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55508
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Bento YSWS Website by @JacobNavaratne | Stardance
|
JacobNavaratne
|
1
|
3.0
|
18
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T16:23:13Z", "hours": 3.0, "multiplier": 5.19, "payout": 18, "blessing": "neutral", "text": "WELCOME TO BENTO YSWS WEBSITE! This is a YSWS website for Hack Club Bento. It is a static website co-created with @freddie , sponsored by the Clubs Team. The website has a logo, designed using the anchor guide, sadly not recorded with lapse, so no time was logged there. The website includes a main page, explaining the different requirements, the prizes and the bonuses. It also has a leaders zone for leaders to get access to our presentation (WIP), and our guide document. To explain certain features not tracked inside of this star dance project - @freddie implemented the following: adjustments to the leaders zone page, which copies over the original requirements page and prizes there, with adjustments made to the main page updated sections on the main site for different prizes for individuals, notes on separated requirements between clubs and individuals etc etc the /submit system using ferry was fully implemented by Freddie the countdown system on the main page You can see most of what I did based off the commit history, shared across the team. FYI - the example area is not completed yet, we do know this. And while you are at it - go join #bento!!!", "repo": "https://github.com/hackclub/bento", "demo": "https://bento.hackclub.com/"}]...
|
[{"post_id": 63118, "ts": "202 [{"post_id": 63118, "ts": "2026-09-06T18:58:58Z", "hours": 0.5544, "text": "Leaders Zone - v1! So I created a version of the leaders zone very quickly for a quick version mockup! My session started off with taking the style.css of the home page, duplicating it to leaders.css and examples.css - and adding 2 tags to leader-zone.html and example.html to make them have fancy coming soon pages! Once I committed that, I got to work, and copied over the #top section of the main page to leaders! I set the height of the top section to 50vh, then moved the logo, removed the slack link, deleted two buttons, edited the button to be a return to home page, moved the button, edited the text and the sizing of the text to be more fitting for a leaders zone, and tested it all! Once saved, I created a new section from scratch, but used the existing css #requirements, because I copied over the CSS file - remember! This is fine, but way too big so that will be something to fix next time! I then went over to https://vibes.hackclub.com/ to get some inspiration on what a leaders zone page should have, then created two div sections, which I think were called ‘leaders-content’ (note to self - need to style those in the future), added some basic text, then another bit for our presentation, and copied over the button. With this button I had immense pain, because I forgot an = sign…… But its fixed and currently just opens https://canva.com/ because I haven’t made the guide yet….. I added some paragraph text and thats it!"}, {"post_id": 56727, "ts": "2026-08-28T16:28:27Z", "hours": 2.8744, "text": "v1 - So finally we have v1 of the Bento YSWS website! I created the pages, with some gradients to split the site up into different sections! After scrolling down you see all the different pieces of info, the main requirements, the bonus things you can do and a basic FAQ! It has credits to our sponsor, Jared, and the other organiser, Freddie! I also made the logo using the guide from anchor.hackclub.com and got some feedback from others, like making the flag be able to move (this was an AI implemented feature). I also added a blank leaders zone page, and a button to open the clubs platform workshop page. There is another ‘disabled’ button for individuals submitting their projects - but we are not live yet, so that is why it is disabled. For things @freddie implemented - he cleaned up some wording, added more ‘checklists’ to help Hack Clubbers go through the process of signing up to the workshop as a leader, or member or even as an individuals. He also added the basic HTML head, and a ‘coming soon’ part to the leaders zone! Not only this, he adjusted some of the FAQ and added a link to our slack channel. The reason I am noting what @freddie has done - is so that reviewers can distinguish between the changes / parts that I have made, and changes that Freddie have made. Quick Fire round: Links to users on slack in the footer, checklists to help hack clubbers create their projects, a font from google fonts (pretty cool font if you ask me), icons styled for different sections of the site, no javascript. FYI - the screenshots attached are of the site BEFORE Freddie’s changes."}]...
|
Title: Bento YSWS Website by @JacobNavaratne | Sta Title: Bento YSWS Website by @JacobNavaratne | Stardance
Devlogs:
v1 - So finally we have v1 of the Bento YSWS website! I created the pages, with some gradients to split the site up into different sections! After scrolling down you see all the different pieces of info, the main requirements, the bonus things you can do and a basic FAQ! It has credits to our sponsor, Jared, and the other organiser, Freddie! I also made the logo using the guide from anchor.hackclub.com and got some feedback from others, like making the flag be able to move (this was an AI implemented feature). I also added a blank leaders zone page, and a button to open the clubs platform workshop page. There is another ‘disabled’ button for individuals submitting their projects - but we are not live yet, so that is why it is disabled. For things @freddie implemented - he cleaned up some wording, added more ‘checklists’ to help Hack Clubbers go through the process of signing up to the workshop as a leader, or member or even as an individuals. He also added the basic HTML head, and a ‘coming soon’ part to the leaders zone! Not only this, he adjusted some of the FAQ and added a link to our slack channel. The reason I am noting what @freddie has done - is so that reviewers can distinguish between the changes / parts that I have made, and changes that Freddie have made. Quick Fire round: Links to users on slack in the footer, checklists to help hack clubbers create their projects, a font from google fonts (pretty cool font if you ask me), icons styled for different sections of the site, no javascript. FYI - the screenshots attached are of the site BEFORE Freddie’s changes.
Leaders Zone - v1! So I created a version of the leaders zone very quickly for a quick version mockup! My session started off with taking the style.css of the home page, duplicating it to leaders.css and examples.css - and adding 2 tags to leader-zone.html and example.html to make them have fancy coming soon pages! Once I committed that, I got to work, and copied over the #top section of the main page to leaders! I set the height of the top section to 50vh, then moved the logo, removed the slack link, deleted two buttons, edited the button to be a return to home page, moved the button, edited the text and the sizing of the text to be more fitting for a leaders zone, and tested it all! Once saved, I created a new section from scratch, but used the existing css #requirements, because I copied over the CSS file - remember! This is fine, but way too big so that will be something to fix next time! I then went over to https://vibes.hackclub.com/ to get some inspiration on what a leaders zone page should have, then created two div sections, which I think were called ‘leaders-content’ (note to self - need to style those in the future), added some basic text, then another bit for our presentation, and copied over the button. With this button I had immense pain, because I forgot an = sign…… But its fixed and currently just opens https://canva.com/ because I haven’t made the guide yet….. I added some paragraph text and thats it!
Ships:
WELCOME TO BENTO YSWS WEBSITE! This is a YSWS website for Hack Club Bento. It is a static website co-created with @freddie , sponsored by the Clubs Team. The website has a logo, designed using the anchor guide, sadly not recorded with lapse, so no time was logged there. The website includes a main page, explaining the different requirements, the prizes and the bonuses. It also has a leaders zone for leaders to get access to our presentation (WIP), and our guide document. To explain certain features not tracked inside of this star dance project - @freddie implemented the following: adjustments to the leaders zone page, which copies over the original requirements page and prizes there, with adjustments made to the main page updated sections on the main site for different prizes for individuals, notes on separated requirements between clubs and individuals etc etc the /submit system using ferry was fully implemented by Freddie the countdown system on the main page You can see most of what I did based off the commit history, shared across the team. FYI - the example area is not completed yet, we do know this. And while you are at it - go join #bento!!!...
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1793336104.1535118
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1793422504.1535118
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|
55516
|
rock paper scissors by @usmanbatman | Stardance
|
usmanbatman
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1
|
3.0
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T14:19:55Z", "hours": 3.0, "multiplier": 1.51, "payout": 4, "blessing": "neutral", "text": "makeee a terminal based rock paper scissors game so when u came back from a break its a nice way to lock in again", "repo": "https://github.com/batman990-bit/ROCK-PAPER-SCISSORS", "demo": "https://github.com/batman990-bit/ROCK-PAPER-SCISSORS/releases/tag/v1.0.0"}]...
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[{"post_id": 75198, "ts": "202 [{"post_id": 75198, "ts": "2026-09-29T13:46:01Z", "hours": 2.8411, "text": "yayyy"}]...
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Title: rock paper scissors by @usmanbatman | Stard Title: rock paper scissors by @usmanbatman | Stardance
Devlogs:
yayyy
Ships:
makeee a terminal based rock paper scissors game so when u came back from a break its a nice way to lock in again...
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1793336108.086918
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1793422508.086918
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55548
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Aplós by @Gabs | Stardance
|
Gabs
|
1
|
10.0
|
96
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T17:40:35Z", "hours": 10.0, "multiplier": 9.78, "payout": 96, "blessing": "neutral", "text": "I have decided to ship right now the brand new version of Aplós 4.0.0! It’s a complete rewrite from the old VitePress base to the new Steno base. While doing this migration, I’ve also decided to do a few visual changes, for example, creating a dynamic island, many more animations, and more modern and professional color systems. The package is now ready to install on JSR: https://jsr.io/@gabs/aplos !!", "repo": "https://github.com/aplosdev/aplos", "demo": "https://aplos.gxbs.dev"}]...
|
[{"post_id": 71854, "ts": "202 [{"post_id": 71854, "ts": "2026-09-21T17:36:17Z", "hours": 0.5839, "text": "Fixed a few small issues around the codebase to make sure it’s ready for release. Also bumped it to the newer version of Steno from 0.12 to 0.13; along side other dependency packages."}, {"post_id": 66507, "ts": "2026-09-12T10:46:47Z", "hours": 9.2353, "text": "Redesigned and ported to Steno! As mentioned, initially, Aplos was a theme for VitePress. For a while, I wanted to port it to my personal SSG, Steno. While doing so, I’ve made significant changes to the design, making it much more “modern” and featuring a dynamic navigation island, as seen. I’ve also worked on several animations for the island, so I hope it looks nice!!"}]...
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Title: Aplós by @Gabs | Stardance
Devlogs:
Redesi Title: Aplós by @Gabs | Stardance
Devlogs:
Redesigned and ported to Steno! As mentioned, initially, Aplos was a theme for VitePress. For a while, I wanted to port it to my personal SSG, Steno. While doing so, I’ve made significant changes to the design, making it much more “modern” and featuring a dynamic navigation island, as seen. I’ve also worked on several animations for the island, so I hope it looks nice!!
Fixed a few small issues around the codebase to make sure it’s ready for release. Also bumped it to the newer version of Steno from 0.12 to 0.13; along side other dependency packages.
Ships:
I have decided to ship right now the brand new version of Aplós 4.0.0! It’s a complete rewrite from the old VitePress base to the new Steno base. While doing this migration, I’ve also decided to do a few visual changes, for example, creating a dynamic island, many more animations, and more modern and professional color systems. The package is now ready to install on JSR: https://jsr.io/@gabs/aplos !!...
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1793336111.0965595
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1793422511.0965595
|
|
45561
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Zig-Vulkan-Renderer by @DragonDev22 | Stardance
|
DragonDev22
|
1
|
18.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T00:08:31Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A Vulkan renderer in zig. It renders a coloured triangle, and it has some issues on linux mint for some reason.", "repo": "https://codeberg.org/DragonDev22/AIF-vk-renderer", "demo": "https://codeberg.org/DragonDev22/AIF-vk-renderer/releases/tag/v0.0.1-dev"}]...
|
[{"post_id": 77520, "ts": "202 [{"post_id": 77520, "ts": "2026-10-07T09:47:41Z", "hours": 10.7964, "text": "The almighty triangle of doom, death, and destruction. This has certainly taken a while! This was so much effort to this point, and it isn’t perfect, as I get some weird glitches on my system, which doesn’t occur with existing examples. I’ll definitely look to fix them, but I achieved my goal, and this will be improved some other time."}, {"post_id": 43241, "ts": "2026-08-08T12:09:16Z", "hours": 7.1583, "text": "Finally got not only windowing (with glfw) working, but also managed to set up screen colour clearing in just under 100 lines!"}]...
|
Title: Zig-Vulkan-Renderer by @DragonDev22 | Stard Title: Zig-Vulkan-Renderer by @DragonDev22 | Stardance
Devlogs:
Finally got not only windowing (with glfw) working, but also managed to set up screen colour clearing in just under 100 lines!
The almighty triangle of doom, death, and destruction. This has certainly taken a while! This was so much effort to this point, and it isn’t perfect, as I get some weird glitches on my system, which doesn’t occur with existing examples. I’ll definitely look to fix them, but I achieved my goal, and this will be improved some other time.
Ships:
A Vulkan renderer in zig. It renders a coloured triangle, and it has some issues on linux mint for some reason....
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1793336113.2424083
|
1793422513.2424083
|
|
38495
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Habit Tracker by @FusionLord | Stardance
|
FusionLord
|
1
|
98.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T20:25:18Z", "hours": 98.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a tool to help people track their habits while keeping it all local so no one else sees your data! I learnt a lot of java and css in this project and mostly had difficulty with the storage system, still quite proud of it though. To test it just use github pages unless you also want to try downloading it to use the html. Have fun :)", "repo": "https://github.com/Fusion-4/Habit-Tracker", "demo": "https://fusion-4.github.io/Habit-Tracker/"}]...
|
[{"post_id": 63828, "ts": "202 [{"post_id": 63828, "ts": "2026-09-07T20:02:54Z", "hours": 4.3703, "text": "Devlog 12- Everything works now! All of the features are officially working on github pages! To recap some of the latest features, you can add a custom background and change transparency, duplicate habit warning, and multiple pages for your habits."}, {"post_id": 63607, "ts": "2026-09-07T15:13:27Z", "hours": 9.4539, "text": "Devlog 11 - I will start tweaking This was meant to be my final devlog-> I fixed a lot of the problems but apparently a lot of the buttons are broken now :/ Hopefully done next update."}, {"post_id": 54881, "ts": "2026-08-26T02:54:32Z", "hours": 10.1897, "text": "Day 8! (I’m procrastinating a lot) Today I finished up the UI transformation so now it can have a custom background and change the opacity of the blocks. (For some reason github pages won’t load the settings ui so for now I’m using live server.) There are a few problems like text clipping into each other which will be fixed next devlog. I also want to fix the calendar date scaling and make it so habit has about 3 it shows and you can click through to see them all without increasing vertical space."}, {"post_id": 49296, "ts": "2026-08-18T01:07:37Z", "hours": 10.2206, "text": "Day 7! (I spent like 2 days on this) I broke the css into multiple parts and made the layout for desktop look much cleaner, now its wider so you don’t have to scroll for 3 years just to find your statistics. I also still need to remove a few things but otherwise this is pretty good. I want to spend the next day making the UI look a little better. I also want to make a separate settings UI so its cleaner overall."}, {"post_id": 44377, "ts": "2026-08-10T02:52:06Z", "hours": 9.9719, "text": "Day 6! I finally finished breaking down the Javascript! Now a lot of features work, such as a bunch of statistics, leaderboard, calendar, and a basic dashboard. I am pretty proud of the storage system I added so you can export and import your data. I don’t know if syncing is possible, if it is I will attempt to add it. I don’t like the fact that I need to scroll (at least on desktop). I plan to fix this but still thing about a good layout. I added a loading screen but its super useless so I will get rid of it. I added a super lazy fix to the css so I need to fix that tmrw."}, {"post_id": 41014, "ts": "2026-08-04T22:12:31Z", "hours": 9.4019, "text": "Day 5 - My javascript is 100% broken I wanted to make this devlog not only to log my hours but explain why I spent 9 hours and am still having problems. I’ve spent some time recoding the project because there were a lot of issues with how I was coding before (aka writing a bunch of code that just didn’t work). I have been working on making the code cleaner and when trying it my Javascript is broken. More and more reasons to break my javascript into multiple files -> Doing that next, hopefully its easy 😭 As you can see its pretty cooked."}, {"post_id": 36161, "ts": "2026-07-28T02:18:57Z", "hours": 9.8558, "text": "… I realized that I cut out half of the code… (I will be back in a few minutes!)"}, {"post_id": 35573, "ts": "2026-07-27T03:22:30Z", "hours": 2.4319, "text": "Day 4 - Part 2! Finally fixed the bug and changed the UI a little more, still feels a little off though. I added a lot of Qol features such as renaming, favoriting, notes, categories, search bar, and a progress bar. You can also now see when you last did the task/habit."}, {"post_id": 35522, "ts": "2026-07-27T00:31:51Z", "hours": 10.0864, "text": "Day 4 of Habit Tracker! Well…. somehow after 10+ hours of coding I didn’t find the bug until now. I spent the whole time adding Qol features but I will fix the bug first before explaining the added features."}, {"post_id": 34954, "ts": "2026-07-26T02:23:37Z", "hours": 10.0533, "text": "Day 3 of Habit Tracker! Today I worked on adding a bunch of UI resizing formats so the phone section now works without squishing the UI. I added a history and daily completion system so now the overall experience is better. I’m thinking of a UI update in the future to make this look more cozy!"}, {"post_id": 34394, "ts": "2026-07-25T02:30:19Z", "hours": 8.3817, "text": "Day 2 of this Project! Today I rebuilt much of the Habit Tracker to create a cleaner foundation for future updates. I redesigned the interface, separated the HTML, CSS, and JavaScript into their own files, and rebuilt the habit system for adding, deleting, and saving habits with Local Storage. This now works on phones and linux but I do want to tweak the theme a little more. I also want to fix the phone support because everything looks a little squished right now. I spent a whole hour trying to get github pages to update after this."}, {"post_id": 33783, "ts": "2026-07-23T23:43:17Z", "hours": 3.9014, "text": "Started the project today! Habit tracker should explain itself, but here is a quick one-liner. - A simple web app for tracking daily habits and building consistent routines. I spent a while making this work and I have a simple GUI built, nothing crazy. As of now you can switch between dark and light mode and add or delete tasks. I also got the system to save data working! A few problems are the emojis and font size not rendering properly on linux, and the java not working on phones. (Will be working on these problems tomorrow) I spent 2 hours after this trying to figure out how to make a commit."}]...
|
Title: Habit Tracker by @FusionLord | Stardance
D Title: Habit Tracker by @FusionLord | Stardance
Devlogs:
Started the project today! Habit tracker should explain itself, but here is a quick one-liner. - A simple web app for tracking daily habits and building consistent routines. I spent a while making this work and I have a simple GUI built, nothing crazy. As of now you can switch between dark and light mode and add or delete tasks. I also got the system to save data working! A few problems are the emojis and font size not rendering properly on linux, and the java not working on phones. (Will be working on these problems tomorrow) I spent 2 hours after this trying to figure out how to make a commit.
Day 2 of this Project! Today I rebuilt much of the Habit Tracker to create a cleaner foundation for future updates. I redesigned the interface, separated the HTML, CSS, and JavaScript into their own files, and rebuilt the habit system for adding, deleting, and saving habits with Local Storage. This now works on phones and linux but I do want to tweak the theme a little more. I also want to fix the phone support because everything looks a little squished right now. I spent a whole hour trying to get github pages to update after this.
Day 3 of Habit Tracker! Today I worked on adding a bunch of UI resizing formats so the phone section now works without squishing the UI. I added a history and daily completion system so now the overall experience is better. I’m thinking of a UI update in the future to make this look more cozy!
Day 4 of Habit Tracker! Well…. somehow after 10+ hours of coding I didn’t find the bug until now. I spent the whole time adding Qol features but I will fix the bug first before explaining the added features.
Day 4 - Part 2! Finally fixed the bug and changed the UI a little more, still feels a little off though. I added a lot of Qol features such as renaming, favoriting, notes, categories, search bar, and a progress bar. You can also now see when you last did the task/habit.
… I realized that I cut out half of the code… (I will be back in a few minutes!)
Day 5 - My javascript is 100% broken I wanted to make this devlog not only to log my hours but explain why I spent 9 hours and am still having problems. I’ve spent some time recoding the project because there were a lot of issues with how I was coding before (aka writing a bunch of code that just didn’t work). I have been working on making the code cleaner and when trying it my Javascript is broken. More and more reasons to break my javascript into multiple files -> Doing that next, hopefully its easy 😭 As you can see its pretty cooked.
Day 6! I finally finished breaking down the Javascript! Now a lot of features work, such as a bunch of statistics, leaderboard, calendar, and a basic dashboard. I am pretty proud of the storage system I added so you can export and import your data. I don’t know if syncing is possible, if it is I will attempt to add it. I don’t like the fact that I need to scroll (at least on desktop). I plan to fix this but still thing about a good layout. I added a loading screen but its super useless so I will get rid of it. I added a super lazy fix to the css so I need to fix that tmrw.
Day 7! (I spent like 2 days on this) I broke the css into multiple parts and made the layout for desktop look much cleaner, now its wider so you don’t have to scroll for 3 years just to find your statistics. I also still need to remove a few things but otherwise this is pretty good. I want to spend the next day making the UI look a little better. I also want to make a separate settings UI so its cleaner overall.
Day 8! (I’m procrastinating a lot) Today I finished up the UI transformation so now it can have a custom background and change the opacity of the blocks. (For some reason github pages won’t load the settings ui so for now I’m using live server.) There are a few problems like text clipping into each other which will be fixed next devlog. I also want to fix the calendar date scaling and make it so habit has about 3 it shows and you can click through to see them all without increasing vertical space.
Devlog 11 - I will start tweaking This was meant to be my final devlog-> I fixed a lot of the problems but apparently a lot of the buttons are broken now :/ Hopefully done next update.
Devlog 12- Everything works now! All of the features are officially working on github pages! To recap some of the latest features, you can add a custom background and change transparency, duplicate habit warning, and multiple pages for your habits.
Ships:
I made a tool to help people track their habits while keeping it all local so no one else sees your data! I learnt a lot of java and css in this project and mostly had difficulty with the storage system, still quite proud of it though. To test it just use github pages unless you also want to try downloading it to use the html. Have fun :)...
|
1793336114.4487262
|
1793422514.4487262
|
|
42229
|
Storm Glide by @thenetheritedog | Stardance
|
thenetheritedog
|
1
|
69.0
|
430
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T01:20:17Z", "hours": 69.0, "multiplier": 6.27, "payout": 430, "blessing": "neutral", "text": "Storm glide is a 3D action platformer where you are gliding down a stormy mountain. In order to do you must use the caves meaning you must keep your glider intact and avoid the obstacles. Holding onto the glider will cause it to fall faster meaning you have to manage how long you stay on it. Your able to grapple and wall run for extra help. You can test it in the Itch.io page on your web, however it needs a PC to run with keyboard and mouse. The struggles of creation were just as expected with how games are made and were in the beginning mostly physics related. They were fixed through trial and error or just left out of the final game. Originally the glider would of had mechanics where you go glide and then soar by pulling back up which never made it to the final game. The models were relatively easy to make however the first design of the character was a cat. Also I had major issues with making the music so it ended up not being the best. I am proud of the renders. Apparently they reminded people so much of the PS1 that a bad edit of one render on a PS1 disc holder was enough for people to think it was real. Even if sent into an art channel. I am also proud of the controls and how fun it was even though it took so long to get the levels right. I don’t know much about how to ship these games to be honest, I have turned in 1 other project and it got lower results due to lack of dev logging and history so hopefully the read me and other stuff is good enough for this.", "repo": "https://github.com/thenetheritedog/StarDance-Platformer", "demo": "https://netheritedog.itch.io/storm-glide"}]...
|
[{"post_id": 74700, "ts": "202 [{"post_id": 74700, "ts": "2026-09-28T01:09:28Z", "hours": 7.1181, "text": "It has been completed the and is on Itch.io We have added decorations and a win screen. Everything that was used for debugging is removed. The game is able to be played on web and everything is now over. It is all done"}, {"post_id": 70437, "ts": "2026-09-19T05:59:06Z", "hours": 8.6503, "text": "Levels are made I honestly forgot to track unity time so it’s a lot more time then actually logged. Ok first of all we have a win screen added and a new glider model, next we have a lock on indicator for your grapple. Bugs: Physics bugs exist and make me mad Potential solutions: Remove rotating player model on sloped surfaces. limit slopes. ignore it. I am probably going to finish it this weekend as I just want the CPU grant at this point. Also I did a lot of shader testing and this was the best i could do"}, {"post_id": 48682, "ts": "2026-08-17T05:53:35Z", "hours": 4.5081, "text": "NEW LEVELS, now when you reach the end of a level with your glider you win the level. This is done by just deleting the level and finding the level with the next number in the resources.load. I feel as if I am another 10-20 hours away from finishing this as I still need more levels. Better visuals for said levels. Title screen and maybe some simple 90s CGI animations. A new PS1 filter . And maybe a wind mechanic? I’ll keep you all updated on this. Also there is a release to test this"}, {"post_id": 46569, "ts": "2026-08-13T21:54:55Z", "hours": 8.1131, "text": "Storm Glide has a new banner and new levels are in the works. Also a CGI character built for renders is made using high subdivision counts, procedural texturing, procedural effects and a rendering system that is low intensive to really recreate that 90s CGI look"}, {"post_id": 44879, "ts": "2026-08-10T22:25:28Z", "hours": 6.7169, "text": "While I did not finish the cave like I said I would I did make a prerelease build available now and add a pause menu. I will either make a title screen next or the cave. Please check it out I want play testers, however it does not work on the web. I just realized the pause menu is broken so I’ll fix that too"}, {"post_id": 43811, "ts": "2026-08-09T07:38:03Z", "hours": 6.8208, "text": "It took me a while but I finished the animations and had to fight unity about the way the animations were shown however it is done. For some reason Unity instead of making forward for the animation what I said in the modeling program just made up forward based on the hip rotation? So I fixed that by changing import settings. Model is based off a paraglider I thought of in my head and the animations show that. I was going to make a glider animation but the grapple animation already fits with it so I might not. Slight CRT filter added will refine, stone texture as place holder I will make a new cave for the next devlog, maybe I’ll also fix the glider. I’m tired as hell so I’m going to bed now"}, {"post_id": 43177, "ts": "2026-08-08T09:20:56Z", "hours": 4.7072, "text": "Music and Model have been actually added into the game. So in the game now you have some visuals and audio to look at besides the most basic things. Animations are not finished and should end up being finished tomorrow. The running, walking and idle are in the game though. Music is probably final unless I really hate it. Also in the video you can see spikes and the void killing you."}, {"post_id": 42451, "ts": "2026-08-07T05:40:44Z", "hours": 2.2183, "text": "Spikes, effects and speed lines have been added. A song and model are in progress I am nearing the end of the features I want to add to the game. Next I will work on the visuals and story. Story is currently you are performing a stunt where you paraglide through a storm. In order to do this you are going through caves down a mountain. I will probably refine both the model and music but for now they work. Spikes are just if you hit them it resets everything, speedlines and running smoke are both particles, speedlines just being out of view at lower FOVs which go up as you gain speed. Smoke becomes more and more the faster you go. Gliding can go through spikes (Will change but rn need for testing levels) Also I added a cat model project I was thinking of adding into the game so I got the time from it, so a half hour of this was from that."}, {"post_id": 41851, "ts": "2026-08-06T10:12:52Z", "hours": 5.1969, "text": "Glider and Grapple update. What was added Well I have added a glider that you can grapple on to, increasing the weight and falling speed of it while doing so. You also can use your speed to push it faster. The grapple also now has a normal stat that lets me set the players rotation once in it allowing for smoother wall running. Reason why it took so long I wanted some aerodynamic glider but got stuck between it being overpowered, broken, or not fun in its intended use. Game idea is now Decided You are a mountain climber needing to get down, you have a glider however due to the storm you cannot dive through normally meaning you have to go down the mountain through the caves. The deeper you go the more you unveil. Next is probably music."}, {"post_id": 40602, "ts": "2026-08-04T08:05:22Z", "hours": 5.2825, "text": "Grappling hook added, polished, terrain testing and a new obstacle course added…. also I tried fixing slopes again and they still are alright So I currently don’t know what to add next or what the main character will be, I have an old model I might be able to use that I made for a different game that I didn’t finish. I did turn it in however as part of a website so I might not be able to use it. My ideas for what next will be added is particles, character, environment and maybe some new cool ability. Issues: Wallrun acts weird on curved surfaces Slopes are still buggy Camera is a bit weird I will probably start a thread on slack about this. I don’t have a clue what to do for 3d platforming. (Maybe something involving a mountain and gliding?) Hard to keep motivation, might just deal with the weird bugs and wait to fix them. Probably will do music or art next devlog."}, {"post_id": 39329, "ts": "2026-08-02T07:37:15Z", "hours": 6.4725, "text": "Wall slide is here, slopes also have been fixed and give you a velocity boost to show you gaining speed while going down and losing speed going up. Otherwise I have a cat model made but I don’t know if imma keep it."}, {"post_id": 38469, "ts": "2026-07-31T21:10:23Z", "hours": 2.8192, "text": "Basic controls added. Character can move jump, hold jump, walk up and down slopes, turn camera and have a little bit of time after falling to jump (coyote time). Next I will probably add a sprint. fix up collision issues and make a model for the character."}]...
|
Title: Storm Glide by @thenetheritedog | Stardance Title: Storm Glide by @thenetheritedog | Stardance
Devlogs:
Basic controls added. Character can move jump, hold jump, walk up and down slopes, turn camera and have a little bit of time after falling to jump (coyote time). Next I will probably add a sprint. fix up collision issues and make a model for the character.
Wall slide is here, slopes also have been fixed and give you a velocity boost to show you gaining speed while going down and losing speed going up. Otherwise I have a cat model made but I don’t know if imma keep it.
Grappling hook added, polished, terrain testing and a new obstacle course added…. also I tried fixing slopes again and they still are alright So I currently don’t know what to add next or what the main character will be, I have an old model I might be able to use that I made for a different game that I didn’t finish. I did turn it in however as part of a website so I might not be able to use it. My ideas for what next will be added is particles, character, environment and maybe some new cool ability. Issues: Wallrun acts weird on curved surfaces Slopes are still buggy Camera is a bit weird I will probably start a thread on slack about this. I don’t have a clue what to do for 3d platforming. (Maybe something involving a mountain and gliding?) Hard to keep motivation, might just deal with the weird bugs and wait to fix them. Probably will do music or art next devlog.
Glider and Grapple update. What was added Well I have added a glider that you can grapple on to, increasing the weight and falling speed of it while doing so. You also can use your speed to push it faster. The grapple also now has a normal stat that lets me set the players rotation once in it allowing for smoother wall running. Reason why it took so long I wanted some aerodynamic glider but got stuck between it being overpowered, broken, or not fun in its intended use. Game idea is now Decided You are a mountain climber needing to get down, you have a glider however due to the storm you cannot dive through normally meaning you have to go down the mountain through the caves. The deeper you go the more you unveil. Next is probably music.
Spikes, effects and speed lines have been added. A song and model are in progress I am nearing the end of the features I want to add to the game. Next I will work on the visuals and story. Story is currently you are performing a stunt where you paraglide through a storm. In order to do this you are going through caves down a mountain. I will probably refine both the model and music but for now they work. Spikes are just if you hit them it resets everything, speedlines and running smoke are both particles, speedlines just being out of view at lower FOVs which go up as you gain speed. Smoke becomes more and more the faster you go. Gliding can go through spikes (Will change but rn need for testing levels) Also I added a cat model project I was thinking of adding into the game so I got the time from it, so a half hour of this was from that.
Music and Model have been actually added into the game. So in the game now you have some visuals and audio to look at besides the most basic things. Animations are not finished and should end up being finished tomorrow. The running, walking and idle are in the game though. Music is probably final unless I really hate it. Also in the video you can see spikes and the void killing you.
It took me a while but I finished the animations and had to fight unity about the way the animations were shown however it is done. For some reason Unity instead of making forward for the animation what I said in the modeling program just made up forward based on the hip rotation? So I fixed that by changing import settings. Model is based off a paraglider I thought of in my head and the animations show that. I was going to make a glider animation but the grapple animation already fits with it so I might not. Slight CRT filter added will refine, stone texture as place holder I will make a new cave for the next devlog, maybe I’ll also fix the glider. I’m tired as hell so I’m going to bed now
While I did not finish the cave like I said I would I did make a prerelease build available now and add a pause menu. I will either make a title screen next or the cave. Please check it out I want play testers, however it does not work on the web. I just realized the pause menu is broken so I’ll fix that too
Storm Glide has a new banner and new levels are in the works. Also a CGI character built for renders is made using high subdivision counts, procedural texturing, procedural effects and a rendering system that is low intensive to really recreate that 90s CGI look
NEW LEVELS, now when you reach the end of a level with your glider you win the level. This is done by just deleting the level and finding the level with the next number in the resources.load. I feel as if I am another 10-20 hours away from finishing this as I still need more levels. Better visuals for said levels. Title screen and maybe some simple 90s CGI animations. A new PS1 filter . And maybe a wind mechanic? I’ll keep you all updated on this. Also there is a release to test this
Levels are made I honestly forgot to track unity time so it’s a lot more time then actually logged. Ok first of all we have a win screen added and a new glider model, next we have a lock on indicator for your grapple. Bugs: Physics bugs exist and make me mad Potential solutions: Remove rotating player model on sloped surfaces. limit slopes. ignore it. I am probably going to finish it this weekend as I just want the CPU grant at this point. Also I did a lot of shader testing and this was the best i could do
It has been completed the and is on Itch.io We have added decorations and a win screen. Everything that was used for debugging is removed. The game is able to be played on web and everything is now over. It is all done
Ships:
Storm glide is a 3D action platformer where you are gliding down a stormy mountain. In order to do you must use the caves meaning you must keep your glider intact and avoid the obstacles. Holding onto the glider will cause it to fall faster meaning you have to manage how long you stay on it. Your able to grapple and wall run for extra help. You can test it in the Itch.io page on your web, however it needs a PC to run with keyboard and mouse. The struggles of creation were just as expected with how games are made and were in the beginning mostly physics related. They were fixed through trial and error or just left out of the final game. Originally the glider would of had mechanics where you go glide and then soar by pulling back up which never made it to the final game. The models were relatively easy to make however the first design of the character was a cat. Also I had major issues with making the music so it ended up not being the best. I am proud of the renders. Apparently they reminded people so much of the PS1 that a bad edit of one render on a PS1 disc holder was enough for people to think it was real. Even if sent into an art channel. I am also proud of the controls and how fun it was even though it took so long to get the levels right. I don’t know much about how to ship these games to be honest, I have turned in 1 other project and it got lower results due to lack of dev logging and history so hopefully the read me and other stuff is good enough for this....
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1793336121.2201045
|
1793422521.2201045
|
|
55569
|
Codsworth by @Coffe404 | Stardance
|
Coffe404
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T03:13:45Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a little Slack Bot created for curiosity and learning. Since this was my first time trying to run something in Nest and running it 24/7 it was difficult to me to get all of the keys and stf. I loved making this out because it gave me some ideas for JARVIS and running it from every place. That’s oll for my project! :D PD: Take a walk sir!", "repo": "https://github.com/SovietCoffe404/SlackBot-Codsworth-HC-project", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 72053, "ts": "202 [{"post_id": 72053, "ts": "2026-09-22T02:49:05Z", "hours": 0.3219, "text": "Hii! Well, this is my 1st Devlog for the Bot. This project is so fun and also it gave me an idea for my JARVIS project ;D This bot only has basic stuff but I think it’s funny Some of the functions are this : /codsworth-help /codsworth-joke /codsworth-ping /codsworth-catfact That’s all folks! Hope this isn’t my last devlog for stardance🥀🥀 Love u guys! Stay tuned"}]...
|
Title: Codsworth by @Coffe404 | Stardance
Devlogs Title: Codsworth by @Coffe404 | Stardance
Devlogs:
Hii! Well, this is my 1st Devlog for the Bot. This project is so fun and also it gave me an idea for my JARVIS project ;D This bot only has basic stuff but I think it’s funny Some of the functions are this : /codsworth-help /codsworth-joke /codsworth-ping /codsworth-catfact That’s all folks! Hope this isn’t my last devlog for stardance🥀🥀 Love u guys! Stay tuned
Ships:
This is a little Slack Bot created for curiosity and learning. Since this was my first time trying to run something in Nest and running it 24/7 it was difficult to me to get all of the keys and stf. I loved making this out because it gave me some ideas for JARVIS and running it from every place. That’s oll for my project! :D PD: Take a walk sir!...
|
1793336124.3890054
|
1793422524.3890054
|
|
55572
|
YSH OS " by @Yousuff | Stardance
|
Yousuff
|
2
|
10.0
|
3
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T17:29:52Z", "hours": 2.0, "multiplier": 2.33, "payout": 3, "blessing": "neutral", "text": "YSH WEB OS 2 - YSH Terminal - with several useful commands like whatsup and run ! ; Pulse NASA APOD web Portal ; Cool Calculator - works like a Calculator; System Settings - was important; Multiple Wallpapers!!!! ; ARC - Brower for browsing like wht else ; Notes ; and more !!!! - NEW THEMES AND WALLPAPER , AND TASK AMANGER WITH ‘FOCUS’ & ‘END’ buttons !", "repo": "https://github.com/YousufProjs-exe/YSH-OS-Web", "demo": "https://yousufprojs-exe.github.io/YSH-OS-Web/"}, {"ship_num": 2, "ts": "2026-09-22T18:14:05Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "YSH OS Web is live. Built this one from scratch with plain HTML, CSS and JavaScript. It has a desktop, draggable windows, a small YSH terminal, Notes, an in-window Google browser and a working Task Manager. Kept the UI simple and stuck to the YSH style instead of trying to make it look like another OS.", "repo": "https://github.com/YousufProjs-exe/YSH-OS-Web", "demo": "https://yousufprojs-exe.github.io/YSH-OS-Web/"}]...
|
[{"post_id": 78401, "ts": "202 [{"post_id": 78401, "ts": "2026-10-10T17:25:42Z", "hours": 2.3258, "text": "YSH WEB OS 2 - added Pulse - NASA APOD web portal , System Settings, Cool Calculator, Nice Calendar and run / open commands to YSH Terminal!"}, {"post_id": 72334, "ts": "2026-09-22T17:59:56Z", "hours": 0.5514, "text": "YSH OS - done all polish. YSH OS is ready to use ! try the special YSH inspired mini terminal and ARC inspired Browser."}, {"post_id": 72311, "ts": "2026-09-22T17:13:50Z", "hours": 1.3617, "text": "YSH OS Web — Started working on YSH OS Web today. The goal was pretty simple: make a small web OS that actually feels like YSH. Got the desktop, live clock, draggable windows, user setup, terminal, notes, browser and task manager working. Kept the UI simple and used the same space wallpaper from the YSH style. Built everything with plain HTML, CSS and JS. This took way longer than the ~3 hours I expected 💀 but WebOS 1 is finally done. Next → WebOS 2"}, {"post_id": 72272, "ts": "2026-09-22T15:42:42Z", "hours": 0.8928, "text": "Desktop is progress !"}, {"post_id": 72229, "ts": "2026-09-22T14:22:52Z", "hours": 5.5619, "text": "YSH OS - Done welcome page with welcome message , my github and YSH visit buttons and click anywhere to start!"}]...
|
Title: YSH OS " by @Yousuff | Stardance
Devlo Title: YSH OS " by @Yousuff | Stardance
Devlogs:
YSH OS - Done welcome page with welcome message , my github and YSH visit buttons and click anywhere to start!
Desktop is progress !
YSH OS Web — Started working on YSH OS Web today. The goal was pretty simple: make a small web OS that actually feels like YSH. Got the desktop, live clock, draggable windows, user setup, terminal, notes, browser and task manager working. Kept the UI simple and used the same space wallpaper from the YSH style. Built everything with plain HTML, CSS and JS. This took way longer than the ~3 hours I expected 💀 but WebOS 1 is finally done. Next → WebOS 2
YSH OS - done all polish. YSH OS is ready to use ! try the special YSH inspired mini terminal and ARC inspired Browser.
YSH WEB OS 2 - added Pulse - NASA APOD web portal , System Settings, Cool Calculator, Nice Calendar and run / open commands to YSH Terminal!
Ships:
YSH OS Web is live. Built this one from scratch with plain HTML, CSS and JavaScript. It has a desktop, draggable windows, a small YSH terminal, Notes, an in-window Google browser and a working Task Manager. Kept the UI simple and stuck to the YSH style instead of trying to make it look like another OS.
YSH WEB OS 2 - YSH Terminal - with several useful commands like whatsup and run ! ; Pulse NASA APOD web Portal ; Cool Calculator - works like a Calculator; System Settings - was important; Multiple Wallpapers!!!! ; ARC - Brower for browsing like wht else ; Notes ; and more !!!! - NEW THEMES AND WALLPAPER , AND TASK AMANGER WITH ‘FOCUS’ & ‘END’ buttons !...
|
1793336131.2950377
|
1793422531.2950377
|
|
12072
|
Personal Blog by @Silvend | Stardance
|
Silvend
|
1
|
20.0
|
274
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T01:00:27Z", "hours": 20.0, "multiplier": 13.88, "payout": 274, "blessing": "neutral", "text": "Hello! I made a personal website in order to share some of my interests and personal projects with others who might be interested. It includes information about my likes and hobbies and other things that make me “me”! The most challenging part of this project was aligning my content, specially buttons and images, using CSS. I’m really proud of how the actual CSS turned out. I liked including different color pallets per page and other decorating elements!!", "repo": "https://github.com/SILVENDz/blog", "demo": "https://silvendz.neocities.org"}]...
|
[{"post_id": 62565, "ts": "202 [{"post_id": 62565, "ts": "2026-09-06T00:43:35Z", "hours": 1.4653, "text": "Uploaded my site to neocities in order to have a demo link! I did some entries, such as an embedded link to one of my other projects. I improved some of the images by resizing and grouping them. Additionally, I updated my “Currently doing” section under the more tab."}, {"post_id": 48606, "ts": "2026-08-17T02:18:10Z", "hours": 4.3878, "text": "I started adding some of my website pages! The first one is regarding photography, I put it under hobbies. I added some images plus a comment section on the bottom using an external widget. I’m currently re-working my home page because I wanted to make my carousel with manga images actually seem infinite. It’s currently only repeating twice and then glitching, so it is something I have to work on. I might have to duplicate the container until it appears smooth. I’ve been having problems with my VS code crashing after 5 minutes of usage, but I am trying to get as much work into my website before it crashes."}, {"post_id": 10354, "ts": "2026-06-17T01:09:16Z", "hours": 5.41, "text": "I replaced the temporary images with an actual ‘About Me’ page. I made it so that the section is scrollable. I also linked a guest book as a button, which is something I found super cute! At the bottom of my home page is the slides I wanted to add. It wasn’t a big priority, just something I wanted to do for fun, but it still took so long to actually get it to work without glitching out or not sliding at all. To my more page I added a currently doing list, which will have what I am working on, reading, or watching. I also linked a mini Spotify playlist I did, just for fun and to make the website a bit more interactive. I’ll rework the layout for my blog page, and start writing some entries. My goal is to make it as interactive as possible with more links, comment sections, and maybe just silly addition to the website!"}, {"post_id": 6588, "ts": "2026-06-11T02:06:29Z", "hours": 2.8542, "text": "I have the bare bones right now for the actual blog section, but I’ll start working on the actual content soon. I have a couple of thing that I would like to talk about in here. I also plan on adding more details such as marquees and carousel-like images. For now, my next step is to work on adding comment sections to each separate blog and also adding a guest book to my home page."}, {"post_id": 5274, "ts": "2026-06-09T00:00:01Z", "hours": 4.8047, "text": "She is looking much less rough compared to last night.. I’ll start working on the actual blog part soon, I just wanted to get my home page layout done. The cat images are temporary unless I decide other wise (except the meowls, they’re 100% staying there :D) It’s not noticeable since it’s a screenshot, but I added a marquee that says “Be someone’s rainbow today!” It has to be my favorite thing out of my home page, I actually managed to make it slide. I will add a guest book button at the bottom of the home page, as well as a couple of banners or manga panels I really like and want to share with the world (it’s not a huge priority right now tho) I still struggle slightly with CSS, I am a painfully obvious beginner, but I am slowly getting the hang of it, the layout came out pretty cute. I’ll have a different color scheme for each page."}, {"post_id": 4675, "ts": "2026-06-08T02:26:19Z", "hours": 0.7883, "text": "She is looking rough right now. I believe this is my second or third time working with html and css, so it is really a work in process… I’ll continue to work on it and improve it as much as I can (plus add the actual blog stuff) It will just be a huge nerd log. Right now I just have the name, a background image, and the little meowls. My priority is to get content in fiist before beginning to elaborate in the decoration."}]...
|
Title: Personal Blog by @Silvend | Stardance
Devl Title: Personal Blog by @Silvend | Stardance
Devlogs:
She is looking rough right now. I believe this is my second or third time working with html and css, so it is really a work in process… I’ll continue to work on it and improve it as much as I can (plus add the actual blog stuff) It will just be a huge nerd log. Right now I just have the name, a background image, and the little meowls. My priority is to get content in fiist before beginning to elaborate in the decoration.
She is looking much less rough compared to last night.. I’ll start working on the actual blog part soon, I just wanted to get my home page layout done. The cat images are temporary unless I decide other wise (except the meowls, they’re 100% staying there :D) It’s not noticeable since it’s a screenshot, but I added a marquee that says “Be someone’s rainbow today!” It has to be my favorite thing out of my home page, I actually managed to make it slide. I will add a guest book button at the bottom of the home page, as well as a couple of banners or manga panels I really like and want to share with the world (it’s not a huge priority right now tho) I still struggle slightly with CSS, I am a painfully obvious beginner, but I am slowly getting the hang of it, the layout came out pretty cute. I’ll have a different color scheme for each page.
I have the bare bones right now for the actual blog section, but I’ll start working on the actual content soon. I have a couple of thing that I would like to talk about in here. I also plan on adding more details such as marquees and carousel-like images. For now, my next step is to work on adding comment sections to each separate blog and also adding a guest book to my home page.
I replaced the temporary images with an actual ‘About Me’ page. I made it so that the section is scrollable. I also linked a guest book as a button, which is something I found super cute! At the bottom of my home page is the slides I wanted to add. It wasn’t a big priority, just something I wanted to do for fun, but it still took so long to actually get it to work without glitching out or not sliding at all. To my more page I added a currently doing list, which will have what I am working on, reading, or watching. I also linked a mini Spotify playlist I did, just for fun and to make the website a bit more interactive. I’ll rework the layout for my blog page, and start writing some entries. My goal is to make it as interactive as possible with more links, comment sections, and maybe just silly addition to the website!
I started adding some of my website pages! The first one is regarding photography, I put it under hobbies. I added some images plus a comment section on the bottom using an external widget. I’m currently re-working my home page because I wanted to make my carousel with manga images actually seem infinite. It’s currently only repeating twice and then glitching, so it is something I have to work on. I might have to duplicate the container until it appears smooth. I’ve been having problems with my VS code crashing after 5 minutes of usage, but I am trying to get as much work into my website before it crashes.
Uploaded my site to neocities in order to have a demo link! I did some entries, such as an embedded link to one of my other projects. I improved some of the images by resizing and grouping them. Additionally, I updated my “Currently doing” section under the more tab.
Ships:
Hello! I made a personal website in order to share some of my interests and personal projects with others who might be interested. It includes information about my likes and hobbies and other things that make me “me”! The most challenging part of this project was aligning my content, specially buttons and images, using CSS. I’m really proud of how the actual CSS turned out. I liked including different color pallets per page and other decorating elements!!...
|
1793336135.2819467
|
1793422535.2819467
|
|
2718
|
Underwater Submarine Adventure by @NC | Stardance
|
NC
|
1
|
81.0
|
1715
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T09:00:20Z", "hours": 81.0, "multiplier": 17.91, "payout": 1715, "blessing": "neutral", "text": "I built Abysmal Echo. This is by far my most comprehensive project I have EVER made using the Godot Engine. I put a lot of effort into it and I hope you enjoy playing it This game is about recovering some nuclear warheads at the bottom of the sea while navigating fields of sea mines, cavernous tunnels and mutated sharks. Good Luck! P.S. Please read the controls on how to play the game. PLEEASE", "repo": "https://github.com/NCGameMaking/STEM-Video-Game-2026", "demo": "https://github.com/NCGameMaking/STEM-Video-Game-2026/releases/tag/V1.1"}]...
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[{"post_id": 62767, "ts": "202 [{"post_id": 62767, "ts": "2026-09-06T08:57:09Z", "hours": 0.3867, "text": "Devlog 15: Exported Game & Ready for Submission! This is the last devlog until submissions, I was just getting the export templates and etc. I also finished with the README No actual progress…"}, {"post_id": 62603, "ts": "2026-09-06T02:18:32Z", "hours": 7.5394, "text": "Devlog 14: Received 2nd Round of Feedback and Implemented it. What have I accomplished: I went to my coding club and asked fellow Godot/Unity enthusiasts to test my game! Here’s basically what they said… They couldn’t find the tunnel entrances The Radio Messages don’t stand out enough Make the Flashlight brighter (again…) Add some sort of Sonar Scan circle thingy on the periscope - make it more useful rather than a wall of text Make the main menu brighter, can’t see the submarine Do not exactly know the initial objective of the game/where to go Make Arrows or hints to show player what to do in Finale sequence When the player escapes through the tunnel, add some decorations make it less boring. Additionally, I got a 2nd round of feedback from my Dad… He said the UI is much better, less cluttered and the flashlight is better as well as the other features, but he has some more feedback. He wants a minimap, so he can see where to go because he is lost and does not understand the compass heading. He wants a clearer font for the submarine UI as the current one is too blurry for him He wants me to put radioactive trifoils on the missiles So onto how I implemented their feedback I made some vines on blender, I did it fairly quicky i didn’t bother putting it on Lapse. So, I implemented the vines with a glowing green shader, so it is easily visible to the player. I placed them in paths leading to the entrance and tunnels, so player knows where to go. As for the radio messages I added a yellow flashing border around them to attract player attention. As for the flashlight, I just cranked the energy up to like 50+, did the job pretty well. I added a sonar scan because the testers believe that the beacon signal is too generic and not really helpful, thus making the periscope itself not useful. In order to improve this, I added a sonar scan, the circular map that actual submarines use. After looking at some tutorials, checking documentation and reddit posts, I realized that I just have to somehow convert my prior knowledge of polar coordinates and convert them into game code. After a while, I got the red dots (sea mines) to appear on the map when the player presses the scan button (x). Additionally, using groups, I got the warheads to come up as yellow dots on the sonar map. The main menu was an easy fix, just had to increase the energy of the light. As for the initial objective, I made an animation where the camera shows the player where the warheads are located and the journey they have to take, it like shows the whole path so the player has some knowledge of knowing if they are going on the right path. Also just added another hint telling the player of the direction (80-90° East.) As for the Finale sequence, I just added a spinning arrow that points to the warhead signalling that the player has to ram it with their hull. Additionally, there are radio messages telling the player what to do. When the player escapes, I added a tall, enclosed tunnel with hanging vines for the player to escape through. Makes the game design much more intentional and doesn’t confuse players into thinking they just broke through the map. For the minimap, I used a SubViewportContainer with a camera being referenced to the actual SubViewport Node. The camera is in Orthogonal mode, and just facing down on the player 30metres away. The input is being displayed on the SubViewport. For the submarine font, I changed some of the colors so the font stands out more and becomes more CRISP and changed the font so the player can easily understand what’s on the dashboard. Another quick and easy fix was the radioactive logos. Just got a MeshInstance3D and slapped the texture on there and stuck it on the side of the warhead. This is probably the last devlog until submission."}, {"post_id": 59511, "ts": "2026-09-01T11:47:53Z", "hours": 2.0072, "text": "Devlog 13 : Recieved Tester Feedback and implemented it What have I accomplished: I have asked a tester (Dad) to test my game. He started playing the game and gave me a sheet of feedback. Upon deciphering the handwriting I made a list of main list of what needs to be improved. Here is the list Give more screen-space for player to see ocean Do something about the radio messages being sent as they are very annoying when the player is exploring and they just appear and block the player’s screen Also the radio messages go away too quickly The flashlight isn’t crisp. It like bleeds into the ocean and doesn’t look nice The ocean environment is too dark, make it brigher What/How did I implement the feedback? As a result, I merged the top panel into the bottom panel while replacing the top section with the radio messages. This time the player has much more screen-space to play in while the radio messages just briefly appear on the screen, not blocking the player’s view. As for the flashlight, I used a MeshInstance3D equipped with an emission Material so the flashlight looks much “crisper”. I also increased the show time for the radio messages from 3 seconds to 5 seconds so player will realise that a message has popped and has sufficient time to read it. As for the ocean environment, I just boosted the emission of the volumetric fog while make the background color slightly lighter rather than leaving it pitch black (Made it like a really dark navy blue). Bonus bug patch! While testing the game, I also found a bug with the Restart button in the pause screen. The bug was that when the player pressed restart, the scene tree was still paused, so the intro animation wouldn’t start until you unpaused it. So in order to fix this I just added another single line of code. func _on_restart_button_pressed(): get_tree().paused = false#This was the line of code needed get_tree().reload_current_scene() That is it so far, definitely getting more people to test it (Family, friends etc…) and implementing more feedback!"}, {"post_id": 56260, "ts": "2026-08-27T23:09:35Z", "hours": 1.4308, "text": "Devlog 12 : Finished Death screen as well as added help features What have I accomplished: Added a death screen Added a ‘help’ feature and hints in the submarine Made a death screen The death screen was fairly easy, I just repurposed the pause screen to become the death screen when the player dies. Added a help feature Put a help option on the home screen. If you hover your mouse over the help button, the hints will appear on the side, similar to FNAF. Additionally, I added a scrolling bar that goes from right to left on the submarine UI. I didn’t want to add another button to the pause menu because it would look too cluttered. This new addition looks pretty neat. What’s Next? Making the README document Getting people to test my game Implement some of their feedback"}, {"post_id": 54076, "ts": "2026-08-24T20:58:15Z", "hours": 10.3475, "text": "Devlog 11: Working on UI as well as Prologue/Epilogue animations What have I accomplished: Made a main menu Made a mission de/briefing scene Made a pause menu Finished with the Prologue/Epilogue animations Added a bonus cutscene during the retrieval of the warheads Made a main menu I went for an extreme horror vibe, dark environment, low light, eerie background noises and single sonar ping. I also animated the camera so that it ‘floats’ around as well as a nearly invisible figure moving in the background to give that eerie feeling that you are not safe and something is watching you. This was done in response to my research on what makes a horror game so scary from the menu only. Mission de/briefing scene Using the visible characters setting in the Label node, I made this niche typewriter/coding briefing scene. With a single ‘ACCEPT’ button. Upon clicking it, player gets sent to the play scene. Pause screen I made a fairly simple pause screen. Nothing fancy, but vital at the same time. Press ‘Escape’, game paused. I am considering reusing the pause menu, change the text with code to use it as a death screen The intro/outro animations The animations are just the player being transported on the tugboat. The same one I modelled in the previous devlog. Intro takes the player to the site. Outro has 5/6 warheads on it and taking the player away from the site. This is to add cohesion so the player doesn’t get confused between scene transitions. However, I realised during the animations, the sky in the environment goes MAD. It starts rapidly flashing between white and blue, similar to lightning, but I am not a fan of it, must remove. BONUS scene! I decided to spice things up by adding a little bit of drama at the end. The player will collect the 6th warhead, uh-oh it’s jammed AND at the SAME time, the ceiling’s going to collapse! The player ram their hull with the warhead to trigger the ignition. The warhead will launch itself at the wall creating a huge hole for the player to escape through, they rise up to the surface and the epilogue cutscene plays. What’s Next? Making a death screen (Should be easy) Making a tutorial on the submarine functionality. Doing the README document"}, {"post_id": 51897, "ts": "2026-08-21T20:01:17Z", "hours": 10.3164, "text": "Devlog 10: Finished map layout and small tweaks to submarine started working on story and UI What have I accomplished: Finished making the environment Coded the sharks to move around the map Added clues for the player Started the story, the lore, the introduction Finished the environment: Making the environment definitely took the longest but it wasn’t the hardest task, just a lot of copy and paste of walls. However finding any gaps or holes in which the player can creep down into was annoying. After a few hours of looking around, banging into walls, I did find and patch up a few but am not sure if that is all of them. Hopefully, to discourage/guide the player away from the corners and edges, I put huge sharks guarding the walls as well as rows of sea mines to tell the player to look somewhere else, not here. Also, I added a couple of underwater ruins, like a wrecked ship and a submarine. The actual warhead retrieval process is working now, when the submarine touches it, a parachute will come up and lift the warhead to the surface, where hopefully the boat will collect. Coding the sharks! Coding the sharks was fairly easy (Literally 2 lines of code) as I used a Path3D and a PathFollow3D node to just map out the path in the inspector. func _process(delta): progress += 20*delta That is all the code, the progress, is how far the shark is along the track and the integer determines how fast the shark moves. I could’ve used an AnimationTree node but with my prior experience to that, just thinking of the whole coding part, setting the animations up, the chase player code made me cringe a lot, also there’s not enough time. Giving the player clues So in addition to the current features of the MMS scanner, it can also track the ‘SOS beacon’ of the abandoned target submarine by taking its position and comparing it to the player’s and using ranges of signal strength with distance to see how ‘strong’ the signal is. Additionally, it does the exact same for angle, so the scanner can tell player which direction the submarine was found. Started the introduction The plan in mind is like some cool visual graphics telling you, your objective, a brief map layout telling you of hazards, some lore, like ‘Secret weapon’s mission gone wrong, must retrieve warheads before enemies do so’ the submarine is on a tugboat sailing on the sea, the crane will pick it up and dump it in the water Full lapse of tugboat here : https://lapse.hackclub.com/timelapse/lsYzC1wA-xLH What’s next? Adding UI to the game, pause menu, main menu, death screen Finishing lore of game, animations, mission objective, win scene."}, {"post_id": 47824, "ts": "2026-08-16T01:16:04Z", "hours": 9.85, "text": "Devlog 9: Major Change of Plans and Coded Assets What have I accomplished: Started Making the environment Made a scanner for the periscope to detect objects Coded the sea mine Added explosion Particles The part that took the longest was the environment, taking in the lengths, finding hidden collision gaps, setting each zone up and placing obstacles. The sea mine code was fairly simple, I also added some explosion particles when it exploded. That was really fun. Additionally, I made a periscope scanner that can scan the ocean for any relics/mines/sharks in sight. The most aesthetic addition to the submarine and it gives the periscope a proper purpose rather than just a fun extra. I was heavily inspired by Call of Duty with their MMS (Milimeter scanner). This scanner can see through walls and highlight enemies! Major change in plans : Before we would have relics being the prized possession to retrieve. However, after realising how vast the map was and the extreme likelihood of players not being able to find all relics was too high to ignore. So instead of the player collecting relics, I have decided that they will go on an extremely difficult mission to retrieve some nuclear warheads/missiles on a U.S. nuclear submarine. The abandoned submarine will lie at the very bottom of 300m. The player must dodge sea mines, explore the other shipwrecks/submarines all before some rivals get their hands on it. Something like that for the briefing screen The player will deploy buoys/parachutes on the missiles, and they will float to the surface. A boat will come and collect them. Mission Complete! What’s Next? I will be using a similar layout but with a different set of decorations, more submarines/shipwrecks, signs of naval warfare, mines and the warhead finally."}, {"post_id": 45414, "ts": "2026-08-11T20:57:09Z", "hours": 10.4542, "text": "Devlog 8: Imported Environmental Assets and Hazards What I have accomplished: Using Blender 5.0 I hand modelled all the 3D assets. RUINS For some ruins where the relic might be, I have added some crumbled pillars, ruined archways, cracked stone slabs and an altar for the relic to rest on. I did some basic extruding to get the original shape down, then just pulled and twitched with the vertexes to give it the run down effect Sea mines! Additionally, the sea mine was fairly easy to make, a sphere, cylinders and a chain. Making the chain to the base was by far was the most satisfying part of the build as you just copy, paste, rotate and within seconds you get a neat, professional looking chain. Relics The relics were pretty easy, a glowing orb with unique patterns drawn across it and a shield. The plan is to just change the colour of the hues so the player has a common sense of what an orb looks like. Colours can be blue, violet, pink, red, yellow, gold, orange, and vice versa for the shield. Underwater Predator Now, the main event, the shark. I spent 6 hours and 32 minutes, modelling, texturing, rigging and animating this thing. This is by far the most complex project I have ever done (maybe even the most successful in terms of rigging!) Below is the link of all my lapses for the shark only https://lapse.hackclub.com/user/@NCGAMEMAKING I’ve set the basic environment up, just a big square with rocks as barriers. What’s next? Using all of these assets to make the environment. I have to layout the relics, ruins, sea mines, sharks. I have to code out the sea mine so it explodes with explosion graphics (not that hard) Code the shark so it like swims in its patrol area and so if the player’s flashlight is shining on the shark it will start chasing the player, hurt the player and move on with its basic patrol."}, {"post_id": 39279, "ts": "2026-08-02T04:45:38Z", "hours": 8.3853, "text": "Devlog 7: Finished Adding Submarine Polish and started working on building an environment Submarine Controls: Fixed and Polished During further testing of the submarine on new features, I felt like steering the submarine felt awkward as it was locked on a flat horizontal plane. Pitching up and down required extra key binds. So I decided to change/improve the physics and input methods of the submarine so driving it feels much more smoother. From Third person Camera to Periscope: I decided to change my third person camera into a periscope to give my game a more ‘claustrophobic’ feel hoping to get the element to show how small you are in such a big ocean. Well, the periscope has a open and shut animation and well as audio polish. The player can see through a small circle and see their surroundings. (Also for visual polish when the submarine is at low health the glass will even appear cracked!) Full Axis mouse control: Moving the mouse left and right handles the Yaw (left and right) but now I made it so that it can handle the pitch (up and down) so the player can point the sub’s nose up when ascending. Keyboard Axis controls: The player does have the direct keys for vertical changes like diving and climbing still giving players all the options when using the submarine. Full Audio Response: I have added dynamics pitch scaling so the background engine hum will go change when in different states. Quiet for idle. Loud for moving. I added hiss and bubble effects just like how real submarine use their ballasts to rise and fall, hull breach alarms, collision thuds, warning sounds as well deep pressure creaking of the hull. Death Animation and Warning Collision: When the player reaches 0(Zero) health, the sub will like spin out of control and ‘crash land’ in the water. The screens will show errors and soon fade away. The scene then reloads. Also using a Shapecast3D , I managed to make a collisions system. The bottom left text will say ‘COLLISION : FINE’ if there are no objects in the enlarged ShapeCast but if there are objects in that shape the text will go red and say ‘COLLISION : WARNING’ Responsive Steering Controls: I also added a script to the steering wheel so it would turn as the player is moving the mouse to give it more responsiveness. Much better than a static wheel in the front. Marine Particles: Additionally, to give that immersive feel I made simple marine particles. These are like your pieces of plankton or dust in the ocean. They just float around the screen and even rush by appropriate to the sub’s velocity. Upgrading the Ocean: Boujie Water Shader After the player features and movement was locked in. It was time for environmental visuals. I realised that my basic volumetric fog wasn’t quite cutting it for an immersive ocean. After some research, I stumbled upon the fantastic Boujie Water Shader created by Cory Petkovsek (GodotNite / Boujie) I love this addon. It really brings the ocean to life using Gerstner waves this is really good for optimization in the future! What’s Next? With Submarine movement, UI and audio out of the way, the focus is now entirely towards Level Design and Gameplay loops. Here is my todo list: Mapping out ocean zones: I will have 3 zones and each zone has 4 artifacts. Each zone will get darker, and more scarier. Relic Retrieval: Now that I am changing my placeholder of ‘RINGS : 0/12’ to Relics I am thinking of making 12 ancient, artifacts scattered across the map waiting for the player to collect them. Potential Underwater Hazards: By placing environmental obstacles, tight squeeze caverns, minefields or even patrolling enemies this will make the gameplay much more exciting! See you in the next devlog where we explore level design!"}, {"post_id": 31071, "ts": "2026-07-19T05:19:25Z", "hours": 6.3125, "text": "Devlog 6 Finished Making the Interactive UI Took a little while but in the end, totally worth it! What have I accomplished: Real-Time Telemetry Arrays: Dynamic Navigation Tools: Integrated a fully functional Compass Heading indicator, alongside precise Speed (m/s) and Depth trackers linked directly to the sub’s 3D transform and linear physics state. Not to mention there is also a compass, a progress tracker and a warning system Vital Resource Gauges: The console now cleanly maps out real-time Stamina and Exhaustion meters to handle high-speed maneuvering and sprint cooldowns smoothly. Smart Health & “Frame-Before” Velocity Systems: Implemented a custom predictive physics calculation that catches the sub’s exact velocity right before a collision occurs. This completely bypasses physics-engine quirks (like velocity instantly dropping to zero on impact frames), ensuring blunt collisions register perfectly every time. Dynamic Hull Integrity Status: The hull damage bar dynamically recalculates color states and screen readouts: Above 66%: Status reads STABLE with green theme aesthetics.25% to 66%: Automatically shifts to a warning state (DAMAGED) with an orange alert profile. Emergency Visual Alert System (Dynamic Warning Lights): When structural health drops below the 25% Critical Zone, a time-accumulating sine wave engine takes over the console mesh arrays. This triggers an aggressive, high-speed visual flashing sequence across the interior status plates to warn the player of if its gonna die. Terminal Polish & Hacking Decorations: To capture that retro, high-tech submarine atmosphere, the dashboard now features a multi-layered background Parallax Hacking Screen that slides continuously behind the telemetry values. Combined with sudden flickering screen effects, the terminal reacts heavily to impact forces, making the player feel every heavy rattle when diving too fast into rocky corridors. What’s next? I want to make my 3rd person camera a periscope with the cute little spyglass on top of the submarine and allow to have a 360 degree of motion Adding a death screen and animation, not so sure of seeing myself still being able to run Also doing something about this Collision Warning alert in the bottom left corner. Definitely add some visual juice (screen shake, glass crack) but that’s low priority Also some audio! See you guys later!"}, {"post_id": 27098, "ts": "2026-07-12T11:19:19Z", "hours": 2.7919, "text": "Devlog 5 : Actual progress coming in about UI! By carefully placing each and every word, section, icon and evaluating every single number… the top screen of the submarine is officially done! What’s on the screen right now: Hull Integrity: A functioning system variable. Custom Healthbar: A sick-looking visual health layout. Rings / Checkpoint tracking: Keeps tabs on your current objectives. Status Alarms: Two red dots on the wings (which will flash for critical signs or dangers once I code the triggers). I got so excited that I even found a cool hacking matrix background and threw a Parallax2D on it so it looks like the sub is constantly processing code in the background On top of that, I added a custom shader flicker effect so it feels like a real, raw electronic monitor. As you can see in the screenshot, I just slapped a ColorRect2D added some code (with the help of AI as shader code is way beyond my coding capabilities. The big game-changer: I just switched the viewport texture configuration from the default Albedo slot over to the Emission channel so the cockpit doesn’t look so dull. Because the display now literally emits its own light into the dark, I was able to delete the temporary OmniLight3D from the scene entirely. The cockpit lighting looks way more natural now. Next Up: Now that the formula is down, I’m moving on to complete the other two viewports: the primary speedometer display right on the steering wheel, and the auxiliary bottom viewport sitting behind it."}, {"post_id": 14954, "ts": "2026-06-24T09:13:03Z", "hours": 3.8142, "text": "Fixing the Submarine Screen Layout Spent some time wrestling with Godot’s SubViewport system today to get the submarine’s overhead display screen actually working. What went down: The Layout Battle: Setting up the UI scene with clean container nodes ( CenterContainer and VBoxContainer ) so the labels stay organized and readable. The UV Stretch Crisis: For a while, the text was completely giant and blown out across the entire 3D mesh. Turns out the mesh’s UV unwrapping stretched the texture out like crazy. After a lot of tweaking, setting a custom UV1 scale of -2.0 on the material ended up being the magic number to force everything to shrink down and fit right onto the screen arch. Viewport Quirks: Dealt with some classic Godot issues where the texture kept disappearing or turning bright purple when making edits, but finally got the paths reconnected and running. Next Steps: I have to now fix and test these screens and to make sure they display the text flawlessly. Next up is prettying it up to make the text layouts look nice and crisp and then getting the rest of the cockpit dashboard screens mapped out."}, {"post_id": 13059, "ts": "2026-06-21T11:14:31Z", "hours": 1.9336, "text": "Submarine Devlog Update: Polishing the Pilot Experience! What’s New? I have decided to shelf the torpedoes and missiles for a bit. The absolute priority right now is making the submarine movement feel completely seamless before adding combat mechanics! Here is what just went live: ** Dynamic Camera Sway:** Added procedural camera sway that reacts directly to the submarine’s velocity and turn angles, making the underwater physics feel incredibly weighty! ** Dual-Perspective Toggle:** Implemented a first-person cockpit view. Players can now seamlessly toggle between 3rd-person and 1st-person perspectives by tapping the V key! Current Roadblocks & Design Hurdles 1. Overwhelming Cockpit Screens I am starting to build out the internal monitors and pilot UI. However, in my opinion, the current setup of these screens covers the view a bit too much. The player can’t really see the outside environment! 2. Camera Clipping Through Walls Also, something I am discovering is that despite using a standard SpringArm3D node for my third-person view, the camera is still clipping into the walls. I have been banging my head for so long trying to stop it from clipping! What’s Next? Over the next few days, my primary focus will be making the cockpit interior more lively: ** Adding Submarine UI:** Actively building and designing the interface systems for the dashboard. Filling Empty Screens: Populating those blank monitors with live text, data feeds, and telemetry. Some questions I have been asking my friends regarding my issues. How should I handle the screen layout? What are your favorite tricks for keeping a cockpit UI highly functional without completely blocking the player’s view of the outside world? How can I fix the camera clipping? If you have experience with SpringArm3D or collision detection in this engine, what am I missing to keep the camera outside the cave walls? How can I make the screens look properly sci-fi? What kind of design elements, color palettes, or visual details should I add to give the terminal text that high-tech, futuristic submarine vibe?"}, {"post_id": 12471, "ts": "2026-06-20T11:15:19Z", "hours": 1.0014, "text": "Devlog 2 : Added some visual juice and added full direction movement logic What have I accomplished? Finished submarine movement as well as bubble particles Realistic Bubbles : I created a sphere and slapped on a realistic transparent bubble shader that I had spent hours looking over the internet on how to code in shader text and finally got something working. Dynamic Trails : I duplicated a few of the GPU particles and put them on all sides of the submarine. Full Directional Logic : Then with a few lines of code, I got them to dynamically emit bubbles wherever I go. It works for the strafing side-to-side as well as climbing and diving. Overall, a good start to the movement of the submarine. What’s next? I will start working on UI for the submarine, maybe add a few monitors inside it for the player to see"}, {"post_id": 12321, "ts": "2026-06-20T03:16:57Z", "hours": 4.3461, "text": "Making Movement for the Submarine"}]...
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Title: Underwater Submarine Adventure by @NC | Sta Title: Underwater Submarine Adventure by @NC | Stardance
Devlogs:
Making Movement for the Submarine
Devlog 2 : Added some visual juice and added full direction movement logic What have I accomplished? Finished submarine movement as well as bubble particles Realistic Bubbles : I created a sphere and slapped on a realistic transparent bubble shader that I had spent hours looking over the internet on how to code in shader text and finally got something working. Dynamic Trails : I duplicated a few of the GPU particles and put them on all sides of the submarine. Full Directional Logic : Then with a few lines of code, I got them to dynamically emit bubbles wherever I go. It works for the strafing side-to-side as well as climbing and diving. Overall, a good start to the movement of the submarine. What’s next? I will start working on UI for the submarine, maybe add a few monitors inside it for the player to see
Submarine Devlog Update: Polishing the Pilot Experience! What’s New? I have decided to shelf the torpedoes and missiles for a bit. The absolute priority right now is making the submarine movement feel completely seamless before adding combat mechanics! Here is what just went live: ** Dynamic Camera Sway:** Added procedural camera sway that reacts directly to the submarine’s velocity and turn angles, making the underwater physics feel incredibly weighty! ** Dual-Perspective Toggle:** Implemented a first-person cockpit view. Players can now seamlessly toggle between 3rd-person and 1st-person perspectives by tapping the V key! Current Roadblocks & Design Hurdles 1. Overwhelming Cockpit Screens I am starting to build out the internal monitors and pilot UI. However, in my opinion, the current setup of these screens covers the view a bit too much. The player can’t really see the outside environment! 2. Camera Clipping Through Walls Also, something I am discovering is that despite using a standard SpringArm3D node for my third-person view, the camera is still clipping into the walls. I have been banging my head for so long trying to stop it from clipping! What’s Next? Over the next few days, my primary focus will be making the cockpit interior more lively: ** Adding Submarine UI:** Actively building and designing the interface systems for the dashboard. Filling Empty Screens: Populating those blank monitors with live text, data feeds, and telemetry. Some questions I have been asking my friends regarding my issues. How should I handle the screen layout? What are your favorite tricks for keeping a cockpit UI highly functional without completely blocking the player’s view of the outside world? How can I fix the camera clipping? If you have experience with SpringArm3D or collision detection in this engine, what am I missing to keep the camera outside the cave walls? How can I make the screens look properly sci-fi? What kind of design elements, color palettes, or visual details should I add to give the terminal text that high-tech, futuristic submarine vibe?
Fixing the Submarine Screen Layout Spent some time wrestling with Godot’s SubViewport system today to get the submarine’s overhead display screen actually working. What went down: The Layout Battle: Setting up the UI scene with clean container nodes ( CenterContainer and VBoxContainer ) so the labels stay organized and readable. The UV Stretch Crisis: For a while, the text was completely giant and blown out across the entire 3D mesh. Turns out the mesh’s UV unwrapping stretched the texture out like crazy. After a lot of tweaking, setting a custom UV1 scale of -2.0 on the material ended up being the magic number to force everything to shrink down and fit right onto the screen arch. Viewport Quirks: Dealt with some classic Godot issues where the texture kept disappearing or turning bright purple when making edits, but finally got the paths reconnected and running. Next Steps: I have to now fix and test these screens and to make sure they display the text flawlessly. Next up is prettying it up to make the text layouts look nice and crisp and then getting the rest of the cockpit dashboard screens mapped out.
Devlog 5 : Actual progress coming in about UI! By carefully placing each and every word, section, icon and evaluating every single number… the top screen of the submarine is officially done! What’s on the screen right now: Hull Integrity: A functioning system variable. Custom Healthbar: A sick-looking visual health layout. Rings / Checkpoint tracking: Keeps tabs on your current objectives. Status Alarms: Two red dots on the wings (which will flash for critical signs or dangers once I code the triggers). I got so excited that I even found a cool hacking matrix background and threw a Parallax2D on it so it looks like the sub is constantly processing code in the background On top of that, I added a custom shader flicker effect so it feels like a real, raw electronic monitor. As you can see in the screenshot, I just slapped a ColorRect2D added some code (with the help of AI as shader code is way beyond my coding capabilities. The big game-changer: I just switched the viewport texture configuration from the default Albedo slot over to the Emission channel so the cockpit doesn’t look so dull. Because the display now literally emits its own light into the dark, I was able to delete the temporary OmniLight3D from the scene entirely. The cockpit lighting looks way more natural now. Next Up: Now that the formula is down, I’m moving on to complete the other two viewports: the primary speedometer display right on the steering wheel, and the auxiliary bottom viewport sitting behind it.
Devlog 6 Finished Making the Interactive UI Took a little while but in the end, totally worth it! What have I accomplished: Real-Time Telemetry Arrays: Dynamic Navigation Tools: Integrated a fully functional Compass Heading indicator, alongside precise Speed (m/s) and Depth trackers linked directly to the sub’s 3D transform and linear physics state. Not to mention there is also a compass, a progress tracker and a warning system Vital Resource Gauges: The console now cleanly maps out real-time Stamina and Exhaustion meters to handle high-speed maneuvering and sprint cooldowns smoothly. Smart Health & “Frame-Before” Velocity Systems: Implemented a custom predictive physics calculation that catches the sub’s exact velocity right before a collision occurs. This completely bypasses physics-engine quirks (like velocity instantly dropping to zero on impact frames), ensuring blunt collisions register perfectly every time. Dynamic Hull Integrity Status: The hull damage bar dynamically recalculates color states and screen readouts: Above 66%: Status reads STABLE with green theme aesthetics.25% to 66%: Automatically shifts to a warning state (DAMAGED) with an orange alert profile. Emergency Visual Alert System (Dynamic Warning Lights): When structural health drops below the 25% Critical Zone, a time-accumulating sine wave engine takes over the console mesh arrays. This triggers an aggressive, high-speed visual flashing sequence across the interior status plates to warn the player of if its gonna die. Terminal Polish & Hacking Decorations: To capture that retro, high-tech submarine atmosphere, the dashboard now features a multi-layered background Parallax Hacking Screen that slides continuously behind the telemetry values. Combined with sudden flickering screen effects, the terminal reacts heavily to impact forces, making the player feel every heavy rattle when diving too fast into rocky corridors. What’s next? I want to make my 3rd person camera a periscope with the cute little spyglass on top of the submarine and allow to have a 360 degree of motion Adding a death screen and animation, not so sure of seeing myself still being able to run Also doing something about this Collision Warning alert in the bottom left corner. Definitely add some visual juice (screen shake, glass crack) but that’s low priority Also some audio! See you guys later!
Devlog 7: Finished Adding Submarine Polish and started working on building an environment Submarine Controls: Fixed and Polished During further testing of the submarine on new features, I felt like steering the submarine felt awkward as it was locked on a flat horizontal plane. Pitching up and down required extra key binds. So I decided to change/improve the physics and input methods of the submarine so driving it feels much more smoother. From Third person Camera to Periscope: I decided to change my third person camera into a periscope to give my game a more ‘claustrophobic’ feel hoping to get the element to show how small you are in such a big ocean. Well, the periscope has a open and shut animation and well as audio polish. The player can see through a small circle and see their surroundings. (Also for visual polish when the submarine is at low health the glass will even appear cracked!) Full Axis mouse control: Moving the mouse left and right handles the Yaw (left and right) but now I made it so that it can handle the pitch (up and down) so the player can point the sub’s nose up when ascending. Keyboard Axis controls: The player does have the direct keys for vertical changes like diving and climbing still giving players all the options when using the submarine. Full Audio Response: I have added dynamics pitch scaling so the background engine hum will go change when in different states. Quiet for idle. Loud for moving. I added hiss and bubble effects just like how real submarine use their ballasts to rise and fall, hull breach alarms, collision thuds, warning sounds as well deep pressure creaking of the hull. Death Animation and Warning Collision: When the player reaches 0(Zero) health, the sub will like spin out of control and ‘crash land’ in the water. The screens will show errors and soon fade away. The scene then reloads. Also using a Shapecast3D , I managed to make a collisions system. The bottom left text will say ‘COLLISION : FINE’ if there are no objects in the enlarged ShapeCast but if there are objects in that shape the text will go red and say ‘COLLISION : WARNING’ Responsive Steering Controls: I also added a script to the steering wheel so it would turn as the player is moving the mouse to give it more responsiveness. Much better than a static wheel in the front. Marine Particles: Additionally, to give that immersive feel I made simple marine particles. These are like your pieces of plankton or dust in the ocean. They just float around the screen and even rush by appropriate to the sub’s velocity. Upgrading the Ocean: Boujie Water Shader After the player features and movement was locked in. It was time for environmental visuals. I realised that my basic volumetric fog wasn’t quite cutting it for an immersive ocean. After some research, I stumbled upon the fantastic Boujie Water Shader created by Cory Petkovsek (GodotNite / Boujie) I love this addon. It really brings the ocean to life using Gerstner waves this is really good for optimization in the future! What’s Next? With Submarine movement, UI and audio out of the way, the focus is now entirely towards Level Design and Gameplay loops. Here is my todo list: Mapping out ocean zones: I will have 3 zones and each zone has 4 artifacts. Each zone will get darker, and more scarier. Relic Retrieval: Now that I am changing my placeholder of ‘RINGS : 0/12’ to Relics I am thinking of making 12 ancient, artifacts scattered across the map waiting for the player to collect them. Potential Underwater Hazards: By placing environmental obstacles, tight squeeze caverns, minefields or even patrolling enemies this will make the gameplay much more exciting! See you in the next devlog where we explore level design!
Devlog 8: Imported Environmental Assets and Hazards What I have accomplished: Using Blender 5.0 I hand modelled all the 3D assets. RUINS For some ruins where the relic might be, I have added some crumbled pillars, ruined archways, cracked stone slabs and an altar for the relic to rest on. I did some basic extruding to get the original shape down, then just pulled and twitched with the vertexes to give it the run down effect Sea mines! Additionally, the sea mine was fairly easy to make, a sphere, cylinders and a chain. Making the chain to the base was by far was the most satisfying part of the build as you just copy, paste, rotate and within seconds you get a neat, professional looking chain. Relics The relics were pretty easy, a glowing orb with unique patterns drawn across it and a shield. The plan is to just change the colour of the hues so the player has a common sense of what an orb looks like. Colours can be blue, violet, pink, red, yellow, gold, orange, and vice versa for the shield. Underwater Predator Now, the main event, the shark. I spent 6 hours and 32 minutes, modelling, texturing, rigging and animating this thing. This is by far the most complex project I have ever done (maybe even the most successful in terms of rigging!) Below is the link of all my lapses for the shark only https://lapse.hackclub.com/user/@NCGAMEMAKING I’ve set the basic environment up, just a big square with rocks as barriers. What’s next? Using all of these assets to make the environment. I have to layout the relics, ruins, sea mines, sharks. I have to code out the sea mine so it explodes with explosion graphics (not that hard) Code the shark so it like swims in its patrol area and so if the player’s flashlight is shining on the shark it will start chasing the player, hurt the player and move on with its basic patrol.
Devlog 9: Major Change of Plans and Coded Assets What have I accomplished: Started Making the environment Made a scanner for the periscope to detect objects Coded the sea mine Added explosion Particles The part that took the longest was the environment, taking in the lengths, finding hidden collision gaps, setting each zone up and placing obstacles. The sea mine code was fairly simple, I also added some explosion particles when it exploded. That was really fun. Additionally, I made a periscope scanner that can scan the ocean for any relics/mines/sharks in sight. The most aesthetic addition to the submarine and it gives the periscope a proper purpose rather than just a fun extra. I was heavily inspired by Call of Duty with their MMS (Milimeter scanner). This scanner can see through walls and highlight enemies! Major change in plans : Before we would have relics being the prized possession to retrieve. However, after realising how vast the map was and the extreme likelihood of players not being able to find all relics was too high to ignore. So instead of the player collecting relics, I have decided that they will go on an extremely difficult mission to retrieve some nuclear warheads/missiles on a U.S. nuclear submarine. The abandoned submarine will lie at the very bottom of 300m. The player must dodge sea mines, explore the other shipwrecks/submarines all before some rivals get their hands on it. Something like that for the briefing screen The player will deploy buoys/parachutes on the missiles, and they will float to the surface. A boat will come and collect them. Mission Complete! What’s Next? I will be using a similar layout but with a different set of decorations, more submarines/shipwrecks, signs of naval warfare, mines and the warhead finally.
Devlog 10: Finished map layout and small tweaks to submarine started working on story and UI What have I accomplished: Finished making the environment Coded the sharks to move around the map Added clues for the player Started the story, the lore, the introduction Finished the environment: Making the environment definitely took the longest but it wasn’t the hardest task, just a lot of copy and paste of walls. However finding any gaps or holes in which the player can creep down into was annoying. After a few hours of looking around, banging into walls, I did find and patch up a few but am not sure if that is all of them. Hopefully, to discourage/guide the player away from the corners and edges, I put huge sharks guarding the walls as well as rows of sea mines to tell the player to look somewhere else, not here. Also, I added a couple of underwater ruins, like a wrecked ship and a submarine. The actual warhead retrieval process is working now, when the submarine touches it, a parachute will come up and lift the warhead to the surface, where hopefully the boat will collect. Coding the sharks! Coding the sharks was fairly easy (Literally 2 lines of code) as I used a Path3D and a PathFollow3D node to just map out the path in the inspector. func _process(delta): progress += 20*delta That is all the code, the progress, is how far the shark is along the track and the integer determines how fast the shark moves. I could’ve used an AnimationTree node but with my prior experience to that, just thinking of the whole coding part, setting the animations up, the chase player code made me cringe a lot, also there’s not enough time. Giving the player clues So in addition to the current features of the MMS scanner, it can also track the ‘SOS beacon’ of the abandoned target submarine by taking its position and comparing it to the player’s and using ranges of signal strength with distance to see how ‘strong’ the signal is. Additionally, it does the exact same for angle, so the scanner can tell player which direction the submarine was found. Started the introduction The plan in mind is like some cool visual graphics telling you, your objective, a brief map layout telling you of hazards, some lore, like ‘Secret weapon’s mission gone wrong, must retrieve warheads before enemies do so’ the submarine is on a tugboat sailing on the sea, the crane will pick it up and dump it in the water Full lapse of tugboat here : https://lapse.hackclub.com/timelapse/lsYzC1wA-xLH What’s next? Adding UI to the game, pause menu, main menu, death screen Finishing lore of game, animations, mission objective, win scene.
Devlog 11: Working on UI as well as Prologue/Epilogue animations What have I accomplished: Made a main menu Made a mission de/briefing scene Made a pause menu Finished with the Prologue/Epilogue animations Added a bonus cutscene during the retrieval of the warheads Made a main menu I went for an extreme horror vibe, dark environment, low light, eerie background noises and single sonar ping. I also animated the camera so that it ‘floats’ around as well as a nearly invisible figure moving in the background to give that eerie feeling that you are not safe and something is watching you. This was done in response to my research on what makes a horror game so scary from the menu only. Mission de/briefing scene Using the visible characters setting in the Label node, I made this niche typewriter/coding briefing scene. With a single ‘ACCEPT’ button. Upon clicking it, player gets sent to the play scene. Pause screen I made a fairly simple pause screen. Nothing fancy, but vital at the same time. Press ‘Escape’, game paused. I am considering reusing the pause menu, change the text with code to use it as a death screen The intro/outro animations The animations are just the player being transported on the tugboat. The same one I modelled in the previous devlog. Intro takes the player to the site. Outro has 5/6 warheads on it and taking the player away from the site. This is to add cohesion so the player doesn’t get confused between scene transitions. However, I realised during the animations, the sky in the environment goes MAD. It starts rapidly flashing between white and blue, similar to lightning, but I am not a fan of it, must remove. BONUS scene! I decided to spice things up by adding a little bit of drama at the end. The player will collect the 6th warhead, uh-oh it’s jammed AND at the SAME time, the ceiling’s going to collapse! The player ram their hull with the warhead to trigger the ignition. The warhead will launch itself at the wall creating a huge hole for the player to escape through, they rise up to the surface and the epilogue cutscene plays. What’s Next? Making a death screen (Should be easy) Making a tutorial on the submarine functionality. Doing the README document
Devlog 12 : Finished Death screen as well as added help features What have I accomplished: Added a death screen Added a ‘help’ feature and hints in the submarine Made a death screen The death screen was fairly easy, I just repurposed the pause screen to become the death screen when the player dies. Added a help feature Put a help option on the home screen. If you hover your mouse over the help button, the hints will appear on the side, similar to FNAF. Additionally, I added a scrolling bar that goes from right to left on the submarine UI. I didn’t want to add another button to the pause menu because it would look too cluttered. This new addition looks pretty neat. What’s Next? Making the README document Getting people to test my game Implement some of their feedback
Devlog 13 : Recieved Tester Feedback and implemented it What have I accomplished: I have asked a tester (Dad) to test my game. He started playing the game and gave me a sheet of feedback. Upon deciphering the handwriting I made a list of main list of what needs to be improved. Here is the list Give more screen-space for player to see ocean Do something about the radio messages being sent as they are very annoying when the player is exploring and they just appear and block the player’s screen Also the radio messages go away too quickly The flashlight isn’t crisp. It like bleeds into the ocean and doesn’t look nice The ocean environment is too dark, make it brigher What/How did I implement the feedback? As a result, I merged the top panel into the bottom panel while replacing the top section with the radio messages. This time the player has much more screen-space to play in while the radio messages just briefly appear on the screen, not blocking the player’s view. As for the flashlight, I used a MeshInstance3D equipped with an emission Material so the flashlight looks much “crisper”. I also increased the show time for the radio messages from 3 seconds to 5 seconds so player will realise that a message has popped and has sufficient time to read it. As for the ocean environment, I just boosted the emission of the volumetric fog while make the background color slightly lighter rather than leaving it pitch black (Made it like a really dark navy blue). Bonus bug patch! While testing the game, I also found a bug with the Restart button in the pause screen. The bug was that when the player pressed restart, the scene tree was still paused, so the intro animation wouldn’t start until you unpaused it. So in order to fix this I just added another single line of code. func _on_restart_button_pressed(): get_tree().paused = false#This was the line of code needed get_tree().reload_current_scene() That is it so far, definitely getting more people to test it (Family, friends etc…) and implementing more feedback!
Devlog 14: Received 2nd Round of Feedback and Implemented it. What have I accomplished: I went to my coding club and asked fellow Godot/Unity enthusiasts to test my game! Here’s basically what they said… They couldn’t find the tunnel entrances The Radio Messages don’t stand out enough Make the Flashlight brighter (again…) Add some sort of Sonar Scan circle thingy on the periscope - make it more useful rather than a wall of text Make the main menu brighter, can’t see the submarine Do not exactly know the initial objective of the game/where to go Make Arrows or hints to show player what to do in Finale sequence When the player escapes through the tunnel, add some decorations make it less boring. Additionally, I got a 2nd round of feedback from my Dad… He said the UI is much better, less cluttered and the flashlight is better as well as the other features, but he has some more feedback. He wants a minimap, so he can see where to go because he is lost and does not understand the compass heading. He wants a clearer font for the submarine UI as the current one is too blurry for him He wants me to put radioactive trifoils on the missiles So onto how I implemented their feedback I made some vines on blender, I did it fairly quicky i didn’t bother putting it on Lapse. So, I implemented the vines with a glowing green shader, so it is easily visible to the player. I placed them in paths leading to the entrance and tunnels, so player knows where to go. As for the radio messages I added a yellow flashing border around them to attract player attention. As for the flashlight, I just cranked the energy up to like 50+, did the job pretty well. I added a sonar scan because the testers believe that the beacon signal is too generic and not really helpful, thus making the periscope itself not useful. In order to improve this, I added a sonar scan, the circular map that actual submarines use. After looking at some tutorials, checking documentation and reddit posts, I realized that I just have to somehow convert my prior knowledge of polar coordinates and convert them into game code. After a while, I got the red dots (sea mines) to appear on the map when the player presses the scan button (x). Additionally, using groups, I got the warheads to come up as yellow dots on the sonar map. The main menu was an easy fix, just had to increase the energy of the light. As for the initial objective, I made an animation where the camera shows the player where the warheads are located and the journey they have to take, it like shows the whole path so the player has some knowledge of knowing if they are going on the right path. Also just added another hint telling the player of the direction (80-90° East.) As for the Finale sequence, I just added a spinning arrow that points to the warhead signalling that the player has to ram it with their hull. Additionally, there are radio messages telling the player what to do. When the player escapes, I added a tall, enclosed tunnel with hanging vines for the player to escape through. Makes the game design much more intentional and doesn’t confuse players into thinking they just broke through the map. For the minimap, I used a SubViewportContainer with a camera being referenced to the actual SubViewport Node. The camera is in Orthogonal mode, and just facing down on the player 30metres away. The input is being displayed on the SubViewport. For the submarine font, I changed some of the colors so the font stands out more and becomes more CRISP and changed the font so the player can easily understand what’s on the dashboard. Another quick and easy fix was the radioactive logos. Just got a MeshInstance3D and slapped the texture on there and stuck it on the side of the warhead. This is probably the last devlog until submission.
Devlog 15: Exported Game & Ready for Submission! This is the last devlog until submissions, I was just getting the export templates and etc. I also finished with the README No actual progress…
Ships:
I built Abysmal Echo. This is by far my most comprehensive project I have EVER made using the Godot Engine. I put a lot of effort into it and I hope you enjoy playing it This game is about recovering some nuclear warheads at the bottom of the sea while navigating fields of sea mines, cavernous tunnels and mutated sharks. Good Luck! P.S. Please read the controls on how to play the game. PLEEASE...
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Sh’elah by @akiva_yevdayev | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T04:13:30Z", "hours": 96.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I make? I made Sh’elah (shelah.org) — the Torah Encyclopedia, literally. a searchable library of Torah and judaic texts and commentary (all powered by Sefaria’s texts and made to feel easy to use), an AI assistant that answers questions on Jewish law (halachah) by pulling information from primary sources like the Torah and judaic texts instead of just guessing, and the practical stuff people actually need everyday — live prayer times (zmanim), a Hebrew calendar, and how different communities observe different customs. The AI is built to always point you back to your own rabbi for anything that’s actually a different based on community and needs a ruling, and it steps out of the way entirely for anything medical or safety-related, and has safeguards to protect it from answering strange or unrelated questions or from being prompt injected (because we don’t want our site to get hacked lol). The prayer-times/calendar run off of your exact location, and the calendar shows the weekly Torah portion and candle lighting times too. What was challenging for me? Getting the AI to have safeguards, not hallucinate, follow judaic law and texts, and all set up took way longer than I had originally expected. It’s easy to make a chatbot that sounds confident; it’s much harder to make one that cites where an answer actually comes from, doesn’t quietly make things up, and knows when to deflect a question or malicious prompt. I also spent a lot of time on things nobody will ever see directly — locking down who can access what in the database, making sure a runaway request can’t rack up a huge AI bill (because this site is made for the public to be free, and not to make me go broke °~°), keeping the site fast and not-broken in English and Hebrew, light and dark mode, and working/looking well on phone or tablet-sized screens. Giving the AI real tool-use so it reaches for live prayer times/calendar/texts itself was its own project, and I found out at one point my login system and database weren’t even linked correctly, silently breaking database reads/writes (was a pain to fix…). There’s also a bug where the page jumped up by 5-10 chapters at once which I fixed (and have been trying to fix that issue for MONTHS!) What am I proud of? That it actually exists as an actual product and as a solution instead of just an idea living inside someone’s head. Every page has a real link you can share — a specific judaic text, an AI answer, a specific calendar day— and it opens back up exactly the way you left it. The commentary and translations are genuinely fast now (they were super buggy and slow before), the calendar actually gives candle-lighting times and areas in my app where the torah portions are and had a huge glow-up. I also went from 60% test coverage to over 99%, with nearly 4,000 tests passing cleanly. Keep in mind the whole thing was built by myself (yes ofc was built using ai but without that it would’ve taken years to make), end to end, including a real test suite, real security practices, accessibility support, and full legal documentation and copyright license, and not just a prototype held together by hopes and prayers. What should people know so they can test it? Try asking it an actual halacha question (but since most of you guys aren’t Jewish ask it a question you’ve had on the old testament or on Judaism maybe) that you may have wondered about and see if it gives you a real answer with sources instead of a vague and incorrect answer. Open a Torah portion and look at commentaries or a translation of a specific word. Switch it into Hebrew and make sure nothing breaks. Try it on your phone. See the prayer times based on location. Look at the calendar. Go bananas! Just know that if there is any issue at all, contact me through my email [email protected] and I’ll try my best to fix it as soon as I can.", "repo": "https://github.com/akivayevdayev-debug/Shelah", "demo": "https://shelah.org"}]...
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[{"post_id": 74270, "ts": "202 [{"post_id": 74270, "ts": "2026-09-27T03:25:18Z", "hours": 4.7697, "text": "Sh’elah — Devlog 8 WE FINALLY SHIP TODAY!!!!!!!!!!!!!!!!!!!!!!!! Over the past week or so, I had… Redesigned parts of the ai look again so that it doesn’t look like ai slop :) Gave the whole site links and web addresses whic h means any page or ai chat or settings u have and wanna give someone the link they can open to the same place as you (major issue fixed!). Added /signin and /profile as real pages that layer on top of whatever you’re looking at, so signing in from a legal or help page brings you right back where you started. Found and fixed why the AI sometimes gave no answer at all: the sign-in check between the site and the database was rejecting valid logins, which quietly broke saving your conversations and preferences. (YAY MORE BUGS FIXED) Sped up word/translation lookups. A word Sefaria didn’t recognize used to try several spellings against the dictionary and then several more against translation, one at a time — now it takes a second (maybe 2 if needs more sources). Fixed animation and fading issues, as well as issues when switching reading layout, switching commentary verses, and jumping to a cited passage (which, it turned out, didn’t actually highlight anything yet). Fixed the reader losing its place. Scrolling to load more text, or loading a previous chapter, could silently jump the page’s address to the wrong chapter. It now tracks what you’re actually reading, not just whichever paragraph happened to load first. (I’VE BEEN TRYNA FIX THAT ISSUE FOR MONTHS!) Cleaned up account and privacy details: a smaller profile menu, a delete-account warning that isn’t half-pink in dark mode, and your data export now actually includes your AI chats. Fixed a leftover database error that had been showing up in the logs from a migrations table that never existed — it’s created properly now, with the right access rules attached. WE SHIP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"}, {"post_id": 73745, "ts": "2026-09-25T20:42:53Z", "hours": 12.4672, "text": "Sh’elah — Devlog 7 — WE SHIP THIS WEEK!!!!! Over the past week or so, I had… Gave every page of the site its own real address. Any text, prayer, calendar day or AI answer now has its own link that opens straight to that page, even on a refresh. Old-style links still work too. Made AI answers shareable. Anyone can hit Copy Link to send a specific answer, or open it as its own page, and it stays out of search engines unless it’s meant to be public. Went through a 15-item punch list end to end: infinite scroll no longer jumps around, the commentary sidebar loads way faster and lighter, various calendar issues are fixed, parashah and commentary names are now accurate and properly ranked, community pages have full Hebrew translations, the header date now follows your actual location, loading spinners recover on their own when a connection drops, and implemented a bunch of Hebrew translate and bolding fixes. Completely Redid EVERYTHING about the AI: Redid the AI window’s entrance animation so it grows out of the Ask button on desktop instead of just popping in, and rises as a proper sheet on phones. Moved the Ask button onto the phone’s top bar instead of hiding it behind a Search tap, and gave the bottom tabs real icons above their labels with even spacing. Added a new ai small window, new ai fullscreen window, and new ai chat sharing links that legitimately work. Polished motion sitewide: screens fade up, buttons get a proper hover/press/focus feel, every emoji became a matching icon, and calendar hover states got fixed instead of going backwards (the close button used to lighten on hover, now it darkens like everything else). Built a real holiday detail card for the calendar, with accurate clock times and links straight into the reader. Fixed prayer and reader text losing its bold and italic formatting when pulled from the source library. Fixed the reader jumping around when loading earlier text, and gave it a slimmer bar with commentary that preloads before you tap it. Locked down the AI’s spending: the plain (non-agentic) chat route was quietly skipping the budget check, and a bug in the model-calling code could leak the API key. Both are fixed, and every path now respects the daily budget. Added a circuit breaker to the rate limiter so a database lag can’t take the whole site down with it, and made sure static files are never rate-limited. Cleared out SonarCloud’s entire backlog again: dead code removed, regexes hardened against slowdowns, and a chunk of new tests written along the way. Made Turnstile (the invisible spam check) actually invisible instead of showing its widget. Reconciled a stack of parallel work — calendar icons, i18n, reader fixes, security fixes — that had drifted across a few branches, merged clean. Let me know if there is anything y’all wanna see on my site in the future p.s. WE ARE ALMOST SHIPPED, but i still want those hours to count so this is not the last devlog."}, {"post_id": 70879, "ts": "2026-09-19T22:38:15Z", "hours": 11.8378, "text": "Sh’elah — Devlog 6 Over the past week or so, I had… Fixed certain dark mode values so they match the overall theme of the site. Added an ai symbol in the shape of a star and added animations to the searchbar when the ai is thinking, adding an ai feedback button, and fixed spacing and other issues with the ai answers. Added a commentary button to the reader’s top bar to show people how to use it Fixed zmanim (prayer/holiday times) on Holidays and fast days, added fast start and end times, and gave the AI Hebrew-date math tools. Finalized the legal pages with real operator info, registered a DMCA agent, and added an age confirmation. Went through every SonarCloud finding and the quality gate now passes, with the security and reliability ratings both at A. Wrote a big batch of new tests. Coverage went from 60% to about 84% overall, and all 3517 tests (yes ik its a lot of tests) pass cleanly. (yes somehow it was 60% before when I explicitly added tests for 93% coverage · ~ ·) Rotated the leaked Gemini key and cleaned it out of the repo history. (correcty this time), and merged two drifting copies of the code, so shared pieces like the AI answer builder now live in one place. Rewrote the README, added a changelog, documented every environment variable, and regenerated the database docs from the live schema. Let me know if there is anything y’all wanna see on my site in the future p.s. shipping v1.00 in a day or two!!!!!! FINALLY!!!!! (This may take longer than two days but hopefully not!)"}, {"post_id": 68421, "ts": "2026-09-15T02:54:39Z", "hours": 14.2753, "text": "Sh’elah — Devlog 5 Over the past week or so, I had… Gave the AI real tool-use, allowing it to get live prayer times, calendar dates, and texts as it needs them, instead of having everything be pre-loaded at each request. Finalized the legal pages and filed my site for DMCA Copyright protection for 3 years. Added self-serve privacy controls, where you can now export or delete your own account and data yourself. Added a feedback button on AI answers so people can flag bad ones directly. Added accessibility keyboard/screen-reader support along with their appropriate tests in CI. Fixed a security issue where a malicious AI-cited link could execute code, and added a bot-check in front of the AI endpoint to cut down on abuse. Fixed the caching bug from last devlog this time; pages get served from cache properly now instead of requesting from the server on every load. Fixed a bunch of small little annoying bugs like the page jumping back while scrolling, the wrong section getting highlighted, calendar color glitches, and animations not loading. Fixed a security-check script that had quietly been failing every single scheduled run for over a week. Spent alot of time simplifying complex functions across the codebase to make it more reliable. Let me know if there is anything y’all wanna see on my site in the future p.s. getting closer to that v1.00 site goal every day — planning on achieving it next week!"}, {"post_id": 61981, "ts": "2026-09-05T05:45:36Z", "hours": 10.3361, "text": "Sh’elah — Devlog 4 Over the past week or so, I had… Fixed an issue with RLS in Supabase so that one user doesn’t see another user’s personal info, as well as security issues with Vercel and Clerk (Which was a pain to fix :<) Found out my login system and database weren’t linked to each other correctly, which was breaking authenticated reads/writes, and fixed it Added an ai usage tracker and fixed old usage records so the spending log is correct, and so I don’t go broke when other people use my site’s ai My webhook (discord error bot) was malfunctioning (and still kinda is in clerk :<) and no longer is! YAY MORE ERRORS FOR ME! (at least I’ll know why they happen :|) Fixed a bug where the site was incorrectly caching files in browsers, making things slower and more expensive (yay less money to spend!!!!!) Ran accessibility tests and fixed any issues they found, and made my site more ready for releasing v1.00! Removed old files Fixed some legal documentation issues (like my Privacy Policy and ToS) so I don’t get sued!!! Let me know if there is anything y’all wanna see on my site in the future p.s. I’m planning a huge commit soon announcing version 1.00 of my website so if you haven’t seen my first devlog announcing that, go check it out."}, {"post_id": 55408, "ts": "2026-08-27T06:56:47Z", "hours": 10.6378, "text": "Sh’elah — Devlog 3 Over the past week or so, I had… Fixed a bug where a malformed cache config could crash the whole app on startup. Split a file that handled AI question-answering into smaller, cleaner, more compact files, and added tests to make sure that both versions (one for gemini and one for claude) always answered the same way with the same guardrails. Sped up busy/resource heavy pages (library, prayers, texts, daily study, and the calendar lookup) by adding a shared caching layer, so they don’t request the database on every single request anymore. Added rate limiting across the whole site instead of having it scattered in different places. Cleaned up a batch of files that were referenced in the code which was uncommitted and caused boot errors. Simplified a few functions that had been made too complex to safely maintain. Sped up cold starts by delaying AI library imports until they’re actually needed. Let me know if there is anything y’all wanna see on my site in the future p.s. I’m planning a huge commit soon announcing version 1.00 of my website so if you haven’t seen my first devlog announcing that, go check it out."}, {"post_id": 51996, "ts": "2026-08-22T00:35:52Z", "hours": 9.3681, "text": "Sh’elah — Devlog 2 Over the past 9 hours or so, I had… Removed a leftover routing rule in Vercel that was returning a 404 error in my production site. Added a server-side daily budget per user, so if someone goes past it and heavily uses the AI past what’s normal, they get rate limited and can’t spam multiple requests at once. Also fixed an issue where AI usage was being reported as $0 when it wasn’t. Updated my site’s README.md on GitHub, fixed a license mismatch, and added a CONTRIBUTING.md and a code of conduct. Old logs and history get deleted on a schedule now, so trash doesn’t build up over time. Built a dark-mode accessibility checker and fixed contrast issues. Also integrated circuit breakers so when an external resource fails the site doesn’t crash. Added About/Help/glossary pages, a sitemap, a feedback widget, and analytics that you can opt into. Added CI checks and Vercel Speed Insights to track loading times. Swapped the GPS permission for zmanim (prayer times) based on location to cookie/IP-based location instead. Let me know if there is anything y’all wanna see on my site in the future p.s. I’m planning a huge commit soon announcing version 1.00 of my website so if you haven’t seen my first devlog announcing that, go check it out."}, {"post_id": 49112, "ts": "2026-08-17T18:53:44Z", "hours": 22.1481, "text": "Sh’elah — First Devlog: I’ve been working on Sh’elah for a while now and finally uploaded it here. It’s a Jewish learning app that combines a searchable Torah library (similar to Sefaria) with an AI tool designed to actually answer your halacha questions. Instead of just throwing related sources at you that don’t end up answering the question, it walks you through the actual answer, explains the reasoning, cites the sources, and tailors everything based on your community’s specific customs. What it does today Answers questions across any area of Jewish law using primary sources rather than generic guesses. Allows you to search the library with customs broken out by community (Ashkenazi, Sefardi, Teimani, and others). Calculates live zmanim (prayer times) and a Hebrew calendar based on your exact location. Ends every answer with a clear reminder: this is for learning purposes, not an official ruling, and real questions should always go to your rabbi. It works right now, but it’s still in the early stages, so I want to be upfront about what still needs work before calling it a complete release. Making the AI reach for things, not just recite them Right now, the AI only knows what gets put into the prompt ahead of time. I am working on moving it toward real tool use so it can pull zmanim, calendar dates, commentaries, and community customs dynamically as needed. Judaic texts and laws will always remain the main priority, with web searching kept strictly as a last resort. Getting the safety layer right (in progress) Halacha touches sensitive material, and I want to make sure a younger user doesn’t receive graphic content when the real answer should simply be “ask your rabbi for details.” Any queries related to medical issues, mental health, or abuse will automatically route to real professional resources rather than generating an AI ruling. Behind-the-scenes technical updates Breaking down a backend file that got way too large so the code is easier to maintain and debug. Securing the caching layer so it handles concurrent load safely. Adding circuit breakers to prevent a third-party outage from crashing the whole platform. What needs to happen before full launch Verifying every feature works properly while keeping the user experience smooth and simple. Completing a thorough security review (already finished). Setting up error tracking and rate limiting to protect the site from abuse. Performing a full accessibility audit. Building this isn’t going to be easy, and the order of these steps will probably shift around. However, this is the general direction of the project, and I’ll share more updates as new features roll out."}]...
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Title: Sh’elah by @akiva_yevdayev | Stardance
Dev Title: Sh’elah by @akiva_yevdayev | Stardance
Devlogs:
Sh’elah — First Devlog: I’ve been working on Sh’elah for a while now and finally uploaded it here. It’s a Jewish learning app that combines a searchable Torah library (similar to Sefaria) with an AI tool designed to actually answer your halacha questions. Instead of just throwing related sources at you that don’t end up answering the question, it walks you through the actual answer, explains the reasoning, cites the sources, and tailors everything based on your community’s specific customs. What it does today Answers questions across any area of Jewish law using primary sources rather than generic guesses. Allows you to search the library with customs broken out by community (Ashkenazi, Sefardi, Teimani, and others). Calculates live zmanim (prayer times) and a Hebrew calendar based on your exact location. Ends every answer with a clear reminder: this is for learning purposes, not an official ruling, and real questions should always go to your rabbi. It works right now, but it’s still in the early stages, so I want to be upfront about what still needs work before calling it a complete release. Making the AI reach for things, not just recite them Right now, the AI only knows what gets put into the prompt ahead of time. I am working on moving it toward real tool use so it can pull zmanim, calendar dates, commentaries, and community customs dynamically as needed. Judaic texts and laws will always remain the main priority, with web searching kept strictly as a last resort. Getting the safety layer right (in progress) Halacha touches sensitive material, and I want to make sure a younger user doesn’t receive graphic content when the real answer should simply be “ask your rabbi for details.” Any queries related to medical issues, mental health, or abuse will automatically route to real professional resources rather than generating an AI ruling. Behind-the-scenes technical updates Breaking down a backend file that got way too large so the code is easier to maintain and debug. Securing the caching layer so it handles concurrent load safely. Adding circuit breakers to prevent a third-party outage from crashing the whole platform. What needs to happen before full launch Verifying every feature works properly while keeping the user experience smooth and simple. Completing a thorough security review (already finished). Setting up error tracking and rate limiting to protect the site from abuse. Performing a full accessibility audit. Building this isn’t going to be easy, and the order of these steps will probably shift around. However, this is the general direction of the project, and I’ll share more updates as new features roll out.
Sh’elah — Devlog 2 Over the past 9 hours or so, I had… Removed a leftover routing rule in Vercel that was returning a 404 error in my production site. Added a server-side daily budget per user, so if someone goes past it and heavily uses the AI past what’s normal, they get rate limited and can’t spam multiple requests at once. Also fixed an issue where AI usage was being reported as $0 when it wasn’t. Updated my site’s README.md on GitHub, fixed a license mismatch, and added a CONTRIBUTING.md and a code of conduct. Old logs and history get deleted on a schedule now, so trash doesn’t build up over time. Built a dark-mode accessibility checker and fixed contrast issues. Also integrated circuit breakers so when an external resource fails the site doesn’t crash. Added About/Help/glossary pages, a sitemap, a feedback widget, and analytics that you can opt into. Added CI checks and Vercel Speed Insights to track loading times. Swapped the GPS permission for zmanim (prayer times) based on location to cookie/IP-based location instead. Let me know if there is anything y’all wanna see on my site in the future p.s. I’m planning a huge commit soon announcing version 1.00 of my website so if you haven’t seen my first devlog announcing that, go check it out.
Sh’elah — Devlog 3 Over the past week or so, I had… Fixed a bug where a malformed cache config could crash the whole app on startup. Split a file that handled AI question-answering into smaller, cleaner, more compact files, and added tests to make sure that both versions (one for gemini and one for claude) always answered the same way with the same guardrails. Sped up busy/resource heavy pages (library, prayers, texts, daily study, and the calendar lookup) by adding a shared caching layer, so they don’t request the database on every single request anymore. Added rate limiting across the whole site instead of having it scattered in different places. Cleaned up a batch of files that were referenced in the code which was uncommitted and caused boot errors. Simplified a few functions that had been made too complex to safely maintain. Sped up cold starts by delaying AI library imports until they’re actually needed. Let me know if there is anything y’all wanna see on my site in the future p.s. I’m planning a huge commit soon announcing version 1.00 of my website so if you haven’t seen my first devlog announcing that, go check it out.
Sh’elah — Devlog 4 Over the past week or so, I had… Fixed an issue with RLS in Supabase so that one user doesn’t see another user’s personal info, as well as security issues with Vercel and Clerk (Which was a pain to fix :<) Found out my login system and database weren’t linked to each other correctly, which was breaking authenticated reads/writes, and fixed it Added an ai usage tracker and fixed old usage records so the spending log is correct, and so I don’t go broke when other people use my site’s ai My webhook (discord error bot) was malfunctioning (and still kinda is in clerk :<) and no longer is! YAY MORE ERRORS FOR ME! (at least I’ll know why they happen :|) Fixed a bug where the site was incorrectly caching files in browsers, making things slower and more expensive (yay less money to spend!!!!!) Ran accessibility tests and fixed any issues they found, and made my site more ready for releasing v1.00! Removed old files Fixed some legal documentation issues (like my Privacy Policy and ToS) so I don’t get sued!!! Let me know if there is anything y’all wanna see on my site in the future p.s. I’m planning a huge commit soon announcing version 1.00 of my website so if you haven’t seen my first devlog announcing that, go check it out.
Sh’elah — Devlog 5 Over the past week or so, I had… Gave the AI real tool-use, allowing it to get live prayer times, calendar dates, and texts as it needs them, instead of having everything be pre-loaded at each request. Finalized the legal pages and filed my site for DMCA Copyright protection for 3 years. Added self-serve privacy controls, where you can now export or delete your own account and data yourself. Added a feedback button on AI answers so people can flag bad ones directly. Added accessibility keyboard/screen-reader support along with their appropriate tests in CI. Fixed a security issue where a malicious AI-cited link could execute code, and added a bot-check in front of the AI endpoint to cut down on abuse. Fixed the caching bug from last devlog this time; pages get served from cache properly now instead of requesting from the server on every load. Fixed a bunch of small little annoying bugs like the page jumping back while scrolling, the wrong section getting highlighted, calendar color glitches, and animations not loading. Fixed a security-check script that had quietly been failing every single scheduled run for over a week. Spent alot of time simplifying complex functions across the codebase to make it more reliable. Let me know if there is anything y’all wanna see on my site in the future p.s. getting closer to that v1.00 site goal every day — planning on achieving it next week!
Sh’elah — Devlog 6 Over the past week or so, I had… Fixed certain dark mode values so they match the overall theme of the site. Added an ai symbol in the shape of a star and added animations to the searchbar when the ai is thinking, adding an ai feedback button, and fixed spacing and other issues with the ai answers. Added a commentary button to the reader’s top bar to show people how to use it Fixed zmanim (prayer/holiday times) on Holidays and fast days, added fast start and end times, and gave the AI Hebrew-date math tools. Finalized the legal pages with real operator info, registered a DMCA agent, and added an age confirmation. Went through every SonarCloud finding and the quality gate now passes, with the security and reliability ratings both at A. Wrote a big batch of new tests. Coverage went from 60% to about 84% overall, and all 3517 tests (yes ik its a lot of tests) pass cleanly. (yes somehow it was 60% before when I explicitly added tests for 93% coverage · ~ ·) Rotated the leaked Gemini key and cleaned it out of the repo history. (correcty this time), and merged two drifting copies of the code, so shared pieces like the AI answer builder now live in one place. Rewrote the README, added a changelog, documented every environment variable, and regenerated the database docs from the live schema. Let me know if there is anything y’all wanna see on my site in the future p.s. shipping v1.00 in a day or two!!!!!! FINALLY!!!!! (This may take longer than two days but hopefully not!)
Sh’elah — Devlog 7 — WE SHIP THIS WEEK!!!!! Over the past week or so, I had… Gave every page of the site its own real address. Any text, prayer, calendar day or AI answer now has its own link that opens straight to that page, even on a refresh. Old-style links still work too. Made AI answers shareable. Anyone can hit Copy Link to send a specific answer, or open it as its own page, and it stays out of search engines unless it’s meant to be public. Went through a 15-item punch list end to end: infinite scroll no longer jumps around, the commentary sidebar loads way faster and lighter, various calendar issues are fixed, parashah and commentary names are now accurate and properly ranked, community pages have full Hebrew translations, the header date now follows your actual location, loading spinners recover on their own when a connection drops, and implemented a bunch of Hebrew translate and bolding fixes. Completely Redid EVERYTHING about the AI: Redid the AI window’s entrance animation so it grows out of the Ask button on desktop instead of just popping in, and rises as a proper sheet on phones. Moved the Ask button onto the phone’s top bar instead of hiding it behind a Search tap, and gave the bottom tabs real icons above their labels with even spacing. Added a new ai small window, new ai fullscreen window, and new ai chat sharing links that legitimately work. Polished motion sitewide: screens fade up, buttons get a proper hover/press/focus feel, every emoji became a matching icon, and calendar hover states got fixed instead of going backwards (the close button used to lighten on hover, now it darkens like everything else). Built a real holiday detail card for the calendar, with accurate clock times and links straight into the reader. Fixed prayer and reader text losing its bold and italic formatting when pulled from the source library. Fixed the reader jumping around when loading earlier text, and gave it a slimmer bar with commentary that preloads before you tap it. Locked down the AI’s spending: the plain (non-agentic) chat route was quietly skipping the budget check, and a bug in the model-calling code could leak the API key. Both are fixed, and every path now respects the daily budget. Added a circuit breaker to the rate limiter so a database lag can’t take the whole site down with it, and made sure static files are never rate-limited. Cleared out SonarCloud’s entire backlog again: dead code removed, regexes hardened against slowdowns, and a chunk of new tests written along the way. Made Turnstile (the invisible spam check) actually invisible instead of showing its widget. Reconciled a stack of parallel work — calendar icons, i18n, reader fixes, security fixes — that had drifted across a few branches, merged clean. Let me know if there is anything y’all wanna see on my site in the future p.s. WE ARE ALMOST SHIPPED, but i still want those hours to count so this is not the last devlog.
Sh’elah — Devlog 8 WE FINALLY SHIP TODAY!!!!!!!!!!!!!!!!!!!!!!!! Over the past week or so, I had… Redesigned parts of the ai look again so that it doesn’t look like ai slop :) Gave the whole site links and web addresses whic h means any page or ai chat or settings u have and wanna give someone the link they can open to the same place as you (major issue fixed!). Added /signin and /profile as real pages that layer on top of whatever you’re looking at, so signing in from a legal or help page brings you right back where you started. Found and fixed why the AI sometimes gave no answer at all: the sign-in check between the site and the database was rejecting valid logins, which quietly broke saving your conversations and preferences. (YAY MORE BUGS FIXED) Sped up word/translation lookups. A word Sefaria didn’t recognize used to try several spellings against the dictionary and then several more against translation, one at a time — now it takes a second (maybe 2 if needs more sources). Fixed animation and fading issues, as well as issues when switching reading layout, switching commentary verses, and jumping to a cited passage (which, it turned out, didn’t actually highlight anything yet). Fixed the reader losing its place. Scrolling to load more text, or loading a previous chapter, could silently jump the page’s address to the wrong chapter. It now tracks what you’re actually reading, not just whichever paragraph happened to load first. (I’VE BEEN TRYNA FIX THAT ISSUE FOR MONTHS!) Cleaned up account and privacy details: a smaller profile menu, a delete-account warning that isn’t half-pink in dark mode, and your data export now actually includes your AI chats. Fixed a leftover database error that had been showing up in the logs from a migrations table that never existed — it’s created properly now, with the right access rules attached. WE SHIP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Ships:
What did I make? I made Sh’elah (shelah.org) — the Torah Encyclopedia, literally. a searchable library of Torah and judaic texts and commentary (all powered by Sefaria’s texts and made to feel easy to use), an AI assistant that answers questions on Jewish law (halachah) by pulling information from primary sources like the Torah and judaic texts instead of just guessing, and the practical stuff people actually need everyday — live prayer times (zmanim), a Hebrew calendar, and how different communities observe different customs. The AI is built to always point you back to your own rabbi for anything that’s actually a different based on community and needs a ruling, and it steps out of the way entirely for anything medical or safety-related, and has safeguards to protect it from answering strange or unrelated questions or from being prompt injected (because we don’t want our site to get hacked lol). The prayer-times/calendar run off of your exact location, and the calendar shows the weekly Torah portion and candle lighting times too. What was challenging for me? Getting the AI to have safeguards, not hallucinate, follow judaic law and texts, and all set up took way longer than I had originally expected. It’s easy to make a chatbot that sounds confident; it’s much harder to make one that cites where an answer actually comes from, doesn’t quietly make things up, and knows when to deflect a question or malicious prompt. I also spent a lot of time on things nobody will ever see directly — locking down who can access what in the database, making sure a runaway request can’t rack up a huge AI bill (because this site is made for the public to be free, and not to make me go broke °~°), keeping the site fast and not-broken in English and Hebrew, light and dark mode, and working/looking well on phone or tablet-sized screens. Giving the AI real tool-use so it reaches for live prayer times/calendar/texts itself was its own project, and I found out at one point my login system and database weren’t even linked correctly, silently breaking database reads/writes (was a pain to fix…). There’s also a bug where the page jumped up by 5-10 chapters at once which I fixed (and have been trying to fix that issue for MONTHS!) What am I proud of? That it actually exists as an actual product and as a solution instead of just an idea living inside someone’s head. Every page has a real link you can share — a specific judaic text, an AI answer, a specific calendar day— and it opens back up exactly the way you left it. The commentary and translations are genuinely fast now (they were super buggy and slow before), the calendar actually gives candle-lighting times and areas in my app where the torah portions are and had a huge glow-up. I also went from 60% test coverage to over 99%, with nearly 4,000 tests passing cleanly. Keep in mind the whole thing was built by myself (yes ofc was built using ai but without that it would’ve taken years to make), end to end, including a real test suite, real security practices, accessibility support, and full legal documentation and copyright license, and not just a prototype held together by hopes and prayers. What should people know so they can test it? Try asking it an actual halacha question (but since most of you guys aren’t Jewish ask it a question you’ve had on the old testament or on Judaism maybe) that you may have wondered about and see if it gives you a real answer with sources instead of a vague and incorrect answer. Open a Torah portion and look at commentaries or a translation of a specific word. Switch it into Hebrew and make sure nothing breaks. Try it on your phone. See the prayer times based on location. Look at the calendar. Go bananas! Just know that if there is any issue at all, contact me through my email [email protected] and I’ll try my best to fix it as soon as I can....
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1793336143.3657858
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1793422543.3657858
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36862
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Random Compliment Generator by @nilaani_aether | S Random Compliment Generator by @nilaani_aether | Stardance...
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nilaani_aether
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1
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2.34
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T01:57:29Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a Random Compliment Generator in Python to boost crew morale for the Beans while we write code and log hours to defend our spaceship!", "repo": "https://github.com/nilaaniaether-alt/Cosmic-Dodger", "demo": "https://trinket.io/python/81a6a5841d5f?showInstructions=true"}]...
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[{"post_id": 75095, "ts": "202 [{"post_id": 75095, "ts": "2026-09-29T04:20:04Z", "hours": 0.3372, "text": "Building a game where you avoid stellar obstacles, it hasn’t been successful, but I am continuously spotting errors and modifying it. I have some problems with the front end which i must work more on."}, {"post_id": 71019, "ts": "2026-09-20T06:51:13Z", "hours": 0.6903, "text": "I have almost completed coding the random compliment generator, i hope this will be a great companion for everyone! 😇"}, {"post_id": 41770, "ts": "2026-08-06T05:16:59Z", "hours": 1.0539, "text": "I have coded a random compliment generator where you can click a button to recieve some compliments which might suit you, i have to add more compliments to make it more interesting."}]...
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Title: Random Compliment Generator by @nilaani_aet Title: Random Compliment Generator by @nilaani_aether | Stardance
Devlogs:
I have coded a random compliment generator where you can click a button to recieve some compliments which might suit you, i have to add more compliments to make it more interesting.
I have almost completed coding the random compliment generator, i hope this will be a great companion for everyone! 😇
Building a game where you avoid stellar obstacles, it hasn’t been successful, but I am continuously spotting errors and modifying it. I have some problems with the front end which i must work more on.
Ships:
I built a Random Compliment Generator in Python to boost crew morale for the Beans while we write code and log hours to defend our spaceship!...
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1793336146.3573081
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1793422546.3573081
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1327
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Cirqmon by @itsdecodeaditya | Stardance
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itsdecodeaditya
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1
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85.0
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1594
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T21:50:13Z", "hours": 85.0, "multiplier": 19.19, "payout": 1594, "blessing": "neutral", "text": "Cirqmon is a quantum computing circuit builder on web and It’s idea was like when I used to go on tools like IBM’s or other quantum circuit simulators they used to feel like so dry and academic, So I thought why don’t I make one that’s colorful, looks like game because I guess learning deep tech should not mean that you lose colors. Earlier I thought I would just build UI layer on top of Qiskit via Python API, then I thought what will I learn and from a quite a long time I wanted to build something that involves maths and physics so i thought I should build whole thing by myself. The whole thing was Actually a bit challenging on understanding how Q spheres or Tensors or how bitwise calculations work, aligning it will a Good UI theme, So I just learned and build. sometimes I thought How will i finish or how will I map that understanding into code But I guess AI as a Teacher helped me a lot. For Others to try it you should know about Quantum Gates, read the Readme once and I guess you will understand the project.", "repo": "https://github.com/decodeaditya/cirqmon/", "demo": "https://cirqmon.vercel.app/"}]...
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[{"post_id": 71464, "ts": "202 [{"post_id": 71464, "ts": "2026-09-20T21:31:02Z", "hours": 2.8469, "text": "Cirqmon Devlog #12 So I guess it’s final Devlog. Here firstly I updated Readme with new UI based snapshots. Made custom Alert box so it matches the theme instead of browser native alert box. Fixed bug in which earlier the gates were being added in circuit without checking if that Block is being used by other gate and its corresponding qubits. I hope if I don’t get a new problem to fix I will ship it;"}, {"post_id": 71194, "ts": "2026-09-20T12:52:50Z", "hours": 8.1419, "text": "Cirqmon Devlog #11 So Guys, I have finally finalized the Cirqmon Playground UI. I replaced the old glassmorphism theme with a rougher, more irregular visual style. Earlier I got feedback that, the old layout felt cluttered because the quantum gates were spread far apart and Due to Space Background and glassmorphism, it looked like Vibe coded. I have now grouped all the gates together in one place to make the interface cleaner and easier to navigate. Here Is what I changed: Removed the Home button. Clicking the Cirqmon logo now takes gets back to the home page. Updated Playground icons with Animal GIFs to give it more lively and engaging appearance. As mentioned above, reduced the use of glassmorphism to due to flickering issues and implemented like hand drawn solid color based UI. Attaching a video Snapshot so you can see changes made. also, The README is the only major task left. Once that’s finished, I’ll be ready to ship the project!"}, {"post_id": 66582, "ts": "2026-09-12T12:50:46Z", "hours": 8.0617, "text": "Cirqmon Devlog #10 Every time I think My project is ready to ship I find something missing and then it gets delayed. After I finished the blog on Deutsch Jozsa algorithm the project worked, as it needed only Single and Double qubit gate. When I started writing about Grover’s algorithm I realized the need of Three Qubit gate too as it needed CCZ gate to flip the phase to achieve 111 State. So I had to fix that. Here is what I did: Firstly as I told earlier I added the 3 Qubit gate feature, the underlying simulator code is working as old Inflating the Matrix approach, I only had to make it work for 3 Qubit gates. Secondly once I was on huddle where we were discussing about Boba bash, I presented the project to people and some said like ’it looks like too stuffed or some said it looked vibe coded. So I thought its a good feedback to work on. Then I improvised the Homepage so it feels like Apple like minimal theme while maintaining game feel. I also added the Background video instead of static image. Thirdly the blog page was pending so I made blog page with similar theme as I updated along with a option to search among the medium posts. So this was what I updated in this Version and now I needs that code review and matching the theme on Playground too. Just Hope I don’t get stuck this time and wrap it up. Thanks for Reading!"}, {"post_id": 46862, "ts": "2026-08-14T12:20:36Z", "hours": 6.1919, "text": "Cirqmon #Devlog 9 This version is more of testing, I thought that I should write blogs and use examples using Cirqmon, So Written 2 blogs on Quantum computing for Beginners and Deutsch Joza algorithm. While writing it I thought I should Show them on Cirqmon Hompage too, earlier I thought I would replace blogs part in Homepage with Just a medium link of mine, but later when I read on internet that medium allows to see RSS version of Blogs so I parsed RSS to JSON and fetched Blogs related Quantum Computing. Along with it, made Qubits limits to 8 and steps to 24 and made a centralized Config file to control parameters from there. Added a Toggle so People can switch indentation of Qubit states either Big endian or Little Endian. Updated Homepage button with Pikachu Button I found while explore on UI verse, also added link to Readme guide. Now After writing Blogs I am getting surge of confidence inside that I understood Quantum Computing more Better. One of topics I am curious about is Cybersecurity and one of Algorithm that challenges classical Approaches like RSA is Shor’s Algorithm so next I am going to explore it, Also along with all these, I have updated Some images in readme too and going to Push updates, so do Share Feedbacks."}, {"post_id": 43067, "ts": "2026-08-08T04:03:36Z", "hours": 3.9364, "text": "Cirqmon #Devlog 8 Actually I was telling my friend about project, and I realized that the Project should have better readme that tells about features, Examples, and Tour. Also added HSL wheel in Q sphere so People can Use it as a reference. Initially its faded, you hover it and it gets Visible. Also the Latest version is now Live with multi qubit gates."}, {"post_id": 41965, "ts": "2026-08-06T14:25:38Z", "hours": 8.0969, "text": "Cirqmon Devlog #7 So, I am posting this Devlog after interval of Almost 20 days since last Posted. Why delay? During this time I learnt a Lot about Quantum computing. Infact, I was planning to ship the Project with Single qubit gates only, but after I joined Qiskit Global Summer School, then I realised that main game in Quantum computing is about entanglement, that comes with multi Qubit gates like CX, CZ, SWAP etc. The Media attached is Demo is of a GHZ circuit is made by combination of H gate and CNOT gates. Basically a GHZ state is larger version of Bell state. For N qubits, only two possible states shows Up with equal probability i.e 1/root2 (000…n + 111…n). So here is What I made Changes and How : 1) 2 Qubit Gates Implementation - So Earlier Version was for Only 1 Qubit Gates, and it used Tensor product. Where it used to tensor Each step and then Multiply each step to StateVector in successive manner. But for 2 Qubit gates, tensor method gets problematic because multi qubit gates need to have dependence on other qubits too, meanwhile tensor assumes every gate on that step is independent and it builds large matrix. This loses dependence and relation as demanded by multi qubit gates. So then I got to know of approach called Embedding or Inflation where we first create Temporary matrix of 2^n rows and 2^n Columns with each entry initially as 0, then we start looping through columns of that Matrix (which represent possibility, like iteration for 0 is actually 00 in binary) and then, matching it with rows and columns in Gate matrix, after that we force the bit in Temporary Matrix’s respective column and row to align with what Gate’s matrix bit has? Either 0 or 1. Finally we get Result of application in that Temporary matrix which we multiply with StateVector later on. That’s how This Inflation Approach works. 2) Applied Phase angle Indicator Now, Quantum State’s node’s color in Q sphere shows its phase Angle, which can be from PI to -PI, calculated using formula tan2a(y,x) , then we constraint it from 0 to 2PI, later convert to degrees, then feeding that value as HUE value in HSL colour format keeping lightness as 50% and Saturation 100% and then it corresponds to Phase Angle with color that degree, like 0deg is red, 90deg is green etc. So this was Major Changes I did along with some Style changes and Minor error fixing that appeared during changing the Simulator’s Approach. And to be very Honest at when I started to Write code for 2 qubit Gates, I earlier thought I would Do something that I dont have to change Simulator, but those were still just making me cry. So finally I gone to AI to learn and for almost 2 days new experiments were going out of head and that way almost I wasted Hours and then to experiment more and Stop Tracking Hackatime since I knew It would track more hours for Experiments too, So I coded in Cursor (Without Any AI, Just as Other Editor) Untracked. At the End it worked :) Now Finally Majority part is Done, after few More Edits, Will Ship it soon!"}, {"post_id": 28525, "ts": "2026-07-14T20:44:03Z", "hours": 7.3483, "text": "Devlog #6 :) So Hey People, I am feeling Immensely satisfied that Q Sphere feature is Mostly done. Also the GateWiki part is also done that tells You about Gate you Clicked on Gates Tray, again to tell you can drag gates into Circuit to build and Tap to know about it . May be I also link blogs on that Later. Now about Q Sphere Part Okay , Now let me share about Making of Q Sphere Part , So earlier I was not able to visualize it, but somehow I got to Know about Spherical Coordinates which is dependent on: theta : angle of Line from Z Axis phi : angle of Line from x Axis But clicked finally after frustration of not understanding it earlier. Then I gone to Google searching to see 3d visuals and AI to understand how we calculate those angles: So - Based on hamming weights (Means how many 1s in that State, Suppose in |01> has 1 1s and 011 have 2 1s ) and total qubits which help us find theta and divide sphere into sort of rings for similar nodes/lines of same hamming weights in same ring. Then we find how we calculate phi based on total active states in each ring and slicing ring into same proportion. I don’t know why but that was a finally a kick for me :) Finally since you will plot lines and nodes on spherical surface you have to convert theta and phi to coordinates [x, y, z] which you do using polar coordinates . Then after plotting them, a major part of Q sphere is made. now as you can see on 2nd screenshot left side the Sphere shows nodes for respective State. more chances of being 0 is on upper half and more 1 chance on bottom half. Structured the folders Also I worked on code Structure to keep all algos separated: To parse stateVectors Parse the frontend data to json circuit instructions Making all q sphere data from stateVectors parsing Code to export in Qiskit. more such functions too.. So yeah that was work I did, little more things is needed to build, after that project is done. Adding some multi qubit gates is next important thing now. I would be pushing on Github this Version and Vercel too now. Go check it out. Namaste!!!"}, {"post_id": 27203, "ts": "2026-07-12T15:29:23Z", "hours": 8.8928, "text": "Devlog #5 :) To be very honest I forget that its 8 hours 47 minutes in hackatime and it didn’t posted devlog until I got a Notification on slack. Sooo Guys! In this part of work I had to decide a thing that should I add Visualization of Qubits or not and then I realized that’s the whole point of project [to let people easily visualize whats happening]. So thats why I have decided add Q sphere . Folder Structure First of all I realized that my project was using url images and project structure was actually messing up as files and folders were increasing, so I decided to first organise the chaos and downloading all internet 3d assets in project. [Screenshot -1]. Because without a better organization of project it would get intimidatingly hard for others to contribute. Big Endian vs Little Endian Now second part is making the Result page of Qubit execution match that 3d glassmorphism design and white browsing through IBM composer (Tool for making Circuits) I got to observe that states were actually reverse in order. Suppose you applied hadamard gate to first qubit in 2 qubit system so instead of showing Probabilities of states as |00> = 50% , |01> = 0 , |10> = 50% , |11> = 0 , it reversed for 01 and 10. So after reading on internet about this I got to know that both ways are right and just differs because order you calcuate tensors: G1 * G2 * G3.. gives you Big Endian Version which considers least qubit as important Vice versa in case of Little Endian as IBM uses. So I implemented both in project. Earlier I thought I broke a physics Law [haha.] Making Q Sphere Its for Q sphere [2nd screenshot], that’s what help you understand statevector, because we can’t imagine more than 3D, so IBM come with this method. Basically I have used react 3 fiber that helps us write Three.js in react easily, using JSX instead of js manually, and it shows 3 lines in space which represent each state in vector: Bigger the node on top, bigger its probability . Color tells phase angle from origin. More 0 probability the vector will be pointing on upper hemisphere’s top and similarly more 1 will point on bottom of lower hemisphere. I am still processing [x,y,z] coordinates of line. Q sphere now shows random plots, I have to parse state vector to correct representation, will tell you about it in next devlog after I have learnt and implemented this. Screen Restrictions Forth is more of usability, side by side you can see either, code and graph or sphere and graph , so understand better. Also I added a screen restrictor for small screens since running this project on phone won’t be possible because design clutterness (forget to add screenshot, but you can check live). So hope you liked this version, I know it’s too much of quantum but yeah like others I am also trying to understand better. At Last, don’t forget to check attachments and share your feedbacks. Also I think I would be pushing on github now before developing futher. Namaste!!!"}, {"post_id": 26000, "ts": "2026-07-10T15:38:00Z", "hours": 5.5644, "text": "Devlog #4 This Part was all about making Navigation work between pages and since last time I got some feedbacks that Home and Playground VIbe Don’t match so made Playground more 3d. Here are Changes - Using react router, Made Navigation between Home and Playground and Vice versa. Used 3d Resources like Background images, Button images to make it look 3d Videogame. Added button animations like some changes images, some spins. Improved qubit adjust box. Added tooltip component so people know what buttons does what, since buttons are image based. So, I have tried to make project look 3d Glassmorphism and minimal too. check out video attached to see progress till now ."}, {"post_id": 25463, "ts": "2026-07-09T19:03:49Z", "hours": 7.8494, "text": "#Devlog 3 Made Homepage for Cirqmon because I wanted to Put Medium blogs and Tool at one place so this will act as Entry door easily. Experimented with designs, fonts and images to make it feel like 3d Cartoon themed. Following things made - At first “what is does” Hero Section telling people that its a Colorful way to play and learn to make Quantum Circuits. Actually in hero section I have experimented with 3d images animations but it looked distracting UI so Removed it. but Kept H and Y gates to give a idea of Builder. Blogs Section is where it will fetch Quantum related Blogs from Medium (will write soon). Don’t forget to notice that Astronaut. Data is dummy. the Boxes use Backdrop transparent design to match with 3d design. Last is for People who would like to give feedbacks. Buttons are Demo for now. Basically UI for Homepage is Done. Now in next Version WIll use router for Navigation. ALso TBH Gemini really Helped me with Box Shadow button effects which I adjusted according to project Later. Do give Feedbacks please :)"}, {"post_id": 23711, "ts": "2026-07-06T20:20:51Z", "hours": 6.1475, "text": "Its Devlog 2 and in midway didn’t knew That I will be able to go further in project but somehow Curosity pushed it. So I have basically in this Version I made following new Things - Added fundamental Single Qubit Gates and the Moment someone drag Gates into Circuit and it get Translated into circuit Instructions JSON which tracks for which gate is applied at target and step; The moment you click on Playcircuit button it Calculates the probability of Each possible Qubit state and corresponding qiskit code; Basically this part of calculating the Circuit I had options either to use Qiskit directly via Python, Use react pre-written Scripts in react or Reinvent the Wheel by making my own Simulator which might not be as Efficient as Already made ones. So to see how strong my kidneys are I chose 3rd one. But you won’t believe I got answers to all My questions whether Why more qubits means exponential computation time, or tensors and many other things which I will write in blogs in some time. So basically it was about initializing a State vector and then running step by step tensor product of gates applied and then when I got a single wire as a result of all gates in each step, then multiply the state vector with Matrix which contains 2^N rows and columns (n is number of qubits) which finally gives you the amplitudes of each state. FInally you format them to Show. Now it still need better design and More code organization after which I will push new Version; till then You are welcome for Questions and Suggestions. Note - This version handle single qubits till now."}, {"post_id": 17512, "ts": "2026-06-28T10:11:41Z", "hours": 11.5036, "text": "Quite a While I started to learn about quantum Computing and observed that its still gives too research vibes for a beginner to overwhelm and leave it. This is Cirqmon which I am making so Building Quantum circuits become some fun without dumping every information and expecting everyone to be a Researcher. Started with making on React, giving it Cartoon or Animated vibe, earlier I thought to make it Doremon themed but later found that it would give copyright issues. For now features added- 1 ) You can Drag and Drog Quantum gates from Tray into Circuit Canvas. 2 ) Music and Background Manage buttons. 3 ) I have tried to play with Vector and Cartoon Images in Transition. 4 ) Adjust Qubits and Nodes/Steps from Drawer earlier I thought to Use Slider but used Buttons later to Avoid touch screen inconsistencies. While making the Drag and Drop canvas Features, found that using HTML Drag and drop API sometimes break on Safari and other browers and it was still making codebase look complicated for others or even me in future to Contribute. So I used @dnd kit for drag and drop feature. Also I kept a Limit on Qubits and Nodes to Keep Execution Easier and test. Majorly a Structure is Done,"}]...
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Title: Cirqmon by @itsdecodeaditya | Stardance
De Title: Cirqmon by @itsdecodeaditya | Stardance
Devlogs:
Quite a While I started to learn about quantum Computing and observed that its still gives too research vibes for a beginner to overwhelm and leave it. This is Cirqmon which I am making so Building Quantum circuits become some fun without dumping every information and expecting everyone to be a Researcher. Started with making on React, giving it Cartoon or Animated vibe, earlier I thought to make it Doremon themed but later found that it would give copyright issues. For now features added- 1 ) You can Drag and Drog Quantum gates from Tray into Circuit Canvas. 2 ) Music and Background Manage buttons. 3 ) I have tried to play with Vector and Cartoon Images in Transition. 4 ) Adjust Qubits and Nodes/Steps from Drawer earlier I thought to Use Slider but used Buttons later to Avoid touch screen inconsistencies. While making the Drag and Drop canvas Features, found that using HTML Drag and drop API sometimes break on Safari and other browers and it was still making codebase look complicated for others or even me in future to Contribute. So I used @dnd kit for drag and drop feature. Also I kept a Limit on Qubits and Nodes to Keep Execution Easier and test. Majorly a Structure is Done,
Its Devlog 2 and in midway didn’t knew That I will be able to go further in project but somehow Curosity pushed it. So I have basically in this Version I made following new Things - Added fundamental Single Qubit Gates and the Moment someone drag Gates into Circuit and it get Translated into circuit Instructions JSON which tracks for which gate is applied at target and step; The moment you click on Playcircuit button it Calculates the probability of Each possible Qubit state and corresponding qiskit code; Basically this part of calculating the Circuit I had options either to use Qiskit directly via Python, Use react pre-written Scripts in react or Reinvent the Wheel by making my own Simulator which might not be as Efficient as Already made ones. So to see how strong my kidneys are I chose 3rd one. But you won’t believe I got answers to all My questions whether Why more qubits means exponential computation time, or tensors and many other things which I will write in blogs in some time. So basically it was about initializing a State vector and then running step by step tensor product of gates applied and then when I got a single wire as a result of all gates in each step, then multiply the state vector with Matrix which contains 2^N rows and columns (n is number of qubits) which finally gives you the amplitudes of each state. FInally you format them to Show. Now it still need better design and More code organization after which I will push new Version; till then You are welcome for Questions and Suggestions. Note - This version handle single qubits till now.
#Devlog 3 Made Homepage for Cirqmon because I wanted to Put Medium blogs and Tool at one place so this will act as Entry door easily. Experimented with designs, fonts and images to make it feel like 3d Cartoon themed. Following things made - At first “what is does” Hero Section telling people that its a Colorful way to play and learn to make Quantum Circuits. Actually in hero section I have experimented with 3d images animations but it looked distracting UI so Removed it. but Kept H and Y gates to give a idea of Builder. Blogs Section is where it will fetch Quantum related Blogs from Medium (will write soon). Don’t forget to notice that Astronaut. Data is dummy. the Boxes use Backdrop transparent design to match with 3d design. Last is for People who would like to give feedbacks. Buttons are Demo for now. Basically UI for Homepage is Done. Now in next Version WIll use router for Navigation. ALso TBH Gemini really Helped me with Box Shadow button effects which I adjusted according to project Later. Do give Feedbacks please :)
Devlog #4 This Part was all about making Navigation work between pages and since last time I got some feedbacks that Home and Playground VIbe Don’t match so made Playground more 3d. Here are Changes - Using react router, Made Navigation between Home and Playground and Vice versa. Used 3d Resources like Background images, Button images to make it look 3d Videogame. Added button animations like some changes images, some spins. Improved qubit adjust box. Added tooltip component so people know what buttons does what, since buttons are image based. So, I have tried to make project look 3d Glassmorphism and minimal too. check out video attached to see progress till now .
Devlog #5 :) To be very honest I forget that its 8 hours 47 minutes in hackatime and it didn’t posted devlog until I got a Notification on slack. Sooo Guys! In this part of work I had to decide a thing that should I add Visualization of Qubits or not and then I realized that’s the whole point of project [to let people easily visualize whats happening]. So thats why I have decided add Q sphere . Folder Structure First of all I realized that my project was using url images and project structure was actually messing up as files and folders were increasing, so I decided to first organise the chaos and downloading all internet 3d assets in project. [Screenshot -1]. Because without a better organization of project it would get intimidatingly hard for others to contribute. Big Endian vs Little Endian Now second part is making the Result page of Qubit execution match that 3d glassmorphism design and white browsing through IBM composer (Tool for making Circuits) I got to observe that states were actually reverse in order. Suppose you applied hadamard gate to first qubit in 2 qubit system so instead of showing Probabilities of states as |00> = 50% , |01> = 0 , |10> = 50% , |11> = 0 , it reversed for 01 and 10. So after reading on internet about this I got to know that both ways are right and just differs because order you calcuate tensors: G1 * G2 * G3.. gives you Big Endian Version which considers least qubit as important Vice versa in case of Little Endian as IBM uses. So I implemented both in project. Earlier I thought I broke a physics Law [haha.] Making Q Sphere Its for Q sphere [2nd screenshot], that’s what help you understand statevector, because we can’t imagine more than 3D, so IBM come with this method. Basically I have used react 3 fiber that helps us write Three.js in react easily, using JSX instead of js manually, and it shows 3 lines in space which represent each state in vector: Bigger the node on top, bigger its probability . Color tells phase angle from origin. More 0 probability the vector will be pointing on upper hemisphere’s top and similarly more 1 will point on bottom of lower hemisphere. I am still processing [x,y,z] coordinates of line. Q sphere now shows random plots, I have to parse state vector to correct representation, will tell you about it in next devlog after I have learnt and implemented this. Screen Restrictions Forth is more of usability, side by side you can see either, code and graph or sphere and graph , so understand better. Also I added a screen restrictor for small screens since running this project on phone won’t be possible because design clutterness (forget to add screenshot, but you can check live). So hope you liked this version, I know it’s too much of quantum but yeah like others I am also trying to understand better. At Last, don’t forget to check attachments and share your feedbacks. Also I think I would be pushing on github now before developing futher. Namaste!!!
Devlog #6 :) So Hey People, I am feeling Immensely satisfied that Q Sphere feature is Mostly done. Also the GateWiki part is also done that tells You about Gate you Clicked on Gates Tray, again to tell you can drag gates into Circuit to build and Tap to know about it . May be I also link blogs on that Later. Now about Q Sphere Part Okay , Now let me share about Making of Q Sphere Part , So earlier I was not able to visualize it, but somehow I got to Know about Spherical Coordinates which is dependent on: theta : angle of Line from Z Axis phi : angle of Line from x Axis But clicked finally after frustration of not understanding it earlier. Then I gone to Google searching to see 3d visuals and AI to understand how we calculate those angles: So - Based on hamming weights (Means how many 1s in that State, Suppose in |01> has 1 1s and 011 have 2 1s ) and total qubits which help us find theta and divide sphere into sort of rings for similar nodes/lines of same hamming weights in same ring. Then we find how we calculate phi based on total active states in each ring and slicing ring into same proportion. I don’t know why but that was a finally a kick for me :) Finally since you will plot lines and nodes on spherical surface you have to convert theta and phi to coordinates [x, y, z] which you do using polar coordinates . Then after plotting them, a major part of Q sphere is made. now as you can see on 2nd screenshot left side the Sphere shows nodes for respective State. more chances of being 0 is on upper half and more 1 chance on bottom half. Structured the folders Also I worked on code Structure to keep all algos separated: To parse stateVectors Parse the frontend data to json circuit instructions Making all q sphere data from stateVectors parsing Code to export in Qiskit. more such functions too.. So yeah that was work I did, little more things is needed to build, after that project is done. Adding some multi qubit gates is next important thing now. I would be pushing on Github this Version and Vercel too now. Go check it out. Namaste!!!
Cirqmon Devlog #7 So, I am posting this Devlog after interval of Almost 20 days since last Posted. Why delay? During this time I learnt a Lot about Quantum computing. Infact, I was planning to ship the Project with Single qubit gates only, but after I joined Qiskit Global Summer School, then I realised that main game in Quantum computing is about entanglement, that comes with multi Qubit gates like CX, CZ, SWAP etc. The Media attached is Demo is of a GHZ circuit is made by combination of H gate and CNOT gates. Basically a GHZ state is larger version of Bell state. For N qubits, only two possible states shows Up with equal probability i.e 1/root2 (000…n + 111…n). So here is What I made Changes and How : 1) 2 Qubit Gates Implementation - So Earlier Version was for Only 1 Qubit Gates, and it used Tensor product. Where it used to tensor Each step and then Multiply each step to StateVector in successive manner. But for 2 Qubit gates, tensor method gets problematic because multi qubit gates need to have dependence on other qubits too, meanwhile tensor assumes every gate on that step is independent and it builds large matrix. This loses dependence and relation as demanded by multi qubit gates. So then I got to know of approach called Embedding or Inflation where we first create Temporary matrix of 2^n rows and 2^n Columns with each entry initially as 0, then we start looping through columns of that Matrix (which represent possibility, like iteration for 0 is actually 00 in binary) and then, matching it with rows and columns in Gate matrix, after that we force the bit in Temporary Matrix’s respective column and row to align with what Gate’s matrix bit has? Either 0 or 1. Finally we get Result of application in that Temporary matrix which we multiply with StateVector later on. That’s how This Inflation Approach works. 2) Applied Phase angle Indicator Now, Quantum State’s node’s color in Q sphere shows its phase Angle, which can be from PI to -PI, calculated using formula tan2a(y,x) , then we constraint it from 0 to 2PI, later convert to degrees, then feeding that value as HUE value in HSL colour format keeping lightness as 50% and Saturation 100% and then it corresponds to Phase Angle with color that degree, like 0deg is red, 90deg is green etc. So this was Major Changes I did along with some Style changes and Minor error fixing that appeared during changing the Simulator’s Approach. And to be very Honest at when I started to Write code for 2 qubit Gates, I earlier thought I would Do something that I dont have to change Simulator, but those were still just making me cry. So finally I gone to AI to learn and for almost 2 days new experiments were going out of head and that way almost I wasted Hours and then to experiment more and Stop Tracking Hackatime since I knew It would track more hours for Experiments too, So I coded in Cursor (Without Any AI, Just as Other Editor) Untracked. At the End it worked :) Now Finally Majority part is Done, after few More Edits, Will Ship it soon!
Cirqmon #Devlog 8 Actually I was telling my friend about project, and I realized that the Project should have better readme that tells about features, Examples, and Tour. Also added HSL wheel in Q sphere so People can Use it as a reference. Initially its faded, you hover it and it gets Visible. Also the Latest version is now Live with multi qubit gates.
Cirqmon #Devlog 9 This version is more of testing, I thought that I should write blogs and use examples using Cirqmon, So Written 2 blogs on Quantum computing for Beginners and Deutsch Joza algorithm. While writing it I thought I should Show them on Cirqmon Hompage too, earlier I thought I would replace blogs part in Homepage with Just a medium link of mine, but later when I read on internet that medium allows to see RSS version of Blogs so I parsed RSS to JSON and fetched Blogs related Quantum Computing. Along with it, made Qubits limits to 8 and steps to 24 and made a centralized Config file to control parameters from there. Added a Toggle so People can switch indentation of Qubit states either Big endian or Little Endian. Updated Homepage button with Pikachu Button I found while explore on UI verse, also added link to Readme guide. Now After writing Blogs I am getting surge of confidence inside that I understood Quantum Computing more Better. One of topics I am curious about is Cybersecurity and one of Algorithm that challenges classical Approaches like RSA is Shor’s Algorithm so next I am going to explore it, Also along with all these, I have updated Some images in readme too and going to Push updates, so do Share Feedbacks.
Cirqmon Devlog #10 Every time I think My project is ready to ship I find something missing and then it gets delayed. After I finished the blog on Deutsch Jozsa algorithm the project worked, as it needed only Single and Double qubit gate. When I started writing about Grover’s algorithm I realized the need of Three Qubit gate too as it needed CCZ gate to flip the phase to achieve 111 State. So I had to fix that. Here is what I did: Firstly as I told earlier I added the 3 Qubit gate feature, the underlying simulator code is working as old Inflating the Matrix approach, I only had to make it work for 3 Qubit gates. Secondly once I was on huddle where we were discussing about Boba bash, I presented the project to people and some said like ’it looks like too stuffed or some said it looked vibe coded. So I thought its a good feedback to work on. Then I improvised the Homepage so it feels like Apple like minimal theme while maintaining game feel. I also added the Background video instead of static image. Thirdly the blog page was pending so I made blog page with similar theme as I updated along with a option to search among the medium posts. So this was what I updated in this Version and now I needs that code review and matching the theme on Playground too. Just Hope I don’t get stuck this time and wrap it up. Thanks for Reading!
Cirqmon Devlog #11 So Guys, I have finally finalized the Cirqmon Playground UI. I replaced the old glassmorphism theme with a rougher, more irregular visual style. Earlier I got feedback that, the old layout felt cluttered because the quantum gates were spread far apart and Due to Space Background and glassmorphism, it looked like Vibe coded. I have now grouped all the gates together in one place to make the interface cleaner and easier to navigate. Here Is what I changed: Removed the Home button. Clicking the Cirqmon logo now takes gets back to the home page. Updated Playground icons with Animal GIFs to give it more lively and engaging appearance. As mentioned above, reduced the use of glassmorphism to due to flickering issues and implemented like hand drawn solid color based UI. Attaching a video Snapshot so you can see changes made. also, The README is the only major task left. Once that’s finished, I’ll be ready to ship the project!
Cirqmon Devlog #12 So I guess it’s final Devlog. Here firstly I updated Readme with new UI based snapshots. Made custom Alert box so it matches the theme instead of browser native alert box. Fixed bug in which earlier the gates were being added in circuit without checking if that Block is being used by other gate and its corresponding qubits. I hope if I don’t get a new problem to fix I will ship it;
Ships:
Cirqmon is a quantum computing circuit builder on web and It’s idea was like when I used to go on tools like IBM’s or other quantum circuit simulators they used to feel like so dry and academic, So I thought why don’t I make one that’s colorful, looks like game because I guess learning deep tech should not mean that you lose colors. Earlier I thought I would just build UI layer on top of Qiskit via Python API, then I thought what will I learn and from a quite a long time I wanted to build something that involves maths and physics so i thought I should build whole thing by myself. The whole thing was Actually a bit challenging on understanding how Q spheres or Tensors or how bitwise calculations work, aligning it will a Good UI theme, So I just learned and build. sometimes I thought How will i finish or how will I map that understanding into code But I guess AI as a Teacher helped me a lot. For Others to try it you should know about Quantum Gates, read the Readme once and I guess you will understand the project....
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Pc parts lister by @Fiskerz | Stardance
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Fiskerz
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T13:41:56Z", "hours": 77.0, "multiplier": 19.41, "payout": 1286, "blessing": "neutral", "text": "What is this? You are currently looking at a native windows app , written entirely in C# & XAML . The main goal of this app is to make for a pc hardware person like me, keeping track of components I might happen to have laying around a lot easier and incredibly organized, without having to use endless and ugly excel tables. It is my first ever project of this kind, as I’ve been always making games, or mods, but not actual apps. What was challenging/I’m proud of As I said this was the first project of this type I’ve made ever so learning XAML took me some real time and effort. The expandible system and the mark-down style parser are the real “trophies” here, the amount of time and effort they took is just still horryfic to me. But I’m extremely proud of myself for biting through them. Features I’ll only go through some of the most important features, as there’s just many smaller things to cover. You can view all of the features in the github repository’s README file that took me a pretty long time to write and decorate. There are so many features that I can’t even fit them within this posts text limits. Adding, searching up, viewing, editing and deleting Components You can do all of these with any Component. Adding and searching up components is pretty simple, you just click on the gigantic buttons on the window that you will first see. And once you open the search window you can then view in detail, edit and delete the components from there using the dedicated buttons. Mark-down style description parser, writer and viewer. One of the most difficult things I’ve done in this project, as getting it to fully work was really difficult, even more so due to it being my first time having to solve an issue like this. But hey you can: Write in bold , italic , bold-italic and have two different headings styles. See what you’re writing in a preview box placed next to the description writer View the rendered descriptions in the detail window afterwards. Making your own Parameters, as well as editing default ones, or removing them entirely This is the most difficult thing I’ve dealt with throughout the entire project. As let me tell you - rewriting the entire app into architecture where the app itself has no idea what concrete step it’s doing is pure hell. I called this the Expandible system and it revolves mainly around being dynamic and expandable. Instead of having a Component that has a string value for its model, you now have a Component that may, or may not have a Model parameter assigned in its parameters. And that specific Model parameter can hold some value. And now try explaining this to the app. Just hell to deal with. But hey it works and I am super happy with how it turned out. Thanks to it you can: Add your own parameters . You yourself can make any of available rules for it, all using a pretty simply navigatable UI. Edit current parameters just as easily as you can add parameters, you can also edit any parameters and shape them into your liking. Or.. Delete any parameter you now dislike, or have no interest/use for. The UI scales and renders your parameters all throughout the app, based on what parameters you set up. Filtering Components Once again, from any of the parameters you’ve set up you can use them to filter out specific components, using any kind of parameter you decided to add in. Multi-language support In the app settings you can swap out between English (Default) and Czech. And the language is implemented all accross the app. So much so that even the default parameters will be generated in your selected language. Testing and using You can download the app from the latest release on github for Windows 10/11. There is unfortunately no other way to publish this app, since it’s a native windows app. For more detail follow the guide in the README file.", "repo": "https://github.com/Catmaster543/PC-Parts-Lister", "demo": "https://github.com/Catmaster543/PC-Parts-Lister/releases/tag/v1.0.2"}]...
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[{"post_id": 74472, "ts": "202 [{"post_id": 74472, "ts": "2026-09-27T13:39:43Z", "hours": 5.5408, "text": "Added QOL features, README rewrite, bugfixes & shipping preparations! After all this time- the app is finally entering the final stretch (atleast for its first ship). A pretty thorough testing has been done and I am now quite confident that there’s not much missing. I got some feedback from a friend of mine and used it to add in some things he found missing, soo shoutout to him! Added many warnings and pop-ups throughout the app . In the app there are many settings that if you tweak at the wrong time, or incorrectly you can get yourself into quite some mess. With these warnings it should be more easily preventable. Completely rewrote the README , so that it now includes many images, gifs and most importantly very good documentation of the features. Added translations for more things , such as when parameters are regenerated it is done so in your chosen language. Added watermark text to the add window . Since I’ve heard it multiple times now, that the text box for components name is not intuitive to click on at all this should fix it. Fixed many issues , ranging from parameters saving as their opposite type, to the app crashing just from opening settings. You can read through these in detail in the respective github commits. Ship preparations . I took some time to deal with these things, such as making the app as humanly simple to run as possible, thourough testing, making github releases and writing the README as well as the ship description. And that is probably it here. This is likely the last devlog before shipping, so hopefully see you there! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!"}, {"post_id": 74151, "ts": "2026-09-26T19:39:02Z", "hours": 6.2444, "text": "Added multi-language support + settings + first README written! You might notice quite some time logged on this one. And let me tell you, you would not believe just how bad a simple mistake can be. I’ll get to this on the end of the devlog, for now let me tell you about the stuff that I’ve added. Added multi-language support . Now all text you see in the app is either dynamically generated based on the things you make, so that’s in your language, or use a key , which is then filled from the decently sized language tables I’ve written. Added English support . Up until now, the entirety of the app has been written in czech, my native language. But since I’ve now added the multi-language support I of course chose english as the first one to add. Now personally I will probably NOT be adding any other languages, as I don’t want to use google translate for them, since I know how choppy it can come out and personally don’t know any other languages on a tier high-enough to trust myself with writing the tables right. If anyone out there would be willing to translate the app into a language they can speak, I’m down! Added settings . Settings is actually a bit of a.. silly name to use here, as there’s only one setting there. Which is of course the language toggle. Written the first README . Now first clarifies only as first for this project, as I’ve written a few of these before, but this project is the largest one I’ve ever made, so it took me quite a bit of time to write this one. I’ll be improving it further, as it’s incomplete so far. And that’s it I think. The awful mistake I’ve made was forgetting to merge the github branches before starting this part and made an absolutely ridiculous amount of issues by that, such as the app mixing old and new codes and other terrible stuff. Outside these, I think that’s all for this one. I’m expecting this to finally be one of the last devlogs before the first ship, as there’s not much blocking me now from shipping. Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!"}, {"post_id": 73754, "ts": "2026-09-25T21:13:23Z", "hours": 2.4719, "text": "Added the custom settings from last time + custom parameters adding Devlog #9 for PC Parts Lister Soo as I said last time, I’ve now implemented the following: List option for string type parameters . This allows parameters to load as a selectable list of options, instead of just a text field. Allowing custom list entries . An extension to the list option, which when toggled also allows you to type out your own thing if none from the list suits your need. Custom numbers sufix . Just as I said last time- this enables you to set a custom sufix to number type parameters and will do one simple thing - wherever this parameter is displayed, your sufix will be displayed after the number, so instead of “Capacity: 500”, it will now be “Capacity: 500 GB”. That is ofc if you set the sufix to be GB. Adding custom parameters . Since you could edit current parameters last time, I now gave you the power to make your own parameters. Everything since I’ve began building the expandible system has been preparing for this moment and now it’s here. It took me just a few lines of code to add this, but thanks to the complex system I’ve built custom parameters are supported everywhere in the app. Bugfixes Fixed Possible parameters obtaining values . As simple and unimportant this sounds, Possible parameters act only ONLY as a sort of template. Thus no actual value should be assigned to them. And thanks to a bug in the code this was happening, which broke the app way more than I expected. Fixed filtering-related issues . There were issues where the filtering system would be unable to filter out correctly, despite everything being right. UI fixes , such as scrollbars in places that were missing. Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!"}, {"post_id": 73326, "ts": "2026-09-24T21:30:06Z", "hours": 5.9783, "text": "Added the parameters editing windows! Devlog #8 for PC Parts Lister Great day ya’ll. Added the edit parameters window , which features the following: See all current parameters Edit current parameters Delete current parameters Added the parameter edit window itself , which you can from the previous window and it allows you to: Change the parameter name Change the parameters ID Select if the parameter is either text, or a number Change the possible values in case of text Set if the parameter is supposed to be in a list in the case of text Set if the parameter can be edited, or just selected from set values in case of text Set a custom suffix to number type parameters, for example if you want to add a parameter for storage capacity it would be weird to have just “500”. 500 potatoes? You can use this to instead show “500 Gb”. Much better ain’t it? In cases of all these three new settings - they are only selectable here and the app saves them, but they are yet to be implemented! Added and edited the main window layout , adding the parameter settings button. And that is about it, hopefully se any one of you around! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!"}, {"post_id": 72368, "ts": "2026-09-22T19:27:35Z", "hours": 2.995, "text": "Finished migrating the filter window, added back category selection buttons, filtering by favorite and searching up components by name! Devlog #7 for PC Parts Lister Before I start - WHY THE HELL DOES THE REVIEW PROCESS ON MY OTHER PROJECT TAKE SOO LONG? My other project, the Sponsor system has been under review for OVER 12 DAYS now, anyone got any idea what’s up with that? Either way, to the actual devlog now- Soo since last time not any crazy time has passed, although I still did quite some work and want to write a devlog before heading onto the next parts that I assume will take a little while. Added searching components up by name back. Just like the other features, this has been implemented before already, but due to the migration to the expandible (= aka. dynamic) system has been broken. Added filtering by favorites back. Soo you can filter out all of your favorited components. Added back the category buttons . They behave just as before, you click on a category and see components under that category. Pretty neat, no? A whole lot of bugfixing and testing . Since last time I’ve discovered quite an insane amount of bugs and had to do patches almost constantly. Not to mention I had to pretty deeply test out all of the features to make sure there are not any holes I missed. But I believe not. Anyways I think that’s mostly it this time, I gotta say though that I should really hurry up with this project to finish it on time, soo cya! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!"}, {"post_id": 70833, "ts": "2026-09-19T20:56:29Z", "hours": 6.3892, "text": "Added support for filtering by numbers and text for the new system! Devlog #6 for PC Parts Lister Since last time I’ve began work on the expandible system quite some time has passed and I’ve worked on other projects in the meantime, but here am I now to hopefully finish this. Soo.. Added support to the filtering window for the new system, meaning it now generates the parameters dynamically, just like add window does Added back filtering by numbers , such as wattage and other number based parameters, with the old smaller/bigger/equal toggles Added back filtering by text so long story short - you can filter the other things that are not in numbers, such as names, series, subseries, etc. Added the reset filter button back . Pretty self explanatory I think, ain’t it? Many bugfixes . Since last time’s revert to the new system old things just keep on breaking and breaking and I have to constantly patch/disable features (temporarily) till I am able to fix them. Outside that I think that’s mostly it for this time, the main eater of time here was me really just spending a whole lot of time figuring out the architecture that would work for this whole system and let me tell you - it’s a real nightmare to think about. (wouldn’t be surprised if I had nightmares abt it tonight lol) Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also mz first time making anz kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to stick around and hit the follow, ty!"}, {"post_id": 64275, "ts": "2026-09-08T15:38:48Z", "hours": 6.49, "text": "Overhauled the Add window + started work on the expandible system! Devlog #5 for PC Parts Lister This is a change I’ve long anticipated and feared , but it should elevate the app by entire levels higher. Now what is the Expandible system? Up until now you could only use pre-specified, hardcoded parameters with very little flexibility to it. The expandible system aims to completely overhaul the way information is handled in the app , which will allow for custom parameters, parameter options, etc. etc. in the future. The biggest issue with that is the transfer from the current system. As of now I had to purposely break big chunks of the app for the sake of testing the basics and I will have to rebuild it back up, just with the expandible system. Overhaul of the Add window Since I’ve started the expandible system, the Add window, as one of the most outdated (both technically and visually) had to go first. Also this was due to me needing a way to add in components using the new system outside having to hard-code each tester. I think it is decent, but it is not finished yet, keep that in mind! A majority of the windows overhaul was technical , but I made sure to use the way more recent UI style from Detail and Edit windows that got updated recently to improve the visuals atleast a bit. I think there’s not all that much more I can specify as of right now, but when the system is done I’ll be sure to write some more about it, soo cya for now! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. If you find this project cool be sure to stick around and hit the follow, thx!"}, {"post_id": 43957, "ts": "2026-08-09T12:38:35Z", "hours": 8.3703, "text": "Improved the description by a whole new level! Devlog #4 This time I didn’t forget to post a devlog, so yay I don’t lose the payout on this one- Anyways my focus here was to make a pretty simple yet convenient description system, because the original one was… let’s say way too simple ( just plain text ). So to improve it I changed it into a Markdown-style system . So what did I add/change? An entire new renderer for the description in Detail Window . I had to write a custom parser for it in order for it to read bold, italic and other styles, more on them later though- An entirely new description editor in the Edit Window. Since I do not have the skill, time, or interest in making a live-preview editor that apps like obsidian have I chose a different approach. You have a regular text field with buttons for each function added (such as bold, etc.). On the other half you have a preview window that updates after you stop writing automatically (thus preventing lag) and displays a preview of what you wrote. Bold, Italic, BoldItalic, Heading & Small Heading are all the styles I added (maybe for now, maybe for good.). Each and every single one of these has a button, that either turns on or off that style. And that’s it for now I think. Seeing this project for the first time? This project is a windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. If you find this project cool be sure to stick around!"}, {"post_id": 24247, "ts": "2026-07-07T18:00:38Z", "hours": 17.6844, "text": "Devlog #3 for PC Parts Lister Alright, so I may, or may not have forgotten to post any updates in a while and quite a lot of things have been added, so here’s a small overview: Complete visual (and technical) overhaul of the Edit and Detail window . I improved their overall visuals, added a lot of new things, such as the photogallery, all while fixing some older bugs and issues. Addition of a whole new photogallery , to both edit and detail window. With it you can now have multiple different pictures for each component + a main picture. You can click on each picture to view them in a new window; in their full scale. You can also delete each picture, or in the case of the main picture you can also swap it out for a new one. In the full picture view you can also cycle between the components individual pictures, just like in most photogallery apps. Newly added description , it is very simple, but you can have a description at the very least. I am currently working on a whole new description system with MarkDown support, so you can make bold text , italic , or things like headings and paragraphs. Also I added the ability to favorite your favorite components and sort by that. It is quite a simple feature but in my opinion it is a nice to have feature. Alongside this I added the ability to filter components, so now you can easily separate your fav components. It is quite a lot of stuff to say the least and I’ll try my best from now on to do the devlogs in their respective times. See the 2 people who even read these in the next one!"}, {"post_id": 8651, "ts": "2026-06-14T11:35:07Z", "hours": 12.955, "text": "Devlog #2 for PC Parts Lister Main addition: Super specific and smart filtering system, allowing to seamlessly filter your components; by name, by type, even by things like amount! List of important changes: Added the smart filtering system window Added the amount value for components Re-used part of code from adding components Completely overhauled the re-used code, to be smarter, more effecient and way more easily expandable in the future Added a smart error reporting inside the filtering window, informing you if there’s something wrong Changed the way certain components values are stored Added and improved a few already existing button designs Improved certain behaviours of windows Fixed issues when opening the app in full-screen Fixed components saving with unrealistic values (for example having a SSD with the capacity “donkey”)"}, {"post_id": 2755, "ts": "2026-06-05T15:07:41Z", "hours": 1.7581, "text": "I just added the ability to search up by name"}]...
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Title: Pc parts lister by @Fiskerz | Stardance
De Title: Pc parts lister by @Fiskerz | Stardance
Devlogs:
I just added the ability to search up by name
Devlog #2 for PC Parts Lister Main addition: Super specific and smart filtering system, allowing to seamlessly filter your components; by name, by type, even by things like amount! List of important changes: Added the smart filtering system window Added the amount value for components Re-used part of code from adding components Completely overhauled the re-used code, to be smarter, more effecient and way more easily expandable in the future Added a smart error reporting inside the filtering window, informing you if there’s something wrong Changed the way certain components values are stored Added and improved a few already existing button designs Improved certain behaviours of windows Fixed issues when opening the app in full-screen Fixed components saving with unrealistic values (for example having a SSD with the capacity “donkey”)
Devlog #3 for PC Parts Lister Alright, so I may, or may not have forgotten to post any updates in a while and quite a lot of things have been added, so here’s a small overview: Complete visual (and technical) overhaul of the Edit and Detail window . I improved their overall visuals, added a lot of new things, such as the photogallery, all while fixing some older bugs and issues. Addition of a whole new photogallery , to both edit and detail window. With it you can now have multiple different pictures for each component + a main picture. You can click on each picture to view them in a new window; in their full scale. You can also delete each picture, or in the case of the main picture you can also swap it out for a new one. In the full picture view you can also cycle between the components individual pictures, just like in most photogallery apps. Newly added description , it is very simple, but you can have a description at the very least. I am currently working on a whole new description system with MarkDown support, so you can make bold text , italic , or things like headings and paragraphs. Also I added the ability to favorite your favorite components and sort by that. It is quite a simple feature but in my opinion it is a nice to have feature. Alongside this I added the ability to filter components, so now you can easily separate your fav components. It is quite a lot of stuff to say the least and I’ll try my best from now on to do the devlogs in their respective times. See the 2 people who even read these in the next one!
Improved the description by a whole new level! Devlog #4 This time I didn’t forget to post a devlog, so yay I don’t lose the payout on this one- Anyways my focus here was to make a pretty simple yet convenient description system, because the original one was… let’s say way too simple ( just plain text ). So to improve it I changed it into a Markdown-style system . So what did I add/change? An entire new renderer for the description in Detail Window . I had to write a custom parser for it in order for it to read bold, italic and other styles, more on them later though- An entirely new description editor in the Edit Window. Since I do not have the skill, time, or interest in making a live-preview editor that apps like obsidian have I chose a different approach. You have a regular text field with buttons for each function added (such as bold, etc.). On the other half you have a preview window that updates after you stop writing automatically (thus preventing lag) and displays a preview of what you wrote. Bold, Italic, BoldItalic, Heading & Small Heading are all the styles I added (maybe for now, maybe for good.). Each and every single one of these has a button, that either turns on or off that style. And that’s it for now I think. Seeing this project for the first time? This project is a windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. If you find this project cool be sure to stick around!
Overhauled the Add window + started work on the expandible system! Devlog #5 for PC Parts Lister This is a change I’ve long anticipated and feared , but it should elevate the app by entire levels higher. Now what is the Expandible system? Up until now you could only use pre-specified, hardcoded parameters with very little flexibility to it. The expandible system aims to completely overhaul the way information is handled in the app , which will allow for custom parameters, parameter options, etc. etc. in the future. The biggest issue with that is the transfer from the current system. As of now I had to purposely break big chunks of the app for the sake of testing the basics and I will have to rebuild it back up, just with the expandible system. Overhaul of the Add window Since I’ve started the expandible system, the Add window, as one of the most outdated (both technically and visually) had to go first. Also this was due to me needing a way to add in components using the new system outside having to hard-code each tester. I think it is decent, but it is not finished yet, keep that in mind! A majority of the windows overhaul was technical , but I made sure to use the way more recent UI style from Detail and Edit windows that got updated recently to improve the visuals atleast a bit. I think there’s not all that much more I can specify as of right now, but when the system is done I’ll be sure to write some more about it, soo cya for now! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. If you find this project cool be sure to stick around and hit the follow, thx!
Added support for filtering by numbers and text for the new system! Devlog #6 for PC Parts Lister Since last time I’ve began work on the expandible system quite some time has passed and I’ve worked on other projects in the meantime, but here am I now to hopefully finish this. Soo.. Added support to the filtering window for the new system, meaning it now generates the parameters dynamically, just like add window does Added back filtering by numbers , such as wattage and other number based parameters, with the old smaller/bigger/equal toggles Added back filtering by text so long story short - you can filter the other things that are not in numbers, such as names, series, subseries, etc. Added the reset filter button back . Pretty self explanatory I think, ain’t it? Many bugfixes . Since last time’s revert to the new system old things just keep on breaking and breaking and I have to constantly patch/disable features (temporarily) till I am able to fix them. Outside that I think that’s mostly it for this time, the main eater of time here was me really just spending a whole lot of time figuring out the architecture that would work for this whole system and let me tell you - it’s a real nightmare to think about. (wouldn’t be surprised if I had nightmares abt it tonight lol) Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also mz first time making anz kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to stick around and hit the follow, ty!
Finished migrating the filter window, added back category selection buttons, filtering by favorite and searching up components by name! Devlog #7 for PC Parts Lister Before I start - WHY THE HELL DOES THE REVIEW PROCESS ON MY OTHER PROJECT TAKE SOO LONG? My other project, the Sponsor system has been under review for OVER 12 DAYS now, anyone got any idea what’s up with that? Either way, to the actual devlog now- Soo since last time not any crazy time has passed, although I still did quite some work and want to write a devlog before heading onto the next parts that I assume will take a little while. Added searching components up by name back. Just like the other features, this has been implemented before already, but due to the migration to the expandible (= aka. dynamic) system has been broken. Added filtering by favorites back. Soo you can filter out all of your favorited components. Added back the category buttons . They behave just as before, you click on a category and see components under that category. Pretty neat, no? A whole lot of bugfixing and testing . Since last time I’ve discovered quite an insane amount of bugs and had to do patches almost constantly. Not to mention I had to pretty deeply test out all of the features to make sure there are not any holes I missed. But I believe not. Anyways I think that’s mostly it this time, I gotta say though that I should really hurry up with this project to finish it on time, soo cya! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!
Added the parameters editing windows! Devlog #8 for PC Parts Lister Great day ya’ll. Added the edit parameters window , which features the following: See all current parameters Edit current parameters Delete current parameters Added the parameter edit window itself , which you can from the previous window and it allows you to: Change the parameter name Change the parameters ID Select if the parameter is either text, or a number Change the possible values in case of text Set if the parameter is supposed to be in a list in the case of text Set if the parameter can be edited, or just selected from set values in case of text Set a custom suffix to number type parameters, for example if you want to add a parameter for storage capacity it would be weird to have just “500”. 500 potatoes? You can use this to instead show “500 Gb”. Much better ain’t it? In cases of all these three new settings - they are only selectable here and the app saves them, but they are yet to be implemented! Added and edited the main window layout , adding the parameter settings button. And that is about it, hopefully se any one of you around! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!
Added the custom settings from last time + custom parameters adding Devlog #9 for PC Parts Lister Soo as I said last time, I’ve now implemented the following: List option for string type parameters . This allows parameters to load as a selectable list of options, instead of just a text field. Allowing custom list entries . An extension to the list option, which when toggled also allows you to type out your own thing if none from the list suits your need. Custom numbers sufix . Just as I said last time- this enables you to set a custom sufix to number type parameters and will do one simple thing - wherever this parameter is displayed, your sufix will be displayed after the number, so instead of “Capacity: 500”, it will now be “Capacity: 500 GB”. That is ofc if you set the sufix to be GB. Adding custom parameters . Since you could edit current parameters last time, I now gave you the power to make your own parameters. Everything since I’ve began building the expandible system has been preparing for this moment and now it’s here. It took me just a few lines of code to add this, but thanks to the complex system I’ve built custom parameters are supported everywhere in the app. Bugfixes Fixed Possible parameters obtaining values . As simple and unimportant this sounds, Possible parameters act only ONLY as a sort of template. Thus no actual value should be assigned to them. And thanks to a bug in the code this was happening, which broke the app way more than I expected. Fixed filtering-related issues . There were issues where the filtering system would be unable to filter out correctly, despite everything being right. UI fixes , such as scrollbars in places that were missing. Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!
Added multi-language support + settings + first README written! You might notice quite some time logged on this one. And let me tell you, you would not believe just how bad a simple mistake can be. I’ll get to this on the end of the devlog, for now let me tell you about the stuff that I’ve added. Added multi-language support . Now all text you see in the app is either dynamically generated based on the things you make, so that’s in your language, or use a key , which is then filled from the decently sized language tables I’ve written. Added English support . Up until now, the entirety of the app has been written in czech, my native language. But since I’ve now added the multi-language support I of course chose english as the first one to add. Now personally I will probably NOT be adding any other languages, as I don’t want to use google translate for them, since I know how choppy it can come out and personally don’t know any other languages on a tier high-enough to trust myself with writing the tables right. If anyone out there would be willing to translate the app into a language they can speak, I’m down! Added settings . Settings is actually a bit of a.. silly name to use here, as there’s only one setting there. Which is of course the language toggle. Written the first README . Now first clarifies only as first for this project, as I’ve written a few of these before, but this project is the largest one I’ve ever made, so it took me quite a bit of time to write this one. I’ll be improving it further, as it’s incomplete so far. And that’s it I think. The awful mistake I’ve made was forgetting to merge the github branches before starting this part and made an absolutely ridiculous amount of issues by that, such as the app mixing old and new codes and other terrible stuff. Outside these, I think that’s all for this one. I’m expecting this to finally be one of the last devlogs before the first ship, as there’s not much blocking me now from shipping. Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!
Added QOL features, README rewrite, bugfixes & shipping preparations! After all this time- the app is finally entering the final stretch (atleast for its first ship). A pretty thorough testing has been done and I am now quite confident that there’s not much missing. I got some feedback from a friend of mine and used it to add in some things he found missing, soo shoutout to him! Added many warnings and pop-ups throughout the app . In the app there are many settings that if you tweak at the wrong time, or incorrectly you can get yourself into quite some mess. With these warnings it should be more easily preventable. Completely rewrote the README , so that it now includes many images, gifs and most importantly very good documentation of the features. Added translations for more things , such as when parameters are regenerated it is done so in your chosen language. Added watermark text to the add window . Since I’ve heard it multiple times now, that the text box for components name is not intuitive to click on at all this should fix it. Fixed many issues , ranging from parameters saving as their opposite type, to the app crashing just from opening settings. You can read through these in detail in the respective github commits. Ship preparations . I took some time to deal with these things, such as making the app as humanly simple to run as possible, thourough testing, making github releases and writing the README as well as the ship description. And that is probably it here. This is likely the last devlog before shipping, so hopefully see you there! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!
Ships:
What is this? You are currently looking at a native windows app , written entirely in C# & XAML . The main goal of this app is to make for a pc hardware person like me, keeping track of components I might happen to have laying around a lot easier and incredibly organized, without having to use endless and ugly excel tables. It is my first ever project of this kind, as I’ve been always making games, or mods, but not actual apps. What was challenging/I’m proud of As I said this was the first project of this type I’ve made ever so learning XAML took me some real time and effort. The expandible system and the mark-down style parser are the real “trophies” here, the amount of time and effort they took is just still horryfic to me. But I’m extremely proud of myself for biting through them. Features I’ll only go through some of the most important features, as there’s just many smaller things to cover. You can view all of the features in the github repository’s README file that took me a pretty long time to write and decorate. There are so many features that I can’t even fit them within this posts text limits. Adding, searching up, viewing, editing and deleting Components You can do all of these with any Component. Adding and searching up components is pretty simple, you just click on the gigantic buttons on the window that you will first see. And once you open the search window you can then view in detail, edit and delete the components from there using the dedicated buttons. Mark-down style description parser, writer and viewer. One of the most difficult things I’ve done in this project, as getting it to fully work was really difficult, even more so due to it being my first time having to solve an issue like this. But hey you can: Write in bold , italic , bold-italic and have two different headings styles. See what you’re writing in a preview box placed next to the description writer View the rendered descriptions in the detail window afterwards. Making your own Parameters, as well as editing default ones, or removing them entirely This is the most difficult thing I’ve dealt with throughout the entire project. As let me tell you - rewriting the entire app into architecture where the app itself has no idea what concrete step it’s doing is pure hell. I called this the Expandible system and it revolves mainly around being dynamic and expandable. Instead of having a Component that has a string value for its model, you now have a Component that may, or may not have a Model parameter assigned in its parameters. And that specific Model parameter can hold some value. And now try explaining this to the app. Just hell to deal with. But hey it works and I am super happy with how it turned out. Thanks to it you can: Add your own parameters . You yourself can make any of available rules for it, all using a pretty simply navigatable UI. Edit current parameters just as easily as you can add parameters, you can also edit any parameters and shape them into your liking. Or.. Delete any parameter you now dislike, or have no interest/use for. The UI scales and renders your parameters all throughout the app, based on what parameters you set up. Filtering Components Once again, from any of the parameters you’ve set up you can use them to filter out specific components, using any kind of parameter you decided to add in. Multi-language support In the app settings you can swap out between English (Default) and Czech. And the language is implemented all accross the app. So much so that even the default parameters will be generated in your selected language. Testing and using You can download the app from the latest release on github for Windows 10/11. There is unfortunately no other way to publish this app, since it’s a native windows app. For more detail follow the guide in the README file....
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Tinker Party by @JPR | Stardance
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JPR
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1
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18.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T17:16:59Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A beta version of a game Idea I’ve had for long. Combining two of my interests, game dev and electrical components, I wanted to create a game that can interact with physical embedded systems and teach you in an engaging way. Before I created a proper educational game with lessons and maybe some storyline, I needed a proof of concept that this could work. Hence, enter the idea of a minigame, party-like game, where I could try and grasp the basics of connecting an Arduino to a Unity game through the Serial port, and learning more intricate part of the systems, like collecting readings and input, etc. I will dedicate myself to continue this sometime, to finish all art, to finish a first alpha. So, thank you! If you’d like to play the game, please do, and let me know any ideas or any bugs you find (I’m certain there will be). Since this game is a beta, there are some unexplained features that you will need to find out about by checking out my GitHub. Thank you!", "repo": "https://github.com/jpribeiru/tinker-party", "demo": "https://jpribeiru.itch.io/tinker-party"}]...
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[{"post_id": 75284, "ts": "202 [{"post_id": 75284, "ts": "2026-09-29T17:12:38Z", "hours": 0.9689, "text": "Ready for launch! Since it is the Beta version, I fully commented the code so I could pick up on it another time without forgetting. To release the beta, I put it up on itch.io to download, as well as updated the README on GitHub so that all the non-mentioned setup could be explained to anyone wanting to give it a go! Also made a bit of banner art and icon art, a style i will pick up again to try to integrate into the game itself. Hopefully I will find the time to dedicate myself to this once again, and thank you Stardance!"}, {"post_id": 45174, "ts": "2026-08-11T14:25:12Z", "hours": 6.4667, "text": "Game fully working! The full game is done with the Main Menu, Minigame 1 and Minigame 2. I added small new things Minigame 1: Tutorial Page at the start fully works, including displaying the layout of the breadboard and the testing part works too. Here, the P1ZPos variable (the variable that stores the reading of the potentiometers and turns the range of 0->1023 into -6->6) has maths done on it to fit it onto the range of the screen. Each potentiometer controls a car icon, and the car has to be on the very right (aka potentiometer to the max), on top of it’s green silhouette. Both cars need to remain there for 5s for game to start. Minigame 2: camera elevates each block so it doesn’t go off screen also tutorial page now works with the test, where both players have to hold onto their button for 5 seconds before starting. there was an issue i had to fix for these buttons, figuring out a way to only send one reading when the player holds it down to click once, because readings are sent really frequently, a hold for less than a second led to 20 occasions of button being held down, so I added another variable, buttonPressedOnce, did some logic operations with buttonHeld (the readings) to make sure the signal is sent once. (side note, I know realise I should have done devlogs more frequently because i could’ve gone into more detail explaining the things I’ve learnt, but alas, I tried to explain as much as I could in my actual code, for anyone checking it out) Here’s the new major stuff! The Main Menu came with a lot of challenges. The idea was for the user to use a potentiometer and a button to scroll between games and select. Issue was, multiple instances of Arduino Connector happened, with scenes being reloaded and led to all kinds of chaos. So I had to do some Instancing, removed Arduino Connector from Minigame Scenes. I also had to add a score manager, that also would be permanent and instanced, so variables could stay the whole time the game was run. Also, to connect the winners of the minigame to the score manager, I had to include win conditions to each of the minigame game handler scripts. Then the Score manager would read from the public variable “winner” in those Game Handler scripts, to see who won and increment the respective score. Then, I realised a small flaw. The Arduino Connector script was static to the usual port that I used on my computer, but a different user would be using a different port. So, I added a textbox and a porthandler to recieve info from that textbox into a public variable for the Arduino Connector script to retrieve and refresh the port entered, to ensure connection still works if changed. That was it, the game functions perfectly fine, however there is one major thing I have to do before shipping. I had to showcase this prototype of a game to a summer program I was doing, and realised that when I was showcasing, everything was already setup for people to use. But I was only able to setup the game since I knew the way. I never showed a setup schematic in the main menu, nor did I even give the user the Arduino IDE code to send to their board. These crucial extra details I will do in future devlogs, but so far, that was my game!"}, {"post_id": 39602, "ts": "2026-08-02T18:08:30Z", "hours": 10.6, "text": "Core concept added + Almost done with Minigame 1 + Minigame 2! PS: Devlog is long because I forgot to post a previous one… To start the proof-of-concept I had to figure out how I could get the Arduino Uno to connect to Unity. Learning from a tutorial by DIY TechRush , I found out the main method was by having code sent to the board from the IDE where readings are sent to the Serial Port. After I understood that, I could finally start on my first idea, a Timeline-based race through a city between two cars that have to avoid obstacles. Since I’m working on a time crunch, I used some free low poly models: cars by ‘antonmoek’ city by ‘ilkhom23’ Their models are so cool - go check them out! Once I added the models, I changed potentiometer readings from rotation to transformation on the Z axis, so the car could go left and right to avoid things. Since I was using two potentiometers (for two players), before printing, I had to concatenate “1:” or “2:” for the Unity script to find out which is which. I also encountered some delay issues, which I fixed by increasing baud rate from 9600 to 115200 and adding a delay function in the boards code. Then, it was time to make a rig for the players and their cameras (cameras made two split screens). The rig was so that I could animate the position of the player using the Timeline feature. Then, on the same timeline, add animation tracks for the ‘enemies’ (just buses and vans). Added some variety, some were static some were driving to the player, some fell out the sky from no where. Also, to make it clear they were enemies, I added some outline shading to them from this tutorial by ‘AAvirusAA’ . Then, I added box colliders and rigidbodies to the player cars and the enemies while tagging them as ‘player’ and ‘enemy’ respectively. Each time there was a hit, it would increment a counter for each player. Then used the canvas/UI feature to display the counter! Finally, I got started on the tutorial at the start. I wanted to show the player(s) a TinkerCad setup including what they need and what pins to connect. Then, ( kind of inspired by those switch games where they joycons are taken off, and before the game starts a button must be pressed to ensure connectivity ), created an image to show the setup before the game, and to only disappear once the test has passed! Got bored of M1 so started on M2 The concept for this was to do that simple mobile game where the blocks slide and you have to stack them by pressing it. The foundation of the game was from a tutorial by Jason Weimann , and I added the following things: Instead of “Fire1” from the Input Package, it was connected to a boolean variable that was based off of the Serial Readings of whether a button was pressed. Only Player 1 button could affect player 1 turn, etc. Alternating colours of blue and purple to match the cars Game over screen Tutorial/setup at start Thanks for reading this far! If anyone has any suggestions on improvements please let me know!"}]...
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Title: Tinker Party by @JPR | Stardance
Devlogs:
Title: Tinker Party by @JPR | Stardance
Devlogs:
Core concept added + Almost done with Minigame 1 + Minigame 2! PS: Devlog is long because I forgot to post a previous one… To start the proof-of-concept I had to figure out how I could get the Arduino Uno to connect to Unity. Learning from a tutorial by DIY TechRush , I found out the main method was by having code sent to the board from the IDE where readings are sent to the Serial Port. After I understood that, I could finally start on my first idea, a Timeline-based race through a city between two cars that have to avoid obstacles. Since I’m working on a time crunch, I used some free low poly models: cars by ‘antonmoek’ city by ‘ilkhom23’ Their models are so cool - go check them out! Once I added the models, I changed potentiometer readings from rotation to transformation on the Z axis, so the car could go left and right to avoid things. Since I was using two potentiometers (for two players), before printing, I had to concatenate “1:” or “2:” for the Unity script to find out which is which. I also encountered some delay issues, which I fixed by increasing baud rate from 9600 to 115200 and adding a delay function in the boards code. Then, it was time to make a rig for the players and their cameras (cameras made two split screens). The rig was so that I could animate the position of the player using the Timeline feature. Then, on the same timeline, add animation tracks for the ‘enemies’ (just buses and vans). Added some variety, some were static some were driving to the player, some fell out the sky from no where. Also, to make it clear they were enemies, I added some outline shading to them from this tutorial by ‘AAvirusAA’ . Then, I added box colliders and rigidbodies to the player cars and the enemies while tagging them as ‘player’ and ‘enemy’ respectively. Each time there was a hit, it would increment a counter for each player. Then used the canvas/UI feature to display the counter! Finally, I got started on the tutorial at the start. I wanted to show the player(s) a TinkerCad setup including what they need and what pins to connect. Then, ( kind of inspired by those switch games where they joycons are taken off, and before the game starts a button must be pressed to ensure connectivity ), created an image to show the setup before the game, and to only disappear once the test has passed! Got bored of M1 so started on M2 The concept for this was to do that simple mobile game where the blocks slide and you have to stack them by pressing it. The foundation of the game was from a tutorial by Jason Weimann , and I added the following things: Instead of “Fire1” from the Input Package, it was connected to a boolean variable that was based off of the Serial Readings of whether a button was pressed. Only Player 1 button could affect player 1 turn, etc. Alternating colours of blue and purple to match the cars Game over screen Tutorial/setup at start Thanks for reading this far! If anyone has any suggestions on improvements please let me know!
Game fully working! The full game is done with the Main Menu, Minigame 1 and Minigame 2. I added small new things Minigame 1: Tutorial Page at the start fully works, including displaying the layout of the breadboard and the testing part works too. Here, the P1ZPos variable (the variable that stores the reading of the potentiometers and turns the range of 0->1023 into -6->6) has maths done on it to fit it onto the range of the screen. Each potentiometer controls a car icon, and the car has to be on the very right (aka potentiometer to the max), on top of it’s green silhouette. Both cars need to remain there for 5s for game to start. Minigame 2: camera elevates each block so it doesn’t go off screen also tutorial page now works with the test, where both players have to hold onto their button for 5 seconds before starting. there was an issue i had to fix for these buttons, figuring out a way to only send one reading when the player holds it down to click once, because readings are sent really frequently, a hold for less than a second led to 20 occasions of button being held down, so I added another variable, buttonPressedOnce, did some logic operations with buttonHeld (the readings) to make sure the signal is sent once. (side note, I know realise I should have done devlogs more frequently because i could’ve gone into more detail explaining the things I’ve learnt, but alas, I tried to explain as much as I could in my actual code, for anyone checking it out) Here’s the new major stuff! The Main Menu came with a lot of challenges. The idea was for the user to use a potentiometer and a button to scroll between games and select. Issue was, multiple instances of Arduino Connector happened, with scenes being reloaded and led to all kinds of chaos. So I had to do some Instancing, removed Arduino Connector from Minigame Scenes. I also had to add a score manager, that also would be permanent and instanced, so variables could stay the whole time the game was run. Also, to connect the winners of the minigame to the score manager, I had to include win conditions to each of the minigame game handler scripts. Then the Score manager would read from the public variable “winner” in those Game Handler scripts, to see who won and increment the respective score. Then, I realised a small flaw. The Arduino Connector script was static to the usual port that I used on my computer, but a different user would be using a different port. So, I added a textbox and a porthandler to recieve info from that textbox into a public variable for the Arduino Connector script to retrieve and refresh the port entered, to ensure connection still works if changed. That was it, the game functions perfectly fine, however there is one major thing I have to do before shipping. I had to showcase this prototype of a game to a summer program I was doing, and realised that when I was showcasing, everything was already setup for people to use. But I was only able to setup the game since I knew the way. I never showed a setup schematic in the main menu, nor did I even give the user the Arduino IDE code to send to their board. These crucial extra details I will do in future devlogs, but so far, that was my game!
Ready for launch! Since it is the Beta version, I fully commented the code so I could pick up on it another time without forgetting. To release the beta, I put it up on itch.io to download, as well as updated the README on GitHub so that all the non-mentioned setup could be explained to anyone wanting to give it a go! Also made a bit of banner art and icon art, a style i will pick up again to try to integrate into the game itself. Hopefully I will find the time to dedicate myself to this once again, and thank you Stardance!
Ships:
A beta version of a game Idea I’ve had for long. Combining two of my interests, game dev and electrical components, I wanted to create a game that can interact with physical embedded systems and teach you in an engaging way. Before I created a proper educational game with lessons and maybe some storyline, I needed a proof of concept that this could work. Hence, enter the idea of a minigame, party-like game, where I could try and grasp the basics of connecting an Arduino to a Unity game through the Serial port, and learning more intricate part of the systems, like collecting readings and input, etc. I will dedicate myself to continue this sometime, to finish all art, to finish a first alpha. So, thank you! If you’d like to play the game, please do, and let me know any ideas or any bugs you find (I’m certain there will be). Since this game is a beta, there are some unexplained features that you will need to find out about by checking out my GitHub. Thank you!...
|
1793336159.2550848
|
1793422559.2550848
|
|
55606
|
My own site! by @theagentaurum | Stardance
|
theagentaurum
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T02:25:34Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a personal website about me! I learned some basic HTML programming through this website and created a navigation bar. I created a background and added basic graphic elements. Their was no AI usage in the project, and their is Github Repository that is public.", "repo": "https://github.com/theagentaurum-bit/agentaurum", "demo": "https://theagentaurum-bit.github.io/agentaurum/"}]...
|
[{"post_id": 58128, "ts": "202 [{"post_id": 58128, "ts": "2026-08-30T14:13:35Z", "hours": 0.3736, "text": "Added a Navigation Bar Created a Navigation Bar with 4 Different HTML Pages Linked Added a Dedicated CSS Sheet Added a Highlighting Effect when your cursor is hovering over the navigation bar"}, {"post_id": 57762, "ts": "2026-08-30T01:21:10Z", "hours": 1.1347, "text": "Created a First Rough Draft of the Website Title Page Basic Navigation Bar CSS Seperation from Main HTML File Formatting Text Size and Colors"}]...
|
Title: My own site! by @theagentaurum | Stardance
Title: My own site! by @theagentaurum | Stardance
Devlogs:
Created a First Rough Draft of the Website Title Page Basic Navigation Bar CSS Seperation from Main HTML File Formatting Text Size and Colors
Added a Navigation Bar Created a Navigation Bar with 4 Different HTML Pages Linked Added a Dedicated CSS Sheet Added a Highlighting Effect when your cursor is hovering over the navigation bar
Ships:
This is a personal website about me! I learned some basic HTML programming through this website and created a navigation bar. I created a background and added basic graphic elements. Their was no AI usage in the project, and their is Github Repository that is public....
|
1793336166.7097178
|
1793422566.7097178
|
|
55616
|
PulseBeat by @manayp | Stardance
|
manayp
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T22:12:11Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So this is basically a small little website I made using HTML and CSS. And a bit of help with Claude and Chatgpt. The website is about the heart which is an organ in your cardiovascular system. It talks about the heart and shows interactive visuals and various diagrams which highlight and outline parts of the heart like the ventricles, arteries, pulmonary veins and much more. I also added a few practice questions in the bottom of the website which basically just tests if you were paying attention lol. I also added a part where I created a heart which took some time so I used the website OneCompilor which made everything go much more faster in the testing part. And then I just rewrote it back here. So basically what I did was make a heart that connects to 4 various types of beats per minute, which shows a clear understanding and visual representation. I want to also show a call to action stance because the amount of people that die from heart related issues is massive and in this generation so many kids like me do not make good choices so I just want to show them what actually happens and honestly I also need to show myself so I did a good and vast amount of research and overall I am trying to engage and teach. So let me know if you like it!", "repo": "https://github.com/manayparikh1/PulseBeat", "demo": "https://celadon-paprenjak-3c2948.netlify.app/"}]...
|
[{"post_id": 67706, "ts": "202 [{"post_id": 67706, "ts": "2026-09-13T22:08:46Z", "hours": 1.0153, "text": "This is my last devlog and all I did was finish the code like there was a few lines left. It was mostly just about the questions because I had difficulty in writing them until I figured it out using onecompilor(testing platform). Then I wrote the whole readme and it talks about small things like why I made this and I also wrote some stuff that were hard for me and various things I learned. I also mentioned how to run it and the platforms that can support it which includes the main ones like chrome, firefox, and also safari. Claude and a bit of Chatgpt helped me for the research and actually taught me some stuff. And another special thx to OneCompilor because it helped me test off vs code which was SOO helpful. Finally I added future improvements that I thought of and even though there could be more I just wrote and created this much because I am still learning. Overalll adioss and lemme know if u like it or what I can improve."}, {"post_id": 64315, "ts": "2026-09-08T16:33:37Z", "hours": 1.5797, "text": "I completed a lot in the last 1.5 hours. So first I completed the diagram of all the arteries and the ventricles etc. It looks great but I had some issues so I did some outside testing using OneCompilor and chatgpt also tested it for me and gave me feedback. I also completed the BPM signals thats connected to a fake ecg thats mirroring the tempo of the heart beats. The four bpm signal tempos include: Asleep, resting, running and finally sprint. And It goes from very slow to very fast. I also added field notes with some data that basically talks about the heart and stuff. Finally I started working on the facts and I had some issues here a bit in the css but then I realized it was one small easy error to fix. So I am only gonna add 4 questions in the quiz which is honestly more than enough and if I need to add more later its easy so I will get feedback. The css honestly needs fixing later it looks too meh. So yep thats all cya and lets see what happenss."}, {"post_id": 60892, "ts": "2026-09-03T15:18:43Z", "hours": 1.3403, "text": "For the past hour I fixed a few bugs and started the html. And yes I finished the css. This was a bad idea obviously because usually css is supposed to be done after html but its fine currently I am not struggling and it is going pretty well. I fixed the title which was flipped because it was at 0.1em instead of -0.01em which caused it to be flipped in the wrong area. I also completed the tempo area and the 4 different modes for the bpm now I gotta work on the ecg signals. I am having trouble figuring out how to add those waves but I’ll see and test various methods on ONECOMPILOR.com. I also fact checked all the research that is going to be added in this because it may be wrong because I got it from a book LOL. Lets see what happens."}, {"post_id": 58365, "ts": "2026-08-30T19:26:51Z", "hours": 1.055, "text": "For the past hour I just fixed and added a bunch of stuff. So the css creates a heartbeat themed layout thats interactive and it has a pulse animation that beats which 4 different modes. And there are also radio buttons that change the global –beat speed using the body:has() and those Exact same radio labels update the beats per minute of the heart. Also I fixed minor bugs in the css background which was shown in the first devlog and it stilll looks amazingggg. I did the css before the html which is a VERYY bad idea and now its almost time for the html so lets see how that goes because I gotta eye ball it and connect it to the Css which may change some stufff. Now lets see what will happen."}, {"post_id": 56897, "ts": "2026-08-28T22:04:41Z", "hours": 0.5758, "text": "For the past half hour I being thinking what I was going to do and my colour scheme. And then it hit me why I dont I make a website about heart awareness that also teaches people about the heart a lot. So I figured out the colour scheme and completed the root: colours. I also finished the background which is great and matches what I wanted it to look like. So basically chatgpt helped me pick 2 colours which were basically just shades of red. But I did not like them that much so I just chose this (pic below). Plus I finished the dark mode and light mode colour configuration and it looks… AMAZINGG. In conclusion its going great so far."}]...
|
Title: PulseBeat by @manayp | Stardance
Devlogs:
Title: PulseBeat by @manayp | Stardance
Devlogs:
For the past half hour I being thinking what I was going to do and my colour scheme. And then it hit me why I dont I make a website about heart awareness that also teaches people about the heart a lot. So I figured out the colour scheme and completed the root: colours. I also finished the background which is great and matches what I wanted it to look like. So basically chatgpt helped me pick 2 colours which were basically just shades of red. But I did not like them that much so I just chose this (pic below). Plus I finished the dark mode and light mode colour configuration and it looks… AMAZINGG. In conclusion its going great so far.
For the past hour I just fixed and added a bunch of stuff. So the css creates a heartbeat themed layout thats interactive and it has a pulse animation that beats which 4 different modes. And there are also radio buttons that change the global –beat speed using the body:has() and those Exact same radio labels update the beats per minute of the heart. Also I fixed minor bugs in the css background which was shown in the first devlog and it stilll looks amazingggg. I did the css before the html which is a VERYY bad idea and now its almost time for the html so lets see how that goes because I gotta eye ball it and connect it to the Css which may change some stufff. Now lets see what will happen.
For the past hour I fixed a few bugs and started the html. And yes I finished the css. This was a bad idea obviously because usually css is supposed to be done after html but its fine currently I am not struggling and it is going pretty well. I fixed the title which was flipped because it was at 0.1em instead of -0.01em which caused it to be flipped in the wrong area. I also completed the tempo area and the 4 different modes for the bpm now I gotta work on the ecg signals. I am having trouble figuring out how to add those waves but I’ll see and test various methods on ONECOMPILOR.com. I also fact checked all the research that is going to be added in this because it may be wrong because I got it from a book LOL. Lets see what happens.
I completed a lot in the last 1.5 hours. So first I completed the diagram of all the arteries and the ventricles etc. It looks great but I had some issues so I did some outside testing using OneCompilor and chatgpt also tested it for me and gave me feedback. I also completed the BPM signals thats connected to a fake ecg thats mirroring the tempo of the heart beats. The four bpm signal tempos include: Asleep, resting, running and finally sprint. And It goes from very slow to very fast. I also added field notes with some data that basically talks about the heart and stuff. Finally I started working on the facts and I had some issues here a bit in the css but then I realized it was one small easy error to fix. So I am only gonna add 4 questions in the quiz which is honestly more than enough and if I need to add more later its easy so I will get feedback. The css honestly needs fixing later it looks too meh. So yep thats all cya and lets see what happenss.
This is my last devlog and all I did was finish the code like there was a few lines left. It was mostly just about the questions because I had difficulty in writing them until I figured it out using onecompilor(testing platform). Then I wrote the whole readme and it talks about small things like why I made this and I also wrote some stuff that were hard for me and various things I learned. I also mentioned how to run it and the platforms that can support it which includes the main ones like chrome, firefox, and also safari. Claude and a bit of Chatgpt helped me for the research and actually taught me some stuff. And another special thx to OneCompilor because it helped me test off vs code which was SOO helpful. Finally I added future improvements that I thought of and even though there could be more I just wrote and created this much because I am still learning. Overalll adioss and lemme know if u like it or what I can improve.
Ships:
So this is basically a small little website I made using HTML and CSS. And a bit of help with Claude and Chatgpt. The website is about the heart which is an organ in your cardiovascular system. It talks about the heart and shows interactive visuals and various diagrams which highlight and outline parts of the heart like the ventricles, arteries, pulmonary veins and much more. I also added a few practice questions in the bottom of the website which basically just tests if you were paying attention lol. I also added a part where I created a heart which took some time so I used the website OneCompilor which made everything go much more faster in the testing part. And then I just rewrote it back here. So basically what I did was make a heart that connects to 4 various types of beats per minute, which shows a clear understanding and visual representation. I want to also show a call to action stance because the amount of people that die from heart related issues is massive and in this generation so many kids like me do not make good choices so I just want to show them what actually happens and honestly I also need to show myself so I did a good and vast amount of research and overall I am trying to engage and teach. So let me know if you like it!...
|
1793336169.7679765
|
1793422569.7679765
|
|
2014
|
Superorbital by @orivio | Stardance
|
orivio
|
1
|
40.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T00:50:07Z", "hours": 40.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SUPERORBITAL: The Quest of the Anomaly After months of hard work, Obe Dot and I finally present to you SUPERORBITAL. What on earth is a SUPERORBITAL? SUPERORBITAL is a 2D platformer where you play as Vitri, the only human born without gravity. After years of being ostracized by society, Vitri sets out on a mission to change things for the better. He decides to take a gamble on a popular story that’s been spreading about all planets having tangible gravity cores at their centers, and decides to find one for himself. Accompanied only by his robot assistant, G.R.A.V. (Great Robot Assistant of Vitri), Vitri flies out into deep space and lands on a planet named Zeta-C5, where he uses special abilities, such as turning gravity on and off, to explore and make his way towards the planet’s core. Difficult obstacles and even unexpected foes block his way, but he’s got to get through no matter what. Dev Messages: orivio: SUPERORBITAL has been a really fun introduction to Godot! Though challenging at times, designing the levels around our unique mechanics was pretty fun, and I think overall the game turned out pretty great! Obviously it is only an alpha release, so I plan on working together with Obe Dot to polish it a ton, in terms of artwork, music, story, etc. Expect lots more content to come! Obe Dot: Developing this game has been an amazing experience. This is my first big gamedev project, and I’ve learned so much. I really hope to work more on this project in the future, while also improving my art and programming skills. Much appreciation to Hack Club for creating this event! Try out the game on our itch, or watch the provided gameplay footage and/or trailer! Trailer: https://www.youtube.com/watch?v=5WPKXYqy1FI Gameplay: https://youtu.be/-zq8ps87daI?si=sUK4_9BedT1OdXU8", "repo": "https://github.com/orivio/super_orbital", "demo": "https://obedh.itch.io/superorbital"}]...
|
[{"post_id": 72445, "ts": "202 [{"post_id": 72445, "ts": "2026-09-22T23:55:43Z", "hours": 1.5869, "text": "SUPERORBITAL Mini Devlog # 10.5: Just clearing out the last hour and a half I got from working on the trailer. We’re gonna be shipping in just a few minutes! Here are a few clips used in the trailer:"}, {"post_id": 71480, "ts": "2026-09-20T22:02:36Z", "hours": 5.2728, "text": "SUPERORBITAL DEVLOG #10: The End? You can watch a full playthrough of the intro segment here: https://youtu.be/-zq8ps87daI After a plethora of bugfixing (see attached for a few examples lol), we did it! The Alpha, as far as we can tell, is done! Gameplay/Story: Intro and outro cutscene have been implemented, though not polished fully yet. Lots of level redesign. Levels have been shifted to reduce the difficulty curve and also introduce dash/antigrav earlier. Sad Guy and Assistant now have actual names: Vitri and G.R.A.V. Music/Art: Old intro song, which ended up scrapped, is now in the credits Buzzsaw texture Dev Note: This was such an exciting intro to full game development! The game is really fun to play in my opinion. Even though it’s buggy and unpolished in some aspects, we’ve got a ton of time to work on that in the future. Enjoy it once it’s shipped!!"}, {"post_id": 66822, "ts": "2026-09-12T18:39:15Z", "hours": 1.5464, "text": "SUPERORBITAL DEVLOG #9: Bugs bugs bugs!!!! Gameplay/Story: We’ve been working on a lot of bug fixing, ranging from removing tiny skips/deaths to entire game-crashing bugs Music/Art: We added sound effects for collisions, wrench throwing, etc Music has a new system in the level directory and has been readded Todo/Dev Notes: We’re getting ready to ship soon! The plan is to finish up with bugfixing, playtest a bit, and then ship before the 20th! We have to figure out how to fix a bug where you get wiped out of existence when in antigrav and colliding We have to implement the cutscenes UI fixes/polishing coming soon!"}, {"post_id": 64464, "ts": "2026-09-08T21:28:54Z", "hours": 3.2047, "text": "SUPERORBITAL DEVLOG #8 Gameplay/Story: Lots of level polishing has been added New obstacles Started work on intro/final cutscene Music/Art: New black hole shader!!! It looks so cool Some new sprites in the tileset to make it look nicer Overall more decoration Things to do: Level polishing, tileset shading Add intro/final cutscene (full implementation) File organization Bugfixing for black holes Developer Note: You might notice that some bits of the attached recording are really weird/buggy looking. Part of that is cuz I accidentally did some work in the wrong branch that was meant to fix some things (like the music and some other issues), and this is on another branch. Hopefully we can resolve any conflicts and fix things up soon!"}, {"post_id": 51919, "ts": "2026-08-21T20:43:29Z", "hours": 8.8186, "text": "SUPERORBITAL Devlog # 7 Gameplay/Story: There are dialogues for every section that we’ve made so far. Almost every section of the Alpha is finished so far! New black hole implementation Overall polishing for many bugs Music and Art: New spritework for the Assistant Polished state-based animation bugs Things to do: Implement intro cutscene Implement final cutscene Dialogue polishing Tileset partial redesign"}, {"post_id": 33703, "ts": "2026-07-23T20:35:26Z", "hours": 6.6292, "text": "SUPERORBITAL Devlog #6 Gameplay/Story: Initial dialogue has been finished. Robo-Guy appears to give tutorial dialogue throughout the game. There is full dialogue for every section that we have made so far. Wrench has been re-implemented for the learn_wrench section of the game WIP black hole redesign Music and Art: I made a new, fairly crappy black hole for the game icon. Hoping to redo it with a drawing tablet once this project gets shipped (so exciting!!!) OST tracks 2 (Lone Traveler) and 3 (Martian Overture) have been finished AND implemented into the game! That’s right, we have a working (though messy) system to implement music! Things to do: Polish icon and banner Hopefully polish and re-organize code (It’s really messy right now, and very clearly the product of summertime boredom, lol) Sad Guy sprites Redesign of other sprites (new tiles, some proportional fixing for Robo-Guy and Sad Guy) Cutscene system and intro implementation"}, {"post_id": 32076, "ts": "2026-07-20T23:55:33Z", "hours": 2.4614, "text": "Superorbital Devlog #5 Progress: first OST has been made! it was originally called Space Parade, but we immediately renamed it to Quest of the Anomaly. it’ll be used for the intro cutscene some progress with gravity and timescale implementation with black holes work done on options menu and keybind settings. all inputs are bindable, and there are also presets based on the controls of Celeste and Hollow Knight (more to be added, maybe) Things we’re trying to do soon: there’s this annoying bug where sometimes you randomly dash without ANY input at all. after bugtesting, Obed found that godot genuinely thinks someone is inputting the dash keybind… for some reason. Obed’s been trying really hard to fix it new sprites for Sad Guy. instead of a colored stickman, we’re going to add a cool astronaut robot thing Robot Assistant to help with tutorial, instead of text just appearing on screen. it’ll follow you around and help. it’ll also give you the ability to move the camera to look ahead in the level, similar to Terraria’s binoculars intro cutscene. this’ll give more details about the story game icon and stardance banner"}, {"post_id": 31059, "ts": "2026-07-19T04:47:58Z", "hours": 2.6797, "text": "LET’S GOOO! Obed has successfully started to implement black holes, and we’re starting on the level set for them! I also finished up the final level restructures, they’re looking amazing now. Also here’s Obed’s rework of the title screen I forgot to post before."}, {"post_id": 29713, "ts": "2026-07-16T20:06:01Z", "hours": 3.8092, "text": "Wow, it’s been FOREVER since I’ve gotten to update this. Summer’s been busy, and Obed’s put a lot of work into Superorbital. He re-did the tileset, animated a new character, and polished a lot of the levels. I’ve been bugtesting and I also started on a full cosmetic restructure of every level to make it look less geometric and more natural. After we polish what we have so far, I hope to add the black holes and finish the game up! The Halfway Mark Has Been Attained (kind of)"}, {"post_id": 7572, "ts": "2026-06-12T17:38:40Z", "hours": 2.0533, "text": "Lots of progress has been made! Wrench throwing has been fixed and is now omnidirectional. Another tutorial level has been added to introduce gravity switching. The main menu was reworked to look cooler too! New black hole sprite. Bugs with going between rooms have been fixed too, and you can no longer spam antigrav to skip rooms (now antigrav gets turned off when you enter a new room). Things are going swimmingly, dearest friends!"}, {"post_id": 5180, "ts": "2026-06-08T21:29:27Z", "hours": 2.1033, "text": "First functions are going well so far! Gravity switching and wrench throwing work (mostly), and the black hole is coded in but not implemented yet. Don’t mind Obed’s goated placeholder"}]...
|
Title: Superorbital by @orivio | Stardance
Devlog Title: Superorbital by @orivio | Stardance
Devlogs:
First functions are going well so far! Gravity switching and wrench throwing work (mostly), and the black hole is coded in but not implemented yet. Don’t mind Obed’s goated placeholder
Lots of progress has been made! Wrench throwing has been fixed and is now omnidirectional. Another tutorial level has been added to introduce gravity switching. The main menu was reworked to look cooler too! New black hole sprite. Bugs with going between rooms have been fixed too, and you can no longer spam antigrav to skip rooms (now antigrav gets turned off when you enter a new room). Things are going swimmingly, dearest friends!
Wow, it’s been FOREVER since I’ve gotten to update this. Summer’s been busy, and Obed’s put a lot of work into Superorbital. He re-did the tileset, animated a new character, and polished a lot of the levels. I’ve been bugtesting and I also started on a full cosmetic restructure of every level to make it look less geometric and more natural. After we polish what we have so far, I hope to add the black holes and finish the game up! The Halfway Mark Has Been Attained (kind of)
LET’S GOOO! Obed has successfully started to implement black holes, and we’re starting on the level set for them! I also finished up the final level restructures, they’re looking amazing now. Also here’s Obed’s rework of the title screen I forgot to post before.
Superorbital Devlog #5 Progress: first OST has been made! it was originally called Space Parade, but we immediately renamed it to Quest of the Anomaly. it’ll be used for the intro cutscene some progress with gravity and timescale implementation with black holes work done on options menu and keybind settings. all inputs are bindable, and there are also presets based on the controls of Celeste and Hollow Knight (more to be added, maybe) Things we’re trying to do soon: there’s this annoying bug where sometimes you randomly dash without ANY input at all. after bugtesting, Obed found that godot genuinely thinks someone is inputting the dash keybind… for some reason. Obed’s been trying really hard to fix it new sprites for Sad Guy. instead of a colored stickman, we’re going to add a cool astronaut robot thing Robot Assistant to help with tutorial, instead of text just appearing on screen. it’ll follow you around and help. it’ll also give you the ability to move the camera to look ahead in the level, similar to Terraria’s binoculars intro cutscene. this’ll give more details about the story game icon and stardance banner
SUPERORBITAL Devlog #6 Gameplay/Story: Initial dialogue has been finished. Robo-Guy appears to give tutorial dialogue throughout the game. There is full dialogue for every section that we have made so far. Wrench has been re-implemented for the learn_wrench section of the game WIP black hole redesign Music and Art: I made a new, fairly crappy black hole for the game icon. Hoping to redo it with a drawing tablet once this project gets shipped (so exciting!!!) OST tracks 2 (Lone Traveler) and 3 (Martian Overture) have been finished AND implemented into the game! That’s right, we have a working (though messy) system to implement music! Things to do: Polish icon and banner Hopefully polish and re-organize code (It’s really messy right now, and very clearly the product of summertime boredom, lol) Sad Guy sprites Redesign of other sprites (new tiles, some proportional fixing for Robo-Guy and Sad Guy) Cutscene system and intro implementation
SUPERORBITAL Devlog # 7 Gameplay/Story: There are dialogues for every section that we’ve made so far. Almost every section of the Alpha is finished so far! New black hole implementation Overall polishing for many bugs Music and Art: New spritework for the Assistant Polished state-based animation bugs Things to do: Implement intro cutscene Implement final cutscene Dialogue polishing Tileset partial redesign
SUPERORBITAL DEVLOG #8 Gameplay/Story: Lots of level polishing has been added New obstacles Started work on intro/final cutscene Music/Art: New black hole shader!!! It looks so cool Some new sprites in the tileset to make it look nicer Overall more decoration Things to do: Level polishing, tileset shading Add intro/final cutscene (full implementation) File organization Bugfixing for black holes Developer Note: You might notice that some bits of the attached recording are really weird/buggy looking. Part of that is cuz I accidentally did some work in the wrong branch that was meant to fix some things (like the music and some other issues), and this is on another branch. Hopefully we can resolve any conflicts and fix things up soon!
SUPERORBITAL DEVLOG #9: Bugs bugs bugs!!!! Gameplay/Story: We’ve been working on a lot of bug fixing, ranging from removing tiny skips/deaths to entire game-crashing bugs Music/Art: We added sound effects for collisions, wrench throwing, etc Music has a new system in the level directory and has been readded Todo/Dev Notes: We’re getting ready to ship soon! The plan is to finish up with bugfixing, playtest a bit, and then ship before the 20th! We have to figure out how to fix a bug where you get wiped out of existence when in antigrav and colliding We have to implement the cutscenes UI fixes/polishing coming soon!
SUPERORBITAL DEVLOG #10: The End? You can watch a full playthrough of the intro segment here: https://youtu.be/-zq8ps87daI After a plethora of bugfixing (see attached for a few examples lol), we did it! The Alpha, as far as we can tell, is done! Gameplay/Story: Intro and outro cutscene have been implemented, though not polished fully yet. Lots of level redesign. Levels have been shifted to reduce the difficulty curve and also introduce dash/antigrav earlier. Sad Guy and Assistant now have actual names: Vitri and G.R.A.V. Music/Art: Old intro song, which ended up scrapped, is now in the credits Buzzsaw texture Dev Note: This was such an exciting intro to full game development! The game is really fun to play in my opinion. Even though it’s buggy and unpolished in some aspects, we’ve got a ton of time to work on that in the future. Enjoy it once it’s shipped!!
SUPERORBITAL Mini Devlog # 10.5: Just clearing out the last hour and a half I got from working on the trailer. We’re gonna be shipping in just a few minutes! Here are a few clips used in the trailer:
Ships:
SUPERORBITAL: The Quest of the Anomaly After months of hard work, Obe Dot and I finally present to you SUPERORBITAL. What on earth is a SUPERORBITAL? SUPERORBITAL is a 2D platformer where you play as Vitri, the only human born without gravity. After years of being ostracized by society, Vitri sets out on a mission to change things for the better. He decides to take a gamble on a popular story that’s been spreading about all planets having tangible gravity cores at their centers, and decides to find one for himself. Accompanied only by his robot assistant, G.R.A.V. (Great Robot Assistant of Vitri), Vitri flies out into deep space and lands on a planet named Zeta-C5, where he uses special abilities, such as turning gravity on and off, to explore and make his way towards the planet’s core. Difficult obstacles and even unexpected foes block his way, but he’s got to get through no matter what. Dev Messages: orivio: SUPERORBITAL has been a really fun introduction to Godot! Though challenging at times, designing the levels around our unique mechanics was pretty fun, and I think overall the game turned out pretty great! Obviously it is only an alpha release, so I plan on working together with Obe Dot to polish it a ton, in terms of artwork, music, story, etc. Expect lots more content to come! Obe Dot: Developing this game has been an amazing experience. This is my first big gamedev project, and I’ve learned so much. I really hope to work more on this project in the future, while also improving my art and programming skills. Much appreciation to Hack Club for creating this event! Try out the game on our itch, or watch the provided gameplay footage and/or trailer! Trailer: https://www.youtube.com/watch?v=5WPKXYqy1FI Gameplay: https://youtu.be/-zq8ps87daI?si=sUK4_9BedT1OdXU8...
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1793336173.7371721
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1793422573.7371721
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47159
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Exoplanet Finder by @kingvon | Stardance
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kingvon
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1
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18.0
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307
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:48:09Z", "hours": 18.0, "multiplier": 14.49, "payout": 307, "blessing": "neutral", "text": "a smol app that searches NASA Kepler telescope data for signs of an exoplanet. it takes a star catalog ID and fetches years worth of brightness data, cleans and detrends the signal and runs a built from scratch Box Least Square algorithm to look for periodic dimmings that indicate a exoplanet passed in front of its host star. and from that dip it calculates more data like orbital period, transit duration, physical size relative to earth, and also flags the confident of detection. and PLEASE, i am begging you if you dont understand how any of this works just test against the given “try these” lol, and have patience while it loads since its a built-from-scratch scientific algorithm made for learning purposes.", "repo": "https://github.com/pratiksingh94/exoplanet-finder", "demo": "https://exoplanet.pratiksingh.xyz/"}]...
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[{"post_id": 61789, "ts": "202 [{"post_id": 61789, "ts": "2026-09-04T21:25:09Z", "hours": 1.1606, "text": "TESS and K2 missions dont work, i am sorry its been 5 days i didnt get time to code properly but what i know is that i cannot add support for TESS and K2 for now. _ i tried everything which i can for now, K2 fires its thrusters every 6 hours to correct its position and that thruster fire overpowers the star transit, i tried increasing period_min and increasing it enough did lead to getting correct period but that was only posible cuz i already knew the period of the star i was testing on, from what it looks like i think just rolling median in detrending isnt enough for K2 mission stars, and i am not planning to implement the corrections it requires for now _ TESS had 2mins candence so it had over 1 million data points and in multiple loops it lead to taking hours to analyse, and my BLS double pass scales too much with data points, but i binned it like i did for the plot but even with that it took around 18 minutes to run and produced a 24x period which was an alias, idk how the alias array didnt even include the normal alias, maybe because the period is less than 1 day and my algo searches between period_min and max and min was set to 1. that tells about the problem but it kinda proves that my system finds period based on what you feed into it in some values which i need to work on, cuz some stars can be weird, and wont lie i am giving up on it for now."}, {"post_id": 58240, "ts": "2026-08-30T16:31:16Z", "hours": 0.6033, "text": "Advanced options in search finally added period min, period max, and mission selection in search, ez but looks like i should use shadcn buttons instead the advanced options button doesnt look like a button lowk"}, {"post_id": 57652, "ts": "2026-08-29T21:18:45Z", "hours": 1.3597, "text": "Result card rework shiii i made it hella good now it has a nice border and tooltips for each metric, and a verdict explaination in a details summary tag also remved the basic confidence display cuz it wasnt telling anything, now it has explaination"}, {"post_id": 53090, "ts": "2026-08-23T14:56:15Z", "hours": 1.5681, "text": "Better scoring and Confidence levels pain in ASS bro so i started from a normal scoring system which worked fine for finding periods but it wasnt good for confidence factors cuz it scales with dataset, so a bigger data set despite having no period will still have better score than a smaller data set with a period, so i need a better scoring system Signal-to-Noise Ratio this idea came while i was soldering a jammer i am working on lol so i measured the ratio and replaced the basic system with depth / (noise / sqrt(n_in)) it is not the perfect SNR system but it works nice enough. _ so i tested it against KIC 8462852 which does not have any exoplanet, and the signal was still wrong cuz this star (Tabby’s star) is a bit weird and it has large periodic dimming events and it was long enough on a single candence on various points to score high enough on SNR and look like a strong signal, so that made it clear that SNR isnt alone enough Coverage-Ratio check THIS finally passed every test, it clusters in transit points between time gaps so a bigger time gap will make a new occurence, and it counts those occurances, the tabby’s star had only 2 so i made the limit 5, the “transit” must occur more than 5 times to be qualified for SNR check, which worked good and finally i got WEAK signal on that star check."}, {"post_id": 51869, "ts": "2026-08-21T19:02:22Z", "hours": 2.2372, "text": "Minimal UI work (functional) made this very simple search thingy, it was easy asf i used recharts to plot that, which was the real pain cuz the data has 60k+ points to plot and it was taking too long but most of those points werent nececssary so i made smaller bins of those points and plotted them which worked fine __ i am yet to work on the confidence score, i dont have enough observations to decide on a “good enough high score” so thats a todo for now __ and variables like mission, period min, and period max are also a todo for now :3"}, {"post_id": 49783, "ts": "2026-08-18T18:28:52Z", "hours": 1.1842, "text": "/api/search made API route for analysis it runs the pipeline scripts in order: ingest -> detrend -> analysis and all that takes ton of time, so there is a cached/ file and it creates files of star’s ingestion and detrended data. analysis however is re-run everytime cuz period min and max can change"}, {"post_id": 48959, "ts": "2026-08-17T15:17:15Z", "hours": 0.5639, "text": "Initialized nextjs app just that, initalized nextjs app and picked a nice color scheme from tweakcn.com"}, {"post_id": 48442, "ts": "2026-08-16T19:49:09Z", "hours": 6.9469, "text": "Analysis script holy rupnil judgement so if you dont know in this project i am just getting the light curve data from a library, other than that i am doing EVERYTHING from scratch, so this is the 7 hour dev log of what i did in my analysis script. bls.py most time was spent here trying to write Box Least Square algorithm from scratch, it will be used to find the orbital period of the planet from the folded data, i wrote various versions in order to find the correct and best way to do it and had to fix shit ton of bugs, which i wrote down for this dev log (check below) analysis.py after lot of rough work focused around Kepler 8 star in bls.py i transfered the BLS and other refining functions to analysis script for a proper cli, it takes detrended data json file and outputs: orbital period of planet confidence score (calculated from depth of transit) duration of transit (calculated two different ways) phase start hella problems i faced performance in BLS algo: the very first version i wrote had a triple loop, it was like 2+ billion operations so it was taking like 7 minutes to complete and give wrong orbital period, then i switched to numpy to use vectorization and it made it hella fast, dropped the time to just 60 seconds “aliases”: later i found out that i was not getting wrong orbital period it was just different multiples of the period, so i had to make a function check_aliases which gets the first 4 values of period it could find and the aliases[0] is the best one with highest score precision: the values were never precise and the reason was that the BLS seach wasnt enough, what i needed to do was a coarse search and get a general idea of transt and do a more precise search on top of the coarse values which i did with a function i made bls_search_two_pass who’s period was then correct but with lower score and another multiple was still with higher score, so after hella digging i found that it was a like chicken and egg problem yk, see the BLS search needs duration to calculate stuff better and we dont know that duration, we can get the duration by doing some calculations on period but to get period we need to do BLS search, so at first i used a constant value 0.4 of duration after some manual experimenting, which works as a decent enough heuristic at first, then after we get a nice period i use the refine_duration function which then digs in and calculates the best duration value, which is THEN used to run another BLS search this time with proper suitable duration. so it went like: bls coarse search -> bls precise search -> bls alias calculation -> duration refining -> anoher precise search and then we come to proper orbital period with highest score, FINALLY. this dev log was MUCH bigger but got deleted cuz it wasnt saved and this fucking error deleted it, now i am too frustrated and idc enough to write it completey again this is all i had saved"}, {"post_id": 46415, "ts": "2026-08-13T16:37:48Z", "hours": 0.9556, "text": "Data cleaning and Detrending removing outliers made a simple z score calculation, just removes values 3 standard deviations away, got a “nice enough” result and removed like ~2000 values from ~64000 values (4 years of data) lmao detrending why: this was important, cuz the telescope moves around to protect its instruments from the sun and various other reasons, so there can be gaps which look like a transit but they arent, they are slow and long in transition unlike a real exoplanet between the star and the telescope, that transit will be like an instant sharp dip, so i had to smooth out those false values __ used a basic moving window median to divide out those values, you can see the before and after of detrending in first two pics and this is how the script runs: python detrend.py --input lightcurve.json --output detrended.json --window 50"}, {"post_id": 45972, "ts": "2026-08-12T20:05:26Z", "hours": 1.0861, "text": "Some exploration and Light Curve ingestion first dev log lightkurve library so i spent some of the time messing around with this library exploring and plotting random things, this library can fetch public data from telescope missions like Kepler, K2, and TESS and it makes getting that data and normalising some values a bit easy so i tested those things and i plotted this in matplotlib this is one light curve of Kepler-8, you can see the gap in the data that MIGHT be an exoplanet lmao, who knows ingestion script so i will make different scripts for differnet stuff and make a single pipeline later ig, the current script runs like: python ingest.py --star \"KIC 6922244\" --output lightcurve.json it takes the star name output as file name or json output in stdin, and then it downloads a HUGE file (check screenshot lightcurve.json ) full of the timestamp and flux values (which are basically brightness of the star at that timestamp) further analysis will be done on the output of ts script."}]...
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Title: Exoplanet Finder by @kingvon | Stardance
D Title: Exoplanet Finder by @kingvon | Stardance
Devlogs:
Some exploration and Light Curve ingestion first dev log lightkurve library so i spent some of the time messing around with this library exploring and plotting random things, this library can fetch public data from telescope missions like Kepler, K2, and TESS and it makes getting that data and normalising some values a bit easy so i tested those things and i plotted this in matplotlib this is one light curve of Kepler-8, you can see the gap in the data that MIGHT be an exoplanet lmao, who knows ingestion script so i will make different scripts for differnet stuff and make a single pipeline later ig, the current script runs like: python ingest.py --star "KIC 6922244" --output lightcurve.json it takes the star name output as file name or json output in stdin, and then it downloads a HUGE file (check screenshot lightcurve.json ) full of the timestamp and flux values (which are basically brightness of the star at that timestamp) further analysis will be done on the output of ts script.
Data cleaning and Detrending removing outliers made a simple z score calculation, just removes values 3 standard deviations away, got a “nice enough” result and removed like ~2000 values from ~64000 values (4 years of data) lmao detrending why: this was important, cuz the telescope moves around to protect its instruments from the sun and various other reasons, so there can be gaps which look like a transit but they arent, they are slow and long in transition unlike a real exoplanet between the star and the telescope, that transit will be like an instant sharp dip, so i had to smooth out those false values __ used a basic moving window median to divide out those values, you can see the before and after of detrending in first two pics and this is how the script runs: python detrend.py --input lightcurve.json --output detrended.json --window 50
Analysis script holy rupnil judgement so if you dont know in this project i am just getting the light curve data from a library, other than that i am doing EVERYTHING from scratch, so this is the 7 hour dev log of what i did in my analysis script. bls.py most time was spent here trying to write Box Least Square algorithm from scratch, it will be used to find the orbital period of the planet from the folded data, i wrote various versions in order to find the correct and best way to do it and had to fix shit ton of bugs, which i wrote down for this dev log (check below) analysis.py after lot of rough work focused around Kepler 8 star in bls.py i transfered the BLS and other refining functions to analysis script for a proper cli, it takes detrended data json file and outputs: orbital period of planet confidence score (calculated from depth of transit) duration of transit (calculated two different ways) phase start hella problems i faced performance in BLS algo: the very first version i wrote had a triple loop, it was like 2+ billion operations so it was taking like 7 minutes to complete and give wrong orbital period, then i switched to numpy to use vectorization and it made it hella fast, dropped the time to just 60 seconds “aliases”: later i found out that i was not getting wrong orbital period it was just different multiples of the period, so i had to make a function check_aliases which gets the first 4 values of period it could find and the aliases[0] is the best one with highest score precision: the values were never precise and the reason was that the BLS seach wasnt enough, what i needed to do was a coarse search and get a general idea of transt and do a more precise search on top of the coarse values which i did with a function i made bls_search_two_pass who’s period was then correct but with lower score and another multiple was still with higher score, so after hella digging i found that it was a like chicken and egg problem yk, see the BLS search needs duration to calculate stuff better and we dont know that duration, we can get the duration by doing some calculations on period but to get period we need to do BLS search, so at first i used a constant value 0.4 of duration after some manual experimenting, which works as a decent enough heuristic at first, then after we get a nice period i use the refine_duration function which then digs in and calculates the best duration value, which is THEN used to run another BLS search this time with proper suitable duration. so it went like: bls coarse search -> bls precise search -> bls alias calculation -> duration refining -> anoher precise search and then we come to proper orbital period with highest score, FINALLY. this dev log was MUCH bigger but got deleted cuz it wasnt saved and this fucking error deleted it, now i am too frustrated and idc enough to write it completey again this is all i had saved
Initialized nextjs app just that, initalized nextjs app and picked a nice color scheme from tweakcn.com
/api/search made API route for analysis it runs the pipeline scripts in order: ingest -> detrend -> analysis and all that takes ton of time, so there is a cached/ file and it creates files of star’s ingestion and detrended data. analysis however is re-run everytime cuz period min and max can change
Minimal UI work (functional) made this very simple search thingy, it was easy asf i used recharts to plot that, which was the real pain cuz the data has 60k+ points to plot and it was taking too long but most of those points werent nececssary so i made smaller bins of those points and plotted them which worked fine __ i am yet to work on the confidence score, i dont have enough observations to decide on a “good enough high score” so thats a todo for now __ and variables like mission, period min, and period max are also a todo for now :3
Better scoring and Confidence levels pain in ASS bro so i started from a normal scoring system which worked fine for finding periods but it wasnt good for confidence factors cuz it scales with dataset, so a bigger data set despite having no period will still have better score than a smaller data set with a period, so i need a better scoring system Signal-to-Noise Ratio this idea came while i was soldering a jammer i am working on lol so i measured the ratio and replaced the basic system with depth / (noise / sqrt(n_in)) it is not the perfect SNR system but it works nice enough. _ so i tested it against KIC 8462852 which does not have any exoplanet, and the signal was still wrong cuz this star (Tabby’s star) is a bit weird and it has large periodic dimming events and it was long enough on a single candence on various points to score high enough on SNR and look like a strong signal, so that made it clear that SNR isnt alone enough Coverage-Ratio check THIS finally passed every test, it clusters in transit points between time gaps so a bigger time gap will make a new occurence, and it counts those occurances, the tabby’s star had only 2 so i made the limit 5, the “transit” must occur more than 5 times to be qualified for SNR check, which worked good and finally i got WEAK signal on that star check.
Result card rework shiii i made it hella good now it has a nice border and tooltips for each metric, and a verdict explaination in a details summary tag also remved the basic confidence display cuz it wasnt telling anything, now it has explaination
Advanced options in search finally added period min, period max, and mission selection in search, ez but looks like i should use shadcn buttons instead the advanced options button doesnt look like a button lowk
TESS and K2 missions dont work, i am sorry its been 5 days i didnt get time to code properly but what i know is that i cannot add support for TESS and K2 for now. _ i tried everything which i can for now, K2 fires its thrusters every 6 hours to correct its position and that thruster fire overpowers the star transit, i tried increasing period_min and increasing it enough did lead to getting correct period but that was only posible cuz i already knew the period of the star i was testing on, from what it looks like i think just rolling median in detrending isnt enough for K2 mission stars, and i am not planning to implement the corrections it requires for now _ TESS had 2mins candence so it had over 1 million data points and in multiple loops it lead to taking hours to analyse, and my BLS double pass scales too much with data points, but i binned it like i did for the plot but even with that it took around 18 minutes to run and produced a 24x period which was an alias, idk how the alias array didnt even include the normal alias, maybe because the period is less than 1 day and my algo searches between period_min and max and min was set to 1. that tells about the problem but it kinda proves that my system finds period based on what you feed into it in some values which i need to work on, cuz some stars can be weird, and wont lie i am giving up on it for now.
Ships:
a smol app that searches NASA Kepler telescope data for signs of an exoplanet. it takes a star catalog ID and fetches years worth of brightness data, cleans and detrends the signal and runs a built from scratch Box Least Square algorithm to look for periodic dimmings that indicate a exoplanet passed in front of its host star. and from that dip it calculates more data like orbital period, transit duration, physical size relative to earth, and also flags the confident of detection. and PLEASE, i am begging you if you dont understand how any of this works just test against the given “try these” lol, and have patience while it loads since its a built-from-scratch scientific algorithm made for learning purposes....
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1793336177.8571415
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1793422577.8571415
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47181
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HTTRPG by @kelp | Stardance
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kelp
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1
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22.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T14:12:50Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "HTTTRPG!! simple VTT with a server written in python and a client written in c++ includes many funny features such as: a multidimensional array map where every “tile” is a number that you can inspect to see what it is! a message system that lets you see messages sent by other players dice rolling! non Oauth authentication because Oauth scares me! the demo is just the release files, i dont have the money to host an actual demo so you will have to test it yourself! sorry! two different ways to configure the client! other features its an OK at best free alternative to VTTs which from what ive seen are typically fairly expensive", "repo": "https://github.com/mildly-kelpish/Httrpg", "demo": "https://github.com/mildly-kelpish/Httrpg/releases/tag/v1"}]...
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[{"post_id": 64523, "ts": "202 [{"post_id": 64523, "ts": "2026-09-09T00:09:30Z", "hours": 5.7114, "text": "and so it is finished wow i really didnt post much in the way of devlogs, i had more but i couldnt really port them well, im sure the reviewers will be able to see the macondo ones… /j either way, i finished up the client and the server, so now they are finally done (at least, to the extent that i have tested. which is mostly on linux) this took so long and i am excited to attempt to use it for the dnd sessions i run for my family (and maybe more if i spend a bit of money on a cheap vps)"}, {"post_id": 45947, "ts": "2026-08-12T19:16:02Z", "hours": 15.8667, "text": "well i have pretty much ran out of time with macondo (if i fail this next drivers test there is no way i can get an id to verify my age before it ends) so now im moving HTTRPG to here! it was originally supposed to work through telnet but then i realized telnet wouldnt work very well so i just kept going through protocols and decided on http. anyway it has been going pretty well, i have written (/ are writing) the server in python, and am writing the client in c++20 (mostly so i can compile it with cosmopolitan libc because its really cool imo) anyway yeah devlog because i cant just port them from macondo unfortunately :("}]...
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Title: HTTRPG by @kelp | Stardance
Devlogs:
well Title: HTTRPG by @kelp | Stardance
Devlogs:
well i have pretty much ran out of time with macondo (if i fail this next drivers test there is no way i can get an id to verify my age before it ends) so now im moving HTTRPG to here! it was originally supposed to work through telnet but then i realized telnet wouldnt work very well so i just kept going through protocols and decided on http. anyway it has been going pretty well, i have written (/ are writing) the server in python, and am writing the client in c++20 (mostly so i can compile it with cosmopolitan libc because its really cool imo) anyway yeah devlog because i cant just port them from macondo unfortunately :(
and so it is finished wow i really didnt post much in the way of devlogs, i had more but i couldnt really port them well, im sure the reviewers will be able to see the macondo ones… /j either way, i finished up the client and the server, so now they are finally done (at least, to the extent that i have tested. which is mostly on linux) this took so long and i am excited to attempt to use it for the dnd sessions i run for my family (and maybe more if i spend a bit of money on a cheap vps)
Ships:
HTTTRPG!! simple VTT with a server written in python and a client written in c++ includes many funny features such as: a multidimensional array map where every “tile” is a number that you can inspect to see what it is! a message system that lets you see messages sent by other players dice rolling! non Oauth authentication because Oauth scares me! the demo is just the release files, i dont have the money to host an actual demo so you will have to test it yourself! sorry! two different ways to configure the client! other features its an OK at best free alternative to VTTs which from what ive seen are typically fairly expensive...
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1793336180.918075
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1793422580.918075
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42301
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PrevPDF by @Lenchanteur | Stardance
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Lenchanteur
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1
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12.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T15:56:04Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a PDF generator for my local fire department, to generate fire prevention reports. The program is in french and since it is written in flask, I cannot get it on a server. Figuring out user auth and security was hard since the app could have some serious files in it that have private informations in them.", "repo": "https://github.com/Lenchanteu/webappZSBW", "demo": "https://merlin.hackclub.app/"}]...
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[{"post_id": 66026, "ts": "202 [{"post_id": 66026, "ts": "2026-09-11T15:51:21Z", "hours": 7.72, "text": "I finished building the website. I made a new version with more features, including editing after creating a pdf, sending the pdfs to emails and a more advanced admin dashboard. The app is back to being in French as babel somehow broke the pdf generator (I don’t know how or why but it did. And I don’t want to spend hours again retranslating everything). That is basically it for this project, I’m implementing it to the Fire dept. next week (probably…)"}, {"post_id": 43869, "ts": "2026-08-09T09:59:33Z", "hours": 3.4047, "text": "Finished translation I finally finished translating the app, and I added babel to switch between languages"}, {"post_id": 38136, "ts": "2026-07-31T11:19:18Z", "hours": 0.5575, "text": "Hey, I created a pdf generation web app for a fire dept, and I decided to make it open source. Since this was for a fire dept in wallonia, Belgium, the program is currently mostly in French. I started to work on the translation part."}]...
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Title: PrevPDF by @Lenchanteur | Stardance
Devlog Title: PrevPDF by @Lenchanteur | Stardance
Devlogs:
Hey, I created a pdf generation web app for a fire dept, and I decided to make it open source. Since this was for a fire dept in wallonia, Belgium, the program is currently mostly in French. I started to work on the translation part.
Finished translation I finally finished translating the app, and I added babel to switch between languages
I finished building the website. I made a new version with more features, including editing after creating a pdf, sending the pdfs to emails and a more advanced admin dashboard. The app is back to being in French as babel somehow broke the pdf generator (I don’t know how or why but it did. And I don’t want to spend hours again retranslating everything). That is basically it for this project, I’m implementing it to the Fire dept. next week (probably…)
Ships:
I made a PDF generator for my local fire department, to generate fire prevention reports. The program is in french and since it is written in flask, I cannot get it on a server. Figuring out user auth and security was hard since the app could have some serious files in it that have private informations in them....
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1793336183.8572354
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1793422583.8572354
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42332
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Ultra-high-speed RC nitro car by @Lokpriyanth | St Ultra-high-speed RC nitro car by @Lokpriyanth | Stardance...
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Lokpriyanth
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1
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4.22
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T10:13:35Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I basically made half of the car this year, I genuinely wanted to complete everything by the time this program ends, but I wasn’t able to. My exams started so, poor me. This is what I managed to do in this project:- I finalized the gearbox, body and chassis design and printed them. I finished up the body(painting, sanding etc..) and assembled everything else. I made a custom gearbox, so yeah, that’s about it.", "repo": "https://github.com/lokpriyanth/ultra-high-speed-nitro-car", "demo": ""}]...
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[{"post_id": 68675, "ts": "202 [{"post_id": 68675, "ts": "2026-09-15T15:00:56Z", "hours": 2.2214, "text": "This is my final post for the year!! (I think) I just gave a few final finishing touches to the car, and now the foundation is ready. This is the completed car and gearbox in all its glory:-"}, {"post_id": 53753, "ts": "2026-08-24T12:58:06Z", "hours": 1.0856, "text": "Firstly, I spray-painted the car and then spent a bit of time on improvising the axle mount to house a 696 bearing as well for more freedom. I also assembled the chassis, sadly I couldn’t record it because I was trying to complete it in between my 40 page math project that I was writing. But I will give you full context.I started with the attaching the two chassis plate together with a connector and screwing it in, and then many parts when screwed in, and voila it is ready, It only took about 30 min of my homework time anyway. And also sadly, this will be my last devlog for the year!! I am sooo sad, IDK WHY MY EXAMS HAD TO BE NEXT WEEK?!?!?"}, {"post_id": 50375, "ts": "2026-08-19T15:25:12Z", "hours": 1.5342, "text": "I basically switched from onshape to blender FOR TODAY (hopefully), cause for some reason onshape just doesn’t wanna let me edit imported files and also bombards me with the most obnoxious amount of unwanted facetting. I tried to give the tiny details required for the car, but then decided than I will do the changes physically, cause I genuinely DO NOT know how to use blender, I was so used to onshape and now it deserted me :( I spent the day learning the basics of blender. This is me with no idea what I am doing —>"}, {"post_id": 47034, "ts": "2026-08-14T17:08:11Z", "hours": 0.3658, "text": "(I couldn’t get a good photo.) :) I basically tested the tires for any ballooning, and they did not dissapoint, (IDK what I was expecting from that hard of a plastic, after all, I used PLA to print it). I used my old plane’s fuselage as a testing rig, as it literally had everything I needed- A 1800kv motor to reach about 19000rpm, a rigid coroplast frame for me to hold on to the motor, a 2200mah battery, a 30w esc, and last but not the least a servo tester. I ran the wheel, at max throttle, and this is what I found- 1)The wheel design is really rigid laterally (wonderphul) 2)The wheel WILL NOT HOLD ON WITH HOT GLUE. 3)You also can’t forget to balance the wheel, as there are too many vibrations for my liking. And yes, my dad did hold it when testing, as I couldn’t record and test at the same time."}, {"post_id": 45179, "ts": "2026-08-11T14:32:23Z", "hours": 1.2, "text": "So, I basically completed puttying the car. For those who don’t know, putty is like a cement kinda thing and “ing” is usually a continuous tense. So that means I was addING(continuous tense) cement-like stuff to the car in the PAST (past tense). I am definitely getting worried if I am going to be able to complete it or not."}, {"post_id": 45099, "ts": "2026-08-11T11:23:45Z", "hours": 1.3872, "text": "The prototype is halfway through. (That’s probably it, there is nothing else I can say.) :-)"}, {"post_id": 44054, "ts": "2026-08-09T15:59:20Z", "hours": 1.65, "text": "I basically, worked on attaching some of the 3d printed parts today, and this is where I stopped at as I also have unfinished homework. I hope to finish building this prototype Porsche by day after tomorrow so I will have a clear time gap to make changes, complete the gearbox aaand ship it. I hope to ship the thing by 20th or else I am COOOOKED(with 4 O’s)."}, {"post_id": 43320, "ts": "2026-08-08T14:50:10Z", "hours": 2.1328, "text": "This is a demo website I built, you can visit to know what and how I am gonna be achieving overdrive in an rc car like the one I am building. I also switched from using my own completely custom body and chassis and I realized that I’d rather not do this for 69 hrs straight for the next 67 days, so I chose cormango’s Porsche 911 model that he has already made(IDK how he made it sooo detailed). I am also not going to be copy pasting every single thing he has modelled as It does not have active aero, so I will have to look into that tomorrow maybe. I have also 3d printed half the parts of the prototype Porsche that I am currently going to be using as the body shell."}, {"post_id": 41457, "ts": "2026-08-05T17:52:37Z", "hours": 1.6006, "text": "I couldn’t do anything productive today, I basically only did “research”."}, {"post_id": 40815, "ts": "2026-08-04T16:01:34Z", "hours": 1.3336, "text": "WHEEL-ARCHES, WHEEL-ARCHES, WHEEL-ARCHES, I know it looks a bit goofy for now, but trust the process."}, {"post_id": 40230, "ts": "2026-08-03T17:07:21Z", "hours": 2.3714, "text": "I COMPLETED THE CHASSIS! (This is the under-side)."}, {"post_id": 39579, "ts": "2026-08-02T17:14:04Z", "hours": 1.0167, "text": "I managed to kinda complete the active aero(not done yet.)"}, {"post_id": 39017, "ts": "2026-08-01T17:54:49Z", "hours": 2.065, "text": "I completed the basics for the rc hyper-car"}, {"post_id": 38260, "ts": "2026-07-31T15:50:29Z", "hours": 0.8161, "text": "I made the gears that will go in the differentials, I still have to start the casing."}, {"post_id": 38190, "ts": "2026-07-31T13:43:28Z", "hours": 0.9508, "text": "I completed designing the gearbox, so it’s time to print it"}]...
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Title: Ultra-high-speed RC nitro car by @Lokpriyan Title: Ultra-high-speed RC nitro car by @Lokpriyanth | Stardance
Devlogs:
I completed designing the gearbox, so it’s time to print it
I made the gears that will go in the differentials, I still have to start the casing.
I completed the basics for the rc hyper-car
I managed to kinda complete the active aero(not done yet.)
I COMPLETED THE CHASSIS! (This is the under-side).
WHEEL-ARCHES, WHEEL-ARCHES, WHEEL-ARCHES, I know it looks a bit goofy for now, but trust the process.
I couldn’t do anything productive today, I basically only did “research”.
This is a demo website I built, you can visit to know what and how I am gonna be achieving overdrive in an rc car like the one I am building. I also switched from using my own completely custom body and chassis and I realized that I’d rather not do this for 69 hrs straight for the next 67 days, so I chose cormango’s Porsche 911 model that he has already made(IDK how he made it sooo detailed). I am also not going to be copy pasting every single thing he has modelled as It does not have active aero, so I will have to look into that tomorrow maybe. I have also 3d printed half the parts of the prototype Porsche that I am currently going to be using as the body shell.
I basically, worked on attaching some of the 3d printed parts today, and this is where I stopped at as I also have unfinished homework. I hope to finish building this prototype Porsche by day after tomorrow so I will have a clear time gap to make changes, complete the gearbox aaand ship it. I hope to ship the thing by 20th or else I am COOOOKED(with 4 O’s).
The prototype is halfway through. (That’s probably it, there is nothing else I can say.) :-)
So, I basically completed puttying the car. For those who don’t know, putty is like a cement kinda thing and “ing” is usually a continuous tense. So that means I was addING(continuous tense) cement-like stuff to the car in the PAST (past tense). I am definitely getting worried if I am going to be able to complete it or not.
(I couldn’t get a good photo.) :) I basically tested the tires for any ballooning, and they did not dissapoint, (IDK what I was expecting from that hard of a plastic, after all, I used PLA to print it). I used my old plane’s fuselage as a testing rig, as it literally had everything I needed- A 1800kv motor to reach about 19000rpm, a rigid coroplast frame for me to hold on to the motor, a 2200mah battery, a 30w esc, and last but not the least a servo tester. I ran the wheel, at max throttle, and this is what I found- 1)The wheel design is really rigid laterally (wonderphul) 2)The wheel WILL NOT HOLD ON WITH HOT GLUE. 3)You also can’t forget to balance the wheel, as there are too many vibrations for my liking. And yes, my dad did hold it when testing, as I couldn’t record and test at the same time.
I basically switched from onshape to blender FOR TODAY (hopefully), cause for some reason onshape just doesn’t wanna let me edit imported files and also bombards me with the most obnoxious amount of unwanted facetting. I tried to give the tiny details required for the car, but then decided than I will do the changes physically, cause I genuinely DO NOT know how to use blender, I was so used to onshape and now it deserted me :( I spent the day learning the basics of blender. This is me with no idea what I am doing —>
Firstly, I spray-painted the car and then spent a bit of time on improvising the axle mount to house a 696 bearing as well for more freedom. I also assembled the chassis, sadly I couldn’t record it because I was trying to complete it in between my 40 page math project that I was writing. But I will give you full context.I started with the attaching the two chassis plate together with a connector and screwing it in, and then many parts when screwed in, and voila it is ready, It only took about 30 min of my homework time anyway. And also sadly, this will be my last devlog for the year!! I am sooo sad, IDK WHY MY EXAMS HAD TO BE NEXT WEEK?!?!?
This is my final post for the year!! (I think) I just gave a few final finishing touches to the car, and now the foundation is ready. This is the completed car and gearbox in all its glory:-
Ships:
I basically made half of the car this year, I genuinely wanted to complete everything by the time this program ends, but I wasn’t able to. My exams started so, poor me. This is what I managed to do in this project:- I finalized the gearbox, body and chassis design and printed them. I finished up the body(painting, sanding etc..) and assembled everything else. I made a custom gearbox, so yeah, that’s about it....
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1793336189.577177
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1793422589.577177
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47215
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Gotcha - Clip what Happened by @Shaarav4795 | Star Gotcha - Clip what Happened by @Shaarav4795 | Stardance...
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Shaarav4795
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1
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25.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T07:41:27Z", "hours": 25.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Gotcha, an app for iOS that allows users to clip and record what has already happened. The user leaves the app open and when they hear something they want to record they simply tap the button and it clips it. Then they can edit it (add subtitles, caption, pictures, etc) and then export or share. The most challenging part was definitely the clip editor as there were so many bugs and the UI was annoying to make. To use the app just click on the TestFlight URL and then you can download the app.", "repo": "https://github.com/Shaarav4795/Gotcha", "demo": "https://testflight.apple.com/join/nvfjcUC5"}]...
|
[{"post_id": 62034, "ts": "202 [{"post_id": 62034, "ts": "2026-09-05T08:00:40Z", "hours": 1.5417, "text": "I’m officially done!!! I added the README and uploaded to Testflight! This took around 50% longer than it should have for a few reasons 1) there were a few bugs when I tested on my dad’s iphone compared to my phone 2) app store connect was being finnicky regarding the rules… But now I’m done and very very happy with the result!"}, {"post_id": 60121, "ts": "2026-09-02T09:18:24Z", "hours": 1.7131, "text": "I’m now officially done with the app! I added an onboarding flow so the app can prompt for mic perms… I also added a dark mode cos I didn’t want any low light ppl (looking at you fellow raters) to feel like they saw the sun… I also added the app icon (i should have added it before but I kinda forgot) which I made in Canva super easily and then imported to Icon Composer… Now I just need to make a README, publish to Testflight and I’ll be done"}, {"post_id": 58792, "ts": "2026-08-31T11:31:15Z", "hours": 3.6333, "text": "I implemented Shortcuts into the app! This was relatively straightforward in terms of the scope… However I really enjoyed adding this as it made the app feel “complete” as every app has shortcuts…"}, {"post_id": 55457, "ts": "2026-08-27T10:00:16Z", "hours": 3.4306, "text": "I implemented a live activity feature to the app. So basically now in the dynamic island it shows you a live activity from Gotcha so you can quickly capture. The same goes for the lock screen. I found it really fun to add these features in as I’ve never implemented live activities before."}, {"post_id": 53710, "ts": "2026-08-24T11:51:06Z", "hours": 1.1875, "text": "I got the sharing feature to work now so you can actually do something with your recordings :) theres not much else to say here apart from now the app is basically an MVP and now i’m just gonna add nice to have features…"}, {"post_id": 53596, "ts": "2026-08-24T06:48:32Z", "hours": 5.1922, "text": "I made the clips editor work!!! After a lot of work and a bunch of time I managed to finally do the impossible. It genuinely was so difficult to make anything at all work such as the subtitles not working until I figured out you have to test on real device, the waveform looking weird, the app either feeling slow, laggy or jittery and the fact that the trimming logic wasn’t working. Anyways, now that I finished, I’m really happy with how it feels to use now and even more so now that I added features I wasn’t planning to add (like the volume boost feature and the dragging element feature)…"}, {"post_id": 50173, "ts": "2026-08-19T08:58:49Z", "hours": 3.6322, "text": "I made the tap to capture button work. The app uses up to 90MB of RAM when idle (the audio file itslef taking up up to 30MB) and it keeps a rolling 1, 2 or 3 minute buffer period. So after the time that the user sets (default 2 mins) old audio is discarded. When the suer feels they have caught a moment they wanna clip, they just open the app and press capture. Then the app saves it as a wav file. It was a bit tricky to get background audio and lock screen recording working (so that means you can have the app open in the background while you are doing something else). I also made it so when the app is out of focus it displays a huge message on the screen telling the user not to quit the app from the app switcher otherwise it won’t record. Overall I feel I made a lot of progress in this session and now I need to make the clip editor work (the part I’m dreading) and add some nice to have features…. but yeah for now the app works!"}, {"post_id": 48757, "ts": "2026-08-17T09:04:31Z", "hours": 5.1097, "text": "I scaffolded the UI for the project. First I initialised the Xcode project for iOS and then I made the home screen UI page. I went for a big button with a waveform inside (which doesn’t work rn). But after that it felt plain so I added like a recent clips list under it to make it more interesting and I added 2 stats as well. I also made the full Clips page and I designed the clips editor. This part took the longest cos I didnt wanna overcommit myself but I wanted to still challenge myself so I added like 5 tools that should not be tooo difficult to add. I also designed the settings page with setting that will be added and thats pretty much it :) comment (if anyone sees) if the UI looks good or not."}]...
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Title: Gotcha - Clip what Happened by @Shaarav4795 Title: Gotcha - Clip what Happened by @Shaarav4795 | Stardance
Devlogs:
I scaffolded the UI for the project. First I initialised the Xcode project for iOS and then I made the home screen UI page. I went for a big button with a waveform inside (which doesn’t work rn). But after that it felt plain so I added like a recent clips list under it to make it more interesting and I added 2 stats as well. I also made the full Clips page and I designed the clips editor. This part took the longest cos I didnt wanna overcommit myself but I wanted to still challenge myself so I added like 5 tools that should not be tooo difficult to add. I also designed the settings page with setting that will be added and thats pretty much it :) comment (if anyone sees) if the UI looks good or not.
I made the tap to capture button work. The app uses up to 90MB of RAM when idle (the audio file itslef taking up up to 30MB) and it keeps a rolling 1, 2 or 3 minute buffer period. So after the time that the user sets (default 2 mins) old audio is discarded. When the suer feels they have caught a moment they wanna clip, they just open the app and press capture. Then the app saves it as a wav file. It was a bit tricky to get background audio and lock screen recording working (so that means you can have the app open in the background while you are doing something else). I also made it so when the app is out of focus it displays a huge message on the screen telling the user not to quit the app from the app switcher otherwise it won’t record. Overall I feel I made a lot of progress in this session and now I need to make the clip editor work (the part I’m dreading) and add some nice to have features…. but yeah for now the app works!
I made the clips editor work!!! After a lot of work and a bunch of time I managed to finally do the impossible. It genuinely was so difficult to make anything at all work such as the subtitles not working until I figured out you have to test on real device, the waveform looking weird, the app either feeling slow, laggy or jittery and the fact that the trimming logic wasn’t working. Anyways, now that I finished, I’m really happy with how it feels to use now and even more so now that I added features I wasn’t planning to add (like the volume boost feature and the dragging element feature)…
I got the sharing feature to work now so you can actually do something with your recordings :) theres not much else to say here apart from now the app is basically an MVP and now i’m just gonna add nice to have features…
I implemented a live activity feature to the app. So basically now in the dynamic island it shows you a live activity from Gotcha so you can quickly capture. The same goes for the lock screen. I found it really fun to add these features in as I’ve never implemented live activities before.
I implemented Shortcuts into the app! This was relatively straightforward in terms of the scope… However I really enjoyed adding this as it made the app feel “complete” as every app has shortcuts…
I’m now officially done with the app! I added an onboarding flow so the app can prompt for mic perms… I also added a dark mode cos I didn’t want any low light ppl (looking at you fellow raters) to feel like they saw the sun… I also added the app icon (i should have added it before but I kinda forgot) which I made in Canva super easily and then imported to Icon Composer… Now I just need to make a README, publish to Testflight and I’ll be done
I’m officially done!!! I added the README and uploaded to Testflight! This took around 50% longer than it should have for a few reasons 1) there were a few bugs when I tested on my dad’s iphone compared to my phone 2) app store connect was being finnicky regarding the rules… But now I’m done and very very happy with the result!
Ships:
I made Gotcha, an app for iOS that allows users to clip and record what has already happened. The user leaves the app open and when they hear something they want to record they simply tap the button and it clips it. Then they can edit it (add subtitles, caption, pictures, etc) and then export or share. The most challenging part was definitely the clip editor as there were so many bugs and the UI was annoying to make. To use the app just click on the TestFlight URL and then you can download the app....
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1793336192.6906316
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1793422592.6906316
|
|
34552
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PocketXI by @abeermaheshwari09 | Stardance
|
abeermaheshwari09
|
1
|
21.35
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T05:31:44Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was initially a school project that had the basic functionality of a football game (local multiplayer / 2 player mode) with little to no other features. I transformed it into a way better game than it was before by adding an online database for account and career saving, online multiplayer, and a massive menu theme refresh, with a few accessibility features as well. In my 2nd last devlog, the web version had a mouse positioning mismatch, which took me ages to fix as it was due to pyautogui messing with the resolutions, however this led to another bug where fade in-out transitions were freezing the game on browser. I had to use AI to fix this as I spent over two hours essentially messing up my code. I am proud of the cloud hosted services that my game provides as they are very fast and seamless (even though it’s hosted on a free oracle compute instance!), while also being stored, and communicated securely (via hashing, cryptography and cloudflare tunneling). To test the project, you can simply go to the demo website linked, or clone the repository. If cloning the repo, make sure python (duh), pygame, and cryptography libraries are installed.", "repo": "https://github.com/Abeer-Maheshwari/PocketXI-Dev", "demo": "https://abeer-maheshwari.github.io/PocketXI-Dev/"}]...
|
[{"post_id": 72162, "ts": "202 [{"post_id": 72162, "ts": "2026-09-22T10:52:58Z", "hours": 0.3483, "text": "Adblock blocks outgoing connection (required for communicating to cloud db as I’m using a free domain from duckdns). Added notification to inform user to disable it. (works afterwards)"}, {"post_id": 72096, "ts": "2026-09-22T05:08:07Z", "hours": 5.0622, "text": "BUG FIXES + CLOUD DB UPDATE Bug Fixes: Fixed mouse positioning issue in browsers Fixed multiplayer rooms not being hosted on browser Removed Transitions on browser as they were extremely buggy. Move locally hosted data to a cloud-hosted DB Updated Readme Fixed Transitions freezing on browser. Used AI to fix as it was driving me nuts. Fixed resolution mismatch between browser and desktop game versions Added player markers onscreen for multiplayer (and local) so that it is easier to identify your sprite. Hopefully Ready to Ship!"}, {"post_id": 69131, "ts": "2026-09-16T13:16:54Z", "hours": 5.4778, "text": "MASSIVE QOL + BUG FIXES UPDATE New features: Settings now saves locally, and doesn’t reset everytime the program is launcher - Autosaves on click New colour palette Scaled match timer to 90 minutes (still 5 minutes irl), and increments instead of counting down. Fade-in/out transitions between screens and proper loading icon for starting a match, Controls/Keybinds in pause menu and settings menu Can now toggle AI on/off for each player New font (claude font cause it looks sick) Dynamic window sizing (hopefully) Updated Scoreboard / HUD - more readable/better colour palette Updated pause menu - includes game controls Added Bugs to fix later Bug fixes: Web WASM fixed - cloudflare tunnelling on vps Fixed notification bugs Fixed missing icon for return buttons (rendered arrow now) pygbag now uses hidpi on browsers and pygame uses hidpi on windows (sadly not macos because pygame) Now uses vsync Utilises Doublebuf for opengl or hwsurface hopefully 1080p instead of 720p. Upcoming Features Massive graphics overhaul (and animations) Massive audio overhaul More settings such as graphics and keybind remapping More multiplayer QOL updates. Move locally hosted data to a cloud DB."}, {"post_id": 48451, "ts": "2026-08-16T20:01:29Z", "hours": 6.5867, "text": "ONLINE MULTIPLAYER UPDATE!!! Added room based multiplayer system. Added Features: relay server is hosted on an free oracle vps room based -> multiple sessions can be running at the same time supports both web and desktop version of the game can join other people’s rooms via a 4 letter code game data is saved on both user profiles. Next update: move all user data from being stored locally to a cloud hosted db. fix pause menu not syncing between players (multiplayer) fix exit match not working on multiplayer few more, qol bug fixes"}, {"post_id": 46800, "ts": "2026-08-14T09:40:14Z", "hours": 0.6881, "text": "Fixed stuttering audio by forcing sample rate to 24khz. Fixed audio slider not working and some other minor bugs."}, {"post_id": 46473, "ts": "2026-08-13T18:26:59Z", "hours": 0.9603, "text": "Added support for pygbag so that the game can be hosted on github. Sound disabled as it was stuttering in the web build. Demo link will be published soon."}, {"post_id": 46183, "ts": "2026-08-13T07:10:18Z", "hours": 1.9819, "text": "Updated Login, Main Menu, and Pause Menu Screens so that they look more readable and usable."}, {"post_id": 45268, "ts": "2026-08-11T16:52:07Z", "hours": 0.3728, "text": "Button hover effect added, working volume/AI difficulty sliders. Also added working pause menu (placeholder)."}]...
|
Title: PocketXI by @abeermaheshwari09 | Stardance
Title: PocketXI by @abeermaheshwari09 | Stardance
Devlogs:
Button hover effect added, working volume/AI difficulty sliders. Also added working pause menu (placeholder).
Updated Login, Main Menu, and Pause Menu Screens so that they look more readable and usable.
Added support for pygbag so that the game can be hosted on github. Sound disabled as it was stuttering in the web build. Demo link will be published soon.
Fixed stuttering audio by forcing sample rate to 24khz. Fixed audio slider not working and some other minor bugs.
ONLINE MULTIPLAYER UPDATE!!! Added room based multiplayer system. Added Features: relay server is hosted on an free oracle vps room based -> multiple sessions can be running at the same time supports both web and desktop version of the game can join other people’s rooms via a 4 letter code game data is saved on both user profiles. Next update: move all user data from being stored locally to a cloud hosted db. fix pause menu not syncing between players (multiplayer) fix exit match not working on multiplayer few more, qol bug fixes
MASSIVE QOL + BUG FIXES UPDATE New features: Settings now saves locally, and doesn’t reset everytime the program is launcher - Autosaves on click New colour palette Scaled match timer to 90 minutes (still 5 minutes irl), and increments instead of counting down. Fade-in/out transitions between screens and proper loading icon for starting a match, Controls/Keybinds in pause menu and settings menu Can now toggle AI on/off for each player New font (claude font cause it looks sick) Dynamic window sizing (hopefully) Updated Scoreboard / HUD - more readable/better colour palette Updated pause menu - includes game controls Added Bugs to fix later Bug fixes: Web WASM fixed - cloudflare tunnelling on vps Fixed notification bugs Fixed missing icon for return buttons (rendered arrow now) pygbag now uses hidpi on browsers and pygame uses hidpi on windows (sadly not macos because pygame) Now uses vsync Utilises Doublebuf for opengl or hwsurface hopefully 1080p instead of 720p. Upcoming Features Massive graphics overhaul (and animations) Massive audio overhaul More settings such as graphics and keybind remapping More multiplayer QOL updates. Move locally hosted data to a cloud DB.
BUG FIXES + CLOUD DB UPDATE Bug Fixes: Fixed mouse positioning issue in browsers Fixed multiplayer rooms not being hosted on browser Removed Transitions on browser as they were extremely buggy. Move locally hosted data to a cloud-hosted DB Updated Readme Fixed Transitions freezing on browser. Used AI to fix as it was driving me nuts. Fixed resolution mismatch between browser and desktop game versions Added player markers onscreen for multiplayer (and local) so that it is easier to identify your sprite. Hopefully Ready to Ship!
Adblock blocks outgoing connection (required for communicating to cloud db as I’m using a free domain from duckdns). Added notification to inform user to disable it. (works afterwards)
Ships:
This was initially a school project that had the basic functionality of a football game (local multiplayer / 2 player mode) with little to no other features. I transformed it into a way better game than it was before by adding an online database for account and career saving, online multiplayer, and a massive menu theme refresh, with a few accessibility features as well. In my 2nd last devlog, the web version had a mouse positioning mismatch, which took me ages to fix as it was due to pyautogui messing with the resolutions, however this led to another bug where fade in-out transitions were freezing the game on browser. I had to use AI to fix this as I spent over two hours essentially messing up my code. I am proud of the cloud hosted services that my game provides as they are very fast and seamless (even though it’s hosted on a free oracle compute instance!), while also being stored, and communicated securely (via hashing, cryptography and cloudflare tunneling). To test the project, you can simply go to the demo website linked, or clone the repository. If cloning the repo, make sure python (duh), pygame, and cryptography libraries are installed....
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1793336195.7944345
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1793422595.7944345
|
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47258
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Deck - The idea dumpster by @benMakesStuff | Stard Deck - The idea dumpster by @benMakesStuff | Stardance...
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benMakesStuff
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1
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3.0
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4
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T22:25:26Z", "hours": 3.0, "multiplier": 1.26, "payout": 4, "blessing": "neutral", "text": "I made an app that u just input ur ideas and it saves them and u can just check them and ye. Ive always had problems remembering my ideas so i made this kinda idea dumpster and i have not used it for that long but it has defenitly helped in me not reling on google docs as idea dumpsters.", "repo": "https://github.com/benvelzul/Deck", "demo": "https://benvelzul.github.io/Deck/"}]...
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[{"post_id": 70491, "ts": "202 [{"post_id": 70491, "ts": "2026-09-19T08:48:02Z", "hours": 1.7625, "text": "I finished the things that needed fixing, did the edit button, the search up bar and deployed it. I knwo this project was small but it was just a tool that is fast to do and also to use and i just really want to finish off some projects before stardance ends."}, {"post_id": 69861, "ts": "2026-09-17T23:00:25Z", "hours": 1.1853, "text": "I started the idea and it starts looking a little how i want it. And if u dont know what im doing, im doing a page where u can just make a project idea and then have it there and just keep it there cus i always have like 100000000 ideas but by the time i have free time for them i have already forgot the 99% of the ideas i had. sp i made an idea dumpster and then i can search up an idea and everything."}]...
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Title: Deck - The idea dumpster by @benMakesStuff Title: Deck - The idea dumpster by @benMakesStuff | Stardance
Devlogs:
I started the idea and it starts looking a little how i want it. And if u dont know what im doing, im doing a page where u can just make a project idea and then have it there and just keep it there cus i always have like 100000000 ideas but by the time i have free time for them i have already forgot the 99% of the ideas i had. sp i made an idea dumpster and then i can search up an idea and everything.
I finished the things that needed fixing, did the edit button, the search up bar and deployed it. I knwo this project was small but it was just a tool that is fast to do and also to use and i just really want to finish off some projects before stardance ends.
Ships:
I made an app that u just input ur ideas and it saves them and u can just check them and ye. Ive always had problems remembering my ideas so i made this kinda idea dumpster and i have not used it for that long but it has defenitly helped in me not reling on google docs as idea dumpsters....
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1793336203.1224427
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1793422603.1224427
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47259
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Open Door Star Tracker by @Advay | Stardance
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Advay
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1
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20.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T01:28:03Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello! I have spent the past month designing and developing an ultra-low-cost astrophotography star tracker called the OpenDoor Star Tracker because it is fully open-source. It features many upgrades over a traditional, cheap barn door star tracker, as it uses an ESP32 to create a Wi-Fi-controlled webpage that allows for completely hands-off control, which makes astrophotography much, much easier while actually making the cost even lower when compared to an Arduino Nano. I chose this ESP32, as it would allow me to make this web controller without any additional cost, only the development time. The tracker uses a 28BYJ stepper motor, which is very cheap, to spin a cheap 1/4” threaded rod in exactly the opposite way that the Earth rotates, effectively cancelling out the spin of the Earth. This allows me to take long exposure photos of things, particularly our own galaxy. This long exposure is required, as light pollution plagues our world, and longer exposure times and photo stacking allow for some great photos with DSLR cameras. I really learned a huge amount with this project, particularly with the difficulties of making a truly fully open-source project, and having to write and make a fully public GitHub and BOM myself. It was a great engineering challenge as well, as it truly brings down the cost of astrophotography for so many people; at a price point of $30 for this level of control in a star tracker is simply unheard of and does not exist on the open-source market. Thanks to all of the people at Stardance for encouraging teens to make all of these amazingly cool projects!", "repo": "https://github.com/Advay-K-byte/OpenDoorStarTracker", "demo": ""}]...
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[{"post_id": 68916, "ts": "202 [{"post_id": 68916, "ts": "2026-09-16T01:16:25Z", "hours": 1.4, "text": "FINAL DEVLOG 009! I finished up the Google Sheet and the final edits of the CAD and code for publication. This involved finalizing the details of the code and just general small detail editing, mostly on the GitHub page. I also spent a long time filming and editing the demo video, which is not being counted for this. I also did lots of testing on this rig, and got around 30 minutes of exposure using the tracker on themilky way, so get some actual truthful validation that this tracker works. This time is also not being counted for this."}, {"post_id": 61834, "ts": "2026-09-04T22:57:35Z", "hours": 4.6633, "text": "DEVLOG 008 I worked on a large portion of the main program, which is nearing completion now. The main parts I worked on were the automatic slewing, automatic tracker reset, and live-updating speed adjustments. This means that when I press the track button, it starts at position zero, and it measures the number of millimeters it travels over time, and you can see it live-updating on the position number on the HTML webpage. This took me a while to code, as I initially used a blocking code, which used the delay() function to send individual number of steps to the motor, and then change the number afterwards, but it was not a very professional setup, so I made it much better by using globals like trackingState, or resetState, that allow me to simply turn them on and off, and use the in built microseconds timer, to make the motor take each step at the correct time, to get the correct speed. The slewing commands were also upgraded to use this general, fully non-blocking system throughout the entire code. I also removed the night mode feature as it wouldn’t help block much of the light either way, so I will encourage users to use a filter on their main phone. I got the set zero position button to work easily, as well as the reset button. I also managed to use the preferences library on the ESP32 to permanently store any speed changes, so that if the speed is adjusted, you do not have to recode it or change the number manually again. Overall, I truly believe I learned so much over this huge period of time, and I am much better at using this kind of ESP32 webpage setup, as well as C++, HTML, JavaScript, and CSS, much, much more. This should be the second-to-last DEVLOG, as I really have only small amounts of things left to code, and for the next DEVLOG, I will just do a lot of final publication stuff and film the YouTube demo video. These coding things include: Autonomous safety stop at max angle A time estimate feature that tells me roughly how much time I have before I have to reset it. And a few more. There are a few things I wish to add in the future, like a dew heater and temperature monitor system, but those are large projects and will take a while to get working correctly, so I will likely make them at a later time. The Arduino code is up to 500 lines, with the HTML page being around 200 lines of it."}, {"post_id": 59898, "ts": "2026-09-01T22:11:21Z", "hours": 0.8728, "text": "DEVLOG 007 I worked on the CAD model for the wedge design of the camera mount. I struggled to figure out how to use the stl file given by the original creator of the camera mount, but I still managed to my own planes in onshape and do some sketches and extrusions and craft out the 40 degree angle for my latitude. I also added in four small hooks that will embed themselves into the wood when tightened, eliminating any chances of it spinning around and breaking a camera. I will print this with many extra walls, maybe nearly 7 to 6 walls, and then add my screw in very tightly, as it will dig into the plastic quite deeply and strongly. Also, since the whole bottom post is attached to this wedge in one piece, it eliminates the need for any additional screws than before, and also gets rid of any motion in the bottom system, allowing the user to spin the top frame that has the tightening screw to any possible angle for safe adjustment of the camera angles. I also moved up the position to allow even more camera freedom, as well as balancing out the CG more, since the camera is the heaviest part of the whole tracker setup. Next time, I will make this CAD model parametric, so it can adjust to any angle the user wants. I will also try to fully complete another huge section of the coding, sending the position feedback and constantly updating that and storing it, as well as the tracking speed permanent saves using the esp32 preferences library, to store it permanently. I also hope to finish up the code, specifically the HTML site, and by that I mean completely wrap up the details and comment through every part of the code, and eliminate any unnecessary parts to prepare it to be made public. I will assign full CSS to each HTML object and text, so that on all devices it looks seamless. Finally then, to continue to wrap up this project, I will finish the GitHub page, write the assembly and code instructions, and then do some rigorous final accuracy and periodic error testing, really pushing it to the limit of what focal length and how long exposures it can get."}, {"post_id": 58376, "ts": "2026-08-30T19:44:54Z", "hours": 4.0836, "text": "DEVLOG 006 I worked on the code for the controller app. It is very complicated, and it took me some time to understand it and the way that the code functions. I specifically added the slewing and position functions, along with it updating the position right when the webpage is opened, so that if the tracker is running and you exit and come back to the page, it saves it. The slewing function also works, but I also changed the motion system to a much more raw format, which sends signals to each pin correctly, to control each step more accurately. This will allow me to use the adjust speed function on the fly, rather than trying to adjust the microseconds and then reuploading the code many times. I now have to change the slewing function to rotate exactly a certain number of steps, either for 5mm or 1mm, as well as some kind of progress bar, because it only spins at 3x the tracking rate, at roughly 15 rpm. Then, I have to add the position sending values to be able to accurately view the position, as well as a time calculator that sends a warning if it is running out of room, and also stops automatically in a safe zone. Finally, I still have to add the night mode function to change the colors and fix the general html css. I also did a test run the night that I finished this slewing code, with my Olympus OMD EM10 camera, at roughly 24mm zoom, and using the program called Camera Control, made for Olympus cameras. I was able to fully remotely operate the entire rig with my laptop using the program and my phone for the tracker. I got around 30 minutes of 20-second exposures, with very good tracking and not much error at all. I likely could have gotten up to 30-second subs, but decided to just test it out. I sadly did forget to take dark or bias frames, so the final image has many hot pixels, and bad streaking, but the total image has many stars in it. I hope to also add a wedge that lifts the camera out of the angle, allowing me to aim it better to zenith, and towards the south, where sagitarrius and the milky way core is. After implementing all of these, final features, and completing the whole program, I hope to take the rig out to a nearby park, and get up to an hour of good exposure on the sagitarrius area of the milky way, without any of the house lights, and also take flat frames as well."}, {"post_id": 56850, "ts": "2026-08-28T20:07:44Z", "hours": 1.7353, "text": "DEVLOG 005 I worked on finishing up the mounting and printing of the electronics bay. I printed four versions, because each one, had incorrect hole spacing, and other similar issues. I finally got it perfected, so the stepper wire fits through its hole perfectly, the esp32 grips onto the mount, with the correct amount of grip to hold it in place, without many screws, and the usb wire connects to the esp32 easily. I also cadded the electronics bay case, which has the open door star tracker printed on it, with silver sharpie to highlight it well."}, {"post_id": 52763, "ts": "2026-08-23T03:15:12Z", "hours": 2.7006, "text": "DEVLOG 004 I worked on finishing up the major new cad that I have to do like creating the electronics bay that houses the esp32, stepper driver, and extra stepper motor wire. I think I did quite well when I cadded it, as I am getting much better at CAD after practicing so much about it. I also mounted this box to the main assembly, added the stepper motor to the main assembly, as well as the main screw. I now have only a few things left to add to the main assembly including the camera ball head, the 5:1 gears, the door hinge wood pieces, and the electronics bay lid. After that, I switched over to finishing up the software side of this project, and worked a lot on understanding deeply how I can use the esp32 to control this system wirelessly. I now know the different possible control methods include station mode, which I have previously used in another project, which requires internet connection, and also access point mode, in which the esp makes its own wifi network, and you can join it without the internet, because it sends data over its own wifi connection, rather than through the interconnected internet. I have chosen right now, to go with AP mode, as many people will use this remotely, but I definetly will make a system, where you can change between either mode, or possibly use both modes at once, so if you usually use the tracker at home, you can connect to it from anywhere in your house, but if you take it outside somewhere, it switches to AP mode, and acts as a solo wifi station. I then worked on the frontend of the html mostly, making a neatly organized web control software with many buttons and labels. I included controls that I though were helpful, but if this becomes successful, than I am extremely open to any additional suggestions, as I might even add on a simple red led on the outside of the tracker, to use as a flashlight, to see the ground without ruining your night vision. This led could also be used as a quick indicator, which tells you if it is actively tracking, or if there is some error with the system, then it would start blinking rapidly. I can probably use the pwm pins to control this and allow easy dimming controls through the webpage. Another possible thing I can add is a dew heater with a thermistor to read the outside temperature, and camera temperature, and then automatically turn it on when it hits a certain temperature, or just manually control the temperature through a pwm loop. I also added a small amount of the frontend’s backend; by that I mean the JavaScript portion, in which I added the ability to turn on and off tracking, and it switches the CSS of the button to say either ON in white letters or OFF in red letters, with a black background. By then, the print for the electronics bay was finished, and I was elated to discover that the whole ESP32 and stepper driver setup didn’t even fit in it. I must have measured horribly wrong, as it is a whole roughly 4mm too small in one dimension. but I also tested the fit of the stepper wire through its slot, which fits well, as well as the fitment of the esp32 pins, which sadly do not fit very well as they are way too small to fit, so I will make them much bigger."}, {"post_id": 51935, "ts": "2026-08-21T21:22:21Z", "hours": 1.4797, "text": "DEVLOG 003 I worked on soldering the esp32 and the stepper motor driver together using a simple perfboard. It was my first time soldering a perfboard and it was incredibly difficult and frustrating! I eventually got better, and figured out that I did not have to use so much solder, and was able to control the flow better by removing excess solder with solder wick. I often used my multimeter to check continuity with each pin, and to check that no pins were accidentally over lapping at the solder, which many were, and I had to fix. I eventually resorted to using a small xacto knife to cut the very tiny bridges at the base of the point, where the soldering iron could not reach by itself, without messing up the surrounding solder. It was very frustrating, and I really wanted to quit around half way through when all of the solder got stuck in a big blob, as I thought it simply was not possible to make this kind of perfboard soldering with my setup, but I kept trying and it worked! The esp32 mounts to one side of the perfboard, and four of the pins in a row were aligned with the same pins on the driver, very simply, and then also very simply, the ground connection was perfboarded over similarly using a much more separated single line, and the 5v pin was not even on the perfboard, so i very simply used a small black wire to connect it to the perfboard, and then connected it with solder like usual. For the official guide of this, I have chosen not to make a pcb for this, even though it would be incredibly easy to make, and would be way simpler to solder the esp32 and driver to, as many people who make this type of ultra budget tracker, likely wont even have a soldering iron, so in the official github repo, I will show the different methods that you can do this, either with some incredibly simple standard arduino dupont wires, or this simple, slightly more compact, perfboard version. In the future, if this becomes popular, I will definitely consider making a simple, modular PCB, and getting them in bulk and selling them for very cheap and shipping for very cheap, so that more people have access to it. I then got the program to work, because it did not initially work, because the wires must have been flipped when I used the jumper wires, so since it is just some basic logic pins, I can very easily change the pins on the code, without any change to the performance. I will now work on the box that will mount this setup to the bottom of the tracker, with some storage space for all of the extra stepper motor wires, along with easy accessibility to the other I/O pins for expandability, like adding a dew heater or small red LEDs for convenience I will also work on completing the full cad model, as well as the advanced webpage controller system. Very fun session, and I am incredibly excited to design the webpage and finally get to make this project look better on the outside."}, {"post_id": 50027, "ts": "2026-08-19T01:45:31Z", "hours": 1.8133, "text": "DEVLOG 002 I worked on the full cad model, as this is a fully open source project, and I want to have all possible dimensions available in cad. I also worked in real life to mount the 3d printed eq wedge as well as the curved screw, stepper motor and things like that to the actual mount. I also roughly mounted the polar scope to it, but I hope to improve upon it in the future, by adding precise polar scope adjustment, as well as focuser locking, as the telescope I used does not lock in place. The curve that I roughly bent the screw too, is not incredibly accurate, as it rubs against the top board when moving, specifically when the boards are closer together, but for around 75 percent of the curve, it is accurate enough for the stepper motor to mesh the gears. I also did a very basic test program of running the stepper motor ar 5 rpm, which works well. I will be testing the accuracy of the general speed soon, and polishing up the rest of the features."}, {"post_id": 46086, "ts": "2026-08-13T01:35:13Z", "hours": 0.7722, "text": "DEVLOG 001 I worked on making the initial accurate and precisely movable EQ wedge base, to allow for quick and simple polar aligment when using the polar scope as well. I also made an initial google sheet, and had to work around how to properly mount the base to the tripod using a central screw, and having two separate screws for the part that mounts to the wooden base of the tracker. In the next few sessions, I hope to size the screws correctly and 3d print this part out, and mount everything to the base of the current wooden frame. I also hope to buy the steel threaded rod, and bend it to the proper curve, and then mount and begin coding a simple ESP 32 control system."}]...
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Title: Open Door Star Tracker by @Advay | Stardanc Title: Open Door Star Tracker by @Advay | Stardance
Devlogs:
DEVLOG 001 I worked on making the initial accurate and precisely movable EQ wedge base, to allow for quick and simple polar aligment when using the polar scope as well. I also made an initial google sheet, and had to work around how to properly mount the base to the tripod using a central screw, and having two separate screws for the part that mounts to the wooden base of the tracker. In the next few sessions, I hope to size the screws correctly and 3d print this part out, and mount everything to the base of the current wooden frame. I also hope to buy the steel threaded rod, and bend it to the proper curve, and then mount and begin coding a simple ESP 32 control system.
DEVLOG 002 I worked on the full cad model, as this is a fully open source project, and I want to have all possible dimensions available in cad. I also worked in real life to mount the 3d printed eq wedge as well as the curved screw, stepper motor and things like that to the actual mount. I also roughly mounted the polar scope to it, but I hope to improve upon it in the future, by adding precise polar scope adjustment, as well as focuser locking, as the telescope I used does not lock in place. The curve that I roughly bent the screw too, is not incredibly accurate, as it rubs against the top board when moving, specifically when the boards are closer together, but for around 75 percent of the curve, it is accurate enough for the stepper motor to mesh the gears. I also did a very basic test program of running the stepper motor ar 5 rpm, which works well. I will be testing the accuracy of the general speed soon, and polishing up the rest of the features.
DEVLOG 003 I worked on soldering the esp32 and the stepper motor driver together using a simple perfboard. It was my first time soldering a perfboard and it was incredibly difficult and frustrating! I eventually got better, and figured out that I did not have to use so much solder, and was able to control the flow better by removing excess solder with solder wick. I often used my multimeter to check continuity with each pin, and to check that no pins were accidentally over lapping at the solder, which many were, and I had to fix. I eventually resorted to using a small xacto knife to cut the very tiny bridges at the base of the point, where the soldering iron could not reach by itself, without messing up the surrounding solder. It was very frustrating, and I really wanted to quit around half way through when all of the solder got stuck in a big blob, as I thought it simply was not possible to make this kind of perfboard soldering with my setup, but I kept trying and it worked! The esp32 mounts to one side of the perfboard, and four of the pins in a row were aligned with the same pins on the driver, very simply, and then also very simply, the ground connection was perfboarded over similarly using a much more separated single line, and the 5v pin was not even on the perfboard, so i very simply used a small black wire to connect it to the perfboard, and then connected it with solder like usual. For the official guide of this, I have chosen not to make a pcb for this, even though it would be incredibly easy to make, and would be way simpler to solder the esp32 and driver to, as many people who make this type of ultra budget tracker, likely wont even have a soldering iron, so in the official github repo, I will show the different methods that you can do this, either with some incredibly simple standard arduino dupont wires, or this simple, slightly more compact, perfboard version. In the future, if this becomes popular, I will definitely consider making a simple, modular PCB, and getting them in bulk and selling them for very cheap and shipping for very cheap, so that more people have access to it. I then got the program to work, because it did not initially work, because the wires must have been flipped when I used the jumper wires, so since it is just some basic logic pins, I can very easily change the pins on the code, without any change to the performance. I will now work on the box that will mount this setup to the bottom of the tracker, with some storage space for all of the extra stepper motor wires, along with easy accessibility to the other I/O pins for expandability, like adding a dew heater or small red LEDs for convenience I will also work on completing the full cad model, as well as the advanced webpage controller system. Very fun session, and I am incredibly excited to design the webpage and finally get to make this project look better on the outside.
DEVLOG 004 I worked on finishing up the major new cad that I have to do like creating the electronics bay that houses the esp32, stepper driver, and extra stepper motor wire. I think I did quite well when I cadded it, as I am getting much better at CAD after practicing so much about it. I also mounted this box to the main assembly, added the stepper motor to the main assembly, as well as the main screw. I now have only a few things left to add to the main assembly including the camera ball head, the 5:1 gears, the door hinge wood pieces, and the electronics bay lid. After that, I switched over to finishing up the software side of this project, and worked a lot on understanding deeply how I can use the esp32 to control this system wirelessly. I now know the different possible control methods include station mode, which I have previously used in another project, which requires internet connection, and also access point mode, in which the esp makes its own wifi network, and you can join it without the internet, because it sends data over its own wifi connection, rather than through the interconnected internet. I have chosen right now, to go with AP mode, as many people will use this remotely, but I definetly will make a system, where you can change between either mode, or possibly use both modes at once, so if you usually use the tracker at home, you can connect to it from anywhere in your house, but if you take it outside somewhere, it switches to AP mode, and acts as a solo wifi station. I then worked on the frontend of the html mostly, making a neatly organized web control software with many buttons and labels. I included controls that I though were helpful, but if this becomes successful, than I am extremely open to any additional suggestions, as I might even add on a simple red led on the outside of the tracker, to use as a flashlight, to see the ground without ruining your night vision. This led could also be used as a quick indicator, which tells you if it is actively tracking, or if there is some error with the system, then it would start blinking rapidly. I can probably use the pwm pins to control this and allow easy dimming controls through the webpage. Another possible thing I can add is a dew heater with a thermistor to read the outside temperature, and camera temperature, and then automatically turn it on when it hits a certain temperature, or just manually control the temperature through a pwm loop. I also added a small amount of the frontend’s backend; by that I mean the JavaScript portion, in which I added the ability to turn on and off tracking, and it switches the CSS of the button to say either ON in white letters or OFF in red letters, with a black background. By then, the print for the electronics bay was finished, and I was elated to discover that the whole ESP32 and stepper driver setup didn’t even fit in it. I must have measured horribly wrong, as it is a whole roughly 4mm too small in one dimension. but I also tested the fit of the stepper wire through its slot, which fits well, as well as the fitment of the esp32 pins, which sadly do not fit very well as they are way too small to fit, so I will make them much bigger.
DEVLOG 005 I worked on finishing up the mounting and printing of the electronics bay. I printed four versions, because each one, had incorrect hole spacing, and other similar issues. I finally got it perfected, so the stepper wire fits through its hole perfectly, the esp32 grips onto the mount, with the correct amount of grip to hold it in place, without many screws, and the usb wire connects to the esp32 easily. I also cadded the electronics bay case, which has the open door star tracker printed on it, with silver sharpie to highlight it well.
DEVLOG 006 I worked on the code for the controller app. It is very complicated, and it took me some time to understand it and the way that the code functions. I specifically added the slewing and position functions, along with it updating the position right when the webpage is opened, so that if the tracker is running and you exit and come back to the page, it saves it. The slewing function also works, but I also changed the motion system to a much more raw format, which sends signals to each pin correctly, to control each step more accurately. This will allow me to use the adjust speed function on the fly, rather than trying to adjust the microseconds and then reuploading the code many times. I now have to change the slewing function to rotate exactly a certain number of steps, either for 5mm or 1mm, as well as some kind of progress bar, because it only spins at 3x the tracking rate, at roughly 15 rpm. Then, I have to add the position sending values to be able to accurately view the position, as well as a time calculator that sends a warning if it is running out of room, and also stops automatically in a safe zone. Finally, I still have to add the night mode function to change the colors and fix the general html css. I also did a test run the night that I finished this slewing code, with my Olympus OMD EM10 camera, at roughly 24mm zoom, and using the program called Camera Control, made for Olympus cameras. I was able to fully remotely operate the entire rig with my laptop using the program and my phone for the tracker. I got around 30 minutes of 20-second exposures, with very good tracking and not much error at all. I likely could have gotten up to 30-second subs, but decided to just test it out. I sadly did forget to take dark or bias frames, so the final image has many hot pixels, and bad streaking, but the total image has many stars in it. I hope to also add a wedge that lifts the camera out of the angle, allowing me to aim it better to zenith, and towards the south, where sagitarrius and the milky way core is. After implementing all of these, final features, and completing the whole program, I hope to take the rig out to a nearby park, and get up to an hour of good exposure on the sagitarrius area of the milky way, without any of the house lights, and also take flat frames as well.
DEVLOG 007 I worked on the CAD model for the wedge design of the camera mount. I struggled to figure out how to use the stl file given by the original creator of the camera mount, but I still managed to my own planes in onshape and do some sketches and extrusions and craft out the 40 degree angle for my latitude. I also added in four small hooks that will embed themselves into the wood when tightened, eliminating any chances of it spinning around and breaking a camera. I will print this with many extra walls, maybe nearly 7 to 6 walls, and then add my screw in very tightly, as it will dig into the plastic quite deeply and strongly. Also, since the whole bottom post is attached to this wedge in one piece, it eliminates the need for any additional screws than before, and also gets rid of any motion in the bottom system, allowing the user to spin the top frame that has the tightening screw to any possible angle for safe adjustment of the camera angles. I also moved up the position to allow even more camera freedom, as well as balancing out the CG more, since the camera is the heaviest part of the whole tracker setup. Next time, I will make this CAD model parametric, so it can adjust to any angle the user wants. I will also try to fully complete another huge section of the coding, sending the position feedback and constantly updating that and storing it, as well as the tracking speed permanent saves using the esp32 preferences library, to store it permanently. I also hope to finish up the code, specifically the HTML site, and by that I mean completely wrap up the details and comment through every part of the code, and eliminate any unnecessary parts to prepare it to be made public. I will assign full CSS to each HTML object and text, so that on all devices it looks seamless. Finally then, to continue to wrap up this project, I will finish the GitHub page, write the assembly and code instructions, and then do some rigorous final accuracy and periodic error testing, really pushing it to the limit of what focal length and how long exposures it can get.
DEVLOG 008 I worked on a large portion of the main program, which is nearing completion now. The main parts I worked on were the automatic slewing, automatic tracker reset, and live-updating speed adjustments. This means that when I press the track button, it starts at position zero, and it measures the number of millimeters it travels over time, and you can see it live-updating on the position number on the HTML webpage. This took me a while to code, as I initially used a blocking code, which used the delay() function to send individual number of steps to the motor, and then change the number afterwards, but it was not a very professional setup, so I made it much better by using globals like trackingState, or resetState, that allow me to simply turn them on and off, and use the in built microseconds timer, to make the motor take each step at the correct time, to get the correct speed. The slewing commands were also upgraded to use this general, fully non-blocking system throughout the entire code. I also removed the night mode feature as it wouldn’t help block much of the light either way, so I will encourage users to use a filter on their main phone. I got the set zero position button to work easily, as well as the reset button. I also managed to use the preferences library on the ESP32 to permanently store any speed changes, so that if the speed is adjusted, you do not have to recode it or change the number manually again. Overall, I truly believe I learned so much over this huge period of time, and I am much better at using this kind of ESP32 webpage setup, as well as C++, HTML, JavaScript, and CSS, much, much more. This should be the second-to-last DEVLOG, as I really have only small amounts of things left to code, and for the next DEVLOG, I will just do a lot of final publication stuff and film the YouTube demo video. These coding things include: Autonomous safety stop at max angle A time estimate feature that tells me roughly how much time I have before I have to reset it. And a few more. There are a few things I wish to add in the future, like a dew heater and temperature monitor system, but those are large projects and will take a while to get working correctly, so I will likely make them at a later time. The Arduino code is up to 500 lines, with the HTML page being around 200 lines of it.
FINAL DEVLOG 009! I finished up the Google Sheet and the final edits of the CAD and code for publication. This involved finalizing the details of the code and just general small detail editing, mostly on the GitHub page. I also spent a long time filming and editing the demo video, which is not being counted for this. I also did lots of testing on this rig, and got around 30 minutes of exposure using the tracker on themilky way, so get some actual truthful validation that this tracker works. This time is also not being counted for this.
Ships:
Hello! I have spent the past month designing and developing an ultra-low-cost astrophotography star tracker called the OpenDoor Star Tracker because it is fully open-source. It features many upgrades over a traditional, cheap barn door star tracker, as it uses an ESP32 to create a Wi-Fi-controlled webpage that allows for completely hands-off control, which makes astrophotography much, much easier while actually making the cost even lower when compared to an Arduino Nano. I chose this ESP32, as it would allow me to make this web controller without any additional cost, only the development time. The tracker uses a 28BYJ stepper motor, which is very cheap, to spin a cheap 1/4” threaded rod in exactly the opposite way that the Earth rotates, effectively cancelling out the spin of the Earth. This allows me to take long exposure photos of things, particularly our own galaxy. This long exposure is required, as light pollution plagues our world, and longer exposure times and photo stacking allow for some great photos with DSLR cameras. I really learned a huge amount with this project, particularly with the difficulties of making a truly fully open-source project, and having to write and make a fully public GitHub and BOM myself. It was a great engineering challenge as well, as it truly brings down the cost of astrophotography for so many people; at a price point of $30 for this level of control in a star tracker is simply unheard of and does not exist on the open-source market. Thanks to all of the people at Stardance for encouraging teens to make all of these amazingly cool projects!...
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1793336206.145323
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1793422606.145323
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47285
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flyos by @Winny | Stardance
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Winny
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1
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3.73
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T23:35:38Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make a OS called flyos where each state I fly to ( aka click on), it should pop out a function that is suitable for that states.", "repo": "https://github.com/WinnyT/flyos", "demo": "https://winnyt.github.io/flyos/"}]...
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[{"post_id": 74525, "ts": "202 [{"post_id": 74525, "ts": "2026-09-27T15:44:20Z", "hours": 0.7333, "text": "Because the reviewer screen and my screen are not the same size, we have clicking conflict ( they can’t open the window at “that” states because it’s somewhere else). Therefore, I used css to fixed the pin and the map. The pin will depends on the map image instead of the screen."}, {"post_id": 73341, "ts": "2026-09-24T22:39:09Z", "hours": 0.5661, "text": "I just added the close button, and planning to have each states is a window. Currently, the welcome window is GA xD"}, {"post_id": 67025, "ts": "2026-09-13T02:06:49Z", "hours": 1.3292, "text": "Just completed the drag function but it doesn’t seems to work so well. Changed back ground photo and added top bar time"}, {"post_id": 46664, "ts": "2026-08-14T03:04:42Z", "hours": 0.8914, "text": "Flyos- The OS system that make you want to fly. I just go through 2 part of the tutorial and here is the result. Nothing fancy, just copy - paste cuz I still don’t know how to style my OS yet!"}]...
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Title: flyos by @Winny | Stardance
Devlogs:
Flyos Title: flyos by @Winny | Stardance
Devlogs:
Flyos- The OS system that make you want to fly. I just go through 2 part of the tutorial and here is the result. Nothing fancy, just copy - paste cuz I still don’t know how to style my OS yet!
Just completed the drag function but it doesn’t seems to work so well. Changed back ground photo and added top bar time
I just added the close button, and planning to have each states is a window. Currently, the welcome window is GA xD
Because the reviewer screen and my screen are not the same size, we have clicking conflict ( they can’t open the window at “that” states because it’s somewhere else). Therefore, I used css to fixed the pin and the map. The pin will depends on the map image instead of the screen.
Ships:
I make a OS called flyos where each state I fly to ( aka click on), it should pop out a function that is suitable for that states....
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1793336209.169079
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1793422609.169079
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47344
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Project FlowMark by @The_Hedgehog | Stardance
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The_Hedgehog
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1
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106.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T22:48:05Z", "hours": 106.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a buoy that can float freely down a river. It has four sensors, pH, conductivity, dissolved organic matter, and turbidity. It constantly uses these sensors to take measurements and sends it to a locally hosted Python Flask server tunneled using Ngrok. After the buoy is collected from the water, the server will analyse the data and find out where the water quality started to worsen, therefore finding out where riverine polution might be. Although the project wasn’t very complicated, I faced many many problems. The most memorable and most fustrating ones: I use a step up module to turn the 4v from my 18650 to 5v for my ESP32 C3 Supermini. But the step up often randomly output over 20v, though it is set for 5v. I later found out that its because a loose connection between my battery and the step up, but the voltage spikes has badly burnt many things in my circuit. The ESP32 C3 Supermini suddenly cannot connect to my computer. I tried holding down boot button, boot and reset, redownload a driver, and trying all the ports on my computer and in Arduino IDE. But it just won’t work. So I changed to a Arduino Nano. But that just made things worse. The Arduino Nano successfully connected to my computer, but it often corrupts recieved UART signals from my cellular module. Later I found out that its because the Arduino Nano’s clock is a bit off for 112500 baud. This made things more complicated because I need to start the UART communication between the Nano and the cellular module at 112500 (since my cellular module is default 112500 when start up), then request the cellular module to turn down to 9600, and then change the Nano UART back to 9600. It did finally work tho. I guess this is the worst nightmare in my project. My project uses a pair of 18650 in parallel, as it can have more power to sustain my buoy for longer. But the cellular module often shut down right after it turns on. It turns out that the celular module can pull up to 2 amps when connecting to the cellular tower and sending messages, which is causing the voltage drop. However, this was weird because the two 18650 cells I had is the Samsung 25R, which has a max discharge of 20 amps. Parallel means that the max discharge become 40 amps, which is wayyyyyyy more than the 2 amps required. So the problem must not be the batteries. Or is it? I suspect that the batteries are fake. They weigh pretty normal, being 44 grams. I checked the imprints on the wrapping, and it did have a legitemate manufacture date code that says someday in 2017 (I forgot which day it was, but it was 2017). And I also took off the battery wrapping, and it did had Samsung factory imprints on the metal. So the battery is good, the cellular module can only take up to 2 amps….. then the problem must be between the cellular module and the battery! And it was. It was the thin jumper wires and breadboard that decreased the voltage when the current increased. Shorter thicker wires solved it. There was actually much more issues, but these are the most memorable ones for me. I am glad that my project turns out to be working, becuase i genuinely thought that it would never work when making it.", "repo": "https://github.com/LukeHuang2026/Project_Flowmark", "demo": ""}]...
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[{"post_id": 66520, "ts": "202 [{"post_id": 66520, "ts": "2026-09-12T11:13:09Z", "hours": 1.3169, "text": "Today I almsot finished the slides for my presentation for UWEN next week, so I can go there and get some feedback."}, {"post_id": 65872, "ts": "2026-09-11T09:42:46Z", "hours": 3.2531, "text": "Today I finally made my cellular module work, as before it always shut down due to thin wires burning up too much voltage. My free floating buoy is ready for testing!"}, {"post_id": 65294, "ts": "2026-09-10T10:20:11Z", "hours": 3.5017, "text": "Today I tried to power my cellular module with my two 18650 in parallel. It kinda works for a while but then the voltage dips and the module turns itself off. Its most likely the thin wires, and I optimised it as much as I can, but the same thing happens. I will charge my batteries up again and if it still dont’ work I will just skip my MOSFET circuit that turns the module on and off, as this thing still has a bit of thin wires. If it STILL dont’ work I give up. My 18650 can go up to 8 amps max apparenlty, so it should support 16 amps. My module only uses 2 amps, so it should work if there was minimal wires. Hopefully, finger crossed. If this doesn’t work im cooked. But lets not think too much yk things always work out after you charge ur lithium batteries overnight cuz ur table will probably catch on fire and everything will be burnt out and u will never have to worry about it again. srry i don’t have a photo"}, {"post_id": 64716, "ts": "2026-09-09T10:34:13Z", "hours": 1.6753, "text": "Today I planned a presentation about my project for UWEN Annual General Meeting. Hopefully I can get their oppinions on how i should imrpove my solution as they are my stakehoders."}, {"post_id": 64137, "ts": "2026-09-08T10:30:30Z", "hours": 4.2833, "text": "Today I wrote a script for my video about my project so I can enter a competition. But they limit the video to be 5 minutes long, which is basicly 800 words max, but half way through i already have 1.4k words. If there is no limit i feel lik i can write a whole paper about it. But I’ll try to make it as short as possible so I don’t have to get a buzz cut and become real slim shady :D"}, {"post_id": 63449, "ts": "2026-09-07T09:35:38Z", "hours": 2.2, "text": "Today I finished all the debugging and my floating buoy is ready for testing."}, {"post_id": 62811, "ts": "2026-09-06T10:27:23Z", "hours": 10.1672, "text": "Today I did a lot of fixing in my code, but its way too buggy and I still didn’t fix all of them in 10 hours. Here are some bugs that is fixed and some changes: Dynamic memory on Arduino Nano is running out, so I tried to use the U8G2 library for my mini screen instead of the Adafruit library, but its actually using more memory and is more buggy than Adafruit. In the end I discovered that it is my string commands that I am sending to my cellular module that is gobbling up all my memory, so I used F() macro to put them into flash memory. My screen can’t connect after that change. I found out that by rendering a frame the screen library takes up 1024 bytes of dynamic memory, which is over the limit for my Arduino Nano. Arduino UART is recieving corrupted data from my cellular module. After a bit, I figured out that the built in timer of the Arduino Nano is not precise enough for 112500 baud rate, so I lowered it to 9600."}, {"post_id": 62102, "ts": "2026-09-05T10:55:10Z", "hours": 3.4672, "text": "Today I diddid aa bbibit mmomormore wwowwork oon mmy nnenew ccirccircuit anandand eeveeeveryeeveeeveryteeveeeverytheeveeeverythineeveeeveryeeveeeveryteeveeeverytheeveeeverything iis bbasicbbasiclbbasicly ddonddone aand waiwaitiwaiwaiting ffofor ffinffinaffinal cocodcode ttesttestttestittesting, aanand ii aam loloolookiloloolookinloloolooking toto fgo ffofor aa ffifiefielfield ttesttest nnenext weeweek. (ssosorrssosorry mymy kekeybkekeyboarkekeybkekeyboard iis nnot ababsabsoluababsabsoluteababsabsoluababsabsolutely worworkworkiworking sso mme isis nnot ggogoigoing tto ssay mumucmuch)"}, {"post_id": 61437, "ts": "2026-09-04T10:57:23Z", "hours": 8.5006, "text": "Today I restarted my wiring since my esp32 c3 supermini isn’t responding to my code uploads and I had to change to a Arduino Nano. And now the pH sensor doesn’t work and the organic matter sensor doesn’t work either. Hopefully i can find some magical way out tomorrow but now idk what it is because."}, {"post_id": 60730, "ts": "2026-09-03T09:10:57Z", "hours": 2.335, "text": "Another day of extreme unproductiveness. I only tried to debug my cellular module turning on and off by itself, but didn’t really solve it. Module rebooting cycle T_T :"}, {"post_id": 60117, "ts": "2026-09-02T08:56:17Z", "hours": 1.6344, "text": "Today I wished to do more but my productivity is very cooked recently. I planned to add all the final features to my code, but ended up only debugging the OLED mini display. But ok its working so I guess its alr."}, {"post_id": 59456, "ts": "2026-09-01T10:00:14Z", "hours": 1.1514, "text": "Today I did a bit more work on the buttons and screen."}, {"post_id": 58751, "ts": "2026-08-31T09:51:06Z", "hours": 2.6522, "text": "I got a bucket and put some pollutants in there (dirt and DIY-ed dissolved organic matter), to test the sensors (that detects pollution by seeing how much light it absorbs, UV for organic matter and normal light for turbidity) and getting a threshold value that will define what is polluted water and what is not for my water quality buoy. However, I made the dissolved organic matter solution a while ago, and it doesn’t seem to absorb UV anymore. Apparently its because the bacteria ate all the organic matter, or it precipitated out as large clumped molecules. But I can’t be bothered to make some fresh solution so I just made up some values for the organic matter sensor (very scientific approach :D)."}, {"post_id": 57986, "ts": "2026-08-30T10:07:16Z", "hours": 12.6839, "text": "Today I sat in my desk all day at my project. I made all the sensor connection work, power system, soldering stuff (and getting burnt 99999 times), drilling holes, epoxy resin -ing (they should invent a word for this), and coding. It feels like its going to work, but I still need to wait to tomorrow to do a few final changes to my code and test it."}, {"post_id": 56557, "ts": "2026-08-28T11:12:23Z", "hours": 3.3183, "text": "Today I tried to figure out which of my components have been fried by my dc booster accident. Luckily, its just the photodiode (OPT101) that i use to test turbidity. I didn’t believe that it was broken even though it outputted strait 0v with light and without light, since it apparenlty can handle up to 36v. But after lots of testing i think it is indeed broken. I soldered on a new one, but i soldered the pin headers teh wrong way around (this is like the 1 billionth time i did this wrong) so I tried to take the headers off. But i didn’t have any solder wick or anything, so i tried to pull the headers off (which is very very stupid), and i did pull the headers off… along with a big chunk of the PCB. So yeah, no more photodiodes. But fortunately I do have some LDRs and ill use tehm, hope its accurate enough."}, {"post_id": 56388, "ts": "2026-08-28T04:25:21Z", "hours": 3.9839, "text": "I tried to test my circuit that i put inside the casing, but there was some problems with the step up booster to make the 4v from my 2 parallel18650 into 5v. However, two of my step ups randomly jump to 20v for a while and then will jump back to exactly 5v, and after a while 20v again. I tried another step up, and that one won’t go down below 10v. I thought that its probably my circuit drawing too less power causing the booster to be unstable, so i added a 470 ohm resistor to the outputs. It still didn’t work after a while. I was very confused and forgot to pull out the resistor out of the malfunctioning booster that was at 20v…. the parallel 18650s made it even worse. So then I smell something burning. I didn’t know that it was the resistor burning, so I just took the resistor off with my fingers, and I got burnt. D: But later I found out that its actually so dumb. I wasn’t sure if my step ups were working at first so I didn’t fully secure the battery wires into the terminals, so in case something went wrong I can just immediately pull the power source out. However, the bad connection of the wires with the terminal made the step up really unstable, causing it to jump to random high voltages. So I guess by being more carefull I actually ended up worse…..? Ok I see. :D Also most of my circuit was connected to the step up (thats even dumber), and the 20v fried my conductivity module, and I think maybe my sensors too but I still need to check (fingers crossed). T_T very cooked"}, {"post_id": 54941, "ts": "2026-08-26T11:09:43Z", "hours": 2.4514, "text": "I put most of my electronics into my buoy casing. The wires are totally very neat and I totally don’t need a flashlight and tweezers to move teh wires. (its way worse than it looks) Theres still a bunch of parts I need to add. I think the buoy is going to sink because the wires weight too much :P. And i feel like my wires are made out of resistors a whole volt dissapeared in a single section of wire."}, {"post_id": 54365, "ts": "2026-08-25T10:14:25Z", "hours": 1.7508, "text": "I printed the parts for my buoy, some needs reprinting. I installed some working parts, and glued some sensor windows with ab epoxy for waterproof. Theres still lots of work to do!"}, {"post_id": 54029, "ts": "2026-08-24T19:38:16Z", "hours": 5.0172, "text": "I emailed a few councils in my country for some feedback onto my project, since they are part of the stakeholders. They said that I should add confidence level for GPS, CSV file save, adjustable measurement intervals, and official guildeline comparism. I added savable CSV for the data and adjustable intervals, but I didn’t do confidence level for GPS cuz my GPS module doesn’t measure carrier to noise ratio. I didn’t do the official guildeline comparism because I made most of the sensors and the only way to convert the data from the sensors to official units is to use calibration sollutions, which is kinda expensive."}, {"post_id": 52212, "ts": "2026-08-22T09:43:18Z", "hours": 6.2258, "text": "Today I started making the 3D model for the buoy itself. I finished most of it, including the top controls, GPS solar panel, and the space for the electronics."}, {"post_id": 50812, "ts": "2026-08-20T07:15:18Z", "hours": 3.2072, "text": "After more than a total of 20 hours of coding, debugging, restarting, crashes…. The server code is working. :D"}, {"post_id": 50538, "ts": "2026-08-19T18:43:10Z", "hours": 3.0325, "text": "I FINALLY debugged the server analysis system. I made a new more organised and simpified code since my original one is way to over OVER complicated."}, {"post_id": 49853, "ts": "2026-08-18T20:01:59Z", "hours": 1.4833, "text": "I ran the buoy code and debugged it. There was a few code mistakes and a few power source problems, but it was alright. However, the server code on the right seems very buggy, millions of errors. Hopefully its not that bad when I test that later."}, {"post_id": 49470, "ts": "2026-08-18T10:17:32Z", "hours": 3.4214, "text": "I debugged the extremely buggy server data analysis code, with help from deepseek because the arrays are getting a bit messy."}, {"post_id": 48749, "ts": "2026-08-17T08:53:48Z", "hours": 3.2239, "text": "I added another function to my analysis of the data, which can combine the individual sources detected from each of the different water quality sensors into real sources that may be the source for many of the individual sources."}, {"post_id": 48434, "ts": "2026-08-16T19:39:36Z", "hours": 0.5733, "text": "My code is going to be really buggy, so I added some debugging print() for easier debugging to the local server."}, {"post_id": 47999, "ts": "2026-08-16T08:50:29Z", "hours": 2.4289, "text": "I coded most of the analysis programme for the reciever. It can calculate how far down a pollution source affect from GPS data from my buoy, identify turbidity and dissolved organic matter problems, and respond to sudden change in pH or conductivity."}, {"post_id": 47868, "ts": "2026-08-16T03:43:31Z", "hours": 5.3475, "text": "Turns out i forgot to do a huge chunk of the reciever code, which is to analyse and display the data. I finished most, just a bit left!"}, {"post_id": 47405, "ts": "2026-08-15T10:01:26Z", "hours": 1.8936, "text": "Water buoy data sending and reciever server code. Just finishing on the finshing of from what I did before."}]...
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Title: Project FlowMark by @The_Hedgehog | Stardan Title: Project FlowMark by @The_Hedgehog | Stardance
Devlogs:
Water buoy data sending and reciever server code. Just finishing on the finshing of from what I did before.
Turns out i forgot to do a huge chunk of the reciever code, which is to analyse and display the data. I finished most, just a bit left!
I coded most of the analysis programme for the reciever. It can calculate how far down a pollution source affect from GPS data from my buoy, identify turbidity and dissolved organic matter problems, and respond to sudden change in pH or conductivity.
My code is going to be really buggy, so I added some debugging print() for easier debugging to the local server.
I added another function to my analysis of the data, which can combine the individual sources detected from each of the different water quality sensors into real sources that may be the source for many of the individual sources.
I debugged the extremely buggy server data analysis code, with help from deepseek because the arrays are getting a bit messy.
I ran the buoy code and debugged it. There was a few code mistakes and a few power source problems, but it was alright. However, the server code on the right seems very buggy, millions of errors. Hopefully its not that bad when I test that later.
I FINALLY debugged the server analysis system. I made a new more organised and simpified code since my original one is way to over OVER complicated.
After more than a total of 20 hours of coding, debugging, restarting, crashes…. The server code is working. :D
Today I started making the 3D model for the buoy itself. I finished most of it, including the top controls, GPS solar panel, and the space for the electronics.
I emailed a few councils in my country for some feedback onto my project, since they are part of the stakeholders. They said that I should add confidence level for GPS, CSV file save, adjustable measurement intervals, and official guildeline comparism. I added savable CSV for the data and adjustable intervals, but I didn’t do confidence level for GPS cuz my GPS module doesn’t measure carrier to noise ratio. I didn’t do the official guildeline comparism because I made most of the sensors and the only way to convert the data from the sensors to official units is to use calibration sollutions, which is kinda expensive.
I printed the parts for my buoy, some needs reprinting. I installed some working parts, and glued some sensor windows with ab epoxy for waterproof. Theres still lots of work to do!
I put most of my electronics into my buoy casing. The wires are totally very neat and I totally don’t need a flashlight and tweezers to move teh wires. (its way worse than it looks) Theres still a bunch of parts I need to add. I think the buoy is going to sink because the wires weight too much :P. And i feel like my wires are made out of resistors a whole volt dissapeared in a single section of wire.
I tried to test my circuit that i put inside the casing, but there was some problems with the step up booster to make the 4v from my 2 parallel18650 into 5v. However, two of my step ups randomly jump to 20v for a while and then will jump back to exactly 5v, and after a while 20v again. I tried another step up, and that one won’t go down below 10v. I thought that its probably my circuit drawing too less power causing the booster to be unstable, so i added a 470 ohm resistor to the outputs. It still didn’t work after a while. I was very confused and forgot to pull out the resistor out of the malfunctioning booster that was at 20v…. the parallel 18650s made it even worse. So then I smell something burning. I didn’t know that it was the resistor burning, so I just took the resistor off with my fingers, and I got burnt. D: But later I found out that its actually so dumb. I wasn’t sure if my step ups were working at first so I didn’t fully secure the battery wires into the terminals, so in case something went wrong I can just immediately pull the power source out. However, the bad connection of the wires with the terminal made the step up really unstable, causing it to jump to random high voltages. So I guess by being more carefull I actually ended up worse…..? Ok I see. :D Also most of my circuit was connected to the step up (thats even dumber), and the 20v fried my conductivity module, and I think maybe my sensors too but I still need to check (fingers crossed). T_T very cooked
Today I tried to figure out which of my components have been fried by my dc booster accident. Luckily, its just the photodiode (OPT101) that i use to test turbidity. I didn’t believe that it was broken even though it outputted strait 0v with light and without light, since it apparenlty can handle up to 36v. But after lots of testing i think it is indeed broken. I soldered on a new one, but i soldered the pin headers teh wrong way around (this is like the 1 billionth time i did this wrong) so I tried to take the headers off. But i didn’t have any solder wick or anything, so i tried to pull the headers off (which is very very stupid), and i did pull the headers off… along with a big chunk of the PCB. So yeah, no more photodiodes. But fortunately I do have some LDRs and ill use tehm, hope its accurate enough.
Today I sat in my desk all day at my project. I made all the sensor connection work, power system, soldering stuff (and getting burnt 99999 times), drilling holes, epoxy resin -ing (they should invent a word for this), and coding. It feels like its going to work, but I still need to wait to tomorrow to do a few final changes to my code and test it.
I got a bucket and put some pollutants in there (dirt and DIY-ed dissolved organic matter), to test the sensors (that detects pollution by seeing how much light it absorbs, UV for organic matter and normal light for turbidity) and getting a threshold value that will define what is polluted water and what is not for my water quality buoy. However, I made the dissolved organic matter solution a while ago, and it doesn’t seem to absorb UV anymore. Apparently its because the bacteria ate all the organic matter, or it precipitated out as large clumped molecules. But I can’t be bothered to make some fresh solution so I just made up some values for the organic matter sensor (very scientific approach :D).
Today I did a bit more work on the buttons and screen.
Today I wished to do more but my productivity is very cooked recently. I planned to add all the final features to my code, but ended up only debugging the OLED mini display. But ok its working so I guess its alr.
Another day of extreme unproductiveness. I only tried to debug my cellular module turning on and off by itself, but didn’t really solve it. Module rebooting cycle T_T :
Today I restarted my wiring since my esp32 c3 supermini isn’t responding to my code uploads and I had to change to a Arduino Nano. And now the pH sensor doesn’t work and the organic matter sensor doesn’t work either. Hopefully i can find some magical way out tomorrow but now idk what it is because.
Today I diddid aa bbibit mmomormore wwowwork oon mmy nnenew ccirccircuit anandand eeveeeveryeeveeeveryteeveeeverytheeveeeverythineeveeeveryeeveeeveryteeveeeverytheeveeeverything iis bbasicbbasiclbbasicly ddonddone aand waiwaitiwaiwaiting ffofor ffinffinaffinal cocodcode ttesttestttestittesting, aanand ii aam loloolookiloloolookinloloolooking toto fgo ffofor aa ffifiefielfield ttesttest nnenext weeweek. (ssosorrssosorry mymy kekeybkekeyboarkekeybkekeyboard iis nnot ababsabsoluababsabsoluteababsabsoluababsabsolutely worworkworkiworking sso mme isis nnot ggogoigoing tto ssay mumucmuch)
Today I did a lot of fixing in my code, but its way too buggy and I still didn’t fix all of them in 10 hours. Here are some bugs that is fixed and some changes: Dynamic memory on Arduino Nano is running out, so I tried to use the U8G2 library for my mini screen instead of the Adafruit library, but its actually using more memory and is more buggy than Adafruit. In the end I discovered that it is my string commands that I am sending to my cellular module that is gobbling up all my memory, so I used F() macro to put them into flash memory. My screen can’t connect after that change. I found out that by rendering a frame the screen library takes up 1024 bytes of dynamic memory, which is over the limit for my Arduino Nano. Arduino UART is recieving corrupted data from my cellular module. After a bit, I figured out that the built in timer of the Arduino Nano is not precise enough for 112500 baud rate, so I lowered it to 9600.
Today I finished all the debugging and my floating buoy is ready for testing.
Today I wrote a script for my video about my project so I can enter a competition. But they limit the video to be 5 minutes long, which is basicly 800 words max, but half way through i already have 1.4k words. If there is no limit i feel lik i can write a whole paper about it. But I’ll try to make it as short as possible so I don’t have to get a buzz cut and become real slim shady :D
Today I planned a presentation about my project for UWEN Annual General Meeting. Hopefully I can get their oppinions on how i should imrpove my solution as they are my stakehoders.
Today I tried to power my cellular module with my two 18650 in parallel. It kinda works for a while but then the voltage dips and the module turns itself off. Its most likely the thin wires, and I optimised it as much as I can, but the same thing happens. I will charge my batteries up again and if it still dont’ work I will just skip my MOSFET circuit that turns the module on and off, as this thing still has a bit of thin wires. If it STILL dont’ work I give up. My 18650 can go up to 8 amps max apparenlty, so it should support 16 amps. My module only uses 2 amps, so it should work if there was minimal wires. Hopefully, finger crossed. If this doesn’t work im cooked. But lets not think too much yk things always work out after you charge ur lithium batteries overnight cuz ur table will probably catch on fire and everything will be burnt out and u will never have to worry about it again. srry i don’t have a photo
Today I finally made my cellular module work, as before it always shut down due to thin wires burning up too much voltage. My free floating buoy is ready for testing!
Today I almsot finished the slides for my presentation for UWEN next week, so I can go there and get some feedback.
Ships:
I made a buoy that can float freely down a river. It has four sensors, pH, conductivity, dissolved organic matter, and turbidity. It constantly uses these sensors to take measurements and sends it to a locally hosted Python Flask server tunneled using Ngrok. After the buoy is collected from the water, the server will analyse the data and find out where the water quality started to worsen, therefore finding out where riverine polution might be. Although the project wasn’t very complicated, I faced many many problems. The most memorable and most fustrating ones: I use a step up module to turn the 4v from my 18650 to 5v for my ESP32 C3 Supermini. But the step up often randomly output over 20v, though it is set for 5v. I later found out that its because a loose connection between my battery and the step up, but the voltage spikes has badly burnt many things in my circuit. The ESP32 C3 Supermini suddenly cannot connect to my computer. I tried holding down boot button, boot and reset, redownload a driver, and trying all the ports on my computer and in Arduino IDE. But it just won’t work. So I changed to a Arduino Nano. But that just made things worse. The Arduino Nano successfully connected to my computer, but it often corrupts recieved UART signals from my cellular module. Later I found out that its because the Arduino Nano’s clock is a bit off for 112500 baud. This made things more complicated because I need to start the UART communication between the Nano and the cellular module at 112500 (since my cellular module is default 112500 when start up), then request the cellular module to turn down to 9600, and then change the Nano UART back to 9600. It did finally work tho. I guess this is the worst nightmare in my project. My project uses a pair of 18650 in parallel, as it can have more power to sustain my buoy for longer. But the cellular module often shut down right after it turns on. It turns out that the celular module can pull up to 2 amps when connecting to the cellular tower and sending messages, which is causing the voltage drop. However, this was weird because the two 18650 cells I had is the Samsung 25R, which has a max discharge of 20 amps. Parallel means that the max discharge become 40 amps, which is wayyyyyyy more than the 2 amps required. So the problem must not be the batteries. Or is it? I suspect that the batteries are fake. They weigh pretty normal, being 44 grams. I checked the imprints on the wrapping, and it did have a legitemate manufacture date code that says someday in 2017 (I forgot which day it was, but it was 2017). And I also took off the battery wrapping, and it did had Samsung factory imprints on the metal. So the battery is good, the cellular module can only take up to 2 amps….. then the problem must be between the cellular module and the battery! And it was. It was the thin jumper wires and breadboard that decreased the voltage when the current increased. Shorter thicker wires solved it. There was actually much more issues, but these are the most memorable ones for me. I am glad that my project turns out to be working, becuase i genuinely thought that it would never work when making it....
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1793336214.9775562
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1793422614.9775562
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5727
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Album Rater Website by @Vishwa | Stardance
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Vishwa
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1
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39.0
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240
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T05:07:44Z", "hours": 39.0, "multiplier": 6.18, "payout": 240, "blessing": "neutral", "text": "I made SimpleRater, a way to quickly write in your own ratings and comments on songs you love! You can search for an album using one of 2 music databases, and rate the album song-by-song on its own, colorful theme. I kept it Simple: just rate, comment, and save; no extra unnecessary features.", "repo": "https://github.com/VaishuBeta/album-rater", "demo": "https://rater-deployment.netlify.app/"}]...
|
[{"post_id": 75790, "ts": "202 [{"post_id": 75790, "ts": "2026-10-01T04:46:05Z", "hours": 1.7628, "text": "Final devlog Everything is ready for publishing. Submission will be finished shortly."}, {"post_id": 74277, "ts": "2026-09-27T03:35:16Z", "hours": 3.5108, "text": "Final update before publishing This is the final, ready-for-release version of the project. I will be working on packaging and publishing it for the next few days. Album pages can be exported with album and rating data (new button!) Home page has a new (but familiar) layout. Added a background for the search section, creates the sections step-by-step and autoscrolls for a smooth and clear experience. Looks a lot better than the old UI, honestly. **Added iTunes Search, using iTunes API. It gives generally different results than MusicBrainz, so you’ll usually find the album you’re looking for in one of them. Importing is somewhat functional but causes a lot of issues. This will likely be removed before release. Rating comments look better (gray when blank, scrolling for long comments) Rating numbers are much easier to type. Previously, the auto-formatting made it annoying to type in your rating. The format has since been fixed, and is much easier to use. Rating cells change opacity depending on how well rated the song is. Lowest opacity is 30% for a 0/10 rating, so even 0s are still visible. This makes it much easier to see what songs are rated well/poorly at a glance, and makes the page look much better. Misc. bugs were fixed, and more comments were added to the code"}, {"post_id": 60618, "ts": "2026-09-03T02:20:32Z", "hours": 7.0539, "text": "Returning to the Album Rater Album Rater is now fully saved using LocalStorage. I plan to add exports page exports very soon. Color palettes also save to LocalStorage and work with a pop-up button next to the edit button. To Do: Add imports/exports Tracklist editing before and after page creation Manual page creation with user-inputted album data Try another music search API (Spotify API needs premium) UI updates to polish the look Finish up and submit the project"}, {"post_id": 13535, "ts": "2026-06-22T04:44:10Z", "hours": 8.9711, "text": "I added so much this time I forgot everything I did, so this is just what I remember. Made the HTML files generate with a parallel JSON file, which I’ll use for data importing/exporting Added custom colors. Color Thief generates a clean palette up to 10 colors, and the user can select two to be the primary and secondary colors. This influences the entire page’s theme, since every color is derived from those two colors. The program also saves your chosen two colors in local storage, so that each page has its own selected theme. (I might move this to a JSON file, since I plan to use that for saving the tracklist info, but i’m not sure yet). On the home page, I made a pop-up box for the user to validate/customize album information before the page is made. This way, they can make the page name whatever they want instead of the automatic one. I still have to link this to the backend to sync the page names with the page generation. I finally added custom comments for the songs, which I’ve stalled for super long now. I’m debating between saving them with local storage or a seperate JSON file, so I’ve held off on the saving for now. Right now they just save in an object in the JS file. I made a top bar where the pages will go. I want the UI to look like Google tabs, with a (+) button that has a dropdown with all the pages. I fixed the entire backend and solved a bunch of problems. Before, making two pages for the same album would overwrite the old one, but now I made it make a duplicate, titled” {Album Name} 2.html” instead. I have to link this with the popup to let the user name it whatever they want, since this is going to be the page name used everywhere. I also had issues with albums with special names. For example, I knew an album titled “</3”, and the “<” and “/” would cause issues with finding the file as well as HTML formatting when generating the page. So I seperated the file name from the album name by making a separate sanitized name, which is going to be the page name. I also remember doing a ton of smaller fixes but I forgot what I did. I cleaned up the CSS in a bunch of places and made sure elements didn’t break with different-sized windows. Next, I need to Link the popup on the Search page to the backend, so the user can customize page names before making them. Make the tabs system on the top, where the user can open/close whichever pages are relevant. Let the user update the number rating, and put some album data (median rating, user rating, album comments) Let the user change the album cover in the popup and on the album page Export album pages as JSON files I’m almost done with the app and I think I can probably finish it up in a few more devlogs. I’m expecting two weeks until I’m ready to ship."}, {"post_id": 8440, "ts": "2026-06-14T01:18:21Z", "hours": 4.2897, "text": "For the past few sessions, I’ve just been working on a dynamic theme for the album page. It automatically samples a dominant and secondary color from the album cover, and then: Creates a gradient for the banner, with both colors darkened (or lightened if needed) until it’s within a certain luminosity threshhold Darkens the primary color to create the background color Raises luminosity of the secondary color to color the tracklist numbers and “Tracklist” title. I just need to make the ratings and comments for this page, and I should be done with the album pages. After that, I’ll probably work on customizing the album page themes, since sometimes they don’t pick the best colors automatically. Then, I’ll have to do rating and comment functionality. The project is going well so far, and I think I’m close to done. I only have a few more big tasks left, and then I just have to do some finishing touches and I should be done."}, {"post_id": 6643, "ts": "2026-06-11T04:05:07Z", "hours": 4.5094, "text": "Made the UI for the album pages (this is temporary, I plan to work on this a lot more later). I also added the ability to edit the album data. User input for the songs is not implemented yet, so this is all hardcoded. I spent a while trying to use ColorThief to automatically sample a background color for the album cover, but there were some issues with the package and I couldn’t get it to work, so I just hardcoded this color for now. I plan to get ColorThief (or a similar package) working soon, since the accent color is pretty important to the look of the app. My next steps are to implement song input (rating & comments) and improve the UI for this page, as well as the home page."}, {"post_id": 5296, "ts": "2026-06-09T00:50:52Z", "hours": 1.9944, "text": "I’ve made the process to generate album pages. It’s not hooked up to a script yet, so there’s no functionality, but the Search->Page Generation pipeline works perfectly. You can search for an album with MusicBrainz API (or just give a release ID) and find an album, then get a preview to make sure it’s the right album, and finally generate an album page for it. All that’s left is making the script to edit the album pages as needed. I’m guessing this will be in 3 parts: being able to edit album “hard” data, being able to input ratings and comments, and being able to export/import album pages as a file. For the last part, I would like it to be a text file or CSV file, but an HTML file could honestly be easier if all the data is written in there anyways. I’ll cross that bridge when I get to it. For now, I need to work on the former 2 parts."}, {"post_id": 4712, "ts": "2026-06-08T04:13:41Z", "hours": 3.0178, "text": "UI for the homepage is coming together well, but I might update it at the end of the project. For now, there’s a theme and it looks good, so that’s good enough. I also added a Search by Release ID feature, since the MusicBrainz API search isn’t that great and oftentimes doesn’t suggest the album that I want, so now I can just paste a release ID to get the album immediately. Next steps are building the functionality for the rating pages and figuring out how to store the user-inputted page data."}, {"post_id": 3882, "ts": "2026-06-06T23:43:20Z", "hours": 3.32, "text": "The program can now search for albums, preview information, and load it in a new file for further use. The UI looks like a mess for now, so the next step is to fix the layout and interface. This is a great experience, learning to use the MusicBrainz API and learn how Electron works, and I’m glad to be working on this project."}, {"post_id": 1147, "ts": "2026-06-03T00:10:20Z", "hours": 0.4867, "text": "Basic Electron setup for the app, learning how it works. This is my first time using Electron for any project, so this will be fun."}]...
|
Title: Album Rater Website by @Vishwa | Stardance
Title: Album Rater Website by @Vishwa | Stardance
Devlogs:
Basic Electron setup for the app, learning how it works. This is my first time using Electron for any project, so this will be fun.
The program can now search for albums, preview information, and load it in a new file for further use. The UI looks like a mess for now, so the next step is to fix the layout and interface. This is a great experience, learning to use the MusicBrainz API and learn how Electron works, and I’m glad to be working on this project.
UI for the homepage is coming together well, but I might update it at the end of the project. For now, there’s a theme and it looks good, so that’s good enough. I also added a Search by Release ID feature, since the MusicBrainz API search isn’t that great and oftentimes doesn’t suggest the album that I want, so now I can just paste a release ID to get the album immediately. Next steps are building the functionality for the rating pages and figuring out how to store the user-inputted page data.
I’ve made the process to generate album pages. It’s not hooked up to a script yet, so there’s no functionality, but the Search->Page Generation pipeline works perfectly. You can search for an album with MusicBrainz API (or just give a release ID) and find an album, then get a preview to make sure it’s the right album, and finally generate an album page for it. All that’s left is making the script to edit the album pages as needed. I’m guessing this will be in 3 parts: being able to edit album “hard” data, being able to input ratings and comments, and being able to export/import album pages as a file. For the last part, I would like it to be a text file or CSV file, but an HTML file could honestly be easier if all the data is written in there anyways. I’ll cross that bridge when I get to it. For now, I need to work on the former 2 parts.
Made the UI for the album pages (this is temporary, I plan to work on this a lot more later). I also added the ability to edit the album data. User input for the songs is not implemented yet, so this is all hardcoded. I spent a while trying to use ColorThief to automatically sample a background color for the album cover, but there were some issues with the package and I couldn’t get it to work, so I just hardcoded this color for now. I plan to get ColorThief (or a similar package) working soon, since the accent color is pretty important to the look of the app. My next steps are to implement song input (rating & comments) and improve the UI for this page, as well as the home page.
For the past few sessions, I’ve just been working on a dynamic theme for the album page. It automatically samples a dominant and secondary color from the album cover, and then: Creates a gradient for the banner, with both colors darkened (or lightened if needed) until it’s within a certain luminosity threshhold Darkens the primary color to create the background color Raises luminosity of the secondary color to color the tracklist numbers and “Tracklist” title. I just need to make the ratings and comments for this page, and I should be done with the album pages. After that, I’ll probably work on customizing the album page themes, since sometimes they don’t pick the best colors automatically. Then, I’ll have to do rating and comment functionality. The project is going well so far, and I think I’m close to done. I only have a few more big tasks left, and then I just have to do some finishing touches and I should be done.
I added so much this time I forgot everything I did, so this is just what I remember. Made the HTML files generate with a parallel JSON file, which I’ll use for data importing/exporting Added custom colors. Color Thief generates a clean palette up to 10 colors, and the user can select two to be the primary and secondary colors. This influences the entire page’s theme, since every color is derived from those two colors. The program also saves your chosen two colors in local storage, so that each page has its own selected theme. (I might move this to a JSON file, since I plan to use that for saving the tracklist info, but i’m not sure yet). On the home page, I made a pop-up box for the user to validate/customize album information before the page is made. This way, they can make the page name whatever they want instead of the automatic one. I still have to link this to the backend to sync the page names with the page generation. I finally added custom comments for the songs, which I’ve stalled for super long now. I’m debating between saving them with local storage or a seperate JSON file, so I’ve held off on the saving for now. Right now they just save in an object in the JS file. I made a top bar where the pages will go. I want the UI to look like Google tabs, with a (+) button that has a dropdown with all the pages. I fixed the entire backend and solved a bunch of problems. Before, making two pages for the same album would overwrite the old one, but now I made it make a duplicate, titled” {Album Name} 2.html” instead. I have to link this with the popup to let the user name it whatever they want, since this is going to be the page name used everywhere. I also had issues with albums with special names. For example, I knew an album titled “</3”, and the “<” and “/” would cause issues with finding the file as well as HTML formatting when generating the page. So I seperated the file name from the album name by making a separate sanitized name, which is going to be the page name. I also remember doing a ton of smaller fixes but I forgot what I did. I cleaned up the CSS in a bunch of places and made sure elements didn’t break with different-sized windows. Next, I need to Link the popup on the Search page to the backend, so the user can customize page names before making them. Make the tabs system on the top, where the user can open/close whichever pages are relevant. Let the user update the number rating, and put some album data (median rating, user rating, album comments) Let the user change the album cover in the popup and on the album page Export album pages as JSON files I’m almost done with the app and I think I can probably finish it up in a few more devlogs. I’m expecting two weeks until I’m ready to ship.
Returning to the Album Rater Album Rater is now fully saved using LocalStorage. I plan to add exports page exports very soon. Color palettes also save to LocalStorage and work with a pop-up button next to the edit button. To Do: Add imports/exports Tracklist editing before and after page creation Manual page creation with user-inputted album data Try another music search API (Spotify API needs premium) UI updates to polish the look Finish up and submit the project
Final update before publishing This is the final, ready-for-release version of the project. I will be working on packaging and publishing it for the next few days. Album pages can be exported with album and rating data (new button!) Home page has a new (but familiar) layout. Added a background for the search section, creates the sections step-by-step and autoscrolls for a smooth and clear experience. Looks a lot better than the old UI, honestly. **Added iTunes Search, using iTunes API. It gives generally different results than MusicBrainz, so you’ll usually find the album you’re looking for in one of them. Importing is somewhat functional but causes a lot of issues. This will likely be removed before release. Rating comments look better (gray when blank, scrolling for long comments) Rating numbers are much easier to type. Previously, the auto-formatting made it annoying to type in your rating. The format has since been fixed, and is much easier to use. Rating cells change opacity depending on how well rated the song is. Lowest opacity is 30% for a 0/10 rating, so even 0s are still visible. This makes it much easier to see what songs are rated well/poorly at a glance, and makes the page look much better. Misc. bugs were fixed, and more comments were added to the code
Final devlog Everything is ready for publishing. Submission will be finished shortly.
Ships:
I made SimpleRater, a way to quickly write in your own ratings and comments on songs you love! You can search for an album using one of 2 music databases, and rate the album song-by-song on its own, colorful theme. I kept it Simple: just rate, comment, and save; no extra unnecessary features....
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1793336222.2419636
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1793422622.2419636
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14881
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friendos by @shs | Stardance
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shs
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1
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9.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T11:29:52Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I tried not to copy the guide and I used new methods to solve my problems when i couldent understand the guide and it needed a lot of googling and when I got stuck I had to use claude. I added craftmine which is a platformer which was made by @TerribleGames123 I would have used my own thing but scratch decided to lock me out of my account. I have added a picture of the homepage. My pages can go on top of another and go away and open off the good stuff 😁", "repo": "https://github.com/SHSplas/FriendOS", "demo": "https://shsplas.github.io"}]...
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[{"post_id": 73924, "ts": "202 [{"post_id": 73924, "ts": "2026-09-26T10:37:16Z", "hours": 2.2356, "text": "i just finished making my second app craftMine its a platformer and ive also made notes more functional and finally finished my first project"}, {"post_id": 73699, "ts": "2026-09-25T18:48:16Z", "hours": 2.6133, "text": "i made my first app"}, {"post_id": 73516, "ts": "2026-09-25T09:14:01Z", "hours": 4.4669, "text": "i added the option to close windows and open them this is my homepage background"}]...
|
Title: friendos by @shs | Stardance
Devlogs:
i ad Title: friendos by @shs | Stardance
Devlogs:
i added the option to close windows and open them this is my homepage background
i made my first app
i just finished making my second app craftMine its a platformer and ive also made notes more functional and finally finished my first project
Ships:
I tried not to copy the guide and I used new methods to solve my problems when i couldent understand the guide and it needed a lot of googling and when I got stuck I had to use claude. I added craftmine which is a platformer which was made by @TerribleGames123 I would have used my own thing but scratch decided to lock me out of my account. I have added a picture of the homepage. My pages can go on top of another and go away and open off the good stuff 😁...
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1793336225.2499847
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1793422625.2499847
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71116
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My own site! by @generated | Stardance
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generated
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @generated | Stardance
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1792820832.1983726
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1793425632.1983726
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71117
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sai's blogs by @saidoestech | Stardance
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saidoestech
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0
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0.0
|
0
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[]
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[]
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Title: sai's blogs by @saidoestech | Stardance
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1792820833.118857
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1793425633.118857
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71118
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My very own WebOS by @fumes025 | Stardance
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fumes025
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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 @fumes025 | Stardance
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1792820834.4429648
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1793425634.4429648
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71119
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My very own WebOS by @xaifundzz | Stardance
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xaifundzz
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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 @xaifundzz | Stardance
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1792820835.3267689
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1793425635.3267689
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71120
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Smart Power Efficient Streetlight System by @Pahal Smart Power Efficient Streetlight System by @PahalDesai | Stardance...
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PahalDesai
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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: Smart Power Efficient Streetlight System by Title: Smart Power Efficient Streetlight System by @PahalDesai | Stardance...
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1792820836.1886082
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1793425636.1886082
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71121
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obrodotdev by @obro1984 | Stardance
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obro1984
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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: obrodotdev by @obro1984 | Stardance
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1792820837.5388756
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1793425637.5388756
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71122
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Blare but better by @Arham_pro | Stardance
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Arham_pro
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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 but better by @Arham_pro | Stardance
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1792820838.4139056
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1793425638.4139056
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71124
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My very own WebOS by @diyamariyam | Stardance
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diyamariyam
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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 @diyamariyam | Stardan Title: My very own WebOS by @diyamariyam | Stardance...
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1792820840.0860503
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1793425640.0860503
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47355
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TruthLens-Ai by @alidoruk | Stardance
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alidoruk
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1
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15.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T15:28:14Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I developed TruthLens AI, a platform that verifies social media posts, news, and images using artificial intelligence and performs manipulation analysis. I successfully optimized large AI models and established a real-time source pipeline using Tavily. Users can instantly obtain a veracity score and a safety report by entering any text or link.", "repo": "https://github.com/alidoruk320-coder/truthlens-ai", "demo": "https://truthlens-ai-ctl7.vercel.app"}]...
|
[{"post_id": 74022, "ts": "202 [{"post_id": 74022, "ts": "2026-09-26T15:26:19Z", "hours": 1.5539, "text": "Last version of truth-lens ai. For social media content moderation"}, {"post_id": 60102, "ts": "2026-09-02T08:04:25Z", "hours": 5.6714, "text": "Content Moderator"}, {"post_id": 48043, "ts": "2026-08-16T10:22:02Z", "hours": 8.0531, "text": "A social media ai."}]...
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Title: TruthLens-Ai by @alidoruk | Stardance
Devl Title: TruthLens-Ai by @alidoruk | Stardance
Devlogs:
A social media ai.
Content Moderator
Last version of truth-lens ai. For social media content moderation
Ships:
I developed TruthLens AI, a platform that verifies social media posts, news, and images using artificial intelligence and performs manipulation analysis. I successfully optimized large AI models and established a real-time source pipeline using Tavily. Users can instantly obtain a veracity score and a safety report by entering any text or link....
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1793339241.188829
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1793425641.188829
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9269
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My website by @Blxm | Stardance
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Blxm
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1
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11.0
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20
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:19:18Z", "hours": 11.0, "multiplier": 1.71, "payout": 20, "blessing": "neutral", "text": "I made my website Admidditally, not my best work, but dosn’t matter. What did i build? I built a simple portfolio website using svelte, and tailwind. Challenges This was my first project i used svelte, and tailwind in, so it’s basically to get my feet wet in both svelte and tailwind.", "repo": "https://github.com/BlxCode/blxmwebsitev4", "demo": "https://blxm.me/"}]...
|
[{"post_id": 77243, "ts": "202 [{"post_id": 77243, "ts": "2026-10-06T08:12:16Z", "hours": 0.4228, "text": "Changed languages stats board Changed the languages stas board from being hackatime to github stats"}, {"post_id": 74648, "ts": "2026-09-27T20:56:44Z", "hours": 0.6978, "text": "Added about me and stats Added an about me, and hackatime & github stats"}, {"post_id": 74230, "ts": "2026-09-27T00:35:09Z", "hours": 0.3431, "text": "Added languages I know section Alright… so i added a section where i list langueges i know."}, {"post_id": 73842, "ts": "2026-09-26T04:47:14Z", "hours": 1.3631, "text": "Added a Projects component to the website ALright, projects. It’s quite simple. just a new svelte file and some more tailwind. Nothing that much tbh"}, {"post_id": 73024, "ts": "2026-09-24T07:20:00Z", "hours": 2.3736, "text": "Added A body to the website alright, so last dev log there was litterally nothing in my website, just a header. Today, I added some things inside the website, like a carousel for an about me, and a contact me page!"}, {"post_id": 72553, "ts": "2026-09-23T06:17:34Z", "hours": 6.2411, "text": "Experimenting W/ Svelte (I need a mousepad lol) Ok, so why am I experimenting? well. My current website, which I had already taken down just loooks old, and unprofetional. Especially with the yellow background. Hense, why I took it down, and I’m going to replace it with a new one! It’ll be quite similar to my other website project, but this one would be more cooler. This is actually my first project with svelte, and tailwind! It’ll be fun figruing out svelte, tailwind, and eventually vite, cuz i gotta ship this for stardust you know… I need a mousepad. Tailwind imo is just more powerful than bootstrap, and because I used bootstrap to make my old website, tailwind should be quite easy to grasp."}]...
|
Title: My website by @Blxm | Stardance
Devlogs:
E Title: My website by @Blxm | Stardance
Devlogs:
Experimenting W/ Svelte (I need a mousepad lol) Ok, so why am I experimenting? well. My current website, which I had already taken down just loooks old, and unprofetional. Especially with the yellow background. Hense, why I took it down, and I’m going to replace it with a new one! It’ll be quite similar to my other website project, but this one would be more cooler. This is actually my first project with svelte, and tailwind! It’ll be fun figruing out svelte, tailwind, and eventually vite, cuz i gotta ship this for stardust you know… I need a mousepad. Tailwind imo is just more powerful than bootstrap, and because I used bootstrap to make my old website, tailwind should be quite easy to grasp.
Added A body to the website alright, so last dev log there was litterally nothing in my website, just a header. Today, I added some things inside the website, like a carousel for an about me, and a contact me page!
Added a Projects component to the website ALright, projects. It’s quite simple. just a new svelte file and some more tailwind. Nothing that much tbh
Added languages I know section Alright… so i added a section where i list langueges i know.
Added about me and stats Added an about me, and hackatime & github stats
Changed languages stats board Changed the languages stas board from being hackatime to github stats
Ships:
I made my website Admidditally, not my best work, but dosn’t matter. What did i build? I built a simple portfolio website using svelte, and tailwind. Challenges This was my first project i used svelte, and tailwind in, so it’s basically to get my feet wet in both svelte and tailwind....
|
1793339244.1261234
|
1793425644.1261234
|
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42518
|
Microbit V2 DAW by @jimmywithagunforaeye | Stardan Microbit V2 DAW by @jimmywithagunforaeye | Stardance...
|
jimmywithagunforaeye
|
1
|
15.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T17:27:00Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made micro:midi a DAW that allows you to use the micro: bit V2 like a real sequencer machine, you are able to place down notes remove notes and play your combination of notes all within this tiny device. You are also able to control other pieces of professional software like Helm and or FL studio making the possibilities with micro:midi endless. Showcase Video: https://www.youtube.com/watch?v=TixwEtPhud4", "repo": "https://github.com/johnnywiththethinkpad/micromidi", "demo": "https://makecode.microbit.org/S57060-02624-29760-36286"}]...
|
[{"post_id": 42831, "ts": "202 [{"post_id": 42831, "ts": "2026-08-07T19:30:08Z", "hours": 0.3808, "text": "i have a new saving system that will allow me to use a combination of hard drive saving and code saving it will work via you saving it to the data log then you plug the microbit into your device then you read the code enter the code into the load feature and you have you song back"}, {"post_id": 42824, "ts": "2026-08-07T19:06:30Z", "hours": 0.6872, "text": "im trying to make the save feature so far but it multiplies itself I dont know why"}, {"post_id": 42779, "ts": "2026-08-07T17:37:27Z", "hours": 1.3503, "text": "im trying to find a reliable way for the user to save their song, the microbitV2 im pretty sure has 512kb of flash memory but the only way that I know of right now to use it is via the datalog extension which doesnt allow for reading just writing to the flash you can read more about datalogging on https://makecode.microbit.org/reference/datalogger"}, {"post_id": 42722, "ts": "2026-08-07T16:06:46Z", "hours": 1.1081, "text": "still trying to debug the error with hairless midi"}, {"post_id": 42233, "ts": "2026-08-06T21:00:35Z", "hours": 0.3681, "text": "im just gonna keep postin devlogs in block code so that anybody with any knowledge can understand it: ive added this feature that when ur in midi mode it plays the preview note through your DAW or whatever u have connected instead of the internal speaker"}, {"post_id": 42212, "ts": "2026-08-06T20:35:40Z", "hours": 0.7175, "text": "finished most of the menu thing so far still have yet to make the save and load feature"}, {"post_id": 42175, "ts": "2026-08-06T19:51:28Z", "hours": 1.1192, "text": "fixed a bug that had hairless midi giving out this error. When the microbit is playing the song in MIDIMODE it sends data way too fast for the microUSB cable to send so it comes out broken to solve this i added a timed delay that made sure every byte of data came through the cable clean. I also worked on the quick menu more"}, {"post_id": 42115, "ts": "2026-08-06T18:02:57Z", "hours": 0.5469, "text": "stiill working on the main menu sorta thing i put the code in blocks so its easier to visualize rather than text code"}, {"post_id": 42067, "ts": "2026-08-06T16:58:31Z", "hours": 1.01, "text": "working on a new menu system that makes changing playing modes, saving your songs and tilt logic to bend the synthesizer frequencies or modulate note volumes in real-time just by physically tilting your board left, right, forward, or backward possible in the future"}, {"post_id": 42003, "ts": "2026-08-06T15:27:39Z", "hours": 0.7275, "text": "trying to debug something that goes on only on real hardware but not the simulator"}, {"post_id": 41598, "ts": "2026-08-05T21:55:29Z", "hours": 1.7306, "text": "GIANT UPDATE 1.0 TOO MUCH TO LIST HERE https://github.com/johnnywiththethinkpad/micromidi/releases/tag/v1.0.0"}, {"post_id": 40351, "ts": "2026-08-03T19:59:51Z", "hours": 0.5475, "text": "this code here allows you to remove notes"}, {"post_id": 40287, "ts": "2026-08-03T18:31:31Z", "hours": 0.3686, "text": "this small if script saved the entire project, why you might ask its because before when you clicked a or b not only it would move your cursor but would also call for a function and that function would delete sprites that didnt exist yet which resulted in a null error this checks if there is scrolling and then it would call upon the function"}, {"post_id": 39766, "ts": "2026-08-02T23:04:17Z", "hours": 0.5486, "text": "Hello everybody, version 0.1.0 is out check it out here https://github.com/johnnywiththethinkpad/micromidi/releases/tag/v0.10"}, {"post_id": 39731, "ts": "2026-08-02T21:47:47Z", "hours": 0.3872, "text": "We are a little bit behind now: so I thought of using some AI to help me out on the note playing thing but what it actually did was give me faulty code that resulted in the software leaking memory, I have learned my lesson"}, {"post_id": 39595, "ts": "2026-08-02T18:00:42Z", "hours": 0.6878, "text": "I’ve gotten the scan line to finally work, its sorta complicated but it scans the line its on for any blocks and each individual block of the scan line is a specific row a notes for example all of the notes on 0x is middle C so the scan dot of the scanline on 0x checks if theres a block there and it doesn’t even need to know what note it is all it knows is all the notes there are a middle C so it plays a C my next thing to tackle is how to make it play chords as i said earlier the 65mhz CPU can only play a single tone at a time"}, {"post_id": 39567, "ts": "2026-08-02T16:55:46Z", "hours": 0.3503, "text": "a new sorta worse scrolling design but very simple"}, {"post_id": 39561, "ts": "2026-08-02T16:31:31Z", "hours": 1.0614, "text": "debugging ;("}, {"post_id": 39510, "ts": "2026-08-02T14:45:56Z", "hours": 0.3508, "text": "big problem i have no photos today but during testing on real hardware, the microbit can only make sound in one channel (monophonic) but i have a solution the gameboy by using fast arpeggios i can make it sound like its playing all 4 notes at once"}, {"post_id": 38565, "ts": "2026-08-01T01:24:41Z", "hours": 0.3425, "text": "Where did my cursor go? I added a system that when your cursor is over a note in the 5x5 screen that pixel flashes so it does not blend it with the others"}, {"post_id": 38548, "ts": "2026-08-01T00:52:27Z", "hours": 0.3292, "text": "Placing down notes - Just like in a real DAW! Ive come up with this code that allows the user to place down a note in the 5x5 grid square using the capacitive logo button on the microbit V2"}]...
|
Title: Microbit V2 DAW by @jimmywithagunforaeye | Title: Microbit V2 DAW by @jimmywithagunforaeye | Stardance
Devlogs:
Placing down notes - Just like in a real DAW! Ive come up with this code that allows the user to place down a note in the 5x5 grid square using the capacitive logo button on the microbit V2
Where did my cursor go? I added a system that when your cursor is over a note in the 5x5 screen that pixel flashes so it does not blend it with the others
big problem i have no photos today but during testing on real hardware, the microbit can only make sound in one channel (monophonic) but i have a solution the gameboy by using fast arpeggios i can make it sound like its playing all 4 notes at once
debugging ;(
a new sorta worse scrolling design but very simple
I’ve gotten the scan line to finally work, its sorta complicated but it scans the line its on for any blocks and each individual block of the scan line is a specific row a notes for example all of the notes on 0x is middle C so the scan dot of the scanline on 0x checks if theres a block there and it doesn’t even need to know what note it is all it knows is all the notes there are a middle C so it plays a C my next thing to tackle is how to make it play chords as i said earlier the 65mhz CPU can only play a single tone at a time
We are a little bit behind now: so I thought of using some AI to help me out on the note playing thing but what it actually did was give me faulty code that resulted in the software leaking memory, I have learned my lesson
Hello everybody, version 0.1.0 is out check it out here https://github.com/johnnywiththethinkpad/micromidi/releases/tag/v0.10
this small if script saved the entire project, why you might ask its because before when you clicked a or b not only it would move your cursor but would also call for a function and that function would delete sprites that didnt exist yet which resulted in a null error this checks if there is scrolling and then it would call upon the function
this code here allows you to remove notes
GIANT UPDATE 1.0 TOO MUCH TO LIST HERE https://github.com/johnnywiththethinkpad/micromidi/releases/tag/v1.0.0
trying to debug something that goes on only on real hardware but not the simulator
working on a new menu system that makes changing playing modes, saving your songs and tilt logic to bend the synthesizer frequencies or modulate note volumes in real-time just by physically tilting your board left, right, forward, or backward possible in the future
stiill working on the main menu sorta thing i put the code in blocks so its easier to visualize rather than text code
fixed a bug that had hairless midi giving out this error. When the microbit is playing the song in MIDIMODE it sends data way too fast for the microUSB cable to send so it comes out broken to solve this i added a timed delay that made sure every byte of data came through the cable clean. I also worked on the quick menu more
finished most of the menu thing so far still have yet to make the save and load feature
im just gonna keep postin devlogs in block code so that anybody with any knowledge can understand it: ive added this feature that when ur in midi mode it plays the preview note through your DAW or whatever u have connected instead of the internal speaker
still trying to debug the error with hairless midi
im trying to find a reliable way for the user to save their song, the microbitV2 im pretty sure has 512kb of flash memory but the only way that I know of right now to use it is via the datalog extension which doesnt allow for reading just writing to the flash you can read more about datalogging on https://makecode.microbit.org/reference/datalogger
im trying to make the save feature so far but it multiplies itself I dont know why
i have a new saving system that will allow me to use a combination of hard drive saving and code saving it will work via you saving it to the data log then you plug the microbit into your device then you read the code enter the code into the load feature and you have you song back
Ships:
I made micro:midi a DAW that allows you to use the micro: bit V2 like a real sequencer machine, you are able to place down notes remove notes and play your combination of notes all within this tiny device. You are also able to control other pieces of professional software like Helm and or FL studio making the possibilities with micro:midi endless. Showcase Video: https://www.youtube.com/watch?v=TixwEtPhud4...
|
1793339250.9404135
|
1793425650.9404135
|
|
7577
|
Sonora Music by @Samuel-Dingle | Stardance
|
Samuel-Dingle
|
1
|
15.0
|
112
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T01:34:20Z", "hours": 15.0, "multiplier": 7.41, "payout": 112, "blessing": "neutral", "text": "I built a macOS native music app called Sonora Music. It is designed to be a simple music player for local files. It uses Apple’s own AV Frameworks in order to be lightweight. The main thing I found challenging at the start was configuring all of the rust code to get actual audio playback. After some reading and a bit of help from AI, I was able to get a basic player, from which I scaled up with Shuffle, Repeat, a working playbar that supports scrubbing, and a queue system. To try out the project, just click the try project button and download the latest release from github. I have included 2 songs to test the app with!", "repo": "https://github.com/TheApparition1/Sonora-Music", "demo": "https://github.com/TheApparition1/Sonora-Music/releases"}]...
|
[{"post_id": 71504, "ts": "202 [{"post_id": 71504, "ts": "2026-09-20T23:07:40Z", "hours": 1.9058, "text": "Devlog 7 - Sonora Music I decided that with so little time left with Stardance, it wasn’t worth migrating to a new audio engine, especially with all the testing that would have to be done. I ended up deciding to just clean up the app, fix some small errors and making general fixes here and there. Here’s a short list of some bugs I fixed: Fixed a loud bang when spamming skip or closing the app with media playing The app being unable to select directories with only one file Broken UI theme selection Other than that, I’ve just spent time on rewording the readme and making the DMG background and App logo to prepare for shipping the app. Of course in typical developer logic, the build command just has to break, only for me to spend time debugging a missing image file."}, {"post_id": 52821, "ts": "2026-08-23T05:24:42Z", "hours": 2.95, "text": "Devlog 6 - Sonora Music So I left this project alone for a while to focus on other things, but i’m back! I ended up fixing a few bugs here and there, and removing 2 themes I thought didn’t look great. I also added a fallback for that, so if you were using Sonora with that theme, and updated, your app won’t break. I fixed a few memory leaks, mostly because I fell victim to a bunch of them while writing code and testing things. From what I can tell, it was because AVAudioPlayer wasn’t properly releasing itself. This meant that more instances accumulated over time, eating up more RAM and CPU. I also did some visual polishing, by cleaning up unnecessary icons I added, and also just making the UI more refined. I pinned the playbar and controls to the bottom of the screen so that you can always see the controls, and fixed the broken color swatches for the themes so you can see what you are applying. I’m getting close to being ready to ship this project, all I really have left to do is to decide if migrating to AVAudioEngine is worth it as it is an extremely intensive task, and will require lots of tedious work and debugging. The other thing I’ll consider is writing a windows build in Symphonia or some other thing so that this can be cross platform. The main reason I am migrating is so that I can have more refined control of the signal chain and DSP (The chain that your audio passes through and how it is modified, say for an EQ). AVAudioPlayer is designed to just play audio easily, where I want more control and be able to implement the ability to add EQ down the line to further enhance the experience. Hopefully the migration goes well, and I should be able to ship in the next week or two."}, {"post_id": 22506, "ts": "2026-07-05T00:38:03Z", "hours": 4.9175, "text": "Sonora Music – Pain Edition After a week of absolute debugging hell, I finally located and fixed an issue that prevented audio from playing entirely. That took up most of my week, and I also forgot to reinstall Wakatime after I reset my laptop and lost 2-3 hrs there :( While I was at it, I also added Shuffle and Repeat functionality, making the player a bit nicer to use. I’m currently experimenting with a few UI prototypes because I’d really like to add proper playlist creation and management in the future. In terms of releases, I uploaded the first version to GitHub, then realised I built my backup one that didn’t have shuffle and repeat, or the customisation. After uploading the correct build, my next steps are just to update the Sonora Website (another Stardance project ofc) Here’s what I want to tackle next: Migrate the audio system to AVAudioEngine so I can implement more advanced audio features. Add a 3-band EQ (This is why I need to migrate over to AVAudioEngine, as my current AVF Framework doesn’t have support for these types of things or DSP in general). Implement a proper library and playlist view. Create a few custom themes which are similar to the current palette. Add a dedicated Settings page for things like themes, EQ controls, and other app parameters to keep the main UI less cluttered. Overall, this update was mostly focused on bug fixes and polishing. Aside from the features above, I also designed a custom application logo and branded the DMG installer with a custom Sonora Music background, replacing the plain white installer window with something that actually matches the application’s style. Hopefully, the next devlog is a little less about debugging and a little more about adding new features. Maybe? Please???"}, {"post_id": 12851, "ts": "2026-06-21T01:30:51Z", "hours": 1.2872, "text": "I was able to add a working play bar to the app and got the controls to work so that you are now able to skip forward and back songs. I now want to remove that scroll bar on the side and pin the play controls to the bottom of the screen."}, {"post_id": 12428, "ts": "2026-06-20T08:53:34Z", "hours": 0.7778, "text": "So I decided to pivot the whole application to be macOS native by using AVFoundation for Audio. I had too many issues with rodio which is used with rust. While this means it is only for macOS users, it does mean that I can focus on creating for only one OS, and I can develop easier and better. After implementing AVFoundation I am able to select a song using the UI I developed earlier, and then play the song. The next step is to add player controls and a time bar, and work on adding a shuffle feature."}, {"post_id": 12396, "ts": "2026-06-20T07:11:11Z", "hours": 0.4494, "text": "I added logic to select a folder for music and have it list the songs in the folder! I’m now going to add the ability to play music back"}, {"post_id": 11065, "ts": "2026-06-18T03:15:52Z", "hours": 2.8081, "text": "I added the main UI as a mockup. This is only the first page, the player window. Eventually I will add a few more pages and only after will I write the logic to play music."}]...
|
Title: Sonora Music by @Samuel-Dingle | Stardance
Title: Sonora Music by @Samuel-Dingle | Stardance
Devlogs:
I added the main UI as a mockup. This is only the first page, the player window. Eventually I will add a few more pages and only after will I write the logic to play music.
I added logic to select a folder for music and have it list the songs in the folder! I’m now going to add the ability to play music back
So I decided to pivot the whole application to be macOS native by using AVFoundation for Audio. I had too many issues with rodio which is used with rust. While this means it is only for macOS users, it does mean that I can focus on creating for only one OS, and I can develop easier and better. After implementing AVFoundation I am able to select a song using the UI I developed earlier, and then play the song. The next step is to add player controls and a time bar, and work on adding a shuffle feature.
I was able to add a working play bar to the app and got the controls to work so that you are now able to skip forward and back songs. I now want to remove that scroll bar on the side and pin the play controls to the bottom of the screen.
Sonora Music – Pain Edition After a week of absolute debugging hell, I finally located and fixed an issue that prevented audio from playing entirely. That took up most of my week, and I also forgot to reinstall Wakatime after I reset my laptop and lost 2-3 hrs there :( While I was at it, I also added Shuffle and Repeat functionality, making the player a bit nicer to use. I’m currently experimenting with a few UI prototypes because I’d really like to add proper playlist creation and management in the future. In terms of releases, I uploaded the first version to GitHub, then realised I built my backup one that didn’t have shuffle and repeat, or the customisation. After uploading the correct build, my next steps are just to update the Sonora Website (another Stardance project ofc) Here’s what I want to tackle next: Migrate the audio system to AVAudioEngine so I can implement more advanced audio features. Add a 3-band EQ (This is why I need to migrate over to AVAudioEngine, as my current AVF Framework doesn’t have support for these types of things or DSP in general). Implement a proper library and playlist view. Create a few custom themes which are similar to the current palette. Add a dedicated Settings page for things like themes, EQ controls, and other app parameters to keep the main UI less cluttered. Overall, this update was mostly focused on bug fixes and polishing. Aside from the features above, I also designed a custom application logo and branded the DMG installer with a custom Sonora Music background, replacing the plain white installer window with something that actually matches the application’s style. Hopefully, the next devlog is a little less about debugging and a little more about adding new features. Maybe? Please???
Devlog 6 - Sonora Music So I left this project alone for a while to focus on other things, but i’m back! I ended up fixing a few bugs here and there, and removing 2 themes I thought didn’t look great. I also added a fallback for that, so if you were using Sonora with that theme, and updated, your app won’t break. I fixed a few memory leaks, mostly because I fell victim to a bunch of them while writing code and testing things. From what I can tell, it was because AVAudioPlayer wasn’t properly releasing itself. This meant that more instances accumulated over time, eating up more RAM and CPU. I also did some visual polishing, by cleaning up unnecessary icons I added, and also just making the UI more refined. I pinned the playbar and controls to the bottom of the screen so that you can always see the controls, and fixed the broken color swatches for the themes so you can see what you are applying. I’m getting close to being ready to ship this project, all I really have left to do is to decide if migrating to AVAudioEngine is worth it as it is an extremely intensive task, and will require lots of tedious work and debugging. The other thing I’ll consider is writing a windows build in Symphonia or some other thing so that this can be cross platform. The main reason I am migrating is so that I can have more refined control of the signal chain and DSP (The chain that your audio passes through and how it is modified, say for an EQ). AVAudioPlayer is designed to just play audio easily, where I want more control and be able to implement the ability to add EQ down the line to further enhance the experience. Hopefully the migration goes well, and I should be able to ship in the next week or two.
Devlog 7 - Sonora Music I decided that with so little time left with Stardance, it wasn’t worth migrating to a new audio engine, especially with all the testing that would have to be done. I ended up deciding to just clean up the app, fix some small errors and making general fixes here and there. Here’s a short list of some bugs I fixed: Fixed a loud bang when spamming skip or closing the app with media playing The app being unable to select directories with only one file Broken UI theme selection Other than that, I’ve just spent time on rewording the readme and making the DMG background and App logo to prepare for shipping the app. Of course in typical developer logic, the build command just has to break, only for me to spend time debugging a missing image file.
Ships:
I built a macOS native music app called Sonora Music. It is designed to be a simple music player for local files. It uses Apple’s own AV Frameworks in order to be lightweight. The main thing I found challenging at the start was configuring all of the rust code to get actual audio playback. After some reading and a bit of help from AI, I was able to get a basic player, from which I scaled up with Shuffle, Repeat, a working playbar that supports scrubbing, and a queue system. To try out the project, just click the try project button and download the latest release from github. I have included 2 songs to test the app with!...
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1793339254.2654974
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1793425654.2654974
|
|
36314
|
SSW by @AAAALEEEEX | Stardance
|
AAAALEEEEX
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T03:00:52Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I really loved making this basic website, it was fun to decorate, I struggled a lot making the javascript but when I learned how (after long hours) it was funnier, i’m very happy because i made it really pretty and comfy to see, its clear at least at pc display and that, fun", "repo": "https://github.com/ALEXXXnh/my-websitethe-tutorial-i-ignored", "demo": "https://alexxxnh.github.io/my-websitethe-tutorial-i-ignored/"}]...
|
[{"post_id": 29967, "ts": "202 [{"post_id": 29967, "ts": "2026-07-17T05:46:15Z", "hours": 14.4897, "text": "I made my project decorations"}]...
|
Title: SSW by @AAAALEEEEX | Stardance
Devlogs:
I Title: SSW by @AAAALEEEEX | Stardance
Devlogs:
I made my project decorations
Ships:
I really loved making this basic website, it was fun to decorate, I struggled a lot making the javascript but when I learned how (after long hours) it was funnier, i’m very happy because i made it really pretty and comfy to see, its clear at least at pc display and that, fun...
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1793339259.040972
|
1793425659.040972
|
|
47412
|
AmateurPad by @amateur_tech_guy | Stardance
|
amateur_tech_guy
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T17:18:51Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "AmateurPad This is a 3x3 Hackpad that has a lot of necessary shortcuts, it is a custom macropad powered by a Seed Xiao RP2040 microcontroller and QMK Firmware allowing it to be fully customizable and compact, it also helps you adjust the volume at night without looking for the volume up and volume down button with its rotary encoder! The hardest part of it was the CAD as it was my first time making a CAD and connecting the components in the PCB it was HELLL but fortunately I did it!!", "repo": "https://github.com/amateurtechguy/AmateurPad", "demo": ""}]...
|
[{"post_id": 77102, "ts": "202 [{"post_id": 77102, "ts": "2026-10-05T17:14:44Z", "hours": 0.8833, "text": "Just finished building my hackpad!! Let’s gooo!!"}, {"post_id": 50731, "ts": "2026-08-20T02:27:25Z", "hours": 1.2386, "text": "Devlog #11: The firmware guide was surprisingly easy, the only reason I took so long on it was because of the compiling wait time and the setup was taking long anyways im done for now all i need to do is flash it!!"}, {"post_id": 50530, "ts": "2026-08-19T18:31:45Z", "hours": 2.9061, "text": "devlog #10: guess who finally finished his design LETS GOOOOOOOOOOO now all that’s left for me to do is to code the firmware and i’ll be done with this but ill try completing it tonight cause ive been on this project for about a week now and it irritated me ill be honest i tried making a red and black combo for the keycaps but they just wouldnt change colors so ill just let it be cause ive been at it for way too long imo"}, {"post_id": 50040, "ts": "2026-08-19T02:12:50Z", "hours": 2.1881, "text": "devlog #9: I FINALLY FOUND THE COMPONENTS, no one realizes how hard they were to find holy….but anyways I added the components’ footprints and now my PCB looks better, less dry. And then I imported the PCB onto fusion360 so I can add it to my case!!:D almost gave up cause ive been at this for 30 hours literally but I realized i’ve spent too much time on this to just “Give up” so here I am still going"}, {"post_id": 49866, "ts": "2026-08-18T20:20:01Z", "hours": 3.6422, "text": "devlog #8:Im having trouble setting up the firmware can anyone offer some tips?"}, {"post_id": 49125, "ts": "2026-08-17T19:17:12Z", "hours": 3.7767, "text": "devlog #7: today i added the top plate and connected the two screw holes together, all thats left is to add a USB port and design it however i like and then ill move on to the final step, the firmware!"}, {"post_id": 48430, "ts": "2026-08-16T19:36:19Z", "hours": 4.1208, "text": "devlog #6: alright guys today i made some good progress that im REALLY proud of, i finally understand how the PCBs work and stuff now my PCB has 0 errors and my I also understood how matrix works so i made it 3x3 again and started a bit on the 3D design im so happy guys:D"}, {"post_id": 47654, "ts": "2026-08-15T18:10:05Z", "hours": 2.4, "text": "devlog #5: so i ended up redesigning my schematic cause i started getting confused, but after some thorough research I ended up designing the PCB as a 3 key macropad, 4 if you include the rotary encoder cause im still a beginner and i got way too ahead of myself when i thought i couldve done a 3x3 macropad. anyways i finally finished with the design now my next step is to design a case!"}, {"post_id": 47026, "ts": "2026-08-14T16:52:42Z", "hours": 0.5836, "text": "devlog #4: this is what im working with so far, not the best but eh im not good at this kind of stuff I just copied someone’s design in hopes of understanding what the hell im making but i might redesign it and make it simpler"}, {"post_id": 46929, "ts": "2026-08-14T14:23:10Z", "hours": 8.5844, "text": "devlog #3: Imo making a pcb and a schematic as a first timer is hell, I took inspo from someone cause the guide only showed 3 switches and no rotary switch whatsoever, anyways this is what i have for now,might change it sometime soon"}, {"post_id": 46615, "ts": "2026-08-13T23:52:36Z", "hours": 2.25, "text": "devlog #2: not much intel today, i finally downloaded the symbol library file and the footprint ones aswell so that gave me access to the module, anyways i finished drawing the schematic for now after I wake up ill start on the pcb and then brainstorm a design for it!"}, {"post_id": 46422, "ts": "2026-08-13T16:45:45Z", "hours": 2.2333, "text": "devlog #1: I can tell this is going to be a long project, I learned more about hackpads today and stuff like that for Kicad on youtube and normally people’s first steps would be to start making the PCBs but I’m struggling with the extra symbol libraries, that’s all for this devlog. See you all on the next one!!"}]...
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Title: AmateurPad by @amateur_tech_guy | Stardance Title: AmateurPad by @amateur_tech_guy | Stardance
Devlogs:
devlog #1: I can tell this is going to be a long project, I learned more about hackpads today and stuff like that for Kicad on youtube and normally people’s first steps would be to start making the PCBs but I’m struggling with the extra symbol libraries, that’s all for this devlog. See you all on the next one!!
devlog #2: not much intel today, i finally downloaded the symbol library file and the footprint ones aswell so that gave me access to the module, anyways i finished drawing the schematic for now after I wake up ill start on the pcb and then brainstorm a design for it!
devlog #3: Imo making a pcb and a schematic as a first timer is hell, I took inspo from someone cause the guide only showed 3 switches and no rotary switch whatsoever, anyways this is what i have for now,might change it sometime soon
devlog #4: this is what im working with so far, not the best but eh im not good at this kind of stuff I just copied someone’s design in hopes of understanding what the hell im making but i might redesign it and make it simpler
devlog #5: so i ended up redesigning my schematic cause i started getting confused, but after some thorough research I ended up designing the PCB as a 3 key macropad, 4 if you include the rotary encoder cause im still a beginner and i got way too ahead of myself when i thought i couldve done a 3x3 macropad. anyways i finally finished with the design now my next step is to design a case!
devlog #6: alright guys today i made some good progress that im REALLY proud of, i finally understand how the PCBs work and stuff now my PCB has 0 errors and my I also understood how matrix works so i made it 3x3 again and started a bit on the 3D design im so happy guys:D
devlog #7: today i added the top plate and connected the two screw holes together, all thats left is to add a USB port and design it however i like and then ill move on to the final step, the firmware!
devlog #8:Im having trouble setting up the firmware can anyone offer some tips?
devlog #9: I FINALLY FOUND THE COMPONENTS, no one realizes how hard they were to find holy….but anyways I added the components’ footprints and now my PCB looks better, less dry. And then I imported the PCB onto fusion360 so I can add it to my case!!:D almost gave up cause ive been at this for 30 hours literally but I realized i’ve spent too much time on this to just “Give up” so here I am still going
devlog #10: guess who finally finished his design LETS GOOOOOOOOOOO now all that’s left for me to do is to code the firmware and i’ll be done with this but ill try completing it tonight cause ive been on this project for about a week now and it irritated me ill be honest i tried making a red and black combo for the keycaps but they just wouldnt change colors so ill just let it be cause ive been at it for way too long imo
Devlog #11: The firmware guide was surprisingly easy, the only reason I took so long on it was because of the compiling wait time and the setup was taking long anyways im done for now all i need to do is flash it!!
Just finished building my hackpad!! Let’s gooo!!
Ships:
AmateurPad This is a 3x3 Hackpad that has a lot of necessary shortcuts, it is a custom macropad powered by a Seed Xiao RP2040 microcontroller and QMK Firmware allowing it to be fully customizable and compact, it also helps you adjust the volume at night without looking for the volume up and volume down button with its rotary encoder! The hardest part of it was the CAD as it was my first time making a CAD and connecting the components in the PCB it was HELLL but fortunately I did it!!...
|
1793339265.5810404
|
1793425665.5810404
|
|
47423
|
DUNGEON ESCAPE (SHOWCASE) by @aaradhyarya_srivasta DUNGEON ESCAPE (SHOWCASE) by @aaradhyarya_srivastava | Stardance...
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aaradhyarya_srivastava
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T13:09:51Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey Everyone! Dungeon Escape is a sort of showcase project made to showcase a cool dungeon but, more importantly, a gameplay system I’m working on for a rough game I have in mind The movement system is a mix between found footage and smooth horror games like PT (Which it is inspired by) The showcase is done with the help of a cool dungeon map :D If you are interested, please do check it out :3 NOTE: You need a relatively stronger PC since the game is not optimised yet :( Or you can check out the linked YouTube video https://www.youtube.com/watch?v=2ED_53Zj5m8", "repo": "https://github.com/lemonzwastaken/DungeonEscape", "demo": "https://lemonglemongg.itch.io/dungeon-escape-showcase"}]...
|
[{"post_id": 73572, "ts": "202 [{"post_id": 73572, "ts": "2026-09-25T12:41:24Z", "hours": 1.1061, "text": "Finished the showcase :D. I basically worked on the map a little, give some sense of exploration. Besides that I made changes to the player camera by adding a camera boom that gives a sort of smoothness to the camera instead of making it too snappy. On top of that I also made a flashlight for the darker portions of the game I also packaged the project and am now shipping it to itch.io"}, {"post_id": 73123, "ts": "2026-09-24T13:14:46Z", "hours": 1.4281, "text": "Worked on improving the player camera feel for the game. Added a more VHS ish square camera which also feels a bit more cinematic and mostly improved player movement in game like adding bobbing etc. Although quite a bit of this was done using Blueprints as player control is easier done on blueprints"}, {"post_id": 66849, "ts": "2026-09-12T19:32:33Z", "hours": 9.4644, "text": "Since im migrating this project from another YSWS I was unable to post devlogs however up until now ive worked on an inventory system as well as lock and key system that works like a charm. It is showcased in the video below. I also worked on a pressure plate system. I decide to expand upon this game much more in the coming future but for now this is all I have"}]...
|
Title: DUNGEON ESCAPE (SHOWCASE) by @aaradhyarya_s Title: DUNGEON ESCAPE (SHOWCASE) by @aaradhyarya_srivastava | Stardance
Devlogs:
Since im migrating this project from another YSWS I was unable to post devlogs however up until now ive worked on an inventory system as well as lock and key system that works like a charm. It is showcased in the video below. I also worked on a pressure plate system. I decide to expand upon this game much more in the coming future but for now this is all I have
Worked on improving the player camera feel for the game. Added a more VHS ish square camera which also feels a bit more cinematic and mostly improved player movement in game like adding bobbing etc. Although quite a bit of this was done using Blueprints as player control is easier done on blueprints
Finished the showcase :D. I basically worked on the map a little, give some sense of exploration. Besides that I made changes to the player camera by adding a camera boom that gives a sort of smoothness to the camera instead of making it too snappy. On top of that I also made a flashlight for the darker portions of the game I also packaged the project and am now shipping it to itch.io
Ships:
Hey Everyone! Dungeon Escape is a sort of showcase project made to showcase a cool dungeon but, more importantly, a gameplay system I’m working on for a rough game I have in mind The movement system is a mix between found footage and smooth horror games like PT (Which it is inspired by) The showcase is done with the help of a cool dungeon map :D If you are interested, please do check it out :3 NOTE: You need a relatively stronger PC since the game is not optimised yet :( Or you can check out the linked YouTube video https://www.youtube.com/watch?v=2ED_53Zj5m8...
|
1793339269.6879358
|
1793425669.6879358
|
|
47431
|
the LAST SIGNAL by @Makkonen | Stardance
|
Makkonen
|
1
|
82.0
|
1366
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T09:50:10Z", "hours": 82.0, "multiplier": 16.6, "payout": 1366, "blessing": "neutral", "text": "How to play Go to my itch.io page (the demo link) and download the game, extract the .zip file and launch the file called LAST SIGNAL.EXE If you are on another OS than windows Just go to the GitHub readme and there will be an link to my unity play page. MY CUSTOM SHADER DOESNT WORK IN THE BROWSER SO PLEASE TEST THE ACTUAL VERSION IF YOU CAN! What did i make? I made an horror game in unity from scratch with the following made by me: All of the 3D models All of the scripts Whole storyline Majority of the music All of the scripts What is it about? LASTSIGNAL follows an story of an random guy finding himself inside weird rooms, later he realizes that this is an simulation and he has to find his way out, in the game the objective shifts from just finding an way out, to destroying the simulation and freeing everybody in there. How did i make it? I made the 3D models in blockbench, made scripts in VS code using C# and made the storyline in my head :D Controls In the game you will use your mouse to look around and WASD to move, you can interact with objects by looking at them and pressing E. In the end of the game in the parkour sections you will have to use SHIFT to sprint and SPACE to jump. Secrets and easter eggs I have made paper files all around the game telling the stories of other people in the simulation, i also made easter eggs hinting at stardance and my other projects. Minigames LASTSIGNAL has many minigames like hacking, password remembering and submitting codes.", "repo": "https://github.com/MakkonenHugo/LASTSIGNAL", "demo": "https://hugo-virtanen.itch.io/lastsignal"}]...
|
[{"post_id": 66471, "ts": "202 [{"post_id": 66471, "ts": "2026-09-12T09:49:21Z", "hours": 0.8703, "text": "Last changes before shipping Itch.io and unity play I have made an working itch.io page and an unity play page Small changes I have made small changes all around the game, like in level 2 i added an fade transition when leaving I also made changes to the first room with better dialogue and more interactable stuff. Bug fixes I fixed bugs like in the first parkour section where the teleport back up wasnt working, or when some sounds didnt work in some levels So this is my LAST DEVLOG (pun intended) and thanks to everyone who has been liking my devlogs and stuff!"}, {"post_id": 66048, "ts": "2026-09-11T16:40:58Z", "hours": 8.6517, "text": "Improvements! Sounds Now every time dialogue shows up, an small keyboard soundeffect is played with every character, i think it improves the game alot! Now some objects have interaction sounds, for example, when listening to the radio, you will hear the radios startup beep. Every level has either ambiance sounds or music of some kind! New physical stuff Now, every level has new stuff to interact with or just for show, like: wires, coffee cups, vents, pencils, trash cans! I have also positioned some stuff better, for example in level 2, jeff is now more away from the radio, but still looking at it! Easter eggs and stuff to find I have added “documents” and “logs” about previous subjects all around the game, for example in level 2 there now is an table with some guy called Gary’s note. In level 4 there is an hint to LuckyOS in an paper stack, and in Level 9, you can find an laptop that has an reference to StarDance! Ending changes I made small improvements to the ending scene, like how the fire is and how Jeff appears sometimes. I also now have completely finished the first and second parkour sections!"}, {"post_id": 64923, "ts": "2026-09-09T17:20:23Z", "hours": 8.1214, "text": "Ending! Parkour After level 9 you will get to have some “fun”… Its an PARKOUR SECTION! Actually two of them, in the first one you have to jump to different platforms while an REALLY good breakcore track plays and alarms are yelling, i also added alarm lights so it sets the vibe. In the second section you will have to just run straight and avoid obstacles in the way. Ending In the end you will go into the main server room and open up an… OPERATING SYSTEM! It has currently one app only but i might make it better (or worse). In the OS you will click on an Simulation Manager icon, and it opens an app, where you DELETE the whole simulation. But you realise IT ISNT ENOUGH! So you do the only logical thing… BURN THE WHOLE PLACE DOWN! So after you delete the simulation, you interact with anything in the room (exept the pc) and the scene fades to an burning server room with the pc setup completely in pieces, and even Jeff kinda flickers in the room from time to time! Bad ending So now in level 8 you have another portal, the stay portal! Its only an model right now but i will make it so it will lead to an bad ending. You gettng turned into… JEFF 2! (get it cuz you are Jeff too, but also the second jeff so jeff2) Intro or startup! I added an small animation when you start the game, it first shows my studios logo, and then it does this typewriter effect with. “LASTSIGNAL” “Finding signal…” “SIgnal lost” and then an glitch effect! The whole thing is packed with soundeffects too so it feels nice!"}, {"post_id": 64080, "ts": "2026-09-08T07:21:49Z", "hours": 8.1936, "text": "New levels and effects! Level 7, the CHASE I really dont want to be the guy to spoil anything, but i kinda have to. Level 7 will be an ACTION filled level, it will be really short, around 1 minute, but it will be fun! In the level you will have this GIANT hallway in front of you with GIANT furniture, and then an small table and radio infront of you! When you listen to the radio it will say: “ITS A TRAP! RUN!” And then chase music that I MADE will start playing, and your camera will start to shake violently, your mouse gets locked to an few degrees and these red messages will start showing saying “RUN” “IT’S BEHIND YOU” and so on, right now its so if you dont get out of the level in an generous 50 seconds, the level restarts, no “you died” nothing, just an do it again. Level 8 Level 8 will feature an big gray room, with nothing than an radio, when you listen to the radio the lights dim and your mouse gets locked, music starts playing and the radio starts speaking, this dialouge contains TOO MUCH spoilers, so i will not put it in this devlog, after that you will turn around and walk into an EXIT portal, you get sent straight THROUGH the floor, your vision will pixelate to 16 and 9 pixels (REALLY PIXELATED) and you will get teleported to… the real world! Level 9, the real world In level 9 the first thing you will realize is that this is an office, there are many office desks with computers on them, in the real world there is NO PIXELATION! You will realize that the door is LOCKED! With an same kind of lock than in level 4, but now there aren’t just papers on the ground… There are THE PC’s! You will need to check them for vulnerabilities and HACK them for the door code! (in this level there even is an STARDANCE easter egg :D) Small stuff Password minigame I added an password remembering game to lvl 6! In there the game you will have to look at passwords, remember them, and type them! Right now it serves no purpose but idk i might make it have something after completeon! Minigame visual upgrade! Some people might remember my other project, the hacking panel, so i made the matrix rain feature from there to LASTSIGNAL! Now everytime you are in an minigame, there will be green glowing text in the background!"}, {"post_id": 62911, "ts": "2026-09-06T13:28:14Z", "hours": 9.3292, "text": "New levels! Storyline impact Level 5 will be kind of an “filler level”, it introduses the player to the new objective of the game, destroying the signal world! Thats right, the games objective has switched from just getting out, to putting an stop to this! MASSIVE graphics update! I made an custom shader, to make the game PIXELATED! I know, “so many games are pixelated do something of your own” IM NOT GOOD WITH MODELING, OK!? My models are pretty bad and i dont want it to be the downfall of my game. But thats not really the reason, the reason is, that when an game is pixelated, it looks good if done right, and also when the graphics are bad, the players have to use their imagination, and THAT is the true reason, i want the players to imagine, to theorise what is going on and how everything looks. I also made an crosshair, because my very nice and good playtester @silvonik left some REALLY GOOD feedback and gave me the idea to make an crosshair! Thank you silvonik :D Level 5 In level 5, you spawn into an two section room, in the first section there will be an laptop and the radio, the radio has some interesting dialogue that tells you how to HACK THE SYSTEM until the message cuts off, and another voice comes trough telling you the message cannot be played, the hacking minigame is this pause at the right time type of game, i added some… “interesting” log messages to the screens right, “hugoAPT” comes from “sudoAPT” but sudo is LITERALLY JUST MY NAME. In the second section, theres an actual pc and an monitor, where by pressing E you can actually watch cameras from the levels you have survived. Level 6 THATS RIGHT! Level 6 is already in developement and it will feature… FLICKERING LIGHTS, who doesnt love those? AN HALLUSINATION, of Jeff… You havent seen him in some time? NORMAL MUSIC THAT BECOMES DISTORTED, thats one way to make ambiance… SELF SLAMMING DOORS, wow so spooky! DISTANT SOUNDS, are they there or are you going crazy? MOVING OBJECTS, level 2’s chair is proud! The level itself is just an box and an hallway, lets just say that the hallway leads to some prettyyyy… “Intensive” stuff… MORE SETTINGS! I realized that the settings was looking an little thin… so i got into work and i made more. Headbob toggle, some people might get nauseous or feel discomfort if the camera is shaking all over the place, so you can now toggle it! Crosshair, i added an toggle to the crosshair, because it could ruin the immersion for some people. Sensitivity, this one is kind of self explanatory, every game needs an sensitivity slider."}, {"post_id": 61000, "ts": "2026-09-03T18:13:08Z", "hours": 8.1131, "text": "AHH EVERYTHING IS BREAKING! Bug fixing Soo it has not been rly “sunshines and rainbows” developing LASTSIGNAL so ive spent an long time fixing bugs, here are an few i have fixed: Camera glitching when spawning, radio not working, objects not vanishing, objects not spawning, interacion breaking COMPLETELY, TWO “press E to interact” prompts, “press E to interact” flashing, interaction detector NOT SEEING THE OBJECTS, after interacting some objects you cant do anything anymore. Level 4 developement So now the good stuff, Level 4 is mostly done! (yay) Ill still polish it an little bit but its in good shape! Level 4 is an GIANT in terms of the LORE, it features the radio not working as normal… it wont open the door because the door has an CODE LOCK! You will have to look at manu pieces of paper to find the code and put the code into the number pad next to the door to get out. This levels background music is activated when interacting with an laptop, the laptop has been live streaming for infinite hours? its really clear time works differently here… (go crazy with the theories) The level tells about “subjects” and that there have been many befor you here… Or have there!? Is this just all mind games? Are you actually just sleeping?(ill answer this one: no you are not sleeping it would be so boring if you were) Level 3 changes I have changed the radio messages to imply more of that sweet LORE. The radio goes along the lines of “Do you know that Jeff guy? Hes weird, but hes been here more than you have, more than anyone has, i cant say too much now… Somebody is ALWAYS LISTENING” Wow so lore :O ! Small stuff I have updated the lvl 1 dialogue to again, make more LOREEEEE! And i also added some more credits to the main menu! Nothing much this time!"}, {"post_id": 59087, "ts": "2026-08-31T18:21:29Z", "hours": 5.6414, "text": "Small changes and level 4 development Level 1 update In the last devlog, i promised an level 1 update, so that is what i made, first i modeled an office desk, drawers, and stacks of paper, i put them on the empty side of the room. after that i created two scripts (similar to the chair event) First is an script that makes an object/objects vanish when you are not looking (after listening to dialogue) And the other one does the complete OPPOSITE, it makes an object/objects appear when you are not looking, (you guessed it, after listening to dialogue) So now, when you inspect the office desk, an paper stack appears in front of the door, the paper tells you to look at the desk again, but when you turn around the desk is gone, and when you look back at the paper, its NOT THERE! Level transition rework Before, you just walked into an trigger and it teleported you into the next level, now it does just that but with an cool ANIMATION (so cool) So now loading to the next level, you will have an fade in and out animation! Level 4 Im happy to say, level 4 IS IN DEVELOPEMENT! (hooray, took me long enough) Level 4 is going to be an studio room that gets the player REALLY thinking what is going on… But if that gets you thinking, just WAIT WHAT LEVEL 5 IS GOING TO BE! Plans for the future In the next devlog i think i will add more settings and make the main menu better, maybe ill even add some cheat codes or something in the README… AS ALWAYS STAY TUNED FOR FUTURE STUFF!"}, {"post_id": 58063, "ts": "2026-08-30T12:33:06Z", "hours": 5.5022, "text": "(major) Third level update! Lights out update First off, i updated the lights out mechanic, so now it isnt as snappy and is pretty smooth, the table is where it was before and everything looks nice :D New trigger! Now after the lights go out, you walk to the the door, where its still locked, so you have to go back, but at the door you just walked through an invisible trigger that spawned the radio and an mysterious object…(an sign) when you walk to the other side of the hallway, you see an sign, the sign says “why do you want to leave?” Hmm, who could have put that there… and when you interact with the radio and turn around, THE SIGN IS GONE :O More mysterious stuff After interacting with the radio, you will see more stuff that was not there in the beginning, an cardboard box, and an MICROWAVE? (sorry i ran out of ideas) Just kidding, i chose those two because they are random and get the player to question what is happening, and also to indicate, the mc doesnt feel hunger or thirst, so maybe this is all an dream? Maybe none of this is real? STAY TUNED TO FIND OUT! Lvl 1 styling Im also working on making the first level better, i already modeled an desk and drawers for it so stay tuned… Bug fixes! Yes so game developing isnt all sunshine and rainbows because of THE BUGS! Today i fixed an bug where the camera would randomly just tweak out and move on its own, and i also fixed an bug with the interaction detector where the text would just start flashing REALLY fast and it REALLY got on my nerves but they are fixed now!"}, {"post_id": 57335, "ts": "2026-08-29T13:36:10Z", "hours": 8.1325, "text": "BIG changes and lvl3 test version Changes to looking around For an long time i was trying to make an little change how looking around feels, by making the look speed accelerate and decelerate when moving the mouse, but that made an very big problem, the camera would just snap around when looking at an interractable object, so i tried to fix it numerous times but with no luck, but FINALLY after 2 days of bug fixing i finally got it to work and the game feels smooth to play! Camera overlay Now, because of the looking around effect(idk what to call it sry :D ) looking around feels kind of heavy, so i thought that it could be that the mc would be holding an camera! So thats what i did, the camera has an battery indicator and then the cool part, the time recorded is ACTUALLY the time the scene has been loaded! Level 3 Level 3 now has an event called lights out event, “what does it do?” well when you are close to the door, suddenly the lights go out and when they come back, the door is suddenly farther away. It works using an empty game object that i put my script in and made it an trigger, when the lights are out you get teleported to an different hallway that is identical to the first one exept its bigger, so it creates the illusion that the hallway has stretched."}, {"post_id": 55102, "ts": "2026-08-26T15:39:45Z", "hours": 5.5144, "text": "This is another big devlog First off, i added an pausemenu where right now you can only exit the game, resume, and adjust your settings. The “settings” is only the games volume right now but there will be more once i just think about what… Another big thing is the main menu I added an mainmenu that shows up when you start the game where you can “continue” (right now just start from lvl 1 bc the game has no checkpoints but i will add them later) tweak the settings, quit the game and wiew the credits, there currently is no settings or credits but i will add them an little bit later. The design for the settings and menu Both the settings and mainmenu have this starry live wallpaper feel and if you look closely, you might see an shootting star… I also added an glitch hover effect to the buttons because it fits the weird theme of the game. (every buttons effect is different) And i also started working on lvl3 its an hallway that doesnt behave like an normal hallway… But there really isnt much there so you will hear more about lvl3 in the next devlog :O (i also just now discovered headings so thats nice)"}, {"post_id": 53224, "ts": "2026-08-23T17:45:03Z", "hours": 3.3136, "text": "Alright, things just got interesting… First off i added an walking sound effect so now when you are walking in lvl2 you will be rustling the grass below you, and it also depends what sound it is on what surface you are walking on (GTA 6 has some competition am i right) And then i spent TOO LONG on making this headbob feature so now when you are walking your head will bounce up and down! And then i added this weird chair that moves after you inspect it and look away! And i made some bug fixes like how the interaction box was too small for some reason and also i made some little changes like wich way the door opens and stuff. :O"}, {"post_id": 51628, "ts": "2026-08-21T12:28:14Z", "hours": 6.0508, "text": "Alright this is an pretty big devlog. Well first, i added an door opening feature, where after the radio event, you can interract with the door and open it! I also made some small bug fixes like the camera snapping into somewhere else when you tried to interract. And now is the interesting part, i made an second levelm, but first, how do you get into the second level? Well after opening the door in lvl 1 you jump into the void and pass 3 triggers, first one plays an swoosh sound effect, second puts an picture where i drew LASTSIGNAL, and the third teleports you to the second room. Now, the second room is not an room at all, it is an grassy field with an bed in the middle, an house, and ofc Jeff and the radio, the gameplay is: spawn, look around, inspect stuff, find Jeff and the radio, get scared bc of jeff(probably just me), listen to what the radio has to say(actual lore now), open the door and get out of there. The level is focused around dreamcore and liminal spaces so it ofc has some lil creepy but calming music too!"}, {"post_id": 47959, "ts": "2026-08-16T07:29:31Z", "hours": 1.2506, "text": "so we now got alot of stuff so first i remodeled jeff and made him tall so now hes kinda scary, and going with the scary theme i also made the room pretty dark and added some fog, i put an light source on the table so players wouldnt have problems using the radio. The first room is purposelly small not much to do but now im making the second room/level, im thinking ill make it this low poly grass field kinda like an liminal space or something.AND i also added an ambiance soundtrack that (sadly) isnt self made but if i find some good free software i will make everything myself"}, {"post_id": 47334, "ts": "2026-08-15T06:45:18Z", "hours": 1.9967, "text": "Alright, big game update, i added an door to the room(3D modeled myself) and added that guy whos name is jeff(also modeled) and an table and an radio ontop of the table(also modeled) and then made an system where when you are close enough and looking at something you can press E and inspect it, i will probably add an inspection to everything bc its so easy to do! And i added an little gameplay too, first you spawn in, inspect jeff, the table and then you inspect the radio, first it says the radio isnt plugged in but then an voice comes through, jeff is gone, and the door is open. Pretty nice :O"}, {"post_id": 46472, "ts": "2026-08-13T18:26:56Z", "hours": 1.6111, "text": "I 3D modeled (Myself) an little test room and wrote “LAB” in it so i could test my scripts, but as you can see, its just an gray box. I think even though this is just an test room, it will be seen in the game at some point for the weird feeling. And then i added two C# scripts, one for walking around and the other one for looking around. I also made an little soundtrack for the game but it doesnt show in the time. I will make an actual map and something more tomorrow :O and also if you have any ideas let me know!"}]...
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Title: the LAST SIGNAL by @Makkonen | Stardance
D Title: the LAST SIGNAL by @Makkonen | Stardance
Devlogs:
I 3D modeled (Myself) an little test room and wrote “LAB” in it so i could test my scripts, but as you can see, its just an gray box. I think even though this is just an test room, it will be seen in the game at some point for the weird feeling. And then i added two C# scripts, one for walking around and the other one for looking around. I also made an little soundtrack for the game but it doesnt show in the time. I will make an actual map and something more tomorrow :O and also if you have any ideas let me know!
Alright, big game update, i added an door to the room(3D modeled myself) and added that guy whos name is jeff(also modeled) and an table and an radio ontop of the table(also modeled) and then made an system where when you are close enough and looking at something you can press E and inspect it, i will probably add an inspection to everything bc its so easy to do! And i added an little gameplay too, first you spawn in, inspect jeff, the table and then you inspect the radio, first it says the radio isnt plugged in but then an voice comes through, jeff is gone, and the door is open. Pretty nice :O
so we now got alot of stuff so first i remodeled jeff and made him tall so now hes kinda scary, and going with the scary theme i also made the room pretty dark and added some fog, i put an light source on the table so players wouldnt have problems using the radio. The first room is purposelly small not much to do but now im making the second room/level, im thinking ill make it this low poly grass field kinda like an liminal space or something.AND i also added an ambiance soundtrack that (sadly) isnt self made but if i find some good free software i will make everything myself
Alright this is an pretty big devlog. Well first, i added an door opening feature, where after the radio event, you can interract with the door and open it! I also made some small bug fixes like the camera snapping into somewhere else when you tried to interract. And now is the interesting part, i made an second levelm, but first, how do you get into the second level? Well after opening the door in lvl 1 you jump into the void and pass 3 triggers, first one plays an swoosh sound effect, second puts an picture where i drew LASTSIGNAL, and the third teleports you to the second room. Now, the second room is not an room at all, it is an grassy field with an bed in the middle, an house, and ofc Jeff and the radio, the gameplay is: spawn, look around, inspect stuff, find Jeff and the radio, get scared bc of jeff(probably just me), listen to what the radio has to say(actual lore now), open the door and get out of there. The level is focused around dreamcore and liminal spaces so it ofc has some lil creepy but calming music too!
Alright, things just got interesting… First off i added an walking sound effect so now when you are walking in lvl2 you will be rustling the grass below you, and it also depends what sound it is on what surface you are walking on (GTA 6 has some competition am i right) And then i spent TOO LONG on making this headbob feature so now when you are walking your head will bounce up and down! And then i added this weird chair that moves after you inspect it and look away! And i made some bug fixes like how the interaction box was too small for some reason and also i made some little changes like wich way the door opens and stuff. :O
This is another big devlog First off, i added an pausemenu where right now you can only exit the game, resume, and adjust your settings. The “settings” is only the games volume right now but there will be more once i just think about what… Another big thing is the main menu I added an mainmenu that shows up when you start the game where you can “continue” (right now just start from lvl 1 bc the game has no checkpoints but i will add them later) tweak the settings, quit the game and wiew the credits, there currently is no settings or credits but i will add them an little bit later. The design for the settings and menu Both the settings and mainmenu have this starry live wallpaper feel and if you look closely, you might see an shootting star… I also added an glitch hover effect to the buttons because it fits the weird theme of the game. (every buttons effect is different) And i also started working on lvl3 its an hallway that doesnt behave like an normal hallway… But there really isnt much there so you will hear more about lvl3 in the next devlog :O (i also just now discovered headings so thats nice)
BIG changes and lvl3 test version Changes to looking around For an long time i was trying to make an little change how looking around feels, by making the look speed accelerate and decelerate when moving the mouse, but that made an very big problem, the camera would just snap around when looking at an interractable object, so i tried to fix it numerous times but with no luck, but FINALLY after 2 days of bug fixing i finally got it to work and the game feels smooth to play! Camera overlay Now, because of the looking around effect(idk what to call it sry :D ) looking around feels kind of heavy, so i thought that it could be that the mc would be holding an camera! So thats what i did, the camera has an battery indicator and then the cool part, the time recorded is ACTUALLY the time the scene has been loaded! Level 3 Level 3 now has an event called lights out event, “what does it do?” well when you are close to the door, suddenly the lights go out and when they come back, the door is suddenly farther away. It works using an empty game object that i put my script in and made it an trigger, when the lights are out you get teleported to an different hallway that is identical to the first one exept its bigger, so it creates the illusion that the hallway has stretched.
(major) Third level update! Lights out update First off, i updated the lights out mechanic, so now it isnt as snappy and is pretty smooth, the table is where it was before and everything looks nice :D New trigger! Now after the lights go out, you walk to the the door, where its still locked, so you have to go back, but at the door you just walked through an invisible trigger that spawned the radio and an mysterious object…(an sign) when you walk to the other side of the hallway, you see an sign, the sign says “why do you want to leave?” Hmm, who could have put that there… and when you interact with the radio and turn around, THE SIGN IS GONE :O More mysterious stuff After interacting with the radio, you will see more stuff that was not there in the beginning, an cardboard box, and an MICROWAVE? (sorry i ran out of ideas) Just kidding, i chose those two because they are random and get the player to question what is happening, and also to indicate, the mc doesnt feel hunger or thirst, so maybe this is all an dream? Maybe none of this is real? STAY TUNED TO FIND OUT! Lvl 1 styling Im also working on making the first level better, i already modeled an desk and drawers for it so stay tuned… Bug fixes! Yes so game developing isnt all sunshine and rainbows because of THE BUGS! Today i fixed an bug where the camera would randomly just tweak out and move on its own, and i also fixed an bug with the interaction detector where the text would just start flashing REALLY fast and it REALLY got on my nerves but they are fixed now!
Small changes and level 4 development Level 1 update In the last devlog, i promised an level 1 update, so that is what i made, first i modeled an office desk, drawers, and stacks of paper, i put them on the empty side of the room. after that i created two scripts (similar to the chair event) First is an script that makes an object/objects vanish when you are not looking (after listening to dialogue) And the other one does the complete OPPOSITE, it makes an object/objects appear when you are not looking, (you guessed it, after listening to dialogue) So now, when you inspect the office desk, an paper stack appears in front of the door, the paper tells you to look at the desk again, but when you turn around the desk is gone, and when you look back at the paper, its NOT THERE! Level transition rework Before, you just walked into an trigger and it teleported you into the next level, now it does just that but with an cool ANIMATION (so cool) So now loading to the next level, you will have an fade in and out animation! Level 4 Im happy to say, level 4 IS IN DEVELOPEMENT! (hooray, took me long enough) Level 4 is going to be an studio room that gets the player REALLY thinking what is going on… But if that gets you thinking, just WAIT WHAT LEVEL 5 IS GOING TO BE! Plans for the future In the next devlog i think i will add more settings and make the main menu better, maybe ill even add some cheat codes or something in the README… AS ALWAYS STAY TUNED FOR FUTURE STUFF!
AHH EVERYTHING IS BREAKING! Bug fixing Soo it has not been rly “sunshines and rainbows” developing LASTSIGNAL so ive spent an long time fixing bugs, here are an few i have fixed: Camera glitching when spawning, radio not working, objects not vanishing, objects not spawning, interacion breaking COMPLETELY, TWO “press E to interact” prompts, “press E to interact” flashing, interaction detector NOT SEEING THE OBJECTS, after interacting some objects you cant do anything anymore. Level 4 developement So now the good stuff, Level 4 is mostly done! (yay) Ill still polish it an little bit but its in good shape! Level 4 is an GIANT in terms of the LORE, it features the radio not working as normal… it wont open the door because the door has an CODE LOCK! You will have to look at manu pieces of paper to find the code and put the code into the number pad next to the door to get out. This levels background music is activated when interacting with an laptop, the laptop has been live streaming for infinite hours? its really clear time works differently here… (go crazy with the theories) The level tells about “subjects” and that there have been many befor you here… Or have there!? Is this just all mind games? Are you actually just sleeping?(ill answer this one: no you are not sleeping it would be so boring if you were) Level 3 changes I have changed the radio messages to imply more of that sweet LORE. The radio goes along the lines of “Do you know that Jeff guy? Hes weird, but hes been here more than you have, more than anyone has, i cant say too much now… Somebody is ALWAYS LISTENING” Wow so lore :O ! Small stuff I have updated the lvl 1 dialogue to again, make more LOREEEEE! And i also added some more credits to the main menu! Nothing much this time!
New levels! Storyline impact Level 5 will be kind of an “filler level”, it introduses the player to the new objective of the game, destroying the signal world! Thats right, the games objective has switched from just getting out, to putting an stop to this! MASSIVE graphics update! I made an custom shader, to make the game PIXELATED! I know, “so many games are pixelated do something of your own” IM NOT GOOD WITH MODELING, OK!? My models are pretty bad and i dont want it to be the downfall of my game. But thats not really the reason, the reason is, that when an game is pixelated, it looks good if done right, and also when the graphics are bad, the players have to use their imagination, and THAT is the true reason, i want the players to imagine, to theorise what is going on and how everything looks. I also made an crosshair, because my very nice and good playtester @silvonik left some REALLY GOOD feedback and gave me the idea to make an crosshair! Thank you silvonik :D Level 5 In level 5, you spawn into an two section room, in the first section there will be an laptop and the radio, the radio has some interesting dialogue that tells you how to HACK THE SYSTEM until the message cuts off, and another voice comes trough telling you the message cannot be played, the hacking minigame is this pause at the right time type of game, i added some… “interesting” log messages to the screens right, “hugoAPT” comes from “sudoAPT” but sudo is LITERALLY JUST MY NAME. In the second section, theres an actual pc and an monitor, where by pressing E you can actually watch cameras from the levels you have survived. Level 6 THATS RIGHT! Level 6 is already in developement and it will feature… FLICKERING LIGHTS, who doesnt love those? AN HALLUSINATION, of Jeff… You havent seen him in some time? NORMAL MUSIC THAT BECOMES DISTORTED, thats one way to make ambiance… SELF SLAMMING DOORS, wow so spooky! DISTANT SOUNDS, are they there or are you going crazy? MOVING OBJECTS, level 2’s chair is proud! The level itself is just an box and an hallway, lets just say that the hallway leads to some prettyyyy… “Intensive” stuff… MORE SETTINGS! I realized that the settings was looking an little thin… so i got into work and i made more. Headbob toggle, some people might get nauseous or feel discomfort if the camera is shaking all over the place, so you can now toggle it! Crosshair, i added an toggle to the crosshair, because it could ruin the immersion for some people. Sensitivity, this one is kind of self explanatory, every game needs an sensitivity slider.
New levels and effects! Level 7, the CHASE I really dont want to be the guy to spoil anything, but i kinda have to. Level 7 will be an ACTION filled level, it will be really short, around 1 minute, but it will be fun! In the level you will have this GIANT hallway in front of you with GIANT furniture, and then an small table and radio infront of you! When you listen to the radio it will say: “ITS A TRAP! RUN!” And then chase music that I MADE will start playing, and your camera will start to shake violently, your mouse gets locked to an few degrees and these red messages will start showing saying “RUN” “IT’S BEHIND YOU” and so on, right now its so if you dont get out of the level in an generous 50 seconds, the level restarts, no “you died” nothing, just an do it again. Level 8 Level 8 will feature an big gray room, with nothing than an radio, when you listen to the radio the lights dim and your mouse gets locked, music starts playing and the radio starts speaking, this dialouge contains TOO MUCH spoilers, so i will not put it in this devlog, after that you will turn around and walk into an EXIT portal, you get sent straight THROUGH the floor, your vision will pixelate to 16 and 9 pixels (REALLY PIXELATED) and you will get teleported to… the real world! Level 9, the real world In level 9 the first thing you will realize is that this is an office, there are many office desks with computers on them, in the real world there is NO PIXELATION! You will realize that the door is LOCKED! With an same kind of lock than in level 4, but now there aren’t just papers on the ground… There are THE PC’s! You will need to check them for vulnerabilities and HACK them for the door code! (in this level there even is an STARDANCE easter egg :D) Small stuff Password minigame I added an password remembering game to lvl 6! In there the game you will have to look at passwords, remember them, and type them! Right now it serves no purpose but idk i might make it have something after completeon! Minigame visual upgrade! Some people might remember my other project, the hacking panel, so i made the matrix rain feature from there to LASTSIGNAL! Now everytime you are in an minigame, there will be green glowing text in the background!
Ending! Parkour After level 9 you will get to have some “fun”… Its an PARKOUR SECTION! Actually two of them, in the first one you have to jump to different platforms while an REALLY good breakcore track plays and alarms are yelling, i also added alarm lights so it sets the vibe. In the second section you will have to just run straight and avoid obstacles in the way. Ending In the end you will go into the main server room and open up an… OPERATING SYSTEM! It has currently one app only but i might make it better (or worse). In the OS you will click on an Simulation Manager icon, and it opens an app, where you DELETE the whole simulation. But you realise IT ISNT ENOUGH! So you do the only logical thing… BURN THE WHOLE PLACE DOWN! So after you delete the simulation, you interact with anything in the room (exept the pc) and the scene fades to an burning server room with the pc setup completely in pieces, and even Jeff kinda flickers in the room from time to time! Bad ending So now in level 8 you have another portal, the stay portal! Its only an model right now but i will make it so it will lead to an bad ending. You gettng turned into… JEFF 2! (get it cuz you are Jeff too, but also the second jeff so jeff2) Intro or startup! I added an small animation when you start the game, it first shows my studios logo, and then it does this typewriter effect with. “LASTSIGNAL” “Finding signal…” “SIgnal lost” and then an glitch effect! The whole thing is packed with soundeffects too so it feels nice!
Improvements! Sounds Now every time dialogue shows up, an small keyboard soundeffect is played with every character, i think it improves the game alot! Now some objects have interaction sounds, for example, when listening to the radio, you will hear the radios startup beep. Every level has either ambiance sounds or music of some kind! New physical stuff Now, every level has new stuff to interact with or just for show, like: wires, coffee cups, vents, pencils, trash cans! I have also positioned some stuff better, for example in level 2, jeff is now more away from the radio, but still looking at it! Easter eggs and stuff to find I have added “documents” and “logs” about previous subjects all around the game, for example in level 2 there now is an table with some guy called Gary’s note. In level 4 there is an hint to LuckyOS in an paper stack, and in Level 9, you can find an laptop that has an reference to StarDance! Ending changes I made small improvements to the ending scene, like how the fire is and how Jeff appears sometimes. I also now have completely finished the first and second parkour sections!
Last changes before shipping Itch.io and unity play I have made an working itch.io page and an unity play page Small changes I have made small changes all around the game, like in level 2 i added an fade transition when leaving I also made changes to the first room with better dialogue and more interactable stuff. Bug fixes I fixed bugs like in the first parkour section where the teleport back up wasnt working, or when some sounds didnt work in some levels So this is my LAST DEVLOG (pun intended) and thanks to everyone who has been liking my devlogs and stuff!
Ships:
How to play Go to my itch.io page (the demo link) and download the game, extract the .zip file and launch the file called LAST SIGNAL.EXE If you are on another OS than windows Just go to the GitHub readme and there will be an link to my unity play page. MY CUSTOM SHADER DOESNT WORK IN THE BROWSER SO PLEASE TEST THE ACTUAL VERSION IF YOU CAN! What did i make? I made an horror game in unity from scratch with the following made by me: All of the 3D models All of the scripts Whole storyline Majority of the music All of the scripts What is it about? LASTSIGNAL follows an story of an random guy finding himself inside weird rooms, later he realizes that this is an simulation and he has to find his way out, in the game the objective shifts from just finding an way out, to destroying the simulation and freeing everybody in there. How did i make it? I made the 3D models in blockbench, made scripts in VS code using C# and made the storyline in my head :D Controls In the game you will use your mouse to look around and WASD to move, you can interact with objects by looking at them and pressing E. In the end of the game in the parkour sections you will have to use SHIFT to sprint and SPACE to jump. Secrets and easter eggs I have made paper files all around the game telling the stories of other people in the simulation, i also made easter eggs hinting at stardance and my other projects. Minigames LASTSIGNAL has many minigames like hacking, password remembering and submitting codes....
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My Portfolio! (echo Portfolio) by @echoHelloWorld My Portfolio! (echo Portfolio) by @echoHelloWorld | Stardance...
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T09:03:13Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello! I’m echoHelloWorld, and this is my first ever website, which is my portfolio! It’s a simple website I made using basic html and CSS, showcasing a description of who I am and what projects I’ve made. Despite the basic look and quality of the website, I’ve learn alot from this project, and I’m hoping to make more prettier, functional websites in the future. To me, the most difficult challenge I had to overcome was to align the content centered and neat in an orderly manner. I should note that I have used AI to help learn CSS and html, and some debugging too, meaning that this project was mostly made by me, with the assisance of AI. I hope you enjoy my website and get to know me abit more with this portfolio!", "repo": "https://github.com/Hypersonicyunus/echo-MyPortfolio", "demo": "https://hypersonicyunus.github.io/echo-MyPortfolio/"}]...
|
[{"post_id": 67955, "ts": "202 [{"post_id": 67955, "ts": "2026-09-14T08:47:14Z", "hours": 5.2628, "text": "I managed to add a section that showcases my projects with a short description of what it is and the link to my github repository, pretty happy about it :D (though i dont know why the title background looks like that, lets just ignore it shhh )"}, {"post_id": 40683, "ts": "2026-08-04T11:32:23Z", "hours": 0.7331, "text": "I’m genuinley about to lose my sanity, I’ve been commiting and pushing so much to fix some visual issue with the font weights. Like, explain to me why in the vscode integrated browser, changing the font weight of the doesn’t do anything??? But in firefox it does change.. also, at the image carousel, i have this text that reads “cool photos I took”. In firefox, that text looks like it has a higher weight value than in brave, yet it still has the same actual value, I serriously dont understand whats happening.. I tried changing the way the font gets added, that didnt solve this issue, I made sure the browsers didn’t have the zoom level altered, and it wasn’t, so what the hell is happening?! I’m seriously confused, and I’d greatly appreciate it if anybody could help theorize on some reasons as to why this even happens at all, thanks! (firefox has the thicker, heavier text, brave has the ideal weight of the text)"}, {"post_id": 40334, "ts": "2026-08-03T19:33:44Z", "hours": 0.4139, "text": "bro my friend ✌️😂"}, {"post_id": 40309, "ts": "2026-08-03T18:58:01Z", "hours": 2.0736, "text": "Currently working on this animated strip of images that carousels and shows different images I’ve taken. I seriously hate myself for needing to use ai to help, but here I am… other than that, I’ve made some changes, notably making the heading really large to make it stand out. I honestly think it looks nice tho! Anyways, I’m going to continue working on the website. I’ve realised that I’ve been using ai alot less than when i first started programming, so I’m quite happy with that, but I sometimes still need help with certain things, so yeah.. alr enough rambling now, see you later!"}, {"post_id": 39679, "ts": "2026-08-02T20:17:12Z", "hours": 1.7956, "text": "And so it begins! Hi, this is my personal site I’m making, which I will be using for a portfolio. I originally was planning to have a classy, elegant design, but I decided that this monochrome, “Nothing” aesthetic would fit well with this project, and would relate well with my personality. I’m going to vastly improve on this later, and I plan to learn how to make hyperlinks that scroll to different parts of my website. Thanks alot for checking out my project! This is my first ever website that I’m making, so do expect some issues and rookie mistakes XD"}]...
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Title: My Portfolio! (echo Portfolio) by @echoHell Title: My Portfolio! (echo Portfolio) by @echoHelloWorld | Stardance
Devlogs:
And so it begins! Hi, this is my personal site I’m making, which I will be using for a portfolio. I originally was planning to have a classy, elegant design, but I decided that this monochrome, “Nothing” aesthetic would fit well with this project, and would relate well with my personality. I’m going to vastly improve on this later, and I plan to learn how to make hyperlinks that scroll to different parts of my website. Thanks alot for checking out my project! This is my first ever website that I’m making, so do expect some issues and rookie mistakes XD
Currently working on this animated strip of images that carousels and shows different images I’ve taken. I seriously hate myself for needing to use ai to help, but here I am… other than that, I’ve made some changes, notably making the heading really large to make it stand out. I honestly think it looks nice tho! Anyways, I’m going to continue working on the website. I’ve realised that I’ve been using ai alot less than when i first started programming, so I’m quite happy with that, but I sometimes still need help with certain things, so yeah.. alr enough rambling now, see you later!
bro my friend ✌️😂
I’m genuinley about to lose my sanity, I’ve been commiting and pushing so much to fix some visual issue with the font weights. Like, explain to me why in the vscode integrated browser, changing the font weight of the doesn’t do anything??? But in firefox it does change.. also, at the image carousel, i have this text that reads “cool photos I took”. In firefox, that text looks like it has a higher weight value than in brave, yet it still has the same actual value, I serriously dont understand whats happening.. I tried changing the way the font gets added, that didnt solve this issue, I made sure the browsers didn’t have the zoom level altered, and it wasn’t, so what the hell is happening?! I’m seriously confused, and I’d greatly appreciate it if anybody could help theorize on some reasons as to why this even happens at all, thanks! (firefox has the thicker, heavier text, brave has the ideal weight of the text)
I managed to add a section that showcases my projects with a short description of what it is and the link to my github repository, pretty happy about it :D (though i dont know why the title background looks like that, lets just ignore it shhh )
Ships:
Hello! I’m echoHelloWorld, and this is my first ever website, which is my portfolio! It’s a simple website I made using basic html and CSS, showcasing a description of who I am and what projects I’ve made. Despite the basic look and quality of the website, I’ve learn alot from this project, and I’m hoping to make more prettier, functional websites in the future. To me, the most difficult challenge I had to overcome was to align the content centered and neat in an orderly manner. I should note that I have used AI to help learn CSS and html, and some debugging too, meaning that this project was mostly made by me, with the assisance of AI. I hope you enjoy my website and get to know me abit more with this portfolio!...
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1793339277.691907
|
1793425677.691907
|
|
42581
|
A simple html song website by @Dxed21234 | Stardan A simple html song website by @Dxed21234 | Stardance...
|
Dxed21234
|
1
|
10.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T01:16:35Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I worked pretty hard on this it was my website that I decided to make when I first heard about star dance. And it’s called dxed2016 or my personal website… And what was challenging was figuring out a new language as a beginner and as well as not having a lot of knowledge on CSS and JS But I didn’t use JS since I’m not really a computer nerd and don’t really understand it… But I did use Bulma CSS which helped me along the way a lot and the slack community helped me a lot as well…….. This is the link to my website https://dxed2016.hackclub.app/index.html I have a Song Lyrics Page and a photography page as well as a songs page that has songs that I like… And this is my GitHub to it https://github.com/Dexter5000000/My-own-personal-website", "repo": "https://github.com/Dexter5000000/My-own-personal-website", "demo": "https://dxed2016.hackclub.app/index.html"}]...
|
[{"post_id": 53387, "ts": "202 [{"post_id": 53387, "ts": "2026-08-23T22:20:17Z", "hours": 0.4842, "text": "I just updated my Github Website…"}, {"post_id": 50698, "ts": "2026-08-20T00:53:26Z", "hours": 0.7411, "text": "This is a different type of video that I’m doing right now but I’m showing how I nested my HTML and made my code more readable… And next time I will try to make my titles have certain buttons or my buttons radius much better in the future but this what I did today…"}, {"post_id": 49820, "ts": "2026-08-18T19:23:51Z", "hours": 0.9653, "text": "Sorry I’m not feeling good today… But I tried to get a local timezone thing on my website… But it’s so hard to do so, And I can’t figure out how to do it but I will soon."}, {"post_id": 46692, "ts": "2026-08-14T04:05:22Z", "hours": 0.2506, "text": "I decided to change the color of my navbar and make it look like an actual navbar. I hope you like it… I don’t have much to write for this change although I’m a bit tired right now since I went to bed at 5 AM in the morning."}, {"post_id": 46536, "ts": "2026-08-13T20:36:39Z", "hours": 0.4006, "text": "I worked a bit with Bulma and finally got my website buttons to be a bit better."}, {"post_id": 46137, "ts": "2026-08-13T04:41:57Z", "hours": 2.3572, "text": "I took pretty long trying my best to get the website to look better and to make it more interactive and responsive as well as so that people don’t have to strain their eyes but I decided to update my CSS library with Bulma and the website looks way better than it did and I really like the website."}, {"post_id": 44427, "ts": "2026-08-10T05:44:34Z", "hours": 1.6156, "text": "I worked pretty hard on this trying to get the navbar to work and sat outside for a bit but it was pretty nerveracking trying to finish the project and I tried to make it good for viewer use so other’s don’t have a hard time on the website and changed a lot of things as you can see in the video."}, {"post_id": 44275, "ts": "2026-08-09T22:25:41Z", "hours": 0.6625, "text": "I have added a home Icon, I’ve been working on this for a pretty long time trying to figure out how to get a navbar and now it’s slowly coming into place But I want to design it a bit more though in the future it’ll be a bit better."}, {"post_id": 44185, "ts": "2026-08-09T19:37:54Z", "hours": 0.8303, "text": "I’m working on adding a new navbar or something to click so the website becomes more interactive and then later I’ll include some JavaScript or get to it."}, {"post_id": 43589, "ts": "2026-08-08T22:49:18Z", "hours": 0.5686, "text": "I’m feeling pretty good about this! I’m thinking of adding new boxes so I can list my hobbies or other things or even just interesting things to keep track of."}, {"post_id": 43572, "ts": "2026-08-08T22:01:31Z", "hours": 0.33, "text": "Decided to do some more work on the website because in my opinion it looked pretty ugly to be here… So here’s a better look for your eyes (:"}, {"post_id": 43524, "ts": "2026-08-08T20:58:41Z", "hours": 0.6844, "text": "Update:Learning CSS inline and internal CSS not yet External CSS though. But the Website is a continued Work in Progress and I am pretty pleased and happy with it. It is not yet on Github or Hosted anywhere yet though but it will be soon. I am going to eat Now But here is a look at the website and sorry for your eyes since I am still experimenting with certain colors and fonts and making the website look pretty and such."}, {"post_id": 43014, "ts": "2026-08-08T01:31:45Z", "hours": 0.2614, "text": "I’m still working on the website and I’m thinking of adding CSS, and JavaScript… Although JavaScript is pretty hard for me to get used to. Although I really wish I could just get my mind focused on learning it I’ll maybe add some CSS later when I learn how to but my first coding language that I learned is Python and HTML or two first languages… and if you click the blue link it will take you to the song which is this link: https://www.youtube.com/watch?v=8j741TUIET0 Oh yeah and Sorry for my writing I recently passed out and got put into a wheelchair because of a reaction to my toe getting treated and I’m experiencing some pain so yeah my bad."}]...
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Title: A simple html song website by @Dxed21234 | Title: A simple html song website by @Dxed21234 | Stardance
Devlogs:
I’m still working on the website and I’m thinking of adding CSS, and JavaScript… Although JavaScript is pretty hard for me to get used to. Although I really wish I could just get my mind focused on learning it I’ll maybe add some CSS later when I learn how to but my first coding language that I learned is Python and HTML or two first languages… and if you click the blue link it will take you to the song which is this link: https://www.youtube.com/watch?v=8j741TUIET0 Oh yeah and Sorry for my writing I recently passed out and got put into a wheelchair because of a reaction to my toe getting treated and I’m experiencing some pain so yeah my bad.
Update:Learning CSS inline and internal CSS not yet External CSS though. But the Website is a continued Work in Progress and I am pretty pleased and happy with it. It is not yet on Github or Hosted anywhere yet though but it will be soon. I am going to eat Now But here is a look at the website and sorry for your eyes since I am still experimenting with certain colors and fonts and making the website look pretty and such.
Decided to do some more work on the website because in my opinion it looked pretty ugly to be here… So here’s a better look for your eyes (:
I’m feeling pretty good about this! I’m thinking of adding new boxes so I can list my hobbies or other things or even just interesting things to keep track of.
I’m working on adding a new navbar or something to click so the website becomes more interactive and then later I’ll include some JavaScript or get to it.
I have added a home Icon, I’ve been working on this for a pretty long time trying to figure out how to get a navbar and now it’s slowly coming into place But I want to design it a bit more though in the future it’ll be a bit better.
I worked pretty hard on this trying to get the navbar to work and sat outside for a bit but it was pretty nerveracking trying to finish the project and I tried to make it good for viewer use so other’s don’t have a hard time on the website and changed a lot of things as you can see in the video.
I took pretty long trying my best to get the website to look better and to make it more interactive and responsive as well as so that people don’t have to strain their eyes but I decided to update my CSS library with Bulma and the website looks way better than it did and I really like the website.
I worked a bit with Bulma and finally got my website buttons to be a bit better.
I decided to change the color of my navbar and make it look like an actual navbar. I hope you like it… I don’t have much to write for this change although I’m a bit tired right now since I went to bed at 5 AM in the morning.
Sorry I’m not feeling good today… But I tried to get a local timezone thing on my website… But it’s so hard to do so, And I can’t figure out how to do it but I will soon.
This is a different type of video that I’m doing right now but I’m showing how I nested my HTML and made my code more readable… And next time I will try to make my titles have certain buttons or my buttons radius much better in the future but this what I did today…
I just updated my Github Website…
Ships:
I worked pretty hard on this it was my website that I decided to make when I first heard about star dance. And it’s called dxed2016 or my personal website… And what was challenging was figuring out a new language as a beginner and as well as not having a lot of knowledge on CSS and JS But I didn’t use JS since I’m not really a computer nerd and don’t really understand it… But I did use Bulma CSS which helped me along the way a lot and the slack community helped me a lot as well…….. This is the link to my website https://dxed2016.hackclub.app/index.html I have a Song Lyrics Page and a photography page as well as a songs page that has songs that I like… And this is my GitHub to it https://github.com/Dexter5000000/My-own-personal-website...
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1793339281.6220214
|
1793425681.6220214
|
|
38416
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Badgeware Tufty WeatherStation by @nouxinf | Stard Badgeware Tufty WeatherStation by @nouxinf | Stardance...
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nouxinf
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1
|
31.0
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579
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T19:20:46Z", "hours": 31.0, "multiplier": 18.44, "payout": 579, "blessing": "neutral", "text": "I just finished making the Badgeware Tufty Weatherstation. The Badgeware Tufty is a cool digital conference badge made by Pimoroni that comes with a nice screen, buttons, a battery and the RP2350 chip. This makes it fairly capable at 8MiB of RAM, meaning it could be used for just about anything (yes 8MiB is enough). The default firmware has an apps launcher that can launch user-made MicroPython apps, like Weatherstation. Weatherstation is essentially a weather app. The two main features are 1. the multisensor strip: you can plug in a Pimoroni made multisensor stick to get temperature, humidity and air pressure data and 2. internet data from openmeteo. you set the coordinates for your locations in options.json (typing them in manually with the tufty’s 5 buttons would be a pain), it fetches place names for the coordinates (usually suburb, city) through OpenStreetMap Nominatim and displays them or you can set a nickname to override it. it then fetches the weather data from openmeteo and displays temperature, precipitation and wind direction with cool pixel art icons. it updates weather data every 10 minutes, but you can manually refresh by pressing A. The other two screens is the vitals screen, which displays battery percentage, though it doesn’t display the percentage if it’s charging due to a bug with either the firmware or the hardware where it always shows 100% even though its not, the amount of storage space left and the amount of ram free. The next screen after that is attribution info, giving credit to OpenStreetMap and Open-meteo which is legally required. If you’re reading this you probably don’t have a Badgeware Tufty and that’s ok because I forked the official Badgeware Web Emulator at https://try.badgewa.re/ (with permission “I think it’s acceptable to consider it MIT, but either way fork away- and enjoy!” - Gadgetoid, the developer of the simulator on the pimoroni discord) and updated it with some info, installation instructions, and an options.json setup tool. Try it out at https://weatherstation.nouxinf.net/ or press the “Try Project” button! Note that Vitals info data and sensor data are made up (obviously). I hope you enjoy this project!", "repo": "https://github.com/nouxinf/weatherstation", "demo": "https://weatherstation.nouxinf.net/"}]...
|
[{"post_id": 65536, "ts": "202 [{"post_id": 65536, "ts": "2026-09-10T18:54:32Z", "hours": 3.0042, "text": "Devlog #11 of the Badgeware Tufty Weatherstation (prob the final one) In this devlog I: added this vitals screen which includes battery percentage, flash storage space used and the amount of PSRAM free. It doesn’t show the percentage when its plugged in because for some reason the battery reader always gives 100% when its plugged in published the weatherstation website to https://weatherstation.nouxinf.net/ fix a few bugs"}, {"post_id": 64339, "ts": "2026-09-08T17:18:47Z", "hours": 2.3861, "text": "Devlog #10 of the Badgeware Tufty Weatherstation In this devlog I: added some more effective error handling moved a bunch of functions out of __init__.py into their own files to make the code cleaner add an attribution screen (pictured) to be legally compliant with copyright"}, {"post_id": 63098, "ts": "2026-09-06T18:20:34Z", "hours": 6.5119, "text": "Devlog #9 of the Badgeware Tufty Weatherstation In this devlog I: stripped down the fork of the badgeware web emulator to onl have the badge screen and console log then added content to the homepage talking about the app added a new page with installation instructions for users unfamiliar with the badgeware tufty in that tutorial page i made a tool that generates options.json configurations where you can set temperature unit and pick out coordinates on a map"}, {"post_id": 59070, "ts": "2026-08-31T17:54:39Z", "hours": 1.4375, "text": "Devlog #8 of the Badgeware Tufty Weatherstation In this devlog I: forked the badgeware web simulator with permission modified the backend slightly to “work on my machine” also modified the actual badge code to use badgeware libraries instead of micropython libraries to let it work on the emulator added a github action to automatically update whats on the simulator repo when a new weatherstation release comes out things i’ve yet to add: automatic time zone setting in the simulator: will add that by overriding secrets.py somehow reskinning the whole site to be a weatherstation homepage"}, {"post_id": 58207, "ts": "2026-08-30T15:49:08Z", "hours": 2.3372, "text": "Devlog #7 of the Badgeware Tufty Weatherstation In this devlog I: Made it that the A button allows refetching weather data Automatically refresh weather data every 10 minutes Have a text display that shows when the weather was last updated (respecting TIMEZONE setting in secrets.py) Fixed some issues so now most of the time you can plug and replug the multisensor stick. Doesn’t work very reliably though due to issues where the cable is half-connected yet the badge is trying to read from the sensor."}, {"post_id": 53955, "ts": "2026-08-24T17:43:27Z", "hours": 0.3058, "text": "Devlog #6 of the Badgeware Tufty Weatherstation In this devlog I: removed unused functions that were replaced by native 3.0 functions made it so that the app works without internet so you can just use it as a sensor"}, {"post_id": 53936, "ts": "2026-08-24T17:12:48Z", "hours": 4.6589, "text": "Devlog #5 of the Badgeware Tufty Weatherstation Stuff added since the last devlog: Updated firmware version: While I was working on a side project Pimoroni made new firmware versions so I ported it from 2.0.2 to 3.0.2 though I’m pretty sure it works with 3.0.0 3.0.1 Along with that I changed some functions to native ones like word wrapping and centering text that came with 3.0 I added a temperature icon to the internet weather, and added precipitation and wind direction both with icons (pictured) I modified someone else’s screenshot code to work on windows and have a few extra features, which is how the screenshot attached was taken. Added comment boxes generated by one of my side projects, https://commentboxgenerator.lemonsite.uk/ Write a readme and roadmap Things that have yet to be added (from the roadmap) Offline support internet is optional just like sensor Update weather every 1 hour or on request- Some basic forecast information (e.g. weather icons per day of the week) in another screen Web editor for options.json through Flask or Bun (preferrably something self contained though) Badge diagnostics page (e.g. storage space, RAM, battery) Fork badgeware web simulator to work with weatherstation by adding proxy"}, {"post_id": 39425, "ts": "2026-08-02T11:36:26Z", "hours": 2.7283, "text": "Devlog #4 of the Badgeware Tufty Weatherstation Stuff added in this devlog: Indicator to show how many pages there are and which one you’re on 16 weather icons that map to the WMO codes that openmeteo gives Temperature display (that respects units set in options.json) Potentially next I’ll code a precipitation levels display, and maybe some charts that show temperature and precipitation throughout the day when you press B."}, {"post_id": 37151, "ts": "2026-07-29T17:22:28Z", "hours": 4.6317, "text": "Devlog #3 of the Badgeware Tufty Weatherstation The Badgeware Tufty is this cool conference badge from Pimoroni that is programmable with MicroPython. I’ve been making a Weather Station app for it, which can use a Pimoroni multisensor kit to show temperature, humidity and air pressure, but soon it will be able to fetch weather data around the world from the internet. In the previous devlogs I added the multisensor screen. Now I’ve started working on the weather from the internet part. So far it gets coordinates from options.json, and can show the suburb/neighbourhood and the city from Openstreetmap Nominatim. You can also optionally set a nickname for a location. Next up I’ll actually be putting the weather info in. That’ll involve getting data from Openmeteo, drawing a bunch of pixel art icons for each (~80) weather codes and rendering out the data."}, {"post_id": 34081, "ts": "2026-07-24T15:30:16Z", "hours": 0.5519, "text": "Added an option to use Fahrenheit or Kelvin instead of Celsius by editing options.json on the computer"}, {"post_id": 34047, "ts": "2026-07-24T14:28:24Z", "hours": 2.8611, "text": "I’m making a weather app for the Badgeware Tufty, a cool badge wearable that’s programmable with MicroPython! First step that I’ve done for my app is coding a screen that shows the temperature, humidity and air pressure sensed from the multisensor strip that comes with the Badgeware Tufty STEM kit. I’ve made 30 pixel art icons so far that scale with the values. Next up I’ll be adding the option to grab weather data from the internet using Openmeteo API for the weather data and Openstreetmap nominatim to get a place name. The locations would have to be configured through a JSON config file on the computer as the 5 buttons on the Tufty aren’t really enough for this kind of input. Maybe there could be some web UI to pick coordinates off a map and update the config file?"}]...
|
Title: Badgeware Tufty WeatherStation by @nouxinf Title: Badgeware Tufty WeatherStation by @nouxinf | Stardance
Devlogs:
I’m making a weather app for the Badgeware Tufty, a cool badge wearable that’s programmable with MicroPython! First step that I’ve done for my app is coding a screen that shows the temperature, humidity and air pressure sensed from the multisensor strip that comes with the Badgeware Tufty STEM kit. I’ve made 30 pixel art icons so far that scale with the values. Next up I’ll be adding the option to grab weather data from the internet using Openmeteo API for the weather data and Openstreetmap nominatim to get a place name. The locations would have to be configured through a JSON config file on the computer as the 5 buttons on the Tufty aren’t really enough for this kind of input. Maybe there could be some web UI to pick coordinates off a map and update the config file?
Added an option to use Fahrenheit or Kelvin instead of Celsius by editing options.json on the computer
Devlog #3 of the Badgeware Tufty Weatherstation The Badgeware Tufty is this cool conference badge from Pimoroni that is programmable with MicroPython. I’ve been making a Weather Station app for it, which can use a Pimoroni multisensor kit to show temperature, humidity and air pressure, but soon it will be able to fetch weather data around the world from the internet. In the previous devlogs I added the multisensor screen. Now I’ve started working on the weather from the internet part. So far it gets coordinates from options.json, and can show the suburb/neighbourhood and the city from Openstreetmap Nominatim. You can also optionally set a nickname for a location. Next up I’ll actually be putting the weather info in. That’ll involve getting data from Openmeteo, drawing a bunch of pixel art icons for each (~80) weather codes and rendering out the data.
Devlog #4 of the Badgeware Tufty Weatherstation Stuff added in this devlog: Indicator to show how many pages there are and which one you’re on 16 weather icons that map to the WMO codes that openmeteo gives Temperature display (that respects units set in options.json) Potentially next I’ll code a precipitation levels display, and maybe some charts that show temperature and precipitation throughout the day when you press B.
Devlog #5 of the Badgeware Tufty Weatherstation Stuff added since the last devlog: Updated firmware version: While I was working on a side project Pimoroni made new firmware versions so I ported it from 2.0.2 to 3.0.2 though I’m pretty sure it works with 3.0.0 3.0.1 Along with that I changed some functions to native ones like word wrapping and centering text that came with 3.0 I added a temperature icon to the internet weather, and added precipitation and wind direction both with icons (pictured) I modified someone else’s screenshot code to work on windows and have a few extra features, which is how the screenshot attached was taken. Added comment boxes generated by one of my side projects, https://commentboxgenerator.lemonsite.uk/ Write a readme and roadmap Things that have yet to be added (from the roadmap) Offline support internet is optional just like sensor Update weather every 1 hour or on request- Some basic forecast information (e.g. weather icons per day of the week) in another screen Web editor for options.json through Flask or Bun (preferrably something self contained though) Badge diagnostics page (e.g. storage space, RAM, battery) Fork badgeware web simulator to work with weatherstation by adding proxy
Devlog #6 of the Badgeware Tufty Weatherstation In this devlog I: removed unused functions that were replaced by native 3.0 functions made it so that the app works without internet so you can just use it as a sensor
Devlog #7 of the Badgeware Tufty Weatherstation In this devlog I: Made it that the A button allows refetching weather data Automatically refresh weather data every 10 minutes Have a text display that shows when the weather was last updated (respecting TIMEZONE setting in secrets.py) Fixed some issues so now most of the time you can plug and replug the multisensor stick. Doesn’t work very reliably though due to issues where the cable is half-connected yet the badge is trying to read from the sensor.
Devlog #8 of the Badgeware Tufty Weatherstation In this devlog I: forked the badgeware web simulator with permission modified the backend slightly to “work on my machine” also modified the actual badge code to use badgeware libraries instead of micropython libraries to let it work on the emulator added a github action to automatically update whats on the simulator repo when a new weatherstation release comes out things i’ve yet to add: automatic time zone setting in the simulator: will add that by overriding secrets.py somehow reskinning the whole site to be a weatherstation homepage
Devlog #9 of the Badgeware Tufty Weatherstation In this devlog I: stripped down the fork of the badgeware web emulator to onl have the badge screen and console log then added content to the homepage talking about the app added a new page with installation instructions for users unfamiliar with the badgeware tufty in that tutorial page i made a tool that generates options.json configurations where you can set temperature unit and pick out coordinates on a map
Devlog #10 of the Badgeware Tufty Weatherstation In this devlog I: added some more effective error handling moved a bunch of functions out of __init__.py into their own files to make the code cleaner add an attribution screen (pictured) to be legally compliant with copyright
Devlog #11 of the Badgeware Tufty Weatherstation (prob the final one) In this devlog I: added this vitals screen which includes battery percentage, flash storage space used and the amount of PSRAM free. It doesn’t show the percentage when its plugged in because for some reason the battery reader always gives 100% when its plugged in published the weatherstation website to https://weatherstation.nouxinf.net/ fix a few bugs
Ships:
I just finished making the Badgeware Tufty Weatherstation. The Badgeware Tufty is a cool digital conference badge made by Pimoroni that comes with a nice screen, buttons, a battery and the RP2350 chip. This makes it fairly capable at 8MiB of RAM, meaning it could be used for just about anything (yes 8MiB is enough). The default firmware has an apps launcher that can launch user-made MicroPython apps, like Weatherstation. Weatherstation is essentially a weather app. The two main features are 1. the multisensor strip: you can plug in a Pimoroni made multisensor stick to get temperature, humidity and air pressure data and 2. internet data from openmeteo. you set the coordinates for your locations in options.json (typing them in manually with the tufty’s 5 buttons would be a pain), it fetches place names for the coordinates (usually suburb, city) through OpenStreetMap Nominatim and displays them or you can set a nickname to override it. it then fetches the weather data from openmeteo and displays temperature, precipitation and wind direction with cool pixel art icons. it updates weather data every 10 minutes, but you can manually refresh by pressing A. The other two screens is the vitals screen, which displays battery percentage, though it doesn’t display the percentage if it’s charging due to a bug with either the firmware or the hardware where it always shows 100% even though its not, the amount of storage space left and the amount of ram free. The next screen after that is attribution info, giving credit to OpenStreetMap and Open-meteo which is legally required. If you’re reading this you probably don’t have a Badgeware Tufty and that’s ok because I forked the official Badgeware Web Emulator at https://try.badgewa.re/ (with permission “I think it’s acceptable to consider it MIT, but either way fork away- and enjoy!” - Gadgetoid, the developer of the simulator on the pimoroni discord) and updated it with some info, installation instructions, and an options.json setup tool. Try it out at https://weatherstation.nouxinf.net/ or press the “Try Project” button! Note that Vitals info data and sensor data are made up (obviously). I hope you enjoy this project!...
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Cupcakes by @DinoLife | Stardance
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DinoLife
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T10:01:16Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website to sell cupcake. I am really happy that i could make it send you an email confirmation.", "repo": "https://github.com/karwals/Cupcakes", "demo": "https://cupcakes-wellington.netlify.app/"}]...
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[{"post_id": 27564, "ts": "202 [{"post_id": 27564, "ts": "2026-07-13T08:21:28Z", "hours": 3.3958, "text": "I have created the landing page and the admin page(where you will be able to set the cupcake for the week) for the wedsite. I have also set it up on github pages so that i can host it for free. The way I made the admin page update the cupcakes list is the following. The admin page edits the cupcake list in the browser, using the locally saved GitHub token, then sends a PUT request to GitHub’s Contents API.That request commits the new public/data/weekly-cupcakes.json to karwals/Cupcakes on master, which triggers the GitHub Pages deploy workflow. i have not made the images of the cupcakes work yet that is the next step. and making the order now work."}]...
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Title: Cupcakes by @DinoLife | Stardance
Devlogs: Title: Cupcakes by @DinoLife | Stardance
Devlogs:
I have created the landing page and the admin page(where you will be able to set the cupcake for the week) for the wedsite. I have also set it up on github pages so that i can host it for free. The way I made the admin page update the cupcakes list is the following. The admin page edits the cupcake list in the browser, using the locally saved GitHub token, then sends a PUT request to GitHub’s Contents API.That request commits the new public/data/weekly-cupcakes.json to karwals/Cupcakes on master, which triggers the GitHub Pages deploy workflow. i have not made the images of the cupcakes work yet that is the next step. and making the order now work.
Ships:
I made a website to sell cupcake. I am really happy that i could make it send you an email confirmation....
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1793425693.627174
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