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41409
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five nights at polish influencer by @fru438 | Star five nights at polish influencer by @fru438 | Stardance...
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fru438
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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: five nights at polish influencer by @fru438 Title: five nights at polish influencer by @fru438 | Stardance...
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1792954449.1233816
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1793818449.1233816
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30135
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fivehive by @venk | Stardance
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venk
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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: fivehive by @venk | Stardance
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1793504999.2865503
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1794109799.2865503
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10437
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fix/normalize-devlog-line-endings by @IvyMycelia | fix/normalize-devlog-line-endings by @IvyMycelia | Stardance...
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IvyMycelia
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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: fix/normalize-devlog-line-endings by @IvyMy Title: fix/normalize-devlog-line-endings by @IvyMycelia | Stardance...
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1793368470.4090657
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1793973270.4090657
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7848
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fixMy-Portfolio by @Cret | Stardance
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Cret
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1
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3.0
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20
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T04:03:42Z", "hours": 3.0, "multiplier": 7.24, "payout": 20, "blessing": "neutral", "text": "This is the MVP for the ship (maybe nah, I finish it long time ago) However, this series of modifications makes the entire project feel more polished; bugs (such as redirection issues) were fixed, and a 404 page and Markdown compatibility for the blog were added.", "repo": "https://github.com/wenfeng110402/MyPortfolio", "demo": "https://cret.uk"}]...
|
[{"post_id": 3989, "ts": "2026 [{"post_id": 3989, "ts": "2026-06-07T04:00:31Z", "hours": 1.4817, "text": "👍the blogs works I am currently fixing image path errors (404s) and cleaning up redundant files in my Next.js portfolio project, as well as adding a blog page with Markdown support. Additionally, after realizing that translation changes were unnecessary, I reverted the “About” page to its original state to ensure better overall consistency."}, {"post_id": 3529, "ts": "2026-06-06T14:44:24Z", "hours": 1.2569, "text": "removed some photos. and I standardize some code and then create a 404 page terms page and skills page."}]...
|
Title: fixMy-Portfolio by @Cret | Stardance
Devlo Title: fixMy-Portfolio by @Cret | Stardance
Devlogs:
removed some photos. and I standardize some code and then create a 404 page terms page and skills page.
👍the blogs works I am currently fixing image path errors (404s) and cleaning up redundant files in my Next.js portfolio project, as well as adding a blog page with Markdown support. Additionally, after realizing that translation changes were unnecessary, I reverted the “About” page to its original state to ensure better overall consistency.
Ships:
This is the MVP for the ship (maybe nah, I finish it long time ago) However, this series of modifications makes the entire project feel more polished; bugs (such as redirection issues) were fixed, and a 404 page and Markdown compatibility for the blog were added....
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1793649112.621855
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1793735512.621855
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57065
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flag badge by @Kacafly | Stardance
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Kacafly
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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: flag badge by @Kacafly | Stardance
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1793415095.5378537
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1794019895.5378537
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42094
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flappy birb by @Omelette | Stardance
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Omelette
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0
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28.66
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0
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[]
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[{"post_id": 56163, "ts": "202 [{"post_id": 56163, "ts": "2026-08-25T00:00:00Z", "hours": 0.75, "text": "i did like one hour long lapse and 30 mins of off camera grinding, but this was across two days so here is day one. i was about to print all 12 of the pipe holders when i lowkey realized that i needed for the step motor to be able to mount. i then kinda worked on designing that, struggled a ton because the only measurement sheet i could find was in -5 resolution. i then found a good motor that i will order 12 of, and then i kinda went on a tangent cleaning up my bom and removing things i ordered for some raisin. i did end up modeling it, and when i printed it i realized i screwed up the dimensions and it was REALLY flimsy, so hey thats fun. i did do a bit of off camera grinding trying to use calipers to get some dimensions because all the stupid datasheets suck. anyway heres updated cad and me with my 3 newly aquired blahajs. Total time spent: 45 mins"}, {"post_id": 56100, "ts": "2026-08-25T00:00:00Z", "hours": 0.75, "text": "i did like one hour long lapse and 30 mins of off camera grinding, but this was across two days so here is day one. i was about to print all 12 of the pipe holders when i lowkey realized that i needed for the step motor to be able to mount. i then kinda worked on designing that, struggled a ton because the only measurement sheet i could find was in -5 resolution. i then found a good motor that i will order 12 of, and then i kinda went on a tangent cleaning up my bom and removing things i ordered for some raisin. i did end up modeling it, and when i printed it i realized i screwed up the dimensions and it was REALLY flimsy, so hey thats fun. i did do a bit of off camera grinding trying to use calipers to get some dimensions because all the stupid datasheets suck. anyway heres updated cad and me with my 3 newly aquired blahajs. Total time spent: 45 mins"}, {"post_id": 56099, "ts": "2026-08-24T00:00:00Z", "hours": 1.5, "text": "so welpsies i spent time iterating on my pipe holder design, a few things i wanted to do were to add top and bottom mounting holes, and also remove some of the sides stuff so it is much less noisy. i aded in the bottom mounting holes fairly easy, but i learnt more about what overhangs 3dps can hanldle from the top. i also had to hollow out a lot of the holder to make less friction with the pipe which should directly equal less noise. i also kinda did my first onshape assembly, i already printed my rack and pinion stuff and knew it worked, but i kinda did it in onshape for the learning expereince. its actually pretty interesting and REALLY satisfying. i had to learn about different types of mate connectors which was pretty cool. here i have a screenshot. Total time spent: 90 mins"}, {"post_id": 56162, "ts": "2026-08-24T00:00:00Z", "hours": 1.5, "text": "so welpsies i spent time iterating on my pipe holder design, a few things i wanted to do were to add top and bottom mounting holes, and also remove some of the sides stuff so it is much less noisy. i aded in the bottom mounting holes fairly easy, but i learnt more about what overhangs 3dps can hanldle from the top. i also had to hollow out a lot of the holder to make less friction with the pipe which should directly equal less noise. i also kinda did my first onshape assembly, i already printed my rack and pinion stuff and knew it worked, but i kinda did it in onshape for the learning expereince. its actually pretty interesting and REALLY satisfying. i had to learn about different types of mate connectors which was pretty cool. here i have a screenshot. Total time spent: 90 mins"}, {"post_id": 56098, "ts": "2026-08-23T00:00:00Z", "hours": 1.33, "text": "so i made a holder for the pipe, it was really basic at first, but i also had todesign a cutout for the screw and get the dimensions right so the gears would mesh nicely. it was really funny and weird and took me a while. I did also 3dp and assemble this, but apparently the video of this is to much aura for github. it worked pretty well but i hope my stepper motor can handle it. uh yeah it was funny ha ha. Total time spent: 80 mins"}, {"post_id": 56058, "ts": "2026-08-23T00:00:00Z", "hours": 1.33, "text": "so i made a holder for the pipe, it was really basic at first, but i also had todesign a cutout for the screw and get the dimensions right so the gears would mesh nicely. it was really funny and weird and took me a while. I did also 3dp and assemble this, but apparently the video of this is to much aura for github. it worked pretty well but i hope my stepper motor can handle it. uh yeah it was funny ha ha. Total time spent: 80 mins"}, {"post_id": 56057, "ts": "2026-08-22T00:00:00Z", "hours": 1.0, "text": "so i had to finish up some stuff on the rack. i then had to remake my pipe so i could put the rack on it. the tricky part about this is i print the pipe vertically so it would be hard to just print the rack on it because it needs to be printed so the teeth arent overhanging. so i made the pipe and the rack two seperate parts that you heatset and put together. it was really funny. I kinda had to adjust a few things and remake the rack, so it took a while. Total time spent: 60 mins"}, {"post_id": 56097, "ts": "2026-08-22T00:00:00Z", "hours": 1.0, "text": "so i had to finish up some stuff on the rack. i then had to remake my pipe so i could put the rack on it. the tricky part about this is i print the pipe vertically so it would be hard to just print the rack on it because it needs to be printed so the teeth arent overhanging. so i made the pipe and the rack two seperate parts that you heatset and put together. it was really funny. I kinda had to adjust a few things and remake the rack, so it took a while. Total time spent: 60 mins"}, {"post_id": 56096, "ts": "2026-08-21T00:00:00Z", "hours": 2.25, "text": "i made the rod for my crank mechanism, and i printed it out and it didnt really work. this was because it was mounted sort of inside as the pipe, so it couldnt do a 360 degree rotation without hitting the pipe. i printed this thing that boosts it up a bit, while adjusting the rod size a lot and eventually it worked? i mean i thought it would work, but my crank has this weird think where when the crank is down its going up then it is pointing down. due to all of this, i kinda ended up switching to a rack and pinion, and that was funny. i did a bittings of work on rack and pinion, but i did a solid half and hour of research on how a rack and pinion / gears work cause i havent worked with them before. apparently theres thing thing called a module, which makes sure that gears mesh with each other. i managed to make a good rack and pinion, and they mesh really nicely once i printed it."}, {"post_id": 56056, "ts": "2026-08-21T00:00:00Z", "hours": 2.25, "text": "i made the rod for my crank mechanism, and i printed it out and it didnt really work. this was because it was mounted sort of inside as the pipe, so it couldnt do a 360 degree rotation without hitting the pipe. i printed this thing that boosts it up a bit, while adjusting the rod size a lot and eventually it worked? i mean i thought it would work, but my crank has this weird think where when the crank is down its going up then it is pointing down. due to all of this, i kinda ended to switching to a rack and pinion, and that was funny. i did a bittings of work on rack and pinion, but i did a solid half and hour of research on how a rack and pinion / gears work cause i havent worked with them before. apparently theres thing thing called a module, which makes sure that gears mesh with each other. i managed to make a good rack and pinion, and they mesh really nicely once i printed it."}, {"post_id": 56095, "ts": "2026-08-13T00:00:00Z", "hours": 0.5, "text": "so i start off every single devlog with “so i”, so i am changing it up this time. i made a rod thingy, which will connect the crank and the pipe. This was tricky as i had to learn the equivalent of hull() in onshape. afterwards i started on the big circle that will contain everything, and that will be a tiny 18 inches long. I also added in little circle thingies where all of the pipes will be."}, {"post_id": 56055, "ts": "2026-08-13T00:00:00Z", "hours": 0.5, "text": "so i start off every single devlog with “so i”, so i am changing it up this time. i made a rod thingy, which will connect the crank and the pipe. This was tricky as i had to learn the equivalent of hull() in onshape. afterwards i started on the big circle that will contain everything, and that will be a tiny 18 inches long. I also added in little circle thingies where all of the pipes will be. Total time spent: 30 mins"}, {"post_id": 56054, "ts": "2026-07-31T00:00:00Z", "hours": 1.25, "text": "so i made the top part of the crank which has the grub screw holes and the space for the motor. this was pretty tricky, and i had to graph out the the motor hole in desmos to make sure i got the dimensions right. My dimensions ended up failing after i finished it as it was a bit to short, so i made it longer and instead of needing grub screws it just friction fit perfectly this took a while idek why probably an onshape skill issue. Total time spent: 70 mins"}, {"post_id": 56094, "ts": "2026-07-31T00:00:00Z", "hours": 1.25, "text": "so i made the top part of the crank which has the grub screw holes and the space for the motor. this was pretty tricky, and i had to graph out the the motor hole in desmos to make sure i got the dimensions right. My dimensions ended up failing after i finished it as it was a bit to short, so i made it longer and instead of needing grub screws it just friction fit perfectly this took a while idek why probably an onshape skill issue. Total time spent: 70 mins"}, {"post_id": 56049, "ts": "2026-07-29T00:00:00Z", "hours": 1.25, "text": "so i learnt a bit about heatsets and added in a little part to the bottom of the pipes where the heatset would go so it can get attached to the rod. Its just a little cutout in the pipe with a hole in it. I had to do a couple revisions to get it working. . I then started working on the crank, and i had to do some research into how i would mount the tt motor to the crank, and thought i should use grub screws. I then started making the crank, and only got to making the circle and a heatset spot for the rod. Total time spent: 70 mins"}, {"post_id": 56093, "ts": "2026-07-29T00:00:00Z", "hours": 1.25, "text": "so i learnt a bit about heatsets and added in a little part to the bottom of the pipes where the heatset would go so it can get attached to the rod. Its just a little cutout in the pipe with a hole in it. I had to do a couple revisions to get it working. . I then started working on the crank, and i had to do some research into how i would mount the tt motor to the crank, and thought i should use grub screws. I then started making the crank, and only got to making the circle and a heatset spot for the rod. Total time spent: 70 mins"}, {"post_id": 56048, "ts": "2026-07-28T00:00:00Z", "hours": 1.5, "text": "SO i started off fixing the bom, taking account for what parts i have and getting the bird bom better. i also learnt about split flap displays, and im gonna add one to keep track of score. I also designed a pipe in oneshape(first time using it!). I also had to do some digging to find the pixel dimensions of flappy bird. the screen is 288x512 px. translating that into the game. 64 px = 1in, which means that it will be 8 px tall and a 16.1 in diameter. Total time spent: 90 mins"}, {"post_id": 56092, "ts": "2026-07-28T00:00:00Z", "hours": 1.5, "text": "SO i started off fixing the bom, taking account for what parts i have and getting the bird bom better. i also learnt about split flap displays, and im gonna add one to keep track of score. I also designed a pipe in oneshape(first time using it!). I also had to do some digging to find the pixel dimensions of flappy bird. the screen is 288x512 px. translating that into the game. 64 px = 1in, which means that it will be 8 px tall and a 16.1 in diameter. Total time spent: 90 mins"}, {"post_id": 56091, "ts": "2026-07-26T00:00:00Z", "hours": 1.75, "text": "This was more of me actually starting the project, and i was a bit lost. this isnt a traditional project in the sense that the first thing to do would be designing a pcb, and a pcb was more of an afterthought. to start off, i thought it was a good idea to get a bom working, so i did some claude assisted research. most of my bom is done. i also roughly drafted the wiring diagram and my thoughts in the brainstorm.md. and i made a todo checklist. i have no screenshots to show because everything is alr in the repo. Total time spent: 100 mins"}, {"post_id": 56047, "ts": "2026-07-26T00:00:00Z", "hours": 1.75, "text": "This was more of me actually starting the project, and i was a bit lost. this isnt a traditional project in the sense that the first thing to do would be designing a pcb, and a pcb was more of an afterthought. to start off, i thought it was a good idea to get a bom working, so i did some claude assisted research. most of my bom is done. i also roughly drafted the wiring diagram and my thoughts in the brainstorm.md. and i made a todo checklist. i have no screenshots to show because everything is alr in the repo. Total time spent: 100 mins"}, {"post_id": 56046, "ts": "2026-07-14T00:00:00Z", "hours": 1.25, "text": "Im just gonna preface this by saying i suck at onshape and am still learning it. I made a piston, as that would be neccesary for my project, i designed it in openscad I also 3dprinted it and assembled it and it worked well! I learnt a lot more about how much tolerance i should add for different things, and friction fitting. Total time spent:75 mins"}, {"post_id": 56172, "ts": "2026-07-14T00:00:00Z", "hours": 1.25, "text": "Im just gonna preface this by saying i suck at onshape and am still learning it. I made a piston, as that would be neccesary for my project, i designed it in openscad I also 3dprinted it and assembled it and it worked well! I learnt a lot more about how much tolerance i should add for different things, and friction fitting. Total time spent:75 mins"}]...
|
Title: flappy birb by @Omelette | Stardance
Devlo Title: flappy birb by @Omelette | Stardance
Devlogs:
Im just gonna preface this by saying i suck at onshape and am still learning it. I made a piston, as that would be neccesary for my project, i designed it in openscad I also 3dprinted it and assembled it and it worked well! I learnt a lot more about how much tolerance i should add for different things, and friction fitting. Total time spent:75 mins
Im just gonna preface this by saying i suck at onshape and am still learning it. I made a piston, as that would be neccesary for my project, i designed it in openscad I also 3dprinted it and assembled it and it worked well! I learnt a lot more about how much tolerance i should add for different things, and friction fitting. Total time spent:75 mins
This was more of me actually starting the project, and i was a bit lost. this isnt a traditional project in the sense that the first thing to do would be designing a pcb, and a pcb was more of an afterthought. to start off, i thought it was a good idea to get a bom working, so i did some claude assisted research. most of my bom is done. i also roughly drafted the wiring diagram and my thoughts in the brainstorm.md. and i made a todo checklist. i have no screenshots to show because everything is alr in the repo. Total time spent: 100 mins
This was more of me actually starting the project, and i was a bit lost. this isnt a traditional project in the sense that the first thing to do would be designing a pcb, and a pcb was more of an afterthought. to start off, i thought it was a good idea to get a bom working, so i did some claude assisted research. most of my bom is done. i also roughly drafted the wiring diagram and my thoughts in the brainstorm.md. and i made a todo checklist. i have no screenshots to show because everything is alr in the repo. Total time spent: 100 mins
SO i started off fixing the bom, taking account for what parts i have and getting the bird bom better. i also learnt about split flap displays, and im gonna add one to keep track of score. I also designed a pipe in oneshape(first time using it!). I also had to do some digging to find the pixel dimensions of flappy bird. the screen is 288x512 px. translating that into the game. 64 px = 1in, which means that it will be 8 px tall and a 16.1 in diameter. Total time spent: 90 mins
SO i started off fixing the bom, taking account for what parts i have and getting the bird bom better. i also learnt about split flap displays, and im gonna add one to keep track of score. I also designed a pipe in oneshape(first time using it!). I also had to do some digging to find the pixel dimensions of flappy bird. the screen is 288x512 px. translating that into the game. 64 px = 1in, which means that it will be 8 px tall and a 16.1 in diameter. Total time spent: 90 mins
so i learnt a bit about heatsets and added in a little part to the bottom of the pipes where the heatset would go so it can get attached to the rod. Its just a little cutout in the pipe with a hole in it. I had to do a couple revisions to get it working. . I then started working on the crank, and i had to do some research into how i would mount the tt motor to the crank, and thought i should use grub screws. I then started making the crank, and only got to making the circle and a heatset spot for the rod. Total time spent: 70 mins
so i learnt a bit about heatsets and added in a little part to the bottom of the pipes where the heatset would go so it can get attached to the rod. Its just a little cutout in the pipe with a hole in it. I had to do a couple revisions to get it working. . I then started working on the crank, and i had to do some research into how i would mount the tt motor to the crank, and thought i should use grub screws. I then started making the crank, and only got to making the circle and a heatset spot for the rod. Total time spent: 70 mins
so i made the top part of the crank which has the grub screw holes and the space for the motor. this was pretty tricky, and i had to graph out the the motor hole in desmos to make sure i got the dimensions right. My dimensions ended up failing after i finished it as it was a bit to short, so i made it longer and instead of needing grub screws it just friction fit perfectly this took a while idek why probably an onshape skill issue. Total time spent: 70 mins
so i made the top part of the crank which has the grub screw holes and the space for the motor. this was pretty tricky, and i had to graph out the the motor hole in desmos to make sure i got the dimensions right. My dimensions ended up failing after i finished it as it was a bit to short, so i made it longer and instead of needing grub screws it just friction fit perfectly this took a while idek why probably an onshape skill issue. Total time spent: 70 mins
so i start off every single devlog with “so i”, so i am changing it up this time. i made a rod thingy, which will connect the crank and the pipe. This was tricky as i had to learn the equivalent of hull() in onshape. afterwards i started on the big circle that will contain everything, and that will be a tiny 18 inches long. I also added in little circle thingies where all of the pipes will be. Total time spent: 30 mins
so i start off every single devlog with “so i”, so i am changing it up this time. i made a rod thingy, which will connect the crank and the pipe. This was tricky as i had to learn the equivalent of hull() in onshape. afterwards i started on the big circle that will contain everything, and that will be a tiny 18 inches long. I also added in little circle thingies where all of the pipes will be.
i made the rod for my crank mechanism, and i printed it out and it didnt really work. this was because it was mounted sort of inside as the pipe, so it couldnt do a 360 degree rotation without hitting the pipe. i printed this thing that boosts it up a bit, while adjusting the rod size a lot and eventually it worked? i mean i thought it would work, but my crank has this weird think where when the crank is down its going up then it is pointing down. due to all of this, i kinda ended to switching to a rack and pinion, and that was funny. i did a bittings of work on rack and pinion, but i did a solid half and hour of research on how a rack and pinion / gears work cause i havent worked with them before. apparently theres thing thing called a module, which makes sure that gears mesh with each other. i managed to make a good rack and pinion, and they mesh really nicely once i printed it.
i made the rod for my crank mechanism, and i printed it out and it didnt really work. this was because it was mounted sort of inside as the pipe, so it couldnt do a 360 degree rotation without hitting the pipe. i printed this thing that boosts it up a bit, while adjusting the rod size a lot and eventually it worked? i mean i thought it would work, but my crank has this weird think where when the crank is down its going up then it is pointing down. due to all of this, i kinda ended up switching to a rack and pinion, and that was funny. i did a bittings of work on rack and pinion, but i did a solid half and hour of research on how a rack and pinion / gears work cause i havent worked with them before. apparently theres thing thing called a module, which makes sure that gears mesh with each other. i managed to make a good rack and pinion, and they mesh really nicely once i printed it.
so i had to finish up some stuff on the rack. i then had to remake my pipe so i could put the rack on it. the tricky part about this is i print the pipe vertically so it would be hard to just print the rack on it because it needs to be printed so the teeth arent overhanging. so i made the pipe and the rack two seperate parts that you heatset and put together. it was really funny. I kinda had to adjust a few things and remake the rack, so it took a while. Total time spent: 60 mins
so i had to finish up some stuff on the rack. i then had to remake my pipe so i could put the rack on it. the tricky part about this is i print the pipe vertically so it would be hard to just print the rack on it because it needs to be printed so the teeth arent overhanging. so i made the pipe and the rack two seperate parts that you heatset and put together. it was really funny. I kinda had to adjust a few things and remake the rack, so it took a while. Total time spent: 60 mins
so i made a holder for the pipe, it was really basic at first, but i also had todesign a cutout for the screw and get the dimensions right so the gears would mesh nicely. it was really funny and weird and took me a while. I did also 3dp and assemble this, but apparently the video of this is to much aura for github. it worked pretty well but i hope my stepper motor can handle it. uh yeah it was funny ha ha. Total time spent: 80 mins
so i made a holder for the pipe, it was really basic at first, but i also had todesign a cutout for the screw and get the dimensions right so the gears would mesh nicely. it was really funny and weird and took me a while. I did also 3dp and assemble this, but apparently the video of this is to much aura for github. it worked pretty well but i hope my stepper motor can handle it. uh yeah it was funny ha ha. Total time spent: 80 mins
so welpsies i spent time iterating on my pipe holder design, a few things i wanted to do were to add top and bottom mounting holes, and also remove some of the sides stuff so it is much less noisy. i aded in the bottom mounting holes fairly easy, but i learnt more about what overhangs 3dps can hanldle from the top. i also had to hollow out a lot of the holder to make less friction with the pipe which should directly equal less noise. i also kinda did my first onshape assembly, i already printed my rack and pinion stuff and knew it worked, but i kinda did it in onshape for the learning expereince. its actually pretty interesting and REALLY satisfying. i had to learn about different types of mate connectors which was pretty cool. here i have a screenshot. Total time spent: 90 mins
so welpsies i spent time iterating on my pipe holder design, a few things i wanted to do were to add top and bottom mounting holes, and also remove some of the sides stuff so it is much less noisy. i aded in the bottom mounting holes fairly easy, but i learnt more about what overhangs 3dps can hanldle from the top. i also had to hollow out a lot of the holder to make less friction with the pipe which should directly equal less noise. i also kinda did my first onshape assembly, i already printed my rack and pinion stuff and knew it worked, but i kinda did it in onshape for the learning expereince. its actually pretty interesting and REALLY satisfying. i had to learn about different types of mate connectors which was pretty cool. here i have a screenshot. Total time spent: 90 mins
i did like one hour long lapse and 30 mins of off camera grinding, but this was across two days so here is day one. i was about to print all 12 of the pipe holders when i lowkey realized that i needed for the step motor to be able to mount. i then kinda worked on designing that, struggled a ton because the only measurement sheet i could find was in -5 resolution. i then found a good motor that i will order 12 of, and then i kinda went on a tangent cleaning up my bom and removing things i ordered for some raisin. i did end up modeling it, and when i printed it i realized i screwed up the dimensions and it was REALLY flimsy, so hey thats fun. i did do a bit of off camera grinding trying to use calipers to get some dimensions because all the stupid datasheets suck. anyway heres updated cad and me with my 3 newly aquired blahajs. Total time spent: 45 mins
i did like one hour long lapse and 30 mins of off camera grinding, but this was across two days so here is day one. i was about to print all 12 of the pipe holders when i lowkey realized that i needed for the step motor to be able to mount. i then kinda worked on designing that, struggled a ton because the only measurement sheet i could find was in -5 resolution. i then found a good motor that i will order 12 of, and then i kinda went on a tangent cleaning up my bom and removing things i ordered for some raisin. i did end up modeling it, and when i printed it i realized i screwed up the dimensions and it was REALLY flimsy, so hey thats fun. i did do a bit of off camera grinding trying to use calipers to get some dimensions because all the stupid datasheets suck. anyway heres updated cad and me with my 3 newly aquired blahajs. Total time spent: 45 mins...
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1793163047.9996264
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1793767847.9996264
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38889
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flappy bird by @Wiiiiiiiii | Stardance
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Wiiiiiiiii
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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: flappy bird by @Wiiiiiiiii | Stardance
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1793494156.6682563
|
1794098956.6682563
|
|
37817
|
flappy bird by @peter_wu13 | Stardance
|
peter_wu13
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: flappy bird by @peter_wu13 | Stardance
|
1793321406.5525556
|
1793926206.5525556
|
|
61193
|
flappy bird type game by @Putel | Stardance
|
Putel
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T17:19:46Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a flappy bird type game but you can upgrade to different birds with different abilities by collecting coins. A problem I ran into, was that the leaderboard only displayed the accounts made in the browser that the user was playing on.", "repo": "https://github.com/APcoding06/flappyfall", "demo": "https://flappyfall.vercel.app"}]...
|
[{"post_id": 66985, "ts": "202 [{"post_id": 66985, "ts": "2026-09-13T00:01:10Z", "hours": 0.6222, "text": "I am working on building a working leaderboard"}]...
|
Title: flappy bird type game by @Putel | Stardance Title: flappy bird type game by @Putel | Stardance
Devlogs:
I am working on building a working leaderboard
Ships:
I made a flappy bird type game but you can upgrade to different birds with different abilities by collecting coins. A problem I ran into, was that the leaderboard only displayed the accounts made in the browser that the user was playing on....
|
1793684854.761988
|
1793771254.761988
|
|
13621
|
flappy bird with bevy!! by @Unknown | Stardance
|
Unknown
|
0
|
6.43
|
0
|
[]
|
[{"post_id": 6404, "ts": "2026 [{"post_id": 6404, "ts": "2026-06-10T19:33:29Z", "hours": 0.5675, "text": "Quick devlog time!!! i have just added the pipe now i will work on the gap gen for pipes. YAY!!"}, {"post_id": 6375, "ts": "2026-06-10T18:51:16Z", "hours": 5.8672, "text": "Well i was learning for like 10 hrs but i have 6 hrs of time. Anyways so this will be my first project with bevy and i will be learning as i go currently i have the main frame setup like a bird which is….. Flapping duhh and a single a single pipe. Umm i passed the pipe while flapping so you will NOT BE ABLE TO SEE IT :)"}]...
|
Title: flappy bird with bevy!! by @Unknown | Stard Title: flappy bird with bevy!! by @Unknown | Stardance
Devlogs:
Well i was learning for like 10 hrs but i have 6 hrs of time. Anyways so this will be my first project with bevy and i will be learning as i go currently i have the main frame setup like a bird which is….. Flapping duhh and a single a single pipe. Umm i passed the pipe while flapping so you will NOT BE ABLE TO SEE IT :)
Quick devlog time!!! i have just added the pipe now i will work on the gap gen for pipes. YAY!!...
|
1793181355.8430521
|
1793786155.8430521
|
|
36593
|
flappy remake by @Sahild | Stardance
|
Sahild
|
1
|
5.0
|
7
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-23T17:02:49Z", "hours": 5.0, "multiplier": 1.49, "payout": 7, "blessing": "neutral", "text": "made a flappy bird remake but with a custom hero. built it for stardance what was challenging was making the game still feel fun and addictive, had to tweak jump height and gravity a lot to get it feeling right proud of keeping the core flappy bird loop but making it feel like my own game with custom assets and a hero instead of the bird to test it just click the try project link, its in browser so no install needed", "repo": "https://github.com/sahilchess/flappy_remake", "demo": "https://sahilchess.itch.io/flappy-remake"}]...
|
[{"post_id": 33564, "ts": "202 [{"post_id": 33564, "ts": "2026-07-23T16:25:37Z", "hours": 4.9397, "text": "migrating this from onekey this got rejected from onekey because I used lapse instead of wakatime. I was recommended to submit this to a bigger program like stardance. I’m definitely gonna get a 1 on storytelling"}]...
|
Title: flappy remake by @Sahild | Stardance
Devlo Title: flappy remake by @Sahild | Stardance
Devlogs:
migrating this from onekey this got rejected from onekey because I used lapse instead of wakatime. I was recommended to submit this to a bigger program like stardance. I’m definitely gonna get a 1 on storytelling
Ships:
made a flappy bird remake but with a custom hero. built it for stardance what was challenging was making the game still feel fun and addictive, had to tweak jump height and gravity a lot to get it feeling right proud of keeping the core flappy bird loop but making it feel like my own game with custom assets and a hero instead of the bird to test it just click the try project link, its in browser so no install needed...
|
1793689290.5793803
|
1793775690.5793803
|
|
58260
|
flappy snappy by @Aayansh | Stardance
|
Aayansh
|
0
|
0.49
|
0
|
[]
|
[{"post_id": 61660, "ts": "202 [{"post_id": 61660, "ts": "2026-09-04T18:04:11Z", "hours": 0.4939, "text": "I was working on a game named TIC_TAK_TOE. I gave my best and had now created such a thing it is working nicely and hope i get a nice review"}]...
|
Title: flappy snappy by @Aayansh | Stardance
Devl Title: flappy snappy by @Aayansh | Stardance
Devlogs:
I was working on a game named TIC_TAK_TOE. I gave my best and had now created such a thing it is working nicely and hope i get a nice review...
|
1792932709.6515164
|
1793796709.6515164
|
|
49843
|
flash board by @invisible | Stardance
|
invisible
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: flash board by @invisible | Stardance
|
1793307146.1245134
|
1793911946.1245134
|
|
49844
|
flash board by @invisible | Stardance
|
invisible
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: flash board by @invisible | Stardance
|
1792947166.2413857
|
1793811166.2413857
|
|
49845
|
flash board by @invisible | Stardance
|
invisible
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: flash board by @invisible | Stardance
|
1792947167.0630972
|
1793811167.0630972
|
|
54646
|
flashcards by @Camc | Stardance
|
Camc
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: flashcards by @Camc | Stardance
|
1793558874.8065174
|
1794163674.8065174
|
|
35492
|
flashot by @Viratwearspants | Stardance
|
Viratwearspants
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: flashot by @Viratwearspants | Stardance
|
1793231758.5108445
|
1793836558.5108445
|
|
45369
|
flathead by @michaelsumin78 | Stardance
|
michaelsumin78
|
0
|
4.19
|
0
|
[]
|
[{"post_id": 53212, "ts": "202 [{"post_id": 53212, "ts": "2026-08-23T17:32:06Z", "hours": 2.2403, "text": "Remade leg structure with improved femur and tibia lengths, while improving the general shape and details to make it more like the Flathead Robot from the game"}, {"post_id": 50592, "ts": "2026-08-19T20:10:22Z", "hours": 1.9486, "text": "This is the first part to the start of my leg design is more of a rough draft. You can see that the design is mainly based off of using metal servo horns. In my experience plastic ones do not last very long and I wanted to be more careful considering the motors I will be using are mg996rs."}]...
|
Title: flathead by @michaelsumin78 | Stardance
De Title: flathead by @michaelsumin78 | Stardance
Devlogs:
This is the first part to the start of my leg design is more of a rough draft. You can see that the design is mainly based off of using metal servo horns. In my experience plastic ones do not last very long and I wanted to be more careful considering the motors I will be using are mg996rs.
Remade leg structure with improved femur and tibia lengths, while improving the general shape and details to make it more like the Flathead Robot from the game...
|
1793329053.514339
|
1793933853.514339
|
|
44946
|
fleetcomply by @Nafy | Stardance
|
Nafy
|
0
|
3.99
|
0
|
[]
|
[{"post_id": 52879, "ts": "202 [{"post_id": 52879, "ts": "2026-08-23T08:03:36Z", "hours": 3.9917, "text": "this is a fleet document tracker"}]...
|
Title: fleetcomply by @Nafy | Stardance
Devlogs:
Title: fleetcomply by @Nafy | Stardance
Devlogs:
this is a fleet document tracker...
|
1793303542.7443535
|
1793908342.7443535
|
|
17474
|
flex-ai by @utilisateur_richard | Stardance
|
utilisateur_richard
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T15:27:00Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made an LLM agregator that is supposed to have a smart selection (but because i don’t have the models, i cannot train anything on them) due to the cost of the API, I don’t have enough fundings to continue it I think it was a good training in for the frontend and even if i can’t continue it, i zm proud of what I have done ! some text might be in french, some api might work (I have found some free API) and the plan aren’t real (if you try to create an account with a paid plan, an error will appear)", "repo": "https://github.com/utilisateursrichard/flex.ai", "demo": "https://flex-ai.duckdns.org/"}]...
|
[{"post_id": 26612, "ts": "202 [{"post_id": 26612, "ts": "2026-07-11T15:19:49Z", "hours": 4.7381, "text": "Today is the day when the flex.ai project is discontinuated because of the API pricing that are too high and the fact that without any user-base, the project can’t continue feel free to use the code if you want"}, {"post_id": 7732, "ts": "2026-06-12T22:04:19Z", "hours": 0.925, "text": "Log: flex.ai is officially deployed to the internet! Ran into a classic cloud networking headache during the setup. Every time I launched the Caddy Docker container, the logs showed a connection timeout while trying to provision the SSL certificate. At first, I was convinced my subnet security rules were the issue. But after digging through OCI’s notoriously confusing interface, I finally found the real culprit: a hidden option to “Connect public subnet to internet.” It turns out the subnet wasn’t properly routed to the internet gateway. Once that was enabled, everything clicked instantly. Let’s Encrypt passed, Caddy secured the domain, and the API is now fully live over HTTPS."}, {"post_id": 7637, "ts": "2026-06-12T19:15:45Z", "hours": 0.6914, "text": "beginning of the project ! for now i just created the auth functionality (I tried my best to make it as secure as possible) for now, I didn’t started the LLM part but I will soon ! (for now it is in french but I will make all the translation when I will publish the project on my servers)"}]...
|
Title: flex-ai by @utilisateur_richard | Stardance Title: flex-ai by @utilisateur_richard | Stardance
Devlogs:
beginning of the project ! for now i just created the auth functionality (I tried my best to make it as secure as possible) for now, I didn’t started the LLM part but I will soon ! (for now it is in french but I will make all the translation when I will publish the project on my servers)
Log: flex.ai is officially deployed to the internet! Ran into a classic cloud networking headache during the setup. Every time I launched the Caddy Docker container, the logs showed a connection timeout while trying to provision the SSL certificate. At first, I was convinced my subnet security rules were the issue. But after digging through OCI’s notoriously confusing interface, I finally found the real culprit: a hidden option to “Connect public subnet to internet.” It turns out the subnet wasn’t properly routed to the internet gateway. Once that was enabled, everything clicked instantly. Let’s Encrypt passed, Caddy secured the domain, and the API is now fully live over HTTPS.
Today is the day when the flex.ai project is discontinuated because of the API pricing that are too high and the fact that without any user-base, the project can’t continue feel free to use the code if you want
Ships:
I have made an LLM agregator that is supposed to have a smart selection (but because i don’t have the models, i cannot train anything on them) due to the cost of the API, I don’t have enough fundings to continue it I think it was a good training in for the frontend and even if i can’t continue it, i zm proud of what I have done ! some text might be in french, some api might work (I have found some free API) and the plan aren’t real (if you try to create an account with a paid plan, an error will appear)...
|
1793710370.2163198
|
1793796770.2163198
|
|
59761
|
flickering of led in command by @Kakkarotto | Star flickering of led in command by @Kakkarotto | Stardance...
|
Kakkarotto
|
0
|
0.37
|
0
|
[]
|
[{"post_id": 64204, "ts": "202 [{"post_id": 64204, "ts": "2026-09-08T13:01:41Z", "hours": 0.3669, "text": "im working on a simple flickering of led COB like a real iron man repulsors !!"}]...
|
Title: flickering of led in command by @Kakkarotto Title: flickering of led in command by @Kakkarotto | Stardance
Devlogs:
im working on a simple flickering of led COB like a real iron man repulsors !!...
|
1793638321.8532548
|
1794243121.8532548
|
|
51645
|
flight computer by @DRhoggle | Stardance
|
DRhoggle
|
0
|
7.89
|
0
|
[]
|
[{"post_id": 56993, "ts": "202 [{"post_id": 56993, "ts": "2026-08-29T01:50:43Z", "hours": 1.3839, "text": "rerouted again lol"}, {"post_id": 56275, "ts": "2026-08-27T23:36:36Z", "hours": 1.9353, "text": "finished everything, all thats letf is for it to be sanity checked before i make the final submission"}, {"post_id": 55467, "ts": "2026-08-27T10:23:26Z", "hours": 0.7797, "text": "Final result of the project still ran into an erc which im sure i can ignore for now"}, {"post_id": 53479, "ts": "2026-08-24T01:35:30Z", "hours": 0.6344, "text": "added the last bits, found an spi and got help looking for the schematic wiring from the slack. changed a few mistakes I made previously like making 2 5v converters instead of 1 3.3v and 1 5v. Anyways I also added crystals for more precise timing. Will add decoupling capacitors tomorrow"}, {"post_id": 53043, "ts": "2026-08-23T13:08:09Z", "hours": 1.0344, "text": "added the power regulators and whilst looking for a way to wire the usb c, I stumbled upon a wiring diagram on reddit u/MrRedditor998 that included ESD (Electrostatic dicharge protection) for flight computers which after little research looks like it can makes it harder for circuit paths to be melted by static. also rewired the led"}, {"post_id": 52986, "ts": "2026-08-23T11:16:39Z", "hours": 0.3842, "text": "added a magnetometer because I heard it increases yaw measurement accuracy"}, {"post_id": 51939, "ts": "2026-08-21T21:39:55Z", "hours": 1.7347, "text": "My second attempt at a flight computer, feeling pretty confident about this one. Unlike the one introduced in blueprint I have decided to remove the battery charger in order to reserve space abd make wiring 1000x easier. However I might change the MCU (open to recommendations, currently using the STM32F103RGT6). Might need to find a 3.3v battery regulator for sensors and a 5v one for servos tomorrow"}]...
|
Title: flight computer by @DRhoggle | Stardance
D Title: flight computer by @DRhoggle | Stardance
Devlogs:
My second attempt at a flight computer, feeling pretty confident about this one. Unlike the one introduced in blueprint I have decided to remove the battery charger in order to reserve space abd make wiring 1000x easier. However I might change the MCU (open to recommendations, currently using the STM32F103RGT6). Might need to find a 3.3v battery regulator for sensors and a 5v one for servos tomorrow
added a magnetometer because I heard it increases yaw measurement accuracy
added the power regulators and whilst looking for a way to wire the usb c, I stumbled upon a wiring diagram on reddit u/MrRedditor998 that included ESD (Electrostatic dicharge protection) for flight computers which after little research looks like it can makes it harder for circuit paths to be melted by static. also rewired the led
added the last bits, found an spi and got help looking for the schematic wiring from the slack. changed a few mistakes I made previously like making 2 5v converters instead of 1 3.3v and 1 5v. Anyways I also added crystals for more precise timing. Will add decoupling capacitors tomorrow
Final result of the project still ran into an erc which im sure i can ignore for now
finished everything, all thats letf is for it to be sanity checked before i make the final submission
rerouted again lol...
|
1793397421.1190069
|
1794002221.1190069
|
|
45867
|
flight controlker by @avia | Stardance
|
avia
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: flight controlker by @avia | Stardance
|
1793357783.7991424
|
1793962583.7991424
|
|
16218
|
flight controller with a rpi ai coprocessor by @pr flight controller with a rpi ai coprocessor by @pranet | Stardance...
|
pranet
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: flight controller with a rpi ai coprocessor Title: flight controller with a rpi ai coprocessor by @pranet | Stardance...
|
1793346987.6467695
|
1793951787.6467695
|
|
68788
|
flight price tracker by @lakshena | Stardance
|
lakshena
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: flight price tracker by @lakshena | Stardan Title: flight price tracker by @lakshena | Stardance...
|
1793126923.9365141
|
1793731723.9365141
|
|
16774
|
flight_pad by @samraat-756 | Stardance
|
samraat-756
|
1
|
3.0
|
15
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T05:51:29Z", "hours": 3.0, "multiplier": 5.0, "payout": 15, "blessing": "neutral", "text": "I made a 3x3 macro-pad with 2 rotary encoders, and is used to control common cockpit camera views for Microsoft flight simulator 2020 and 2024. The most challenging part of this project was first, wiring up the PCB, when laying out the tracks in the PCB editor, and then having to spend hours debugging custom firmware developed using QMK MSYS, and VS.Code, due to incorrect referencing, and setting up the compile process correctly to ensure a flawless compile via MSYS. To test my project, people need to make sure that even though they flash the firmware onto the board, they should also make sure to assign key binds in the simulator itself. I left that part out of the project, as everyone assigns key binds differently to their liking (in-game).", "repo": "https://github.com/samraatpchauhan-eng/flight_pad", "demo": ""}]...
|
[{"post_id": 9077, "ts": "2026 [{"post_id": 9077, "ts": "2026-06-15T05:02:20Z", "hours": 1.5831, "text": "Finally finished compiling the firmware for the flight_pad, after long hours of troubleshooting! I have effectively completed the project, but still need to make some tweaks to the case. After that, I plan to submit it!"}, {"post_id": 8874, "ts": "2026-06-14T19:33:55Z", "hours": 0.3169, "text": "Finished Designing the case for the FlightPad. It follows a simple, minimalist design asthetic, with a “FLIGHTPAD” engraving on top. This follows the sandwich style key mount."}, {"post_id": 8848, "ts": "2026-06-14T18:33:46Z", "hours": 0.7314, "text": "Finished designing the PCB via KiCad, which utlizes both sides of the board, and a 3x3 matrix system. However, only one of the two rotary encoders’ buttons will be utilized due to a lack of pins"}, {"post_id": 7918, "ts": "2026-06-13T06:16:53Z", "hours": 0.4411, "text": "Finished designing the schematics of the FlightSim_Pad, including 9 switches and 2 rotary encoders"}]...
|
Title: flight_pad by @samraat-756 | Stardance
Dev Title: flight_pad by @samraat-756 | Stardance
Devlogs:
Finished designing the schematics of the FlightSim_Pad, including 9 switches and 2 rotary encoders
Finished designing the PCB via KiCad, which utlizes both sides of the board, and a 3x3 matrix system. However, only one of the two rotary encoders’ buttons will be utilized due to a lack of pins
Finished Designing the case for the FlightPad. It follows a simple, minimalist design asthetic, with a “FLIGHTPAD” engraving on top. This follows the sandwich style key mount.
Finally finished compiling the firmware for the flight_pad, after long hours of troubleshooting! I have effectively completed the project, but still need to make some tweaks to the case. After that, I plan to submit it!
Ships:
I made a 3x3 macro-pad with 2 rotary encoders, and is used to control common cockpit camera views for Microsoft flight simulator 2020 and 2024. The most challenging part of this project was first, wiring up the PCB, when laying out the tracks in the PCB editor, and then having to spend hours debugging custom firmware developed using QMK MSYS, and VS.Code, due to incorrect referencing, and setting up the compile process correctly to ensure a flawless compile via MSYS. To test my project, people need to make sure that even though they flash the firmware onto the board, they should also make sure to assign key binds in the simulator itself. I left that part out of the project, as everyone assigns key binds differently to their liking (in-game)....
|
1793649029.6143222
|
1793735429.6143222
|
|
70834
|
flightime by @RishitJain | Stardance
|
RishitJain
|
0
|
11.47
|
0
|
[]
|
[{"post_id": 82063, "ts": "202 [{"post_id": 82063, "ts": "2026-10-23T17:52:45Z", "hours": 2.4, "text": "i fixed a bunch of probelms with the mofsets and microntroller, wrote firmware"}, {"post_id": 81733, "ts": "2026-10-22T09:23:28Z", "hours": 9.0669, "text": "Made a PCB, CAD, Schematic and BOM!"}]...
|
Title: flightime by @RishitJain | Stardance
Devlo Title: flightime by @RishitJain | Stardance
Devlogs:
Made a PCB, CAD, Schematic and BOM!
i fixed a bunch of probelms with the mofsets and microntroller, wrote firmware...
|
1793300135.95681
|
1793904935.95681
|
|
55431
|
flipnib by @flight | Stardance
|
flight
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: flipnib by @flight | Stardance
|
1793162956.7840338
|
1793767756.7840338
|
|
72614
|
fllref by @yuval | Stardance
|
yuval
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: fllref by @yuval | Stardance
|
1793544425.4145725
|
1794149225.4145725
|
|
50849
|
floating-computer-portfolio-site by @Broken_Proof floating-computer-portfolio-site by @Broken_Proof | Stardance...
|
Broken_Proof
|
1
|
22.0
|
353
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T15:39:28Z", "hours": 22.0, "multiplier": 15.8, "payout": 353, "blessing": "neutral", "text": "I’ve made a personal portfolio site that involves a computer floating in space. Basically it’s a 3D model within a custom made starfied in a Three js scene. When clicked it zooms in and overlays my own custom OS terminal. The OS has cool things like puzzles I made, resume download features and more. I had challenges setting up the conditional orbit controls and some of the UI features, but I eventually got it to work. So proud of this project and in the future I want to make it an option to navigate via terminal or through a static html page. This is because some people may not want to go through the work of figuring out commands on my terminal.", "repo": "https://github.com/broken-proof/personal-portfolio", "demo": "https://broken-proof.github.io/personal-portfolio/"}]...
|
[{"post_id": 64855, "ts": "202 [{"post_id": 64855, "ts": "2026-09-09T15:30:43Z", "hours": 0.6978, "text": "Devlog #8: Alright, so I’m ready to ship. I just added some more comments, organized my assets, fixed some terminal bugs and then improved my ReadMe. Here’s a demo of the final product:"}, {"post_id": 64616, "ts": "2026-09-09T04:31:33Z", "hours": 4.9083, "text": "Devlog #7: Almost ready to ship! Did the following: Added a settings menu with a mute button, fullscreen button, and a help button which renders and auto types help into the computer component. Fixed resizing issues Added Puzzles to it Added a simple start screen. Hosted site on Github Pages using github actions. I had fun making my icons on piskelapp.com. What’s left is probably to refine the site, add proper comments and I should be good."}, {"post_id": 63343, "ts": "2026-09-07T03:27:53Z", "hours": 1.6022, "text": "Devlog #6: Added Some Audio! Used use useSound React hook to add powerOn, powerOff and a Space void default sound. Also added a mute button which I will definitely improve later in a settings kind of layout. In the future I need a starter screen that is like “click to play” or sm cause browser audio only starts after an interaction. There’s also some UI issues with resizing so I need to fix those aswell."}, {"post_id": 63234, "ts": "2026-09-06T22:37:33Z", "hours": 1.6942, "text": "Devlog #5: I got the OrbitControls working finally. Took me a while because the Camera Rig and Orbit Controls were fighting for control but I got the scene working. Now the transition is pretty seamless except for the fact that the text is different. That’ll be fixed when I make my own custom model. For now I’ll keep this public model because I’m not tryna learn modeling. The next step is probably adding sound and some icons to the top that help the user figure out what’s going on."}, {"post_id": 63026, "ts": "2026-09-06T16:20:26Z", "hours": 3.9125, "text": "Devlog #4: Lots of new progress. I made my own MOTD, added a history navigation (up/down arrow keys), and a new projects catalog. After that, I refactored the star field to be in React Three fiber and experimented with some views for my computer. As of now, I’m using a model I found online, but I plan to make my own later on. I am also using react three drei’s presentation controls but I don’t really like them so maybe Orbit Controls would fit better. Just going to continue experimenting until I get a transition I like."}, {"post_id": 61909, "ts": "2026-09-05T02:37:01Z", "hours": 4.4378, "text": "Devlog #3: Basically, I turned the screen into a proper terminal that runs my personal os. It has some nice commands that allow the user to get a brief bio, download my resume, contact me, customize themes and clear the screen. I was inspired by linux terminal for some of the commands/output formatting and I wish to add further features in the future. I also added features that are usual for a typical terminal including autofocusing and going to the input on clicking any part of the screen. For now, the next step is to add the transition between a computer floating in space to the actual screen."}, {"post_id": 56236, "ts": "2026-08-27T22:15:51Z", "hours": 3.3108, "text": "Devlog #2: Created CSS for the monitor screen. Also had a lot of fun creating the crt terminal like background using a double layered linear gradient with two moving divs on top of it for the scanning effect. The redirects to the different components are functional and the next step is to fill in About.jsx, Projects.jsx … Currently, the crt’s border image is just something I made using pixel art, but I plan to make it look better afterwards. The background effect does not fix with resizing so I have to fix that also. Then, I’ll work on the transition to the monitor screen and the whole experience in general. I’ve gotten good progress so far :)"}, {"post_id": 50086, "ts": "2026-08-19T04:32:58Z", "hours": 1.81, "text": "devlog#1: The idea for the portfolio is that the user will be controlling a retro computer that is floating in space. All my portfolio details will probably go into the monitor ui, but the design will have some more features to play around with. Took me a while to figure out how to use vanilla THREE.js with React useEffect hooks. I later saw there is something called react three fiber but I might implement using that later."}]...
|
Title: floating-computer-portfolio-site by @Broken Title: floating-computer-portfolio-site by @Broken_Proof | Stardance
Devlogs:
devlog#1: The idea for the portfolio is that the user will be controlling a retro computer that is floating in space. All my portfolio details will probably go into the monitor ui, but the design will have some more features to play around with. Took me a while to figure out how to use vanilla THREE.js with React useEffect hooks. I later saw there is something called react three fiber but I might implement using that later.
Devlog #2: Created CSS for the monitor screen. Also had a lot of fun creating the crt terminal like background using a double layered linear gradient with two moving divs on top of it for the scanning effect. The redirects to the different components are functional and the next step is to fill in About.jsx, Projects.jsx … Currently, the crt’s border image is just something I made using pixel art, but I plan to make it look better afterwards. The background effect does not fix with resizing so I have to fix that also. Then, I’ll work on the transition to the monitor screen and the whole experience in general. I’ve gotten good progress so far :)
Devlog #3: Basically, I turned the screen into a proper terminal that runs my personal os. It has some nice commands that allow the user to get a brief bio, download my resume, contact me, customize themes and clear the screen. I was inspired by linux terminal for some of the commands/output formatting and I wish to add further features in the future. I also added features that are usual for a typical terminal including autofocusing and going to the input on clicking any part of the screen. For now, the next step is to add the transition between a computer floating in space to the actual screen.
Devlog #4: Lots of new progress. I made my own MOTD, added a history navigation (up/down arrow keys), and a new projects catalog. After that, I refactored the star field to be in React Three fiber and experimented with some views for my computer. As of now, I’m using a model I found online, but I plan to make my own later on. I am also using react three drei’s presentation controls but I don’t really like them so maybe Orbit Controls would fit better. Just going to continue experimenting until I get a transition I like.
Devlog #5: I got the OrbitControls working finally. Took me a while because the Camera Rig and Orbit Controls were fighting for control but I got the scene working. Now the transition is pretty seamless except for the fact that the text is different. That’ll be fixed when I make my own custom model. For now I’ll keep this public model because I’m not tryna learn modeling. The next step is probably adding sound and some icons to the top that help the user figure out what’s going on.
Devlog #6: Added Some Audio! Used use useSound React hook to add powerOn, powerOff and a Space void default sound. Also added a mute button which I will definitely improve later in a settings kind of layout. In the future I need a starter screen that is like “click to play” or sm cause browser audio only starts after an interaction. There’s also some UI issues with resizing so I need to fix those aswell.
Devlog #7: Almost ready to ship! Did the following: Added a settings menu with a mute button, fullscreen button, and a help button which renders and auto types help into the computer component. Fixed resizing issues Added Puzzles to it Added a simple start screen. Hosted site on Github Pages using github actions. I had fun making my icons on piskelapp.com. What’s left is probably to refine the site, add proper comments and I should be good.
Devlog #8: Alright, so I’m ready to ship. I just added some more comments, organized my assets, fixed some terminal bugs and then improved my ReadMe. Here’s a demo of the final product:
Ships:
I’ve made a personal portfolio site that involves a computer floating in space. Basically it’s a 3D model within a custom made starfied in a Three js scene. When clicked it zooms in and overlays my own custom OS terminal. The OS has cool things like puzzles I made, resume download features and more. I had challenges setting up the conditional orbit controls and some of the UI features, but I eventually got it to work. So proud of this project and in the future I want to make it an option to navigate via terminal or through a static html page. This is because some people may not want to go through the work of figuring out commands on my terminal....
|
1793674062.0113623
|
1793760462.0113623
|
|
8545
|
flock camera detector by @joey2 | Stardance
|
joey2
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: flock camera detector by @joey2 | Stardance
|
1793306898.4161127
|
1793911698.4161127
|
|
25300
|
floight sim by @lzdtng48 | Stardance
|
lzdtng48
|
0
|
1.05
|
0
|
[]
|
[{"post_id": 26715, "ts": "202 [{"post_id": 26715, "ts": "2026-07-11T17:45:41Z", "hours": 0.6003, "text": "Official Devblog 1: Welcome to my attempt at a Unity WebGL Flight Simulator! My Goal is to create a functioning combat Flight Sim, using unity and a crap ton of calculations. I’m trying to make the sim as realistic as possible by including lift, drag, and all of the other forces that make things fly (or not). At the same time, I want to minimise CPU load to make the sim succesfully run on devices such as phones or tablets with as little lag as possible. My Background: I am a complete beginner in Unity, but I’m using it because I already have a basis in Blender and in coding in general, so hopefully it doesn’t turn out horrible. At the same time, my Blender skills extend just as far as basic modelling and sculpting, and my Coding skills barely extend past semi-advanced python, so I’m relying on a lot of Youtube. What I’m currently working on: Currently, I’m trying my best to model one of the multiple(?) planes that will be available. In my past post (it feels too incomplete to be a devblog) I modelled the fuselage of the plane. Honestly, I don’t hate the general form of the plane, considering canopies are actual hell to model. Today, I added some rough intakes and the basic wing shape, which I’ll improve as time goes on. pleeaasseee repost if possible :) -lzdtng48"}, {"post_id": 26024, "ts": "2026-07-10T16:31:53Z", "hours": 0.4503, "text": "unofficial devblog no. 1 (first and only). so I made the fuselage of a plane for a webgl-based flight simulator I’m making, hopefully going to integrate multiplayer combat and (if i’m feeling it) a damage model that affects flight performance."}]...
|
Title: floight sim by @lzdtng48 | Stardance
Devlo Title: floight sim by @lzdtng48 | Stardance
Devlogs:
unofficial devblog no. 1 (first and only). so I made the fuselage of a plane for a webgl-based flight simulator I’m making, hopefully going to integrate multiplayer combat and (if i’m feeling it) a damage model that affects flight performance.
Official Devblog 1: Welcome to my attempt at a Unity WebGL Flight Simulator! My Goal is to create a functioning combat Flight Sim, using unity and a crap ton of calculations. I’m trying to make the sim as realistic as possible by including lift, drag, and all of the other forces that make things fly (or not). At the same time, I want to minimise CPU load to make the sim succesfully run on devices such as phones or tablets with as little lag as possible. My Background: I am a complete beginner in Unity, but I’m using it because I already have a basis in Blender and in coding in general, so hopefully it doesn’t turn out horrible. At the same time, my Blender skills extend just as far as basic modelling and sculpting, and my Coding skills barely extend past semi-advanced python, so I’m relying on a lot of Youtube. What I’m currently working on: Currently, I’m trying my best to model one of the multiple(?) planes that will be available. In my past post (it feels too incomplete to be a devblog) I modelled the fuselage of the plane. Honestly, I don’t hate the general form of the plane, considering canopies are actual hell to model. Today, I added some rough intakes and the basic wing shape, which I’ll improve as time goes on. pleeaasseee repost if possible :) -lzdtng48...
|
1793134436.2901084
|
1793739236.2901084
|
|
57281
|
flood-risk-index by @Hamerenoh | Stardance
|
Hamerenoh
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T04:21:22Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built Flood Risk Index — an interactive map that estimates flood risk for any point using real elevation and rainfall data, not a black-box model. Click anywhere on the map, and it fetches that location’s actual elevation and rain forecast, then calculates a Low/Moderate/High risk level using a transparent formula: lower elevation combined with higher rain chance means higher risk. The most unexpected challenge was the map itself — the tile provider I’d originally set up started requiring an API key partway through building, and the whole map was covered in “API KEY REQUIRED” watermarks. I fixed it by switching to OpenStreetMap’s free tiles and using a CSS trick to keep the dark visual style I wanted, instead of depending on a paid service. I’m proud that I wrote the actual risk-calculation logic myself — the rules combining elevation and rainfall into a risk score — and that every result the app shows is fully explainable, not hidden inside a model no one can inspect. The original idea for this project involved a trained CNN on satellite imagery, which isn’t realistic to build honestly in this timeframe, so I deliberately scoped it down to something transparent and fully working instead. To test it: click anywhere on the map (try a low-lying area near a river or coast vs. a mountainous region) and watch the readout panel show the real elevation, rain chance, and resulting risk level with a gauge visual.", "repo": "https://github.com/hamerenohdemelash16-rgb/flood-risk-index", "demo": "https://hamerenohdemelash16-rgb.github.io/flood-risk-index/"}]...
|
[{"post_id": 61287, "ts": "202 [{"post_id": 61287, "ts": "2026-09-04T04:12:40Z", "hours": 2.8425, "text": "Built the core risk-calculation logic for Flood Risk Index today. Ran into a real problem first: the map tiles I’d originally set up (CartoDB dark tiles) started requiring an API key I don’t have — the whole map was covered in “API KEY REQUIRED” watermarks. Fixed it by switching to OpenStreetMap’s standard tiles (permanently free, no key) and using a CSS color-inversion trick to keep the dark navy look I wanted. Then wrote calculateRisk() myself — it takes real elevation and rainfall data for any point someone clicks on the map, and combines them into a Low/Moderate/High risk score using simple, transparent rules (low elevation + high rain chance = higher risk). Also wrote a full README explaining the project, and being upfront that this uses a rule-based formula rather than a trained ML model on satellite imagery — that’s a deliberate scope decision (real, explainable results now) rather than an unfinished feature, with the ML version listed as future work."}]...
|
Title: flood-risk-index by @Hamerenoh | Stardance
Title: flood-risk-index by @Hamerenoh | Stardance
Devlogs:
Built the core risk-calculation logic for Flood Risk Index today. Ran into a real problem first: the map tiles I’d originally set up (CartoDB dark tiles) started requiring an API key I don’t have — the whole map was covered in “API KEY REQUIRED” watermarks. Fixed it by switching to OpenStreetMap’s standard tiles (permanently free, no key) and using a CSS color-inversion trick to keep the dark navy look I wanted. Then wrote calculateRisk() myself — it takes real elevation and rainfall data for any point someone clicks on the map, and combines them into a Low/Moderate/High risk score using simple, transparent rules (low elevation + high rain chance = higher risk). Also wrote a full README explaining the project, and being upfront that this uses a rule-based formula rather than a trained ML model on satellite imagery — that’s a deliberate scope decision (real, explainable results now) rather than an unfinished feature, with the ML version listed as future work.
Ships:
Built Flood Risk Index — an interactive map that estimates flood risk for any point using real elevation and rainfall data, not a black-box model. Click anywhere on the map, and it fetches that location’s actual elevation and rain forecast, then calculates a Low/Moderate/High risk level using a transparent formula: lower elevation combined with higher rain chance means higher risk. The most unexpected challenge was the map itself — the tile provider I’d originally set up started requiring an API key partway through building, and the whole map was covered in “API KEY REQUIRED” watermarks. I fixed it by switching to OpenStreetMap’s free tiles and using a CSS trick to keep the dark visual style I wanted, instead of depending on a paid service. I’m proud that I wrote the actual risk-calculation logic myself — the rules combining elevation and rainfall into a risk score — and that every result the app shows is fully explainable, not hidden inside a model no one can inspect. The original idea for this project involved a trained CNN on satellite imagery, which isn’t realistic to build honestly in this timeframe, so I deliberately scoped it down to something transparent and fully working instead. To test it: click anywhere on the map (try a low-lying area near a river or coast vs. a mountainous region) and watch the readout panel show the real elevation, rain chance, and resulting risk level with a gauge visual....
|
1792878465.1996162
|
1793742465.1996162
|
|
27071
|
flowTab by @VamikChaudhary | Stardance
|
VamikChaudhary
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: flowTab by @VamikChaudhary | Stardance
|
1793180884.9196305
|
1793785684.9196305
|
|
15309
|
flower by @estella | Stardance
|
estella
|
0
|
0.79
|
0
|
[]
|
[{"post_id": 31545, "ts": "202 [{"post_id": 31545, "ts": "2026-07-20T01:17:29Z", "hours": 0.7906, "text": "My first dev log! I have ever so graciously attached a very rough sketch of my idea for your indulgence. So far, I have made a simple prototype circuit to test my code. At first I had issues with the LED starting on and switching off when the hall sensor activates, and the servo would not turn on at all (boooo!). I found that the digital output starts on high, while I, naïvely, thought it started on low. Once I fixed the LEDs, I moved on to the motor; at first I checked the wiring, but nothing seemed to be amiss there…. So I moved onto the code, but still lo and behold, I couldn’t figure out what was wrong!!! It was time to consult with Claude. I forgot to increment in the function that controls how the wings flap. Oops! I did base the movement off of a sine wave for a smoother motion; however, I am still not all that pleased with the movement. I did play with the delay between steps and the value I am incrementing by on the sine curve. In terms of 3d modelling, I just used a free wing model and attached it to a servo arm, nothing special, My sincerest apologies for the disappointment. I plan on designing wings myself down the line, but I want to get the software down first (my least favorite part, sigh). Finally, my bum 3d printer has decided to act out of line; it seems to hold very little respect for me. At the moment, my print will not stick to the bed, and according to my trusty source: Reddit, it is overextruding too. No more updates for awhile, as I am off to soccer camp, and I cant lug my pc with me!"}]...
|
Title: flower by @estella | Stardance
Devlogs:
My Title: flower by @estella | Stardance
Devlogs:
My first dev log! I have ever so graciously attached a very rough sketch of my idea for your indulgence. So far, I have made a simple prototype circuit to test my code. At first I had issues with the LED starting on and switching off when the hall sensor activates, and the servo would not turn on at all (boooo!). I found that the digital output starts on high, while I, naïvely, thought it started on low. Once I fixed the LEDs, I moved on to the motor; at first I checked the wiring, but nothing seemed to be amiss there…. So I moved onto the code, but still lo and behold, I couldn’t figure out what was wrong!!! It was time to consult with Claude. I forgot to increment in the function that controls how the wings flap. Oops! I did base the movement off of a sine wave for a smoother motion; however, I am still not all that pleased with the movement. I did play with the delay between steps and the value I am incrementing by on the sine curve. In terms of 3d modelling, I just used a free wing model and attached it to a servo arm, nothing special, My sincerest apologies for the disappointment. I plan on designing wings myself down the line, but I want to get the software down first (my least favorite part, sigh). Finally, my bum 3d printer has decided to act out of line; it seems to hold very little respect for me. At the moment, my print will not stick to the bed, and according to my trusty source: Reddit, it is overextruding too. No more updates for awhile, as I am off to soccer camp, and I cant lug my pc with me!...
|
1793173848.58527
|
1793778648.58527
|
|
68752
|
flower pot by @zaib | Stardance
|
zaib
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: flower pot by @zaib | Stardance
|
1793126862.154613
|
1793731662.154613
|
|
68718
|
flower pot by @zaib_4985 | Stardance
|
zaib_4985
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: flower pot by @zaib_4985 | Stardance
|
1793123628.6647122
|
1793728428.6647122
|
|
72656
|
flower-design by @jesus | Stardance
|
jesus
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-11-01T16:57:59Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made project or making a beutiful flower with your hands with AI (the left hand)", "repo": "https://github.com/JDHVa/hanna-diego-ia-bpi-peticion", "demo": "https://hanna-diego-4evr.vercel.app/"}]...
|
[{"post_id": 86424, "ts": "202 [{"post_id": 86424, "ts": "2026-11-01T16:56:47Z", "hours": 1.3053, "text": "ship the project i finish all the word you now can see the flower"}]...
|
Title: flower-design by @jesus | Stardance
Devlog Title: flower-design by @jesus | Stardance
Devlogs:
ship the project i finish all the word you now can see the flower
Ships:
I made project or making a beutiful flower with your hands with AI (the left hand)...
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1793642136.9833472
|
1793728536.9833472
|
|
28151
|
flowerOS by @lalala_weee | Stardance
|
lalala_weee
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: flowerOS by @lalala_weee | Stardance
|
1793379028.0175602
|
1793983828.0175602
|
|
52453
|
fluorescentmeasurementinversion by @vavrup | Stard fluorescentmeasurementinversion by @vavrup | Stardance...
|
vavrup
|
0
|
0.0
|
0
|
[]
|
[]
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Title: fluorescentmeasurementinversion by @vavrup Title: fluorescentmeasurementinversion by @vavrup | Stardance...
|
1793443795.8476863
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1794048595.8476863
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65083
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flutter_games_library by @duarda350 | Stardance
|
duarda350
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0
|
0.0
|
0
|
[]
|
[]
|
Title: flutter_games_library by @duarda350 | Stard Title: flutter_games_library by @duarda350 | Stardance...
|
1793695950.4048676
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1794300750.4048676
|
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46198
|
fluxer.rs by @paulo | Stardance
|
paulo
|
0
|
1.68
|
0
|
[]
|
[{"post_id": 44346, "ts": "202 [{"post_id": 44346, "ts": "2026-08-10T01:24:51Z", "hours": 1.6764, "text": "Finished writing a basic ApiClient for the wrapper, this will make so writing Api calls are not time consuming since it is the same concept over and over again. Also got the error handling ok, with a custom error type named FluxerError. Next, I plan on adding the first api calls and an example rust file for me to test while making the library."}]...
|
Title: fluxer.rs by @paulo | Stardance
Devlogs:
F Title: fluxer.rs by @paulo | Stardance
Devlogs:
Finished writing a basic ApiClient for the wrapper, this will make so writing Api calls are not time consuming since it is the same concept over and over again. Also got the error handling ok, with a custom error type named FluxerError. Next, I plan on adding the first api calls and an example rust file for me to test while making the library....
|
1793371829.7770934
|
1793976629.7770934
|
|
46082
|
fly arm by @raghavm | Stardance
|
raghavm
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: fly arm by @raghavm | Stardance
|
1793368214.5856555
|
1793973014.5856555
|
|
28720
|
flyclock by @superabdelrahman2011 | Stardance
|
superabdelrahman2011
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: flyclock by @superabdelrahman2011 | Stardan Title: flyclock by @superabdelrahman2011 | Stardance...
|
1792943435.8780856
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1793807435.8780856
|
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71030
|
flying cats by @tika_K | Stardance
|
tika_K
|
0
|
4.35
|
0
|
[]
|
[{"post_id": 82251, "ts": "202 [{"post_id": 82251, "ts": "2026-10-24T12:06:20Z", "hours": 1.2197, "text": "So now we’ve got the welcome page and the top bar thingy with info now i’ll figure out how to the time and maybe the weather thingy live and then we’ll make more windows or something yay!"}, {"post_id": 82087, "ts": "2026-10-23T20:20:13Z", "hours": 3.1256, "text": "An os web with my funk personalisation, I learned how to use certain things in html i changed the text style how to add pictures, videos a song and more style things and like text thingy’s"}]...
|
Title: flying cats by @tika_K | Stardance
Devlogs Title: flying cats by @tika_K | Stardance
Devlogs:
An os web with my funk personalisation, I learned how to use certain things in html i changed the text style how to add pictures, videos a song and more style things and like text thingy’s
So now we’ve got the welcome page and the top bar thingy with info now i’ll figure out how to the time and maybe the weather thingy live and then we’ll make more windows or something yay!...
|
1793501476.2388303
|
1794106276.2388303
|
|
55445
|
flying menace by @goesviral55 | Stardance
|
goesviral55
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: flying menace by @goesviral55 | Stardance
|
1793162977.2464945
|
1793767777.2464945
|
|
42877
|
flying spy plane by @Dionyx | Stardance
|
Dionyx
|
0
|
0.0
|
0
|
[]
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[]
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Title: flying spy plane by @Dionyx | Stardance
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1793192084.5635943
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1793796884.5635943
|
|
47285
|
flyos by @Winny | Stardance
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Winny
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1
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3.73
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T23:35:38Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make a OS called flyos where each state I fly to ( aka click on), it should pop out a function that is suitable for that states.", "repo": "https://github.com/WinnyT/flyos", "demo": "https://winnyt.github.io/flyos/"}]...
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[{"post_id": 74525, "ts": "202 [{"post_id": 74525, "ts": "2026-09-27T15:44:20Z", "hours": 0.7333, "text": "Because the reviewer screen and my screen are not the same size, we have clicking conflict ( they can’t open the window at “that” states because it’s somewhere else). Therefore, I used css to fixed the pin and the map. The pin will depends on the map image instead of the screen."}, {"post_id": 73341, "ts": "2026-09-24T22:39:09Z", "hours": 0.5661, "text": "I just added the close button, and planning to have each states is a window. Currently, the welcome window is GA xD"}, {"post_id": 67025, "ts": "2026-09-13T02:06:49Z", "hours": 1.3292, "text": "Just completed the drag function but it doesn’t seems to work so well. Changed back ground photo and added top bar time"}, {"post_id": 46664, "ts": "2026-08-14T03:04:42Z", "hours": 0.8914, "text": "Flyos- The OS system that make you want to fly. I just go through 2 part of the tutorial and here is the result. Nothing fancy, just copy - paste cuz I still don’t know how to style my OS yet!"}]...
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Title: flyos by @Winny | Stardance
Devlogs:
Flyos Title: flyos by @Winny | Stardance
Devlogs:
Flyos- The OS system that make you want to fly. I just go through 2 part of the tutorial and here is the result. Nothing fancy, just copy - paste cuz I still don’t know how to style my OS yet!
Just completed the drag function but it doesn’t seems to work so well. Changed back ground photo and added top bar time
I just added the close button, and planning to have each states is a window. Currently, the welcome window is GA xD
Because the reviewer screen and my screen are not the same size, we have clicking conflict ( they can’t open the window at “that” states because it’s somewhere else). Therefore, I used css to fixed the pin and the map. The pin will depends on the map image instead of the screen.
Ships:
I make a OS called flyos where each state I fly to ( aka click on), it should pop out a function that is suitable for that states....
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1793670687.0185814
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1793757087.0185814
|
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61533
|
fnafware by @Harmancik1 | Stardance
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Harmancik1
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0
|
0.0
|
0
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[]
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[]
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Title: fnafware by @Harmancik1 | Stardance
|
1793649163.7304213
|
1794253963.7304213
|
|
60601
|
focus by @atv | Stardance
|
atv
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0
|
0.0
|
0
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[]
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[]
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Title: focus by @atv | Stardance
|
1793645354.1834369
|
1794250154.1834369
|