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14116
|
My very own WebOS by @joel_fun | Stardance
|
joel_fun
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @joel_fun | Stardance
|
1792727379.807889
|
1793332179.807889
|
|
2856
|
Scheduline by @mile | Stardance
|
mile
|
1
|
2.62
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T01:22:01Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Manage your schedule by a day. By using keyboard !", "repo": "https://github.com/chi1180/scheduline", "demo": "https://github.com/chi1180/scheduline/releases/latest"}]...
|
[{"post_id": 12974, "ts": "202 [{"post_id": 12974, "ts": "2026-06-21T07:09:38Z", "hours": 0.6153, "text": "CI added !"}, {"post_id": 11005, "ts": "2026-06-18T01:01:25Z", "hours": 2.4169, "text": "done!"}]...
|
Title: Scheduline by @mile | Stardance
Devlogs:
d Title: Scheduline by @mile | Stardance
Devlogs:
done!
CI added !
Ships:
Manage your schedule by a day. By using keyboard !...
|
1793245780.460815
|
1793332180.460815
|
|
4099
|
MealMash by @asherm | Stardance
|
asherm
|
0
|
77.06
|
0
|
[]
|
[{"post_id": 63795, "ts": "202 [{"post_id": 63795, "ts": "2026-09-07T19:12:43Z", "hours": 10.0731, "text": "Devlog 9 BETA VERSION IS OUT! Try it out here: Android: https://expo.dev/accounts/ashermemon/projects/never-leftover-new/builds/5fa5640f-6a34-4513-8dc3-4af86768a41b IOS: https://testflight.apple.com/join/gyUzY9ur After working on achievements, icons, and dark mode in the last devlog, I decided to move on to smaller details across the app. I started by adding subtle animations in certain areas of the app and tinting shadows rather than keeping them always black. I also removed an old text input at the top of the home screen and replaced it with a surprise me button and made it look cool (generates a random recipe on click). Finally, I added a toast notification when the user unlocks an achievement, which I think looks pretty neat. These new changes, however, came with a whole bunch of new bugs to fix, which meant a lot of tedious work. After adding these features, I worked on more of the under the hood stuff. I completely restructured my MMKV storage (stores all the saved recipes and other stuff) as there were a lot of problems with my previous system. I did this by making lots of helper functions and using structured records rather than using random variables. Additionally, I moved the meal images to my supabase and made my code fetch them from there, so that they aren’t included in the app build (that would take up extra space). Finally, I added profile picture uploading on the profile tab, made some smaller changes, and created the beta builds of the app for you to try out! Here are some screenshots!"}, {"post_id": 49386, "ts": "2026-08-18T05:33:56Z", "hours": 10.255, "text": "Devlog 8 SAVED RECIPES, achievements, new icons, haptics and MORE With the redesign of the profile page in the last devlog, I had one more key page to rework: the saved recipes page. Previously, it was a really ugly list of recipe names inside boxes, and that was about it. So I started by routing the profile saves button to a new “Saves Home” page with different recipe categories (Sweet Treats, Quick Snacks, etc.). I then made the AI generating the recipes also classify which categories the recipe fits into. These category cards go to the page and display the actual recipes when clicked. So I made a new recipe card component (looks much nicer and includes details and a photo instead of just the title) and filtered the recipes to display the correct ones based on which category card was clicked. A bonus feature I decided to add was achievements. I set up the area for them in the last devlog, and this time I worked on coming up with them and displaying them on the profile. I realized, however, that the emojis I was using weren’t going to cut it for this, so I went on a hunt for a nice 3D icon pack. I ended up finding a few icon packs that were similar enough to use across the entire app. And so, I migrated to these new 3d icons next, which I think made the app look a lot more polished. I also decided to go through some bugs, fix them and add missing haptic feedback across the app. Here are some screenshots of achievements and the save pages (in dark mode cuz i like it)!"}, {"post_id": 47103, "ts": "2026-08-14T19:04:57Z", "hours": 14.6722, "text": "Devlog 7 Grocery List, Dark Mode, Profile and more! With the ingredient search api implemented last devlog, I started off by testing and tweaking it a bit. Next I made same changes to the home page, and made the browse recipe by category buttons work (so now you can scroll through lunch recipes or dessert recipes from the home page!). I realized that my project was getting kinda cluttered with old components, packages and styles, so I cleaned up everything that was no longer in use. The next feature I wanted to add was a grocery list that adds ingredients to the pantry when the user checks them off. I also added features to re use your list by unchecking all items. I then completely restarted the profile page as well as I hadn’t updated it from my old design from months ago. Here I added a dark mode / light mode toggle switch that controls the theme of the app. I spent a couple days just tweaking both the light mode and dark mode color palettes as well as making minor changes like shadows. There’s still some work to get done on the profile page and saves page, so that’s what I will be working on next! Here are some screenshots of the changes!"}, {"post_id": 42240, "ts": "2026-08-06T21:09:21Z", "hours": 10.3269, "text": "Devlog 6 Ingredient search API! After finishing up the core pantry functionality last devlog, I had one more crucial feature to implement: a way to actually search for and add ingredients. For this, I used the OpenNutrition Foods database as it fit my needs best. I then went through and removed duplicates, branded items and more! The next step was setting up Supabase with this dataset so I could call it in the app, which took a while. After setting it up, I created the search feature in the app, styled it, and fixed A LOT of bugs. I ended up adding a category column to the dataset by synthetically generating values with Gemini as well as a popularity score column. The popularity score helps inform which ingredients appear first when searching. I also implemented the Browse Ingredients mode that allows the user to pick specific ingredients to generate with rather than their whole pantry. I made the search from the pantry into a component and reused it here, just adding to a temporary list of Ingredients rather than to the pantry. Other than those changes, I pretty much worked on bugfixes and implementing small changes like being able to rename the pantry after creation. Here are some screenshots of the new features!"}, {"post_id": 31617, "ts": "2026-07-20T05:11:53Z", "hours": 12.7664, "text": "Devlog 5 Pantry development and more! After I redesigned the pantry in the last devlog, I began developing it in the app! I started by making a reusable onboarding sequence component and then using this component for the user’s first time on the pantry page (setup). It walks the user through naming their pantry, adding an icon, and adding ingredients! Creating this component, however, came with bug after bug and required reshaping a lot of the app. For instance, in order to fit my new pantry system, I had to completely change the way the ingredients and pantry details were stored and retrieved on different pages. After finishing the onboarding portion, I developed the actual pantry page that is shown after setup, displaying ingredients with filters and a search bar. In addition, I worked on colours and made some minor tweaks to the entire app. As for next steps, I definitely need to get an ingredient API hooked up so I can search through ingredients to add to the pantry. Here is a screenshot of the new design in the app!"}, {"post_id": 15931, "ts": "2026-06-25T21:33:26Z", "hours": 4.1111, "text": "Devlog 4 – June 15-25, 2026 Pantry page design and development! Last devlog, I finished the generator page, meaning the next necessary step was to allow the user to add ingredients. I created the pantry page to serve this purpose, allowing users to either snap a photo of their fridge and pantry or manually add ingredients. I first created a design in figma, and once I thought it looked okay, I started developing it. About 3 hours through development, however, I started to find issues with the design including a lack of clear instructions and a difficult user experience. I used tiny tags for ingredients under dropdowns, making it difficult to navigate. Additionally, I didn’t have any features like choosing an expiration date or quantity, which are often crucial for keeping track of what you have. Because of these issues, I started from scratch, creating a whole new figma design. I probably spent ~6 hours on this, (and I realised that my hackatime figma extension thing wasn’t even tracking 😭), and I am quite happy with the design. I will be implementing it over the next week or so! Here is a messy screenshot of all the design attempts I made in figma. The new ones are labelled pantry new, and it goes through a sequence to add ingredients! The other screenshot shows the overall new pantry design."}, {"post_id": 9047, "ts": "2026-06-15T03:15:37Z", "hours": 10.9528, "text": "Devlog 3 – June 7-14, 2026 New Generator Page + LOTS of bugfixes! As I finished work on the recipes and swiping portion of the app in the last few weeks, the next page I wanted to work on was the generation page. This page holds all the settings for generation to set before swiping. The generation page I had before was very simple and unfinished, with only a place to add ingredients… so i deleted it and started from scratch. I started off by designing in figma and brainstorming what I wanted the page to have. I settled on 3 modes: Pantry, Select Ingredients, and Any Ingredients. For Pantry mode, the recipes are generated using all the ingredients the user has at home (will make a separate page to add ingredients to their pantry in the future). The second mode allows the user to choose specific ingredients that they want to use now in the recipe. The final mode, any ingredients, uses anything to make the best recipe! I also decided I wanted controls for difficulty, time, number of servings, cuisine and meal type (breakfast, lunch, dinner …). Over the past week, I added all these controls with dropdowns and multi-select buttons that I created from scratch. When the user sets these settings, it modifies the input to the AI to make recipes to fit them. Here’s a video showing off the new page!"}, {"post_id": 4491, "ts": "2026-06-07T20:26:18Z", "hours": 2.9747, "text": "Devlog 2 – June 3-6, 2026 Another update on my recipe generator app: bugfixes, figma and images! I first took the time to look into a few bugs I was experiencing, like the images and recipe preview disappearing briefly after loading and reappearing. The preview cards would also glitch if the make recipe button was clicked while it was swiping off screen. These were both pretty quick fixes, and I decided to clean up some code after and remove some old functions. The next feature I wanted to add was unique images , as at the time, every recipe used the same placeholder image. I thought of using an image generator as the user swipes, but I realised that would be far too expensive and slow . Instead, I used gemini on the web to generate 10 images of different meal categories (e.g. seafood, dessert, salad…) on the same plate and removed the backgrounds, and saved them to a folder in the project. I then made the AI that was generating the recipe also choose a recipe image category from the available images. I then replaced the placeholder to display that image! In the future, I will definitely add more specific recipe categories (100+ categories) to make the images more accurate to the recipe. I also worked on some figma designs for other parts of the app! Here’s a little preview so far of swiping with the new images:"}, {"post_id": 1315, "ts": "2026-06-03T07:19:07Z", "hours": 0.9239, "text": "Devlog 1 – June 2, 2026 Updating the generation system: unique recipes! I have been working on a recipe generator app and am currently working on the generation feature. I made swipable recipe cards that give the basic details of each recipe, and people can either choose to follow it (gives a detailed view with instructions), save it or skip it. When they swipe this card away, a new recipe is on the next card! Since joining Stardance, I have been working on modifying and redesigning how the generation works. My first step in this was actually generating unique recipes , as, with the same inputs, the AI usually generates near-identical recipes. I have been working on adding constraints randomly added to the prompt each swipe to yield unique recipes for the same inputted ingredients! I have three categories of constraints that get added: meal type (late night snack, high protein…), texture (crunchy, creamy…), and methods (grill, char, bake…). Here are some screenshots of the cards and some unique recipes that were inputted the same ingredients!!! (btw the image of the meal is just a placeholder rn)"}]...
|
Title: MealMash by @asherm | Stardance
Devlogs:
D Title: MealMash by @asherm | Stardance
Devlogs:
Devlog 1 – June 2, 2026 Updating the generation system: unique recipes! I have been working on a recipe generator app and am currently working on the generation feature. I made swipable recipe cards that give the basic details of each recipe, and people can either choose to follow it (gives a detailed view with instructions), save it or skip it. When they swipe this card away, a new recipe is on the next card! Since joining Stardance, I have been working on modifying and redesigning how the generation works. My first step in this was actually generating unique recipes , as, with the same inputs, the AI usually generates near-identical recipes. I have been working on adding constraints randomly added to the prompt each swipe to yield unique recipes for the same inputted ingredients! I have three categories of constraints that get added: meal type (late night snack, high protein…), texture (crunchy, creamy…), and methods (grill, char, bake…). Here are some screenshots of the cards and some unique recipes that were inputted the same ingredients!!! (btw the image of the meal is just a placeholder rn)
Devlog 2 – June 3-6, 2026 Another update on my recipe generator app: bugfixes, figma and images! I first took the time to look into a few bugs I was experiencing, like the images and recipe preview disappearing briefly after loading and reappearing. The preview cards would also glitch if the make recipe button was clicked while it was swiping off screen. These were both pretty quick fixes, and I decided to clean up some code after and remove some old functions. The next feature I wanted to add was unique images , as at the time, every recipe used the same placeholder image. I thought of using an image generator as the user swipes, but I realised that would be far too expensive and slow . Instead, I used gemini on the web to generate 10 images of different meal categories (e.g. seafood, dessert, salad…) on the same plate and removed the backgrounds, and saved them to a folder in the project. I then made the AI that was generating the recipe also choose a recipe image category from the available images. I then replaced the placeholder to display that image! In the future, I will definitely add more specific recipe categories (100+ categories) to make the images more accurate to the recipe. I also worked on some figma designs for other parts of the app! Here’s a little preview so far of swiping with the new images:
Devlog 3 – June 7-14, 2026 New Generator Page + LOTS of bugfixes! As I finished work on the recipes and swiping portion of the app in the last few weeks, the next page I wanted to work on was the generation page. This page holds all the settings for generation to set before swiping. The generation page I had before was very simple and unfinished, with only a place to add ingredients… so i deleted it and started from scratch. I started off by designing in figma and brainstorming what I wanted the page to have. I settled on 3 modes: Pantry, Select Ingredients, and Any Ingredients. For Pantry mode, the recipes are generated using all the ingredients the user has at home (will make a separate page to add ingredients to their pantry in the future). The second mode allows the user to choose specific ingredients that they want to use now in the recipe. The final mode, any ingredients, uses anything to make the best recipe! I also decided I wanted controls for difficulty, time, number of servings, cuisine and meal type (breakfast, lunch, dinner …). Over the past week, I added all these controls with dropdowns and multi-select buttons that I created from scratch. When the user sets these settings, it modifies the input to the AI to make recipes to fit them. Here’s a video showing off the new page!
Devlog 4 – June 15-25, 2026 Pantry page design and development! Last devlog, I finished the generator page, meaning the next necessary step was to allow the user to add ingredients. I created the pantry page to serve this purpose, allowing users to either snap a photo of their fridge and pantry or manually add ingredients. I first created a design in figma, and once I thought it looked okay, I started developing it. About 3 hours through development, however, I started to find issues with the design including a lack of clear instructions and a difficult user experience. I used tiny tags for ingredients under dropdowns, making it difficult to navigate. Additionally, I didn’t have any features like choosing an expiration date or quantity, which are often crucial for keeping track of what you have. Because of these issues, I started from scratch, creating a whole new figma design. I probably spent ~6 hours on this, (and I realised that my hackatime figma extension thing wasn’t even tracking 😭), and I am quite happy with the design. I will be implementing it over the next week or so! Here is a messy screenshot of all the design attempts I made in figma. The new ones are labelled pantry new, and it goes through a sequence to add ingredients! The other screenshot shows the overall new pantry design.
Devlog 5 Pantry development and more! After I redesigned the pantry in the last devlog, I began developing it in the app! I started by making a reusable onboarding sequence component and then using this component for the user’s first time on the pantry page (setup). It walks the user through naming their pantry, adding an icon, and adding ingredients! Creating this component, however, came with bug after bug and required reshaping a lot of the app. For instance, in order to fit my new pantry system, I had to completely change the way the ingredients and pantry details were stored and retrieved on different pages. After finishing the onboarding portion, I developed the actual pantry page that is shown after setup, displaying ingredients with filters and a search bar. In addition, I worked on colours and made some minor tweaks to the entire app. As for next steps, I definitely need to get an ingredient API hooked up so I can search through ingredients to add to the pantry. Here is a screenshot of the new design in the app!
Devlog 6 Ingredient search API! After finishing up the core pantry functionality last devlog, I had one more crucial feature to implement: a way to actually search for and add ingredients. For this, I used the OpenNutrition Foods database as it fit my needs best. I then went through and removed duplicates, branded items and more! The next step was setting up Supabase with this dataset so I could call it in the app, which took a while. After setting it up, I created the search feature in the app, styled it, and fixed A LOT of bugs. I ended up adding a category column to the dataset by synthetically generating values with Gemini as well as a popularity score column. The popularity score helps inform which ingredients appear first when searching. I also implemented the Browse Ingredients mode that allows the user to pick specific ingredients to generate with rather than their whole pantry. I made the search from the pantry into a component and reused it here, just adding to a temporary list of Ingredients rather than to the pantry. Other than those changes, I pretty much worked on bugfixes and implementing small changes like being able to rename the pantry after creation. Here are some screenshots of the new features!
Devlog 7 Grocery List, Dark Mode, Profile and more! With the ingredient search api implemented last devlog, I started off by testing and tweaking it a bit. Next I made same changes to the home page, and made the browse recipe by category buttons work (so now you can scroll through lunch recipes or dessert recipes from the home page!). I realized that my project was getting kinda cluttered with old components, packages and styles, so I cleaned up everything that was no longer in use. The next feature I wanted to add was a grocery list that adds ingredients to the pantry when the user checks them off. I also added features to re use your list by unchecking all items. I then completely restarted the profile page as well as I hadn’t updated it from my old design from months ago. Here I added a dark mode / light mode toggle switch that controls the theme of the app. I spent a couple days just tweaking both the light mode and dark mode color palettes as well as making minor changes like shadows. There’s still some work to get done on the profile page and saves page, so that’s what I will be working on next! Here are some screenshots of the changes!
Devlog 8 SAVED RECIPES, achievements, new icons, haptics and MORE With the redesign of the profile page in the last devlog, I had one more key page to rework: the saved recipes page. Previously, it was a really ugly list of recipe names inside boxes, and that was about it. So I started by routing the profile saves button to a new “Saves Home” page with different recipe categories (Sweet Treats, Quick Snacks, etc.). I then made the AI generating the recipes also classify which categories the recipe fits into. These category cards go to the page and display the actual recipes when clicked. So I made a new recipe card component (looks much nicer and includes details and a photo instead of just the title) and filtered the recipes to display the correct ones based on which category card was clicked. A bonus feature I decided to add was achievements. I set up the area for them in the last devlog, and this time I worked on coming up with them and displaying them on the profile. I realized, however, that the emojis I was using weren’t going to cut it for this, so I went on a hunt for a nice 3D icon pack. I ended up finding a few icon packs that were similar enough to use across the entire app. And so, I migrated to these new 3d icons next, which I think made the app look a lot more polished. I also decided to go through some bugs, fix them and add missing haptic feedback across the app. Here are some screenshots of achievements and the save pages (in dark mode cuz i like it)!
Devlog 9 BETA VERSION IS OUT! Try it out here: Android: https://expo.dev/accounts/ashermemon/projects/never-leftover-new/builds/5fa5640f-6a34-4513-8dc3-4af86768a41b IOS: https://testflight.apple.com/join/gyUzY9ur After working on achievements, icons, and dark mode in the last devlog, I decided to move on to smaller details across the app. I started by adding subtle animations in certain areas of the app and tinting shadows rather than keeping them always black. I also removed an old text input at the top of the home screen and replaced it with a surprise me button and made it look cool (generates a random recipe on click). Finally, I added a toast notification when the user unlocks an achievement, which I think looks pretty neat. These new changes, however, came with a whole bunch of new bugs to fix, which meant a lot of tedious work. After adding these features, I worked on more of the under the hood stuff. I completely restructured my MMKV storage (stores all the saved recipes and other stuff) as there were a lot of problems with my previous system. I did this by making lots of helper functions and using structured records rather than using random variables. Additionally, I moved the meal images to my supabase and made my code fetch them from there, so that they aren’t included in the app build (that would take up extra space). Finally, I added profile picture uploading on the profile tab, made some smaller changes, and created the beta builds of the app for you to try out! Here are some screenshots!...
|
1792727380.6509788
|
1793332180.6509788
|
|
2850
|
Stardance Leaderboard Tracker by @mathias | Starda Stardance Leaderboard Tracker by @mathias | Stardance...
|
mathias
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Stardance Leaderboard Tracker by @mathias | Title: Stardance Leaderboard Tracker by @mathias | Stardance...
|
1792727381.7835317
|
1793332181.7835317
|
|
5613
|
My first slack bot! by @colbymoyer | Stardance
|
colbymoyer
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @colbymoyer | Starda Title: My first slack bot! by @colbymoyer | Stardance...
|
1792727382.619334
|
1793332182.619334
|
|
29930
|
Particle motion by @neo | Stardance
|
neo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Particle motion by @neo | Stardance
|
1792727383.4659088
|
1793332183.4659088
|
|
2735
|
Rocket by @pulsar_space | Stardance
|
pulsar_space
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Rocket by @pulsar_space | Stardance
|
1792727384.298851
|
1793332184.298851
|
|
19935
|
My very own WebOS by @akr0002 | Stardance
|
akr0002
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T13:35:01Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a webos based on money :D coding the right buttons and the function was challenging im proud of making my first project shipped and probably my best", "repo": "https://github.com/picectrljinx/webos", "demo": "https://timely-melba-0b4358.netlify.app/"}]...
|
[{"post_id": 44587, "ts": "202 [{"post_id": 44587, "ts": "2026-08-10T13:31:55Z", "hours": 0.2589, "text": "finished my first ever webos (moneyOS) was really hard and had to watch some tutorials but other than that everything turned out well and better than i expected"}, {"post_id": 44580, "ts": "2026-08-10T13:16:01Z", "hours": 3.4375, "text": "this is my finish of my MoneyOS it has a working calculator and shows the time it has cool features too like deagable apps"}, {"post_id": 44466, "ts": "2026-08-10T07:26:45Z", "hours": 0.6119, "text": "so far working on my money os based on money :D i had trouble trying to get my hackatime to track my time which made me restart again but soon found out the problem and got it working again not done yet but will be soon"}]...
|
Title: My very own WebOS by @akr0002 | Stardance
Title: My very own WebOS by @akr0002 | Stardance
Devlogs:
so far working on my money os based on money :D i had trouble trying to get my hackatime to track my time which made me restart again but soon found out the problem and got it working again not done yet but will be soon
this is my finish of my MoneyOS it has a working calculator and shows the time it has cool features too like deagable apps
finished my first ever webos (moneyOS) was really hard and had to watch some tutorials but other than that everything turned out well and better than i expected
Ships:
i made a webos based on money :D coding the right buttons and the function was challenging im proud of making my first project shipped and probably my best...
|
1793245784.7399564
|
1793332184.7399564
|
|
21778
|
Lumo by @Johan_Jose | Stardance
|
Johan_Jose
|
0
|
1.24
|
0
|
[]
|
[{"post_id": 45668, "ts": "202 [{"post_id": 45668, "ts": "2026-08-12T09:27:45Z", "hours": 1.2447, "text": "Started designing Lumo in fusion 360, finished the sketch of 4 axis so far, have 2 more to go Added space for stepper motor beneath for motion and microservo compartment for camera tracking"}]...
|
Title: Lumo by @Johan_Jose | Stardance
Devlogs:
S Title: Lumo by @Johan_Jose | Stardance
Devlogs:
Started designing Lumo in fusion 360, finished the sketch of 4 axis so far, have 2 more to go Added space for stepper motor beneath for motion and microservo compartment for camera tracking...
|
1792727385.14839
|
1793332185.14839
|
|
6736
|
My awesome macropad! by @Timo | Stardance
|
Timo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Timo | Stardance
|
1792727385.9700255
|
1793332185.9700255
|
|
32059
|
Turbofan engine by @joeosmith | Stardance
|
joeosmith
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Turbofan engine by @joeosmith | Stardance
|
1792727386.8128443
|
1793332186.8128443
|
|
20879
|
Jarvis AI by @tvismadeofhair1234 | Stardance
|
tvismadeofhair1234
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Jarvis AI by @tvismadeofhair1234 | Stardanc Title: Jarvis AI by @tvismadeofhair1234 | Stardance...
|
1792727387.6336203
|
1793332187.6336203
|
|
10582
|
Dawn Realm by @Anotida | Stardance
|
Anotida
|
0
|
0.26
|
0
|
[]
|
[{"post_id": 4082, "ts": "2026 [{"post_id": 4082, "ts": "2026-06-07T08:42:04Z", "hours": 0.2553, "text": "started working on the mini map whilst still adding more features to the map, starting more to look like a game"}]...
|
Title: Dawn Realm by @Anotida | Stardance
Devlogs Title: Dawn Realm by @Anotida | Stardance
Devlogs:
started working on the mini map whilst still adding more features to the map, starting more to look like a game...
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1792727388.4802313
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1793332188.4802313
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2223
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My awesome macropad! by @timonkieko | Stardance
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timonkieko
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @timonkieko | Stard Title: My awesome macropad! by @timonkieko | Stardance...
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1792727389.3299108
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1793332189.3299108
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58415
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Frictionless by @SarthakVishwakarma | Stardance
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SarthakVishwakarma
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1
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2.03
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T14:59:27Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just created a site which helps people more. It seems a demo version (maybe really it’s a demo version) and really its give an idea to another ones to created this type of software. In this site this site was linked with NASA satellite which send a live data like images and more, this site check the data and tells that where should be the natural disaster will be come and when did. This will help the life. For more information read README after improvement. Last time many people said that this is AI generated but the reality is “NO” this is not an AI generated site.", "repo": "https://github.com/sarthakvishwakarma44-prog/Frictionless.", "demo": "https://sarthakvishwakarma44-prog.github.io/Frictionless./"}]...
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[{"post_id": 68581, "ts": "202 [{"post_id": 68581, "ts": "2026-09-15T10:51:55Z", "hours": 1.0331, "text": "Earth Rescue Mission.:}"}, {"post_id": 63596, "ts": "2026-09-07T14:51:35Z", "hours": 0.4089, "text": "Earth Rescue Mission.:}"}, {"post_id": 63550, "ts": "2026-09-07T13:55:13Z", "hours": 0.9392, "text": "Earth Rescue mission.:}"}]...
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Title: Frictionless by @SarthakVishwakarma | Stard Title: Frictionless by @SarthakVishwakarma | Stardance
Devlogs:
Earth Rescue mission.:}
Earth Rescue Mission.:}
Earth Rescue Mission.:}
Ships:
I just created a site which helps people more. It seems a demo version (maybe really it’s a demo version) and really its give an idea to another ones to created this type of software. In this site this site was linked with NASA satellite which send a live data like images and more, this site check the data and tells that where should be the natural disaster will be come and when did. This will help the life. For more information read README after improvement. Last time many people said that this is AI generated but the reality is “NO” this is not an AI generated site....
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1793245789.9257565
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1793332189.9257565
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26589
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Frictionless by @eharkas | Stardance
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eharkas
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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: Frictionless by @eharkas | Stardance
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1792727390.195449
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1793332190.195449
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10387
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stoffsite by @kadust | Stardance
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kadust
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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: stoffsite by @kadust | Stardance
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1792727391.050076
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1793332191.050076
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8317
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Homework Helper by @Lucky | Stardance
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Lucky
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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: Homework Helper by @Lucky | Stardance
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1792727391.8702822
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1793332191.8702822
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17592
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My very own WebOS by @Cesare | Stardance
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Cesare
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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 @Cesare | Stardance
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1792727392.7253
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1793332192.7253
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20692
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My awesome macropad! by @egenjuzio7 | Stardance
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egenjuzio7
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @egenjuzio7 | Stard Title: My awesome macropad! by @egenjuzio7 | Stardance...
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1792727393.5698938
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1793332193.5698938
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29148
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SmartCounter by @felipethrm09 | Stardance
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felipethrm09
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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: SmartCounter by @felipethrm09 | Stardance
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1792727394.4342525
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1793332194.4342525
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36465
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My own site! by @faerhii | Stardance
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faerhii
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T13:21:34Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "created a website for the personal website mission! :3 tried my best a beginner lowk", "repo": "https://github.com/cs-rhianabigail/personal-site", "demo": "https://cs-rhianabigail.github.io/personal-site/"}]...
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[{"post_id": 30646, "ts": "202 [{"post_id": 30646, "ts": "2026-07-18T11:58:49Z", "hours": 2.3158, "text": "tried my best for my first deployed website project :3"}]...
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Title: My own site! by @faerhii | Stardance
Devlo Title: My own site! by @faerhii | Stardance
Devlogs:
tried my best for my first deployed website project :3
Ships:
created a website for the personal website mission! :3 tried my best a beginner lowk...
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1793245794.4396284
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1793332194.4396284
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26804
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Untitled by @Susssiest | Stardance
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Susssiest
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @Susssiest | Stardance
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1792727395.291405
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1793332195.291405
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20568
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My first slack bot! by @surani | Stardance
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surani
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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 first slack bot! by @surani | Stardance
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1792727396.1341145
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1793332196.1341145
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34662
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Untitled by @svkn | Stardance
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svkn
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @svkn | Stardance
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1792727396.979986
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1793332196.979986
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67678
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Blare alarm by @DTFive | Stardance
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DTFive
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0
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0.0
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0
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[]
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[]
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Title: Blare alarm by @DTFive | Stardance
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1792468197.0004814
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1793332197.0004814
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1599
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Selection pro by @rohitmaurya | Stardance
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rohitmaurya
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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: Selection pro by @rohitmaurya | Stardance
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1792727397.8080602
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1793332197.8080602
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31389
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AgiX by @skysizad | Stardance
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skysizad
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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: AgiX by @skysizad | Stardance
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1792727398.644842
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1793332198.644842
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36119
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Rover by @patrick_lahoud19 | Stardance
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patrick_lahoud19
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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: Rover by @patrick_lahoud19 | Stardance
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1792727399.4855251
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1793332199.4855251
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40782
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Ephemeral by @Nicormu | Stardance
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Nicormu
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2
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90.0
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256
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T01:08:15Z", "hours": 39.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Since my last ship, the game went from “a map that changes every run” to something you can actually play. The mine still generates randomly, but now it has things in it. Enemies finally exist! The grounded ones path around rocks, pits and fire (after a lot of pain with pathfinding), while the flying ones just ignore everything. There’s also a ranged enemy that shoots at you, but only if it has a clear line of sight. You can fight back with a basic left-click attack that knocks enemies away. It has no animation yet, so it looks a bit sad, but it works. The rooms now behave like a real roguelite: doors lock when you’re inside a room with enemies and open once it’s cleared, some obstacles can be destroyed, and fire hurts you if you step on it. I also added a minimap, a death screen, and you can hold R to reset the dungeon. On the polish side, there’s now music and SFX with volume sliders, a curtain transition between the menu and the game, and the bats finally have their death animation. I’m also working on a new player sprite sheet, because the current one doesn’t match the vibe of the game. Drawing is still sooooo hard, and I still absolutely suck at it JAKSJASJK. Still no boss or memory system, but the foundation is getting solid. Feedback is very welcome!", "repo": "https://github.com/Nicormu/Ephemeral", "demo": "https://nicormu.itch.io/ephemeral"}, {"ship_num": 2, "ts": "2026-08-09T02:22:42Z", "hours": 51.0, "multiplier": 7.0, "payout": 256, "blessing": "neutral", "text": "By now, I have finished implementing the mine generation. The mine is generated randomly, with the walls and floors receiving decorations that are also randomized according to the seed. The itch.io page is decorated and working. I had some trouble setting the correct width and height between Unity and itch.io, so I had to ask a partner who is currently traveling for help JAKSJASJK. The first scene of the game is also working. The Play and Exit buttons are functional, with the Exit button having a confirmation prompt to prevent accidental exits. One of the hardest things I have worked on so far has been the Rule Tiles and Unity’s animation system. What a headache it was to solve all the visual bugs I encountered along the way. Right now I have a problem with the void tiles (I think the problem is the spritesheet AJKAJKSJ) The game is still in a very, very early stage . Right now, there are no actual obstacles—only rocks that appear at dead ends. Their positions are currently hard-coded because I mainly wanted to test how the rock assets looked in the game. There is also already some enemy code implemented, but I have not worked on the enemy sprites yet. Therefore, there are no enemies, no obstacles; only the map changes every time you enter a new run One of the biggest things I have learned from this project is that drawing is soooooooo hard… and/or I absolutely suck at drawing.", "repo": "https://github.com/Nicormu/Ephemeral", "demo": "https://nicormu.itch.io/ephemeral"}]...
|
[{"post_id": 83504, "ts": "202 [{"post_id": 83504, "ts": "2026-10-28T02:20:02Z", "hours": 8.8667, "text": "Hi everyone, It’s been a while, but I’ve been busy. Most of the work went into making the mine feel more alive. Enemies finally have some brains. The grounded ones now path around rocks, pits and fire instead of walking straight into them, while the flying ones just go over everything. I also added a ranged enemy that shoots projectiles, but only when it actually has a clear line of sight to you. Enemies get knocked back when you hit them, and you now have a basic attack (left click) to fight back. It has no animation yet, so it’s pretty bare for now. The rooms also behave more like a roguelite now. Doors lock when you’re inside a room with enemies and open once it’s cleared. Some obstacles can be destroyed, and hazards like fire and spikes hurt you unless you’re flying. There’s also a minimap, a death screen, and you can hold R to reset the dungeon. Finally, I added a music and SFX system with volume sliders in the settings menu, plus a curtain transition between the menu and the game and an exit confirmation. Still no boss or memory system, but the foundation is getting solid. Thanks for reading!"}, {"post_id": 58548, "ts": "2026-08-30T23:57:10Z", "hours": 5.7664, "text": "Hi everyonee, I definitely hate animating and drawing, it does not fully convince me. However, I think I am finally done with the bat animations and sprites. Now they have their death animation, and it is already in the game. Also, I have been working on a new player sprite sheet because the look it has right now does not have the same vibe as the game, so I decided to change it. However, it’s been harder than I thought. On the other hand, I cleaned some UI scripts and improved the animation handlers in order to solve the problems I had with the bats."}, {"post_id": 54172, "ts": "2026-08-25T01:08:27Z", "hours": 5.6592, "text": "Hi everybody! I have been working and have made various room variations. Also, improved the bat sprites to determine whether it is a passive bat, melee bat, or range bat. Talking about this last one, I made more sprites to make its attack animation smoother. The last things to mention are that I fixed a bug with the doors that a friend of mine saw yesterday. I was like “But that didn’t happen to meeeee” and I think I already solved it. Moreover, the reset is also smoother, and finally, my friend that help me with sprites came back to work and started the slimes. Hope you likeeee"}, {"post_id": 52031, "ts": "2026-08-22T02:11:50Z", "hours": 6.0342, "text": "Hi everyoneeeee, I have finally finished with the bat enemies. All the enemies are in the game right now; however, they only spawn one time per room. Sorry for that. The animation part was a headache. I had to change some logic behind the player to properly detect the damage from the melee bat. Now it has two colliders: one on the root that is a trigger and detects enemy damage, and the other one inside the player’s child named “Visual,” which makes the player not move through the walls. This was also added to the creation of the enemies. In these days, I will focus on creating the new variations for ALLLLLLL the rooms. If I can, and my abilities allow me to, I will also change the player sprites. Btw, during this process, enemies and obstacles could be added :D"}, {"post_id": 50034, "ts": "2026-08-19T02:00:47Z", "hours": 2.4189, "text": "My first enemyyyyyyyyyy Hi everyone, I changed the wall generator (it was also a problem inside the Dungeon Wall Builder), and now, no matter what happens or what I do, the room will always be a rectangle :D The new feature is that I have been working on the bat enemies, and I’m going to make a total of three different bats. One will be passive but will follow the player at a slow speed; another will follow the player more quickly and will deal heart damage; and the last one will attack from a distance. I forgot to tell you that the visual part of the hearts has been added, and they will react when the player receives damage from falling through the void. By now, there is no death screen jaksjksjakj. Hope you like the sprites! It’s been very hard, and Unity’s Animator is known by me as my Achilles’ heel."}, {"post_id": 49278, "ts": "2026-08-18T00:03:29Z", "hours": 3.6475, "text": "Hi everybody! I have some good and bad news. Good news: I solved the problem of the void assets spawning in the void. At first, I thought it was a Rule Tile problem, but it turned out to be a code issue in my Dungeon Wall Builder script. Bad news: There’s a new problem :D It seems that either the Dungeon Wall Builder or the Rule Tile is making the walls disappear when a void tile is placed next to them. I’ll be working on fixing that, as well as adding new obstacles, fire, and enemies to make the game more playable."}, {"post_id": 47841, "ts": "2026-08-16T01:51:58Z", "hours": 6.5231, "text": "Hi everybody, I have been working on making the menu more visually appealing by changing the button panels, adding a title, adding an exit animation, and changing the fonts used for the game. I hope you like it By now, I have been lazy and have not started with the settings, therefore, the button does not work, so don’t use it :p I have been making some changes in the way floors and walls behave to add the void. However, the rules are really stressing me out. The void is now looking like a combination between upper walls and side walls. I don’t know how to config the rulessssssss In the code, I erased some things that were not necessary, such as the corridors in the dungeon manager and similar scripts that were in charge of the dungeon generation"}, {"post_id": 43655, "ts": "2026-08-09T01:31:17Z", "hours": 1.1764, "text": "Here is a look at how the Itch.io page looks. I changed the banner because I didn’t like the previous one. I also added an exit animation. It is missing the settings and other ideas. Thrust the process 😉"}, {"post_id": 43437, "ts": "2026-08-08T17:53:20Z", "hours": 8.7825, "text": "Hi everybodyyyyyyy The game now has its own itch.io By now, there is so much gameplay missing, I will be working on. If you have any ideas or comments, pls tell me :D"}, {"post_id": 41717, "ts": "2026-08-06T03:04:07Z", "hours": 4.4644, "text": "I have been working on the Banner for the game (I’m sure I will change it jkajskaj). Also, my friend told me that the colors used for the game were boring and too grey, so I decided to change them. On the other hand, I improved the placement of the doors and the minimap with its corresponding transition"}, {"post_id": 39808, "ts": "2026-08-03T01:28:11Z", "hours": 2.9711, "text": "Does anyone know what is happening here? The animation is not working, and I don’t know why. The animation is like frozen. If someone knows what it could be, tell me pls"}, {"post_id": 38573, "ts": "2026-08-01T01:39:57Z", "hours": 2.05, "text": "Now we have minimappppppppppppppp I’m not completely in love with the result, I didn’t know how to make the asset look nice to the viewer. I think an animation in the minimap when crossing a door would be nice. I also made small changes in the color and size of the decoration to make it more noticeable."}, {"post_id": 37995, "ts": "2026-07-31T02:53:37Z", "hours": 4.8167, "text": "Hi everyone!!! I improved the transition between the rooms and the animation of each door to be fully open. I also started with the decorations for the walls, but they seem to be veryyyyyyy small JAKSJAJSA I also improved a very long script I had and divided it into shorter ones to make changes easier and make the code understandable. Hope you like my journey :D"}, {"post_id": 36174, "ts": "2026-07-28T02:57:02Z", "hours": 2.295, "text": "Finally, I make it workkkkkkk The dungeon generation is workinngggggg It took me a little too much time, but I have done it, and I’m very proud of myself. Now I have to continue on this journey :D"}, {"post_id": 36064, "ts": "2026-07-27T22:17:53Z", "hours": 24.4097, "text": "This is sad :c But I don’t care; I hope all of you are fine, and I want to present the game I’m working on with a friend. The game is called Ephemeral, and I would like it to be a Roughlite like The Binding of Isaac or Enter the Gungeon. By now, I am working on the generation of the dungeon, and it has been very difficult. Any suggestions you have would be very helpful :D"}]...
|
Title: Ephemeral by @Nicormu | Stardance
Devlogs: Title: Ephemeral by @Nicormu | Stardance
Devlogs:
This is sad :c But I don’t care; I hope all of you are fine, and I want to present the game I’m working on with a friend. The game is called Ephemeral, and I would like it to be a Roughlite like The Binding of Isaac or Enter the Gungeon. By now, I am working on the generation of the dungeon, and it has been very difficult. Any suggestions you have would be very helpful :D
Finally, I make it workkkkkkk The dungeon generation is workinngggggg It took me a little too much time, but I have done it, and I’m very proud of myself. Now I have to continue on this journey :D
Hi everyone!!! I improved the transition between the rooms and the animation of each door to be fully open. I also started with the decorations for the walls, but they seem to be veryyyyyyy small JAKSJAJSA I also improved a very long script I had and divided it into shorter ones to make changes easier and make the code understandable. Hope you like my journey :D
Now we have minimappppppppppppppp I’m not completely in love with the result, I didn’t know how to make the asset look nice to the viewer. I think an animation in the minimap when crossing a door would be nice. I also made small changes in the color and size of the decoration to make it more noticeable.
Does anyone know what is happening here? The animation is not working, and I don’t know why. The animation is like frozen. If someone knows what it could be, tell me pls
I have been working on the Banner for the game (I’m sure I will change it jkajskaj). Also, my friend told me that the colors used for the game were boring and too grey, so I decided to change them. On the other hand, I improved the placement of the doors and the minimap with its corresponding transition
Hi everybodyyyyyyy The game now has its own itch.io By now, there is so much gameplay missing, I will be working on. If you have any ideas or comments, pls tell me :D
Here is a look at how the Itch.io page looks. I changed the banner because I didn’t like the previous one. I also added an exit animation. It is missing the settings and other ideas. Thrust the process 😉
Hi everybody, I have been working on making the menu more visually appealing by changing the button panels, adding a title, adding an exit animation, and changing the fonts used for the game. I hope you like it By now, I have been lazy and have not started with the settings, therefore, the button does not work, so don’t use it :p I have been making some changes in the way floors and walls behave to add the void. However, the rules are really stressing me out. The void is now looking like a combination between upper walls and side walls. I don’t know how to config the rulessssssss In the code, I erased some things that were not necessary, such as the corridors in the dungeon manager and similar scripts that were in charge of the dungeon generation
Hi everybody! I have some good and bad news. Good news: I solved the problem of the void assets spawning in the void. At first, I thought it was a Rule Tile problem, but it turned out to be a code issue in my Dungeon Wall Builder script. Bad news: There’s a new problem :D It seems that either the Dungeon Wall Builder or the Rule Tile is making the walls disappear when a void tile is placed next to them. I’ll be working on fixing that, as well as adding new obstacles, fire, and enemies to make the game more playable.
My first enemyyyyyyyyyy Hi everyone, I changed the wall generator (it was also a problem inside the Dungeon Wall Builder), and now, no matter what happens or what I do, the room will always be a rectangle :D The new feature is that I have been working on the bat enemies, and I’m going to make a total of three different bats. One will be passive but will follow the player at a slow speed; another will follow the player more quickly and will deal heart damage; and the last one will attack from a distance. I forgot to tell you that the visual part of the hearts has been added, and they will react when the player receives damage from falling through the void. By now, there is no death screen jaksjksjakj. Hope you like the sprites! It’s been very hard, and Unity’s Animator is known by me as my Achilles’ heel.
Hi everyoneeeee, I have finally finished with the bat enemies. All the enemies are in the game right now; however, they only spawn one time per room. Sorry for that. The animation part was a headache. I had to change some logic behind the player to properly detect the damage from the melee bat. Now it has two colliders: one on the root that is a trigger and detects enemy damage, and the other one inside the player’s child named “Visual,” which makes the player not move through the walls. This was also added to the creation of the enemies. In these days, I will focus on creating the new variations for ALLLLLLL the rooms. If I can, and my abilities allow me to, I will also change the player sprites. Btw, during this process, enemies and obstacles could be added :D
Hi everybody! I have been working and have made various room variations. Also, improved the bat sprites to determine whether it is a passive bat, melee bat, or range bat. Talking about this last one, I made more sprites to make its attack animation smoother. The last things to mention are that I fixed a bug with the doors that a friend of mine saw yesterday. I was like “But that didn’t happen to meeeee” and I think I already solved it. Moreover, the reset is also smoother, and finally, my friend that help me with sprites came back to work and started the slimes. Hope you likeeee
Hi everyonee, I definitely hate animating and drawing, it does not fully convince me. However, I think I am finally done with the bat animations and sprites. Now they have their death animation, and it is already in the game. Also, I have been working on a new player sprite sheet because the look it has right now does not have the same vibe as the game, so I decided to change it. However, it’s been harder than I thought. On the other hand, I cleaned some UI scripts and improved the animation handlers in order to solve the problems I had with the bats.
Hi everyone, It’s been a while, but I’ve been busy. Most of the work went into making the mine feel more alive. Enemies finally have some brains. The grounded ones now path around rocks, pits and fire instead of walking straight into them, while the flying ones just go over everything. I also added a ranged enemy that shoots projectiles, but only when it actually has a clear line of sight to you. Enemies get knocked back when you hit them, and you now have a basic attack (left click) to fight back. It has no animation yet, so it’s pretty bare for now. The rooms also behave more like a roguelite now. Doors lock when you’re inside a room with enemies and open once it’s cleared. Some obstacles can be destroyed, and hazards like fire and spikes hurt you unless you’re flying. There’s also a minimap, a death screen, and you can hold R to reset the dungeon. Finally, I added a music and SFX system with volume sliders in the settings menu, plus a curtain transition between the menu and the game and an exit confirmation. Still no boss or memory system, but the foundation is getting solid. Thanks for reading!
Ships:
By now, I have finished implementing the mine generation. The mine is generated randomly, with the walls and floors receiving decorations that are also randomized according to the seed. The itch.io page is decorated and working. I had some trouble setting the correct width and height between Unity and itch.io, so I had to ask a partner who is currently traveling for help JAKSJASJK. The first scene of the game is also working. The Play and Exit buttons are functional, with the Exit button having a confirmation prompt to prevent accidental exits. One of the hardest things I have worked on so far has been the Rule Tiles and Unity’s animation system. What a headache it was to solve all the visual bugs I encountered along the way. Right now I have a problem with the void tiles (I think the problem is the spritesheet AJKAJKSJ) The game is still in a very, very early stage . Right now, there are no actual obstacles—only rocks that appear at dead ends. Their positions are currently hard-coded because I mainly wanted to test how the rock assets looked in the game. There is also already some enemy code implemented, but I have not worked on the enemy sprites yet. Therefore, there are no enemies, no obstacles; only the map changes every time you enter a new run One of the biggest things I have learned from this project is that drawing is soooooooo hard… and/or I absolutely suck at drawing.
Since my last ship, the game went from “a map that changes every run” to something you can actually play. The mine still generates randomly, but now it has things in it. Enemies finally exist! The grounded ones path around rocks, pits and fire (after a lot of pain with pathfinding), while the flying ones just ignore everything. There’s also a ranged enemy that shoots at you, but only if it has a clear line of sight. You can fight back with a basic left-click attack that knocks enemies away. It has no animation yet, so it looks a bit sad, but it works. The rooms now behave like a real roguelite: doors lock when you’re inside a room with enemies and open once it’s cleared, some obstacles can be destroyed, and fire hurts you if you step on it. I also added a minimap, a death screen, and you can hold R to reset the dungeon. On the polish side, there’s now music and SFX with volume sliders, a curtain transition between the menu and the game, and the bats finally have their death animation. I’m also working on a new player sprite sheet, because the current one doesn’t match the vibe of the game. Drawing is still sooooo hard, and I still absolutely suck at it JAKSJASJK. Still no boss or memory system, but the foundation is getting solid. Feedback is very welcome!...
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1793245799.8470156
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1793332199.8470156
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23744
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Untitled project by @krish_nallapu26 | Stardance
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krish_nallapu26
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @krish_nallapu26 | Star Title: Untitled project by @krish_nallapu26 | Stardance...
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1792727400.3303967
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1793332200.3303967
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25488
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WarioWare Game by @esia | Stardance
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esia
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0
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0.0
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0
|
[]
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[]
|
Title: WarioWare Game by @esia | Stardance
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1792727401.1996372
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1793332201.1996372
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22066
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Untitled project by @aryanjha123 | Stardance
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aryanjha123
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @aryanjha123 | Stardanc Title: Untitled project by @aryanjha123 | Stardance...
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1792727402.0473287
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1793332202.0473287
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39117
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My very own WebOS by @PrabhnoorKaur | Stardance
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PrabhnoorKaur
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @PrabhnoorKaur | Stard Title: My very own WebOS by @PrabhnoorKaur | Stardance...
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1792727402.8846211
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1793332202.8846211
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67686
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riggermortis by @xenoaitham | Stardance
|
xenoaitham
|
0
|
18.81
|
0
|
[]
|
[{"post_id": 76925, "ts": "202 [{"post_id": 76925, "ts": "2026-10-05T03:12:20Z", "hours": 10.9147, "text": "the sculpt wires into the product flow The proportion and volume sculpting work was measured and gated, but had no real user-facing path yet. That debt got paid: a new command line tool measures a reference image’s proportions and volume ratios into one deterministic file, and both the manual tool and the interactive in-app action now call the same shared function underneath, so they can’t quietly drift apart. The real proof was ordering: sculpt once at rest pose, then animate, and the sculpt has to survive byte-identically. It does, frame-one drift came out effectively zero across seventy checks. Three real bugs earned their keep. First, two test rigs sharing one scene made solved values look wrong, the real cause was one fixture already carrying an earlier sculpt while the other’s baseline measurement accidentally captured the overlapping shape of both figures at once. Took a full debugging ladder to isolate, fixed with a clean scene per case, a lesson the project had already learned once before, now learned twice. Second, baking an animation shifts frame numbers by one internally, so comparing a frame against its own neighbor instead of itself made results look dramatically worse than they actually were. A one-line offset fix, with the reasoning written directly into the check itself this time so it can’t get silently lost again. Third, comparing raw bone positions across an animated sequence turned out to be the wrong check entirely, since a position-based re-solve is supposed to compensate for the current pose’s rotation by design, not match it exactly. Redefined what the check actually verifies, and caught a related bug along the way: an assigned animation silently overrides a rest-pose snapshot unless that animation gets explicitly muted first. Landed with fifteen new tests, the full suite green, and every number comfortably inside its bar except one, a single rig type’s re-sculpt accuracy sits just barely over target, left as the next rough edge."}, {"post_id": 76391, "ts": "2026-10-03T11:46:33Z", "hours": 7.8906, "text": "volume from silhouette The third model decision is made and the volume feature is real. The engine now carries a third pinned model, a segmentation pass, plus a working body sculpt: feed it a reference shape and the character’s hip, waist, chest, and thigh widths move to match it, skeleton provably untouched. Getting there meant benchmarking five real candidate models on real hardware, checksums, speed, and accuracy each, rejecting six other families with the evidence written down. Funniest catch: the model built specifically for segmenting people was completely blind to the test case, zero accuracy, while the general-purpose model saw it fine and ran cheaper too. The mechanism authors real shape keys per body region, so the adjustable sliders are the solved math directly, and every pose/animation path downstream sees a completely unchanged skeleton. The real fight was realizing the first passing test was a lie. A whole-frame comparison technically passed on a completely unsculpted body, since the measurement was too insensitive to tell a correctly sculpted shape from an untouched one. Fixed by scoping comparisons to the actual body regions with no model in the loop, publishing a baseline next to every result so a cheating pass can’t hide again. Smaller lessons banked too: a slider silently defaulting to zero killed half its usable range, one rig type needed its math in a different coordinate space entirely or it silently did nothing, leftover scene state poisoned later measurements, and naive bone-weight assignment broke the hip region specifically. Numbers came out solid: worst-case regional accuracy clears the bar across every test case, width delivery lands exact to four decimal places, solved values track intended targets within about 3% through the real model, and resetting a sculpt restores the original mesh almost exactly. Next: wire both sculpts into the real user-facing flow, and prove the sculpt survives animation, set once, then animate, and the widths hold."}]...
|
Title: riggermortis by @xenoaitham | Stardance
De Title: riggermortis by @xenoaitham | Stardance
Devlogs:
volume from silhouette The third model decision is made and the volume feature is real. The engine now carries a third pinned model, a segmentation pass, plus a working body sculpt: feed it a reference shape and the character’s hip, waist, chest, and thigh widths move to match it, skeleton provably untouched. Getting there meant benchmarking five real candidate models on real hardware, checksums, speed, and accuracy each, rejecting six other families with the evidence written down. Funniest catch: the model built specifically for segmenting people was completely blind to the test case, zero accuracy, while the general-purpose model saw it fine and ran cheaper too. The mechanism authors real shape keys per body region, so the adjustable sliders are the solved math directly, and every pose/animation path downstream sees a completely unchanged skeleton. The real fight was realizing the first passing test was a lie. A whole-frame comparison technically passed on a completely unsculpted body, since the measurement was too insensitive to tell a correctly sculpted shape from an untouched one. Fixed by scoping comparisons to the actual body regions with no model in the loop, publishing a baseline next to every result so a cheating pass can’t hide again. Smaller lessons banked too: a slider silently defaulting to zero killed half its usable range, one rig type needed its math in a different coordinate space entirely or it silently did nothing, leftover scene state poisoned later measurements, and naive bone-weight assignment broke the hip region specifically. Numbers came out solid: worst-case regional accuracy clears the bar across every test case, width delivery lands exact to four decimal places, solved values track intended targets within about 3% through the real model, and resetting a sculpt restores the original mesh almost exactly. Next: wire both sculpts into the real user-facing flow, and prove the sculpt survives animation, set once, then animate, and the widths hold.
the sculpt wires into the product flow The proportion and volume sculpting work was measured and gated, but had no real user-facing path yet. That debt got paid: a new command line tool measures a reference image’s proportions and volume ratios into one deterministic file, and both the manual tool and the interactive in-app action now call the same shared function underneath, so they can’t quietly drift apart. The real proof was ordering: sculpt once at rest pose, then animate, and the sculpt has to survive byte-identically. It does, frame-one drift came out effectively zero across seventy checks. Three real bugs earned their keep. First, two test rigs sharing one scene made solved values look wrong, the real cause was one fixture already carrying an earlier sculpt while the other’s baseline measurement accidentally captured the overlapping shape of both figures at once. Took a full debugging ladder to isolate, fixed with a clean scene per case, a lesson the project had already learned once before, now learned twice. Second, baking an animation shifts frame numbers by one internally, so comparing a frame against its own neighbor instead of itself made results look dramatically worse than they actually were. A one-line offset fix, with the reasoning written directly into the check itself this time so it can’t get silently lost again. Third, comparing raw bone positions across an animated sequence turned out to be the wrong check entirely, since a position-based re-solve is supposed to compensate for the current pose’s rotation by design, not match it exactly. Redefined what the check actually verifies, and caught a related bug along the way: an assigned animation silently overrides a rest-pose snapshot unless that animation gets explicitly muted first. Landed with fifteen new tests, the full suite green, and every number comfortably inside its bar except one, a single rig type’s re-sculpt accuracy sits just barely over target, left as the next rough edge....
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1792468202.9250567
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1793332202.9250567
|
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2741
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Beginners guide to developing a robot by @chloeell Beginners guide to developing a robot by @chloeellithorpe | Stardance...
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chloeellithorpe
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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: Beginners guide to developing a robot by @c Title: Beginners guide to developing a robot by @chloeellithorpe | Stardance...
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1792727403.7346723
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1793332203.7346723
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42035
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mallory's art site by @mallory22 | Stardance
|
mallory22
|
1
|
7.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T04:19:50Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey! I made a personal website to host my artwork portfolio and commisions. I am proud of how the layout turned out and the sound effects because I don’t have as much experience in these areas! It was difficult to get the cat click mechanic working correctly and make sure the layout didnt completely break on mobile, but i pushed through. I then went through the whole process of getting and connecting my code to a domain, and finally, here we are! I hope you like it :D", "repo": "https://github.com/mallory22/Twenty-Two-Art", "demo": "https://mallory22.com/"}]...
|
[{"post_id": 46694, "ts": "202 [{"post_id": 46694, "ts": "2026-08-14T04:11:01Z", "hours": 5.0942, "text": "Art site update!! Site is pretty much finished, i created all the pages and even connected it to a domain! Ive had a lot of fun creating this, I implemented some cool feautures like how the cat meows when you click it and there are various sound effects + a light and dark mode. It cuurrently includes a home page, portfolio page, commisions page, and an about me page :)"}, {"post_id": 43677, "ts": "2026-08-09T02:32:11Z", "hours": 2.2622, "text": "Progress for my art site! I have been making a website without much experience to host my art portfolio and commisions. So far, I have created the whole design layout and started building. I have set up some simple styling, layout, etc.!"}]...
|
Title: mallory's art site by @mallory22 | Star Title: mallory's art site by @mallory22 | Stardance
Devlogs:
Progress for my art site! I have been making a website without much experience to host my art portfolio and commisions. So far, I have created the whole design layout and started building. I have set up some simple styling, layout, etc.!
Art site update!! Site is pretty much finished, i created all the pages and even connected it to a domain! Ive had a lot of fun creating this, I implemented some cool feautures like how the cat meows when you click it and there are various sound effects + a light and dark mode. It cuurrently includes a home page, portfolio page, commisions page, and an about me page :)
Ships:
Hey! I made a personal website to host my artwork portfolio and commisions. I am proud of how the layout turned out and the sound effects because I don’t have as much experience in these areas! It was difficult to get the cat click mechanic working correctly and make sure the layout didnt completely break on mobile, but i pushed through. I then went through the whole process of getting and connecting my code to a domain, and finally, here we are! I hope you like it :D...
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1793245803.8489404
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1793332203.8489404
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10130
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Guided "Rocket" by @danikraft | Stardance
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danikraft
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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: Guided "Rocket" by @danikraft | Sta Title: Guided "Rocket" by @danikraft | Stardance...
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1792727404.60062
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1793332204.60062
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23229
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My very own WebOS by @Dairon | Stardance
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Dairon
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0
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0.0
|
0
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[]
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[]
|
Title: My very own WebOS by @Dairon | Stardance
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1792727405.4388666
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1793332205.4388666
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13930
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A custom WebOS by @Never_Mind52 | Stardance
|
Never_Mind52
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1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T06:18:35Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my first attempt at coding in HTML, and this introductory mission on making a custom WebOS was very helpful. With the help of the guide, I was able to quickly grasp how HTML code worked, and I am looking forward to making more projects int he future.", "repo": "https://github.com/NeverMind51/CustomOS", "demo": "https://github.com/NeverMind51/CustomOS.git"}]...
|
[{"post_id": 7916, "ts": "2026 [{"post_id": 7916, "ts": "2026-06-13T06:14:34Z", "hours": 0.4067, "text": "A custom WebOS There were a few bugs in my script, that, although did not create many noticeable differences, needed to be fixed, so I did that. And now I think it looks about finished…"}, {"post_id": 6785, "ts": "2026-06-11T11:23:25Z", "hours": 1.0458, "text": "A Custom WebOS I finished it off from last time, as my first coding project using VScode."}, {"post_id": 6056, "ts": "2026-06-10T05:29:51Z", "hours": 1.0375, "text": "A Custom WebOS"}]...
|
Title: A custom WebOS by @Never_Mind52 | Stardance Title: A custom WebOS by @Never_Mind52 | Stardance
Devlogs:
A Custom WebOS
A Custom WebOS I finished it off from last time, as my first coding project using VScode.
A custom WebOS There were a few bugs in my script, that, although did not create many noticeable differences, needed to be fixed, so I did that. And now I think it looks about finished…
Ships:
This is my first attempt at coding in HTML, and this introductory mission on making a custom WebOS was very helpful. With the help of the guide, I was able to quickly grasp how HTML code worked, and I am looking forward to making more projects int he future....
|
1793245809.8546457
|
1793332209.8546457
|
|
8910
|
My awesome macropad! by @ArthurLoch | Stardance
|
ArthurLoch
|
0
|
0.0
|
0
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[]
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[]
|
Title: My awesome macropad! by @ArthurLoch | Stard Title: My awesome macropad! by @ArthurLoch | Stardance...
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1792727411.5596154
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1793332211.5596154
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58437
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MyNewTab by @UmarFarooq | Stardance
|
UmarFarooq
|
2
|
7.0
|
5
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T17:08:48Z", "hours": 5.0, "multiplier": 1.97, "payout": 5, "blessing": "neutral", "text": "I have built a clean, responsive custom new tab browser page. Features: NASA’s Astronomy Picture of the Day as a background image. Enter URL or search on google. Glassmorphism applied to the elements. Formatted date and time displayed at the top-left corner. Quote of famous personalities in the top-right corner. Multiple search engines available Add, edit and delete shortcuts. Added ambience mixer with many sounds for relaxation.", "repo": "https://codeberg.org/umarfarooq/my-new-tab", "demo": "https://my-new-tab.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-05T10:32:06Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a custom new tab which features a search bar where you can enter url or search on google. Write your query in the search box and press enter to explore the internet. Plus, formatted time and date is shown at the top-left corner.", "repo": "https://codeberg.org/umarfarooq/my-new-tab", "demo": "https://my-new-tab.vercel.app/"}]...
|
[{"post_id": 63046, "ts": "202 [{"post_id": 63046, "ts": "2026-09-06T16:51:31Z", "hours": 0.9269, "text": "Welcome to MyNewTab, in this update, I’ve added an ambient sound mixer with many sounds for relaxation."}, {"post_id": 62912, "ts": "2026-09-06T13:28:30Z", "hours": 2.0456, "text": "Added shortcuts section. You can add, edit and delete shortcuts."}, {"post_id": 62829, "ts": "2026-09-06T11:08:00Z", "hours": 0.5539, "text": "Welcome to new devlog of MyNewTab. I’ve added support for multiple search engines. Click on the name of any search engine to change it. It is stored in localstorage."}, {"post_id": 62371, "ts": "2026-09-05T18:17:48Z", "hours": 1.0825, "text": "Welcome to new devlog of MyNewTab. I’ve added a quote card that fetches quotes of famous personalities from dummyjson.com and displays them beautifully using cursive font. Plus, I have also implemented cache checking for the background image so my app does not have to fetch it everytime user reloads the page."}, {"post_id": 62082, "ts": "2026-09-05T10:17:41Z", "hours": 1.2164, "text": "Added time and date card at the top-left corner. The format for time is HH:MM + AM/PM . While the format for date is Day, Month Date ."}, {"post_id": 61986, "ts": "2026-09-05T05:55:48Z", "hours": 0.72, "text": "Setup vite project and added NASA APOD as background image on my new tab. Plus, the input box is working now, you can add url or search on Google. the next step is to built shortcuts section."}]...
|
Title: MyNewTab by @UmarFarooq | Stardance
Devlog Title: MyNewTab by @UmarFarooq | Stardance
Devlogs:
Setup vite project and added NASA APOD as background image on my new tab. Plus, the input box is working now, you can add url or search on Google. the next step is to built shortcuts section.
Added time and date card at the top-left corner. The format for time is HH:MM + AM/PM . While the format for date is Day, Month Date .
Welcome to new devlog of MyNewTab. I’ve added a quote card that fetches quotes of famous personalities from dummyjson.com and displays them beautifully using cursive font. Plus, I have also implemented cache checking for the background image so my app does not have to fetch it everytime user reloads the page.
Welcome to new devlog of MyNewTab. I’ve added support for multiple search engines. Click on the name of any search engine to change it. It is stored in localstorage.
Added shortcuts section. You can add, edit and delete shortcuts.
Welcome to MyNewTab, in this update, I’ve added an ambient sound mixer with many sounds for relaxation.
Ships:
I built a custom new tab which features a search bar where you can enter url or search on google. Write your query in the search box and press enter to explore the internet. Plus, formatted time and date is shown at the top-left corner.
I have built a clean, responsive custom new tab browser page. Features: NASA’s Astronomy Picture of the Day as a background image. Enter URL or search on google. Glassmorphism applied to the elements. Formatted date and time displayed at the top-left corner. Quote of famous personalities in the top-right corner. Multiple search engines available Add, edit and delete shortcuts. Added ambience mixer with many sounds for relaxation....
|
1793245812.5622087
|
1793332212.5622087
|
|
9934
|
My awesome macropad! by @oliverheadley | Stardance
|
oliverheadley
|
0
|
0.0
|
0
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[]
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[]
|
Title: My awesome macropad! by @oliverheadley | St Title: My awesome macropad! by @oliverheadley | Stardance...
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1792727413.3254335
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1793332213.3254335
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33868
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qoutr by @tester529 | Stardance
|
tester529
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0
|
0.29
|
0
|
[]
|
[{"post_id": 27202, "ts": "202 [{"post_id": 27202, "ts": "2026-07-12T15:27:27Z", "hours": 0.295, "text": "working on qoute object and qoute widget"}]...
|
Title: qoutr by @tester529 | Stardance
Devlogs:
w Title: qoutr by @tester529 | Stardance
Devlogs:
working on qoute object and qoute widget...
|
1792727414.174391
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1793332214.174391
|
|
8478
|
A Website with Cards by @sofiayzy | Stardance
|
sofiayzy
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0
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0.0
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0
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[]
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[]
|
Title: A Website with Cards by @sofiayzy | Stardan Title: A Website with Cards by @sofiayzy | Stardance...
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1792727415.026382
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1793332215.026382
|
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5314
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Untitled by @aethern1k4 | Stardance
|
aethern1k4
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @aethern1k4 | Stardance
|
1792727415.8748486
|
1793332215.8748486
|
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4970
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Untitled project by @gargi_ipad | Stardance
|
gargi_ipad
|
0
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0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @gargi_ipad | Stardance
|
1792727416.7074313
|
1793332216.7074313
|
|
20517
|
My very own WebOS by @jaydenxun | Stardance
|
jaydenxun
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @jaydenxun | Stardance
|
1792727417.5485501
|
1793332217.5485501
|
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21196
|
My very own WebOS by @endr0pies | Stardance
|
endr0pies
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @endr0pies | Stardance
|
1792727418.4014297
|
1793332218.4014297
|
|
10881
|
wheel stand by @rizvifalak216 | Stardance
|
rizvifalak216
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T18:17:54Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ohkayyy so i have made a wheel stand holder which will look cool and yeah it was my first time 3d modeling something and using fusion it was so tough and also having so much academic right now it was tough FOR ME ofcourse", "repo": "https://github.com/falakrizvii/stardance-project-", "demo": ""}]...
|
[{"post_id": 31336, "ts": "202 [{"post_id": 31336, "ts": "2026-07-19T17:20:07Z", "hours": 1.2128, "text": "finally i have completed it all and tried to put all the parts together the representation looks worse but believe me it will turn out good"}, {"post_id": 27082, "ts": "2026-07-12T10:05:48Z", "hours": 2.7325, "text": "today i fixed the appearance of all the parts next time and all of them are now finalised only part assembly is left"}, {"post_id": 15546, "ts": "2026-06-25T08:36:18Z", "hours": 1.6167, "text": "up to finish the wheel which is supposed to be fixed on the bar and will also spin have to use coil instead of threads which absolutely sucks and also having issues in applying the coil internally on the wheel as the offset is being quit thin which is making the coil to get on the outside have to fix it"}, {"post_id": 14999, "ts": "2026-06-24T11:36:48Z", "hours": 2.345, "text": "finally completed the rod which will hold the wheel and fix it to the base ,also figured out how the wheel will be fixed via threads and will also rotate after opening the threads without being disconnected from the whole bar, base thing"}, {"post_id": 5457, "ts": "2026-06-09T07:47:41Z", "hours": 1.8014, "text": "the base is completed now iam working on the bar on which the wheel will be stuck and its stopper. btw its my first time doing cad and using fusion 360, so i deff have gemini on my side for concepts and random error iam unable to solve ."}, {"post_id": 4776, "ts": "2026-06-08T08:25:06Z", "hours": 2.3117, "text": "this is a phone case wheel holder right now iam working on its base ."}]...
|
Title: wheel stand by @rizvifalak216 | Stardance
Title: wheel stand by @rizvifalak216 | Stardance
Devlogs:
this is a phone case wheel holder right now iam working on its base .
the base is completed now iam working on the bar on which the wheel will be stuck and its stopper. btw its my first time doing cad and using fusion 360, so i deff have gemini on my side for concepts and random error iam unable to solve .
finally completed the rod which will hold the wheel and fix it to the base ,also figured out how the wheel will be fixed via threads and will also rotate after opening the threads without being disconnected from the whole bar, base thing
up to finish the wheel which is supposed to be fixed on the bar and will also spin have to use coil instead of threads which absolutely sucks and also having issues in applying the coil internally on the wheel as the offset is being quit thin which is making the coil to get on the outside have to fix it
today i fixed the appearance of all the parts next time and all of them are now finalised only part assembly is left
finally i have completed it all and tried to put all the parts together the representation looks worse but believe me it will turn out good
Ships:
ohkayyy so i have made a wheel stand holder which will look cool and yeah it was my first time 3d modeling something and using fusion it was so tough and also having so much academic right now it was tough FOR ME ofcourse...
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