|
584
|
stardance! by @m | Stardance
|
m
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: stardance! by @m | Stardance
|
1793163262.1977267
|
1793768062.1977267
|
|
29837
|
stardance-challenge-plugin by @raczjonathan12 | St stardance-challenge-plugin by @raczjonathan12 | Stardance...
|
raczjonathan12
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T08:16:41Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Claude Code skill designed for faster & better projects for the Stardance Challenge", "repo": "https://github.com/raczjonathan12/stardance-challenge-plugin", "demo": "https://github.com/raczjonathan12/stardance-challenge-plugin/releases/tag/v1.0.0"}]...
|
[{"post_id": 22689, "ts": "202 [{"post_id": 22689, "ts": "2026-07-05T07:44:46Z", "hours": 0.8356, "text": "Added /ship, the last skill in the set, that checks whether a project is actually ready to submit before you hit send. It goes through the things a Shipwright reviewer actually checks: a public GitHub repo, a README that isn’t just boilerplate, a live demo link that actually responds, a devlog entry newer than the last time you shipped, and Hackatime tracking.It only reports gaps, doesn’t try to fix anything itself, just points you at /readme, /devlog, or the right gh command depending on what’s missing. Tried it on a throwaway repo that had never shipped, then with old and fresh ship timestamps, to check the devlog comparison actually flips the right way. Also pointed it at a genuinely broken demo link and a fake GitHub remote, just to make sure it reports a real failure instead of quietly assuming things are fine."}, {"post_id": 22651, "ts": "2026-07-05T06:30:31Z", "hours": 0.4142, "text": "Added a third skill, /commit, that drafts real commit messages instead of leaving you to type “fix” again. It looks at your actual staged and unstaged diff, checks whether it’s really one coherent change or a few things mashed together, and only then writes the message, imperative mood, specific about what changed, no vague one-word placeholders. It always asks before actually running git commit, even if you say you’re in a hurry, since that’s exactly when a wrong commit slips through unnoticed. Right after, went back and added it to the README, so it shows up in Features and Quick Start next to /devlog and /readme instead of getting left out the way /readme almost was last time."}, {"post_id": 22639, "ts": "2026-07-05T05:59:00Z", "hours": 0.9814, "text": "Built a second skill, /readme, then had to fix it twice after it actually missed things. Added /readme so it writes a real README straight from the repo, checking manifests and existing docs instead of guessing. Ran it on this project and it only wrote up /devlog. Turned out the skill was trusting an old doc that said there was just one skill, instead of looking at what was actually in the skills folder. Fixed that and had it always check the real directory listing over any doc’s claim. Then noticed the README still just mentioned /readme in passing instead of giving it a proper section. Made the rule stricter: every component found has to get its own labeled group in Features, no exceptions. Went one more round after that. The detection was written around “skills” specifically, so it wouldn’t have caught other kinds of components like agents or commands. Reworded it to catch any repeated pattern of the same kind of thing, then tested it against a fake plugin with a skill and an agent side by side, and it gave both their own sections this time."}, {"post_id": 22608, "ts": "2026-07-05T04:53:46Z", "hours": 0.3792, "text": "Added a rule letting devlogs actually sound excited or annoyed instead of staying flat and careful. Went through the devlog skill again and loosened it up. Before, the tone rules kept everything even no matter how a session actually went. Now it can sound genuinely pumped if the work went well, or genuinely annoyed if it didn’t, instead of forcing a flat middle voice. Also switched the default format to short lines with blank lines between them instead of one dense paragraph, closer to how someone actually jots down what they did. Added a bit about not listing more than three things in a row like a changelog, and about swapping in big words for plain ones when a small one says the same thing."}, {"post_id": 21673, "ts": "2026-07-03T19:12:50Z", "hours": 1.3539, "text": "Spent the day building out a devlog skill for Claude Code and kept finding new ways it could go wrong. Started by dropping the CLI-and-backend plan and turning this into a plugin instead, a plugin.json plus a first SKILL.md that has Claude read your git history and write the entry right there, no server needed. A few hours later I went back through it and added a bunch of edge cases I hadn’t thought about the first time, things like a huge diff, a binary file, a commit from someone else, work sitting uncommitted, a diff with something that looks like a secret in it, that kind of thing. I also added a self-check pass so the draft gets reread against a short list of AI-writing tics before it’s shown to anyone.Then near the end of the day I caught something in my own rules. The skill was telling itself to sound honest and grounded, but it had no rule against describing a design decision as if it were a bug that actually happened, which is exactly the kind of thing this tool is supposed to catch. I added that as a third rule sitting above everything else in the file, next to the no-inventing-details rule, and cleaned up a duplicate rule while I was in there. I also pulled an old demo devlog.md entry that had been sitting in the repo from testing.Right now I’m still in the middle of another pass, adding a rule about writing in plain, everyday language instead of anything that sounds like an essay or a spec, and one about calling out jargon words like “guardrail” or “architecture” that only make sense with full context. Not committed yet, still checking whether the wording actually reads like something a person would say."}, {"post_id": 21482, "ts": "2026-07-03T13:36:10Z", "hours": 1.5406, "text": "I thought that a qwen model would be enough for generating good quality devlogs but it turns out it isn’t, so I’m switching approaches. I’m going to build a plugin for Claude that generates high quality and human devlogs. P.S. here is the output I managed to get with the qwen model: I added a note flag to the devlog command so I can hand-write details when the automated git log feels too sparse. The CLI now sends requests to the backend over HTTP. I swapped the model to qwen3.6-flash when I hit rate limits and added a fallback just in case that one locks up too. File-change stats get calculated and injected into the prompt alongside the commit data."}, {"post_id": 20772, "ts": "2026-07-02T13:53:53Z", "hours": 1.5911, "text": "Built a CLI that reads git commits and a backend that turns those commits into AI-written devlogs. The CLI uses Commander to pull git log history and hand it off to the backend. The backend takes that commit data and generates a devlog through OpenRouter. Lost a good chunk of time to two bugs that failed silently instead of erroring properly: the SDK wanted the request wrapped inside a field called chatRequest, not documented anywhere obvious. Then I had baseURL instead of serverURL in the client config, so requests were quietly going to the wrong server the whole time. Next: wiring the CLI to actually call the backend."}]...
|
Title: stardance-challenge-plugin by @raczjonathan Title: stardance-challenge-plugin by @raczjonathan12 | Stardance
Devlogs:
Built a CLI that reads git commits and a backend that turns those commits into AI-written devlogs. The CLI uses Commander to pull git log history and hand it off to the backend. The backend takes that commit data and generates a devlog through OpenRouter. Lost a good chunk of time to two bugs that failed silently instead of erroring properly: the SDK wanted the request wrapped inside a field called chatRequest, not documented anywhere obvious. Then I had baseURL instead of serverURL in the client config, so requests were quietly going to the wrong server the whole time. Next: wiring the CLI to actually call the backend.
I thought that a qwen model would be enough for generating good quality devlogs but it turns out it isn’t, so I’m switching approaches. I’m going to build a plugin for Claude that generates high quality and human devlogs. P.S. here is the output I managed to get with the qwen model: I added a note flag to the devlog command so I can hand-write details when the automated git log feels too sparse. The CLI now sends requests to the backend over HTTP. I swapped the model to qwen3.6-flash when I hit rate limits and added a fallback just in case that one locks up too. File-change stats get calculated and injected into the prompt alongside the commit data.
Spent the day building out a devlog skill for Claude Code and kept finding new ways it could go wrong. Started by dropping the CLI-and-backend plan and turning this into a plugin instead, a plugin.json plus a first SKILL.md that has Claude read your git history and write the entry right there, no server needed. A few hours later I went back through it and added a bunch of edge cases I hadn’t thought about the first time, things like a huge diff, a binary file, a commit from someone else, work sitting uncommitted, a diff with something that looks like a secret in it, that kind of thing. I also added a self-check pass so the draft gets reread against a short list of AI-writing tics before it’s shown to anyone.Then near the end of the day I caught something in my own rules. The skill was telling itself to sound honest and grounded, but it had no rule against describing a design decision as if it were a bug that actually happened, which is exactly the kind of thing this tool is supposed to catch. I added that as a third rule sitting above everything else in the file, next to the no-inventing-details rule, and cleaned up a duplicate rule while I was in there. I also pulled an old demo devlog.md entry that had been sitting in the repo from testing.Right now I’m still in the middle of another pass, adding a rule about writing in plain, everyday language instead of anything that sounds like an essay or a spec, and one about calling out jargon words like “guardrail” or “architecture” that only make sense with full context. Not committed yet, still checking whether the wording actually reads like something a person would say.
Added a rule letting devlogs actually sound excited or annoyed instead of staying flat and careful. Went through the devlog skill again and loosened it up. Before, the tone rules kept everything even no matter how a session actually went. Now it can sound genuinely pumped if the work went well, or genuinely annoyed if it didn’t, instead of forcing a flat middle voice. Also switched the default format to short lines with blank lines between them instead of one dense paragraph, closer to how someone actually jots down what they did. Added a bit about not listing more than three things in a row like a changelog, and about swapping in big words for plain ones when a small one says the same thing.
Built a second skill, /readme, then had to fix it twice after it actually missed things. Added /readme so it writes a real README straight from the repo, checking manifests and existing docs instead of guessing. Ran it on this project and it only wrote up /devlog. Turned out the skill was trusting an old doc that said there was just one skill, instead of looking at what was actually in the skills folder. Fixed that and had it always check the real directory listing over any doc’s claim. Then noticed the README still just mentioned /readme in passing instead of giving it a proper section. Made the rule stricter: every component found has to get its own labeled group in Features, no exceptions. Went one more round after that. The detection was written around “skills” specifically, so it wouldn’t have caught other kinds of components like agents or commands. Reworded it to catch any repeated pattern of the same kind of thing, then tested it against a fake plugin with a skill and an agent side by side, and it gave both their own sections this time.
Added a third skill, /commit, that drafts real commit messages instead of leaving you to type “fix” again. It looks at your actual staged and unstaged diff, checks whether it’s really one coherent change or a few things mashed together, and only then writes the message, imperative mood, specific about what changed, no vague one-word placeholders. It always asks before actually running git commit, even if you say you’re in a hurry, since that’s exactly when a wrong commit slips through unnoticed. Right after, went back and added it to the README, so it shows up in Features and Quick Start next to /devlog and /readme instead of getting left out the way /readme almost was last time.
Added /ship, the last skill in the set, that checks whether a project is actually ready to submit before you hit send. It goes through the things a Shipwright reviewer actually checks: a public GitHub repo, a README that isn’t just boilerplate, a live demo link that actually responds, a devlog entry newer than the last time you shipped, and Hackatime tracking.It only reports gaps, doesn’t try to fix anything itself, just points you at /readme, /devlog, or the right gh command depending on what’s missing. Tried it on a throwaway repo that had never shipped, then with old and fresh ship timestamps, to check the devlog comparison actually flips the right way. Also pointed it at a genuinely broken demo link and a fake GitHub remote, just to make sure it reports a real failure instead of quietly assuming things are fine.
Ships:
I made a Claude Code skill designed for faster & better projects for the Stardance Challenge...
|
1793274623.859348
|
1793361023.859348
|
|
53527
|
stardance-new-tab. by @markorrra | Stardance
|
markorrra
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: stardance-new-tab. by @markorrra | Stardanc Title: stardance-new-tab. by @markorrra | Stardance...
|
1792752483.9158633
|
1793357283.9158633
|
|
288
|
stardisco by @simonpth | Stardance
|
simonpth
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: stardisco by @simonpth | Stardance
|
1792687659.249788
|
1793292459.249788
|
|
50215
|
stardust by @Noa | Stardance
|
Noa
|
0
|
1.6
|
0
|
[]
|
[{"post_id": 48777, "ts": "202 [{"post_id": 48777, "ts": "2026-08-17T09:54:40Z", "hours": 1.6, "text": "Davleg#1 -> Today, I started setting up the 3D scene with Three.js. I created a scene with a very dark background, then added a perspective camera and a WebGL renderer to display the scene in the browser. I also added OrbitControls, which allows you to rotate around the scene and zoom with the mouse. Finally, I set up two light sources: an ambient light and a directional light to start giving depth to the future 3D objects. Next step: add the first objects and start building the environment for my Stardust project."}]...
|
Title: stardust by @Noa | Stardance
Devlogs:
Davl Title: stardust by @Noa | Stardance
Devlogs:
Davleg#1 -> Today, I started setting up the 3D scene with Three.js. I created a scene with a very dark background, then added a perspective camera and a WebGL renderer to display the scene in the browser. I also added OrbitControls, which allows you to rotate around the scene and zoom with the mouse. Finally, I set up two light sources: an ambient light and a directional light to start giving depth to the future 3D objects. Next step: add the first objects and start building the environment for my Stardust project....
|
1793329115.4771729
|
1793933915.4771729
|
|
52958
|
starlight by @eshaan | Stardance
|
eshaan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: starlight by @eshaan | Stardance
|
1792731152.9740915
|
1793335952.9740915
|
|
22642
|
starlink by @ | Stardance
|
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: starlink by @ | Stardance
|
1792727363.1193516
|
1793332163.1193516
|
|
54000
|
starlit stories (⌒▽⌒)☆ by @rinimee | Stardance
|
rinimee
|
1
|
7.29
|
97
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T01:03:13Z", "hours": 6.0, "multiplier": 15.68, "payout": 97, "blessing": "neutral", "text": "Starlit Stories is a AI-Chat platform designed for writers and authors who are struggling with writing plot elements and forming their story. Starry, the chatbot, doesn’t write the story for you, but helps you write the story, which is something that many people are looking forward to in the creative industry! Something that was challenging for me included working with JavaScript: I ran into a lot of errors but I ended up getting loads of help from reliable sources and real-life people to complete it! I am really proud of this concept and the project output: this was the first time I 100% designed my own content and it looks really amazing! All of the information in how to use the website is located on the website’s Github repository in its READme. Thank you for checking out my website!", "repo": "https://github.com/rinimee/starlitstories", "demo": "https://starlitstories-pi.vercel.app/"}]...
|
[{"post_id": 66247, "ts": "202 [{"post_id": 66247, "ts": "2026-09-11T23:29:06Z", "hours": 0.3139, "text": "**quick update ** Woah I just figured out about these emojis…anyway I have to reship because Render projects do not work! I switched it to Vercel so hoping for the best! It didn’t take long to deploy either! I don’t have much to drop into the screenshot section so here’s a free Ryder for you (I really like this drawing). Ok rinimee out"}, {"post_id": 65688, "ts": "2026-09-11T00:38:00Z", "hours": 0.9764, "text": "I LOWKENUINLY CRASHED OUT OH MY GOD You thought I was done? Yeah, yeah no. Apparently, GitHub wants to be a really annoying doodoo-head and wont accept Flask, which is the way I run my Google Gemini for my website. I had to look for another hostname, for like 3 separate times and finally landed on Render! After that, my bot kept on NOT connecting to the backend, which was a whole other dilemma. I made like 10 commits in this hour. It was not fun. Finally, Starry stopped passing out! She works now, phew! Also, I made the font less of an eyesore! Here’s how it looks now!"}, {"post_id": 65116, "ts": "2026-09-10T00:57:13Z", "hours": 0.2508, "text": "Completely Done! So…I know I said I was done, but after fixing a cache issue because apparently Github Pages is case sensitive and everything, starlit stories is up and running! I’m making this devlog just to tell you guys that. Yep. Insert sigh. Anyway, check out my project guys!"}, {"post_id": 65074, "ts": "2026-09-09T22:49:23Z", "hours": 0.3697, "text": "Really short but…she’s complete! After some CSS and some backend fixing (an error that the retry loop in my python AI bot file was being stubborn ended up being the culprit…) I finally finished! It looks really good, and I’m really proud of it! I’ll be working on getting it running on Github Pages and adding a READme for it. Here’s a snapshot! Last devlog, the next one’s gonna be the project deets! PS: My devlogs aren’t straight bullet points because I like seeing devlogs as a journal that shows emotion and how it would feel if you all were in my shoes, which is why these devlogs look different ;)"}, {"post_id": 64547, "ts": "2026-09-09T01:35:25Z", "hours": 1.1244, "text": "CSS is backbreaking ;-; Alright! CSS is mostly done, still got a couple tweaks and stuff, and I also lowkey need to make a delete chat button…oh well! You can see it turning our pretty well! The title looks bland, and I plan on switching it up just a tad. Also, I added a scroll instead of a book since that’s too much work. Anyway, this is how it looks now! The delete button is kind of functioning, but this is based off of previous knowledge from my journaling website. Here’s a snapshot! I’ll report back in say…another hour? 30 minutes? Hard to say… ;)"}, {"post_id": 63014, "ts": "2026-09-06T16:05:14Z", "hours": 1.5069, "text": "CSS Time! A couple of updates! First off, I added a feature to import images (trying to do PDFS took forever!) so that the user can paste in pictures of their character to develop characterstics and other needs for the story! I also made sure all of the files are saved locally! After that I did a quick fix with the whole “nameless” chat by allowsing users to change it. Now that all the technical stuff is complete, I decided to start working on the CSS! My plan is a little bit complex, which is why I am working on the chat window first. I found this reall cool gothic font on Google Fonts and this really pretty background. Attached is how it looks right now. Since I’m wokring on the chat box, the other features are pretty plain, and the notes features is at the complete bottom…hopefully I’ll look much nicer!"}, {"post_id": 58242, "ts": "2026-08-30T16:33:10Z", "hours": 0.555, "text": "very quick updates ;) so, i fixed up starry’s yapping problem by developing a better addition to her prompt that basically says to stop yapping and stop using asterisks and hashtags since HTML can’t pick up those as actual formatting commands. i also added local storage to it which was pretty easy since i’ve done it a bajillion times. this was applied to the notes the user can write for and the chats that starry has. that too, when you “flip to a new page” or start a new chat, starry is reset for that specific page and your notes are refreshed too. when you go to the previous page, all your previous work stays. while it might sound complicated, HTML provides functions that are quite literal and allow you to use them anywhere you want!"}, {"post_id": 58148, "ts": "2026-08-30T14:31:40Z", "hours": 0.9514, "text": "updates! today i started to format the next part of my platform, the new chats, or in this case, pages! each page is a new story, and basically how it works is that each chat is assigned a chat id, and therefore is attached to each page. every time you go to a previous page, it is connected to its specific chat id. now, starry is a bit of a yapper, she loves to yap… we are going to fix starrys chatting and also fix her formatting so that she isnt yapping in asterisks 24/7! ps: i had no idea ← and → meant being rendered as left and right arrows…html rules!!"}, {"post_id": 57750, "ts": "2026-08-30T00:44:06Z", "hours": 1.4294, "text": "first devlog: first thoughts! if you haven’t read through my project details yet, starlit stories is a platform where an ai can help you write a plot without it writing it for you! you can see previous chats and take your own, human notes! this time around, i got my ai api key and used it in a python script as the backend while the html is at the frontend. I’ve decided to work on the css last, since it takes up the least time. after running some errors, talking with real life refs, and getting help from the amazing google gemini, i was finally able to get my ai to work successfully! here’s a snapshot from below!"}]...
|
Title: starlit stories (⌒▽⌒)☆ by @rinimee | Starda Title: starlit stories (⌒▽⌒)☆ by @rinimee | Stardance
Devlogs:
first devlog: first thoughts! if you haven’t read through my project details yet, starlit stories is a platform where an ai can help you write a plot without it writing it for you! you can see previous chats and take your own, human notes! this time around, i got my ai api key and used it in a python script as the backend while the html is at the frontend. I’ve decided to work on the css last, since it takes up the least time. after running some errors, talking with real life refs, and getting help from the amazing google gemini, i was finally able to get my ai to work successfully! here’s a snapshot from below!
updates! today i started to format the next part of my platform, the new chats, or in this case, pages! each page is a new story, and basically how it works is that each chat is assigned a chat id, and therefore is attached to each page. every time you go to a previous page, it is connected to its specific chat id. now, starry is a bit of a yapper, she loves to yap… we are going to fix starrys chatting and also fix her formatting so that she isnt yapping in asterisks 24/7! ps: i had no idea ← and → meant being rendered as left and right arrows…html rules!!
very quick updates ;) so, i fixed up starry’s yapping problem by developing a better addition to her prompt that basically says to stop yapping and stop using asterisks and hashtags since HTML can’t pick up those as actual formatting commands. i also added local storage to it which was pretty easy since i’ve done it a bajillion times. this was applied to the notes the user can write for and the chats that starry has. that too, when you “flip to a new page” or start a new chat, starry is reset for that specific page and your notes are refreshed too. when you go to the previous page, all your previous work stays. while it might sound complicated, HTML provides functions that are quite literal and allow you to use them anywhere you want!
CSS Time! A couple of updates! First off, I added a feature to import images (trying to do PDFS took forever!) so that the user can paste in pictures of their character to develop characterstics and other needs for the story! I also made sure all of the files are saved locally! After that I did a quick fix with the whole “nameless” chat by allowsing users to change it. Now that all the technical stuff is complete, I decided to start working on the CSS! My plan is a little bit complex, which is why I am working on the chat window first. I found this reall cool gothic font on Google Fonts and this really pretty background. Attached is how it looks right now. Since I’m wokring on the chat box, the other features are pretty plain, and the notes features is at the complete bottom…hopefully I’ll look much nicer!
CSS is backbreaking ;-; Alright! CSS is mostly done, still got a couple tweaks and stuff, and I also lowkey need to make a delete chat button…oh well! You can see it turning our pretty well! The title looks bland, and I plan on switching it up just a tad. Also, I added a scroll instead of a book since that’s too much work. Anyway, this is how it looks now! The delete button is kind of functioning, but this is based off of previous knowledge from my journaling website. Here’s a snapshot! I’ll report back in say…another hour? 30 minutes? Hard to say… ;)
Really short but…she’s complete! After some CSS and some backend fixing (an error that the retry loop in my python AI bot file was being stubborn ended up being the culprit…) I finally finished! It looks really good, and I’m really proud of it! I’ll be working on getting it running on Github Pages and adding a READme for it. Here’s a snapshot! Last devlog, the next one’s gonna be the project deets! PS: My devlogs aren’t straight bullet points because I like seeing devlogs as a journal that shows emotion and how it would feel if you all were in my shoes, which is why these devlogs look different ;)
Completely Done! So…I know I said I was done, but after fixing a cache issue because apparently Github Pages is case sensitive and everything, starlit stories is up and running! I’m making this devlog just to tell you guys that. Yep. Insert sigh. Anyway, check out my project guys!
I LOWKENUINLY CRASHED OUT OH MY GOD You thought I was done? Yeah, yeah no. Apparently, GitHub wants to be a really annoying doodoo-head and wont accept Flask, which is the way I run my Google Gemini for my website. I had to look for another hostname, for like 3 separate times and finally landed on Render! After that, my bot kept on NOT connecting to the backend, which was a whole other dilemma. I made like 10 commits in this hour. It was not fun. Finally, Starry stopped passing out! She works now, phew! Also, I made the font less of an eyesore! Here’s how it looks now!
**quick update ** Woah I just figured out about these emojis…anyway I have to reship because Render projects do not work! I switched it to Vercel so hoping for the best! It didn’t take long to deploy either! I don’t have much to drop into the screenshot section so here’s a free Ryder for you (I really like this drawing). Ok rinimee out
Ships:
Starlit Stories is a AI-Chat platform designed for writers and authors who are struggling with writing plot elements and forming their story. Starry, the chatbot, doesn’t write the story for you, but helps you write the story, which is something that many people are looking forward to in the creative industry! Something that was challenging for me included working with JavaScript: I ran into a lot of errors but I ended up getting loads of help from reliable sources and real-life people to complete it! I am really proud of this concept and the project output: this was the first time I 100% designed my own content and it looks really amazing! All of the information in how to use the website is located on the website’s Github repository in its READme. Thank you for checking out my website!...
|
1793274726.3399618
|
1793361126.3399618
|
|
58244
|
staros by @Lakshit_Techy_Bro | Stardance
|
Lakshit_Techy_Bro
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: staros by @Lakshit_Techy_Bro | Stardance
|
1792741959.2710903
|
1793346759.2710903
|
|
44029
|
starry by @Chloee | Stardance
|
Chloee
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: starry by @Chloee | Stardance
|
1793249624.1892536
|
1793854424.1892536
|
|
5300
|
starscream by @leule | Stardance
|
leule
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: starscream by @leule | Stardance
|
1792770493.6284416
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1793375293.6284416
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61432
|
starships (⌒▽⌒)☆ by @rinimee | Stardance
|
rinimee
|
1
|
3.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T17:57:28Z", "hours": 3.0, "multiplier": 1.94, "payout": 3, "blessing": "neutral", "text": "I made a Godot platformer game called Starships! The goal of the game is to help the alien get all three gems in order to win! It is a very simple game, yet the UI is a very arcade game styled game! Something that was challenging was figuring out how to add more elements to the game after making the platformer. Something that I am really proud of however, is adding a music toggle! It was very easy to implement yet I still am very fond of it! All the information needed to run the project or how to run it is located in my GitHub repository and READme. Thank you so much, and have fun!", "repo": "https://github.com/rinimee/rinistarships", "demo": "https://rinimee.itch.io/starships"}]...
|
[{"post_id": 67732, "ts": "202 [{"post_id": 67732, "ts": "2026-09-13T23:09:56Z", "hours": 1.3836, "text": "**Turnin’ out well! ** So I refurbished a lot of things! I added a title and win screen to it and added some collectibles. Below are some of the elements I mentioned! I was considering adding a small counter for the collectibles but I felt like that was going to be a whole lot of work. Ill be pushing it to Github and then upload it to Itch. Here are some sprites! PS: I really, REALLY like the birb."}, {"post_id": 67523, "ts": "2026-09-13T17:19:22Z", "hours": 1.1631, "text": "starships more like star-chips Starchips sound like a fun snack…anyway I’m following this Godot tutorial for Haven Jumpstart and wanted to share the process here! As of now, I made the Player sprite (which I might change later) and also made some platformers for the sprite to move on. It took a while to click on all of the tiles with physics layers, like 5 minutes at most…very rigorous. There wasn’t a ctrl + a option so… insert sigh . Anyway, here’s how it looks like right now!"}]...
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Title: starships (⌒▽⌒)☆ by @rinimee | Stardance
D Title: starships (⌒▽⌒)☆ by @rinimee | Stardance
Devlogs:
starships more like star-chips Starchips sound like a fun snack…anyway I’m following this Godot tutorial for Haven Jumpstart and wanted to share the process here! As of now, I made the Player sprite (which I might change later) and also made some platformers for the sprite to move on. It took a while to click on all of the tiles with physics layers, like 5 minutes at most…very rigorous. There wasn’t a ctrl + a option so… insert sigh . Anyway, here’s how it looks like right now!
**Turnin’ out well! ** So I refurbished a lot of things! I added a title and win screen to it and added some collectibles. Below are some of the elements I mentioned! I was considering adding a small counter for the collectibles but I felt like that was going to be a whole lot of work. Ill be pushing it to Github and then upload it to Itch. Here are some sprites! PS: I really, REALLY like the birb.
Ships:
I made a Godot platformer game called Starships! The goal of the game is to help the alien get all three gems in order to win! It is a very simple game, yet the UI is a very arcade game styled game! Something that was challenging was figuring out how to add more elements to the game after making the platformer. Something that I am really proud of however, is adding a music toggle! It was very easy to implement yet I still am very fond of it! All the information needed to run the project or how to run it is located in my GitHub repository and READme. Thank you so much, and have fun!...
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1793209722.4280052
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1793296122.4280052
|
|
44517
|
starshipvote by @lilyy | Stardance
|
lilyy
|
0
|
5.35
|
0
|
[]
|
[{"post_id": 45686, "ts": "202 [{"post_id": 45686, "ts": "2026-08-12T10:35:34Z", "hours": 1.35, "text": "added em dash(+other ai chars) highlighting sitewide now it will highlight em dashes, en dashes, and curly quotes in the entire site and it shows this note so you aren’t confused. none of these are in a keyboard (- and – — are different chars) so if it appears its most likely typed by an AI, except curly quotes since macOS by default converts straight quotes to curlies commits since the last devlog i uhh forgot what i did in this commit add ai char highlighting sitewide"}, {"post_id": 45596, "ts": "2026-08-12T05:54:57Z", "hours": 0.9375, "text": "made the github client highlight em dashes and ai chars …and more improvements im gonna add this to stardance sitewide using the extension asw, but i first put it in the gh client only. and the other improvements are: styling: buttons become smaller when the window is not popped out add unicode support: previously it broke into ascii chars consistency: the “API rate limit reached please enter PAT” screen was different depending on how you reached it so i fixed it commits since the last devlog consistency improve styling stuff highlight ai chars like em dashes. add unicode support also fun thing: the last commit in the shown project says it adds a human readme, but with my highlighting you see that they were lying"}, {"post_id": 45560, "ts": "2026-08-12T04:14:00Z", "hours": 0.69, "text": "add github support by making a custom github client the custom github client is at pages.tanjim.org/github.com its made because github does not support iframes. it implements most of github features like: readme releases viewing code with syntax highlighting basically everything you would need for voting on 99% of projects and you can always just open it in a new tab if you REALLY need to but the sidebar makes everything a lot faster, for obv reasons it has to be mobile responsive because the sidebar is essentially mobile sized. commits since the last devlog fb14d95 changes 5cbe208 add github support using my custom client"}, {"post_id": 43123, "ts": "2026-08-08T06:45:31Z", "hours": 0.9869, "text": "actually put in the iframes and added a popout button yay! now it works actually!!! commits since the last devlog 9fc4d67 css fixes 0ef6e3c remove inline styles for iframe f721eae Add the iframes and a popout button"}, {"post_id": 42464, "ts": "2026-08-07T06:51:10Z", "hours": 1.3881, "text": "made the places where i will put the iframes i replaced the scorecard header with buttons to switch between the demo, repo and scorecard. i wrapped the entire scorecard in a <span> and put 2 more <span> s for the demo and the repo then made buttons that show the selected span and hide the others using CSS display:none . so the thing looks like this <!--im ommitting CSS in the devlog this is not at all the full html being used--> <div class= \"vote-page__layout\" > <section class= \"vote-page__main\" > <!--...whatever is here im not changing it...--> </section> <aside class= \"vote-page__aside\" > <section class= \"class=\" vote-scorecard \" > <header class= \"vote-scorecard__header\" > <button> Demo </button> <button> Repo </button> <button> Scorecard </button> </header> <span id= \"scorecard-wrapper\" > <!--...scorecard...--> </span> <span style= \"display: none;\" > <!--unselected tabs are hidden--> <!--...repo...--> </span> <span style= \"display: none;\" > <!--...demo...--> </span> </section> </aside> </div> commits put the submit button above coz annoying css styling stuff Make the places where I will put the iframes"}]...
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Title: starshipvote by @lilyy | Stardance
Devlogs Title: starshipvote by @lilyy | Stardance
Devlogs:
made the places where i will put the iframes i replaced the scorecard header with buttons to switch between the demo, repo and scorecard. i wrapped the entire scorecard in a <span> and put 2 more <span> s for the demo and the repo then made buttons that show the selected span and hide the others using CSS display:none . so the thing looks like this <!--im ommitting CSS in the devlog this is not at all the full html being used--> <div class= "vote-page__layout" > <section class= "vote-page__main" > <!--...whatever is here im not changing it...--> </section> <aside class= "vote-page__aside" > <section class= "class=" vote-scorecard " > <header class= "vote-scorecard__header" > <button> Demo </button> <button> Repo </button> <button> Scorecard </button> </header> <span id= "scorecard-wrapper" > <!--...scorecard...--> </span> <span style= "display: none;" > <!--unselected tabs are hidden--> <!--...repo...--> </span> <span style= "display: none;" > <!--...demo...--> </span> </section> </aside> </div> commits put the submit button above coz annoying css styling stuff Make the places where I will put the iframes
actually put in the iframes and added a popout button yay! now it works actually!!! commits since the last devlog 9fc4d67 css fixes 0ef6e3c remove inline styles for iframe f721eae Add the iframes and a popout button
add github support by making a custom github client the custom github client is at pages.tanjim.org/github.com its made because github does not support iframes. it implements most of github features like: readme releases viewing code with syntax highlighting basically everything you would need for voting on 99% of projects and you can always just open it in a new tab if you REALLY need to but the sidebar makes everything a lot faster, for obv reasons it has to be mobile responsive because the sidebar is essentially mobile sized. commits since the last devlog fb14d95 changes 5cbe208 add github support using my custom client
made the github client highlight em dashes and ai chars …and more improvements im gonna add this to stardance sitewide using the extension asw, but i first put it in the gh client only. and the other improvements are: styling: buttons become smaller when the window is not popped out add unicode support: previously it broke into ascii chars consistency: the “API rate limit reached please enter PAT” screen was different depending on how you reached it so i fixed it commits since the last devlog consistency improve styling stuff highlight ai chars like em dashes. add unicode support also fun thing: the last commit in the shown project says it adds a human readme, but with my highlighting you see that they were lying
added em dash(+other ai chars) highlighting sitewide now it will highlight em dashes, en dashes, and curly quotes in the entire site and it shows this note so you aren’t confused. none of these are in a keyboard (- and – — are different chars) so if it appears its most likely typed by an AI, except curly quotes since macOS by default converts straight quotes to curlies commits since the last devlog i uhh forgot what i did in this commit add ai char highlighting sitewide...
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1793278532.6193898
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1793883332.6193898
|
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24880
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starstruck 💫 by @yaanacore | Stardance
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yaanacore
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0
|
0.0
|
0
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[]
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[]
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Title: starstruck 💫 by @yaanacore | Stardance
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1792745743.6817043
|
1793350543.6817043
|
|
25580
|
starstruckOS by @sleepymeep | Stardance
|
sleepymeep
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: starstruckOS by @sleepymeep | Stardance
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1792630251.323086
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1793235051.323086
|
|
30493
|
starstruct by @z0b1 | Stardance
|
z0b1
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0
|
3.14
|
0
|
[]
|
[{"post_id": 21933, "ts": "202 [{"post_id": 21933, "ts": "2026-07-04T04:01:39Z", "hours": 3.1369, "text": "Devlog #1 I have worked on the general looks, python code and javascript for the web app. there is still a lot of tweaking left to do, concerning API limiting and similar. BTW this is an amazing project, I’m using HTML/CSS/JS for the Frontend, whilst the Backend is built in Python. Its all hosted on Vercel and its main focus is to help new Hack Clubbers get to understand and make their first YSWSs easier. Please do add templates to the template_defs.py and checkout the repository at this link https://github.com/z0b1/starstruct"}]...
|
Title: starstruct by @z0b1 | Stardance
Devlogs:
D Title: starstruct by @z0b1 | Stardance
Devlogs:
Devlog #1 I have worked on the general looks, python code and javascript for the web app. there is still a lot of tweaking left to do, concerning API limiting and similar. BTW this is an amazing project, I’m using HTML/CSS/JS for the Frontend, whilst the Backend is built in Python. Its all hosted on Vercel and its main focus is to help new Hack Clubbers get to understand and make their first YSWSs easier. Please do add templates to the template_defs.py and checkout the repository at this link https://github.com/z0b1/starstruct...
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1792670083.175719
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1793274883.175719
|
|
39799
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start by @zyluxXD | Stardance
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zyluxXD
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1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-26T00:04:11Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Start, a minimalist and clean New Tab page for any browser. It uses NASA APOD as the background image. It also includes the current time (in 24HR format) with the background image title below, and has a bookmark manager for quick website access.", "repo": "https://github.com/ZyluxXD/start", "demo": "https://zyluxxd.github.io/start/"}]...
|
[{"post_id": 34897, "ts": "202 [{"post_id": 34897, "ts": "2026-07-26T00:00:42Z", "hours": 0.3578, "text": "Finished the README, uploaded to GitHub, and deployed the page."}, {"post_id": 34887, "ts": "2026-07-25T23:30:54Z", "hours": 1.2747, "text": "Devlog #2 I polished the website CSS a lot, and added a copyright. I also added a bookmarks system for websites. I also added a loading screen that shows until the image is loaded. Got the help of Codex to fix a weird GPU rendering bug on the blur effect behind the text."}, {"post_id": 34853, "ts": "2026-07-25T21:50:36Z", "hours": 0.4864, "text": "Devlog #1 Completed the basic structure, aswell as the time, image, image info, and image title."}]...
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Title: start by @zyluxXD | Stardance
Devlogs:
Dev Title: start by @zyluxXD | Stardance
Devlogs:
Devlog #1 Completed the basic structure, aswell as the time, image, image info, and image title.
Devlog #2 I polished the website CSS a lot, and added a copyright. I also added a bookmarks system for websites. I also added a loading screen that shows until the image is loaded. Got the help of Codex to fix a weird GPU rendering bug on the blur effect behind the text.
Finished the README, uploaded to GitHub, and deployed the page.
Ships:
I made Start, a minimalist and clean New Tab page for any browser. It uses NASA APOD as the background image. It also includes the current time (in 24HR format) with the background image title below, and has a bookmark manager for quick website access....
|
1793285612.987248
|
1793372012.987248
|
|
56723
|
startpage by @jorm | Stardance
|
jorm
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: startpage by @jorm | Stardance
|
1792925265.5710006
|
1793789265.5710006
|
|
22643
|
station-siege by @Abbos | Stardance
|
Abbos
|
1
|
90.0
|
1130
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T11:46:37Z", "hours": 90.0, "multiplier": 15.55, "payout": 1130, "blessing": "neutral", "text": "I made Station Siege, a first-person zombie shooter set on an abandoned space station. You fight through 10 waves of zombies, earn gold for kills, and spend it on weapons, ammo, and unlocking doors to different rooms. It’s built in Godot 4.7 and runs in the browser. The hardest part was zombie pathfinding. Zombies kept getting stuck in their spawn rooms, and one stuck zombie was enough to stop the next wave from starting. It turned out the doors were baked into the navigation mesh as closed, so even with a door open, the zombies had no path out. I rebuilt the navmesh without doors and barricades, and added a backup that despawns any zombie that makes no progress for 20 seconds. Getting it onto the web was the other big challenge. The first export was 2.3 GB, so I cut unused models and switched textures to a web-safe format to get it under itch’s 200 MB limit. I’m proudest of the atmosphere: the dark corridors, the barricades zombies tear through, and the moment a wave starts pouring in from several directions at once. How to test: Open the itch link in Chrome or Edge on a desktop computer. It doesn’t work on phones. Click Start, then click inside the game window to lock the mouse. Controls: WASD to move, Shift to sprint, left click to shoot, R to reload, 1-3 to switch weapons, E to interact or buy, hold F to repair a barricade, Esc to pause. They’re also on the Controls screen in the main menu. The first load can take a little while because the game is about 150 MB. Read the note near the spawn. It tells you where to find the shotgun, machine gun and gives a small backstory.", "repo": "https://github.com/Madyarov27/station-siege", "demo": "https://madyarov27.itch.io/station-siege-web"}]...
|
[{"post_id": 75174, "ts": "202 [{"post_id": 75174, "ts": "2026-09-29T11:36:11Z", "hours": 2.5928, "text": "Devlog #10 - my last devlog. Done: Removed jumping (it had no purpose) Repairing is now done via the F button. Shipped the game to itch.io. This took me a while. The export was 2.3 gigabytes, so itch.io flat-out rejected it due to size limits. I removed a pile of unused models from the export. GPU texture compression came out garbled in WebGL, so I switched the textures to WebP capped at 2048px. That got the build down to about 150 MB, well under itch’s 200 MB per-file limit. You can play it here: https://madyarov27.itch.io/station-siege-web . I also cleaned up the repo, rewrote the README, and pushed everything to GitHub, including the zombie model through Git LFS."}, {"post_id": 74902, "ts": "2026-09-28T15:52:46Z", "hours": 16.2392, "text": "#9th devlog. Station Siege. Achieved: Added acid puddle as an environmental threat. Can be used to kite zombies and kill them or likewise, end up hurting yourself if you step on it. Messages in HUD when interacting with barricades, vending machine, and acid puddle. Improved zombie navigation. Now it’s completely foolproof to sharp corner turns. Added sound effect when reloading. I had the mp3 and wav files lying there doing nothing for a while but now i finally wired them in. Added like a dozen new props. Took everything from SketchFab, and used them to decorate medical bay, engineering, and cargo. Replaced almost all existing AI generated 3d models to the ones took from sketchfab. Mainly because they had like a trillion faces which was frying my CPU but also they kinda looked soulless and low effort. Added an interior wall in the spawn chamber so zombies dont look like they appear out of thin air when they spawn. Also redesigned the barricade slightly. Good for realism Changed the game map extensively. The ring part is gone. That part made sense in the beginning but the more I tested, the more I realized that shape is not ideal for my game. It’s too big and you can kite zombies forever. Now, the map looks more like spaceship themed family home interior and it’s actualyl challenging here now. You can get cornered and slimed unexpectedly."}, {"post_id": 71096, "ts": "2026-09-20T09:08:46Z", "hours": 10.3072, "text": "Devlog #wa8 I’ll just keep it short Added: Sprinting Added male zombie (finally) Overhauled wave manager. Now zombies in rooms that are locked will not spawn until you unlock them yourself. Switched to open only doors so players can’t just go to empty room to heal forever Replaced wooden plank in barricades for rusty slab of metal with sound effect when fixing. Fixed a bug where zombies broke barricades unreliably. A dozen zombies took a whole minute to break 2 barricades due to a timing mismatch Built main menu screen Built pause menu Added ammo reserve system so weapons finally stop having infinite ammo except for default pistol"}, {"post_id": 67979, "ts": "2026-09-14T09:40:17Z", "hours": 12.8564, "text": "**Devlog #7 ** A lot of stuff added so this time I’ll try to keep it short and concise. Gun model kickback on firing. Muzzle smoke on every shot Real travelling bullet projectile instead of yellow ray Bullet shell ejected every time you fire Fixed the weird bug with zombie not spawning at all. Fixed an unexpepcted bug where corridor lights worked facing one way but not the other. It was because of too many lights crowded into one area after duplicating the lights node to new added areas. Fixed the bug with bullets sometimes passing through the zombies without hitting Fixed the bug with the gun accidentally damaging the player Added extra damage for headshot Added head bob to player POV so it feels more natural Fixed the crosshair not being perfectly centered on screen Added a sliding door"}, {"post_id": 61005, "ts": "2026-09-03T18:19:05Z", "hours": 10.0069, "text": "Station siege - Devlog #6 This time I spent my hours optimizing the game, mainly because the game was borderline unplayable to work on. The map had ~90 live CSG collision shapes constantly recalculating in real time. I baked them into static geometry. Also, I swapped out the majority of 3D models in the map, which were absurdly overbuilt. Most had over a million faces, while one was sitting at ~3 million faces for a single 1x1 meter window. The editor is noticeably faster now. Another huge change was the map. Now it is a tube-like corridor connected to a polygon with 18 sides. There is also a small room connected to the ring. This ate up most of my hours. A small yet meaningful thing was the lighting overhaul. I pivoted from flat, evenly lit corridors to nearly dark chambers with higher contrast and isolated pools of light. Moreover, I added flickering animation to some of the lights so there’s some variety. Last thing is the new HUD. It’s not final yet; I will likely iterate multiple times before settling on the ideal one. However, it’s a noticeable upgrade from the previous flat white text on the screen. What I’m most happy about is still the optimization. My laptop isn’t particularly a RAM titan, so this is really important for me. I think this will ripple into other areas of the development and speed things up a lot."}, {"post_id": 52856, "ts": "2026-08-23T06:59:58Z", "hours": 13.4275, "text": "Devlog #5 - The station finally looks like a station. Last time, the place was simply a box with some texture, fog and good lighting. Now it actually has real objects, and smoothher gameplay. Biggest thing: I built out a full Tripo3D asset pipeline and used it to generate a whole set of props. Window, metal junk, archways, tubes, a metal fence, vent, door, and a vending machine used for weapon purchasing, all are wired up. The place, at least the corridor, can larp as an abandoned space station and not just a box. Another small update for immersiveness: I added creepy ambient background music. Small, but does a lot of work when you are in an empty hallway and hear nothing but that song. Took me expensive 13 hours but it was all worth it."}, {"post_id": 19506, "ts": "2026-06-30T20:37:05Z", "hours": 14.3875, "text": "This one’s huge. 14 hours logged and the game is totally not the same game anymore. Biggest news first: I pivoted the whole thing. It used to be a generic zombie shooter on Earth. Now it’s Station Siege - a dark horror-survival game set on n abandoned space station. And no, this wasn’t a random. Three reasons: Earth zombies are overdone and generic, my 2018 Intel Mac physically cannot handle realistic Earth environments without dying, and a pitch-black abandoned space station justifies the oppressive lighting and lore for free. I even did actual homework, studied why Lethal Company, R.E.P.O. and PEAK blew up (turns out: co-op survival horror, simple visuals, mood over graphics). So the direction is locked now, backed by real reasoning instead of vibes. The zombies got a massive glow-up. They now groan at you in the dark (positional audio on random timers. Honestly the single biggest horror upgrade I’ve made), they wind up an attack animation when they reach you or a barricade, and they play a death animation before crumpling and disappearing instead of just vanishing. I also generated a custom horror zombie with Tripo3D, retopologized it from 1.9 million triangles down to ~11k so my Mac doesn’t catch fire, and rigged it through Mixamo. The struggle award goes to the AnimationPlayer. Getting multiple Mixamo animations onto one model in Godot is way more painful than it sounds, name collisions everywhere (everything Mixamo exports is named “mixamo_com”), two AnimationPlayers fighting over one skeleton, and getting the death animation to actually finish before the body gets deleted. I spent hours in that menu. But it works now. Btw thanks to @sol4r_on_hackclub for suggesting using mixamo assets. Atmosphere-wise: black space void background, cold dark lighting, fog retuned to feel like a morgue. Added screen shake when you get hit and a blood overlay that gets heavier the lower your health drops. Also solved a nasty FPS hitch where the whole map stuttered the first time it rendered, fixed it with a black loading screen that spins the camera in a full circle while hidden, so all the shaders compile before the player ever sees anything. Pretty proud of that one. And of course, the Intel GPU texture curse struck again (devlog #3 readers know the grass saga). Every single model I imported rendered as a black blob until I remembered my own golden rule: compress everything Lossless or it won’t decode. Nearly lost my mind a second time before it clicked. One design decision I’m happy about: I’m keeping real gun sounds instead of sci-fi laser noises. Grounded firearms fit horror way better, and they make sense for a human station that got overrun. Next up: Finish wiring the male zombie (texture + animations) Reskin barricades into hull breaches / blast doors Build out the 4-room map (Airlock → Hangar → Reactor / Med Bay) Per-room zombie spawning (only spawn in rooms you’ve unlocked) Props to fill the empty rooms - consoles, crates, corpses - so the station feels lived-in and abandoned"}, {"post_id": 14666, "ts": "2026-06-23T21:04:15Z", "hours": 6.9606, "text": "Devlog #3 - A lot of updates on the zombie-game. Whooh, where do I even start? I made a functional barricade that repairs when pressing shift and that zombies can break to escape. I added crosshair, gold and health labels on screen. I added actual grass texture instead of grey floor I added shotgun - a second weapon - and a real shop where you can buy it using gold. I added jumping mechanics I changed the map from 2 platforms connected by a bridge to a single large platform. The biggest struggle was the grass although it sounds kinda ridiculous. I added it for the first time and it rendered either extreme green or extreme grey, nothing in between. It resembled nothing in the actual grass texture that I used. Turns out my Intel Mac can’t decode DXT-compressed textures so anything I imported rendered as weird slop. Fixed it with one setting - compress: losless. Nearly ragequit but then reimported and worked perfectly. A lot of stuff out of my to-do list in just 7 hours. Next, I will focus on adding more weapons (e.g sniper), expanding the map, adding actual buidings (e.g bunker), dedicated zombie spawning spots, and real sound effects."}, {"post_id": 13034, "ts": "2026-06-21T09:59:49Z", "hours": 0.9778, "text": "Made some progress on my zombie game! the map is a larger now with a corridor connecting 2 platforms. I also added 3 more zombies and obstacles to the map. Next step is to make them spawn continuously and give them actual body instead of green cube :/"}, {"post_id": 12664, "ts": "2026-06-20T18:06:58Z", "hours": 2.1242, "text": "Working on a cool zombie game :). Just made the first map, working gun and zombie (that little green cube on the screen). So far smooth, never had so much fun. Next step is to give shape to the player and the zombie"}]...
|
Title: station-siege by @Abbos | Stardance
Devlog Title: station-siege by @Abbos | Stardance
Devlogs:
Working on a cool zombie game :). Just made the first map, working gun and zombie (that little green cube on the screen). So far smooth, never had so much fun. Next step is to give shape to the player and the zombie
Made some progress on my zombie game! the map is a larger now with a corridor connecting 2 platforms. I also added 3 more zombies and obstacles to the map. Next step is to make them spawn continuously and give them actual body instead of green cube :/
Devlog #3 - A lot of updates on the zombie-game. Whooh, where do I even start? I made a functional barricade that repairs when pressing shift and that zombies can break to escape. I added crosshair, gold and health labels on screen. I added actual grass texture instead of grey floor I added shotgun - a second weapon - and a real shop where you can buy it using gold. I added jumping mechanics I changed the map from 2 platforms connected by a bridge to a single large platform. The biggest struggle was the grass although it sounds kinda ridiculous. I added it for the first time and it rendered either extreme green or extreme grey, nothing in between. It resembled nothing in the actual grass texture that I used. Turns out my Intel Mac can’t decode DXT-compressed textures so anything I imported rendered as weird slop. Fixed it with one setting - compress: losless. Nearly ragequit but then reimported and worked perfectly. A lot of stuff out of my to-do list in just 7 hours. Next, I will focus on adding more weapons (e.g sniper), expanding the map, adding actual buidings (e.g bunker), dedicated zombie spawning spots, and real sound effects.
This one’s huge. 14 hours logged and the game is totally not the same game anymore. Biggest news first: I pivoted the whole thing. It used to be a generic zombie shooter on Earth. Now it’s Station Siege - a dark horror-survival game set on n abandoned space station. And no, this wasn’t a random. Three reasons: Earth zombies are overdone and generic, my 2018 Intel Mac physically cannot handle realistic Earth environments without dying, and a pitch-black abandoned space station justifies the oppressive lighting and lore for free. I even did actual homework, studied why Lethal Company, R.E.P.O. and PEAK blew up (turns out: co-op survival horror, simple visuals, mood over graphics). So the direction is locked now, backed by real reasoning instead of vibes. The zombies got a massive glow-up. They now groan at you in the dark (positional audio on random timers. Honestly the single biggest horror upgrade I’ve made), they wind up an attack animation when they reach you or a barricade, and they play a death animation before crumpling and disappearing instead of just vanishing. I also generated a custom horror zombie with Tripo3D, retopologized it from 1.9 million triangles down to ~11k so my Mac doesn’t catch fire, and rigged it through Mixamo. The struggle award goes to the AnimationPlayer. Getting multiple Mixamo animations onto one model in Godot is way more painful than it sounds, name collisions everywhere (everything Mixamo exports is named “mixamo_com”), two AnimationPlayers fighting over one skeleton, and getting the death animation to actually finish before the body gets deleted. I spent hours in that menu. But it works now. Btw thanks to @sol4r_on_hackclub for suggesting using mixamo assets. Atmosphere-wise: black space void background, cold dark lighting, fog retuned to feel like a morgue. Added screen shake when you get hit and a blood overlay that gets heavier the lower your health drops. Also solved a nasty FPS hitch where the whole map stuttered the first time it rendered, fixed it with a black loading screen that spins the camera in a full circle while hidden, so all the shaders compile before the player ever sees anything. Pretty proud of that one. And of course, the Intel GPU texture curse struck again (devlog #3 readers know the grass saga). Every single model I imported rendered as a black blob until I remembered my own golden rule: compress everything Lossless or it won’t decode. Nearly lost my mind a second time before it clicked. One design decision I’m happy about: I’m keeping real gun sounds instead of sci-fi laser noises. Grounded firearms fit horror way better, and they make sense for a human station that got overrun. Next up: Finish wiring the male zombie (texture + animations) Reskin barricades into hull breaches / blast doors Build out the 4-room map (Airlock → Hangar → Reactor / Med Bay) Per-room zombie spawning (only spawn in rooms you’ve unlocked) Props to fill the empty rooms - consoles, crates, corpses - so the station feels lived-in and abandoned
Devlog #5 - The station finally looks like a station. Last time, the place was simply a box with some texture, fog and good lighting. Now it actually has real objects, and smoothher gameplay. Biggest thing: I built out a full Tripo3D asset pipeline and used it to generate a whole set of props. Window, metal junk, archways, tubes, a metal fence, vent, door, and a vending machine used for weapon purchasing, all are wired up. The place, at least the corridor, can larp as an abandoned space station and not just a box. Another small update for immersiveness: I added creepy ambient background music. Small, but does a lot of work when you are in an empty hallway and hear nothing but that song. Took me expensive 13 hours but it was all worth it.
Station siege - Devlog #6 This time I spent my hours optimizing the game, mainly because the game was borderline unplayable to work on. The map had ~90 live CSG collision shapes constantly recalculating in real time. I baked them into static geometry. Also, I swapped out the majority of 3D models in the map, which were absurdly overbuilt. Most had over a million faces, while one was sitting at ~3 million faces for a single 1x1 meter window. The editor is noticeably faster now. Another huge change was the map. Now it is a tube-like corridor connected to a polygon with 18 sides. There is also a small room connected to the ring. This ate up most of my hours. A small yet meaningful thing was the lighting overhaul. I pivoted from flat, evenly lit corridors to nearly dark chambers with higher contrast and isolated pools of light. Moreover, I added flickering animation to some of the lights so there’s some variety. Last thing is the new HUD. It’s not final yet; I will likely iterate multiple times before settling on the ideal one. However, it’s a noticeable upgrade from the previous flat white text on the screen. What I’m most happy about is still the optimization. My laptop isn’t particularly a RAM titan, so this is really important for me. I think this will ripple into other areas of the development and speed things up a lot.
**Devlog #7 ** A lot of stuff added so this time I’ll try to keep it short and concise. Gun model kickback on firing. Muzzle smoke on every shot Real travelling bullet projectile instead of yellow ray Bullet shell ejected every time you fire Fixed the weird bug with zombie not spawning at all. Fixed an unexpepcted bug where corridor lights worked facing one way but not the other. It was because of too many lights crowded into one area after duplicating the lights node to new added areas. Fixed the bug with bullets sometimes passing through the zombies without hitting Fixed the bug with the gun accidentally damaging the player Added extra damage for headshot Added head bob to player POV so it feels more natural Fixed the crosshair not being perfectly centered on screen Added a sliding door
Devlog #wa8 I’ll just keep it short Added: Sprinting Added male zombie (finally) Overhauled wave manager. Now zombies in rooms that are locked will not spawn until you unlock them yourself. Switched to open only doors so players can’t just go to empty room to heal forever Replaced wooden plank in barricades for rusty slab of metal with sound effect when fixing. Fixed a bug where zombies broke barricades unreliably. A dozen zombies took a whole minute to break 2 barricades due to a timing mismatch Built main menu screen Built pause menu Added ammo reserve system so weapons finally stop having infinite ammo except for default pistol
#9th devlog. Station Siege. Achieved: Added acid puddle as an environmental threat. Can be used to kite zombies and kill them or likewise, end up hurting yourself if you step on it. Messages in HUD when interacting with barricades, vending machine, and acid puddle. Improved zombie navigation. Now it’s completely foolproof to sharp corner turns. Added sound effect when reloading. I had the mp3 and wav files lying there doing nothing for a while but now i finally wired them in. Added like a dozen new props. Took everything from SketchFab, and used them to decorate medical bay, engineering, and cargo. Replaced almost all existing AI generated 3d models to the ones took from sketchfab. Mainly because they had like a trillion faces which was frying my CPU but also they kinda looked soulless and low effort. Added an interior wall in the spawn chamber so zombies dont look like they appear out of thin air when they spawn. Also redesigned the barricade slightly. Good for realism Changed the game map extensively. The ring part is gone. That part made sense in the beginning but the more I tested, the more I realized that shape is not ideal for my game. It’s too big and you can kite zombies forever. Now, the map looks more like spaceship themed family home interior and it’s actualyl challenging here now. You can get cornered and slimed unexpectedly.
Devlog #10 - my last devlog. Done: Removed jumping (it had no purpose) Repairing is now done via the F button. Shipped the game to itch.io. This took me a while. The export was 2.3 gigabytes, so itch.io flat-out rejected it due to size limits. I removed a pile of unused models from the export. GPU texture compression came out garbled in WebGL, so I switched the textures to WebP capped at 2048px. That got the build down to about 150 MB, well under itch’s 200 MB per-file limit. You can play it here: https://madyarov27.itch.io/station-siege-web . I also cleaned up the repo, rewrote the README, and pushed everything to GitHub, including the zombie model through Git LFS.
Ships:
I made Station Siege, a first-person zombie shooter set on an abandoned space station. You fight through 10 waves of zombies, earn gold for kills, and spend it on weapons, ammo, and unlocking doors to different rooms. It’s built in Godot 4.7 and runs in the browser. The hardest part was zombie pathfinding. Zombies kept getting stuck in their spawn rooms, and one stuck zombie was enough to stop the next wave from starting. It turned out the doors were baked into the navigation mesh as closed, so even with a door open, the zombies had no path out. I rebuilt the navmesh without doors and barricades, and added a backup that despawns any zombie that makes no progress for 20 seconds. Getting it onto the web was the other big challenge. The first export was 2.3 GB, so I cut unused models and switched textures to a web-safe format to get it under itch’s 200 MB limit. I’m proudest of the atmosphere: the dark corridors, the barricades zombies tear through, and the moment a wave starts pouring in from several directions at once. How to test: Open the itch link in Chrome or Edge on a desktop computer. It doesn’t work on phones. Click Start, then click inside the game window to lock the mouse. Controls: WASD to move, Shift to sprint, left click to shoot, R to reload, 1-3 to switch weapons, E to interact or buy, hold F to repair a barricade, Esc to pause. They’re also on the Controls screen in the main menu. The first load can take a little while because the game is about 150 MB. Read the note near the spawn. It tells you where to find the shotgun, machine gun and gives a small backstory....
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1793152064.8819964
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1793238464.8819964
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67894
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stayalive by @Kaanreal | Stardance
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Kaanreal
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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: stayalive by @Kaanreal | Stardance
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1793116176.0491364
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1793720976.0491364
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67429
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steam deck 2.0 i guess by @sushimi | Stardance
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sushimi
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0
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0.0
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0
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Title: steam deck 2.0 i guess by @sushimi | Starda Title: steam deck 2.0 i guess by @sushimi | Stardance...
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1793109239.9910805
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1793714039.9910805
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14857
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steeltown online by @Nameless | Stardance
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Nameless
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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: steeltown online by @Nameless | Stardance
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1792677109.0307856
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1793281909.0307856
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18961
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stellar by @faiyazrasul_hs | Stardance
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faiyazrasul_hs
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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: stellar by @faiyazrasul_hs | Stardance
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1793191967.1285014
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1793796767.1285014
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32438
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stellar-cli by @D4LM | Stardance
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D4LM
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1
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2.38
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7
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T15:54:35Z", "hours": 2.0, "multiplier": 4.41, "payout": 7, "blessing": "neutral", "text": "Stellar-cli! A CLI utility for analyzing star catalogs. Features color, .csv and .json support, filtering and sorting. This one I made very quickly because I am worried I am using this to justify procrastination on summer homework.", "repo": "https://github.com/D4LMwastaken/stellar-cli", "demo": "https://github.com/D4LMwastaken/stellar-cli/releases/tag/v1.00"}]...
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[{"post_id": 25931, "ts": "202 [{"post_id": 25931, "ts": "2026-07-10T13:06:41Z", "hours": 0.3833, "text": "Updated README in preparation for shipping"}, {"post_id": 25321, "ts": "2026-07-09T15:20:29Z", "hours": 0.6492, "text": "Added color and .csv support. I might submit now…"}, {"post_id": 24690, "ts": "2026-07-08T13:26:21Z", "hours": 0.5056, "text": "Added sorting, filtering, and a README. Going to add the Bright Star Catalog as the data next"}, {"post_id": 24674, "ts": "2026-07-08T12:50:36Z", "hours": 0.4281, "text": "So, I have decided stellar-cli is going to be a star visualizer. Currently, the initial code has been implemented, and a screenshot below shows what I am trying to accomplish."}]...
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Title: stellar-cli by @D4LM | Stardance
Devlogs:
Title: stellar-cli by @D4LM | Stardance
Devlogs:
So, I have decided stellar-cli is going to be a star visualizer. Currently, the initial code has been implemented, and a screenshot below shows what I am trying to accomplish.
Added sorting, filtering, and a README. Going to add the Bright Star Catalog as the data next
Added color and .csv support. I might submit now…
Updated README in preparation for shipping
Ships:
Stellar-cli! A CLI utility for analyzing star catalogs. Features color, .csv and .json support, filtering and sorting. This one I made very quickly because I am worried I am using this to justify procrastination on summer homework....
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1793310954.4588854
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1793397354.4588854
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25065
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stellax by @Samriddhi | Stardance
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Samriddhi
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0
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1.7
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0
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[]
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[{"post_id": 16338, "ts": "202 [{"post_id": 16338, "ts": "2026-06-26T16:05:21Z", "hours": 1.6986, "text": "Devlog 1 — Building my first astronomy project 🌠Starting a project called Stellax. I want to understand astronomy data properly, not just study it in theory. So I’m building a web app that uses real star data and turns it into tables + graphs. Right now it’s just the beginning — folders, setup, and figuring out what the structure should look like.I have the perfect plan of how it should look like at the end. I’m going step by step and learning as I break things. First goal: get a working star dataset on the screen."}]...
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Title: stellax by @Samriddhi | Stardance
Devlogs: Title: stellax by @Samriddhi | Stardance
Devlogs:
Devlog 1 — Building my first astronomy project 🌠Starting a project called Stellax. I want to understand astronomy data properly, not just study it in theory. So I’m building a web app that uses real star data and turns it into tables + graphs. Right now it’s just the beginning — folders, setup, and figuring out what the structure should look like.I have the perfect plan of how it should look like at the end. I’m going step by step and learning as I break things. First goal: get a working star dataset on the screen....
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1792806486.2072995
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1793411286.2072995
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19856
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stem racing car by @fghj | Stardance
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fghj
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1
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10.17
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T13:38:39Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "CAD modelling and cfd testing of body", "repo": "https://github.com/v78j2wv9fp-afk/stem-racing-car", "demo": ""}]...
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[{"post_id": 56592, "ts": "202 [{"post_id": 56592, "ts": "2026-08-28T12:32:28Z", "hours": 2.0667, "text": "Changed the body of the car for aerodynamic gain, as well as setting up front wing for 3D printing in order to see the weight. I started drafting and optimising the rear fairing, I added a channel to let airflow through that was stuck behind the wheels."}, {"post_id": 14342, "ts": "2026-06-23T13:14:23Z", "hours": 2.2506, "text": "Made changes to the main body in order to fix the problems previously stated, and then assessed the effectiveness of the changes in CFD."}, {"post_id": 11895, "ts": "2026-06-19T11:52:24Z", "hours": 3.8506, "text": "remodeled the rear of the car due to messy airflow behind the wheels. I then prototyped an idea for the main body and put it into CFD. During the CFD analysis, the airflow kept on spilling under the car and causing drag. I then added floor modifications to mitigate the effect, but only reduced the effect instead of stopping it."}, {"post_id": 9923, "ts": "2026-06-16T13:16:19Z", "hours": 1.6333, "text": "body prototyping and cfd"}]...
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Title: stem racing car by @fghj | Stardance
Devlo Title: stem racing car by @fghj | Stardance
Devlogs:
body prototyping and cfd
remodeled the rear of the car due to messy airflow behind the wheels. I then prototyped an idea for the main body and put it into CFD. During the CFD analysis, the airflow kept on spilling under the car and causing drag. I then added floor modifications to mitigate the effect, but only reduced the effect instead of stopping it.
Made changes to the main body in order to fix the problems previously stated, and then assessed the effectiveness of the changes in CFD.
Changed the body of the car for aerodynamic gain, as well as setting up front wing for 3D printing in order to see the weight. I started drafting and optimising the rear fairing, I added a channel to let airflow through that was stuck behind the wheels.
Ships:
CAD modelling and cfd testing of body...
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1793317785.3560798
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1793404185.3560798
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43512
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sten0 by @pizzalover125 | Stardance
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pizzalover125
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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: sten0 by @pizzalover125 | Stardance
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1792889422.377954
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1793753422.377954
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50075
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sten0 by @pizzalover125 | Stardance
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pizzalover125
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1
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22.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T20:59:07Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "an open source steno keyboard for under $20 :)", "repo": "https://github.com/pizzalover125/sten0", "demo": ""}]...
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[{"post_id": 55818, "ts": "202 [{"post_id": 55818, "ts": "2024-07-01T00:00:00Z", "hours": 0.5, "text": "found a keycap model that works!!! (after going through another 2) LETS GO IM SO HAPPY RN ITS UNBELIEVABLE THEY FIT PERFECTLY im so so happy"}, {"post_id": 55816, "ts": "2024-06-28T00:00:00Z", "hours": 2.0, "text": "I wasn’t sure if my white filament was enough so i switched it to black but it didn’t end up working after multiple failed prints so im moving back to black ok it printed but it doesn’t fit need to tweak the model i printed a keycap it fits! didn’t like the design tho going to use this simple one: https://www.printables.com/model/700878-simple-choc-v1-flat-keycaps/files printed! looks super clean redesigning the thing now wait nvm i can just cutout the pins it fits! WHAAAT THE KEEB DOESN’T WORK ANYMORE NOOOOOOOOOOO fixed it! it was a messy solder connectionm shoutout to @Naytik on slack for the help"}, {"post_id": 55817, "ts": "2024-06-26T00:00:00Z", "hours": 2.0, "text": "last night, i printed the top plate that I CADded to add it, i needed to remove the keycaps unfortunately, the keycaps got stuck so i have to replace those switches asked to buy solder wick tried a bunch of things before asking like using glue or the leg of a diode while the wick is being shipped by AMZN, i’ll design the top plate looks pretty clean! it doesn’t work asked in Slack ok apparently i had to wash the bed did that! reprinted printed perfectly! however, it its too flimsy and the screws dont fit reprinting the model with bigger screw holes and more thickness did it! for 30 minutes, i tried screwing it in with my screws from AMZN but then i realized i got the wrong type of screw i needed self tapping i went to lowes and got some it worked awesome! except it broke the 3d print ok remodeled it voila!"}, {"post_id": 55815, "ts": "2024-06-02T00:00:00Z", "hours": 0.25, "text": "Raygen told me to update it with more details on my exact layout sounds like a great idea so ill do it! experimenting with https://stenokeyboards.com/products/the-uni-v4 and https://opensteno.org/demo/ done! i have both QWERTY and STENO will update README with more info"}, {"post_id": 55814, "ts": "2024-05-23T00:00:00Z", "hours": 4.0, "text": "added 1mm more of spacing but now i can’t 3d print it. im thinking to reduce space between Pico and rest made it smaller + moved diodes to back only 249mm wide dimensions: 249x37, 141x26 3d modeling time w cutout and i made a render! nvm i need screws apparently ahhhhhh have to redesign it again wait let me create BOM $53 flat is pretty good ngl ok back to case design watching this https://www.youtube.com/watch?v=cLz7wpwAEoI learned a lot about how to make it exposed PCB but ill just have a front panel ig going to use https://kbplate.ai03.com/ for cutouts ok i have no idea on how to do this idk what dimensions to use i have all of it imported; asked on Slack on how to do it; will continue work after actually let me fully prepare the BOM lets ring up the PCB cost on JLC $21.08… nice! let me create BOM.csv ok going to upload all PCB files through a Codespace added everything except the CAD and CAD images in README time to go back to doing CAD! (started 220) watching https://www.youtube.com/watch?v=7azQkSu0m_U not helpful at all manually did it cool section view ok i made it so the holes are invis cutout in middle also going to test out micro-usb cable it fits! voila! ok preparing for submission again"}, {"post_id": 55813, "ts": "2024-05-22T00:00:00Z", "hours": 3.0, "text": "ok time to make a better CAD! im thinking i’ll do a simpler backplate design with a cool frontplate so its basically a sandwich nvm this is too hard im switching to exposed PCB style time to look for inspo watching https://www.youtube.com/watch?v=82yD0RMeEw8 i came up with the following but it doesn’t seem like enough OMG IVE BEEN TRYING TO MAKE A CUTOUT FOR USB AND ITS NOT WORKING AHHHHH going to redo the PCB layout making it low profile now removing encoders; bulky and don’t look good hotswap also cause why not nvm no hotswap cause i don’t really need it personally using only what i need routed but just realized its not symetrical 😭 ok figuring out how to round corners figured it out! you just use arcs and move the lines acon was right; this feels super nice ok time for routing! OMG I DID IT WITH 0 VIAS im going to create a cool render now first i added back silkscreen art renders are awesome there were these random “K”s next to the diodes, so I removed them need to figure out where mounting holes go wait i dont need them cause i can just press fit with supports created dimensions according to my calculations, i need two rectangles; one that is 252x35 and another that is 147x26. 1mm filets idk if this will work added things in middle: added cutout! going to render this keys may not be able to be pressed"}, {"post_id": 55812, "ts": "2024-05-21T00:00:00Z", "hours": 1.0, "text": "project got rejected… 😭 got rejected for design which i can understand need to make design more cohesive no exposed PCB ig ok ill make basic face plate then ill spice it up nvm ill just create a cool render the encoder keeps bugging out; need a fix tried like 5 diff models and tweaked a bunch of settings and it worked!"}, {"post_id": 55810, "ts": "2024-05-17T00:00:00Z", "hours": 3.0, "text": "started off with a BOM wait if I get some more switches I can build 2 keyboards ok $6 more for +1 keyboard is not bad soooooo that comes down to $67.64 for two keebs or $33.82 for two doesn’t include 3d printed case but thats not too bad acon told me to look at other keyboard companies polish #1: logo on back watched https://www.youtube.com/watch?v=YR1xkOp5U1g just realized I forgot screws in BOM ok apparently i can just use M2x3 without any hex nuts. adding to BOM ok $80.43 now; still cheaper than an Asterik ok going to scroll more on hardware.hackclub.com wait b4 that I wanted to round all corners wait i don’t need mounting holes if tolerance is tight enough idk ill still keep them rounded literally every corner idk what else to make this polished ok ive seen so many other keyboards and don’t see how mine isn’t as polished… made PCB shorter ok im going to reroute everything to make routing better moving two diodes below encoders bc they seem kinda weird looks better rerouted everything! ok imma make a 3d model of the key + keycap WHY ALL KEYCAPS ARE SLANTED OMG MGOMOGMOGMOGM looks pretty slick NGL ill create a rotary encoder w/ cap as well time for render! not working on render? ok its fine added README… ready to submit!"}, {"post_id": 55811, "ts": "2024-05-17T00:00:00Z", "hours": 0.25, "text": "after I uploaded the thing on Slack, Taran told me I needed some sort of support for the pins after a lot of help by him, I made the thing below: Taran said it looks good so okay he said to extrude something on bottom ill do that later ok turns out i also need standoffs for OLED will do wait i can’t extrude a logo or something on bottom bc im splitting it in half"}, {"post_id": 55809, "ts": "2024-05-16T00:00:00Z", "hours": 2.0, "text": "BRUHHHH MY WHOLE JOURNAL for today GOT DELETED basically, I was learning how to Render KiCad It was this crazy thing where I had to downgrade KiCAD to 9.0 and then upgrade to 10.0 I downloaded Blender and Fusion and tried to Render but it wasn’t working I watched like 5 YT videos trying to figure it out So I ultimately decided to have no render I added mounting holes + logos made back panel tried to export from KiCAD as STEP but it doesn’t work? ok that was a weird bug; i just had to redraw the outline pretty basic, ngl idk where to add polish first im going to add keycaps to make it look better nvm no keycaps bc very tedious asked for help on Slack: https://hackclub.slack.com/archives/C0B0CADUV3P/p1778990312121819 what do we think? it looks pretty sick ngl idk what else to add for polish will look at approved keebs on hardware.hackclub.com liked https://github.com/KaiPereira/PR1SM , https://github.com/sudo-apt-install-tap/TaoTeChing , https://github.com/code2344/SplitCodeBoard , https://github.com/meepodeep/ErgoDecks ok all of them are pretty standard and i lowk didn’t gain much inspiration note to self: need to split the keyboard in half to print it wait I can just do that in the Bambu Slicer; ok ill just do that ok i think plan now is to finalize and then submit start w/ BOM im genuinely shocked by this time to see JLC.. doesn’t work? ok time to sleep; will see tmrw"}, {"post_id": 55807, "ts": "2024-05-15T00:00:00Z", "hours": 0.83, "text": "new day; no school! wanted to fully figure out the firmware aspect found the NKRO layout for https://nolltronics.com/product/picosteno/ NKRO is basically a setting you can change on your QWERTY keyboard to actually register all the keys you press at the same time basically, ill code firmware w/ regular QMK/KMK and itll be normal keyboard firmware. user runs Plover software on their computer Plover converts each regular key press to steno this way, I can have the OLED + rotary encoders be super easy to code up i removed the labels from the front + back silkscreen to make it look better / cleaner ill do only firmware today i created the keymap: column 1: Q W E R T Y U I Y P [ column 2: A S D F T O J K L ; ’ column 3: 2 C V [mute/unmute] [video on/off] N M 8 ’ this looks super simple but it isn’t bc i messed up in schematic / placement and some of the keys were swapped around; instead of rerouting, imo fixing it in firmware is better and faster and thats what I did wait nvm i messed up; this should be good: column 1: Q W E R T Y U I Y P column 2: A S D F T O J K L ; column 3: 2 C V [mute/unmute] [video on/off] N M 8 ’ [ im creating firware w help of Claude (pretty hard to do firmware w/o parts)"}, {"post_id": 55808, "ts": "2024-05-15T00:00:00Z", "hours": 0.25, "text": "adding the mounting holes watching https://www.youtube.com/watch?v=TDL3USgDEM0 realized I only have to press “a” and add M2 hole need to position it properly i want to make the PCB black (or white i haven’t chosen yet) looks pretty mid ngl okay time to do case idk what software to use ehhh ill just design a logo today time to hop on figma nvm my internet went out??????????? why did this happen to me uhhhh ig i can’t do much so ill end it here for today… unless it comes back"}, {"post_id": 55806, "ts": "2024-05-14T00:00:00Z", "hours": 2.25, "text": "before starting the schematic, I wanted to look at other open source Steno boards found https://plover.wiki/index.php/DIY_steno_writers they are cool, but none of them have encoders or OLEDs omg i just realized my layout is off i need another two keys on the left side i did not expect almost all steno keyboards to be not aligned? thats actually so weird, but ill change my design i also need to move the bottom row down by 1 unit how did i make all these mistakes wow ok that was ez to fix time to hop on KiCad watching https://www.youtube.com/watch?v=8WXpGTIbxlQ to learn a little bit got matrix done using this https://pip-assets.raspberrypi.com/categories/610-raspberry-pi-pico/documents/RP-008309-DS-1-Pico-R3-A4-Pinout.pdf?disposition=inline schematic done! it was pretty ez assigned footprint spent 5 minutes looking for EC11 + cherry mx footrpints but realized they were built in after alex told me time to start PCB! finished the keys, encoders, and pico placement; need to do diodes + OLED routing time! oops forgot to flip the diodes… ill do that rn! routed! added 3d models for keys took so long for no reason added all the other 3d models… these were shorter! aight going to call it for a day but great progress today!"}, {"post_id": 55805, "ts": "2024-05-13T00:00:00Z", "hours": 0.5, "text": "thought about required costs decided to make BOM for some reason im going to source a lot of parts from Amazon Aliexpress has misdelievered packages lot easier to get parts, replace parts, etc. i alr have a bunch of Picos lying around so i’ll use one of those PCB probably going to be around $20 realized i need to figure out firmware because it is complex found Plover (most popular firmware) ok this is a bit weird but basically I can program the keyboard firmware to be like a regular keyboard but Plover will translate the regular keypresses to Steno (in this image, I would set the top left key on my PCB to be a “W” on QWERTY which would be translate to the “T” sound on Steno ok i basically have firmware figured out! ill use a 7*4 matrix layout so I can get the 2 rotary encoders and make them keys i tried to draw out the matrix but its hard so ill prob just figure which keys are what after schematic done nvm ill use 3x10 cause its easier and i have enough keys and it would be easier to route"}, {"post_id": 55804, "ts": "2024-05-12T00:00:00Z", "hours": 0.5, "text": "created idea after seeing StenoKeyboard’s outrageous pricing on https://stenokeyboards.com/products/the-uni-v4 i’ve seen videos of people typing at crazy speeds with steno what if i made a cheap steno keyboard? v1 is going to be basic but i want v2 to be hotswap + RGB i could still do hotswap with this thing called “mill-max sockets” they basically plug the PCB holes and make a regular MX footprint become hotswappable require kapton tape ok ill decide this later created the thing below was originally going to copy the StenoKeyboards layout but Taran told me to make it more unique so I tried doing that ok ill first design w/o LEDs and then add them in v2 goal of this project is to be ultra-polished in every way possible want some sick renders"}]...
|
Title: sten0 by @pizzalover125 | Stardance
Devlog Title: sten0 by @pizzalover125 | Stardance
Devlogs:
created idea after seeing StenoKeyboard’s outrageous pricing on https://stenokeyboards.com/products/the-uni-v4 i’ve seen videos of people typing at crazy speeds with steno what if i made a cheap steno keyboard? v1 is going to be basic but i want v2 to be hotswap + RGB i could still do hotswap with this thing called “mill-max sockets” they basically plug the PCB holes and make a regular MX footprint become hotswappable require kapton tape ok ill decide this later created the thing below was originally going to copy the StenoKeyboards layout but Taran told me to make it more unique so I tried doing that ok ill first design w/o LEDs and then add them in v2 goal of this project is to be ultra-polished in every way possible want some sick renders
thought about required costs decided to make BOM for some reason im going to source a lot of parts from Amazon Aliexpress has misdelievered packages lot easier to get parts, replace parts, etc. i alr have a bunch of Picos lying around so i’ll use one of those PCB probably going to be around $20 realized i need to figure out firmware because it is complex found Plover (most popular firmware) ok this is a bit weird but basically I can program the keyboard firmware to be like a regular keyboard but Plover will translate the regular keypresses to Steno (in this image, I would set the top left key on my PCB to be a “W” on QWERTY which would be translate to the “T” sound on Steno ok i basically have firmware figured out! ill use a 7*4 matrix layout so I can get the 2 rotary encoders and make them keys i tried to draw out the matrix but its hard so ill prob just figure which keys are what after schematic done nvm ill use 3x10 cause its easier and i have enough keys and it would be easier to route
before starting the schematic, I wanted to look at other open source Steno boards found https://plover.wiki/index.php/DIY_steno_writers they are cool, but none of them have encoders or OLEDs omg i just realized my layout is off i need another two keys on the left side i did not expect almost all steno keyboards to be not aligned? thats actually so weird, but ill change my design i also need to move the bottom row down by 1 unit how did i make all these mistakes wow ok that was ez to fix time to hop on KiCad watching https://www.youtube.com/watch?v=8WXpGTIbxlQ to learn a little bit got matrix done using this https://pip-assets.raspberrypi.com/categories/610-raspberry-pi-pico/documents/RP-008309-DS-1-Pico-R3-A4-Pinout.pdf?disposition=inline schematic done! it was pretty ez assigned footprint spent 5 minutes looking for EC11 + cherry mx footrpints but realized they were built in after alex told me time to start PCB! finished the keys, encoders, and pico placement; need to do diodes + OLED routing time! oops forgot to flip the diodes… ill do that rn! routed! added 3d models for keys took so long for no reason added all the other 3d models… these were shorter! aight going to call it for a day but great progress today!
adding the mounting holes watching https://www.youtube.com/watch?v=TDL3USgDEM0 realized I only have to press “a” and add M2 hole need to position it properly i want to make the PCB black (or white i haven’t chosen yet) looks pretty mid ngl okay time to do case idk what software to use ehhh ill just design a logo today time to hop on figma nvm my internet went out??????????? why did this happen to me uhhhh ig i can’t do much so ill end it here for today… unless it comes back
new day; no school! wanted to fully figure out the firmware aspect found the NKRO layout for https://nolltronics.com/product/picosteno/ NKRO is basically a setting you can change on your QWERTY keyboard to actually register all the keys you press at the same time basically, ill code firmware w/ regular QMK/KMK and itll be normal keyboard firmware. user runs Plover software on their computer Plover converts each regular key press to steno this way, I can have the OLED + rotary encoders be super easy to code up i removed the labels from the front + back silkscreen to make it look better / cleaner ill do only firmware today i created the keymap: column 1: Q W E R T Y U I Y P [ column 2: A S D F T O J K L ; ’ column 3: 2 C V [mute/unmute] [video on/off] N M 8 ’ this looks super simple but it isn’t bc i messed up in schematic / placement and some of the keys were swapped around; instead of rerouting, imo fixing it in firmware is better and faster and thats what I did wait nvm i messed up; this should be good: column 1: Q W E R T Y U I Y P column 2: A S D F T O J K L ; column 3: 2 C V [mute/unmute] [video on/off] N M 8 ’ [ im creating firware w help of Claude (pretty hard to do firmware w/o parts)
BRUHHHH MY WHOLE JOURNAL for today GOT DELETED basically, I was learning how to Render KiCad It was this crazy thing where I had to downgrade KiCAD to 9.0 and then upgrade to 10.0 I downloaded Blender and Fusion and tried to Render but it wasn’t working I watched like 5 YT videos trying to figure it out So I ultimately decided to have no render I added mounting holes + logos made back panel tried to export from KiCAD as STEP but it doesn’t work? ok that was a weird bug; i just had to redraw the outline pretty basic, ngl idk where to add polish first im going to add keycaps to make it look better nvm no keycaps bc very tedious asked for help on Slack: https://hackclub.slack.com/archives/C0B0CADUV3P/p1778990312121819 what do we think? it looks pretty sick ngl idk what else to add for polish will look at approved keebs on hardware.hackclub.com liked https://github.com/KaiPereira/PR1SM , https://github.com/sudo-apt-install-tap/TaoTeChing , https://github.com/code2344/SplitCodeBoard , https://github.com/meepodeep/ErgoDecks ok all of them are pretty standard and i lowk didn’t gain much inspiration note to self: need to split the keyboard in half to print it wait I can just do that in the Bambu Slicer; ok ill just do that ok i think plan now is to finalize and then submit start w/ BOM im genuinely shocked by this time to see JLC.. doesn’t work? ok time to sleep; will see tmrw
after I uploaded the thing on Slack, Taran told me I needed some sort of support for the pins after a lot of help by him, I made the thing below: Taran said it looks good so okay he said to extrude something on bottom ill do that later ok turns out i also need standoffs for OLED will do wait i can’t extrude a logo or something on bottom bc im splitting it in half
started off with a BOM wait if I get some more switches I can build 2 keyboards ok $6 more for +1 keyboard is not bad soooooo that comes down to $67.64 for two keebs or $33.82 for two doesn’t include 3d printed case but thats not too bad acon told me to look at other keyboard companies polish #1: logo on back watched https://www.youtube.com/watch?v=YR1xkOp5U1g just realized I forgot screws in BOM ok apparently i can just use M2x3 without any hex nuts. adding to BOM ok $80.43 now; still cheaper than an Asterik ok going to scroll more on hardware.hackclub.com wait b4 that I wanted to round all corners wait i don’t need mounting holes if tolerance is tight enough idk ill still keep them rounded literally every corner idk what else to make this polished ok ive seen so many other keyboards and don’t see how mine isn’t as polished… made PCB shorter ok im going to reroute everything to make routing better moving two diodes below encoders bc they seem kinda weird looks better rerouted everything! ok imma make a 3d model of the key + keycap WHY ALL KEYCAPS ARE SLANTED OMG MGOMOGMOGMOGM looks pretty slick NGL ill create a rotary encoder w/ cap as well time for render! not working on render? ok its fine added README… ready to submit!
project got rejected… 😭 got rejected for design which i can understand need to make design more cohesive no exposed PCB ig ok ill make basic face plate then ill spice it up nvm ill just create a cool render the encoder keeps bugging out; need a fix tried like 5 diff models and tweaked a bunch of settings and it worked!
ok time to make a better CAD! im thinking i’ll do a simpler backplate design with a cool frontplate so its basically a sandwich nvm this is too hard im switching to exposed PCB style time to look for inspo watching https://www.youtube.com/watch?v=82yD0RMeEw8 i came up with the following but it doesn’t seem like enough OMG IVE BEEN TRYING TO MAKE A CUTOUT FOR USB AND ITS NOT WORKING AHHHHH going to redo the PCB layout making it low profile now removing encoders; bulky and don’t look good hotswap also cause why not nvm no hotswap cause i don’t really need it personally using only what i need routed but just realized its not symetrical 😭 ok figuring out how to round corners figured it out! you just use arcs and move the lines acon was right; this feels super nice ok time for routing! OMG I DID IT WITH 0 VIAS im going to create a cool render now first i added back silkscreen art renders are awesome there were these random “K”s next to the diodes, so I removed them need to figure out where mounting holes go wait i dont need them cause i can just press fit with supports created dimensions according to my calculations, i need two rectangles; one that is 252x35 and another that is 147x26. 1mm filets idk if this will work added things in middle: added cutout! going to render this keys may not be able to be pressed
added 1mm more of spacing but now i can’t 3d print it. im thinking to reduce space between Pico and rest made it smaller + moved diodes to back only 249mm wide dimensions: 249x37, 141x26 3d modeling time w cutout and i made a render! nvm i need screws apparently ahhhhhh have to redesign it again wait let me create BOM $53 flat is pretty good ngl ok back to case design watching this https://www.youtube.com/watch?v=cLz7wpwAEoI learned a lot about how to make it exposed PCB but ill just have a front panel ig going to use https://kbplate.ai03.com/ for cutouts ok i have no idea on how to do this idk what dimensions to use i have all of it imported; asked on Slack on how to do it; will continue work after actually let me fully prepare the BOM lets ring up the PCB cost on JLC $21.08… nice! let me create BOM.csv ok going to upload all PCB files through a Codespace added everything except the CAD and CAD images in README time to go back to doing CAD! (started 220) watching https://www.youtube.com/watch?v=7azQkSu0m_U not helpful at all manually did it cool section view ok i made it so the holes are invis cutout in middle also going to test out micro-usb cable it fits! voila! ok preparing for submission again
Raygen told me to update it with more details on my exact layout sounds like a great idea so ill do it! experimenting with https://stenokeyboards.com/products/the-uni-v4 and https://opensteno.org/demo/ done! i have both QWERTY and STENO will update README with more info
last night, i printed the top plate that I CADded to add it, i needed to remove the keycaps unfortunately, the keycaps got stuck so i have to replace those switches asked to buy solder wick tried a bunch of things before asking like using glue or the leg of a diode while the wick is being shipped by AMZN, i’ll design the top plate looks pretty clean! it doesn’t work asked in Slack ok apparently i had to wash the bed did that! reprinted printed perfectly! however, it its too flimsy and the screws dont fit reprinting the model with bigger screw holes and more thickness did it! for 30 minutes, i tried screwing it in with my screws from AMZN but then i realized i got the wrong type of screw i needed self tapping i went to lowes and got some it worked awesome! except it broke the 3d print ok remodeled it voila!
I wasn’t sure if my white filament was enough so i switched it to black but it didn’t end up working after multiple failed prints so im moving back to black ok it printed but it doesn’t fit need to tweak the model i printed a keycap it fits! didn’t like the design tho going to use this simple one: https://www.printables.com/model/700878-simple-choc-v1-flat-keycaps/files printed! looks super clean redesigning the thing now wait nvm i can just cutout the pins it fits! WHAAAT THE KEEB DOESN’T WORK ANYMORE NOOOOOOOOOOO fixed it! it was a messy solder connectionm shoutout to @Naytik on slack for the help
found a keycap model that works!!! (after going through another 2) LETS GO IM SO HAPPY RN ITS UNBELIEVABLE THEY FIT PERFECTLY im so so happy
Ships:
an open source steno keyboard for under $20 :)...
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1792399744.005869
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1793263744.005869
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48971
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step by @DEVESHAGRAWAL | Stardance
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DEVESHAGRAWAL
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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: step by @DEVESHAGRAWAL | Stardance
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1793256753.124008
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1793861553.124008
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37236
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stereo.txt by @floppek | Stardance
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floppek
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1
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2.0
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4
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T13:20:04Z", "hours": 2.0, "multiplier": 1.82, "payout": 4, "blessing": "neutral", "text": "Simple retro themed music player inside the browser. How to use this: open stereo.sperm.monster drag n drop your music press play listen to music planned features maybe also a retro video player add a cool volume slider make the site feel even more retro", "repo": "https://github.com/floppek/stereo", "demo": "https://stereo.sperm.monster"}]...
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[{"post_id": 31214, "ts": "202 [{"post_id": 31214, "ts": "2026-07-19T13:10:44Z", "hours": 2.3367, "text": "a simple retro themed music player inside the browser."}]...
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Title: stereo.txt by @floppek | Stardance
Devlogs Title: stereo.txt by @floppek | Stardance
Devlogs:
a simple retro themed music player inside the browser.
Ships:
Simple retro themed music player inside the browser. How to use this: open stereo.sperm.monster drag n drop your music press play listen to music planned features maybe also a retro video player add a cool volume slider make the site feel even more retro...
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1793253377.2002344
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1793339777.2002344
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30721
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stickbuddy by @FUGITIVE | Stardance
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FUGITIVE
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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: stickbuddy by @FUGITIVE | Stardance
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1793296445.402338
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1793901245.402338
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8720
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stickers by @Nena | Stardance
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Nena
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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: stickers by @Nena | Stardance
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1793264028.3117948
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1793868828.3117948
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67713
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stickman by @thisisnaman | Stardance
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thisisnaman
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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: stickman by @thisisnaman | Stardance
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1793112849.3223617
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1793717649.3223617
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3574
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sticky by @rohan_kasarla | Stardance
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rohan_kasarla
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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: sticky by @rohan_kasarla | Stardance
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1792702426.2326338
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1793307226.2326338
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62794
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sticky note on the side of the screen by @princega sticky note on the side of the screen by @princegandhi | Stardance...
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princegandhi
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0
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0.0
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0
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[]
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Title: sticky note on the side of the screen by @p Title: sticky note on the side of the screen by @princegandhi | Stardance...
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1793047796.150722
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1793652596.150722
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7933
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sticky notes but with AI by @vacegi7213 | Stardanc sticky notes but with AI by @vacegi7213 | Stardance...
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vacegi7213
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0
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0.0
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0
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Title: sticky notes but with AI by @vacegi7213 | S Title: sticky notes but with AI by @vacegi7213 | Stardance...
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1792723859.9838855
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1793328659.9838855
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6921
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still thinking by @eliza | Stardance
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eliza
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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: still thinking by @eliza | Stardance
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1793231477.665428
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1793836277.665428
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57850
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still-thinking by @matyi | Stardance
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matyi
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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: still-thinking by @matyi | Stardance
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1792727544.9032815
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1793332344.9032815
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34613
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stock dash by @matttpark26 | Stardance
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matttpark26
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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: stock dash by @matttpark26 | Stardance
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1792784908.1056633
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1793389708.1056633
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63616
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stock value analysis by @senthilnathan_arun | Star stock value analysis by @senthilnathan_arun | Stardance...
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senthilnathan_arun
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0
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11.69
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0
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[]
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[{"post_id": 80304, "ts": "202 [{"post_id": 80304, "ts": "2026-10-17T06:32:43Z", "hours": 0.3692, "text": "now i added sma and fixed the metrics"}, {"post_id": 80300, "ts": "2026-10-17T05:54:53Z", "hours": 9.5439, "text": "i have finally made the multi-stock analysis work. i also have normalized prices function as you see here, this helps you to see the growth rate even with a large price diff for assets like btc and gold and aapl . also added a download button to make a csv file for the user to download"}, {"post_id": 70450, "ts": "2026-09-19T06:56:25Z", "hours": 1.2364, "text": "now you can chose different stocks and timeline and streamlit will create a line graph"}, {"post_id": 70410, "ts": "2026-09-19T04:14:47Z", "hours": 0.5411, "text": "i am creating a web app for stocks , its still barebons but i will make it better"}]...
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Title: stock value analysis by @senthilnathan_arun Title: stock value analysis by @senthilnathan_arun | Stardance
Devlogs:
i am creating a web app for stocks , its still barebons but i will make it better
now you can chose different stocks and timeline and streamlit will create a line graph
i have finally made the multi-stock analysis work. i also have normalized prices function as you see here, this helps you to see the growth rate even with a large price diff for assets like btc and gold and aapl . also added a download button to make a csv file for the user to download
now i added sma and fixed the metrics...
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1793051682.1141808
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1793656482.1141808
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1469
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stock-screener-ml by @mtanu2017 | Stardance
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mtanu2017
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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: stock-screener-ml by @mtanu2017 | Stardance
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1792626500.1815536
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1793231300.1815536
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5924
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stockpanda by @pizzalover125 | Stardance
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pizzalover125
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1
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23.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T22:37:57Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Stockpanda is an open-source chess engine made with Python that can be played through a custom web GUI! Creating an engine is extremely technical, so I had to do thorough research on the different alogrithms to make the engine better and better. I’m proud that my GUI has such a smooth user interface, as well as the fact that my engine is extremely strong! Building this was a blast :)", "repo": "https://github.com/pizzalover125/stockpanda", "demo": "https://stockpanda.vercel.app/"}]...
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[{"post_id": 17212, "ts": "202 [{"post_id": 17212, "ts": "2026-06-27T22:31:42Z", "hours": 0.2747, "text": "did a final run-through of the app, tweaked some settings, deployed, and created a banner in Figma!"}, {"post_id": 17192, "ts": "2026-06-27T22:03:20Z", "hours": 1.6372, "text": "implemented two pieces of polish: victory confetti screen shake + sound effect on illegal moves these changes were not too difficult, but I did run into a couple of bugs. i think i’m ready to ship! not much i think i can add at this point."}, {"post_id": 16620, "ts": "2026-06-27T01:17:03Z", "hours": 1.1508, "text": "implemented difficulty levels! they just adjust the search depth and the maximum time spent. pretty simple to implement!"}, {"post_id": 16383, "ts": "2026-06-26T17:40:00Z", "hours": 1.7242, "text": "made the move history travel-able! now, you can go backwards and forwards through the game’s history. there were bugs with this feature, but it works perfectly now!"}, {"post_id": 15408, "ts": "2026-06-25T01:30:30Z", "hours": 1.8711, "text": "added more customization! there are now more options for customizing the time, board, piece, and now sound themes. this wasn’t too difficult; just tedious."}, {"post_id": 15309, "ts": "2026-06-24T21:19:04Z", "hours": 0.37, "text": "deployed this on Vercel! had to change a couple of things and vercel had some issues with the build, but i got it figured out! go to stockpanda.vercel.app!"}, {"post_id": 15261, "ts": "2026-06-24T19:36:39Z", "hours": 1.3167, "text": "implemented premoves! now you can make moves before the engine makes a move; similar to chess.com and lichess.org. i couldn’t get a screenshot cause it takes some time, so try it out yourself!"}, {"post_id": 15126, "ts": "2026-06-24T16:08:04Z", "hours": 1.1042, "text": "added board annotations! if you’ve ever used chess.com or lichess, you would know you can highlight squares and draw arrows. now, you can do that on stock panda! implementing this was a lot easier than i thought, ngl. pretty smooth sailing."}, {"post_id": 14833, "ts": "2026-06-24T03:00:32Z", "hours": 1.3725, "text": "made it responsive on mobile! i came across a lot of bugs with it not working but i eventually got through the bugs. to accomplish this, i also ended up adding functionality to make moves by clicking instead of dragging. some people like it that way."}, {"post_id": 14605, "ts": "2026-06-23T19:36:28Z", "hours": 0.7114, "text": "implemented a notation system on the side, similar to how chess.com andlichess.org do it. pretty simple, other than visual bugs with weird scrolling problems. super clean tho!"}, {"post_id": 14541, "ts": "2026-06-23T18:07:53Z", "hours": 1.4267, "text": "implemented custom themes! now you can fully customize the look and feel of your chess game against Stock Panda! I love how intuitive the UI/UX is"}, {"post_id": 14128, "ts": "2026-06-23T03:27:51Z", "hours": 0.9108, "text": "implemented a clock! now you can play rapid, blitz, and bullet games with my chess engine!"}, {"post_id": 14014, "ts": "2026-06-23T00:08:18Z", "hours": 1.6136, "text": "transformed the UI of the application. added extremely satisfying sounds that im genuniely so proud of. made it look like chess.com cause people recognize that. also, you can choose to play as black or white, which is really cool! finally, there are now animations for the computer’s moves."}, {"post_id": 5223, "ts": "2026-06-08T22:39:24Z", "hours": 0.5694, "text": "implemented phase-based evaluation! essentially, the engine changes based on the phase of the game (opening, middlegame, endgame). for example, you want to have your king active in the endgame but safe in the opening. thats what this change does!"}, {"post_id": 4539, "ts": "2026-06-07T21:42:44Z", "hours": 0.4444, "text": "implemented endgame tablebases! essentially, chess is solved with 7 pieces or fewer. so instead of trying to calculate the perfect move in a complicated position, we can just look it up in a precomputed database of all positions with 7 pieces or fewer. this is a huge boost for endgame play, and also lets the engine play perfectly in those positions instead of relying on heuristics. the syzygy tablebases are the standard in the chess programming community, so i used them!"}, {"post_id": 4475, "ts": "2026-06-07T20:06:43Z", "hours": 0.6053, "text": "implemented an opening book! essentially, for common openings, the engine has a file of the best moves in those common positions. this makes it a lot better (and faster) at the opening stage. implementing it was pretty difficult because of some issues with the book file, but it eventually worked!"}, {"post_id": 4440, "ts": "2026-06-07T19:18:03Z", "hours": 0.8325, "text": "implemented transition tables! essentially, transition tables cache evaluations to reuse if the position is achieved through a different set of moves (transposition)."}, {"post_id": 3709, "ts": "2026-06-06T19:19:05Z", "hours": 0.8528, "text": "implemented quiessence search! basically, the engine keeps searching until the position becomes stable. for example, lets say the user can trade queens on move 5. it would see that and think that line is winning, but fails to see past move 5 where the opponent can recapture the queen. this 5-depth barrier is known as the horizon effect!"}, {"post_id": 2973, "ts": "2026-06-05T21:50:16Z", "hours": 0.4986, "text": "creating logo for stockpanda! it looks pretty cool to me, ngl. made in Figma. pretty simple but straight to the point. modeled after stockfish logo"}, {"post_id": 2903, "ts": "2026-06-05T20:10:39Z", "hours": 1.1783, "text": "added iterative deepening! essentially, it has a max thinking time and thinks as much as possible in that time. this makes it way faster!"}, {"post_id": 2436, "ts": "2026-06-04T22:38:09Z", "hours": 0.6431, "text": "added alpha-beta pruning! basically, if a branch in the tree is already bad, then my engine stops looking at the line (ex: blunders queen on move one, no need to look at that line). only 26 lines changed, but it was difficult to implement and i kept facing errors."}, {"post_id": 1572, "ts": "2026-06-03T17:49:42Z", "hours": 1.0183, "text": "basic minimax algorithm implemented with piece values and piece square tables to make it decently accurate"}, {"post_id": 1523, "ts": "2026-06-03T16:30:30Z", "hours": 0.8942, "text": "created the board and legal move logic!"}, {"post_id": 1240, "ts": "2026-06-03T02:56:04Z", "hours": 0.3089, "text": "took notes on chess engine design and created a course of action"}]...
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Title: stockpanda by @pizzalover125 | Stardance
D Title: stockpanda by @pizzalover125 | Stardance
Devlogs:
took notes on chess engine design and created a course of action
created the board and legal move logic!
basic minimax algorithm implemented with piece values and piece square tables to make it decently accurate
added alpha-beta pruning! basically, if a branch in the tree is already bad, then my engine stops looking at the line (ex: blunders queen on move one, no need to look at that line). only 26 lines changed, but it was difficult to implement and i kept facing errors.
added iterative deepening! essentially, it has a max thinking time and thinks as much as possible in that time. this makes it way faster!
creating logo for stockpanda! it looks pretty cool to me, ngl. made in Figma. pretty simple but straight to the point. modeled after stockfish logo
implemented quiessence search! basically, the engine keeps searching until the position becomes stable. for example, lets say the user can trade queens on move 5. it would see that and think that line is winning, but fails to see past move 5 where the opponent can recapture the queen. this 5-depth barrier is known as the horizon effect!
implemented transition tables! essentially, transition tables cache evaluations to reuse if the position is achieved through a different set of moves (transposition).
implemented an opening book! essentially, for common openings, the engine has a file of the best moves in those common positions. this makes it a lot better (and faster) at the opening stage. implementing it was pretty difficult because of some issues with the book file, but it eventually worked!
implemented endgame tablebases! essentially, chess is solved with 7 pieces or fewer. so instead of trying to calculate the perfect move in a complicated position, we can just look it up in a precomputed database of all positions with 7 pieces or fewer. this is a huge boost for endgame play, and also lets the engine play perfectly in those positions instead of relying on heuristics. the syzygy tablebases are the standard in the chess programming community, so i used them!
implemented phase-based evaluation! essentially, the engine changes based on the phase of the game (opening, middlegame, endgame). for example, you want to have your king active in the endgame but safe in the opening. thats what this change does!
transformed the UI of the application. added extremely satisfying sounds that im genuniely so proud of. made it look like chess.com cause people recognize that. also, you can choose to play as black or white, which is really cool! finally, there are now animations for the computer’s moves.
implemented a clock! now you can play rapid, blitz, and bullet games with my chess engine!
implemented custom themes! now you can fully customize the look and feel of your chess game against Stock Panda! I love how intuitive the UI/UX is
implemented a notation system on the side, similar to how chess.com andlichess.org do it. pretty simple, other than visual bugs with weird scrolling problems. super clean tho!
made it responsive on mobile! i came across a lot of bugs with it not working but i eventually got through the bugs. to accomplish this, i also ended up adding functionality to make moves by clicking instead of dragging. some people like it that way.
added board annotations! if you’ve ever used chess.com or lichess, you would know you can highlight squares and draw arrows. now, you can do that on stock panda! implementing this was a lot easier than i thought, ngl. pretty smooth sailing.
implemented premoves! now you can make moves before the engine makes a move; similar to chess.com and lichess.org. i couldn’t get a screenshot cause it takes some time, so try it out yourself!
deployed this on Vercel! had to change a couple of things and vercel had some issues with the build, but i got it figured out! go to stockpanda.vercel.app!
added more customization! there are now more options for customizing the time, board, piece, and now sound themes. this wasn’t too difficult; just tedious.
made the move history travel-able! now, you can go backwards and forwards through the game’s history. there were bugs with this feature, but it works perfectly now!
implemented difficulty levels! they just adjust the search depth and the maximum time spent. pretty simple to implement!
implemented two pieces of polish: victory confetti screen shake + sound effect on illegal moves these changes were not too difficult, but I did run into a couple of bugs. i think i’m ready to ship! not much i think i can add at this point.
did a final run-through of the app, tweaked some settings, deployed, and created a banner in Figma!
Ships:
Stockpanda is an open-source chess engine made with Python that can be played through a custom web GUI! Creating an engine is extremely technical, so I had to do thorough research on the different alogrithms to make the engine better and better. I’m proud that my GUI has such a smooth user interface, as well as the fact that my engine is extremely strong! Building this was a blast :)...
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1792392445.9440272
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1793256445.9440272
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10387
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stoffsite by @kadust | Stardance
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kadust
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0
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0.0
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0
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[]
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[]
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Title: stoffsite by @kadust | Stardance
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1792727391.050076
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1793332191.050076
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29097
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stooladder by @bigboybluberwad | Stardance
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bigboybluberwad
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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: stooladder by @bigboybluberwad | Stardance
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1793152046.2962387
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1793756846.2962387
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60787
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stopwatch by @Pery | Stardance
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Pery
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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: stopwatch by @Pery | Stardance
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1793037025.579775
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1793641825.579775
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9018
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story game by @GaneshBabu | Stardance
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GaneshBabu
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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: story game by @GaneshBabu | Stardance
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1792752679.0082195
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1793357479.0082195
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70415
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str by @avanibyn | Stardance
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avanibyn
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0
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1.72
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0
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[]
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[{"post_id": 82508, "ts": "202 [{"post_id": 82508, "ts": "2026-10-25T02:24:18Z", "hours": 1.0125, "text": "I didnt like my script so idecided todelete everything and rewrite it"}, {"post_id": 81385, "ts": "2026-10-21T02:57:30Z", "hours": 0.7092, "text": "im starting the first bits of the script"}]...
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Title: str by @avanibyn | Stardance
Devlogs:
im s Title: str by @avanibyn | Stardance
Devlogs:
im starting the first bits of the script
I didnt like my script so idecided todelete everything and rewrite it...
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1793008423.6708856
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1793613223.6708856
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6663
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strandbeest by @euan | Stardance
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euan
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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: strandbeest by @euan | Stardance
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1793177467.7797737
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1793782267.7797737
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6670
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strandbeest by @euanripper2 | Stardance
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euanripper2
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1
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4.3
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T19:40:07Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i lost sleep trying to get the joints right - once i built it exactly mirrored", "repo": "https://github.com/hackclub/beest", "demo": "https://beest.hackclub.com"}]...
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[{"post_id": 2593, "ts": "2026 [{"post_id": 2593, "ts": "2026-06-05T06:13:04Z", "hours": 0.3031, "text": "After making one leg and running a motion study to verify the joints constrict it to the right path, i can now copy the legs, mirror them and build a frame to hold them together. You can see the strandbeest emerging!"}, {"post_id": 1648, "ts": "2026-06-03T19:36:01Z", "hours": 3.7797, "text": "Making the model"}]...
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Title: strandbeest by @euanripper2 | Stardance
De Title: strandbeest by @euanripper2 | Stardance
Devlogs:
Making the model
After making one leg and running a motion study to verify the joints constrict it to the right path, i can now copy the legs, mirror them and build a frame to hold them together. You can see the strandbeest emerging!
Ships:
i lost sleep trying to get the joints right - once i built it exactly mirrored...
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1793307017.4828632
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1793393417.4828632
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36819
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strawberry milk OS-!!🍓🥛✨ by @agenes | Stardance
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agenes
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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: strawberry milk OS-!!🍓🥛✨ by @agenes | Stard Title: strawberry milk OS-!!🍓🥛✨ by @agenes | Stardance...
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1792734895.871234
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1793339695.871234
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