program and my phone for the tracker. I got around 30 minutes of 20-second exposures, with very good tracking and not much error at all. I likely could have gotten up to 30-second subs, but decided to just test it out. I sadly did forget to take dark or bias frames, so the final image has many hot pixels, and bad streaking, but the total image has many stars in it. I hope to also add a wedge that lifts the camera out of the angle, allowing me to aim it better to zenith, and towards the south, where sagitarrius and the milky way core is. After implementing all of these, final features, and completing the whole program, I hope to take the rig out to a nearby park, and get up to an hour of good exposure on the sagitarrius area of the milky way, without any of the house lights, and also take flat frames as well.
DEVLOG 007 I worked on the CAD model for the wedge design of the camera mount. I struggled to figure out how to use the stl file given by the original creator of the camera mount, but I still managed to my own planes in onshape and do some sketches and extrusions and craft out the 40 degree angle for my latitude. I also added in four small hooks that will embed themselves into the wood when tightened, eliminating any chances of it spinning around and breaking a camera. I will print this with many extra walls, maybe nearly 7 to 6 walls, and then add my screw in very tightly, as it will dig into the plastic quite deeply and strongly. Also, since the whole bottom post is attached to this wedge in one piece, it eliminates the need for any additional screws than before, and also gets rid of any motion in the bottom system, allowing the user to spin the top frame that has the tightening screw to any possible angle for safe adjustment of the camera angles. I also moved up the position to allow even more camera freedom, as well as balancing out the CG more, since the camera is the heaviest part of the whole tracker setup. Next time, I will make this CAD model parametric, so it can adjust to any angle the user wants. I will also try to fully complete another huge section of the coding, sending the position feedback and constantly updating that and storing it, as well as the tracking speed permanent saves using the esp32 preferences library, to store it permanently. I also hope to finish up the code, specifically the HTML site, and by that I mean completely wrap up the details and comment through every part of the code, and eliminate any unnecessary parts to prepare it to be made public. I will assign full CSS to each HTML object and text, so that on all devices it looks seamless. Finally then, to continue to wrap up this project, I will finish the GitHub page, write the assembly and code instructions, and then do some rigorous final accuracy and periodic error testing, really pushing it to the limit of what focal length and how long exposures it can get.
DEVLOG 008 I worked on a large portion of the main program, which is nearing completion now. The main parts I worked on were the automatic slewing, automatic tracker reset, and live-updating speed adjustments. This means that when I press the track button, it starts at position zero, and it measures the number of millimeters it travels over time, and you can see it live-updating on the position number on the HTML webpage. This took me a while to code, as I initially used a blocking code, which used the delay() function to send individual number of steps to the motor, and then change the number afterwards, but it was not a very professional setup, so I made it much better by using globals like trackingState, or resetState, that allow me to simply turn them on and off, and use the in built microseconds timer, to make the motor take each step at the correct time, to get the correct speed. The slewing commands were also upgraded to use this general, fully non-blocking system throughout the entire code. I also removed the night mode feature as it wouldn’t help block much of the light either way, so I will encourage users to use a filter on their main phone. I got the set zero position button to work easily, as well as the reset button. I also managed to use the preferences library on the ESP32 to permanently store any speed changes, so that if the speed is adjusted, you do not have to recode it or change the number manually again. Overall, I truly believe I learned so much over this huge period of time, and I am much better at using this kind of ESP32 webpage setup, as well as C++, HTML, JavaScript, and CSS, much, much more. This should be the second-to-last DEVLOG, as I really have only small amounts of things left to code, and for the next DEVLOG, I will just do a lot of final publication stuff and film the YouTube demo video. These coding things include: Autonomous safety stop at max angle A time estimate feature that tells me roughly how much time I have before I have to reset it. And a few more. There are a few things I wish to add in the future, like a dew heater and temperature monitor system, but those are large projects and will take a while to get working correctly, so I will likely make them at a later time. The Arduino code is up to 500 lines, with the HTML page being around 200 lines of it.
FINAL DEVLOG 009! I finished up the Google Sheet and the final edits of the CAD and code for publication. This involved finalizing the details of the code and just general small detail editing, mostly on the GitHub page. I also spent a long time filming and editing the demo video, which is not being counted for this. I also did lots of testing on this rig, and got around 30 minutes of exposure using the tracker on themilky way, so get some actual truthful validation that this tracker works. This time is also not being counted for this.
Ships:
Hello! I have spent the past month designing and developing an ultra-low-cost astrophotography star tracker called the OpenDoor Star Tracker because it is fully open-source. It features many upgrades over a traditional, cheap barn door star tracker, as it uses an ESP32 to create a Wi-Fi-controlled webpage that allows for completely hands-off control, which makes astrophotography much, much easier while actually making the cost even lower when compared to an Arduino Nano. I chose this ESP32, as it would allow me to make this web controller without any additional cost, only the development time. The tracker uses a 28BYJ stepper motor, which is very cheap, to spin a cheap 1/4” threaded rod in exactly the opposite way that the Earth rotates, effectively cancelling out the spin of the Earth. This allows me to take long exposure photos of things, particularly our own galaxy. This long exposure is required, as light pollution plagues our world, and longer exposure times and photo stacking allow for some great photos with DSLR cameras. I really learned a huge amount with this project, particularly with the difficulties of making a truly fully open-source project, and having to write and make a fully public GitHub and BOM myself. It was a great engineering challenge as well, as it truly brings down the cost of astrophotography for so many people; at a price point of $30 for this level of control in a star tracker is simply unheard of and does not exist on the open-source market. Thanks to all of the people at Stardance for encouraging teens to make all of these amazingly cool projects!...
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1793336206.145323
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1793422606.145323
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47285
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flyos by @Winny | Stardance
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Winny
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1
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3.73
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T23:35:38Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make a OS called flyos where each state I fly to ( aka click on), it should pop out a function that is suitable for that states.", "repo": "https://github.com/WinnyT/flyos", "demo": "https://winnyt.github.io/flyos/"}]...
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[{"post_id": 74525, "ts": "202 [{"post_id": 74525, "ts": "2026-09-27T15:44:20Z", "hours": 0.7333, "text": "Because the reviewer screen and my screen are not the same size, we have clicking conflict ( they can’t open the window at “that” states because it’s somewhere else). Therefore, I used css to fixed the pin and the map. The pin will depends on the map image instead of the screen."}, {"post_id": 73341, "ts": "2026-09-24T22:39:09Z", "hours": 0.5661, "text": "I just added the close button, and planning to have each states is a window. Currently, the welcome window is GA xD"}, {"post_id": 67025, "ts": "2026-09-13T02:06:49Z", "hours": 1.3292, "text": "Just completed the drag function but it doesn’t seems to work so well. Changed back ground photo and added top bar time"}, {"post_id": 46664, "ts": "2026-08-14T03:04:42Z", "hours": 0.8914, "text": "Flyos- The OS system that make you want to fly. I just go through 2 part of the tutorial and here is the result. Nothing fancy, just copy - paste cuz I still don’t know how to style my OS yet!"}]...
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Title: flyos by @Winny | Stardance
Devlogs:
Flyos Title: flyos by @Winny | Stardance
Devlogs:
Flyos- The OS system that make you want to fly. I just go through 2 part of the tutorial and here is the result. Nothing fancy, just copy - paste cuz I still don’t know how to style my OS yet!
Just completed the drag function but it doesn’t seems to work so well. Changed back ground photo and added top bar time
I just added the close button, and planning to have each states is a window. Currently, the welcome window is GA xD
Because the reviewer screen and my screen are not the same size, we have clicking conflict ( they can’t open the window at “that” states because it’s somewhere else). Therefore, I used css to fixed the pin and the map. The pin will depends on the map image instead of the screen.
Ships:
I make a OS called flyos where each state I fly to ( aka click on), it should pop out a function that is suitable for that states....
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1793336209.169079
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1793422609.169079
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47312
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Repo builder by @NotALarp | Stardance
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1
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16.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T21:47:37Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Repobuilder - looks great", "repo": "https://github.com/Anycircle11139s/repo-builder", "demo": "https://repobuilder.hackclub.app/"}]...
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[{"post_id": 49921, "ts": "202 [{"post_id": 49921, "ts": "2026-08-18T21:46:21Z", "hours": 12.6847, "text": "I finished up the project by finishing the style.css. I added buttons, I styled the text boxes and I did the same for the other pages (about, files, readme, ship) and did some touch ups. Next, I started working on the buttons in the app.js. I spent a while making the buttons work and then moved on to the text boxes and tags. Lastly, I spent an extremely, extremely long time trying to get the authentication to work. I originally had it so the user needed to run it themselves and add a file in the root with their github credentials, but I realised I could host it on hack club nest. Because I would be hosting it on hack club nest, I had to make it so the user could easily authenticate their github with limited work, so I created a github app and linked it to the project. After a lot of work and a lot of asking claude for help, I finally got it working and the project is now finished!"}, {"post_id": 46701, "ts": "2026-08-14T04:24:06Z", "hours": 1.7689, "text": "I tried to think of some styling, but I’m really bad at styling and I wanted to take inspo from the MacOS style, so I used a to make the main page into a box, added a background for both the and main background. Next, to really sell the idea of MacOS, i js decided to add some traffic lights at the top left that do absolutely nothing :D I also added some styling for the buttons to be able to change pages and I spent a while experimenting, but I think it looks rlly nice now."}, {"post_id": 46156, "ts": "2026-08-13T05:30:34Z", "hours": 1.5658, "text": "Creating repositories are hard, so I’m making a custom website which links with github to streamline the process of repository creation After some careful consideration, I decided my website should: Guide you through the process of creating a coding repository Look good (possibly based on a MacOS theme) Authorize with Github to create the repository for you Guide you through the Readme by asking you questions to create the perfect readme Allow you to upload files straight from you finder Currently, I created the text boxes and questions for the readme process and the buttons/links which will be in the final page. Currently, none of the buttons work, because I haven’t made my app.js yet and my style.css page is non-existent. I really locked in this session for my index.html and I’ll see y’all later Peace out ✌️🫡 @NotALarp"}]...
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Title: Repo builder by @NotALarp | Stardance
Devl Title: Repo builder by @NotALarp | Stardance
Devlogs:
Creating repositories are hard, so I’m making a custom website which links with github to streamline the process of repository creation After some careful consideration, I decided my website should: Guide you through the process of creating a coding repository Look good (possibly based on a MacOS theme) Authorize with Github to create the repository for you Guide you through the Readme by asking you questions to create the perfect readme Allow you to upload files straight from you finder Currently, I created the text boxes and questions for the readme process and the buttons/links which will be in the final page. Currently, none of the buttons work, because I haven’t made my app.js yet and my style.css page is non-existent. I really locked in this session for my index.html and I’ll see y’all later Peace out ✌️🫡 @NotALarp
I tried to think of some styling, but I’m really bad at styling and I wanted to take inspo from the MacOS style, so I used a to make the main page into a box, added a background for both the and main background. Next, to really sell the idea of MacOS, i js decided to add some traffic lights at the top left that do absolutely nothing :D I also added some styling for the buttons to be able to change pages and I spent a while experimenting, but I think it looks rlly nice now.
I finished up the project by finishing the style.css. I added buttons, I styled the text boxes and I did the same for the other pages (about, files, readme, ship) and did some touch ups. Next, I started working on the buttons in the app.js. I spent a while making the buttons work and then moved on to the text boxes and tags. Lastly, I spent an extremely, extremely long time trying to get the authentication to work. I originally had it so the user needed to run it themselves and add a file in the root with their github credentials, but I realised I could host it on hack club nest. Because I would be hosting it on hack club nest, I had to make it so the user could easily authenticate their github with limited work, so I created a github app and linked it to the project. After a lot of work and a lot of asking claude for help, I finally got it working and the project is now finished!
Ships:
Repobuilder - looks great...
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1792875256.3060274
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1793739256.3060274
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47315
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BL-M8812EU2 KiCad by @shailesh | Stardance
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1
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2.0
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2
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T07:48:06Z", "hours": 2.0, "multiplier": 1.4, "payout": 2, "blessing": "neutral", "text": "so I basically need the symbol and footprint for LB link’s BL-M8812EU2 wifi module but its not available anywhere so I made my own using the official datasheets and information", "repo": "https://github.com/dialgorithm/BL-M8812EU2-KiCad", "demo": "https://github.com/dialgorithm/BL-M8812EU2-KiCad/releases/tag/v1"}]...
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[{"post_id": 46189, "ts": "202 [{"post_id": 46189, "ts": "2026-08-13T07:29:16Z", "hours": 0.3503, "text": "finished making the symbol"}, {"post_id": 46177, "ts": "2026-08-13T06:30:44Z", "hours": 0.7211, "text": "so I’ve made the footprint now, need to make the symbol"}, {"post_id": 46162, "ts": "2026-08-13T05:47:22Z", "hours": 0.5178, "text": "so there’s no available footprint for this wifi module and I need It for a custom pcb in another project so I foudn the datasheet which had a recommended footprint Image which I traced out In figma and got It to the right scale In the kicad footprint editor"}]...
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Title: BL-M8812EU2 KiCad by @shailesh | Stardance
Title: BL-M8812EU2 KiCad by @shailesh | Stardance
Devlogs:
so there’s no available footprint for this wifi module and I need It for a custom pcb in another project so I foudn the datasheet which had a recommended footprint Image which I traced out In figma and got It to the right scale In the kicad footprint editor
so I’ve made the footprint now, need to make the symbol
finished making the symbol
Ships:
so I basically need the symbol and footprint for LB link’s BL-M8812EU2 wifi module but its not available anywhere so I made my own using the official datasheets and information...
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1792875257.12109
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1793739257.12109
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47321
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meGPT by @Bubblegumoxide | Stardance
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Bubblegumoxide
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-25T07:07:20Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "megpt ship log finally shipped megpt. it looks like an ai chat interface on the outside, but its actually just a human sitting behind an admin panel replying live in real time. total time logged actual wall-clock time: 7h 20m hackatime tracked total: ~2 what got built fake ai UI: dark mode layout, custom prompt chips, fullscreen splash video intro on startup real-time backend: firestore onSnapshot listeners syncing messages instantly between user and admin admin portal (admin.html): hidden dashboard to control responses, delete chats, and reply live media support: browser microphone voice memos + client-side canvas compression for images easter eggs: typing herobrine triggers a screen glitch effect, creeper triggers aww man security lockdown: locked down firestore security rules so only the admin account can edit or wipe database documents (fixed after someone inspected element mid-chat) tech stack vanilla html / javascript tailwind css (cdn) firebase (firestore + auth) vercel for hosting lessons learned firebase config keys on frontend are fine, but wide open firestore rules will get you audited mid-chat in devtools zero-build vanilla js + tailwind is the fastest way to ship a lightweight prototype ship status deployed and live on vercel. ( https://megpt-rosy.vercel.app ) project complete.", "repo": "https://github.com/qaimkhaniarzan-hub/meGPT-", "demo": "https://megpt-rosy.vercel.app/"}]...
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[{"post_id": 54287, "ts": "202 [{"post_id": 54287, "ts": "2026-08-25T07:03:45Z", "hours": 0.3333, "text": "fixed the site and made it look more sloppy. Site is live!"}, {"post_id": 49799, "ts": "2026-08-18T18:52:47Z", "hours": 0.3958, "text": "fixed shi"}, {"post_id": 46255, "ts": "2026-08-13T11:27:09Z", "hours": 0.2511, "text": "key features added: Google Authentication (tied to real user UIDs & emails) Auto-resizing image uploads (bye-bye 1MB Firebase crash) Intro clip WhatsApp-style voice recorder No clunky reloads on chat delete/switch Dedicated Operator Dashboard to handle incoming messages Actual hosting so u can try it: https://megpt-rosy.vercel.app/ COMMENT WHAT I SHUD ADD NEXT"}, {"post_id": 46227, "ts": "2026-08-13T09:54:48Z", "hours": 0.4419, "text": "I just finished adding a github repo, voice messages support, some easter eggs, and fixed a few bugs you can also now send images! admin panel exists too. next i might add an account system"}, {"post_id": 46200, "ts": "2026-08-13T08:25:07Z", "hours": 0.5503, "text": "Please welcome meGPT! talk to an ai (average intelligence) i know everything so far only text messages but soon imma add picture support and voice memo support"}]...
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Title: meGPT by @Bubblegumoxide | Stardance
Devlo Title: meGPT by @Bubblegumoxide | Stardance
Devlogs:
Please welcome meGPT! talk to an ai (average intelligence) i know everything so far only text messages but soon imma add picture support and voice memo support
I just finished adding a github repo, voice messages support, some easter eggs, and fixed a few bugs you can also now send images! admin panel exists too. next i might add an account system
key features added: Google Authentication (tied to real user UIDs & emails) Auto-resizing image uploads (bye-bye 1MB Firebase crash) Intro clip WhatsApp-style voice recorder No clunky reloads on chat delete/switch Dedicated Operator Dashboard to handle incoming messages Actual hosting so u can try it: https://megpt-rosy.vercel.app/ COMMENT WHAT I SHUD ADD NEXT
fixed shi
fixed the site and made it look more sloppy. Site is live!
Ships:
megpt ship log finally shipped megpt. it looks like an ai chat interface on the outside, but its actually just a human sitting behind an admin panel replying live in real time. total time logged actual wall-clock time: 7h 20m hackatime tracked total: ~2 what got built fake ai UI: dark mode layout, custom prompt chips, fullscreen splash video intro on startup real-time backend: firestore onSnapshot listeners syncing messages instantly between user and admin admin portal (admin.html): hidden dashboard to control responses, delete chats, and reply live media support: browser microphone voice memos + client-side canvas compression for images easter eggs: typing herobrine triggers a screen glitch effect, creeper triggers aww man security lockdown: locked down firestore security rules so only the admin account can edit or wipe database documents (fixed after someone inspected element mid-chat) tech stack vanilla html / javascript tailwind css (cdn) firebase (firestore + auth) vercel for hosting lessons learned firebase config keys on frontend are fine, but wide open firestore rules will get you audited mid-chat in devtools zero-build vanilla js + tailwind is the fastest way to ship a lightweight prototype ship status deployed and live on vercel. ( https://megpt-rosy.vercel.app ) project complete....
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1793321253.5982792
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1793407653.5982792
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47344
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Project FlowMark by @The_Hedgehog | Stardance
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The_Hedgehog
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1
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106.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T22:48:05Z", "hours": 106.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a buoy that can float freely down a river. It has four sensors, pH, conductivity, dissolved organic matter, and turbidity. It constantly uses these sensors to take measurements and sends it to a locally hosted Python Flask server tunneled using Ngrok. After the buoy is collected from the water, the server will analyse the data and find out where the water quality started to worsen, therefore finding out where riverine polution might be. Although the project wasn’t very complicated, I faced many many problems. The most memorable and most fustrating ones: I use a step up module to turn the 4v from my 18650 to 5v for my ESP32 C3 Supermini. But the step up often randomly output over 20v, though it is set for 5v. I later found out that its because a loose connection between my battery and the step up, but the voltage spikes has badly burnt many things in my circuit. The ESP32 C3 Supermini suddenly cannot connect to my computer. I tried holding down boot button, boot and reset, redownload a driver, and trying all the ports on my computer and in Arduino IDE. But it just won’t work. So I changed to a Arduino Nano. But that just made things worse. The Arduino Nano successfully connected to my computer, but it often corrupts recieved UART signals from my cellular module. Later I found out that its because the Arduino Nano’s clock is a bit off for 112500 baud. This made things more complicated because I need to start the UART communication between the Nano and the cellular module at 112500 (since my cellular module is default 112500 when start up), then request the cellular module to turn down to 9600, and then change the Nano UART back to 9600. It did finally work tho. I guess this is the worst nightmare in my project. My project uses a pair of 18650 in parallel, as it can have more power to sustain my buoy for longer. But the cellular module often shut down right after it turns on. It turns out that the celular module can pull up to 2 amps when connecting to the cellular tower and sending messages, which is causing the voltage drop. However, this was weird because the two 18650 cells I had is the Samsung 25R, which has a max discharge of 20 amps. Parallel means that the max discharge become 40 amps, which is wayyyyyyy more than the 2 amps required. So the problem must not be the batteries. Or is it? I suspect that the batteries are fake. They weigh pretty normal, being 44 grams. I checked the imprints on the wrapping, and it did have a legitemate manufacture date code that says someday in 2017 (I forgot which day it was, but it was 2017). And I also took off the battery wrapping, and it did had Samsung factory imprints on the metal. So the battery is good, the cellular module can only take up to 2 amps….. then the problem must be between the cellular module and the battery! And it was. It was the thin jumper wires and breadboard that decreased the voltage when the current increased. Shorter thicker wires solved it. There was actually much more issues, but these are the most memorable ones for me. I am glad that my project turns out to be working, becuase i genuinely thought that it would never work when making it.", "repo": "https://github.com/LukeHuang2026/Project_Flowmark", "demo": ""}]...
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[{"post_id": 66520, "ts": "202 [{"post_id": 66520, "ts": "2026-09-12T11:13:09Z", "hours": 1.3169, "text": "Today I almsot finished the slides for my presentation for UWEN next week, so I can go there and get some feedback."}, {"post_id": 65872, "ts": "2026-09-11T09:42:46Z", "hours": 3.2531, "text": "Today I finally made my cellular module work, as before it always shut down due to thin wires burning up too much voltage. My free floating buoy is ready for testing!"}, {"post_id": 65294, "ts": "2026-09-10T10:20:11Z", "hours": 3.5017, "text": "Today I tried to power my cellular module with my two 18650 in parallel. It kinda works for a while but then the voltage dips and the module turns itself off. Its most likely the thin wires, and I optimised it as much as I can, but the same thing happens. I will charge my batteries up again and if it still dont’ work I will just skip my MOSFET circuit that turns the module on and off, as this thing still has a bit of thin wires. If it STILL dont’ work I give up. My 18650 can go up to 8 amps max apparenlty, so it should support 16 amps. My module only uses 2 amps, so it should work if there was minimal wires. Hopefully, finger crossed. If this doesn’t work im cooked. But lets not think too much yk things always work out after you charge ur lithium batteries overnight cuz ur table will probably catch on fire and everything will be burnt out and u will never have to worry about it again. srry i don’t have a photo"}, {"post_id": 64716, "ts": "2026-09-09T10:34:13Z", "hours": 1.6753, "text": "Today I planned a presentation about my project for UWEN Annual General Meeting. Hopefully I can get their oppinions on how i should imrpove my solution as they are my stakehoders."}, {"post_id": 64137, "ts": "2026-09-08T10:30:30Z", "hours": 4.2833, "text": "Today I wrote a script for my video about my project so I can enter a competition. But they limit the video to be 5 minutes long, which is basicly 800 words max, but half way through i already have 1.4k words. If there is no limit i feel lik i can write a whole paper about it. But I’ll try to make it as short as possible so I don’t have to get a buzz cut and become real slim shady :D"}, {"post_id": 63449, "ts": "2026-09-07T09:35:38Z", "hours": 2.2, "text": "Today I finished all the debugging and my floating buoy is ready for testing."}, {"post_id": 62811, "ts": "2026-09-06T10:27:23Z", "hours": 10.1672, "text": "Today I did a lot of fixing in my code, but its way too buggy and I still didn’t fix all of them in 10 hours. Here are some bugs that is fixed and some changes: Dynamic memory on Arduino Nano is running out, so I tried to use the U8G2 library for my mini screen instead of the Adafruit library, but its actually using more memory and is more buggy than Adafruit. In the end I discovered that it is my string commands that I am sending to my cellular module that is gobbling up all my memory, so I used F() macro to put them into flash memory. My screen can’t connect after that change. I found out that by rendering a frame the screen library takes up 1024 bytes of dynamic memory, which is over the limit for my Arduino Nano. Arduino UART is recieving corrupted data from my cellular module. After a bit, I figured out that the built in timer of the Arduino Nano is not precise enough for 112500 baud rate, so I lowered it to 9600."}, {"post_id": 62102, "ts": "2026-09-05T10:55:10Z", "hours": 3.4672, "text": "Today I diddid aa bbibit mmomormore wwowwork oon mmy nnenew ccirccircuit anandand eeveeeveryeeveeeveryteeveeeverytheeveeeverythineeveeeveryeeveeeveryteeveeeverytheeveeeverything iis bbasicbbasiclbbasicly ddonddone aand waiwaitiwaiwaiting ffofor ffinffinaffinal cocodcode ttesttestttestittesting, aanand ii aam loloolookiloloolookinloloolooking toto fgo ffofor aa ffifiefielfield ttesttest nnenext weeweek. (ssosorrssosorry mymy kekeybkekeyboarkekeybkekeyboard iis nnot ababsabsoluababsabsoluteababsabsoluababsabsolutely worworkworkiworking sso mme isis nnot ggogoigoing tto ssay mumucmuch)"}, {"post_id": 61437, "ts": "2026-09-04T10:57:23Z", "hours": 8.5006, "text": "Today I restarted my wiring since my esp32 c3 supermini isn’t responding to my code uploads and I had to change to a Arduino Nano. And now the pH sensor doesn’t work and the organic matter sensor doesn’t work either. Hopefully i can find some magical way out tomorrow but now idk what it is because."}, {"post_id": 60730, "ts": "2026-09-03T09:10:57Z", "hours": 2.335, "text": "Another day of extreme unproductiveness. I only tried to debug my cellular module turning on and off by itself, but didn’t really solve it. Module rebooting cycle T_T :"}, {"post_id": 60117, "ts": "2026-09-02T08:56:17Z", "hours": 1.6344, "text": "Today I wished to do more but my productivity is very cooked recently. I planned to add all the final features to my code, but ended up only debugging the OLED mini display. But ok its working so I guess its alr."}, {"post_id": 59456, "ts": "2026-09-01T10:00:14Z", "hours": 1.1514, "text": "Today I did a bit more work on the buttons and screen."}, {"post_id": 58751, "ts": "2026-08-31T09:51:06Z", "hours": 2.6522, "text": "I got a bucket and put some pollutants in there (dirt and DIY-ed dissolved organic matter), to test the sensors (that detects pollution by seeing how much light it absorbs, UV for organic matter and normal light for turbidity) and getting a threshold value that will define what is polluted water and what is not for my water quality buoy. However, I made the dissolved organic matter solution a while ago, and it doesn’t seem to absorb UV anymore. Apparently its because the bacteria ate all the organic matter, or it precipitated out as large clumped molecules. But I can’t be bothered to make some fresh solution so I just made up some values for the organic matter sensor (very scientific approach :D)."}, {"post_id": 57986, "ts": "2026-08-30T10:07:16Z", "hours": 12.6839, "text": "Today I sat in my desk all day at my project. I made all the sensor connection work, power system, soldering stuff (and getting burnt 99999 times), drilling holes, epoxy resin -ing (they should invent a word for this), and coding. It feels like its going to work, but I still need to wait to tomorrow to do a few final changes to my code and test it."}, {"post_id": 56557, "ts": "2026-08-28T11:12:23Z", "hours": 3.3183, "text": "Today I tried to figure out which of my components have been fried by my dc booster accident. Luckily, its just the photodiode (OPT101) that i use to test turbidity. I didn’t believe that it was broken even though it outputted strait 0v with light and without light, since it apparenlty can handle up to 36v. But after lots of testing i think it is indeed broken. I soldered on a new one, but i soldered the pin headers teh wrong way around (this is like the 1 billionth time i did this wrong) so I tried to take the headers off. But i didn’t have any solder wick or anything, so i tried to pull the headers off (which is very very stupid), and i did pull the headers off… along with a big chunk of the PCB. So yeah, no more photodiodes. But fortunately I do have some LDRs and ill use tehm, hope its accurate enough."}, {"post_id": 56388, "ts": "2026-08-28T04:25:21Z", "hours": 3.9839, "text": "I tried to test my circuit that i put inside the casing, but there was some problems with the step up booster to make the 4v from my 2 parallel18650 into 5v. However, two of my step ups randomly jump to 20v for a while and then will jump back to exactly 5v, and after a while 20v again. I tried another step up, and that one won’t go down below 10v. I thought that its probably my circuit drawing too less power causing the booster to be unstable, so i added a 470 ohm resistor to the outputs. It still didn’t work after a while. I was very confused and forgot to pull out the resistor out of the malfunctioning booster that was at 20v…. the parallel 18650s made it even worse. So then I smell something burning. I didn’t know that it was the resistor burning, so I just took the resistor off with my fingers, and I got burnt. D: But later I found out that its actually so dumb. I wasn’t sure if my step ups were working at first so I didn’t fully secure the battery wires into the terminals, so in case something went wrong I can just immediately pull the power source out. However, the bad connection of the wires with the terminal made the step up really unstable, causing it to jump to random high voltages. So I guess by being more carefull I actually ended up worse…..? Ok I see. :D Also most of my circuit was connected to the step up (thats even dumber), and the 20v fried my conductivity module, and I think maybe my sensors too but I still need to check (fingers crossed). T_T very cooked"}, {"post_id": 54941, "ts": "2026-08-26T11:09:43Z", "hours": 2.4514, "text": "I put most of my electronics into my buoy casing. The wires are totally very neat and I totally don’t need a flashlight and tweezers to move teh wires. (its way worse than it looks) Theres still a bunch of parts I need to add. I think the buoy is going to sink because the wires weight too much :P. And i feel like my wires are made out of resistors a whole volt dissapeared in a single section of wire."}, {"post_id": 54365, "ts": "2026-08-25T10:14:25Z", "hours": 1.7508, "text": "I printed the parts for my buoy, some needs reprinting. I installed some working parts, and glued some sensor windows with ab epoxy for waterproof. Theres still lots of work to do!"}, {"post_id": 54029, "ts": "2026-08-24T19:38:16Z", "hours": 5.0172, "text": "I emailed a few councils in my country for some feedback onto my project, since they are part of the stakeholders. They said that I should add confidence level for GPS, CSV file save, adjustable measurement intervals, and official guildeline comparism. I added savable CSV for the data and adjustable intervals, but I didn’t do confidence level for GPS cuz my GPS module doesn’t measure carrier to noise ratio. I didn’t do the official guildeline comparism because I made most of the sensors and the only way to convert the data from the sensors to official units is to use calibration sollutions, which is kinda expensive."}, {"post_id": 52212, "ts": "2026-08-22T09:43:18Z", "hours": 6.2258, "text": "Today I started making the 3D model for the buoy itself. I finished most of it, including the top controls, GPS solar panel, and the space for the electronics."}, {"post_id": 50812, "ts": "2026-08-20T07:15:18Z", "hours": 3.2072, "text": "After more than a total of 20 hours of coding, debugging, restarting, crashes…. The server code is working. :D"}, {"post_id": 50538, "ts": "2026-08-19T18:43:10Z", "hours": 3.0325, "text": "I FINALLY debugged the server analysis system. I made a new more organised and simpified code since my original one is way to over OVER complicated."}, {"post_id": 49853, "ts": "2026-08-18T20:01:59Z", "hours": 1.4833, "text": "I ran the buoy code and debugged it. There was a few code mistakes and a few power source problems, but it was alright. However, the server code on the right seems very buggy, millions of errors. Hopefully its not that bad when I test that later."}, {"post_id": 49470, "ts": "2026-08-18T10:17:32Z", "hours": 3.4214, "text": "I debugged the extremely buggy server data analysis code, with help from deepseek because the arrays are getting a bit messy."}, {"post_id": 48749, "ts": "2026-08-17T08:53:48Z", "hours": 3.2239, "text": "I added another function to my analysis of the data, which can combine the individual sources detected from each of the different water quality sensors into real sources that may be the source for many of the individual sources."}, {"post_id": 48434, "ts": "2026-08-16T19:39:36Z", "hours": 0.5733, "text": "My code is going to be really buggy, so I added some debugging print() for easier debugging to the local server."}, {"post_id": 47999, "ts": "2026-08-16T08:50:29Z", "hours": 2.4289, "text": "I coded most of the analysis programme for the reciever. It can calculate how far down a pollution source affect from GPS data from my buoy, identify turbidity and dissolved organic matter problems, and respond to sudden change in pH or conductivity."}, {"post_id": 47868, "ts": "2026-08-16T03:43:31Z", "hours": 5.3475, "text": "Turns out i forgot to do a huge chunk of the reciever code, which is to analyse and display the data. I finished most, just a bit left!"}, {"post_id": 47405, "ts": "2026-08-15T10:01:26Z", "hours": 1.8936, "text": "Water buoy data sending and reciever server code. Just finishing on the finshing of from what I did before."}]...
|
Title: Project FlowMark by @The_Hedgehog | Stardan Title: Project FlowMark by @The_Hedgehog | Stardance
Devlogs:
Water buoy data sending and reciever server code. Just finishing on the finshing of from what I did before.
Turns out i forgot to do a huge chunk of the reciever code, which is to analyse and display the data. I finished most, just a bit left!
I coded most of the analysis programme for the reciever. It can calculate how far down a pollution source affect from GPS data from my buoy, identify turbidity and dissolved organic matter problems, and respond to sudden change in pH or conductivity.
My code is going to be really buggy, so I added some debugging print() for easier debugging to the local server.
I added another function to my analysis of the data, which can combine the individual sources detected from each of the different water quality sensors into real sources that may be the source for many of the individual sources.
I debugged the extremely buggy server data analysis code, with help from deepseek because the arrays are getting a bit messy.
I ran the buoy code and debugged it. There was a few code mistakes and a few power source problems, but it was alright. However, the server code on the right seems very buggy, millions of errors. Hopefully its not that bad when I test that later.
I FINALLY debugged the server analysis system. I made a new more organised and simpified code since my original one is way to over OVER complicated.
After more than a total of 20 hours of coding, debugging, restarting, crashes…. The server code is working. :D
Today I started making the 3D model for the buoy itself. I finished most of it, including the top controls, GPS solar panel, and the space for the electronics.
I emailed a few councils in my country for some feedback onto my project, since they are part of the stakeholders. They said that I should add confidence level for GPS, CSV file save, adjustable measurement intervals, and official guildeline comparism. I added savable CSV for the data and adjustable intervals, but I didn’t do confidence level for GPS cuz my GPS module doesn’t measure carrier to noise ratio. I didn’t do the official guildeline comparism because I made most of the sensors and the only way to convert the data from the sensors to official units is to use calibration sollutions, which is kinda expensive.
I printed the parts for my buoy, some needs reprinting. I installed some working parts, and glued some sensor windows with ab epoxy for waterproof. Theres still lots of work to do!
I put most of my electronics into my buoy casing. The wires are totally very neat and I totally don’t need a flashlight and tweezers to move teh wires. (its way worse than it looks) Theres still a bunch of parts I need to add. I think the buoy is going to sink because the wires weight too much :P. And i feel like my wires are made out of resistors a whole volt dissapeared in a single section of wire.
I tried to test my circuit that i put inside the casing, but there was some problems with the step up booster to make the 4v from my 2 parallel18650 into 5v. However, two of my step ups randomly jump to 20v for a while and then will jump back to exactly 5v, and after a while 20v again. I tried another step up, and that one won’t go down below 10v. I thought that its probably my circuit drawing too less power causing the booster to be unstable, so i added a 470 ohm resistor to the outputs. It still didn’t work after a while. I was very confused and forgot to pull out the resistor out of the malfunctioning booster that was at 20v…. the parallel 18650s made it even worse. So then I smell something burning. I didn’t know that it was the resistor burning, so I just took the resistor off with my fingers, and I got burnt. D: But later I found out that its actually so dumb. I wasn’t sure if my step ups were working at first so I didn’t fully secure the battery wires into the terminals, so in case something went wrong I can just immediately pull the power source out. However, the bad connection of the wires with the terminal made the step up really unstable, causing it to jump to random high voltages. So I guess by being more carefull I actually ended up worse…..? Ok I see. :D Also most of my circuit was connected to the step up (thats even dumber), and the 20v fried my conductivity module, and I think maybe my sensors too but I still need to check (fingers crossed). T_T very cooked
Today I tried to figure out which of my components have been fried by my dc booster accident. Luckily, its just the photodiode (OPT101) that i use to test turbidity. I didn’t believe that it was broken even though it outputted strait 0v with light and without light, since it apparenlty can handle up to 36v. But after lots of testing i think it is indeed broken. I soldered on a new one, but i soldered the pin headers teh wrong way around (this is like the 1 billionth time i did this wrong) so I tried to take the headers off. But i didn’t have any solder wick or anything, so i tried to pull the headers off (which is very very stupid), and i did pull the headers off… along with a big chunk of the PCB. So yeah, no more photodiodes. But fortunately I do have some LDRs and ill use tehm, hope its accurate enough.
Today I sat in my desk all day at my project. I made all the sensor connection work, power system, soldering stuff (and getting burnt 99999 times), drilling holes, epoxy resin -ing (they should invent a word for this), and coding. It feels like its going to work, but I still need to wait to tomorrow to do a few final changes to my code and test it.
I got a bucket and put some pollutants in there (dirt and DIY-ed dissolved organic matter), to test the sensors (that detects pollution by seeing how much light it absorbs, UV for organic matter and normal light for turbidity) and getting a threshold value that will define what is polluted water and what is not for my water quality buoy. However, I made the dissolved organic matter solution a while ago, and it doesn’t seem to absorb UV anymore. Apparently its because the bacteria ate all the organic matter, or it precipitated out as large clumped molecules. But I can’t be bothered to make some fresh solution so I just made up some values for the organic matter sensor (very scientific approach :D).
Today I did a bit more work on the buttons and screen.
Today I wished to do more but my productivity is very cooked recently. I planned to add all the final features to my code, but ended up only debugging the OLED mini display. But ok its working so I guess its alr.
Another day of extreme unproductiveness. I only tried to debug my cellular module turning on and off by itself, but didn’t really solve it. Module rebooting cycle T_T :
Today I restarted my wiring since my esp32 c3 supermini isn’t responding to my code uploads and I had to change to a Arduino Nano. And now the pH sensor doesn’t work and the organic matter sensor doesn’t work either. Hopefully i can find some magical way out tomorrow but now idk what it is because.
Today I diddid aa bbibit mmomormore wwowwork oon mmy nnenew ccirccircuit anandand eeveeeveryeeveeeveryteeveeeverytheeveeeverythineeveeeveryeeveeeveryteeveeeverytheeveeeverything iis bbasicbbasiclbbasicly ddonddone aand waiwaitiwaiwaiting ffofor ffinffinaffinal cocodcode ttesttestttestittesting, aanand ii aam loloolookiloloolookinloloolooking toto fgo ffofor aa ffifiefielfield ttesttest nnenext weeweek. (ssosorrssosorry mymy kekeybkekeyboarkekeybkekeyboard iis nnot ababsabsoluababsabsoluteababsabsoluababsabsolutely worworkworkiworking sso mme isis nnot ggogoigoing tto ssay mumucmuch)
Today I did a lot of fixing in my code, but its way too buggy and I still didn’t fix all of them in 10 hours. Here are some bugs that is fixed and some changes: Dynamic memory on Arduino Nano is running out, so I tried to use the U8G2 library for my mini screen instead of the Adafruit library, but its actually using more memory and is more buggy than Adafruit. In the end I discovered that it is my string commands that I am sending to my cellular module that is gobbling up all my memory, so I used F() macro to put them into flash memory. My screen can’t connect after that change. I found out that by rendering a frame the screen library takes up 1024 bytes of dynamic memory, which is over the limit for my Arduino Nano. Arduino UART is recieving corrupted data from my cellular module. After a bit, I figured out that the built in timer of the Arduino Nano is not precise enough for 112500 baud rate, so I lowered it to 9600.
Today I finished all the debugging and my floating buoy is ready for testing.
Today I wrote a script for my video about my project so I can enter a competition. But they limit the video to be 5 minutes long, which is basicly 800 words max, but half way through i already have 1.4k words. If there is no limit i feel lik i can write a whole paper about it. But I’ll try to make it as short as possible so I don’t have to get a buzz cut and become real slim shady :D
Today I planned a presentation about my project for UWEN Annual General Meeting. Hopefully I can get their oppinions on how i should imrpove my solution as they are my stakehoders.
Today I tried to power my cellular module with my two 18650 in parallel. It kinda works for a while but then the voltage dips and the module turns itself off. Its most likely the thin wires, and I optimised it as much as I can, but the same thing happens. I will charge my batteries up again and if it still dont’ work I will just skip my MOSFET circuit that turns the module on and off, as this thing still has a bit of thin wires. If it STILL dont’ work I give up. My 18650 can go up to 8 amps max apparenlty, so it should support 16 amps. My module only uses 2 amps, so it should work if there was minimal wires. Hopefully, finger crossed. If this doesn’t work im cooked. But lets not think too much yk things always work out after you charge ur lithium batteries overnight cuz ur table will probably catch on fire and everything will be burnt out and u will never have to worry about it again. srry i don’t have a photo
Today I finally made my cellular module work, as before it always shut down due to thin wires burning up too much voltage. My free floating buoy is ready for testing!
Today I almsot finished the slides for my presentation for UWEN next week, so I can go there and get some feedback.
Ships:
I made a buoy that can float freely down a river. It has four sensors, pH, conductivity, dissolved organic matter, and turbidity. It constantly uses these sensors to take measurements and sends it to a locally hosted Python Flask server tunneled using Ngrok. After the buoy is collected from the water, the server will analyse the data and find out where the water quality started to worsen, therefore finding out where riverine polution might be. Although the project wasn’t very complicated, I faced many many problems. The most memorable and most fustrating ones: I use a step up module to turn the 4v from my 18650 to 5v for my ESP32 C3 Supermini. But the step up often randomly output over 20v, though it is set for 5v. I later found out that its because a loose connection between my battery and the step up, but the voltage spikes has badly burnt many things in my circuit. The ESP32 C3 Supermini suddenly cannot connect to my computer. I tried holding down boot button, boot and reset, redownload a driver, and trying all the ports on my computer and in Arduino IDE. But it just won’t work. So I changed to a Arduino Nano. But that just made things worse. The Arduino Nano successfully connected to my computer, but it often corrupts recieved UART signals from my cellular module. Later I found out that its because the Arduino Nano’s clock is a bit off for 112500 baud. This made things more complicated because I need to start the UART communication between the Nano and the cellular module at 112500 (since my cellular module is default 112500 when start up), then request the cellular module to turn down to 9600, and then change the Nano UART back to 9600. It did finally work tho. I guess this is the worst nightmare in my project. My project uses a pair of 18650 in parallel, as it can have more power to sustain my buoy for longer. But the cellular module often shut down right after it turns on. It turns out that the celular module can pull up to 2 amps when connecting to the cellular tower and sending messages, which is causing the voltage drop. However, this was weird because the two 18650 cells I had is the Samsung 25R, which has a max discharge of 20 amps. Parallel means that the max discharge become 40 amps, which is wayyyyyyy more than the 2 amps required. So the problem must not be the batteries. Or is it? I suspect that the batteries are fake. They weigh pretty normal, being 44 grams. I checked the imprints on the wrapping, and it did have a legitemate manufacture date code that says someday in 2017 (I forgot which day it was, but it was 2017). And I also took off the battery wrapping, and it did had Samsung factory imprints on the metal. So the battery is good, the cellular module can only take up to 2 amps….. then the problem must be between the cellular module and the battery! And it was. It was the thin jumper wires and breadboard that decreased the voltage when the current increased. Shorter thicker wires solved it. There was actually much more issues, but these are the most memorable ones for me. I am glad that my project turns out to be working, becuase i genuinely thought that it would never work when making it....
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1793336214.9775562
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1793422614.9775562
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47355
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TruthLens-Ai by @alidoruk | Stardance
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alidoruk
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1
|
15.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T15:28:14Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I developed TruthLens AI, a platform that verifies social media posts, news, and images using artificial intelligence and performs manipulation analysis. I successfully optimized large AI models and established a real-time source pipeline using Tavily. Users can instantly obtain a veracity score and a safety report by entering any text or link.", "repo": "https://github.com/alidoruk320-coder/truthlens-ai", "demo": "https://truthlens-ai-ctl7.vercel.app"}]...
|
[{"post_id": 74022, "ts": "202 [{"post_id": 74022, "ts": "2026-09-26T15:26:19Z", "hours": 1.5539, "text": "Last version of truth-lens ai. For social media content moderation"}, {"post_id": 60102, "ts": "2026-09-02T08:04:25Z", "hours": 5.6714, "text": "Content Moderator"}, {"post_id": 48043, "ts": "2026-08-16T10:22:02Z", "hours": 8.0531, "text": "A social media ai."}]...
|
Title: TruthLens-Ai by @alidoruk | Stardance
Devl Title: TruthLens-Ai by @alidoruk | Stardance
Devlogs:
A social media ai.
Content Moderator
Last version of truth-lens ai. For social media content moderation
Ships:
I developed TruthLens AI, a platform that verifies social media posts, news, and images using artificial intelligence and performs manipulation analysis. I successfully optimized large AI models and established a real-time source pipeline using Tavily. Users can instantly obtain a veracity score and a safety report by entering any text or link....
|
1793339241.188829
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1793425641.188829
|
|
47357
|
Cosmic conqueror by @ayaan17120 | Stardance
|
ayaan17120
|
1
|
44.0
|
615
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T20:29:24Z", "hours": 44.0, "multiplier": 13.86, "payout": 615, "blessing": "neutral", "text": "i made a game called the cosmic conqueror, the adventures of mishi, this game is something i worked and it honestly was reallt tiring, i got stuvk like a million times for small errors and it was really tiring. i love this game but now after doing everything i realised i have put every effort intp and i lovr this despite anything. i made a small error tho, to the space riddle, i didnt change the question so there are two blackhole riddles, but the answer to one is space", "repo": "https://github.com/Jsvuskgxixylsurdoyc/COSMIC-CONQUUEROR", "demo": "https://qaziiiayaan.itch.io/cosmic-conqueror"}]...
|
[{"post_id": 54033, "ts": "202 [{"post_id": 54033, "ts": "2026-08-24T19:46:19Z", "hours": 4.7894, "text": "i finally added all the start pause game over, complete scenes and finallt put all of these guys intop thier respective places and the game is finally complete"}, {"post_id": 53058, "ts": "2026-08-23T13:38:16Z", "hours": 3.9117, "text": "I coded these interactive riddle walls basically, you walk up to a dead end, a UI pops up, and you have to type in the exact right password to a riddle. If you get it right, the wall literally deletes itself and clears the path. I placed four of these riddle gates across the map. Getting the UI to actually work was a nightmare though. but now I finally have actual on-screen popups that yell ‘Right Answer!’ or ‘Wrong Answer!’ in your face and fade out after a couple of seconds. On top of that, I built out the whole Space Key fragment mechanic and completely mapped out the dungeon layout. You start in this bottom tunnel, solve your way through the main gates, and then have to survive branching left and right mazes to hunt down these key fragments. I set it all up so you’ll eventually have to clear a central boss arena and fight off skeleton mage ambushes just to get the pieces. I also spent way too long fixing dumb bugs like my character freezing mid-run when opening a menu, or endlessly jumping against flat walls like an idiot because of broken physics code. But I locked the movement inputs down, and it finally actually plays like a real dungeon crawler. The grind was unreal, but we’re locked in now."}, {"post_id": 52527, "ts": "2026-08-22T18:05:25Z", "hours": 3.2258, "text": "Today, I mapped out the core layout for my game and officially shifted the concept to a sci-fi “space dungeon.” The main loop is now focused on exploring the map, fighting through various enemies, and eventually finding a way to escape back to your home planet. To make the exploration actually matter, I decided to add a collectible space key that the player must find to unlock the final escape shuttle. After some trial and error with the engine’s physics, I successfully got the key fully implemented and working. With the escape puzzle finished, I am ready to move on and start building out the rest of the stuff, like the enemies and boss fights!"}, {"post_id": 51768, "ts": "2026-08-21T16:38:51Z", "hours": 1.6261, "text": "today i jus worked on player animations, added different spells and added drain and limit systems for that, and i also added stamina drain systems"}, {"post_id": 51155, "ts": "2026-08-20T17:29:56Z", "hours": 1.6436, "text": "today i couldnt do much. i jus fixed a lot of bugs. and i also started to work on the abilities of the player and what they can do"}, {"post_id": 50415, "ts": "2026-08-19T16:08:32Z", "hours": 5.0589, "text": "i added the projectile attacks, made them work for anyday. and made sure the attacks are perfect and fixed the bugs and now working on ui, too tired to post a screenshot, sorry guys :)"}, {"post_id": 49721, "ts": "2026-08-18T17:07:48Z", "hours": 2.6131, "text": "today i did a lot of work, i added the attack mechanics and made my player get attacked and attack. its not only animation now it works, now ive to work on the projectiles and health bars and make sure the player dies actually, so this is all very cool"}, {"post_id": 48890, "ts": "2026-08-17T13:37:17Z", "hours": 2.4631, "text": "first i added the skeleton warrior and did everything related to him Then I added the new Skeleton Mage, and oh my god, this guy gave me so many headaches. Whenever I clicked on him, the editor threw this weird float and bool mismatch error. I had to go into the animation tracks and change the update mode to discrete so the engine wouldn’t freak out. And then, after writing all the codes and doing everything, he STILL wasn’t attacking me. I made sure the script was perfect, right? But then I realized I plugged the wires backwards in the Animation Tree… I literally had the move state plugged into the shot port. Fixed that, and he still wasn’t shooting. Why? Because I just forgot to tick the ‘Autostart’ box on his attack timer. Honestly so annoying."}, {"post_id": 48377, "ts": "2026-08-16T18:14:54Z", "hours": 3.67, "text": "Worked on setting up and fixing the boss AI and animation state machine in Godot. Got the base movement working, fixed the attack timer pacing so the boss doesn’t instantly spam ranged attacks from across the map, and successfully resolved the issue where the boss kept playing the running/walking animation in place instead of returning to idle. Decided to temporarily shelf the spin attack feature by commenting out the code to keep things simple for now, and finalized a smooth, working combat loop with proper melee and ranged states."}, {"post_id": 48023, "ts": "2026-08-16T09:38:10Z", "hours": 4.2953, "text": "#devlog so finally i am done with the player mechanics completely, my player now blinks jumps runs walks, sprints, can defend using a sheild, can attack with a sword and can switch to a wand and attack using that. now ill start working on the attack mechanics and the enemies"}, {"post_id": 47392, "ts": "2026-08-15T09:42:46Z", "hours": 3.8317, "text": "right now i first addeed the sprint and jump to the capsule and then i finally added the chharacter and his animations and made those animations work, jump run and idle"}, {"post_id": 47024, "ts": "2026-08-14T16:50:48Z", "hours": 3.6786, "text": "earlier i messed up and put everything in one scene, i had to redo everything and fixed it, plus i added spring and did everything related to the camera. now im workingg on the jump"}, {"post_id": 46809, "ts": "2026-08-14T10:05:00Z", "hours": 3.5264, "text": "i am working on survival game which is inspired from the legend of zelda in which you kill the final boss of another planet and escape on your shuttle. right now i have made the base and the character, i have coded the character and the camera controls, gave the camera basic code to follow the character and basic rotational mechanics"}]...
|
Title: Cosmic conqueror by @ayaan17120 | Stardance Title: Cosmic conqueror by @ayaan17120 | Stardance
Devlogs:
i am working on survival game which is inspired from the legend of zelda in which you kill the final boss of another planet and escape on your shuttle. right now i have made the base and the character, i have coded the character and the camera controls, gave the camera basic code to follow the character and basic rotational mechanics
earlier i messed up and put everything in one scene, i had to redo everything and fixed it, plus i added spring and did everything related to the camera. now im workingg on the jump
right now i first addeed the sprint and jump to the capsule and then i finally added the chharacter and his animations and made those animations work, jump run and idle
#devlog so finally i am done with the player mechanics completely, my player now blinks jumps runs walks, sprints, can defend using a sheild, can attack with a sword and can switch to a wand and attack using that. now ill start working on the attack mechanics and the enemies
Worked on setting up and fixing the boss AI and animation state machine in Godot. Got the base movement working, fixed the attack timer pacing so the boss doesn’t instantly spam ranged attacks from across the map, and successfully resolved the issue where the boss kept playing the running/walking animation in place instead of returning to idle. Decided to temporarily shelf the spin attack feature by commenting out the code to keep things simple for now, and finalized a smooth, working combat loop with proper melee and ranged states.
first i added the skeleton warrior and did everything related to him Then I added the new Skeleton Mage, and oh my god, this guy gave me so many headaches. Whenever I clicked on him, the editor threw this weird float and bool mismatch error. I had to go into the animation tracks and change the update mode to discrete so the engine wouldn’t freak out. And then, after writing all the codes and doing everything, he STILL wasn’t attacking me. I made sure the script was perfect, right? But then I realized I plugged the wires backwards in the Animation Tree… I literally had the move state plugged into the shot port. Fixed that, and he still wasn’t shooting. Why? Because I just forgot to tick the ‘Autostart’ box on his attack timer. Honestly so annoying.
today i did a lot of work, i added the attack mechanics and made my player get attacked and attack. its not only animation now it works, now ive to work on the projectiles and health bars and make sure the player dies actually, so this is all very cool
i added the projectile attacks, made them work for anyday. and made sure the attacks are perfect and fixed the bugs and now working on ui, too tired to post a screenshot, sorry guys :)
today i couldnt do much. i jus fixed a lot of bugs. and i also started to work on the abilities of the player and what they can do
today i jus worked on player animations, added different spells and added drain and limit systems for that, and i also added stamina drain systems
Today, I mapped out the core layout for my game and officially shifted the concept to a sci-fi “space dungeon.” The main loop is now focused on exploring the map, fighting through various enemies, and eventually finding a way to escape back to your home planet. To make the exploration actually matter, I decided to add a collectible space key that the player must find to unlock the final escape shuttle. After some trial and error with the engine’s physics, I successfully got the key fully implemented and working. With the escape puzzle finished, I am ready to move on and start building out the rest of the stuff, like the enemies and boss fights!
I coded these interactive riddle walls basically, you walk up to a dead end, a UI pops up, and you have to type in the exact right password to a riddle. If you get it right, the wall literally deletes itself and clears the path. I placed four of these riddle gates across the map. Getting the UI to actually work was a nightmare though. but now I finally have actual on-screen popups that yell ‘Right Answer!’ or ‘Wrong Answer!’ in your face and fade out after a couple of seconds. On top of that, I built out the whole Space Key fragment mechanic and completely mapped out the dungeon layout. You start in this bottom tunnel, solve your way through the main gates, and then have to survive branching left and right mazes to hunt down these key fragments. I set it all up so you’ll eventually have to clear a central boss arena and fight off skeleton mage ambushes just to get the pieces. I also spent way too long fixing dumb bugs like my character freezing mid-run when opening a menu, or endlessly jumping against flat walls like an idiot because of broken physics code. But I locked the movement inputs down, and it finally actually plays like a real dungeon crawler. The grind was unreal, but we’re locked in now.
i finally added all the start pause game over, complete scenes and finallt put all of these guys intop thier respective places and the game is finally complete
Ships:
i made a game called the cosmic conqueror, the adventures of mishi, this game is something i worked and it honestly was reallt tiring, i got stuvk like a million times for small errors and it was really tiring. i love this game but now after doing everything i realised i have put every effort intp and i lovr this despite anything. i made a small error tho, to the space riddle, i didnt change the question so there are two blackhole riddles, but the answer to one is space...
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1793324905.04951
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1793411305.04951
|
|
47369
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mos maiorum: classical languages by @rachmaninoff mos maiorum: classical languages by @rachmaninoff | Stardance...
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rachmaninoff
|
1
|
20.0
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52
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T03:21:27Z", "hours": 20.0, "multiplier": 4.76, "payout": 52, "blessing": "neutral", "text": "I’ve only made a little so far, but it’s a website that lets you learn Latin and practice the grammar. The JavaScript was hard; I haven’t practiced J.S. in years. It was a stressful but fun mental exercise. There’s splash text at the footer of the main page that is randomly selected. I loved making this, choosing excerpts across millennia about the great Roman legacy. Anyone who wishes to test the declension game should know it’s case-sensitive.", "repo": "https://github.com/misaquach/latin-project", "demo": "https://mos-maiorum.neocities.org/"}]...
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[{"post_id": 46655, "ts": "202 [{"post_id": 46655, "ts": "2026-08-14T02:23:41Z", "hours": 0.8425, "text": "I made randomly generated splash text at the footer of my website"}, {"post_id": 46232, "ts": "2026-08-13T10:22:38Z", "hours": 18.8506, "text": "Latin 3rd declension: interested in learning one of the most infuriating part of Latin nouns? Come hone your skills!"}]...
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Title: mos maiorum: classical languages by @rachma Title: mos maiorum: classical languages by @rachmaninoff | Stardance
Devlogs:
Latin 3rd declension: interested in learning one of the most infuriating part of Latin nouns? Come hone your skills!
I made randomly generated splash text at the footer of my website
Ships:
I’ve only made a little so far, but it’s a website that lets you learn Latin and practice the grammar. The JavaScript was hard; I haven’t practiced J.S. in years. It was a stressful but fun mental exercise. There’s splash text at the footer of the main page that is randomly selected. I loved making this, choosing excerpts across millennia about the great Roman legacy. Anyone who wishes to test the declension game should know it’s case-sensitive....
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1792875271.991826
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1793739271.991826
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47372
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Budget Tracker by @Viawo | Stardance
|
Viawo
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T15:49:13Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I What I made: A budget tracker app. You type in things you spend or earn money on, and it keeps a running total so you always know your balance. It also shows a pie chart of where your money is going, broken down by category like food, rent, or entertainment. Why I made it: I’m learning to code, and I wanted a first project that was actually useful — something I could use myself to track my own spending, not just a throwaway exercise. What users need to know: Just open the file in any web browser — no installing anything, no account, no internet connection needed. Everything you type in is saved automatically, so if you close the browser and come back later, your data is still there. It only saves data on the device and browser you used, though, so it won’t show up if you open it on a different computer or in a different browser.", "repo": "https://github.com/viawo2010/Budget-Tracker", "demo": "https://github.com/viawo2010/Budget-Tracker/blob/main/budget-tracker.html"}]...
|
[{"post_id": 51068, "ts": "202 [{"post_id": 51068, "ts": "2026-08-20T15:33:31Z", "hours": 2.8517, "text": "I build this project to help me better oversee my finances as a college student. Currently I’m finished with it after almost 3 hours of work"}]...
|
Title: Budget Tracker by @Viawo | Stardance
Devlo Title: Budget Tracker by @Viawo | Stardance
Devlogs:
I build this project to help me better oversee my finances as a college student. Currently I’m finished with it after almost 3 hours of work
Ships:
I What I made: A budget tracker app. You type in things you spend or earn money on, and it keeps a running total so you always know your balance. It also shows a pie chart of where your money is going, broken down by category like food, rent, or entertainment. Why I made it: I’m learning to code, and I wanted a first project that was actually useful — something I could use myself to track my own spending, not just a throwaway exercise. What users need to know: Just open the file in any web browser — no installing anything, no account, no internet connection needed. Everything you type in is saved automatically, so if you close the browser and come back later, your data is still there. It only saves data on the device and browser you used, though, so it won’t show up if you open it on a different computer or in a different browser....
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1793472966.773314
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1793559366.773314
|
|
47412
|
AmateurPad by @amateur_tech_guy | Stardance
|
amateur_tech_guy
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T17:18:51Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "AmateurPad This is a 3x3 Hackpad that has a lot of necessary shortcuts, it is a custom macropad powered by a Seed Xiao RP2040 microcontroller and QMK Firmware allowing it to be fully customizable and compact, it also helps you adjust the volume at night without looking for the volume up and volume down button with its rotary encoder! The hardest part of it was the CAD as it was my first time making a CAD and connecting the components in the PCB it was HELLL but fortunately I did it!!", "repo": "https://github.com/amateurtechguy/AmateurPad", "demo": ""}]...
|
[{"post_id": 77102, "ts": "202 [{"post_id": 77102, "ts": "2026-10-05T17:14:44Z", "hours": 0.8833, "text": "Just finished building my hackpad!! Let’s gooo!!"}, {"post_id": 50731, "ts": "2026-08-20T02:27:25Z", "hours": 1.2386, "text": "Devlog #11: The firmware guide was surprisingly easy, the only reason I took so long on it was because of the compiling wait time and the setup was taking long anyways im done for now all i need to do is flash it!!"}, {"post_id": 50530, "ts": "2026-08-19T18:31:45Z", "hours": 2.9061, "text": "devlog #10: guess who finally finished his design LETS GOOOOOOOOOOO now all that’s left for me to do is to code the firmware and i’ll be done with this but ill try completing it tonight cause ive been on this project for about a week now and it irritated me ill be honest i tried making a red and black combo for the keycaps but they just wouldnt change colors so ill just let it be cause ive been at it for way too long imo"}, {"post_id": 50040, "ts": "2026-08-19T02:12:50Z", "hours": 2.1881, "text": "devlog #9: I FINALLY FOUND THE COMPONENTS, no one realizes how hard they were to find holy….but anyways I added the components’ footprints and now my PCB looks better, less dry. And then I imported the PCB onto fusion360 so I can add it to my case!!:D almost gave up cause ive been at this for 30 hours literally but I realized i’ve spent too much time on this to just “Give up” so here I am still going"}, {"post_id": 49866, "ts": "2026-08-18T20:20:01Z", "hours": 3.6422, "text": "devlog #8:Im having trouble setting up the firmware can anyone offer some tips?"}, {"post_id": 49125, "ts": "2026-08-17T19:17:12Z", "hours": 3.7767, "text": "devlog #7: today i added the top plate and connected the two screw holes together, all thats left is to add a USB port and design it however i like and then ill move on to the final step, the firmware!"}, {"post_id": 48430, "ts": "2026-08-16T19:36:19Z", "hours": 4.1208, "text": "devlog #6: alright guys today i made some good progress that im REALLY proud of, i finally understand how the PCBs work and stuff now my PCB has 0 errors and my I also understood how matrix works so i made it 3x3 again and started a bit on the 3D design im so happy guys:D"}, {"post_id": 47654, "ts": "2026-08-15T18:10:05Z", "hours": 2.4, "text": "devlog #5: so i ended up redesigning my schematic cause i started getting confused, but after some thorough research I ended up designing the PCB as a 3 key macropad, 4 if you include the rotary encoder cause im still a beginner and i got way too ahead of myself when i thought i couldve done a 3x3 macropad. anyways i finally finished with the design now my next step is to design a case!"}, {"post_id": 47026, "ts": "2026-08-14T16:52:42Z", "hours": 0.5836, "text": "devlog #4: this is what im working with so far, not the best but eh im not good at this kind of stuff I just copied someone’s design in hopes of understanding what the hell im making but i might redesign it and make it simpler"}, {"post_id": 46929, "ts": "2026-08-14T14:23:10Z", "hours": 8.5844, "text": "devlog #3: Imo making a pcb and a schematic as a first timer is hell, I took inspo from someone cause the guide only showed 3 switches and no rotary switch whatsoever, anyways this is what i have for now,might change it sometime soon"}, {"post_id": 46615, "ts": "2026-08-13T23:52:36Z", "hours": 2.25, "text": "devlog #2: not much intel today, i finally downloaded the symbol library file and the footprint ones aswell so that gave me access to the module, anyways i finished drawing the schematic for now after I wake up ill start on the pcb and then brainstorm a design for it!"}, {"post_id": 46422, "ts": "2026-08-13T16:45:45Z", "hours": 2.2333, "text": "devlog #1: I can tell this is going to be a long project, I learned more about hackpads today and stuff like that for Kicad on youtube and normally people’s first steps would be to start making the PCBs but I’m struggling with the extra symbol libraries, that’s all for this devlog. See you all on the next one!!"}]...
|
Title: AmateurPad by @amateur_tech_guy | Stardance Title: AmateurPad by @amateur_tech_guy | Stardance
Devlogs:
devlog #1: I can tell this is going to be a long project, I learned more about hackpads today and stuff like that for Kicad on youtube and normally people’s first steps would be to start making the PCBs but I’m struggling with the extra symbol libraries, that’s all for this devlog. See you all on the next one!!
devlog #2: not much intel today, i finally downloaded the symbol library file and the footprint ones aswell so that gave me access to the module, anyways i finished drawing the schematic for now after I wake up ill start on the pcb and then brainstorm a design for it!
devlog #3: Imo making a pcb and a schematic as a first timer is hell, I took inspo from someone cause the guide only showed 3 switches and no rotary switch whatsoever, anyways this is what i have for now,might change it sometime soon
devlog #4: this is what im working with so far, not the best but eh im not good at this kind of stuff I just copied someone’s design in hopes of understanding what the hell im making but i might redesign it and make it simpler
devlog #5: so i ended up redesigning my schematic cause i started getting confused, but after some thorough research I ended up designing the PCB as a 3 key macropad, 4 if you include the rotary encoder cause im still a beginner and i got way too ahead of myself when i thought i couldve done a 3x3 macropad. anyways i finally finished with the design now my next step is to design a case!
devlog #6: alright guys today i made some good progress that im REALLY proud of, i finally understand how the PCBs work and stuff now my PCB has 0 errors and my I also understood how matrix works so i made it 3x3 again and started a bit on the 3D design im so happy guys:D
devlog #7: today i added the top plate and connected the two screw holes together, all thats left is to add a USB port and design it however i like and then ill move on to the final step, the firmware!
devlog #8:Im having trouble setting up the firmware can anyone offer some tips?
devlog #9: I FINALLY FOUND THE COMPONENTS, no one realizes how hard they were to find holy….but anyways I added the components’ footprints and now my PCB looks better, less dry. And then I imported the PCB onto fusion360 so I can add it to my case!!:D almost gave up cause ive been at this for 30 hours literally but I realized i’ve spent too much time on this to just “Give up” so here I am still going
devlog #10: guess who finally finished his design LETS GOOOOOOOOOOO now all that’s left for me to do is to code the firmware and i’ll be done with this but ill try completing it tonight cause ive been on this project for about a week now and it irritated me ill be honest i tried making a red and black combo for the keycaps but they just wouldnt change colors so ill just let it be cause ive been at it for way too long imo
Devlog #11: The firmware guide was surprisingly easy, the only reason I took so long on it was because of the compiling wait time and the setup was taking long anyways im done for now all i need to do is flash it!!
Just finished building my hackpad!! Let’s gooo!!
Ships:
AmateurPad This is a 3x3 Hackpad that has a lot of necessary shortcuts, it is a custom macropad powered by a Seed Xiao RP2040 microcontroller and QMK Firmware allowing it to be fully customizable and compact, it also helps you adjust the volume at night without looking for the volume up and volume down button with its rotary encoder! The hardest part of it was the CAD as it was my first time making a CAD and connecting the components in the PCB it was HELLL but fortunately I did it!!...
|
1793339265.5810404
|
1793425665.5810404
|
|
47414
|
Oscillator by @F3rro_32 | Stardance
|
F3rro_32
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T12:30:17Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Oscillator: a new tab page that acts like an oscilloscope. It’s a live waveform driven by real page data (weather, tasks, time) and allows to search on different engines, add tasks and use of quick links.", "repo": "https://github.com/AlessioFerrari8/Oscillator", "demo": "https://oscilla.alessio.hackclub.app/"}]...
|
[{"post_id": 46812, "ts": "202 [{"post_id": 46812, "ts": "2026-08-14T10:11:38Z", "hours": 0.4703, "text": "Hey guys, just finished. I added the README and IMPLEMENTATION_CHOISES and deployed on Nest."}, {"post_id": 46776, "ts": "2026-08-14T08:45:00Z", "hours": 1.0331, "text": "Hey guys, how you doing? Today I finished the 3 services, geo, weather and forecast. After that I proceeded filling the widget components, as you can now see in the screen. I also imported everything in app.ts and displayed in app.html. This app has no other routes rather than /, so I don’t need the file app.routes.ts. I’ll now improve the signal and fix some small details, along with the README, but we’re quite there."}, {"post_id": 46514, "ts": "2026-08-13T19:52:10Z", "hours": 1.1394, "text": "Hey guys, how are you? I proceeded creating the services and components I need for the project. I then focused on the main feature of the app, the wave. I made a component called waveform, that basically creates the form, and with the scope component, it manages all the things related to the wave. When typing, the wave will do some things, you’ll see. See you in the next devlog"}, {"post_id": 46338, "ts": "2026-08-13T14:14:31Z", "hours": 0.4397, "text": "Hey guys, how it’s going? I’m currently working on the Give your website a pulse mission. I decided to make a simple page, but at the same time very minimal and useful. I started by creating the angular app (I explained in IMPLEMENTATION-CHOISES every single choice I made, mostly the one discording with the guide provided) and dockerizing the application. I then focused on installing TailwindCSS and started the CSS, with this basic grid, which will be the background. Stay tuned for further devlogs"}]...
|
Title: Oscillator by @F3rro_32 | Stardance
Devlog Title: Oscillator by @F3rro_32 | Stardance
Devlogs:
Hey guys, how it’s going? I’m currently working on the Give your website a pulse mission. I decided to make a simple page, but at the same time very minimal and useful. I started by creating the angular app (I explained in IMPLEMENTATION-CHOISES every single choice I made, mostly the one discording with the guide provided) and dockerizing the application. I then focused on installing TailwindCSS and started the CSS, with this basic grid, which will be the background. Stay tuned for further devlogs
Hey guys, how are you? I proceeded creating the services and components I need for the project. I then focused on the main feature of the app, the wave. I made a component called waveform, that basically creates the form, and with the scope component, it manages all the things related to the wave. When typing, the wave will do some things, you’ll see. See you in the next devlog
Hey guys, how you doing? Today I finished the 3 services, geo, weather and forecast. After that I proceeded filling the widget components, as you can now see in the screen. I also imported everything in app.ts and displayed in app.html. This app has no other routes rather than /, so I don’t need the file app.routes.ts. I’ll now improve the signal and fix some small details, along with the README, but we’re quite there.
Hey guys, just finished. I added the README and IMPLEMENTATION_CHOISES and deployed on Nest.
Ships:
Oscillator: a new tab page that acts like an oscilloscope. It’s a live waveform driven by real page data (weather, tasks, time) and allows to search on different engines, add tasks and use of quick links....
|
1793480169.5422432
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1793566569.5422432
|
|
47423
|
DUNGEON ESCAPE (SHOWCASE) by @aaradhyarya_srivasta DUNGEON ESCAPE (SHOWCASE) by @aaradhyarya_srivastava | Stardance...
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aaradhyarya_srivastava
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1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T13:09:51Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey Everyone! Dungeon Escape is a sort of showcase project made to showcase a cool dungeon but, more importantly, a gameplay system I’m working on for a rough game I have in mind The movement system is a mix between found footage and smooth horror games like PT (Which it is inspired by) The showcase is done with the help of a cool dungeon map :D If you are interested, please do check it out :3 NOTE: You need a relatively stronger PC since the game is not optimised yet :( Or you can check out the linked YouTube video https://www.youtube.com/watch?v=2ED_53Zj5m8", "repo": "https://github.com/lemonzwastaken/DungeonEscape", "demo": "https://lemonglemongg.itch.io/dungeon-escape-showcase"}]...
|
[{"post_id": 73572, "ts": "202 [{"post_id": 73572, "ts": "2026-09-25T12:41:24Z", "hours": 1.1061, "text": "Finished the showcase :D. I basically worked on the map a little, give some sense of exploration. Besides that I made changes to the player camera by adding a camera boom that gives a sort of smoothness to the camera instead of making it too snappy. On top of that I also made a flashlight for the darker portions of the game I also packaged the project and am now shipping it to itch.io"}, {"post_id": 73123, "ts": "2026-09-24T13:14:46Z", "hours": 1.4281, "text": "Worked on improving the player camera feel for the game. Added a more VHS ish square camera which also feels a bit more cinematic and mostly improved player movement in game like adding bobbing etc. Although quite a bit of this was done using Blueprints as player control is easier done on blueprints"}, {"post_id": 66849, "ts": "2026-09-12T19:32:33Z", "hours": 9.4644, "text": "Since im migrating this project from another YSWS I was unable to post devlogs however up until now ive worked on an inventory system as well as lock and key system that works like a charm. It is showcased in the video below. I also worked on a pressure plate system. I decide to expand upon this game much more in the coming future but for now this is all I have"}]...
|
Title: DUNGEON ESCAPE (SHOWCASE) by @aaradhyarya_s Title: DUNGEON ESCAPE (SHOWCASE) by @aaradhyarya_srivastava | Stardance
Devlogs:
Since im migrating this project from another YSWS I was unable to post devlogs however up until now ive worked on an inventory system as well as lock and key system that works like a charm. It is showcased in the video below. I also worked on a pressure plate system. I decide to expand upon this game much more in the coming future but for now this is all I have
Worked on improving the player camera feel for the game. Added a more VHS ish square camera which also feels a bit more cinematic and mostly improved player movement in game like adding bobbing etc. Although quite a bit of this was done using Blueprints as player control is easier done on blueprints
Finished the showcase :D. I basically worked on the map a little, give some sense of exploration. Besides that I made changes to the player camera by adding a camera boom that gives a sort of smoothness to the camera instead of making it too snappy. On top of that I also made a flashlight for the darker portions of the game I also packaged the project and am now shipping it to itch.io
Ships:
Hey Everyone! Dungeon Escape is a sort of showcase project made to showcase a cool dungeon but, more importantly, a gameplay system I’m working on for a rough game I have in mind The movement system is a mix between found footage and smooth horror games like PT (Which it is inspired by) The showcase is done with the help of a cool dungeon map :D If you are interested, please do check it out :3 NOTE: You need a relatively stronger PC since the game is not optimised yet :( Or you can check out the linked YouTube video https://www.youtube.com/watch?v=2ED_53Zj5m8...
|
1793339269.6879358
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1793425669.6879358
|
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47431
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the LAST SIGNAL by @Makkonen | Stardance
|
Makkonen
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1
|
82.0
|
1366
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T09:50:10Z", "hours": 82.0, "multiplier": 16.6, "payout": 1366, "blessing": "neutral", "text": "How to play Go to my itch.io page (the demo link) and download the game, extract the .zip file and launch the file called LAST SIGNAL.EXE If you are on another OS than windows Just go to the GitHub readme and there will be an link to my unity play page. MY CUSTOM SHADER DOESNT WORK IN THE BROWSER SO PLEASE TEST THE ACTUAL VERSION IF YOU CAN! What did i make? I made an horror game in unity from scratch with the following made by me: All of the 3D models All of the scripts Whole storyline Majority of the music All of the scripts What is it about? LASTSIGNAL follows an story of an random guy finding himself inside weird rooms, later he realizes that this is an simulation and he has to find his way out, in the game the objective shifts from just finding an way out, to destroying the simulation and freeing everybody in there. How did i make it? I made the 3D models in blockbench, made scripts in VS code using C# and made the storyline in my head :D Controls In the game you will use your mouse to look around and WASD to move, you can interact with objects by looking at them and pressing E. In the end of the game in the parkour sections you will have to use SHIFT to sprint and SPACE to jump. Secrets and easter eggs I have made paper files all around the game telling the stories of other people in the simulation, i also made easter eggs hinting at stardance and my other projects. Minigames LASTSIGNAL has many minigames like hacking, password remembering and submitting codes.", "repo": "https://github.com/MakkonenHugo/LASTSIGNAL", "demo": "https://hugo-virtanen.itch.io/lastsignal"}]...
|
[{"post_id": 66471, "ts": "202 [{"post_id": 66471, "ts": "2026-09-12T09:49:21Z", "hours": 0.8703, "text": "Last changes before shipping Itch.io and unity play I have made an working itch.io page and an unity play page Small changes I have made small changes all around the game, like in level 2 i added an fade transition when leaving I also made changes to the first room with better dialogue and more interactable stuff. Bug fixes I fixed bugs like in the first parkour section where the teleport back up wasnt working, or when some sounds didnt work in some levels So this is my LAST DEVLOG (pun intended) and thanks to everyone who has been liking my devlogs and stuff!"}, {"post_id": 66048, "ts": "2026-09-11T16:40:58Z", "hours": 8.6517, "text": "Improvements! Sounds Now every time dialogue shows up, an small keyboard soundeffect is played with every character, i think it improves the game alot! Now some objects have interaction sounds, for example, when listening to the radio, you will hear the radios startup beep. Every level has either ambiance sounds or music of some kind! New physical stuff Now, every level has new stuff to interact with or just for show, like: wires, coffee cups, vents, pencils, trash cans! I have also positioned some stuff better, for example in level 2, jeff is now more away from the radio, but still looking at it! Easter eggs and stuff to find I have added “documents” and “logs” about previous subjects all around the game, for example in level 2 there now is an table with some guy called Gary’s note. In level 4 there is an hint to LuckyOS in an paper stack, and in Level 9, you can find an laptop that has an reference to StarDance! Ending changes I made small improvements to the ending scene, like how the fire is and how Jeff appears sometimes. I also now have completely finished the first and second parkour sections!"}, {"post_id": 64923, "ts": "2026-09-09T17:20:23Z", "hours": 8.1214, "text": "Ending! Parkour After level 9 you will get to have some “fun”… Its an PARKOUR SECTION! Actually two of them, in the first one you have to jump to different platforms while an REALLY good breakcore track plays and alarms are yelling, i also added alarm lights so it sets the vibe. In the second section you will have to just run straight and avoid obstacles in the way. Ending In the end you will go into the main server room and open up an… OPERATING SYSTEM! It has currently one app only but i might make it better (or worse). In the OS you will click on an Simulation Manager icon, and it opens an app, where you DELETE the whole simulation. But you realise IT ISNT ENOUGH! So you do the only logical thing… BURN THE WHOLE PLACE DOWN! So after you delete the simulation, you interact with anything in the room (exept the pc) and the scene fades to an burning server room with the pc setup completely in pieces, and even Jeff kinda flickers in the room from time to time! Bad ending So now in level 8 you have another portal, the stay portal! Its only an model right now but i will make it so it will lead to an bad ending. You gettng turned into… JEFF 2! (get it cuz you are Jeff too, but also the second jeff so jeff2) Intro or startup! I added an small animation when you start the game, it first shows my studios logo, and then it does this typewriter effect with. “LASTSIGNAL” “Finding signal…” “SIgnal lost” and then an glitch effect! The whole thing is packed with soundeffects too so it feels nice!"}, {"post_id": 64080, "ts": "2026-09-08T07:21:49Z", "hours": 8.1936, "text": "New levels and effects! Level 7, the CHASE I really dont want to be the guy to spoil anything, but i kinda have to. Level 7 will be an ACTION filled level, it will be really short, around 1 minute, but it will be fun! In the level you will have this GIANT hallway in front of you with GIANT furniture, and then an small table and radio infront of you! When you listen to the radio it will say: “ITS A TRAP! RUN!” And then chase music that I MADE will start playing, and your camera will start to shake violently, your mouse gets locked to an few degrees and these red messages will start showing saying “RUN” “IT’S BEHIND YOU” and so on, right now its so if you dont get out of the level in an generous 50 seconds, the level restarts, no “you died” nothing, just an do it again. Level 8 Level 8 will feature an big gray room, with nothing than an radio, when you listen to the radio the lights dim and your mouse gets locked, music starts playing and the radio starts speaking, this dialouge contains TOO MUCH spoilers, so i will not put it in this devlog, after that you will turn around and walk into an EXIT portal, you get sent straight THROUGH the floor, your vision will pixelate to 16 and 9 pixels (REALLY PIXELATED) and you will get teleported to… the real world! Level 9, the real world In level 9 the first thing you will realize is that this is an office, there are many office desks with computers on them, in the real world there is NO PIXELATION! You will realize that the door is LOCKED! With an same kind of lock than in level 4, but now there aren’t just papers on the ground… There are THE PC’s! You will need to check them for vulnerabilities and HACK them for the door code! (in this level there even is an STARDANCE easter egg :D) Small stuff Password minigame I added an password remembering game to lvl 6! In there the game you will have to look at passwords, remember them, and type them! Right now it serves no purpose but idk i might make it have something after completeon! Minigame visual upgrade! Some people might remember my other project, the hacking panel, so i made the matrix rain feature from there to LASTSIGNAL! Now everytime you are in an minigame, there will be green glowing text in the background!"}, {"post_id": 62911, "ts": "2026-09-06T13:28:14Z", "hours": 9.3292, "text": "New levels! Storyline impact Level 5 will be kind of an “filler level”, it introduses the player to the new objective of the game, destroying the signal world! Thats right, the games objective has switched from just getting out, to putting an stop to this! MASSIVE graphics update! I made an custom shader, to make the game PIXELATED! I know, “so many games are pixelated do something of your own” IM NOT GOOD WITH MODELING, OK!? My models are pretty bad and i dont want it to be the downfall of my game. But thats not really the reason, the reason is, that when an game is pixelated, it looks good if done right, and also when the graphics are bad, the players have to use their imagination, and THAT is the true reason, i want the players to imagine, to theorise what is going on and how everything looks. I also made an crosshair, because my very nice and good playtester @silvonik left some REALLY GOOD feedback and gave me the idea to make an crosshair! Thank you silvonik :D Level 5 In level 5, you spawn into an two section room, in the first section there will be an laptop and the radio, the radio has some interesting dialogue that tells you how to HACK THE SYSTEM until the message cuts off, and another voice comes trough telling you the message cannot be played, the hacking minigame is this pause at the right time type of game, i added some… “interesting” log messages to the screens right, “hugoAPT” comes from “sudoAPT” but sudo is LITERALLY JUST MY NAME. In the second section, theres an actual pc and an monitor, where by pressing E you can actually watch cameras from the levels you have survived. Level 6 THATS RIGHT! Level 6 is already in developement and it will feature… FLICKERING LIGHTS, who doesnt love those? AN HALLUSINATION, of Jeff… You havent seen him in some time? NORMAL MUSIC THAT BECOMES DISTORTED, thats one way to make ambiance… SELF SLAMMING DOORS, wow so spooky! DISTANT SOUNDS, are they there or are you going crazy? MOVING OBJECTS, level 2’s chair is proud! The level itself is just an box and an hallway, lets just say that the hallway leads to some prettyyyy… “Intensive” stuff… MORE SETTINGS! I realized that the settings was looking an little thin… so i got into work and i made more. Headbob toggle, some people might get nauseous or feel discomfort if the camera is shaking all over the place, so you can now toggle it! Crosshair, i added an toggle to the crosshair, because it could ruin the immersion for some people. Sensitivity, this one is kind of self explanatory, every game needs an sensitivity slider."}, {"post_id": 61000, "ts": "2026-09-03T18:13:08Z", "hours": 8.1131, "text": "AHH EVERYTHING IS BREAKING! Bug fixing Soo it has not been rly “sunshines and rainbows” developing LASTSIGNAL so ive spent an long time fixing bugs, here are an few i have fixed: Camera glitching when spawning, radio not working, objects not vanishing, objects not spawning, interacion breaking COMPLETELY, TWO “press E to interact” prompts, “press E to interact” flashing, interaction detector NOT SEEING THE OBJECTS, after interacting some objects you cant do anything anymore. Level 4 developement So now the good stuff, Level 4 is mostly done! (yay) Ill still polish it an little bit but its in good shape! Level 4 is an GIANT in terms of the LORE, it features the radio not working as normal… it wont open the door because the door has an CODE LOCK! You will have to look at manu pieces of paper to find the code and put the code into the number pad next to the door to get out. This levels background music is activated when interacting with an laptop, the laptop has been live streaming for infinite hours? its really clear time works differently here… (go crazy with the theories) The level tells about “subjects” and that there have been many befor you here… Or have there!? Is this just all mind games? Are you actually just sleeping?(ill answer this one: no you are not sleeping it would be so boring if you were) Level 3 changes I have changed the radio messages to imply more of that sweet LORE. The radio goes along the lines of “Do you know that Jeff guy? Hes weird, but hes been here more than you have, more than anyone has, i cant say too much now… Somebody is ALWAYS LISTENING” Wow so lore :O ! Small stuff I have updated the lvl 1 dialogue to again, make more LOREEEEE! And i also added some more credits to the main menu! Nothing much this time!"}, {"post_id": 59087, "ts": "2026-08-31T18:21:29Z", "hours": 5.6414, "text": "Small changes and level 4 development Level 1 update In the last devlog, i promised an level 1 update, so that is what i made, first i modeled an office desk, drawers, and stacks of paper, i put them on the empty side of the room. after that i created two scripts (similar to the chair event) First is an script that makes an object/objects vanish when you are not looking (after listening to dialogue) And the other one does the complete OPPOSITE, it makes an object/objects appear when you are not looking, (you guessed it, after listening to dialogue) So now, when you inspect the office desk, an paper stack appears in front of the door, the paper tells you to look at the desk again, but when you turn around the desk is gone, and when you look back at the paper, its NOT THERE! Level transition rework Before, you just walked into an trigger and it teleported you into the next level, now it does just that but with an cool ANIMATION (so cool) So now loading to the next level, you will have an fade in and out animation! Level 4 Im happy to say, level 4 IS IN DEVELOPEMENT! (hooray, took me long enough) Level 4 is going to be an studio room that gets the player REALLY thinking what is going on… But if that gets you thinking, just WAIT WHAT LEVEL 5 IS GOING TO BE! Plans for the future In the next devlog i think i will add more settings and make the main menu better, maybe ill even add some cheat codes or something in the README… AS ALWAYS STAY TUNED FOR FUTURE STUFF!"}, {"post_id": 58063, "ts": "2026-08-30T12:33:06Z", "hours": 5.5022, "text": "(major) Third level update! Lights out update First off, i updated the lights out mechanic, so now it isnt as snappy and is pretty smooth, the table is where it was before and everything looks nice :D New trigger! Now after the lights go out, you walk to the the door, where its still locked, so you have to go back, but at the door you just walked through an invisible trigger that spawned the radio and an mysterious object…(an sign) when you walk to the other side of the hallway, you see an sign, the sign says “why do you want to leave?” Hmm, who could have put that there… and when you interact with the radio and turn around, THE SIGN IS GONE :O More mysterious stuff After interacting with the radio, you will see more stuff that was not there in the beginning, an cardboard box, and an MICROWAVE? (sorry i ran out of ideas) Just kidding, i chose those two because they are random and get the player to question what is happening, and also to indicate, the mc doesnt feel hunger or thirst, so maybe this is all an dream? Maybe none of this is real? STAY TUNED TO FIND OUT! Lvl 1 styling Im also working on making the first level better, i already modeled an desk and drawers for it so stay tuned… Bug fixes! Yes so game developing isnt all sunshine and rainbows because of THE BUGS! Today i fixed an bug where the camera would randomly just tweak out and move on its own, and i also fixed an bug with the interaction detector where the text would just start flashing REALLY fast and it REALLY got on my nerves but they are fixed now!"}, {"post_id": 57335, "ts": "2026-08-29T13:36:10Z", "hours": 8.1325, "text": "BIG changes and lvl3 test version Changes to looking around For an long time i was trying to make an little change how looking around feels, by making the look speed accelerate and decelerate when moving the mouse, but that made an very big problem, the camera would just snap around when looking at an interractable object, so i tried to fix it numerous times but with no luck, but FINALLY after 2 days of bug fixing i finally got it to work and the game feels smooth to play! Camera overlay Now, because of the looking around effect(idk what to call it sry :D ) looking around feels kind of heavy, so i thought that it could be that the mc would be holding an camera! So thats what i did, the camera has an battery indicator and then the cool part, the time recorded is ACTUALLY the time the scene has been loaded! Level 3 Level 3 now has an event called lights out event, “what does it do?” well when you are close to the door, suddenly the lights go out and when they come back, the door is suddenly farther away. It works using an empty game object that i put my script in and made it an trigger, when the lights are out you get teleported to an different hallway that is identical to the first one exept its bigger, so it creates the illusion that the hallway has stretched."}, {"post_id": 55102, "ts": "2026-08-26T15:39:45Z", "hours": 5.5144, "text": "This is another big devlog First off, i added an pausemenu where right now you can only exit the game, resume, and adjust your settings. The “settings” is only the games volume right now but there will be more once i just think about what… Another big thing is the main menu I added an mainmenu that shows up when you start the game where you can “continue” (right now just start from lvl 1 bc the game has no checkpoints but i will add them later) tweak the settings, quit the game and wiew the credits, there currently is no settings or credits but i will add them an little bit later. The design for the settings and menu Both the settings and mainmenu have this starry live wallpaper feel and if you look closely, you might see an shootting star… I also added an glitch hover effect to the buttons because it fits the weird theme of the game. (every buttons effect is different) And i also started working on lvl3 its an hallway that doesnt behave like an normal hallway… But there really isnt much there so you will hear more about lvl3 in the next devlog :O (i also just now discovered headings so thats nice)"}, {"post_id": 53224, "ts": "2026-08-23T17:45:03Z", "hours": 3.3136, "text": "Alright, things just got interesting… First off i added an walking sound effect so now when you are walking in lvl2 you will be rustling the grass below you, and it also depends what sound it is on what surface you are walking on (GTA 6 has some competition am i right) And then i spent TOO LONG on making this headbob feature so now when you are walking your head will bounce up and down! And then i added this weird chair that moves after you inspect it and look away! And i made some bug fixes like how the interaction box was too small for some reason and also i made some little changes like wich way the door opens and stuff. :O"}, {"post_id": 51628, "ts": "2026-08-21T12:28:14Z", "hours": 6.0508, "text": "Alright this is an pretty big devlog. Well first, i added an door opening feature, where after the radio event, you can interract with the door and open it! I also made some small bug fixes like the camera snapping into somewhere else when you tried to interract. And now is the interesting part, i made an second levelm, but first, how do you get into the second level? Well after opening the door in lvl 1 you jump into the void and pass 3 triggers, first one plays an swoosh sound effect, second puts an picture where i drew LASTSIGNAL, and the third teleports you to the second room. Now, the second room is not an room at all, it is an grassy field with an bed in the middle, an house, and ofc Jeff and the radio, the gameplay is: spawn, look around, inspect stuff, find Jeff and the radio, get scared bc of jeff(probably just me), listen to what the radio has to say(actual lore now), open the door and get out of there. The level is focused around dreamcore and liminal spaces so it ofc has some lil creepy but calming music too!"}, {"post_id": 47959, "ts": "2026-08-16T07:29:31Z", "hours": 1.2506, "text": "so we now got alot of stuff so first i remodeled jeff and made him tall so now hes kinda scary, and going with the scary theme i also made the room pretty dark and added some fog, i put an light source on the table so players wouldnt have problems using the radio. The first room is purposelly small not much to do but now im making the second room/level, im thinking ill make it this low poly grass field kinda like an liminal space or something.AND i also added an ambiance soundtrack that (sadly) isnt self made but if i find some good free software i will make everything myself"}, {"post_id": 47334, "ts": "2026-08-15T06:45:18Z", "hours": 1.9967, "text": "Alright, big game update, i added an door to the room(3D modeled myself) and added that guy whos name is jeff(also modeled) and an table and an radio ontop of the table(also modeled) and then made an system where when you are close enough and looking at something you can press E and inspect it, i will probably add an inspection to everything bc its so easy to do! And i added an little gameplay too, first you spawn in, inspect jeff, the table and then you inspect the radio, first it says the radio isnt plugged in but then an voice comes through, jeff is gone, and the door is open. Pretty nice :O"}, {"post_id": 46472, "ts": "2026-08-13T18:26:56Z", "hours": 1.6111, "text": "I 3D modeled (Myself) an little test room and wrote “LAB” in it so i could test my scripts, but as you can see, its just an gray box. I think even though this is just an test room, it will be seen in the game at some point for the weird feeling. And then i added two C# scripts, one for walking around and the other one for looking around. I also made an little soundtrack for the game but it doesnt show in the time. I will make an actual map and something more tomorrow :O and also if you have any ideas let me know!"}]...
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Title: the LAST SIGNAL by @Makkonen | Stardance
D Title: the LAST SIGNAL by @Makkonen | Stardance
Devlogs:
I 3D modeled (Myself) an little test room and wrote “LAB” in it so i could test my scripts, but as you can see, its just an gray box. I think even though this is just an test room, it will be seen in the game at some point for the weird feeling. And then i added two C# scripts, one for walking around and the other one for looking around. I also made an little soundtrack for the game but it doesnt show in the time. I will make an actual map and something more tomorrow :O and also if you have any ideas let me know!
Alright, big game update, i added an door to the room(3D modeled myself) and added that guy whos name is jeff(also modeled) and an table and an radio ontop of the table(also modeled) and then made an system where when you are close enough and looking at something you can press E and inspect it, i will probably add an inspection to everything bc its so easy to do! And i added an little gameplay too, first you spawn in, inspect jeff, the table and then you inspect the radio, first it says the radio isnt plugged in but then an voice comes through, jeff is gone, and the door is open. Pretty nice :O
so we now got alot of stuff so first i remodeled jeff and made him tall so now hes kinda scary, and going with the scary theme i also made the room pretty dark and added some fog, i put an light source on the table so players wouldnt have problems using the radio. The first room is purposelly small not much to do but now im making the second room/level, im thinking ill make it this low poly grass field kinda like an liminal space or something.AND i also added an ambiance soundtrack that (sadly) isnt self made but if i find some good free software i will make everything myself
Alright this is an pretty big devlog. Well first, i added an door opening feature, where after the radio event, you can interract with the door and open it! I also made some small bug fixes like the camera snapping into somewhere else when you tried to interract. And now is the interesting part, i made an second levelm, but first, how do you get into the second level? Well after opening the door in lvl 1 you jump into the void and pass 3 triggers, first one plays an swoosh sound effect, second puts an picture where i drew LASTSIGNAL, and the third teleports you to the second room. Now, the second room is not an room at all, it is an grassy field with an bed in the middle, an house, and ofc Jeff and the radio, the gameplay is: spawn, look around, inspect stuff, find Jeff and the radio, get scared bc of jeff(probably just me), listen to what the radio has to say(actual lore now), open the door and get out of there. The level is focused around dreamcore and liminal spaces so it ofc has some lil creepy but calming music too!
Alright, things just got interesting… First off i added an walking sound effect so now when you are walking in lvl2 you will be rustling the grass below you, and it also depends what sound it is on what surface you are walking on (GTA 6 has some competition am i right) And then i spent TOO LONG on making this headbob feature so now when you are walking your head will bounce up and down! And then i added this weird chair that moves after you inspect it and look away! And i made some bug fixes like how the interaction box was too small for some reason and also i made some little changes like wich way the door opens and stuff. :O
This is another big devlog First off, i added an pausemenu where right now you can only exit the game, resume, and adjust your settings. The “settings” is only the games volume right now but there will be more once i just think about what… Another big thing is the main menu I added an mainmenu that shows up when you start the game where you can “continue” (right now just start from lvl 1 bc the game has no checkpoints but i will add them later) tweak the settings, quit the game and wiew the credits, there currently is no settings or credits but i will add them an little bit later. The design for the settings and menu Both the settings and mainmenu have this starry live wallpaper feel and if you look closely, you might see an shootting star… I also added an glitch hover effect to the buttons because it fits the weird theme of the game. (every buttons effect is different) And i also started working on lvl3 its an hallway that doesnt behave like an normal hallway… But there really isnt much there so you will hear more about lvl3 in the next devlog :O (i also just now discovered headings so thats nice)
BIG changes and lvl3 test version Changes to looking around For an long time i was trying to make an little change how looking around feels, by making the look speed accelerate and decelerate when moving the mouse, but that made an very big problem, the camera would just snap around when looking at an interractable object, so i tried to fix it numerous times but with no luck, but FINALLY after 2 days of bug fixing i finally got it to work and the game feels smooth to play! Camera overlay Now, because of the looking around effect(idk what to call it sry :D ) looking around feels kind of heavy, so i thought that it could be that the mc would be holding an camera! So thats what i did, the camera has an battery indicator and then the cool part, the time recorded is ACTUALLY the time the scene has been loaded! Level 3 Level 3 now has an event called lights out event, “what does it do?” well when you are close to the door, suddenly the lights go out and when they come back, the door is suddenly farther away. It works using an empty game object that i put my script in and made it an trigger, when the lights are out you get teleported to an different hallway that is identical to the first one exept its bigger, so it creates the illusion that the hallway has stretched.
(major) Third level update! Lights out update First off, i updated the lights out mechanic, so now it isnt as snappy and is pretty smooth, the table is where it was before and everything looks nice :D New trigger! Now after the lights go out, you walk to the the door, where its still locked, so you have to go back, but at the door you just walked through an invisible trigger that spawned the radio and an mysterious object…(an sign) when you walk to the other side of the hallway, you see an sign, the sign says “why do you want to leave?” Hmm, who could have put that there… and when you interact with the radio and turn around, THE SIGN IS GONE :O More mysterious stuff After interacting with the radio, you will see more stuff that was not there in the beginning, an cardboard box, and an MICROWAVE? (sorry i ran out of ideas) Just kidding, i chose those two because they are random and get the player to question what is happening, and also to indicate, the mc doesnt feel hunger or thirst, so maybe this is all an dream? Maybe none of this is real? STAY TUNED TO FIND OUT! Lvl 1 styling Im also working on making the first level better, i already modeled an desk and drawers for it so stay tuned… Bug fixes! Yes so game developing isnt all sunshine and rainbows because of THE BUGS! Today i fixed an bug where the camera would randomly just tweak out and move on its own, and i also fixed an bug with the interaction detector where the text would just start flashing REALLY fast and it REALLY got on my nerves but they are fixed now!
Small changes and level 4 development Level 1 update In the last devlog, i promised an level 1 update, so that is what i made, first i modeled an office desk, drawers, and stacks of paper, i put them on the empty side of the room. after that i created two scripts (similar to the chair event) First is an script that makes an object/objects vanish when you are not looking (after listening to dialogue) And the other one does the complete OPPOSITE, it makes an object/objects appear when you are not looking, (you guessed it, after listening to dialogue) So now, when you inspect the office desk, an paper stack appears in front of the door, the paper tells you to look at the desk again, but when you turn around the desk is gone, and when you look back at the paper, its NOT THERE! Level transition rework Before, you just walked into an trigger and it teleported you into the next level, now it does just that but with an cool ANIMATION (so cool) So now loading to the next level, you will have an fade in and out animation! Level 4 Im happy to say, level 4 IS IN DEVELOPEMENT! (hooray, took me long enough) Level 4 is going to be an studio room that gets the player REALLY thinking what is going on… But if that gets you thinking, just WAIT WHAT LEVEL 5 IS GOING TO BE! Plans for the future In the next devlog i think i will add more settings and make the main menu better, maybe ill even add some cheat codes or something in the README… AS ALWAYS STAY TUNED FOR FUTURE STUFF!
AHH EVERYTHING IS BREAKING! Bug fixing Soo it has not been rly “sunshines and rainbows” developing LASTSIGNAL so ive spent an long time fixing bugs, here are an few i have fixed: Camera glitching when spawning, radio not working, objects not vanishing, objects not spawning, interacion breaking COMPLETELY, TWO “press E to interact” prompts, “press E to interact” flashing, interaction detector NOT SEEING THE OBJECTS, after interacting some objects you cant do anything anymore. Level 4 developement So now the good stuff, Level 4 is mostly done! (yay) Ill still polish it an little bit but its in good shape! Level 4 is an GIANT in terms of the LORE, it features the radio not working as normal… it wont open the door because the door has an CODE LOCK! You will have to look at manu pieces of paper to find the code and put the code into the number pad next to the door to get out. This levels background music is activated when interacting with an laptop, the laptop has been live streaming for infinite hours? its really clear time works differently here… (go crazy with the theories) The level tells about “subjects” and that there have been many befor you here… Or have there!? Is this just all mind games? Are you actually just sleeping?(ill answer this one: no you are not sleeping it would be so boring if you were) Level 3 changes I have changed the radio messages to imply more of that sweet LORE. The radio goes along the lines of “Do you know that Jeff guy? Hes weird, but hes been here more than you have, more than anyone has, i cant say too much now… Somebody is ALWAYS LISTENING” Wow so lore :O ! Small stuff I have updated the lvl 1 dialogue to again, make more LOREEEEE! And i also added some more credits to the main menu! Nothing much this time!
New levels! Storyline impact Level 5 will be kind of an “filler level”, it introduses the player to the new objective of the game, destroying the signal world! Thats right, the games objective has switched from just getting out, to putting an stop to this! MASSIVE graphics update! I made an custom shader, to make the game PIXELATED! I know, “so many games are pixelated do something of your own” IM NOT GOOD WITH MODELING, OK!? My models are pretty bad and i dont want it to be the downfall of my game. But thats not really the reason, the reason is, that when an game is pixelated, it looks good if done right, and also when the graphics are bad, the players have to use their imagination, and THAT is the true reason, i want the players to imagine, to theorise what is going on and how everything looks. I also made an crosshair, because my very nice and good playtester @silvonik left some REALLY GOOD feedback and gave me the idea to make an crosshair! Thank you silvonik :D Level 5 In level 5, you spawn into an two section room, in the first section there will be an laptop and the radio, the radio has some interesting dialogue that tells you how to HACK THE SYSTEM until the message cuts off, and another voice comes trough telling you the message cannot be played, the hacking minigame is this pause at the right time type of game, i added some… “interesting” log messages to the screens right, “hugoAPT” comes from “sudoAPT” but sudo is LITERALLY JUST MY NAME. In the second section, theres an actual pc and an monitor, where by pressing E you can actually watch cameras from the levels you have survived. Level 6 THATS RIGHT! Level 6 is already in developement and it will feature… FLICKERING LIGHTS, who doesnt love those? AN HALLUSINATION, of Jeff… You havent seen him in some time? NORMAL MUSIC THAT BECOMES DISTORTED, thats one way to make ambiance… SELF SLAMMING DOORS, wow so spooky! DISTANT SOUNDS, are they there or are you going crazy? MOVING OBJECTS, level 2’s chair is proud! The level itself is just an box and an hallway, lets just say that the hallway leads to some prettyyyy… “Intensive” stuff… MORE SETTINGS! I realized that the settings was looking an little thin… so i got into work and i made more. Headbob toggle, some people might get nauseous or feel discomfort if the camera is shaking all over the place, so you can now toggle it! Crosshair, i added an toggle to the crosshair, because it could ruin the immersion for some people. Sensitivity, this one is kind of self explanatory, every game needs an sensitivity slider.
New levels and effects! Level 7, the CHASE I really dont want to be the guy to spoil anything, but i kinda have to. Level 7 will be an ACTION filled level, it will be really short, around 1 minute, but it will be fun! In the level you will have this GIANT hallway in front of you with GIANT furniture, and then an small table and radio infront of you! When you listen to the radio it will say: “ITS A TRAP! RUN!” And then chase music that I MADE will start playing, and your camera will start to shake violently, your mouse gets locked to an few degrees and these red messages will start showing saying “RUN” “IT’S BEHIND YOU” and so on, right now its so if you dont get out of the level in an generous 50 seconds, the level restarts, no “you died” nothing, just an do it again. Level 8 Level 8 will feature an big gray room, with nothing than an radio, when you listen to the radio the lights dim and your mouse gets locked, music starts playing and the radio starts speaking, this dialouge contains TOO MUCH spoilers, so i will not put it in this devlog, after that you will turn around and walk into an EXIT portal, you get sent straight THROUGH the floor, your vision will pixelate to 16 and 9 pixels (REALLY PIXELATED) and you will get teleported to… the real world! Level 9, the real world In level 9 the first thing you will realize is that this is an office, there are many office desks with computers on them, in the real world there is NO PIXELATION! You will realize that the door is LOCKED! With an same kind of lock than in level 4, but now there aren’t just papers on the ground… There are THE PC’s! You will need to check them for vulnerabilities and HACK them for the door code! (in this level there even is an STARDANCE easter egg :D) Small stuff Password minigame I added an password remembering game to lvl 6! In there the game you will have to look at passwords, remember them, and type them! Right now it serves no purpose but idk i might make it have something after completeon! Minigame visual upgrade! Some people might remember my other project, the hacking panel, so i made the matrix rain feature from there to LASTSIGNAL! Now everytime you are in an minigame, there will be green glowing text in the background!
Ending! Parkour After level 9 you will get to have some “fun”… Its an PARKOUR SECTION! Actually two of them, in the first one you have to jump to different platforms while an REALLY good breakcore track plays and alarms are yelling, i also added alarm lights so it sets the vibe. In the second section you will have to just run straight and avoid obstacles in the way. Ending In the end you will go into the main server room and open up an… OPERATING SYSTEM! It has currently one app only but i might make it better (or worse). In the OS you will click on an Simulation Manager icon, and it opens an app, where you DELETE the whole simulation. But you realise IT ISNT ENOUGH! So you do the only logical thing… BURN THE WHOLE PLACE DOWN! So after you delete the simulation, you interact with anything in the room (exept the pc) and the scene fades to an burning server room with the pc setup completely in pieces, and even Jeff kinda flickers in the room from time to time! Bad ending So now in level 8 you have another portal, the stay portal! Its only an model right now but i will make it so it will lead to an bad ending. You gettng turned into… JEFF 2! (get it cuz you are Jeff too, but also the second jeff so jeff2) Intro or startup! I added an small animation when you start the game, it first shows my studios logo, and then it does this typewriter effect with. “LASTSIGNAL” “Finding signal…” “SIgnal lost” and then an glitch effect! The whole thing is packed with soundeffects too so it feels nice!
Improvements! Sounds Now every time dialogue shows up, an small keyboard soundeffect is played with every character, i think it improves the game alot! Now some objects have interaction sounds, for example, when listening to the radio, you will hear the radios startup beep. Every level has either ambiance sounds or music of some kind! New physical stuff Now, every level has new stuff to interact with or just for show, like: wires, coffee cups, vents, pencils, trash cans! I have also positioned some stuff better, for example in level 2, jeff is now more away from the radio, but still looking at it! Easter eggs and stuff to find I have added “documents” and “logs” about previous subjects all around the game, for example in level 2 there now is an table with some guy called Gary’s note. In level 4 there is an hint to LuckyOS in an paper stack, and in Level 9, you can find an laptop that has an reference to StarDance! Ending changes I made small improvements to the ending scene, like how the fire is and how Jeff appears sometimes. I also now have completely finished the first and second parkour sections!
Last changes before shipping Itch.io and unity play I have made an working itch.io page and an unity play page Small changes I have made small changes all around the game, like in level 2 i added an fade transition when leaving I also made changes to the first room with better dialogue and more interactable stuff. Bug fixes I fixed bugs like in the first parkour section where the teleport back up wasnt working, or when some sounds didnt work in some levels So this is my LAST DEVLOG (pun intended) and thanks to everyone who has been liking my devlogs and stuff!
Ships:
How to play Go to my itch.io page (the demo link) and download the game, extract the .zip file and launch the file called LAST SIGNAL.EXE If you are on another OS than windows Just go to the GitHub readme and there will be an link to my unity play page. MY CUSTOM SHADER DOESNT WORK IN THE BROWSER SO PLEASE TEST THE ACTUAL VERSION IF YOU CAN! What did i make? I made an horror game in unity from scratch with the following made by me: All of the 3D models All of the scripts Whole storyline Majority of the music All of the scripts What is it about? LASTSIGNAL follows an story of an random guy finding himself inside weird rooms, later he realizes that this is an simulation and he has to find his way out, in the game the objective shifts from just finding an way out, to destroying the simulation and freeing everybody in there. How did i make it? I made the 3D models in blockbench, made scripts in VS code using C# and made the storyline in my head :D Controls In the game you will use your mouse to look around and WASD to move, you can interact with objects by looking at them and pressing E. In the end of the game in the parkour sections you will have to use SHIFT to sprint and SPACE to jump. Secrets and easter eggs I have made paper files all around the game telling the stories of other people in the simulation, i also made easter eggs hinting at stardance and my other projects. Minigames LASTSIGNAL has many minigames like hacking, password remembering and submitting codes....
|
1793339273.6854758
|
1793425673.6854758
|
|
47463
|
SmileyWare by @kira_iovenko | Stardance
|
kira_iovenko
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T23:03:22Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made SmileyWare, a fast-paced game with three different minigames: a platformer, a clicker game, and a maze. The most challenging part was connecting all the minigames and making sure the logic, movement, coordinates, timers, and screens worked together properly. I’m proud that I built the game myself with a little assistance from ChatGPT for debugging issues, created my own sprites and textures, and added my own ideas to the project like moving targets in the clicker game and random star positions in the maze. To test my game, open the demo link and play through the minigames while trying to beat the timer.", "repo": "https://github.com/kira-iovenko/WarioWareGame", "demo": "https://kira-iovenko.github.io/WarioWareGame/"}]...
|
[{"post_id": 63905, "ts": "202 [{"post_id": 63905, "ts": "2026-09-07T22:52:26Z", "hours": 1.7875, "text": "Today, I improved the gameplay and made SmileyWare feel more polished and playful. I fixed the player sprite in the platformer minigame so it faces the direction of movement, added different directions for the top-down character, and made the stars in the clicker minigame move at random speeds and directions. I also updated the winner and death screens to give them more personality."}, {"post_id": 63822, "ts": "2026-09-07T19:54:05Z", "hours": 6.6225, "text": "During last week. I followed the guide to create a platformer minigame and a clicker minigame, then added my own maze minigame. At first, I used default textures and sprites. I connected all the parts of the game, fixed several bugs, and updated the game logic several times to make everything run smoothly. At the end, I created custom textures and sprites in Canva using basic shapes and gradients, and then used my artwork to style all the game scenes."}, {"post_id": 57034, "ts": "2026-08-29T03:21:56Z", "hours": 0.4672, "text": "Today I created the scripts and set up the level scene. It took some time to understand how it works in godot even with all references in the guide, but I managed to get through the steps and it is ready to start building my first minigame next."}, {"post_id": 56389, "ts": "2026-08-28T04:28:05Z", "hours": 0.6444, "text": "Today I started my warioware project in Godot and set up the basic project structure according to guide. I created the title screen with a title and start/settings/quit buttons. I haven’t made my own art yet, so I’m just using the basic visuals for now."}]...
|
Title: SmileyWare by @kira_iovenko | Stardance
De Title: SmileyWare by @kira_iovenko | Stardance
Devlogs:
Today I started my warioware project in Godot and set up the basic project structure according to guide. I created the title screen with a title and start/settings/quit buttons. I haven’t made my own art yet, so I’m just using the basic visuals for now.
Today I created the scripts and set up the level scene. It took some time to understand how it works in godot even with all references in the guide, but I managed to get through the steps and it is ready to start building my first minigame next.
During last week. I followed the guide to create a platformer minigame and a clicker minigame, then added my own maze minigame. At first, I used default textures and sprites. I connected all the parts of the game, fixed several bugs, and updated the game logic several times to make everything run smoothly. At the end, I created custom textures and sprites in Canva using basic shapes and gradients, and then used my artwork to style all the game scenes.
Today, I improved the gameplay and made SmileyWare feel more polished and playful. I fixed the player sprite in the platformer minigame so it faces the direction of movement, added different directions for the top-down character, and made the stars in the clicker minigame move at random speeds and directions. I also updated the winner and death screens to give them more personality.
Ships:
I made SmileyWare, a fast-paced game with three different minigames: a platformer, a clicker game, and a maze. The most challenging part was connecting all the minigames and making sure the logic, movement, coordinates, timers, and screens worked together properly. I’m proud that I built the game myself with a little assistance from ChatGPT for debugging issues, created my own sprites and textures, and added my own ideas to the project like moving targets in the clicker game and random star positions in the maze. To test my game, open the demo link and play through the minigames while trying to beat the timer....
|
1793339310.1794863
|
1793425710.1794863
|
|
47466
|
Guitar Assistant by @stockifab | Stardance
|
stockifab
|
1
|
16.0
|
122
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T14:22:08Z", "hours": 16.0, "multiplier": 6.25, "payout": 122, "blessing": "neutral", "text": "Guitar Assistant Guitar Assistant is an app that shows you where to press down on the guitar to play whatever notes you pick in the staff. The guitar allows you to play the same note at different positions on the fretboard, so there is usually not one correct way of playing a set of notes. Guitar Assistant shows you all possibilities so that you can pick the one you’re most comfortable with. Coming up with an architecture for converting between where the note is on the staff, and where the note can be played on the fretboard was the most challenging part. At first this conversion and the visualisation was tightly coupled (the fretboard component did the conversion). This was 1. unclean and 2. really painful to work with: After refactoring, I ended up with an intermediate format that’s easy to do “musical calculations” with, and a dedicated class for converting that format into another format the fretboard component can easily interpret. I had a lot of fun building this project and am actively using it 🎶", "repo": "https://github.com/stockifab/GuitarAssistant", "demo": "https://stockifab.github.io/GuitarAssistant/"}]...
|
[{"post_id": 55050, "ts": "202 [{"post_id": 55050, "ts": "2026-08-26T14:09:48Z", "hours": 0.8858, "text": "Project Demo, small Fixes & Deployment In order to be ready to ship, I created a demo video using OpenScreen showing how to use the app, I also did some fixes here and there and finally deployed the app to GitHub Pages."}, {"post_id": 54662, "ts": "2026-08-25T18:11:41Z", "hours": 3.3758, "text": "Tuanble Strings & Expandable Fretboard with Dynamic Staff Sizing Users can now set how individual strings are tuned on the fretboard, as changing the tuning is required for some pieces on the guitar. Additionally, players can now choose how many frets they are comfortable using - the staff resizes (more/less staff lines) so that the entire fretboard can be utilised without cluttering the screen with notes you cannot play at the selected fret count."}, {"post_id": 49699, "ts": "2026-08-18T16:24:27Z", "hours": 2.2389, "text": "More Notes and Open Strings Besides updating the layout I “added new notes”. Of course you can have as many as you want, but I wanted to make sure lines outside of the staff become muted, so everything is easier to see. More importantly, open strings are now visualized on the fretboard - previously only notes where guitar players had to press down showed up. The architecture I talked about in previous devlogs worked wonderfully :)"}, {"post_id": 48205, "ts": "2026-08-16T14:33:34Z", "hours": 3.1661, "text": "Colored Notes and Architecture I fixed the architectual issues i wrote about in my previous devlog using a dedicated class for visualization. It uses the builder pattern and should be extendable so that new visualizations on the fretboard can easily be added. Moreover I gave each note its own color, numbered the frets and added little circle markers in the same pattern they appear on a guitar."}, {"post_id": 47447, "ts": "2026-08-15T11:43:37Z", "hours": 2.0481, "text": "Fretboard shows Notes The notes you pick in the staff show up on a guitar fretboard! One thing I learned from this project so far, it is to always make dumb React components: Don’t manage the component’s state internally when it can make sense wanting to access it from the parent component in the future. In my case: The fretboard is a “smart” component and when passed a note it knows and shows all the possible locations to play it - this works for now, but it’s hardly extendable: For a feature I’m planning, the parent component needs to control precisely where to show the dots - which as of now is impossible, because the fretboard only works with notes + it will show all possible locations, not precisely the ones I want to show. To fix this, I will expose a prop that controls not what notes to show, but what frets and strings dots should appear on."}, {"post_id": 47104, "ts": "2026-08-14T19:05:13Z", "hours": 2.0422, "text": "Improved Note Picking and Support for Sharps/Flats I improved the note picking: To prevent notes from overlapping the note now follows the mouse position, users can place notes freely wherever they want. Additionally, I added support for sharp and flat notes, which can be toggled on the left side of the note’s name. It’s a bit quirky as e.g. a sharp F becomes “F#” but a sharp H becomes “C”, not “H#” (thanks music theory!)"}, {"post_id": 46910, "ts": "2026-08-14T13:32:37Z", "hours": 2.5544, "text": "Note Picker First version of the note picker, it will need a re-do to prevent overlapping notes and to support sharps and flats. I also wrote a system that converts into an internal representation from which it’s easy to get the names of the notes and hopefully to locate them on the guitar fretboard."}]...
|
Title: Guitar Assistant by @stockifab | Stardance
Title: Guitar Assistant by @stockifab | Stardance
Devlogs:
Note Picker First version of the note picker, it will need a re-do to prevent overlapping notes and to support sharps and flats. I also wrote a system that converts into an internal representation from which it’s easy to get the names of the notes and hopefully to locate them on the guitar fretboard.
Improved Note Picking and Support for Sharps/Flats I improved the note picking: To prevent notes from overlapping the note now follows the mouse position, users can place notes freely wherever they want. Additionally, I added support for sharp and flat notes, which can be toggled on the left side of the note’s name. It’s a bit quirky as e.g. a sharp F becomes “F#” but a sharp H becomes “C”, not “H#” (thanks music theory!)
Fretboard shows Notes The notes you pick in the staff show up on a guitar fretboard! One thing I learned from this project so far, it is to always make dumb React components: Don’t manage the component’s state internally when it can make sense wanting to access it from the parent component in the future. In my case: The fretboard is a “smart” component and when passed a note it knows and shows all the possible locations to play it - this works for now, but it’s hardly extendable: For a feature I’m planning, the parent component needs to control precisely where to show the dots - which as of now is impossible, because the fretboard only works with notes + it will show all possible locations, not precisely the ones I want to show. To fix this, I will expose a prop that controls not what notes to show, but what frets and strings dots should appear on.
Colored Notes and Architecture I fixed the architectual issues i wrote about in my previous devlog using a dedicated class for visualization. It uses the builder pattern and should be extendable so that new visualizations on the fretboard can easily be added. Moreover I gave each note its own color, numbered the frets and added little circle markers in the same pattern they appear on a guitar.
More Notes and Open Strings Besides updating the layout I “added new notes”. Of course you can have as many as you want, but I wanted to make sure lines outside of the staff become muted, so everything is easier to see. More importantly, open strings are now visualized on the fretboard - previously only notes where guitar players had to press down showed up. The architecture I talked about in previous devlogs worked wonderfully :)
Tuanble Strings & Expandable Fretboard with Dynamic Staff Sizing Users can now set how individual strings are tuned on the fretboard, as changing the tuning is required for some pieces on the guitar. Additionally, players can now choose how many frets they are comfortable using - the staff resizes (more/less staff lines) so that the entire fretboard can be utilised without cluttering the screen with notes you cannot play at the selected fret count.
Project Demo, small Fixes & Deployment In order to be ready to ship, I created a demo video using OpenScreen showing how to use the app, I also did some fixes here and there and finally deployed the app to GitHub Pages.
Ships:
Guitar Assistant Guitar Assistant is an app that shows you where to press down on the guitar to play whatever notes you pick in the staff. The guitar allows you to play the same note at different positions on the fretboard, so there is usually not one correct way of playing a set of notes. Guitar Assistant shows you all possibilities so that you can pick the one you’re most comfortable with. Coming up with an architecture for converting between where the note is on the staff, and where the note can be played on the fretboard was the most challenging part. At first this conversion and the visualisation was tightly coupled (the fretboard component did the conversion). This was 1. unclean and 2. really painful to work with: After refactoring, I ended up with an intermediate format that’s easy to do “musical calculations” with, and a dedicated class for converting that format into another format the fretboard component can easily interpret. I had a lot of fun building this project and am actively using it 🎶...
|
1793332596.161746
|
1793418996.161746
|
|
47476
|
weather-app by @Anishhh | Stardance
|
Anishhh
|
1
|
4.74
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T18:06:11Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a browser-based weather app built with plain HTML, CSS and JavaScript, using the free Open-Meteo API for live weather data. Users can search any city by name or allow browser geolocation to instantly see their local conditions like temp, sky description and wind speed. Once location is allow, the app calculates the closest cities from a curated list using the haversine distance formula and displays them as an animated, scrollable row of clickable chips for quick switching. The UI features a glassmorphic card design, a animated gradient background, and smooth hover and entrance transitions throughout, giving the interface a modern, polished feel despite its lightweight dependency-free codebase.", "repo": "https://github.com/damn-anish/weather-app/", "demo": "https://damn-anish.github.io/weather-app/"}]...
|
[{"post_id": 54655, "ts": "202 [{"post_id": 54655, "ts": "2026-08-25T18:05:33Z", "hours": 0.7419, "text": "Made changes in CSS since they flagged it as AI made, i worked on it and made a better “NON AI LOOKING” view. Hope you find it cool"}, {"post_id": 53236, "ts": "2026-08-23T17:57:20Z", "hours": 1.1889, "text": "hey guys, this is a simple but useful weather app that i made using html, java script and CSS for designs. It uses your current location for your umm weather updates and it also use api. I know it’s not a unique or like extra-ordinary thing but it’s great, hope you like it :D"}, {"post_id": 52933, "ts": "2026-08-23T09:43:32Z", "hours": 2.8181, "text": "Building a weather-app which uses your location and API to get real time weather forecast of your city. i know it’s not a very new or unique thing to build but still i tried to make it more user-friendly by providing the GET YOUR LOCATION button, still it is not a very unique concept yet i tried my best for the appearance hehe, hope you like it :D"}]...
|
Title: weather-app by @Anishhh | Stardance
Devlog Title: weather-app by @Anishhh | Stardance
Devlogs:
Building a weather-app which uses your location and API to get real time weather forecast of your city. i know it’s not a very new or unique thing to build but still i tried to make it more user-friendly by providing the GET YOUR LOCATION button, still it is not a very unique concept yet i tried my best for the appearance hehe, hope you like it :D
hey guys, this is a simple but useful weather app that i made using html, java script and CSS for designs. It uses your current location for your umm weather updates and it also use api. I know it’s not a unique or like extra-ordinary thing but it’s great, hope you like it :D
Made changes in CSS since they flagged it as AI made, i worked on it and made a better “NON AI LOOKING” view. Hope you find it cool
Ships:
This is a browser-based weather app built with plain HTML, CSS and JavaScript, using the free Open-Meteo API for live weather data. Users can search any city by name or allow browser geolocation to instantly see their local conditions like temp, sky description and wind speed. Once location is allow, the app calculates the closest cities from a curated list using the haversine distance formula and displays them as an animated, scrollable row of clickable chips for quick switching. The UI features a glassmorphic card design, a animated gradient background, and smooth hover and entrance transitions throughout, giving the interface a modern, polished feel despite its lightweight dependency-free codebase....
|
1793332602.3236835
|
1793419002.3236835
|
|
47477
|
smart-cache by @yonatamnyuval1 | Stardance
|
yonatamnyuval1
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T16:22:13Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a smart caching library, to use in a larger product I’m developing. Building it was very challenging since I had never really dealt with building cache mechanisms before, and I invested a lot of hours studying beyond just writing code. I think I’m proud that I ended up building it myself instead of using an existing solution just because I was unsure if I could pull it off.", "repo": "https://github.com/yonatamnyuval1-stack/smart-cache", "demo": "https://github.com/yonatamnyuval1-stack/smart-cache/raw/main/releases/smart-cache-demo.exe"}]...
|
[{"post_id": 53880, "ts": "202 [{"post_id": 53880, "ts": "2026-08-24T16:11:30Z", "hours": 1.0517, "text": "Hi! I finished my smart-cache library. I spent the last hour mostly thoroughly reviewing my code and refining small details ahead of a version update on GitHub. The project is officially finalized and ready to ship."}, {"post_id": 50262, "ts": "2026-08-19T12:55:51Z", "hours": 3.0494, "text": "I completed the tests, tested edge cases, and pushed everything to GitHub, so I guess it’s time to ship the project. I’ll check my code one last time and will ship."}, {"post_id": 49490, "ts": "2026-08-18T11:06:38Z", "hours": 7.7294, "text": "I’m working on smart cache library, here my first devlog! I built this library to give myself and other fans of the genre an option to get a smart cache without having to build it themselves."}]...
|
Title: smart-cache by @yonatamnyuval1 | Stardance
Title: smart-cache by @yonatamnyuval1 | Stardance
Devlogs:
I’m working on smart cache library, here my first devlog! I built this library to give myself and other fans of the genre an option to get a smart cache without having to build it themselves.
I completed the tests, tested edge cases, and pushed everything to GitHub, so I guess it’s time to ship the project. I’ll check my code one last time and will ship.
Hi! I finished my smart-cache library. I spent the last hour mostly thoroughly reviewing my code and refining small details ahead of a version update on GitHub. The project is officially finalized and ready to ship.
Ships:
I built a smart caching library, to use in a larger product I’m developing. Building it was very challenging since I had never really dealt with building cache mechanisms before, and I invested a lot of hours studying beyond just writing code. I think I’m proud that I ended up building it myself instead of using an existing solution just because I was unsure if I could pull it off....
|
1793332603.512967
|
1793419003.512967
|
|
47478
|
My own site! by @Asl | Stardance
|
Asl
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T09:12:36Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my own personal website. This is the first time when I created everything all by myself from the scratch. With no help from AI just guide from Stardance and VS. This may be not the best looking web site because I do not really have experience but I will try to fix this problem on my next future projects.", "repo": "https://github.com/maxmudovasilbek65-dot/personal-website", "demo": "https://asilbekwebsite.netlify.app/"}]...
|
[{"post_id": 47376, "ts": "202 [{"post_id": 47376, "ts": "2026-08-15T08:55:45Z", "hours": 0.6631, "text": "This is my first ever website which I created by myself."}]...
|
Title: My own site! by @Asl | Stardance
Devlogs:
Title: My own site! by @Asl | Stardance
Devlogs:
This is my first ever website which I created by myself.
Ships:
This is my own personal website. This is the first time when I created everything all by myself from the scratch. With no help from AI just guide from Stardance and VS. This may be not the best looking web site because I do not really have experience but I will try to fix this problem on my next future projects....
|
1793487238.1264396
|
1793573638.1264396
|
|
47482
|
VisiliaOS by @Turjo0599 | Stardance
|
Turjo0599
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T03:27:28Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a webOS named viliaOS, which is an interactive os built directly on web porgramming languages.", "repo": "https://github.com/Ahetasamul1212/VisiliaOS", "demo": "https://zesty-torte-20a5c3.netlify.app/"}]...
|
[{"post_id": 46855, "ts": "202 [{"post_id": 46855, "ts": "2026-08-14T11:55:01Z", "hours": 0.2567, "text": "Hey, I am building a webOS named VisiliaOS,"}]...
|
Title: VisiliaOS by @Turjo0599 | Stardance
Devlog Title: VisiliaOS by @Turjo0599 | Stardance
Devlogs:
Hey, I am building a webOS named VisiliaOS,
Ships:
I made a webOS named viliaOS, which is an interactive os built directly on web porgramming languages....
|
1793332604.6971018
|
1793419004.6971018
|
|
47485
|
clicker kingdom by @Sepkatt | Stardance
|
Sepkatt
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T20:41:59Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "1. What did I make? I made StarDance. I wanted to make something fun and I worked on getting everything to look and work the way I wanted. 2. What was hard? Some things didn’t work the first time, so I had to try again and fix them. It took some time to get everything right. 3. What am I proud of? I’m proud that I finished it and that I got it to work. I also learned some new things while making it. 4. What should people know about my project? I put time into making StarDance and tried to make it good. It wasn’t always easy, but I’m happy with how it turned out.", "repo": "https://github.com/katarinawattum-lgtm/New-folder", "demo": "https://katarinawattum-lgtm.github.io/New-folder/"}]...
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[{"post_id": 79150, "ts": "202 [{"post_id": 79150, "ts": "2026-10-12T20:28:07Z", "hours": 1.2403, "text": "Just finished a game made with HTML, CSS, and JS."}, {"post_id": 79088, "ts": "2026-10-12T16:58:35Z", "hours": 3.0461, "text": "Clicker Kingdom - Stardance Challenge Progress Update I started building my own browser game called Clicker Kingdom using HTML, CSS, and JavaScript in Visual Studio Code. So far, I have: Created the basic game structure using HTML. Designed the game with CSS, using a dark background, gold colours, and a kingdom theme. Added a gold counter and a button that lets players earn gold by clicking. -Created a shop where players can buy gold workers for 10 gold. Added an automatic gold system where each worker produces 1 gold per second.Implemented a save system using the browser’s local storage, so game progress can be saved and loaded again. My next step is to test that all the features work correctly and continue adding new features to make the game more fun and interactive."}]...
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Title: clicker kingdom by @Sepkatt | Stardance
De Title: clicker kingdom by @Sepkatt | Stardance
Devlogs:
Clicker Kingdom - Stardance Challenge Progress Update I started building my own browser game called Clicker Kingdom using HTML, CSS, and JavaScript in Visual Studio Code. So far, I have: Created the basic game structure using HTML. Designed the game with CSS, using a dark background, gold colours, and a kingdom theme. Added a gold counter and a button that lets players earn gold by clicking. -Created a shop where players can buy gold workers for 10 gold. Added an automatic gold system where each worker produces 1 gold per second.Implemented a save system using the browser’s local storage, so game progress can be saved and loaded again. My next step is to test that all the features work correctly and continue adding new features to make the game more fun and interactive.
Just finished a game made with HTML, CSS, and JS.
Ships:
1. What did I make? I made StarDance. I wanted to make something fun and I worked on getting everything to look and work the way I wanted. 2. What was hard? Some things didn’t work the first time, so I had to try again and fix them. It took some time to get everything right. 3. What am I proud of? I’m proud that I finished it and that I got it to work. I also learned some new things while making it. 4. What should people know about my project? I put time into making StarDance and tried to make it good. It wasn’t always easy, but I’m happy with how it turned out....
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1793354189.3140829
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1793440589.3140829
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47491
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apiKEY by @panda | Stardance
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panda
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1
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0.0
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300
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T19:50:53Z", "hours": 0.0, "multiplier": 5.0, "payout": 300, "blessing": "neutral", "text": "A physical API key password manager that stores your passwords PHYSICALLY, so you never have to trust a cloud service again nor use a pesky server - all local and extremely portable !", "repo": "https://github.com/mail2adnanyazik-bit/apiKEY", "demo": ""}]...
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[{"post_id": 56024, "ts": "202 [{"post_id": 56024, "ts": "2024-07-19T00:00:00Z", "hours": 9.0, "text": "IM A GENIUS !!!!! Today i moved my sorry ass back into the makespace, and burned through another switch before finally doing it ! I figured out that the trick to it is using flux so your solder melts easy, then applying solder to the wire first and then only applying flux on the pad and soldering - it took like two hours and i had to use one of those “helping hands” dr octopus thingys but i was feeling like tony stark the entire time. i failed once, then resoldered and tested with a multimeter, and everything beeped like it was supposed to when i poked it ! So basically i cut 3 female to male wires, and soldered just the female parts bare side on to the switch, and stuck the other side on to some GPIO pins on the ESP, and it worked ! … sometimes - my solder joint on one of the switch pads (the one that triggers when you tilt the switch down) was bad, so i had ta resolder that, but then i was fine. So i got back home after playing a round of cards against humanity (rlly cool btw) and then the fun really began. First thing i did when i got home was flash my new and improved software ! i was extremely surprised when it actually worked ! it was just to test if the switch was working (display would say UP, DOWN, and PRESS when i used the button) After that i got cracking, and implemented a 4-digit pin, and the UI for selecting API keys, since i had done everything else yesterday. After 2 hours of trial and error i got it working ! you are able to scroll through numbers by tilting up and down and you can select by pressing down, and it would move on to the next number If ya select it wrong, then you get with this in all caps if ya get it right, you get greeted by a lovely selection of all your stored credentials : then the next part was the actual typing - this was the hardest part. you see, i had initially thought i can just simulate how a usb keyboard or one with a dongle types, but nooo it can never be that easy can it ? well it can’t, cause the esp32 c3 supermini doesn’t have that capability - while it can type, it can only do that over bluetooth, which is rather annoying, but not make or break for the project. So now the esp autoconnects to the laptop via bluetooth and can type in passwords without actually being connected to the laptop - which opens up new possibilites (or old ones cause id thought of this b4 lmao. just ignore, it adds more drama and plot to the journal). Ya see, now the device is basically entirely wireless, except that it needs a pwr source - and you know what a portable power source is ? a power bank - wait what ? no that would be way too bulky - i mean a battery. Thats thoughts for later tho. I lost the plot a bit. where was I ? Oh yeah, the typing. Ok, so after finishing the bluetooth typing program even though my device thought it was typing, nothing showed up on my laptop. that wasn’t good. So i had ta tweak my script a bunch to find out where the problem was, just to find out that the problem couldn’t be with my code. So it had to be with my laptop. So i had to do a LOT of research (and deepseek pestering) to find the most obvious culprit : MacOS being paranoid. Ya see, macos needs some stupid bullshit security stuff that aint important at all. Since i was not a fan of that, i basically just asked opencode to “make code work, make code faster”. So it optimized and fixed my code to be all cushy with macos again. then i clicked on one of the test api keys, and it worked ! but it didn’t enter the last letter …. Ugh. So i went back in the code, made a number 1 higher, and also made it press enter at the end, and it works !!!!! I CANNOT BELIEVE IT ! IM done ! Ok, not quite. I still have to decide if im adding a battery, and i gotta go back to the makespace, glue this shit together (so it doesnt rip off again when i move it) and then make a nice lil case [Entry truncated]"}, {"post_id": 55994, "ts": "2024-07-19T00:00:00Z", "hours": 9.0, "text": "IM A GENIUS !!!!! Today i moved my sorry ass back into the makespace, and burned through another switch before finally doing it ! I figured out that the trick to it is using flux so your solder melts easy, then applying solder to the wire first and then only applying flux on the pad and soldering - it took like two hours and i had to use one of those “helping hands” dr octopus thingys but i was feeling like tony stark the entire time. i failed once, then resoldered and tested with a multimeter, and everything beeped like it was supposed to when i poked it ! So basically i cut 3 female to male wires, and soldered just the female parts bare side on to the switch, and stuck the other side on to some GPIO pins on the ESP, and it worked ! … sometimes - my solder joint on one of the switch pads (the one that triggers when you tilt the switch down) was bad, so i had ta resolder that, but then i was fine. So i got back home after playing a round of cards against humanity (rlly cool btw) and then the fun really began. First thing i did when i got home was flash my new and improved software ! i was extremely surprised when it actually worked ! it was just to test if the switch was working (display would say UP, DOWN, and PRESS when i used the button) After that i got cracking, and implemented a 4-digit pin, and the UI for selecting API keys, since i had done everything else yesterday. After 2 hours of trial and error i got it working ! you are able to scroll through numbers by tilting up and down and you can select by pressing down, and it would move on to the next number If ya select it wrong, then you get with this in all caps if ya get it right, you get greeted by a lovely selection of all your stored credentials : then the next part was the actual typing - this was the hardest part. you see, i had initially thought i can just simulate how a usb keyboard or one with a dongle types, but nooo it can never be that easy can it ? well it can’t, cause the esp32 c3 supermini doesn’t have that capability - while it can type, it can only do that over bluetooth, which is rather annoying, but not make or break for the project. So now the esp autoconnects to the laptop via bluetooth and can type in passwords without actually being connected to the laptop - which opens up new possibilites (or old ones cause id thought of this b4 lmao. just ignore, it adds more drama and plot to the journal). Ya see, now the device is basically entirely wireless, except that it needs a pwr source - and you know what a portable power source is ? a power bank - wait what ? no that would be way too bulky - i mean a battery. Thats thoughts for later tho. I lost the plot a bit. where was I ? Oh yeah, the typing. Ok, so after finishing the bluetooth typing program even though my device thought it was typing, nothing showed up on my laptop. that wasn’t good. So i had ta tweak my script a bunch to find out where the problem was, just to find out that the problem couldn’t be with my code. So it had to be with my laptop. So i had to do a LOT of research (and deepseek pestering) to find the most obvious culprit : MacOS being paranoid. Ya see, macos needs some stupid bullshit security stuff that aint important at all. Since i was not a fan of that, i basically just asked opencode to “make code work, make code faster”. So it optimized and fixed my code to be all cushy with macos again. then i clicked on one of the test api keys, and it worked ! but it didn’t enter the last letter …. Ugh. So i went back in the code, made a number 1 higher, and also made it press enter at the end, and it works !!!!! I CANNOT BELIEVE IT ! IM done ! Ok, not quite. I still have to decide if im adding a battery, and i gotta go back to the makespace, glue this shit together (so it doesnt rip off again when i move it) and then make a nice lil case [Entry truncated]"}, {"post_id": 56023, "ts": "2024-07-18T00:00:00Z", "hours": 6.0, "text": "Yeah, i fcked up big time. I first tried soldering the ESP32 c3 supermini to the display - this was damn hard. I first took a thick ass cable that kept touching the other pins on the supermini, but still pressed through - and well, it didn’t work. It took like an hour to solder the shit on, and it was damn hard cause the space between the pins was tiny and i have next to no experience with soldering, but i pressed through, and it ended up not working. So i removed all the wires again, used thinner wires, and then it didn’t work AGAIN cause some of the non covered parts of the wires were exposed. UGHHH right ? Then i tried again, and also put some solder on the wire so that it sticks and doesn’t like wierdly frizzle, then soldered everything again and then put like a TON of tape on it for insulation, then decided it was too much tape and took it off. Anyway, that finally worked, so tadaa ! then came the horrible part : the damn switches. You see, these damn switches use SMD. Thats bad enough. Then THEY HAVE THE AUDACITY TO F$#@!ng MELT WHEN YOU try and solder something on the pad - i mean it literally. The damn thing would honest to god literally damn melt when i tried to solder wires on it. And as if that aint bad enough it also has balls enough to literally lose its PADS - the literally just come off, and then theres nothing to attach the damn wires to ! Needless to say, i burnt, melted, snapped andraged through 4 switches - and it wasn’t just my fault either : Sure, the first time i was careless, but the second time i took as much care as a literal surgeon doing brain surgery, and the pad still snapped of and left me fuming. Then i gave it to my friend whos been soldering for literal years - and he fucked up twice too. So yea, whoever made these switches, FUDGE them. (mom, if you read this, i really tried, i really did) I pretty much spent the entire day at the makespace, and i made barely any progress. Btw i managed to melt an esp by going too close to it with a hot air solder gun, and i also managed to melt my display. Today was pretty much a waste."}, {"post_id": 55993, "ts": "2024-07-18T00:00:00Z", "hours": 6.0, "text": "Yeah, i fcked up big time. I first tried soldering the ESP32 c3 supermini to the display - this was damn hard. I first took a thick ass cable that kept touching the other pins on the supermini, but still pressed through - and well, it didn’t work. It took like an hour to solder the shit on, and it was damn hard cause the space between the pins was tiny and i have next to no experience with soldering, but i pressed through, and it ended up not working. So i removed all the wires again, used thinner wires, and then it didn’t work AGAIN cause some of the non covered parts of the wires were exposed. UGHHH right ? Then i tried again, and also put some solder on the wire so that it sticks and doesn’t like wierdly frizzle, then soldered everything again and then put like a TON of tape on it for insulation, then decided it was too much tape and took it off. Anyway, that finally worked, so tadaa ! then came the horrible part : the damn switches. You see, these damn switches use SMD. Thats bad enough. Then THEY HAVE THE AUDACITY TO F$#@!ng MELT WHEN YOU try and solder something on the pad - i mean it literally. The damn thing would honest to god literally damn melt when i tried to solder wires on it. And as if that aint bad enough it also has balls enough to literally lose its PADS - the literally just come off, and then theres nothing to attach the damn wires to ! Needless to say, i burnt, melted, snapped andraged through 4 switches - and it wasn’t just my fault either : Sure, the first time i was careless, but the second time i took as much care as a literal surgeon doing brain surgery, and the pad still snapped of and left me fuming. Then i gave it to my friend whos been soldering for literal years - and he fucked up twice too. So yea, whoever made these switches, FUDGE them. (mom, if you read this, i really tried, i really did) I pretty much spent the entire day at the makespace, and i made barely any progress. Btw i managed to melt an esp by going too close to it with a hot air solder gun, and i also managed to melt my display. Today was pretty much a waste."}, {"post_id": 56022, "ts": "2024-07-17T00:00:00Z", "hours": 7.0, "text": "ok, i pretty much got everything workin except the switch - ill go from good to bad, alright ? so now my login page fully works and can be deployed by the ESP32 (its in the flash), and also storing API keys - im using something called LittleFS to store them even when there is no power Basically this is the boot sequence : Boot sequence (main.cpp) Serial + OLED init — boots and shows “booting…” LittleFS init — mounts the flash filesystem where the vault file lives WiFi starts immediately — creates the ApiKEY access point at 192.168.4.1. Web server starts serving the login page. Works before any PIN is entered. Vault check — opens /vault.dat, reads the 4-byte magic number APIK to see if a vault exists If no vault (first boot): waits for you to create a PIN via serial (or buttons once wired). Creates an empty vault, encrypts it, saves it to flash. If vault exists: waits for PIN via serial (or you can just use the web UI instead) Loads vault — tries to decrypt with the entered PIN BLE keyboard starts — advertises itself as “ApiKEY” bluetooth keyboard WiFi / Web UI (web.cpp) The ESP32 is a WiFi access point — your phone connects directly to it, no router needed. SSID: ApiKEY, password: apikey123 Serves a dark-themed web page at 192.168.4.1 Login page → enter PIN → Manage page → add/delete/view keys The key change we just made: the web login actually tries to decrypt the vault with whatever PIN you type (handleLogin calls loadVault). So the web UI works independently — you don’t need to enter the PIN on serial first. If the decryption succeeds, it sets authenticated = true and stores the PIN for later re-encryption. And for once, everything works like its supposed to ( please don’t let thisn be a jinx ) - I know right ? it has to be a miracle ! Now comes the bad part. So after i was done with all this, i started on tryna add the switch. I luckily had brought 2 from xHain, but i unfortunatelty did NOT know how they worked. Luckily i had a Multimeter, and unfaltering determination (for now) I basically started poking the pins until something went beep, then tried angling and pressing the switch, while still hunting beeps. Let me tell you, this was grueling - i only got 2 hands, and i had to hold : multimeter red needle on to a tiny pin multimeter black needle on to an even smaller pin sob the switch thats smaller than my fingernail so that it stops wiggling and turning the actual switch part thats smaller than idk i dont gotta comparison here - and i gotta angle it without turning the whole switche Man, i wish i had 5 hands. Evolutions such a bitch, why not let us all have 6 hands with 10 fingers ? Anyway, even after doing all that and poking every single pin or pad or anything even remotely shiny on the switch with the pin i finally moved on to the second switch and it beeped first try. FIRST TRY . turns out my first switch was broken, and the second wasn’t. Yeah. It probably died of agressive poking. Anyway, i then was ready to connect the switch, but guess what ? i ran out of solder, and the damn thing uses SMD pads. And for some damn reason i dont got a hot glue gun. sigh you’ve gotta be kidding me. Im gonna go to the makespace tmrw, and then solder it on SOOOO .. im basically done with everything except adding the switch, testing my keyboard, and making a case for it ! Now the next thing to decide is if im making the thing wireless - its really not that hard, the ESP does all the actual hard stuff for me - all i would have to do is add a power source. I still want to keep it low profile tho, since this is gonna go on my keyring - we’ll see."}, {"post_id": 55992, "ts": "2024-07-17T00:00:00Z", "hours": 7.0, "text": "ok, i pretty much got everything workin except the switch - ill go from good to bad, alright ? so now my login page fully works and can be deployed by the ESP32 (its in the flash), and also storing API keys - im using something called LittleFS to store them even when there is no power Basically this is the boot sequence : Boot sequence (main.cpp) Serial + OLED init — boots and shows “booting…” LittleFS init — mounts the flash filesystem where the vault file lives WiFi starts immediately — creates the ApiKEY access point at 192.168.4.1. Web server starts serving the login page. Works before any PIN is entered. Vault check — opens /vault.dat, reads the 4-byte magic number APIK to see if a vault exists If no vault (first boot): waits for you to create a PIN via serial (or buttons once wired). Creates an empty vault, encrypts it, saves it to flash. If vault exists: waits for PIN via serial (or you can just use the web UI instead) Loads vault — tries to decrypt with the entered PIN BLE keyboard starts — advertises itself as “ApiKEY” bluetooth keyboard WiFi / Web UI (web.cpp) The ESP32 is a WiFi access point — your phone connects directly to it, no router needed. SSID: ApiKEY, password: apikey123 Serves a dark-themed web page at 192.168.4.1 Login page → enter PIN → Manage page → add/delete/view keys The key change we just made: the web login actually tries to decrypt the vault with whatever PIN you type (handleLogin calls loadVault). So the web UI works independently — you don’t need to enter the PIN on serial first. If the decryption succeeds, it sets authenticated = true and stores the PIN for later re-encryption. And for once, everything works like its supposed to ( please don’t let thisn be a jinx ) - I know right ? it has to be a miracle ! Now comes the bad part. So after i was done with all this, i started on tryna add the switch. I luckily had brought 2 from xHain, but i unfortunatelty did NOT know how they worked. Luckily i had a Multimeter, and unfaltering determination (for now) I basically started poking the pins until something went beep, then tried angling and pressing the switch, while still hunting beeps. Let me tell you, this was grueling - i only got 2 hands, and i had to hold : multimeter red needle on to a tiny pin multimeter black needle on to an even smaller pin sob the switch thats smaller than my fingernail so that it stops wiggling and turning the actual switch part thats smaller than idk i dont gotta comparison here - and i gotta angle it without turning the whole switche Man, i wish i had 5 hands. Evolutions such a bitch, why not let us all have 6 hands with 10 fingers ? Anyway, even after doing all that and poking every single pin or pad or anything even remotely shiny on the switch with the pin i finally moved on to the second switch and it beeped first try. FIRST TRY . turns out my first switch was broken, and the second wasn’t. Yeah. It probably died of agressive poking. Anyway, i then was ready to connect the switch, but guess what ? i ran out of solder, and the damn thing uses SMD pads. And for some damn reason i dont got a hot glue gun. sigh you’ve gotta be kidding me. Im gonna go to the makespace tmrw, and then solder it on SOOOO .. im basically done with everything except adding the switch, testing my keyboard, and making a case for it ! Now the next thing to decide is if im making the thing wireless - its really not that hard, the ESP does all the actual hard stuff for me - all i would have to do is add a power source. I still want to keep it low profile tho, since this is gonna go on my keyring - we’ll see."}, {"post_id": 55991, "ts": "2024-07-16T00:00:00Z", "hours": 6.0, "text": "Alright, so today i was able to pick up the switch, but before i add it i want the core mechanics working first. First thing i had ta do was figure out how to store the API keys, and how to add and remove em. I already had an idea going since the start, and thats also one of the reasons i used an ESP32 - you see the ESP has Bluetooth and WiFi. That means it can fetch stuff from the internet. So my first idea for adding/removing API keys was this : The ESP32 fetches data from the API of a pwd manager app - so the flow for adding and removing passwords and API keys is just to add them to your password manager - simple right ? answer is no, as most of these API’s arent well documented and would add unnecessary complexity, and the device wouldn’t work if im not at home, as it would need WiFi to fetch stuff. Then i thought maybe i could just directly flash the Keys, but i scrapped that pretty quickly cause then id have ta open an IDE, manually change code, etc. Also it would have to be plugged into my laptop, even though i wanted to keep the possibility of turning the entire thing bluetooth alive. The idea that finally clicked needed a bit of research : You see, i was scrolling youtube and saw one of those “top 3 things to use an ESP for” videos, and watched till the end - and the first thing the dude showed was that an ESP can actually broadcast its OWN WiFI that can host webpages. I mean how cool is that ? So i got my ESP to broadcast a network called APIKey. Then with a bit of help from opencode, i was able to code a nice frontend to just add/remove passwords. Then i decided i also wanted to implement a pin, so noone can get their grubby lil fingers on py passwords. So i added that to my website, and i will later add that to the physical key too - ill enter the pin by using the 2 way switch to select numbers from 0 - 9. Now your probably wondering how ta open the website, and thats the simplest part - its literally just hosted locally on the ESP, so ya just enter http://192.168.4.1 and tadaaaa : for now the wifi password is literally apikey123 and the pin is a symbolic 1 2 3 4 Thats it for today, but on a side note, i picked up the switch and will add it tmrw :D"}, {"post_id": 56020, "ts": "2024-07-16T00:00:00Z", "hours": 2.0, "text": "I saw one of these at my makespace ( i know your jealous ) but forgot to take a irl pic, found it online tho i think this is good, i might change later tho This can be pushed forward, back, and pressed down, so its great for selecting stuff After that i just worked on connecting the display - i followed the tutorial at https://www.instructables.com/Arduino-and-the-SSD1306-OLED-I2C-128x64-Display/ , but the Arduino IDE was being a bish, and the I2C scanner wasn’t working - there were 2 reasons : First, I had the wrong I2C scanning program twice (it wasn’t compatible with ESP32, it was only meant for arduino) Second, there is a tiny difference in some displays - most use 0x3C with SA0 pin pulled low, but some use 0x3D with SA0 pin pulled high, whatever the hell that means. Third, and i saved the best for last, i was giving it 3.3V which should have worked, but again, it was a should . So i switched to +5V VDD, and it started up ! I just wanted to test the display was working, but it turned into a real marathon. Anyway, i wasn’t sure if i had space for Hello World, so heres just a hello : Also, im realizing now, i definetely have space for that, since there are two rows for text. lmao. Anyway, im signing off today, and i’ll be back tmrw, because first its late now, and also i forgot to take the lil switch with me, so tomorrow i gotta go pick it up from xHain (my makespace even has a cool name :P)"}, {"post_id": 56021, "ts": "2024-07-16T00:00:00Z", "hours": 6.0, "text": "Alright, so today i was able to pick up the switch, but before i add it i want the core mechanics working first. First thing i had ta do was figure out how to store the API keys, and how to add and remove em. I already had an idea going since the start, and thats also one of the reasons i used an ESP32 - you see the ESP has Bluetooth and WiFi. That means it can fetch stuff from the internet. So my first idea for adding/removing API keys was this : The ESP32 fetches data from the API of a pwd manager app - so the flow for adding and removing passwords and API keys is just to add them to your password manager - simple right ? answer is no, as most of these API’s arent well documented and would add unnecessary complexity, and the device wouldn’t work if im not at home, as it would need WiFi to fetch stuff. Then i thought maybe i could just directly flash the Keys, but i scrapped that pretty quickly cause then id have ta open an IDE, manually change code, etc. Also it would have to be plugged into my laptop, even though i wanted to keep the possibility of turning the entire thing bluetooth alive. The idea that finally clicked needed a bit of research : You see, i was scrolling youtube and saw one of those “top 3 things to use an ESP for” videos, and watched till the end - and the first thing the dude showed was that an ESP can actually broadcast its OWN WiFI that can host webpages. I mean how cool is that ? So i got my ESP to broadcast a network called APIKey. Then with a bit of help from opencode, i was able to code a nice frontend to just add/remove passwords. Then i decided i also wanted to implement a pin, so noone can get their grubby lil fingers on py passwords. So i added that to my website, and i will later add that to the physical key too - ill enter the pin by using the 2 way switch to select numbers from 0 - 9. Now your probably wondering how ta open the website, and thats the simplest part - its literally just hosted locally on the ESP, so ya just enter http://192.168.4.1 and tadaaaa : for now the wifi password is literally apikey123 and the pin is a symbolic 1 2 3 4 Thats it for today, but on a side note, i picked up the switch and will add it tmrw :D"}, {"post_id": 55990, "ts": "2024-07-16T00:00:00Z", "hours": 2.0, "text": "I saw one of these at my makespace ( i know your jealous ) but forgot to take a irl pic, found it online tho i think this is good, i might change later tho This can be pushed forward, back, and pressed down, so its great for selecting stuff After that i just worked on connecting the display - i followed the tutorial at https://www.instructables.com/Arduino-and-the-SSD1306-OLED-I2C-128x64-Display/ , but the Arduino IDE was being a bish, and the I2C scanner wasn’t working - there were 2 reasons : First, I had the wrong I2C scanning program twice (it wasn’t compatible with ESP32, it was only meant for arduino) Second, there is a tiny difference in some displays - most use 0x3C with SA0 pin pulled low, but some use 0x3D with SA0 pin pulled high, whatever the hell that means. Third, and i saved the best for last, i was giving it 3.3V which should have worked, but again, it was a should . So i switched to +5V VDD, and it started up ! I just wanted to test the display was working, but it turned into a real marathon. Anyway, i wasn’t sure if i had space for Hello World, so heres just a hello : Also, im realizing now, i definetely have space for that, since there are two rows for text. lmao. Anyway, im signing off today, and i’ll be back tmrw, because first its late now, and also i forgot to take the lil switch with me, so tomorrow i gotta go pick it up from xHain (my makespace even has a cool name :P)"}]...
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Title: apiKEY by @panda | Stardance
Devlogs:
I sa Title: apiKEY by @panda | Stardance
Devlogs:
I saw one of these at my makespace ( i know your jealous ) but forgot to take a irl pic, found it online tho i think this is good, i might change later tho This can be pushed forward, back, and pressed down, so its great for selecting stuff After that i just worked on connecting the display - i followed the tutorial at https://www.instructables.com/Arduino-and-the-SSD1306-OLED-I2C-128x64-Display/ , but the Arduino IDE was being a bish, and the I2C scanner wasn’t working - there were 2 reasons : First, I had the wrong I2C scanning program twice (it wasn’t compatible with ESP32, it was only meant for arduino) Second, there is a tiny difference in some displays - most use 0x3C with SA0 pin pulled low, but some use 0x3D with SA0 pin pulled high, whatever the hell that means. Third, and i saved the best for last, i was giving it 3.3V which should have worked, but again, it was a should . So i switched to +5V VDD, and it started up ! I just wanted to test the display was working, but it turned into a real marathon. Anyway, i wasn’t sure if i had space for Hello World, so heres just a hello : Also, im realizing now, i definetely have space for that, since there are two rows for text. lmao. Anyway, im signing off today, and i’ll be back tmrw, because first its late now, and also i forgot to take the lil switch with me, so tomorrow i gotta go pick it up from xHain (my makespace even has a cool name :P)
Alright, so today i was able to pick up the switch, but before i add it i want the core mechanics working first. First thing i had ta do was figure out how to store the API keys, and how to add and remove em. I already had an idea going since the start, and thats also one of the reasons i used an ESP32 - you see the ESP has Bluetooth and WiFi. That means it can fetch stuff from the internet. So my first idea for adding/removing API keys was this : The ESP32 fetches data from the API of a pwd manager app - so the flow for adding and removing passwords and API keys is just to add them to your password manager - simple right ? answer is no, as most of these API’s arent well documented and would add unnecessary complexity, and the device wouldn’t work if im not at home, as it would need WiFi to fetch stuff. Then i thought maybe i could just directly flash the Keys, but i scrapped that pretty quickly cause then id have ta open an IDE, manually change code, etc. Also it would have to be plugged into my laptop, even though i wanted to keep the possibility of turning the entire thing bluetooth alive. The idea that finally clicked needed a bit of research : You see, i was scrolling youtube and saw one of those “top 3 things to use an ESP for” videos, and watched till the end - and the first thing the dude showed was that an ESP can actually broadcast its OWN WiFI that can host webpages. I mean how cool is that ? So i got my ESP to broadcast a network called APIKey. Then with a bit of help from opencode, i was able to code a nice frontend to just add/remove passwords. Then i decided i also wanted to implement a pin, so noone can get their grubby lil fingers on py passwords. So i added that to my website, and i will later add that to the physical key too - ill enter the pin by using the 2 way switch to select numbers from 0 - 9. Now your probably wondering how ta open the website, and thats the simplest part - its literally just hosted locally on the ESP, so ya just enter http://192.168.4.1 and tadaaaa : for now the wifi password is literally apikey123 and the pin is a symbolic 1 2 3 4 Thats it for today, but on a side note, i picked up the switch and will add it tmrw :D
I saw one of these at my makespace ( i know your jealous ) but forgot to take a irl pic, found it online tho i think this is good, i might change later tho This can be pushed forward, back, and pressed down, so its great for selecting stuff After that i just worked on connecting the display - i followed the tutorial at https://www.instructables.com/Arduino-and-the-SSD1306-OLED-I2C-128x64-Display/ , but the Arduino IDE was being a bish, and the I2C scanner wasn’t working - there were 2 reasons : First, I had the wrong I2C scanning program twice (it wasn’t compatible with ESP32, it was only meant for arduino) Second, there is a tiny difference in some displays - most use 0x3C with SA0 pin pulled low, but some use 0x3D with SA0 pin pulled high, whatever the hell that means. Third, and i saved the best for last, i was giving it 3.3V which should have worked, but again, it was a should . So i switched to +5V VDD, and it started up ! I just wanted to test the display was working, but it turned into a real marathon. Anyway, i wasn’t sure if i had space for Hello World, so heres just a hello : Also, im realizing now, i definetely have space for that, since there are two rows for text. lmao. Anyway, im signing off today, and i’ll be back tmrw, because first its late now, and also i forgot to take the lil switch with me, so tomorrow i gotta go pick it up from xHain (my makespace even has a cool name :P)
Alright, so today i was able to pick up the switch, but before i add it i want the core mechanics working first. First thing i had ta do was figure out how to store the API keys, and how to add and remove em. I already had an idea going since the start, and thats also one of the reasons i used an ESP32 - you see the ESP has Bluetooth and WiFi. That means it can fetch stuff from the internet. So my first idea for adding/removing API keys was this : The ESP32 fetches data from the API of a pwd manager app - so the flow for adding and removing passwords and API keys is just to add them to your password manager - simple right ? answer is no, as most of these API’s arent well documented and would add unnecessary complexity, and the device wouldn’t work if im not at home, as it would need WiFi to fetch stuff. Then i thought maybe i could just directly flash the Keys, but i scrapped that pretty quickly cause then id have ta open an IDE, manually change code, etc. Also it would have to be plugged into my laptop, even though i wanted to keep the possibility of turning the entire thing bluetooth alive. The idea that finally clicked needed a bit of research : You see, i was scrolling youtube and saw one of those “top 3 things to use an ESP for” videos, and watched till the end - and the first thing the dude showed was that an ESP can actually broadcast its OWN WiFI that can host webpages. I mean how cool is that ? So i got my ESP to broadcast a network called APIKey. Then with a bit of help from opencode, i was able to code a nice frontend to just add/remove passwords. Then i decided i also wanted to implement a pin, so noone can get their grubby lil fingers on py passwords. So i added that to my website, and i will later add that to the physical key too - ill enter the pin by using the 2 way switch to select numbers from 0 - 9. Now your probably wondering how ta open the website, and thats the simplest part - its literally just hosted locally on the ESP, so ya just enter http://192.168.4.1 and tadaaaa : for now the wifi password is literally apikey123 and the pin is a symbolic 1 2 3 4 Thats it for today, but on a side note, i picked up the switch and will add it tmrw :D
ok, i pretty much got everything workin except the switch - ill go from good to bad, alright ? so now my login page fully works and can be deployed by the ESP32 (its in the flash), and also storing API keys - im using something called LittleFS to store them even when there is no power Basically this is the boot sequence : Boot sequence (main.cpp) Serial + OLED init — boots and shows “booting…” LittleFS init — mounts the flash filesystem where the vault file lives WiFi starts immediately — creates the ApiKEY access point at 192.168.4.1. Web server starts serving the login page. Works before any PIN is entered. Vault check — opens /vault.dat, reads the 4-byte magic number APIK to see if a vault exists If no vault (first boot): waits for you to create a PIN via serial (or buttons once wired). Creates an empty vault, encrypts it, saves it to flash. If vault exists: waits for PIN via serial (or you can just use the web UI instead) Loads vault — tries to decrypt with the entered PIN BLE keyboard starts — advertises itself as “ApiKEY” bluetooth keyboard WiFi / Web UI (web.cpp) The ESP32 is a WiFi access point — your phone connects directly to it, no router needed. SSID: ApiKEY, password: apikey123 Serves a dark-themed web page at 192.168.4.1 Login page → enter PIN → Manage page → add/delete/view keys The key change we just made: the web login actually tries to decrypt the vault with whatever PIN you type (handleLogin calls loadVault). So the web UI works independently — you don’t need to enter the PIN on serial first. If the decryption succeeds, it sets authenticated = true and stores the PIN for later re-encryption. And for once, everything works like its supposed to ( please don’t let thisn be a jinx ) - I know right ? it has to be a miracle ! Now comes the bad part. So after i was done with all this, i started on tryna add the switch. I luckily had brought 2 from xHain, but i unfortunatelty did NOT know how they worked. Luckily i had a Multimeter, and unfaltering determination (for now) I basically started poking the pins until something went beep, then tried angling and pressing the switch, while still hunting beeps. Let me tell you, this was grueling - i only got 2 hands, and i had to hold : multimeter red needle on to a tiny pin multimeter black needle on to an even smaller pin sob the switch thats smaller than my fingernail so that it stops wiggling and turning the actual switch part thats smaller than idk i dont gotta comparison here - and i gotta angle it without turning the whole switche Man, i wish i had 5 hands. Evolutions such a bitch, why not let us all have 6 hands with 10 fingers ? Anyway, even after doing all that and poking every single pin or pad or anything even remotely shiny on the switch with the pin i finally moved on to the second switch and it beeped first try. FIRST TRY . turns out my first switch was broken, and the second wasn’t. Yeah. It probably died of agressive poking. Anyway, i then was ready to connect the switch, but guess what ? i ran out of solder, and the damn thing uses SMD pads. And for some damn reason i dont got a hot glue gun. sigh you’ve gotta be kidding me. Im gonna go to the makespace tmrw, and then solder it on SOOOO .. im basically done with everything except adding the switch, testing my keyboard, and making a case for it ! Now the next thing to decide is if im making the thing wireless - its really not that hard, the ESP does all the actual hard stuff for me - all i would have to do is add a power source. I still want to keep it low profile tho, since this is gonna go on my keyring - we’ll see.
ok, i pretty much got everything workin except the switch - ill go from good to bad, alright ? so now my login page fully works and can be deployed by the ESP32 (its in the flash), and also storing API keys - im using something called LittleFS to store them even when there is no power Basically this is the boot sequence : Boot sequence (main.cpp) Serial + OLED init — boots and shows “booting…” LittleFS init — mounts the flash filesystem where the vault file lives WiFi starts immediately — creates the ApiKEY access point at 192.168.4.1. Web server starts serving the login page. Works before any PIN is entered. Vault check — opens /vault.dat, reads the 4-byte magic number APIK to see if a vault exists If no vault (first boot): waits for you to create a PIN via serial (or buttons once wired). Creates an empty vault, encrypts it, saves it to flash. If vault exists: waits for PIN via serial (or you can just use the web UI instead) Loads vault — tries to decrypt with the entered PIN BLE keyboard starts — advertises itself as “ApiKEY” bluetooth keyboard WiFi / Web UI (web.cpp) The ESP32 is a WiFi access point — your phone connects directly to it, no router needed. SSID: ApiKEY, password: apikey123 Serves a dark-themed web page at 192.168.4.1 Login page → enter PIN → Manage page → add/delete/view keys The key change we just made: the web login actually tries to decrypt the vault with whatever PIN you type (handleLogin calls loadVault). So the web UI works independently — you don’t need to enter the PIN on serial first. If the decryption succeeds, it sets authenticated = true and stores the PIN for later re-encryption. And for once, everything works like its supposed to ( please don’t let thisn be a jinx ) - I know right ? it has to be a miracle ! Now comes the bad part. So after i was done with all this, i started on tryna add the switch. I luckily had brought 2 from xHain, but i unfortunatelty did NOT know how they worked. Luckily i had a Multimeter, and unfaltering determination (for now) I basically started poking the pins until something went beep, then tried angling and pressing the switch, while still hunting beeps. Let me tell you, this was grueling - i only got 2 hands, and i had to hold : multimeter red needle on to a tiny pin multimeter black needle on to an even smaller pin sob the switch thats smaller than my fingernail so that it stops wiggling and turning the actual switch part thats smaller than idk i dont gotta comparison here - and i gotta angle it without turning the whole switche Man, i wish i had 5 hands. Evolutions such a bitch, why not let us all have 6 hands with 10 fingers ? Anyway, even after doing all that and poking every single pin or pad or anything even remotely shiny on the switch with the pin i finally moved on to the second switch and it beeped first try. FIRST TRY . turns out my first switch was broken, and the second wasn’t. Yeah. It probably died of agressive poking. Anyway, i then was ready to connect the switch, but guess what ? i ran out of solder, and the damn thing uses SMD pads. And for some damn reason i dont got a hot glue gun. sigh you’ve gotta be kidding me. Im gonna go to the makespace tmrw, and then solder it on SOOOO .. im basically done with everything except adding the switch, testing my keyboard, and making a case for it ! Now the next thing to decide is if im making the thing wireless - its really not that hard, the ESP does all the actual hard stuff for me - all i would have to do is add a power source. I still want to keep it low profile tho, since this is gonna go on my keyring - we’ll see.
Yeah, i fcked up big time. I first tried soldering the ESP32 c3 supermini to the display - this was damn hard. I first took a thick ass cable that kept touching the other pins on the supermini, but still pressed through - and well, it didn’t work. It took like an hour to solder the shit on, and it was damn hard cause the space between the pins was tiny and i have next to no experience with soldering, but i pressed through, and it ended up not working. So i removed all the wires again, used thinner wires, and then it didn’t work AGAIN cause some of the non covered parts of the wires were exposed. UGHHH right ? Then i tried again, and also put some solder on the wire so that it sticks and doesn’t like wierdly frizzle, then soldered everything again and then put like a TON of tape on it for insulation, then decided it was too much tape and took it off. Anyway, that finally worked, so tadaa ! then came the horrible part : the damn switches. You see, these damn switches use SMD. Thats bad enough. Then THEY HAVE THE AUDACITY TO F$#@!ng MELT WHEN YOU try and solder something on the pad - i mean it literally. The damn thing would honest to god literally damn melt when i tried to solder wires on it. And as if that aint bad enough it also has balls enough to literally lose its PADS - the literally just come off, and then theres nothing to attach the damn wires to ! Needless to say, i burnt, melted, snapped andraged through 4 switches - and it wasn’t just my fault either : Sure, the first time i was careless, but the second time i took as much care as a literal surgeon doing brain surgery, and the pad still snapped of and left me fuming. Then i gave it to my friend whos been soldering for literal years - and he fucked up twice too. So yea, whoever made these switches, FUDGE them. (mom, if you read this, i really tried, i really did) I pretty much spent the entire day at the makespace, and i made barely any progress. Btw i managed to melt an esp by going too close to it with a hot air solder gun, and i also managed to melt my display. Today was pretty much a waste.
Yeah, i fcked up big time. I first tried soldering the ESP32 c3 supermini to the display - this was damn hard. I first took a thick ass cable that kept touching the other pins on the supermini, but still pressed through - and well, it didn’t work. It took like an hour to solder the shit on, and it was damn hard cause the space between the pins was tiny and i have next to no experience with soldering, but i pressed through, and it ended up not working. So i removed all the wires again, used thinner wires, and then it didn’t work AGAIN cause some of the non covered parts of the wires were exposed. UGHHH right ? Then i tried again, and also put some solder on the wire so that it sticks and doesn’t like wierdly frizzle, then soldered everything again and then put like a TON of tape on it for insulation, then decided it was too much tape and took it off. Anyway, that finally worked, so tadaa ! then came the horrible part : the damn switches. You see, these damn switches use SMD. Thats bad enough. Then THEY HAVE THE AUDACITY TO F$#@!ng MELT WHEN YOU try and solder something on the pad - i mean it literally. The damn thing would honest to god literally damn melt when i tried to solder wires on it. And as if that aint bad enough it also has balls enough to literally lose its PADS - the literally just come off, and then theres nothing to attach the damn wires to ! Needless to say, i burnt, melted, snapped andraged through 4 switches - and it wasn’t just my fault either : Sure, the first time i was careless, but the second time i took as much care as a literal surgeon doing brain surgery, and the pad still snapped of and left me fuming. Then i gave it to my friend whos been soldering for literal years - and he fucked up twice too. So yea, whoever made these switches, FUDGE them. (mom, if you read this, i really tried, i really did) I pretty much spent the entire day at the makespace, and i made barely any progress. Btw i managed to melt an esp by going too close to it with a hot air solder gun, and i also managed to melt my display. Today was pretty much a waste.
IM A GENIUS !!!!! Today i moved my sorry ass back into the makespace, and burned through another switch before finally doing it ! I figured out that the trick to it is using flux so your solder melts easy, then applying solder to the wire first and then only applying flux on the pad and soldering - it took like two hours and i had to use one of those “helping hands” dr octopus thingys but i was feeling like tony stark the entire time. i failed once, then resoldered and tested with a multimeter, and everything beeped like it was supposed to when i poked it ! So basically i cut 3 female to male wires, and soldered just the female parts bare side on to the switch, and stuck the other side on to some GPIO pins on the ESP, and it worked ! … sometimes - my solder joint on one of the switch pads (the one that triggers when you tilt the switch down) was bad, so i had ta resolder that, but then i was fine. So i got back home after playing a round of cards against humanity (rlly cool btw) and then the fun really began. First thing i did when i got home was flash my new and improved software ! i was extremely surprised when it actually worked ! it was just to test if the switch was working (display would say UP, DOWN, and PRESS when i used the button) After that i got cracking, and implemented a 4-digit pin, and the UI for selecting API keys, since i had done everything else yesterday. After 2 hours of trial and error i got it working ! you are able to scroll through numbers by tilting up and down and you can select by pressing down, and it would move on to the next number If ya select it wrong, then you get with this in all caps if ya get it right, you get greeted by a lovely selection of all your stored credentials : then the next part was the actual typing - this was the hardest part. you see, i had initially thought i can just simulate how a usb keyboard or one with a dongle types, but nooo it can never be that easy can it ? well it can’t, cause the esp32 c3 supermini doesn’t have that capability - while it can type, it can only do that over bluetooth, which is rather annoying, but not make or break for the project. So now the esp autoconnects to the laptop via bluetooth and can type in passwords without actually being connected to the laptop - which opens up new possibilites (or old ones cause id thought of this b4 lmao. just ignore, it adds more drama and plot to the journal). Ya see, now the device is basically entirely wireless, except that it needs a pwr source - and you know what a portable power source is ? a power bank - wait what ? no that would be way too bulky - i mean a battery. Thats thoughts for later tho. I lost the plot a bit. where was I ? Oh yeah, the typing. Ok, so after finishing the bluetooth typing program even though my device thought it was typing, nothing showed up on my laptop. that wasn’t good. So i had ta tweak my script a bunch to find out where the problem was, just to find out that the problem couldn’t be with my code. So it had to be with my laptop. So i had to do a LOT of research (and deepseek pestering) to find the most obvious culprit : MacOS being paranoid. Ya see, macos needs some stupid bullshit security stuff that aint important at all. Since i was not a fan of that, i basically just asked opencode to “make code work, make code faster”. So it optimized and fixed my code to be all cushy with macos again. then i clicked on one of the test api keys, and it worked ! but it didn’t enter the last letter …. Ugh. So i went back in the code, made a number 1 higher, and also made it press enter at the end, and it works !!!!! I CANNOT BELIEVE IT ! IM done ! Ok, not quite. I still have to decide if im adding a battery, and i gotta go back to the makespace, glue this shit together (so it doesnt rip off again when i move it) and then make a nice lil case [Entry truncated]
IM A GENIUS !!!!! Today i moved my sorry ass back into the makespace, and burned through another switch before finally doing it ! I figured out that the trick to it is using flux so your solder melts easy, then applying solder to the wire first and then only applying flux on the pad and soldering - it took like two hours and i had to use one of those “helping hands” dr octopus thingys but i was feeling like tony stark the entire time. i failed once, then resoldered and tested with a multimeter, and everything beeped like it was supposed to when i poked it ! So basically i cut 3 female to male wires, and soldered just the female parts bare side on to the switch, and stuck the other side on to some GPIO pins on the ESP, and it worked ! … sometimes - my solder joint on one of the switch pads (the one that triggers when you tilt the switch down) was bad, so i had ta resolder that, but then i was fine. So i got back home after playing a round of cards against humanity (rlly cool btw) and then the fun really began. First thing i did when i got home was flash my new and improved software ! i was extremely surprised when it actually worked ! it was just to test if the switch was working (display would say UP, DOWN, and PRESS when i used the button) After that i got cracking, and implemented a 4-digit pin, and the UI for selecting API keys, since i had done everything else yesterday. After 2 hours of trial and error i got it working ! you are able to scroll through numbers by tilting up and down and you can select by pressing down, and it would move on to the next number If ya select it wrong, then you get with this in all caps if ya get it right, you get greeted by a lovely selection of all your stored credentials : then the next part was the actual typing - this was the hardest part. you see, i had initially thought i can just simulate how a usb keyboard or one with a dongle types, but nooo it can never be that easy can it ? well it can’t, cause the esp32 c3 supermini doesn’t have that capability - while it can type, it can only do that over bluetooth, which is rather annoying, but not make or break for the project. So now the esp autoconnects to the laptop via bluetooth and can type in passwords without actually being connected to the laptop - which opens up new possibilites (or old ones cause id thought of this b4 lmao. just ignore, it adds more drama and plot to the journal). Ya see, now the device is basically entirely wireless, except that it needs a pwr source - and you know what a portable power source is ? a power bank - wait what ? no that would be way too bulky - i mean a battery. Thats thoughts for later tho. I lost the plot a bit. where was I ? Oh yeah, the typing. Ok, so after finishing the bluetooth typing program even though my device thought it was typing, nothing showed up on my laptop. that wasn’t good. So i had ta tweak my script a bunch to find out where the problem was, just to find out that the problem couldn’t be with my code. So it had to be with my laptop. So i had to do a LOT of research (and deepseek pestering) to find the most obvious culprit : MacOS being paranoid. Ya see, macos needs some stupid bullshit security stuff that aint important at all. Since i was not a fan of that, i basically just asked opencode to “make code work, make code faster”. So it optimized and fixed my code to be all cushy with macos again. then i clicked on one of the test api keys, and it worked ! but it didn’t enter the last letter …. Ugh. So i went back in the code, made a number 1 higher, and also made it press enter at the end, and it works !!!!! I CANNOT BELIEVE IT ! IM done ! Ok, not quite. I still have to decide if im adding a battery, and i gotta go back to the makespace, glue this shit together (so it doesnt rip off again when i move it) and then make a nice lil case [Entry truncated]
Ships:
A physical API key password manager that stores your passwords PHYSICALLY, so you never have to trust a cloud service again nor use a pesky server - all local and extremely portable !...
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1793332607.5267022
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1793419007.5267022
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47518
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SpaceMap by @vaiskiainen | Stardance
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vaiskiainen
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1
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6.0
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23
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T13:38:49Z", "hours": 6.0, "multiplier": 7.13, "payout": 23, "blessing": "neutral", "text": "🛰️ SpaceMap SpaceMap is a real-time 3D satellite tracker. 🔭 Features: Real-time satellite tracking Satellite information & satellite paths Search Color coded satellites", "repo": "https://github.com/Vaiskiainen/SpaceMap", "demo": "https://spacemap.vaiskiainen.fi/"}]...
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[{"post_id": 47496, "ts": "202 [{"post_id": 47496, "ts": "2026-08-15T13:21:14Z", "hours": 3.9517, "text": "SpaceMap devlog #3 After almost a full day of coding, I’ve added a search panel, satellite info, and definitions for the satellite colors. The site is almost ready to ship! Now I just need to iron out some bugs."}, {"post_id": 47330, "ts": "2026-08-15T06:38:56Z", "hours": 1.425, "text": "Satellite selection + path has been added!"}, {"post_id": 46973, "ts": "2026-08-14T15:49:01Z", "hours": 0.9864, "text": "SpaceMap devlog #1 Today for my satellite/space object real time tracked I got a three.js globe model working and initial satellite rendering"}]...
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Title: SpaceMap by @vaiskiainen | Stardance
Devlo Title: SpaceMap by @vaiskiainen | Stardance
Devlogs:
SpaceMap devlog #1 Today for my satellite/space object real time tracked I got a three.js globe model working and initial satellite rendering
Satellite selection + path has been added!
SpaceMap devlog #3 After almost a full day of coding, I’ve added a search panel, satellite info, and definitions for the satellite colors. The site is almost ready to ship! Now I just need to iron out some bugs.
Ships:
🛰️ SpaceMap SpaceMap is a real-time 3D satellite tracker. 🔭 Features: Real-time satellite tracking Satellite information & satellite paths Search Color coded satellites...
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1792878483.2496796
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1793742483.2496796
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47554
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AstraSAT by @aamir_pa2009 | Stardance
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aamir_pa2009
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T20:15:25Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a CANSAT that people can use to simulate rocket landings and missions for their own hobby rockets later it will accept micro controller input.", "repo": "https://github.com/AamirKPathan/AstraSAT", "demo": "https://github.com/AamirKPathan/AstraSAT/releases/tag/published"}]...
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[{"post_id": 46508, "ts": "202 [{"post_id": 46508, "ts": "2026-08-13T19:45:03Z", "hours": 1.1361, "text": "This is a CANSAT that I made for my future rocket, that will be RC controlled and will collect data in the future and will basically plot estimated vs exact currently its only simulation."}]...
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Title: AstraSAT by @aamir_pa2009 | Stardance
Devl Title: AstraSAT by @aamir_pa2009 | Stardance
Devlogs:
This is a CANSAT that I made for my future rocket, that will be RC controlled and will collect data in the future and will basically plot estimated vs exact currently its only simulation.
Ships:
I made a CANSAT that people can use to simulate rocket landings and missions for their own hobby rockets later it will accept micro controller input....
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1793497689.799275
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1793584089.799275
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47571
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My own site! by @natnaelkedir | Stardance
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natnaelkedir
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T07:41:49Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my personal website showcasing the projects I’ve built, who I am briefly, and my experience. It has a fully functional contact section that allows you to contact me directly using formspree. I like the minimalist look it has and the consistent monospace font a lot, which is why the whole page uses it. It took a lot of time to implement the dark and light theme functionality, but I finally had it working.", "repo": "https://github.com/natiked/personal", "demo": "https://natiked.vercel.app/"}]...
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[{"post_id": 81980, "ts": "202 [{"post_id": 81980, "ts": "2026-10-23T10:10:55Z", "hours": 4.0864, "text": "I’ve finally finished my portfolio website. I used formspree to make the contact form work. And everything else is just tailwindcss and react. I used vercel to deploy the final version of the website. It’s very minimalist and a replica of the design I had in mind. Feel free to check it out and give your opinion : https://natiked.vercel.app/"}, {"post_id": 78983, "ts": "2026-10-12T07:59:56Z", "hours": 1.4508, "text": "I’m working on a minimalist portfolio website. I have designed finished design the UI and now I’m working on building the website itself using React and TailwindCss. It will have the following sections : An about section A projects section showing projects I’ve built Experience section A contact section"}]...
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Title: My own site! by @natnaelkedir | Stardance
Title: My own site! by @natnaelkedir | Stardance
Devlogs:
I’m working on a minimalist portfolio website. I have designed finished design the UI and now I’m working on building the website itself using React and TailwindCss. It will have the following sections : An about section A projects section showing projects I’ve built Experience section A contact section
I’ve finally finished my portfolio website. I used formspree to make the contact form work. And everything else is just tailwindcss and react. I used vercel to deploy the final version of the website. It’s very minimalist and a replica of the design I had in mind. Feel free to check it out and give your opinion : https://natiked.vercel.app/
Ships:
This is my personal website showcasing the projects I’ve built, who I am briefly, and my experience. It has a fully functional contact section that allows you to contact me directly using formspree. I like the minimalist look it has and the consistent monospace font a lot, which is why the whole page uses it. It took a lot of time to implement the dark and light theme functionality, but I finally had it working....
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1793389823.611461
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1793476223.611461
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47573
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HabitiSync by @Yellow_Cat | Stardance
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Yellow_Cat
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1
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18.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T16:53:34Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "HabitiSync is an unofficial app for Zepp OS that lets you interact with Habitica directly through your watch using the API Habitica provides to each user. HabitiSync has been my first project for my watch. Ever since I bought it, I thought I should make my own app, yet I never started it until I started HabitiSync. To create this app i had to learn how to use JavaScript to code a functional UI in my watch. I decided to make HabitiSync because I have used Habitica for a long time, and I decided it would save me time to use my watch to score my tasks once I completed them, instead of going through my phone. Once I started developing HabitiSync, I ran into many problems, but was able to solve them all without using AI at all, as AI tended not to understand fully how to make this kind of apps (although it helped me understand my own code and fix some small or repetitive bugs). How to try it: You will need a compatible watch (see README for compatible watches list), and go to the app store inside the Zepp App, look for HabitiSync (app ID: 1124182) and install it. Then, configure your account in the settings app, and open your watch to see the icon. OR You can watch a showcase video about how this app works entering this link (also found in README): https://www.dropbox.com/scl/fi/ksukgqrjfey43xg7uo7zt/HabitiSync-demo.mp4?rlkey=p4o0ug2u98sogcmch0iulq5r7&st=d3psn36v&dl=0", "repo": "https://github.com/YellowCat-Code/HabitiSync", "demo": "https://www.dropbox.com/scl/fi/ksukgqrjfey43xg7uo7zt/HabitiSync-demo.mp4?rlkey=p4o0ug2u98sogcmch0iulq5r7&st=d3psn36v&dl=0"}]...
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[{"post_id": 67495, "ts": "202 [{"post_id": 67495, "ts": "2026-09-13T16:39:28Z", "hours": 0.9961, "text": "Finally, the app has been relased into the app store. To download it, you have to go to the app store inside the Zepp App, look for HabitiSync, and install it (app id: 1124182). Then, configure your account into the settings app, and open your watch to see the icon. In this last update, I updated the Readme file to also showcase a video for those who don’t own a compatible watch."}, {"post_id": 59566, "ts": "2026-09-01T13:41:06Z", "hours": 0.6, "text": "After the app had been rejected from the Zepp app store due to the previous name was trade marketed, I decided to change the name into HabitiSync. I expect the app to be released in the official app store in the next 2 weeks!"}, {"post_id": 51086, "ts": "2026-08-20T16:07:04Z", "hours": 2.8989, "text": "The app is now on GitHub! Now you can also try it yourself by using the watch app. It is also being reviewed to be published onto the official app store, so it will be accessible to everyone for free. Changes: I have changed the previous name (Zeppitica) to HabitiZepp to better comply with Habitica’s usage guidelines. I have added a reload function to load the page again if changes have been made by just pressing the banner for more than 700 ms, and I have better adjusted the UI, as well as fixing some minor bugs and permissions with the device."}, {"post_id": 50306, "ts": "2026-08-19T13:56:42Z", "hours": 7.1342, "text": "After fixing all previous bugs related to network issues and getting familiarized with JavaScript and Zepp OS development, I have started working on the UI, adding more colors to it and making more buttons functional, as well as adding new security features such as not having to use the user’s own API, and instead logging them in. Right now, I am taking suggestions on how to improve the UI design, or in adding new functionalities, so feel free to comment your ideas if you have some👍."}, {"post_id": 48450, "ts": "2026-08-16T20:01:28Z", "hours": 6.2189, "text": "These last few days I have been figuring out many of the problems I had while writing in JavaScript for watches with Zepp OS. As of now, I have resolved most of them, but I still have to design the UI and organize the answers from the Habitica API."}]...
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Title: HabitiSync by @Yellow_Cat | Stardance
Devl Title: HabitiSync by @Yellow_Cat | Stardance
Devlogs:
These last few days I have been figuring out many of the problems I had while writing in JavaScript for watches with Zepp OS. As of now, I have resolved most of them, but I still have to design the UI and organize the answers from the Habitica API.
After fixing all previous bugs related to network issues and getting familiarized with JavaScript and Zepp OS development, I have started working on the UI, adding more colors to it and making more buttons functional, as well as adding new security features such as not having to use the user’s own API, and instead logging them in. Right now, I am taking suggestions on how to improve the UI design, or in adding new functionalities, so feel free to comment your ideas if you have some👍.
The app is now on GitHub! Now you can also try it yourself by using the watch app. It is also being reviewed to be published onto the official app store, so it will be accessible to everyone for free. Changes: I have changed the previous name (Zeppitica) to HabitiZepp to better comply with Habitica’s usage guidelines. I have added a reload function to load the page again if changes have been made by just pressing the banner for more than 700 ms, and I have better adjusted the UI, as well as fixing some minor bugs and permissions with the device.
After the app had been rejected from the Zepp app store due to the previous name was trade marketed, I decided to change the name into HabitiSync. I expect the app to be released in the official app store in the next 2 weeks!
Finally, the app has been relased into the app store. To download it, you have to go to the app store inside the Zepp App, look for HabitiSync, and install it (app id: 1124182). Then, configure your account into the settings app, and open your watch to see the icon. In this last update, I updated the Readme file to also showcase a video for those who don’t own a compatible watch.
Ships:
HabitiSync is an unofficial app for Zepp OS that lets you interact with Habitica directly through your watch using the API Habitica provides to each user. HabitiSync has been my first project for my watch. Ever since I bought it, I thought I should make my own app, yet I never started it until I started HabitiSync. To create this app i had to learn how to use JavaScript to code a functional UI in my watch. I decided to make HabitiSync because I have used Habitica for a long time, and I decided it would save me time to use my watch to score my tasks once I completed them, instead of going through my phone. Once I started developing HabitiSync, I ran into many problems, but was able to solve them all without using AI at all, as AI tended not to understand fully how to make this kind of apps (although it helped me understand my own code and fix some small or repetitive bugs). How to try it: You will need a compatible watch (see README for compatible watches list), and go to the app store inside the Zepp App, look for HabitiSync (app ID: 1124182) and install it. Then, configure your account in the settings app, and open your watch to see the icon. OR You can watch a showcase video about how this app works entering this link (also found in README): https://www.dropbox.com/scl/fi/ksukgqrjfey43xg7uo7zt/HabitiSync-demo.mp4?rlkey=p4o0ug2u98sogcmch0iulq5r7&st=d3psn36v&dl=0...
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1793339331.6503687
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1793425731.6503687
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47580
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AeroBot by @alomnsh | Stardance
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alomnsh
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T18:24:37Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "#Ship 1 I built AeroBot using JavaScript, it is a fun and useful bot that can pull live orbital data of the ISS, calculate the resistance of resistors using its color bands, and calculate your weight on other planets. Something I found challenging was get APIs to work properly with my commands and in the process I gained very useful information and things I didn’t know about before Commands of AeroBot /aerobot-ping - Checks if the bot is alive and responding /aerobot-help - Lists all the commands of AeroBot /aerobot-iss - Pulls live data of the ISS including coordinates, speed and visibility /aerobot-resistor [band1] [band2] [band3] - Type in the color bands of the resistor and get the resistance /aerobot-weight [your weight] - Type in your weight and know how much you will weigh on other planets", "repo": "https://github.com/alomnsh/AeroBot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
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[{"post_id": 47069, "ts": "202 [{"post_id": 47069, "ts": "2026-08-14T18:10:49Z", "hours": 0.3344, "text": "Final Devlog My application got accepted and my slack bot is live, test it out using /aerobot-help I finished my README and changed the ping response from Pong! to I am very alive!!! Also added a bot image The bot is ready to be shipped"}, {"post_id": 46931, "ts": "2026-08-14T14:23:23Z", "hours": 1.2419, "text": "First Devlog What I did: I set up the project and the repo Added new commands I started with some commands that used API but after trying for a while only my /aerobot-iss works so I ditched the ones that weren’t working and added some new ones Whats next: I am waiting for my Nest application to get approved and I have to complete my README then I will be ready to ship Also, whoever wrote that guide is awesome, it helped me so much and is very clear, thank you!!!"}]...
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Title: AeroBot by @alomnsh | Stardance
Devlogs:
F Title: AeroBot by @alomnsh | Stardance
Devlogs:
First Devlog What I did: I set up the project and the repo Added new commands I started with some commands that used API but after trying for a while only my /aerobot-iss works so I ditched the ones that weren’t working and added some new ones Whats next: I am waiting for my Nest application to get approved and I have to complete my README then I will be ready to ship Also, whoever wrote that guide is awesome, it helped me so much and is very clear, thank you!!!
Final Devlog My application got accepted and my slack bot is live, test it out using /aerobot-help I finished my README and changed the ping response from Pong! to I am very alive!!! Also added a bot image The bot is ready to be shipped
Ships:
#Ship 1 I built AeroBot using JavaScript, it is a fun and useful bot that can pull live orbital data of the ISS, calculate the resistance of resistors using its color bands, and calculate your weight on other planets. Something I found challenging was get APIs to work properly with my commands and in the process I gained very useful information and things I didn’t know about before Commands of AeroBot /aerobot-ping - Checks if the bot is alive and responding /aerobot-help - Lists all the commands of AeroBot /aerobot-iss - Pulls live data of the ISS including coordinates, speed and visibility /aerobot-resistor [band1] [band2] [band3] - Type in the color bands of the resistor and get the resistance /aerobot-weight [your weight] - Type in your weight and know how much you will weigh on other planets...
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1793497733.2711375
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1793584133.2711375
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47585
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Endesium by @nikhil_nagaraj | Stardance
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nikhil_nagaraj
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1
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202.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T02:13:35Z", "hours": 202.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a Minecraft mod called Endesium, which is an End Update mod. I learned Minecraft modding from scratch for this. There are 10 new biomes, 15 new mobs, 4 new bosses, 4 new sets of armor, and a lot of cool and incredible stuff. The new structures look incredible, like the elderwood sanctum, and many other cool and magnificent structures. It was challenging to figure out how to make custom mob models and make them spawn with boss bars and stuff of that sort. I am incredibly proud of my project, and I have put over 1 weeks worth of time into this project. I have learned many things along the way, and it was truly an incredible experience learning how to make a mod for Minecraft. It is a fabric 1.21.1 mod, sorry no modrinth - that takes weeks to verify.", "repo": "https://github.com/Infernodude777/endesium", "demo": "https://www.curseforge.com/minecraft/mc-mods/endesium"}]...
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[{"post_id": 58574, "ts": "202 [{"post_id": 58574, "ts": "2026-08-31T01:13:03Z", "hours": 10.8222, "text": "Devlog 28 - The Egg Becomes an Altar hey guys. last devlog for this project The egg now hatches I made the egg hatch into an end golem after 1 minute - a very op, hard to defeat mob. However, defeating it gives 3-5 additional permanent hearts (lose it upon death). Also, when you kill the dragon now, a chest spawns where it died, with dragon wings (gives iron-level protection, slowness 1 while worn, functions like an elytra). what that means for the endgame so the progression reads clean now. beat the dragon, take the egg, set it up,and call up the colossus that guards everything past the first kill. the dragon fight is the warm-up act for something that doesn’t even spawn until you put the trophy to work. that’s it. that’s the end of the end. thanks for following along - go fight the dragon for real, then come back and raise one of your own."}, {"post_id": 57710, "ts": "2026-08-29T23:19:41Z", "hours": 7.3728, "text": "Devlog 26 hey guys. I turned the dragon fight into a bunch of small fixes that all made the fights read better.nothing shiny, just the stuff that was quietly wrong. stuff that was supposed to do stuff but didnt lol the dragon fight had announcements. not the kind players see - the kind thatonly exist in code. the enrage thresholds (“The Dragon Remembers” at 60%,35%, 15%) and the hoard reveal were computed, and then… dropped. a soundplayed, a title was built, and nobody ever saw the title. the function wasliterally called announce and it announced nothing. same story in the special attacks. the imports for title packets were sittingthere, imported and never used. so now the scripted set-pieces finally namethemselves: Burrow - “The Dragon Descends” before the ground starts shifting Seize - “The Dragon Takes You” right before it swoops to carry you aloft Rifts - “Reality Tears” as the gravity rifts start opening around you i’m genuinely annoyed this was broken for as long as it was. the drama of thedragon fight was all there in the code - the escalation, the set-pieces, the named thresholds - and none of it reached the player. now it does. the sentinel’s grab is escapable now the crown sentinel’s grab-and-hurl from a few devlogs ago was a one-way trip.if it got its hands on you, you watched the animation and then got launched.no counterplay, which felt wrong for a fight that’s supposed to be about reading the boss. so it got the same rule the warden and golem already had: deal enough damage mid-hold and it drops you early. 18 damage is the breaking point - enough that you can’t just tickle it, but enough that a player who’s actually fighting back gets out before the throw. it also shields against the worst feeling case, where the hold just deletes you with nothing to do about it. and while I was in there: the goal list had two goals at priority 4, whichmeant the sentinel’s behavior was occasionally picking the wrong thing to doat the same weight. renumbered so the hierarchy actually means something. next up the dragon’s hoard, the sentinel’s other moves, and the stronghold is still missing its advancements - the burrow is found, but it doesn’t have a single achievement attached to finding it. that’s next. the fights are starting to feel like they have a conversation with you now.the dragon tells you what it’s about to do, and you get to do something about it. That is the top view of the crown sentinel btw, it looks pretty dope imo"}, {"post_id": 57406, "ts": "2026-08-29T15:28:56Z", "hours": 10.3303, "text": "Devlog 25 Wrapping things up Hi guys, this was mostly wrapping up the project. I have had a lot of fun working on the project, but I want to ship soon, maybe at like 200 hours. I hope everyone has enjoyed watching my progress on this, as I thoroughly enjoyed working on it myself. I hope everyone gets a chance to try it out and give some feedback. Models I touched up some 3d models and improved them a bit, making them look a bit cleaner. I touched the void stalker’s model, and the dragon’s model primarily Loot tables I customized the loot tables for a lot of the custom or modified structures like the stronghold to be a lot nicer and more fitting towards the endesium mod. They are a lot stronger, but not too OP I’d say. Nothing much else done I know I spent 10 hours coding, but I didn’t get much done because of how long I spent wondering what to do lol."}, {"post_id": 57050, "ts": "2026-08-29T03:50:55Z", "hours": 2.9678, "text": "Devlog 24 - Making the Stronghold Even Better hey guys. DEVLOG_23 was about replacing the vanilla stronghold - the layout, the rooms, the portal cathedral. and it shipped, and it worked, and then i walked back through it and something was off. the shape was right but the rooms read empty. a big citadel of bare stone is just a bigger version of the problem i was trying to kill. so yesterday/today was the boring pass nobody gets excited about in a change log: making rooms feel lived in. the noise every room had the bones but none of the clutter. so i went room by room and dressed them like actual inhabitants left mess behind: wall shelf rows with candles on top, sconce rows down the hall, two-tone floor tiles instead of one flat slab clustered corners - reading nooks, work benches, storage piles - instead of hanging lanterns and chandeliers where the ceiling actually had headroom for them crypts and catacombs got coffin rows, skull niches, soul lanterns barracks got lockers, footlockers, armor stands treasury got actual stacks of gold, not a promise of gold gardens finally read as gardens - flower meadows instead of a dirt square and corridors stopped being dead space: candle runs, clutter, tiled edges.it’s not glamorous but it’s the difference between a structure and a place. three new district wings once the rooms felt alive, the citadel wanted more than the hub spine. so it grew three themed districts, and i love how they ground the place: Forge - a contained lava pit ringed in polished deepslate, anvils, furnaces, coal stores. the stronghold had no industry before; now it reads like it smiths something down there. Dining Hall - a proper mess: table rows, benches, chandeliers. a fortress this size would have somewhere to eat. Prison - iron-bar cells, chains, a witch behind the barracks. every good stronghold needs a brig. plus a monumental columned entrance to the Great Descent Hall, an amethyst landing dais, cross-bridges over the Star well, a grand staircase dropping from the cathedral gallery, and a carpet runner down every corridor so you always know you’re on the path. Also started playing hades :P"}, {"post_id": 56657, "ts": "2026-08-28T14:38:37Z", "hours": 15.6544, "text": "Devlog 23 - The Stronghold Update hey guys.for a while now the Endesium identity stopped at the end. everything past theportal was ours - the island, the dragon, the resonance, the gear - but the road to it was still vanilla’s stronghold. a cramped maze of hallways and libraries copy-pasted a hundred times, holding the exact same end portal the game shipped with in 2011. it never matched. the mod’s big gate got the smallest room in the game.that’s done now. the vanilla stronghold is gone and the Endesium stronghold replaced it: a buried citadel that previews the end without spoiling it. this one took a while, so let me walk the whole thing. the layout: a citadel vanilla strongholds are random. rooms are scattered, corridors dead-end,libraries repeat, and the portal is wherever the RNG put it. the Endesium stronghold is authored : a fixed, connected, three-times-bigger floor plant that always works. a Great Descent Hall buries you - a switchback staircase that drops from the surface as much as 90 blocks down into the stone, red runner carpet down the aisle, end rods lighting the way, two vindicator sentinels waiting at the top. a sealed Arrival Vault is what the eye of ender actually points at: a quiet chamber with a radial purple sigil on the floor and exactly one grounded door - the route onward, always. - the Hub is the spine: an atrium with a carpeted floor, a central resonance dais (amethyst block, end rod, the works), purpur pillars at the cardinal axes, bookshelves and barrels lining every wall, bats circling the ceiling, and a real staircase up to the gallery instead of a visual platform. junctions are readable - four grounded route markers plus a carpet cross - so you never need signs to find your way. the rooms sixteen distinct room kinds, every one hand-dressed:- Library - bookshelves three shelves high around the walls, two lecterns, a chiseled-bookshelf reading dais, blue carpet, bats.- Treasury - iron-bar vault bars with a single gap, chests and barrels in rows, gold, candles, and a captain guarding the middle.- Guard Post - weapon racks (fence posts) with candles, a phantom spawner in the center, two vindicators on the door.- Sanctum - end stone brick floor, purpur pillars, crying obsidian and a chorus plant on a pedestal, purple carpet, an enderman spawner , a live enderman pacing the corner.- Barracks - four red beds with proper head/foot parts, smoker, furnace, crafting table, three guards on duty.- Scriptorium - lecterns with candles, bookshelves and chiseled shelves, a cauldron of ink, a bat haunting the rafters.- Arboretum - a glass-ceilinged garden: dirt floor, flowering azaleas, ferns, moss carpet, a lily pad pond.- Observatory - concentric purpur ring inlays, an amethyst telescope-core, end-rod instruments along the walls.- Resonance Engine - amethyst conduit pillars with end-rod emitters and a crying obsidian reactor - the end’s power plant, studied safely from outside the portal.- Bastion - deepslate pillars, an iron-bar partition, weapon racks, a captain and two guards. military.- Conservatory - chorus plants and chorus flowers growing on end stone, flower pots and moss, an enderman in residence.- Reliquary - concentric obsidian ritual rings, an ender chest at the heart, candles, a captain standing watch.- Portal Cathedral what’s next the stronghold finally reads like the end’s doorstep. next up is the rest ofthe ten-hour pass - every file retyped, every line deliberate - and afterthat, the bosses and dragon still want their second pass of polish. but thegate is fixed. you’ll never walk vanilla’s cramped hallways to the end again."}, {"post_id": 55578, "ts": "2026-08-27T15:02:09Z", "hours": 16.8225, "text": "Devlog 22 - End Fight Update (again)hey guys.this one’s a two-day entry. yesterday was the sky getting alive and the gear lines finally clicking together into actual fighting systems. today was the dragon. the end fight has been building layers for a while - phases, enrage,scripted moves - but it still had one big problem: the first dragon barely used any of it. that’s fixed now. the first kill is the fight now. therespawned one is the nightmare. yesterday - 8/26the sky got three new mobssky jelly, galefin, and deep lurker went in (that one got its own devlog - 21).the sky half of AmbientSkyManager fills the air with biome motes when youfly high, and the deep half keeps the under-island dark honest: lurkersspawned into the black pockets below the heightmap, capped so the deep end isominous without ever becoming a wall.the sets became systemsthe luminous, ash, and null sets each got a cross-set layer inEndgearSetBonuses - wear the full set and hold that line’s tool andarmor + weapon merge into one fighting identity: luminous + prism grip - speed II and haste II while channelling; every hit blinds with a flash (3 true damage + glowing) and sparks light shards.ash + ember core - fire resistance while channelling; hits stoke the burn for 2 extra seconds and throw weight behind the strike.null + erased edge - strength I and haste I; every hit shreds 4 armor durability off the target and drags them into the blade. and the void set finally got its signature: hover. full void set, sneak inthe air, and you stop falling - a gentle drift at -0.12 blocks/tick instead ofa tumble, with void motes trailing under you. it pairs with the sword’ssingularity for total sky control, and it’s the boots’ tooltip promise kept. today - 8/27the dragon actually fights nowthefour-phase fight controller - impact dives, shockwaves, screeches, gales,storms, collapses, the final roar, catastrophe - now runs on the firstdragon too. before, the first kill was vanilla strafing plus harassment, andall the authored grammar was locked behind the respawned dragon. that gate isgone. the first dragon opens with the full attack schedule, escalates throughall four phases, and the transformation still makes things worse: 1.6x scaleand the resonance-exclusive moves are still the awakened dragon’s alone.the pillars became cooler with new mechanicscrystals were just a heal before. now the aegis is a shield:- every surviving pillar grants the dragon 10% damage reduction (capped at 60%), so clearing the pillars is a real first phase, not an optional chore.- destroying a crystal detonates at its pillar with a roar.- the last crystal falling breaks the aegis: the dragon is staggered for five seconds and takes +40% damage, a wisp wave pours out, and the next scripted set-piece fires immediately. that’s your payoff window. set-pieces are guaranteed nowscripted specials used to roll a dice every tick. now they’re scheduled:one opens the fight about thirty seconds in, every enrage escalationforces the next one within a second, and a broken aegis queues one on thespot. the random cadence only fills the gaps. you will see these moves, everyfight, on purpose. two new attacksOblivion Charge (enrage 2+, set-piece) - the dragon climbs high, paints a straight lane through the nearest player with end-rod markers, then dives it twice, tearing through anyone on the line and leaving void-fire wakes in its path. get off the lane.- Resonance Collapse (transformed dragon only) - drags every player toward the dragon for three seconds with converging rings, then detonates at its position. gain distance and find cover; standing still loses."}, {"post_id": 55084, "ts": "2026-08-26T15:11:55Z", "hours": 5.3419, "text": "Devlog 21 hey guys.the End’s been empty for a while. the ecology mobs live on the islands, thebosses live under them, but the sky itself was a void. this one fixes that,and it brings back something else that was missing: three new mobs three new mobs Sky Jelly - ambient, drifts with the wind. a soft bell of a thing withfour trailing tentacles, pulsing gently and leaving end-rod motes behind it.it bobs upward every now and then like it’s breathing. 8 hp, doesn’t careabout you. just ambient. Galefin - the fastest thing in the End. a sleek sky-fish that cutsthrough the air at 0.75 flying speed and avoids you entirely - the momentyou get within 12 blocks it’s gone. 4 hp. you see them flicker past in thecorner of your eye more than you ever actually look at one. Deep Lurker - this is the mean one. it lives below the islands, in thedark air pockets under the heightmap, and it waits. 22 hp, leaps at you,does real damage. when one spawns you get a portal-particle burst as awarning, and then you have maybe a second to look down.all three are geckolib animated - jelly pulses, galefin swims, lurker idleswith a slow head sway - and all three have spawn eggs and their own loottables. the sky and the deep are managed now AmbientSkyManager runs two server-side systems: sky half - if you’re flying more than 12 blocks above the surface, theair around you fills with biome motes (highland wind, lumen motes, endwastes dust). it makes flying at height feel alive instead of empty. deep half - a managed lurker spawner. every 5 seconds it looks for darkpockets below the islands: solid floor, air to spawn in, brightness under 7,at least 34 blocks of island above you. spawns are capped at 6 lurkerswithin 96 blocks per player, so the deep end gets ominous without everbecoming a wall of them. what’s nextthe deep end is less empty now, but it’s still just lurking. the design docskeep pointing at something bigger under the islands - the Umbral Reach - andthe sky could always use more than motes. more ambient life is on the table."}, {"post_id": 54927, "ts": "2026-08-26T05:00:01Z", "hours": 6.7258, "text": "Devlog 20 - Three New Sets this one adds the thing that’s been missing since the void set went in being actual custom armor that isn’t void. Luminous, Ash, and Null are new. 12 armor pieces, 15 tools, all with their own textures, their own powers, and their own place in the creative tab. ##the new sets the void set already had its silhouette and its trim workflow. the new sets follow the same P-mode two-layer model so trims work the same, but they’re recolored palettes with their own read:- Luminous gold-cyan, glassy, the grove’s light. high enchantability, diamond-tier defense with a light-mobility kit.- Ash gray-ember with ember-orange highlights, volcano-forged. slightly lighter than void but built for fire.- Null violet-void, deleted matter. void-tier defense, hungrier enchant cost, gravity-deletion kit. you can read them now none of the three sets had working names before — datagen was fine, but the generated lang had Luminous_helmet with a capital L, so the game looked for item.endesium.luminous_helmet and found nothing. 26 keys showed item.endesium.___ in inventories. src/main/generated/assets/endesium/lang/en_us.json is now lowercase for all luminous/ash/null armor and tools, the phantom Ash_boots is gone. hover a luminous sword and it actually says luminous sword. armor is per-piece now new rule: every single piece does something on its own. the full set is an upgrade, not the only reason to wear it. Luminous — the grove’s light — GearAbilities per piece + tooltips on GearArmorItem : helmet Gleamsight – night vision while worn- chest Radiant Aegis — attackers get glowing 8s; full set Prism Ward adds darkness 3s + 3 magic burn-back- leggings Lightspeed — speed I (II with full set)- boots Lumen Leap — jump II Ash — the volcano — volcano kit, fire is fuel:- helmet Ember Crown — fire resistance while worn- chest Searing Plate — attackers ignite 4s; burning/in lava gives strength I- leggings Magma Blood — regen I while burning/in lava- boots Ashwalker — stand on lava, and now hold shift in lava to sink at -0.18/tick to -0.55 like scaffolding, release and you stay down with LAVA puffs every 4tfull ash Volcanic Heart is permanent strength I. the set wants you in lava. Null — deleted matter — Erased Mind helmet purges levitation/darkness/nausea every tick, Erased Wound chest gives absorption 5s on hit, Weightless leggings no fall damage, Null Step boots +1 step height via attribute, full set Void Body deletes 25% of incoming projectiles with smoke + shield block feedback. what’s next more landmark variants, ambient life for the empty skies, and the deep end is still sitting there being ominous. Sorry, no sneak peak yet - still not finished yet"}, {"post_id": 54260, "ts": "2026-08-25T04:47:26Z", "hours": 6.335, "text": "Devlog #19 Sorry for the random numbering before - i guess i suck at counting. Anyways, devlog. Updated structures Before, structures were just decoration and weren’t technically vanilla structures (kaupenjoe misled me). However, I managed to turn them into structure with help from OpenCode. I also added some new structues, like a castle (needs some works still), some new cathedrals, willowtree trunk, etc. I am adding some more custom armor, and I will make it cool with cool abilities. Custom armor My plan for custom armor includes: Luminous armor (infinite night vision, light level control panel, more ideas to come), Ash armor (fire-related abilities, ashwalker boots already exist) Null armor (i have no idea on what to do for this, but it sounds cool) Dragon fight Improve the dragon fight so it has several new stages Made it so that it spawns void wisps here and there Added a bunch of new drops it gives, working on adding Dragon Wings (slow but give iron-chestplate armor level) What’s next? Add the custom armor and tools and weapons Finish the dragon fight so it is exceptional"}, {"post_id": 53838, "ts": "2026-08-24T15:09:54Z", "hours": 13.1583, "text": "Devlog 16 Short one, but it is the one I have been putting off. The dragon fight was authored with attacks, phases, telegraphs but the pillars were just decor and the last third of the health bar played identically to the first. The pillars fight back Crystal aegis is the simplest thing in the world: while crystals stand, thedragon heals. One line of health regen did more for the fight’s shape than anyattack I have authored, because it moves the win condition backwards. You donot win by out-DPS-ing a health bar; you win by climbing pillars under fire.Five crystals means two HP a second, which is enough to visibly undo a sloppyopening. That is the fight telling you it is watching. Enrage is a ladder, not a switch Three thresholds - 60, 35, 15 percent - each announced, each spawning void wisps into the arena. The wisps are not the threat; they are the clock . Every second you spend swatting a wisp off your back is a second the dragon is cycling toward catastrophe. From enrage two the dragon leaves breath pools under its flight path, which turns its flyovers into map control. killing the dragon The kill now drops a real pile: heart, fangs, bone, resonant scales. First kill still fires the transformation. /dragonfight gives a live readout for tuning the curve without guessing. Notes for next time The wisps cap at eight; if playtests say the floor is unreadable, that cap is the first knob. Aegis regen is intentionally visible (1-2 HP/s). If it feels unfair, the fix is fewer crystals required, not slower regen. Docs live in docs/DRAGON_FIGHT.md now, including the testing checklist."}, {"post_id": 53144, "ts": "2026-08-23T16:05:28Z", "hours": 10.3856, "text": "Devlog 15 this one is mostly bug fixing, and I lowkey should have done it a while ago. two big ones got found and killed. bosses were not spawning properly the wardens were supposed to be standing in every flagship - crypt floors, balcony rings, throne daises, all of it. and most of them just werent there. I found out that the placement helper was asking for a heightmap that doesn’t even exist yet during world gen. so the game would try to figure out where the ground was, get garbage back, fail the collision check, and die To fix it, I (and opencode) used the surface heightmap that actually works mid-generation, check footing with real collision shapes instead of vibes, and stop teleporting interior wardens to the roof. a warden meant to stand in a crypt now stands in the crypt. if there’s genuinely nowhere legal to stand, we log it loudly instead of pretending everything’s fine. the structure grid I noticed flagships spawn in a straight line. I then found out the placement gate checked chunk coords against two fixed numbers with modulo math - which doesn’t pick ONE spot per cell, it picks EVERY chunk that matches the mod. so the game was building a perfect lattice. cathedral, 160 blocks, cathedral, 160 blocks, forever, in neat little rows like crops. landmarks had the same bug at 256 block scale. both features now hash the cell coordinates themselves to pick a single host chunk per region per cell, so every attempt lands somewhere different. flagships also got pushed out to a 384 block minimum since they’re supposed to be rare landmarks. what’s next back to content. more landmark variants, ambient life in the skies, the deep end is still sitting there on the roadmap being ominous."}, {"post_id": 52823, "ts": "2026-08-23T05:32:07Z", "hours": 4.1633, "text": "Devlog 14 hey guys. another one. smaller than 13 but a lot of the actual gameplay got wired up this time. void gear is done netherite-tier stats: 2031 durability, 9.0 attack damage, 4.0 speed. sword, pickaxe, axe, shovel, hoe — full tool set, all void ingot + stick.the armor follows the void set: helmet, chestplate, leggings, boots. two-layer P-mode armor model with gold shoulder plates. helmet has the retexture layers. the full set bonus is coming later but the base is solid. void ingot chain works: void gem -> smelt -> void ingot. ingot <-> 9 nuggets. void brick from void slate (2x2). slab, stairs, wall. all the recipes are wired up in datagen. black holes hold void sword for 5 seconds with the full void set -> singularity fires 6 blocks ahead, pulls everything in a 14 block radius for 8 seconds, 5 minute cooldown. the HUD has a charge bar now: resonance cyan rising to pale glow, ancient gold pulse when full. the label “VOID SINGULARITY” sits above it.this is client-side display only. the actual singularity logic lives on the server through the use item tick. sonic boom elbyra + resonant wings -> press R -> sonic boom fires. client sends a packet, server validates wings + cooldown + alive-ness before executing. keybind registered on client tick. the client is finally wired all 13 entities now have renderers. the crash where any entity without a renderer NPE’d the level renderer is gone. particles registered (void skirt mote), block render layers set for void glass and mireglass (translucent), guidebook screen opens on right-click.dragon armor model layer registered for the resonant wings passives. what was deleted the old void stalker entity, old resonance lens item, old void shard item, old foundation test block, and the old generated loot/recipe/advancement JSONs for them — all removed. everything has been replaced by the production versions.## what’s nextmore ruin variants for the landmark tier, ambient life for the empty skies, maybe the deep end. see the roadmap. go find a black hole.!!! (the black box is the singularity/black hole)"}, {"post_id": 52693, "ts": "2026-08-22T23:37:07Z", "hours": 8.1931, "text": "Update - What I have worked on I have added a custom mini boss per biome, and I have also added a custom big boss that drops op loot. I am working on names and textures, but this is a WIP. This is going really well so far. Future yap I am going to figure out a name for each item, some custom weapons and abilities, then I will balance out the game a bit. Right now, it is too easy to kill a boss, so I will make them harder."}, {"post_id": 52103, "ts": "2026-08-22T05:44:55Z", "hours": 8.0386, "text": "Devlog #12 Hi guys! I added a lot here. Instead of having multiple small structures that are sort of just arbitrary, I made it so that there is just 1 big but incredible structure per custom biome in my end mod. This makes it feel so much cleaner and nicer, and although there are still some bugs that need to be patched, I plan on improving them a lot. Here are some screenshots that I took of updated structures. I plan to make a lot more and better structures in the futures (also the volcano is split in half so you (the ppl) could see the inside with a vault room)"}, {"post_id": 51443, "ts": "2026-08-21T04:51:58Z", "hours": 11.3122, "text": "Devlog 12 this one is huge. i rebuilt basically every system in the mod and fixed a mountain of bugs that were making the whole thing feel broken. endesium finally feels so much better now and actually playable. Updates: Black holes: the void sword’s signature ability actually works now. hold right-click for 4 seconds with full void armor on and a singularity spawns 6 blocks ahead of your crosshair. it pulls mobs, items, everything within 14 blocks with an inverse-square gravity curve plus an orbital swirl near the core, shreds anything caught inside, then implodes after 8 seconds with falloff damage. accretion disc particles orbit it while it’s live. 5 minute cooldown because it is absolutely devastating. full void set makes you immune to your own hole. Void armor + tools: the whole set got redone from scratch. armor textures are now built directly off vanilla netherite’s palette structure (same silhouette, same transparency map) but re-tinted to abyssal navy with cyan seams and gold shoulder trim, so it renders perfectly on the body — no more magenta mannequin glitch. tools now have true netherite stats: 2031 durability, 9.0 speed, 4.0 damage bonus, proper attack speed/damage attributes on every tool so tooltips show real numbers. pickaxe has an AoE resonance blast, axe has a dash, sword applies slow on hit. Ten landmark structures: every biome got a flagship now, not just perimeters. the ashen expanse has a 28-block stratovolcano with lava falls and a hidden obsidian vault, plus a lava-moated bastion fortress. luminous groves has a 27x27 lumen castle with prism-roofed towers. void skirts has a prison citadel with a 16-block spire and nullwalker wardens. there’s also a wastes cathedral with a crypt, a chorus mother tree, a highland lighthouse with a working beacon, a sunken mire cathedral, a crystal sanctum palace, a crown spire, and a null citadel. each one has exclusive loot you can’t get anywhere else, a guardian mob spawner, environmental dangers, and a resonance mechanism to wake. Item art overhaul: every custom item got handcrafted pixel art instead of flat recolors. edge-darkening, biome-specific palettes (lumen lime, ashen fire, crystal lilac, marsh teal), gold flecks on highlights. skyglass shards are faceted ice-blue, the windscar winch is a bronze gear with a hook, prism seeds have rainbow gradients. also resized everything that was clipping outside its inventory slot. Guidebook rewrite: went from 36 pages to 42 across 8 tabs. every biome gets its own page covering blocks, mobs, and landmarks. new pages for the landmark index, biome relics, exclusive loot tables, and the full tool/armor ability breakdown. if it’s in the mod, it’s in the book now. /locate support: added /endesium locate biome and /endesium locate structure commands so you can find any of the ten biomes or any structure from the command line. no more wandering the void for an hour looking for the volcano. Whats next? Dragon fight polish: the respawned dragon phases work but the telegraphs could be way more readable. i want distinct visual tells before each resonance attack. Sound design: most sounds reuse vanilla assets right now. custom .ogg recordings for the black hole ambience and landmark mechanisms would be great as well. More structure variants: the flagships are rare by design, but smaller biome-specific ruins between them would make exploration feel less empty."}, {"post_id": 50774, "ts": "2026-08-20T04:31:52Z", "hours": 4.8667, "text": "Devlog 12 - a shorter one I am working on adding cool stuff like black holes to my end update mod. I want to make it so that if you get full void armor and right click your void sword for 5 seconds, it summons a black hole (with a long cooldown) that affects every entity thats not wearing any piece of void armor. It may look something like in the image below. I don’t have much to yap about here; sorry :P"}, {"post_id": 50352, "ts": "2026-08-19T15:07:19Z", "hours": 10.3525, "text": "Devlog 11hey guys.some pretty large changes were added.I’ve been working on a big stability and polish pass over the whole mod, fixing a bunch of long-standing issues from the brutal audit and making the realm feel a lot more solid.Updates:- Guidebook clarity: The guidebook was pretty blurry in the inventory, so I fixed the item model to use an integer scale with no rotation, and reworked the screen to draw all the text with shadows. It reads crisp at any GUI scale now, and I added a bunch of new pages - field notes on the ruins, a crafting reference, and notes on the resonance system.- Structure stability: Ruins, spires, and archives used to check support at the origin column’s height, which meant they could float over dips or clip into rises on sloped terrain. I switched all three landmark features to per-column support checks, so each column is sampled at its own surface height. They sit on real ground now.- Far chunk writes: The landmark builders were writing blocks into chunks outside the generating region, which triggered “setBlock in a far chunk” warnings and risked corrupting already-saved chunks. I added a write gate to StructurePlacement that refuses any write outside the generating 3x3 region, so the warnings are gone and the footprints still fit fine.- Resonance system: The Resonance attachment was dead code - it had get and add helpers but nothing ever called them. I built a ResonanceSystem that grants resonance when you defeat Endesium mobs, with tier notices when you cross thresholds. It’s wired into the mod now and persists per player.- Texture fixes: void_gravel.png was 15x16 instead of 16x16, which made it shimmer. I wrote a script that pads any non-power-of-two texture up to the next power of two by repeating edge pixels, and swept the whole texture tree so nothing else can regress.- Verification tooling: I added audit_verify.py, a read-only script that checks every audit fix is present in the source tree, plus a guidebook-specific verifier. It exits non-zero on failure so I can run it in CI or before every release.## Whats next?- Resonance recipes: Now that the resonance system is wired, I want to gate some of the later recipes on resonance tiers so progression through the realm actually matters.- Landmark system: The hand-authored structures work, but I’m thinking about moving the big-footprint ones over to the vanilla Structure system so they get proper bounding-box arbitration instead of the write gate.- More guidebook content: The book is a lot better now, but I want to add an interactive region map and maybe a bestiary section before the next devlog. Also some roti buns i had while coding :P"}, {"post_id": 50065, "ts": "2026-08-19T03:36:42Z", "hours": 1.1294, "text": "added a guidebook to my end update mod. This is a simple update, nothing much. I made it look nice, though a bit blurry. I will fix it, then continue improving the rest of the mod. :D"}, {"post_id": 49637, "ts": "2026-08-18T15:02:34Z", "hours": 8.5408, "text": "Devlog - I improved the biomes and structures in my end update mod by a solid bit. There are now volcanoes in the ashen expanse (WIP), monuments, etc. I am also adding a new guidebook that you get by killing the updated ender dragon to help you in your journey of understanding Endesium and conquering the end."}, {"post_id": 48942, "ts": "2026-08-17T14:44:08Z", "hours": 7.7394, "text": "Update on my end update mod: I added several new biomes - the ashen expanse, luminous grove, shattered highlands, umbral reach, void crown, void marshes, and void skirts. I am working on adding mobs and structures unique to each biome to give it some life, but it is coming together really well."}, {"post_id": 48653, "ts": "2026-08-17T04:16:39Z", "hours": 6.1225, "text": "I’m now doing a deep overhaul of the ender dragon fight in my end update mod. I am adding several new attacks, stages, updating the terrain, etc. I am making this much bigger than what is in the base game, and I am also making it so that it can spawn subminions. Overall, the mod is going very well."}, {"post_id": 48429, "ts": "2026-08-16T19:34:55Z", "hours": 4.3747, "text": "updated main end island to be of many parts. I made it so that there’s a central arena, ruins, ridges, fractures (the part visible in the sc), spires, etc."}, {"post_id": 47874, "ts": "2026-08-16T04:11:16Z", "hours": 4.8725, "text": "added two new biomes to my end mod. I added the end wastes and the chorus wilds. Added some structures and new blocks to give it some life, and as well as added the new mob (void stalker) to it. I am working on adding the next BIG biome - the Deep End (and then after that is the void realm)"}, {"post_id": 47615, "ts": "2026-08-15T16:54:50Z", "hours": 5.5167, "text": "Progress Update – Last 5.5 hours Added a bunch of custom items to my end mod, working on adding functionality to different items. It is going very well overall, thank you kaupenjoe for the yt tutorial!"}, {"post_id": 47294, "ts": "2026-08-15T04:52:46Z", "hours": 3.9925, "text": "Setting up some new blocks that are end themed (this one was bugged, working on fixing it.) Adding new biomes, etc."}, {"post_id": 47020, "ts": "2026-08-14T16:43:21Z", "hours": 3.4886, "text": "modeled a mob, created basic implimentation for the void stalker (name of the mob)"}, {"post_id": 46704, "ts": "2026-08-14T04:36:26Z", "hours": 3.2261, "text": "set up a full repository for the minecraft mod endesium (just an end update because mojang hasn’t made one)"}]...
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Title: Endesium by @nikhil_nagaraj | Stardance
De Title: Endesium by @nikhil_nagaraj | Stardance
Devlogs:
set up a full repository for the minecraft mod endesium (just an end update because mojang hasn’t made one)
modeled a mob, created basic implimentation for the void stalker (name of the mob)
Setting up some new blocks that are end themed (this one was bugged, working on fixing it.) Adding new biomes, etc.
Progress Update – Last 5.5 hours Added a bunch of custom items to my end mod, working on adding functionality to different items. It is going very well overall, thank you kaupenjoe for the yt tutorial!
added two new biomes to my end mod. I added the end wastes and the chorus wilds. Added some structures and new blocks to give it some life, and as well as added the new mob (void stalker) to it. I am working on adding the next BIG biome - the Deep End (and then after that is the void realm)
updated main end island to be of many parts. I made it so that there’s a central arena, ruins, ridges, fractures (the part visible in the sc), spires, etc.
I’m now doing a deep overhaul of the ender dragon fight in my end update mod. I am adding several new attacks, stages, updating the terrain, etc. I am making this much bigger than what is in the base game, and I am also making it so that it can spawn subminions. Overall, the mod is going very well.
Update on my end update mod: I added several new biomes - the ashen expanse, luminous grove, shattered highlands, umbral reach, void crown, void marshes, and void skirts. I am working on adding mobs and structures unique to each biome to give it some life, but it is coming together really well.
Devlog - I improved the biomes and structures in my end update mod by a solid bit. There are now volcanoes in the ashen expanse (WIP), monuments, etc. I am also adding a new guidebook that you get by killing the updated ender dragon to help you in your journey of understanding Endesium and conquering the end.
added a guidebook to my end update mod. This is a simple update, nothing much. I made it look nice, though a bit blurry. I will fix it, then continue improving the rest of the mod. :D
Devlog 11hey guys.some pretty large changes were added.I’ve been working on a big stability and polish pass over the whole mod, fixing a bunch of long-standing issues from the brutal audit and making the realm feel a lot more solid.Updates:- Guidebook clarity: The guidebook was pretty blurry in the inventory, so I fixed the item model to use an integer scale with no rotation, and reworked the screen to draw all the text with shadows. It reads crisp at any GUI scale now, and I added a bunch of new pages - field notes on the ruins, a crafting reference, and notes on the resonance system.- Structure stability: Ruins, spires, and archives used to check support at the origin column’s height, which meant they could float over dips or clip into rises on sloped terrain. I switched all three landmark features to per-column support checks, so each column is sampled at its own surface height. They sit on real ground now.- Far chunk writes: The landmark builders were writing blocks into chunks outside the generating region, which triggered “setBlock in a far chunk” warnings and risked corrupting already-saved chunks. I added a write gate to StructurePlacement that refuses any write outside the generating 3x3 region, so the warnings are gone and the footprints still fit fine.- Resonance system: The Resonance attachment was dead code - it had get and add helpers but nothing ever called them. I built a ResonanceSystem that grants resonance when you defeat Endesium mobs, with tier notices when you cross thresholds. It’s wired into the mod now and persists per player.- Texture fixes: void_gravel.png was 15x16 instead of 16x16, which made it shimmer. I wrote a script that pads any non-power-of-two texture up to the next power of two by repeating edge pixels, and swept the whole texture tree so nothing else can regress.- Verification tooling: I added audit_verify.py, a read-only script that checks every audit fix is present in the source tree, plus a guidebook-specific verifier. It exits non-zero on failure so I can run it in CI or before every release.## Whats next?- Resonance recipes: Now that the resonance system is wired, I want to gate some of the later recipes on resonance tiers so progression through the realm actually matters.- Landmark system: The hand-authored structures work, but I’m thinking about moving the big-footprint ones over to the vanilla Structure system so they get proper bounding-box arbitration instead of the write gate.- More guidebook content: The book is a lot better now, but I want to add an interactive region map and maybe a bestiary section before the next devlog. Also some roti buns i had while coding :P
Devlog 12 - a shorter one I am working on adding cool stuff like black holes to my end update mod. I want to make it so that if you get full void armor and right click your void sword for 5 seconds, it summons a black hole (with a long cooldown) that affects every entity thats not wearing any piece of void armor. It may look something like in the image below. I don’t have much to yap about here; sorry :P
Devlog 12 this one is huge. i rebuilt basically every system in the mod and fixed a mountain of bugs that were making the whole thing feel broken. endesium finally feels so much better now and actually playable. Updates: Black holes: the void sword’s signature ability actually works now. hold right-click for 4 seconds with full void armor on and a singularity spawns 6 blocks ahead of your crosshair. it pulls mobs, items, everything within 14 blocks with an inverse-square gravity curve plus an orbital swirl near the core, shreds anything caught inside, then implodes after 8 seconds with falloff damage. accretion disc particles orbit it while it’s live. 5 minute cooldown because it is absolutely devastating. full void set makes you immune to your own hole. Void armor + tools: the whole set got redone from scratch. armor textures are now built directly off vanilla netherite’s palette structure (same silhouette, same transparency map) but re-tinted to abyssal navy with cyan seams and gold shoulder trim, so it renders perfectly on the body — no more magenta mannequin glitch. tools now have true netherite stats: 2031 durability, 9.0 speed, 4.0 damage bonus, proper attack speed/damage attributes on every tool so tooltips show real numbers. pickaxe has an AoE resonance blast, axe has a dash, sword applies slow on hit. Ten landmark structures: every biome got a flagship now, not just perimeters. the ashen expanse has a 28-block stratovolcano with lava falls and a hidden obsidian vault, plus a lava-moated bastion fortress. luminous groves has a 27x27 lumen castle with prism-roofed towers. void skirts has a prison citadel with a 16-block spire and nullwalker wardens. there’s also a wastes cathedral with a crypt, a chorus mother tree, a highland lighthouse with a working beacon, a sunken mire cathedral, a crystal sanctum palace, a crown spire, and a null citadel. each one has exclusive loot you can’t get anywhere else, a guardian mob spawner, environmental dangers, and a resonance mechanism to wake. Item art overhaul: every custom item got handcrafted pixel art instead of flat recolors. edge-darkening, biome-specific palettes (lumen lime, ashen fire, crystal lilac, marsh teal), gold flecks on highlights. skyglass shards are faceted ice-blue, the windscar winch is a bronze gear with a hook, prism seeds have rainbow gradients. also resized everything that was clipping outside its inventory slot. Guidebook rewrite: went from 36 pages to 42 across 8 tabs. every biome gets its own page covering blocks, mobs, and landmarks. new pages for the landmark index, biome relics, exclusive loot tables, and the full tool/armor ability breakdown. if it’s in the mod, it’s in the book now. /locate support: added /endesium locate biome and /endesium locate structure commands so you can find any of the ten biomes or any structure from the command line. no more wandering the void for an hour looking for the volcano. Whats next? Dragon fight polish: the respawned dragon phases work but the telegraphs could be way more readable. i want distinct visual tells before each resonance attack. Sound design: most sounds reuse vanilla assets right now. custom .ogg recordings for the black hole ambience and landmark mechanisms would be great as well. More structure variants: the flagships are rare by design, but smaller biome-specific ruins between them would make exploration feel less empty.
Devlog #12 Hi guys! I added a lot here. Instead of having multiple small structures that are sort of just arbitrary, I made it so that there is just 1 big but incredible structure per custom biome in my end mod. This makes it feel so much cleaner and nicer, and although there are still some bugs that need to be patched, I plan on improving them a lot. Here are some screenshots that I took of updated structures. I plan to make a lot more and better structures in the futures (also the volcano is split in half so you (the ppl) could see the inside with a vault room)
Update - What I have worked on I have added a custom mini boss per biome, and I have also added a custom big boss that drops op loot. I am working on names and textures, but this is a WIP. This is going really well so far. Future yap I am going to figure out a name for each item, some custom weapons and abilities, then I will balance out the game a bit. Right now, it is too easy to kill a boss, so I will make them harder.
Devlog 14 hey guys. another one. smaller than 13 but a lot of the actual gameplay got wired up this time. void gear is done netherite-tier stats: 2031 durability, 9.0 attack damage, 4.0 speed. sword, pickaxe, axe, shovel, hoe — full tool set, all void ingot + stick.the armor follows the void set: helmet, chestplate, leggings, boots. two-layer P-mode armor model with gold shoulder plates. helmet has the retexture layers. the full set bonus is coming later but the base is solid. void ingot chain works: void gem -> smelt -> void ingot. ingot <-> 9 nuggets. void brick from void slate (2x2). slab, stairs, wall. all the recipes are wired up in datagen. black holes hold void sword for 5 seconds with the full void set -> singularity fires 6 blocks ahead, pulls everything in a 14 block radius for 8 seconds, 5 minute cooldown. the HUD has a charge bar now: resonance cyan rising to pale glow, ancient gold pulse when full. the label “VOID SINGULARITY” sits above it.this is client-side display only. the actual singularity logic lives on the server through the use item tick. sonic boom elbyra + resonant wings -> press R -> sonic boom fires. client sends a packet, server validates wings + cooldown + alive-ness before executing. keybind registered on client tick. the client is finally wired all 13 entities now have renderers. the crash where any entity without a renderer NPE’d the level renderer is gone. particles registered (void skirt mote), block render layers set for void glass and mireglass (translucent), guidebook screen opens on right-click.dragon armor model layer registered for the resonant wings passives. what was deleted the old void stalker entity, old resonance lens item, old void shard item, old foundation test block, and the old generated loot/recipe/advancement JSONs for them — all removed. everything has been replaced by the production versions.## what’s nextmore ruin variants for the landmark tier, ambient life for the empty skies, maybe the deep end. see the roadmap. go find a black hole.!!! (the black box is the singularity/black hole)
Devlog 15 this one is mostly bug fixing, and I lowkey should have done it a while ago. two big ones got found and killed. bosses were not spawning properly the wardens were supposed to be standing in every flagship - crypt floors, balcony rings, throne daises, all of it. and most of them just werent there. I found out that the placement helper was asking for a heightmap that doesn’t even exist yet during world gen. so the game would try to figure out where the ground was, get garbage back, fail the collision check, and die To fix it, I (and opencode) used the surface heightmap that actually works mid-generation, check footing with real collision shapes instead of vibes, and stop teleporting interior wardens to the roof. a warden meant to stand in a crypt now stands in the crypt. if there’s genuinely nowhere legal to stand, we log it loudly instead of pretending everything’s fine. the structure grid I noticed flagships spawn in a straight line. I then found out the placement gate checked chunk coords against two fixed numbers with modulo math - which doesn’t pick ONE spot per cell, it picks EVERY chunk that matches the mod. so the game was building a perfect lattice. cathedral, 160 blocks, cathedral, 160 blocks, forever, in neat little rows like crops. landmarks had the same bug at 256 block scale. both features now hash the cell coordinates themselves to pick a single host chunk per region per cell, so every attempt lands somewhere different. flagships also got pushed out to a 384 block minimum since they’re supposed to be rare landmarks. what’s next back to content. more landmark variants, ambient life in the skies, the deep end is still sitting there on the roadmap being ominous.
Devlog 16 Short one, but it is the one I have been putting off. The dragon fight was authored with attacks, phases, telegraphs but the pillars were just decor and the last third of the health bar played identically to the first. The pillars fight back Crystal aegis is the simplest thing in the world: while crystals stand, thedragon heals. One line of health regen did more for the fight’s shape than anyattack I have authored, because it moves the win condition backwards. You donot win by out-DPS-ing a health bar; you win by climbing pillars under fire.Five crystals means two HP a second, which is enough to visibly undo a sloppyopening. That is the fight telling you it is watching. Enrage is a ladder, not a switch Three thresholds - 60, 35, 15 percent - each announced, each spawning void wisps into the arena. The wisps are not the threat; they are the clock . Every second you spend swatting a wisp off your back is a second the dragon is cycling toward catastrophe. From enrage two the dragon leaves breath pools under its flight path, which turns its flyovers into map control. killing the dragon The kill now drops a real pile: heart, fangs, bone, resonant scales. First kill still fires the transformation. /dragonfight gives a live readout for tuning the curve without guessing. Notes for next time The wisps cap at eight; if playtests say the floor is unreadable, that cap is the first knob. Aegis regen is intentionally visible (1-2 HP/s). If it feels unfair, the fix is fewer crystals required, not slower regen. Docs live in docs/DRAGON_FIGHT.md now, including the testing checklist.
Devlog #19 Sorry for the random numbering before - i guess i suck at counting. Anyways, devlog. Updated structures Before, structures were just decoration and weren’t technically vanilla structures (kaupenjoe misled me). However, I managed to turn them into structure with help from OpenCode. I also added some new structues, like a castle (needs some works still), some new cathedrals, willowtree trunk, etc. I am adding some more custom armor, and I will make it cool with cool abilities. Custom armor My plan for custom armor includes: Luminous armor (infinite night vision, light level control panel, more ideas to come), Ash armor (fire-related abilities, ashwalker boots already exist) Null armor (i have no idea on what to do for this, but it sounds cool) Dragon fight Improve the dragon fight so it has several new stages Made it so that it spawns void wisps here and there Added a bunch of new drops it gives, working on adding Dragon Wings (slow but give iron-chestplate armor level) What’s next? Add the custom armor and tools and weapons Finish the dragon fight so it is exceptional
Devlog 20 - Three New Sets this one adds the thing that’s been missing since the void set went in being actual custom armor that isn’t void. Luminous, Ash, and Null are new. 12 armor pieces, 15 tools, all with their own textures, their own powers, and their own place in the creative tab. ##the new sets the void set already had its silhouette and its trim workflow. the new sets follow the same P-mode two-layer model so trims work the same, but they’re recolored palettes with their own read:- Luminous gold-cyan, glassy, the grove’s light. high enchantability, diamond-tier defense with a light-mobility kit.- Ash gray-ember with ember-orange highlights, volcano-forged. slightly lighter than void but built for fire.- Null violet-void, deleted matter. void-tier defense, hungrier enchant cost, gravity-deletion kit. you can read them now none of the three sets had working names before — datagen was fine, but the generated lang had Luminous_helmet with a capital L, so the game looked for item.endesium.luminous_helmet and found nothing. 26 keys showed item.endesium.___ in inventories. src/main/generated/assets/endesium/lang/en_us.json is now lowercase for all luminous/ash/null armor and tools, the phantom Ash_boots is gone. hover a luminous sword and it actually says luminous sword. armor is per-piece now new rule: every single piece does something on its own. the full set is an upgrade, not the only reason to wear it. Luminous — the grove’s light — GearAbilities per piece + tooltips on GearArmorItem : helmet Gleamsight – night vision while worn- chest Radiant Aegis — attackers get glowing 8s; full set Prism Ward adds darkness 3s + 3 magic burn-back- leggings Lightspeed — speed I (II with full set)- boots Lumen Leap — jump II Ash — the volcano — volcano kit, fire is fuel:- helmet Ember Crown — fire resistance while worn- chest Searing Plate — attackers ignite 4s; burning/in lava gives strength I- leggings Magma Blood — regen I while burning/in lava- boots Ashwalker — stand on lava, and now hold shift in lava to sink at -0.18/tick to -0.55 like scaffolding, release and you stay down with LAVA puffs every 4tfull ash Volcanic Heart is permanent strength I. the set wants you in lava. Null — deleted matter — Erased Mind helmet purges levitation/darkness/nausea every tick, Erased Wound chest gives absorption 5s on hit, Weightless leggings no fall damage, Null Step boots +1 step height via attribute, full set Void Body deletes 25% of incoming projectiles with smoke + shield block feedback. what’s next more landmark variants, ambient life for the empty skies, and the deep end is still sitting there being ominous. Sorry, no sneak peak yet - still not finished yet
Devlog 21 hey guys.the End’s been empty for a while. the ecology mobs live on the islands, thebosses live under them, but the sky itself was a void. this one fixes that,and it brings back something else that was missing: three new mobs three new mobs Sky Jelly - ambient, drifts with the wind. a soft bell of a thing withfour trailing tentacles, pulsing gently and leaving end-rod motes behind it.it bobs upward every now and then like it’s breathing. 8 hp, doesn’t careabout you. just ambient. Galefin - the fastest thing in the End. a sleek sky-fish that cutsthrough the air at 0.75 flying speed and avoids you entirely - the momentyou get within 12 blocks it’s gone. 4 hp. you see them flicker past in thecorner of your eye more than you ever actually look at one. Deep Lurker - this is the mean one. it lives below the islands, in thedark air pockets under the heightmap, and it waits. 22 hp, leaps at you,does real damage. when one spawns you get a portal-particle burst as awarning, and then you have maybe a second to look down.all three are geckolib animated - jelly pulses, galefin swims, lurker idleswith a slow head sway - and all three have spawn eggs and their own loottables. the sky and the deep are managed now AmbientSkyManager runs two server-side systems: sky half - if you’re flying more than 12 blocks above the surface, theair around you fills with biome motes (highland wind, lumen motes, endwastes dust). it makes flying at height feel alive instead of empty. deep half - a managed lurker spawner. every 5 seconds it looks for darkpockets below the islands: solid floor, air to spawn in, brightness under 7,at least 34 blocks of island above you. spawns are capped at 6 lurkerswithin 96 blocks per player, so the deep end gets ominous without everbecoming a wall of them. what’s nextthe deep end is less empty now, but it’s still just lurking. the design docskeep pointing at something bigger under the islands - the Umbral Reach - andthe sky could always use more than motes. more ambient life is on the table.
Devlog 22 - End Fight Update (again)hey guys.this one’s a two-day entry. yesterday was the sky getting alive and the gear lines finally clicking together into actual fighting systems. today was the dragon. the end fight has been building layers for a while - phases, enrage,scripted moves - but it still had one big problem: the first dragon barely used any of it. that’s fixed now. the first kill is the fight now. therespawned one is the nightmare. yesterday - 8/26the sky got three new mobssky jelly, galefin, and deep lurker went in (that one got its own devlog - 21).the sky half of AmbientSkyManager fills the air with biome motes when youfly high, and the deep half keeps the under-island dark honest: lurkersspawned into the black pockets below the heightmap, capped so the deep end isominous without ever becoming a wall.the sets became systemsthe luminous, ash, and null sets each got a cross-set layer inEndgearSetBonuses - wear the full set and hold that line’s tool andarmor + weapon merge into one fighting identity: luminous + prism grip - speed II and haste II while channelling; every hit blinds with a flash (3 true damage + glowing) and sparks light shards.ash + ember core - fire resistance while channelling; hits stoke the burn for 2 extra seconds and throw weight behind the strike.null + erased edge - strength I and haste I; every hit shreds 4 armor durability off the target and drags them into the blade. and the void set finally got its signature: hover. full void set, sneak inthe air, and you stop falling - a gentle drift at -0.12 blocks/tick instead ofa tumble, with void motes trailing under you. it pairs with the sword’ssingularity for total sky control, and it’s the boots’ tooltip promise kept. today - 8/27the dragon actually fights nowthefour-phase fight controller - impact dives, shockwaves, screeches, gales,storms, collapses, the final roar, catastrophe - now runs on the firstdragon too. before, the first kill was vanilla strafing plus harassment, andall the authored grammar was locked behind the respawned dragon. that gate isgone. the first dragon opens with the full attack schedule, escalates throughall four phases, and the transformation still makes things worse: 1.6x scaleand the resonance-exclusive moves are still the awakened dragon’s alone.the pillars became cooler with new mechanicscrystals were just a heal before. now the aegis is a shield:- every surviving pillar grants the dragon 10% damage reduction (capped at 60%), so clearing the pillars is a real first phase, not an optional chore.- destroying a crystal detonates at its pillar with a roar.- the last crystal falling breaks the aegis: the dragon is staggered for five seconds and takes +40% damage, a wisp wave pours out, and the next scripted set-piece fires immediately. that’s your payoff window. set-pieces are guaranteed nowscripted specials used to roll a dice every tick. now they’re scheduled:one opens the fight about thirty seconds in, every enrage escalationforces the next one within a second, and a broken aegis queues one on thespot. the random cadence only fills the gaps. you will see these moves, everyfight, on purpose. two new attacksOblivion Charge (enrage 2+, set-piece) - the dragon climbs high, paints a straight lane through the nearest player with end-rod markers, then dives it twice, tearing through anyone on the line and leaving void-fire wakes in its path. get off the lane.- Resonance Collapse (transformed dragon only) - drags every player toward the dragon for three seconds with converging rings, then detonates at its position. gain distance and find cover; standing still loses.
Devlog 23 - The Stronghold Update hey guys.for a while now the Endesium identity stopped at the end. everything past theportal was ours - the island, the dragon, the resonance, the gear - but the road to it was still vanilla’s stronghold. a cramped maze of hallways and libraries copy-pasted a hundred times, holding the exact same end portal the game shipped with in 2011. it never matched. the mod’s big gate got the smallest room in the game.that’s done now. the vanilla stronghold is gone and the Endesium stronghold replaced it: a buried citadel that previews the end without spoiling it. this one took a while, so let me walk the whole thing. the layout: a citadel vanilla strongholds are random. rooms are scattered, corridors dead-end,libraries repeat, and the portal is wherever the RNG put it. the Endesium stronghold is authored : a fixed, connected, three-times-bigger floor plant that always works. a Great Descent Hall buries you - a switchback staircase that drops from the surface as much as 90 blocks down into the stone, red runner carpet down the aisle, end rods lighting the way, two vindicator sentinels waiting at the top. a sealed Arrival Vault is what the eye of ender actually points at: a quiet chamber with a radial purple sigil on the floor and exactly one grounded door - the route onward, always. - the Hub is the spine: an atrium with a carpeted floor, a central resonance dais (amethyst block, end rod, the works), purpur pillars at the cardinal axes, bookshelves and barrels lining every wall, bats circling the ceiling, and a real staircase up to the gallery instead of a visual platform. junctions are readable - four grounded route markers plus a carpet cross - so you never need signs to find your way. the rooms sixteen distinct room kinds, every one hand-dressed:- Library - bookshelves three shelves high around the walls, two lecterns, a chiseled-bookshelf reading dais, blue carpet, bats.- Treasury - iron-bar vault bars with a single gap, chests and barrels in rows, gold, candles, and a captain guarding the middle.- Guard Post - weapon racks (fence posts) with candles, a phantom spawner in the center, two vindicators on the door.- Sanctum - end stone brick floor, purpur pillars, crying obsidian and a chorus plant on a pedestal, purple carpet, an enderman spawner , a live enderman pacing the corner.- Barracks - four red beds with proper head/foot parts, smoker, furnace, crafting table, three guards on duty.- Scriptorium - lecterns with candles, bookshelves and chiseled shelves, a cauldron of ink, a bat haunting the rafters.- Arboretum - a glass-ceilinged garden: dirt floor, flowering azaleas, ferns, moss carpet, a lily pad pond.- Observatory - concentric purpur ring inlays, an amethyst telescope-core, end-rod instruments along the walls.- Resonance Engine - amethyst conduit pillars with end-rod emitters and a crying obsidian reactor - the end’s power plant, studied safely from outside the portal.- Bastion - deepslate pillars, an iron-bar partition, weapon racks, a captain and two guards. military.- Conservatory - chorus plants and chorus flowers growing on end stone, flower pots and moss, an enderman in residence.- Reliquary - concentric obsidian ritual rings, an ender chest at the heart, candles, a captain standing watch.- Portal Cathedral what’s next the stronghold finally reads like the end’s doorstep. next up is the rest ofthe ten-hour pass - every file retyped, every line deliberate - and afterthat, the bosses and dragon still want their second pass of polish. but thegate is fixed. you’ll never walk vanilla’s cramped hallways to the end again.
Devlog 24 - Making the Stronghold Even Better hey guys. DEVLOG_23 was about replacing the vanilla stronghold - the layout, the rooms, the portal cathedral. and it shipped, and it worked, and then i walked back through it and something was off. the shape was right but the rooms read empty. a big citadel of bare stone is just a bigger version of the problem i was trying to kill. so yesterday/today was the boring pass nobody gets excited about in a change log: making rooms feel lived in. the noise every room had the bones but none of the clutter. so i went room by room and dressed them like actual inhabitants left mess behind: wall shelf rows with candles on top, sconce rows down the hall, two-tone floor tiles instead of one flat slab clustered corners - reading nooks, work benches, storage piles - instead of hanging lanterns and chandeliers where the ceiling actually had headroom for them crypts and catacombs got coffin rows, skull niches, soul lanterns barracks got lockers, footlockers, armor stands treasury got actual stacks of gold, not a promise of gold gardens finally read as gardens - flower meadows instead of a dirt square and corridors stopped being dead space: candle runs, clutter, tiled edges.it’s not glamorous but it’s the difference between a structure and a place. three new district wings once the rooms felt alive, the citadel wanted more than the hub spine. so it grew three themed districts, and i love how they ground the place: Forge - a contained lava pit ringed in polished deepslate, anvils, furnaces, coal stores. the stronghold had no industry before; now it reads like it smiths something down there. Dining Hall - a proper mess: table rows, benches, chandeliers. a fortress this size would have somewhere to eat. Prison - iron-bar cells, chains, a witch behind the barracks. every good stronghold needs a brig. plus a monumental columned entrance to the Great Descent Hall, an amethyst landing dais, cross-bridges over the Star well, a grand staircase dropping from the cathedral gallery, and a carpet runner down every corridor so you always know you’re on the path. Also started playing hades :P
Devlog 25 Wrapping things up Hi guys, this was mostly wrapping up the project. I have had a lot of fun working on the project, but I want to ship soon, maybe at like 200 hours. I hope everyone has enjoyed watching my progress on this, as I thoroughly enjoyed working on it myself. I hope everyone gets a chance to try it out and give some feedback. Models I touched up some 3d models and improved them a bit, making them look a bit cleaner. I touched the void stalker’s model, and the dragon’s model primarily Loot tables I customized the loot tables for a lot of the custom or modified structures like the stronghold to be a lot nicer and more fitting towards the endesium mod. They are a lot stronger, but not too OP I’d say. Nothing much else done I know I spent 10 hours coding, but I didn’t get much done because of how long I spent wondering what to do lol.
Devlog 26 hey guys. I turned the dragon fight into a bunch of small fixes that all made the fights read better.nothing shiny, just the stuff that was quietly wrong. stuff that was supposed to do stuff but didnt lol the dragon fight had announcements. not the kind players see - the kind thatonly exist in code. the enrage thresholds (“The Dragon Remembers” at 60%,35%, 15%) and the hoard reveal were computed, and then… dropped. a soundplayed, a title was built, and nobody ever saw the title. the function wasliterally called announce and it announced nothing. same story in the special attacks. the imports for title packets were sittingthere, imported and never used. so now the scripted set-pieces finally namethemselves: Burrow - “The Dragon Descends” before the ground starts shifting Seize - “The Dragon Takes You” right before it swoops to carry you aloft Rifts - “Reality Tears” as the gravity rifts start opening around you i’m genuinely annoyed this was broken for as long as it was. the drama of thedragon fight was all there in the code - the escalation, the set-pieces, the named thresholds - and none of it reached the player. now it does. the sentinel’s grab is escapable now the crown sentinel’s grab-and-hurl from a few devlogs ago was a one-way trip.if it got its hands on you, you watched the animation and then got launched.no counterplay, which felt wrong for a fight that’s supposed to be about reading the boss. so it got the same rule the warden and golem already had: deal enough damage mid-hold and it drops you early. 18 damage is the breaking point - enough that you can’t just tickle it, but enough that a player who’s actually fighting back gets out before the throw. it also shields against the worst feeling case, where the hold just deletes you with nothing to do about it. and while I was in there: the goal list had two goals at priority 4, whichmeant the sentinel’s behavior was occasionally picking the wrong thing to doat the same weight. renumbered so the hierarchy actually means something. next up the dragon’s hoard, the sentinel’s other moves, and the stronghold is still missing its advancements - the burrow is found, but it doesn’t have a single achievement attached to finding it. that’s next. the fights are starting to feel like they have a conversation with you now.the dragon tells you what it’s about to do, and you get to do something about it. That is the top view of the crown sentinel btw, it looks pretty dope imo
Devlog 28 - The Egg Becomes an Altar hey guys. last devlog for this project The egg now hatches I made the egg hatch into an end golem after 1 minute - a very op, hard to defeat mob. However, defeating it gives 3-5 additional permanent hearts (lose it upon death). Also, when you kill the dragon now, a chest spawns where it died, with dragon wings (gives iron-level protection, slowness 1 while worn, functions like an elytra). what that means for the endgame so the progression reads clean now. beat the dragon, take the egg, set it up,and call up the colossus that guards everything past the first kill. the dragon fight is the warm-up act for something that doesn’t even spawn until you put the trophy to work. that’s it. that’s the end of the end. thanks for following along - go fight the dragon for real, then come back and raise one of your own.
Ships:
I created a Minecraft mod called Endesium, which is an End Update mod. I learned Minecraft modding from scratch for this. There are 10 new biomes, 15 new mobs, 4 new bosses, 4 new sets of armor, and a lot of cool and incredible stuff. The new structures look incredible, like the elderwood sanctum, and many other cool and magnificent structures. It was challenging to figure out how to make custom mob models and make them spawn with boss bars and stuff of that sort. I am incredibly proud of my project, and I have put over 1 weeks worth of time into this project. I have learned many things along the way, and it was truly an incredible experience learning how to make a mod for Minecraft. It is a fabric 1.21.1 mod, sorry no modrinth - that takes weeks to verify....
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Daniel/Retro's portfolio by @dan | Stardance
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dan
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T21:15:30Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my personal portfolio website. It includes everything you need to know about me: my hobbies, my life, and my projects. Pretty simple project at the moment, though I plan on updating it to make it more practical.", "repo": "https://github.com/Retro2D/portfolio/", "demo": "https://retro2d.github.io/portfolio/"}]...
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[{"post_id": 47710, "ts": "202 [{"post_id": 47710, "ts": "2026-08-15T20:06:15Z", "hours": 0.3353, "text": "Added my hobbies onto the website. Pretty simple to understand LULZ. Pretty sure the project now qualifies for the mission, so this probably will be the last devlog before I ship it."}, {"post_id": 46690, "ts": "2026-08-14T04:02:32Z", "hours": 1.1903, "text": "Got started on my portfolio! Not much to note, but it currently has an about me section and projects section. These are pretty self-descriptive sections: about me as a person and my life, and all the major projects I have built here. I aim to refine the UI, I just got done with the basic tutorial!"}]...
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Title: Daniel/Retro's portfolio by @dan | Star Title: Daniel/Retro's portfolio by @dan | Stardance
Devlogs:
Got started on my portfolio! Not much to note, but it currently has an about me section and projects section. These are pretty self-descriptive sections: about me as a person and my life, and all the major projects I have built here. I aim to refine the UI, I just got done with the basic tutorial!
Added my hobbies onto the website. Pretty simple to understand LULZ. Pretty sure the project now qualifies for the mission, so this probably will be the last devlog before I ship it.
Ships:
This is my personal portfolio website. It includes everything you need to know about me: my hobbies, my life, and my projects. Pretty simple project at the moment, though I plan on updating it to make it more practical....
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SCOUT: Recon Run by @magali | Stardance
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magali
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1
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5.42
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61
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T23:36:49Z", "hours": 5.0, "multiplier": 13.18, "payout": 61, "blessing": "neutral", "text": "What did you make? I made SCOUT: Recon Run , a small demo game based on my SCOUT Recon Rover project. I wanted people to actually be able to experience SCOUT instead of just looking at the rover and reading about it. The idea is basically to let you explore the concept of SCOUT for yourself and see what it’s like through a game. What was challenging? Honestly, getting everything to work together 😭. I had to design the game, work out the mechanics and fix a bunch of random problems along the way. I also wanted it to actually feel connected to the original SCOUT project rather than just being a random game with the SCOUT name slapped on it. What am I proud of? I’m probably most proud that I actually finished something people can play after the Maker Challenge. SCOUT started as a physical rover prototype where I was trying to get the tracks, sonar and software working together. The physical rover wasn’t fully finished, so making this demo afterwards was a way for me to keep developing the idea instead of just leaving it there. Also… I made a game. That’s pretty cool considering I hadn’t originally planned for SCOUT to become one 😂 What should people know so they can test it? Just play it and explore lol. It’s meant to be something you can figure out yourself rather than needing a massive explanation beforehand. Have fun with it :)", "repo": "https://github.com/SamiMagali/SCOUT-Recon-Rover-Demo", "demo": "https://samimagali.github.io/SCOUT-Recon-Rover-Demo/"}]...
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[{"post_id": 47791, "ts": "202 [{"post_id": 47791, "ts": "2026-08-15T23:29:42Z", "hours": 0.4197, "text": "I worked on the ending of SCOUT: Recon Run today.I added a proper mission-complete state so the game knows when the player reaches the objective instead of just letting them keep driving around.I also added a completion screen with a short celebration effect and sound, and started working on making the game return to the menu afterwards so the player can replay the mission.I had a few issues with the UI overlapping the rover and the different game layers, so I had to experiment with where things were drawn in the main game loop.It was a small change, but it made the game feel much more like an actual complete mission rather than just a rover driving around a map."}, {"post_id": 47201, "ts": "2026-08-14T23:18:28Z", "hours": 3.9822, "text": "I FINISHED THE GAME I finally finished the SCOUT demo game. The idea was to take the original SCOUT rover project and turn it into something people could actually interact with instead of just looking at the physical prototype. The game now has: A playable SCOUT rover An objective/mission system NPC characters Dialogue A medicine delivery mission Pixel-art characters Sound effects Confetti and a mission-complete screen PC controls Mobile touch controls One of the harder parts was getting the controls to work properly on both PC and mobile. I originally had the dialogue working with keyboard input, but getting tapping to work reliably took a lot more debugging than I expected. I ended up using pointer events so the same input system could handle mouse clicks and touchscreen input. I also had to make the dialogue UI adapt to different screen sizes. On mobile, the text box needs to be smaller and the text needs to wrap properly, while on PC there is more space available. This was also my first time making a proper playable game around one of my hardware projects. A lot of the work wasn’t just writing the game itself, but connecting all the different systems together so that the game actually felt like one thing. It’s finally playable now, so I’m going to move on to testing it on different devices and fixing anything people find. 🔥"}, {"post_id": 46886, "ts": "2026-08-14T13:04:05Z", "hours": 0.6136, "text": "First SCOUT Game Prototype This was the first version of the SCOUT game simulator. At this point, I had the basic SCOUT rover moving around the screen and some simple walls to drive around. The idea was to make a small digital version of the rover so I could experiment with how SCOUT would actually work in an environment. It was pretty basic at this stage, but getting the rover movement working was an important first step. From here, I could start building the actual environment and eventually add things like objectives, characters and missions. This was basically the starting point for what eventually became the full SCOUT demo game."}]...
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Title: SCOUT: Recon Run by @magali | Stardance
De Title: SCOUT: Recon Run by @magali | Stardance
Devlogs:
First SCOUT Game Prototype This was the first version of the SCOUT game simulator. At this point, I had the basic SCOUT rover moving around the screen and some simple walls to drive around. The idea was to make a small digital version of the rover so I could experiment with how SCOUT would actually work in an environment. It was pretty basic at this stage, but getting the rover movement working was an important first step. From here, I could start building the actual environment and eventually add things like objectives, characters and missions. This was basically the starting point for what eventually became the full SCOUT demo game.
I FINISHED THE GAME I finally finished the SCOUT demo game. The idea was to take the original SCOUT rover project and turn it into something people could actually interact with instead of just looking at the physical prototype. The game now has: A playable SCOUT rover An objective/mission system NPC characters Dialogue A medicine delivery mission Pixel-art characters Sound effects Confetti and a mission-complete screen PC controls Mobile touch controls One of the harder parts was getting the controls to work properly on both PC and mobile. I originally had the dialogue working with keyboard input, but getting tapping to work reliably took a lot more debugging than I expected. I ended up using pointer events so the same input system could handle mouse clicks and touchscreen input. I also had to make the dialogue UI adapt to different screen sizes. On mobile, the text box needs to be smaller and the text needs to wrap properly, while on PC there is more space available. This was also my first time making a proper playable game around one of my hardware projects. A lot of the work wasn’t just writing the game itself, but connecting all the different systems together so that the game actually felt like one thing. It’s finally playable now, so I’m going to move on to testing it on different devices and fixing anything people find. 🔥
I worked on the ending of SCOUT: Recon Run today.I added a proper mission-complete state so the game knows when the player reaches the objective instead of just letting them keep driving around.I also added a completion screen with a short celebration effect and sound, and started working on making the game return to the menu afterwards so the player can replay the mission.I had a few issues with the UI overlapping the rover and the different game layers, so I had to experiment with where things were drawn in the main game loop.It was a small change, but it made the game feel much more like an actual complete mission rather than just a rover driving around a map.
Ships:
What did you make? I made SCOUT: Recon Run , a small demo game based on my SCOUT Recon Rover project. I wanted people to actually be able to experience SCOUT instead of just looking at the rover and reading about it. The idea is basically to let you explore the concept of SCOUT for yourself and see what it’s like through a game. What was challenging? Honestly, getting everything to work together 😭. I had to design the game, work out the mechanics and fix a bunch of random problems along the way. I also wanted it to actually feel connected to the original SCOUT project rather than just being a random game with the SCOUT name slapped on it. What am I proud of? I’m probably most proud that I actually finished something people can play after the Maker Challenge. SCOUT started as a physical rover prototype where I was trying to get the tracks, sonar and software working together. The physical rover wasn’t fully finished, so making this demo afterwards was a way for me to keep developing the idea instead of just leaving it there. Also… I made a game. That’s pretty cool considering I hadn’t originally planned for SCOUT to become one 😂 What should people know so they can test it? Just play it and explore lol. It’s meant to be something you can figure out yourself rather than needing a massive explanation beforehand. Have fun with it :)...
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1793497760.6699812
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1793584160.6699812
|
|
47599
|
AirSpace 1 by @Aaryan805 | Stardance
|
Aaryan805
|
1
|
34.09
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T18:35:03Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Bachal’s OS, a personal web-based desktop operating system featuring draggable windows, a live clock, a portfolio of me, my travel bucket list, my badminton matches, and a a wallpaper app. Debugging the javascript for apps and window layering was my biggest challenge. I’m proud of building the wallpapers app (with AI assistance for the JS logic) which lets visits pick HD wallpapers or paste their own image link and saves it in their browser’s Local storage. How to test: Click any desktop icon to open an app, drag windows around by their headers, look at the country images and if you want to watch my play badminton lmao watch my videos. Finally, open Bachal’s Wallpapers to test changing or pasting your own desktop background (make sure you “copied image link” and not just “link”.", "repo": "https://github.com/aaryanbachal85-alt/Bachal-OS-", "demo": "https://aaryanbachal85-alt.github.io/Bachal-OS-/"}]...
|
[{"post_id": 64815, "ts": "202 [{"post_id": 64815, "ts": "2026-09-09T14:22:14Z", "hours": 13.0753, "text": "Just Finished all my apps for this WebOS, I will release it soon as I have a lot of bugs and problems in the logic I need to fix"}, {"post_id": 52751, "ts": "2026-08-23T02:51:06Z", "hours": 9.015, "text": "Re-designing my WebOS callin it airspace 1 now"}, {"post_id": 48353, "ts": "2026-08-16T17:43:58Z", "hours": 1.0014, "text": "Just finished my wallpaper app. I have 4 categories of wallapers 8 examples ones. You can also bring your own wallaper just making your you clicked “Copy Image Link”"}, {"post_id": 48269, "ts": "2026-08-16T15:58:22Z", "hours": 0.6594, "text": "Working on the 4th app. Rough Draft: You can change the background of the webOS yourself to anything you like. Hope you enjoy"}, {"post_id": 48218, "ts": "2026-08-16T14:58:27Z", "hours": 10.6606, "text": "I’ve already finished making 3 apps and wrapping up my project with a 4th I’m also considering to change the apperance of my welcome screen as well"}]...
|
Title: AirSpace 1 by @Aaryan805 | Stardance
Devlo Title: AirSpace 1 by @Aaryan805 | Stardance
Devlogs:
I’ve already finished making 3 apps and wrapping up my project with a 4th I’m also considering to change the apperance of my welcome screen as well
Working on the 4th app. Rough Draft: You can change the background of the webOS yourself to anything you like. Hope you enjoy
Just finished my wallpaper app. I have 4 categories of wallapers 8 examples ones. You can also bring your own wallaper just making your you clicked “Copy Image Link”
Re-designing my WebOS callin it airspace 1 now
Just Finished all my apps for this WebOS, I will release it soon as I have a lot of bugs and problems in the logic I need to fix
Ships:
I built Bachal’s OS, a personal web-based desktop operating system featuring draggable windows, a live clock, a portfolio of me, my travel bucket list, my badminton matches, and a a wallpaper app. Debugging the javascript for apps and window layering was my biggest challenge. I’m proud of building the wallpapers app (with AI assistance for the JS logic) which lets visits pick HD wallpapers or paste their own image link and saves it in their browser’s Local storage. How to test: Click any desktop icon to open an app, drag windows around by their headers, look at the country images and if you want to watch my play badminton lmao watch my videos. Finally, open Bachal’s Wallpapers to test changing or pasting your own desktop background (make sure you “copied image link” and not just “link”....
|
1793501339.39634
|
1793587739.39634
|
|
47601
|
Cloud Bakery by @shreyaluu | Stardance
|
shreyaluu
|
1
|
19.0
|
121
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T23:23:33Z", "hours": 19.0, "multiplier": 12.09, "payout": 121, "blessing": "neutral", "text": "I built this adorable site where you can customize a cake (with flavor, icing color, decorations, fruits, and a candle!) and write a card and get a custom link you can send to anyone you want! I used Supabase as the database for this, and drew all of the assets myself (as in ALL… including the plate and the animated candle flame!). The checkered background (the idea was from a friend!), I made using CSS so I can play with the size of the boxes and the colors until I found one combo that I liked. Through this project, I learned more about using the useState feature in React, connecting databases to projects I make, and that drawing for hours at a time can lead to neck pain. Here’s the link: https://404-cake-not-found.vercel.app/ Hope you enjoy it! To test my project: Pick out all the customization options for your cake, then hit ‘share link’. Copy that link into your browser to see what your gift reciever will see.", "repo": "https://github.com/shreya-0718/404-cake-not-found", "demo": "https://404-cake-not-found.vercel.app/"}]...
|
[{"post_id": 46600, "ts": "202 [{"post_id": 46600, "ts": "2026-08-13T23:13:14Z", "hours": 19.4125, "text": "oof i haven’t devlogged at all this project… yikes bro. (i was too busy coding lolz) anyways… i built this adorable site where you can customize a cake (with flavor, icing color, decorations, fruits, and a candle!) and write a card, and get a custom link that you can send to anyone you want to! i used Supabase as the database for this, and drew all of the assets myself (as in ALL… including the plate and the animated candle flame!). the checkered background (the idea was from a friend!), I made using CSS so I can play with the size of the boxes and the colors until I found one combo that I liked. through this project I learned more about using the useState feature in React, connecting databases to projects I make, and that drawing for hours at a time can lead to neck pain. here’s the link: https://404-cake-not-found.vercel.app/ hope you like!"}]...
|
Title: Cloud Bakery by @shreyaluu | Stardance
Dev Title: Cloud Bakery by @shreyaluu | Stardance
Devlogs:
oof i haven’t devlogged at all this project… yikes bro. (i was too busy coding lolz) anyways… i built this adorable site where you can customize a cake (with flavor, icing color, decorations, fruits, and a candle!) and write a card, and get a custom link that you can send to anyone you want to! i used Supabase as the database for this, and drew all of the assets myself (as in ALL… including the plate and the animated candle flame!). the checkered background (the idea was from a friend!), I made using CSS so I can play with the size of the boxes and the colors until I found one combo that I liked. through this project I learned more about using the useState feature in React, connecting databases to projects I make, and that drawing for hours at a time can lead to neck pain. here’s the link: https://404-cake-not-found.vercel.app/ hope you like!
Ships:
I built this adorable site where you can customize a cake (with flavor, icing color, decorations, fruits, and a candle!) and write a card and get a custom link you can send to anyone you want! I used Supabase as the database for this, and drew all of the assets myself (as in ALL… including the plate and the animated candle flame!). The checkered background (the idea was from a friend!), I made using CSS so I can play with the size of the boxes and the colors until I found one combo that I liked. Through this project, I learned more about using the useState feature in React, connecting databases to projects I make, and that drawing for hours at a time can lead to neck pain. Here’s the link: https://404-cake-not-found.vercel.app/ Hope you enjoy it! To test my project: Pick out all the customization options for your cake, then hit ‘share link’. Copy that link into your browser to see what your gift reciever will see....
|
1793505430.6662805
|
1793591830.6662805
|
|
47602
|
CLEAR ENGINE by @mindstormpro3 | Stardance
|
mindstormpro3
|
1
|
18.78
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-01T17:51:07Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "CLEAR-ENGINE is a easy-to-use framework for making 3D turn-based strategy games, or at least 3D isometric-ish tile-based games. I originally made this because I wanted to make a videogame that was a cross between tactical breach wizards and ready or not, but I realized it was way out of scope for a small project and so I decided to make this awesome", "repo": "https://github.com/mindstormpro/CLEAR-ENGINE", "demo": "https://github.com/mindstormpro/CLEAR-ENGINE/releases/tag/V1.0.0"}]...
|
[{"post_id": 60960, "ts": "202 [{"post_id": 60960, "ts": "2026-09-03T17:18:31Z", "hours": 1.78, "text": "More API Docs and functions! I improved the API docs and also added the following functions to the tile rendering system: CLEAR.tiles.clearTileSystem() clears the initialized tile system CLEAR.tiles.hideTile(tx, ty, value) sets the hidden value for the tile at tx , ty to value (a boolean) CLEAR.tiles.isHidden(tx, ty) returns the hidden value for the tile at tx , ty as a boolean CLEAR.tiles.removeTile(tx, ty) removes the tile at tx , ty from the tile system I also added a simple check to all the CLEAR.tiles functions to make sure the tilesystem is initialized before they run to prevent errors."}, {"post_id": 59665, "ts": "2026-09-01T16:09:40Z", "hours": 1.6408, "text": "BASICALLY READY TO SHIP!!! I whipped up a quick demo that generates a 5x5 random room that you can spin around with the crank! I also implemented some basic docs using markdown to explain the basic usage of the API! (the docs are very simple rn, but I encourage you to actually read some of the source code and modify it to suit your needs if you feel you need a special feature out of it or just want more understanding to how it works) I just gotta make the README actually READable, Make a demo video, and clean up the documentation a little more and then profit!"}, {"post_id": 59312, "ts": "2026-09-01T01:12:25Z", "hours": 3.6111, "text": "PREPARING FOR FIRST SHIP!!! I’m gonna ship the first part of CLEAR-ENGINE, the rendering engine! After thinking about this for a while, I decided I want to ship my beautiful framework in multiple parts, with multiple stages of completion, and the first part is basically done! The rendering engine consists of a bunch of math to render all tiles relative to eachother in a cool way to make it look 3D, complete with a simple API to interface with it and full 360 Degree rotation support! To be fully ready for the ship, I need to do the following: expand the API a bit more make and render a couple more demo tiles make a simple demo project to show off the awesome functionality I made! make some docs I also do currently have my character and action systems in the works, but I will remove those from the demo and will not include those in the docs for now since those are goals for the next two ships I’ll do. “oh my god he’s actually being productive…” - the random person in the mirror"}, {"post_id": 56759, "ts": "2026-08-28T17:22:57Z", "hours": 2.7228, "text": "CLEAR ENGINE Devlog #3 wait… what happened to CLEAR? So CLEAR was going to be a turn-based strategy game based on Ready Or Not combined with Tactical Breach Wizards, but I realized two things: I can’t make good art. period. The scope of this project is way more than something doable in the duration remaining of Stardance. Luckily there’s some good news! I am a pretty skilled coder, so I decided to just take everything I have so far and turn it into a framework that anyone can use to make their cool 3D-ish turn-based games for the playdate! (I know, very mainstream right?) so that’s the new goal: I need to unify all of my different APIs into one usable API I need to make docs 😭 I need to add some features like A working state system with a planning, action, and response phase. Better art importing systems An easy character making system via custom lua files A demo for the ship more stuff I don’t really want to do!"}, {"post_id": 48276, "ts": "2026-08-16T16:16:04Z", "hours": 4.3564, "text": "CLEAR Devlog #2 The Tile Rendering Engine is DONE!* * hopefully Now, tiles can render next to each other with no issues, and with 8 tiles in the scene while spinning it manages a SOLID 30FPS!!! The best part is, that’s with the FPS cap set to 30, so I bet I can push 40, or maybe even optimize it enough to get 50! I also added distance sorting, so the tiles that are the farthest away from the “camera” get drawn first and so forth so that everything appears normal when overlapping. Finally, I also completely restructured the entire game so far and moved all the tile stuff to it’s own file, to declutter my main.lua script."}, {"post_id": 46643, "ts": "2026-08-14T01:31:50Z", "hours": 4.7247, "text": "CLEAR Devlog #1! so what actually is CLEAR? CLEAR is an isometric (ish) turn-based action strategy game that is essentially a cross between Ready Or Not and Tactical Breach Wizards (would 10/10 recommend). The game flow is something like this: Your turn! you can: Move any of your teammates Do any of your characters’ actions that you can do based on their mana and turn levels Then you end your turn and the enemy plays: They will move, attack, and use abilities to try to defeat your team Repeat! (until either your team is wiped out, the objective is complete, or all enemies are defeated) Features: Fog of war! You can’t see anything your characters can’t actively see. Multiple missions multiple selectable characters to build your team Arco inspired skill tree Cool 1-Bit artstyle Oh, and did I mention it’s (for now) EXCLUSIVELY for the https://play.date ! Right now I have spent my time working on the rendering engine, that should be done by the next one! (optimization sucks… sigh )"}]...
|
Title: CLEAR ENGINE by @mindstormpro3 | Stardance
Title: CLEAR ENGINE by @mindstormpro3 | Stardance
Devlogs:
CLEAR Devlog #1! so what actually is CLEAR? CLEAR is an isometric (ish) turn-based action strategy game that is essentially a cross between Ready Or Not and Tactical Breach Wizards (would 10/10 recommend). The game flow is something like this: Your turn! you can: Move any of your teammates Do any of your characters’ actions that you can do based on their mana and turn levels Then you end your turn and the enemy plays: They will move, attack, and use abilities to try to defeat your team Repeat! (until either your team is wiped out, the objective is complete, or all enemies are defeated) Features: Fog of war! You can’t see anything your characters can’t actively see. Multiple missions multiple selectable characters to build your team Arco inspired skill tree Cool 1-Bit artstyle Oh, and did I mention it’s (for now) EXCLUSIVELY for the https://play.date ! Right now I have spent my time working on the rendering engine, that should be done by the next one! (optimization sucks… sigh )
CLEAR Devlog #2 The Tile Rendering Engine is DONE!* * hopefully Now, tiles can render next to each other with no issues, and with 8 tiles in the scene while spinning it manages a SOLID 30FPS!!! The best part is, that’s with the FPS cap set to 30, so I bet I can push 40, or maybe even optimize it enough to get 50! I also added distance sorting, so the tiles that are the farthest away from the “camera” get drawn first and so forth so that everything appears normal when overlapping. Finally, I also completely restructured the entire game so far and moved all the tile stuff to it’s own file, to declutter my main.lua script.
CLEAR ENGINE Devlog #3 wait… what happened to CLEAR? So CLEAR was going to be a turn-based strategy game based on Ready Or Not combined with Tactical Breach Wizards, but I realized two things: I can’t make good art. period. The scope of this project is way more than something doable in the duration remaining of Stardance. Luckily there’s some good news! I am a pretty skilled coder, so I decided to just take everything I have so far and turn it into a framework that anyone can use to make their cool 3D-ish turn-based games for the playdate! (I know, very mainstream right?) so that’s the new goal: I need to unify all of my different APIs into one usable API I need to make docs 😭 I need to add some features like A working state system with a planning, action, and response phase. Better art importing systems An easy character making system via custom lua files A demo for the ship more stuff I don’t really want to do!
PREPARING FOR FIRST SHIP!!! I’m gonna ship the first part of CLEAR-ENGINE, the rendering engine! After thinking about this for a while, I decided I want to ship my beautiful framework in multiple parts, with multiple stages of completion, and the first part is basically done! The rendering engine consists of a bunch of math to render all tiles relative to eachother in a cool way to make it look 3D, complete with a simple API to interface with it and full 360 Degree rotation support! To be fully ready for the ship, I need to do the following: expand the API a bit more make and render a couple more demo tiles make a simple demo project to show off the awesome functionality I made! make some docs I also do currently have my character and action systems in the works, but I will remove those from the demo and will not include those in the docs for now since those are goals for the next two ships I’ll do. “oh my god he’s actually being productive…” - the random person in the mirror
BASICALLY READY TO SHIP!!! I whipped up a quick demo that generates a 5x5 random room that you can spin around with the crank! I also implemented some basic docs using markdown to explain the basic usage of the API! (the docs are very simple rn, but I encourage you to actually read some of the source code and modify it to suit your needs if you feel you need a special feature out of it or just want more understanding to how it works) I just gotta make the README actually READable, Make a demo video, and clean up the documentation a little more and then profit!
More API Docs and functions! I improved the API docs and also added the following functions to the tile rendering system: CLEAR.tiles.clearTileSystem() clears the initialized tile system CLEAR.tiles.hideTile(tx, ty, value) sets the hidden value for the tile at tx , ty to value (a boolean) CLEAR.tiles.isHidden(tx, ty) returns the hidden value for the tile at tx , ty as a boolean CLEAR.tiles.removeTile(tx, ty) removes the tile at tx , ty from the tile system I also added a simple check to all the CLEAR.tiles functions to make sure the tilesystem is initialized before they run to prevent errors.
Ships:
CLEAR-ENGINE is a easy-to-use framework for making 3D turn-based strategy games, or at least 3D isometric-ish tile-based games. I originally made this because I wanted to make a videogame that was a cross between tactical breach wizards and ready or not, but I realized it was way out of scope for a small project and so I decided to make this awesome...
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1793465714.1765146
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1793552114.1765146
|
|
47607
|
echo city by @Toka | Stardance
|
Toka
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T23:48:34Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "An interactive smart-city simulation where every decision shapes the city’s future. Manage energy, water, traffic, waste, and sustainability through real-time data and visual feedback, then discover how your choices affect the city years into the future.", "repo": "https://github.com/tokasayed2030-max/echo_city-", "demo": "https://tokasayed2030-max.github.io/echo_city-/"}]...
|
[{"post_id": 46609, "ts": "202 [{"post_id": 46609, "ts": "2026-08-13T23:34:13Z", "hours": 10.2156, "text": "An interactive smart-city simulation where every decision shapes the city’s future. Manage energy, water, traffic, waste, and sustainability through real-time data and visual feedback, then discover how your choices affect the city years into the future."}]...
|
Title: echo city by @Toka | Stardance
Devlogs:
An Title: echo city by @Toka | Stardance
Devlogs:
An interactive smart-city simulation where every decision shapes the city’s future. Manage energy, water, traffic, waste, and sustainability through real-time data and visual feedback, then discover how your choices affect the city years into the future.
Ships:
An interactive smart-city simulation where every decision shapes the city’s future. Manage energy, water, traffic, waste, and sustainability through real-time data and visual feedback, then discover how your choices affect the city years into the future....
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1793505431.8653667
|
1793591831.8653667
|
|
47625
|
Nasa-APOD by @Prajwol_Gynawali | Stardance
|
Prajwol_Gynawali
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1
|
4.53
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T15:34:11Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i have made a newtab design . i got a lot of challanges in the final like pages setup the vite and github actions made a lot hard for me basically AI helped me get through that error other like i have built a simple design th shortcut wa scopied from other user it was very cool and other things are all my own idea", "repo": "https://github.com/SnaggingCobra/NASA_AOD", "demo": "https://snaggingcobra.github.io/NASA_AOD/"}]...
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[{"post_id": 48213, "ts": "202 [{"post_id": 48213, "ts": "2026-08-16T14:45:36Z", "hours": 0.5333, "text": "After getting rejected rewrote the whole css and also added a todo list"}, {"post_id": 47571, "ts": "2026-08-15T15:28:50Z", "hours": 0.6028, "text": "finally everything done gt into a lot of problem recently but with the help of AI i have finally finished it"}, {"post_id": 47413, "ts": "2026-08-15T10:30:07Z", "hours": 0.755, "text": "fixed a lot of things fixed a lot of bugs now only work is to deploy this"}, {"post_id": 47329, "ts": "2026-08-15T06:35:47Z", "hours": 0.6417, "text": "done most of the work as i was supposed to do that theme i got is very intresting it looks nice"}, {"post_id": 47039, "ts": "2026-08-14T17:12:44Z", "hours": 0.6425, "text": "finished a lot of work and i think the reviewer are getting mad at my shortcut but the shortcut i saw was on online i like copied the same shortcut from someone else code because i loved it so much so please dont be mad at this"}, {"post_id": 47015, "ts": "2026-08-14T16:22:37Z", "hours": 0.9078, "text": "ok done the basic search working image from nasa api working shourtcut working time working greetng accoring to time"}, {"post_id": 46803, "ts": "2026-08-14T09:47:59Z", "hours": 0.4853, "text": "ok now im getting into it made live clock working"}, {"post_id": 46782, "ts": "2026-08-14T09:07:58Z", "hours": 0.2828, "text": "ok started this project ad after 30 min i find out that it want what i was building so redo everything and idont knw why hack a time isnt taking my time i have coded over 1 hour and its just showing 15 minutes as the guide said i have done things connected api connected to github"}]...
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Title: Nasa-APOD by @Prajwol_Gynawali | Stardance
Title: Nasa-APOD by @Prajwol_Gynawali | Stardance
Devlogs:
ok started this project ad after 30 min i find out that it want what i was building so redo everything and idont knw why hack a time isnt taking my time i have coded over 1 hour and its just showing 15 minutes as the guide said i have done things connected api connected to github
ok now im getting into it made live clock working
ok done the basic search working image from nasa api working shourtcut working time working greetng accoring to time
finished a lot of work and i think the reviewer are getting mad at my shortcut but the shortcut i saw was on online i like copied the same shortcut from someone else code because i loved it so much so please dont be mad at this
done most of the work as i was supposed to do that theme i got is very intresting it looks nice
fixed a lot of things fixed a lot of bugs now only work is to deploy this
finally everything done gt into a lot of problem recently but with the help of AI i have finally finished it
After getting rejected rewrote the whole css and also added a todo list
Ships:
i have made a newtab design . i got a lot of challanges in the final like pages setup the vite and github actions made a lot hard for me basically AI helped me get through that error other like i have built a simple design th shortcut wa scopied from other user it was very cool and other things are all my own idea...
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1793505434.340402
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1793591834.340402
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47655
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95 by @viztini | Stardance
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viztini
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T08:46:45Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Windows 95 styled new tab page. The hardest thing was programming Javascript. I hate Javascript.", "repo": "https://github.com/viztini/95tab", "demo": "https://viztini.github.io/95tab/"}]...
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[{"post_id": 46770, "ts": "202 [{"post_id": 46770, "ts": "2026-08-14T08:26:07Z", "hours": 0.6722, "text": "Made a retro inspired windows 95 new tab page, inspired by serial experiments lain and retro computing"}]...
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Title: 95 by @viztini | Stardance
Devlogs:
Made a Title: 95 by @viztini | Stardance
Devlogs:
Made a retro inspired windows 95 new tab page, inspired by serial experiments lain and retro computing
Ships:
I made a Windows 95 styled new tab page. The hardest thing was programming Javascript. I hate Javascript....
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1793508772.8715868
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1793595172.8715868
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47657
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AI-adaptive resources curator by @dhruvanshjariwal AI-adaptive resources curator by @dhruvanshjariwala | Stardance...
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dhruvanshjariwala
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1
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19.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:04:03Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "An AI-powered adaptive learning platform built with Python (FastAPI/LangChain) and a modern Tailwind CSS dashboard. Features real-time diagnostic assessments, dynamic quiz generation, interactive choice cards, and an integrated AI tutor.", "repo": "https://github.com/codemaster010pro/AI_web", "demo": "https://ai-web-frontend.onrender.com"}]...
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[{"post_id": 73705, "ts": "202 [{"post_id": 73705, "ts": "2026-09-25T19:02:53Z", "hours": 4.9428, "text": "finally its live you can try my web app and know your learning pattern and ask for resources according to your learning preference"}, {"post_id": 52394, "ts": "2026-08-22T14:48:17Z", "hours": 1.5994, "text": "backend is done"}, {"post_id": 49416, "ts": "2026-08-18T07:40:15Z", "hours": 0.9669, "text": "create a database for the web app"}, {"post_id": 49097, "ts": "2026-08-17T18:38:01Z", "hours": 4.8256, "text": "finally quiz part is done now its time to work on database to store that user info and later i will make a chatbot which will serve as a main sit where will be provided resources. msg me if you think that any improvements which will be good!!"}, {"post_id": 46703, "ts": "2026-08-14T04:27:46Z", "hours": 6.7456, "text": "just made langgraph tools for resource scrapping like documentation, yt video etc and it also check yt url the user have given"}]...
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Title: AI-adaptive resources curator by @dhruvansh Title: AI-adaptive resources curator by @dhruvanshjariwala | Stardance
Devlogs:
just made langgraph tools for resource scrapping like documentation, yt video etc and it also check yt url the user have given
finally quiz part is done now its time to work on database to store that user info and later i will make a chatbot which will serve as a main sit where will be provided resources. msg me if you think that any improvements which will be good!!
create a database for the web app
backend is done
finally its live you can try my web app and know your learning pattern and ask for resources according to your learning preference
Ships:
An AI-powered adaptive learning platform built with Python (FastAPI/LangChain) and a modern Tailwind CSS dashboard. Features real-time diagnostic assessments, dynamic quiz generation, interactive choice cards, and an integrated AI tutor....
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1793339346.586392
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1793425746.586392
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