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5582
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My awesome macropad! by @toro | Stardance
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toro
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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: My awesome macropad! by @toro | Stardance
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1793238767.4379785
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1793843567.4379785
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5583
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Real-Time Mallet Practice Assisstant by @jkurryan2 Real-Time Mallet Practice Assisstant by @jkurryan24 | Stardance...
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jkurryan24
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0
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3.0
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0
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[]
|
[{"post_id": 8729, "ts": "2026 [{"post_id": 8729, "ts": "2026-06-14T14:43:27Z", "hours": 1.0803, "text": "This project is slowly starting to come together, as I’ve now acquired the necessary electronics and done some basic code. Below are some images of the final mount design, mounted onto a marimba mallet. You’ll notice that the captive nut slot has been implemented and there is a battery and a Seeed Studio NRF52840 attached. Next, I need to strip off the JST battery header and solder the battery directly to the board. I’ve also wrote code and tested the NRF52840, and I’ve been able to get raw accelerometer and gyroscope data. Now, I need to write more code to detect when gyro/accel data goes over a threshold, indicating a “stroke,” or hit, of the mallet. Stay tuned!"}, {"post_id": 3216, "ts": "2026-06-06T01:25:16Z", "hours": 0.8731, "text": "PracSense - Real-Time Mallet Practice Assisstant. Although I haven’t logged much time for software so far, I’ve done a lot of iterative testing in the construction of my clamp system. I specifically aimed to improve the design by creating pocketing to remove non-necessary material and thus remove weight (by fractional amounts). Reducing weight of this apparatus is especially important for me because I want to keep an organic feel to the mallet without altering playing ability. In addition to pocketing, I made a captive nut slot to make installation easier Parts (Seeed Studio Xiao NRF52840 Sense & 80MaH Lipo) are being ordered very soon!"}, {"post_id": 1245, "ts": "2026-06-03T03:08:13Z", "hours": 1.0436, "text": "Hello! With this project, I’m aiming to create a lightweight device that can be attached to the shaft of various mallets of percussion instruments (including but not limited to marimba, vibraphone, and xylophone mallets). This device will use motion sensing to get raw data during a percussion practice session, which is then exported and analyzed to create a concise summary/practice plan for users via a website or app. As this project begins, I’m focusing on developing a clamp that will sturdily attach to a mallet (specifically a marimba mallet). I’ve also added a platform for the electronics!"}]...
|
Title: Real-Time Mallet Practice Assisstant by @jk Title: Real-Time Mallet Practice Assisstant by @jkurryan24 | Stardance
Devlogs:
Hello! With this project, I’m aiming to create a lightweight device that can be attached to the shaft of various mallets of percussion instruments (including but not limited to marimba, vibraphone, and xylophone mallets). This device will use motion sensing to get raw data during a percussion practice session, which is then exported and analyzed to create a concise summary/practice plan for users via a website or app. As this project begins, I’m focusing on developing a clamp that will sturdily attach to a mallet (specifically a marimba mallet). I’ve also added a platform for the electronics!
PracSense - Real-Time Mallet Practice Assisstant. Although I haven’t logged much time for software so far, I’ve done a lot of iterative testing in the construction of my clamp system. I specifically aimed to improve the design by creating pocketing to remove non-necessary material and thus remove weight (by fractional amounts). Reducing weight of this apparatus is especially important for me because I want to keep an organic feel to the mallet without altering playing ability. In addition to pocketing, I made a captive nut slot to make installation easier Parts (Seeed Studio Xiao NRF52840 Sense & 80MaH Lipo) are being ordered very soon!
This project is slowly starting to come together, as I’ve now acquired the necessary electronics and done some basic code. Below are some images of the final mount design, mounted onto a marimba mallet. You’ll notice that the captive nut slot has been implemented and there is a battery and a Seeed Studio NRF52840 attached. Next, I need to strip off the JST battery header and solder the battery directly to the board. I’ve also wrote code and tested the NRF52840, and I’ve been able to get raw accelerometer and gyroscope data. Now, I need to write more code to detect when gyro/accel data goes over a threshold, indicating a “stroke,” or hit, of the mallet. Stay tuned!...
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1793234938.6076186
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1793839738.6076186
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5584
|
Placeholder by @NR | Stardance
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NR
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Placeholder by @NR | Stardance
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1793289335.350727
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1793894135.350727
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5585
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Personal Website by @sophie_hanson | Stardance
|
sophie_hanson
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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: Personal Website by @sophie_hanson | Starda Title: Personal Website by @sophie_hanson | Stardance...
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1792738522.3677242
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1793343322.3677242
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5586
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Untitled by @vcj8_keroppi | Stardance
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vcj8_keroppi
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @vcj8_keroppi | Stardance
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1793238771.98759
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1793843571.98759
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5587
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Untitled project by @Harrison67 | Stardance
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Harrison67
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @Harrison67 | Stardance
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1792695196.5159757
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1793299996.5159757
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5588
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Minesweeper by @Jahames | Stardance
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Jahames
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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: Minesweeper by @Jahames | Stardance
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1793228051.5083656
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1793832851.5083656
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5589
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My first slack bot! by @NR | Stardance
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NR
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @NR | Stardance
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1792731060.4536858
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1793335860.4536858
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5590
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Robotic Arm With OpenCV Object Detection by @3DPri Robotic Arm With OpenCV Object Detection by @3DPrinterPro | Stardance...
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3DPrinterPro
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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: Robotic Arm With OpenCV Object Detection by Title: Robotic Arm With OpenCV Object Detection by @3DPrinterPro | Stardance...
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1793328888.6131947
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1793933688.6131947
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5591
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Thursday Clock by @mraltk | Stardance
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mraltk
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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: Thursday Clock by @mraltk | Stardance
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1792788829.0841851
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1793393629.0841851
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5592
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Custom Gridfinity Pen Bin by @Johnny | Stardance
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Johnny
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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: Custom Gridfinity Pen Bin by @Johnny | Star Title: Custom Gridfinity Pen Bin by @Johnny | Stardance...
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1792759877.6924584
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1793364677.6924584
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5593
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My awesome macropad! by @ben_hersh | Stardance
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ben_hersh
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @ben_hersh | Starda Title: My awesome macropad! by @ben_hersh | Stardance...
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1792752655.4294915
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1793357455.4294915
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5594
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DailyThesis by @sahil_singla1099 | Stardance
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sahil_singla1099
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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: DailyThesis by @sahil_singla1099 | Stardanc Title: DailyThesis by @sahil_singla1099 | Stardance...
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1793253150.7973983
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1793857950.7973983
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5595
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CERES - Weedkiller Bot by @minjajo | Stardance
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minjajo
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0
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26.24
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0
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[]
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[{"post_id": 16082, "ts": "202 [{"post_id": 16082, "ts": "2026-06-26T04:24:38Z", "hours": 2.6081, "text": "CERES MK2: Devlog 14 What’s New: The robot has been assembled, and the electronics have been all wired up! I’ve attached a video of the gearbox working below. In the next devlog, ill show a video of the entire robot. The issue regarding the gears slipping has been resolved with the new gears that I’ve designed. The main issue now is that the wheels themselves are slipping on the axle. I’m realizing now that I should have gone with a hexagonal axle instead of a circular one like I have. I’ll have to re-design the wheels so that they properly grip these axles What’s Next: The next step is program the robot to turn, as it can already go forward and backwards, and then also re-design the wheels so that they stop slipping when the motors are running."}, {"post_id": 13829, "ts": "2026-06-22T17:39:48Z", "hours": 1.4167, "text": "CERES MK2: Devlog 13 What’s New: I’ve put together the mechanical aspects of the main robot! The robot has finally come together in real life, and it looks amazing. I assembled all four motor gearboxes, mounted them onto the frame along with the axle mounts, and then attached the wheels. Current Issues: Currently, the wheels themselves are holding onto the axles quite well, but because the axles are threaded rods (instead of a hexagonal rod), the gear in the gearbox begins to slip when there is a high torque load on the robot. What’s Next: I’m going to fix this gear slipping issue by redesigning the gears to have perpendicular screws in order to grip the threaded rod perfectly. I’ll have to take apart the robot and re-do the gearbox to attach these new gears."}, {"post_id": 13230, "ts": "2026-06-21T17:42:16Z", "hours": 1.5028, "text": "CERES MK2: Devlog 12 What’s New: I’ve put together the first gearbox assembly! I was able to properly mount the motor to the gearbox, along with the gears themselves and the ball bearings on both the gearbox and the red axle mount shown in the picture below. Everything appears to be coming together great right now. The gears sit together flushly without any issues, and the motor is able to drive the axle well. What’s Next: The next step is to finish up the other three gearboxes, and then I can mount the rest of the body panels onto the robot before wiring up the electronics!"}, {"post_id": 11031, "ts": "2026-06-18T01:53:55Z", "hours": 0.7125, "text": "CERES MK2: Devlog 11 What’s New: Unfortunately, I’ve been a bit busy lately, and I have not been able to make much progress on the robot. That should change soon though! As for whats new, I’ve just been cleaning up the design of the robot, and I’ve worked on setting up the Raspberry Pi. What’s Next: The next step is likely to start actually looking into how the robot will be able to identify weeds via camera vision, as well as how the pump-tank system will look!"}, {"post_id": 8099, "ts": "2026-06-13T14:54:17Z", "hours": 8.4683, "text": "CERES MK2: Devlog 10 What’s New: I made a couple of changes to the CAD design (which I will showcase in the next devlog), and I also began soldering the motors to the wires in preparation of setting them up with the motor drivers. As the 3d printed parts start getting ready, I’ve been attaching them to the aluminum frame, as seen below Currently, the biggest issue with the assembly of the robot is the difficulty that comes with ensuring that the T-slot nuts are inserted and held in the exact position necessary to mount the body panels. I attempted to compensate for this earlier in the design process by designing v-slot liners, but they did not work properly as they were not able to hold the T-slot nuts effectively. What’s Next: The next step in the project is to work on setting up the Raspberry Pi, which I have not yet done. I also want to test out the ESP32 with the motors and Joy-Con soon."}, {"post_id": 7146, "ts": "2026-06-11T22:43:16Z", "hours": 1.2517, "text": "CERES MK2: Devlog 9 What’s New: I designed a Raspberry Pi camera module mount and housing, in order to accommodate the image recognition software on the raspberry Pi. I’ve begun to print out all the CAD components, so I’ll be able to add onto the (already assembled) aluminum frame soon. I’ve also begun to work on a rudimentary system to control the weed robot via a Nintendo Switch Joy-con in order to test its capabilities before paring it with the Raspberry pi. To use the Joy-Con with the esp32, I used a library called BluePads32, and it allows for a connection between an esp32 and any controller. It was relatively easy to set up due to there being in-depth documentation on the library. You can visit the documentation here if you’d like to try it yourself! What’s Next: The next step in the project, while the 3d printed components are printing, is to start soldering and wiring up the motors to the motor drivers, and start experimenting with serial communication between the ESP and Raspberry Pi"}, {"post_id": 5796, "ts": "2026-06-09T18:33:59Z", "hours": 1.65, "text": "CERES MK2: Devlog 8 What’s New: Today, I designed multiple new body panels on the robot in order to properly house the electronics from the elements. In addition, I’ve begun the physical construction of the robot’s frame, which I’ve attached below The biggest hurdle today was assembling the frame for sure. Because I was using sliding v-rail T-nuts instead of the insertable type, I would have to partially dismantle the frame every time I have to add any panels or mounts. What’s Next: I WILL start working on the code for the ESP32 next time, as I’ve been putting it off for a while now. I’ll also start physically wiring up the ESP32 with the placeholder L298n drivers so that I can test the robot."}, {"post_id": 5336, "ts": "2026-06-09T02:19:26Z", "hours": 1.1714, "text": "CERES MK2: Devlog 7 What’s New: Because I completely overhauled the design of the bot (Mk2), I started re-designing the lower casing that protects the electronics and motors from the elements! I also used this opportunity to redesign the way the two separate plates (of the casing) fit together in order to allow for both easier assembly and better overall durability. Some Other Things: I had to redesign the wheels as well to accomodate the new 5mm threaded rods that I plan to use for the axles. I also changed up the color scheme plan - I’m going for a more modern, high tech aesthetic. What’s Next: I have yet to implement the electronics into the Mk2, and the design is purely mechanical right now. I have to design the mounts for the RPI, esp32, motor drivers, and etc. I also want to start designing the PCB for the bot so that the motor drivers are integrated directly with the ESP32."}, {"post_id": 5097, "ts": "2026-06-08T19:44:56Z", "hours": 2.2703, "text": "CERES MK2: Devlog 6 What’s New: I decided to completely overhaul the design of the robot and essentially start from scratch. In the initial iteration, the entire weight of the robot was resting on the motor’s shaft/axle. In this new design, I’ve pivoted towards a gearbox design that will allow for the weight of the robot to rest on 4 axles instead of the motor itself. So far, I have only designed the gearbox itself as well as the mounts for the axles to sit on. This ensures the longevity of the robot as the wheels are no longer directly attached to the motors. The gearbox itself uses two gears, with a 1:1 gear ratio as I did not want to change the RPM output of the wheel, as I felt that the 100rpm provided by the motors was sufficient in terms of both torque and speed. The gearbox mounts to the frame using 4 sliding T-nuts and M5 screws. The axle itself is an M5 threaded rod, and the rod sits on 3 ball bearings with an inner diameter of 5mm to rotate freely. What’s Next: I’ll have to redesign a majority of the body panels, as well as the wheels themselves. I’ll likely do that before I move onto designing new mounts for the electronics."}, {"post_id": 4408, "ts": "2026-06-07T18:43:06Z", "hours": 0.7697, "text": "Whats new: Designed and implemented V-slot rail sliders for the robot frame. This is done for easier assembly, as it no longer requires the precise positioning the the T-nuts when assembling and mounting body panels for the frame. I also made some small aesthetic design adjustments I faced some issues with the alignment of the lower body panel and the frame. For some reason, they’re not aligning even though I believe all my measurements are correct. I have yet to resolve the issue, so I’ll have to save that for next time. Whats Next: The CAD/frame/body panels are done for the most part. There are some issues (like mentioned above) that still need to be fixed, and there are a few adjustments I still want to make. The next step will be to move on to the code for the ESP32, so that the robot can be controlled manually. After that, I’ll start designing a PCB to integrate the components better."}, {"post_id": 3999, "ts": "2026-06-07T04:30:11Z", "hours": 0.7769, "text": "I designed custom v-slot liners for the aluminum extrusions, allowing for easier assembly of the body panels."}, {"post_id": 3082, "ts": "2026-06-05T23:45:19Z", "hours": 0.7706, "text": "I altered the locations where the motor drivers and raspberry pi are mounted so that they have more protection from the weather. I also fixed the issues with the tire mirroring (which can be seen in the previous iterations) and I designed the top cover to allow for the electronics to be more accessible."}, {"post_id": 2338, "ts": "2026-06-04T19:38:34Z", "hours": 1.5733, "text": "I’ve been printing out and assembling the wheels and tires of the Weedkiller bot. The tires are printed in 95A TPU. I’ve also been re-doing the layout of the electronics on the robot, which I’ll post later."}, {"post_id": 1608, "ts": "2026-06-03T19:00:46Z", "hours": 0.685, "text": "I’ve updated the color scheme of the Weed-killing robot to look more agricultural. I also finished desigining the mounting holes for the lower housing plate and designed mounts for the raspberry pi and motor drivers as well. I’ll start off by using L298n drivers and I hope to eventually start using my own PCB that incorporates an esp32 module and a H-bridge motor driver."}, {"post_id": 1105, "ts": "2026-06-02T22:40:16Z", "hours": 0.6089, "text": "Say hello to the Weedkiller bot! I’ve yet to name it, but I’m currently working on its outer shell/casing so that it can be weatherproof."}]...
|
Title: CERES - Weedkiller Bot by @minjajo | Starda Title: CERES - Weedkiller Bot by @minjajo | Stardance
Devlogs:
Say hello to the Weedkiller bot! I’ve yet to name it, but I’m currently working on its outer shell/casing so that it can be weatherproof.
I’ve updated the color scheme of the Weed-killing robot to look more agricultural. I also finished desigining the mounting holes for the lower housing plate and designed mounts for the raspberry pi and motor drivers as well. I’ll start off by using L298n drivers and I hope to eventually start using my own PCB that incorporates an esp32 module and a H-bridge motor driver.
I’ve been printing out and assembling the wheels and tires of the Weedkiller bot. The tires are printed in 95A TPU. I’ve also been re-doing the layout of the electronics on the robot, which I’ll post later.
I altered the locations where the motor drivers and raspberry pi are mounted so that they have more protection from the weather. I also fixed the issues with the tire mirroring (which can be seen in the previous iterations) and I designed the top cover to allow for the electronics to be more accessible.
I designed custom v-slot liners for the aluminum extrusions, allowing for easier assembly of the body panels.
Whats new: Designed and implemented V-slot rail sliders for the robot frame. This is done for easier assembly, as it no longer requires the precise positioning the the T-nuts when assembling and mounting body panels for the frame. I also made some small aesthetic design adjustments I faced some issues with the alignment of the lower body panel and the frame. For some reason, they’re not aligning even though I believe all my measurements are correct. I have yet to resolve the issue, so I’ll have to save that for next time. Whats Next: The CAD/frame/body panels are done for the most part. There are some issues (like mentioned above) that still need to be fixed, and there are a few adjustments I still want to make. The next step will be to move on to the code for the ESP32, so that the robot can be controlled manually. After that, I’ll start designing a PCB to integrate the components better.
CERES MK2: Devlog 6 What’s New: I decided to completely overhaul the design of the robot and essentially start from scratch. In the initial iteration, the entire weight of the robot was resting on the motor’s shaft/axle. In this new design, I’ve pivoted towards a gearbox design that will allow for the weight of the robot to rest on 4 axles instead of the motor itself. So far, I have only designed the gearbox itself as well as the mounts for the axles to sit on. This ensures the longevity of the robot as the wheels are no longer directly attached to the motors. The gearbox itself uses two gears, with a 1:1 gear ratio as I did not want to change the RPM output of the wheel, as I felt that the 100rpm provided by the motors was sufficient in terms of both torque and speed. The gearbox mounts to the frame using 4 sliding T-nuts and M5 screws. The axle itself is an M5 threaded rod, and the rod sits on 3 ball bearings with an inner diameter of 5mm to rotate freely. What’s Next: I’ll have to redesign a majority of the body panels, as well as the wheels themselves. I’ll likely do that before I move onto designing new mounts for the electronics.
CERES MK2: Devlog 7 What’s New: Because I completely overhauled the design of the bot (Mk2), I started re-designing the lower casing that protects the electronics and motors from the elements! I also used this opportunity to redesign the way the two separate plates (of the casing) fit together in order to allow for both easier assembly and better overall durability. Some Other Things: I had to redesign the wheels as well to accomodate the new 5mm threaded rods that I plan to use for the axles. I also changed up the color scheme plan - I’m going for a more modern, high tech aesthetic. What’s Next: I have yet to implement the electronics into the Mk2, and the design is purely mechanical right now. I have to design the mounts for the RPI, esp32, motor drivers, and etc. I also want to start designing the PCB for the bot so that the motor drivers are integrated directly with the ESP32.
CERES MK2: Devlog 8 What’s New: Today, I designed multiple new body panels on the robot in order to properly house the electronics from the elements. In addition, I’ve begun the physical construction of the robot’s frame, which I’ve attached below The biggest hurdle today was assembling the frame for sure. Because I was using sliding v-rail T-nuts instead of the insertable type, I would have to partially dismantle the frame every time I have to add any panels or mounts. What’s Next: I WILL start working on the code for the ESP32 next time, as I’ve been putting it off for a while now. I’ll also start physically wiring up the ESP32 with the placeholder L298n drivers so that I can test the robot.
CERES MK2: Devlog 9 What’s New: I designed a Raspberry Pi camera module mount and housing, in order to accommodate the image recognition software on the raspberry Pi. I’ve begun to print out all the CAD components, so I’ll be able to add onto the (already assembled) aluminum frame soon. I’ve also begun to work on a rudimentary system to control the weed robot via a Nintendo Switch Joy-con in order to test its capabilities before paring it with the Raspberry pi. To use the Joy-Con with the esp32, I used a library called BluePads32, and it allows for a connection between an esp32 and any controller. It was relatively easy to set up due to there being in-depth documentation on the library. You can visit the documentation here if you’d like to try it yourself! What’s Next: The next step in the project, while the 3d printed components are printing, is to start soldering and wiring up the motors to the motor drivers, and start experimenting with serial communication between the ESP and Raspberry Pi
CERES MK2: Devlog 10 What’s New: I made a couple of changes to the CAD design (which I will showcase in the next devlog), and I also began soldering the motors to the wires in preparation of setting them up with the motor drivers. As the 3d printed parts start getting ready, I’ve been attaching them to the aluminum frame, as seen below Currently, the biggest issue with the assembly of the robot is the difficulty that comes with ensuring that the T-slot nuts are inserted and held in the exact position necessary to mount the body panels. I attempted to compensate for this earlier in the design process by designing v-slot liners, but they did not work properly as they were not able to hold the T-slot nuts effectively. What’s Next: The next step in the project is to work on setting up the Raspberry Pi, which I have not yet done. I also want to test out the ESP32 with the motors and Joy-Con soon.
CERES MK2: Devlog 11 What’s New: Unfortunately, I’ve been a bit busy lately, and I have not been able to make much progress on the robot. That should change soon though! As for whats new, I’ve just been cleaning up the design of the robot, and I’ve worked on setting up the Raspberry Pi. What’s Next: The next step is likely to start actually looking into how the robot will be able to identify weeds via camera vision, as well as how the pump-tank system will look!
CERES MK2: Devlog 12 What’s New: I’ve put together the first gearbox assembly! I was able to properly mount the motor to the gearbox, along with the gears themselves and the ball bearings on both the gearbox and the red axle mount shown in the picture below. Everything appears to be coming together great right now. The gears sit together flushly without any issues, and the motor is able to drive the axle well. What’s Next: The next step is to finish up the other three gearboxes, and then I can mount the rest of the body panels onto the robot before wiring up the electronics!
CERES MK2: Devlog 13 What’s New: I’ve put together the mechanical aspects of the main robot! The robot has finally come together in real life, and it looks amazing. I assembled all four motor gearboxes, mounted them onto the frame along with the axle mounts, and then attached the wheels. Current Issues: Currently, the wheels themselves are holding onto the axles quite well, but because the axles are threaded rods (instead of a hexagonal rod), the gear in the gearbox begins to slip when there is a high torque load on the robot. What’s Next: I’m going to fix this gear slipping issue by redesigning the gears to have perpendicular screws in order to grip the threaded rod perfectly. I’ll have to take apart the robot and re-do the gearbox to attach these new gears.
CERES MK2: Devlog 14 What’s New: The robot has been assembled, and the electronics have been all wired up! I’ve attached a video of the gearbox working below. In the next devlog, ill show a video of the entire robot. The issue regarding the gears slipping has been resolved with the new gears that I’ve designed. The main issue now is that the wheels themselves are slipping on the axle. I’m realizing now that I should have gone with a hexagonal axle instead of a circular one like I have. I’ll have to re-design the wheels so that they properly grip these axles What’s Next: The next step is program the robot to turn, as it can already go forward and backwards, and then also re-design the wheels so that they stop slipping when the motors are running....
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1792795980.205542
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1793400780.205542
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5596
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NULL
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NULL
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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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1792925330.1640973
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1793789330.1640973
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5597
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How Complicated Can It Be? by @hasan | Stardance
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hasan
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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: How Complicated Can It Be? by @hasan | Star Title: How Complicated Can It Be? by @hasan | Stardance...
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1792655675.194516
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1793260475.194516
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5598
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My awesome macropad! by @ethankow | Stardance
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ethankow
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @ethankow | Stardan Title: My awesome macropad! by @ethankow | Stardance...
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1793238855.032759
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1793843655.032759
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5599
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chicken bawk bawk by @riamu | Stardance
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riamu
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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: chicken bawk bawk by @riamu | Stardance
|
1793227951.038554
|
1793832751.038554
|
|
5600
|
My awesome macropad! by @kj101dis | Stardance
|
kj101dis
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @kj101dis | Stardan Title: My awesome macropad! by @kj101dis | Stardance...
|
1792742050.8828266
|
1793346850.8828266
|
|
5601
|
My awesome macropad! by @urs_truly | Stardance
|
urs_truly
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @urs_truly | Starda Title: My awesome macropad! by @urs_truly | Stardance...
|
1793288975.0801105
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1793893775.0801105
|
|
5602
|
Arduino Experimentation by @ben_hersh | Stardance
|
ben_hersh
|
0
|
1.72
|
0
|
[]
|
[{"post_id": 2364, "ts": "2026 [{"post_id": 2364, "ts": "2026-06-04T20:20:13Z", "hours": 1.7156, "text": "Just finished a LCD Thermostat and Hygrometer with LED’s to determine whether its colder or hotter than my preffered temperature!"}]...
|
Title: Arduino Experimentation by @ben_hersh | Sta Title: Arduino Experimentation by @ben_hersh | Stardance
Devlogs:
Just finished a LCD Thermostat and Hygrometer with LED’s to determine whether its colder or hotter than my preffered temperature!...
|
1792752753.1443026
|
1793357553.1443026
|
|
5603
|
My first slack bot! by @max-lobster | Stardance
|
max-lobster
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @max-lobster | Stard Title: My first slack bot! by @max-lobster | Stardance...
|
1792777766.5980575
|
1793382566.5980575
|
|
5604
|
My first slack bot! by @Lazyllama | Stardance
|
Lazyllama
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Lazyllama | Stardan Title: My first slack bot! by @Lazyllama | Stardance...
|
1792914633.8056343
|
1793778633.8056343
|
|
5605
|
My awesome macropad! by @reyansh | Stardance
|
reyansh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @reyansh | Stardanc Title: My awesome macropad! by @reyansh | Stardance...
|
1793217104.8134515
|
1793821904.8134515
|
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5606
|
My awesome macropad! by @Mars | Stardance
|
Mars
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Mars | Stardance
|
1793332129.82502
|
1793936929.82502
|
|
5608
|
My awesome macropad! by @jesse | Stardance
|
jesse
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @jesse | Stardance
|
1792792325.1578858
|
1793397125.1578858
|
|
5609
|
64' Falcon by @GasMileage | Stardance
|
GasMileage
|
0
|
1.52
|
0
|
[]
|
[{"post_id": 20987, "ts": "202 [{"post_id": 20987, "ts": "2026-07-02T18:44:24Z", "hours": 1.5225, "text": "Been working on my Falcon, rebuilt the carburetor yesterday so I was testing it and getting it to work better today."}]...
|
Title: 64' Falcon by @GasMileage | Stardance
Title: 64' Falcon by @GasMileage | Stardance
Devlogs:
Been working on my Falcon, rebuilt the carburetor yesterday so I was testing it and getting it to work better today....
|
1793318234.061964
|
1793923034.061964
|
|
5610
|
Following a guide by @friday | Stardance
|
friday
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Following a guide by @friday | Stardance
|
1792756471.0751932
|
1793361271.0751932
|
|
5611
|
My awesome macropad! by @Yuwei | Stardance
|
Yuwei
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Yuwei | Stardance
|
1793213746.310738
|
1793818546.310738
|
|
5612
|
Untitled by @Aguy_503 | Stardance
|
Aguy_503
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Aguy_503 | Stardance
|
1793134418.7619636
|
1793739218.7619636
|
|
5613
|
My first slack bot! by @colbymoyer | Stardance
|
colbymoyer
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @colbymoyer | Starda Title: My first slack bot! by @colbymoyer | Stardance...
|
1792727382.619334
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1793332182.619334
|
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5614
|
Untitled project by @yulee | Stardance
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yulee
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @yulee | Stardance
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1793234930.311987
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1793839730.311987
|
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5615
|
Ai Event Tracker by @reyansh | Stardance
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reyansh
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0
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0.0
|
0
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[]
|
[]
|
Title: Ai Event Tracker by @reyansh | Stardance
|
1793328921.3370838
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1793933721.3370838
|
|
5616
|
desmos art by @Rafael | Stardance
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Rafael
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0
|
0.0
|
0
|
[]
|
[]
|
Title: desmos art by @Rafael | Stardance
|
1792766911.110239
|
1793371711.110239
|
|
5617
|
Portfolio website by @Ghabys | Stardance
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Ghabys
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Portfolio website by @Ghabys | Stardance
|
1792723879.785347
|
1793328679.785347
|
|
5618
|
My awesome macropad! by @rishib | Stardance
|
rishib
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @rishib | Stardance
|
1792662929.7307205
|
1793267729.7307205
|
|
5620
|
My first slack bot! by @rishib | Stardance
|
rishib
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @rishib | Stardance
|
1792680786.117381
|
1793285586.117381
|
|
5621
|
My first slack bot! by @Luka_J | Stardance
|
Luka_J
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Luka_J | Stardance
|
1793213809.1417248
|
1793818609.1417248
|
|
5622
|
aura tester by @Jdog | Stardance
|
Jdog
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: aura tester by @Jdog | Stardance
|
1793303685.896155
|
1793908485.896155
|
|
5623
|
Far away by @ismael | Stardance
|
ismael
|
0
|
49.74
|
0
|
[]
|
[{"post_id": 43673, "ts": "202 [{"post_id": 43673, "ts": "2026-08-09T02:15:46Z", "hours": 10.4142, "text": "Devlog #6 So, it’s been a while since I made any progress on this project because of school and stuff. I still haven’t made much more progress, but I wanted to log these hours before continuing. If I remember correctly, all I did was make the energy system, making sure that the player restores energy by sleeping and wastes it by repairing machines around the base. Also, all machines now display their status and integrity. I also made the system that damages the machines, so the whole point will be that machines that are more damaged will fail more often, and the whole base will deteriorate over time. It’s up to the player to decide what to repair and to what degree with the energy they have. For example, fully repairing the heating system might take the energy that you need for the lab, but you might consider the heating system to be more important, and so on… So yeah :)"}, {"post_id": 13556, "ts": "2026-06-22T06:05:22Z", "hours": 16.7378, "text": "Devlog #5 Hi everybody! This week was focused on turning individual mechanics into a playable experience.Several new sections of the Titan base have been added, including industrial storage and processing areas. I spent a lot of time working on interactions. Ladders are now fully functional, with dedicated animations and movement systems, and the first version of the sleep mechanic has been fully implemented along a more smooth animation for it. Most of the work this week wasn’t spent creating entirely new features, but refining and connecting existing ones. The game is slowly reaching the point where I can experience a full gameplay loop rather than a collection of separate systems. There is still a lot of work ahead, especially regarding minigames, textures, and story content. I’m working now in cutscenes and textdialogs to make sure that there is a well told narrative. Hope what i show seems interesting and good luck to everyone!"}, {"post_id": 10431, "ts": "2026-06-17T04:30:33Z", "hours": 9.0658, "text": "Devlog #4 Hi everybody! A lot of progress has been made since the last devlog the Titan base, where the entire game takes place, is now almost fully modeled. Most of the major systems are in place, including communications, water recycling, heating, and the biodome. The biodome is fully functional and features a plant growth system that progresses based on the passing days on Titan. The exterior environment of Titan is also complete the hands shown in the first devlog have been replaced with fully 3D animated hands, with unique animations for every interaction in the game i’ve also added an inspection system that lets players pick up, rotate, and closely examine objects, this will be used to reveal important story details naturally, without interrupting gameplay most of the recent work has focused on atmosphere and immersion, and the game is finally starting to feel like the lonely, isolated place I imagined from the beginning next, I’ll be working on repair minigames, textures, and the log system. The logs will play a major role in survival, as the number of days you must endure depends on how effectively you convince people on Earth to organize a rescue mission I’m really happy with the direction of the project so far. It’s shaping up to be a short psychological sci-fi horror experience"}, {"post_id": 8801, "ts": "2026-06-14T16:47:40Z", "hours": 3.6253, "text": "Devlog #3 Spent a few hours in Blender this last few days, learning the basics of 3D modeling and putting together some of the machines for the base. It’s a shame those hours aren’t tracked anywhere, because there was a lot of trial and error involved. The process has been surprisingly fun, and it’s starting to make the world feel more real. Most of these machines are so specific that finding suitable models online isn’t really an option, so I decided to build them myself. For more common props and environment assets, though, I’ll be using existing models so I can focus on what matters most: actually putting the game together. It’s still early, but seeing these systems take shape makes the project feel a lot more tangible. The goal now is to start turning this isolated systems into a playable base on Titan."}, {"post_id": 4648, "ts": "2026-06-08T01:40:57Z", "hours": 5.7944, "text": "Devlog #2 i have struggle a LOT learning C# and modeling stuff but after a bunch of errors i built a dome that will serve as the main agricultural and research area of the outpost. One of the player’s objectives is to grow plants inside the dome as part of an experiment to determine whether sustainable food production is possible on Titan. The dome also provides protection from Titan’s harsh environmental conditions, allowing crops to grow in a controlled environment. I also implemented a simple time progression mechanic. Time is measured in “Sols,” which represent the equivalent of Earth days in the game. As Sols pass, the environment and other gameplay elements will gradually change, reflecting the progression of the mission. Additionally, I improved the camera controls to make movement feel smoother and more natural for the player. Finally, I have defined the game’s story wich i really needed cause i felt the game lacked direction. Here’s a story overview: The game follows the first human expedition to Titan, Saturn’s largest moon. The mission’s objective is to establish a small research outpost, study Titan’s environment, and evaluate whether long-term human habitation could one day be possible. The crew consists of four astronauts, including the player. During an early exploration mission, the player remains at a temporary surface base to monitor scientific equipment and oversee operations while the rest of the crew ventures into the surrounding terrain. While monitoring the mission, the player detects a powerful atmospheric storm approaching the crew and warns them through radio communication. Shortly afterward, all contact is lost. Faced with an unknown threat, the other astronauts retreat to the main spacecraft and leave Titan, believing the player has already been informed of the evacuation. Due to communication failures, the player never receives the message. After losing contact, the player ventures outside in search of the crew’s last known location, only to witness the spacecraft departing Titan without them. Panicked and alone, they return to the outpost, accidentally damaging critical life-support systems. Repairing these systems serves as an introduction to the game’s repair mechanics. With no immediate hope of rescue, the player sends a distress signal and begins a long struggle for survival. They must maintain the base, operate scientific machinery, conduct experiments, and grow crops inside a research dome designed to test whether food can be sustainably produced on Titan. As time passes, isolation begins to take its toll. Strange events, distant shadows, and unexplained phenomena blur the line between reality and imagination. The player is left questioning whether Titan truly is lifeless—or whether something else exists beneath its frozen surface. The game focuses on loneliness, survival, and the psychological effects of isolation. Its atmosphere emphasizes the vastness of space, the distance from Earth, and the uncertainty of being completely alone in an alien world. Eventually, a rescue mission arrives. However, after everything the player has experienced, they must make a final decision: trust the returning crew and leave Titan behind, or remain on the moon, convinced that the people who came to save them may not be who they claim to be."}, {"post_id": 1775, "ts": "2026-06-03T23:39:22Z", "hours": 4.1028, "text": "Devlog #1 Hi everybody! i just started this game about a guy who is left alone in his spaceship in titan and need to use all his knowledge to get back home. I have pretty much no experience with unity so it has been a fun challenge making the basic stuff. I finally made all the movements with sprint and crouch and also made a functional door wich im very proud of :). the game is supossed to have a bunch of survival-like mechanics, and by the look of it, it will probably be kind of horror like, idk, im just flowing with it. we’ll see how it turns out, really excited about it! sorry if my english isn’t the best btw, been a while since a practice. good luck to everyone!"}]...
|
Title: Far away by @ismael | Stardance
Devlogs:
D Title: Far away by @ismael | Stardance
Devlogs:
Devlog #1 Hi everybody! i just started this game about a guy who is left alone in his spaceship in titan and need to use all his knowledge to get back home. I have pretty much no experience with unity so it has been a fun challenge making the basic stuff. I finally made all the movements with sprint and crouch and also made a functional door wich im very proud of :). the game is supossed to have a bunch of survival-like mechanics, and by the look of it, it will probably be kind of horror like, idk, im just flowing with it. we’ll see how it turns out, really excited about it! sorry if my english isn’t the best btw, been a while since a practice. good luck to everyone!
Devlog #2 i have struggle a LOT learning C# and modeling stuff but after a bunch of errors i built a dome that will serve as the main agricultural and research area of the outpost. One of the player’s objectives is to grow plants inside the dome as part of an experiment to determine whether sustainable food production is possible on Titan. The dome also provides protection from Titan’s harsh environmental conditions, allowing crops to grow in a controlled environment. I also implemented a simple time progression mechanic. Time is measured in “Sols,” which represent the equivalent of Earth days in the game. As Sols pass, the environment and other gameplay elements will gradually change, reflecting the progression of the mission. Additionally, I improved the camera controls to make movement feel smoother and more natural for the player. Finally, I have defined the game’s story wich i really needed cause i felt the game lacked direction. Here’s a story overview: The game follows the first human expedition to Titan, Saturn’s largest moon. The mission’s objective is to establish a small research outpost, study Titan’s environment, and evaluate whether long-term human habitation could one day be possible. The crew consists of four astronauts, including the player. During an early exploration mission, the player remains at a temporary surface base to monitor scientific equipment and oversee operations while the rest of the crew ventures into the surrounding terrain. While monitoring the mission, the player detects a powerful atmospheric storm approaching the crew and warns them through radio communication. Shortly afterward, all contact is lost. Faced with an unknown threat, the other astronauts retreat to the main spacecraft and leave Titan, believing the player has already been informed of the evacuation. Due to communication failures, the player never receives the message. After losing contact, the player ventures outside in search of the crew’s last known location, only to witness the spacecraft departing Titan without them. Panicked and alone, they return to the outpost, accidentally damaging critical life-support systems. Repairing these systems serves as an introduction to the game’s repair mechanics. With no immediate hope of rescue, the player sends a distress signal and begins a long struggle for survival. They must maintain the base, operate scientific machinery, conduct experiments, and grow crops inside a research dome designed to test whether food can be sustainably produced on Titan. As time passes, isolation begins to take its toll. Strange events, distant shadows, and unexplained phenomena blur the line between reality and imagination. The player is left questioning whether Titan truly is lifeless—or whether something else exists beneath its frozen surface. The game focuses on loneliness, survival, and the psychological effects of isolation. Its atmosphere emphasizes the vastness of space, the distance from Earth, and the uncertainty of being completely alone in an alien world. Eventually, a rescue mission arrives. However, after everything the player has experienced, they must make a final decision: trust the returning crew and leave Titan behind, or remain on the moon, convinced that the people who came to save them may not be who they claim to be.
Devlog #3 Spent a few hours in Blender this last few days, learning the basics of 3D modeling and putting together some of the machines for the base. It’s a shame those hours aren’t tracked anywhere, because there was a lot of trial and error involved. The process has been surprisingly fun, and it’s starting to make the world feel more real. Most of these machines are so specific that finding suitable models online isn’t really an option, so I decided to build them myself. For more common props and environment assets, though, I’ll be using existing models so I can focus on what matters most: actually putting the game together. It’s still early, but seeing these systems take shape makes the project feel a lot more tangible. The goal now is to start turning this isolated systems into a playable base on Titan.
Devlog #4 Hi everybody! A lot of progress has been made since the last devlog the Titan base, where the entire game takes place, is now almost fully modeled. Most of the major systems are in place, including communications, water recycling, heating, and the biodome. The biodome is fully functional and features a plant growth system that progresses based on the passing days on Titan. The exterior environment of Titan is also complete the hands shown in the first devlog have been replaced with fully 3D animated hands, with unique animations for every interaction in the game i’ve also added an inspection system that lets players pick up, rotate, and closely examine objects, this will be used to reveal important story details naturally, without interrupting gameplay most of the recent work has focused on atmosphere and immersion, and the game is finally starting to feel like the lonely, isolated place I imagined from the beginning next, I’ll be working on repair minigames, textures, and the log system. The logs will play a major role in survival, as the number of days you must endure depends on how effectively you convince people on Earth to organize a rescue mission I’m really happy with the direction of the project so far. It’s shaping up to be a short psychological sci-fi horror experience
Devlog #5 Hi everybody! This week was focused on turning individual mechanics into a playable experience.Several new sections of the Titan base have been added, including industrial storage and processing areas. I spent a lot of time working on interactions. Ladders are now fully functional, with dedicated animations and movement systems, and the first version of the sleep mechanic has been fully implemented along a more smooth animation for it. Most of the work this week wasn’t spent creating entirely new features, but refining and connecting existing ones. The game is slowly reaching the point where I can experience a full gameplay loop rather than a collection of separate systems. There is still a lot of work ahead, especially regarding minigames, textures, and story content. I’m working now in cutscenes and textdialogs to make sure that there is a well told narrative. Hope what i show seems interesting and good luck to everyone!
Devlog #6 So, it’s been a while since I made any progress on this project because of school and stuff. I still haven’t made much more progress, but I wanted to log these hours before continuing. If I remember correctly, all I did was make the energy system, making sure that the player restores energy by sleeping and wastes it by repairing machines around the base. Also, all machines now display their status and integrity. I also made the system that damages the machines, so the whole point will be that machines that are more damaged will fail more often, and the whole base will deteriorate over time. It’s up to the player to decide what to repair and to what degree with the energy they have. For example, fully repairing the heating system might take the energy that you need for the lab, but you might consider the heating system to be more important, and so on… So yeah :)...
|
1792785258.885274
|
1793390058.885274
|
|
5625
|
Life-Size R2D2 by @GasMileage | Stardance
|
GasMileage
|
0
|
1.58
|
0
|
[]
|
[{"post_id": 19293, "ts": "202 [{"post_id": 19293, "ts": "2026-06-30T15:45:23Z", "hours": 0.3667, "text": "I continued from last time, and colored the right leg in Bambu Studio. However, I think I will have to do it later due to the fact that I need to make this part twice as big."}, {"post_id": 19017, "ts": "2026-06-30T05:45:25Z", "hours": 1.2167, "text": "I started with a model on makerworld, and started modifying it to work for what I want. I found a half size model so I will have to multiply it by 2 when I’m done. Today I looked at LED matrices for the lights on R2 and started making wire holes for the legs so we can put motors in it."}]...
|
Title: Life-Size R2D2 by @GasMileage | Stardance
Title: Life-Size R2D2 by @GasMileage | Stardance
Devlogs:
I started with a model on makerworld, and started modifying it to work for what I want. I found a half size model so I will have to multiply it by 2 when I’m done. Today I looked at LED matrices for the lights on R2 and started making wire holes for the legs so we can put motors in it.
I continued from last time, and colored the right leg in Bambu Studio. However, I think I will have to do it later due to the fact that I need to make this part twice as big....
|
1792659118.548279
|
1793263918.548279
|
|
5626
|
DetecTop by @MC | Stardance
|
MC
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: DetecTop by @MC | Stardance
|
1792918057.936474
|
1793782057.936474
|
|
5627
|
Untitled project by @Eleanorthehamster | Stardance
|
Eleanorthehamster
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Eleanorthehamster | St Title: Untitled project by @Eleanorthehamster | Stardance...
|
1793170161.0870767
|
1793774961.0870767
|
|
5628
|
My first slack bot! by @MC | Stardance
|
MC
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @MC | Stardance
|
1793192016.6591787
|
1793796816.6591787
|
|
5629
|
Shay Locomotive by @GasMileage | Stardance
|
GasMileage
|
0
|
3.35
|
0
|
[]
|
[{"post_id": 28000, "ts": "202 [{"post_id": 28000, "ts": "2026-07-13T23:35:03Z", "hours": 2.4169, "text": "I designed new trucks (the wheel housing) for the train, because the old ones weren’t good at all."}, {"post_id": 26591, "ts": "2026-07-11T14:44:22Z", "hours": 0.2833, "text": "I started disassembling the locomotive so I can print it out"}, {"post_id": 21554, "ts": "2026-07-03T15:59:28Z", "hours": 0.6503, "text": "I am disassembling the model so I can print it in a bunch of smaller pieces."}]...
|
Title: Shay Locomotive by @GasMileage | Stardance
Title: Shay Locomotive by @GasMileage | Stardance
Devlogs:
I am disassembling the model so I can print it in a bunch of smaller pieces.
I started disassembling the locomotive so I can print it out
I designed new trucks (the wheel housing) for the train, because the old ones weren’t good at all....
|
1793246061.4151638
|
1793850861.4151638
|
|
5630
|
Funny Tiny Keyboard by @OmarMurpy | Stardance
|
OmarMurpy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Funny Tiny Keyboard by @OmarMurpy | Stardan Title: Funny Tiny Keyboard by @OmarMurpy | Stardance...
|
1792723999.7140653
|
1793328799.7140653
|
|
5631
|
Untitled by @stephenfromcolorado | Stardance
|
stephenfromcolorado
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @stephenfromcolorado | Stardanc Title: Untitled by @stephenfromcolorado | Stardance...
|
1793260228.5693321
|
1793865028.5693321
|
|
5632
|
drawOff by @Wajeeh | Stardance
|
Wajeeh
|
0
|
13.67
|
0
|
[]
|
[{"post_id": 35511, "ts": "202 [{"post_id": 35511, "ts": "2026-07-27T00:06:50Z", "hours": 1.0014, "text": "Updated news, organized file structure, testing done, merged v1/main (final deployment preparing for vercel)"}, {"post_id": 35384, "ts": "2026-07-26T19:05:14Z", "hours": 0.7647, "text": "Judging Features (Voting) and 60s rounds now work; routes also fixed to redirect to fullest lobby (5 player system; 2 drawing + 3 judging, highest votes wins), styling for homepage statsPanel fixed to match, database tested & working"}, {"post_id": 31085, "ts": "2026-07-19T06:19:52Z", "hours": 3.4033, "text": "Integrated a DB for the app throgh Turso (has a lot of scalability… wanna make this big) to track stats for the site! Will hopefully entice viewers. Will style a bit more later but took a while cuz I messed up a lot of stuff and had to debug a while. Fixed TS errors and anything not letting me build."}, {"post_id": 18488, "ts": "2026-06-29T17:28:47Z", "hours": 0.7539, "text": "Implemented room codes, a basic frontend for the homepage (will style soon / make it pretty), and joining features for lobbies including random code generation. Also fixed some bugs with routing. Planning on working on the homepage to make it pretty now. Will also fix the play button glitch…"}, {"post_id": 13534, "ts": "2026-06-22T04:42:39Z", "hours": 6.2458, "text": "Socket.io WEBSOCKETS implemented. Multiplayer works, random lobbies generate. Barebones Tailwind CSS styling in. Undo/redo functionality persists across both canvas refs (both sides). History saves and reloads don’t ruin games. Colour wheel works. Reordered file structure (organized). Auto assigning of sides and implemented a small title bobbing animation."}, {"post_id": 1842, "ts": "2026-06-04T01:43:35Z", "hours": 0.7639, "text": "Changed UI a bit, fixed refs so 2 players can edit 2 canvasses separately, added an HTML slider input for line width! Will implement socket.io next so big patch for multiplayer incoming.."}, {"post_id": 1159, "ts": "2026-06-03T00:25:26Z", "hours": 0.7325, "text": "Implemented colour changing for the brush"}]...
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Title: drawOff by @Wajeeh | Stardance
Devlogs:
Im Title: drawOff by @Wajeeh | Stardance
Devlogs:
Implemented colour changing for the brush
Changed UI a bit, fixed refs so 2 players can edit 2 canvasses separately, added an HTML slider input for line width! Will implement socket.io next so big patch for multiplayer incoming..
Socket.io WEBSOCKETS implemented. Multiplayer works, random lobbies generate. Barebones Tailwind CSS styling in. Undo/redo functionality persists across both canvas refs (both sides). History saves and reloads don’t ruin games. Colour wheel works. Reordered file structure (organized). Auto assigning of sides and implemented a small title bobbing animation.
Implemented room codes, a basic frontend for the homepage (will style soon / make it pretty), and joining features for lobbies including random code generation. Also fixed some bugs with routing. Planning on working on the homepage to make it pretty now. Will also fix the play button glitch…
Integrated a DB for the app throgh Turso (has a lot of scalability… wanna make this big) to track stats for the site! Will hopefully entice viewers. Will style a bit more later but took a while cuz I messed up a lot of stuff and had to debug a while. Fixed TS errors and anything not letting me build.
Judging Features (Voting) and 60s rounds now work; routes also fixed to redirect to fullest lobby (5 player system; 2 drawing + 3 judging, highest votes wins), styling for homepage statsPanel fixed to match, database tested & working
Updated news, organized file structure, testing done, merged v1/main (final deployment preparing for vercel)...
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1793260328.2641826
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1793865128.2641826
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5633
|
Duskpad by @Ddark | Stardance
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Ddark
|
0
|
11.33
|
0
|
[]
|
[{"post_id": 44315, "ts": "202 [{"post_id": 44315, "ts": "2026-08-10T00:03:17Z", "hours": 3.3314, "text": "What’s New ? I’m done with the case now. :D I ended up lengthening the design to be the same length as my Aula f75 so it would fit in cleaner with the rest of my desk. I also added a top layer to make the macro pad more comfortable to use as you can rest your palm on the extra length that was added and have your hand be able to reach the keys easier. I finished off the design by adding some small things like a USB port cut out and adjusting the length of the micro controller “window”. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ What went wrong? One of the big things I really wanted to try to make was having the whole device angle like my current keyboard does and spent some time tried a multitude of different ways I thought I could make this happen and I ended up realizing that the only way to make it work the way I envisioned was to restart and make the cad model on a different plane. This would have included redoing the extremely annoying dxf file shenanigans from last time so I decided against it after wasting an hour or 2 exploring options to make this happen. Another, albeit smaller, issue I encountered was that my micro controller was too far back on my original PCB design and I ended up having to do some minor rerouting to push it forward so the USB port at the end of it would be accessible with the new USB cutout. Also the PCB broke in OnShape when I reloaded it but I just let that be. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ What’s Next? I need to build out the firmware using QMK and code in the different layers for each key and figure out a way to connect the new top piece and the rest of the build without using glue or looking bad like screw holes do. After that my design should be ready to ship! :O"}, {"post_id": 27426, "ts": "2026-07-12T23:54:16Z", "hours": 4.3622, "text": "What’s New? I finally(almost) got the case for my macro pad modeled in CAD. The case uses a sandwich style mount where the PCB sits between a top and bottom plate that is screwed together at the corners. One interesting thing I decided to add is a hole so you can see the microcontroller directly to give it a more diy feel and just cus I like looking at cool electronics. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Goddamn was it a struggle I spent like an hour and a half and at least 8 attempts just trying to figure out how to get my switch plate to center properly without messing its dimensions up. I kept trying to set the distance between the switch plate dxf and the side of the case but it would always move just the line on the side of the file instead of the whole object. I ended up having to select the whole file to manually move it exactly into position because for some reason dxf files don’t import as one single selection. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ What’s next? The main things I have to do are lower the plate, fillet the sides and make sure the USB on the micro controller can actually be accessed in the build. I also need to make some other aesthetic upgrades, namely trying to match the Aula F75(my current keyboard) in the way that its top and bottom plates meet."}, {"post_id": 21022, "ts": "2026-07-02T19:43:07Z", "hours": 3.3353, "text": "Just got done with the schematic and PCB design for Duskpad :D , which is a 16 key tri-mode macro pad with an OLED screen. I learned a lot about KiCad through this the main things being learning about global labels, matrix wiring, and vias . I kept redoing my wiring because I never felt like it looked “right” but I eventually realized that it doesn’t really matter how funky the wiring looks so I just put down whatever works DRC returns no errors. Next up I gotta work on the cad model and add some silkscreen art to my PCB."}, {"post_id": 6566, "ts": "2026-06-11T00:59:34Z", "hours": 0.2992, "text": "Just completed the Hackpad DIY guide( https://hackpad.hackclub.com/guide ) to familiarize myself with KiCAD ,I had to rewire the pcb after placing the microcontroller on the wrong side :( , and the proccess of building a macropad as a whole, so I can use it to make a tri-mode 16 key pad with numkey,calculator,and macropad functionallity.I forgot to connect Hackatime to Onshape and Kicad since this is my firstime using Hackatime so i only have 17min even though i spent like 3 hours on this. :( Looking forward to starting making the full featured PCB and case. :D"}]...
|
Title: Duskpad by @Ddark | Stardance
Devlogs:
Jus Title: Duskpad by @Ddark | Stardance
Devlogs:
Just completed the Hackpad DIY guide( https://hackpad.hackclub.com/guide ) to familiarize myself with KiCAD ,I had to rewire the pcb after placing the microcontroller on the wrong side :( , and the proccess of building a macropad as a whole, so I can use it to make a tri-mode 16 key pad with numkey,calculator,and macropad functionallity.I forgot to connect Hackatime to Onshape and Kicad since this is my firstime using Hackatime so i only have 17min even though i spent like 3 hours on this. :( Looking forward to starting making the full featured PCB and case. :D
Just got done with the schematic and PCB design for Duskpad :D , which is a 16 key tri-mode macro pad with an OLED screen. I learned a lot about KiCad through this the main things being learning about global labels, matrix wiring, and vias . I kept redoing my wiring because I never felt like it looked “right” but I eventually realized that it doesn’t really matter how funky the wiring looks so I just put down whatever works DRC returns no errors. Next up I gotta work on the cad model and add some silkscreen art to my PCB.
What’s New? I finally(almost) got the case for my macro pad modeled in CAD. The case uses a sandwich style mount where the PCB sits between a top and bottom plate that is screwed together at the corners. One interesting thing I decided to add is a hole so you can see the microcontroller directly to give it a more diy feel and just cus I like looking at cool electronics. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Goddamn was it a struggle I spent like an hour and a half and at least 8 attempts just trying to figure out how to get my switch plate to center properly without messing its dimensions up. I kept trying to set the distance between the switch plate dxf and the side of the case but it would always move just the line on the side of the file instead of the whole object. I ended up having to select the whole file to manually move it exactly into position because for some reason dxf files don’t import as one single selection. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ What’s next? The main things I have to do are lower the plate, fillet the sides and make sure the USB on the micro controller can actually be accessed in the build. I also need to make some other aesthetic upgrades, namely trying to match the Aula F75(my current keyboard) in the way that its top and bottom plates meet.
What’s New ? I’m done with the case now. :D I ended up lengthening the design to be the same length as my Aula f75 so it would fit in cleaner with the rest of my desk. I also added a top layer to make the macro pad more comfortable to use as you can rest your palm on the extra length that was added and have your hand be able to reach the keys easier. I finished off the design by adding some small things like a USB port cut out and adjusting the length of the micro controller “window”. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ What went wrong? One of the big things I really wanted to try to make was having the whole device angle like my current keyboard does and spent some time tried a multitude of different ways I thought I could make this happen and I ended up realizing that the only way to make it work the way I envisioned was to restart and make the cad model on a different plane. This would have included redoing the extremely annoying dxf file shenanigans from last time so I decided against it after wasting an hour or 2 exploring options to make this happen. Another, albeit smaller, issue I encountered was that my micro controller was too far back on my original PCB design and I ended up having to do some minor rerouting to push it forward so the USB port at the end of it would be accessible with the new USB cutout. Also the PCB broke in OnShape when I reloaded it but I just let that be. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ What’s Next? I need to build out the firmware using QMK and code in the different layers for each key and figure out a way to connect the new top piece and the rest of the build without using glue or looking bad like screw holes do. After that my design should be ready to ship! :O...
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1792652034.4645712
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1793256834.4645712
|
|
5634
|
Garden Rover by @mayumayu | Stardance
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mayumayu
|
0
|
0.0
|
0
|
[]
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[]
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Title: Garden Rover by @mayumayu | Stardance
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1793281982.71858
|
1793886782.71858
|