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54696
|
mochi_robot_project by @lakshaykhatri780 | Stardan mochi_robot_project by @lakshaykhatri780 | Stardance...
|
lakshaykhatri780
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T20:28:58Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am building Mochi, an interactive companion desk robot! So far, I have engineered the core non-blocking state machine framework and custom anime-style blinking expressions on the 0.96” OLED display using an ESP32. The biggest challenge was designing the multi-axis motion and transistor sound circuits without having all the hardware components yet. I am shipping this now to unlock project grant funding so I can buy the dual servo motors, ultrasonic sensor, and speaker modules needed to finish the physical PVC pipe body assembly!", "repo": "https://github.com/lakshaykhatri780-tech/mochi_robot_project", "demo": ""}]...
|
[{"post_id": 63770, "ts": "202 [{"post_id": 63770, "ts": "2026-09-07T18:46:22Z", "hours": 1.0558, "text": "Finally mochi shows expressions"}, {"post_id": 63494, "ts": "2026-09-07T11:50:31Z", "hours": 0.95, "text": "Wiring all my components on prefboard"}, {"post_id": 63428, "ts": "2026-09-07T08:36:10Z", "hours": 0.805, "text": "Making a custom circuit for my mochi"}, {"post_id": 62144, "ts": "2026-09-05T12:15:01Z", "hours": 2.0981, "text": "writting the codes for my mochi expressions"}]...
|
Title: mochi_robot_project by @lakshaykhatri780 | Title: mochi_robot_project by @lakshaykhatri780 | Stardance
Devlogs:
writting the codes for my mochi expressions
Making a custom circuit for my mochi
Wiring all my components on prefboard
Finally mochi shows expressions
Ships:
I am building Mochi, an interactive companion desk robot! So far, I have engineered the core non-blocking state machine framework and custom anime-style blinking expressions on the 0.96” OLED display using an ESP32. The biggest challenge was designing the multi-axis motion and transistor sound circuits without having all the hardware components yet. I am shipping this now to unlock project grant funding so I can buy the dual servo motors, ultrasonic sensor, and speaker modules needed to finish the physical PVC pipe body assembly!...
|
1793134092.14275
|
1793220492.14275
|
|
35075
|
Esp32 flight controller by @ramanujagarwal | Stard Esp32 flight controller by @ramanujagarwal | Stardance...
|
ramanujagarwal
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Esp32 flight controller by @ramanujagarwal Title: Esp32 flight controller by @ramanujagarwal | Stardance...
|
1792615692.8313382
|
1793220492.8313382
|
|
30394
|
Frictionless by @Devarsh999 | Stardance
|
Devarsh999
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @Devarsh999 | Stardance
|
1792615693.6714637
|
1793220493.6714637
|
|
28503
|
Clickbait Tycoon by @SuperTNT | Stardance
|
SuperTNT
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T23:40:15Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Stepping Away to Reset Headline Tycoon started as a necessary escape. I was deep in the trenches of a much larger, more complex project, and I could feel the early signs of burnout creeping in. To keep my momentum alive and clear my head, I challenged myself to build a small, high-satisfaction game completely from scratch. Taking a short break to build something snappy and functional completely recharged my batteries, reminding me why I love game development in the first place. Technical Hurdles in the Sprint Every project has its friction, even a short sprint. Beyond the UI layout battles, my biggest technical challenge was fighting with Godot 4’s C# compilation tools. I initially intended for this to be a browser game, but the web export pipeline for this specific engine setup is still incredibly finicky. Figuring out how to pivot gracefully to a single-file desktop deployment without breaking my codebase took some creative troubleshooting. I also had to spend a solid chunk of time tracking down a “dead click” bug, which ultimately led me to stop relying on the editor inspector for signals and instead script all UI connections dynamically when the game boots. Tester’s Guide: What to Know Since this is a raw, freshly exported core-loop prototype, there are a few things you should know before jumping in to build your empire. Because it is an unsigned indie executable, Windows Defender SmartScreen will likely trigger a blue warning window when you run it. The file is completely safe, so you just need to click “More Info” and then “Run Anyway” to launch it. Keep in mind that there is no save or load system implemented in this build, meaning your media empire resets when you close the window. As you play, pay close attention to the economy pacing. I specifically need feedback on whether the cost multiplier feels satisfying or if the numbers hit a boring wall where progress grinds to a frustrating halt. Let me know if the buttons react instantly when you click them, and how the overall layout scales on your specific monitor resolution.", "repo": "https://github.com/SuperTNT-Code/ClickBait-Tycoon", "demo": "https://github.com/SuperTNT-Code/ClickBait-Tycoon/blob/main/Clickbait%20Tycoon.zip"}]...
|
[{"post_id": 18770, "ts": "202 [{"post_id": 18770, "ts": "2026-06-29T23:35:54Z", "hours": 2.1292, "text": "Clickbait Tycoon | From Blank Screen to Clickable Empire Date: June 30, 2026 Engine: Godot 4.3 (C# / .NET) Status: Core loop complete – Exported and ready to play! The Idea I’ve always loved incremental and idle games. There is something magical about watching numbers go up and seeing that exponential growth curve kick in. I decided to build my own: Headline Tycoon. The premise is simple: you are a rising media mogul. You start by manually writing headlines to earn cash, then slowly hire AI tools to do the work for you. It’s a classic clicker formula wrapped in a modern AI theme. Building the Core Loop The engine architecture is straightforward. I set up a GameManager singleton as an autoload to handle the game state: Active Income: The headline click is handled by OnHeadlineButtonClicked, which calls AddCash and passes in the ClickValue. Passive Income: Passive cash generation runs inside _Process, utilizing delta to ensure the income ticks independently of the framerate. Every second, CurrentCash increases by CashPerSecond * delta. The Scaling: I defined five distinct upgrades, with starting costs ranging from $10 to $2,000. Each upgrade applies a 1.15 multiplier to its cost upon purchase, scaling the prices exponentially to create that classic idle-game snowball effect. Technical Note: The main challenge was keeping the math precise. I used double instead of float to avoid floating-point rounding errors when the numbers eventually hit the billions. The UI Nightmare (And How I Beat It) I am a coder, not a UI designer. At first, my labels and buttons were a chaotic mess. I ran into two major headaches trying to tame the interface: The Dead Buttons Initially, clicking the upgrade buttons did absolutely nothing. I had written all the backend buying logic, but I forgot to hook up the Pressed signals. Instead of manually linking them in the Godot editor, I connected the signals via code inside _Ready. That instantly fixed the dead clicks. The Alignment Battle I wanted each upgrade row to feature the label on the left and the buy button perfectly aligned on the right edge. The fix came down to proper node management: I used an HBoxContainer for each row. The Secret Sauce: Setting the label’s horizontal Size Flags to Expand and Fill. This forced the label to occupy all remaining extra space, cleanly pushing the button to the far right. Adding Visual Feedback It feels bad to click a button and have nothing happen because your pockets are empty. To solve this, I added affordability checks inside UpdateUI. The buttons now grey out when you are broke and light up the moment you can afford the upgrade. Immediate visual feedback is everything in a clicker game. The Export Rollercoaster This part tripped me up. I wanted to deploy this as a web game so players could jump in instantly without a download. However, because I built this using Godot 4 + C#, web export support isn’t fully streamlined yet. I pivoted to desktop exports instead, targeting Windows executables—and honestly, it was the right call. Exporting to Windows is flawless in Godot. I enabled the option to embed the PCK file directly into the executable, packing the entire game into a single file. No dependencies, no installers; just double-click and play. (Note: Windows might throw a SmartScreen popup since it’s an unsigned EXE, but players just need to click “More Info” and then “Run Anyway”.) What’s Next? The game is fully functional, but I’m not stopping here. My immediate roadmap includes: Save/Load System: Because no one wants to lose their empire when they close the window. Visual Juice: Adding particle explosions to the headline button and floating +$1 text that drifts upward on click. Audio: Adding satisfying sound effects for clicks and upgrades."}]...
|
Title: Clickbait Tycoon by @SuperTNT | Stardance
Title: Clickbait Tycoon by @SuperTNT | Stardance
Devlogs:
Clickbait Tycoon | From Blank Screen to Clickable Empire Date: June 30, 2026 Engine: Godot 4.3 (C# / .NET) Status: Core loop complete – Exported and ready to play! The Idea I’ve always loved incremental and idle games. There is something magical about watching numbers go up and seeing that exponential growth curve kick in. I decided to build my own: Headline Tycoon. The premise is simple: you are a rising media mogul. You start by manually writing headlines to earn cash, then slowly hire AI tools to do the work for you. It’s a classic clicker formula wrapped in a modern AI theme. Building the Core Loop The engine architecture is straightforward. I set up a GameManager singleton as an autoload to handle the game state: Active Income: The headline click is handled by OnHeadlineButtonClicked, which calls AddCash and passes in the ClickValue. Passive Income: Passive cash generation runs inside _Process, utilizing delta to ensure the income ticks independently of the framerate. Every second, CurrentCash increases by CashPerSecond * delta. The Scaling: I defined five distinct upgrades, with starting costs ranging from $10 to $2,000. Each upgrade applies a 1.15 multiplier to its cost upon purchase, scaling the prices exponentially to create that classic idle-game snowball effect. Technical Note: The main challenge was keeping the math precise. I used double instead of float to avoid floating-point rounding errors when the numbers eventually hit the billions. The UI Nightmare (And How I Beat It) I am a coder, not a UI designer. At first, my labels and buttons were a chaotic mess. I ran into two major headaches trying to tame the interface: The Dead Buttons Initially, clicking the upgrade buttons did absolutely nothing. I had written all the backend buying logic, but I forgot to hook up the Pressed signals. Instead of manually linking them in the Godot editor, I connected the signals via code inside _Ready. That instantly fixed the dead clicks. The Alignment Battle I wanted each upgrade row to feature the label on the left and the buy button perfectly aligned on the right edge. The fix came down to proper node management: I used an HBoxContainer for each row. The Secret Sauce: Setting the label’s horizontal Size Flags to Expand and Fill. This forced the label to occupy all remaining extra space, cleanly pushing the button to the far right. Adding Visual Feedback It feels bad to click a button and have nothing happen because your pockets are empty. To solve this, I added affordability checks inside UpdateUI. The buttons now grey out when you are broke and light up the moment you can afford the upgrade. Immediate visual feedback is everything in a clicker game. The Export Rollercoaster This part tripped me up. I wanted to deploy this as a web game so players could jump in instantly without a download. However, because I built this using Godot 4 + C#, web export support isn’t fully streamlined yet. I pivoted to desktop exports instead, targeting Windows executables—and honestly, it was the right call. Exporting to Windows is flawless in Godot. I enabled the option to embed the PCK file directly into the executable, packing the entire game into a single file. No dependencies, no installers; just double-click and play. (Note: Windows might throw a SmartScreen popup since it’s an unsigned EXE, but players just need to click “More Info” and then “Run Anyway”.) What’s Next? The game is fully functional, but I’m not stopping here. My immediate roadmap includes: Save/Load System: Because no one wants to lose their empire when they close the window. Visual Juice: Adding particle explosions to the headline button and floating +$1 text that drifts upward on click. Audio: Adding satisfying sound effects for clicks and upgrades.
Ships:
Stepping Away to Reset Headline Tycoon started as a necessary escape. I was deep in the trenches of a much larger, more complex project, and I could feel the early signs of burnout creeping in. To keep my momentum alive and clear my head, I challenged myself to build a small, high-satisfaction game completely from scratch. Taking a short break to build something snappy and functional completely recharged my batteries, reminding me why I love game development in the first place. Technical Hurdles in the Sprint Every project has its friction, even a short sprint. Beyond the UI layout battles, my biggest technical challenge was fighting with Godot 4’s C# compilation tools. I initially intended for this to be a browser game, but the web export pipeline for this specific engine setup is still incredibly finicky. Figuring out how to pivot gracefully to a single-file desktop deployment without breaking my codebase took some creative troubleshooting. I also had to spend a solid chunk of time tracking down a “dead click” bug, which ultimately led me to stop relying on the editor inspector for signals and instead script all UI connections dynamically when the game boots. Tester’s Guide: What to Know Since this is a raw, freshly exported core-loop prototype, there are a few things you should know before jumping in to build your empire. Because it is an unsigned indie executable, Windows Defender SmartScreen will likely trigger a blue warning window when you run it. The file is completely safe, so you just need to click “More Info” and then “Run Anyway” to launch it. Keep in mind that there is no save or load system implemented in this build, meaning your media empire resets when you close the window. As you play, pay close attention to the economy pacing. I specifically need feedback on whether the cost multiplier feels satisfying or if the numbers hit a boring wall where progress grinds to a frustrating halt. Let me know if the buttons react instantly when you click them, and how the overall layout scales on your specific monitor resolution....
|
1793134093.891775
|
1793220493.891775
|
|
20736
|
Mags World by @Mahima | Stardance
|
Mahima
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Mags World by @Mahima | Stardance
|
1792615694.5356147
|
1793220494.5356147
|
|
19650
|
My very own WebOS by @guptaditz | Stardance
|
guptaditz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @guptaditz | Stardance
|
1792615695.3990192
|
1793220495.3990192
|
|
13023
|
ESP32 Web-Chat by @Kirill | Stardance
|
Kirill
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ESP32 Web-Chat by @Kirill | Stardance
|
1792615696.2606115
|
1793220496.2606115
|
|
4536
|
Poets United by @Dari | Stardance
|
Dari
|
1
|
3.0
|
52
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T05:10:54Z", "hours": 3.0, "multiplier": 15.55, "payout": 52, "blessing": "neutral", "text": "As an avid writer of poetry, sharing it has always been something I personally wanted to do. So, I decided to make a website where not only I, but others could share poetry. The current version is more of an MVP, but it works! I intend to add many more features to it, such as custom thumbnails, a text editor for shape poetry, authentication, a like/comment system, and more! As of right now, there is no way to delete your poems other than me doing it manually, so if you want me to remove something, you can send me a DM through Slack. As soon as I add auth, that won’t be a problem, though. Enjoy!!!", "repo": "https://github.com/CoDari1/Poets-United", "demo": "https://poets-united.vercel.app/"}]...
|
[{"post_id": 17388, "ts": "202 [{"post_id": 17388, "ts": "2026-06-28T04:40:09Z", "hours": 2.5858, "text": "Finished the overall look of the website, as well as got the poem uploader and viewing system working."}, {"post_id": 4696, "ts": "2026-06-08T03:45:31Z", "hours": 0.7567, "text": "I just got the database and basic UI working. Now I can add poems through the website! It’s pretty simple right now, but all things must start somewhere."}]...
|
Title: Poets United by @Dari | Stardance
Devlogs: Title: Poets United by @Dari | Stardance
Devlogs:
I just got the database and basic UI working. Now I can add poems through the website! It’s pretty simple right now, but all things must start somewhere.
Finished the overall look of the website, as well as got the poem uploader and viewing system working.
Ships:
As an avid writer of poetry, sharing it has always been something I personally wanted to do. So, I decided to make a website where not only I, but others could share poetry. The current version is more of an MVP, but it works! I intend to add many more features to it, such as custom thumbnails, a text editor for shape poetry, authentication, a like/comment system, and more! As of right now, there is no way to delete your poems other than me doing it manually, so if you want me to remove something, you can send me a DM through Slack. As soon as I add auth, that won’t be a problem, though. Enjoy!!!...
|
1793134096.7148077
|
1793220496.7148077
|
|
27523
|
MyPersonalSite by @kow4566 | Stardance
|
kow4566
|
2
|
4.0
|
6
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T06:52:33Z", "hours": 2.0, "multiplier": 2.34, "payout": 6, "blessing": "neutral", "text": "This is my personal site. I have used quite fun features here to showcase what i could do till now. I have used w3schools website and the guide to make this. There were lots of problems especially when loading the js script to the browser and now everything is working well. My contact page had layout bugs but now fixed. I have used a beack as a background for the contact page and the top bar. I have used ice cream pic generator to get a random pic of ice creams, and the interactive background in the home page works well too (Used AI to make an explosion within the dots in home page only).", "repo": "https://github.com/koushikrajd2011-rgb/MyPersonalSite", "demo": "https://koushikrajd2011-rgb.github.io/MyPersonalSite/"}, {"ship_num": 2, "ts": "2026-07-01T10:41:35Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I had quite a lot of problem especially with layout and all the stuff. I used w3school website a lot on this one and im proud i learnt a lot from this project and im able to make stuff like this. I have concentrated most of css and js codes into html itself (the css and js files are still there) fyi. I added some fun features aswll and added my github page and u can try out other projects from there aswll.", "repo": "https://github.com/koushikrajd2011-rgb/MyPersonalSite", "demo": "https://koushikrajd2011-rgb.github.io/MyPersonalSite/"}]...
|
[{"post_id": 20515, "ts": "202 [{"post_id": 20515, "ts": "2026-07-02T04:02:08Z", "hours": 2.4958, "text": "I have worked really long for this one. I had to recode the CSS (took loads of time) and i will be adding a 3D model notepad later on this week. I have also changed some background especially for the navigation bar and the contact page. The pic below shows the nav bar. I have moved the home, about and contacts towards to right end next to the time. I spent 30 min fixing bugs on layout and javascript working issues."}, {"post_id": 19873, "ts": "2026-07-01T09:04:59Z", "hours": 0.7525, "text": "I have added some new things on this update and it is quite nice. I had to use AI to make two new things - the pixel art and the notepad 3d model (cuz i dont wanna download a 3d model for now). I added new things to the contact page where u can refer to my github page for some projects i have made for this challenge before. It took me loads of time to learn and figure out this 3d model using no websites and stuff. So i used some pictures from the browser for free ice cream pictures here (jst for fun) to show what i can code for now. I had problems resolving the home page layout and putting out some features across the screen. I will soon be adding extra stuff and the web will be released pretty much by today or tommorow if possible"}, {"post_id": 19728, "ts": "2026-07-01T03:44:52Z", "hours": 1.26, "text": "I have started MyPersonalSite by me. It is all about me and trust me its not boring. I have added some really satisfying features. The pic below is jst a part of the website (ofc i wont release the whole thing immediatly) . So i wanna work more on adding extra features and i had loads of problems with html until i figured out the bugs with ai and fixed it. I will be adding more to the dock above and so 3d objects if possible for entertainement!"}]...
|
Title: MyPersonalSite by @kow4566 | Stardance
Dev Title: MyPersonalSite by @kow4566 | Stardance
Devlogs:
I have started MyPersonalSite by me. It is all about me and trust me its not boring. I have added some really satisfying features. The pic below is jst a part of the website (ofc i wont release the whole thing immediatly) . So i wanna work more on adding extra features and i had loads of problems with html until i figured out the bugs with ai and fixed it. I will be adding more to the dock above and so 3d objects if possible for entertainement!
I have added some new things on this update and it is quite nice. I had to use AI to make two new things - the pixel art and the notepad 3d model (cuz i dont wanna download a 3d model for now). I added new things to the contact page where u can refer to my github page for some projects i have made for this challenge before. It took me loads of time to learn and figure out this 3d model using no websites and stuff. So i used some pictures from the browser for free ice cream pictures here (jst for fun) to show what i can code for now. I had problems resolving the home page layout and putting out some features across the screen. I will soon be adding extra stuff and the web will be released pretty much by today or tommorow if possible
I have worked really long for this one. I had to recode the CSS (took loads of time) and i will be adding a 3D model notepad later on this week. I have also changed some background especially for the navigation bar and the contact page. The pic below shows the nav bar. I have moved the home, about and contacts towards to right end next to the time. I spent 30 min fixing bugs on layout and javascript working issues.
Ships:
I had quite a lot of problem especially with layout and all the stuff. I used w3school website a lot on this one and im proud i learnt a lot from this project and im able to make stuff like this. I have concentrated most of css and js codes into html itself (the css and js files are still there) fyi. I added some fun features aswll and added my github page and u can try out other projects from there aswll.
This is my personal site. I have used quite fun features here to showcase what i could do till now. I have used w3schools website and the guide to make this. There were lots of problems especially when loading the js script to the browser and now everything is working well. My contact page had layout bugs but now fixed. I have used a beack as a background for the contact page and the top bar. I have used ice cream pic generator to get a random pic of ice creams, and the interactive background in the home page works well too (Used AI to make an explosion within the dots in home page only)....
|
1793134098.46501
|
1793220498.46501
|
|
23020
|
My first slack bot! by @Chenjv | Stardance
|
Chenjv
|
1
|
3.0
|
11
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T19:04:00Z", "hours": 3.0, "multiplier": 4.14, "payout": 11, "blessing": "neutral", "text": "I made a slack bot that runs 24/7. It was way more challenging than I thought, but in the end it was worth it because I learned so many new things. I am proud to say that a frontend dev can also handle API keys 🥳", "repo": "https://github.com/Chenjv2/Broken_bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 17808, "ts": "202 [{"post_id": 17808, "ts": "2026-06-28T18:59:20Z", "hours": 0.4242, "text": "Added the README, also my first time writing a README that will be actually read, so excited to ship the project. I took some inspiration from online model READMEs."}, {"post_id": 17781, "ts": "2026-06-28T18:31:24Z", "hours": 1.0531, "text": "Final Version, fixed the latest problems with the weather command, turns out I forgot to git pull (I was too used to auto deploy git repos connected to netlify). Also added the randomfact command, which was suddenly much easier thanks to my prior experiences (turns out it works when you git pull). Now it’s just writing a README and it’s ready to ship."}, {"post_id": 13193, "ts": "2026-06-21T16:29:11Z", "hours": 0.5775, "text": "New commands for the brokenbot. Honestly I had no idea how to work with APIs, I had only vaguely heard about to never store API keys directly in the code (which I definitely didn’t do at first), but now it seems funny how it took so long research to find out how to get a functioning API key from OpenWeather (in the end I had to wait for my key to be activated because it usually takes a few hours). I still don’t understand how and .env file keeps the API keys magically safe ;)"}, {"post_id": 12719, "ts": "2026-06-20T19:34:13Z", "hours": 0.6125, "text": "Just following the Tutorial. I honestly had no idea what a slack bot is before, and how it functions. Now I still don’t now how it functions, but I got a working local prototype."}]...
|
Title: My first slack bot! by @Chenjv | Stardance
Title: My first slack bot! by @Chenjv | Stardance
Devlogs:
Just following the Tutorial. I honestly had no idea what a slack bot is before, and how it functions. Now I still don’t now how it functions, but I got a working local prototype.
New commands for the brokenbot. Honestly I had no idea how to work with APIs, I had only vaguely heard about to never store API keys directly in the code (which I definitely didn’t do at first), but now it seems funny how it took so long research to find out how to get a functioning API key from OpenWeather (in the end I had to wait for my key to be activated because it usually takes a few hours). I still don’t understand how and .env file keeps the API keys magically safe ;)
Final Version, fixed the latest problems with the weather command, turns out I forgot to git pull (I was too used to auto deploy git repos connected to netlify). Also added the randomfact command, which was suddenly much easier thanks to my prior experiences (turns out it works when you git pull). Now it’s just writing a README and it’s ready to ship.
Added the README, also my first time writing a README that will be actually read, so excited to ship the project. I took some inspiration from online model READMEs.
Ships:
I made a slack bot that runs 24/7. It was way more challenging than I thought, but in the end it was worth it because I learned so many new things. I am proud to say that a frontend dev can also handle API keys 🥳...
|
1793134100.4575336
|
1793220500.4575336
|
|
18029
|
Chip8-Emulator by @ashish-raj-singh | Stardance
|
ashish-raj-singh
|
1
|
15.15
|
273
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T10:14:53Z", "hours": 14.0, "multiplier": 18.94, "payout": 273, "blessing": "neutral", "text": "Chip-8 Emulator I built a cross-platform CHIP-8 Emulator from the ground up using C++ and Raylib. It accurately emulates the original 1970s hardware, from the display rendering (60Hz) for authentic gameplay, complete with automated CI & releases for Windows, Mac, and Linux. Emulator Comes with some preloaded .ch8 binaries and you can import your own custom or internet downloaded binaries as well. Coming from High Level programing (Web Development), this low level project was new and i am now in love with low level concepts. What was challenging? Fighting the operating systems to actually let people play it! The C++ emulation logic was fun, but building the CI/CD pipeline to statically link Raylib from source to escape Windows “DLL Hell” was a nightmare. I also spent way too much time trying to hide the developer console to make it look “professional,” only to realize keeping the console is the only way to stop Windows Defender and Apple Gatekeeper from immediately flagging a statically-linked .exe as a virus. Other then just coding, a lot of time was invested in reading references, making the application actullay Runnable on different platforms Proud? Creating a GUI in c++, and actually implementing something in C++, not just doing Data Structure and Algorithm, but actually implemented something in C++. Leanrnign all these low level concepts about cpu, register, display screen, complier & linker, building cross platforn applications. The fully automated, zero-touch CI/CD pipeline. Right now, I can type git push origin v1.0, and GitHub Actions automatically spins up Mac, Windows, and Linux servers, clones the pure Raylib source code, compiles it from scratch, statically links it to my emulator, and spits out three perfectly zipped, ready-to-play release files. It feels like production ready.", "repo": "https://github.com/ashish757/Chip8-Emulator", "demo": "https://github.com/ashish757/Chip8-Emulator/releases"}]...
|
[{"post_id": 13769, "ts": "202 [{"post_id": 13769, "ts": "2026-06-22T15:55:36Z", "hours": 1.1486, "text": "Devlog Updated Readme files, and wrote down some technical details"}, {"post_id": 13341, "ts": "2026-06-21T21:13:02Z", "hours": 3.4903, "text": "Devlog 5: Making it Beep Last time, I talked about how Continuous Integration was eating my time, Windows was demanding my soul with missing DLLs, and Apple Gatekeeper was holding my app hostage for $99. This time, I fought back. The emulator is now completely polished, actually sounds like a retro console, and distributes like a real, professional application. Here is what went down. It Beeps now The CHIP-8 doesn’t have a sound card. It basically has a timer attached to a buzzer. If the soundTimer register is greater than 0, it beeps. It ticks down at exactly 60Hz. I basically wrote some code in c++ to generate a square wave, and used raylib’s audioPlayer to support classic beep sound of chip 8. Production (The Illusion of Polish) Originally, I hated that a black developer console popped up behind the Emulator. It screamed unfinished project. So, I spent hours engineering it out. On Windows, I added the -mwindows flag to the compiler to change it from a Console App to a pure GUI App . On Mac, I completely rewrote my CI pipeline to generate a standard Apple .app folder structure so it would look like a commercial application. the result? Total disaster. Because my newly polished Windows .exe was a standalone GUI application without a digital signature, Windows Defender immediately flagged it as a virus. Meanwhile, Apple’s Gatekeeper still blocked the .app bundle because I refuse to pay Tim Cook $99 a year. The Real Solution: I reverted it all. I am keeping the console. Git always has one more feature (Isn’t god’s another name linus?) This was my first time actually using the tag feature of git in practical life, i after git push v1.1.0 i was wondering the new releases are created, code editor says everything is uptpdate with remote, but why the hell my gihub does not shows new code, and guess waht branch and tags need to be updated seperately. Checkout latest release"}, {"post_id": 12675, "ts": "2026-06-20T18:21:32Z", "hours": 4.4206, "text": "Devlog - Almost completed this time (almostt) This time my goal was to convert this basic chip8 emulator in to something any user can use coming from web development background, creating ui in C++ raylib was completely new. No concept of ui elements here, cant just attach event listeners to button like we do in javascriot What happens here is - you create a rectangle, put some text in it, this becomes your button then there is a constant loop running, which erases and redraws everything on the screen 60 times per second, just like a game loop. now to detect mouse hover, or click, we need to constantly tract the mouse position 60 times a second , and check if it overlaps the coordinates of a button But i found an interesting piece of code raygui , written by the original creator of the raylib it basically removes the manual need of tracking the cursor position and checking them with the coordinates of the ui elements, it handles click and hovers. custom ROM import support I wanted users to be able to run any .ch8 program they wanted to run. I simply opened up a native dialog to select a .ch8 file and run it on the emulator. I used AppleScript on Mac to trigger the file picker, but on Windows , I had to pull up a shell in the background The Final Boss: CI and distribution This is actually a big time eater, while implementing Continuous Integration i did countless iterations solving dumb errors, adjusting platform depended configs and so on… but results are just as fin, now automatic releases are created for every tag. distribution macos blocks applications from unknown developer (i need to pay $99/yr to get verified, Best of luck with that Tim Cook ), to fix this i am thinking to create standard .app structure not sure but it might tame the apple gatekeeper. Apple wanted my money ($99), Windows won’t be happy without taking my soul Like hell, every here and there windows throws some error be it missing dll or path problems or linker issue. the biggest hurdle was that I don’t have access to a windows machine, I had to ping my non-tech friend with new .exe file each time. (aah friends are a blessing, aren’t they, my friend? huh?) Checkout lateset release (supports mac and windows, can’t say about linux for sure) running on mac open the executbale file inside the zip (i wont run, but it is required to open at least once) Open System Settings go to privacy and security scroll down there you will se option to open anyway each time you will have to run the application this way in mac (sorry i dont really have $99) Can anyone with linux please let me know if it works (i am to lazy to install VMWare ) one more thing supported keys are (inspired from original chip-8 keys) 1 2 3 4 q w e r a s d f z x c v use thses keys to give input, nothing else will work (other keys only work in launcher interface like backspace to get back to menu form emulator )"}, {"post_id": 12031, "ts": "2026-06-19T16:56:33Z", "hours": 3.5406, "text": "Devlog 3. The emulator is almost completed and and can run .ch8 binaries not fully complete it still requires some polishing like right now the graphics is flickering a bit, probably due to a bug in graphics engine logic or I might need to change how fast cycles are being executed. Checkout my previous devlogs to know what is chip8? What this time? This time I felt like nobody in the world can explain the logic to translate those opCodes. Coming from high level low level is absolute new, i thought I might find some resemblance (guess what?? I was wrong) I still can’t say in understand it 100%, but the struggle is on Here’s what I learnt and built. we load the ch8 binary file -> Save instruction in the RAM -> a continuous while loop which executes each instruction code How does the program even runs? Basically there is a while loop, which keeps on running unless user closes the program or program ends This is where we write logic to find which instruction code to execute next Control the execution speed (clock speed of cpu) Map keyboard events (more on this below) How do we know what code to run next? There is a function executeCycle , inside this funciotn we have - A variable programCounter which tracks the current instruction code position and calculates next one too. Then we have a huge switch case flow, which basically maps all the 35 standard instruction codes form chip8 to modern computer. Then based upon the code, we perform tasks like painting a pixel or change some data in RAM. To keep this short, I will not get into the details about translating the chip8 instruction. Biggest man in the room - Graphics Engine (XOR) we basically have black and white screen, 64px length and 32px height (we use multiplier so the size is not exactly 64x32, as that will be two small) we then have 1s, 0s to represent black and white pixels the engine basically deleted every pixel and re draws it again, this causes a flashing effect as moder screens are faster and also show the transition. Collision detection the value of a pixel is set to 1 (white) and 0 (black) We take XOR of the Current value of the pixel and the to be updated value if two pixels are white (1) the xor will be 0, and when this happens we set the Vf to 1, indicating a collision has occured. Vf is the 16th register which is left empty and use only to show collision. Keypad keypad The original chip8 keypad was like this Chip8 Modern keyboard 1 2 3 C 1 2 3 4 4 5 6 D ---> Q W E R 7 8 9 E A S D F A 0 B F Z X C V What’s left implement UI to control chip 8 settings like speed, screen size etc. Add a list of software that user can run, as well as option to run his own"}, {"post_id": 8594, "ts": "2026-06-14T09:16:53Z", "hours": 2.0333, "text": "Decades old Low level concepts are still haunting.. (Chip 8 Interpreter) This is my first time building a proper low level project. (Strong Man Crying 😭) its tough i had to study new architechures, understand memory bottlenecks, i spent aout 10% time writing code and rest learing , reading Chip8 technical references, banging head to AI to explain the low level memory concepts (So Exciting its an Automatic All-Nighter puller) And .. heres what i learnt waht is chip 8? chip 8 basically a a interpreted programing language of ancient times (70s). It kind of mimics a small computer (8 bit) , limiting its max memory to 4KB . But the special thing is, its not just a language, it mimics a CPU architecture, making it like a different computer system which doesnt exists phycally, but uses other physical computer to run its own acrhitecture. What is Emulator Well think of emulator as a extra added layer between the software and low level computer systems. which does some magic to run a software which is not ment to run on that system. Windows Application –> macOS (Won’t Run) Windows Application –> Emulator –> macOS (Will Run) Flow Lets say we have a software S, designed to run on System of type C1, but now we want to run the same software on a different system lets say C2, S –> C1 RUNs properly S –> C2 Fails as C2 cant understand the instruction that software S is trying to give to C2 Emulator in the picture Software S (instruction codes for C1 ) –> Emulator (Translates Instruction code for C1 to C2) –> now C2 can run (Translated instructions). Now Chip8 Emulator Lets say you have a program which was designed in and for Chip8, but now you dont have a chip8 system, how do you run this program? We basically use an emulator to trick the software to thing that its running in the old Chip8 system but its acctually running on moder computers. Howwwwww? well Chip8 has 35 standard instructions and only 4096 bytes of memory, so its faily easy to map each and every of its instruction and instead do it in the modern langauges (like i have used C++). We store the data in modern C++ Data Structures , but we trick the target software to thing that it has dorect acces to the RAM of the computer. Current Status implemnted the basic template to mimic real RAM for chip 8, which is basicaly an array of size 4096 , weher first 200 are reserved for the chip8 system use, rest is opent to softwares running on it. I have translated some basic codes, more on this in next devlog A black window with raylib for now"}, {"post_id": 8183, "ts": "2026-06-13T17:09:05Z", "hours": 1.0097, "text": "Building an Chip 8 Emulator This is like my first proper project in low level programing I wanted to take on the low level for a long time, took the chance this time I know only the basics of chip 8 interpreter , I read cowgod’s chip8 technical reference last night this is gonna be a very learning and building like thing, been into the high level for over 5 (Full Stack) years now, hope I can find some similarities and help from my past experiences in to the low level is anyone of you guys (gods) know about low level or specifically chip8 , please drop a comment because I thing I am too going to need babysitting 😭"}]...
|
Title: Chip8-Emulator by @ashish-raj-singh | Stard Title: Chip8-Emulator by @ashish-raj-singh | Stardance
Devlogs:
Building an Chip 8 Emulator This is like my first proper project in low level programing I wanted to take on the low level for a long time, took the chance this time I know only the basics of chip 8 interpreter , I read cowgod’s chip8 technical reference last night this is gonna be a very learning and building like thing, been into the high level for over 5 (Full Stack) years now, hope I can find some similarities and help from my past experiences in to the low level is anyone of you guys (gods) know about low level or specifically chip8 , please drop a comment because I thing I am too going to need babysitting 😭
Decades old Low level concepts are still haunting.. (Chip 8 Interpreter) This is my first time building a proper low level project. (Strong Man Crying 😭) its tough i had to study new architechures, understand memory bottlenecks, i spent aout 10% time writing code and rest learing , reading Chip8 technical references, banging head to AI to explain the low level memory concepts (So Exciting its an Automatic All-Nighter puller) And .. heres what i learnt waht is chip 8? chip 8 basically a a interpreted programing language of ancient times (70s). It kind of mimics a small computer (8 bit) , limiting its max memory to 4KB . But the special thing is, its not just a language, it mimics a CPU architecture, making it like a different computer system which doesnt exists phycally, but uses other physical computer to run its own acrhitecture. What is Emulator Well think of emulator as a extra added layer between the software and low level computer systems. which does some magic to run a software which is not ment to run on that system. Windows Application –> macOS (Won’t Run) Windows Application –> Emulator –> macOS (Will Run) Flow Lets say we have a software S, designed to run on System of type C1, but now we want to run the same software on a different system lets say C2, S –> C1 RUNs properly S –> C2 Fails as C2 cant understand the instruction that software S is trying to give to C2 Emulator in the picture Software S (instruction codes for C1 ) –> Emulator (Translates Instruction code for C1 to C2) –> now C2 can run (Translated instructions). Now Chip8 Emulator Lets say you have a program which was designed in and for Chip8, but now you dont have a chip8 system, how do you run this program? We basically use an emulator to trick the software to thing that its running in the old Chip8 system but its acctually running on moder computers. Howwwwww? well Chip8 has 35 standard instructions and only 4096 bytes of memory, so its faily easy to map each and every of its instruction and instead do it in the modern langauges (like i have used C++). We store the data in modern C++ Data Structures , but we trick the target software to thing that it has dorect acces to the RAM of the computer. Current Status implemnted the basic template to mimic real RAM for chip 8, which is basicaly an array of size 4096 , weher first 200 are reserved for the chip8 system use, rest is opent to softwares running on it. I have translated some basic codes, more on this in next devlog A black window with raylib for now
Devlog 3. The emulator is almost completed and and can run .ch8 binaries not fully complete it still requires some polishing like right now the graphics is flickering a bit, probably due to a bug in graphics engine logic or I might need to change how fast cycles are being executed. Checkout my previous devlogs to know what is chip8? What this time? This time I felt like nobody in the world can explain the logic to translate those opCodes. Coming from high level low level is absolute new, i thought I might find some resemblance (guess what?? I was wrong) I still can’t say in understand it 100%, but the struggle is on Here’s what I learnt and built. we load the ch8 binary file -> Save instruction in the RAM -> a continuous while loop which executes each instruction code How does the program even runs? Basically there is a while loop, which keeps on running unless user closes the program or program ends This is where we write logic to find which instruction code to execute next Control the execution speed (clock speed of cpu) Map keyboard events (more on this below) How do we know what code to run next? There is a function executeCycle , inside this funciotn we have - A variable programCounter which tracks the current instruction code position and calculates next one too. Then we have a huge switch case flow, which basically maps all the 35 standard instruction codes form chip8 to modern computer. Then based upon the code, we perform tasks like painting a pixel or change some data in RAM. To keep this short, I will not get into the details about translating the chip8 instruction. Biggest man in the room - Graphics Engine (XOR) we basically have black and white screen, 64px length and 32px height (we use multiplier so the size is not exactly 64x32, as that will be two small) we then have 1s, 0s to represent black and white pixels the engine basically deleted every pixel and re draws it again, this causes a flashing effect as moder screens are faster and also show the transition. Collision detection the value of a pixel is set to 1 (white) and 0 (black) We take XOR of the Current value of the pixel and the to be updated value if two pixels are white (1) the xor will be 0, and when this happens we set the Vf to 1, indicating a collision has occured. Vf is the 16th register which is left empty and use only to show collision. Keypad keypad The original chip8 keypad was like this Chip8 Modern keyboard 1 2 3 C 1 2 3 4 4 5 6 D ---> Q W E R 7 8 9 E A S D F A 0 B F Z X C V What’s left implement UI to control chip 8 settings like speed, screen size etc. Add a list of software that user can run, as well as option to run his own
Devlog - Almost completed this time (almostt) This time my goal was to convert this basic chip8 emulator in to something any user can use coming from web development background, creating ui in C++ raylib was completely new. No concept of ui elements here, cant just attach event listeners to button like we do in javascriot What happens here is - you create a rectangle, put some text in it, this becomes your button then there is a constant loop running, which erases and redraws everything on the screen 60 times per second, just like a game loop. now to detect mouse hover, or click, we need to constantly tract the mouse position 60 times a second , and check if it overlaps the coordinates of a button But i found an interesting piece of code raygui , written by the original creator of the raylib it basically removes the manual need of tracking the cursor position and checking them with the coordinates of the ui elements, it handles click and hovers. custom ROM import support I wanted users to be able to run any .ch8 program they wanted to run. I simply opened up a native dialog to select a .ch8 file and run it on the emulator. I used AppleScript on Mac to trigger the file picker, but on Windows , I had to pull up a shell in the background The Final Boss: CI and distribution This is actually a big time eater, while implementing Continuous Integration i did countless iterations solving dumb errors, adjusting platform depended configs and so on… but results are just as fin, now automatic releases are created for every tag. distribution macos blocks applications from unknown developer (i need to pay $99/yr to get verified, Best of luck with that Tim Cook ), to fix this i am thinking to create standard .app structure not sure but it might tame the apple gatekeeper. Apple wanted my money ($99), Windows won’t be happy without taking my soul Like hell, every here and there windows throws some error be it missing dll or path problems or linker issue. the biggest hurdle was that I don’t have access to a windows machine, I had to ping my non-tech friend with new .exe file each time. (aah friends are a blessing, aren’t they, my friend? huh?) Checkout lateset release (supports mac and windows, can’t say about linux for sure) running on mac open the executbale file inside the zip (i wont run, but it is required to open at least once) Open System Settings go to privacy and security scroll down there you will se option to open anyway each time you will have to run the application this way in mac (sorry i dont really have $99) Can anyone with linux please let me know if it works (i am to lazy to install VMWare ) one more thing supported keys are (inspired from original chip-8 keys) 1 2 3 4 q w e r a s d f z x c v use thses keys to give input, nothing else will work (other keys only work in launcher interface like backspace to get back to menu form emulator )
Devlog 5: Making it Beep Last time, I talked about how Continuous Integration was eating my time, Windows was demanding my soul with missing DLLs, and Apple Gatekeeper was holding my app hostage for $99. This time, I fought back. The emulator is now completely polished, actually sounds like a retro console, and distributes like a real, professional application. Here is what went down. It Beeps now The CHIP-8 doesn’t have a sound card. It basically has a timer attached to a buzzer. If the soundTimer register is greater than 0, it beeps. It ticks down at exactly 60Hz. I basically wrote some code in c++ to generate a square wave, and used raylib’s audioPlayer to support classic beep sound of chip 8. Production (The Illusion of Polish) Originally, I hated that a black developer console popped up behind the Emulator. It screamed unfinished project. So, I spent hours engineering it out. On Windows, I added the -mwindows flag to the compiler to change it from a Console App to a pure GUI App . On Mac, I completely rewrote my CI pipeline to generate a standard Apple .app folder structure so it would look like a commercial application. the result? Total disaster. Because my newly polished Windows .exe was a standalone GUI application without a digital signature, Windows Defender immediately flagged it as a virus. Meanwhile, Apple’s Gatekeeper still blocked the .app bundle because I refuse to pay Tim Cook $99 a year. The Real Solution: I reverted it all. I am keeping the console. Git always has one more feature (Isn’t god’s another name linus?) This was my first time actually using the tag feature of git in practical life, i after git push v1.1.0 i was wondering the new releases are created, code editor says everything is uptpdate with remote, but why the hell my gihub does not shows new code, and guess waht branch and tags need to be updated seperately. Checkout latest release
Devlog Updated Readme files, and wrote down some technical details
Ships:
Chip-8 Emulator I built a cross-platform CHIP-8 Emulator from the ground up using C++ and Raylib. It accurately emulates the original 1970s hardware, from the display rendering (60Hz) for authentic gameplay, complete with automated CI & releases for Windows, Mac, and Linux. Emulator Comes with some preloaded .ch8 binaries and you can import your own custom or internet downloaded binaries as well. Coming from High Level programing (Web Development), this low level project was new and i am now in love with low level concepts. What was challenging? Fighting the operating systems to actually let people play it! The C++ emulation logic was fun, but building the CI/CD pipeline to statically link Raylib from source to escape Windows “DLL Hell” was a nightmare. I also spent way too much time trying to hide the developer console to make it look “professional,” only to realize keeping the console is the only way to stop Windows Defender and Apple Gatekeeper from immediately flagging a statically-linked .exe as a virus. Other then just coding, a lot of time was invested in reading references, making the application actullay Runnable on different platforms Proud? Creating a GUI in c++, and actually implementing something in C++, not just doing Data Structure and Algorithm, but actually implemented something in C++. Leanrnign all these low level concepts about cpu, register, display screen, complier & linker, building cross platforn applications. The fully automated, zero-touch CI/CD pipeline. Right now, I can type git push origin v1.0, and GitHub Actions automatically spins up Mac, Windows, and Linux servers, clones the pure Raylib source code, compiles it from scratch, statically links it to my emulator, and spits out three perfectly zipped, ready-to-play release files. It feels like production ready....
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1793134102.4953122
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1793220502.4953122
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15866
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Caffeine Crashout by @maxverpoopen | Stardance
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maxverpoopen
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T23:20:50Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "FRC game for preseason competition", "repo": "", "demo": "https://cad.onshape.com/documents/330c04cc0a0c762ea2d9572d/w/0a85b8c1de986d9136d2614d/e/b13cf1ad77d9016ae75c3147"}]...
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[{"post_id": 22480, "ts": "202 [{"post_id": 22480, "ts": "2026-07-04T23:19:22Z", "hours": 2.7969, "text": "final devlog? my devlogs so far have been, lackluster to say the least, but it’s now time to explain! To give some context, im a part of frc team 4550, and one thing that we do every year is to hold a preseason competition in november or so, in which we develop our very own game. We split our team into two separate teams, working to develop their own solutions to this novel game, and invite other local teams as well to compete, so newer members can get experience with making robots overall. As a senior member, we get the chance to make the game ourselves, so here is a potential option to it. PRESENTING: CAFFEINE CRASHOUT Basically the goal of the game is to take these balls (fuel from the 2026 game, called “beans”) and deliver them into these scoring grids (so essentially charged up), but the major catch is that you kinda have to reach up and over the field wall to kind of score into these scoring areas, where the closer the scoring platform is, the lesser points it is. From the image, there are 3 L1 areas, 6 L2 areas, and 9 L3 areas. The holding limit is 3 balls (as accordance to the multiple game piece limit FIRST put out for 2027), and since the balls are 2026 fuel, the hope is for me is that it promotes teams to try and develop something that reaches over and goes down, since fuel is relatively bouncy to shoot or drop from above. In addition, there are human player stations, where you can get fuel from, there are some fuel on the ground that you can use for auto, etc. I’m aware that this isn’t like good game design, but what I want is to try and promote some more complex designs from freshman members, which can hopefully promote better designs and complexity from the build season starting in January. One problem I have with this is that I have zero clue what an endgame structure should be, that could go in the middle of the field, as it is quite empty right now. Another thing I’m considering is whether I should add apriltags, considering the complexity it needs to set something up for this specific field layout, mess with the AprilTagFieldLayout json, blah blah blah. Doubt anyone will see this, but if you do, plz give me some ideas for the endgame (also ik my cad is terrible im strategy/programming)"}, {"post_id": 8344, "ts": "2026-06-13T21:26:10Z", "hours": 1.8464, "text": "Working on scoring elements and grid"}, {"post_id": 6505, "ts": "2026-06-10T22:39:40Z", "hours": 0.6375, "text": "Field, barriers, and human player station"}]...
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Title: Caffeine Crashout by @maxverpoopen | Starda Title: Caffeine Crashout by @maxverpoopen | Stardance
Devlogs:
Field, barriers, and human player station
Working on scoring elements and grid
final devlog? my devlogs so far have been, lackluster to say the least, but it’s now time to explain! To give some context, im a part of frc team 4550, and one thing that we do every year is to hold a preseason competition in november or so, in which we develop our very own game. We split our team into two separate teams, working to develop their own solutions to this novel game, and invite other local teams as well to compete, so newer members can get experience with making robots overall. As a senior member, we get the chance to make the game ourselves, so here is a potential option to it. PRESENTING: CAFFEINE CRASHOUT Basically the goal of the game is to take these balls (fuel from the 2026 game, called “beans”) and deliver them into these scoring grids (so essentially charged up), but the major catch is that you kinda have to reach up and over the field wall to kind of score into these scoring areas, where the closer the scoring platform is, the lesser points it is. From the image, there are 3 L1 areas, 6 L2 areas, and 9 L3 areas. The holding limit is 3 balls (as accordance to the multiple game piece limit FIRST put out for 2027), and since the balls are 2026 fuel, the hope is for me is that it promotes teams to try and develop something that reaches over and goes down, since fuel is relatively bouncy to shoot or drop from above. In addition, there are human player stations, where you can get fuel from, there are some fuel on the ground that you can use for auto, etc. I’m aware that this isn’t like good game design, but what I want is to try and promote some more complex designs from freshman members, which can hopefully promote better designs and complexity from the build season starting in January. One problem I have with this is that I have zero clue what an endgame structure should be, that could go in the middle of the field, as it is quite empty right now. Another thing I’m considering is whether I should add apriltags, considering the complexity it needs to set something up for this specific field layout, mess with the AprilTagFieldLayout json, blah blah blah. Doubt anyone will see this, but if you do, plz give me some ideas for the endgame (also ik my cad is terrible im strategy/programming)
Ships:
FRC game for preseason competition...
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1793134105.446322
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1793220505.446322
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40561
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My very own WebOS by @alimottale52 | Stardance
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alimottale52
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @alimottale52 | Starda Title: My very own WebOS by @alimottale52 | Stardance...
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1792615705.6946557
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1793220505.6946557
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40163
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My own site! by @chuyenluaga | Stardance
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chuyenluaga
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @chuyenluaga | Stardance
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1792615706.5355492
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1793220506.5355492
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8826
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Farming Sensor Network by @Kohanskic | Stardance
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Kohanskic
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T16:24:33Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a sensor network that operates over LoRA radio to send data long distances with minimal power. Its designed to collect data from agricultural measurement tools (Soil Moisture & pH, Weather, and other desired metrics). The network is solar powered and self contained in a waterproof housing capable of surviving a vast array of temperatures.", "repo": "https://github.com/C-Kohanski/LoRA-Agricultural-Array", "demo": ""}]...
|
[{"post_id": 17687, "ts": "202 [{"post_id": 17687, "ts": "2026-06-28T16:18:12Z", "hours": 2.5944, "text": "Devlog #02 Electric Boogaloo Hi everyone! This devlog will mainly cover the software side of the project so far as well as small changes made to the hardware itself and future plans. ––––––––––––––––––––––––––Added: -Web dashboard/monitor -Working communication functionality with LoRA -Solar power setup w/ batteries -Expanded control capabilities w/ new projects —————————————————–The web dashboard can be installed on any windows system or docker container and connects to the entire LoRA network. For the time being the installer will simulate node data as the LoRA connection is still buggy and can result in data corruption. This dashboard displays data based on local weather API’s and node location based on the sensors internal GPS. This dashboard is also the central hub for all sensor data which can be filtered by sensor or overall data. The dashboard is still a early WIP as I mainly focus on hardware however improvements are expected soon. For hardware the network has received many upgrades. To begin with the overall housing size has been increased to account for the solar charge system and batteries. This solar system consists of a charge controller which is fed from a 21v solar panel that drops the voltage from 21v to 12v to feed the batteries. This panel can power the entire system and should be able to power it even when its dark out for extended periods of time. Attached to the devlog is a prototype of the old system which is in the middle of a redesign to account for new components. —————————————————–Future plans: -Improved dashboard -additional hardware control -Improved compatibility (LoRA) —————————————————–Thank you to everyone that has enjoyed this project. I know progress has been slow and chunked but I am doing the best a can with my available time and funds. Future updates are going to be more detailed and complete once this framework is done. Thank you all! :)"}, {"post_id": 7057, "ts": "2026-06-11T20:30:19Z", "hours": 0.5311, "text": "Devlog #01 Hi everyone! A few weeks ago I began work on my first real project, a off grid sensor network for farming studies to provide those who need in field sensors with a cost effective alternative to current options. This system is sealed and designed to survive the cold of New York winters as that’s where the original inspiration for this system comes from. In NY (outside of the city) we have vast farmlands that struggle with nutrient and pH monitoring, Erosion, and invasive species. Sensors to monitor these factors are not cost effective for the farmers who are directly impacted by this so by making a cheaper alternative it can help unburden the cost factor associated with these systems. The sensor network relies on LoRa to communicate long distances without the use of high power or WiFi making it the optimal choice for this project. currently the central node which houses a raspberry pi 5 and a Heltec V4 LoRa board flashed with meshtastic is constructed and shown in the photo. This node connects to various field sensors and transmit the data back to the host computer over a network of additional nodes. The central node is watertight with two custom brackets and a modular board all custom designed to fit the box. Custom mounts hold the V4 Chip and Pi to keep them in a neat layout and replaceable if damaged. Connected to the V4 is a SMA plug, sealed with TVU, which attaches to a 928mHZ antenna. The external sensors cover a wide array of applications and are designed to be modular with a interchangeable sensor head allowing for quick adaptations to the use case. Drawings for these can be found in the repo. Current sensors include soil pH, Ground moisture, and sun exposure. Future plans for this project include a weather station attached to the main node as well as a software panel that aggregates all the data for easy reading. Thank you for being a part of my first project, happy building!"}]...
|
Title: Farming Sensor Network by @Kohanskic | Star Title: Farming Sensor Network by @Kohanskic | Stardance
Devlogs:
Devlog #01 Hi everyone! A few weeks ago I began work on my first real project, a off grid sensor network for farming studies to provide those who need in field sensors with a cost effective alternative to current options. This system is sealed and designed to survive the cold of New York winters as that’s where the original inspiration for this system comes from. In NY (outside of the city) we have vast farmlands that struggle with nutrient and pH monitoring, Erosion, and invasive species. Sensors to monitor these factors are not cost effective for the farmers who are directly impacted by this so by making a cheaper alternative it can help unburden the cost factor associated with these systems. The sensor network relies on LoRa to communicate long distances without the use of high power or WiFi making it the optimal choice for this project. currently the central node which houses a raspberry pi 5 and a Heltec V4 LoRa board flashed with meshtastic is constructed and shown in the photo. This node connects to various field sensors and transmit the data back to the host computer over a network of additional nodes. The central node is watertight with two custom brackets and a modular board all custom designed to fit the box. Custom mounts hold the V4 Chip and Pi to keep them in a neat layout and replaceable if damaged. Connected to the V4 is a SMA plug, sealed with TVU, which attaches to a 928mHZ antenna. The external sensors cover a wide array of applications and are designed to be modular with a interchangeable sensor head allowing for quick adaptations to the use case. Drawings for these can be found in the repo. Current sensors include soil pH, Ground moisture, and sun exposure. Future plans for this project include a weather station attached to the main node as well as a software panel that aggregates all the data for easy reading. Thank you for being a part of my first project, happy building!
Devlog #02 Electric Boogaloo Hi everyone! This devlog will mainly cover the software side of the project so far as well as small changes made to the hardware itself and future plans. ––––––––––––––––––––––––––Added: -Web dashboard/monitor -Working communication functionality with LoRA -Solar power setup w/ batteries -Expanded control capabilities w/ new projects —————————————————–The web dashboard can be installed on any windows system or docker container and connects to the entire LoRA network. For the time being the installer will simulate node data as the LoRA connection is still buggy and can result in data corruption. This dashboard displays data based on local weather API’s and node location based on the sensors internal GPS. This dashboard is also the central hub for all sensor data which can be filtered by sensor or overall data. The dashboard is still a early WIP as I mainly focus on hardware however improvements are expected soon. For hardware the network has received many upgrades. To begin with the overall housing size has been increased to account for the solar charge system and batteries. This solar system consists of a charge controller which is fed from a 21v solar panel that drops the voltage from 21v to 12v to feed the batteries. This panel can power the entire system and should be able to power it even when its dark out for extended periods of time. Attached to the devlog is a prototype of the old system which is in the middle of a redesign to account for new components. —————————————————–Future plans: -Improved dashboard -additional hardware control -Improved compatibility (LoRA) —————————————————–Thank you to everyone that has enjoyed this project. I know progress has been slow and chunked but I am doing the best a can with my available time and funds. Future updates are going to be more detailed and complete once this framework is done. Thank you all! :)
Ships:
This is a sensor network that operates over LoRA radio to send data long distances with minimal power. Its designed to collect data from agricultural measurement tools (Soil Moisture & pH, Weather, and other desired metrics). The network is solar powered and self contained in a waterproof housing capable of surviving a vast array of temperatures....
|
1793134107.1820252
|
1793220507.1820252
|
|
34758
|
360 degree camera trap by @daxlennox | Stardance
|
daxlennox
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: 360 degree camera trap by @daxlennox | Star Title: 360 degree camera trap by @daxlennox | Stardance...
|
1792615707.3734672
|
1793220507.3734672
|
|
45150
|
Trash Destroyer-9000 by @VG | Stardance
|
VG
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Trash Destroyer-9000 by @VG | Stardance
|
1792615708.2100363
|
1793220508.2100363
|
|
45151
|
AI Recoptionist by @Clipzin | Stardance
|
Clipzin
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: AI Recoptionist by @Clipzin | Stardance
|
1792615709.048029
|
1793220509.048029
|
|
29567
|
Pink Robot by @Theodoor | Stardance
|
Theodoor
|
1
|
22.0
|
111
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T15:43:12Z", "hours": 22.0, "multiplier": 5.0, "payout": 111, "blessing": "neutral", "text": "My project is inspired off of the 2026 FRC theme, Rebuilt. The challenge this year was to intake and shoot balls into a goal, so I wanted to make a project similar to that. My pink robot is a smaller version of an frc robot that intakes and shoots ping pong balls. I wanted it to have character, so I made the color palette green and pink!", "repo": "https://github.com/Theodoor13/Pink-Robot", "demo": ""}]...
|
[{"post_id": 26616, "ts": "202 [{"post_id": 26616, "ts": "2026-07-11T15:24:01Z", "hours": 1.65, "text": "She’s done :) I have finished the Pink Robot and it’s time to Ship my project. I’m really glad to see how things turned out."}, {"post_id": 26250, "ts": "2026-07-10T22:26:14Z", "hours": 1.0333, "text": "I drilled some holes to tie the net for the hopper onto. I’ll start organizing electrical next."}, {"post_id": 25698, "ts": "2026-07-10T03:45:50Z", "hours": 0.7333, "text": "I tested the intake and shooter together and they work! The indexing was improved and there’s little jamming. Next I will put the electrical components into the belly, decorate, and then I should be done."}, {"post_id": 25626, "ts": "2026-07-10T00:54:25Z", "hours": 1.1833, "text": "Is there anything better than getting your hex shaft early? No there isnt. This means I get to test earlier and hopefully can finish the project soon. I’m thinking of naming her Stacy, but I’m open to suggestions."}, {"post_id": 23827, "ts": "2026-07-07T00:08:14Z", "hours": 1.05, "text": "I did some more CAD and 3d printing in hopes of refining the way the balls are indexed into the shooter. I’ve also been doing enough 3d printing that I probably need to make a container to catch all the filament poop."}, {"post_id": 23240, "ts": "2026-07-06T02:19:01Z", "hours": 6.0514, "text": "I created a ramp on top of the ramp to the shooter to help guide the balls better, I will perfect it in the future, but for now it’s a temporary way to improve the indexing. I would’ve done more, but I stopped after a ball got jammed and it made scary noises. Watching a horror tv show and working alone for 9 hours is not for the weak."}, {"post_id": 22989, "ts": "2026-07-05T18:01:02Z", "hours": 2.9075, "text": "I made the holes in the net smaller, so the ping pong balls would stop slipping through. I also got the shooter working, but I will have to cad and print something to make the balls go in easier, so I don’t have to manually feed them like in the video."}, {"post_id": 22563, "ts": "2026-07-05T02:32:03Z", "hours": 1.0333, "text": "I printed some new spacers for the hex shafts that don’t come until friday 😭 and then I added a little temporary ramp to help the ping pong balls get over the bump to the shooter. Its made out of a cut up firework coupon, happy 4th of july to those who celebrate!"}, {"post_id": 22390, "ts": "2026-07-04T20:50:09Z", "hours": 0.9133, "text": "I was adjusting small things such as testing code, organizing wires, and tightening bolts when I shocked myself and apparentky melted part of a bolt. Always be safe and wear safety glasses kids 🥲"}, {"post_id": 22352, "ts": "2026-07-04T19:40:54Z", "hours": 0.8667, "text": "I fixed some bad wire connections and then coded both motors to run at the same time. I’m really only waiting for my hex shaft to arrive :/"}, {"post_id": 22315, "ts": "2026-07-04T18:35:46Z", "hours": 0.3, "text": "I tested the net to redirect the ping pong balls, but made the holes a little too big where they were slipping through. I added some more yarn and it seemed to work fairly well. I will make more adjustments soon."}, {"post_id": 22236, "ts": "2026-07-04T16:29:04Z", "hours": 0.8833, "text": "I’m the previous post I showed how high the ping pong balls go when I turn on the intake. To combat that, I made a net out of yarn to help redirect the balls. I will post a video to show if it worked soon."}, {"post_id": 21796, "ts": "2026-07-03T22:30:18Z", "hours": 1.0, "text": "I got the intake working! It was just a wire connection issue like I mentioned in the previous post. It shoots the balls up a little higher than expected though…"}, {"post_id": 21710, "ts": "2026-07-03T20:05:22Z", "hours": 0.9167, "text": "I tried testing my code, and the first time I ran it the motor spun correctly, the 2nd time it ran the other motor, and the last time nothing moved 🫠. I’m wondering if there’s a disconnected wire and if its not a code problem since it worked the first time."}, {"post_id": 21538, "ts": "2026-07-03T15:42:58Z", "hours": 0.7167, "text": "The pink robot’s shooter was assembled, but it really does take way too much time. Both of my hands can barely fit in the shooter and it’s an annoying place to be putting on a pulley with a belt. My idea is to make the hex shaft with the sushi wheels longer so it extends outside the shooter. Then I can put the pulley and motor pinion on the outside similar to the intake shown in the picture. I’ll order the hex shaft and try that soon. Then for the issue regarding the intake motor touching the dividers in the hopper, I would reprint the dividers to be shorter, but am out of filament, so in the meantime I’ll use a boxcutter to shave it down. Really hope I’m able to test things soon!"}, {"post_id": 21155, "ts": "2026-07-02T23:20:37Z", "hours": 1.0333, "text": "I managed to attach the motor to the shooter despite the tight space. Soon I will attach the hex shaft with sushi wheels on the shooter like the intake shown in the picture. My priority is to test if the ping pong balls will make it over the ramp to the hopper when the intake sucks them in. An issue I’m concerned about is the panels that are attached to the shooter (which are meant for funneling the balls in) might contact the motor running the intake. There is about 0.125 in clearance, but it still worries me. Hopefully things go well tomorrow!"}, {"post_id": 21091, "ts": "2026-07-02T21:47:25Z", "hours": 0.45, "text": "I’ve started working on a Pink Robot inspired off of the FRC 2026 theme, Rebuilt. This robot will intake ping pong balls and shoot them. This is the shooter when I was assembling the motor on. The hex shaft with sushi wheels hasn’t been put on yet, so that’s why there isn’t anything in the bearings. To the right you can see the pulley where the motor is attached on the other end. I was bolting it on, but it’s in such a small tight space that it took a while. I might change that in the future to be more accessible for me. Hopefully things go well when I test it for the first time!"}]...
|
Title: Pink Robot by @Theodoor | Stardance
Devlog Title: Pink Robot by @Theodoor | Stardance
Devlogs:
I’ve started working on a Pink Robot inspired off of the FRC 2026 theme, Rebuilt. This robot will intake ping pong balls and shoot them. This is the shooter when I was assembling the motor on. The hex shaft with sushi wheels hasn’t been put on yet, so that’s why there isn’t anything in the bearings. To the right you can see the pulley where the motor is attached on the other end. I was bolting it on, but it’s in such a small tight space that it took a while. I might change that in the future to be more accessible for me. Hopefully things go well when I test it for the first time!
I managed to attach the motor to the shooter despite the tight space. Soon I will attach the hex shaft with sushi wheels on the shooter like the intake shown in the picture. My priority is to test if the ping pong balls will make it over the ramp to the hopper when the intake sucks them in. An issue I’m concerned about is the panels that are attached to the shooter (which are meant for funneling the balls in) might contact the motor running the intake. There is about 0.125 in clearance, but it still worries me. Hopefully things go well tomorrow!
The pink robot’s shooter was assembled, but it really does take way too much time. Both of my hands can barely fit in the shooter and it’s an annoying place to be putting on a pulley with a belt. My idea is to make the hex shaft with the sushi wheels longer so it extends outside the shooter. Then I can put the pulley and motor pinion on the outside similar to the intake shown in the picture. I’ll order the hex shaft and try that soon. Then for the issue regarding the intake motor touching the dividers in the hopper, I would reprint the dividers to be shorter, but am out of filament, so in the meantime I’ll use a boxcutter to shave it down. Really hope I’m able to test things soon!
I tried testing my code, and the first time I ran it the motor spun correctly, the 2nd time it ran the other motor, and the last time nothing moved 🫠. I’m wondering if there’s a disconnected wire and if its not a code problem since it worked the first time.
I got the intake working! It was just a wire connection issue like I mentioned in the previous post. It shoots the balls up a little higher than expected though…
I’m the previous post I showed how high the ping pong balls go when I turn on the intake. To combat that, I made a net out of yarn to help redirect the balls. I will post a video to show if it worked soon.
I tested the net to redirect the ping pong balls, but made the holes a little too big where they were slipping through. I added some more yarn and it seemed to work fairly well. I will make more adjustments soon.
I fixed some bad wire connections and then coded both motors to run at the same time. I’m really only waiting for my hex shaft to arrive :/
I was adjusting small things such as testing code, organizing wires, and tightening bolts when I shocked myself and apparentky melted part of a bolt. Always be safe and wear safety glasses kids 🥲
I printed some new spacers for the hex shafts that don’t come until friday 😭 and then I added a little temporary ramp to help the ping pong balls get over the bump to the shooter. Its made out of a cut up firework coupon, happy 4th of july to those who celebrate!
I made the holes in the net smaller, so the ping pong balls would stop slipping through. I also got the shooter working, but I will have to cad and print something to make the balls go in easier, so I don’t have to manually feed them like in the video.
I created a ramp on top of the ramp to the shooter to help guide the balls better, I will perfect it in the future, but for now it’s a temporary way to improve the indexing. I would’ve done more, but I stopped after a ball got jammed and it made scary noises. Watching a horror tv show and working alone for 9 hours is not for the weak.
I did some more CAD and 3d printing in hopes of refining the way the balls are indexed into the shooter. I’ve also been doing enough 3d printing that I probably need to make a container to catch all the filament poop.
Is there anything better than getting your hex shaft early? No there isnt. This means I get to test earlier and hopefully can finish the project soon. I’m thinking of naming her Stacy, but I’m open to suggestions.
I tested the intake and shooter together and they work! The indexing was improved and there’s little jamming. Next I will put the electrical components into the belly, decorate, and then I should be done.
I drilled some holes to tie the net for the hopper onto. I’ll start organizing electrical next.
She’s done :) I have finished the Pink Robot and it’s time to Ship my project. I’m really glad to see how things turned out.
Ships:
My project is inspired off of the 2026 FRC theme, Rebuilt. The challenge this year was to intake and shoot balls into a goal, so I wanted to make a project similar to that. My pink robot is a smaller version of an frc robot that intakes and shoots ping pong balls. I wanted it to have character, so I made the color palette green and pink!...
|
1793134109.211755
|
1793220509.211755
|
|
45152
|
aiagentkeyboard by @kim-harre | Stardance
|
kim-harre
|
0
|
2.98
|
0
|
[]
|
[{"post_id": 46402, "ts": "202 [{"post_id": 46402, "ts": "2026-08-13T16:10:04Z", "hours": 0.4833, "text": "Fixed edges and finalized 3d model"}, {"post_id": 44507, "ts": "2026-08-10T09:47:02Z", "hours": 0.8469, "text": "Finished the case and code."}, {"post_id": 44144, "ts": "2026-08-09T18:22:28Z", "hours": 1.6494, "text": "Created the schematic"}]...
|
Title: aiagentkeyboard by @kim-harre | Stardance
Title: aiagentkeyboard by @kim-harre | Stardance
Devlogs:
Created the schematic
Finished the case and code.
Fixed edges and finalized 3d model...
|
1792615709.8875725
|
1793220509.8875725
|
|
45153
|
NameCheap Domain Centre REbuild by @rodefaj630 | S NameCheap Domain Centre REbuild by @rodefaj630 | Stardance...
|
rodefaj630
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: NameCheap Domain Centre REbuild by @rodefaj Title: NameCheap Domain Centre REbuild by @rodefaj630 | Stardance...
|
1792615710.750373
|
1793220510.750373
|
|
45154
|
Slack Bot for Stripe Connection by @kim-harre | St Slack Bot for Stripe Connection by @kim-harre | Stardance...
|
kim-harre
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Slack Bot for Stripe Connection by @kim-har Title: Slack Bot for Stripe Connection by @kim-harre | Stardance...
|
1792615711.5816023
|
1793220511.5816023
|
|
23961
|
Making a killer robot by @colgation | Stardance
|
colgation
|
1
|
7.0
|
43
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T00:56:09Z", "hours": 7.0, "multiplier": 5.0, "payout": 43, "blessing": "neutral", "text": "My 150g antweight wedgebot design (only 3dprinted parts excluding motors/batteries/board). Key features and design choices I made: The wedge is intetionally not flat at the bottom. It is more of a triangle pointing downwards, in order to have a higher surface clearance. My antweight does NOT use TPU for its wedge, but rather 100% PLA+. This because the rigid wedge will get under opponents using TPU wedges (90% of opponents). Even when flipped, the bot can still move around. A pointy end helps prevent it from lying on its back (imagine if your bot landed on the back but couldn’t self-right -> loss) Finally, the wedge is not flush with the top. The small amount of vertical face helps it to catch onto opponents, not just slide under them. By combining all these features, I have created a deceptively simple design, which is beginner friendly and competitive. -Colgation", "repo": "https://github.com/194500-cpu/Greenhorn-150g-Antweight", "demo": ""}]...
|
[{"post_id": 29205, "ts": "202 [{"post_id": 29205, "ts": "2026-07-15T22:55:54Z", "hours": 0.6, "text": "Model is Fully functional! I had to tweak the controls and a motor a bit, but I’m planning on shipping soon"}, {"post_id": 28777, "ts": "2026-07-15T08:13:32Z", "hours": 0.6375, "text": "Im planning on competing in a local tournament soon. Heres the rolling chassis btw"}, {"post_id": 28725, "ts": "2026-07-15T05:06:53Z", "hours": 0.75, "text": "Up and running hardware!"}, {"post_id": 28593, "ts": "2026-07-14T22:43:30Z", "hours": 0.6336, "text": "It was really a pain to make the chassis larger. Now that its done, I plan on making the actual physical robot."}, {"post_id": 22386, "ts": "2026-07-04T20:41:12Z", "hours": 0.3667, "text": "New design"}, {"post_id": 18223, "ts": "2026-06-29T09:12:02Z", "hours": 1.1292, "text": "3dprinted a test model! Also a new design is underway. I will very much take name suggestions."}, {"post_id": 17480, "ts": "2026-06-28T08:54:16Z", "hours": 1.2381, "text": "Will 3dprint this test model shortly. I plan on making a more unique design, but this is my first every CAD antweight! 🥹"}, {"post_id": 16654, "ts": "2026-06-27T02:28:13Z", "hours": 1.1667, "text": "New design v2"}, {"post_id": 16599, "ts": "2026-06-27T00:25:24Z", "hours": 0.6, "text": "#1: First sketchups of my battlebot!"}]...
|
Title: Making a killer robot by @colgation | Stard Title: Making a killer robot by @colgation | Stardance
Devlogs:
#1: First sketchups of my battlebot!
New design v2
Will 3dprint this test model shortly. I plan on making a more unique design, but this is my first every CAD antweight! 🥹
3dprinted a test model! Also a new design is underway. I will very much take name suggestions.
New design
It was really a pain to make the chassis larger. Now that its done, I plan on making the actual physical robot.
Up and running hardware!
Im planning on competing in a local tournament soon. Heres the rolling chassis btw
Model is Fully functional! I had to tweak the controls and a motor a bit, but I’m planning on shipping soon
Ships:
My 150g antweight wedgebot design (only 3dprinted parts excluding motors/batteries/board). Key features and design choices I made: The wedge is intetionally not flat at the bottom. It is more of a triangle pointing downwards, in order to have a higher surface clearance. My antweight does NOT use TPU for its wedge, but rather 100% PLA+. This because the rigid wedge will get under opponents using TPU wedges (90% of opponents). Even when flipped, the bot can still move around. A pointy end helps prevent it from lying on its back (imagine if your bot landed on the back but couldn’t self-right -> loss) Finally, the wedge is not flush with the top. The small amount of vertical face helps it to catch onto opponents, not just slide under them. By combining all these features, I have created a deceptively simple design, which is beginner friendly and competitive. -Colgation...
|
1793134112.1677382
|
1793220512.1677382
|
|
45155
|
ASDAS by @natex92229 | Stardance
|
natex92229
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ASDAS by @natex92229 | Stardance
|
1792615712.4206386
|
1793220512.4206386
|
|
45156
|
Hack club by @abishekchapagain13 | Stardance
|
abishekchapagain13
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Hack club by @abishekchapagain13 | Stardanc Title: Hack club by @abishekchapagain13 | Stardance...
|
1792615713.2550964
|
1793220513.2550964
|
|
33428
|
TagStart by @vardaan | Stardance
|
vardaan
|
1
|
7.42
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T17:33:54Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "TagStart Pro is a lightweight, zero-dependency, interactive web application designed to teach new developers the structural building blocks of web development. Unlike passive video tutorials, TagStart Pro uses a high-performance, real-time split-screen interface that combines bite-sized conceptual lessons with an active code editor and live compiler rendering window. By eliminating complex backend barriers and heavy frameworks, the platform loads instantly anywhere across the globe and saves student progression natively in the browser session And I have also used AI for matching color and the UI thingy and to make it look better", "repo": "https://github.com/vardaansworld-star/TagStart", "demo": "https://vardaansworld-star.github.io/TagStart/"}]...
|
[{"post_id": 27719, "ts": "202 [{"post_id": 27719, "ts": "2026-07-13T15:00:00Z", "hours": 4.4183, "text": "Devlog 2 Did some Insane changes in UI Added a button to switch from dark to light theme or light to dark theme Also added a confetti when a challange is completed Last time I uploaded a Devlog there was like 4 challenges now there are 20 Still improving this website Link: https://vardaansworld-star.github.io/TagStart/ Github: https://github.com/vardaansworld-star/TagStart"}, {"post_id": 26067, "ts": "2026-07-10T17:31:21Z", "hours": 0.8247, "text": "Guys My Webist is finnally done! anyone wanna try?? Just check out my profile to check that out"}, {"post_id": 26001, "ts": "2026-07-10T15:38:27Z", "hours": 2.2772, "text": "Anyone here to test my project as soon as its done? rn it looks like this im improving UI and some features rn"}]...
|
Title: TagStart by @vardaan | Stardance
Devlogs:
Title: TagStart by @vardaan | Stardance
Devlogs:
Anyone here to test my project as soon as its done? rn it looks like this im improving UI and some features rn
Guys My Webist is finnally done! anyone wanna try?? Just check out my profile to check that out
Devlog 2 Did some Insane changes in UI Added a button to switch from dark to light theme or light to dark theme Also added a confetti when a challange is completed Last time I uploaded a Devlog there was like 4 challenges now there are 20 Still improving this website Link: https://vardaansworld-star.github.io/TagStart/ Github: https://github.com/vardaansworld-star/TagStart
Ships:
TagStart Pro is a lightweight, zero-dependency, interactive web application designed to teach new developers the structural building blocks of web development. Unlike passive video tutorials, TagStart Pro uses a high-performance, real-time split-screen interface that combines bite-sized conceptual lessons with an active code editor and live compiler rendering window. By eliminating complex backend barriers and heavy frameworks, the platform loads instantly anywhere across the globe and saves student progression natively in the browser session And I have also used AI for matching color and the UI thingy and to make it look better...
|
1793134114.197359
|
1793220514.197359
|
|
45159
|
Frictionless by @Redi | Stardance
|
Redi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @Redi | Stardance
|
1792615715.4546714
|
1793220515.4546714
|
|
5921
|
BitSwiss by @swedishsplidney | Stardance
|
swedishsplidney
|
1
|
22.0
|
397
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T09:11:09Z", "hours": 22.0, "multiplier": 18.19, "payout": 397, "blessing": "neutral", "text": "BitSwiss is an open source, cross platform archiving tool to easily download offline archives of over 100 web .zim archives to a removable media device, creating fully offline digital “swiss army knives” that can be used anywhere, on any (desktop) device. it can also include portable, installation free, offline readers for all the archives. available packages: all of wikipedia gutenberg collection (over 75,000 public domain ebooks) stackoverflow and stackexchange forums for many topics full ifixit repair guide archive developer documentation for many scripting languages/libraries/workflows/etc. full libretexts textbook and other educational text archives entire medlineplus archive for medical info full khanacademy, crashcourse, and freecodecamp courses for learning NASA astronomy picture of the day archive with expert explanations preconfigured setups for 16, 32, 64, and 128gb drives. also some field-focused presets for coding, computer science, outer space, and more. BitSwiss works by first using libcurl to grab the file sizes, then filters the URL to get the file name. it then uses a multithreaded concurrent download system to quickly and efficiently download packages (for more info, refer to the “how it works” section of the readme. coded in C++ using JetBrains CLion on Fedora 44 KDE. compiled with CMake for linux, macOS and windows", "repo": "https://github.com/swedishsplidney/BitSwiss", "demo": "https://github.com/swedishsplidney/BitSwiss/releases"}]...
|
[{"post_id": 4088, "ts": "2026 [{"post_id": 4088, "ts": "2026-06-07T08:52:50Z", "hours": 1.0131, "text": "just spent an hour debugging just to get a working build for microslop windows… finally got it working successfully though, kinda goofy on occasion but does work, thankfully"}, {"post_id": 4017, "ts": "2026-06-07T05:41:26Z", "hours": 3.6267, "text": "pretty much ready to ship! more than doubled the package list, to over 109 packages, now totaling over 600gb of data other than that it was ui tweaks, code cleanup and testing the windows and mac versions in a vm if this seems kinda interesting, go read the readme at https://github.com/swedishsplidney/BitSwiss"}, {"post_id": 2655, "ts": "2026-06-05T10:10:59Z", "hours": 6.5953, "text": "downloading works! uses a full multi-threaded asynchronous download engine that automatically imports file sizes and dynamic file names using libcurl. added prebuilt binaries to the github at: https://github.com/swedishsplidney/BitSwiss if you wanna try it out, feel free, but only the linux binary is actually tested at this point it is a fully working application which feels super great you can now also include multiple platforms of zim readers too, making it fully all-in-one the readme in the repo is also much better now"}, {"post_id": 1914, "ts": "2026-06-04T04:25:21Z", "hours": 1.2667, "text": "settings menu with theme swapping system ImGui is pretty limited in what you can do but you can change the colors"}, {"post_id": 1804, "ts": "2026-06-04T00:54:39Z", "hours": 2.3597, "text": "working asynchronous accurate file size checking using libcurl and async worker threads. it now accurately and super quickly gets file sizes without needing manual input. new CHUNGUS preconfig option that is almost 300GB :0"}, {"post_id": 1386, "ts": "2026-06-03T11:56:41Z", "hours": 5.2528, "text": "completed a complete gui and data item system overhaul, it actually compiles now. right now it automatically detects when storage devices are plugged in and you can select from over 45 manually inputted dataset options from kiwix such as 3 different wikipedia sizes library of congress, stackoverflow, etc. 3 preconfigged profiles and a working progress bar on the bottom. it should work on linux windows and mac but who knows because I haven’t tested it on anything other than linux yet now it just needs to actually do the thing its supposed to lol"}, {"post_id": 1288, "ts": "2026-06-03T05:40:42Z", "hours": 1.7167, "text": "devlog 6/2/26: got the project created, wrote the README, and got dear ImGui working with the demo window. started writing the actual drive detection system, only for linux so far…"}]...
|
Title: BitSwiss by @swedishsplidney | Stardance
D Title: BitSwiss by @swedishsplidney | Stardance
Devlogs:
devlog 6/2/26: got the project created, wrote the README, and got dear ImGui working with the demo window. started writing the actual drive detection system, only for linux so far…
completed a complete gui and data item system overhaul, it actually compiles now. right now it automatically detects when storage devices are plugged in and you can select from over 45 manually inputted dataset options from kiwix such as 3 different wikipedia sizes library of congress, stackoverflow, etc. 3 preconfigged profiles and a working progress bar on the bottom. it should work on linux windows and mac but who knows because I haven’t tested it on anything other than linux yet now it just needs to actually do the thing its supposed to lol
working asynchronous accurate file size checking using libcurl and async worker threads. it now accurately and super quickly gets file sizes without needing manual input. new CHUNGUS preconfig option that is almost 300GB :0
settings menu with theme swapping system ImGui is pretty limited in what you can do but you can change the colors
downloading works! uses a full multi-threaded asynchronous download engine that automatically imports file sizes and dynamic file names using libcurl. added prebuilt binaries to the github at: https://github.com/swedishsplidney/BitSwiss if you wanna try it out, feel free, but only the linux binary is actually tested at this point it is a fully working application which feels super great you can now also include multiple platforms of zim readers too, making it fully all-in-one the readme in the repo is also much better now
pretty much ready to ship! more than doubled the package list, to over 109 packages, now totaling over 600gb of data other than that it was ui tweaks, code cleanup and testing the windows and mac versions in a vm if this seems kinda interesting, go read the readme at https://github.com/swedishsplidney/BitSwiss
just spent an hour debugging just to get a working build for microslop windows… finally got it working successfully though, kinda goofy on occasion but does work, thankfully
Ships:
BitSwiss is an open source, cross platform archiving tool to easily download offline archives of over 100 web .zim archives to a removable media device, creating fully offline digital “swiss army knives” that can be used anywhere, on any (desktop) device. it can also include portable, installation free, offline readers for all the archives. available packages: all of wikipedia gutenberg collection (over 75,000 public domain ebooks) stackoverflow and stackexchange forums for many topics full ifixit repair guide archive developer documentation for many scripting languages/libraries/workflows/etc. full libretexts textbook and other educational text archives entire medlineplus archive for medical info full khanacademy, crashcourse, and freecodecamp courses for learning NASA astronomy picture of the day archive with expert explanations preconfigured setups for 16, 32, 64, and 128gb drives. also some field-focused presets for coding, computer science, outer space, and more. BitSwiss works by first using libcurl to grab the file sizes, then filters the URL to get the file name. it then uses a multithreaded concurrent download system to quickly and efficiently download packages (for more info, refer to the “how it works” section of the readme. coded in C++ using JetBrains CLion on Fedora 44 KDE. compiled with CMake for linux, macOS and windows...
|
1793134116.2186778
|
1793220516.2186778
|
|
45160
|
Untitled project by @samarth- | Stardance
|
samarth-
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @samarth- | Stardance
|
1792615716.3030338
|
1793220516.3030338
|
|
45161
|
Lapse by @Tanmayg1801 | Stardance
|
Tanmayg1801
|
0
|
1.38
|
0
|
[]
|
[{"post_id": 43129, "ts": "202 [{"post_id": 43129, "ts": "2026-08-08T07:05:24Z", "hours": 1.3764, "text": "A time lapse software I made because I was bored and wanted to start a yt channel. It takes 1 screenshot every 5 seconds and smoothly makes it into a 30fps timelapse!"}]...
|
Title: Lapse by @Tanmayg1801 | Stardance
Devlogs: Title: Lapse by @Tanmayg1801 | Stardance
Devlogs:
A time lapse software I made because I was bored and wanted to start a yt channel. It takes 1 screenshot every 5 seconds and smoothly makes it into a 30fps timelapse!...
|
1792615717.1300552
|
1793220517.1300552
|
|
45164
|
My own site! by @niral_ppatel07 | Stardance
|
niral_ppatel07
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @niral_ppatel07 | Stardance
|
1792615717.9662201
|
1793220517.9662201
|
|
42985
|
The Sun and Moon by @NOT_a_ZEBRA | Stardance
|
NOT_a_ZEBRA
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T07:31:50Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website that gives u random but new facts about space directly from NASA . It seemed easy at the beginning but i became hard when it came to JavaScript. I face a problem with the css file as it was not working along with the other files, i tried to link it several times but nothing happened , so i used AI to debug it and then it was workin!!", "repo": "https://github.com/zebraz567/GoodOne", "demo": "https://zebraz567.github.io/GoodOne/"}]...
|
[{"post_id": 43138, "ts": "202 [{"post_id": 43138, "ts": "2026-08-08T07:27:53Z", "hours": 1.2889, "text": "This is my first time working with APIs and stuff, but it was really fun to develop this website!!!"}]...
|
Title: The Sun and Moon by @NOT_a_ZEBRA | Stardanc Title: The Sun and Moon by @NOT_a_ZEBRA | Stardance
Devlogs:
This is my first time working with APIs and stuff, but it was really fun to develop this website!!!
Ships:
I made a website that gives u random but new facts about space directly from NASA . It seemed easy at the beginning but i became hard when it came to JavaScript. I face a problem with the css file as it was not working along with the other files, i tried to link it several times but nothing happened , so i used AI to debug it and then it was workin!!...
|
1793134118.604941
|
1793220518.604941
|
|
45165
|
Tankkk by @Sandyy | Stardance
|
Sandyy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Tankkk by @Sandyy | Stardance
|
1792615718.8032205
|
1793220518.8032205
|
|
45166
|
Rc tank by @sandi | Stardance
|
sandi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Rc tank by @sandi | Stardance
|
1792615719.6380398
|
1793220519.6380398
|
|
45170
|
16bit transistor computer by @thegamer3_141 | Star 16bit transistor computer by @thegamer3_141 | Stardance...
|
thegamer3_141
|
0
|
2.62
|
0
|
[]
|
[{"post_id": 44577, "ts": "202 [{"post_id": 44577, "ts": "2026-08-10T13:02:25Z", "hours": 2.6169, "text": "I have made my 4 bit registor for my 16 bit computer. So now i have made a test bord, the ram for the computer and a part of the alu."}]...
|
Title: 16bit transistor computer by @thegamer3_141 Title: 16bit transistor computer by @thegamer3_141 | Stardance
Devlogs:
I have made my 4 bit registor for my 16 bit computer. So now i have made a test bord, the ram for the computer and a part of the alu....
|
1792615720.4673324
|
1793220520.4673324
|
|
45171
|
SataCar - Electric Mini Car by @void | Stardance
|
void
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: SataCar - Electric Mini Car by @void | Star Title: SataCar - Electric Mini Car by @void | Stardance...
|
1792615721.316958
|
1793220521.316958
|
|
36514
|
Jarvis by @Jhenil | Stardance
|
Jhenil
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-18T01:31:32Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I was building a Jarvis like system. I coded the basics of it. I then added a password system where before accessing Jarvis you had to enter a password. If you get the password right then only you can access the system but if you enter the password wrong 3 times then it will end the program without giving the access. The basics that I built were like greetings, asking the status and a shutdown where the program ends. Then went on to build a logging system where you can store notes, make Jarvis show all the notes stored into it or clear the memory. The challenging part was for me to get the logging system work because it was my first time working with arrays and it took me a while to understand them. I am proud of that this was somewhat a bigger project that I coded in Java which came out pretty well. Others can’t really test it until they copy the code and paste it in their own code editor and get it to work.", "repo": "https://github.com/JP-code33/Jarvis-Project", "demo": "https://github.com/JP-code33/Jarvis-Project/releases/tag/v1.0.0"}]...
|
[{"post_id": 30459, "ts": "202 [{"post_id": 30459, "ts": "2026-07-18T01:09:50Z", "hours": 0.3894, "text": "This was my version 1 of my Jarvis and will stop in this version. My main goal was to actually have it like Jarvis in which you can talk and it will answer to you. In this version it is like you have to write specific phrases to get it to run. This is why I will be continuing this project in Python to get the voice feature."}, {"post_id": 30415, "ts": "2026-07-17T22:34:17Z", "hours": 0.5219, "text": "This is the second part that I made apart from the base version. At start I was thinking to add like a weather system where it can pull live data through API keys and all. But I need more time to learn about it in more deep. So, till then I thought to add a note taking or reminding system. This is where you chose whether you want to enter new notes or want Jarvis to remind you the notes that were previously saved. If you have any suggestions about API then I will take those into account."}, {"post_id": 30231, "ts": "2026-07-17T17:22:54Z", "hours": 0.5497, "text": "Hello, I am starting on a new project and I have been wanted to build like a personal assistant like Jarvis. So I have decided to build it during this challenge. I am currently starting with the most basic thing and will expand on this base. I also like added a password system, so if the user enters the wrong password for 3 times then they will get locked out and the system will close down. ANY SUGGESTIONS ACCEPTED!"}]...
|
Title: Jarvis by @Jhenil | Stardance
Devlogs:
Hel Title: Jarvis by @Jhenil | Stardance
Devlogs:
Hello, I am starting on a new project and I have been wanted to build like a personal assistant like Jarvis. So I have decided to build it during this challenge. I am currently starting with the most basic thing and will expand on this base. I also like added a password system, so if the user enters the wrong password for 3 times then they will get locked out and the system will close down. ANY SUGGESTIONS ACCEPTED!
This is the second part that I made apart from the base version. At start I was thinking to add like a weather system where it can pull live data through API keys and all. But I need more time to learn about it in more deep. So, till then I thought to add a note taking or reminding system. This is where you chose whether you want to enter new notes or want Jarvis to remind you the notes that were previously saved. If you have any suggestions about API then I will take those into account.
This was my version 1 of my Jarvis and will stop in this version. My main goal was to actually have it like Jarvis in which you can talk and it will answer to you. In this version it is like you have to write specific phrases to get it to run. This is why I will be continuing this project in Python to get the voice feature.
Ships:
I was building a Jarvis like system. I coded the basics of it. I then added a password system where before accessing Jarvis you had to enter a password. If you get the password right then only you can access the system but if you enter the password wrong 3 times then it will end the program without giving the access. The basics that I built were like greetings, asking the status and a shutdown where the program ends. Then went on to build a logging system where you can store notes, make Jarvis show all the notes stored into it or clear the memory. The challenging part was for me to get the logging system work because it was my first time working with arrays and it took me a while to understand them. I am proud of that this was somewhat a bigger project that I coded in Java which came out pretty well. Others can’t really test it until they copy the code and paste it in their own code editor and get it to work....
|
1793134121.638292
|
1793220521.638292
|
|
45172
|
My very own WebOS by @Nandakishore-P-R | Stardance
|
Nandakishore-P-R
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Nandakishore-P-R | St Title: My very own WebOS by @Nandakishore-P-R | Stardance...
|
1792615722.148377
|
1793220522.148377
|
|
45173
|
WarioWare Game by @esreedevi | Stardance
|
esreedevi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @esreedevi | Stardance
|
1792615722.99714
|
1793220522.99714
|
|
45174
|
An ai assistant by @ameykamble51 | Stardance
|
ameykamble51
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: An ai assistant by @ameykamble51 | Stardanc Title: An ai assistant by @ameykamble51 | Stardance...
|
1792615723.8338444
|
1793220523.8338444
|
|
19004
|
MEDIKILL by @Vini | Stardance
|
Vini
|
1
|
93.0
|
809
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T07:48:13Z", "hours": 93.0, "multiplier": 11.54, "payout": 809, "blessing": "neutral", "text": "In this project I have made a fully functioning FPS featuring all the stuff you would want from one (disclaimer: its a very buggy game). I would say the most difficult part of this project was the enemy AI which works perfectly now it has running away chasing and patrolling and idle state. The most annoying part of making this game was all the light baking issues there so annoying and took me like 9 hours to get working barley passible. Turns out PB mesh’s don’t like light baking. Please actually read the readme and play the game. I hope you have a great day also you’re a good person. (Hopefully)", "repo": "https://github.com/wildevi26250-tech/FPSNoir", "demo": "https://play.unity.com/en/games/3177c58f-2173-45c1-a5f3-a427582aac1a/medikill"}]...
|
[{"post_id": 60692, "ts": "202 [{"post_id": 60692, "ts": "2026-09-03T07:34:29Z", "hours": 3.8858, "text": "Bug fixing First bug was being able to just hold w and stick to the walls Second was all the lighting issues And third im working on the ending for this short shooter Ima ship soon AND YES I KNOW ITS KINDA A BAD GAME!"}, {"post_id": 38661, "ts": "2026-08-01T05:13:50Z", "hours": 9.8042, "text": "Features added Tried to add online features got that working But then all of my game wouldnt work with the new online stuff so im glad I made a backup Finished a new level Light baking failures took up 3 hours Took a break to play hollow knight"}, {"post_id": 27943, "ts": "2026-07-13T21:42:59Z", "hours": 3.3411, "text": "Features added Muzzle Flash that actually looks good Crouching but as you see in the video it also squishes the gun which isn’t ideal Worked out a few bugs eg. being able to walk through a certain wall Stardance will not get me again I will post all my devlogs on time Pushing to git now"}, {"post_id": 27006, "ts": "2026-07-12T04:32:41Z", "hours": 29.1331, "text": "Features added Slow motion for the tutorial Tutorial text Procedural weapon bob \\ sway Fire wall running Bullet time while in air or wall running Again kinda mad because I kept forgetting to post devlogs and im only getting 10 hours out of what should be 30 Added crates Added new section to the level where you can wall run and shoot enemys All of this is demonstrated in the video bellow (please watch it) Thought of a better name and idea for the game"}, {"post_id": 16545, "ts": "2026-06-26T22:10:46Z", "hours": 20.6192, "text": "Features added New weapon sniper ADS system works perfectly (yes I know the sniper looks ugly) Reload animations working also perfectly SFX is going well although my footsteps still sound horrible Full level lighting and enemys now working fully Kinda mad because i didnt know that you had to post a devlog every 10 hours Otherwise everything is great"}, {"post_id": 12910, "ts": "2026-06-21T04:23:14Z", "hours": 4.3881, "text": "Added fully working guns and enemy script first level and some ui Still working on a github repo sry"}, {"post_id": 12427, "ts": "2026-06-20T08:51:25Z", "hours": 6.9508, "text": "basic gun script working and picking up and dropping now working enemy sort of working but no attacking yet working on getting a demo site up"}, {"post_id": 11501, "ts": "2026-06-18T19:57:13Z", "hours": 15.2369, "text": "Basic movement working did have it already working crouching and slope movement and sprint but had to scrap after data got corrupted working on adding in guns now"}]...
|
Title: MEDIKILL by @Vini | Stardance
Devlogs:
Bas Title: MEDIKILL by @Vini | Stardance
Devlogs:
Basic movement working did have it already working crouching and slope movement and sprint but had to scrap after data got corrupted working on adding in guns now
basic gun script working and picking up and dropping now working enemy sort of working but no attacking yet working on getting a demo site up
Added fully working guns and enemy script first level and some ui Still working on a github repo sry
Features added New weapon sniper ADS system works perfectly (yes I know the sniper looks ugly) Reload animations working also perfectly SFX is going well although my footsteps still sound horrible Full level lighting and enemys now working fully Kinda mad because i didnt know that you had to post a devlog every 10 hours Otherwise everything is great
Features added Slow motion for the tutorial Tutorial text Procedural weapon bob \ sway Fire wall running Bullet time while in air or wall running Again kinda mad because I kept forgetting to post devlogs and im only getting 10 hours out of what should be 30 Added crates Added new section to the level where you can wall run and shoot enemys All of this is demonstrated in the video bellow (please watch it) Thought of a better name and idea for the game
Features added Muzzle Flash that actually looks good Crouching but as you see in the video it also squishes the gun which isn’t ideal Worked out a few bugs eg. being able to walk through a certain wall Stardance will not get me again I will post all my devlogs on time Pushing to git now
Features added Tried to add online features got that working But then all of my game wouldnt work with the new online stuff so im glad I made a backup Finished a new level Light baking failures took up 3 hours Took a break to play hollow knight
Bug fixing First bug was being able to just hold w and stick to the walls Second was all the lighting issues And third im working on the ending for this short shooter Ima ship soon AND YES I KNOW ITS KINDA A BAD GAME!
Ships:
In this project I have made a fully functioning FPS featuring all the stuff you would want from one (disclaimer: its a very buggy game). I would say the most difficult part of this project was the enemy AI which works perfectly now it has running away chasing and patrolling and idle state. The most annoying part of making this game was all the light baking issues there so annoying and took me like 9 hours to get working barley passible. Turns out PB mesh’s don’t like light baking. Please actually read the readme and play the game. I hope you have a great day also you’re a good person. (Hopefully)...
|
1793134124.2776458
|
1793220524.2776458
|
|
45176
|
The coolest trashcan by @da | Stardance
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da
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0
|
1.19
|
0
|
[]
|
[{"post_id": 42773, "ts": "202 [{"post_id": 42773, "ts": "2026-08-07T17:32:25Z", "hours": 1.1906, "text": "I started the design but it didn’t go as planned so i had to come up with some new ideas!"}]...
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Title: The coolest trashcan by @da | Stardance
De Title: The coolest trashcan by @da | Stardance
Devlogs:
I started the design but it didn’t go as planned so i had to come up with some new ideas!...
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1792615724.686547
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1793220524.686547
|
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45451
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Stupid website by @maxel347 | Stardance
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maxel347
|
2
|
2.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T20:21:55Z", "hours": 1.0, "multiplier": 1.02, "payout": 1, "blessing": "neutral", "text": "What did I make ? A simple stupid Website that Finals works now a simple Place to Post my stuff", "repo": "https://github.com/Maxel347/stupid-website", "demo": "https://maxel347.github.io/stupid-website/"}, {"ship_num": 2, "ts": "2026-08-10T11:18:00Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a stupid and simple website its nothing special just a simple space for me", "repo": "https://github.com/Maxel347/stupid-website", "demo": "https://maxel347.github.io/stupid-website/"}]...
|
[{"post_id": 47139, "ts": "202 [{"post_id": 47139, "ts": "2026-08-14T20:19:14Z", "hours": 0.8042, "text": "Just fixes some Minor things"}, {"post_id": 44533, "ts": "2026-08-10T11:11:39Z", "hours": 0.6461, "text": "Projects page"}, {"post_id": 44502, "ts": "2026-08-10T09:41:31Z", "hours": 0.3981, "text": "Burger Menu PC/PHONE"}]...
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Title: Stupid website by @maxel347 | Stardance
De Title: Stupid website by @maxel347 | Stardance
Devlogs:
Burger Menu PC/PHONE
Projects page
Just fixes some Minor things
Ships:
I made a stupid and simple website its nothing special just a simple space for me
What did I make ? A simple stupid Website that Finals works now a simple Place to Post my stuff...
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1793134125.4425156
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1793220525.4425156
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|
45177
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Accelrus by @void | Stardance
|
void
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0
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0.0
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0
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[]
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[]
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Title: Accelrus by @void | Stardance
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1792615725.5387776
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1793220525.5387776
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26060
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PFP-STUDIO by @Ziyaad | Stardance
|
Ziyaad
|
1
|
6.0
|
72
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T15:11:58Z", "hours": 6.0, "multiplier": 12.1, "payout": 72, "blessing": "neutral", "text": "built a web app that tells you which photo of your face to use as your profile pic. you upload a bunch of photos, it runs face detection in your browser (no uploads, no server, no account) and scores each face on centering, size, brightness, and sharpness. the highest score wins. it tells you why in plain words. the challenging part was getting the scoring to feel honest instead of random. sharpness especially, I had to measure contrast between neighboring pixels to get it right. proud of the fact that nothing leaves your browser. your photos never touch a server. close the tab, it’s gone. to test it: just drag in 3-5 photos of your face. good luck and thank you -Ziyaad :)", "repo": "https://github.com/Zrk16/pfp-studio", "demo": "https://pfp-studio-fawn.vercel.app/"}]...
|
[{"post_id": 17335, "ts": "202 [{"post_id": 17335, "ts": "2026-06-28T02:30:18Z", "hours": 2.8092, "text": "PFP Studio Devlog #3 (idk if anyone will ever read this) Live link: https://pfp-studio-fawn.vercel.app/ TL;DR the winner explanation sounds like a person now, not a form letter photos with no face get a card instead of silently vanishing rebuilt the whole upload screen into orbiting rings of your photos shipped to vercel, after one line of css put up a fight The Justification before, the winner card said the exact same thing every single time. “this photo is the best because the face is well-centered in the frame.” every photo. every run. it read like a robot filling out a form. so i gave each check its own pool of phrasings, picked at random, and made it call out two strengths instead of one. now it says stuff like “easy top pick. face sits right in the middle, plus crisp, every detail holds up.” reads like a person wrote it. which was the whole point. No Face? Still Get a Card what’s the point of ranking photos if half of them disappear? exactly, there’s none. face-api returns nothing when it can’t find a face, and i was quietly dropping those photos. drop a landscape or a logo and it just vanished from the results. now every photo gets a card. no face means it says “no face detected” and sinks to the bottom. nothing disappears anymore. The Ring Thing the old upload screen was a plain button. boring. the new one is your photos, cropped into circles, orbiting in concentric rings on a tilted plane with a citrus glow behind them, the rank button sitting dead center. What I Learned here’s the problem nobody warns you about. if you spin a ring, everything pinned to it spins too. so your face would slowly tumble upside down as it goes around. not a good look. the fix is a counter-spin. the photo sits inside a wrapper that rotates the opposite direction at the exact same speed as its ring. the two cancel out. the ring carries the photo around the circle, the wrapper holds the face perfectly level the entire way. i also learned the hard way that your local dev server lies to you. i had a busted line of css, var(var(–accent-soft)), sitting in the code for days. local never said a word. the second Vercel ran the real production build, it rejected it instantly and killed the whole deploy. one line. fixed it, pushed again, live. Tip of the Day shoot at eye level, not from below. a low angle points the lens up your nose and widens your jaw. eye level flatters basically everyone. bonus, the app rewards it too, since a centered well-framed face scores higher until next time, -ziyaad :) (please lmk any feedback)"}, {"post_id": 16596, "ts": "2026-06-27T00:23:28Z", "hours": 1.3997, "text": "PFP Studio Devlog #2 the scoring system is done. four checks per photo: centering, size, brightness, sharpness. each one reads the actual pixel data from the face region and turns it into a number. combine them with weights, sort the results, and the best photo rises to the top. the sharpness one was the most interesting to build. it loops through every pixel and compares it to the pixels directly to its right and below. blurry photos have smooth transitions. sharp photos have high contrast between neighbors. the bigger the average difference, the sharper the photo. the ui got a full revamp too. went from raw unstyled html to something that actually looks like a product. warm cream background, Syne for the headings, orange accent for the winner card. each result staggered in with a fade. the #1 card gets an orange ring and shows the “why it won” explanation underneath. it works. uploaded 5 photos, hit rank, and the results actually make sense. the best-lit, well-centered shot came out on top. the blurry one ranked last. what’s next: loading states so it doesn’t feel frozen while processing, and filling out the empty state so the page doesn’t look bare on load. then it ships."}, {"post_id": 16506, "ts": "2026-06-26T21:12:39Z", "hours": 1.1783, "text": "PFP Studio Devlog #1.5 ok so here’s the thing. everyone has that moment where they’re picking a profile pic and they just… can’t decide. you’re staring at 12 photos that all look basically the same and you pick one based on vibes. i wanted to fix that. the idea is simple. upload your photos, the app checks each face, scores them on actual stuff (is it centered, is the face big enough, is it well lit, is it sharp or blurry), then ranks them. #1 wins. done. getting started was rougher than expected i’d used html/css/js before but this was my first real React project. spent an embarrassing amount of time confused about why my component wasn’t showing up before realizing i named it uploadZone instead of UploadZone. React treats lowercase as HTML tags. learned that one the hard way. also had a white screen moment that lasted way longer than i want to admit. turned out export default App was just… missing. one line. the model files situation face-api.js needs ML model files to detect faces. downloaded them through the browser. seemed fine. then got this error: “tensor should have 864 values but has 617.” turns out the browser saved them as HTML files instead of the actual binary. re-downloaded them properly, everything worked. where it’s at now the core scoring works. it reads pixel data from each face region, runs four checks, combines them into a total score, and sorts the photos. tested it and the ranking actually makes sense. next: working on the logic and reasoning behind the best pfp and then later making the app look nice :) we’ll see how that goes. -Ziyaad"}, {"post_id": 16001, "ts": "2026-06-25T23:55:56Z", "hours": 0.6239, "text": "Writing the basic code for the photo selection"}]...
|
Title: PFP-STUDIO by @Ziyaad | Stardance
Devlogs: Title: PFP-STUDIO by @Ziyaad | Stardance
Devlogs:
Writing the basic code for the photo selection
PFP Studio Devlog #1.5 ok so here’s the thing. everyone has that moment where they’re picking a profile pic and they just… can’t decide. you’re staring at 12 photos that all look basically the same and you pick one based on vibes. i wanted to fix that. the idea is simple. upload your photos, the app checks each face, scores them on actual stuff (is it centered, is the face big enough, is it well lit, is it sharp or blurry), then ranks them. #1 wins. done. getting started was rougher than expected i’d used html/css/js before but this was my first real React project. spent an embarrassing amount of time confused about why my component wasn’t showing up before realizing i named it uploadZone instead of UploadZone. React treats lowercase as HTML tags. learned that one the hard way. also had a white screen moment that lasted way longer than i want to admit. turned out export default App was just… missing. one line. the model files situation face-api.js needs ML model files to detect faces. downloaded them through the browser. seemed fine. then got this error: “tensor should have 864 values but has 617.” turns out the browser saved them as HTML files instead of the actual binary. re-downloaded them properly, everything worked. where it’s at now the core scoring works. it reads pixel data from each face region, runs four checks, combines them into a total score, and sorts the photos. tested it and the ranking actually makes sense. next: working on the logic and reasoning behind the best pfp and then later making the app look nice :) we’ll see how that goes. -Ziyaad
PFP Studio Devlog #2 the scoring system is done. four checks per photo: centering, size, brightness, sharpness. each one reads the actual pixel data from the face region and turns it into a number. combine them with weights, sort the results, and the best photo rises to the top. the sharpness one was the most interesting to build. it loops through every pixel and compares it to the pixels directly to its right and below. blurry photos have smooth transitions. sharp photos have high contrast between neighbors. the bigger the average difference, the sharper the photo. the ui got a full revamp too. went from raw unstyled html to something that actually looks like a product. warm cream background, Syne for the headings, orange accent for the winner card. each result staggered in with a fade. the #1 card gets an orange ring and shows the “why it won” explanation underneath. it works. uploaded 5 photos, hit rank, and the results actually make sense. the best-lit, well-centered shot came out on top. the blurry one ranked last. what’s next: loading states so it doesn’t feel frozen while processing, and filling out the empty state so the page doesn’t look bare on load. then it ships.
PFP Studio Devlog #3 (idk if anyone will ever read this) Live link: https://pfp-studio-fawn.vercel.app/ TL;DR the winner explanation sounds like a person now, not a form letter photos with no face get a card instead of silently vanishing rebuilt the whole upload screen into orbiting rings of your photos shipped to vercel, after one line of css put up a fight The Justification before, the winner card said the exact same thing every single time. “this photo is the best because the face is well-centered in the frame.” every photo. every run. it read like a robot filling out a form. so i gave each check its own pool of phrasings, picked at random, and made it call out two strengths instead of one. now it says stuff like “easy top pick. face sits right in the middle, plus crisp, every detail holds up.” reads like a person wrote it. which was the whole point. No Face? Still Get a Card what’s the point of ranking photos if half of them disappear? exactly, there’s none. face-api returns nothing when it can’t find a face, and i was quietly dropping those photos. drop a landscape or a logo and it just vanished from the results. now every photo gets a card. no face means it says “no face detected” and sinks to the bottom. nothing disappears anymore. The Ring Thing the old upload screen was a plain button. boring. the new one is your photos, cropped into circles, orbiting in concentric rings on a tilted plane with a citrus glow behind them, the rank button sitting dead center. What I Learned here’s the problem nobody warns you about. if you spin a ring, everything pinned to it spins too. so your face would slowly tumble upside down as it goes around. not a good look. the fix is a counter-spin. the photo sits inside a wrapper that rotates the opposite direction at the exact same speed as its ring. the two cancel out. the ring carries the photo around the circle, the wrapper holds the face perfectly level the entire way. i also learned the hard way that your local dev server lies to you. i had a busted line of css, var(var(–accent-soft)), sitting in the code for days. local never said a word. the second Vercel ran the real production build, it rejected it instantly and killed the whole deploy. one line. fixed it, pushed again, live. Tip of the Day shoot at eye level, not from below. a low angle points the lens up your nose and widens your jaw. eye level flatters basically everyone. bonus, the app rewards it too, since a centered well-framed face scores higher until next time, -ziyaad :) (please lmk any feedback)
Ships:
built a web app that tells you which photo of your face to use as your profile pic. you upload a bunch of photos, it runs face detection in your browser (no uploads, no server, no account) and scores each face on centering, size, brightness, and sharpness. the highest score wins. it tells you why in plain words. the challenging part was getting the scoring to feel honest instead of random. sharpness especially, I had to measure contrast between neighboring pixels to get it right. proud of the fact that nothing leaves your browser. your photos never touch a server. close the tab, it’s gone. to test it: just drag in 3-5 photos of your face. good luck and thank you -Ziyaad :)...
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1793134126.3529086
|
1793220526.3529086
|
|
45178
|
PaleoLink by @Cem_Tuna | Stardance
|
Cem_Tuna
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: PaleoLink by @Cem_Tuna | Stardance
|
1792615726.3700254
|
1793220526.3700254
|
|
45180
|
Annoying chat guy by @TheShovel | Stardance
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TheShovel
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Annoying chat guy by @TheShovel | Stardance
|
1792615727.208828
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1793220527.208828
|
|
27749
|
Project: Constellation by @chandos4473 | Stardance
|
chandos4473
|
1
|
15.0
|
200
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T22:47:19Z", "hours": 15.0, "multiplier": 13.85, "payout": 200, "blessing": "neutral", "text": "Project: Constellation (Public Beta) Project: Constellation is a full-scale orbital mechanics and satellite communications simulator built on the Arcade Python engine. Design custom rocket layouts inside an interactive assembly grid, manage a dual-branch technological research economy, execute targeted agency contracts, and establish global laser-linked relay constellations around a scaled, multi-body gravitational physics sandbox. Core Systems Grid-Based Vehicle Architecture Vehicles are assembled inside a 5x8 Vehicle Assembly Building (VAB) matrix. Structural dry mass, fuel capacity, and booster thrust metrics are compiled directly from your component placements, ensuring that custom ship layouts directly influence flight physics and vehicle inertia. Dual-Branch Tech Progression The research tree splits cleanly into Engineering and Scientific Instrumentation paths. Spending science points unlocks advanced telemetry sensors—including Thermometers, Barometers, and Mystery Goo Pods—while dynamically updating your active VAB construction catalogue menu. Autonomous Telemetry Downlinks Deployed science satellites automatically trace line-of-sight laser routes back to active ground stations. When an unblocked path clears the planetary or lunar crust terrain boundaries, telemetry data caches flush to deliver repeatable flat-rate science funding payouts back to your space agency. Time-Stabilized Flight Physics All gravitational pull factors, engine acceleration vectors, and coordinate position increments utilize strict delta-time scaling multipliers. This maintains frame-rate independent vehicle momentum, requiring a controlled, sustained 12-second ascent burn to circularize into orbit. Technical Highlights VAB Grid Validation Pass The hangar utilizes a verification filter driven by a Breadth-First Search (BFS) flood-fill algorithm. The calculation evaluates part attachments outwards directly from the core Command Pod placement coordinate. It automatically filters loose, floating component cells before vehicle launchpad rollout clearance is granted. Real-Time Laser Occlusion Satellite laser links dynamically monitor geometric distance tracking arrays to map active connection routes. Beams trace continuous calculations against the spatial coordinates of the 5,000-meter radius planetary and lunar crusts. Signals break instantly upon crossing underneath terrain thresholds, forcing strategic constellation designs to maintain coverage. Balanced Sensor Payouts & Fuel Telemetry transmissions bypass progression uniqueness checks to award flat-rate rewards on every single flight. Active thermometer units dump data to return 15 science, barometers yield 20, and bio-chemical Mystery Goo Pod structures return 25.Booster fuel consumption rates are balanced to a 26.0 unit per second multiplier to enforce tight launch fuel limitations. Flight Operations Keyboard Map W or UP ARROW — Fire liquid boosters (Hold for sustained acceleration) A / D or LEFT / RIGHT — Pitch controls (Adjust vehicle steering angles) SPACEBAR — Decouple staging structure and deploy satellite payload into active orbit MOUSE SCROLL WHEEL — Viewport camera zoom (Micro close-ups vs Macro system maps) ESC — Open R&D Technology Tree, Agency Contract Boards, and Asset menus Quick Installation Project: Constellation requires Python 3.8+ and the Python Arcade engine library. Run a standard pip installation pass inside your terminal shell window, and execute the primary script to launch your space program: In terminal run: pip install arcade and to run: python3 main.py This will work as long as the terminal is currently acting inside the folder that contains the main.py script P.S. This is still a beta version of the game so expect bugs!", "repo": "https://github.com/chandos4473-cpu/Project-Constellation", "demo": "https://github.com/chandos4473-cpu/Project-Constellation/releases"}]...
|
[{"post_id": 26872, "ts": "202 [{"post_id": 26872, "ts": "2026-07-11T22:05:26Z", "hours": 2.0931, "text": "Devlog 12 Updates Dual-Branch R&D Tech Tree I have overhauled the career progression loop by splitting the research paths into two independent divisions: Engineering and Science. Basic Rocketry now branches out into Propulsion hardware on the upper path, and opens up a dedicated Scientific Instrumentation line on the lower path. Dynamic Gated VAB Catalog The VAB sidebar menu now dynamically checks your research history records. Unlocked science components automatically reveal themselves in the sidebar list, while locked parts are completely hidden from sight to keep the construction catalog clean. Sidebar clickboxes dynamically recalculate vertical pixel boundaries on the fly to track the visible elements accurately. Repeatable Science Payloads & Validation Checks I implemented core functionality and logic handlers for repeatable telemetry payloads. Satellites holding scientific sensors scan for an active, unblocked connection line back to Earth tracking bases. When a link is found, they automatically downlink data packets to award flat-rate repeatable research points on every mission (15 science for the Thermometer, 20 for the Barometer, and 25 for the Mystery Goo Pod). Macro Map Orientation Pointers I added a macro view toggle. When you roll your mouse scroll wheel out into the map view layer, the high-detail custom rocket model cleanly scales down into a bright orange orientation pointer triangle. This visual anchor makes it significantly easier to track your exact steering heading against the planetary orbit paths. Planetary Scale & Career Contract Balance To increase overall difficulty and solve an exploit where a single keystroke escaped gravity, I scaled up the universe metrics. The planet radius is now 5,000 meters and its mass is 15,000,000. The moon has been pushed out to a deep-space orbit of 45,000 meters with an expanded 7,500-meter sphere of influence capture well. To match this new planetary scale, I completely overhauled the contract database to feature a six-mission matrix. Contract targets have been raised to true high-altitude orbit criteria (such as a 5,600m periapsis for low relay deployment). The spacebar satellite deployment checker strictly validates if your custom construction has the requested scientific part hardware installed before awarding high-tier cash rewards. Time-Stabilized Flight Physics Core I fully synchronized the lifecycle physics equations over time by scaling all acceleration, gravity force vectors, and position increments by delta_time. This eliminates frame-rate dependencies and creates realistic, heavy vehicle inertia. Fuel consumption rates have been balanced to a multiplier of 26.0, providing enough burn duration to clear the 5,000m atmosphere and circularize while enforcing strict fuel limitations. UI Bugfixes I resolved an axis-mirroring rendering bug where custom grid parts would drift into diagonals or spin backward on local centers during physics turns. Components now stay perfectly welded to the primary chassis frame across all angles. I also fixed a camera tracking bug where the camera height initialized thousands of pixels above the launchpad on boot, causing the rocket to instantly fall off the bottom of the screen. The spawner and camera vectors are now completely synchronized. Public Beta Release With branched career trees, specialized hardware validation checks, repeatable telemetry economies, and time-stabilized physics loops fully functional, the core game framework is rock-solid. I am wrapping this up as an official public Beta build to gather immediate player feedback before finalizing version 1.0. See you in the next devlog! P.S. I have been having lots of fun playing around with this game and I hope that with the launch of version beta, you will too!"}, {"post_id": 23146, "ts": "2026-07-05T22:38:56Z", "hours": 1.3747, "text": "Devlog 11 Updates Custom VAB Grid Assembler I have started the groundwork for the modular custom rocket builder. Sizing parameters are fully driven by scaling variables (currently 5 columns by 8 rows), allowing me to easily increase the size for multi-stage rockets when I add decouplers later on. I set up a parts catalog database storing costs, masses, fuel levels, and thrust configurations for three main blocks: Command Pods, Fuel Tanks, and Liquid Engines. Each has a specific cost per unit (500 credits for a pod, 200 for a tank, and 350 for an engine). Mouse Grid Snapping The VAB hangar is now interactive using the mouse instead of the keyboard. Left-clicking sidebar catalog cards swaps your active part tool with a clean highlight frame. Left-clicking inside the grid snaps and stamps components directly into place with 1:1 pixel accuracy, and right-clicking an item instantly erases it. Flood-Fill Rocket Compiler I engineered a backend validation method ( compile_custom_grid_rocket ) triggered by clicking the Launch button. It runs a Breadth-First Search (BFS) flood-fill check starting from the Command Pod. It traces orthogonal adjacent connections to make sure parts are actually linked together via adjacent cells, filters out floating disconnected parts, checks your wallet balance, and dynamically compiles your specs before letting you reach the pad. Lunar Line-of-Sight Occlusion I fixed a glitch where network signals could pass straight through the middle of the moon. Ground downlinks and inter-satellite cross-links now run a closest-approach vector calculation. The exact millisecond a laser path grazes or drops below the physical moon radius, the lunar crust blocks the ray and drops the link instantly. UI Bugfixes The text formatting glitch where lines were cutting off the right edge of the screen has been resolved. I wrapped the sidebar text block inside a tight bounding box by enabling multiline wrapping and setting a fixed width. I also fixed a crash where the drawing engine would break looking for the parts catalog dictionary, and fixed a typo where the dictionary items loop was missing its plural formatting. New Bugs Launchpad Rendering While the rocket compiler successfully updates the rocket’s mass and thrust variables, it doesn’t render the player’s custom grid construction on the launchpad yet. It still loads the default rocket shape instead of the player’s custom design. I will fix this when I build the custom part sprites. Clickbox Alignment The sidebar tool selection clickboxes are still slightly misaligned with the visual bounding cards drawn on screen. I need to calibrate the exact mouse Y-coordinate gates to line up perfectly with the graphics. Version 1.0 Release By version 1.0 (which will be the next devlog or two), the only big feature left is completing these custom rockets with graphic sprites. After shipping version 1.0, I will do continuous point-release updates (v1.1-1.9) and then move on to version 2.0. See you in the next devlog!"}, {"post_id": 22360, "ts": "2026-07-04T19:53:54Z", "hours": 2.1928, "text": "Devlog 10 Updates Satellite network upgrades Now when you unlock tech nodes from the tech tree, it increases the range that satellites can reach. This scales so with the deep space comms, it multiplies the reach by 1.3 (30% increase) so satellites can reach ground stations from orbits higher than LEO. Unlocking the Lunar Flight Systems node multiplies the reach by 2 (100% increase) so satellites can reach twice as far and can reach from lunar orbit UI bugfixes The death screen now shows properly when you crash into the moon instead of the craft sinking through the moon and then flying out into deep space. I have redesigned the death screen slightly so it looks better for the user. The zoom has been completely rewritten and I need to add back the orange arrow that shows in the map view. New Bugs Moon Satellite - If I have a satellite in orbit around the moon, research another node or accept a contract, it mysteriously disappears when I go to launch another satellite. Ground Bases - Though quite an old feature at this point, sometimes not all of the ground stations connect to the satellites. I will try to figure this out before the next devlog Version 1.0 Release I will probably do one or two more devlogs and then ship the project as version 1.0. Continuous updates will follow; 1.1-9 (if needed) and then version 2.0. I am not sure what will happen after version 2.0 but I will try to release more updates if possible. See you in the next devlog!"}, {"post_id": 21063, "ts": "2026-07-02T20:50:51Z", "hours": 1.4811, "text": "Devlog 9 Career Data Economies & Dual-Currency Loops High-Value Science Points System: Introduced a rare, secondary currency variable ( self.science_points ) to map technological advancement completely separate from commercial funding tokens. Technology nodes have been balanced around tight progressive scaling limits (Tiers priced strictly at 0, 50, and 100 Science) to mirror an authentic career growth profile. Dual-Payout Contract Integrations: Upgraded my background contract validator engine. When an orbiting satellite payload successfully stabilizes above an active contract’s minimum target periapsis, the engine’s data-parsing loop dynamically credits my profile wallet with a clean balance of both liquid credits and research science points simultaneously. Standalone Fullscreen R&D Lab Standalone Laboratory Interface: Developed an independent fullscreen terminal draw method ( self.draw_rd_facility_screen ) mapping out an active circuit-board grid overlay, dynamic science balance counters, and interconnected horizontal pipeline line segments. Horizontal Viewport Scrolling Shell: Pre-engineered an internal pan variable layout ( self.rd_scroll_x ) across the entire R&D module canvas, forcing all container card vectors, schema lines, and cursor mouse selection boxes to calculate position relative to a scrolling offset matrix, allowing infinite horizontal expansion for future node assets. Strict Prerequisite Dependency Gates: Integrated sequential unlock gate logic inside on_mouse_press . Technology cards actively verify historical milestones before compiling transactions. Attempting to click and unlock high-tier “Lunar Flight Systems” is aggressively blocked by error banner notification flags until the player has successfully researched and cleared the prerequisite “Deep Space Comms” branch node, preventing unlock bypass exploits. Future Progression Loops With the structural progression loops, career dashboards, technology prerequisites, and multi-state menu freeze tickers running perfectly, the foundation is completely stable. In Devlog 10, I am shifting focus back to space flight physics by drafting the multi-body gravitational vector math required to introduce an active, orbiting Moon complete with independent transitionary Spheres of Influence (SOIs)! See you in the next Devlog!"}, {"post_id": 20307, "ts": "2026-07-01T21:28:50Z", "hours": 1.4669, "text": "Devlog 8 Very Minor Bugfixes Small Typos - This is probably the only one for this devlog. I misspelled quite a few variable names and functions throughout this most recent block Major Updates Pause Menu - I added a simple pause menu currently only consisting of Return to VAB, Mission Control and Quit. These are all quite self explanatory as of what they do Mission Control - Along with the VAB, I added a new building that can be visited from the pause menu; Mission Control. This is where contracts from various aerospace companies can be accepted and a payout in credits will follow if all parameters are met Technology Nodes - I didn’t really add these, I just added a placeholder for the time being so I could actually test the contracts and make sure they worked properly Future Milestones Next I will attempt to add a simple tech tree and science points. These will be used to unlock nodes on the tech tree which will in turn unlock more contracts to be completed. I will also try to add the moon, which will be a challenge for me as this will be a large body that will have it’s own SOI that needs to be accounted for when completing calculations. See you in the next Devlog!"}, {"post_id": 20185, "ts": "2026-07-01T18:50:36Z", "hours": 1.9433, "text": "Devlog 7: Bugfixes & Optimization Runaway Ground Stations: Fixed a coordinate glitch where surface bases hyper-teleported on rocket ignition. By anchoring rendering logic to the planet’s camera-matrix screen origin ( ox / oy ), the stations are now permanently welded to the crust asset and scale fluidly with mouse zoom. Slipping Mesh Endpoints: Cleaned up a copy-paste index mix-up inside the connection mesh where laser endpoints slid into deep space during camera pans or mouse wheel adjustments. Forcing rendering loops to draw from camera-transformed pixel positions ( s1x / y , s2x / y ) stabilized the mesh layout. Nested Loop Stack: Discovered a bug where the satellite sprite renderer sat inside the nested indexing loop block, painting sprites exponentially. Separating the graphics pass from index loops restored my 60 FPS baseline. Inter-Satellite Zoom Gate: Fixed an indentation parsing error where the inter-satellite mesh loop escaped map-view guard gates. Tab-aligning the loop array inside the master if self.zoom < 0.15: logic ensures all laser vectors, downlinks, and orbital tracks disappear simultaneously when zooming in to pilot my ship. Core Updates ACTIVE Planetary Line-of-Sight Occlusion: Communication laser arrays can no longer beam straight through the solid core of the world. I debugged a critical direction vector sign typo on my relative position offsets ( dx , dy ) and implemented a Ray-to-Circle Vector Intersection pass. The exact frame an orbiting node drops behind the curve of my true 2,000.0 radius crust line, the laser cuts off instantly into the planet’s radio shadow. Randomised 5-Station Hubs: Initialised a tracker ( sbasenum = 5 ) inside my constructor to generate 5 distinctive surface radar complexes (Stations A-E) deploying around the globe via a random.randint(62, 76) degree variance setup. As satellites fly overhead, electric-blue and magenta lasers shoot up out of the red beacons, tracking them across horizons in real-time. State-Managed Collisions & HUD Report: Slamming into the planet or another satellite now trips a global self.explosion_active state. The simulation freezes and an expanding thermal fireball shockwave animates at the coordinates of the wreck. After 1.0 second, a dark semi-transparent HUD panel opens to display custom diagnostics. Hitting things prints Outcome: Crash! alongside impact velocity. A mouse click releases the state and returns you to the VAB. Apoapsis and Periapsis Nodes: Mapped out my ellipse constants using analytical orbital mechanics geometry. Two clean circular indicator flags labeled AP and PE now render directly onto my green path line. They scale fluidly with camera views, showing maximum and minimum orbital height readouts live. Global Telemetry & UI Notification Banners: Bound my ellipse heights into class instance variables ( self.ap_alt , self.pe_alt ) so the interface dashboard can display responsive telemetry. I also added a defensive coding rule where hitting Spacebar to deploy a satellite only works if self.pe_alt > 100 . If trapped in a sub-orbital crash path, a red message flashes: Can't Deploy Satellite. Try increasing your periapsis , counting down for 3.0 seconds via on_update before disappearing. Future Milestones In Devlog 8, I will start building out a structured Contract & Agency Mission Board . Instead of gaining automated payouts for just reaching space, players will receive targeted mission briefs from separate space agencies with explicit operational criteria. Furthermore, I will introduce a Technology Tree Prerequisite Matrix . More complex aerospace contracts will remain completely hidden until you spend research points to unlock the appropriate tiers of technology, providing an authentic simulation of an evolving space programme. See you in the Next Devlog!"}, {"post_id": 19476, "ts": "2026-06-30T20:08:04Z", "hours": 0.5703, "text": "Devlog 6 Bugfixes I finally fixed the satellite bug! The satellites now orbit around the planet on the exact same path their original rocket was on. Updates I am currently changing the conic patches to only show when you are zoomed out enough to be in map view. This has worked perfectly for me and I haven’t had any big issues with it. I have also added the ability for satellites to connect to eachother. This is represented as a green line on the map and I will add more colours to represent varying signal strength based on the distance of the satellites. These will be: Red, Orange, and Green. The line drawing is still a bit buggy. The start and end points shift based on the pan and zoom of the camera, the connections go through the planet (maybe in the future I will add a satellite that has the capability to receive signals through planets). Future of these updates This is one of the most fundamental features of my game. This is how data will be transmitted from different planets and moons and how missions will be completed and research points will be earned. See you in the Next Devlog! P.S. I have figured out how to do text formatting on the devlogs. Also, these have been quite simple updates and so my log time has been ~30 minutes per devlog lately. I will try to improve the quality of these updates and make the devlogs more detailed"}, {"post_id": 18637, "ts": "2026-06-29T20:36:42Z", "hours": 0.4561, "text": "Devlog 5 Minor Bugfixes I fixed some minor bugs with the conic patches and they now no longer go through the core of the planet. I don’t like the way the screen just changes immediately to the VAB when you crash. I might add an explosion animation of some kind. Updates I added a basic version of marking a craft as a satellite by pressing the space bar. At the moment, it is extremely buggy and I will try to fix this as soon as possible. When you mark an object as a satellite, it gains the satellite texture (currently a placeholder square) and it’s position in space freezes and does not update at all. Future Bugfixes As mentioned previousely in this devlog, I will try to fix the satellite bug as soon as I can. I will fix the placeholder rocket texture in the VAB as it is still tearing itself apart Next Steps I will try to add surface bases that satellites can connect to (when I have fixed the bugs) and also make the satellites connect to eachother. Future updates I will try my best to create custom rocket construction in the VAB like that in other space games like KSP or SFS. I will also try to make the rocket’s properties eg. thrust to weight ratio, delta v, etc dynamically change with the player’s rocket build. See you in the next Devlog!"}, {"post_id": 18497, "ts": "2026-06-29T17:44:01Z", "hours": 0.4761, "text": "Devlog 4 Small Bugfixes Conic patches patched! Before, the whole inside of the circle was being filled with green. now only the trajectory of the rocket is coloured green. I also did some optimisation (as seen in the second photo) to reduce the number of points on the trajectory line. This means the trajectories can be calculated smoother and faster only at the cost of a less defined trajectory. Next Steps Next, I will add the ability to turn a rocket into a satellite. The satellite will then connect with ground stations and other satellites. Future of the game In the future of the game, the satellite connectivity will be used to transmit data for missions between planets and moons, creating a whole relay network between the planets of the solar system. Missions will be completed earning development points (no official name yet) and credits. These will then be used to unlock new parts and build better rockets. I promise I will update the VAB to have better assembly options. See you in the next devlog!"}, {"post_id": 18456, "ts": "2026-06-29T16:51:54Z", "hours": 0.9925, "text": "#Devlog 3 Small Updates I did some more development today and I have added: zooming which is controlled by the scroll wheel and seamlessly changes the view from flight to map, Panning which is controlled with the right mouse button and dragging, A new earth texture, similar to the old SFS one. I also tried adding conic patches, which you can probably see did not go as planned. The trajectory maths and paths are OK, but The plotting needs lots of work. Adding these updates did not take as long as I was expecting taking into account the amount of time I spent on the other updates and these were quite simple to add in. The bugfixing might take some time, but I am up to the challenge. I still haven’t changed the VAB, and I probably won’t for a while. See you in the next devlog!"}, {"post_id": 17747, "ts": "2026-06-28T17:42:15Z", "hours": 0.5322, "text": "Bugs Fixed! All major bugs have been fixed that were mentioned in the last devlog. I still need to improve the VAB but I might try to postpone this to a later date. The player can now choose between 2 liquid boosters each with different fuel capacities and thrusts. The map now works and shows the location of the player’s spaceship. Next I will make the planet larger and add trajectories, panning, and zooming to the map function."}, {"post_id": 17716, "ts": "2026-06-28T17:02:47Z", "hours": 1.2278, "text": "I have tested the very first chunk of code. It is extremely buggy and will require lots of fixes in the future. At the moment, there is a money tracker, a very simple VAB, and a not so great visual view of the earth. I can’t launch my rocket, as it just takes me back to the VAB. The rocket model is not the best although I plan on adding real sprites later in the game. My next steps will be to do bugfixes (a lot) and to improve the functionality of the VAB and launchpad."}]...
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Title: Project: Constellation by @chandos4473 | St Title: Project: Constellation by @chandos4473 | Stardance
Devlogs:
I have tested the very first chunk of code. It is extremely buggy and will require lots of fixes in the future. At the moment, there is a money tracker, a very simple VAB, and a not so great visual view of the earth. I can’t launch my rocket, as it just takes me back to the VAB. The rocket model is not the best although I plan on adding real sprites later in the game. My next steps will be to do bugfixes (a lot) and to improve the functionality of the VAB and launchpad.
Bugs Fixed! All major bugs have been fixed that were mentioned in the last devlog. I still need to improve the VAB but I might try to postpone this to a later date. The player can now choose between 2 liquid boosters each with different fuel capacities and thrusts. The map now works and shows the location of the player’s spaceship. Next I will make the planet larger and add trajectories, panning, and zooming to the map function.
#Devlog 3 Small Updates I did some more development today and I have added: zooming which is controlled by the scroll wheel and seamlessly changes the view from flight to map, Panning which is controlled with the right mouse button and dragging, A new earth texture, similar to the old SFS one. I also tried adding conic patches, which you can probably see did not go as planned. The trajectory maths and paths are OK, but The plotting needs lots of work. Adding these updates did not take as long as I was expecting taking into account the amount of time I spent on the other updates and these were quite simple to add in. The bugfixing might take some time, but I am up to the challenge. I still haven’t changed the VAB, and I probably won’t for a while. See you in the next devlog!
Devlog 4 Small Bugfixes Conic patches patched! Before, the whole inside of the circle was being filled with green. now only the trajectory of the rocket is coloured green. I also did some optimisation (as seen in the second photo) to reduce the number of points on the trajectory line. This means the trajectories can be calculated smoother and faster only at the cost of a less defined trajectory. Next Steps Next, I will add the ability to turn a rocket into a satellite. The satellite will then connect with ground stations and other satellites. Future of the game In the future of the game, the satellite connectivity will be used to transmit data for missions between planets and moons, creating a whole relay network between the planets of the solar system. Missions will be completed earning development points (no official name yet) and credits. These will then be used to unlock new parts and build better rockets. I promise I will update the VAB to have better assembly options. See you in the next devlog!
Devlog 5 Minor Bugfixes I fixed some minor bugs with the conic patches and they now no longer go through the core of the planet. I don’t like the way the screen just changes immediately to the VAB when you crash. I might add an explosion animation of some kind. Updates I added a basic version of marking a craft as a satellite by pressing the space bar. At the moment, it is extremely buggy and I will try to fix this as soon as possible. When you mark an object as a satellite, it gains the satellite texture (currently a placeholder square) and it’s position in space freezes and does not update at all. Future Bugfixes As mentioned previousely in this devlog, I will try to fix the satellite bug as soon as I can. I will fix the placeholder rocket texture in the VAB as it is still tearing itself apart Next Steps I will try to add surface bases that satellites can connect to (when I have fixed the bugs) and also make the satellites connect to eachother. Future updates I will try my best to create custom rocket construction in the VAB like that in other space games like KSP or SFS. I will also try to make the rocket’s properties eg. thrust to weight ratio, delta v, etc dynamically change with the player’s rocket build. See you in the next Devlog!
Devlog 6 Bugfixes I finally fixed the satellite bug! The satellites now orbit around the planet on the exact same path their original rocket was on. Updates I am currently changing the conic patches to only show when you are zoomed out enough to be in map view. This has worked perfectly for me and I haven’t had any big issues with it. I have also added the ability for satellites to connect to eachother. This is represented as a green line on the map and I will add more colours to represent varying signal strength based on the distance of the satellites. These will be: Red, Orange, and Green. The line drawing is still a bit buggy. The start and end points shift based on the pan and zoom of the camera, the connections go through the planet (maybe in the future I will add a satellite that has the capability to receive signals through planets). Future of these updates This is one of the most fundamental features of my game. This is how data will be transmitted from different planets and moons and how missions will be completed and research points will be earned. See you in the Next Devlog! P.S. I have figured out how to do text formatting on the devlogs. Also, these have been quite simple updates and so my log time has been ~30 minutes per devlog lately. I will try to improve the quality of these updates and make the devlogs more detailed
Devlog 7: Bugfixes & Optimization Runaway Ground Stations: Fixed a coordinate glitch where surface bases hyper-teleported on rocket ignition. By anchoring rendering logic to the planet’s camera-matrix screen origin ( ox / oy ), the stations are now permanently welded to the crust asset and scale fluidly with mouse zoom. Slipping Mesh Endpoints: Cleaned up a copy-paste index mix-up inside the connection mesh where laser endpoints slid into deep space during camera pans or mouse wheel adjustments. Forcing rendering loops to draw from camera-transformed pixel positions ( s1x / y , s2x / y ) stabilized the mesh layout. Nested Loop Stack: Discovered a bug where the satellite sprite renderer sat inside the nested indexing loop block, painting sprites exponentially. Separating the graphics pass from index loops restored my 60 FPS baseline. Inter-Satellite Zoom Gate: Fixed an indentation parsing error where the inter-satellite mesh loop escaped map-view guard gates. Tab-aligning the loop array inside the master if self.zoom < 0.15: logic ensures all laser vectors, downlinks, and orbital tracks disappear simultaneously when zooming in to pilot my ship. Core Updates ACTIVE Planetary Line-of-Sight Occlusion: Communication laser arrays can no longer beam straight through the solid core of the world. I debugged a critical direction vector sign typo on my relative position offsets ( dx , dy ) and implemented a Ray-to-Circle Vector Intersection pass. The exact frame an orbiting node drops behind the curve of my true 2,000.0 radius crust line, the laser cuts off instantly into the planet’s radio shadow. Randomised 5-Station Hubs: Initialised a tracker ( sbasenum = 5 ) inside my constructor to generate 5 distinctive surface radar complexes (Stations A-E) deploying around the globe via a random.randint(62, 76) degree variance setup. As satellites fly overhead, electric-blue and magenta lasers shoot up out of the red beacons, tracking them across horizons in real-time. State-Managed Collisions & HUD Report: Slamming into the planet or another satellite now trips a global self.explosion_active state. The simulation freezes and an expanding thermal fireball shockwave animates at the coordinates of the wreck. After 1.0 second, a dark semi-transparent HUD panel opens to display custom diagnostics. Hitting things prints Outcome: Crash! alongside impact velocity. A mouse click releases the state and returns you to the VAB. Apoapsis and Periapsis Nodes: Mapped out my ellipse constants using analytical orbital mechanics geometry. Two clean circular indicator flags labeled AP and PE now render directly onto my green path line. They scale fluidly with camera views, showing maximum and minimum orbital height readouts live. Global Telemetry & UI Notification Banners: Bound my ellipse heights into class instance variables ( self.ap_alt , self.pe_alt ) so the interface dashboard can display responsive telemetry. I also added a defensive coding rule where hitting Spacebar to deploy a satellite only works if self.pe_alt > 100 . If trapped in a sub-orbital crash path, a red message flashes: Can't Deploy Satellite. Try increasing your periapsis , counting down for 3.0 seconds via on_update before disappearing. Future Milestones In Devlog 8, I will start building out a structured Contract & Agency Mission Board . Instead of gaining automated payouts for just reaching space, players will receive targeted mission briefs from separate space agencies with explicit operational criteria. Furthermore, I will introduce a Technology Tree Prerequisite Matrix . More complex aerospace contracts will remain completely hidden until you spend research points to unlock the appropriate tiers of technology, providing an authentic simulation of an evolving space programme. See you in the Next Devlog!
Devlog 8 Very Minor Bugfixes Small Typos - This is probably the only one for this devlog. I misspelled quite a few variable names and functions throughout this most recent block Major Updates Pause Menu - I added a simple pause menu currently only consisting of Return to VAB, Mission Control and Quit. These are all quite self explanatory as of what they do Mission Control - Along with the VAB, I added a new building that can be visited from the pause menu; Mission Control. This is where contracts from various aerospace companies can be accepted and a payout in credits will follow if all parameters are met Technology Nodes - I didn’t really add these, I just added a placeholder for the time being so I could actually test the contracts and make sure they worked properly Future Milestones Next I will attempt to add a simple tech tree and science points. These will be used to unlock nodes on the tech tree which will in turn unlock more contracts to be completed. I will also try to add the moon, which will be a challenge for me as this will be a large body that will have it’s own SOI that needs to be accounted for when completing calculations. See you in the next Devlog!
Devlog 9 Career Data Economies & Dual-Currency Loops High-Value Science Points System: Introduced a rare, secondary currency variable ( self.science_points ) to map technological advancement completely separate from commercial funding tokens. Technology nodes have been balanced around tight progressive scaling limits (Tiers priced strictly at 0, 50, and 100 Science) to mirror an authentic career growth profile. Dual-Payout Contract Integrations: Upgraded my background contract validator engine. When an orbiting satellite payload successfully stabilizes above an active contract’s minimum target periapsis, the engine’s data-parsing loop dynamically credits my profile wallet with a clean balance of both liquid credits and research science points simultaneously. Standalone Fullscreen R&D Lab Standalone Laboratory Interface: Developed an independent fullscreen terminal draw method ( self.draw_rd_facility_screen ) mapping out an active circuit-board grid overlay, dynamic science balance counters, and interconnected horizontal pipeline line segments. Horizontal Viewport Scrolling Shell: Pre-engineered an internal pan variable layout ( self.rd_scroll_x ) across the entire R&D module canvas, forcing all container card vectors, schema lines, and cursor mouse selection boxes to calculate position relative to a scrolling offset matrix, allowing infinite horizontal expansion for future node assets. Strict Prerequisite Dependency Gates: Integrated sequential unlock gate logic inside on_mouse_press . Technology cards actively verify historical milestones before compiling transactions. Attempting to click and unlock high-tier “Lunar Flight Systems” is aggressively blocked by error banner notification flags until the player has successfully researched and cleared the prerequisite “Deep Space Comms” branch node, preventing unlock bypass exploits. Future Progression Loops With the structural progression loops, career dashboards, technology prerequisites, and multi-state menu freeze tickers running perfectly, the foundation is completely stable. In Devlog 10, I am shifting focus back to space flight physics by drafting the multi-body gravitational vector math required to introduce an active, orbiting Moon complete with independent transitionary Spheres of Influence (SOIs)! See you in the next Devlog!
Devlog 10 Updates Satellite network upgrades Now when you unlock tech nodes from the tech tree, it increases the range that satellites can reach. This scales so with the deep space comms, it multiplies the reach by 1.3 (30% increase) so satellites can reach ground stations from orbits higher than LEO. Unlocking the Lunar Flight Systems node multiplies the reach by 2 (100% increase) so satellites can reach twice as far and can reach from lunar orbit UI bugfixes The death screen now shows properly when you crash into the moon instead of the craft sinking through the moon and then flying out into deep space. I have redesigned the death screen slightly so it looks better for the user. The zoom has been completely rewritten and I need to add back the orange arrow that shows in the map view. New Bugs Moon Satellite - If I have a satellite in orbit around the moon, research another node or accept a contract, it mysteriously disappears when I go to launch another satellite. Ground Bases - Though quite an old feature at this point, sometimes not all of the ground stations connect to the satellites. I will try to figure this out before the next devlog Version 1.0 Release I will probably do one or two more devlogs and then ship the project as version 1.0. Continuous updates will follow; 1.1-9 (if needed) and then version 2.0. I am not sure what will happen after version 2.0 but I will try to release more updates if possible. See you in the next devlog!
Devlog 11 Updates Custom VAB Grid Assembler I have started the groundwork for the modular custom rocket builder. Sizing parameters are fully driven by scaling variables (currently 5 columns by 8 rows), allowing me to easily increase the size for multi-stage rockets when I add decouplers later on. I set up a parts catalog database storing costs, masses, fuel levels, and thrust configurations for three main blocks: Command Pods, Fuel Tanks, and Liquid Engines. Each has a specific cost per unit (500 credits for a pod, 200 for a tank, and 350 for an engine). Mouse Grid Snapping The VAB hangar is now interactive using the mouse instead of the keyboard. Left-clicking sidebar catalog cards swaps your active part tool with a clean highlight frame. Left-clicking inside the grid snaps and stamps components directly into place with 1:1 pixel accuracy, and right-clicking an item instantly erases it. Flood-Fill Rocket Compiler I engineered a backend validation method ( compile_custom_grid_rocket ) triggered by clicking the Launch button. It runs a Breadth-First Search (BFS) flood-fill check starting from the Command Pod. It traces orthogonal adjacent connections to make sure parts are actually linked together via adjacent cells, filters out floating disconnected parts, checks your wallet balance, and dynamically compiles your specs before letting you reach the pad. Lunar Line-of-Sight Occlusion I fixed a glitch where network signals could pass straight through the middle of the moon. Ground downlinks and inter-satellite cross-links now run a closest-approach vector calculation. The exact millisecond a laser path grazes or drops below the physical moon radius, the lunar crust blocks the ray and drops the link instantly. UI Bugfixes The text formatting glitch where lines were cutting off the right edge of the screen has been resolved. I wrapped the sidebar text block inside a tight bounding box by enabling multiline wrapping and setting a fixed width. I also fixed a crash where the drawing engine would break looking for the parts catalog dictionary, and fixed a typo where the dictionary items loop was missing its plural formatting. New Bugs Launchpad Rendering While the rocket compiler successfully updates the rocket’s mass and thrust variables, it doesn’t render the player’s custom grid construction on the launchpad yet. It still loads the default rocket shape instead of the player’s custom design. I will fix this when I build the custom part sprites. Clickbox Alignment The sidebar tool selection clickboxes are still slightly misaligned with the visual bounding cards drawn on screen. I need to calibrate the exact mouse Y-coordinate gates to line up perfectly with the graphics. Version 1.0 Release By version 1.0 (which will be the next devlog or two), the only big feature left is completing these custom rockets with graphic sprites. After shipping version 1.0, I will do continuous point-release updates (v1.1-1.9) and then move on to version 2.0. See you in the next devlog!
Devlog 12 Updates Dual-Branch R&D Tech Tree I have overhauled the career progression loop by splitting the research paths into two independent divisions: Engineering and Science. Basic Rocketry now branches out into Propulsion hardware on the upper path, and opens up a dedicated Scientific Instrumentation line on the lower path. Dynamic Gated VAB Catalog The VAB sidebar menu now dynamically checks your research history records. Unlocked science components automatically reveal themselves in the sidebar list, while locked parts are completely hidden from sight to keep the construction catalog clean. Sidebar clickboxes dynamically recalculate vertical pixel boundaries on the fly to track the visible elements accurately. Repeatable Science Payloads & Validation Checks I implemented core functionality and logic handlers for repeatable telemetry payloads. Satellites holding scientific sensors scan for an active, unblocked connection line back to Earth tracking bases. When a link is found, they automatically downlink data packets to award flat-rate repeatable research points on every mission (15 science for the Thermometer, 20 for the Barometer, and 25 for the Mystery Goo Pod). Macro Map Orientation Pointers I added a macro view toggle. When you roll your mouse scroll wheel out into the map view layer, the high-detail custom rocket model cleanly scales down into a bright orange orientation pointer triangle. This visual anchor makes it significantly easier to track your exact steering heading against the planetary orbit paths. Planetary Scale & Career Contract Balance To increase overall difficulty and solve an exploit where a single keystroke escaped gravity, I scaled up the universe metrics. The planet radius is now 5,000 meters and its mass is 15,000,000. The moon has been pushed out to a deep-space orbit of 45,000 meters with an expanded 7,500-meter sphere of influence capture well. To match this new planetary scale, I completely overhauled the contract database to feature a six-mission matrix. Contract targets have been raised to true high-altitude orbit criteria (such as a 5,600m periapsis for low relay deployment). The spacebar satellite deployment checker strictly validates if your custom construction has the requested scientific part hardware installed before awarding high-tier cash rewards. Time-Stabilized Flight Physics Core I fully synchronized the lifecycle physics equations over time by scaling all acceleration, gravity force vectors, and position increments by delta_time. This eliminates frame-rate dependencies and creates realistic, heavy vehicle inertia. Fuel consumption rates have been balanced to a multiplier of 26.0, providing enough burn duration to clear the 5,000m atmosphere and circularize while enforcing strict fuel limitations. UI Bugfixes I resolved an axis-mirroring rendering bug where custom grid parts would drift into diagonals or spin backward on local centers during physics turns. Components now stay perfectly welded to the primary chassis frame across all angles. I also fixed a camera tracking bug where the camera height initialized thousands of pixels above the launchpad on boot, causing the rocket to instantly fall off the bottom of the screen. The spawner and camera vectors are now completely synchronized. Public Beta Release With branched career trees, specialized hardware validation checks, repeatable telemetry economies, and time-stabilized physics loops fully functional, the core game framework is rock-solid. I am wrapping this up as an official public Beta build to gather immediate player feedback before finalizing version 1.0. See you in the next devlog! P.S. I have been having lots of fun playing around with this game and I hope that with the launch of version beta, you will too!
Ships:
Project: Constellation (Public Beta) Project: Constellation is a full-scale orbital mechanics and satellite communications simulator built on the Arcade Python engine. Design custom rocket layouts inside an interactive assembly grid, manage a dual-branch technological research economy, execute targeted agency contracts, and establish global laser-linked relay constellations around a scaled, multi-body gravitational physics sandbox. Core Systems Grid-Based Vehicle Architecture Vehicles are assembled inside a 5x8 Vehicle Assembly Building (VAB) matrix. Structural dry mass, fuel capacity, and booster thrust metrics are compiled directly from your component placements, ensuring that custom ship layouts directly influence flight physics and vehicle inertia. Dual-Branch Tech Progression The research tree splits cleanly into Engineering and Scientific Instrumentation paths. Spending science points unlocks advanced telemetry sensors—including Thermometers, Barometers, and Mystery Goo Pods—while dynamically updating your active VAB construction catalogue menu. Autonomous Telemetry Downlinks Deployed science satellites automatically trace line-of-sight laser routes back to active ground stations. When an unblocked path clears the planetary or lunar crust terrain boundaries, telemetry data caches flush to deliver repeatable flat-rate science funding payouts back to your space agency. Time-Stabilized Flight Physics All gravitational pull factors, engine acceleration vectors, and coordinate position increments utilize strict delta-time scaling multipliers. This maintains frame-rate independent vehicle momentum, requiring a controlled, sustained 12-second ascent burn to circularize into orbit. Technical Highlights VAB Grid Validation Pass The hangar utilizes a verification filter driven by a Breadth-First Search (BFS) flood-fill algorithm. The calculation evaluates part attachments outwards directly from the core Command Pod placement coordinate. It automatically filters loose, floating component cells before vehicle launchpad rollout clearance is granted. Real-Time Laser Occlusion Satellite laser links dynamically monitor geometric distance tracking arrays to map active connection routes. Beams trace continuous calculations against the spatial coordinates of the 5,000-meter radius planetary and lunar crusts. Signals break instantly upon crossing underneath terrain thresholds, forcing strategic constellation designs to maintain coverage. Balanced Sensor Payouts & Fuel Telemetry transmissions bypass progression uniqueness checks to award flat-rate rewards on every single flight. Active thermometer units dump data to return 15 science, barometers yield 20, and bio-chemical Mystery Goo Pod structures return 25.Booster fuel consumption rates are balanced to a 26.0 unit per second multiplier to enforce tight launch fuel limitations. Flight Operations Keyboard Map W or UP ARROW — Fire liquid boosters (Hold for sustained acceleration) A / D or LEFT / RIGHT — Pitch controls (Adjust vehicle steering angles) SPACEBAR — Decouple staging structure and deploy satellite payload into active orbit MOUSE SCROLL WHEEL — Viewport camera zoom (Micro close-ups vs Macro system maps) ESC — Open R&D Technology Tree, Agency Contract Boards, and Asset menus Quick Installation Project: Constellation requires Python 3.8+ and the Python Arcade engine library. Run a standard pip installation pass inside your terminal shell window, and execute the primary script to launch your space program: In terminal run: pip install arcade and to run: python3 main.py This will work as long as the terminal is currently acting inside the folder that contains the main.py script P.S. This is still a beta version of the game so expect bugs!...
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My very own WebOS by @s4 | Stardance
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Title: My very own WebOS by @s4 | Stardance
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Universal Remote (Larper 3000) by @joao-patricio | Universal Remote (Larper 3000) by @joao-patricio | Stardance...
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Title: Universal Remote (Larper 3000) by @joao-pat Title: Universal Remote (Larper 3000) by @joao-patricio | Stardance...
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