|
7602
|
Pipe by @NAHIN | Stardance
|
NAHIN
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Pipe by @NAHIN | Stardance
|
1793454701.6345444
|
1794059501.6345444
|
|
7603
|
My first slack bot! by @Marks | Stardance
|
Marks
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Marks | Stardance
|
1793148710.9872234
|
1793753510.9872234
|
|
7604
|
NuvolinoProject by @u7013374908 | Stardance
|
u7013374908
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: NuvolinoProject by @u7013374908 | Stardance
|
1793440598.3658853
|
1794045398.3658853
|
|
7605
|
Untitled by @William_Gollihur | Stardance
|
William_Gollihur
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @William_Gollihur | Stardance
|
1793353882.1834025
|
1793958682.1834025
|
|
7607
|
Cool Site by @breckenmatzen | Stardance
|
breckenmatzen
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Cool Site by @breckenmatzen | Stardance
|
1793206301.8617976
|
1793811101.8617976
|
|
7608
|
My awesome macropad! by @Ram_Kondapalli | Stardanc My awesome macropad! by @Ram_Kondapalli | Stardance...
|
Ram_Kondapalli
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Ram_Kondapalli | S Title: My awesome macropad! by @Ram_Kondapalli | Stardance...
|
1793271300.6276367
|
1793876100.6276367
|
|
7609
|
My Personal Website by @Ram_Kondapalli | Stardance
|
Ram_Kondapalli
|
0
|
0.27
|
0
|
[]
|
[{"post_id": 2503, "ts": "2026 [{"post_id": 2503, "ts": "2026-06-05T01:03:25Z", "hours": 0.2678, "text": "Hello, I am working on my first personal website. It will host all my software and hardware projects, especially the ones I will be making during Stardance"}]...
|
Title: My Personal Website by @Ram_Kondapalli | St Title: My Personal Website by @Ram_Kondapalli | Stardance
Devlogs:
Hello, I am working on my first personal website. It will host all my software and hardware projects, especially the ones I will be making during Stardance...
|
1793231786.8897066
|
1793836586.8897066
|
|
7610
|
Untitled project by @Tobias | Stardance
|
Tobias
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Tobias | Stardance
|
1793227935.7068036
|
1793832735.7068036
|
|
7611
|
Untitled by @William_Gollihur | Stardance
|
William_Gollihur
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @William_Gollihur | Stardance
|
1793271004.513266
|
1793875804.513266
|
|
7612
|
Untitled by @William_Gollihur | Stardance
|
William_Gollihur
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @William_Gollihur | Stardance
|
1793404145.5052054
|
1794008945.5052054
|
|
7615
|
My first slack bot! by @Amina_The_Possum | Stardan My first slack bot! by @Amina_The_Possum | Stardance...
|
Amina_The_Possum
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Amina_The_Possum | Title: My first slack bot! by @Amina_The_Possum | Stardance...
|
1793354160.1234956
|
1793958960.1234956
|
|
7616
|
My awesome macropad! by @Kayla | Stardance
|
Kayla
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Kayla | Stardance
|
1793357603.6990325
|
1793962403.6990325
|
|
7617
|
Long-range VTOL Drone by @redshanghai | Stardance
|
redshanghai
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Long-range VTOL Drone by @redshanghai | Sta Title: Long-range VTOL Drone by @redshanghai | Stardance...
|
1793188080.6970098
|
1793792880.6970098
|
|
7619
|
Untitled by @Coder_SPS | Stardance
|
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Coder_SPS | Stardance
|
1793566277.2431083
|
1794171077.2431083
|
|
7620
|
My first slack bot! by @aquaritic | Stardance
|
aquaritic
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @aquaritic | Stardan Title: My first slack bot! by @aquaritic | Stardance...
|
1793512483.6936862
|
1794117283.6936862
|
|
7621
|
2D Writer by @ved-patel226 | Stardance
|
ved-patel226
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: 2D Writer by @ved-patel226 | Stardance
|
1793494394.9945426
|
1794099194.9945426
|
|
7622
|
My FIRST Python Project by @Burst | Stardance
|
Burst
|
0
|
0.7
|
0
|
[]
|
[{"post_id": 2494, "ts": "2026 [{"post_id": 2494, "ts": "2026-06-05T00:43:39Z", "hours": 0.6975, "text": "I started my python platformer game using a guide on youtube. This is my first python project overall. My goal is for it to be a functional game at the end. I’m using pygame and learning several features during this process. pygame.init() intiates the process window is t 1000x800px background loads from space.jpg and is scaled to the window main loop handles QUIT draw(player) renders the background and a red player rectangle (not functional yet)"}]...
|
Title: My FIRST Python Project by @Burst | Stardan Title: My FIRST Python Project by @Burst | Stardance
Devlogs:
I started my python platformer game using a guide on youtube. This is my first python project overall. My goal is for it to be a functional game at the end. I’m using pygame and learning several features during this process. pygame.init() intiates the process window is t 1000x800px background loads from space.jpg and is scaled to the window main loop handles QUIT draw(player) renders the background and a red player rectangle (not functional yet)...
|
1793418506.045744
|
1794023306.045744
|
|
7623
|
Mechanical hand by @xander | Stardance
|
xander
|
0
|
11.12
|
0
|
[]
|
[{"post_id": 68359, "ts": "202 [{"post_id": 68359, "ts": "2026-09-15T00:32:42Z", "hours": 2.7019, "text": "Dev log #3- The main thing I was working on for the last few things with wiring the fingers and working on getting the friction down."}, {"post_id": 8835, "ts": "2026-06-14T18:10:49Z", "hours": 7.1456, "text": "Devlog #2 - What I worked on- I worked on printing it all out and actually building the hand, while also trying to solve some of the issues I mention later. Problems-I have had some pretty difficult things to deal with, my main issue I am having is I am trying to guide the fishing line better than I have been so that I can have equal pulling force from the finger and so that the tendons are being pulled at equal lengths. Plans- I have spent some time modeling a fishing line guide that clamps around the servo arm. I really am hoping this will work but I will need to figure out how to minimize the space they are taking up as I want it al to fit together while being decently serviceable and clean looking."}, {"post_id": 5688, "ts": "2026-06-09T15:49:13Z", "hours": 1.2756, "text": "Dev log-1 Hi guys! I started this project about a year ago with the goal of creating a 3d printable hand that is able to be controlled by mimicking my hand through a camera. Right now I have modeled and printed all of the fingers to a point where I can move on with the actual electronics. What I worked on- I worked on creating my assembly document in Onshape to be able to see what the movement would look like. This came at a challenge though, as I have never used the assembly function of Onshape. What I plan to work on- Today I plan to work on modeling and printing the wrist area of the hand to mount most of the electronics. Advise- I plan on using Arduino as its the only thing that I have, but I need to figure out how to convert a hand tracking software in python to something that I am able to use with the Arduino."}]...
|
Title: Mechanical hand by @xander | Stardance
Dev Title: Mechanical hand by @xander | Stardance
Devlogs:
Dev log-1 Hi guys! I started this project about a year ago with the goal of creating a 3d printable hand that is able to be controlled by mimicking my hand through a camera. Right now I have modeled and printed all of the fingers to a point where I can move on with the actual electronics. What I worked on- I worked on creating my assembly document in Onshape to be able to see what the movement would look like. This came at a challenge though, as I have never used the assembly function of Onshape. What I plan to work on- Today I plan to work on modeling and printing the wrist area of the hand to mount most of the electronics. Advise- I plan on using Arduino as its the only thing that I have, but I need to figure out how to convert a hand tracking software in python to something that I am able to use with the Arduino.
Devlog #2 - What I worked on- I worked on printing it all out and actually building the hand, while also trying to solve some of the issues I mention later. Problems-I have had some pretty difficult things to deal with, my main issue I am having is I am trying to guide the fishing line better than I have been so that I can have equal pulling force from the finger and so that the tendons are being pulled at equal lengths. Plans- I have spent some time modeling a fishing line guide that clamps around the servo arm. I really am hoping this will work but I will need to figure out how to minimize the space they are taking up as I want it al to fit together while being decently serviceable and clean looking.
Dev log #3- The main thing I was working on for the last few things with wiring the fingers and working on getting the friction down....
|
1793508640.8244312
|
1794113440.8244312
|
|
7624
|
ScratchBloxius by @f_3 | Stardance
|
f_3
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ScratchBloxius by @f_3 | Stardance
|
1793537352.994023
|
1794142152.994023
|
|
7625
|
compact mechanical cat ears by @Lawnard | Stardanc compact mechanical cat ears by @Lawnard | Stardance...
|
Lawnard
|
0
|
19.53
|
0
|
[]
|
[{"post_id": 66554, "ts": "202 [{"post_id": 66554, "ts": "2026-09-12T12:04:42Z", "hours": 3.3717, "text": "so i decided to make a custom pcb im also going to start designing the final version btw, will my charging circuit explode?"}, {"post_id": 65712, "ts": "2026-09-11T01:45:52Z", "hours": 1.305, "text": "i started work on the pcb for the full size wearable and apparently i hate myself because someone decided it would be a good idea to make the battery charging circuit from scratch (1 ak)"}, {"post_id": 63813, "ts": "2026-09-07T19:40:08Z", "hours": 2.7947, "text": "i finished the full scale v1 prototype(left is full size ear, right is the ear used on the previous prototype"}, {"post_id": 62554, "ts": "2026-09-06T00:23:53Z", "hours": 0.7689, "text": "so i made v3.5, there’s some rope tension issues, but I think i can move on to make a full scale prototype"}, {"post_id": 61884, "ts": "2026-09-05T01:32:28Z", "hours": 2.1725, "text": "I did a bunch of printing today, the v3 servo assembly is done, I still need to remake the v3.5 base because of tolerances"}, {"post_id": 48140, "ts": "2026-08-16T13:08:00Z", "hours": 1.1283, "text": "here’s the v3 prototype design, i’ve printed a few test prints but i still need to figure out how to hold the bowden tubes"}, {"post_id": 37752, "ts": "2026-07-30T17:44:07Z", "hours": 2.4747, "text": "i finished the v3 design, i still need to buy the ptfe tubes for the bowden mechanisms. V3 is much more compact than v2 and this time the servo is actually secured to the servo mount (turns out you needs to click “force send heartbeat” to update your time for the onshape wakatime addon)"}, {"post_id": 37332, "ts": "2026-07-29T23:41:16Z", "hours": 1.3106, "text": "I made my first prototype , I’ll make the v3 design next with a bowden cable, the AMA with jared issacman was very fun.(if the video doesnt work for you, there’s a image on the second slide) ps: do you guys think 2 cables in a single ptfe tube will work and not get tangled. Oh yeah, and should i harvest this thing for parts"}, {"post_id": 36160, "ts": "2026-07-28T02:13:30Z", "hours": 2.7381, "text": "I accidentally posted this already in my other project, i already deleted that devlog. This is the v2 design for the prototype, v1 was kinda unpractical, this version only uses 1 servo. I’ll start printing it tomorrow ps: how do you export lookout timelapses"}, {"post_id": 27992, "ts": "2026-07-13T23:13:48Z", "hours": 0.9008, "text": "devlog #2: I continued designing the prototype, here’s a picture :3 (how do i upload lookout time lapses)"}, {"post_id": 26880, "ts": "2026-07-11T22:26:11Z", "hours": 0.5611, "text": "I started on the prototype design, still need to work on it more. I also need to learn how the heck a microcontroller works"}]...
|
Title: compact mechanical cat ears by @Lawnard | S Title: compact mechanical cat ears by @Lawnard | Stardance
Devlogs:
I started on the prototype design, still need to work on it more. I also need to learn how the heck a microcontroller works
devlog #2: I continued designing the prototype, here’s a picture :3 (how do i upload lookout time lapses)
I accidentally posted this already in my other project, i already deleted that devlog. This is the v2 design for the prototype, v1 was kinda unpractical, this version only uses 1 servo. I’ll start printing it tomorrow ps: how do you export lookout timelapses
I made my first prototype , I’ll make the v3 design next with a bowden cable, the AMA with jared issacman was very fun.(if the video doesnt work for you, there’s a image on the second slide) ps: do you guys think 2 cables in a single ptfe tube will work and not get tangled. Oh yeah, and should i harvest this thing for parts
i finished the v3 design, i still need to buy the ptfe tubes for the bowden mechanisms. V3 is much more compact than v2 and this time the servo is actually secured to the servo mount (turns out you needs to click “force send heartbeat” to update your time for the onshape wakatime addon)
here’s the v3 prototype design, i’ve printed a few test prints but i still need to figure out how to hold the bowden tubes
I did a bunch of printing today, the v3 servo assembly is done, I still need to remake the v3.5 base because of tolerances
so i made v3.5, there’s some rope tension issues, but I think i can move on to make a full scale prototype
i finished the full scale v1 prototype(left is full size ear, right is the ear used on the previous prototype
i started work on the pcb for the full size wearable and apparently i hate myself because someone decided it would be a good idea to make the battery charging circuit from scratch (1 ak)
so i decided to make a custom pcb im also going to start designing the final version btw, will my charging circuit explode?...
|
1793357727.2109475
|
1793962527.2109475
|
|
7626
|
Project Lodestone by @dexrn | Stardance
|
dexrn
|
0
|
6.21
|
0
|
[]
|
[{"post_id": 75820, "ts": "202 [{"post_id": 75820, "ts": "2026-10-01T08:00:50Z", "hours": 6.2139, "text": "Mine V3 WIP soon! Working on a nicer api for JOS, now fields can be directly deserialized into a native class. JOS is a project made primarily for reading and writing MineV3, which is serialized via ObjectOutputStream in the vanilla game. However, this will work for ANY object outputted by ObjectOutputStream once finished, and will output in the same format as well. https://github.com/team-lodestone/JavaObjectStreams"}]...
|
Title: Project Lodestone by @dexrn | Stardance
De Title: Project Lodestone by @dexrn | Stardance
Devlogs:
Mine V3 WIP soon! Working on a nicer api for JOS, now fields can be directly deserialized into a native class. JOS is a project made primarily for reading and writing MineV3, which is serialized via ObjectOutputStream in the vanilla game. However, this will work for ANY object outputted by ObjectOutputStream once finished, and will output in the same format as well. https://github.com/team-lodestone/JavaObjectStreams...
|
1793199338.2916398
|
1793804138.2916398
|
|
7627
|
WebOS by @Kayla | Stardance
|
Kayla
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WebOS by @Kayla | Stardance
|
1793263856.0896091
|
1793868656.0896091
|
|
7628
|
My awesome macropad! by @Kieran- | Stardance
|
Kieran-
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Kieran- | Stardanc Title: My awesome macropad! by @Kieran- | Stardance...
|
1793292484.682988
|
1793897284.682988
|
|
7629
|
My awesome macropad! by @xander | Stardance
|
xander
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @xander | Stardance
|
1793310660.5514963
|
1793915460.5514963
|
|
7633
|
My awesome macropad! by @John_207 | Stardance
|
John_207
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @John_207 | Stardan Title: My awesome macropad! by @John_207 | Stardance...
|
1793372001.9165316
|
1793976801.9165316
|
|
7634
|
undivisible.dev by @undivisible | Stardance
|
undivisible
|
0
|
8.52
|
0
|
[]
|
[{"post_id": 12342, "ts": "202 [{"post_id": 12342, "ts": "2026-06-20T04:03:20Z", "hours": 6.1964, "text": "added a route to my page for llms to properly be able to fetch the content without bloat. https://undivisible.dev/llms-full.txt"}, {"post_id": 2505, "ts": "2026-06-05T01:08:17Z", "hours": 2.3219, "text": "thoughts on my website?"}]...
|
Title: undivisible.dev by @undivisible | Stardance Title: undivisible.dev by @undivisible | Stardance
Devlogs:
thoughts on my website?
added a route to my page for llms to properly be able to fetch the content without bloat. https://undivisible.dev/llms-full.txt...
|
1793573281.3074746
|
1794178081.3074746
|
|
7635
|
My first slack bot! by @awoleeson | Stardance
|
awoleeson
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @awoleeson | Stardan Title: My first slack bot! by @awoleeson | Stardance...
|
1793145228.9291472
|
1793750028.9291472
|
|
7636
|
FallingSandz by @nico_scholl | Stardance
|
nico_scholl
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: FallingSandz by @nico_scholl | Stardance
|
1793181259.4782336
|
1793786059.4782336
|
|
7637
|
rs_peekaboo by @undivisible | Stardance
|
undivisible
|
0
|
1.06
|
0
|
[]
|
[{"post_id": 2513, "ts": "2026 [{"post_id": 2513, "ts": "2026-06-05T01:25:16Z", "hours": 1.0553, "text": "pretty cool"}]...
|
Title: rs_peekaboo by @undivisible | Stardance
De Title: rs_peekaboo by @undivisible | Stardance
Devlogs:
pretty cool...
|
1793436822.4571114
|
1794041622.4571114
|
|
7638
|
My awesome macropad! by @Vihaanvr | Stardance
|
Vihaanvr
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Vihaanvr | Stardan Title: My awesome macropad! by @Vihaanvr | Stardance...
|
1793569928.038146
|
1794174728.038146
|
|
7639
|
svelte-streamdown by @undivisible | Stardance
|
undivisible
|
0
|
2.53
|
0
|
[]
|
[{"post_id": 13502, "ts": "202 [{"post_id": 13502, "ts": "2026-06-22T03:00:54Z", "hours": 0.9381, "text": "it supports mermaid charts now!"}, {"post_id": 13463, "ts": "2026-06-22T01:28:26Z", "hours": 1.5961, "text": "i made a live site demoing my version of streamdown for svelte https://sveltestreamdown.undivisible.dev"}]...
|
Title: svelte-streamdown by @undivisible | Stardan Title: svelte-streamdown by @undivisible | Stardance
Devlogs:
i made a live site demoing my version of streamdown for svelte https://sveltestreamdown.undivisible.dev
it supports mermaid charts now!...
|
1793314470.2129984
|
1793919270.2129984
|
|
7640
|
Untitled project by @burtoneverett | Stardance
|
burtoneverett
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @burtoneverett | Starda Title: Untitled project by @burtoneverett | Stardance...
|
1793436915.356748
|
1794041715.356748
|
|
7641
|
My first slack bot! by @acronishalo20 | Stardance
|
acronishalo20
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @acronishalo20 | Sta Title: My first slack bot! by @acronishalo20 | Stardance...
|
1793220587.522812
|
1793825387.522812
|
|
7642
|
Flatliner by @LitSkulll | Stardance
|
LitSkulll
|
0
|
2.45
|
0
|
[]
|
[{"post_id": 6567, "ts": "2026 [{"post_id": 6567, "ts": "2026-06-11T00:59:45Z", "hours": 2.0025, "text": "Phew, finished studying about: Logic and variables Properties Boolean logic Working with data Functions. Now I’m going to start working on how I’m planning to execute the game"}, {"post_id": 4010, "ts": "2026-06-07T05:02:01Z", "hours": 0.4489, "text": "Finally starting on my first ever Godot Project ever! (wish me luck :3 )"}]...
|
Title: Flatliner by @LitSkulll | Stardance
Devlog Title: Flatliner by @LitSkulll | Stardance
Devlogs:
Finally starting on my first ever Godot Project ever! (wish me luck :3 )
Phew, finished studying about: Logic and variables Properties Boolean logic Working with data Functions. Now I’m going to start working on how I’m planning to execute the game...
|
1793357563.809332
|
1793962363.809332
|
|
7643
|
Untitled by @Justin-F | Stardance
|
Justin-F
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Justin-F | Stardance
|
1793174068.358189
|
1793778868.358189
|
|
7644
|
rs_vimium by @undivisible | Stardance
|
undivisible
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: rs_vimium by @undivisible | Stardance
|
1793181113.491574
|
1793785913.491574
|
|
7645
|
KABOOMerang by @Fluffduck | Stardance
|
Fluffduck
|
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Title: KABOOMerang by @Fluffduck | Stardance
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1793188550.5537539
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1793793350.5537539
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7646
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inauguration by @undivisible | Stardance
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undivisible
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0
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[]
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[]
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Title: inauguration by @undivisible | Stardance
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1793173990.1795099
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1793778790.1795099
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7647
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Digi Clock by @MH | Stardance
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MH
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0
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0.76
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[{"post_id": 2534, "ts": "2026 [{"post_id": 2534, "ts": "2026-06-05T02:17:01Z", "hours": 0.7642, "text": "Having trouble with time element Lol"}]...
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Title: Digi Clock by @MH | Stardance
Devlogs:
Hav Title: Digi Clock by @MH | Stardance
Devlogs:
Having trouble with time element Lol...
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1793523271.2916892
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1794128071.2916892
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My awesome macropad! by @aiydanmonta | Stardance
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aiydanmonta
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Title: My awesome macropad! by @aiydanmonta | Star Title: My awesome macropad! by @aiydanmonta | Stardance...
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1793310471.8548498
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1792954093.7613618
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1793818093.7613618
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Project Eclipse by @Nicormu | Stardance
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Nicormu
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24.76
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[{"post_id": 74252, "ts": "202 [{"post_id": 74252, "ts": "2026-09-27T02:06:11Z", "hours": 1.7828, "text": "Hiiii, Please say hello to the new liquid colorrrr (it also shinesssssss), the new crafting button, the new exit button and finally, the skin for the crafting tableeeeeeeee. Hope you like ittt <3"}, {"post_id": 73390, "ts": "2026-09-25T01:45:53Z", "hours": 2.8564, "text": "Hiiiiiii everyoneeeeee, I think the crafting station is getting a great advancement and is getting really goodddddddddd. I will add a color change when the crafting is available and see what can be improved before starting with quests or the economy of the game"}, {"post_id": 72471, "ts": "2026-09-23T01:10:03Z", "hours": 2.5333, "text": "Hiiiii, I have worked a bit and started a refactor on the crafting system, I still have issues. I dont like how the system is right now, I will think new ideas"}, {"post_id": 67342, "ts": "2026-09-13T12:45:07Z", "hours": 9.1197, "text": "Hi everyoneee, I was busy and stressed out with school and many other things, but I think I will start again with the development of Project Eclipse. By now, I have only organized the project and refactored almost every system."}, {"post_id": 18779, "ts": "2026-06-29T23:54:30Z", "hours": 2.4675, "text": "Devlog #5 I have been struggling with the crafting system. I cannot even describe the problem I have right now. Almost all the time recorded is trying the system and nothing to work. After I gived up with that, I organized the project :D"}, {"post_id": 15416, "ts": "2026-06-25T01:50:42Z", "hours": 0.4908, "text": "#Devlog #4 Hi guysss! I have been very busy these days but I have tried my best. I had added the sprites of the beaker and coal and started with the crafting system allowing dragging (not working completely) from the inventory. I will try all as I can to work more and improve the project :D"}, {"post_id": 10385, "ts": "2026-06-17T02:09:42Z", "hours": 2.705, "text": "Devlog #3 Hi everyone! Over the past few days, I’ve been working on the inventory and recipe system. I ran into some issues with Unity not saving my progress, so I had to rebuild everything multiple times (about 2 or 3 times 😭). On the bright side, I’m really happy with how the Notebook and Post-It sprites turned out. Now that the inventory system is mostly in place, I think I’ll be moving on to the crafting station."}, {"post_id": 7792, "ts": "2026-06-13T00:28:26Z", "hours": 1.9114, "text": "Devlog #2 Hi guys, I have been busy with the school and had work a little this week. The things I added is an inventory system, a recollection system and a prototype of the crafting station. I had problems with the inventory system and panel to make it look as I wanted to. Will keep working"}, {"post_id": 4451, "ts": "2026-06-07T19:33:52Z", "hours": 0.8914, "text": "Devlog #1 - The Beginning Project Eclipse is officially in development. This week I created the Garage scene, implemented player movement, and started working on object interactions. The biggest challenge was getting the interaction system to work correctly, which led to several debugging sessions before objects could be detected properly. Next, I’ll focus on finishing interactions and creating the first machine prototype"}]...
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Title: Project Eclipse by @Nicormu | Stardance
De Title: Project Eclipse by @Nicormu | Stardance
Devlogs:
Devlog #1 - The Beginning Project Eclipse is officially in development. This week I created the Garage scene, implemented player movement, and started working on object interactions. The biggest challenge was getting the interaction system to work correctly, which led to several debugging sessions before objects could be detected properly. Next, I’ll focus on finishing interactions and creating the first machine prototype
Devlog #2 Hi guys, I have been busy with the school and had work a little this week. The things I added is an inventory system, a recollection system and a prototype of the crafting station. I had problems with the inventory system and panel to make it look as I wanted to. Will keep working
Devlog #3 Hi everyone! Over the past few days, I’ve been working on the inventory and recipe system. I ran into some issues with Unity not saving my progress, so I had to rebuild everything multiple times (about 2 or 3 times 😭). On the bright side, I’m really happy with how the Notebook and Post-It sprites turned out. Now that the inventory system is mostly in place, I think I’ll be moving on to the crafting station.
#Devlog #4 Hi guysss! I have been very busy these days but I have tried my best. I had added the sprites of the beaker and coal and started with the crafting system allowing dragging (not working completely) from the inventory. I will try all as I can to work more and improve the project :D
Devlog #5 I have been struggling with the crafting system. I cannot even describe the problem I have right now. Almost all the time recorded is trying the system and nothing to work. After I gived up with that, I organized the project :D
Hi everyoneee, I was busy and stressed out with school and many other things, but I think I will start again with the development of Project Eclipse. By now, I have only organized the project and refactored almost every system.
Hiiiii, I have worked a bit and started a refactor on the crafting system, I still have issues. I dont like how the system is right now, I will think new ideas
Hiiiiiii everyoneeeeee, I think the crafting station is getting a great advancement and is getting really goodddddddddd. I will add a color change when the crafting is available and see what can be improved before starting with quests or the economy of the game
Hiiii, Please say hello to the new liquid colorrrr (it also shinesssssss), the new crafting button, the new exit button and finally, the skin for the crafting tableeeeeeeee. Hope you like ittt <3...
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1793270935.6192386
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1793875735.6192386
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7651
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Don't Press the Button! by @Jadon | Stardance
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Jadon
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0
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[]
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[]
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Title: Don't Press the Button! by @Jadon | Sta Title: Don't Press the Button! by @Jadon | Stardance...
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1793278208.09305
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1793883008.09305
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7652
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Untitled by @Gustavo | Stardance
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Gustavo
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0
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[]
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Title: Untitled by @Gustavo | Stardance
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1793195309.0653281
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My awesome macropad! by @liudarren09 | Stardance
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liudarren09
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Title: My awesome macropad! by @liudarren09 | Star Title: My awesome macropad! by @liudarren09 | Stardance...
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1793335701.9955063
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1793940501.9955063
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7654
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Air cleaner by @Diegoo | Stardance
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Diegoo
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0
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7.97
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[{"post_id": 51401, "ts": "202 [{"post_id": 51401, "ts": "2026-08-21T02:30:58Z", "hours": 0.6742, "text": "Software: I worked on ironing out the code. I fixed the % sign being printed on the wrong line on the fan control screen. I also made it so that you were unable to control the fan speed in auto mode. Right now I’m able to mirror the purifier using an old CPU fan(4 pin) and a 7.4V LiPo. In the actual purifier, the fan will be 140 mm, so it’s going to be around double the size and also running on 12v"}, {"post_id": 50770, "ts": "2026-08-20T04:24:27Z", "hours": 1.4, "text": "CAD: I worked on improving the design. I made it so that some sections would be screwed on with inserts, while others would use magnets. I also fitted the OLED display and the buttons."}, {"post_id": 46622, "ts": "2026-08-14T00:27:34Z", "hours": 0.5714, "text": "I connected the fan to a outside power source and made the fan speed changed through the code. So instead of the UI just saying 50% it makes the fan move 50%."}, {"post_id": 43579, "ts": "2026-08-08T22:12:54Z", "hours": 0.9481, "text": "I worked on using the air quality sensor to determine the fan speed on auto mode. I also used the data to display the air quality status ( I don’t have any buttons, so I used a workaround I also don’t have the air quality sensor, so I just manually change the value. I put it on pm2.5 = 45)"}, {"post_id": 43514, "ts": "2026-08-08T20:36:36Z", "hours": 3.4931, "text": "I was working on the code for the purifier, mainly the UI design and navigation. For now, I manually set data for the air quality, but later I will make it display the actual data from the air sensor. I was able to make the UI have 3 different screens and have the ability to cycle through them using the buttons. Also, using the buttons, you’re able to manually change the fan speed or put it in auto. I still need to work on the auto mode, which will look at the air quality and, based on it, adjust the fan speed. I still need to tighten up the code as It’s a bit glitched, but I think I’ll do it tomorrow"}, {"post_id": 33879, "ts": "2026-07-24T04:43:07Z", "hours": 0.8856, "text": "I worked on the basic housing for components such as the Fan and Filter. I made the different sections connect via magnets. I also made it so you can change the filter from the bottom. I have still yet to decide whether to automate the fan strength or make it manual"}]...
|
Title: Air cleaner by @Diegoo | Stardance
Devlogs Title: Air cleaner by @Diegoo | Stardance
Devlogs:
I worked on the basic housing for components such as the Fan and Filter. I made the different sections connect via magnets. I also made it so you can change the filter from the bottom. I have still yet to decide whether to automate the fan strength or make it manual
I was working on the code for the purifier, mainly the UI design and navigation. For now, I manually set data for the air quality, but later I will make it display the actual data from the air sensor. I was able to make the UI have 3 different screens and have the ability to cycle through them using the buttons. Also, using the buttons, you’re able to manually change the fan speed or put it in auto. I still need to work on the auto mode, which will look at the air quality and, based on it, adjust the fan speed. I still need to tighten up the code as It’s a bit glitched, but I think I’ll do it tomorrow
I worked on using the air quality sensor to determine the fan speed on auto mode. I also used the data to display the air quality status ( I don’t have any buttons, so I used a workaround I also don’t have the air quality sensor, so I just manually change the value. I put it on pm2.5 = 45)
I connected the fan to a outside power source and made the fan speed changed through the code. So instead of the UI just saying 50% it makes the fan move 50%.
CAD: I worked on improving the design. I made it so that some sections would be screwed on with inserts, while others would use magnets. I also fitted the OLED display and the buttons.
Software: I worked on ironing out the code. I fixed the % sign being printed on the wrong line on the fan control screen. I also made it so that you were unable to control the fan speed in auto mode. Right now I’m able to mirror the purifier using an old CPU fan(4 pin) and a 7.4V LiPo. In the actual purifier, the fan will be 140 mm, so it’s going to be around double the size and also running on 12v...
|
1793166763.6214223
|
1793771563.6214223
|
|
7655
|
Multiplayer game by @FreezinIce | Stardance
|
FreezinIce
|
0
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24.78
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0
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[]
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[{"post_id": 39778, "ts": "202 [{"post_id": 39778, "ts": "2026-08-02T23:34:43Z", "hours": 1.5283, "text": "Devlog # 19 The powerup and spawners have been completed, there are now waves of enemies with a way to easily control how many enemies spawn each wave, the weapon has been added, and encountered a new bug. The bug I encountered made it so the player slides along the ground while using their midair attack and can’t change directions or anything until they let go of the button. It’s a pretty easy fix, but I’m not sure if I want to keep it in the game as a feature or patch it. Also for the weapon being added, all I really did was add in the sprite, animate it, and make it so it follows the player alongside changing directions with them. The weapon doesn’t have much functionality right now, but will in the future. Also I adjusted the players hitbox on the attack to fit with the sword."}, {"post_id": 37156, "ts": "2026-07-29T17:31:32Z", "hours": 0.8672, "text": "Devlog #18 The player hurt box and the enemy hitbox are now functional, knockback is now in the game, the player can attack while moving, and the player has a movement penalty. I finally got all of the hitboxes and hurtboxes working, so after that I added in the knockback, however while I was recording the enemy got knocked back a LOT further than it was supposed to and in testing. I think the problem is, is that I was holding the attack button instead of tapping it, because that was the only thing I did differently. I also decided to make it so the player could move and attack, because otherwise it would be too difficult to try to attack and dodge enemies if you’re forced to stand still for 10 frames, or even longer depending on if you hold the attack button or not. Although I didn’t want people to just hold the attack button and walk around, so I added a movement speed penalty while attack, so it halves your speed when you attack."}, {"post_id": 35420, "ts": "2026-07-26T20:19:18Z", "hours": 3.2861, "text": "Devlog #17 The player can now hold the attack button to attack, the enemy has a healthbar and can die, the player now has a healthbar(hurt box doesn’t work yet), and I added an attack speed multiplier. I added an attack speed multiplier, because later on the player will be able to change their attack speed with different items and powerups."}, {"post_id": 28709, "ts": "2026-07-15T04:07:45Z", "hours": 1.6794, "text": "Devlog #16 I have a very simple combat system now with a normal attack and an air attack and the hitbox works after trying to debug it for over an hour."}, {"post_id": 27473, "ts": "2026-07-13T02:12:01Z", "hours": 1.3897, "text": "Devlog #15 Started on the combat, and adjusted how jumping works. After a long time of procrastinating I finally started on the combat. It doesn’t work right now, but I did create the hitboxes and hurtboxes for both the player and the enemy, alongside a script for them(even though it currently doesn’t work). After that I realized that I don’t like how the jumps don’t carry your momentum, because I made it so the jumps set your movement speed instead of adding or subtracting. So I changed it so now if you’re facing the opposite direction of where you’re moving, you’ll set your movement speed, but if you’re facing the same direction, it will add."}, {"post_id": 26098, "ts": "2026-07-10T18:01:33Z", "hours": 1.4811, "text": "Devlog #14 I organized code, fixed a bug with jumping, started on the pickup attacks/deckbuilding, and added some menus. I had a bug with jumping where if you ran out of jumps, you could keep spamming the button to airdash. It wouldn’t add any extra height, but it still launched the player a fair amount. For the deckbuilding part of the game I plan on making it so the player will add cards to their deck, and over the course of the fight cards will be played spawning pickups/powerups that the player can grab for a variety of effects. So far I got just the basics of it, but right now there’s not much functionality other than it disappearing on pickup and printing a message. Also I don’t have a sprite for any of the pickups yet, so I have a little placeholder wizard. For the last change I started on some VERY basic menus that don’t really do anything right now."}, {"post_id": 23072, "ts": "2026-07-05T20:13:39Z", "hours": 0.6781, "text": "Devlog #13 I gave the enemy gravity, fixed a bug with the moving attack, changed fast falling, and made the double jump more useful. Firstly, I meant to give the enemy gravity sooner, it just slipped my mind, and outside of that everything in this patch was for the player. The player had a bug where if you were moving and attacked, you would keep sliding until you jumped, but if you bumped into the enemy while sliding you couldn’t jump out of it, so you were permanently stuck. Then for the player movement, I decided to give them more air mobility, so 2 things I did was make it so you could change direction and speed with the double jump to make it more useful, and make the fastfall speed a set amount instead of percentage based. The reason why I changed the fastfall was because if were at the peak of your jump and tried to fastfall pretty much nothing would happen since you would barely have any vertical velocity, so if you tried to fastfall to dodge an attack it wouldn’t work."}, {"post_id": 20912, "ts": "2026-07-02T17:09:45Z", "hours": 1.7092, "text": "Devlog #12 I added transitions whenever an animation ends, the air attack, and separated the player sprite into another node. Before whenever you would roll or attack, you would have to press another button to change animations, but now it automatically transitions to the idle animation. Also before when you tried to attack in the air nothing would happen, so now the player can attack in the air. Also I decided to make the player sprite have it’s own node, because I thought it would be easier to manage character customization that way, and so I can use it as a player icon later with the customizations."}, {"post_id": 13313, "ts": "2026-06-21T19:57:51Z", "hours": 3.045, "text": "Devlog #11 I fixed everything I broke last time and added a few new movement features. Now my game has a little bit of coyote time, which I need to tweak, because it’s still a bit buggy and weird. I changed how the jumping in the game works, so now instead of the player having complete control in the air, now they have minimal control, kind of like jump king. Also the player now has a consistent double jump, although now there’s a weird bug that if you double jump and jump about the same frame(I don’t know if it has to be the exact same frame) then the character will get stuck in their jump animation, because I have no transition right now between jumping and landing, only falling and landing. Lastly, I accidentally added b-hopping to the game, so that’s cool"}, {"post_id": 11663, "ts": "2026-06-19T00:22:11Z", "hours": 1.8339, "text": "Devlog #10 I worked on pairing the different states to the player and while I was doing that I was moving some of my code that was attached to the player to different states testing to see what worked and what didn’t and I had to go eat, so I exited without saving because I knew I probably broke something and at some point before that Godot autosaved what I broke, so I came back to my game a couple of hours later to see half my player code gone and my character flying…"}, {"post_id": 10692, "ts": "2026-06-17T15:39:32Z", "hours": 2.6222, "text": "Devlog #9 The first thing I did was import the enemy sprite, then I added a state machine into my game. The state machine took me FOREVER, because I had no clue what I was doing at first, so I had to figure out what it was and how to add it and along the way I encountered too many bugs to count. It took me several days to complete, because the state machine got me so frustrated that I just kept stopping and coming back later. Eventually I did get it though, but it was genuinely painful trying to get the system to work, especially since I couldn’t work on anything else until I got it fixed."}, {"post_id": 8328, "ts": "2026-06-13T20:55:29Z", "hours": 0.8169, "text": "Devlog #8 I made a functional platform for the player to jump through and created the code for what’s going to be a power up later on, right now I just have a placeholder wizard image for it. I also added an animation for attacking in the air and attacking while moving on the ground. After I did all of this I found out that I have this bug where I can spam dive on the ground and it will teleport me with the distance depending on how many times I’ve pressed it."}, {"post_id": 6051, "ts": "2026-06-10T05:09:20Z", "hours": 0.7394, "text": "Devlog #7 I added an enemy with basic movement and gave him a hitbox, while starting on the lives system. Currently I don’t have an enemy sprite, so I just used the Godot logo."}, {"post_id": 4538, "ts": "2026-06-07T21:40:22Z", "hours": 0.5431, "text": "Devlog #6 I added the roll animation and the attack animations. Unfortunately though whenever I added the roll animation it kind of broke the dive, so now whenever you land the dive it teleports you forward a little bit. Although the other animations work well, the only problem I have with them is the neutral attack looks a bit stiff compared to the others, so I’ll need to tweak that later, but otherwise it went well."}, {"post_id": 4429, "ts": "2026-06-07T19:04:52Z", "hours": 0.5592, "text": "Devlog #5 I spent most of the time trying to fix the movement, because whenever I zoomed out the camera the movement felt slower and overall worse. Then I improved the testing place a little bit and fixed a bug with the diving where you couldn’t jump cancel if you were diving too long, and fixed another bug where you could fly by spamming jump and dive."}, {"post_id": 4380, "ts": "2026-06-07T18:13:04Z", "hours": 0.7886, "text": "Devlog #4 I have finished implementing the dive mechanic, so now it fully works. I also made it so the player can cancel their jump early, double jump, and jump cancel out of the dive. The hardest part was getting the character to end the jump early and it took several attempts to actually succeed, but eventually I got it to work. However, it is a little buggy, so I’ll probably try to tweak the system later to be more consistent, since sometimes it doesn’t let you double jump."}, {"post_id": 3720, "ts": "2026-06-06T19:26:12Z", "hours": 0.5483, "text": "Devlog #3 I added diving into the game, I created and added the idle animation, I added fastfalling(press s while in the air to fall faster)"}, {"post_id": 3674, "ts": "2026-06-06T18:41:33Z", "hours": 0.3864, "text": "Devlog #2 I imported my player template that I will customize later for the different classes, and imported all of his animations(excluding idle because I forgot to create one :p) and made it so a different animation will play depending on if he’s rising or falling."}, {"post_id": 3083, "ts": "2026-06-05T23:48:23Z", "hours": 0.2814, "text": "Devlog #1 I just started on the project and added some basic movement like sprinting and mapped the controls, to test if my Hackatime was setup properly."}]...
|
Title: Multiplayer game by @FreezinIce | Stardance Title: Multiplayer game by @FreezinIce | Stardance
Devlogs:
Devlog #1 I just started on the project and added some basic movement like sprinting and mapped the controls, to test if my Hackatime was setup properly.
Devlog #2 I imported my player template that I will customize later for the different classes, and imported all of his animations(excluding idle because I forgot to create one :p) and made it so a different animation will play depending on if he’s rising or falling.
Devlog #3 I added diving into the game, I created and added the idle animation, I added fastfalling(press s while in the air to fall faster)
Devlog #4 I have finished implementing the dive mechanic, so now it fully works. I also made it so the player can cancel their jump early, double jump, and jump cancel out of the dive. The hardest part was getting the character to end the jump early and it took several attempts to actually succeed, but eventually I got it to work. However, it is a little buggy, so I’ll probably try to tweak the system later to be more consistent, since sometimes it doesn’t let you double jump.
Devlog #5 I spent most of the time trying to fix the movement, because whenever I zoomed out the camera the movement felt slower and overall worse. Then I improved the testing place a little bit and fixed a bug with the diving where you couldn’t jump cancel if you were diving too long, and fixed another bug where you could fly by spamming jump and dive.
Devlog #6 I added the roll animation and the attack animations. Unfortunately though whenever I added the roll animation it kind of broke the dive, so now whenever you land the dive it teleports you forward a little bit. Although the other animations work well, the only problem I have with them is the neutral attack looks a bit stiff compared to the others, so I’ll need to tweak that later, but otherwise it went well.
Devlog #7 I added an enemy with basic movement and gave him a hitbox, while starting on the lives system. Currently I don’t have an enemy sprite, so I just used the Godot logo.
Devlog #8 I made a functional platform for the player to jump through and created the code for what’s going to be a power up later on, right now I just have a placeholder wizard image for it. I also added an animation for attacking in the air and attacking while moving on the ground. After I did all of this I found out that I have this bug where I can spam dive on the ground and it will teleport me with the distance depending on how many times I’ve pressed it.
Devlog #9 The first thing I did was import the enemy sprite, then I added a state machine into my game. The state machine took me FOREVER, because I had no clue what I was doing at first, so I had to figure out what it was and how to add it and along the way I encountered too many bugs to count. It took me several days to complete, because the state machine got me so frustrated that I just kept stopping and coming back later. Eventually I did get it though, but it was genuinely painful trying to get the system to work, especially since I couldn’t work on anything else until I got it fixed.
Devlog #10 I worked on pairing the different states to the player and while I was doing that I was moving some of my code that was attached to the player to different states testing to see what worked and what didn’t and I had to go eat, so I exited without saving because I knew I probably broke something and at some point before that Godot autosaved what I broke, so I came back to my game a couple of hours later to see half my player code gone and my character flying…
Devlog #11 I fixed everything I broke last time and added a few new movement features. Now my game has a little bit of coyote time, which I need to tweak, because it’s still a bit buggy and weird. I changed how the jumping in the game works, so now instead of the player having complete control in the air, now they have minimal control, kind of like jump king. Also the player now has a consistent double jump, although now there’s a weird bug that if you double jump and jump about the same frame(I don’t know if it has to be the exact same frame) then the character will get stuck in their jump animation, because I have no transition right now between jumping and landing, only falling and landing. Lastly, I accidentally added b-hopping to the game, so that’s cool
Devlog #12 I added transitions whenever an animation ends, the air attack, and separated the player sprite into another node. Before whenever you would roll or attack, you would have to press another button to change animations, but now it automatically transitions to the idle animation. Also before when you tried to attack in the air nothing would happen, so now the player can attack in the air. Also I decided to make the player sprite have it’s own node, because I thought it would be easier to manage character customization that way, and so I can use it as a player icon later with the customizations.
Devlog #13 I gave the enemy gravity, fixed a bug with the moving attack, changed fast falling, and made the double jump more useful. Firstly, I meant to give the enemy gravity sooner, it just slipped my mind, and outside of that everything in this patch was for the player. The player had a bug where if you were moving and attacked, you would keep sliding until you jumped, but if you bumped into the enemy while sliding you couldn’t jump out of it, so you were permanently stuck. Then for the player movement, I decided to give them more air mobility, so 2 things I did was make it so you could change direction and speed with the double jump to make it more useful, and make the fastfall speed a set amount instead of percentage based. The reason why I changed the fastfall was because if were at the peak of your jump and tried to fastfall pretty much nothing would happen since you would barely have any vertical velocity, so if you tried to fastfall to dodge an attack it wouldn’t work.
Devlog #14 I organized code, fixed a bug with jumping, started on the pickup attacks/deckbuilding, and added some menus. I had a bug with jumping where if you ran out of jumps, you could keep spamming the button to airdash. It wouldn’t add any extra height, but it still launched the player a fair amount. For the deckbuilding part of the game I plan on making it so the player will add cards to their deck, and over the course of the fight cards will be played spawning pickups/powerups that the player can grab for a variety of effects. So far I got just the basics of it, but right now there’s not much functionality other than it disappearing on pickup and printing a message. Also I don’t have a sprite for any of the pickups yet, so I have a little placeholder wizard. For the last change I started on some VERY basic menus that don’t really do anything right now.
Devlog #15 Started on the combat, and adjusted how jumping works. After a long time of procrastinating I finally started on the combat. It doesn’t work right now, but I did create the hitboxes and hurtboxes for both the player and the enemy, alongside a script for them(even though it currently doesn’t work). After that I realized that I don’t like how the jumps don’t carry your momentum, because I made it so the jumps set your movement speed instead of adding or subtracting. So I changed it so now if you’re facing the opposite direction of where you’re moving, you’ll set your movement speed, but if you’re facing the same direction, it will add.
Devlog #16 I have a very simple combat system now with a normal attack and an air attack and the hitbox works after trying to debug it for over an hour.
Devlog #17 The player can now hold the attack button to attack, the enemy has a healthbar and can die, the player now has a healthbar(hurt box doesn’t work yet), and I added an attack speed multiplier. I added an attack speed multiplier, because later on the player will be able to change their attack speed with different items and powerups.
Devlog #18 The player hurt box and the enemy hitbox are now functional, knockback is now in the game, the player can attack while moving, and the player has a movement penalty. I finally got all of the hitboxes and hurtboxes working, so after that I added in the knockback, however while I was recording the enemy got knocked back a LOT further than it was supposed to and in testing. I think the problem is, is that I was holding the attack button instead of tapping it, because that was the only thing I did differently. I also decided to make it so the player could move and attack, because otherwise it would be too difficult to try to attack and dodge enemies if you’re forced to stand still for 10 frames, or even longer depending on if you hold the attack button or not. Although I didn’t want people to just hold the attack button and walk around, so I added a movement speed penalty while attack, so it halves your speed when you attack.
Devlog # 19 The powerup and spawners have been completed, there are now waves of enemies with a way to easily control how many enemies spawn each wave, the weapon has been added, and encountered a new bug. The bug I encountered made it so the player slides along the ground while using their midair attack and can’t change directions or anything until they let go of the button. It’s a pretty easy fix, but I’m not sure if I want to keep it in the game as a feature or patch it. Also for the weapon being added, all I really did was add in the sprite, animate it, and make it so it follows the player alongside changing directions with them. The weapon doesn’t have much functionality right now, but will in the future. Also I adjusted the players hitbox on the attack to fit with the sword....
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Quizbowl Buzzer System by @phantom3142 | Stardance
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My first slack bot by @tinshirai | Stardance
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Title: My first slack bot by @tinshirai | Stardanc Title: My first slack bot by @tinshirai | Stardance...
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